Forum posts

Posted 3 days ago2024-04-27 15:43:47 UTC
in How to make fake elevator? Post #348756
Take a look at the trigger_teleport entity guide here: https://twhl.info/wiki/page/trigger_teleport

Note that it will be obvious to the player they they have been teleported, as a trigger_teleport can cover a wide area, but will only sent the player to a single spot, so they will appear to warp to a certain point inside the elevator.

I'm curious as to why you cannot simply use a regular elevator?
monster_urby monster_urbyGoldsourcerer
Posted 1 week ago2024-04-21 17:20:34 UTC
in Houndeye Guarding Post #348742
That will definitely be it. NPCs cannot navigate the map without nodes, so they may have been aware of the player but unable to reach them.
monster_urby monster_urbyGoldsourcerer
Posted 1 week ago2024-04-21 01:37:46 UTC
in Houndeye Guarding Post #348740
So long as they are all in the same squad, the SquadLeader should cause them all to wake at the same time. I've just tested this and can confirm that all three houndeyes in my test map were immediately hostile, no waiting for the first attack:
User posted image
monster_urby monster_urbyGoldsourcerer
For Half-Life 1/Goldsource mapping, it's actually recommended that you use JACK now, rather than Hammer. JACK is still being updated with the free version (linky link) getting a big stability fix recently. There's also a version available to purchase on Steam, but I can't say anything about that as I don't use it.
monster_urby monster_urbyGoldsourcerer
Posted 1 week ago2024-04-20 10:30:01 UTC
in How can you make alien portals? Post #348732
Additive is the correct Render Mode for portal sprites. This makes the sprite glow, while making the darker parts of the sprite (such as the black border) transparent. You need to make sure when using Additive that the Render Amount is quite high, with 255 being the maximum. A low or empty Render Amount will make the sprite invisible.
monster_urby monster_urbyGoldsourcerer
Posted 1 week ago2024-04-18 08:29:35 UTC
in lighting on entities? Post #348723
What are the Render properties of the func_rotating? Render Mode/RenderFX etc? Those being set incorrectly usually results in them being lit up when they shouldn't be.
monster_urby monster_urbyGoldsourcerer
Posted 2 weeks ago2024-04-15 09:46:47 UTC
in Train Randomly getting stick? Post #348714
In all my experience, target and fire on close are separate trigger states. The target should fire when the door fully opens, and fire on close should fire when the door fully closes. The fact that the target is being triggered on close here seems like an error, since fire on close was specifically left blank. Perhaps I'm not in the habit of triggering things with doors, but I am fairly certain I've never encountered this before.
monster_urby monster_urbyGoldsourcerer
Posted 2 weeks ago2024-04-11 22:43:10 UTC
in Train Randomly getting stick? Post #348706
Ignore me, I get the two mixed up. You're using path_corner, keep doing that.

path_track is for func_tracktrain, like the intro tram or drivable trains.
monster_urby monster_urbyGoldsourcerer
Posted 2 weeks ago2024-04-11 17:45:46 UTC
in Train Randomly getting stick? Post #348704
So, it appears that this is due to the doors closing. When they close, they appear to trigger the multimanager again, disabling the train after one second.

Seems like an usual bug which I've not seen before where a door that targets a multimanager will also fire on close. Not sure if that's a new bug after the 25 year update or not...

In any case, the way to get around this for now would be to have the path_track target the multimanager, and have THAT handle the opening of the doors at 0 seconds.

Also, you didn't ask about this, but a little more advice:
  • Your grates and railings should be using the Solid Render Mode, not Texture. Texture makes them glow in the dark and show glass decals when shot.
  • Try to avoid using the Fit button when texturing. It stretches and squashes textures and can lead to compiling issues further down the line.
monster_urby monster_urbyGoldsourcerer
Well, since you appear to have overwritten the initial post, nobody has any idea what you're talking about...
monster_urby monster_urbyGoldsourcerer
Posted 2 weeks ago2024-04-10 09:46:36 UTC
in Train Randomly getting stick? Post #348699
Heh, this was uploaded at 00:41 for me. If nobody else picks this up I will try take a look tonight after work. If you're happy to join the Discord, somebody in #mapping-help might be able to get to this sooner. :)
monster_urby monster_urbyGoldsourcerer
Posted 3 weeks ago2024-04-09 13:47:43 UTC
in help me with this please Post #348697
For want of a better response from the OP, here is a tutorial which covers the basics of triggering NPC dialogue: Scripted Sentences
monster_urby monster_urbyGoldsourcerer
Posted 3 weeks ago2024-04-09 13:37:41 UTC
in Train Randomly getting stick? Post #348696
Hard to judge based on the description alone. Perhaps you could upload the compiled map with the source files to the vault under the Problems category?
monster_urby monster_urbyGoldsourcerer
Posted 2 months 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 2 months 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
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 ago2024-01-31 13:59:41 UTC
in Forum dead? Post #348512
I just aint active cause im cooking up some stuff related to goldsrc mapping although im gonna be ripped apart by urby if I post it lol
I'm a kitten. I rip things apart because I love them.
monster_urby monster_urbyGoldsourcerer
Posted 3 months ago2024-01-30 11:57:14 UTC
in Forum dead? Post #348504
TWHL is one of the oldest Half-Life modding communities and in recent times it certainly has been quieter around the main site and forums. The site itself is not as active as it once was, but remains a useful resource with the wiki, map vault and competition dashboard.

However, as the others have said, the vast majority of discussion these days happens on the Discord server. It's far more active, responses are far faster and it's easier to quickly share links or screenshots in order to get immediate feedback on your work/guidance with your issues.
monster_urby monster_urbyGoldsourcerer
Posted 3 months ago2024-01-18 23:47:02 UTC
in Trouble regarding re-texture and compiling Post #348478
So, what exactly is the issue you are facing? Are the textures not appearing? Can you post screenshots or provide your compile log?
monster_urby monster_urbyGoldsourcerer
You don't need to repeatedly self reply to bump your threads. The forums are less popular than the Discord server, but sooner or later somebody will pick up your question and respond.

As for your question: idle animations will always start as soon as a map is loaded in game. They start enabled and need to be triggered to stop.

If you are using a scripted_sequence to teleport a scientist when triggered, I assume using the Instantaneous move to setting, you may need to simply trigger an additional animation to play once the scientist arrives. Have the scripted_sequence target another sequence which will play straight after.

Having said that, I don't believe I've seen this issue before and would need to see the map or try copying the setup myself.
monster_urby monster_urbyGoldsourcerer
What if he wants the zombie to attack the scientists later though?
Then use scripted_sequences to swap the prisoner zombie out for a regular one.
monster_urby monster_urbyGoldsourcerer
I think the only option is to use a func_train for the falling debris. You can set a high Damage on Crush value that will gib the scientist (or any other NPC) that is caught under it.
monster_urby monster_urbyGoldsourcerer
Posted 4 months ago2023-12-25 00:32:55 UTC
in Ammo wont appear Post #348357
Thank you! Would it be impossible to place ammo on a shelf due to the fact it'd be very close to world geometry?
I'm not really sure how you would handle placing it on a shelf like that. It's not something you see all that often in GoldSRC. I was trying to remember if I ever managed to get it working but it seems I just stuck things on the top shelf. Haha
User posted image
Interestingly enough I just tried the "spawn on break" for the picture and it spawns the ammo and slowly sinks into the shelf never to be seen again.
You will notice that this happens often in the official games as well. It's a variation of the same issue. The item spawns inside the geometry and slowly falls through it unless the player is able to grab it before it vanishes.
monster_urby monster_urbyGoldsourcerer
Posted 4 months ago2023-12-24 22:39:03 UTC
in Ammo wont appear Post #348353
The ammo pickups are far too close to one another or the world geometry. Before JACK/Hammer would show models in the 2D/3D views, all we had were 32x32 unit bounding boxes. The ammo_357 entity actually takes up about this much room:
User posted image
You need to spread them out a little more. As for the one behind the picture, you might need to make the func_breakable picture just spawn 357 ammo on breaking.

Also, unrelated, but those shelves are the wrong way round. The cross frame should be against the wall :P
monster_urby monster_urbyGoldsourcerer
Posted 4 months ago2023-12-24 20:08:15 UTC
in Trouble going from one map to the next Post #348350
I think your trigger changelevels are too close to one another between maps. When you go from map 1 to map 2, you spawn touching the trigger back to map 1. This is being disabled to prevent an infinite loop and also explains why quick loading works. Move the trigger back to map 1 so it is much further behind the player.

Check the tutorial here. Specifically the part about relative distance.
monster_urby monster_urbyGoldsourcerer
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
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
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
...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
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
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
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
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
monster_urby monster_urbyGoldsourcerer
Your mod directory should mimic the valve directory, but you only need to include files that you're actually replacing/using. You should add any custom models, sounds, etc to their respective folders. WAD files just go in the root directory.

Like so: Steam/common/Half-Life/mymodname/mytextures.wad

You do not need to copy over files from the valve/ directory if you're not replacing them. You also do not need to copy over cstrike/ files if you aren't using them.
monster_urby monster_urbyGoldsourcerer
Let me try and get this straight. You are making a Half-Life map using CS1.6 assets? In that case, these will need to be copied to your valve/ directory (or your mod directory if you're making a mod).
monster_urby monster_urbyGoldsourcerer
this layout should look pretty familiar to seasoned FPS veterans
It looks somewhat reminiscent of E1M1 but larger and linked up in different places.
User posted image
monster_urby monster_urbyGoldsourcerer
Posted 4 months ago2023-12-16 13:27:25 UTC
in Christmas Textures for HL1 Post #348245
You'd be hard pressed to find a .wad that specifically caters to Christmas theme unless you download a Christmas mod and use the included textures. Something like Santa's Revenge 1 and 2 or Christmas-Life. You'd have to credit the mod author if you used their textures though.
monster_urby monster_urbyGoldsourcerer
Posted 4 months ago2023-12-13 14:52:07 UTC
in Any Room suggestions for a Black Mesa Map? Post #348231
You can edit your most recent post, Combined. No need to double or indeed triple post. :)
monster_urby monster_urbyGoldsourcerer
Better to guess high in that case. Check the sentence in sentences.txt and try to imagine the words being spoken in-game. For instance, sounding out the following line while watching the clock, I'd guess around three and a half seconds, rounded up to four.

HG_QUEST11 hgrunt/clik (t30) squad, stay(e80) alert(e80) four freeman, over clik

One thing to remember at the end of the day, it's never going to be perfect (nor does it need to be) because different localisations use totally different formats. While the grunts and VOX system use single words in the English version, strung together in sentences.txt, other languages have standard lines. See the linked video below.

Check the VOX examples here.
monster_urby monster_urbyGoldsourcerer
Posted 4 months ago2023-12-09 23:15:48 UTC
in Weird things happening to Half-Life 1 HUD Post #348180
Great!

FYI, if your mod isn't using custom sprites, you don't need to include them in your directory at all. No need to bloat the download file when it's done.
monster_urby monster_urbyGoldsourcerer
Posted 4 months ago2023-12-09 23:07:41 UTC
in Weird things happening to Half-Life 1 HUD Post #348177
Does your mod have a sprites directory? Was it copied from valve before the update? If so then it's out of date and trying to reference sprites incorrectly. Replace or simply delete it.
monster_urby monster_urbyGoldsourcerer
You can't prove that a map I submit is not a map I made twenty years ago. It's especially true when the theme of this competition is so generic.
If you have a map you made twenty years ago that is up to scratch then by all means turn it in. Though I will say, a map made 20 years ago is probably going to be pretty shit considering the tools available at the time. Without making considerable changes, I doubt it would stand much chance against the entries made with the increased limitations, JACK/TrenchBroom and more modern compile tools.
monster_urby monster_urbyGoldsourcerer
Posted 4 months ago2023-12-09 22:52:30 UTC
in Weird things happening to Half-Life 1 HUD Post #348174
The 25th Anniversary update for Half-Life messed with a few mods and there are newer hud sprites and layouts for higher resolutions. Does your base game work correctly? Does your mod have a sprites directory copied from the old valve directory (which you don't need if you're not modding the HUD by the way)
monster_urby monster_urbyGoldsourcerer
Posted 4 months ago2023-12-05 19:14:48 UTC
in Any Room suggestions for a Black Mesa Map? Post #348159
Not to be a dick, but if you can't think of anything at this stage then level design might not be your thing?

There are a lot of things to consider: What is the gameplay style you're going for? What is the player's ultimate goal in this area? Those two questions should drive what you make. Make a basic blockout that is fun to move around and fight in. Once you've nailed the feel, focus on making it resemble a place (don't worry TOO much about realism. Valve never did). Ask yourself, "What is the theme of this area?" Then you think about lighting and any scripting you need to sell that.
monster_urby monster_urbyGoldsourcerer
Where exactly are you trying to place your headcrabs that this fix is necessary? The pollen sprite means an NPC is too close to the level geometry. The fix is to move them away from the surface they're stuck in.

That guide (I only scan read it) seems to suggest using a scripted_sequence to move them into position for scripted events. That's fine if you want the NPC to remain in that position, but not for the sake of them acting like normal enemies. They will remain looping in their idle animation until triggered to leave their idle state.
monster_urby monster_urbyGoldsourcerer
Posted 5 months ago2023-11-26 02:32:30 UTC
in Terror-Strike template? Post #348088
Well that's not a lot of information to go on at all. I googled "terror-strike half-life" and two of the top three results were this very thread. Is it a mod? A server game mode?
monster_urby monster_urbyGoldsourcerer