Forum posts

Posted 6 years ago2017-06-27 04:36:42 UTC
in Competition 34: HL Re-Imagined Post #335762
Ok, that's the worst April Fool's day joke ever.
Posted 6 years ago2017-06-27 00:30:36 UTC
in Post your screenshots! WIP thread Post #335760
Alright, time to make some sky pictures. It's gonna be a little tricky, but hey, I have the whole night ahead!

EDIT: Found a very suitable sky in vanilla cstrike.
Posted 6 years ago2017-06-26 18:19:46 UTC
in Post your screenshots! WIP thread Post #335758
@Admer456

During the creation I do some basic entity placement as I said, so the most of such structures (or maybe all of them) is already tied to func_detail. I'll place the clip-brushes later, or if I suddenly hit the clipnodes limit (bevel and cliptype precise should prevent that).
Also I included an easter egg (yep, already). It's a surprise so I can't tell you what it is =].
Posted 6 years ago2017-06-26 17:48:38 UTC
in Post your screenshots! WIP thread Post #335756
I'm not sure if it will even compile or how long it will take. Poor HLVIS.
When the geometry, texturing and basic entity/item placement is finished (I'm such a person who does all this at the same time), I will need to make a proper sky (currently using "morning"), extract the textures from 6-8 wads I use for the map and the pack everything into a one big wad, then wadinclude it with -nowadtextures parameter. And I'm incredibly lazy at times, so even I don't know when it's gonna be finished, Trempler.

Yet I must note, that your support encourages me to continue my work. Thank you =)
Posted 6 years ago2017-06-26 07:37:44 UTC
in Post your screenshots! WIP thread Post #335751
Some changes to dm_deadlands:

Now there are two such altars on the map:
User posted image
Added a stand with a battery:
User posted image
I also work on a CS:GO map:
User posted image
User posted image
User posted image
User posted image
Love those dev textures.

[Sorry for a double-post]
Posted 6 years ago2017-06-26 04:55:02 UTC
in Error about an unused entity. Post #335752
"and see if it works in a multiplayer server"
Have you tried to start a LAN game on your map?
Posted 6 years ago2017-06-25 08:06:39 UTC
in Post your screenshots! WIP thread Post #335735
I suppose that the last color in the palette of an overview image becomes black. So if you change all the green color to red and change the last color in the palette to red as well, the red color should be black ingame. The same thing works for {masked textures.
Posted 6 years ago2017-06-25 07:31:16 UTC
in Post your screenshots! WIP thread Post #335733
And it appears that ' and / change the Min Z for me. If I knew it before I'd make a better overview. Damn, I tried to assist.
Posted 6 years ago2017-06-25 04:11:59 UTC
in Post your screenshots! WIP thread Post #335729
User posted image
Almost 18k planes... I'm so, so, so sorry.

The bigger my map gets the more I fear to compile it.
Posted 6 years ago2017-06-24 23:50:28 UTC
in Error about an unused entity. Post #335730
Dude, this may be happening because of halflife.fgd.

Try removing it. I use only two fgds: a cs one and zhlt.fgd
Posted 6 years ago2017-06-24 16:14:45 UTC
in Post your screenshots! WIP thread Post #335724
Hmm... How did you do that? I tried it several times and... Nothing.
Posted 6 years ago2017-06-24 06:33:11 UTC
in Error about an unused entity. Post #335714
Make sure you use a proper FGD. Maybe that's the problem.
Posted 6 years ago2017-06-23 22:56:23 UTC
in Func_tankrocket: make it shoot a target Post #335710
Also, if you set the "Frequency" to -1 and "Max children" to -1 as well, you can break the game.
And as far as I know you can spawn helicopter rockets, but I don't remember how.
Posted 6 years ago2017-06-23 21:29:13 UTC
in Post your screenshots! WIP thread Post #335708
Practicing at layout making:
User posted image
The map name is de_wind. "Wind" are also the first four letters of my nickname. Coincidence?
Posted 6 years ago2017-06-23 14:20:09 UTC
in Post your screenshots! WIP thread Post #335705
Dude, we have RipEnt for such purposes. There's also a flag in the compilation menu (or was it Batch Compiler?) called "Entities Only".
Posted 6 years ago2017-06-23 14:17:21 UTC
in columbine_hs ~ My biggest project Post #335704
Well, for Doom such planning is ok
Posted 6 years ago2017-06-22 21:07:44 UTC
in Post your screenshots! WIP thread Post #335679
+1 playtester
This post was made on a thread that has been deleted.
Posted 6 years ago2017-06-22 08:45:53 UTC
in columbine_hs ~ My biggest project Post #335664
I only wanted to say that a concentration camp map would play pretty good because of the layout. No sadism involved.
Hmmm, you know, the concentration camp theme really fits the es_ gamemode. When I finish deadlands I will take a deeper look into this idea.
Posted 6 years ago2017-06-22 01:18:46 UTC
in columbine_hs ~ My biggest project Post #335653
@Dimbeak
"a concentration camp"
"the World Trade Center during the attack"
Good ideas actually. If I had a wish I would even try to make something like that.

