• VALVE CUT CONTENT V2+1: Digging through Valve's trash since 2003!
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[QUOTE=95Navigator;52778994]Yes those convars are already defined, with values straight out of the Beta. The problem isnt the damage - when the Bullsquid spits, no spit ball even comes out of his attachment. The spit animation plays out - the Bullsquid is definitely trying to kill his targets - but since no spit grenade comes out, no damage. Same thing with melee attacks. Tried porting the Female Assassin today - same thing is happening. She fires her pistols, but no damage is done. Not even a muzzleflash comes out. What am I missing? :([/QUOTE] Put either DevMsg or Msg calls in the event cases. Like this [CODE] switch( pEvent->event ) { case BSQUID_AE_SPIT: { if ( GetEnemy() ) { ///////////////////////////////////////////////////////////////// Msg("Commensing spit attack!\n" ); ///////////////////////////////////////////////////////////////// Vector vSpitPos; GetAttachment( "Mouth", vSpitPos ); Vector vTarget = GetEnemy()->GetAbsOrigin(); Vector vToss; CBaseEntity* pBlocker; float flGravity = SPIT_GRAVITY; ThrowLimit(vSpitPos, vTarget, flGravity, 3, Vector(0,0,0), Vector(0,0,0), GetEnemy(), &vToss, &pBlocker); CGrenadeSpit *pGrenade = (CGrenadeSpit*)CreateNoSpawn( "grenade_spit", vSpitPos, vec3_angle, this ); //pGrenade->KeyValue( "velocity", vToss ); pGrenade->Spawn( ); pGrenade->SetThrower( this ); pGrenade->SetOwnerEntity( this ); pGrenade->SetSpitSize( 2 ); pGrenade->SetAbsVelocity( vToss ); // Tumble through the air pGrenade->SetLocalAngularVelocity( QAngle( random->RandomFloat( -100, -500 ), random->RandomFloat( -100, -500 ), random->RandomFloat( -100, -500 ) ) ); AttackSound(); CPVSFilter filter( vSpitPos ); te->SpriteSpray( filter, 0.0, &vSpitPos, &vToss, m_nSquidSpitSprite, 5, 10, 15 ); } } break; case BSQUID_AE_BITE: { ///////////////////////////////////////////////////////////////// Msg("Biting target!\n" ); ///////////////////////////////////////////////////////////////// // SOUND HERE! CBaseEntity *pHurt = CheckTraceHullAttack( 70, Vector(-16,-16,-16), Vector(16,16,16), sk_bullsquid_dmg_bite.GetFloat(), DMG_SLASH ); if ( pHurt ) { Vector forward, up; AngleVectors( GetAbsAngles(), &forward, NULL, &up ); pHurt->ApplyAbsVelocityImpulse( 100 * (up-forward) ); pHurt->SetGroundEntity( NULL ); } } break; [/CODE] Then compile and see if these messages appear in the console during attacks. If not, then the animevents weren't placed in the anims, and the model should be edited. If they do appear, it gets a bit more complicated and will require a closer look at the code you're using... there's already CGrenadeSpit in Ep2 codebase, used by the antlions, and it takes a different set of instructions in order to spawn and lauch it, so maybe there's intereference between old code and new functionality. [editline]14th October 2017[/editline] Oh, I see. Well there's simply no animevents declared in your QC. They're all one-line declaration, where's stuff like $sequence spit "spit.smd" fps 30 ACT_RANGE_ATTACK1 1 { { event AE_SPIT 15 } } where AE_SPIT needs to be defined in your code, too?
[QUOTE=JasperCarmack;52778900] [video=youtube;NjWQ6ZjC0j4]https://www.youtube.com/watch?v=NjWQ6ZjC0j4[/video] [/QUOTE] Where can i get that map?
[B]fadein 0.2 fadeout 0.2[/B] Valve rarely ever uses them, however for some reason Crowbar decides to add those lines to every $sequence (this can sometimes mess up blending) edit: meant to quote that post, but failed
[QUOTE=Cvoxalury;52779016]Put either DevMsg or Msg calls in the event cases. Like this [CODE] switch( pEvent->event ) { case BSQUID_AE_SPIT: { if ( GetEnemy() ) { ///////////////////////////////////////////////////////////////// Msg("Commensing spit attack!\n" ); ///////////////////////////////////////////////////////////////// Vector vSpitPos; GetAttachment( "Mouth", vSpitPos ); Vector vTarget = GetEnemy()->GetAbsOrigin(); Vector vToss; CBaseEntity* pBlocker; float flGravity = SPIT_GRAVITY; ThrowLimit(vSpitPos, vTarget, flGravity, 3, Vector(0,0,0), Vector(0,0,0), GetEnemy(), &vToss, &pBlocker); CGrenadeSpit *pGrenade = (CGrenadeSpit*)CreateNoSpawn( "grenade_spit", vSpitPos, vec3_angle, this ); //pGrenade->KeyValue( "velocity", vToss ); pGrenade->Spawn( ); pGrenade->SetThrower( this ); pGrenade->SetOwnerEntity( this ); pGrenade->SetSpitSize( 2 ); pGrenade->SetAbsVelocity( vToss ); // Tumble through the air pGrenade->SetLocalAngularVelocity( QAngle( random->RandomFloat( -100, -500 ), random->RandomFloat( -100, -500 ), random->RandomFloat( -100, -500 ) ) ); AttackSound(); CPVSFilter filter( vSpitPos ); te->SpriteSpray( filter, 0.0, &vSpitPos, &vToss, m_nSquidSpitSprite, 5, 10, 15 ); } } break; case BSQUID_AE_BITE: { ///////////////////////////////////////////////////////////////// Msg("Biting target!\n" ); ///////////////////////////////////////////////////////////////// // SOUND HERE! CBaseEntity *pHurt = CheckTraceHullAttack( 70, Vector(-16,-16,-16), Vector(16,16,16), sk_bullsquid_dmg_bite.GetFloat(), DMG_SLASH ); if ( pHurt ) { Vector forward, up; AngleVectors( GetAbsAngles(), &forward, NULL, &up ); pHurt->ApplyAbsVelocityImpulse( 100 * (up-forward) ); pHurt->SetGroundEntity( NULL ); } } break; [/CODE] Then compile and see if these messages appear in the console during attacks. If not, then the animevents weren't placed in the anims, and the model should be edited. If they do appear, it gets a bit more complicated and will require a closer look at the code you're using... there's already CGrenadeSpit in Ep2 codebase, used by the antlions, and it takes a different set of instructions in order to spawn and lauch it, so maybe there's intereference between old code and new functionality. [editline]14th October 2017[/editline] Oh, I see. Well there's simply no animevents declared in your QC. They're all one-line declaration, where's stuff like $sequence spit "spit.smd" fps 30 ACT_RANGE_ATTACK1 1 { { event AE_SPIT 15 } } where AE_SPIT needs to be defined in your code, too?[/QUOTE] Now it makes sense! Havent tested it yet, but it seems to be the key to unlock this. Im using the v37 model decompiler, and I make very few .qc edits before porting the model. Maybe it doesnt export the animevents? EDIT: It works! That was it! The spit now seems to fly off into the outer reaches of space, but thats something I must find out and tweak.
[QUOTE=95Navigator;52779564]Now it makes sense! Havent tested it yet, but it seems to be the key to unlock this. Im using the v37 model decompiler, and I make very few .qc edits before porting the model. Maybe it doesnt export the animevents? EDIT: It works! That was it! The spit now seems to fly off into the outer reaches of space, but thats something I must find out and tweak.[/QUOTE] You should use Crowbar, it handles leak models as perfectly as can be expected, I use it for everything. (it breaks movement and rotates sequences/collision by 90 degree, but every other tool does that) Oh but [B]ficool2[/B] is also right. fadein/fadeout could be used to some benefit but sometimes they do exact opposite of what should be done, and have to be replaced with 'snapto'. This is for example true for jumping animations.
[video]https://twitter.com/ValveTime/status/919165359822864384[/video]
[QUOTE=FlamingBlizza;52779443]Where can i get that map?[/QUOTE] I can upload it for you if you want, it's not really much to look at.
[QUOTE=Gamer#1;52779727][video]https://twitter.com/ValveTime/status/919165359822864384[/video][/QUOTE] This was also true in Unreal, if anybody remembers its Beta versions. Entire maps were originally glued together into one massive map that must have been hell for the PCs of the time.
[QUOTE=Gamer#1;52779727][video]https://twitter.com/ValveTime/status/919165359822864384[/video][/QUOTE] Can we give you the rank "ValveTime's personal Twitter bot"
[QUOTE=Gamer#1;52779727][video]https://twitter.com/ValveTime/status/919165359822864384[/video][/QUOTE] Reminds me of how Left 4 Dead 2 originally had a leftover map which consisted of the first 2 levels of The Parish as a single map. It didn't spawn zombies and there were some differences, but it was interesting to see that one map was sliced into two somewhere down the line.
so can someone help me? i port goldsource models to source and the models are effects but dont have physboxes so i can go through them (when they are npcs) and bullets cant hit them
[QUOTE=game hacker;52780036]Can we give you the rank "ValveTime's personal Twitter bot"[/QUOTE] It would be an honor to carry that title, although I doubt ValveTime would ever use me as their go-to bot...
[QUOTE=Gamer#1;52781085]It would be an honor to carry that title, although I doubt ValveTime would ever use me as their go-to bot...[/QUOTE] People speculate that in the future AI's will take over a good chunk of all human jobs, time we get a headstart on stealing theirs
So, I today started to use Crowbar, at the suggestion of Cvox up there and... I must say good job! Tons of times more stable than I was using. But there is one big problem... it rotates the viewmodels 90 degrees. the v37 compiler didnt do that... is there any .qc command to fix it?
[QUOTE=95Navigator;52781397]So, I today started to use Crowbar, at the suggestion of Cvox up there and... I must say good job! Tons of times more stable than I was using. But there is one big problem... it rotates the viewmodels 90 degrees. the v37 compiler didnt do that... is there any .qc command to fix it?[/QUOTE] You can mess with the origin in the QC with the $origin command. This will rotate the model though, not the sequences if you don't stick it after all the $sequence shtuff.
[QUOTE=Snood_1990;52781522]You can mess with the origin in the QC with the $origin command. This will rotate the model though, not the sequences if you don't stick it after all the $sequence shtuff.[/QUOTE] Thanks man. Im really having a hard time with all of this model stuff... The muzzleflash attachment of my weapon models refuses to work... *sigh* I will figure this out... Eventually.
[QUOTE=95Navigator;52781873]Thanks man. Im really having a hard time with all of this model stuff... The muzzleflash attachment of my weapon models refuses to work... *sigh* I will figure this out... Eventually.[/QUOTE] No worries. Hit me up on Steam if you're struggling. :)
[QUOTE=Akis_02;52780487]so can someone help me? i port goldsource models to source and the models are effects but dont have physboxes so i can go through them (when they are npcs) and bullets cant hit them[/QUOTE] GoldSrc models have no physic models ( ragdolls ), so you must create your own: [url]https://developer.valvesoftware.com/wiki/Collision_mesh[/url]
[QUOTE=95Navigator;52781873]Thanks man. Im really having a hard time with all of this model stuff... The muzzleflash attachment of my weapon models refuses to work... *sigh* I will figure this out... Eventually.[/QUOTE] I'll happily help you with the muzzleflash side of things if you like? (Over PM / Steam etc). I got annoyed with sources system too, the events are cryptic. It would make much more sense if you could just have a bone named 'muzzleflash' and the game would just attach one to it by default that you could later modify via a text file. Not exactly the best way to do it, but sharing because it may help someone else; I wanted to put a custom muzzleflash on the sniper rifle, but I didn't want to use the sprites/effects referenced by the SMG1/AR2/PISTOL/SHOTGUN events. So I came up with this really hacky, nasty way of doing it; The problem was that I didn't know how to attach a sprite event (say, like the little red laser glow on the front of the v_rpg). I would have loved to have made it a proper sprite so I could use a texture that just excludes black from the material to make it translucent, this would've led to a way better effect. Instead, I physically modeled the muzzleflash into the weapon mdl. I painted a really terrible 'space-pancake', which I'm still procrastinating on replacing with something better. [IMG]https://i.imgur.com/xyFW852.png[/IMG] [IMG]https://i.imgur.com/KYgYL0R.png[/IMG] I put it well out of sight where it wouldn't be accidentally seen by the player, even if they turned rapidly and the lazy weapon shifted the model to where it might be seen. Next I hooked up 3 frames in the firing animation where the muzzleflash would briefly appear in front of the rifle and expand very rapidly to simulate a growing blast; [IMG]https://i.imgur.com/7B1IgUv.png[/IMG] It worked, but the blast would be visible 'sliding' off the screen to the right as it transitioned back to its original spot, despite the fact that I didn't put any keyframes in where it did this. It was supposed to be frame 3 - in front of gun, frame 4 - well out of the way. So in the end, I animated the flash to move extremely far away from the rifle so it would be more or less behind the player (or rather, behind the view camera). The location was so far away that there is zero transition visible, and you get this; [video]https://youtu.be/s6JYNJWkiI8[/video] The problem this poses is that the effect is not that great, and it doesn't show the translucency that the standard muzzleflashes use. They are a standard image with a black backdrop, and the engine renders them as translucent, excluding the black. I did experiment for a while and try a stack of different vmts, but only "sprite" supported this from what I could find in the hl2 leak. So in the end, I had to render it as a VertexLitGeneric "VertexLitGeneric" { "$basetexture" "sprites/sniper_muzzle" "$model" "1" "$translucent" "1" "$selfillum" 1 } The translucency now depended entirely on the actual alpha map for the image. So if I were to paint up a new one like this with some decent translucency; [IMG]https://i.imgur.com/f98n2eQ.png[/IMG] [IMG]https://i.imgur.com/0rfyoME.png[/IMG] You get a new result where the muzzleflash for the gun (if it's rendered on a single plane like this one) can be whatever you want it to be, and the texture will scale to fit regardless of the resolution. [IMG]https://i.imgur.com/SEjp2lz.png[/IMG] [video]https://youtu.be/n7Y4uvt7ae8[/video] So if I wanted a 4096x4096 muzzleflash, I could easily replace the VTF and the new one will scale to fit the plane, rather than a sprite which will render a million times the size of the screen. [video]https://youtu.be/0e0NkKnv6OI[/video] One downside to this is that the effect will not exhibit the same behavior as a genuine muzzleflash event. So the muzzleflash won't rotate each time the gun is fired, but you could use alternating fire anims for that.
[QUOTE=JasperCarmack;52782933] *sniper stuff* [/QUOTE] Holy shit, I've been looking for this sniper shooting sound effect for years, where the heck did you get it/where is it from/can I have it?
[QUOTE=Milkyway M16;52784118]Holy shit, I've been looking for this sniper shooting sound effect for years, where the heck did you get it/where is it from/can I have it?[/QUOTE] [URL="https://www.dropbox.com/s/3i6jo76ustcl4tt/Sniper_Fire.rar?dl=1"]Download my custom Sniper Rifle sounds here[/URL] So way way back in 2004, there was a guy who uploaded a bunch of stuff for the hl2 leak named Taz00. One his videos involving a propaneplane involved him shooting clusters of propane cannisters and it produced an awesome explosion (both audio and visually). This is where the crazy sniper muzzleflash idea came from, but also the sound; if you combine multiple instances of distant hl2 explosions together, you get this awesome 'BA-THUMP'. I was like hell yeah, THAT is gonna my sniper muzzle sound/muzzleblast. Took 13 years but was totally worth it. Go to 1 minute 55 seconds (loud volume warning). [video=youtube;KGo4H7PnYwQ]https://www.youtube.com/watch?v=KGo4H7PnYwQ#t=1m55s[/video] So I took some recordings (See Explosounds in the archive). The ones I use in my vids are sniper_fire_cutoff and sniper_fire_balanced. Enjoy!
[QUOTE=JasperCarmack;52785757][URL="https://www.dropbox.com/s/3i6jo76ustcl4tt/Sniper_Fire.rar?dl=1"]Download my custom Sniper Rifle sounds here[/URL] So way way back in 2004, there was a guy who uploaded a bunch of stuff for the hl2 leak named Taz00. One his videos involving a propaneplane involved him shooting clusters of propane cannisters and it produced an awesome explosion (both audio and visually). This is where the crazy sniper muzzleflash idea came from, but also the sound; if you combine multiple instances of distant hl2 explosions together, you get this awesome 'BA-THUMP'. I was like hell yeah, THAT is gonna my sniper muzzle sound/muzzleblast. Took 13 years but was totally worth it. Go to 1 minute 55 seconds (loud volume warning). [video=youtube;KGo4H7PnYwQ]https://www.youtube.com/watch?v=KGo4H7PnYwQ#t=1m55s[/video] So I took some recordings (See Explosounds in the archive). The ones I use in my vids are sniper_fire_cutoff and sniper_fire_balanced. Enjoy![/QUOTE] Wow ok, so it must have been a video of yours that I saw. I just remember a video from years ago made in the leak with that sniper rifle sound effect and now that I think of it, the muzzleflash too, and you shot breen off of a 1:1 scale citadel. Does that ring any bells?
[QUOTE=Milkyway M16;52786290]Wow ok, so it must have been a video of yours that I saw. I just remember a video from years ago made in the leak with that sniper rifle sound effect and now that I think of it, the muzzleflash too, and you shot breen off of a 1:1 scale citadel. Does that ring any bells?[/QUOTE] You'll be thinking of this one. [video=youtube;NEwIrgjDEfE]https://www.youtube.com/watch?v=NEwIrgjDEfE[/video]
[QUOTE=JasperCarmack;52786632]You'll be thinking of this one. [video=youtube;NEwIrgjDEfE]https://www.youtube.com/watch?v=NEwIrgjDEfE[/video][/QUOTE] That's the one! Ah the memories.
Has anybody ported the Half-Life alpha maps into retail yet? And without the bugged textures.
[QUOTE=Mrdzone;52788033]Has anybody ported the Half-Life alpha maps into retail yet? And without the bugged textures.[/QUOTE] Still waiting on that
Hey, I know this has been asked before, but does any other image of the "Skullbreaker" shotgunner from the Episode 1 beta exist besides this one? [T]http://vignette2.wikia.nocookie.net/half-life/images/d/d8/Ep1_soldier_beta.jpg/revision/latest?cb=20090324010510&path-prefix=en[/T] I know there have been several recreations of it, so I'm guessing no original files were ever leaked of it either. Oh, also found this really badly lit image of him, which is still not much help. [T]http://combineoverwiki.net/images/8/83/Red-eyed_soldier.jpg[/T] And this HL2:DM image, but they are very far away. [T]http://combineoverwiki.net/images/2/2b/HL2DM_background.png[/T]
[QUOTE=Clatronix;52788308]does any other image of the "Skullbreaker" shotgunner from the Episode 1 beta exist besides this one? [T]http://vignette2.wikia.nocookie.net/half-life/images/d/d8/Ep1_soldier_beta.jpg/revision/latest?cb=20090324010510&path-prefix=en[/T][/QUOTE] This is the rest of the 1UP batch: [t]https://i.imgur.com/AH8aW7s.jpg[/t] [t]https://i.imgur.com/Bv48lYo.jpg[/t]
[QUOTE=Marphy Black;52788378]This is the rest of the 1UP batch: [t]https://i.imgur.com/AH8aW7s.jpg[/t] [t]https://i.imgur.com/Bv48lYo.jpg[/t][/QUOTE] Damn, that's perfect! Thank you so much Marphy!
[editline]17th October 2017[/editline] [T]https://files.gamebanana.com/img/ss/wips/59e408b24f86a.jpg[/T] [T]https://files.gamebanana.com/img/ss/wips/59e4094ae9447.jpg[/T] Here's something I've been working on, a better version of the world texture. It's not a 100% faithful recreation, especially with the ammo clips. I am pretty happy with it so far but I wish someone would make a new world model using the view model. The black scopes are a leftover from an older reskin that I abandoned. That one wasn't turning out, I could keep it or try to go more for what the view texture has. Also has anyone done what I said with the world model? I know someone on Moddb did but they never uploaded it (that or I can't find where they uploaded it to) Finally got a comparison screenshot. [T]https://files.gamebanana.com/img/ss/wips/59e673537d8f2.jpg[/T]
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