Forum posts

Posted 17 years ago2007-04-12 17:21:20 UTC
in Is there a free truetype font editor? Post #218821
Forums ? General Discussion ? Is there a free truetype font editor?
Silly, thats where we are!
I meant make your own topic in this forum and fool around. No more posts unless they help :|. Plus there isn't a General Help Forum though.
Posted 17 years ago2007-04-12 16:26:30 UTC
in Is there a free truetype font editor? Post #218814
Stop spamming! All of you :tired:! My topics are serious. Please fool around in the General Discussion forum. Only post things that help, rather then this random spam :.
Posted 17 years ago2007-04-11 22:18:30 UTC
in Is there a free truetype font editor? Post #218755
What the topic says. Is there a free truetype font editor/creation program? I feel like making a custom HUD font for my mod.
Posted 17 years ago2007-04-05 22:12:01 UTC
in Freeware music creation software Post #218176
and useless for making music
Torrent FL 7
Then what useful Full FL Studio 7 download is there? :nuts:.
Posted 17 years ago2007-04-05 20:29:42 UTC
in Freeware music creation software Post #218165
The sound doesn't work, so whats the point? Gosh I wish there was a free music program aimed at action songs xD.
Posted 17 years ago2007-04-05 20:00:52 UTC
in Freeware music creation software Post #218161
Jazz++ if your a true old skooler.
http://www.jazzware.com/zope
Too complicated, and the sound doesn't work.
Posted 17 years ago2007-04-05 15:16:12 UTC
in Freeware music creation software Post #218127
:cry: But then after the trial I wont be able to use it anymore. Is there any freeware music creation softwares?
Posted 17 years ago2007-04-05 14:57:18 UTC
in Freeware music creation software Post #218123
Acid Xpress isn't free. Well it is but it's only to LOOK at. You can't make any music in the free version. Is there any free music creation softwares? What do others use? Do they buy the stuff/or torrent it? Can someone help me out here :cry:.
Posted 17 years ago2007-04-04 14:38:25 UTC
in New mod I am working on - WIP - Post #218000
whoa whoa whoa WHOA!!!! Only been like 1 day and all this non-sense posts. There is no such thing as failure, it's a fact. A mod can't just bleep error mod failed :P. Mod's never just FAIL. They only "fail" (stop) if development is halted. I could easily make a test map, start coding and editing the weapons. Then impulse 101 and try them out. Mod's do not fail. Also there is no percentage -
I don't mean to be offensive. But you need to think about it to prevent the failures of 90% of mod projects.
of failure.
Indeed, there is failure, in fact the sad truth is that in the end most mods fail.:cry:
Your pretty positive ;). (lol jk)

Oh and -
If this is a serious project, that last part about the levels is the first and main thing your team should be working on. Before tweaking weapons, before making model renders, before creating a custom webpage, before trying to recrute people, etc.
Kinda doesn't really matter in my opinion. I'm doing this project just for entertainment and fun for others. Also not to compete in "which is the best mod?" sort of thing. It's just for fun and the heck of it :). Thanks for the help though. I dunno if you guys know or not that i'm under 15....creating a mod and into game developing :lol:.

Oh and Sajo
Just write the name of the mod and if its for hl1 or hl2 and if its wip or not.
What the game the mod is for is on the link to its wiki, and the topic has WIP on it.

Also Ant
Too little information. You need design documents, a detailed outline of the maps, concepts...
A few lines of story isn't enough.
I'll be working on that, the maps need done first so I can make some nice media. Thanks.
Posted 17 years ago2007-04-03 23:07:51 UTC
in New mod I am working on - WIP - Post #217942
There is no such thing as "failure."
Posted 17 years ago2007-04-03 22:11:15 UTC
in Freeware music creation software Post #217938
Is there any freeware music creation softwares? I wanna make a kool action techno song for my mod :biggrin:.
Posted 17 years ago2007-04-03 21:57:42 UTC
in New mod I am working on - WIP - Post #217937
It's a new mod I, and the team are working on!

Click here for more information about the mod

All help is accepted! No rejections! Register on the official site here and feel free to apply in the "Join the mod team" forum category. Make sure to include your xfire/or steam account username.
Posted 17 years ago2007-04-03 17:23:05 UTC
in Longer sprint power C++ code Post #217909
Ok, me too. Thanks.
Posted 17 years ago2007-04-03 17:06:37 UTC
in Longer sprint power C++ code Post #217907
Hey add me. You got xfire? whats your xfire username? Maybe you can help me with the mod :). (pm me with your xfire username and i'll add you)
Posted 17 years ago2007-04-03 16:45:30 UTC
in Longer sprint power C++ code Post #217902
Well in the weapon_smg1.txt I was able to make the clip size bigger :biggrin:. With the max ammo capacity I'm a bit confused though too. I tried searching the whole project for the number 225 (max smg1 default capacity) but no luck. However there is a console command (cvar) that can change the max ammo capacity, it is sk_max_smg1 225. You would just change the "225" to the max ammo you'd want. The default is 225, how can you change it by the source code?
Posted 17 years ago2007-03-31 12:33:27 UTC
in Longer sprint power C++ code Post #217593
Ya I know you just right click then compile and build solution again, thank you :D. Anyway can you find that sprint capacity thing too :|?
EDIT:And is there any way you can increase the max primary ammo capacity of the smg1?
Posted 17 years ago2007-03-31 11:28:03 UTC
in Longer sprint power C++ code Post #217583
Thanks :glad:. Youll be added to the credits of my mod :P.
Posted 17 years ago2007-03-29 16:47:40 UTC
in Longer sprint power C++ code Post #217461
Any one find anything out yet :|?

EDIT: Oh and is there anyway you can make the smg1 rate of fire go up? If so where is the code located?
Posted 17 years ago2007-03-28 19:49:46 UTC
in Longer sprint power C++ code Post #217371
Ok I recently made my mod (which me and a friend are working on) into a working launchable program with the source sdk create a mod. I compiled the source code and got the dlls and stuff all made. Now onto the question, which C++ file has where I can make the sprint power last longer?
Posted 17 years ago2007-03-23 22:45:41 UTC
in Transparency color settings Post #216859
Ok, I got a new problem. Trying to make a css overview minimap. Trying to take out the green in the overhead picture. Is there any way to make a color have no alpha?

Update/edit: Oh nvm, I know how to do this now. You press the "clear" button :P. But I still wanna know how to make transparency a color.
Posted 17 years ago2007-03-23 21:21:15 UTC
in Transparency color settings Post #216846
Anyone use gimp?
Posted 17 years ago2007-03-23 21:12:45 UTC
in Transparency color settings Post #216840
Same with PSP. Select what you want to be transparent and save it to the mask layer. To invert the transparent bits, invert the selection.
Um, what? I'm asking if there is a way to change the transparency color for black to white.
Posted 17 years ago2007-03-23 19:31:42 UTC
in Transparency color settings Post #216817
Meh, just for the heck of it, how do you make transparent layers in the GIMP show up as white instead of black? When I save a picture with a transparent layer in the GIMP as a tga file and look at the tga file with VTFEdit or anything else, the transparency shows up as black.
Posted 17 years ago2007-03-03 14:49:37 UTC
in Help with custom prop_physics! Post #214781
TY! :lol:. Yays! The box works now...it's a complete physics model and I can grav gun it and shoot it/crowbar it if I want :biggrin:. I set the keyvalue as Wooden.Tiny. Thank you.
Posted 17 years ago2007-03-03 14:14:11 UTC
in Help with custom prop_physics! Post #214777
I have looked at the first XSI model tutorial and made the cube. Then looked at the source modeling setup tutorial. I exported the model smd, skeletal animationsmd, and physbox smd. Model smd=prop_box_ref.smd skeletal animation smd=prop_box_idle.smd physbox smd=prop_box_phys.smd. This the the QC file I am using-

$modelname prop_box/prop_box.mdl
$cdmaterials models/prop_box
$scale 1.0
$body studio "prop_box_ref.smd"
$sequence idle "prop_box_idle.smd" fps 1
$collisionmodel "prop_box_phys.smd" {
$Mass 20
}

I compiled the model, looks fine in the model viewer. Made a map with the prop_box (cube) as a prop_physics entity. Ran the map. The cube isn't there and the console says something like "prop_physics models/prop_box/prop_box.mdl has no prop data. Can be used as only prop_static. DELETED." Can some one help me out here :cry:?
Posted 17 years ago2007-01-19 17:24:29 UTC
in Water textures not showing up in hammer! Post #209992
:o ok thanks :).
Posted 17 years ago2007-01-18 22:36:35 UTC
in Water textures not showing up in hammer! Post #209920
I use DX9+, and GrimReafer, where is the materials folder you're taking about? :|. Nature/water_wasteland002a is the game's texture, not a custom texture.
Posted 17 years ago2007-01-18 00:52:46 UTC
in Water textures not showing up in hammer! Post #209872
But how come the nature/water_wasteland002a is checkerboarded?:|.
Posted 17 years ago2007-01-17 22:23:06 UTC
in Water textures not showing up in hammer! Post #209866
In the source SDK-Valve hammer editor program, I can't see the dev/dev_water3 texture when applied to a brush :cry:. Nor can I see the nature/water_wasteland002a texture when applied to a brush, which is checkerboarded :nervous:. Anyway I can fix this? Thank you.
Posted 17 years ago2007-01-16 19:29:53 UTC
in I Need help with npc movements! Post #209774
Thanks for all your help guys ;), I'll see what I can do with this info :glad:.
Posted 17 years ago2007-01-12 00:43:45 UTC
in I Need help with npc movements! Post #209368
I'm currently trying to make my HL2 5 minute movie...about a rebel that keeps having bad luck :D. Well I'm trying to make it so like about 5 antlions chase him, but the antlions dont move correctly to the scripted_sequence, and the npc_citizen doesn't move at all! I know I should use path_corner, but it doesn't make an npc run...I think. Nor can you make an npc stop-and go with a path_corner. You can though with a scripted sequence...I think. Can you guys help me out here? Link to the Vmf
Posted 17 years ago2007-01-11 22:31:50 UTC
in What does "sew" for displacements do? Post #209358
Thanks! :biggrin: Now I can work better on my 5 minute HL2 movie "The Adventure of the Rebel" :P.
Posted 17 years ago2007-01-11 20:57:43 UTC
in What does "sew" for displacements do? Post #209348
In the source SDK hammer program, what exactly does the "sew" button under the displacements tab in the texture editor do? I've read about it on wiki but I still don't understand...can anyone simplify for me? Thanks :glad:.
Posted 17 years ago2006-12-22 00:31:29 UTC
in Modelling help Post #207165
True :quizzical:. Is there XSI email support or something? Can Azoth72's computer load HL2 fine? My XSI mod tool loads up in.... :nuts: 30-35 seconds! Yea it is a big cpu load :P.
Posted 17 years ago2006-12-21 23:56:30 UTC
in Modelling help Post #207155
Perhaps your computer cannot take it :confused:? Sorry, I don't know what the problem is.
Posted 17 years ago2006-12-21 23:05:24 UTC
in Modelling help Post #207140
Yes there is a free modeling program, in order to be able to save and export, you must register. This modeling program is called the XSI mod tool. If you want to model for the source engine, download the valve source addon. The program can be found here for download and for download of the valve source addon-here

There ya go :D. Always happy to help anyone :).
Posted 17 years ago2006-12-21 22:04:49 UTC
in Half-Life Source unknown flag, help! Post #207135
Well I've edited the half-life source.fgd even more (monster_barney dead, monster_hev_dead) I'll list func_pushable as a solid base entity. Well heres the code anyways.

@SolidClass base(Targetname, RenderFields, Global) = func_pushable
[
]

i'll run a brush entity as func_pushable in-game, and I can push that brush :biggrin:. The only problem is that the use button's hold doesn't work, like when you press and hold the E key on a func_pushable in valve's half life source maps, it will move with u while holding the E key (use button). Does anyone know how to fix this? I think it may be a flag. Can anyone think of the code :nervous:? Thanks :).
Posted 17 years ago2006-12-21 20:15:37 UTC
in Sound Effects in an Enviornment Post #207131
:glad: I've recently figured out how to do this, make a soundscapes.txt file in for example-steamapps/(steam account name)/half-life 2/scripts folder. If there is not a scripts folder, make one. In the soundscapes.txt file write a code such as-

"echo"
{
"dsp"	"28"
}

The dsp is a sort of sound effect command, and the number selects what sound effect you want,like dsp 20 is loud echo and dsp 23 is very long echo. Now make a map and a simple hollow block, info_player_start, and an env_soundscape entity. Type in the soundscape as echo. Now compile and run the map. Shoot a weapon andthere should be an echo sound of some sort. Happy modding :D.
Note-the dsp number 29 may vary with other source games, so far it works for half life: source. Just try out other numbers (such as 1-50) and see if there is any effects. If I find a HL2 dsp effect I'll post it.
Posted 17 years ago2006-12-20 23:40:09 UTC
in Sound Effects in an Enviornment Post #207090
Meh what do you google?...I'm having trouble with this too :nervous:.
Posted 17 years ago2006-12-15 17:14:11 UTC
in Problems with HL:S human grunt skin Post #206268
Thanks :glad:.
Posted 17 years ago2006-12-15 00:53:34 UTC
in Problems with HL:S human grunt skin Post #206179
Well I've gotten TS2DO's half-life source fgd at sdk wiki, I've edited it myself :glad: (putting in the item_longjump, monster_scientist_dead, etc.). But now I have this problem with adding the human grunt skin as black and white. Heres the code.

skin(integer) : "Skin" : 1 : "1 = White n2 =Black"

I dunno why but sometimes like if I enter number 1 in the hammer monster_hgrunt class properties (for white)sometimes in the map the hgrunt will be black :cry:. If I enter number 2 (for black) the hgrunt will sometimes be white :cry:, but in hammer he shows up as black. Can anyone please help? Thanks, I will appreciate it :D.

P.S. - Sorry for the bombardment of questions lately....I'm one of those wanna-be future moddists :lol:.
Posted 17 years ago2006-12-15 00:29:13 UTC
in Vtf effect question Post #206178
Thank you :biggrin:.
Posted 17 years ago2006-12-14 23:05:55 UTC
in Vtf effect question Post #206171
RotatorSplint, thank you :glad:. K I'll go download photoshop and see what I can do, yea and how do u put .gif files in your post?
Posted 17 years ago2006-12-14 21:01:53 UTC
in Vtf effect question Post #206148
I've recently got the VTFEditor here http://nemesis.thewavelength.net/index.php?p=40 :). But when opening valve's vtf's and minerva's vtf's for their background levels, I see that the vtf picture has a kind of blur effect. How do I do that? Btw, how do you put gifs and stuff in a post like habboi did here http://www.twhl.co.za/forums.php?pgt=1&action=viewthread&id=12911&pg=1
Posted 17 years ago2006-12-12 23:39:51 UTC
in Problem with the HL2 custom sequence tut Post #205940
AWW SWEET :glad:. The compile proccess was a ton longer and I think it works now, thank you.
Posted 17 years ago2006-12-12 20:49:05 UTC
in Problem with the HL2 custom sequence tut Post #205929
Yea I was looking on this tutorial http://www.twhl.co.za/tutorial.php?id=102 :lol:. And i read it, it was all working fine, then I made the studiomdl.exe shortcut to my desktop :|. Then dragged the male_06_sdk.qc to the studiomdl.exe shortcut, it only decompiled for about 4 seconds. So i do what it saids and open up the source sdk half-life model viewer :quizzical:. select file/load model.... Then look for the models/sdk folder. It's not there :tired:. I don't see an sdk folder in the models folder. can any of you guys help me out please? Thanks :glad:. Because it would be awesome to make my own animations :lol:.
Posted 17 years ago2006-12-07 11:12:16 UTC
in Someone explain env_soundscape to me Post #205358
oh :P silly me thanks rabid monkey :glad:. it works now.
Posted 17 years ago2006-12-06 23:59:33 UTC
in Someone explain env_soundscape to me Post #205278
well yea thats another good tutorial, but I cant see my soundscape in the soundscape choices :( . Just "nothing, automatic, automatic (dialog), indoors, and outdoors"
Posted 17 years ago2006-12-06 23:25:45 UTC
in Someone explain env_soundscape to me Post #205275
Well I'm making a mod for half-life source, just single-player maps for it. :glad: and when I make an env_soundscape enity and create a soundscapes_(my maps name).txt and put the sound stuff in there, (like in the soundscapes tutorial) well none of them show up as a choice. just "nothing, automatic, automatic (dialog), indoors, and outdoors. How do you list custom soundscapes in there :nervous: ? Thanks for the help.
Posted 17 years ago2006-12-06 21:41:48 UTC
in First Black Mesa: Source December Media Post #205272
OH SWEET :lol: when this mod first comes out I'm d/ling it right away...hope they have a new kool looking zombie model. :glad: