Forum posts

Posted 1 year ago2018-06-02 14:33:40 UTC
in What font is this? Post #339771
caption textcaption text
Does anyone know what font this is? I believe it was used in Halflife on the menu screen maybe or in some cover art
Posted 2 years ago2017-12-15 12:47:59 UTC
in Now Gaming: ... Post #338397
Cool, what town hall level are you on?
Posted 2 years ago2017-11-22 17:33:07 UTC
in Net neutrality Post #338152
The intent is to provide users with a sense of pride and accomplishment for unlocking different websites
Posted 2 years ago2017-11-22 03:13:12 UTC
in Post Your Desktops Post #338142
Not really, what's the point of not using all of the available space on the desktop? Seems wasteful to me
Posted 2 years ago2017-11-21 21:27:51 UTC
in Post Your Desktops Post #338139
Posted 2 years ago2017-09-26 09:33:49 UTC
in Func_detail size limit? Post #337543
Max 3??? :cry:
My personal record is 67. Now I have more work to do
Posted 2 years ago2017-09-25 17:14:28 UTC
in c1a1_crate2 Post #337526
Does anyone know of a higher quality of this texture or any other crate wads with crates that look like this one?
It's 96x96 but looks like it's been sized down and back up again for some reason
Posted 2 years ago2017-09-12 16:33:13 UTC
in Crowbar 0.35 Model decompiled incorrectl Post #337384
Use Krastio's HL decompiler, it comes with milkshape and is in the Tools menu
Posted 2 years ago2017-09-07 15:14:00 UTC
in Hints not working Post #337346
Thanks I managed to fix it
Posted 2 years ago2017-09-06 12:17:18 UTC
in Hints not working Post #337330
So I have made a hint brush
User posted image
Everything is skip except that one side
User posted image
In-game the stuff behind it is still being drawn with wireframe enabled. In source this doesn't happen. Am I doing something wrong?
User posted image
User posted image
Posted 2 years ago2017-09-06 10:55:52 UTC
in Func_detail size limit? Post #337328
Is there a limit to detail levels?
Posted 2 years ago2017-09-05 12:08:02 UTC
in Func_detail size limit? Post #337301
How many objects should you make into single detail entities? Each object an individual func_detail or every crate and barrel in the map a single detail entity? Advantages/disadvantages?
Posted 2 years ago2017-08-03 21:06:22 UTC
in Shifting a whole map in hammer? Post #336701
Hey, don't want to start a new thread for this
what exactly does yaw/pitch tolerance do in a func tank?

Thanks
Posted 2 years ago2017-08-03 21:04:55 UTC
in cs_alley1 ~ remake them Post #336700
Yeah it kind of sucks that everyone plays Dust2 or snow 24/7 but counterstrike on its own is boring to me.

There are a lot of servers which map pool is open to suggestions, you just need to find them.
Posted 2 years ago2017-08-03 16:19:27 UTC
in cs_alley1 ~ remake them Post #336698
Who plays CS with bots/self? It's a multiplayer game
Posted 2 years ago2017-08-03 16:09:38 UTC
in cs_alley1 ~ remake them Post #336696
For some reason I feel everyone here hates counter strike except for you and me pal
Posted 2 years ago2017-07-20 22:49:11 UTC
in (Help) .prt files in GoldSRC Post #336187
Posted 2 years ago2017-07-16 19:16:15 UTC
in Post your screenshots! WIP thread Post #336094
Nice stuff from everyone lately
I have taken noted all of the comments and will improve it from here.

Also nice house, it has a real cosy feeling to it. How about some stylish bookshelves or other furniture?
Posted 2 years ago2017-07-16 09:43:58 UTC
in Post your screenshots! WIP thread Post #336086
Any critique for my func_tank?
Includes ejecting brass, env_shake, the sort
User posted image
User posted image
User posted image
User posted image
DL here
Posted 2 years ago2017-07-15 11:49:23 UTC
in Post your screenshots! WIP thread Post #336068
Abaddon is that Zion (the docks)?
User posted image
Posted 2 years ago2017-07-14 15:05:48 UTC
in Post your screenshots! WIP thread Post #336040
push it to the limit - Admer
I thought you didn't like anything that isn't traditional bosnian folk songs and refused to even look at anything else
Posted 2 years ago2017-07-02 14:13:34 UTC
in Duplication of texlights + bad surface e Post #335868
Large faces reminds me (thanks), I had subdivide on 512. I was making a test map a couple of days ago with that setting just to see if there is any big difference the higher you go. LOL

Problem solved :D
Posted 2 years ago2017-07-02 13:39:47 UTC
in Duplication of texlights + bad surface e Post #335866
Yeah. Me and admer had a theory that if an entity is closer to 0,0,0 the map size will be smaller, including texlights entities.

I just tried texlights, but the bad surface extents error is still produced. I tried changing the texture, deleting the texlights entirely, recreating the brushes but the error still persists
Posted 2 years ago2017-07-01 20:10:55 UTC
in Duplication of texlights + bad surface e Post #335852
Can someone help me out? I don't like errors, especially those that deny me playing the map.

Everything's dandy except for rad.
[quote]--- BEGIN hlrad ---
Command line: C:\VHLT\hlrad.exe "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\cstrike\maps\de_chsc" -extra -lights C:\VHLT\lights.rad -estimate -low
Arguments: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\cstrike\maps\de_chsc" -extra -lights C:\VHLT\lights.rad -estimate -low

= Current hlrad Settings =
Name | Setting | Default
-------------------|---------------------|------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max lighting memory [ 33554432 ] [ 33554432 ]
priority [ Low ] [ Normal ]

fast rad [ off ] [ off ]
vismatrix algorithm [ Sparse ] [ Sparse ]
oversampling (-extra)[ on ] [ off ]
bounces [ 8 ] [ 8 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
smoothing threshold 2[ no change ] [ no change ]
direct threshold [ 10.000 ] [ 10.000 ]
direct light scale [ 1.000 ] [ 1.000 ]
coring threshold [ 0.001 ] [ 0.001 ]
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 light scale [ 2.000 2.000 2.000 ] [ 2.000 2.000 2.000 ]
global gamma [ 0.550 0.550 0.550 ] [ 0.550 0.550 0.550 ]
global light scale [ 2.000 ] [ 2.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

spread angles [ on ] [ on ]
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 ]

custom shadows with bounce light
[               off ] [               off ]
rgb transfers [ off ] [ off ]
minimum final light [ 0 ] [ 0 ]
size of transfer [ 1 (16bit) ] [ 1 (16bit) ]
size of rgbtransfer [ 2 (32bit) ] [ 2 (32bit) ]
soft sky [ on ] [ on ]
translucent depth [ 2.000 ] [ 2.000 ]
block opaque [ on ] [ on ]
ignore textures [ off ] [ off ]
reflectivity gamma [ 1.760 ] [ 1.760 ]
reflectivity scale [ 0.700 ] [ 0.700 ]
blur size [ 1.000 ] [ 1.000 ]
no emitter range [ off ] [ off ]

Load Textures:
Using Wadfile: C:\Program Files (x86)\Steam\steamapps\common\Half-Life\cstrike\maps\de_chsc.wa_
26 textures referenced
Reading texlights from 'C:\VHLT\lights.rad'
Reading texlights from 'C:\VHLT\lights.rad'
Warning: Duplication of texlight 'KLOWN' in file 'C:\VHLT\lights.rad'!
Warning: Duplication of texlight 'SKKYLITE' in file 'C:\VHLT\lights.rad'!
Warning: Duplication of texlight '+0~LIGHT4A' in file 'C:\VHLT\lights.rad'!
Warning: Duplication of texlight 'GENERIC88A' in file 'C:\VHLT\lights.rad'!
Warning: Duplication of texlight '+0~FIFTS_LGHT3' in file 'C:\VHLT\lights.rad'!
Warning: Duplication of texlight 'DRKMTL_SCRN3' in file 'C:\VHLT\lights.rad'!
Warning: Duplication of texlight 'GLASSGREEN' in file 'C:\VHLT\lights.rad'!
Warning: Duplication of texlight '+0~FIFTIES_LGT2' in file 'C:\VHLT\lights.rad'!
Warning: Duplication of texlight '+0~LIGHT2A' in file 'C:\VHLT\lights.rad'!
0 opaque models
0 opaque faces
428 faces
Create Patches : 1391 base patches
18785 square feet [2705057.50 square inches]
84 direct lights and 16386 fast direct lights
1 light styles

BuildFacelights:
Error:
for Face 3 (texture +0~light2a) at
(-64.000 64.000 160.000) (-408.000 64.000 160.000) (-408.000 32.000 160.000) (-64.000 32.000 160.000)
Error: Bad surface extents (22 x 2)
Check the file ZHLTProblems.html for a detailed explanation of this problem

--- END hlrad ---[/quote]

I'm not worried about the duplications but I'm just curious why it decides to read lights.rad twice, causing the duplications. My command doesn't have -lights twice:
$light_exe -lights "C:\VHLT\lights.rad" -estimate -low
The main issue is the bad surface extents on the face with the florescent lights texture on it. It is scaled to 1.000 and aligned to -61, in fact all of my lights are scaled to 1.000 and there are no Alt+P errors. So this error should not be produced. Can someone help me out?

Here's the map, try compiling it for yourself if it helps
Posted 2 years ago2017-06-06 20:10:04 UTC
in Half-Life engine access Post #335284
"We here at valve commend your skills and wish to offer you a job, we agree that you have limitlesssss potential."

tackled by FBI and swat as soon as fist step is taken off plane
Posted 2 years ago2017-06-05 05:52:42 UTC
in Post your screenshots! WIP thread Post #335263
It might be good for a riverbed
Posted 2 years ago2017-06-01 10:17:17 UTC
in Post your screenshots! WIP thread Post #335198
About your map admer, I have to say one thing: visibility is key if you are mapping for CS. from what I have seen there are many large unopen areas and the map is too dark in some areas, in fact it reminds me of storm, a map nobody played just for this reason.

There are other options like making an overcast warm theme or dawn, just not night time unless you are going to really light the place up. There arent many night maps however.

Try to increase the light intensity from the lamp posts and add more of them in important areas, and see how it goes.
Posted 2 years ago2017-05-26 13:48:08 UTC
in Bug compilation problem svencoop Post #335062
Is snap to grid on? This happens sometimes when it's off.

(862,41,421)-(980,112,424) are probably coordinates so go there and recreate any brushes there with grid on. There are other places to look at too.
Posted 2 years ago2017-05-25 16:18:50 UTC
in Post your screenshots! WIP thread Post #335046
Diver looks cool. I'm downloading it and will get back with a review
Posted 2 years ago2017-05-24 21:02:35 UTC
in how do you bhop properly in cstrike? Post #335038
thanks all
Posted 2 years ago2017-05-23 21:42:22 UTC
in how do you bhop properly in cstrike? Post #335026
With a few console commands, it's not hard to do in half-life, but if you jump in CS you will lose all of your speed for about 3 seconds until you recover. And no matter what I do, I can't get it to work.

Spectating others who can do with it ease (lots of them in 35hp servers) only adds more questions because they do not lose all of their speed after a jump, and sometimes they can fly at over 1000 u/s with a parachute. They don't want to tell anyone their method, either.

Does anyone here how do they do this?
Posted 2 years ago2017-05-21 19:23:33 UTC
in What is your way of making displacements Post #334995
This is nice
Rocks look great, but the sand looks too jagged. making terrain like this is unnatural especially if its sand. Your triangles might be too big, you should make them at least 4x smaller.
Posted 2 years ago2017-05-21 18:50:22 UTC
in Post your screenshots! WIP thread Post #334994
I've already seen you have trouble with designing layouts. It's no big secret, and all it takes is an understanding of how CS works.

The CTs are meant to defend areas and Ts are meant to attack, so make sure you have defined areas as shown here:
User posted image
This is a basic 4-box layout my map follows. Go back to the layout and see for yourself. You can make connectors between mid and anywhere you want for fast rotation between sites and areas but make sure you don't overdo it.

Else, you can make 5, 6 or 7 smaller squares and position them somehow.

Oh and important: Make sure the layout is strategically balanced! Or else it will suck and no one will play.
Posted 2 years ago2017-05-21 16:43:38 UTC
in Post your screenshots! WIP thread Post #334991
Hi. I've been away for a long time, but finally got back into mapping. One of my old projects for CS:
User posted image
Bombsite A
User posted image
Bombsite B
User posted image
Layout

Dunno if this would get many players because everyone only plays dust2 now. Here's the fpsbanana page:
http://gamebanana.com/wips/46942

So far I'm thinking to make windows around the map and perhaps tiled roofs like in inferno, although I'm struggling to find any roof that fits with the aesthetic of the map, which looks a bit like meereen from game of thrones. I'm even making a miniature version of that pyramid!
Posted 3 years ago2017-02-10 11:39:58 UTC
in Im gonna make a map of my school Post #333407
Get a job? You're funny. Let me tell you what school is. The educational standards in my country dropped since the 80s and now schools are producing tools every day, thats exactly what they are doing, making tools out of their students, because school kills creativity and is just obedience training for a shitty 9 to 5 job most people nowadays have, tools because they arent good for anything but work. why else do you think we wake up so early?

Because school is training for a office cubicle job where you will be doing document formatting or code cleanup for some it company that treats them badly, or else 'sales manager' lol. I dunno about other schools but thats exactly what sort of job people get at my school after graduation.

I hate my school because the education sucks, the teachers are bad at their job, and this is exactly why school shootings happen in the first place.
Posted 3 years ago2017-02-08 23:08:17 UTC
in Im gonna make a map of my school Post #333377
i fuckin hate it and would love nothing more than to shoot it up plus the teachers.. alien grunt invasion

this is it i reached my tipping point with these fgs
Posted 3 years ago2017-01-28 16:43:12 UTC
in Did 17buddies died today? Post #333208
Page is fine
Posted 3 years ago2017-01-17 11:12:12 UTC
in lights.rad Post #333084
Paste the contents of your lights.rad file here
Posted 3 years ago2016-12-29 12:57:18 UTC
in What causes dark shadows? Post #332892
brightness 255 244 213 400
angles -30 63 0
User posted image
Posted 3 years ago2016-12-28 22:27:09 UTC
in What causes dark shadows? Post #332886
I have very over-dark shadows in some areas. It's ugly and unrealistic. The light source is a light_spot with Is Sky set to yes. Help?
Posted 3 years ago2016-12-28 22:10:11 UTC
in My skybox doesnt work Post #332884
They can't be 512^2. Half-Life can only support up to 256^2, so you need to downscale them to 50%
Posted 3 years ago2016-12-24 19:23:50 UTC
in Chat messages question Post #332845
Which chat messages?
Posted 3 years ago2016-12-23 13:32:06 UTC
in TWHL4 Design Crowdsourcing Post #332823
See my site. The layout is nice and easy on the eyes. I don't like black/white layouts. Also, the preview images for some maps are dark and contrast greatly with the rest of the site. The markup is ugly, but good work on the coding.
Oh, and that search bar :heart:

EDIT: crap, I hope I won't get banned for posting the beta site here.
Posted 3 years ago2016-12-23 12:20:13 UTC
in TWHL4 Design Crowdsourcing Post #332820
Is this it? [censored]
I got there by googling something about half life and got there.

I'd recommend you use Varela for headers, its a nice and professional font.
Posted 3 years ago2016-12-23 11:47:36 UTC
in Any way to stop bomb and dropped weapons Post #332817
I fixed it already, but I wanted to say thats a pretty good idea, seeing as the compiler won't cut the face out.
Posted 3 years ago2016-12-21 21:54:38 UTC
in Competition 34: HL Re-Imagined Post #332808
That's pretty nice, but not very convincing. The black hollow in your wall has white bricks sticking out which would have been normally removed.
Posted 3 years ago2016-12-21 21:48:18 UTC
in Any way to stop bomb and dropped weapons Post #332807
LMAO thanks I'll try this
Posted 3 years ago2016-12-21 19:12:24 UTC
in Any way to stop bomb and dropped weapons Post #332804
There are places where trolls could chuck the bomb and ruin the game for everyone. In CS GO you could use bombclip which acts as a clip for the bomb. I want a texture like this in CS. any way to do this?

Here's an example:
User posted image
The pipe here is covered in CLIP to stop players from glitching out on it but will let weapons be thrown into it.
I tried using null (separating the brush 1 unit from the map) but all you have to do is aim at the wall and press G, and that plan fails.
Any fix?
Posted 3 years ago2016-12-21 19:08:31 UTC
in Need someone to test my map Post #332802
I made a mistake. You know where it says you can add texture packs that are not in game game/mod directory i.e. Somewhere on your desktop?
I didn't pay attention to smalltext which said that the editor automatically detects .wads so I just added all my files there and then was surprised when the editor displays textures packs I didn't include (even those from cstrike_downloads), and even more surprised when it gave errors after compiling the map i.e. missing wad files. Even experts make mistakes sometimes.

I now use the whitelist and wad.cfg. :v
I'll probably be switching editors soon to j.a.c.k because sledge hasn't been updated in a long time, It's not a bad editor, just missing some of the newer features.
Posted 3 years ago2016-12-18 20:34:03 UTC
in Maximum texture size Post #332794
Of course I want to profit, but I won't be selling it. The thing I want is people to download it and actually like it (thats the profit I have in mind), nobody wants a bad mod and it would be a waste of time making it :P

Right, I'll use xhash. The menu, however, looks disgusting (the WON version of Half-Life). I'm going to have to change those...