Forum posts

Posted 7 years ago2017-09-28 01:38:46 UTC
in Non-Existent HUD After VGUI Edit Post #337570
nevermind the console command for recovering the hud worked finally smh
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Posted 7 years ago2017-09-28 01:07:17 UTC
in Non-Existent HUD After VGUI Edit Post #337569
So, after fiddling around with my VGUI files for a mod, like gameui_english.txt and NewGameDialog.res, trying to get rid of the training room button from a previous tutorial, I realized I was without a HUD. Then after that, I realize the gameui_english.txt I had edited was in Half-Life/valve/resources instead of my mod's directory.

I tried reinstalling the two files I edited, I tried reinstalling my resources folder, I tried reinstalling my Half-Life/valve folder, I even tried reinstalling all of my Half-Life games hoping that it would work, but nope. Even though the files have been set back to their normal state, I still cannot see my HEV hud. It's really ticking me off because I can't think of any other possible solutions that I can do.

If you have a solution to this problem, please tell me asap.
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Posted 7 years ago2017-09-24 21:50:03 UTC
in Custom Half-Life - Discord Server Post #337513
'Ello, I'm Spreen and I'm back after a long while. :D I got a Discord to show off and I want to get some members on it so you guys can have some fast chat, help on Source/GoldSrc mapping, and more. This server also makes use of the new channel categories, so make sure you update and restart your Discord.

Before joining, please read the rules and read any currently pinned messages. If you have something to suggest, hit me up. Also, the server is in need of moderators and administrators, so please do apply using the application seen in the #announcements channel.

Invite: https://discord.gg/qpaJr3X
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Posted 8 years ago2016-08-16 03:06:20 UTC
in Half-Life Model Viewer 2.0 Post #331263
Tested it out yesterday, loved it. :D
Will this support Source models? The model viewer for Source that already exists is really buggy.
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Posted 8 years ago2016-03-17 20:45:04 UTC
in Alien Shock Post #329431
Though, I may put this aside to make another Half-Life mod based on Superhot.
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Posted 8 years ago2016-03-17 20:37:38 UTC
in Alien Shock Post #329430
Yeah, not really a lot of time to work on this.
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Posted 8 years ago2016-03-17 20:36:33 UTC
in Changing model textures? Post #329429
i dunno how to decompile goldsource models.
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Posted 8 years ago2016-03-16 00:39:11 UTC
in Alien Shock Post #329382
Due to the inactivity of the mod's progress, I may or may not actually finish this.
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Posted 8 years ago2016-03-13 23:15:54 UTC
in Changing model textures? Post #329349
@Tetsu0
It just says that it has an error post-loading the motdel.

@Dr. Orange
How can I keep it at the 256 color limit?
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Posted 8 years ago2016-03-13 11:17:57 UTC
in Changing model textures? Post #329335
Is there another way I can change my model textures aside from Jed's Half-Life Model Viewer? It's acting up and says there is an error loading my BMP files.
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Posted 8 years ago2016-02-25 04:41:45 UTC
in Shock Team Recruitment Post #329011
Most of the info about the game is here: http://twhl.info/forums.php?thread=18916
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Posted 8 years ago2016-02-24 10:27:34 UTC
in Shock Team Recruitment Post #329004
Howdy, I'm Spreen. I'm currently working on a mod by myself at the moment and realized that this is not a one man job... So, I created Shock Team, the team for Alien Shock... and other possible mods or something, I don't know, bleh.

I'm recruiting 2 mappers and 1 voice actor for now. If you're interested, PM me for details on these.
Also, when you PM me, show me something you've done before that's impressive.

That's all.
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Posted 8 years ago2016-02-24 09:21:49 UTC
in Half-Life: The Core Post #329002
If there are barely any mods in 2017, my mod's probably gonna be the most anticipated one... Or a great mod can just spawn out of nowhere and kill me.
Spreen SpreenThis account is no longer in use.
Posted 8 years ago2016-02-21 07:35:54 UTC
in Alien Shock Post #328955
Positions for the development group are open now!
Shock Team FTW.
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Posted 8 years ago2016-02-10 06:59:05 UTC
in Black and Fade In Post #328804
Can I have a step by step guide to do this with a black screen?
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Posted 8 years ago2016-02-10 03:16:11 UTC
in Black and Fade In Post #328802
Is there a way I can create the black screen effect and have it fade in after a specific period of time?
I want to recreate something similar to this mod's intro: https://www.youtube.com/watch?v=MvACSOFld5o

If anybody can help and tell me how I can do this, thanks.
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Posted 8 years ago2016-02-09 08:24:25 UTC
in trigger_once game crash Post #328786
So, recently, I've made a map with a trigger_once brush entity. The trigger brush triggers an multi_manager which contains an env_message and airscripted_sequence.
Does anybody know a fix?
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Posted 8 years ago2016-02-07 08:21:43 UTC
in Playing music in Half-Life Post #328741
I'm trying to make music play in Half-Life in the Hammer Editor and I'm trying to get them to play using ambient_generics. Though, ambient_generics only take .wav files and I'm not sure if there's a .wav file for the music.
Somebody please help.
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Posted 8 years ago2016-02-07 02:47:45 UTC
in Map of Various Things Seen in Half-Life? Post #328738
Is there some kind of map full of various things seen in Half-Life like doors, scripted sequences and such? Maybe something similar to this: http://tf2maps.net/threads/ultimate-mapping-resource-pack.4674/
Also, if there is nothing like this, feel free to make it yourself.
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Posted 8 years ago2016-02-07 00:07:49 UTC
in TWHL World - Community Project Post #328735
Sounds cool.
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Posted 8 years ago2016-02-06 22:34:54 UTC
in Disabling the Training Room in Mods Post #328734
Setting the coordinates to an unreachable value worked. Thanks, Shepard!
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Posted 8 years ago2016-02-06 10:10:51 UTC
in Disabling the Training Room in Mods Post #328699
All that did was glitch it.
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Posted 8 years ago2016-02-06 08:57:06 UTC
in Alien Shock Post #328694
Hello, I am Spreen and recently, I've created a Moddb page for a new Half-Life mod I am creating called Alien Shock: http://www.moddb.com/mods/alien-shock
It's very very early in development and if you are looking forward to being a mapper, feel free to ask me and show me an example of one of your great maps.
Spreen SpreenThis account is no longer in use.
Posted 8 years ago2016-02-06 07:32:40 UTC
in Disabling the Training Room in Mods Post #328693
Alright, cool.
Also, it's not the cfg file, it's the liblist.gam file.
Spreen SpreenThis account is no longer in use.
Posted 8 years ago2016-02-06 06:08:26 UTC
in Disabling the Training Room in Mods Post #328690
How can I disable the training room for my mod? I'm not sure how to do this.
Please help.
Spreen SpreenThis account is no longer in use.
Posted 8 years ago2016-01-29 23:04:36 UTC
in Game Crashes when Player Looks in Direct Post #328558
I'm mapping for Sven Coop in Jackhammer. I'm using Steam and I have not coded anything. I'm really not aware of what's happening.
Spreen SpreenThis account is no longer in use.
Posted 8 years ago2016-01-29 10:30:12 UTC
in Game Crashes when Player Looks in Direct Post #328542
Why does my game crash when I look left or right, but when I move around and then look left or right, it's fine. Why does this happen and how can I fix it?
Spreen SpreenThis account is no longer in use.
Posted 8 years ago2016-01-29 08:07:57 UTC
in Door Locked and Opened on Trigger Post #328538
How can I make it so that a func_door is locked and opens on trigger in a multi_manager? Think of it as that one part in Blue Shift where your Pass ID doesn't work, which is basically what I'm trying to create.
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Posted 8 years ago2015-12-30 06:32:56 UTC
in Making parts of textures/sprites transpa Post #327977
Funnily, your first sentence didn't make sense at all.
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Posted 8 years ago2015-12-30 05:12:43 UTC
