Re: [hlcoders] Modding Problems
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 > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Modding Problems
http://youtu.be/BtiAvNkEpC0 there's a written out version in the guides section of the source sdk hub on steam. On Sun, May 15, 2016, 10:08 AM Gavin 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 > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Modding Problems
I was thinking the same. The only things that are actually recognized are maps. Thanks! But, If you don't mind, when I do use Source 2013, the client.dll's and server.dll's are never generated. May you please help me? On Sun, May 15, 2016 at 10:27 AM, Tony "omega" 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
Re: [hlcoders] Modding Problems
Pretty sure you can't do it anymore, because all of the content is now in vpks. So you need 2013 to be able to mount the other games, as they also use newer engine now. On Sun, May 15, 2016 at 11:04 PM, Gavin 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
Re: [hlcoders] Modding Problems
>>>> On Fri, Apr 17, 2015 at 8:30 PM, Jesse Oak < >>>>>>>>>>>>>>>>>> wazanato...@gmail.com> wrote: >>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>> It most likely has a corresponding .res file then in >>>>>>>>>>>>>>>>>>> which case you should be able to edit that. >>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>> On Fri, Apr 17, 2015 at 4:30 PM, Gavin Isgar < >>>>>>>>>>>>>>>>>>> gisg...@gmail.com> wrote: >>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>> Commentary mode isn't on the menu, if it was, i >>>>>>>>>>>>>>>>>>>> would've already removed it. It's in the chapter list >>>>>>>>>>>>>>>>>>>> menu. I still dont >>>>>>>>>>>>>>>>>>>> know how to remove it either >>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>> On Fri, Apr 17, 2015 at 12:35 PM, Jesse Oak < >>>>>>>>>>>>>>>>>>>> wazanato...@gmail.com> wrote: >>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>> If you don't want commentary just remove it from your >>>>>>>>>>>>>>>>>>>>> menu. >>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 8:22 PM, Gavin Isgar < >>>>>>>>>>>>>>>>>>>>> gisg...@gmail.com> wrote: >>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>>> Nope, still is like that. Why did it automatically >>>>>>>>>>>>>>>>>>>>>> add HL2 commentary mode and messed up the chapter box >>>>>>>>>>>>>>>>>>>>>> with an unusable exit >>>>>>>>>>>>>>>>>>>>>> arrow? Please help! >>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 9:20 PM, Gavin Isgar < >>>>>>>>>>>>>>>>>>>>>> gisg...@gmail.com> wrote: >>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>>>> NVM, think i found the answer. HL2 was uninstalled >>>>>>>>>>>>>>>>>>>>>>> somehow and only HL2EP2 was installed. I hope! >>>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 9:18 PM, Gavin Isgar < >>>>>>>>>>>>>>>>>>>>>>> gisg...@gmail.com> wrote: >>>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>>>>> Back with another question guys! So i was looking >>>>>>>>>>>>>>>>>>>>>>>> at the chapter list in my game(literally ingame) and i >>>>>>>>>>>>>>>>>>>>>>>> now see something >>>>>>>>>>>>>>>>>>>>>>>> new, a commentary checkbox! I didnt add one though, im >>>>>>>>>>>>>>>>>>>>>>>> using SDK Base 2007 >>>>>>>>>>>>>>>>>>>>>>>> for this mod BTW. Did it update and automatically put >>>>>>>>>>>>>>>>>>
Re: [hlcoders] Modding Problems
clientmode_shared.cpp - find void ClientModeShared::Init() before that: // See interface.h/.cpp for specifics: basically this ensures that we actually Sys_UnloadModule the dll and that we don't call Sys_LoadModule // over and over again. static CDllDemandLoader g_GameUI( "gameui" ); Then, inside ClientModeShared::Init() perhaps at the very bottom, inject your custom VGUI panel. CreateInterfaceFn gameUIFactory = g_GameUI.GetFactory(); if ( gameUIFactory ) { m_pGameUI = (IGameUI *) gameUIFactory(GAMEUI_INTERFACE_VERSION, NULL ); if ( NULL != m_pGameUI ) { // insert stats summary panel as the loading background dialog C3MMLoadingPanel *pPanel = GetLoadingPanel(); pPanel->InvalidateLayout( false, true ); pPanel->SetVisible( false ); pPanel->MakePopup( false ); m_pGameUI->SetLoadingBackgroundDialog( pPanel->GetVPanel() ); } } Custom panel code not included in my reply. On Thu, Jun 25, 2015 at 10:55 AM, Gavin Isgar wrote: > Almost! My mod is a single player mod, and I wan't to make custom loading > screens(the original for Valve games is the gray box with white rectangles > as progress bars). I want to make a custom one, like one they use in CS:GO! > Thanks! > > On Wed, Jun 24, 2015 at 8:20 PM, Ken Swisher wrote: > >> This what you're looking for? Loading screens for the chapters (or just >> for the game itself if it doesn't contain chapters) >> >> https://developer.valvesoftware.com/wiki/Menu_Background_Map >> >> Sent from my Verizon Wireless 4G LTE smartphone >> >> >> Original message >> From: Gavin Isgar >> Date: 06/24/2015 6:45 PM (GMT-06:00) >> To: Discussion of Half-Life Programming >> >> Subject: Re: [hlcoders] Modding Problems >> >> ? >> >> On Tue, Jun 23, 2015 at 10:17 PM, Gavin Isgar wrote: >> >> > Hey guys, back with another question. For a singleplayer mod, how would >> i >> > be able to change the background for the loading screen, or make a >> custom >> > loading bar? Thanks! >> > >> > On Fri, Jun 19, 2015 at 4:00 PM, Gavin Isgar wrote: >> > >> >> Alright, but i want to at least get this done by today. I will try >> >> looking in Half-Life 2's files and try to find a corresponding file, >> but if >> >> you find any good information for me, please tell me! Thanks! >> >> >> >> On Fri, Jun 19, 2015 at 2:34 PM, Tony "omega" Sergi < >> omegal...@gmail.com> >> >> wrote: >> >> >> >>> if i remember correctly, it's sort of a bug. you need to replace a >> >>> specific file, or gameui won't read certain strings. I can't remember >> which >> >>> one right now though. >> >>> >> >>> On Fri, Jun 19, 2015 at 9:25 PM, Gavin Isgar >> wrote: >> >>> >> >>>> Alright, I'll try to look around there. If I can't find anything, i >> >>>> might have to just look in the HL2 files. >> >>>> >> >>>> >> >>>> On Fri, Jun 19, 2015 at 6:26 AM, Tom Schumann < >> schumann@gmail.com> >> >>>> wrote: >> >>>> >> >>>>> Off the top of my head I don't know but probably in one of the .txt >> >>>>> files in hl2/resource/ >> >>>>> >> >>>>> On 19 June 2015 at 06:00, Gavin Isgar wrote: >> >>>>> >> >>>>>> ? >> >>>>>> >> >>>>>> >> >>>>>> On Wed, Jun 17, 2015 at 4:09 PM, Gavin Isgar >> >>>>>> wrote: >> >>>>>> >> >>>>>>> The commentary text that shows up in the chapter selection menu. >> >>>>>>> >> >>>>>>> On Wed, Jun 17, 2015 at 5:37 AM, Tom Schumann < >> >>>>>>> schumann@gmail.com> wrote: >> >>>>>>> >> >>>>>>>> Which commentary text specifically? >> >>>>>>>> >> >>>>>>>> On 17 June 2015 at 11:21, Gavin Isgar wrote: >> >>>>>>>> >> >>>>>>>>> Guys, i need some help with another problem. So, i've been >> >>>>>>>>> searching my game's files for a bit and, I can
Re: [hlcoders] Modding Problems
Almost! My mod is a single player mod, and I wan't to make custom loading screens(the original for Valve games is the gray box with white rectangles as progress bars). I want to make a custom one, like one they use in CS:GO! Thanks! On Wed, Jun 24, 2015 at 8:20 PM, Ken Swisher wrote: > This what you're looking for? Loading screens for the chapters (or just > for the game itself if it doesn't contain chapters) > > https://developer.valvesoftware.com/wiki/Menu_Background_Map > > Sent from my Verizon Wireless 4G LTE smartphone > > > Original message > From: Gavin Isgar > Date: 06/24/2015 6:45 PM (GMT-06:00) > To: Discussion of Half-Life Programming > Subject: Re: [hlcoders] Modding Problems > > ? > > On Tue, Jun 23, 2015 at 10:17 PM, Gavin Isgar wrote: > > > Hey guys, back with another question. For a singleplayer mod, how would i > > be able to change the background for the loading screen, or make a custom > > loading bar? Thanks! > > > > On Fri, Jun 19, 2015 at 4:00 PM, Gavin Isgar wrote: > > > >> Alright, but i want to at least get this done by today. I will try > >> looking in Half-Life 2's files and try to find a corresponding file, > but if > >> you find any good information for me, please tell me! Thanks! > >> > >> On Fri, Jun 19, 2015 at 2:34 PM, Tony "omega" Sergi < > omegal...@gmail.com> > >> wrote: > >> > >>> if i remember correctly, it's sort of a bug. you need to replace a > >>> specific file, or gameui won't read certain strings. I can't remember > which > >>> one right now though. > >>> > >>> On Fri, Jun 19, 2015 at 9:25 PM, Gavin Isgar > wrote: > >>> > >>>> Alright, I'll try to look around there. If I can't find anything, i > >>>> might have to just look in the HL2 files. > >>>> > >>>> > >>>> On Fri, Jun 19, 2015 at 6:26 AM, Tom Schumann > > >>>> wrote: > >>>> > >>>>> Off the top of my head I don't know but probably in one of the .txt > >>>>> files in hl2/resource/ > >>>>> > >>>>> On 19 June 2015 at 06:00, Gavin Isgar wrote: > >>>>> > >>>>>> ? > >>>>>> > >>>>>> > >>>>>> On Wed, Jun 17, 2015 at 4:09 PM, Gavin Isgar > >>>>>> wrote: > >>>>>> > >>>>>>> The commentary text that shows up in the chapter selection menu. > >>>>>>> > >>>>>>> On Wed, Jun 17, 2015 at 5:37 AM, Tom Schumann < > >>>>>>> schumann@gmail.com> wrote: > >>>>>>> > >>>>>>>> Which commentary text specifically? > >>>>>>>> > >>>>>>>> On 17 June 2015 at 11:21, Gavin Isgar wrote: > >>>>>>>> > >>>>>>>>> Guys, i need some help with another problem. So, i've been > >>>>>>>>> searching my game's files for a bit and, I can't seem to find > how to change > >>>>>>>>> the HL2 Commentary Text in the main menu? Do i need to make a > new file? > >>>>>>>>> Thank you! > >>>>>>>>> > >>>>>>>>> > >>>>>>>>> On Sat, May 23, 2015 at 7:52 AM, Gavin Isgar > >>>>>>>>> wrote: > >>>>>>>>> > >>>>>>>>>> Thank you! > >>>>>>>>>> > >>>>>>>>>> > >>>>>>>>>> On Sat, May 23, 2015 at 12:55 AM, Tony "omega" Sergi < > >>>>>>>>>> omegal...@gmail.com> wrote: > >>>>>>>>>> > >>>>>>>>>>> https://developer.valvesoftware.com/wiki/View_Models > >>>>>>>>>>> https://developer.valvesoftware.com/wiki/Viewmodels_in_Blender > >>>>>>>>>>> > >>>>>>>>>>> https://developer.valvesoftware.com/wiki/SDK_Docs > >>>>>>>>>>> > >>>>>>>>>>> http://forums.steampowered.com/forums/showthread.php?t=842810 > >>>>>>>>>>> > >>>>>>
Re: [hlcoders] Modding Problems
This what you're looking for? Loading screens for the chapters (or just for the game itself if it doesn't contain chapters) https://developer.valvesoftware.com/wiki/Menu_Background_Map Sent from my Verizon Wireless 4G LTE smartphone Original message From: Gavin Isgar Date: 06/24/2015 6:45 PM (GMT-06:00) To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Modding Problems ? On Tue, Jun 23, 2015 at 10:17 PM, Gavin Isgar wrote: > Hey guys, back with another question. For a singleplayer mod, how would i > be able to change the background for the loading screen, or make a custom > loading bar? Thanks! > > On Fri, Jun 19, 2015 at 4:00 PM, Gavin Isgar wrote: > >> Alright, but i want to at least get this done by today. I will try >> looking in Half-Life 2's files and try to find a corresponding file, but if >> you find any good information for me, please tell me! Thanks! >> >> On Fri, Jun 19, 2015 at 2:34 PM, Tony "omega" Sergi >> wrote: >> >>> if i remember correctly, it's sort of a bug. you need to replace a >>> specific file, or gameui won't read certain strings. I can't remember which >>> one right now though. >>> >>> On Fri, Jun 19, 2015 at 9:25 PM, Gavin Isgar wrote: >>> >>>> Alright, I'll try to look around there. If I can't find anything, i >>>> might have to just look in the HL2 files. >>>> >>>> >>>> On Fri, Jun 19, 2015 at 6:26 AM, Tom Schumann >>>> wrote: >>>> >>>>> Off the top of my head I don't know but probably in one of the .txt >>>>> files in hl2/resource/ >>>>> >>>>> On 19 June 2015 at 06:00, Gavin Isgar wrote: >>>>> >>>>>> ? >>>>>> >>>>>> >>>>>> On Wed, Jun 17, 2015 at 4:09 PM, Gavin Isgar >>>>>> wrote: >>>>>> >>>>>>> The commentary text that shows up in the chapter selection menu. >>>>>>> >>>>>>> On Wed, Jun 17, 2015 at 5:37 AM, Tom Schumann < >>>>>>> schumann@gmail.com> wrote: >>>>>>> >>>>>>>> Which commentary text specifically? >>>>>>>> >>>>>>>> On 17 June 2015 at 11:21, Gavin Isgar wrote: >>>>>>>> >>>>>>>>> Guys, i need some help with another problem. So, i've been >>>>>>>>> searching my game's files for a bit and, I can't seem to find how to >>>>>>>>> change >>>>>>>>> the HL2 Commentary Text in the main menu? Do i need to make a new >>>>>>>>> file? >>>>>>>>> Thank you! >>>>>>>>> >>>>>>>>> >>>>>>>>> On Sat, May 23, 2015 at 7:52 AM, Gavin Isgar >>>>>>>>> wrote: >>>>>>>>> >>>>>>>>>> Thank you! >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> On Sat, May 23, 2015 at 12:55 AM, Tony "omega" Sergi < >>>>>>>>>> omegal...@gmail.com> wrote: >>>>>>>>>> >>>>>>>>>>> https://developer.valvesoftware.com/wiki/View_Models >>>>>>>>>>> https://developer.valvesoftware.com/wiki/Viewmodels_in_Blender >>>>>>>>>>> >>>>>>>>>>> https://developer.valvesoftware.com/wiki/SDK_Docs >>>>>>>>>>> >>>>>>>>>>> http://forums.steampowered.com/forums/showthread.php?t=842810 >>>>>>>>>>> >>>>>>>>>>> google is fantastic. >>>>>>>>>>> >>>>>>>>>>> On Sat, May 23, 2015 at 11:07 AM, Gavin Isgar >>>>>>>>>> > wrote: >>>>>>>>>>> >>>>>>>>>>>> Hey guys, i got a question! Can anyways please tell me how to >>>>>>>>>>>> model and make weapons? I cant find a solid tutorial anywhere that >>>>>>>>>>>> i can >>>>>>>>>>>> actually do it on! Please help, thank you! >>>>>>>>>>>> >>>&
Re: [hlcoders] Modding Problems
gt;> dont know how to >>>>>>>>>>>>>>>>>>> remove it either >>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>> On Fri, Apr 17, 2015 at 12:35 PM, Jesse Oak < >>>>>>>>>>>>>>>>>>> wazanato...@gmail.com> wrote: >>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>> If you don't want commentary just remove it from your >>>>>>>>>>>>>>>>>>>> menu. >>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 8:22 PM, Gavin Isgar < >>>>>>>>>>>>>>>>>>>> gisg...@gmail.com> wrote: >>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>> Nope, still is like that. Why did it automatically add >>>>>>>>>>>>>>>>>>>>> HL2 commentary mode and messed up the chapter box with an >>>>>>>>>>>>>>>>>>>>> unusable exit >>>>>>>>>>>>>>>>>>>>> arrow? Please help! >>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 9:20 PM, Gavin Isgar < >>>>>>>>>>>>>>>>>>>>> gisg...@gmail.com> wrote: >>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>>> NVM, think i found the answer. HL2 was uninstalled >>>>>>>>>>>>>>>>>>>>>> somehow and only HL2EP2 was installed. I hope! >>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 9:18 PM, Gavin Isgar < >>>>>>>>>>>>>>>>>>>>>> gisg...@gmail.com> wrote: >>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>>>> Back with another question guys! So i was looking at >>>>>>>>>>>>>>>>>>>>>>> the chapter list in my game(literally ingame) and i now >>>>>>>>>>>>>>>>>>>>>>> see something new, >>>>>>>>>>>>>>>>>>>>>>> a commentary checkbox! I didnt add one though, im using >>>>>>>>>>>>>>>>>>>>>>> SDK Base 2007 for >>>>>>>>>>>>>>>>>>>>>>> this mod BTW. Did it update and automatically put it >>>>>>>>>>>>>>>>>>>>>>> in? Please help for >>>>>>>>>>>>>>>>>>>>>>> future reference! >>>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar < >>>>>>>>>>>>>>>>>>>>>>> gisg...@gmail.com> wrote: >>>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>>>>> Im not distributing them, and i dont feel like it. >>>>>>>>>>>>>>>>>>>>>>>> I just want to know how i can configure code files for >>>>>>>>>>>>>>>>>>>>>>>> a game so that it >>>>>>>>>>>>>>>>>>>>>>>> can find the game and code it >>>>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak <
Re: [hlcoders] Modding Problems
gt;>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 8:22 PM, Gavin Isgar < >>>>>>>>>>>>>>>>>>> gisg...@gmail.com> wrote: >>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>> Nope, still is like that. Why did it automatically add >>>>>>>>>>>>>>>>>>>> HL2 commentary mode and messed up the chapter box with an >>>>>>>>>>>>>>>>>>>> unusable exit >>>>>>>>>>>>>>>>>>>> arrow? Please help! >>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 9:20 PM, Gavin Isgar < >>>>>>>>>>>>>>>>>>>> gisg...@gmail.com> wrote: >>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>> NVM, think i found the answer. HL2 was uninstalled >>>>>>>>>>>>>>>>>>>>> somehow and only HL2EP2 was installed. I hope! >>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 9:18 PM, Gavin Isgar < >>>>>>>>>>>>>>>>>>>>> gisg...@gmail.com> wrote: >>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>>> Back with another question guys! So i was looking at >>>>>>>>>>>>>>>>>>>>>> the chapter list in my game(literally ingame) and i now >>>>>>>>>>>>>>>>>>>>>> see something new, >>>>>>>>>>>>>>>>>>>>>> a commentary checkbox! I didnt add one though, im using >>>>>>>>>>>>>>>>>>>>>> SDK Base 2007 for >>>>>>>>>>>>>>>>>>>>>> this mod BTW. Did it update and automatically put it in? >>>>>>>>>>>>>>>>>>>>>> Please help for >>>>>>>>>>>>>>>>>>>>>> future reference! >>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar < >>>>>>>>>>>>>>>>>>>>>> gisg...@gmail.com> wrote: >>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>>>> Im not distributing them, and i dont feel like it. I >>>>>>>>>>>>>>>>>>>>>>> just want to know how i can configure code files for a >>>>>>>>>>>>>>>>>>>>>>> game so that it can >>>>>>>>>>>>>>>>>>>>>>> find the game and code it >>>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak < >>>>>>>>>>>>>>>>>>>>>>> wazanato...@gmail.com> wrote: >>>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>>>>> Are you using SVN or Git? Just make a branch if you >>>>>>>>>>>>>>>>>>>>>>>> are. >>>>>>>>>>>>>>>>>>>>>>>> On Apr 14, 2015 6:55 AM, "Gavin Isgar" < >>>>>>>>>>>>>>>>>>>>>>>> gisg...@gmail.com> wrote: >>>>>>>>>>>>>>>>>>>>>>>> >>>>>>&g
Re: [hlcoders] Modding Problems
gt;>>>> >>>>>>>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 9:20 PM, Gavin Isgar < >>>>>>>>>>>>>>>>>>> gisg...@gmail.com> wrote: >>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>> NVM, think i found the answer. HL2 was uninstalled >>>>>>>>>>>>>>>>>>>> somehow and only HL2EP2 was installed. I hope! >>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 9:18 PM, Gavin Isgar < >>>>>>>>>>>>>>>>>>>> gisg...@gmail.com> wrote: >>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>> Back with another question guys! So i was looking at >>>>>>>>>>>>>>>>>>>>> the chapter list in my game(literally ingame) and i now >>>>>>>>>>>>>>>>>>>>> see something new, >>>>>>>>>>>>>>>>>>>>> a commentary checkbox! I didnt add one though, im using >>>>>>>>>>>>>>>>>>>>> SDK Base 2007 for >>>>>>>>>>>>>>>>>>>>> this mod BTW. Did it update and automatically put it in? >>>>>>>>>>>>>>>>>>>>> Please help for >>>>>>>>>>>>>>>>>>>>> future reference! >>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar < >>>>>>>>>>>>>>>>>>>>> gisg...@gmail.com> wrote: >>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>>> Im not distributing them, and i dont feel like it. I >>>>>>>>>>>>>>>>>>>>>> just want to know how i can configure code files for a >>>>>>>>>>>>>>>>>>>>>> game so that it can >>>>>>>>>>>>>>>>>>>>>> find the game and code it >>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak < >>>>>>>>>>>>>>>>>>>>>> wazanato...@gmail.com> wrote: >>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>>>> Are you using SVN or Git? Just make a branch if you >>>>>>>>>>>>>>>>>>>>>>> are. >>>>>>>>>>>>>>>>>>>>>>> On Apr 14, 2015 6:55 AM, "Gavin Isgar" < >>>>>>>>>>>>>>>>>>>>>>> gisg...@gmail.com> wrote: >>>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>>>>> Its not that easy. The files within it are all >>>>>>>>>>>>>>>>>>>>>>>> configured for the base game other than the beta. But >>>>>>>>>>>>>>>>>>>>>>>> that still didnt >>>>>>>>>>>>>>>>>>>>>>>> answer my question >>>>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 5:04 AM, Stan R. < >>>>>>>>>>>>>>>>>>>>>>>> ca...@inbox.ru> wrote: >>>>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>&
Re: [hlcoders] Modding Problems
;>>>>>>>>>>>>>>>>>>>> Subject: Re: [hlcoders] Modding Problems >>>>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>>>>> I wanted to use Source SDK Base 2007 for a >>>>>>>>>>>>>>>>>>>>>>>> reason. But my question still hasn't been answered. >>>>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>>>>> On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires < >>>>>>>>>>>>>>>>>>>>>>>> st...@swires.me >>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%3ast...@swires.me> >>>>>>>>>>>>>>>>>>>>>>>> > wrote: >>>>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>>>>> If you're starting a new mod (which it sounds like >>>>>>>>>>>>>>>>>>>>>>>> you are), you should not be using the 2007 base at all. >>>>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>>>>> On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar < >>>>>>>>>>>>>>>>>>>>>>>> gisg...@gmail.com >>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com> >>>>>>>>>>>>>>>>>>>>>>>> > wrote: >>>>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>>>>> Hey guys, back with another question! So i just saw >>>>>>>>>>>>>>>>>>>>>>>> awhile ago that Source SDK Base 2007 got updated. My >>>>>>>>>>>>>>>>>>>>>>>> mod uses Source SDK >>>>>>>>>>>>>>>>>>>>>>>> Base 2007 and i was wondering, do the updates >>>>>>>>>>>>>>>>>>>>>>>> interfere with the mod in >>>>>>>>>>>>>>>>>>>>>>>> anyway? Thanks for the help! >>>>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>>>>> On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar < >>>>>>>>>>>>>>>>>>>>>>>> gisg...@gmail.com >>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com> >>>>>>>>>>>>>>>>>>>>>>>> > wrote: >>>>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>>>>> Thanks Stan! >>>>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>>>>> On Fri, Apr 3, 2015 at 8:42 PM, Stan R. < >>>>>>>>>>>>>>>>>>>>>>>> ca...@inbox.ru >>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%3aca...@inbox.ru> >>>>>>>>>>>>>>>>>>>>>>>> > wrote: >>>>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>>>>> You dont need to use VPKs to add sounds to your >>>>&
Re: [hlcoders] Modding Problems
ck with ANOTHER question. I've been wondering, how >>>>>>>>>>>>> can i make voice(choreography) scenes in-game? What i mean by >>>>>>>>>>>>> that is make >>>>>>>>>>>>> an NPC say what i said in my recording while lip syncing. I seen >>>>>>>>>>>>> that >>>>>>>>>>>>> Source SDK's Faceposer can do that but all tutorials are now >>>>>>>>>>>>> outdated and i >>>>>>>>>>>>> cant find a good resource. Can you guys tell me how i can do this? >>>>>>>>>>>>> >>>>>>>>>>>>> On Fri, Apr 17, 2015 at 8:30 PM, Jesse Oak < >>>>>>>>>>>>> wazanato...@gmail.com> wrote: >>>>>>>>>>>>> >>>>>>>>>>>>>> It most likely has a corresponding .res file then in which >>>>>>>>>>>>>> case you should be able to edit that. >>>>>>>>>>>>>> >>>>>>>>>>>>>> On Fri, Apr 17, 2015 at 4:30 PM, Gavin Isgar < >>>>>>>>>>>>>> gisg...@gmail.com> wrote: >>>>>>>>>>>>>> >>>>>>>>>>>>>>> Commentary mode isn't on the menu, if it was, i would've >>>>>>>>>>>>>>> already removed it. It's in the chapter list menu. I still dont >>>>>>>>>>>>>>> know how to >>>>>>>>>>>>>>> remove it either >>>>>>>>>>>>>>> >>>>>>>>>>>>>>> On Fri, Apr 17, 2015 at 12:35 PM, Jesse Oak < >>>>>>>>>>>>>>> wazanato...@gmail.com> wrote: >>>>>>>>>>>>>>> >>>>>>>>>>>>>>>> If you don't want commentary just remove it from your menu. >>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 8:22 PM, Gavin Isgar < >>>>>>>>>>>>>>>> gisg...@gmail.com> wrote: >>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>> Nope, still is like that. Why did it automatically add HL2 >>>>>>>>>>>>>>>>> commentary mode and messed up the chapter box with an >>>>>>>>>>>>>>>>> unusable exit arrow? >>>>>>>>>>>>>>>>> Please help! >>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 9:20 PM, Gavin Isgar < >>>>>>>>>>>>>>>>> gisg...@gmail.com> wrote: >>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>> NVM, think i found the answer. HL2 was uninstalled >>>>>>>>>>>>>>>>>> somehow and only HL2EP2 was installed. I hope! >>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 9:18 PM, Gavin Isgar < >>>>>>>>>>>>>>>>>> gisg...@gmail.com> wrote: >>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>> Back with another question guys! So i was looking at the >>>>>>>>>>>>>>>>>>> chapter list in my game(literally ingame) and i now see >>>>>>>>>>>>>>>>>>> something new, a >>>>>>>>>>>>>>>>>>> commentary checkbox! I didnt add one though, im using SDK >>>>>>>>>>>>>>>>>>> Base 2007 for >>>>>>>>>>>>>>>>>>> this mod BTW. Did it update and automatically put it in? >>>>>>>>>>>>>>>>>>> Please help for >>>>>>>&
Re: [hlcoders] Modding Problems
gt;>>>> outdated and i >>>>>>>>>>>> cant find a good resource. Can you guys tell me how i can do this? >>>>>>>>>>>> >>>>>>>>>>>> On Fri, Apr 17, 2015 at 8:30 PM, Jesse Oak < >>>>>>>>>>>> wazanato...@gmail.com> wrote: >>>>>>>>>>>> >>>>>>>>>>>>> It most likely has a corresponding .res file then in which >>>>>>>>>>>>> case you should be able to edit that. >>>>>>>>>>>>> >>>>>>>>>>>>> On Fri, Apr 17, 2015 at 4:30 PM, Gavin Isgar < >>>>>>>>>>>>> gisg...@gmail.com> wrote: >>>>>>>>>>>>> >>>>>>>>>>>>>> Commentary mode isn't on the menu, if it was, i would've >>>>>>>>>>>>>> already removed it. It's in the chapter list menu. I still dont >>>>>>>>>>>>>> know how to >>>>>>>>>>>>>> remove it either >>>>>>>>>>>>>> >>>>>>>>>>>>>> On Fri, Apr 17, 2015 at 12:35 PM, Jesse Oak < >>>>>>>>>>>>>> wazanato...@gmail.com> wrote: >>>>>>>>>>>>>> >>>>>>>>>>>>>>> If you don't want commentary just remove it from your menu. >>>>>>>>>>>>>>> >>>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 8:22 PM, Gavin Isgar < >>>>>>>>>>>>>>> gisg...@gmail.com> wrote: >>>>>>>>>>>>>>> >>>>>>>>>>>>>>>> Nope, still is like that. Why did it automatically add HL2 >>>>>>>>>>>>>>>> commentary mode and messed up the chapter box with an unusable >>>>>>>>>>>>>>>> exit arrow? >>>>>>>>>>>>>>>> Please help! >>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 9:20 PM, Gavin Isgar < >>>>>>>>>>>>>>>> gisg...@gmail.com> wrote: >>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>> NVM, think i found the answer. HL2 was uninstalled somehow >>>>>>>>>>>>>>>>> and only HL2EP2 was installed. I hope! >>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 9:18 PM, Gavin Isgar < >>>>>>>>>>>>>>>>> gisg...@gmail.com> wrote: >>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>> Back with another question guys! So i was looking at the >>>>>>>>>>>>>>>>>> chapter list in my game(literally ingame) and i now see >>>>>>>>>>>>>>>>>> something new, a >>>>>>>>>>>>>>>>>> commentary checkbox! I didnt add one though, im using SDK >>>>>>>>>>>>>>>>>> Base 2007 for >>>>>>>>>>>>>>>>>> this mod BTW. Did it update and automatically put it in? >>>>>>>>>>>>>>>>>> Please help for >>>>>>>>>>>>>>>>>> future reference! >>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar < >>>>>>>>>>>>>>>>>> gisg...@gmail.com> wrote: >>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>> Im not distributing them, and i dont feel like it. I >>>>>>>>>>>>>>>>>>> just want to know how i can configure code files for a game >>>>>>>&g
Re: [hlcoders] Modding Problems
>>>>>>>>>>> you should be able to edit that. >>>>>>>>>>>> >>>>>>>>>>>> On Fri, Apr 17, 2015 at 4:30 PM, Gavin Isgar >>>>>>>>>>> > wrote: >>>>>>>>>>>> >>>>>>>>>>>>> Commentary mode isn't on the menu, if it was, i would've >>>>>>>>>>>>> already removed it. It's in the chapter list menu. I still dont >>>>>>>>>>>>> know how to >>>>>>>>>>>>> remove it either >>>>>>>>>>>>> >>>>>>>>>>>>> On Fri, Apr 17, 2015 at 12:35 PM, Jesse Oak < >>>>>>>>>>>>> wazanato...@gmail.com> wrote: >>>>>>>>>>>>> >>>>>>>>>>>>>> If you don't want commentary just remove it from your menu. >>>>>>>>>>>>>> >>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 8:22 PM, Gavin Isgar < >>>>>>>>>>>>>> gisg...@gmail.com> wrote: >>>>>>>>>>>>>> >>>>>>>>>>>>>>> Nope, still is like that. Why did it automatically add HL2 >>>>>>>>>>>>>>> commentary mode and messed up the chapter box with an unusable >>>>>>>>>>>>>>> exit arrow? >>>>>>>>>>>>>>> Please help! >>>>>>>>>>>>>>> >>>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 9:20 PM, Gavin Isgar < >>>>>>>>>>>>>>> gisg...@gmail.com> wrote: >>>>>>>>>>>>>>> >>>>>>>>>>>>>>>> NVM, think i found the answer. HL2 was uninstalled somehow >>>>>>>>>>>>>>>> and only HL2EP2 was installed. I hope! >>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 9:18 PM, Gavin Isgar < >>>>>>>>>>>>>>>> gisg...@gmail.com> wrote: >>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>> Back with another question guys! So i was looking at the >>>>>>>>>>>>>>>>> chapter list in my game(literally ingame) and i now see >>>>>>>>>>>>>>>>> something new, a >>>>>>>>>>>>>>>>> commentary checkbox! I didnt add one though, im using SDK >>>>>>>>>>>>>>>>> Base 2007 for >>>>>>>>>>>>>>>>> this mod BTW. Did it update and automatically put it in? >>>>>>>>>>>>>>>>> Please help for >>>>>>>>>>>>>>>>> future reference! >>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar < >>>>>>>>>>>>>>>>> gisg...@gmail.com> wrote: >>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>> Im not distributing them, and i dont feel like it. I just >>>>>>>>>>>>>>>>>> want to know how i can configure code files for a game so >>>>>>>>>>>>>>>>>> that it can find >>>>>>>>>>>>>>>>>> the game and code it >>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak < >>>>>>>>>>>>>>>>>> wazanato...@gmail.com> wrote: >>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>> Are you using SVN or Git? Just make a branch if you are. >>>>>>>>>>>>>>>>>>> On Apr 14, 2015 6:55 AM, "Gavin Isgar" < >>>>>&g
