General Problems Created 12 years ago2011-09-18 14:51:01 UTC by EricDent EricDent

Created 12 years ago2011-09-18 14:51:01 UTC by EricDent EricDent

Posted 12 years ago2011-09-18 14:51:01 UTC Post #299062
OK since nobody was responding to the questions on my other topic, thought I would make a new one.

Problems:

1: Downloaded Wally & unpacked the pak for Sprites. When I put a sprite in the level & compile & run it the game crashes. My current directory for these is C:sierra/half-life/valve/sprites. If this is wrong let me know.

2: Also downloaded Spirit of Halflife, but not sure what to do with it. Does not seem to have any sort of tools or instructions on what to do. This might be the problem with the sprites as well.

3: Once the sprite issue is dealt with, how do you scale them? I tried typing in numbers but nothing worked.

Thanks in advance.
Posted 12 years ago2011-09-18 17:24:04 UTC Post #299071
1. Tell us more what you did. What entity did you used and what's the sprite path? It has to be a relative path. Also, what is the error you are getting, if any?

2. You can see SoHL as a mod. Except it does'nt have a singleplayer story and nor is it a multiplayer game but there are couple of example levels for you to check out. It's a toolkit that adds a load of new entities to the game, allowing you to make very cool stuff that you would'nt be able to make in regular/vanilla Half-Life.
All you have to do really is create a new profile in Hammer and use the new FGD file that came with the toolkit. Now you can make maps for it.

3. To scale a sprite, use the scale property of the env_sprite. A scale value of 1 = original sprite size, scale values above 1 make the sprite larger and values below 1 make the sprite smaller.
You can use whole integers as well as a single-precision floating point numbers like 1.7, 1.35, 0.5 and 0.75.
The Mad Carrot The Mad CarrotMad Carrot
Posted 12 years ago2011-09-18 17:39:45 UTC Post #299073
1: I just used Env_Sprite and picked a sprite that looked like fire (trying to make my torches better in a castle level). Then I compiled it and ran the map, the game crashed saying something about it could not find the sprite.
mod_numforname was the error message IIRC.

2: Thanks, I might try it later.

3: Like I said it would not let me type in numbers (kept making the "error" noise) when I tried to type in a scale for the fire. I was just using the number pad.
Posted 12 years ago2011-09-18 17:55:27 UTC Post #299075
Please do not double post.

1. What did you type in the sprite path property?

3. I don't get that at all, you should always be able to enter numbers. Of course, if you're using the numeric pad on your keyboard to punch in numbers, make sure NumLock is on. Otherwise just use the regular number keys.

As for the error message, Mod-NumforName indicates an incorrect path to a model, sprite or sound. So im guessing you got the path to the sprite in your env_sprite wrong, see issue 1.
The Mad Carrot The Mad CarrotMad Carrot
Posted 12 years ago2011-09-18 19:16:34 UTC Post #299078
1: Why are we talking in numbers?

2: I guess it's kinda fun...

8: I forget what number I'm on.
Dimbeak DimbeakRotten Bastard
Posted 12 years ago2011-09-18 19:46:34 UTC Post #299080
Dimbark, come on. This is a serious problem thread.
Notewell NotewellGIASFELFEBREHBER
Posted 12 years ago2011-09-18 19:54:08 UTC Post #299081
Dimbark, you got a warning for posting nonsense like that before and you're doing it again. Do it again and you'll have another strike.
The Mad Carrot The Mad CarrotMad Carrot
Posted 12 years ago2011-09-18 22:25:48 UTC Post #299094
My path for the sprite is c:Sierra/Halflife/Valve/Sprites/spritename.spr.

I am using Worldcraft 3.5 if that makes a difference.
Sorry for the double post, did not see a way to edit the previous post.

I am OK at easy stuff like making the map, but when it comes to entities besides light & player/monster stuff I am totally lost.

The tutorials are OK for some stuff, but they seem to leave out some vital info.
Posted 12 years ago2011-09-19 00:47:34 UTC Post #299101
c:Sierra/Halflife/Valve/Sprites/spritename.spr
There's your problem. Your path is supposed to be relative to your valve folder, so it would just be sprites/spritename.spr.

If HL can't find a sprite, the game will actually crash. So fixing your path should fix all of your problems at once.
Posted 12 years ago2011-09-19 20:43:04 UTC Post #299118
So how do you change this?

I hit the browse button and go to that folder,choose a sprite & it shows up in the Worldcraft.