in Making parts of textures/sprites transpa Post #327975
How do I get rid of the black part in textures and sprites?
I want this black part removed to make my map look nice.
User posted image
I tried different Render Modes like Solid, Texture, Color, but none of them worked and instead turned it invisible. Somebody please help. :(
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Posted 8 years ago2015-12-30 02:07:23 UTC
in TWHL4 Suggestions Post #327973
Gradients actually give the site personality. I don't want flat colors slapped on there and then be called a site.
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Posted 8 years ago2015-12-29 05:18:03 UTC
in TWHL4 Suggestions Post #327950
Here's a suggestion.
Don't make the website ugly, add gradient to it because I hate modern styles.
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Posted 8 years ago2015-12-29 04:07:12 UTC
in Changing the HUD color for Steam? Post #327949
I can't understand what to do and I need a more explained tutorial.
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Posted 8 years ago2015-12-28 08:36:51 UTC
in Changing the HUD color for Steam? Post #327937
How can I change the color of the HUD for my mod for the Steam version of Half-Life? I looked everywhere and I couldn't find a solution. Please help!
Spreen SpreenThis account is no longer in use.
Posted 8 years ago2015-12-28 01:58:20 UTC
in Making correct doorframes? Post #327934
I want to make a doorframe for my door in Jackhammer, but I have a slight problem. It's hard to actually make the sides for my doorframes.
User posted image
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Posted 8 years ago2015-11-29 22:33:09 UTC
in func_rotating_door origin placement? Post #327592
I know, I just have so much to ask since I'm a newbie at GoldSrc mapping.
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Posted 8 years ago2015-11-29 04:48:21 UTC
in Jackhammer Compile Config Post #327589
Can somebody tell me how to make a Compile Configure for Sven Coop in Jackhammer? I know this might not be the right site, but this is the most active I could find.
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Posted 8 years ago2015-11-29 03:38:39 UTC
in func_rotating_door origin placement? Post #327587
Okay, so I've seen this: http://twhl.info/tutorial.php?id=5
However, I don't know where to place the origin brush or what size it's supposed to be.
Please send a screenie.
Spreen SpreenThis account is no longer in use.
Posted 8 years ago2015-11-28 09:38:59 UTC
in Half-Life SDK Compile Configurations Post #327579
If you go to Expert mode in Half-Life SDK in the Run Map menu, you'll see something called Configurations which shows stuff like Opposing Force, Blue Shift, Team Fortress Classic... Well, I want to playtest my map in a mod since that's what it's for, but I can't figure out how Compile Configurations work.
Please help?
Spreen SpreenThis account is no longer in use.
Posted 8 years ago2015-11-28 04:03:58 UTC
in A Few Questions Post #327575
For a map I'm making, I'd like to know a few things.
1. How do I trigger multiple things?
I want to have a brush trigger have a scientist use two scripted_sentences and a scripted_sequence. I know one scripted_sequence and scripted_sentence will fit, but what about an extra scripted_sentence?

2. AI activation
I want my scientist to stop being annoying until I go through the trigger and have a zombie not work until I go through the trigger. How can I have their AI off?
Spreen SpreenThis account is no longer in use.
Posted 8 years ago2015-11-28 00:04:38 UTC
in Mapping CS: Condition Zero? Post #327571
Counter-Strike: Condition Zero is one of the best Counter-Strike games of all time if not the greatest. It has it's moments and I'd really like to make a map for it, but it's just difficult to do so since the game is underrated and nobody really talks about it.
Does anybody have a tutorial on how I could make a map for this using the Half-Life SDK on Steam?
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Posted 8 years ago2015-11-26 11:16:16 UTC
in Is the site dead? Post #327550
The only thing I see active on the site is the Map Vault and barely any other things. Things are inactive and especially the tutorials,
Spreen SpreenThis account is no longer in use.
Posted 10 years ago2014-10-25 20:25:05 UTC
in Opposing Force Setup for Hammer? Post #322139
Hey guys, I'm really tired of making original HL maps in Half-Life SDK on Steam. I want to map for Opposing Force now, because it seems legit to me.
I tried all the advice I could get online but there were so conclusions.
I have no FGDs for Opposing Force either, so don't tell me "You need to have opposing force fgds".
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