Forum posts

Posted 16 years ago2008-02-25 16:05:25 UTC
in Mapping - How can I use materials direct Post #246590
First of all, I intend to mod HL:Source solely.

Second, have you looked at the usage tables? It clearly states that the original materials of HL:S can be used for modding purposes, as long as the player of the mod owns the game.
Posted 16 years ago2008-02-25 11:39:56 UTC
in Mapping - How can I use materials direct Post #246585
Are Source SDK's current game configurations set in stone?
Isn't it possible to create a new one? Or modify one to a certain extent, so that it uses materials from another game's gcf?
Posted 16 years ago2008-02-25 10:28:13 UTC
in Mapping - How can I use materials direct Post #246555
what game?
In this case, HL:Source.

I just want to use materials directly from its gcf.
I don't know how else to put it.

So, any ideas?
makes it sound like you're not using Hammer
Well, I would be interested in using the same concept when dealing with models, as well. Gather that I want to use materials from a gcf, regardless if it's for mapping or anything else.
But for mapping alone, I'm using Hammer.

Sorry if the topic is unclear. I was in a rush writing it.
Posted 16 years ago2008-02-24 21:36:09 UTC
in Mapping - How can I use materials direct Post #246549
I am using Hammer.
Posted 16 years ago2008-02-24 21:00:29 UTC
in Mapping - How can I use materials direct Post #246547
Hi.
I want to use materials directly from the game's gcf, just like it's possible in Hammer, by default, with HL2, CS:S, DOD, and others.
How can I do that? Also, does it require me to make a custom .fgd?

Thanks in advance.
Posted 16 years ago2008-01-21 20:52:42 UTC
in Screwed up textures - Why? Post #243996
But the computer thingy is clearly visible, so the texture was found.
Posted 16 years ago2008-01-21 20:30:50 UTC
in Screwed up textures - Why? Post #243993
I tried using some textures from HL:Source, and this is what I get:
User posted image
Purple and black squares, all over the texture.

Why is it doing that?
Posted 16 years ago2008-01-21 20:21:16 UTC
in Need help converting textures Post #243992
I already knew about that program, and I must've been doing something wrong, because the texture didn't show up on the model.
Thanks for the response, anyway.
Posted 16 years ago2008-01-21 20:11:24 UTC
in Anyone know a good decompiler? Post #243991
I see.
Thanks anyway.
Posted 16 years ago2008-01-20 19:39:15 UTC
in Anyone know a good decompiler? Post #243911
Decompiling for instructional purposes is fine - taking a section of a map and putting it in your own is not.
Ps: This isn't for comercial/distributable purposes.
No offence, but I already stated that's not what I'm doing.

Anyway, I used BSPTwoMap, and it doesn't work that great for me. Loads of problems, and I don't have the mapping experience to solve them all.
Posted 16 years ago2008-01-20 18:46:42 UTC
in Anyone know a good decompiler? Post #243906
I need to decompile a map from the original Half-Life. I tried a couple of decompilers, but the map turns out buggy or full of problems.
Bottom line, clearly not re-compilable.
So, anyone that knows a good decompiler, that can actually get the map without any bugs or problems, please post them here.

Ps: This isn't for comercial/distributable purposes.

Thanks in advance.
Posted 16 years ago2008-01-12 11:46:03 UTC
in monster_generic error Post #243262
Nevermind, I find out what the problem was.

Aparantly, a recent sdk update is causing this error upon opening the model VGUI, but you can quickly solve this by turning Use VGUI model browser off, from Tools>Options>General.
Posted 16 years ago2008-01-09 09:14:33 UTC
in Need help converting textures Post #243012
Bascially, I'm trying to convert the textures of a model from HL1, to be usable in HL2.
The problem is that the HL1 model has .bmp textures, while HL2 requiers .vtf.

There are 15 .bmp files making up this texture, how will I make it in one .vtf?

Some help with this, would be apreciated.
Thanks in advance.
Posted 16 years ago2008-01-09 08:47:48 UTC
in monster_generic error Post #243011
You mean re-install the whole SDK? And what pak file are you talking about?

I just wanna emphasise that this is the SourceSDK Hammer we're talking about here.
Posted 16 years ago2008-01-09 08:07:01 UTC
in monster_generic error Post #243008
Whenever I try to put a monster_generic entity in my map, this is what happens:
User posted image
Anyone knows a solution to this?
Thanks in advance.
Posted 16 years ago2007-12-19 18:26:46 UTC
in Monsters don't follow path_corner Post #241523
Ok, thanks anyway.
Posted 16 years ago2007-12-18 22:37:12 UTC
in Monsters don't follow path_corner Post #241473
I'm pretty sure I did everything right, since the camera did work a few times before.

Maybe it's something to do with the game?
I'm mentioning this because I tried running the map again, and the camera moved, but not to the finish. It's almost as if she stopped at the 3rd path_corner, and wouldn't go further.
Could this be a bug?

I uploaded it anyway: http://twhl.co.za/mapvault_map.php?id=4922
Posted 16 years ago2007-12-18 15:54:28 UTC
in Monsters don't follow path_corner Post #241462
Strange thing happened. I tested the map earlier today, and everything worked great (camera-wise; it seemed MuzzleFlash was right about the speed issue), and just now I decided to test it again, and.. you've guessed it; the camera isn't moving.
Note: This is the exact same .bsp map, not recompiled - nothing changed.

Guess I'll have to upload the map and maybe someone will find what's wrong with the camera.
Posted 16 years ago2007-12-17 00:40:56 UTC
in Monsters don't follow path_corner Post #241285
I'm pretty sure I didn't miss anything, and yeah, the camera has a path.
Posted 16 years ago2007-12-16 20:08:42 UTC
in Monsters don't follow path_corner Post #241247
Nope, and I'm sure of that.

Also, the camera still doesn't move to any path_corner, when triggered.
Posted 16 years ago2007-12-16 19:10:54 UTC
in Monsters don't follow path_corner Post #241239
Thanks for clearing that up.

But now, another thing.
The func_train(with the origin brush inside, all tied up) is already at the destination(/last path_corner) when I start the map. I don't even get to trigger the thing.
Posted 16 years ago2007-12-16 18:06:42 UTC
in Monsters don't follow path_corner Post #241226
Yes, I read that, but it still doesn't answer my question.
How do I make one?
Posted 16 years ago2007-12-16 15:43:59 UTC
in Monsters don't follow path_corner Post #241212
It looks like I overlooked something from the trigger_camera tutorial.
Make a small cube, textured with the '{BLUE' texture. Place an origin brush in the centre of it and tie them together. Then hit 'To Entity' and select a 'func_train'.
What exactly is an origin brush, and how do I make one?
Posted 16 years ago2007-12-16 11:26:46 UTC
in Monsters don't follow path_corner Post #241194
Ok, we got that out of the way. Thanks.

Now, what about the camera?
Posted 16 years ago2007-12-16 11:04:45 UTC
in Monsters don't follow path_corner Post #241192
Ok, so what do I do if I have two scripted sequences(say point1 and point2) and I want a monster to walk between them?
If I understand MuzzleFlash's map right, I have to target point1 to point2, and vice-versa, but it doesn't work in my map.
What happens is, the monster moves to point1, then point2, but not back to point1. What am I missing here? Does it have anything to do with the fact that these points are in opposite directions?

Also, how do I work around between trigger_camera and scripted_sequences?
I set a few scripted sequences for the camera to follow, but nothing happens, the camera just sits there.
Now, I have read the tutorial on trigger_camera, and did everything written there as well.
I have a trigger_camera, func_train, path_corner's, multi_manager and trigger_once, all set in place. I didn't understand if I have to put the camera inside the train, or just target it, but it doesn't matter because the train is not moving.
He targets the path_corner(not the first one, but the one that follows, as the tutorial says), I added him in multi-manager, I trigger him, ..and nothing.
Any idea what to do?
Posted 16 years ago2007-12-15 18:53:55 UTC
in Monsters don't follow path_corner Post #241081
How do you do that?
I thought you just set the target(to follow the path_corner), and you're good to go.
Posted 16 years ago2007-12-15 18:22:46 UTC
in Monsters don't follow path_corner Post #241077
No offence, but maybe you should read that again.

What I said was that they DON'T follow their path_corner if I give them a name.
Posted 16 years ago2007-12-15 16:07:09 UTC
in Monsters don't follow path_corner Post #241052
Long-story short: monsters(but other entities as well, such as trigger_camera) don't follow their path_corner, but only if I give them a name.
If not, they follow it just fine.

Any idea why this happens?
Posted 16 years ago2007-12-11 19:57:41 UTC
in Blue/Green textures not visible Post #240689
@Spike: Thank you very much, you've saved me the misery!

@Tetsu0: I need this for a map I'm making, but thanks anyway.
Posted 16 years ago2007-12-11 18:43:46 UTC
in Blue/Green textures not visible Post #240678
Did that, and it's still transparent.
Posted 16 years ago2007-12-11 18:07:48 UTC
in Blue/Green textures not visible Post #240675
Ok, there's no leak anymore.

It appears that setting the blue entity(func_wall) Solid in Render Mode, makes it transparent no matter what.

What do I do about this?
Posted 16 years ago2007-12-11 17:11:01 UTC
in Blue/Green textures not visible Post #240667
Yup, the log does mention the leak:

SolidBSP [hull 0] 23 (0.00 seconds)
Warning: === LEAK in hull 0 ===
Entity info_player_start @ ( 0,-448,-448)
Error:
A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region. The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted. Some complex rotating objects entities need
their origins outside the map. To deal with these, just enclose the origin
brush with a solid world brush

Leak pointfile generated

SolidBSP [hull 1] 47 (0.02 seconds)
Warning: === LEAK in hull 1 ===
Entity info_player_start @ ( 0,-448,-448)
SolidBSP [hull 2] 47 (0.02 seconds)
Warning: === LEAK in hull 2 ===
Entity info_player_start @ ( 0,-448,-448)
SolidBSP [hull 3] 47 (0.05 seconds)
Warning: === LEAK in hull 3 ===
Entity info_player_start @ ( 0,-448,-448)
0.48 seconds elapsed

I don't get it. It only shows this after I turned the blue brush into an entity, but it's inside the map, not at one of the edges. So how can that be a leak?
Posted 16 years ago2007-12-11 15:12:54 UTC
in Blue/Green textures not visible Post #240654
Nevermind! The outside of the map was covered in aatrigger's ...
Sorry about that.

Anyway, it didn't work. Looks like this now:
User posted image

Anymore ideas?
Posted 16 years ago2007-12-11 14:55:53 UTC
in Blue/Green textures not visible Post #240650
So, I tried what Tetsu0 and Spike said, and now look what happens when I try to open the map in HL:
User posted image
Posted 16 years ago2007-12-11 13:32:33 UTC
in Blue/Green textures not visible Post #240632
Bump! I sort of figured out the texture thing.

The GRATE texture has blue squares in it.
User posted image

When highlighted, no blue squares - neither in-game.
User posted image


So, how do I make blue visible?
Posted 16 years ago2007-12-11 12:50:06 UTC
in Blue/Green textures not visible Post #240631
It turns out I wasn't using that compiler after all, though I had it. My mistake.

Anyway, CSG gives me an error when I compile now.

--- BEGIN hlcsg ---
Command line: C:UsersADMINI~1MYDOCU~1NEWFOL~1ZHLT34~1hlcsg.exe "C:Program FilesSteamsteamappsusernamehalf-lifevalvemapsc1"
Entering C:Program FilesSteamsteamappsusernamehalf-lifevalvemapsc1.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

12 brushes (totalling 72 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%...Error: Entity 212, Brush 3: outside world(+/-4096): (7182,-6960,-10000)(6960,7182,10000)
Error: brush outside world
Description: The map has a problem which must be fixed
Howto Fix: Check the file http://www.zhlt.info/common-mapping-problems.html for a detailed explanation of this problem

