Forum posts

Posted 8 years ago2016-06-15 13:20:48 UTC
in Post your screenshots! WIP thread Post #330441
User posted image
I made a rocky, tunnely thingy!
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-05-31 17:46:29 UTC
in ~0Light texture's light... Post #330268
The VHLT tools comes with an empty* lights.rad file.
If you have the lights.rad file that comes with Hammer 3.4/5, use that one instead. Otherwise, I think there's also a valve.rad file that contains most, but not all of the Half-Life texlights.

* All texlights have their value set to 255 255 255 0 and are commented out.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-05-21 14:48:55 UTC
in Post your screenshots! WIP thread Post #330176
New crate texture!
User posted image
Feedback is appreciated.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-05-13 15:27:12 UTC
in Post your screenshots! WIP thread Post #330112
Here's the canteen the clock I mentioned earlier is in:
User posted image
User posted image
User posted image
User posted image
Another note is that I've decided to drop the detail textures for now. Maybe I'll pick them up later if I make an analysis whether or not it actually looks better.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-05-12 13:35:15 UTC
in Post your screenshots! WIP thread Post #330101
I made a working clock setup!
User posted image
Sadly, I couldn't find a way to sync it up with real world time.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-05-11 11:38:57 UTC
in Fitting model to grid Post #330087
This is a problem I've often experienced with Hammer. Point entities are always offset by a fraction of a unit for some reason. The only reason I could think of this being is it's either a bug or Valve thought it would be easier to select them if putting multiple point entities in the same spot. It's really only an inconvenience :(
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-05-06 14:46:12 UTC
in CS:GO working Snowmobile Post #330063
You can read about what the different keyvalues do here.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-05-06 13:53:32 UTC
in CS:GO working Snowmobile Post #330060
Yeah, there's a phys_keepupright entity wich links to physics objects to... Keep them upright I guess.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-05-04 15:48:02 UTC
in Hdr light too bright. Post #330041
Yes. If the logic_auto fires an output to change any of the tonemap settings, it will stay that way. If you suspect someone will tamper with the tonemap values mid-round, it might be a good idea to make it fire every round. Either way, there's probably no difference. Just have a logic_auto set up with this output:
Output name: OnMapSpawn
Entity to target: <env_tonemap_controller name>
Input: SetAutoExposureMax/Min
Parameter override: The values you have found through testing

