Model Problem in Counter Strike Created 20 years ago2004-06-19 02:38:38 UTC by asadtom asadtom

Created 20 years ago2004-06-19 02:38:38 UTC by asadtom asadtom

Posted 20 years ago2004-06-19 02:38:38 UTC Post #34766
I'm using few models in counter trike map,
the problem is
1- the invisible areas ( blue color) still appearing even i'm using ( render mode = solid and amount=255).
2- the model is not solid i.e. you can pass through
Posted 20 years ago2004-06-19 02:49:07 UTC Post #34768
You can pass through due to a hitbox problem, I'd assume, so just adjust the hitbox to make it bigger.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-06-19 03:37:29 UTC Post #34776
1. The 'invisible' area's won't be invisible with render mode Solid and amount 255. That works for brushes but not for models. In order to render these area's invisible, you'll need two specific .dlls, hw.dll and sw.dll if I'm correct, these need to be placed in the Half-Life folder. Only then models can use transparant parts. You don't have to set render properties for the model as these parts will always be invisible.

2. What entity do you use to insert a model in your map? Anyways, your non-solid problem can be solved by creating a clip-brush, this will block the players movement too... :)
Posted 20 years ago2004-06-19 04:03:40 UTC Post #34786
you'll need two specific .dlls, hw.dll and sw.dll
You will indeed. These are updated graphics libraries and are included by default in CS 1.6 (all of Steam, in fact). They're available at the HIT Improvement team site somewhere - ask Vassy, he'll know.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-06-19 04:10:06 UTC Post #34791
i tried env_spirite and cycler enities,
how to change the hit box in milkshape or if there is any other way to do that,
Posted 20 years ago2004-06-19 05:31:23 UTC Post #34797
2. What entity do you use to insert a model in your map? Anyways, your non-solid problem can be solved by creating a clip-brush, this will block the players movement too...
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-06-19 05:33:08 UTC Post #34798
um, 7th, those dll's came wiht dod 1.0 for won and for hl when you upgrade wiht steam, if you wnat the dll's i can send them to you
Posted 20 years ago2004-06-19 05:48:47 UTC Post #34799
I've got them, just can't link to them for asadtom.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-06-19 06:52:57 UTC Post #34810
Please send them to asadt@birzeit.edu,
i will be faithfull,
Posted 20 years ago2004-06-19 20:17:47 UTC Post #34908
get steam. you can only use non-transparebt models with 1.5 until you get the dll's.sonally i would upgrade as NO-ONE plays 1.5 anymore.
steam allows you to use models very easily and the hassle is reduced. so map in 1.6

the entity used is: cycler_sprite (use a cycler to view the model (using hammer 3.5))
Posted 20 years ago2004-06-20 02:23:36 UTC Post #34944
Pepper? Send him the DLLs?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-06-21 03:51:42 UTC Post #35145
i have dod mod and i copied the hw.dll and sw.dll to counter-strike directory but the game didn't work tel i retrieved the original hw.dll and sw.dll,
Posted 20 years ago2004-06-21 03:57:49 UTC Post #35147
then i dont knwo what to do, try dll'ing them form google
Posted 20 years ago2004-06-21 09:46:08 UTC Post #35187
you can't use a dod .dll because it may have been modified more then just adding the model transparency lines. look. get steam, it's not that bad, and makes mapping quite easy due to all the tweaks. failing that, go to the VERC site and have a root around there. i would attatch them but alas i no longer have them (they were quite buggy (or my hl was dodgy) so i re-installed hl).

like i said, get steam as it removes all these problems. if you're mapping for 1.6, take advantage of testing it in 1.6, and if you're mapping in 1.5, not everyone will have the right .dlls

so do the right thing and upgrade.. isn't it about time?
Posted 20 years ago2004-06-21 12:37:44 UTC Post #35227
Get the DLLs here. NOT mod-dependent. You must overwrite the originals in SierraHalf-Life.
Seventh-Monkey Seventh-MonkeyPretty nifty
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