Forum posts

Posted 18 years ago2005-09-24 19:41:56 UTC
in Multiple textures on a Brush? Post #137259
lol, thanks anyways, I learned something new from that muzzle, and the decals is neat! :)
Posted 18 years ago2005-09-24 10:46:27 UTC
in Multiple textures on a Brush? Post #137160
Hi all! :)

Is it possible to make a brush, that when triggered, changes textures? Like red light - green light - thing?
Posted 18 years ago2005-09-12 17:45:01 UTC
in vvis error Post #134315
Ive never seen it, but I get a similar error when I use hl2 too much (reload same map after changing it without exiting) but I just hit Enter and restart HL2
Posted 18 years ago2005-09-05 11:21:10 UTC
in Rebel APC Post #132498
mixing content doesnt work well, textures dont copy over right, I find, I always have a texturless model in my maps when I do it :confused:
Posted 18 years ago2005-09-04 11:07:29 UTC
in New graphics card is here! Post #132339
whats that equivelent too for nvidia?

Im getting a 3ghz and a 6800 in the winter :) a little upgrade from 2ghz with 6600GT.

Next one will be a 4ghz (thatll be out by then :) ) 2gb of dual channel ram, 7800GTX
Posted 18 years ago2005-08-28 11:09:14 UTC
in MAKING A BOAT FLOAT???? Post #130477
I thought there was a weight multiplier in teh properties, maybe you could set it to a negative number?
Posted 18 years ago2005-07-28 12:45:13 UTC
in Level Transisiton Error Post #124135
so, I read that tut, and will try it later (preoccupied with a webstie Im making now). If that worked, I would have to remake the map then, the map 2?

Cause, I have you being talked to the gman, then I want to load the level and your in another place (this is like 3 weeks earlier)
Posted 18 years ago2005-07-27 19:42:21 UTC
in Level Transisiton Error Post #123985
I will have another look at it, and post back here what I find
Posted 18 years ago2005-07-27 15:46:39 UTC
in Development News Post #123936
I like the new stuff, escpecially the new tutorial section
Posted 18 years ago2005-07-19 21:43:18 UTC
in DIsableing buttons Post #122161
Ok, in properties, there is a thing called "Delay Before Reset" Change that to the proper number of seconds (till sequence is done) and then it will be unactive till that ammount of time is up
Posted 18 years ago2005-07-19 21:37:43 UTC
in Moddin' Post #122159
ha, well, I guess...lol yeah, if you want other languages to, then just rename them all
Posted 18 years ago2005-07-18 19:21:11 UTC
in Married Post #121916
Congratulations, have fun in Italy! :glad:
Posted 18 years ago2005-07-18 15:30:22 UTC
in How to Change hud? Post #121880
you talking about hl1 or hl2?
Posted 18 years ago2005-07-18 15:29:27 UTC
in Graphic Art Post #121879
ha, satellite, well, I just stole it from a nasa picture, cut the background out, shrunk it, copied it over, and placed it where I liked it
Posted 18 years ago2005-07-18 10:37:44 UTC
in Level Transisiton Error Post #121806
It has worked before on other maps, both landmarks are called change, the trigger thing is set properly, I even cloned the area around it and pasted it in the other map so that it would start there. Is there a way to just tell the thing, go to this map, and let it use the info_player_start on that map?
Posted 18 years ago2005-07-18 10:35:53 UTC
in Arches Post #121805
Nice, thanks!
Posted 18 years ago2005-07-18 10:35:05 UTC
in Moddin' Post #121804
alright. Uhh ill write a step by step tut here:

#1: Go into mod directory sourcemods/yourmodname and create a text file, inside the textfile put all the map names you made: example for mine:
warl_d1
warl_d1a

Put the .bsp name not the name you want to call it, but leave out .bsp...

#2 Go into the cfg folder, create a .txt doc called chapter1, inside put the map you want to load for chapter 1, ex:

map warl_d1

When saving this change the .txt extention to .cfg

#3 Go into resources, change hl2_english.txt to yourmodname_english.txt and delete all the other wierd languages (saves space and you dont need them). Open this up, change all the hl2_chapter#_title things to yourmodname_chapter#_title.

