Difference between revisions of "Answered Help Desk Questions"

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So I've got a func_tracktrain that follows a series of path_tracks in order to make the top section of a moving crane. This all works swimmingly. Now I want a lower part for the crane that can raise and descend in order to pick things up. I've created this with a func_movelinear (and some ropes for effect). It moves a total of 224 units straight down when fully extended. When it's not parented to the train, it works fine - it descends and raises as you would expect. However, as soon as I parent it to the train, using the "open" input that would usually lower the crane causes it instead to go '''upwards''' and along a negative X axis. I initially thought that some weirdness was causing it to move to the world origin (0,0,0), but it's nowhere near. In fact, it appears to be moving 448 units (twice the movement amount set in the func_movelinear properties) along the x axis. Help? --[[User:PiMuRho|PiMuRho]] 08:53, 13 Apr 2006 (PDT)
 
So I've got a func_tracktrain that follows a series of path_tracks in order to make the top section of a moving crane. This all works swimmingly. Now I want a lower part for the crane that can raise and descend in order to pick things up. I've created this with a func_movelinear (and some ropes for effect). It moves a total of 224 units straight down when fully extended. When it's not parented to the train, it works fine - it descends and raises as you would expect. However, as soon as I parent it to the train, using the "open" input that would usually lower the crane causes it instead to go '''upwards''' and along a negative X axis. I initially thought that some weirdness was causing it to move to the world origin (0,0,0), but it's nowhere near. In fact, it appears to be moving 448 units (twice the movement amount set in the func_movelinear properties) along the x axis. Help? --[[User:PiMuRho|PiMuRho]] 08:53, 13 Apr 2006 (PDT)
 
:It looks like specific engine weirdness. I used a second func_tracktrain parented to the original instead --[[User:PiMuRho|PiMuRho]] 00:55, 15 Apr 2006 (PDT)
 
:It looks like specific engine weirdness. I used a second func_tracktrain parented to the original instead --[[User:PiMuRho|PiMuRho]] 00:55, 15 Apr 2006 (PDT)
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[[Category:Help]]

Revision as of 13:10, 29 August 2006

To do: The contents of this page should be integrated with other articles, the FAQ, etc, preferably in a manner in which it shows up in a search. As this is done, the information can then be deleted from this page.

Template:Archive

Answered Questions

func_tank question

I have a multiplayer map that uses 1 or more (about 5 or 6) func_tanks. None of them seem to fire any bullets, but I can turn them around on me and kill myself with them. I get an error in the console, at times, times I can't pinpoint. I think it's either when a bullet hits me or is fired, but the error is "Master was null or not a master!". It also doesn't have any sound, and I've been asking around for a few days. Func_tankrockets and func_tankpulselasers seem to work fine though. Any help would be ENORMOUSLY appreciated, thanks. --Eaglebird

Also, it doesn't work with(or in, rather) any other mods/games. Same problems. I'm going to try finding an instance where it worked, if at all, in multiplayer, and move it over to a new map and see what, if any, the problem is. --Eaglebird

Take a look at func_tank - it does not work in HL2:DM.
Better look here - dutchmega

Animation Help

Help me please, I am not an animator, but I am trying to get an animation i did for a weapon to work. I don't know if my problem is in my .qc or if the problem is in the .smd, or somthing else. In my qc I have $modelname weapons/v_crossbow.mdl $body studio "v_crossbow.smd" $origin 0 0 68 $cdmaterials "mytex" $scale 50 $surfaceprop "weapon" $sequence idle01 "v_crossbow.smd" fps 1 $sequence fire "test2" snap fps 30 activity ACT_VM_PRIMARYATTACK 1 I have a test2.smd animation for the fire sequence, but when I compile the weapon, then load it up in the game, when I shoot, it disappears, what should I do? Thanks, Cubedude 11:56, 22 Apr 2006 (PDT)

Check it in HLMV, if the animation plays correctly. If it does, it might be related that the reload animation is played after the crossbow is fired and/or an animation with the bolt missing is loaded. Of course you can use your test2 animation for that, however make sure you trigger the same events as in the original .qc, otherwise similar problems might appear...
Note:A viewmodel doesn't need $surfaceprop. --Vaarscha 14:15, 22 Apr 2006 (PDT)
For some reason I didnt think of that, Thanks. Cubedude 15:55, 22 Apr 2006 (PDT)
The problem was that I had the bones Max Influences set to high, and the engine didnt support it. Cubedude 13:40, 28 Jul 2006 (PDT)

Shooting Allies

What's the easiest way to make a map where you will be able to shoot rebels? Let me specify: I can make them shoot at me but I can't shoot back because I can't hurt my "friends". How do I disable this "god mode" of theirs? --Andreasen 06:49, 7 Apr 2006 (PDT)

Have you tried hurting them by taunting them, calling them fat and so on? ... Alternatively, for a less psychological route - is there some 'reciprocal' flag for the ai_relationship thingy? —Cargo Cult (info, talk) 10:59, 7 Apr 2006 (PDT)
Oh, there's an entity for these things? :) I changed their relationship through a relation input into the NPC directly. Thanks. :) --Andreasen 02:18, 8 Apr 2006 (PDT)

Selling your MOD

If a team makes a professional modification using the HL2 SDK, is it able to sell it through Steam as opposed to offering it as a free third-party product? Or do Valve make the calls on these ones, forcing the developers to hope to God that Valve will see, like and sell the modification? --Janzak 08:00, 17 Feb 2006 (PST)

I'm fairly sure that Valve would make the call about what goes on Steam; note that this is no different to the problem faced by console developers who need to get their games approved by Sony/MS/Ninty before they can even release their game let alone charge for it. --Superpig 19:45, 06 Mar 2006 (GMT)
You do not own the engine, you need to pay VALVe for the engine (called licensing). Either that or VALVe buys the modification off of you and then takes full ownership of it. View the Source Engine Licensing page. --Steamfraiser 07:55, 22 Mar 2006 (PST)

Vanishing Source SDK Mod Settings

I had a setting for my mod in the source sdk list, but after the last update it has vanished. I can't select my mod on the drop-down list at the bottom any more. How can I add it back in? Thanks. - RodeoClown 00:35, 22 Mar 2006 (PST)

Found Talk:Removing_Game_Configurations, which shows which file to remove the mod details from (GameConfig.txt in your sourcesdk\bin folder). I followed this in reverse (copied the Half-life 2 section, renamed) to add my mod back in - just setting details where necessary.- RodeoClown 14:04, 22 Mar 2006 (PST)
I think there's also a vconfig tool or something for doing it graphically - it's useful for adding things which aren't quite full mods, like my own MINERVA. It's in the same directory as the rest of the Source SDK executables, anyway. —Cargo Cult (info, talk) 14:49, 22 Mar 2006 (PST)

Model recompiling

Recompilingissue.jpg

I used the latest version of mdldecompiler to decompile models/Humans/Group01/male_09.mdl. The face appears fine in editors (MilkShape 3D & gmax) but the problem occurs when I recompile it. The facemap goes crazy.—ts2do 16:59, 26 Feb 2006 (PST)

Try recompiling the texture. Check out this link. -- Sodabus 20:56, 26 Feb 2006 (PST)
This might not help much but a human model has two textures, one for the body and one for the face. The problem seems to be that the model only uses the body texture. --Deadity 04:10, 27 Feb 2006 (PST)
Problem's been solved already...Now I need help getting eyelids working—ts2do 06:56, 28 Feb 2006 (PST)
(Bump)—ts2do 17:35, 2 Mar 2006 (PST)
I did a quick copy of the eyelid data from %sdkcontent%\hl2\modelsrc\humans_sdk\Male_sdk\Male_06_sdk.qc and got some of the eyelid flexes moving. I've barely done any eyelid work before, so I don't think I can help you any further. -- Sodabus 08:01, 3 Mar 2006 (PST)
Problem solved...it seems mdldecompiler messes up the referenced frames for each position of the eyelids—ts2do 18:40, 4 Mar 2006 (PST)

Here's the fix:

     eyelid  upper_right "soldier_expressions" lowerer 1 -0.218500 neutral 10 0.166800 raiser 12 0.265000 split 0.1 eyeball righteye
     eyelid  lower_right "soldier_expressions" lowerer 23 -0.301000 neutral 20 -0.211900 raiser 24 -0.040300  split 0.1 eyeball righteye
     eyelid  upper_left "soldier_expressions" lowerer 3 -0.218500 neutral 31 0.166800 raiser 34 0.265000 split -0.1 eyeball lefteye
     eyelid  lower_left "soldier_expressions" lowerer 41 -0.301000 neutral 40 -0.211900 raiser 42 -0.040300  split -0.1 eyeball lefteye

ts2do 19:48, 18 Mar 2006 (PST)

DoD models in Counter-Strike

Would it be ok to use Day of Defeat models in Counter-Strike: Source, by compiling them in the cstrike folder.--Deadity 05:11, 20 Feb 2006 (PST)

You must receive permission directly from Valve. If you include DOD:S content in CS:S and share your work you have directly violated the Steam E.U.L.A. by bypassing Steam to distribute Steam specific content. --wisemx 04:43, 27 Feb 2006 (PST)
Hold your horses dude, I haven't violated anything. Im just asking.--Deadity 06:56, 27 Feb 2006 (PST)
I think this is fine...just extract them corresponding files using GCFScape, it may not work though because of model consistency...they don't want people making player models that show exactly where a player is in the PVS—ts2do 19:53, 18 Mar 2006 (PST)

Metal Grate Texture Problem

I have a brush that has a metal grate texture on it. When I compile and run the map, the grate appears as though no light is falling on it. It is just black (except for the transparent areas which are fine). I tried a different grate texture on the brush and had the same problem. The texture I am using is metal/metalgrate013b. I went to the forums first to look and see if anyone else had my problem, but that site isn't working. Anyway, does anyone know what the problem is and how to fix it? --Font38 20:46, 17 Jan 2006 (PST)

The problem was that the brush in question was a func_wall entity for some reason. So I deleted and reconstructed the brush, along with the other 2 brushes that make up my small metal grate bridge that crosses over a small water channel. After doing this, the metal grate brushes render properly when I compile and run the map.--Font38
If a brush renders completely black like that, you should assume that the brush is bound to an entity and that entity's the color keyvalue is set to 0 0 0 and therefore is black.—ts2do

Transparency in models

I've created a mesh which requires a part of it to be semi-opaque. The vtf has an appropriate alpha map (white for the bulk of the model, grey for the "window".) The associated .vmt file has the transluceny flag set. The issue is that, while the window area is correctly semi-opaque, parts of the mesh are visible through itself. It's not semi-opaque, because other objects aren't visible through it. I've checked and re-checked both the mesh and the material, and can't see any obvious issues - is there some kind of inherent problem with semi-opaque meshes? --PiMuRho 09:10, 23 Jan 2006 (PST) The issue of rendering translucent materials has been addressed as a hardware issue...if you try using alphatest (boolean transparency) it will render fine if I understand what you're saying...it may not be what you want but it will help identify the issue—ts2do 20:33, 23 Jan 2006 (PST) Yes, the problem goes away if add $alphatest to the VMT, but then it no longer renders the window at all. I've come to the conclusion that you can't have transparent sections on models using $translucent. Instead, I split the mesh into two parts - main bulk and window - and did it that way. --PiMuRho 23:26, 23 Jan 2006 (PST)

Disappearing Models

I've got sliding doors in my current map, and I just went through and replaced each pair with prop_dynamics. Now, when they open, some of the doors turn invisible just before they reach their fully open position. The bizarre thing is that it only happens on sets of doors that are aligned on the X axis. Y-aligned sets are fine. Sometimes it affects one door, other times two. I've copied from the working sets, rebuilt from scratch, rebuilt the models even, and it still does it. I've run out of things to try now. Help! --PiMuRho 01:46, 25 Jan 2006 (PST)

Still not entirely sure why it was only affecting certain doors, but moving the model origins to the inner edge of the doors from the centre fixed it. --PiMuRho 12:14, 25 Jan 2006 (PST)

How do I make a working floor?

Hi, I've created a house for a single player map I'm creating. However, now that I've placed some items in there with item_item_crate and prop_physics, a bed and a shelf for example, I've noticed that the floor (a basic cube brush) doesn't appear solid, all the props go straight through it. This also appears to be the case with the ground outside the house, which is a grass-textured brush above a skybox-brush (the skybox helps me see more clearly what parts of the ground I've already done and what I haven't - yes, I'm going to delete the skybox when the map is done). I also get loads of Infinite values from vphysics! in the console when the map has fully loaded, and CPU usage is constantly 100 % until finally after some interaction with the items HL2 crashes. Have I made some obvious mistake somewhere? Alt+P says no problems and no leaks are found while compiling. Thanks, Jupix 09:13, 29 Jan 2006 (PST)

Try hovering your physics prop above the ground a few inches as well as checking the compile log for errors—ts2do 10:09, 29 Jan 2006 (PST)
All right, I did that for the items I have in the map, and it helped for the most critical ones of my problems. I no longer get Infinite values from vphysics! and CPU usage is normal. However, I still experience the odd behavior of the wall brushes. I created a room just to test it and a mattress in an empty room just goes through the floor (and the walls and the ceiling) like it wasn't there. However, the edge next to the void seems solid. Is there some setting for the brush I should be looking for? Do I need to tell Hammer somehow that I want a solid brush? Or is this still likely to be a problem with overlap? Jupix 12:26, 29 Jan 2006 (PST)
Send me your VMF tsdodo@gmail.comts2do 12:29, 29 Jan 2006 (PST)
You've got mail :) Jupix 12:37, 29 Jan 2006 (PST)

You need to use prop_ragdoll for the mattress—ts2do 13:06, 29 Jan 2006 (PST)

Ah, of course. Thanks. Jupix 13:14, 29 Jan 2006 (PST)

So everyone else knows what is going on here. Ragdolls won't collide with brush entities, because ragdolls are calculated clientside. This is an optimization tradeoff that Valve made. --Spektre1 02:46, 30 Jan 2006 (PST)

2D Grid Problem

I just updated half life 2 and hammer, but when I went to use hammer the 2D grids were really screwed up. I would be so greatful if somebody could help me with this problem. thanks. Cubedude 16:41, 2 Feb 2006 (PST)

For a screenshot of this problem, see User_talk:Cubedude.

I just needed to update my graphics card. Thanks AndreasonCubedude 17:05, 7 Feb 2006 (PST)

Custom Stuff

I read the tutorial about BSPZip. I injected a file (in this case, a .wav I was going to use for music). So the file is in the BSP (I used -dir to make sure), but now, how do I make it show up in the sounds list? Could it be that I was using env_message instead of something else?

Make sure you are viewing Raw sound types. --wisemx 08:30, 1 Feb 2006 (PST)

Generating output when player uses a locked door

I'd like to trigger an event when a player tries to open a door but finds that it's locked. Unfortunately, it appears func_door, func_door_rotating and prop_door_rotating only fire outputs when they are unlocked and opening or closing, so it doesn't seem like I can just use the Entity I/O System as normal.

I have an idea or two for how I might hack my way around this: at the moment I'm thinking about a dummy, invisible, silent, unlocked door, ontop of the real locked door, that the player will successfully open and so trigger the event.

Though that'll probably work, I wondered if anyone else had any other suggestions for less hacky ways of doing it?

I'd be up for tweaking the code to hook up the use() input on the door entities to an OnUse output, but I'm not really keen on wading around in the SDK for hours just to find where to add what is presumably one or two lines of code. If someone were to point me to the right file(s) and/or lines of code, that would be very helpful. Other non-coding suggestions are very welcome too. (Just to clarify, this is for HL2 singleplayer.)

TIA. Giles 02:54, 26 Feb 2006 (PST)

Well if you're not willing to do a simple search for doors and outputs, you shouldn't be a developer!—ts2do 11:27, 26 Feb 2006 (PST)
I'm not sure, when you say search, if you mean through the SDK code or in the Wiki. If the latter, I didn't find any appropriate info under any of the door entity entries; if you meant the former, then hey, my only defence is that I'm wearing my mapper hat today and not my coder one. :)
Cubedude kindly left a suggestion on my talk page which I'll reproduce here:
I've got it, It's kinda like what you said "hacking around" But it works. What I did was I made a locked func_door_rot and then created a func_button that was also locked and invisable and as big as the door. I put the button just a unit or two in front of the door and I put an OnUseLocked output to trigger what ever I needed to, then I used the OnUseLocked Kill "Button" which i named the button. to get rid of the button. I also used a locked sound for the button so when you went to use the door "but actually used the invisable button" It sounded like a locked door. Hope this helped. If you want me to email you this map then email me at dennis@dkode.tk Cubedude 14:31, 26 Feb 2006 (PST)
I'm interested to see if anyone pops up with any other suggestions, but if they don't, I'll move this to answered in 24 hours or so. Thanks Cubedude. Giles 15:20, 26 Feb 2006 (PST)

Missing File?

I am new to this, so feel free to shove my ignorance in my face, but when I try to compile my map in Hammer, I get an error window, saying

"Unable to load c:\program files\valve\steam\steamapps\(my username)\half-life 2 deathmatch\bin\filesystem_steam.dll"

after the Compile Process Window says

    • Executing...
    • Command: "c:\program files\valve\steam\steamapps\nobody09\half-life 2 deathmatch\hl2.exe"
    • Parameters: -game "c:\program files\valve\steam\steamapps\nobody09\half-life 2 deathmatch\hl2mp" +map "dm_test"

which I guess, is what it says before it runs the map. I have searched for filesystem_steam.dll in the specified location, but it's not there. Does anybody else not have this file, or do I just need to reinstall HL2DM, or is this some other problem? --Nobody 2:05 PM, 14 Mar 2006 (CST)

The problem seems to have fixed itself- I finished the level, and after the steam platform update today , it seems to work, and the file (filesystem_steam.dll) is there. --Nobody 6:33 PM, 15 Mar 2006 (CST)

If you start playing a normal HL2DM game and go back to SDK, it is also fixed. This works also by the same Problems with CSS, DOD or HL2.

Func_movelinear parentage

So I've got a func_tracktrain that follows a series of path_tracks in order to make the top section of a moving crane. This all works swimmingly. Now I want a lower part for the crane that can raise and descend in order to pick things up. I've created this with a func_movelinear (and some ropes for effect). It moves a total of 224 units straight down when fully extended. When it's not parented to the train, it works fine - it descends and raises as you would expect. However, as soon as I parent it to the train, using the "open" input that would usually lower the crane causes it instead to go upwards and along a negative X axis. I initially thought that some weirdness was causing it to move to the world origin (0,0,0), but it's nowhere near. In fact, it appears to be moving 448 units (twice the movement amount set in the func_movelinear properties) along the x axis. Help? --PiMuRho 08:53, 13 Apr 2006 (PDT)

It looks like specific engine weirdness. I used a second func_tracktrain parented to the original instead --PiMuRho 00:55, 15 Apr 2006 (PDT)