Forum posts

I've been using blender for 2 years. Yet I'm still looked like a beginners with no experience since I have no idea how to port Hands Sleeves.mdl part, I still have no idea how to rendered it correctly, I don't know how to add the rigs, and worst of all, I literally give up watching Donut Blender Tutorials made by Blender's Guru over and over again. In the end one of his Videos just ended up wasting my time for weeks and I eventually give up! Yet people still recommended me to watch his video, Like seriously it's not worth it for me and I find one of his tutorial series are quite OBSOLETE since Blender keeps Update new stuff almost weeks or month. Plus making Donuts is just completely out of subjects for me since my interest are just Weapons and Viewmodel with Low Polygons rather than make the Donuts or Environment Models render looked realistic that may ended up made my Gaming Laptop overheating like I am roasting some chicken or something. So it lead me to burnout instead

So anyway are there any better Tutorials somewhere in the internet that create the things that less realistic and low poly most importantly it's related to Goldsource? Please I want to know
Nspy45 Nspy45Afraid of Windows not Monsters
Posted 1 month ago2024-11-02 02:43:51 UTC
in Coding problems. Post #349307
im using the hlmoddingkit one.
Posted 1 month ago2024-11-01 21:37:26 UTC
in Three quick questions Post #349306
There are many ways to create custom textures, but The303 has a pretty extensive guide on his site here.

For custom sounds you can check out Tutorial: Making Custom Sounds
Custom sentences can only be made for mods, you can read more about it in the sentences.txt page I already linked you before.

And don't forget you have tons of resources over at Goldsource Tutorials and Entity guides.
Posted 1 month ago2024-11-01 21:00:02 UTC
in Three quick questions Post #349305
Healing pools can be achieved with a trigger_hurt and a negative value.
Posted 1 month ago2024-11-01 10:58:00 UTC
in Improving accuracy of collisions with pushables? Post #349304
So I was reading the HL Unified SDK changelog and found this:
Added support for custom hull sizes to all entities. This setting should be used only with entities that use Studio models (files with .mdl extension)
But a quick inspection of the source code determined that it's just a way for the mapper to specify the values passed to UTIL_SetSize() from the entity properties window in the level editor (a new keyvalue), instead of having them hardcoded in C++. So not actually the hull size, just the bounding box :cry:

Definitely will have to implement this myself, as I couldn't find a way to force HL to use hull #0 for entity-to-world collisions.
Posted 1 month ago2024-11-01 10:37:28 UTC
in Coding problems. Post #349303
When you talk about "regular HL code" do you mean the compiled Valve SDK from https://github.com/ValveSoftware/halflife ? Or just the vanilla game install. Are you using the latest HL25 update? Because that one changed several things related to resource files, HUD, etc (to better support higher resolutions). The HL Updated project has implemented those changes too, so you'll have to provide both SD and HD resolution for your sprites (can't find a proper tutorial right now).
User posted image
Posted 1 month ago2024-10-31 19:40:08 UTC
in Coding problems. Post #349302
Have you tried copying the sprites over into your mod folder?
Admer456 Admer456If it ain't broken, don't fox it!
Posted 1 month ago2024-10-31 15:23:54 UTC
in Coding problems. Post #349301
@erty
These are with regular code
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with my code
User posted image
User posted image
Posted 1 month ago2024-10-31 14:04:21 UTC
in Three quick questions Post #349300
Thanks for the answers! :biggrin:
Dr.Orange Dr.OrangeDo you know who ate all of the donuts?
Posted 1 month ago2024-10-31 13:59:23 UTC
in Three quick questions Post #349299
  1. Sound environments is achieved with env_sound. Each entity defines a sphere with a radius, that when entered permanently changes the sound environment (meaning that for two areas with different sound environment, you want a pair of env_sound at each entrance/exit between these two areas). The speaker entity (often multiples of it) can be used to play random sounds from sentence groups (sentences.txt) to add to a soundscape, such as combat soundscapes in Forget About Freeman.
  2. A trigger_hurt volume with Radiation damage type and positive damage will trigger a player's geiger counter when they're in proximity of the trigger volume. Even an 1x1x1 unit cube is enough.
  3. Tying brushes to func_rotating with a single brush covered entirely in ORIGIN texture to define the axis can be used to make rotating geometry, such as fans. As for parts of the worldspawn that rotates, that's not possible. The worldspawn BSP model is just a single, static mesh.
  4. Simple AND gates can be made using multisource, but more advanced/complex setups can be made with clever use of trigger_changetarget, for example. Though exact solutions would depend on the sort of logic you're trying to achieve.
Hi,

The monster you're asking about is called a Kingpin.
Dr.Orange Dr.OrangeDo you know who ate all of the donuts?
Posted 1 month ago2024-10-31 13:38:10 UTC
in Three quick questions Post #349297

Hello, i would like to get a bit deeper into mapping and would like to know how to: (ALL QUESTIONS ANSWERED)

  • Add soundscapes like echoing, etc. (answered)
  • Add geiger counter sounds (answered)
  • Add rotating world geometry (answered)
  • Make logic gates ( if possible ) (answered)
  • Healing pools from xen (answered)
  • Custom Textures (answered)
  • Custom Sounds/Sentences (answered)
If you know any answers to any of these questions, please reply to this post!

(yes i know the title says three but i had more questions :tired: )

Thanks! :)
Dr.Orange Dr.OrangeDo you know who ate all of the donuts?
This monsterThis monster
can someone help?
Posted 1 month ago2024-10-31 11:48:17 UTC
in Half-Life Featureful SDK Post #349295
New release https://github.com/FreeSlave/halflife-featureful/releases/tag/featureful-2024-10-31

Introducing Object hints

Also when updating to this version you'll need to fix the templates/warpball.json file in your mod. The line "sound2": "debris/beamstart7.wav" should be "sound": "debris/beamstart7.wav" in the "xen" template definition. If you didn't do any changes to the file comparing to the one from the sample mod you may simply copy the corresponding file from the sample mod.
Thanks sava28 for the bug report and Oskar for the fix, it should be better now :)
Penguinboy PenguinboyHaha, I died again!
Posted 1 month ago2024-10-31 08:05:21 UTC
in Coding problems. Post #349293
Or even better, upload here directly by copy&pasting the images into the text editor.
External hosting services can be unreliable.
Posted 1 month ago2024-10-31 03:32:13 UTC
in Coding problems. Post #349292
Might want to check your images. Try using Imgur, or ImgBB.
Hello I'm wondering I fix the ploblems in snark_pit that you can let the snarks only one time, but buton reapier. After the first oppening of the tube(activating the mostermaker) can't happend again.
Posted 1 month ago2024-10-30 03:08:23 UTC
in Coding problems. Post #349290
So when i use the updated sdk for my mod i just change the Hud color and the zombie blood. But my sprites don't work on the Hud but only work with some certain resolution but when i use regular half life code my sprites work. Is there a line of code in the updated sdk to change the certain resolution sprites?
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A little update : got the website running with screenshots, relatively detailed description and some other stuff @ loot.strangled.net/
DESPERATELY need people to test, especially if youre good at breaking stuff ,if you can test regularly do PM me or join the Discord server from the link on the webisite and that's how we could communicate
Posted 1 month ago2024-10-29 07:43:27 UTC
in Func_rotating dont load sound in HLDM Post #349288
{
"model" "*35"
"origin" "-80 -48 -320"
"dmg" "0"
"_minlight#1" "0.1"
"message" "ambience/boomer.wav"
"speed" "30"
"rendercolor" "0 0 0"
"renderamt" "0"
"rendermode" "0"
"renderfx" "0"
"angles" "0 0 0"
"_minlight" "0"
"sounds" "0"
"fanfriction" "20"
"volume" "10"
"spawnflags" "1"
"classname" "func_rotating"
}
Hello guys this entity its from the map snark_pit. Because I want to fix and improve dthe HLDM maps entity level(because to not brake the comaptibility with the server), I found that https://m.youtube.com/watch?v=vAi1BzmYlb0&pp=ygURSGFsZi1saWZlIDEuMC4wLjA%3D in this video one sound it playing in the maps. After downloading this version of the game testing with Steam and coparing the map. Its same Btw... Found that the sound in ambince/boomber.wav its played if you start the map as its in sp. Well I want to change that. Obviesly Dario Casly wound make that to be played only in sp for deathmatch map.... And I want to fixed.
Also there are 2 entitys in this map with this sound. I hope you would know answer of this problem. Otherwise I will Force to Kill the sound of the entity and add new one with sound.
You're right. I've prepared a bug fix for it https://github.com/LogicAndTrick/twhl/pull/96 It's up to Penguinboy to merge it if he wants
Oskar Potatis Oskar Potatis🦔
Wow you are right, I just overwrote the reload-sound with a "boom"-sound and it is played at the shooting-sequence as well. :glad:
Stupid of me not to try that before :|
Thanks for the reply!
Posted 1 month ago2024-10-28 17:58:18 UTC
in (C++) Bounding Boxes colliding Post #349285
Want some help on how to get multiple AABB collision responses working. Currently I'm checking if one bounding box collides with another, which pushes it back depending on the speed and direction between the two's center positions. It's not a viable function so I want a better one. Can someone help here? It's for my Xbox homebrew engine.

Meerjel01
Meerjel01 Meerjel01I want to be a Meerjel
I've got a custom animated .mdl, one sequence has a number 5004 event to emit a sound at a certain frame. It works well in HLAM and ingame, but when I save the game and then load, the sound gets played repeatedly (and annoyingly) every frame. Only way to unstuck it is to run the sequence again. Saving and loading again gets me the error once more. This only happens if the sequence has been triggered at least once before saving, nothing happens otherwise (as it should). I've read somewhere that 5xxx events are for weapon viewmodels only but that's not accurate I think.

I seem to recall that this was a common HL engine bug many years ago but it got fixed... Right?
[RESOLVED]
im a idiot and put the compiler exes in the wrong order. for anyone who ever has the same problem
the order is
hlcsg.exe
hlbsp.exe
hlvis.exe
hlrad.exe
i am trying to compile a hl1 map on trenchbroom and i keep getting this error

Executing '"C:/Users/xxx/Downloads/TrenchBroom-Win64-v2024.1-Release/games/Halflife/compile_tools/-chart'64.exe" "C:/Program Files (x86)/Steam/steamapps/common/Half-Life/valve/maps/test.map"
hlrad v3.4 VL34 64-bit (Aug 17 2015)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (vluzacn@163.com)
----- BEGIN hlrad -----
Command line: C:\Users\xxx\Downloads\TrenchBroom-Win64-v2024.1-Release\games\Halflife\compile_tools\hlrad_x64.exe "C:/Program Files (x86)/Steam/steamapps/common/Half-Life/valve/maps/test.map" -chart
Arguments: "C:/Program Files (x86)/Steam/steamapps/common/Half-Life/valve/maps/test.map" -chart -low

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 12 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max lighting memory [ 50331648 ] [ 50331648 ]
priority [ Low ] [ Normal ]

fast rad [ off ] [ off ]
vismatrix algorithm [ Sparse ] [ Sparse ]
oversampling (-extra)[ off ] [ off ]
bounces [ 8 ] [ 8 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
light limit threshold[ 188.000 ] [ 188.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
smoothing threshold 2[ no change ] [ no change ]
direct threshold [ 10.000 ] [ 10.000 ]
direct light scale [ 1.000 ] [ 1.000 ]
coring threshold [ 0.010 ] [ 0.010 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global texlight gap [ 0.000 ] [ 0.000 ]
global light scale [ 2.000 2.000 2.000 ] [ 2.000 2.000 2.000 ]
global gamma [ 0.550 0.550 0.550 ] [ 0.550 0.550 0.550 ]
global light scale [ 2.000 ] [ 2.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

spread angles [ on ] [ on ]
opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]

custom shadows with bounce light
[ off ] [ off ]
rgb transfers [ off ] [ off ]
minimum final light [ 0 ] [ 0 ]
size of transfer [ 1 (16bit) ] [ 1 (16bit) ]
size of rgbtransfer [ 2 (32bit) ] [ 2 (32bit) ]
soft sky [ on ] [ on ]
translucent depth [ 2.000 ] [ 2.000 ]
block opaque [ on ] [ on ]
ignore textures [ off ] [ off ]
reflectivity gamma [ 1.760 ] [ 1.760 ]
reflectivity scale [ 0.700 ] [ 0.700 ]
blur size [ 1.500 ] [ 1.500 ]
no emitter range [ off ] [ off ]
wall bleeding fix [ on ] [ on ]

Load Textures:
28 textures referenced
Reading texlights from 'C:\Users\xxx\Downloads\TrenchBroom-Win64-v2024.1-Release\games\Halflife\compile_tools\lights.rad'
Warning: No vis information.
#### Error 'Crashed' occurred when communicating with process

#### Crashed with exit code -1073741571

any idea what im doing wrong, im 90% sure its not a leak, theirs no spaces in the name and everything has a texture
Posted 1 month ago2024-10-25 23:21:33 UTC
in Porting Half-Life map to Half-Life: Source Post #349282
Then I don't think there's another way than to replace every missing texture by using the "Replace" tool in the face property editor, sadly.
Arial, Eurostile and Helvetica Condensed Black are some of the fonts used if I recall correctly.
Posted 1 month ago2024-10-25 18:40:47 UTC
in Porting Half-Life map to Half-Life: Source Post #349280
Yeah, I know that. It asks you to convert textures/entities to GoldSource format. But I want Half-Life textures to be in Half-Life: Source, not vice versa
Realman RealmanTurkish Valve Enjoyer
I see at least 3 different fonts in that image. You must use a font identifier service (there are several free or freemium online). You will have to upload the individual textures at their original resolution for the best results (extract them from the .wad), and perhaps crop them.
User posted image
All of these ones
Posted 1 month ago2024-10-25 15:34:51 UTC
in Porting Half-Life map to Half-Life: Source Post #349277
I think J.A.C.K has support for porting HL:S maps to the HL map format, though last time I used it, some textures were of the incorrect size for some reason.
Ok, I just discovered the reason. It's so stupid, and at the same time it was the only possible explanation, so it makes sense.

If you pay attention, you'll hear that when the crossbow is fired in vanilla HL, those two sounds are indeed played. First the "xbow_fire1.wav", and then the "xbow_reload1.wav". And this happens because the crossbow is a manually-operated weapon and Gordon must draw the string again after every shot. Valve just reused the same sound for the full reload animation (a bit cheap on their part).
Thanks for the reply, I was not home the last days.

So here are the both sounds I use (Mono, 11025 Hz, 6 or 18-bit with Audacity):
https://c.gmx.net/@324476459848565342/UUVS97bRTay4BbtR5uKVEg

I overwrite them in the vavle/sounds folder, so not even using a special mode folder. But when I shoot the crossbow ingame, it plays my shoot- and at the same time my reload-sound:
https://youtu.be/YVSsIYWAjpk

Yes the sounds to be played are linked in the coding, but as I just replace them I expect it to work as well... so shooting plays the shooting sound and not both.
You could use a hex editor and replace the spaces with something else, and then rename the resources accordingly. If you do, make sure you rename the bsp so people don't get errors about mismatching versions of the bsp
Oskar Potatis Oskar Potatis🦔
Posted 1 month ago2024-10-22 20:13:06 UTC
in HLDS and resources with spaces in the filepath Post #349272
Is there any way to deal with this as a server operator?

If a map contains a resource with a space in the filepath, the server cannot serve the file.

example:
server wants to send "models\foomap\foo model.mdl"

expected behavior: server sends "models\foomap\foo model.mdl" to client, then the client receives "foo model.mdl" and connects

actual behavior: server tries to send "models\foomap\foo " then the client times out after failing to receive nonexistent file "foo "

obviously as a mapper the answer is "don't do that" lol, but what do I do as a server op aside from removing maps that use "broken" resources?
Posted 1 month ago2024-10-21 22:38:02 UTC
in Competition 43: Make Black Mesa Come Alive! Post #349271
Competition has been extended until November 7th!
Oops, looks like we've got ourselves a bot here, gentlemen! I'm gonna submit a status report to the administrator today.
Posted 1 month ago2024-10-21 18:02:50 UTC
in Porting Half-Life map to Half-Life: Source Post #349269
Well, since Half-Life: Source texture names start with "halflife/" and Half-Life (Gold Source) textures don't, I have to manually change every single texture. But is there actually anyway to port Half-Life maps without missing textures? (I do apologize for lack of grammar.)
User posted image
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Realman RealmanTurkish Valve Enjoyer
every search result has a "click here to repeat your search on TWHL using Google" link and it leads to a link like https://www.google.com/#q=site:https://twhl.info+search+query+here
but that link just leads you to the google.com homepage. a link that actually shows the result would be more like https://www.google.com/search?q=site:https://twhl.info+search+query+here
Posted 1 month ago2024-10-19 12:07:55 UTC
in Competition 43: Make Black Mesa Come Alive! Post #349266
nevermind, alas there was too much college work for me to finish my map. still, there's always next time, at least.
Posted 1 month ago2024-10-19 11:01:27 UTC
in Half-Life: dx Post #349265
to S23-down,
still didn't finish it, sorry.

New idea, switchable i.e. on and off HEV suit.
It runs on batteries. Batteries drain -1% in 10 seconds, or so.
When taking damage batteries drain faster.
When on, gives HUD, and works as armor, reducing all damage. Probably even heals you over time. +1 HP in 60 seconds.
When off you take all damage directly.
then there's a re worked damage / hit system that isn't 100% ready yet but there are already some things that have been done, including the bodypart/hitgroup headsup indicators well if you ask me server-side-only version IS possible in some form but it wouldn't be complete IMO
yeah but things this mod already has would be impossible to implement without tampering with client side, for instance deafening grenades, stun grenades that make your cam spin around and you cant walk straight (think of the TFC greande ) new hud's, round-based system although it probably is possible to do it without tampering with client side, but it's probably the only one, the whole lootbox-to-destination concept would be kinda bad to do without tampering with the client side IMO its better when its done with new entities and new triggers, not to mention new weapons (just one so far) and there will be more I'm sure that you really wouldnt be able to do if it was a server-only mod. Of course with the new weapons it's not really IMPOSSIBLE to do it but it's messy if your maknig it server-side only.

i actually had this idea in my mind since 2019 but i faced a few road blocks back then and promptly abandoned the idea and finally came back to it having lost 2 complete map source files since then and the source code to start from scratch with,,,although TBF the maps weren't too good but at least there was something
I'm liking this idea. So much so that it was actually simply puzzling how none popped up for the whole year after the release of hl25.

However, I advice going the server plugin route so that it is still hldm clientside. This should have a bit more visibility and staying power than a custom mp mod in this day and age.
As the title says I'm planning on re creating the infamous Loot game mode that valve never had enough time to finish and thus it was cut from the game. Some things have been done but I'm in need of help from mappers and some people who are good with models it would be nice too or just anything really, ATM I'm working on it alone, and I'm not too good at mapping, there is one test map and that's it.
Some work has been done if anyone is interested and can help PM me and we'll figure out a better way to communicate.

You can read up on the original Loot game mode here : .............

The implementation I'm maknig has some differences though, it's still 2-team based but there can be any amount of players on those teams, based on the gamemode you can pick one weapon of each class (2 weapon classes so far ) or the weapons are spawned randomly around the map, each round the weapons are re-spawned and you probably wont find the same gun in the same place in the next round. once again PM me if you are willing to help or just want to know please,, thanks
Maybe the sounds are being played in code?

https://github.com/ValveSoftware/halflife/blob/master/dlls/crossbow.cpp

Also, do you mean that when shooting the crossbow in your mod, the "reload" sound plays instead? Or that both the "shoot" and the "reload" sounds play? It would help if you shared those sound files with us so we could test it ourselves.

I would suggest you try to investigate further instead of implementing that sloppy fix. Believe me, those hacks are never sustainable in the long term :P
Posted 2 months ago2024-10-18 15:35:30 UTC
in Half-Life Featureful SDK Post #349259
New release https://github.com/FreeSlave/halflife-featureful/releases/tag/featureful-2024-10-18

A new concept called Entity Templates allows to define custom defaults for some entities (currently mostly monsters).

Read the wiki article on entity templates
I was not able to fix the root cause but I solved it this way:
Edited the qc-File and entered a direct link to the sounds when they should be triggered:
$sequence fire1 "fire1" fps 60 { event 5004 0 "dartshoot/dartfire.wav" }
$sequence fire2 "fire2" fps 30 { event 5004 0 "dartshoot/dartfire.wav" }
$sequence fire3 "fire1" fps 60 { event 5004 0 "dartshoot/dartfire.wav" }
$sequence reload "reload" fps 30 { event 5004 0 "dartreload/dartreload.wav" }

In the Sound-Folder of the mod I set up two folders with only one wave-file each as in the qc.
Still I had to replace the orignial sound files in the sound/weapons-folder in my mod with 'silent files' (I took the "_comma" from the Barney folder) and the orignial naming. Otherwise it would play my sound and the sounds at the same time.

Still dont understand why this was not working in the first try with the same files.
Posted 2 months ago2024-10-16 20:33:57 UTC
in Is GoldSource still cool Post #349256
I don't think I'm going to stop playing the Goldsrc-based Half-Life and Counter-Strike anytime soon.