IIopn
2008 Feb 26 • 227
36 ₧
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Mate de Vita said: damn, there goes one map idea :D
does anyone know a map from which I could get a chain texture?
oh and is there a maximum number of wads that can be used in The Hammre at the same time?
at Half life.wad find a texture with the name out_Qunst11
and scale it down it will look like a chain
I Love Army Men Sarge's War
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2008 Oct 29 at 13:14 UTC
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Down Rodeo
Cap'n Moth of the Firehouse
2007 Oct 19 • 5486
57,583 ₧
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No more than 8 wads at a time, please :D
You can condense them into one ultra-wad using Wally.
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2008 Oct 29 at 13:35 UTC
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Wally?
ilopn, I found that texture but I don't see how I can make that one look like a chain
EDIT: yup, the questions just keep on coming :)
is it possible to save a certain shape made of brushes (like a machinegun) so that you don't have to make it from nothing again if you want to use it in another map?
EDIT2:
I made a map and ran the bat file, it went into the game but when it started 'starting local game server' the game closed and I got this message:
Fatal Error
Mod_NumForName: C:/Program Files/Counter-Strike/cstrike/sprites/muzzleflash1.sp not found.
Yes, I'm sure the path is correct, I double-checked and I also tried the same in my valve folder and with muzzleflash2.spr and muzzleflash.spr.
And the .sp (instead of .spr) in the error is not a typo.
...and that's the bottom line because Mate de Vita said so.
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2008 Oct 29 at 13:52 UTC
— Ed. 2008 Oct 29 at 17:13 UTC
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Mate de Vita said: Wally?
http://www.telefragged.com/wally/
Mate de Vita said:
EDIT: yup, the questions just keep on coming :)
is it possible to save a certain shape made of brushes (like a machinegun) so that you don't have to make it from nothing again if you want to use it in another map?
Make it a prefab:
Select all its parts, then "Tools"--->"Create prefab", and you will be asked to give it a name and a description and choose in which category it should be created in. Then when you want to insert it in a map, first make sure you are using either the 'Selection tool' or the 'Block tool' then look to the right and you see two drop-down menus("Categories" and "Objects"), find your prefab by navigating those two drop-down menus and press the "Insert original prefab"-button and your prefab will be inserted into the current map.
Mate de Vita said:
EDIT2:
I made a map and ran the bat file, it went into the game but when it started 'starting local game server' the game closed and I got this message:
Fatal Error
Mod_NumForName: C:/Program Files/Counter-Strike/cstrike/sprites/muzzleflash1.sp not found.
Yes, I'm sure the path is correct, I double-checked and I also tried the same in my valve folder and with muzzleflash2.spr and muzzleflash.spr.
And the .sp (instead of .spr) in the error is not a typo.
What entity are you trying to use and what did you write in its properties?
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2008 Oct 29 at 17:49 UTC
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Killer-Duck said: Mate de Vita said: Wally?
http://www.telefragged.com/wally/
Mate de Vita said:
EDIT: yup, the questions just keep on coming :)
is it possible to save a certain shape made of brushes (like a machinegun) so that you don't have to make it from nothing again if you want to use it in another map?
Make it a prefab:
Select all its parts, then "Tools"--->"Create prefab", and you will be asked to give it a name and a description and choose in which category it should be created in. Then when you want to insert it in a map, first make sure you are using either the 'Selection tool' or the 'Block tool' then look to the right and you see two drop-down menus("Categories" and "Objects"), find your prefab by navigating those two drop-down menus and press the "Insert original prefab"-button and your prefab will be inserted into the current map.
ok, tnx.
Killer-Duck said: Mate de Vita said:
EDIT2:
I made a map and ran the bat file, it went into the game but when it started 'starting local game server' the game closed and I got this message:
Fatal Error
Mod_NumForName: C:/Program Files/Counter-Strike/cstrike/sprites/muzzleflash1.sp not found.
Yes, I'm sure the path is correct, I double-checked and I also tried the same in my valve folder and with muzzleflash2.spr and muzzleflash.spr.
And the .sp (instead of .spr) in the error is not a typo.
What entity are you trying to use and what did you write in its properties?
I'm trying to use func_tank (for the machinegun). I put the path (C:/Program Files/Counter-Strike/cstrike/sprites/muzzleflash1. spr) in the flash sprite box.
...and that's the bottom line because Mate de Vita said so.
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2008 Oct 29 at 18:16 UTC
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Make sure the filepath in the func_tank says: sprites/muzzleflash1.spr
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2008 Oct 29 at 18:30 UTC
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Killer-Duck said: Make sure the filepath in the func_tank says: sprites/muzzleflash1.spr
It does.
...and that's the bottom line because Mate de Vita said so.
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2008 Oct 30 at 13:36 UTC
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Are you sure you have a sprite called muzzleflash1.spr in your actual sprites folder?
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2008 Oct 30 at 13:52 UTC
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Killer-Duck said: Are you sure you have a sprite called muzzleflash1.spr in your actual sprites folder?
yup. In Valve and cstrike folders (*/cstrike/sprites/muzzleflash1.spr and */valve/sprites/muzzleflash1.spr where * is C:/Program Files/Counter-Strike)
One thing that bothers me is why the fatal error says .sp, even though it should be .spr Is there maybe such a thing as a maximum letters in the Flash Sprites box limit?
...and that's the bottom line because Mate de Vita said so.
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2008 Oct 30 at 13:59 UTC
— Ed. 2008 Oct 30 at 14:01 UTC
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Down Rodeo
Cap'n Moth of the Firehouse
2007 Oct 19 • 5486
57,583 ₧
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Possibly. That is very weird. Try renaming it to .sp, see what happens.
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2008 Oct 30 at 17:17 UTC
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tried it, still says the same damn thing
...and that's the bottom line because Mate de Vita said so.
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2008 Oct 31 at 10:52 UTC
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Now I copied the muzzleflash1.spr a bit higher up (C:/Program Files/Counter-Strike/muzzleflash1.spr) and wow, a great improvement it now says .spr instead of .sp in the error.
Anyway I googled for a long time and what I got was around 100 different 'solutions' that all have something to do with the path file being wrong, BUT I also found 1 answer that might be on to something in my case. It says that the file (in my case muzzleflash1.spr) is corrupted (screwed up, no good, whatever). So, does anyone know where I could download a new one?
...and that's the bottom line because Mate de Vita said so.
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2008 Nov 1 at 19:02 UTC
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Down Rodeo
Cap'n Moth of the Firehouse
2007 Oct 19 • 5486
57,583 ₧
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Redownloading CounterStrike ought to help there.
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2008 Nov 1 at 20:22 UTC
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yeah, I was kinda afraid you'd say that. I can't remember where I downloaded it from (it was from torrentz.com, but I don't know which torrent I used ). Maybe I'll try it without the flash sprite tomorrow to see if at least the rest works.
...and that's the bottom line because Mate de Vita said so.
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2008 Nov 1 at 21:30 UTC
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SRAW
Rocket Man
2007 Nov 6 • 2525
601 ₧
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dude use ares or get the steam installer from fileplanet
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2008 Nov 2 at 06:49 UTC
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SRAW said: dude use ares or get the steam installer from fileplanet
And will it be any better if I download it using ares?
If I download the steam installer, do I have to uninstall my current version of CS (which is a non-steam version, though I am able to play on some steam servers - might be a 'hacked' version)?
So in other words, is the stem installer like an updater (changes the non-steam game into steam) or does it install steam CS ignoring any non-steam version?
...and that's the bottom line because Mate de Vita said so.
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2008 Nov 2 at 18:25 UTC
— Ed. 2008 Nov 2 at 20:41 UTC
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Down Rodeo
Cap'n Moth of the Firehouse
2007 Oct 19 • 5486
57,583 ₧
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2008 Nov 2 at 22:36 UTC
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All right, I'll try to redownload it.
Anyway, let's go on =)
What height should I use for completely normal stairs? I just want them to be walkable (so that you don't have to jump up onto them).
...and that's the bottom line because Mate de Vita said so.
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2008 Nov 4 at 20:42 UTC
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Down Rodeo
Cap'n Moth of the Firehouse
2007 Oct 19 • 5486
57,583 ₧
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Oh, good question. I only know box size (63 units if you are interested). It's probably no more than 5 or 6 but again I am not sure. It might be best to make a small simple map with a set of stairs, of varying height, to see which one you prefer. Light it with fullbright to make it a bit quicker.
Actually, that might be the crouch height. Ummm I'm forgetting now. It is twenty past one, be forgiving. Please.
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2008 Nov 5 at 00:41 UTC
— Ed. 2008 Nov 5 at 00:42 UTC
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eDan Co.
Mighty Typist
2007 Sep 24 • 2921
252 ₧
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8! Rodeo you were close, but it works in powers of two so...
8 Is a good height, you decide on the length and width.
May contain traces of invisible text.
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2008 Nov 5 at 05:06 UTC
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Down Rodeo
Cap'n Moth of the Firehouse
2007 Oct 19 • 5486
57,583 ₧
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Christ I said box size when I meant the maximum height of a thing that can be jumped on. Cheers Edan.
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2008 Nov 5 at 11:34 UTC
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ok, just a quick one before I go on:
what's the point of func_wall? I mean, is it any different than a normal brush?
...and that's the bottom line because Mate de Vita said so.
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2008 Nov 16 at 17:54 UTC
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eDan Co.
Mighty Typist
2007 Sep 24 • 2921
252 ₧
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Mate de Vita said: ok, just a quick one before I go on:
what's the point of func_wall? I mean, is it any different than a normal brush?
Yes! It can be set up to behave like a normal brush. On the other hand, you can make it see through and all kinds of things. Just look through the func_wall's properties and see how the entity can serve you.
May contain traces of invisible text.
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2008 Nov 16 at 18:16 UTC
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Down Rodeo
Cap'n Moth of the Firehouse
2007 Oct 19 • 5486
57,583 ₧
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eDan Co. said: how the entity can serve you.
...what the shit?
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2008 Nov 16 at 18:41 UTC
— Ed. 2008 Nov 16 at 18:41 UTC
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ok, now I finally have some time to post a few more questions.
I'm trying to make an elevator like this:
the red part is the elevator doors, the elevator is supposed to have a door on the other side as well (touching the building). From now on I'll use:
- Door A for the door that's visible
- Door B for the door touching the building
- Door C for the door at the middle stop of the elevator
the green part is the elevator
the black part is the elevator's path. It has 3 stops:
-the one where it's on the picture - you can enter the elevator only through Door A.
-the one that's red (middle one) which has a door - so actually when the elevator is on the middle floor there are two doors - Door B and Door C. You can enter the elevator through these two doors only.
-the one on the roof of the building (from this one you go onto the roof). You can enter the elevator only through Door B.
On each floor there's also supposed to be a button to call the elevator.
Now all that by itself is probably not a problem and I believe I should be able to do it by simply following a tutorial.
But there are two things that I doubt a simple tutorial will have:
1) At each elevator's stop point I want only the door on the entrance side to open (so e.g. on the roof only Door B should open, Door A should stay closed, while on the ground level only Door A should open and Door B should stay closed.
And now for the tough one:
2) The elevator has 2 buttons on the inside. Now I want these buttons to do different things depending on the level the elevator is currently on:
so if the elevator is at the:
a) ground level:
- the left button makes the elevator go up to the middle floor
- the right button makes it go up to the roof level without stopping at the middle floor.
b) middle floor:
- the left button makes the elevator go down to the ground level
- the right button makes it go up to the roof level
c) roof level:
- the left button makes the elevator go down to the middle floor
- the right button makes it go down to the ground level without stopping at the middle floor.
Holly shit, it was tough even explaining the problem. I hope you understood what I was talking about or that you at least read it.
...and that's the bottom line because Mate de Vita said so.
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2008 Nov 20 at 15:27 UTC
— Ed. 2008 Nov 20 at 15:29 UTC
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