Forum posts

Posted 20 years ago2003-07-22 20:20:01 UTC
in Problem with WC. Post #585
Ok, in WorldCraft i make a normal sized door then i go to choose a texture and i choose the one i like then when i put it on the door he texture is like 2-3 times bigger than my normal sized door i even d/led a shell map of a dor to see if it happens on that door 2 and it did .. (this is happpening on all my textures)like when i make a button to trigger my elevator i haveto use the little tiny red button or the regular elevator button will be like 3/4 as big as the player does anyone know what to do?
Posted 20 years ago2003-07-22 05:41:56 UTC
in High Definition pack Post #605
Sorry, I should've said: I meant from another high-def-enhanced mod, like BS or OPf; didn't make that very clear. Glad it got sorted out, though, and welcome :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-07-21 15:25:25 UTC
in Security cameras Post #609
Yeah, func_pendulum seems to work. And I'm putting invisible func_buttons in the ground to trigger the monstermaker (I've also included switches to disable the cameras by covering the buttons with an invisible func_door.
Posted 20 years ago2003-07-20 16:52:41 UTC
in High Definition pack Post #604
I've fixed the problem now. I think I just about got the idea of what to do, Seventh-Monkey. And thanks for your suggestion, atom, that's what I did.
Posted 20 years ago2003-07-20 15:29:27 UTC
in High Definition pack Post #603
Is there anything in your valvemodels folder. I don't have the HD pack, so I'm guessing, but it might have written the HD models into your valvemodels folder, but when you unpacked the old PAK, they were overwritten.

Or whatever. Anyway, try deleting everything in your valvemodels folder (except the 'player' folder, I suppose). If it's still not working, reinstall HL, then the HD pack.
Posted 20 years ago2003-07-19 22:07:48 UTC
in Security cameras Post #608
func_pendulum for swivelling? It'd look a bit silly though :)
Posted 20 years ago2003-07-19 22:04:57 UTC
in Competitions Post #592
Soon. I've spent the last few days working non-stop on other stuff, so I clean forgot :)
Posted 20 years ago2003-07-19 21:50:53 UTC
in Avatars! Post #1208
kol said:
avataravatar, there: thave avatar the words lost all avatarmeaning?
Err.. okay :)

Nope, hehe, that's all there is. Okay, I promise: when I have some free time, I'll make a custom avatar thing!
Posted 20 years ago2003-07-19 16:51:05 UTC
in Security cameras Post #607
Well, you could do the first one (with stationary cameras) by putting a trigger_once, shaped as the camera's view cone, connected to a multi_manager with a time delay on the monstermaker (or whatever).

Can't help you with the second, sorry :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-07-19 16:49:31 UTC
in High Definition pack Post #601
Odd: try backing up the valvemodels directory in Half-Life, then copying the 'models' directory from another mod into 'valve' and clicking 'Yes'. If it all goes horribly wrong, just delete the new models dir and restore the backup.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-07-19 09:39:05 UTC
in Competitions Post #591
When will there be a new competition?

-Mike
Posted 20 years ago2003-07-18 11:48:39 UTC
in A NEW LEVEL IS COMING Post #1307
TEN FOUR is your answer - http://tenfourmaps.telefragged.com/php/main.php
does everything singleplayer from Q1, Q2 to HL to OPForce...

hey why not post your map on TWHL, in the 'completed maps' section...
Posted 20 years ago2003-07-17 17:10:29 UTC
in Avatars! Post #1207
me again, how do you get more avatars to show up when you click 'select avatar' in the 'your profile' section, there must be other avatars, all i see is the first 19 or so...

avataravatar, there: thave avatar the words lost all avatarmeaning?

oops, i got carried avatar. NO! i mean carried away with the word avatar after a while it looses all meaning...

-thanks for your help..
Posted 20 years ago2003-07-17 17:01:43 UTC
in High Definition pack Post #600
Something's gone wrong with my computer. When I bought HL, I got a few mods with it as well (Blue Shift, Opposing Force, Counter-Strike). With Blue Shift came a High Definition pack for all HL mods (And the original HL). However, I recently downloaded Wally, and after unpacking my PAK file, I played HL single player, only to discover that it had gone back to low-res graphics. However, my other HL games were unaffected. Does anyone know how to fix this problem? I've tried reinstalling the HD pack but it didn't do anything.
Posted 20 years ago2003-07-17 15:25:27 UTC
in Security cameras Post #606
How do I create surveillance cameras which after seeing you for a few seconds, trigger something eg: alarm, monstermaker?
Also, is it possible to make them swivel realistically (A few degrees at a time)?
Posted 20 years ago2003-07-17 01:50:28 UTC
in wont run... Post #617
What does the error report say?
Posted 20 years ago2003-07-17 00:19:10 UTC
in wont run... Post #616
I am a n00b mapper...just doing my first one.

Basically, ive made 3 rooms, linked together with craved entrances, and all is good i can run it in hl.exe and run around....very exciting indeed.

BUT I wanna obviously expand it etc...But wen i try and put another room on....It doesnt run anymore in hl.exe...it starts to run, but then freezes &ives me an error report thingy. Ive played around and made a small box outside the others, and it will run, then i made the box bigger..and it ran!!! THEN i hollowed the box out, and it did the freeze thing.

Any ideas!??? It cant be memory or anything, I have a 2Ghz p4, 512 ram, geoforce etc etc....
Posted 20 years ago2003-07-16 15:28:03 UTC
in Humans and buttons Post #618
I desperately need help! I want to create a level where, if, say, a human grunt sees you, he rushes to an alarm button which triggers an ambient_generic (The alarm noise) and a monstermaker to make the level much harder. I know you need to use aiscripted sequences/scripted sequences/scripted sentences, but I don't have a clue how to use them! I've managed to get the monstermaker and ambient_generic to work, but only I can press the button.
Posted 20 years ago2003-07-14 06:45:36 UTC
in Submitting Tutorials Post #1191
I am looking for really simple stuff, like, how to control a light with a switch... How to build a rotating wheel ( that doesn't fly off into space when triggered :-)

I have forgotten more than I have learnt, so just go through the available tutorials and see if there is anything that you know how to do, but isn't covered.. or not covered well enough :-).. and write it up in a text file.. This will earn you respect from your fellow mappers.. and give me a hand getting stuff done.
Posted 20 years ago2003-07-13 13:09:46 UTC
in Submitting Tutorials Post #1190
Sounds good, maybe I'll make one - if I can think of any that haven't already been done which I can do :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-07-12 23:46:10 UTC
in cone? Post #627
You could try the Spike brush or wedge brush... or you could be really clever and build a series of cylinder brushes that have been VM'd in the shape you want
Posted 20 years ago2003-07-12 23:41:05 UTC
in cone? Post #626
How do i create a cone?
Posted 20 years ago2003-07-12 23:40:23 UTC
in How do I set the editor up for Opposing Post #1268
I don't think there is anything different from setting it up like any other Mod... TFC, DoD
It should compile using the HL settings, just change the Mod directory and include the new .fgd... and textures.
The only thing I can think that might be tricky is getting the command line parameters right, but since OpFor was primarily a SP Mod, I cant see why you cant compile using the standard stuff.
Posted 20 years ago2003-07-12 23:18:30 UTC
in A MESSAGE TO THE PUBLIC Post #1288
tell you what game i like best, well not the one i like best (thats Half-Life of course) but hey ever hear of Hidden & Dangerous: Fight For Freedom,? only 10 or so missions but boy is it hard and really good, good as a diversion from the equally 'realistic' counter-strike.
Posted 20 years ago2003-07-12 23:05:07 UTC
in How do I set the editor up for Opposing Post #1267
I have the FGD. But the enities are the same as Half-Life.
Posted 20 years ago2003-07-12 20:20:50 UTC
in Avatars! Post #1206
i know, that's the normal way of doing it. :)

if i have time sometime i'll code something like that in, but if you really want your own avatar, i can add it to the pool if you email it to me.
Posted 20 years ago2003-07-12 19:34:29 UTC
in Avatars! Post #1205
hmm, you know atom it would be a lot easyer (or probably harder) if you'd let the members choose their own costum image that must be 45x45. and just store them as a part of their profile. i never coded html so i have no idea whats involved but it could be a good idea maybe?. i thought i'd bring this up because i spent 1-2 hours on the net trying to locate some old hl artwork i wanted to use. i remembered a good image i saw while browsing around www.planethalflife.com/nostalgia - has lots of old hl stuff like artwork, consept art and general goodies you should check it out.
Posted 20 years ago2003-07-12 18:18:26 UTC
in Crushing Bigmomma Post #1270
Ive talked to several people who have downloaded my scripted contest entry. They didn't realize that I used a scripted_sequence to cause the bigmomma to run underneath the crusher whenever the player gets near the button. This makes it possible to crush her and she splats real good. You can also lead the scientists under there and crush them to, if you're sick like me. :)
Posted 20 years ago2003-07-12 04:40:18 UTC
in target question Post #628
i was wondering....if you have an entity (func_breakble) set to a target, will it still blow up if you shoot it?

by target i mean, when u touch another object, its target is the func_breakble entity. so it blows up only when u touch the object that has a target set to the func_breakble, and not when u shoot it.

thx, maTT.
Posted 20 years ago2003-07-10 21:41:00 UTC
in Cars Boats, Planes Post #629
OK,
Pepper is right, you can have fully controlable vehicles in CS.... There are a few extra entities added to the later .fgd's that allow you to have func_vehicle and func_vehiclecontrols. That is how they do it.
This does not cross over to HL. Unless you build in CS and ignore all the errors when you load HL.. Not sure that would actually work though. The only way you can achieve this in HL is with Spirit.

So if you want to make a map where you drive the vehicle, then you should do it using CS.
(can't see the point really, as you can't shoot and drive at the same time...)
Posted 20 years ago2003-07-09 19:36:05 UTC
in Scripted Contest Post #1278
Sorry have to disagree....
The contest was rigged,
My entry was the best !!!
I was robbed!!!!

Just Joking people.
Congratulations Tlax and Jakar and DocRock.
It is really good to see the high standard of entries, well thought out.
Any one like to do a tutorial on Scripts?? Let me know.
Posted 20 years ago2003-07-09 02:40:08 UTC
in Scripted Contest Post #1277
Have to agree, great job. Looking forward to the next competition, for some creative stuff came out of this one.
Posted 20 years ago2003-07-08 23:00:47 UTC
in Scripted Contest Post #1276
I want to congratulate the winners of the latest competition. Lots of good sequences there! A lot of hard work went into all the entries. I looked at them all and I was really impressed! Good job everyone.
Posted 20 years ago2003-07-08 15:08:35 UTC
in MapVault Post #1285
Cool idea. I can do it with a page for the '10 most popular' or something. Noted. Thanks.
Posted 20 years ago2003-07-08 10:24:42 UTC
in MapVault Post #1284
maby a hall of fame for maps who you think are really good made???
Posted 20 years ago2003-07-08 10:14:50 UTC
in lights Post #643
go to the tutorial the beginnig everything is well explaind in these tutorials
Posted 20 years ago2003-07-07 23:02:00 UTC
in target_cdaudio Post #640
Hmmm, strange problem. You are correct to leave radius blank because the target_cdaudio is triggered by the func_breakable. Track 1 is actually silent, so you must be using 'development 2' when testing in order to know that the target_cdaudio is actually being triggered, right? If not, make sure the target-on-break is targetting the correct name. You could try making a small test map with a target_cdaudio triggered by a trigger_auto just to be sure your CD is working.
Posted 20 years ago2003-07-07 21:14:04 UTC
in target_cdaudio Post #639
I have use the drop-down list to choose tracks 12.
And it the same if I choose a another tracks, it is only playing track 1
I leave out radius: set blank because it is trigged?
One more, I have the SP maps in HalfLife/Fall/maps and with a liblist.gam fil, but it shall not have any sense, or?
Posted 20 years ago2003-07-07 20:36:07 UTC
in target_cdaudio Post #638
I tried to duplicate this problem in a test map and it always seems to work properly. However, I noticed in your post that you say it is set to 'Track12'. When I typed that into my test map exactly as you posted it, I had the same problem you describe. There should be a space between Track and 12. There is a drop-down list available to use for picking tracks. If you are typing the name, try picking the track from the drop-down list instead. Let me know if this fixed it.
Posted 20 years ago2003-07-07 17:32:07 UTC
in search Post #1182
Aha. Nice idea... I'll see what I can do, although I can't guarantee I'll come up with it quickly because the forum code is a bit messed :)
Posted 20 years ago2003-07-07 16:35:04 UTC
in target_cdaudio Post #637
Hej
I have problems with target_cdaudio, it is simple to set up, and it has a Name. Track: set to Track12
Radius: blank, and it trigged from a func_breakable, and it start play when it breaks.
The problem is, it is only playing track 1 from Half-Life cd. No difference if I have set track to any other track number, it plays only track 1?
Posted 20 years ago2003-07-05 13:30:49 UTC
in Leaf Portals saw into leaf??? Post #641
As you have found, this problem doesn't always affect map play and might be alright to ignore. Check out this link, it will explain what is going on.
http://www.slackiller.com/tommy14/errors.htm#leafsaw
Posted 20 years ago2003-07-04 20:37:16 UTC
in lights Post #642
how do you put lights in the map.
Posted 20 years ago2003-07-04 13:43:49 UTC
in Impressive Mapping Stuff Post #644
Check out my cs maps at ftp://81.107.134.57... i wulda just used the submit map feature but theyve gotta be less than 2 megs for some reason :S

De_Greec3 is a bomb defusal map set in a small village. Terrorists start with a vehicle capable of holding the whole team and, waypoints, secret tunnels and low grav mode are all supported. Very fun map to play with a lot of ppl

De_cabbage is another bomb defusal map set in and above a city sewer, it includes res file for hosting, overview spectator map, custom textures, ambient effects and an interactive environment... enjoy =)
Posted 20 years ago2003-07-02 18:53:13 UTC
in decals Post #655
A decal will get it's alignment from the texture of the surface it is placed on. So if the decal is backwards, the texture of the wall surface behind it needs to be adjusted. In my test map, I was able to fix the backward decals by bringing up the texture face properties of the wall they were on and checkmarking the 'face' box in the 'Align:' area.
Also, the disappearing decal problem is caused by using a regular texture on an infodecal. The regular texture shows up in the 3-D window, but does not show up in the compiled map. You must use an actual decal on the infodecal entity. All decal textures begin with the { symbol and do not have a blue background.
Posted 20 years ago2003-07-02 03:48:29 UTC
in Map Change Post #664
Thank You
Posted 20 years ago2003-07-01 22:16:29 UTC
in decals Post #654
Here's what I know, but I must say I have a lot to learn about using decals. First, you choose the decal you want by browsing the textures. Type the { symbol in the texture filter. Any textures that begin with { and don't have a blue background are decals. Double click the decal you want to use. In the 3-D window, use camera mode to view the surface where you want to apply the decal. Then turn on the decal tool (shift-D) AND the pointer tool (shift-S). (The decal tool only works when BOTH of these are toggled on.) In the 3-D window the cursor now looks like a plus sign over a 2-D explosion. Place the cursor where you want the decal to be and left click the mouse. The infodecal should now be showing. For some reason the decal will show up backwards if you put it on a wall that faces north...I haven't figured out how to turn that around. Decals seem to have their own built in color, most are black, but I don't know if it's possible to change the color. I hope that helps, let me know if you have specific questions and I'll give a shot at finding the answer.
Posted 20 years ago2003-07-01 16:13:44 UTC
in search Post #1181
Perhaps a way to search the forums? I dont wanna waste everyones time by repeating an eariler question but i cant really be bothered to look through 500 other posts to check. Also a search all option would be handy to save searching in all of the categorys individually. (ie tutorials, glossary, the other ones)

Not trying to moan, great site.
Posted 20 years ago2003-07-01 01:48:07 UTC
in decals Post #653
Let you guy's in on a secret...
I could never get them to work either... But I think SlayerA knows the tricks.
The only Decal I ever got to work was the Bomb Target in CS.

So... If someone does manage to get decals to work, and can put it down in a .txt file, then send it too me and I will post it as a tutorial.. Fame and fortune are yours... Well fame maybe.

(And yeah I think for them to work they must be from the spraypaint.wad or the decals.wad? )
Posted 20 years ago2003-06-29 19:06:18 UTC
in decals Post #652
so i can only use textures from decals.wad? i thought you could just use anything because it looks like it works in hammer. Thanks