Forum posts

Posted 6 years ago2018-06-28 17:12:59 UTC
in Cubemaps Refuse to Function Properly Post #340029
Fixed. Thanks so much for the support guys!! Like an anvil off my chest. I was doing everything right except mat_reloadallmaterials. GAH! Each room has only one cubemap now as well. I believe another problem may have been caused by a BSP with the same name in two locations that the game can read. One was in a custom/maps folder and the other was in hl2/maps. The game probably didn't know which one to use. Once I deleted one, it seemed to help.
Posted 6 years ago2018-06-28 16:26:39 UTC
in Cubemaps Refuse to Function Properly Post #340028
Tesu0 said:1)

2)

3)
1) For the too many lighting styles error, I believe it was coming from the point_spotlight on top of the vending machine. I removed it and not only did the strange lighting artifact on the floor go away, but so did the compile error.

2) I read somewhere that somehow more cubemaps is better...guess not. Just wanted to try just in case.

3) I'm concerned about the props' reflections. I think water is reflective no matter what. I think water_lod_control makes it so or something.
Dr. Orange said:follow these instructions and see if you get the right results.
Will do.

Thanks for the help guys! I'll keep updating the link if you want to follow along. I've changed the map since the last upload.

Side note: how does it look?
Posted 6 years ago2018-06-23 15:50:10 UTC
in Cubemaps Refuse to Function Properly Post #340004
So I got cubemaps to BUILD by deleting all the .VTF's from the .bsp. It only works if I also delete the default cubemaps for LDR and HDR. My next problems is that all reflective surfaces are now super bright and shiny in HDR mode and to a lesser extent in LDR mode. Furthermore, seem to be using the map's skybox texture for their reflection data. How do I get the cubemaps to actually use the environment?
Posted 6 years ago2018-06-22 04:21:54 UTC
in Cubemaps Refuse to Function Properly Post #339993
Hi there,

I've begun making a map for Half-Life 2 and have run into an issue: my brushes and props do not receive any specularity. I know this because weapon_cubemap is only textured without any reflectivity. I've tried manually deleting .vtf's with VIDE, building cubemaps for both LDR and HDR (yes, my VBSP has the -both parameter), my cubemaps are at least 16 units away from brushes, etc. I don't know what the problem is. All I can imagine is that VBSP generates its own cubemaps on compile, but I don't know how to get it to not do that. I’ve followed TopHATTwaffle's walkthrough for a CS:S cubemaps issue, but I did not get the same result. Any suggestions?

Link to BSP and VMF
Posted 6 years ago2018-06-20 17:20:14 UTC
in Changing HL2's Pistol Reload Post #339978
Awesome! Thanks for the help!
Posted 6 years ago2018-06-20 04:36:36 UTC
in Changing HL2's Pistol Reload Post #339972
This sounds a lot more along the lines of what I wanted to do. Is there a utility out there for converting to VPK? <-- nevermind this; didn't read your post thoroughly enough because you literally gave me the answer to that question. Do I keep the same directory structure as a SourceMod inside the \custom folder i.e. models, maps, materials, sounds, etc. and a gameinfo? Also, would it show up in the Steam library, launch alongside Half-Life 2 automatically, or would I have to execute a .cfg while in-game or something or add a special line to the game's launch properties in Steam?
Posted 6 years ago2018-06-18 23:26:12 UTC
in Changing HL2's Pistol Reload Post #339954
Thanks! Very helpful actually. Will a new game_sounds_weapons.txtin my mod completely overwrite the original? Will I need to include game_sounds_weapons.txt in its entirety in my mod's /scripts to preserve the other sounds as well, or do I only need one entry for the one I want to change?
As for mapping, I have used Hammer a good bit before. I am more than confident making a map. I haven't used it in a while, however. Since I've begun messing around with Source, I became aware of some SteamPipe update that "broke" the Source SDK. This means I have to go to the hl2 Steam folder and launch hammer from there, right?

*EDIT
Disregard comments about the .txt. I forgot that when I set up my mod, part of it was including all of /scripts which has game_sounds_weapons.txt in it already.
Posted 6 years ago2018-06-18 20:05:55 UTC
in Changing HL2's Pistol Reload Post #339950
I am brand spanking new to the Source modding scene. Let that sink in for a second. You'll have to forgive my naiveté haha. For my first trick, I would like to change Half-Life 2's pistol reload sound. That's it. I have the sound, I have the source code (I am actually looking at it right now, phew), and I have the sourcemod (which I'm assuming I needed to create). HOW the HECK do I actually change it?

sp/src/game/server/weapon_pistol.cpp was my first stop. After some digging, I stumbled upon some repeated references to SOUNDENT.h. This seems to be how the game puts sounds into the environment.

I've even found functions inside pistol.cpp that seem to hint at where the sound comes from or something: WeaponSound( RELOAD ) is the one I'm particularly interested in. But, I can't find out how to change which sound files it points at. I can't even find what object RELOAD is.

I have my mod's sound folder set up as sound/weapons/pistol/pistol_reload1.wav, just like the original. Is this all I had to do? The problem then becomes how I test it. My mod has no maps inside of it. I just want Half-Life 2 as is but with my new sound.

Do I have to find all the original .bsps and plug them into my mod? That seems illegal. There has to be a way to make this mod just a plugin that uses inheritance or something. Don't know if any of that made sense, but I'm really lost here, lol. The only thing about Half-Life 2 I want to change is this one little thing. I obviously can't package all of HL2 into my mod just to change that...