Forum posts

Posted 6 years ago2018-01-07 00:48:44 UTC
in Post your screenshots! WIP thread Post #338584
User posted image
Found my old WAD.
Posted 6 years ago2018-01-06 04:00:09 UTC
in Modular level design in Half-Life? Post #338579
Actually, this sounds pretty interesting. I'm very excited to see what comes out of it. Good luck with your little project!
Posted 6 years ago2018-01-04 19:07:36 UTC
in Post your screenshots! WIP thread Post #338565
Sadly, you seem to be one of only two persons who pointed this out. I will consider this if I ever make something like that again. Thank you.
Posted 6 years ago2018-01-03 16:35:39 UTC
in Post your screenshots! WIP thread Post #338552
User posted image
Made some tweaks to the lighting in Photoshop.
Posted 6 years ago2017-12-29 10:52:41 UTC
in Post your screenshots! WIP thread Post #338523
@SSB
"Looks like you use SketchUp?"
Nope, used nothing but Jackhammer and cs_747.wad. Limiting oneself to 5-7 textures to work with gives awesome results.
Posted 6 years ago2017-12-24 14:55:21 UTC
in Post your screenshots! WIP thread Post #338486
Compiled it:
User posted image
Posted 6 years ago2017-12-24 14:25:37 UTC
in Post your screenshots! WIP thread Post #338484
Posted 6 years ago2017-12-19 13:01:48 UTC
in Post your screenshots! WIP thread Post #338430
@Victor-933

I envy you so fking much...
Posted 6 years ago2017-12-14 23:49:25 UTC
in looking for a free video editor.... Post #338385
It's Polish I suppose.
Posted 6 years ago2017-12-07 19:02:08 UTC
in How to make a pointer / gauge in HL/CS m Post #338337
"By "arrow" you mean what exactly?"
The "pointer".
"When i press the button it moves from red to green (like in game)"
I already gave you a clue. It would be much better if you figured this out by yourself though.
This tutorial should explain how to set up a rotating door.

You see, all the difference between a rotating door and your pointer is in the shape, the size and the rotation axis. So you have to tie the pointer and its origin brush to func_door_rotating, configure it the way you need and give it a name to later trigger it with a button.

Also, you may find this page pretty useful. Check it out.
Posted 6 years ago2017-12-07 18:25:25 UTC
in How to make a pointer / gauge in HL/CS m Post #338334
You can make something like that by tying the arrow to func_door_rotating, func_rotating or func_pendulum, depending on what you want your arrow to do.

You can find more info about these entities in the Half-Life entity guide or in the "Tutorials" section.
Posted 6 years ago2017-12-05 19:25:30 UTC
in Post your screenshots! WIP thread Post #338323
Made a pretty ugly vehicle, but the looks don't really matter that much:
User posted image
Added some new sections:
User posted image
User posted image
User posted image
Now I only have to work on the lighting. I guess I'm gonna need a custom skybox to set the lighting up the way I want.
Posted 6 years ago2017-12-05 00:12:41 UTC
in using a door as a button Post #338311
Try adding "zhlt_noclip 1" keyvalue to your func_button. This will make it passable with an excuse that the button will still block bullets and projectiles.
This works with any kind of brush-based entities.
Posted 6 years ago2017-12-03 22:19:16 UTC
in Has mapping for games "ruined" Post #338294
So I'm not the only person who has this problem...
Posted 6 years ago2017-12-01 20:07:52 UTC
in Post your screenshots! WIP thread Post #338272
It's a CS map. Initially I made it to test the func_vehicle entity, but I kept detailing it more and more to the point it barely resembled a test map.
"Try to use a Red/Orange sunset like ambient light to make it a bit special"
Noted.
Posted 6 years ago2017-12-01 13:56:13 UTC
in Post your screenshots! WIP thread Post #338261
This post was made on a thread that has been deleted.
Posted 6 years ago2017-11-27 12:06:40 UTC
in Post your screenshots! WIP thread Post #338223
Posted 6 years ago2017-11-26 11:28:26 UTC
in Post your screenshots! WIP thread Post #338214
@MistaX88

I made that piece of shit just out of boredom. When I finish it, I'm gonna start working on something more serious. Now I have more spare time than before.
Posted 6 years ago2017-11-26 06:26:34 UTC
in Post your screenshots! WIP thread Post #338210
Posted 6 years ago2017-11-24 20:01:33 UTC
in Post Your Entities Porn Post #338199
"For what it's worth they are entities for two 3x3 numpads, a random 4 events generator, a teleport location cycler and a 9 tracks record player."
Impressive.
Posted 6 years ago2017-11-24 16:43:26 UTC
in Post Your Entities Porn Post #338195
We need a similar thread for brushwork.
Posted 6 years ago2017-11-23 22:06:08 UTC
in Back without being a prick Post #338187
What the hell
Posted 6 years ago2017-11-21 04:13:01 UTC
in Decals not rendered Post #338127
You found a solution yourself, there's no need to thank me.
Posted 6 years ago2017-11-20 10:08:03 UTC
in Decals not rendered Post #338116
Do generic bullet holes or blood stains show up at least? If they do, then the decals aren't applied properly I guess. Try flipping one horizontally/vertically and tell me if it helps.
Posted 6 years ago2017-11-19 20:47:43 UTC
in Post your screenshots! WIP thread Post #338113
The terrain looks neat.
Posted 6 years ago2017-11-19 02:26:29 UTC
in Keeping the activator reference through Post #338105
I doubt there is. I would help you more if I knew what your entity setup is like.
Posted 6 years ago2017-11-16 15:55:02 UTC
in What editor do you use? Post #338069
Currently Jackhammer is the best choice for GoldSrc mapping. You can get it for free or purchase it on Steam, the only difference between the Steam version and the free one is that the Steam version of Jackhammer constantly gets small updates, bugfixes and also has achievements. The free version hasn't been getting any updates for a while, but it's not much worse than the paid one.
It was possible to get the free version of Jackhammer on its official site, but the download link is broken at the moment. I can upload it on MediaFire for you if you wish.
Posted 6 years ago2017-11-15 00:37:46 UTC
in player_weaponstrip for all players Post #338056
It's a very basic entity setup.

Example
Posted 6 years ago2017-11-13 12:02:47 UTC
in Post your screenshots! WIP thread Post #338034
The map has nothing to do with StarTrek.
Posted 6 years ago2017-11-11 08:15:57 UTC
in Post your screenshots! WIP thread Post #338021
Posted 6 years ago2017-11-08 19:26:15 UTC
in Any tips regarding water Post #338001
Brushes tied to func_water are always rendered wherever you are, no matter if you can see them or not. I think that's the problem.
GS wasn't really designed for big maps.

Try what Solokiller suggested. If it doesn't help, try tying the water brush(es) to world. Yeah, you'll have to sacrifice water's transparency and ability to rise but it can help you improve the performance.
Posted 6 years ago2017-11-07 18:31:35 UTC
in Toggle Gravity Post #337993
"Without the button being active one would expect the trigger_gravity to be turned off, but it's not."
Ah, now I see what's the problem. Trigger_gravity doesn't affect the gravity itself in its area. It works like trigger_multiple, but instead of targeting an entity it just changes the gravity for the player who activated it. To get their gravity back to normal, the player must activate another trigger_gravity that will set the player's gravity back to normal.

EDIT: Made some tests and I fear it's impossible to tie a trigger_gravity to a master. Here's the map I tested it on.
Posted 6 years ago2017-11-07 15:00:58 UTC
in Post your screenshots! WIP thread Post #337985
User posted image
EDIT: Small update
User posted image
Posted 6 years ago2017-11-06 16:13:18 UTC
in Transparent White Background Textures Post #337988
Oh, my apologies then. I'm glad you pay attention to the tutorials section unlike many newbies.
Posted 6 years ago2017-11-06 03:33:14 UTC
in Transparent White Background Textures Post #337979
Not trying to offend you, but such questions are pretty basic and aren't worthy of separate threads. You really need to read through the HL entity guide and the tutorials section.
Posted 6 years ago2017-11-06 02:01:14 UTC
in Post your screenshots! WIP thread Post #337975
Posted 6 years ago2017-11-05 16:01:35 UTC
in Toggle Gravity Post #337970
Upload your map and give us a link to it if you don't mind. I can try to figure out what the problem is.
Posted 6 years ago2017-11-02 23:11:10 UTC
in Post your screenshots! WIP thread Post #337938
Posted 6 years ago2017-10-31 20:09:57 UTC
in Configuration func_healthcharger Post #337892
As far as I know, func_healthcharger cannot be configured. However, the amount of health it can restore depends on the difficulty chosen.

I've never tested if monstermaker can spawn items, so it looks like you have to find it out yourself.

And please, if you want to add something to your post, use the "Edit" button instead of double/triple-posting.
Posted 6 years ago2017-10-29 09:52:19 UTC
in Post your screenshots! WIP thread Post #337857
Posted 6 years ago2017-10-24 21:46:39 UTC
in Post your screenshots! WIP thread Post #337832
I think I'd achieve much better lighting without the help of Photoshop if I made more effort for tweaking it.
Posted 6 years ago2017-10-23 12:12:08 UTC
in Post your screenshots! WIP thread Post #337829
@SSB

That screenshot has nothing to do with Xash. Well, I tweaked the lighting in photoshop a little bit, but the screenshot has been taken in pure HL.
Posted 6 years ago2017-10-22 14:18:47 UTC
in TWHL Pockets Post #337824
I hope we will have another project like that in future.
Posted 6 years ago2017-10-22 00:48:42 UTC
in Post your screenshots! WIP thread Post #337820
Posted 6 years ago2017-10-21 21:01:41 UTC
in TWHL Pockets Post #337818
"If you can run through it and get to the end, that's fine."
The problem is you can't.

So, I guess I've failed.
Posted 6 years ago2017-10-21 15:45:01 UTC
in Compiling crash when map gets too big Post #337815
@qckdth

Let me take a look at your map.
Posted 6 years ago2017-10-20 20:30:35 UTC
in Compiling crash when map gets too big Post #337808
Visleaves

Portals

If your PTS file is 0 kb, then VIS didn't run properly I guess. This means you probably have a leak in your map.
Also try tying all complex brushwork on your level to func_detail, but first make sure if the specific piece of brushwork you want to tie doesn't seal the map from the void.

Sorry if you find any mistakes, my English is pretty bad.
Posted 6 years ago2017-10-20 12:57:15 UTC
in Shooting through impassable grids and fe Post #337800
"I've seen in HL main campaign (for example "We've got hostiles") they had a grid set to a func_door"
That's actually pretty easy to make. Just take a look at this map.

P.S. You'll have to manually place a weapon at the map since I forgot to do it myself.
Posted 6 years ago2017-10-20 11:37:01 UTC
in TWHL Pockets Post #337797
My map isn't even close to being playable. Most of the scripts just don't work properly and I'm too lazy to fix everything up.