Forum posts

Posted 18 years ago2006-05-24 15:45:37 UTC
in EXE file. Post #181889
Thank you very much guys! :)
Posted 18 years ago2006-05-24 15:21:10 UTC
in EXE file. Post #181885
Do you know where i can download a setup file (so i can make one)?
Posted 18 years ago2006-05-24 14:14:31 UTC
in EXE file. Post #181872
How do i add my beta mod in a exe file? And where can i find exe's ?
Posted 18 years ago2006-05-22 00:27:35 UTC
in A few questions. Post #181394
your right.
Posted 18 years ago2006-05-21 20:41:20 UTC
in A few questions. Post #181376
oh, sorry about that.

I was also wondering if i can use one of the CS models (players) in a costum mod?

Thanks to all you guys! :)
Posted 18 years ago2006-05-21 17:31:43 UTC
in A few questions. Post #181360
i was just giving an example.
Posted 18 years ago2006-05-21 16:15:58 UTC
in A few questions. Post #181354
like:

example: "tree.mdl" or "C:/Sierra/Halflife/some_mod_name/models/tree.mdl" ?

And another question:
Where can i edit the skin to gordon and the suit? Can't find him in "models"
Posted 18 years ago2006-05-21 15:49:34 UTC
in A few questions. Post #181346
Thanks alot for the help! :D Ill try it out

But how do i use the models in hammer? If i find someone on the net for example.
Posted 18 years ago2006-05-21 15:19:51 UTC
in A few questions. Post #181341
I have some questions i would like to have som answers to :)

1: Is there any way to create real looking trees in halflife? (I've seen the tut here about trees, but i'm looking for trees like in "Afraid of Monsters" mod.".

2: Ive followed the tut about Security cards, and everything looks right, but the door that is supposed to be shut and be opened by the key card, can be opened like a regular door. I don't understand.

Hope you can answer these. :)

Thanks!
Posted 18 years ago2006-05-20 11:22:33 UTC
in New mod/ map problem. Post #181151
nothing?
Posted 18 years ago2006-05-19 19:22:13 UTC
in New mod/ map problem. Post #181029
i made a ambient_generic enity, and chose a sound.
Posted 18 years ago2006-05-19 18:46:33 UTC
in New mod/ map problem. Post #181026
i wen't in to my CS dir (CS 1.6), copyed the whole shi*, and threw it in my mod.
Posted 18 years ago2006-05-19 18:15:59 UTC
in New mod/ map problem. Post #181020
im not so good at this: where can i find the enity setup for sounds? :confused:
Posted 18 years ago2006-05-19 17:29:22 UTC
in New mod/ map problem. Post #181009
I have a second problem here. Can i use the sound from counter strike in a regular hl mod? Mine that is.

I put out some sound effects, but the same thing that happend before, is happening again :(

Can anybody help?
Posted 18 years ago2006-05-19 14:12:33 UTC
in New mod/ map problem. Post #180977
Thank you so much! That last one was the problem!

Thanks! :)
Posted 18 years ago2006-05-19 14:06:50 UTC
in New mod/ map problem. Post #180974
// Valve Game Info file
// These are key/value pairs. Certain mods will use different settings.
//
game "Real-Life"
startmap "start"
trainmap "t0a0"
mpentity "info_player_deathmatch"
gamedll "dllshl.dll"
gamedll_linux "dlls/hl_i386.so"
The space is fixed.
Posted 18 years ago2006-05-19 13:57:17 UTC
in New mod/ map problem. Post #180969
** Executing...
** Command: C:PROGRA~1VALVEH~1hlbsp.exe
** Parameters: "C:SierraHalf-LifeFortune Huntermapsstart"

hlbsp v3.3 rel 3.3 prerelease (Oct 9 2005)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlbsp ---
Command line: C:PROGRA~1VALVEH~1hlbsp.exe "C:SierraHalf-LifeFortune Huntermapsstart"

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 2 ] [ 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 ]
noopt [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 8192)

SolidBSP [hull 0] 27 (0.00 seconds)
BSP generation successful, writing portal file 'C:SierraHalf-LifeFortune Huntermapsstart.prt'
SolidBSP [hull 1] 34 (0.00 seconds)
SolidBSP [hull 2] 33 (0.00 seconds)
SolidBSP [hull 3] 34 (0.00 seconds)
0.03 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:PROGRA~1VALVEH~1hlvis.exe
** Parameters: "C:SierraHalf-LifeFortune Huntermapsstart"

hlvis v3.3 rel 3.3 prerelease (Oct 9 2005)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlvis ---
Command line: C:PROGRA~1VALVEH~1hlvis.exe "C:SierraHalf-LifeFortune Huntermapsstart"
16 portalleafs
36 numportals

= Current hlvis Settings =
Name | Setting | Default
------------------|-----------|------------------------
threads [ 2 ] [ 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 [ off ] [ off ]
full vis [ off ] [ off ]

BasePortalVis:
20%...30%...40%...50%...70%...80%...90%... (0.00 seconds)
LeafThread:
20%...30%...40%...50%...70%...80%...90%... (0.00 seconds)
average leafs visible: 8
g_visdatasize:64 compressed from 32
0.02 seconds elapsed

--- END hlvis ---

** Executing...
** Command: C:PROGRA~1VALVEH~1hlrad.exe
** Parameters: "C:SierraHalf-LifeFortune Huntermapsstart"

hlrad v3.3 rel 3.3 prerelease (Oct 9 2005)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlrad ---
Command line: C:PROGRA~1VALVEH~1hlrad.exe "C:SierraHalf-LifeFortune Huntermapsstart"

= Current hlrad Settings =
Name | Setting | Default
-------------------|---------------------|------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
bounce dynamic light [ on ] [ on ]
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 ]

custom shadows with bounce light
[               off ] [               off ]
rgb transfers [ off ] [ off ]

[Reading texlights from 'C:PROGRA~1VALVEH~1lights.rad']
[59 texlights parsed from 'C:PROGRA~1VALVEH~1lights.rad']

36 faces
Create Patches : 0 base patches
0 opaque faces
0 square feet [0.00 square inches]
1 direct lights

BuildFacelights:
30%...50%...80%... (0.00 seconds)
visibility matrix : 0.0 megs
Warning: Attempting to allocate 0 bytes
BuildVisLeafs:
50%... (0.00 seconds)
MakeScales:
(0.00 seconds)
SwapTransfers:
(0.00 seconds)
Transfer Lists : 0 transfers
Indices :           0 bytes
Indices :           0 bytes
Bounce 1 GatherLight:
(0.00 seconds)
FinalLightFace:
30%...50%...80%... (0.00 seconds)
0.02 seconds elapsed

--- END hlrad ---

----------
I didn't find anything. I just made a map to test it.
But nothing will show anyways. But how do i see if the liblist.gam file is corrupt?
Posted 18 years ago2006-05-19 13:48:28 UTC
in New mod/ map problem. Post #180964
Hi!

Im now making a new mod, not a big one, but the kind that is explained in your tutorials. It is for HL1, and i have a slight problem.

When i run the mod, the star map won't load. It's just "Loading..." all the time. Nothing shows up. Anybody know what this can be?

I followed the tutorial step by step, but it won't work.
By the way, im using VHE 3.5 Beta.

Thanks!