Re: [hlcoders] Modding Problems
Thanks! On Mon, May 16, 2016 at 11:14 AM, Jesse Oakwrote: > http://youtu.be/BtiAvNkEpC0 there's a written out version in the guides > section of the source sdk hub on steam. > > On Sun, May 15, 2016, 10:08 AM Gavin Isgar wrote: > > > I was thinking the same. The only things that are actually recognized are > > maps. Thanks! But, If you don't mind, when I do use Source 2013, the > > client.dll's and server.dll's are never generated. May you please help > me? > > > > > > > > On Sun, May 15, 2016 at 10:27 AM, Tony "omega" Sergi < > omegal...@gmail.com> > > wrote: > > > > > Pretty sure you can't do it anymore, because all of the content is now > in > > > vpks. So you need 2013 to be able to mount the other games, as they > also > > > use newer engine now. > > > > > > On Sun, May 15, 2016 at 11:04 PM, Gavin Isgar > wrote: > > > > > > > Hey guys, I am back again with another problem. Before I start, I > > wanted > > > to > > > > say that I am using Source Engine 2007 for my mod(I had troubles with > > > > getting Source Engine 2013 fully working.) I am trying to mount > > > > Counter-Strike: Source files, such as the materials and models, so > > that I > > > > can have all the files in my mod. But, I can't seem to figure out how > > to > > > > correctly mount the game, via gameinfo.txt! I can't find a single > > Source > > > > 2007 Mounting tutorial, and if I do, it never works. Please help me! > > > Thank > > > > you! > > > ___ > > > To unsubscribe, edit your list preferences, or view the list archives, > > > please visit: > > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > > > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Modding Problems
http://youtu.be/BtiAvNkEpC0 there's a written out version in the guides section of the source sdk hub on steam. On Sun, May 15, 2016, 10:08 AM Gavin Isgarwrote: > I was thinking the same. The only things that are actually recognized are > maps. Thanks! But, If you don't mind, when I do use Source 2013, the > client.dll's and server.dll's are never generated. May you please help me? > > > > On Sun, May 15, 2016 at 10:27 AM, Tony "omega" Sergi > wrote: > > > Pretty sure you can't do it anymore, because all of the content is now in > > vpks. So you need 2013 to be able to mount the other games, as they also > > use newer engine now. > > > > On Sun, May 15, 2016 at 11:04 PM, Gavin Isgar wrote: > > > > > Hey guys, I am back again with another problem. Before I start, I > wanted > > to > > > say that I am using Source Engine 2007 for my mod(I had troubles with > > > getting Source Engine 2013 fully working.) I am trying to mount > > > Counter-Strike: Source files, such as the materials and models, so > that I > > > can have all the files in my mod. But, I can't seem to figure out how > to > > > correctly mount the game, via gameinfo.txt! I can't find a single > Source > > > 2007 Mounting tutorial, and if I do, it never works. Please help me! > > Thank > > > you! > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Modding Problems
I was thinking the same. The only things that are actually recognized are maps. Thanks! But, If you don't mind, when I do use Source 2013, the client.dll's and server.dll's are never generated. May you please help me? On Sun, May 15, 2016 at 10:27 AM, Tony "omega" Sergiwrote: > Pretty sure you can't do it anymore, because all of the content is now in > vpks. So you need 2013 to be able to mount the other games, as they also > use newer engine now. > > On Sun, May 15, 2016 at 11:04 PM, Gavin Isgar wrote: > > > Hey guys, I am back again with another problem. Before I start, I wanted > to > > say that I am using Source Engine 2007 for my mod(I had troubles with > > getting Source Engine 2013 fully working.) I am trying to mount > > Counter-Strike: Source files, such as the materials and models, so that I > > can have all the files in my mod. But, I can't seem to figure out how to > > correctly mount the game, via gameinfo.txt! I can't find a single Source > > 2007 Mounting tutorial, and if I do, it never works. Please help me! > Thank > > you! > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Modding Problems
Pretty sure you can't do it anymore, because all of the content is now in vpks. So you need 2013 to be able to mount the other games, as they also use newer engine now. On Sun, May 15, 2016 at 11:04 PM, Gavin Isgarwrote: > Hey guys, I am back again with another problem. Before I start, I wanted to > say that I am using Source Engine 2007 for my mod(I had troubles with > getting Source Engine 2013 fully working.) I am trying to mount > Counter-Strike: Source files, such as the materials and models, so that I > can have all the files in my mod. But, I can't seem to figure out how to > correctly mount the game, via gameinfo.txt! I can't find a single Source > 2007 Mounting tutorial, and if I do, it never works. Please help me! Thank > you! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Modding Problems
;>>>>> this? >>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>> On Fri, Apr 17, 2015 at 8:30 PM, Jesse Oak < >>>>>>>>>>>>>>>>>> wazanato...@gmail.com> wrote: >>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>> It most likely has a corresponding .res file then in >>>>>>>>>>>>>>>>>>> which case you should be able to edit that. >>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>> On Fri, Apr 17, 2015 at 4:30 PM, Gavin Isgar < >>>>>>>>>>>>>>>>>>> gisg...@gmail.com> wrote: >>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>> Commentary mode isn't on the menu, if it was, i >>>>>>>>>>>>>>>>>>>> would've already removed it. It's in the chapter list >>>>>>>>>>>>>>>>>>>> menu. I still dont >>>>>>>>>>>>>>>>>>>> know how to remove it either >>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>> On Fri, Apr 17, 2015 at 12:35 PM, Jesse Oak < >>>>>>>>>>>>>>>>>>>> wazanato...@gmail.com> wrote: >>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>> If you don't want commentary just remove it from your >>>>>>>>>>>>>>>>>>>>> menu. >>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 8:22 PM, Gavin Isgar < >>>>>>>>>>>>>>>>>>>>> gisg...@gmail.com> wrote: >>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>>> Nope, still is like that. Why did it automatically >>>>>>>>>>>>>>>>>>>>>> add HL2 commentary mode and messed up the chapter box >>>>>>>>>>>>>>>>>>>>>> with an unusable exit >>>>>>>>>>>>>>>>>>>>>> arrow? Please help! >>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 9:20 PM, Gavin Isgar < >>>>>>>>>>>>>>>>>>>>>> gisg...@gmail.com> wrote: >>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>>>> NVM, think i found the answer. HL2 was uninstalled >>>>>>>>>>>>>>>>>>>>>>> somehow and only HL2EP2 was installed. I hope! >>>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 9:18 PM, Gavin Isgar < >>>>>>>>>>>>>>>>>>>>>>> gisg...@gmail.com> wrote: >>>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>>>>> Back with another question guys! So i was looking >>>>>>>>>>>>>>>>>>>>>>>> at the chapter list in my game(literally ingame) and i >>>>>>>>>>>>>>>>>>>>>>>> now see something >>>>>>>>>>>>>>>>>>>>>>>> new, a commentary checkbox! I didnt add one though, im >>>>>>>>>>>>>>>>>>>>>>>> using SDK Base 2007 >>>>>>>>>>>>>>>>>>>&
Re: [hlcoders] Modding Problems
at the chapter list in my game(literally ingame) and i now see something new, a commentary checkbox! I didnt add one though, im using SDK Base 2007 for this mod BTW. Did it update and automatically put it in? Please help for future reference! On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar gisg...@gmail.com wrote: Im not distributing them, and i dont feel like it. I just want to know how i can configure code files for a game so that it can find the game and code it On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak wazanato...@gmail.com wrote: Are you using SVN or Git? Just make a branch if you are. On Apr 14, 2015 6:55 AM, Gavin Isgar gisg...@gmail.com wrote: Its not that easy. The files within it are all configured for the base game other than the beta. But that still didnt answer my question On Tue, Apr 14, 2015 at 5:04 AM, Stan R. ca...@inbox.ru wrote: You just...copy it? Create a folder for your beta and work in it? Computer basics? Понедельник, 13 апреля 2015, 23:08 -04:00 от Gavin Isgar gisg...@gmail.com: Hey guys, back with huge question! Im wondering how i can make a manual code folder for my game(like for Half-Life 2: Example, it would be HL2E in the C Local Disk)? Im wondering how i can copy one from my actual game and edit it for a beta version, so instead of HL2RS it would be HL2RSB! Please tell me how i can do that without Source SDK because it wont work that way! On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak wave@hotmail.com https://e.mail.ru/compose/?mailto=mailto%3awave@hotmail.com wrote: Well, normally it shouldn't interfere with your mod in any way, but you can only verify that yourself by testing. I do remember a case where a breaking change was made in the 2013 SDK quite a while ago, but that was announced in a Steam community and on this mailing list. If I'm not mistaken, the SDK Base contains just the engine.dll itself (and a lot of other components it depends on, of course), which in turn loads your server and client code. That means if the interfaces between those modules have not changed in a way that would break compatibility, there should be nothing for you to worry about. -- From: Gavin Isgar https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com Sent: 12.04.2015 00:13 To: Discussion of Half-Life Programming https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com Subject: Re: [hlcoders] Modding Problems I wanted to use Source SDK Base 2007 for a reason. But my question still hasn't been answered. On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires st...@swires.me https://e.mail.ru/compose/?mailto=mailto%3ast...@swires.me wrote: If you're starting a new mod (which it sounds like you are), you should not be using the 2007 base at all. On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar gisg...@gmail.com https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote: 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 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote: Thanks Stan! On Fri, Apr 3, 2015 at 8:42 PM, Stan R. ca...@inbox.ru https://e.mail.ru/compose/?mailto=mailto%3aca...@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 https://e.mail.ru/compose/?mailto=mailto%3agisg...@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
Re: [hlcoders] Modding Problems
This what you're looking for? Loading screens for the chapters (or just for the game itself if it doesn't contain chapters) https://developer.valvesoftware.com/wiki/Menu_Background_Map Sent from my Verizon Wireless 4G LTE smartphone Original message From: Gavin Isgar gisg...@gmail.com Date: 06/24/2015 6:45 PM (GMT-06:00) To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Modding Problems ? On Tue, Jun 23, 2015 at 10:17 PM, Gavin Isgar gisg...@gmail.com wrote: Hey guys, back with another question. For a singleplayer mod, how would i be able to change the background for the loading screen, or make a custom loading bar? Thanks! On Fri, Jun 19, 2015 at 4:00 PM, Gavin Isgar gisg...@gmail.com wrote: Alright, but i want to at least get this done by today. I will try looking in Half-Life 2's files and try to find a corresponding file, but if you find any good information for me, please tell me! Thanks! On Fri, Jun 19, 2015 at 2:34 PM, Tony omega Sergi omegal...@gmail.com wrote: if i remember correctly, it's sort of a bug. you need to replace a specific file, or gameui won't read certain strings. I can't remember which one right now though. On Fri, Jun 19, 2015 at 9:25 PM, Gavin Isgar gisg...@gmail.com wrote: Alright, I'll try to look around there. If I can't find anything, i might have to just look in the HL2 files. On Fri, Jun 19, 2015 at 6:26 AM, Tom Schumann schumann@gmail.com wrote: Off the top of my head I don't know but probably in one of the .txt files in hl2/resource/ On 19 June 2015 at 06:00, Gavin Isgar gisg...@gmail.com wrote: ? On Wed, Jun 17, 2015 at 4:09 PM, Gavin Isgar gisg...@gmail.com wrote: The commentary text that shows up in the chapter selection menu. On Wed, Jun 17, 2015 at 5:37 AM, Tom Schumann schumann@gmail.com wrote: Which commentary text specifically? On 17 June 2015 at 11:21, Gavin Isgar gisg...@gmail.com wrote: Guys, i need some help with another problem. So, i've been searching my game's files for a bit and, I can't seem to find how to change the HL2 Commentary Text in the main menu? Do i need to make a new file? Thank you! On Sat, May 23, 2015 at 7:52 AM, Gavin Isgar gisg...@gmail.com wrote: Thank you! On Sat, May 23, 2015 at 12:55 AM, Tony omega Sergi omegal...@gmail.com wrote: https://developer.valvesoftware.com/wiki/View_Models https://developer.valvesoftware.com/wiki/Viewmodels_in_Blender https://developer.valvesoftware.com/wiki/SDK_Docs http://forums.steampowered.com/forums/showthread.php?t=842810 google is fantastic. On Sat, May 23, 2015 at 11:07 AM, Gavin Isgar gisg...@gmail.com wrote: Hey guys, i got a question! Can anyways please tell me how to model and make weapons? I cant find a solid tutorial anywhere that i can actually do it on! Please help, thank you! On Sun, Apr 26, 2015 at 6:42 PM, Gavin Isgar gisg...@gmail.com wrote: Guys i need some more help. I'm trying to use phoneme editor in face poser for NPCs to talk. But i get an error message saying an error occurred during extraction. I've been trying to find a fix for this problem for awhile but i cant. I'm also using a Windows 8 computer. Please, someone type out a tutorial i can do to fix this problem! Thanks! On Fri, Apr 24, 2015 at 5:32 PM, Gavin Isgar gisg...@gmail.com wrote: Nope, still not working. Its saying extraction wont work. I use Windows 8 and Audacity for the wavs but still nothing works. Please someone give me a tutorial on here by text please! On Fri, Apr 24, 2015 at 8:23 AM, Gavin Isgar gisg...@gmail.com wrote: Thanks! I'll try it! On Fri, Apr 24, 2015 at 12:06 AM, Jesse Oak wazanato...@gmail.com wrote: Silverfish has been out of the Source modding scene for awhile but I find his tutorial still holds up quite well. https://www.youtube.com/watch?v=T077tK_hXJo On Tue, Apr 21, 2015 at 9:23 PM, Gavin Isgar gisg...@gmail.com wrote: Hey guys, back with ANOTHER question. I've been wondering, how can i make voice(choreography) scenes in-game? What i mean by that is make an NPC say what i said in my recording while lip syncing. I seen that Source SDK's Faceposer can do that but all tutorials are now outdated and i cant find a good resource. Can you guys tell me how i can do this? On Fri, Apr 17, 2015 at 8:30 PM, Jesse Oak wazanato...@gmail.com wrote: It most likely has a corresponding .res file then in which case you should be able to edit that. On Fri, Apr 17, 2015 at 4:30 PM, Gavin Isgar gisg...@gmail.com wrote: Commentary mode isn't on the menu, if it was, i would've already removed it. It's in the chapter list menu. I still dont know how to remove it either On Fri, Apr 17, 2015 at 12:35 PM, Jesse Oak wazanato...@gmail.com wrote: If you don't want commentary just remove it from your menu. On Wed, Apr 15, 2015 at 8:22 PM, Gavin Isgar gisg...@gmail.com
Re: [hlcoders] Modding Problems
clientmode_shared.cpp - find void ClientModeShared::Init() before that: // See interface.h/.cpp for specifics: basically this ensures that we actually Sys_UnloadModule the dll and that we don't call Sys_LoadModule // over and over again. static CDllDemandLoader g_GameUI( gameui ); Then, inside ClientModeShared::Init() perhaps at the very bottom, inject your custom VGUI panel. CreateInterfaceFn gameUIFactory = g_GameUI.GetFactory(); if ( gameUIFactory ) { m_pGameUI = (IGameUI *) gameUIFactory(GAMEUI_INTERFACE_VERSION, NULL ); if ( NULL != m_pGameUI ) { // insert stats summary panel as the loading background dialog C3MMLoadingPanel *pPanel = GetLoadingPanel(); pPanel-InvalidateLayout( false, true ); pPanel-SetVisible( false ); pPanel-MakePopup( false ); m_pGameUI-SetLoadingBackgroundDialog( pPanel-GetVPanel() ); } } Custom panel code not included in my reply. On Thu, Jun 25, 2015 at 10:55 AM, Gavin Isgar gisg...@gmail.com wrote: Almost! My mod is a single player mod, and I wan't to make custom loading screens(the original for Valve games is the gray box with white rectangles as progress bars). I want to make a custom one, like one they use in CS:GO! Thanks! On Wed, Jun 24, 2015 at 8:20 PM, Ken Swisher capt...@qis.net wrote: This what you're looking for? Loading screens for the chapters (or just for the game itself if it doesn't contain chapters) https://developer.valvesoftware.com/wiki/Menu_Background_Map Sent from my Verizon Wireless 4G LTE smartphone Original message From: Gavin Isgar gisg...@gmail.com Date: 06/24/2015 6:45 PM (GMT-06:00) To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Modding Problems ? On Tue, Jun 23, 2015 at 10:17 PM, Gavin Isgar gisg...@gmail.com wrote: Hey guys, back with another question. For a singleplayer mod, how would i be able to change the background for the loading screen, or make a custom loading bar? Thanks! On Fri, Jun 19, 2015 at 4:00 PM, Gavin Isgar gisg...@gmail.com wrote: Alright, but i want to at least get this done by today. I will try looking in Half-Life 2's files and try to find a corresponding file, but if you find any good information for me, please tell me! Thanks! On Fri, Jun 19, 2015 at 2:34 PM, Tony omega Sergi omegal...@gmail.com wrote: if i remember correctly, it's sort of a bug. you need to replace a specific file, or gameui won't read certain strings. I can't remember which one right now though. On Fri, Jun 19, 2015 at 9:25 PM, Gavin Isgar gisg...@gmail.com wrote: Alright, I'll try to look around there. If I can't find anything, i might have to just look in the HL2 files. On Fri, Jun 19, 2015 at 6:26 AM, Tom Schumann schumann@gmail.com wrote: Off the top of my head I don't know but probably in one of the .txt files in hl2/resource/ On 19 June 2015 at 06:00, Gavin Isgar gisg...@gmail.com wrote: ? On Wed, Jun 17, 2015 at 4:09 PM, Gavin Isgar gisg...@gmail.com wrote: The commentary text that shows up in the chapter selection menu. On Wed, Jun 17, 2015 at 5:37 AM, Tom Schumann schumann@gmail.com wrote: Which commentary text specifically? On 17 June 2015 at 11:21, Gavin Isgar gisg...@gmail.com wrote: Guys, i need some help with another problem. So, i've been searching my game's files for a bit and, I can't seem to find how to change the HL2 Commentary Text in the main menu? Do i need to make a new file? Thank you! On Sat, May 23, 2015 at 7:52 AM, Gavin Isgar gisg...@gmail.com wrote: Thank you! On Sat, May 23, 2015 at 12:55 AM, Tony omega Sergi omegal...@gmail.com wrote: https://developer.valvesoftware.com/wiki/View_Models https://developer.valvesoftware.com/wiki/Viewmodels_in_Blender https://developer.valvesoftware.com/wiki/SDK_Docs http://forums.steampowered.com/forums/showthread.php?t=842810 google is fantastic. On Sat, May 23, 2015 at 11:07 AM, Gavin Isgar gisg...@gmail.com wrote: Hey guys, i got a question! Can anyways please tell me how to model and make weapons? I cant find a solid tutorial anywhere that i can actually do it on! Please help, thank you! On Sun, Apr 26, 2015 at 6:42 PM, Gavin Isgar gisg...@gmail.com wrote: Guys i need some more help. I'm trying to use phoneme editor in face poser for NPCs to talk. But i get an error message saying an error occurred during extraction. I've been trying to find a fix for this problem for awhile but i cant. I'm also using a Windows 8 computer. Please, someone type out a tutorial i can do to fix this problem! Thanks! On Fri, Apr 24, 2015 at 5:32 PM, Gavin Isgar gisg...@gmail.com wrote: Nope, still not working. Its saying extraction wont work. I
Re: [hlcoders] Modding Problems
Almost! My mod is a single player mod, and I wan't to make custom loading screens(the original for Valve games is the gray box with white rectangles as progress bars). I want to make a custom one, like one they use in CS:GO! Thanks! On Wed, Jun 24, 2015 at 8:20 PM, Ken Swisher capt...@qis.net wrote: This what you're looking for? Loading screens for the chapters (or just for the game itself if it doesn't contain chapters) https://developer.valvesoftware.com/wiki/Menu_Background_Map Sent from my Verizon Wireless 4G LTE smartphone Original message From: Gavin Isgar gisg...@gmail.com Date: 06/24/2015 6:45 PM (GMT-06:00) To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Modding Problems ? On Tue, Jun 23, 2015 at 10:17 PM, Gavin Isgar gisg...@gmail.com wrote: Hey guys, back with another question. For a singleplayer mod, how would i be able to change the background for the loading screen, or make a custom loading bar? Thanks! On Fri, Jun 19, 2015 at 4:00 PM, Gavin Isgar gisg...@gmail.com wrote: Alright, but i want to at least get this done by today. I will try looking in Half-Life 2's files and try to find a corresponding file, but if you find any good information for me, please tell me! Thanks! On Fri, Jun 19, 2015 at 2:34 PM, Tony omega Sergi omegal...@gmail.com wrote: if i remember correctly, it's sort of a bug. you need to replace a specific file, or gameui won't read certain strings. I can't remember which one right now though. On Fri, Jun 19, 2015 at 9:25 PM, Gavin Isgar gisg...@gmail.com wrote: Alright, I'll try to look around there. If I can't find anything, i might have to just look in the HL2 files. On Fri, Jun 19, 2015 at 6:26 AM, Tom Schumann schumann@gmail.com wrote: Off the top of my head I don't know but probably in one of the .txt files in hl2/resource/ On 19 June 2015 at 06:00, Gavin Isgar gisg...@gmail.com wrote: ? On Wed, Jun 17, 2015 at 4:09 PM, Gavin Isgar gisg...@gmail.com wrote: The commentary text that shows up in the chapter selection menu. On Wed, Jun 17, 2015 at 5:37 AM, Tom Schumann schumann@gmail.com wrote: Which commentary text specifically? On 17 June 2015 at 11:21, Gavin Isgar gisg...@gmail.com wrote: Guys, i need some help with another problem. So, i've been searching my game's files for a bit and, I can't seem to find how to change the HL2 Commentary Text in the main menu? Do i need to make a new file? Thank you! On Sat, May 23, 2015 at 7:52 AM, Gavin Isgar gisg...@gmail.com wrote: Thank you! On Sat, May 23, 2015 at 12:55 AM, Tony omega Sergi omegal...@gmail.com wrote: https://developer.valvesoftware.com/wiki/View_Models https://developer.valvesoftware.com/wiki/Viewmodels_in_Blender https://developer.valvesoftware.com/wiki/SDK_Docs http://forums.steampowered.com/forums/showthread.php?t=842810 google is fantastic. On Sat, May 23, 2015 at 11:07 AM, Gavin Isgar gisg...@gmail.com wrote: Hey guys, i got a question! Can anyways please tell me how to model and make weapons? I cant find a solid tutorial anywhere that i can actually do it on! Please help, thank you! On Sun, Apr 26, 2015 at 6:42 PM, Gavin Isgar gisg...@gmail.com wrote: Guys i need some more help. I'm trying to use phoneme editor in face poser for NPCs to talk. But i get an error message saying an error occurred during extraction. I've been trying to find a fix for this problem for awhile but i cant. I'm also using a Windows 8 computer. Please, someone type out a tutorial i can do to fix this problem! Thanks! On Fri, Apr 24, 2015 at 5:32 PM, Gavin Isgar gisg...@gmail.com wrote: Nope, still not working. Its saying extraction wont work. I use Windows 8 and Audacity for the wavs but still nothing works. Please someone give me a tutorial on here by text please! On Fri, Apr 24, 2015 at 8:23 AM, Gavin Isgar gisg...@gmail.com wrote: Thanks! I'll try it! On Fri, Apr 24, 2015 at 12:06 AM, Jesse Oak wazanato...@gmail.com wrote: Silverfish has been out of the Source modding scene for awhile but I find his tutorial still holds up quite well. https://www.youtube.com/watch?v=T077tK_hXJo On Tue, Apr 21, 2015 at 9:23 PM, Gavin Isgar gisg...@gmail.com wrote: Hey guys, back with ANOTHER question. I've been wondering, how can i make voice(choreography) scenes in-game? What i mean by that is make an NPC say what i said in my recording while lip syncing. I seen that Source SDK's Faceposer can do that but all tutorials are now outdated and i cant find a good resource. Can you guys tell me how i can do this? On Fri, Apr 17, 2015 at 8:30 PM, Jesse Oak wazanato...@gmail.com wrote: It most likely has a corresponding .res file then in which case you should be able to edit that. On Fri, Apr
Re: [hlcoders] Modding Problems
checkbox! I didnt add one though, im using SDK Base 2007 for this mod BTW. Did it update and automatically put it in? Please help for future reference! On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar gisg...@gmail.com wrote: Im not distributing them, and i dont feel like it. I just want to know how i can configure code files for a game so that it can find the game and code it On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak wazanato...@gmail.com wrote: Are you using SVN or Git? Just make a branch if you are. On Apr 14, 2015 6:55 AM, Gavin Isgar gisg...@gmail.com wrote: Its not that easy. The files within it are all configured for the base game other than the beta. But that still didnt answer my question On Tue, Apr 14, 2015 at 5:04 AM, Stan R. ca...@inbox.ru wrote: You just...copy it? Create a folder for your beta and work in it? Computer basics? Понедельник, 13 апреля 2015, 23:08 -04:00 от Gavin Isgar gisg...@gmail.com: Hey guys, back with huge question! Im wondering how i can make a manual code folder for my game(like for Half-Life 2: Example, it would be HL2E in the C Local Disk)? Im wondering how i can copy one from my actual game and edit it for a beta version, so instead of HL2RS it would be HL2RSB! Please tell me how i can do that without Source SDK because it wont work that way! On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak wave@hotmail.com https://e.mail.ru/compose/?mailto=mailto%3awave@hotmail.com wrote: Well, normally it shouldn't interfere with your mod in any way, but you can only verify that yourself by testing. I do remember a case where a breaking change was made in the 2013 SDK quite a while ago, but that was announced in a Steam community and on this mailing list. If I'm not mistaken, the SDK Base contains just the engine.dll itself (and a lot of other components it depends on, of course), which in turn loads your server and client code. That means if the interfaces between those modules have not changed in a way that would break compatibility, there should be nothing for you to worry about. -- From: Gavin Isgar https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com Sent: 12.04.2015 00:13 To: Discussion of Half-Life Programming https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com Subject: Re: [hlcoders] Modding Problems I wanted to use Source SDK Base 2007 for a reason. But my question still hasn't been answered. On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires st...@swires.me https://e.mail.ru/compose/?mailto=mailto%3ast...@swires.me wrote: If you're starting a new mod (which it sounds like you are), you should not be using the 2007 base at all. On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar gisg...@gmail.com https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote: 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 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote: Thanks Stan! On Fri, Apr 3, 2015 at 8:42 PM, Stan R. ca...@inbox.ru https://e.mail.ru/compose/?mailto=mailto%3aca...@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 https://e.mail.ru/compose/?mailto=mailto%3agisg...@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
Re: [hlcoders] Modding Problems
not distributing them, and i dont feel like it. I just want to know how i can configure code files for a game so that it can find the game and code it On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak wazanato...@gmail.com wrote: Are you using SVN or Git? Just make a branch if you are. On Apr 14, 2015 6:55 AM, Gavin Isgar gisg...@gmail.com wrote: Its not that easy. The files within it are all configured for the base game other than the beta. But that still didnt answer my question On Tue, Apr 14, 2015 at 5:04 AM, Stan R. ca...@inbox.ru wrote: You just...copy it? Create a folder for your beta and work in it? Computer basics? Понедельник, 13 апреля 2015, 23:08 -04:00 от Gavin Isgar gisg...@gmail.com: Hey guys, back with huge question! Im wondering how i can make a manual code folder for my game(like for Half-Life 2: Example, it would be HL2E in the C Local Disk)? Im wondering how i can copy one from my actual game and edit it for a beta version, so instead of HL2RS it would be HL2RSB! Please tell me how i can do that without Source SDK because it wont work that way! On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak wave@hotmail.com https://e.mail.ru/compose/?mailto=mailto%3awave@hotmail.com wrote: Well, normally it shouldn't interfere with your mod in any way, but you can only verify that yourself by testing. I do remember a case where a breaking change was made in the 2013 SDK quite a while ago, but that was announced in a Steam community and on this mailing list. If I'm not mistaken, the SDK Base contains just the engine.dll itself (and a lot of other components it depends on, of course), which in turn loads your server and client code. That means if the interfaces between those modules have not changed in a way that would break compatibility, there should be nothing for you to worry about. -- From: Gavin Isgar https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com Sent: 12.04.2015 00:13 To: Discussion of Half-Life Programming https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com Subject: Re: [hlcoders] Modding Problems I wanted to use Source SDK Base 2007 for a reason. But my question still hasn't been answered. On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires st...@swires.me https://e.mail.ru/compose/?mailto=mailto%3ast...@swires.me wrote: If you're starting a new mod (which it sounds like you are), you should not be using the 2007 base at all. On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar gisg...@gmail.com https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote: 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 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote: Thanks Stan! On Fri, Apr 3, 2015 at 8:42 PM, Stan R. ca...@inbox.ru https://e.mail.ru/compose/?mailto=mailto%3aca...@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 https://e.mail.ru/compose/?mailto=mailto%3agisg...@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
Re: [hlcoders] Modding Problems
...@inbox.ru wrote: You just...copy it? Create a folder for your beta and work in it? Computer basics? Понедельник, 13 апреля 2015, 23:08 -04:00 от Gavin Isgar gisg...@gmail.com: Hey guys, back with huge question! Im wondering how i can make a manual code folder for my game(like for Half-Life 2: Example, it would be HL2E in the C Local Disk)? Im wondering how i can copy one from my actual game and edit it for a beta version, so instead of HL2RS it would be HL2RSB! Please tell me how i can do that without Source SDK because it wont work that way! On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak wave@hotmail.com https://e.mail.ru/compose/?mailto=mailto%3awave@hotmail.com wrote: Well, normally it shouldn't interfere with your mod in any way, but you can only verify that yourself by testing. I do remember a case where a breaking change was made in the 2013 SDK quite a while ago, but that was announced in a Steam community and on this mailing list. If I'm not mistaken, the SDK Base contains just the engine.dll itself (and a lot of other components it depends on, of course), which in turn loads your server and client code. That means if the interfaces between those modules have not changed in a way that would break compatibility, there should be nothing for you to worry about. -- From: Gavin Isgar https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com Sent: 12.04.2015 00:13 To: Discussion of Half-Life Programming https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com Subject: Re: [hlcoders] Modding Problems I wanted to use Source SDK Base 2007 for a reason. But my question still hasn't been answered. On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires st...@swires.me https://e.mail.ru/compose/?mailto=mailto%3ast...@swires.me wrote: If you're starting a new mod (which it sounds like you are), you should not be using the 2007 base at all. On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar gisg...@gmail.com https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote: 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 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote: Thanks Stan! On Fri, Apr 3, 2015 at 8:42 PM, Stan R. ca...@inbox.ru https://e.mail.ru/compose/?mailto=mailto%3aca...@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 https://e.mail.ru/compose/?mailto=mailto%3agisg...@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
Re: [hlcoders] Modding Problems
, back with huge question! Im wondering how i can make a manual code folder for my game(like for Half-Life 2: Example, it would be HL2E in the C Local Disk)? Im wondering how i can copy one from my actual game and edit it for a beta version, so instead of HL2RS it would be HL2RSB! Please tell me how i can do that without Source SDK because it wont work that way! On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak wave@hotmail.com https://e.mail.ru/compose/?mailto=mailto%3awave@hotmail.com wrote: Well, normally it shouldn't interfere with your mod in any way, but you can only verify that yourself by testing. I do remember a case where a breaking change was made in the 2013 SDK quite a while ago, but that was announced in a Steam community and on this mailing list. If I'm not mistaken, the SDK Base contains just the engine.dll itself (and a lot of other components it depends on, of course), which in turn loads your server and client code. That means if the interfaces between those modules have not changed in a way that would break compatibility, there should be nothing for you to worry about. -- From: Gavin Isgar https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com Sent: 12.04.2015 00:13 To: Discussion of Half-Life Programming https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com Subject: Re: [hlcoders] Modding Problems I wanted to use Source SDK Base 2007 for a reason. But my question still hasn't been answered. On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires st...@swires.me https://e.mail.ru/compose/?mailto=mailto%3ast...@swires.me wrote: If you're starting a new mod (which it sounds like you are), you should not be using the 2007 base at all. On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar gisg...@gmail.com https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote: 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 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote: Thanks Stan! On Fri, Apr 3, 2015 at 8:42 PM, Stan R. ca...@inbox.ru https://e.mail.ru/compose/?mailto=mailto%3aca...@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 https://e.mail.ru/compose/?mailto=mailto%3agisg...@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
Re: [hlcoders] Modding Problems
, 2015 6:55 AM, Gavin Isgar gisg...@gmail.com wrote: Its not that easy. The files within it are all configured for the base game other than the beta. But that still didnt answer my question On Tue, Apr 14, 2015 at 5:04 AM, Stan R. ca...@inbox.ru wrote: You just...copy it? Create a folder for your beta and work in it? Computer basics? Понедельник, 13 апреля 2015, 23:08 -04:00 от Gavin Isgar gisg...@gmail.com: Hey guys, back with huge question! Im wondering how i can make a manual code folder for my game(like for Half-Life 2: Example, it would be HL2E in the C Local Disk)? Im wondering how i can copy one from my actual game and edit it for a beta version, so instead of HL2RS it would be HL2RSB! Please tell me how i can do that without Source SDK because it wont work that way! On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak wave@hotmail.com https://e.mail.ru/compose/?mailto=mailto%3awave@hotmail.com wrote: Well, normally it shouldn't interfere with your mod in any way, but you can only verify that yourself by testing. I do remember a case where a breaking change was made in the 2013 SDK quite a while ago, but that was announced in a Steam community and on this mailing list. If I'm not mistaken, the SDK Base contains just the engine.dll itself (and a lot of other components it depends on, of course), which in turn loads your server and client code. That means if the interfaces between those modules have not changed in a way that would break compatibility, there should be nothing for you to worry about. -- From: Gavin Isgar https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com Sent: 12.04.2015 00:13 To: Discussion of Half-Life Programming https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com Subject: Re: [hlcoders] Modding Problems I wanted to use Source SDK Base 2007 for a reason. But my question still hasn't been answered. On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires st...@swires.me https://e.mail.ru/compose/?mailto=mailto%3ast...@swires.me wrote: If you're starting a new mod (which it sounds like you are), you should not be using the 2007 base at all. On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar gisg...@gmail.com https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote: 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 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote: Thanks Stan! On Fri, Apr 3, 2015 at 8:42 PM, Stan R. ca...@inbox.ru https://e.mail.ru/compose/?mailto=mailto%3aca...@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 https://e.mail.ru/compose/?mailto=mailto%3agisg...@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
Re: [hlcoders] Modding Problems
)? Im wondering how i can copy one from my actual game and edit it for a beta version, so instead of HL2RS it would be HL2RSB! Please tell me how i can do that without Source SDK because it wont work that way! On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak wave@hotmail.com https://e.mail.ru/compose/?mailto=mailto%3awave@hotmail.com wrote: Well, normally it shouldn't interfere with your mod in any way, but you can only verify that yourself by testing. I do remember a case where a breaking change was made in the 2013 SDK quite a while ago, but that was announced in a Steam community and on this mailing list. If I'm not mistaken, the SDK Base contains just the engine.dll itself (and a lot of other components it depends on, of course), which in turn loads your server and client code. That means if the interfaces between those modules have not changed in a way that would break compatibility, there should be nothing for you to worry about. -- From: Gavin Isgar https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com Sent: 12.04.2015 00:13 To: Discussion of Half-Life Programming https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com Subject: Re: [hlcoders] Modding Problems I wanted to use Source SDK Base 2007 for a reason. But my question still hasn't been answered. On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires st...@swires.me https://e.mail.ru/compose/?mailto=mailto%3ast...@swires.me wrote: If you're starting a new mod (which it sounds like you are), you should not be using the 2007 base at all. On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar gisg...@gmail.com https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote: 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 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote: Thanks Stan! On Fri, Apr 3, 2015 at 8:42 PM, Stan R. ca...@inbox.ru https://e.mail.ru/compose/?mailto=mailto%3aca...@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 https://e.mail.ru/compose/?mailto=mailto%3agisg...@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
Re: [hlcoders] Modding Problems
version, so instead of HL2RS it would be HL2RSB! Please tell me how i can do that without Source SDK because it wont work that way! On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak wave@hotmail.com https://e.mail.ru/compose/?mailto=mailto%3awave@hotmail.com wrote: Well, normally it shouldn't interfere with your mod in any way, but you can only verify that yourself by testing. I do remember a case where a breaking change was made in the 2013 SDK quite a while ago, but that was announced in a Steam community and on this mailing list. If I'm not mistaken, the SDK Base contains just the engine.dll itself (and a lot of other components it depends on, of course), which in turn loads your server and client code. That means if the interfaces between those modules have not changed in a way that would break compatibility, there should be nothing for you to worry about. -- From: Gavin Isgar https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com Sent: 12.04.2015 00:13 To: Discussion of Half-Life Programming https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com Subject: Re: [hlcoders] Modding Problems I wanted to use Source SDK Base 2007 for a reason. But my question still hasn't been answered. On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires st...@swires.me https://e.mail.ru/compose/?mailto=mailto%3ast...@swires.me wrote: If you're starting a new mod (which it sounds like you are), you should not be using the 2007 base at all. On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar gisg...@gmail.com https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote: 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 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote: Thanks Stan! On Fri, Apr 3, 2015 at 8:42 PM, Stan R. ca...@inbox.ru https://e.mail.ru/compose/?mailto=mailto%3aca...@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 https://e.mail.ru/compose/?mailto=mailto%3agisg...@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
Re: [hlcoders] Modding Problems
12, 2015 at 3:15 AM, Krzysztof Lesiak wave@hotmail.com https://e.mail.ru/compose/?mailto=mailto%3awave@hotmail.com wrote: Well, normally it shouldn't interfere with your mod in any way, but you can only verify that yourself by testing. I do remember a case where a breaking change was made in the 2013 SDK quite a while ago, but that was announced in a Steam community and on this mailing list. If I'm not mistaken, the SDK Base contains just the engine.dll itself (and a lot of other components it depends on, of course), which in turn loads your server and client code. That means if the interfaces between those modules have not changed in a way that would break compatibility, there should be nothing for you to worry about. -- From: Gavin Isgar https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com Sent: 12.04.2015 00:13 To: Discussion of Half-Life Programming https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com Subject: Re: [hlcoders] Modding Problems I wanted to use Source SDK Base 2007 for a reason. But my question still hasn't been answered. On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires st...@swires.me https://e.mail.ru/compose/?mailto=mailto%3ast...@swires.me wrote: If you're starting a new mod (which it sounds like you are), you should not be using the 2007 base at all. On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar gisg...@gmail.com https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote: 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 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote: Thanks Stan! On Fri, Apr 3, 2015 at 8:42 PM, Stan R. ca...@inbox.ru https://e.mail.ru/compose/?mailto=mailto%3aca...@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 https://e.mail.ru/compose/?mailto=mailto%3agisg...@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
Re: [hlcoders] Modding Problems
@hotmail.com wrote: Well, normally it shouldn't interfere with your mod in any way, but you can only verify that yourself by testing. I do remember a case where a breaking change was made in the 2013 SDK quite a while ago, but that was announced in a Steam community and on this mailing list. If I'm not mistaken, the SDK Base contains just the engine.dll itself (and a lot of other components it depends on, of course), which in turn loads your server and client code. That means if the interfaces between those modules have not changed in a way that would break compatibility, there should be nothing for you to worry about. -- From: Gavin Isgar https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com Sent: 12.04.2015 00:13 To: Discussion of Half-Life Programming https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com Subject: Re: [hlcoders] Modding Problems I wanted to use Source SDK Base 2007 for a reason. But my question still hasn't been answered. On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires st...@swires.me https://e.mail.ru/compose/?mailto=mailto%3ast...@swires.me wrote: If you're starting a new mod (which it sounds like you are), you should not be using the 2007 base at all. On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar gisg...@gmail.com https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote: 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 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote: Thanks Stan! On Fri, Apr 3, 2015 at 8:42 PM, Stan R. ca...@inbox.ru https://e.mail.ru/compose/?mailto=mailto%3aca...@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 https://e.mail.ru/compose/?mailto=mailto%3agisg...@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
Re: [hlcoders] Modding Problems
and on this mailing list. If I'm not mistaken, the SDK Base contains just the engine.dll itself (and a lot of other components it depends on, of course), which in turn loads your server and client code. That means if the interfaces between those modules have not changed in a way that would break compatibility, there should be nothing for you to worry about. -- From: Gavin Isgar https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com Sent: 12.04.2015 00:13 To: Discussion of Half-Life Programming https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com Subject: Re: [hlcoders] Modding Problems I wanted to use Source SDK Base 2007 for a reason. But my question still hasn't been answered. On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires st...@swires.me https://e.mail.ru/compose/?mailto=mailto%3ast...@swires.me wrote: If you're starting a new mod (which it sounds like you are), you should not be using the 2007 base at all. On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar gisg...@gmail.com https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote: 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 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote: Thanks Stan! On Fri, Apr 3, 2015 at 8:42 PM, Stan R. ca...@inbox.ru https://e.mail.ru/compose/?mailto=mailto%3aca...@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 https://e.mail.ru/compose/?mailto=mailto%3agisg...@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
Re: [hlcoders] Modding Problems
of other components it depends on, of course), which in turn loads your server and client code. That means if the interfaces between those modules have not changed in a way that would break compatibility, there should be nothing for you to worry about. -- From: Gavin Isgar https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com Sent: 12.04.2015 00:13 To: Discussion of Half-Life Programming https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com Subject: Re: [hlcoders] Modding Problems I wanted to use Source SDK Base 2007 for a reason. But my question still hasn't been answered. On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires st...@swires.me https://e.mail.ru/compose/?mailto=mailto%3ast...@swires.me wrote: If you're starting a new mod (which it sounds like you are), you should not be using the 2007 base at all. On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar gisg...@gmail.com https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote: 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 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote: Thanks Stan! On Fri, Apr 3, 2015 at 8:42 PM, Stan R. ca...@inbox.ru https://e.mail.ru/compose/?mailto=mailto%3aca...@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 https://e.mail.ru/compose/?mailto=mailto%3agisg...@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
Re: [hlcoders] Modding Problems
/compose/?mailto=mailto%3agisg...@gmail.com Sent: 12.04.2015 00:13 To: Discussion of Half-Life Programming https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com Subject: Re: [hlcoders] Modding Problems I wanted to use Source SDK Base 2007 for a reason. But my question still hasn't been answered. On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires st...@swires.me https://e.mail.ru/compose/?mailto=mailto%3ast...@swires.me wrote: If you're starting a new mod (which it sounds like you are), you should not be using the 2007 base at all. On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar gisg...@gmail.com https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote: 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 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote: Thanks Stan! On Fri, Apr 3, 2015 at 8:42 PM, Stan R. ca...@inbox.ru https://e.mail.ru/compose/?mailto=mailto%3aca...@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 https://e.mail.ru/compose/?mailto=mailto%3agisg...@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
Re: [hlcoders] Modding Problems
Guys i need some more help. I'm trying to use phoneme editor in face poser for NPCs to talk. But i get an error message saying an error occurred during extraction. I've been trying to find a fix for this problem for awhile but i cant. I'm also using a Windows 8 computer. Please, someone type out a tutorial i can do to fix this problem! Thanks! On Fri, Apr 24, 2015 at 5:32 PM, Gavin Isgar gisg...@gmail.com wrote: Nope, still not working. Its saying extraction wont work. I use Windows 8 and Audacity for the wavs but still nothing works. Please someone give me a tutorial on here by text please! On Fri, Apr 24, 2015 at 8:23 AM, Gavin Isgar gisg...@gmail.com wrote: Thanks! I'll try it! On Fri, Apr 24, 2015 at 12:06 AM, Jesse Oak wazanato...@gmail.com wrote: Silverfish has been out of the Source modding scene for awhile but I find his tutorial still holds up quite well. https://www.youtube.com/watch?v=T077tK_hXJo On Tue, Apr 21, 2015 at 9:23 PM, Gavin Isgar gisg...@gmail.com wrote: Hey guys, back with ANOTHER question. I've been wondering, how can i make voice(choreography) scenes in-game? What i mean by that is make an NPC say what i said in my recording while lip syncing. I seen that Source SDK's Faceposer can do that but all tutorials are now outdated and i cant find a good resource. Can you guys tell me how i can do this? On Fri, Apr 17, 2015 at 8:30 PM, Jesse Oak wazanato...@gmail.com wrote: It most likely has a corresponding .res file then in which case you should be able to edit that. On Fri, Apr 17, 2015 at 4:30 PM, Gavin Isgar gisg...@gmail.com wrote: Commentary mode isn't on the menu, if it was, i would've already removed it. It's in the chapter list menu. I still dont know how to remove it either On Fri, Apr 17, 2015 at 12:35 PM, Jesse Oak wazanato...@gmail.com wrote: If you don't want commentary just remove it from your menu. On Wed, Apr 15, 2015 at 8:22 PM, Gavin Isgar gisg...@gmail.com wrote: Nope, still is like that. Why did it automatically add HL2 commentary mode and messed up the chapter box with an unusable exit arrow? Please help! On Wed, Apr 15, 2015 at 9:20 PM, Gavin Isgar gisg...@gmail.com wrote: NVM, think i found the answer. HL2 was uninstalled somehow and only HL2EP2 was installed. I hope! On Wed, Apr 15, 2015 at 9:18 PM, Gavin Isgar gisg...@gmail.com wrote: Back with another question guys! So i was looking at the chapter list in my game(literally ingame) and i now see something new, a commentary checkbox! I didnt add one though, im using SDK Base 2007 for this mod BTW. Did it update and automatically put it in? Please help for future reference! On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar gisg...@gmail.com wrote: Im not distributing them, and i dont feel like it. I just want to know how i can configure code files for a game so that it can find the game and code it On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak wazanato...@gmail.com wrote: Are you using SVN or Git? Just make a branch if you are. On Apr 14, 2015 6:55 AM, Gavin Isgar gisg...@gmail.com wrote: Its not that easy. The files within it are all configured for the base game other than the beta. But that still didnt answer my question On Tue, Apr 14, 2015 at 5:04 AM, Stan R. ca...@inbox.ru wrote: You just...copy it? Create a folder for your beta and work in it? Computer basics? Понедельник, 13 апреля 2015, 23:08 -04:00 от Gavin Isgar gisg...@gmail.com: Hey guys, back with huge question! Im wondering how i can make a manual code folder for my game(like for Half-Life 2: Example, it would be HL2E in the C Local Disk)? Im wondering how i can copy one from my actual game and edit it for a beta version, so instead of HL2RS it would be HL2RSB! Please tell me how i can do that without Source SDK because it wont work that way! On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak wave@hotmail.com https://e.mail.ru/compose/?mailto=mailto%3awave@hotmail.com wrote: Well, normally it shouldn't interfere with your mod in any way, but you can only verify that yourself by testing. I do remember a case where a breaking change was made in the 2013 SDK quite a while ago, but that was announced in a Steam community and on this mailing list. If I'm not mistaken, the SDK Base contains just the engine.dll itself (and a lot of other components it depends on, of course), which in turn loads your server and client code. That means if the interfaces between those modules have not changed in a way that would break compatibility, there should be nothing for you to worry about. -- From: Gavin Isgar https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com Sent: 12.04.2015 00:13 To: Discussion of Half-Life Programming https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com Subject: Re: [hlcoders] Modding Problems I wanted to use Source SDK Base
Re: [hlcoders] Modding Problems
Nope, still not working. Its saying extraction wont work. I use Windows 8 and Audacity for the wavs but still nothing works. Please someone give me a tutorial on here by text please! On Fri, Apr 24, 2015 at 8:23 AM, Gavin Isgar gisg...@gmail.com wrote: Thanks! I'll try it! On Fri, Apr 24, 2015 at 12:06 AM, Jesse Oak wazanato...@gmail.com wrote: Silverfish has been out of the Source modding scene for awhile but I find his tutorial still holds up quite well. https://www.youtube.com/watch?v=T077tK_hXJo On Tue, Apr 21, 2015 at 9:23 PM, Gavin Isgar gisg...@gmail.com wrote: Hey guys, back with ANOTHER question. I've been wondering, how can i make voice(choreography) scenes in-game? What i mean by that is make an NPC say what i said in my recording while lip syncing. I seen that Source SDK's Faceposer can do that but all tutorials are now outdated and i cant find a good resource. Can you guys tell me how i can do this? On Fri, Apr 17, 2015 at 8:30 PM, Jesse Oak wazanato...@gmail.com wrote: It most likely has a corresponding .res file then in which case you should be able to edit that. On Fri, Apr 17, 2015 at 4:30 PM, Gavin Isgar gisg...@gmail.com wrote: Commentary mode isn't on the menu, if it was, i would've already removed it. It's in the chapter list menu. I still dont know how to remove it either On Fri, Apr 17, 2015 at 12:35 PM, Jesse Oak wazanato...@gmail.com wrote: If you don't want commentary just remove it from your menu. On Wed, Apr 15, 2015 at 8:22 PM, Gavin Isgar gisg...@gmail.com wrote: Nope, still is like that. Why did it automatically add HL2 commentary mode and messed up the chapter box with an unusable exit arrow? Please help! On Wed, Apr 15, 2015 at 9:20 PM, Gavin Isgar gisg...@gmail.com wrote: NVM, think i found the answer. HL2 was uninstalled somehow and only HL2EP2 was installed. I hope! On Wed, Apr 15, 2015 at 9:18 PM, Gavin Isgar gisg...@gmail.com wrote: Back with another question guys! So i was looking at the chapter list in my game(literally ingame) and i now see something new, a commentary checkbox! I didnt add one though, im using SDK Base 2007 for this mod BTW. Did it update and automatically put it in? Please help for future reference! On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar gisg...@gmail.com wrote: Im not distributing them, and i dont feel like it. I just want to know how i can configure code files for a game so that it can find the game and code it On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak wazanato...@gmail.com wrote: Are you using SVN or Git? Just make a branch if you are. On Apr 14, 2015 6:55 AM, Gavin Isgar gisg...@gmail.com wrote: Its not that easy. The files within it are all configured for the base game other than the beta. But that still didnt answer my question On Tue, Apr 14, 2015 at 5:04 AM, Stan R. ca...@inbox.ru wrote: You just...copy it? Create a folder for your beta and work in it? Computer basics? Понедельник, 13 апреля 2015, 23:08 -04:00 от Gavin Isgar gisg...@gmail.com: Hey guys, back with huge question! Im wondering how i can make a manual code folder for my game(like for Half-Life 2: Example, it would be HL2E in the C Local Disk)? Im wondering how i can copy one from my actual game and edit it for a beta version, so instead of HL2RS it would be HL2RSB! Please tell me how i can do that without Source SDK because it wont work that way! On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak wave@hotmail.com https://e.mail.ru/compose/?mailto=mailto%3awave@hotmail.com wrote: Well, normally it shouldn't interfere with your mod in any way, but you can only verify that yourself by testing. I do remember a case where a breaking change was made in the 2013 SDK quite a while ago, but that was announced in a Steam community and on this mailing list. If I'm not mistaken, the SDK Base contains just the engine.dll itself (and a lot of other components it depends on, of course), which in turn loads your server and client code. That means if the interfaces between those modules have not changed in a way that would break compatibility, there should be nothing for you to worry about. -- From: Gavin Isgar https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com Sent: 12.04.2015 00:13 To: Discussion of Half-Life Programming https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com Subject: Re: [hlcoders] Modding Problems I wanted to use Source SDK Base 2007 for a reason. But my question still hasn't been answered. On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires st...@swires.me https://e.mail.ru/compose/?mailto=mailto%3ast...@swires.me wrote: If you're starting a new mod (which it sounds like you are), you should not be using the 2007 base at all. On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar gisg...@gmail.com https://e.mail.ru/compose/?mailto=mailto%3agisg
Re: [hlcoders] Modding Problems
If you don't want commentary just remove it from your menu. On Wed, Apr 15, 2015 at 8:22 PM, Gavin Isgar gisg...@gmail.com wrote: Nope, still is like that. Why did it automatically add HL2 commentary mode and messed up the chapter box with an unusable exit arrow? Please help! On Wed, Apr 15, 2015 at 9:20 PM, Gavin Isgar gisg...@gmail.com wrote: NVM, think i found the answer. HL2 was uninstalled somehow and only HL2EP2 was installed. I hope! On Wed, Apr 15, 2015 at 9:18 PM, Gavin Isgar gisg...@gmail.com wrote: Back with another question guys! So i was looking at the chapter list in my game(literally ingame) and i now see something new, a commentary checkbox! I didnt add one though, im using SDK Base 2007 for this mod BTW. Did it update and automatically put it in? Please help for future reference! On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar gisg...@gmail.com wrote: Im not distributing them, and i dont feel like it. I just want to know how i can configure code files for a game so that it can find the game and code it On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak wazanato...@gmail.com wrote: Are you using SVN or Git? Just make a branch if you are. On Apr 14, 2015 6:55 AM, Gavin Isgar gisg...@gmail.com wrote: Its not that easy. The files within it are all configured for the base game other than the beta. But that still didnt answer my question On Tue, Apr 14, 2015 at 5:04 AM, Stan R. ca...@inbox.ru wrote: You just...copy it? Create a folder for your beta and work in it? Computer basics? Понедельник, 13 апреля 2015, 23:08 -04:00 от Gavin Isgar gisg...@gmail.com: Hey guys, back with huge question! Im wondering how i can make a manual code folder for my game(like for Half-Life 2: Example, it would be HL2E in the C Local Disk)? Im wondering how i can copy one from my actual game and edit it for a beta version, so instead of HL2RS it would be HL2RSB! Please tell me how i can do that without Source SDK because it wont work that way! On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak wave@hotmail.com https://e.mail.ru/compose/?mailto=mailto%3awave@hotmail.com wrote: Well, normally it shouldn't interfere with your mod in any way, but you can only verify that yourself by testing. I do remember a case where a breaking change was made in the 2013 SDK quite a while ago, but that was announced in a Steam community and on this mailing list. If I'm not mistaken, the SDK Base contains just the engine.dll itself (and a lot of other components it depends on, of course), which in turn loads your server and client code. That means if the interfaces between those modules have not changed in a way that would break compatibility, there should be nothing for you to worry about. -- From: Gavin Isgar https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com Sent: 12.04.2015 00:13 To: Discussion of Half-Life Programming https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com Subject: Re: [hlcoders] Modding Problems I wanted to use Source SDK Base 2007 for a reason. But my question still hasn't been answered. On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires st...@swires.me https://e.mail.ru/compose/?mailto=mailto%3ast...@swires.me wrote: If you're starting a new mod (which it sounds like you are), you should not be using the 2007 base at all. On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar gisg...@gmail.com https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote: 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 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote: Thanks Stan! On Fri, Apr 3, 2015 at 8:42 PM, Stan R. ca...@inbox.ru https://e.mail.ru/compose/?mailto=mailto%3aca...@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 https://e.mail.ru/compose/?mailto=mailto%3agisg...@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
Re: [hlcoders] Modding Problems
Commentary mode isn't on the menu, if it was, i would've already removed it. It's in the chapter list menu. I still dont know how to remove it either On Fri, Apr 17, 2015 at 12:35 PM, Jesse Oak wazanato...@gmail.com wrote: If you don't want commentary just remove it from your menu. On Wed, Apr 15, 2015 at 8:22 PM, Gavin Isgar gisg...@gmail.com wrote: Nope, still is like that. Why did it automatically add HL2 commentary mode and messed up the chapter box with an unusable exit arrow? Please help! On Wed, Apr 15, 2015 at 9:20 PM, Gavin Isgar gisg...@gmail.com wrote: NVM, think i found the answer. HL2 was uninstalled somehow and only HL2EP2 was installed. I hope! On Wed, Apr 15, 2015 at 9:18 PM, Gavin Isgar gisg...@gmail.com wrote: Back with another question guys! So i was looking at the chapter list in my game(literally ingame) and i now see something new, a commentary checkbox! I didnt add one though, im using SDK Base 2007 for this mod BTW. Did it update and automatically put it in? Please help for future reference! On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar gisg...@gmail.com wrote: Im not distributing them, and i dont feel like it. I just want to know how i can configure code files for a game so that it can find the game and code it On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak wazanato...@gmail.com wrote: Are you using SVN or Git? Just make a branch if you are. On Apr 14, 2015 6:55 AM, Gavin Isgar gisg...@gmail.com wrote: Its not that easy. The files within it are all configured for the base game other than the beta. But that still didnt answer my question On Tue, Apr 14, 2015 at 5:04 AM, Stan R. ca...@inbox.ru wrote: You just...copy it? Create a folder for your beta and work in it? Computer basics? Понедельник, 13 апреля 2015, 23:08 -04:00 от Gavin Isgar gisg...@gmail.com: Hey guys, back with huge question! Im wondering how i can make a manual code folder for my game(like for Half-Life 2: Example, it would be HL2E in the C Local Disk)? Im wondering how i can copy one from my actual game and edit it for a beta version, so instead of HL2RS it would be HL2RSB! Please tell me how i can do that without Source SDK because it wont work that way! On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak wave@hotmail.com https://e.mail.ru/compose/?mailto=mailto%3awave@hotmail.com wrote: Well, normally it shouldn't interfere with your mod in any way, but you can only verify that yourself by testing. I do remember a case where a breaking change was made in the 2013 SDK quite a while ago, but that was announced in a Steam community and on this mailing list. If I'm not mistaken, the SDK Base contains just the engine.dll itself (and a lot of other components it depends on, of course), which in turn loads your server and client code. That means if the interfaces between those modules have not changed in a way that would break compatibility, there should be nothing for you to worry about. -- From: Gavin Isgar https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com Sent: 12.04.2015 00:13 To: Discussion of Half-Life Programming https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com Subject: Re: [hlcoders] Modding Problems I wanted to use Source SDK Base 2007 for a reason. But my question still hasn't been answered. On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires st...@swires.me https://e.mail.ru/compose/?mailto=mailto%3ast...@swires.me wrote: If you're starting a new mod (which it sounds like you are), you should not be using the 2007 base at all. On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar gisg...@gmail.com https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote: 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 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote: Thanks Stan! On Fri, Apr 3, 2015 at 8:42 PM, Stan R. ca...@inbox.ru https://e.mail.ru/compose/?mailto=mailto%3aca...@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 https://e.mail.ru/compose/?mailto=mailto%3agisg...@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
Re: [hlcoders] Modding Problems
It most likely has a corresponding .res file then in which case you should be able to edit that. On Fri, Apr 17, 2015 at 4:30 PM, Gavin Isgar gisg...@gmail.com wrote: Commentary mode isn't on the menu, if it was, i would've already removed it. It's in the chapter list menu. I still dont know how to remove it either On Fri, Apr 17, 2015 at 12:35 PM, Jesse Oak wazanato...@gmail.com wrote: If you don't want commentary just remove it from your menu. On Wed, Apr 15, 2015 at 8:22 PM, Gavin Isgar gisg...@gmail.com wrote: Nope, still is like that. Why did it automatically add HL2 commentary mode and messed up the chapter box with an unusable exit arrow? Please help! On Wed, Apr 15, 2015 at 9:20 PM, Gavin Isgar gisg...@gmail.com wrote: NVM, think i found the answer. HL2 was uninstalled somehow and only HL2EP2 was installed. I hope! On Wed, Apr 15, 2015 at 9:18 PM, Gavin Isgar gisg...@gmail.com wrote: Back with another question guys! So i was looking at the chapter list in my game(literally ingame) and i now see something new, a commentary checkbox! I didnt add one though, im using SDK Base 2007 for this mod BTW. Did it update and automatically put it in? Please help for future reference! On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar gisg...@gmail.com wrote: Im not distributing them, and i dont feel like it. I just want to know how i can configure code files for a game so that it can find the game and code it On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak wazanato...@gmail.com wrote: Are you using SVN or Git? Just make a branch if you are. On Apr 14, 2015 6:55 AM, Gavin Isgar gisg...@gmail.com wrote: Its not that easy. The files within it are all configured for the base game other than the beta. But that still didnt answer my question On Tue, Apr 14, 2015 at 5:04 AM, Stan R. ca...@inbox.ru wrote: You just...copy it? Create a folder for your beta and work in it? Computer basics? Понедельник, 13 апреля 2015, 23:08 -04:00 от Gavin Isgar gisg...@gmail.com: Hey guys, back with huge question! Im wondering how i can make a manual code folder for my game(like for Half-Life 2: Example, it would be HL2E in the C Local Disk)? Im wondering how i can copy one from my actual game and edit it for a beta version, so instead of HL2RS it would be HL2RSB! Please tell me how i can do that without Source SDK because it wont work that way! On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak wave@hotmail.com https://e.mail.ru/compose/?mailto=mailto%3awave@hotmail.com wrote: Well, normally it shouldn't interfere with your mod in any way, but you can only verify that yourself by testing. I do remember a case where a breaking change was made in the 2013 SDK quite a while ago, but that was announced in a Steam community and on this mailing list. If I'm not mistaken, the SDK Base contains just the engine.dll itself (and a lot of other components it depends on, of course), which in turn loads your server and client code. That means if the interfaces between those modules have not changed in a way that would break compatibility, there should be nothing for you to worry about. -- From: Gavin Isgar https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com Sent: 12.04.2015 00:13 To: Discussion of Half-Life Programming https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com Subject: Re: [hlcoders] Modding Problems I wanted to use Source SDK Base 2007 for a reason. But my question still hasn't been answered. On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires st...@swires.me https://e.mail.ru/compose/?mailto=mailto%3ast...@swires.me wrote: If you're starting a new mod (which it sounds like you are), you should not be using the 2007 base at all. On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar gisg...@gmail.com https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote: 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 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote: Thanks Stan! On Fri, Apr 3, 2015 at 8:42 PM, Stan R. ca...@inbox.ru https://e.mail.ru/compose/?mailto=mailto%3aca...@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 https://e.mail.ru/compose/?mailto=mailto%3agisg
Re: [hlcoders] Modding Problems
NVM, think i found the answer. HL2 was uninstalled somehow and only HL2EP2 was installed. I hope! On Wed, Apr 15, 2015 at 9:18 PM, Gavin Isgar gisg...@gmail.com wrote: Back with another question guys! So i was looking at the chapter list in my game(literally ingame) and i now see something new, a commentary checkbox! I didnt add one though, im using SDK Base 2007 for this mod BTW. Did it update and automatically put it in? Please help for future reference! On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar gisg...@gmail.com wrote: Im not distributing them, and i dont feel like it. I just want to know how i can configure code files for a game so that it can find the game and code it On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak wazanato...@gmail.com wrote: Are you using SVN or Git? Just make a branch if you are. On Apr 14, 2015 6:55 AM, Gavin Isgar gisg...@gmail.com wrote: Its not that easy. The files within it are all configured for the base game other than the beta. But that still didnt answer my question On Tue, Apr 14, 2015 at 5:04 AM, Stan R. ca...@inbox.ru wrote: You just...copy it? Create a folder for your beta and work in it? Computer basics? Понедельник, 13 апреля 2015, 23:08 -04:00 от Gavin Isgar gisg...@gmail.com: Hey guys, back with huge question! Im wondering how i can make a manual code folder for my game(like for Half-Life 2: Example, it would be HL2E in the C Local Disk)? Im wondering how i can copy one from my actual game and edit it for a beta version, so instead of HL2RS it would be HL2RSB! Please tell me how i can do that without Source SDK because it wont work that way! On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak wave@hotmail.com https://e.mail.ru/compose/?mailto=mailto%3awave@hotmail.com wrote: Well, normally it shouldn't interfere with your mod in any way, but you can only verify that yourself by testing. I do remember a case where a breaking change was made in the 2013 SDK quite a while ago, but that was announced in a Steam community and on this mailing list. If I'm not mistaken, the SDK Base contains just the engine.dll itself (and a lot of other components it depends on, of course), which in turn loads your server and client code. That means if the interfaces between those modules have not changed in a way that would break compatibility, there should be nothing for you to worry about. -- From: Gavin Isgar https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com Sent: 12.04.2015 00:13 To: Discussion of Half-Life Programming https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com Subject: Re: [hlcoders] Modding Problems I wanted to use Source SDK Base 2007 for a reason. But my question still hasn't been answered. On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires st...@swires.me https://e.mail.ru/compose/?mailto=mailto%3ast...@swires.me wrote: If you're starting a new mod (which it sounds like you are), you should not be using the 2007 base at all. On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar gisg...@gmail.com https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote: 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 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote: Thanks Stan! On Fri, Apr 3, 2015 at 8:42 PM, Stan R. ca...@inbox.ru https://e.mail.ru/compose/?mailto=mailto%3aca...@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 https://e.mail.ru/compose/?mailto=mailto%3agisg...@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
Re: [hlcoders] Modding Problems
Back with another question guys! So i was looking at the chapter list in my game(literally ingame) and i now see something new, a commentary checkbox! I didnt add one though, im using SDK Base 2007 for this mod BTW. Did it update and automatically put it in? Please help for future reference! On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar gisg...@gmail.com wrote: Im not distributing them, and i dont feel like it. I just want to know how i can configure code files for a game so that it can find the game and code it On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak wazanato...@gmail.com wrote: Are you using SVN or Git? Just make a branch if you are. On Apr 14, 2015 6:55 AM, Gavin Isgar gisg...@gmail.com wrote: Its not that easy. The files within it are all configured for the base game other than the beta. But that still didnt answer my question On Tue, Apr 14, 2015 at 5:04 AM, Stan R. ca...@inbox.ru wrote: You just...copy it? Create a folder for your beta and work in it? Computer basics? Понедельник, 13 апреля 2015, 23:08 -04:00 от Gavin Isgar gisg...@gmail.com: Hey guys, back with huge question! Im wondering how i can make a manual code folder for my game(like for Half-Life 2: Example, it would be HL2E in the C Local Disk)? Im wondering how i can copy one from my actual game and edit it for a beta version, so instead of HL2RS it would be HL2RSB! Please tell me how i can do that without Source SDK because it wont work that way! On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak wave@hotmail.com https://e.mail.ru/compose/?mailto=mailto%3awave@hotmail.com wrote: Well, normally it shouldn't interfere with your mod in any way, but you can only verify that yourself by testing. I do remember a case where a breaking change was made in the 2013 SDK quite a while ago, but that was announced in a Steam community and on this mailing list. If I'm not mistaken, the SDK Base contains just the engine.dll itself (and a lot of other components it depends on, of course), which in turn loads your server and client code. That means if the interfaces between those modules have not changed in a way that would break compatibility, there should be nothing for you to worry about. -- From: Gavin Isgar https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com Sent: 12.04.2015 00:13 To: Discussion of Half-Life Programming https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com Subject: Re: [hlcoders] Modding Problems I wanted to use Source SDK Base 2007 for a reason. But my question still hasn't been answered. On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires st...@swires.me https://e.mail.ru/compose/?mailto=mailto%3ast...@swires.me wrote: If you're starting a new mod (which it sounds like you are), you should not be using the 2007 base at all. On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar gisg...@gmail.com https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote: 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 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote: Thanks Stan! On Fri, Apr 3, 2015 at 8:42 PM, Stan R. ca...@inbox.ru https://e.mail.ru/compose/?mailto=mailto%3aca...@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 https://e.mail.ru/compose/?mailto=mailto%3agisg...@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
Re: [hlcoders] Modding Problems
Nope, still is like that. Why did it automatically add HL2 commentary mode and messed up the chapter box with an unusable exit arrow? Please help! On Wed, Apr 15, 2015 at 9:20 PM, Gavin Isgar gisg...@gmail.com wrote: NVM, think i found the answer. HL2 was uninstalled somehow and only HL2EP2 was installed. I hope! On Wed, Apr 15, 2015 at 9:18 PM, Gavin Isgar gisg...@gmail.com wrote: Back with another question guys! So i was looking at the chapter list in my game(literally ingame) and i now see something new, a commentary checkbox! I didnt add one though, im using SDK Base 2007 for this mod BTW. Did it update and automatically put it in? Please help for future reference! On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar gisg...@gmail.com wrote: Im not distributing them, and i dont feel like it. I just want to know how i can configure code files for a game so that it can find the game and code it On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak wazanato...@gmail.com wrote: Are you using SVN or Git? Just make a branch if you are. On Apr 14, 2015 6:55 AM, Gavin Isgar gisg...@gmail.com wrote: Its not that easy. The files within it are all configured for the base game other than the beta. But that still didnt answer my question On Tue, Apr 14, 2015 at 5:04 AM, Stan R. ca...@inbox.ru wrote: You just...copy it? Create a folder for your beta and work in it? Computer basics? Понедельник, 13 апреля 2015, 23:08 -04:00 от Gavin Isgar gisg...@gmail.com: Hey guys, back with huge question! Im wondering how i can make a manual code folder for my game(like for Half-Life 2: Example, it would be HL2E in the C Local Disk)? Im wondering how i can copy one from my actual game and edit it for a beta version, so instead of HL2RS it would be HL2RSB! Please tell me how i can do that without Source SDK because it wont work that way! On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak wave@hotmail.com https://e.mail.ru/compose/?mailto=mailto%3awave@hotmail.com wrote: Well, normally it shouldn't interfere with your mod in any way, but you can only verify that yourself by testing. I do remember a case where a breaking change was made in the 2013 SDK quite a while ago, but that was announced in a Steam community and on this mailing list. If I'm not mistaken, the SDK Base contains just the engine.dll itself (and a lot of other components it depends on, of course), which in turn loads your server and client code. That means if the interfaces between those modules have not changed in a way that would break compatibility, there should be nothing for you to worry about. -- From: Gavin Isgar https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com Sent: 12.04.2015 00:13 To: Discussion of Half-Life Programming https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com Subject: Re: [hlcoders] Modding Problems I wanted to use Source SDK Base 2007 for a reason. But my question still hasn't been answered. On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires st...@swires.me https://e.mail.ru/compose/?mailto=mailto%3ast...@swires.me wrote: If you're starting a new mod (which it sounds like you are), you should not be using the 2007 base at all. On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar gisg...@gmail.com https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote: 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 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote: Thanks Stan! On Fri, Apr 3, 2015 at 8:42 PM, Stan R. ca...@inbox.ru https://e.mail.ru/compose/?mailto=mailto%3aca...@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 https://e.mail.ru/compose/?mailto=mailto%3agisg...@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
Re: [hlcoders] Modding Problems
You just...copy it? Create a folder for your beta and work in it? Computer basics? Понедельник, 13 апреля 2015, 23:08 -04:00 от Gavin Isgar gisg...@gmail.com: Hey guys, back with huge question! Im wondering how i can make a manual code folder for my game(like for Half-Life 2: Example, it would be HL2E in the C Local Disk)? Im wondering how i can copy one from my actual game and edit it for a beta version, so instead of HL2RS it would be HL2RSB! Please tell me how i can do that without Source SDK because it wont work that way! On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak wave@hotmail.com wrote: Well, normally it shouldn't interfere with your mod in any way, but you can only verify that yourself by testing. I do remember a case where a breaking change was made in the 2013 SDK quite a while ago, but that was announced in a Steam community and on this mailing list. If I'm not mistaken, the SDK Base contains just the engine.dll itself (and a lot of other components it depends on, of course), which in turn loads your server and client code. That means if the interfaces between those modules have not changed in a way that would break compatibility, there should be nothing for you to worry about. -- From: Gavin Isgar Sent: 12.04.2015 00:13 To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Modding Problems I wanted to use Source SDK Base 2007 for a reason. But my question still hasn't been answered. On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires st...@swires.me wrote: If you're starting a new mod (which it sounds like you are), you should not be using the 2007 base at all. On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar gisg...@gmail.com wrote: 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 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 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 wrote: Thanks Jesse, you saved my life lol. On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak wazanato...@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 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 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 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
Re: [hlcoders] Modding Problems
Its not that easy. The files within it are all configured for the base game other than the beta. But that still didnt answer my question On Tue, Apr 14, 2015 at 5:04 AM, Stan R. ca...@inbox.ru wrote: You just...copy it? Create a folder for your beta and work in it? Computer basics? Понедельник, 13 апреля 2015, 23:08 -04:00 от Gavin Isgar gisg...@gmail.com: Hey guys, back with huge question! Im wondering how i can make a manual code folder for my game(like for Half-Life 2: Example, it would be HL2E in the C Local Disk)? Im wondering how i can copy one from my actual game and edit it for a beta version, so instead of HL2RS it would be HL2RSB! Please tell me how i can do that without Source SDK because it wont work that way! On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak wave@hotmail.com https://e.mail.ru/compose/?mailto=mailto%3awave@hotmail.com wrote: Well, normally it shouldn't interfere with your mod in any way, but you can only verify that yourself by testing. I do remember a case where a breaking change was made in the 2013 SDK quite a while ago, but that was announced in a Steam community and on this mailing list. If I'm not mistaken, the SDK Base contains just the engine.dll itself (and a lot of other components it depends on, of course), which in turn loads your server and client code. That means if the interfaces between those modules have not changed in a way that would break compatibility, there should be nothing for you to worry about. -- From: Gavin Isgar https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com Sent: 12.04.2015 00:13 To: Discussion of Half-Life Programming https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com Subject: Re: [hlcoders] Modding Problems I wanted to use Source SDK Base 2007 for a reason. But my question still hasn't been answered. On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires st...@swires.me https://e.mail.ru/compose/?mailto=mailto%3ast...@swires.me wrote: If you're starting a new mod (which it sounds like you are), you should not be using the 2007 base at all. On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar gisg...@gmail.com https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote: 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 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote: Thanks Stan! On Fri, Apr 3, 2015 at 8:42 PM, Stan R. ca...@inbox.ru https://e.mail.ru/compose/?mailto=mailto%3aca...@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 https://e.mail.ru/compose/?mailto=mailto%3agisg...@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
Re: [hlcoders] Modding Problems
Are you using SVN or Git? Just make a branch if you are. On Apr 14, 2015 6:55 AM, Gavin Isgar gisg...@gmail.com wrote: Its not that easy. The files within it are all configured for the base game other than the beta. But that still didnt answer my question On Tue, Apr 14, 2015 at 5:04 AM, Stan R. ca...@inbox.ru wrote: You just...copy it? Create a folder for your beta and work in it? Computer basics? Понедельник, 13 апреля 2015, 23:08 -04:00 от Gavin Isgar gisg...@gmail.com: Hey guys, back with huge question! Im wondering how i can make a manual code folder for my game(like for Half-Life 2: Example, it would be HL2E in the C Local Disk)? Im wondering how i can copy one from my actual game and edit it for a beta version, so instead of HL2RS it would be HL2RSB! Please tell me how i can do that without Source SDK because it wont work that way! On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak wave@hotmail.com https://e.mail.ru/compose/?mailto=mailto%3awave@hotmail.com wrote: Well, normally it shouldn't interfere with your mod in any way, but you can only verify that yourself by testing. I do remember a case where a breaking change was made in the 2013 SDK quite a while ago, but that was announced in a Steam community and on this mailing list. If I'm not mistaken, the SDK Base contains just the engine.dll itself (and a lot of other components it depends on, of course), which in turn loads your server and client code. That means if the interfaces between those modules have not changed in a way that would break compatibility, there should be nothing for you to worry about. -- From: Gavin Isgar https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com Sent: 12.04.2015 00:13 To: Discussion of Half-Life Programming https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com Subject: Re: [hlcoders] Modding Problems I wanted to use Source SDK Base 2007 for a reason. But my question still hasn't been answered. On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires st...@swires.me https://e.mail.ru/compose/?mailto=mailto%3ast...@swires.me wrote: If you're starting a new mod (which it sounds like you are), you should not be using the 2007 base at all. On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar gisg...@gmail.com https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote: 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 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote: Thanks Stan! On Fri, Apr 3, 2015 at 8:42 PM, Stan R. ca...@inbox.ru https://e.mail.ru/compose/?mailto=mailto%3aca...@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 https://e.mail.ru/compose/?mailto=mailto%3agisg...@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
Re: [hlcoders] Modding Problems
Im not distributing them, and i dont feel like it. I just want to know how i can configure code files for a game so that it can find the game and code it On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak wazanato...@gmail.com wrote: Are you using SVN or Git? Just make a branch if you are. On Apr 14, 2015 6:55 AM, Gavin Isgar gisg...@gmail.com wrote: Its not that easy. The files within it are all configured for the base game other than the beta. But that still didnt answer my question On Tue, Apr 14, 2015 at 5:04 AM, Stan R. ca...@inbox.ru wrote: You just...copy it? Create a folder for your beta and work in it? Computer basics? Понедельник, 13 апреля 2015, 23:08 -04:00 от Gavin Isgar gisg...@gmail.com: Hey guys, back with huge question! Im wondering how i can make a manual code folder for my game(like for Half-Life 2: Example, it would be HL2E in the C Local Disk)? Im wondering how i can copy one from my actual game and edit it for a beta version, so instead of HL2RS it would be HL2RSB! Please tell me how i can do that without Source SDK because it wont work that way! On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak wave@hotmail.com https://e.mail.ru/compose/?mailto=mailto%3awave@hotmail.com wrote: Well, normally it shouldn't interfere with your mod in any way, but you can only verify that yourself by testing. I do remember a case where a breaking change was made in the 2013 SDK quite a while ago, but that was announced in a Steam community and on this mailing list. If I'm not mistaken, the SDK Base contains just the engine.dll itself (and a lot of other components it depends on, of course), which in turn loads your server and client code. That means if the interfaces between those modules have not changed in a way that would break compatibility, there should be nothing for you to worry about. -- From: Gavin Isgar https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com Sent: 12.04.2015 00:13 To: Discussion of Half-Life Programming https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com Subject: Re: [hlcoders] Modding Problems I wanted to use Source SDK Base 2007 for a reason. But my question still hasn't been answered. On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires st...@swires.me https://e.mail.ru/compose/?mailto=mailto%3ast...@swires.me wrote: If you're starting a new mod (which it sounds like you are), you should not be using the 2007 base at all. On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar gisg...@gmail.com https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote: 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 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote: Thanks Stan! On Fri, Apr 3, 2015 at 8:42 PM, Stan R. ca...@inbox.ru https://e.mail.ru/compose/?mailto=mailto%3aca...@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 https://e.mail.ru/compose/?mailto=mailto%3agisg...@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
Re: [hlcoders] Modding Problems
Hey guys, back with huge question! Im wondering how i can make a manual code folder for my game(like for Half-Life 2: Example, it would be HL2E in the C Local Disk)? Im wondering how i can copy one from my actual game and edit it for a beta version, so instead of HL2RS it would be HL2RSB! Please tell me how i can do that without Source SDK because it wont work that way! On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak wave@hotmail.com wrote: Well, normally it shouldn't interfere with your mod in any way, but you can only verify that yourself by testing. I do remember a case where a breaking change was made in the 2013 SDK quite a while ago, but that was announced in a Steam community and on this mailing list. If I'm not mistaken, the SDK Base contains just the engine.dll itself (and a lot of other components it depends on, of course), which in turn loads your server and client code. That means if the interfaces between those modules have not changed in a way that would break compatibility, there should be nothing for you to worry about. -- From: Gavin Isgar gisg...@gmail.com Sent: 12.04.2015 00:13 To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Modding Problems I wanted to use Source SDK Base 2007 for a reason. But my question still hasn't been answered. On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires st...@swires.me wrote: If you're starting a new mod (which it sounds like you are), you should not be using the 2007 base at all. On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar gisg...@gmail.com wrote: 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
Re: [hlcoders] Modding Problems
Well, normally it shouldn't interfere with your mod in any way, but you can only verify that yourself by testing. I do remember a case where a breaking change was made in the 2013 SDK quite a while ago, but that was announced in a Steam community and on this mailing list. If I'm not mistaken, the SDK Base contains just the engine.dll itself (and a lot of other components it depends on, of course), which in turn loads your server and client code. That means if the interfaces between those modules have not changed in a way that would break compatibility, there should be nothing for you to worry about. From: Gavin Isgarmailto:gisg...@gmail.com Sent: 12.04.2015 00:13 To: Discussion of Half-Life Programmingmailto:hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Modding Problems I wanted to use Source SDK Base 2007 for a reason. But my question still hasn't been answered. On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires st...@swires.me wrote: If you're starting a new mod (which it sounds like you are), you should not be using the 2007 base at all. On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar gisg...@gmail.com wrote: 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
Re: [hlcoders] Modding Problems
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https
Re: [hlcoders] Modding Problems
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi
Re: [hlcoders] Modding Problems
Well, normally it shouldn't interfere with your mod in any way, but you can only verify that yourself by testing. I do remember a case where a breaking change was made in the 2013 SDK quite a while ago, but that was announced in a Steam community and on this mailing list. If I'm not mistaken, the SDK Base contains just the engine.dll itself (and a lot of other components it depends on, of course), which in turn loads your server and client code. That means if the interfaces between those modules have not changed in a way that would break compatibility, there should be nothing for you to worry about. From: Gavin Isgarmailto:gisg...@gmail.com Sent: 12.04.2015 00:13 To: Discussion of Half-Life Programmingmailto:hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Modding Problems I wanted to use Source SDK Base 2007 for a reason. But my question still hasn't been answered. On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires st...@swires.me wrote: If you're starting a new mod (which it sounds like you are), you should not be using the 2007 base at all. On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar gisg...@gmail.com wrote: 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
Re: [hlcoders] Modding Problems
), 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 Date: 03/28/2015 10:36 PM (GMT-05:00) To: Discussion of Half-Life Programming hlcoders@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 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 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 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 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
Re: [hlcoders] Modding Problems
...@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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Modding Problems
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 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 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 wrote: Thanks Jesse, you saved my life lol. On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak wazanato...@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 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 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 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 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 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 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 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 Date: 03/28/2015 10:36 PM (GMT-05:00) To: Discussion of Half-Life Programming hlcoders@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 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 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 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 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 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 wrote
Re: [hlcoders] Modding Problems
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 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 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 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 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 Date: 03/28/2015 10:36 PM (GMT-05:00) To: Discussion of Half-Life Programming hlcoders@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 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 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 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 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 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 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Modding Problems
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 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 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 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 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 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 Date: 03/28/2015 10:36 PM (GMT-05:00) To: Discussion of Half-Life Programming hlcoders@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 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 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 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 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 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 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list
Re: [hlcoders] Modding Problems
Thanks Jesse, you saved my life lol. On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak wazanato...@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 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 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 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 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 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 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 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 Date: 03/28/2015 10:36 PM (GMT-05:00) To: Discussion of Half-Life Programming hlcoders@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 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 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 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 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 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 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 ___ To unsubscribe, edit your list preferences, or view
Re: [hlcoders] Modding Problems
gisg...@gmail.com mailto:gisg...@gmail.com Date: 03/28/2015 10:36 PM (GMT-05:00) To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com mailto:hlcoders@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 mailto:schumann@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 mailto:gisg...@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 mailto:schumann@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 mailto:gisg...@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 mailto:ben.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 mailto:gisg...@gmail.com wrote: Yea Jesse, here's how i
Re: [hlcoders] Modding Problems
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 wrote: Thanks Jesse, you saved my life lol. On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak wazanato...@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 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 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 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 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 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 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 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 Date: 03/28/2015 10:36 PM (GMT-05:00) To: Discussion of Half-Life Programming hlcoders@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 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 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 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 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 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 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
Re: [hlcoders] Modding Problems
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 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 wrote: Thanks Jesse, you saved my life lol. On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak wazanato...@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 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 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 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 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 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 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 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 Date: 03/28/2015 10:36 PM (GMT-05:00) To: Discussion of Half-Life Programming hlcoders@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 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 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 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 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 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
Re: [hlcoders] Modding Problems
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 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 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 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 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 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 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 Date: 03/28/2015 10:36 PM (GMT-05:00) To: Discussion of Half-Life Programming hlcoders@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 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 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 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 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 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 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo
Re: [hlcoders] Modding Problems
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 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 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 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 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 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 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 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 Date: 03/28/2015 10:36 PM (GMT-05:00) To: Discussion of Half-Life Programming hlcoders@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 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 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 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 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 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 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Modding Problems
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 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 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 Date: 03/28/2015 10:36 PM (GMT-05:00) To: Discussion of Half-Life Programming hlcoders@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 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 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 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 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 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 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Modding Problems
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 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 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 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 Date: 03/28/2015 10:36 PM (GMT-05:00) To: Discussion of Half-Life Programming hlcoders@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 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 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 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 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 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 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Modding Problems
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 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 Date: 03/28/2015 10:36 PM (GMT-05:00) To: Discussion of Half-Life Programming hlcoders@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 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 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 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 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 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 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Modding Problems
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 Date: 03/28/2015 10:36 PM (GMT-05:00) To: Discussion of Half-Life Programming hlcoders@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 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 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 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 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 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 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___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Modding Problems
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 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 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 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 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 fixed it, but i have one more thing. If your logo has an alpha channel(the gray and white squares which mean clear areas) you have to put $translucent 1 in the vmt file! On Thu, Mar 26, 2015 at 3:53 PM, Jesse Oak wazanato...@gmail.com wrote: Could you tell us what fixed it so if someone else asks we can tell them? On Mar 26, 2015 7:14 AM, Gavin Isgar gisg...@gmail.com wrote: Just fixed it actually! Thanks for the help! But i would like if you guys would say this in your email just incase i have anymore problems in the future! Thanks guys On Thu, Mar 26, 2015 at 8:05 AM, Gavin Isgar gisg...@gmail.com wrote: Also what about the logo format. Does it have to be specific like vmt or vtf? Also, where do i put the logo files? On Thu, Mar 26, 2015 at 7:52 AM, Gavin Isgar gisg...@gmail.com wrote: Half-Life 2 instead of having gamelogo.res, it has a gamemenu.res which is very different, nothing is the same. On Thu, Mar 26, 2015 at 6:11 AM, Tom Schumann schumann@gmail.com wrote: I'm not sure about GameLogo.res - if you look at the GameLogo.res in Half-Life 2 (or any other Source game) what is the path relative to? On 26 March 2015 at 07:41, Gavin Isgar gisg...@gmail.com wrote: The console actually says nothing. It has no problems or errors. I changed the vtf's path to the vmt name now, but what about everything else? Like the gamelogo.res, is that suppose to be a path or HalfLife2RSIngameLogo1 or even hl2rslogo1. If its a path, how should the path be? On Wed, Mar 25, 2015 at 7:55 AM, tobias.kammersga...@gmail.com wrote: Tom is correct. I doubt the game is even allowed to read from the Program Files directory if UAC is enabled. - ScarT From: Tom Schumann Sent: Wednesday, March 25, 2015 11:45 AM To: Discussion of Half-Life Programming I don't think the $basetexture parameter should be an absolute path - I think it should just be HalfLife2RSIngameLogo1 What does the console say? On 25 March 2015 at 06:25, Gavin Isgar gisg...@gmail.com wrote: Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a problem with the ingame logo at the menu screen. It shows up pink/black checkers while the size is the same size as the logo. I have a vmt and vtf file of the photo both in the materials folder alone while the other folders inside the materials folder are console and sdk(obviously the folders don't have the quotes in their names). Also, i have the code for the GameLogo.res down here; 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 materials\hl2rslogo1 scaleImage 1 } } The mod's name by the way is Half-Life 2: Resistance Shadow!
Re: [hlcoders] Modding Problems
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 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 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 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 fixed it, but i have one more thing. If your logo has an alpha channel(the gray and white squares which mean clear areas) you have to put $translucent 1 in the vmt file! On Thu, Mar 26, 2015 at 3:53 PM, Jesse Oak wazanato...@gmail.com wrote: Could you tell us what fixed it so if someone else asks we can tell them? On Mar 26, 2015 7:14 AM, Gavin Isgar gisg...@gmail.com wrote: Just fixed it actually! Thanks for the help! But i would like if you guys would say this in your email just incase i have anymore problems in the future! Thanks guys On Thu, Mar 26, 2015 at 8:05 AM, Gavin Isgar gisg...@gmail.com wrote: Also what about the logo format. Does it have to be specific like vmt or vtf? Also, where do i put the logo files? On Thu, Mar 26, 2015 at 7:52 AM, Gavin Isgar gisg...@gmail.com wrote: Half-Life 2 instead of having gamelogo.res, it has a gamemenu.res which is very different, nothing is the same. On Thu, Mar 26, 2015 at 6:11 AM, Tom Schumann schumann@gmail.com wrote: I'm not sure about GameLogo.res - if you look at the GameLogo.res in Half-Life 2 (or any other Source game) what is the path relative to? On 26 March 2015 at 07:41, Gavin Isgar gisg...@gmail.com wrote: The console actually says nothing. It has no problems or errors. I changed the vtf's path to the vmt name now, but what about everything else? Like the gamelogo.res, is that suppose to be a path or HalfLife2RSIngameLogo1 or even hl2rslogo1. If its a path, how should the path be? On Wed, Mar 25, 2015 at 7:55 AM, tobias.kammersga...@gmail.com wrote: Tom is correct. I doubt the game is even allowed to read from the Program Files directory if UAC is enabled. - ScarT From: Tom Schumann Sent: Wednesday, March 25, 2015 11:45 AM To: Discussion of Half-Life Programming I don't think the $basetexture parameter should be an absolute path - I think it should just be HalfLife2RSIngameLogo1 What does the console say? On 25 March 2015 at 06:25, Gavin Isgar gisg...@gmail.com wrote: Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a problem with the ingame logo at the menu screen. It shows up pink/black checkers while the size is the same size as the logo. I have a vmt and vtf file of the photo both in the materials folder alone while the other folders inside the materials folder are console and sdk(obviously the folders don't have the quotes in their names). Also, i have the code for the GameLogo.res down here; 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 materials\hl2rslogo1 scaleImage 1 } } The mod's name by the way is Half-Life 2: Resistance Shadow! Did i do anything wrong here, such as the path or anything else? This is the vmt file's code; UnlitGeneric { $basetexture C:\Program Files
Re: [hlcoders] Modding Problems
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 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 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 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 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 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 fixed it, but i have one more thing. If your logo has an alpha channel(the gray and white squares which mean clear areas) you have to put $translucent 1 in the vmt file! On Thu, Mar 26, 2015 at 3:53 PM, Jesse Oak wazanato...@gmail.com wrote: Could you tell us what fixed it so if someone else asks we can tell them? On Mar 26, 2015 7:14 AM, Gavin Isgar gisg...@gmail.com wrote: Just fixed it actually! Thanks for the help! But i would like if you guys would say this in your email just incase i have anymore problems in the future! Thanks guys On Thu, Mar 26, 2015 at 8:05 AM, Gavin Isgar gisg...@gmail.com wrote: Also what about the logo format. Does it have to be specific like vmt or vtf? Also, where do i put the logo files? On Thu, Mar 26, 2015 at 7:52 AM, Gavin Isgar gisg...@gmail.com wrote: Half-Life 2 instead of having gamelogo.res, it has a gamemenu.res which is very different, nothing is the same. On Thu, Mar 26, 2015 at 6:11 AM, Tom Schumann schumann@gmail.com wrote: I'm not sure about GameLogo.res - if you look at the GameLogo.res in Half-Life 2 (or any other Source game) what is the path relative to? On 26 March 2015 at 07:41, Gavin Isgar gisg...@gmail.com wrote: The console actually says nothing. It has no problems or errors. I changed the vtf's path to the vmt name now, but what about everything else? Like the gamelogo.res, is that suppose to be a path or HalfLife2RSIngameLogo1 or even hl2rslogo1. If its a path, how should the path be? On Wed, Mar 25, 2015 at 7:55 AM, tobias.kammersga...@gmail.com wrote: Tom is correct. I doubt the game is even allowed to read from the Program Files directory if UAC is enabled. - ScarT From: Tom Schumann Sent: Wednesday, March 25, 2015 11:45 AM To: Discussion of Half-Life Programming I don't think the $basetexture parameter should be an absolute path - I think it should just be HalfLife2RSIngameLogo1 What does the console say? On 25 March 2015 at 06:25, Gavin Isgar gisg...@gmail.com wrote: Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a problem with the ingame logo at the menu screen. It shows up pink/black checkers while the size is the same size as the logo. I have a vmt and vtf file of the photo both in the materials folder alone while the other folders inside the materials folder are console and sdk(obviously the folders don't have the quotes in their names). Also, i have the code for the GameLogo.res down here; 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
Re: [hlcoders] Modding Problems
Alright I guess On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann schumann@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 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 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 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 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 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 fixed it, but i have one more thing. If your logo has an alpha channel(the gray and white squares which mean clear areas) you have to put $translucent 1 in the vmt file! On Thu, Mar 26, 2015 at 3:53 PM, Jesse Oak wazanato...@gmail.com wrote: Could you tell us what fixed it so if someone else asks we can tell them? On Mar 26, 2015 7:14 AM, Gavin Isgar gisg...@gmail.com wrote: Just fixed it actually! Thanks for the help! But i would like if you guys would say this in your email just incase i have anymore problems in the future! Thanks guys On Thu, Mar 26, 2015 at 8:05 AM, Gavin Isgar gisg...@gmail.com wrote: Also what about the logo format. Does it have to be specific like vmt or vtf? Also, where do i put the logo files? On Thu, Mar 26, 2015 at 7:52 AM, Gavin Isgar gisg...@gmail.com wrote: Half-Life 2 instead of having gamelogo.res, it has a gamemenu.res which is very different, nothing is the same. On Thu, Mar 26, 2015 at 6:11 AM, Tom Schumann schumann@gmail.com wrote: I'm not sure about GameLogo.res - if you look at the GameLogo.res in Half-Life 2 (or any other Source game) what is the path relative to? On 26 March 2015 at 07:41, Gavin Isgar gisg...@gmail.com wrote: The console actually says nothing. It has no problems or errors. I changed the vtf's path to the vmt name now, but what about everything else? Like the gamelogo.res, is that suppose to be a path or HalfLife2RSIngameLogo1 or even hl2rslogo1. If its a path, how should the path be? On Wed, Mar 25, 2015 at 7:55 AM, tobias.kammersga...@gmail.com wrote: Tom is correct. I doubt the game is even allowed to read from the Program Files directory if UAC is enabled. - ScarT From: Tom Schumann Sent: Wednesday, March 25, 2015 11:45 AM To: Discussion of Half-Life Programming I don't think the $basetexture parameter should be an absolute path - I think it should just be HalfLife2RSIngameLogo1 What does the console say? On 25 March 2015 at 06:25, Gavin Isgar gisg...@gmail.com wrote: Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a problem with the ingame logo at the menu screen. It shows up pink/black checkers while the size is the same size as the logo. I have a vmt and vtf file of the photo both in the materials folder alone while the other folders inside the materials folder are console and sdk(obviously the folders don't have the quotes in their names). Also, i have the code for the GameLogo.res down here; 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 }
Re: [hlcoders] Modding Problems
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 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 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 fixed it, but i have one more thing. If your logo has an alpha channel(the gray and white squares which mean clear areas) you have to put $translucent 1 in the vmt file! On Thu, Mar 26, 2015 at 3:53 PM, Jesse Oak wazanato...@gmail.com wrote: Could you tell us what fixed it so if someone else asks we can tell them? On Mar 26, 2015 7:14 AM, Gavin Isgar gisg...@gmail.com wrote: Just fixed it actually! Thanks for the help! But i would like if you guys would say this in your email just incase i have anymore problems in the future! Thanks guys On Thu, Mar 26, 2015 at 8:05 AM, Gavin Isgar gisg...@gmail.com wrote: Also what about the logo format. Does it have to be specific like vmt or vtf? Also, where do i put the logo files? On Thu, Mar 26, 2015 at 7:52 AM, Gavin Isgar gisg...@gmail.com wrote: Half-Life 2 instead of having gamelogo.res, it has a gamemenu.res which is very different, nothing is the same. On Thu, Mar 26, 2015 at 6:11 AM, Tom Schumann schumann@gmail.com wrote: I'm not sure about GameLogo.res - if you look at the GameLogo.res in Half-Life 2 (or any other Source game) what is the path relative to? On 26 March 2015 at 07:41, Gavin Isgar gisg...@gmail.com wrote: The console actually says nothing. It has no problems or errors. I changed the vtf's path to the vmt name now, but what about everything else? Like the gamelogo.res, is that suppose to be a path or HalfLife2RSIngameLogo1 or even hl2rslogo1. If its a path, how should the path be? On Wed, Mar 25, 2015 at 7:55 AM, tobias.kammersga...@gmail.com wrote: Tom is correct. I doubt the game is even allowed to read from the Program Files directory if UAC is enabled. - ScarT From: Tom Schumann Sent: Wednesday, March 25, 2015 11:45 AM To: Discussion of Half-Life Programming I don't think the $basetexture parameter should be an absolute path - I think it should just be HalfLife2RSIngameLogo1 What does the console say? On 25 March 2015 at 06:25, Gavin Isgar gisg...@gmail.com wrote: Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a problem with the ingame logo at the menu screen. It shows up pink/black checkers while the size is the same size as the logo. I have a vmt and vtf file of the photo both in the materials folder alone while the other folders inside the materials folder are console and sdk(obviously the folders don't have the quotes in their names). Also, i have the code for the GameLogo.res down here; 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 materials\hl2rslogo1 scaleImage 1 } } The mod's name by the way is Half-Life 2: Resistance Shadow! Did i do anything wrong here, such as the path or anything else? This is the vmt file's code; UnlitGeneric { $basetexture C:\Program Files (x86)\Steam\steamapps\sourcemods\halflife2resistanceshadow\materials\HalfLife2RSIngameLogo1 $nolod 1 } Anything wrong here either? The last file is the gameinfo.txt, which is
Re: [hlcoders] Modding Problems
I'm not sure about GameLogo.res - if you look at the GameLogo.res in Half-Life 2 (or any other Source game) what is the path relative to? On 26 March 2015 at 07:41, Gavin Isgar gisg...@gmail.com wrote: The console actually says nothing. It has no problems or errors. I changed the vtf's path to the vmt name now, but what about everything else? Like the gamelogo.res, is that suppose to be a path or HalfLife2RSIngameLogo1 or even hl2rslogo1. If its a path, how should the path be? On Wed, Mar 25, 2015 at 7:55 AM, tobias.kammersga...@gmail.com wrote: Tom is correct. I doubt the game is even allowed to read from the Program Files directory if UAC is enabled. - ScarT *From:* Tom Schumann schumann@gmail.com *Sent:* Wednesday, March 25, 2015 11:45 AM *To:* Discussion of Half-Life Programming hlcoders@list.valvesoftware.com I don't think the $basetexture parameter should be an absolute path - I think it should just be HalfLife2RSIngameLogo1 What does the console say? On 25 March 2015 at 06:25, Gavin Isgar gisg...@gmail.com wrote: Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a problem with the ingame logo at the menu screen. It shows up pink/black checkers while the size is the same size as the logo. I have a vmt and vtf file of the photo both in the materials folder alone while the other folders inside the materials folder are console and sdk(obviously the folders don't have the quotes in their names). Also, i have the code for the GameLogo.res down here; 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 materials\hl2rslogo1 scaleImage 1 } } The mod's name by the way is Half-Life 2: Resistance Shadow! Did i do anything wrong here, such as the path or anything else? This is the vmt file's code; UnlitGeneric { $basetexture C:\Program Files (x86)\Steam\steamapps\sourcemods\halflife2resistanceshadow\materials\HalfLife2RSIngameLogo1 $nolod 1 } Anything wrong here either? The last file is the gameinfo.txt, which is down here; GameInfo { game Half-Life 2: Resistance Shadow type singleplayer_only icon icon gamelogo1 FileSystem { SteamAppId 218 // GCF for Episode 2 ToolsAppId 211 // Tools will load this (ie: source SDK caches) to get things like materials\debug, materials\editor, etc. SearchPaths { Game |gameinfo_path|. Game |all_source_engine_paths|ep2 Game |all_source_engine_paths|episodic Game |all_source_engine_paths|hl2 } } } Anything wrong here also? Please reply back at gisg...@gmail.com because im really stuck in a hole with this mod without the logo, so please reply with answers! I'm sorry if this isn't the right email for this problem. Thank you very much and have a good day! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Modding Problems
Also what about the logo format. Does it have to be specific like vmt or vtf? Also, where do i put the logo files? On Thu, Mar 26, 2015 at 7:52 AM, Gavin Isgar gisg...@gmail.com wrote: Half-Life 2 instead of having gamelogo.res, it has a gamemenu.res which is very different, nothing is the same. On Thu, Mar 26, 2015 at 6:11 AM, Tom Schumann schumann@gmail.com wrote: I'm not sure about GameLogo.res - if you look at the GameLogo.res in Half-Life 2 (or any other Source game) what is the path relative to? On 26 March 2015 at 07:41, Gavin Isgar gisg...@gmail.com wrote: The console actually says nothing. It has no problems or errors. I changed the vtf's path to the vmt name now, but what about everything else? Like the gamelogo.res, is that suppose to be a path or HalfLife2RSIngameLogo1 or even hl2rslogo1. If its a path, how should the path be? On Wed, Mar 25, 2015 at 7:55 AM, tobias.kammersga...@gmail.com wrote: Tom is correct. I doubt the game is even allowed to read from the Program Files directory if UAC is enabled. - ScarT *From:* Tom Schumann schumann@gmail.com *Sent:* Wednesday, March 25, 2015 11:45 AM *To:* Discussion of Half-Life Programming hlcoders@list.valvesoftware.com I don't think the $basetexture parameter should be an absolute path - I think it should just be HalfLife2RSIngameLogo1 What does the console say? On 25 March 2015 at 06:25, Gavin Isgar gisg...@gmail.com wrote: Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a problem with the ingame logo at the menu screen. It shows up pink/black checkers while the size is the same size as the logo. I have a vmt and vtf file of the photo both in the materials folder alone while the other folders inside the materials folder are console and sdk(obviously the folders don't have the quotes in their names). Also, i have the code for the GameLogo.res down here; 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 materials\hl2rslogo1 scaleImage 1 } } The mod's name by the way is Half-Life 2: Resistance Shadow! Did i do anything wrong here, such as the path or anything else? This is the vmt file's code; UnlitGeneric { $basetexture C:\Program Files (x86)\Steam\steamapps\sourcemods\halflife2resistanceshadow\materials\HalfLife2RSIngameLogo1 $nolod 1 } Anything wrong here either? The last file is the gameinfo.txt, which is down here; GameInfo { game Half-Life 2: Resistance Shadow type singleplayer_only icon icon gamelogo1 FileSystem { SteamAppId 218 // GCF for Episode 2 ToolsAppId 211 // Tools will load this (ie: source SDK caches) to get things like materials\debug, materials\editor, etc. SearchPaths { Game |gameinfo_path|. Game |all_source_engine_paths|ep2 Game |all_source_engine_paths|episodic Game |all_source_engine_paths|hl2 } } } Anything wrong here also? Please reply back at gisg...@gmail.com because im really stuck in a hole with this mod without the logo, so please reply with answers! I'm sorry if this isn't the right email for this problem. Thank you very much and have a good day! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Modding Problems
Half-Life 2 instead of having gamelogo.res, it has a gamemenu.res which is very different, nothing is the same. On Thu, Mar 26, 2015 at 6:11 AM, Tom Schumann schumann@gmail.com wrote: I'm not sure about GameLogo.res - if you look at the GameLogo.res in Half-Life 2 (or any other Source game) what is the path relative to? On 26 March 2015 at 07:41, Gavin Isgar gisg...@gmail.com wrote: The console actually says nothing. It has no problems or errors. I changed the vtf's path to the vmt name now, but what about everything else? Like the gamelogo.res, is that suppose to be a path or HalfLife2RSIngameLogo1 or even hl2rslogo1. If its a path, how should the path be? On Wed, Mar 25, 2015 at 7:55 AM, tobias.kammersga...@gmail.com wrote: Tom is correct. I doubt the game is even allowed to read from the Program Files directory if UAC is enabled. - ScarT *From:* Tom Schumann schumann@gmail.com *Sent:* Wednesday, March 25, 2015 11:45 AM *To:* Discussion of Half-Life Programming hlcoders@list.valvesoftware.com I don't think the $basetexture parameter should be an absolute path - I think it should just be HalfLife2RSIngameLogo1 What does the console say? On 25 March 2015 at 06:25, Gavin Isgar gisg...@gmail.com wrote: Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a problem with the ingame logo at the menu screen. It shows up pink/black checkers while the size is the same size as the logo. I have a vmt and vtf file of the photo both in the materials folder alone while the other folders inside the materials folder are console and sdk(obviously the folders don't have the quotes in their names). Also, i have the code for the GameLogo.res down here; 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 materials\hl2rslogo1 scaleImage 1 } } The mod's name by the way is Half-Life 2: Resistance Shadow! Did i do anything wrong here, such as the path or anything else? This is the vmt file's code; UnlitGeneric { $basetexture C:\Program Files (x86)\Steam\steamapps\sourcemods\halflife2resistanceshadow\materials\HalfLife2RSIngameLogo1 $nolod 1 } Anything wrong here either? The last file is the gameinfo.txt, which is down here; GameInfo { game Half-Life 2: Resistance Shadow type singleplayer_only icon icon gamelogo1 FileSystem { SteamAppId 218 // GCF for Episode 2 ToolsAppId 211 // Tools will load this (ie: source SDK caches) to get things like materials\debug, materials\editor, etc. SearchPaths { Game |gameinfo_path|. Game |all_source_engine_paths|ep2 Game |all_source_engine_paths|episodic Game |all_source_engine_paths|hl2 } } } Anything wrong here also? Please reply back at gisg...@gmail.com because im really stuck in a hole with this mod without the logo, so please reply with answers! I'm sorry if this isn't the right email for this problem. Thank you very much and have a good day! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Modding Problems
Just fixed it actually! Thanks for the help! But i would like if you guys would say this in your email just incase i have anymore problems in the future! Thanks guys On Thu, Mar 26, 2015 at 8:05 AM, Gavin Isgar gisg...@gmail.com wrote: Also what about the logo format. Does it have to be specific like vmt or vtf? Also, where do i put the logo files? On Thu, Mar 26, 2015 at 7:52 AM, Gavin Isgar gisg...@gmail.com wrote: Half-Life 2 instead of having gamelogo.res, it has a gamemenu.res which is very different, nothing is the same. On Thu, Mar 26, 2015 at 6:11 AM, Tom Schumann schumann@gmail.com wrote: I'm not sure about GameLogo.res - if you look at the GameLogo.res in Half-Life 2 (or any other Source game) what is the path relative to? On 26 March 2015 at 07:41, Gavin Isgar gisg...@gmail.com wrote: The console actually says nothing. It has no problems or errors. I changed the vtf's path to the vmt name now, but what about everything else? Like the gamelogo.res, is that suppose to be a path or HalfLife2RSIngameLogo1 or even hl2rslogo1. If its a path, how should the path be? On Wed, Mar 25, 2015 at 7:55 AM, tobias.kammersga...@gmail.com wrote: Tom is correct. I doubt the game is even allowed to read from the Program Files directory if UAC is enabled. - ScarT *From:* Tom Schumann schumann@gmail.com *Sent:* Wednesday, March 25, 2015 11:45 AM *To:* Discussion of Half-Life Programming hlcoders@list.valvesoftware.com I don't think the $basetexture parameter should be an absolute path - I think it should just be HalfLife2RSIngameLogo1 What does the console say? On 25 March 2015 at 06:25, Gavin Isgar gisg...@gmail.com wrote: Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a problem with the ingame logo at the menu screen. It shows up pink/black checkers while the size is the same size as the logo. I have a vmt and vtf file of the photo both in the materials folder alone while the other folders inside the materials folder are console and sdk(obviously the folders don't have the quotes in their names). Also, i have the code for the GameLogo.res down here; 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 materials\hl2rslogo1 scaleImage 1 } } The mod's name by the way is Half-Life 2: Resistance Shadow! Did i do anything wrong here, such as the path or anything else? This is the vmt file's code; UnlitGeneric { $basetexture C:\Program Files (x86)\Steam\steamapps\sourcemods\halflife2resistanceshadow\materials\HalfLife2RSIngameLogo1 $nolod 1 } Anything wrong here either? The last file is the gameinfo.txt, which is down here; GameInfo { game Half-Life 2: Resistance Shadow type singleplayer_only icon icon gamelogo1 FileSystem { SteamAppId 218 // GCF for Episode 2 ToolsAppId 211 // Tools will load this (ie: source SDK caches) to get things like materials\debug, materials\editor, etc. SearchPaths { Game |gameinfo_path|. Game |all_source_engine_paths|ep2 Game |all_source_engine_paths|episodic Game |all_source_engine_paths|hl2 } } } Anything wrong here also? Please reply back at gisg...@gmail.com because im really stuck in a hole with this mod without the logo, so please reply with answers! I'm sorry if this isn't the right email for this problem. Thank you very much and have a good day! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Modding Problems
Could you tell us what fixed it so if someone else asks we can tell them? On Mar 26, 2015 7:14 AM, Gavin Isgar gisg...@gmail.com wrote: Just fixed it actually! Thanks for the help! But i would like if you guys would say this in your email just incase i have anymore problems in the future! Thanks guys On Thu, Mar 26, 2015 at 8:05 AM, Gavin Isgar gisg...@gmail.com wrote: Also what about the logo format. Does it have to be specific like vmt or vtf? Also, where do i put the logo files? On Thu, Mar 26, 2015 at 7:52 AM, Gavin Isgar gisg...@gmail.com wrote: Half-Life 2 instead of having gamelogo.res, it has a gamemenu.res which is very different, nothing is the same. On Thu, Mar 26, 2015 at 6:11 AM, Tom Schumann schumann@gmail.com wrote: I'm not sure about GameLogo.res - if you look at the GameLogo.res in Half-Life 2 (or any other Source game) what is the path relative to? On 26 March 2015 at 07:41, Gavin Isgar gisg...@gmail.com wrote: The console actually says nothing. It has no problems or errors. I changed the vtf's path to the vmt name now, but what about everything else? Like the gamelogo.res, is that suppose to be a path or HalfLife2RSIngameLogo1 or even hl2rslogo1. If its a path, how should the path be? On Wed, Mar 25, 2015 at 7:55 AM, tobias.kammersga...@gmail.com wrote: Tom is correct. I doubt the game is even allowed to read from the Program Files directory if UAC is enabled. - ScarT *From:* Tom Schumann schumann@gmail.com *Sent:* Wednesday, March 25, 2015 11:45 AM *To:* Discussion of Half-Life Programming hlcoders@list.valvesoftware.com I don't think the $basetexture parameter should be an absolute path - I think it should just be HalfLife2RSIngameLogo1 What does the console say? On 25 March 2015 at 06:25, Gavin Isgar gisg...@gmail.com wrote: Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a problem with the ingame logo at the menu screen. It shows up pink/black checkers while the size is the same size as the logo. I have a vmt and vtf file of the photo both in the materials folder alone while the other folders inside the materials folder are console and sdk(obviously the folders don't have the quotes in their names). Also, i have the code for the GameLogo.res down here; 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 materials\hl2rslogo1 scaleImage 1 } } The mod's name by the way is Half-Life 2: Resistance Shadow! Did i do anything wrong here, such as the path or anything else? This is the vmt file's code; UnlitGeneric { $basetexture C:\Program Files (x86)\Steam\steamapps\sourcemods\halflife2resistanceshadow\materials\HalfLife2RSIngameLogo1 $nolod 1 } Anything wrong here either? The last file is the gameinfo.txt, which is down here; GameInfo { game Half-Life 2: Resistance Shadow type singleplayer_only icon icon gamelogo1 FileSystem { SteamAppId 218 // GCF for Episode 2 ToolsAppId 211 // Tools will load this (ie: source SDK caches) to get things like materials\debug, materials\editor, etc. SearchPaths { Game |gameinfo_path|. Game |all_source_engine_paths|ep2 Game |all_source_engine_paths|episodic Game |all_source_engine_paths|hl2 } } } Anything wrong here also? Please reply back at gisg...@gmail.com because im really stuck in a hole with this mod without the logo, so please reply with answers! I'm sorry if this isn't the right email for this problem. Thank you very much and have a good day! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:
Re: [hlcoders] Modding Problems
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 fixed it, but i have one more thing. If your logo has an alpha channel(the gray and white squares which mean clear areas) you have to put $translucent 1 in the vmt file! On Thu, Mar 26, 2015 at 3:53 PM, Jesse Oak wazanato...@gmail.com wrote: Could you tell us what fixed it so if someone else asks we can tell them? On Mar 26, 2015 7:14 AM, Gavin Isgar gisg...@gmail.com wrote: Just fixed it actually! Thanks for the help! But i would like if you guys would say this in your email just incase i have anymore problems in the future! Thanks guys On Thu, Mar 26, 2015 at 8:05 AM, Gavin Isgar gisg...@gmail.com wrote: Also what about the logo format. Does it have to be specific like vmt or vtf? Also, where do i put the logo files? On Thu, Mar 26, 2015 at 7:52 AM, Gavin Isgar gisg...@gmail.com wrote: Half-Life 2 instead of having gamelogo.res, it has a gamemenu.res which is very different, nothing is the same. On Thu, Mar 26, 2015 at 6:11 AM, Tom Schumann schumann@gmail.com wrote: I'm not sure about GameLogo.res - if you look at the GameLogo.res in Half-Life 2 (or any other Source game) what is the path relative to? On 26 March 2015 at 07:41, Gavin Isgar gisg...@gmail.com wrote: The console actually says nothing. It has no problems or errors. I changed the vtf's path to the vmt name now, but what about everything else? Like the gamelogo.res, is that suppose to be a path or HalfLife2RSIngameLogo1 or even hl2rslogo1. If its a path, how should the path be? On Wed, Mar 25, 2015 at 7:55 AM, tobias.kammersga...@gmail.com wrote: Tom is correct. I doubt the game is even allowed to read from the Program Files directory if UAC is enabled. - ScarT *From:* Tom Schumann schumann@gmail.com *Sent:* Wednesday, March 25, 2015 11:45 AM *To:* Discussion of Half-Life Programming hlcoders@list.valvesoftware.com I don't think the $basetexture parameter should be an absolute path - I think it should just be HalfLife2RSIngameLogo1 What does the console say? On 25 March 2015 at 06:25, Gavin Isgar gisg...@gmail.com wrote: Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a problem with the ingame logo at the menu screen. It shows up pink/black checkers while the size is the same size as the logo. I have a vmt and vtf file of the photo both in the materials folder alone while the other folders inside the materials folder are console and sdk(obviously the folders don't have the quotes in their names). Also, i have the code for the GameLogo.res down here; 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 materials\hl2rslogo1 scaleImage 1 } } The mod's name by the way is Half-Life 2: Resistance Shadow! Did i do anything wrong here, such as the path or anything else? This is the vmt file's code; UnlitGeneric { $basetexture C:\Program Files (x86)\Steam\steamapps\sourcemods\halflife2resistanceshadow\materials\HalfLife2RSIngameLogo1 $nolod 1 } Anything wrong here either? The last file is the gameinfo.txt, which is down here; GameInfo { game Half-Life 2: Resistance Shadow type singleplayer_only icon icon gamelogo1 FileSystem { SteamAppId 218 // GCF for Episode 2 ToolsAppId 211 // Tools will load this (ie: source SDK caches) to get things like materials\debug, materials\editor, etc. SearchPaths { Game |gameinfo_path|. Game |all_source_engine_paths|ep2 Game |all_source_engine_paths|episodic Game |all_source_engine_paths|hl2 } } } Anything wrong here also? Please reply back at gisg...@gmail.com because im really stuck in a hole with this mod without the logo, so please reply with answers!
Re: [hlcoders] Modding Problems
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 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 fixed it, but i have one more thing. If your logo has an alpha channel(the gray and white squares which mean clear areas) you have to put $translucent 1 in the vmt file! On Thu, Mar 26, 2015 at 3:53 PM, Jesse Oak wazanato...@gmail.com wrote: Could you tell us what fixed it so if someone else asks we can tell them? On Mar 26, 2015 7:14 AM, Gavin Isgar gisg...@gmail.com wrote: Just fixed it actually! Thanks for the help! But i would like if you guys would say this in your email just incase i have anymore problems in the future! Thanks guys On Thu, Mar 26, 2015 at 8:05 AM, Gavin Isgar gisg...@gmail.com wrote: Also what about the logo format. Does it have to be specific like vmt or vtf? Also, where do i put the logo files? On Thu, Mar 26, 2015 at 7:52 AM, Gavin Isgar gisg...@gmail.com wrote: Half-Life 2 instead of having gamelogo.res, it has a gamemenu.res which is very different, nothing is the same. On Thu, Mar 26, 2015 at 6:11 AM, Tom Schumann schumann@gmail.com wrote: I'm not sure about GameLogo.res - if you look at the GameLogo.res in Half-Life 2 (or any other Source game) what is the path relative to? On 26 March 2015 at 07:41, Gavin Isgar gisg...@gmail.com wrote: The console actually says nothing. It has no problems or errors. I changed the vtf's path to the vmt name now, but what about everything else? Like the gamelogo.res, is that suppose to be a path or HalfLife2RSIngameLogo1 or even hl2rslogo1. If its a path, how should the path be? On Wed, Mar 25, 2015 at 7:55 AM, tobias.kammersga...@gmail.com wrote: Tom is correct. I doubt the game is even allowed to read from the Program Files directory if UAC is enabled. - ScarT From: Tom Schumann Sent: Wednesday, March 25, 2015 11:45 AM To: Discussion of Half-Life Programming I don't think the $basetexture parameter should be an absolute path - I think it should just be HalfLife2RSIngameLogo1 What does the console say? On 25 March 2015 at 06:25, Gavin Isgar gisg...@gmail.com wrote: Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a problem with the ingame logo at the menu screen. It shows up pink/black checkers while the size is the same size as the logo. I have a vmt and vtf file of the photo both in the materials folder alone while the other folders inside the materials folder are console and sdk(obviously the folders don't have the quotes in their names). Also, i have the code for the GameLogo.res down here; 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 materials\hl2rslogo1 scaleImage 1 } } The mod's name by the way is Half-Life 2: Resistance Shadow! Did i do anything wrong here, such as the path or anything else? This is the vmt file's code; UnlitGeneric { $basetexture C:\Program Files (x86)\Steam\steamapps\sourcemods\halflife2resistanceshadow\materials\HalfLife2RSIngameLogo1 $nolod 1 } Anything wrong here either? The last file is the gameinfo.txt, which is down here; GameInfo { game Half-Life 2: Resistance Shadow type singleplayer_only icon icon gamelogo1 FileSystem { SteamAppId 218 // GCF for Episode 2 ToolsAppId 211 // Tools will load this (ie: source SDK caches) to get things like materials\debug, materials\editor, etc. SearchPaths { Game |gameinfo_path|. Game |all_source_engine_paths|ep2 Game |all_source_engine_paths|episodic
Re: [hlcoders] Modding Problems
The console actually says nothing. It has no problems or errors. I changed the vtf's path to the vmt name now, but what about everything else? Like the gamelogo.res, is that suppose to be a path or HalfLife2RSIngameLogo1 or even hl2rslogo1. If its a path, how should the path be? On Wed, Mar 25, 2015 at 7:55 AM, tobias.kammersga...@gmail.com wrote: Tom is correct. I doubt the game is even allowed to read from the Program Files directory if UAC is enabled. - ScarT *From:* Tom Schumann schumann@gmail.com *Sent:* Wednesday, March 25, 2015 11:45 AM *To:* Discussion of Half-Life Programming hlcoders@list.valvesoftware.com I don't think the $basetexture parameter should be an absolute path - I think it should just be HalfLife2RSIngameLogo1 What does the console say? On 25 March 2015 at 06:25, Gavin Isgar gisg...@gmail.com wrote: Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a problem with the ingame logo at the menu screen. It shows up pink/black checkers while the size is the same size as the logo. I have a vmt and vtf file of the photo both in the materials folder alone while the other folders inside the materials folder are console and sdk(obviously the folders don't have the quotes in their names). Also, i have the code for the GameLogo.res down here; 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 materials\hl2rslogo1 scaleImage 1 } } The mod's name by the way is Half-Life 2: Resistance Shadow! Did i do anything wrong here, such as the path or anything else? This is the vmt file's code; UnlitGeneric { $basetexture C:\Program Files (x86)\Steam\steamapps\sourcemods\halflife2resistanceshadow\materials\HalfLife2RSIngameLogo1 $nolod 1 } Anything wrong here either? The last file is the gameinfo.txt, which is down here; GameInfo { game Half-Life 2: Resistance Shadow type singleplayer_only icon icon gamelogo1 FileSystem { SteamAppId 218 // GCF for Episode 2 ToolsAppId 211 // Tools will load this (ie: source SDK caches) to get things like materials\debug, materials\editor, etc. SearchPaths { Game |gameinfo_path|. Game |all_source_engine_paths|ep2 Game |all_source_engine_paths|episodic Game |all_source_engine_paths|hl2 } } } Anything wrong here also? Please reply back at gisg...@gmail.com because im really stuck in a hole with this mod without the logo, so please reply with answers! I'm sorry if this isn't the right email for this problem. Thank you very much and have a good day! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Modding Problems
Tom is correct. I doubt the game is even allowed to read from the Program Files directory if UAC is enabled. - ScarT From: Tom Schumann Sent: Wednesday, March 25, 2015 11:45 AM To: Discussion of Half-Life Programming I don't think the $basetexture parameter should be an absolute path - I think it should just be HalfLife2RSIngameLogo1 What does the console say? On 25 March 2015 at 06:25, Gavin Isgar gisg...@gmail.com wrote: Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a problem with the ingame logo at the menu screen. It shows up pink/black checkers while the size is the same size as the logo. I have a vmt and vtf file of the photo both in the materials folder alone while the other folders inside the materials folder are console and sdk(obviously the folders don't have the quotes in their names). Also, i have the code for the GameLogo.res down here; Resource/GameLogo.res { GameLogo { ControlName EditablePanel fieldName GameLogo xpos0 ypos0 zpos50 wide400 tall100 autoResize 1 pinCorner 0 visible 1 enabled 1 offsetX -20 offsetY -15 } Logo { ControlName ImagePanel fieldName Logo xpos0 ypos0 zpos50 wide400 tall100 visible 1 enabled 1 image materials\hl2rslogo1 scaleImage 1 } } The mod's name by the way is Half-Life 2: Resistance Shadow! Did i do anything wrong here, such as the path or anything else? This is the vmt file's code; UnlitGeneric { $basetexture C:\Program Files (x86)\Steam\steamapps\sourcemods\halflife2resistanceshadow\materials\HalfLife2RSIngameLogo1 $nolod 1 } Anything wrong here either? The last file is the gameinfo.txt, which is down here; GameInfo { gameHalf-Life 2: Resistance Shadow typesingleplayer_only iconicon gamelogo1 FileSystem { SteamAppId 218 // GCF for Episode 2 ToolsAppId 211 // Tools will load this (ie: source SDK caches) to get things like materials\debug, materials\editor, etc. SearchPaths { Game|gameinfo_path|. Game |all_source_engine_paths|ep2 Game |all_source_engine_paths|episodic Game |all_source_engine_paths|hl2 } } } Anything wrong here also? Please reply back at gisg...@gmail.com because im really stuck in a hole with this mod without the logo, so please reply with answers! I'm sorry if this isn't the right email for this problem. Thank you very much and have a good day! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Modding Problems
I don't think the $basetexture parameter should be an absolute path - I think it should just be HalfLife2RSIngameLogo1 What does the console say? On 25 March 2015 at 06:25, Gavin Isgar gisg...@gmail.com wrote: Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a problem with the ingame logo at the menu screen. It shows up pink/black checkers while the size is the same size as the logo. I have a vmt and vtf file of the photo both in the materials folder alone while the other folders inside the materials folder are console and sdk(obviously the folders don't have the quotes in their names). Also, i have the code for the GameLogo.res down here; 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 materials\hl2rslogo1 scaleImage 1 } } The mod's name by the way is Half-Life 2: Resistance Shadow! Did i do anything wrong here, such as the path or anything else? This is the vmt file's code; UnlitGeneric { $basetexture C:\Program Files (x86)\Steam\steamapps\sourcemods\halflife2resistanceshadow\materials\HalfLife2RSIngameLogo1 $nolod 1 } Anything wrong here either? The last file is the gameinfo.txt, which is down here; GameInfo { game Half-Life 2: Resistance Shadow type singleplayer_only icon icon gamelogo1 FileSystem { SteamAppId 218 // GCF for Episode 2 ToolsAppId 211 // Tools will load this (ie: source SDK caches) to get things like materials\debug, materials\editor, etc. SearchPaths { Game |gameinfo_path|. Game |all_source_engine_paths|ep2 Game |all_source_engine_paths|episodic Game |all_source_engine_paths|hl2 } } } Anything wrong here also? Please reply back at gisg...@gmail.com because im really stuck in a hole with this mod without the logo, so please reply with answers! I'm sorry if this isn't the right email for this problem. Thank you very much and have a good day! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders