Help Desk

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In Order to Better answer your Question along with optimization towards the page and for length needs, sections have now been added. If you have a certain problem under a topic then place in under the correct category. Not only Will this help with page length but also organization. -->

Level Design Issues

2D Viewports and selected objects in 3D Viewports Are black

Due to a recent update to the Hammer version for Orange box, it appears that the black view-port plague has returned for the time being. --Bunni 13:09, 30 April 2010 (EST)


Sentries With Infinite Ammo

In my TF2 map, I have a team-specific area guarded by pre-placed sentry guns, not upgradable, not destroyable. Though, after a while they run out of ammo, and I can't find a way to effectively refuel them. Any help? --XutaWoo 20:19, 15 June 2009 (UTC)

I suggest you try to determine when the sentry runs out of ammo, and with a few triggers/relays/spawners, remove the old and restore it with a new one. One way to do this would be to have the sentry as a template, output the number of shots it's taken, and have a counter count them. When it gets past X number of bullets, replace the sentry and reset the counter. Eaglebird 23:46, 3 May 2010 (UTC)

Corrupted Text

In the 2D views I get corrupted text with my Radeon HD 4770, apparently it happens with other 4000 series Radeon HDs as well. This is a bug Valve NEEDS to fix, it is nearly impossible to use Hammer with this bug, it may not look like much in the screenshot, though it sure is a huge issue when creating brushes! http://i206.photobucket.com/albums/bb271/benjgvps/HammerText.png

Try to enable antialiasing. SiPlus 16:35, 11 May 2010 (UTC)

One-Sided Bulletproof Glass

I am making a TF2 map and am trying to make a pane of glass that accepts bullets from one side but blocks them on the other. I tried using a displacement. It didn't work and let bullets through on either side, but it did allow me to walk through it on one side and blocked me on the other. I also tried putting the "toolsblockbullets" texture on the blocking side to no avail. What should I do? --Lank 08:15, 5 May 2009 (UTC)

I would have suggested the brush with one sided labelled as bullet-proof, but I'm not sure. Did you use it on a world brush, and not an entity? That may make a difference. Finally, if you only want to bulletproof one side, put the bullet-proof brush on that side of the glass, and tie the glass to an entity; when the glass breaks, have it remove the bullet proofing so that bullets can fly freely. Otherwise you should probably start looking into a way to alter what you're expecting, because I think what you're expecting might be somewhat of a tall order. Eaglebird 23:46, 3 May 2010 (UTC)

Unknown detail type

when I compile my map I get this error, My map still works btw.


Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!

I made my map using the ep1 engine configed for hl2:dm but I'm compiling using the orange box engine configed for HL2:EP2.

It's most likely that this texture was in episode 1 but not in episode 2,or set on diffrent names,try searching the map for blank textures,and change it to a new texture.TryRestart 06:45, 19 June 2009 (UTC)


Selecting One Side of a Hollow Figure

When I need to make a figure with 5 sides in Hammer, I use the 'lazy man's' way to make it: I make a hollow cube and then delete the top. I thought it was ctrl+mouse click (I have done it before) to select the top, but it doesn't seem to be working. Thank you in advance. Crazyking 20:33, 14 July 2009 (UTC)Crazyking

Click it, press Ctrl+U (Ungroup) then click it again. Zeph

Alternatively you could just make a four-sided spike which will create a five-sided brush. Eaglebird 23:46, 3 May 2010 (UTC)

TF2: Both Teams Spawn In One Team's Set of Spawn Points

Please note: This is not my first map, but this is the first time seeing this problem.

I have been making a payload map for TF2 and recently began adding in the respawns and info_player_teamspawn entities. Everything was fine, I even used the "Creating a Spawnroom" tutorial here to guide me. However, once I began testing it, both teams would spawn in one team's respawn and in their spawnpoints. Believe me, I have double checked every entity for anything wrong and I don't see it. I have also deleted the func_respawnroom and info_player_teamspawn entities and started over with no difference. Here's the specifics:

-16 players in each spawn room

-Each spawn room is in a different area and the two func_spawnrooms do not touch each other

-There is a func_spawnroom textured with trigger which surrounds each spawn room which contain the info_player_teamspawn entities

-The spawning entities in Blu's spawn are set to team Blu

-The spawning entities in Red's spawn are set to team Red

-The func_respawnroom around the Blu base is set to team Blu and is not set to start disabled

-The func_respawnroom around the Red base is set to team Red and is not set to start disabled

-The info_player_teamspawn entities in both spawns are not set to start disabled

-The info_player_teamspawn entities in both spawns are well off the ground

-Alt+P does not find anything wrong that is related to this

Just recently, I have reset the game configurations on the SDK Menu with no difference in the level. Also, I tried deleting all entities related to spawning and copied what was left to a new map, gave it a new name, added two info_player_teamspawns (one set for Red and one set for Blu) without adding a func_respawnroom, compiled but it did not fix the problem. Finally, it seems that whichever team's spawn points are set up first, those are the ones that both teams spawn in.

I can't imagine what's wrong and I would appreciate any help that would allow the two teams to spawn in their respective spawns. Gcone81 02:33, 11 March 2009 (UTC)

Gman_overwatch and Breencast Jumbotron, tv, ect. prefabs

Is there any way you guys could write step by step tutorials on to make these work in hammer? cause what you have now confuses the hell out of me! Antlion

It's all in the targets and names. You will need to rename and re-target many items to make them work, unfortunatley. Sorry I could'nt help more. --JeffMOD 14:07, 28 February 2009 (UTC)
A little more info on this would be nice. I'm using the un altered VMF included with SourceSDK, trainstation02. All jumbotron monitor textures are not there when I play the map. All you see is the actual monitor themselves. Any ideas how to get this working?

UDP variable

Is there any way to use an external variable (via UDP) in source engine? For exemple I'd like to use a variable that I send in a udp port as a rotation angle for an object. Is that possible without C++ programming? ThanX.

making custom decals

i am currently working on a map for my clan. i have adobe and it shows in the tutorials that i can make custom decals. i used adobe cs3 for this. i get to the part of making it then i cant figure out how to make it into a decal or material or texture to make it appear in the map. any help pls. also if anyone knows how to like cut out a section of a block to make a square insert type thing Thanks--443754 10:09, 14 Sep 2008 (PDT) 443754

I'm having the same problem. I'm trying to use a custom decal / overlay but can't get it to work without work-arounds that fail epicly ... the overlay is visible through walls, and looks glow in the dark, plus, it's actually a translated spray paint tag, not the decal I created with VTFedit, using the Wiki's directions.. I asked for help here, http://forum.l4dmaps.com/viewtopic.php?f=5&t=1083 , but still haven't gotten help. Rhesusmonkeyboy 00:29, 11 July 2009 (UTC)

Water not working

The texture of the water on top is fine, but in the game when I go under the water it is white everywhere. What's wrong? muddybunny August 14

Stuff showing through the skybox

I've scoured the wiki and the SDK forums for this, but I've found nothing. Working on a map that uses a 3d skybox. For some reason, the main part of the map is showing up off in the distance. In addition, parts of the level show up when looking down through the skybox texture surrounding the level. I've checked for leaks over and over, but there are none. Here are some images to show you what I mean: [1] [2] InquisitorSaturn 22:34, 3 Aug 2008 (PDT --

Are you sure you put the sky_camera in the skybox and not the playable area of the map? --Redryder 08:46, 1 Oct 2008 (PDT)

HL2: EP1 Translation

Hello. I am translating Half-Life 2: Episode One to czech language, but I met several problems with fonts when I use special letters. There are links for two cases...

Picture 1 There is letter "ž". It looks more bold then others and because it is taller than any other letters, it begins on top aligned with "U" and ends below others.

Picture 2 There is letter "e", which is not bold and looks, like it would need to eat something...

I don't really know what to do, because HL2 is using Windows native fonts and they are working properly outside of the game.--Paar 02:30, 29 May 2008 (PDT)

Hammer compiles/plays earlier version of map

Basically, when I save and run the map I am creating for CS:S, the in-game map is only half-built (as if it's loading an autosave of it or something). Saving the map and closing/reopening SDK sometimes gets it to run the actual current version of the map, but sometimes it doesnt. I've tried deleting autosaves and earlier manual saves of the map, but it still happens. Arf. alphaignus 12:36, 11 May 2008 (PDT)

This is odd, are you sure its not updating the map during compile, whats your compile dialog say? I mean your whole compile, its fine to paste it here.--Gear 21:29, 11 May 2008 (PDT)

Figured it out, just has BSP turned off.--Alphaignus 20:40, 12 May 2008 (PDT)

I have the same problem. How do you turn BSP on?

I Also have the same problem but my BSP is on normal.

I think all of our problems are that certain entities/brushes/translations wont load. In the compile box these sorta things happen: Error! To use model "models/w_models/weapons/w_pistol_1911.mdl"

     with prop_static, it must be compiled with $staticprop!

Error! prop_static using model "models/props_junk/cardboard_box05.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_junk/cardboard_box05.mdl"! By the looks of it, certain models only work with certain entity types.

HEV suit required?

I can't seem to find anything about this on the web anywhere. So here goes.

Can you make a basic, playable mod without giving the player the HEV suit? By playable, I mean can you give the player health and multiple weapons, and the ability to switch between weapons?

So far what I am seeing is that if I spawn the player without no suit, the player will be invincible and have no health HUD.

Also, I can place multiple weapons in the game world, but they overwrite each other when the player picks them up.

Would code changes be required to make a mod with no HEV suit, or is it configurable?--Clee 17:50, 27 Apr 2008 (PDT)

No, you are not invincible. You will most definitely die if you take enough damage. The weapons "cancel each other out" because it is impossible to switch between them without the suit selection system. Switching between them would require the use of the concommand "use weapon_[weaponnamegoeshere]". Also, without the use of skins, the player hands would look like they are wearing the suit gloves, which would cause some continuity problems. I'm not a coder, but you could probably figure out how to resolve all these problems by modifying some code somewhere. So to answer your question, yes, a basic, playable mod is definitely possible without the suit, but the mod in question won't be very interesting. --Darthkillyou 18:49, 3 May 2008 (PDT)
Use the suit, give the arms a different texture, and add in a new HUD if you'd like, thats the best possible way, but the suit is mostly always needed.--Gear 19:29, 3 May 2008 (PDT)
You can make the player spawn with the suit and just replace the intro sound, however. --JeffMOD 14:07, 28 February 2009 (UTC)
There is another problem if the player doesn't wear HEV suit. He can't drown. I don't know if this problem still exists in the Orange Box engine, but in HL2 it's not fixed.--Tapir 15:46, 26 June 2009 (UTC)
Clear scripts\hudlayout.res. SiPlus 16:36, 11 May 2010 (UTC)

sawblade or harpoon type model

I want to make a model like the sawblade, that when picked up it rotates to a specific direction, and if launched, it sticks into the wall. How would I do this?

Decompile sawblade and read QC. SiPlus 16:37, 11 May 2010 (UTC)

All brushes are totally black

After compiling and running my map, all of the brushes are completely black. The only things I can see are the two prop_physics and a prop_static, which is a lamp with a light source over it. The light is illuminating the props, but nothing else. This was not occurring until I fixed a previous problem I was having, which was that my props were being deleted--they were the wrong type of props for their respective models. The first time I compiled and ran the map after fixing that issue, this new one occurred. It does not appear to be the VertexLitGeneric issue detailed in a previous question on this page. I can't find anything fishy in the compile log.

