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
> >
> >
> ___
> 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

2016-05-16 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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visit:
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Re: [hlcoders] Modding Problems

2016-05-15 Thread Gavin Isgar
;>>>>> this?
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> On Fri, Apr 17, 2015 at 8:30 PM, Jesse Oak <
>>>>>>>>>>>>>>>>>> wazanato...@gmail.com> wrote:
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> It most likely has a corresponding .res file then in
>>>>>>>>>>>>>>>>>>> which case you should be able to edit that.
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> On Fri, Apr 17, 2015 at 4:30 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>> gisg...@gmail.com> wrote:
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> Commentary mode isn't on the menu, if it was, i
>>>>>>>>>>>>>>>>>>>> would've already removed it. It's in the chapter list 
>>>>>>>>>>>>>>>>>>>> menu. I still dont
>>>>>>>>>>>>>>>>>>>> know how to remove it either
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> On Fri, Apr 17, 2015 at 12:35 PM, Jesse Oak <
>>>>>>>>>>>>>>>>>>>> wazanato...@gmail.com> wrote:
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> If you don't want commentary just remove it from your
>>>>>>>>>>>>>>>>>>>>> menu.
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 8:22 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>> gisg...@gmail.com> wrote:
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> Nope, still is like that. Why did it automatically
>>>>>>>>>>>>>>>>>>>>>> add HL2 commentary mode and messed up the chapter box 
>>>>>>>>>>>>>>>>>>>>>> with an unusable exit
>>>>>>>>>>>>>>>>>>>>>> arrow? Please help!
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 9:20 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>>> gisg...@gmail.com> wrote:
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> NVM, think i found the answer. HL2 was uninstalled
>>>>>>>>>>>>>>>>>>>>>>> somehow and only HL2EP2 was installed. I hope!
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 9:18 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>>>> gisg...@gmail.com> wrote:
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> Back with another question guys! So i was looking
>>>>>>>>>>>>>>>>>>>>>>>> at the chapter list in my game(literally ingame) and i 
>>>>>>>>>>>>>>>>>>>>>>>> now see something
>>>>>>>>>>>>>>>>>>>>>>>> new, a commentary checkbox! I didnt add one though, im 
>>>>>>>>>>>>>>>>>>>>>>>> using SDK Base 2007
>>>>>>>>>>>>>>>>>>>&

Re: [hlcoders] Modding Problems

2015-06-24 Thread Gavin Isgar
 at
 the chapter list in my game(literally ingame) and i now 
 see something new,
 a commentary checkbox! I didnt add one though, im using 
 SDK Base 2007 for
 this mod BTW. Did it update and automatically put it 
 in? Please help for
 future reference!

 On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar 
 gisg...@gmail.com wrote:

 Im not distributing them, and i dont feel like it.
 I just want to know how i can configure code files for 
 a game so that it
 can find the game and code it

 On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak 
 wazanato...@gmail.com wrote:

 Are you using SVN or Git? Just make a branch if
 you are.
 On Apr 14, 2015 6:55 AM, Gavin Isgar 
 gisg...@gmail.com wrote:

 Its not that easy. The files within it are all
 configured for the base game other than the beta. 
 But that still didnt
 answer my question

 On Tue, Apr 14, 2015 at 5:04 AM, Stan R. 
 ca...@inbox.ru wrote:

 You just...copy it? Create a folder for your
 beta and work in it? Computer basics?


 Понедельник, 13 апреля 2015, 23:08 -04:00 от
 Gavin Isgar gisg...@gmail.com:

   Hey guys, back with huge question! Im
 wondering how i can make a manual code folder for 
 my game(like for
 Half-Life 2: Example, it would be HL2E in the C 
 Local Disk)? Im wondering
 how i can copy one from my actual game and edit it 
 for a beta version, so
 instead of HL2RS it would be HL2RSB! Please tell me 
 how i can do that
 without Source SDK because it wont work that way!

 On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof
 Lesiak wave@hotmail.com
 https://e.mail.ru/compose/?mailto=mailto%3awave@hotmail.com
  wrote:

  Well, normally it shouldn't interfere with
 your mod in any way, but you can only verify that 
 yourself by testing. I do
 remember a case where a breaking change was made in 
 the 2013 SDK quite a
 while ago, but that was announced in a Steam 
 community and on this mailing
 list.

 If I'm not mistaken, the SDK Base contains just
 the engine.dll itself (and a lot of other 
 components it depends on, of
 course), which in turn loads your server and client 
 code. That means if the
 interfaces between those modules have not changed 
 in a way that would break
 compatibility, there should be nothing for you to 
 worry about.
  --
 From: Gavin Isgar
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
 Sent: ‎12.‎04.‎2015 00:13
 To: Discussion of Half-Life Programming
 https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com
 Subject: Re: [hlcoders] Modding Problems

  I wanted to use Source SDK Base 2007 for a
 reason. But my question still hasn't been answered.


 On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires
 st...@swires.me
 https://e.mail.ru/compose/?mailto=mailto%3ast...@swires.me
  wrote:

 If you're starting a new mod (which it sounds
 like you are), you should not be using the 2007 
 base at all.

 On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar 
 gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
  wrote:

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

 On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar 
 gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
  wrote:

 Thanks Stan!


 On Fri, Apr 3, 2015 at 8:42 PM, Stan R. 
 ca...@inbox.ru
 https://e.mail.ru/compose/?mailto=mailto%3aca...@inbox.ru
  wrote:

 You dont need to use VPKs to add sounds to your
 mod, just put them in yourmod/sound/ folder. You 
 dont need to touch sources
 and build solution at all, weapon sounds defined in 
 weapon script file
 (scripts/weapon_smg1.txt for example) and sound 
 definition scripts
 (game_sounds_weapons.txt, game_sounds_player.txt). 
 Yes, they should be WAV
 44khz/16bit. No, you can use any length you want.


 Пятница, 3 апреля 2015, 20:33 -04:00 от Gavin
 Isgar gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com:


Hey guys, im back with a question. I've been
 trying everything to change the weapon sounds of 
 weapons but i cant find a
 very precise tutorial on how, and most are 
 outdated. Do i need VPKs? Do i
 need to rebuild the game solution in Visual Studio 
 after sound replacement?
 Do they have to be in WAV format and does the sound 
 files need to be a
 certain length of time? Long story short, can 
 anyone please tell me a very
 precise tutorial on replacing sounds on mods! 
 Thanks!

  On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay 
 tom_clay...@live.com
 https://e.mail.ru/compose/?mailto=mailto%3atom_clay...@live.com
  wrote:

  You don't need a VPK to use the sounds, if you
 place them in the sounds folder, then into a 
 respective sub directory they
 will work fine.



 On Apr 1, 2015, at 9:15 PM, Minh Le 
 minh...@telus.net
 https://e.mail.ru/compose/?mailto=mailto%3aminh...@telus.net
 wrote:

   If you google, make

Re: [hlcoders] Modding Problems

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 gisg...@gmail.com 
Date: 06/24/2015  6:45 PM  (GMT-06:00) 
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com 
Subject: Re: [hlcoders] Modding Problems 

?

On Tue, Jun 23, 2015 at 10:17 PM, Gavin Isgar gisg...@gmail.com wrote:

 Hey guys, back with another question. For a singleplayer mod, how would i
 be able to change the background for the loading screen, or make a custom
 loading bar? Thanks!

 On Fri, Jun 19, 2015 at 4:00 PM, Gavin Isgar gisg...@gmail.com wrote:

 Alright, but i want to at least get this done by today. I will try
 looking in Half-Life 2's files and try to find a corresponding file, but if
 you find any good information for me, please tell me! Thanks!

 On Fri, Jun 19, 2015 at 2:34 PM, Tony omega Sergi omegal...@gmail.com
 wrote:

 if i remember correctly, it's sort of a bug. you need to replace a
 specific file, or gameui won't read certain strings. I can't remember which
 one right now though.

 On Fri, Jun 19, 2015 at 9:25 PM, Gavin Isgar gisg...@gmail.com wrote:

 Alright, I'll try to look around there. If I can't find anything, i
 might have to just look in the HL2 files.


 On Fri, Jun 19, 2015 at 6:26 AM, Tom Schumann schumann@gmail.com
 wrote:

 Off the top of my head I don't know but probably in one of the .txt
 files in hl2/resource/

 On 19 June 2015 at 06:00, Gavin Isgar gisg...@gmail.com wrote:

 ?


 On Wed, Jun 17, 2015 at 4:09 PM, Gavin Isgar gisg...@gmail.com
 wrote:

 The commentary text that shows up in the chapter selection menu.

 On Wed, Jun 17, 2015 at 5:37 AM, Tom Schumann 
 schumann@gmail.com wrote:

 Which commentary text specifically?

 On 17 June 2015 at 11:21, Gavin Isgar gisg...@gmail.com wrote:

 Guys, i need some help with another problem. So, i've been
 searching my game's files for a bit and, I can't seem to find how to 
 change
 the HL2 Commentary Text in the main menu? Do i need to make a new 
 file?
 Thank you!


 On Sat, May 23, 2015 at 7:52 AM, Gavin Isgar gisg...@gmail.com
 wrote:

 Thank you!


 On Sat, May 23, 2015 at 12:55 AM, Tony omega Sergi 
 omegal...@gmail.com wrote:

 https://developer.valvesoftware.com/wiki/View_Models
 https://developer.valvesoftware.com/wiki/Viewmodels_in_Blender

 https://developer.valvesoftware.com/wiki/SDK_Docs

 http://forums.steampowered.com/forums/showthread.php?t=842810

 google is fantastic.

 On Sat, May 23, 2015 at 11:07 AM, Gavin Isgar gisg...@gmail.com
  wrote:

 Hey guys, i got a question! Can anyways please tell me how to
 model and make weapons? I cant find a solid tutorial anywhere that 
 i can
 actually do it on! Please help, thank you!

 On Sun, Apr 26, 2015 at 6:42 PM, Gavin Isgar gisg...@gmail.com
  wrote:

 Guys i need some more help. I'm trying to use phoneme editor
 in face poser for NPCs to talk. But i get an error message saying 
 an error
 occurred during extraction. I've been trying to find a fix for 
 this
 problem for awhile but i cant. I'm also using a Windows 8 
 computer. Please,
 someone type out a tutorial i can do to fix this problem! Thanks!

 On Fri, Apr 24, 2015 at 5:32 PM, Gavin Isgar 
 gisg...@gmail.com wrote:

 Nope, still not working. Its saying extraction wont work. I
 use Windows 8 and Audacity for the wavs but still nothing works. 
 Please
 someone give me a tutorial on here by text please!

 On Fri, Apr 24, 2015 at 8:23 AM, Gavin Isgar 
 gisg...@gmail.com wrote:

 Thanks! I'll try it!

 On Fri, Apr 24, 2015 at 12:06 AM, Jesse Oak 
 wazanato...@gmail.com wrote:

 Silverfish has been out of the Source modding scene for
 awhile but I find his tutorial still holds up quite well.
 https://www.youtube.com/watch?v=T077tK_hXJo

 On Tue, Apr 21, 2015 at 9:23 PM, Gavin Isgar 
 gisg...@gmail.com wrote:

 Hey guys, back with ANOTHER question. I've been wondering,
 how can i make voice(choreography) scenes in-game? What i 
 mean by that is
 make an NPC say what i said in my recording while lip 
 syncing. I seen that
 Source SDK's Faceposer can do that but all tutorials are now 
 outdated and i
 cant find a good resource. Can you guys tell me how i can do 
 this?

 On Fri, Apr 17, 2015 at 8:30 PM, Jesse Oak 
 wazanato...@gmail.com wrote:

 It most likely has a corresponding .res file then in
 which case you should be able to edit that.

 On Fri, Apr 17, 2015 at 4:30 PM, Gavin Isgar 
 gisg...@gmail.com wrote:

 Commentary mode isn't on the menu, if it was, i would've
 already removed it. It's in the chapter list menu. I still 
 dont know how to
 remove it either

 On Fri, Apr 17, 2015 at 12:35 PM, Jesse Oak 
 wazanato...@gmail.com wrote:

 If you don't want commentary just remove it from your
 menu.

 On Wed, Apr 15, 2015 at 8:22 PM, Gavin Isgar 
 gisg...@gmail.com

Re: [hlcoders] Modding Problems

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 gisg...@gmail.com wrote:

 Almost! My mod is a single player mod, and I wan't to make custom loading
 screens(the original for Valve games is the gray box with white rectangles
 as progress bars). I want to make a custom one, like one they use in CS:GO!
 Thanks!

 On Wed, Jun 24, 2015 at 8:20 PM, Ken Swisher capt...@qis.net wrote:

 This what you're looking for? Loading screens for the chapters (or just
 for the game itself if it doesn't contain chapters)

 https://developer.valvesoftware.com/wiki/Menu_Background_Map

 Sent from my Verizon Wireless 4G LTE smartphone


  Original message 
 From: Gavin Isgar gisg...@gmail.com
 Date: 06/24/2015 6:45 PM (GMT-06:00)
 To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com

 Subject: Re: [hlcoders] Modding Problems

 ?

 On Tue, Jun 23, 2015 at 10:17 PM, Gavin Isgar gisg...@gmail.com wrote:

  Hey guys, back with another question. For a singleplayer mod, how would
 i
  be able to change the background for the loading screen, or make a
 custom
  loading bar? Thanks!
 
  On Fri, Jun 19, 2015 at 4:00 PM, Gavin Isgar gisg...@gmail.com wrote:
 
  Alright, but i want to at least get this done by today. I will try
  looking in Half-Life 2's files and try to find a corresponding file,
 but if
  you find any good information for me, please tell me! Thanks!
 
  On Fri, Jun 19, 2015 at 2:34 PM, Tony omega Sergi 
 omegal...@gmail.com
  wrote:
 
  if i remember correctly, it's sort of a bug. you need to replace a
  specific file, or gameui won't read certain strings. I can't remember
 which
  one right now though.
 
  On Fri, Jun 19, 2015 at 9:25 PM, Gavin Isgar gisg...@gmail.com
 wrote:
 
  Alright, I'll try to look around there. If I can't find anything, i
  might have to just look in the HL2 files.
 
 
  On Fri, Jun 19, 2015 at 6:26 AM, Tom Schumann 
 schumann@gmail.com
  wrote:
 
  Off the top of my head I don't know but probably in one of the .txt
  files in hl2/resource/
 
  On 19 June 2015 at 06:00, Gavin Isgar gisg...@gmail.com wrote:
 
  ?
 
 
  On Wed, Jun 17, 2015 at 4:09 PM, Gavin Isgar gisg...@gmail.com
  wrote:
 
  The commentary text that shows up in the chapter selection menu.
 
  On Wed, Jun 17, 2015 at 5:37 AM, Tom Schumann 
  schumann@gmail.com wrote:
 
  Which commentary text specifically?
 
  On 17 June 2015 at 11:21, Gavin Isgar gisg...@gmail.com wrote:
 
  Guys, i need some help with another problem. So, i've been
  searching my game's files for a bit and, I can't seem to find
 how to change
  the HL2 Commentary Text in the main menu? Do i need to make a
 new file?
  Thank you!
 
 
  On Sat, May 23, 2015 at 7:52 AM, Gavin Isgar gisg...@gmail.com
 
  wrote:
 
  Thank you!
 
 
  On Sat, May 23, 2015 at 12:55 AM, Tony omega Sergi 
  omegal...@gmail.com wrote:
 
  https://developer.valvesoftware.com/wiki/View_Models
 
 https://developer.valvesoftware.com/wiki/Viewmodels_in_Blender
 
  https://developer.valvesoftware.com/wiki/SDK_Docs
 
  http://forums.steampowered.com/forums/showthread.php?t=842810
 
  google is fantastic.
 
  On Sat, May 23, 2015 at 11:07 AM, Gavin Isgar 
 gisg...@gmail.com
   wrote:
 
  Hey guys, i got a question! Can anyways please tell me how to
  model and make weapons? I cant find a solid tutorial
 anywhere that i can
  actually do it on! Please help, thank you!
 
  On Sun, Apr 26, 2015 at 6:42 PM, Gavin Isgar 
 gisg...@gmail.com
   wrote:
 
  Guys i need some more help. I'm trying to use phoneme editor
  in face poser for NPCs to talk. But i get an error message
 saying an error
  occurred during extraction. I've been trying to find a fix
 for this
  problem for awhile but i cant. I'm also using a Windows 8
 computer. Please,
  someone type out a tutorial i can do to fix this problem!
 Thanks!
 
  On Fri, Apr 24, 2015 at 5:32 PM, Gavin Isgar 
  gisg...@gmail.com wrote:
 
  Nope, still not working. Its saying extraction wont work. I

Re: [hlcoders] Modding Problems

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 capt...@qis.net wrote:

 This what you're looking for? Loading screens for the chapters (or just
 for the game itself if it doesn't contain chapters)

 https://developer.valvesoftware.com/wiki/Menu_Background_Map

 Sent from my Verizon Wireless 4G LTE smartphone


  Original message 
 From: Gavin Isgar gisg...@gmail.com
 Date: 06/24/2015 6:45 PM (GMT-06:00)
 To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Modding Problems

 ?

 On Tue, Jun 23, 2015 at 10:17 PM, Gavin Isgar gisg...@gmail.com wrote:

  Hey guys, back with another question. For a singleplayer mod, how would i
  be able to change the background for the loading screen, or make a custom
  loading bar? Thanks!
 
  On Fri, Jun 19, 2015 at 4:00 PM, Gavin Isgar gisg...@gmail.com wrote:
 
  Alright, but i want to at least get this done by today. I will try
  looking in Half-Life 2's files and try to find a corresponding file,
 but if
  you find any good information for me, please tell me! Thanks!
 
  On Fri, Jun 19, 2015 at 2:34 PM, Tony omega Sergi 
 omegal...@gmail.com
  wrote:
 
  if i remember correctly, it's sort of a bug. you need to replace a
  specific file, or gameui won't read certain strings. I can't remember
 which
  one right now though.
 
  On Fri, Jun 19, 2015 at 9:25 PM, Gavin Isgar gisg...@gmail.com
 wrote:
 
  Alright, I'll try to look around there. If I can't find anything, i
  might have to just look in the HL2 files.
 
 
  On Fri, Jun 19, 2015 at 6:26 AM, Tom Schumann schumann@gmail.com
 
  wrote:
 
  Off the top of my head I don't know but probably in one of the .txt
  files in hl2/resource/
 
  On 19 June 2015 at 06:00, Gavin Isgar gisg...@gmail.com wrote:
 
  ?
 
 
  On Wed, Jun 17, 2015 at 4:09 PM, Gavin Isgar gisg...@gmail.com
  wrote:
 
  The commentary text that shows up in the chapter selection menu.
 
  On Wed, Jun 17, 2015 at 5:37 AM, Tom Schumann 
  schumann@gmail.com wrote:
 
  Which commentary text specifically?
 
  On 17 June 2015 at 11:21, Gavin Isgar gisg...@gmail.com wrote:
 
  Guys, i need some help with another problem. So, i've been
  searching my game's files for a bit and, I can't seem to find
 how to change
  the HL2 Commentary Text in the main menu? Do i need to make a
 new file?
  Thank you!
 
 
  On Sat, May 23, 2015 at 7:52 AM, Gavin Isgar gisg...@gmail.com
  wrote:
 
  Thank you!
 
 
  On Sat, May 23, 2015 at 12:55 AM, Tony omega Sergi 
  omegal...@gmail.com wrote:
 
  https://developer.valvesoftware.com/wiki/View_Models
  https://developer.valvesoftware.com/wiki/Viewmodels_in_Blender
 
  https://developer.valvesoftware.com/wiki/SDK_Docs
 
  http://forums.steampowered.com/forums/showthread.php?t=842810
 
  google is fantastic.
 
  On Sat, May 23, 2015 at 11:07 AM, Gavin Isgar 
 gisg...@gmail.com
   wrote:
 
  Hey guys, i got a question! Can anyways please tell me how to
  model and make weapons? I cant find a solid tutorial anywhere
 that i can
  actually do it on! Please help, thank you!
 
  On Sun, Apr 26, 2015 at 6:42 PM, Gavin Isgar 
 gisg...@gmail.com
   wrote:
 
  Guys i need some more help. I'm trying to use phoneme editor
  in face poser for NPCs to talk. But i get an error message
 saying an error
  occurred during extraction. I've been trying to find a fix
 for this
  problem for awhile but i cant. I'm also using a Windows 8
 computer. Please,
  someone type out a tutorial i can do to fix this problem!
 Thanks!
 
  On Fri, Apr 24, 2015 at 5:32 PM, Gavin Isgar 
  gisg...@gmail.com wrote:
 
  Nope, still not working. Its saying extraction wont work. I
  use Windows 8 and Audacity for the wavs but still nothing
 works. Please
  someone give me a tutorial on here by text please!
 
  On Fri, Apr 24, 2015 at 8:23 AM, Gavin Isgar 
  gisg...@gmail.com wrote:
 
  Thanks! I'll try it!
 
  On Fri, Apr 24, 2015 at 12:06 AM, Jesse Oak 
  wazanato...@gmail.com wrote:
 
  Silverfish has been out of the Source modding scene for
  awhile but I find his tutorial still holds up quite well.
  https://www.youtube.com/watch?v=T077tK_hXJo
 
  On Tue, Apr 21, 2015 at 9:23 PM, Gavin Isgar 
  gisg...@gmail.com wrote:
 
  Hey guys, back with ANOTHER question. I've been
 wondering,
  how can i make voice(choreography) scenes in-game? What
 i mean by that is
  make an NPC say what i said in my recording while lip
 syncing. I seen that
  Source SDK's Faceposer can do that but all tutorials are
 now outdated and i
  cant find a good resource. Can you guys tell me how i
 can do this?
 
  On Fri, Apr 17, 2015 at 8:30 PM, Jesse Oak 
  wazanato...@gmail.com wrote:
 
  It most likely has a corresponding .res file then in
  which case you should be able to edit that.
 
  On Fri, Apr

Re: [hlcoders] Modding Problems

2015-06-23 Thread Gavin Isgar
 checkbox! I didnt add one though, im using 
 SDK Base 2007 for
 this mod BTW. Did it update and automatically put it in? 
 Please help for
 future reference!

 On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar 
 gisg...@gmail.com wrote:

 Im not distributing them, and i dont feel like it. I
 just want to know how i can configure code files for a 
 game so that it can
 find the game and code it

 On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak 
 wazanato...@gmail.com wrote:

 Are you using SVN or Git? Just make a branch if you
 are.
 On Apr 14, 2015 6:55 AM, Gavin Isgar 
 gisg...@gmail.com wrote:

 Its not that easy. The files within it are all
 configured for the base game other than the beta. But 
 that still didnt
 answer my question

 On Tue, Apr 14, 2015 at 5:04 AM, Stan R. 
 ca...@inbox.ru wrote:

 You just...copy it? Create a folder for your
 beta and work in it? Computer basics?


 Понедельник, 13 апреля 2015, 23:08 -04:00 от
 Gavin Isgar gisg...@gmail.com:

   Hey guys, back with huge question! Im
 wondering how i can make a manual code folder for my 
 game(like for
 Half-Life 2: Example, it would be HL2E in the C 
 Local Disk)? Im wondering
 how i can copy one from my actual game and edit it 
 for a beta version, so
 instead of HL2RS it would be HL2RSB! Please tell me 
 how i can do that
 without Source SDK because it wont work that way!

 On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak
 wave@hotmail.com
 https://e.mail.ru/compose/?mailto=mailto%3awave@hotmail.com
  wrote:

  Well, normally it shouldn't interfere with your
 mod in any way, but you can only verify that 
 yourself by testing. I do
 remember a case where a breaking change was made in 
 the 2013 SDK quite a
 while ago, but that was announced in a Steam 
 community and on this mailing
 list.

 If I'm not mistaken, the SDK Base contains just
 the engine.dll itself (and a lot of other components 
 it depends on, of
 course), which in turn loads your server and client 
 code. That means if the
 interfaces between those modules have not changed in 
 a way that would break
 compatibility, there should be nothing for you to 
 worry about.
  --
 From: Gavin Isgar
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
 Sent: ‎12.‎04.‎2015 00:13
 To: Discussion of Half-Life Programming
 https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com
 Subject: Re: [hlcoders] Modding Problems

  I wanted to use Source SDK Base 2007 for a
 reason. But my question still hasn't been answered.


 On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires 
 st...@swires.me
 https://e.mail.ru/compose/?mailto=mailto%3ast...@swires.me
  wrote:

 If you're starting a new mod (which it sounds
 like you are), you should not be using the 2007 base 
 at all.

 On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar 
 gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
  wrote:

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

 On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar 
 gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
  wrote:

 Thanks Stan!


 On Fri, Apr 3, 2015 at 8:42 PM, Stan R. 
 ca...@inbox.ru
 https://e.mail.ru/compose/?mailto=mailto%3aca...@inbox.ru
  wrote:

 You dont need to use VPKs to add sounds to your
 mod, just put them in yourmod/sound/ folder. You 
 dont need to touch sources
 and build solution at all, weapon sounds defined in 
 weapon script file
 (scripts/weapon_smg1.txt for example) and sound 
 definition scripts
 (game_sounds_weapons.txt, game_sounds_player.txt). 
 Yes, they should be WAV
 44khz/16bit. No, you can use any length you want.


 Пятница, 3 апреля 2015, 20:33 -04:00 от Gavin
 Isgar gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com:


Hey guys, im back with a question. I've been
 trying everything to change the weapon sounds of 
 weapons but i cant find a
 very precise tutorial on how, and most are 
 outdated. Do i need VPKs? Do i
 need to rebuild the game solution in Visual Studio 
 after sound replacement?
 Do they have to be in WAV format and does the sound 
 files need to be a
 certain length of time? Long story short, can anyone 
 please tell me a very
 precise tutorial on replacing sounds on mods! Thanks!

  On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay 
 tom_clay...@live.com
 https://e.mail.ru/compose/?mailto=mailto%3atom_clay...@live.com
  wrote:

  You don't need a VPK to use the sounds, if you
 place them in the sounds folder, then into a 
 respective sub directory they
 will work fine.



 On Apr 1, 2015, at 9:15 PM, Minh Le 
 minh...@telus.net
 https://e.mail.ru/compose/?mailto=mailto%3aminh...@telus.net
 wrote:

   If you google, make vpk
 you'll find a bunch of tutorials. This video
 looked helpful
 https

Re: [hlcoders] Modding Problems

2015-06-19 Thread Gavin Isgar
 not distributing them, and i dont feel like it. I
 just want to know how i can configure code files for a 
 game so that it can
 find the game and code it

 On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak 
 wazanato...@gmail.com wrote:

 Are you using SVN or Git? Just make a branch if you
 are.
 On Apr 14, 2015 6:55 AM, Gavin Isgar 
 gisg...@gmail.com wrote:

 Its not that easy. The files within it are all
 configured for the base game other than the beta. But 
 that still didnt
 answer my question

 On Tue, Apr 14, 2015 at 5:04 AM, Stan R. 
 ca...@inbox.ru wrote:

 You just...copy it? Create a folder for your
 beta and work in it? Computer basics?


 Понедельник, 13 апреля 2015, 23:08 -04:00 от Gavin
 Isgar gisg...@gmail.com:

   Hey guys, back with huge question! Im wondering
 how i can make a manual code folder for my game(like 
 for Half-Life 2:
 Example, it would be HL2E in the C Local Disk)? Im 
 wondering how i can copy
 one from my actual game and edit it for a beta 
 version, so instead of HL2RS
 it would be HL2RSB! Please tell me how i can do that 
 without Source SDK
 because it wont work that way!

 On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak
 wave@hotmail.com
 https://e.mail.ru/compose/?mailto=mailto%3awave@hotmail.com
  wrote:

  Well, normally it shouldn't interfere with your
 mod in any way, but you can only verify that yourself 
 by testing. I do
 remember a case where a breaking change was made in 
 the 2013 SDK quite a
 while ago, but that was announced in a Steam 
 community and on this mailing
 list.

 If I'm not mistaken, the SDK Base contains just
 the engine.dll itself (and a lot of other components 
 it depends on, of
 course), which in turn loads your server and client 
 code. That means if the
 interfaces between those modules have not changed in 
 a way that would break
 compatibility, there should be nothing for you to 
 worry about.
  --
 From: Gavin Isgar
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
 Sent: ‎12.‎04.‎2015 00:13
 To: Discussion of Half-Life Programming
 https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com
 Subject: Re: [hlcoders] Modding Problems

  I wanted to use Source SDK Base 2007 for a
 reason. But my question still hasn't been answered.


 On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires 
 st...@swires.me
 https://e.mail.ru/compose/?mailto=mailto%3ast...@swires.me
  wrote:

 If you're starting a new mod (which it sounds like
 you are), you should not be using the 2007 base at 
 all.

 On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar 
 gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
  wrote:

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

 On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar 
 gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
  wrote:

 Thanks Stan!


 On Fri, Apr 3, 2015 at 8:42 PM, Stan R. 
 ca...@inbox.ru
 https://e.mail.ru/compose/?mailto=mailto%3aca...@inbox.ru
  wrote:

 You dont need to use VPKs to add sounds to your
 mod, just put them in yourmod/sound/ folder. You dont 
 need to touch sources
 and build solution at all, weapon sounds defined in 
 weapon script file
 (scripts/weapon_smg1.txt for example) and sound 
 definition scripts
 (game_sounds_weapons.txt, game_sounds_player.txt). 
 Yes, they should be WAV
 44khz/16bit. No, you can use any length you want.


 Пятница, 3 апреля 2015, 20:33 -04:00 от Gavin
 Isgar gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com:


Hey guys, im back with a question. I've been
 trying everything to change the weapon sounds of 
 weapons but i cant find a
 very precise tutorial on how, and most are 
 outdated. Do i need VPKs? Do i
 need to rebuild the game solution in Visual Studio 
 after sound replacement?
 Do they have to be in WAV format and does the sound 
 files need to be a
 certain length of time? Long story short, can anyone 
 please tell me a very
 precise tutorial on replacing sounds on mods! Thanks!

  On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay 
 tom_clay...@live.com
 https://e.mail.ru/compose/?mailto=mailto%3atom_clay...@live.com
  wrote:

  You don't need a VPK to use the sounds, if you
 place them in the sounds folder, then into a 
 respective sub directory they
 will work fine.



 On Apr 1, 2015, at 9:15 PM, Minh Le 
 minh...@telus.net
 https://e.mail.ru/compose/?mailto=mailto%3aminh...@telus.net
 wrote:

   If you google, make vpk
 you'll find a bunch of tutorials. This video
 looked helpful
 https://www.youtube.com/watch?v=P3ILjexx0cE

 On 4/1/2015 5:01 PM, Gavin Isgar wrote:

 Hey guys, im back again! I'm having trouble
 figuring out how to make vpk's to use for sounds for 
 my mod and how to
 convert the sound files for use in Source! Can 
 someone

Re: [hlcoders] Modding Problems

2015-06-19 Thread Gavin Isgar
...@inbox.ru wrote:

 You just...copy it? Create a folder for your beta
 and work in it? Computer basics?


 Понедельник, 13 апреля 2015, 23:08 -04:00 от Gavin
 Isgar gisg...@gmail.com:

   Hey guys, back with huge question! Im wondering
 how i can make a manual code folder for my game(like 
 for Half-Life 2:
 Example, it would be HL2E in the C Local Disk)? Im 
 wondering how i can copy
 one from my actual game and edit it for a beta version, 
 so instead of HL2RS
 it would be HL2RSB! Please tell me how i can do that 
 without Source SDK
 because it wont work that way!

 On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak 
 wave@hotmail.com
 https://e.mail.ru/compose/?mailto=mailto%3awave@hotmail.com
  wrote:

  Well, normally it shouldn't interfere with your
 mod in any way, but you can only verify that yourself 
 by testing. I do
 remember a case where a breaking change was made in the 
 2013 SDK quite a
 while ago, but that was announced in a Steam community 
 and on this mailing
 list.

