Forum posts

Posted 4 months ago2023-12-26 14:44:24 UTC
in How to map for Half Life: Blue Shift Post #348361
Adapting Hammer instructions to JACK is not that hard. JACK is a very close to Hammer 3.x in its interface. In fact they're way more similar to each other than any one of them to, say, TrenchBroom or NetRadiant.

Setting up for Blue Shift is not much different than setting up for any other GoldSrc game/mod:
  • Set up mod directory to <steam library>/steamapps/common/half-life/bshift_addon/
  • Replace Half-Life's FGD with Blue Shift's FGD
  • Add Blue Shift's WADs, in particular, barney.wad and its own decals.wad
The only important difference particular to Blue Shift is to run bspfix (link) on every bsp file you compiled before you run it.
Posted 4 months ago2023-12-26 13:49:13 UTC
in How to map for Half Life: Blue Shift Post #348360
I am wondering, how can I map for Half Life: Blue shift? I got it gifted from a friend along opposing force (which I played through) but I like blueshift more so I wanna map for that, how can I start? Also just for Info I read this Wiki but Its for normal Hammer and not for J.A.C.K, which I mainly use, so is there anything I should know?
Tarek TarekA literal dumbass who uses Hammer++
Posted 4 months ago2023-12-25 15:19:49 UTC
in how could i code a class selection Post #348359
i’m making a movement hldm mod and would like to code a class selection screen which would have things such as shotgun rpg and sniper class
Posted 4 months ago2023-12-25 01:37:03 UTC
in Ammo wont appear Post #348358
Well thank you, I appreciate the help and the visual examples!
Posted 4 months ago2023-12-25 00:32:55 UTC
in Ammo wont appear Post #348357
Thank you! Would it be impossible to place ammo on a shelf due to the fact it'd be very close to world geometry?
I'm not really sure how you would handle placing it on a shelf like that. It's not something you see all that often in GoldSRC. I was trying to remember if I ever managed to get it working but it seems I just stuck things on the top shelf. Haha
User posted image
Interestingly enough I just tried the "spawn on break" for the picture and it spawns the ammo and slowly sinks into the shelf never to be seen again.
You will notice that this happens often in the official games as well. It's a variation of the same issue. The item spawns inside the geometry and slowly falls through it unless the player is able to grab it before it vanishes.
monster_urby monster_urbyGoldsourcerer
Posted 4 months ago2023-12-24 23:49:58 UTC
in Trouble going from one map to the next Post #348356
That solved all my problem!

Thank you very much! :biggrin:
Posted 4 months ago2023-12-24 23:31:23 UTC
in How write sprite path?!?!?!?!? Post #348355
Yes of course, I asked a stupid question, sorry
Posted 4 months ago2023-12-24 22:46:08 UTC
in Ammo wont appear Post #348354
Thank you! Would it be impossible to place ammo on a shelf due to the fact it'd be very close to world geometry? Interestingly enough I just tried the "spawn on break" for the picture and it spawns the ammo and slowly sinks into the shelf never to be seen again.

Also lol I never even noticed the shelves were backwards, good catch
Posted 4 months ago2023-12-24 22:39:03 UTC
in Ammo wont appear Post #348353
The ammo pickups are far too close to one another or the world geometry. Before JACK/Hammer would show models in the 2D/3D views, all we had were 32x32 unit bounding boxes. The ammo_357 entity actually takes up about this much room:
User posted image
You need to spread them out a little more. As for the one behind the picture, you might need to make the func_breakable picture just spawn 357 ammo on breaking.

Also, unrelated, but those shelves are the wrong way round. The cross frame should be against the wall :P
monster_urby monster_urbyGoldsourcerer
Like the other user said, Dimbeak's series is what got me into mapping. He shows how to set up J.A.C.K. and everything you need to get started.

Lymphoid's series is very new and he's responded to my comments fairly quickly so he can give you some help if you don't get something he's explaining.

Then there's this tutorial series by Chaos7040 that has a lot of helpful videos as well.

All of these have helped me learn the real rudimentary basics. I've found some good old fashioned trial and error to be really helpful too. The subreddit r/hammer can also help you out if you have questions.
Posted 4 months ago2023-12-24 22:07:37 UTC
in Ammo wont appear Post #348351
I'm still incredibly new to mapping so maybe I'm missing something obvious but when I place ammo on my map, it never appears if it isn't placed on the floor, and only 25-50% of what I do place on the floor actually appears. If I place it on a shelf, it will only appear on the floor. Does anyone know why I seem to be unable to place ammo around my map?

I've tried changing the shelf from func_detail to func_wall. I've tried grouping the ammo to the shelf I'm placing it on. I've tried elevating it from the surface so it isn't actually touching anything. I'm not sure why it's not appearing.

Screenshots:
https://imgur.com/a/Nybozzm
https://imgur.com/a/CYNhdkn
https://imgur.com/a/Fileow8
Posted 4 months ago2023-12-24 20:08:15 UTC
in Trouble going from one map to the next Post #348350
I think your trigger changelevels are too close to one another between maps. When you go from map 1 to map 2, you spawn touching the trigger back to map 1. This is being disabled to prevent an infinite loop and also explains why quick loading works. Move the trigger back to map 1 so it is much further behind the player.

Check the tutorial here. Specifically the part about relative distance.
monster_urby monster_urbyGoldsourcerer
Posted 4 months ago2023-12-24 15:11:52 UTC
in Is GoldSource still cool Post #348349
This is a masterpiece!
Posted 4 months ago2023-12-24 08:59:05 UTC
in Water plop sound Post #348348
I have never seen anyone use info_compile_parameters.

If you decompile crossfire, you will see that the sky is far away from the map, and the player cannot go there because it's blocked off by CLIP brushes. That way rockets can fly out of the map without exploding too close. CLIP brushes don't block bullets or projectiles. Also, you won't see the CLIP brushes if you decompile the map, because map decompilers usually don't recover them.

zhlt.info has information about compile options.

If you use -noskyclip then you should be able to swim in the skybox brushes just like in water brushes.
Posted 4 months ago2023-12-24 00:23:34 UTC
in Vertex Tool Missing Texture Post #348347
Yeah, thanks. I solved the problem quite amateurly but still did so regardless.
Posted 4 months ago2023-12-23 23:54:41 UTC
in Trouble going from one map to the next Post #348346
Map 1 to Map 2 = works

Map 2 to Map 3 = does not work, but if I hit Quick Save and Quick Load then the transition works?!!? :/ wtf

It only works if I do a quick save and quick load... This is so annoying, so basically it is setup right but theres still some shit going on making it go bad randomly
Posted 4 months ago2023-12-23 22:37:39 UTC
in Vertex Tool Missing Texture Post #348345
You may want to break that section into tetrahedrons. Looking at the grid view you are using a cube but warping it in a way that J.A.C.K does not like, creating an invalid solid. Tetrahedrons would be more "malleable?"

It's also worth considering turning detailed brushwork that doesn't seal your map into a func_detail for the sake of optimisation and stopping them carving up your world geometry.
monster_urby monster_urbyGoldsourcerer
Posted 4 months ago2023-12-23 19:49:00 UTC
in Vertex Tool Missing Texture Post #348344
So when I use the vertex manipulation tool, a face of a block has missing textures, and when I test the map that face and that face alone is transparent. This is a car model made up of several blocks and my second attempt at using the vertex tool.

Though opposite faces of the block should be identical, one side is missing a texture like I said and the other doesn't. Also, when I move the block slightly to the side it works normally while when it is in place among the other parts it is still missing a texture.
User posted image
User posted image
User posted image
User posted image
Posted 4 months ago2023-12-23 19:47:23 UTC
in Trigger Condition on a Monsters Entity Post #348343
If you choose "death" and target the trigger to a specific door for example

The door will open with the monster dies :)

I just used this on a level Im making so you have to kill the boss for the door to open :)
Posted 4 months ago2023-12-23 19:36:29 UTC
in Trouble going from one map to the next Post #348342
Wait, I played through a couple of more times and sometimes the map transitions didnt even happen at all or gave any message.

Wow, this is so random :nuts:
Posted 4 months ago2023-12-23 17:55:15 UTC
in Trouble going from one map to the next Post #348341
SUCCESS!! !

Apparently the transitions works if I run the maps from the actual game

And not just "Run..." from Hammer!
:D :D :D :D :D :D :D :D :D :D :D :D
Posted 4 months ago2023-12-23 16:45:48 UTC
in How write sprite path?!?!?!?!? Post #348340
trigger_gravity is a brush entity. you need to select the brush you want to turn into the entity then do "tie to entity" via either the menu or the Entity panel. It'd create the default brush entity. Only after this can you go to Object properties dialog and select trigger_gravity from the dropdown.
Posted 4 months ago2023-12-23 15:40:14 UTC
in How write sprite path?!?!?!?!? Post #348339
2 years ago, I made a very advanced, most accurate, up-to-date
Thank you, I’ll definitely take a look. I noticed this on gamebanana. don’t be upset, I’m sure if your work is appreciated by at least a couple of people, it’s worth a lot! You are well done.!
trigger_gravity is already exist in the original Half-Life FGDs. Check it again in the brush entity list.
The fact of the matter is that for some reason they are not visible in JAСK, probably it’s some kind of glitch, but they are displayed on other people’s maps...
Posted 4 months ago2023-12-23 15:35:09 UTC
in Trigger Condition on a Monsters Entity Post #348338
Can anyone in here explain more of what does the Trigger Condition do to the NPC?
Like an in-depth explanation of these "Trigger Condition" so I could understand on where and when to use this...
John Pot John PotIt's Me, From Discord
Posted 4 months ago2023-12-23 15:07:31 UTC
in How write sprite path?!?!?!?!? Post #348337
Where can I find the latest actual FGD?
2 years ago, I made a very advanced, most accurate, up-to-date (disappointment, unfortunate project, unpopular, waste of 2 years and no one cares/uses) Half-Life FGD for Hammer.
Advanced Half-Life FGD (for VHE 3.5)
I don’t have a trigger-gravity and an info_compile_parameters...
trigger_gravity is already exist in the original Half-Life FGDs. Check it again in the brush entity list.
And info_compile_parameters is found in the "zhlt.fgd" file that ships with the ZHLT and VHLT compilers.

Advanced Half-Life FGD also includes zhlt-specific entities (such as info_compile_parameters) by default.
Hammer really lacks some functions to just "browse and choose" things
Both VHE and J.A.C.K always had a file browser for sounds, sprites, and models.
The browse feature to be used for the relevant entity attribute must be defined in the FGD.
User posted image
[-TR-] 3mirG [-TR-] 3mirGThe Turkish Half-Life modder.
Posted 4 months ago2023-12-23 14:56:24 UTC
in Trouble going from one map to the next Post #348336
Hmmm, now I cannot go form map2 to map3... It works if I start in map 2...

Wow I need to spend some time going through these mapchanges to make sure it really works when going from the intended start
Posted 4 months ago2023-12-23 13:39:00 UTC
in Trouble going from one map to the next Post #348335
And now I put changelevel and landmark for the 3rd map and Im ending up in a copetely random place xD

These things are finicky :D
Posted 4 months ago2023-12-23 13:30:03 UTC
in Trouble going from one map to the next Post #348334
I realize the better thread title would be "I can go to next map, but going back doesnt work"

And yeah I did change it a little bit because I wanted it to be easier for the human grunts to chase you through the corridor after a trigger_once in the next room... But maybe that change of room backwards screwed it up?
User posted image
Thanks
Posted 4 months ago2023-12-23 04:25:18 UTC
in How write sprite path?!?!?!?!? Post #348332
You also need an FGD written for JACK. The functions are there but unless the FGD makes use of it it'd be just the same as Hammer.
Where can I find the latest actual FGD?
I don’t have a trigger-gravity and an info_compile_parameters...
Posted 4 months ago2023-12-22 23:46:16 UTC
in How write sprite path?!?!?!?!? Post #348331
I am using J.A.C.K :) still missing some useful browsing functions like for this. :nuts:
You also need an FGD written for JACK. The functions are there but unless the FGD makes use of it it'd be just the same as Hammer.
What exactly are you asking? Have you not been mapping for HL1 this whole time?

If you're just getting started with mapping, there are a couple of places you can check out the basics of mapping. This tutorial is pretty old but the fundamentals are largely the same.

Otherwise, there's Dimbeak's series on YouTube which might be a little fast paced for absolute beginners, but cover more modern tools:
monster_urby monster_urbyGoldsourcerer
Posted 4 months ago2023-12-22 20:52:39 UTC
in Trouble going from one map to the next Post #348329
Moved topic to HL Engine Discussion.

Can you provide screenshots of the area where the transition happens in each map? Top down grid view preferably.
monster_urby monster_urbyGoldsourcerer
Posted 4 months ago2023-12-22 20:30:26 UTC
in Is GoldSource still cool Post #348328
GoldSRC Forever
monster_urby monster_urbyGoldsourcerer
Posted 4 months ago2023-12-22 20:30:02 UTC
in Trouble going from one map to the next Post #348327
Yo!
I have started makeing map transitions for longer series of maps.

I tried easily with a mini map use two rooms connecting with a Z tunnel, and it worked... Can walk back and foruth no problem :cool:

But with my bigger scenario Im currently working on I get an issue. :confused:

No trouble going from map one to map two, but going back doesn't transfer me back but gives a message in the top corner:
User posted image
Map one name: super1a
Landmark name: landmark1
Trigger next map: super1b

Map two name: super1b
Landmark name: landmark1
Trigger next map: super1a

_SOLUTION = RUN GAME FOR REAL, NOT JUST RUN MAP FROM HAMMER!!! _
Posted 4 months ago2023-12-22 20:25:10 UTC
in How write sprite path?!?!?!?!? Post #348326
I am using J.A.C.K :) still missing some useful browsing functions like for this. :nuts:

And damn you are right. I was thinking about the sound folder paths.... Ha! :D
i am a bit confused by now
Posted 4 months ago2023-12-22 19:21:39 UTC
in Is GoldSource still cool Post #348323
Goldsource forever!
ah ok thanks
Ok thanks i Will try...but im Happy you helped me!

Thanks a lot man, it worked! :biggrin:
You don't need to keep posting one after another. This isn't Discord. Write everything you want to say in a single post. If you forgot to add something, just edit your post :P
How do you did the dead sitting scientist?
It's just a monster_scientist_dead in the sitting pose.
monster_urby monster_urbyGoldsourcerer
Posted 4 months ago2023-12-22 16:38:29 UTC
in How write sprite path?!?!?!?!? Post #348319
Hammer is quite out of date and you should consider using JACK which DOES have file browsing for a lot of fields.

To answer your question however, sprites are in the sprites/ directory. There is no weapons/ directory

sprites/aexplo.spr
monster_urby monster_urbyGoldsourcerer
Posted 4 months ago2023-12-22 16:04:09 UTC
in How write sprite path?!?!?!?!? Post #348318
Hammer really lacks some functions to just "browse and choose" things and I have tried writing the adress to the sprite several ways and every time it crashes on start saying sprite not found!
User posted image
How to write it???
Basically you'll want two light entities:
  • One for the initial light (name it for example no_flicker)
  • Then the same light but with a flickering Custom Appearance and the Initially dark (1) spawnflag set (name this one flicker)
The link to the Custom Appearance page contains the patterns for the various Appearance presets, so copy one of those for your flickering light.

Then you'll want a multi_manager to toggle both lights at the same time, that way the normal light will be replaced by the flickering one. Just let your trigger target the multi_manager. It should look something like (with SmartEdit off):
targetname - flicker_mm
no_flicker - 0
flicker - 0
Can you explain Better? ( I know i am dumb)
So cool! How do you did the dead sitting scientist? I also prefer singleplayer maps.
I joke that people in TWHL insists you need to edit the half-life SDK code and produce your own custom DLLs at the slightest problem but I'm afraid this is the case for this one.
Yup, that's the case.

More specifically, the battery percentage is there, the first highlighted line of code move the starting point a slightly bit to the right of the H.E.V. suit icons (empty and full). The second one actually print the percentage.

As for the line you're refering to, it's called a "divider" and it's part of the health HUD. The code you need to remove is there (the highlighted one).
You need to use Custom Appearance (pattern) instead of Appearance (style) to make a switchable flickering light
I joke that people in TWHL insists you need to edit the half-life SDK code and produce your own custom DLLs at the slightest problem but I'm afraid this is the case for this one.
Posted 4 months ago2023-12-22 08:56:59 UTC
in Removing battery percentage and little line from HUD? Post #348310
what things do you want to remove could you send a picture marking it? I dont understand what you mean by Battery Percentage and little line
Tarek TarekA literal dumbass who uses Hammer++