That should work. If you still think it doesn't look very good, just tamper around with the various inputs the env_tonemap_controller have until it looks good.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-05-04 15:19:14 UTC
in Hdr light too bright. Post #330039
It shouldn't affect performance to change the HDR values. I don't really know how map resets work in CS:GO, but I think if you don't plan to change the HDR values during the rounds, setting them at map spawn once should work. I hope this helped!
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-05-04 14:52:08 UTC
in Hdr light too bright. Post #330036
Well, it is intended behaviour. HDR is supposed to represent the way our eyes adjust to changes in brightness. What you could try to do is make it less obvious by using the SetToneMapRate input to something low, like 3. This will make changes happen slower. You can also try to set the min and max values much closer, for example: Tonemap scale max = 1.1, min = 1.0
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-05-03 16:38:45 UTC
in Hdr light too bright. Post #330032
You might want to fine tune your tonemap settings. In Hammer, create an env_tonemap_controller entity and name it something. Then, in-game, use the command ent_fire <env_tonemap_controller name> SetAutoExposureMax/Min to set the tonemap settings to something that looks good. Then back in Hammer, create a logic_auto that fires the ouptuts with the values you set in-game.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-04-24 07:23:48 UTC
in Problem with multi_manager Post #329968
env_explosion entities must be set to be repeatable in their flags to be able to be used again.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-04-17 11:35:52 UTC
in Ladder brush buggy Post #329920
Ladders in CS:GO probably weren't made for anything but traversing vertical surfaces.
Dr. Orange Dr. OrangeSource good.
This post was made on a thread that has been deleted.
Posted 8 years ago2016-04-10 09:25:55 UTC
in Create a Dice Game with random trigger Post #329759
func_wall_toggle is obsolete in Source. It can only be toggled and have minimal settings. Instead, you should use func_brush entities wich can be individually enabled and disabled instead of only toggled, and also have more options such as wether or not to cast shadows or be solid.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-03-31 12:41:02 UTC
in Minecraft Server Post #329595
So, 1.9.2 have been released now. Will the server be updated?
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-03-29 11:20:37 UTC
in Texture Types Post #329592
Not true; The +Number states are 'on' and the +Letter states are 'off' (depending on which texture is applied in the normal state.
Example
I meant that there are no textures with multiple off frames (+a, +b, +c...) in the stock valve Half-Life wads.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-03-29 09:10:28 UTC
in Texture Types Post #329590
It might just be a remnant of the Quake code, just like the toggled animation. Really, there's no official texture that have two animated states. There's a lot of animated textures with a single "off" frame, but there are literary none with multiple "off" frames.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-03-27 13:15:28 UTC
in Minecraft Server Post #329574
User posted image
User posted image
The Chapel of Freeman is finally complete.
Anyway, nice server!
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-03-26 10:33:22 UTC
in Texture Types Post #329561
I have tested if textures starting with !cur_ or !cur<number>_ works as intended. They don't.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-03-22 13:54:38 UTC
in Like Planets... Post #329514
It's very possible with vanilla HL. In func_train, there's a keyvalue called "XYZ Velocity" or something. The values for it is the degrees in seconds you want it to spin around that particular axis.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-03-19 18:56:38 UTC
in Minecraft Server Post #329462
A question about the server: Is PVP on or off? I personally prefer peaceful servers where the main focus is building rather than survival.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-03-19 15:38:02 UTC
in Custom Textures Without Wad... Post #329455
The maps have the wad files internally included in them. First, you need the wad with the textures to be able to use them in Hammer. Then, you can either use the stock Half-Life compile tools with -nowadtextures (not recomended), or if you're using the ZHLT you can use -wadautoinclude wich only packs used wads. Other people then don't need to download the wad along with the map.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-03-18 19:38:49 UTC
in Changing model textures? Post #329446
To decompile the models, you need to download an external program other than HLMV. The model viewer only offer a way to set up the decompile program for easy decompiling without command lines.
But you don't need to decompile a model to change it's textures with HLMV. Simply export the texture from model viewer, change it up, make sure it's 256-color indexed, and import it back in and save the model! If you're having troubles with that, it's most likely just a problem with the edited texture, and not the program. Make sure it have the same height and width as the original texture, and make sure it's an 8-bit image (indexed with 256-colors).
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-03-18 15:22:53 UTC
in Can Wally... Post #329444
I read somewhere that if you needed more frames, after +9 you could use +A, +B, etc. Never tested it, but maybe someone else knows.
An animated texture can actually have two animated states. The "on" state is, as said, labeled with +0-9, while the toggled state can also be animated with +a-j.
I also think that you can combine most texture states. Just name it !+0waterfx.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-03-17 16:56:09 UTC
in Can Wally... Post #329415
An animated texture can actually have two animated states. The "on" state is, as said, labeled with +0-9, while the toggled state can also be animated with +a-j.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-03-17 13:17:06 UTC
in Minecraft Server Post #329409
Guess the next TWHL competition could be to see who's the best with command blocks?
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-03-16 14:28:42 UTC
in Minecraft Server Post #329394
So, a Minecraft server, eh? Can we see TWHL Tower: Minecraft edition on the horizon?
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-03-14 16:09:39 UTC
in Texture Types Post #329358
Textures that starts with "-" and a number are randomly selected and replaced by each other during compiles, allowing for texture variance without having to place each texture inidividually.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-03-14 12:11:25 UTC
in Changing model textures? Post #329354
I don't know what image editor you're using, nor how to do it in it, but generally there should be an option to make the image use indexed colors instead of full rbg. In GIMP, this is done through image>mode>indexed.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-03-13 12:59:01 UTC
in Changing model textures? Post #329340
Your new bmp files must have the exact same resolution as the original image, and it must be indexed with a maximum of 256 colors.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-03-11 15:23:42 UTC
in Can we... Post #329322
Will this works for other players???
Yes. All this does is enable support for models to be rendered by the cycler_sprite entities, by defining that it's a model entity. In-game, it will work just the same either way. It's just to prevent Hammer from crashing when using models with cycler_sprite.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-03-10 19:39:15 UTC
in Can we... Post #329304
I think you need to make some changes to the fgd so it supports models. I think I had this problem too.

