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Posted 6 years ago2017-07-31 22:01:49 UTC
in Post your screenshots! WIP thread Post #336621
I'm just surprised you can store a .gif on your computer.
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Posted 6 years ago2017-07-31 18:13:33 UTC
in 3D graphics in C++ Post #336612
If you know what you're talking about..
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Posted 6 years ago2017-07-29 00:53:03 UTC
in Post your screenshots! WIP thread Post #336530
I dunno, that's in C#.

I'd rather use VTFLib now at least, since I had to go to hell on Earth just to convert it into a static library. Just got used to it in that time.
Posted 6 years ago2017-07-28 23:17:42 UTC
in Post your screenshots! WIP thread Post #336527
I hope programming WIPs are allowed here.

VTF loading and "displaying" in Half-Life 1.

https://pastebin.com/yR7qPSaf This is the full file so far, it's a mess.

Funny thing, to "display" the image to make sure it was working correctly I had to abuse a bug within GoldSource. When you generate a texture, when you change a level, the (first? or last) image you generated will flash for a few frames as the level is transitioning.

Here's the result I got:
User posted image
It works! :)

I plan on expanding this into a custom renderer I am making, but realistically it will only be a learning experience and something I will never get done. It's just too damn hard.

I'll probably replace .tga loading function in favour for .vtf's in PARANOIA and test that out... or Trinity, I don't know. But it won't be the new one.

Just thought I'd point it out, it's kinda important to me. If anyone is interested in the sources (as of now, not done) just PM me. Also maybe in the future I may make some comprehensive documentation of VTFLib and HLLib, since none exist so far.

Also a very special and many thanks to Solokiller, none of the technical bits would've been possible/updated without him for this project.

Blue-Green. Neat. Never knew about those.
Posted 6 years ago2017-07-27 19:33:46 UTC
in TWHL Pockets Post #336486
Wish I could make a decent map, I could hardly make a box.

Just too many problems with how I do it, guess I'm more technical. :/
Posted 6 years ago2017-07-26 23:16:17 UTC
in TWHL Pockets Post #336433
That shouldn't happen, renaming models doesn't cause problems really... unless the game requires that it loads it.

Are you sure you're also renaming the T models as well appropriately?
Posted 6 years ago2017-07-26 05:31:19 UTC
in Coding Ironsights Post #336389
There aren't really any "set" way to do it though, you can go about it a couple different ways; shifting the viewmodel origin to a pre-defined value, using animations to toggle (and give the effect of moving your gun by yourself), there's a few other ways you can do it as well.

Also, you'd be surprised how mow code from HL2 can be ported and shoved into GoldSource.
Posted 6 years ago2017-07-24 21:40:43 UTC
in TWHL Collaborations Post #336338
Yeah, I'm fine with that.

Just made the idea for a little programming effort as well, if you don't want it, that's fine. It was just an idea.
Posted 6 years ago2017-07-24 21:14:27 UTC
in TWHL Collaborations Post #336323
It's quite functional, at least to my knowledge.

I posed the idea of the programming side to this. It was just a thought to give us programmers some love. Even if it is a mapping website.

If Solokiller is joining this project it would be cheating. xd Anything he turns in will be eons ahead of what we can do. Now if it were a large collab and not a competition…
Posted 6 years ago2017-07-24 20:03:24 UTC
in TWHL Collaborations Post #336316
I'd say like a month for working on the programming, giving mappers time to test their ideas. Once the "engine" is done, they can develop and test their maps with the features we could cram in.
Posted 6 years ago2017-07-24 19:37:54 UTC
in TWHL Collaborations Post #336311
Maybe have a collaborative effort for the programming as well? Just a thought.
Posted 6 years ago2017-07-24 17:50:16 UTC
in TWHL Collaborations Post #336301
@SourceSkyBoxer what are you even going on about? You're all over the place. Not much of what you said makes any sense. C# this, TK that, you're not gonna get anywhere with that engine, just so you know. Just echoing what Solokiller says.

I mean, env_sky has a fix IIRC, and env_fog has a easy fix for sure; just the developers got lazy.

SOHL is just a big hack, made for an outdated SDK version using outdated methods. Honestly, just don't use SOHL, maybe if someone made a better version in place of it, it's about time then.
Posted 6 years ago2017-07-24 00:15:22 UTC
in 3D graphics in C++ Post #336287
Makefile bad; Visual Studio good. Barely just learned the basics of Makefiles for GBA development. It's a mess, even for its time.

Also C/C++ is good to learn (and easy). Probably a staple language you're gonna use if you land a programming job.

Never touch C# or similar ones if you don't like Java.
Posted 6 years ago2017-07-22 21:13:35 UTC
in Lights lulz!!! Post #336241
You mean like fullbright?
Posted 6 years ago2017-07-21 18:30:27 UTC
in TWHL Collaborations Post #336212
I'm all for a little programming portion if it is allowed. Show some of us few a little bit of love.
Or even a programming competition alongside with the mapping. xd

SOHL is outdated and "poorly" done IMO. Spirit was a product of its time when none of the features that people wanted were there in vanilla (even now).
Posted 6 years ago2017-07-21 14:58:45 UTC
in Post your screenshots! WIP thread Post #336199
That's because it's doing a runtime conversion of the samples. Check the developer output.
Posted 6 years ago2017-07-20 23:36:27 UTC
in (Help) .prt files in GoldSRC Post #336188
@Cd5ssmffan That doesn't do anything.

Most sites like those usually try to get you to download adware disguised as a file converter.
Posted 6 years ago2017-07-20 14:57:25 UTC
in Scorch Post #336178
Then what will you be porting to then? Because you can't port GoldSource anywhere realistically and legally. You mention not using Unity… then you say you will port it to Unity. You're all over the place, which is it?

I'll just put it this way, it looks better than my first attempt.
Posted 6 years ago2017-07-20 14:45:31 UTC
in Scorch Post #336176
Um, all I can say it good luck porting to any system. Something more coherent would be nice.

Just take a good long look at your project if you're serious about this.
Posted 6 years ago2017-07-19 18:38:05 UTC
in New and Simple Post #336158
@abbadon playermonster is never used in the retail game IIRC.

@Windawz it isn't hard at all. He's just making it seem difficult. Like programming for GoldSource we well in a sense.

@Screamernail you need to learn it first instead of having people tell you how.

I feel like you need to learn the needed/proper terminology first before embarking on something like this. That's just what I think. Then learn the syntax and the very basics of modeling for the GoldSource engine. Then try to make your own monster and models that use ACTS.
Posted 6 years ago2017-07-18 20:57:03 UTC
in New and Simple Post #336144
Use Imgur for Christ's sake. No one wants to sign up to see a damn image.
Posted 6 years ago2017-07-18 20:18:12 UTC
in Half-Life Model Viewer 2.0 Post #336140
Looks great.
Posted 6 years ago2017-07-18 17:13:37 UTC
in New and Simple Post #336133
Your.cpp file containIng your code should be inside of the /dlls folder in the SDK…
Posted 6 years ago2017-07-18 16:26:24 UTC
in New and Simple Post #336129
Just make use its in the server folder. Don't forget to set the new entity name it can be referred to by.
Posted 6 years ago2017-07-18 16:20:36 UTC
in New and Simple Post #336127
What do you mean by that? The .fgd? Or the code?

You can pretty much put it anywhere in the .fgd. I at least recommend putting them after the base classes and into the generally defined monster section.
Posted 6 years ago2017-07-18 16:16:42 UTC
in New and Simple Post #336124
You need to modify the .fgd to accommodate for your new entity. Or manually type out the entity in Hammer/alternative.
Posted 6 years ago2017-07-18 14:36:35 UTC
in New and Simple Post #336120
Something tells me you're doing it wrong if you can't download the SDK.

Are you sure you're getting the right version? https://github.com/ValveSoftware/halflife

Edit: As a slight addendum, you should never use monster_generic or any of the pre-built model displaying entities. Code your own, it isn't difficult and offers more flexibility.
Posted 6 years ago2017-07-16 20:14:02 UTC
in The Core Post #336096
Hopefully there can't be that much left after all this time, certainly?

Hopefully there's just the last stretch or something before release.
Posted 6 years ago2017-07-14 01:07:46 UTC
in Post your screenshots! WIP thread Post #336020
@Admer Neat, I feel like the first image needs more vertical height diversity however. I'd love to see it fully rendered.

But then again, I'm a horrendous mapper, good at programming, but not mapping.
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Posted 6 years ago2017-07-09 17:37:39 UTC
in I want to make new textures. Post #335960
Aye, IRFANVIEW does the best job of converting to indexed 8-bit colour in my opinion. It even does batch conversions. Then next would be Photoshop.

Can't speak for GIMP though. And I wouldn't trust Wally to do the conversion.
Posted 6 years ago2017-07-09 16:04:30 UTC
in I want to make new textures. Post #335957
.wads are usually external files located inside of the game directory that the map then loads.

Sometimes you can pack textures directly and ditch .wads altogether, but this bloats the size of the map and isn't really recommended except for singular, custom maps.

Wally is a good program to use if you want to pack supported texture files into a .wad. I recommend Photoshop for editing and designing files.
Posted 6 years ago2017-07-07 22:23:35 UTC
in Post your screenshots! WIP thread Post #335937
This is what I've been working on and I'm proud to show it. VTF support in Half-Life 1.
User posted image
Edit: For some reason, I cannot get the console window showing, here's a copy of my log though.

https://pastebin.com/6xquZ0gj

Edit2: Finally got it, had to use NVIDIA ShadowPlay.
User posted image
More progress soon, hopefully! Next stop is image loading.

Edit Other: Though progress is slow after that point. Since I have used my hacky-methods to even get the static library to compile. If anyone knows VTF well, any help would be appreciated.
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Posted 6 years ago2017-05-15 00:37:41 UTC
in Post your screenshots! WIP thread Post #334899
Hey, we all had to start somewhere in coding.

I was copy-pasting tutorials for almost 3 years before trying anything on my own. I didn't regret it though, taught me a lot.
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Posted 7 years ago2017-04-05 23:54:42 UTC
in Post your screenshots! WIP thread Post #334237
I really need to get Quake. But the mapping looks really good. I especially enjoy those hallways.