If people were to do these kinds of meta-mods, they should be developed to run on metamod[-*] imo. That way there can be a path to extend it to run on top of any mod, not just Half-Life.
I know... but I don't feel like iterating it until it feels right. The panel func_button as is targets an intermediary, currently occupied by `trigger_relay`s so that those who wanted to fine-tune the sequence further can just put a multi_manager or more complex logic in its place.
I would do it if I were to actually put this in an actual mod... But don't count on it! 😅
^ This program is written in Python 3.11. Most Linux distros include Python by default so you can run the python file directly from the source files (though you might have to upgrade to 3.11). You need to know how to [optionally set up virtual environments and] install the required python packages. The requirements file is in the source, and you should be able to set it up in the standard Pythonic way.
Make sure you have Python 3.11 or above
Download the source:
Extract to a folder.
Open your terminal and type these commands:
cd <path to the src folder from the extracted path>
python3 -m venv venv
./venv/Scripts/activate
pip3 install -r requirements_gui.txt
Create a new file run gui.sh (name not important) and type these commands:
cd <path to the src folder from the extracted path>
./venv/Scripts/activate
./BspTexRemap_GUI.py
Now any time you want to run the program, you just run the bash script above.
Man are we glad to be here. Gotta say, the last 2 weeks have been some really busy ones, but it was all worth it. We managed to make a map with a decent length, good gameplay and in some parts, great visuals and topped it all off with some enjoyable scripted sequences.
Let us know what you think and if you're interested to learn about how these 2 weeks passed, how we worked and what we learned.
We'd like to thank all of you who accompanied us during these 2 weeks and kept your eyes on us. We hope you'll enjoy what we've made.
Those of you who have honored us with your support:
Admer456, SV BOY, Caretaker u.k, The Regent, WyattTheEpicDude, TrollBooger, The 303, Ryor, Sparks and Soctom. Sorry if I missed anyone.
Impressive. I really like the effort you putted into weapons model that replicates Classic looks into Gearbox HD Style even though I don't like the Gearbox Hand Sleeve but I still appreciate how the Hand Sleeves kinda fitted into Classic Style. Oh Btw are these Weapons Animations are made by yourself in blender?
Commented 1 year ago2023-11-04 19:20:19 UTC
in vault item: fy_steppesComment #105622
Long gone. This was made on my college macbook which is long gone. I'm dabbling in Source 2 for funzies maybe I'll make something similar to this because I did quite like this dumb little map.
A week has passed and we're here to share some updates.
The main Brushwork for the whole map is now complete and will be tested privately in the next 2 days to iron out any kinks and improve gameplay.
Here are a few screenshots of a few interesting locations:
Fight your way out of this beautiful place.
What will development look like in the remaining days after the playtest?
With the main blockout complete and gameplay tested, most of what lies ahead is related to the visuals.
Feedback from the playtest will be used to improve the gameplay.
All brushwork will be textured.
Decorative details (that don't effect gameplay) will be added using prefabs to speed up work.
Lighting will be finalized.
Final performance optimizations will be made.
Visuals will be polished for release.
We will update you with more details and some screenshots from the finalized visuals in the last days before release. Thank you for reading, we really hope you will stick around to play the map on release.
Trivia: How has progress been?
"Efficient" is what comes to my mind. With such a limited time, it was crucial to to map out our plan and schedule to make sure we can make each day count. We lost 2 precious days but after that we were able to kick into full gear.
We've been putting as much time as we could into the project. I've been spending nearly 6-8 hours every day and Ox has been juggling the project and his education at the same time. Yes, it's been a bit harsh but we're enjoying the time we're spending on the project. I'm sure all you mappers out there who love your craft can understand, although having a day or two off right now would be pretty nice. Unfortunately we got no time to spare. A lot of work still lies ahead and we're hoping it goes smoothly so that we can release the final map to you in great shape.
Is the map still set to release on 10th of November?
Yes. We are doing everything we can to make sure that we will release the map by 10th November night. The map will be uploaded here, on SCMAPDB and Gamebanana so that everyone could easily download it from whichever source they're comfortable with.
Anything you the reader can do to help?
Your expressions of excitement about the project and final map will really make us happy and boost our morale. It's always heartwarming to know there are people out there waiting to play your map.
If possible, please share news of our project with your fellow friends. After this is done, with all the time and energy we've spent, we'd really love to see the map reach as many players as it can.
Well, that's all for now. We will see you at the next update with more interesting stuff to share. Have a good night and hope you're all having a good life.
Commented 1 year ago2023-11-02 14:55:05 UTC
in vault item: Learing HL sdkComment #105615
Hai! This ain't looking too bad.
You can get J.A.C.K. instead of using Hammer. You can find it in the tools section on our Wiki. You may also ask questions on the forums here and/or on the Discord server. Happy mapping!
Commented 1 year ago2023-11-02 10:00:17 UTC
in vault item: Learing HL sdkComment #105614
Looks like you've already gotten the hang of the basics!
It looks fullbright so you've either not included any lights in the map, or there is a leak (there should be error messages in the compile log if there were any leaks). If you haven't added any lights yet, there's a tutorial here about the basics of that.
For the wall where you've written "break" with decals, the reason it's mirrored is because the texture on the wall itself is mirrored. So with the Texture Application Tool just set the X scale to its negative (i.e. change the scale from 1.00 to -1.00).
Commented 1 year ago2023-11-01 08:48:00 UTC
in wiki page: game_player_equipComment #105613
^ idk what you mean. if you think i meant the classname (things JACK lists) then that's incorrect. I mean game_playerspawn is the targetname you assign to this entity, or any other entity of any classname.
the game fires entities of the name game_playerspawn on your behalf every time you spawn in a map. another example is if you have a game_text entity with the name game_playerspawn you'll see the game_text 's text when you spawn.
also, game_* entities in general are added sometime after retail release so this entity, and the game engine firing game_playerspawn would be absent on early WON versions or earlier SDKs.
Commented 1 year ago2023-10-31 18:08:50 UTC
in vault item: GemeraldComment #105612
The map was short but fun really liked it but I had no idea what was going on I'm not say that the mod is bad for this I'm just saying I had no fucking clue what was going on I new it was Dutch from the flags, Architecture and the language But I don't know what these characters are from and Why are there Nazi stuff IM SO CONUFSED SOMEONE TELL ME WHATS GOING ON In all it was quite fun and really peaceful at times almost like a dream
Commented 1 year ago2023-10-29 23:10:57 UTC
in vault item: GemeraldComment #105611
This mappack is awesome (in my opinion). Although I am pretty biased considering I love Ongezellig :3
The island was pretty cool, but the boat section (and the scooter section later on) I think could've been improved with some enemies scattered about to shoot at.
One thing I particularly enjoyed was the appearance of the Ongezellig Holland, 1945 video. As someone who loves NMH, Ongezellig, and Half-Life, I was pretty stoked to see that there. Jamie and UrbaNebula seem to have not liked the enemy placement, although I did not have any issues with it (probably because of the newest update, which appears to have fixed that issue).
The weakest parts of the mod IMO were the abrupt ending and the aforementioned scooter segment, which both could've been expanded upon greatly.
Overall: pretty sick!
So I've been using both editors more-or-less simultaneously for a little while now, here are some things I find worth mentioning:
TB works with .map files, J.A.C.K. also works with .map files but saves them as .jmf files. Going from J.A.C.K. to TB means exporting the .map file in J.A.C.K. first.
TrenchBroom's groups do not carry over to J.A.C.K., nor do J.A.C.K.'s visgroups carry over to TrenchBroom. To keep brushes together between editors, they have to be tied to a brush entity like func_group.
Unlike J.A.C.K., you can't have more than one map open at the same time in TB, so copy-pasting things between maps requires you to keep opening and closing them. This makes using a separate map as a "prefab stash" possible, but annoying.
For the reasons above (and probably a lot more) switching back and forth between editors on the same map is likely a bad idea.
Commented 1 year ago2023-10-19 22:57:42 UTC
in vault item: cs_crack_warsComment #105597
hey ive viewed your map its really nice area large and nice venues, buildings, its good you can go into most of them, id say its a little wide of shooting but is a great hostage map thanks!
func_button
as is targets an intermediary, currently occupied by `trigger_relay`s so that those who wanted to fine-tune the sequence further can just put amulti_manager
or more complex logic in its place.I would do it if I were to actually put this in an actual mod... But don't count on it! 😅
Texturing — 8
Ambience — 9
Lighting — 9
Gameplay — 7
Wasn't easy though, I'll say that.
run gui.sh
(name not important) and type these commands:Man are we glad to be here. Gotta say, the last 2 weeks have been some really busy ones, but it was all worth it. We managed to make a map with a decent length, good gameplay and in some parts, great visuals and topped it all off with some enjoyable scripted sequences.
Let us know what you think and if you're interested to learn about how these 2 weeks passed, how we worked and what we learned.
We'd like to thank all of you who accompanied us during these 2 weeks and kept your eyes on us. We hope you'll enjoy what we've made.
Those of you who have honored us with your support:
Admer456, SV BOY, Caretaker u.k, The Regent, WyattTheEpicDude, TrollBooger, The 303, Ryor, Sparks and Soctom. Sorry if I missed anyone.
A week has passed and we're here to share some updates.
The main Brushwork for the whole map is now complete and will be tested privately in the next 2 days to iron out any kinks and improve gameplay.
Here are a few screenshots of a few interesting locations:
With the main blockout complete and gameplay tested, most of what lies ahead is related to the visuals.
Trivia:
How has progress been?
"Efficient" is what comes to my mind. With such a limited time, it was crucial to to map out our plan and schedule to make sure we can make each day count. We lost 2 precious days but after that we were able to kick into full gear.
We've been putting as much time as we could into the project. I've been spending nearly 6-8 hours every day and Ox has been juggling the project and his education at the same time. Yes, it's been a bit harsh but we're enjoying the time we're spending on the project. I'm sure all you mappers out there who love your craft can understand, although having a day or two off right now would be pretty nice. Unfortunately we got no time to spare. A lot of work still lies ahead and we're hoping it goes smoothly so that we can release the final map to you in great shape.
Is the map still set to release on 10th of November?
Yes. We are doing everything we can to make sure that we will release the map by 10th November night. The map will be uploaded here, on SCMAPDB and Gamebanana so that everyone could easily download it from whichever source they're comfortable with.
Anything you the reader can do to help?
Your expressions of excitement about the project and final map will really make us happy and boost our morale. It's always heartwarming to know there are people out there waiting to play your map.
If possible, please share news of our project with your fellow friends. After this is done, with all the time and energy we've spent, we'd really love to see the map reach as many players as it can.
Well, that's all for now. We will see you at the next update with more interesting stuff to share. Have a good night and hope you're all having a good life.
You can get J.A.C.K. instead of using Hammer. You can find it in the tools section on our Wiki. You may also ask questions on the forums here and/or on the Discord server. Happy mapping!
It looks fullbright so you've either not included any lights in the map, or there is a leak (there should be error messages in the compile log if there were any leaks). If you haven't added any lights yet, there's a tutorial here about the basics of that.
For the wall where you've written "break" with decals, the reason it's mirrored is because the texture on the wall itself is mirrored. So with the Texture Application Tool just set the X scale to its negative (i.e. change the scale from
1.00
to-1.00
).There are tons of tutorials in the wiki here that you can check out to learn more about mapping.
Good luck! 🙂
game_playerspawn
is the targetname you assign to this entity, or any other entity of any classname.the game fires entities of the name
game_playerspawn
on your behalf every time you spawn in a map. another example is if you have agame_text
entity with the namegame_playerspawn
you'll see thegame_text
's text when you spawn.also,
game_*
entities in general are added sometime after retail release so this entity, and the game engine firinggame_playerspawn
would be absent on early WON versions or earlier SDKs.The island was pretty cool, but the boat section (and the scooter section later on) I think could've been improved with some enemies scattered about to shoot at.
One thing I particularly enjoyed was the appearance of the Ongezellig Holland, 1945 video. As someone who loves NMH, Ongezellig, and Half-Life, I was pretty stoked to see that there. Jamie and UrbaNebula seem to have not liked the enemy placement, although I did not have any issues with it (probably because of the newest update, which appears to have fixed that issue).
The weakest parts of the mod IMO were the abrupt ending and the aforementioned scooter segment, which both could've been expanded upon greatly.
Overall: pretty sick!
P.S. No comment on Nazi Mymy.
groups
do not carry over to J.A.C.K., nor do J.A.C.K.'svisgroups
carry over to TrenchBroom. To keep brushes together between editors, they have to be tied to a brush entity likefunc_group
.Don't worry I'll credit you
I need to talk with you later... about something related to electronics. I even posted a journal about that.