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

Reply via email to