Forum posts

Posted 19 years ago2005-04-23 12:25:06 UTC
in probably a coding question Post #105500
This is probably a coding question but its worth a try, couldn't seem to find an answer on the search so here it goes:

How do I make a grenade in CS Source have a larger damage radius and do more damage, and have an ak47 which I can make less accurate.

For some reason I am thinking this info might be in some compiled code file, I was just wondering if anyone would have any ideas or could help me out in this area
Posted 19 years ago2005-04-23 08:11:10 UTC
in CS Source weapons in HL2 Post #105445
hmm.....wheres the link:

http://halflife2.filefront.com/file/HalfLife_2_Black_Dropship_Skin;40754

That guy who made that skin as you notice from the screens has CS Weapons. Someone asks him how he did it and he said:

then in a post to that mod he stated:
"btw #1 about the CSS weapons, i converted them to HL2"

So is this what he did? Recode the DLLs? It sounds much easier than that to me.

Maybe if I can dig up his email I can ask him
Posted 19 years ago2005-04-23 08:05:56 UTC
in what part of a zombie is the head? Post #105443
"I want to make 1 headshot kill a zombie >>so I raised<< the npc head damage "

You want to lower the damage needed to take out the zombie
Posted 19 years ago2005-04-19 18:11:21 UTC
in CS Source weapons in HL2 Post #104824
Does anyone know how to put CS Source weapons in hl2? Or hl2 weapons in CS Source?

I am actually more interested in putting weapons from hl2 into CS Source, however either answer would get me started. I noticed a few days ago that some people on hl2 files have put CS Source games in Half-Life. So I know its possible, so I am asking if anyone knows how to? And if it is possible to go the other way around (to put weapons in CS Source from half life).

...I am looking at something like the rocket launcher in CS. (I know I would have to change the buy menus, but can I just replace one of the weapons for now?)
Posted 19 years ago2005-04-17 09:14:54 UTC
in .ctx files, what are they? Post #104460
I tried to open the counter strike source files such as "weapon_ak47.ctx" and I can't seem to open it. Is this because this is compiled code? Or is it just some weird txt format?

I found the ctx files with gcfscape in "counter-strike source shared.gcf" inside of the dir. "cstrike/scripts"
Posted 19 years ago2005-04-16 16:49:05 UTC
in Is it possible to restrict weapons in CS Post #104369
Well if you hadn't assumed that I was refering to map making, then perhaps you would have an idea what I am trying to do.

Let my clarify, I am trying to make it so that weapons are restricted in any map I play. So we aren't just talking one map. We are talking a mod which would restrict/ or at the very least make certain weapons more expensive for every map.

Everything I found gave how to do such a thing with making a map, not a mod which would change it temp in all maps.
Posted 19 years ago2005-04-16 13:53:41 UTC
in Is it possible to restrict weapons in CS Post #104351
CS Source. How am I? Uh....if you mean is it possible? Yes you can definitely, DEFINITELY mod CS Source. If not, please restate.
Posted 19 years ago2005-04-16 12:07:55 UTC
in Is it possible to restrict weapons in CS Post #104337
I want to allow everyone to only be able to buy certain weapons. This is a mod I am creating for myself and other friends. My goal is to allow people to only be able to by ak47s and grenades

do you know how I would go about modding this? I am sure it can't be too hard
Posted 19 years ago2005-04-10 12:08:48 UTC
in Booby traps Post #103085
How could I go about making a platform which can fall. For instance, in hl2 there are platforms which you can knock out the boards from underneath them and they fall. How do I do this? I was wondering, are the platforms just phys models?

And the legs func_breakables?
Posted 19 years ago2005-04-10 10:12:20 UTC
in What would make for a good slam map? Post #103041
I am trying to figure out what would make for an excellent slam map. (By slam map I mean a map which would be very good for using slam in) I was thinking a map with trenches or tunnels. Still not sure yet.

Any Ideas?
Posted 19 years ago2005-04-10 10:07:10 UTC
in hf_graveyard final released [closed] Post #103040
again....(I just posted on one after this), is this really a question? I mean, shouldn't it belong in another forum just to organize this site a little better?

not trying to sound ignorant or anything.

The forum is titled "mapping QUESTIONS" not "what maps I did"
Posted 19 years ago2005-04-10 10:03:59 UTC
in Half-Life 2: Aftermath Post #103039
Not trying to sound ignorant or anything, but shouldn't this post go in another forum? Like stuff or something?
Posted 19 years ago2005-04-03 11:04:19 UTC
in I LOVE TWHL!!!!! Post #101119
TWHL is definitely a good source for hl2 help and information. I have found it to be probably the most helpful. It has been my key source for information over the last few months while trying to learn the hl2 engine, it has helped me create my first box test map, to now much more detailed maps which i have been releasing to hl2 files
Posted 19 years ago2005-04-03 10:49:14 UTC
in Mod I'm Working On Post #101115
I predict that only 20% of the mods out there will actually be released within the next few years. The rest of them will die out, or if they are released- they will be released when the engine begins to get outdated.

