Re: [hlcoders] Modding Problems

2016-05-16 Thread Gavin Isgar
Thanks!

On Mon, May 16, 2016 at 11:14 AM, Jesse Oak  wrote:

> 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
> >
> >
> ___
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> please visit:
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>
>
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Re: [hlcoders] Modding Problems

2016-05-16 Thread Jesse Oak
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 
> 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
>
>
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Re: [hlcoders] Modding Problems

2016-05-15 Thread Gavin Isgar
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
>
>
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Re: [hlcoders] Modding Problems

2016-05-15 Thread Tony "omega" Sergi
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!
___
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Re: [hlcoders] Modding Problems

2016-05-15 Thread Gavin Isgar
>>>> 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 
>>>>>>>>>>>>>>>>>>

Re: [hlcoders] Modding Problems

2015-06-24 Thread Tony "omega" Sergi
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  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  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 
>> Date: 06/24/2015 6:45 PM (GMT-06:00)
>> To: Discussion of Half-Life Programming 
>>
>> Subject: Re: [hlcoders] Modding Problems
>>
>> ?
>>
>> On Tue, Jun 23, 2015 at 10:17 PM, Gavin Isgar  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  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 
>> 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  wrote:
>> >>>>>
>> >>>>>> ?
>> >>>>>>
>> >>>>>>
>> >>>>>> On Wed, Jun 17, 2015 at 4:09 PM, Gavin Isgar 
>> >>>>>> 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  wrote:
>> >>>>>>>>
>> >>>>>>>>> Guys, i need some help with another problem. So, i've been
>> >>>>>>>>> searching my game's files for a bit and, I can&#

Re: [hlcoders] Modding Problems

2015-06-24 Thread Gavin Isgar
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  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 
> Date: 06/24/2015 6:45 PM (GMT-06:00)
> To: Discussion of Half-Life Programming 
> Subject: Re: [hlcoders] Modding Problems
>
> ?
>
> On Tue, Jun 23, 2015 at 10:17 PM, Gavin Isgar  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  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 
> 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  >
> >>>> 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  wrote:
> >>>>>
> >>>>>> ?
> >>>>>>
> >>>>>>
> >>>>>> On Wed, Jun 17, 2015 at 4:09 PM, Gavin Isgar 
> >>>>>> 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  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 
> >>>>>>>>> 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
> >>>>>>>>>>>
> >>>>>>

Re: [hlcoders] Modding Problems

2015-06-24 Thread Ken Swisher


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  
Date: 06/24/2015  6:45 PM  (GMT-06:00) 
To: Discussion of Half-Life Programming  
Subject: Re: [hlcoders] Modding Problems 

?

On Tue, Jun 23, 2015 at 10:17 PM, Gavin Isgar  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  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 
>> 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  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 
>>>> 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  wrote:
>>>>>
>>>>>> ?
>>>>>>
>>>>>>
>>>>>> On Wed, Jun 17, 2015 at 4:09 PM, Gavin Isgar 
>>>>>> 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  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 
>>>>>>>>> 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 >>>>>>>>>> > 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!
>>>>>>>>>>>>
>>>&

Re: [hlcoders] Modding Problems

2015-06-24 Thread Gavin Isgar
gt;> 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 <

Re: [hlcoders] Modding Problems

2015-06-23 Thread Gavin Isgar
gt;>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> 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:
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>&g

Re: [hlcoders] Modding Problems

2015-06-19 Thread Gavin Isgar
gt;>>>>
>>>>>>>>>>>>>>>>>>> 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:
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>&

Re: [hlcoders] Modding Problems

2015-06-19 Thread Tony "omega" Sergi
;>>>>>>>>>>>>>>>>>>>> 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
>>>>&

Re: [hlcoders] Modding Problems

2015-06-19 Thread Gavin Isgar
ck 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
>>>>>>>&

Re: [hlcoders] Modding Problems

2015-06-19 Thread Tom Schumann
gt;>>>> 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 
>>>>>>>&g

Re: [hlcoders] Modding Problems

2015-06-18 Thread Gavin Isgar
>>>>>>>>>>> you should be able to edit that.
>>>>>>>>>>>>
>>>>>>>>>>>> On Fri, Apr 17, 2015 at 4:30 PM, Gavin Isgar >>>>>>>>>>> > 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" <
>>>>>&g

Re: [hlcoders] Modding Problems

2015-06-17 Thread Gavin Isgar
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" 
>>>>>>>>>>>>>>>>>> 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
>>>>>>>>>>>>>>>>>>>
>>>>

