Forum posts

Posted 17 years ago2007-01-02 21:21:34 UTC
in Another spirit thread. Post #208362
"Spirit 1.4 boasts a plethora of new features including:
.......
*the ambient_fmodstream entity, capable of playing .mp3, .wma and .ogg files" according to the spirit valve ERC
........."
visit the official pages before opening your mouths
Posted 17 years ago2006-10-09 14:18:36 UTC
in a door that crushes and kills grunts? Post #199107
w8 man.... explain yourself i can't understnd a shit what you're saying.....
Posted 17 years ago2006-10-03 14:59:37 UTC
in SPIRIT BUG FOUND!!!!!!! Post #198394
at least the trouble part if it is too big
Posted 17 years ago2006-10-03 14:59:18 UTC
in SPIRIT BUG FOUND!!!!!!! Post #198393
hmm.... could you send me the rmf? I'll check it for ya... email me
Posted 17 years ago2006-10-01 17:09:08 UTC
in SPIRIT BUG FOUND!!!!!!! Post #198214
Hey man I think it can be one of two:

-you haven't compiled with vis
-those sky brushes are too far from the player and the max_viewable_distance is exceeded....

for now I can't think of anything else....
Posted 17 years ago2006-09-29 17:46:12 UTC
in SPIRIT BUG FOUND!!!!!!! Post #197957
I had a real BAD TIME because of this, but as us Laurie Cheers is a human being, so errors can be commited......

I started deleting entities by type and restoring them as they caused no trouble..... but when I came over some monstermakers .... i found that when you fill the space that says " Angles of monster ", without Smartedit appears a key called "noise2", and I had put "0 270 0" so hl read the first number as a sound file name("sound/0"). As the name of the key indicates, it is a wrong default keyvalue for the entity............
so beware when using spirit, bugs can be found..... and may squeeze your brain trying to find the solution.....
Posted 17 years ago2006-09-29 17:37:20 UTC
in plz help (again ;)) Post #197955
I SOLVED IT!!!! READ MY NEXT THREAD!!!!!!!!!
Posted 17 years ago2006-09-29 15:33:23 UTC
in plz help (again ;)) Post #197941
but I don't have ANY ambient wrong following your example so?
Posted 17 years ago2006-09-29 15:30:58 UTC
in plz help (again ;)) Post #197940
ok man dont get pissed
Posted 17 years ago2006-09-28 16:49:22 UTC
in plz help (again ;)) Post #197860
but man, I've put all the custom sounds in spirits sounds folder, this is rather illogical..... they play from the console
Posted 17 years ago2006-09-28 16:35:20 UTC
in plz help (again ;)) Post #197858
PLZ ANSWER!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Posted 17 years ago2006-09-27 15:16:27 UTC
in plz help (again ;)) Post #197760
yes man..... I put the console and "/play sound blah blah" and they are reproduced...... but when I reload that freaking message appears
Posted 17 years ago2006-09-25 22:08:35 UTC
in plz help (again ;)) Post #197602
I've got this "WARNING unable to process sound/0 for transfer" "processing sound/0" message over and over again while trying to load a saved game in my map (spirit, v1.4, final release)
I have tried deleting all the ambient_generics, checked the custom sounds were 22 kHz, mono and 8 bit....... but no way this mothefu...
engine does not come to reason.......... or it's me PLZ HELP ME!!!
PD: has it something to do with cue points??? I've done them just as the tutorial said and with cooledit......
Posted 17 years ago2006-09-25 18:29:11 UTC
in WHAT THE F---??? Post #197593
thnx man
Posted 17 years ago2006-09-20 21:11:42 UTC
in WHAT THE F---??? Post #197091
I'm makiing this little mod and my first map(quite big) is finished....
but when I try the save/load for the map....... when I save and then load a saved game........it says in the console
"Unable to process sound/0
Unable to process sound/0
Unable to process sound/0
processing sound/0
processing sound/0
processing sound/0"

