Forum posts

Posted 17 years ago2007-04-02 20:15:14 UTC
in Hammer Lag After CS:S Compile Post #217806
I'm still having this problem even when I disable $game_exe. After running the map in CS:S, The entire computer is bogged down. I looked in the task manager, and Hammer.exe is taking up every last bit of my RAM, even though I'm not doing anything in it.

Has anyone else had this problem?
Posted 17 years ago2007-04-02 19:47:04 UTC
in Desktops of April Post #217805
Here's mine

My background was an image someone linked to in the IRC. I don't think the image dementions were 4:3, but I'm too lazy to fix them :D
Posted 17 years ago2007-04-01 17:59:36 UTC
in MDL compiler Post #217687
That sounds like an error on behalf of the compiler program itself.

Try making the .QC from scratch (the tutorial mentioned above will help) and compile with it. If you still get errors, then there's probably a problem with the .SMDs you exported (which can hopefuly be fixed in XSI), or you made a syntax error. If the problem resolves itself, then cheers!
Posted 17 years ago2007-04-01 16:05:49 UTC
in Competition 23 Post #217675
Perhaps starting a vote or thread where people can discuss what sort of competition they want would result in a better turnout, especially regarding those measely two Source entries :quizzical:
Posted 17 years ago2007-04-01 15:47:31 UTC
in MDL compiler Post #217672
The $ sign needs to go before the "cd," otherwise StudioMDL won't recognize that line as a command. $cdmaterials, not cd$materials
Posted 17 years ago2007-04-01 13:15:37 UTC
in MDL compiler Post #217659
"cd$texture" isn't a valid .QC command. "$cdmaterials" is what you want.

I compile my models the old-fashioned way: With the actual .QC and StudioMDL. At the bottom of BJ's compiling steup tutorial, he explains the process of creating a .QC file and compiling with it. Although I don't use GUIStudio, this method is sure to work every time.
Posted 17 years ago2007-03-31 17:59:43 UTC
in Media Ignores Gruesome Double Murder Post #217614
If human nature was made by God, then he must have made one helluva mistake. :nuts:
Posted 17 years ago2007-03-31 16:48:15 UTC
in Longer sprint power C++ code Post #217610
I know that the acutal clip size is handled in weapon_smg1.txt in the modname/scripts/ folder, and I think that maximum amunition capacity is handled in config.cfg. I'll look into the max ammo capacity for ya.
Posted 17 years ago2007-03-31 15:05:18 UTC
in Kasperg Projects! Post #217601
Wow, that's a considerable improvement :o
Posted 17 years ago2007-03-31 11:41:04 UTC
in Longer sprint power C++ code Post #217585
Ah hah! Found it:

In weapon_smg1.cpp, there is a line near the top of the code that reads
float GetFireRate( void ) { return 0.075f; } // 13.3hz
The value within the brackets is your fire rate. I think that the value is per-second. So a value of 1 would return 1 shot-per-second, a value of 0.5 would return 2 shots-per-second, and so on.

I set it to 0.005 and emptied my clip in a tenth of a second :D . Just don't forget to build up the Source code after you have made the apropriate changes!
Posted 17 years ago2007-03-31 11:25:10 UTC
in Longer sprint power C++ code Post #217582
Oh oh, I may know how to do this. Let me mess with the Source code for a little bit and I'll let you know what I find out.
Posted 17 years ago2007-03-31 00:20:22 UTC
in Movies & Comics. Post #217563
It would be nice to link to the images as it makes reading the posts below them impossible until they fully load. However, I'm not complaining.

Some of those models look really nice (the weapons, in particular). Did you model them or get them from somewhere?
Posted 17 years ago2007-03-29 22:56:35 UTC
in how to use trigger outputs in source Post #217487
Yeah. I think that's how it works.
Posted 17 years ago2007-03-29 22:46:39 UTC
in how to use trigger outputs in source Post #217485
I'm not entirely sure, but I think it can be used to target specific entities being triggered by the same trigger, but at different times.
Posted 17 years ago2007-03-29 21:35:00 UTC
in how to use trigger outputs in source Post #217481
Add an output from the trigger_once where "OnTriggered," target "boom," setting off something like "explode" or "fire," or whatever the event you want to have happen is called. Needless to say, add no delay, if you want to hurt the player! :)
Posted 17 years ago2007-03-29 20:59:22 UTC
in Could be old but still awesome. Post #217478
Me:
I want to get in your ass.
God:
Why do you want it?
Me:
Because it's perfect!
God:
Good reason. It is, eh? Yes, the ALICE series has a perfect operational record.
^LOL!
Posted 17 years ago2007-03-29 20:44:55 UTC
in sprites dont show up Post #217474
No problemo :cool:
Posted 17 years ago2007-03-29 20:18:58 UTC
in sprites dont show up Post #217470
Ah, I know how to fix this; it's easy!

For some reason, selecting a new sprite material removes the .SPR extention from the name of the sprite in the file path of the env_sprite's properties. My guess is that Valve forgot to code it into Hammer, and just worked around it. All you need to do is add it back on. For instance, after picking the sprite titled "sprites/glow03", make the file path in the sprite's properties "sprites/glow03.spr," minus the quotes, of course.
Posted 17 years ago2007-03-29 15:26:28 UTC
in Movies & Comics. Post #217448
Did you make all those models?
Posted 17 years ago2007-03-29 11:14:01 UTC
in compilinG and objects!! Post #217428
About the models: When you're picking your world models in the model viewer, there are a few tabs on the lower right of the viewer that let you see what entity it should be used with (I can't remember what the tab itself is called, I'm at school right now). The boxes checked next to the entity types are what you can use.

When portal VIS takes 3 days, it may be a result of invalid brushes. Make sure that all of your geometry is completely convex. You can also try deleting any additions you recently added and compile again.

EDIT: Ahh, it's the "Info" tab. The info tab will also tell you the avalible animations to choose from, if you want to use any.
Posted 17 years ago2007-03-28 23:11:06 UTC
in CS 1.6 Textures Post #217384
Oh shit, I thought I was posting in the Source forum :( Which is sort of odd considering the title of the thread.

My mistake.
Posted 17 years ago2007-03-28 21:43:26 UTC
in CS 1.6 Textures Post #217380
Kasperg already told you how to :

Use "Fit," then make the X scale value equal to the Y value.
Posted 17 years ago2007-03-28 21:11:07 UTC
in Longer sprint power C++ code Post #217378
I've been cnavasing the Source code for the past 15 minutes and can't find anything other then the actual controls for sprint. I'll keep looking and let you know if I find anything. :)
Posted 17 years ago2007-03-28 15:25:06 UTC
in Competition 23 Post #217338
Damnit! I was thinking about entering a Source map but thought I wouldn't make a trophy :(

I R enterin in teh next one.
Posted 17 years ago2007-03-28 15:10:29 UTC
in overuse of cubemaps? Post #217333
Also make sure it's a reflective texture (most are, even sand, but are very faint. The Combine Citadel wall texture is a good one). Cubemaps won't be all that apparent unless there's a strong source of light in the room. Finally, sometimes, cubemaps won't appear after compilation. Reloading the map should do the trick.
Posted 17 years ago2007-03-26 15:26:15 UTC
in Half-life quiz (perhaps hard...) Post #217123
Damnit, I thought it would replace my score :P
Posted 17 years ago2007-03-26 00:00:06 UTC
in Displacements not solid? Post #217077
It would seem that way :nuts:
Posted 17 years ago2007-03-25 21:10:00 UTC
in Work-In-Progress: Colt 1911 Post #217068
Ahh, I see.

I'll see if it makes a difference with it :) . It's somewhat hard to tell as the color of the gun is black, and most of the areas I play-tested it in were open with white-ish skies, or dark Ravenholm maps.
Posted 17 years ago2007-03-25 14:24:17 UTC
in vbsp.exe has stopped working Post #217037
Sometimes, this error appears when Hammer crashes, loads up the auto-save, and then you try to compile the auto-save.

If this map is an auto-save, try saving it as the original .VMF and then compiling that one.
Posted 17 years ago2007-03-25 00:57:35 UTC
in Work-In-Progress: Colt 1911 Post #217004
I'm not sure I understand what it is you want me to do. Are you telling me to kick up the contrast on the reflections a bit?
Posted 17 years ago2007-03-24 21:06:04 UTC
in Source Experiments Post #216991
Hm.. is it possible to make a real-time reflection on surfaces other than water.

That would be mighty costly in performance though... =/
Posted 17 years ago2007-03-24 20:03:48 UTC
in Taking a screenshot Post #216982
@Penguinboy: You should use SourceRecorder :)
Posted 17 years ago2007-03-24 12:44:28 UTC
in Desktops of March Post #216916
Mr. Wright is a very good mapper! :nuts:
Posted 17 years ago2007-03-24 11:46:29 UTC
in Work-In-Progress: Colt 1911 Post #216909
Here's the latest version, which now includes a world model, so the cops will be holding Colt1911s too! Just overwrite the existing files, and you're good to go.

I'm still working on its texture and alignment with the hands. It will be more acurate in the next installment.

http://www.sendspace.com/file/23nvsq
Posted 17 years ago2007-03-24 11:38:43 UTC
in Mah Furst Modle Post #216907
Cool. You should replace the HL2 Crowbar with that :P
Posted 17 years ago2007-03-24 11:34:42 UTC
in Desktops of March Post #216906
Is that a picture of part of Falling Water, Kasperg?
Posted 17 years ago2007-03-23 21:16:55 UTC
in Announcement: Spambots Post #216843
Are you going to delete any of the bots, or is TWHL3 close enough that that's pointless?

Just wondering.
Posted 17 years ago2007-03-23 18:00:56 UTC
in surf maps? why? Post #216804
You mean... you don't remember the password to your Steam account? HL2 and CS:S don't use CD keys.

If so, then that sucks :
Posted 17 years ago2007-03-23 17:22:55 UTC
in How do you set zhlt Post #216795
Posted 17 years ago2007-03-23 17:18:48 UTC
in Desktops of March Post #216794
@Hunter: Because I don't like WinAmp, that's why :P

WMP suits my needs anyway.
Posted 17 years ago2007-03-23 17:13:19 UTC
in Work-In-Progress: Colt 1911 Post #216793
@J3r3my: Thanks! I'll look into making it more powerful. I'm not sure if directly altering skills.cfg will end up defaulting to the original values after I restart the game, though, as what happens when you alter bullet dammage in the console. I'll give it a shot (no pun intended :D )!

@Caboose: This model (the view model) would not serve well as a world model. It's far too high poly (over 2500). Additionally, it has the hands attached to it which I can't have, as well as the entire front and right side polygons deleted for optimization.

What I'll do is model the world model in two parts: A detailed one for up-close, and a level-of-detail model for distances. After all, I have those guys with TNT2s to worry about :D
Posted 17 years ago2007-03-22 22:45:42 UTC
in Work-In-Progress: Colt 1911 Post #216748
Oh well :D Albeit, it'd be hard to get reference pictures of a gun that's nearly 100 years old.

I had no good reference for the texture work (The one in the download, and... well... the one in the first post, for that matter :D ). Still, though, I'm very pleased with how the gun has turned out.

Now it's time to begin work on the world version of the gun!
Posted 17 years ago2007-03-22 20:50:03 UTC
in Kasperg Projects! Post #216746
Holy hell. 5-hour-long compiles? That's got to be unbearable :aggrieved:

Downloading the latest version now!
Posted 17 years ago2007-03-22 20:39:29 UTC
in Work-In-Progress: Colt 1911 Post #216745
Yep, that's what I did.

My problem is that I need to alter aforementioned script files to reference sounds you'd hear in, for instance, the reload sequence, but I can't do that :(

Oh well, I'm going to go learn how to make a Source Mod and start from there.
Posted 17 years ago2007-03-22 19:49:27 UTC
in Work-In-Progress: Colt 1911 Post #216738
Horray!

If things continue to work out so well, I'll begin work to replace that SMG too. I'll see if I can get a better firing sound for both. Saddly, I can't add my own sounds in other than replacing the existing sound files as modding Half-Life 2 won't let me override the existing script files in the .GCF, so I imagine that the reload sound for that part of the new SMG won't work out well D:

I need to learn to make a Source Mod :)
Posted 17 years ago2007-03-22 18:45:32 UTC
in Work-In-Progress: Colt 1911 Post #216730
I have the beta version of the gun avalible for testing. Here you go!

I've done a bunch of work on the texture, and added the firing sound from the USP. It's much more satisfting than that awful HL2 pistol sound!

Let me know what you all think!
Posted 17 years ago2007-03-21 17:04:27 UTC
in my big/detailed map - to big for hammer Post #216642
Wrong forum.

The only suggestion I have is to make the map 2 maps. I'm sorry I can't be of much help, but I don't map for GoldSource.
Posted 17 years ago2007-03-21 15:37:44 UTC
in problems saving as .bsp Post #216622
:|

F9, perhaps?
Posted 17 years ago2007-03-21 15:25:02 UTC
in Kasperg Projects! Post #216618
Yeah, I see what you mean. Perhaps a paralax map may help, as well as bumpmapping it a little more?

Oh, and is the latest version of this map avalible in the vault where you posted the original version? I haven't taken a look at this map yet D:
Posted 17 years ago2007-03-21 00:03:55 UTC
in Half-life quiz (perhaps hard...) Post #216578
Blegh, 40%

Oh well. I've only been playing the game for 3 days now :D