Forum posts

Posted 17 years ago2007-08-01 16:11:39 UTC
in Now Playing: ... Post #230991
Paolo Conte - Max
Posted 17 years ago2007-08-01 16:07:51 UTC
in Transparant texture Post #230989
No it doesn't. Nevermind, i got. :)
Posted 17 years ago2007-08-01 15:58:59 UTC
in Transparant texture Post #230987
I followed this tutorial: http://www.snarkpit.net/editing.php?page=tutorials&game=HL2&id=213
But the black parts in the texture appear black in Hammer and in VTFEdit.

I have this in the VMT:

"LightmappedGeneric"
{
"$basetexture" "sts_121/obtr_et_srb_lp/metaltruss1"
"$translucent" 1
}

What am i forgetting/doing wrong?

Edit: Nevermind, i fixed it. I was saving the file as .bmp, not .tga. :/
Posted 17 years ago2007-08-01 13:49:39 UTC
in Now Playing: ... Post #230978
Picard Song

Captain, Jean-Luc Picard! Of the U.S.S., Enterprise.
Captain, Jean-Luc Picard! Of the U.S.S., Enterprise.
Mak-mak-mak-mak-make it so. Make it so.
Mak-mak-mak-mak-make it so. Make it so.

Damok, and Jelad. At. Tenagra.
Posted 17 years ago2007-08-01 11:32:21 UTC
in compile error(s) Post #230968
Use my compiler front end and never run into problems like that again. :)
Posted 17 years ago2007-07-31 06:48:29 UTC
in Design an Emoticon! Post #230853
User posted image
is much greater than
User posted image
Yeah, why don't we use the actual game icons for the map vault?
Posted 17 years ago2007-07-30 06:22:32 UTC
in Ridiculously Long VIS Compile Time Post #230760
Those screenshots are evil. :r
Posted 17 years ago2007-07-29 16:14:51 UTC
in [UTILITY] Compilator 3 Public Beta Post #230660
True that, so forget that. :roll:
Posted 17 years ago2007-07-29 08:34:44 UTC
in Ridiculously Long VIS Compile Time Post #230623
Actually, 5 minutes is not that long, i've seen longer...

You may have some serious complex brushwork in your map. Converting those into func_wall might actually decrease the compile time. Use with caution though, as func_walling may cause higher r_speeds, since they're rendered quicker.
Posted 17 years ago2007-07-28 07:15:39 UTC
in [UTILITY] Compilator 3 Public Beta Post #230481
Finally a positive reaction.
Im glad you like it. :)
Posted 17 years ago2007-07-27 07:47:18 UTC
in [UTILITY] Compilator 3 Public Beta Post #230417
Main goal was to design an easy to use/setup front end to help beginning mappers, since Batch Compiler maybe difficult to set up/use for those who've never even used a front end.
Experienced mappers may also find it usefull since it also has a advanced option, giving you access to all the parameters. Novice mode only has the essential stuff. Since Batch Compiler maybe difficult to set up/use.

So far the reactions are dissapointing though. :(
When i was showing development screenshots during its development, people were actually excited about it. Can't really see that now.
Posted 17 years ago2007-07-26 15:38:01 UTC
in [UTILITY] Compilator 3 Public Beta Post #230370
Speaking of useful tools, I thought it would be nice to paint light using a post-compile tool to alter the light of a map, so you can fix those sharp points, or soften the light for more a subtle look. It doesn't take out the lighting process of the compile, because you need something to work from. Its just a thought because I sometimes get frustrated when a collumn isn't looking round and stuff like that.
Lol. Thats pretty complicated.
Posted 17 years ago2007-07-26 14:57:45 UTC
in [UTILITY] Compilator 3 Public Beta Post #230367
No. Think about it. Do you think its really needed? Its purpose i to compile maps. Thats all. No fancy graphics needed.
Posted 17 years ago2007-07-26 14:49:45 UTC
in [UTILITY] Compilator 3 Public Beta Post #230364
No eye candy, But that dont matter if it works properly
Its a Front-End. It doesn't need eye candy. Check out Nem's BatchCompiler. No eye candy there as well.

Actually, Rimrook, i already asked Hunter to design the icons. I wonder why i did that, i asked you first. Sorry. But design them anyway, and ill figure out a way to get yours in the app as well. I can design a random function so that both your icons are randomly applied.

Try it out please. :)
Posted 17 years ago2007-07-26 14:35:13 UTC
in [UTILITY] Compilator 3 Public Beta Post #230358
Whats wrong with it then? Care to explain?
Posted 17 years ago2007-07-26 13:11:45 UTC
in Gordon's Height / How to change? Post #230353
Its possible, but it would require coding. Don't ask me how.
Posted 17 years ago2007-07-26 12:51:13 UTC
in Making monsters redo a scripted sequnce Post #230350
Use the idle animation property of the scripted_sequence. For a list of idle animations, open the zombie.mdl file in Jed's Model Viewer, pick the one you want and fill the name of the animation in idle animation property field.
Posted 17 years ago2007-07-26 11:59:23 UTC
in [UTILITY] Compilator 3 Public Beta Post #230347
The Compilator
Development thread

---------------------------------------

What is Compilator 3?

Compilator 3 is a Front-End Compiler to ease the process of compiling your Half-Life 1 maps. Also supports other HL1 based mods. It does not support Source Games and Source mods.

---------------------------------------

Notable features:
  • Profile system. Every game or mod has its own profile with its own individual settings
  • Automatic .log viewer
  • Wadinclude your custom wads with ease
  • Configurable global hot keys. Press a key and your map will compile even if Compilator 3 is not the active window. Same goes for launching a map
  • Supports Vluzcan's Half-Life Tools
---------------------------------------

Current Version

The current version is 3.0.00 (Beta 1.5), Released October 16th, 2013.

---------------------------------------

Screenshots
User posted image
User posted image
User posted image
User posted image
---------------------------------------

Downloads

Compilator 3 Version 3.0.00 Beta 1.5

[b]IMPORTANT! Compilator 3 requires .NET Framework 3.5 or higher to be installed. You can get the .NET Framework 3.5 here.


---------------------------------------

Bugs, glitches and other issues

If you find bugs, glitches or experience any unexpected behavior, submit a bug report (Help menu, Alt+B).

---------------------------------------

Final notes

If you have any suggestions to make Compilator 3 even better, go ahead and e-mail them to me. I'm always open for suggestions.

I hope you find my tool useful. :combine:
Posted 17 years ago2007-07-25 07:15:15 UTC
in Map/Mod of the Month : July Post #230235
Don't only vote for the newest maps, there's many more good stuff in the Vault. Just don't look at the first page only, browse the list!
Posted 17 years ago2007-07-24 15:35:53 UTC
in hmmm. my maps arent saving as .bsp Post #230135
That is actually an old error that is only created by the Q tools. This error wil fix itself once you use ZHLT. So switch to ZHLT first.
Posted 17 years ago2007-07-21 13:24:27 UTC
in (noob) need help with compliing Post #229853
Never download prefabs from cheap prefab sites. Pretty much 95% of all those prefabs are full of errors (off-grid vertices, invalid solids and the like)
Best is to make your own.
Posted 17 years ago2007-07-21 09:01:40 UTC
in Design an Emoticon! Post #229835
Like i said, they were made for Rims compo, there was no 15x15 px rule at that time...
Posted 17 years ago2007-07-21 08:58:52 UTC
in Design an Emoticon! Post #229833
Posted 17 years ago2007-07-20 16:59:42 UTC
in Strange graphical problems Post #229730
I think this is a GPU related problem. Something similar happend to me before during the making of Half-Life: Uplink Extended: http://www.themightyatom.nl/screenshots/graphics_bug.jpg

Cause: The entire fan and heatsink of the GPU was covered with dust. The heat generated by the GPU could'nt escape and basically was overheating the GPU. When the GPU is getting too hot, these strange graphical artifact usually appear.

So, open up your case, check your GPU fan and heatsink and clean any dust you'll find. And while you're at it, might as well clean your entire case. Better be safe then sorry. :)

Edit: if all that didn't fix it for you, delete your config.cfg file from the HL2/cfg folder and CSS version. I doubt that this has anything to do with console commands...
Posted 17 years ago2007-07-20 10:23:16 UTC
in Creating duplicate env_steam entity Post #229660
Hmm, what about this:

Add in an option to browse for a custom material for env_steam entity itself, not its copy. Just take a look at a similar entity that does have the option for specifing a material/texture and copy that code to the env_steam code. That way you don't have to copy the entire env_steam code and changes all its variables and names. Would that be easier?
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 17 years ago2007-07-18 16:43:47 UTC
in LED effect (lighting) Post #229492
Yep, an env_glow or env_sprite would do it.
Posted 17 years ago2007-07-18 12:43:30 UTC
in Your favorite weapon! Post #229466
I actually like the weapons and gadgets from No One Lives Forever (1).
Posted 17 years ago2007-07-18 10:40:04 UTC
in Creating duplicate env_steam entity Post #229453
Search for the env_steam entity.

Source files are:

steamjet.cpp
steamjet.h
c_steamjet.cpp <-- this the file with the hardcoded materials.
Posted 17 years ago2007-07-18 08:57:17 UTC
in Custom Steam Background Map Post #229449
All maps were crashing when i tried to load them in my mod. Those dlls were borked.
Posted 17 years ago2007-07-18 08:34:43 UTC
in Custom Steam Background Map Post #229441
FFS! What is this bullshit!

Edit: IT WORKS! :D That stupid "create a mod" wizard copied borked client and server dll's into by bin folder. I removed those and copied the client and server dll's from the original hl2/bin folder into my bin folder. That did it!

:D
Posted 17 years ago2007-07-18 08:19:25 UTC
in Custom Steam Background Map Post #229438
Great! :D
Ill check it out now. :)

Edit: nope, we both have the exact same entities (only different names) but your map crashes as well.

Wtf?
Posted 17 years ago2007-07-18 08:13:19 UTC
in The Free Texture Thread! Post #229436
Nice texers, strider!
Posted 17 years ago2007-07-18 08:09:41 UTC
in Creating duplicate env_steam entity Post #229435
Actually, the sooner the better.
Posted 17 years ago2007-07-18 07:59:51 UTC
in Creating duplicate env_steam entity Post #229430
they did release the source code compatible with VS2005...are you using that one?
I think so. Filename was something like vs2005_everything.sln. Still, even with no single changes made to the code, the compile fails and gives me errors.
Im using Visual Studio 2005 Team Edition, btw, not Express...
do i just duplicate it and hit compile?
Duplicating and compiling it straight away would'nt work, because there are duplicate functions (CSteamjet). It should be renamed. I don't know. C++ = crap.

But if you can get it to work, then awsome! You'll deserve credits. :)
Posted 17 years ago2007-07-18 07:51:54 UTC
in Creating duplicate env_steam entity Post #229427
Posted 17 years ago2007-07-18 07:45:52 UTC
in Creating duplicate env_steam entity Post #229425
Nice! But it doesn't say it'll include a updated env_steam entity with the choose a custom material property. I hope it does, though.
Posted 17 years ago2007-07-17 17:18:07 UTC
in Creating duplicate env_steam entity Post #229367
:(

So i guess its:
STS-121 Launch: delayed. :(
Posted 17 years ago2007-07-17 17:10:45 UTC
in Custom Steam Background Map Post #229365
Ok. I went to my WINDOWS/fonts folder and copied arial.ttf to my modfolder/resource folder and renamed it halflife2.ttf. That works!

Now for a background map, it still crashes on load...
Posted 17 years ago2007-07-17 15:59:49 UTC
in Custom Steam Background Map Post #229360
(Menu Font issue fixed)

I also an issue with a 3D background map. I created a simple box, just for testing, added a point_viewcontrol, info_target and an OnMapSpawn trigger with the Enable input for the point_viewcontrol, fired from a logic_auto.
But after the Valve intro movie, the game crashes with a memory could not be read error. I did everything that was said here: http://developer.valvesoftware.com/wiki/Menu_Background_Map#Testing_chapterbackgrounds.txt

Fucking menu's! :@
Posted 17 years ago2007-07-17 15:38:40 UTC
in My theory Post #229359
You can only edit your own last post.
Posted 17 years ago2007-07-17 15:20:10 UTC
in My theory Post #229356
Edit button, redka.
Posted 17 years ago2007-07-17 12:59:19 UTC
in hint Post #229334
Doesn't matter. Just one face.
Posted 17 years ago2007-07-17 12:52:07 UTC
in hint Post #229331
To get hint brushes working, you must apply the hint texture to all but one faces, and apply the SKIP texture on one face, plus, it must be placed properly. If misplaced, you can get even higher r_speeds.
Posted 17 years ago2007-07-17 12:37:42 UTC
in Pre-disaster mods? Post #229326
Pre-disaster = before the Black Mesa incident/Resonance Cascade.
Scientist and barney's never folow you in pre-disaster.
Posted 17 years ago2007-07-17 11:58:56 UTC
in Creating duplicate env_steam entity Post #229318
I need to duplicate the env_steam entity. The env_steam entity lacks the option of specifying a custom material. Its default material (particle/particle_smokegrenade and sprites/heatwave) are both hard coded in its source file (c_steamjet.cpp).
Screenshot: http://www.themightyatom.nl/screenshots/env_steam_materials.png

The only way to force an env_steam entity to use a different material, is to actually replace that material (particle_smokegrenade) with your own. Thats how i got a different exhaust flame for my SRB's (Thread).

The problem is that many more things in Source use that same material, like:
  • the smoke plume from RPG rockets
  • the smoke that appears when you shoot at walls
  • the smoke that appears when you launch an SMG grenade
  • and of course other env_steam entities for normal smoke
All these now have the flame material. Pain in the butt.

Now i would like to duplicate the env_steam entity, and rename it env_exhaustflame or something, just for the exhaust flame, while the original env_steam entity code stays unchanged, and i can use that for just normal smoke or jet streams.

However, creating a duplicate of this entitie is very hard for me. I lack C++, the project doesn't open in Visual C++ and compiling in Visual Studio 2005 always results in errors, even with no changes to the code.

So is there anyone out there, capable of creating a new entity (env_srb_exhaust) based off the original env_steam entity, with only one change: a different hard coded material (sts_121/exhaust_flame)?
Screenshot: http://www.themightyatom.nl/screenshots/env_steam_new_mat.png

I know this sounds tough, yet its very simple:
  • A duplicate of the env_steam entity.
  • Different entity name for use in the fgd (env_exhaust_flame)
  • Different hard coded material (sts_121/exhaust_flame)
So this:
http://www.themightyatom.nl/screenshots/env_steam_materials.png
becomes this:
http://www.themightyatom.nl/screenshots/env_steam_new_mat.png

Bah. If only Valve could add the option for the env_steam properties to specify a custom material, rather than just stick with its hard coded material, things would be so much easier. But noo...... :/

My whole Space Shuttle launch in Source mod depends on it!
Posted 17 years ago2007-07-17 11:18:15 UTC
in My theory Post #229309
Enter r_speeds 1 in the console.

At the top left corner, a bunch of numbers should appear. You need to look at the third one: ## wpoly. wpoly = world polies, everything that being drawn by the engine at that time. The lower the wpolies, the better.
Posted 17 years ago2007-07-17 11:08:11 UTC
in My theory Post #229306
Its r_speeds you need to look at, not fps.
Posted 17 years ago2007-07-17 09:45:53 UTC
in Just a QUESTION. Post #229297
USE THE EDIT BUTTON, KID! FFS.