Comments

Commented 4 months ago2023-12-11 09:21:49 UTC in wiki page: Tutorial: Editing Compiled BSPs With newbspguy: The Basics Comment #105713
Now problems with parsing J.A.C.K fgd files solved.
Worldspawn model vertices can be edited using Face tool, but it not easy, and map crash if do big changes.
Whole map can be exported to .obj with all textures (for example convert part of map to .MDL to bypass BSP limits) but without lightmaps.
Also part of map can be compiled as func_wall and exported to .BSP model with working lightmap and collision to bypass BSP limits.

Also can export .wad from embedded textures. Import textures back to map. Can export files needed for HLRAD.exe for recompile lightmaps. Any bsp solid entity can be exported as .BSP model with working collision and lightmap.

New update has many bugfixes. Please create issue on GitHub if have problems or feature requests
Commented 4 months ago2023-12-11 00:50:13 UTC in wiki page: Tutorial: Making textures with WadMaker Comment #105712
@The WON Guy: that's strange. Could you send me one of the images that's giving you trouble so I can have a look?
Commented 4 months ago2023-12-10 18:08:25 UTC in wiki page: Programming: Implementing Discord rich-presence into your mod Comment #105711
I'd rather have it be in the mod's own DLL folder, but I'm not entirely sure how to change that...
Have you found out that? i've implement this in my mod and it's a really cool feature so people get it, i'd even add a button for "Download mod" but i have only one concern, are the discord_rpc.dll going to difeer between updates? if so, i'd like to have it in the mod folder as well if posible
Commented 4 months ago2023-12-07 14:41:36 UTC in wiki page: Tutorial: In the Beginning Part 5 Comment #105710
The original Part 5 of Worldcraft 2.x's tutorial covers more things than just prefabs (which aren't available in JACK, which made people skip this part and miss other basic detailing things)

For now, I'll copy-paste just this part, until there's an agreement on a more permanent inclusion of this part or the whole of WC's original tutorial series into the wiki.
Excerpt from wc.hlp
Details. These are the things that aren't necessary to the gameplay of your level, but they do help to give it a certain atmosphere, which is essential. Right now, the tutorial level is just a couple boxes separated by a tube. There really isn't anything in it to draw your attention besides a flickering light. This must change!

Once again, here is out baseline picture...
User posted image
Now, I'm thinking..."What are these rooms??" This is the main question that should help you decide what to put into a room as details. This could be some type of control room. In that case, there would be some type of computer equipment. Most places will have some type of ventilation system. Let's say this room has it exposed. Some pipes, running to...who knows where? Basically, you have free reign to add all the touches to the level that make it "yours".

Go ahead and add stuff to your tutorial level, or load up tut5.rmf in Worldcraft to see my example.
User posted image
As you can see from the above pictures, details make a big difference. Some of the things done were:
  • signs - the biohazard sign and the emergency shower sign give the area a realistic look. Half-Life's texture set includes a number of signs that can be used within your levels.
  • furniture and accessories - in the starting room, there is a swivel chair and ashtray, and a shelving unit with some random boxes on it. None of this would matter in gameplay of course, but it gives the level an interesting look.
  • exits - although they don't go anywhere, and in fact do not even open, I've inset two doors in the level to make it appear like this is actually a part of a building. It is important to make the player feel like he is not just being dropped into a box.
  • interactive objects - the medikit box on the wall can open, dispensing health. (It is actually a rotating door with its "healthvalue" key set to "15", so that when the player opens the door, 15 health points are transferred to him). The boxes on the shelves are explodable if shot.
  • shaping - the immediate tendency for most people when they start editing is to make everything square and flat. Square rooms, doors flush with walls, and things like that. It is important to get to know the three main types of brush shaping Worldcraft has to offer: Carving, Clipping, and Vertex Manipulation.
Sounds like fun...
Sound is another important aspect of a level. Up until now, the only sound you'd hear in your level is your own footsteps. Let's add some other sounds now. The computer, pipes, and flickering light are candidates for sounds.
User posted image
To give an object a sound, you need to place an ambient_generic entity near it. The only thing you'll need to do in the entity properties is specify which WAV file to play.

Evolution
Well, from the first tutorial to now, you can see quite a bit of evolution at work.
User posted image
I tried to grab the accompanying tutorial files but the installer cannot be run. sorry.
Commented 4 months ago2023-12-07 09:46:34 UTC in journal: Starting half life map development Comment #105709
Welcome!

As for leaks, the map must be completely sealed against the "void".
While it has to do with how the compilers process the geometry and calculate what's supposed to be visible, you can think of it as entities not being allowed to come into contact with the void and so you must build an airtight container for all entities in your map.

It's easy to be tempted to put a giant hollow box around your map to prevent leaks, but this will cause the compiler to think everything in your map is supposed to be on the inside and fail at optimising it. It's essentially turning your entire map into one big open area, which the GoldSrc engine really doesn't like.
Commented 4 months ago2023-12-07 09:07:28 UTC in journal: Starting half life map development Comment #105708
In the good old days of 1998 when Half-Life hit the shelves, bundled in the CD with the game is Worldcraft 2.0. It's really primitive and so is the compilers, but it has one very crucial thing: A step by step "In The Beginning..." tutorial that guides you step by step of making a playable, presentable first Half-Life map. The tutorial series was dropped in later Worldcraft versions, and that I think was a misstep. Sure, everyone is borderline terminally online 25 years later but not having an "official" tutorial series leaves new people reaching, bewildered by 25 years of accumulated knowledge, and become paralized.

Luckily for you, the "In The Tutorial" series has been somewhat recreated here on TWHL.
It's good enough but one part deviates from the formerly-official series so it left a basic knowledge gap. Luckier still, I have the old help file, with the original tutorial series, decompiled below:
Loading embedded content: Vault Item #6737
You can take a look at the original tutorials and start your journey the same way I did in the early 00s. Note: the images are not embedded into the text document but you can just cross-reference with the images on the archive.
Commented 4 months ago2023-12-07 07:33:26 UTC in vault item: crossfire_rainyday Comment #105707
Nice and very moody, I love it.
Commented 4 months ago2023-12-06 20:37:10 UTC in journal: #7365 Comment #105706
You're 35 now. Nuts.
Commented 4 months ago2023-12-06 17:00:39 UTC in vault item: dm_leveldirector Comment #105705
Got to try it, it's quite sick. I love the lighting in this map.
I spotted two g502 lightspeed boxes ;p can I assume this mouse is good but also has defects often? That is my experience with them at least.
Commented 4 months ago2023-12-06 14:50:43 UTC in vault item: corridors_collide Comment #105704
Aaaa I forgot one entity ;_;
Commented 4 months ago2023-12-06 12:12:27 UTC in vault item: corridors_collide Comment #105703
Looks like you still left one entity with fluorescent.wav. It's not a big deal but consider that my server already has sound/ambience/fluorescent.wav and I don't know if it's the one you intended, but it would get propagated to other players. That's a minor issue but what if someone's server does not have it, and one player has it and another does not, then the one with it will be at a disadvantage having more difficulty hearing someone else's steps. And Half-Life does not complain about missing sounds like it does about missing models or sprites.
Commented 4 months ago2023-12-05 23:42:37 UTC in wiki page: Tutorial: Random entity triggering Comment #105702
Instead of manually placing all these entities, I have written an automation tool named MESS that can generate this entity setup from a single mtl_trigger_random template entity. It also uses less entities than the setup in this tutorial by giving the func_buttons carefully placed origin brushes, so there is no need for info_targets.

Note that the 'Random strike' flag is not required for random targeting - it randomizes the time between strikes.
Commented 4 months ago2023-12-05 23:35:17 UTC in wiki page: VERC: Random Event Generator Comment #105701
An alternative to manually placing all these entities is to use mtl_trigger_random, a template entity that comes with MESS, an automation tool that can generate entities for you. One added benefit is that mtl_trigger_random produces less entities by giving the func_buttons a carefully placed origin brush, which removes the need for info_targets.
Commented 4 months ago2023-12-05 23:24:05 UTC in wiki page: Tutorial: Evolving Grass Comment #105700
Hey Windawz, just wanting to let you know that this tutorial inspired me to add a brush-merging mechanism to MESS: https://pwitvoet.github.io/mess/covering-terrain-optimization.html#merging-props - so thanks for writing it! :)
Commented 4 months ago2023-12-05 17:48:04 UTC in wiki page: info_texlights Comment #105699
It's worth noting that, as with lights.rad, you can add a fourth value for intensity
e.g.

LIGHT1 150 200 255 2000
Commented 4 months ago2023-12-05 17:46:24 UTC in vault item: dm_leveldirector Comment #105698
Apologies, that should be fixed now
Commented 4 months ago2023-12-05 08:33:59 UTC in vault item: corridors_collide Comment #105697
@kimilil I decided it wasn't really worth keeping. The sounds were only in 1 small area and were being drowned by other noises anyway.
Commented 4 months ago2023-12-05 05:41:51 UTC in vault item: kz_pipe0(地下通路:序章) Comment #105696
你说得对,我也能找到不少相关的教程,不过,我希望别人能用到我制作的纹理,因为我用了不少别人制作的纹理。礼尚往来,这算是我的一份回礼。
You're right, I can find a lot of tutorials about it, but I hope people use my textures because I use a lot of other people's textures. Well, if that's what I want, it's a little something in return.
Commented 4 months ago2023-12-04 20:41:49 UTC in vault item: Default Room Comment #105695
Why did you post this
Commented 4 months ago2023-12-04 20:39:24 UTC in vault item: Flow Control Comment #105694
Bare minimum as a mod, kinda funny at first, but I'm mad about it losing it's initial name
Commented 4 months ago2023-12-04 20:23:10 UTC in vault item: MyHouse.BSP Comment #105693
That's a big house you got there, but you should also add zhlt.wad into the files as well
Also this door is kinda weird..
User posted image
Commented 4 months ago2023-12-04 20:05:41 UTC in vault item: Sehc's Labs Comment #105692
There's a separate category for hldm maps
Anyway, I think the map should be a little smaller, and maybe with some more details.
Straight wide concrete hallways are boring to look at and play, so maybe change up floor and ceiling heights, add some pipes, bridges, pits etc.
Cool toilets tho, and I got caught off guard with the giant fleshy rotating "SEX" in the middle of the map.
Try looking at the official deathmatch maps (espeically the new ones) for inspiration on how to decorate your creations.
I hope you don't take the 2 stars as completely negative, It's just a honest review and a sign that you should try to improve
Commented 4 months ago2023-12-04 19:15:17 UTC in vault item: kz_pipe0(地下通路:序章) Comment #105691
我认为地图应该将所有纹理嵌入到 bsp 中,而不是像 mod 一样安装地图,特别是对于 Counter Strike
Commented 4 months ago2023-12-04 16:20:50 UTC in vault item: On The Other Side (2005) Comment #105690
Expected it to be longer, but still pretty cool
Commented 4 months ago2023-12-04 15:33:45 UTC in vault item: corridors_collide Comment #105689
aww, why not include the file instead of removing the ambient_generics?
btw it's from opposing force. i would've just copied it from there to get it working...prior to the update that is.
Commented 4 months ago2023-12-04 14:54:35 UTC in vault item: dm_leveldirector Comment #105688
I can't download the map, the external download host is down or something.
Commented 4 months ago2023-12-04 06:51:48 UTC in vault item: crossfire_rainyday Comment #105687
Thanks for letting me know. Now I added the WAD file to the archive.
Commented 4 months ago2023-12-03 18:51:50 UTC in news: Competition - Half-Life 25th Anniversary: Vanilla HLDM Comment #105686
I've been waiting for this..
Commented 4 months ago2023-12-03 18:04:20 UTC in vault item: corridors_collide Comment #105685
@Bruce , I don't know how to quote/reply you. But I have made the change and removed the ambient_generics that were using that .wav file.
Commented 4 months ago2023-12-03 10:27:31 UTC in vault item: corridors_collide Comment #105684
Huh, I could have sworn that fluorescent was part of Half-Life... I'll keep this in mind and update sometime in the future. Thanks for this.
Commented 4 months ago2023-12-03 10:25:42 UTC in vault item: corridors_collide Comment #105683
Awesome map. Although you forgot to bundle sound/ambience/fluorescent.wav. Some Half-Life fanatics like me have memorized every single file that comes with the original game but that's quite inefficient. resgen has a command line switch to exclude the default files: RESGen.exe -b rfa/res_valve.rfa. Then the .res file should list only custom files used in the map.
Commented 4 months ago2023-12-03 03:55:51 UTC in vault item: On The Other Side (2005) Comment #105682
6.0/10
Architecture — 7
Texturing — 7
Ambience — 7
Lighting — 7
Gameplay — 2

I don't think the voice acting was that bad, it's pretty good for 18 years ago.
Commented 4 months ago2023-12-01 23:41:58 UTC in news: Competition - Half-Life 25th Anniversary: Vanilla HLDM Comment #105681
Consider me signed up :)
User posted image
Commented 5 months ago2023-12-01 01:01:05 UTC in wiki page: Tutorial: Total Map Optimisation Part 3 (wpoly, clipnodes, engine limits, compile parameters) Comment #105680
we should migrate the images from imgur
Commented 5 months ago2023-11-30 13:20:39 UTC in vault item: dm_perthowned Comment #105679
Quite simply one of, if not the very best Half-Life Deathmatch map I've ever played. Not that there's anything simple about this, the layout is well thought out, the details are stunningly good, and all-in-all I'm honestly quite surprised this isn't an official map.

(Finally managed to grill someone with the rocket test the other day. Hell yeah.)
Commented 5 months ago2023-11-30 13:08:35 UTC in news: Competition - Half-Life 25th Anniversary: Vanilla HLDM Comment #105678
Ohh this'll be good, can't wait to see what people make for this! Love me some maps that stay true to the game's look & feel.
Thanks to all mappers =)
Commented 5 months ago2023-11-30 12:47:44 UTC in journal: So I drink coffee now... Comment #105677
I've noticed that i'm sleepy from 9 to 12, and after 12:30 i enter turbo mode, no matter how many energy drinks or coffees i'm on. Maybe that's a common thing
Commented 5 months ago2023-11-30 05:23:01 UTC in vault item: Sykhiv_yards_b2 Comment #105676
This is honestly one of the best maps I have ever seen for gold source. When I saw the picture I didn't even realize it was gold source. I thought was Half Life 2 Deathmatch!
Commented 5 months ago2023-11-30 05:19:24 UTC in vault item: FORKLIFT CERTIFIED Comment #105675
This is a great map. Its straight to the point.
Commented 5 months ago2023-11-30 02:32:32 UTC in journal: So I drink coffee now... Comment #105674
Same Windawz but coffee is tasty so I drink it anyway :)

But yeah if it affects you a lot and you want to drink it at nighttime then just get some decaf, it tastes the same.
Commented 5 months ago2023-11-29 14:06:02 UTC in journal: So I drink coffee now... Comment #105673
How do people make caffeine work on them i don't understand aaaaaa

All I end up doing is just falling asleep anyway
Commented 5 months ago2023-11-29 04:03:56 UTC in news: Competition - Half-Life 25th Anniversary: Vanilla HLDM Comment #105672
ooooooh

i recently started on my first map (of any game, let alone half life), so once i'm done with that, this'll be a great project
Commented 5 months ago2023-11-29 04:03:09 UTC in wiki page: item_worldmap (Counter-Strike: Deleted Scenes) Comment #105671
Yeah, I agree. The true function of "Junk" is not really exposed to us yet. Always good to have it there if someone figures it out.

The 32-bit limit was a surprise to me as well. I even tried using an empty entry called "Sniper" (cut map) that was on the list, but not on the actual world map. It didn't work as I thought it would and remained locked. I think you are right about the Custom missions dir thing though.
Commented 5 months ago2023-11-28 20:19:24 UTC in wiki page: Tutorial: Making textures with WadMaker Comment #105670
It keeps telling me UnknownImageFormatException even though im using pngs
Commented 5 months ago2023-11-28 17:00:41 UTC in wiki page: item_worldmap (Counter-Strike: Deleted Scenes) Comment #105669
alright, let's add back "junk".

I did suspect that there's a 32-bit limit on the tracker for mission progression, as a community-made mod that stitches all the extra official missions into the main campaign has the mission locks bugging. In the stock game where these extra missions are standalone they appear as unlocked. I'll update that on the notes as well.

some other ideas to use the world map for custom missions would be to have a separate mod that falls back to czeror, and that mod can perhaps have its own missions on the world map. other than that, a separate hub map is unavoidable, but it should be its own map and not overwrite the training map as was done previously.
Commented 5 months ago2023-11-28 14:04:24 UTC in wiki page: item_worldmap (Counter-Strike: Deleted Scenes) Comment #105668
@kimilil I appreciate the redo of the page.
In regards to the "junk" KV, not sure how it functions as of yet. The decompile of the DLL is here for reference. I doubt it will give us any clues tho.
void __cdecl CWorldMap::KeyValue(CWorldMap *const this, KeyValueData *pkvd)
{
  bool v2; // zf@1
  signed int v3; // ecx@1
  int v4; // edi@1
  char *v5; // esi@1

  v2 = 0;
  v3 = 5;
  v4 = (int)"junk";
  v5 = pkvd->szKeyName;
  do
  {
    if ( !v3 )
      break;
    v2 = *v5++ == *(_BYTE *)v4++;
    --v3;
  }
  while ( v2 );
  if ( v2 )
    pkvd->fHandled = 1;
  else
    CBaseToggle::KeyValue(&this->baseclass_0, pkvd);
}
Also should have mentioned, custom mission are not a thing one can make appear or function on the world map. This is due to the way that missions are unlocked within the game progression (complete X, unlock Y). This can be attributed to a 32 bit int or something of the sense.
A workaround for this is for mods to make the world map button in the menu, load into a different a hub-world type map.
Commented 5 months ago2023-11-28 13:27:01 UTC in wiki page: item_worldmap (Counter-Strike: Deleted Scenes) Comment #105667
[Speculation] (pop)
Because this brush entity is oddly named as item_ it might reflect an earlier game mechanic where it's an item in your inventory that you need to select in order to interact with.

Not putting it in because, speculah.
Commented 5 months ago2023-11-28 10:15:41 UTC in journal: Goldsrc BSP relational model Comment #105666
What are C structs but database records, and its members but db fields?

But really, reading the BSP specs and how a lot of the struct fields are indices into the next struct really reads like relational model of a db, and with 14 lumps interacting this way I really, really needed a visual aid to understand how it all relates with each other, which strangely for the 27+ years of BSP's existence has not existed in any form. Hence the chart, and this journo entry I made to put it in.
Commented 5 months ago2023-11-28 08:50:47 UTC in journal: Moving the information Comment #105665
@Shepard62700FR Thank you for the help, friend.

@jamie yeah, I like checking the recent changes page and seeing a lot of edits. Makes me more curious to check out stuff I don't normally use.
Commented 5 months ago2023-11-28 05:06:53 UTC in wiki page: Tutorial: How to Make HD 1080p Backgrounds for HL1/Goldsrc Games Comment #105664
Half-Life 25th Anniversary Update findings
Post-25th Anniversary Update Half-Life has a separate set of files for HD backgrounds:
  • HD_BackgroundLayout.txt
  • HD_BackgroundLoadingLayout.txt
In all the files the second field of the background tile set to fit instead of scaled, which appears to crop the background as a whole to fit the screen's aspect ratio instead of stretching it. Example line:
resource/background/21_9_1_a_loading.tga    fit    0    0
The above findings may not be finalized on Valve's part and may be subject to change. It's posted here for information purpose only.