Forum posts

Posted 15 years ago2008-09-24 17:41:53 UTC
in Some questions about sounds Post #256046
Hey guys! Thanx for the infos!

I think Audacity is not capable of setting those cue points (I also read something similar on the web) but that's not so important at the moment. I'm lucky that I can finally load external files (and without big problems)! Was quite fun to play my map with descent sound. :)

Still I wonder why there is a "Is NOT looped" flag, if the whole looping doesn't work on its own. :/
Posted 15 years ago2008-09-24 15:39:05 UTC
in Some questions about sounds Post #256037
Hey MuzzleFlash, thanx for your answer and sorry for the late response. I am currently writing my final thesis so I don't really find time to work on this (although it's kinda part of the thesis).

I looked for something like cue point in Hammer but couldn't find anything, so I guess you mean I should add that directly to the file - like in Audacity?

How do I use new sound files anyway? I mean where do I put them so they get found and can be selected with e.g. ambient_generic?
Posted 15 years ago2008-09-21 15:39:01 UTC
in Some questions about sounds Post #255893
Thanx for answering!

I haven't been working on the sound issue for a while, but actually I'm still having problems with it: I tried using ambient_generic to play a constant background sound, but so far I failed. The sound stops after first play through.

What I want:
A Background sound that
  • is loaded from an external file
  • can be heard everywhere on the map
  • starts automatically
  • doesn't stop = loops
How would I do that?
Posted 15 years ago2008-05-07 12:36:00 UTC
in Some questions about sounds Post #249664
Hello!

It's me! :P

I just have some basic questions about sounds in Source. No need to explain in detail, I will figure out later.

1. I know you can use sounds in a map, with env_soundscape. Can I add any custom sounds (any mp3) or do I have to create those text files for the sound first. Do I even have to create a mod for it or can a simple map access custom sounds?

2. Sound effects, like the sound of the weapons in the game: Can they be changed easily or can it only be done by making a mod?

Thanx for tips!
Posted 16 years ago2008-04-25 09:51:19 UTC
in Make Gordon run faster? Post #249156
Thanx guys! I might look into Wire Mod but I think for some highly confidential reasons I'll have to use coding and do it the hard way. I'm currently trying that and I'm fighting my way through compiler errors. :\

Cheers!
Posted 16 years ago2008-04-17 12:18:24 UTC
in Make Gordon run faster? Post #248869
No, it's the EP1 engine.
Posted 16 years ago2008-04-17 09:37:26 UTC
in Make Gordon run faster? Post #248865
gear = weapons, suit, flashlight

He doesn't carry anything atm and flashlight can't be activated.

Also the commands that you mean

hl2_normspeed
hl2_sprintspeed
hl2_walkspeed

don't change anything. I can't sprint and my "normspeed" doesn't change when I use the commands in console. I'm testing that on sdk_d1_trainstation_4.
Posted 16 years ago2008-04-17 09:08:11 UTC
in Make Gordon run faster? Post #248862
Hi! I want to create some HL2 maps for the sake of science and humanity! No big things, only test chambers, trying different possibilities.

I was wondering if I could change the actor's speed and where would I do that. Also it would be interesting to change the gear he wears (currently it's nothing). Any tips or links to tutorials would be appreciated!

Thanx!
Posted 16 years ago2008-02-16 06:24:07 UTC
in Complie warning Post #245742
Hi!

Hit "View" - "Go to coordinates" and paste -1040 -1241 26 there.
When you have selected that brush, you might simply browse for another texture and hit "Apply current texture" (brown block symbol). No need to redraw the brush.

You could also use the "Toggle texture application" and its "Replace" function to replace all dev/dev_blendmeasure textures with another texture.

Greetings
Posted 16 years ago2008-02-06 15:36:31 UTC
in How well do you know... Post #245146
R1Co answered it promptly. ... Pong wasn't the first
Isn't that contradictory?

According to Wikipedia Galaxy Game was the first arcade game in 1971.
Posted 16 years ago2008-02-06 14:47:24 UTC
in #twhl Loves You All Post #245140
Yay TWHL has irc! :cool: I just joined but there is no one I know. :cry:
Posted 16 years ago2008-02-06 13:36:13 UTC
in How well do you know... Post #245127
Nine Men's Morris?

Talking about video games? PONG 1972
Posted 16 years ago2008-02-06 12:05:49 UTC
in Flat-life noob question Post #245114
I liked the ship, some posted here lately, too.
Posted 16 years ago2008-02-06 07:15:27 UTC
in Waves on HL2? Post #245081
your textures should all be in hammer.
You can view vmts in hammer?
Posted 16 years ago2008-02-05 16:39:15 UTC
in Waves on HL2? Post #245029
Extract with GCFscape? I extracted some CS:S water .vmts. Dunno if your textures can be accessed like that.
This post was made on a thread that has been deleted.
Posted 16 years ago2008-01-29 17:15:21 UTC
in Displacement problem Post #244556
Thanx for the tip captain! For some reason I couldn't use the replace function (that I didn't know before) because it wouldn't let me choose "marked objects only". It could only change all faces of all objects in the map and that would screw my hint brushes.

But your tip led me to the idea to apply the nodraw texture on all faces of the selected displacements and then piant the blend texture again afterwards. Rather simple but I didn't think of that before. :plastered:

Now the displacements have NODRAW faces and the collisons work!!!

Thanx a lot!
Posted 16 years ago2008-01-29 16:52:26 UTC
in Grid problem, looks so ugly Post #244555
Pedant! ;)

Now I see what u mean. Still I think it's just a cosmetic issue.
Posted 16 years ago2008-01-29 16:03:52 UTC
in Grid problem, looks so ugly Post #244551
I don't see a problem either. The size of the grid lines should be totally unimportant. It is intended to have bigger lines every 8 units. The other lines should be fine like that - regardless how many pixels. If you have "snap to grid" selected (which should be selected by default) there should be no gaps between brushes, as long as both brushes share the same grid line.
Posted 16 years ago2008-01-29 13:05:26 UTC
in Displacement problem Post #244538
Thanx mchappy, I know how to create a displacement. The proplem is, that it's not solid in game.

@Penguinboy: There is not much I can set up wrong. Put the files into $SteamUserDirsourcesdkbinep1bin and selected cstbsp/vis/rad.exe for the respective tools.

Hope to find that command line param.
Posted 16 years ago2008-01-29 12:58:54 UTC
in I need help with a lighting problem Post #244537
Holy **! U posted the whole log file? I actually meant only the last compile log. Anyway, there is no leak reported. So it must be something else. I didn't find any problem there.
Posted 16 years ago2008-01-29 12:14:47 UTC
in I need help with a lighting problem Post #244529
Do you have a leak? Check the compile log. If you're in doubt, post it here.
Posted 16 years ago2008-01-29 07:22:23 UTC
in Displacement problem Post #244518
CST 1.2: http://downloads.ammahls.com/cst/cst12.zip

That doesn't seem to work. It prints numbers and numbers for 20 minutes now, although it was a fast compile (no VIS, no RAD):
User posted image


What command line parameter, for what?
Posted 16 years ago2008-01-29 06:23:08 UTC
in Meganoob question about source Post #244517
Models:
SteamSteamAppsBabooncounter-strike sourcecstrikemodels*
  • Make a subfolder there
Prefabs:
SteamSteamAppsBaboonsourcesdkbinep1binprefabs

I hope that's what you asked for. As you can see the folders depend on what you map for (CS:S HL2 etc). For Episode two games the prefabs should go
SteamSteamAppsTWATsourcesdkbinprefabs
Posted 16 years ago2008-01-28 19:23:51 UTC
in Displacement problem Post #244489
Hi, I made some displacements and chose the SKIP texture for 5 sides. Now the displacements don't work. They appear in game but they have no collision, meaning I can run through the hills. The checkboxes for "no collision" are not set on the displacements.

Do the non-used sides really need to be NODRAW? Could that be the problem? That would be really stupid, cos that would mean I have to delete the displacements which were quite a lot of work to make.
Posted 16 years ago2008-01-27 16:28:20 UTC
in Half life ep2 mod need people to join Post #244437
"cl_crosshairscale 1" will render the crosshair invisible - too big for the screen. I tried it. Setting it to 0 doesn't work.

Edit: I knew about it because some wannabe pros swanked that they play with "cl_crosshairscale 1", so without it.

Also there is "cl_crosshairalpha". Didn't find cl_drawcrosshair or cl_crosshair.
Posted 16 years ago2008-01-27 16:11:10 UTC
in Half life ep2 mod need people to join Post #244434
cl_crosshairscale 1

?
Posted 16 years ago2008-01-27 10:12:26 UTC
in Half life ep2 mod need people to join Post #244413
Hm, why another post on the same subject?

I think it's a strange approach to build maps for a mod you don't even know what it will be about. Although it might be fine for you to do this, I don't think you can convince many ppl to put their efforts into something totally un-elaborated.
Posted 16 years ago2008-01-27 09:55:36 UTC
in Pink & Black Texture Post #244412
if "surf_basin_texs" is your folder, it should be
"LightmappedGeneric"
{
"$basetexture" "surf_basin_texs/basin_open"
}
First the folder, then the filename.

In this case basin_open will refer to the basin_open.vtf. You don't need the other image files. You also don't need the first folder.
Posted 16 years ago2008-01-23 11:16:34 UTC
in Custom window texture Post #244124
Posted 16 years ago2008-01-23 07:47:22 UTC
in Custom window texture Post #244113
I found tutorials on Interlopers.net and should be fine with them.
Posted 16 years ago2008-01-22 14:24:25 UTC
in Custom window texture Post #244068
Hi! I want to make a window out of a texture, that shows a window but cannot be seen trough (models/de_dust/windows/window_4x8_arch).
User posted image


I already extracted the texture and put a custom .vmt:

[quote]"LightmappedGeneric"
{
"$basetexture" "customMat/window_4x8_arch"
"$surfaceprop" "glass"
//"$alpha" .75
"$alphatest" 1
"$envmaptint" "[ .35 .35 .35 ]"
"$envmap" "env_cubemap"
"$envmapcontrast" 1
"$envmapsaturation" .25
}
[/quote]

This does not work. The window cannot be seen through.
Questions:
1. How would I use $alpha or $alphatest or something else?

2. Do I have to edit the .vtf and if so, how would I do that?

3. Do I need other brushes for a window than just that brush with the texture?
Posted 16 years ago2008-01-22 10:14:25 UTC
in Today was a scary day Post #244050
or, just get a life and be a man.
Well, Ghetto seems to be only 13 by now, so I guess he's excused. :)
Posted 16 years ago2008-01-22 09:07:43 UTC
in Today was a scary day Post #244043
Yeah since u seem to be a psycho child, u should be afraid of rapers! :biggrin:
Posted 16 years ago2008-01-20 11:15:46 UTC
in VBSP error: CONTENTS_SOLID ? Post #243899
Yeah it was obviously caused by vertex manipulation although those brushes weren't reported by the "check for problems" tool. Ayway it's all fine now. :)
Posted 16 years ago2008-01-20 10:37:17 UTC
in VBSP error: CONTENTS_SOLID ? Post #243893
Thanx for the tip, Ant! Actually I did that, but since the compiler came up with the same error and another brush number, I thought it's not the reason. Now I deleted both brushes and the error is gone.

Note that
SubdivideFace: didn't split the polygon
was yet another error. Luckily I found the (third) problematic brush with the help of the cordon tool and deleted it too.
Posted 16 years ago2008-01-19 22:16:20 UTC
in VBSP error: CONTENTS_SOLID ? Post #243861
I had to rearrange my skybox and now VBSP is giving me an error, which causes, that no new .bsp is created. Important part of the compile log:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, 3605.6, 306.5)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 256017:

Processing areas...done (0)
Building Faces...SubdivideFace: didn't split the polygon
Neither the coordinates nor the brush number lead to the reason. I checked both. It seems, that is has something to do with an areaportal nearby. But I recreated that too and the error stays the same.
Posted 16 years ago2008-01-18 12:04:30 UTC
in Displacement trouble. Post #243767
A quote from the tutorial:
Click the 'Create' button (you still only have the top face of your brush selected) [...]
Click ok in the box and you will see two things happen:
1. Lines form on your top plane
2. The 5 NODRAW faces disappear!
Point 2 says it: The nodraw faces disappear. So that's normal.

Edit: Bit slow.

Edit 2: Welcome to the forum!
Posted 16 years ago2008-01-18 10:26:12 UTC
in Non-Linearity Post #243757
The coop thing sounds like a cool idea! You could give co-workers a time-window, like one week, then his turn is over. If someone is not finished he might have another turn some time later and maybe can modify his work to finally put it in. Also when a "way" forks, maybe two ppl can work on each fork and it will be put together in the next release.

Although this kind of non-linearity is not done in commercial game releases, because it would mean lots of work for something that might never ever be seen by the player, you might find ppl here that are crazy enough to do it. ;)
Posted 16 years ago2008-01-17 16:41:04 UTC
in HL2: Overwatch (WIP) Post #243636
User posted image
You can't see grip details but u can see they have different colors inside.
Posted 16 years ago2008-01-17 16:16:26 UTC
in HL2: Overwatch (WIP) Post #243630
It's okay when they're painted yellow, but your current texture has a strange pattern on it.
Posted 16 years ago2008-01-17 15:41:32 UTC
in Prop/Lighting Post #243626
Just an addition: I found it in another texture. It should be spelled "lightmappedGeneric".

Thanx for the help all!
Posted 16 years ago2008-01-17 14:54:42 UTC
in HL2: Overwatch (WIP) Post #243623
Only thing I don't like so far are the passenger handles in the train cabins. They should be textured with brushed steel texture imho.

Well another thing: Bisley street is too clean and your building looks odd from outside: The quadratic rows and colums look somehow artificial and there are no windows in the ground floor. Imo the row/colum facade and the upper stories don't fit together.
Posted 16 years ago2008-01-15 07:27:47 UTC
in Mapping for CSS without having it Post #243468
Like I expected. :)
Posted 16 years ago2008-01-14 17:51:50 UTC
in Mapping for CSS without having it Post #243433
Yeah I came up with EP2 because he talked about TF2.

Of course it's better to use any pre-orange-box game, if you have one, Spike. I should have pointed that out earlier.
Posted 16 years ago2008-01-14 17:25:39 UTC
in Mapping for CSS without having it Post #243427
You're kidding, right?
Nah, I wasn't. Didn't know that abbr.

Yes, I guess saving the whole map (brushwork only) should be fine too, because prefabs are stored as vmf files too. I didn't try that though.
Posted 16 years ago2008-01-14 16:50:55 UTC
in Mapping for CSS without having it Post #243422
What's VHE?

It should work with prefabs. I just did a quick test: Made a block and an arch in the Episode Two (don't have TF2) version of Hammer; saved it as prefab into the Episode One Prefab folder; closed Hammer; ran Hammer in Episode One mode (with "-engine ep1" in the launch options) with CS:S config and put the prefab into a new map. Worked so far.

Ofc, I don't know about possible bugs, but I guess as long as you just use brushes you should be fine.
Posted 16 years ago2008-01-14 15:06:18 UTC
in I can't get the NVidia+ Valve free g Post #243419
I've got Nvidia, how do I get free games?
Posted 16 years ago2008-01-13 11:51:31 UTC
in Prop/Lighting Post #243342
You know, as usual I have the same problem. I want to use a set of pipes in a tunnel. Although there is only red light in the tunnel, the pipes are shiny bright. I decompiled the model and wanted to do what Ant said but there is no such thing as UnlitGeneric or LightmapGeneric. Also in the QC commands reference list I couldn't find anything like that. This is my .qc file:
[quote]$cd "C:Decompiled Models"
$modelname "props_pipesPipeCluster32d_001a.mdl"
$model "Body" "PipeCluster32d_001a_reference.smd"
$lod 100
{
replacemodel "PipeCluster32d_001a_reference" "lod1_PipeCluster32d_001a_reference"
}
$cdmaterials "modelsprops_pipes/"
$texturegroup skinfamilies
{
{ "pipeset_metal02.vmt" }
{ "pipeset_metal02.vmt" }
}
$hboxset "default"
$hbox 0 "static_prop" -38.991 -35.959 -63.260 39.016 35.959 63.260
// Model uses material "pipeset_metal02.vmt"
// Model uses material "pipeset_metal.vmt"
$surfaceprop "metal"
$illumposition 0.012 0.000 0.000
$sequence idle "idle" fps 30.00
$collisionmodel "phymodel.smd" {
$concave
$mass 444.0
$inertia 1.00
$damping 0.00
$rotdamping 0.00
}
[/quote]
Posted 16 years ago2008-01-12 17:40:16 UTC
in Prop/Lighting Post #243275
Enough of drinking and leasure time. Here is a fixed version of the tool. It has no browse function but a lot of spyware I guess - but it might help you. ;)

(Checked for viruses)