TWHL Cubicles Created 14 years ago2010-02-24 14:38:13 UTC by Rimrook Rimrook

Created 14 years ago2010-02-24 14:38:13 UTC by Rimrook Rimrook

Posted 14 years ago2010-03-01 13:45:50 UTC Post #279371
No. Just make your map as nice as possible. I only need the BSP and your custom resources. You don't need an exit or entrance or any evidence of such.
Ok.... so how are you going to join them together? Or you won't ?
Striker StrikerI forgot to check the oil pressure
Posted 14 years ago2010-03-01 13:59:48 UTC Post #279372
When I assemble the whole thing together, I'm going to implement a bind script so that when you press N it goes to the next and P for the previous.
Oskar Potatis Oskar Potatis🦔
Posted 14 years ago2010-03-01 14:33:10 UTC Post #279373
It better be fast :P
Striker StrikerI forgot to check the oil pressure
Posted 14 years ago2010-03-01 17:59:56 UTC Post #279374
What do you mean by fast?
Rimrook RimrookSince 2003
Posted 14 years ago2010-03-01 18:02:22 UTC Post #279376
I suppose that'd mean "no loading screens".
No. Just make your map as nice as possible. I only need the BSP and your custom resources. You don't need an exit or entrance or any evidence of such.
But I need mine to have an entry door and an exit door. I can't have them?
Posted 14 years ago2010-03-01 18:41:59 UTC Post #279377
Yeah, mine has an entrance, and it's going through a final compile now.
If you don't want that, please just make a hallway and lock the door.
EDIT: It's done. http://www.twhl.co.za/vault.php?map=5442
Now to finish my rooms:s map.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-03-05 01:28:19 UTC Post #279469
These are all going to be separate maps in the end, right?

Edit: Screenshot to show that I am in fact doing something for this. I'm being forced to take a family vacation over my spring break, starting in 2 days, so it won't be released until at least a week from now.
User posted image
There will be a nice clusterfuck of wires, screens, and speakers by the time it's done. Also need to fix mr. ugly chair.
Didn't even mean to jump be on the literal cubicle bandwagon.
Posted 14 years ago2010-03-05 01:30:19 UTC Post #279475
that looks great man! can't wait to actually play it.

)

Captain Terror Captain Terrorwhen a man loves a woman
Posted 14 years ago2010-03-05 03:54:08 UTC Post #279477
These are all going to be separate maps in the end, right?
I take this back. I missed the previous post.
Posted 14 years ago2010-03-05 15:12:21 UTC Post #279482
LMFAO. love the image name soup.
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2010-03-05 15:15:27 UTC Post #279483
Idk why i double posted that... My internet is being Ass-slow today. I think my brother is playing MW2 or something.

Annnnyway... i might enter, i might not enter. Been busy with 3 projects - i really wish i didnt take on so many.

HL2RPG - Castle Disposed - Mod (Name TBA)

The latter 2 are making good progress... i still cant code for the rpg yet... but that's another thread...
512^2, anything i want?
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2010-03-05 15:20:10 UTC Post #279484
512^3.
Posted 14 years ago2010-03-05 15:46:34 UTC Post #279486
Guys, no rush so take your time.
Rimrook RimrookSince 2003
Posted 14 years ago2010-03-05 18:43:01 UTC Post #279487
I'm only using 384 units of my 512. I feel accomplished.

Edit: Some brushwork wirez, and not a single invalid solid :walter:
User posted image
User posted image
Posted 14 years ago2010-03-07 01:26:02 UTC Post #279530
You evil bastard. That looks great.

I have bad news about mine: It's almost finished, but it requires an entrance hallway and an exit hallway, as it was intended to be connected to other's entries. I have a way in and a way out. You can't just make the player "be there". I believe it would harm the overall effect. Is there anything we can do about that?
Posted 14 years ago2010-03-07 01:45:44 UTC Post #279531
level fade in?
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2010-03-07 01:51:37 UTC Post #279532
Start the player off at the entrance and give the player a message that they've reached the end when they do.
Quick and dirty solution, anyway.
Posted 14 years ago2010-03-07 04:43:18 UTC Post #279533
Yeah, sure, that'd work too. But it's not as cool as arriving at the place and then leaving it behind afterwards.

I'll see what can be done.
Posted 14 years ago2010-03-07 11:58:53 UTC Post #279535
WC: How many brushes are those wires made of?
I've never even attempted wires half that complex. :o
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-03-07 19:49:38 UTC Post #279539
Good to hear no rush, I have such a busy schedule and i'm trying to finish my deathmatch map before anything.
Posted 14 years ago2010-03-09 11:02:14 UTC Post #279580
I hope to get started on my entry soon. Its going to require a lot of work though.
monster_urby monster_urbyGoldsourcerer
Posted 14 years ago2010-03-09 13:42:31 UTC Post #279581
[u][blue]:::ANNOUNCEMENT:::[/u][/blue]

For clarity and presentation, some kind of sign or text saying a title of your cubicle and your name would greatly help as I am not recompiling them and adding to/altering them in any way.

So far the released cubicles are:
User posted image

User posted image

User posted image

User posted image


Don't worry about the assembly, I have that covered.
Rimrook RimrookSince 2003
Posted 14 years ago2010-03-09 18:39:42 UTC Post #279583
Eh, I have my name on the Hammer screen. That's credit enough.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-03-10 17:37:47 UTC Post #279602
Rim, are you using SHLT 3.7?
The Mad Carrot The Mad CarrotMad Carrot
Posted 14 years ago2010-03-10 18:01:26 UTC Post #279604
what's SHLT 3.7? Spirit of HalfLife?
Rimrook RimrookSince 2003
Posted 14 years ago2010-03-10 18:25:28 UTC Post #279605
Archie ArchieGoodbye Moonmen
Posted 14 years ago2010-03-10 18:43:51 UTC Post #279606
You beter be using it from now on, because my Cubicle map uses a new entity that was introduced with 3.7, the phlt_copy_brush entity.
The Mad Carrot The Mad CarrotMad Carrot
Posted 14 years ago2010-03-12 09:43:58 UTC Post #279635
My map respects the definition : 512 units cube, but it's rotated like this :
User posted image
Is there a problem with that ? It's rotated because I have a longer element in it that needs to fit in.
Striker StrikerI forgot to check the oil pressure
Posted 14 years ago2010-03-12 10:11:06 UTC Post #279636
How is that longer? All you are doing is reducing your floor space. The widest area would be from one corner to the opposite corner of the first square in your image.

Unless they are not to scale, in which case, nevermind...
Posted 14 years ago2010-03-12 10:36:47 UTC Post #279637
I'm rotating the cube because it's simpler geometry, so I don't have to rotate my complex geometry.
Striker StrikerI forgot to check the oil pressure
Posted 14 years ago2010-03-12 12:07:52 UTC Post #279639
That's acceptable I guess. Although I agree with Hotdog that you'd be losing space.
Rimrook RimrookSince 2003
Posted 14 years ago2010-03-12 16:42:05 UTC Post #279647
World Crafter: your entry looks SICK.. i've never seen so natural-looking brushwork for wires in HL before... (the rest looks pretty sweet too...)

)

Atom: what is the the "phlt_copy_brush entity"?? (i'm intrigued..)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 14 years ago2010-03-12 17:45:53 UTC Post #279648
its a new entity released with the new compile tools that copies any entity to another location. say you have a really complex wall that you want in another location, you name the wall an entity, and then you just put the copy_brush somewhere with the same origins..
i'm not sure HOW it works, but i know it's a damn cheap render. but i do know that decals on the original will transfer to the copy.
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2010-03-12 17:56:12 UTC Post #279649
I don't know what's the time limit on this, but I'm going to post mine in 1-2 weeks, depends...
It's because I have little time to dedicate to mapping right now, but small projects like this worth the chance :).

Expect a low-quality brushwork, but lots of funny entities in my cubicle.
Striker StrikerI forgot to check the oil pressure
Posted 14 years ago2010-03-12 18:25:29 UTC Post #279650
I have an example map of the copy brush entity here: http://www.twhl.co.za/vault.php?map=5307
The Mad Carrot The Mad CarrotMad Carrot
Posted 14 years ago2010-03-12 18:33:02 UTC Post #279651
tetsuo: sounds neat. would be worth it to be able to move a group of brushes, whilst keeping the decals unbuggered alone...

Atom: tanks will check it out! = )
Captain Terror Captain Terrorwhen a man loves a woman
Posted 14 years ago2010-03-12 18:39:01 UTC Post #279653
tanks will check it out!
User posted image
Sorry. :crowbar:
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-03-12 19:07:27 UTC Post #279654
ROFL
Captain Terror Captain Terrorwhen a man loves a woman
Posted 14 years ago2010-03-13 08:48:22 UTC Post #279656
I also use a custom wad made by me( only a few textures).

Should I include it in the BSP or provide it as it is ?
Striker StrikerI forgot to check the oil pressure
Posted 14 years ago2010-03-13 08:57:04 UTC Post #279657
Include it.
The Mad Carrot The Mad CarrotMad Carrot
Posted 14 years ago2010-03-13 09:59:13 UTC Post #279658
next someone will tell me i cant use Opposing Force...
Posted 14 years ago2010-03-13 10:04:40 UTC Post #279659
Sure you can! Just not any Opposing Force specific entities.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-03-15 08:13:24 UTC Post #279660
Quick mapping question: If I have a toggle-able door(from a button\multimanager or something else), when it is toggles(so that it moves), and on one of its faces it has a animated button texture, will the texture animate to "Open" state ? ( I made a custom on\off texture +0mytexture\+Amytexture)

[EDIT] I found out the answer. It won't. Damn... I might try using a button :\

[EDIT2] @#$#%$EWFDSI#@....*&*@#%!~ !!!!!

I made a loopable sound. With goldwave, added 2 cuepoints( one at the beginning and one at the end), and saved it as 8-bit mono WAV format( altough I tried with 16-bit and it works in some cases).
WHY IS THE SOUND NOT LOOPING IN-GAME ?!?!?!?! :furious:
Striker StrikerI forgot to check the oil pressure
Posted 14 years ago2010-03-15 09:59:11 UTC Post #279711
Heh, I remember the days some HL things just didn't make sense... I learned to ignore them well.
Rimrook RimrookSince 2003
Posted 14 years ago2010-03-15 10:01:39 UTC Post #279712
Well, I was asking for a solution actually.
Striker StrikerI forgot to check the oil pressure
Posted 14 years ago2010-03-15 10:34:12 UTC Post #279713
Heh, alright. I know for a fact that some sound editing programs' cue points just don't work with HL. A few I know to work are any CoolEdit and Adobe Audition.
Rimrook RimrookSince 2003
Posted 14 years ago2010-03-15 11:22:00 UTC Post #279714
Im pretty sure that only one cue point is needed to make a wav loop ingame, and it needs to be placed at the start of the wav, not at the end. Try it out.
The Mad Carrot The Mad CarrotMad Carrot
Posted 14 years ago2010-03-15 11:33:54 UTC Post #279715
Problem oddly solved. I triggered the ambient_generic with a trigger_auto, and now it loops.
Striker StrikerI forgot to check the oil pressure
Posted 14 years ago2010-03-15 12:19:05 UTC Post #279716
... yeah those were the days.
Rimrook RimrookSince 2003
Posted 14 years ago2010-03-15 12:20:24 UTC Post #279717
I made something to use in my map :
User posted image
Use it freely if you want. It's ready to go in wally, because you guessed it, it's 512x512 :D
Striker StrikerI forgot to check the oil pressure
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