Forum posts

Posted 4 months ago2023-12-23 22:37:39 UTC
in Vertex Tool Missing Texture Post #348345
You may want to break that section into tetrahedrons. Looking at the grid view you are using a cube but warping it in a way that J.A.C.K does not like, creating an invalid solid. Tetrahedrons would be more "malleable?"

It's also worth considering turning detailed brushwork that doesn't seal your map into a func_detail for the sake of optimisation and stopping them carving up your world geometry.
monster_urby monster_urbyGoldsourcerer
Posted 4 months ago2023-12-23 19:49:00 UTC
in Vertex Tool Missing Texture Post #348344
So when I use the vertex manipulation tool, a face of a block has missing textures, and when I test the map that face and that face alone is transparent. This is a car model made up of several blocks and my second attempt at using the vertex tool.

Though opposite faces of the block should be identical, one side is missing a texture like I said and the other doesn't. Also, when I move the block slightly to the side it works normally while when it is in place among the other parts it is still missing a texture.
User posted image
User posted image
User posted image
User posted image
Posted 4 months ago2023-12-23 19:47:23 UTC
in Trigger Condition on a Monsters Entity Post #348343
If you choose "death" and target the trigger to a specific door for example

The door will open with the monster dies :)

I just used this on a level Im making so you have to kill the boss for the door to open :)
Posted 4 months ago2023-12-23 19:36:29 UTC
in Trouble going from one map to the next Post #348342
Wait, I played through a couple of more times and sometimes the map transitions didnt even happen at all or gave any message.

Wow, this is so random :nuts:
Posted 4 months ago2023-12-23 17:55:15 UTC
in Trouble going from one map to the next Post #348341
SUCCESS!! !

Apparently the transitions works if I run the maps from the actual game

And not just "Run..." from Hammer!
:D :D :D :D :D :D :D :D :D :D :D :D
Posted 4 months ago2023-12-23 16:45:48 UTC
in How write sprite path?!?!?!?!? Post #348340
trigger_gravity is a brush entity. you need to select the brush you want to turn into the entity then do "tie to entity" via either the menu or the Entity panel. It'd create the default brush entity. Only after this can you go to Object properties dialog and select trigger_gravity from the dropdown.
Posted 4 months ago2023-12-23 15:40:14 UTC
in How write sprite path?!?!?!?!? Post #348339
2 years ago, I made a very advanced, most accurate, up-to-date
Thank you, I’ll definitely take a look. I noticed this on gamebanana. don’t be upset, I’m sure if your work is appreciated by at least a couple of people, it’s worth a lot! You are well done.!
trigger_gravity is already exist in the original Half-Life FGDs. Check it again in the brush entity list.
The fact of the matter is that for some reason they are not visible in JAСK, probably it’s some kind of glitch, but they are displayed on other people’s maps...
Posted 4 months ago2023-12-23 15:35:09 UTC
in Trigger Condition on a Monsters Entity Post #348338
Can anyone in here explain more of what does the Trigger Condition do to the NPC?
Like an in-depth explanation of these "Trigger Condition" so I could understand on where and when to use this...
John Pot John PotIt's Me, From Discord
Posted 4 months ago2023-12-23 15:07:31 UTC
in How write sprite path?!?!?!?!? Post #348337
Where can I find the latest actual FGD?
2 years ago, I made a very advanced, most accurate, up-to-date (disappointment, unfortunate project, unpopular, waste of 2 years and no one cares/uses) Half-Life FGD for Hammer.
Advanced Half-Life FGD (for VHE 3.5)
I don’t have a trigger-gravity and an info_compile_parameters...
trigger_gravity is already exist in the original Half-Life FGDs. Check it again in the brush entity list.
And info_compile_parameters is found in the "zhlt.fgd" file that ships with the ZHLT and VHLT compilers.

Advanced Half-Life FGD also includes zhlt-specific entities (such as info_compile_parameters) by default.
Hammer really lacks some functions to just "browse and choose" things
Both VHE and J.A.C.K always had a file browser for sounds, sprites, and models.
The browse feature to be used for the relevant entity attribute must be defined in the FGD.
User posted image
[-TR-] 3mirG [-TR-] 3mirGThe Turkish Half-Life modder.
Posted 4 months ago2023-12-23 14:56:24 UTC
in Trouble going from one map to the next Post #348336
Hmmm, now I cannot go form map2 to map3... It works if I start in map 2...

Wow I need to spend some time going through these mapchanges to make sure it really works when going from the intended start
Posted 4 months ago2023-12-23 13:39:00 UTC
in Trouble going from one map to the next Post #348335
And now I put changelevel and landmark for the 3rd map and Im ending up in a copetely random place xD

These things are finicky :D
Posted 4 months ago2023-12-23 13:30:03 UTC
in Trouble going from one map to the next Post #348334
I realize the better thread title would be "I can go to next map, but going back doesnt work"

And yeah I did change it a little bit because I wanted it to be easier for the human grunts to chase you through the corridor after a trigger_once in the next room... But maybe that change of room backwards screwed it up?
User posted image
Thanks
Posted 4 months ago2023-12-23 04:25:18 UTC
in How write sprite path?!?!?!?!? Post #348332
You also need an FGD written for JACK. The functions are there but unless the FGD makes use of it it'd be just the same as Hammer.
Where can I find the latest actual FGD?
I don’t have a trigger-gravity and an info_compile_parameters...
Posted 4 months ago2023-12-22 23:46:16 UTC
in How write sprite path?!?!?!?!? Post #348331
I am using J.A.C.K :) still missing some useful browsing functions like for this. :nuts:
You also need an FGD written for JACK. The functions are there but unless the FGD makes use of it it'd be just the same as Hammer.
What exactly are you asking? Have you not been mapping for HL1 this whole time?

If you're just getting started with mapping, there are a couple of places you can check out the basics of mapping. This tutorial is pretty old but the fundamentals are largely the same.

Otherwise, there's Dimbeak's series on YouTube which might be a little fast paced for absolute beginners, but cover more modern tools:
monster_urby monster_urbyGoldsourcerer
Posted 4 months ago2023-12-22 20:52:39 UTC
in Trouble going from one map to the next Post #348329
Moved topic to HL Engine Discussion.

Can you provide screenshots of the area where the transition happens in each map? Top down grid view preferably.
monster_urby monster_urbyGoldsourcerer
Posted 4 months ago2023-12-22 20:30:26 UTC
in Is GoldSource still cool Post #348328
GoldSRC Forever
monster_urby monster_urbyGoldsourcerer
Posted 4 months ago2023-12-22 20:30:02 UTC
in Trouble going from one map to the next Post #348327
Yo!
I have started makeing map transitions for longer series of maps.

I tried easily with a mini map use two rooms connecting with a Z tunnel, and it worked... Can walk back and foruth no problem :cool:

But with my bigger scenario Im currently working on I get an issue. :confused:

No trouble going from map one to map two, but going back doesn't transfer me back but gives a message in the top corner:
User posted image
Map one name: super1a
Landmark name: landmark1
Trigger next map: super1b

Map two name: super1b
Landmark name: landmark1
Trigger next map: super1a

_SOLUTION = RUN GAME FOR REAL, NOT JUST RUN MAP FROM HAMMER!!! _
Posted 4 months ago2023-12-22 20:25:10 UTC
in How write sprite path?!?!?!?!? Post #348326
I am using J.A.C.K :) still missing some useful browsing functions like for this. :nuts:

And damn you are right. I was thinking about the sound folder paths.... Ha! :D
i am a bit confused by now
Posted 4 months ago2023-12-22 19:21:39 UTC
in Is GoldSource still cool Post #348323
Goldsource forever!
ah ok thanks
Ok thanks i Will try...but im Happy you helped me!

Thanks a lot man, it worked! :biggrin:
You don't need to keep posting one after another. This isn't Discord. Write everything you want to say in a single post. If you forgot to add something, just edit your post :P
How do you did the dead sitting scientist?
It's just a monster_scientist_dead in the sitting pose.
monster_urby monster_urbyGoldsourcerer
Posted 4 months ago2023-12-22 16:38:29 UTC
in How write sprite path?!?!?!?!? Post #348319
Hammer is quite out of date and you should consider using JACK which DOES have file browsing for a lot of fields.