Thats why I have been so skeptical about joining a mod team. It seems like there are so many mods, but not enough dedicated people to get them all done.

I think it would almost be better if people stop creating mods, and cancel the ones that aren;t going anywhere to help work on and finish the better mods out there which might have a chance to be released
Posted 19 years ago2005-04-02 09:55:59 UTC
in First Strider Post #100856
hmmm.....I really don't know, however I don't remember seeing them at the trainstation.
Posted 19 years ago2005-04-01 17:51:21 UTC
in Big brother is watch you! Post #100633
oh please....1984. "Big Brother is watching You" My AP English class killed not only that story but my self esteem

ugh....good model though :cool:
Posted 19 years ago2005-04-01 17:49:31 UTC
in New PC! Post #100631
My GeForceFX 5600 Ultra is faster than everyone's elses vid-card except for m0p, Seventh and ZL."

Try my 5900SE Overclocked combined with my 64 bit amd athlon 3000 939 pin which is overclocked past the performance of an fx53.

You would never survive against my pc
Posted 19 years ago2005-04-01 17:44:59 UTC
in How popular are you? Post #100627
I try not to be too popular. Takes time from my work...
Posted 19 years ago2005-04-01 17:43:46 UTC
in Has google gone mad? Post #100625
hmmm....google....more ideas....more money.....more like a monopoly...

I still wonder who would have thought a search engine would have come so far?
Posted 19 years ago2005-04-01 17:37:24 UTC
in Creating textures... Post #100621
Oh yes and I forgot to say it must be a multiple of 2, so like 64X64, 128X128. etc... up to 512X512

Thats image size
Posted 19 years ago2005-04-01 17:36:27 UTC
in Creating textures... Post #100620
You use any image program to create textures. I use photoshop. Save it as TGA (24) and use the vtex.exe program located in your source sdk hl2 bin folder.

It should create a TXT and VTF file, rename the txt to .VMF and edit the data (it is blank originally) so that you get the coding for the texture. Default simple code is:

"LightmappedGeneric"

{
"$basetexture" "dir in texture folder/texture name"
}

Once moved in to the appropriate texture folder, once you restart hammer you should see your new texture under its name. So just type in your texture hame in the texture application viewer and it should come up.

This was kind of a sloppy response because I am kind of lazy right now, and I am sure someone will post a link to a tutorial sooner or later - hope this at least gives you an idea
Posted 19 years ago2005-04-01 17:32:07 UTC
in sdk dont work Post #100619
Yeah make sure you can run the games, is it possible the game files have not been decrypted yet? And I suppose the real question is - did it use to work?
Posted 19 years ago2005-04-01 17:28:20 UTC
in BSP. Post #100616
Yes, and remember once it is compiled it should automatically be added to the appropriate hl2 directory. If it doesn't I suppose you could always check out the setting up hammer manually, tutorials.
Posted 19 years ago2005-04-01 17:25:45 UTC
in Texturing Post #100614
you should be able to fit the texture to the brush. And if you are trying to fit the texture to each individual side you should be able to select them and texture them in hammer. I don't see what your issue is.....of course I never had the experience of "old times"

And as far as I know the texture application tool is the only one that can texture
Posted 19 years ago2005-03-30 19:10:42 UTC
in Importing weapons Post #100225
I suppose you could create a weapon. And rename the weapon to what you named your new weapon. Thats how it worked when valve released the SLAM. So that is probably how it is for you.

So you might create like a weapon_rpg and change the name in properties to weapon_yourweapon, or w/e

It is worth a try, it should work if your weapon exists.
Posted 19 years ago2005-03-30 11:10:47 UTC
in AI Post #100118
If you are making a map you should be able to make an ai_relationship entity. Use the relationship entity to target barney.

Go to Properties
Then say "!player" as his target. and say disposition -> hate.
Then say yes to reciprocal, so you hate him too and thus can kim.

I hope this works, it should.
Posted 19 years ago2005-03-30 11:06:55 UTC
in lots of npcs Post #100117
Yeah just turn down everything. However, loads of npcs will also impact your CPU. the CPU would have to calculate the intelligence for all of the npcs. In games like UT2K4 - cpu generated bot intelligence can lower fps more than your gpu does. (Same deal with hl2) So not only do you need to turn down video settings to display them all, but definitely make sure that your cpu and ram are freed up when you run hl2, and nothing is running in the background.
Posted 19 years ago2005-03-30 11:02:40 UTC
in Valve Video Replacement Post #100116
I am a little confused? If you mean changing the valve logo video, I can help you with that (the one with the tune and valves logo?) thats simple to change all you need to do is create a video, save it as an AVI (which I have had trouble getting steam to recognize) ...I think it needs to have a specific compression, fool around with it (I used camtasia studio to export) And used windows movie maker to help me make the video. Movie maker should be good enough to get you the kind of intro that guy had. However, you might need to export the avi in a more advanced program, one that outputs the compression (which I forget) so that steam can see the AVI file. If it doesn't it will come up as some weird error thing when you boot hl2 or whatever...

...if this is what you meant - there you go,
if not - sorry for giving you the wrong answer
Posted 19 years ago2005-03-28 10:35:11 UTC
in Button that plays music wont stop... Post #99710
Um....unless he wants to turn the sound off and on you wouldn;t use toggle....wait what are you trying to do again? Please ask questions, not make statements.

"However, when I press the button again the song replays even though I have the OnOut command set to StopSound."

...last time I checked thats a statement
Posted 19 years ago2005-03-28 10:27:10 UTC
in cant find weapon_rpg.cpp Post #99709
Ok, I am assuming you followed those steps right?

If you did follow those steps you should see in your mod folder its in the dir. "srcdllshl2_dll" in there you should see your "weapon_rpg.cpp", I do.

If not I suppose I could send it to you, my email is nph@eztopar.com
Posted 19 years ago2005-03-28 10:09:31 UTC
in Ribbed like tunnels Post #99707
I am trying to create "ribbed like" walls and tunnels. (Go to "http://www.pluton.co.uk/andy/images/tunnel.jpg") to see what I am talking about.

I have tried to use cylinders and archs that I make into arches which have curved surfaces. However, this process is kinda buggy and it puts a ton of polygons on the screen, and in many cases crashes hammer.

I was wondering if there was a way I could create a custom texture with some sort of bumpmapping effect that could achieve the same effect but draw less on the system.
Posted 19 years ago2005-03-28 00:19:53 UTC
in Microsoft Visual C++ .NET 2003 v7.1 Post #99609
You can get other C/C++ compilers besides microsoft's, linux usually comes with them...and a few other free projects are out there that work on windows- you just have to look.
Posted 19 years ago2005-03-20 14:20:38 UTC
in What is the env_cubemap for? Post #98182
as far as I know I think it adjusts the size of the brush maybe? I know I use it with water, don't use it with too much else though
Posted 19 years ago2005-03-10 17:13:58 UTC
in CS map to CS:S Post #96215
Yeah, although I have never done it, I would imagine you load it, retexture it, and change anything that was native to CS and not CS-Source (no idea what that would be)
Posted 19 years ago2005-03-10 17:11:17 UTC
in need mapping trainer? Post #96214
lol, why don't we just comprimise and make it practisce, lol.

Like it matters all too much. Although as an american I have to say practice is the best way.
Posted 19 years ago2005-03-10 17:09:24 UTC
in CS:S help PLEASE Post #96212
"and how do i open it manually in cs:s" When you create a server you should see your compiled map in the list.

But, I have no idea whats going on with this loading of the hl2 menu. I would suggest reinstalling it if you continue to encounter problems. :
Posted 19 years ago2005-03-08 22:24:52 UTC
in de_fallout is beautiful [closed] Post #95963
Yeah I would have to agree that it isn't too great at all. You said
"to most it is a fantastic level". I don't know what you mean by that. But if you refer to the first maps ever released, yeah that was decent compared to them. But the first levels were released extremely quickly, and it was everyones first attempt at a map. Now maps that have been released lately are much more detailed as people have had more time and more experience.

Compared to the maps then, its ok. Compared to the maps now, I am sorry to say it, but it sucks.
Posted 19 years ago2005-03-08 22:18:26 UTC
in need mapping trainer? Post #95962
Yes, tons of practice. But dedication is needed as well to create a nice map. Along with patience and time.

But I might contact you sometime to give you my account at msn so that you can have an additional contact for help if you like.
Posted 19 years ago2005-03-08 22:04:27 UTC
in NPC_Maker with AI_Relationships Post #95960
Is it possible to use an NPC Maker to make NPCs but still use an AI_relationship to control them?

What I am trying to do is make citizens spawn from a npc_maker and be "evil", against the player. I have been able to setup AI_relationships that successfully adjusted properties of individual citizens. However, when I try to make the childrens names of the NPC_maker a name that corresponds to an AI_relationship it accomplishes nothing. I have even tried fooling around with an env_global. I have no idea what to do.

Does anyone have suggestions?
Posted 19 years ago2005-03-08 21:50:37 UTC
in my hinge door does not work? Post #95959
Well you need to use a func_door_rotating.

Create the door that will rotate. Then create a small brush where your hinges will be. texture the brush with "origin". And keep it a simple square. Select the main door part and the origin and group it together, then assign the "func_door_rotating" entity to it. You should end up with a rotating door that rotates wherever you put the origin brush. You can change the distance it moves, etc... You might need to change the axis it rotates around. Just mess around with the properties and look them up online.
Posted 19 years ago2005-03-01 14:06:11 UTC
in Creating a helmet over the hud Post #94420
do you have any idea how I would begin to do that?
Posted 19 years ago2005-03-01 13:56:09 UTC
in Creating a helmet over the hud Post #94413
is it possible for me to place a helmet over top of the player's view. So it seems as if you are wearing a helmet. Sort of like games like Metroid prime, and republic commando
Posted 19 years ago2005-02-27 13:56:23 UTC
in Poll: Half-Life or Half-Life2? Post #93995
hmmm, Half-Life 1 was quite strange. But it gets kudos for being the first HL game, and everyone enjoys HL multiplayer, and there were some really great classic maps. I can think of some weak points in it's SP

Half-life 2. Although of course it is much newer, it is unlike any other game that has been released. Physics allow even the npcs to interact with the enviornment. I always think it is awesome how in cinematic sequences npcs can lift up objects and toss them around etc... Its also a great engine. The SP is in my opinion better than that of half-life 1. The multiplayer for half-life 2 is no better than half-life 1 except for the updated graphics and the new physics it uses

So overall I am saying HL2, but you can never say HL wasn't great because it started this all
Posted 19 years ago2005-02-27 13:03:31 UTC
in A mod idea Post #93977
hmmm.....I just asked a few more people ,and it seems you agree with the general consensus. I suppose it might be more interesting to be a combine soldier hunting freeman down.

Hmmm...
Posted 19 years ago2005-02-27 12:57:11 UTC
in A mod idea Post #93976
That would make for a good sequel, but I almost think it might be too repetitive. It would make a really easy mod though, considering sdk gives you a great deal of the VMF SP maps for Half-Life.

I dk, perhaps others might have opinions?

I also was wondering if it would seem strange to be in a squad all by yourself. Like a lone wolf. But there of course would be other squad members every once in a while that you might see.
Posted 19 years ago2005-02-27 12:52:17 UTC
in A mod idea Post #93971
How good do you think it would be to be in the shoes of a combine soldier? Perhaps a good month before Gordan Freeman's arrival.

The mod could feature combine members against a rising citizen rebellion. Perhaps the citizens might even raid a combine facility and get their hands on combine vehicles and weapons.

I always though it would make for an itneresting mod. I have been fooling around with it for a while now, I wonder if anyone might be interested in joining me, or thinks it is a good idea. nph@eztopar.com is my email where you can contact me if you like.
Posted 19 years ago2005-02-26 09:43:14 UTC
in The combine radio Post #93715
Its really hard to combine them, because its not standard static. there is only distortion when they speak, and each word contains a different level of distortion. I can't just combine a track where they say, Affirmative, with something I say like "We have hostiles inbound." That just doesn't work....I mean unless you meant something else...

J.C I am still looking for a radio effect. I would imagine it would be pretty standard, but I am having some trouble finding it. And I imagine - even if I do, it won't sound much like them. I will just continue looking for a radio program and fool around with different effects, etc... I will let you know if I find a good way of doing this.
Posted 19 years ago2005-02-26 01:08:06 UTC
in The combine radio Post #93672
When I say combine radio, I mean the soldiers, who communicate through a radio. You will hear it everytime you see them.
Posted 19 years ago2005-02-25 18:35:29 UTC
in The combine radio Post #93623
How can I create the effect of the combine radio? Is there some sound program out there that can at least come close by generating a distorted radio effect?

-NATE
Posted 19 years ago2005-02-23 19:34:29 UTC
in Questions I Wish More People Ask Post #92971
just because someone spent countless hours trying to dig up information that could be remotely related to some government coverup doesn't mean bull.

If my one goal for the next 3,4 years was to come up with crap about anything, I could dig up enough facts that would make it look like they are evil. Its just because some facts are coincidental, and others have nothing to do with the topic at hand - just seems like they might.