Forum posts

Posted 17 years ago2007-05-03 16:16:01 UTC
in Changing weapon sounds Post #220874
it was the textures i was hitting against :P
haha
Posted 17 years ago2007-05-03 16:13:40 UTC
in Changing weapon sounds Post #220873
however there is still a "blast" after changin fire7 and fire6 ...
its not in the Shotgun folder as i have checked?
any ideas?
Posted 17 years ago2007-05-03 15:49:58 UTC
in Changing weapon sounds Post #220860
yup works ... nice one mate ..
i had it in the wrong folder
Posted 17 years ago2007-05-03 13:56:04 UTC
in Changing weapon sounds Post #220849
so basically?

(mod) sounds/weapons/shotgun ....

then change the name of the new sound to the shotgun name?
Posted 17 years ago2007-05-03 13:28:12 UTC
in Changing weapon sounds Post #220846
nice one cheers!
Posted 17 years ago2007-05-03 12:51:13 UTC
in Changing weapon sounds Post #220837
Can anyone tell me how to change the sound of the shotgun blast?
Is the the same principle as changing the model? as in placing the wav file in a specific directory?

all replies welcome
Posted 17 years ago2007-04-27 10:36:04 UTC
in end a single player game Post #220246
ha no worries that worked in the end...
cheers
Posted 17 years ago2007-04-27 10:29:33 UTC
in end a single player game Post #220245
so if i was to make a button...then link that to a point_clientcommand...
is it in the overide part of the button settings that i would type "quit"?

no worries if you dont know .. im sure and little trial and error will sort it...
Posted 17 years ago2007-04-27 10:19:41 UTC
in end a single player game Post #220241
sweet ... nice one mate cheers
Posted 17 years ago2007-04-27 09:48:34 UTC
in end a single player game Post #220237
does anyone know if there is a counterpart to the "end game" entity in a HL2 mod? the end game function only works for multiplayer so i heard, and i have made a single player one.

cheers
Posted 17 years ago2007-04-24 00:04:28 UTC
in button problems Post #219933
2nd call to see if anyone can help with extinguishing an env_fire natually...rather than removing or killing it...

cheers!
Posted 17 years ago2007-04-22 22:49:55 UTC
in button problems Post #219843
nice one cheers!
Posted 17 years ago2007-04-22 22:31:28 UTC
in button problems Post #219837
hahaha ok..
got another one for you ...
wanna shoot a created button ... which then extinguishes a env_fire on on the map...
at the moment i can only disable the env_fire...any ideas why it wount die out?
Posted 17 years ago2007-04-22 13:36:19 UTC
in button problems Post #219784
first time mate! is there anything you cant help me with !?

nice one dude ... kudos
Posted 17 years ago2007-04-22 13:11:46 UTC
in button problems Post #219781
sorry about the late reply man ... trying it now .. let you know how it goes!
nice one
Posted 17 years ago2007-04-21 16:10:42 UTC
in Outputting text on the screen Post #219694
by the way its worked with a little tweaking mate
worked a treat...cheers!
Posted 17 years ago2007-04-21 16:08:33 UTC
in button problems Post #219693
wondering if someone could help...
i created a button. then, when the user walks over it, want to eqiup a shotgun in there hand.

i have the button and tried all the output functions (as in "via this input") and all that and correctly chose the target entity... but cant get the shotgun equipped

the shotgun is in the map and hidden behind a wall... but the idea is that its hidden until you walk over the button and the player auto equips it.....is that possible?

cheers!
Posted 17 years ago2007-04-17 11:11:04 UTC
in Outputting text on the screen Post #219348
i have created my mod...and am wondering if there is a way of outputting a specfic line text on the screen for a couple of seconds...?
its triggered by a button, so could i do an "on event" function or would it be done a different way?
cheers
Posted 17 years ago2007-04-16 17:12:33 UTC
in Created Mod: No HUD? Post #219278
yeah someone said that as well...give that one a go..
nice one cheers
Posted 17 years ago2007-04-15 17:47:10 UTC
in Created Mod: No HUD? Post #219181
nah man...
where would that be?
Posted 17 years ago2007-04-14 11:08:36 UTC
in Created Mod: No HUD? Post #219029
I made a half life 2 mod, and there was no problems.
But when using my custom map, there is no HUD?

Any reason why this is?

im still learning to "crawl before i can walk" so to speak ... so i dont know to much about this!

nice one
Posted 17 years ago2007-04-07 17:52:49 UTC
in MDL compiler Post #218360
ok sweet..
well im doing a trial and error thing with the origin points at the moment ...
but il look try that XSI program now...
cheers dude!
Posted 17 years ago2007-04-07 17:45:31 UTC
in MDL compiler Post #218357
hahaha ok .... once i get the gun in the game correctly!
at the moment im using points 0 60 0 ... the gun is in the center...but facing me ... i havent really got a clue about this (suprise suprise)..
i used 0 -60 0 and that didnt work...do you know which digit is the one to turn it 180 degrees?
Posted 17 years ago2007-04-07 16:53:00 UTC
in MDL compiler Post #218354
oooh it works...
not trial and error with the origin points now ...!
Posted 17 years ago2007-04-07 15:56:36 UTC
in MDL compiler Post #218349
so its simply

$origin 0 0 65

?

got an error when i put that in last time is all
Posted 17 years ago2007-04-07 15:42:27 UTC
in MDL compiler Post #218347
you legend!!
YESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS!

but the origin is all messed up ...

there is no origin statement on my .QC (i posted a qc file earlier, not much as changed..where would i put that?)

you star mate .... made a man very relieved...been buggin me for ages!!
Posted 17 years ago2007-04-07 15:35:22 UTC
in MDL compiler Post #218346
right ... here goes!
Posted 17 years ago2007-04-07 15:26:02 UTC
in MDL compiler Post #218342
yeah man .... not the hlmv as that gets a mount problem...but yeah its i can see it in a model view... but its not centered...to view you need to pull down on the mouse...
issue?
Posted 17 years ago2007-04-07 14:51:05 UTC
in MDL compiler Post #218340
we still got no image .... even when its in the mods directory...?
grrr....
is my .QC in order? could it be looking for something thats not right?
Posted 17 years ago2007-04-07 13:52:29 UTC
in MDL compiler Post #218337
that was a "pre" nice one !
you have stuck with me so far...but still have the problem..
are you famaliar with GUIStudioMDL 2.1?

i can complile when then target mod is halflife 2..
but when the target mod is my designed mod it gives me that exception error...i grow impatient with this mod!
Posted 17 years ago2007-04-07 13:26:24 UTC
in MDL compiler Post #218333
ok ... right this is basically what i have done to pinpoint the problem...
stay with me...

1.used Cannonfodders Decompiler to decompile the shotgun and the TGA'S

2.imported the reference SMD, using Milkshape 3D, and resized the actual gun smaller, to see if this all works..I also add the textures and stuff so it would exported correctly. then exported the newly created smaller gun ref smd to overwrite the new one ...

3.Then used GUIStudioMDL 2.1 to recompile the ref smd using the above QC file ... outputting the files to the relevent folder...

4.When opening my mod and selecting the shotgun ..gun and hands dont appear, but if i shoot the gun, it still shoots...

woahh....there you go...
you need a medal for all this ... nice one dude
Posted 17 years ago2007-04-07 12:37:12 UTC
in MDL compiler Post #218330
hahahhahas sweet .... il get on that ... :biggrin:
Posted 17 years ago2007-04-07 11:53:12 UTC
in MDL compiler Post #218324
hey rotator, im using a different QC file now (as for some reason now " could not load file 'Altfire01.obj'" error comes up ...
this is the new qc file now ... but the shotgun still doesnt come up ...

$cd "D:shotgun"
$modelname "weapons/v_shotgun.mdl"
$model "studio" "Shotgun_reference.smd"
$cdmaterials "modelsWeaponsV_hand"
$cdmaterials "modelsWeaponsV_shotgun"
$cdmaterials "modelsweaponsshell"
$hboxset "default"
$hbox 0 "ValveBiped.Bip01_Spine2" 0.000 0.000 -4.015 11.946 24.170 0.000
$hbox 0 "ValveBiped.Bip01_Spine4" 0.000 0.000 0.000 2.033 1.001 1.938
$hbox 0 "ValveBiped.Bip01_L_Forearm" -1.968 -3.120 -3.061 11.482 1.909 2.721
$hbox 0 "ValveBiped.Bip01_L_Hand" -1.002 -2.207 -2.103 4.805 1.469 2.103
$hbox 0 "ValveBiped.Bip01_L_Finger4" -0.161 -1.158 -1.215 1.684 0.635 0.348
$hbox 0 "ValveBiped.Bip01_L_Finger41" -1.152 -0.669 -1.215 1.060 0.621 0.408
$hbox 0 "ValveBiped.Bip01_L_Finger3" 0.000 -1.574 -1.126 1.827 0.400 0.793
$hbox 0 "ValveBiped.Bip01_L_Finger2" -0.190 -2.038 -1.039 1.784 0.417 0.677
$hbox 0 "ValveBiped.Bip01_L_Finger0" -0.575 -0.500 -1.525 2.504 2.041 0.917
$hbox 0 "ValveBiped.Bip01_L_Finger01" -0.415 -0.404 -0.914 1.687 2.220 0.361
$hbox 0 "ValveBiped.Gun" -0.947 -6.407 -22.324 1.411 2.388 22.387
$hbox 0 "ValveBiped.Pump" -1.479 -4.397 -3.906 2.637 1.149 12.420
$hbox 0 "ValveBiped.square" -0.671 -0.704 -1.307 0.621 0.588 1.386
// Model uses material "vshotgun_albedo.vmt"
// Model uses material "casing01.vmt"
// Model uses material "v_hand_sheet.vmt"
$attachment "muzzle" "ValveBiped.Gun" -0.03 0.51 23.45 rotate -90.00 0.00 0.00
$attachment "1" "ValveBiped.Gun" -0.95 1.14 -5.59 rotate 0.00 -180.00 180.00
$surfaceprop "default"
$illumposition 4.919 28.541 -16.577
$sequence idle01 "idle01" loop ACT_VM_IDLE 1 fps 30.00 node 0
$sequence fire01 "fire01" ACT_VM_PRIMARYATTACK 1 fps 30.00 node 2 {
{ event AE_MUZZLEFLASH 0 "SHOTGUN MUZZLE" }
}

$sequence altfire "altfire" ACT_VM_SECONDARYATTACK 1 fps 30.00 node 2 {
{ event AE_MUZZLEFLASH 0 "SHOTGUN MUZZLE" }
}

$sequence draw "draw" ACT_VM_DRAW 1 fps 30.00 node 0
$sequence holster "holster" ACT_VM_HOLSTER 1 fps 30.00 node 0
$sequence reload1 "reload1" ACT_SHOTGUN_RELOAD_START 1 fps 30.00 node 0
$sequence reload2 "reload2" ACT_VM_RELOAD 1 fps 30.00 node 0
$sequence reload3 "reload3" ACT_SHOTGUN_RELOAD_FINISH 1 fps 30.00 node 0
$sequence pump "pump" ACT_SHOTGUN_PUMP 1 fps 30.00 node 0 {
{ event 6001 5 "2" }
}

$sequence dryfire "dryfire" ACT_VM_DRYFIRE 1 fps 30.00 node 2
$sequence lowered "lowered" loop ACT_VM_IDLE_LOWERED 1 fps 30.00 node 1
$sequence lowered_to_idle "lowered_to_idle" ACT_VM_LOWERED_TO_IDLE 1 fps 30.00 transition 1 0
$sequence idle_to_lowered "idle_to_lowered" ACT_VM_IDLE_TO_LOWERED 1 fps 30.00 transition 0 1
$sequence fire "fire" ACT_RANGE_ATTACK_SHOTGUN 1 fps 5.00 {
{ event AE_MUZZLEFLASH 0 "SHOTGUN MUZZLE" }
{ event 6001 0 "3" }
{ event 3004 0 }
}

any ideas? would incorrect directories with the textures make an issue?

cheers man
Posted 17 years ago2007-04-05 18:01:43 UTC
in MDL compiler Post #218138
ah i see...
well as it goes i got the weapon in the game i think ... but there is no actual image when i run it in the game?
i followed ur instructions when replacing the names and making the models/weapons folder...
any idea why the hands and the gun dont appear, but when i pick up another unchanged gun it works?

again you been a diamond geezer with the help man..
Posted 17 years ago2007-04-05 17:23:39 UTC
in Imported Weapon: No Image Post #218135
Can anyone tell me why a created gun would come up invisiable when used in my HALFLIFE 2 mod. (no hands and stuff as well)?

I have placed the relevant items in the right folder..
QC file seems correct..

or what im doing wrong??

cheers
Posted 17 years ago2007-04-05 13:45:50 UTC
in MDL compiler Post #218117
but if i make a mod .... i could get the gun in game yeah?
Posted 17 years ago2007-04-05 13:26:33 UTC
in MDL compiler Post #218114
nice one ... il give that a try ...

firstly nice one for stayin with me with this as well ..

but how about adding a v_shotgun2 to the list of weapons instead of "overwriting" the original HL2 shotgun?

if i edit the image of w_shotgun and change the qc ... would that work?

nice one man
Posted 17 years ago2007-04-05 13:06:54 UTC
in MDL compiler Post #218108
ahhh...
i guess i have to create a txt file ..? v_shotgun2.txt in the MyMod/Scripts ???
Posted 17 years ago2007-04-05 12:36:59 UTC
in MDL compiler Post #218105
sweet ... that actually worked!

how would i now get that as a weapon to choose when i am creating my map in Hammer?

again thanks for the help man
Posted 17 years ago2007-04-05 09:34:07 UTC
in MDL compiler Post #218078
so it could in the SMD file, or the QC..
but the qc file is pretty simple ... in fact its this ...

$modelname "v_shotgun2/v_shotgun2.mdl"
$cdmaterials "materials/models/v_shotgun2"
$scale 1.0
$staticprop
$surfaceprop "metal"
$body "body" "D:HL2SteamAppsSourceModsmoddumpShotgun_reference.smd"
$sequence Idle "D:HL2SteamAppsSourceModsmoddumpShotgun_reference.smd" fps 30 ACT_IDLE 1
$collisionmodel "D:HL2SteamAppsSourceModsmoddumpShotgun_reference.smd"
{
$mass 100.000
}

help please!!!
Posted 17 years ago2007-04-01 17:56:00 UTC
in MDL compiler Post #217686
nice one ... i put that in a got round my error...however using GUIStudioMDL i got the error....

ERROR: 'EXCEPTION_ACCESS_VIOLATION' (assert: 1)
ERROR: Aborted Processing on 'v_shotgun2.mdl'

cheers for the help..
Posted 17 years ago2007-04-01 16:03:52 UTC
in MDL compiler Post #217674
nice one ... il try that one now
Posted 17 years ago2007-04-01 15:11:06 UTC
in MDL compiler Post #217669
no no cd$textures was a typo ... i meant cd$materials
Posted 17 years ago2007-04-01 13:37:05 UTC
in MDL compiler Post #217662
yeah thats the one sorry ...
nice one. ...

do you have any idea as to what the error is tho?
Posted 17 years ago2007-04-01 12:56:45 UTC
in MDL compiler Post #217658
When compiling a MDL with GUIStudioMdl 2.1 i get an error saying "bad command cd$texture"

is this something to do with the actual textures, or the directories of the textures or something?
please help!
Posted 17 years ago2007-04-01 12:18:37 UTC
in StudioCompliler Post #217656
nice one mate ... cheers
Posted 17 years ago2007-04-01 11:44:07 UTC
in StudioCompliler Post #217654
Im not sure im in the right forum, but i need help with Cannonfodder's studiocomplier program that compiles MDL's...i have gone through the help guide correctly, but on compiling, the program seems to crash everytime...help?

cheers for any replies .... very urgent!