Forum posts

Posted 17 years ago2007-02-05 07:44:37 UTC
in 2 quick ones Post #211690
Thnx. The custom model i want to use is named cop.mdl, should i create the following folders: valve/sounds/cop then? Because if i create a folder with the AI's name wich in this case would be valve/sounds/barney, i would "overwrite"all the original HL voices.
Posted 17 years ago2007-01-24 14:35:01 UTC
in 2 quick ones Post #210436
Finally! Thanks to you guys i can now create my custom textures for my characters. Thnx for all the feedback!

1) When i export the textures of the characters in Half Life model viewer, the picture format is 256 colors!! Wtf? I can't add decent details or create good looking textures when i can't use more colours than that! (Btw, i tried saving in better quality, but Half Life model viewer can't open a better format, and when saving the good quality one as a 256 colors, all the detals are lost.)

2) Is there a way to add custom sounds to my custom models? (the custom models only)
Posted 17 years ago2007-01-09 10:39:09 UTC
in monsters Post #209103
.
Posted 17 years ago2007-01-09 10:20:31 UTC
in monsters Post #209099
Thanks all. Im very noob at modelling, i know how to create maps, but custom models.. not a clue (i know how to use model viewers and view the textures/animations) I have no idea how i decompile models, and make sure they use the same skeleton : and what is a qc file and how do i modify it? I understand if you don't want to bother taking your time explaining in detail when i don't know anything about what you are talking about, but if you did, Well, i would thank you a million times, lol :) I'm a quick learner when it comes to all of this. (just exported some scientist textures by the way)
Posted 17 years ago2007-01-09 09:59:37 UTC
in monsters Post #209091
Thanks, could you tell me how to do that? I know the site got a texture tutorial, but how do i choose between a monsters textures, so i got different looking Barneys in one level?
Posted 17 years ago2007-01-09 09:50:57 UTC
in monsters Post #209087
Where can i find new monsters i can include in my maps? I don't mean new skins, but entirely new characters with AI. I use spirit and my pak browser is Pakscape. When i have found and downloaded them, how do i import them to my maps and place them like any other monster? Right now im desperate, i really need some human workers, civilians and new enemies for my maps, the setting would just be silly otherwise, since the only civilians in half life are the scientists. Thanks in advance :) I'm afraid i can't finish my project if i don't find anything, and trust me, i have searched everywhere! :(
Posted 17 years ago2007-01-08 19:45:07 UTC
in Fading Post #209029
ah! hehe! thnx
Posted 17 years ago2007-01-08 19:37:55 UTC
in Fading Post #209025
How do i make the screen fade in HL1 without loading a previous save?
I need a transition between 2 maps where the player faints. :)
Posted 17 years ago2007-01-08 08:02:07 UTC
in Behavior Post #208983
Hi folks! Can i script a monster to change it's feelings towards the player in spirit of half life? I want soldiers to become hostile if you enter a certain area
Posted 17 years ago2006-12-27 20:13:51 UTC
in Player position and location error Post #207735
how do i choose the player as the target for the teleporter?
Posted 17 years ago2006-12-27 19:31:51 UTC
in Player position and location error Post #207733
Is there a way i can change the player's position with a trigger in HL1 ? I've made 2 separate maps i'd like to tie together, but due to the landmark coordinates it's impossible, so i figured: A trigger covering the whole map that changes the players position to the start of the level.
Posted 17 years ago2006-12-24 12:22:34 UTC
in general Questions Post #207404
Nice questions :glad:
Posted 17 years ago2006-12-24 12:16:15 UTC
in little help with buttons and lighting? Post #207403
When i started scripting i used to put a lot of triggers at the same place and adjust the trigger delays.

after 2 seconds trigger #1 would make an explotion and wreck a control panel, trigger #2 would make spark sounds, and thanks to trigger #3 a few secs later a door next to the control panel would open. :P
Posted 17 years ago2006-12-21 17:03:22 UTC
in how to make the door rotate Post #207115
yeah, it should work, exept the fact that i didn't understand sh** about choosing where to rotate the door when reading the tutorial :( argh!
Posted 17 years ago2006-12-21 16:43:14 UTC
in Question on trigger_changelevel Post #207113
If you get this to work, you are a genious ;) this shit is the only thing not working when i create maps, wich pevents me from finishing anything
This post was made on a thread that has been deleted.
Posted 17 years ago2006-12-21 07:02:13 UTC
in Oh..my...god! Post #207102
I posted a example in the 'problem map' section of the site
Posted 17 years ago2006-12-20 16:25:14 UTC
in Half life 1 Single platyer maps Post #207069
Ok :) nevermind then
Posted 17 years ago2006-12-20 15:13:35 UTC
in Half life 1 Single platyer maps Post #207058
I was just planning on making a scene where the player passes through a small, memorable area from hl1.. not steal anything How do i decompile a bsp to a map? And how do i use Ripent..?
Posted 17 years ago2006-12-20 13:29:23 UTC
in Half life 1 Single platyer maps Post #207054
Weir.. they did that in several mods
Posted 17 years ago2006-12-20 13:04:04 UTC
in A few questions Post #207052
Thanks!
Posted 17 years ago2006-12-20 12:54:12 UTC
in A few questions Post #207050
I searched the sierra folder for "sentences.txt" but all i got was a notepad file containing multiplayer sounds.. :cry:
Posted 17 years ago2006-12-20 11:58:33 UTC
in Half life 1 Single platyer maps Post #207046
How do i open the Half Life 1 single player maps with hammer? (the half life 1 main story maps)
Posted 17 years ago2006-12-20 10:48:36 UTC
in Oh..my...god! Post #207042
Ok.. now i fixed a few minor details, and during the transitions the game doesen't crash anymore.. i can see the 'loading' text for a short time, before the screen turn black with the crossair visible, and in this state i can't do a thing, the only thing possible is to hit 'escape' to get back to the menus or 'f7' to load last quicksave..

(it's not black in the way that there are no light, it's completely unplayable and there are no sounds or anything, just the crossair)

Btw. could the fact that i installed a few .rmf files via hammer cause this?
Posted 17 years ago2006-12-19 15:12:21 UTC
in Oh..my...god! Post #206937
Oh yes! Everything in my map was going well, but suddely it all goes wrong.
While modifying part2 of one of my maps i managed to move the info_landmark required for the previous level to load the one im making! So now i can't link the maps together again without the game crashing! And if that wasn't bad enough, when i decide to fix that problem later and continue making part 3 of tha game, a bug or something in Hammer makes it impossible to move anything! I can only move certain walls if i'm lucky, clicking the mouse like a maniac (but can still move the entity objects!)
Can anyone help me solving my 2 problems?? (The Info_landmark issue and the "bug" where i can't move anything)
Ah, btw, re-installing hammer didn't work.

UPDATE:
Issue 2 solved. I can now move my walls again
Posted 17 years ago2006-12-19 15:04:07 UTC
in A few questions Post #206935
Thanks!
Posted 17 years ago2006-12-19 09:07:50 UTC
in A few questions Post #206913
Thanks!! 2 more to go :biggrin:

ah, btw. i can't specify a monster? Can all monsters that walk through it activate the script?
Posted 17 years ago2006-12-19 07:36:16 UTC
in A few questions Post #206908
Still won't work :(
Posted 17 years ago2006-12-19 06:37:08 UTC
in A few questions Post #206904
Won't work! :(

This is what i did:

TRIGGER_ONCE:
Target: hello
(flags: none)

SCRIPTED_SENTENCE:
Name: hello
Sentence name: !c1a3_sci_team.wav
Speaker type: Hello2
(flags: none)

MONSTER_SCIENTIST:
Name: Hello2
Sound radius: Play Everywhere
(flags: none)
Posted 17 years ago2006-12-19 06:01:05 UTC
in A few questions Post #206899
Thanks Nine, but i think thats what i did
Posted 17 years ago2006-12-19 05:30:20 UTC
in A few questions Post #206896
Ah yes, Bal is here with more questions :nuts:
But first i would like to thank you all for helping me solve problems for the past few weeks, without you my keyboard would be smashed and hammer would be.. well.. uninstalled! Ok, here goes:

1) How do i make a zombie repeat the eat animation (or any other)? When i try to make the player enter a room and spot a zombie eating a scientist (like in the HL singleplayer) the zombie won't repeat the animation when triggered, it will only play once (should i trigger this at all) I have tried turning the 'repeatable' flag on but this wont help either.

2) When i add a scripted_sentence and trigger it (like described in the scripted_sentence tutorial) the speakertype (monster_scientist) won't say a damn thing. I used my modelviewer to locate a few differnt sounds from the singleplayer, like: c1a3_sci_team.wav I even tried with and without a '!' like the tutorial describes (!c1a3_sci_team.wav) but nothing happens, the scientist is just standing there saying nothing at all (not even hello or whatever..)

3) How do i create a valve the player has to hold and press the 'use' button to rotate while a door is openeing? Like in the singleplayer.

4) How do i make a monster trigger a script? I was planning on making a scientist open a door for the player when guided to the door.

5) And how do i make the screen go black, 'game over' style when the player kills a scientist required to open a door?
Posted 17 years ago2006-12-19 05:14:06 UTC
in Animations and names Post #206895
thnx
Posted 17 years ago2006-12-18 18:38:53 UTC
in Argh! level change errors! Post #206837
Finally! I did it! Thanks again all!
Posted 17 years ago2006-12-18 18:09:23 UTC
in Argh! level change errors! Post #206832
should i place a startpoint on map2 ?
Posted 17 years ago2006-12-18 18:07:47 UTC
in Argh! level change errors! Post #206831
ah, there was a bug on one of the maps, wich made it impossible to play! now i don't get any errors. but instead, i see the loading text for a short time before the game shut down..
Posted 17 years ago2006-12-18 17:35:42 UTC
in Argh! level change errors! Post #206819
This is pissing me off :P
Posted 17 years ago2006-12-18 17:31:16 UTC
in Argh! level change errors! Post #206818
Yes, and the info_landmark is the same in both levels (used save as after placing it before modifying the two parts) But i got the same maps in 3 different folders (c:sierra, c:sierravalvemaps and c:programfilesvalve hammermaps
Posted 17 years ago2006-12-18 17:15:36 UTC
in Argh! level change errors! Post #206814
BEFORE YOU READ: THE NAME OF MAP1 = INFESTATION, AND THE NAME OF MAP2 = INFESTATION22

When i enter the trigger_changelevel while playing my map I keep getting the error: Can't find the map infestation22. (even though i opened the previous map in half-life, not hammer AND all the landmark/change level trigger settings should be correct)

Urbanebula told me that the map directory should be the folder named 'maps' in the valve folder, but nothing works (yeah, i read the tutorial.)
I have no idea if i 'compiled' the map or not, i don't know what that means, and the compiling tutorial was just a guide to help mappers test their level...

I tried to save the level both as a map file and a normal level file too.
Please help :)
Posted 17 years ago2006-12-18 16:45:51 UTC
in trigger_changelevel not working Post #206805
how do i compile a map correctly and wich map folder? The one in the hammer directory or sierravalve directory?
Posted 17 years ago2006-12-18 16:43:31 UTC
in trigger_changelevel not working Post #206802
Do i have to place the maps in certain folders for them to work? I keep getting the error: Can't find map2. (even though i opened map1 in half-life, not hammer AND all the settings should be correct)
Posted 17 years ago2006-12-18 09:45:11 UTC
in More Ambient sounds (need help) Post #206750
thanks :glad:
Posted 17 years ago2006-12-18 09:20:09 UTC
in More Ambient sounds (need help) Post #206748
In the tutorial for ambient sounds you learn how to add custom sounds, how do i import sounds allready created and used in the HL1 singleplayer?
Posted 17 years ago2006-12-17 14:03:29 UTC
in HL2 Zombies (Freaky) Post #206663
This zombie sound is not played backwards, it's just as it sounds in game. They even say "put it out" when they are on fire.. So in other words: the host is alive until the headcrab detatches from it's nerve system :glad:
Posted 17 years ago2006-12-17 08:46:36 UTC
in Animations and names Post #206648
Could you post some animation names for the different 'monsters' in HL1 for my scripts, or links to pages that contain them (i have most of the scientist animations so i wont need more animations for scientists)
Posted 17 years ago2006-12-17 06:56:40 UTC
in Missing Triggers! Post #206644
Ah! it was just like BJ said. Thanks for the help everyone :glad:
Posted 17 years ago2006-12-16 09:07:40 UTC
in Missing Triggers! Post #206386
THIS IS A HALF LIFE 1 MAP

I was reading the scripted_sequence tutorial for a while and finally got the idea. But when returning to my map i couldn't find the Trigger_once entity anywhere! I opened the example file from this site and there it was, a Trigger_once, and it even poped up on the entity list on this map (among whit many other triggers i couldn't find in my maps). I tried to copy it and paste it on my map but it wouldn't appear.. Whats going on? Why don't i have one of the basic triggers? (I use Hammer 3.4)
Posted 17 years ago2006-12-16 07:52:40 UTC
in Monstermaker, need help! Post #206371
Shit.. i give up. That tutorial is damn confusing. I've been trying for ages
Posted 17 years ago2006-12-15 22:55:23 UTC
in Monstermaker, need help! Post #206309
and yeah, how do i script the monsters to walk to a spesific location when triggered :roll:
Posted 17 years ago2006-12-15 22:05:55 UTC
in Monstermaker, need help! Post #206304
Yeah, i have more questions :nuts:

1) How do i trigger stuff

2) How do i make a monstermaker work?

Please dont direct me to a tutorial, none of the examples gave me any answers. I appriciate help :)
Posted 17 years ago2006-12-15 21:02:00 UTC
in Weird problem! Post #206297
Hmm. I recall some weird things happening when i added and flipped some "slippery floor" signs. Could this be what causes things to disappear when i look at them for a certain angle? I'll repeat what Rowleybob said:
___________________________________
Go to the coordinates it gives you and delete/remake any complex architecture around that area. (sometimes even simple brushwork yields these errors inexplicably)

The problem brush will also make totally unrelated faces of other brushes disappear--which sucks. (though Fix the error, and they'll render right)
___________________________________

Maybe removing theese signs will help, it all started right after i placed them and when i think of it, everything disappears when i face the direction they are placed on the map? Hmm.. it's worth a try i guess.
Hehe, i don't feel very smart posting yet a comment on this, but after all, i need all the help i can get.. hehe :biggrin: