Forum posts

Posted 1 month ago2024-03-06 15:41:08 UTC
in Custom textures in greyscale Post #348636
Yeah my bad I just noticed I must have chosen quake1 wad. Thanks for the help!
Posted 1 month ago2024-03-06 04:56:20 UTC
in Hurt trigger in map changes gravity!!! Post #348635
added jmf file (jack editor) is that ok?

Oh! hadn't saved with error so made this version to show you.
played map and it is when shooting and triggering the hurt is when the trigger_gravity stops working.
Posted 1 month ago2024-03-06 03:10:18 UTC
in Custom textures in greyscale Post #348634
IMPORTANT WALLY NOTE
When using Wally, make sure you're creating the correct type of WAD. It should be the one called "Half-Life WAD" or "WAD3"

For this reason Wadmaker is now the preferred option for making GoldSrc WADs.
Posted 1 month ago2024-03-05 23:12:13 UTC
in Hurt trigger in map changes gravity!!! Post #348633
If you want, you could upload your map in the vault and link it here and I can take a look at it after work tomorrow.
Posted 1 month ago2024-03-05 22:37:23 UTC
in Hurt trigger in map changes gravity!!! Post #348632
Sorry the area I was speaking of was set by walking through a trigger_gravity set to .25 and surrounded by trigger_gravitys set to 1
so you would walk through trigger_gravity set to 1 which would have no change then hit trigger_gravity set to .25 letting you jump higher. then when you get to any of the triggers surrounding it gravity would be reset to 1.
and all places I have these triggers in all versions of the map work fine. but when I add the func_button (shootable) target the trigger_hurt.
all func_gravitys stop working and gravity remains at 1. but they do work when the map is first started. once it fails all func_gravitys set to .25 do nothing.
Posted 1 month ago2024-03-05 17:46:26 UTC
in Custom textures in greyscale Post #348631
For some reason, after creating .jpeg textures and putting them in wally, they turn greyscale in the editor and pitch black in game?
User posted image
User posted image
screenshots as it looks in the editor and wally
Posted 1 month ago2024-03-05 07:30:34 UTC
in Hurt trigger in map changes gravity!!! Post #348630
I don't think any of your other triggers are affecting the trigger_gravity entities, as trigger_gravity cannot be toggled.

trigger_gravity doesn't define a volume of a certain gravity but instead defines a volume where a new gravity is set, and stays at this new gravity value until a different trigger_gravity is entered.
Is it possible you didn't take this behaviour into account in your map?
Posted 1 month ago2024-03-05 04:42:51 UTC
in Hurt trigger in map changes gravity!!! Post #348629
I was wondering if anyone has ever had an issue like this:
I have a day of defeat map I'm working on were in different areas of the map I have low gravity.
I've been working on the map all year different versions and the gravity at these locations always stay as I set them.
On this version I decided that a character in the map will cause you harm if you shoot it.
So I put a hurt over the room, put a func_button around the character set to trigger the hurt.
All looked good play tested and seems to work fine but after a time suddenly all the low gravity spots are back to normal levels.
Rebuilt all in this version I had worked on a few times but still after a while playing the low gravity areas would revert back to normal gravity.
So I left all changes this time but removed the hurt and button triggers and every things ok again.
How in the world is one related to the other and how would it only over some time effect the other?
Posted 1 month ago2024-03-01 11:01:33 UTC
in How do I get VCD files out of scenes.image? Post #348628
Oh sweet! Thanks!
Posted 1 month ago2024-03-01 00:00:58 UTC
in How do I get VCD files out of scenes.image? Post #348627
It seems that Twister support that https://twhl.info/vault/view/6869

An alternative is import vmf in Blender with Plumber ( https://github.com/lasa01/Plumber ) and then export to .map with io_export_qmap ( https://github.com/c-d-a/io_export_qmap )
Posted 1 month ago2024-02-28 09:11:51 UTC
in How can I convert Source displacements to brushwork? Post #348625
Hello TWHL,

How I could convert a displacement from Source into quad brushes that match the surface?
Or convert it to brushwork entirely?
Is there a script or program that can do this?

Thanks,
Posted 1 month ago2024-02-27 10:57:31 UTC
in Singleplayer map in DM list Post #348624
I was about to say that seems like a little bit extreme before I remembered that every singleplayer map I download goes into my custommaps mini mod already, and any I work on are always mini mods as well.

Then again, it's not often I play HLDM so I wasn't really aware of this problem.
monster_urby monster_urbyGoldsourcerer
Posted 1 month ago2024-02-26 20:38:03 UTC
in Singleplayer map in DM list Post #348623
You could create a folder alongside folder "valve", name it valve2 or something, copy liblist.gam, then do hl.exe -game valve2. You could then put all your singleplayer maps there and use the original folder only for multiplayer. Then your map selection would be free of singleplayer maps. Looks like they hardcoded the original maps like c1a0 not to show up in the list.
Posted 1 month ago2024-02-26 19:51:45 UTC
in Singleplayer map in DM list Post #348622
Is there really no way around it on steam then? What about people using random map selection?
Posted 1 month ago2024-02-26 18:29:17 UTC
in Singleplayer map in DM list Post #348621
In WON Half-Life maps don't appear in the list if they don't have info_player_deathmatch.
Posted 1 month ago2024-02-26 13:03:52 UTC
in Singleplayer map in DM list Post #348620
Yup... That seems to be normal.
monster_urby monster_urbyGoldsourcerer
This post was made on a thread that has been deleted.
Posted 2 months ago2024-02-24 19:43:56 UTC
in Singleplayer map in DM list Post #348617
the title. singleplayer map called test, map called test shows in map selection
Posted 2 months ago2024-02-24 16:53:09 UTC
in HLRAD Error Post #348616
Hey and welcome!

Compile logs are for the most part humanly readable and will contain a lot of useful information about the compilation process.
Near the end of the log you have the message:
There was a problem compiling the map.
Check the file C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\Q3.log for the cause.
which means you had one or more problems in the map which will be described further up in the log.

The quickest way to find problems in the log is to open it in a text editor and search for "error" (serious problems preventing compilation) and then for "warning" (less serious problems that doesn't prevent compilation but can cause issues in the compiled map).
The messages you find tend to be very self-explanatory and often tell you how to fix them. In other cases when it's more unclear you can look up the error message at Tommy14's compile error page.

In your case you'll find the warning message: "Warning: === LEAK in hull 0 ==="
That means there's a leak in your map and you can use this guide to find and fix it: Tutorial: How to fix those leaks
As for why the map turns out fullbright when there's a leak, it's because leaks prevents VIS and RAD from running, and RAD is the compile tool that generates lightmaps. Without lightmaps, the map becomes fullbright.
Posted 2 months ago2024-02-24 16:21:44 UTC
in HLRAD Error Post #348615
i am new to mapping, (J.A.C.K) and My map is stuck in fulbright no mater what i do. here is the log:

** Executing...
** Command: Change Directory
** Parameters: c:/program files (x86)/steam/steamapps/common/Half-Life/valve

** Executing...
** Command: C:/Program Files/J.A.C.K./halflife/hlcsg.exe
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\Q3"
hlcsg v3.4 VL34 64-bit (Aug 17 2015)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (vluzacn@163.com)
----- BEGIN hlcsg -----
Command line: "C:/Program Files/J.A.C.K./halflife/hlcsg.exe" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\Q3"
Arguments: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\Q3" -low -wadautodetect
Entering C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\Q3.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
reset logfile [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max lighting memory [ 50331648 ] [ 50331648 ]
priority [ Low ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ off ] [ off ]
clip hull type [ simple ] [ simple ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
wad configuration file[ None ] [ None ]
wad.cfg group name [ None ] [ None ]
nullfile [ None ] [ None ]
nullify trigger [ on ] [ on ]
min surface area [ 0.000 ] [ 0.000 ]
brush union threshold [ 0.000 ] [ 0.000 ]
map scaling [ None ] [ None ]
light name optimize [ on ] [ on ]
convert game_text [ on ] [ on ]

Using mapfile wad configuration
Wadfiles not in use by the map will be excluded
Wadinclude list :
[zhlt.wad]

CreateBrush:
(0.01 seconds)
CSGBrush:
(0.32 seconds)

added 2 additional animating textures.
Using Wadfile: /program files (x86)/steam/steamapps/common/Half-Life/valve/halflife.wad
- Contains 10 used textures, 100.00 percent of map (3116 textures in wad)

Wad files required to run the map: "halflife.wad;"
Texture usage is at 0.14 mb (of 32.00 mb MAX)
0.46 seconds elapsed

----- END hlcsg -----

** Executing...
** Command: C:/Program Files/J.A.C.K./halflife/hlbsp.exe
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\Q3"
hlbsp v3.4 VL34 64-bit (Aug 17 2015)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (vluzacn@163.com)
----- BEGIN hlbsp -----
Command line: "C:/Program Files/J.A.C.K./halflife/hlbsp.exe" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\Q3"
Arguments: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\Q3" -low -chart

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
priority [ Low ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noinsidefill [ off ] [ off ]
noopt [ off ] [ off ]
no clipnode merging [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
nobrink [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 65536)
remove hull 2 [ off ] [ off ]

SolidBSP [hull 0] 202 (0.10 seconds)
Warning: === LEAK in hull 0 ===
Entity light_environment @ ( 832,-320,-573)
Error:
A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region. The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted. Some complex rotating objects entities need
their origins outside the map. To deal with these, just enclose the origin
brush with a solid world brush

Leak pointfile generated

SolidBSP [hull 1] 224 (0.03 seconds)
SolidBSP [hull 2] 226 (0.02 seconds)
SolidBSP [hull 3] 221 (0.03 seconds)
Reduced 269 clipnodes to 268
Reduced 97 texinfos to 82
Reduced 10 texdatas to 10 (444 bytes to 444)
Reduced 748 planes to 229
FixBrinks:
Increased 268 clipnodes to 268.

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 5/512 320/32768 ( 1.0%)
planes 229/32768 4580/655360 ( 0.7%)
vertexes 710/65535 8520/786420 ( 1.1%)
nodes 225/32767 5400/786408 ( 0.7%)
texinfos 82/32767 3280/1310680 ( 0.3%)
faces 501/65535 10020/1310700 ( 0.8%)
  • worldfaces 489/32768 0/0 ( 1.5%)
clipnodes 268/32767 2144/262136 ( 0.8%)
leaves 153/32760 4284/917280 ( 0.5%)
  • worldleaves 128/8192 0/0 ( 1.6%)
marksurfaces 597/65535 1194/131070 ( 0.9%)
surfedges 2460/512000 9840/2048000 ( 0.5%)
edges 1231/256000 4924/1024000 ( 0.5%)
texdata [variable] 444/33554432 ( 0.0%)
lightdata [variable] 0/50331648 ( 0.0%)
visdata [variable] 0/8388608 ( 0.0%)
entdata [variable] 2712/2097152 ( 0.1%)
  • AllocBlock 2/64 0/0 ( 3.1%)
10 textures referenced

Total BSP file data space used: 57662 bytes

Wad files required to run the map: "halflife.wad;"
0.56 seconds elapsed

----- END hlbsp -----

** Executing...
** Command: C:/Program Files/J.A.C.K./halflife/hlvis.exe
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\Q3"
hlvis v3.4 VL34 64-bit (Aug 17 2015)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (vluzacn@163.com)
----- BEGIN hlvis -----
Command line: "C:/Program Files/J.A.C.K./halflife/hlvis.exe" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\Q3"
Arguments: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\Q3" -low
There was a problem compiling the map.
Check the file C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\Q3.log for the cause.
----- END hlvis -----

** Executing...
** Command: C:/QTR_LIFE/tools/hlrad_x64.exe
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\Q3"
hlrad v3.4 VL34 64-bit (Aug 17 2015)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (vluzacn@163.com)
----- BEGIN hlrad -----
Command line: C:/QTR_LIFE/tools/hlrad_x64.exe "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\Q3"
Arguments: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\Q3" -low
There was a problem compiling the map.
Check the file C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\Q3.log for the cause.
----- END hlrad -----

** Executing...
** Command: Change Directory
** Parameters: C:/program files (x86)/steam/steamapps/common/Half-Life

** Executing...
** Command: c:/program files (x86)/steam/steamapps/common/Half-Life/hl.exe
** Parameters: -console -dev +map Q3

thank you
Posted 2 months ago2024-02-24 11:11:38 UTC
in Console command "wait" not working Post #348614
It does exist in GoldSrc, it's used to halt execution of the following commands until the next frame (often used complex binds to prevent multiple commands happening on the same frame).
I don't think the GoldSrc version takes any arguments though, only ever waiting a single frame.
Posted 2 months ago2024-02-24 10:34:10 UTC
in Console command "wait" not working Post #348613
I believe the wait command doesnt exist in GoldSrc if I remember correctly
Tarek TarekA literal dumbass who uses Hammer++
Posted 2 months ago2024-02-24 10:27:47 UTC
in Console command "wait" not working Post #348612
Console command "wait" not working properly in Half-Life 1 (not source version). For example, in line "speak black; wait 100; speak mesa" only last command executing (other parts just skipped). In source version all works perfectly
Posted 2 months ago2024-02-23 14:46:59 UTC
in How do I get VCD files out of scenes.image? Post #348611
Thank you! It'd still be interesting to figure out scenes.image some day, but for the time being, the SDK sources have helped me already (it's an env_microphone at Breen's mouth and an info_target at the screen).
Posted 2 months ago2024-02-23 13:40:12 UTC
in How do I get VCD files out of scenes.image? Post #348610
In the SDK sample content there's a copy of d1_trainstation01, which has the breencast setup in it; It's a prefab Valve used so it ought to be consistent across all the different choreo scenes.

As for actually extracting stuff from scenes.image, I have no idea if it's possible. You might have to track down an older build of the game from before that system existed when the vcds were all loose files (Or it might be in one of the SDK bases? I can't recall)
Notewell NotewellGIASFELFEBREHBER
Posted 2 months ago2024-02-22 21:15:27 UTC
in How do I get VCD files out of scenes.image? Post #348609
I'm trying to get a choreographed scene from HL2 working in my own map, but I have no idea what target entity is which. So I figured, fire up faceposer real quick and look at the scene. No such luck, it's all packaged into the scenes.image, which I have no idea how to get the scenes out of to inspect them with faceposer.

The faceposer documentation on the Valve wiki is nonexistent (it literally redirects to Category:Choreography), so I'm all out of ideas. Any advice would be much appreciated.

(More specifically, I'm trying to get Breencasts working; I can make Breen read the lines (he's target 1), but I can't get the audio output with the reverb that's loud enough to be heard across the map working)

P.S: I've tried decompiling some HL2 maps to find out, but bspsrc crashes with an index out of bounds error IMMEDIATELY.
Posted 2 months ago2024-02-22 15:05:18 UTC
in Interrupted Dining Post #348608
Put a trigger close to the zombie instead of trying to have it when taking damage. I'm guessing it's because no interruptions disables taking damage, and the zombie didn't realise it was even supposed to have been hit.
Just go into source and put it there or jsut put it into general
Tarek TarekA literal dumbass who uses Hammer++
Posted 2 months ago2024-02-22 07:08:47 UTC
in Source 2 Tutorials Post #348604
Well, source 1 and goldsrc tutorials are there too, and I dont wanna keep switching sites, just if I want to see different tutorials, and I have looked on there and habent understood a single thing, I learnt it all by myself, which I think should be self explanatory ( aka tutorials should be made simpler)
Tarek TarekA literal dumbass who uses Hammer++
To be more specific, I wanted to make a thread about combat and arena design in the Half-Life games, both GoldSrc and Source, and I have no idea what forum that would go into. It doesn't seem misc enough to into General Discussion, not engine-specific enough for the Source/GoldSrc forums, and Maps and Mods forbids mapping questions... what's a gal to do? Flip a coin and pick an engine subforum?
Posted 2 months ago2024-02-21 20:48:15 UTC
in Source 2 Tutorials Post #348601
The Valve Developer Community already has articles on Source 2 development: https://developer.valvesoftware.com/wiki/Source_2/Docs

That's the place to be for that engine.
Posted 2 months ago2024-02-21 12:18:33 UTC
in Source 2 Tutorials Post #348599
I would love a category with Source 2 Tutorials, I would make them myself, I would just need someone to set up the page since I dont understand how to, it would follow a similar structure like the goldsource tutorials. I would also make some tutorials on the layout of hammer, whats changed and how to use it for cs2
Tarek TarekA literal dumbass who uses Hammer++
Posted 2 months ago2024-02-21 10:04:08 UTC
in Interrupted Dining Post #348598
It may seem like a trivial solution, but please do share your solution in case anyone should find this thread in future with a similar issue. :)
monster_urby monster_urbyGoldsourcerer
Posted 2 months ago2024-02-21 08:21:47 UTC
in Interrupted Dining Post #348597
i was able to figure it out but no delete post button uh oops
Posted 2 months ago2024-02-20 21:34:15 UTC
in Interrupted Dining Post #348595
actually think i might make it something other than taking damage since you could destroy the corpse but thats kinda irrelevant stop talkijg
Posted 2 months ago2024-02-20 20:24:13 UTC
in Interrupted Dining Post #348594
I'm trying to trigger a scripted_sequence when a monster_zombie takes damage, and it's playing the idle animation but continues it when taking damage. For the scripted sequence apart from defaults the properties are
Target Monster: (the zombie's name)
Action Animation: eatbodystand
Idle Animation: eatbody

And the zombie has Take Damage for trigger condition if that matters, and I've tried setting both TriggerTarget and Target to the scripted sequence's name, but neither seemed to do anything.
oh yeah also no interruptions is on so it doesnt just jump to normal behaviour

me here after making this public, maybe realising the title isnt descriptive enough
oops

okay woo edit 2 since i forgot this
for some reason the zombie always faces the same direction, despite changing both the zombie's rotation and the sequence's
User posted image
Posted 2 months ago2024-02-20 14:09:57 UTC
in Invisible Barriers Post #348593
Hi and welcome!

First of all it sounds like you're using very old compile tools (as it doesn't automatically add CLIP to the sky), I highly recommending switching to Vluzacn's ZHLT v34.

Secondly to make invisible walls and such it's better to use CLIP texture. It creates a collision mesh in the shape of the brush it's applied to.

As for the reason why the {invisible texture didn't turn invisible, it's because the brush covered in it must be tied to a solid entity such as func_wall with the render mode set to Solid (this render mode removes the masking colour from {-prefixed textures, most of the time this is the blue colour). In most cases it's better to use NULL texture instead (removes the face completely).
Posted 2 months ago2024-02-20 13:12:16 UTC
in Invisible Barriers Post #348592
Hey, this is my first post here. Hi. uh lets just start
So, I'm trying to make my first map, which starts with you outside briefly before going into black mesa or something. But it was weird to just spawn in a random place with no apparent entrance, so I'm making a hole in one of the cliffs that seems to have collapsed after you went through it, with the skybox visible through the rocks. Thing is, there's holes in the rocks. So, I'm trying to make an invisible wall because otherwise you can crawl through into the skybox which is for some reason made of water???

"Aha, I can use the invisible texture! That'll work!"
Turns out the invisible texture turns black when you try playing it. :tired:
So, could someone tell me how to make invisible walls? I tried searching around the internet but closest I found was a wall you can walk through...
User posted image
Posted 2 months ago2024-02-19 17:02:38 UTC
in Forum dead? Post #348591
What others said. Not dead, but less active than before.