Thanks for any help. Chrisremo 11:27, 14 Mar 2008 (PDT)

Very strange... no console errors either? Try removing the props and see what happens... --Darthkillyou 19:59, 10 Apr 2008 (PDT)

Map has serious compiling issues

I have a big problem with compiling my map, which I really hope not to lose. It's a compiling error. One time I was compiling my map, and vrad crashed (twice, since I was compiling with HDR), so when it ran, the whole map was really messed up, as if there are closed areaportals everywhere (something with visleaves?). Every time I try recompiling the map after the crashes, it has the same results, and changes I've made to the map don't apply. When I delete the .bsp and try recompiling, it gives me an error saying that it can't find some file. There's already a solution to this problem on the Wiki which I have tried, but still hasn't fixed anything.

Many thanks to those who try to help me with this problem, as this is quite urgent.

Edit: I've tried everything I could think of to fix this problem, with no results. I've tried:

  • Reinstalling Source SDK
  • Refreshing SDK content
  • Reset Game Configurations
  • Checked for leaks (have none)

Scruffy321 00:24, 14 Mar 2008 (PDT)

Alrighty, paste your compile log here!, I'm pretty sure I know what the problem is already, but I just want to be sure.--Gear 17:43, 31 Mar 2008 (PDT)

Yeah im getting this same issue, except i put the "Run Vis" and "Run RaD" on FAST, when i did that an error box came up saying: vpsp.exe - Application Error "The instrucion at "0x09abe5a5" referenced memory at "0x000000008". The memory could not be "read". This is quite an inconvenience as i would not want to start my map all over again, i have copied and pasted the map into a new vmf. however the same error comes up. Scruffy what do you think the problem is?

Model scaling?

Hey, I'm currently working on a map for CS source. I would prefer to use a model over a brush for a large fan, but the only fan available is the small, 6-blade vent fan. I would be more than happy to use it if it were bigger. My question is, is it possible to scale it? Is it easy (Can I do it without a big software package like XSI)? and, furthermore, would it be illegal considering it's not moving in-between game packages (it will stay in CS:S)? I used the big, 8-blade portal fan for a bit, but for a few reasons, it's not quite what I'd like.. Thanks, Eaglebird 13:17, 6 Feb 2008 (PST)

Also on that note, would anyone know why phys_motor and func_rotate create a somewhat spastic rotation in CS:S? It seems to be rotating, but it also jerks at a pretty definite interval. Eaglebird 13:30, 6 Feb 2008 (PST)

Error in sdk_faceposer.vmf map

When I test run the map, there are no scripts or speech for any of the NPCs. For example, when I move to a place on the map where a script starts, I receive a 'Scene 'scenes\ChoreoExamples\sdk_barney1.vcd' missing!' or another vcd. I know I put in the missing files in the correct folder as directed. Yet the program does not acknowledge this.

Don't you just love how valve has to make us figure out how to get their examples working? We'll just have to wait for them to get it working and include the correct file.

WARNING: msg overflowed for player

I am completely baffled as to why this message appears in my game console. I have come to a few assumptions but I'm not entirely positive whats happening. From what I've tried, it seems that having too many func_door's in your level makes this message appear. I have 24 of them spread across a 3 round map. It would be fine if it were just one warning, its not, it floods my console and eventually kicks me out of the level with the error message of "Disconnect: ERROR! Reliable snaphsot overflow..".(<- copied directly from my console) One might suggest removing doors but as far as my level design goes, I'm hard pressed to do so because of how I want players to flow through the level. I'm not sure if its having too many doors or not but a more detailed explanation as to why this happens will help me and others in the future ever receive it again. Thanks.

Update: I made the warning message disappear by removing some Prop_dynamics as well. This doesn't always work however, thats the source of my confusion. It seems to be a combination of things that cause this error to occur.

Can you post a log of what message is 'overflowing'? Along with that, could you post a compile log? Eaglebird 19:35, 9 Feb 2008 (PST)

Can't run rad or vvis, and ground doesn't block objects.

Cant run vrad: it says"planes+fakeplanes=max planes" How i can run rad? --Oskutin (Question moved here.)

My ground doesn't block objects. I cant run vvis. It says there are too much portals... --Oskutin (Question moved here.)

Could you post a compile log of vbsp.exe? Eaglebird 19:41, 9 Feb 2008 (PST)
Old question, I'm guessing this should be removed. --Tgp1994 17:30, 4 August 2009 (UTC)

Opening Model Browser crashes Hammer instantly

So, I was making a map for GMod with CS:S configuration (though same thing with DoD:S config) and when trying to make a ladder prop as a prop_static, opening model browser crashed hammer, sometimes with Windows error and sometimes with the "Memory can't be 'read'"-error. Does anybody know how to fix this? I'm currently reinstalling sdk. And I ran SDK with -engine ep1.

--Esa94 03:18, 10 Nov 2007 (PST)


I have the same problem, even with HL2 configuration. Not pretty. Reinstall doesn't work for me. --Darthkillyou 20:41, 17 Nov 2007 (

I Have that problem with only EP1 Engine games, Orange box games prop menus don't crash --Toxic118 13:38 Cst. 27 Dec. 2007

Strange, I'm only having the issue with Half-Life 2, everything else works fine including ep2 engine. I don't even receive an error though. Hammer just closes by itself. Unsigned comment added by Epyonxl (talkcontribs) Always sign your posts with four tildes (~~~~)

Um... Now, it seems that all game configurations (HL2 being the stubborn one and not included) now work with the model browser. Arrght! Updates aren't changing anything! (I know, this isn't helping to solve the problem.) --Darthkillyou 18:43, 17 Feb 2008 (PST)

I had this problem when I put invlaid models in the models directory. try putting all models you put in the directory in a new folder. Or you could do what I did and removed those models. this also counts for any of your mods and their subdirectoriees

Referenced Memory / Overflowed CClientRenderablelist

So, I have rebuilt my map due to a T-Junction issue that did not seem to want to die and have everything nice and clean. It compiles and everything. =) The issue is that once I start the map up, and then start to move the character around it crashes. I get the Error:

Team Fortress2: hl2.exe - Application Error The instruction at "0x00010101" referneced memory at "0x08fa170f:". The memory could not be "written".

Also, just with the character sitting there I will get the Error: "Warning: overflowed CClientRenderablesList group 7" which I have had no luck finding any information on.

I have been lucky enough to get to the door in my spawn room a few times and when it opens, a large amount of the brushes are missing from my map. I already looked into leaks and such, but have been unsuccessful in finding any. I compiled it with no VIS or RAD as well as with VIS and RAD enabled and compiled normally. The one trick I figured out is that if I walk out of the spawn room backwards, it renders everything. Once I turn around, I can see the level but every so often if I move my camera it will once again blink out most of my brushes and then crash again. One other strange thing I noticed was that when I did compile it with the VIS and RAD enabled, the textures on the brushes would change color was I moved my camera. Not sure if that has anything to do with this.

Anywho, any help would be greatly appreciated. I have been looking all over for a few days now and have only found a headache. Thanks for anything you guys are able to offer for assistance. Titanoverlor 17:14, 27 Sep 2008 (PDT)

Attaching a constraint from func_door to prop_physics

Right, I have some problems adding a invisible rope constraint from a func_door to a prop_physics. I couldn't find any tutorials about how to do that but yet I know its possible

Christoffer395 18:54, 16 Jan 2009

Launcher DLL Error

I finally finished making my first level when I try to run it at the very end a error comes up saying <Failed to load the Launcher DLL: the specified module could not be found>. I don't know what this means and I realy hope I don't have to redo the level. Also when I try to run a level I know that works the same error comes up.

Glitcher007 7:59, 17 Feb 2009

"PortalFlow's

Whenever I try to compile my map, it works perfectly fine with no errors until it gets to the "BasePortalVis" part (actually the part after with the PortalFlow, whatever that is). The map is taking a rediculously long time to compile, and it's not even that big of a map. It takes about 45 minutes to compile a map that's about half the size of gm_construct, and it's not even that detailed. I compiled it once and that's how long it took... every other time i've tried I've gotten impatient and had to end the program; which ends up makin my computer "esplode". I don't know what's wrong but i might have an idea. I couldn't get my 3D skybox to work, so i just resized it back to normal size (from 1/16 back to 1/1) and put it around the edge of my map. There are no leaks, and i got rid of the skycamera entity. I'm not sure if that has anythign to do with it, but it was compiling fine before and now it isn't. That probably doesn't have anything to do with it, but hey i don't know what a "PortalFlow" is anyways... Help! =( Baconwrangler 17:49, 8 April 2009 (UTC)

Metropolice Don't type on the monitor keyboard

Well,I made two prop_static entities,one was a combine monitor,another the interface/keyboard.I made a metropolice facing it,and when I ran my map,the metropolice was not typing on it.I figured out i have to make it programmed,however I searched this whole website,but did not find help.Can anybody tell me how to make npc's do something?

Face Poser System

Their Lips are Sealed

I have done everthing correctly i loaded a model "Male_07" and loaded sound and it says extraction sucess full i clicked commit extraction, played my sound.........it played, but mr 7's mouth didn't move. i tried with g-man, barney and kliener. nothing HELP!

Making NPCs completely still during a scene

Whenever I have tried to implement a scene, NPCs seem to display a lot of "idle" behavior that I would expect to be cancelled out. They will glance around at nearby things and often will turn to the player even when their flags mark them to ignore him. What I basically want to know is, how can I make the player COMPLETELY non-noticed by the NPCs? (for a scene in which he's not supposed to be there) --Katana314 20:29, 30 Dec 2007 (PST)

Face Poser crashes on startup

Earlier today, I was having trouble getting my custom .wav files to play correctly in the choreography timeline. I quickly found out that they were simply in the incorrect directory. I fixed the problem, and went into Garry's Mod to see if my creations had worked. They worked just fine, so I took a break from the project and left for a while. A few hours later, I came back, fired up Source SDK and entered Face Poser, but it immediately crashed, which baffled me because the program had been working only a few short hours earlier, and nothing had changed since I'd last used it. I googled the problem, but all of the solutions I found (there weren't many) did nothing to solve the problem. The only thing that gave me different results was going into steam/steamapps/<username>/SourceSDK/bin/ep1/bin/hlfaceposer.exe and running it while Source SDK was not open. The difference was that instead of crashing right off the bat, a "FATAL ERROR" window popped up with the message "Unexpected token ignorePhonemes," and then it would crash. I searched that particular phrase on google, and absolutely nothing came up. I tried a few other phrases, but nothing matched my problem, or even was related; none of the links that returned were related to Source SDK, or to Valve or Steam or even to video games, for that matter. --ChevyJackson 15:17, 17 April 2008

Cannot lipsync in Face poser

I just learned about lipsyncing in Face poser, so I thought I would try it on some simple sound files. Face poser was able to play the sound, but when I clicked re-extract and typed in the words, I got the message "Last Extraction Result: an error occured during extaraction." The thing is, I did not see any problem. Face poser lined up the words perfectly with the sound file. It just would not let me proceed from there. I run Windows Vista Home Premium 64-bit edition if that might affect it.

--Gamer_Z. 22:03, 12 February 2009 (EST)

Unfortunatly Vista can't facepose since it has a speech sdk built into it which is too advanced for Source SDK. You can however edit the phonemes manually

--SharpDagger 16:39, 2 June 2009 (UTC)

XSI, studiomdl and Modeling

MDL File Format

Hey, does anyone know if the MDL file format has been published by valve or otherwise made available to the community? I'm looking to write a program that can dynamically generate simple shape models from a set of dimensions. I think the easiest way to do it is just to assemble an mdl file from scratch, which is why I need the file format. If anyone has a better idea on how to generate a model file, I'd love to hear it. --JeremyA 22:36, 3 July 2009 (UTC)

Source -> blender units ratio?

So,I just wanted to ask, how much source units make one unit in blender? I need this knowledge to start modeling in Blender, as this is not told in anywhere. I also would want to know, how to export the textures from blender with the plugin, should I UV map them and make the texturing mode get the UV's? I'll make it more clear if asked. --Esa94 05:21, 28 Jan 2008 (PST)





Error compiling a modded smds

I have modded a smd to be a "mudkip". However, I am unable to compile on my computer. Can anyone help? I have uploaded the files here: https://www.yousendit.com/download/TTdGanZ0bThqY28wTVE9PQ if anyone needs to look at them. Please help, as this is an urgent project. Thanks.







Help please on 'Cutting constaints'

Hey- Ive been trying to import models into XSI modtool6, like VMF brushes, and 3DS MAX scene files. I followed some tutorials from the Valve dev wiki, and it says when you inport them into XSI, for them to be exportable i need to cut constraints. Because in the explorer it shows it still having the VMF or 3DS MAX scene roots inside the xsi scene root, so it means i have 1 scene root inside another, so i need to delete the 3ds or vmf roots so i only have the XSI one, but how do i 'cut' them?

On the wiki it says 'click on the' etc. But that was a older version, and now the buttons are moved, so i cannot follow properly as the buttons are in different places :(

Can anyone tell me where i can find the 'cut constraints' button in XSI Modtool 6 please? --Dan.s 00:21, 18 Jul 2008 (GMT)


Hollow Collision Mesh

I've been making a model, in 3DS Max, made a simple collision mesh, exported it, compiled it, and then opened up the SDK model viewer to look at it. I checked the collision mesh, and it looked nothing like what I wanted. Here is a picture of the object and it's collision mesh. My mesh and collision mes I am exporting it from Max, using the max SMD exporter, so might that be the problem. Any help would be appreciated. --CMDBob 12:10, 26 Sep 2008 (PDT)


Documentation on Valve´s SMD Exporter for Maya

Would be great to have a more detailed description for exporting with Maya! Amazing-couln´t find anything in this regard; must have been overlooking it all the time... Can anyone please help?Ruediman 00:09, 29 January 2009 (UTC)

Well, I guess the answer is to use XSI Mod tool, which I think is from the same people. Valve has their own plugin for XSI, and it's straightforward. --Tgp1994 03:21, 4 August 2009 (UTC)

C++ And Scripting

Broken Path Corners

I'm working with OB code (SDK Base 2007), you should be able to replicate this with an HL2 SP Mod, or probably even with HL2 itself.

  • 1. In Hammer, set up a path of 3 path_corners (path1, path2, path3).
  • 2. Have path1->path2, path2->path3, path3->path2
  • 3. For path1, add the output OnPass: path2.SetNextPathCorner(path3)
  • 4. For path3, add the output OnPass: path2.SetNextPathCorner(path1)
  • 5. Add the NPC of your choice and set their target pathcorner to path1
  • 6. Compile and run.

I expected the NPC to move like so: path1->path2->path3->path2->path1->...

However the NPC seems to move like this: path1->path2->path3->path2->path3->path2->path1->path2->path1->...

This one falls somewhere between level design and coding. The level design solution is to add another path_corner on the way back, but there should be a way to fix this in the code too. I believe the bug lies in ai_navigator.cpp (C_AINavigator::AdvancePath, DoFindPathToPathCorner), perhaps because the SetNextPathCorner input is handled on a different thread and so it's not actually executed immediately/in time, but I haven't been able to fix it without the NPC behaving oddly (facing the wrong direction as he/she/it moves). --eroder 10:47, 27 June 2009 (UTC)

Client.dll Crash

Hey. I'm currently working with the new SDK beta source code. I thought it would be an interesting idea to replace all the sdk source files with versions of my own, to make editing them easier in the future. Essentially I wanted to create my own API to replace the existing sdk API. To see if this would work, I pretty much copied all the files that had sdk in the name, renamed them, and changed all references to "sdk" whatever in each source file. Then I removed all the old sdk files from the projects. After a bunch of effort, I got the game to compile again. However, now when I try to create a game, the client.dll crashes at the "Loading Resources" step. I really don't know why this is happening because I am entirely sure I didn't damage anything when I went on my renaming spree. The game was able to run fine and load maps properly before I did this. It crashes even with HL2DM maps so I don't think it's because the maps I'm loading reference sdk-based entities... Has anyone else had any success doing what I'm trying to do? --JeremyA 15:08, 31 May 2009 (UTC)

Okay so I fixed the crash, there was a bad pointer. Now I've got a DT error when I try to load a map. It says that there's no RecvTable for DT_WaterBullets or somesuch, yet the CWaterBullets class is a server class only. There should be no need for a RecvTable right? Everything looks like it's as it should be. I can't imagine why what I've been doing would affect the engine core.
--JeremyA 23:50, 18 June 2009 (UTC)
Gahhh. I found the problem. Evidently there are some classes missing from the BETA of the Source SDK that just ended. I guess I'll have to migrate my changes over to the latest version...
--JeremyA 17:50, 27 June 2009 (UTC)

Build and Setup Erros

Hey. To date I've correctly set up two HL2MP source code things correctly, so that I could edit and build the HL2DM source. Recently, I had to reinstall windows and VSE2005. I copied my steam files and mod files over from the previous installation. Anyway, now I'm trying to create a third HL2DM codebase and I've run into a problem. On the first build I get the following errors: Error 1 error LNK2019: unresolved external symbol __imp__LoadImageA@24 referenced in function "private: void __thiscall CLCD::ParseIconMappings(class KeyValues *)" (?ParseIconMappings@CLCD@@AAEXPAVKeyValues@@@Z) hud_lcd.obj Error 2 error LNK2019: unresolved external symbol __imp__SystemParametersInfoA@16 referenced in function "public: virtual void __thiscall CInput::ActivateMouse(void)" (?ActivateMouse@CInput@@UAEXXZ) in_mouse.obj Error 3 fatal error LNK1120: 2 unresolved externals h:\Source Modding\TestMod02\src\game\client\Debug_hl2mp\Client.dll 1 Error 4 error LNK2019: unresolved external symbol __imp__MessageBoxA@16 referenced in function "enum EditorSendResult_t __cdecl Editor_SendCommand(char const *,bool)" (?Editor_SendCommand@@YA?AW4EditorSendResult_t@@PBD_N@Z) editor_sendcommand.obj Error 5 error LNK2019: unresolved external symbol __imp__SendMessageA@16 referenced in function "enum EditorSendResult_t __cdecl Editor_SendCommand(char const *,bool)" (?Editor_SendCommand@@YA?AW4EditorSendResult_t@@PBD_N@Z) editor_sendcommand.obj Error 6 error LNK2019: unresolved external symbol __imp__FindWindowA@8 referenced in function "enum EditorSendResult_t __cdecl Editor_SendCommand(char const *,bool)" (?Editor_SendCommand@@YA?AW4EditorSendResult_t@@PBD_N@Z) editor_sendcommand.obj Error 7 error LNK2019: unresolved external symbol __imp__wsprintfA referenced in function "public: virtual bool __thiscall CRegistry::DirectInit(char const *)" (?DirectInit@CRegistry@@UAE_NPBD@Z) registry.obj Error 8 fatal error LNK1120: 4 unresolved externals h:\Source Modding\TestMod02\src\game\server\Debug_hl2mp\Server.dll 1 Does anyone know what's going on? I'm pretty stumped. I'll probably try messing with a few things or creating a new codebase... --JeremyA 03:39, 3 May 2009 (UTC)

Ah, I figured it out. I forgot to include user32.lib in the linker include things. Nevermind :P
--JeremyA 18:59, 10 May 2009 (UTC)

Beam Weapons / Stalker Laser Beam

Hey. I'm looking to create weapons in HL2/HL2DM that fire a beam model that spans from the weapon muzzle in a straight line to the target point. I've taken a good look at the npc_stalker code to try to figure out how valve does it but I honestly can't make heads or tails of some of it. I'm wondering if anyone else has tried this before and can point me in the right direction for getting this to work. As near as I can tell, the weapon I create will need all sorts of functions to control the placement/angle/length of the beam model. I'm also unsure if I can inherit the weapon class from CBaseHL2CombatWeapon because it doesn't seem to implement the right functions. My programming experience is primarily based in C and Java, but I'm picking up this C++ stuff rather quickly. Thanks in advance for any help anyone is able to provide! --JeremyA 17:05, 14 March 2009 (UTC)

I would recommend that you read the following files in the source source code, it should help you see a few possible way of doing this.

First, check out the util.h file for the declaration of UTIL_Beam, it creates a simple beam.

Take a look at beam_shared.cpp and beam_shared.h, it define both client side and server side functions and methods. Env_Laser.h is also a good starting point, I guess.

And you should think about what you want to do, is the beam going to damage entity, or is it only a laser pointer? Simply drawing the beam is one thing but damaging entities touching the beam is another.

And the stalker npc has a pointer on a CBeam object, that's were its stores its beam when its created in StartAttackBeam() with that line m_pBeam = CBeam::BeamCreate( "sprites/laser.vmt", 2.0 );

--psycommando 01:26, 3 April 2009 (UTC)
Aha thanks for the guidance... I'm beginning to understand how the stalker generates the beam. I think the easiest thing for me to do is to create a simple laser pointer that goes from the weapon muzzle to the target, with the hitscan bullets doing damage. Unfortunately, I'm not really sure how to position the start and end points of any of the beam types you mentioned. I'm taking a look at UTIL_Beam but at the moment I'm having some difficulty understanding it (there are a crapload of parameters :P). I think I could figure it out myself given some time, but I'll definitely need some help in generating the code that determines the start and end position of the beam.--JeremyA 06:34, 14 April 2009 (UTC)
Further thoughts - It seems to me that the stalker determines the target of the beam by the functions GetEnemy() and GetEnemyLKP(), which aren't available to weapons :P. So... I need some way to find a vector position in a straight line from the weapon muzzle that ends when it hits the closest object.
More further thoughts - I've used the following code to determine the start and end points, courtesy of the AR2 SecondaryFire routines...
Vector vecSrc = pOwner->Weapon_ShootPosition( );
Vector vecAiming = pOwner->GetAutoaimVector( AUTOAIM_2DEGREES );
Vector impactPoint = vecSrc + ( vecAiming * MAX_TRACE_LENGTH );
Now I need to figure out how to write the UTIL_Beam function. I get the Start and End parameters but I'm not sure what to do with the rest of them. I set up the following, yet it seemed nothing happened when I fired the weapon...
UTIL_Beam( vecSrc, //Vector &Start
impactPoint, //Vector &End
1, //int nModelIndex
1, //int nHaloIndex
0, //unsigned char FrameStart
30, //unsigned char FrameRate
1.0, //float Life
20, //unsigned char Width
30, //unsigned char EndWidth
10, //unsigned char FadeLength
0, //unsigned char Noise
255, //unsigned char Red
0, //unsigned char Green
0, //unsigned char Blue
1, //unsigned char Brightness
1 //unsigned char Speed
);

Sorry for the delays, strangely this function is kinda deprecated, its never used in valve's code, sorry about that. I looked a little around to find something else and there is already a nice implementation of a beam weapon! Even if its barely noticeable the physcannon shoots beams towards its target.

Look for void CWeaponPhysCannon::DoEffectLaunch( Vector *pos ) in ..\src\game\server\hl2\weapon_physcannon.cpp. They create a CBeam entity and then set its parameters. I tried this with a quick modification of the 357 magnum, it works but the beam is always a little off the muzzle, I guess you need to have an attachment point or something else(because of pBeam->SetEndAttachment( 1 );), you should investigate the gravity gun model and code to see how, it shouldn't be too complicated.

--psycommando 22:16, 18 April 2009 (UTC)
Thanks so much! I think I sort of see what to do. Can you email the modified 357 magnum source file to lord.jeremy AT gmail.com ? I'm having some trouble implementing the stuff from the physcannon source. I'm sure I'll figure it out eventually but seeing what you did will help a lot!
--JeremyA 00:55, 19 April 2009 (UTC)
Gahhh... No matter what I do I can't get the beam to actually appear. This is what I've written:
CBeam *pBeam = CBeam::BeamCreate( "sprites/laser.vmt" , 2.0f );
pBeam->SetStartPos( vecSrc );
pBeam->SetEndPos( vecImpactPoint );
pBeam->SetStartAttachment( 0 );
pBeam->SetEndAttachment( 0 );
pBeam->SetBrightness( 255 );
pBeam->SetColor( 255, 150, 0 );
pBeam->SetNoise( 0 );
pBeam->LiveForTime( 1.0f );
pBeam->RelinkBeam();
--JeremyA 04:34, 19 April 2009 (UTC)
Sorry to butt in on your discussion guys but i'm having a similar problem but using the beam from the RPG.
Works in a similar way to the Stalker beam maybe less or more complex i am not sure... But uses the same beam_shared.h and also at the top of weapon_rpg.cpp is the declarations for the LaserDot. That is my core problem that when i try and carefully extract the codes from the RPG and put it onto another weapon i get all sorts of problems like It being a double declaration Defined in weapon_rpg and then in my custom weapon.
I've tried change the class name from LaserDot to LaserSight and making sure to keep env_laserdot as is.
Ging from Hidden Source has a different way of doing it, he uses a separate cpp and h file for the laser dot and just includes the header in any weapon he wants to use it on, and just tells the weapon to be able to toggle it with right click or something, that is essentially what i want but Ging's codes are for Pre-episodic HL2DM. :/
Has anybody got a laser sight/laser powered weapon as you guys are trying to do above, has anyone actaully been able to achieve this in Orangebox yet or am i just running circles around a dead technology?
And btw Jeremy i am in the same boat, "No matter what I do I can't get the beam to actually appear." :(
I've got it to compile without errors, but when i tried it ingame i got the DT_CLaserSight DataTable warning and that's because i have no idea how to code client/server relations and i don't even see the point in a single player game to have server and client they should both be under the same roof not in separarte parts like the Multiplayer games are. --Jenkins08 10:11, 19 April 2009 (UTC)

Jenkins08, the client-server system valve used in their game is rather unintuitive, and very poorly documented, I know since that's what took me the most time to get, but its still very simple. The dt warning you're getting is simply because when you copied and renamed the code for the laser dot, you only copied the server class and the server data table.

To keep it simple, when you compile your code the compiler generates 2 dll, one called client.dll and the other server.dll. When valve's executable("hl2.exe") is launched it "connects" to those two dll and run their contents by calling their init methods. So now the client code is running and the server code is running too but each in its own process. The two dll communicate between themselve almost in the same way they'd do if they were on 2 different computers, so they don't have to rewrite everything for the multiplayer game. Note that, in a multiplayer game the server computer runs only the server code, and the player's only the client code, and the communication between each other is made by sockets .However this is mostly a simplification of the whole process, its a little more complicated in reality.

Anyways, in client-server systems the client handles all the graphical effects, user interface, shaders, etc... Thats why if you create an entity in the server that inherits from CBaseAnimating, or if it display something on the client, it needs to have a corresponding client entity. Since those two entities are separated from each others, they won't magically synchronize to each others values. That's where data tables comes in! Those are basically arrays of objects with values that are continually sent from the server to the client and only that way, so the client and server instances of the array are synchronized.

Hopefully, or not, depending on how you like macros, Valve created a few macros to have less code to copy and paste. There are only 6 of them that are really essential. First, if you are in a server and want to share variables with your equivalent on the client, you would use DECLARE_SERVERCLASS() in you class declaration. And then, depending on the type of value you'd declare like this with the CNetworkVar macro : CNetworkVar( bool, m_bHeadlightIsOn ); for a boolean. Then in the definition of your class you would define your send data table with IMPLEMENT_SERVERCLASS_ST (see the example below).

...
//Declare some class that inherits from something that inherits from CBaseAnimating
class CExample : public CPhysicsProp
{
public:
   DECLARE_CLASS( CExample, CPhysicsProp );
   DECLARE_SERVERCLASS();
   DECLARE_DATADESC();

   CExample()
   {}

   void Think()
   {
      //Pointlessly change the value at each think
      m_PointlessBool = !m_PointlessBool;

      SetNextThink( gpGlobals->curtime + 1.0f ); //Think again in a second
   }

   void	Precache()
   {
   ...
   }

   void	Spawn()
   {
   ...
   SetThink( &CExample::Think );
   SetNextThink( gpGlobals->curtime );
   }
private:
   CNetworkVar( bool, m_PointlessBool );
};

//Definition


BEGIN_DATADESC( CExample )
        //Save/Load
	DEFINE_FIELD( m_PointlessBool, FIELD_BOOLEAN ),
        //Set Think function pointer
	DEFINE_THINKFUNC( Think ),
END_DATADESC()

//This is where you put all the values that you want to share with the client
// Note the "DT_Example", that's the name you'll use at the recv table for as dt name
IMPLEMENT_SERVERCLASS_ST( CExample, DT_Example )
	SendPropBool( SENDINFO( m_PointlessBool ) ),
END_SEND_TABLE();
...

Thats it for the server class. For the client class its almost identical, I won't go too deep but here is an example :

...
//Declare the client class. Note the "C_" is used to differientiate client class from server class "C" 
class C_Example : public C_BaseAnimating //Note that on the client we only need to inherit from C_BaseAnimating
{
public:
   DECLARE_CLASS( C_Example, C_BaseAnimating );
   DECLARE_CLIENTCLASS();
   //DECLARE_DATADESC(); //No need for a datadesc here

   void Simulate() //on the client side simulate is called every frames
   {
     ... //Code to draw the bool on the client or something
   }
   ...
private:
   bool m_PointlessClientBool; //Can be called whatever you want
};

//This is the definition of the recv table, the information must be recv in the order it was sent in the send 
// table from the server!!!
IMPLEMENT_CLIENTCLASS_DT( C_Example, DT_Example, CExample )
        //Ok, the first thing that was sent is my bool so i can get it first
	RecvPropBool( RECVINFO( m_PointlessClientBool) ),
END_RECV_TABLE()

...

I Hope this helps you better understand what is wrong. Just keep in mind while copying code that has a DECLARE_SERVERCLASS() in it that it will have an equivalent on the client that will need to be copied too. Oh and you may want to check the code i e-mailed JeremyA : User:Psycommando/devolver_source

--psycommando 18:34, 19 April 2009 (UTC)
Psycommando I emailed you back. I tried implementing the changes you made in my own source but it didn't work. Could it have to do with the fact that I am implementing this in a single source file that's shared between the client and the server? I'd rather all my weapon classes were shared, as it would keep things simple.
--JeremyA 22:47, 19 April 2009 (UTC)
Well I figured out why my method didn't work. I realized that I actually needed to extract the model of the laser beam from the valve deathmatch gcf because for some reason it isn't available in the default source sdk content. Now I've got it working. Thanks for all your help!
--JeremyA 19:38, 20 April 2009 (UTC)

Edit the Jump Height

Hello I am making a mod which one of the features is to be able to jump really high and I was wondering if this is possible and If so how? Taun We 12:55, 20 Dec 2008 (EDT)

Yes its possible I can think of a few possibilities, but I can't say for sure which will work or not. Anyways, my first idea is to apply a force to the player's physic object, its not very sophisticated and some code like the one that keeps the player to the ground while going down a slope might conflict. You should check out the gamemovement.cpp file, its where the "basic" player movement are supposed to be defined.
--psycommando 02:35, 3 April 2009 (UTC)

Debugging Not Working Quite Right

I'm using Visual C++ Express 2005 and I'm trying to debug a test mod that I'm running to make sure I'm able to do it and so that I can learn to program with the source engine. I've used the tutorials for compiling with VCE2005 and debugging the code, and when I attempt to debug, it builds, giving me about 7 warnings, but no errors. When it opens the window to run the code, instead of opening Half-Life 2, it comes up with the SDK Base menu background, but gives me the "New Game, Load Game, Options, Quit" options. When I click "New Game," it gives me the window that Half-Life 2 would give me for starting a new game, but instead of giving me the chapters to choose from, it has a checkbox with something like "HL#2" right over the words "New Game" in the upper left hand corner. Clicking "Start New Game" does absolutely nothing. I'm pretty sure I followed all the instructions correctly, but if someone could prove me wrong or just plain tell me what's wrong with the tutorial and tell me how to fix it, that'd be great. Metalsteve 17:37, 10 Jul 2008 (PDT)

Source cameras and multiple views into a scene

I'm new to the Source codebase and am reading trying to digest how parts of system and its terminology works.

If anyone can shortcut (or shortout if its really no go) the following aim that would be great.

I would like to be able add two cameras (or views?) into the scene. They would be in addition to the main first person camera, transformed by the same events transforming the main camera except with local rotational offsets (views to the sides). This is a fairly standard thing in visual simulation frameworks for correct peripheral vision but appears rarely in game engine design. With the recent 'threadification' of the SDK I was hoping that such a prospect may be possible now.

The purpose here is not to render to multiple monitors but to render multiple camera views onto the same monitor. I know that sounds a bit odd but I have worded it specifically like that in reference to other common links in the Source/HL2 network of resources.

The links I can find that come close are:

http://www.fpsbanana.com/tuts/208  : Unlimited Render Targets for Cameras This tutorial may be relevant although it is a few years old now. Would I have to set up several render targets for supplementary concurrent FPS cameras? Is the entire scene, rendered to texture through the main camera as part of the Source gui?

http://www.snarkpit.net/editing.php?page=tutorials&game=HL2&id=131  : Cycling through cameras The author here states pretty clearly that multiple concurrent cameras cannot happen although the statement is also tied to multiple physical monitors (dualview/horizontal span I assume, hence my comment above). This article is also quite old. Does it reflect the current state of the Source SDK?

http://developer.valvesoftware.com/wiki/Rear_View_Mirror  : Rear View Mirror This tutorial actually looks pretty close to what I may want to do, except have the mirror larger (third of the screen, no render overlap/overlay) and the camera pointing forwardsish. Again, do I need a material/texture to render to for main camera views?

GarryKeltie 08:14, 27 Jun 2008 (PDT)

I do have an Idea, why don't you just parent an in level monitor to the player... MLSTRM 14:35, 20 July 2009 (UTC)

SDK Base Orange Box Bug help

Im working on a mod called Strider Mountain, maybe you've heard of it, anyway while upgrading to the Orange box SDK base I have noticed that the Jeep/Buggy is missing the front wheels and overall just doesn't work right. If anyone can help fix this the entire team would be SO Greatful! and would of course add you to the credits. please help! thanks Cubedude 17:31, 17 Apr 2008 (PDT)

I figured it out, I deleted the vehicle scripts in the mod files so it reverted back to using the vehicle scripts in the GCF. cubedude89 14:51, 19 Apr 2008 (PDT)

AI in TF2

Scince there doesn't seem to be bots coming to TF2 anytime soon, i thought that i might make some bots of my own. Anybody know how i would get started? also, i'd like it if all the bot activity could be serverside and not require a download or to boot up a completely different game.

Actually, there are bots in TF2, and there is a youtube video from Katana314 that describes how to create and control them for machinima. Here's the video. Unfortunately, these bots aren't programmed with AI of their own, as far as I know, so your best bet on getting started would be on learning how to control them and what all of the "bot_*" console commands do. I'm not sure if it's plausible, but I bet that you could make some sort of mod or something that would control the bots' AI from the server. The trick is just finding out how to do that.
oddly, once playing through TFe with bots on my server, a sniper jumped, and walked around within my map. How, I don't know.--Gear 19:31, 3 May 2008 (PDT)

anybody else have any ideas?

Depth Buffer

I want write depth buffer to texture, to use it in my own postprocess shader. But I don't know how do they do it! Please, help me! Svan 23:30, 6 Mar 2008 (PST)

I think its a vmt parameter.--Gear 19:31, 3 May 2008 (PDT)

portal gun in hl2

does any one know how i could put the portal gun or a weapon from counter-strike in 2 hl2

Thanks

Ferretboy54 14:29, 2 Mar 2008 (PST)

You may want to see this. The portalgun coding is not present in HL2, so it's really a hackish mod for Portal, plus a million unwanted errors. --Darthkillyou 09:29, 9 Mar 2008 (PDT)

Portal Bullets

I apologize if this is in the wrong spot, but it looked the best place to put it. I noticed in Portal that it has all of the hl2 models and everything. While playing portal, using the console, you can spawn the metro police for example wielding a pistol. The problem is that they cannot shoot you. They aim at you, the gun flashes like it's shooting but no bullets come out. Every hl2 gun will work in your hands though.

In portal, how can I (or anyone else) make the enemies actually shoot?

Evillordnikon 22:45, 17 Jan 2008 (PST)

I think it is because they're no ai nodes in portal maps. you could map edit the level in game by typing map edit and your desired map to edit the bsp and place nodes.

CThread Usage

I am working on a University project using a motion controller as a means to control a prototype game using the Source engine... please see this question as an act of my desperation!

I am looking for a way to continuously grab some data for use in my mod from a socket (the motion controller data is already being sent via a socket). I thought that running my own thread would be a way to achieve this... I have created my own class CThreadTest which extends CThread (in threadtools.h).


Here is my code:

threadtest.cpp

threadtest.h

The call is on line 21 - within C_BasePlayer::Spawn() - here: c_baseplayer.cpp


My thread starts, runs and within the overridden Run() function enters a while loop which completes a simple 'test' (printing out to the console every second for X times) and finishes. My thread class is a singleton and I am starting the thread in the CBasePlayer::Spawn() function. However, when I load a map, my thread starts but the game world does not load until the thread has completed, suggesting to me that the thread is not running in parallel / concurrently with the game code.

Any help or advice would be greatly appreciated as I haven't had much luck searching the web, forums or asking experienced (HL2) coders. Perhaps another method to achieve my aim is a possibility? Please bare in mind I'm a fairly novice programmer =)

Kind regards,

Obli 09:42, 3 Dec 2007 (PST)

---

EDIT: My thread was running all along (!). I was incorrect to instantiate and run my thread in C_BasePlayer::Spawn().

As a test to determine if my thread was working I created it 10 seconds in to the game using:

  if(gpGlobals->curtime > 10.0) 
  { 
     CThreadTest::GetInstance(); 
  }

...and it runs fine!

If any official word regarding the use of CThread surfaces, I would still be interested to hear =) Now, on to using sockets...! --Obli 15:50, 6 Dec 2007 (PST)

Changing player direction while jumping

Hello, I'm working on a 3d side scroller in the source engine and want the player to be able to change direction while they are in the air instead of carrying the momentum they had when they hit jump. I've checked the whole gamemovement file and more and i just can't find that code. Maybe somebody knows where this code is? Angrycrow 05:29, 25 Dec 2007 (PST)

If you can't find it, perhaps it's "under the hood" (i.e. in the game engine itself) which would mean that it cannot be changed directly. It's probably part of the physics engine of the game, but perhaps there could be a work-around to "inhibit" that through custom code... I wouldn't have a clue. --Etset 14:42, 25 Jan 2008 (PST)
I thought this was as easy as modifying the sv_airaccelerate cvar. If not, check out the two lines that clamp wishspeed in CGameMovement::AirAccelerate. Although considering this question was posted over 2 months ago, maybe not so helpful... let me know. --Neverender 23:15, 9 Mar 2008 (PDT)

Sending player data from client to server

Do you have any idea where's the code that sends client data to the server in HL2MP ? I'm looking for it because I seem not to have any kind of information regarding the client's WorldToScreenMatrix() (or anything like it) from the server side, and I need it for some aiming code, and from what I've seen, some bullet dispatching code is done in the client side (like machine guns), and the RPG, grenades, projectiles are done on the server side. --Cippyboy 22:12, 13 Feb 2008 (PST)

CS:S AI, Classes and Multiplayer Saving

Some friends and I are making our first mod and we have a few questions. 1. Is it possible to use/copy over the Counter-Strike AI to the mod (for use as enemies)? If so, how do we do so? 2. Our mod will have classes that can use all weapons but react differently (different class has different accuracy, etc). How would you recommend going about this? 3. This will be a multiplayer, kind of story based mod. Different weapons and equipment can be found along the way and it is possible to enter levels in different orders, only kill some enemies, come back later and kill the rest. This makes saving difficult. How do we do it? (I think I can do it but it will be really easy to cheat...) --erebfaer 16:15, 20 May 2008 (EST +10)

Client missing DT class CWeaponBrickbat

Note from writer: You can feel free to fix any mispell I got becaus english is not my mother languge, and I really was kinda rushed

I am currently working on a mod for Half-Life 2 Single Player and desided to practice on the weapons that were blocked for some reason (and as I can see, or you [valve] could'nt fix it at all, and that means that you [valve] wont help me much now. or you just didnt had the time becaus for some reason I fixed it in less than a hour, but still not fixed evrything apperantly...

Anyway, my problem is that: I took the Grenade_Brickbat and the Weapon_Brickbat and started fixing its compile errors one by one, when I finnaly fixed evrything in both (3 warnings on weapon_Brickbat) I opened my mod to see if they work now (should be an ugly sight becaus a lot of stuff like model and others are not defiend, but I just wanted to see if it works) so I lounched it, becaus I still did'nt make a GUI that lets me open a map, I just wrote in console "map [name of map I made]" it started loading it, but then id disconnected me and when I cheaked the console it said:

  Client missing DT class CWeaponBrickbat
  Host_EndGame: CL_ParseClassInfo_EndClasses: CreateDecoders failed.

I am gonna try to run it under a debugger and see what I can learn, if nothing would work, I will add the full console log.


Edit: I added my console log becaus the debug did'nt show any error exept the normal AI error when I load a map...

Console log:

  CSoundEmitterSystem:  Registered 5136 sounds
  scripts\talker\npc_barney.txt(token 15) : Multiple definitions for criteria 'IsMap_d3_c17_09'
  CResponseSystem:  scripts\talker\response_rules.txt (217 rules, 213 criteria, and 208 responses)
  maxplayers set to 1
  Heap: 256.00 Mb
  Parsed 23 text messages
  execing config.cfg
  cc_lang = 
  Sound Initialization
  DS:headphone configuration detected
  Set primary sound buffer format: yes
  Using secondary sound buffer
     2 channel(s)
     16 bits/sample
     44100 samples/sec
  DirectSound initialized
  Sound sampling rate: 44100
  4 CPUs, Frequency: 3.0 Ghz,  Features: GenuineIntel SSE SSE2 MMX RDTSC CMOV FCMOV
  GetAllManifestFiles:  Unable to load maplist.txt
  execing valve.rc
  ] map infl_d7_combine
  Spawn Server infl_d7_combine
  env_cubemap used on world geometry without rebuilding map. . ignoring: metal/citadel_metalwall076a
  env_cubemap used on world geometry without rebuilding map. . ignoring: metal/citadel_metalwall076a
  Begin loading faces (loads materials)
  End loading faces (loads materials)
  execing skill_manifest.cfg
  execing skill.cfg
  PrecacheScriptSound 'NPC_CombineBall_Episodic.Explosion' failed, no such sound script entry
  PrecacheScriptSound 'NPC_CombineBall_Episodic.WhizFlyby' failed, no such sound script entry
  PrecacheScriptSound 'NPC_CombineBall_Episodic.Impact' failed, no such sound script entry
  Model models/weapons/w_bb_bottle.mdl not found!
  Invalid file size for motd.txt
  Section [Scenes]: 1096 resources total 17.54 KB, 0.84 % of limit (2.10 MB)
  Created class baseline: 7 classes, 1161 bytes.
  Game started
  
  Half-Life 2
  Map: infl_d7_combine
  Players:  1 / 1
  Build 3531
  Server Number 1
  material "vgui/hud/xbox_reticle" not found
  --- Missing Vgui material vgui/hud/xbox_reticle
  No pure server whitelist. sv_pure = 0
  CAsyncWavDataCache:  0 .wavs total 0 bytes, 0.00 % of capacity
  Initializing renderer...
  Level unlit, setting 'mat_fullbright 1'
  Warning: using WorldTwoTextureBlend on a non-displacement surface.
  Support for this will go away soon.
     - Material       : nature/blendgrassgravel002a
     - Surface center : -1128 424 0
  Warning: using WorldTwoTextureBlend on a non-displacement surface (material:
nature/blendgrassgravel002a). Support for this will go away soon.
  DataTable warning: No matching RecvTable for SendTable 'DT_WeaponBrickbat'.
  Client missing DT class CWeaponBrickbat
  Host_EndGame: CL_ParseClassInfo_EndClasses: CreateDecoders failed.
  
  Dropped unnamed from server (Disconnect by user.)

--Frozen Armageddon 13:58, 28 Oct 2008 (PDT)

That weapon don't work very well simply because it got cut from HL2, so it wasn't used. So your just lucky to have the source for it as it's not being used, and is bound to be errored. -Craziestdan
FrozenArmageddon: [removed becaus I wrote some wrong stuff...]
I never said not everyone gets the source at all! I meant, there is code in the source that was cut from HL2, but some are in pieces, some broke etc. So I was just trying to point out that it may not work because it's not complete? I also didn't read your whole post (pretty hard to read when the spelling is rushed). But by any chance (I haven't done weapons in a while, so I may be wrong) did you add the weapon to the c_weapon_stubbs? Every new weapon needs to be there. You'll need to add a line like this:
   STUB_WEAPON_CLASS( weapon_brickbat, WeaponBrickbat, C_BaseHLBludgeonWeapon );

And don't forget you need to make a weapon_brickbat.txt script in the mods script folder. This should actually fix it, I remember having your problem before. --Craziestdan 14:15, 28 Oct 2008 (PDT)

Wow, sirusly, I am sorry that I said anything about your comment, becaus I think you just helped me a lot, im gonna try it now :D

oh, and sorry for the bad spelling, English not beeing mother languge and too much time in online chatting may change your spelling really badly as you allready noticed ^_^ and btw, I wanted also to say that I don't think that the fragments are the foult, Becaus even when I excluded it, my map wont work and give same error as before...

Lol i keep fogetting my timestamp xD Anyway, I didn't realise you weren't english, anyway, glad it worked (if it did). Next time you need help post here. A lot more people check there rather then here. --Craziestdan 14:15, 28 Oct 2008 (PDT)
hmm... didnt work even after I added:
  STUB_WEAPON_CLASS( weapon_brickbat, WeaponBrickbat, C_BaseHLBludgeonWeapon );
and made a file called weapon_brickbat and copy\pasted (and changed abit) the weapon_crowbar :D
Well I didn't actually mean put that identical line in, I meant something very similar. In that weapon stubbs file looking at the others should give it away. You need to make sure your line matches the weapon, and don't forget about case sensitive. I put WeaponBrickbat, but you might need WeaponBrickBat. Stuff like that you need to look out for. It may be another problem that idk about, because i've never been able to have 2 melee weapons in source, it always messes up somewhere. --Craziestdan 14:31, 28 Oct 2008 (PDT)
lol this qustion gets long, anyway, Yea, I did copy\pasted it EXACTLY but when I looked at evry other code, it was allmost identicale... and I also tryed to expiriment abit with the .txt file, but still nothing works, im happy that you keep helping me...

BTW I posted it with more details in Steam Forums

--Frozen Armageddon 04:26, 29 Oct 2008 (PDT)

Well it looks like someone just gave you the solution in the thread on that link, one that I actually forgot. But I didn't realise your in a MP mod?? Your weapon file must be included in both server/client projects for MP. --Craziestdan 08:53, 29 Oct 2008 (PDT)

erm... im actualy making a Half-Life 2 Single Player mod... not mp >.>

Last message sent by Frozen Armageddon at 13:42, 29 Oct 2008 (PDT)

Changes won't appear in game

This is a repost of a problem that several newcomers to modding have encountered when following the tutorial at http://developer.valvesoftware.com/wiki/My_First_Mod After compiling and starting the game, none of the changes we make appear in the game. Specifically, we try to adjust the RPG rocket speed, but this just doesn't happen. Probably, this is due to some issue with DLLs, AppIds or similar. However, I can't find an answer anywhere. There is a discussion of the problem on the tutorial discussion page: http://developer.valvesoftware.com/wiki/Talk:My_First_Mod#Rocket_Speed_doesn.27t_change

Anyone?

--Diskonaut 14:05, 15 May 2009 (UTC)

I read the discussion and I guess the guy was lucky with his app id thing, its not really related, if your mod is orange-box based, just keep it at the default 218. You're going to need to give me more detail before I can help you. First what IDE or version of visual studio are you using? And if you're using VS, have you fixed the automatic copy of the dlls to the game folder?
--psycommando 19:47, 16 May 2009 (UTC)

Material System

materials don't show up in 3d view

When I make a Brush, it is a baby blue color and it doesn't show up -- 20:49, 9 Dec 2007 (GMT) Unsigned comment added by Octoplasma (talkcontribs) Always sign your posts with four tildes (~~~~)

Did you put the material in the right folders? --Darthkillyou 18:49, 17 Feb 2008 (PST)
Sounds to me as if you have your View set to "3D Filled Polygons". You might try changing your View to "3D Textured Polygons". Go to View at the top of Hammer. Find "3D Textured Polygons" & click on that. Textures will immediately be visible in the 3D view. --YPE 09:02, 21 May 2008 (PDT)

Half-Life 2 Episode 2 textures

I'm mapping for Deathmatch & would like to use a few models from Half-Life 2 Episode 2. I extract all necesarry model & texture files to thier proper respective directories, yet when I use the Model Viewer or Model Browser in Hammer, the models appear as being non-textured. I can extract models from Ep1 & CS:S all day long without any such problems. I have run into the same problem extracting non-model textures from Ep2 as well. I'm thinking it may have something to do with different engine versions (Ep1 & OrangeBox). Am I correct in that assumption? Is there any sort of work-around for this? Would using VTFEdit help me in this endevor? --YPE 09:08, 21 May 2008 (PDT)

First of all, you are not allowed to use the materials in any other games, even VALVe games, except for OB games. Second, all of those files are newer versions, so they won't work anyway. Solokiller 10:43, 21 May 2008 (PDT)
Solokiller, Thank you for answering my question. I was not aware of any such restriction. Would you be so kind as to post a link to the information you describe? --YPE 18:57, 22 May 2008 (PDT)
I've had some time to think about your answer. I think your wrong. I was under the impression that all Source Engine games were open-source, which can be confirmed here: Levels_of_security_for_map_makers. It's the third paragraph, last sentence. Wikipedia's definition of open-source. --YPE 16:26, 23 May 2008 (PDT)
There is a large difference between what is stated there and the truth. The writes assumes that, because you can decompile a map and retrieve all data as if it were the original vmf, you can use anything and everything from any Source engine game in any other Source engine game. This is not the case. See http://developer.valvesoftware.com/wiki/Mod_Content_Usage for more information. Solokiller 04:42, 24 May 2008 (PDT)
We'll see about that. I just emailed [email protected] about exactly what i can use that was not included in the SDK. I also requested if I could post thier response here. Hopefully it will be an expeditious & positive response.--YPE 16:23, 24 May 2008 (PDT)
Seriously you're wasting your time emailing them, and it rather work out if you just Ported textures over inside your own mod. There's no problem with mixing them that's for sure, or bringing in your own. Also Aside that, Half Life 2 Deathmatch will not support the New texture type, therefore your straight out of luck, and instead you would have to build your own MP mod to utilize the new engine features. Besides that sadly mapping for Dm is sadly dead for reasons I can't seem to understand. Now you're questions have been answered and theres no workaround sorry.--Gear 18:50, 24 May 2008 (PDT)
You can downgrade the textures... --Frostbite 19:08, 24 May 2008 (PDT)
I never imagined the can of worms I was about to open with my initial question. Seems there's quite a bit of confusion as to what is "allowed" & "not allowed". I am not all about taking some mod team's work & ripping it apart just so I can make a single Deathmatch map. I am limiting my content to only Valve Software's original models & textures. Those being from: HL2, HL2:EP1, HL2:EP2 & CS:S. From what I see in Mod_Content_Usage, It looks like all of the games listed are "allowed" to be used. It is also an old page, as it does not contain any information on any of the Orange Box games. Seeing as how all of those games listed are from Valve Software & the SDK was updated with the new Orange Box games so people could mod from them, I don't see anything wrong at all with using a few models or textures from HL2:EP2. After all, I did pay for those games. Speaking of my initial question, I answered it myself with a download of VTFEdit. Frostbite is correct in that the version of the textures can be downgraded to work with the older Source Engine. I now have a fully textured, working model from HL2:EP2 in my HL2:DM. Even though it's possible, I doubt that I will use very many. Doing so is quite time consuming.--YPE 20:53, 24 May 2008 (PDT)
It's is illegal to use Episode 2 materials in anything not OB, that said, don't say i didn't warn you. Solokiller 05:58, 25 May 2008 (PDT)
:O! Thats Why I hesitated on making any ep2 MP maps.--Gear 05:59, 25 May 2008 (PDT)
Warning heeded. The HL2:EP2 model & it's textures have been removed. --YPE 10:45, 25 May 2008 (PDT)
I now know that I cannot use any HL2:EP2 models or textures. I know it may seem like I'm dragging this out, but for clarification, I need to know if I can still use models or textures from HL2:EP1 or CS:S. What I thought was ok, was not. If I can't use those either, I might as well delete the map I was working so hard on. I would have to totally rework the map. :( --YPE 13:34, 26 May 2008 (PDT)
If you cannot normally access the files when mapping for the game in question, then you can't use the other game's content. In other words, when mapping for Hl2: DM, only content available for that game normally can be used. You should not have to extract files to use them, if you do, then you either have a corrupted/faulty copy, or are doing things wrong. Solokiller 06:36, 27 May 2008 (PDT)
I want to thank everone that has spent time responding to my question. Especially Solokiller for setting me straight on this subject. I clearly had no idea. Thank you. All other game content has been removed. --YPE 10:31, 27 May 2008 (PDT)

Mod Files

No Hud On Start?

Hi everyone. I'm sort of "begginer" to the whole modding thing, but im interested. how do I make me spawn with a hud showing already (health, armour, weapons, etc.) I always have to do Sv_cheats 1, then impulse 101, I want to be able to spawn, withput having to do that, or without having to put an HEV suit in my map all he time. Thanks. --Shield543 08:22, 18 Jun 2008 (PDT)


wel,for as far as i know it'snot possible to start with the suit already on unless you picked it up in a previous map, but you might try putting your suit directly under the spawn point, and set a flag so that it doesn't do it lenghty introduction music etc.

Error?

I am a novice to modding, as in never done it before, however for good reason as every time i have tried to make a mod to anything i get an error page saying "Can't open CreateModFiles\source2009\gameinfo_sp.txt for reading". Now rather than whining about it here I have spent some time trying to solve the problem myself by refreshing SDK content; reset game configurations and even tried to find the file myself and now I have no clue what to so can someone please help me out?--Theshawnacorn 7:48PM 11/01/2011


I have recently encounter this same problem (today actually), and found out that the required files aren't in the SDK for Source 2009 but they are there for The Orange Box (Source 2007). Using GCFScape, you can extract root\launcher\CreateModFiles\orangebox and place it in C:\Program Files (x86)\Steam\steamapps\*account name*\sourcesdk\launcher\CreateModFiles (or wherever the your Steam folders are located) you will have to create the "CreateModFiles" folder. Once the Orange Box files are in there, rename "orangebox" to "source2009". --Yottabyte 23:38, 3 February 2011 (UTC)

Updating Client Files for your MOD?

After releasing the 12th version of my MOD, I must say I'm tired of creating an installer and patcher each time. It takes a while to do both, which means a delay each time I do it. Does anyone know of a freeware (read: not bullcrap shareware which is all I could find in searches) file update manager? Something similar to Steam's content update system would be perfect, where it periodically checks for updates to their files. Thanks.--Tj9991 18:54, 6 Nov 2007 (PST)

Umm, maybe try using SVN? That might help you release patches and small updates easily, but for the major versions I'd still suggest putting it BOTH into the SVN as the full game file pack (no need for installers :D) and to where you usually put them as an installer. I suggest you find out more about SVN here: http://subversion.tigris.org/ Then if you need a free SVN host, try google code's svn: http://code.google.com That would require you to make it open source, though. -- 13:32, 28 Jan 2008 Unsigned comment added by Esa94 (talkcontribs) Always sign your posts with four tildes (~~~~)

Removing the Achievements segment on the Main Menu

i am making a small mod for HL2:EP2 and when i start it up it has the achievements menu and the commentary menu segments, how can i get rid of them? -- 1:56, 05 Aug 2009 brendanmint

Video Editing/In-Game

Regarding creating entities in-game (ent_create)...

In TF2, I've been trying to make entities in a multiplayer server using ent_create and prop_physics_create and any other thing that creates entities, but it doesn't work because I do not know how to properly write the command (how do I even name the entity I create?), there's nothing about it anywhere and there isn't an article on it.

It's like no one even heard of the command...

Any help would be appreciated.

Sockpuppetclock 06:24, 27 Sep 2008 (PDT)

prop_physics_create props_mining/rock001.mdl
Quotes are only needed if there is a space in the name which is super rare in Valve stuff these days if at all, :something like this would be very rare ;
prop_physics_create "props folder with spaces/model name with spaces.mdl"
Or something more complex (HL2DM!) ;
prop_physics_create props_junk/propane_tank001a.mdl;ent_create npc_satchel;ent_fire npc_satchel explode;ent_create prop_combine_ball;ent_fire prop_combine_ball explode;say BOOOOM!!!
But for any of these You Need sv_cheats 1 enabled! --Jenkins08 11:00, 19 April 2009 (UTC)


Sound not syncing - host_framerate still set to 30

Hi there, in FakeFactory 8, which uses Source Engine version 14, none of my exported AVIs are synced correctly to the sound. Does anyone know how I can fix this? --Tgp1994 03:34, 23 May 2009 (UTC)

Thanks for all the help everyone >.> Turns out I needed to use a different codec.

Shaders

How do I initialize arrays inside shaders?

If I have myshader.fxc and it contains a global variable:

float coefficients[200];

how can I initialize it from within the shader's .cpp file? -- 16:50, 17 Feb 2008 (GMT) Unsigned comment added by Christos (talkcontribs) Always sign your posts with four tildes (~~~~)

Misc

Error with MountAppFilesystem

Everytime I testrun my map I get this error:

MountAppFilesystem() failed: SteamMountAppFilesystem(218,35,0x4a6fd54) failed with error 21: A different version of this FS is already in use

I know this is an adressed problem and I have attempted that fix. I can't get it to work but I did grab my start-up process be fore I closed it:


** Executing...
** Command: Copy File
** Parameters: "c:\program files\steam\steamapps\krazy322\sourcesdk\bin\orangebox\bin\testmap.bsp" "c:\program files\steam\steamapps\krazy322\garrysmod\garrysmod\maps\testmap.bsp"


** Executing...
** Command: "c:\program files\steam\steamapps\krazy322\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\krazy322\garrysmod\garrysmod" "c:\program files\steam\steamapps\krazy322\sourcesdk\bin\orangebox\bin\testmap"

Valve Software - vvis.exe (Mar 11 2008)
2 threads
reading c:\program files\steam\steamapps\krazy322\sourcesdk\bin\orangebox\bin\testmap.bsp
reading c:\program files\steam\steamapps\krazy322\sourcesdk\bin\orangebox\bin\testmap.prt
  27 portalclusters
  64 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 667
Average clusters visible: 24
Building PAS...
Average clusters audible: 27
visdatasize:436  compressed from 432
writing c:\program files\steam\steamapps\krazy322\sourcesdk\bin\orangebox\bin\testmap.bsp
0 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "c:\program files\steam\steamapps\krazy322\sourcesdk\bin\orangebox\bin\testmap.bsp" "c:\program files\steam\steamapps\krazy322\garrysmod\garrysmod\maps\testmap.bsp"


** Executing...
** Command: "c:\program files\steam\steamapps\krazy322\half-life 2\hl2.exe"
** Parameters: -applaunch 215 -dev -console -game "c:\program files\steam\steamapps\krazy322\garrysmod\garrysmod" "c:\program files\steam\steamapps\krazy322\sourcesdk\bin\orangebox\bin\testmap"

I would love to get a hand with this. Thanks guys [email protected]

Uncheck Run Game after compiling, manually launch the game and type map <mapname>
Your parameters for launching the game are incorrect...Should be something like;
"c:\program files\steam\steam.exe" -gameidlaunch 218 -dev -console -game "c:\program files\steam\steamapps\krazy322\garrysmod\garrysmod" +map testmap
Notice first of all its pointing to Steam.exe not hl2.exe (Steam.exe is used to launch all steam games now, Hl2.exe is not used to launch anymore but still an essential part of the games)
Second of all is the AppID parameter, that has also changed from -applaunch to -gameidlaunch and also you were trying to load AppID 215 which is Source SDK Base (Episode 1 Engine) and if you look in garrysmod/garrysmod/gameinfo.txt you will see it's AppID 218 which is Source SDK Base 2007 (Orangebox) which is what Garrysmod uses as a base game.
But my suggestion is don't launch from hammer especially if your map is cpu/gpu intensive then you wont get accurate framerate ingame because hammer will be in the background sucking up hundreds of MB of Ram.
--Jenkins08 07:08, 20 April 2009 (UTC)

Half Life 2 Mapping

I don't own Half Life 2 on Steam, but I have it installed, and I can run Gmod, HL1 Source, and I have HL2: Death Match. Can I still create a HL2 Map with NPC's, and play it? [email protected]

Yes! --Jenkins08 10:31, 19 April 2009 (UTC)

Making a map in Half Life Source

I own HL:Source, but I need to know what the dimensions of things are for this game! You guys have mappers references for HL2, TF2, Portal, L4D, and CS, but not HL1! Please help! Email answers to [email protected]

2D View Text in Hammer displays strangely

I think the title it fairly self-explanitory; the numerical text and letters displayed in the 2D fields are mostly illegible (or at the very least messed up). Other text doesn't seem to have a problem. Upgrading and changing graphics drivers had no effect, and I'm not sure what the cause could be. Doesn't seem to really impact level creation mechanics (unless you count being able to tell how big I'm making a brush without counting the grids as a 'mechanic'), but it essentially prevents me from using the editor.

A screenshot of one of the editor windows is here: [[3]]

I'd appreciate some suggestions UltimaGecko 20:19, 17 Sep 2008 (PDT)

Same Problem. Anyone found a way to solve the problem? Sheak 13:44, 28 March 2009

Motionmapper screwups

Hey there - i've been trying to map a couple of standard male animations from sourcesdk_content\hl2\modelsrc\humans_sdk\Male_Animations_sdk to a custom size Valve Biped i created in XSI from the Biped Guide. Basically the rig is a little shorter overall and has less wide shoulders. I didn't change any names of bones or helpers or whatnot.

Now, aside from the fact that motionmapper seems to have problems mapping files over a certain number of frames (idle_subtle is the one i seem to remember) and ends it all by crashing, nearly ALL the smd files i end up with contain errors: 1.#QNAN0 and -1.#IND00 in the block that follows after "time 0". They seem to occur in pretty much the same "nodes" described in the first part of each smd (3,5,7.. 101, 103 etc. they vary from animation to animation).

Oh, and using templatefiles ends in a crash right away.

Is there something wrong with the rig? The biped guide is explicitly intended for rig resizing, isn't it? I'm using XSI 6.01 with the Valve plugin. By the way, following the tutorial about mapping skeletal motion works.. I'm at a loss, help would be much appreciated!

pF 06:52, 10 Jul 2008 (PDT)


Interesting Error Message.

  I'm not able to get Source SDK running. I keep getting the following error message.

"MountFilesystem( 221 )failed: SteamMountFilesystem(4000,221,0x1c10fd64=,0x1c10fc54) failed with error 106: Failed to resize the cache file" I click OK and it goes away. Any help? --Wombat 18:17, 4 Jul 2008 (PDT)

Hi I'm sorry I don't know the fix but I'm posting to say I have the same problem. Only the address is different. Could this be a hardware problem? I don't have problems running other steam apps or any other apps on my machine to my knowledge. Here is a rundown of things I have tried that haven't worked:
  • Verify the integrity of tool cache.
  • Run CSS and joined a server then quit and try to launch sourceSDK.
  • Set engine -ep1 in the launch options (I want to make a CSS map).
  • Uninstalled sourceSDK, performed a scandisk, re-installed sourceSDK.
Currently I'm downloading Half Life 2 EP 1 to see if it makes a difference to have it installed. --Super duper 03:54, 15 Aug 2008 (PDT)
The address is probably going to be different each time you get that error. Memory is a dynamic thing. And stop using line breaks please, it makes my head ache. --Baliame (talk) 05:43, 15 Aug 2008 (PDT)
OK downloading Half Life 2 EP 1 fixed the problem now it launches, no errors! Wombat do you have HL2 Ep 1 installed? -- Super duper 04:12, 15 Aug 2008 (PDT)
Is there any other way to get it to work? I just downloaded it and am annoyed because it took hours to download for just an error message. --Col6y

Overview? How to get started?

I'm sure I must have missed it, but I can't find an overview of the most basic stuff (that is probably obvious to everyone here, but not to me). Like, I don't want to make a map, I want to have the death notices show up differently. Is that a mod? a plug-in? Does that mean compiling my own client? If I compile my own client, will the servers let me in? or will they think I'm cheating? Thanks so much! Myzipis02139 19:59, 31 May 2008 (PDT)

Adding New Maps to Source:Dedicated server

Help! How can I add maps to the default that are in the dedicated server? I can't find a way to run maps that I have made for HL2:DM. I've tried to change the map to the one that I have made, to test it, but it doesn't show up in the options. I've tried to move the map to the dedicated server folder, but it doesn't seem to work. Any help would be appreciated!--tiddly 05:03, 17 May 2008 (PDT)

Add it to %Source Dedicated Server Path%/hl2mp/maps -- I just tested, it should work fine. --Durub 14:44, 31 May 2008 (PDT)

Adding connection to a mysql server in a source mod

Hi, i'm trying to share information about player on several servers and think Mysql is the faster way. But, i tried to use the mysql Libraire (C). But once the game launched and i try to create a listen server i receive this error report

Missing RecvProp for DT_BasePlayer - DT_Local/m_iFOV

I've solved it by adding the dll Libmysql.dll in the source sdk base folder. the game couldn't find the DLL in my mod bin directory. How to include it without having to copy bins in the source sdk directory? thanks by adavance Gael Motte Gmotte 02:03, 12 May 2008 (PDT)

Hammer is not loading all the files for my game.

I am following the door tutorial for Portal and am finding that Hammer can not find some of the models and entities. For instance, I couldn't find the model for one of the sides of the door in the Model Browser, but when I typed in the path it worked. I am also am not able to find the func_door entity. Any help would be appritiated. Thank you.ShawnStovall 14:24, 23 Feb 2008 (PST)

You might be missing some models, try to reinstall Source SDK, and Portal, that should fix the problem.--Gear 17:33, 31 Mar 2008 (PDT)

Networking: Opening TCP Socket on Port 27015

I am trying to establish a TCP connection to port 27015 on a standard TF2 server using PHP's fsockopen, but the connection attempt keeps timing out. Doing a port scan through the range 27000 - 27020 shows no open ports, but how can this be possible? Does anyone know which port to connect to in order to establish a TCP connection with the game server so I can implement a web-based RCON panel? --TGAcid 16:42, 17 Jan 2008 (PST)

Don't you want UDP? --Neverender 23:18, 9 Mar 2008 (PDT)
The server has to have -ip in its command line, even if it's set to 0.0.0.0. By default, Source servers bind rcon to 127.0.0.1, effectively disabling it. --BarkerJr 18:12, 31 Aug 2008 (PDT)

Can you restrict Team Fortress 2 classes?

Is there a way to restrict classes on a Team Fortress 2 map? I'm developing a map for snipers; I want to make it so that all the players spawn as snipers. They will still have all weapons. Can I somehow force this in Hammer, or do I have to simply set it with an admin option on a server? I've seen this done before (where, for example, everyone goes pyro and you have a melee only round). --Askiba 16:38, 11 Jan 2008 (PST)

The only way to restrict classes that I know of is through a server admin mod such as Mani or Beetlemod, which was most likely what you saw on the server you visited. I know we experimented with limiting classes/buildable objects during sudden death with Beetlemod. --TGAcid 17:49, 17 Jan 2008 (PST)

SDK not working correctly

Hammer crashes if I do anything - try to make brush, for example. Faceposer can't extract the phonems, writing "extraction successful but full recognization failed" or "Extraction complete", but it isn't! Re-installing SDK doesn't help. Earlier, I've used SDK, and it worked properly, and this problems came just after Orange Box SDK updates. But I don't have it! Please, help if you can.--1BloodYDoG1 06:55, 14 Nov 2007 (PST)

Have you tried the suggestion given here? If you don't own the Orange Box and run the SDK as is, it will be loaded for the orange box games. You should add "-engine ep1" to the Source SDK Launch options, like Woody suggests. Try that and see if it works! It seems to be causing a a headache to lot of people... --Etset 17:51, 19 Jan 2008 (PST)

Hammer wont launch

Everything in SDK works perfectly except Hammer, when i attempt to launch Hammer i get this error code: " MountFileSystem(312) failed: SteamMountFile System(3476,312,0x1a38fd64) failed with error 5: No Steam Content Servers are available " Any help would be appreciated also if someone could even just explain what the error code means so I have a chance of fixing it that would be very useful. MattDZR 07:45, 22 Feb 2008 (PST)

This is an error we all got, but now it's all fixed.--Gear 17:33, 31 Mar 2008 (PDT)
We still get this error, this is NOT fixed. --dotISO 16:41, 10 May 2008 (PDT)
For you maybe, but for us yes. Something is wrong with your Hammer, try to re-install Source sdk, and next time add your signature thats linkable! :)--Gear 21:31, 11 May 2008 (PDT)

SKD Will Not Launch

I have just installed Source SKD and I went to launch it and it come up with 'SKDlaunch.exe has stoped working' now my friend and I have tryd a few things like putting 'engine -ep1' also he changed somthing to do with the dep. He also said that it would launch fine as I have enought free ram and cpu to handel it. If theres any other info needed just tell me and I will get it. supernova 09:34, 23 Mar 2008 (gmt +12)

Error could not load:gameui

)I have no idea where this would go, so sorry if it's in the wrong section) When building a map in Hammer for a mod when I try to compile it it says something like "Error could not load:gameui" I don't think i'm doing anything wrong. Any help would be appreciated--Kyn 17:31, 31 Mar 2008 (PDT)

What game are you making a map for? Also you should tell Hammer not to run the game when Compile ends, and instead run the game yourself, and load it up via a console.--Gear 17:34, 31 Mar 2008 (PDT)
Hello. I too am having the same problem. Either Hammer does not load the GAMEUI or it tells me that the Library was not loaded. I have tried uninstalling everything and reinstalling and no go. And to make matters worse when i try and run the map in the GAMES section of STEAM i get the same ERRORS; Could not load GAMEUI or Library not loaded. Before orange box i was able to make maps and compile with no problems. Everything in steam is up to date. I am very frustrated. --MasterLandShark 21:48, 6 Oct 2008 (PDT)
Hey. I am also having this problem but the game won't load at all, the window pops up, and then it just loses again with no errors or anything, also when i try to compile a map in hammer it says could not load gameui but i can't find a problem with the code at all. --MLSTRM 12:29, 26 Oct 2008 (GMT)
 :Almost there!! make sure you are compiling the code in release mode and when you run the game
the menu etc will appear. but i still can't load my maps... --MLSTRM 12:41, 09 Nov 2008

Solution: Change in Configure Hammer panel on tab Build Programs Game executable to "$SteamUserDir\half-life 2 episode two\hl2.exe" instead of "$SteamUserDir\half-life 2\hl2.exe" (mod on Orange Box engine). --Rob3rto 23:14, 8 April 2009

The above solution does not help me... I was compiling under the Ep1 engine, and no problems were encountered. But I then switched over to the Orange Box engine, and I get this error. My Build Programs Game Exe. is the Ep2 .exe. But I still get this error. Legolas1649 22:27, 20 May 2009 (UTC)

i am have the same proble it was working fine last night and then to day nothings working.

Uhh, there is no EP2.exe. HL2EP2 runs off it's own copy of HL2.exe.--Suroguner 06:04, 8 June 2009 (UTC)

Launch hl2.exe with -game ep2 parameter.SiPlus 16:40, 11 May 2010 (UTC)

Change CS:S display

You know when you play CS:S the main menu says Counter-Strike: Source above the different options? Is there a way to change this to something else like an inspirational message?

Thanks

-Ferretboy54-

Placement is in resource\ClientScheme.res text file. Text is in gameinfo.txt (Steam verifying this file every CSS launch, it can't be modified. SiPlus 12:52, 21 January 2010 (UTC)

Locust2

I save my map but whenever i put it into game or into an upload site it doesnt come with the saves, what do i do?

What? I the bsp does not include save files, you need to copy those over too.--Gear 07:37, 23 Jun 2008 (PDT)

Portal falling damage/regen ammo questions

I'm starting a mod on Portal, but it'll be a bit different than usual, for example, some maps will resemble plataform games and such, it'll have combat, etc. So I need to ask 2 questions:

1. Is it possible to enable falling damage back on Portal, and at same time, keep the health regen? (not much programing knowledge)

2. How can I make an weapon having infinite bullets or ammo that self-regenerates (like the airboat gun)?

The falling damage is really important to me, as the gameplay depends on it. Please help me out with this :] Thanks

-Murdock-


Floor of Goo

Hi everybody. I need to know how to create a floor of goo, that forces players to slide above it. We can see such floors at Route Kanal chapter of HL2. I looked through the Documentation, but haven't found mention of this effect. I really don't know what is it: entity or something else? --user:StreetStrider 08:52, 13 April 2009 (UTC)

Materials/Nature/Mud* << everything that is named Mud in the Nature folder should be slippery and slimy like Goo :)
Just place it like a regular material and your done! --Jenkins08 10:20, 19 April 2009 (UTC)
Thanks, I'll try. ) So, it's creates similar like a water. user:StreetStrider 15:14, 22 April 2009 (UTC)

Portalgun upgrade

In a mod I'm making at the moment for portal I need the portal gun to be able to punt objects like the gravity gun. Any help? Smasher006 17:29, 19 April 2009 (UTC)

No this requires you to have access to the Portal Source codes which are under safe lock and key at Valve HQ. Meaning Portal, CSS, TF2, and at this present moment Left 4 Dead are all Closed Source games.
Only Half-Life 2 and the Episodes are "Open Source" meaning you can edit the game codes and upgrade/change such things --Jenkins08 06:54, 20 April 2009 (UTC)
Any ideas on how I could still incorporate the gravity guns fuction in the mod?
Smasher006 15:23, 20 April 2009 (UTC)
You could just have a place that the players could pick up weapon_physcannon. hmmwhatsthisdo 01:55, 9 December 2009 (UTC)

Changing HUD Color

I apologize if this is in the wrong section. Anyway, in the mod I am currently developing, I wish to change the color of the HUD, and possibly the font. Is there an easy way to do this, or is there C++ programming involved?

Also, while I'm at it, I'm confused by the differences of prop_static, prop_dynamic, and prop_physics. What exactly are the differences?

I can only answer you the difference between static and dynamic props, static props are props that are 100% immovable and cannot be affected by outputs, however, dynamic props is almost immovable, it can be affected by outputs and can do animations
VGUI HUD color can be changed thru mod\resource\ClientScheme.res file (it's just text file, use Notepad or smth similar to edit it). Also, about props:
Prop_static was made only for static, non-animated props. The entity removes from map at compilation stage and converts to StudioRender code.
Prop_dynamic is for animated models, NPC models or models that moving or rotating dynamically.
Prop_physics is for pushable and dropable models (physics support). SiPlus 12:49, 21 January 2010 (UTC)

Answered Questions

Adding a output in-game

I have a trouble adding a output to an entity, like a player forexample. I am trying to add a output on a trigger_once to cause a activators health to drop to zero. I type ent_fire trigger_once addoutput onstarttouch player,sethealth,0,0,1

but it keeps saying "

AddOutput input fired with bad string. Format: <output name> <targetname>,<inputname>,<parameter>,<delay>,<max times to fire (-1 == infinite)>" and I don't know what I am doing wrong, does anyone knows what I actually should type? ~Christoffer395

Try this; Create a trigger hurt in the area which kills the player instantly OR ent_fire trigger_once AddOutput "OnStartTouch !player,SetHealth,0,0,0"

DONT use AddOutput that is a very dangerous command.
AddOutput <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care. 
And you should use !activator when dealing with triggers not !player especially in Multiplayer
Why are you doing this from the console anyway? Are you adding triggers Real Time simply because you can't be bothered making them in hammer? Or is that not an option? Becuase it would solve all your problems if you created a brush Tied to the entity trigger_once and changed its outputs to OnStartTouch::SetHealth::0 instead of using complex console commands :S? --Jenkins08 10:28, 19 April 2009 (UTC)
I'm not up for making maps where I can mess with other peoples, but from already existing maps. I'm actually seeking advanced commands, not piece of cake commands. The more powerfull it is, the more worth it is. But anyway, thanks for helping :D
Christoffer395 21:33, 27 April 2009
The targetname section could use some more real-world examples. Not sure if you've seen it, but I did put add a detailed example for AddOutput on the targetname section, but it was on the article's talk page here, rather then the actual article. --brandished 00:57, 28 April 2009 (UTC)

Character has miss-rotated legs when using XSI Valve Rigs

When I rig a character to a skeleton generated by the Valve Biped Guide in XSI Mod Tool 6, the resulting model as seen in Model Viewer has the body below the waist rotated 90 degrees. I have all export options checked when I use the SMD exporter.

I've read about a few other people having this problem. Is there currently a bug in the Valve plug-in for XSI? --Ayjay McDi 14:50, 29 Jul 2008 (PDT)

Update: I've studied the SMD file generated by XSI (both through XSI and through a text editor) and noticed these discrepancies with an existing biped model I decompiled:

  • The mesh ("ValveBiped.mesh") is included in the node tree data
  • All triangles in the triangle block are also parented to the mesh "bone"
  • There is a bone "ValveBiped.Bip01" which the pelvis (ValveBiped.Bip01_Pelvis) is a child of
  • The root spine (ValveBiped.Bip01_Spine) is a child of "ValveBiped.Bip01", not of ValveBiped.Bip01_Pelvis

So, apparently there are bugs in the XSI SMD exporter. Is there a fix on the way or should I look at a different modeling package? --Ayjay McDi 14:42, 1 Aug 2008 (PDT)

Update: I've figured out my problem. I was using a hand-written QC file. What I should have been doing was using the QC and QCI files that come with the SDK (e.g. C:\Program Files\Steam\steamapps\<your SteamID>\sourcesdk_content\hl2mp\modelsrc\humans_sdk\Male\Group03\Male_05.qc). Those contain the proper commands to convert the XSI skeleton to the Valve skeleton. --Ayjay McDi 15:15, 6 September 2009 (UTC)