Hey guys, back with huge question! Im wondering how i can make a manual code folder for my game(like for Half-Life 2: Example, it would be HL2E in the C Local Disk)? Im wondering how i can copy one from my actual game and edit it for a beta version, so instead of HL2RS it would be HL2RSB! Please tell me how i can do that without Source SDK because it wont work that way!
On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak <wave....@hotmail.com> wrote: > Well, normally it shouldn't interfere with your mod in any way, but you > can only verify that yourself by testing. I do remember a case where a > breaking change was made in the 2013 SDK quite a while ago, but that was > announced in a Steam community and on this mailing list. > > If I'm not mistaken, the SDK Base contains just the engine.dll itself (and > a lot of other components it depends on, of course), which in turn loads > your server and client code. That means if the interfaces between those > modules have not changed in a way that would break compatibility, there > should be nothing for you to worry about. > ------------------------------ > From: Gavin Isgar <gisg...@gmail.com> > Sent: 12.04.2015 00:13 > To: Discussion of Half-Life Programming <hlcoders@list.valvesoftware.com> > Subject: Re: [hlcoders] Modding Problems > > I wanted to use Source SDK Base 2007 for a reason. But my question still > hasn't been answered. > > > On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires <st...@swires.me> wrote: > > If you're starting a new mod (which it sounds like you are), you should > not be using the 2007 base at all. > > On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar <gisg...@gmail.com> wrote: > > Hey guys, back with another question! So i just saw awhile ago that Source > SDK Base 2007 got updated. My mod uses Source SDK Base 2007 and i was > wondering, do the updates interfere with the mod in anyway? Thanks for the > help! > > On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar <gisg...@gmail.com> wrote: > > Thanks Stan! > > > On Fri, Apr 3, 2015 at 8:42 PM, Stan R. <ca...@inbox.ru> wrote: > > You dont need to use VPKs to add sounds to your mod, just put them in > yourmod/sound/ folder. You dont need to touch sources and build solution at > all, weapon sounds defined in weapon script file (scripts/weapon_smg1.txt > for example) and sound definition scripts (game_sounds_weapons.txt, > game_sounds_player.txt). Yes, they should be WAV 44khz/16bit. No, you can > use any length you want. > > > Пятница, 3 апреля 2015, 20:33 -04:00 от Gavin Isgar <gisg...@gmail.com>: > > Hey guys, im back with a question. I've been trying everything to > change the weapon sounds of weapons but i cant find a very "precise" > tutorial on how, and most are outdated. Do i need VPKs? Do i need to > rebuild the game solution in Visual Studio after sound replacement? Do they > have to be in WAV format and does the sound files need to be a certain > length of time? Long story short, can anyone please tell me a very precise > tutorial on replacing sounds on mods! Thanks! > > On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay <tom_clay...@live.com > <https://e.mail.ru/compose/?mailto=mailto%3atom_clay...@live.com>> wrote: > > You don't need a VPK to use the sounds, if you place them in the sounds > folder, then into a respective sub directory they will work fine. > > > > On Apr 1, 2015, at 9:15 PM, Minh Le <minh...@telus.net > <https://e.mail.ru/compose/?mailto=mailto%3aminh...@telus.net>> wrote: > > If you google, "make vpk" > you'll find a bunch of tutorials. This video looked helpful > https://www.youtube.com/watch?v=P3ILjexx0cE > > On 4/1/2015 5:01 PM, Gavin Isgar wrote: > > Hey guys, im back again! I'm having trouble figuring out how to make vpk's > to use for sounds for my mod and how to convert the sound files for use in > Source! Can someone please leave a nice tutorial(text tutorial) on how to > do this. > > On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar <gisg...@gmail.com > <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote: > > Thanks Jesse, you saved my life lol. > > > On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak <wazanato...@gmail.com > <https://e.mail.ru/compose/?mailto=mailto%3awazanato...@gmail.com>> wrote: > > Yes use gcf scape and look in the games vpks the ones you want are the > directory vpks which use _dir > On Apr 1, 2015 3:21 PM, "Gavin Isgar" <gisg...@gmail.com > <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote: > > I've checked all sound folders in the games but don't see any sounds > themself. Do i have to use GCFScape or something? Sorry if i sound like i > have no experience, i've just been very tired recently and didnt get a lot > of sleep. > > On Wed, Apr 1, 2015 at 11:30 AM, Tony "omega" Sergi <omegal...@gmail.com > <https://e.mail.ru/compose/?mailto=mailto%3aomegal...@gmail.com>> wrote: > > What do you think your mod is running off of? > You have the base source content, which includes all of the sounds and > soundscripts for hl2, ep1, ep2, lost coast, etc. Plus if you own tf2 or any > of the other valve games you can easily look at their files too. > > On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar <gisg...@gmail.com > <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote: > > My mod didn't come with existing sound files. I've also read the developer > wiki, but i didn't find much, so i'm asking you. > > > On Wed, Apr 1, 2015 at 12:43 AM, Tony "omega" Sergi <omegal...@gmail.com > <https://e.mail.ru/compose/?mailto=mailto%3aomegal...@gmail.com>> wrote: > > open existing sound files and sound scripts and look. also read the > developer wiki. > > On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar <gisg...@gmail.com > <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote: > > Hey guys, i have another question! How do i change weapon sound for my > mod? What format does it have to be and what files do i need to edit? Long > story short, i need to know everything about changing the sounds please! > > On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar <gisg...@gmail.com > <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 <capt...@qis.net > <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 <gisg...@gmail.com > <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> > Date: 03/28/2015 10:36 PM (GMT-05:00) > To: Discussion of Half-Life Programming <hlcoders@list.valvesoftware.com > <https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com>> > > Subject: Re: [hlcoders] Modding Problems > > Alright I guess > > On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann <schumann....@gmail.com > <https://e.mail.ru/compose/?mailto=mailto%3aschumann....@gmail.com>> > wrote: > > Other than that I'd just use the images from Half-Life 2 as a base. > > On 29 March 2015 at 12:20, Gavin Isgar <gisg...@gmail.com > <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote: > > Tom, i checked that but, to be honest, i didnt understand it a bit. > Anything else? > > On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann <schumann....@gmail.com > <https://e.mail.ru/compose/?mailto=mailto%3aschumann....@gmail.com>> > wrote: > > There's some information on that at > https://developer.valvesoftware.com/wiki/Background#Images > > On 29 March 2015 at 09:09, Gavin Isgar <gisg...@gmail.com > <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote: > > Hey guys, im having another problem again and couldnt find a fix on the > internet. I dont know the right size for chapter thumbnails, what size do i > make the picture(not the vtf or vmt)? > > On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar <ben.lu...@gmail.com > <https://e.mail.ru/compose/?mailto=mailto%3aben.lu...@gmail.com>> wrote: > > The two dots means "parent directory". You start in materials/vgui, go > up one to materials, then to materials/logo and > materials/logo/hl2rslogo1.vmt. > > On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar <gisg...@gmail.com > <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>> wrote: > > Yea Jesse, here's how i fixed it! So in my materials folder, i made a > logo > > folder, inside i put both put the vmt and vtf file with the same name. > > Inside the vmt file, i put: > > > > "UnlitGeneric" > > { > > "$basetexture" "logo/hl2rslogo1" > > "$nolod" 1 > > "$translucent" 1 > > } > > > > The path automatically detects the material folder, so just put the > folder > > and the name of both the vmt and vtf file(no extension). Then in my > > gamelogo.res in my resource folder, i put: > > > > Resource/GameLogo.res > > { > > GameLogo > > { > > ControlName EditablePanel > > fieldName GameLogo > > xpos 0 > > ypos 0 > > zpos 50 > > wide 400 > > tall 100 > > autoResize 1 > > pinCorner 0 > > visible 1 > > enabled 1 > > offsetX -20 > > offsetY -15 > > } > > > > Logo > > { > > ControlName ImagePanel > > fieldName Logo > > xpos 0 > > ypos 0 > > zpos 50 > > wide 400 > > tall 100 > > visible 1 > > enabled 1 > > image ../logo/hl2rslogo1 > > scaleImage 1 > > } > > } > > > > The dots in the path specify how many folders are before vmt and vtf, > but i > > rather just do it like this: > > > > 2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1 folder, 1 > > file! If it was material/logo/hl2rslogo1 it would be 3 dots. Thats how i< > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > > > > -- > -Tony > > _______________________________________________ > 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 > > > > _______________________________________________ > 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 > > > > > > _______________________________________________ > 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 > > >
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