Forum posts

Posted 20 years ago2003-08-25 13:55:07 UTC
in Reflective glass Post #305
You mean you want to make a one-way pane of glass, one side transparent and one side not? I can show you how if that's what you mean.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-08-25 13:07:08 UTC
in Reflective glass Post #304
Is it possible to make reflective glass? I've got Spirit if it's necessary. It doesn't actually need to be reflective, it just needs to be transparent on one side and opaque on the other.
Posted 20 years ago2003-08-25 04:55:07 UTC
in Transparent texture making Tutorial? Post #1131
yep thats correct, a tutorial on actually making the transparent texture maybe in photoshop or any graphics program for that matter.
Posted 20 years ago2003-08-25 04:45:33 UTC
in why does the env_glow.... Post #312
why does the env_glow entity when in game, from far away its not very bright, but depends on how you look at it or when you come close to it, it just all of a sudden turns on, it just switches on brighter when you get close to it?

This is for the specialist mod. the properties are render fx:constant glow, render mode:glow, scale:2

Also this glow is being seen through a func_wall that is render mode:texture, fx amount:225, so its a bit see through.

When the env_glow is not being seen through the func_wall its fine.

Anyone know the reason why an env_glow being seen through a func_wall has this affect and can it be fixed?(apart from deleting it)
Posted 20 years ago2003-08-25 04:10:18 UTC
in Transparent texture making Tutorial? Post #1130
Yes, he does (we discussed it yesterday on IRC)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-08-25 04:03:21 UTC
in Transparent texture making Tutorial? Post #1129
Do you mean transparent as in with the blue mask?
Posted 20 years ago2003-08-25 02:46:52 UTC
in Barneys and tanks Post #347
Well, if we email people on TWHL and tell them to get spirit, and to tell others about it...actually, that wouldn't work that well. However, even though I've got spirit, I don't use it that much, 'cos not only does it not make models appear in the 3d view with Hammer 3.5, but scripted_sequences don't seem to work properly half the time. I'm sure I'll figure it out though...oh wait, that's because the sequence I was using wasn't supposed to be looped constantly.

I've just had an idea on how to fix the problem!
If we submit maps for Spirit, make it obvious that it's for Spirit. Tell people where to download it if they don't know already, and that should work OK.
Posted 20 years ago2003-08-24 17:30:37 UTC
in Barneys and tanks Post #346
Problem is: who actually has Spirit, except a few of us?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-08-24 17:07:19 UTC
in Barneys and tanks Post #345
Hell, I'll just use spirit.
Posted 20 years ago2003-08-24 12:49:49 UTC
in Half-Life 2 Post #328
wait untill the game ships - then upgrade your pc.
in the meantime save up as much as you possibly can if you want any sort of chance at a game of hl2

the editor used will be a new edition of VHE - it wont be able to do hl1 maps or so i hear, but you can import them into the new hammer - you'll have to re-texture everything though, hl2 uses 'materials instead if 'textures'
Posted 20 years ago2003-08-24 12:42:39 UTC
in Level transitions, console. Post #316
Posted 20 years ago2003-08-24 12:38:23 UTC
in Level transitions, console. Post #315
try this for your level change problem:

1. make sure the level names are all lowercase - v.important!!

2.!!!!!this is very important!!!!! - when testing level transitions, you should not run your map from VHE or a front end compiler. Compile the map(s) without running the game, then load Half-Life manually and load the maps from the console.

3. Are you getting this error message?

CHANGE LEVEL: map1 landmark1

This problem occurs because the area in map1 where the player would spawn is already occupied, in whole or in part, by another trigger_changelevel. When setting up level transitions, it is a good idea to put a bit of dead space (that is, space not occupied by a trigger_changelevel) around the landmarks

i'll try to do a diagram:

_ = wall
  • = info_landmark
| = trigger_changelevel

MAP 1:
___________________
|
|
|
*         |
          |
direction of |
movement -->> |
________________|__

MAP 1:

___________________
|
|
|
| *
|
| direction of movement
| <<--
__|________________

5. is the level transition a 'One-Way Transition' ?

A one-way transition is any transition where you go from the origin map to the destination map, but you cannot return to the origin map. This is the type of transition that usually gives people headaches. Logic would seem to tell you that you don't need a trigger_changelevel in the destination map, just the info_landmark. For some reason, this isn't correct. The destination map must have a trigger_changelevel in it that correctly references the previous map in the New Map Name property, and identifies the info_landmark in the Landmark Name property.

if you are still having problems i sugest you post up your maps on the vault or go here to get some example maps and more info on level transitions:

http://collective.valve-erc.com/index.php?doc=1037474528-90629700
now as for your console problem : i don't know how to fix it but i did have the same problem with OpFor.
try updating hl to the latest version (1.1.1.0)

phew!! that was one long typing session!!!
Posted 20 years ago2003-08-24 11:07:14 UTC
in Level transitions. Post #1121
Is there a tutorial on how to make lever transitions?
If not, that would make a fine addition to our tutorial section. Also because I need to know how to create it.
Posted 20 years ago2003-08-24 10:58:31 UTC
in Single player mod Post #360
Make a mod about something you've liked. It's sp right? so there's no need to go over mp ideas. Have you seen some movie you think would fit or should you make a mod in style with HL uplink? I'm sure you will find a great idea for a mod.
Posted 20 years ago2003-08-24 10:45:55 UTC
in Half-Life 2 Post #327
How many people will be able to play Hl2 when it comes?
I heard the specs are outrageous.

And think of the the map editor it will use. OMG

:)
Posted 20 years ago2003-08-24 10:12:44 UTC
in Spirit of HL Post #323
Posted 20 years ago2003-08-24 09:40:37 UTC
in Spirit of HL Post #322
What, 7th? I don't understand that.
Posted 20 years ago2003-08-24 07:12:54 UTC
in Spirit of HL Post #321
it is l33t!
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-08-24 03:49:51 UTC
in Entity add-on Post #1149
Just email the stuff to atom. Also, I could do a guide on a few of the entities from opfor, but I haven't got the time to write a whole encyclopedia on them.
Posted 20 years ago2003-08-24 03:36:54 UTC
in Spirit of HL Post #320
You can get it on spirit.valve-erc.com, and it's not that difficult at all, however, for some reason, I didn't start in my info_player_start. I ended up to the side. I think I know what I did wrong, though.
Posted 20 years ago2003-08-24 01:53:32 UTC
in Transparent texture making Tutorial? Post #1128
It's a bit short for a tutorial, isn't it? I know atom or Andy mentions it in one of their tutorials, anyway.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-08-24 00:07:24 UTC
in Transparent texture making Tutorial? Post #1127
Has anyone suggested a tutorial on making transparent textures?
Posted 20 years ago2003-08-23 23:47:07 UTC
in Spirit of HL Post #319
never heard of it, otherwise im sure i would have been using it. Never heard anyone mention it before apart from Andy but didnt relise that it was a mod.
Posted 20 years ago2003-08-23 13:40:59 UTC
in Half-Life 2 Post #326
www.city-17.net - also has a lot of media from up and coming hl2 mods - the game's not even released yet and people are allready modifying it!!!
Posted 20 years ago2003-08-23 13:34:53 UTC
in Spirit of HL Post #318
No - it's a mod, but I can't personally see the point of at, as few people other than other mappers actually have it! It is incorporated into other popular mods though, according to Andy (DoD and another one :))
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-08-23 13:28:26 UTC
in Spirit of HL Post #317
Is Spirit of HL just an FGD file with special new entities and entities with new properties? I once saw something in this forum saying that spirit was really complicated and you needed to be an expert mapper to use it, but I was looking through the entity guide on spirit.valve-erc.com, and it doesn't look that difficult really. Of course, I could quite possibly be wrong, and I've seen stuff saying that some things are quite buggy with it, but I just dont think it looks that difficult. Please correct me if I'm wrong, and if you think I'm over confident, please give me the kicking I deserve.
Posted 20 years ago2003-08-23 05:29:11 UTC
in Half-Life 2 Post #325
For all those people who didn't know, Half-Life Two is soon to be released. It's an official sequel. For more information, I recommend www.planethalflife.com/half-life2

Anyone else know any good links?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-08-23 02:08:40 UTC
in Cant upload maps Post #334
It might just (have)be(en) your connection or a temporary problem with the server
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-08-22 18:27:17 UTC
in Barneys and tanks Post #344
Barney isn't that bright... he doesn't know how to use things, so you have to create the effect.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 20 years ago2003-08-22 17:29:49 UTC
in Cant upload maps Post #333
nope, i don't see one

are you logged in???
is the map greater than 2 megs???
Posted 20 years ago2003-08-22 16:55:06 UTC
in Cant upload maps Post #332
is there a prob
Posted 20 years ago2003-08-22 16:05:18 UTC
in Barneys and tanks Post #349
Yeah - it said the shadows were crap, just wanted to see how far they'd progressed with Hl2 w00t for t3h d3lay - more time to save up and UPGRADE D00D LOL
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-08-22 16:04:06 UTC
in Barneys and tanks Post #343
Hmm. Are they all coming out of the same place? They're not, are they? :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-08-22 14:33:55 UTC
in Barneys and tanks Post #348
Right,
first things first: the tank: you cannot make it shoot at anything else but you i.e. gordo.
there were flags on the func_tank entity that allowed you to set what it would attack but those options were removed in a really old half-life patch, v1.0.0.5 i think. the only way to get your desired effect is to use spirit of hl, sorry.

as for R_SHADDOWS, it was also removed in some patch, probably coz the shaddows were crap, i'm not sure if they'll ever come back.

and on a posetive note i got a cool new inet provider which means i'll be arround a lot of the time...
Posted 20 years ago2003-08-22 14:24:10 UTC
in ETA Post #1140
That's oddddd
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-08-22 13:42:21 UTC
in ETA Post #1139
I spent at least a whole day bashing my pc because it wouldnt compile the bloody map, and because getting a player to go 'up' a level using ladders tended to cause getting thrown to the floor and dying horribly
Posted 20 years ago2003-08-22 02:44:09 UTC
in Barneys and tanks Post #342
No, because an active tank will fire at you and nothing else. I want barney to control a tank using tank controls (scripted_sequence, idle animation, target, tankcontrols' name?). The reason I want barney to do this is so he can reduce the constant stream of grunts to a thin but still constant stream of grunts.
Posted 20 years ago2003-08-21 13:29:28 UTC
in Barneys and tanks Post #341
Can you get a barney to use a func_tank? I'd like him to operate an automatic gun in my level, so that I don't have to stand by it the whole time to get rid of the endless stream of grunts (monstermakers and info_nodes, tried it, works brilliantly). It would give my secret agent HQ level better defences other than the guns on the roof which you have to control, and are designed to take out repelling grunts and helicopters.

How about a scientist?

How about a monster_generic?
Posted 20 years ago2003-08-21 09:32:03 UTC
in VHE Help Needed Post #353
np (seventh here)
Posted 20 years ago2003-08-21 06:19:18 UTC
in VHE Help Needed Post #352
Sorry, yes hammer.chm Thanks Seventh-Monkey
Posted 20 years ago2003-08-21 06:08:20 UTC
in VHE Help Needed Post #351
.chm (Compiled Help [Metafile?])
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-08-21 03:42:06 UTC
in ETA Post #1138
Yeah, but lots of people ahem spent a helluvalotta time doing those, so we're eager to find our how we did :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-08-21 03:41:33 UTC
in ETA Post #1136
Sounds good to me - shouldn't take longer to judge than to make ;)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-08-21 01:44:31 UTC
in VHE Help Needed Post #350
I had a scroll-wheel mouse, and it was awesome for zooming in and out of the 2d views in VHE. It kinda sorta died, and now I'm down to 2 buttons.

I need some help on the keyboard shortcuts - the help files only show how to switch between camera modes...
Posted 20 years ago2003-08-20 16:53:08 UTC
in ETA Post #1137
In due time, its only been a few days! Its not like you win anything :P
Posted 20 years ago2003-08-20 15:49:38 UTC
in wwII mod needs people. Post #358
for the information go to stuff
forum

thx

pepper
Posted 20 years ago2003-08-20 15:46:49 UTC
in new mod in wwII need people Post #1251
first multiplayer and then single player.
cause it isnt going to be a to small mod(il try t keep it as small as possible but..)
and there is a bigger need to multiplyer and single player.
and i dont now if you can make such a thing in singleplayer
on the hl engine.
i think that if you want sp then you should turn to games like il2 sturnovik or combat flightsimpulator 1,2,3.
Posted 20 years ago2003-08-20 13:57:31 UTC
in Single player mod Post #359
I'd also like to make a mod. Sort of. For single player. I don't need any new models or textures, just helpers. BTW, when I said new textures, I mean custom textures. I'm likely to use any decent mod texture files I can find. And then get rid of what I don't need. I also need a bunch of ideas.