Forum posts

Posted 4 hours ago2024-04-26 00:06:52 UTC
in How to get portal gun as a weapon in HL2? Post #348747
Portal gun is only available in Portal. But since it's essentially a HL2 mod you can run HL2 maps in Portal.
  1. Launch Portal
  2. Enable the console
  3. Open console
  4. Type in these commands:
    • sv_cheats 1
    • map d1_trainstation_01
    • give weapon_portalgun
25/04/2024 UPDATE: (Was meant to have been done 2 weeks ago as mentioned but other things happened) So i've done the above steps - https://twhl.info/thread/locate-post/348685 but i couldn't launch 3ds Max 1.2 inside the WinXP SP2 Virtual Machine due to Low Memory.

But in the meantime, i eventually founded a Link for Versions 7-9 of 3Ds Max via a Reddit Post - http://files.modacity.net/software/3dsmax/ and i had chose to use Version 8 which i've been using for 27 Days (Currently have 3 Days Remaining) but i've Managed to Converted some of the .max files to Reference .SMDs (Including a Couple of files from the recent Half Life Max File Leak - https://archive.org/details/hldevfiles such as the scientist_template_pose1.max and different Barney Models plus the Zombie files and cinematics that show geometry for Early Versions of Specific Levels [but have not done the Female Scientist as the model lacks textures but i could export it Just incase) and have toyed around with some of the .max files and removed the Last 21 modifier's stacks from mp5sd.max (After reading on the Valve Cut Content That the Red HEV Hand MP5 can be found in the modifier's stack - http:s//vcc.wiki/wiki/MP5_(Evolution) Please the Whole Wiki is down as i type this Post ) before using Cannonfodder's Max 6/7 Exporter to export it to .smd to have a More Accurate Re-creation of how the MP5 Actually looked in the E3 1998 Build (Seen in the September 1998 Issue of Gamer's Republic along with the Gruntfight Video Clip).
User posted image
NOTE: The Model seen here in XSI Mod Tool v4.2 is a seperate Export from i did with Stacks 26-27 Deleted (Stack 25 is the Oldest stack that contains the HEV Hands while stacks 1-13 seem to be what appears to be the 0.52 Alpha Model while stack 14 Redid the Hand on the Back but the other Hand's Mesh was left unchanged until Stack 25)

Anyways, i tried another Attempt using Crowbar for compiling (The Studiomdl.exe is from the Absolute Zero Developer Drive's Old Compilers Directory [There's a file saying it's the Seven Co-Op Game's version which seems to be what everyone uses]) using the Directions mentioned here: - https://www.the303.org/tutorials/gold_mdl_comp.htm but i still keep getting errors when i tried to compile.
User posted image
And here's the .qc file i've modified for the File (Note: The Origin is from the mp5_center.qc file from Absolute Zero's Recreation while everything else are either left unchanged or my edits for the Mod i'm doing.
User posted image
i hope The Latter 2 Screenshots can better help anyone identify a mistake i may had done to help me out in regards to the problem i'm having when trying to compile Models.
Posted 1 day ago2024-04-24 20:23:29 UTC
in Half-Life Asset Manager Post #348745

Half-Life Asset Manager V3 Released

Half-Life Asset Manager V3 has been released: https://github.com/SamVanheer/HalfLifeAssetManager/releases/tag/HLAM-V3.0.0

This is the final update, the program is no longer in development and the repository has been archived.
Posted 1 day ago2024-04-24 11:53:58 UTC
in How to get portal gun as a weapon in HL2? Post #348744
Hey

I am trying to figure out how to get the portal gun as a weapon that can get picked up, and put in the inventory HEV arsenal thing when you scroll.

Thanks
Posted 4 days ago2024-04-21 20:27:37 UTC
in Make NPCs hostile to whatever hurt them Post #348743
I'm making a Half-Life 2 Episode 1 mod, and I want to figure out how to make NPCs change their relationship to hate whatever hurts them, and then reset it after losing an enemy.

I know it's possible to do this in Hammer with the ai_relationship entity, and make the NPC activate it when it's damaged by the player (OnDamagedByPlayer in the I/O system), but how can I do this for every NPC?
For example, if a player attacks a npc_citizen, how can I make that citizen attack the player when it's shot by the player?

Or another example, there's 2 citizens and one metrocop in one room.
How do I make it so that, if the first citizen attacks the other citizen for whatever reason, the cop attacks the first attacker?
I have access to source code.
Posted 4 days ago2024-04-21 17:20:34 UTC
in Houndeye Guarding Post #348742
That will definitely be it. NPCs cannot navigate the map without nodes, so they may have been aware of the player but unable to reach them.
monster_urby monster_urbyGoldsourcerer
Posted 4 days ago2024-04-21 06:41:40 UTC
in Houndeye Guarding Post #348741
I was gonna say odd but then I remembered I didn't place info_nodes yet, that might have been it. Thanks!
Posted 5 days ago2024-04-21 01:37:46 UTC
in Houndeye Guarding Post #348740
So long as they are all in the same squad, the SquadLeader should cause them all to wake at the same time. I've just tested this and can confirm that all three houndeyes in my test map were immediately hostile, no waiting for the first attack:
User posted image
monster_urby monster_urbyGoldsourcerer
I'm using the jumpwindow houndeye sequence for an ambush but despite it turning in the animation, it goes back to facing where it was before after. It still moves to the end of the jump though.
Also, I tried using another scripted sequence after to turn it but that didn't work for some reason...

until i get an answer i guess ill just have it run instead
Posted 5 days ago2024-04-20 19:42:51 UTC
in Houndeye Guarding Post #348738
So the idea for the fight has completely changed so uhh guess I don't really need an answer anymore

would be cool to know though i guess
Posted 5 days ago2024-04-20 16:47:11 UTC
in Houndeye Guarding Post #348737
I have a houndeye squad leader that I want to alert the other squad members which are around the corner when it sees the player for an ambush. They have the same squad name but it seems like they wait until the squad leader does it's first attack. Is this actually possible or will I have to do some scripted sequence stuff?
Yeah that seems like it'll help, thanks
the default search sucks so I tend to use this to specifically search the wiki
Posted 5 days ago2024-04-20 10:57:34 UTC
in How can you make alien portals? Post #348734
Yeah sorry somehow I didn't think to try that... Thanks!
For Half-Life 1/Goldsource mapping, it's actually recommended that you use JACK now, rather than Hammer. JACK is still being updated with the free version (linky link) getting a big stability fix recently. There's also a version available to purchase on Steam, but I can't say anything about that as I don't use it.
monster_urby monster_urbyGoldsourcerer
Posted 5 days ago2024-04-20 10:30:01 UTC
in How can you make alien portals? Post #348732
Additive is the correct Render Mode for portal sprites. This makes the sprite glow, while making the darker parts of the sprite (such as the black border) transparent. You need to make sure when using Additive that the Render Amount is quite high, with 255 being the maximum. A low or empty Render Amount will make the sprite invisible.
monster_urby monster_urbyGoldsourcerer
Not much to say, really. Would be extremely helpful when looking up entities while mapping.
Posted 5 days ago2024-04-20 08:06:10 UTC
in How can you make alien portals? Post #348730
Right now I've got a trigger_once, a monstermaker for a single headcrab, ambient_generic for the sound, but I can't make the portal itself properly because for most rendering modes it has black instead of being transparent, and for glow and additive, while it looks fine in the editor, (jack btw i dont know if it shows sprites in hammer,) it doesn't show in the game. And yeah I have the trigger linked to all of these.
Posted 6 days ago2024-04-19 18:28:41 UTC
in BEGINNER TO RESKINNING HALF-LIFE 1 MODELS? Post #348729
Hi and welcome to TWHL! It's nice to see someone with passion for learning to mod HL 🙂

Textures, whether for models or for maps, are very similar in requirements and how they're made. You can follow The303's map texture guide here.
For the image editor I can recommend Gimp. Alternatively there's also Paint.net, and for the final conversion to 8BPP BMP (AKA 256 colours indexed BMP) I recommend IrfanView as it does a really great job at preserving the colour quality. All three are free.

As for why the image loses quality when converting to 8BPP it's simply because you're reducing the amount of colour values that exists in the image, typically from 16,777,216 different colour values (24bit RGB) to only 256 colours!

For model viewers, these days it's recommended to use HLAM as it's far more up-to-date and have a lot of nice features.
Hey buddy, im also new to the scene. I created a halflife map once...about 22 years ago...on Worldcraft. So apparently its Hammer now. Lol way outta touch with this world now. But hey if you want to team up let me know. Right now Im just trying to mess around with reskinning. Already ran into few problems lol but yeah touch base man, what u working on right now?
Hey Half-Life community! Just wanna say sorry for my spelling i know how to spell but im in a hurry. Ok so 25 years ago or whatever I first played halflife (i was like 14) and it changed my life. The modding was off the hook. Mods everywhere. The good ol days. Anyways, since getting a laptop last year recently I thought, you know what? They STILL dont make em like they used to! So I went back to halflife 1 and this time I got a cable to project it onto my TV, a xbox pad that works, a million mods out there. Its great! BUT...it got me thinking...I was 14 and I learned how to use worldcraft (very very basically) but enough to make a map! That was crazy. Now I wouldnt have a CLUE where to start. But then again, Im thinking its been 25 years and I came back. And people STILL play Sven and other mods now just like me. To start creating a mod at this point would be extremely late to the party...so late all that half the guests died of old age. BUT I want to do it. Not just for them... but for me. For the 14 year old nerd in me.

I therefore have a VERY long and hard road ahead of me. Any help would be GREATLY appreciated. I am a freelance screenwriter in spare time so I have some very good ideas I would like to implement. However right now I am starting from scratch pretty much so I figured a good place to start would be learning to reskin existing models. Sounds simple right? SO rather than using MS Paint, is there a free program anyone recommends? Ive noticed the only way the HLMV accepts the file is if I save as 256 BMP...and then for some reason it loses quality and has this shiny look. I have googled and googled and cant find a reason for this. BMP is by definition a lossless file right? So how is it losing quality?

Anyway for anyone else interested in this at the same bottom level as me lol then let me know.

1. WHY IS BMP LOSING QUALITY WHEN SAVED AS 256? (No other ones seem to work I dont think)
2. ANYONE KNOW OF A FREE ART PROGRAM THAT WORKS GREAT WITH HL SKINNING AND ALLOWS EXPORT AS 256 BMP? (Converting seems to stop HLMV accepting import of it)
3. WHO WANTS TO TEAM UP WITH THIS GUUUUUY? ....Anyone? No?

I mean if anyone has any simple but monotonous modding tasks they need help with I am very happy to help out cos I need the practice and well its half life so Id chop my balls off to be a part of that lol
Posted 6 days ago2024-04-19 11:45:20 UTC
in Change blood decals color and gibs Post #348726
So, I use updated SDK and I changed the blood color of the HGrunt to black (when hit they have black particles) but I tested adding new decals and modifying the code to do the same with blood decals and it crashes when you shoot at the HGrunts or it use an orange spray decal. I don't know how to do this or even know if it's possible, same for adding new type of gibs. (Sorry for my bad english)
Hi all!

Ive been messing around with the updated HLSDK by solokiller and it worked great. However after the 25th update, the SDK does work but it crashes when opening the options menu ingame and some visual bugs are there too. I was wondering if any other forks of the HLSDK have been updated for the 25th anniversary update?
(ie, the unified hlsdk,etc)
Posted 1 week ago2024-04-18 09:31:06 UTC
in lighting on entities? Post #348724
already solved on discord. _minlight should be 0.
Posted 1 week ago2024-04-18 08:29:35 UTC
in lighting on entities? Post #348723
What are the Render properties of the func_rotating? Render Mode/RenderFX etc? Those being set incorrectly usually results in them being lit up when they shouldn't be.
monster_urby monster_urbyGoldsourcerer
Posted 1 week ago2024-04-17 18:31:19 UTC
in Game crashes when using impulse 101 Post #348722
Or remove the line that gives the MP5 grenades to the player.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 1 week ago2024-04-17 14:37:55 UTC
in lighting on entities? Post #348721
Hello! I've got a rotating ceiling fan in my map, connected to a light switch. However, when the lights are switched off, the fan appears unaffected by the darkness, and its glowing. Is there a way to fix this? I've used the source map editor before, but i'm pretty new to goldsrc hammer
pics:
User posted image
User posted image
Fixed images - Urby
Posted 1 week ago2024-04-16 15:44:37 UTC
in func_door_rotating problem Post #348719
Ah, I see. Thanks for the update, Solokiller!
Posted 1 week ago2024-04-16 14:37:30 UTC
in func_door_rotating problem Post #348718
This problem was solved in the Discord server. The cause was the entity was outside the maximum map bounds (±4096 units from origin) so the entity's position as sent over the network was thrown out of whack.
Posted 1 week ago2024-04-16 14:29:51 UTC
in func_door_rotating problem Post #348717
Did you accidentally forget to create an origin brush as part of the door?
No, the point to be made here is to leave the whole thing up, from start to finish, so that it becomes a resource for the next person experiencing the same problem.
Posted 1 week ago2024-04-16 09:36:00 UTC
in Game crashes when using impulse 101 Post #348715
You removed the grenades so the game cant give you them so you crash, in really simple terms

Solution: Enable them again
Tarek TarekA literal dumbass who uses Hammer++
Posted 1 week ago2024-04-15 09:46:47 UTC
in Train Randomly getting stick? Post #348714
In all my experience, target and fire on close are separate trigger states. The target should fire when the door fully opens, and fire on close should fire when the door fully closes. The fact that the target is being triggered on close here seems like an error, since fire on close was specifically left blank. Perhaps I'm not in the habit of triggering things with doors, but I am fairly certain I've never encountered this before.
monster_urby monster_urbyGoldsourcerer
Posted 1 week ago2024-04-15 07:03:40 UTC
in func_door_rotating problem Post #348712
Could you take a screenshot of your door's keyvalues with SmartEdit disabled?
Posted 1 week ago2024-04-14 09:48:32 UTC
in func_door_rotating problem Post #348711
Basically I encountered this problem accidentally when I created a func_door_rotating with sounds and when I compiled a map...door was invisible and had no sounds, but it still had functions. anybody know how to fix it?
Posted 1 week ago2024-04-14 03:35:32 UTC
in Game crashes when using impulse 101 Post #348710
I've been using this SDK https://www.moddb.com/downloads/half-life-sdk-v23-for-visual-studio-2008
to make a Half-Life Mod. So far, all i've done is add a new weapon, ammo type, and remove the MP5 grenades.

It all works fine, except that the game crashes without an error whenever I use impulse 101
in the console.
And yes, I do have sv_cheats set to 1.

Help would be appreciated. :hecu:
idk how to delete it im sorry :zonked:
Posted 1 week ago2024-04-13 09:11:33 UTC
in Train Randomly getting stick? Post #348708
Nothing unusual is happening. monster_urby, why do you consider it a bug? The glass door triggers the multi_manager when it opens, and then the glass door triggers the multi_manager again, when it closes. The train gets disabled one second after the glass door closes, before the train can reach it's final destination, which is how it should be, since the multi_manager is timed to trigger the train after oner second. The glass door triggers the multi_manager with the Target attribute, which fires when the door either opens or closes. There is also the attribute "Fire on Close", but RoboRufus7 did not use it. I would solve this by setting the door's attribute "delay before close" to -1, and close the door manually with the multi_manager.

Use "developer 2" in the console, then you will see what each entity is doing.

Edit: I wrote a stupid thing, if I did that, then the door would keep opening and closing forever. You need to trigger the multi_manager with the path_corner, and open and close the door with the multi_manager. And the door needs the "Toggle" Flag marked so it can be triggered more than once.
Posted 2 weeks ago2024-04-12 00:04:31 UTC
in Train Randomly getting stick? Post #348707
ohh ok.

what i did was have the path open door further back and the train just doesent stop moving. it goes through the doors then they close automaticly.

Thanks for all the help, realy appreciate it
Posted 2 weeks ago2024-04-11 22:43:10 UTC
in Train Randomly getting stick? Post #348706
Ignore me, I get the two mixed up. You're using path_corner, keep doing that.

path_track is for func_tracktrain, like the intro tram or drivable trains.
monster_urby monster_urbyGoldsourcerer
Posted 2 weeks ago2024-04-11 21:18:21 UTC
in Train Randomly getting stick? Post #348705
Hello,

Thank you VERY much for getting back to me so soon. I will try this and share if it works or not.

Thank you for the advice aswell,
RoboRufus7

Edit: Ive been using path corners. Should i switch to path track? what is the difference?
Posted 2 weeks ago2024-04-11 17:45:46 UTC
in Train Randomly getting stick? Post #348704
So, it appears that this is due to the doors closing. When they close, they appear to trigger the multimanager again, disabling the train after one second.

Seems like an usual bug which I've not seen before where a door that targets a multimanager will also fire on close. Not sure if that's a new bug after the 25 year update or not...

In any case, the way to get around this for now would be to have the path_track target the multimanager, and have THAT handle the opening of the doors at 0 seconds.

Also, you didn't ask about this, but a little more advice:
  • Your grates and railings should be using the Solid Render Mode, not Texture. Texture makes them glow in the dark and show glass decals when shot.
  • Try to avoid using the Fit button when texturing. It stretches and squashes textures and can lead to compiling issues further down the line.
monster_urby monster_urbyGoldsourcerer
Well, since you appear to have overwritten the initial post, nobody has any idea what you're talking about...
monster_urby monster_urbyGoldsourcerer
this also happens in regular half life, guess im doing a bugfix lol
(OK NEVERMIND I GOT SOME HELP WITH IT, CARRY ON)
Posted 2 weeks ago2024-04-10 09:46:36 UTC
in Train Randomly getting stick? Post #348699
Heh, this was uploaded at 00:41 for me. If nobody else picks this up I will try take a look tonight after work. If you're happy to join the Discord, somebody in #mapping-help might be able to get to this sooner. :)
monster_urby monster_urbyGoldsourcerer
Posted 2 weeks ago2024-04-10 00:41:49 UTC
in Train Randomly getting stick? Post #348698
Ok, Here is the link to the map: https://twhl.info/vault/view/6895 if you run it, walk into the birg room, get in the lift and press the yellow button. I am using JACK if that helps.

Thank you again.
Posted 2 weeks ago2024-04-09 13:47:43 UTC
in help me with this please Post #348697
For want of a better response from the OP, here is a tutorial which covers the basics of triggering NPC dialogue: Scripted Sentences
monster_urby monster_urbyGoldsourcerer
Posted 2 weeks ago2024-04-09 13:37:41 UTC
in Train Randomly getting stick? Post #348696
Hard to judge based on the description alone. Perhaps you could upload the compiled map with the source files to the vault under the Problems category?
monster_urby monster_urbyGoldsourcerer
Posted 2 weeks ago2024-04-09 00:56:36 UTC
in Train Randomly getting stick? Post #348695
Hello,

My train gets randomly stuck for no reason. nothing is blocking the path, and the path doesn't end for a while. the train stops moving, but it keeps making the moving sound. How do I fix this?

Thank you