Forum posts

Posted 20 years ago2004-04-25 23:17:12 UTC
in Talking scientists Post #24022
Yes, I'm also interested in how you would make them say something through a sequence . . .
Posted 20 years ago2004-04-22 15:37:07 UTC
in Sampling Sprites and Sounds Post #23492
" Besides, when you've extracted them, you an view them in Hammer as well!"

Is that how you view sprites in Hammer??? I've been wondering about that as well! What about the actual models, though? Is that only a 3.5 feature, or could it work with 3.4, also?

That link was very helpful, Andy. :)
Posted 20 years ago2004-04-21 18:57:29 UTC
in Sampling Sprites and Sounds Post #23363
Wait, never mind the sounds, how can I view sprites without going through the trouble of extracting them if possible?
Posted 20 years ago2004-04-21 18:40:23 UTC
in Sampling Sprites and Sounds Post #23362
I've been looking around for different programs for doing this, but I want to know what you think are the best programs for the job. If there is just a list of sprites and sounds with a screenshot and/or a description somewhere, that would do fine. Could anyone help me with this?
Posted 20 years ago2004-04-21 18:34:50 UTC
in Editing the Player Model Post #23361
Yes, Seventh, that's the problem . . . I've had it for a while now, and its days are numbered literally. Would I still be able to use it to do what I want if the evaluation ends, as I've heard that you can continue to use it afterwards? . . .
Posted 20 years ago2004-04-20 18:57:31 UTC
in Editing the Player Model Post #23234
I have the evaluation version of Milkshape . . . does it matter? Oh, and I'll check out the model viewer in a minute. :)
Posted 20 years ago2004-04-19 22:41:38 UTC
in Editing the Player Model Post #23121
I was playing around with the idea of changing the player model for Spearhead and was wondering how I would be able to do that and incorporate it into the mod. It wouldn't have to be an entirely new model; I would probably just edit Gordon Freeman's texture and make it a new model.

So, what programs are best for this kind of editing and how could I put it into a mod?
Posted 20 years ago2004-04-19 22:22:44 UTC
in Making New Mods Post #23118
You have to make sure the names of the files are right. Otherwise, it won't work. Example: For Spearhead, my menu background wouldn't appear until I renamed it as splash.bmp. Use the tfc files as examples when making things like that. :)
Posted 20 years ago2004-04-13 16:27:39 UTC
in You've Been Mapping Too Much When... Post #22442
Here's one that's actually happened to me:
  • When you close your eyes to sleep and see Half-Life textures on the back of your eyelids.
I'm serious. :|
Posted 20 years ago2004-04-11 01:25:02 UTC
in You've Been Mapping Too Much When... Post #22097
"-When you see a gun on tv and recognize it and then start talking to people about how good and bad it is"

That's something I've done before. People actually think you're serious until you mention how well the particular weapon handles against headcrabs. LOL!

Here's another:
  • When you compile a new map, you stare at the screen, counting the seconds as you watch the process window intently when you know it's going to take more than a few minutes to finish. (I'm not sure why I do that.)
Posted 20 years ago2004-04-10 13:33:51 UTC
in You've Been Mapping Too Much When... Post #22001
  • You walk down a hall and wonder what brush shape they used to make the opening at the end. (I'm serious. I was thinking about a hall in Hammer terms before.)
  • You wonder if astronauts see the void when they fly through the sky and into space.
  • You make maps of places like your school.
  • Instead of taking a vacation, you just make a map of a tropical paradise and wear sunglasses and a hat while playing it.
  • You give entities the names of your friends and say you enjoy spending time with them, while they wonder what you're talking about.
  • When you see a scientist on TV, you amuse yourself with the idea of placing a barnacle above their head.
  • When you roll off of your bed and wake up, you complain about misplaced info_player_start entities.
  • You change a light bulb by giving it a new texture and light entity.
  • When you see a security guard, you ponder the idea of making them open a secret door for you with a scripted_sequence.
  • When you DO make them open a secret door for you.
  • You believe that in order to talk to a marine, you need to first set them to prisoners in their properties.
  • When you see a window, you decide to test whether it's set to be unbreakable or a func_wall.
  • You get in an elevator and wonder how long it'll take to reach the next path_corner.
  • When politicians are debating, you find that it would be much better to have their properties set to gag.
  • When you stumble and fall, you complain about shallow carving in the room.
Okay, you can add your own if you want. :D
Posted 20 years ago2004-04-10 12:56:23 UTC
in func_cameras? Post #21996
Lol. I noticed that as well, but when you run the .bsp, it seems to fix it. :)
Posted 20 years ago2004-04-10 12:50:55 UTC
in func_cameras? Post #21994
I've been playing around with it (oh, and they're trigger_cameras, not func_cameras ;) ) and I've gotten it to work just the way I want in Spearhead. The camera pans around to where you can see yourself and slowly zooms out so that you can see two marines standing on either side of the tunnel, and the timing of Diabolical Adrenaline Guitar is great when it starts playing. :D
Posted 20 years ago2004-04-09 20:39:01 UTC
in Lamp Post #21926
To make a light flicker, you need a light entity. In the light's properties, go down to Appearance, and choose the light style that you want. You said that you wanted the light style to be like a fast flicker, like an alarm, but I've found that the slow, strong strobe looks better IMO for alarm lights, especially if they're red.

The tutorial "In the Beginning Part 4" covers lighting. Another example of different lighting effects would be my Disco Party level. Lol! Well, I'm serious. There are many kinds of lights throughout the level, and I've included the .rmf as well. :D
Posted 20 years ago2004-04-09 20:13:17 UTC
in func_cameras? Post #21925
Hmmmm . . . Okay, cool. I've got a few interesting ideas for this map I'm working on. Would it be possible to actually see yourself (as in the player model) while the camera position is moving around?
Posted 20 years ago2004-04-09 13:34:21 UTC
in func_cameras? Post #21861
Yes, I've been wondering how to make in-game cinematic sequences such as the ones you find in Blue Shift. . .
Posted 20 years ago2004-04-09 01:53:05 UTC
in Lightning problem! Post #21818
If I have a leak, I find that it's convenient to enable the pointfile and noclip so that I can fly around the level looking for it. You can find out how to do that in the help file. :)
Posted 20 years ago2004-04-09 01:49:03 UTC
in major problem help Post #21817
Hmmmm . . . I've had strange errors where the compiler reported that there were empty solid entities. The only way I fixed that was to select the entities in Check for Problems and delete them. Could that be a similar problem you're having? If you're positive that there are no entities outside of your map, perhaps you could locate them in a similar way. Try using Go To to find the entities if they do exist.

If none of that works, try copying and pasting the parts of your map that you want to keep in a new map. I had to do that before because of leaks.
Posted 20 years ago2004-04-08 18:03:07 UTC
in Disco Party Post #21779
I got it to upload correctly! Go download Version 1.1. :D
Posted 20 years ago2004-04-08 16:41:32 UTC
in Disco Party Post #21771
The level is much better now. It runs more smoothly, and you can actually work your way around to the door in the first hallway that you start in. I won't spoil it for you.
Posted 20 years ago2004-04-08 13:33:16 UTC
in Disco Party Post #21762
Yes, it runs much more smoothly now. :) While I'm at it, I'll continue to add more things to do. Hehe.
Posted 20 years ago2004-04-08 12:40:47 UTC
in Disco Party Post #21753
I ran it with the fast parameter. :| I could go back and recompile it if you want. I thought the lag was from the many people throughout the level. . .
Posted 20 years ago2004-04-08 10:52:41 UTC
in Disco Party Post #21737
Okay, I had to upload the .zip file to Ripway, but I finally got it up, at last. :D I apologize for all this mess. Thanks for the offer, Seventh-Monkey; I'll keep you in mind the next time this sort of thing occurs. :)

The only problem with uploading it to Ripway is that it has a 5 MB daily usage limit, so if anyone could download the file and then upload it themselves, that solve the issue. The file is 1.36 MB, so they shouldn't have any problems uploading themselves, but I couldn't for some reason. I guess it was this dial-up connection that kept screwing up. It's in the Completed Maps section, BTW. :)
Posted 20 years ago2004-04-08 08:55:18 UTC
in Disco Party Post #21732
I had to remove it. Apparently, the entire file wasn't uploaded. I'll get it up, somehow. Lol.
Posted 20 years ago2004-04-07 21:45:22 UTC
in Disco Party Post #21689
Okay, it's uploaded, but for some reason, it omitted the screenshot. :( That really helped describe the level.
Posted 20 years ago2004-04-07 21:21:43 UTC
in Disco Party Post #21682
I kept having uploading problems. I'll try again later, and if that doesn't work, I'll just have to create a link to it. :
Posted 20 years ago2004-04-07 19:13:52 UTC
in Disco Party Post #21661
I used Zoner's Compile Tools and worked out all the bugs. It now works fine. :D I'm actually finished with it for the moment. I'll have to upload it.

Question: if I compiled it with vis.exe set to fast, would it have any effect on performance? Just wondering, because I decided to use that parameter to speed up the process so I could post it. The level runs slightly slow in some places because there are so many people in it. Oh well.

Anyway, I added a deathstar laser to the disco ball and expanded the party room. There's a little area beyond the room that you can explore if you get bored, where there is a stand off between marines and aliens. I found that it was quite fun making this map. :)
Posted 20 years ago2004-04-07 10:42:22 UTC
in Disco Party Post #21588
I found what the slowdown was. For some odd reason, vis.exe continues to run in the background after the level has compiled. What could be the cause of this? I noticed a "WARNING: Leaf portals saw into leaf" error during the vis.exe compile, though. How could I fix this?
Posted 20 years ago2004-04-07 10:07:33 UTC
in Disco Party Post #21584
All right, after playing around with different settings and things, I've found that I can't make multiple scientists dance with a single scripted_sequence entity, so I had to add several. Then I found that that caused a slowdown. I'm working on a way to correct this, now.

Is there any way I could assign a scripted_sequence to more than one entity?
Posted 20 years ago2004-04-06 21:18:05 UTC
in Disco Party Post #21522
Lol!

Anyway, I'm using a multi_manager and trigger_auto in a test map to make a scientist wave. So far, he only waves once.

Wait, I believe I left out a value. Oh! Silly me, I forgot to make the multi_manager loop. slaps head Now it works fine! I was looking at the multi_manager in the scripted tutorial example map and was wondering why it had itself listed . . . Now I can finish that work in the Disco Party level! :D
Posted 20 years ago2004-04-06 16:49:19 UTC
in Disco Party Post #21458
Hmmmm . . . Perhaps I need to use aiscripted_sequence so that the scientists wouldn't be interrupted. I'll just have to experiment with it a bit.
Posted 20 years ago2004-04-06 16:01:42 UTC
in Super Tower for TWHL Post #21449
Hmmmmm . . . I'm interested in both the tower and the railroad/subway level. I have a suggestion for the railroad thing: Instead of making a track that extends miles and miles, you could just go a short distance and then reach a trigger_changelevel. When the next level loads, it could display something like "Three hours later" and you're at the next stop. That way, you could concentrate more on the actual levels. shrugs
Posted 20 years ago2004-04-06 15:50:25 UTC
in Disco Party Post #21447
Ah, the g-man chamber. I'm so fond of that one. Too bad he still won't die. Lol. When he gets pushed off of the platform and falls down the very long tunnel, at least you have the illusion of him dying at the bottom. I may add some laser gun turrets like in my Seeker level for one's amusement.

ZeG, I've been reading that tutorial and it's helping me immensely. I like the idea of multiple party rooms, but how could I add different music for each one?

I'll continue to read the various tutorials and refer to that map, and when I have the chance, I'll post it in the map vault.
Posted 20 years ago2004-04-06 13:03:25 UTC
in Disco Party Post #21410
Hey, I've been working on a few maps now for HL, and one of which is a big disco party full of scientists, marines, assassins, monsters, and security guards. I have a disco ball with light beams shining around the room, strobe lights, a punch table with a drunken scientist lying on it, book shelves and drink machines piled up in the corners, and various random posters hanging up about the room. The room itself isn't very remarkable - just a big cube with textures (what most rooms are lol). The problem, though, is that it just doesn't seem like a party.

I set all of the enemies to prisoners so that they wouldn't attack anyone, and scientists and security guards just stand there and chat about their occupations. I've tried adding the wave animation to make the scientists look like they were doing something in the vague resemblence of a dance, but I've only managed to make them wave once and then they resume talking to each other. Could anyone help me liven up the party?

BTW, your tutorials are very, very helpful, and I'll be using many of them to enhance my other maps. :)