Open up the halflife.fgd file, and go to the definition for cycler sprite. Change sprite(sprite) to sprite(studio) and it should work.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-03-10 19:18:23 UTC
in Can we... Post #329302
It should just be a matter if putting a model display entity (monster_furniture or cycler_sprite), setting it's keyvalues so it's rendered correctly (I know what in_teleport.mdl looks like, you're gonna have to render it additively) and just copy-paste it at all spawn points.
Dr. Orange Dr. OrangeSource good.
This post was made on a thread that has been deleted.
Posted 8 years ago2016-03-07 15:09:16 UTC
in Post your screenshots! WIP thread Post #329243
I found a way to orginize my map sectors. Other than that, here's a brand new screenshot of the Sector F Lambda Labs entrance:
User posted image
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-03-05 18:04:05 UTC
in Dumb Entity Game Post #329201
What was the logic behind the first one?

"8 anime atom window" was what I thought first.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-03-05 09:16:38 UTC
in Dumb Entity Game Post #329196
@potatis_invalid

Ohhh... hlbsp.exe
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-03-04 21:44:00 UTC
in Dumb Entity Game Post #329193
I saw some sort of structure, wich could be it being compiled into an compilation, and I saw a Windows window. Dunno about the pool ball and anime guy, but I thought it might be some really obscure reference or something.

So I put it togheter like this: something + ccompile + window, and dusting off the algebra skills, I figured that "something" could have been expert since expert compile window exists. So yeah.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-03-04 20:48:47 UTC
in Dumb Entity Game Post #329191
@potatis_invalid

Expert compile window?
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-03-03 15:34:37 UTC
in VHE 4,1 textures Post #329169
If you add them to the material exclusion list, that will exclude them from the material browser.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-03-02 16:23:51 UTC
in Dumb Entity Game Post #329122
Seems fun enough. Is it entity report?
User posted image
User posted image
User posted image
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-02-21 21:22:28 UTC
in Light Shadow and models Post #328970
What happens if you replace the non-entity brush with the entity brush?

Also, to properly use Dropbox for image embeds, you need to change the URLs from www.dropbox.com/s/xxxxxxxxxxxx/file.jpg?dl=0 to dl.dropboxusercontent.com/s/xxxxxxxxxxxx/file.jpg.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-02-17 20:01:35 UTC
in Playing music in Half-Life Post #328925
If you want toggleable or loopable music, you should make it an ambient_generic instead, and the sound file should be a wav file.
Leave the "NOT Toggled" flag off and once the boss have been killed you can toggle it off to stop music. Maybe also toggle another, one-shot ambient_generic to ease the transition.
To sumarise, for the situation you are describing, I would recomend an ambient_generic instead of target_cdaudio.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-02-17 20:01:33 UTC
in Playing music in Half-Life Post #328924
If you want toggleable or loopable music, you should make it an ambient_generic instead, and the sound file should be a wav file.
Leave the "NOT Toggled" flag off and once the boss have been killed you can toggle it off to stop music. Maybe also toggle another, one-shot ambient_generic to ease the transition.
To sumarise, for the situation you are describing, I would recomend an ambient_generic instead of target_cdaudio.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-02-17 15:04:17 UTC
in Playing music in Half-Life Post #328918
The only noticable change is that Steam HL loads mp3 files from the Half-Life files, while WON loads them directly from the currently inserted cd disc music tracks. I believe you could put the HL disc in a music player and it would play the game music right of the bat.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-02-07 09:35:39 UTC
in Playing music in Half-Life Post #328742
If you want the default music from Half-Life, you can use target_cdaudio. This will play the the specified soundtracks from Half-Life. A list of wich sound file correpsonds to wich Hammer value can be found here.
If you want your own music and are making a full mod, you can replace the .mp3 files in the mod's media folder with your own music, as long as they have the same file names as the original Half-Life music files.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-02-06 13:38:48 UTC
in TWHL World - Community Project Post #328712
What if I can't use the google docs folder?
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2016-02-06 13:28:28 UTC
in TWHL World - Community Project Post #328707
So, the GoldSource version is using the normal old GoldSource engine, right? Not Spirit or anything?
Dr. Orange Dr. OrangeSource good.