Forum posts

Posted 20 hours ago2024-05-09 16:00:04 UTC
in Sven Co-op Repair men Post #348786
Ok, Sounds good, thank you for the help.
Posted 1 day ago2024-05-08 13:30:06 UTC
in Sven Co-op Repair men Post #348780
Does anyone know what the model's name for the repair men is? I could not find them for the life of me. also does anyone know if Svens models can be used in a normal hl mod or is it rights reserved?

I also had a question about Opposing forces. Is it illegal for me to take one of the textures from their wad and put it in mine?

Thank you
Posted 1 week ago2024-04-30 14:48:44 UTC
in How to change hand texture throughout maps Post #348763
ok, i will try this when i get home. also thanks VHETUTOR, i love your tutorial videos.
Posted 1 week ago2024-04-29 15:33:08 UTC
in How to change hand texture throughout maps Post #348760
Im trying to make it so before you get the hev suit your hand looks like a scientist, but after then it looks like hev. is this even possible?

Thanks
Posted 1 week ago2024-04-27 21:00:54 UTC
in How to get portal gun as a weapon in HL2? Post #348757
Triedbit and it works well. Thank you very much.
Posted 2 weeks ago2024-04-24 11:53:58 UTC
in How to get portal gun as a weapon in HL2? Post #348744
Hey

I am trying to figure out how to get the portal gun as a weapon that can get picked up, and put in the inventory HEV arsenal thing when you scroll.

Thanks
Posted 4 weeks ago2024-04-12 00:04:31 UTC
in Train Randomly getting stick? Post #348707
ohh ok.

what i did was have the path open door further back and the train just doesent stop moving. it goes through the doors then they close automaticly.

Thanks for all the help, realy appreciate it
Posted 4 weeks ago2024-04-11 21:18:21 UTC
in Train Randomly getting stick? Post #348705
Hello,

Thank you VERY much for getting back to me so soon. I will try this and share if it works or not.

Thank you for the advice aswell,
RoboRufus7

Edit: Ive been using path corners. Should i switch to path track? what is the difference?
Posted 1 month ago2024-04-10 00:41:49 UTC
in Train Randomly getting stick? Post #348698
Ok, Here is the link to the map: https://twhl.info/vault/view/6895 if you run it, walk into the birg room, get in the lift and press the yellow button. I am using JACK if that helps.

Thank you again.
Posted 1 month ago2024-04-09 00:56:36 UTC
in Train Randomly getting stick? Post #348695
Hello,

My train gets randomly stuck for no reason. nothing is blocking the path, and the path doesn't end for a while. the train stops moving, but it keeps making the moving sound. How do I fix this?

Thank you
Posted 2 months ago2024-02-24 16:21:44 UTC
in HLRAD Error Post #348615
i am new to mapping, (J.A.C.K) and My map is stuck in fulbright no mater what i do. here is the log:

** Executing...
** Command: Change Directory
** Parameters: c:/program files (x86)/steam/steamapps/common/Half-Life/valve

** Executing...
** Command: C:/Program Files/J.A.C.K./halflife/hlcsg.exe
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\Q3"
hlcsg v3.4 VL34 64-bit (Aug 17 2015)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (vluzacn@163.com)
----- BEGIN hlcsg -----
Command line: "C:/Program Files/J.A.C.K./halflife/hlcsg.exe" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\Q3"
Arguments: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\Q3" -low -wadautodetect
Entering C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\Q3.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
reset logfile [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max lighting memory [ 50331648 ] [ 50331648 ]
priority [ Low ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ off ] [ off ]
clip hull type [ simple ] [ simple ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
wad configuration file[ None ] [ None ]
wad.cfg group name [ None ] [ None ]
nullfile [ None ] [ None ]
nullify trigger [ on ] [ on ]
min surface area [ 0.000 ] [ 0.000 ]
brush union threshold [ 0.000 ] [ 0.000 ]
map scaling [ None ] [ None ]
light name optimize [ on ] [ on ]
convert game_text [ on ] [ on ]

Using mapfile wad configuration
Wadfiles not in use by the map will be excluded
Wadinclude list :
[zhlt.wad]

CreateBrush:
(0.01 seconds)
CSGBrush:
(0.32 seconds)

added 2 additional animating textures.
Using Wadfile: /program files (x86)/steam/steamapps/common/Half-Life/valve/halflife.wad
- Contains 10 used textures, 100.00 percent of map (3116 textures in wad)

Wad files required to run the map: "halflife.wad;"
Texture usage is at 0.14 mb (of 32.00 mb MAX)
0.46 seconds elapsed

----- END hlcsg -----

** Executing...
** Command: C:/Program Files/J.A.C.K./halflife/hlbsp.exe
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\Q3"
hlbsp v3.4 VL34 64-bit (Aug 17 2015)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (vluzacn@163.com)
----- BEGIN hlbsp -----
Command line: "C:/Program Files/J.A.C.K./halflife/hlbsp.exe" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\Q3"
Arguments: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\Q3" -low -chart

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
priority [ Low ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noinsidefill [ off ] [ off ]
noopt [ off ] [ off ]
no clipnode merging [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
nobrink [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 65536)
remove hull 2 [ off ] [ off ]

SolidBSP [hull 0] 202 (0.10 seconds)
Warning: === LEAK in hull 0 ===
Entity light_environment @ ( 832,-320,-573)
Error:
A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region. The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted. Some complex rotating objects entities need
their origins outside the map. To deal with these, just enclose the origin
brush with a solid world brush

Leak pointfile generated

SolidBSP [hull 1] 224 (0.03 seconds)
SolidBSP [hull 2] 226 (0.02 seconds)
SolidBSP [hull 3] 221 (0.03 seconds)
Reduced 269 clipnodes to 268
Reduced 97 texinfos to 82
Reduced 10 texdatas to 10 (444 bytes to 444)
Reduced 748 planes to 229
FixBrinks:
Increased 268 clipnodes to 268.

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 5/512 320/32768 ( 1.0%)
planes 229/32768 4580/655360 ( 0.7%)
vertexes 710/65535 8520/786420 ( 1.1%)
nodes 225/32767 5400/786408 ( 0.7%)
texinfos 82/32767 3280/1310680 ( 0.3%)
faces 501/65535 10020/1310700 ( 0.8%)
  • worldfaces 489/32768 0/0 ( 1.5%)
clipnodes 268/32767 2144/262136 ( 0.8%)
leaves 153/32760 4284/917280 ( 0.5%)
  • worldleaves 128/8192 0/0 ( 1.6%)
marksurfaces 597/65535 1194/131070 ( 0.9%)
surfedges 2460/512000 9840/2048000 ( 0.5%)
edges 1231/256000 4924/1024000 ( 0.5%)
texdata [variable] 444/33554432 ( 0.0%)
lightdata [variable] 0/50331648 ( 0.0%)
visdata [variable] 0/8388608 ( 0.0%)
entdata [variable] 2712/2097152 ( 0.1%)
  • AllocBlock 2/64 0/0 ( 3.1%)
10 textures referenced

Total BSP file data space used: 57662 bytes

Wad files required to run the map: "halflife.wad;"
0.56 seconds elapsed

----- END hlbsp -----

** Executing...
** Command: C:/Program Files/J.A.C.K./halflife/hlvis.exe
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\Q3"
hlvis v3.4 VL34 64-bit (Aug 17 2015)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (vluzacn@163.com)
----- BEGIN hlvis -----
Command line: "C:/Program Files/J.A.C.K./halflife/hlvis.exe" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\Q3"
Arguments: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\Q3" -low
There was a problem compiling the map.
Check the file C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\Q3.log for the cause.
----- END hlvis -----

** Executing...
** Command: C:/QTR_LIFE/tools/hlrad_x64.exe
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\Q3"
hlrad v3.4 VL34 64-bit (Aug 17 2015)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (vluzacn@163.com)
----- BEGIN hlrad -----
Command line: C:/QTR_LIFE/tools/hlrad_x64.exe "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\Q3"
Arguments: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\Q3" -low
There was a problem compiling the map.
Check the file C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\Q3.log for the cause.
----- END hlrad -----

** Executing...
** Command: Change Directory
** Parameters: C:/program files (x86)/steam/steamapps/common/Half-Life

** Executing...
** Command: c:/program files (x86)/steam/steamapps/common/Half-Life/hl.exe
** Parameters: -console -dev +map Q3

thank you
I figured it out. dont put the models and soud folder inside the valve folder. just put it in your mod folder.
User posted image
Hello,

I followed this tutorial: https://www.youtube.com/watch?v=ZcKyLVHOdkY&list=PL58AL7OYUjPHwV_mRqygim3y36vcks4TW and the guy explains how to set up the folders and such. Ive been trying to add custom sounds and models using the mod i made in steam. I want to only modify the mod that i made, and not the original Half Life. I want to do it kinda like CRACK-LIFE and other mods like that. But, the mod wont load the models or sounds.

idk if this helps or not but this is how the folders are set up
User posted image
User posted image
User posted image
Thank you.