Forum posts

Posted 2 weeks ago2024-11-05 22:31:12 UTC
in What does this tool do? Post #349320
Uh oh! You created a time paradox and now source is open source! Yay! Except it was taken over by env_light! Oh no!
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Posted 2 weeks ago2024-11-05 18:50:07 UTC
in What does this tool do? Post #349318
Ah, You caught me, good prank?
Posted 2 weeks ago2024-11-05 15:39:59 UTC
in What does this tool do? Post #349316
Okay, well what about this unused texture in the original HL1 SDK?
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Maybe it was used for testing something? I dont know.
Posted 2 weeks ago2024-11-05 14:12:42 UTC
in What does this tool do? Post #349314
Oh, okay, but what's the coconut tool do?
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Is this a custom tool used for the TF2 coconut?
Posted 2 weeks ago2024-11-05 12:57:48 UTC
in What does this tool do? Post #349312
I cant find anything out about this source engine tool, but it exists. I've checked the valve forums, but I cant find anything.

--INFO ABOUT THE TOOL--

The name is the "Source Sample Tool", I cant find ANY coverage on it.
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This is the tool, I found it in the Valve Hammer Editor. What is this?
Posted 1 month ago2024-10-03 16:20:14 UTC
in HL1 chase sequence help!!! Post #349214
ah, sounds good for my map, as for its only going to be 2-player. thanks!
Posted 1 month ago2024-10-02 20:29:33 UTC
in HL1 chase sequence help!!! Post #349207
understood, and that WAS my original plan, but again, theres multiple places you can run while chased, and the gman cube cant follow multiple paths at once, all i can see is a sweeping kinda fake ai, where it runs around the map, but then again, id prefer to have it CHASE the play rather than mindlessly slide around the map, also, thank you for the mini-tutorial, but i already know how trains work (for the most part), may check out the article if theres any way to fire a path while its on a different path.
Posted 1 month ago2024-10-02 10:57:04 UTC
in HL1 chase sequence help!!! Post #349201
well, im thinking that its going to be a ton of paths, along side a ton of triggers to activate that path, but that wouldnt work very well, and i dont know how to code.
Posted 1 month ago2024-10-01 23:25:35 UTC
in HL1 chase sequence help!!! Post #349199
i cannot post the map as of now, as currently, it is nowhere even NEAR the mapping process. and yes, it is a func_train (as of now)
Posted 1 month ago2024-09-29 21:04:14 UTC
in HL1 chase sequence help!!! Post #349187
let me explain, im trying to make this sven-coop chase sequence where you get chased by a giant gman cube, but the problem is it cant just follow some path nodes or anything like that, because theres multiple ways you can go, so im gonna need help with it,
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this is the thing that chases you by the way.
Posted 2 months ago2024-09-11 19:33:19 UTC
in NEED HELP WITH TELEPORT SEQUENCE!!! Post #349138
nothing in the compile log, mostly just with the sequence.
Posted 2 months ago2024-09-07 15:46:40 UTC
in NEED HELP WITH TELEPORT SEQUENCE!!! Post #349131
im trying to rework the sequence from half life decay where you end up in a black void and barney jumps through a portal, and ive used a highly accurate decompiler to decompile "dy_outro", but i cant seem to get the sequence to play. help is appreciated!
half life decay LD pack barney to HARD-LIFE barney
well, theres too many .SMD files for me to do that, and plus, then it would mess up the other animations i think.
let me know if im wrong
thank you monster_urby, but then how would i port over the decay anims? there isnt really many other ways besides renaming the bones or pain-stakingly recreating the animations by myself. if there is a more easy way to do this, please do let me know, thanks for the response though.
im trying to port over some decay anims from an LD model to another LD model, i needed to rename the bones and now i keep getting this error, and there is WAY too many .SMD files to rename the bones manually. Any help should be appreciated. Thank you!