Created 7 years ago2017-07-25 13:03:08 UTC by monster_urby
+0~FIFTIES_LGT2 160 170 220 5000
+0~GENERIC85 110 140 235 20000
Yup. Gearbox models freak out if you rename them and try to use them in monster_generic entities. You learn something every day O RLY - :rly:I'm actually interested in what is actually causing this since I am considering some monster_generic needed stuff (also writing a troubleshooting guide so this would be important info to note down).
I'm actually interested in what is actually causing this since I am considering some monster_generic needed stuff (also writing a troubleshooting guide so this would be important info to note down).Recompiling the model in MS3D was enough to fix the problem it seems.
I just have to figure out how to justify the presence of these airlocks...Because science.
Yup. Gearbox models freak out if you rename them and try to use them in monster_generic entities.I got some models that have this problem and are unable to be used. Among these are hgrunts with hornet guns and hgrunts that shoot mp5 at full auto
Hopefully you aren't using the milkshape decompiler as its a more outdated version of mdldec.exe that misses stuff like additional skins & at times introduces vertex shading errors in some models.I was using that, but it fixed the issue so who cares?
Also is there going to be a review of areas that may have optimization issues? I did a whole playthrough of TWHL tower and things for the most part were fine but there was an area on one of the cubicle maps that dropped my fps hard and the other end of the wind tunnel seemed to do the same thing (im assuming due to overly error prone brush stuff that could have been done with a model).I never experienced these issues in TWHL Tower, but I know a lot of people did. The brushwork was fine. i think it might have been an issue with the particle effects used on the vents. A moot point in Vanilla HL. But essentially yes, if a map has issues it will be down to the mapper to correct them after testing.
That shouldn't happen, renaming models doesn't cause problems really... unless the game requires that it loads it. Are you sure you're also renaming the T models as well appropriately?You're welcome to replicate it. Take the Blue-Shift scientist model, save it under a new name, assign it to a monster_generic entity and try a scripted sequence. As I said, recompiling the model worked, so Gearbox must have created the model by some other method. (They also have spaces in texture BMP names which also freaks out in Milkshape, so... yeah)
Oiy, where did my post saying I'm in disappear to? I feel ditched...You put it in the wrong thread. Added you.
Yes please I'd like to join
Count me in as well. Will try to find some time for this one...Glad to hear it. Added you both to the first post.
Stupid question, but will airlock be retextured in the future?I don't intend to. You can change it in your map though, since the airlocks in the maps either side are technically separate places.
Good luck for everyone! Please win, Trempler because he is king of mapping with Half-Life.There are no winners. It's a collaboration, not a competition. I'm also yet to receive official word from Trempler... I didn't quite understand his first post. Would be good to have him on board, but for now he's a maybe.
Started working on the layout and the architecture:Intriguing
Send one man through the portals, sealing them behind him.That's a quick and easy job, sealing only two portals.
Hold on. I'm confused. The plot says TWHL eggheads opened a portal to an alternate dimension. In that dimension, they opened up another portal that lead to an hostile alien world. So there are two portals right?I need to clean up the first post. The essentially opened a portal in each dimension, a sort of inception style thing.
That's a quick and easy job, sealing only two portals.
So what's the idea behind having all those airlocks if there's only one portal going to the alien world? That doesn't make sense to me.
Also, can you define "The theme is pockets of reality, hopping between dimensions."? What does that really mean?Basically, what I mean by that is, the map is set in it's own universe. You can make it's own lore and build a map with it's own theme completely unrelated to everything else in the pack. The pocket is just a reference to the 1024 cubed space that the player has access to.
PS: Where is Half-Life Vanille? Just made by Sam's Hl-SDK? But I don't see where is Vanille. Thanks!Vanilla HL is the standard HL SDK, not Sam's. Regular hl.dll.
Urby, do you see these airlocks as being pre-existing? Like, do you think they should be built into the architecture, or are they just... I dunno.As per my above screenshot, I'm playing with the idea that the structures would have been put in place by a previous expedition team. They're essentially prefabricated, flat-packed chambers. You set one up, hit the power and generate a portal that takes you to a new dimension. The process duplicates the chamber at the point of arrival. In my case, burned into the wall of a bathroom.
I have a big problem with scope controlJust right-click to zoom in and right click again to zoom out.
In my case, burned into the wall of a bathroom.I've been brainstorming ideas for my map and I had a similar idea in mind, that the airlock chambers just sort of obliterate whatever is in the way when it materializes.
Are we allowed to put monsters outside of the 1024^3 cube for teleporting in later?Do whatever you like outside of the 1024 cube, as long as the player is always enclosed in it.