A concentration camp map should play good if designed properly. Sadly, I'm bad at making layouts, but it would be nice if someone else makes such a map.

The World Trade Center map would fit Condition Zero: Deleted Scenes more.
Posted 6 years ago2017-06-22 01:12:06 UTC
in Urby's Multiple Choice Fan Fiction! Post #335655
Posted 6 years ago2017-06-21 21:38:31 UTC
in Func_tankrocket: make it shoot a target Post #335630
Try using monstermaker with "Monster Type" set to "rpg_rocket". You can also change the direction of the flight.

EDIT: I checked and it really works! You can launch rpg rockets from and to anywhere that way.
Posted 6 years ago2017-06-21 21:36:44 UTC
in columbine_hs ~ My biggest project Post #335645
This thread has got very similar to that one.
Posted 6 years ago2017-06-21 20:48:16 UTC
in Post your screenshots! WIP thread Post #335642
@Trempler

Thanks. I'm only a (very lazy) beginner though. Plus since my mouse is under repair now, I use a very old PS/2 mouse with a broken wheel (scrolling works fine but pressing the MMB does nothing), so using Blender is now even more difficult for me.
Also, it would be nice to see you on fun_kobbl playtesting session. If you're in, Admer will send you a PM.
Posted 6 years ago2017-06-21 17:43:23 UTC
in Post your screenshots! WIP thread Post #335634
@Snehk
"You could've split the upper part from lower one with cylinder to give it ability to turn to sides"
Is there still a way to split it?
"Would work well for tower defense game"
Well, I'm just trying to recreate a similar structure from Tiberian Dawn/Renegade:

TibDawn
User posted image
Renegade
User posted image
Posted 6 years ago2017-06-21 15:55:06 UTC
in Post your screenshots! WIP thread Post #335627
My last attempt to make something "good" in Blender:
User posted image
Posted 6 years ago2017-06-21 11:27:50 UTC
in Urby's Multiple Choice Fan Fiction! Post #335622
No ridiculous ties for now?
Posted 6 years ago2017-06-20 22:13:32 UTC
in Post your screenshots! WIP thread Post #335609
Alright. But I think I will fill it with acid instead, because the map has a somewhat greenish tint. In HL there's a little differense between acid and lava anyway.
Posted 6 years ago2017-06-20 19:51:31 UTC
in Urby's Multiple Choice Fan Fiction! Post #335607
It seems that I'm the only person here who wants to wear that ridiculous tie...
Posted 6 years ago2017-06-20 15:41:56 UTC
in Post your screenshots! WIP thread Post #335598
You can send him a PM. He should notice it.

EDIT:
User posted image
Any ideas what to place there?
Posted 6 years ago2017-06-20 15:17:21 UTC
in Urby's Multiple Choice Fan Fiction! Post #335600
Posted 6 years ago2017-06-20 13:41:05 UTC
in Post your screenshots! WIP thread Post #335596
And my map now has 15k faces... I suppose it's because of the improved arches:
User posted image
I hope at least somebody will notice this map when I finish and upload it.

@Admer456

What about to make Trempler one of the playtesters?
Posted 6 years ago2017-06-19 18:09:24 UTC
in Post your screenshots! WIP thread Post #335589
Well, this multimanager looping system looks way easier than the one described in the tutorials section. I'll use it instead if you don't mind.
Posted 6 years ago2017-06-19 17:46:18 UTC
in Post your screenshots! WIP thread Post #335585
Resurrecting the thread:
User posted image
Posted 6 years ago2017-06-19 15:47:06 UTC
in A Bug in my jb map Post #335587
You're welcome.
Posted 6 years ago2017-06-18 12:22:11 UTC
in Multiple mapping questions Post #335574
Well, Source is easier than UE4 though.
Posted 6 years ago2017-06-16 14:17:38 UTC
in Assigning a particular move sound to fun Post #335554
@Instant Mix

But how would HL know what does 13 mean?

EDIT: As I thought. If you set it to a number higher than 10, the door just won't make any sound at all, even though I copy-pasted "doormove1.wav" and named it "doormove11.wav".
Posted 6 years ago2017-06-16 13:33:52 UTC
in Assigning a particular move sound to fun Post #335551
Unfortunately you can't do that in classic HL. But, you can place a trigger_multiple, which activates your door (the door must not make any sounds, disable them) and an ambient_generic with your sound via a multi_manager.
But Sven Co-op allows you to do that though without such entity setups, as far as I know.
Posted 6 years ago2017-06-16 13:19:54 UTC
in Post your screenshots! WIP thread Post #335549
Ok, now at least I know what they are.

No-no, I will find a front-end compiler myself. Thanks anyway :)

I started to use Radiant just because it was unclear to me how to set jackhammer up for q3 arena so I tried Radiant which automatically sets everything up.

If I successfully configure jackhammer for q3 this time, I even may switch back to it. The main page says there's a cool shader editor in J.A.C.K.
Posted 6 years ago2017-06-16 12:51:36 UTC
in Post your screenshots! WIP thread Post #335547
@Snehk

Thanks. Maybe someday (lol) I will start learning coding.

I've been thinking why can't I compile my q3 map with jackhammer. Maybe I have to export it to .MAP (I don't think q3map2 knows what's .jmf) and use something like batch compiler. Or maybe jackhammer automatically exports it to .MAP. I don't know yet.
Posted 6 years ago2017-06-15 22:04:57 UTC
in Multiple mapping questions Post #335539
@vodka95-ICR

Oh... Sorry then. I'm not much of a Source mapper so I can't help you with that :( But Source is more popular than GoldSource, so I suppose there's a shitload of Source tutorials at the web. Valve Developer Community is a great place to start.

@Admer456

Basically belarusian is similar to russian, just 10 times funnier.
Posted 6 years ago2017-06-15 21:35:13 UTC
in Multiple mapping questions Post #335535
Try switching to Belarussian instead.
Posted 6 years ago2017-06-15 21:22:35 UTC
in Multiple mapping questions Post #335533
@vodka95-ICR

The303 has a lot of tutorials on his site: http://www.the303.org/tutorials/

@Admer456
(РУССКИЙ! Иди на А, иди на Б. Раш Б, раш б! СУКА БЛЬЯТ!!! Lol)
Was it really necessary to type this?
Posted 6 years ago2017-06-15 19:37:56 UTC
in A Bug in my jb map Post #335527
Can't say what does that exactly mean. Try looking into the error guide.

EDIT: Here's an ancient thread on TWHL. Read carefully: http://twhl.info/forums.php?thread=18413

You probably used clipping tool too much or didn't snap something to grid.

Also check your map for problems by pressing Alt+P.
Posted 6 years ago2017-06-15 15:34:46 UTC
in HLDM Century Megapack: best of all times Post #335523
http://twhl.info/vault.php?map=6192

Add this if you want. Nobody cares about this map anyway.
Posted 6 years ago2017-06-15 12:57:06 UTC
in monster_generic and path tracks Post #335519
Uhm, monster_player?
Posted 6 years ago2017-06-15 11:56:52 UTC
in Post your screenshots! WIP thread Post #335516
There's a simplier way. You just do a W:3 H:3 patch mesh and then... Well, the screenshots will explain better:
User posted image
You just drag verticies like that. No need to divide it in segments - the editor will do it automatically.

As for the Surface Inspector... Well, for me texture application in Radiant is a true torture. I think I have to use Jackhammer for texturing and Radiant for the rest.
Posted 6 years ago2017-06-15 11:25:43 UTC
in Post your screenshots! WIP thread Post #335514
At least you don't have to drag every vertex manually if you don't need to. But sewing and subdividing is still something I barely understand.
What's also frustrating is that the texture you apply to a displacement has some kind of... UV-Lock(?) which causes the texture to stretch sometimes.
Posted 6 years ago2017-06-15 11:04:15 UTC
in Post your screenshots! WIP thread Post #335511
The problem is that I just can't make an arched patch mesh:
User posted image
There's just no arch tool for that.

EDIT: Nevermind, I sorted it out. Curves is a wonderful thing:
User posted image
Posted 6 years ago2017-06-15 10:24:42 UTC
in A Bug in my jb map Post #335508
Oh shit, sorry. Of course it's light_surface. Just didn't sleep that night so I said this weird thing.