Re: [hlcoders] Modding Problems

2015-06-17 Thread Tom Schumann
mentary just remove it from your menu.
>>>>>>>>>>>>
>>>>>>>>>>>> On Wed, Apr 15, 2015 at 8:22 PM, Gavin Isgar >>>>>>>>>>> > 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" 
>>>>>>>>>>>>>>>>> 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. 
>>>>>>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> You just...copy it? Create a folder for your "beta" and
>>>>>>>>>>>>>>>>>>> work in it? Computer basics?
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> Понедельник, 13

Re: [hlcoders] Modding Problems

2015-06-16 Thread Gavin Isgar
box with an unusable 
>>>>>>>>>>>> exit arrow?
>>>>>>>>>>>> Please help!
>>>>>>>>>>>>
>>>>>>>>>>>> On Wed, Apr 15, 2015 at 9:20 PM, Gavin Isgar >>>>>>>>>>> > 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" 
>>>>>>>>>>>>>>>> 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. 
>>>>>>>>>>>>>>>>> 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

Re: [hlcoders] Modding Problems

2015-05-23 Thread Gavin Isgar
 PM, Gavin Isgar >>>>>>>>>>> > 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" 
>>>>>>>>>>>>>>> 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. 
>>>>>>>>>>>>>>>> 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/co

Re: [hlcoders] Modding Problems

2015-05-22 Thread Tony "omega" Sergi
gt;>>>> 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 >>>>>>>>>>> > 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" 
>>>>>>>>>>>>>> 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. 
>>>>>>>>>>>>>>> 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 
>>>>>>>>&

Re: [hlcoders] Modding Problems

2015-05-22 Thread Gavin Isgar
gt;>>>>>>>> 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" 
>>>>>>>>>>>>> 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. 
>>>>>>>>>>>>>> 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 bre

Re: [hlcoders] Modding Problems

2015-04-26 Thread Gavin Isgar
>>>>> On Apr 14, 2015 6:55 AM, "Gavin Isgar" 
>>>>>>>>>>>> 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. 
>>>>>>>>>>>>> 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
>>>>>>>>>>>>>

Re: [hlcoders] Modding Problems

2015-04-24 Thread Gavin Isgar
t;>>>>>>>>>>>> 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, 

Re: [hlcoders] Modding Problems

2015-04-24 Thread Gavin Isgar
gt;>>>>> <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>>
>>>>>>>>>>>> wrote:
>>>>>>>>>>>>
>>>>>>>>>>>> Thanks Stan!
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> On Fri, Apr 3, 2015 at 8:42 PM, Stan R. >>>>>>>>>>> <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 >>>>>>>>>>> <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 >>>>>>>>>>> <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

Re: [hlcoders] Modding Problems

2015-04-23 Thread Jesse Oak
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  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  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  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 
>>> wrote:
>>>
>>>> If you don't want commentary just remove it from your menu.
>>>>
>>>> On Wed, Apr 15, 2015 at 8:22 PM, Gavin Isgar  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 
>>>>> 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 
>>>>>> 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 
>>>>>>> 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 
>>>>>>>> wrote:
>>>>>>>>
>>>>>>>>> Are you using SVN or Git? Just make a branch if you are.
>>>>>>>>> On Apr 14, 2015 6:55 AM, "Gavin Isgar"  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.  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 
&g

Re: [hlcoders] Modding Problems

2015-04-21 Thread Gavin Isgar
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  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  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 
>> wrote:
>>
>>> If you don't want commentary just remove it from your menu.
>>>
>>> On Wed, Apr 15, 2015 at 8:22 PM, Gavin Isgar  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  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 
>>>>> 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 
>>>>>> 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 
>>>>>>> wrote:
>>>>>>>
>>>>>>>> Are you using SVN or Git? Just make a branch if you are.
>>>>>>>> On Apr 14, 2015 6:55 AM, "Gavin Isgar"  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.  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,
>>>>>>>>>

Re: [hlcoders] Modding Problems

2015-04-17 Thread Jesse Oak
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  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  wrote:
>
>> If you don't want commentary just remove it from your menu.
>>
>> On Wed, Apr 15, 2015 at 8:22 PM, Gavin Isgar  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  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  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 
>>>>> 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 
>>>>>> wrote:
>>>>>>
>>>>>>> Are you using SVN or Git? Just make a branch if you are.
>>>>>>> On Apr 14, 2015 6:55 AM, "Gavin Isgar"  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.  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
>>>>>>>>>

Re: [hlcoders] Modding Problems

2015-04-17 Thread Gavin Isgar
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  wrote:

> If you don't want commentary just remove it from your menu.
>
> On Wed, Apr 15, 2015 at 8:22 PM, Gavin Isgar  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  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  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  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 
>>>>> wrote:
>>>>>
>>>>>> Are you using SVN or Git? Just make a branch if you are.
>>>>>> On Apr 14, 2015 6:55 AM, "Gavin Isgar"  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.  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
>>

Re: [hlcoders] Modding Problems

2015-04-17 Thread Jesse Oak
If you don't want commentary just remove it from your menu.

On Wed, Apr 15, 2015 at 8:22 PM, Gavin Isgar  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  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  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  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 
>>>> wrote:
>>>>
>>>>> Are you using SVN or Git? Just make a branch if you are.
>>>>> On Apr 14, 2015 6:55 AM, "Gavin Isgar"  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.  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 >>>>&g

Re: [hlcoders] Modding Problems

2015-04-15 Thread Gavin Isgar
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  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  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  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 
>>> wrote:
>>>
>>>> Are you using SVN or Git? Just make a branch if you are.
>>>> On Apr 14, 2015 6:55 AM, "Gavin Isgar"  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.  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 >>>>> <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 >>>>> <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>>
>>>>>> wrote:
>>>>>>
>

Re: [hlcoders] Modding Problems

2015-04-15 Thread Gavin Isgar
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  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  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  wrote:
>>
>>> Are you using SVN or Git? Just make a branch if you are.
>>> On Apr 14, 2015 6:55 AM, "Gavin Isgar"  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.  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 >>>> <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 >>>> <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 >>>> <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote:
>>>>>
>>>>> Thanks Stan!
>>>>>
>>>>

Re: [hlcoders] Modding Problems

2015-04-15 Thread Gavin Isgar
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  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  wrote:
>
>> Are you using SVN or Git? Just make a branch if you are.
>> On Apr 14, 2015 6:55 AM, "Gavin Isgar"  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.  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 >>> <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 >>> <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 >>> <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 >>> <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote:
>>>>
>>>> Thanks Stan!
>>>>
>>>>
>>>> On Fri, Apr 3, 2015 at 8:42 PM, Stan R. >>> <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_pla

Re: [hlcoders] Modding Problems

2015-04-14 Thread Gavin Isgar
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  wrote:

> Are you using SVN or Git? Just make a branch if you are.
> On Apr 14, 2015 6:55 AM, "Gavin Isgar"  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.  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 >> <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 >> <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 >> <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 >> <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote:
>>>
>>> Thanks Stan!
>>>
>>>
>>> On Fri, Apr 3, 2015 at 8:42 PM, Stan R. >> <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 >> <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 t

Re: [hlcoders] Modding Problems

2015-04-14 Thread Jesse Oak
Are you using SVN or Git? Just make a branch if you are.
On Apr 14, 2015 6:55 AM, "Gavin Isgar"  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.  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 > <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 > <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 > <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 > <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote:
>>
>> Thanks Stan!
>>
>>
>> On Fri, Apr 3, 2015 at 8:42 PM, Stan R. > <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 > <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 > <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 > <https://e.mai

Re: [hlcoders] Modding Problems

2015-04-14 Thread Gavin Isgar
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.  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  <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  <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  <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  <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote:
>
> Thanks Stan!
>
>
> On Fri, Apr 3, 2015 at 8:42 PM, Stan R.  <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  <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  <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  <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 tutoria

Re: [hlcoders] Modding Problems

2015-04-14 Thread Stan R .
 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 :
>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 
>>>

Re: [hlcoders] Modding Problems

2015-04-13 Thread Gavin Isgar
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 
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  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  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  wrote:
>
> Thanks Stan!
>
>
> On Fri, Apr 3, 2015 at 8:42 PM, Stan R.  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 :
>
>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  <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  <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  <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  <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"  <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  <https://e.mail.ru/compose/?mailto=mailto%3aomegal...@gmail.com>> wro

Re: [hlcoders] Modding Problems

2015-04-12 Thread Krzysztof Lesiak
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<mailto:gisg...@gmail.com>
Sent: ‎12.‎04.‎2015 00:13
To: Discussion of Half-Life Programming<mailto: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  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  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  wrote:
>>
>>> Thanks Stan!
>>>
>>>
>>> On Fri, Apr 3, 2015 at 8:42 PM, Stan R.  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 >>> >:
>>>>
>>>>   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 >>> <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 >>> <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 >>> <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 >>> <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" >>> <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
>>>> 

Re: [hlcoders] Modding Problems

2015-04-11 Thread Krzysztof Lesiak
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<mailto:gisg...@gmail.com>
Sent: ‎12.‎04.‎2015 00:13
To: Discussion of Half-Life Programming<mailto: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  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  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  wrote:
>>
>>> Thanks Stan!
>>>
>>>
>>> On Fri, Apr 3, 2015 at 8:42 PM, Stan R.  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 >>> >:
>>>>
>>>>   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 >>> <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 >>> <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 >>> <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 >>> <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" >>> <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
>>>> 

Re: [hlcoders] Modding Problems

2015-04-11 Thread Gavin Isgar
 Gavin Isgar >>> <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 >>> <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote:
>>>>
>>>> Hey guys, i have another question! How do i change weapon sound for my
>>>> mod? What format does it have to be and what files do i need to edit? Long
>>>> story short, i need to know everything about changing the sounds please!
>>>>
>>>> On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar >>> <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote:
>>>>
>>>> Thanks Ken, i was just tired last night and having a rough time with
>>>> some stuff, thanks though!
>>>>
>>>>  On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher >>> <https://e.mail.ru/compose/?mailto=mailto%3acapt...@qis.net>> wrote:
>>>>
>>>>   It says right there...
>>>> The images displayed in the new game dialogue are 152x86. Since texture
>>>> dimensions must both be a power of two, your VTFs will be 256x128 with a
>>>> border to the right and bottom.
>>>>
>>>>  That means that the full dimensions of the image will be 256 wide by
>>>> 128 tall, but only a portion of that gets used. 152 x 86 to be specific.
>>>> What you should do is create your chapter images as 152x86 images, and then
>>>> either edit that image's canvas size to 256x128 (but don't scale/stretch
>>>> the actual image), or take that 152x86 image and copy it into a new 256x128
>>>> image, and just make sure it is positioned in the top-left. The unused
>>>> portion of the image should just be black.
>>>>
>>>>
>>>>  Original message 
>>>> From: Gavin Isgar >>> <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 >>> <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 >>> <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 >>> <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 >>> <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 >>> <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/hl2

Re: [hlcoders] Modding Problems

2015-04-11 Thread Stephen Swires
loper wiki.
>>>
>>> On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar >> <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote:
>>>
>>> Hey guys, i have another question! How do i change weapon sound for my
>>> mod? What format does it have to be and what files do i need to edit? Long
>>> story short, i need to know everything about changing the sounds please!
>>>
>>> On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar >> <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote:
>>>
>>> Thanks Ken, i was just tired last night and having a rough time with
>>> some stuff, thanks though!
>>>
>>>  On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher >> <https://e.mail.ru/compose/?mailto=mailto%3acapt...@qis.net>> wrote:
>>>
>>>   It says right there...
>>> The images displayed in the new game dialogue are 152x86. Since texture
>>> dimensions must both be a power of two, your VTFs will be 256x128 with a
>>> border to the right and bottom.
>>>
>>>  That means that the full dimensions of the image will be 256 wide by
>>> 128 tall, but only a portion of that gets used. 152 x 86 to be specific.
>>> What you should do is create your chapter images as 152x86 images, and then
>>> either edit that image's canvas size to 256x128 (but don't scale/stretch
>>> the actual image), or take that 152x86 image and copy it into a new 256x128
>>> image, and just make sure it is positioned in the top-left. The unused
>>> portion of the image should just be black.
>>>
>>>
>>>  Original message 
>>> From: Gavin Isgar >> <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 >> <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 >> <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 >> <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 >> <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 >> <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 >> <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 >> <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
>&g

Re: [hlcoders] Modding Problems

2015-04-11 Thread Gavin Isgar
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 > <https://e.mail.ru/compose/?mailto=mailto%3acapt...@qis.net>> wrote:
>>
>>   It says right there...
>> The images displayed in the new game dialogue are 152x86. Since texture
>> dimensions must both be a power of two, your VTFs will be 256x128 with a
>> border to the right and bottom.
>>
>>  That means that the full dimensions of the image will be 256 wide by
>> 128 tall, but only a portion of that gets used. 152 x 86 to be specific.
>> What you should do is create your chapter images as 152x86 images, and then
>> either edit that image's canvas size to 256x128 (but don't scale/stretch
>> the actual image), or take that 152x86 image and copy it into a new 256x128
>> image, and just make sure it is positioned in the top-left. The unused
>> portion of the image should just be black.
>>
>>
>>  Original message 
>> From: Gavin Isgar > <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 > <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 > <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 > <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 > <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 > <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 > <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 > <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
>&g

Re: [hlcoders] Modding Problems

2015-04-03 Thread Gavin Isgar
reate 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  <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  <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  <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  <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  <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  <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  <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  <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
>
> __

Re: [hlcoders] Modding Problems

2015-04-03 Thread Stan R .
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

Re: [hlcoders] Modding Problems

2015-04-03 Thread Gavin Isgar
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  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  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  wrote:
>
>> Thanks Jesse, you saved my life lol.
>>
>>
>> On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak  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"  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  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 
>>>>>>> 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 
>>>>>>>> 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 
>>>>>>>>> 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
>>&g

Re: [hlcoders] Modding Problems

2015-04-01 Thread Tom Clay
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  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  wrote:
>>> Thanks Jesse, you saved my life lol.
>>> 
>>> 
>>> On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak  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"  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  
>>>>> 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  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 
>>>>>>>  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  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  
>>>>>>>>> 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  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 

