Forum posts

Posted 19 years ago2005-03-30 03:50:13 UTC
in lots of npcs Post #100041
if you wanted to put lots and lots (100s) of npcs in a map what should you change to make it run bit more smoothly. eg video settings.
Posted 19 years ago2005-03-30 03:42:50 UTC
in model skinning Post #100038
whay program do you need to reskin models?
Posted 20 years ago2004-09-09 05:25:23 UTC
in ammo_357 aint there Post #57739
its for my singleplayer mod. And its well above the ground.
Posted 20 years ago2004-09-09 05:19:30 UTC
in A question about spirit Post #57736
Say you make a mod using spirit. Can you include spirit with your mod so people who play it dont need to download it?
Posted 20 years ago2004-09-09 05:13:06 UTC
in ammo_357 aint there Post #57734
My ammo_357 dosnt show up (isnt there) when I play my map. I replaced the model for it beforehand, has that got something to do with it?
Posted 20 years ago2004-08-27 21:49:08 UTC
in I need a modeler Post #54684
Ok ive done my learning. I made a crude stick man and added bones/joints and named them. how do i compile and get em the replace another model?
Posted 20 years ago2004-08-27 06:51:14 UTC
in twhl surprise anyone?... Post #54435
Dude ill help ya with it, im looking for some stuff to do im my spare time.
Posted 20 years ago2004-08-27 02:41:07 UTC
in I need a modeler Post #54402
Yeh i recon a neck is a good idea. Its going to be single player. And since every body in the game are sticks the stick model will have to replace several other models. So far im thinking that scientist , hgrunt and barney will need to be replaced. thx

(i dont know much about this) but i heard grunts and barneys are modeled with their weapons in their hands. In that case (im trying to make this look real "stick like") the barney's pistol can just be in a simple L shape with no real detail except for the slide and shell ejection. As for the hgrunts smg ill get back to you with a pic.
Posted 20 years ago2004-08-26 02:35:21 UTC
in longshot Post #54128
is there a simple way to make grunts shoot at you from long distances instead of running right up to you then shooting?
Posted 20 years ago2004-08-26 02:02:08 UTC
in I need a modeler Post #54124
User posted image
something like this, now that I think about it it would be best to have the arms and stuff circular like in the pic.
Posted 20 years ago2004-08-24 06:18:01 UTC
in I need a modeler Post #53486
I need a person who can model me a stick man. Its pretty dam simple just rectangles as his arms, body and legs and just a sphere for his head. I know shit all about modeling, so can sombody plz help?
Posted 20 years ago2004-08-18 04:04:24 UTC
in how to code Post #51755
I dont wana sound like a newb but wtf is C++? :zonked:
Posted 20 years ago2004-08-18 03:05:45 UTC
in how to code Post #51743
Why is the SDK so big, and what does it stand for?
Posted 20 years ago2004-08-18 02:56:30 UTC
in how to code Post #51740
Guys I really want to make my own mod but I have no idea how to do "coding". I don't want some cheap ripoff of half-life whith crap weapons. Is there some guide or somthing which can help me.
Posted 20 years ago2004-08-12 02:09:54 UTC
in Jedi Clan Mod- help wanted! Post #50296
Sorry bout changing the subject but does anyone have any idea when HL2 is comming out?
Posted 20 years ago2004-08-06 04:25:09 UTC
in models Post #48363
but are there any sites with weapon models?
Posted 20 years ago2004-08-06 03:54:46 UTC
in models Post #48352
What is the absolute best site the download models and weapon models for half-life?
Posted 20 years ago2004-06-01 01:17:19 UTC
in Presto Post #29620
How do i make it so when you break a certain object, a door unlocks?
Posted 20 years ago2004-05-28 09:42:33 UTC
in STUPID GAY THING Post #29037
sorry about my french but im just really pissed about my map. About 20 seconds after you start the game quits!!!! :x
Posted 20 years ago2004-05-26 06:32:03 UTC
in Freeze Post #28728
So is vis the only problem, cause i dont think it is
Posted 20 years ago2004-05-24 05:27:34 UTC
in Freeze Post #28456
hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
--- BEGIN hlcsg ---
Command line: C:unzippedZHLT25~1hlcsg.exe C:SIERRAHalf-Lifevalvemapszmclip
Entering C:SIERRAHalf-Lifevalvemapszmclip.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

4 brushes (totalling 24 sides) discarded from clipping hulls
CreateBrush:
(0.11 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.28 seconds)

Using Wadfile: sierrahalf-lifevalvehalflife.wad
  • Contains 16 used textures, 66.67 percent of map (3116 textures in wad)
Using Wadfile: sierrahalf-lifevalveliquids.wad
  • Contains 1 used texture, 4.17 percent of map (32 textures in wad)
Using Wadfile: sierrahalf-lifevalvezm.wad
  • Contains 7 used textures, 29.17 percent of map (625 textures in wad)
added 8 additional animating textures.
Texture usage is at 0.60 mb (of 4.00 mb MAX)
1.11 seconds elapsed

--- END hlcsg ---

hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
--- BEGIN hlbsp ---
Command line: C:unzippedZHLT25~1hlbsp.exe C:SIERRAHalf-Lifevalvemapszmclip

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)

BSP generation successful, writing portal file 'C:SIERRAHalf-Lifevalvemapszmclip.prt'
0.45 seconds elapsed

--- END hlbsp ---

hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
--- BEGIN hlrad ---
Command line: C:unzippedZHLT25~1hlrad.exe C:SIERRAHalf-Lifevalvemapszmclip

= Current hlrad Settings =
Name | Setting | Default
-------------------|---------------------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[               off ] [               off ]
rgb transfers [ off ] [ off ]

Warning: No vis information, direct lighting only.
519 faces
Create Patches : 1627 base patches
0 opaque faces
10664 square feet [1535723.63 square inches]
2 direct lights

BuildFacelights:
(1.17 seconds)
FinalLightFace:
(0.02 seconds)
1.31 seconds elapsed

--- END hlrad ---
Posted 20 years ago2004-05-24 03:19:48 UTC
in Freeze Post #28443
When i compile and play my map it freezes when you get into the game. I think it something to do with my sripts but im not sure.
Posted 20 years ago2004-05-21 09:59:15 UTC
in MOD MAKIN HELP Post #28037
Yeh ok, well ive also got another question. Ive been learning about more and more of the entities but i cant find a site which tells you what all the properties of all the entities do. Have you got any decent site i can go to?
Posted 20 years ago2004-05-21 09:48:29 UTC
in MOD MAKIN HELP Post #28034
Well Ive had a couple of ideas in mind, and i do know 'enough' about triggers to get something simple, but i just make these neat maps and im just not good at connecting them and adding all the special effects.
Posted 20 years ago2004-05-21 09:41:48 UTC
in sunbeams Post #28031
Umm could u repeat how to do that sunbeam thing again, i got mixed up in all the talkin
Posted 20 years ago2004-05-21 08:49:42 UTC
in MOD MAKIN HELP Post #28021
OK ya see i wanna make a mod Im pretty dam good at map makin (but only the physical bits). I suck at all the triggers, cameras and all the other crap i aint good at. so i need at least one person to help me through this, Ill give em copies of the maps maps ive made, ideas and anythin else they need to help me make a wicked mod!!!
Posted 20 years ago2004-05-19 01:42:57 UTC
in player models Post #27611
How do you pick the model that the player uses in the game?
Posted 20 years ago2004-05-11 07:18:11 UTC
in how do i c me Post #26438
how do i make the floor or walls reflect like a mirror?
Posted 20 years ago2004-05-08 03:34:58 UTC
in { Post #26016
When i create an object with a texture that has parts of it transperant, I do all the rendering to cut out the blue, but the rest of the texture appears really bright. I need sum serious help, this really stuffs me up when i make night time maps.
Posted 20 years ago2004-05-07 04:34:11 UTC
in aiscripted Post #25865
i dont know how to get a scientist to 'sit' in a chair???
Posted 20 years ago2004-05-03 03:12:00 UTC
in movies!! Post #25173
is there a way to make in-game movies of guys doing things or talking?
Posted 20 years ago2004-04-30 22:43:09 UTC
in patrol Post #24757
how do i make a guy patrol (to and from) an area using aiscripted
Posted 20 years ago2004-04-30 03:42:19 UTC
in read log, what log? Post #24631
when i compile my map using zoners tools it says it hasnt compliled, and to read the log in my valve/maps folder for the reason, but when i go there there is no log.

--- BEGIN hlbsp ---
Command line: C:unzippedZHLT25~1hlbsp.exe C:SIERRAHalf-Lifevalvemapsstart1
>> There was a problem compiling the map.
>> Check the file C:SIERRAHalf-Lifevalvemapsstart1.log for the cause.

