Forum posts

Posted 8 years ago2016-11-30 05:53:25 UTC
in model and modelT, what does this mean? Post #332489
Oh!, thanks Penguinboy!, I swear I did not know that. I thought that it was related to something else, overall because my turret is behaving a bit extrange and I culprit that to the non existant T model. :/
Posted 8 years ago2016-11-29 22:38:14 UTC
in model and modelT, what does this mean? Post #332487
Hi again. Maybe I will sound a bit noobish but, what does the "T" after the name of the model means?, in fact, when I try to open it the program throws an error. Also, as I have re-done a model, I saw that the earlier version has the "T" model (turret.mdl and turretT.mdl) and now it has disappear (I only have the turret.mdl).

Any info will be appreciated. ;)
Posted 8 years ago2016-11-27 20:04:45 UTC
in Qc file and sprites. Post #332474
Crap. I was wrong again. I have seen in my player.qc that left hand has attachment 0 assigned with event 5001 in its fire animation, and also right hand has attachment 1 assigned for its fire animation, so I made a simple association that is, clearly, wrong. Thanks for point me to it! :)

In fact muzzleflashes are limited to 4 attachments, as you did say:

5001 attachment 0
5011 attachment 1
5021 attachment 2
5031 attachmdnt 3

I mean, it is hardcoded. Again, I did MUST have read carefully your post... I have to start using Google translator!! haha.
Posted 8 years ago2016-11-27 13:42:35 UTC
in Qc file and sprites. Post #332472
This is just to help others:

Example:
{event 5001 0 51}
5001 The event itself, it is hardcoded.

5001 Nuber "0" equals "attachment 0", "1" is for atrachment "1", etc.

0 The 0 between 5001 and 51 is the frame on which the event is played.

51 Is the scale on which the sprite is shown (read more above).

51 Equals to "muzzleflash2.spr". So, if you want muzzleflash1.spr the number must be "0", if you want muzzleflash3.spr you must use number "2". etc.

Brackets are programmers stuff, don't mess with them, they bite.

Thanks Solokiller!!, you're the best :)
Posted 8 years ago2016-11-26 15:38:02 UTC
in Qc file and sprites. Post #332470
Ooooooh, my english... :nya: I have read all again and my sillyness level reaches GOD mode.
Posted 8 years ago2016-11-26 14:40:39 UTC
in Qc file and sprites. Post #332468
Ok, kinda got it. I will use that info. Thanks Solokiller!! :)

EDIT: I feel quite dumb now, I have noticed some diferences between qc files between monster and weapon models.

Most of them, the ones that fired weapons (mp5, shotguns) are using the event 5001, that is, muzzleflash on attachpent 1, or the turret, that uses the same event 5001 aswell. But the difference is two numbers that follow the event. i.e:

{EVENT 5001 0 "51"}

I have discovered that the "0" goes for the frame on which the sprite is shown, but the last number is what varies the most:

Python uses 31
Turret uses 51
MP5 uses 50
Hgrunt uses 50

So my question is, are the sprites defined by this number?, also, if not, what means the 50 the 51 and the 31 numbers?
Posted 8 years ago2016-11-26 09:40:11 UTC
in Qc file and sprites. Post #332466
I see, the D number determines if what is shown is a spark, or if the code plays a sound.

D=1 Sprite
D=2 Effect
D=4 Sound

But for the B number, is it what says the sprite to use?
Posted 8 years ago2016-11-26 09:32:10 UTC
in Milkshape Reference Z Plane Moving Post #332465
Import the reference smd, save it as ms3d format and fix the position of the arms in normal mode if it looks displaced or into Animation mode setting the keyframes. It sometimes happen that when you decompile a model you have to re position its mesh, because decompiling it screwes the animation's keyframes.
Posted 8 years ago2016-11-26 09:25:59 UTC
in Qc file and sprites. Post #332463
Ok, so taking event 5001 as an example, and its numbers as letters ( A=5, B=first 0, C=second 0, and D=1), we have:

A= Event
B= Type of muzzleflash 1,2,3,etc.
C= Attachment
D= Scale

Is it right?
Posted 8 years ago2016-11-25 20:18:03 UTC
in Qc file and sprites. Post #332455
Hi everyone. I have a single question of which I did not find a good answer. How are sprites and its scale being set up into the qc file of a model?, how to make that muzzleflash3 will be used instead of muzzleflash2?. I ask because I did the qc for my mod's weapons and models almost 9 years ago and after breaking three times some stuff here and there I found myself unable to find a clue about how all this is made into the qc file.

Thanks in anticipation.
Posted 8 years ago2016-11-25 20:09:16 UTC
in CS Maps that change based on player coun Post #332454
Does level change restart aiscripted sequences? :\
Posted 8 years ago2016-11-21 17:53:01 UTC
in Stronger monsters (more health) possible Post #332384
Like sentry guns and turrets, right?. But for beginners it's not that bad approach IMHO. ;) , anyway doing what Solokiller said is not so difficult, I did this for the monster_crane (yes, a monster crane) in my MOD, it tooks me only an hour to do so. :)
Posted 8 years ago2016-11-21 16:30:09 UTC
in Stronger monsters (more health) possible Post #332379
Admer has the key. Nothing easier than that. ;) BTW and forgive my ignorance since everyone seems to knot what is it, what is Vanilla Half-Life?
Posted 8 years ago2016-11-21 08:44:33 UTC
in Stronger monsters (more health) possible Post #332374
Sorry, I thought Vanilla worked the same as HL and its mods :(
Posted 8 years ago2016-11-20 22:34:36 UTC
in Stronger monsters (more health) possible Post #332368
Edit skill.cfg, in your mod´s folder, there you can change health, power of weapons, etc. Easy as pie.

As an example:
// Houndeye
sk_houndeye_health1 "20"
sk_houndeye_health2 "20"
sk_houndeye_health3 "30"

sk_houndeye_dmg_blast1 "10"
sk_houndeye_dmg_blast2 "15"
sk_houndeye_dmg_blast3 "15"
Posted 8 years ago2016-11-20 22:30:36 UTC
in Startup videos? Post #332367
Hl WON is almost abandonware ;) I use HL v 1.1.1.0 that´s from 2002!! XD
Posted 8 years ago2016-11-19 15:49:20 UTC
in Startup videos? Post #332338
I jumped from WON to Xash3D, I hate STEAM, so I ever had problems with startup videos. Old is gold, sometimes ;)
Posted 8 years ago2016-11-19 00:13:43 UTC
in Startup videos? Post #332336
I confirm what Qwertyus said.
Posted 8 years ago2016-11-16 23:20:42 UTC
in Half-Life Timer By Zerotech Post #332315
Not bad. It could be nicer if it was a func_chrono entity that draws the timer on screen with the time counting backwards and triggering an entity as it reaches zero... :D
Posted 8 years ago2016-11-16 20:44:55 UTC
in Half-Life Timer By Zerotech Post #332311
Is it a map or a piece of code?
Posted 8 years ago2016-11-15 23:07:49 UTC
in aiscripted_sequence: maybe I�m doing s Post #332297
Basically is what you told me ages ago, Dr.Orange. (script1 targets script2 so, when the animation of script1 finishes and targets script2, its animation starts and when it finishes script2 targets script3, and so on and on...)

And thanks for being the only to reply :crowbar:

I have had to play with values a bit but... it kinda work this time. :\

Well, sometimes it does not, but it seems to be related with something I do when I spawn, but, because I don´t know exactly what is that thing and what other thing will be causing the problem, I left the scene as it is.

EDIT: I have re-done all using trigger_once entities and the original row of aiscripted_sequence entities. Seem to work fine too. But the ascari, when shot in the "head" interrupts the "deploy" anim and restarts it again each time it receives a shot. Weird, aiscript_sequences are meant to be un-interruptable!, maybe I have to code the monster_generic entity to be invulnerable...

Oh, if so, you must re-write the last lines of this:

http://twhl.info/wiki.php?id=121

;).

I´m happy that you gave me the solution!! :) So you are on credits!! ;)
Posted 8 years ago2016-11-15 15:40:00 UTC
in aiscripted_sequence: maybe I�m doing s Post #332292
Ok, nevermind, I got it after a bunch of hours of testing. I´m glad it has a fix!. :crowbar:

Thanks for the help anyway :rly:
Posted 8 years ago2016-11-15 06:57:31 UTC
in aiscripted_sequence: maybe I�m doing s Post #332290
Well, no matter how much I try to make this work right it seems to act independently as if it was some kind of living being.

The sequences sometimes work, others stop working for no reason. The only animations that worked fine are the idle->fall/deploy, the rest (idle_stand, die, dead_idle) does not work at all.

I want to give a try to the multimanager entity, but since there´s no smartedit button in Quark, I don´t know exactly how to make the tutorials on TWHL work for my map.

Have some of you any experience with multimanagers/aiscripted and scripted sequences in Quark?, or in Hammer, arriving at this point of no responses I really don´t care, I just want to solve this to pass to another aras in ZWC´s development...
Posted 8 years ago2016-11-09 21:15:27 UTC
in Glass in Models? Post #332232
Could work, but it is better to do the way I use. Look:
User posted image
If you use a solid color, like yellow or blue, you can also use the "chrome" tag and it will look exactly as a reflecting glass ;).

This is an example of my qc. file for making models with different bodies:
//

Output .MDL
$modelname "C:\DevZWC20\Elementos\Modelos Muelle Definitivos\Borde Exterior\bordext.mdl"

// Directory of .SMD
$cd "\DevZWC20\Elementos\Modelos Muelle Definitivos\Borde Exterior\"

// Directory of .BMP
$cdtexture "\DevZWC20\Elementos\Modelos Muelle Definitivos\Borde Exterior\"
$cliptotextures

// Write textures into a ???T.mdl
//$externaltextures

$scale 1.0

$body body "body1"
$body body "body2"
$body body "body3"
$body body "body4"
$body body "body5"
$body body "body6"
$body body "body7"
$body body "body8"

// sequences: all sequences are in $cd
$sequence seq-name "sequence" loop fps 1 ACT_IDLE 1
Hope I help! :D
Posted 8 years ago2016-11-08 15:05:02 UTC
in Glass in Models? Post #332229
EDIT: confirmed. If you use several bodies, you can do one that´s the glass on your model, in the texture tab into the model viewer (HLMViewer for example) check the "additive" tab, and you´re done. I have tested with one of my models and worked fine.
Posted 8 years ago2016-11-08 12:14:14 UTC
in Glass in Models? Post #332228
I am not 100% sure, but models can be built with several bodies, those bodies can have, afaik, different texture properties. Maybe is what you need.
Posted 8 years ago2016-11-05 10:22:26 UTC
in aiscripted_sequence: maybe I�m doing s Post #332203
Hi!, I´m working right now on aiscripted sequences for the two Ascaries falling from the boreholes in the ceiling, though I am finding some troubles with it because I was never able to make those scripted sequences very well.

I am following some tutorials, but they semm to be done for Worldcraft/Hammer, and the entity aiscripted_sequence´s definitions does not match with how they are done in WC/H.

Anyway, I´ll try to make it work (I am asking again for help, haha).

The sequence is made with 4 entities:
monster_generic

Targetname: asc1

trigger_auto

Target: anim1
Delay: 30
Remove on fire: YES

aiscripted_sequence #1

Targetname: anim1
Target: anim2
Delay: 66.6
m_iszEntity: (that´s how it is defined in Quark but it says that it´s Target Monster, the same item of Hammer) asc1
m_iszIdle: idle_on (also, Quark says that it is not necessary, but if I don´t put it, the monster_generic plays any of the idle sequences randomly) idle_on
m_iszPlay: (this is how the the animation tab is defined in Quark) deploy

aiscripted_sequence #2

Targetname: anim2
Target: anim3
Delay: 30
m_iszEntity: asc1
m_iszIdle: idle_stand
m_iszPlay: idle_stand
repeatable: YES

aiscripted_sequence #3

Targetname: anim3
Target: shake2 (a simple earthquake effect for the fall)
Delay: 10
m_iszEntity: asc1
m_iszIdle: idle_off
m_iszPlay: die
Leave Corpse: YES
This is how is configured, what I obtain is this:

1. The ascari stands into the hole in the idle_on animation. That´s OK.
2. The ascari falls and after 5 secs it starts the deploy anim. OK too.
3. First glitch. Before the idle_stand it performs the idle_on/idle_off animation very quick. :/
4. The die animation never happen.

I receive this error in the DEV console:
"asc1" found and used

script "anim1" using monster "asc1"
Found asc1, but can't play!
Cancelling script: idle_stand
script "anim2" can't find monster "asc1"
Found asc1, but can't play!
Cancelling script: die
script "anim3" can't find monster "asc1"
Found asc1, but can't play!
Cancelling script: idle_stand
script "anim2" can't find monster "asc1"
Found asc1, but can't play!
Cancelling script: die
script "anim3" can't find monster "asc1"
Found asc1, but can't play!
Cancelling script: idle_stand
script "anim2" can't find monster "asc1"
Found asc1, but can't play!
Cancelling script: die
script "anim3" can't find monster "asc1"
Found asc1, but can't play!
Cancelling script: idle_stand

...
etc, etc (it says this continuously) :(

The model has only ACT_IDLE (1 and 2) for the idle_on and idle_off animations, the die animation has not declared the ACT_DIESIMPLE part.

So that´s weird, it almost works fine except for only one animation and the program finds the monster and then says that it cannot play an animation that´s present and played!.

What did I do wrong?
This post was made on a thread that has been deleted.
Posted 8 years ago2016-10-31 11:32:07 UTC
in Decal placement on the fly Post #332171
Ok!, I will use the func_wall method. Thanks a lot!, you guys are the best.

Now it is time to start making the texture and re-compile the map. ;)
Posted 8 years ago2016-10-31 07:49:14 UTC
in Decal placement on the fly Post #332165
HI again. As the Thread name says, I want to apply a decal on the map walls (the ceiling) when certain event is triggered.

Also, I have the doubt on how to make the decal bigger as new events appear. Let me explain myself: I will use a breakage decal that will appear as the ceiling is starting to break, as the ceiling´s hole gets bigger I want the decal also gets bigger.

Another doubt is that if the decal will be layered over the hole, so it will appear as a glass in front of a window or if it won´t show in the area that the breakable was ( this is the effect I want ).
Posted 8 years ago2016-10-30 16:46:56 UTC
in Can CS Source handle this model? Post #332161
Sorry to hear that. :(. I hope all will be ok soon ;)
Posted 8 years ago2016-10-27 16:17:03 UTC
in I need h Post #332134
Big maps dometimes aren't a problem. I remember one of my old cs maps, de_pyramid thad occupies all the available space in the map editor and runned fine on an old athlon 1 ghz with 256 MB RAM and a 32 MB GPU, of course the height was limited to the one of the pyramid itself, but even on that old rig the performance with bots wasn't so bad. I have, in the other hand, a small map cs_sacrificio tgat runned very poor because I have used a bunch of rows of columns that made a lot of tiny faces, so Salmon is right, check for those tiny brushes and turn into func_walls whatever needed so you reduce compiling times and brushes chopping each other. ;)
Posted 8 years ago2016-10-25 18:32:10 UTC
in I need h Post #332126
What is your hardware?, maybe is not that your map is badly done but your hardware is probably too old. Is the map an open-ranged one?.
Posted 8 years ago2016-10-25 18:28:22 UTC
in Can CS Source handle this model? Post #332125
Nice job, that's a pretty nice optimization. It's time to wait until Halloween then. :)

Good luck!, and, please, keep us updated! ;)
This post was made on a thread that has been deleted.
Posted 8 years ago2016-10-25 06:19:57 UTC
in Can CS Source handle this model? Post #332117
Texturing is not so difficult. There are web sites with free textures that will cover all the detail you need, simply add in your credits.txt the origin of them, of course ;).

EDIT: of course, textures like the ones on DOOM3 and HL2 require a different approach, in fact, I don´t know how to make textures that, on those games, have bump mapping and all that stuff.
Posted 8 years ago2016-10-24 21:26:50 UTC
in Can CS Source handle this model? Post #332115
What´s the problem? It looks gorgeous!! Of course you will loose the clothes details, but you can solve them with proper skinning of the model.Also, adding little pieces, that only will add a few polys, you can make details for the mask, boots and belt and it will look more gourgeous. ;)

I think your work is great, it is only a matter to choose what detail you want ot add or what detail finally will be seen to decide to erase it or not.

There are details needed to make the model as it should be, another ones could be discarded, others need to be modified and be replaced with textures, more precisely, with ALPHA textures.

Look, there´s a pic of the last model I have done.
User posted image
At the right it´s the original from the movie that has, more or less, 200K polys, maybe more, and to the left is my model, which only has 14000 poly. I have re-done the model discarding a lot of detail, and poly by poly, vertex by vertex, I have finally arrived to this version.

It´s sometimes boring and frustrating, but the first thing you must have in mind when modelling is what are your limits, then use as much techniques and tricks you know to make the model look as you wish without making it un-handeable by the hardware because it´s not the same a low poly model moved with a P2 with a 16 MB GPU than moved with a Core i3 with a 1GB GPU, the first system sometimes will struggle while the second will move a hundred of them at 90 fps. ;)
Posted 8 years ago2016-10-24 19:24:58 UTC
in Can CS Source handle this model? Post #332112
Yes!, please post it!! I have made models with far less than 21K polys and they have a hell of a lot of detail... :/
Posted 8 years ago2016-10-23 21:32:41 UTC
in Can CS Source handle this model? Post #332107
He´s right. But that quality and good looking aspect is because of the textures.

This model only has 637 polys, all thanks to the texturizing. ;)
User posted image
Also, can you believe that the previous version has 904 polys instead? Also the second version has all its tentacles when the v1.0 has only 10.
User posted image
I always made a model in clay of the model I want to do, then I divide it into square sectors, which, lately, will be divided in triangles. After it I made the projection into paper and start optimizing the mesh.

So I saved 300 polys. Easy?, well, maybe not, but it´s a lot of fun!! ^^

I don´t have any of those clay models because I recycle the clay for my son. ;)
Posted 8 years ago2016-10-23 15:59:09 UTC
in Monstermakers doubt.. Post #332105
Ok, I´ll make a backup file of this and implement it on the mod´s sdk. Wish me luck! :)

Thanks Solokiller!
Posted 8 years ago2016-10-23 15:03:09 UTC
in Monstermakers doubt.. Post #332103
EDIT: sorry Solokiller, of course the code must go in MakeMonster...
Something like this in CMonsterMaker::MakeMonster:
I was so tired last night and also I focus my attention in the block of code... ;)

Also, you said...
m_cSpawnedChildren should be incremented later in the method to track monster spawns.
...should this be like this?, putting the declaration of the integer in the first lines of the monstermaker.cpp file, in class CMonsterMaker : public CBaseMonster
int m_cSpawnedChildren;
Also, should I set a value for m_cSpawnedChildren?, something like:
m_cSpawnedChildren = 40;
And put it into the MakeMonster function, of course. If the MaxLiveChildren flag is overriden, the m_cSpawnedChildren value will keep the MonsterMaker from spawning more monsters, right?

I think it´ll work but about the code I had written is on where i have more doubts. BUt the thing of which I doubt the most is where to put the SF_MONSTERMAKER_GROUPED part, maybe in a monstermaker.h file?
Posted 8 years ago2016-10-23 14:43:42 UTC
in Monstermakers doubt.. Post #332100
Thanks (again, I owe you another!) Solokiller :) , should this go in the Makemonster function?. Also, I have seen this in the same function:

[quote]CBaseEntity *pList[2];
int count = UTIL_EntitiesInBox( pList, 2, mins, maxs, FL_CLIENT|FL_MONSTER );

if ( count )
{
	// don't build a stack of monsters!
	return;
}
[/quote]

As I see, and as I could "translate" from C++ to human language, it keeps the monstermaker from creating a number of entities greater than the engine´s limit, right?,sooo... will this part be the culprit of all my troubles? I mean, would some part of it was overriden by this code from the weapon I have mentioned before ?:

[quote]
float		flAdjustedDamage;
float		flDist;
CBaseEntity *pEntity = NULL;
// iterate on all entities in the vicinity.
[blue]while ((pEntity = UTIL_FindEntityInSphere( pEntity, pev->origin, 800 )) != NULL)[/blue]
{
	if ( pEntity->pev->takedamage != DAMAGE_NO )
	{
		{
				flAdjustedDamage = 30;
[/quote]

etc, etc. that is in the PrimaryAttack code, the rest of the code is related to visual effects so I don´t think it could cause the problem. o

I have asked this some time ago, and received help and advices on how should I try to fix it, but, and I admint that it is because of my lack of skills in coding, after some time I get tired of trying things to fix it, and started to search a shortcut through mapping instead of coding.

Thanks again!!
This post was made on a thread that has been deleted.
Posted 8 years ago2016-10-22 20:01:08 UTC
in Monstermakers doubt.. Post #332097
Hi. Even If I was working with this entity for the last 12 years, I have come to a problem caused by one of the weapons of the Mod I´m working on : when I use this weapon, it overrides the Delay flag which is set to -1 , then the Maxlivechildren flag is also overriden, and because of that the Monstermaker start creating ALL of the remaining monsters even if Monstercount is set to 1000, which is the case... Imagine what chaos!!.

Because I cannot fix this, at least for now, I thought about changing how monstermakers spawn monsters.

In the TWHL definitions I have found this:
Number of monsters (monstercount) - The maximum number of entities to spawn. -1 is infinite.

Frequency (delay) - Delay, in seconds, between each monster being spawned. If -1, a new monster will only be spawned after the previous has been killed.

Max live children (m_imaxlivechildren) - Maximum number of live children allowed at one time. Spawnings will be suspended until a monster dies. A value of -1 means infinite.
Well, I know that what frequency does is that a new monster is spawned, in # secs. that is, instantaneously afer one monster is killed, or at a certain amount of time if you put, let´s say, 1 or 10 or 60 secs, right?.

But, what if I put NO frequency and use the Maxlivechildren alone with the monstercount?. Will it act as a limiter of how many monsters could be dookied on?, I mean, if I put Maxlivechildren = 10 and I kill one of them, should the entity Monstermaker create a new one to replace it or it will stay OFF until all 10 of those monsters die?.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 8 years ago2016-10-19 03:48:26 UTC
in Making new footstep sounds? Post #332056
Oh, I have foud it in my old backups, I did think It will be useful. Sorry, just want to help :(
Posted 8 years ago2016-10-17 22:11:40 UTC
in Making new footstep sounds? Post #332053
articles.thewavelength.net/574/

Just modify it to your needs. ;)