Hey guys, back with another question! So i just saw awhile ago that Source
SDK Base 2007 got updated. My mod uses Source SDK Base 2007 and i was
wondering, do the updates interfere with the mod in anyway? Thanks for the
help!

On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar <gisg...@gmail.com> wrote:

> Thanks Stan!
>
>
> On Fri, Apr 3, 2015 at 8:42 PM, Stan R. <ca...@inbox.ru> wrote:
>
>> You dont need to use VPKs to add sounds to your mod, just put them in
>> yourmod/sound/ folder. You dont need to touch sources and build solution at
>> all, weapon sounds defined in weapon script file (scripts/weapon_smg1.txt
>> for example) and sound definition scripts (game_sounds_weapons.txt,
>> game_sounds_player.txt). Yes, they should be WAV 44khz/16bit. No, you can
>> use any length you want.
>>
>>
>> Пятница, 3 апреля 2015, 20:33 -04:00 от Gavin Isgar <gisg...@gmail.com>:
>>
>>   Hey guys, im back with a question. I've been trying everything to
>> change the weapon sounds of weapons but i cant find a very "precise"
>> tutorial on how, and most are outdated. Do i need VPKs? Do i need to
>> rebuild the game solution in Visual Studio after sound replacement? Do they
>> have to be in WAV format and does the sound files need to be a certain
>> length of time? Long story short, can anyone please tell me a very precise
>> tutorial on replacing sounds on mods! Thanks!
>>
>> On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay <tom_clay...@live.com
>> <https://e.mail.ru/compose/?mailto=mailto%3atom_clay...@live.com>> wrote:
>>
>> You don't need a VPK to use the sounds, if you place them in the sounds
>> folder, then into a respective sub directory they will work fine.
>>
>>
>>
>> On Apr 1, 2015, at 9:15 PM, Minh Le <minh...@telus.net
>> <https://e.mail.ru/compose/?mailto=mailto%3aminh...@telus.net>> wrote:
>>
>> If you google, "make vpk"
>> you'll find a bunch of tutorials. This video looked helpful
>> https://www.youtube.com/watch?v=P3ILjexx0cE
>>
>> On 4/1/2015 5:01 PM, Gavin Isgar wrote:
>>
>> Hey guys, im back again! I'm having trouble figuring out how to make
>> vpk's to use for sounds for my mod and how to convert the sound files for
>> use in Source! Can someone please leave a nice tutorial(text tutorial) on
>> how to do this.
>>
>> On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar <gisg...@gmail.com
>> <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote:
>>
>> Thanks Jesse, you saved my life lol.
>>
>>
>> On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak <wazanato...@gmail.com
>> <https://e.mail.ru/compose/?mailto=mailto%3awazanato...@gmail.com>>
>> wrote:
>>
>> Yes use gcf scape and look in the games vpks the ones you want are the
>> directory vpks which use _dir
>>  On Apr 1, 2015 3:21 PM, "Gavin Isgar" <gisg...@gmail.com
>> <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote:
>>
>> I've checked all sound folders in the games but don't see any sounds
>> themself. Do i have to use GCFScape or something? Sorry if i sound like i
>> have no experience, i've just been very tired recently and didnt get a lot
>> of sleep.
>>
>> On Wed, Apr 1, 2015 at 11:30 AM, Tony "omega" Sergi <omegal...@gmail.com
>> <https://e.mail.ru/compose/?mailto=mailto%3aomegal...@gmail.com>> wrote:
>>
>>  What do you think your mod is running off of?
>>  You have the base source content, which includes all of the sounds and
>> soundscripts for hl2, ep1, ep2, lost coast, etc. Plus if you own tf2 or any
>> of the other valve games you can easily look at their files too.
>>
>> On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar <gisg...@gmail.com
>> <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote:
>>
>> My mod didn't come with existing sound files. I've also read the
>> developer wiki, but i didn't find much, so i'm asking you.
>>
>>
>> On Wed, Apr 1, 2015 at 12:43 AM, Tony "omega" Sergi <omegal...@gmail.com
>> <https://e.mail.ru/compose/?mailto=mailto%3aomegal...@gmail.com>> wrote:
>>
>> open existing sound files and sound scripts and look. also read the
>> developer wiki.
>>
>> On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar <gisg...@gmail.com
>> <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote:
>>
>> Hey guys, i have another question! How do i change weapon sound for my
>> mod? What format does it have to be and what files do i need to edit? Long
>> story short, i need to know everything about changing the sounds please!
>>
>> On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar <gisg...@gmail.com
>> <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote:
>>
>> Thanks Ken, i was just tired last night and having a rough time with some
>> stuff, thanks though!
>>
>>  On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher <capt...@qis.net
>> <https://e.mail.ru/compose/?mailto=mailto%3acapt...@qis.net>> wrote:
>>
>>   It says right there...
>> The images displayed in the new game dialogue are 152x86. Since texture
>> dimensions must both be a power of two, your VTFs will be 256x128 with a
>> border to the right and bottom.
>>
>>  That means that the full dimensions of the image will be 256 wide by
>> 128 tall, but only a portion of that gets used. 152 x 86 to be specific.
>> What you should do is create your chapter images as 152x86 images, and then
>> either edit that image's canvas size to 256x128 (but don't scale/stretch
>> the actual image), or take that 152x86 image and copy it into a new 256x128
>> image, and just make sure it is positioned in the top-left. The unused
>> portion of the image should just be black.
>>
>>
>> -------- Original message --------
>> From: Gavin Isgar <gisg...@gmail.com
>> <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>>
>> Date: 03/28/2015 10:36 PM (GMT-05:00)
>> To: Discussion of Half-Life Programming <hlcoders@list.valvesoftware.com
>> <https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com>>
>>
>> Subject: Re: [hlcoders] Modding Problems
>>
>> Alright I guess
>>
>> On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann <schumann....@gmail.com
>> <https://e.mail.ru/compose/?mailto=mailto%3aschumann....@gmail.com>>
>> wrote:
>>
>> Other than that I'd just use the images from Half-Life 2 as a base.
>>
>> On 29 March 2015 at 12:20, Gavin Isgar <gisg...@gmail.com
>> <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote:
>>
>> Tom, i checked that but, to be honest, i didnt understand it a bit.
>> Anything else?
>>
>> On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann <schumann....@gmail.com
>> <https://e.mail.ru/compose/?mailto=mailto%3aschumann....@gmail.com>>
>> wrote:
>>
>> There's some information on that at
>> https://developer.valvesoftware.com/wiki/Background#Images
>>
>> On 29 March 2015 at 09:09, Gavin Isgar <gisg...@gmail.com
>> <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote:
>>
>> Hey guys, im having another problem again and couldnt find a fix on the
>> internet. I dont know the right size for chapter thumbnails, what size do i
>> make the picture(not the vtf or vmt)?
>>
>> On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar <ben.lu...@gmail.com
>> <https://e.mail.ru/compose/?mailto=mailto%3aben.lu...@gmail.com>> wrote:
>>
>> The two dots means "parent directory". You start in materials/vgui, go
>> up one to materials, then to materials/logo and
>> materials/logo/hl2rslogo1.vmt.
>>
>> On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar <gisg...@gmail.com
>> <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote:
>> > Yea Jesse, here's how i fixed it! So in my materials folder, i made a
>> logo
>> > folder, inside i put both put the vmt and vtf file with the same name.
>> > Inside the vmt file, i put:
>> >
>> > "UnlitGeneric"
>> > {
>> > "$basetexture" "logo/hl2rslogo1"
>> > "$nolod" 1
>> > "$translucent" 1
>> > }
>> >
>> > The path automatically detects the material folder, so just put the
>> folder
>> > and the name of both the vmt and vtf file(no extension). Then in my
>> > gamelogo.res in my resource folder, i put:
>> >
>> > Resource/GameLogo.res
>> > {
>> > GameLogo
>> > {
>> > ControlName EditablePanel
>> > fieldName GameLogo
>> > xpos 0
>> > ypos 0
>> > zpos 50
>> > wide 400
>> > tall 100
>> > autoResize 1
>> > pinCorner 0
>> > visible 1
>> > enabled 1
>> > offsetX -20
>> > offsetY -15
>> > }
>> >
>> > Logo
>> > {
>> > ControlName ImagePanel
>> > fieldName Logo
>> > xpos 0
>> > ypos 0
>> > zpos 50
>> > wide 400
>> > tall 100
>> > visible 1
>> > enabled 1
>> > image ../logo/hl2rslogo1
>> > scaleImage 1
>> > }
>> > }
>> >
>> > The dots in the path specify how many folders are before vmt and vtf,
>> but i
>> > rather just do it like this:
>> >
>> > 2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1 folder, 1
>> > file! If it was material/logo/hl2rslogo1 it would be 3 dots. Thats how
>> i<
>>
>>
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>>
>>
>>
>>  --
>> -Tony
>>
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>>
>>
>>
>> --
>> -Tony
>>
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