--- END hlbsp ---
Posted 20 years ago2004-04-29 02:20:08 UTC
in title Post #24481
Well im a bit of a newb wen it comes to compiling so what does zoners tools do, and why is it better
Posted 20 years ago2004-04-28 03:27:07 UTC
in title Post #24343
oh and also, wtf does this mean

** Executing...
** Command: Change Directory
** Parameters: C:SIERRAHalf-Life

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesValve Hammer Editormapsstart1.map" "C:SIERRAHalf-Lifevalvemapsstart1.map"

** Executing...
** Command: C:PROGRA~1VALVEH~1toolsqcsg.exe
** Parameters: "C:SIERRAHalf-Lifevalvemapsstart1"

qcsg.exe v2.8 (Jan 31 2000)
-- qcsg --
entering C:SIERRAHalf-Lifevalvemapsstart1.map

********** ERROR **********
Token too large on line 8

** Executing...
** Command: C:PROGRA~1VALVEH~1toolsqbsp2.exe
** Parameters: "C:SIERRAHalf-Lifevalvemapsstart1"

qbsp2.exe v2.2 (Dec 28 1998)
-- qbsp2 --

********** ERROR **********
Can't open C:SIERRAHalf-Lifevalvemapsstart1.p0

** Executing...
** Command: C:PROGRA~1VALVEH~1toolsvis.exe
** Parameters: "C:SIERRAHalf-Lifevalvemapsstart1"

vis.exe v1.3 (Dec 30 1998)
-- vis --
1 thread(s)

********** ERROR **********
Error opening C:SIERRAHalf-Lifevalvemapsstart1.bsp: No such file or directory

** Executing...
** Command: C:PROGRA~1VALVEH~1toolsqrad.exe
** Parameters: "C:SIERRAHalf-Lifevalvemapsstart1"

qrad.exe v 1.5 (Apr 6 2000)
--- Radiosity --
1 threads
[Reading texlights from 'C:PROGRA~1VALVEH~1toolslights.rad']
[1 texlights parsed from 'C:PROGRA~1VALVEH~1toolslights.rad']

********** ERROR **********
Error opening C:SIERRAHalf-Lifevalvemapsstart1.bsp: No such file or directory
Posted 20 years ago2004-04-28 03:13:52 UTC
in title Post #24341
how do i change the "half-life" title that appeares when u start the game to somethin else?
Posted 20 years ago2004-04-19 05:18:36 UTC
in Bullet proof Post #23034
how do u make a wall that bullets cant go through (such as in counter-strike or the specialists)
Posted 20 years ago2004-04-14 22:20:28 UTC
in Where i get... Post #22567
Whats a good site to get those prefab things from?
Posted 20 years ago2004-04-14 00:00:28 UTC
in my gay map Post #22475
DAM! , well what can i do, it sux that maps cant be very big :x
Posted 20 years ago2004-04-13 21:32:52 UTC
in my gay map Post #22471
I need help fixing this max_patches problem in my map im just not as good as u guys at this, so can sumone help? [url]http://cariad.co.za/twhl/mapvault_map.php?id=1032[url]
Posted 20 years ago2004-04-12 23:34:22 UTC
in sky textures...Where?? Post #22325
hey where can i get sum sky textures for my maps from? websites would be good.
Posted 20 years ago2004-03-24 02:43:40 UTC
in sven coop Post #20357
what are the essential entities you need to make a sven coop map work?
Posted 20 years ago2004-03-18 22:34:49 UTC
in fgd Post #19756
I've updated my HL fdg with 3x but the new entities dont show up :confused:
Posted 20 years ago2004-03-16 00:48:44 UTC
in making a wad Post #19463
when i go to add pictures to my wad it says that the pic needs to be able to divide into 16, all my pics say that. how do i change the size of the picture so it fits????? (i use "wally")
Posted 20 years ago2004-03-12 04:58:42 UTC
in fgd Post #19143
hey where can i get the fgd for counter-life? can sumone gimmi a link.
Posted 20 years ago2004-03-06 01:04:13 UTC
in air waves? Post #18453
ok, now im making a map (its in the vault, gotta problem that needs fixing) but i got a question. How do you make those little steam puffs that come off plane tips eg. in de_747 when you get blown out the airlock you see a smoke stream coming off the wings. so.... yeh... how do ya do that?
Posted 20 years ago2004-03-03 05:45:51 UTC
in vis Post #18157
oh and also, what does "fast" mean wen ur about to compile?
under vis, it has no,normal and fast?
Posted 20 years ago2004-03-03 05:28:30 UTC
in vis Post #18156
yeh but vis is to do with the lighting right. so if i just took out all the lights will it compile in a jiff
Posted 20 years ago2004-03-03 05:22:04 UTC
in vis Post #18155
but once its done it and you add more to the map will it take just as long when u got to compile
Posted 20 years ago2004-03-03 05:20:25 UTC
in is it possible?? Post #18154
yeh its really me just i was on a different comp