Re: [hlcoders] Modding Problems
It's in the chapter list menu. I still dont >>>>>>>>>>>> know how to >>>>>>>>>>>> remove it either >>>>>>>>>>>> >>>>>>>>>>>> On Fri, Apr 17, 2015 at 12:35 PM, Jesse Oak < >>>>>>>>>>>> wazanato...@gmail.com> wrote: >>>>>>>>>>>> >>>>>>>>>>>>> If you don't want commentary just remove it from your menu. >>>>>>>>>>>>> >>>>>>>>>>>>> On Wed, Apr 15, 2015 at 8:22 PM, Gavin Isgar < >>>>>>>>>>>>> gisg...@gmail.com> wrote: >>>>>>>>>>>>> >>>>>>>>>>>>>> Nope, still is like that. Why did it automatically add HL2 >>>>>>>>>>>>>> commentary mode and messed up the chapter box with an unusable >>>>>>>>>>>>>> exit arrow? >>>>>>>>>>>>>> Please help! >>>>>>>>>>>>>> >>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 9:20 PM, Gavin Isgar < >>>>>>>>>>>>>> gisg...@gmail.com> wrote: >>>>>>>>>>>>>> >>>>>>>>>>>>>>> NVM, think i found the answer. HL2 was uninstalled somehow >>>>>>>>>>>>>>> and only HL2EP2 was installed. I hope! >>>>>>>>>>>>>>> >>>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 9:18 PM, Gavin Isgar < >>>>>>>>>>>>>>> gisg...@gmail.com> wrote: >>>>>>>>>>>>>>> >>>>>>>>>>>>>>>> Back with another question guys! So i was looking at the >>>>>>>>>>>>>>>> chapter list in my game(literally ingame) and i now see >>>>>>>>>>>>>>>> something new, a >>>>>>>>>>>>>>>> commentary checkbox! I didnt add one though, im using SDK Base >>>>>>>>>>>>>>>> 2007 for >>>>>>>>>>>>>>>> this mod BTW. Did it update and automatically put it in? >>>>>>>>>>>>>>>> Please help for >>>>>>>>>>>>>>>> future reference! >>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar < >>>>>>>>>>>>>>>> gisg...@gmail.com> wrote: >>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>> Im not distributing them, and i dont feel like it. I just >>>>>>>>>>>>>>>>> want to know how i can configure code files for a game so >>>>>>>>>>>>>>>>> that it can find >>>>>>>>>>>>>>>>> the game and code it >>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak < >>>>>>>>>>>>>>>>> wazanato...@gmail.com> wrote: >>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>> Are you using SVN or Git? Just make a branch if you are. >>>>>>>>>>>>>>>>>> On Apr 14, 2015 6:55 AM, "Gavin Isgar" >>>>>>>>>>>>>>>>>> wrote: >>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>> Its not that easy. The files within it are all >>>>>>>>>>>>>>>>>>> configured for the base game other than the beta. But that >>>>>>>>>>>>>>>>>>> still didnt >>>>>>>>>>>>>>>>>>> answer my question >>>>>>>>>>>>>>>>>>> >>>>
Re: [hlcoders] Modding Problems
mentary just remove it from your menu. >>>>>>>>>>>> >>>>>>>>>>>> On Wed, Apr 15, 2015 at 8:22 PM, Gavin Isgar >>>>>>>>>>> > wrote: >>>>>>>>>>>> >>>>>>>>>>>>> Nope, still is like that. Why did it automatically add HL2 >>>>>>>>>>>>> commentary mode and messed up the chapter box with an unusable >>>>>>>>>>>>> exit arrow? >>>>>>>>>>>>> Please help! >>>>>>>>>>>>> >>>>>>>>>>>>> On Wed, Apr 15, 2015 at 9:20 PM, Gavin Isgar < >>>>>>>>>>>>> gisg...@gmail.com> wrote: >>>>>>>>>>>>> >>>>>>>>>>>>>> NVM, think i found the answer. HL2 was uninstalled somehow >>>>>>>>>>>>>> and only HL2EP2 was installed. I hope! >>>>>>>>>>>>>> >>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 9:18 PM, Gavin Isgar < >>>>>>>>>>>>>> gisg...@gmail.com> wrote: >>>>>>>>>>>>>> >>>>>>>>>>>>>>> Back with another question guys! So i was looking at the >>>>>>>>>>>>>>> chapter list in my game(literally ingame) and i now see >>>>>>>>>>>>>>> something new, a >>>>>>>>>>>>>>> commentary checkbox! I didnt add one though, im using SDK Base >>>>>>>>>>>>>>> 2007 for >>>>>>>>>>>>>>> this mod BTW. Did it update and automatically put it in? Please >>>>>>>>>>>>>>> help for >>>>>>>>>>>>>>> future reference! >>>>>>>>>>>>>>> >>>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar < >>>>>>>>>>>>>>> gisg...@gmail.com> wrote: >>>>>>>>>>>>>>> >>>>>>>>>>>>>>>> Im not distributing them, and i dont feel like it. I just >>>>>>>>>>>>>>>> want to know how i can configure code files for a game so that >>>>>>>>>>>>>>>> it can find >>>>>>>>>>>>>>>> the game and code it >>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak < >>>>>>>>>>>>>>>> wazanato...@gmail.com> wrote: >>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>> Are you using SVN or Git? Just make a branch if you are. >>>>>>>>>>>>>>>>> On Apr 14, 2015 6:55 AM, "Gavin Isgar" >>>>>>>>>>>>>>>>> wrote: >>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>> Its not that easy. The files within it are all configured >>>>>>>>>>>>>>>>>> for the base game other than the beta. But that still didnt >>>>>>>>>>>>>>>>>> answer my >>>>>>>>>>>>>>>>>> question >>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 5:04 AM, Stan R. >>>>>>>>>>>>>>>>>> wrote: >>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>> You just...copy it? Create a folder for your "beta" and >>>>>>>>>>>>>>>>>>> work in it? Computer basics? >>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>> Понедельник, 13
Re: [hlcoders] Modding Problems
box with an unusable >>>>>>>>>>>> exit arrow? >>>>>>>>>>>> Please help! >>>>>>>>>>>> >>>>>>>>>>>> On Wed, Apr 15, 2015 at 9:20 PM, Gavin Isgar >>>>>>>>>>> > wrote: >>>>>>>>>>>> >>>>>>>>>>>>> NVM, think i found the answer. HL2 was uninstalled somehow and >>>>>>>>>>>>> only HL2EP2 was installed. I hope! >>>>>>>>>>>>> >>>>>>>>>>>>> On Wed, Apr 15, 2015 at 9:18 PM, Gavin Isgar < >>>>>>>>>>>>> gisg...@gmail.com> wrote: >>>>>>>>>>>>> >>>>>>>>>>>>>> Back with another question guys! So i was looking at the >>>>>>>>>>>>>> chapter list in my game(literally ingame) and i now see >>>>>>>>>>>>>> something new, a >>>>>>>>>>>>>> commentary checkbox! I didnt add one though, im using SDK Base >>>>>>>>>>>>>> 2007 for >>>>>>>>>>>>>> this mod BTW. Did it update and automatically put it in? Please >>>>>>>>>>>>>> help for >>>>>>>>>>>>>> future reference! >>>>>>>>>>>>>> >>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar < >>>>>>>>>>>>>> gisg...@gmail.com> wrote: >>>>>>>>>>>>>> >>>>>>>>>>>>>>> Im not distributing them, and i dont feel like it. I just >>>>>>>>>>>>>>> want to know how i can configure code files for a game so that >>>>>>>>>>>>>>> it can find >>>>>>>>>>>>>>> the game and code it >>>>>>>>>>>>>>> >>>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak < >>>>>>>>>>>>>>> wazanato...@gmail.com> wrote: >>>>>>>>>>>>>>> >>>>>>>>>>>>>>>> Are you using SVN or Git? Just make a branch if you are. >>>>>>>>>>>>>>>> On Apr 14, 2015 6:55 AM, "Gavin Isgar" >>>>>>>>>>>>>>>> wrote: >>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>> Its not that easy. The files within it are all configured >>>>>>>>>>>>>>>>> for the base game other than the beta. But that still didnt >>>>>>>>>>>>>>>>> answer my >>>>>>>>>>>>>>>>> question >>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 5:04 AM, Stan R. >>>>>>>>>>>>>>>>> wrote: >>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>> You just...copy it? Create a folder for your "beta" and >>>>>>>>>>>>>>>>>> work in it? Computer basics? >>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>> Понедельник, 13 апреля 2015, 23:08 -04:00 от Gavin Isgar < >>>>>>>>>>>>>>>>>> gisg...@gmail.com>: >>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>> Hey guys, back with huge question! Im wondering how i >>>>>>>>>>>>>>>>>> can make a manual code folder for my game(like for Half-Life >>>>>>>>>>>>>>>>>> 2: Example, it >>>>>>>>>>>>>>>>>> would be HL2E in the C Local Disk)? Im wondering how
Re: [hlcoders] Modding Problems
PM, Gavin Isgar >>>>>>>>>>> > wrote: >>>>>>>>>>>> >>>>>>>>>>>>> Back with another question guys! So i was looking at the >>>>>>>>>>>>> chapter list in my game(literally ingame) and i now see something >>>>>>>>>>>>> new, a >>>>>>>>>>>>> commentary checkbox! I didnt add one though, im using SDK Base >>>>>>>>>>>>> 2007 for >>>>>>>>>>>>> this mod BTW. Did it update and automatically put it in? Please >>>>>>>>>>>>> help for >>>>>>>>>>>>> future reference! >>>>>>>>>>>>> >>>>>>>>>>>>> On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar < >>>>>>>>>>>>> gisg...@gmail.com> wrote: >>>>>>>>>>>>> >>>>>>>>>>>>>> Im not distributing them, and i dont feel like it. I just >>>>>>>>>>>>>> want to know how i can configure code files for a game so that >>>>>>>>>>>>>> it can find >>>>>>>>>>>>>> the game and code it >>>>>>>>>>>>>> >>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak < >>>>>>>>>>>>>> wazanato...@gmail.com> wrote: >>>>>>>>>>>>>> >>>>>>>>>>>>>>> Are you using SVN or Git? Just make a branch if you are. >>>>>>>>>>>>>>> On Apr 14, 2015 6:55 AM, "Gavin Isgar" >>>>>>>>>>>>>>> wrote: >>>>>>>>>>>>>>> >>>>>>>>>>>>>>>> Its not that easy. The files within it are all configured >>>>>>>>>>>>>>>> for the base game other than the beta. But that still didnt >>>>>>>>>>>>>>>> answer my >>>>>>>>>>>>>>>> question >>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 5:04 AM, Stan R. >>>>>>>>>>>>>>>> wrote: >>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>> You just...copy it? Create a folder for your "beta" and >>>>>>>>>>>>>>>>> work in it? Computer basics? >>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>> Понедельник, 13 апреля 2015, 23:08 -04:00 от Gavin Isgar < >>>>>>>>>>>>>>>>> gisg...@gmail.com>: >>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>> Hey guys, back with huge question! Im wondering how i >>>>>>>>>>>>>>>>> can make a manual code folder for my game(like for Half-Life >>>>>>>>>>>>>>>>> 2: Example, it >>>>>>>>>>>>>>>>> would be HL2E in the C Local Disk)? Im wondering how i can >>>>>>>>>>>>>>>>> copy one from my >>>>>>>>>>>>>>>>> actual game and edit it for a beta version, so instead of >>>>>>>>>>>>>>>>> HL2RS it would be >>>>>>>>>>>>>>>>> HL2RSB! Please tell me how i can do that without Source SDK >>>>>>>>>>>>>>>>> because it wont >>>>>>>>>>>>>>>>> work that way! >>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>> On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak < >>>>>>>>>>>>>>>>> wave@hotmail.com >>>>>>>>>>>>>>>>> <https://e.mail.ru/co
Re: [hlcoders] Modding Problems
gt;>>>> commentary checkbox! I didnt add one though, im using SDK Base >>>>>>>>>>>> 2007 for >>>>>>>>>>>> this mod BTW. Did it update and automatically put it in? Please >>>>>>>>>>>> help for >>>>>>>>>>>> future reference! >>>>>>>>>>>> >>>>>>>>>>>> On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar >>>>>>>>>>> > wrote: >>>>>>>>>>>> >>>>>>>>>>>>> Im not distributing them, and i dont feel like it. I just want >>>>>>>>>>>>> to know how i can configure code files for a game so that it can >>>>>>>>>>>>> find the >>>>>>>>>>>>> game and code it >>>>>>>>>>>>> >>>>>>>>>>>>> On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak < >>>>>>>>>>>>> wazanato...@gmail.com> wrote: >>>>>>>>>>>>> >>>>>>>>>>>>>> Are you using SVN or Git? Just make a branch if you are. >>>>>>>>>>>>>> On Apr 14, 2015 6:55 AM, "Gavin Isgar" >>>>>>>>>>>>>> wrote: >>>>>>>>>>>>>> >>>>>>>>>>>>>>> Its not that easy. The files within it are all configured >>>>>>>>>>>>>>> for the base game other than the beta. But that still didnt >>>>>>>>>>>>>>> answer my >>>>>>>>>>>>>>> question >>>>>>>>>>>>>>> >>>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 5:04 AM, Stan R. >>>>>>>>>>>>>>> wrote: >>>>>>>>>>>>>>> >>>>>>>>>>>>>>>> You just...copy it? Create a folder for your "beta" and >>>>>>>>>>>>>>>> work in it? Computer basics? >>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>> Понедельник, 13 апреля 2015, 23:08 -04:00 от Gavin Isgar < >>>>>>>>>>>>>>>> gisg...@gmail.com>: >>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>> Hey guys, back with huge question! Im wondering how i >>>>>>>>>>>>>>>> can make a manual code folder for my game(like for Half-Life >>>>>>>>>>>>>>>> 2: Example, it >>>>>>>>>>>>>>>> would be HL2E in the C Local Disk)? Im wondering how i can >>>>>>>>>>>>>>>> copy one from my >>>>>>>>>>>>>>>> actual game and edit it for a beta version, so instead of >>>>>>>>>>>>>>>> HL2RS it would be >>>>>>>>>>>>>>>> HL2RSB! Please tell me how i can do that without Source SDK >>>>>>>>>>>>>>>> because it wont >>>>>>>>>>>>>>>> work that way! >>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>> On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak < >>>>>>>>>>>>>>>> wave@hotmail.com >>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%3awave@hotmail.com> >>>>>>>>>>>>>>>> > wrote: >>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>> Well, normally it shouldn't interfere with your mod in >>>>>>>>>>>>>>>> any way, but you can only verify that yourself by testing. I >>>>>>>>>>>>>>>> do remember a >>>>>>>>>>>>>>>> case where a breaking change was made in the 2013 SDK quite a >>>>>>>>&
Re: [hlcoders] Modding Problems
gt;>>>>>>>> to know how i can configure code files for a game so that it can >>>>>>>>>>>> find the >>>>>>>>>>>> game and code it >>>>>>>>>>>> >>>>>>>>>>>> On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak < >>>>>>>>>>>> wazanato...@gmail.com> wrote: >>>>>>>>>>>> >>>>>>>>>>>>> Are you using SVN or Git? Just make a branch if you are. >>>>>>>>>>>>> On Apr 14, 2015 6:55 AM, "Gavin Isgar" >>>>>>>>>>>>> wrote: >>>>>>>>>>>>> >>>>>>>>>>>>>> Its not that easy. The files within it are all configured for >>>>>>>>>>>>>> the base game other than the beta. But that still didnt answer >>>>>>>>>>>>>> my question >>>>>>>>>>>>>> >>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 5:04 AM, Stan R. >>>>>>>>>>>>>> wrote: >>>>>>>>>>>>>> >>>>>>>>>>>>>>> You just...copy it? Create a folder for your "beta" and work >>>>>>>>>>>>>>> in it? Computer basics? >>>>>>>>>>>>>>> >>>>>>>>>>>>>>> >>>>>>>>>>>>>>> Понедельник, 13 апреля 2015, 23:08 -04:00 от Gavin Isgar < >>>>>>>>>>>>>>> gisg...@gmail.com>: >>>>>>>>>>>>>>> >>>>>>>>>>>>>>> Hey guys, back with huge question! Im wondering how i can >>>>>>>>>>>>>>> make a manual code folder for my game(like for Half-Life 2: >>>>>>>>>>>>>>> Example, it >>>>>>>>>>>>>>> would be HL2E in the C Local Disk)? Im wondering how i can copy >>>>>>>>>>>>>>> one from my >>>>>>>>>>>>>>> actual game and edit it for a beta version, so instead of HL2RS >>>>>>>>>>>>>>> it would be >>>>>>>>>>>>>>> HL2RSB! Please tell me how i can do that without Source SDK >>>>>>>>>>>>>>> because it wont >>>>>>>>>>>>>>> work that way! >>>>>>>>>>>>>>> >>>>>>>>>>>>>>> On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak < >>>>>>>>>>>>>>> wave@hotmail.com >>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%3awave@hotmail.com> >>>>>>>>>>>>>>> > wrote: >>>>>>>>>>>>>>> >>>>>>>>>>>>>>> Well, normally it shouldn't interfere with your mod in any >>>>>>>>>>>>>>> way, but you can only verify that yourself by testing. I do >>>>>>>>>>>>>>> remember a case >>>>>>>>>>>>>>> where a breaking change was made in the 2013 SDK quite a while >>>>>>>>>>>>>>> ago, but >>>>>>>>>>>>>>> that was announced in a Steam community and on this mailing >>>>>>>>>>>>>>> list. >>>>>>>>>>>>>>> >>>>>>>>>>>>>>> If I'm not mistaken, the SDK Base contains just the >>>>>>>>>>>>>>> engine.dll itself (and a lot of other components it depends on, >>>>>>>>>>>>>>> of course), >>>>>>>>>>>>>>> which in turn loads your server and client code. That means if >>>>>>>>>>>>>>> the >>>>>>>>>>>>>>> interfaces between those modules have not changed in a way that >>>>>>>>>>>>>>> would bre
Re: [hlcoders] Modding Problems
>>>>> On Apr 14, 2015 6:55 AM, "Gavin Isgar" >>>>>>>>>>>> wrote: >>>>>>>>>>>> >>>>>>>>>>>>> Its not that easy. The files within it are all configured for >>>>>>>>>>>>> the base game other than the beta. But that still didnt answer my >>>>>>>>>>>>> question >>>>>>>>>>>>> >>>>>>>>>>>>> On Tue, Apr 14, 2015 at 5:04 AM, Stan R. >>>>>>>>>>>>> wrote: >>>>>>>>>>>>> >>>>>>>>>>>>>> You just...copy it? Create a folder for your "beta" and work >>>>>>>>>>>>>> in it? Computer basics? >>>>>>>>>>>>>> >>>>>>>>>>>>>> >>>>>>>>>>>>>> Понедельник, 13 апреля 2015, 23:08 -04:00 от Gavin Isgar < >>>>>>>>>>>>>> gisg...@gmail.com>: >>>>>>>>>>>>>> >>>>>>>>>>>>>> Hey guys, back with huge question! Im wondering how i can >>>>>>>>>>>>>> make a manual code folder for my game(like for Half-Life 2: >>>>>>>>>>>>>> Example, it >>>>>>>>>>>>>> would be HL2E in the C Local Disk)? Im wondering how i can copy >>>>>>>>>>>>>> one from my >>>>>>>>>>>>>> actual game and edit it for a beta version, so instead of HL2RS >>>>>>>>>>>>>> it would be >>>>>>>>>>>>>> HL2RSB! Please tell me how i can do that without Source SDK >>>>>>>>>>>>>> because it wont >>>>>>>>>>>>>> work that way! >>>>>>>>>>>>>> >>>>>>>>>>>>>> On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak < >>>>>>>>>>>>>> wave@hotmail.com >>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%3awave@hotmail.com> >>>>>>>>>>>>>> > wrote: >>>>>>>>>>>>>> >>>>>>>>>>>>>> Well, normally it shouldn't interfere with your mod in any >>>>>>>>>>>>>> way, but you can only verify that yourself by testing. I do >>>>>>>>>>>>>> remember a case >>>>>>>>>>>>>> where a breaking change was made in the 2013 SDK quite a while >>>>>>>>>>>>>> ago, but >>>>>>>>>>>>>> that was announced in a Steam community and on this mailing list. >>>>>>>>>>>>>> >>>>>>>>>>>>>> If I'm not mistaken, the SDK Base contains just the >>>>>>>>>>>>>> engine.dll itself (and a lot of other components it depends on, >>>>>>>>>>>>>> of course), >>>>>>>>>>>>>> which in turn loads your server and client code. That means if >>>>>>>>>>>>>> the >>>>>>>>>>>>>> interfaces between those modules have not changed in a way that >>>>>>>>>>>>>> would break >>>>>>>>>>>>>> compatibility, there should be nothing for you to worry about. >>>>>>>>>>>>>> -- >>>>>>>>>>>>>> From: Gavin Isgar >>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com> >>>>>>>>>>>>>> Sent: 12.04.2015 00:13 >>>>>>>>>>>>>> To: Discussion of Half-Life Programming >>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com> >>>>>>>>>>>>>> Subject: Re: [hlcoders] Modding Problems >>>>>>>>>>>>>
Re: [hlcoders] Modding Problems
t;>>>>>>>>>>>> in it? Computer basics? >>>>>>>>>>>>> >>>>>>>>>>>>> >>>>>>>>>>>>> Понедельник, 13 апреля 2015, 23:08 -04:00 от Gavin Isgar < >>>>>>>>>>>>> gisg...@gmail.com>: >>>>>>>>>>>>> >>>>>>>>>>>>> Hey guys, back with huge question! Im wondering how i can >>>>>>>>>>>>> make a manual code folder for my game(like for Half-Life 2: >>>>>>>>>>>>> Example, it >>>>>>>>>>>>> would be HL2E in the C Local Disk)? Im wondering how i can copy >>>>>>>>>>>>> one from my >>>>>>>>>>>>> actual game and edit it for a beta version, so instead of HL2RS >>>>>>>>>>>>> it would be >>>>>>>>>>>>> HL2RSB! Please tell me how i can do that without Source SDK >>>>>>>>>>>>> because it wont >>>>>>>>>>>>> work that way! >>>>>>>>>>>>> >>>>>>>>>>>>> On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak < >>>>>>>>>>>>> wave@hotmail.com >>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%3awave@hotmail.com> >>>>>>>>>>>>> > wrote: >>>>>>>>>>>>> >>>>>>>>>>>>> Well, normally it shouldn't interfere with your mod in any >>>>>>>>>>>>> way, but you can only verify that yourself by testing. I do >>>>>>>>>>>>> remember a case >>>>>>>>>>>>> where a breaking change was made in the 2013 SDK quite a while >>>>>>>>>>>>> ago, but >>>>>>>>>>>>> that was announced in a Steam community and on this mailing list. >>>>>>>>>>>>> >>>>>>>>>>>>> If I'm not mistaken, the SDK Base contains just the engine.dll >>>>>>>>>>>>> itself (and a lot of other components it depends on, of course), >>>>>>>>>>>>> which in >>>>>>>>>>>>> turn loads your server and client code. That means if the >>>>>>>>>>>>> interfaces >>>>>>>>>>>>> between those modules have not changed in a way that would break >>>>>>>>>>>>> compatibility, there should be nothing for you to worry about. >>>>>>>>>>>>> -- >>>>>>>>>>>>> From: Gavin Isgar >>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com> >>>>>>>>>>>>> Sent: 12.04.2015 00:13 >>>>>>>>>>>>> To: Discussion of Half-Life Programming >>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com> >>>>>>>>>>>>> Subject: Re: [hlcoders] Modding Problems >>>>>>>>>>>>> >>>>>>>>>>>>> I wanted to use Source SDK Base 2007 for a reason. But my >>>>>>>>>>>>> question still hasn't been answered. >>>>>>>>>>>>> >>>>>>>>>>>>> >>>>>>>>>>>>> On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires < >>>>>>>>>>>>> st...@swires.me >>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%3ast...@swires.me>> >>>>>>>>>>>>> wrote: >>>>>>>>>>>>> >>>>>>>>>>>>> If you're starting a new mod (which it sounds like you are), >>>>>>>>>>>>> you should not be using the 2007 base at all. >>>>>>>>>>>>> >>>>>>>>>>>>> On Sat, Apr 11, 2015 at 8:26 PM,
Re: [hlcoders] Modding Problems
gt;>>>>> <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> >>>>>>>>>>>> wrote: >>>>>>>>>>>> >>>>>>>>>>>> Thanks Stan! >>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>>> On Fri, Apr 3, 2015 at 8:42 PM, Stan R. >>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%3aca...@inbox.ru>> >>>>>>>>>>>> wrote: >>>>>>>>>>>> >>>>>>>>>>>> You dont need to use VPKs to add sounds to your mod, just put >>>>>>>>>>>> them in yourmod/sound/ folder. You dont need to touch sources and >>>>>>>>>>>> build >>>>>>>>>>>> solution at all, weapon sounds defined in weapon script file >>>>>>>>>>>> (scripts/weapon_smg1.txt for example) and sound definition scripts >>>>>>>>>>>> (game_sounds_weapons.txt, game_sounds_player.txt). Yes, they >>>>>>>>>>>> should be WAV >>>>>>>>>>>> 44khz/16bit. No, you can use any length you want. >>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>>> Пятница, 3 апреля 2015, 20:33 -04:00 от Gavin Isgar < >>>>>>>>>>>> gisg...@gmail.com >>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>>: >>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>>>Hey guys, im back with a question. I've been trying >>>>>>>>>>>> everything to change the weapon sounds of weapons but i cant find >>>>>>>>>>>> a very >>>>>>>>>>>> "precise" tutorial on how, and most are outdated. Do i need VPKs? >>>>>>>>>>>> Do i need >>>>>>>>>>>> to rebuild the game solution in Visual Studio after sound >>>>>>>>>>>> replacement? Do >>>>>>>>>>>> they have to be in WAV format and does the sound files need to be >>>>>>>>>>>> a certain >>>>>>>>>>>> length of time? Long story short, can anyone please tell me a very >>>>>>>>>>>> precise >>>>>>>>>>>> tutorial on replacing sounds on mods! Thanks! >>>>>>>>>>>> >>>>>>>>>>>> On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay >>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%3atom_clay...@live.com> >>>>>>>>>>>> > wrote: >>>>>>>>>>>> >>>>>>>>>>>> You don't need a VPK to use the sounds, if you place them in >>>>>>>>>>>> the sounds folder, then into a respective sub directory they will >>>>>>>>>>>> work fine. >>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>>> On Apr 1, 2015, at 9:15 PM, Minh Le >>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%3aminh...@telus.net>> >>>>>>>>>>>> wrote: >>>>>>>>>>>> >>>>>>>>>>>> If you google, "make vpk" >>>>>>>>>>>> you'll find a bunch of tutorials. This video looked helpful >>>>>>>>>>>> https://www.youtube.com/watch?v=P3ILjexx0cE >>>>>>>>>>>> >>>>>>>>>>>> On 4/1/2015 5:01 PM, Gavin Isgar wrote: >>>>>>>>>>>> >>>>>>>>>>>> Hey guys, im back again! I'm having trouble figuring out how to >>>>>>>>>>>> make vpk's to use for sounds for my mod and how to convert the >>>>>>>>>>>> sound files >>>>>>>>>>>> for use in Source! Can someone please
Re: [hlcoders] Modding Problems
Silverfish has been out of the Source modding scene for awhile but I find his tutorial still holds up quite well. https://www.youtube.com/watch?v=T077tK_hXJo On Tue, Apr 21, 2015 at 9:23 PM, Gavin Isgar wrote: > Hey guys, back with ANOTHER question. I've been wondering, how can i make > voice(choreography) scenes in-game? What i mean by that is make an NPC say > what i said in my recording while lip syncing. I seen that Source SDK's > Faceposer can do that but all tutorials are now outdated and i cant find a > good resource. Can you guys tell me how i can do this? > > On Fri, Apr 17, 2015 at 8:30 PM, Jesse Oak wrote: > >> It most likely has a corresponding .res file then in which case you >> should be able to edit that. >> >> On Fri, Apr 17, 2015 at 4:30 PM, Gavin Isgar wrote: >> >>> Commentary mode isn't on the menu, if it was, i would've already removed >>> it. It's in the chapter list menu. I still dont know how to remove it either >>> >>> On Fri, Apr 17, 2015 at 12:35 PM, Jesse Oak >>> wrote: >>> >>>> If you don't want commentary just remove it from your menu. >>>> >>>> On Wed, Apr 15, 2015 at 8:22 PM, Gavin Isgar wrote: >>>> >>>>> Nope, still is like that. Why did it automatically add HL2 commentary >>>>> mode and messed up the chapter box with an unusable exit arrow? Please >>>>> help! >>>>> >>>>> On Wed, Apr 15, 2015 at 9:20 PM, Gavin Isgar >>>>> wrote: >>>>> >>>>>> NVM, think i found the answer. HL2 was uninstalled somehow and only >>>>>> HL2EP2 was installed. I hope! >>>>>> >>>>>> On Wed, Apr 15, 2015 at 9:18 PM, Gavin Isgar >>>>>> wrote: >>>>>> >>>>>>> Back with another question guys! So i was looking at the chapter >>>>>>> list in my game(literally ingame) and i now see something new, a >>>>>>> commentary >>>>>>> checkbox! I didnt add one though, im using SDK Base 2007 for this mod >>>>>>> BTW. >>>>>>> Did it update and automatically put it in? Please help for future >>>>>>> reference! >>>>>>> >>>>>>> On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar >>>>>>> wrote: >>>>>>> >>>>>>>> Im not distributing them, and i dont feel like it. I just want to >>>>>>>> know how i can configure code files for a game so that it can find the >>>>>>>> game >>>>>>>> and code it >>>>>>>> >>>>>>>> On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak >>>>>>>> wrote: >>>>>>>> >>>>>>>>> Are you using SVN or Git? Just make a branch if you are. >>>>>>>>> On Apr 14, 2015 6:55 AM, "Gavin Isgar" wrote: >>>>>>>>> >>>>>>>>>> Its not that easy. The files within it are all configured for the >>>>>>>>>> base game other than the beta. But that still didnt answer my >>>>>>>>>> question >>>>>>>>>> >>>>>>>>>> On Tue, Apr 14, 2015 at 5:04 AM, Stan R. wrote: >>>>>>>>>> >>>>>>>>>>> You just...copy it? Create a folder for your "beta" and work in >>>>>>>>>>> it? Computer basics? >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> Понедельник, 13 апреля 2015, 23:08 -04:00 от Gavin Isgar < >>>>>>>>>>> gisg...@gmail.com>: >>>>>>>>>>> >>>>>>>>>>> Hey guys, back with huge question! Im wondering how i can >>>>>>>>>>> make a manual code folder for my game(like for Half-Life 2: >>>>>>>>>>> Example, it >>>>>>>>>>> would be HL2E in the C Local Disk)? Im wondering how i can copy one >>>>>>>>>>> from my >>>>>>>>>>> actual game and edit it for a beta version, so instead of HL2RS it >>>>>>>>>>> would be >>>>>>>>>>> HL2RSB! Please tell me how i can do that without Source SDK because &g
Re: [hlcoders] Modding Problems
Hey guys, back with ANOTHER question. I've been wondering, how can i make voice(choreography) scenes in-game? What i mean by that is make an NPC say what i said in my recording while lip syncing. I seen that Source SDK's Faceposer can do that but all tutorials are now outdated and i cant find a good resource. Can you guys tell me how i can do this? On Fri, Apr 17, 2015 at 8:30 PM, Jesse Oak wrote: > It most likely has a corresponding .res file then in which case you should > be able to edit that. > > On Fri, Apr 17, 2015 at 4:30 PM, Gavin Isgar wrote: > >> Commentary mode isn't on the menu, if it was, i would've already removed >> it. It's in the chapter list menu. I still dont know how to remove it either >> >> On Fri, Apr 17, 2015 at 12:35 PM, Jesse Oak >> wrote: >> >>> If you don't want commentary just remove it from your menu. >>> >>> On Wed, Apr 15, 2015 at 8:22 PM, Gavin Isgar wrote: >>> >>>> Nope, still is like that. Why did it automatically add HL2 commentary >>>> mode and messed up the chapter box with an unusable exit arrow? Please >>>> help! >>>> >>>> On Wed, Apr 15, 2015 at 9:20 PM, Gavin Isgar wrote: >>>> >>>>> NVM, think i found the answer. HL2 was uninstalled somehow and only >>>>> HL2EP2 was installed. I hope! >>>>> >>>>> On Wed, Apr 15, 2015 at 9:18 PM, Gavin Isgar >>>>> wrote: >>>>> >>>>>> Back with another question guys! So i was looking at the chapter list >>>>>> in my game(literally ingame) and i now see something new, a commentary >>>>>> checkbox! I didnt add one though, im using SDK Base 2007 for this mod >>>>>> BTW. >>>>>> Did it update and automatically put it in? Please help for future >>>>>> reference! >>>>>> >>>>>> On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar >>>>>> wrote: >>>>>> >>>>>>> Im not distributing them, and i dont feel like it. I just want to >>>>>>> know how i can configure code files for a game so that it can find the >>>>>>> game >>>>>>> and code it >>>>>>> >>>>>>> On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak >>>>>>> wrote: >>>>>>> >>>>>>>> Are you using SVN or Git? Just make a branch if you are. >>>>>>>> On Apr 14, 2015 6:55 AM, "Gavin Isgar" wrote: >>>>>>>> >>>>>>>>> Its not that easy. The files within it are all configured for the >>>>>>>>> base game other than the beta. But that still didnt answer my question >>>>>>>>> >>>>>>>>> On Tue, Apr 14, 2015 at 5:04 AM, Stan R. wrote: >>>>>>>>> >>>>>>>>>> You just...copy it? Create a folder for your "beta" and work in >>>>>>>>>> it? Computer basics? >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> Понедельник, 13 апреля 2015, 23:08 -04:00 от Gavin Isgar < >>>>>>>>>> gisg...@gmail.com>: >>>>>>>>>> >>>>>>>>>> Hey guys, back with huge question! Im wondering how i can make >>>>>>>>>> a manual code folder for my game(like for Half-Life 2: Example, it >>>>>>>>>> would be >>>>>>>>>> HL2E in the C Local Disk)? Im wondering how i can copy one from my >>>>>>>>>> actual >>>>>>>>>> game and edit it for a beta version, so instead of HL2RS it would be >>>>>>>>>> HL2RSB! Please tell me how i can do that without Source SDK because >>>>>>>>>> it wont >>>>>>>>>> work that way! >>>>>>>>>> >>>>>>>>>> On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak < >>>>>>>>>> wave@hotmail.com >>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%3awave@hotmail.com> >>>>>>>>>> > wrote: >>>>>>>>>> >>>>>>>>>> Well, normally it shouldn't interfere with your mod in any way, >>>>>>>>>
Re: [hlcoders] Modding Problems
It most likely has a corresponding .res file then in which case you should be able to edit that. On Fri, Apr 17, 2015 at 4:30 PM, Gavin Isgar wrote: > Commentary mode isn't on the menu, if it was, i would've already removed > it. It's in the chapter list menu. I still dont know how to remove it either > > On Fri, Apr 17, 2015 at 12:35 PM, Jesse Oak wrote: > >> If you don't want commentary just remove it from your menu. >> >> On Wed, Apr 15, 2015 at 8:22 PM, Gavin Isgar wrote: >> >>> Nope, still is like that. Why did it automatically add HL2 commentary >>> mode and messed up the chapter box with an unusable exit arrow? Please >>> help! >>> >>> On Wed, Apr 15, 2015 at 9:20 PM, Gavin Isgar wrote: >>> >>>> NVM, think i found the answer. HL2 was uninstalled somehow and only >>>> HL2EP2 was installed. I hope! >>>> >>>> On Wed, Apr 15, 2015 at 9:18 PM, Gavin Isgar wrote: >>>> >>>>> Back with another question guys! So i was looking at the chapter list >>>>> in my game(literally ingame) and i now see something new, a commentary >>>>> checkbox! I didnt add one though, im using SDK Base 2007 for this mod BTW. >>>>> Did it update and automatically put it in? Please help for future >>>>> reference! >>>>> >>>>> On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar >>>>> wrote: >>>>> >>>>>> Im not distributing them, and i dont feel like it. I just want to >>>>>> know how i can configure code files for a game so that it can find the >>>>>> game >>>>>> and code it >>>>>> >>>>>> On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak >>>>>> wrote: >>>>>> >>>>>>> Are you using SVN or Git? Just make a branch if you are. >>>>>>> On Apr 14, 2015 6:55 AM, "Gavin Isgar" wrote: >>>>>>> >>>>>>>> Its not that easy. The files within it are all configured for the >>>>>>>> base game other than the beta. But that still didnt answer my question >>>>>>>> >>>>>>>> On Tue, Apr 14, 2015 at 5:04 AM, Stan R. wrote: >>>>>>>> >>>>>>>>> You just...copy it? Create a folder for your "beta" and work in >>>>>>>>> it? Computer basics? >>>>>>>>> >>>>>>>>> >>>>>>>>> Понедельник, 13 апреля 2015, 23:08 -04:00 от Gavin Isgar < >>>>>>>>> gisg...@gmail.com>: >>>>>>>>> >>>>>>>>> Hey guys, back with huge question! Im wondering how i can make >>>>>>>>> a manual code folder for my game(like for Half-Life 2: Example, it >>>>>>>>> would be >>>>>>>>> HL2E in the C Local Disk)? Im wondering how i can copy one from my >>>>>>>>> actual >>>>>>>>> game and edit it for a beta version, so instead of HL2RS it would be >>>>>>>>> HL2RSB! Please tell me how i can do that without Source SDK because >>>>>>>>> it wont >>>>>>>>> work that way! >>>>>>>>> >>>>>>>>> On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak < >>>>>>>>> wave@hotmail.com >>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%3awave@hotmail.com>> >>>>>>>>> wrote: >>>>>>>>> >>>>>>>>> Well, normally it shouldn't interfere with your mod in any way, >>>>>>>>> but you can only verify that yourself by testing. I do remember a case >>>>>>>>> where a breaking change was made in the 2013 SDK quite a while ago, >>>>>>>>> but >>>>>>>>> that was announced in a Steam community and on this mailing list. >>>>>>>>> >>>>>>>>> If I'm not mistaken, the SDK Base contains just the engine.dll >>>>>>>>> itself (and a lot of other components it depends on, of course), >>>>>>>>> which in >>>>>>>>> turn loads your server and client code. That means if the interfaces >>>>>>>>>
Re: [hlcoders] Modding Problems
Commentary mode isn't on the menu, if it was, i would've already removed it. It's in the chapter list menu. I still dont know how to remove it either On Fri, Apr 17, 2015 at 12:35 PM, Jesse Oak wrote: > If you don't want commentary just remove it from your menu. > > On Wed, Apr 15, 2015 at 8:22 PM, Gavin Isgar wrote: > >> Nope, still is like that. Why did it automatically add HL2 commentary >> mode and messed up the chapter box with an unusable exit arrow? Please >> help! >> >> On Wed, Apr 15, 2015 at 9:20 PM, Gavin Isgar wrote: >> >>> NVM, think i found the answer. HL2 was uninstalled somehow and only >>> HL2EP2 was installed. I hope! >>> >>> On Wed, Apr 15, 2015 at 9:18 PM, Gavin Isgar wrote: >>> >>>> Back with another question guys! So i was looking at the chapter list >>>> in my game(literally ingame) and i now see something new, a commentary >>>> checkbox! I didnt add one though, im using SDK Base 2007 for this mod BTW. >>>> Did it update and automatically put it in? Please help for future >>>> reference! >>>> >>>> On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar wrote: >>>> >>>>> Im not distributing them, and i dont feel like it. I just want to know >>>>> how i can configure code files for a game so that it can find the game and >>>>> code it >>>>> >>>>> On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak >>>>> wrote: >>>>> >>>>>> Are you using SVN or Git? Just make a branch if you are. >>>>>> On Apr 14, 2015 6:55 AM, "Gavin Isgar" wrote: >>>>>> >>>>>>> Its not that easy. The files within it are all configured for the >>>>>>> base game other than the beta. But that still didnt answer my question >>>>>>> >>>>>>> On Tue, Apr 14, 2015 at 5:04 AM, Stan R. wrote: >>>>>>> >>>>>>>> You just...copy it? Create a folder for your "beta" and work in it? >>>>>>>> Computer >>>>>>>> basics? >>>>>>>> >>>>>>>> >>>>>>>> Понедельник, 13 апреля 2015, 23:08 -04:00 от Gavin Isgar < >>>>>>>> gisg...@gmail.com>: >>>>>>>> >>>>>>>> Hey guys, back with huge question! Im wondering how i can make a >>>>>>>> manual code folder for my game(like for Half-Life 2: Example, it would >>>>>>>> be >>>>>>>> HL2E in the C Local Disk)? Im wondering how i can copy one from my >>>>>>>> actual >>>>>>>> game and edit it for a beta version, so instead of HL2RS it would be >>>>>>>> HL2RSB! Please tell me how i can do that without Source SDK because it >>>>>>>> wont >>>>>>>> work that way! >>>>>>>> >>>>>>>> On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak < >>>>>>>> wave@hotmail.com >>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%3awave@hotmail.com>> >>>>>>>> wrote: >>>>>>>> >>>>>>>> Well, normally it shouldn't interfere with your mod in any way, >>>>>>>> but you can only verify that yourself by testing. I do remember a case >>>>>>>> where a breaking change was made in the 2013 SDK quite a while ago, but >>>>>>>> that was announced in a Steam community and on this mailing list. >>>>>>>> >>>>>>>> If I'm not mistaken, the SDK Base contains just the engine.dll >>>>>>>> itself (and a lot of other components it depends on, of course), which >>>>>>>> in >>>>>>>> turn loads your server and client code. That means if the interfaces >>>>>>>> between those modules have not changed in a way that would break >>>>>>>> compatibility, there should be nothing for you to worry about. >>>>>>>> -- >>>>>>>> From: Gavin Isgar >>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com> >>>>>>>> Sent: 12.04.2015 00:13 >>>>>>>> To: Discussion of Half-Life Programming >>
Re: [hlcoders] Modding Problems
If you don't want commentary just remove it from your menu. On Wed, Apr 15, 2015 at 8:22 PM, Gavin Isgar wrote: > Nope, still is like that. Why did it automatically add HL2 commentary mode > and messed up the chapter box with an unusable exit arrow? Please help! > > On Wed, Apr 15, 2015 at 9:20 PM, Gavin Isgar wrote: > >> NVM, think i found the answer. HL2 was uninstalled somehow and only >> HL2EP2 was installed. I hope! >> >> On Wed, Apr 15, 2015 at 9:18 PM, Gavin Isgar wrote: >> >>> Back with another question guys! So i was looking at the chapter list in >>> my game(literally ingame) and i now see something new, a commentary >>> checkbox! I didnt add one though, im using SDK Base 2007 for this mod BTW. >>> Did it update and automatically put it in? Please help for future reference! >>> >>> On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar wrote: >>> >>>> Im not distributing them, and i dont feel like it. I just want to know >>>> how i can configure code files for a game so that it can find the game and >>>> code it >>>> >>>> On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak >>>> wrote: >>>> >>>>> Are you using SVN or Git? Just make a branch if you are. >>>>> On Apr 14, 2015 6:55 AM, "Gavin Isgar" wrote: >>>>> >>>>>> Its not that easy. The files within it are all configured for the >>>>>> base game other than the beta. But that still didnt answer my question >>>>>> >>>>>> On Tue, Apr 14, 2015 at 5:04 AM, Stan R. wrote: >>>>>> >>>>>>> You just...copy it? Create a folder for your "beta" and work in it? >>>>>>> Computer >>>>>>> basics? >>>>>>> >>>>>>> >>>>>>> Понедельник, 13 апреля 2015, 23:08 -04:00 от Gavin Isgar < >>>>>>> gisg...@gmail.com>: >>>>>>> >>>>>>> Hey guys, back with huge question! Im wondering how i can make a >>>>>>> manual code folder for my game(like for Half-Life 2: Example, it would >>>>>>> be >>>>>>> HL2E in the C Local Disk)? Im wondering how i can copy one from my >>>>>>> actual >>>>>>> game and edit it for a beta version, so instead of HL2RS it would be >>>>>>> HL2RSB! Please tell me how i can do that without Source SDK because it >>>>>>> wont >>>>>>> work that way! >>>>>>> >>>>>>> On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak < >>>>>>> wave@hotmail.com >>>>>>> <https://e.mail.ru/compose/?mailto=mailto%3awave@hotmail.com>> >>>>>>> wrote: >>>>>>> >>>>>>> Well, normally it shouldn't interfere with your mod in any way, >>>>>>> but you can only verify that yourself by testing. I do remember a case >>>>>>> where a breaking change was made in the 2013 SDK quite a while ago, but >>>>>>> that was announced in a Steam community and on this mailing list. >>>>>>> >>>>>>> If I'm not mistaken, the SDK Base contains just the engine.dll >>>>>>> itself (and a lot of other components it depends on, of course), which >>>>>>> in >>>>>>> turn loads your server and client code. That means if the interfaces >>>>>>> between those modules have not changed in a way that would break >>>>>>> compatibility, there should be nothing for you to worry about. >>>>>>> -- >>>>>>> From: Gavin Isgar >>>>>>> <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com> >>>>>>> Sent: 12.04.2015 00:13 >>>>>>> To: Discussion of Half-Life Programming >>>>>>> <https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com> >>>>>>> Subject: Re: [hlcoders] Modding Problems >>>>>>> >>>>>>> I wanted to use Source SDK Base 2007 for a reason. But my question >>>>>>> still hasn't been answered. >>>>>>> >>>>>>> >>>>>>> On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires >>>>&g
Re: [hlcoders] Modding Problems
Nope, still is like that. Why did it automatically add HL2 commentary mode and messed up the chapter box with an unusable exit arrow? Please help! On Wed, Apr 15, 2015 at 9:20 PM, Gavin Isgar wrote: > NVM, think i found the answer. HL2 was uninstalled somehow and only HL2EP2 > was installed. I hope! > > On Wed, Apr 15, 2015 at 9:18 PM, Gavin Isgar wrote: > >> Back with another question guys! So i was looking at the chapter list in >> my game(literally ingame) and i now see something new, a commentary >> checkbox! I didnt add one though, im using SDK Base 2007 for this mod BTW. >> Did it update and automatically put it in? Please help for future reference! >> >> On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar wrote: >> >>> Im not distributing them, and i dont feel like it. I just want to know >>> how i can configure code files for a game so that it can find the game and >>> code it >>> >>> On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak >>> wrote: >>> >>>> Are you using SVN or Git? Just make a branch if you are. >>>> On Apr 14, 2015 6:55 AM, "Gavin Isgar" wrote: >>>> >>>>> Its not that easy. The files within it are all configured for the base >>>>> game other than the beta. But that still didnt answer my question >>>>> >>>>> On Tue, Apr 14, 2015 at 5:04 AM, Stan R. wrote: >>>>> >>>>>> You just...copy it? Create a folder for your "beta" and work in it? >>>>>> Computer >>>>>> basics? >>>>>> >>>>>> >>>>>> Понедельник, 13 апреля 2015, 23:08 -04:00 от Gavin Isgar < >>>>>> gisg...@gmail.com>: >>>>>> >>>>>> Hey guys, back with huge question! Im wondering how i can make a >>>>>> manual code folder for my game(like for Half-Life 2: Example, it would be >>>>>> HL2E in the C Local Disk)? Im wondering how i can copy one from my actual >>>>>> game and edit it for a beta version, so instead of HL2RS it would be >>>>>> HL2RSB! Please tell me how i can do that without Source SDK because it >>>>>> wont >>>>>> work that way! >>>>>> >>>>>> On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak < >>>>>> wave@hotmail.com >>>>>> <https://e.mail.ru/compose/?mailto=mailto%3awave@hotmail.com>> >>>>>> wrote: >>>>>> >>>>>> Well, normally it shouldn't interfere with your mod in any way, but >>>>>> you can only verify that yourself by testing. I do remember a case where >>>>>> a >>>>>> breaking change was made in the 2013 SDK quite a while ago, but that was >>>>>> announced in a Steam community and on this mailing list. >>>>>> >>>>>> If I'm not mistaken, the SDK Base contains just the engine.dll itself >>>>>> (and a lot of other components it depends on, of course), which in turn >>>>>> loads your server and client code. That means if the interfaces between >>>>>> those modules have not changed in a way that would break compatibility, >>>>>> there should be nothing for you to worry about. >>>>>> -- >>>>>> From: Gavin Isgar >>>>>> <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com> >>>>>> Sent: 12.04.2015 00:13 >>>>>> To: Discussion of Half-Life Programming >>>>>> <https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com> >>>>>> Subject: Re: [hlcoders] Modding Problems >>>>>> >>>>>> I wanted to use Source SDK Base 2007 for a reason. But my question >>>>>> still hasn't been answered. >>>>>> >>>>>> >>>>>> On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires >>>>> <https://e.mail.ru/compose/?mailto=mailto%3ast...@swires.me>> wrote: >>>>>> >>>>>> If you're starting a new mod (which it sounds like you are), you >>>>>> should not be using the 2007 base at all. >>>>>> >>>>>> On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar >>>>> <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> >>>>>> wrote: >>>>>> >
Re: [hlcoders] Modding Problems
NVM, think i found the answer. HL2 was uninstalled somehow and only HL2EP2 was installed. I hope! On Wed, Apr 15, 2015 at 9:18 PM, Gavin Isgar wrote: > Back with another question guys! So i was looking at the chapter list in > my game(literally ingame) and i now see something new, a commentary > checkbox! I didnt add one though, im using SDK Base 2007 for this mod BTW. > Did it update and automatically put it in? Please help for future reference! > > On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar wrote: > >> Im not distributing them, and i dont feel like it. I just want to know >> how i can configure code files for a game so that it can find the game and >> code it >> >> On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak wrote: >> >>> Are you using SVN or Git? Just make a branch if you are. >>> On Apr 14, 2015 6:55 AM, "Gavin Isgar" wrote: >>> >>>> Its not that easy. The files within it are all configured for the base >>>> game other than the beta. But that still didnt answer my question >>>> >>>> On Tue, Apr 14, 2015 at 5:04 AM, Stan R. wrote: >>>> >>>>> You just...copy it? Create a folder for your "beta" and work in it? >>>>> Computer >>>>> basics? >>>>> >>>>> >>>>> Понедельник, 13 апреля 2015, 23:08 -04:00 от Gavin Isgar < >>>>> gisg...@gmail.com>: >>>>> >>>>> Hey guys, back with huge question! Im wondering how i can make a >>>>> manual code folder for my game(like for Half-Life 2: Example, it would be >>>>> HL2E in the C Local Disk)? Im wondering how i can copy one from my actual >>>>> game and edit it for a beta version, so instead of HL2RS it would be >>>>> HL2RSB! Please tell me how i can do that without Source SDK because it >>>>> wont >>>>> work that way! >>>>> >>>>> On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak < >>>>> wave@hotmail.com >>>>> <https://e.mail.ru/compose/?mailto=mailto%3awave@hotmail.com>> >>>>> wrote: >>>>> >>>>> Well, normally it shouldn't interfere with your mod in any way, but >>>>> you can only verify that yourself by testing. I do remember a case where a >>>>> breaking change was made in the 2013 SDK quite a while ago, but that was >>>>> announced in a Steam community and on this mailing list. >>>>> >>>>> If I'm not mistaken, the SDK Base contains just the engine.dll itself >>>>> (and a lot of other components it depends on, of course), which in turn >>>>> loads your server and client code. That means if the interfaces between >>>>> those modules have not changed in a way that would break compatibility, >>>>> there should be nothing for you to worry about. >>>>> -- >>>>> From: Gavin Isgar >>>>> <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com> >>>>> Sent: 12.04.2015 00:13 >>>>> To: Discussion of Half-Life Programming >>>>> <https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com> >>>>> Subject: Re: [hlcoders] Modding Problems >>>>> >>>>> I wanted to use Source SDK Base 2007 for a reason. But my question >>>>> still hasn't been answered. >>>>> >>>>> >>>>> On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires >>>> <https://e.mail.ru/compose/?mailto=mailto%3ast...@swires.me>> wrote: >>>>> >>>>> If you're starting a new mod (which it sounds like you are), you >>>>> should not be using the 2007 base at all. >>>>> >>>>> On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar >>>> <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote: >>>>> >>>>> Hey guys, back with another question! So i just saw awhile ago that >>>>> Source SDK Base 2007 got updated. My mod uses Source SDK Base 2007 and i >>>>> was wondering, do the updates interfere with the mod in anyway? Thanks for >>>>> the help! >>>>> >>>>> On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar >>>> <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote: >>>>> >>>>> Thanks Stan! >>>>> >>>>
Re: [hlcoders] Modding Problems
Back with another question guys! So i was looking at the chapter list in my game(literally ingame) and i now see something new, a commentary checkbox! I didnt add one though, im using SDK Base 2007 for this mod BTW. Did it update and automatically put it in? Please help for future reference! On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar wrote: > Im not distributing them, and i dont feel like it. I just want to know how > i can configure code files for a game so that it can find the game and code > it > > On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak wrote: > >> Are you using SVN or Git? Just make a branch if you are. >> On Apr 14, 2015 6:55 AM, "Gavin Isgar" wrote: >> >>> Its not that easy. The files within it are all configured for the base >>> game other than the beta. But that still didnt answer my question >>> >>> On Tue, Apr 14, 2015 at 5:04 AM, Stan R. wrote: >>> >>>> You just...copy it? Create a folder for your "beta" and work in it? >>>> Computer >>>> basics? >>>> >>>> >>>> Понедельник, 13 апреля 2015, 23:08 -04:00 от Gavin Isgar < >>>> gisg...@gmail.com>: >>>> >>>> Hey guys, back with huge question! Im wondering how i can make a >>>> manual code folder for my game(like for Half-Life 2: Example, it would be >>>> HL2E in the C Local Disk)? Im wondering how i can copy one from my actual >>>> game and edit it for a beta version, so instead of HL2RS it would be >>>> HL2RSB! Please tell me how i can do that without Source SDK because it wont >>>> work that way! >>>> >>>> On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak >>> <https://e.mail.ru/compose/?mailto=mailto%3awave@hotmail.com>> >>>> wrote: >>>> >>>> Well, normally it shouldn't interfere with your mod in any way, but >>>> you can only verify that yourself by testing. I do remember a case where a >>>> breaking change was made in the 2013 SDK quite a while ago, but that was >>>> announced in a Steam community and on this mailing list. >>>> >>>> If I'm not mistaken, the SDK Base contains just the engine.dll itself >>>> (and a lot of other components it depends on, of course), which in turn >>>> loads your server and client code. That means if the interfaces between >>>> those modules have not changed in a way that would break compatibility, >>>> there should be nothing for you to worry about. >>>> -- >>>> From: Gavin Isgar >>>> <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com> >>>> Sent: 12.04.2015 00:13 >>>> To: Discussion of Half-Life Programming >>>> <https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com> >>>> Subject: Re: [hlcoders] Modding Problems >>>> >>>> I wanted to use Source SDK Base 2007 for a reason. But my question >>>> still hasn't been answered. >>>> >>>> >>>> On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires >>> <https://e.mail.ru/compose/?mailto=mailto%3ast...@swires.me>> wrote: >>>> >>>> If you're starting a new mod (which it sounds like you are), you should >>>> not be using the 2007 base at all. >>>> >>>> On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar >>> <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote: >>>> >>>> Hey guys, back with another question! So i just saw awhile ago that >>>> Source SDK Base 2007 got updated. My mod uses Source SDK Base 2007 and i >>>> was wondering, do the updates interfere with the mod in anyway? Thanks for >>>> the help! >>>> >>>> On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar >>> <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote: >>>> >>>> Thanks Stan! >>>> >>>> >>>> On Fri, Apr 3, 2015 at 8:42 PM, Stan R. >>> <https://e.mail.ru/compose/?mailto=mailto%3aca...@inbox.ru>> wrote: >>>> >>>> You dont need to use VPKs to add sounds to your mod, just put them in >>>> yourmod/sound/ folder. You dont need to touch sources and build solution at >>>> all, weapon sounds defined in weapon script file (scripts/weapon_smg1.txt >>>> for example) and sound definition scripts (game_sounds_weapons.txt, >>>> game_sounds_pla
Re: [hlcoders] Modding Problems
Im not distributing them, and i dont feel like it. I just want to know how i can configure code files for a game so that it can find the game and code it On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak wrote: > Are you using SVN or Git? Just make a branch if you are. > On Apr 14, 2015 6:55 AM, "Gavin Isgar" wrote: > >> Its not that easy. The files within it are all configured for the base >> game other than the beta. But that still didnt answer my question >> >> On Tue, Apr 14, 2015 at 5:04 AM, Stan R. wrote: >> >>> You just...copy it? Create a folder for your "beta" and work in it? Computer >>> basics? >>> >>> >>> Понедельник, 13 апреля 2015, 23:08 -04:00 от Gavin Isgar < >>> gisg...@gmail.com>: >>> >>> Hey guys, back with huge question! Im wondering how i can make a >>> manual code folder for my game(like for Half-Life 2: Example, it would be >>> HL2E in the C Local Disk)? Im wondering how i can copy one from my actual >>> game and edit it for a beta version, so instead of HL2RS it would be >>> HL2RSB! Please tell me how i can do that without Source SDK because it wont >>> work that way! >>> >>> On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak >> <https://e.mail.ru/compose/?mailto=mailto%3awave@hotmail.com>> >>> wrote: >>> >>> Well, normally it shouldn't interfere with your mod in any way, but >>> you can only verify that yourself by testing. I do remember a case where a >>> breaking change was made in the 2013 SDK quite a while ago, but that was >>> announced in a Steam community and on this mailing list. >>> >>> If I'm not mistaken, the SDK Base contains just the engine.dll itself >>> (and a lot of other components it depends on, of course), which in turn >>> loads your server and client code. That means if the interfaces between >>> those modules have not changed in a way that would break compatibility, >>> there should be nothing for you to worry about. >>> -- >>> From: Gavin Isgar >>> <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com> >>> Sent: 12.04.2015 00:13 >>> To: Discussion of Half-Life Programming >>> <https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com> >>> Subject: Re: [hlcoders] Modding Problems >>> >>> I wanted to use Source SDK Base 2007 for a reason. But my question >>> still hasn't been answered. >>> >>> >>> On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires >> <https://e.mail.ru/compose/?mailto=mailto%3ast...@swires.me>> wrote: >>> >>> If you're starting a new mod (which it sounds like you are), you should >>> not be using the 2007 base at all. >>> >>> On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar >> <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote: >>> >>> Hey guys, back with another question! So i just saw awhile ago that >>> Source SDK Base 2007 got updated. My mod uses Source SDK Base 2007 and i >>> was wondering, do the updates interfere with the mod in anyway? Thanks for >>> the help! >>> >>> On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar >> <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote: >>> >>> Thanks Stan! >>> >>> >>> On Fri, Apr 3, 2015 at 8:42 PM, Stan R. >> <https://e.mail.ru/compose/?mailto=mailto%3aca...@inbox.ru>> wrote: >>> >>> You dont need to use VPKs to add sounds to your mod, just put them in >>> yourmod/sound/ folder. You dont need to touch sources and build solution at >>> all, weapon sounds defined in weapon script file (scripts/weapon_smg1.txt >>> for example) and sound definition scripts (game_sounds_weapons.txt, >>> game_sounds_player.txt). Yes, they should be WAV 44khz/16bit. No, you can >>> use any length you want. >>> >>> >>> Пятница, 3 апреля 2015, 20:33 -04:00 от Gavin Isgar >> <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>>: >>> >>>Hey guys, im back with a question. I've been trying everything to >>> change the weapon sounds of weapons but i cant find a very "precise" >>> tutorial on how, and most are outdated. Do i need VPKs? Do i need to >>> rebuild the game solution in Visual Studio after sound replacement? Do they >>> have to be in WAV format and does the sound files need t
