Forum posts

Posted 8 years ago2016-01-27 18:17:04 UTC
in Lighting prop models? Post #328514
No, sorry you must have misunderstood. I meant animation sequence.
Ok, what a pity... then I'm forced to start coding my own custom model entity ;) ,haha!

http://articles.thewavelength.net/212/
Posted 8 years ago2016-01-26 20:13:51 UTC
in Lighting prop models? Post #328508
Wait a moment!, are you saying that a cycler_sprite could be used in a ai_scripted sequence?. :rly:
Posted 8 years ago2016-01-24 16:47:17 UTC
in Now Playing: ... Post #328462
Posted 8 years ago2016-01-19 21:30:10 UTC
in Prospekt Post #328391
BTW, did you play the Mod?, it worths the money?, or this is like the "american dream" where a enthusiastic guy decides to put all one's eggs in a basket and hope his dreams will come true just because he thinks he worths it?, well I like movies like this :glad:

Something in this history, as I read more about it, looks a bit strange. :\
Don't think I'm not with the guy but I saw other HL2 mods that look even better that aren't treated like this, even the new features aren't from other world, and also the optimal requirements are a bit high (don' t botherism of optimisation? :lol: ).
Posted 8 years ago2016-01-19 12:00:45 UTC
in Prospekt Post #328375
abbadon: I don't like monetising websites. I don't run ads, I don't ask for donations, and I don't want to associate TWHL with any commercial venture.
Oh, I'm sorry Penguinboy :( , I didn't want to offend you... I've once tried to build a web site and maintenance was three or four times the prize you've said, so I've said that "money helps", anyway I feel very comfortable at TWHL, even if you're a newbie you're treated like an equal ^_^ probably because of nobody feels like loosing money helping people that starts a life of game developer :)
Posted 8 years ago2016-01-18 23:33:01 UTC
in Prospekt Post #328366
I know you're joking, but the domain and hosting only costs me 10 bucks a month. There's no need to gather funding for it.
Anyway, money will make things going better. ;)

I think that 1-person Modders deserve more respect, and support of course, but I see no sense of making a Mod hoping to be paid for it, I think it kills the spirit of the Mod-Making, a Mod, unless if we are talking about Gunman Chronicles :roll: ,should be totally free.

I was working the last years on my Mod(I´ve started on 2004, finished the v1.0 on 2007 and then I´ve started to re-do the Mod on June 2015), and I haven´t ever thought about being paid, I´ll feel, It´s my oppinion, a bit absurd pretending such thing... :quizzical:
Posted 8 years ago2016-01-18 10:29:56 UTC
in Prospekt Post #328342
I have one doubt, unless the Pak files and all its models, textures, sounds, etc. were created by this guy... should he pay a part of the money received for using other´s stuff? :/ Of course valve has given permission to sell the MOD, but I´m quite curious about how this things are done because of (c) matters.
Posted 8 years ago2016-01-17 12:24:44 UTC
in TWHL Tower Post #328323
Oh, it' been ages ago (9 years) since the last time I'd used SW!!. Ok , I thought I could use those sprites that looked so good, but I'll try SW again, thanks! :)
Posted 8 years ago2016-01-16 22:29:28 UTC
in Is the site dead? Post #328313
The TWHL Tower is a major piece of content... :roll:
Posted 8 years ago2016-01-16 22:27:57 UTC
in TWHL Tower Post #328312
Magic.
Haha!!, Ok, Mr.Snape!! :biggrin:
It's just a simple env_sprite entity. glad - :glad:
What´s their set-up?, and, of course, where I can download them?
Posted 8 years ago2016-01-16 19:04:22 UTC
in TWHL Tower Post #328303
I love the arrows pointing to the keys!!!, how are they done?
Posted 8 years ago2016-01-13 18:45:03 UTC
in Is the site dead? Post #328211
PFFT! O RLY - :rly:
I think all of them are very good Mods... ;)
Posted 8 years ago2016-01-13 14:34:42 UTC
in Is the site dead? Post #328208
Goldsource is the basis from Counter-Strike (1.500.000 simultaneusly players on january of 2014, prbably more this year) and mods like Earth Special Forces, or Arrangement mod, or Paranoia came from... So as long the HL engine and the SDK remains as malleable as it is, HL modding will be alive, and so TWHL will. ;)
Posted 8 years ago2016-01-11 18:07:56 UTC
in SZ_GETSIZE: overflow ... when the going Post #328192
You´ve got PM!! ^^
Posted 8 years ago2016-01-11 14:10:55 UTC
in SZ_GETSIZE: overflow ... when the going Post #328188
It's a custom weapon. Basically it creates a sphere of a fixed radius within which every entity receives a fixed amount of damage. The weapon creates a blast effect based on houndeye's blast/shockwave attack. If you wish I can sed the cpp files to you. :)
User posted image
Posted 8 years ago2016-01-08 18:27:47 UTC
in The Official HRP "Halp!" Threa Post #328157
Make the model advance in milkshape. This is the problem I have with the drones in ZWC, they worked fine execpt that they run and walk in place. You have to move the model in milkshape, something like this (I´ll take the gunner as an example):

[img]http://media.moddb.com/images/mods/1/7/6540/runanim.jpg[simg]

Look how the origin of the model (purple and turquoise lines) is left behind. Coding has only to do with controlling the speed in flying/swimming monsters. The QC file is what controls the speed of the NPC, in the case of the player its speed is controlled by its own CVAR and also by maswalkspeed and maxrunspeed variables, which are hardcoded into the dll.
Posted 8 years ago2016-01-06 13:51:13 UTC
in Lighting prop models? Post #328107
Yes, I agree with that. When doing big props like in ZWC ( the map is 170 times the size of a regular player, and three of those props are equal in size!) you must even be careful with the size of the textures and also the "temperature" of the colours you use, and, of course, how you build the parts visible of the prop and the size of the textures applied to each of those parts to avoid the effect of looking a too oversized tiny model.
Posted 8 years ago2016-01-06 10:27:38 UTC
in Lighting prop models? Post #328105
No matter how you build the mesh, the first bone, BIP01, must be some units over the floor, and that floor must be lit. In my Mod, I've had abunch of problems identical to yours, until I make this bone in all of the buildings of the map be in the enlighted part of the map, no matter where the mesh is located, in fact some of them are in areas where no light is applied and because the bip01 is in the lighted zone, the model is lit aswell.

Look at this pics, the first show the same prob you have,look at the turbines on the right of the door; the second show the new models with the Bip01 set on the very center of the map, which is where the main light of the map is applied. I must say that ther's only one central light in the map,ONLY ONE. ;)
User posted image
User posted image
Posted 8 years ago2016-01-04 18:41:54 UTC
in Dev-C++ Compiler Error Post #328089
Welcome to the mod experience!!, but, warning!!! is SO adictive!!! ;)
Posted 8 years ago2016-01-04 18:39:47 UTC
in Half-Life 1 STEAM version vs Half-Life 1 Post #328088
So, Bruce, I cannot expect to get rid of model limitation of 512, more edicts available, and keep the damn (sorry) SZ_GETSIZE:overflow message and the crashes caused because of trespassing all of those limitations, right? :(
Posted 8 years ago2016-01-04 17:01:54 UTC
in Half-Life 1 STEAM version vs Half-Life 1 Post #328085
Hi (again). I have a serious doubt. Every one of us know the engine limitations of the '98's HL, and then I realize that there's the STEAM version of it, which is newer,so: does this mean that its limitations are gone or is it the same engine after all?, is STEAM version an upgraded engine like Xash3D is on which all boundaries are far higher in their values?. Please, I'm thinking of making my mod for STEAM even if I have to change the code which is what's harder for me the most...
Posted 8 years ago2016-01-04 16:53:48 UTC
in Dev-C++ Compiler Error Post #328084
Posted 8 years ago2016-01-03 21:23:51 UTC
in Dev-C++ Compiler Error Post #328075
Sure it'll work, tried when I compiled my old v1.0 of my Mod and also worked for others. Btw, none of the links are of illegal sw... :\
Posted 8 years ago2016-01-03 21:03:44 UTC
in Dev-C++ Compiler Error Post #328073
Maybe I'll do a silly question but... why VALVE haven't released a program to compile and edit its own SDKs like they did with their maps and Worldcraft?, is it because the actual version of C++11 it's a licensed languaje (ISO/IEC 14882:2011)?. :rly. :
Posted 8 years ago2016-01-03 16:02:57 UTC
in Dev-C++ Compiler Error Post #328068
SDK 2.3 is what I'm using to make my WON mod :/
Posted 8 years ago2016-01-03 15:25:58 UTC
in Dev-C++ Compiler Error Post #328066
It's for WON versions afaik.
Posted 8 years ago2016-01-02 15:23:18 UTC
in Dev-C++ Compiler Error Post #328054
Posted 8 years ago2016-01-02 15:14:54 UTC
in Dev-C++ Compiler Error Post #328053
If you mean the WON version of Half-Life, here's some links which could interest you:

Installing instructions

http://articles.thewavelength.net/218/

Programs needed

https://www.microsoft.com/en-us/download/details.aspx?id=26

https://www.microsoft.com/en-us/download/details.aspx?id=16217

https://www.gnu.org/software/make/

A bit hard to follow, but TWL is known for its seriousness.
Posted 8 years ago2016-01-01 16:26:44 UTC
in Dev-C++ Compiler Error Post #328035
Hope it wasn't me, penguinboy... :(
Posted 8 years ago2016-01-01 13:33:05 UTC
in Dev-C++ Compiler Error Post #328025
I think old MSV C++ 6.0 it' s roud there for free.
Posted 8 years ago2015-12-31 20:50:12 UTC
in SZ_GETSIZE: overflow ... when the going Post #328012
Hi all of you. Recently I've started the first test rounds of the main map of my Mod, and I have obtained one error of which I've gathered all info available (also valve's info in their developer's forums) before writing to all of you in TWHL. also I've discarded info related to plugins,because this mod hasn't any.

I give you what I did before this error happened:

1. start map through console
2. no bots added nor any players (except me)
3. monstermakers start to pour enemies ( 9 x 8 enemies, maxalivechildren 8, delay 0.5 secs).
4. start fighting those 72 enemies
5. first issue: I can' t see blast sprite of one of my weapons, no warning messages
6. open console, first warning: too many entities in packet list ( even when they're only abot 115 or so, far from the 512 limit )
7. close the console. fire the weapon with blast sprite effect
8. open console, this message appears SZ_GETSIZE: overflow on clients datagram
9. close cosole, fire the weapon again and hl crashes exiting to desktop

I know that it could be kinda self explanatory, but I didn' t exceeded the hl limits even for a WON Mod.

Is there an explanation or fix for this?
Posted 8 years ago2015-12-23 22:45:15 UTC
in How can I increase the number of edicts? Post #327871
Just to add one little thing that will be useful for mappers:

[quote] [b][blue]Note that the monster and weapon models and also sprites will only add to that limit, if it actually appears in you map.

If you use just one zombie, you increase models precached by 1. If you spawn another 100, it wont increase anymore.

For every model, sprite and brush entity appearing in your map, that thing increases.

Imagine:
400 brush entities
+ 120 game specific models (30 weapons. All need p_, v_, w_ and ammunition model)
+ 30 different monsters
+ 10 different sprites used in the map
+ 30 different models used in the map
+ 10 game specific sprites (crosshairs and HUD)

600

Limit breached by 88.
Note that those 120 (or how many weapons we have exactly) are always precached. So you already cannot afford any more than 392 solid entities.[/blue][/b][/quote]

I thought that it was important for all of us. :)
Posted 8 years ago2015-12-20 20:52:27 UTC
in Help With My Texture Stretching Issue Post #327828
mmmm, did you extract the uv map with hlmv and compare it with the one of the reference in milkshape?, maybe there's some clue of what's happening... In fact, even when you can import one smd file from one HL2 model, it's better to create your own uv map, I do so with Lithunwrap, and I have no problems at all with my models.
Posted 8 years ago2015-12-19 19:34:42 UTC
in Help With My Texture Stretching Issue Post #327819
I don't know about tiled textures, but it seems that the model was done with HL2 textures applied (those made of a grey one and rainbow-ish other), so I think that, when compiled, the program doesen' t know how to apply it correctly. Also the HL2 textures are bigger than the HL1 ones, which are limited to a 512x512 pixels, indexed color (256 colors).
Posted 8 years ago2015-12-18 21:00:50 UTC
in How can I increase the number of edicts? Post #327797
OK!!, I think a still image should work then ;), thanks!!.

EDIT: let me ask just one last thing, is there a command with which you can obtain information about how many edicts are "active" in a map?
Posted 8 years ago2015-12-17 06:23:55 UTC
in How can I increase the number of edicts? Post #327795
Could you point me to a tutorial on how to do animated backgrounds for the mod?like the one seen on HL2.
Posted 8 years ago2015-12-16 21:35:14 UTC
in How can I increase the number of edicts? Post #327789
Ok, my problem is taht I´m actually making the MOD under a WON platform, in fact, the original `98´s Half-Life patched to the v.1.1.10. I haven´t read much about how to make old WON mods work on STEAM, but.. will it be difficult to do?, years ago, a guy from www.vossey.com (mcConnard) did a STEAM patch for my MOD, but once I opened the file I feel quite confused about what´s into it. :/
Posted 8 years ago2015-12-15 22:59:55 UTC
in How can I increase the number of edicts? Post #327785
HI again. I am thinking about what´s written on this thread:

http://forums.svencoop.com/showthread.php/35541-How-to-fix-quot-No-free-edicts-quot-error-once-and-for-all

...it´s quite old, but it explains how to get rid of this error:
ED_Alloc No Free Edicts
I fall into it sometimes in very crowded situations in my mod, and now that I´m planning to finish the main map of it, which has to have a lot of entities, the fix:
-num_edicts x
seems perfect for this problem to be fixed!! :biggrin:

But after reading all the thread I have read that is only useful for the STEAM version of Half-Life; in the other hand and in other forums they say the opposite. :\

Have you tested this fix in both STEAM/WON Half-Life?, I´m still finishing the code and the map, and also some models so I cannot make a full test with my MOD, but I want to have my limits very clear.

Thanks in anticipation.
Posted 8 years ago2015-12-13 21:05:47 UTC
in Post your screenshots! WIP thread Post #327774
User posted image
This is some WIP of my mod, I have to do still a lot of things, but I think I will make it look like this...
User posted image
:glad:
Posted 8 years ago2015-10-01 20:01:10 UTC
in Red dot style texture. Post #327137
I think of that ages ago, and doesen´t work fine, oh, and it requires coding (on which I´m not good at all... ). :roll:
Posted 8 years ago2015-09-28 18:37:38 UTC
in Red dot style texture. Post #327077
Oh!. Well,that's ok. If the prob is the light, there was a little amount of light on the level when it's in dark phase. So the additive part could be lit like in your stove .
User posted image
Posted 8 years ago2015-09-28 15:51:46 UTC
in Red dot style texture. Post #327073
Thanks!!, One last question. Could this effect be done using one part of the model called, for example, lightspot, which is rendered in additive apart from the rest of the UV maps of the rest of the models which will be rendered in normal or transparent?.

Maybe I´m explaining it bad, but I´ll try to do it better:

I have the whole model made in MS3D, then I´ll create two leafs in a shape of a square which will be textured with a whole UV map for this part, then I´ll texture and compile the whole model including this part called "lightspot",and then finally, in HLMV I´ll save that lightspot´s texture with the additive flag applied. Is this process right?.

Aniway, you´re now on ZWC´s credits as "model´s light effects texturing advisor"! :)
Posted 8 years ago2015-09-28 14:33:40 UTC
in Red dot style texture. Post #327071
I hope not, because...WOW!! O_o, what a COOL effect!!!, that´s what I want!!, but, for static prop models you mean BSP based models, not mdl models, right?
Posted 8 years ago2015-09-28 13:23:19 UTC
in Red dot style texture. Post #327067
Oh, ok. Can you point me to a good tutorial? (Ok, maybe I'm asking too much). XD
Posted 8 years ago2015-09-28 09:54:16 UTC
in Red dot style texture. Post #327059
Hi everyone!!. I am finishing now some of the new models of my MOD Zion Warcry, and I´m thinking about making some parts of them have a "light" that could be seen independently of the light of the map. I mean, I want some parts of the texture be enlighted even in dark places, something like the display of the weapons of DOOM 3, or like the control panels of the machinery seen also in DOOM3, or, like the red dot of a red dot sight of a weapon, which is visible in the dark. Could it be done in HL?, it´s a matter of modelling or it also need coding?. Thanks in anticipation! :)
Posted 8 years ago2015-08-29 14:36:33 UTC
in Unexplained compiling error... Post #326876
will try!!,I´ll post results asap!!
Posted 8 years ago2015-08-20 12:53:11 UTC
in Unexplained compiling error... Post #326778
Thanks Bruce, and sorry for the delay in answering. I have done a very similar approach to that lighting, but I cannot make the light spots (the ones pointed upwards in the outer walls between the support beams) look like that, is there any tut on how to set them up?
Posted 8 years ago2015-08-04 14:11:06 UTC
in Unexplained compiling error... Post #326631
I have another question . What are the best comands to make RAD look like this?
User posted image
Posted 8 years ago2015-08-03 10:54:06 UTC
in Unexplained compiling error... Post #326622
What compile parameters are you using for rad/shared, Abbadon?
Te normal parameters. Only -estimate, -High as common parameters for all programs, -sparse and -extra for hlrad and -full for hlvis.

Actually I have managed to compile it. Basically I have follow some of the optimization advices around there, and, of course, I´ve used VHLT tools (because I use QUark to doing maps I cannot use all of its tools). Problem of the map, I hope this info is useful to someone, is that I have used 1:1 scaled textures in hte whole map, because I have had a lot of BAD SURFACE EXTENS with them adjusted and scaled to a minimum.

Then I have discovered that the DOME of the carver I used to make the map caused a lot of tiny microbrushes, considered as BAD FACES, and so the compiler crashes over and over.

So I used a better structure of the map, carving step by step, so the map that is 3 times the size of the original map, compiled in only 58 minutes, while the previous version compiled in about 38.

Aniway, I will follow your advice Captain Terror and start study what clipbrushes are, also will study hintbrushes to prevent EDICT problems. ;). Could you please point me to a good tutorial on how to use those entities?.
Posted 8 years ago2015-08-03 10:40:28 UTC
in Entities/Brushes Vanishing at Certain Po Post #326621
I think it will be related to the structure of the map. It looks like some leaf is blocking the POV of the player, so the entities won´t show as normal until you pass the leaf (going downstairs as you do).

Mmmmm, and,DiscoStu please (please x 1000, hahaha!) what about moving entities like monsters?, will they be affected by hintbrushes?.

I mean, If I divide an open range map with hintbrushes, and then I put a horde of monsters in it, will the hintbrushes make the engine consider only the entities between the player and the hintbrush, or will it take them as a whole causing the problem that Noxx has?, will it also can prevent the NO FREE EDICTS error? :?