interesting Created 19 years ago2004-08-21 17:29:18 UTC by Habboi Habboi

Created 19 years ago2004-08-21 17:29:18 UTC by Habboi Habboi

Posted 19 years ago2004-08-21 17:29:18 UTC Post #52574
i got that modle viewer thing and was wondering cause wen i opened pak0 it contained loads of models and sum of which i had never seen b4 like kingpin which was displayed as a alien
Habboi HabboiSticky White Love Glue
Posted 19 years ago2004-08-21 17:29:52 UTC Post #52575
also how can u use them if possible and make them attack etc i hope that doesnt need coding!!!
Habboi HabboiSticky White Love Glue
Posted 19 years ago2004-08-21 17:30:18 UTC Post #52576
ill be on tommorow cause getting late ;)
Habboi HabboiSticky White Love Glue
Posted 19 years ago2004-08-21 17:43:03 UTC Post #52583
monster_generic and scripted_sequences.

They are in the pak, but not used in-game, along with things like construction.mdl and doctor.mdl.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-08-21 17:49:21 UTC Post #52584
construction is used. I think in HL.... I just know ive seen it before. Just forgot which game exactly. And when i say in HL, i think its in the VERY beginning.....
TheGrimReafer TheGrimReaferADMININATOR
Posted 19 years ago2004-08-21 18:00:01 UTC Post #52591
But 'tis not. That's the forklift.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-08-21 21:00:07 UTC Post #52638
Some models you wont be able to use (for example the Chumbtoad because it has no actions).
AJ AJGlorious Overlord
Posted 19 years ago2004-08-22 06:50:56 UTC Post #52782
shame but surely u can code or sumthing to make them attack u no like use the model but giv it zombie attacks or sumthing lol :D
Habboi HabboiSticky White Love Glue
Posted 19 years ago2004-08-22 08:43:23 UTC Post #52797
umm monster_generic is right yes but when u want to choose a model u can only choose a mdl file but the modlels i have are in pak0 which isnt a mdl file so it wont display it and i can use the modles so i need it to be explained or is there a tut :zonked:
Habboi HabboiSticky White Love Glue
Posted 19 years ago2004-08-22 08:49:32 UTC Post #52798
Search for a program called Half-Life Model Viewer, it allows you to browse trough the .pak files and display models. Then you can manually fill in the name in your monster_generic.
Posted 19 years ago2004-08-22 08:53:16 UTC Post #52799
Oh, you already have the MDLV... :)

Good, all you need to do is to look at the name of the model. You would then fill in models/modelname.mdl.
You may also want to know that any model that's in the valvemodels folder and has the same name as a model in the .pak file, is used instead of the model in the .pak file. The same goes for 'higher' pak files, e.g. the models in pak1.pak are used instead of the ones with the same names in pak0.pak. Might come in handy... ;)
Posted 19 years ago2004-08-22 09:24:13 UTC Post #52801
cool thnx :P
Habboi HabboiSticky White Love Glue
Posted 19 years ago2004-08-22 10:37:45 UTC Post #52812
oh and 1 more question on this topic i got the models to work now like the loader thing but now i want them to do sumthing like walk so do i use path_corner or scripted_sequence cause im just not sure ive learnt too much in one day and ive confused myself lol so could sum1 answer or send a tut :) :lol: :nuts: :D
Habboi HabboiSticky White Love Glue
Posted 19 years ago2004-08-22 10:49:20 UTC Post #52815
Take a look at the tutorials on this site. In particular, 'In The Beginning' describes using path_corners with a model and 'Scripted' describes the use of scripted sequences.

You can find information like this by using the 'Find' function at the top of this page. Type in 'scripted' and select 'Tutorials' as the category. Click Go and you're on your way.
Posted 19 years ago2004-08-22 11:35:03 UTC Post #52827
chars mate im on my way to 'making history' soon ;)
Habboi HabboiSticky White Love Glue
Posted 19 years ago2004-08-22 12:04:17 UTC Post #52839
ok i got prob i made it walk now thnx to BJ but now i need sound for the model and the console says

SV_StartSound: ambience/loader_step1.wav not precached (0)
SV_StartSound: ambience/loader_hydra1.wav not precached (0)
SV_StartSound: ambience/loader_step1.wav not precached (0)
SV_StartSound: ambience/loader_hydra1.wav not precached

over and over so it must mean it cant find the sounds cause i didnt add them in the map but im still newish and im not sure how to add sounds oh and the tut doesnt make much sense to me but maybe i should use ambiant_gen who knows? :
Habboi HabboiSticky White Love Glue
Posted 19 years ago2004-08-22 13:39:19 UTC Post #52858
No, it means the sounds are not being precached when the map loads.

Try extracting your sounds to your valvesounds directory.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-08-22 13:46:44 UTC Post #52861
well i kind of deleted the ambiant entities and to be honest im not quite sure how i should set it all up heres what i got at the mo as a test

i have the model loader.mdl and i set 2 path_corners so it would walk from one end to the other and that seemed to work fine!

i soon realised there was no sound and well i kinda dont know how to add sound! and even if i used say an ambiant_gen how would i assign that to the model so as u can see im very confused but if i can figure this out i will surely be happy and the rest of mapping will be a sinch! :D ;)
Habboi HabboiSticky White Love Glue
Posted 19 years ago2004-08-23 06:22:55 UTC Post #53120
shame but surely u can code or sumthing
Yes this is possible. Mike created some AI for the Chumbtoad in Spirit of Half-Life! Quite clever.
AJ AJGlorious Overlord
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