Difference between revisions of "Assistance Requests"

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:::Yes, and yes. --[[User:Charron|Charron]] 17:30, 31 Aug 2005 (PDT)
 
:::Yes, and yes. --[[User:Charron|Charron]] 17:30, 31 Aug 2005 (PDT)
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:::: Okay, the source is there. But a tutorial explaining how to set this kind of thing up would be nice. The .vmf is very complicated, using about a million entities, and it'd be much better to have the process broken down and explained in an article as opposed to trying to work out what each of the 50 logic_relay's do. --[[User:Graham|Graham]] 11:53, 2 Sep 2005 (PDT)
  
 
* In HL2 savegames are named by their chapter title but there's no clear way to achieve the same thing for custom maps (their saves take the map filename). Anyone know? I'm pretty sure it's nothing to do with worldspawn. --[[user:TomEdwards|TomEdwards]] 03:21, 1 Sep 2005 (PDT)
 
* In HL2 savegames are named by their chapter title but there's no clear way to achieve the same thing for custom maps (their saves take the map filename). Anyone know? I'm pretty sure it's nothing to do with worldspawn. --[[user:TomEdwards|TomEdwards]] 03:21, 1 Sep 2005 (PDT)

Revision as of 18:53, 2 September 2005

Introduction

This page is intended for questions not already covered within the SDK FAQ or the Tutorials sections.

This page is for:

  • Tutorial/article requests.
  • General material requests. Materials should be provided in a raw format, such as .vmf, so others can see how it was done. Be vague. General requests will be more helpful for the community.
  • Questions towards the Valve team. This should keep their Talk pages clean, especially if the person to direct the question to may not be obvious.
  • Answering questions posed here. Simply place the answer directly after the question, indented to be a clear difference. Further discussion should be kept to Talk pages to keep this page clear, if it does not clearly benefit the community.
  • Posting requested materials. Upload them to your own webspace, and put the links here.

This page is not for:

  • Editorializing. If you don't like someone's idea leave them alone.
  • Mod recruiting. Create a page in the appropriate category and request help from there. Feel free to use the Template:Recruiting template. Check out an example here.
  • Specific requests. Do not ask someone to create a player model for you, but you can ask for details about making your own.

This page will be split into more specific pages if it is needed.

Programming

  • A more in depth tutorial or sample of advanced material shaders would be nice. I am trying to implement dynamic lighting and dynamic environment reflections on an object, and am having some difficulty.
    • Why are only 2 lights created in the common_vs_fxc.h file (cLightInfo[2]).
    • Where do these lights get passed in (in the .cpp file?)?
    • Can I have 5 render targets and render 5 passes of the world each frame (or at least to one view each frame, switching views each frame)?
    • Can I manipulate the camera with my own transforms and remove the object (the one I want to have reflections) when I'm rendering the reflection render targets?
    • Is there already functionality to do all or some of the features I'm trying to implement?

I'm already solid with the postprocessing effects pipeline, but the material shader system seems to function a bit differently. While I've been able to pass variables from the render to postprocessing shaders, I haven't been able to pass variables to material shaders. It would be really nice to have the TDD or some official docs for the shader system, but I know that's not possible, so if there is any way to answer some of these issues, I would greatly appreciate the help.

Thanks!

Level Design

  • A tutorial detailing the creation of the intro sequence of Half-Life 2, with specific focus placed upon the graphical effects used during the G-Man's speech (switching to black and white, warping the depth of field as you appear on the train, scenes from the citadel appearing overlayed on the G-Man's model, etc). I'm assuming these things are done with things already implemented in the code that can be summoned by the level designer at will. The source to this part of the intro level would also be a helpful addition to the SDK.
I thought the source to the intro level was included with the SDK. It's the first train station VMF, correct? --Campaignjunkie 15:56, 31 Aug 2005 (PDT)
Yes, and yes. --Charron 17:30, 31 Aug 2005 (PDT)
Okay, the source is there. But a tutorial explaining how to set this kind of thing up would be nice. The .vmf is very complicated, using about a million entities, and it'd be much better to have the process broken down and explained in an article as opposed to trying to work out what each of the 50 logic_relay's do. --Graham 11:53, 2 Sep 2005 (PDT)
  • In HL2 savegames are named by their chapter title but there's no clear way to achieve the same thing for custom maps (their saves take the map filename). Anyone know? I'm pretty sure it's nothing to do with worldspawn. --TomEdwards 03:21, 1 Sep 2005 (PDT)
  • Haven't been able to get func_trackautochange to work in HL2, even when triggered. --wisemx 08:21, 2 Sep 2005 (PDT)

Modeling

  • There is no tutorial on how to make breakable models (like the table or board) that allows you to pick up the broken pieces again. For example... I try to make a new exploding barrel, but I cannot pick up the pieces of the barrel like you can with the valve exploding barrel. How do you do this? Is it possible?

Mods

No Chapter Title
  • I am trying to figure out how to get the chapter title to appear when you start a new game for a mod I am making. I have gotten as far as getting the first chapter to appear in the new game dialog (no problem there), as well as getting a image to be displayed properly for the chapter (also easy) but I can't seem to figure out how to get the Chapter title to appear. All I get is #destiny_Chapter1_Title for a chapter title. (BTW: Destiny is the name of my mod.) See thumbnail image. It would really help if there was a clear easy tutorial that showed how to create new chapters for a mod and have the chapter title be displayed.
Try resources/modname_english.txt and friends - the HL2 originals should be a decent guide as to what to do. I think they live in source_engine.gcf or similar. A tutorial is still definitely needed! --Cargo Cult 15:18, 30 Aug 2005 (PDT)
I have completed a tutorial on how to add chapters to your mod. See Adding chapters to your mod --Created by: X 13:29, 31 Aug 2005 (PDT)

Misc

  • Need a tutorial on how to setup and use multiple computers to compile maps using the VMPI tool? --Created by: X 15:00, 31 Aug 2005 (PDT)
It isn't out yet. --TomEdwards 01:35, 2 Sep 2005 (PDT)
  • I am seeking a way of unlocking chapters in my mod but I do not know how. For example when playing HL2 you play a few maps thru the game and then when you goto the new game dialog and you see that chapter 2 has been unlocked and you can start a new game starting from chapter 2. How do we unlock chapters for our own mods? Do we do it in the maps using hammer or is there a script file or source code we need to edit? I have already provided a tutorial on how to Add chapters to your mod. But the last thing I need to figure out is how to unlock chapters as the player plays thru the game. A tutorial or quick description on this would be really helpfull --Created by: X 14:54, 1 Sep 2005 (PDT)
Search for sv_unlockedchapters in your sdk code -ts2do
I am aware of the sv_unlockedchapters console command, as well as it's presense in cfg/config.cfg that does not help me. I need to find out how valve unlocked there chapters simply by playing thru a sequence of maps. Or better yet, a way to unlock chapters by setting up triggering an entity in hammer. --Created by: X 22:30, 1 Sep 2005 (PDT)
I've no idea if it's the 'right' way of doing it, but there's always the point_clientcommand entity... --Cargo Cult 01:58, 2 Sep 2005 (PDT)