If you don't have the full path, then how does it find it?
Posted 12 years ago2011-09-19 21:56:15 UTC Post #299121
If you enter sprites/spritename.spr in the textbox, Half-Life will automatically look for the sprite in the valve/sprites folder or in the sprites folder in the .pak file.

There's no need to specify the full path. All you need is the path relative to the valve folder.
The Mad Carrot The Mad CarrotMad Carrot
Posted 12 years ago2011-09-19 22:08:08 UTC Post #299122
Thanks I will try this later.

Sorry for sounding kind of rude, just getting frustrated with lots of stuff.
Posted 12 years ago2011-09-20 03:40:27 UTC Post #299128
I hit the browse button and go to that folder,choose a sprite & it shows up in the Worldcraft.

If you don't have the full path, then how does it find it?
This is actually why there's a field called "Game Directory" in the game configurations tab under options. Hammer will default to that folder when you browse for models/sprites/sounds and set the correct path accordingly.
The game itself just natively looks for stuff in that folder because that's how the engine works. The same goes for mods.
Posted 12 years ago2011-09-21 18:34:34 UTC Post #299220
I have also been having issues with change level.

I put 2 level changes & 2 landmarks as per the tutorials.
These are supposed to be one way level changes so I hide the one that goes back to the other level. However when I go through the change level thing the game crashes.

I know I named each pair of landmarks the same name & each pair of level changers have the same landmark.

The only thing that I can think of that might be causing problems is that the landmark for the previous level is on top (or in) the change level. Would that cause the game to crash, or sometimes make me look like I died (turned sideways & unable to move)?

BTW nice Yotsuba avatar!

Thanks in advance.
Posted 12 years ago2011-09-21 19:04:31 UTC Post #299221
Both landmarks must be placed at the except same location in both maps, relative to their trigger_changelevels entities.

If you want a one way changelevel, move the trigger_changelevel entity in the destination map to a unreachable area in where the player can't get to it. You should not move the landmarks.
The Mad Carrot The Mad CarrotMad Carrot
Posted 12 years ago2011-09-21 23:19:02 UTC Post #299235
true and plus you need compile the 2 maps first than try it, sometimes it can crush...
Posted 12 years ago2011-09-22 01:09:12 UTC Post #299237
Ok I tried putting them at the same coordinates on the top view.
Does it have to be exact in all 3 dimensions?

I went through the first map, and then it just got stuck at "loading".

Does it matter if these maps are not connected in any way?

Basically I am attempting a sort of "time travel" theme.

So the first level is the "normal" time, and then you go back to Greek/Roman times & then forward to about the '60s.
Posted 12 years ago2011-09-22 01:46:21 UTC Post #299238
It doesn't matter, but if you are not going to make them connected, wouldn't it be better to teleport your guy from the normal time to ancient time in the same map, then when he goes forwards in the ancient time setting, then the map changes?
Posted 12 years ago2011-09-22 03:25:52 UTC Post #299240
you can bring all scenes to one if you want it, use trigger auto's and multi manager's , if you can make the good timing you can get good results

anyway you can use them with map change of course..

edit:

here is what you need to know:
you can copy the landmark same position with paste special ability to other maps (it will fix the "dimensions" problems)

second,
when you start the trigger, you can control the effects with multi manager (sounds, beams, sprites, teleports)

use trigger auto to start the other scenes for other maps(multi managers), it will automatically active the events
also you can activate the change level too...
Posted 12 years ago2011-09-23 04:03:17 UTC Post #299297
Ok thanks for the tips.

On the paste special, what happens if you enter "0" into all 3 "offset" things?
Does it keep it in the same spot?

I was testing again & going from Greek to Medieval worked fine, but then going from normal to Greek did not. Also going from Medieval to Pirate was not working.

I tried putting all of it in one map, but it's way too big.

I am going to start over, cause I did not really like the ideas. Also the maps were really boring.
Posted 12 years ago2011-09-23 06:30:53 UTC Post #299299
if you want to copy object to same position, don't touch any settings

default settings:

number of copies to paste = "how many copy you want to?" (default=1)

"start at center of original" = this will paste objects to same position(should be checked (default = checked)

"group copies" = it will group your objects together (default=not checked)

offset = all offset options should be 0 if you want to paste objects in same spot (default = x=0,y=0,z=0)

remember:
if you change those values you need make them default again yourself
because if you forgot about them everything can be go wrong

make a practice with paste special, because it save too much time
try change the clone value, (number of paste) try change rotation, and offset I'm sure you will understand what is this things

sorry my shitty English, just tried help..
cheers..
You must be logged in to post a response.