Re: [hlcoders] Modding Problems
Are you using SVN or Git? Just make a branch if you are. On Apr 14, 2015 6:55 AM, "Gavin Isgar" wrote: > Its not that easy. The files within it are all configured for the base > game other than the beta. But that still didnt answer my question > > On Tue, Apr 14, 2015 at 5:04 AM, Stan R. wrote: > >> You just...copy it? Create a folder for your "beta" and work in it? Computer >> basics? >> >> >> Понедельник, 13 апреля 2015, 23:08 -04:00 от Gavin Isgar < >> gisg...@gmail.com>: >> >> Hey guys, back with huge question! Im wondering how i can make a >> manual code folder for my game(like for Half-Life 2: Example, it would be >> HL2E in the C Local Disk)? Im wondering how i can copy one from my actual >> game and edit it for a beta version, so instead of HL2RS it would be >> HL2RSB! Please tell me how i can do that without Source SDK because it wont >> work that way! >> >> On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak > <https://e.mail.ru/compose/?mailto=mailto%3awave@hotmail.com>> wrote: >> >> Well, normally it shouldn't interfere with your mod in any way, but you >> can only verify that yourself by testing. I do remember a case where a >> breaking change was made in the 2013 SDK quite a while ago, but that was >> announced in a Steam community and on this mailing list. >> >> If I'm not mistaken, the SDK Base contains just the engine.dll itself >> (and a lot of other components it depends on, of course), which in turn >> loads your server and client code. That means if the interfaces between >> those modules have not changed in a way that would break compatibility, >> there should be nothing for you to worry about. >> -- >> From: Gavin Isgar >> <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com> >> Sent: 12.04.2015 00:13 >> To: Discussion of Half-Life Programming >> <https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com> >> Subject: Re: [hlcoders] Modding Problems >> >> I wanted to use Source SDK Base 2007 for a reason. But my question >> still hasn't been answered. >> >> >> On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires > <https://e.mail.ru/compose/?mailto=mailto%3ast...@swires.me>> wrote: >> >> If you're starting a new mod (which it sounds like you are), you should >> not be using the 2007 base at all. >> >> On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar > <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote: >> >> Hey guys, back with another question! So i just saw awhile ago that >> Source SDK Base 2007 got updated. My mod uses Source SDK Base 2007 and i >> was wondering, do the updates interfere with the mod in anyway? Thanks for >> the help! >> >> On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar > <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote: >> >> Thanks Stan! >> >> >> On Fri, Apr 3, 2015 at 8:42 PM, Stan R. > <https://e.mail.ru/compose/?mailto=mailto%3aca...@inbox.ru>> wrote: >> >> You dont need to use VPKs to add sounds to your mod, just put them in >> yourmod/sound/ folder. You dont need to touch sources and build solution at >> all, weapon sounds defined in weapon script file (scripts/weapon_smg1.txt >> for example) and sound definition scripts (game_sounds_weapons.txt, >> game_sounds_player.txt). Yes, they should be WAV 44khz/16bit. No, you can >> use any length you want. >> >> >> Пятница, 3 апреля 2015, 20:33 -04:00 от Gavin Isgar > <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>>: >> >>Hey guys, im back with a question. I've been trying everything to >> change the weapon sounds of weapons but i cant find a very "precise" >> tutorial on how, and most are outdated. Do i need VPKs? Do i need to >> rebuild the game solution in Visual Studio after sound replacement? Do they >> have to be in WAV format and does the sound files need to be a certain >> length of time? Long story short, can anyone please tell me a very precise >> tutorial on replacing sounds on mods! Thanks! >> >> On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay > <https://e.mail.ru/compose/?mailto=mailto%3atom_clay...@live.com>> wrote: >> >> You don't need a VPK to use the sounds, if you place them in the sounds >> folder, then into a respective sub directory they will work fine. >> >> >> >> On Apr 1, 2015, at 9:15 PM, Minh Le > <https://e.mai
Re: [hlcoders] Modding Problems
Its not that easy. The files within it are all configured for the base game other than the beta. But that still didnt answer my question On Tue, Apr 14, 2015 at 5:04 AM, Stan R. wrote: > You just...copy it? Create a folder for your "beta" and work in it? Computer > basics? > > > Понедельник, 13 апреля 2015, 23:08 -04:00 от Gavin Isgar < > gisg...@gmail.com>: > > Hey guys, back with huge question! Im wondering how i can make a manual > code folder for my game(like for Half-Life 2: Example, it would be HL2E in > the C Local Disk)? Im wondering how i can copy one from my actual game and > edit it for a beta version, so instead of HL2RS it would be HL2RSB! Please > tell me how i can do that without Source SDK because it wont work that way! > > On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak <https://e.mail.ru/compose/?mailto=mailto%3awave@hotmail.com>> wrote: > > Well, normally it shouldn't interfere with your mod in any way, but you > can only verify that yourself by testing. I do remember a case where a > breaking change was made in the 2013 SDK quite a while ago, but that was > announced in a Steam community and on this mailing list. > > If I'm not mistaken, the SDK Base contains just the engine.dll itself (and > a lot of other components it depends on, of course), which in turn loads > your server and client code. That means if the interfaces between those > modules have not changed in a way that would break compatibility, there > should be nothing for you to worry about. > -- > From: Gavin Isgar > <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com> > Sent: 12.04.2015 00:13 > To: Discussion of Half-Life Programming > <https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com> > Subject: Re: [hlcoders] Modding Problems > > I wanted to use Source SDK Base 2007 for a reason. But my question still > hasn't been answered. > > > On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires <https://e.mail.ru/compose/?mailto=mailto%3ast...@swires.me>> wrote: > > If you're starting a new mod (which it sounds like you are), you should > not be using the 2007 base at all. > > On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote: > > Hey guys, back with another question! So i just saw awhile ago that Source > SDK Base 2007 got updated. My mod uses Source SDK Base 2007 and i was > wondering, do the updates interfere with the mod in anyway? Thanks for the > help! > > On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote: > > Thanks Stan! > > > On Fri, Apr 3, 2015 at 8:42 PM, Stan R. <https://e.mail.ru/compose/?mailto=mailto%3aca...@inbox.ru>> wrote: > > You dont need to use VPKs to add sounds to your mod, just put them in > yourmod/sound/ folder. You dont need to touch sources and build solution at > all, weapon sounds defined in weapon script file (scripts/weapon_smg1.txt > for example) and sound definition scripts (game_sounds_weapons.txt, > game_sounds_player.txt). Yes, they should be WAV 44khz/16bit. No, you can > use any length you want. > > > Пятница, 3 апреля 2015, 20:33 -04:00 от Gavin Isgar <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>>: > >Hey guys, im back with a question. I've been trying everything to > change the weapon sounds of weapons but i cant find a very "precise" > tutorial on how, and most are outdated. Do i need VPKs? Do i need to > rebuild the game solution in Visual Studio after sound replacement? Do they > have to be in WAV format and does the sound files need to be a certain > length of time? Long story short, can anyone please tell me a very precise > tutorial on replacing sounds on mods! Thanks! > > On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay <https://e.mail.ru/compose/?mailto=mailto%3atom_clay...@live.com>> wrote: > > You don't need a VPK to use the sounds, if you place them in the sounds > folder, then into a respective sub directory they will work fine. > > > > On Apr 1, 2015, at 9:15 PM, Minh Le <https://e.mail.ru/compose/?mailto=mailto%3aminh...@telus.net>> wrote: > > If you google, "make vpk" > you'll find a bunch of tutorials. This video looked helpful > https://www.youtube.com/watch?v=P3ILjexx0cE > > On 4/1/2015 5:01 PM, Gavin Isgar wrote: > > Hey guys, im back again! I'm having trouble figuring out how to make vpk's > to use for sounds for my mod and how to convert the sound files for use in > Source! Can someone please leave a nice tutoria
Re: [hlcoders] Modding Problems
You just...copy it? Create a folder for your "beta" and work in it? Computer basics? Понедельник, 13 апреля 2015, 23:08 -04:00 от Gavin Isgar : >Hey guys, back with huge question! Im wondering how i can make a manual code >folder for my game(like for Half-Life 2: Example, it would be HL2E in the C >Local Disk)? Im wondering how i can copy one from my actual game and edit it >for a beta version, so instead of HL2RS it would be HL2RSB! Please tell me how >i can do that without Source SDK because it wont work that way! > >On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak < wave@hotmail.com > >wrote: >>Well, normally it shouldn't interfere with your mod in any way, but you can >>only verify that yourself by testing. I do remember a case where a breaking >>change was made in the 2013 SDK quite a while ago, but that was announced in a Steam community and on this mailing list. >> >>If I'm not mistaken, the SDK Base contains just the engine.dll itself (and a >>lot of other components it depends on, of course), which in turn loads your >>server and client code. That means if the interfaces between those modules >>have not changed in a way that would break compatibility, there should be nothing for you to worry about. >>-- >>From: Gavin Isgar >>Sent: 12.04.2015 00:13 >>To: Discussion of Half-Life Programming >>Subject: Re: [hlcoders] Modding Problems >> >>I wanted to use Source SDK Base 2007 for a reason. But my question still >>hasn't been answered. >> >> >>On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires < st...@swires.me > wrote: >>>If you're starting a new mod (which it sounds like you are), you should not >>>be using the 2007 base at all. >>> >>>On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar < gisg...@gmail.com > wrote: >>>>Hey guys, back with another question! So i just saw awhile ago that Source >>>>SDK Base 2007 got updated. My mod uses Source SDK Base 2007 and i was >>>>wondering, do the updates interfere with the mod in anyway? Thanks for the >>>>help! >>>> >>>>On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar < gisg...@gmail.com > wrote: >>>>>Thanks Stan! >>>>> >>>>> >>>>>On Fri, Apr 3, 2015 at 8:42 PM, Stan R. < ca...@inbox.ru > wrote: >>>>>>You dont need to use VPKs to add sounds to your mod, just put them in >>>>>>yourmod/sound/ folder. You dont need to touch sources and build solution >>>>>>at all, weapon sounds defined in weapon script file >>>>>>(scripts/weapon_smg1.txt for example) and sound definition scripts (game_sounds_weapons.txt, game_sounds_player.txt). Yes, they should be WAV 44khz/16bit. No, you can use any length you want. >>>>>> >>>>>> >>>>>>Пятница, 3 апреля 2015, 20:33 -04:00 от Gavin Isgar < gisg...@gmail.com >: >>>>>> >>>>>>>Hey guys, im back with a question. I've been trying everything to change >>>>>>>the weapon sounds of weapons but i cant find a very "precise" tutorial >>>>>>>on how, and most are outdated. Do i need VPKs? Do i need to rebuild the >>>>>>>game solution in Visual Studio after sound replacement? Do they have to be in WAV format and does the sound files need to be a certain length of time? Long story short, can anyone please tell me a very precise tutorial on replacing sounds on mods! Thanks! >>>>>>> >>>>>>>On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay < tom_clay...@live.com > wrote: >>>>>>>>You don't need a VPK to use the sounds, if you place them in the sounds >>>>>>>>folder, then into a respective sub directory they will work fine. >>>>>>>> >>>>>>>> >>>>>>>> >>>>>>>>On Apr 1, 2015, at 9:15 PM, Minh Le < minh...@telus.net > wrote: >>>>>>>> >>>>>>>>>If you google, "make vpk" >>>>>>>>>you'll find a bunch of tutorials. This video looked helpful >>>>>>>>>https://www.youtube.com/watch?v=P3ILjexx0cE >>>>>>>>> >>>>>>>>>On 4/1/2015 5:01 PM, Gavin Isgar wrote: >>>>>>>>>>Hey guys, im back again! I'm having trouble figuring out how to make >>>
Re: [hlcoders] Modding Problems
Hey guys, back with huge question! Im wondering how i can make a manual code folder for my game(like for Half-Life 2: Example, it would be HL2E in the C Local Disk)? Im wondering how i can copy one from my actual game and edit it for a beta version, so instead of HL2RS it would be HL2RSB! Please tell me how i can do that without Source SDK because it wont work that way! On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak wrote: > Well, normally it shouldn't interfere with your mod in any way, but you > can only verify that yourself by testing. I do remember a case where a > breaking change was made in the 2013 SDK quite a while ago, but that was > announced in a Steam community and on this mailing list. > > If I'm not mistaken, the SDK Base contains just the engine.dll itself (and > a lot of other components it depends on, of course), which in turn loads > your server and client code. That means if the interfaces between those > modules have not changed in a way that would break compatibility, there > should be nothing for you to worry about. > -- > From: Gavin Isgar > Sent: 12.04.2015 00:13 > To: Discussion of Half-Life Programming > Subject: Re: [hlcoders] Modding Problems > > I wanted to use Source SDK Base 2007 for a reason. But my question still > hasn't been answered. > > > On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires wrote: > > If you're starting a new mod (which it sounds like you are), you should > not be using the 2007 base at all. > > On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar wrote: > > Hey guys, back with another question! So i just saw awhile ago that Source > SDK Base 2007 got updated. My mod uses Source SDK Base 2007 and i was > wondering, do the updates interfere with the mod in anyway? Thanks for the > help! > > On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar wrote: > > Thanks Stan! > > > On Fri, Apr 3, 2015 at 8:42 PM, Stan R. wrote: > > You dont need to use VPKs to add sounds to your mod, just put them in > yourmod/sound/ folder. You dont need to touch sources and build solution at > all, weapon sounds defined in weapon script file (scripts/weapon_smg1.txt > for example) and sound definition scripts (game_sounds_weapons.txt, > game_sounds_player.txt). Yes, they should be WAV 44khz/16bit. No, you can > use any length you want. > > > Пятница, 3 апреля 2015, 20:33 -04:00 от Gavin Isgar : > >Hey guys, im back with a question. I've been trying everything to > change the weapon sounds of weapons but i cant find a very "precise" > tutorial on how, and most are outdated. Do i need VPKs? Do i need to > rebuild the game solution in Visual Studio after sound replacement? Do they > have to be in WAV format and does the sound files need to be a certain > length of time? Long story short, can anyone please tell me a very precise > tutorial on replacing sounds on mods! Thanks! > > On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay <https://e.mail.ru/compose/?mailto=mailto%3atom_clay...@live.com>> wrote: > > You don't need a VPK to use the sounds, if you place them in the sounds > folder, then into a respective sub directory they will work fine. > > > > On Apr 1, 2015, at 9:15 PM, Minh Le <https://e.mail.ru/compose/?mailto=mailto%3aminh...@telus.net>> wrote: > > If you google, "make vpk" > you'll find a bunch of tutorials. This video looked helpful > https://www.youtube.com/watch?v=P3ILjexx0cE > > On 4/1/2015 5:01 PM, Gavin Isgar wrote: > > Hey guys, im back again! I'm having trouble figuring out how to make vpk's > to use for sounds for my mod and how to convert the sound files for use in > Source! Can someone please leave a nice tutorial(text tutorial) on how to > do this. > > On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote: > > Thanks Jesse, you saved my life lol. > > > On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak <https://e.mail.ru/compose/?mailto=mailto%3awazanato...@gmail.com>> wrote: > > Yes use gcf scape and look in the games vpks the ones you want are the > directory vpks which use _dir > On Apr 1, 2015 3:21 PM, "Gavin Isgar" <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote: > > I've checked all sound folders in the games but don't see any sounds > themself. Do i have to use GCFScape or something? Sorry if i sound like i > have no experience, i've just been very tired recently and didnt get a lot > of sleep. > > On Wed, Apr 1, 2015 at 11:30 AM, Tony "omega" Sergi <https://e.mail.ru/compose/?mailto=mailto%3aomegal...@gmail.com>> wro
Re: [hlcoders] Modding Problems
Well, normally it shouldn't interfere with your mod in any way, but you can only verify that yourself by testing. I do remember a case where a breaking change was made in the 2013 SDK quite a while ago, but that was announced in a Steam community and on this mailing list. If I'm not mistaken, the SDK Base contains just the engine.dll itself (and a lot of other components it depends on, of course), which in turn loads your server and client code. That means if the interfaces between those modules have not changed in a way that would break compatibility, there should be nothing for you to worry about. From: Gavin Isgar<mailto:gisg...@gmail.com> Sent: 12.04.2015 00:13 To: Discussion of Half-Life Programming<mailto:hlcoders@list.valvesoftware.com> Subject: Re: [hlcoders] Modding Problems I wanted to use Source SDK Base 2007 for a reason. But my question still hasn't been answered. On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires wrote: > If you're starting a new mod (which it sounds like you are), you should > not be using the 2007 base at all. > > On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar wrote: > >> Hey guys, back with another question! So i just saw awhile ago that >> Source SDK Base 2007 got updated. My mod uses Source SDK Base 2007 and i >> was wondering, do the updates interfere with the mod in anyway? Thanks for >> the help! >> >> On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar wrote: >> >>> Thanks Stan! >>> >>> >>> On Fri, Apr 3, 2015 at 8:42 PM, Stan R. wrote: >>> >>>> You dont need to use VPKs to add sounds to your mod, just put them in >>>> yourmod/sound/ folder. You dont need to touch sources and build solution at >>>> all, weapon sounds defined in weapon script file (scripts/weapon_smg1.txt >>>> for example) and sound definition scripts (game_sounds_weapons.txt, >>>> game_sounds_player.txt). Yes, they should be WAV 44khz/16bit. No, you can >>>> use any length you want. >>>> >>>> >>>> Пятница, 3 апреля 2015, 20:33 -04:00 от Gavin Isgar >>> >: >>>> >>>> Hey guys, im back with a question. I've been trying everything to >>>> change the weapon sounds of weapons but i cant find a very "precise" >>>> tutorial on how, and most are outdated. Do i need VPKs? Do i need to >>>> rebuild the game solution in Visual Studio after sound replacement? Do they >>>> have to be in WAV format and does the sound files need to be a certain >>>> length of time? Long story short, can anyone please tell me a very precise >>>> tutorial on replacing sounds on mods! Thanks! >>>> >>>> On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay >>> <https://e.mail.ru/compose/?mailto=mailto%3atom_clay...@live.com>> >>>> wrote: >>>> >>>> You don't need a VPK to use the sounds, if you place them in the sounds >>>> folder, then into a respective sub directory they will work fine. >>>> >>>> >>>> >>>> On Apr 1, 2015, at 9:15 PM, Minh Le >>> <https://e.mail.ru/compose/?mailto=mailto%3aminh...@telus.net>> wrote: >>>> >>>> If you google, "make vpk" >>>> you'll find a bunch of tutorials. This video looked helpful >>>> https://www.youtube.com/watch?v=P3ILjexx0cE >>>> >>>> On 4/1/2015 5:01 PM, Gavin Isgar wrote: >>>> >>>> Hey guys, im back again! I'm having trouble figuring out how to make >>>> vpk's to use for sounds for my mod and how to convert the sound files for >>>> use in Source! Can someone please leave a nice tutorial(text tutorial) on >>>> how to do this. >>>> >>>> On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar >>> <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote: >>>> >>>> Thanks Jesse, you saved my life lol. >>>> >>>> >>>> On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak >>> <https://e.mail.ru/compose/?mailto=mailto%3awazanato...@gmail.com>> >>>> wrote: >>>> >>>> Yes use gcf scape and look in the games vpks the ones you want are the >>>> directory vpks which use _dir >>>> On Apr 1, 2015 3:21 PM, "Gavin Isgar" >>> <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote: >>>> >>>> I've checked all sound folders in the games but don't see any sounds >>>>
Re: [hlcoders] Modding Problems
Well, normally it shouldn't interfere with your mod in any way, but you can only verify that yourself by testing. I do remember a case where a breaking change was made in the 2013 SDK quite a while ago, but that was announced in a Steam community and on this mailing list. If I'm not mistaken, the SDK Base contains just the engine.dll itself (and a lot of other components it depends on, of course), which in turn loads your server and client code. That means if the interfaces between those modules have not changed in a way that would break compatibility, there should be nothing for you to worry about. From: Gavin Isgar<mailto:gisg...@gmail.com> Sent: 12.04.2015 00:13 To: Discussion of Half-Life Programming<mailto:hlcoders@list.valvesoftware.com> Subject: Re: [hlcoders] Modding Problems I wanted to use Source SDK Base 2007 for a reason. But my question still hasn't been answered. On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires wrote: > If you're starting a new mod (which it sounds like you are), you should > not be using the 2007 base at all. > > On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar wrote: > >> Hey guys, back with another question! So i just saw awhile ago that >> Source SDK Base 2007 got updated. My mod uses Source SDK Base 2007 and i >> was wondering, do the updates interfere with the mod in anyway? Thanks for >> the help! >> >> On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar wrote: >> >>> Thanks Stan! >>> >>> >>> On Fri, Apr 3, 2015 at 8:42 PM, Stan R. wrote: >>> >>>> You dont need to use VPKs to add sounds to your mod, just put them in >>>> yourmod/sound/ folder. You dont need to touch sources and build solution at >>>> all, weapon sounds defined in weapon script file (scripts/weapon_smg1.txt >>>> for example) and sound definition scripts (game_sounds_weapons.txt, >>>> game_sounds_player.txt). Yes, they should be WAV 44khz/16bit. No, you can >>>> use any length you want. >>>> >>>> >>>> Пятница, 3 апреля 2015, 20:33 -04:00 от Gavin Isgar >>> >: >>>> >>>> Hey guys, im back with a question. I've been trying everything to >>>> change the weapon sounds of weapons but i cant find a very "precise" >>>> tutorial on how, and most are outdated. Do i need VPKs? Do i need to >>>> rebuild the game solution in Visual Studio after sound replacement? Do they >>>> have to be in WAV format and does the sound files need to be a certain >>>> length of time? Long story short, can anyone please tell me a very precise >>>> tutorial on replacing sounds on mods! Thanks! >>>> >>>> On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay >>> <https://e.mail.ru/compose/?mailto=mailto%3atom_clay...@live.com>> >>>> wrote: >>>> >>>> You don't need a VPK to use the sounds, if you place them in the sounds >>>> folder, then into a respective sub directory they will work fine. >>>> >>>> >>>> >>>> On Apr 1, 2015, at 9:15 PM, Minh Le >>> <https://e.mail.ru/compose/?mailto=mailto%3aminh...@telus.net>> wrote: >>>> >>>> If you google, "make vpk" >>>> you'll find a bunch of tutorials. This video looked helpful >>>> https://www.youtube.com/watch?v=P3ILjexx0cE >>>> >>>> On 4/1/2015 5:01 PM, Gavin Isgar wrote: >>>> >>>> Hey guys, im back again! I'm having trouble figuring out how to make >>>> vpk's to use for sounds for my mod and how to convert the sound files for >>>> use in Source! Can someone please leave a nice tutorial(text tutorial) on >>>> how to do this. >>>> >>>> On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar >>> <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote: >>>> >>>> Thanks Jesse, you saved my life lol. >>>> >>>> >>>> On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak >>> <https://e.mail.ru/compose/?mailto=mailto%3awazanato...@gmail.com>> >>>> wrote: >>>> >>>> Yes use gcf scape and look in the games vpks the ones you want are the >>>> directory vpks which use _dir >>>> On Apr 1, 2015 3:21 PM, "Gavin Isgar" >>> <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote: >>>> >>>> I've checked all sound folders in the games but don't see any sounds >>>>
Re: [hlcoders] Modding Problems
Gavin Isgar >>> <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote: >>>> >>>> My mod didn't come with existing sound files. I've also read the >>>> developer wiki, but i didn't find much, so i'm asking you. >>>> >>>> >>>> On Wed, Apr 1, 2015 at 12:43 AM, Tony "omega" Sergi < >>>> omegal...@gmail.com >>>> <https://e.mail.ru/compose/?mailto=mailto%3aomegal...@gmail.com>> >>>> wrote: >>>> >>>> open existing sound files and sound scripts and look. also read the >>>> developer wiki. >>>> >>>> On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar >>> <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote: >>>> >>>> Hey guys, i have another question! How do i change weapon sound for my >>>> mod? What format does it have to be and what files do i need to edit? Long >>>> story short, i need to know everything about changing the sounds please! >>>> >>>> On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar >>> <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote: >>>> >>>> Thanks Ken, i was just tired last night and having a rough time with >>>> some stuff, thanks though! >>>> >>>> On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher >>> <https://e.mail.ru/compose/?mailto=mailto%3acapt...@qis.net>> wrote: >>>> >>>> It says right there... >>>> The images displayed in the new game dialogue are 152x86. Since texture >>>> dimensions must both be a power of two, your VTFs will be 256x128 with a >>>> border to the right and bottom. >>>> >>>> That means that the full dimensions of the image will be 256 wide by >>>> 128 tall, but only a portion of that gets used. 152 x 86 to be specific. >>>> What you should do is create your chapter images as 152x86 images, and then >>>> either edit that image's canvas size to 256x128 (but don't scale/stretch >>>> the actual image), or take that 152x86 image and copy it into a new 256x128 >>>> image, and just make sure it is positioned in the top-left. The unused >>>> portion of the image should just be black. >>>> >>>> >>>> Original message >>>> From: Gavin Isgar >>> <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> >>>> Date: 03/28/2015 10:36 PM (GMT-05:00) >>>> To: Discussion of Half-Life Programming < >>>> hlcoders@list.valvesoftware.com >>>> <https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com>> >>>> >>>> Subject: Re: [hlcoders] Modding Problems >>>> >>>> Alright I guess >>>> >>>> On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann >>> <https://e.mail.ru/compose/?mailto=mailto%3aschumann@gmail.com>> >>>> wrote: >>>> >>>> Other than that I'd just use the images from Half-Life 2 as a base. >>>> >>>> On 29 March 2015 at 12:20, Gavin Isgar >>> <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote: >>>> >>>> Tom, i checked that but, to be honest, i didnt understand it a bit. >>>> Anything else? >>>> >>>> On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann >>> <https://e.mail.ru/compose/?mailto=mailto%3aschumann@gmail.com>> >>>> wrote: >>>> >>>> There's some information on that at >>>> https://developer.valvesoftware.com/wiki/Background#Images >>>> >>>> On 29 March 2015 at 09:09, Gavin Isgar >>> <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote: >>>> >>>> Hey guys, im having another problem again and couldnt find a fix on the >>>> internet. I dont know the right size for chapter thumbnails, what size do i >>>> make the picture(not the vtf or vmt)? >>>> >>>> On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar >>> <https://e.mail.ru/compose/?mailto=mailto%3aben.lu...@gmail.com>> >>>> wrote: >>>> >>>> The two dots means "parent directory". You start in materials/vgui, go >>>> up one to materials, then to materials/logo and >>>> materials/logo/hl2
Re: [hlcoders] Modding Problems
loper wiki. >>> >>> On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar >> <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote: >>> >>> Hey guys, i have another question! How do i change weapon sound for my >>> mod? What format does it have to be and what files do i need to edit? Long >>> story short, i need to know everything about changing the sounds please! >>> >>> On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar >> <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote: >>> >>> Thanks Ken, i was just tired last night and having a rough time with >>> some stuff, thanks though! >>> >>> On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher >> <https://e.mail.ru/compose/?mailto=mailto%3acapt...@qis.net>> wrote: >>> >>> It says right there... >>> The images displayed in the new game dialogue are 152x86. Since texture >>> dimensions must both be a power of two, your VTFs will be 256x128 with a >>> border to the right and bottom. >>> >>> That means that the full dimensions of the image will be 256 wide by >>> 128 tall, but only a portion of that gets used. 152 x 86 to be specific. >>> What you should do is create your chapter images as 152x86 images, and then >>> either edit that image's canvas size to 256x128 (but don't scale/stretch >>> the actual image), or take that 152x86 image and copy it into a new 256x128 >>> image, and just make sure it is positioned in the top-left. The unused >>> portion of the image should just be black. >>> >>> >>> Original message >>> From: Gavin Isgar >> <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> >>> Date: 03/28/2015 10:36 PM (GMT-05:00) >>> To: Discussion of Half-Life Programming >> <https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com>> >>> >>> Subject: Re: [hlcoders] Modding Problems >>> >>> Alright I guess >>> >>> On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann >> <https://e.mail.ru/compose/?mailto=mailto%3aschumann@gmail.com>> >>> wrote: >>> >>> Other than that I'd just use the images from Half-Life 2 as a base. >>> >>> On 29 March 2015 at 12:20, Gavin Isgar >> <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote: >>> >>> Tom, i checked that but, to be honest, i didnt understand it a bit. >>> Anything else? >>> >>> On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann >> <https://e.mail.ru/compose/?mailto=mailto%3aschumann@gmail.com>> >>> wrote: >>> >>> There's some information on that at >>> https://developer.valvesoftware.com/wiki/Background#Images >>> >>> On 29 March 2015 at 09:09, Gavin Isgar >> <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote: >>> >>> Hey guys, im having another problem again and couldnt find a fix on the >>> internet. I dont know the right size for chapter thumbnails, what size do i >>> make the picture(not the vtf or vmt)? >>> >>> On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar >> <https://e.mail.ru/compose/?mailto=mailto%3aben.lu...@gmail.com>> wrote: >>> >>> The two dots means "parent directory". You start in materials/vgui, go >>> up one to materials, then to materials/logo and >>> materials/logo/hl2rslogo1.vmt. >>> >>> On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar >> <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote: >>> > Yea Jesse, here's how i fixed it! So in my materials folder, i made a >>> logo >>> > folder, inside i put both put the vmt and vtf file with the same name. >>> > Inside the vmt file, i put: >>> > >>> > "UnlitGeneric" >>> > { >>> > "$basetexture" "logo/hl2rslogo1" >>> > "$nolod" 1 >>> > "$translucent" 1 >>> > } >>> > >>> > The path automatically detects the material folder, so just put the >>> folder >>> > and the name of both the vmt and vtf file(no extension). Then in my >>> > gamelogo.res in my resource folder, i put: >>> > >>> > Resource/GameLogo.res >>> > { >>> > GameLogo >>> > { >>> > ControlName EditablePanel >&g
Re: [hlcoders] Modding Problems
wrote: >> >> Thanks Ken, i was just tired last night and having a rough time with some >> stuff, thanks though! >> >> On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher > <https://e.mail.ru/compose/?mailto=mailto%3acapt...@qis.net>> wrote: >> >> It says right there... >> The images displayed in the new game dialogue are 152x86. Since texture >> dimensions must both be a power of two, your VTFs will be 256x128 with a >> border to the right and bottom. >> >> That means that the full dimensions of the image will be 256 wide by >> 128 tall, but only a portion of that gets used. 152 x 86 to be specific. >> What you should do is create your chapter images as 152x86 images, and then >> either edit that image's canvas size to 256x128 (but don't scale/stretch >> the actual image), or take that 152x86 image and copy it into a new 256x128 >> image, and just make sure it is positioned in the top-left. The unused >> portion of the image should just be black. >> >> >> Original message >> From: Gavin Isgar > <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> >> Date: 03/28/2015 10:36 PM (GMT-05:00) >> To: Discussion of Half-Life Programming > <https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com>> >> >> Subject: Re: [hlcoders] Modding Problems >> >> Alright I guess >> >> On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann > <https://e.mail.ru/compose/?mailto=mailto%3aschumann@gmail.com>> >> wrote: >> >> Other than that I'd just use the images from Half-Life 2 as a base. >> >> On 29 March 2015 at 12:20, Gavin Isgar > <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote: >> >> Tom, i checked that but, to be honest, i didnt understand it a bit. >> Anything else? >> >> On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann > <https://e.mail.ru/compose/?mailto=mailto%3aschumann@gmail.com>> >> wrote: >> >> There's some information on that at >> https://developer.valvesoftware.com/wiki/Background#Images >> >> On 29 March 2015 at 09:09, Gavin Isgar > <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote: >> >> Hey guys, im having another problem again and couldnt find a fix on the >> internet. I dont know the right size for chapter thumbnails, what size do i >> make the picture(not the vtf or vmt)? >> >> On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar > <https://e.mail.ru/compose/?mailto=mailto%3aben.lu...@gmail.com>> wrote: >> >> The two dots means "parent directory". You start in materials/vgui, go >> up one to materials, then to materials/logo and >> materials/logo/hl2rslogo1.vmt. >> >> On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar > <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote: >> > Yea Jesse, here's how i fixed it! So in my materials folder, i made a >> logo >> > folder, inside i put both put the vmt and vtf file with the same name. >> > Inside the vmt file, i put: >> > >> > "UnlitGeneric" >> > { >> > "$basetexture" "logo/hl2rslogo1" >> > "$nolod" 1 >> > "$translucent" 1 >> > } >> > >> > The path automatically detects the material folder, so just put the >> folder >> > and the name of both the vmt and vtf file(no extension). Then in my >> > gamelogo.res in my resource folder, i put: >> > >> > Resource/GameLogo.res >> > { >> > GameLogo >> > { >> > ControlName EditablePanel >> > fieldName GameLogo >> > xpos 0 >> > ypos 0 >> > zpos 50 >> > wide 400 >> > tall 100 >> > autoResize 1 >> > pinCorner 0 >> > visible 1 >> > enabled 1 >> > offsetX -20 >> > offsetY -15 >> > } >> > >> > Logo >> > { >> > ControlName ImagePanel >> > fieldName Logo >> > xpos 0 >> > ypos 0 >> > zpos 50 >> > wide 400 >> > tall 100 >> > visible 1 >> > enabled 1 >> > image ../logo/hl2rslogo1 >> > scaleImage 1 >> > } >> > } >> > >> > The dots in the path specify how many folders are before vmt and vtf, >> but i >> > rather just do it like this: >> > >> > 2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1 folder, 1 >&g
Re: [hlcoders] Modding Problems
reate your chapter images as 152x86 images, and then > either edit that image's canvas size to 256x128 (but don't scale/stretch > the actual image), or take that 152x86 image and copy it into a new 256x128 > image, and just make sure it is positioned in the top-left. The unused > portion of the image should just be black. > > > Original message > From: Gavin Isgar <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> > Date: 03/28/2015 10:36 PM (GMT-05:00) > To: Discussion of Half-Life Programming <https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com>> > > Subject: Re: [hlcoders] Modding Problems > > Alright I guess > > On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann <https://e.mail.ru/compose/?mailto=mailto%3aschumann@gmail.com>> > wrote: > > Other than that I'd just use the images from Half-Life 2 as a base. > > On 29 March 2015 at 12:20, Gavin Isgar <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote: > > Tom, i checked that but, to be honest, i didnt understand it a bit. > Anything else? > > On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann <https://e.mail.ru/compose/?mailto=mailto%3aschumann@gmail.com>> > wrote: > > There's some information on that at > https://developer.valvesoftware.com/wiki/Background#Images > > On 29 March 2015 at 09:09, Gavin Isgar <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote: > > Hey guys, im having another problem again and couldnt find a fix on the > internet. I dont know the right size for chapter thumbnails, what size do i > make the picture(not the vtf or vmt)? > > On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar <https://e.mail.ru/compose/?mailto=mailto%3aben.lu...@gmail.com>> wrote: > > The two dots means "parent directory". You start in materials/vgui, go > up one to materials, then to materials/logo and > materials/logo/hl2rslogo1.vmt. > > On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote: > > Yea Jesse, here's how i fixed it! So in my materials folder, i made a > logo > > folder, inside i put both put the vmt and vtf file with the same name. > > Inside the vmt file, i put: > > > > "UnlitGeneric" > > { > > "$basetexture" "logo/hl2rslogo1" > > "$nolod" 1 > > "$translucent" 1 > > } > > > > The path automatically detects the material folder, so just put the > folder > > and the name of both the vmt and vtf file(no extension). Then in my > > gamelogo.res in my resource folder, i put: > > > > Resource/GameLogo.res > > { > > GameLogo > > { > > ControlName EditablePanel > > fieldName GameLogo > > xpos 0 > > ypos 0 > > zpos 50 > > wide 400 > > tall 100 > > autoResize 1 > > pinCorner 0 > > visible 1 > > enabled 1 > > offsetX -20 > > offsetY -15 > > } > > > > Logo > > { > > ControlName ImagePanel > > fieldName Logo > > xpos 0 > > ypos 0 > > zpos 50 > > wide 400 > > tall 100 > > visible 1 > > enabled 1 > > image ../logo/hl2rslogo1 > > scaleImage 1 > > } > > } > > > > The dots in the path specify how many folders are before vmt and vtf, > but i > > rather just do it like this: > > > > 2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1 folder, 1 > > file! If it was material/logo/hl2rslogo1 it would be 3 dots. Thats how i< > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > > > > -- > -Tony > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > > > > -- > -Tony > > __
Re: [hlcoders] Modding Problems
image will be 256 wide by 128 tall, but only a portion of that gets used. 152 x 86 to be specific. What you should do is create your chapter images as 152x86 images, and then either edit that image's canvas size to 256x128 (but don't scale/stretch the actual image), or take that 152x86 image and copy it into a new 256x128 image, and just make sure it is positioned in the top-left. The unused portion of the image should just be black. >>>>>>>>>>>>> >>>>>>>>>>>>> >>>>>>>>>>>>> Original message >>>>>>>>>>>>>From: Gavin Isgar < gisg...@gmail.com > >>>>>>>>>>>>>Date: 03/28/2015 10:36 PM (GMT-05:00) >>>>>>>>>>>>>To: Discussion of Half-Life Programming < hlcoders@list.valvesoftware.com > >>>>>>>>>>>>>Subject: Re: [hlcoders] Modding Problems >>>>>>>>>>>>> >>>>>>>>>>>>>Alright I guess >>>>>>>>>>>>> >>>>>>>>>>>>>On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann < schumann@gmail.com > wrote: >>>>>>>>>>>>>>Other than that I'd just use the images from Half-Life 2 as a base. >>>>>>>>>>>>>> >>>>>>>>>>>>>>On 29 March 2015
Re: [hlcoders] Modding Problems
Hey guys, im back with a question. I've been trying everything to change the weapon sounds of weapons but i cant find a very "precise" tutorial on how, and most are outdated. Do i need VPKs? Do i need to rebuild the game solution in Visual Studio after sound replacement? Do they have to be in WAV format and does the sound files need to be a certain length of time? Long story short, can anyone please tell me a very precise tutorial on replacing sounds on mods! Thanks! On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay wrote: > You don't need a VPK to use the sounds, if you place them in the sounds > folder, then into a respective sub directory they will work fine. > > > > On Apr 1, 2015, at 9:15 PM, Minh Le wrote: > > If you google, "make vpk" > you'll find a bunch of tutorials. This video looked helpful > https://www.youtube.com/watch?v=P3ILjexx0cE > > On 4/1/2015 5:01 PM, Gavin Isgar wrote: > > Hey guys, im back again! I'm having trouble figuring out how to make vpk's > to use for sounds for my mod and how to convert the sound files for use in > Source! Can someone please leave a nice tutorial(text tutorial) on how to > do this. > > On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar wrote: > >> Thanks Jesse, you saved my life lol. >> >> >> On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak wrote: >> >>> Yes use gcf scape and look in the games vpks the ones you want are the >>> directory vpks which use _dir >>> On Apr 1, 2015 3:21 PM, "Gavin Isgar" wrote: >>> >>>> I've checked all sound folders in the games but don't see any sounds >>>> themself. Do i have to use GCFScape or something? Sorry if i sound like i >>>> have no experience, i've just been very tired recently and didnt get a lot >>>> of sleep. >>>> >>>> On Wed, Apr 1, 2015 at 11:30 AM, Tony "omega" Sergi < >>>> omegal...@gmail.com> wrote: >>>> >>>>> What do you think your mod is running off of? >>>>> You have the base source content, which includes all of the sounds >>>>> and soundscripts for hl2, ep1, ep2, lost coast, etc. Plus if you own tf2 >>>>> or >>>>> any of the other valve games you can easily look at their files too. >>>>> >>>>> On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar wrote: >>>>> >>>>>> My mod didn't come with existing sound files. I've also read the >>>>>> developer wiki, but i didn't find much, so i'm asking you. >>>>>> >>>>>> >>>>>> On Wed, Apr 1, 2015 at 12:43 AM, Tony "omega" Sergi < >>>>>> omegal...@gmail.com> wrote: >>>>>> >>>>>>> open existing sound files and sound scripts and look. also read the >>>>>>> developer wiki. >>>>>>> >>>>>>> On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar >>>>>>> wrote: >>>>>>> >>>>>>>> Hey guys, i have another question! How do i change weapon sound for >>>>>>>> my mod? What format does it have to be and what files do i need to >>>>>>>> edit? >>>>>>>> Long story short, i need to know everything about changing the sounds >>>>>>>> please! >>>>>>>> >>>>>>>> On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar >>>>>>>> wrote: >>>>>>>> >>>>>>>>> Thanks Ken, i was just tired last night and having a rough time >>>>>>>>> with some stuff, thanks though! >>>>>>>>> >>>>>>>>> On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher >>>>>>>>> wrote: >>>>>>>>> >>>>>>>>>> It says right there... >>>>>>>>>> The images displayed in the new game dialogue are 152x86. Since >>>>>>>>>> texture dimensions must both be a power of two, your VTFs will be >>>>>>>>>> 256x128 >>>>>>>>>> with a border to the right and bottom. >>>>>>>>>> >>>>>>>>>> That means that the full dimensions of the image will be 256 >>>>>>>>>> wide by 128 tall, but only a portion of that gets used. 152 x 86 to >>>>>>>>>> be >>&g
Re: [hlcoders] Modding Problems
You don't need a VPK to use the sounds, if you place them in the sounds folder, then into a respective sub directory they will work fine. > On Apr 1, 2015, at 9:15 PM, Minh Le wrote: > > If you google, "make vpk" > you'll find a bunch of tutorials. This video looked helpful > https://www.youtube.com/watch?v=P3ILjexx0cE > >> On 4/1/2015 5:01 PM, Gavin Isgar wrote: >> Hey guys, im back again! I'm having trouble figuring out how to make vpk's >> to use for sounds for my mod and how to convert the sound files for use in >> Source! Can someone please leave a nice tutorial(text tutorial) on how to do >> this. >> >>> On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar wrote: >>> Thanks Jesse, you saved my life lol. >>> >>> >>> On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak wrote: >>>> Yes use gcf scape and look in the games vpks the ones you want are the >>>> directory vpks which use _dir >>>> >>>>> On Apr 1, 2015 3:21 PM, "Gavin Isgar" wrote: >>>>> I've checked all sound folders in the games but don't see any sounds >>>>> themself. Do i have to use GCFScape or something? Sorry if i sound like i >>>>> have no experience, i've just been very tired recently and didnt get a >>>>> lot of sleep. >>>>> >>>>> On Wed, Apr 1, 2015 at 11:30 AM, Tony "omega" Sergi >>>>> wrote: >>>>>> What do you think your mod is running off of? >>>>>> You have the base source content, which includes all of the sounds and >>>>>> soundscripts for hl2, ep1, ep2, lost coast, etc. Plus if you own tf2 or >>>>>> any of the other valve games you can easily look at their files too. >>>>>> >>>>>> On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar wrote: >>>>>>> My mod didn't come with existing sound files. I've also read the >>>>>>> developer wiki, but i didn't find much, so i'm asking you. >>>>>>> >>>>>>> >>>>>>> On Wed, Apr 1, 2015 at 12:43 AM, Tony "omega" Sergi >>>>>>> wrote: >>>>>>>> open existing sound files and sound scripts and look. also read the >>>>>>>> developer wiki. >>>>>>>> >>>>>>>> On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar wrote: >>>>>>>>> Hey guys, i have another question! How do i change weapon sound for >>>>>>>>> my mod? What format does it have to be and what files do i need to >>>>>>>>> edit? Long story short, i need to know everything about changing the >>>>>>>>> sounds please! >>>>>>>>> >>>>>>>>> On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar >>>>>>>>> wrote: >>>>>>>>>> Thanks Ken, i was just tired last night and having a rough time with >>>>>>>>>> some stuff, thanks though! >>>>>>>>>> >>>>>>>>>> On Sun, Mar 29, 2015 >>>>>>>>>> at 5:58 AM, Ken Swisher wrote: >>>>>>>>>>> It says right there... >>>>>>>>>>> The images displayed in the new game dialogue are 152x86. Since >>>>>>>>>>> texture dimensions must both be a power of two, your VTFs will be >>>>>>>>>>> 256x128 with a border to the right and bottom. >>>>>>>>>>> >>>>>>>>>>> That means that the >>>>>>>>>>> full dimensions of the image will be 256 wide by 128 >>>>>>>>>>> tall, but only a portion of that gets used. 152 x 86 to be >>>>>>>>>>> specific. What you >>>>>>>>>>> should do is create your chapter images >>>>>>>>>>> as 152x86 images, and then either >>>>>>>>>>> edit that image's canvas >>>>>>>>>>>size
Re: [hlcoders] Modding Problems
Date: 03/28/2015 10:36 PM (GMT-05:00) To: Discussion of Half-Life Programming mailto:hlcoders@list.valvesoftware.com>> Subject: Re: [hlcoders] Modding Problems Alright I guess On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann mailto:schumann@gmail.com>> wrote: Other than that I'd just use the images from Half-Life 2 as a base. On 29 March 2015 at 12:20, Gavin Isgar mailto:gisg...@gmail.com>> wrote: Tom, i checked that but, to be honest, i didnt understand it a bit. Anything else? On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann mailto:schumann@gmail.com>> wrote: There's some information on that at https://developer.valvesoftware.com/wiki/Background#Images On 29 March 2015 at 09:09, Gavin Isgar mailto:gisg...@gmail.com>> wrote: Hey guys, im having another problem again and couldnt find a fix on the internet. I dont know the right size for chapter thumbnails, what size do i make the picture(not the vtf or vmt)? On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar mailto:ben.lu...@gmail.com>> wrote: The two dots means "parent directory". You start in materials/vgui, go up one to materials, then to materials/logo and materials/logo/hl2rslogo1.vmt. On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar mailto:gisg...@gmail.com>> wrote: > Yea Jesse, here's how i fixed it! So in my materials folder, i made a logo > folder, inside i put
Re: [hlcoders] Modding Problems
Hey guys, im back again! I'm having trouble figuring out how to make vpk's to use for sounds for my mod and how to convert the sound files for use in Source! Can someone please leave a nice tutorial(text tutorial) on how to do this. On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar wrote: > Thanks Jesse, you saved my life lol. > > > On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak wrote: > >> Yes use gcf scape and look in the games vpks the ones you want are the >> directory vpks which use _dir >> On Apr 1, 2015 3:21 PM, "Gavin Isgar" wrote: >> >>> I've checked all sound folders in the games but don't see any sounds >>> themself. Do i have to use GCFScape or something? Sorry if i sound like i >>> have no experience, i've just been very tired recently and didnt get a lot >>> of sleep. >>> >>> On Wed, Apr 1, 2015 at 11:30 AM, Tony "omega" Sergi >> > wrote: >>> >>>> What do you think your mod is running off of? >>>> You have the base source content, which includes all of the sounds and >>>> soundscripts for hl2, ep1, ep2, lost coast, etc. Plus if you own tf2 or any >>>> of the other valve games you can easily look at their files too. >>>> >>>> On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar wrote: >>>> >>>>> My mod didn't come with existing sound files. I've also read the >>>>> developer wiki, but i didn't find much, so i'm asking you. >>>>> >>>>> >>>>> On Wed, Apr 1, 2015 at 12:43 AM, Tony "omega" Sergi < >>>>> omegal...@gmail.com> wrote: >>>>> >>>>>> open existing sound files and sound scripts and look. also read the >>>>>> developer wiki. >>>>>> >>>>>> On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar >>>>>> wrote: >>>>>> >>>>>>> Hey guys, i have another question! How do i change weapon sound for >>>>>>> my mod? What format does it have to be and what files do i need to edit? >>>>>>> Long story short, i need to know everything about changing the sounds >>>>>>> please! >>>>>>> >>>>>>> On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar >>>>>>> wrote: >>>>>>> >>>>>>>> Thanks Ken, i was just tired last night and having a rough time >>>>>>>> with some stuff, thanks though! >>>>>>>> >>>>>>>> On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher >>>>>>>> wrote: >>>>>>>> >>>>>>>>> It says right there... >>>>>>>>> The images displayed in the new game dialogue are 152x86. Since >>>>>>>>> texture dimensions must both be a power of two, your VTFs will be >>>>>>>>> 256x128 >>>>>>>>> with a border to the right and bottom. >>>>>>>>> >>>>>>>>> That means that the full dimensions of the image will be 256 wide >>>>>>>>> by 128 tall, but only a portion of that gets used. 152 x 86 to be >>>>>>>>> specific. >>>>>>>>> What you should do is create your chapter images as 152x86 images, >>>>>>>>> and then >>>>>>>>> either edit that image's canvas size to 256x128 (but don't >>>>>>>>> scale/stretch >>>>>>>>> the actual image), or take that 152x86 image and copy it into a new >>>>>>>>> 256x128 >>>>>>>>> image, and just make sure it is positioned in the top-left. The unused >>>>>>>>> portion of the image should just be black. >>>>>>>>> >>>>>>>>> >>>>>>>>> Original message >>>>>>>>> From: Gavin Isgar >>>>>>>>> Date: 03/28/2015 10:36 PM (GMT-05:00) >>>>>>>>> To: Discussion of Half-Life Programming < >>>>>>>>> hlcoders@list.valvesoftware.com> >>>>>>>>> Subject: Re: [hlcoders] Modding Problems >>>>>>>>> >>>>>>>>> Alright I guess >>>>>>>>> >>>>>>>>> On Sat,
Re: [hlcoders] Modding Problems
Thanks Jesse, you saved my life lol. On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak wrote: > Yes use gcf scape and look in the games vpks the ones you want are the > directory vpks which use _dir > On Apr 1, 2015 3:21 PM, "Gavin Isgar" wrote: > >> I've checked all sound folders in the games but don't see any sounds >> themself. Do i have to use GCFScape or something? Sorry if i sound like i >> have no experience, i've just been very tired recently and didnt get a lot >> of sleep. >> >> On Wed, Apr 1, 2015 at 11:30 AM, Tony "omega" Sergi >> wrote: >> >>> What do you think your mod is running off of? >>> You have the base source content, which includes all of the sounds and >>> soundscripts for hl2, ep1, ep2, lost coast, etc. Plus if you own tf2 or any >>> of the other valve games you can easily look at their files too. >>> >>> On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar wrote: >>> >>>> My mod didn't come with existing sound files. I've also read the >>>> developer wiki, but i didn't find much, so i'm asking you. >>>> >>>> >>>> On Wed, Apr 1, 2015 at 12:43 AM, Tony "omega" Sergi < >>>> omegal...@gmail.com> wrote: >>>> >>>>> open existing sound files and sound scripts and look. also read the >>>>> developer wiki. >>>>> >>>>> On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar wrote: >>>>> >>>>>> Hey guys, i have another question! How do i change weapon sound for >>>>>> my mod? What format does it have to be and what files do i need to edit? >>>>>> Long story short, i need to know everything about changing the sounds >>>>>> please! >>>>>> >>>>>> On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar >>>>>> wrote: >>>>>> >>>>>>> Thanks Ken, i was just tired last night and having a rough time with >>>>>>> some stuff, thanks though! >>>>>>> >>>>>>> On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher >>>>>>> wrote: >>>>>>> >>>>>>>> It says right there... >>>>>>>> The images displayed in the new game dialogue are 152x86. Since >>>>>>>> texture dimensions must both be a power of two, your VTFs will be >>>>>>>> 256x128 >>>>>>>> with a border to the right and bottom. >>>>>>>> >>>>>>>> That means that the full dimensions of the image will be 256 wide >>>>>>>> by 128 tall, but only a portion of that gets used. 152 x 86 to be >>>>>>>> specific. >>>>>>>> What you should do is create your chapter images as 152x86 images, and >>>>>>>> then >>>>>>>> either edit that image's canvas size to 256x128 (but don't >>>>>>>> scale/stretch >>>>>>>> the actual image), or take that 152x86 image and copy it into a new >>>>>>>> 256x128 >>>>>>>> image, and just make sure it is positioned in the top-left. The unused >>>>>>>> portion of the image should just be black. >>>>>>>> >>>>>>>> >>>>>>>> Original message >>>>>>>> From: Gavin Isgar >>>>>>>> Date: 03/28/2015 10:36 PM (GMT-05:00) >>>>>>>> To: Discussion of Half-Life Programming < >>>>>>>> hlcoders@list.valvesoftware.com> >>>>>>>> Subject: Re: [hlcoders] Modding Problems >>>>>>>> >>>>>>>> Alright I guess >>>>>>>> >>>>>>>> On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann < >>>>>>>> schumann@gmail.com> wrote: >>>>>>>> >>>>>>>>> Other than that I'd just use the images from Half-Life 2 as a base. >>>>>>>>> >>>>>>>>> On 29 March 2015 at 12:20, Gavin Isgar wrote: >>>>>>>>> >>>>>>>>>> Tom, i checked that but, to be honest, i didnt understand it a >>>>>>>>>> bit. Anything else? >>>>>>>>>> >>>>>>>&g
Re: [hlcoders] Modding Problems
Yes use gcf scape and look in the games vpks the ones you want are the directory vpks which use _dir On Apr 1, 2015 3:21 PM, "Gavin Isgar" wrote: > I've checked all sound folders in the games but don't see any sounds > themself. Do i have to use GCFScape or something? Sorry if i sound like i > have no experience, i've just been very tired recently and didnt get a lot > of sleep. > > On Wed, Apr 1, 2015 at 11:30 AM, Tony "omega" Sergi > wrote: > >> What do you think your mod is running off of? >> You have the base source content, which includes all of the sounds and >> soundscripts for hl2, ep1, ep2, lost coast, etc. Plus if you own tf2 or any >> of the other valve games you can easily look at their files too. >> >> On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar wrote: >> >>> My mod didn't come with existing sound files. I've also read the >>> developer wiki, but i didn't find much, so i'm asking you. >>> >>> >>> On Wed, Apr 1, 2015 at 12:43 AM, Tony "omega" Sergi >> > wrote: >>> >>>> open existing sound files and sound scripts and look. also read the >>>> developer wiki. >>>> >>>> On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar wrote: >>>> >>>>> Hey guys, i have another question! How do i change weapon sound for my >>>>> mod? What format does it have to be and what files do i need to edit? Long >>>>> story short, i need to know everything about changing the sounds please! >>>>> >>>>> On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar >>>>> wrote: >>>>> >>>>>> Thanks Ken, i was just tired last night and having a rough time with >>>>>> some stuff, thanks though! >>>>>> >>>>>> On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher wrote: >>>>>> >>>>>>> It says right there... >>>>>>> The images displayed in the new game dialogue are 152x86. Since >>>>>>> texture dimensions must both be a power of two, your VTFs will be >>>>>>> 256x128 >>>>>>> with a border to the right and bottom. >>>>>>> >>>>>>> That means that the full dimensions of the image will be 256 wide by >>>>>>> 128 tall, but only a portion of that gets used. 152 x 86 to be specific. >>>>>>> What you should do is create your chapter images as 152x86 images, and >>>>>>> then >>>>>>> either edit that image's canvas size to 256x128 (but don't scale/stretch >>>>>>> the actual image), or take that 152x86 image and copy it into a new >>>>>>> 256x128 >>>>>>> image, and just make sure it is positioned in the top-left. The unused >>>>>>> portion of the image should just be black. >>>>>>> >>>>>>> >>>>>>> Original message >>>>>>> From: Gavin Isgar >>>>>>> Date: 03/28/2015 10:36 PM (GMT-05:00) >>>>>>> To: Discussion of Half-Life Programming < >>>>>>> hlcoders@list.valvesoftware.com> >>>>>>> Subject: Re: [hlcoders] Modding Problems >>>>>>> >>>>>>> Alright I guess >>>>>>> >>>>>>> On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann < >>>>>>> schumann@gmail.com> wrote: >>>>>>> >>>>>>>> Other than that I'd just use the images from Half-Life 2 as a base. >>>>>>>> >>>>>>>> On 29 March 2015 at 12:20, Gavin Isgar wrote: >>>>>>>> >>>>>>>>> Tom, i checked that but, to be honest, i didnt understand it a >>>>>>>>> bit. Anything else? >>>>>>>>> >>>>>>>>> On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann < >>>>>>>>> schumann@gmail.com> wrote: >>>>>>>>> >>>>>>>>>> There's some information on that at >>>>>>>>>> https://developer.valvesoftware.com/wiki/Background#Images >>>>>>>>>> >>>>>>>>>> On 29 March 2015 at 09:09, Gavin Isgar wrote: >>>>>>>>>> >>>>>>>>
Re: [hlcoders] Modding Problems
I've checked all sound folders in the games but don't see any sounds themself. Do i have to use GCFScape or something? Sorry if i sound like i have no experience, i've just been very tired recently and didnt get a lot of sleep. On Wed, Apr 1, 2015 at 11:30 AM, Tony "omega" Sergi wrote: > What do you think your mod is running off of? > You have the base source content, which includes all of the sounds and > soundscripts for hl2, ep1, ep2, lost coast, etc. Plus if you own tf2 or any > of the other valve games you can easily look at their files too. > > On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar wrote: > >> My mod didn't come with existing sound files. I've also read the >> developer wiki, but i didn't find much, so i'm asking you. >> >> >> On Wed, Apr 1, 2015 at 12:43 AM, Tony "omega" Sergi >> wrote: >> >>> open existing sound files and sound scripts and look. also read the >>> developer wiki. >>> >>> On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar wrote: >>> >>>> Hey guys, i have another question! How do i change weapon sound for my >>>> mod? What format does it have to be and what files do i need to edit? Long >>>> story short, i need to know everything about changing the sounds please! >>>> >>>> On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar wrote: >>>> >>>>> Thanks Ken, i was just tired last night and having a rough time with >>>>> some stuff, thanks though! >>>>> >>>>> On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher wrote: >>>>> >>>>>> It says right there... >>>>>> The images displayed in the new game dialogue are 152x86. Since >>>>>> texture dimensions must both be a power of two, your VTFs will be 256x128 >>>>>> with a border to the right and bottom. >>>>>> >>>>>> That means that the full dimensions of the image will be 256 wide by >>>>>> 128 tall, but only a portion of that gets used. 152 x 86 to be specific. >>>>>> What you should do is create your chapter images as 152x86 images, and >>>>>> then >>>>>> either edit that image's canvas size to 256x128 (but don't scale/stretch >>>>>> the actual image), or take that 152x86 image and copy it into a new >>>>>> 256x128 >>>>>> image, and just make sure it is positioned in the top-left. The unused >>>>>> portion of the image should just be black. >>>>>> >>>>>> >>>>>> Original message >>>>>> From: Gavin Isgar >>>>>> Date: 03/28/2015 10:36 PM (GMT-05:00) >>>>>> To: Discussion of Half-Life Programming < >>>>>> hlcoders@list.valvesoftware.com> >>>>>> Subject: Re: [hlcoders] Modding Problems >>>>>> >>>>>> Alright I guess >>>>>> >>>>>> On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann < >>>>>> schumann@gmail.com> wrote: >>>>>> >>>>>>> Other than that I'd just use the images from Half-Life 2 as a base. >>>>>>> >>>>>>> On 29 March 2015 at 12:20, Gavin Isgar wrote: >>>>>>> >>>>>>>> Tom, i checked that but, to be honest, i didnt understand it a bit. >>>>>>>> Anything else? >>>>>>>> >>>>>>>> On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann < >>>>>>>> schumann@gmail.com> wrote: >>>>>>>> >>>>>>>>> There's some information on that at >>>>>>>>> https://developer.valvesoftware.com/wiki/Background#Images >>>>>>>>> >>>>>>>>> On 29 March 2015 at 09:09, Gavin Isgar wrote: >>>>>>>>> >>>>>>>>>> Hey guys, im having another problem again and couldnt find a fix >>>>>>>>>> on the internet. I dont know the right size for chapter thumbnails, >>>>>>>>>> what >>>>>>>>>> size do i make the picture(not the vtf or vmt)? >>>>>>>>>> >>>>>>>>>> On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar >>>>>>>>>> wrote: >>>>>>>>>> >&
Re: [hlcoders] Modding Problems
What do you think your mod is running off of? You have the base source content, which includes all of the sounds and soundscripts for hl2, ep1, ep2, lost coast, etc. Plus if you own tf2 or any of the other valve games you can easily look at their files too. On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar wrote: > My mod didn't come with existing sound files. I've also read the developer > wiki, but i didn't find much, so i'm asking you. > > > On Wed, Apr 1, 2015 at 12:43 AM, Tony "omega" Sergi > wrote: > >> open existing sound files and sound scripts and look. also read the >> developer wiki. >> >> On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar wrote: >> >>> Hey guys, i have another question! How do i change weapon sound for my >>> mod? What format does it have to be and what files do i need to edit? Long >>> story short, i need to know everything about changing the sounds please! >>> >>> On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar wrote: >>> >>>> Thanks Ken, i was just tired last night and having a rough time with >>>> some stuff, thanks though! >>>> >>>> On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher wrote: >>>> >>>>> It says right there... >>>>> The images displayed in the new game dialogue are 152x86. Since >>>>> texture dimensions must both be a power of two, your VTFs will be 256x128 >>>>> with a border to the right and bottom. >>>>> >>>>> That means that the full dimensions of the image will be 256 wide by >>>>> 128 tall, but only a portion of that gets used. 152 x 86 to be specific. >>>>> What you should do is create your chapter images as 152x86 images, and >>>>> then >>>>> either edit that image's canvas size to 256x128 (but don't scale/stretch >>>>> the actual image), or take that 152x86 image and copy it into a new >>>>> 256x128 >>>>> image, and just make sure it is positioned in the top-left. The unused >>>>> portion of the image should just be black. >>>>> >>>>> >>>>> Original message >>>>> From: Gavin Isgar >>>>> Date: 03/28/2015 10:36 PM (GMT-05:00) >>>>> To: Discussion of Half-Life Programming < >>>>> hlcoders@list.valvesoftware.com> >>>>> Subject: Re: [hlcoders] Modding Problems >>>>> >>>>> Alright I guess >>>>> >>>>> On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann >>>> > wrote: >>>>> >>>>>> Other than that I'd just use the images from Half-Life 2 as a base. >>>>>> >>>>>> On 29 March 2015 at 12:20, Gavin Isgar wrote: >>>>>> >>>>>>> Tom, i checked that but, to be honest, i didnt understand it a bit. >>>>>>> Anything else? >>>>>>> >>>>>>> On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann < >>>>>>> schumann@gmail.com> wrote: >>>>>>> >>>>>>>> There's some information on that at >>>>>>>> https://developer.valvesoftware.com/wiki/Background#Images >>>>>>>> >>>>>>>> On 29 March 2015 at 09:09, Gavin Isgar wrote: >>>>>>>> >>>>>>>>> Hey guys, im having another problem again and couldnt find a fix >>>>>>>>> on the internet. I dont know the right size for chapter thumbnails, >>>>>>>>> what >>>>>>>>> size do i make the picture(not the vtf or vmt)? >>>>>>>>> >>>>>>>>> On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar >>>>>>>>> wrote: >>>>>>>>> >>>>>>>>>> The two dots means "parent directory". You start in >>>>>>>>>> materials/vgui, go >>>>>>>>>> up one to materials, then to materials/logo and >>>>>>>>>> materials/logo/hl2rslogo1.vmt. >>>>>>>>>> >>>>>>>>>> On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar >>>>>>>>>> wrote: >>>>>>>>>> > Yea Jesse, here's how i fixed it! So in my materials folder, i >>>>>>>>>> made a logo >>>>>>>>
Re: [hlcoders] Modding Problems
My mod didn't come with existing sound files. I've also read the developer wiki, but i didn't find much, so i'm asking you. On Wed, Apr 1, 2015 at 12:43 AM, Tony "omega" Sergi wrote: > open existing sound files and sound scripts and look. also read the > developer wiki. > > On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar wrote: > >> Hey guys, i have another question! How do i change weapon sound for my >> mod? What format does it have to be and what files do i need to edit? Long >> story short, i need to know everything about changing the sounds please! >> >> On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar wrote: >> >>> Thanks Ken, i was just tired last night and having a rough time with >>> some stuff, thanks though! >>> >>> On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher wrote: >>> >>>> It says right there... >>>> The images displayed in the new game dialogue are 152x86. Since texture >>>> dimensions must both be a power of two, your VTFs will be 256x128 with a >>>> border to the right and bottom. >>>> >>>> That means that the full dimensions of the image will be 256 wide by >>>> 128 tall, but only a portion of that gets used. 152 x 86 to be specific. >>>> What you should do is create your chapter images as 152x86 images, and then >>>> either edit that image's canvas size to 256x128 (but don't scale/stretch >>>> the actual image), or take that 152x86 image and copy it into a new 256x128 >>>> image, and just make sure it is positioned in the top-left. The unused >>>> portion of the image should just be black. >>>> >>>> >>>> Original message >>>> From: Gavin Isgar >>>> Date: 03/28/2015 10:36 PM (GMT-05:00) >>>> To: Discussion of Half-Life Programming < >>>> hlcoders@list.valvesoftware.com> >>>> Subject: Re: [hlcoders] Modding Problems >>>> >>>> Alright I guess >>>> >>>> On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann >>>> wrote: >>>> >>>>> Other than that I'd just use the images from Half-Life 2 as a base. >>>>> >>>>> On 29 March 2015 at 12:20, Gavin Isgar wrote: >>>>> >>>>>> Tom, i checked that but, to be honest, i didnt understand it a bit. >>>>>> Anything else? >>>>>> >>>>>> On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann >>>>> > wrote: >>>>>> >>>>>>> There's some information on that at >>>>>>> https://developer.valvesoftware.com/wiki/Background#Images >>>>>>> >>>>>>> On 29 March 2015 at 09:09, Gavin Isgar wrote: >>>>>>> >>>>>>>> Hey guys, im having another problem again and couldnt find a fix on >>>>>>>> the internet. I dont know the right size for chapter thumbnails, what >>>>>>>> size >>>>>>>> do i make the picture(not the vtf or vmt)? >>>>>>>> >>>>>>>> On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar >>>>>>>> wrote: >>>>>>>> >>>>>>>>> The two dots means "parent directory". You start in >>>>>>>>> materials/vgui, go >>>>>>>>> up one to materials, then to materials/logo and >>>>>>>>> materials/logo/hl2rslogo1.vmt. >>>>>>>>> >>>>>>>>> On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar >>>>>>>>> wrote: >>>>>>>>> > Yea Jesse, here's how i fixed it! So in my materials folder, i >>>>>>>>> made a logo >>>>>>>>> > folder, inside i put both put the vmt and vtf file with the same >>>>>>>>> name. >>>>>>>>> > Inside the vmt file, i put: >>>>>>>>> > >>>>>>>>> > "UnlitGeneric" >>>>>>>>> > { >>>>>>>>> > "$basetexture" "logo/hl2rslogo1" >>>>>>>>> > "$nolod" 1 >>>>>>>>> > "$translucent" 1 >>>>>>>>> > } >>>>>>>>> > >>>>>>
Re: [hlcoders] Modding Problems
open existing sound files and sound scripts and look. also read the developer wiki. On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar wrote: > Hey guys, i have another question! How do i change weapon sound for my > mod? What format does it have to be and what files do i need to edit? Long > story short, i need to know everything about changing the sounds please! > > On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar wrote: > >> Thanks Ken, i was just tired last night and having a rough time with some >> stuff, thanks though! >> >> On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher wrote: >> >>> It says right there... >>> The images displayed in the new game dialogue are 152x86. Since texture >>> dimensions must both be a power of two, your VTFs will be 256x128 with a >>> border to the right and bottom. >>> >>> That means that the full dimensions of the image will be 256 wide by 128 >>> tall, but only a portion of that gets used. 152 x 86 to be specific. What >>> you should do is create your chapter images as 152x86 images, and then >>> either edit that image's canvas size to 256x128 (but don't scale/stretch >>> the actual image), or take that 152x86 image and copy it into a new 256x128 >>> image, and just make sure it is positioned in the top-left. The unused >>> portion of the image should just be black. >>> >>> >>> Original message >>> From: Gavin Isgar >>> Date: 03/28/2015 10:36 PM (GMT-05:00) >>> To: Discussion of Half-Life Programming >>> >>> Subject: Re: [hlcoders] Modding Problems >>> >>> Alright I guess >>> >>> On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann >>> wrote: >>> >>>> Other than that I'd just use the images from Half-Life 2 as a base. >>>> >>>> On 29 March 2015 at 12:20, Gavin Isgar wrote: >>>> >>>>> Tom, i checked that but, to be honest, i didnt understand it a bit. >>>>> Anything else? >>>>> >>>>> On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann >>>>> wrote: >>>>> >>>>>> There's some information on that at >>>>>> https://developer.valvesoftware.com/wiki/Background#Images >>>>>> >>>>>> On 29 March 2015 at 09:09, Gavin Isgar wrote: >>>>>> >>>>>>> Hey guys, im having another problem again and couldnt find a fix on >>>>>>> the internet. I dont know the right size for chapter thumbnails, what >>>>>>> size >>>>>>> do i make the picture(not the vtf or vmt)? >>>>>>> >>>>>>> On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar >>>>>>> wrote: >>>>>>> >>>>>>>> The two dots means "parent directory". You start in materials/vgui, >>>>>>>> go >>>>>>>> up one to materials, then to materials/logo and >>>>>>>> materials/logo/hl2rslogo1.vmt. >>>>>>>> >>>>>>>> On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar >>>>>>>> wrote: >>>>>>>> > Yea Jesse, here's how i fixed it! So in my materials folder, i >>>>>>>> made a logo >>>>>>>> > folder, inside i put both put the vmt and vtf file with the same >>>>>>>> name. >>>>>>>> > Inside the vmt file, i put: >>>>>>>> > >>>>>>>> > "UnlitGeneric" >>>>>>>> > { >>>>>>>> > "$basetexture" "logo/hl2rslogo1" >>>>>>>> > "$nolod" 1 >>>>>>>> > "$translucent" 1 >>>>>>>> > } >>>>>>>> > >>>>>>>> > The path automatically detects the material folder, so just put >>>>>>>> the folder >>>>>>>> > and the name of both the vmt and vtf file(no extension). Then in >>>>>>>> my >>>>>>>> > gamelogo.res in my resource folder, i put: >>>>>>>> > >>>>>>>> > Resource/GameLogo.res >>>>>>>> > { >>>>>>>> > GameLogo >>>>>>>> > { >>>>>>>> > ControlName
Re: [hlcoders] Modding Problems
Hey guys, i have another question! How do i change weapon sound for my mod? What format does it have to be and what files do i need to edit? Long story short, i need to know everything about changing the sounds please! On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar wrote: > Thanks Ken, i was just tired last night and having a rough time with some > stuff, thanks though! > > On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher wrote: > >> It says right there... >> The images displayed in the new game dialogue are 152x86. Since texture >> dimensions must both be a power of two, your VTFs will be 256x128 with a >> border to the right and bottom. >> >> That means that the full dimensions of the image will be 256 wide by 128 >> tall, but only a portion of that gets used. 152 x 86 to be specific. What >> you should do is create your chapter images as 152x86 images, and then >> either edit that image's canvas size to 256x128 (but don't scale/stretch >> the actual image), or take that 152x86 image and copy it into a new 256x128 >> image, and just make sure it is positioned in the top-left. The unused >> portion of the image should just be black. >> >> >> Original message >> From: Gavin Isgar >> Date: 03/28/2015 10:36 PM (GMT-05:00) >> To: Discussion of Half-Life Programming >> >> Subject: Re: [hlcoders] Modding Problems >> >> Alright I guess >> >> On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann >> wrote: >> >>> Other than that I'd just use the images from Half-Life 2 as a base. >>> >>> On 29 March 2015 at 12:20, Gavin Isgar wrote: >>> >>>> Tom, i checked that but, to be honest, i didnt understand it a bit. >>>> Anything else? >>>> >>>> On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann >>>> wrote: >>>> >>>>> There's some information on that at >>>>> https://developer.valvesoftware.com/wiki/Background#Images >>>>> >>>>> On 29 March 2015 at 09:09, Gavin Isgar wrote: >>>>> >>>>>> Hey guys, im having another problem again and couldnt find a fix on >>>>>> the internet. I dont know the right size for chapter thumbnails, what >>>>>> size >>>>>> do i make the picture(not the vtf or vmt)? >>>>>> >>>>>> On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar >>>>>> wrote: >>>>>> >>>>>>> The two dots means "parent directory". You start in materials/vgui, >>>>>>> go >>>>>>> up one to materials, then to materials/logo and >>>>>>> materials/logo/hl2rslogo1.vmt. >>>>>>> >>>>>>> On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar >>>>>>> wrote: >>>>>>> > Yea Jesse, here's how i fixed it! So in my materials folder, i >>>>>>> made a logo >>>>>>> > folder, inside i put both put the vmt and vtf file with the same >>>>>>> name. >>>>>>> > Inside the vmt file, i put: >>>>>>> > >>>>>>> > "UnlitGeneric" >>>>>>> > { >>>>>>> > "$basetexture" "logo/hl2rslogo1" >>>>>>> > "$nolod" 1 >>>>>>> > "$translucent" 1 >>>>>>> > } >>>>>>> > >>>>>>> > The path automatically detects the material folder, so just put >>>>>>> the folder >>>>>>> > and the name of both the vmt and vtf file(no extension). Then in my >>>>>>> > gamelogo.res in my resource folder, i put: >>>>>>> > >>>>>>> > Resource/GameLogo.res >>>>>>> > { >>>>>>> > GameLogo >>>>>>> > { >>>>>>> > ControlName EditablePanel >>>>>>> > fieldName GameLogo >>>>>>> > xpos 0 >>>>>>> > ypos 0 >>>>>>> > zpos 50 >>>>>>> > wide 400 >>>>>>> > tall 100 >>>>>>> > autoResize 1 >>>>>>> > pinCorner 0 >>>>>>> > visible 1 >>>>>>> > enabled 1 >>>>>>> > offsetX -20 >>>>>>> > offsetY -15 >>>>>>> > } >>>>>>> > >>>>>>> > Logo >>>>>>> > { >>>>>>> > ControlName ImagePanel >>>>>>> > fieldName Logo >>>>>>> > xpos 0 >>>>>>> > ypos 0 >>>>>>> > zpos 50 >>>>>>> > wide 400 >>>>>>> > tall 100 >>>>>>> > visible 1 >>>>>>> > enabled 1 >>>>>>> > image ../logo/hl2rslogo1 >>>>>>> > scaleImage 1 >>>>>>> > } >>>>>>> > } >>>>>>> > >>>>>>> > The dots in the path specify how many folders are before vmt and >>>>>>> vtf, but i >>>>>>> > rather just do it like this: >>>>>>> > >>>>>>> > 2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1 >>>>>>> folder, 1 >>>>>>> > file! If it was material/logo/hl2rslogo1 it would be 3 dots. Thats >>>>>>> how i< >>>>>>> >>>>>> >> ___ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >> >> >> > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Modding Problems
Thanks Ken, i was just tired last night and having a rough time with some stuff, thanks though! On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher wrote: > It says right there... > The images displayed in the new game dialogue are 152x86. Since texture > dimensions must both be a power of two, your VTFs will be 256x128 with a > border to the right and bottom. > > That means that the full dimensions of the image will be 256 wide by 128 > tall, but only a portion of that gets used. 152 x 86 to be specific. What > you should do is create your chapter images as 152x86 images, and then > either edit that image's canvas size to 256x128 (but don't scale/stretch > the actual image), or take that 152x86 image and copy it into a new 256x128 > image, and just make sure it is positioned in the top-left. The unused > portion of the image should just be black. > > > Original message > From: Gavin Isgar > Date: 03/28/2015 10:36 PM (GMT-05:00) > To: Discussion of Half-Life Programming > Subject: Re: [hlcoders] Modding Problems > > Alright I guess > > On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann > wrote: > >> Other than that I'd just use the images from Half-Life 2 as a base. >> >> On 29 March 2015 at 12:20, Gavin Isgar wrote: >> >>> Tom, i checked that but, to be honest, i didnt understand it a bit. >>> Anything else? >>> >>> On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann >>> wrote: >>> >>>> There's some information on that at >>>> https://developer.valvesoftware.com/wiki/Background#Images >>>> >>>> On 29 March 2015 at 09:09, Gavin Isgar wrote: >>>> >>>>> Hey guys, im having another problem again and couldnt find a fix on >>>>> the internet. I dont know the right size for chapter thumbnails, what size >>>>> do i make the picture(not the vtf or vmt)? >>>>> >>>>> On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar >>>>> wrote: >>>>> >>>>>> The two dots means "parent directory". You start in materials/vgui, go >>>>>> up one to materials, then to materials/logo and >>>>>> materials/logo/hl2rslogo1.vmt. >>>>>> >>>>>> On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar >>>>>> wrote: >>>>>> > Yea Jesse, here's how i fixed it! So in my materials folder, i made >>>>>> a logo >>>>>> > folder, inside i put both put the vmt and vtf file with the same >>>>>> name. >>>>>> > Inside the vmt file, i put: >>>>>> > >>>>>> > "UnlitGeneric" >>>>>> > { >>>>>> > "$basetexture" "logo/hl2rslogo1" >>>>>> > "$nolod" 1 >>>>>> > "$translucent" 1 >>>>>> > } >>>>>> > >>>>>> > The path automatically detects the material folder, so just put the >>>>>> folder >>>>>> > and the name of both the vmt and vtf file(no extension). Then in my >>>>>> > gamelogo.res in my resource folder, i put: >>>>>> > >>>>>> > Resource/GameLogo.res >>>>>> > { >>>>>> > GameLogo >>>>>> > { >>>>>> > ControlName EditablePanel >>>>>> > fieldName GameLogo >>>>>> > xpos 0 >>>>>> > ypos 0 >>>>>> > zpos 50 >>>>>> > wide 400 >>>>>> > tall 100 >>>>>> > autoResize 1 >>>>>> > pinCorner 0 >>>>>> > visible 1 >>>>>> > enabled 1 >>>>>> > offsetX -20 >>>>>> > offsetY -15 >>>>>> > } >>>>>> > >>>>>> > Logo >>>>>> > { >>>>>> > ControlName ImagePanel >>>>>> > fieldName Logo >>>>>> > xpos 0 >>>>>> > ypos 0 >>>>>> > zpos 50 >>>>>> > wide 400 >>>>>> > tall 100 >>>>>> > visible 1 >>>>>> > enabled 1 >>>>>> > image ../logo/hl2rslogo1 >>>>>> > scaleImage 1 >>>>>> > } >>>>>> > } >>>>>> > >>>>>> > The dots in the path specify how many folders are before vmt and >>>>>> vtf, but i >>>>>> > rather just do it like this: >>>>>> > >>>>>> > 2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1 >>>>>> folder, 1 >>>>>> > file! If it was material/logo/hl2rslogo1 it would be 3 dots. Thats >>>>>> how i< >>>>>> >>>>> > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Modding Problems
It says right there...The images displayed in the new game dialogue are 152x86. Since texture dimensions must both be a power of two, your VTFs will be 256x128 with a border to the right and bottom. That means that the full dimensions of the image will be 256 wide by 128 tall, but only a portion of that gets used. 152 x 86 to be specific. What you should do is create your chapter images as 152x86 images, and then either edit that image's canvas size to 256x128 (but don't scale/stretch the actual image), or take that 152x86 image and copy it into a new 256x128 image, and just make sure it is positioned in the top-left. The unused portion of the image should just be black. Original message From: Gavin Isgar Date: 03/28/2015 10:36 PM (GMT-05:00) To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Modding Problems Alright I guess On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann wrote: Other than that I'd just use the images from Half-Life 2 as a base. On 29 March 2015 at 12:20, Gavin Isgar wrote: Tom, i checked that but, to be honest, i didnt understand it a bit. Anything else? On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann wrote: There's some information on that at https://developer.valvesoftware.com/wiki/Background#Images On 29 March 2015 at 09:09, Gavin Isgar wrote: Hey guys, im having another problem again and couldnt find a fix on the internet. I dont know the right size for chapter thumbnails, what size do i make the picture(not the vtf or vmt)? On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar wrote: The two dots means "parent directory". You start in materials/vgui, go up one to materials, then to materials/logo and materials/logo/hl2rslogo1.vmt. On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar wrote: > Yea Jesse, here's how i fixed it! So in my materials folder, i made a logo > folder, inside i put both put the vmt and vtf file with the same name. > Inside the vmt file, i put: > > "UnlitGeneric" > { > "$basetexture" "logo/hl2rslogo1" > "$nolod" 1 > "$translucent" 1 > } > > The path automatically detects the material folder, so just put the folder > and the name of both the vmt and vtf file(no extension). Then in my > gamelogo.res in my resource folder, i put: > > Resource/GameLogo.res > { > GameLogo > { > ControlName EditablePanel > fieldName GameLogo > xpos 0 > ypos 0 > zpos 50 > wide 400 > tall 100 > autoResize 1 > pinCorner 0 > visible 1 > enabled 1 > offsetX -20 > offsetY -15 > } > > Logo > { > ControlName ImagePanel > fieldName Logo > xpos 0 > ypos 0 > zpos 50 > wide 400 > tall 100 > visible 1 > enabled 1 > image ../logo/hl2rslogo1 > scaleImage 1 > } > } > > The dots in the path specify how many folders are before vmt and vtf, but i > rather just do it like this: > > 2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1 folder, 1 > file! If it was material/logo/hl2rslogo1 it would be 3 dots. Thats how i<___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Modding Problems
Alright I guess On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann wrote: > Other than that I'd just use the images from Half-Life 2 as a base. > > On 29 March 2015 at 12:20, Gavin Isgar wrote: > >> Tom, i checked that but, to be honest, i didnt understand it a bit. >> Anything else? >> >> On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann >> wrote: >> >>> There's some information on that at >>> https://developer.valvesoftware.com/wiki/Background#Images >>> >>> On 29 March 2015 at 09:09, Gavin Isgar wrote: >>> Hey guys, im having another problem again and couldnt find a fix on the internet. I dont know the right size for chapter thumbnails, what size do i make the picture(not the vtf or vmt)? On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar wrote: > The two dots means "parent directory". You start in materials/vgui, go > up one to materials, then to materials/logo and > materials/logo/hl2rslogo1.vmt. > > On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar > wrote: > > Yea Jesse, here's how i fixed it! So in my materials folder, i made > a logo > > folder, inside i put both put the vmt and vtf file with the same > name. > > Inside the vmt file, i put: > > > > "UnlitGeneric" > > { > > "$basetexture" "logo/hl2rslogo1" > > "$nolod" 1 > > "$translucent" 1 > > } > > > > The path automatically detects the material folder, so just put the > folder > > and the name of both the vmt and vtf file(no extension). Then in my > > gamelogo.res in my resource folder, i put: > > > > Resource/GameLogo.res > > { > > GameLogo > > { > > ControlName EditablePanel > > fieldName GameLogo > > xpos 0 > > ypos 0 > > zpos 50 > > wide 400 > > tall 100 > > autoResize 1 > > pinCorner 0 > > visible 1 > > enabled 1 > > offsetX -20 > > offsetY -15 > > } > > > > Logo > > { > > ControlName ImagePanel > > fieldName Logo > > xpos 0 > > ypos 0 > > zpos 50 > > wide 400 > > tall 100 > > visible 1 > > enabled 1 > > image ../logo/hl2rslogo1 > > scaleImage 1 > > } > > } > > > > The dots in the path specify how many folders are before vmt and > vtf, but i > > rather just do it like this: > > > > 2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1 > folder, 1 > > file! If it was material/logo/hl2rslogo1 it would be 3 dots. Thats > how i > > fixed it, but i have one more thing. If your logo has an alpha > channel(the > > gray and white squares which mean clear areas) you have to put > > "$translucent" 1 in the vmt file! > > > > On Thu, Mar 26, 2015 at 3:53 PM, Jesse Oak > wrote: > >> > >> Could you tell us what fixed it so if someone else asks we can tell > them? > >> > >> On Mar 26, 2015 7:14 AM, "Gavin Isgar" wrote: > >>> > >>> Just fixed it actually! Thanks for the help! But i would like if > you guys > >>> would say this in your email just incase i have anymore problems > in the > >>> future! Thanks guys > >>> > >>> On Thu, Mar 26, 2015 at 8:05 AM, Gavin Isgar > wrote: > > Also what about the logo format. Does it have to be specific like > vmt or > vtf? Also, where do i put the logo files? > > On Thu, Mar 26, 2015 at 7:52 AM, Gavin Isgar > wrote: > > > > Half-Life 2 instead of having gamelogo.res, it has a > gamemenu.res which > > is very different, nothing is the same. > > > > > > On Thu, Mar 26, 2015 at 6:11 AM, Tom Schumann < > schumann@gmail.com> > > wrote: > >> > >> I'm not sure about GameLogo.res - if you look at the > GameLogo.res in > >> Half-Life 2 (or any other Source game) what is the path > relative to? > >> > >> On 26 March 2015 at 07:41, Gavin Isgar > wrote: > >>> > >>> The console actually says nothing. It has no problems or > errors. I > >>> changed the vtf's path to the vmt name now, but what about > everything else? > >>> Like the gamelogo.res, is that suppose to be a path or > >>> HalfLife2RSIngameLogo1 or even hl2rslogo1. If its a path, how > should the > >>> path be? > >>> > >>> On Wed, Mar 25, 2015 at 7:55 AM, < > tobias.kammersga...@gmail.com> > >>> wrote: > > Tom is correct. I doubt the game is even allowed to read from > the > Program Files directory if UAC is enabled. > > - ScarT > > From: Tom Schumann > Sent: Wednesday, March 25, 2015 11:45 AM > To: Discussion of Half-Life Programming > > I don't think the $basetexture parameter shoul
Re: [hlcoders] Modding Problems
Other than that I'd just use the images from Half-Life 2 as a base. On 29 March 2015 at 12:20, Gavin Isgar wrote: > Tom, i checked that but, to be honest, i didnt understand it a bit. > Anything else? > > On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann > wrote: > >> There's some information on that at >> https://developer.valvesoftware.com/wiki/Background#Images >> >> On 29 March 2015 at 09:09, Gavin Isgar wrote: >> >>> Hey guys, im having another problem again and couldnt find a fix on the >>> internet. I dont know the right size for chapter thumbnails, what size do i >>> make the picture(not the vtf or vmt)? >>> >>> On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar wrote: >>> The two dots means "parent directory". You start in materials/vgui, go up one to materials, then to materials/logo and materials/logo/hl2rslogo1.vmt. On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar wrote: > Yea Jesse, here's how i fixed it! So in my materials folder, i made a logo > folder, inside i put both put the vmt and vtf file with the same name. > Inside the vmt file, i put: > > "UnlitGeneric" > { > "$basetexture" "logo/hl2rslogo1" > "$nolod" 1 > "$translucent" 1 > } > > The path automatically detects the material folder, so just put the folder > and the name of both the vmt and vtf file(no extension). Then in my > gamelogo.res in my resource folder, i put: > > Resource/GameLogo.res > { > GameLogo > { > ControlName EditablePanel > fieldName GameLogo > xpos 0 > ypos 0 > zpos 50 > wide 400 > tall 100 > autoResize 1 > pinCorner 0 > visible 1 > enabled 1 > offsetX -20 > offsetY -15 > } > > Logo > { > ControlName ImagePanel > fieldName Logo > xpos 0 > ypos 0 > zpos 50 > wide 400 > tall 100 > visible 1 > enabled 1 > image ../logo/hl2rslogo1 > scaleImage 1 > } > } > > The dots in the path specify how many folders are before vmt and vtf, but i > rather just do it like this: > > 2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1 folder, 1 > file! If it was material/logo/hl2rslogo1 it would be 3 dots. Thats how i > fixed it, but i have one more thing. If your logo has an alpha channel(the > gray and white squares which mean clear areas) you have to put > "$translucent" 1 in the vmt file! > > On Thu, Mar 26, 2015 at 3:53 PM, Jesse Oak wrote: >> >> Could you tell us what fixed it so if someone else asks we can tell them? >> >> On Mar 26, 2015 7:14 AM, "Gavin Isgar" wrote: >>> >>> Just fixed it actually! Thanks for the help! But i would like if you guys >>> would say this in your email just incase i have anymore problems in the >>> future! Thanks guys >>> >>> On Thu, Mar 26, 2015 at 8:05 AM, Gavin Isgar wrote: Also what about the logo format. Does it have to be specific like vmt or vtf? Also, where do i put the logo files? On Thu, Mar 26, 2015 at 7:52 AM, Gavin Isgar wrote: > > Half-Life 2 instead of having gamelogo.res, it has a gamemenu.res which > is very different, nothing is the same. > > > On Thu, Mar 26, 2015 at 6:11 AM, Tom Schumann < schumann@gmail.com> > wrote: >> >> I'm not sure about GameLogo.res - if you look at the GameLogo.res in >> Half-Life 2 (or any other Source game) what is the path relative to? >> >> On 26 March 2015 at 07:41, Gavin Isgar wrote: >>> >>> The console actually says nothing. It has no problems or errors. I >>> changed the vtf's path to the vmt name now, but what about everything else? >>> Like the gamelogo.res, is that suppose to be a path or >>> HalfLife2RSIngameLogo1 or even hl2rslogo1. If its a path, how should the >>> path be? >>> >>> On Wed, Mar 25, 2015 at 7:55 AM, >>> > >>> wrote: Tom is correct. I doubt the game is even allowed to read from the Program Files directory if UAC is enabled. - ScarT From: Tom Schumann Sent: Wednesday, March 25, 2015 11:45 AM To: Discussion of Half-Life Programming I don't think the $basetexture parameter should be an absolute path - I think it should just be "HalfLife2RSIngameLogo1" What does the console say? On 25 March 2015 at 06:25, Gavin Isgar wrote: > > Hi, i'm making a singleplayer
Re: [hlcoders] Modding Problems
Tom, i checked that but, to be honest, i didnt understand it a bit. Anything else? On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann wrote: > There's some information on that at > https://developer.valvesoftware.com/wiki/Background#Images > > On 29 March 2015 at 09:09, Gavin Isgar wrote: > >> Hey guys, im having another problem again and couldnt find a fix on the >> internet. I dont know the right size for chapter thumbnails, what size do i >> make the picture(not the vtf or vmt)? >> >> On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar wrote: >> >>> The two dots means "parent directory". You start in materials/vgui, go >>> up one to materials, then to materials/logo and >>> materials/logo/hl2rslogo1.vmt. >>> >>> On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar wrote: >>> > Yea Jesse, here's how i fixed it! So in my materials folder, i made a >>> logo >>> > folder, inside i put both put the vmt and vtf file with the same name. >>> > Inside the vmt file, i put: >>> > >>> > "UnlitGeneric" >>> > { >>> > "$basetexture" "logo/hl2rslogo1" >>> > "$nolod" 1 >>> > "$translucent" 1 >>> > } >>> > >>> > The path automatically detects the material folder, so just put the >>> folder >>> > and the name of both the vmt and vtf file(no extension). Then in my >>> > gamelogo.res in my resource folder, i put: >>> > >>> > Resource/GameLogo.res >>> > { >>> > GameLogo >>> > { >>> > ControlName EditablePanel >>> > fieldName GameLogo >>> > xpos 0 >>> > ypos 0 >>> > zpos 50 >>> > wide 400 >>> > tall 100 >>> > autoResize 1 >>> > pinCorner 0 >>> > visible 1 >>> > enabled 1 >>> > offsetX -20 >>> > offsetY -15 >>> > } >>> > >>> > Logo >>> > { >>> > ControlName ImagePanel >>> > fieldName Logo >>> > xpos 0 >>> > ypos 0 >>> > zpos 50 >>> > wide 400 >>> > tall 100 >>> > visible 1 >>> > enabled 1 >>> > image ../logo/hl2rslogo1 >>> > scaleImage 1 >>> > } >>> > } >>> > >>> > The dots in the path specify how many folders are before vmt and vtf, >>> but i >>> > rather just do it like this: >>> > >>> > 2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1 folder, >>> 1 >>> > file! If it was material/logo/hl2rslogo1 it would be 3 dots. Thats how >>> i >>> > fixed it, but i have one more thing. If your logo has an alpha >>> channel(the >>> > gray and white squares which mean clear areas) you have to put >>> > "$translucent" 1 in the vmt file! >>> > >>> > On Thu, Mar 26, 2015 at 3:53 PM, Jesse Oak >>> wrote: >>> >> >>> >> Could you tell us what fixed it so if someone else asks we can tell >>> them? >>> >> >>> >> On Mar 26, 2015 7:14 AM, "Gavin Isgar" wrote: >>> >>> >>> >>> Just fixed it actually! Thanks for the help! But i would like if you >>> guys >>> >>> would say this in your email just incase i have anymore problems in >>> the >>> >>> future! Thanks guys >>> >>> >>> >>> On Thu, Mar 26, 2015 at 8:05 AM, Gavin Isgar >>> wrote: >>> >>> Also what about the logo format. Does it have to be specific like >>> vmt or >>> vtf? Also, where do i put the logo files? >>> >>> On Thu, Mar 26, 2015 at 7:52 AM, Gavin Isgar >>> wrote: >>> > >>> > Half-Life 2 instead of having gamelogo.res, it has a gamemenu.res >>> which >>> > is very different, nothing is the same. >>> > >>> > >>> > On Thu, Mar 26, 2015 at 6:11 AM, Tom Schumann < >>> schumann@gmail.com> >>> > wrote: >>> >> >>> >> I'm not sure about GameLogo.res - if you look at the GameLogo.res >>> in >>> >> Half-Life 2 (or any other Source game) what is the path relative >>> to? >>> >> >>> >> On 26 March 2015 at 07:41, Gavin Isgar wrote: >>> >>> >>> >>> The console actually says nothing. It has no problems or errors. >>> I >>> >>> changed the vtf's path to the vmt name now, but what about >>> everything else? >>> >>> Like the gamelogo.res, is that suppose to be a path or >>> >>> HalfLife2RSIngameLogo1 or even hl2rslogo1. If its a path, how >>> should the >>> >>> path be? >>> >>> >>> >>> On Wed, Mar 25, 2015 at 7:55 AM, >>> >>> wrote: >>> >>> Tom is correct. I doubt the game is even allowed to read from >>> the >>> Program Files directory if UAC is enabled. >>> >>> - ScarT >>> >>> From: Tom Schumann >>> Sent: Wednesday, March 25, 2015 11:45 AM >>> To: Discussion of Half-Life Programming >>> >>> I don't think the $basetexture parameter should be an absolute >>> path >>> - I think it should just be "HalfLife2RSIngameLogo1" >>> What does the console say? >>> >>> On 25 March 2015 at 06:25, Gavin Isgar >>> wrote: >>> > >>> > Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a >>> > problem with the ingame logo at the menu screen. It shows up >>> pink/black >>> > checkers while the size is the same size as the logo. I have a >>> vmt and vtf >>> > file of the photo both in the materials folder alone while
Re: [hlcoders] Modding Problems
There's some information on that at https://developer.valvesoftware.com/wiki/Background#Images On 29 March 2015 at 09:09, Gavin Isgar wrote: > Hey guys, im having another problem again and couldnt find a fix on the > internet. I dont know the right size for chapter thumbnails, what size do i > make the picture(not the vtf or vmt)? > > On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar wrote: > >> The two dots means "parent directory". You start in materials/vgui, go >> up one to materials, then to materials/logo and >> materials/logo/hl2rslogo1.vmt. >> >> On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar wrote: >> > Yea Jesse, here's how i fixed it! So in my materials folder, i made a >> logo >> > folder, inside i put both put the vmt and vtf file with the same name. >> > Inside the vmt file, i put: >> > >> > "UnlitGeneric" >> > { >> > "$basetexture" "logo/hl2rslogo1" >> > "$nolod" 1 >> > "$translucent" 1 >> > } >> > >> > The path automatically detects the material folder, so just put the >> folder >> > and the name of both the vmt and vtf file(no extension). Then in my >> > gamelogo.res in my resource folder, i put: >> > >> > Resource/GameLogo.res >> > { >> > GameLogo >> > { >> > ControlName EditablePanel >> > fieldName GameLogo >> > xpos 0 >> > ypos 0 >> > zpos 50 >> > wide 400 >> > tall 100 >> > autoResize 1 >> > pinCorner 0 >> > visible 1 >> > enabled 1 >> > offsetX -20 >> > offsetY -15 >> > } >> > >> > Logo >> > { >> > ControlName ImagePanel >> > fieldName Logo >> > xpos 0 >> > ypos 0 >> > zpos 50 >> > wide 400 >> > tall 100 >> > visible 1 >> > enabled 1 >> > image ../logo/hl2rslogo1 >> > scaleImage 1 >> > } >> > } >> > >> > The dots in the path specify how many folders are before vmt and vtf, >> but i >> > rather just do it like this: >> > >> > 2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1 folder, 1 >> > file! If it was material/logo/hl2rslogo1 it would be 3 dots. Thats how i >> > fixed it, but i have one more thing. If your logo has an alpha >> channel(the >> > gray and white squares which mean clear areas) you have to put >> > "$translucent" 1 in the vmt file! >> > >> > On Thu, Mar 26, 2015 at 3:53 PM, Jesse Oak >> wrote: >> >> >> >> Could you tell us what fixed it so if someone else asks we can tell >> them? >> >> >> >> On Mar 26, 2015 7:14 AM, "Gavin Isgar" wrote: >> >>> >> >>> Just fixed it actually! Thanks for the help! But i would like if you >> guys >> >>> would say this in your email just incase i have anymore problems in >> the >> >>> future! Thanks guys >> >>> >> >>> On Thu, Mar 26, 2015 at 8:05 AM, Gavin Isgar >> wrote: >> >> Also what about the logo format. Does it have to be specific like >> vmt or >> vtf? Also, where do i put the logo files? >> >> On Thu, Mar 26, 2015 at 7:52 AM, Gavin Isgar >> wrote: >> > >> > Half-Life 2 instead of having gamelogo.res, it has a gamemenu.res >> which >> > is very different, nothing is the same. >> > >> > >> > On Thu, Mar 26, 2015 at 6:11 AM, Tom Schumann < >> schumann@gmail.com> >> > wrote: >> >> >> >> I'm not sure about GameLogo.res - if you look at the GameLogo.res >> in >> >> Half-Life 2 (or any other Source game) what is the path relative >> to? >> >> >> >> On 26 March 2015 at 07:41, Gavin Isgar wrote: >> >>> >> >>> The console actually says nothing. It has no problems or errors. I >> >>> changed the vtf's path to the vmt name now, but what about >> everything else? >> >>> Like the gamelogo.res, is that suppose to be a path or >> >>> HalfLife2RSIngameLogo1 or even hl2rslogo1. If its a path, how >> should the >> >>> path be? >> >>> >> >>> On Wed, Mar 25, 2015 at 7:55 AM, >> >>> wrote: >> >> Tom is correct. I doubt the game is even allowed to read from the >> Program Files directory if UAC is enabled. >> >> - ScarT >> >> From: Tom Schumann >> Sent: Wednesday, March 25, 2015 11:45 AM >> To: Discussion of Half-Life Programming >> >> I don't think the $basetexture parameter should be an absolute >> path >> - I think it should just be "HalfLife2RSIngameLogo1" >> What does the console say? >> >> On 25 March 2015 at 06:25, Gavin Isgar >> wrote: >> > >> > Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a >> > problem with the ingame logo at the menu screen. It shows up >> pink/black >> > checkers while the size is the same size as the logo. I have a >> vmt and vtf >> > file of the photo both in the materials folder alone while the >> other folders >> > inside the materials folder are "console" and "sdk"(obviously >> the folders >> > don't have the quotes in their names). Also, i have the code >> for the >> > GameLogo.res down here; >> > Resource/GameLogo.res >> > { >> > GameLogo >> >>>
Re: [hlcoders] Modding Problems
Hey guys, im having another problem again and couldnt find a fix on the internet. I dont know the right size for chapter thumbnails, what size do i make the picture(not the vtf or vmt)? On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar wrote: > The two dots means "parent directory". You start in materials/vgui, go > up one to materials, then to materials/logo and > materials/logo/hl2rslogo1.vmt. > > On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar wrote: > > Yea Jesse, here's how i fixed it! So in my materials folder, i made a > logo > > folder, inside i put both put the vmt and vtf file with the same name. > > Inside the vmt file, i put: > > > > "UnlitGeneric" > > { > > "$basetexture" "logo/hl2rslogo1" > > "$nolod" 1 > > "$translucent" 1 > > } > > > > The path automatically detects the material folder, so just put the > folder > > and the name of both the vmt and vtf file(no extension). Then in my > > gamelogo.res in my resource folder, i put: > > > > Resource/GameLogo.res > > { > > GameLogo > > { > > ControlName EditablePanel > > fieldName GameLogo > > xpos 0 > > ypos 0 > > zpos 50 > > wide 400 > > tall 100 > > autoResize 1 > > pinCorner 0 > > visible 1 > > enabled 1 > > offsetX -20 > > offsetY -15 > > } > > > > Logo > > { > > ControlName ImagePanel > > fieldName Logo > > xpos 0 > > ypos 0 > > zpos 50 > > wide 400 > > tall 100 > > visible 1 > > enabled 1 > > image ../logo/hl2rslogo1 > > scaleImage 1 > > } > > } > > > > The dots in the path specify how many folders are before vmt and vtf, > but i > > rather just do it like this: > > > > 2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1 folder, 1 > > file! If it was material/logo/hl2rslogo1 it would be 3 dots. Thats how i > > fixed it, but i have one more thing. If your logo has an alpha > channel(the > > gray and white squares which mean clear areas) you have to put > > "$translucent" 1 in the vmt file! > > > > On Thu, Mar 26, 2015 at 3:53 PM, Jesse Oak > wrote: > >> > >> Could you tell us what fixed it so if someone else asks we can tell > them? > >> > >> On Mar 26, 2015 7:14 AM, "Gavin Isgar" wrote: > >>> > >>> Just fixed it actually! Thanks for the help! But i would like if you > guys > >>> would say this in your email just incase i have anymore problems in the > >>> future! Thanks guys > >>> > >>> On Thu, Mar 26, 2015 at 8:05 AM, Gavin Isgar > wrote: > > Also what about the logo format. Does it have to be specific like vmt > or > vtf? Also, where do i put the logo files? > > On Thu, Mar 26, 2015 at 7:52 AM, Gavin Isgar > wrote: > > > > Half-Life 2 instead of having gamelogo.res, it has a gamemenu.res > which > > is very different, nothing is the same. > > > > > > On Thu, Mar 26, 2015 at 6:11 AM, Tom Schumann < > schumann@gmail.com> > > wrote: > >> > >> I'm not sure about GameLogo.res - if you look at the GameLogo.res in > >> Half-Life 2 (or any other Source game) what is the path relative to? > >> > >> On 26 March 2015 at 07:41, Gavin Isgar wrote: > >>> > >>> The console actually says nothing. It has no problems or errors. I > >>> changed the vtf's path to the vmt name now, but what about > everything else? > >>> Like the gamelogo.res, is that suppose to be a path or > >>> HalfLife2RSIngameLogo1 or even hl2rslogo1. If its a path, how > should the > >>> path be? > >>> > >>> On Wed, Mar 25, 2015 at 7:55 AM, > >>> wrote: > > Tom is correct. I doubt the game is even allowed to read from the > Program Files directory if UAC is enabled. > > - ScarT > > From: Tom Schumann > Sent: Wednesday, March 25, 2015 11:45 AM > To: Discussion of Half-Life Programming > > I don't think the $basetexture parameter should be an absolute > path > - I think it should just be "HalfLife2RSIngameLogo1" > What does the console say? > > On 25 March 2015 at 06:25, Gavin Isgar wrote: > > > > Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a > > problem with the ingame logo at the menu screen. It shows up > pink/black > > checkers while the size is the same size as the logo. I have a > vmt and vtf > > file of the photo both in the materials folder alone while the > other folders > > inside the materials folder are "console" and "sdk"(obviously > the folders > > don't have the quotes in their names). Also, i have the code for > the > > GameLogo.res down here; > > Resource/GameLogo.res > > { > > GameLogo > > { > > ControlName EditablePanel > > fieldName GameLogo > > xpos 0 > > ypos 0 > > zpos 50 > > wide 400 > > tall 100 > > autoResize 1 > > pinCorner 0 > > visible 1 > > enabled 1 > > offsetX -20 > > offsetY
Re: [hlcoders] Modding Problems
The two dots means "parent directory". You start in materials/vgui, go up one to materials, then to materials/logo and materials/logo/hl2rslogo1.vmt. On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar wrote: > Yea Jesse, here's how i fixed it! So in my materials folder, i made a logo > folder, inside i put both put the vmt and vtf file with the same name. > Inside the vmt file, i put: > > "UnlitGeneric" > { > "$basetexture" "logo/hl2rslogo1" > "$nolod" 1 > "$translucent" 1 > } > > The path automatically detects the material folder, so just put the folder > and the name of both the vmt and vtf file(no extension). Then in my > gamelogo.res in my resource folder, i put: > > Resource/GameLogo.res > { > GameLogo > { > ControlName EditablePanel > fieldName GameLogo > xpos 0 > ypos 0 > zpos 50 > wide 400 > tall 100 > autoResize 1 > pinCorner 0 > visible 1 > enabled 1 > offsetX -20 > offsetY -15 > } > > Logo > { > ControlName ImagePanel > fieldName Logo > xpos 0 > ypos 0 > zpos 50 > wide 400 > tall 100 > visible 1 > enabled 1 > image ../logo/hl2rslogo1 > scaleImage 1 > } > } > > The dots in the path specify how many folders are before vmt and vtf, but i > rather just do it like this: > > 2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1 folder, 1 > file! If it was material/logo/hl2rslogo1 it would be 3 dots. Thats how i > fixed it, but i have one more thing. If your logo has an alpha channel(the > gray and white squares which mean clear areas) you have to put > "$translucent" 1 in the vmt file! > > On Thu, Mar 26, 2015 at 3:53 PM, Jesse Oak wrote: >> >> Could you tell us what fixed it so if someone else asks we can tell them? >> >> On Mar 26, 2015 7:14 AM, "Gavin Isgar" wrote: >>> >>> Just fixed it actually! Thanks for the help! But i would like if you guys >>> would say this in your email just incase i have anymore problems in the >>> future! Thanks guys >>> >>> On Thu, Mar 26, 2015 at 8:05 AM, Gavin Isgar wrote: Also what about the logo format. Does it have to be specific like vmt or vtf? Also, where do i put the logo files? On Thu, Mar 26, 2015 at 7:52 AM, Gavin Isgar wrote: > > Half-Life 2 instead of having gamelogo.res, it has a gamemenu.res which > is very different, nothing is the same. > > > On Thu, Mar 26, 2015 at 6:11 AM, Tom Schumann > wrote: >> >> I'm not sure about GameLogo.res - if you look at the GameLogo.res in >> Half-Life 2 (or any other Source game) what is the path relative to? >> >> On 26 March 2015 at 07:41, Gavin Isgar wrote: >>> >>> The console actually says nothing. It has no problems or errors. I >>> changed the vtf's path to the vmt name now, but what about everything >>> else? >>> Like the gamelogo.res, is that suppose to be a path or >>> HalfLife2RSIngameLogo1 or even hl2rslogo1. If its a path, how should the >>> path be? >>> >>> On Wed, Mar 25, 2015 at 7:55 AM, >>> wrote: Tom is correct. I doubt the game is even allowed to read from the Program Files directory if UAC is enabled. - ScarT From: Tom Schumann Sent: Wednesday, March 25, 2015 11:45 AM To: Discussion of Half-Life Programming I don't think the $basetexture parameter should be an absolute path - I think it should just be "HalfLife2RSIngameLogo1" What does the console say? On 25 March 2015 at 06:25, Gavin Isgar wrote: > > Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a > problem with the ingame logo at the menu screen. It shows up > pink/black > checkers while the size is the same size as the logo. I have a vmt > and vtf > file of the photo both in the materials folder alone while the other > folders > inside the materials folder are "console" and "sdk"(obviously the > folders > don't have the quotes in their names). Also, i have the code for the > GameLogo.res down here; > Resource/GameLogo.res > { > GameLogo > { > ControlName EditablePanel > fieldName GameLogo > xpos 0 > ypos 0 > zpos 50 > wide 400 > tall 100 > autoResize 1 > pinCorner 0 > visible 1 > enabled 1 > offsetX -20 > offsetY -15 > } > > Logo > { > ControlName ImagePanel > fieldName Logo > xpos 0 > ypos 0 > zpos 50 > wide 400 > tall 100 > visible 1 > enabled 1 > image materials\hl2rslogo1 > scaleImage 1 > } > } > The mod's name by the way is "Half-Life 2: Resistance Shadow"! Did > i do anything wrong here, such as the path or anything else? This is > the vmt > file's code;
Re: [hlcoders] Modding Problems
Yea Jesse, here's how i fixed it! So in my materials folder, i made a logo folder, inside i put both put the vmt and vtf file with the same name. Inside the vmt file, i put: "UnlitGeneric" { "$basetexture" "logo/hl2rslogo1" "$nolod" 1 "$translucent" 1 } The path automatically detects the material folder, so just put the folder and the name of both the vmt and vtf file(no extension). Then in my gamelogo.res in my resource folder, i put: Resource/GameLogo.res { GameLogo { ControlName EditablePanel fieldName GameLogo xpos 0 ypos 0 zpos 50 wide 400 tall 100 autoResize 1 pinCorner 0 visible 1 enabled 1 offsetX -20 offsetY -15 } Logo { ControlName ImagePanel fieldName Logo xpos 0 ypos 0 zpos 50 wide 400 tall 100 visible 1 enabled 1 image ../logo/hl2rslogo1 scaleImage 1 } } The dots in the path specify how many folders are before vmt and vtf, but i rather just do it like this: 2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1 folder, 1 file! If it was material/logo/hl2rslogo1 it would be 3 dots. Thats how i fixed it, but i have one more thing. If your logo has an alpha channel(the gray and white squares which mean clear areas) you have to put "$translucent" 1 in the vmt file! On Thu, Mar 26, 2015 at 3:53 PM, Jesse Oak wrote: > Could you tell us what fixed it so if someone else asks we can tell them? > On Mar 26, 2015 7:14 AM, "Gavin Isgar" wrote: > >> Just fixed it actually! Thanks for the help! But i would like if you guys >> would say this in your email just incase i have anymore problems in the >> future! Thanks guys >> >> On Thu, Mar 26, 2015 at 8:05 AM, Gavin Isgar wrote: >> >>> Also what about the logo format. Does it have to be specific like vmt or >>> vtf? Also, where do i put the logo files? >>> >>> On Thu, Mar 26, 2015 at 7:52 AM, Gavin Isgar wrote: >>> Half-Life 2 instead of having gamelogo.res, it has a gamemenu.res which is very different, nothing is the same. On Thu, Mar 26, 2015 at 6:11 AM, Tom Schumann wrote: > I'm not sure about GameLogo.res - if you look at the GameLogo.res in > Half-Life 2 (or any other Source game) what is the path relative to? > > On 26 March 2015 at 07:41, Gavin Isgar wrote: > >> The console actually says nothing. It has no problems or errors. I >> changed the vtf's path to the vmt name now, but what about everything >> else? >> Like the gamelogo.res, is that suppose to be a path or >> HalfLife2RSIngameLogo1 or even hl2rslogo1. If its a path, how should the >> path be? >> >> On Wed, Mar 25, 2015 at 7:55 AM, >> wrote: >> >>> Tom is correct. I doubt the game is even allowed to read from the >>> Program Files directory if UAC is enabled. >>> >>> - ScarT >>> >>> *From:* Tom Schumann >>> *Sent:* Wednesday, March 25, 2015 11:45 AM >>> *To:* Discussion of Half-Life Programming >>> >>> >>> I don't think the $basetexture parameter should be an absolute path >>> - I think it should just be "HalfLife2RSIngameLogo1" >>> What does the console say? >>> >>> On 25 March 2015 at 06:25, Gavin Isgar wrote: >>> Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a problem with the ingame logo at the menu screen. It shows up pink/black checkers while the size is the same size as the logo. I have a vmt and vtf file of the photo both in the materials folder alone while the other folders inside the materials folder are "console" and "sdk"(obviously the folders don't have the quotes in their names). Also, i have the code for the GameLogo.res down here; Resource/GameLogo.res { GameLogo { ControlName EditablePanel fieldName GameLogo xpos 0 ypos 0 zpos 50 wide 400 tall 100 autoResize 1 pinCorner 0 visible 1 enabled 1 offsetX -20 offsetY -15 } Logo { ControlName ImagePanel fieldName Logo xpos 0 ypos 0 zpos 50 wide 400 tall 100 visible 1 enabled 1 image materials\hl2rslogo1 scaleImage 1 } } The mod's name by the way is "Half-Life 2: Resistance Shadow"! Did i do anything wrong here, such as the path or anything else? This is the vmt file's code; "UnlitGeneric" { "$basetexture" "C:\Program Files (x86)\Steam\steamapps\sourcemods\halflife2resistanceshadow\materials\HalfLife2RSIngameLogo1" "$nolod" 1 } Anything wrong here either? The last file is the gameinfo.txt, which is down here; "GameInfo" { game "Half-Life 2: Resistance Shadow" type singleplay
Re: [hlcoders] Modding Problems
Could you tell us what fixed it so if someone else asks we can tell them? On Mar 26, 2015 7:14 AM, "Gavin Isgar" wrote: > Just fixed it actually! Thanks for the help! But i would like if you guys > would say this in your email just incase i have anymore problems in the > future! Thanks guys > > On Thu, Mar 26, 2015 at 8:05 AM, Gavin Isgar wrote: > >> Also what about the logo format. Does it have to be specific like vmt or >> vtf? Also, where do i put the logo files? >> >> On Thu, Mar 26, 2015 at 7:52 AM, Gavin Isgar wrote: >> >>> Half-Life 2 instead of having gamelogo.res, it has a gamemenu.res which >>> is very different, nothing is the same. >>> >>> >>> On Thu, Mar 26, 2015 at 6:11 AM, Tom Schumann >>> wrote: >>> I'm not sure about GameLogo.res - if you look at the GameLogo.res in Half-Life 2 (or any other Source game) what is the path relative to? On 26 March 2015 at 07:41, Gavin Isgar wrote: > The console actually says nothing. It has no problems or errors. I > changed the vtf's path to the vmt name now, but what about everything > else? > Like the gamelogo.res, is that suppose to be a path or > HalfLife2RSIngameLogo1 or even hl2rslogo1. If its a path, how should the > path be? > > On Wed, Mar 25, 2015 at 7:55 AM, > wrote: > >> Tom is correct. I doubt the game is even allowed to read from the >> Program Files directory if UAC is enabled. >> >> - ScarT >> >> *From:* Tom Schumann >> *Sent:* Wednesday, March 25, 2015 11:45 AM >> *To:* Discussion of Half-Life Programming >> >> >> I don't think the $basetexture parameter should be an absolute path - >> I think it should just be "HalfLife2RSIngameLogo1" >> What does the console say? >> >> On 25 March 2015 at 06:25, Gavin Isgar wrote: >> >>> Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a >>> problem with the ingame logo at the menu screen. It shows up pink/black >>> checkers while the size is the same size as the logo. I have a vmt and >>> vtf >>> file of the photo both in the materials folder alone while the other >>> folders inside the materials folder are "console" and "sdk"(obviously >>> the >>> folders don't have the quotes in their names). Also, i have the code for >>> the GameLogo.res down here; >>> Resource/GameLogo.res >>> { >>> GameLogo >>> { >>> ControlName EditablePanel >>> fieldName GameLogo >>> xpos 0 >>> ypos 0 >>> zpos 50 >>> wide 400 >>> tall 100 >>> autoResize 1 >>> pinCorner 0 >>> visible 1 >>> enabled 1 >>> offsetX -20 >>> offsetY -15 >>> } >>> >>> Logo >>> { >>> ControlName ImagePanel >>> fieldName Logo >>> xpos 0 >>> ypos 0 >>> zpos 50 >>> wide 400 >>> tall 100 >>> visible 1 >>> enabled 1 >>> image materials\hl2rslogo1 >>> scaleImage 1 >>> } >>> } >>> The mod's name by the way is "Half-Life 2: Resistance Shadow"! Did i >>> do anything wrong here, such as the path or anything else? This is the >>> vmt >>> file's code; >>> "UnlitGeneric" >>> { >>> "$basetexture" "C:\Program Files >>> (x86)\Steam\steamapps\sourcemods\halflife2resistanceshadow\materials\HalfLife2RSIngameLogo1" >>> "$nolod" 1 >>> } >>> Anything wrong here either? The last file is the gameinfo.txt, which >>> is down here; >>> "GameInfo" >>> { >>> game "Half-Life 2: Resistance Shadow" >>> type singleplayer_only >>> icon "icon" >>> gamelogo"1" >>> >>> FileSystem >>> { >>> SteamAppId 218 // GCF for Episode 2 >>> ToolsAppId 211 // Tools will load this (ie: source SDK caches) to >>> get things like materials\debug, materials\editor, etc. >>> SearchPaths >>> { >>> Game |gameinfo_path|. >>> Game |all_source_engine_paths|ep2 >>> Game |all_source_engine_paths|episodic >>> Game |all_source_engine_paths|hl2 >>> } >>> } >>> } >>> Anything wrong here also? Please reply back at gisg...@gmail.com because >>> im really stuck in a hole with this mod without the logo, so please >>> reply >>> with answers! I'm sorry if this isn't the right email for this problem. >>> Thank you very much and have a good day! >>> >>> ___ >>> To unsubscribe, edit your list preferences, or view the list >>> archives, please visit: >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >>> >>> >>> >> >> ___ >> To unsubscribe, edit your list preferences, or view the list >> archives, please visit: >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >> >> >> > > _
Re: [hlcoders] Modding Problems
Just fixed it actually! Thanks for the help! But i would like if you guys would say this in your email just incase i have anymore problems in the future! Thanks guys On Thu, Mar 26, 2015 at 8:05 AM, Gavin Isgar wrote: > Also what about the logo format. Does it have to be specific like vmt or > vtf? Also, where do i put the logo files? > > On Thu, Mar 26, 2015 at 7:52 AM, Gavin Isgar wrote: > >> Half-Life 2 instead of having gamelogo.res, it has a gamemenu.res which >> is very different, nothing is the same. >> >> >> On Thu, Mar 26, 2015 at 6:11 AM, Tom Schumann >> wrote: >> >>> I'm not sure about GameLogo.res - if you look at the GameLogo.res in >>> Half-Life 2 (or any other Source game) what is the path relative to? >>> >>> On 26 March 2015 at 07:41, Gavin Isgar wrote: >>> The console actually says nothing. It has no problems or errors. I changed the vtf's path to the vmt name now, but what about everything else? Like the gamelogo.res, is that suppose to be a path or HalfLife2RSIngameLogo1 or even hl2rslogo1. If its a path, how should the path be? On Wed, Mar 25, 2015 at 7:55 AM, wrote: > Tom is correct. I doubt the game is even allowed to read from the > Program Files directory if UAC is enabled. > > - ScarT > > *From:* Tom Schumann > *Sent:* Wednesday, March 25, 2015 11:45 AM > *To:* Discussion of Half-Life Programming > > > I don't think the $basetexture parameter should be an absolute path - > I think it should just be "HalfLife2RSIngameLogo1" > What does the console say? > > On 25 March 2015 at 06:25, Gavin Isgar wrote: > >> Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a >> problem with the ingame logo at the menu screen. It shows up pink/black >> checkers while the size is the same size as the logo. I have a vmt and >> vtf >> file of the photo both in the materials folder alone while the other >> folders inside the materials folder are "console" and "sdk"(obviously the >> folders don't have the quotes in their names). Also, i have the code for >> the GameLogo.res down here; >> Resource/GameLogo.res >> { >> GameLogo >> { >> ControlName EditablePanel >> fieldName GameLogo >> xpos 0 >> ypos 0 >> zpos 50 >> wide 400 >> tall 100 >> autoResize 1 >> pinCorner 0 >> visible 1 >> enabled 1 >> offsetX -20 >> offsetY -15 >> } >> >> Logo >> { >> ControlName ImagePanel >> fieldName Logo >> xpos 0 >> ypos 0 >> zpos 50 >> wide 400 >> tall 100 >> visible 1 >> enabled 1 >> image materials\hl2rslogo1 >> scaleImage 1 >> } >> } >> The mod's name by the way is "Half-Life 2: Resistance Shadow"! Did i >> do anything wrong here, such as the path or anything else? This is the >> vmt >> file's code; >> "UnlitGeneric" >> { >> "$basetexture" "C:\Program Files >> (x86)\Steam\steamapps\sourcemods\halflife2resistanceshadow\materials\HalfLife2RSIngameLogo1" >> "$nolod" 1 >> } >> Anything wrong here either? The last file is the gameinfo.txt, which >> is down here; >> "GameInfo" >> { >> game "Half-Life 2: Resistance Shadow" >> type singleplayer_only >> icon "icon" >> gamelogo"1" >> >> FileSystem >> { >> SteamAppId 218 // GCF for Episode 2 >> ToolsAppId 211 // Tools will load this (ie: source SDK caches) to >> get things like materials\debug, materials\editor, etc. >> SearchPaths >> { >> Game |gameinfo_path|. >> Game |all_source_engine_paths|ep2 >> Game |all_source_engine_paths|episodic >> Game |all_source_engine_paths|hl2 >> } >> } >> } >> Anything wrong here also? Please reply back at gisg...@gmail.com because >> im really stuck in a hole with this mod without the logo, so please reply >> with answers! I'm sorry if this isn't the right email for this problem. >> Thank you very much and have a good day! >> >> ___ >> To unsubscribe, edit your list preferences, or view the list >> archives, please visit: >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >> >> >> > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > ___ 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 th
Re: [hlcoders] Modding Problems
Also what about the logo format. Does it have to be specific like vmt or vtf? Also, where do i put the logo files? On Thu, Mar 26, 2015 at 7:52 AM, Gavin Isgar wrote: > Half-Life 2 instead of having gamelogo.res, it has a gamemenu.res which is > very different, nothing is the same. > > > On Thu, Mar 26, 2015 at 6:11 AM, Tom Schumann > wrote: > >> I'm not sure about GameLogo.res - if you look at the GameLogo.res in >> Half-Life 2 (or any other Source game) what is the path relative to? >> >> On 26 March 2015 at 07:41, Gavin Isgar wrote: >> >>> The console actually says nothing. It has no problems or errors. I >>> changed the vtf's path to the vmt name now, but what about everything else? >>> Like the gamelogo.res, is that suppose to be a path or >>> HalfLife2RSIngameLogo1 or even hl2rslogo1. If its a path, how should the >>> path be? >>> >>> On Wed, Mar 25, 2015 at 7:55 AM, wrote: >>> Tom is correct. I doubt the game is even allowed to read from the Program Files directory if UAC is enabled. - ScarT *From:* Tom Schumann *Sent:* Wednesday, March 25, 2015 11:45 AM *To:* Discussion of Half-Life Programming I don't think the $basetexture parameter should be an absolute path - I think it should just be "HalfLife2RSIngameLogo1" What does the console say? On 25 March 2015 at 06:25, Gavin Isgar wrote: > Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a problem > with the ingame logo at the menu screen. It shows up pink/black checkers > while the size is the same size as the logo. I have a vmt and vtf file of > the photo both in the materials folder alone while the other folders > inside > the materials folder are "console" and "sdk"(obviously the folders don't > have the quotes in their names). Also, i have the code for the > GameLogo.res > down here; > Resource/GameLogo.res > { > GameLogo > { > ControlName EditablePanel > fieldName GameLogo > xpos 0 > ypos 0 > zpos 50 > wide 400 > tall 100 > autoResize 1 > pinCorner 0 > visible 1 > enabled 1 > offsetX -20 > offsetY -15 > } > > Logo > { > ControlName ImagePanel > fieldName Logo > xpos 0 > ypos 0 > zpos 50 > wide 400 > tall 100 > visible 1 > enabled 1 > image materials\hl2rslogo1 > scaleImage 1 > } > } > The mod's name by the way is "Half-Life 2: Resistance Shadow"! Did i > do anything wrong here, such as the path or anything else? This is the vmt > file's code; > "UnlitGeneric" > { > "$basetexture" "C:\Program Files > (x86)\Steam\steamapps\sourcemods\halflife2resistanceshadow\materials\HalfLife2RSIngameLogo1" > "$nolod" 1 > } > Anything wrong here either? The last file is the gameinfo.txt, which > is down here; > "GameInfo" > { > game "Half-Life 2: Resistance Shadow" > type singleplayer_only > icon "icon" > gamelogo"1" > > FileSystem > { > SteamAppId 218 // GCF for Episode 2 > ToolsAppId 211 // Tools will load this (ie: source SDK caches) to get > things like materials\debug, materials\editor, etc. > SearchPaths > { > Game |gameinfo_path|. > Game |all_source_engine_paths|ep2 > Game |all_source_engine_paths|episodic > Game |all_source_engine_paths|hl2 > } > } > } > Anything wrong here also? Please reply back at gisg...@gmail.com because > im really stuck in a hole with this mod without the logo, so please reply > with answers! I'm sorry if this isn't the right email for this problem. > Thank you very much and have a good day! > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >>> >>> ___ >>> To unsubscribe, edit your list preferences, or view the list archives, >>> please visit: >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >>> >>> >>> >> >> ___ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >> >> >> > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Modding Problems
Half-Life 2 instead of having gamelogo.res, it has a gamemenu.res which is very different, nothing is the same. On Thu, Mar 26, 2015 at 6:11 AM, Tom Schumann wrote: > I'm not sure about GameLogo.res - if you look at the GameLogo.res in > Half-Life 2 (or any other Source game) what is the path relative to? > > On 26 March 2015 at 07:41, Gavin Isgar wrote: > >> The console actually says nothing. It has no problems or errors. I >> changed the vtf's path to the vmt name now, but what about everything else? >> Like the gamelogo.res, is that suppose to be a path or >> HalfLife2RSIngameLogo1 or even hl2rslogo1. If its a path, how should the >> path be? >> >> On Wed, Mar 25, 2015 at 7:55 AM, wrote: >> >>> Tom is correct. I doubt the game is even allowed to read from the >>> Program Files directory if UAC is enabled. >>> >>> - ScarT >>> >>> *From:* Tom Schumann >>> *Sent:* Wednesday, March 25, 2015 11:45 AM >>> *To:* Discussion of Half-Life Programming >>> >>> >>> I don't think the $basetexture parameter should be an absolute path - I >>> think it should just be "HalfLife2RSIngameLogo1" >>> What does the console say? >>> >>> On 25 March 2015 at 06:25, Gavin Isgar wrote: >>> Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a problem with the ingame logo at the menu screen. It shows up pink/black checkers while the size is the same size as the logo. I have a vmt and vtf file of the photo both in the materials folder alone while the other folders inside the materials folder are "console" and "sdk"(obviously the folders don't have the quotes in their names). Also, i have the code for the GameLogo.res down here; Resource/GameLogo.res { GameLogo { ControlName EditablePanel fieldName GameLogo xpos 0 ypos 0 zpos 50 wide 400 tall 100 autoResize 1 pinCorner 0 visible 1 enabled 1 offsetX -20 offsetY -15 } Logo { ControlName ImagePanel fieldName Logo xpos 0 ypos 0 zpos 50 wide 400 tall 100 visible 1 enabled 1 image materials\hl2rslogo1 scaleImage 1 } } The mod's name by the way is "Half-Life 2: Resistance Shadow"! Did i do anything wrong here, such as the path or anything else? This is the vmt file's code; "UnlitGeneric" { "$basetexture" "C:\Program Files (x86)\Steam\steamapps\sourcemods\halflife2resistanceshadow\materials\HalfLife2RSIngameLogo1" "$nolod" 1 } Anything wrong here either? The last file is the gameinfo.txt, which is down here; "GameInfo" { game "Half-Life 2: Resistance Shadow" type singleplayer_only icon "icon" gamelogo"1" FileSystem { SteamAppId 218 // GCF for Episode 2 ToolsAppId 211 // Tools will load this (ie: source SDK caches) to get things like materials\debug, materials\editor, etc. SearchPaths { Game |gameinfo_path|. Game |all_source_engine_paths|ep2 Game |all_source_engine_paths|episodic Game |all_source_engine_paths|hl2 } } } Anything wrong here also? Please reply back at gisg...@gmail.com because im really stuck in a hole with this mod without the logo, so please reply with answers! I'm sorry if this isn't the right email for this problem. Thank you very much and have a good day! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >>> >>> ___ >>> To unsubscribe, edit your list preferences, or view the list archives, >>> please visit: >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >>> >>> >>> >> >> ___ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >> >> >> > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Modding Problems
I'm not sure about GameLogo.res - if you look at the GameLogo.res in Half-Life 2 (or any other Source game) what is the path relative to? On 26 March 2015 at 07:41, Gavin Isgar wrote: > The console actually says nothing. It has no problems or errors. I changed > the vtf's path to the vmt name now, but what about everything else? Like > the gamelogo.res, is that suppose to be a path or HalfLife2RSIngameLogo1 or > even hl2rslogo1. If its a path, how should the path be? > > On Wed, Mar 25, 2015 at 7:55 AM, wrote: > >> Tom is correct. I doubt the game is even allowed to read from the >> Program Files directory if UAC is enabled. >> >> - ScarT >> >> *From:* Tom Schumann >> *Sent:* Wednesday, March 25, 2015 11:45 AM >> *To:* Discussion of Half-Life Programming >> >> >> I don't think the $basetexture parameter should be an absolute path - I >> think it should just be "HalfLife2RSIngameLogo1" >> What does the console say? >> >> On 25 March 2015 at 06:25, Gavin Isgar wrote: >> >>> Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a problem >>> with the ingame logo at the menu screen. It shows up pink/black checkers >>> while the size is the same size as the logo. I have a vmt and vtf file of >>> the photo both in the materials folder alone while the other folders inside >>> the materials folder are "console" and "sdk"(obviously the folders don't >>> have the quotes in their names). Also, i have the code for the GameLogo.res >>> down here; >>> Resource/GameLogo.res >>> { >>> GameLogo >>> { >>> ControlName EditablePanel >>> fieldName GameLogo >>> xpos 0 >>> ypos 0 >>> zpos 50 >>> wide 400 >>> tall 100 >>> autoResize 1 >>> pinCorner 0 >>> visible 1 >>> enabled 1 >>> offsetX -20 >>> offsetY -15 >>> } >>> >>> Logo >>> { >>> ControlName ImagePanel >>> fieldName Logo >>> xpos 0 >>> ypos 0 >>> zpos 50 >>> wide 400 >>> tall 100 >>> visible 1 >>> enabled 1 >>> image materials\hl2rslogo1 >>> scaleImage 1 >>> } >>> } >>> The mod's name by the way is "Half-Life 2: Resistance Shadow"! Did i do >>> anything wrong here, such as the path or anything else? This is the vmt >>> file's code; >>> "UnlitGeneric" >>> { >>> "$basetexture" "C:\Program Files >>> (x86)\Steam\steamapps\sourcemods\halflife2resistanceshadow\materials\HalfLife2RSIngameLogo1" >>> "$nolod" 1 >>> } >>> Anything wrong here either? The last file is the gameinfo.txt, which is >>> down here; >>> "GameInfo" >>> { >>> game "Half-Life 2: Resistance Shadow" >>> type singleplayer_only >>> icon "icon" >>> gamelogo"1" >>> >>> FileSystem >>> { >>> SteamAppId 218 // GCF for Episode 2 >>> ToolsAppId 211 // Tools will load this (ie: source SDK caches) to get >>> things like materials\debug, materials\editor, etc. >>> SearchPaths >>> { >>> Game |gameinfo_path|. >>> Game |all_source_engine_paths|ep2 >>> Game |all_source_engine_paths|episodic >>> Game |all_source_engine_paths|hl2 >>> } >>> } >>> } >>> Anything wrong here also? Please reply back at gisg...@gmail.com because >>> im really stuck in a hole with this mod without the logo, so please reply >>> with answers! I'm sorry if this isn't the right email for this problem. >>> Thank you very much and have a good day! >>> >>> ___ >>> To unsubscribe, edit your list preferences, or view the list archives, >>> please visit: >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >>> >>> >>> >> >> ___ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >> >> >> > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Modding Problems
The console actually says nothing. It has no problems or errors. I changed the vtf's path to the vmt name now, but what about everything else? Like the gamelogo.res, is that suppose to be a path or HalfLife2RSIngameLogo1 or even hl2rslogo1. If its a path, how should the path be? On Wed, Mar 25, 2015 at 7:55 AM, wrote: > Tom is correct. I doubt the game is even allowed to read from the > Program Files directory if UAC is enabled. > > - ScarT > > *From:* Tom Schumann > *Sent:* Wednesday, March 25, 2015 11:45 AM > *To:* Discussion of Half-Life Programming > > > I don't think the $basetexture parameter should be an absolute path - I > think it should just be "HalfLife2RSIngameLogo1" > What does the console say? > > On 25 March 2015 at 06:25, Gavin Isgar wrote: > >> Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a problem >> with the ingame logo at the menu screen. It shows up pink/black checkers >> while the size is the same size as the logo. I have a vmt and vtf file of >> the photo both in the materials folder alone while the other folders inside >> the materials folder are "console" and "sdk"(obviously the folders don't >> have the quotes in their names). Also, i have the code for the GameLogo.res >> down here; >> Resource/GameLogo.res >> { >> GameLogo >> { >> ControlName EditablePanel >> fieldName GameLogo >> xpos 0 >> ypos 0 >> zpos 50 >> wide 400 >> tall 100 >> autoResize 1 >> pinCorner 0 >> visible 1 >> enabled 1 >> offsetX -20 >> offsetY -15 >> } >> >> Logo >> { >> ControlName ImagePanel >> fieldName Logo >> xpos 0 >> ypos 0 >> zpos 50 >> wide 400 >> tall 100 >> visible 1 >> enabled 1 >> image materials\hl2rslogo1 >> scaleImage 1 >> } >> } >> The mod's name by the way is "Half-Life 2: Resistance Shadow"! Did i do >> anything wrong here, such as the path or anything else? This is the vmt >> file's code; >> "UnlitGeneric" >> { >> "$basetexture" "C:\Program Files >> (x86)\Steam\steamapps\sourcemods\halflife2resistanceshadow\materials\HalfLife2RSIngameLogo1" >> "$nolod" 1 >> } >> Anything wrong here either? The last file is the gameinfo.txt, which is >> down here; >> "GameInfo" >> { >> game "Half-Life 2: Resistance Shadow" >> type singleplayer_only >> icon "icon" >> gamelogo"1" >> >> FileSystem >> { >> SteamAppId 218 // GCF for Episode 2 >> ToolsAppId 211 // Tools will load this (ie: source SDK caches) to get >> things like materials\debug, materials\editor, etc. >> SearchPaths >> { >> Game |gameinfo_path|. >> Game |all_source_engine_paths|ep2 >> Game |all_source_engine_paths|episodic >> Game |all_source_engine_paths|hl2 >> } >> } >> } >> Anything wrong here also? Please reply back at gisg...@gmail.com because >> im really stuck in a hole with this mod without the logo, so please reply >> with answers! I'm sorry if this isn't the right email for this problem. >> Thank you very much and have a good day! >> >> ___ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >> >> >> > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Modding Problems
Tom is correct. I doubt the game is even allowed to read from the Program Files directory if UAC is enabled. - ScarT From: Tom Schumann Sent: Wednesday, March 25, 2015 11:45 AM To: Discussion of Half-Life Programming I don't think the $basetexture parameter should be an absolute path - I think it should just be "HalfLife2RSIngameLogo1" What does the console say? On 25 March 2015 at 06:25, Gavin Isgar wrote: Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a problem with the ingame logo at the menu screen. It shows up pink/black checkers while the size is the same size as the logo. I have a vmt and vtf file of the photo both in the materials folder alone while the other folders inside the materials folder are "console" and "sdk"(obviously the folders don't have the quotes in their names). Also, i have the code for the GameLogo.res down here; Resource/GameLogo.res { GameLogo { ControlName EditablePanel fieldName GameLogo xpos0 ypos0 zpos50 wide400 tall100 autoResize 1 pinCorner 0 visible 1 enabled 1 offsetX -20 offsetY -15 } Logo { ControlName ImagePanel fieldName Logo xpos0 ypos0 zpos50 wide400 tall100 visible 1 enabled 1 image materials\hl2rslogo1 scaleImage 1 } } The mod's name by the way is "Half-Life 2: Resistance Shadow"! Did i do anything wrong here, such as the path or anything else? This is the vmt file's code; "UnlitGeneric" { "$basetexture" "C:\Program Files (x86)\Steam\steamapps\sourcemods\halflife2resistanceshadow\materials\HalfLife2RSIngameLogo1" "$nolod" 1 } Anything wrong here either? The last file is the gameinfo.txt, which is down here; "GameInfo" { game"Half-Life 2: Resistance Shadow" typesingleplayer_only icon"icon" gamelogo"1" FileSystem { SteamAppId 218 // GCF for Episode 2 ToolsAppId 211 // Tools will load this (ie: source SDK caches) to get things like materials\debug, materials\editor, etc. SearchPaths { Game|gameinfo_path|. Game |all_source_engine_paths|ep2 Game |all_source_engine_paths|episodic Game |all_source_engine_paths|hl2 } } } Anything wrong here also? Please reply back at gisg...@gmail.com because im really stuck in a hole with this mod without the logo, so please reply with answers! I'm sorry if this isn't the right email for this problem. Thank you very much and have a good day! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Modding Problems
I don't think the $basetexture parameter should be an absolute path - I think it should just be "HalfLife2RSIngameLogo1" What does the console say? On 25 March 2015 at 06:25, Gavin Isgar wrote: > Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a problem > with the ingame logo at the menu screen. It shows up pink/black checkers > while the size is the same size as the logo. I have a vmt and vtf file of > the photo both in the materials folder alone while the other folders inside > the materials folder are "console" and "sdk"(obviously the folders don't > have the quotes in their names). Also, i have the code for the GameLogo.res > down here; > Resource/GameLogo.res > { > GameLogo > { > ControlName EditablePanel > fieldName GameLogo > xpos 0 > ypos 0 > zpos 50 > wide 400 > tall 100 > autoResize 1 > pinCorner 0 > visible 1 > enabled 1 > offsetX -20 > offsetY -15 > } > > Logo > { > ControlName ImagePanel > fieldName Logo > xpos 0 > ypos 0 > zpos 50 > wide 400 > tall 100 > visible 1 > enabled 1 > image materials\hl2rslogo1 > scaleImage 1 > } > } > The mod's name by the way is "Half-Life 2: Resistance Shadow"! Did i do > anything wrong here, such as the path or anything else? This is the vmt > file's code; > "UnlitGeneric" > { > "$basetexture" "C:\Program Files > (x86)\Steam\steamapps\sourcemods\halflife2resistanceshadow\materials\HalfLife2RSIngameLogo1" > "$nolod" 1 > } > Anything wrong here either? The last file is the gameinfo.txt, which is > down here; > "GameInfo" > { > game "Half-Life 2: Resistance Shadow" > type singleplayer_only > icon "icon" > gamelogo"1" > > FileSystem > { > SteamAppId 218 // GCF for Episode 2 > ToolsAppId 211 // Tools will load this (ie: source SDK caches) to get > things like materials\debug, materials\editor, etc. > SearchPaths > { > Game |gameinfo_path|. > Game |all_source_engine_paths|ep2 > Game |all_source_engine_paths|episodic > Game |all_source_engine_paths|hl2 > } > } > } > Anything wrong here also? Please reply back at gisg...@gmail.com because > im really stuck in a hole with this mod without the logo, so please reply > with answers! I'm sorry if this isn't the right email for this problem. > Thank you very much and have a good day! > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders