Forum posts

Posted 19 years ago2005-10-11 18:35:09 UTC
in Spirit features not working Post #140969
wha? no in half-life, the old half-life that used won.
Posted 19 years ago2005-10-09 23:47:52 UTC
in Spirit features not working Post #140587
No the shiny works when I run the map in spirit but it dosent when I run it out of my mod's folder.
Posted 19 years ago2005-10-08 21:38:47 UTC
in Spirit features not working Post #140400
um ok.
Posted 19 years ago2005-10-06 21:44:00 UTC
in Func rot mad Post #139968
What Elon said.
Posted 19 years ago2005-10-06 21:42:46 UTC
in infinite weapon boxes Post #139967
No No No you guys have it all wrong. Remimber in the Xen levels when you got your ammo from dead HEV guy's ammo ummm.. tubes?

Anyway I believe there is a weapon box entity in there with the other weapon entitys take a look at that.
Posted 19 years ago2005-10-06 21:37:47 UTC
in Spirit features not working Post #139965
sorry but it still does not work. Not sure if it will help but here is my compile log.

** Executing...
** Command: Change Directory
** Parameters: C:SIERRAHalf-Life

** Executing...
** Command: Copy File
** Parameters: "C:SIERRAHalf-LifeSpiritrmfsShinyWaterTest.map" "C:SIERRAHalf-LifexenomapsShinyWaterTest.map"

** Executing...
** Command: C:SIERRAHALF-L~1Spirithlcsg.exe
** Parameters: "C:SIERRAHalf-LifexenomapsShinyWaterTest"

hlcsg v2.5.3 rel Custom Build 1.6.1 (Sep 26 2002)
Zoner's Half-Life Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
--- BEGIN hlcsg ---
Command line: C:SIERRAHALF-L~1Spirithlcsg.exe C:SIERRAHalf-LifexenomapsShinyWaterTest
Entering C:SIERRAHalf-LifexenomapsShinyWaterTest.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
50%... (0.02 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.02 seconds)

Using Wadfile: sierrahalf-lifevalvehalflife.wad
  • Contains 10 used textures, 100.00 percent of map (3116 textures in wad)
Using Wadfile: sierrahalf-lifevalveliquids.wad
  • Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: sierrahalf-lifevalvedecals.wad
  • Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: sierrahalf-lifexenodn3d.wad
  • Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Including Wadfile: program fileszhltzhlt.wad
  • Contains 0 used textures, 0.00 percent of map (3 textures in wad)
Using Wadfile: sierrahalf-lifevalveverc_18.wad
  • Contains 0 used textures, 0.00 percent of map (28 textures in wad)
Using Wadfile: sierrahalf-lifevalvebarney.wad
  • Contains 0 used textures, 0.00 percent of map (408 textures in wad)
Using Wadfile: sierrahalf-lifevalvexeno.wad
  • Contains 0 used textures, 0.00 percent of map (264 textures in wad)
added 5 additional animating textures.
Texture usage is at 0.26 mb (of 4.00 mb MAX)
0.05 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:SIERRAHALF-L~1Spirithlbsp.exe
** Parameters: "C:SIERRAHalf-LifexenomapsShinyWaterTest"

hlbsp v2.5.3 rel Custom Build 1.6.1 (Jul 15 2002)
Zoner's Half-Life Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
--- BEGIN hlbsp ---
Command line: C:SIERRAHALF-L~1Spirithlbsp.exe C:SIERRAHalf-LifexenomapsShinyWaterTest

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 240)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)

BSP generation successful, writing portal file 'C:SIERRAHalf-LifexenomapsShinyWaterTest.prt'
0.05 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:SIERRAHALF-L~1Spirithlvis.exe
** Parameters: -fast "C:SIERRAHalf-LifexenomapsShinyWaterTest"

g_fastvis = true
hlvis v2.5.3 rel Custom Build 1.6 (Jun 3 2002)
Zoner's Half-Life Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
--- BEGIN hlvis ---
Command line: C:SIERRAHALF-L~1Spirithlvis.exe -fast C:SIERRAHalf-LifexenomapsShinyWaterTest
8 portalleafs
14 numportals

= Current hlvis Settings =
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ on ] [ off ]
full vis [ off ] [ off ]

BasePortalVis:
10%...50%...60%... (0.00 seconds)
average leafs visible: 6
g_visdatasize:24 compressed from 8
0.00 seconds elapsed

--- END hlvis ---

** Executing...
** Command: C:SIERRAHALF-L~1Spirithlrad.exe
** Parameters: "C:SIERRAHalf-LifexenomapsShinyWaterTest"

hlrad v2.5.3 rel Custom Build 1.6.1 (Oct 9 2002)
Zoner's Half-Life Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
--- BEGIN hlrad ---
Command line: C:SIERRAHALF-L~1Spirithlrad.exe C:SIERRAHalf-LifexenomapsShinyWaterTest

= Current hlrad Settings =
Name | Setting | Default
-------------------|---------------------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

[Reading texlights from 'C:SIERRAHALF-L~1Spiritlights.rad']
[49 texlights parsed from 'C:SIERRAHALF-L~1Spiritlights.rad']

83 faces
Create Patches : 565 base patches
0 opaque faces
7901 square feet [1137799.88 square inches]
1 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...80%...90%... (3.23 seconds)
visibility matrix : 0.0 megs
BuildVisLeafs:
30%...60%...90%... (0.03 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.02 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.02 seconds)
Transfer Lists : 77692 transfers
Indices : 29948 bytes
   Data : 310768 bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...80%...90%... (0.03 seconds)
3.45 seconds elapsed

--- END hlrad ---

** Executing...
** Command: C:SIERRAHALF-L~1hl.exe
** Parameters: +map "ShinyWaterTest" -console -particles 50000 -dev -game xeno +map "ShinyWaterTest"
Posted 19 years ago2005-10-04 18:45:58 UTC
in Spirit features not working Post #139392
I got the spirit dll and client dll but its the orginal client dll, does it need the client dll from the spirit folder?
Posted 19 years ago2005-10-03 20:07:24 UTC
in Spirit features not working Post #139095
Hey all,

I cant believe I never noticed this before but I now realise that some of the features of Spirit dont work in my mod. The mapping features like multiple moving things attached to others, and doors on moving trains. But things like the particle effects and shiny surfaces dont show up.

I compile my map with these perimiters:

+map $file console -particles 50000 -dev -game xeno +map (---)

I downloaded the spirit skeleton folder and Im using it for my mod folder but I think that it doesnt have everything I need for example it didnt have the sprites that are needed to make the shines for shiny surfaces. I put them in but they still didnt work.

As you know the features DO work if I run my map in spirit but not if I run it in my mod.

Any ideas?
Posted 19 years ago2005-10-03 15:39:35 UTC
in Competition 17 Post #139034
Sounds like a wonderful Idea, perhaps I could make the one that I'll use in my mod, then I'll get two things done at once!
Posted 19 years ago2005-08-13 14:51:28 UTC
in Get a train on a spinning platform Post #127480
Oh hey mephs!

I know you hate me announcing myself, I just do it couse I love ya lol JK.

Thanks 38_98 I'll look up func_trackchange.
Posted 19 years ago2005-08-13 05:18:26 UTC
in Get a train on a spinning platform Post #127366
Hey all, its me :nuts: Half-dude!

You all remimber that scene in the tram level of HL1 were the train goes down this spinning elevator while the announcement system talks about no smoking and stuff right? Well I ras wondering if you guys know any tutorials that explain how to do this. I've looked and found none. I've done this before with just putting a path_track right above the one before but with that you can hear the train sounds, rather then... ummm... not.
Posted 19 years ago2005-07-20 18:34:46 UTC
in sub models?? Heads?? Wha!? Post #122368
Im not sure, Fishy from snarkpit did it for me, the site is down right now but when its back I'll send you a link to the page were he told me how he did it.
Posted 19 years ago2005-07-20 15:22:32 UTC
in sub models?? Heads?? Wha!? Post #122337
no you dont, I think you mean the update FOR spirit, found on the spirit site. :o
Posted 19 years ago2005-07-20 04:00:24 UTC
in sub models?? Heads?? Wha!? Post #122201
I dont get what your saying Elon, steam is only needed for multiplayer and HL modding, what dose it have to do with my hl1 mod?
Posted 19 years ago2005-07-12 05:11:58 UTC
in sub models?? Heads?? Wha!? Post #120408
maybe to some,

but were getting off subject.
Posted 19 years ago2005-07-12 00:22:11 UTC
in Max viewable distance Post #120382
Hummmm! I see te sky box when I do that, do you have a skybox in the map? I think you'd need to for it to know to use a sky.
Posted 19 years ago2005-07-12 00:20:39 UTC
in sub models?? Heads?? Wha!? Post #120381
"steam is a pain in the ass! :|"

I'll raise a glass to that, I cant play any classic HL games online because I lost my account info, Damn steam!

Anyway this doesnt solve my problem.
Posted 19 years ago2005-07-11 17:14:35 UTC
in sub models?? Heads?? Wha!? Post #120347
"Sorry tried to change the high defenition skin but the modal didn't work!"

Its ok man

"Who is the other guy who is working with you?"

Fishy from snarkpit (yes I stll go there)

"Anyway did you check the skins in game?"

YES, thats were they were cycling through the skins. Thats why I was wondering how tell the editor which skin to use, just incase Im udoing wrong.

"I gess it's time to update to steam cause you are using it"

Ummmm, no? I dont think so.
Posted 19 years ago2005-07-11 17:09:15 UTC
in sub models?? Heads?? Wha!? Post #120345
No you guys are all confused, Not that I blame you ;)

The skins work fine in HLMV, I just cant get them to use ONE of the skins I select, which BTW I dont even know how to select.

and no I cant go with it, its important becouse the different colored callors are ranks, ex. Green=privite, Red=Sargent, Blue=Captain.
Posted 19 years ago2005-07-11 07:27:52 UTC
in sub models?? Heads?? Wha!? Post #120253
Hey all its me :nuts: Half-dude,

I resently got a new low-deff islave model with multiple coller skins. Now When I go to the model viewer I see the skins but I was wondering were I can tell the editor which skin to use. I use Spirit, and it has a "skin" field but when I put in a number and it dosent change. I also noticed that in their idle animations their collors are green, but when they are charging up for an attack the callors will cycle through the color skins WTF is this??

My last question is how do you tell the editor what heads to use ex. have Otis hold a dohnut instead of a gun?
Posted 19 years ago2005-07-07 06:37:04 UTC
in lights.rad need or no need Post #119343
So in a custom game there is no need to include the custom light.rad, which is just like I said, right?
Posted 19 years ago2005-07-07 02:10:48 UTC
in lights.rad need or no need Post #119306
Sup all it's me :roll: Half-dude.

Now the subject might make me sound like an idiot but its not what you think. I was wondering, if I added a new entry into the lights.rad and compiled a map using that added textlight texture would I need to put a copy of the custom lights.rad into my mod directory. Or would all the textlight data just be compiled into the BSP?

So in short I want to know if I need to put the custom lights.rad in my mod directory and if so then were?

Thank you all
Posted 19 years ago2005-07-07 01:18:34 UTC
in Holes Post #119302
Yo Elon! I didnt know you were a doom fan! So am I.
Posted 19 years ago2005-06-03 04:17:15 UTC
in Xen Assault [HL1] Post #112367
your right! that mod dose sound like mine Xenophobia.
Posted 19 years ago2005-05-31 16:47:06 UTC
in My new mod "Xenophobia part 1" Post #112002
Ive released my first Beta, you can download it now.
Posted 19 years ago2005-05-31 03:43:31 UTC
in My new mod "Xenophobia part 1" Post #111865
oh thanks, ummm unfortunatly I just checked my mail before I came here and probibly throw it away, would you mind sending it again? :)

Thanks alot for making it I'll be sure to use it, the area im in is in an observation sector so that may give you some ideas for things plus its underwater.

P.S No I didnt steal your mod or title, I've never heard of it till now so sorry for the mix up.
Posted 19 years ago2005-05-30 01:25:51 UTC
in My new mod "Xenophobia part 1" Post #111636
Man you guys are so much nicer then those Snarkpit guys, anyway I dont think I'll need your help right away unless maybe you want to make some cool little machines and stuff I could use in the lab areas. :D
Posted 19 years ago2005-05-29 17:09:36 UTC
in My new mod "Xenophobia part 1" Post #111582
Well that is good terrain, how are you a xen maps? You could make the outside maps for me becouse I kinda suck at outside how would you like that?

PS: When you send me them whould you mind sending me them in RMF so if I saw something that needed improvement, in my mind' I could change it?
Posted 19 years ago2005-05-29 06:19:55 UTC
in My new mod "Xenophobia part 1" Post #111439
gee thanks man! do you have any maps I could see? Id like to see if we're equal in skill. ;)
Posted 19 years ago2005-05-29 05:39:07 UTC
in My new mod "Xenophobia part 1" Post #111437
hey all!

This is kinda my first post here, Im hoping to make some friends here becouse I was treated very bad at the snarkpit forums. Anyway Im starting a single player mod called Xenophobia its going to come in parts, 3 to be exact. I still got it up at the Snarkpit so heres a link.

http://www.snarkpit.net/maps.php?map=2047

If you got any suggestions please tell me.
Posted 19 years ago2005-05-27 17:41:51 UTC
in Bad mapping? Post #111245
hey all,

Im working on a single player mod called Xenophobia (a mod set in Xen) I'll post it soon. Anyway Im working on a hall with a decritive outside wall but my wall intersecs into my hall's wall seen below in the link.

(the red one is my wall and the yellow is the other wall

http://img130.echo.cx/my.php?image=walls9zs.jpg

So as you can see its intersecting I would fix it but it would be so freakin hard! would this effect performance at all? Or is the outside of the wall even rendered (the side in the void)???? Help would be thanked.
Posted 19 years ago2005-03-25 18:07:35 UTC
in Falling pylon, which breaks? Post #99070
oh yea, thx I was tired when I was writing it.
Posted 19 years ago2005-03-25 02:06:47 UTC
in Falling pylon, which breaks? Post #98936
sorry about these other guys. Now for the answer, place an trigger_rely and then go into the propertys. In the kill target slot enter the name of the door rotating (the tower.) make sure to target the trigger_rely at the time the tower complets falling.

Now, what I would do for the wreakage I would have a ruined tower that starts out invisable you do that by making the ruined tower a func_wall and give it a name (ex. ruin) then have a trigger_rely target it and in the propertys have trigger to send set to (off) I think. and time it so it gets triggered when the tower dissapers. then the ruined tower will appear.

Hope this helps :)
Posted 19 years ago2005-03-23 00:11:02 UTC
in transparent vertical water? Post #98643
Posted 19 years ago2005-03-22 02:03:43 UTC
in transparent vertical water? Post #98516
No its not working I've sent a picture this time. Its supposed to be a transparent block of water, but the top only shows up.

http://img228.exs.cx/img228/9335/bubbles00015ec.jpg
Posted 19 years ago2005-03-21 03:32:58 UTC
in transparent vertical water? Post #98330
thats not what I mean by moving water, I mean just having the texture swish around not 3D waves.
Posted 19 years ago2005-03-20 03:17:28 UTC
in transparent vertical water? Post #98079
um it dosent have that!
Posted 19 years ago2005-03-18 02:03:53 UTC
in transparent vertical water? Post #97628
could you guys help me find one?
Posted 19 years ago2005-03-17 16:57:23 UTC
in transparent vertical water? Post #97579
nope didnt work.
Posted 19 years ago2005-03-17 04:48:45 UTC
in transparent vertical water? Post #97458
yea but then it doesnt move at all.
Posted 19 years ago2005-03-17 00:56:43 UTC
in transparent vertical water? Post #97427
Hey all,

Im making a mod that takes place in an underwater lab called Xenophobia mod. (you can find it at the snarkpit)

Anyway, I need to have the wavy water texture go vertical so it can be outside my windows and give an underwater feeling. I can do that by making a cube outside my windows but i wont be transparent. If I make it a func_wall or a func_water the sides will be invisable and only the top will have water texture.

So I guess my question is, how do you make water that is visable from the side but is simi-transparent.
Posted 19 years ago2005-02-18 02:59:48 UTC
in Changing weapon models Post #91420
Well If I do the system for file structure will all change. Is OP4 mapping almost the same?
Posted 19 years ago2005-02-16 12:38:06 UTC
in Changing weapon models Post #91031
Jee, thanks for the fast reply guy! Those guys kept talking about batch files and going off subject over and over. Score one for TWHL score zero for Snarkpit! :P
Posted 19 years ago2005-02-14 18:34:18 UTC
in Changing weapon models Post #90560
Hey all,

I'm not to far into Xenophobia that I've decided to make the mod center around Adrien Sheperd (I know I spelled it wrong) instead of Gordon but to do that I have to change the gun arm to the one from OP4. I got the model extracted and in my mod folder with the same name as the weapon in HL1. I also have it so that after it compiles it starts the map in my mod -game xeno I beleve It is. But it still dosent work what should I do to get the effect I want?
: