Forum posts

Posted 8 years ago2016-01-27 18:44:35 UTC
in Lighting prop models? Post #328515
Nice! seems easy!
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-26 20:24:11 UTC
in Lighting prop models? Post #328509
No, sorry you must have misunderstood. I meant animation sequence.
If you open a model with HLMV and go to the animations tab, it lists the animation sequences. The first in the list is 0, i think..
But you use that number to control the model animation if used with a cycler_sprite
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-26 18:13:15 UTC
in Lighting prop models? Post #328506
I've been modding GoldSource for years and I didn't know.... XYZ
I learn something new probably 3x a week. and I've been futzing with GldSrc since 2004; Join the club :hammer: :walter:
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-26 16:22:16 UTC
in Lighting prop models? Post #328504
Yeah if you use a cycler_sprite you can choose which sequence to play.
You can't choose one by name however, it's numerical. I'm pretty sure they follow the list shown in HLMV.

Also if you're making static models, I've had success putting moving the root bone away from the mesh edges, so the bone isn't sitting on a brush edge - they seem to get lit better IMO.

The root bone can be named whatever, so long as the mesh is parented to it.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-26 12:26:11 UTC
in Model Animation Problem "help requi Post #328502
Haha glad to hear it! If you have any questions, let me know. Im by no means an expert but ill try my best to help you out.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-26 05:53:04 UTC
in Model Animation Problem "help requi Post #328496
Whew. took me a bit but the solution was simpler than i hoped. I renamed the model "v_rpg_fixed_idle_2.mdl" so you can differentiate it from the old one.

https://drive.google.com/file/d/0B8dRVyeNzOihNlM1Si1LQjBRQ1k/view?usp=sharing

Essentially, i deleted the rocket bone animation keyframes, and moved the default position into the rocket launcher barrel. From there, the rocket just inherits movement from it's parent bone, the launcher.

It all works! :hammer: :walter:

Bonus: https://youtu.be/StfsWz9Svms
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-26 05:48:29 UTC
in Use FGD with Blender - ATTN CODERS Post #328497
Gave this a go today, I couldn't find the exporter tools anywhere. At once point they were built into blender, but not anymore.

I found a few exporters floating around the interwebs but the format is all messed up - crashes sledge upon loading.

Bummer :(
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-25 17:21:30 UTC
in Use FGD with Blender - ATTN CODERS Post #328488
Yeah that's the point of the thread. I might follow that quake tutorial i found but i'd love to see if there's a way to get more lighting info out of blender rather than just point lights.

I am not a student anymore so i can't get 3DS max. I really liked using it but Blender is more appealing to me now.

I also asked Shawn about a wallworm tool for blender and he said his focus is on 3DS MAX so I do not believe that's an option.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-25 16:56:52 UTC
in Use FGD with Blender - ATTN CODERS Post #328485
The blender documentation says it's an export for quake so i'm assuming it'll work pretty nicely.
Also, there's this
And any off-grid issues should be mitigated by importing into Sledge
Also it seems lights have kinda been figured out too:
http://www.katsbits.com/tutorials/blender/map-entities-prep-export.php
Although there are five different types of lighting ("Lamp") object in Blender, "Spot", "Sun", "Hemi", "Area" and "Point", only the latter, "Point" lamps, work in a way that replicates the behaviour of .map based 'light' entities. This means lamp placement in Blender will generally approximate the final outcome of a levels lighting once compiled (lightmaps), without necessarily requiring any additional work in a level editor after-the-fact.
Neat. I can't wait to try this
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-25 14:48:39 UTC
in Use FGD with Blender - ATTN CODERS Post #328482
I've been spending a lot of time with Blender recently, and I can finally say I'm comfortable with the modeling aspect of the program. However there has to be more under the surface and this is why I request an audience with a coder to toss some ideas around.

Built into Blender there is a .map exporter. I haven't played with it, but it exists. That means it's already possible to create some form of a Goldsource map with blender. (To what extent, I don't know, because i haven't actually tried this yet)

So that got me thinking, how far can we go with this? I haven't tried Python, and I'm not great at coding, but would it be possible to export light data with the .map. For example, if you make a map in blender and toss point lights inside blender you can light the level in real-time and then just export the lighting values to be compiled - it won't be perfect but it'll get you close to the final result.

Blender already has point light and spot light objects, and you can even set textures to be emissive - there's your texture lights too. If we could somehow convert blender's light data to goldsource equivalent values it could help take the guesswork out of compiling.

So if that all works (that alone would be awesome) would we be able to take this one step further? Would it be possible to import a fgd into blender and lay down some entities?

In any one of the 3 scenarios, this could add up to a huge time savings when mapping. Brushwork made simple, Lighting made simple, Entities easy to visualize...

So is someone familiar with python or blender addons?
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-25 13:31:11 UTC
in Model Animation Problem "help requi Post #328481
What if you grab blender and give it a shot yourself?
I have a bunch of videos outlining how to set up blender for Hl1 modeling.
https://www.youtube.com/playlist?list=PL9CPpo_1svGNnZI1iPL2peExsuPk3gYWN

If nobody solves this problem before i get out of work, I'll see what i can do.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-24 16:41:49 UTC
in Sledge (Hammer Alternative) Alpha Build Post #328461
Yeah it is alt-right click but Sledge doesn't work as well as blender in that regard. It wraps oddly
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-24 14:31:02 UTC
in TWHL World - Community Project Post #328460
Thanks Loulimi for helping me out and supplying the missing files!
The Drive has been updated.

There have only been 3 people contacting me about drive access though.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-23 19:58:30 UTC
in How to import guns from other GoldSource Post #328453
Alright you still need to code the new weapons into the old game. The QC file is a compiler script that tells the tools how to create the model. It references animations, base meshes and textures to create a .mdl file.

Unfortunately, that's all i know.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-23 19:07:08 UTC
in How to import guns from other GoldSource Post #328451
HLMV has options for decompiling and recompiling models. You need Studiomdl and mdldec programs however. Which are the compilers and decompilers respectively.

you can find both here: http://www.wunderboy.org/apps/jhlmv.php and http://www.wunderboy.org/goldsourceapps.php
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-21 22:42:56 UTC
in Sven Co-op 5.0 Post #328433
that's one kickass entity guide
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-21 00:46:18 UTC
in TWHL World - Community Project Post #328422
Hmm yeah i just purged the mod folder. What exactly is missing
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-20 19:14:42 UTC
in TWHL World - Community Project Post #328418
First drafts due march 1st (around there anyway).
There's no hurry but we don't want this taking 3 years to complete

[b][blue] IMPORTANT !!!
[/BLUE][/B]
Everyone who is participating in the Goldsource version of this mod, please PM me your Email address. I will be creating a shared Google Docs folder containing the mod structure and other important files. I will need to personally grant Read/Write access to each of you.

Rules, guidelines and storylines documents will also be there.
========================================
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-20 17:38:17 UTC
in Is the site dead? Post #328416
There's something new in the vault probably 2x a week
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-20 17:34:23 UTC
in TWHL World - Community Project Post #328415
I, for one would love as many people to contribute to this as possible. Urby, I know you have a full life, but perhaps you have an idea that doesn't fit in with THE CORE or a graveyard map that has potential under the layer of dust.

This will be less of a time sink than creating and organizing an entire mod; it's only a single map.

If you have something by March 1st, great. If not, that's unfortunate but we all understand.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-20 14:25:30 UTC
in TWHL World - Community Project Post #328413
That's a fantastic idea Dallas.
Globals are pretty straight forward.
Like i said, let me know what the individual storylines are and i'll slap them all together.

If we're collecting items, maybe everything needed can be a pulsating, semi-transparent func_illusionary until they're collected
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-20 00:32:51 UTC
in TWHL World - Community Project Post #328402
Help the scientists and barneys trapped in the border world get BACK to black mesa.

Deadline is March 1st
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-20 00:16:32 UTC
in TWHL World - Community Project Post #328399
you have freedom to do whatever you want for your map so long as it is limited to a single map of any size
Map your house, map your friends house, map whatever!
The location doesn't need to make sense.
This border world is a hub for teleports and dimensional rifts that have no specific destination.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-20 00:13:05 UTC
in TWHL World - Community Project Post #328397
Gooooood Evening TWHL!

I made up the mod structure for our [blue]GOLDSOURCE[/BLUE] project. Dubbed for the time being as TWHL Hub.

CLICK HERE TO DOWNLOAD VERSION 001

Again, remember, you have freedom to do whatever you want for your map so long as it is limited to a single map of any size.

Current storyline is as follows:
a portal experiment is damaged and teleports the player and a gaggle of his or her colleagues (and a couple of Barneys for good measure) to a hitherto unknown alien border world. This border world forms the hub as the story sees the scientists urging the player to travel through various rifts in the hopes of finding a way home.
Your level must in some way assist gordon and his crew back home.
PM or post your rough storylines so i can assemble them in some sort of order!
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-19 19:19:45 UTC
in Prospekt Post #328388
:tired: :pwned: oops
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-19 17:31:28 UTC
in Prospekt Post #328385
At least he heard back. I don't even know if Gaben GOT the book i sent him
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-19 16:21:26 UTC
in Prospekt Post #328381
The game is still for sale on steam. Valve is still making a profit on it regardless of the age.
Regardless, I'll have to look into the mod more. If there's at least an hour of gameplay, and there are some positive reviews, it might be worth $10.

IMHO, 99% of mods and community content should be free - a hobby meant to show off your skills or present an idea / storyline without the need to develop an entire game from scratch. It seems like Prospekt is a map pack with some new materials and models sprinkled in.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-19 15:44:40 UTC
in Prospekt Post #328379
Well is it a mod or a standalone game?
If it's a Mod, i don't see a problem with it, so long as you already own the base game.

It is odd if Valve lets the Prospekt team keep most of the income... "Yeah just bundle all the materials and models and code that we spent years developing, go ahead and sell it"
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-18 21:27:35 UTC
in Half-Life: The Core Post #328364
But not for The Core :( Can we get some juicy core screenshot goodness please?
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-16 16:59:13 UTC
in TWHL World - Community Project Post #328300
Alright i found a few free hours.
Can i have some help setting up this folder structure? I copied TWHL TOWER and i'm stripping out the resources.
What is the barebones requirement? It's been a while since i've done this
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-15 20:12:37 UTC
in TWHL World - Community Project Post #328295
The source one can be whatever! I'll take control of the Gldsource one, so you can have full control over the Source version if you wish - unless you nominate me to be in charge.

[blue]Goldsource HUB level mapping guidelines REV A[/blue]
HEV SUIT
The player will receive his / her HEV suit in the initial level/ hub world. Probably before the hub world even exists.

HEALTH + WEAPONS
For playability sake, and to give each person the freedom they deserve, weapons will be stripped upon returning to the hub world. Don't worry about including any of those entities, I'll take care of that. Just beware that you'll need to equip the player within your level. This will be much like TWHL TOWER; Armor will be reset to 0. Health will be reset to 100.

LEVEL TRANSITIONS
The teleport in and teleport out points in the map can be wherever you want . The portal can be stylized however you want - we're dealing with rifts in time and space so things are going to be different. I'll take your style and incorporate it somehow into the hub. If you wish to deviate from this, or want to return to the hub in some other fashion, post in this thread or shoot me a PM

LEVEL OBJECTIVES
The storyline hasn't been finalized or even really fleshed out at all, but the level objective will be to find SOMETHING to help the team get back to Earth, preferably Black Mesa. So we need to bring energy sources, computer parts, raw materials, crystals, Big Momma's toenail...
Basic idea here is that each completed level gives access to another portal. We just gotta keep trying to get back home.

CUSTOM CONTENT
Go wild! The more, the better! wads will need to be prefixed with your name, and underscore, and "hub". Example: tetsu0_hub.wad. You may abbreviate your username if you wish.
Models need to reside in a folder with your name in it. Model names do not matter since they will be in separate folders.
If you are supplying content that someone else made, note that person in your README so they are credited.
If you are supplying content that you made, note that in your README so YOU are credited.

COMPILING
Each level will be compiled again by me once it's submitted, so to keep everything consistant, we'll be using a common set of parameters. I'll supply this information with the dev pack next week. I will make a Google Document version of a lights.rad file that anyone can edit so they can add their light values and textures to. If there are any duplicates, it will be up to the mapper to create an alternate version of that texture and then supply it to me.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-15 18:22:22 UTC
in TWHL World - Community Project Post #328293
Whatever you want! If we're going with Archie's idea (which I personally like), each map is a parallel universe / rifts.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-15 16:49:35 UTC
in TWHL World - Community Project Post #328291
Tetsu0 will provide a mod template folder with the DLLs and stuff you need...
Haha I suppose I should get on that.
Expect it sometime next week, I have a busy weekend planned.

Thanks Penguinboy!
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-15 12:25:25 UTC
in TWHL World - Community Project Post #328287
Can a mod edit the first post for me to include votes for all and updated information?

Voyager, i havent used jackhammer, but Sledge is a pleasure to map with. Plus the new compile tools are better and more efficient (read:faster) . ALSO, i see your learning blender... Well there's a pretty easy workflow for gldsrc modeling with blender.
ALSO ALSO, the "Spirit of Half-Life" mod brings about loads of special entities that make scripting pretty easy. Much progress has been made in 8 years, its easier than ever. Jump in!
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-15 02:46:34 UTC
in TWHL World - Community Project Post #328272
Of course! sorry i must have missed your plea! Too focused on stargate i'm afraid :(
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-15 02:15:17 UTC
in TWHL World - Community Project Post #328270
GoldSource: (Spirit)
:hammer:Jessie
:hammer:Tetsu0
:hammer:Strider
:hammer:Themaster12234
:hammer:potatis_invalid
:hammer:Captain Terror
:hammer:zeeba-G
...something something STARGATE something something...
I thought of stargate only from a storyline perspective and not so much a gate effect. Though I LOVE the stargate franchise, stargates themselves don't fit in with the mod. We may be able to create a stargate-like teleport effect though.

Shall we start fleshing out the storyline? It seems as though this mod has been voted to be a Goldsource mod featuring the benefits of Spirit of Half Life.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-14 20:51:10 UTC
in TWHL World - Community Project Post #328259
If only I could edit my post, i'd shoe you into the list.
Also, shouldn't you be working on your baby and taking care of the core?
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-14 19:42:31 UTC
in TWHL World - Community Project Post #328256
Source:
:combine:Dr. Orange
:combine:Tetsu0
:combine:Dimbeak

GoldSource:(Possibly SOHL)
:hammer:Jessie
:hammer:Tetsu0
:hammer:Strider
it's been well established that any Source projects are doomed to fail
I think that's because people are afraid to leave their GldSrc comfort zone and give Source a legitimate try. It's definitely harder to create custom content.
I know nothing about Spirit, but I guess this would be a decent way to learn.
See above point about source :D
a portal experiment is damaged and teleports the player and a gaggle of his or her colleagues (and a couple of Barneys for good measure) to a hitherto unknown alien border world. This border world forms the hub as the story sees the scientists urging the player to travel through various rifts in the hopes of finding a way home.
Love this idea - It's along the same thought process we were discussing and it fits beautifully with the overworld / hub idea. I'm picturing chunks of wall, floor and computers also being teleported in
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-14 16:21:36 UTC
in Now Playing: ... Post #328247
OST?
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-14 16:20:56 UTC
in TWHL World - Community Project Post #328246
I'm totally willing to go Source, and there's no reason why we can't have 2. Why make it a competition though? What if we just tie in the storylines somehow?
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-14 15:40:25 UTC
in TWHL World - Community Project Post #328243
Master, stop doubting yourself! Like i said, any and all ideas are welcome!

So: After the resonance cascade, Black Mesa continued operating under the radar working on portals? Each portal takes the player to a different world / dimension.

That could put Black Mesa as the overworld / hub map. Each member then would have their own world or area that is accessed via the portals.

This almost makes me think of Startgate now. Maybe our objective is to help out other worlds that have been taken over by the Nhilianth? But the leaders are still operating as rougue in his absence?
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-14 12:40:44 UTC
in TWHL World - Community Project Post #328240
Yeah we can go spirit.
I took most of last night figuring out level changes. I think i got it figured out nicely.

Who has a storyline? Simple, something in the HL universe.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-14 04:10:04 UTC
in TWHL Tower Post #328230
Jeffmods map needs some hint brush lovin'
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-14 01:07:39 UTC
in TWHL World - Community Project Post #328227
We can go source. EP2 is the latest and greatest so I'd prefer that over any other flavor of source.

And if we really want to split down the road, maybe we can expand the storyline between engines. Have part 1 be in Goldsource and part 2 be in Source?

@Themaster12234, you can of course participate! Everyone is welcome regardless of skill.

Honestly, i don't think it will be that complicated... once we settle on a storyline (if any at all) each map will be one idea, one single player goal to accomplish. Then you're just teleported back to the overworld.

Maybe i'll make up a quick demo for you guys.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-13 21:39:11 UTC
in TWHL World - Community Project Post #328216
2muchvideogames suggested we make another community project.
I agree.

Initial thought: Final Fantasy style game where each member maps a house or area (initially thought to be your own house but this can change at a later date) and those individual areas are connected via an overworld of some type.

We can think of a basic (or complex) plot and each members area will unlock an ability or key or new area that would be needed to get to the next area.

This thread will serve to be a discussion thread and as such, any and all ideas are welcome!
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-13 19:05:48 UTC
in Pets! Post #328213
User posted image
This is Ace. He's very curious, very personable, and has a strange affection for spinach.

He's also super hyper and kind of a jerk at times dubbing him the nickname: Acehole
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-13 18:45:20 UTC
in Is the site dead? Post #328212
I think sites like Moddb and RTSL give more life to TWHL.
Those are both sites that get lots of attention but they don't necessarily teach you how to develop new content.

People always need resources.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-08 14:28:10 UTC
in Sledge (Hammer Alternative) Alpha Build Post #328148
Just curious as to what's stopping sledge from being Source compatible (aside from displacements)
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-08 14:03:24 UTC
in The Official HRP "Halp!" Threa Post #328147
I would say step one is to decompile an existing model. Check how the animations relate to the QC file.
I know there are "controllers" or something specified within the QC file.
And if I understand correctly, movement speed is actually tied in with the animation somehow.... but i don't think the root bone actually has to move in the animation
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-01-07 17:43:45 UTC
in TWHL Tower Post #328129
After watching the Twitch, i think my map's broken a bit. The agrunt is supposed to run out of the room, knocking over a filing cabinet and exposing a pistol. Ideally the map won't end until he's killed.
Tetsu0 Tetsu0Positive Chaos