To answer your question however, sprites are in the sprites/ directory. There is no weapons/ directory

sprites/aexplo.spr
monster_urby monster_urbyGoldsourcerer
Posted 4 months ago2023-12-22 16:04:09 UTC
in How write sprite path?!?!?!?!? Post #348318
Hammer really lacks some functions to just "browse and choose" things and I have tried writing the adress to the sprite several ways and every time it crashes on start saying sprite not found!
User posted image
How to write it???
Basically you'll want two light entities:
  • One for the initial light (name it for example no_flicker)
  • Then the same light but with a flickering Custom Appearance and the Initially dark (1) spawnflag set (name this one flicker)
The link to the Custom Appearance page contains the patterns for the various Appearance presets, so copy one of those for your flickering light.

Then you'll want a multi_manager to toggle both lights at the same time, that way the normal light will be replaced by the flickering one. Just let your trigger target the multi_manager. It should look something like (with SmartEdit off):
targetname - flicker_mm
no_flicker - 0
flicker - 0
Can you explain Better? ( I know i am dumb)
So cool! How do you did the dead sitting scientist? I also prefer singleplayer maps.
I joke that people in TWHL insists you need to edit the half-life SDK code and produce your own custom DLLs at the slightest problem but I'm afraid this is the case for this one.
Yup, that's the case.

More specifically, the battery percentage is there, the first highlighted line of code move the starting point a slightly bit to the right of the H.E.V. suit icons (empty and full). The second one actually print the percentage.

As for the line you're refering to, it's called a "divider" and it's part of the health HUD. The code you need to remove is there (the highlighted one).
You need to use Custom Appearance (pattern) instead of Appearance (style) to make a switchable flickering light
I joke that people in TWHL insists you need to edit the half-life SDK code and produce your own custom DLLs at the slightest problem but I'm afraid this is the case for this one.
Posted 4 months ago2023-12-22 08:56:59 UTC
in Removing battery percentage and little line from HUD? Post #348310
what things do you want to remove could you send a picture marking it? I dont understand what you mean by Battery Percentage and little line
Tarek TarekA literal dumbass who uses Hammer++
Sorry i was intending flickering on trigger. Can you help me?
Posted 4 months ago2023-12-22 01:48:09 UTC
in Removing battery percentage and little line from HUD? Post #348306
I have spended a quite considerable amount of time trying to figure out how, but i end up breaking something.
...At exactly 2024-01-03 23:59:59 UTC the form will disappear and the competition page will change to state that the competition is done and awaiting review.
monster_urby monster_urbyGoldsourcerer
OK, thank you for this answer.
Would it be possible to know the deadline for delivery of the map or is it too early ?
Duff
Probably means flickering.
Admer456 Admer456If it ain't broken, don't fox it!
to make a light freak
wdym by this
January 3rd, 2024 is the last day that you can submit your entry. At exactly 2024-01-03 23:59:59 UTC the form will disappear and the competition page will change to state that the competition is done and awaiting review.
monster_urby monster_urbyGoldsourcerer
Hi,

Is the deadline of January 3rd, 2024 the last date to delivery the final map or just the limit for registrations ?
Have a good day.
Duff
Any reply appreciated, especially from UrbaNebula, he seems a very expert mapper his Maps are amazing
Thank you!

I'm not entering the competition though. I started working on a map for it, but I've decided to continue it as a single player map. I find that I prefer working on linear, single player maps.
monster_urby monster_urbyGoldsourcerer
Ah ok Sorry thanks for help
So i was using the wrong tool

UrbaNebula i like a lot your Maps!

Did you entered in the competition?

Condense posts again... Urby
Oh God! Stop spamming... You don't need to keep posting, I was asleep.

You need to select a blood texture and then use the decal tool to place decals, not env_blood.
User posted image
monster_urby monster_urbyGoldsourcerer
I want to splash Blood decals around, because Is a sitting wounded scientist. My objective Is making Blood decals like when you hit something with the crowbar. Can you help me?

I was intending before: when you hit ad example something like a scientist with the crowbar, some Blood decals Will spray around and remain here. Not like my current env_blood that After 2 seconds disappear. Pls UrbaNebula help me in a beginner

Removed too many posts and condensed into one... Urby
Posted 4 months ago2023-12-20 22:59:58 UTC
in Water plop sound Post #348288
Please tell me why I don’t have an info_compile_parameters, where can I get the current, newest FGD file?

By the way, none of the methods helped with clipping the sky; shells are still hitting it like a wall..
env_blood simulates an impact, similar to when an npc is shot or hit with the crowbar. It's not supposed to stick around for long. What is it you are trying to do?
monster_urby monster_urbyGoldsourcerer
Any help appreciated