Forum posts

Posted 6 years ago2017-12-21 18:35:53 UTC
in Old HL1 mapping tutorial sites? Post #338457
I mean, outside here and VERC? Or just old HL1 mapping fansites in general. I remember one called The Rust or something like that.
Posted 6 years ago2017-12-21 06:19:38 UTC
in Old HL1 mapping tutorial sites? Post #338449
Anyone know of other HL1/CS mapping tutorial websites from 1998-2004?
Posted 7 years ago2017-03-12 17:25:33 UTC
in How to do Resonance Cascade/Ending-style Post #333926
All the teleport sequences when you push the crystal kart in and the ending cutscene with the G-Man. How is that done? I can do simple teleport pads with the Teleporters tutorial on the site, but not multiple subsequent timed teleports and freezing the player in place.
Posted 8 years ago2016-06-11 06:50:28 UTC
in Big, open terrain maps? Post #330379
Can HL1 do big open terrain maps like the Coast levels from HL2, or at least Unreal-style maps like Nyleve's Fall?

Also, what are some of the custom maps that have huge outdoor areas? I only know of Badlands from TFC (but it's an official map).
Posted 8 years ago2015-12-09 17:26:23 UTC
in HL2 style lighting/Demaking HL2 maps? Post #327724
I've been trying to recreate some areas from HL2. So far the only HL2 to HL1 map I've seen is a recreation of Traptown.

Original:
User posted image
Demake:
User posted image
Obviously HL1 maps can't do impressive lighting as most of them just feel plain and blank. Goldsrc is a dated engine so it can't do too advanced lighting, but I'm talking about how far it can emulate HL2's level of lighting. Something with multiple tones of light, like this:
User posted image
Posted 9 years ago2015-08-14 10:18:32 UTC
in Porting Goldsrc model to Blender with UV Post #326723
I have been using this tutorial: http://members.home.nl/fredz/modelhltoq2.html on how to export HL1 models to other games. However, I"m stuck at the part of UV mapping. No matter what I do, everything just seems wrong. Is there anything that can ease this step?
Posted 9 years ago2015-06-02 08:26:45 UTC
in How to make tanks and jets? Post #325771
Wow, thanks guys! Really appreciate the help :)
Posted 9 years ago2015-06-01 17:53:49 UTC
in How to make tanks and jets? Post #325761
The Half-Life wiki said they're brushes. I'm still not good with vertex manipulation despite the tutorial, so I don't know how to make complex brushes like tanks and jets.

I"m guessing the tank is a combination of func_breakable and func_tank? There's a tutorial on func_tankrockets, but I don't think that's it.

It'd be great if someone can explain in detail.
Posted 9 years ago2015-04-26 13:35:31 UTC
in How much variety/level environment does Post #325392
Yeah, so doesn't that mean Half-Life would be unfit for city-based levels, because normally it would be too big unless it is divided into multiple back-alley levels?
Posted 9 years ago2015-04-26 12:54:09 UTC
in How much variety/level environment does Post #325390
For example, Duke Nukem 3D's mapping scene allowed a lot of different types of levels, from cities to deserts to bases to alien worlds and all sorts of other environments just with the base set of content, without needing any extra textures and stuff.

How much variety can Half-Life 1 provide using its base set of content? I'm looking to make a city-based level, but most HL1 is mostly set in labs and deserts and alien worlds so I don't see much from for city-based content such as building textures, road textures, skybox, etc. Not to mention it has a troublesome Quake-based map editor, which means levels can't be too big.