I end up being alone because people are on social media. And I'm not a social media guy, quit it around 2017

Still posting my maps here, starting with example maps in 2014 and my first finished map in 2018

This is the only place, so far, that I can interact with people from around the world. The other places I interact are art websites
MMProductions MMProductionsMapping project productions by MM
Posted 2 months ago2024-02-18 22:06:34 UTC
in Forum dead? Post #348590
Oh yeah, I miss that. The last time I did a lot of mapping was when RTSL ran competitions regularly (I wasn't on TWHL then), that always helps get over writers block (mappers block?).
Posted 2 months ago2024-02-18 17:01:47 UTC
in Get Model From CBasePlayerWeapon Post #348589
Hello,

How would I determine the model of a given CBasePlayerWeapon?
I'm trying to drop the models of the weapons a player had when they died.

Currently I have a switch that uses the classname and hardcodes the name of the model -- which isn't quite ideal.

Thank you.
Posted 2 months ago2024-02-18 16:43:45 UTC
in Forum dead? Post #348588
less SCROLLIN', more MAPPIN' !!!
we need a map competition every 3 months >:D >:D >:D
Posted 2 months ago2024-02-18 11:34:18 UTC
in Decals don't compile Post #348587
When making signs you pretty much have to do it using brushes.

A common and easy technique is to make it a thin brush and tie it to func_detail and set Passable to Yes (zhlt_noclip 1). This prevents it from both chopping the walls it's placed on, as well as generating unnecessary clipnodes the player might collide with.
User posted image
Another technique is to actually embed it in the wall and either use the Clipping Tool to cut out a hole for the sign:
User posted image

or, a bit more advanced technique is a sort of mix of the two. Embed the sign in the wall as with the second technique, but instead of clipping a hole in the wall leave it as it is and tie the sign to a func_detail again. This time set the Detail level (zhlt_detaillevel) to 1 and the Priority when faces overlap (zhlt_coplanarpriority) to 1 as well.

It will do a lot of Z-fighting in the editor (flickering) but in-game it's the sign that will be visible without any Z-fighting (because of the zhlt_coplanarpriority keyvalue).
User posted image
Posted 2 months ago2024-02-18 11:01:17 UTC
in Half-Life Featureful SDK Post #348586
I've uploaded the new archive with fixed skill.cfg.

I also added user.scr, so Advanced tab in player settings has some configurable options.
for some reason the sprite its really big, like x3-x4 scale of a normal grenade.
Do you mean the HUD sprite? There's a HUD autoscaling feature, but it's turned off by default, so it shouldn't scale unless you change hud_scale client cvar.
Posted 2 months ago2024-02-18 10:36:34 UTC
in Half-Life Featureful SDK Post #348585
Thanks for reporting. Yeah, that's weird. I'll look at it and make a fixing release when I find out what causes the problem.

For now the fix is to replace all tab characters in skill.cfg with spaces.
Posted 2 months ago2024-02-18 09:11:59 UTC
in Forum dead? Post #348584
In the past decade phones have practically enslaved us. It is now impossible not to check your phone several times per day. People mindlessly scroll through stories, reels and other forms of short form media shit.
This. I used to laugh it up a long time ago, but at some point I realized I easily end up spending 5-6 hours on average just staring at the phone reading any unread public chat messages, or checking out the memes. Even when everything's been read, I end up re-reading old stuff instead of doing something more interesting.
Posted 2 months ago2024-02-18 08:16:35 UTC
in Decals don't compile Post #348583
ohh that makes sense. Just gotta use an actual decal and not just any texture. Thanks!
Posted 2 months ago2024-02-17 23:50:17 UTC
in Decals don't compile Post #348582
The problem has nothing to do with the compilers (you'll likely find the infodecal entities in the entity lump of the compiled BSP).

What is actually happening here is that decals only work with the special textures from the game/mod's decals.wad file, and you've used normal textures from halflife.wad
Posted 2 months ago2024-02-17 23:30:41 UTC
in Decals don't compile Post #348581
I put some infodecals on the wall and they show up in JACK but not ingame.
I tried using SDHLT and ZHLT and nothing has worked.
Bullet holes appear ingame but not the infodecal entities created in Hammer.
Is there any way to fix this?
User posted image
User posted image
Compiler log:
https://pastebin.com/raw/CM1p7mXM