Forum posts

Posted 9 years ago2015-03-28 16:41:41 UTC
in Model Hacker for HL1 Post #325074
It's going to look weird, speed loading a Colt Single Action Army haha, but I have no choice....okay, so what I'm looking for is called "reference"? I didn't see anything like that and got a little nervous. Anyway, I'm diving in again. I'll hopefully have some shots...
Posted 9 years ago2015-03-28 06:53:51 UTC
in Model Hacker for HL1 Post #325063
I need to change the shapes! Completely. I'm going to try again tomorrow. Thank you!
Posted 9 years ago2015-03-28 03:11:45 UTC
in Walking over enemy corposes kills me for Post #325060
Because you're using Jackhammer! Use Sledge! Representin'.
Posted 9 years ago2015-03-28 00:05:15 UTC
in Model Hacker for HL1 Post #325057
Well, I want to modify the colt python from HL1 and re-texture it - including the hands. I opened up one of the .smd files and did that, but....do I have to do that to ALL of the .smd files? There doesn't appear to be a main one that dictates what the main model looks like. The model viewer is also not loading my worldmodels....starting to get flustered.
Posted 9 years ago2015-03-27 20:02:24 UTC
in Model Hacker for HL1 Post #325048
I would love for someone to make some models for me, actually. Or at least make some alongside me. Basically, just re-skinning existing models and AI. Or at the very least, some help in learning how to do that effectively. I would like to actually learn myself, but, I'd need someone to show me the ropes. Testu0, your tutorials on Youtube were good stuff, but I'll need to know how to model hack. When my mod is finished, I planned on releasing a huge, comprehensive tutorial on modding. A one-stop for setting things up. I'm just very weak when it comes to models and I would like some insight on how hacking is done so I can not only finish this mod of mine, but help out newcomers.
Posted 9 years ago2015-03-27 17:36:13 UTC
in Model Hacker for HL1 Post #325042
I wanted to avoid this, but, I think I'm going to need the talents of a modeler who is used to modeling for goldsource. I need some reskinning and hacking of a few models. Thankfully, I was only going to go for two weapons, five enemy types and a reskin of barney and a scientist. I tried decompiling and opening up models with the blender Valve tools, but, I'm just lost with the whole thing, haha. I gave it the college try but I blow at it, and I would like to focus on everything else. If you can help me, let me know. I can provide better details upon request.
Posted 9 years ago2015-03-26 19:24:16 UTC
in Another Changelevel Problem... Post #325024
I got it! Thanks, everyone!
Posted 9 years ago2015-03-26 03:13:40 UTC
in Another Changelevel Problem... Post #325009
Yeah, it definitely looks like I'll have to keep the landmarks in the same spot. I can work around that.
Posted 9 years ago2015-03-26 01:57:30 UTC
in Another Changelevel Problem... Post #325007
I don't know, but it appears that it's the case for me at least.
Posted 9 years ago2015-03-25 23:31:34 UTC
in Another Changelevel Problem... Post #325002
I ran a test and it worked.
Posted 9 years ago2015-03-25 23:18:24 UTC
in Another Changelevel Problem... Post #325000
I tried deleting old maps after copying and renaming. And, now, despite the perfect placement of my landmark entities, I'm spawning outside the map in the void..............Welp, there goes tons of work. I'm kind of seeing why I stopped mapping with hammer all those years ago...
Posted 9 years ago2015-03-25 22:21:41 UTC
in Another Changelevel Problem... Post #324998
I have my own liblist.gam file that dictates the starting map. Also, I don't think it explains the fact that my character has no weapons and cannot move.
Posted 9 years ago2015-03-25 22:13:42 UTC
in Another Changelevel Problem... Post #324997
I'm going to do that and try it again. Although, it was all in the same spot. If you look at the pics, you'll see. I'm loading the map through half-life itself...or rather from my own mod that I click on in the steam game's list.
Posted 9 years ago2015-03-25 22:04:21 UTC
in Another Changelevel Problem... Post #324994
Alright, so I thought I remembered how to properly change levels...should have brushed up. The last time I attempted was sometime in 2002...The map transition works, but none of the weapons carry over and my character is facing the wrong way and cannot move. I made the stupid mistake of not adding info_landmarks before compiling and running through hammer! Whoops...
I have my mod set up to run through steam...it shows up in my game's list. I make a change and compile, and then run it through steam to test.

This is what shows up in my console:

"Loading game from SAVE\hrc2a1.HL1...
ERROR: couldn't open.
Loading game from SAVE\hrc1a2.HL1...
Loading decals from hrc1a2"

Here's what the change area of both maps look like:
http://www.moddb.com/mods/half-rats-a-fever-dream/images/problematic

I know it's a bit messy...I've learned my lesson. Going to be paying attention to the grid from now on.
Posted 9 years ago2015-03-23 00:36:14 UTC
in General Technical/Pipeline Questions Post #324936
Alright, update...Hmmm, it seems like the Hi-Def pack overtook everything...so when I add a barney model in Hammer, it comes out as a hi-def barney. The only .MDLs I have found were the low-def ones from the Valve folder that I copied over. Pooooh....ugh. Modeling itself is kicking my ass. I do fine up until the Unwrapping process...GOD, I hate that part.

The good news is...My mod shows up in my steam games list, plays my map when i pick "New Game" and...my custom sentences work flawlessly. Replaced Barney's normal speech with some very strange stuff. Including a cat meow.
Posted 9 years ago2015-03-22 20:27:48 UTC
in Blender to Goldsource Post #324932
Very helpful tutorials, Tetsu0! What about modifying an existing Half-Life Model?
Posted 9 years ago2015-03-22 18:51:56 UTC
in General Technical/Pipeline Questions Post #324929
Yes - I like to plan things on paper - and the nature of the mod is a toughy. I'm keeping it short but sweet - My current challenge - I'm trying to keep the building size realistic, but at the same time facilitating "Waves" of enemies (Which will require some optimization on the map and some headroom to account for) so I think I'll have to test the entities WHILE I map, to make sure everything runs smoothly. Hate to make a detailed map and have the framerate go to hell when I implement the events. I'm going for a realistic and "cozy" feel that promotes a sense of comradery in troubled times, but at the same time isn't too cramped and allows the player to move and the AI not to get stuck.

AND, as you can see by that awful example, I've been mucking around with the World model for the new colt - the viewmodel, I'll have to check Valve's guide to keep it at an acceptable polygon count, hehe. I think that since I'm going for the python to base my colt of off - a powerful weapon, I'll use the Agrunt as a base for many of the enemies, and the headcrab zombie as filler. I'll also keep ammo a little scarce to balance things out.
Posted 9 years ago2015-03-22 18:31:39 UTC
in General Technical/Pipeline Questions Post #324927
Well, it's not EXACTLY my first time. And I believe I am! The sound is going to be the easiest part. I have a mid-sized project studio and have over a year's experience working with indie teams as a sound designer and composer and many years as an engineer. When I was 10-12 years old, I used to make multiplayer maps with Worldcraft and have little LAN parties. My mapping skills are alright enough to pass - I need to work on optimizing and lighting a bit - my weakest point is my modeling, but thankfully, I don't have to go all out with baking normals and all that crazy stuff with GoldSrc.

I'll probably just take barney, re-texture/reskin him, replace his sentences with custom voice and viola - a new character! Hopefully.

Another thing, which is neat - is that I believe I can replace the hazard suit sounds with my own voice - making cheeky remarks a la Garret from thief.

Check this:

http://www.moddb.com/mods/half-rats-a-fever-dream
Posted 9 years ago2015-03-22 17:59:32 UTC
in General Technical/Pipeline Questions Post #324923
Alright! That's fantastic!
Would the the same apply to the weapon sounds as the sentences or no? Because I looked in the sentences and didn't find anything relating to weapon sounds.

Because I found a workaround...where I can base the 1871 colt that is going to be in my mod with the exact mechanics of the colt python. I might just go with two weapons to make challenging gameplay. Replace the crowbar with a saber.
Posted 9 years ago2015-03-22 15:38:35 UTC
in General Technical/Pipeline Questions Post #324916
Thank you for your help, by the way! I needed a Doctor! Now, what about all the default sounds that are connected to the weapons, NPCs? Can those be changed without code?
Posted 9 years ago2015-03-21 22:31:06 UTC
in Halloo! An Introduction Post #324864
The orange scheme definitely helps in making it a warm community!
Posted 9 years ago2015-03-21 21:07:41 UTC
in General Technical/Pipeline Questions Post #324862
Which one do I grab from Github?

I was hoping to avoid the dreaded "C" word...But, if that's what it takes to get this puppy done right, then I'll do it...

Alright, so ammo capacity is easily doable for a beginner...
What about triggering custom reload animations? Or can I just place my own animation in place of the original shotgun reload when you press "R"?

Now that I think about it, I forgot about the slots. I'll need sprites for the HUD as well as to have slot framework in the code, correct? Phew...this is turning crazy.
Posted 9 years ago2015-03-21 19:59:37 UTC
in General Technical/Pipeline Questions Post #324860
Alright, so I've begun mapping already, and hammer is configured as such:

http://www.moddb.com/mods/half-rats-a-fever-dream/images/meh

I'm guessing I'd have to begin anew with the mod directory created? And put a new map folder inside of the mod directory? Same with compiled maps?

And, for the weapons, they are period weapons, and I'd like to be able to set the ammo capacity accordingly and use custom animations.
Posted 9 years ago2015-03-21 19:26:38 UTC
in General Technical/Pipeline Questions Post #324858
For: GoldSource, HL1 Modification

Alright - I know many of these questions can be answered here on existing threads, but - only partly in regards to my specific queries...here we go...

So, recently, I decided to get back in business with Hammer and wished to create my own custom single-player story.
In LAYMAN'S terms; what will I need to do to be able to provide a functioning copy of the finished mod?

I wish to feature:

Custom Sounds

Custom models/re-skins (But use the Half-Life AI)

Custom Sentences (For the NPCs to speak)

Custom textures

Custom menu screen

No multiplayer

How should I set this up? What steps do I have to take to make this single-player story function on someone else's machine? I plan on sticking everything into a .zip file, but, the problem is, I'm not at all sure WHAT EXACTLY would go into this .Zip per se.

If I set up Hammer with the Half-life.fgd (Game configuration file), how will I add this custom content I listed above? Aside from the WAD files, I am sort of...lost in how to set everything up to use the Half-Life configuration in tandem with custom content that I create. And how would I go about packaging all of this up for distribution on ModDB and elsewhere? Thank you in advance.

The route I wish to go is similar to what Black Widow did with They Hunger back in the day. Adding new models over rigs for the enemies, reskinning and using the framework already laid out by Half-life code and animations.

Examples of what I wish to be able to do.

Example 1: Taking the shotgun, replacing the HUD model with my character's hands and a new shotgun model, and replacing the sounds and, GULP...adding CUSTOM animations. I already know I need a new worldmodel, which seems like the easiest part, fortunately.

Example 2: Putting a new model over top an old rig with animations and/or re-texturing the scientist/barney models and AI. ONLY problem I can think of is that they may try and play their idle sentences regarding HL1 events, and that would ruin immersion...

Last of all...how would I implement this to be able to place these things in hammer? And then how would I go about packaging all of this up for other people to play without it messing up their copy of Half-Life, lol?
Posted 9 years ago2015-03-21 17:59:49 UTC
in Half-Life elements: unused sounds Post #324852
Gabe actually liked the idea.
Posted 9 years ago2015-03-20 23:07:43 UTC
in Halloo! An Introduction Post #324818
Thanks, all! DO I get to lace my tea with whiskey?
Posted 9 years ago2015-03-20 22:07:45 UTC
in Halloo! An Introduction Post #324815
Hello! Half-Rats here. After over fifteen years and various stints in several indie projects as a composer and sound designer, I decided to get back into the Goldsource engine and Hammer respectively - it's good to be back! I have fond memories of mapping as a kid, playing every mod I could get my hands on and just getting that "Cozy" feeling that you get at around 3AM when you're mapping by yourself. (Not sure if that's just me or...) Anyhow, I am glad that there is still a very active Goldsource modding community that held on to the information that the old guard hosted back in the day. Despite keeping their games relevant, it seems Valve has sort of started shrugging off modders, and it's great to see the old archives and tutorials. So, thanks for having me! I look forward to playing your mods and chatting with like-minded folks!