Forum posts

Posted 8 years ago2016-01-06 10:02:36 UTC
in Lighting prop models? Post #328104
I have some custom prop models in a map, and it seems pretty tricky to get them to light correctly. Often the models are lit much darker than I would expect, or almost nearly black.

Are there any tricks to getting models to light better? Should I be placing their joint somewhere specific in relation to the model, or the model's origin?

What are the rules around how the models sample their lighting?

And, i'm placing them using a cycler_sprite.

Thanks :)
Posted 8 years ago2015-12-24 10:43:33 UTC
in How to prevent entities from crossing a Post #327900
Perfect. Thank you.

Which types/classes of entities can be brought over with a trigger_transition?

And, when you do NOT use a trigger_transition, what entities are carried over? All of them? Which types classes? Just monsters?
Posted 8 years ago2015-12-24 08:17:44 UTC
in How to prevent entities from crossing a Post #327896
In a map of mine an entity (specifically a monster_apache helicopter) will follow my player from one map to the next map on a level change in single player HL1.

I don't want any monsters to follow the player on this level change.

How do I prevent monsters or specific entities from following my player across a level load?

Or, how do I determine which entities to take?

Thanks for your help.
Posted 8 years ago2015-12-22 14:48:03 UTC
in Clipping objects lead to errors Post #327841
and rotated it 45 degrees with those pods holding it
That is most likely your problem. You have to get your geometry on the grid.

Also, a small prop like that should be turned into a func_wall or other entity if it is not already.
Posted 8 years ago2015-12-22 09:05:58 UTC
in Quick Question About 512x512 Textures Post #327834
Won HL is still limited to 256x256 yes?
Posted 8 years ago2015-12-19 18:17:53 UTC
in Help With My Texture Stretching Issue Post #327818
Is the texture on the headcrab tiled at all?

I've seen something similar before when I have tried to tile a texture onto a HL1 model.

In milkshape this would look like the UV's outside of the texture mapping space that Milkshape provides.

Normally in a game engine this would be fine, but seems to either be an issue with milkshape, its exporter or with HL1 (don't know which).

Anyone know if HL1 supports tiled textures on models?
Posted 8 years ago2015-12-14 21:33:05 UTC
in Lighting error - Help? Post #327779
ZHLT
Posted 8 years ago2015-12-12 22:46:26 UTC
in Lighting error - Help? Post #327770
Ok, so this has something to do with the "opaque blocks light" setting on ZHLT flagged brushes.

I had this set on a few func_walls here and there.

Appears that some brushes do not like this setting. Stripping this off all my brushes that used it fixed the issue. also drastically reduced compile time to remove only this setting from a few select func_walls.

And, to be clear, none of the brushes in the screenshots had this, this was set on some crates and rocks across in other areas of my map.
Posted 8 years ago2015-12-12 21:46:26 UTC
in Lighting error - Help? Post #327769
I'm getting a weird lighting error in a HL1 map of mine, essentially I am seeing some light coming through a large portion of my level at about a -30 degree angle, as well as some light spots appearing. The angle does not match my light environment.

Additionally, my texture based lighting seems to not be appearing, or working correctly.

This is on a final compile, full vis, extra rad and no errors in the compile process.

I am able to compile other maps fine without this problem, using the same texture set and the same light emitting textures and the same light environment settings.

Has anyone seen anything like this before?

What should I be looking into?
User posted image
User posted image
User posted image
Posted 8 years ago2015-12-04 23:16:36 UTC
in A keyboard Post #327672
Just something I made a few years ago at WASD keyboards:

http://www.wasdkeyboards.com/

They used to have a bit more of a robust web editor, but nowadays you can design in illustrator so that works as well. :)
Posted 8 years ago2015-12-04 20:13:33 UTC
in A keyboard Post #327668
Figured you guys might like this.

Source LD keyboard:
User posted image
Posted 8 years ago2015-12-01 16:36:15 UTC
in Scientist animations? Post #327618
I'd like to have a scientist who is idling in the animation named "idle1", and the have him play the animation "wave" every 8 seconds and have that continue over and over - in idle1, wait 8 secs, play wave, back to idle1, wait 8 seconds, play wave and so on...

Is there a way to achieve this?