Then for the chapter number, call them what you want, and it should load the map, and in the chapter screen show the proper name.

To make the picture work, create a .vtf of the pic, the picture has to be 256x128 so take a picture of the lvl, resize it to that, and convert to .vtf. then place the .vtf in: materials/vgui/chapters , call it chapter1.vtf

There ya go, ready to play!
Posted 18 years ago2005-07-17 19:38:51 UTC
in Level Transisiton Error Post #121705
When I try to do a level transition, I set it up like in your tutorial, its worked before, but this time, I get put in the "void" and get this in the console

Half-Life 2
Map: warl_d1a
Players: 1 / 1
Build 2433
Server Number 2
Initializing renderer...
CInstancedSceneResourceManager: 1108 .vcds total 1.39 Mb, 66.11 % of capacity
Signon traffic "CLIENT": incoming 163.660 Kb, outgoing 117.865 Kb
Node Graph out of Date. Rebuilding...
func_tracktrain(.PAVCBaseEntity@@) thinking for 13.36 ms!!!
Saving game to SAVEautosave.sav...
WARNING: Level contains NPCs but has no path nodes
Free Sound List is full!
Could not AllocSound() for InsertSound() (DLL)
Free Sound List is full!
Could not AllocSound() for InsertSound() (DLL)

What can I do to fix this?
Posted 18 years ago2005-07-17 16:38:59 UTC
in Shadows are screwed up Post #121656
I raised them up, and it seems to help some, only some of those props do it too, wierd.
Posted 18 years ago2005-07-17 16:23:04 UTC
in Moddin' Post #121649
now thats screwed up, ok, it loads the map though?
Posted 18 years ago2005-07-17 16:22:02 UTC
in Shadows are screwed up Post #121647
hmmmm, ill check, it might be 1 grid size in
Posted 18 years ago2005-07-17 12:14:45 UTC
in Shadows are screwed up Post #121574
no, just maps that I make, not standward ones, when I bump the object, the shadows turn back to normal
Posted 18 years ago2005-07-17 11:30:10 UTC
in Graphics Card! Post #121564
may be the drivers, but you can have the hardware, without drivers its useless :furious:
Posted 18 years ago2005-07-17 11:22:52 UTC
in Moddin' Post #121559
chapters are a bit trickier, what have you got done with them?
Posted 18 years ago2005-07-17 00:03:02 UTC
in Shadows are screwed up Post #121399
Ok, I compiled my map, built cubemaps, made sure the map is well lit, then I end up with this:

User posted image


What can I do to fix this?
Posted 18 years ago2005-07-16 16:32:11 UTC
in Mod help - Menu Background Post #121316
whats your msn/aim, I can justtell you how to do it all on there easier
Posted 18 years ago2005-07-16 14:56:23 UTC
in Mod help - Menu Background Post #121282
after searching for awhile, a lnog while, I found a post on how to do it, so nvm this, mods can delete this if they wish
Posted 18 years ago2005-07-16 14:23:06 UTC
in Mod help - Menu Background Post #121264
I followed a tutorial on hl2world on how to chagne the background image, on the main menu. I did so, and it works fine, as long as I open the mod from the batchfile, when I open it through steam it gives me the picture, but then fades to the city 17 background map, any idea's on how to fix it?
Posted 18 years ago2005-07-16 13:39:23 UTC
in Moddin' Post #121242
I found out how to add chapters, but Im still seeign if it works 100% right or not.

http://www.hl2world.com/bbs/select-chapter-dialog-window-vt19073.html?highlight=maplist

and if that doesnt work, ill post you the responce /

Adding pictures/chapter buttons into the New game menu
http://img134.exs.cx/my.php?loc=img134&image=chap6so.jpg

Maplist.txt goes in the base mod directory.. of course must contain all your maps

cfg/chapter1.cfg just needs to contain your first chapter map.. for example chapter1.cfg has map buildingblocks_final in it

materials/vgui/chapters/ has chapter1.vtf in it..all that is,is a 128x128 save game picture of buildingblocks_final,Im not quiet sure exactly what size this vtf needs to be..but 128 x 128 picture has a bit of white on the side...so it might need to be smaller,wider,etc

