Forum posts

Sorry i was intending flickering on trigger. Can you help me?
Posted 4 months ago2023-12-22 01:48:09 UTC
in Removing battery percentage and little line from HUD? Post #348306
I have spended a quite considerable amount of time trying to figure out how, but i end up breaking something.
...At exactly 2024-01-03 23:59:59 UTC the form will disappear and the competition page will change to state that the competition is done and awaiting review.
monster_urby monster_urbyGoldsourcerer
OK, thank you for this answer.
Would it be possible to know the deadline for delivery of the map or is it too early ?
Duff
Probably means flickering.
Admer456 Admer456If it ain't broken, don't fox it!
to make a light freak
wdym by this
January 3rd, 2024 is the last day that you can submit your entry. At exactly 2024-01-03 23:59:59 UTC the form will disappear and the competition page will change to state that the competition is done and awaiting review.
monster_urby monster_urbyGoldsourcerer
Hi,

Is the deadline of January 3rd, 2024 the last date to delivery the final map or just the limit for registrations ?
Have a good day.
Duff
Any reply appreciated, especially from UrbaNebula, he seems a very expert mapper his Maps are amazing
Thank you!

I'm not entering the competition though. I started working on a map for it, but I've decided to continue it as a single player map. I find that I prefer working on linear, single player maps.
monster_urby monster_urbyGoldsourcerer
Ah ok Sorry thanks for help
So i was using the wrong tool

UrbaNebula i like a lot your Maps!

Did you entered in the competition?

Condense posts again... Urby
Oh God! Stop spamming... You don't need to keep posting, I was asleep.

You need to select a blood texture and then use the decal tool to place decals, not env_blood.
User posted image
monster_urby monster_urbyGoldsourcerer
I want to splash Blood decals around, because Is a sitting wounded scientist. My objective Is making Blood decals like when you hit something with the crowbar. Can you help me?

I was intending before: when you hit ad example something like a scientist with the crowbar, some Blood decals Will spray around and remain here. Not like my current env_blood that After 2 seconds disappear. Pls UrbaNebula help me in a beginner

Removed too many posts and condensed into one... Urby
Posted 4 months ago2023-12-20 22:59:58 UTC
in Water plop sound Post #348288
Please tell me why I don’t have an info_compile_parameters, where can I get the current, newest FGD file?

By the way, none of the methods helped with clipping the sky; shells are still hitting it like a wall..
env_blood simulates an impact, similar to when an npc is shot or hit with the crowbar. It's not supposed to stick around for long. What is it you are trying to do?
monster_urby monster_urbyGoldsourcerer
Any help appreciated
Posted 4 months ago2023-12-20 11:49:32 UTC
in Christmas Textures for HL1 Post #348285
Thanks, ill maybe use them once I make the next map,ill mentionyou as texture source ofc!
Tarek TarekA literal dumbass who uses Hammer++
Posted 4 months ago2023-12-20 11:34:57 UTC
in Christmas Textures for HL1 Post #348284
I have some christmas textures you can pick up form my MOD Bloody Christmas if you want. Always mentionned me as source :)

MOD link
neophus775 neophus775Goldsrc mapper
Posted 4 months ago2023-12-19 19:30:03 UTC
in Help with func_button Post #348283
Oh thanks a lot!
Posted 4 months ago2023-12-19 14:31:37 UTC
in Help with func_button Post #348282
Tutorial: Retina Scanners and Other NPC-Only Locked Doors just finished writing a tutorial that explains more in detail how to do that second question
Posted 4 months ago2023-12-19 14:20:59 UTC
in Mod_numforname bag.mdl not found half life 1 sdk Post #348281
Hey thanks man you made me have more motivation making a new map even better one than the one i made now i know more about modding you deserved a sub from me if you have any other tips for me please tell loved your video it was simple and straightforward oh and if i need more help i'd gladly ask u seem like a nice guy :)
monster_urby monster_urbyGoldsourcerer
Is there a way to do It?
Posted 4 months ago2023-12-19 12:35:10 UTC
in Help with func_button Post #348278
Thanks for the fast reply
Posted 4 months ago2023-12-19 08:48:34 UTC
in Help with func_button Post #348277
I know, which is why I started writing one a few days ago when helping someone in the Discord with the same thing
Posted 4 months ago2023-12-19 07:13:53 UTC
in Help with func_button Post #348276
Interestingly I searched for a tutorial on the second and there's nothing. Like has nobody thought of writing it for the past 25 years? 😵
Posted 4 months ago2023-12-18 23:44:27 UTC
in Help with func_button Post #348275
For the first: here's the entity guide page for the entity you'll use.

For a button that's only useable by a NPC, a trick is used where the button itself doesn't do anything (alternatively play a "no access" sound or sentence).

Instead a scripted_sequence is used. In a very basic setup, it uses the Search Radius key (value of roughly 100 units or so, depending on how far/near the monster needs to be before starting the sequence) and Target Monster set to the classname of the NPC you want to use (for example monster_scientist) and Move to Position set to Walk and Action Animation set to the sequence you want it to play (such as retina for monster_scientist).
Then you'll want the scripted_sequence's target to be whatever you want to be triggered when successfully unlocked by the NPC.

Of course it can be made more complicated by chaining multiple scripted_sequences or having the target of the unlocking sequence be a multi_manager that controls a chain of events to take place.
Posted 4 months ago2023-12-18 23:00:44 UTC
in Trying to spawn an item from another game. Post #348274
Okay so it works perfectly now, the helmet now spawns and I can pick it up finally. Thanks for linking this to me I never would have known it existed otherwise, it's actually really good with the amount of features it provides. Thanks for all the help, I got a bit frustrated earlier but I still greatly appreciate it.
Your mod directory should mimic the valve directory, but you only need to include files that you're actually replacing/using. You should add any custom models, sounds, etc to their respective folders. WAD files just go in the root directory.

Like so: Steam/common/Half-Life/mymodname/mytextures.wad

You do not need to copy over files from the valve/ directory if you're not replacing them. You also do not need to copy over cstrike/ files if you aren't using them.
monster_urby monster_urbyGoldsourcerer
Posted 4 months ago2023-12-18 20:16:23 UTC
in Trying to spawn an item from another game. Post #348272
Everyone in this forum seems very keen on suggesting modifying game code, the hardest modding task there is, at the first opportunity. If it's not a very specific problem, I can guarantee you that somebody's already done the hard work.

You said you wanted guard vest and helmet from Blue Shift? The Half-Life Featureful mod already has that: https://github.com/FreeSlave/halflife-featureful
Here's the list of items added by the mod and you can see the ones you specifically needed is there: https://github.com/FreeSlave/halflife-featureful/wiki/Items
Here's how to base your mod off of it: https://github.com/FreeSlave/halflife-featureful/wiki/Base-the-mod-on-Featureful-SDK
For further help on using the featureful mod you'd have to turn to its main dev. He's usually reachable on TWHL's Discord.
Posted 4 months ago2023-12-18 19:59:44 UTC
in Help with func_button Post #348271
I have Two question here: the First One, Is how to make a button get used by pressing e, and the second how to make that button work only for NPC (in Scripted Sequences)
Posted 4 months ago2023-12-18 19:57:22 UTC
in Mod_numforname bag.mdl not found half life 1 sdk Post #348270
Yes i am using cs 1.6 assets like textures i made one of those launcher mods where u have to add a folder into the root directory of half lfie and then i'tll appear in steam library should i copy paste all of the files to my mod file?
and do you know what type of folders should i put there is it like wads or the folders like "models" or "resources"?
Posted 4 months ago2023-12-18 19:08:00 UTC
in Trying to spawn an item from another game. Post #348269
Yeah visual studio doesn't like it. It's thrown up an error complaining about being unable to format ClangFormat or something I don't understand. Almost all of the code has red lines underneath it. I knew it wasn't that easy, I was right.
Posted 4 months ago2023-12-18 19:01:35 UTC
in Trying to spawn an item from another game. Post #348268
So shall I just copy those over to the SDK I've decided to use? You'll have to excuse me, I'm very sceptical of the solution being that simple. I'll try that now.
Posted 4 months ago2023-12-18 18:50:21 UTC
in Recolor the hev hand textures Post #348267
Any tutorial for editing textures should be helpful, whether it's for map or model doesn't matter, it's the same format either way: 8BPP BMP with dimensions that are multiples of 16 up to 512x512.
The wiki and The303's guide should be plenty helpful for that.

For the actual recolouring you'll have to export the texture you want to edit using a model viewer like Solokiller's Half-Life Asset Manager and opening each weapon's viewmodel. Then you have to change the colour mode in your editor to RGB or similar (in GIMP it's Image -> Mode -> RGB) and then you're able to modify the colours freely without being limited to the palette. You can either use a tool to shift the hues (such as GIMP's Hue-Saturation) or paint the colour on a separate layer above with a colour/hue/etc blend mode. There are many ways one could go about this and looking up guides in a search engine for "<editor> recoloring" or something like that can be helpful if you've never done that before.

Afterwards just follow any guide to convert back to 8BPP BMP and use HLAM again to import the texture back to each viewmodel.
Let me try and get this straight. You are making a Half-Life map using CS1.6 assets? In that case, these will need to be copied to your valve/ directory (or your mod directory if you're making a mod).
monster_urby monster_urbyGoldsourcerer
Posted 4 months ago2023-12-18 17:10:20 UTC
in Mod_numforname bag.mdl not found half life 1 sdk Post #348265
Hello i've been making a map for half life 1 with jack hammer its almost near completion but i got a error when i died by using the command kill or starting an autosave.
ive tried to drag the bag.mdl into the valve model files because i thought it would find it that time but it didnt now i dont know what to do i have no idea why it occurs at first i thought maybe its because half life and cs 1.6 dont really go together when ur using the cs 1.6 textures from maps if anyone has an idea why it occurs please let me know i can put more further infortmation about the problem but i need help.
Posted 4 months ago2023-12-18 17:00:46 UTC
in Recolor the hev hand textures Post #348264
yo ok so im kinda confused becuase i dont really know how to recolor the hev hand textures...
need help but i cant find any tutorial
this layout should look pretty familiar to seasoned FPS veterans
It looks somewhat reminiscent of E1M1 but larger and linked up in different places.
User posted image
monster_urby monster_urbyGoldsourcerer
Hi, where do I actually make a submission?
At the bottom of the competition brief, use the 'submit entry' form.
Penguinboy PenguinboyHaha, I died again!
Posted 4 months ago2023-12-18 07:44:08 UTC
in Trying to spawn an item from another game. Post #348261
The Unified SDK already has item_helmet and item_armorvest in it, in src/game/server/entities/items/items.cpp.
Hi, where do I actually make a submission? Would I attach the .bsp file to a forum post, or DM the .bsp to one of the judges?

In the meantime, this layout should look pretty familiar to seasoned FPS veterans...
User posted image
Posted 4 months ago2023-12-18 00:02:43 UTC
in Trying to spawn an item from another game. Post #348258
Okay so I got the most recent version of half life updated which should hopefully work. All I'm asking for is some more clarification. Please can you tell me the code I need to write or copy into items.cpp like you mentioned so I can get this to work? I don't plan on doing any more programming after this than is necessary. I know how to build a project and I know how to write lines of code I just need to know what to write.
Posted 4 months ago2023-12-17 20:29:46 UTC
in Trying to spawn an item from another game. Post #348257
For the toolset read this section. The project is in a different version, hence the need to follow that section to set the correct version.
Note that you have to use Visual Studio 2019 or 2022 and use the Visual Studio Installer to install the required components.
Posted 4 months ago2023-12-17 16:52:46 UTC
in Trying to spawn an item from another game. Post #348256
So I tried removing the line that prints hello world into the console every time I load a map that I added ages ago so I can test if this whole endeavour will even work at all. For some reason, even after building it and replacing the old files in my mod folder, it still prints hello world, supposedly using some invisible code that I clearly don't know about. I decided to ignore it and download the unified SDK you recommended and I found some code that pertains to a "helmet" in the items.cpp file of that SDK, it's structured similarly to the code that adds the suit battery into the game but missing a few things and it could be unfinished. I'm wondering if all I have to do is just copy that code into the items.cpp of the project I'm using and that will be it, but I sincerely doubt that.

There's also something else, I went back to that tutorial and there's a part there that I don't really remember doing. It tells you to change the platform toolset to another version. The projects I had downloaded were using a different version to what was mentioned in the tutorial so when I tried changing it for each project, a lot of the code was made non functional and there were red and yellow blocks on each line which I assume is bad. Building the whole thing printed errors into the console so I decided to switch back to the platform toolset I was using before. It would really help if I could get some extra clarification on all this.
Posted 4 months ago2023-12-17 15:51:37 UTC
in Trying to spawn an item from another game. Post #348255
Oh ok. I downloaded one of those projects ages ago for my mod, I can't remember which. I followed that tutorial to make it print hello world into the console. I'll try and figure it out and come back later with the result.
Posted 4 months ago2023-12-17 13:24:56 UTC
in Trying to spawn an item from another game. Post #348254
The process of adding new entities requires editing the game code, we have guide for it here.

It's a bit more complicated process than adding them to the FGD, and you will need to compile those changes into the DLLs your mod will use (the guide does a great job at walking you through this).
In your case it'd be mostly be copying or inheriting from the CItemBattery class in items.cpp.

You can also check out Solokiller's Unified SDK which has Blue Shift (which has those entities in it) merged in with it. Just be aware it's still a work-in-progress project.
Posted 4 months ago2023-12-17 12:36:53 UTC
in Trying to spawn an item from another game. Post #348253
Okay that makes sense. But how? And what code do I add? If I end up doing something mega stupid please don't be harsh because I'm not a programmer. If it helps I have access to the means to do it, I think. I followed a tutorial a while back but I'm still clueless.
Posted 4 months ago2023-12-17 04:48:45 UTC
in Help with effect/particles Post #348252
Posted 4 months ago2023-12-17 04:48:09 UTC
in Trying to spawn an item from another game. Post #348251
FGDs are just the restaurant menus. If you use BK's menu's at a Wendy's the cooks at Wendy's wouldn't know what a Triple Whopper is nor how to make them.

You need to add code for the actual entities themselves into your mod's codebase for your mod to start recognizing a Triple Whopper order.