3.1 heutau

05-01-2005, 08:29 AM
Can someone use ripent or some other program to make the 3.1 heutau work in 1.3 perfectly? Or at least give me info on what needs to be done to make it work.

I'm aware of the new heutau and the remade heutau with the slightly off/crappy ligthing, but i want the 3.1 version working in 1.3

05-01-2005, 12:58 PM
To much stuff in the old map .. that's why the new map was made.

05-01-2005, 03:19 PM
Does anyone know if dod_heatau_b1 is ever gonna be updated? It has some issues.

05-01-2005, 05:51 PM

05-01-2005, 07:21 PM
Originally posted by floMatic

what the meaning of this ,floh :? :sheep:

05-01-2005, 08:47 PM
i worke on an source heutau ;)

05-01-2005, 10:41 PM
thanks mardy

I'm guessing that error

"Host_Error: PF_precache_model_I : Model 'sprites/snowflake.spr' failed to precache because the item count is over the 512 limit.

Reduce the number of brush models and/or regular modles in the map to correct this."

is that it's all about.

There's a source engine map decompiler called vmex that decompiles maps into bsp so you can open/edit them in hammer. There isn't something like that for half-life 1 is there?

05-02-2005, 03:13 AM
screenshots please flo!

05-02-2005, 09:58 AM
i've nothing to show yet , sorry

05-02-2005, 11:10 AM
Originally posted by floMatic
i worke on an source heutau ;)
That's great news! :)

So, I take it you won't be revising further for DoD 1.3 then?

I really liked the changes you made on Heatua. The only problem was that you didn't give the Axis a 2ndary route the Allied #1 like you did for the Allies to the Axis #1. It is a real balance issue.

Glad to hear you're still working on it. :)

Day of Defeat Forum Archive created by Neil Jedrzejewski.

This in an partial archive of the old Day of Defeat forums orignally hosted by Valve Software LLC.
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.