Forum posts

Posted 36 minutes ago2019-09-22 17:52:38 UTC
in "Monster_Generic" as Corpse Post #343154
On the other hand, you could use cycler with the model dead_barney.mdl and sequences 7, 8, 9, or 10.
Ez Pz boi, the security guard (with vest and helmet) was shocked with your question... and answer.Ez Pz boi, the security guard (with vest and helmet) was shocked with your question... and answer.
im working on a Half-life mod and on some maps the trigger_changelevel works only after i reload a save...
Posted 7 hours ago2019-09-22 10:56:30 UTC
in "Monster_Generic" as Corpse Post #343152
No need to get angry, some people simply read too fast then they don't understand the question. :P

But yes, there are no tutorials for that sort of thing yet. There's one called "Dead NPCs for HL1 and CS" but it uses cycler entities which is not in the scope of this thread.

As you said, one of the ways to do it is to use monster_generic with the model you're looking for, then trigger an aiscripted_sequence when the map starts (so that the model starts with the corpse animation).
Or actually, you can define the Animation Sequence keyvalue right away, which is what you did. Good job.
Admer456 Admer456Lean, mean, mapping machine :3
Posted 20 hours ago2019-09-21 22:13:55 UTC
in Female Assassin Viewmodel Post #343151
Hm, I don't model. But I made a sample using the original v_model
User posted image
You can find something similar in this video http://youtu.be/7D-zjSI5LKE
Posted 1 day ago2019-09-21 13:41:23 UTC
in "Monster_Generic" as Corpse Post #343150
Wow, you really didn't know what I was talking about, didn't you? Entity called "monster_generic"? Do you not know what that is? In Blue Shift, they didn't use "monster_barney_dead" to create the corpses of the security guards NOT wearing their armor. That entity you described wears the armor.
Instead of getting the help I needed, I had to figure it all out the hard way by converting a BSP Blue Shift map into a file that I could access via Hammer Editor. There, I found that they used entity "monster_generic" and applied a model to it, applied a trigger, and an animation sequence so that the entity would act more like a corpse.
Since no one was helpful and that I may not be the only one who has struggled with this, I will be providing a tutorial. I was very clear with the description I gave.
Posted 1 day ago2019-09-21 02:30:36 UTC
in Female Assassin Viewmodel Post #343149
I Mean Like Having Changing The Hand Model And I Want The Female Assassin Hand Models
https://imgur.com/a/DhuqrKX
Posted 1 day ago2019-09-20 22:54:03 UTC
in Demo Post #343148
Not sure about in recorded demo, though, I'm sure there are custom models made to do that somewhere. Trick: in game, swap the weapon right after placing or removing the silencer and return to it again, this will trick animation time. Another thing you can do is to replace audio files to mute or replace weapon sounds.
Posted 1 day ago2019-09-20 21:17:35 UTC
in "Monster_Generic" as Corpse Post #343147
Try this entity monster_barney_dead. You can even change its corpse "pose".
Posted 1 day ago2019-09-20 21:10:56 UTC
in Female Assassin Viewmodel Post #343146
What do you mean by "viewmodel"?

You can use cycler if that's the case.
Posted 2 days ago2019-09-20 06:15:38 UTC
in Female Assassin Viewmodel Post #343145
Hey, I Wonder That Someone Could Make A Female Assassin Viewmodels For My Mod
Posted 2 days ago2019-09-20 02:01:15 UTC
in "Monster_Generic" as Corpse Post #343144
So, in Half-Life: Blue Shift, you have the security guards not wearing vests and helmets. Valve used entity type "monster_generic" in order to implement them. How do you turn "monster_generic" into a dead body? The model I am using has a corpse animation, but the entity still appears as if it is standing. Is there a tutorial for this sort of thing?
Posted 2 days ago2019-09-19 20:33:59 UTC
in I have a problem with registering Milkshape Post #343143
I have lithunwrap, which´s free and you can do an UV map within seconds.

https://gamebanana.com/dl/163109

It´s free and legal. And donig things like this is easy as pie (even if it is the part I like the less when modelling... :nya: ) .
User posted image
Posted 2 days ago2019-09-19 19:39:33 UTC
in Now Gaming: ... Post #343142
Wow that looks extra-nice. Damn I wish I was 16 now. So much awesome stuff to play with.
Striker StrikerI seriously doubt myself
Posted 2 days ago2019-09-19 19:21:37 UTC
in Demo Post #343141
Sup, is it possible to remove silencer from usp in recorded demo and animation of putting silencer into usp as well?
Posted 4 days ago2019-09-18 14:31:49 UTC
in I have a problem with registering Milkshape Post #343140
Yeah, photosourcing is an invaluable resource! Anything I do that isn't done procedurally in Substance Painter is done with photosourced layers in it. Sometimes even the procedural stuff gets extra layers and detail from it.

Generally I'd recommend hand painting solid colours then grabbing some stuff either from photos you've taken or from a resource like textures.com, making them grayscale (or very desaturated, depending on the look you want) and using the overlay or multiply blend modes in your photo editor of choice, adjusting the opacity until you're satisfied with that section of material, repeating for all the different surface types on the texture. You can also do it in the opposite order, blending solid colours on top of the 'texture' layers, but I generally go for the former technique.

Add some hand-painted edge highlights (white with a low opacity and the screen blend mode is usually best I find), shadows as needed (Black with multiply, mix shadows and highlights as needed to get surface height definitions newer engines would do with a normal map or more polygons) and multiply on a baked AO (Make sure it's normalized so the non-shadowed areas are pure white) to really make it pop, and you've got yourself a nice looking diffuse texture!

It takes some practice to get good at it but with those tips in mind you should be able to get yourself making good quality textures relatively quickly.
JeffMOD JeffMODCall 141.12
Posted 4 days ago2019-09-18 06:31:26 UTC
in I have a problem with registering Milkshape Post #343139
Start off with photo-sourcing. Go out, take a photo of the floor or something, and turn it into a texture. Later on, you'll likely learn to hand-paint textures with various brushes.

With models, it'll be better to hand-paint them or mix textures from photos together. So good luck. There are hundreds of ways you can make textures, even procedurally.
Admer456 Admer456Lean, mean, mapping machine :3
Posted 4 days ago2019-09-17 20:24:27 UTC
in I have a problem with registering Milkshape Post #343138
Okay, I've got it sorted out. I'm quite familiar with modelling so I should be fine (for now) in that area. However now I need to get good at making textures...
Posted 5 days ago2019-09-17 17:21:36 UTC
in Now Gaming: ... Post #343137
User posted image
I gotta say Minecraft and GalactiCraft with Half-Life textures go very well together. And yes, those HL monitors and the big HL computer mainframe texture on the right, are all animated.

Courtesy of LittleTiles and Online Picture Frame mod.
The Mad Carrot The Mad CarrotMad Carrot
Posted 5 days ago2019-09-17 13:12:52 UTC
in I have a problem with registering Milkshape Post #343136
That is called learning. No need to be sorry.
"took me a about a day to find out how to do it."
Same. When I started using 3ds Max 9 in 2015, it basically took me a day to get a texture up on a simple cube. :P
Any modern modeling program is like that, really.

It's a different philosophy from Hammer, where you simply right-click a face in the Texture tool.
Meanwhile in modeling programs, you create a material, give it an image, and apply it.
Furthermore, you don't have the Select tool, you don't have the Clipping tool and whatnot. Instead, you got a different set of tools that are suited for both organic and anorganic geometry, so you got functions like Bevel. In Hammer, you'd have to use the Clipping tool, then cut the edge off diagonally. If you wanted it to be smoother, you'd have to cut the edge multiple times. Meanwhile in Blender, you select an edge, use Bevel, and set the parameters, like how many cuts, how smooth, you get the point. Combined with Blender's hotkeys, it's a pretty fast way of modeling things.

It is that different philosophy and way of thinking, which you have to learn. Once you're over that obstacle, you'll be skyrocketing in modelling.
Admer456 Admer456Lean, mean, mapping machine :3
Posted 6 days ago2019-09-16 16:38:44 UTC
in I have a problem with registering Milkshape Post #343135
Yeah sorry about that. I got frustrated at how complex blender is and what should be a simple task that would normally take a few seconds took me a about a day to find out how to do it.
Posted 6 days ago2019-09-16 16:03:56 UTC
in Getting Hammered to the Max Post #343134
As the developer of Wall Worm for 3ds Max and technical artist for Black Mesa, I'm often asked for tips on using Max for Source. Many Hammer users struggle with the transition. So I started a site for Hammer users to learn 3ds Max and Wall Worm called Hammered to the Max. With it you can learn how to use 3ds Max as your Source/Goldsource level editor (yes, entirely supplanting Hammer).

Here are a couple of the videos included there:
Basic Level Design
Procedural Displacements
Link above includes these and more.

Enjoy.
Posted 6 days ago2019-09-16 05:55:12 UTC
in I have a problem with registering Milkshape Post #343133
Or rather, if you're using Blender 2.80, press Z then either click Rendered or LookDev.

You can find the Materials tab on the bottom-right portion of the window. Blender is designed for modern workflows so it supports something called materials, which is a bunch of different texture maps that define a surface. GoldSrc only uses diffuse maps, or Base Color if we speak in Blender terms.

I highly suggest you to find some beginner tutorials for Blender. They can get you started quickly.
Admer456 Admer456Lean, mean, mapping machine :3
Posted 6 days ago2019-09-15 21:56:53 UTC
in I have a problem with registering Milkshape Post #343132
Assuming you have already UV unwrapped your model, there's "Material" tab in the properties bar. you apply a texture by clicking on the button next to "Base Color" and choose "Image texture" and then "open". Change viewport shading color to "Texture" to actually see it on your Mesh.

Not sure where the complicated part is.
LOZ98 LOZ98Insert Creative "Custom Title Text" here
Posted 1 week ago2019-09-15 12:42:23 UTC
in I have a problem with registering Milkshape Post #343131
Already a few minutes in, and simply adding a texture to a model is an impossibly complicated task. I don't suppose anyone here knows?
Posted 1 week ago2019-09-15 10:43:15 UTC
in I have a problem with registering Milkshape Post #343130
There is a plugin, yes. Blender Source Tools: https://steamcommunity.com/groups/BlenderSourceTools
LOZ98 LOZ98Insert Creative "Custom Title Text" here
Posted 1 week ago2019-09-15 10:13:48 UTC
in I have a problem with registering Milkshape Post #343129
But how do you import smd files like you would in milkshape in blender? Is there a plugin or something that I have to download?
Posted 1 week ago2019-09-14 22:14:19 UTC
in I have a problem with registering Milkshape Post #343128
Probably uninstalling it and reinstalling it will restart the trial period. It´s not illegal.
Posted 1 week ago2019-09-14 22:08:05 UTC
in I have a problem with registering Milkshape Post #343127
I used Milkshape previously, but never registered it. Given that the site hasn't been updated since 2013 and there are no obvious methods of contacting the author (not to mention the "strictly no refunds" policy), I would suggest that it might be worth getting to grips with Blender instead. Yes, it means learning a new toolset, but it's very compatible with GoldSRC models, is open source and still actively being developed on top of being totally free.
UrbaNebula UrbaNebulaGoldSourcerer
Posted 1 week ago2019-09-14 15:49:38 UTC
in I have a problem with registering Milkshape Post #343126
I know this sounds really stupid but I need to know this so please help, but first some background...

So I've used Milkshape 3D before and after a while I've gotten used to how it works. Now I've decided I want my mod to use custom models because I want it to be original. I've found a way to create such models but the only problem is I can't save them unless I register Milkshape. Here is the problem.

Milkshape has three different payment options. That and considering how old it is has immediately tripped an alarm inside my brain. I am very concerned whether or not the software will properly register after paying for it and which payment option will actually work and it worries me, but I can't make progress with my mod unless I have a working modelling software.

Put it simply, Milkshape makes me nervous, and I'm wondering if anyone here has registered it recently so that they can prove it is still legitimate so to speak.

Side Note: I have ruled out kHED and Blender.
Posted 1 week ago2019-09-13 10:42:48 UTC
in Auto-select a Row of vertices? Post #343125
Oh.... yeah that's it, I was getting confused by the split points and forgot to pay attention to the other views. Thanks.
LOZ98 LOZ98Insert Creative "Custom Title Text" here
Posted 1 week ago2019-09-13 10:35:00 UTC
in Auto-select a Row of vertices? Post #343124
Do you mean while in vertex manipulation mode? If so, I’d have thought that would just be by drag-selecting in one of the views.
Jessie JessieLadytype
Posted 1 week ago2019-09-13 10:30:53 UTC
in Auto-select a Row of vertices? Post #343123
in Hammer I mean, whenever I watch a tutorial I see people quickly selecting rows of vertices that are on top of each other without having to select them individually. this seems much more convenient and would definitely help me speed-up the mapping process, so I'd like to know how do they do it? is there a shortcut or something I'm missing? I can't find anything about this.
LOZ98 LOZ98Insert Creative "Custom Title Text" here
Posted 1 week ago2019-09-12 16:11:16 UTC
in The ~Video Game Music~ Thread Post #343122
That's cool froghair. Yea I love Pocket Tanks, it's such a cool concept and a very well done little game. That's a cool story.

Maybe this toon will evoke some reminiscence.
CJ's Elephant Antics Song (nes game)
This was one of the first games I ever played and my brother and I used to call the boss of the first stage "The Big Guy"

It came on a game cartridge with 4 arcade games including Go Dizzy Go, F-16 Renegade and Stunt Buggies. All of their music is worth a checkout but CJ's Elephant Antics was the most bizarre and memorable in my opinion. And the game was pretty cool. The "Big Guy" climbed up and down a rope and spit green blobs at you as some really spooky music played.
Posted 1 week ago2019-09-12 15:31:26 UTC
in HL2x Custom Maps Post #343121
I can't use the stock tools as they're too new. I need to make BSP files with the version 19 (The version from 2004-05).
Screamernail ScreamernailYour personal Fear
Posted 1 week ago2019-09-12 15:08:03 UTC
in HL2x Custom Maps Post #343120
I don't know much about mapping for Source, let alone mapping for the XBox version of the game (why would you, even), but what I do know is that, at this point in time, you shouldn't be using the CST compile tools, they are way too outdated and may not even work well or at all under the Steampipe system as CST was made long before Steampipe was a thing. So I'd say stick to the stock tools.
The Mad Carrot The Mad CarrotMad Carrot
Posted 1 week ago2019-09-12 12:48:29 UTC
in The ~Video Game Music~ Thread Post #343119
Jet Set Radio Future - Like It Like This Like That
Jet Set Radio Future - I Love Love You (Love Love Super Dimension Mix)
Strider StriderTuned to a dead channel.
Posted 1 week ago2019-09-10 16:07:48 UTC
in The ~Video Game Music~ Thread Post #343118
Painkiller - Mech
Shepard62700FR Shepard62700FRHalf-Cat is watching...
Posted 1 week ago2019-09-10 13:10:37 UTC
in The ~Video Game Music~ Thread Post #343117
Getting some serious Infected Mushroom vibes from that. This is a good thing.

Listening to the Druid 2 theme remix and since it's used in MarphiBlack's 20th anniversary video for GoldSRC, I might as well post that. :P
UrbaNebula UrbaNebulaGoldSourcerer
Posted 1 week ago2019-09-10 11:42:04 UTC
in HL2x Custom Maps Post #343116
*Bump

Must I really have an old version of hammer just to make maps?
Cause when I try compile a map with the cst, the compiling goes nuts.
Screamernail ScreamernailYour personal Fear
Posted 1 week ago2019-09-10 07:03:58 UTC
in The ~Video Game Music~ Thread Post #343115
Did I ever mention that Crypt of the NecroDancer has great music? If not, I should have! Have one of my favourites.
Crypt of the NecroDancer - Mausoleum Mash
Jessie JessieLadytype
Posted 1 week ago2019-09-09 21:26:01 UTC
in The ~Video Game Music~ Thread Post #343114
Wow I havent heard that in years! When I was in Iraq in 2007, we had a little computer room (no internet) with Pocket Tanks installed on all of them. It brought comfort during those dark times. Super cool menu music.
Sometimes we all need a little escape from reality.
satchmo satchmoWhat you can do today should have been done yesterday.
Posted 1 week ago2019-09-09 20:10:53 UTC
in The ~Video Game Music~ Thread Post #343113
We used to love playing this game at my neighbor's house against each other. And the menu title theme music was so cool!
Wow I havent heard that in years! When I was in Iraq in 2007, we had a little computer room (no internet) with Pocket Tanks installed on all of them. It brought comfort during those dark times. Super cool menu music.
Posted 2 weeks ago2019-09-08 18:28:32 UTC
in Weird bug in my map... like dust or something Post #343112
Looks like "Jump Bot" setting points.
Stojke StojkeOPL - 3
Posted 2 weeks ago2019-09-07 22:27:06 UTC
in Weird bug in my map... like dust or something Post #343111
Posted 2 weeks ago2019-09-07 10:03:58 UTC
in Weird bug in my map... like dust or something Post #343110
There is a way to fix that? Why happen that? Thanks
REBELVODKA REBELVODKAAlea iacta est
Posted 2 weeks ago2019-09-07 06:44:25 UTC
in Weird bug in my map... like dust or something Post #343109
That looks like an orphaned Ground Node
Posted 2 weeks ago2019-09-07 00:06:32 UTC
in Weird bug in my map... like dust or something Post #343108
Map works fine but after few minutes place where I jump or not begin appear that weird dust on air....
Better check image...
Wtf is that?Wtf is that?
REBELVODKA REBELVODKAAlea iacta est
Posted 2 weeks ago2019-09-06 22:49:40 UTC
in The ~Video Game Music~ Thread Post #343107
We used to love playing this game at my neighbor's house against each other. And the menu title theme music was so cool!
Pocket Tanks Menu Title Theme Music by DNA groove
Posted 2 weeks ago2019-09-06 16:29:38 UTC
in The ~Video Game Music~ Thread Post #343106
My son plays the violin, and we played this game together. We listen to it often.

I highly recommend this game too.
Finding Paradise - Scales
satchmo satchmoWhat you can do today should have been done yesterday.
Posted 2 weeks ago2019-09-05 14:33:52 UTC
in Now Gaming: ... Post #343105
I've always modded my Bethesda games pretty heavily after the first playthrough, but I always make sure to go with lore-friendly stuff. No tank engines in my Skyrim or modern weapons in my Fallout (Unless it's one that appeared in Fallout 1 and 2!)
JeffMOD JeffMODCall 141.12