TWHL Tower Created 9 years ago2015-02-07 21:24:31 UTC by monster_urby monster_urby

Created 9 years ago2015-02-07 21:24:31 UTC by monster_urby monster_urby

Posted 9 years ago2015-02-10 18:31:53 UTC Post #323919
What's this light_surface thingamabob
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-02-10 18:31:59 UTC Post #323920
Well, on the topic of this Project now:
My map is entirely playable now. I've just got to add some more detail into it, maybe make the lighting look better, and add the voice acting I was talking about. I didn't expect it to take this short time to be done.
An applaude for me clap clap clap! :D
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-02-10 20:40:48 UTC Post #323925
Apparently the screen texture in the last shot doesn't cast light... I'll have to change that to something else, or make a new one. :P
How about an invisible texlight? That way you don't even need to mess with the original texture.
Posted 9 years ago2015-02-10 21:14:43 UTC Post #323927
I'm afraid I can't map for this then if there isn't a basement. My map wouldn't make any sense if it wasn't one.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 9 years ago2015-02-10 21:42:46 UTC Post #323929
Pfffft. Who needs things to make sense?
Notewell NotewellGIASFELFEBREHBER
Posted 9 years ago2015-02-10 21:46:30 UTC Post #323930
How about an invisible texlight? That way you don't even need to mess with the original texture.
I'd still prefer to make my own. TWHL screenshot for example. :P
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-10 22:35:01 UTC Post #323931
I'm afraid I can't map for this then if there isn't a basement. My map wouldn't make any sense if it wasn't one.
Tell you what, because I'm such a nice guy, you can have a basement.

I'll make the door to the upper floor in my lobby locked and I'll work something out when I get your files. :P

EDIT: Genuinely forgot I just posted in this thread... Hey ho, MORE LOBBY PROGRESS!
User posted image
User posted image
In other news, changes. The mod now includes the original low def models, the player has barney's hands, the HEV suit is now silent and the human grunts are using opposing force models (Still low def but considerably better)
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-11 02:08:56 UTC Post #323941
Looking good. I'm rusty as hell with Goldsource but I'm slowly getting the right vibe with my room. Need to experiment with info_texlights.

Can someone remind me if it's possible to place non-solid models anywhere around the map without summoning the invasion of the yellow blobs? I might try and cook up a few custom plant models and I've forgotten everything!
Strider StriderTuned to a dead channel.
Posted 9 years ago2015-02-11 04:12:41 UTC Post #323942
With yellow blobs you mean the alien blood splatters if you shoot the plant?
Posted 9 years ago2015-02-11 04:53:15 UTC Post #323943
I mean last time I tried placing models in Goldsource even slightly too close to a wall it had the swirling yellow dots around it, which means it's stuck in geometry iirc (?). I forgot models bled when you shot 'em.

I'm just wondering if it's possible to litter props around (like a garden) without that error now? Like I said... woefully out of practice with Goldsource.

I miss prop_static. :<
Strider StriderTuned to a dead channel.
Posted 9 years ago2015-02-11 05:08:11 UTC Post #323944
Oh yeah the yellow stars. I'm pretty sure it's possible, you just have to place it right. But I better let someone more knowledged answer that.
Posted 9 years ago2015-02-11 07:08:10 UTC Post #323946
You could try editing the model so the origin is further away from whichever wall is causing the problem. I've only tried that once but it seemed to work.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 9 years ago2015-02-11 07:57:01 UTC Post #323947
I've got the base of my floor laid out, and some of the details of that base in mind... I'm just not certain of what I'm going to fill it with.
I kept thinking destruction, y'know, rubble and such, but it really doesn't work with it. And it isn't office-y enough to have desks and such...
Jessie JessieTrans Rights <3
Posted 9 years ago2015-02-11 08:30:54 UTC Post #323948
I'm just wondering if it's possible to litter props around (like a garden) without that error now? Like I said... woefully out of practice with Goldsource.
Not with Vanilla. Spirit has the env_model entity which lets you choose skin, scale and whether or not it's solid... It's lovely.

Kinda wish I'd used spirit as the base for this mod now. Offers a lot of choices regarding enemy models and triggers as well... :(

I guess it's not too late to switch if you guys don't mind.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-11 09:10:59 UTC Post #323949
I don't mind Spirit as long as links get provided to the relevant stuff. I don't think I have it on here.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-02-11 09:25:29 UTC Post #323950
More logic entities might help what I have in mind, but I can work with vanilla if everyone would prefer to stick with it.
Strider StriderTuned to a dead channel.
Posted 9 years ago2015-02-11 09:26:17 UTC Post #323952
Go for spirit, my man
Archie ArchieGoodbye Moonmen
Posted 9 years ago2015-02-11 10:03:54 UTC Post #323955
I agree with both Strider and Jessie. I don't mind either way, but if we go with Spirit then links to the relevant stuff would be helpful.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 9 years ago2015-02-11 10:42:15 UTC Post #323956
Alrighty, I believe that THIS should be all you need. I can't really test at work...

Just drop these files in your twhltower folder and change your hammer/sledge settings to use the spirit.fgd

I shall now be making TWHL staff for the lobby after all, but low poly versions. :)
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-11 11:19:16 UTC Post #323957
I'm still mid-exam session. If this stuff happened in 2 weeks from now, I would have gladly joined( just posting here a message if anybody was wondering about my absence).
I can't wait to see what comes out of this project though!
Striker StrikerI forgot to check the oil pressure
Posted 9 years ago2015-02-11 11:30:43 UTC Post #323958
That spirit fgd has an issue that stops it being added in sledge, but works ok in Hammer.

EDIT: I fixed it. If you got the spirit files above, redownload them now.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-11 11:31:49 UTC Post #323959
But... Sledge.

EDIT: :ninja:
Jessie JessieTrans Rights <3
Posted 9 years ago2015-02-11 11:34:03 UTC Post #323960
Sledge didn't exist when the last version of Spirit came out so I guess they decided to ignore the error that Hammer throws out. Turns out it's just a case of some missing characters.

It's amazing how much HTML/CSS support work actually transfers over to other coding languages.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-11 11:59:30 UTC Post #323961
For any "target" type value, you can use a "+" or "-" prefix to specify that the target should be turned on or off, respectively. (e.g. suppose you have an entity which targets "mylight". If you tell it to target "+mylight" instead, then it will only turn the light on, never off.)
Similarly, for any Master, you can invert the master relationship (that is, you can disable the entity whenever the master <u>is</u> on) by adding a tilde (~) at the start of the master's name.
When testing your level, it's sometimes helpful to be able to trigger entities manually. To trigger an entity named "mydoor", you can simply type "fire mydoor" at the console. Similarly, if you just type "fire", you will trigger whatever entity the player is aiming at.
Spirit is more awesome than I remember.
I'mma have to reacquaint myself with everything it can do.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-02-11 12:29:49 UTC Post #323962
Yup.

Half-Life is a cheese pizza. Spirit is the pepperoni
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-11 12:56:45 UTC Post #323963
We can use spirit features now?!
This is gonna be sweet.
Notewell NotewellGIASFELFEBREHBER
Posted 9 years ago2015-02-11 13:09:38 UTC Post #323964
If you download the files linked above, then yes. :D
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-11 13:20:29 UTC Post #323965
Couple of things missing from the download. :(
If anyone needs to get this up and running before Urby has a chance to update the download, and they don't have spirit, make the following changes:
w_camera.mdl and w_portablemed.mdl will have to be spoofed by copying and renaming other models, and change your liblist.gam to this:
game "TWHL Tower"
url_info "http://twhl.info"
url_dl "http://twhl.info"
version "1.0"
hlversion "1101"
type "singleplayer_only"
startmap "twhl-lobby"
gamedll "dlls\spirit.dll"
cldll "1"
Which will allow it to load the spirit dlls.
Notewell NotewellGIASFELFEBREHBER
Posted 9 years ago2015-02-11 13:35:12 UTC Post #323966
Well spotted that man. I suck. Spirit download has been updated... again
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-11 13:43:25 UTC Post #323968
Easy mistake when you can't test. Nobody really uses the spy camera and portable medkit, so there's not much reason to remember that the dlls check for them unless they're not there.
For that matter, I'm not positive they've ever been actually implemented besides the model check.
Notewell NotewellGIASFELFEBREHBER
Posted 9 years ago2015-02-11 13:57:33 UTC Post #323969
As powerful a mod as it is, Spirit isn't going to win any awards for code presentation.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-11 14:16:10 UTC Post #323974
Hold the phone haven't you seen the leash for the headcrab. Clearly not gimmicky. ;)
Posted 9 years ago2015-02-11 15:02:48 UTC Post #323975
I've never used Spirit of Half-Life engine before. Why are you doing this to me?! cries
It doesn't matter what everyone says, the tools and code released from Valve is the only stuff that matters!
So, what is so special about spirit anyway? WHy should we switch to it?
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-02-11 15:09:34 UTC Post #323976
env_model is reason enough on its own. The rest of the benefits are mostly in terms of far better control over trigger conditions and parenting.

As for the "tools and code from Valve" nonsense, I assume you're using Vluzacn's compile tools, zhlt tooltextures, updated FGDs and probably Sledge for mapping?
Archie ArchieGoodbye Moonmen
Posted 9 years ago2015-02-11 15:20:59 UTC Post #323977
Spirit is purely Half-Life with a few AWESOME additions. env_model is a good example. You can also change the behavior of NPCs as well as their models and skins. Triggers are a lot more powerful and there is a bunch of cool rendering entities that I haven't even looked into.

It's also completely non-invasive, so if you've made your map with regular HL entities, Spirit won't change ANYTHING. :)
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-11 15:21:35 UTC Post #323978
First of all, I use the cycler_sprite entity for prop models.
Secondly, I use the compile tools provided with Hammer, there is no tool textures in the Half-Life wads, and I'm using the official FGD for Hammer 3.5 to see my models.
:P
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-02-11 15:25:16 UTC Post #323979
Also, Valve's compile tools are as old as... well Valve. Vluzacn's tools were updated LAST year and are much more efficient and powerful.

...I assume you're fairly new to GoldSource? Using Valve's tools for Goldsource is like using Windows 95 for... anything.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-11 15:25:55 UTC Post #323980
Dr. Orange, you have described a potato.
It's food, edible, somewhat delicious.
Archie and Urby are describing the buttered twice-baked potato. Melty butter and bacon add to the already mouthwatering aroma and flavor.

We're not saying you can't eat your potato.
We're saying our baked potato is better ;)
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-02-11 15:28:08 UTC Post #323981
Tet, you have combined my love for Goldsource and baked potatoes in a perfect analogy.

...I'm afraid we need to get married now.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-11 15:29:25 UTC Post #323982
Secondly, I use the compile tools provided with Hammer
User posted image
Archie ArchieGoodbye Moonmen
Posted 9 years ago2015-02-11 15:33:43 UTC Post #323984
@Strider: You can use the cycler_sprite entity to add non-clipped models. But don't use it with the standard HL fgd, otherwise Hammer crashes.
If you're using a custom one, then go ahead, if it still crashes, use this fix I've made. :)

Hope it helps.
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-02-11 15:34:25 UTC Post #323985
Thirdly, I'm not very new to GoldSource. I'm new to social medies.
Fourthly:
User posted image
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-02-11 15:39:44 UTC Post #323986
@Dr.Orange: The Vluzacn Compile tools including textures were included in the initial mod download. I highly recommend them. :)
@Strider: You can use the cycler_sprite entity to add non-clipped models. But don't use it with the standard HL fgd, otherwise Hammer crashes.
If you're using a custom one, then go ahead, if it still crashes, use this fix I've made. smile - :)

Hope it helps.
Alternatively, env_model. We're on the Spirit Engine now Alberto. :P
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-11 15:40:44 UTC Post #323987
It's like Dr. Orange arrived through a time portal from 1998, uploading bitmaps, using the original Half-Life tools and not knowing basic netiquette.
Archie ArchieGoodbye Moonmen
Posted 9 years ago2015-02-11 15:43:16 UTC Post #323988
And that leads me to bullet point number five:
In what way is Spirit better then GoldSource? And I don't want answers like:
cuz it its awsum!!11!!!!!
I want a full list of features and how to use them. Becuase I am lost in this new engine. Maybe someone could give me a documentation over all the new entities? Wait, there is fog now? Sweeeeeeet!
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-02-11 15:52:16 UTC Post #323989
Alternatively, env_model. We're on the Spirit Engine now Alberto. :P
Oh, ok then. :3
Too bad that I haven't had the chance to play around with SoHL. :(
But hey, a good friend is willing to give me a good PC, so I will bother you on Steam for some SoHL tips for sure. :P
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-02-11 15:54:23 UTC Post #323990
List of features? Let's start with:
  • Standard HL features
  • Model props with env_model
  • Fog
  • 3D Skyboxes
  • Parenting/Movewith (have entities move with others, ie func_breakable glass in a func_door rotating)
  • Change the model, skin, blood colour, faction, etc for any individual NPC with no code needed.
  • Easy to use particle system
  • Change entity parameters on the fly ingame, including model, skin, etc.
  • Enhanced math entities
  • Classic Quake-Style effects
AND MORE!
Notewell NotewellGIASFELFEBREHBER
Posted 9 years ago2015-02-11 15:54:55 UTC Post #323991
Secondly, I use the compile tools provided with Hammer
https://www.youtube.com/v/4bNYaGfDblg?start=254&end=257&version=3

He's like one of those "A.I."s that just doesn't really understand anything that's said to it.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-02-11 15:57:51 UTC Post #323992
Not really possible to get lost in it, it's goldsource. You don't NEED to use any of the new features.

Regardless, This is the closest you'll get to a full entity guide these days
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-11 16:10:21 UTC Post #323993
Why is it archived?
Dr. Orange Dr. OrangeSource good.
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