i realized i was ignorent and i figured i wasnt know much about programming,modeling,mapping
I am (still) in this stage about coding, a bit less in mapping, imho. XD Don´t worry, everything will come with experience.
even i was making complex brushes with carving grin - and trying to code visual effects for half-life in serverside grin - what a stupid.
The visual effects is more a matter of choosing the right entity, and, in this case, some essays before getting the desired effect.
Using complex brushes through carving is... evil. Too many compiling problems will occur because of it. Also, if it is used for a few structures is fine, but always if it goes toghether with the func_detail entity. But also you have to be careful because tiny brushes will ruin your map ald let it un compilable. The compiling tools (HLCSG,HLBSP,HLVIS and HLRAD) also have a limited number of brushes with which you can "play" to make a map, more than that limit, and the compiler will crash.
eventually when i started to learn making real mod, i started to feel desperate and dismotivated.
Yes, creativity is often causing this kind of feelings, but, as I did say, relax!, everything comes out better when you take a little time ("A little time" Helloween. The Keeper of the Seven Keys vol.1 XD ) and think slowly on how to do things.
Let me give you an example:
For my mod I needed:
-4 teams
-4 type of weapons that don´t use clips or magazines
-Players in the shape of a robot.
-Turrets that behave as friendly machinery
-Flying monster that surrounds me and after a time attacks me.
-Flying monster that act suicidical and try to kill me exploding itself.
-Some way to call another npc to give me ammo
-A special weapon that kills any monster in a certain radius
Well, in my first attempts, I did only managed to make the 4 teams part and the weapons. I did study the SDK and luckily found the right tutorial for the Team system, with little modifications I reached my objective..
I was playing with HL just to see what could be the flying-suicidal monster, no one seemed to be useable: the leech did not fly, the zombie either, the snarks just jump and run, and were too stupid for me because they "hit" you and then return to run and jump and attack until they explode... and the ones that fly were the aflock (an ornamental monster) and the controller, but this last did not suicide, thy try to "suicide" you!. But, playing on and on, one day I was surrounded by Alien Grunts, and realized (stupid me for not seeing it before) that the little hornets only needed to have a proper model to be the monster I wanted, also a little modifications to show a white trail behind them instead of a red one and it was done!!. I´m sure you guessed what is it: the TOW Bombs (I am almost sure that this name is (c) me
).
The turret friendly monster was easy as cake. I will not enter here too much...
The "surrounder" monster was also a headache, three weeks of useless work and trial-error before I find the solution. I find that solution after trying to make the leech monster fly. I was able to do it, but this little sucker just felt to the ground and start spinning like a drill, nothing menacing or useful. Tired of that I continued playing searching for candidates. One afternoon, in the dam, I felt to the water were I have had to fight against the Ichtyosaur (I usually did kill it with a satchel or a bunch of grenades from the top of the dam), and saw that its behaviour was EXACTLY what I wanted!! (again, stupid me). After goofing with the code I managed to make it fly and discover that the monster worked exactly as the sentinels of the movie!!. Another success, as I did say, coding is good when things go right... but then started the troubles...
The FEMP countermeasure was a pain in the ass. Yes, I did code the function that hurts and kill the surrounding enemies, also, I did make the secondary fire that heals you. But the blast shockwave was a true nightmare. Of course you guessed that the Houndeye blast shockwave was the code to use, but, no matter how I tried to implement it in the code, I make the game crash on and on. I decided, jest before releasing the v1.0 of the mod, to left this undone. A pity. It was 8 years after thet I discover how to make it work, just in an hour one afternoon that I was goofing again with the code. Believe me, I was not kidding with the "take a deep breath, relax, take a little time, and you´ll see that things will go better."
The reload call was like writing in chinese for me. I did have a slight ide of how it should work, but my concept was so wrong that I did not write a single line of code for it since the year 2007. In 2015, I started again to make little things for the mod, basically trying to start in the point at where I did stop. And think about something that activates other thing from the distance, you are thinking in the same as me, right?, the satchel charge. Well, I think to make a new weapon that when fired calls (Activate) the reloaders, in this case the monstemakers that "create" the npc. But it was not that easy. I wanted the reload could be used anytime, not choosing another weapon, which is slow and will cause problems. I asked for help and made a first attempt using again the RELOAD capability of every weapon, but with no success, then I needed more help, with no luck in making it work, and finally, after full desperation, a kind person spoonfeeded me with the working code. I only have had to add a little part of code to make it work 100% right (the piece of code that I found playing again with the game and looking how semi-automatic weapons work). The result?. After 12 years the mod is done in what coding means (well, I want to add two little things).
Well, tomorrow I will tell you what happened with the maps and the cinematics, that is another history.
I hope you did pass that exam with a "cum laude" !
Time to relax and make some mods, then.
Good luck and keep us informed.