I was trying to set this up with a scripted sequence, or scripted sequences, and wasnt getting any results. Is there an example of this type of thing somewhere with single animations breaking up a looping animation?

Thanks :)
Posted 8 years ago2015-12-01 13:11:42 UTC
in special entity "game_playerdie&quot Post #327610
You can put as many entities as you like in the exact same space/coordinates.

You need to work on a way to get an entity to trigger/fire when the player dies. Once that happens, you can accomplish any version of the things you have been asking for.

What I wrote above was just one hacky method I thought of, there are certainly others that might be worth trying as well.
Posted 8 years ago2015-11-30 13:48:26 UTC
in special entity "game_playerdie&quot Post #327600
Did you try this:

[quote]
there is probably a complicated work around hack to check if the player is alive.

Something like:
  • Cover player traversible space in large trigger_multiple(s)
  • have trigger multiple target a counter and re-set it to 0 ( do this every second by setting the delay before reset on the trigger multiple to 1).
  • Every 1.5 seconds increment the counter in any method you choose.
  • When the counter reaches some number (like 2 or 3) target the player has died entities.
Essentially the player being alive would be resetting the counter to 0 so that the death sequence can only play when the player is dead and no longer resetting that counter to 0.

you could compress the timings, and the counter to smaller time frames, but it would have a great chance of errors (perhaps)[/quote]
Posted 8 years ago2015-11-30 10:26:01 UTC
in special entity "game_playerdie&quot Post #327595
Assuming you want to stop, and not pause a multi_manager:

If you have a method to fire logic when the player dies (perhaps try the method with trigger_multiples and counters I mentioned above) then yes, you can do that.

It will be complicated but it would work:
My memory is that killing a Multi_manager causes a crash, so....

The basic idea would be that you put something between your multi_manager and the things it is targeting which can be switched off.

So your multi_manager(MM) should be set up like this for each output:

MM --> Trigger_multiple ----> Thing you want the MM to target.

(you could use lots of things in place of that trigger_multiple, take your pick, but use a new unique trigger_multiple like entity for each output the MM is making).

Now, once your MM is all set up and running fine with that method do this:

When the player dies, use multisource(s) to lock and disable all of those trigger_multiples you made. By doing that, the MM will effectively be stopped.

Alternately, you can kill them with trigger_relay's, but they wont work again until you reload.

lastly, you could theoretically pause the action by not using a MM at all, and just making a string of triggers and entities that go from one to another.
Posted 8 years ago2015-11-26 12:21:28 UTC
in special entity "game_playerdie&quot Post #327551
there is probably a complicated work around hack to check if the player is alive.

Something like:
  • Cover player traversible space in large trigger_multiple(s)
  • have trigger multiple target a counter and re-set it to 0 ( do this every second by setting the delay before reset on the trigger multiple to 1).
  • Every 1.5 seconds increment the counter in any method you choose.
  • When the counter reaches some number (like 2 or 3) target the player has died entities.
Essentially the player being alive would be resetting the counter to 0 so that the death sequence can only play when the player is dead and no longer resetting that counter to 0.

you could compress the timings, and the counter to smaller time frames, but it would have a great chance of errors (perhaps)
Posted 8 years ago2015-11-25 08:54:43 UTC
in Models crash Hammer - help? Post #327536
Thanks for the help guys, I got it sorted. Alberto's fix works, and I can see the models in my hammer 3D view without crashing.

His FGD mimics what is shown here in snarkpit:
http://www.snarkpit.net/index.php?s=forums&f=3&t=1766
Open the fgd in notepad.
Search for "cycler_sprite" (ctrl+f).
Change the first line for this entity from

@PointClass base(Targetname, Angles) sprite() = cycler_sprite : "Sprite Cycler"

to

@PointClass base(Targetname, Angles) studio() = cycler_sprite : "Sprite Cycler"

Save the file.
Reopen Hammer.
Posted 8 years ago2015-11-24 08:52:26 UTC
in Models crash Hammer - help? Post #327517
Hello there,

I've been working on a single player HL1 map using hammer 3.5.2.

Any time I try and point a env_sprite, or a cycler_sprite to a custom model (.mdl) I have made hammer crashes. Any time I try and load a .rmf that has an entity pointing to a custom model in it Hammer errors out with an "out of memory."

I seem to have read a few places that this latest version of hammer for HL1 maps has issues with custom models - what are the fixes or workarounds to this problem? Do I need to place my .mdl's somewhere special in addition to my mod folder so that hammer can properly understand them?

How can I add custom .mdls to my map?

Thanks for your help.
Posted 8 years ago2015-11-24 08:45:00 UTC
in One-way level transmission Post #327516
Also note, afaik, the "USE ONLY" flag on a trigger_changelevel makes it so the changelevel can only work through scripting/logic. It doesn't actually mean the player can walk up to it and use it. So, no need to hide it away if you have that flag set. Setting that flag will make the changelevel "one way."
Posted 9 years ago2015-11-21 23:35:01 UTC
in back to menu when player dies Post #327504
Use a trigger_multiple.
Posted 9 years ago2015-11-19 18:47:32 UTC
in Scientist sit idle without interruptions Post #327482
You want the idle animation to be sitidle, and the target monster your scientists name as urby said.

Hell stay in that anim until you tell him different.
Posted 9 years ago2015-11-19 14:01:46 UTC
in Can you trigger events based upon a dama Post #327477
I would like to trigger an event based solely on rocket damage - For example X happens when player shoots Y with rocket.

Are there any methods or hacks of triggering anything based off of specific damage types?
Posted 9 years ago2015-11-19 13:59:25 UTC
in Make grunts or player invincible? Post #327476
Is there any way to make the player invincible?

Any way to make a grunt or monster invincible? Or a monster/scientist that can't be killed?

Wondering if there are solutions that do not involve placing a healing (negative) trigger hurt covering the character.

Thanks :)
Posted 9 years ago2015-11-17 08:23:37 UTC
in Monster_turret in wrong idle at start of Post #327459
My solution for archive sake:

Why this was happening wasn't quite clear, but it seemed like it has something to do with ceiling mounted turrets that start in the same PVS that the player spawns.

Regardless, my solution was to use a scripted sequence to put the turret into its idle pose at the start of the map. The turret now holds the expected pose and look until targeted with logic and then acts normal.
Posted 9 years ago2015-11-17 08:19:26 UTC
in back to menu when player dies Post #327458
If killing the multi manager directly with a relay doesn't stop it, then kill the entities that the multi_manager targets.

Alternately, set up a unique relay as an intermediary between the multi_manager and each of its targets, and kill those relays to stop the logic.
Posted 9 years ago2015-11-16 08:57:01 UTC
in back to menu when player dies Post #327449
You CAN trigger things when the player dies afaik.

Read here:
http://twhl.info/wiki.php?id=1081

Basically, give an entity the name game_playerdie, and it will fire when the player dies. You can then use that to run logic that will return the player to the menu, or any other scripting you have in mind.
Posted 9 years ago2015-10-07 07:14:25 UTC
in Monster_turret in wrong idle at start of Post #327217
Yeah I saw the same thing when i looked through the entity setting for the turret in the training map for HL1. There are no strange settings. (fwiw, that turret in the training area looks fine to me).

One other bit of info is that if I noclip into the void and back to the room i have my turret in the turret is then fixed when I return. Its as if there is an issue with its very first initial state upon load of the map, and changes in the PVS fix it.

Its an odd issue.

Appreciate the help so far :)
Posted 9 years ago2015-10-04 17:53:19 UTC
in Monster_turret in wrong idle at start of Post #327205
Yes, sorry, it looks like it is upside down. BUT, I have it set to be "ceiling mount" already. After it has been activated and/or folded back up deactivated it looks as expected.

This describes my problem exactly: "I think it means that you can see inner parts of turret under ceiling when a map has been started. It's a common issue. Probably he should try to set angles for it."

Are there any flags that need to be set to go along with the ceiling mount option? What angles should it have?
Posted 9 years ago2015-10-02 09:50:04 UTC
in Monster_turret in wrong idle at start of Post #327146
I've been trying to solve an issue with monster_turrets (and miniturrets) I am having while making a HL1 map.

This is for a ceiling mounted turret.

The turret appears to be in a bad idle pose when my level starts. The moment the turret is activated or deactivated it looks normal for the rest of the game.

Its almost as if the default idle pose is not setting correctly.

Has anyone seen this before?

I can't see what flag or setting might affect this. (and i've tried them all)

Thanks :)