Thats about it....I couldnt find anything that relates to the chapter names so..Im not sure YET..im almost postive its a .res file though

Anyways..this worked for me

Edit: Jimius says the vtf needs to be 256x128 Very Happy

chaptermenus.zip - 10.98 KB <-- http://www.hl2world.com/bbs/download.php?id=1375
6 Time(s)
Posted 18 years ago2005-07-16 11:55:46 UTC
in Moddin' Post #121210
{
"label" "Start New Game"
"command" "Map warl_d1.bsp"
"notmulti" "1"
}

woops, that didnt work right, sorry,

{
"label" "Start New Game"
"command" "Engine Map warl_d1.bsp"
"notmulti" "1"
}

that should work
Posted 18 years ago2005-07-16 11:34:26 UTC
in Moddin' Post #121203
well, thats sucks, I learned a bit from them, then I had to figure the rest out on my own, I dont even have stupid viscual C++ :( . Anyways, DR. lemme see.

The moving background, I dont know, I only know how to make a static background, an image. But for the menu stuff. Well, I dont know how to add chapters but I can make it so when you hit play it plays a certain map for ya.
Then you can add more play buttons I guess, im not sure how to add chapters though, makes me mad cause I wanted chapters in my mod.

Alright, go to your mod folder, in source mods, then to the resource folder, then open up game menu.res, I use visual basic 2003, once thats open, youll see something like this:

"GameMenu"
{
"1"
{
	"label" "#GameUI_GameMenu_ResumeGame"
	"command" "ResumeGame"
	"OnlyInGame" "1"
}
"5"
{
	"label" "Start New Game"
	"command" "Map warl_d1.bsp"
	"notmulti" "1"
}
"6"
{
	"label" "#GameUI_GameMenu_LoadGame"
	"command" "OpenLoadGameDialog"
	"notmulti" "1"
}
"7"
{
	"label" "#GameUI_GameMenu_SaveGame"
	"command" "OpenSaveGameDialog"
	"notmulti" "1"
	"OnlyInGame" "1"
}
"11"
{
	"label" "#GameUI_GameMenu_Friends"
	"command" "OpenFriendsDialog"
}
"12"
{
	"label" "#GameUI_GameMenu_Options"
	"command" "OpenOptionsDialog"
}
"13"
{
	"label" "#GameUI_GameMenu_Quit"
	"command" "Quit"
}
}

Under:
{
	"label" "Start New Game"
	"command" "Map warl_d1.bsp"
	"notmulti" "1"
}
you can change the new game thing, the label is what you want it to be called in the game, I changed mine to "Start New Game". You can make it what you want. The command is what you want it to do, as if you were in the console, so put in "map yourmapname.bsp" save the file, and run the batch file or just open your mod. It should be changed! All those .res files are your key to editting basic things like menu, but I dont know how to edit chapters yet :
Posted 18 years ago2005-07-16 11:28:31 UTC
in Weird objects and wireframe Post #121201
Seventh had the right idea, source mapping, that has every tutorial you should ever need, just click on mapping, then find what your looking for. WOA! New smileys! Cool :biggrin: :nuke: :cyclops: :furious:
Posted 18 years ago2005-07-16 00:38:48 UTC
in Weird objects and wireframe Post #121088
for the camera, right click on camera in the 3d window (or wireframe in your position) and click on 3d textured, this made me mad for awhile too cause noone tells you how.

other things, I have no idea, some objects arnt made to be physic, try adding light and cubemaps near it
Posted 18 years ago2005-07-15 18:31:46 UTC
in Graphics Card! Post #121063
I need a 3ghz in a bad way, a 2 just doesnt do it anymore, my card is a 6600GT AGP not PCI-E. And it works good, if only I could get a 3 ghz :
Posted 18 years ago2005-07-15 18:28:05 UTC
in A plant (shrubbary) Post #121061
alrighty, thanks!
Posted 18 years ago2005-07-15 16:07:52 UTC
in A plant (shrubbary) Post #121048
alright, but not for normal hl2, not css, cause then i gotta take them out of the GFC's or whatever their called
Posted 18 years ago2005-07-15 12:51:23 UTC
in Moddin' Post #121004
they work for me..go to www.hl2world.com click on tutorials click on coding
Posted 18 years ago2005-07-15 12:49:30 UTC
in A plant (shrubbary) Post #121003
Is there a plant in this game? I cant seem to find a plant in a pot, not the little cactus thign but a normal house plant. Anyone know where or how to get one?
Posted 18 years ago2005-07-15 12:24:52 UTC
in Graphics Card! Post #121000
pffft, ever ATI card I have ever used, installed or played on has crashed or blown up in some way, I installed one on a pc and ended up having to reinstall the whole damn thing. Put service pack 2 on a winxp machine, wouldnt even turn on till I took the ATI card out. Nvidia is much better, my POV and the 7800 kicks ass compared to any ATI thing, till the X900, we'll have to see what that does for graphics cards.

Which brings me to my next point. Whats in store, pretty soon we wont just have to worry about graphics cards but physics cards! Anyone else read about those things yet?
Posted 18 years ago2005-07-15 01:15:00 UTC
in Graphics Card! Post #120929
screw all of those things, get 2 Geforce 7800 GTX 250mb PCI-E cards in SLI. I guaruntee you wont be having framerate issues in anygame. EVER!
Posted 18 years ago2005-07-14 20:23:55 UTC
in Moddin' Post #120912
Posted 18 years ago2005-07-13 12:27:34 UTC
in Useless whine about member websites. Post #120609
yeah, taht annoys me greatly
www.thisisnotareal.site
Posted 18 years ago2005-07-13 12:24:56 UTC
in Anomalous Materials: Redone Post #120608
oh, that looks like hl1, not hl2, my bad
Posted 18 years ago2005-07-13 12:24:15 UTC
in Anomalous Materials: Redone Post #120607
you part of blackmesasource? cause that mod is redoing all of half life
Posted 18 years ago2005-07-12 14:58:36 UTC
in War of the worlds - idea for a mod Post #120465
I know about the book seventh, I didnt think it used 3 legged monsters that screamed and shot lazer beams out of it
Posted 18 years ago2005-07-12 12:58:30 UTC
in War of the worlds - idea for a mod Post #120455
I didnt notice the vort's but the striders that popped out of the ground, made me wonder where they got their ideas from :)
Posted 18 years ago2005-07-11 23:45:08 UTC
in Momy, Where do baby Headcrabs come From? Post #120380
There are more than just 1 big momma, and even if there wernt, I would think that they would find more ways to make a headcrab, genetically enginneer them or something...why do we care anyways? Noone likes a head humper
Posted 18 years ago2005-07-11 17:59:57 UTC
in Video Stress Test and suggestions Post #120358
no, I said that I turned it on 4 AA cause it made the quality better, from nothing to 4. Then I stated that I turned it from 4 to 2 and it looked the same but ran better so I left it at 2.

so: 2>0 but 4=2
Posted 18 years ago2005-07-11 15:55:41 UTC
in Video Stress Test and suggestions Post #120335
thanks guys, yeah, i mean AGP. I run AA cause on my LCD without it the game looks like crap, I turned it to 2 AA and didnt notice a difference in quality and the fps went up
Posted 18 years ago2005-07-11 11:07:20 UTC
in Video Stress Test and suggestions Post #120276
Specs
2 Ghz Pentium 4
1 (512x2 Matched) GB Samsung dual channel 3200 running at 2700
Nvidia 6600GT - Evga 128mb running in VGA not PCI-E
Windows XP

Settings
Screen Resolution: 1280x1024
Aspect Ratio: 4:3 aka standard

Model detail:Medium
Texture Detail:High*
Water Detail:Reflect World*
Shadow Detail:High*
AA:4x
AF:Trilinear*
Shader Detail:High*
Vertical Sync:Disabled*

Video Stress Test Results
Average FPS: 67.46

I would turn some more stuff up, but my 2ghz cant handle it, im getting a 3 ghz in the fall/early winter though :) I dont lag too bad when I turn some of that stuff higher but when I get too many people on the screen (7 or 8) it chuggs some, and physics explosions damage my fps too (bad cpu : example a grenade goes off and barrels fly everywhere I usually chug at 10fps till the explosion is over