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Posts written by LivingDog:



User
When it comes to the world's fastest growing sport, superjer ranks
second!

.
.
.

Manly men who have manly posts maningly edit their man posts ... um
User
superjer said:
Just set the X Scale on the face to -1.00


The SCALE - not the displacement - to "-1" you sir, just explained why you are called SUPERSuperJERJerJerjerjerj... (it's an echo)

And thanks man!

User
np Mate - it's just a little thing.

User
Here ya go Mate:

skinReversed.jpg
User
I made a PAINT image of nothing but squares imposed on each other so I could get a sense of scales in VHE. I used Wally to turn it into a .wad file and then added it to my ever growing list of organized .wad files.

It looked great and taught me that those little green men are ~24 pixels high. However, the scale chart I created as a skin and pasted to a temporary brush was backwards! I thought "What did I do wrong?" But then again a skin for a large door in this map was pasted backwards as well.

Some skins paste to the brush as seen in the .wad image (preview) while others paste reversed. What gives?

SEEN IN PREVIEW: 123
PASTED IN MAP: 321

User
And it's sooo easy.

Two points:

1) .wad can be placed anywhere. A good place is C:\<wad>.wad. Why? B/c we like you? ... no, b/c VHE has a small window for the .wad files, and if your looking for a floor or an image of Al Bundy you won't see which is which unless you memorized the order of your now lengthy list of ORGANIZED (I'm so happy ... :___ ) .wad files.

2) .jpg is ok - but grainy when magnified.

User
--
[2]
Can the .wad be edited and/or written by hand?

--
[4]
Can the skins be sorted better? ... wait I know they can, I mean is it possible to take the existing texture files and organize them according to type? E.g. there are electronics which can be put into electronics.wad, and walls should go into walls.wad, and etc.

--

Am I correct in assuming that the answer to both of these questions is "no"?

... hmmm ... maybe Wally can do it for me.

WALLY Solution:

1) skin -> .bmp
2) Open Wally
3) .bmp -> skin
4) place newly recreated skin in a .wad file of your choice!
5) Open VHE and ADD WAD
6) say "wheeeee I did it!"

et viola' - organized skins by type :smug_and_pompous:

YES/NO/MAYBE?

I'll have to try it... thx again bud, beer's on me.

--EDIT--

This is absolutely the right way to go. I can't stand surfing over waves of unnecessary textures to find that one little texture. The learning curve is finally moving upward.

dy/dx > 0



---------------

User
[1]
Can a .bsp be turned into a .rmf ?

--
[2]
Can the .wad be edited and/or written by hand?

--
[3]
Can personal images be turned into skins?

--
[4]
Can the skins be sorted better? ... wait I know they can, I mean is it possible to take the existing texture files and organize them according to type? E.g. there are electronics which can be put into electronics.wad, and walls should go into walls.wad, and etc.

The current state of the texture files half-life, cstrike, and zhlt makes it very difficult to do a search for that perfect texture.

User
IT WAS THE DOOR!!!

I had a mindset that what I was doing was wrong - so naturally I fixated on the focus of that - the ladder!

Octagon Ladder 01

Octagon Ladder 02

So you all can now call me King Creole!

Thanks for all the help guys!

User
I did that in my last attempt to fix this! "I thought I needed a separate CLIP brush - nope."

Are the entities numbered? (I need a textbook ) Maybe I can find the problem using this info? I did try MAP->Entity report but it shows the correct list of ... wait a sec... CLIP => ladder but ORIGIN => door! Could the problem be with one of my doors???

"ENTITY 17"???

User
I am trying to mount a ladder on one face of an octagon cylinder.

I thought only the face needed to be CLIP - nope.

I thought the cylinder needed to be CLIP - nope.

I thought I needed a separate CLIP brush - nope.

Nothing seems to work. I made a ladder in a box with no problems... yet this seems impossible.

User
Half-Life is perhaps the best game ever made. CS is a gay.wad game where 13 year olds get to act like they matter and pwn u with their hax.

HL: best game ever

CS: team play where no one plays as a team.

... wait, is the op pulling the leg of the forum???

This is real: http://www.shopzilla.com/ur-dumb/search
User
Alt-p = No errors were found.

--

C:\zhlt\<file>.bat

. . .

Error: Entity 17 has no visible brushes

Error: No visible brushes
Description: All brushes are CLIP or ORIGIN (at least one must be normal/visible)

--

I think the problem is that what I am trying is not possible - or needs some clever work around that my inexperienced self does not know about VHE enough to figure out.

I am trying to use one face of an octagon shaped cylinder as the CLIP brush. I thought that changing the entire cylinder to a CLIP brush might be the fix, but nah uh... I took a snap to show you my idea (only the thumb image is bad):

[URL=http://img19.imageshack.us/my.php?image=ladderproblemwy3.jpg]
[IMG]http://img19.imageshack.us/img19/9907/ladderproblemwy3.jpg[/IMG]
[/URL]

I rotated the AAATRIGGER brush so it is flush with that face of the octagon, and then rotated the ladder part (func_illusionary) in the same way, but made sure it is in front of the AAATRIGGER and CLIP parts.

User
headtanner said:
heres a link to a tut video i made on ladder in valve hammer edidtor
http://www.youtube.com/watch?v=MAT3e1nReC0 if its not processed yet then wait for 10 min and try again


Thanks! I bookmarked it in case I ever get confused again! :)

User
Mate de Vita said:
This error sometimes occurs when you tie a brush to an entity and then delete the brush. Why, I have no idea.

Anyway go under Map->Entity report and filter brush entities only.
Now select each one of the in your case func_ladders and press 'go to'. If it selects something then select the next func_ladder. If it doesn't select anything, press 'delete'. Repeat this until you've deleted all the 'empty entities'. Then press alt+p again to check just in case you missed one.



AHHAHAHAhhhahahahaha ... worked exactly as u said dude! u da' man!
THANKS THANKS THANKS no more empty ladders :):)

BTW, it did select "nothing" as it was doing before when I tried to fix it... oh, this is weird. When I hit "fix" it .. ohhhh it was trying to fix something that wasn't there, but MAP->ENTITY REPORT lets you delete it - very different action ... um ... deleting something that isn't there ... w e i r d :)

thx again!


User
I tried to create a ladder with the instructions in the superjer article but this time up against a cylinder. To match the side with the ladder I used wedges with no grid. It looked beautiful.

However, Alt-P revealed two identical errors "Solid ...". After struggling with the build I decided to start from scratch keeping my cylinder. That didn't work. So I went back one more step and deleted the cylinder ... the two errors still appeared with the cylinder deleted. (Ctrl-Z brought the cylinder back.)

I've built a working ladder up against a wall but for some reason my understanding hit a wall and this cylinder is really frustrating me.

I used two wedges for the CLIMBY and VISUAL bits. These matched the angle of the face on the 8 sided cylinder. Now I think I am trying to do something that wasn't meant to be done?

And finally, I have tried to build only _1_ ladder - so after deleting all of the parts how can I still be getting this error??

Oh... one last thing, when I try to compile the exported .MAP file the error log refers to "Entity 17 ... " - are the entities numbered so I can locate which entity to which it is referring?

Thanks in advance.


User
DOOR AND DOOR ... WHAT IS DOOR?

(For those of you not equipped with TV back in the 60's:
http://www.youtube.com/watch?v=2zKDQfVbWqc @2:08 )

hehe... I know - I got TWO of them working. Thanks again guys!



User
Ok, I forgot you guys don't have "auto-alert" and also have been sick for two days - not being able to even use my computer... I just read again that the zhlt.wad can be added to hammer - but in the C:\zhlt folder ... or added to the other 2 wads IN HAMMER??? If so that may fix the problem.

Yeah, the basic tutorials got me learning the basics in like 2 hours... amazingly clear and well written.

My learning curve was good until the illness (i got the "dizzy flu" and still have it a bit... mayb tomorrow ill b back to normal... )

Thanks for the replies!

EDIT: yeah, placing the zhlt.wad IN hammer did the trick. I used the filter found the CLIP brush and now all I have to do is get the door to activate with a metal sound.

Thanks a million!
User
I read the tutorial but it isn't very clear (as the other tutorials) about how to make the advanced stuff.

LADDER
VISIBLE part: I found textures with the '{' beginning their name and created a brush with that texture placing it on another brush (wall of a tunnel) I already had.

SOLID part: what "CLIP" texture??

CLIMBY part: I found the "lambda" symbol which is a AAATRIGGER texture and placed it over the other two.

Compiling went as usual - badly. Nonetheless I started a server and the game crashed once I looked at the ladder (turned my head in the ladder's direction after spawning). All I got to see was
the pink "lambda" surface.

I just realized mid-writing this that this is advanced - and much basic info is missing. So np if this is too dumb to answer.

ORIGIN Brush
Ok, now this one is just plain weird - where is this ORIGIN brush ... and it's GREEN??? Ain't no such thing no where in VHE!!!

thanks in advance
User
reading superjer's super instructions i was able to build simple 1 floor maps. id like to know how to put in a door but i cant find the "ORIGIN" brush - nor anything about "func_ ..." .