 If I'm not mistaken, the SDK Base contains just the
 engine.dll itself (and a lot of other components it 
 depends on, of course),
 which in turn loads your server and client code. That 
 means if the
 interfaces between those modules have not changed in a 
 way that would break
 compatibility, there should be nothing for you to worry 
 about.
  --
 From: Gavin Isgar
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
 Sent: ‎12.‎04.‎2015 00:13
 To: Discussion of Half-Life Programming
 https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com
 Subject: Re: [hlcoders] Modding Problems

  I wanted to use Source SDK Base 2007 for a reason.
 But my question still hasn't been answered.


 On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires 
 st...@swires.me
 https://e.mail.ru/compose/?mailto=mailto%3ast...@swires.me
  wrote:

 If you're starting a new mod (which it sounds like
 you are), you should not be using the 2007 base at all.

 On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar 
 gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
  wrote:

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

 On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar 
 gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
  wrote:

 Thanks Stan!


 On Fri, Apr 3, 2015 at 8:42 PM, Stan R. 
 ca...@inbox.ru
 https://e.mail.ru/compose/?mailto=mailto%3aca...@inbox.ru
  wrote:

 You dont need to use VPKs to add sounds to your mod,
 just put them in yourmod/sound/ folder. You dont need 
 to touch sources and
 build solution at all, weapon sounds defined in weapon 
 script file
 (scripts/weapon_smg1.txt for example) and sound 
 definition scripts
 (game_sounds_weapons.txt, game_sounds_player.txt). Yes, 
 they should be WAV
 44khz/16bit. No, you can use any length you want.


 Пятница, 3 апреля 2015, 20:33 -04:00 от Gavin Isgar 
 gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com:


Hey guys, im back with a question. I've been
 trying everything to change the weapon sounds of 
 weapons but i cant find a
 very precise tutorial on how, and most are outdated. 
 Do i need VPKs? Do i
 need to rebuild the game solution in Visual Studio 
 after sound replacement?
 Do they have to be in WAV format and does the sound 
 files need to be a
 certain length of time? Long story short, can anyone 
 please tell me a very
 precise tutorial on replacing sounds on mods! Thanks!

  On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay 
 tom_clay...@live.com
 https://e.mail.ru/compose/?mailto=mailto%3atom_clay...@live.com
  wrote:

  You don't need a VPK to use the sounds, if you
 place them in the sounds folder, then into a respective 
 sub directory they
 will work fine.



 On Apr 1, 2015, at 9:15 PM, Minh Le 
 minh...@telus.net
 https://e.mail.ru/compose/?mailto=mailto%3aminh...@telus.net
 wrote:

   If you google, make vpk
 you'll find a bunch of tutorials. This video looked
 helpful
 https://www.youtube.com/watch?v=P3ILjexx0cE

 On 4/1/2015 5:01 PM, Gavin Isgar wrote:

 Hey guys, im back again! I'm having trouble figuring
 out how to make vpk's to use for sounds for my mod and 
 how to convert the
 sound files for use in Source! Can someone please leave 
 a nice
 tutorial(text tutorial) on how to do this.

 On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar 
 gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
  wrote:

 Thanks Jesse, you saved my life lol.


 On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak 
 wazanato...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3awazanato...@gmail.com
  wrote:

 Yes use gcf scape and look in the games vpks the
 ones you want are the directory vpks which use _dir
  On Apr 1, 2015 3:21 PM, Gavin Isgar 
 gisg

Re: [hlcoders] Modding Problems

2015-06-19 Thread Tom Schumann
, back with huge question! Im wondering
 how i can make a manual code folder for my game(like for 
 Half-Life 2:
 Example, it would be HL2E in the C Local Disk)? Im 
 wondering how i can copy
 one from my actual game and edit it for a beta version, 
 so instead of HL2RS
 it would be HL2RSB! Please tell me how i can do that 
 without Source SDK
 because it wont work that way!

 On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak 
 wave@hotmail.com
 https://e.mail.ru/compose/?mailto=mailto%3awave@hotmail.com
  wrote:

  Well, normally it shouldn't interfere with your mod
 in any way, but you can only verify that yourself by 
 testing. I do remember
 a case where a breaking change was made in the 2013 SDK 
 quite a while ago,
 but that was announced in a Steam community and on this 
 mailing list.

 If I'm not mistaken, the SDK Base contains just the
 engine.dll itself (and a lot of other components it 
 depends on, of course),
 which in turn loads your server and client code. That 
 means if the
 interfaces between those modules have not changed in a 
 way that would break
 compatibility, there should be nothing for you to worry 
 about.
  --
 From: Gavin Isgar
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
 Sent: ‎12.‎04.‎2015 00:13
 To: Discussion of Half-Life Programming
 https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com
 Subject: Re: [hlcoders] Modding Problems

  I wanted to use Source SDK Base 2007 for a reason.
 But my question still hasn't been answered.


 On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires 
 st...@swires.me
 https://e.mail.ru/compose/?mailto=mailto%3ast...@swires.me
  wrote:

 If you're starting a new mod (which it sounds like
 you are), you should not be using the 2007 base at all.

 On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar 
 gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
  wrote:

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

 On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar 
 gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
  wrote:

 Thanks Stan!


 On Fri, Apr 3, 2015 at 8:42 PM, Stan R. 
 ca...@inbox.ru
 https://e.mail.ru/compose/?mailto=mailto%3aca...@inbox.ru
  wrote:

 You dont need to use VPKs to add sounds to your mod,
 just put them in yourmod/sound/ folder. You dont need to 
 touch sources and
 build solution at all, weapon sounds defined in weapon 
 script file
 (scripts/weapon_smg1.txt for example) and sound 
 definition scripts
 (game_sounds_weapons.txt, game_sounds_player.txt). Yes, 
 they should be WAV
 44khz/16bit. No, you can use any length you want.


 Пятница, 3 апреля 2015, 20:33 -04:00 от Gavin Isgar 
 gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com:


Hey guys, im back with a question. I've been
 trying everything to change the weapon sounds of weapons 
 but i cant find a
 very precise tutorial on how, and most are outdated. 
 Do i need VPKs? Do i
 need to rebuild the game solution in Visual Studio after 
 sound replacement?
 Do they have to be in WAV format and does the sound 
 files need to be a
 certain length of time? Long story short, can anyone 
 please tell me a very
 precise tutorial on replacing sounds on mods! Thanks!

  On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay 
 tom_clay...@live.com
 https://e.mail.ru/compose/?mailto=mailto%3atom_clay...@live.com
  wrote:

  You don't need a VPK to use the sounds, if you
 place them in the sounds folder, then into a respective 
 sub directory they
 will work fine.



 On Apr 1, 2015, at 9:15 PM, Minh Le 
 minh...@telus.net
 https://e.mail.ru/compose/?mailto=mailto%3aminh...@telus.net
 wrote:

   If you google, make vpk
 you'll find a bunch of tutorials. This video looked
 helpful
 https://www.youtube.com/watch?v=P3ILjexx0cE

 On 4/1/2015 5:01 PM, Gavin Isgar wrote:

 Hey guys, im back again! I'm having trouble figuring
 out how to make vpk's to use for sounds for my mod and 
 how to convert the
 sound files for use in Source! Can someone please leave 
 a nice
 tutorial(text tutorial) on how to do this.

 On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar 
 gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
  wrote:

 Thanks Jesse, you saved my life lol.


 On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak 
 wazanato...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3awazanato...@gmail.com
  wrote:

 Yes use gcf scape and look in the games vpks the ones
 you want are the directory vpks which use _dir
  On Apr 1, 2015 3:21 PM, Gavin Isgar 
 gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
 wrote:

 I've checked all sound folders in the games but don't
 see any sounds themself. Do i have to use GCFScape

Re: [hlcoders] Modding Problems

2015-06-19 Thread Tony omega Sergi
, 2015 6:55 AM, Gavin Isgar 
 gisg...@gmail.com wrote:

 Its not that easy. The files within it are all
 configured for the base game other than the beta. But 
 that still didnt
 answer my question

 On Tue, Apr 14, 2015 at 5:04 AM, Stan R. 
 ca...@inbox.ru wrote:

 You just...copy it? Create a folder for your beta
 and work in it? Computer basics?


 Понедельник, 13 апреля 2015, 23:08 -04:00 от Gavin
 Isgar gisg...@gmail.com:

   Hey guys, back with huge question! Im wondering
 how i can make a manual code folder for my game(like 
 for Half-Life 2:
 Example, it would be HL2E in the C Local Disk)? Im 
 wondering how i can copy
 one from my actual game and edit it for a beta 
 version, so instead of HL2RS
 it would be HL2RSB! Please tell me how i can do that 
 without Source SDK
 because it wont work that way!

 On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak 
 wave@hotmail.com
 https://e.mail.ru/compose/?mailto=mailto%3awave@hotmail.com
  wrote:

  Well, normally it shouldn't interfere with your
 mod in any way, but you can only verify that yourself 
 by testing. I do
 remember a case where a breaking change was made in 
 the 2013 SDK quite a
 while ago, but that was announced in a Steam community 
 and on this mailing
 list.

 If I'm not mistaken, the SDK Base contains just the
 engine.dll itself (and a lot of other components it 
 depends on, of course),
 which in turn loads your server and client code. That 
 means if the
 interfaces between those modules have not changed in a 
 way that would break
 compatibility, there should be nothing for you to 
 worry about.
  --
 From: Gavin Isgar
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
 Sent: ‎12.‎04.‎2015 00:13
 To: Discussion of Half-Life Programming
 https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com
 Subject: Re: [hlcoders] Modding Problems

  I wanted to use Source SDK Base 2007 for a
 reason. But my question still hasn't been answered.


 On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires 
 st...@swires.me
 https://e.mail.ru/compose/?mailto=mailto%3ast...@swires.me
  wrote:

 If you're starting a new mod (which it sounds like
 you are), you should not be using the 2007 base at all.

 On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar 
 gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
  wrote:

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

 On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar 
 gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
  wrote:

 Thanks Stan!


 On Fri, Apr 3, 2015 at 8:42 PM, Stan R. 
 ca...@inbox.ru
 https://e.mail.ru/compose/?mailto=mailto%3aca...@inbox.ru
  wrote:

 You dont need to use VPKs to add sounds to your
 mod, just put them in yourmod/sound/ folder. You dont 
 need to touch sources
 and build solution at all, weapon sounds defined in 
 weapon script file
 (scripts/weapon_smg1.txt for example) and sound 
 definition scripts
 (game_sounds_weapons.txt, game_sounds_player.txt). 
 Yes, they should be WAV
 44khz/16bit. No, you can use any length you want.


 Пятница, 3 апреля 2015, 20:33 -04:00 от Gavin Isgar
 gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com:


Hey guys, im back with a question. I've been
 trying everything to change the weapon sounds of 
 weapons but i cant find a
 very precise tutorial on how, and most are outdated. 
 Do i need VPKs? Do i
 need to rebuild the game solution in Visual Studio 
 after sound replacement?
 Do they have to be in WAV format and does the sound 
 files need to be a
 certain length of time? Long story short, can anyone 
 please tell me a very
 precise tutorial on replacing sounds on mods! Thanks!

  On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay 
 tom_clay...@live.com
 https://e.mail.ru/compose/?mailto=mailto%3atom_clay...@live.com
  wrote:

  You don't need a VPK to use the sounds, if you
 place them in the sounds folder, then into a 
 respective sub directory they
 will work fine.



 On Apr 1, 2015, at 9:15 PM, Minh Le 
 minh...@telus.net
 https://e.mail.ru/compose/?mailto=mailto%3aminh...@telus.net
 wrote:

   If you google, make vpk
 you'll find a bunch of tutorials. This video looked
 helpful
 https://www.youtube.com/watch?v=P3ILjexx0cE

 On 4/1/2015 5:01 PM, Gavin Isgar wrote:

 Hey guys, im back again! I'm having trouble
 figuring out how to make vpk's to use for sounds for 
 my mod and how to
 convert the sound files for use in Source! Can someone 
 please leave a nice
 tutorial(text tutorial) on how to do this.

 On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar 
 gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
  wrote:

 Thanks Jesse, you saved my life lol.


 On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak 
 wazanato

Re: [hlcoders] Modding Problems

2015-06-18 Thread Gavin Isgar
)? Im wondering how i 
 can copy one from
 my actual game and edit it for a beta version, so instead 
 of HL2RS it would
 be HL2RSB! Please tell me how i can do that without 
 Source SDK because it
 wont work that way!

 On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak 
 wave@hotmail.com
 https://e.mail.ru/compose/?mailto=mailto%3awave@hotmail.com
  wrote:

  Well, normally it shouldn't interfere with your mod
 in any way, but you can only verify that yourself by 
 testing. I do remember
 a case where a breaking change was made in the 2013 SDK 
 quite a while ago,
 but that was announced in a Steam community and on this 
 mailing list.

 If I'm not mistaken, the SDK Base contains just the
 engine.dll itself (and a lot of other components it 
 depends on, of course),
 which in turn loads your server and client code. That 
 means if the
 interfaces between those modules have not changed in a 
 way that would break
 compatibility, there should be nothing for you to worry 
 about.
  --
 From: Gavin Isgar
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
 Sent: ‎12.‎04.‎2015 00:13
 To: Discussion of Half-Life Programming
 https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com
 Subject: Re: [hlcoders] Modding Problems

  I wanted to use Source SDK Base 2007 for a reason.
 But my question still hasn't been answered.


 On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires 
 st...@swires.me
 https://e.mail.ru/compose/?mailto=mailto%3ast...@swires.me
  wrote:

 If you're starting a new mod (which it sounds like you
 are), you should not be using the 2007 base at all.

 On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar 
 gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
  wrote:

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

 On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar 
 gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
  wrote:

 Thanks Stan!


 On Fri, Apr 3, 2015 at 8:42 PM, Stan R. 
 ca...@inbox.ru
 https://e.mail.ru/compose/?mailto=mailto%3aca...@inbox.ru
  wrote:

 You dont need to use VPKs to add sounds to your mod,
 just put them in yourmod/sound/ folder. You dont need to 
 touch sources and
 build solution at all, weapon sounds defined in weapon 
 script file
 (scripts/weapon_smg1.txt for example) and sound 
 definition scripts
 (game_sounds_weapons.txt, game_sounds_player.txt). Yes, 
 they should be WAV
 44khz/16bit. No, you can use any length you want.


 Пятница, 3 апреля 2015, 20:33 -04:00 от Gavin Isgar 
 gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com:


Hey guys, im back with a question. I've been
 trying everything to change the weapon sounds of weapons 
 but i cant find a
 very precise tutorial on how, and most are outdated. Do 
 i need VPKs? Do i
 need to rebuild the game solution in Visual Studio after 
 sound replacement?
 Do they have to be in WAV format and does the sound files 
 need to be a
 certain length of time? Long story short, can anyone 
 please tell me a very
 precise tutorial on replacing sounds on mods! Thanks!

  On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay 
 tom_clay...@live.com
 https://e.mail.ru/compose/?mailto=mailto%3atom_clay...@live.com
  wrote:

  You don't need a VPK to use the sounds, if you place
 them in the sounds folder, then into a respective sub 
 directory they will
 work fine.



 On Apr 1, 2015, at 9:15 PM, Minh Le minh...@telus.net
 https://e.mail.ru/compose/?mailto=mailto%3aminh...@telus.net
 wrote:

   If you google, make vpk
 you'll find a bunch of tutorials. This video looked
 helpful
 https://www.youtube.com/watch?v=P3ILjexx0cE

 On 4/1/2015 5:01 PM, Gavin Isgar wrote:

 Hey guys, im back again! I'm having trouble figuring
 out how to make vpk's to use for sounds for my mod and 
 how to convert the
 sound files for use in Source! Can someone please leave a 
 nice
 tutorial(text tutorial) on how to do this.

 On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar 
 gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
  wrote:

 Thanks Jesse, you saved my life lol.


 On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak 
 wazanato...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3awazanato...@gmail.com
  wrote:

 Yes use gcf scape and look in the games vpks the ones
 you want are the directory vpks which use _dir
  On Apr 1, 2015 3:21 PM, Gavin Isgar 
 gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
 wrote:

 I've checked all sound folders in the games but don't
 see any sounds themself. Do i have to use GCFScape or 
 something? Sorry if i
 sound like i have no experience, i've just been very 
 tired recently and
 didnt get a lot of sleep.

 On Wed, Apr 1, 2015 at 11:30 AM, Tony omega

Re: [hlcoders] Modding Problems

2015-06-17 Thread Gavin Isgar
 version, so instead 
 of HL2RS it would
 be HL2RSB! Please tell me how i can do that without Source 
 SDK because it
 wont work that way!

 On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak 
 wave@hotmail.com
 https://e.mail.ru/compose/?mailto=mailto%3awave@hotmail.com
  wrote:

  Well, normally it shouldn't interfere with your mod
 in any way, but you can only verify that yourself by 
 testing. I do remember
 a case where a breaking change was made in the 2013 SDK 
 quite a while ago,
 but that was announced in a Steam community and on this 
 mailing list.

 If I'm not mistaken, the SDK Base contains just the
 engine.dll itself (and a lot of other components it 
 depends on, of course),
 which in turn loads your server and client code. That 
 means if the
 interfaces between those modules have not changed in a way 
 that would break
 compatibility, there should be nothing for you to worry 
 about.
  --
 From: Gavin Isgar
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
 Sent: ‎12.‎04.‎2015 00:13
 To: Discussion of Half-Life Programming
 https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com
 Subject: Re: [hlcoders] Modding Problems

  I wanted to use Source SDK Base 2007 for a reason.
 But my question still hasn't been answered.


 On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires 
 st...@swires.me
 https://e.mail.ru/compose/?mailto=mailto%3ast...@swires.me
  wrote:

 If you're starting a new mod (which it sounds like you
 are), you should not be using the 2007 base at all.

 On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar 
 gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
  wrote:

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

 On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar 
 gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
  wrote:

 Thanks Stan!


 On Fri, Apr 3, 2015 at 8:42 PM, Stan R. ca...@inbox.ru
 https://e.mail.ru/compose/?mailto=mailto%3aca...@inbox.ru
  wrote:

 You dont need to use VPKs to add sounds to your mod,
 just put them in yourmod/sound/ folder. You dont need to 
 touch sources and
 build solution at all, weapon sounds defined in weapon 
 script file
 (scripts/weapon_smg1.txt for example) and sound definition 
 scripts
 (game_sounds_weapons.txt, game_sounds_player.txt). Yes, 
 they should be WAV
 44khz/16bit. No, you can use any length you want.


 Пятница, 3 апреля 2015, 20:33 -04:00 от Gavin Isgar 
 gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com:


Hey guys, im back with a question. I've been trying
 everything to change the weapon sounds of weapons but i 
 cant find a very
 precise tutorial on how, and most are outdated. Do i 
 need VPKs? Do i need
 to rebuild the game solution in Visual Studio after sound 
 replacement? Do
 they have to be in WAV format and does the sound files 
 need to be a certain
 length of time? Long story short, can anyone please tell 
 me a very precise
 tutorial on replacing sounds on mods! Thanks!

  On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay 
 tom_clay...@live.com
 https://e.mail.ru/compose/?mailto=mailto%3atom_clay...@live.com
  wrote:

  You don't need a VPK to use the sounds, if you place
 them in the sounds folder, then into a respective sub 
 directory they will
 work fine.



 On Apr 1, 2015, at 9:15 PM, Minh Le minh...@telus.net
 https://e.mail.ru/compose/?mailto=mailto%3aminh...@telus.net
 wrote:

   If you google, make vpk
 you'll find a bunch of tutorials. This video looked
 helpful
 https://www.youtube.com/watch?v=P3ILjexx0cE

 On 4/1/2015 5:01 PM, Gavin Isgar wrote:

 Hey guys, im back again! I'm having trouble figuring
 out how to make vpk's to use for sounds for my mod and how 
 to convert the
 sound files for use in Source! Can someone please leave a 
 nice
 tutorial(text tutorial) on how to do this.

 On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar 
 gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
  wrote:

 Thanks Jesse, you saved my life lol.


 On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak 
 wazanato...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3awazanato...@gmail.com
  wrote:

 Yes use gcf scape and look in the games vpks the ones
 you want are the directory vpks which use _dir
  On Apr 1, 2015 3:21 PM, Gavin Isgar 
 gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
 wrote:

 I've checked all sound folders in the games but don't
 see any sounds themself. Do i have to use GCFScape or 
 something? Sorry if i
 sound like i have no experience, i've just been very tired 
 recently and
 didnt get a lot of sleep.

 On Wed, Apr 1, 2015 at 11:30 AM, Tony omega Sergi 
 omegal...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3aomegal

Re: [hlcoders] Modding Problems

2015-06-17 Thread Tom Schumann
 12, 2015 at 3:15 AM, Krzysztof Lesiak 
 wave@hotmail.com
 https://e.mail.ru/compose/?mailto=mailto%3awave@hotmail.com
  wrote:

  Well, normally it shouldn't interfere with your mod in
 any way, but you can only verify that yourself by testing. 
 I do remember a
 case where a breaking change was made in the 2013 SDK quite 
 a while ago,
 but that was announced in a Steam community and on this 
 mailing list.

 If I'm not mistaken, the SDK Base contains just the
 engine.dll itself (and a lot of other components it depends 
 on, of course),
 which in turn loads your server and client code. That means 
 if the
 interfaces between those modules have not changed in a way 
 that would break
 compatibility, there should be nothing for you to worry 
 about.
  --
 From: Gavin Isgar
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
 Sent: ‎12.‎04.‎2015 00:13
 To: Discussion of Half-Life Programming
 https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com
 Subject: Re: [hlcoders] Modding Problems

  I wanted to use Source SDK Base 2007 for a reason. But
 my question still hasn't been answered.


 On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires 
 st...@swires.me
 https://e.mail.ru/compose/?mailto=mailto%3ast...@swires.me
  wrote:

 If you're starting a new mod (which it sounds like you
 are), you should not be using the 2007 base at all.

 On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar 
 gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
  wrote:

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

 On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar 
 gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
  wrote:

 Thanks Stan!


 On Fri, Apr 3, 2015 at 8:42 PM, Stan R. ca...@inbox.ru
 https://e.mail.ru/compose/?mailto=mailto%3aca...@inbox.ru
  wrote:

 You dont need to use VPKs to add sounds to your mod,
 just put them in yourmod/sound/ folder. You dont need to 
 touch sources and
 build solution at all, weapon sounds defined in weapon 
 script file
 (scripts/weapon_smg1.txt for example) and sound definition 
 scripts
 (game_sounds_weapons.txt, game_sounds_player.txt). Yes, 
 they should be WAV
 44khz/16bit. No, you can use any length you want.


 Пятница, 3 апреля 2015, 20:33 -04:00 от Gavin Isgar 
 gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com:


Hey guys, im back with a question. I've been trying
 everything to change the weapon sounds of weapons but i 
 cant find a very
 precise tutorial on how, and most are outdated. Do i need 
 VPKs? Do i need
 to rebuild the game solution in Visual Studio after sound 
 replacement? Do
 they have to be in WAV format and does the sound files need 
 to be a certain
 length of time? Long story short, can anyone please tell me 
 a very precise
 tutorial on replacing sounds on mods! Thanks!

  On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay 
 tom_clay...@live.com
 https://e.mail.ru/compose/?mailto=mailto%3atom_clay...@live.com
  wrote:

  You don't need a VPK to use the sounds, if you place
 them in the sounds folder, then into a respective sub 
 directory they will
 work fine.



 On Apr 1, 2015, at 9:15 PM, Minh Le minh...@telus.net
 https://e.mail.ru/compose/?mailto=mailto%3aminh...@telus.net
 wrote:

   If you google, make vpk
 you'll find a bunch of tutorials. This video looked
 helpful
 https://www.youtube.com/watch?v=P3ILjexx0cE

 On 4/1/2015 5:01 PM, Gavin Isgar wrote:

 Hey guys, im back again! I'm having trouble figuring out
 how to make vpk's to use for sounds for my mod and how to 
 convert the sound
 files for use in Source! Can someone please leave a nice 
 tutorial(text
 tutorial) on how to do this.

 On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar 
 gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
  wrote:

 Thanks Jesse, you saved my life lol.


 On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak 
 wazanato...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3awazanato...@gmail.com
  wrote:

 Yes use gcf scape and look in the games vpks the ones
 you want are the directory vpks which use _dir
  On Apr 1, 2015 3:21 PM, Gavin Isgar 
 gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
 wrote:

 I've checked all sound folders in the games but don't
 see any sounds themself. Do i have to use GCFScape or 
 something? Sorry if i
 sound like i have no experience, i've just been very tired 
 recently and
 didnt get a lot of sleep.

 On Wed, Apr 1, 2015 at 11:30 AM, Tony omega Sergi 
 omegal...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3aomegal...@gmail.com
  wrote:

  What do you think your mod is running off of?
  You have the base source content, which includes all of
 the sounds

Re: [hlcoders] Modding Problems

2015-06-16 Thread Gavin Isgar
@hotmail.com
  wrote:

  Well, normally it shouldn't interfere with your mod in
 any way, but you can only verify that yourself by testing. I 
 do remember a
 case where a breaking change was made in the 2013 SDK quite 
 a while ago,
 but that was announced in a Steam community and on this 
 mailing list.

 If I'm not mistaken, the SDK Base contains just the
 engine.dll itself (and a lot of other components it depends 
 on, of course),
 which in turn loads your server and client code. That means 
 if the
 interfaces between those modules have not changed in a way 
 that would break
 compatibility, there should be nothing for you to worry 
 about.
  --
 From: Gavin Isgar
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
 Sent: ‎12.‎04.‎2015 00:13
 To: Discussion of Half-Life Programming
 https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com
 Subject: Re: [hlcoders] Modding Problems

  I wanted to use Source SDK Base 2007 for a reason. But
 my question still hasn't been answered.


 On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires 
 st...@swires.me
 https://e.mail.ru/compose/?mailto=mailto%3ast...@swires.me
  wrote:

 If you're starting a new mod (which it sounds like you
 are), you should not be using the 2007 base at all.

 On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar 
 gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
  wrote:

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

 On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar 
 gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
  wrote:

 Thanks Stan!


 On Fri, Apr 3, 2015 at 8:42 PM, Stan R. ca...@inbox.ru
 https://e.mail.ru/compose/?mailto=mailto%3aca...@inbox.ru
  wrote:

 You dont need to use VPKs to add sounds to your mod, just
 put them in yourmod/sound/ folder. You dont need to touch 
 sources and build
 solution at all, weapon sounds defined in weapon script file
 (scripts/weapon_smg1.txt for example) and sound definition 
 scripts
 (game_sounds_weapons.txt, game_sounds_player.txt). Yes, they 
 should be WAV
 44khz/16bit. No, you can use any length you want.


 Пятница, 3 апреля 2015, 20:33 -04:00 от Gavin Isgar 
 gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com:


Hey guys, im back with a question. I've been trying
 everything to change the weapon sounds of weapons but i cant 
 find a very
 precise tutorial on how, and most are outdated. Do i need 
 VPKs? Do i need
 to rebuild the game solution in Visual Studio after sound 
 replacement? Do
 they have to be in WAV format and does the sound files need 
 to be a certain
 length of time? Long story short, can anyone please tell me 
 a very precise
 tutorial on replacing sounds on mods! Thanks!

  On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay 
 tom_clay...@live.com
 https://e.mail.ru/compose/?mailto=mailto%3atom_clay...@live.com
  wrote:

  You don't need a VPK to use the sounds, if you place
 them in the sounds folder, then into a respective sub 
 directory they will
 work fine.



 On Apr 1, 2015, at 9:15 PM, Minh Le minh...@telus.net
 https://e.mail.ru/compose/?mailto=mailto%3aminh...@telus.net
 wrote:

   If you google, make vpk
 you'll find a bunch of tutorials. This video looked
 helpful
 https://www.youtube.com/watch?v=P3ILjexx0cE

 On 4/1/2015 5:01 PM, Gavin Isgar wrote:

 Hey guys, im back again! I'm having trouble figuring out
 how to make vpk's to use for sounds for my mod and how to 
 convert the sound
 files for use in Source! Can someone please leave a nice 
 tutorial(text
 tutorial) on how to do this.

 On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar 
 gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
  wrote:

 Thanks Jesse, you saved my life lol.


 On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak 
 wazanato...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3awazanato...@gmail.com
  wrote:

 Yes use gcf scape and look in the games vpks the ones you
 want are the directory vpks which use _dir
  On Apr 1, 2015 3:21 PM, Gavin Isgar gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
 wrote:

 I've checked all sound folders in the games but don't see
 any sounds themself. Do i have to use GCFScape or something? 
 Sorry if i
 sound like i have no experience, i've just been very tired 
 recently and
 didnt get a lot of sleep.

 On Wed, Apr 1, 2015 at 11:30 AM, Tony omega Sergi 
 omegal...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3aomegal...@gmail.com
  wrote:

  What do you think your mod is running off of?
  You have the base source content, which includes all of
 the sounds and soundscripts for hl2, ep1, ep2, lost coast, 
 etc. Plus if you
 own tf2 or any of the other valve games you can easily look

Re: [hlcoders] Modding Problems

2015-05-23 Thread Gavin Isgar
 and on this 
 mailing list.

 If I'm not mistaken, the SDK Base contains just the
 engine.dll itself (and a lot of other components it depends 
 on, of course),
 which in turn loads your server and client code. That means 
 if the
 interfaces between those modules have not changed in a way 
 that would break
 compatibility, there should be nothing for you to worry about.
  --
 From: Gavin Isgar
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
 Sent: ‎12.‎04.‎2015 00:13
 To: Discussion of Half-Life Programming
 https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com
 Subject: Re: [hlcoders] Modding Problems

  I wanted to use Source SDK Base 2007 for a reason. But
 my question still hasn't been answered.


 On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires 
 st...@swires.me
 https://e.mail.ru/compose/?mailto=mailto%3ast...@swires.me
  wrote:

 If you're starting a new mod (which it sounds like you
 are), you should not be using the 2007 base at all.

 On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar 
 gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
  wrote:

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

 On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar 
 gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
  wrote:

 Thanks Stan!


 On Fri, Apr 3, 2015 at 8:42 PM, Stan R. ca...@inbox.ru
 https://e.mail.ru/compose/?mailto=mailto%3aca...@inbox.ru
  wrote:

 You dont need to use VPKs to add sounds to your mod, just
 put them in yourmod/sound/ folder. You dont need to touch 
 sources and build
 solution at all, weapon sounds defined in weapon script file
 (scripts/weapon_smg1.txt for example) and sound definition 
 scripts
 (game_sounds_weapons.txt, game_sounds_player.txt). Yes, they 
 should be WAV
 44khz/16bit. No, you can use any length you want.


 Пятница, 3 апреля 2015, 20:33 -04:00 от Gavin Isgar 
 gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com:


Hey guys, im back with a question. I've been trying
 everything to change the weapon sounds of weapons but i cant 
 find a very
 precise tutorial on how, and most are outdated. Do i need 
 VPKs? Do i need
 to rebuild the game solution in Visual Studio after sound 
 replacement? Do
 they have to be in WAV format and does the sound files need 
 to be a certain
 length of time? Long story short, can anyone please tell me a 
 very precise
 tutorial on replacing sounds on mods! Thanks!

  On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay 
 tom_clay...@live.com
 https://e.mail.ru/compose/?mailto=mailto%3atom_clay...@live.com
  wrote:

  You don't need a VPK to use the sounds, if you place
 them in the sounds folder, then into a respective sub 
 directory they will
 work fine.



 On Apr 1, 2015, at 9:15 PM, Minh Le minh...@telus.net
 https://e.mail.ru/compose/?mailto=mailto%3aminh...@telus.net
 wrote:

   If you google, make vpk
 you'll find a bunch of tutorials. This video looked helpful
 https://www.youtube.com/watch?v=P3ILjexx0cE

 On 4/1/2015 5:01 PM, Gavin Isgar wrote:

 Hey guys, im back again! I'm having trouble figuring out
 how to make vpk's to use for sounds for my mod and how to 
 convert the sound
 files for use in Source! Can someone please leave a nice 
 tutorial(text
 tutorial) on how to do this.

 On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar 
 gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
  wrote:

 Thanks Jesse, you saved my life lol.


 On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak 
 wazanato...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3awazanato...@gmail.com
  wrote:

 Yes use gcf scape and look in the games vpks the ones you
 want are the directory vpks which use _dir
  On Apr 1, 2015 3:21 PM, Gavin Isgar gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
 wrote:

 I've checked all sound folders in the games but don't see
 any sounds themself. Do i have to use GCFScape or something? 
 Sorry if i
 sound like i have no experience, i've just been very tired 
 recently and
 didnt get a lot of sleep.

 On Wed, Apr 1, 2015 at 11:30 AM, Tony omega Sergi 
 omegal...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3aomegal...@gmail.com
  wrote:

  What do you think your mod is running off of?
  You have the base source content, which includes all of
 the sounds and soundscripts for hl2, ep1, ep2, lost coast, 
 etc. Plus if you
 own tf2 or any of the other valve games you can easily look 
 at their files
 too.

 On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar 
 gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
  wrote:

 My mod didn't come with existing sound files. I've also
 read the developer wiki, but i didn't find much, so i'm 
 asking you.


 On Wed

Re: [hlcoders] Modding Problems

2015-05-22 Thread Tony omega Sergi
 of other components it depends 
 on, of course),
 which in turn loads your server and client code. That means if 
 the
 interfaces between those modules have not changed in a way 
 that would break
 compatibility, there should be nothing for you to worry about.
  --
 From: Gavin Isgar
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
 Sent: ‎12.‎04.‎2015 00:13
 To: Discussion of Half-Life Programming
 https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com
 Subject: Re: [hlcoders] Modding Problems

  I wanted to use Source SDK Base 2007 for a reason. But my
 question still hasn't been answered.


 On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires 
 st...@swires.me
 https://e.mail.ru/compose/?mailto=mailto%3ast...@swires.me
  wrote:

 If you're starting a new mod (which it sounds like you
 are), you should not be using the 2007 base at all.

 On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar 
 gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
  wrote:

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

 On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar 
 gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
  wrote:

 Thanks Stan!


 On Fri, Apr 3, 2015 at 8:42 PM, Stan R. ca...@inbox.ru
 https://e.mail.ru/compose/?mailto=mailto%3aca...@inbox.ru
  wrote:

 You dont need to use VPKs to add sounds to your mod, just
 put them in yourmod/sound/ folder. You dont need to touch 
 sources and build
 solution at all, weapon sounds defined in weapon script file
 (scripts/weapon_smg1.txt for example) and sound definition 
 scripts
 (game_sounds_weapons.txt, game_sounds_player.txt). Yes, they 
 should be WAV
 44khz/16bit. No, you can use any length you want.


 Пятница, 3 апреля 2015, 20:33 -04:00 от Gavin Isgar 
 gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com:


Hey guys, im back with a question. I've been trying
 everything to change the weapon sounds of weapons but i cant 
 find a very
 precise tutorial on how, and most are outdated. Do i need 
 VPKs? Do i need
 to rebuild the game solution in Visual Studio after sound 
 replacement? Do
 they have to be in WAV format and does the sound files need to 
 be a certain
 length of time? Long story short, can anyone please tell me a 
 very precise
 tutorial on replacing sounds on mods! Thanks!

  On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay 
 tom_clay...@live.com
 https://e.mail.ru/compose/?mailto=mailto%3atom_clay...@live.com
  wrote:

  You don't need a VPK to use the sounds, if you place them
 in the sounds folder, then into a respective sub directory 
 they will work
 fine.



 On Apr 1, 2015, at 9:15 PM, Minh Le minh...@telus.net
 https://e.mail.ru/compose/?mailto=mailto%3aminh...@telus.net
 wrote:

   If you google, make vpk
 you'll find a bunch of tutorials. This video looked helpful
 https://www.youtube.com/watch?v=P3ILjexx0cE

 On 4/1/2015 5:01 PM, Gavin Isgar wrote:

 Hey guys, im back again! I'm having trouble figuring out
 how to make vpk's to use for sounds for my mod and how to 
 convert the sound
 files for use in Source! Can someone please leave a nice 
 tutorial(text
 tutorial) on how to do this.

 On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar 
 gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
  wrote:

 Thanks Jesse, you saved my life lol.


 On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak 
 wazanato...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3awazanato...@gmail.com
  wrote:

 Yes use gcf scape and look in the games vpks the ones you
 want are the directory vpks which use _dir
  On Apr 1, 2015 3:21 PM, Gavin Isgar gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
 wrote:

 I've checked all sound folders in the games but don't see
 any sounds themself. Do i have to use GCFScape or something? 
 Sorry if i
 sound like i have no experience, i've just been very tired 
 recently and
 didnt get a lot of sleep.

 On Wed, Apr 1, 2015 at 11:30 AM, Tony omega Sergi 
 omegal...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3aomegal...@gmail.com
  wrote:

  What do you think your mod is running off of?
  You have the base source content, which includes all of
 the sounds and soundscripts for hl2, ep1, ep2, lost coast, 
 etc. Plus if you
 own tf2 or any of the other valve games you can easily look at 
 their files
 too.

 On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar 
 gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
  wrote:

 My mod didn't come with existing sound files. I've also
 read the developer wiki, but i didn't find much, so i'm asking 
 you.


 On Wed, Apr 1, 2015 at 12:43 AM, Tony omega Sergi 
 omegal...@gmail.com
 https://e.mail.ru/compose/?mailto

Re: [hlcoders] Modding Problems

2015-05-22 Thread Gavin Isgar
/compose/?mailto=mailto%3agisg...@gmail.com
 Sent: ‎12.‎04.‎2015 00:13
 To: Discussion of Half-Life Programming
 https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com
 Subject: Re: [hlcoders] Modding Problems

  I wanted to use Source SDK Base 2007 for a reason. But my
 question still hasn't been answered.


 On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires 
 st...@swires.me
 https://e.mail.ru/compose/?mailto=mailto%3ast...@swires.me
  wrote:

 If you're starting a new mod (which it sounds like you are),
 you should not be using the 2007 base at all.

 On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar 
 gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
  wrote:

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

 On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar 
 gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
  wrote:

 Thanks Stan!


 On Fri, Apr 3, 2015 at 8:42 PM, Stan R. ca...@inbox.ru
 https://e.mail.ru/compose/?mailto=mailto%3aca...@inbox.ru
 wrote:

 You dont need to use VPKs to add sounds to your mod, just
 put them in yourmod/sound/ folder. You dont need to touch 
 sources and build
 solution at all, weapon sounds defined in weapon script file
 (scripts/weapon_smg1.txt for example) and sound definition 
 scripts
 (game_sounds_weapons.txt, game_sounds_player.txt). Yes, they 
 should be WAV
 44khz/16bit. No, you can use any length you want.


 Пятница, 3 апреля 2015, 20:33 -04:00 от Gavin Isgar 
 gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com:


Hey guys, im back with a question. I've been trying
 everything to change the weapon sounds of weapons but i cant 
 find a very
 precise tutorial on how, and most are outdated. Do i need 
 VPKs? Do i need
 to rebuild the game solution in Visual Studio after sound 
 replacement? Do
 they have to be in WAV format and does the sound files need to 
 be a certain
 length of time? Long story short, can anyone please tell me a 
 very precise
 tutorial on replacing sounds on mods! Thanks!

  On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay 
 tom_clay...@live.com
 https://e.mail.ru/compose/?mailto=mailto%3atom_clay...@live.com
  wrote:

  You don't need a VPK to use the sounds, if you place them
 in the sounds folder, then into a respective sub directory they 
 will work
 fine.



 On Apr 1, 2015, at 9:15 PM, Minh Le minh...@telus.net
 https://e.mail.ru/compose/?mailto=mailto%3aminh...@telus.net
 wrote:

   If you google, make vpk
 you'll find a bunch of tutorials. This video looked helpful
 https://www.youtube.com/watch?v=P3ILjexx0cE

 On 4/1/2015 5:01 PM, Gavin Isgar wrote:

 Hey guys, im back again! I'm having trouble figuring out how
 to make vpk's to use for sounds for my mod and how to convert 
 the sound
 files for use in Source! Can someone please leave a nice 
 tutorial(text
 tutorial) on how to do this.

 On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar 
 gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
  wrote:

 Thanks Jesse, you saved my life lol.


 On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak 
 wazanato...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3awazanato...@gmail.com
  wrote:

 Yes use gcf scape and look in the games vpks the ones you
 want are the directory vpks which use _dir
  On Apr 1, 2015 3:21 PM, Gavin Isgar gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
 wrote:

 I've checked all sound folders in the games but don't see
 any sounds themself. Do i have to use GCFScape or something? 
 Sorry if i
 sound like i have no experience, i've just been very tired 
 recently and
 didnt get a lot of sleep.

 On Wed, Apr 1, 2015 at 11:30 AM, Tony omega Sergi 
 omegal...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3aomegal...@gmail.com
  wrote:

  What do you think your mod is running off of?
  You have the base source content, which includes all of the
 sounds and soundscripts for hl2, ep1, ep2, lost coast, etc. 
 Plus if you own
 tf2 or any of the other valve games you can easily look at 
 their files too.

 On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar 
 gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
  wrote:

 My mod didn't come with existing sound files. I've also read
 the developer wiki, but i didn't find much, so i'm asking you.


 On Wed, Apr 1, 2015 at 12:43 AM, Tony omega Sergi 
 omegal...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3aomegal...@gmail.com
  wrote:

 open existing sound files and sound scripts and look. also
 read the developer wiki.

 On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar 
 gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
  wrote:

 Hey guys, i have another question! How do i change weapon
 sound for my mod

Re: [hlcoders] Modding Problems

2015-04-26 Thread Gavin Isgar
Guys i need some more help. I'm trying to use phoneme editor in face poser
for NPCs to talk. But i get an error message saying an error occurred
during extraction. I've been trying to find a fix for this problem for
awhile but i cant. I'm also using a Windows 8 computer. Please, someone
type out a tutorial i can do to fix this problem! Thanks!

On Fri, Apr 24, 2015 at 5:32 PM, Gavin Isgar gisg...@gmail.com wrote:

 Nope, still not working. Its saying extraction wont work. I use Windows 8
 and Audacity for the wavs but still nothing works. Please someone give me a
 tutorial on here by text please!

 On Fri, Apr 24, 2015 at 8:23 AM, Gavin Isgar gisg...@gmail.com wrote:

 Thanks! I'll try it!

 On Fri, Apr 24, 2015 at 12:06 AM, Jesse Oak wazanato...@gmail.com
 wrote:

 Silverfish has been out of the Source modding scene for awhile but I
 find his tutorial still holds up quite well.
 https://www.youtube.com/watch?v=T077tK_hXJo

 On Tue, Apr 21, 2015 at 9:23 PM, Gavin Isgar gisg...@gmail.com wrote:

 Hey guys, back with ANOTHER question. I've been wondering, how can i
 make voice(choreography) scenes in-game? What i mean by that is make an NPC
 say what i said in my recording while lip syncing. I seen that Source SDK's
 Faceposer can do that but all tutorials are now outdated and i cant find a
 good resource. Can you guys tell me how i can do this?

 On Fri, Apr 17, 2015 at 8:30 PM, Jesse Oak wazanato...@gmail.com
 wrote:

 It most likely has a corresponding .res file then in which case you
 should be able to edit that.

 On Fri, Apr 17, 2015 at 4:30 PM, Gavin Isgar gisg...@gmail.com
 wrote:

 Commentary mode isn't on the menu, if it was, i would've already
 removed it. It's in the chapter list menu. I still dont know how to 
 remove
 it either

 On Fri, Apr 17, 2015 at 12:35 PM, Jesse Oak wazanato...@gmail.com
 wrote:

 If you don't want commentary just remove it from your menu.

 On Wed, Apr 15, 2015 at 8:22 PM, Gavin Isgar gisg...@gmail.com
 wrote:

 Nope, still is like that. Why did it automatically add HL2
 commentary mode and messed up the chapter box with an unusable exit 
 arrow?
 Please help!

 On Wed, Apr 15, 2015 at 9:20 PM, Gavin Isgar gisg...@gmail.com
 wrote:

 NVM, think i found the answer. HL2 was uninstalled somehow and
 only HL2EP2 was installed. I hope!

 On Wed, Apr 15, 2015 at 9:18 PM, Gavin Isgar gisg...@gmail.com
 wrote:

 Back with another question guys! So i was looking at the chapter
 list in my game(literally ingame) and i now see something new, a 
 commentary
 checkbox! I didnt add one though, im using SDK Base 2007 for this 
 mod BTW.
 Did it update and automatically put it in? Please help for future 
 reference!

 On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar gisg...@gmail.com
 wrote:

 Im not distributing them, and i dont feel like it. I just want
 to know how i can configure code files for a game so that it can 
 find the
 game and code it

 On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak 
 wazanato...@gmail.com wrote:

 Are you using SVN or Git? Just make a branch if you are.
 On Apr 14, 2015 6:55 AM, Gavin Isgar gisg...@gmail.com
 wrote:

 Its not that easy. The files within it are all configured for
 the base game other than the beta. But that still didnt answer my 
 question

 On Tue, Apr 14, 2015 at 5:04 AM, Stan R. ca...@inbox.ru
 wrote:

 You just...copy it? Create a folder for your beta and work
 in it? Computer basics?


 Понедельник, 13 апреля 2015, 23:08 -04:00 от Gavin Isgar 
 gisg...@gmail.com:

   Hey guys, back with huge question! Im wondering how i can
 make a manual code folder for my game(like for Half-Life 2: 
 Example, it
 would be HL2E in the C Local Disk)? Im wondering how i can copy 
 one from my
 actual game and edit it for a beta version, so instead of HL2RS 
 it would be
 HL2RSB! Please tell me how i can do that without Source SDK 
 because it wont
 work that way!

 On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak 
 wave@hotmail.com
 https://e.mail.ru/compose/?mailto=mailto%3awave@hotmail.com
  wrote:

  Well, normally it shouldn't interfere with your mod in any
 way, but you can only verify that yourself by testing. I do 
 remember a case
 where a breaking change was made in the 2013 SDK quite a while 
 ago, but
 that was announced in a Steam community and on this mailing list.

 If I'm not mistaken, the SDK Base contains just the
 engine.dll itself (and a lot of other components it depends on, 
 of course),
 which in turn loads your server and client code. That means if 
 the
 interfaces between those modules have not changed in a way that 
 would break
 compatibility, there should be nothing for you to worry about.
  --
 From: Gavin Isgar
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
 Sent: ‎12.‎04.‎2015 00:13
 To: Discussion of Half-Life Programming
 https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com
 Subject: Re: [hlcoders] Modding Problems

  I wanted to use Source SDK Base

Re: [hlcoders] Modding Problems

2015-04-24 Thread Gavin Isgar
Nope, still not working. Its saying extraction wont work. I use Windows 8
and Audacity for the wavs but still nothing works. Please someone give me a
tutorial on here by text please!

On Fri, Apr 24, 2015 at 8:23 AM, Gavin Isgar gisg...@gmail.com wrote:

 Thanks! I'll try it!

 On Fri, Apr 24, 2015 at 12:06 AM, Jesse Oak wazanato...@gmail.com wrote:

 Silverfish has been out of the Source modding scene for awhile but I find
 his tutorial still holds up quite well.
 https://www.youtube.com/watch?v=T077tK_hXJo

 On Tue, Apr 21, 2015 at 9:23 PM, Gavin Isgar gisg...@gmail.com wrote:

 Hey guys, back with ANOTHER question. I've been wondering, how can i
 make voice(choreography) scenes in-game? What i mean by that is make an NPC
 say what i said in my recording while lip syncing. I seen that Source SDK's
 Faceposer can do that but all tutorials are now outdated and i cant find a
 good resource. Can you guys tell me how i can do this?

 On Fri, Apr 17, 2015 at 8:30 PM, Jesse Oak wazanato...@gmail.com
 wrote:

 It most likely has a corresponding .res file then in which case you
 should be able to edit that.

 On Fri, Apr 17, 2015 at 4:30 PM, Gavin Isgar gisg...@gmail.com wrote:

 Commentary mode isn't on the menu, if it was, i would've already
 removed it. It's in the chapter list menu. I still dont know how to remove
 it either

 On Fri, Apr 17, 2015 at 12:35 PM, Jesse Oak wazanato...@gmail.com
 wrote:

 If you don't want commentary just remove it from your menu.

 On Wed, Apr 15, 2015 at 8:22 PM, Gavin Isgar gisg...@gmail.com
 wrote:

 Nope, still is like that. Why did it automatically add HL2
 commentary mode and messed up the chapter box with an unusable exit 
 arrow?
 Please help!

 On Wed, Apr 15, 2015 at 9:20 PM, Gavin Isgar gisg...@gmail.com
 wrote:

 NVM, think i found the answer. HL2 was uninstalled somehow and only
 HL2EP2 was installed. I hope!

 On Wed, Apr 15, 2015 at 9:18 PM, Gavin Isgar gisg...@gmail.com
 wrote:

 Back with another question guys! So i was looking at the chapter
 list in my game(literally ingame) and i now see something new, a 
 commentary
 checkbox! I didnt add one though, im using SDK Base 2007 for this mod 
 BTW.
 Did it update and automatically put it in? Please help for future 
 reference!

 On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar gisg...@gmail.com
 wrote:

 Im not distributing them, and i dont feel like it. I just want to
 know how i can configure code files for a game so that it can find 
 the game
 and code it

 On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak wazanato...@gmail.com
  wrote:

 Are you using SVN or Git? Just make a branch if you are.
 On Apr 14, 2015 6:55 AM, Gavin Isgar gisg...@gmail.com
 wrote:

 Its not that easy. The files within it are all configured for
 the base game other than the beta. But that still didnt answer my 
 question

 On Tue, Apr 14, 2015 at 5:04 AM, Stan R. ca...@inbox.ru
 wrote:

 You just...copy it? Create a folder for your beta and work
 in it? Computer basics?


 Понедельник, 13 апреля 2015, 23:08 -04:00 от Gavin Isgar 
 gisg...@gmail.com:

   Hey guys, back with huge question! Im wondering how i can
 make a manual code folder for my game(like for Half-Life 2: 
 Example, it
 would be HL2E in the C Local Disk)? Im wondering how i can copy 
 one from my
 actual game and edit it for a beta version, so instead of HL2RS 
 it would be
 HL2RSB! Please tell me how i can do that without Source SDK 
 because it wont
 work that way!

 On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak 
 wave@hotmail.com
 https://e.mail.ru/compose/?mailto=mailto%3awave@hotmail.com
  wrote:

  Well, normally it shouldn't interfere with your mod in any
 way, but you can only verify that yourself by testing. I do 
 remember a case
 where a breaking change was made in the 2013 SDK quite a while 
 ago, but
 that was announced in a Steam community and on this mailing list.

 If I'm not mistaken, the SDK Base contains just the engine.dll
 itself (and a lot of other components it depends on, of course), 
 which in
 turn loads your server and client code. That means if the 
 interfaces
 between those modules have not changed in a way that would break
 compatibility, there should be nothing for you to worry about.
  --
 From: Gavin Isgar
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
 Sent: ‎12.‎04.‎2015 00:13
 To: Discussion of Half-Life Programming
 https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com
 Subject: Re: [hlcoders] Modding Problems

  I wanted to use Source SDK Base 2007 for a reason. But my
 question still hasn't been answered.


 On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires 
 st...@swires.me
 https://e.mail.ru/compose/?mailto=mailto%3ast...@swires.me
 wrote:

 If you're starting a new mod (which it sounds like you are),
 you should not be using the 2007 base at all.

 On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar 
 gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg

Re: [hlcoders] Modding Problems

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 gisg...@gmail.com wrote:

 Nope, still is like that. Why did it automatically add HL2 commentary mode
 and messed up the chapter box with an unusable exit arrow? Please help!

 On Wed, Apr 15, 2015 at 9:20 PM, Gavin Isgar gisg...@gmail.com wrote:

 NVM, think i found the answer. HL2 was uninstalled somehow and only
 HL2EP2 was installed. I hope!

 On Wed, Apr 15, 2015 at 9:18 PM, Gavin Isgar gisg...@gmail.com wrote:

 Back with another question guys! So i was looking at the chapter list in
 my game(literally ingame) and i now see something new, a commentary
 checkbox! I didnt add one though, im using SDK Base 2007 for this mod BTW.
 Did it update and automatically put it in? Please help for future reference!

 On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar gisg...@gmail.com wrote:

 Im not distributing them, and i dont feel like it. I just want to know
 how i can configure code files for a game so that it can find the game and
 code it

 On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak wazanato...@gmail.com
 wrote:

 Are you using SVN or Git? Just make a branch if you are.
 On Apr 14, 2015 6:55 AM, Gavin Isgar gisg...@gmail.com wrote:

 Its not that easy. The files within it are all configured for the
 base game other than the beta. But that still didnt answer my question

 On Tue, Apr 14, 2015 at 5:04 AM, Stan R. ca...@inbox.ru wrote:

 You just...copy it? Create a folder for your beta and work in it? 
 Computer
 basics?


 Понедельник, 13 апреля 2015, 23:08 -04:00 от Gavin Isgar 
 gisg...@gmail.com:

   Hey guys, back with huge question! Im wondering how i can make a
 manual code folder for my game(like for Half-Life 2: Example, it would 
 be
 HL2E in the C Local Disk)? Im wondering how i can copy one from my 
 actual
 game and edit it for a beta version, so instead of HL2RS it would be
 HL2RSB! Please tell me how i can do that without Source SDK because it 
 wont
 work that way!

 On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak 
 wave@hotmail.com
 https://e.mail.ru/compose/?mailto=mailto%3awave@hotmail.com
 wrote:

  Well, normally it shouldn't interfere with your mod in any way,
 but you can only verify that yourself by testing. I do remember a case
 where a breaking change was made in the 2013 SDK quite a while ago, but
 that was announced in a Steam community and on this mailing list.

 If I'm not mistaken, the SDK Base contains just the engine.dll
 itself (and a lot of other components it depends on, of course), which 
 in
 turn loads your server and client code. That means if the interfaces
 between those modules have not changed in a way that would break
 compatibility, there should be nothing for you to worry about.
  --
 From: Gavin Isgar
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
 Sent: ‎12.‎04.‎2015 00:13
 To: Discussion of Half-Life Programming
 https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com
 Subject: Re: [hlcoders] Modding Problems

  I wanted to use Source SDK Base 2007 for a reason. But my question
 still hasn't been answered.


 On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires st...@swires.me
 https://e.mail.ru/compose/?mailto=mailto%3ast...@swires.me wrote:

 If you're starting a new mod (which it sounds like you are), you
 should not be using the 2007 base at all.

 On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
 wrote:

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

 On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
 wrote:

 Thanks Stan!


 On Fri, Apr 3, 2015 at 8:42 PM, Stan R. ca...@inbox.ru
 https://e.mail.ru/compose/?mailto=mailto%3aca...@inbox.ru wrote:

 You dont need to use VPKs to add sounds to your mod, just put them
 in yourmod/sound/ folder. You dont need to touch sources and build 
 solution
 at all, weapon sounds defined in weapon script file
 (scripts/weapon_smg1.txt for example) and sound definition scripts
 (game_sounds_weapons.txt, game_sounds_player.txt). Yes, they should be 
 WAV
 44khz/16bit. No, you can use any length you want.


 Пятница, 3 апреля 2015, 20:33 -04:00 от Gavin Isgar 
 gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com:

Hey guys, im back with a question. I've been trying everything
 to change the weapon sounds of weapons but i cant find a very precise
 tutorial on how, and most are outdated. Do i need VPKs? Do i need to
 rebuild the game solution in Visual Studio after sound replacement? Do 
 they
 have to be in WAV format and does the sound files need to be a certain
 length of time? Long story short

Re: [hlcoders] Modding Problems

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 wazanato...@gmail.com wrote:

 If you don't want commentary just remove it from your menu.

 On Wed, Apr 15, 2015 at 8:22 PM, Gavin Isgar gisg...@gmail.com wrote:

 Nope, still is like that. Why did it automatically add HL2 commentary
 mode and messed up the chapter box with an unusable exit arrow? Please
 help!

 On Wed, Apr 15, 2015 at 9:20 PM, Gavin Isgar gisg...@gmail.com wrote:

 NVM, think i found the answer. HL2 was uninstalled somehow and only
 HL2EP2 was installed. I hope!

 On Wed, Apr 15, 2015 at 9:18 PM, Gavin Isgar gisg...@gmail.com wrote:

 Back with another question guys! So i was looking at the chapter list
 in my game(literally ingame) and i now see something new, a commentary
 checkbox! I didnt add one though, im using SDK Base 2007 for this mod BTW.
 Did it update and automatically put it in? Please help for future 
 reference!

 On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar gisg...@gmail.com wrote:

 Im not distributing them, and i dont feel like it. I just want to know
 how i can configure code files for a game so that it can find the game and
 code it

 On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak wazanato...@gmail.com
 wrote:

 Are you using SVN or Git? Just make a branch if you are.
 On Apr 14, 2015 6:55 AM, Gavin Isgar gisg...@gmail.com wrote:

 Its not that easy. The files within it are all configured for the
 base game other than the beta. But that still didnt answer my question

 On Tue, Apr 14, 2015 at 5:04 AM, Stan R. ca...@inbox.ru wrote:

 You just...copy it? Create a folder for your beta and work in it? 
 Computer
 basics?


 Понедельник, 13 апреля 2015, 23:08 -04:00 от Gavin Isgar 
 gisg...@gmail.com:

   Hey guys, back with huge question! Im wondering how i can make a
 manual code folder for my game(like for Half-Life 2: Example, it would 
 be
 HL2E in the C Local Disk)? Im wondering how i can copy one from my 
 actual
 game and edit it for a beta version, so instead of HL2RS it would be
 HL2RSB! Please tell me how i can do that without Source SDK because it 
 wont
 work that way!

 On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak 
 wave@hotmail.com
 https://e.mail.ru/compose/?mailto=mailto%3awave@hotmail.com
 wrote:

  Well, normally it shouldn't interfere with your mod in any way,
 but you can only verify that yourself by testing. I do remember a case
 where a breaking change was made in the 2013 SDK quite a while ago, but
 that was announced in a Steam community and on this mailing list.

 If I'm not mistaken, the SDK Base contains just the engine.dll
 itself (and a lot of other components it depends on, of course), which 
 in
 turn loads your server and client code. That means if the interfaces
 between those modules have not changed in a way that would break
 compatibility, there should be nothing for you to worry about.
  --
 From: Gavin Isgar
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
 Sent: ‎12.‎04.‎2015 00:13
 To: Discussion of Half-Life Programming
 https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com
 Subject: Re: [hlcoders] Modding Problems

  I wanted to use Source SDK Base 2007 for a reason. But my
 question still hasn't been answered.


 On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires st...@swires.me
 https://e.mail.ru/compose/?mailto=mailto%3ast...@swires.me
 wrote:

 If you're starting a new mod (which it sounds like you are), you
 should not be using the 2007 base at all.

 On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
 wrote:

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

 On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
 wrote:

 Thanks Stan!


 On Fri, Apr 3, 2015 at 8:42 PM, Stan R. ca...@inbox.ru
 https://e.mail.ru/compose/?mailto=mailto%3aca...@inbox.ru wrote:

 You dont need to use VPKs to add sounds to your mod, just put them
 in yourmod/sound/ folder. You dont need to touch sources and build 
 solution
 at all, weapon sounds defined in weapon script file
 (scripts/weapon_smg1.txt for example) and sound definition scripts
 (game_sounds_weapons.txt, game_sounds_player.txt). Yes, they should be 
 WAV
 44khz/16bit. No, you can use any length you want.


 Пятница, 3 апреля 2015, 20:33 -04:00 от Gavin Isgar 
 gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com:

Hey guys, im back with a question. I've been trying everything
 to change the weapon sounds of weapons but i cant find a very precise
 tutorial on how

Re: [hlcoders] Modding Problems

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 gisg...@gmail.com wrote:

 Commentary mode isn't on the menu, if it was, i would've already removed
 it. It's in the chapter list menu. I still dont know how to remove it either

 On Fri, Apr 17, 2015 at 12:35 PM, Jesse Oak wazanato...@gmail.com wrote:

 If you don't want commentary just remove it from your menu.

 On Wed, Apr 15, 2015 at 8:22 PM, Gavin Isgar gisg...@gmail.com wrote:

 Nope, still is like that. Why did it automatically add HL2 commentary
 mode and messed up the chapter box with an unusable exit arrow? Please
 help!

 On Wed, Apr 15, 2015 at 9:20 PM, Gavin Isgar gisg...@gmail.com wrote:

 NVM, think i found the answer. HL2 was uninstalled somehow and only
 HL2EP2 was installed. I hope!

 On Wed, Apr 15, 2015 at 9:18 PM, Gavin Isgar gisg...@gmail.com wrote:

 Back with another question guys! So i was looking at the chapter list
 in my game(literally ingame) and i now see something new, a commentary
 checkbox! I didnt add one though, im using SDK Base 2007 for this mod BTW.
 Did it update and automatically put it in? Please help for future 
 reference!

 On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar gisg...@gmail.com
 wrote:

 Im not distributing them, and i dont feel like it. I just want to
 know how i can configure code files for a game so that it can find the 
 game
 and code it

 On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak wazanato...@gmail.com
 wrote:

 Are you using SVN or Git? Just make a branch if you are.
 On Apr 14, 2015 6:55 AM, Gavin Isgar gisg...@gmail.com wrote:

 Its not that easy. The files within it are all configured for the
 base game other than the beta. But that still didnt answer my question

 On Tue, Apr 14, 2015 at 5:04 AM, Stan R. ca...@inbox.ru wrote:

 You just...copy it? Create a folder for your beta and work in
 it? Computer basics?


 Понедельник, 13 апреля 2015, 23:08 -04:00 от Gavin Isgar 
 gisg...@gmail.com:

   Hey guys, back with huge question! Im wondering how i can make
 a manual code folder for my game(like for Half-Life 2: Example, it 
 would be
 HL2E in the C Local Disk)? Im wondering how i can copy one from my 
 actual
 game and edit it for a beta version, so instead of HL2RS it would be
 HL2RSB! Please tell me how i can do that without Source SDK because 
 it wont
 work that way!

 On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak 
 wave@hotmail.com
 https://e.mail.ru/compose/?mailto=mailto%3awave@hotmail.com
 wrote:

  Well, normally it shouldn't interfere with your mod in any way,
 but you can only verify that yourself by testing. I do remember a case
 where a breaking change was made in the 2013 SDK quite a while ago, 
 but
 that was announced in a Steam community and on this mailing list.

 If I'm not mistaken, the SDK Base contains just the engine.dll
 itself (and a lot of other components it depends on, of course), 
 which in
 turn loads your server and client code. That means if the interfaces
 between those modules have not changed in a way that would break
 compatibility, there should be nothing for you to worry about.
  --
 From: Gavin Isgar
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
 Sent: ‎12.‎04.‎2015 00:13
 To: Discussion of Half-Life Programming
 https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com
 Subject: Re: [hlcoders] Modding Problems

  I wanted to use Source SDK Base 2007 for a reason. But my
 question still hasn't been answered.


 On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires st...@swires.me
 https://e.mail.ru/compose/?mailto=mailto%3ast...@swires.me
 wrote:

 If you're starting a new mod (which it sounds like you are), you
 should not be using the 2007 base at all.

 On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
 wrote:

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

 On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
 wrote:

 Thanks Stan!


 On Fri, Apr 3, 2015 at 8:42 PM, Stan R. ca...@inbox.ru
 https://e.mail.ru/compose/?mailto=mailto%3aca...@inbox.ru
 wrote:

 You dont need to use VPKs to add sounds to your mod, just put them
 in yourmod/sound/ folder. You dont need to touch sources and build 
 solution
 at all, weapon sounds defined in weapon script file
 (scripts/weapon_smg1.txt for example) and sound definition scripts
 (game_sounds_weapons.txt, game_sounds_player.txt). Yes, they should 
 be WAV
 44khz/16bit. No, you can use any length you want.


 Пятница, 3 апреля 2015, 20:33 -04:00 от Gavin Isgar 
 gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg

Re: [hlcoders] Modding Problems

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 gisg...@gmail.com wrote:

 Back with another question guys! So i was looking at the chapter list in
 my game(literally ingame) and i now see something new, a commentary
 checkbox! I didnt add one though, im using SDK Base 2007 for this mod BTW.
 Did it update and automatically put it in? Please help for future reference!

 On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar gisg...@gmail.com wrote:

 Im not distributing them, and i dont feel like it. I just want to know
 how i can configure code files for a game so that it can find the game and
 code it

 On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak wazanato...@gmail.com wrote:

 Are you using SVN or Git? Just make a branch if you are.
 On Apr 14, 2015 6:55 AM, Gavin Isgar gisg...@gmail.com wrote:

 Its not that easy. The files within it are all configured for the base
 game other than the beta. But that still didnt answer my question

 On Tue, Apr 14, 2015 at 5:04 AM, Stan R. ca...@inbox.ru wrote:

 You just...copy it? Create a folder for your beta and work in it? 
 Computer
 basics?


 Понедельник, 13 апреля 2015, 23:08 -04:00 от Gavin Isgar 
 gisg...@gmail.com:

   Hey guys, back with huge question! Im wondering how i can make a
 manual code folder for my game(like for Half-Life 2: Example, it would be
 HL2E in the C Local Disk)? Im wondering how i can copy one from my actual
 game and edit it for a beta version, so instead of HL2RS it would be
 HL2RSB! Please tell me how i can do that without Source SDK because it 
 wont
 work that way!

 On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak 
 wave@hotmail.com
 https://e.mail.ru/compose/?mailto=mailto%3awave@hotmail.com
 wrote:

  Well, normally it shouldn't interfere with your mod in any way, but
 you can only verify that yourself by testing. I do remember a case where a
 breaking change was made in the 2013 SDK quite a while ago, but that was
 announced in a Steam community and on this mailing list.

 If I'm not mistaken, the SDK Base contains just the engine.dll itself
 (and a lot of other components it depends on, of course), which in turn
 loads your server and client code. That means if the interfaces between
 those modules have not changed in a way that would break compatibility,
 there should be nothing for you to worry about.
  --
 From: Gavin Isgar
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
 Sent: ‎12.‎04.‎2015 00:13
 To: Discussion of Half-Life Programming
 https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com
 Subject: Re: [hlcoders] Modding Problems

  I wanted to use Source SDK Base 2007 for a reason. But my question
 still hasn't been answered.


 On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires st...@swires.me
 https://e.mail.ru/compose/?mailto=mailto%3ast...@swires.me wrote:

 If you're starting a new mod (which it sounds like you are), you
 should not be using the 2007 base at all.

 On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote:

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

 On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote:

 Thanks Stan!


 On Fri, Apr 3, 2015 at 8:42 PM, Stan R. ca...@inbox.ru
 https://e.mail.ru/compose/?mailto=mailto%3aca...@inbox.ru wrote:

 You dont need to use VPKs to add sounds to your mod, just put them in
 yourmod/sound/ folder. You dont need to touch sources and build solution 
 at
 all, weapon sounds defined in weapon script file (scripts/weapon_smg1.txt
 for example) and sound definition scripts (game_sounds_weapons.txt,
 game_sounds_player.txt). Yes, they should be WAV 44khz/16bit. No, you can
 use any length you want.


 Пятница, 3 апреля 2015, 20:33 -04:00 от Gavin Isgar gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com:

Hey guys, im back with a question. I've been trying everything to
 change the weapon sounds of weapons but i cant find a very precise
 tutorial on how, and most are outdated. Do i need VPKs? Do i need to
 rebuild the game solution in Visual Studio after sound replacement? Do 
 they
 have to be in WAV format and does the sound files need to be a certain
 length of time? Long story short, can anyone please tell me a very precise
 tutorial on replacing sounds on mods! Thanks!

  On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay tom_clay...@live.com
 https://e.mail.ru/compose/?mailto=mailto%3atom_clay...@live.com
 wrote:

  You don't need a VPK to use the sounds, if you place them in the
 sounds folder, then into a respective sub directory they will work fine

Re: [hlcoders] Modding Problems

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 gisg...@gmail.com wrote:

 Im not distributing them, and i dont feel like it. I just want to know how
 i can configure code files for a game so that it can find the game and code
 it

 On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak wazanato...@gmail.com wrote:

 Are you using SVN or Git? Just make a branch if you are.
 On Apr 14, 2015 6:55 AM, Gavin Isgar gisg...@gmail.com wrote:

 Its not that easy. The files within it are all configured for the base
 game other than the beta. But that still didnt answer my question

 On Tue, Apr 14, 2015 at 5:04 AM, Stan R. ca...@inbox.ru wrote:

 You just...copy it? Create a folder for your beta and work in it? 
 Computer
 basics?


 Понедельник, 13 апреля 2015, 23:08 -04:00 от Gavin Isgar 
 gisg...@gmail.com:

   Hey guys, back with huge question! Im wondering how i can make a
 manual code folder for my game(like for Half-Life 2: Example, it would be
 HL2E in the C Local Disk)? Im wondering how i can copy one from my actual
 game and edit it for a beta version, so instead of HL2RS it would be
 HL2RSB! Please tell me how i can do that without Source SDK because it wont
 work that way!

 On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak wave@hotmail.com
 https://e.mail.ru/compose/?mailto=mailto%3awave@hotmail.com
 wrote:

  Well, normally it shouldn't interfere with your mod in any way, but
 you can only verify that yourself by testing. I do remember a case where a
 breaking change was made in the 2013 SDK quite a while ago, but that was
 announced in a Steam community and on this mailing list.

 If I'm not mistaken, the SDK Base contains just the engine.dll itself
 (and a lot of other components it depends on, of course), which in turn
 loads your server and client code. That means if the interfaces between
 those modules have not changed in a way that would break compatibility,
 there should be nothing for you to worry about.
  --
 From: Gavin Isgar
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
 Sent: ‎12.‎04.‎2015 00:13
 To: Discussion of Half-Life Programming
 https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com
 Subject: Re: [hlcoders] Modding Problems

  I wanted to use Source SDK Base 2007 for a reason. But my question
 still hasn't been answered.


 On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires st...@swires.me
 https://e.mail.ru/compose/?mailto=mailto%3ast...@swires.me wrote:

 If you're starting a new mod (which it sounds like you are), you should
 not be using the 2007 base at all.

 On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote:

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

 On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote:

 Thanks Stan!


 On Fri, Apr 3, 2015 at 8:42 PM, Stan R. ca...@inbox.ru
 https://e.mail.ru/compose/?mailto=mailto%3aca...@inbox.ru wrote:

 You dont need to use VPKs to add sounds to your mod, just put them in
 yourmod/sound/ folder. You dont need to touch sources and build solution at
 all, weapon sounds defined in weapon script file (scripts/weapon_smg1.txt
 for example) and sound definition scripts (game_sounds_weapons.txt,
 game_sounds_player.txt). Yes, they should be WAV 44khz/16bit. No, you can
 use any length you want.


 Пятница, 3 апреля 2015, 20:33 -04:00 от Gavin Isgar gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com:

Hey guys, im back with a question. I've been trying everything to
 change the weapon sounds of weapons but i cant find a very precise
 tutorial on how, and most are outdated. Do i need VPKs? Do i need to
 rebuild the game solution in Visual Studio after sound replacement? Do they
 have to be in WAV format and does the sound files need to be a certain
 length of time? Long story short, can anyone please tell me a very precise
 tutorial on replacing sounds on mods! Thanks!

  On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay tom_clay...@live.com
 https://e.mail.ru/compose/?mailto=mailto%3atom_clay...@live.com
 wrote:

  You don't need a VPK to use the sounds, if you place them in the
 sounds folder, then into a respective sub directory they will work fine.



 On Apr 1, 2015, at 9:15 PM, Minh Le minh...@telus.net
 https://e.mail.ru/compose/?mailto=mailto%3aminh...@telus.net wrote:

   If you google, make vpk
 you'll find a bunch of tutorials

Re: [hlcoders] Modding Problems

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 gisg...@gmail.com wrote:

 NVM, think i found the answer. HL2 was uninstalled somehow and only HL2EP2
 was installed. I hope!

 On Wed, Apr 15, 2015 at 9:18 PM, Gavin Isgar gisg...@gmail.com wrote:

 Back with another question guys! So i was looking at the chapter list in
 my game(literally ingame) and i now see something new, a commentary
 checkbox! I didnt add one though, im using SDK Base 2007 for this mod BTW.
 Did it update and automatically put it in? Please help for future reference!

 On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar gisg...@gmail.com wrote:

 Im not distributing them, and i dont feel like it. I just want to know
 how i can configure code files for a game so that it can find the game and
 code it

 On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak wazanato...@gmail.com
 wrote:

 Are you using SVN or Git? Just make a branch if you are.
 On Apr 14, 2015 6:55 AM, Gavin Isgar gisg...@gmail.com wrote:

 Its not that easy. The files within it are all configured for the base
 game other than the beta. But that still didnt answer my question

 On Tue, Apr 14, 2015 at 5:04 AM, Stan R. ca...@inbox.ru wrote:

 You just...copy it? Create a folder for your beta and work in it? 
 Computer
 basics?


 Понедельник, 13 апреля 2015, 23:08 -04:00 от Gavin Isgar 
 gisg...@gmail.com:

   Hey guys, back with huge question! Im wondering how i can make a
 manual code folder for my game(like for Half-Life 2: Example, it would be
 HL2E in the C Local Disk)? Im wondering how i can copy one from my actual
 game and edit it for a beta version, so instead of HL2RS it would be
 HL2RSB! Please tell me how i can do that without Source SDK because it 
 wont
 work that way!

 On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak 
 wave@hotmail.com
 https://e.mail.ru/compose/?mailto=mailto%3awave@hotmail.com
 wrote:

  Well, normally it shouldn't interfere with your mod in any way, but
 you can only verify that yourself by testing. I do remember a case where 
 a
 breaking change was made in the 2013 SDK quite a while ago, but that was
 announced in a Steam community and on this mailing list.

 If I'm not mistaken, the SDK Base contains just the engine.dll itself
 (and a lot of other components it depends on, of course), which in turn
 loads your server and client code. That means if the interfaces between
 those modules have not changed in a way that would break compatibility,
 there should be nothing for you to worry about.
  --
 From: Gavin Isgar
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
 Sent: ‎12.‎04.‎2015 00:13
 To: Discussion of Half-Life Programming
 https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com
 Subject: Re: [hlcoders] Modding Problems

  I wanted to use Source SDK Base 2007 for a reason. But my question
 still hasn't been answered.


 On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires st...@swires.me
 https://e.mail.ru/compose/?mailto=mailto%3ast...@swires.me wrote:

 If you're starting a new mod (which it sounds like you are), you
 should not be using the 2007 base at all.

 On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
 wrote:

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

 On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
 wrote:

 Thanks Stan!


 On Fri, Apr 3, 2015 at 8:42 PM, Stan R. ca...@inbox.ru
 https://e.mail.ru/compose/?mailto=mailto%3aca...@inbox.ru wrote:

 You dont need to use VPKs to add sounds to your mod, just put them in
 yourmod/sound/ folder. You dont need to touch sources and build solution 
 at
 all, weapon sounds defined in weapon script file (scripts/weapon_smg1.txt
 for example) and sound definition scripts (game_sounds_weapons.txt,
 game_sounds_player.txt). Yes, they should be WAV 44khz/16bit. No, you can
 use any length you want.


 Пятница, 3 апреля 2015, 20:33 -04:00 от Gavin Isgar 
 gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com:

Hey guys, im back with a question. I've been trying everything to
 change the weapon sounds of weapons but i cant find a very precise
 tutorial on how, and most are outdated. Do i need VPKs? Do i need to
 rebuild the game solution in Visual Studio after sound replacement? Do 
 they
 have to be in WAV format and does the sound files need to be a certain
 length of time? Long story short, can anyone please tell me a very 
 precise
 tutorial on replacing sounds on mods! Thanks!

  On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay tom_clay

Re: [hlcoders] Modding Problems

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 gisg...@gmail.com:
Hey guys, back with huge question! Im wondering how i can make a manual code 
folder for my game(like for Half-Life 2: Example, it would be HL2E in the C 
Local Disk)? Im wondering how i can copy one from my actual game and edit it 
for a beta version, so instead of HL2RS it would be HL2RSB! Please tell me how 
i can do that without Source SDK because it wont work that way!

On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak   wave@hotmail.com  
wrote:
Well, normally it shouldn't interfere with your mod in any way, but you can 
only verify that yourself by testing. I do remember a case where a breaking 
change was made in the 2013 SDK quite a while
 ago, but that was announced in a Steam community and on this mailing list.

If I'm not mistaken, the SDK Base contains just the engine.dll itself (and a 
lot of other components it depends on, of course), which in turn loads your 
server and client code. That means if the interfaces between those modules 
have not changed in a way that
 would break compatibility, there should be nothing for you to worry about.
--
From: Gavin Isgar
Sent: ‎12.‎04.‎2015 00:13
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Modding Problems

I wanted to use Source SDK Base 2007 for a reason. But my question still 
hasn't been answered.


On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires   st...@swires.me  wrote:
If you're starting a new mod (which it sounds like you are), you should not 
be using the 2007 base at all.

On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar   gisg...@gmail.com  wrote:
Hey guys, back with another question! So i just saw awhile ago that Source 
SDK Base 2007 got updated. My mod uses Source SDK Base 2007 and i was 
wondering, do the updates interfere with the mod in anyway? Thanks for the 
help!

On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar   gisg...@gmail.com  wrote:
Thanks Stan!


On Fri, Apr 3, 2015 at 8:42 PM, Stan R.   ca...@inbox.ru  wrote:
You dont need to use VPKs to add sounds to your mod, just put them in 
yourmod/sound/ folder. You dont need to touch sources and build solution 
at all, weapon sounds defined in weapon script file 
(scripts/weapon_smg1.txt for example) and sound definition
 scripts (game_sounds_weapons.txt, game_sounds_player.txt). Yes, they should be 
WAV 44khz/16bit. No, you can use any length you want.


Пятница, 3 апреля 2015, 20:33 -04:00 от Gavin Isgar  gisg...@gmail.com :

Hey guys, im back with a question. I've been trying everything to change 
the weapon sounds of weapons but i cant find a very precise tutorial 
on how, and most are outdated. Do i need VPKs? Do i need to rebuild the 
game solution in Visual Studio
 after sound replacement? Do they have to be in WAV format and does the sound 
files need to be a certain length of time? Long story short, can anyone please 
tell me a very precise tutorial on replacing sounds on mods! Thanks!

On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay   tom_clay...@live.com  wrote:
You don't need a VPK to use the sounds, if you place them in the sounds 
folder, then into a respective sub directory they will work fine.



On Apr 1, 2015, at 9:15 PM, Minh Le  minh...@telus.net  wrote:

If you google, make vpk 
you'll find a bunch of tutorials. This video looked helpful
https://www.youtube.com/watch?v=P3ILjexx0cE

On 4/1/2015 5:01 PM, Gavin Isgar wrote:
Hey guys, im back again! I'm having trouble figuring out how to make 
vpk's to use for sounds for my mod and how to convert the sound files 
for use in Source! Can someone please leave a nice tutorial(text 
tutorial) on how to do this.

On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar   gisg...@gmail.com  
wrote:
Thanks Jesse, you saved my life lol.


On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak   wazanato...@gmail.com  
wrote:
Yes use gcf scape and look in the games vpks the ones you want are 
the directory vpks which use _dir
On Apr 1, 2015 3:21 PM, Gavin Isgar  gisg...@gmail.com  wrote:
I've checked all sound folders in the games but don't see any 
sounds themself. Do i have to use GCFScape or something? Sorry if 
i sound like i have no experience, i've just been very tired 
recently and didnt get a lot of sleep.

On Wed, Apr 1, 2015 at 11:30 AM, Tony omega Sergi   
omegal...@gmail.com  wrote:
What do you think your mod is running off of?
You have the base source content, which includes all of the 
sounds and soundscripts for hl2, ep1, ep2, lost coast, etc. Plus 
if you own tf2 or any of the other valve games you can easily 
look at their files too.

On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar   gisg...@gmail.com 
 wrote:
My mod didn't come with existing sound files. I've also read the 
developer wiki, but i didn't find much, so i'm asking you.


On Wed, Apr 1, 2015 at 12:43 AM, Tony omega Sergi   
omegal

Re: [hlcoders] Modding Problems

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. ca...@inbox.ru wrote:

 You just...copy it? Create a folder for your beta and work in it? Computer
 basics?


 Понедельник, 13 апреля 2015, 23:08 -04:00 от Gavin Isgar 
 gisg...@gmail.com:

   Hey guys, back with huge question! Im wondering how i can make a manual
 code folder for my game(like for Half-Life 2: Example, it would be HL2E in
 the C Local Disk)? Im wondering how i can copy one from my actual game and
 edit it for a beta version, so instead of HL2RS it would be HL2RSB! Please
 tell me how i can do that without Source SDK because it wont work that way!

 On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak wave@hotmail.com
 https://e.mail.ru/compose/?mailto=mailto%3awave@hotmail.com wrote:

  Well, normally it shouldn't interfere with your mod in any way, but you
 can only verify that yourself by testing. I do remember a case where a
 breaking change was made in the 2013 SDK quite a while ago, but that was
 announced in a Steam community and on this mailing list.

 If I'm not mistaken, the SDK Base contains just the engine.dll itself (and
 a lot of other components it depends on, of course), which in turn loads
 your server and client code. That means if the interfaces between those
 modules have not changed in a way that would break compatibility, there
 should be nothing for you to worry about.
  --
 From: Gavin Isgar
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
 Sent: ‎12.‎04.‎2015 00:13
 To: Discussion of Half-Life Programming
 https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com
 Subject: Re: [hlcoders] Modding Problems

  I wanted to use Source SDK Base 2007 for a reason. But my question still
 hasn't been answered.


 On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires st...@swires.me
 https://e.mail.ru/compose/?mailto=mailto%3ast...@swires.me wrote:

 If you're starting a new mod (which it sounds like you are), you should
 not be using the 2007 base at all.

 On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote:

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

 On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote:

 Thanks Stan!


 On Fri, Apr 3, 2015 at 8:42 PM, Stan R. ca...@inbox.ru
 https://e.mail.ru/compose/?mailto=mailto%3aca...@inbox.ru wrote:

 You dont need to use VPKs to add sounds to your mod, just put them in
 yourmod/sound/ folder. You dont need to touch sources and build solution at
 all, weapon sounds defined in weapon script file (scripts/weapon_smg1.txt
 for example) and sound definition scripts (game_sounds_weapons.txt,
 game_sounds_player.txt). Yes, they should be WAV 44khz/16bit. No, you can
 use any length you want.


 Пятница, 3 апреля 2015, 20:33 -04:00 от Gavin Isgar gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com:

Hey guys, im back with a question. I've been trying everything to
 change the weapon sounds of weapons but i cant find a very precise
 tutorial on how, and most are outdated. Do i need VPKs? Do i need to
 rebuild the game solution in Visual Studio after sound replacement? Do they
 have to be in WAV format and does the sound files need to be a certain
 length of time? Long story short, can anyone please tell me a very precise
 tutorial on replacing sounds on mods! Thanks!

  On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay tom_clay...@live.com
 https://e.mail.ru/compose/?mailto=mailto%3atom_clay...@live.com wrote:

  You don't need a VPK to use the sounds, if you place them in the sounds
 folder, then into a respective sub directory they will work fine.



 On Apr 1, 2015, at 9:15 PM, Minh Le minh...@telus.net
 https://e.mail.ru/compose/?mailto=mailto%3aminh...@telus.net wrote:

   If you google, make vpk
 you'll find a bunch of tutorials. This video looked helpful
 https://www.youtube.com/watch?v=P3ILjexx0cE

 On 4/1/2015 5:01 PM, Gavin Isgar wrote:

 Hey guys, im back again! I'm having trouble figuring out how to make vpk's
 to use for sounds for my mod and how to convert the sound files for use in
 Source! Can someone please leave a nice tutorial(text tutorial) on how to
 do this.

 On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote:

 Thanks Jesse, you saved my life lol.


 On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak wazanato...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3awazanato...@gmail.com wrote:

 Yes use gcf scape and look in the games vpks the ones you

Re: [hlcoders] Modding Problems

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 gisg...@gmail.com wrote:

 Its not that easy. The files within it are all configured for the base
 game other than the beta. But that still didnt answer my question

 On Tue, Apr 14, 2015 at 5:04 AM, Stan R. ca...@inbox.ru wrote:

 You just...copy it? Create a folder for your beta and work in it? Computer
 basics?


 Понедельник, 13 апреля 2015, 23:08 -04:00 от Gavin Isgar 
 gisg...@gmail.com:

   Hey guys, back with huge question! Im wondering how i can make a
 manual code folder for my game(like for Half-Life 2: Example, it would be
 HL2E in the C Local Disk)? Im wondering how i can copy one from my actual
 game and edit it for a beta version, so instead of HL2RS it would be
 HL2RSB! Please tell me how i can do that without Source SDK because it wont
 work that way!

 On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak wave@hotmail.com
 https://e.mail.ru/compose/?mailto=mailto%3awave@hotmail.com wrote:

  Well, normally it shouldn't interfere with your mod in any way, but you
 can only verify that yourself by testing. I do remember a case where a
 breaking change was made in the 2013 SDK quite a while ago, but that was
 announced in a Steam community and on this mailing list.

 If I'm not mistaken, the SDK Base contains just the engine.dll itself
 (and a lot of other components it depends on, of course), which in turn
 loads your server and client code. That means if the interfaces between
 those modules have not changed in a way that would break compatibility,
 there should be nothing for you to worry about.
  --
 From: Gavin Isgar
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
 Sent: ‎12.‎04.‎2015 00:13
 To: Discussion of Half-Life Programming
 https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com
 Subject: Re: [hlcoders] Modding Problems

  I wanted to use Source SDK Base 2007 for a reason. But my question
 still hasn't been answered.


 On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires st...@swires.me
 https://e.mail.ru/compose/?mailto=mailto%3ast...@swires.me wrote:

 If you're starting a new mod (which it sounds like you are), you should
 not be using the 2007 base at all.

 On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote:

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

 On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote:

 Thanks Stan!


 On Fri, Apr 3, 2015 at 8:42 PM, Stan R. ca...@inbox.ru
 https://e.mail.ru/compose/?mailto=mailto%3aca...@inbox.ru wrote:

 You dont need to use VPKs to add sounds to your mod, just put them in
 yourmod/sound/ folder. You dont need to touch sources and build solution at
 all, weapon sounds defined in weapon script file (scripts/weapon_smg1.txt
 for example) and sound definition scripts (game_sounds_weapons.txt,
 game_sounds_player.txt). Yes, they should be WAV 44khz/16bit. No, you can
 use any length you want.


 Пятница, 3 апреля 2015, 20:33 -04:00 от Gavin Isgar gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com:

Hey guys, im back with a question. I've been trying everything to
 change the weapon sounds of weapons but i cant find a very precise
 tutorial on how, and most are outdated. Do i need VPKs? Do i need to
 rebuild the game solution in Visual Studio after sound replacement? Do they
 have to be in WAV format and does the sound files need to be a certain
 length of time? Long story short, can anyone please tell me a very precise
 tutorial on replacing sounds on mods! Thanks!

  On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay tom_clay...@live.com
 https://e.mail.ru/compose/?mailto=mailto%3atom_clay...@live.com wrote:

  You don't need a VPK to use the sounds, if you place them in the sounds
 folder, then into a respective sub directory they will work fine.



 On Apr 1, 2015, at 9:15 PM, Minh Le minh...@telus.net
 https://e.mail.ru/compose/?mailto=mailto%3aminh...@telus.net wrote:

   If you google, make vpk
 you'll find a bunch of tutorials. This video looked helpful
 https://www.youtube.com/watch?v=P3ILjexx0cE

 On 4/1/2015 5:01 PM, Gavin Isgar wrote:

 Hey guys, im back again! I'm having trouble figuring out how to make
 vpk's to use for sounds for my mod and how to convert the sound files for
 use in Source! Can someone please leave a nice tutorial(text tutorial) on
 how to do this.

 On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote:

 Thanks Jesse, you saved my life lol.


 On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak wazanato...@gmail.com
 https

Re: [hlcoders] Modding Problems

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 wazanato...@gmail.com wrote:

 Are you using SVN or Git? Just make a branch if you are.
 On Apr 14, 2015 6:55 AM, Gavin Isgar gisg...@gmail.com wrote:

 Its not that easy. The files within it are all configured for the base
 game other than the beta. But that still didnt answer my question

 On Tue, Apr 14, 2015 at 5:04 AM, Stan R. ca...@inbox.ru wrote:

 You just...copy it? Create a folder for your beta and work in it? Computer
 basics?


 Понедельник, 13 апреля 2015, 23:08 -04:00 от Gavin Isgar 
 gisg...@gmail.com:

   Hey guys, back with huge question! Im wondering how i can make a
 manual code folder for my game(like for Half-Life 2: Example, it would be
 HL2E in the C Local Disk)? Im wondering how i can copy one from my actual
 game and edit it for a beta version, so instead of HL2RS it would be
 HL2RSB! Please tell me how i can do that without Source SDK because it wont
 work that way!

 On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak wave@hotmail.com
 https://e.mail.ru/compose/?mailto=mailto%3awave@hotmail.com
 wrote:

  Well, normally it shouldn't interfere with your mod in any way, but
 you can only verify that yourself by testing. I do remember a case where a
 breaking change was made in the 2013 SDK quite a while ago, but that was
 announced in a Steam community and on this mailing list.

 If I'm not mistaken, the SDK Base contains just the engine.dll itself
 (and a lot of other components it depends on, of course), which in turn
 loads your server and client code. That means if the interfaces between
 those modules have not changed in a way that would break compatibility,
 there should be nothing for you to worry about.
  --
 From: Gavin Isgar
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
 Sent: ‎12.‎04.‎2015 00:13
 To: Discussion of Half-Life Programming
 https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com
 Subject: Re: [hlcoders] Modding Problems

  I wanted to use Source SDK Base 2007 for a reason. But my question
 still hasn't been answered.


 On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires st...@swires.me
 https://e.mail.ru/compose/?mailto=mailto%3ast...@swires.me wrote:

 If you're starting a new mod (which it sounds like you are), you should
 not be using the 2007 base at all.

 On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote:

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

 On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote:

 Thanks Stan!


 On Fri, Apr 3, 2015 at 8:42 PM, Stan R. ca...@inbox.ru
 https://e.mail.ru/compose/?mailto=mailto%3aca...@inbox.ru wrote:

 You dont need to use VPKs to add sounds to your mod, just put them in
 yourmod/sound/ folder. You dont need to touch sources and build solution at
 all, weapon sounds defined in weapon script file (scripts/weapon_smg1.txt
 for example) and sound definition scripts (game_sounds_weapons.txt,
 game_sounds_player.txt). Yes, they should be WAV 44khz/16bit. No, you can
 use any length you want.


 Пятница, 3 апреля 2015, 20:33 -04:00 от Gavin Isgar gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com:

Hey guys, im back with a question. I've been trying everything to
 change the weapon sounds of weapons but i cant find a very precise
 tutorial on how, and most are outdated. Do i need VPKs? Do i need to
 rebuild the game solution in Visual Studio after sound replacement? Do they
 have to be in WAV format and does the sound files need to be a certain
 length of time? Long story short, can anyone please tell me a very precise
 tutorial on replacing sounds on mods! Thanks!

  On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay tom_clay...@live.com
 https://e.mail.ru/compose/?mailto=mailto%3atom_clay...@live.com
 wrote:

  You don't need a VPK to use the sounds, if you place them in the
 sounds folder, then into a respective sub directory they will work fine.



 On Apr 1, 2015, at 9:15 PM, Minh Le minh...@telus.net
 https://e.mail.ru/compose/?mailto=mailto%3aminh...@telus.net wrote:

   If you google, make vpk
 you'll find a bunch of tutorials. This video looked helpful
 https://www.youtube.com/watch?v=P3ILjexx0cE

 On 4/1/2015 5:01 PM, Gavin Isgar wrote:

 Hey guys, im back again! I'm having trouble figuring out how to make
 vpk's to use for sounds for my mod and how to convert the sound files for
 use in Source! Can someone please leave a nice tutorial(text tutorial) on
 how to do this.

 On Wed, Apr 1

Re: [hlcoders] Modding Problems

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 wave@hotmail.com
wrote:

  Well, normally it shouldn't interfere with your mod in any way, but you
 can only verify that yourself by testing. I do remember a case where a
 breaking change was made in the 2013 SDK quite a while ago, but that was
 announced in a Steam community and on this mailing list.

 If I'm not mistaken, the SDK Base contains just the engine.dll itself (and
 a lot of other components it depends on, of course), which in turn loads
 your server and client code. That means if the interfaces between those
 modules have not changed in a way that would break compatibility, there
 should be nothing for you to worry about.
  --
 From: Gavin Isgar gisg...@gmail.com
 Sent: ‎12.‎04.‎2015 00:13
 To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Modding Problems

  I wanted to use Source SDK Base 2007 for a reason. But my question still
 hasn't been answered.


 On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires st...@swires.me wrote:

 If you're starting a new mod (which it sounds like you are), you should
 not be using the 2007 base at all.

 On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar gisg...@gmail.com wrote:

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

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

 Thanks Stan!


 On Fri, Apr 3, 2015 at 8:42 PM, Stan R. ca...@inbox.ru wrote:

 You dont need to use VPKs to add sounds to your mod, just put them in
 yourmod/sound/ folder. You dont need to touch sources and build solution at
 all, weapon sounds defined in weapon script file (scripts/weapon_smg1.txt
 for example) and sound definition scripts (game_sounds_weapons.txt,
 game_sounds_player.txt). Yes, they should be WAV 44khz/16bit. No, you can
 use any length you want.


 Пятница, 3 апреля 2015, 20:33 -04:00 от Gavin Isgar gisg...@gmail.com:

Hey guys, im back with a question. I've been trying everything to
 change the weapon sounds of weapons but i cant find a very precise
 tutorial on how, and most are outdated. Do i need VPKs? Do i need to
 rebuild the game solution in Visual Studio after sound replacement? Do they
 have to be in WAV format and does the sound files need to be a certain
 length of time? Long story short, can anyone please tell me a very precise
 tutorial on replacing sounds on mods! Thanks!

  On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay tom_clay...@live.com
 https://e.mail.ru/compose/?mailto=mailto%3atom_clay...@live.com wrote:

  You don't need a VPK to use the sounds, if you place them in the sounds
 folder, then into a respective sub directory they will work fine.



 On Apr 1, 2015, at 9:15 PM, Minh Le minh...@telus.net
 https://e.mail.ru/compose/?mailto=mailto%3aminh...@telus.net wrote:

   If you google, make vpk
 you'll find a bunch of tutorials. This video looked helpful
 https://www.youtube.com/watch?v=P3ILjexx0cE

 On 4/1/2015 5:01 PM, Gavin Isgar wrote:

 Hey guys, im back again! I'm having trouble figuring out how to make vpk's
 to use for sounds for my mod and how to convert the sound files for use in
 Source! Can someone please leave a nice tutorial(text tutorial) on how to
 do this.

 On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote:

 Thanks Jesse, you saved my life lol.


 On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak wazanato...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3awazanato...@gmail.com wrote:

 Yes use gcf scape and look in the games vpks the ones you want are the
 directory vpks which use _dir
  On Apr 1, 2015 3:21 PM, Gavin Isgar gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote:

 I've checked all sound folders in the games but don't see any sounds
 themself. Do i have to use GCFScape or something? Sorry if i sound like i
 have no experience, i've just been very tired recently and didnt get a lot
 of sleep.

 On Wed, Apr 1, 2015 at 11:30 AM, Tony omega Sergi omegal...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3aomegal...@gmail.com wrote:

  What do you think your mod is running off of?
  You have the base source content, which includes all of the sounds and
 soundscripts for hl2, ep1, ep2, lost coast, etc. Plus if you own tf2 or any
 of the other valve games you can easily look at their files too.

 On Wed, Apr 1, 2015 at 9

Re: [hlcoders] Modding Problems

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 Isgarmailto:gisg...@gmail.com
Sent: ‎12.‎04.‎2015 00:13
To: Discussion of Half-Life Programmingmailto:hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Modding Problems

I wanted to use Source SDK Base 2007 for a reason. But my question still
hasn't been answered.


On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires st...@swires.me wrote:

 If you're starting a new mod (which it sounds like you are), you should
 not be using the 2007 base at all.

 On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar gisg...@gmail.com wrote:

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

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

 Thanks Stan!


 On Fri, Apr 3, 2015 at 8:42 PM, Stan R. ca...@inbox.ru wrote:

 You dont need to use VPKs to add sounds to your mod, just put them in
 yourmod/sound/ folder. You dont need to touch sources and build solution at
 all, weapon sounds defined in weapon script file (scripts/weapon_smg1.txt
 for example) and sound definition scripts (game_sounds_weapons.txt,
 game_sounds_player.txt). Yes, they should be WAV 44khz/16bit. No, you can
 use any length you want.


 Пятница, 3 апреля 2015, 20:33 -04:00 от Gavin Isgar gisg...@gmail.com
 :

   Hey guys, im back with a question. I've been trying everything to
 change the weapon sounds of weapons but i cant find a very precise
 tutorial on how, and most are outdated. Do i need VPKs? Do i need to
 rebuild the game solution in Visual Studio after sound replacement? Do they
 have to be in WAV format and does the sound files need to be a certain
 length of time? Long story short, can anyone please tell me a very precise
 tutorial on replacing sounds on mods! Thanks!

 On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay tom_clay...@live.com
 https://e.mail.ru/compose/?mailto=mailto%3atom_clay...@live.com
 wrote:

 You don't need a VPK to use the sounds, if you place them in the sounds
 folder, then into a respective sub directory they will work fine.



 On Apr 1, 2015, at 9:15 PM, Minh Le minh...@telus.net
 https://e.mail.ru/compose/?mailto=mailto%3aminh...@telus.net wrote:

 If you google, make vpk
 you'll find a bunch of tutorials. This video looked helpful
 https://www.youtube.com/watch?v=P3ILjexx0cE

 On 4/1/2015 5:01 PM, Gavin Isgar wrote:

 Hey guys, im back again! I'm having trouble figuring out how to make
 vpk's to use for sounds for my mod and how to convert the sound files for
 use in Source! Can someone please leave a nice tutorial(text tutorial) on
 how to do this.

 On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote:

 Thanks Jesse, you saved my life lol.


 On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak wazanato...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3awazanato...@gmail.com
 wrote:

 Yes use gcf scape and look in the games vpks the ones you want are the
 directory vpks which use _dir
  On Apr 1, 2015 3:21 PM, Gavin Isgar gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote:

 I've checked all sound folders in the games but don't see any sounds
 themself. Do i have to use GCFScape or something? Sorry if i sound like i
 have no experience, i've just been very tired recently and didnt get a lot
 of sleep.

 On Wed, Apr 1, 2015 at 11:30 AM, Tony omega Sergi 
 omegal...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3aomegal...@gmail.com
 wrote:

  What do you think your mod is running off of?
  You have the base source content, which includes all of the sounds and
 soundscripts for hl2, ep1, ep2, lost coast, etc. Plus if you own tf2 or any
 of the other valve games you can easily look at their files too.

 On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote:

 My mod didn't come with existing sound files. I've also read the
 developer wiki, but i didn't find much, so i'm asking you.


 On Wed, Apr 1, 2015 at 12:43 AM, Tony omega Sergi 
 omegal...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3aomegal...@gmail.com
 wrote:

 open existing sound files and sound scripts and look. also read

Re: [hlcoders] Modding Problems

2015-04-11 Thread Gavin Isgar
 size to 256x128 (but don't scale/stretch
 the actual image), or take that 152x86 image and copy it into a new 256x128
 image, and just make sure it is positioned in the top-left. The unused
 portion of the image should just be black.


  Original message 
 From: Gavin Isgar gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
 Date: 03/28/2015 10:36 PM (GMT-05:00)
 To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
 https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com

 Subject: Re: [hlcoders] Modding Problems

 Alright I guess

 On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann schumann@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3aschumann@gmail.com
 wrote:

 Other than that I'd just use the images from Half-Life 2 as a base.

 On 29 March 2015 at 12:20, Gavin Isgar gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote:

 Tom, i checked that but, to be honest, i didnt understand it a bit.
 Anything else?

 On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann schumann@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3aschumann@gmail.com
 wrote:

 There's some information on that at
 https://developer.valvesoftware.com/wiki/Background#Images

 On 29 March 2015 at 09:09, Gavin Isgar gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote:

 Hey guys, im having another problem again and couldnt find a fix on the
 internet. I dont know the right size for chapter thumbnails, what size do i
 make the picture(not the vtf or vmt)?

 On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar ben.lu...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3aben.lu...@gmail.com wrote:

 The two dots means parent directory. You start in materials/vgui, go
 up one to materials, then to materials/logo and
 materials/logo/hl2rslogo1.vmt.

 On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote:
  Yea Jesse, here's how i fixed it! So in my materials folder, i made a
 logo
  folder, inside i put both put the vmt and vtf file with the same name.
  Inside the vmt file, i put:
 
  UnlitGeneric
  {
  $basetexture logo/hl2rslogo1
  $nolod 1
  $translucent 1
  }
 
  The path automatically detects the material folder, so just put the
 folder
  and the name of both the vmt and vtf file(no extension). Then in my
  gamelogo.res in my resource folder, i put:
 
  Resource/GameLogo.res
  {
  GameLogo
  {
  ControlName EditablePanel
  fieldName GameLogo
  xpos 0
  ypos 0
  zpos 50
  wide 400
  tall 100
  autoResize 1
  pinCorner 0
  visible 1
  enabled 1
  offsetX -20
  offsetY -15
  }
 
  Logo
  {
  ControlName ImagePanel
  fieldName Logo
  xpos 0
  ypos 0
  zpos 50
  wide 400
  tall 100
  visible 1
  enabled 1
  image ../logo/hl2rslogo1
  scaleImage 1
  }
  }
 
  The dots in the path specify how many folders are before vmt and vtf,
 but i
  rather just do it like this:
 
  2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1 folder, 1
  file! If it was material/logo/hl2rslogo1 it would be 3 dots. Thats how
 i


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 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders





 ___
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 please visit:
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  --
 -Tony

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 please visit:
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 please visit:
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 --
 -Tony

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Re: [hlcoders] Modding Problems

2015-04-11 Thread Stephen Swires
 by
 128 tall, but only a portion of that gets used. 152 x 86 to be specific.
 What you should do is create your chapter images as 152x86 images, and then
 either edit that image's canvas size to 256x128 (but don't scale/stretch
 the actual image), or take that 152x86 image and copy it into a new 256x128
 image, and just make sure it is positioned in the top-left. The unused
 portion of the image should just be black.


  Original message 
 From: Gavin Isgar gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
 Date: 03/28/2015 10:36 PM (GMT-05:00)
 To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
 https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com

 Subject: Re: [hlcoders] Modding Problems

 Alright I guess

 On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann schumann@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3aschumann@gmail.com
 wrote:

 Other than that I'd just use the images from Half-Life 2 as a base.

 On 29 March 2015 at 12:20, Gavin Isgar gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote:

 Tom, i checked that but, to be honest, i didnt understand it a bit.
 Anything else?

 On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann schumann@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3aschumann@gmail.com
 wrote:

 There's some information on that at
 https://developer.valvesoftware.com/wiki/Background#Images

 On 29 March 2015 at 09:09, Gavin Isgar gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote:

 Hey guys, im having another problem again and couldnt find a fix on the
 internet. I dont know the right size for chapter thumbnails, what size do i
 make the picture(not the vtf or vmt)?

 On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar ben.lu...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3aben.lu...@gmail.com wrote:

 The two dots means parent directory. You start in materials/vgui, go
 up one to materials, then to materials/logo and
 materials/logo/hl2rslogo1.vmt.

 On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote:
  Yea Jesse, here's how i fixed it! So in my materials folder, i made a
 logo
  folder, inside i put both put the vmt and vtf file with the same name.
  Inside the vmt file, i put:
 
  UnlitGeneric
  {
  $basetexture logo/hl2rslogo1
  $nolod 1
  $translucent 1
  }
 
  The path automatically detects the material folder, so just put the
 folder
  and the name of both the vmt and vtf file(no extension). Then in my
  gamelogo.res in my resource folder, i put:
 
  Resource/GameLogo.res
  {
  GameLogo
  {
  ControlName EditablePanel
  fieldName GameLogo
  xpos 0
  ypos 0
  zpos 50
  wide 400
  tall 100
  autoResize 1
  pinCorner 0
  visible 1
  enabled 1
  offsetX -20
  offsetY -15
  }
 
  Logo
  {
  ControlName ImagePanel
  fieldName Logo
  xpos 0
  ypos 0
  zpos 50
  wide 400
  tall 100
  visible 1
  enabled 1
  image ../logo/hl2rslogo1
  scaleImage 1
  }
  }
 
  The dots in the path specify how many folders are before vmt and vtf,
 but i
  rather just do it like this:
 
  2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1 folder,
 1
  file! If it was material/logo/hl2rslogo1 it would be 3 dots. Thats how
 i


  ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders





 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders





  --
 -Tony

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 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

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 please visit:
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 please 
 visit:https://list.valvesoftware.com/cgi

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 Isgarmailto:gisg...@gmail.com
Sent: ‎12.‎04.‎2015 00:13
To: Discussion of Half-Life Programmingmailto:hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Modding Problems

I wanted to use Source SDK Base 2007 for a reason. But my question still
hasn't been answered.


On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires st...@swires.me wrote:

 If you're starting a new mod (which it sounds like you are), you should
 not be using the 2007 base at all.

 On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar gisg...@gmail.com wrote:

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

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

 Thanks Stan!


 On Fri, Apr 3, 2015 at 8:42 PM, Stan R. ca...@inbox.ru wrote:

 You dont need to use VPKs to add sounds to your mod, just put them in
 yourmod/sound/ folder. You dont need to touch sources and build solution at
 all, weapon sounds defined in weapon script file (scripts/weapon_smg1.txt
 for example) and sound definition scripts (game_sounds_weapons.txt,
 game_sounds_player.txt). Yes, they should be WAV 44khz/16bit. No, you can
 use any length you want.


 Пятница, 3 апреля 2015, 20:33 -04:00 от Gavin Isgar gisg...@gmail.com
 :

   Hey guys, im back with a question. I've been trying everything to
 change the weapon sounds of weapons but i cant find a very precise
 tutorial on how, and most are outdated. Do i need VPKs? Do i need to
 rebuild the game solution in Visual Studio after sound replacement? Do they
 have to be in WAV format and does the sound files need to be a certain
 length of time? Long story short, can anyone please tell me a very precise
 tutorial on replacing sounds on mods! Thanks!

 On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay tom_clay...@live.com
 https://e.mail.ru/compose/?mailto=mailto%3atom_clay...@live.com
 wrote:

 You don't need a VPK to use the sounds, if you place them in the sounds
 folder, then into a respective sub directory they will work fine.



 On Apr 1, 2015, at 9:15 PM, Minh Le minh...@telus.net
 https://e.mail.ru/compose/?mailto=mailto%3aminh...@telus.net wrote:

 If you google, make vpk
 you'll find a bunch of tutorials. This video looked helpful
 https://www.youtube.com/watch?v=P3ILjexx0cE

 On 4/1/2015 5:01 PM, Gavin Isgar wrote:

 Hey guys, im back again! I'm having trouble figuring out how to make
 vpk's to use for sounds for my mod and how to convert the sound files for
 use in Source! Can someone please leave a nice tutorial(text tutorial) on
 how to do this.

 On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote:

 Thanks Jesse, you saved my life lol.


 On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak wazanato...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3awazanato...@gmail.com
 wrote:

 Yes use gcf scape and look in the games vpks the ones you want are the
 directory vpks which use _dir
  On Apr 1, 2015 3:21 PM, Gavin Isgar gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote:

 I've checked all sound folders in the games but don't see any sounds
 themself. Do i have to use GCFScape or something? Sorry if i sound like i
 have no experience, i've just been very tired recently and didnt get a lot
 of sleep.

 On Wed, Apr 1, 2015 at 11:30 AM, Tony omega Sergi 
 omegal...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3aomegal...@gmail.com
 wrote:

  What do you think your mod is running off of?
  You have the base source content, which includes all of the sounds and
 soundscripts for hl2, ep1, ep2, lost coast, etc. Plus if you own tf2 or any
 of the other valve games you can easily look at their files too.

 On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote:

 My mod didn't come with existing sound files. I've also read the
 developer wiki, but i didn't find much, so i'm asking you.


 On Wed, Apr 1, 2015 at 12:43 AM, Tony omega Sergi 
 omegal...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3aomegal...@gmail.com
 wrote:

 open existing sound files and sound scripts and look. also read

Re: [hlcoders] Modding Problems

2015-04-03 Thread Stan R .
), or
  take that
  152x86 image
  and copy it
  into a new
  256x128 image,
  and just make
  sure it is
  positioned in
  the top-left.
  The unused
  portion of the
  image should
  just be black.



  Original
  message
  
From: Gavin
  Isgar  
gisg...@gmail.com 
Date:
  03/28/2015
  10:36 PM
  (GMT-05:00) 
To: Discussion
  of Half-Life
  Programming
   
hlcoders@list.valvesoftware.com 
Subject: Re:
  [hlcoders]
  Modding
  Problems 

Alright
  I guess

On
  Sat, Mar 28,
  2015 at 10:24
  PM, Tom
  Schumann   
schumann@gmail.com  wrote:
Other
  than that I'd
  just use the
  images from
  Half-Life 2 as
  a base.

On
  29 March 2015
  at 12:20,
  Gavin Isgar   
gisg...@gmail.com  wrote:
Tom,
  i checked that
  but, to be
  honest, i
  didnt
  understand it
  a bit.
  Anything else?

On
  Sat, Mar 28,
  2015 at 9:40
  PM, Tom
  Schumann   
schumann@gmail.com  wrote:
There's
  some
  information on
  that at  
https://developer.valvesoftware.com/wiki/Background#Images

On
  29 March 2015
  at 09:09,
  Gavin Isgar   
gisg...@gmail.com  wrote:
Hey
  guys, im
  having another
  problem again
  and couldnt
  find a fix on
  the internet.
  I dont know
  the right size
  for chapter
  thumbnails,
  what size do i

Re: [hlcoders] Modding Problems

2015-04-03 Thread Gavin Isgar
...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com
 Date: 03/28/2015 10:36 PM (GMT-05:00)
 To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
 https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com

 Subject: Re: [hlcoders] Modding Problems

 Alright I guess

 On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann schumann@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3aschumann@gmail.com
 wrote:

 Other than that I'd just use the images from Half-Life 2 as a base.

 On 29 March 2015 at 12:20, Gavin Isgar gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote:

 Tom, i checked that but, to be honest, i didnt understand it a bit.
 Anything else?

 On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann schumann@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3aschumann@gmail.com
 wrote:

 There's some information on that at
 https://developer.valvesoftware.com/wiki/Background#Images

 On 29 March 2015 at 09:09, Gavin Isgar gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote:

 Hey guys, im having another problem again and couldnt find a fix on the
 internet. I dont know the right size for chapter thumbnails, what size do i
 make the picture(not the vtf or vmt)?

 On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar ben.lu...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3aben.lu...@gmail.com wrote:

 The two dots means parent directory. You start in materials/vgui, go
 up one to materials, then to materials/logo and
 materials/logo/hl2rslogo1.vmt.

 On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar gisg...@gmail.com
 https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote:
  Yea Jesse, here's how i fixed it! So in my materials folder, i made a
 logo
  folder, inside i put both put the vmt and vtf file with the same name.
  Inside the vmt file, i put:
 
  UnlitGeneric
  {
  $basetexture logo/hl2rslogo1
  $nolod 1
  $translucent 1
  }
 
  The path automatically detects the material folder, so just put the
 folder
  and the name of both the vmt and vtf file(no extension). Then in my
  gamelogo.res in my resource folder, i put:
 
  Resource/GameLogo.res
  {
  GameLogo
  {
  ControlName EditablePanel
  fieldName GameLogo
  xpos 0
  ypos 0
  zpos 50
  wide 400
  tall 100
  autoResize 1
  pinCorner 0
  visible 1
  enabled 1
  offsetX -20
  offsetY -15
  }
 
  Logo
  {
  ControlName ImagePanel
  fieldName Logo
  xpos 0
  ypos 0
  zpos 50
  wide 400
  tall 100
  visible 1
  enabled 1
  image ../logo/hl2rslogo1
  scaleImage 1
  }
  }
 
  The dots in the path specify how many folders are before vmt and vtf,
 but i
  rather just do it like this:
 
  2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1 folder, 1
  file! If it was material/logo/hl2rslogo1 it would be 3 dots. Thats how i


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 please visit:
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  --
 -Tony

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 --
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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 tom_clay...@live.com wrote:

 You don't need a VPK to use the sounds, if you place them in the sounds
 folder, then into a respective sub directory they will work fine.



 On Apr 1, 2015, at 9:15 PM, Minh Le minh...@telus.net wrote:

 If you google, make vpk
 you'll find a bunch of tutorials. This video looked helpful
 https://www.youtube.com/watch?v=P3ILjexx0cE

 On 4/1/2015 5:01 PM, Gavin Isgar wrote:

 Hey guys, im back again! I'm having trouble figuring out how to make vpk's
 to use for sounds for my mod and how to convert the sound files for use in
 Source! Can someone please leave a nice tutorial(text tutorial) on how to
 do this.

 On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar gisg...@gmail.com wrote:

 Thanks Jesse, you saved my life lol.


 On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak wazanato...@gmail.com wrote:

 Yes use gcf scape and look in the games vpks the ones you want are the
 directory vpks which use _dir
  On Apr 1, 2015 3:21 PM, Gavin Isgar gisg...@gmail.com wrote:

 I've checked all sound folders in the games but don't see any sounds
 themself. Do i have to use GCFScape or something? Sorry if i sound like i
 have no experience, i've just been very tired recently and didnt get a lot
 of sleep.

 On Wed, Apr 1, 2015 at 11:30 AM, Tony omega Sergi 
 omegal...@gmail.com wrote:

  What do you think your mod is running off of?
  You have the base source content, which includes all of the sounds
 and soundscripts for hl2, ep1, ep2, lost coast, etc. Plus if you own tf2 
 or
 any of the other valve games you can easily look at their files too.

 On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar gisg...@gmail.com wrote:

 My mod didn't come with existing sound files. I've also read the
 developer wiki, but i didn't find much, so i'm asking you.


 On Wed, Apr 1, 2015 at 12:43 AM, Tony omega Sergi 
 omegal...@gmail.com wrote:

 open existing sound files and sound scripts and look. also read the
 developer wiki.

 On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar gisg...@gmail.com
 wrote:

 Hey guys, i have another question! How do i change weapon sound for
 my mod? What format does it have to be and what files do i need to 
 edit?
 Long story short, i need to know everything about changing the sounds
 please!

 On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar gisg...@gmail.com
 wrote:

 Thanks Ken, i was just tired last night and having a rough time
 with some stuff, thanks though!

  On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher capt...@qis.net
 wrote:

   It says right there...
 The images displayed in the new game dialogue are 152x86. Since
 texture dimensions must both be a power of two, your VTFs will be 
 256x128
 with a border to the right and bottom.

  That means that the full dimensions of the image will be 256
 wide by 128 tall, but only a portion of that gets used. 152 x 86 to 
 be
 specific. What you should do is create your chapter images as 152x86
 images, and then either edit that image's canvas size to 256x128 
 (but don't
 scale/stretch the actual image), or take that 152x86 image and copy 
 it into
 a new 256x128 image, and just make sure it is positioned in the 
 top-left.
 The unused portion of the image should just be black.


  Original message 
 From: Gavin Isgar gisg...@gmail.com
 Date: 03/28/2015 10:36 PM (GMT-05:00)
 To: Discussion of Half-Life Programming 
 hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Modding Problems

 Alright I guess

 On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann 
 schumann@gmail.com wrote:

 Other than that I'd just use the images from Half-Life 2 as a
 base.

 On 29 March 2015 at 12:20, Gavin Isgar gisg...@gmail.com
 wrote:

 Tom, i checked that but, to be honest, i didnt understand it a
 bit. Anything else?

 On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann 
 schumann@gmail.com wrote:

 There's some information on that at
 https://developer.valvesoftware.com/wiki/Background#Images

 On 29 March 2015 at 09:09, Gavin Isgar gisg...@gmail.com
 wrote:

 Hey guys, im having another problem again and couldnt find a
 fix on the internet. I dont know the right size for chapter 
 thumbnails,
 what size do i make the picture(not the vtf or vmt)?

 On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar 
 ben.lu...@gmail.com wrote:

 The two dots means parent directory. You start in
 materials/vgui, go
 up one to materials, then to materials/logo and
 materials/logo/hl2rslogo1.vmt.

 On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar 
 gisg...@gmail.com wrote

Re: [hlcoders] Modding Problems

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 omegal...@gmail.com
wrote:

 open existing sound files and sound scripts and look. also read the
 developer wiki.

 On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar gisg...@gmail.com wrote:

 Hey guys, i have another question! How do i change weapon sound for my
 mod? What format does it have to be and what files do i need to edit? Long
 story short, i need to know everything about changing the sounds please!

 On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar gisg...@gmail.com wrote:

 Thanks Ken, i was just tired last night and having a rough time with
 some stuff, thanks though!

 On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher capt...@qis.net wrote:

 It says right there...
 The images displayed in the new game dialogue are 152x86. Since texture
 dimensions must both be a power of two, your VTFs will be 256x128 with a
 border to the right and bottom.

 That means that the full dimensions of the image will be 256 wide by
 128 tall, but only a portion of that gets used. 152 x 86 to be specific.
 What you should do is create your chapter images as 152x86 images, and then
 either edit that image's canvas size to 256x128 (but don't scale/stretch
 the actual image), or take that 152x86 image and copy it into a new 256x128
 image, and just make sure it is positioned in the top-left. The unused
 portion of the image should just be black.


  Original message 
 From: Gavin Isgar gisg...@gmail.com
 Date: 03/28/2015 10:36 PM (GMT-05:00)
 To: Discussion of Half-Life Programming 
 hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Modding Problems

 Alright I guess

 On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann schumann@gmail.com
 wrote:

 Other than that I'd just use the images from Half-Life 2 as a base.

 On 29 March 2015 at 12:20, Gavin Isgar gisg...@gmail.com wrote:

 Tom, i checked that but, to be honest, i didnt understand it a bit.
 Anything else?

 On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann schumann@gmail.com
  wrote:

 There's some information on that at
 https://developer.valvesoftware.com/wiki/Background#Images

 On 29 March 2015 at 09:09, Gavin Isgar gisg...@gmail.com wrote:

 Hey guys, im having another problem again and couldnt find a fix on
 the internet. I dont know the right size for chapter thumbnails, what 
 size
 do i make the picture(not the vtf or vmt)?

 On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar ben.lu...@gmail.com
 wrote:

 The two dots means parent directory. You start in
 materials/vgui, go
 up one to materials, then to materials/logo and
 materials/logo/hl2rslogo1.vmt.

 On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar gisg...@gmail.com
 wrote:
  Yea Jesse, here's how i fixed it! So in my materials folder, i
 made a logo
  folder, inside i put both put the vmt and vtf file with the same
 name.
  Inside the vmt file, i put:
 
  UnlitGeneric
  {
  $basetexture logo/hl2rslogo1
  $nolod 1
  $translucent 1
  }
 
  The path automatically detects the material folder, so just put
 the folder
  and the name of both the vmt and vtf file(no extension). Then in
 my
  gamelogo.res in my resource folder, i put:
 
  Resource/GameLogo.res
  {
  GameLogo
  {
  ControlName EditablePanel
  fieldName GameLogo
  xpos 0
  ypos 0
  zpos 50
  wide 400
  tall 100
  autoResize 1
  pinCorner 0
  visible 1
  enabled 1
  offsetX -20
  offsetY -15
  }
 
  Logo
  {
  ControlName ImagePanel
  fieldName Logo
  xpos 0
  ypos 0
  zpos 50
  wide 400
  tall 100
  visible 1
  enabled 1
  image ../logo/hl2rslogo1
  scaleImage 1
  }
  }
 
  The dots in the path specify how many folders are before vmt and
 vtf, but i
  rather just do it like this:
 
  2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1
 folder, 1
  file! If it was material/logo/hl2rslogo1 it would be 3 dots.
 Thats how i


 ___
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 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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 --
 -Tony

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 please visit:
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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 gisg...@gmail.com wrote:

 My mod didn't come with existing sound files. I've also read the developer
 wiki, but i didn't find much, so i'm asking you.


 On Wed, Apr 1, 2015 at 12:43 AM, Tony omega Sergi omegal...@gmail.com
 wrote:

 open existing sound files and sound scripts and look. also read the
 developer wiki.

 On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar gisg...@gmail.com wrote:

 Hey guys, i have another question! How do i change weapon sound for my
 mod? What format does it have to be and what files do i need to edit? Long
 story short, i need to know everything about changing the sounds please!

 On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar gisg...@gmail.com wrote:

 Thanks Ken, i was just tired last night and having a rough time with
 some stuff, thanks though!

 On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher capt...@qis.net wrote:

 It says right there...
 The images displayed in the new game dialogue are 152x86. Since
 texture dimensions must both be a power of two, your VTFs will be 256x128
 with a border to the right and bottom.

 That means that the full dimensions of the image will be 256 wide by
 128 tall, but only a portion of that gets used. 152 x 86 to be specific.
 What you should do is create your chapter images as 152x86 images, and 
 then
 either edit that image's canvas size to 256x128 (but don't scale/stretch
 the actual image), or take that 152x86 image and copy it into a new 
 256x128
 image, and just make sure it is positioned in the top-left. The unused
 portion of the image should just be black.


  Original message 
 From: Gavin Isgar gisg...@gmail.com
 Date: 03/28/2015 10:36 PM (GMT-05:00)
 To: Discussion of Half-Life Programming 
 hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Modding Problems

 Alright I guess

 On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann schumann@gmail.com
  wrote:

 Other than that I'd just use the images from Half-Life 2 as a base.

 On 29 March 2015 at 12:20, Gavin Isgar gisg...@gmail.com wrote:

 Tom, i checked that but, to be honest, i didnt understand it a bit.
 Anything else?

 On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann 
 schumann@gmail.com wrote:

 There's some information on that at
 https://developer.valvesoftware.com/wiki/Background#Images

 On 29 March 2015 at 09:09, Gavin Isgar gisg...@gmail.com wrote:

 Hey guys, im having another problem again and couldnt find a fix
 on the internet. I dont know the right size for chapter thumbnails, 
 what
 size do i make the picture(not the vtf or vmt)?

 On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar ben.lu...@gmail.com
 wrote:

 The two dots means parent directory. You start in
 materials/vgui, go
 up one to materials, then to materials/logo and
 materials/logo/hl2rslogo1.vmt.

 On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar gisg...@gmail.com
 wrote:
  Yea Jesse, here's how i fixed it! So in my materials folder, i
 made a logo
  folder, inside i put both put the vmt and vtf file with the
 same name.
  Inside the vmt file, i put:
 
  UnlitGeneric
  {
  $basetexture logo/hl2rslogo1
  $nolod 1
  $translucent 1
  }
 
  The path automatically detects the material folder, so just put
 the folder
  and the name of both the vmt and vtf file(no extension). Then
 in my
  gamelogo.res in my resource folder, i put:
 
  Resource/GameLogo.res
  {
  GameLogo
  {
  ControlName EditablePanel
  fieldName GameLogo
  xpos 0
  ypos 0
  zpos 50
  wide 400
  tall 100
  autoResize 1
  pinCorner 0
  visible 1
  enabled 1
  offsetX -20
  offsetY -15
  }
 
  Logo
  {
  ControlName ImagePanel
  fieldName Logo
  xpos 0
  ypos 0
  zpos 50
  wide 400
  tall 100
  visible 1
  enabled 1
  image ../logo/hl2rslogo1
  scaleImage 1
  }
  }
 
  The dots in the path specify how many folders are before vmt
 and vtf, but i
  rather just do it like this:
 
  2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1
 folder, 1
  file! If it was material/logo/hl2rslogo1 it would be 3 dots.
 Thats how i


 ___
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 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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 --
 -Tony

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 please visit:
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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 wazanato...@gmail.com wrote:

 Yes use gcf scape and look in the games vpks the ones you want are the
 directory vpks which use _dir
 On Apr 1, 2015 3:21 PM, Gavin Isgar gisg...@gmail.com wrote:

 I've checked all sound folders in the games but don't see any sounds
 themself. Do i have to use GCFScape or something? Sorry if i sound like i
 have no experience, i've just been very tired recently and didnt get a lot
 of sleep.

 On Wed, Apr 1, 2015 at 11:30 AM, Tony omega Sergi omegal...@gmail.com
 wrote:

 What do you think your mod is running off of?
 You have the base source content, which includes all of the sounds and
 soundscripts for hl2, ep1, ep2, lost coast, etc. Plus if you own tf2 or any
 of the other valve games you can easily look at their files too.

 On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar gisg...@gmail.com wrote:

 My mod didn't come with existing sound files. I've also read the
 developer wiki, but i didn't find much, so i'm asking you.


 On Wed, Apr 1, 2015 at 12:43 AM, Tony omega Sergi 
 omegal...@gmail.com wrote:

 open existing sound files and sound scripts and look. also read the
 developer wiki.

 On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar gisg...@gmail.com wrote:

 Hey guys, i have another question! How do i change weapon sound for
 my mod? What format does it have to be and what files do i need to edit?
 Long story short, i need to know everything about changing the sounds
 please!

 On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar gisg...@gmail.com
 wrote:

 Thanks Ken, i was just tired last night and having a rough time with
 some stuff, thanks though!

 On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher capt...@qis.net
 wrote:

 It says right there...
 The images displayed in the new game dialogue are 152x86. Since
 texture dimensions must both be a power of two, your VTFs will be 
 256x128
 with a border to the right and bottom.

 That means that the full dimensions of the image will be 256 wide
 by 128 tall, but only a portion of that gets used. 152 x 86 to be 
 specific.
 What you should do is create your chapter images as 152x86 images, and 
 then
 either edit that image's canvas size to 256x128 (but don't 
 scale/stretch
 the actual image), or take that 152x86 image and copy it into a new 
 256x128
 image, and just make sure it is positioned in the top-left. The unused
 portion of the image should just be black.


  Original message 
 From: Gavin Isgar gisg...@gmail.com
 Date: 03/28/2015 10:36 PM (GMT-05:00)
 To: Discussion of Half-Life Programming 
 hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Modding Problems

 Alright I guess

 On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann 
 schumann@gmail.com wrote:

 Other than that I'd just use the images from Half-Life 2 as a base.

 On 29 March 2015 at 12:20, Gavin Isgar gisg...@gmail.com wrote:

 Tom, i checked that but, to be honest, i didnt understand it a
 bit. Anything else?

 On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann 
 schumann@gmail.com wrote:

 There's some information on that at
 https://developer.valvesoftware.com/wiki/Background#Images

 On 29 March 2015 at 09:09, Gavin Isgar gisg...@gmail.com
 wrote:

 Hey guys, im having another problem again and couldnt find a
 fix on the internet. I dont know the right size for chapter 
 thumbnails,
 what size do i make the picture(not the vtf or vmt)?

 On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar ben.lu...@gmail.com
  wrote:

 The two dots means parent directory. You start in
 materials/vgui, go
 up one to materials, then to materials/logo and
 materials/logo/hl2rslogo1.vmt.

 On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar 
 gisg...@gmail.com wrote:
  Yea Jesse, here's how i fixed it! So in my materials folder,
 i made a logo
  folder, inside i put both put the vmt and vtf file with the
 same name.
  Inside the vmt file, i put:
 
  UnlitGeneric
  {
  $basetexture logo/hl2rslogo1
  $nolod 1
  $translucent 1
  }
 
  The path automatically detects the material folder, so just
 put the folder
  and the name of both the vmt and vtf file(no extension).
 Then in my
  gamelogo.res in my resource folder, i put:
 
  Resource/GameLogo.res
  {
  GameLogo
  {
  ControlName EditablePanel
  fieldName GameLogo
  xpos 0
  ypos 0
  zpos 50
  wide 400
  tall 100
  autoResize 1
  pinCorner 0
  visible 1
  enabled 1
  offsetX -20
  offsetY -15
  }
 
  Logo
  {
  ControlName ImagePanel
  fieldName Logo
  xpos 0
  ypos 0
  zpos 50
  wide 400
  tall 100
  visible 1
  enabled 1
  image ../logo/hl2rslogo1
  scaleImage 1
  }
  }
 
  The dots in the path specify how many folders are before vmt
 and vtf, but i
  rather just do it like this:
 
  2 dots specifies 2 folders/files like logo/hl2rslogo1, thats
 1 folder, 1
  file! If it was material/logo/hl2rslogo1 it would be 3 dots.
 Thats how i


 ___
 To unsubscribe, edit your list preferences, or view

Re: [hlcoders] Modding Problems

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

Subject: Re: [hlcoders] Modding
Problems

Alright I guess

On Sat, Mar 28, 2015 at 10:24 PM,
Tom Schumann
schumann@gmail.com
mailto:schumann@gmail.com
wrote:

Other than that I'd just use
the images from Half-Life 2 as
a base.

On 29 March 2015 at 12:20,
Gavin Isgar gisg...@gmail.com
mailto:gisg...@gmail.com wrote:

Tom, i checked that but,
to be honest, i didnt
understand it a bit.
Anything else?

On Sat, Mar 28, 2015 at
9:40 PM, Tom Schumann
schumann@gmail.com
mailto:schumann@gmail.com
wrote:

There's some
information on that at

https://developer.valvesoftware.com/wiki/Background#Images

On 29 March 2015 at
09:09, Gavin Isgar
gisg...@gmail.com
mailto:gisg...@gmail.com
wrote:

Hey guys, im
having another
problem again and
couldnt find a fix
on the internet. I
dont know the
right size for
chapter
thumbnails, what
size do i make the
picture(not the
vtf or vmt)?

On Thu, Mar 26,
2015 at 8:53 PM,
Ben Lubar
ben.lu...@gmail.com

mailto:ben.lu...@gmail.com
wrote:

The two dots
means parent
directory.
You start in
materials/vgui, go
up one to
materials,
then to
materials/logo and

materials/logo/hl2rslogo1.vmt.

On Thu, Mar
26, 2015 at
7:46 PM, Gavin
Isgar
gisg...@gmail.com

mailto:gisg...@gmail.com
wrote:
 Yea Jesse,
here's how i

Re: [hlcoders] Modding Problems

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 gisg...@gmail.com wrote:

 Thanks Jesse, you saved my life lol.


 On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak wazanato...@gmail.com wrote:

 Yes use gcf scape and look in the games vpks the ones you want are the
 directory vpks which use _dir
 On Apr 1, 2015 3:21 PM, Gavin Isgar gisg...@gmail.com wrote:

 I've checked all sound folders in the games but don't see any sounds
 themself. Do i have to use GCFScape or something? Sorry if i sound like i
 have no experience, i've just been very tired recently and didnt get a lot
 of sleep.

 On Wed, Apr 1, 2015 at 11:30 AM, Tony omega Sergi omegal...@gmail.com
  wrote:

 What do you think your mod is running off of?
 You have the base source content, which includes all of the sounds and
 soundscripts for hl2, ep1, ep2, lost coast, etc. Plus if you own tf2 or any
 of the other valve games you can easily look at their files too.

 On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar gisg...@gmail.com wrote:

 My mod didn't come with existing sound files. I've also read the
 developer wiki, but i didn't find much, so i'm asking you.


 On Wed, Apr 1, 2015 at 12:43 AM, Tony omega Sergi 
 omegal...@gmail.com wrote:

 open existing sound files and sound scripts and look. also read the
 developer wiki.

 On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar gisg...@gmail.com
 wrote:

 Hey guys, i have another question! How do i change weapon sound for
 my mod? What format does it have to be and what files do i need to edit?
 Long story short, i need to know everything about changing the sounds
 please!

 On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar gisg...@gmail.com
 wrote:

 Thanks Ken, i was just tired last night and having a rough time
 with some stuff, thanks though!

 On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher capt...@qis.net
 wrote:

 It says right there...
 The images displayed in the new game dialogue are 152x86. Since
 texture dimensions must both be a power of two, your VTFs will be 
 256x128
 with a border to the right and bottom.

 That means that the full dimensions of the image will be 256 wide
 by 128 tall, but only a portion of that gets used. 152 x 86 to be 
 specific.
 What you should do is create your chapter images as 152x86 images, 
 and then
 either edit that image's canvas size to 256x128 (but don't 
 scale/stretch
 the actual image), or take that 152x86 image and copy it into a new 
 256x128
 image, and just make sure it is positioned in the top-left. The unused
 portion of the image should just be black.


  Original message 
 From: Gavin Isgar gisg...@gmail.com
 Date: 03/28/2015 10:36 PM (GMT-05:00)
 To: Discussion of Half-Life Programming 
 hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Modding Problems

 Alright I guess

 On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann 
 schumann@gmail.com wrote:

 Other than that I'd just use the images from Half-Life 2 as a
 base.

 On 29 March 2015 at 12:20, Gavin Isgar gisg...@gmail.com wrote:

 Tom, i checked that but, to be honest, i didnt understand it a
 bit. Anything else?

 On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann 
 schumann@gmail.com wrote:

 There's some information on that at
 https://developer.valvesoftware.com/wiki/Background#Images

 On 29 March 2015 at 09:09, Gavin Isgar gisg...@gmail.com
 wrote:

 Hey guys, im having another problem again and couldnt find a
 fix on the internet. I dont know the right size for chapter 
 thumbnails,
 what size do i make the picture(not the vtf or vmt)?

 On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar 
 ben.lu...@gmail.com wrote:

 The two dots means parent directory. You start in
 materials/vgui, go
 up one to materials, then to materials/logo and
 materials/logo/hl2rslogo1.vmt.

 On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar 
 gisg...@gmail.com wrote:
  Yea Jesse, here's how i fixed it! So in my materials
 folder, i made a logo
  folder, inside i put both put the vmt and vtf file with the
 same name.
  Inside the vmt file, i put:
 
  UnlitGeneric
  {
  $basetexture logo/hl2rslogo1
  $nolod 1
  $translucent 1
  }
 
  The path automatically detects the material folder, so just
 put the folder
  and the name of both the vmt and vtf file(no extension).
 Then in my
  gamelogo.res in my resource folder, i put:
 
  Resource/GameLogo.res
  {
  GameLogo
  {
  ControlName EditablePanel
  fieldName GameLogo
  xpos 0
  ypos 0
  zpos 50
  wide 400
  tall 100
  autoResize 1
  pinCorner 0
  visible 1
  enabled 1
  offsetX -20
  offsetY -15
  }
 
  Logo
  {
  ControlName ImagePanel
  fieldName Logo
  xpos 0
  ypos 0
  zpos 50
  wide 400
  tall 100
  visible 1
  enabled 1
  image ../logo/hl2rslogo1
  scaleImage 1
  }
  }
 
  The dots in the path specify how many folders are before
 vmt

Re: [hlcoders] Modding Problems

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 minh...@telus.net wrote:
 
 If you google, make vpk 
 you'll find a bunch of tutorials. This video looked helpful
 https://www.youtube.com/watch?v=P3ILjexx0cE
 
 On 4/1/2015 5:01 PM, Gavin Isgar wrote:
 Hey guys, im back again! I'm having trouble figuring out how to make vpk's 
 to use for sounds for my mod and how to convert the sound files for use in 
 Source! Can someone please leave a nice tutorial(text tutorial) on how to do 
 this.
 
 On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar gisg...@gmail.com wrote:
 Thanks Jesse, you saved my life lol.
 
 
 On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak wazanato...@gmail.com wrote:
 Yes use gcf scape and look in the games vpks the ones you want are the 
 directory vpks which use _dir
 
 On Apr 1, 2015 3:21 PM, Gavin Isgar gisg...@gmail.com wrote:
 I've checked all sound folders in the games but don't see any sounds 
 themself. Do i have to use GCFScape or something? Sorry if i sound like i 
 have no experience, i've just been very tired recently and didnt get a 
 lot of sleep.
 
 On Wed, Apr 1, 2015 at 11:30 AM, Tony omega Sergi omegal...@gmail.com 
 wrote:
 What do you think your mod is running off of?
 You have the base source content, which includes all of the sounds and 
 soundscripts for hl2, ep1, ep2, lost coast, etc. Plus if you own tf2 or 
 any of the other valve games you can easily look at their files too.
 
 On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar gisg...@gmail.com wrote:
 My mod didn't come with existing sound files. I've also read the 
 developer wiki, but i didn't find much, so i'm asking you.
 
 
 On Wed, Apr 1, 2015 at 12:43 AM, Tony omega Sergi 
 omegal...@gmail.com wrote:
 open existing sound files and sound scripts and look. also read the 
 developer wiki.
 
 On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar gisg...@gmail.com wrote:
 Hey guys, i have another question! How do i change weapon sound for 
 my mod? What format does it have to be and what files do i need to 
 edit? Long story short, i need to know everything about changing the 
 sounds please!
 
 On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar gisg...@gmail.com 
 wrote:
 Thanks Ken, i was just tired last night and having a rough time with 
 some stuff, thanks though!
 
 On Sun, Mar 29, 2015 
   at 5:58 AM, Ken Swisher capt...@qis.net wrote:
 It says right there...
 The images displayed in the new game dialogue are 152x86. Since 
 texture dimensions must both be a power of two, your VTFs will be 
 256x128 with a border to the right and bottom.
 
 That means that the 
   full dimensions of the image will be 256 wide by 128 
 tall, but only a portion of that gets used. 152 x 86 to be  
  specific. What you 
 should do is create your chapter images 
   as 152x86 images, and then either 
 edit that image's canvas
size to 256x128 (but 
   don't scale/stretch the actual image), or 
   take that 
 152x86 image and copy it into a new 256x128 image, and just make 
 sure it is positioned in the top-left. The unused   
 portion of the image should 
 just be black.
 
 
  Original message 
 From: Gavin Isgar gisg...@gmail.com 
 Date: 03/28/2015 10:36 PM (GMT-05:00) 
 To: Discussion of Half-Life Programming 
 hlcoders@list.valvesoftware.com 
 Subject: Re: [hlcoders] Modding Problems 
 
 Alright I guess
 
 On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann 
 schumann@gmail.com wrote:
 Other than that I'd just use the images from Half-Life 2 as a base.
 
 On 29 March 2015 at 12:20, Gavin Isgar gisg...@gmail.com wrote:
 Tom, i checked that but, to be honest, i didnt understand it a 
 bit. Anything else?
 
 On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann 
 schumann@gmail.com wrote:
 There's some information on that at 
 https://developer.valvesoftware.com/wiki/Background#Images
 
 On 29 March 2015 at 09:09, Gavin Isgar gisg...@gmail.com 
 wrote:
 Hey guys, im having another problem again and couldnt find a 
 fix on the internet. I dont know the right size for chapter 
 thumbnails, what size do i  
  make the picture(not the vtf or vmt)? 
 
 On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar 
 ben.lu...@gmail.com wrote:
 The two dots means parent directory. You start in 
 materials/vgui, go
 up one to materials, then to materials/logo and
 materials/logo/hl2rslogo1.vmt.
 
 On Thu, Mar

Re: [hlcoders] Modding Problems

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 omegal...@gmail.com
wrote:

 What do you think your mod is running off of?
 You have the base source content, which includes all of the sounds and
 soundscripts for hl2, ep1, ep2, lost coast, etc. Plus if you own tf2 or any
 of the other valve games you can easily look at their files too.

 On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar gisg...@gmail.com wrote:

 My mod didn't come with existing sound files. I've also read the
 developer wiki, but i didn't find much, so i'm asking you.


 On Wed, Apr 1, 2015 at 12:43 AM, Tony omega Sergi omegal...@gmail.com
 wrote:

 open existing sound files and sound scripts and look. also read the
 developer wiki.

 On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar gisg...@gmail.com wrote:

 Hey guys, i have another question! How do i change weapon sound for my
 mod? What format does it have to be and what files do i need to edit? Long
 story short, i need to know everything about changing the sounds please!

 On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar gisg...@gmail.com wrote:

 Thanks Ken, i was just tired last night and having a rough time with
 some stuff, thanks though!

 On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher capt...@qis.net wrote:

 It says right there...
 The images displayed in the new game dialogue are 152x86. Since
 texture dimensions must both be a power of two, your VTFs will be 256x128
 with a border to the right and bottom.

 That means that the full dimensions of the image will be 256 wide by
 128 tall, but only a portion of that gets used. 152 x 86 to be specific.
 What you should do is create your chapter images as 152x86 images, and 
 then
 either edit that image's canvas size to 256x128 (but don't scale/stretch
 the actual image), or take that 152x86 image and copy it into a new 
 256x128
 image, and just make sure it is positioned in the top-left. The unused
 portion of the image should just be black.


  Original message 
 From: Gavin Isgar gisg...@gmail.com
 Date: 03/28/2015 10:36 PM (GMT-05:00)
 To: Discussion of Half-Life Programming 
 hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Modding Problems

 Alright I guess

 On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann 
 schumann@gmail.com wrote:

 Other than that I'd just use the images from Half-Life 2 as a base.

 On 29 March 2015 at 12:20, Gavin Isgar gisg...@gmail.com wrote:

 Tom, i checked that but, to be honest, i didnt understand it a bit.
 Anything else?

 On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann 
 schumann@gmail.com wrote:

 There's some information on that at
 https://developer.valvesoftware.com/wiki/Background#Images

 On 29 March 2015 at 09:09, Gavin Isgar gisg...@gmail.com wrote:

 Hey guys, im having another problem again and couldnt find a fix
 on the internet. I dont know the right size for chapter thumbnails, 
 what
 size do i make the picture(not the vtf or vmt)?

 On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar ben.lu...@gmail.com
 wrote:

 The two dots means parent directory. You start in
 materials/vgui, go
 up one to materials, then to materials/logo and
 materials/logo/hl2rslogo1.vmt.

 On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar gisg...@gmail.com
 wrote:
  Yea Jesse, here's how i fixed it! So in my materials folder, i
 made a logo
  folder, inside i put both put the vmt and vtf file with the
 same name.
  Inside the vmt file, i put:
 
  UnlitGeneric
  {
  $basetexture logo/hl2rslogo1
  $nolod 1
  $translucent 1
  }
 
  The path automatically detects the material folder, so just
 put the folder
  and the name of both the vmt and vtf file(no extension). Then
 in my
  gamelogo.res in my resource folder, i put:
 
  Resource/GameLogo.res
  {
  GameLogo
  {
  ControlName EditablePanel
  fieldName GameLogo
  xpos 0
  ypos 0
  zpos 50
  wide 400
  tall 100
  autoResize 1
  pinCorner 0
  visible 1
  enabled 1
  offsetX -20
  offsetY -15
  }
 
  Logo
  {
  ControlName ImagePanel
  fieldName Logo
  xpos 0
  ypos 0
  zpos 50
  wide 400
  tall 100
  visible 1
  enabled 1
  image ../logo/hl2rslogo1
  scaleImage 1
  }
  }
 
  The dots in the path specify how many folders are before vmt
 and vtf, but i
  rather just do it like this:
 
  2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1
 folder, 1
  file! If it was material/logo/hl2rslogo1 it would be 3 dots.
 Thats how i


 ___
 To unsubscribe, edit your list preferences, or view the list
 archives, please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders





 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo

Re: [hlcoders] Modding Problems

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 gisg...@gmail.com wrote:

 I've checked all sound folders in the games but don't see any sounds
 themself. Do i have to use GCFScape or something? Sorry if i sound like i
 have no experience, i've just been very tired recently and didnt get a lot
 of sleep.

 On Wed, Apr 1, 2015 at 11:30 AM, Tony omega Sergi omegal...@gmail.com
 wrote:

 What do you think your mod is running off of?
 You have the base source content, which includes all of the sounds and
 soundscripts for hl2, ep1, ep2, lost coast, etc. Plus if you own tf2 or any
 of the other valve games you can easily look at their files too.

 On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar gisg...@gmail.com wrote:

 My mod didn't come with existing sound files. I've also read the
 developer wiki, but i didn't find much, so i'm asking you.


 On Wed, Apr 1, 2015 at 12:43 AM, Tony omega Sergi omegal...@gmail.com
  wrote:

 open existing sound files and sound scripts and look. also read the
 developer wiki.

 On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar gisg...@gmail.com wrote:

 Hey guys, i have another question! How do i change weapon sound for my
 mod? What format does it have to be and what files do i need to edit? Long
 story short, i need to know everything about changing the sounds please!

 On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar gisg...@gmail.com
 wrote:

 Thanks Ken, i was just tired last night and having a rough time with
 some stuff, thanks though!

 On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher capt...@qis.net wrote:

 It says right there...
 The images displayed in the new game dialogue are 152x86. Since
 texture dimensions must both be a power of two, your VTFs will be 
 256x128
 with a border to the right and bottom.

 That means that the full dimensions of the image will be 256 wide by
 128 tall, but only a portion of that gets used. 152 x 86 to be specific.
 What you should do is create your chapter images as 152x86 images, and 
 then
 either edit that image's canvas size to 256x128 (but don't scale/stretch
 the actual image), or take that 152x86 image and copy it into a new 
 256x128
 image, and just make sure it is positioned in the top-left. The unused
 portion of the image should just be black.


  Original message 
 From: Gavin Isgar gisg...@gmail.com
 Date: 03/28/2015 10:36 PM (GMT-05:00)
 To: Discussion of Half-Life Programming 
 hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Modding Problems

 Alright I guess

 On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann 
 schumann@gmail.com wrote:

 Other than that I'd just use the images from Half-Life 2 as a base.

 On 29 March 2015 at 12:20, Gavin Isgar gisg...@gmail.com wrote:

 Tom, i checked that but, to be honest, i didnt understand it a
 bit. Anything else?

 On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann 
 schumann@gmail.com wrote:

 There's some information on that at
 https://developer.valvesoftware.com/wiki/Background#Images

 On 29 March 2015 at 09:09, Gavin Isgar gisg...@gmail.com wrote:

 Hey guys, im having another problem again and couldnt find a fix
 on the internet. I dont know the right size for chapter thumbnails, 
 what
 size do i make the picture(not the vtf or vmt)?

 On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar ben.lu...@gmail.com
 wrote:

 The two dots means parent directory. You start in
 materials/vgui, go
 up one to materials, then to materials/logo and
 materials/logo/hl2rslogo1.vmt.

 On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar gisg...@gmail.com
 wrote:
  Yea Jesse, here's how i fixed it! So in my materials folder,
 i made a logo
  folder, inside i put both put the vmt and vtf file with the
 same name.
  Inside the vmt file, i put:
 
  UnlitGeneric
  {
  $basetexture logo/hl2rslogo1
  $nolod 1
  $translucent 1
  }
 
  The path automatically detects the material folder, so just
 put the folder
  and the name of both the vmt and vtf file(no extension). Then
 in my
  gamelogo.res in my resource folder, i put:
 
  Resource/GameLogo.res
  {
  GameLogo
  {
  ControlName EditablePanel
  fieldName GameLogo
  xpos 0
  ypos 0
  zpos 50
  wide 400
  tall 100
  autoResize 1
  pinCorner 0
  visible 1
  enabled 1
  offsetX -20
  offsetY -15
  }
 
  Logo
  {
  ControlName ImagePanel
  fieldName Logo
  xpos 0
  ypos 0
  zpos 50
  wide 400
  tall 100
  visible 1
  enabled 1
  image ../logo/hl2rslogo1
  scaleImage 1
  }
  }
 
  The dots in the path specify how many folders are before vmt
 and vtf, but i
  rather just do it like this:
 
  2 dots specifies 2 folders/files like logo/hl2rslogo1, thats
 1 folder, 1
  file! If it was material/logo/hl2rslogo1 it would be 3 dots.
 Thats how i


 ___
 To unsubscribe, edit your list preferences, or view the list
 archives, please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders

Re: [hlcoders] Modding Problems

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 gisg...@gmail.com wrote:

 Thanks Ken, i was just tired last night and having a rough time with some
 stuff, thanks though!

 On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher capt...@qis.net wrote:

 It says right there...
 The images displayed in the new game dialogue are 152x86. Since texture
 dimensions must both be a power of two, your VTFs will be 256x128 with a
 border to the right and bottom.

 That means that the full dimensions of the image will be 256 wide by 128
 tall, but only a portion of that gets used. 152 x 86 to be specific. What
 you should do is create your chapter images as 152x86 images, and then
 either edit that image's canvas size to 256x128 (but don't scale/stretch
 the actual image), or take that 152x86 image and copy it into a new 256x128
 image, and just make sure it is positioned in the top-left. The unused
 portion of the image should just be black.


  Original message 
 From: Gavin Isgar gisg...@gmail.com
 Date: 03/28/2015 10:36 PM (GMT-05:00)
 To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com

 Subject: Re: [hlcoders] Modding Problems

 Alright I guess

 On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann schumann@gmail.com
 wrote:

 Other than that I'd just use the images from Half-Life 2 as a base.

 On 29 March 2015 at 12:20, Gavin Isgar gisg...@gmail.com wrote:

 Tom, i checked that but, to be honest, i didnt understand it a bit.
 Anything else?

 On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann schumann@gmail.com
 wrote:

 There's some information on that at
 https://developer.valvesoftware.com/wiki/Background#Images

 On 29 March 2015 at 09:09, Gavin Isgar gisg...@gmail.com wrote:

 Hey guys, im having another problem again and couldnt find a fix on
 the internet. I dont know the right size for chapter thumbnails, what 
 size
 do i make the picture(not the vtf or vmt)?

 On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar ben.lu...@gmail.com
 wrote:

 The two dots means parent directory. You start in materials/vgui,
 go
 up one to materials, then to materials/logo and
 materials/logo/hl2rslogo1.vmt.

 On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar gisg...@gmail.com
 wrote:
  Yea Jesse, here's how i fixed it! So in my materials folder, i
 made a logo
  folder, inside i put both put the vmt and vtf file with the same
 name.
  Inside the vmt file, i put:
 
  UnlitGeneric
  {
  $basetexture logo/hl2rslogo1
  $nolod 1
  $translucent 1
  }
 
  The path automatically detects the material folder, so just put
 the folder
  and the name of both the vmt and vtf file(no extension). Then in my
  gamelogo.res in my resource folder, i put:
 
  Resource/GameLogo.res
  {
  GameLogo
  {
  ControlName EditablePanel
  fieldName GameLogo
  xpos 0
  ypos 0
  zpos 50
  wide 400
  tall 100
  autoResize 1
  pinCorner 0
  visible 1
  enabled 1
  offsetX -20
  offsetY -15
  }
 
  Logo
  {
  ControlName ImagePanel
  fieldName Logo
  xpos 0
  ypos 0
  zpos 50
  wide 400
  tall 100
  visible 1
  enabled 1
  image ../logo/hl2rslogo1
  scaleImage 1
  }
  }
 
  The dots in the path specify how many folders are before vmt and
 vtf, but i
  rather just do it like this:
 
  2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1
 folder, 1
  file! If it was material/logo/hl2rslogo1 it would be 3 dots. Thats
 how i


 ___
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 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders




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Re: [hlcoders] Modding Problems

2015-03-31 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 gisg...@gmail.com wrote:

 Hey guys, i have another question! How do i change weapon sound for my
 mod? What format does it have to be and what files do i need to edit? Long
 story short, i need to know everything about changing the sounds please!

 On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar gisg...@gmail.com wrote:

 Thanks Ken, i was just tired last night and having a rough time with some
 stuff, thanks though!

 On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher capt...@qis.net wrote:

 It says right there...
 The images displayed in the new game dialogue are 152x86. Since texture
 dimensions must both be a power of two, your VTFs will be 256x128 with a
 border to the right and bottom.

 That means that the full dimensions of the image will be 256 wide by 128
 tall, but only a portion of that gets used. 152 x 86 to be specific. What
 you should do is create your chapter images as 152x86 images, and then
 either edit that image's canvas size to 256x128 (but don't scale/stretch
 the actual image), or take that 152x86 image and copy it into a new 256x128
 image, and just make sure it is positioned in the top-left. The unused
 portion of the image should just be black.


  Original message 
 From: Gavin Isgar gisg...@gmail.com
 Date: 03/28/2015 10:36 PM (GMT-05:00)
 To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com

 Subject: Re: [hlcoders] Modding Problems

 Alright I guess

 On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann schumann@gmail.com
 wrote:

 Other than that I'd just use the images from Half-Life 2 as a base.

 On 29 March 2015 at 12:20, Gavin Isgar gisg...@gmail.com wrote:

 Tom, i checked that but, to be honest, i didnt understand it a bit.
 Anything else?

 On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann schumann@gmail.com
 wrote:

 There's some information on that at
 https://developer.valvesoftware.com/wiki/Background#Images

 On 29 March 2015 at 09:09, Gavin Isgar gisg...@gmail.com wrote:

 Hey guys, im having another problem again and couldnt find a fix on
 the internet. I dont know the right size for chapter thumbnails, what 
 size
 do i make the picture(not the vtf or vmt)?

 On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar ben.lu...@gmail.com
 wrote:

 The two dots means parent directory. You start in materials/vgui,
 go
 up one to materials, then to materials/logo and
 materials/logo/hl2rslogo1.vmt.

 On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar gisg...@gmail.com
 wrote:
  Yea Jesse, here's how i fixed it! So in my materials folder, i
 made a logo
  folder, inside i put both put the vmt and vtf file with the same
 name.
  Inside the vmt file, i put:
 
  UnlitGeneric
  {
  $basetexture logo/hl2rslogo1
  $nolod 1
  $translucent 1
  }
 
  The path automatically detects the material folder, so just put
 the folder
  and the name of both the vmt and vtf file(no extension). Then in
 my
  gamelogo.res in my resource folder, i put:
 
  Resource/GameLogo.res
  {
  GameLogo
  {
  ControlName EditablePanel
  fieldName GameLogo
  xpos 0
  ypos 0
  zpos 50
  wide 400
  tall 100
  autoResize 1
  pinCorner 0
  visible 1
  enabled 1
  offsetX -20
  offsetY -15
  }
 
  Logo
  {
  ControlName ImagePanel
  fieldName Logo
  xpos 0
  ypos 0
  zpos 50
  wide 400
  tall 100
  visible 1
  enabled 1
  image ../logo/hl2rslogo1
  scaleImage 1
  }
  }
 
  The dots in the path specify how many folders are before vmt and
 vtf, but i
  rather just do it like this:
 
  2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1
 folder, 1
  file! If it was material/logo/hl2rslogo1 it would be 3 dots.
 Thats how i


 ___
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 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders





 ___
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-- 
-Tony
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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 capt...@qis.net wrote:

 It says right there...
 The images displayed in the new game dialogue are 152x86. Since texture
 dimensions must both be a power of two, your VTFs will be 256x128 with a
 border to the right and bottom.

 That means that the full dimensions of the image will be 256 wide by 128
 tall, but only a portion of that gets used. 152 x 86 to be specific. What
 you should do is create your chapter images as 152x86 images, and then
 either edit that image's canvas size to 256x128 (but don't scale/stretch
 the actual image), or take that 152x86 image and copy it into a new 256x128
 image, and just make sure it is positioned in the top-left. The unused
 portion of the image should just be black.


  Original message 
 From: Gavin Isgar gisg...@gmail.com
 Date: 03/28/2015 10:36 PM (GMT-05:00)
 To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Modding Problems

 Alright I guess

 On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann schumann@gmail.com
 wrote:

 Other than that I'd just use the images from Half-Life 2 as a base.

 On 29 March 2015 at 12:20, Gavin Isgar gisg...@gmail.com wrote:

 Tom, i checked that but, to be honest, i didnt understand it a bit.
 Anything else?

 On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann schumann@gmail.com
 wrote:

 There's some information on that at
 https://developer.valvesoftware.com/wiki/Background#Images

 On 29 March 2015 at 09:09, Gavin Isgar gisg...@gmail.com wrote:

 Hey guys, im having another problem again and couldnt find a fix on
 the internet. I dont know the right size for chapter thumbnails, what size
 do i make the picture(not the vtf or vmt)?

 On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar ben.lu...@gmail.com
 wrote:

 The two dots means parent directory. You start in materials/vgui, go
 up one to materials, then to materials/logo and
 materials/logo/hl2rslogo1.vmt.

 On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar gisg...@gmail.com
 wrote:
  Yea Jesse, here's how i fixed it! So in my materials folder, i made
 a logo
  folder, inside i put both put the vmt and vtf file with the same
 name.
  Inside the vmt file, i put:
 
  UnlitGeneric
  {
  $basetexture logo/hl2rslogo1
  $nolod 1
  $translucent 1
  }
 
  The path automatically detects the material folder, so just put the
 folder
  and the name of both the vmt and vtf file(no extension). Then in my
  gamelogo.res in my resource folder, i put:
 
  Resource/GameLogo.res
  {
  GameLogo
  {
  ControlName EditablePanel
  fieldName GameLogo
  xpos 0
  ypos 0
  zpos 50
  wide 400
  tall 100
  autoResize 1
  pinCorner 0
  visible 1
  enabled 1
  offsetX -20
  offsetY -15
  }
 
  Logo
  {
  ControlName ImagePanel
  fieldName Logo
  xpos 0
  ypos 0
  zpos 50
  wide 400
  tall 100
  visible 1
  enabled 1
  image ../logo/hl2rslogo1
  scaleImage 1
  }
  }
 
  The dots in the path specify how many folders are before vmt and
 vtf, but i
  rather just do it like this:
 
  2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1
 folder, 1
  file! If it was material/logo/hl2rslogo1 it would be 3 dots. Thats
 how i


 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders



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

Alright I guess
On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann schumann@gmail.com wrote:
Other than that I'd just use the images from Half-Life 2 as a base.
On 29 March 2015 at 12:20, Gavin Isgar gisg...@gmail.com wrote:
Tom, i checked that but, to be honest, i didnt understand it a bit. Anything 
else?
On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann schumann@gmail.com wrote:
There's some information on that at 
https://developer.valvesoftware.com/wiki/Background#Images
On 29 March 2015 at 09:09, Gavin Isgar gisg...@gmail.com wrote:
Hey guys, im having another problem again and couldnt find a fix on the 
internet. I dont know the right size for chapter thumbnails, what size do i 
make the picture(not the vtf or vmt)? 
On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar ben.lu...@gmail.com wrote:
The two dots means parent directory. You start in materials/vgui, go

up one to materials, then to materials/logo and

materials/logo/hl2rslogo1.vmt.



On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar gisg...@gmail.com wrote:

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

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

 Inside the vmt file, i put:



 UnlitGeneric

 {

 $basetexture logo/hl2rslogo1

 $nolod 1

 $translucent 1

 }



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

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

 gamelogo.res in my resource folder, i put:



 Resource/GameLogo.res

 {

 GameLogo

 {

 ControlName EditablePanel

 fieldName GameLogo

 xpos 0

 ypos 0

 zpos 50

 wide 400

 tall 100

 autoResize 1

 pinCorner 0

 visible 1

 enabled 1

 offsetX -20

 offsetY -15

 }



 Logo

 {

 ControlName ImagePanel

 fieldName Logo

 xpos 0

 ypos 0

 zpos 50

 wide 400

 tall 100

 visible 1

 enabled 1

 image ../logo/hl2rslogo1

 scaleImage 1

 }

 }



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

 rather just do it like this:



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

 file! If it was material/logo/hl2rslogo1 it would be 3 dots. Thats how i___
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visit:
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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 schumann@gmail.com
wrote:

 There's some information on that at
 https://developer.valvesoftware.com/wiki/Background#Images

 On 29 March 2015 at 09:09, Gavin Isgar gisg...@gmail.com wrote:

 Hey guys, im having another problem again and couldnt find a fix on the
 internet. I dont know the right size for chapter thumbnails, what size do i
 make the picture(not the vtf or vmt)?

 On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar ben.lu...@gmail.com wrote:

 The two dots means parent directory. You start in materials/vgui, go
 up one to materials, then to materials/logo and
 materials/logo/hl2rslogo1.vmt.

 On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar gisg...@gmail.com wrote:
  Yea Jesse, here's how i fixed it! So in my materials folder, i made a
 logo
  folder, inside i put both put the vmt and vtf file with the same name.
  Inside the vmt file, i put:
 
  UnlitGeneric
  {
  $basetexture logo/hl2rslogo1
  $nolod 1
  $translucent 1
  }
 
  The path automatically detects the material folder, so just put the
 folder
  and the name of both the vmt and vtf file(no extension). Then in my
  gamelogo.res in my resource folder, i put:
 
  Resource/GameLogo.res
  {
  GameLogo
  {
  ControlName EditablePanel
  fieldName GameLogo
  xpos 0
  ypos 0
  zpos 50
  wide 400
  tall 100
  autoResize 1
  pinCorner 0
  visible 1
  enabled 1
  offsetX -20
  offsetY -15
  }
 
  Logo
  {
  ControlName ImagePanel
  fieldName Logo
  xpos 0
  ypos 0
  zpos 50
  wide 400
  tall 100
  visible 1
  enabled 1
  image ../logo/hl2rslogo1
  scaleImage 1
  }
  }
 
  The dots in the path specify how many folders are before vmt and vtf,
 but i
  rather just do it like this:
 
  2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1 folder,
 1
  file! If it was material/logo/hl2rslogo1 it would be 3 dots. Thats how
 i
  fixed it, but i have one more thing. If your logo has an alpha
 channel(the
  gray and white squares which mean clear areas) you have to put
  $translucent 1 in the vmt file!
 
  On Thu, Mar 26, 2015 at 3:53 PM, Jesse Oak wazanato...@gmail.com
 wrote:
 
  Could you tell us what fixed it so if someone else asks we can tell
 them?
 
  On Mar 26, 2015 7:14 AM, Gavin Isgar gisg...@gmail.com wrote:
 
  Just fixed it actually! Thanks for the help! But i would like if you
 guys
  would say this in your email just incase i have anymore problems in
 the
  future! Thanks guys
 
  On Thu, Mar 26, 2015 at 8:05 AM, Gavin Isgar gisg...@gmail.com
 wrote:
 
  Also what about the logo format. Does it have to be specific like
 vmt or
  vtf? Also, where do i put the logo files?
 
  On Thu, Mar 26, 2015 at 7:52 AM, Gavin Isgar gisg...@gmail.com
 wrote:
 
  Half-Life 2 instead of having gamelogo.res, it has a gamemenu.res
 which
  is very different, nothing is the same.
 
 
  On Thu, Mar 26, 2015 at 6:11 AM, Tom Schumann 
 schumann@gmail.com
  wrote:
 
  I'm not sure about GameLogo.res - if you look at the GameLogo.res
 in
  Half-Life 2 (or any other Source game) what is the path relative
 to?
 
  On 26 March 2015 at 07:41, Gavin Isgar gisg...@gmail.com wrote:
 
  The console actually says nothing. It has no problems or errors.
 I
  changed the vtf's path to the vmt name now, but what about
 everything else?
  Like the gamelogo.res, is that suppose to be a path or
  HalfLife2RSIngameLogo1 or even hl2rslogo1. If its a path, how
 should the
  path be?
 
  On Wed, Mar 25, 2015 at 7:55 AM, tobias.kammersga...@gmail.com
  wrote:
 
  Tom is correct. I doubt the game is even allowed to read from
 the
  Program Files directory if UAC is enabled.
 
   - ScarT
 
  From: Tom Schumann
  Sent: ‎Wednesday‎, ‎March‎ ‎25‎, ‎2015 ‎11‎:‎45‎ ‎AM
  To: Discussion of Half-Life Programming
 
  I don't think the $basetexture parameter should be an absolute
 path
  - I think it should just be HalfLife2RSIngameLogo1
  What does the console say?
 
  On 25 March 2015 at 06:25, Gavin Isgar gisg...@gmail.com
 wrote:
 
  Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a
  problem with the ingame logo at the menu screen. It shows up
 pink/black
  checkers while the size is the same size as the logo. I have a
 vmt and vtf
  file of the photo both in the materials folder alone while the
 other folders
  inside the materials folder are console and sdk(obviously
 the folders
  don't have the quotes in their names). Also, i have the code
 for the
  GameLogo.res down here;
  Resource/GameLogo.res
  {
  GameLogo
  {
  ControlName EditablePanel
  fieldName GameLogo
  xpos 0
  ypos 0
  zpos 50
  wide 400
  tall 100
  autoResize 1
  pinCorner 0
  visible 1
  enabled 1
  offsetX -20
  offsetY -15
  }
 
  Logo
  {
  ControlName ImagePanel
  fieldName Logo
  xpos 0
  ypos 0
  zpos 50
  wide 400
  tall 100
  visible 1
  enabled 1
  image materials\hl2rslogo1
  scaleImage 1
  }
  }
  The mod's name by the way is Half-Life 2: Resistance Shadow!
 

Re: [hlcoders] Modding Problems

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 gisg...@gmail.com wrote:

 Hey guys, im having another problem again and couldnt find a fix on the
 internet. I dont know the right size for chapter thumbnails, what size do i
 make the picture(not the vtf or vmt)?

 On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar ben.lu...@gmail.com wrote:

 The two dots means parent directory. You start in materials/vgui, go
 up one to materials, then to materials/logo and
 materials/logo/hl2rslogo1.vmt.

 On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar gisg...@gmail.com wrote:
  Yea Jesse, here's how i fixed it! So in my materials folder, i made a
 logo
  folder, inside i put both put the vmt and vtf file with the same name.
  Inside the vmt file, i put:
 
  UnlitGeneric
  {
  $basetexture logo/hl2rslogo1
  $nolod 1
  $translucent 1
  }
 
  The path automatically detects the material folder, so just put the
 folder
  and the name of both the vmt and vtf file(no extension). Then in my
  gamelogo.res in my resource folder, i put:
 
  Resource/GameLogo.res
  {
  GameLogo
  {
  ControlName EditablePanel
  fieldName GameLogo
  xpos 0
  ypos 0
  zpos 50
  wide 400
  tall 100
  autoResize 1
  pinCorner 0
  visible 1
  enabled 1
  offsetX -20
  offsetY -15
  }
 
  Logo
  {
  ControlName ImagePanel
  fieldName Logo
  xpos 0
  ypos 0
  zpos 50
  wide 400
  tall 100
  visible 1
  enabled 1
  image ../logo/hl2rslogo1
  scaleImage 1
  }
  }
 
  The dots in the path specify how many folders are before vmt and vtf,
 but i
  rather just do it like this:
 
  2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1 folder, 1
  file! If it was material/logo/hl2rslogo1 it would be 3 dots. Thats how i
  fixed it, but i have one more thing. If your logo has an alpha
 channel(the
  gray and white squares which mean clear areas) you have to put
  $translucent 1 in the vmt file!
 
  On Thu, Mar 26, 2015 at 3:53 PM, Jesse Oak wazanato...@gmail.com
 wrote:
 
  Could you tell us what fixed it so if someone else asks we can tell
 them?
 
  On Mar 26, 2015 7:14 AM, Gavin Isgar gisg...@gmail.com wrote:
 
  Just fixed it actually! Thanks for the help! But i would like if you
 guys
  would say this in your email just incase i have anymore problems in
 the
  future! Thanks guys
 
  On Thu, Mar 26, 2015 at 8:05 AM, Gavin Isgar gisg...@gmail.com
 wrote:
 
  Also what about the logo format. Does it have to be specific like
 vmt or
  vtf? Also, where do i put the logo files?
 
  On Thu, Mar 26, 2015 at 7:52 AM, Gavin Isgar gisg...@gmail.com
 wrote:
 
  Half-Life 2 instead of having gamelogo.res, it has a gamemenu.res
 which
  is very different, nothing is the same.
 
 
  On Thu, Mar 26, 2015 at 6:11 AM, Tom Schumann 
 schumann@gmail.com
  wrote:
 
  I'm not sure about GameLogo.res - if you look at the GameLogo.res
 in
  Half-Life 2 (or any other Source game) what is the path relative
 to?
 
  On 26 March 2015 at 07:41, Gavin Isgar gisg...@gmail.com wrote:
 
  The console actually says nothing. It has no problems or errors. I
  changed the vtf's path to the vmt name now, but what about
 everything else?
  Like the gamelogo.res, is that suppose to be a path or
  HalfLife2RSIngameLogo1 or even hl2rslogo1. If its a path, how
 should the
  path be?
 
  On Wed, Mar 25, 2015 at 7:55 AM, tobias.kammersga...@gmail.com
  wrote:
 
  Tom is correct. I doubt the game is even allowed to read from the
  Program Files directory if UAC is enabled.
 
   - ScarT
 
  From: Tom Schumann
  Sent: ‎Wednesday‎, ‎March‎ ‎25‎, ‎2015 ‎11‎:‎45‎ ‎AM
  To: Discussion of Half-Life Programming
 
  I don't think the $basetexture parameter should be an absolute
 path
  - I think it should just be HalfLife2RSIngameLogo1
  What does the console say?
 
  On 25 March 2015 at 06:25, Gavin Isgar gisg...@gmail.com
 wrote:
 
  Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a
  problem with the ingame logo at the menu screen. It shows up
 pink/black
  checkers while the size is the same size as the logo. I have a
 vmt and vtf
  file of the photo both in the materials folder alone while the
 other folders
  inside the materials folder are console and sdk(obviously
 the folders
  don't have the quotes in their names). Also, i have the code
 for the
  GameLogo.res down here;
  Resource/GameLogo.res
  {
  GameLogo
  {
  ControlName EditablePanel
  fieldName GameLogo
  xpos 0
  ypos 0
  zpos 50
  wide 400
  tall 100
  autoResize 1
  pinCorner 0
  visible 1
  enabled 1
  offsetX -20
  offsetY -15
  }
 
  Logo
  {
  ControlName ImagePanel
  fieldName Logo
  xpos 0
  ypos 0
  zpos 50
  wide 400
  tall 100
  visible 1
  enabled 1
  image materials\hl2rslogo1
  scaleImage 1
  }
  }
  The mod's name by the way is Half-Life 2: Resistance Shadow!
 Did
  i do anything wrong here, such as the path or anything else?
 This is the vmt
  file's code;
  UnlitGeneric
  {
  $basetexture C:\Program Files
 
 

Re: [hlcoders] Modding Problems

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 gisg...@gmail.com wrote:

 Tom, i checked that but, to be honest, i didnt understand it a bit.
 Anything else?

 On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann schumann@gmail.com
 wrote:

 There's some information on that at
 https://developer.valvesoftware.com/wiki/Background#Images

 On 29 March 2015 at 09:09, Gavin Isgar gisg...@gmail.com wrote:

 Hey guys, im having another problem again and couldnt find a fix on the
 internet. I dont know the right size for chapter thumbnails, what size do i
 make the picture(not the vtf or vmt)?

 On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar ben.lu...@gmail.com wrote:

 The two dots means parent directory. You start in materials/vgui, go
 up one to materials, then to materials/logo and
 materials/logo/hl2rslogo1.vmt.

 On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar gisg...@gmail.com wrote:
  Yea Jesse, here's how i fixed it! So in my materials folder, i made a
 logo
  folder, inside i put both put the vmt and vtf file with the same name.
  Inside the vmt file, i put:
 
  UnlitGeneric
  {
  $basetexture logo/hl2rslogo1
  $nolod 1
  $translucent 1
  }
 
  The path automatically detects the material folder, so just put the
 folder
  and the name of both the vmt and vtf file(no extension). Then in my
  gamelogo.res in my resource folder, i put:
 
  Resource/GameLogo.res
  {
  GameLogo
  {
  ControlName EditablePanel
  fieldName GameLogo
  xpos 0
  ypos 0
  zpos 50
  wide 400
  tall 100
  autoResize 1
  pinCorner 0
  visible 1
  enabled 1
  offsetX -20
  offsetY -15
  }
 
  Logo
  {
  ControlName ImagePanel
  fieldName Logo
  xpos 0
  ypos 0
  zpos 50
  wide 400
  tall 100
  visible 1
  enabled 1
  image ../logo/hl2rslogo1
  scaleImage 1
  }
  }
 
  The dots in the path specify how many folders are before vmt and vtf,
 but i
  rather just do it like this:
 
  2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1
 folder, 1
  file! If it was material/logo/hl2rslogo1 it would be 3 dots. Thats
 how i
  fixed it, but i have one more thing. If your logo has an alpha
 channel(the
  gray and white squares which mean clear areas) you have to put
  $translucent 1 in the vmt file!
 
  On Thu, Mar 26, 2015 at 3:53 PM, Jesse Oak wazanato...@gmail.com
 wrote:
 
  Could you tell us what fixed it so if someone else asks we can tell
 them?
 
  On Mar 26, 2015 7:14 AM, Gavin Isgar gisg...@gmail.com wrote:
 
  Just fixed it actually! Thanks for the help! But i would like if
 you guys
  would say this in your email just incase i have anymore problems in
 the
  future! Thanks guys
 
  On Thu, Mar 26, 2015 at 8:05 AM, Gavin Isgar gisg...@gmail.com
 wrote:
 
  Also what about the logo format. Does it have to be specific like
 vmt or
  vtf? Also, where do i put the logo files?
 
  On Thu, Mar 26, 2015 at 7:52 AM, Gavin Isgar gisg...@gmail.com
 wrote:
 
  Half-Life 2 instead of having gamelogo.res, it has a gamemenu.res
 which
  is very different, nothing is the same.
 
 
  On Thu, Mar 26, 2015 at 6:11 AM, Tom Schumann 
 schumann@gmail.com
  wrote:
 
  I'm not sure about GameLogo.res - if you look at the
 GameLogo.res in
  Half-Life 2 (or any other Source game) what is the path relative
 to?
 
  On 26 March 2015 at 07:41, Gavin Isgar gisg...@gmail.com
 wrote:
 
  The console actually says nothing. It has no problems or
 errors. I
  changed the vtf's path to the vmt name now, but what about
 everything else?
  Like the gamelogo.res, is that suppose to be a path or
  HalfLife2RSIngameLogo1 or even hl2rslogo1. If its a path, how
 should the
  path be?
 
  On Wed, Mar 25, 2015 at 7:55 AM, tobias.kammersga...@gmail.com
 
  wrote:
 
  Tom is correct. I doubt the game is even allowed to read from
 the
  Program Files directory if UAC is enabled.
 
   - ScarT
 
  From: Tom Schumann
  Sent: ‎Wednesday‎, ‎March‎ ‎25‎, ‎2015 ‎11‎:‎45‎ ‎AM
  To: Discussion of Half-Life Programming
 
  I don't think the $basetexture parameter should be an absolute
 path
  - I think it should just be HalfLife2RSIngameLogo1
  What does the console say?
 
  On 25 March 2015 at 06:25, Gavin Isgar gisg...@gmail.com
 wrote:
 
  Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a
  problem with the ingame logo at the menu screen. It shows up
 pink/black
  checkers while the size is the same size as the logo. I have
 a vmt and vtf
  file of the photo both in the materials folder alone while
 the other folders
  inside the materials folder are console and sdk(obviously
 the folders
  don't have the quotes in their names). Also, i have the code
 for the
  GameLogo.res down here;
  Resource/GameLogo.res
  {
  GameLogo
  {
  ControlName EditablePanel
  fieldName GameLogo
  xpos 0
  ypos 0
  zpos 50
  wide 400
  tall 100
  autoResize 1
  pinCorner 0
  visible 1
  enabled 1
  offsetX -20
  offsetY -15
  }
 
  Logo
  {
  ControlName ImagePanel
  fieldName Logo
  xpos 0
  ypos 0
  zpos 50
  wide 400
  tall 100
 

Re: [hlcoders] Modding Problems

2015-03-28 Thread Gavin Isgar
Alright I guess

On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann schumann@gmail.com
wrote:

 Other than that I'd just use the images from Half-Life 2 as a base.

 On 29 March 2015 at 12:20, Gavin Isgar gisg...@gmail.com wrote:

 Tom, i checked that but, to be honest, i didnt understand it a bit.
 Anything else?

 On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann schumann@gmail.com
 wrote:

 There's some information on that at
 https://developer.valvesoftware.com/wiki/Background#Images

 On 29 March 2015 at 09:09, Gavin Isgar gisg...@gmail.com wrote:

 Hey guys, im having another problem again and couldnt find a fix on the
 internet. I dont know the right size for chapter thumbnails, what size do i
 make the picture(not the vtf or vmt)?

 On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar ben.lu...@gmail.com wrote:

 The two dots means parent directory. You start in materials/vgui, go
 up one to materials, then to materials/logo and
 materials/logo/hl2rslogo1.vmt.

 On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar gisg...@gmail.com
 wrote:
  Yea Jesse, here's how i fixed it! So in my materials folder, i made
 a logo
  folder, inside i put both put the vmt and vtf file with the same
 name.
  Inside the vmt file, i put:
 
  UnlitGeneric
  {
  $basetexture logo/hl2rslogo1
  $nolod 1
  $translucent 1
  }
 
  The path automatically detects the material folder, so just put the
 folder
  and the name of both the vmt and vtf file(no extension). Then in my
  gamelogo.res in my resource folder, i put:
 
  Resource/GameLogo.res
  {
  GameLogo
  {
  ControlName EditablePanel
  fieldName GameLogo
  xpos 0
  ypos 0
  zpos 50
  wide 400
  tall 100
  autoResize 1
  pinCorner 0
  visible 1
  enabled 1
  offsetX -20
  offsetY -15
  }
 
  Logo
  {
  ControlName ImagePanel
  fieldName Logo
  xpos 0
  ypos 0
  zpos 50
  wide 400
  tall 100
  visible 1
  enabled 1
  image ../logo/hl2rslogo1
  scaleImage 1
  }
  }
 
  The dots in the path specify how many folders are before vmt and
 vtf, but i
  rather just do it like this:
 
  2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1
 folder, 1
  file! If it was material/logo/hl2rslogo1 it would be 3 dots. Thats
 how i
  fixed it, but i have one more thing. If your logo has an alpha
 channel(the
  gray and white squares which mean clear areas) you have to put
  $translucent 1 in the vmt file!
 
  On Thu, Mar 26, 2015 at 3:53 PM, Jesse Oak wazanato...@gmail.com
 wrote:
 
  Could you tell us what fixed it so if someone else asks we can tell
 them?
 
  On Mar 26, 2015 7:14 AM, Gavin Isgar gisg...@gmail.com wrote:
 
  Just fixed it actually! Thanks for the help! But i would like if
 you guys
  would say this in your email just incase i have anymore problems
 in the
  future! Thanks guys
 
  On Thu, Mar 26, 2015 at 8:05 AM, Gavin Isgar gisg...@gmail.com
 wrote:
 
  Also what about the logo format. Does it have to be specific like
 vmt or
  vtf? Also, where do i put the logo files?
 
  On Thu, Mar 26, 2015 at 7:52 AM, Gavin Isgar gisg...@gmail.com
 wrote:
 
  Half-Life 2 instead of having gamelogo.res, it has a
 gamemenu.res which
  is very different, nothing is the same.
 
 
  On Thu, Mar 26, 2015 at 6:11 AM, Tom Schumann 
 schumann@gmail.com
  wrote:
 
  I'm not sure about GameLogo.res - if you look at the
 GameLogo.res in
  Half-Life 2 (or any other Source game) what is the path
 relative to?
 
  On 26 March 2015 at 07:41, Gavin Isgar gisg...@gmail.com
 wrote:
 
  The console actually says nothing. It has no problems or
 errors. I
  changed the vtf's path to the vmt name now, but what about
 everything else?
  Like the gamelogo.res, is that suppose to be a path or
  HalfLife2RSIngameLogo1 or even hl2rslogo1. If its a path, how
 should the
  path be?
 
  On Wed, Mar 25, 2015 at 7:55 AM, 
 tobias.kammersga...@gmail.com
  wrote:
 
  Tom is correct. I doubt the game is even allowed to read from
 the
  Program Files directory if UAC is enabled.
 
   - ScarT
 
  From: Tom Schumann
  Sent: ‎Wednesday‎, ‎March‎ ‎25‎, ‎2015 ‎11‎:‎45‎ ‎AM
  To: Discussion of Half-Life Programming
 
  I don't think the $basetexture parameter should be an
 absolute path
  - I think it should just be HalfLife2RSIngameLogo1
  What does the console say?
 
  On 25 March 2015 at 06:25, Gavin Isgar gisg...@gmail.com
 wrote:
 
  Hi, i'm making a singleplayer Half-Life 2 mod and i'm having
 a
  problem with the ingame logo at the menu screen. It shows up
 pink/black
  checkers while the size is the same size as the logo. I have
 a vmt and vtf
  file of the photo both in the materials folder alone while
 the other folders
  inside the materials folder are console and
 sdk(obviously the folders
  don't have the quotes in their names). Also, i have the code
 for the
  GameLogo.res down here;
  Resource/GameLogo.res
  {
  GameLogo
  {
  ControlName EditablePanel
  fieldName GameLogo
  xpos 0
  ypos 0
  zpos 50
  wide 400
  tall 100
  autoResize 1
  pinCorner 0
  visible 1
  enabled 1
  offsetX -20
  offsetY -15
  }
 
  

Re: [hlcoders] Modding Problems

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 ben.lu...@gmail.com wrote:

 The two dots means parent directory. You start in materials/vgui, go
 up one to materials, then to materials/logo and
 materials/logo/hl2rslogo1.vmt.

 On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar gisg...@gmail.com wrote:
  Yea Jesse, here's how i fixed it! So in my materials folder, i made a
 logo
  folder, inside i put both put the vmt and vtf file with the same name.
  Inside the vmt file, i put:
 
  UnlitGeneric
  {
  $basetexture logo/hl2rslogo1
  $nolod 1
  $translucent 1
  }
 
  The path automatically detects the material folder, so just put the
 folder
  and the name of both the vmt and vtf file(no extension). Then in my
  gamelogo.res in my resource folder, i put:
 
  Resource/GameLogo.res
  {
  GameLogo
  {
  ControlName EditablePanel
  fieldName GameLogo
  xpos 0
  ypos 0
  zpos 50
  wide 400
  tall 100
  autoResize 1
  pinCorner 0
  visible 1
  enabled 1
  offsetX -20
  offsetY -15
  }
 
  Logo
  {
  ControlName ImagePanel
  fieldName Logo
  xpos 0
  ypos 0
  zpos 50
  wide 400
  tall 100
  visible 1
  enabled 1
  image ../logo/hl2rslogo1
  scaleImage 1
  }
  }
 
  The dots in the path specify how many folders are before vmt and vtf,
 but i
  rather just do it like this:
 
  2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1 folder, 1
  file! If it was material/logo/hl2rslogo1 it would be 3 dots. Thats how i
  fixed it, but i have one more thing. If your logo has an alpha
 channel(the
  gray and white squares which mean clear areas) you have to put
  $translucent 1 in the vmt file!
 
  On Thu, Mar 26, 2015 at 3:53 PM, Jesse Oak wazanato...@gmail.com
 wrote:
 
  Could you tell us what fixed it so if someone else asks we can tell
 them?
 
  On Mar 26, 2015 7:14 AM, Gavin Isgar gisg...@gmail.com wrote:
 
  Just fixed it actually! Thanks for the help! But i would like if you
 guys
  would say this in your email just incase i have anymore problems in the
  future! Thanks guys
 
  On Thu, Mar 26, 2015 at 8:05 AM, Gavin Isgar gisg...@gmail.com
 wrote:
 
  Also what about the logo format. Does it have to be specific like vmt
 or
  vtf? Also, where do i put the logo files?
 
  On Thu, Mar 26, 2015 at 7:52 AM, Gavin Isgar gisg...@gmail.com
 wrote:
 
  Half-Life 2 instead of having gamelogo.res, it has a gamemenu.res
 which
  is very different, nothing is the same.
 
 
  On Thu, Mar 26, 2015 at 6:11 AM, Tom Schumann 
 schumann@gmail.com
  wrote:
 
  I'm not sure about GameLogo.res - if you look at the GameLogo.res in
  Half-Life 2 (or any other Source game) what is the path relative to?
 
  On 26 March 2015 at 07:41, Gavin Isgar gisg...@gmail.com wrote:
 
  The console actually says nothing. It has no problems or errors. I
  changed the vtf's path to the vmt name now, but what about
 everything else?
  Like the gamelogo.res, is that suppose to be a path or
  HalfLife2RSIngameLogo1 or even hl2rslogo1. If its a path, how
 should the
  path be?
 
  On Wed, Mar 25, 2015 at 7:55 AM, tobias.kammersga...@gmail.com
  wrote:
 
  Tom is correct. I doubt the game is even allowed to read from the
  Program Files directory if UAC is enabled.
 
   - ScarT
 
  From: Tom Schumann
  Sent: ‎Wednesday‎, ‎March‎ ‎25‎, ‎2015 ‎11‎:‎45‎ ‎AM
  To: Discussion of Half-Life Programming
 
  I don't think the $basetexture parameter should be an absolute
 path
  - I think it should just be HalfLife2RSIngameLogo1
  What does the console say?
 
  On 25 March 2015 at 06:25, Gavin Isgar gisg...@gmail.com wrote:
 
  Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a
  problem with the ingame logo at the menu screen. It shows up
 pink/black
  checkers while the size is the same size as the logo. I have a
 vmt and vtf
  file of the photo both in the materials folder alone while the
 other folders
  inside the materials folder are console and sdk(obviously
 the folders
  don't have the quotes in their names). Also, i have the code for
 the
  GameLogo.res down here;
  Resource/GameLogo.res
  {
  GameLogo
  {
  ControlName EditablePanel
  fieldName GameLogo
  xpos 0
  ypos 0
  zpos 50
  wide 400
  tall 100
  autoResize 1
  pinCorner 0
  visible 1
  enabled 1
  offsetX -20
  offsetY -15
  }
 
  Logo
  {
  ControlName ImagePanel
  fieldName Logo
  xpos 0
  ypos 0
  zpos 50
  wide 400
  tall 100
  visible 1
  enabled 1
  image materials\hl2rslogo1
  scaleImage 1
  }
  }
  The mod's name by the way is Half-Life 2: Resistance Shadow!
 Did
  i do anything wrong here, such as the path or anything else?
 This is the vmt
  file's code;
  UnlitGeneric
  {
  $basetexture C:\Program Files
 
 (x86)\Steam\steamapps\sourcemods\halflife2resistanceshadow\materials\HalfLife2RSIngameLogo1
  $nolod 1
  }
  Anything wrong here either? The last file is the gameinfo.txt,
  which is 

Re: [hlcoders] Modding Problems

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 gisg...@gmail.com wrote:

 The console actually says nothing. It has no problems or errors. I changed
 the vtf's path to the vmt name now, but what about everything else? Like
 the gamelogo.res, is that suppose to be a path or HalfLife2RSIngameLogo1 or
 even hl2rslogo1. If its a path, how should the path be?

 On Wed, Mar 25, 2015 at 7:55 AM, tobias.kammersga...@gmail.com wrote:

  Tom is correct. I doubt the game is even allowed to read from the
 Program Files directory if UAC is enabled.

  - ScarT

 *From:* Tom Schumann schumann@gmail.com
 *Sent:* ‎Wednesday‎, ‎March‎ ‎25‎, ‎2015 ‎11‎:‎45‎ ‎AM
 *To:* Discussion of Half-Life Programming
 hlcoders@list.valvesoftware.com

 I don't think the $basetexture parameter should be an absolute path - I
 think it should just be HalfLife2RSIngameLogo1
 What does the console say?

 On 25 March 2015 at 06:25, Gavin Isgar gisg...@gmail.com wrote:

 Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a problem
 with the ingame logo at the menu screen. It shows up pink/black checkers
 while the size is the same size as the logo. I have a vmt and vtf file of
 the photo both in the materials folder alone while the other folders inside
 the materials folder are console and sdk(obviously the folders don't
 have the quotes in their names). Also, i have the code for the GameLogo.res
 down here;
 Resource/GameLogo.res
 {
 GameLogo
 {
 ControlName EditablePanel
 fieldName GameLogo
 xpos 0
 ypos 0
 zpos 50
 wide 400
 tall 100
 autoResize 1
 pinCorner 0
 visible 1
 enabled 1
 offsetX -20
 offsetY -15
 }

 Logo
 {
 ControlName ImagePanel
 fieldName Logo
 xpos 0
 ypos 0
 zpos 50
 wide 400
 tall 100
 visible 1
 enabled 1
 image materials\hl2rslogo1
 scaleImage 1
 }
 }
 The mod's name by the way is Half-Life 2: Resistance Shadow! Did i do
 anything wrong here, such as the path or anything else? This is the vmt
 file's code;
 UnlitGeneric
 {
 $basetexture C:\Program Files
 (x86)\Steam\steamapps\sourcemods\halflife2resistanceshadow\materials\HalfLife2RSIngameLogo1
 $nolod 1
 }
 Anything wrong here either? The last file is the gameinfo.txt, which is
 down here;
 GameInfo
 {
 game  Half-Life 2: Resistance Shadow
 type singleplayer_only
 icon icon
 gamelogo1

 FileSystem
 {
 SteamAppId 218 // GCF for Episode 2
 ToolsAppId 211 // Tools will load this (ie: source SDK caches) to get
 things like materials\debug, materials\editor, etc.
  SearchPaths
 {
 Game |gameinfo_path|.
 Game |all_source_engine_paths|ep2
 Game |all_source_engine_paths|episodic
 Game |all_source_engine_paths|hl2
 }
 }
 }
 Anything wrong here also? Please reply back at gisg...@gmail.com because
 im really stuck in a hole with this mod without the logo, so please reply
 with answers! I'm sorry if this isn't the right email for this problem.
 Thank you very much and have a good day!

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders




 ___
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 please visit:
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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 gisg...@gmail.com wrote:

 Half-Life 2 instead of having gamelogo.res, it has a gamemenu.res which is
 very different, nothing is the same.


 On Thu, Mar 26, 2015 at 6:11 AM, Tom Schumann schumann@gmail.com
 wrote:

 I'm not sure about GameLogo.res - if you look at the GameLogo.res in
 Half-Life 2 (or any other Source game) what is the path relative to?

 On 26 March 2015 at 07:41, Gavin Isgar gisg...@gmail.com wrote:

 The console actually says nothing. It has no problems or errors. I
 changed the vtf's path to the vmt name now, but what about everything else?
 Like the gamelogo.res, is that suppose to be a path or
 HalfLife2RSIngameLogo1 or even hl2rslogo1. If its a path, how should the
 path be?

 On Wed, Mar 25, 2015 at 7:55 AM, tobias.kammersga...@gmail.com wrote:

  Tom is correct. I doubt the game is even allowed to read from the
 Program Files directory if UAC is enabled.

  - ScarT

 *From:* Tom Schumann schumann@gmail.com
 *Sent:* ‎Wednesday‎, ‎March‎ ‎25‎, ‎2015 ‎11‎:‎45‎ ‎AM
 *To:* Discussion of Half-Life Programming
 hlcoders@list.valvesoftware.com

 I don't think the $basetexture parameter should be an absolute path - I
 think it should just be HalfLife2RSIngameLogo1
 What does the console say?

 On 25 March 2015 at 06:25, Gavin Isgar gisg...@gmail.com wrote:

 Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a problem
 with the ingame logo at the menu screen. It shows up pink/black checkers
 while the size is the same size as the logo. I have a vmt and vtf file of
 the photo both in the materials folder alone while the other folders 
 inside
 the materials folder are console and sdk(obviously the folders don't
 have the quotes in their names). Also, i have the code for the 
 GameLogo.res
 down here;
 Resource/GameLogo.res
 {
 GameLogo
 {
 ControlName EditablePanel
 fieldName GameLogo
 xpos 0
 ypos 0
 zpos 50
 wide 400
 tall 100
 autoResize 1
 pinCorner 0
 visible 1
 enabled 1
 offsetX -20
 offsetY -15
 }

 Logo
 {
 ControlName ImagePanel
 fieldName Logo
 xpos 0
 ypos 0
 zpos 50
 wide 400
 tall 100
 visible 1
 enabled 1
 image materials\hl2rslogo1
 scaleImage 1
 }
 }
 The mod's name by the way is Half-Life 2: Resistance Shadow! Did i
 do anything wrong here, such as the path or anything else? This is the vmt
 file's code;
 UnlitGeneric
 {
 $basetexture C:\Program Files
 (x86)\Steam\steamapps\sourcemods\halflife2resistanceshadow\materials\HalfLife2RSIngameLogo1
 $nolod 1
 }
 Anything wrong here either? The last file is the gameinfo.txt, which
 is down here;
 GameInfo
 {
 game  Half-Life 2: Resistance Shadow
 type singleplayer_only
 icon icon
 gamelogo1

 FileSystem
 {
 SteamAppId 218 // GCF for Episode 2
 ToolsAppId 211 // Tools will load this (ie: source SDK caches) to get
 things like materials\debug, materials\editor, etc.
  SearchPaths
 {
 Game |gameinfo_path|.
 Game |all_source_engine_paths|ep2
 Game |all_source_engine_paths|episodic
 Game |all_source_engine_paths|hl2
 }
 }
 }
 Anything wrong here also? Please reply back at gisg...@gmail.com because
 im really stuck in a hole with this mod without the logo, so please reply
 with answers! I'm sorry if this isn't the right email for this problem.
 Thank you very much and have a good day!

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders




 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders




 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders




 ___
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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 schumann@gmail.com
wrote:

 I'm not sure about GameLogo.res - if you look at the GameLogo.res in
 Half-Life 2 (or any other Source game) what is the path relative to?

 On 26 March 2015 at 07:41, Gavin Isgar gisg...@gmail.com wrote:

 The console actually says nothing. It has no problems or errors. I
 changed the vtf's path to the vmt name now, but what about everything else?
 Like the gamelogo.res, is that suppose to be a path or
 HalfLife2RSIngameLogo1 or even hl2rslogo1. If its a path, how should the
 path be?

 On Wed, Mar 25, 2015 at 7:55 AM, tobias.kammersga...@gmail.com wrote:

  Tom is correct. I doubt the game is even allowed to read from the
 Program Files directory if UAC is enabled.

  - ScarT

 *From:* Tom Schumann schumann@gmail.com
 *Sent:* ‎Wednesday‎, ‎March‎ ‎25‎, ‎2015 ‎11‎:‎45‎ ‎AM
 *To:* Discussion of Half-Life Programming
 hlcoders@list.valvesoftware.com

 I don't think the $basetexture parameter should be an absolute path - I
 think it should just be HalfLife2RSIngameLogo1
 What does the console say?

 On 25 March 2015 at 06:25, Gavin Isgar gisg...@gmail.com wrote:

 Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a problem
 with the ingame logo at the menu screen. It shows up pink/black checkers
 while the size is the same size as the logo. I have a vmt and vtf file of
 the photo both in the materials folder alone while the other folders inside
 the materials folder are console and sdk(obviously the folders don't
 have the quotes in their names). Also, i have the code for the GameLogo.res
 down here;
 Resource/GameLogo.res
 {
 GameLogo
 {
 ControlName EditablePanel
 fieldName GameLogo
 xpos 0
 ypos 0
 zpos 50
 wide 400
 tall 100
 autoResize 1
 pinCorner 0
 visible 1
 enabled 1
 offsetX -20
 offsetY -15
 }

 Logo
 {
 ControlName ImagePanel
 fieldName Logo
 xpos 0
 ypos 0
 zpos 50
 wide 400
 tall 100
 visible 1
 enabled 1
 image materials\hl2rslogo1
 scaleImage 1
 }
 }
 The mod's name by the way is Half-Life 2: Resistance Shadow! Did i do
 anything wrong here, such as the path or anything else? This is the vmt
 file's code;
 UnlitGeneric
 {
 $basetexture C:\Program Files
 (x86)\Steam\steamapps\sourcemods\halflife2resistanceshadow\materials\HalfLife2RSIngameLogo1
 $nolod 1
 }
 Anything wrong here either? The last file is the gameinfo.txt, which is
 down here;
 GameInfo
 {
 game  Half-Life 2: Resistance Shadow
 type singleplayer_only
 icon icon
 gamelogo1

 FileSystem
 {
 SteamAppId 218 // GCF for Episode 2
 ToolsAppId 211 // Tools will load this (ie: source SDK caches) to get
 things like materials\debug, materials\editor, etc.
  SearchPaths
 {
 Game |gameinfo_path|.
 Game |all_source_engine_paths|ep2
 Game |all_source_engine_paths|episodic
 Game |all_source_engine_paths|hl2
 }
 }
 }
 Anything wrong here also? Please reply back at gisg...@gmail.com because
 im really stuck in a hole with this mod without the logo, so please reply
 with answers! I'm sorry if this isn't the right email for this problem.
 Thank you very much and have a good day!

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders




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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 gisg...@gmail.com wrote:

 Also what about the logo format. Does it have to be specific like vmt or
 vtf? Also, where do i put the logo files?

 On Thu, Mar 26, 2015 at 7:52 AM, Gavin Isgar gisg...@gmail.com wrote:

 Half-Life 2 instead of having gamelogo.res, it has a gamemenu.res which
 is very different, nothing is the same.


 On Thu, Mar 26, 2015 at 6:11 AM, Tom Schumann schumann@gmail.com
 wrote:

 I'm not sure about GameLogo.res - if you look at the GameLogo.res in
 Half-Life 2 (or any other Source game) what is the path relative to?

 On 26 March 2015 at 07:41, Gavin Isgar gisg...@gmail.com wrote:

 The console actually says nothing. It has no problems or errors. I
 changed the vtf's path to the vmt name now, but what about everything else?
 Like the gamelogo.res, is that suppose to be a path or
 HalfLife2RSIngameLogo1 or even hl2rslogo1. If its a path, how should the
 path be?

 On Wed, Mar 25, 2015 at 7:55 AM, tobias.kammersga...@gmail.com wrote:

  Tom is correct. I doubt the game is even allowed to read from the
 Program Files directory if UAC is enabled.

  - ScarT

 *From:* Tom Schumann schumann@gmail.com
 *Sent:* ‎Wednesday‎, ‎March‎ ‎25‎, ‎2015 ‎11‎:‎45‎ ‎AM
 *To:* Discussion of Half-Life Programming
 hlcoders@list.valvesoftware.com

 I don't think the $basetexture parameter should be an absolute path -
 I think it should just be HalfLife2RSIngameLogo1
 What does the console say?

 On 25 March 2015 at 06:25, Gavin Isgar gisg...@gmail.com wrote:

 Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a
 problem with the ingame logo at the menu screen. It shows up pink/black
 checkers while the size is the same size as the logo. I have a vmt and 
 vtf
 file of the photo both in the materials folder alone while the other
 folders inside the materials folder are console and sdk(obviously the
 folders don't have the quotes in their names). Also, i have the code for
 the GameLogo.res down here;
 Resource/GameLogo.res
 {
 GameLogo
 {
 ControlName EditablePanel
 fieldName GameLogo
 xpos 0
 ypos 0
 zpos 50
 wide 400
 tall 100
 autoResize 1
 pinCorner 0
 visible 1
 enabled 1
 offsetX -20
 offsetY -15
 }

 Logo
 {
 ControlName ImagePanel
 fieldName Logo
 xpos 0
 ypos 0
 zpos 50
 wide 400
 tall 100
 visible 1
 enabled 1
 image materials\hl2rslogo1
 scaleImage 1
 }
 }
 The mod's name by the way is Half-Life 2: Resistance Shadow! Did i
 do anything wrong here, such as the path or anything else? This is the 
 vmt
 file's code;
 UnlitGeneric
 {
 $basetexture C:\Program Files
 (x86)\Steam\steamapps\sourcemods\halflife2resistanceshadow\materials\HalfLife2RSIngameLogo1
 $nolod 1
 }
 Anything wrong here either? The last file is the gameinfo.txt, which
 is down here;
 GameInfo
 {
 game  Half-Life 2: Resistance Shadow
 type singleplayer_only
 icon icon
 gamelogo1

 FileSystem
 {
 SteamAppId 218 // GCF for Episode 2
 ToolsAppId 211 // Tools will load this (ie: source SDK caches) to
 get things like materials\debug, materials\editor, etc.
  SearchPaths
 {
 Game |gameinfo_path|.
 Game |all_source_engine_paths|ep2
 Game |all_source_engine_paths|episodic
 Game |all_source_engine_paths|hl2
 }
 }
 }
 Anything wrong here also? Please reply back at gisg...@gmail.com because
 im really stuck in a hole with this mod without the logo, so please reply
 with answers! I'm sorry if this isn't the right email for this problem.
 Thank you very much and have a good day!

 ___
 To unsubscribe, edit your list preferences, or view the list
 archives, please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders




 ___
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 please visit:
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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 gisg...@gmail.com wrote:

 Just fixed it actually! Thanks for the help! But i would like if you guys
 would say this in your email just incase i have anymore problems in the
 future! Thanks guys

 On Thu, Mar 26, 2015 at 8:05 AM, Gavin Isgar gisg...@gmail.com wrote:

 Also what about the logo format. Does it have to be specific like vmt or
 vtf? Also, where do i put the logo files?

 On Thu, Mar 26, 2015 at 7:52 AM, Gavin Isgar gisg...@gmail.com wrote:

 Half-Life 2 instead of having gamelogo.res, it has a gamemenu.res which
 is very different, nothing is the same.


 On Thu, Mar 26, 2015 at 6:11 AM, Tom Schumann schumann@gmail.com
 wrote:

 I'm not sure about GameLogo.res - if you look at the GameLogo.res in
 Half-Life 2 (or any other Source game) what is the path relative to?

 On 26 March 2015 at 07:41, Gavin Isgar gisg...@gmail.com wrote:

 The console actually says nothing. It has no problems or errors. I
 changed the vtf's path to the vmt name now, but what about everything 
 else?
 Like the gamelogo.res, is that suppose to be a path or
 HalfLife2RSIngameLogo1 or even hl2rslogo1. If its a path, how should the
 path be?

 On Wed, Mar 25, 2015 at 7:55 AM, tobias.kammersga...@gmail.com
 wrote:

  Tom is correct. I doubt the game is even allowed to read from the
 Program Files directory if UAC is enabled.

  - ScarT

 *From:* Tom Schumann schumann@gmail.com
 *Sent:* ‎Wednesday‎, ‎March‎ ‎25‎, ‎2015 ‎11‎:‎45‎ ‎AM
 *To:* Discussion of Half-Life Programming
 hlcoders@list.valvesoftware.com

 I don't think the $basetexture parameter should be an absolute path -
 I think it should just be HalfLife2RSIngameLogo1
 What does the console say?

 On 25 March 2015 at 06:25, Gavin Isgar gisg...@gmail.com wrote:

 Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a
 problem with the ingame logo at the menu screen. It shows up pink/black
 checkers while the size is the same size as the logo. I have a vmt and 
 vtf
 file of the photo both in the materials folder alone while the other
 folders inside the materials folder are console and sdk(obviously 
 the
 folders don't have the quotes in their names). Also, i have the code for
 the GameLogo.res down here;
 Resource/GameLogo.res
 {
 GameLogo
 {
 ControlName EditablePanel
 fieldName GameLogo
 xpos 0
 ypos 0
 zpos 50
 wide 400
 tall 100
 autoResize 1
 pinCorner 0
 visible 1
 enabled 1
 offsetX -20
 offsetY -15
 }

 Logo
 {
 ControlName ImagePanel
 fieldName Logo
 xpos 0
 ypos 0
 zpos 50
 wide 400
 tall 100
 visible 1
 enabled 1
 image materials\hl2rslogo1
 scaleImage 1
 }
 }
 The mod's name by the way is Half-Life 2: Resistance Shadow! Did i
 do anything wrong here, such as the path or anything else? This is the 
 vmt
 file's code;
 UnlitGeneric
 {
 $basetexture C:\Program Files
 (x86)\Steam\steamapps\sourcemods\halflife2resistanceshadow\materials\HalfLife2RSIngameLogo1
 $nolod 1
 }
 Anything wrong here either? The last file is the gameinfo.txt, which
 is down here;
 GameInfo
 {
 game  Half-Life 2: Resistance Shadow
 type singleplayer_only
 icon icon
 gamelogo1

 FileSystem
 {
 SteamAppId 218 // GCF for Episode 2
 ToolsAppId 211 // Tools will load this (ie: source SDK caches) to
 get things like materials\debug, materials\editor, etc.
  SearchPaths
 {
 Game |gameinfo_path|.
 Game |all_source_engine_paths|ep2
 Game |all_source_engine_paths|episodic
 Game |all_source_engine_paths|hl2
 }
 }
 }
 Anything wrong here also? Please reply back at gisg...@gmail.com because
 im really stuck in a hole with this mod without the logo, so please 
 reply
 with answers! I'm sorry if this isn't the right email for this problem.
 Thank you very much and have a good day!

 ___
 To unsubscribe, edit your list preferences, or view the list
 archives, please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders




 ___
 To unsubscribe, edit your list preferences, or view the list
 archives, please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders




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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
Yea Jesse, here's how i fixed it! So in my materials folder, i made a logo
folder, inside i put both put the vmt and vtf file with the same name.
Inside the vmt file, i put:

UnlitGeneric
{
$basetexture logo/hl2rslogo1
$nolod 1
$translucent 1
}

The path automatically detects the material folder, so just put the folder
and the name of both the vmt and vtf file(no extension). Then in my
gamelogo.res in my resource folder, i put:

Resource/GameLogo.res
{
GameLogo
{
ControlName EditablePanel
fieldName GameLogo
xpos 0
ypos 0
zpos 50
wide 400
tall 100
autoResize 1
pinCorner 0
visible 1
enabled 1
offsetX -20
offsetY -15
}

Logo
{
ControlName ImagePanel
fieldName Logo
xpos 0
ypos 0
zpos 50
wide 400
tall 100
visible 1
enabled 1
image ../logo/hl2rslogo1
scaleImage 1
}
}

The dots in the path specify how many folders are before vmt and vtf, but i
rather just do it like this:

2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1 folder, 1
file! If it was material/logo/hl2rslogo1 it would be 3 dots. Thats how i
fixed it, but i have one more thing. If your logo has an alpha channel(the
gray and white squares which mean clear areas) you have to put
$translucent 1 in the vmt file!

On Thu, Mar 26, 2015 at 3:53 PM, Jesse Oak wazanato...@gmail.com wrote:

 Could you tell us what fixed it so if someone else asks we can tell them?
 On Mar 26, 2015 7:14 AM, Gavin Isgar gisg...@gmail.com wrote:

 Just fixed it actually! Thanks for the help! But i would like if you guys
 would say this in your email just incase i have anymore problems in the
 future! Thanks guys

 On Thu, Mar 26, 2015 at 8:05 AM, Gavin Isgar gisg...@gmail.com wrote:

 Also what about the logo format. Does it have to be specific like vmt or
 vtf? Also, where do i put the logo files?

 On Thu, Mar 26, 2015 at 7:52 AM, Gavin Isgar gisg...@gmail.com wrote:

 Half-Life 2 instead of having gamelogo.res, it has a gamemenu.res which
 is very different, nothing is the same.


 On Thu, Mar 26, 2015 at 6:11 AM, Tom Schumann schumann@gmail.com
 wrote:

 I'm not sure about GameLogo.res - if you look at the GameLogo.res in
 Half-Life 2 (or any other Source game) what is the path relative to?

 On 26 March 2015 at 07:41, Gavin Isgar gisg...@gmail.com wrote:

 The console actually says nothing. It has no problems or errors. I
 changed the vtf's path to the vmt name now, but what about everything 
 else?
 Like the gamelogo.res, is that suppose to be a path or
 HalfLife2RSIngameLogo1 or even hl2rslogo1. If its a path, how should the
 path be?

 On Wed, Mar 25, 2015 at 7:55 AM, tobias.kammersga...@gmail.com
 wrote:

  Tom is correct. I doubt the game is even allowed to read from the
 Program Files directory if UAC is enabled.

  - ScarT

 *From:* Tom Schumann schumann@gmail.com
 *Sent:* ‎Wednesday‎, ‎March‎ ‎25‎, ‎2015 ‎11‎:‎45‎ ‎AM
 *To:* Discussion of Half-Life Programming
 hlcoders@list.valvesoftware.com

 I don't think the $basetexture parameter should be an absolute path
 - I think it should just be HalfLife2RSIngameLogo1
 What does the console say?

 On 25 March 2015 at 06:25, Gavin Isgar gisg...@gmail.com wrote:

 Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a
 problem with the ingame logo at the menu screen. It shows up pink/black
 checkers while the size is the same size as the logo. I have a vmt and 
 vtf
 file of the photo both in the materials folder alone while the other
 folders inside the materials folder are console and sdk(obviously 
 the
 folders don't have the quotes in their names). Also, i have the code 
 for
 the GameLogo.res down here;
 Resource/GameLogo.res
 {
 GameLogo
 {
 ControlName EditablePanel
 fieldName GameLogo
 xpos 0
 ypos 0
 zpos 50
 wide 400
 tall 100
 autoResize 1
 pinCorner 0
 visible 1
 enabled 1
 offsetX -20
 offsetY -15
 }

 Logo
 {
 ControlName ImagePanel
 fieldName Logo
 xpos 0
 ypos 0
 zpos 50
 wide 400
 tall 100
 visible 1
 enabled 1
 image materials\hl2rslogo1
 scaleImage 1
 }
 }
 The mod's name by the way is Half-Life 2: Resistance Shadow! Did
 i do anything wrong here, such as the path or anything else? This is 
 the
 vmt file's code;
 UnlitGeneric
 {
 $basetexture C:\Program Files
 (x86)\Steam\steamapps\sourcemods\halflife2resistanceshadow\materials\HalfLife2RSIngameLogo1
 $nolod 1
 }
 Anything wrong here either? The last file is the gameinfo.txt,
 which is down here;
 GameInfo
 {
 game  Half-Life 2: Resistance Shadow
 type singleplayer_only
 icon icon
 gamelogo1

 FileSystem
 {
 SteamAppId 218 // GCF for Episode 2
 ToolsAppId 211 // Tools will load this (ie: source SDK caches) to
 get things like materials\debug, materials\editor, etc.
  SearchPaths
 {
 Game |gameinfo_path|.
 Game |all_source_engine_paths|ep2
 Game |all_source_engine_paths|episodic
 Game |all_source_engine_paths|hl2
 }
 }
 }
 Anything wrong here also? Please reply back at gisg...@gmail.com 
 because
 im really stuck in a hole with this mod without the logo, so please 
 reply
 with answers! 

Re: [hlcoders] Modding Problems

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 gisg...@gmail.com wrote:
 Yea Jesse, here's how i fixed it! So in my materials folder, i made a logo
 folder, inside i put both put the vmt and vtf file with the same name.
 Inside the vmt file, i put:

 UnlitGeneric
 {
 $basetexture logo/hl2rslogo1
 $nolod 1
 $translucent 1
 }

 The path automatically detects the material folder, so just put the folder
 and the name of both the vmt and vtf file(no extension). Then in my
 gamelogo.res in my resource folder, i put:

 Resource/GameLogo.res
 {
 GameLogo
 {
 ControlName EditablePanel
 fieldName GameLogo
 xpos 0
 ypos 0
 zpos 50
 wide 400
 tall 100
 autoResize 1
 pinCorner 0
 visible 1
 enabled 1
 offsetX -20
 offsetY -15
 }

 Logo
 {
 ControlName ImagePanel
 fieldName Logo
 xpos 0
 ypos 0
 zpos 50
 wide 400
 tall 100
 visible 1
 enabled 1
 image ../logo/hl2rslogo1
 scaleImage 1
 }
 }

 The dots in the path specify how many folders are before vmt and vtf, but i
 rather just do it like this:

 2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1 folder, 1
 file! If it was material/logo/hl2rslogo1 it would be 3 dots. Thats how i
 fixed it, but i have one more thing. If your logo has an alpha channel(the
 gray and white squares which mean clear areas) you have to put
 $translucent 1 in the vmt file!

 On Thu, Mar 26, 2015 at 3:53 PM, Jesse Oak wazanato...@gmail.com wrote:

 Could you tell us what fixed it so if someone else asks we can tell them?

 On Mar 26, 2015 7:14 AM, Gavin Isgar gisg...@gmail.com wrote:

 Just fixed it actually! Thanks for the help! But i would like if you guys
 would say this in your email just incase i have anymore problems in the
 future! Thanks guys

 On Thu, Mar 26, 2015 at 8:05 AM, Gavin Isgar gisg...@gmail.com wrote:

 Also what about the logo format. Does it have to be specific like vmt or
 vtf? Also, where do i put the logo files?

 On Thu, Mar 26, 2015 at 7:52 AM, Gavin Isgar gisg...@gmail.com wrote:

 Half-Life 2 instead of having gamelogo.res, it has a gamemenu.res which
 is very different, nothing is the same.


 On Thu, Mar 26, 2015 at 6:11 AM, Tom Schumann schumann@gmail.com
 wrote:

 I'm not sure about GameLogo.res - if you look at the GameLogo.res in
 Half-Life 2 (or any other Source game) what is the path relative to?

 On 26 March 2015 at 07:41, Gavin Isgar gisg...@gmail.com wrote:

 The console actually says nothing. It has no problems or errors. I
 changed the vtf's path to the vmt name now, but what about everything 
 else?
 Like the gamelogo.res, is that suppose to be a path or
 HalfLife2RSIngameLogo1 or even hl2rslogo1. If its a path, how should the
 path be?

 On Wed, Mar 25, 2015 at 7:55 AM, tobias.kammersga...@gmail.com
 wrote:

 Tom is correct. I doubt the game is even allowed to read from the
 Program Files directory if UAC is enabled.

  - ScarT

 From: Tom Schumann
 Sent: ‎Wednesday‎, ‎March‎ ‎25‎, ‎2015 ‎11‎:‎45‎ ‎AM
 To: Discussion of Half-Life Programming

 I don't think the $basetexture parameter should be an absolute path
 - I think it should just be HalfLife2RSIngameLogo1
 What does the console say?

 On 25 March 2015 at 06:25, Gavin Isgar gisg...@gmail.com wrote:

 Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a
 problem with the ingame logo at the menu screen. It shows up 
 pink/black
 checkers while the size is the same size as the logo. I have a vmt 
 and vtf
 file of the photo both in the materials folder alone while the other 
 folders
 inside the materials folder are console and sdk(obviously the 
 folders
 don't have the quotes in their names). Also, i have the code for the
 GameLogo.res down here;
 Resource/GameLogo.res
 {
 GameLogo
 {
 ControlName EditablePanel
 fieldName GameLogo
 xpos 0
 ypos 0
 zpos 50
 wide 400
 tall 100
 autoResize 1
 pinCorner 0
 visible 1
 enabled 1
 offsetX -20
 offsetY -15
 }

 Logo
 {
 ControlName ImagePanel
 fieldName Logo
 xpos 0
 ypos 0
 zpos 50
 wide 400
 tall 100
 visible 1
 enabled 1
 image materials\hl2rslogo1
 scaleImage 1
 }
 }
 The mod's name by the way is Half-Life 2: Resistance Shadow! Did
 i do anything wrong here, such as the path or anything else? This is 
 the vmt
 file's code;
 UnlitGeneric
 {
 $basetexture C:\Program Files
 (x86)\Steam\steamapps\sourcemods\halflife2resistanceshadow\materials\HalfLife2RSIngameLogo1
 $nolod 1
 }
 Anything wrong here either? The last file is the gameinfo.txt,
 which is down here;
 GameInfo
 {
 game  Half-Life 2: Resistance Shadow
 type singleplayer_only
 icon icon
 gamelogo1

 FileSystem
 {
 SteamAppId 218 // GCF for Episode 2
 ToolsAppId 211 // Tools will load this (ie: source SDK caches) to
 get things like materials\debug, materials\editor, etc.
 SearchPaths
 {
 Game |gameinfo_path|.
 Game |all_source_engine_paths|ep2
 Game |all_source_engine_paths|episodic
 

Re: [hlcoders] Modding Problems

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, tobias.kammersga...@gmail.com wrote:

  Tom is correct. I doubt the game is even allowed to read from the
 Program Files directory if UAC is enabled.

  - ScarT

 *From:* Tom Schumann schumann@gmail.com
 *Sent:* ‎Wednesday‎, ‎March‎ ‎25‎, ‎2015 ‎11‎:‎45‎ ‎AM
 *To:* Discussion of Half-Life Programming
 hlcoders@list.valvesoftware.com

 I don't think the $basetexture parameter should be an absolute path - I
 think it should just be HalfLife2RSIngameLogo1
 What does the console say?

 On 25 March 2015 at 06:25, Gavin Isgar gisg...@gmail.com wrote:

 Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a problem
 with the ingame logo at the menu screen. It shows up pink/black checkers
 while the size is the same size as the logo. I have a vmt and vtf file of
 the photo both in the materials folder alone while the other folders inside
 the materials folder are console and sdk(obviously the folders don't
 have the quotes in their names). Also, i have the code for the GameLogo.res
 down here;
 Resource/GameLogo.res
 {
 GameLogo
 {
 ControlName EditablePanel
 fieldName GameLogo
 xpos 0
 ypos 0
 zpos 50
 wide 400
 tall 100
 autoResize 1
 pinCorner 0
 visible 1
 enabled 1
 offsetX -20
 offsetY -15
 }

 Logo
 {
 ControlName ImagePanel
 fieldName Logo
 xpos 0
 ypos 0
 zpos 50
 wide 400
 tall 100
 visible 1
 enabled 1
 image materials\hl2rslogo1
 scaleImage 1
 }
 }
 The mod's name by the way is Half-Life 2: Resistance Shadow! Did i do
 anything wrong here, such as the path or anything else? This is the vmt
 file's code;
 UnlitGeneric
 {
 $basetexture C:\Program Files
 (x86)\Steam\steamapps\sourcemods\halflife2resistanceshadow\materials\HalfLife2RSIngameLogo1
 $nolod 1
 }
 Anything wrong here either? The last file is the gameinfo.txt, which is
 down here;
 GameInfo
 {
 game  Half-Life 2: Resistance Shadow
 type singleplayer_only
 icon icon
 gamelogo1

 FileSystem
 {
 SteamAppId 218 // GCF for Episode 2
 ToolsAppId 211 // Tools will load this (ie: source SDK caches) to get
 things like materials\debug, materials\editor, etc.
  SearchPaths
 {
 Game |gameinfo_path|.
 Game |all_source_engine_paths|ep2
 Game |all_source_engine_paths|episodic
 Game |all_source_engine_paths|hl2
 }
 }
 }
 Anything wrong here also? Please reply back at gisg...@gmail.com because
 im really stuck in a hole with this mod without the logo, so please reply
 with answers! I'm sorry if this isn't the right email for this problem.
 Thank you very much and have a good day!

 ___
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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 gisg...@gmail.com wrote:


Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a problem with the 
ingame logo at the menu screen. It shows up pink/black checkers while the size 
is the same size as the logo. I have a vmt and vtf file of the photo both in 
the materials folder alone while the other folders inside the materials folder 
are console and sdk(obviously the folders don't have the quotes in their 
names). Also, i have the code for the GameLogo.res down here;

Resource/GameLogo.res

{

GameLogo

{

ControlName EditablePanel

fieldName   GameLogo

xpos0

ypos0

zpos50

wide400

tall100

autoResize  1

pinCorner   0

visible 1

enabled 1

offsetX -20

offsetY -15

}

 

Logo

{

ControlName ImagePanel

fieldName   Logo

xpos0

ypos0

zpos50

wide400

tall100

visible 1

enabled 1

image   materials\hl2rslogo1

scaleImage  1   

}

}

The mod's name by the way is Half-Life 2: Resistance Shadow! Did i do 
anything wrong here, such as the path or anything else? This is the vmt file's 
code;


UnlitGeneric

{

$basetexture C:\Program Files 
(x86)\Steam\steamapps\sourcemods\halflife2resistanceshadow\materials\HalfLife2RSIngameLogo1

$nolod 1

}

Anything wrong here either? The last file is the gameinfo.txt, which is down 
here;


GameInfo

{

gameHalf-Life 2: Resistance Shadow

typesingleplayer_only

iconicon

gamelogo1




FileSystem

{

SteamAppId  218 // GCF 
for Episode 2

ToolsAppId  211 // 
Tools will load this (ie: source SDK caches) to get things like 
materials\debug, materials\editor, etc.



SearchPaths

{

Game|gameinfo_path|.

Game
|all_source_engine_paths|ep2

Game
|all_source_engine_paths|episodic

Game
|all_source_engine_paths|hl2

}

}

}

Anything wrong here also? Please reply back at gisg...@gmail.com because im 
really stuck in a hole with this mod without the logo, so please reply with 
answers! I'm sorry if this isn't the right email for this problem. Thank you 
very much and have a good day!

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders___
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visit:
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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 gisg...@gmail.com wrote:

 Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a problem
 with the ingame logo at the menu screen. It shows up pink/black checkers
 while the size is the same size as the logo. I have a vmt and vtf file of
 the photo both in the materials folder alone while the other folders inside
 the materials folder are console and sdk(obviously the folders don't
 have the quotes in their names). Also, i have the code for the GameLogo.res
 down here;
 Resource/GameLogo.res
 {
 GameLogo
 {
 ControlName EditablePanel
 fieldName GameLogo
 xpos 0
 ypos 0
 zpos 50
 wide 400
 tall 100
 autoResize 1
 pinCorner 0
 visible 1
 enabled 1
 offsetX -20
 offsetY -15
 }

 Logo
 {
 ControlName ImagePanel
 fieldName Logo
 xpos 0
 ypos 0
 zpos 50
 wide 400
 tall 100
 visible 1
 enabled 1
 image materials\hl2rslogo1
 scaleImage 1
 }
 }
 The mod's name by the way is Half-Life 2: Resistance Shadow! Did i do
 anything wrong here, such as the path or anything else? This is the vmt
 file's code;
 UnlitGeneric
 {
 $basetexture C:\Program Files
 (x86)\Steam\steamapps\sourcemods\halflife2resistanceshadow\materials\HalfLife2RSIngameLogo1
 $nolod 1
 }
 Anything wrong here either? The last file is the gameinfo.txt, which is
 down here;
 GameInfo
 {
 game  Half-Life 2: Resistance Shadow
 type singleplayer_only
 icon icon
 gamelogo1

 FileSystem
 {
 SteamAppId 218 // GCF for Episode 2
 ToolsAppId 211 // Tools will load this (ie: source SDK caches) to get
 things like materials\debug, materials\editor, etc.
  SearchPaths
 {
 Game |gameinfo_path|.
 Game |all_source_engine_paths|ep2
 Game |all_source_engine_paths|episodic
 Game |all_source_engine_paths|hl2
 }
 }
 }
 Anything wrong here also? Please reply back at gisg...@gmail.com because
 im really stuck in a hole with this mod without the logo, so please reply
 with answers! I'm sorry if this isn't the right email for this problem.
 Thank you very much and have a good day!

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders