open the gameinfo.txt for the game that you are using hammer for and add the lines i put in the edited post :)
[QUOTE=taz0;52643172]open the gameinfo.txt for the game that you are using hammer for and add the lines i put in the edited post :)[/QUOTE]
i opended gmods gamenfo.txt and i added it but it didnt work it looks like this[lua]"GameInfo"
{
game "Garry's Mod"
title ""
title2 ""
type multiplayer_only
"developer" "Facepunch Studios"
"developer_url" "http://www.garrysmod.com/"
"manual" "http://wiki.garrysmod.com/"
FileSystem
{
SteamAppId 4000
ToolsAppId 211
SearchPaths
{
// None of this matters really
game+mod garrysmod/addons/*
game+mod garrysmod/garrysmod.vpk
game |all_source_engine_paths|sourceengine/hl2_textures.vpk
game |all_source_engine_paths|sourceengine/hl2_sound_vo_english.vpk
game |all_source_engine_paths|sourceengine/hl2_sound_misc.vpk
game |all_source_engine_paths|sourceengine/hl2_misc.vpk
game+mod lostcoast/lostcoast_sound_vo_english.vpk
game+mod lostcoast/lostcoast_pak.vpk
platform |all_source_engine_paths|platform/platform_misc.vpk
mod+mod_write+default_write_path |gameinfo_path|.
game+game_write garrysmod
gamebin garrysmod/bin
game |all_source_engine_paths|sourceengine
platform |all_source_engine_paths|platform
game+download garrysmod/download
}
}
}
[/lua]
for Gmod use the mount.cfg file to mount lostcoast "lostcoast" "C:\Steam\steamapps\common\Half-life2\lostcoast"
[QUOTE=taz0;52643213]for Gmod use the mount.cfg file to mount lostcoast "lostcoast" "C:\Steam\steamapps\common\Half-life2\lostcoast"[/QUOTE]
[LUA]
//
// Use this file to mount additional paths to the filesystem
// DO NOT add a slash to the end of the filename
//
"mountcfg"
{
// "cstrike" "C:\steamcmd\steamapps\common\Counter-Strike Source Dedicated Server\cstrike"
// "tf" "C:\mytf2server\tf"
// "lostcoast" "D:\Steam\steamapps\common\Half-life2\lostcoast"
}
[/lua] what did i do wrong now?
remove the // before lost coast
[QUOTE=Grenade Man;52643252]remove the // before lost coast[/QUOTE]
didnt work
is there a gap between life and 2
[QUOTE=taz0;52643289]is there a gap between life and 2[/QUOTE]
yes
What would be the best way to go about making a decent looking hole in a wall?
Specifically the hole looking like if someone knocked a passage way kinda thing in the wall that the player can walk through.
What material is the wall made of?
[url]https://www.youtube.com/watch?v=sfe4fj2eq68[/url] Tophattwaffle has loads of great video tutorials for refference
How do I add a flashing police light effect to a prop with source multi tool?
[QUOTE=Hochi;52645013]How do I add a flashing police light effect to a prop with source multi tool?[/QUOTE]
What exactly do you mean by this, a bit of a vague question. Do you want lights that light up the surrounding area, flashing blue and red, or sprites that alternate between on and off? Or maybe even rotating spotlights???
[QUOTE=seba079;52643574]What material is the wall made of?[/QUOTE]
Meant to be a plaster wall in an apartment block that looks like if someone were to knock a bit of it down if this is what you mean, [url=https://i.imgur.com/PqXJUml.png]quickly did this to show the general shape[/url]
Sadly the video posted above is more suited for concrete unless I just need to get good. really not sure how to go about making it and actually having it look good (not too experienced with mapping as you can tell)
even though the video show a concrete wall the design is the same, you have to think how your plaster wall is made,, is it plaster on top of brick or plaster boarding on wood studding, depending on how the wall is made you could show the brick or parts of the wood studding :)
Destroyed plasterboard is difficult to pull off because it fractures in very messy ways; brick and concrete walls can be divided into reasonable chunks, but when you're trying to replicate something like [url=http://wateringresssolutions.com.au/wp-content/uploads/2014/06/Plasterboard.jpg]this[/url] you're going to need a custom model or a transparent texture.
I managed to get something I'm happy with for now, thanks guys!
[QUOTE=VaSTinY;52645900]What exactly do you mean by this, a bit of a vague question. Do you want lights that light up the surrounding area, flashing blue and red, or sprites that alternate between on and off? Or maybe even rotating spotlights???[/QUOTE]
the flashing blue and red; how do i get the particles or instances or whatever theyre called and extract them?
i have an example vmf for a bms mod i was working [url]https://www.dropbox.com/s/98szpt1kyfg0tuz/security.vmf?dl=0[/url] if you don't use it in BMS you'll have to edit the veihcle model
I'm trying to get back into mapping, but I can't find info on how to set up Hammer for Half-Life 2: Episode 1 & 2 after Steampipe.
the Hammer.exe is in the half-life 2/bin folder and should already be setup for hl2/ep1/ep2
Well, it's not: only Half-Life 2 is available, despite both episodes remaining installed.
If it matters, I installed them in reverse order, and my Steam library is on my secondary drive.
I also have Half-life 2: Update installed, but that shouldn't matter. Should I try reinstalling them?
go into the bin folder and look for GameConfig.txt delete that then verify the HL2 ep1 ep2 games that should sort it out
[QUOTE=Hochi;52646488]the flashing blue and red[/QUOTE]
Place two light entities, one red and blue in color, name both - for example "light_red" and "light_blue"
In the Flags of both lights, set them both to "Initially Dark"
Place a logic_relay, name it whatever, such as "lights_relay"
In the Outputs, Add these outputs in the same order:
[code]
OnTrigger > light_red > TurnOn
[/code]
[I](tells the red light to turn on immediately)[/I]
[code]
OnTrigger > light_red > TurnOff > Delay: 0.5
[/code]
[I](tells the red light to turn off after 0.5 seconds, play around with the speeds to make it suit your tastes)
[/I]
[code]
OnTrigger > light_blue > TurnOn > Delay: 0.5
[/code]
[I](tells the blue light to turn on after 0.5 seconds, set it to the same delay as the previous output, otherwise there will be a moment of darkness with both lights turned off)
[/I]
[code]
OnTrigger > light_blue > TurnOff > Delay: 1
[/code]
[I](tells the blue light to turn off after yet another 0.5 seconds has passed)[/I]
[code]
OnTrigger > lights_relay > Trigger > Delay 1
[/code]
[I](tells the logic_relay to trigger itself again after 1 second, this will make it loop indefinitely)
[/I]
Now you have your flashing lights set up that you can easily enable and disable them whenever you want, with a button or whatever you want.
They won't be flashing automatically when you load the map though, for this you can place a logic_auto, and in it's Outputs, add:
[code]
OnMapSpawn > lights_relay > Trigger
[/code]
[QUOTE=taz0;52646785]go into the bin folder and look for GameConfig.txt delete that then verify the HL2 ep1 ep2 games that should sort it out[/QUOTE]
That did it, thanks. It doesn't ask it at startup, but I can now change the game from the options before restart.
Anyone know how to set tool textures & such visible/invisible? I can't for the life of me find that again.
[QUOTE=Talvy;52646874]That did it, thanks. It doesn't ask it at startup, but I can now change the game from the options before restart.
Anyone know how to set tool textures & such visible/invisible? I can't for the life of me find that again.[/QUOTE]
You can toggle tool textures in the auto vis-groups box on the right.
[QUOTE=VaSTinY;52646860]
They won't be flashing automatically when you load the map though, for this you can place a logic_auto, and in it's Outputs, add:
[code]
OnMapSpawn > lights_relay > Trigger
[/code][/QUOTE]
If I want to make it flash on spawn, should I take the outputs from logic_relay and put them into the logic_auto? When I load up my map with both the relay and auto placed, I see the red light flash for a second but then it's replaced by the blue light which won't flash
so i have bsp file wich contains textures i need how can i get them?
use bspsrc to decompile the level and extract the textures when you etracted them any textures in a folder called map delete that folder those textures are only cubemaps and of no use to you
[QUOTE=taz0;52649994]use bspsrc to decompile the level and extract the textures when you etracted them any textures in a folder called map delete that folder those textures are only cubemaps and of no use to you[/QUOTE]
snip
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