Error: Entity 212, Brush 3: outside world(+/-4096): (7182,-6960,-10000)(6960,7182,10000)
Error: Entity 212, Brush 3: outside world(+/-4096): (7182,-6960,-10000)(6960,7182,10000)
Error: Entity 212, Brush 3: outside world(+/-4096): (7198,-6976,-10036)(6976,7198,10036)
Error: Entity 212, Brush 3: outside world(+/-4096): (7198,-6976,-10036)(6976,7198,10036)
Error: Entity 212, Brush 3: outside world(+/-4096): (7198,-6976,-10036)(6976,7198,10036)
Error: Entity 212, Brush 3: outside world(+/-4096): (7214,-6992,-10032)(6992,7214,10032)
Error: Entity 212, Brush 3: outside world(+/-4096): (7214,-6992,-10032)(6992,7214,10032)
Error: Entity 212, Brush 3: outside world(+/-4096): (7214,-6992,-10032)(6992,7214,10032)
Error: Entity 212, Brush 3: outside world(+/-4096): (7198,-6976,-10018)(6976,7198,10018)
Error: Entity 212, Brush 3: outside world(+/-4096): (7198,-6976,-10018)(6976,7198,10018)
Error: Entity 212, Brush 3: outside world(+/-4096): (7198,-6976,-10018)(6976,7198,10018)
(4.30 seconds)

--- END hlcsg ---
Posted 16 years ago2007-12-11 11:14:50 UTC
in Blue/Green textures not visible Post #240626
I disabled Vis and Rad cause I didn't add light to the map yet, otherwise it's pitch black, it seems.

The textures do show up in 3d view, but if I highlight them, they turn black, while any other texture turns red.
This doesn't have much importance, but I thought it was a bit unusual.

I'm already running that compiler.

1)There are only two wad files.
I even tried using a single one, but no change.

2)All wad's are in the valve directory.
Posted 16 years ago2007-12-11 10:00:40 UTC
in Blue/Green textures not visible Post #240619
Thats the problem, I can't see them in-game.
Instead of blue and green, it's just black.

Though, any other texture shows up just fine.
Posted 16 years ago2007-12-11 07:44:47 UTC
in Blue/Green textures not visible Post #240615
** Executing...
** Command: Change Directory
** Parameters: C:Program FilesSteamsteamappsusernamehalf-life

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesSteamsteamappsusernamehalf-lifevalvemapsexample.map" "C:Program FilesSteamsteamappsusernamehalf-lifevalvemapsexample.map"

** Executing...
** Command: C:PROGRA~1VALVEH~1toolsqcsg.exe
** Parameters: "C:Program FilesSteamsteamappsusernamehalf-lifevalvemapsexample"

qcsg.exe v2.8 (Jan 31 2000)
-- qcsg --
entering C:Program FilesSteamsteamappsusernamehalf-lifevalvemapsexample.map
CreateBrush: 0...1...3...5...6...8... (0)
CSGBrush: 0...1...3...5...6...8... (0)
Using WAD File: program filessteamsteamappsusernamehalf-lifevalvehalflife.wad
Using WAD File: program filessteamsteamappsusernamehalf-lifevalvepldecal.wad
0 seconds elapsed
** Executing...
** Command: C:PROGRA~1VALVEH~1toolsqbsp2.exe
** Parameters: "C:Program FilesSteamsteamappsusernamehalf-lifevalvemapsexample"

qbsp2.exe v2.2 (Dec 28 1998)
-- qbsp2 --
writing C:Program FilesSteamsteamappsusernamehalf-lifevalvemapsexample.prt
0 seconds elapsed
I tampered with it, but you get the point.
@Tetsu0: Yes, and the texture is viewable there, though whenever I highlight it, it turns to black, which doesn't happen with any other texture.
Posted 16 years ago2007-12-10 21:24:55 UTC
in Blue/Green textures not visible Post #240535
I'm missing all the blue and green textures in any map I make in Hammer.
It's just black.

I even made two custom wad's of the same colors, and neither shows up either.

Anybody knows whats going on?
Posted 16 years ago2007-12-04 11:22:21 UTC
in Command to execute animation Post #239856
I seem to have encountered a problem (in hammer 3.5).

Textures aren't being displayed on my map, instead they're replaced by some purple and black squares.

Any idea whats going on?
Posted 16 years ago2007-12-04 07:38:46 UTC
in Command to execute animation Post #239847
Thanks. It worked.
Posted 16 years ago2007-12-03 09:52:44 UTC
in Command to execute animation Post #239752
Is there a console command in HL that can trigger a specific animation on an npc?
By that I mean simple stuff, like walking, crouching, jumping, etc.

Is there such a thing? Help would be apreciated.