Forum posts

For some reason several brush entities "get turned" into normal brushes. Right-clicking and going into Properties only shows the visgroups config, as if they werent brush entities. They still have the prefix in the preview, but they dont get selected when clicked.
ImageImage
It is worth noticing that this happens also to other entities like func_buttons and button_targets, so far i only tested on those, but im sure that those arent the only ones.
You could simply edit the model and add bodygroups, then you modify the FGD to add the variations.
Posted 1 year ago2023-09-16 03:24:16 UTC
in func_door rotating down? Post #347862
Check the flag "Y axis"
Maybe a func_train? You may want to try and decompile the target range from the HL´s training room, or the CS map, and see how the moving targets were done.
Im interested, i could "mildy" fill in as a mapper and modeller, perhaps editing some textures, but i cant do coding right now, sorry. Do you have a Discord or something?
Sorry for the extreme delay:

1. Preferably use J.A.C.K. You might also want to try Trenchbroom if you are more familiar with Quake mapping.
2. You´ll probably want to look up some tutorials, i cant help you with that. Blender has its own documentation and tutorials, they can be found here. If Blender proves difficult to use, try simpler programs like MS3D or FragMotion.
3. You are trying to export the model as a Source model rather than a GoldSrc model. Check this and this.
4. I haven´t used MetaMod, but they have a guide for this. Keep in mind, you do need a little bit of C++ knowledge to use it. You might want to check out some tutorials on C++. I recomend this (1, 2, 3) pages for learning.
I could join, however im kinda busy on some other mods, but i could make some time. Could you elaborate further on your mod? (Concept, lore, ideas, etc.)
The best thing you can do is to decompile the models, its better than using the Half-Life SDK. That, of course, if you want to edit models.
If you want to create a map, read this. If you want to edit a TFC map, you can decompile the map but its very unstable and very buggy, so its not recommended.
If you want to edit sounds, its very easy to do, you just need a program like Audacity to convert files. Here is a detailed tutorial:
Lastly if you want to code, there is not any TFC source code available, but you can read this thread on steam.
Posted 1 year ago2023-08-11 21:50:27 UTC
in Teamplay modding Post #347769
Check this, only thing i found.
Posted 1 year ago2023-08-10 04:11:30 UTC
in Bones broken on v_ model Post #347766
Im trying to replace the arms on a model (original model), however when compiling the arms horribly break:
Image fileImage file
However, there seem to be no problems with the reference. The hand´s bone´s name´s match with the original reference, there are no mesh errors so far, and there is no bone twiching error from MS3D. I already tried deleting the ref and re-rigging the whole thing and $keepallbones command.

EDIT: Added propper model link
Model link.
Posted 1 year ago2023-08-08 18:53:43 UTC
in Gauss jump on singleplayer Post #347765
Well, too bad it does need coding. Thanks.
Posted 1 year ago2023-08-08 02:41:18 UTC
in Gauss jump on singleplayer Post #347763
Is the "jumpability" of the Gauss gun´s secondary attack controled by a cvar or by the code?. I want to implement it in a singleplayer map.
Posted 1 year ago2023-07-26 20:04:56 UTC
in Programs/tools to edit Half-Life´s UI? Post #347732
Works, thanks
Posted 1 year ago2023-07-25 22:48:36 UTC
in Programs/tools to edit Half-Life´s UI? Post #347729
Are there any programs that make easier to edit .res files and such, rather than having to edit them manually?
Posted 1 year ago2023-07-16 22:37:11 UTC
in W_ model animation not working Post #347712
Works now, thank you.
Posted 1 year ago2023-07-14 19:59:29 UTC
in W_ model animation not working Post #347704
I added a spin animation for weapon´s w_ models like this one:
Works fine in HLAMWorks fine in HLAM
However, in-game it appears that the animation does not work and freezes:
:(:(
Its a multiplayer mod.
Posted 1 year ago2023-06-28 23:25:19 UTC
in Playing a sound worldwide? Post #347665
The command "play file" plays a sound, but only for the player that uses the command. However, ive seen in some servers that the sounds get played for all of the players (worldwide). How is this achieved?
Posted 1 year ago2023-06-17 23:37:37 UTC
in Is there any way to preview "p_" models? Post #347634
Possibly. Im gonna check it out, thanks for the help.
Posted 1 year ago2023-06-16 21:04:13 UTC
in Is there any way to preview "p_" models? Post #347629
Opened a model in HLAM to test and got this error, followed by my computer brutally crashing
imageimage
After restarting my computer, HLAM works perfectly (?)
imageimage
Im not exactly sure what happened.
Posted 1 year ago2023-06-14 21:15:18 UTC
in Is there any way to preview "p_" models? Post #347624
HLAM doesn´t run in my computer. According to SoloKiller, this is because my graphics card is too old (Im not sure why would that be a problem, its GoldSrc).
Posted 1 year ago2023-06-13 22:55:33 UTC
in Is there any way to preview "p_" models? Post #347619
JHLMV doesn´t work.

What im trying to do is to load a "p_" model into a playermodel without having to open Half-Life.
Something like this:
https://i.ibb.co/txVb68G/Captura.png
Posted 1 year ago2023-06-12 21:01:55 UTC
in Is there any way to preview "p_" models? Post #347610
I want to be able to preview "p_" models without having to open Half-Life and going thirdperson. Is there anything like this?
Posted 1 year ago2023-06-12 20:56:56 UTC
in Problems with light_spot in half life Post #347609
Try with normal light entities, or try changing the brightness to a higher value.
As Bruce said, its an external texture. Try compiling without "$externaltextures" command. I could check out your model if you send it.
Posted 1 year ago2023-04-12 20:29:23 UTC
in Looking for work Post #347438
I need to keep my mind busy, and focus on other things. So, if you are looking of anyone to work with, ill be glad to help you. I can make maps and mildy edit models.

Please, i really need this.
Posted 1 year ago2023-03-08 01:33:32 UTC
in I need severe help with a model Post #347378
That is for formatting stuff in TWHL to insert code, guess i screwed up again
Posted 1 year ago2023-03-05 02:02:26 UTC
in I need severe help with a model Post #347376
I wanted to port the v_shotgun from L4D2 with Nick´s hands, so i extract the goddamn models from the game, and organize the things like this:

Image

Both the materials and models folders contain the original unconverted ripped files (as a back up in case i screw up anything, wich happens really often, and i think i also screwed up right now). The Export folders contain the extracted raw models, and the textures and the converted to GoldSrc .smd files. And the ShotgunExport folder contains the main converted files to compile.
I setted up everything following this tutorial . But it comes up with this error:

Image

No problem, i just have to reduce the polys in MS3D. But i cant, since if i reduce them the whole skeleton disappears and it would be extremely painful to have to re-rig everything, and i aint no masochist.
Sooo, i look up on 303 Tutorials and find out that i can split the model into different .smd files to save resources and compile everything, skipping the whole reducing polys process. After 1 hour, i finish up splitting the heck outta them, and export these files:

image

So now i have to just update the QC (made a copy and im using that one, the og file is a backup for you know what) and compile! :)

You gotta be fucking kidding me

"Alright, there might be a typo that my clumsiness may have created".

There.
Is.
No.
Friggin.
Typo.

So i instead open crowbar and decide to compile it there:

"Im tired, boss"

"Well, studiomdl might be out of date".
I perform a quick googling action and hop into 303 Tutorials. Then, following this tutorial i download SC Studiomdl.exe and compile the model again. Guess what?

Same shit.

While i was writing this it ocurred me that i may have included a source file by accident, so i look up again and find this tutorial. I delete the _layer and _corrective animations, thinking that it would be the source of all the problems. It doesnt fucking work. Im not even gonna bother on posting another picture, since its the same error as above.

Here is my QC file:
`$modelname "v_shotgun.mdl"
$cd ".\"
$cdtexture ".\"
$scale 1.0

$cliptotextures

$bbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$cbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$eyeposition 0.000000 0.000000 0.000000

$body "arms1" "v_arms_gambler_l"

$body "arms2" "v_arms_gambler_r"

$body "shooty1" "pumpshotgun1_ref"

$body "shooty2" "pumpshotgun2_ref"

$sequence "a_idle_1" "a_idle_1" fps 30
$sequence "a_run" "a_run" fps 30
$sequence "deploy" "deploy" fps 30
$sequence "fire" "fire" fps 30
$sequence "helping_hand_extend" "helping_hand_extend" fps 30
$sequence "helping_hand_loop" "helping_hand_loop" fps 30
$sequence "helping_hand_retract" "helping_hand_retract" fps 30
$sequence "idle_raw" "idle_raw" fps 30
$sequence "item_extend" "item_extend" fps 30
$sequence "item_loop" "item_loop" fps 30
$sequence "item_retract" "item_retract" fps 30
$sequence "look_down" "look_down" fps 30
$sequence "look_mid" "look_mid" fps 30
$sequence "look_up" "look_up" fps 30
$sequence "melee" "melee" fps 30
$sequence "reload" "reload" fps 30
$sequence "reload_end" "reload_end" fps 30
$sequence "reload_loop" "reload_loop" fps 30`

This was supossed to be a productive weekend, but i ended up stuck editing one single model. Im gonna lose it.
I explained the whole story because i may have fucked up somewhere without realizing.
Posted 1 year ago2023-02-15 03:53:30 UTC
in How to play music in the map Post #347339
You can use an ambient_generic, make sure its played globally and that the song is selected.
Posted 1 year ago2023-02-09 00:27:46 UTC
in Func_Button trouble Post #347312
I use button_target instead of func_button because for some reason func_button never works for me, i think its pretty bugged.
Posted 1 year ago2023-01-27 21:27:37 UTC
in Having trouble loading a map. Post #347261
Well, you can try using Spirit of Half-Life or Xash3D. They are capable of bigger maps with more complex stuff. I believe the Steam version of Sven-Coop has also modified limits, but i cant tell.
Sadly, there are no source files for the textures (as far as i know). You can use a model viewer to rip the textures, but in .bmp.
I havent seen any messup dm mod in, uuhh, well ive never seen one.
Posted 2 years ago2022-11-10 01:53:12 UTC
in G-Life ready to release! Post #347071
Sounds interesting!
Posted 2 years ago2022-10-31 20:24:48 UTC
in Hispanic version of TWHL? Post #347033
Ive explored plenty of communities in Discord, other forums, valve forums, etc...
Posted 2 years ago2022-10-27 20:46:53 UTC
in Player camera like in half life 2 Post #347018
You mean like the viewbobing? There is a tutorial here : D
Im taking a break from the developing of my mod, so i have some free time. Perhaps i will be able to help you, but as Shepard said, i need more info
Posted 2 years ago2022-10-12 00:52:03 UTC
in Xash 3D Dynamic background not working Post #346963
I followed all steps, but it keeps showing the OG backgroun. Help?

Using unmodified Xash for tests
Decompiled and compiled and it worked! (somehow).
Here is the model for you to check it out. (sorses not included)
Can i get the files?
Try decompiling and recompiling.
Posted 2 years ago2022-08-26 21:18:06 UTC
in How to add new heads to human grunts ? Post #346813
Turn SmartEdit off, change "body" value to 0, 1, 2, etc...
Posted 2 years ago2022-08-08 00:23:54 UTC
in Fragmotion modelling tool Post #346767
Btw it seems like a good program. Im gonna try it.
Posted 2 years ago2022-08-07 22:11:22 UTC
in Make level change triggers work in multiplayer? Post #346766
Sadly not, im also a beginner in coding. You can ask in the TWHL Discord, in #programming-help
Posted 2 years ago2022-08-06 20:15:19 UTC
in Make level change triggers work in multiplayer? Post #346763
Coding is required for this to work, this is the only possible way i know.
Posted 2 years ago2022-07-16 23:29:24 UTC
in Custom spawn weapons Post #346721
You can use this and try to remove the crowbar
Easy. There is a vertex limit for each map since GoldSrc is an old engine and could handle it. Im afraid you cant add more brushes. However, you can try to minimize the quality of the prefabs by deleting certain brushed, in other words, edit the prefab so it has less brushes.
Posted 2 years ago2022-07-16 14:34:19 UTC
in How to get RGB value of top color? Post #346714
You will have to manually modify the files ClientScheme.res and GameMenu.res. I have no clue how to do that, sorry. But if you want to change the RGB values you will be fine.
Posted 2 years ago2022-07-04 16:49:51 UTC
in Collaboration anyone? Post #346704
Since i dont know anything about source mapping im gonna do a prototype in GoldSrc.
Posted 2 years ago2022-07-04 14:04:43 UTC
in Collaboration anyone? Post #346702
Could we add something like puzzles? Something like, in order to collect an orb you gotta find a box and climb or something like that