kodan50 on 10/1/2007 at 18:38
When I tried doing that first, the older version of my editor gave me lots of problems, so I never thought to do that when I upgraded. My PC is a bit slow, but it might be interesting to see what I can find, and what I can use.
As for the map itself, I just need to apply the patches, make the medical bed, and create the energy charge station, and I am done with the first part. At this point, I can more efficiently map, im just paranoid about how I want my doors to look. I will upgrade to what I have done soo far so anyone with HL can see how I did my doors. I didnt allign the textures to well, so I need to work on that better, and I can get the doors to close automaticly. The third problem is I cant figure out how to trigger a door where you use the use button to open, i just havent gotten that down yet.
I need some models to put here now, Im thinking a lead pipe, a suitcase, and some medical patches. As for the suitcase, i can maybe make that myself, then you destroy it to receil something. I have no idea what to do with the pipe, as im not a model expert, and I dont know dow to impliment custom stuff like that, but I better soon, right?
Bjossi on 10/1/2007 at 18:51
Usually one doesn't attempt to do a project of this size unless they know the map editor & engine pretty well. ;)
kodan50 on 11/1/2007 at 06:30
yeah, i know, but thats part of the fun of the project, Ive been working on Quark Playground to experiment on, since the doors can be nearly paperthin, I need need to get it to close automaticly!! stupid door .. *kicks ground*
I am looking for the electrical zap effect, i have a cool idea for a door :D
Bjossi on 11/1/2007 at 16:28
I know the Serious Editor very well and I can easily make doors exactly like in SS1. That engine has the problem that I don't think there is any way to make you able to pick up items that aren't floating in mid-air. I could fake that effect though.
Vigil on 11/1/2007 at 16:56
Sorry guys, I must have missed the part where 0-thickness doors were a vital design decision that must influence the choice of engine, instead of an archaic limitation that would take someone with any imagination at all 2 minutes to work around when laying out the levels in a modern engine.
Bjossi on 11/1/2007 at 17:16
Remaking a game involves the concept of remaking it, obviously. Of course one could simply make a moving brush that has very low length/width value, so low that you'd need to seriously look at it to notice the non-paperthiness (strange word...).
I'd have chosen a better engine for more reasons than just the door stuff myself. ;)
kodan50 on 11/1/2007 at 21:17
Ive worked around my door problem, its not paper thin, but its very very thin, i can make it thinner if I choose. I got the speed down decent, so I need to make it play some sound, which im trying to extract the original, but cant find :/ i might just make a recording.
Bjossi on 11/1/2007 at 21:27
You know, one door sound in HalfLife does resemble the door sound in SS1 somewhat. Try play the files and you'll maybe hear what I mean if you have good taste. .p
Kefren on 12/1/2007 at 09:21
Quote Posted by kodan50
Ive worked around my door problem, its not paper thin, but its very very thin, i can make it thinner if I choose. I got the speed down decent, so I need to make it play some sound, which im trying to extract the original, but cant find :/ i might just make a recording.
I can't remember if the sounds were extracted along with the logs, but it might be worth checking - use Glen's tools at (
http://tsshp.sourceforge.net/glen/ss1.html).
If not you could use the sounds from the SS2 CRF files for now, to save slowing things down (easy to replace later). There were a lot of door sounds there, some may be similar to SS1.
kodan50 on 12/1/2007 at 17:28
Glen's tools have been my holy grail for most of the project, ive still not found the door sound, so I made a recording, and im looking into how I put it into the map. Im not entirely dedicated to it at the moment, as I am trying to also make my editor work on Half Life 2, just to see how easily I can port the project over. Im kind of knee deep into the whole mess now, and I will be working for the next 30 hours (well, technicly I work from 12:30 PM to 9 PM, get home at 9:30, fall asleep to get up at 6 AM and be at work at 8 AM till 4:30 PM, so I have like, more than a day where I cant work on it.)
Bjossi, I think i found the sound (or, very close to it), i guess ill just use that, if my editor will let me, good thinking, thx :D