PLZ HELP!!!!!
Posted 17 years ago2006-09-20 19:21:03 UTC
in Which one???? Post #197078
Damn...... well thnx though man...... I'll keep on with ms
Posted 17 years ago2006-09-20 19:14:22 UTC
in Which one???? Post #197076
AND ITS NOT THAT I CANT MODEL WITH IT...... I just ask if theres something better
Posted 17 years ago2006-09-20 19:13:35 UTC
in Which one???? Post #197075
DO they or not????? Im just looking something better than milkshape.....
is that possible??? if not I'll stay with MS
Posted 17 years ago2006-09-20 19:04:05 UTC
in Which one???? Post #197071
hmmmm so....ok I'll look for it
Posted 17 years ago2006-09-20 19:01:12 UTC
in Which one???? Post #197069
which studio max????
which version???? MILKSHAPE SUCKS!!!!
Posted 17 years ago2006-09-20 18:50:55 UTC
in Which one???? Post #197066
WHICH IS THE MODEL APPLICATION VALVE USED ORIGINALLY TO MAKE MODELS FOR HL1??????
Posted 17 years ago2006-09-18 15:24:15 UTC
in HL CRASH!!!!! Post #196863
I'm working on a map where I have a multi_manager that when triggers certain ents hl gets stuck and won't respond. I'm using spirit 1.4 so I went to the console and fired the entities altogether as the multimanager would do but by the console.....and surprisingly it didn't crash............. A LOGICAL EXPLANATION PLZ!!!!!!!!!!!!!
Posted 17 years ago2006-09-18 15:21:53 UTC
in some question about water Post #196862
You may build the fountain as you like and then put an env_particle (YOU MUST USE SPIRIT FOR THIS, go to http://spirit.valve-erc.com/index.php to download this mod).
You must put this entity with the particle file "fountain.aur" in the place you want the "water" to flow... it is pretty nice.....
If you don't use spirit it will be impossible to make a good fountain effect........
Posted 17 years ago2006-09-17 19:43:14 UTC
in Can't shut up this fu----.... Post #196806
I've placed them far away now they don't bother (much)...... but it's stupid that there is no way of shutting up an existing monster........
Posted 17 years ago2006-09-16 22:33:42 UTC
in Can't shut up this fu----.... Post #196742
No... i want to keep them doing the freaky idle sounds...but not in THAT moment
Posted 17 years ago2006-09-16 18:08:09 UTC
in Can't shut up this fu----.... Post #196697
I'm working on a really good mod that you'll be able to download after a while....
but I have a little problem....
I'm working with spirit and I tick 'GAG' to shut up several zombies...
but that fact is that THEY STILL MAKE IDLE SOUNDS!!!!!!
I've put to them new sounds, so I'd like to know if cue points have something to do with that..... or if it's just a trouble with the mod, or a bug.................. plz ANSWER I NEED TO SOLVE THIS NOW!!!!!
Posted 17 years ago2006-04-25 15:37:46 UTC
in Transparent trees???? Post #176678
hey man I've really spent time on that..... and I DONT MAP WITH STEAM!!!! I HATE IT! Hey man... isn't there any modification to hl's dll available at the web?
Posted 17 years ago2006-04-24 15:15:39 UTC
in Transparent trees???? Post #176500
I suppose everyone has seen those nicely made trees in counter strike condition zero..... well game-rippers should know that those models have a transparent leaves texture. Well, how, and let me ask, HOW THE FUCK CAN I GET those trees to be rendered as in THAT game and not all black, or blue or......ah. Please answer I messed around with it for DAYS!!!!! Thanks to this site for any help you can give to me.
Posted 18 years ago2006-03-05 17:20:43 UTC
in Need help with Mod ASAP!!! Post #166566
OK man... I've got time, though- thanks.
What I've got now is the Bloodshed dev-c++ compiler, the Vim editor, and almost 30 or 40 tutorials to start from cprogramming.com ... I think I'll start with that before messing up with spirit code... you could encourage me instead bringing me down guys (no, I was joking! thanks for your help!)...only tell me if I'm starting well...
Thanks to you too Salty...
Posted 18 years ago2006-03-02 12:21:59 UTC
in Need help with Mod ASAP!!! Post #165951
OK, thanks cap. I'll start looking for something on the web.
If there's any kind of help you can give me, plz do it.
Posted 18 years ago2006-03-02 12:17:17 UTC
in Need help with Mod ASAP!!! Post #165950
OK, thanks cap. I'll start looking for something on the web.
If there's any kind of help you can give me, plz do it.
Posted 18 years ago2006-03-01 16:07:58 UTC
in Need help with Mod ASAP!!! Post #165804
Well... I'm thinking of learning about coding, i've already know a lot about mapping so i need help with C++ language and the SDK needed (I've read the mod making tut part 4 and I couldn't make it) and if some additional program is needed...

Resuming,
I've got no experience in coding, but a lot in mapping though i haven't submitted any map :(
-I'd like you guys to give me a tutorial website or explain me yourselves the basic steps for coding and about the Software Development Kit code, synchronizing models and all that. And any hl coding program found in the web.

I'm really grateful for any help you can give me guys. As I said, I'm new at this and I need anything you can give me.
Posted 18 years ago2006-02-28 21:28:08 UTC
in Need help with Mod ASAP!!! Post #165645
I've been thinking about making a Mod modifying Spirit, but before making or finding models and making the maps, I've got questions for experienced modders:
1-What should you modify to make up new weapons, placing the corresponding sprite, model, studio light, and add the sound to the model(I use 3d max studio)?
2-How can I change the attack of a gun, in this case a bow similar to the one in Wanted!?
3-How can I make a new monster entity(in FGD) correctly?
4-How can I make that model shoot an arrow ,from the point that I want, and at the frame of the sequence that i want?
5-Do i have to change the DLL or the CL_DLL?
6-How can i make that arrow-shooting model miss the shot or set up a percentage of not making a perfect shot?
7-And how do I make it to do that flying arrow fall as long as it goes by,and the distance it should fly (again like in Wanted!)?

I'm really sorry because of my newbieism :-( in this matters but i need all the help you can give me, any related program to modify HL spirit (v1.1.0.0) or any modelling suggestion you may have...
Posted 18 years ago2005-04-09 16:51:01 UTC
in Swat skin for hgrunt Post #102816
Swat3 models are good for that..........
Posted 19 years ago2005-02-19 19:07:39 UTC
in 3 questions-0 answers.... Post #91897
Yes, spirit of HL rules, but.... I know where you saw a picture of hl with shadows, in the installtion process of Opposing Force mod!!!!! That was fixed and arranged for you to believe that there were shadows in the game... by the way, thank you guys....
Posted 19 years ago2005-01-29 22:30:56 UTC
in 3 questions-0 answers.... Post #86808
Have got some doubts about things never seen in half-life....but don't know if they're possible....
1st-Can models have a moving shadow?(eg:monsters)
2nd-Is half-life capable of reflective textures? (like swat3)
3rd-Can be trigger_teleports be triggerable to teleport the player to a location by a multi_manager (it is for the player to not have to walk through the entity)
I'm waitin' for yer answers.......
Posted 19 years ago2005-01-03 14:28:07 UTC
in Single Trigger -> Two func_trains Post #81374
I don't agree, I don't know any entity called func_trigger.....
Put a trigger_auto if you want it to activate automatically or a trigger once if you want it to activate when you walk through the brush entity. :cool:
Posted 19 years ago2004-12-15 20:26:17 UTC
in PROBLEMS WITH CUSTOM ''{___' Post #78552
Zoners???????? Are you outta your mind????? Last time I used it was fucking complicated.
Refering to my problem, I saw in the RUST that I could have forgotten to ReMip the texture, is that possible????????
Posted 19 years ago2004-12-09 20:13:54 UTC
in PROBLEMS WITH CUSTOM ''{___' Post #77306
HEY! I've made a custom texture that was called {littlefence, but the problem is, that when I put it in a solid and the solid transformed into a FUNC_WALL entity, with the render properties like this:
render mode: solid
and FX AMOUNT: 255
But when I compiled the map with qrad -extra, vis working correctly and qcsg and qbsp2 normally too, the texture seemed awful. When I looked at it closer, it was OK, but as farther I went, the worse it got. PLEASE HELP ME!!!!!!!!!!
Posted 19 years ago2004-11-21 21:08:08 UTC
in Sliding glass windows Post #74215
If you want to make a door with a transparent glass, you must make two independent func_doors. One is the main structure of the door... and the other is the glass... you must give them the same moving direction and the same name if you want to activate it by the same button. Their properties must be equal... but the render mode of the glass must be texture and the FX amount what you want ( if you want a good transparency effect... you must put it under 150). That's it.
The HL Oracle ;)
Posted 19 years ago2004-11-21 21:02:27 UTC
in blue on textures Post #74213
Look... try this: turn the solid into a func_wall and put in its render mode gap '' SOLID '' and the FX amount 255... that should solve your problem...!!!!! :badass: