Forum posts

Posted 8 years ago2016-02-07 16:14:54 UTC
in How to make this following things in VHE Post #328754
There's already tutorials and example maps, do some reading and play around, it's how you learn the best!
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-07 03:02:54 UTC
in Map of Various Things Seen in Half-Life? Post #328739
Haha feel free huh? Browse the example maps or search the forums :hammer: :walter:
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-07 01:02:37 UTC
in NPC Opens door. Post #328737
Are you scripting them?
Place info_nodes around the floor, and assign them to a squad. They'll be a bit smarter.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-06 21:50:45 UTC
in How to make this following things in VHE Post #328733
Make when you arrive to a part of a map,appear a black background and send u to menu background of mod
Multi_manager that triggers an env_fade, and then a trigger_endsection
When you kill a NPC,appear a message saying something like this:"Mission failed or dont kill him
A Scientist or a Barney has a Trigger Condition field, and a target field. Set the Trigger Condition to "death", and set the target to a multi_manager that triggers an env_fade, and a game_text - you might want a player_loadsaved too.
When do u kill every NPC's of a map,the map finishes
Use a multisource to trigger a multi_manager to end the map. Have each of the NPCs target the multisource upon death.
The multisource will only trigger the multi_manager when every entity tied to it, has triggered.
how to make correctly the changelevel
Search Result!
Try all those out and let us know how it goes
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-06 20:40:33 UTC
in Disabling the Training Room in Mods Post #328732
Hahahaha Wow i didn't know any of that. good info Shepard!
Option 4) Make a training map?
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-06 20:37:49 UTC
in NPC Opens door. Post #328731
Not sure, but the gag works for me. Make sure to click "apply" after changing anything.
This may be too little too late, but here's that mockup i was talking about - I had to add descriptions and stuff.
http://twhl.info/vault.php?map=6089
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-06 20:35:52 UTC
in Map problem Post #328729
In your mod folder, there should be a file called liblist.gam. Open that up with notepad and edit it to fit your mod / maps.
For example, this is the one located Half-Life/Valve:
User posted image
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-06 20:33:03 UTC
in [Spirit of Half-Life 1.8] Change "N Post #328728
perfect! glad to hear
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-06 19:28:52 UTC
in Sledge (Hammer Alternative) Alpha Build Post #328727
Yeah Here's an example i just ran into. Here's a simple brush with a 45 degree fillet cut into it. Alt-right-clicking across a 45 degree angle skews the texture infinitely.
Original Face:
User posted image

After Application:
User posted image


If it's not a 45 degree angle, the texture manages to wrap around but the texture is stretched and is not properly aligned to the face.
Stretched
User posted image

Manually Aligned to Face
User posted image
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-06 15:55:50 UTC
in Map problem Post #328722
Did you edit the mod cofig text file?
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-06 15:39:37 UTC
in Models not visible after load from save Post #328720
Delete your save file and try it again
I remember saves being weird during delevopment.
That or open vanilla HL and do a quicksave
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-06 15:33:45 UTC
in [Spirit of Half-Life 1.8] Change "N Post #328719
Does this help at all?
http://twhl.info/vault.php?map=5236
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-06 14:32:00 UTC
in NPC Opens door. Post #328718
Yeah I just had a quick setup and i got it working well enough but it's sketchy at best and I think the whole thing may require a multimanager to handle special effects.
I'm gonna try BSP viewer, i've never done that before...

I made my Retinal Scanner a func_button and i set it's master to the scripted_sequence. The scripted_sequence triggers the button which unlocks the door. It also blinks and plays the sound (power deadbolt 1).

The issues are:
1) there's no 'scanning' sound, only the unlock sound after the scanning process is complete
2) the button only functions after the scripted_sequence completes, which doesn't look great at all.
[blue]---------------EDIT---------------[/blue]
Yeah i checked out map c1a0d, and it's actually a pretty complicated multimanager setup for those retinal scanners.
There's actually 2 scripted sequences used here. One has the scientist walk up to the scanner and then target a multimanager.
That multimanager targets the retinal scanner multimanager and also starts the scripted sequence of the "retina" animation.

The retinal scanner itself is a func_wall with that special texture applied to it. The multimanager triggers that scanner about 15 times, toggling through the animations while the scientist is scanning.
It also targets a sound "retinal blip" about 20 times, on and off for the scanning action.

After all that, the door opens.
Also there's an invisible func_button in front of the scanner that just triggers the 'access denied' sound.
Maybe i'll make up an example map
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-06 13:45:57 UTC
in TWHL World - Community Project Post #328716
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-06 13:44:18 UTC
in TWHL World - Community Project Post #328714
everyone can access it, you don't need to sign up for anything, all i need is your email address so i can give you permissions.
Send me a PM and i'll give you permissions

yeah that too, that version is in there
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-06 13:31:35 UTC
in Passable cycler? Post #328709
cycler_sprite
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-06 13:31:20 UTC
in TWHL World - Community Project Post #328708
We're using spirit. Everything you need is in the google docs folder
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-06 06:24:02 UTC
in Post your screenshots! WIP thread Post #328692
Dude! Nice! Thats the direction i want to go too! Id like to model a wall or something and then bake the texture to a flat surface to generate diffuse and normal maps! Awesome work!
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-06 06:21:57 UTC
in Disabling the Training Room in Mods Post #328691
Not sure about the selection but you can set the training room to just be the first level. In the cfg file i think
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-06 03:31:50 UTC
in NPC Opens door. Post #328688
Scripted_sequence:
http://twhl.info/wiki.phpid=159
And
http://twhl.info/tutorial.php?id=53

Barney's action animation will be "retina"
The" target" field in the scripted_sequence can trigger a multi_manager that triggers the door and then another scripted_sequence that makes barney walk back. Mess around with the delay to get the timing right.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-05 15:05:20 UTC
in Model advices Post #328679
Ok go here: http://www.wunderboy.org/apps/jhlmv.php
And grab the model viewer, decompile tool, and the guistudio tool.

Open the model viewer and setup the decompile tool location. Open your model and decompile it. Then you'll have access to the base files like the mesh, QC script, and texture.

Darken the texture and then recompile using guistudio. (open guistudio, open the qc, press compile)
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-05 13:03:27 UTC
in Model Animation Problem "help requi Post #328675
Hey man i should have some time this weekend to skype or teamspeak.
What time zone are you in
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-05 12:42:56 UTC
in Model advices Post #328674
Easiest way would be to decompile it, modify the texture, and recompile. Also make sure the root bone isnt stuck in a wall so it recieves light information during map compile.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-04 23:29:11 UTC
in Spirit of Half-Life and on/off Post #328668
neat!
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-04 23:15:00 UTC
in TWHL World - Community Project Post #328666
Yeah. The deadline is for first drafts - and at that point, i'll be locking out entrants.
Then i'll give another deadline for the final drafts.

I just started my entry too so don't worry. I didn't have good inspiration until last night and i had to put everything on paper first.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-04 13:30:37 UTC
in env_global - variables across many maps? Post #328660
I think the globals arent read unless something is trying to be triggered. I don't think the engine scans through the variables and decides whats on or off.. A trigger seems like an impulse, a single event.
The global was set in one event, but since we changed maps, there needs to be another event action/impulse that tries to read the data.
I tried probably 8 different setups but only the trigger auto worked.
Seeing as how you need to transition maps anyway, the trigger auto serves as our impulse event to try and read that global on map change.
Also this setup is for an automatic trigger.
If you wanted to open the door with a button, you need to trigger a multisource that reads the global variable
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-04 13:11:54 UTC
in NPC Opens door. Post #328662
What you're looking for is the scripted_sequence entity. To make barney use a retinal scanner, put a scripted_sequence in front of a scanner (set its angles to face it too) make him use the action "retina"
You can then trigger the door to open separately or use the animation action.... Which idk what that is right now, ill have to check the qc.

The sitting scientists need to be told to sit... Also with scripted_sequences. They're standing because thats the default behavior.

As far as the speech, modify the sentences.txt to only inclide the lines you want him to say.

Although now I'm not sure how I'm going to make that work between levels. That's my problem though not yours
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-04 12:31:20 UTC
in TWHL World - Community Project Post #328661
No need for that. I dont think.
I'll be doing the final compile on all the maps to link them back to the hub world so ill be handling resource organization.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-04 00:43:40 UTC
in Sledge (Hammer Alternative) Alpha Build Post #328655
Also PB investigate the alt right click feature? If there's brushwork off the main X Y or Z planes, the textures don't wrap properly.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-03 23:35:37 UTC
in env_global - variables across many maps? Post #328650
Hey Dallas I did dome additional research and testing; I have it all figured out now. I was totally wrong before.

Here's your setup:

[blue]-Map 1-[/blue]
Entities Required:
func_button
Target: env_global name
Delay before reset: -1

env_global
global state to set: unlock_door
trigger mode: on
Initial state: off

The button or trigger works best as a one-shot so you can lock the "on" state of your trigger (don't have the button reset).
"Global State to Set" is essentially a variable name. You'll want to keep track of these global variables on a notepad or something so you don't overwrite anything.
"Initial state" is easy enough to figure out; The global variable will default to off.
"trigger mode" is which state you want to set when the env_global is triggered. So when we trigger this env_global, the variable "Unlock_door" will be set to "on" (or 1).

[blue]-Map 4-[/blue]
Entities Required
Multisource
name: door_master

trigger_auto
delay before trigger: 1
target: door_master
global state to read: unlock_door (the global variable)
trigger state: off
Flags
Remove On Fire: FALSE![Important!!]

func_door
master: door_master

Ok the important thing to note here is things just don't happen automatically and we need that trigger auto. The trigger_auto activates 1 second after the map loads (this happens every time which is why it's important to un-tick the "remove on fire" box, else it'll only trigger once). When the trigger_auto tries to fire, it will check the status of your global variable. If the global variable is set, the multisource will become active and this will unlock the door and make it usable.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-03 01:57:57 UTC
in Func-tank for turret Post #328636
hmm yeah i just tried it (took a few hours to d/l hl2)
and i can get the tank to make sounds but no bullets come out.

I've done automated turrets in the past but never any player controlled ones. this is interesting.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-02 15:17:50 UTC
in env_global - variables across many maps? Post #328635
I think you need the same global in each map that references the data. So if you're only using that trigger in maps 1 and 4, map 1 and 4 should have the same global.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-02 03:04:30 UTC
in Func-tank for turret Post #328631
create a brush entity, func_tank, name it something fun. Create a trigger brush entity, tie it to a trigger_multiple and name it tank_controller. its gonna be the func_tanks control volume.

So you need to stand in the control volume and use the func_tank.

play around with those settings. I don't have hl2 installed on this laptop (and im out of state for work right now)
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-01 16:57:51 UTC
in Func-tank for turret Post #328615
Ah sorry. Missed that. What issues are you having exactly?
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-02-01 12:27:32 UTC
in TWHL World - Community Project Post #328609
Id appreciate that. I won't have access to my computer for the next week
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-31 23:29:27 UTC
in Ignore "Bad surface Extents"? Post #328602
Im assuming you want whatever effect makes the compile fail? What exactly are you trying to do
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-31 22:36:34 UTC
in Func-tank for turret Post #328601
Posted 8 years ago2016-01-31 04:55:39 UTC
in TWHL World - Community Project Post #328581
Yeah. Help the scientists and barneys and gordon get back to Earth . where ever your player start is, thats the start.
Set up an exit teleport somewhere,that's the end.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-30 22:08:16 UTC
in TWHL World - Community Project Post #328573
Not sure. It works fine on my end. I just loaded the mod and then hit quit. I didn't load a map though...
Does this happen for anyone else?
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-30 21:57:10 UTC
in Model Animation Problem "help requi Post #328572
sure thing. Looks like a UV problem. You can fix those in real time easy enough.
User posted image

The uv was a bit off. You don't want vertices near the edge of the UV, things get weird. I moved them in a bit and tried my best to fix the seam in the hair, but you still need to blend her cheeks a bit.
User posted image

This is a bad UV map really, but it'll be hard to get the front of the boot correct without a front facing boot texture.
I'd also recommend just removing the white sheen from the boot sole. Just make that a grey/black gradient. it looks good though! You're almost there
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-30 16:00:53 UTC
in Model Animation Problem "help requi Post #328564
I think you're gonna have to open the Female model, delete the skeleton (armature) and then import the regular biped. Then you need to parent the mesh to the skeleton.

So everything will be named properly, and then you might be able to use a modified male scientist QC to get everything compiled.

And no, i do not understand the code, or how it references bones. I'm still new at modeling myself. I understand the workflow well enough but not the intricacies.

Middle mouse click rotates the camera.
Exporting and compiling the model: https://youtu.be/5bVaXu4Biz8
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-30 15:52:17 UTC
in Model Animation Problem "help requi Post #328562
IK rigs in goldsource: https://youtu.be/PBLnzWSp8ug
Animating with IK rigs: https://youtu.be/BFRILc_xaug
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-29 21:46:05 UTC
in Model Animation Problem "help requi Post #328557
You can add an IK rig to an existing bone structure without adding the helper bones! It has no ill effect on the compiled model, it just helps set the positions of multiple bones at once.
In that video, the bones hanging out in front of the knees help with rotation but you can always tweak whatever is needed after the main pose has been set.
On the valve biped, select the foot and add a bone modifier - IK. Play around with it. You don't need to set the helper bones.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-29 14:45:36 UTC
in Model Animation Problem "help requi Post #328551
Right well in an ideal world, each finger would have its own IK rig between the finger tip and the base knuckle. Then each arm would have an IK rig from the wrist to the shoulder.
So a model may have say... 14 IK setups? (including legs)
So you would move the wrist where you want it to be (the elbow and shoulder will bend and rotate as needed), then curl the fingers as you see fit.

You can assign a tracking target to the eyes that only affect rotation, so you essentially move target where you want the dude to look and the eyes point at it.

Of course, this is all easier said than done but it's well worth it if you're making a lot of animations.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-29 14:11:12 UTC
in Door Locked and Opened on Trigger Post #328549
Here's an example map too:
http://twhl.info/vault.php?map=6046
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-29 14:09:26 UTC
in Help with scripted_sequence. Post #328548
I think Unq is on the right track here. But also check to make sure barney is capable of playing that animation. Open him with HLMV and check his sequences or you can always check the developer output to see if something else is happening.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-29 13:56:29 UTC
in Game Crashes when Player Looks in Direct Post #328546
Uh... That's interesting... I have some questions:
Is this Half-Life?
WON or Steam?
Custom map or Story maps?
Have you coded anything?
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-29 13:52:36 UTC
in Model Animation Problem "help requi Post #328545
It really isn't all that bad Urby :)
Honestly you sketch out the main action points within your animation and you move parts around until it's kinda there.
Save
Then fiddle with it until it looks alright.
Save again.
Then fiddle some more and realize it looks awful now, so you revert back to your second save and call it a success.

For simple animation changes, it's honestly not worth the hassle of setting up an Inverse Kinematics rig because they're a bit of a pain to setup. Especially on your first try... BUT THEY'RE SO FREAKIN' COOL when you get them working right. And they really do make things easier.

Perhaps that'll be a nice video tutorial for Blender: Setting up IK on the Goldsource Biped
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-29 02:33:18 UTC
in Model Animation Problem "help requi Post #328537
Ik is inverse kinematics. Basically you can move a foot and the leg will bend to follow.
Old school animating is moving one bone at a time.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-28 12:27:58 UTC
in Model Animation Problem "help requi Post #328524
Alright. I'll see what i can do... in the mean time though...
User posted image
Try enabling local bone rotation, and the rotation widget.

In pose mode, just above the animation timeline, click the arc icon (next to the arrow) and then change "Global" to "Local"

This will allow you to modify the bones based on their own coordinates instead of global coordinates.

Also I recommend working in orthographic mode (5 on your number pad)
and cycle between front, side, and top views (1, 3, 7) (to get back, other side, and bottom views, hit CTRL+1, 3, 7)

Sidenote:
It would be cool to make an IK rig :)
Tetsu0 Tetsu0Positive Chaos