Forum posts

Posted 5 years ago2017-04-14 16:03:36 UTC
in .OBJ terrain Post #334364
Well, yes. But they're not that big... Probably... :D
Posted 5 years ago2017-04-14 13:44:56 UTC
in .OBJ terrain Post #334360
I thought of that, but it's terrain, not just a model... Guess I'll give it a try.
Posted 5 years ago2017-04-14 08:31:54 UTC
in .OBJ terrain Post #334353
As the title says apparently even terrain is handled as an .obj format object in BREED. I've been searching for a terrain editor which can import said .obj, but to no success. Do you guys know of any such terrain editor? Or at least some software which allows you to convert terrain .obj into some other format OR extract some sort of an accurate enough heightmap out of it. It would spare me a ton of effort if there is one since I need to see the scale difference between the two engines (if any). Another way would be by converting one of the .obj models into an .mdl and getting it into Hammer. But the terrain would really spare me a lot of time if I don't have to begin from a blank file.
Posted 5 years ago2017-04-02 03:26:04 UTC
in Can I recreate an old game in the Source Post #334198
Thank you :)
Posted 5 years ago2017-04-01 18:23:45 UTC
in Can I recreate an old game in the Source Post #334194
Source's physics are on a basic level, compared to others. Shouldn't really be an issue. I'm gonna give it a shot during the Easter vacation with a very basic map just to test the scale and we'll see.

Where can I get the latest SDK from? (Probably Steam)
Posted 5 years ago2017-04-01 12:12:13 UTC
in Can I recreate an old game in the Source Post #334185
And... How do I set the scale of entities, such as the player? I mean, the terrain is easy enough to make, especially if on a smaller scale, even though that might make some smaller details impossible, right? They aren't that small on a 1:1 scale, but could end up being too small on a, let's say, 0.25:1 scale.
Posted 5 years ago2017-03-31 18:28:08 UTC
in Can I recreate an old game in the Source Post #334177
Yeah, but as I mentioned, I run an empty editor with under 10 FPS :D

For now I'm abandoning it since Source is a complete no-go as rufee suggested. If it were possible to somehow make an open-world map, I'd give it a try. But it's not - I have some experience from like 4 years ago and since there are newer iterations of the engine I secretly hoped it began supporting them. But nope.

abbadon, you're not the first to put steel in my balls (luckily only verbally, if you know what I mean :D ). I even have minor plans for BREED 2, being something like WoW, but a first-person, squad based shooter. Kinda like S.T.A.L.K.E.R. if you played any of the games, but with the addition of Space and vehicles. And let's not forget the armed babes from some of the posters in the USC Darwin ;) :D

Dream big, then make plans and work towards them.

P.S.: Anyone played Eternal Silence? It's a space mod for HL2 and it has a flawless transition between open space and the inside of big ships, that even have subsystems. And big open maps. Maybe I should look into it.
Posted 5 years ago2017-03-31 10:44:30 UTC
in Can I recreate an old game in the Source Post #334168
The game uses the Mercury engine. There is no other game based on it as far as I know. Models use the .obj format, sounds are .ogg and reuseable. Terrain mesh was also some commonly known format if I remember correctly.

You see, the game had a ton of bugs upon release, due to CDV messing with the code. Plus bad mission scripting (illogical decisions, bad planning, forcing some stuff to happen just because...) and your teammates, as well as enemies, are beyond dumb.

So I want to redo the game in a newer engine with far better graphics, fixing all of those problems and possibly remaking most missions from a blank list. But that would take a huge amount of time even if there were more people than just me.
Posted 5 years ago2017-03-30 16:29:03 UTC
in Can I recreate an old game in the Source Post #334159
So all of it can be achieved through coding... But what's the point if I can't make the maps... Ah, well. Looks like I need a better PC. I mean, on missions taking place entirely on the surface I can use the fog trick, but not on the third and fourth missions in the video for instance.
Posted 5 years ago2017-03-30 15:36:53 UTC
in Can I recreate an old game in the Source Post #334157
https://www.youtube.com/watch?v=D19COHCnczg

Hi guys.
Been a long time since I last posted here, glad you're still up and going :)

So to the question. In the link above you can see several out of 18 missions in the game I want to recreate. However, there are several problems:

1. Large, open surface maps - literally as big as 50 km in radius, even though most of it is empty space.

2. Surface to Space transition, which changes the surface map to the orbit one, but the mission is still the same, the script is not interrupted and you can have a character on the surface and a character in space and switch between them freely.

3. Squads - I think AI in HL2 could be organized in squads, but they're really primitive and only for the script. Here you can give commands to your squadmates and even switch between them.

4. Complex vehicles - for example the USC Dropship has 3 turrets, 2 side doors and the rear hatch, and is pilotable by the player and the AI (via scripted "#CMD" lines). Its engines can also be oriented horizontally and vertically. In the latter state they can increase, hold or decrease altitude fully automatically. Engines are also destructible and become less efficient when damaged.

5. Non-standard camera - can switch between first and third person camera. Also, both cameras are attached to the character model.

So my question is is it possible? Can those things (and others too) be somehow scripted?

Originally I attempted to use Unreal Engine 4, but even an empty editor ran at less than 10 FPS, so... XD
Posted 8 years ago2013-07-12 16:25:43 UTC
in ambient_generic Post #314175
Max rate for the .wav is 16000 Hz and it must be mono. As for length I don't know...
Posted 9 years ago2013-06-26 07:01:11 UTC
in Env_sprite doesn't show ingame Post #314035
Thread name says it: the sprites refuse to show ingame. And the only error I get is "Csprite setting sprite to non-sprite model"... Noone commented on the map, so...

Map: http://twhl.info/vault.php?map=5902
Posted 9 years ago2013-06-24 12:09:48 UTC
in Now Gaming: ... Post #314020
What I've recently played? Firestarter.
User posted image
User posted image
User posted image
Posted 9 years ago2013-06-22 07:37:22 UTC
in HL2 Need help with Custom Textures/Model Post #314015
Sometimes I REALLY HATE updates!
Posted 9 years ago2013-06-15 05:59:02 UTC
in HL2 Need help with Custom Textures/Model Post #313984
Um...if you have mods and not just hl2, then check if you placed them in the wrong mod folder(i.e. hl2mp instead of hl2). Also:
Model materials:
rootfolder/modfolder/materials/models(/modelname[unnececery])
Models:
rootfolder/modfolder/models(/modelname[unnececery])
Make sure they aren't in source_sdk folder
Posted 9 years ago2013-06-15 05:42:32 UTC
in Need quick help about creating rocky wal Post #313983
Why don't you just use "tools/toolsinvisible"? Or "nodraw"?

EDIT:
Shit, it's for Goldsource, sorry!
Posted 9 years ago2013-02-18 09:02:39 UTC
in MP3's don't play Post #312679
Just use ambient_generic!
Posted 9 years ago2013-01-09 19:01:20 UTC
in Half Life alpha 0.52 Post #312135
I am surprised that they keep such a old file, but not a cool movie for example, that is MUCH younger! Off-topic, sorry.
Posted 9 years ago2012-12-28 11:35:07 UTC
in Don't use Gamefront/Filefront Post #311908
Never uploaded to, almost never downloaded from -> I don't fucking care 'bout 'em motherfuckers! :D :thefinger:
Posted 9 years ago2012-12-23 08:11:36 UTC
in Now Gaming: ... Post #311818
Euro Truck Simulator 2
Posted 9 years ago2012-12-15 07:22:52 UTC
in Map your house coop Post #311587
I've tried making my own textures at least 3 times and I've failed to get the colors as realistic as possible. Everything looked like a funny cartoon. That's why I am using only stock content if you guys have ever noticed that... :crowbar: :confused:
Posted 9 years ago2012-12-13 18:46:49 UTC
in Now Gaming: ... Post #311540
Trying to dictate to the computer :D Not very much success, sadly.
Posted 9 years ago2012-12-06 13:11:10 UTC
in Rigging Barney Arms on Fist V_model Post #311372
Open the .smds of both models into your modeling program.
Select all triangles, that you don't need and delete 'em.
Delete the skeleton of Barney and place his arms at the crowbar in the right position.
To achieve the last link the triangles of the arms with the crowbar's skeleton and place them in the same position and rotation as the skeleton.
Compile. Play. Enjoy.
Posted 9 years ago2012-12-02 16:10:13 UTC
in HL1 zombie models question. Post #311300
When decompiling the models using Milkshape zombie01.mdl gives me a set of sequences and a reference, but I cannot tell you what the textures are, because their names are worse than chinese and Milkshape can't decompile them.
zombie02.mdl gives me nothing, zombie03.mdl couldn't be decompiled, zombiet.mdl only gives me an empty .qc file. This leads me to believe that they are just submodels.
Posted 9 years ago2012-12-02 15:46:23 UTC
in .lwo to .smd/.mdl convertion Post #311298
Guys, I need help on converting an .lwo model to source. I tried milkshape, but I just can't align the textures for shit! So, I'm gonna need some serious help on this think. Thanks in advance.
Posted 9 years ago2012-11-25 09:01:15 UTC
in Anyone familiar with this bug? And how t Post #311146
Look at the coordinates in the error message and see if theres anything bad there - brush, entity, whatever.
Posted 9 years ago2012-11-20 13:46:21 UTC
in Npc_maker and npc_template_maker entites Post #311065
:furious: Source crashes when an entity maker is being executed, the stock maps don't make difference. I recently reinstalled my Win7, could this be the cause? :furious:
Posted 9 years ago2012-11-20 10:33:58 UTC
in Map your house coop Post #311064
Well made...at least from the outside :)

As for mine...I am up to nowhere with it. >_<
Posted 9 years ago2012-11-17 12:56:57 UTC
in Now Playing: ... Post #311023
Source SDK(Hammer editor) :biggrin:
Posted 9 years ago2012-11-06 12:15:25 UTC
in How do i use the game_player_equip entit Post #310819
Does game_player_equip have a filtername think? If it does - try with the team filter. That way you'll need 2 game_player_equip entities and 2 filters. Trigger the game_player_equip entities using different entity, that is triggered at the start of each round. Hope this helps.
Posted 9 years ago2012-11-04 13:42:15 UTC
in Map your house coop Post #310774
Soon you'll have your first entry! :)
Posted 9 years ago2012-11-04 09:53:15 UTC
in inactivate button? Post #310769
I don't think it is possible. I haven't tried this in Goldsrc yet, but when I do this is Source all entites named with one name act the same way one of them is told to. For example, if you have two(or more) doors with the same name, then, when you open one door, all the other will do so even if they're set to be locked. :(
As for the trigger_relay - setting all buttons to have one name, then the button being pressed will be locked too, unless you make some more complex scripting.
Posted 9 years ago2012-11-03 12:43:40 UTC
in Now Playing: ... Post #310753
Babylon 5 I've found Her: Danger and Opportinity
Posted 9 years ago2012-11-03 12:41:40 UTC
in Half Life 1 models bleed yellow blood in Post #310752
Just browse to the folder where the model is and type its name: 'model.mdl', then hit 'Open'. If this does not work...then I dunno...
Posted 9 years ago2012-11-03 10:45:58 UTC
in inactivate button? Post #310747
Perhaps you can make the multimanager to activate something that will trigger that button, which is meant to be inactive, when it is pressed, although I don't know how... Maybe you'll have to go to Source? :lol:
Posted 9 years ago2012-11-01 08:18:19 UTC
in elevator Post #310699
It would :)
Posted 9 years ago2012-11-01 07:27:21 UTC
in In-game map editor Post #310698
The game, Cube 2 Sauerbraten, whom I took the screenshot from is NOT a real-time game. Actually the players, "box" and "barrel" entities and triggers are the only real-time things in there. In this game, once you build something, say a car, you can't destroy it even if you blow a truck of nuclear missiles next to it, just like 'boxes' in Source, which are not breakable. Lights are precompiled in-game, using just a single console command, and just in a matter of seconds. The editor's grid size can be adjusted too, from 0(which is as small as...umm...1 inch, compared to the player's size) to 12(one cube covers 1/4 from default sized map).

As for the light preview - the newest version of Hammer does have one, but it is a little buggy and very ugly. :
Posted 9 years ago2012-10-27 07:39:58 UTC
in In-game map editor Post #310629
User posted image
I was wondering why there isn't a map editor built in-game instead of hammer?
It would speed up mapping alot, AND you can try out your map immediately instead of having to compile it each time. :crowbar:
Posted 10 years ago2012-06-09 07:27:56 UTC
in More statistics (mostly from US) Post #306893
Most of my class have already done so (we're 15 for the most! :crowbar: )
Posted 10 years ago2012-06-08 07:08:50 UTC
in More statistics (mostly from US) Post #306865
USA is far better developed than I expected! ;D
Posted 10 years ago2012-05-29 11:00:46 UTC
in Elevators (func_tracktrains) help Post #306558
Can't setup things properly. Help me!
http://twhl.info/vault.php?map=5798
They are set to func_tracktrains with 3 floors.
Problem is that always there is a "dead end" somewhere on the track.
Posted 10 years ago2012-05-27 10:35:36 UTC
in Source SDK Setup Post #306517
I'll see if it works. It'll take long time to download, since I am downloading with 15 kb/s MAX!!! :zomg: :zomg:
Posted 10 years ago2012-05-26 06:44:45 UTC
in Finalizing my map. Post #306498
2.You don't have to. It did't make any errors to me. And I don't know what's the point in this...
Posted 10 years ago2012-05-26 06:33:59 UTC
in Source Lighting Post #306497
Posted 10 years ago2012-05-26 06:28:30 UTC
in Source SDK Setup Post #306495
I don't have any game on Source 2009, and when I try to open the game configuration editor it says "No game configurations to run with" :gak:

[EDIT] Archie, why don't you upload your SDK somewhere?
Posted 10 years ago2012-05-25 15:46:08 UTC
in Source SDK Setup Post #306489
I do not have...I think...
Posted 10 years ago2012-05-25 11:42:29 UTC
in Source SDK Setup Post #306482
What if I don't have it after resetting game configurations?
User posted image
Posted 10 years ago2012-05-25 10:18:26 UTC
in Source SDK Setup Post #306477
Also - does the game configurations editor open under other engines not only under Source MP?
I can't configure HL2 to run under different engine... :(
Posted 10 years ago2012-05-25 10:15:10 UTC
in Map Vault Regulation Post #306476
I agree with this. But people should be able to publish a single problem map. After this is what you said.
Posted 10 years ago2012-05-25 10:08:20 UTC
in Source SDK Setup Post #306474
:zomg: Seems like pirated software is sometimes better than legal one...
Although Source SDK if free of charge.