Re: [hlcoders] Modding Problems

2015-04-01 Thread Minh Le
  Date: 03/28/2015 10:36 PM (GMT-05:00)
To: Discussion of Half-Life
            Programming
    mailto:hlcoders@list.valvesoftware.com>>

Subject: Re: [hlcoders] Modding
Problems

Alright I guess

On Sat, Mar 28, 2015 at 10:24 PM,
Tom Schumann
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 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
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
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
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
mailto: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

Re: [hlcoders] Modding Problems

2015-04-01 Thread Gavin Isgar
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  wrote:

> Thanks Jesse, you saved my life lol.
>
>
> On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak  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"  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 >> > 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  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 
>>>>>> 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 
>>>>>>> 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 
>>>>>>>> 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 
>>>>>>>>> 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,

Re: [hlcoders] Modding Problems

2015-04-01 Thread Gavin Isgar
Thanks Jesse, you saved my life lol.


On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak  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"  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 
>> 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  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  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 
>>>>>> 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 
>>>>>>> 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 
>>>>>>>> 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  wrote:
>>>>>>>>>
>>>>>>>>>> Tom, i checked that but, to be honest, i didnt understand it a
>>>>>>>>>> bit. Anything else?
>>>>>>>>>>
>>>>>>>&g

Re: [hlcoders] Modding Problems

2015-04-01 Thread Jesse Oak
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"  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 
> 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  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 >> > 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  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 
>>>>> 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  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 
>>>>>>> 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  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  wrote:
>>>>>>>>>>
>>>>>>>>

Re: [hlcoders] Modding Problems

2015-04-01 Thread Gavin Isgar
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 
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  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 
>> 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  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  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  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 
>>>>>> 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  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  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 
>>>>>>>>>> wrote:
>>>>>>>>>>
>&

Re: [hlcoders] Modding Problems

2015-04-01 Thread Tony "omega" Sergi
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  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 
> 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  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  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  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 
>>>>> 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 >>>> > 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  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  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 
>>>>>>>>> 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 
>>>>>>>>>> wrote:
>>>>>>>>>> > Yea Jesse, here's how i fixed it! So in my materials folder, i
>>>>>>>>>> made a logo
>>>>>>>>

Re: [hlcoders] Modding Problems

2015-04-01 Thread Gavin Isgar
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 
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  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  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  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 
>>>> 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 
>>>> 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  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 >>>>> > wrote:
>>>>>>
>>>>>>> There's some information on that at
>>>>>>> https://developer.valvesoftware.com/wiki/Background#Images
>>>>>>>
>>>>>>> On 29 March 2015 at 09:09, Gavin Isgar  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 
>>>>>>>> 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 
>>>>>>>>> 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
>>>>>>>>> > }
>>>>>>>>> >
>>>>>>

Re: [hlcoders] Modding Problems

2015-03-31 Thread Tony "omega" Sergi
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  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  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  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 
>>> Date: 03/28/2015 10:36 PM (GMT-05:00)
>>> To: Discussion of Half-Life Programming 
>>>
>>> Subject: Re: [hlcoders] Modding Problems
>>>
>>> Alright I guess
>>>
>>> On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann 
>>> 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  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 
>>>>> wrote:
>>>>>
>>>>>> There's some information on that at
>>>>>> https://developer.valvesoftware.com/wiki/Background#Images
>>>>>>
>>>>>> On 29 March 2015 at 09:09, Gavin Isgar  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 
>>>>>>> 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 
>>>>>>>> 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

Re: [hlcoders] Modding Problems

2015-03-31 Thread Gavin Isgar
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  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  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 
>> Date: 03/28/2015 10:36 PM (GMT-05:00)
>> To: Discussion of Half-Life Programming 
>>
>> Subject: Re: [hlcoders] Modding Problems
>>
>> Alright I guess
>>
>> On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann 
>> 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  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 
>>>> wrote:
>>>>
>>>>> There's some information on that at
>>>>> https://developer.valvesoftware.com/wiki/Background#Images
>>>>>
>>>>> On 29 March 2015 at 09:09, Gavin Isgar  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 
>>>>>> 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 
>>>>>>> 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:
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Re: [hlcoders] Modding Problems

2015-03-29 Thread Gavin Isgar
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  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 
> Date: 03/28/2015 10:36 PM (GMT-05:00)
> To: Discussion of Half-Life Programming 
> Subject: Re: [hlcoders] Modding Problems
>
> Alright I guess
>
> On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann 
> 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  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 
>>> wrote:
>>>
>>>> There's some information on that at
>>>> https://developer.valvesoftware.com/wiki/Background#Images
>>>>
>>>> On 29 March 2015 at 09:09, Gavin Isgar  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 
>>>>> 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 
>>>>>> wrote:
>>>>>> > Yea Jesse, here's how i fixed it! So in my materials folder, i made
>>>>>> a logo
>>>>>> > folder, inside i put both put the vmt and vtf file with the same
>>>>>> name.
>>>>>> > Inside the vmt file, i put:
>>>>>> >
>>>>>> > "UnlitGeneric"
>>>>>> > {
>>>>>> > "$basetexture" "logo/hl2rslogo1"
>>>>>> > "$nolod" 1
>>>>>> > "$translucent" 1
>>>>>> > }
>>>>>> >
>>>>>> > The path automatically detects the material folder, so just put the
>>>>>> folder
>>>>>> > and the name of both the vmt and vtf file(no extension). Then in my
>>>>>> > gamelogo.res in my resource folder, i put:
>>>>>> >
>>>>>> > Resource/GameLogo.res
>>>>>> > {
>>>>>> > GameLogo
>>>>>> > {
>>>>>> > ControlName EditablePanel
>>>>>> > fieldName GameLogo
>>>>>> > xpos 0
>>>>>> > ypos 0
>>>>>> > zpos 50
>>>>>> > wide 400
>>>>>> > tall 100
>>>>>> > autoResize 1
>>>>>> > pinCorner 0
>>>>>> > visible 1
>>>>>> > enabled 1
>>>>>> > offsetX -20
>>>>>> > offsetY -15
>>>>>> > }
>>>>>> >
>>>>>> > Logo
>>>>>> > {
>>>>>> > ControlName ImagePanel
>>>>>> > fieldName Logo
>>>>>> > xpos 0
>>>>>> > ypos 0
>>>>>> > zpos 50
>>>>>> > wide 400
>>>>>> > tall 100
>>>>>> > visible 1
>>>>>> > enabled 1
>>>>>> > image ../logo/hl2rslogo1
>>>>>> > scaleImage 1
>>>>>> > }
>>>>>> > }
>>>>>> >
>>>>>> > The dots in the path specify how many folders are before vmt and
>>>>>> vtf, but i
>>>>>> > rather just do it like this:
>>>>>> >
>>>>>> > 2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1
>>>>>> folder, 1
>>>>>> > file! If it was material/logo/hl2rslogo1 it would be 3 dots. Thats
>>>>>> how i<
>>>>>>
>>>>>
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Re: [hlcoders] Modding Problems

2015-03-29 Thread Ken Swisher


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  
Date: 03/28/2015  10:36 PM  (GMT-05:00) 
To: Discussion of Half-Life Programming  
Subject: Re: [hlcoders] Modding Problems 

Alright I guess
On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann  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  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  wrote:
There's some information on that at 
https://developer.valvesoftware.com/wiki/Background#Images
On 29 March 2015 at 09:09, Gavin Isgar  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  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  wrote:

> Yea Jesse, here's how i fixed it! So in my materials folder, i made a logo

> folder, inside i put both put the vmt and vtf file with the same name.

> Inside the vmt file, i put:

>

> "UnlitGeneric"

> {

> "$basetexture" "logo/hl2rslogo1"

> "$nolod" 1

> "$translucent" 1

> }

>

> The path automatically detects the material folder, so just put the folder

> and the name of both the vmt and vtf file(no extension). Then in my

> gamelogo.res in my resource folder, i put:

>

> Resource/GameLogo.res

> {

> GameLogo

> {

> ControlName EditablePanel

> fieldName GameLogo

> xpos 0

> ypos 0

> zpos 50

> wide 400

> tall 100

> autoResize 1

> pinCorner 0

> visible 1

> enabled 1

> offsetX -20

> offsetY -15

> }

>

> Logo

> {

> ControlName ImagePanel

> fieldName Logo

> xpos 0

> ypos 0

> zpos 50

> wide 400

> tall 100

> visible 1

> enabled 1

> image ../logo/hl2rslogo1

> scaleImage 1

> }

> }

>

> The dots in the path specify how many folders are before vmt and vtf, but i

> rather just do it like this:

>

> 2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1 folder, 1

> file! If it was material/logo/hl2rslogo1 it would be 3 dots. Thats how i<___
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Re: [hlcoders] Modding Problems

2015-03-28 Thread Gavin Isgar
Alright I guess

On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann 
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  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 
>> wrote:
>>
>>> There's some information on that at
>>> https://developer.valvesoftware.com/wiki/Background#Images
>>>
>>> On 29 March 2015 at 09:09, Gavin Isgar  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  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 
> 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 
> 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"  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 
> 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 
> 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 
> 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 shoul

Re: [hlcoders] Modding Problems

2015-03-28 Thread Tom Schumann
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  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 
> wrote:
>
>> There's some information on that at
>> https://developer.valvesoftware.com/wiki/Background#Images
>>
>> On 29 March 2015 at 09:09, Gavin Isgar  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  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  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 
 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"  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 
 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 
 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 
 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, >>> >
 >>> 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 
 wrote:
 >
 > Hi, i'm making a singleplayer 

Re: [hlcoders] Modding Problems

2015-03-28 Thread Gavin Isgar
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 
wrote:

> There's some information on that at
> https://developer.valvesoftware.com/wiki/Background#Images
>
> On 29 March 2015 at 09:09, Gavin Isgar  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  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  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 
>>> 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"  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 
>>> 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 
>>> 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  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, 
>>> >>> 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 
>>> 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 

Re: [hlcoders] Modding Problems

2015-03-28 Thread Tom Schumann
There's some information on that at
https://developer.valvesoftware.com/wiki/Background#Images

On 29 March 2015 at 09:09, Gavin Isgar  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  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  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 
>> 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"  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 
>> 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 
>> 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  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, 
>> >>> 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 
>> 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
>> >>>

Re: [hlcoders] Modding Problems

2015-03-28 Thread Gavin Isgar
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  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  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 
> 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"  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 
> 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 
> 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  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, 
> >>> 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  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

Re: [hlcoders] Modding Problems

2015-03-26 Thread Ben Lubar
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  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  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"  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  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  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 
> 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  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, 
>>> 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  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;

Re: [hlcoders] Modding Problems

2015-03-26 Thread Gavin Isgar
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  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"  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  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  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 
 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  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, 
>> 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  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 singleplay

Re: [hlcoders] Modding Problems

2015-03-26 Thread Jesse Oak
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"  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  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  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 
>>> 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  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, 
> 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 $basetexture parameter should be an absolute path -
>> I think it should just be "HalfLife2RSIngameLogo1"
>> What does the console say?
>>
>> On 25 March 2015 at 06:25, Gavin Isgar  wrote:
>>
>>> Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a
>>> problem with the ingame logo at the menu screen. It shows up pink/black
>>> checkers while the size is the same size as the logo. I have a vmt and 
>>> vtf
>>> file of the photo both in the materials folder alone while the other
>>> folders inside the materials folder are "console" and "sdk"(obviously 
>>> the
>>> folders don't have the quotes in their names). Also, i have the code for
>>> the GameLogo.res down here;
>>> Resource/GameLogo.res
>>> {
>>> GameLogo
>>> {
>>> ControlName EditablePanel
>>> fieldName GameLogo
>>> xpos 0
>>> ypos 0
>>> zpos 50
>>> wide 400
>>> tall 100
>>> autoResize 1
>>> pinCorner 0
>>> visible 1
>>> enabled 1
>>> offsetX -20
>>> offsetY -15
>>> }
>>>
>>> Logo
>>> {
>>> ControlName ImagePanel
>>> fieldName Logo
>>> xpos 0
>>> ypos 0
>>> zpos 50
>>> wide 400
>>> tall 100
>>> visible 1
>>> enabled 1
>>> image materials\hl2rslogo1
>>> scaleImage 1
>>> }
>>> }
>>> The mod's name by the way is "Half-Life 2: Resistance Shadow"! Did i
>>> do anything wrong here, such as the path or anything else? This is the 
>>> vmt
>>> file's code;
>>> "UnlitGeneric"
>>> {
>>> "$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"
>>> gamelogo"1"
>>>
>>> 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

2015-03-26 Thread Gavin Isgar
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  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  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 
>> 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  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,  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 $basetexture parameter should be an absolute path -
> I think it should just be "HalfLife2RSIngameLogo1"
> What does the console say?
>
> On 25 March 2015 at 06:25, Gavin Isgar  wrote:
>
>> Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a
>> problem with the ingame logo at the menu screen. It shows up pink/black
>> checkers while the size is the same size as the logo. I have a vmt and 
>> vtf
>> file of the photo both in the materials folder alone while the other
>> folders inside the materials folder are "console" and "sdk"(obviously the
>> folders don't have the quotes in their names). Also, i have the code for
>> the GameLogo.res down here;
>> Resource/GameLogo.res
>> {
>> GameLogo
>> {
>> ControlName EditablePanel
>> fieldName GameLogo
>> xpos 0
>> ypos 0
>> zpos 50
>> wide 400
>> tall 100
>> autoResize 1
>> pinCorner 0
>> visible 1
>> enabled 1
>> offsetX -20
>> offsetY -15
>> }
>>
>> Logo
>> {
>> ControlName ImagePanel
>> fieldName Logo
>> xpos 0
>> ypos 0
>> zpos 50
>> wide 400
>> tall 100
>> visible 1
>> enabled 1
>> image materials\hl2rslogo1
>> scaleImage 1
>> }
>> }
>> The mod's name by the way is "Half-Life 2: Resistance Shadow"! Did i
>> do anything wrong here, such as the path or anything else? This is the 
>> vmt
>> file's code;
>> "UnlitGeneric"
>> {
>> "$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"
>> gamelogo"1"
>>
>> 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
>>
>>
>>
>
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> please visit:
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Re: [hlcoders] Modding Problems

2015-03-26 Thread Gavin Isgar
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  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 
> 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  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,  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  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"
> gamelogo"1"
>
> 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
>
>
>

 ___
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 please visit:
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>>>
>>> ___
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>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>
>> ___
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>> please visit:
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Re: [hlcoders] Modding Problems

2015-03-26 Thread Gavin Isgar
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 
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  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,  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  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"
 gamelogo"1"

 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
>>>
>>>
>>>
>>
>> ___
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>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>>
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Re: [hlcoders] Modding Problems

2015-03-26 Thread Tom Schumann
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  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,  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 $basetexture parameter should be an absolute path - I
>> think it should just be "HalfLife2RSIngameLogo1"
>> What does the console say?
>>
>> On 25 March 2015 at 06:25, Gavin Isgar  wrote:
>>
>>> Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a problem
>>> with the ingame logo at the menu screen. It shows up pink/black checkers
>>> while the size is the same size as the logo. I have a vmt and vtf file of
>>> the photo both in the materials folder alone while the other folders inside
>>> the materials folder are "console" and "sdk"(obviously the folders don't
>>> have the quotes in their names). Also, i have the code for the GameLogo.res
>>> down here;
>>> Resource/GameLogo.res
>>> {
>>> GameLogo
>>> {
>>> ControlName EditablePanel
>>> fieldName GameLogo
>>> xpos 0
>>> ypos 0
>>> zpos 50
>>> wide 400
>>> tall 100
>>> autoResize 1
>>> pinCorner 0
>>> visible 1
>>> enabled 1
>>> offsetX -20
>>> offsetY -15
>>> }
>>>
>>> Logo
>>> {
>>> ControlName ImagePanel
>>> fieldName Logo
>>> xpos 0
>>> ypos 0
>>> zpos 50
>>> wide 400
>>> tall 100
>>> visible 1
>>> enabled 1
>>> image materials\hl2rslogo1
>>> scaleImage 1
>>> }
>>> }
>>> The mod's name by the way is "Half-Life 2: Resistance Shadow"! Did i do
>>> anything wrong here, such as the path or anything else? This is the vmt
>>> file's code;
>>> "UnlitGeneric"
>>> {
>>> "$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"
>>> gamelogo"1"
>>>
>>> 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
>>
>>
>>
>
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Re: [hlcoders] Modding Problems

2015-03-25 Thread Gavin Isgar
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,  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 $basetexture parameter should be an absolute path - I
> think it should just be "HalfLife2RSIngameLogo1"
> What does the console say?
>
> On 25 March 2015 at 06:25, Gavin Isgar  wrote:
>
>> Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a problem
>> with the ingame logo at the menu screen. It shows up pink/black checkers
>> while the size is the same size as the logo. I have a vmt and vtf file of
>> the photo both in the materials folder alone while the other folders inside
>> the materials folder are "console" and "sdk"(obviously the folders don't
>> have the quotes in their names). Also, i have the code for the GameLogo.res
>> down here;
>> Resource/GameLogo.res
>> {
>> GameLogo
>> {
>> ControlName EditablePanel
>> fieldName GameLogo
>> xpos 0
>> ypos 0
>> zpos 50
>> wide 400
>> tall 100
>> autoResize 1
>> pinCorner 0
>> visible 1
>> enabled 1
>> offsetX -20
>> offsetY -15
>> }
>>
>> Logo
>> {
>> ControlName ImagePanel
>> fieldName Logo
>> xpos 0
>> ypos 0
>> zpos 50
>> wide 400
>> tall 100
>> visible 1
>> enabled 1
>> image materials\hl2rslogo1
>> scaleImage 1
>> }
>> }
>> The mod's name by the way is "Half-Life 2: Resistance Shadow"! Did i do
>> anything wrong here, such as the path or anything else? This is the vmt
>> file's code;
>> "UnlitGeneric"
>> {
>> "$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"
>> gamelogo"1"
>>
>> 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
>>
>>
>>
>
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> please visit:
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Re: [hlcoders] Modding Problems

2015-03-25 Thread tobias.kammersgaard
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  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"

{

game"Half-Life 2: Resistance Shadow"

typesingleplayer_only

icon"icon"

gamelogo"1"




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!

___
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Re: [hlcoders] Modding Problems

2015-03-25 Thread Tom Schumann
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  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"
> gamelogo"1"
>
> 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
>
>
>
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