Discussion:
[hlcoders] Modding Problems
Gavin Isgar
2015-03-24 20:25:43 UTC
Permalink
Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a problem with
the ingame logo at the menu screen. It shows up pink/black checkers while
the size is the same size as the logo. I have a vmt and vtf file of the
photo both in the materials folder alone while the other folders inside the
materials folder are "console" and "sdk"(obviously the folders don't have
the quotes in their names). Also, i have the code for the GameLogo.res down
here;
Resource/GameLogo.res
{
GameLogo
{
ControlName EditablePanel
fieldName GameLogo
xpos 0
ypos 0
zpos 50
wide 400
tall 100
autoResize 1
pinCorner 0
visible 1
enabled 1
offsetX -20
offsetY -15
}

Logo
{
ControlName ImagePanel
fieldName Logo
xpos 0
ypos 0
zpos 50
wide 400
tall 100
visible 1
enabled 1
image materials\hl2rslogo1
scaleImage 1
}
}
The mod's name by the way is "Half-Life 2: Resistance Shadow"! Did i do
anything wrong here, such as the path or anything else? This is the vmt
file's code;
"UnlitGeneric"
{
"$basetexture" "C:\Program Files
(x86)\Steam\steamapps\sourcemods\halflife2resistanceshadow\materials\HalfLife2RSIngameLogo1"
"$nolod" 1
}
Anything wrong here either? The last file is the gameinfo.txt, which is
down here;
"GameInfo"
{
game "Half-Life 2: Resistance Shadow"
type singleplayer_only
icon "icon"
gamelogo "1"

FileSystem
{
SteamAppId 218 // GCF for Episode 2
ToolsAppId 211 // Tools will load this (ie: source SDK caches) to get
things like materials\debug, materials\editor, etc.
SearchPaths
{
Game |gameinfo_path|.
Game |all_source_engine_paths|ep2
Game |all_source_engine_paths|episodic
Game |all_source_engine_paths|hl2
}
}
}
Anything wrong here also? Please reply back at ***@gmail.com because im
really stuck in a hole with this mod without the logo, so please reply with
answers! I'm sorry if this isn't the right email for this problem. Thank
you very much and have a good day!
Tom Schumann
2015-03-25 10:45:29 UTC
Permalink
I don't think the $basetexture parameter should be an absolute path - I
think it should just be "HalfLife2RSIngameLogo1"
What does the console say?

On 25 March 2015 at 06:25, Gavin Isgar <***@gmail.com> wrote:

> Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a problem
> with the ingame logo at the menu screen. It shows up pink/black checkers
> while the size is the same size as the logo. I have a vmt and vtf file of
> the photo both in the materials folder alone while the other folders inside
> the materials folder are "console" and "sdk"(obviously the folders don't
> have the quotes in their names). Also, i have the code for the GameLogo.res
> down here;
> Resource/GameLogo.res
> {
> GameLogo
> {
> ControlName EditablePanel
> fieldName GameLogo
> xpos 0
> ypos 0
> zpos 50
> wide 400
> tall 100
> autoResize 1
> pinCorner 0
> visible 1
> enabled 1
> offsetX -20
> offsetY -15
> }
>
> Logo
> {
> ControlName ImagePanel
> fieldName Logo
> xpos 0
> ypos 0
> zpos 50
> wide 400
> tall 100
> visible 1
> enabled 1
> image materials\hl2rslogo1
> scaleImage 1
> }
> }
> The mod's name by the way is "Half-Life 2: Resistance Shadow"! Did i do
> anything wrong here, such as the path or anything else? This is the vmt
> file's code;
> "UnlitGeneric"
> {
> "$basetexture" "C:\Program Files
> (x86)\Steam\steamapps\sourcemods\halflife2resistanceshadow\materials\HalfLife2RSIngameLogo1"
> "$nolod" 1
> }
> Anything wrong here either? The last file is the gameinfo.txt, which is
> down here;
> "GameInfo"
> {
> game "Half-Life 2: Resistance Shadow"
> type singleplayer_only
> icon "icon"
> gamelogo "1"
>
> FileSystem
> {
> SteamAppId 218 // GCF for Episode 2
> ToolsAppId 211 // Tools will load this (ie: source SDK caches) to get
> things like materials\debug, materials\editor, etc.
> SearchPaths
> {
> Game |gameinfo_path|.
> Game |all_source_engine_paths|ep2
> Game |all_source_engine_paths|episodic
> Game |all_source_engine_paths|hl2
> }
> }
> }
> Anything wrong here also? Please reply back at ***@gmail.com because
> im really stuck in a hole with this mod without the logo, so please reply
> with answers! I'm sorry if this isn't the right email for this problem.
> Thank you very much and have a good day!
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
t***@gmail.com
2015-03-25 11:55:06 UTC
Permalink
Tom is correct. I doubt the game is even allowed to read from the Program Files directory if UAC is enabled.


- ScarT





From: Tom Schumann
Sent: ‎Wednesday‎, ‎March‎ ‎25‎, ‎2015 ‎11‎:‎45‎ ‎AM
To: Discussion of Half-Life Programming





I don't think the $basetexture parameter should be an absolute path - I think it should just be "HalfLife2RSIngameLogo1"
What does the console say?



On 25 March 2015 at 06:25, Gavin Isgar <***@gmail.com> wrote:


Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a problem with the ingame logo at the menu screen. It shows up pink/black checkers while the size is the same size as the logo. I have a vmt and vtf file of the photo both in the materials folder alone while the other folders inside the materials folder are "console" and "sdk"(obviously the folders don't have the quotes in their names). Also, i have the code for the GameLogo.res down here;

Resource/GameLogo.res

{

GameLogo

{

ControlName EditablePanel

fieldName GameLogo

xpos 0

ypos 0

zpos 50

wide 400

tall 100

autoResize 1

pinCorner 0

visible 1

enabled 1

offsetX -20

offsetY -15

}



Logo

{

ControlName ImagePanel

fieldName Logo

xpos 0

ypos 0

zpos 50

wide 400

tall 100

visible 1

enabled 1

image materials\hl2rslogo1

scaleImage 1

}

}

The mod's name by the way is "Half-Life 2: Resistance Shadow"! Did i do anything wrong here, such as the path or anything else? This is the vmt file's code;


"UnlitGeneric"

{

"$basetexture" "C:\Program Files (x86)\Steam\steamapps\sourcemods\halflife2resistanceshadow\materials\HalfLife2RSIngameLogo1"

"$nolod" 1

}

Anything wrong here either? The last file is the gameinfo.txt, which is down here;


"GameInfo"

{

game "Half-Life 2: Resistance Shadow"

type singleplayer_only

icon "icon"

gamelogo "1"




FileSystem

{

SteamAppId 218 // GCF for Episode 2

ToolsAppId 211 // Tools will load this (ie: source SDK caches) to get things like materials\debug, materials\editor, etc.



SearchPaths

{

Game |gameinfo_path|.

Game |all_source_engine_paths|ep2

Game |all_source_engine_paths|episodic

Game |all_source_engine_paths|hl2

}

}

}

Anything wrong here also? Please reply back at ***@gmail.com because im really stuck in a hole with this mod without the logo, so please reply with answers! I'm sorry if this isn't the right email for this problem. Thank you very much and have a good day!

_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Gavin Isgar
2015-03-25 21:41:46 UTC
Permalink
The console actually says nothing. It has no problems or errors. I changed
the vtf's path to the vmt name now, but what about everything else? Like
the gamelogo.res, is that suppose to be a path or HalfLife2RSIngameLogo1 or
even hl2rslogo1. If its a path, how should the path be?

On Wed, Mar 25, 2015 at 7:55 AM, <***@gmail.com> wrote:

> Tom is correct. I doubt the game is even allowed to read from the
> Program Files directory if UAC is enabled.
>
> - ScarT
>
> *From:* Tom Schumann <***@gmail.com>
> *Sent:* ‎Wednesday‎, ‎March‎ ‎25‎, ‎2015 ‎11‎:‎45‎ ‎AM
> *To:* Discussion of Half-Life Programming
> <***@list.valvesoftware.com>
>
> I don't think the $basetexture parameter should be an absolute path - I
> think it should just be "HalfLife2RSIngameLogo1"
> What does the console say?
>
> On 25 March 2015 at 06:25, Gavin Isgar <***@gmail.com> wrote:
>
>> Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a problem
>> with the ingame logo at the menu screen. It shows up pink/black checkers
>> while the size is the same size as the logo. I have a vmt and vtf file of
>> the photo both in the materials folder alone while the other folders inside
>> the materials folder are "console" and "sdk"(obviously the folders don't
>> have the quotes in their names). Also, i have the code for the GameLogo.res
>> down here;
>> Resource/GameLogo.res
>> {
>> GameLogo
>> {
>> ControlName EditablePanel
>> fieldName GameLogo
>> xpos 0
>> ypos 0
>> zpos 50
>> wide 400
>> tall 100
>> autoResize 1
>> pinCorner 0
>> visible 1
>> enabled 1
>> offsetX -20
>> offsetY -15
>> }
>>
>> Logo
>> {
>> ControlName ImagePanel
>> fieldName Logo
>> xpos 0
>> ypos 0
>> zpos 50
>> wide 400
>> tall 100
>> visible 1
>> enabled 1
>> image materials\hl2rslogo1
>> scaleImage 1
>> }
>> }
>> The mod's name by the way is "Half-Life 2: Resistance Shadow"! Did i do
>> anything wrong here, such as the path or anything else? This is the vmt
>> file's code;
>> "UnlitGeneric"
>> {
>> "$basetexture" "C:\Program Files
>> (x86)\Steam\steamapps\sourcemods\halflife2resistanceshadow\materials\HalfLife2RSIngameLogo1"
>> "$nolod" 1
>> }
>> Anything wrong here either? The last file is the gameinfo.txt, which is
>> down here;
>> "GameInfo"
>> {
>> game "Half-Life 2: Resistance Shadow"
>> type singleplayer_only
>> icon "icon"
>> gamelogo "1"
>>
>> FileSystem
>> {
>> SteamAppId 218 // GCF for Episode 2
>> ToolsAppId 211 // Tools will load this (ie: source SDK caches) to get
>> things like materials\debug, materials\editor, etc.
>> SearchPaths
>> {
>> Game |gameinfo_path|.
>> Game |all_source_engine_paths|ep2
>> Game |all_source_engine_paths|episodic
>> Game |all_source_engine_paths|hl2
>> }
>> }
>> }
>> Anything wrong here also? Please reply back at ***@gmail.com because
>> im really stuck in a hole with this mod without the logo, so please reply
>> with answers! I'm sorry if this isn't the right email for this problem.
>> Thank you very much and have a good day!
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
Tom Schumann
2015-03-26 10:11:21 UTC
Permalink
I'm not sure about GameLogo.res - if you look at the GameLogo.res in
Half-Life 2 (or any other Source game) what is the path relative to?

On 26 March 2015 at 07:41, Gavin Isgar <***@gmail.com> wrote:

> The console actually says nothing. It has no problems or errors. I changed
> the vtf's path to the vmt name now, but what about everything else? Like
> the gamelogo.res, is that suppose to be a path or HalfLife2RSIngameLogo1 or
> even hl2rslogo1. If its a path, how should the path be?
>
> On Wed, Mar 25, 2015 at 7:55 AM, <***@gmail.com> wrote:
>
>> Tom is correct. I doubt the game is even allowed to read from the
>> Program Files directory if UAC is enabled.
>>
>> - ScarT
>>
>> *From:* Tom Schumann <***@gmail.com>
>> *Sent:* ‎Wednesday‎, ‎March‎ ‎25‎, ‎2015 ‎11‎:‎45‎ ‎AM
>> *To:* Discussion of Half-Life Programming
>> <***@list.valvesoftware.com>
>>
>> I don't think the $basetexture parameter should be an absolute path - I
>> think it should just be "HalfLife2RSIngameLogo1"
>> What does the console say?
>>
>> On 25 March 2015 at 06:25, Gavin Isgar <***@gmail.com> wrote:
>>
>>> Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a problem
>>> with the ingame logo at the menu screen. It shows up pink/black checkers
>>> while the size is the same size as the logo. I have a vmt and vtf file of
>>> the photo both in the materials folder alone while the other folders inside
>>> the materials folder are "console" and "sdk"(obviously the folders don't
>>> have the quotes in their names). Also, i have the code for the GameLogo.res
>>> down here;
>>> Resource/GameLogo.res
>>> {
>>> GameLogo
>>> {
>>> ControlName EditablePanel
>>> fieldName GameLogo
>>> xpos 0
>>> ypos 0
>>> zpos 50
>>> wide 400
>>> tall 100
>>> autoResize 1
>>> pinCorner 0
>>> visible 1
>>> enabled 1
>>> offsetX -20
>>> offsetY -15
>>> }
>>>
>>> Logo
>>> {
>>> ControlName ImagePanel
>>> fieldName Logo
>>> xpos 0
>>> ypos 0
>>> zpos 50
>>> wide 400
>>> tall 100
>>> visible 1
>>> enabled 1
>>> image materials\hl2rslogo1
>>> scaleImage 1
>>> }
>>> }
>>> The mod's name by the way is "Half-Life 2: Resistance Shadow"! Did i do
>>> anything wrong here, such as the path or anything else? This is the vmt
>>> file's code;
>>> "UnlitGeneric"
>>> {
>>> "$basetexture" "C:\Program Files
>>> (x86)\Steam\steamapps\sourcemods\halflife2resistanceshadow\materials\HalfLife2RSIngameLogo1"
>>> "$nolod" 1
>>> }
>>> Anything wrong here either? The last file is the gameinfo.txt, which is
>>> down here;
>>> "GameInfo"
>>> {
>>> game "Half-Life 2: Resistance Shadow"
>>> type singleplayer_only
>>> icon "icon"
>>> gamelogo "1"
>>>
>>> FileSystem
>>> {
>>> SteamAppId 218 // GCF for Episode 2
>>> ToolsAppId 211 // Tools will load this (ie: source SDK caches) to get
>>> things like materials\debug, materials\editor, etc.
>>> SearchPaths
>>> {
>>> Game |gameinfo_path|.
>>> Game |all_source_engine_paths|ep2
>>> Game |all_source_engine_paths|episodic
>>> Game |all_source_engine_paths|hl2
>>> }
>>> }
>>> }
>>> Anything wrong here also? Please reply back at ***@gmail.com because
>>> im really stuck in a hole with this mod without the logo, so please reply
>>> with answers! I'm sorry if this isn't the right email for this problem.
>>> Thank you very much and have a good day!
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
Gavin Isgar
2015-03-26 11:52:32 UTC
Permalink
Half-Life 2 instead of having gamelogo.res, it has a gamemenu.res which is
very different, nothing is the same.


On Thu, Mar 26, 2015 at 6:11 AM, Tom Schumann <***@gmail.com>
wrote:

> I'm not sure about GameLogo.res - if you look at the GameLogo.res in
> Half-Life 2 (or any other Source game) what is the path relative to?
>
> On 26 March 2015 at 07:41, Gavin Isgar <***@gmail.com> wrote:
>
>> The console actually says nothing. It has no problems or errors. I
>> changed the vtf's path to the vmt name now, but what about everything else?
>> Like the gamelogo.res, is that suppose to be a path or
>> HalfLife2RSIngameLogo1 or even hl2rslogo1. If its a path, how should the
>> path be?
>>
>> On Wed, Mar 25, 2015 at 7:55 AM, <***@gmail.com> wrote:
>>
>>> Tom is correct. I doubt the game is even allowed to read from the
>>> Program Files directory if UAC is enabled.
>>>
>>> - ScarT
>>>
>>> *From:* Tom Schumann <***@gmail.com>
>>> *Sent:* ‎Wednesday‎, ‎March‎ ‎25‎, ‎2015 ‎11‎:‎45‎ ‎AM
>>> *To:* Discussion of Half-Life Programming
>>> <***@list.valvesoftware.com>
>>>
>>> I don't think the $basetexture parameter should be an absolute path - I
>>> think it should just be "HalfLife2RSIngameLogo1"
>>> What does the console say?
>>>
>>> On 25 March 2015 at 06:25, Gavin Isgar <***@gmail.com> wrote:
>>>
>>>> Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a problem
>>>> with the ingame logo at the menu screen. It shows up pink/black checkers
>>>> while the size is the same size as the logo. I have a vmt and vtf file of
>>>> the photo both in the materials folder alone while the other folders inside
>>>> the materials folder are "console" and "sdk"(obviously the folders don't
>>>> have the quotes in their names). Also, i have the code for the GameLogo.res
>>>> down here;
>>>> Resource/GameLogo.res
>>>> {
>>>> GameLogo
>>>> {
>>>> ControlName EditablePanel
>>>> fieldName GameLogo
>>>> xpos 0
>>>> ypos 0
>>>> zpos 50
>>>> wide 400
>>>> tall 100
>>>> autoResize 1
>>>> pinCorner 0
>>>> visible 1
>>>> enabled 1
>>>> offsetX -20
>>>> offsetY -15
>>>> }
>>>>
>>>> Logo
>>>> {
>>>> ControlName ImagePanel
>>>> fieldName Logo
>>>> xpos 0
>>>> ypos 0
>>>> zpos 50
>>>> wide 400
>>>> tall 100
>>>> visible 1
>>>> enabled 1
>>>> image materials\hl2rslogo1
>>>> scaleImage 1
>>>> }
>>>> }
>>>> The mod's name by the way is "Half-Life 2: Resistance Shadow"! Did i do
>>>> anything wrong here, such as the path or anything else? This is the vmt
>>>> file's code;
>>>> "UnlitGeneric"
>>>> {
>>>> "$basetexture" "C:\Program Files
>>>> (x86)\Steam\steamapps\sourcemods\halflife2resistanceshadow\materials\HalfLife2RSIngameLogo1"
>>>> "$nolod" 1
>>>> }
>>>> Anything wrong here either? The last file is the gameinfo.txt, which is
>>>> down here;
>>>> "GameInfo"
>>>> {
>>>> game "Half-Life 2: Resistance Shadow"
>>>> type singleplayer_only
>>>> icon "icon"
>>>> gamelogo "1"
>>>>
>>>> FileSystem
>>>> {
>>>> SteamAppId 218 // GCF for Episode 2
>>>> ToolsAppId 211 // Tools will load this (ie: source SDK caches) to get
>>>> things like materials\debug, materials\editor, etc.
>>>> SearchPaths
>>>> {
>>>> Game |gameinfo_path|.
>>>> Game |all_source_engine_paths|ep2
>>>> Game |all_source_engine_paths|episodic
>>>> Game |all_source_engine_paths|hl2
>>>> }
>>>> }
>>>> }
>>>> Anything wrong here also? Please reply back at ***@gmail.com because
>>>> im really stuck in a hole with this mod without the logo, so please reply
>>>> with answers! I'm sorry if this isn't the right email for this problem.
>>>> Thank you very much and have a good day!
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
Gavin Isgar
2015-03-26 12:05:47 UTC
Permalink
Also what about the logo format. Does it have to be specific like vmt or
vtf? Also, where do i put the logo files?

On Thu, Mar 26, 2015 at 7:52 AM, Gavin Isgar <***@gmail.com> wrote:

> Half-Life 2 instead of having gamelogo.res, it has a gamemenu.res which is
> very different, nothing is the same.
>
>
> On Thu, Mar 26, 2015 at 6:11 AM, Tom Schumann <***@gmail.com>
> wrote:
>
>> I'm not sure about GameLogo.res - if you look at the GameLogo.res in
>> Half-Life 2 (or any other Source game) what is the path relative to?
>>
>> On 26 March 2015 at 07:41, Gavin Isgar <***@gmail.com> wrote:
>>
>>> The console actually says nothing. It has no problems or errors. I
>>> changed the vtf's path to the vmt name now, but what about everything else?
>>> Like the gamelogo.res, is that suppose to be a path or
>>> HalfLife2RSIngameLogo1 or even hl2rslogo1. If its a path, how should the
>>> path be?
>>>
>>> On Wed, Mar 25, 2015 at 7:55 AM, <***@gmail.com> wrote:
>>>
>>>> Tom is correct. I doubt the game is even allowed to read from the
>>>> Program Files directory if UAC is enabled.
>>>>
>>>> - ScarT
>>>>
>>>> *From:* Tom Schumann <***@gmail.com>
>>>> *Sent:* ‎Wednesday‎, ‎March‎ ‎25‎, ‎2015 ‎11‎:‎45‎ ‎AM
>>>> *To:* Discussion of Half-Life Programming
>>>> <***@list.valvesoftware.com>
>>>>
>>>> I don't think the $basetexture parameter should be an absolute path - I
>>>> think it should just be "HalfLife2RSIngameLogo1"
>>>> What does the console say?
>>>>
>>>> On 25 March 2015 at 06:25, Gavin Isgar <***@gmail.com> wrote:
>>>>
>>>>> Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a problem
>>>>> with the ingame logo at the menu screen. It shows up pink/black checkers
>>>>> while the size is the same size as the logo. I have a vmt and vtf file of
>>>>> the photo both in the materials folder alone while the other folders inside
>>>>> the materials folder are "console" and "sdk"(obviously the folders don't
>>>>> have the quotes in their names). Also, i have the code for the GameLogo.res
>>>>> down here;
>>>>> Resource/GameLogo.res
>>>>> {
>>>>> GameLogo
>>>>> {
>>>>> ControlName EditablePanel
>>>>> fieldName GameLogo
>>>>> xpos 0
>>>>> ypos 0
>>>>> zpos 50
>>>>> wide 400
>>>>> tall 100
>>>>> autoResize 1
>>>>> pinCorner 0
>>>>> visible 1
>>>>> enabled 1
>>>>> offsetX -20
>>>>> offsetY -15
>>>>> }
>>>>>
>>>>> Logo
>>>>> {
>>>>> ControlName ImagePanel
>>>>> fieldName Logo
>>>>> xpos 0
>>>>> ypos 0
>>>>> zpos 50
>>>>> wide 400
>>>>> tall 100
>>>>> visible 1
>>>>> enabled 1
>>>>> image materials\hl2rslogo1
>>>>> scaleImage 1
>>>>> }
>>>>> }
>>>>> The mod's name by the way is "Half-Life 2: Resistance Shadow"! Did i
>>>>> do anything wrong here, such as the path or anything else? This is the vmt
>>>>> file's code;
>>>>> "UnlitGeneric"
>>>>> {
>>>>> "$basetexture" "C:\Program Files
>>>>> (x86)\Steam\steamapps\sourcemods\halflife2resistanceshadow\materials\HalfLife2RSIngameLogo1"
>>>>> "$nolod" 1
>>>>> }
>>>>> Anything wrong here either? The last file is the gameinfo.txt, which
>>>>> is down here;
>>>>> "GameInfo"
>>>>> {
>>>>> game "Half-Life 2: Resistance Shadow"
>>>>> type singleplayer_only
>>>>> icon "icon"
>>>>> gamelogo "1"
>>>>>
>>>>> FileSystem
>>>>> {
>>>>> SteamAppId 218 // GCF for Episode 2
>>>>> ToolsAppId 211 // Tools will load this (ie: source SDK caches) to get
>>>>> things like materials\debug, materials\editor, etc.
>>>>> SearchPaths
>>>>> {
>>>>> Game |gameinfo_path|.
>>>>> Game |all_source_engine_paths|ep2
>>>>> Game |all_source_engine_paths|episodic
>>>>> Game |all_source_engine_paths|hl2
>>>>> }
>>>>> }
>>>>> }
>>>>> Anything wrong here also? Please reply back at ***@gmail.com because
>>>>> im really stuck in a hole with this mod without the logo, so please reply
>>>>> with answers! I'm sorry if this isn't the right email for this problem.
>>>>> Thank you very much and have a good day!
>>>>>
>>>>> _______________________________________________
>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>> please visit:
>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>
>>>>>
>>>>>
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>>
>
Gavin Isgar
2015-03-26 12:13:19 UTC
Permalink
Just fixed it actually! Thanks for the help! But i would like if you guys
would say this in your email just incase i have anymore problems in the
future! Thanks guys

On Thu, Mar 26, 2015 at 8:05 AM, Gavin Isgar <***@gmail.com> wrote:

> Also what about the logo format. Does it have to be specific like vmt or
> vtf? Also, where do i put the logo files?
>
> On Thu, Mar 26, 2015 at 7:52 AM, Gavin Isgar <***@gmail.com> wrote:
>
>> Half-Life 2 instead of having gamelogo.res, it has a gamemenu.res which
>> is very different, nothing is the same.
>>
>>
>> On Thu, Mar 26, 2015 at 6:11 AM, Tom Schumann <***@gmail.com>
>> wrote:
>>
>>> I'm not sure about GameLogo.res - if you look at the GameLogo.res in
>>> Half-Life 2 (or any other Source game) what is the path relative to?
>>>
>>> On 26 March 2015 at 07:41, Gavin Isgar <***@gmail.com> wrote:
>>>
>>>> The console actually says nothing. It has no problems or errors. I
>>>> changed the vtf's path to the vmt name now, but what about everything else?
>>>> Like the gamelogo.res, is that suppose to be a path or
>>>> HalfLife2RSIngameLogo1 or even hl2rslogo1. If its a path, how should the
>>>> path be?
>>>>
>>>> On Wed, Mar 25, 2015 at 7:55 AM, <***@gmail.com> wrote:
>>>>
>>>>> Tom is correct. I doubt the game is even allowed to read from the
>>>>> Program Files directory if UAC is enabled.
>>>>>
>>>>> - ScarT
>>>>>
>>>>> *From:* Tom Schumann <***@gmail.com>
>>>>> *Sent:* ‎Wednesday‎, ‎March‎ ‎25‎, ‎2015 ‎11‎:‎45‎ ‎AM
>>>>> *To:* Discussion of Half-Life Programming
>>>>> <***@list.valvesoftware.com>
>>>>>
>>>>> I don't think the $basetexture parameter should be an absolute path -
>>>>> I think it should just be "HalfLife2RSIngameLogo1"
>>>>> What does the console say?
>>>>>
>>>>> On 25 March 2015 at 06:25, Gavin Isgar <***@gmail.com> wrote:
>>>>>
>>>>>> Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a
>>>>>> problem with the ingame logo at the menu screen. It shows up pink/black
>>>>>> checkers while the size is the same size as the logo. I have a vmt and vtf
>>>>>> file of the photo both in the materials folder alone while the other
>>>>>> folders inside the materials folder are "console" and "sdk"(obviously the
>>>>>> folders don't have the quotes in their names). Also, i have the code for
>>>>>> the GameLogo.res down here;
>>>>>> Resource/GameLogo.res
>>>>>> {
>>>>>> GameLogo
>>>>>> {
>>>>>> ControlName EditablePanel
>>>>>> fieldName GameLogo
>>>>>> xpos 0
>>>>>> ypos 0
>>>>>> zpos 50
>>>>>> wide 400
>>>>>> tall 100
>>>>>> autoResize 1
>>>>>> pinCorner 0
>>>>>> visible 1
>>>>>> enabled 1
>>>>>> offsetX -20
>>>>>> offsetY -15
>>>>>> }
>>>>>>
>>>>>> Logo
>>>>>> {
>>>>>> ControlName ImagePanel
>>>>>> fieldName Logo
>>>>>> xpos 0
>>>>>> ypos 0
>>>>>> zpos 50
>>>>>> wide 400
>>>>>> tall 100
>>>>>> visible 1
>>>>>> enabled 1
>>>>>> image materials\hl2rslogo1
>>>>>> scaleImage 1
>>>>>> }
>>>>>> }
>>>>>> The mod's name by the way is "Half-Life 2: Resistance Shadow"! Did i
>>>>>> do anything wrong here, such as the path or anything else? This is the vmt
>>>>>> file's code;
>>>>>> "UnlitGeneric"
>>>>>> {
>>>>>> "$basetexture" "C:\Program Files
>>>>>> (x86)\Steam\steamapps\sourcemods\halflife2resistanceshadow\materials\HalfLife2RSIngameLogo1"
>>>>>> "$nolod" 1
>>>>>> }
>>>>>> Anything wrong here either? The last file is the gameinfo.txt, which
>>>>>> is down here;
>>>>>> "GameInfo"
>>>>>> {
>>>>>> game "Half-Life 2: Resistance Shadow"
>>>>>> type singleplayer_only
>>>>>> icon "icon"
>>>>>> gamelogo "1"
>>>>>>
>>>>>> FileSystem
>>>>>> {
>>>>>> SteamAppId 218 // GCF for Episode 2
>>>>>> ToolsAppId 211 // Tools will load this (ie: source SDK caches) to
>>>>>> get things like materials\debug, materials\editor, etc.
>>>>>> SearchPaths
>>>>>> {
>>>>>> Game |gameinfo_path|.
>>>>>> Game |all_source_engine_paths|ep2
>>>>>> Game |all_source_engine_paths|episodic
>>>>>> Game |all_source_engine_paths|hl2
>>>>>> }
>>>>>> }
>>>>>> }
>>>>>> Anything wrong here also? Please reply back at ***@gmail.com because
>>>>>> im really stuck in a hole with this mod without the logo, so please reply
>>>>>> with answers! I'm sorry if this isn't the right email for this problem.
>>>>>> Thank you very much and have a good day!
>>>>>>
>>>>>> _______________________________________________
>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>> archives, please visit:
>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>
>>>>>>
>>>>>>
>>>>>
>>>>> _______________________________________________
>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>> please visit:
>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>
>>>>>
>>>>>
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>
>
Jesse Oak
2015-03-26 19:53:58 UTC
Permalink
Could you tell us what fixed it so if someone else asks we can tell them?
On Mar 26, 2015 7:14 AM, "Gavin Isgar" <***@gmail.com> wrote:

> Just fixed it actually! Thanks for the help! But i would like if you guys
> would say this in your email just incase i have anymore problems in the
> future! Thanks guys
>
> On Thu, Mar 26, 2015 at 8:05 AM, Gavin Isgar <***@gmail.com> wrote:
>
>> Also what about the logo format. Does it have to be specific like vmt or
>> vtf? Also, where do i put the logo files?
>>
>> On Thu, Mar 26, 2015 at 7:52 AM, Gavin Isgar <***@gmail.com> wrote:
>>
>>> Half-Life 2 instead of having gamelogo.res, it has a gamemenu.res which
>>> is very different, nothing is the same.
>>>
>>>
>>> On Thu, Mar 26, 2015 at 6:11 AM, Tom Schumann <***@gmail.com>
>>> wrote:
>>>
>>>> I'm not sure about GameLogo.res - if you look at the GameLogo.res in
>>>> Half-Life 2 (or any other Source game) what is the path relative to?
>>>>
>>>> On 26 March 2015 at 07:41, Gavin Isgar <***@gmail.com> wrote:
>>>>
>>>>> The console actually says nothing. It has no problems or errors. I
>>>>> changed the vtf's path to the vmt name now, but what about everything else?
>>>>> Like the gamelogo.res, is that suppose to be a path or
>>>>> HalfLife2RSIngameLogo1 or even hl2rslogo1. If its a path, how should the
>>>>> path be?
>>>>>
>>>>> On Wed, Mar 25, 2015 at 7:55 AM, <***@gmail.com>
>>>>> wrote:
>>>>>
>>>>>> Tom is correct. I doubt the game is even allowed to read from the
>>>>>> Program Files directory if UAC is enabled.
>>>>>>
>>>>>> - ScarT
>>>>>>
>>>>>> *From:* Tom Schumann <***@gmail.com>
>>>>>> *Sent:* ‎Wednesday‎, ‎March‎ ‎25‎, ‎2015 ‎11‎:‎45‎ ‎AM
>>>>>> *To:* Discussion of Half-Life Programming
>>>>>> <***@list.valvesoftware.com>
>>>>>>
>>>>>> I don't think the $basetexture parameter should be an absolute path -
>>>>>> I think it should just be "HalfLife2RSIngameLogo1"
>>>>>> What does the console say?
>>>>>>
>>>>>> On 25 March 2015 at 06:25, Gavin Isgar <***@gmail.com> wrote:
>>>>>>
>>>>>>> Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a
>>>>>>> problem with the ingame logo at the menu screen. It shows up pink/black
>>>>>>> checkers while the size is the same size as the logo. I have a vmt and vtf
>>>>>>> file of the photo both in the materials folder alone while the other
>>>>>>> folders inside the materials folder are "console" and "sdk"(obviously the
>>>>>>> folders don't have the quotes in their names). Also, i have the code for
>>>>>>> the GameLogo.res down here;
>>>>>>> Resource/GameLogo.res
>>>>>>> {
>>>>>>> GameLogo
>>>>>>> {
>>>>>>> ControlName EditablePanel
>>>>>>> fieldName GameLogo
>>>>>>> xpos 0
>>>>>>> ypos 0
>>>>>>> zpos 50
>>>>>>> wide 400
>>>>>>> tall 100
>>>>>>> autoResize 1
>>>>>>> pinCorner 0
>>>>>>> visible 1
>>>>>>> enabled 1
>>>>>>> offsetX -20
>>>>>>> offsetY -15
>>>>>>> }
>>>>>>>
>>>>>>> Logo
>>>>>>> {
>>>>>>> ControlName ImagePanel
>>>>>>> fieldName Logo
>>>>>>> xpos 0
>>>>>>> ypos 0
>>>>>>> zpos 50
>>>>>>> wide 400
>>>>>>> tall 100
>>>>>>> visible 1
>>>>>>> enabled 1
>>>>>>> image materials\hl2rslogo1
>>>>>>> scaleImage 1
>>>>>>> }
>>>>>>> }
>>>>>>> The mod's name by the way is "Half-Life 2: Resistance Shadow"! Did i
>>>>>>> do anything wrong here, such as the path or anything else? This is the vmt
>>>>>>> file's code;
>>>>>>> "UnlitGeneric"
>>>>>>> {
>>>>>>> "$basetexture" "C:\Program Files
>>>>>>> (x86)\Steam\steamapps\sourcemods\halflife2resistanceshadow\materials\HalfLife2RSIngameLogo1"
>>>>>>> "$nolod" 1
>>>>>>> }
>>>>>>> Anything wrong here either? The last file is the gameinfo.txt, which
>>>>>>> is down here;
>>>>>>> "GameInfo"
>>>>>>> {
>>>>>>> game "Half-Life 2: Resistance Shadow"
>>>>>>> type singleplayer_only
>>>>>>> icon "icon"
>>>>>>> gamelogo "1"
>>>>>>>
>>>>>>> FileSystem
>>>>>>> {
>>>>>>> SteamAppId 218 // GCF for Episode 2
>>>>>>> ToolsAppId 211 // Tools will load this (ie: source SDK caches) to
>>>>>>> get things like materials\debug, materials\editor, etc.
>>>>>>> SearchPaths
>>>>>>> {
>>>>>>> Game |gameinfo_path|.
>>>>>>> Game |all_source_engine_paths|ep2
>>>>>>> Game |all_source_engine_paths|episodic
>>>>>>> Game |all_source_engine_paths|hl2
>>>>>>> }
>>>>>>> }
>>>>>>> }
>>>>>>> Anything wrong here also? Please reply back at ***@gmail.com because
>>>>>>> im really stuck in a hole with this mod without the logo, so please reply
>>>>>>> with answers! I'm sorry if this isn't the right email for this problem.
>>>>>>> Thank you very much and have a good day!
>>>>>>>
>>>>>>> _______________________________________________
>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>> archives, please visit:
>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>
>>>>>> _______________________________________________
>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>> archives, please visit:
>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>
>>>>>>
>>>>>>
>>>>>
>>>>> _______________________________________________
>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>> please visit:
>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>
>>>>>
>>>>>
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>
>>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
Gavin Isgar
2015-03-27 00:46:02 UTC
Permalink
Yea Jesse, here's how i fixed it! So in my materials folder, i made a logo
folder, inside i put both put the vmt and vtf file with the same name.
Inside the vmt file, i put:

"UnlitGeneric"
{
"$basetexture" "logo/hl2rslogo1"
"$nolod" 1
"$translucent" 1
}

The path automatically detects the material folder, so just put the folder
and the name of both the vmt and vtf file(no extension). Then in my
gamelogo.res in my resource folder, i put:

Resource/GameLogo.res
{
GameLogo
{
ControlName EditablePanel
fieldName GameLogo
xpos 0
ypos 0
zpos 50
wide 400
tall 100
autoResize 1
pinCorner 0
visible 1
enabled 1
offsetX -20
offsetY -15
}

Logo
{
ControlName ImagePanel
fieldName Logo
xpos 0
ypos 0
zpos 50
wide 400
tall 100
visible 1
enabled 1
image ../logo/hl2rslogo1
scaleImage 1
}
}

The dots in the path specify how many folders are before vmt and vtf, but i
rather just do it like this:

2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1 folder, 1
file! If it was material/logo/hl2rslogo1 it would be 3 dots. Thats how i
fixed it, but i have one more thing. If your logo has an alpha channel(the
gray and white squares which mean clear areas) you have to put
"$translucent" 1 in the vmt file!

On Thu, Mar 26, 2015 at 3:53 PM, Jesse Oak <***@gmail.com> wrote:

> Could you tell us what fixed it so if someone else asks we can tell them?
> On Mar 26, 2015 7:14 AM, "Gavin Isgar" <***@gmail.com> wrote:
>
>> Just fixed it actually! Thanks for the help! But i would like if you guys
>> would say this in your email just incase i have anymore problems in the
>> future! Thanks guys
>>
>> On Thu, Mar 26, 2015 at 8:05 AM, Gavin Isgar <***@gmail.com> wrote:
>>
>>> Also what about the logo format. Does it have to be specific like vmt or
>>> vtf? Also, where do i put the logo files?
>>>
>>> On Thu, Mar 26, 2015 at 7:52 AM, Gavin Isgar <***@gmail.com> wrote:
>>>
>>>> Half-Life 2 instead of having gamelogo.res, it has a gamemenu.res which
>>>> is very different, nothing is the same.
>>>>
>>>>
>>>> On Thu, Mar 26, 2015 at 6:11 AM, Tom Schumann <***@gmail.com>
>>>> wrote:
>>>>
>>>>> I'm not sure about GameLogo.res - if you look at the GameLogo.res in
>>>>> Half-Life 2 (or any other Source game) what is the path relative to?
>>>>>
>>>>> On 26 March 2015 at 07:41, Gavin Isgar <***@gmail.com> wrote:
>>>>>
>>>>>> The console actually says nothing. It has no problems or errors. I
>>>>>> changed the vtf's path to the vmt name now, but what about everything else?
>>>>>> Like the gamelogo.res, is that suppose to be a path or
>>>>>> HalfLife2RSIngameLogo1 or even hl2rslogo1. If its a path, how should the
>>>>>> path be?
>>>>>>
>>>>>> On Wed, Mar 25, 2015 at 7:55 AM, <***@gmail.com>
>>>>>> wrote:
>>>>>>
>>>>>>> Tom is correct. I doubt the game is even allowed to read from the
>>>>>>> Program Files directory if UAC is enabled.
>>>>>>>
>>>>>>> - ScarT
>>>>>>>
>>>>>>> *From:* Tom Schumann <***@gmail.com>
>>>>>>> *Sent:* ‎Wednesday‎, ‎March‎ ‎25‎, ‎2015 ‎11‎:‎45‎ ‎AM
>>>>>>> *To:* Discussion of Half-Life Programming
>>>>>>> <***@list.valvesoftware.com>
>>>>>>>
>>>>>>> I don't think the $basetexture parameter should be an absolute path
>>>>>>> - I think it should just be "HalfLife2RSIngameLogo1"
>>>>>>> What does the console say?
>>>>>>>
>>>>>>> On 25 March 2015 at 06:25, Gavin Isgar <***@gmail.com> wrote:
>>>>>>>
>>>>>>>> Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a
>>>>>>>> problem with the ingame logo at the menu screen. It shows up pink/black
>>>>>>>> checkers while the size is the same size as the logo. I have a vmt and vtf
>>>>>>>> file of the photo both in the materials folder alone while the other
>>>>>>>> folders inside the materials folder are "console" and "sdk"(obviously the
>>>>>>>> folders don't have the quotes in their names). Also, i have the code for
>>>>>>>> the GameLogo.res down here;
>>>>>>>> Resource/GameLogo.res
>>>>>>>> {
>>>>>>>> GameLogo
>>>>>>>> {
>>>>>>>> ControlName EditablePanel
>>>>>>>> fieldName GameLogo
>>>>>>>> xpos 0
>>>>>>>> ypos 0
>>>>>>>> zpos 50
>>>>>>>> wide 400
>>>>>>>> tall 100
>>>>>>>> autoResize 1
>>>>>>>> pinCorner 0
>>>>>>>> visible 1
>>>>>>>> enabled 1
>>>>>>>> offsetX -20
>>>>>>>> offsetY -15
>>>>>>>> }
>>>>>>>>
>>>>>>>> Logo
>>>>>>>> {
>>>>>>>> ControlName ImagePanel
>>>>>>>> fieldName Logo
>>>>>>>> xpos 0
>>>>>>>> ypos 0
>>>>>>>> zpos 50
>>>>>>>> wide 400
>>>>>>>> tall 100
>>>>>>>> visible 1
>>>>>>>> enabled 1
>>>>>>>> image materials\hl2rslogo1
>>>>>>>> scaleImage 1
>>>>>>>> }
>>>>>>>> }
>>>>>>>> The mod's name by the way is "Half-Life 2: Resistance Shadow"! Did
>>>>>>>> i do anything wrong here, such as the path or anything else? This is the
>>>>>>>> vmt file's code;
>>>>>>>> "UnlitGeneric"
>>>>>>>> {
>>>>>>>> "$basetexture" "C:\Program Files
>>>>>>>> (x86)\Steam\steamapps\sourcemods\halflife2resistanceshadow\materials\HalfLife2RSIngameLogo1"
>>>>>>>> "$nolod" 1
>>>>>>>> }
>>>>>>>> Anything wrong here either? The last file is the gameinfo.txt,
>>>>>>>> which is down here;
>>>>>>>> "GameInfo"
>>>>>>>> {
>>>>>>>> game "Half-Life 2: Resistance Shadow"
>>>>>>>> type singleplayer_only
>>>>>>>> icon "icon"
>>>>>>>> gamelogo "1"
>>>>>>>>
>>>>>>>> FileSystem
>>>>>>>> {
>>>>>>>> SteamAppId 218 // GCF for Episode 2
>>>>>>>> ToolsAppId 211 // Tools will load this (ie: source SDK caches) to
>>>>>>>> get things like materials\debug, materials\editor, etc.
>>>>>>>> SearchPaths
>>>>>>>> {
>>>>>>>> Game |gameinfo_path|.
>>>>>>>> Game |all_source_engine_paths|ep2
>>>>>>>> Game |all_source_engine_paths|episodic
>>>>>>>> Game |all_source_engine_paths|hl2
>>>>>>>> }
>>>>>>>> }
>>>>>>>> }
>>>>>>>> Anything wrong here also? Please reply back at ***@gmail.com because
>>>>>>>> im really stuck in a hole with this mod without the logo, so please reply
>>>>>>>> with answers! I'm sorry if this isn't the right email for this problem.
>>>>>>>> Thank you very much and have a good day!
>>>>>>>>
>>>>>>>> _______________________________________________
>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>> archives, please visit:
>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>> _______________________________________________
>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>> archives, please visit:
>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>
>>>>>> _______________________________________________
>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>> archives, please visit:
>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>
>>>>>>
>>>>>>
>>>>>
>>>>> _______________________________________________
>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>> please visit:
>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>
>>>>>
>>>>>
>>>>
>>>
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
Ben Lubar
2015-03-27 00:53:17 UTC
Permalink
The two dots means "parent directory". You start in materials/vgui, go
up one to materials, then to materials/logo and
materials/logo/hl2rslogo1.vmt.

On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar <***@gmail.com> wrote:
> Yea Jesse, here's how i fixed it! So in my materials folder, i made a logo
> folder, inside i put both put the vmt and vtf file with the same name.
> Inside the vmt file, i put:
>
> "UnlitGeneric"
> {
> "$basetexture" "logo/hl2rslogo1"
> "$nolod" 1
> "$translucent" 1
> }
>
> The path automatically detects the material folder, so just put the folder
> and the name of both the vmt and vtf file(no extension). Then in my
> gamelogo.res in my resource folder, i put:
>
> Resource/GameLogo.res
> {
> GameLogo
> {
> ControlName EditablePanel
> fieldName GameLogo
> xpos 0
> ypos 0
> zpos 50
> wide 400
> tall 100
> autoResize 1
> pinCorner 0
> visible 1
> enabled 1
> offsetX -20
> offsetY -15
> }
>
> Logo
> {
> ControlName ImagePanel
> fieldName Logo
> xpos 0
> ypos 0
> zpos 50
> wide 400
> tall 100
> visible 1
> enabled 1
> image ../logo/hl2rslogo1
> scaleImage 1
> }
> }
>
> The dots in the path specify how many folders are before vmt and vtf, but i
> rather just do it like this:
>
> 2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1 folder, 1
> file! If it was material/logo/hl2rslogo1 it would be 3 dots. Thats how i
> fixed it, but i have one more thing. If your logo has an alpha channel(the
> gray and white squares which mean clear areas) you have to put
> "$translucent" 1 in the vmt file!
>
> On Thu, Mar 26, 2015 at 3:53 PM, Jesse Oak <***@gmail.com> wrote:
>>
>> Could you tell us what fixed it so if someone else asks we can tell them?
>>
>> On Mar 26, 2015 7:14 AM, "Gavin Isgar" <***@gmail.com> wrote:
>>>
>>> Just fixed it actually! Thanks for the help! But i would like if you guys
>>> would say this in your email just incase i have anymore problems in the
>>> future! Thanks guys
>>>
>>> On Thu, Mar 26, 2015 at 8:05 AM, Gavin Isgar <***@gmail.com> wrote:
>>>>
>>>> Also what about the logo format. Does it have to be specific like vmt or
>>>> vtf? Also, where do i put the logo files?
>>>>
>>>> On Thu, Mar 26, 2015 at 7:52 AM, Gavin Isgar <***@gmail.com> wrote:
>>>>>
>>>>> Half-Life 2 instead of having gamelogo.res, it has a gamemenu.res which
>>>>> is very different, nothing is the same.
>>>>>
>>>>>
>>>>> On Thu, Mar 26, 2015 at 6:11 AM, Tom Schumann <***@gmail.com>
>>>>> wrote:
>>>>>>
>>>>>> I'm not sure about GameLogo.res - if you look at the GameLogo.res in
>>>>>> Half-Life 2 (or any other Source game) what is the path relative to?
>>>>>>
>>>>>> On 26 March 2015 at 07:41, Gavin Isgar <***@gmail.com> wrote:
>>>>>>>
>>>>>>> The console actually says nothing. It has no problems or errors. I
>>>>>>> changed the vtf's path to the vmt name now, but what about everything else?
>>>>>>> Like the gamelogo.res, is that suppose to be a path or
>>>>>>> HalfLife2RSIngameLogo1 or even hl2rslogo1. If its a path, how should the
>>>>>>> path be?
>>>>>>>
>>>>>>> On Wed, Mar 25, 2015 at 7:55 AM, <***@gmail.com>
>>>>>>> wrote:
>>>>>>>>
>>>>>>>> Tom is correct. I doubt the game is even allowed to read from the
>>>>>>>> Program Files directory if UAC is enabled.
>>>>>>>>
>>>>>>>> - ScarT
>>>>>>>>
>>>>>>>> From: Tom Schumann
>>>>>>>> Sent: ‎Wednesday‎, ‎March‎ ‎25‎, ‎2015 ‎11‎:‎45‎ ‎AM
>>>>>>>> To: Discussion of Half-Life Programming
>>>>>>>>
>>>>>>>> I don't think the $basetexture parameter should be an absolute path
>>>>>>>> - I think it should just be "HalfLife2RSIngameLogo1"
>>>>>>>> What does the console say?
>>>>>>>>
>>>>>>>> On 25 March 2015 at 06:25, Gavin Isgar <***@gmail.com> wrote:
>>>>>>>>>
>>>>>>>>> Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a
>>>>>>>>> problem with the ingame logo at the menu screen. It shows up pink/black
>>>>>>>>> checkers while the size is the same size as the logo. I have a vmt and vtf
>>>>>>>>> file of the photo both in the materials folder alone while the other folders
>>>>>>>>> inside the materials folder are "console" and "sdk"(obviously the folders
>>>>>>>>> don't have the quotes in their names). Also, i have the code for the
>>>>>>>>> GameLogo.res down here;
>>>>>>>>> Resource/GameLogo.res
>>>>>>>>> {
>>>>>>>>> GameLogo
>>>>>>>>> {
>>>>>>>>> ControlName EditablePanel
>>>>>>>>> fieldName GameLogo
>>>>>>>>> xpos 0
>>>>>>>>> ypos 0
>>>>>>>>> zpos 50
>>>>>>>>> wide 400
>>>>>>>>> tall 100
>>>>>>>>> autoResize 1
>>>>>>>>> pinCorner 0
>>>>>>>>> visible 1
>>>>>>>>> enabled 1
>>>>>>>>> offsetX -20
>>>>>>>>> offsetY -15
>>>>>>>>> }
>>>>>>>>>
>>>>>>>>> Logo
>>>>>>>>> {
>>>>>>>>> ControlName ImagePanel
>>>>>>>>> fieldName Logo
>>>>>>>>> xpos 0
>>>>>>>>> ypos 0
>>>>>>>>> zpos 50
>>>>>>>>> wide 400
>>>>>>>>> tall 100
>>>>>>>>> visible 1
>>>>>>>>> enabled 1
>>>>>>>>> image materials\hl2rslogo1
>>>>>>>>> scaleImage 1
>>>>>>>>> }
>>>>>>>>> }
>>>>>>>>> The mod's name by the way is "Half-Life 2: Resistance Shadow"! Did
>>>>>>>>> i do anything wrong here, such as the path or anything else? This is the vmt
>>>>>>>>> file's code;
>>>>>>>>> "UnlitGeneric"
>>>>>>>>> {
>>>>>>>>> "$basetexture" "C:\Program Files
>>>>>>>>> (x86)\Steam\steamapps\sourcemods\halflife2resistanceshadow\materials\HalfLife2RSIngameLogo1"
>>>>>>>>> "$nolod" 1
>>>>>>>>> }
>>>>>>>>> Anything wrong here either? The last file is the gameinfo.txt,
>>>>>>>>> which is down here;
>>>>>>>>> "GameInfo"
>>>>>>>>> {
>>>>>>>>> game "Half-Life 2: Resistance Shadow"
>>>>>>>>> type singleplayer_only
>>>>>>>>> icon "icon"
>>>>>>>>> gamelogo "1"
>>>>>>>>>
>>>>>>>>> FileSystem
>>>>>>>>> {
>>>>>>>>> SteamAppId 218 // GCF for Episode 2
>>>>>>>>> ToolsAppId 211 // Tools will load this (ie: source SDK caches) to
>>>>>>>>> get things like materials\debug, materials\editor, etc.
>>>>>>>>> SearchPaths
>>>>>>>>> {
>>>>>>>>> Game |gameinfo_path|.
>>>>>>>>> Game |all_source_engine_paths|ep2
>>>>>>>>> Game |all_source_engine_paths|episodic
>>>>>>>>> Game |all_source_engine_paths|hl2
>>>>>>>>> }
>>>>>>>>> }
>>>>>>>>> }
>>>>>>>>> Anything wrong here also? Please reply back at ***@gmail.com
>>>>>>>>> because im really stuck in a hole with this mod without the logo, so please
>>>>>>>>> reply with answers! I'm sorry if this isn't the right email for this
>>>>>>>>> problem. Thank you very much and have a good day!
>>>>>>>>>
>>>>>>>>> _______________________________________________
>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>> archives, please visit:
>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>> _______________________________________________
>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>> archives, please visit:
>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> _______________________________________________
>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>> archives, please visit:
>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>
>>>>>>>
>>>>>>
>>>>>>
>>>>>> _______________________________________________
>>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>>> please visit:
>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>



--
Ben Lubar

_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please visit:
https://list
Gavin Isgar
2015-03-28 23:09:18 UTC
Permalink
Hey guys, im having another problem again and couldnt find a fix on the
internet. I dont know the right size for chapter thumbnails, what size do i
make the picture(not the vtf or vmt)?

On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar <***@gmail.com> wrote:

> The two dots means "parent directory". You start in materials/vgui, go
> up one to materials, then to materials/logo and
> materials/logo/hl2rslogo1.vmt.
>
> On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar <***@gmail.com> wrote:
> > Yea Jesse, here's how i fixed it! So in my materials folder, i made a
> logo
> > folder, inside i put both put the vmt and vtf file with the same name.
> > Inside the vmt file, i put:
> >
> > "UnlitGeneric"
> > {
> > "$basetexture" "logo/hl2rslogo1"
> > "$nolod" 1
> > "$translucent" 1
> > }
> >
> > The path automatically detects the material folder, so just put the
> folder
> > and the name of both the vmt and vtf file(no extension). Then in my
> > gamelogo.res in my resource folder, i put:
> >
> > Resource/GameLogo.res
> > {
> > GameLogo
> > {
> > ControlName EditablePanel
> > fieldName GameLogo
> > xpos 0
> > ypos 0
> > zpos 50
> > wide 400
> > tall 100
> > autoResize 1
> > pinCorner 0
> > visible 1
> > enabled 1
> > offsetX -20
> > offsetY -15
> > }
> >
> > Logo
> > {
> > ControlName ImagePanel
> > fieldName Logo
> > xpos 0
> > ypos 0
> > zpos 50
> > wide 400
> > tall 100
> > visible 1
> > enabled 1
> > image ../logo/hl2rslogo1
> > scaleImage 1
> > }
> > }
> >
> > The dots in the path specify how many folders are before vmt and vtf,
> but i
> > rather just do it like this:
> >
> > 2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1 folder, 1
> > file! If it was material/logo/hl2rslogo1 it would be 3 dots. Thats how i
> > fixed it, but i have one more thing. If your logo has an alpha
> channel(the
> > gray and white squares which mean clear areas) you have to put
> > "$translucent" 1 in the vmt file!
> >
> > On Thu, Mar 26, 2015 at 3:53 PM, Jesse Oak <***@gmail.com>
> wrote:
> >>
> >> Could you tell us what fixed it so if someone else asks we can tell
> them?
> >>
> >> On Mar 26, 2015 7:14 AM, "Gavin Isgar" <***@gmail.com> wrote:
> >>>
> >>> Just fixed it actually! Thanks for the help! But i would like if you
> guys
> >>> would say this in your email just incase i have anymore problems in the
> >>> future! Thanks guys
> >>>
> >>> On Thu, Mar 26, 2015 at 8:05 AM, Gavin Isgar <***@gmail.com>
> wrote:
> >>>>
> >>>> Also what about the logo format. Does it have to be specific like vmt
> or
> >>>> vtf? Also, where do i put the logo files?
> >>>>
> >>>> On Thu, Mar 26, 2015 at 7:52 AM, Gavin Isgar <***@gmail.com>
> wrote:
> >>>>>
> >>>>> Half-Life 2 instead of having gamelogo.res, it has a gamemenu.res
> which
> >>>>> is very different, nothing is the same.
> >>>>>
> >>>>>
> >>>>> On Thu, Mar 26, 2015 at 6:11 AM, Tom Schumann <
> ***@gmail.com>
> >>>>> wrote:
> >>>>>>
> >>>>>> I'm not sure about GameLogo.res - if you look at the GameLogo.res in
> >>>>>> Half-Life 2 (or any other Source game) what is the path relative to?
> >>>>>>
> >>>>>> On 26 March 2015 at 07:41, Gavin Isgar <***@gmail.com> wrote:
> >>>>>>>
> >>>>>>> The console actually says nothing. It has no problems or errors. I
> >>>>>>> changed the vtf's path to the vmt name now, but what about
> everything else?
> >>>>>>> Like the gamelogo.res, is that suppose to be a path or
> >>>>>>> HalfLife2RSIngameLogo1 or even hl2rslogo1. If its a path, how
> should the
> >>>>>>> path be?
> >>>>>>>
> >>>>>>> On Wed, Mar 25, 2015 at 7:55 AM, <***@gmail.com>
> >>>>>>> wrote:
> >>>>>>>>
> >>>>>>>> Tom is correct. I doubt the game is even allowed to read from the
> >>>>>>>> Program Files directory if UAC is enabled.
> >>>>>>>>
> >>>>>>>> - ScarT
> >>>>>>>>
> >>>>>>>> From: Tom Schumann
> >>>>>>>> Sent: ‎Wednesday‎, ‎March‎ ‎25‎, ‎2015 ‎11‎:‎45‎ ‎AM
> >>>>>>>> To: Discussion of Half-Life Programming
> >>>>>>>>
> >>>>>>>> I don't think the $basetexture parameter should be an absolute
> path
> >>>>>>>> - I think it should just be "HalfLife2RSIngameLogo1"
> >>>>>>>> What does the console say?
> >>>>>>>>
> >>>>>>>> On 25 March 2015 at 06:25, Gavin Isgar <***@gmail.com> wrote:
> >>>>>>>>>
> >>>>>>>>> Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a
> >>>>>>>>> problem with the ingame logo at the menu screen. It shows up
> pink/black
> >>>>>>>>> checkers while the size is the same size as the logo. I have a
> vmt and vtf
> >>>>>>>>> file of the photo both in the materials folder alone while the
> other folders
> >>>>>>>>> inside the materials folder are "console" and "sdk"(obviously
> the folders
> >>>>>>>>> don't have the quotes in their names). Also, i have the code for
> the
> >>>>>>>>> GameLogo.res down here;
> >>>>>>>>> Resource/GameLogo.res
> >>>>>>>>> {
> >>>>>>>>> GameLogo
> >>>>>>>>> {
> >>>>>>>>> ControlName EditablePanel
> >>>>>>>>> fieldName GameLogo
> >>>>>>>>> xpos 0
> >>>>>>>>> ypos 0
> >>>>>>>>> zpos 50
> >>>>>>>>> wide 400
> >>>>>>>>> tall 100
> >>>>>>>>> autoResize 1
> >>>>>>>>> pinCorner 0
> >>>>>>>>> visible 1
> >>>>>>>>> enabled 1
> >>>>>>>>> offsetX -20
> >>>>>>>>> offsetY -15
> >>>>>>>>> }
> >>>>>>>>>
> >>>>>>>>> Logo
> >>>>>>>>> {
> >>>>>>>>> ControlName ImagePanel
> >>>>>>>>> fieldName Logo
> >>>>>>>>> xpos 0
> >>>>>>>>> ypos 0
> >>>>>>>>> zpos 50
> >>>>>>>>> wide 400
> >>>>>>>>> tall 100
> >>>>>>>>> visible 1
> >>>>>>>>> enabled 1
> >>>>>>>>> image materials\hl2rslogo1
> >>>>>>>>> scaleImage 1
> >>>>>>>>> }
> >>>>>>>>> }
> >>>>>>>>> The mod's name by the way is "Half-Life 2: Resistance Shadow"!
> Did
> >>>>>>>>> i do anything wrong here, such as the path or anything else?
> This is the vmt
> >>>>>>>>> file's code;
> >>>>>>>>> "UnlitGeneric"
> >>>>>>>>> {
> >>>>>>>>> "$basetexture" "C:\Program Files
> >>>>>>>>>
> (x86)\Steam\steamapps\sourcemods\halflife2resistanceshadow\materials\HalfLife2RSIngameLogo1"
> >>>>>>>>> "$nolod" 1
> >>>>>>>>> }
> >>>>>>>>> Anything wrong here either? The last file is the gameinfo.txt,
> >>>>>>>>> which is down here;
> >>>>>>>>> "GameInfo"
> >>>>>>>>> {
> >>>>>>>>> game "Half-Life 2: Resistance Shadow"
> >>>>>>>>> type singleplayer_only
> >>>>>>>>> icon "icon"
> >>>>>>>>> gamelogo "1"
> >>>>>>>>>
> >>>>>>>>> FileSystem
> >>>>>>>>> {
> >>>>>>>>> SteamAppId 218 // GCF for Episode 2
> >>>>>>>>> ToolsAppId 211 // Tools will load this (ie: source SDK caches) to
> >>>>>>>>> get things like materials\debug, materials\editor, etc.
> >>>>>>>>> SearchPaths
> >>>>>>>>> {
> >>>>>>>>> Game |gameinfo_path|.
> >>>>>>>>> Game |all_source_engine_paths|ep2
> >>>>>>>>> Game |all_source_engine_paths|episodic
> >>>>>>>>> Game |all_source_engine_paths|hl2
> >>>>>>>>> }
> >>>>>>>>> }
> >>>>>>>>> }
> >>>>>>>>> Anything wrong here also? Please reply back at ***@gmail.com
> >>>>>>>>> because im really stuck in a hole with this mod without the
> logo, so please
> >>>>>>>>> reply with answers! I'm sorry if this isn't the right email for
> this
> >>>>>>>>> problem. Thank you very much and have a good day!
> >>>>>>>>>
> >>>>>>>>> _______________________________________________
> >>>>>>>>> To unsubscribe, edit your list preferences, or view the list
> >>>>>>>>> archives, please visit:
> >>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
> >>>>>>>>>
> >>>>>>>>>
> >>>>>>>>
> >>>>>>>>
> >>>>>>>> _______________________________________________
> >>>>>>>> To unsubscribe, edit your list preferences, or view the list
> >>>>>>>> archives, please visit:
> >>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
> >>>>>>>>
> >>>>>>>>
> >>>>>>>
> >>>>>>>
> >>>>>>> _______________________________________________
> >>>>>>> To unsubscribe, edit your list preferences, or view the list
> >>>>>>> archives, please visit:
> >>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
> >>>>>>>
> >>>>>>>
> >>>>>>
> >>>>>>
> >>>>>> _______________________________________________
> >>>>>> To unsubscribe, edit your list preferences, or view the list
> archives,
> >>>>>> please visit:
> >>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
> >>>>>>
> >>>>>>
> >>>>>
> >>>>
> >>>
> >>>
> >>> _______________________________________________
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> >>> please visit:
> >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
> >>>
> >>>
> >>
> >> _______________________________________________
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
> >>
> >>
> >
> >
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
> >
> >
>
>
>
> --
> Ben Lubar
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
Tom Schumann
2015-03-29 01:40:22 UTC
Permalink
There's some information on that at
https://developer.valvesoftware.com/wiki/Background#Images

On 29 March 2015 at 09:09, Gavin Isgar <***@gmail.com> wrote:

> Hey guys, im having another problem again and couldnt find a fix on the
> internet. I dont know the right size for chapter thumbnails, what size do i
> make the picture(not the vtf or vmt)?
>
> On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar <***@gmail.com> wrote:
>
>> The two dots means "parent directory". You start in materials/vgui, go
>> up one to materials, then to materials/logo and
>> materials/logo/hl2rslogo1.vmt.
>>
>> On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar <***@gmail.com> wrote:
>> > Yea Jesse, here's how i fixed it! So in my materials folder, i made a
>> logo
>> > folder, inside i put both put the vmt and vtf file with the same name.
>> > Inside the vmt file, i put:
>> >
>> > "UnlitGeneric"
>> > {
>> > "$basetexture" "logo/hl2rslogo1"
>> > "$nolod" 1
>> > "$translucent" 1
>> > }
>> >
>> > The path automatically detects the material folder, so just put the
>> folder
>> > and the name of both the vmt and vtf file(no extension). Then in my
>> > gamelogo.res in my resource folder, i put:
>> >
>> > Resource/GameLogo.res
>> > {
>> > GameLogo
>> > {
>> > ControlName EditablePanel
>> > fieldName GameLogo
>> > xpos 0
>> > ypos 0
>> > zpos 50
>> > wide 400
>> > tall 100
>> > autoResize 1
>> > pinCorner 0
>> > visible 1
>> > enabled 1
>> > offsetX -20
>> > offsetY -15
>> > }
>> >
>> > Logo
>> > {
>> > ControlName ImagePanel
>> > fieldName Logo
>> > xpos 0
>> > ypos 0
>> > zpos 50
>> > wide 400
>> > tall 100
>> > visible 1
>> > enabled 1
>> > image ../logo/hl2rslogo1
>> > scaleImage 1
>> > }
>> > }
>> >
>> > The dots in the path specify how many folders are before vmt and vtf,
>> but i
>> > rather just do it like this:
>> >
>> > 2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1 folder, 1
>> > file! If it was material/logo/hl2rslogo1 it would be 3 dots. Thats how i
>> > fixed it, but i have one more thing. If your logo has an alpha
>> channel(the
>> > gray and white squares which mean clear areas) you have to put
>> > "$translucent" 1 in the vmt file!
>> >
>> > On Thu, Mar 26, 2015 at 3:53 PM, Jesse Oak <***@gmail.com>
>> wrote:
>> >>
>> >> Could you tell us what fixed it so if someone else asks we can tell
>> them?
>> >>
>> >> On Mar 26, 2015 7:14 AM, "Gavin Isgar" <***@gmail.com> wrote:
>> >>>
>> >>> Just fixed it actually! Thanks for the help! But i would like if you
>> guys
>> >>> would say this in your email just incase i have anymore problems in
>> the
>> >>> future! Thanks guys
>> >>>
>> >>> On Thu, Mar 26, 2015 at 8:05 AM, Gavin Isgar <***@gmail.com>
>> wrote:
>> >>>>
>> >>>> Also what about the logo format. Does it have to be specific like
>> vmt or
>> >>>> vtf? Also, where do i put the logo files?
>> >>>>
>> >>>> On Thu, Mar 26, 2015 at 7:52 AM, Gavin Isgar <***@gmail.com>
>> wrote:
>> >>>>>
>> >>>>> Half-Life 2 instead of having gamelogo.res, it has a gamemenu.res
>> which
>> >>>>> is very different, nothing is the same.
>> >>>>>
>> >>>>>
>> >>>>> On Thu, Mar 26, 2015 at 6:11 AM, Tom Schumann <
>> ***@gmail.com>
>> >>>>> wrote:
>> >>>>>>
>> >>>>>> I'm not sure about GameLogo.res - if you look at the GameLogo.res
>> in
>> >>>>>> Half-Life 2 (or any other Source game) what is the path relative
>> to?
>> >>>>>>
>> >>>>>> On 26 March 2015 at 07:41, Gavin Isgar <***@gmail.com> wrote:
>> >>>>>>>
>> >>>>>>> The console actually says nothing. It has no problems or errors. I
>> >>>>>>> changed the vtf's path to the vmt name now, but what about
>> everything else?
>> >>>>>>> Like the gamelogo.res, is that suppose to be a path or
>> >>>>>>> HalfLife2RSIngameLogo1 or even hl2rslogo1. If its a path, how
>> should the
>> >>>>>>> path be?
>> >>>>>>>
>> >>>>>>> On Wed, Mar 25, 2015 at 7:55 AM, <***@gmail.com>
>> >>>>>>> wrote:
>> >>>>>>>>
>> >>>>>>>> Tom is correct. I doubt the game is even allowed to read from the
>> >>>>>>>> Program Files directory if UAC is enabled.
>> >>>>>>>>
>> >>>>>>>> - ScarT
>> >>>>>>>>
>> >>>>>>>> From: Tom Schumann
>> >>>>>>>> Sent: ‎Wednesday‎, ‎March‎ ‎25‎, ‎2015 ‎11‎:‎45‎ ‎AM
>> >>>>>>>> To: Discussion of Half-Life Programming
>> >>>>>>>>
>> >>>>>>>> I don't think the $basetexture parameter should be an absolute
>> path
>> >>>>>>>> - I think it should just be "HalfLife2RSIngameLogo1"
>> >>>>>>>> What does the console say?
>> >>>>>>>>
>> >>>>>>>> On 25 March 2015 at 06:25, Gavin Isgar <***@gmail.com>
>> wrote:
>> >>>>>>>>>
>> >>>>>>>>> Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a
>> >>>>>>>>> problem with the ingame logo at the menu screen. It shows up
>> pink/black
>> >>>>>>>>> checkers while the size is the same size as the logo. I have a
>> vmt and vtf
>> >>>>>>>>> file of the photo both in the materials folder alone while the
>> other folders
>> >>>>>>>>> inside the materials folder are "console" and "sdk"(obviously
>> the folders
>> >>>>>>>>> don't have the quotes in their names). Also, i have the code
>> for the
>> >>>>>>>>> GameLogo.res down here;
>> >>>>>>>>> Resource/GameLogo.res
>> >>>>>>>>> {
>> >>>>>>>>> GameLogo
>> >>>>>>>>> {
>> >>>>>>>>> ControlName EditablePanel
>> >>>>>>>>> fieldName GameLogo
>> >>>>>>>>> xpos 0
>> >>>>>>>>> ypos 0
>> >>>>>>>>> zpos 50
>> >>>>>>>>> wide 400
>> >>>>>>>>> tall 100
>> >>>>>>>>> autoResize 1
>> >>>>>>>>> pinCorner 0
>> >>>>>>>>> visible 1
>> >>>>>>>>> enabled 1
>> >>>>>>>>> offsetX -20
>> >>>>>>>>> offsetY -15
>> >>>>>>>>> }
>> >>>>>>>>>
>> >>>>>>>>> Logo
>> >>>>>>>>> {
>> >>>>>>>>> ControlName ImagePanel
>> >>>>>>>>> fieldName Logo
>> >>>>>>>>> xpos 0
>> >>>>>>>>> ypos 0
>> >>>>>>>>> zpos 50
>> >>>>>>>>> wide 400
>> >>>>>>>>> tall 100
>> >>>>>>>>> visible 1
>> >>>>>>>>> enabled 1
>> >>>>>>>>> image materials\hl2rslogo1
>> >>>>>>>>> scaleImage 1
>> >>>>>>>>> }
>> >>>>>>>>> }
>> >>>>>>>>> The mod's name by the way is "Half-Life 2: Resistance Shadow"!
>> Did
>> >>>>>>>>> i do anything wrong here, such as the path or anything else?
>> This is the vmt
>> >>>>>>>>> file's code;
>> >>>>>>>>> "UnlitGeneric"
>> >>>>>>>>> {
>> >>>>>>>>> "$basetexture" "C:\Program Files
>> >>>>>>>>>
>> (x86)\Steam\steamapps\sourcemods\halflife2resistanceshadow\materials\HalfLife2RSIngameLogo1"
>> >>>>>>>>> "$nolod" 1
>> >>>>>>>>> }
>> >>>>>>>>> Anything wrong here either? The last file is the gameinfo.txt,
>> >>>>>>>>> which is down here;
>> >>>>>>>>> "GameInfo"
>> >>>>>>>>> {
>> >>>>>>>>> game "Half-Life 2: Resistance Shadow"
>> >>>>>>>>> type singleplayer_only
>> >>>>>>>>> icon "icon"
>> >>>>>>>>> gamelogo "1"
>> >>>>>>>>>
>> >>>>>>>>> FileSystem
>> >>>>>>>>> {
>> >>>>>>>>> SteamAppId 218 // GCF for Episode 2
>> >>>>>>>>> ToolsAppId 211 // Tools will load this (ie: source SDK caches)
>> to
>> >>>>>>>>> get things like materials\debug, materials\editor, etc.
>> >>>>>>>>> SearchPaths
>> >>>>>>>>> {
>> >>>>>>>>> Game |gameinfo_path|.
>> >>>>>>>>> Game |all_source_engine_paths|ep2
>> >>>>>>>>> Game |all_source_engine_paths|episodic
>> >>>>>>>>> Game |all_source_engine_paths|hl2
>> >>>>>>>>> }
>> >>>>>>>>> }
>> >>>>>>>>> }
>> >>>>>>>>> Anything wrong here also? Please reply back at
>> ***@gmail.com
>> >>>>>>>>> because im really stuck in a hole with this mod without the
>> logo, so please
>> >>>>>>>>> reply with answers! I'm sorry if this isn't the right email for
>> this
>> >>>>>>>>> problem. Thank you very much and have a good day!
>> >>>>>>>>>
>> >>>>>>>>> _______________________________________________
>> >>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>> >>>>>>>>> archives, please visit:
>> >>>>>>>>>
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>> >>>>>>>>>
>> >>>>>>>>>
>> >>>>>>>>
>> >>>>>>>>
>> >>>>>>>> _______________________________________________
>> >>>>>>>> To unsubscribe, edit your list preferences, or view the list
>> >>>>>>>> archives, please visit:
>> >>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>> >>>>>>>>
>> >>>>>>>>
>> >>>>>>>
>> >>>>>>>
>> >>>>>>> _______________________________________________
>> >>>>>>> To unsubscribe, edit your list preferences, or view the list
>> >>>>>>> archives, please visit:
>> >>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>> >>>>>>>
>> >>>>>>>
>> >>>>>>
>> >>>>>>
>> >>>>>> _______________________________________________
>> >>>>>> To unsubscribe, edit your list preferences, or view the list
>> archives,
>> >>>>>> please visit:
>> >>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>> >>>>>>
>> >>>>>>
>> >>>>>
>> >>>>
>> >>>
>> >>>
>> >>> _______________________________________________
>> >>> To unsubscribe, edit your list preferences, or view the list archives,
>> >>> please visit:
>> >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>> >>>
>> >>>
>> >>
>> >> _______________________________________________
>> >> To unsubscribe, edit your list preferences, or view the list archives,
>> >> please visit:
>> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>> >>
>> >>
>> >
>> >
>> > _______________________________________________
>> > To unsubscribe, edit your list preferences, or view the list archives,
>> > please visit:
>> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>> >
>> >
>>
>>
>>
>> --
>> Ben Lubar
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
Gavin Isgar
2015-03-29 02:20:59 UTC
Permalink
Tom, i checked that but, to be honest, i didnt understand it a bit.
Anything else?

On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann <***@gmail.com>
wrote:

> There's some information on that at
> https://developer.valvesoftware.com/wiki/Background#Images
>
> On 29 March 2015 at 09:09, Gavin Isgar <***@gmail.com> wrote:
>
>> Hey guys, im having another problem again and couldnt find a fix on the
>> internet. I dont know the right size for chapter thumbnails, what size do i
>> make the picture(not the vtf or vmt)?
>>
>> On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar <***@gmail.com> wrote:
>>
>>> The two dots means "parent directory". You start in materials/vgui, go
>>> up one to materials, then to materials/logo and
>>> materials/logo/hl2rslogo1.vmt.
>>>
>>> On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar <***@gmail.com> wrote:
>>> > Yea Jesse, here's how i fixed it! So in my materials folder, i made a
>>> logo
>>> > folder, inside i put both put the vmt and vtf file with the same name.
>>> > Inside the vmt file, i put:
>>> >
>>> > "UnlitGeneric"
>>> > {
>>> > "$basetexture" "logo/hl2rslogo1"
>>> > "$nolod" 1
>>> > "$translucent" 1
>>> > }
>>> >
>>> > The path automatically detects the material folder, so just put the
>>> folder
>>> > and the name of both the vmt and vtf file(no extension). Then in my
>>> > gamelogo.res in my resource folder, i put:
>>> >
>>> > Resource/GameLogo.res
>>> > {
>>> > GameLogo
>>> > {
>>> > ControlName EditablePanel
>>> > fieldName GameLogo
>>> > xpos 0
>>> > ypos 0
>>> > zpos 50
>>> > wide 400
>>> > tall 100
>>> > autoResize 1
>>> > pinCorner 0
>>> > visible 1
>>> > enabled 1
>>> > offsetX -20
>>> > offsetY -15
>>> > }
>>> >
>>> > Logo
>>> > {
>>> > ControlName ImagePanel
>>> > fieldName Logo
>>> > xpos 0
>>> > ypos 0
>>> > zpos 50
>>> > wide 400
>>> > tall 100
>>> > visible 1
>>> > enabled 1
>>> > image ../logo/hl2rslogo1
>>> > scaleImage 1
>>> > }
>>> > }
>>> >
>>> > The dots in the path specify how many folders are before vmt and vtf,
>>> but i
>>> > rather just do it like this:
>>> >
>>> > 2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1 folder,
>>> 1
>>> > file! If it was material/logo/hl2rslogo1 it would be 3 dots. Thats how
>>> i
>>> > fixed it, but i have one more thing. If your logo has an alpha
>>> channel(the
>>> > gray and white squares which mean clear areas) you have to put
>>> > "$translucent" 1 in the vmt file!
>>> >
>>> > On Thu, Mar 26, 2015 at 3:53 PM, Jesse Oak <***@gmail.com>
>>> wrote:
>>> >>
>>> >> Could you tell us what fixed it so if someone else asks we can tell
>>> them?
>>> >>
>>> >> On Mar 26, 2015 7:14 AM, "Gavin Isgar" <***@gmail.com> wrote:
>>> >>>
>>> >>> Just fixed it actually! Thanks for the help! But i would like if you
>>> guys
>>> >>> would say this in your email just incase i have anymore problems in
>>> the
>>> >>> future! Thanks guys
>>> >>>
>>> >>> On Thu, Mar 26, 2015 at 8:05 AM, Gavin Isgar <***@gmail.com>
>>> wrote:
>>> >>>>
>>> >>>> Also what about the logo format. Does it have to be specific like
>>> vmt or
>>> >>>> vtf? Also, where do i put the logo files?
>>> >>>>
>>> >>>> On Thu, Mar 26, 2015 at 7:52 AM, Gavin Isgar <***@gmail.com>
>>> wrote:
>>> >>>>>
>>> >>>>> Half-Life 2 instead of having gamelogo.res, it has a gamemenu.res
>>> which
>>> >>>>> is very different, nothing is the same.
>>> >>>>>
>>> >>>>>
>>> >>>>> On Thu, Mar 26, 2015 at 6:11 AM, Tom Schumann <
>>> ***@gmail.com>
>>> >>>>> wrote:
>>> >>>>>>
>>> >>>>>> I'm not sure about GameLogo.res - if you look at the GameLogo.res
>>> in
>>> >>>>>> Half-Life 2 (or any other Source game) what is the path relative
>>> to?
>>> >>>>>>
>>> >>>>>> On 26 March 2015 at 07:41, Gavin Isgar <***@gmail.com> wrote:
>>> >>>>>>>
>>> >>>>>>> The console actually says nothing. It has no problems or errors.
>>> I
>>> >>>>>>> changed the vtf's path to the vmt name now, but what about
>>> everything else?
>>> >>>>>>> Like the gamelogo.res, is that suppose to be a path or
>>> >>>>>>> HalfLife2RSIngameLogo1 or even hl2rslogo1. If its a path, how
>>> should the
>>> >>>>>>> path be?
>>> >>>>>>>
>>> >>>>>>> On Wed, Mar 25, 2015 at 7:55 AM, <***@gmail.com>
>>> >>>>>>> wrote:
>>> >>>>>>>>
>>> >>>>>>>> Tom is correct. I doubt the game is even allowed to read from
>>> the
>>> >>>>>>>> Program Files directory if UAC is enabled.
>>> >>>>>>>>
>>> >>>>>>>> - ScarT
>>> >>>>>>>>
>>> >>>>>>>> From: Tom Schumann
>>> >>>>>>>> Sent: ‎Wednesday‎, ‎March‎ ‎25‎, ‎2015 ‎11‎:‎45‎ ‎AM
>>> >>>>>>>> To: Discussion of Half-Life Programming
>>> >>>>>>>>
>>> >>>>>>>> I don't think the $basetexture parameter should be an absolute
>>> path
>>> >>>>>>>> - I think it should just be "HalfLife2RSIngameLogo1"
>>> >>>>>>>> What does the console say?
>>> >>>>>>>>
>>> >>>>>>>> On 25 March 2015 at 06:25, Gavin Isgar <***@gmail.com>
>>> wrote:
>>> >>>>>>>>>
>>> >>>>>>>>> Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a
>>> >>>>>>>>> problem with the ingame logo at the menu screen. It shows up
>>> pink/black
>>> >>>>>>>>> checkers while the size is the same size as the logo. I have a
>>> vmt and vtf
>>> >>>>>>>>> file of the photo both in the materials folder alone while the
>>> other folders
>>> >>>>>>>>> inside the materials folder are "console" and "sdk"(obviously
>>> the folders
>>> >>>>>>>>> don't have the quotes in their names). Also, i have the code
>>> for the
>>> >>>>>>>>> GameLogo.res down here;
>>> >>>>>>>>> Resource/GameLogo.res
>>> >>>>>>>>> {
>>> >>>>>>>>> GameLogo
>>> >>>>>>>>> {
>>> >>>>>>>>> ControlName EditablePanel
>>> >>>>>>>>> fieldName GameLogo
>>> >>>>>>>>> xpos 0
>>> >>>>>>>>> ypos 0
>>> >>>>>>>>> zpos 50
>>> >>>>>>>>> wide 400
>>> >>>>>>>>> tall 100
>>> >>>>>>>>> autoResize 1
>>> >>>>>>>>> pinCorner 0
>>> >>>>>>>>> visible 1
>>> >>>>>>>>> enabled 1
>>> >>>>>>>>> offsetX -20
>>> >>>>>>>>> offsetY -15
>>> >>>>>>>>> }
>>> >>>>>>>>>
>>> >>>>>>>>> Logo
>>> >>>>>>>>> {
>>> >>>>>>>>> ControlName ImagePanel
>>> >>>>>>>>> fieldName Logo
>>> >>>>>>>>> xpos 0
>>> >>>>>>>>> ypos 0
>>> >>>>>>>>> zpos 50
>>> >>>>>>>>> wide 400
>>> >>>>>>>>> tall 100
>>> >>>>>>>>> visible 1
>>> >>>>>>>>> enabled 1
>>> >>>>>>>>> image materials\hl2rslogo1
>>> >>>>>>>>> scaleImage 1
>>> >>>>>>>>> }
>>> >>>>>>>>> }
>>> >>>>>>>>> The mod's name by the way is "Half-Life 2: Resistance Shadow"!
>>> Did
>>> >>>>>>>>> i do anything wrong here, such as the path or anything else?
>>> This is the vmt
>>> >>>>>>>>> file's code;
>>> >>>>>>>>> "UnlitGeneric"
>>> >>>>>>>>> {
>>> >>>>>>>>> "$basetexture" "C:\Program Files
>>> >>>>>>>>>
>>> (x86)\Steam\steamapps\sourcemods\halflife2resistanceshadow\materials\HalfLife2RSIngameLogo1"
>>> >>>>>>>>> "$nolod" 1
>>> >>>>>>>>> }
>>> >>>>>>>>> Anything wrong here either? The last file is the gameinfo.txt,
>>> >>>>>>>>> which is down here;
>>> >>>>>>>>> "GameInfo"
>>> >>>>>>>>> {
>>> >>>>>>>>> game "Half-Life 2: Resistance Shadow"
>>> >>>>>>>>> type singleplayer_only
>>> >>>>>>>>> icon "icon"
>>> >>>>>>>>> gamelogo "1"
>>> >>>>>>>>>
>>> >>>>>>>>> FileSystem
>>> >>>>>>>>> {
>>> >>>>>>>>> SteamAppId 218 // GCF for Episode 2
>>> >>>>>>>>> ToolsAppId 211 // Tools will load this (ie: source SDK caches)
>>> to
>>> >>>>>>>>> get things like materials\debug, materials\editor, etc.
>>> >>>>>>>>> SearchPaths
>>> >>>>>>>>> {
>>> >>>>>>>>> Game |gameinfo_path|.
>>> >>>>>>>>> Game |all_source_engine_paths|ep2
>>> >>>>>>>>> Game |all_source_engine_paths|episodic
>>> >>>>>>>>> Game |all_source_engine_paths|hl2
>>> >>>>>>>>> }
>>> >>>>>>>>> }
>>> >>>>>>>>> }
>>> >>>>>>>>> Anything wrong here also? Please reply back at
>>> ***@gmail.com
>>> >>>>>>>>> because im really stuck in a hole with this mod without the
>>> logo, so please
>>> >>>>>>>>> reply with answers! I'm sorry if this isn't the right email
>>> for this
>>> >>>>>>>>> problem. Thank you very much and have a good day!
>>> >>>>>>>>>
>>> >>>>>>>>> _______________________________________________
>>> >>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>> >>>>>>>>> archives, please visit:
>>> >>>>>>>>>
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>> >>>>>>>>>
>>> >>>>>>>>>
>>> >>>>>>>>
>>> >>>>>>>>
>>> >>>>>>>> _______________________________________________
>>> >>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>> >>>>>>>> archives, please visit:
>>> >>>>>>>>
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>> >>>>>>>>
>>> >>>>>>>>
>>> >>>>>>>
>>> >>>>>>>
>>> >>>>>>> _______________________________________________
>>> >>>>>>> To unsubscribe, edit your list preferences, or view the list
>>> >>>>>>> archives, please visit:
>>> >>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>> >>>>>>>
>>> >>>>>>>
>>> >>>>>>
>>> >>>>>>
>>> >>>>>> _______________________________________________
>>> >>>>>> To unsubscribe, edit your list preferences, or view the list
>>> archives,
>>> >>>>>> please visit:
>>> >>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>> >>>>>>
>>> >>>>>>
>>> >>>>>
>>> >>>>
>>> >>>
>>> >>>
>>> >>> _______________________________________________
>>> >>> To unsubscribe, edit your list preferences, or view the list
>>> archives,
>>> >>> please visit:
>>> >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>> >>>
>>> >>>
>>> >>
>>> >> _______________________________________________
>>> >> To unsubscribe, edit your list preferences, or view the list archives,
>>> >> please visit:
>>> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>> >>
>>> >>
>>> >
>>> >
>>> > _______________________________________________
>>> > To unsubscribe, edit your list preferences, or view the list archives,
>>> > please visit:
>>> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>> >
>>> >
>>>
>>>
>>>
>>> --
>>> Ben Lubar
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
Tom Schumann
2015-03-29 02:24:10 UTC
Permalink
Other than that I'd just use the images from Half-Life 2 as a base.

On 29 March 2015 at 12:20, Gavin Isgar <***@gmail.com> wrote:

> Tom, i checked that but, to be honest, i didnt understand it a bit.
> Anything else?
>
> On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann <***@gmail.com>
> wrote:
>
>> There's some information on that at
>> https://developer.valvesoftware.com/wiki/Background#Images
>>
>> On 29 March 2015 at 09:09, Gavin Isgar <***@gmail.com> wrote:
>>
>>> Hey guys, im having another problem again and couldnt find a fix on the
>>> internet. I dont know the right size for chapter thumbnails, what size do i
>>> make the picture(not the vtf or vmt)?
>>>
>>> On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar <***@gmail.com> wrote:
>>>
>>>> The two dots means "parent directory". You start in materials/vgui, go
>>>> up one to materials, then to materials/logo and
>>>> materials/logo/hl2rslogo1.vmt.
>>>>
>>>> On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar <***@gmail.com> wrote:
>>>> > Yea Jesse, here's how i fixed it! So in my materials folder, i made a
>>>> logo
>>>> > folder, inside i put both put the vmt and vtf file with the same name.
>>>> > Inside the vmt file, i put:
>>>> >
>>>> > "UnlitGeneric"
>>>> > {
>>>> > "$basetexture" "logo/hl2rslogo1"
>>>> > "$nolod" 1
>>>> > "$translucent" 1
>>>> > }
>>>> >
>>>> > The path automatically detects the material folder, so just put the
>>>> folder
>>>> > and the name of both the vmt and vtf file(no extension). Then in my
>>>> > gamelogo.res in my resource folder, i put:
>>>> >
>>>> > Resource/GameLogo.res
>>>> > {
>>>> > GameLogo
>>>> > {
>>>> > ControlName EditablePanel
>>>> > fieldName GameLogo
>>>> > xpos 0
>>>> > ypos 0
>>>> > zpos 50
>>>> > wide 400
>>>> > tall 100
>>>> > autoResize 1
>>>> > pinCorner 0
>>>> > visible 1
>>>> > enabled 1
>>>> > offsetX -20
>>>> > offsetY -15
>>>> > }
>>>> >
>>>> > Logo
>>>> > {
>>>> > ControlName ImagePanel
>>>> > fieldName Logo
>>>> > xpos 0
>>>> > ypos 0
>>>> > zpos 50
>>>> > wide 400
>>>> > tall 100
>>>> > visible 1
>>>> > enabled 1
>>>> > image ../logo/hl2rslogo1
>>>> > scaleImage 1
>>>> > }
>>>> > }
>>>> >
>>>> > The dots in the path specify how many folders are before vmt and vtf,
>>>> but i
>>>> > rather just do it like this:
>>>> >
>>>> > 2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1
>>>> folder, 1
>>>> > file! If it was material/logo/hl2rslogo1 it would be 3 dots. Thats
>>>> how i
>>>> > fixed it, but i have one more thing. If your logo has an alpha
>>>> channel(the
>>>> > gray and white squares which mean clear areas) you have to put
>>>> > "$translucent" 1 in the vmt file!
>>>> >
>>>> > On Thu, Mar 26, 2015 at 3:53 PM, Jesse Oak <***@gmail.com>
>>>> wrote:
>>>> >>
>>>> >> Could you tell us what fixed it so if someone else asks we can tell
>>>> them?
>>>> >>
>>>> >> On Mar 26, 2015 7:14 AM, "Gavin Isgar" <***@gmail.com> wrote:
>>>> >>>
>>>> >>> Just fixed it actually! Thanks for the help! But i would like if
>>>> you guys
>>>> >>> would say this in your email just incase i have anymore problems in
>>>> the
>>>> >>> future! Thanks guys
>>>> >>>
>>>> >>> On Thu, Mar 26, 2015 at 8:05 AM, Gavin Isgar <***@gmail.com>
>>>> wrote:
>>>> >>>>
>>>> >>>> Also what about the logo format. Does it have to be specific like
>>>> vmt or
>>>> >>>> vtf? Also, where do i put the logo files?
>>>> >>>>
>>>> >>>> On Thu, Mar 26, 2015 at 7:52 AM, Gavin Isgar <***@gmail.com>
>>>> wrote:
>>>> >>>>>
>>>> >>>>> Half-Life 2 instead of having gamelogo.res, it has a gamemenu.res
>>>> which
>>>> >>>>> is very different, nothing is the same.
>>>> >>>>>
>>>> >>>>>
>>>> >>>>> On Thu, Mar 26, 2015 at 6:11 AM, Tom Schumann <
>>>> ***@gmail.com>
>>>> >>>>> wrote:
>>>> >>>>>>
>>>> >>>>>> I'm not sure about GameLogo.res - if you look at the
>>>> GameLogo.res in
>>>> >>>>>> Half-Life 2 (or any other Source game) what is the path relative
>>>> to?
>>>> >>>>>>
>>>> >>>>>> On 26 March 2015 at 07:41, Gavin Isgar <***@gmail.com>
>>>> wrote:
>>>> >>>>>>>
>>>> >>>>>>> The console actually says nothing. It has no problems or
>>>> errors. I
>>>> >>>>>>> changed the vtf's path to the vmt name now, but what about
>>>> everything else?
>>>> >>>>>>> Like the gamelogo.res, is that suppose to be a path or
>>>> >>>>>>> HalfLife2RSIngameLogo1 or even hl2rslogo1. If its a path, how
>>>> should the
>>>> >>>>>>> path be?
>>>> >>>>>>>
>>>> >>>>>>> On Wed, Mar 25, 2015 at 7:55 AM, <***@gmail.com
>>>> >
>>>> >>>>>>> wrote:
>>>> >>>>>>>>
>>>> >>>>>>>> Tom is correct. I doubt the game is even allowed to read from
>>>> the
>>>> >>>>>>>> Program Files directory if UAC is enabled.
>>>> >>>>>>>>
>>>> >>>>>>>> - ScarT
>>>> >>>>>>>>
>>>> >>>>>>>> From: Tom Schumann
>>>> >>>>>>>> Sent: ‎Wednesday‎, ‎March‎ ‎25‎, ‎2015 ‎11‎:‎45‎ ‎AM
>>>> >>>>>>>> To: Discussion of Half-Life Programming
>>>> >>>>>>>>
>>>> >>>>>>>> I don't think the $basetexture parameter should be an absolute
>>>> path
>>>> >>>>>>>> - I think it should just be "HalfLife2RSIngameLogo1"
>>>> >>>>>>>> What does the console say?
>>>> >>>>>>>>
>>>> >>>>>>>> On 25 March 2015 at 06:25, Gavin Isgar <***@gmail.com>
>>>> wrote:
>>>> >>>>>>>>>
>>>> >>>>>>>>> Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a
>>>> >>>>>>>>> problem with the ingame logo at the menu screen. It shows up
>>>> pink/black
>>>> >>>>>>>>> checkers while the size is the same size as the logo. I have
>>>> a vmt and vtf
>>>> >>>>>>>>> file of the photo both in the materials folder alone while
>>>> the other folders
>>>> >>>>>>>>> inside the materials folder are "console" and "sdk"(obviously
>>>> the folders
>>>> >>>>>>>>> don't have the quotes in their names). Also, i have the code
>>>> for the
>>>> >>>>>>>>> GameLogo.res down here;
>>>> >>>>>>>>> Resource/GameLogo.res
>>>> >>>>>>>>> {
>>>> >>>>>>>>> GameLogo
>>>> >>>>>>>>> {
>>>> >>>>>>>>> ControlName EditablePanel
>>>> >>>>>>>>> fieldName GameLogo
>>>> >>>>>>>>> xpos 0
>>>> >>>>>>>>> ypos 0
>>>> >>>>>>>>> zpos 50
>>>> >>>>>>>>> wide 400
>>>> >>>>>>>>> tall 100
>>>> >>>>>>>>> autoResize 1
>>>> >>>>>>>>> pinCorner 0
>>>> >>>>>>>>> visible 1
>>>> >>>>>>>>> enabled 1
>>>> >>>>>>>>> offsetX -20
>>>> >>>>>>>>> offsetY -15
>>>> >>>>>>>>> }
>>>> >>>>>>>>>
>>>> >>>>>>>>> Logo
>>>> >>>>>>>>> {
>>>> >>>>>>>>> ControlName ImagePanel
>>>> >>>>>>>>> fieldName Logo
>>>> >>>>>>>>> xpos 0
>>>> >>>>>>>>> ypos 0
>>>> >>>>>>>>> zpos 50
>>>> >>>>>>>>> wide 400
>>>> >>>>>>>>> tall 100
>>>> >>>>>>>>> visible 1
>>>> >>>>>>>>> enabled 1
>>>> >>>>>>>>> image materials\hl2rslogo1
>>>> >>>>>>>>> scaleImage 1
>>>> >>>>>>>>> }
>>>> >>>>>>>>> }
>>>> >>>>>>>>> The mod's name by the way is "Half-Life 2: Resistance
>>>> Shadow"! Did
>>>> >>>>>>>>> i do anything wrong here, such as the path or anything else?
>>>> This is the vmt
>>>> >>>>>>>>> file's code;
>>>> >>>>>>>>> "UnlitGeneric"
>>>> >>>>>>>>> {
>>>> >>>>>>>>> "$basetexture" "C:\Program Files
>>>> >>>>>>>>>
>>>> (x86)\Steam\steamapps\sourcemods\halflife2resistanceshadow\materials\HalfLife2RSIngameLogo1"
>>>> >>>>>>>>> "$nolod" 1
>>>> >>>>>>>>> }
>>>> >>>>>>>>> Anything wrong here either? The last file is the gameinfo.txt,
>>>> >>>>>>>>> which is down here;
>>>> >>>>>>>>> "GameInfo"
>>>> >>>>>>>>> {
>>>> >>>>>>>>> game "Half-Life 2: Resistance Shadow"
>>>> >>>>>>>>> type singleplayer_only
>>>> >>>>>>>>> icon "icon"
>>>> >>>>>>>>> gamelogo "1"
>>>> >>>>>>>>>
>>>> >>>>>>>>> FileSystem
>>>> >>>>>>>>> {
>>>> >>>>>>>>> SteamAppId 218 // GCF for Episode 2
>>>> >>>>>>>>> ToolsAppId 211 // Tools will load this (ie: source SDK
>>>> caches) to
>>>> >>>>>>>>> get things like materials\debug, materials\editor, etc.
>>>> >>>>>>>>> SearchPaths
>>>> >>>>>>>>> {
>>>> >>>>>>>>> Game |gameinfo_path|.
>>>> >>>>>>>>> Game |all_source_engine_paths|ep2
>>>> >>>>>>>>> Game |all_source_engine_paths|episodic
>>>> >>>>>>>>> Game |all_source_engine_paths|hl2
>>>> >>>>>>>>> }
>>>> >>>>>>>>> }
>>>> >>>>>>>>> }
>>>> >>>>>>>>> Anything wrong here also? Please reply back at
>>>> ***@gmail.com
>>>> >>>>>>>>> because im really stuck in a hole with this mod without the
>>>> logo, so please
>>>> >>>>>>>>> reply with answers! I'm sorry if this isn't the right email
>>>> for this
>>>> >>>>>>>>> problem. Thank you very much and have a good day!
>>>> >>>>>>>>>
>>>> >>>>>>>>> _______________________________________________
>>>> >>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>> >>>>>>>>> archives, please visit:
>>>> >>>>>>>>>
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>> >>>>>>>>>
>>>> >>>>>>>>>
>>>> >>>>>>>>
>>>> >>>>>>>>
>>>> >>>>>>>> _______________________________________________
>>>> >>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>> >>>>>>>> archives, please visit:
>>>> >>>>>>>>
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>> >>>>>>>>
>>>> >>>>>>>>
>>>> >>>>>>>
>>>> >>>>>>>
>>>> >>>>>>> _______________________________________________
>>>> >>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>> >>>>>>> archives, please visit:
>>>> >>>>>>>
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>> >>>>>>>
>>>> >>>>>>>
>>>> >>>>>>
>>>> >>>>>>
>>>> >>>>>> _______________________________________________
>>>> >>>>>> To unsubscribe, edit your list preferences, or view the list
>>>> archives,
>>>> >>>>>> please visit:
>>>> >>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>> >>>>>>
>>>> >>>>>>
>>>> >>>>>
>>>> >>>>
>>>> >>>
>>>> >>>
>>>> >>> _______________________________________________
>>>> >>> To unsubscribe, edit your list preferences, or view the list
>>>> archives,
>>>> >>> please visit:
>>>> >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>> >>>
>>>> >>>
>>>> >>
>>>> >> _______________________________________________
>>>> >> To unsubscribe, edit your list preferences, or view the list
>>>> archives,
>>>> >> please visit:
>>>> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>> >>
>>>> >>
>>>> >
>>>> >
>>>> > _______________________________________________
>>>> > To unsubscribe, edit your list preferences, or view the list archives,
>>>> > please visit:
>>>> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>> >
>>>> >
>>>>
>>>>
>>>>
>>>> --
>>>> Ben Lubar
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
Gavin Isgar
2015-03-29 02:36:55 UTC
Permalink
Alright I guess

On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann <***@gmail.com>
wrote:

> Other than that I'd just use the images from Half-Life 2 as a base.
>
> On 29 March 2015 at 12:20, Gavin Isgar <***@gmail.com> wrote:
>
>> Tom, i checked that but, to be honest, i didnt understand it a bit.
>> Anything else?
>>
>> On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann <***@gmail.com>
>> wrote:
>>
>>> There's some information on that at
>>> https://developer.valvesoftware.com/wiki/Background#Images
>>>
>>> On 29 March 2015 at 09:09, Gavin Isgar <***@gmail.com> wrote:
>>>
>>>> Hey guys, im having another problem again and couldnt find a fix on the
>>>> internet. I dont know the right size for chapter thumbnails, what size do i
>>>> make the picture(not the vtf or vmt)?
>>>>
>>>> On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar <***@gmail.com> wrote:
>>>>
>>>>> The two dots means "parent directory". You start in materials/vgui, go
>>>>> up one to materials, then to materials/logo and
>>>>> materials/logo/hl2rslogo1.vmt.
>>>>>
>>>>> On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar <***@gmail.com>
>>>>> wrote:
>>>>> > Yea Jesse, here's how i fixed it! So in my materials folder, i made
>>>>> a logo
>>>>> > folder, inside i put both put the vmt and vtf file with the same
>>>>> name.
>>>>> > Inside the vmt file, i put:
>>>>> >
>>>>> > "UnlitGeneric"
>>>>> > {
>>>>> > "$basetexture" "logo/hl2rslogo1"
>>>>> > "$nolod" 1
>>>>> > "$translucent" 1
>>>>> > }
>>>>> >
>>>>> > The path automatically detects the material folder, so just put the
>>>>> folder
>>>>> > and the name of both the vmt and vtf file(no extension). Then in my
>>>>> > gamelogo.res in my resource folder, i put:
>>>>> >
>>>>> > Resource/GameLogo.res
>>>>> > {
>>>>> > GameLogo
>>>>> > {
>>>>> > ControlName EditablePanel
>>>>> > fieldName GameLogo
>>>>> > xpos 0
>>>>> > ypos 0
>>>>> > zpos 50
>>>>> > wide 400
>>>>> > tall 100
>>>>> > autoResize 1
>>>>> > pinCorner 0
>>>>> > visible 1
>>>>> > enabled 1
>>>>> > offsetX -20
>>>>> > offsetY -15
>>>>> > }
>>>>> >
>>>>> > Logo
>>>>> > {
>>>>> > ControlName ImagePanel
>>>>> > fieldName Logo
>>>>> > xpos 0
>>>>> > ypos 0
>>>>> > zpos 50
>>>>> > wide 400
>>>>> > tall 100
>>>>> > visible 1
>>>>> > enabled 1
>>>>> > image ../logo/hl2rslogo1
>>>>> > scaleImage 1
>>>>> > }
>>>>> > }
>>>>> >
>>>>> > The dots in the path specify how many folders are before vmt and
>>>>> vtf, but i
>>>>> > rather just do it like this:
>>>>> >
>>>>> > 2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1
>>>>> folder, 1
>>>>> > file! If it was material/logo/hl2rslogo1 it would be 3 dots. Thats
>>>>> how i
>>>>> > fixed it, but i have one more thing. If your logo has an alpha
>>>>> channel(the
>>>>> > gray and white squares which mean clear areas) you have to put
>>>>> > "$translucent" 1 in the vmt file!
>>>>> >
>>>>> > On Thu, Mar 26, 2015 at 3:53 PM, Jesse Oak <***@gmail.com>
>>>>> wrote:
>>>>> >>
>>>>> >> Could you tell us what fixed it so if someone else asks we can tell
>>>>> them?
>>>>> >>
>>>>> >> On Mar 26, 2015 7:14 AM, "Gavin Isgar" <***@gmail.com> wrote:
>>>>> >>>
>>>>> >>> Just fixed it actually! Thanks for the help! But i would like if
>>>>> you guys
>>>>> >>> would say this in your email just incase i have anymore problems
>>>>> in the
>>>>> >>> future! Thanks guys
>>>>> >>>
>>>>> >>> On Thu, Mar 26, 2015 at 8:05 AM, Gavin Isgar <***@gmail.com>
>>>>> wrote:
>>>>> >>>>
>>>>> >>>> Also what about the logo format. Does it have to be specific like
>>>>> vmt or
>>>>> >>>> vtf? Also, where do i put the logo files?
>>>>> >>>>
>>>>> >>>> On Thu, Mar 26, 2015 at 7:52 AM, Gavin Isgar <***@gmail.com>
>>>>> wrote:
>>>>> >>>>>
>>>>> >>>>> Half-Life 2 instead of having gamelogo.res, it has a
>>>>> gamemenu.res which
>>>>> >>>>> is very different, nothing is the same.
>>>>> >>>>>
>>>>> >>>>>
>>>>> >>>>> On Thu, Mar 26, 2015 at 6:11 AM, Tom Schumann <
>>>>> ***@gmail.com>
>>>>> >>>>> wrote:
>>>>> >>>>>>
>>>>> >>>>>> I'm not sure about GameLogo.res - if you look at the
>>>>> GameLogo.res in
>>>>> >>>>>> Half-Life 2 (or any other Source game) what is the path
>>>>> relative to?
>>>>> >>>>>>
>>>>> >>>>>> On 26 March 2015 at 07:41, Gavin Isgar <***@gmail.com>
>>>>> wrote:
>>>>> >>>>>>>
>>>>> >>>>>>> The console actually says nothing. It has no problems or
>>>>> errors. I
>>>>> >>>>>>> changed the vtf's path to the vmt name now, but what about
>>>>> everything else?
>>>>> >>>>>>> Like the gamelogo.res, is that suppose to be a path or
>>>>> >>>>>>> HalfLife2RSIngameLogo1 or even hl2rslogo1. If its a path, how
>>>>> should the
>>>>> >>>>>>> path be?
>>>>> >>>>>>>
>>>>> >>>>>>> On Wed, Mar 25, 2015 at 7:55 AM, <
>>>>> ***@gmail.com>
>>>>> >>>>>>> wrote:
>>>>> >>>>>>>>
>>>>> >>>>>>>> Tom is correct. I doubt the game is even allowed to read from
>>>>> the
>>>>> >>>>>>>> Program Files directory if UAC is enabled.
>>>>> >>>>>>>>
>>>>> >>>>>>>> - ScarT
>>>>> >>>>>>>>
>>>>> >>>>>>>> From: Tom Schumann
>>>>> >>>>>>>> Sent: ‎Wednesday‎, ‎March‎ ‎25‎, ‎2015 ‎11‎:‎45‎ ‎AM
>>>>> >>>>>>>> To: Discussion of Half-Life Programming
>>>>> >>>>>>>>
>>>>> >>>>>>>> I don't think the $basetexture parameter should be an
>>>>> absolute path
>>>>> >>>>>>>> - I think it should just be "HalfLife2RSIngameLogo1"
>>>>> >>>>>>>> What does the console say?
>>>>> >>>>>>>>
>>>>> >>>>>>>> On 25 March 2015 at 06:25, Gavin Isgar <***@gmail.com>
>>>>> wrote:
>>>>> >>>>>>>>>
>>>>> >>>>>>>>> Hi, i'm making a singleplayer Half-Life 2 mod and i'm having
>>>>> a
>>>>> >>>>>>>>> problem with the ingame logo at the menu screen. It shows up
>>>>> pink/black
>>>>> >>>>>>>>> checkers while the size is the same size as the logo. I have
>>>>> a vmt and vtf
>>>>> >>>>>>>>> file of the photo both in the materials folder alone while
>>>>> the other folders
>>>>> >>>>>>>>> inside the materials folder are "console" and
>>>>> "sdk"(obviously the folders
>>>>> >>>>>>>>> don't have the quotes in their names). Also, i have the code
>>>>> for the
>>>>> >>>>>>>>> GameLogo.res down here;
>>>>> >>>>>>>>> Resource/GameLogo.res
>>>>> >>>>>>>>> {
>>>>> >>>>>>>>> GameLogo
>>>>> >>>>>>>>> {
>>>>> >>>>>>>>> ControlName EditablePanel
>>>>> >>>>>>>>> fieldName GameLogo
>>>>> >>>>>>>>> xpos 0
>>>>> >>>>>>>>> ypos 0
>>>>> >>>>>>>>> zpos 50
>>>>> >>>>>>>>> wide 400
>>>>> >>>>>>>>> tall 100
>>>>> >>>>>>>>> autoResize 1
>>>>> >>>>>>>>> pinCorner 0
>>>>> >>>>>>>>> visible 1
>>>>> >>>>>>>>> enabled 1
>>>>> >>>>>>>>> offsetX -20
>>>>> >>>>>>>>> offsetY -15
>>>>> >>>>>>>>> }
>>>>> >>>>>>>>>
>>>>> >>>>>>>>> Logo
>>>>> >>>>>>>>> {
>>>>> >>>>>>>>> ControlName ImagePanel
>>>>> >>>>>>>>> fieldName Logo
>>>>> >>>>>>>>> xpos 0
>>>>> >>>>>>>>> ypos 0
>>>>> >>>>>>>>> zpos 50
>>>>> >>>>>>>>> wide 400
>>>>> >>>>>>>>> tall 100
>>>>> >>>>>>>>> visible 1
>>>>> >>>>>>>>> enabled 1
>>>>> >>>>>>>>> image materials\hl2rslogo1
>>>>> >>>>>>>>> scaleImage 1
>>>>> >>>>>>>>> }
>>>>> >>>>>>>>> }
>>>>> >>>>>>>>> The mod's name by the way is "Half-Life 2: Resistance
>>>>> Shadow"! Did
>>>>> >>>>>>>>> i do anything wrong here, such as the path or anything else?
>>>>> This is the vmt
>>>>> >>>>>>>>> file's code;
>>>>> >>>>>>>>> "UnlitGeneric"
>>>>> >>>>>>>>> {
>>>>> >>>>>>>>> "$basetexture" "C:\Program Files
>>>>> >>>>>>>>>
>>>>> (x86)\Steam\steamapps\sourcemods\halflife2resistanceshadow\materials\HalfLife2RSIngameLogo1"
>>>>> >>>>>>>>> "$nolod" 1
>>>>> >>>>>>>>> }
>>>>> >>>>>>>>> Anything wrong here either? The last file is the
>>>>> gameinfo.txt,
>>>>> >>>>>>>>> which is down here;
>>>>> >>>>>>>>> "GameInfo"
>>>>> >>>>>>>>> {
>>>>> >>>>>>>>> game "Half-Life 2: Resistance Shadow"
>>>>> >>>>>>>>> type singleplayer_only
>>>>> >>>>>>>>> icon "icon"
>>>>> >>>>>>>>> gamelogo "1"
>>>>> >>>>>>>>>
>>>>> >>>>>>>>> FileSystem
>>>>> >>>>>>>>> {
>>>>> >>>>>>>>> SteamAppId 218 // GCF for Episode 2
>>>>> >>>>>>>>> ToolsAppId 211 // Tools will load this (ie: source SDK
>>>>> caches) to
>>>>> >>>>>>>>> get things like materials\debug, materials\editor, etc.
>>>>> >>>>>>>>> SearchPaths
>>>>> >>>>>>>>> {
>>>>> >>>>>>>>> Game |gameinfo_path|.
>>>>> >>>>>>>>> Game |all_source_engine_paths|ep2
>>>>> >>>>>>>>> Game |all_source_engine_paths|episodic
>>>>> >>>>>>>>> Game |all_source_engine_paths|hl2
>>>>> >>>>>>>>> }
>>>>> >>>>>>>>> }
>>>>> >>>>>>>>> }
>>>>> >>>>>>>>> Anything wrong here also? Please reply back at
>>>>> ***@gmail.com
>>>>> >>>>>>>>> because im really stuck in a hole with this mod without the
>>>>> logo, so please
>>>>> >>>>>>>>> reply with answers! I'm sorry if this isn't the right email
>>>>> for this
>>>>> >>>>>>>>> problem. Thank you very much and have a good day!
>>>>> >>>>>>>>>
>>>>> >>>>>>>>> _______________________________________________
>>>>> >>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>> >>>>>>>>> archives, please visit:
>>>>> >>>>>>>>>
>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>> >>>>>>>>>
>>>>> >>>>>>>>>
>>>>> >>>>>>>>
>>>>> >>>>>>>>
>>>>> >>>>>>>> _______________________________________________
>>>>> >>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>> >>>>>>>> archives, please visit:
>>>>> >>>>>>>>
>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>> >>>>>>>>
>>>>> >>>>>>>>
>>>>> >>>>>>>
>>>>> >>>>>>>
>>>>> >>>>>>> _______________________________________________
>>>>> >>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>> >>>>>>> archives, please visit:
>>>>> >>>>>>>
>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>> >>>>>>>
>>>>> >>>>>>>
>>>>> >>>>>>
>>>>> >>>>>>
>>>>> >>>>>> _______________________________________________
>>>>> >>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>> archives,
>>>>> >>>>>> please visit:
>>>>> >>>>>>
>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>> >>>>>>
>>>>> >>>>>>
>>>>> >>>>>
>>>>> >>>>
>>>>> >>>
>>>>> >>>
>>>>> >>> _______________________________________________
>>>>> >>> To unsubscribe, edit your list preferences, or view the list
>>>>> archives,
>>>>> >>> please visit:
>>>>> >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>> >>>
>>>>> >>>
>>>>> >>
>>>>> >> _______________________________________________
>>>>> >> To unsubscribe, edit your list preferences, or view the list
>>>>> archives,
>>>>> >> please visit:
>>>>> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>> >>
>>>>> >>
>>>>> >
>>>>> >
>>>>> > _______________________________________________
>>>>> > To unsubscribe, edit your list preferences, or view the list
>>>>> archives,
>>>>> > please visit:
>>>>> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>> >
>>>>> >
>>>>>
>>>>>
>>>>>
>>>>> --
>>>>> Ben Lubar
>>>>>
>>>>> _______________________________________________
>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>> please visit:
>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>
>>>>>
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
Ken Swisher
2015-03-29 09:58:38 UTC
Permalink
It says right there...The images displayed in the new game dialogue are 152x86. Since texture dimensions must both be a power of two, your VTFs will be 256x128 with a border to the right and bottom.
That means that the full dimensions of the image will be 256 wide by 128 tall, but only a portion of that gets used. 152 x 86 to be specific. What you should do is create your chapter images as 152x86 images, and then either edit that image's canvas size to 256x128 (but don't scale/stretch the actual image), or take that 152x86 image and copy it into a new 256x128 image, and just make sure it is positioned in the top-left. The unused portion of the image should just be black.

-------- Original message --------
From: Gavin Isgar <***@gmail.com>
Date: 03/28/2015 10:36 PM (GMT-05:00)
To: Discussion of Half-Life Programming <***@list.valvesoftware.com>
Subject: Re: [hlcoders] Modding Problems

Alright I guess
On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann <***@gmail.com> wrote:
Other than that I'd just use the images from Half-Life 2 as a base.
On 29 March 2015 at 12:20, Gavin Isgar <***@gmail.com> wrote:
Tom, i checked that but, to be honest, i didnt understand it a bit. Anything else?
On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann <***@gmail.com> wrote:
There's some information on that at https://developer.valvesoftware.com/wiki/Background#Images
On 29 March 2015 at 09:09, Gavin Isgar <***@gmail.com> wrote:
Hey guys, im having another problem again and couldnt find a fix on the internet. I dont know the right size for chapter thumbnails, what size do i make the picture(not the vtf or vmt)? 
On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar <***@gmail.com> wrote:
The two dots means "parent directory". You start in materials/vgui, go

up one to materials, then to materials/logo and

materials/logo/hl2rslogo1.vmt.



On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar <***@gmail.com> wrote:

> Yea Jesse, here's how i fixed it! So in my materials folder, i made a logo

> folder, inside i put both put the vmt and vtf file with the same name.

> Inside the vmt file, i put:

>

> "UnlitGeneric"

> {

> "$basetexture" "logo/hl2rslogo1"

> "$nolod" 1

> "$translucent" 1

> }

>

> The path automatically detects the material folder, so just put the folder

> and the name of both the vmt and vtf file(no extension). Then in my

> gamelogo.res in my resource folder, i put:

>

> Resource/GameLogo.res

> {

> GameLogo

> {

> ControlName EditablePanel

> fieldName GameLogo

> xpos 0

> ypos 0

> zpos 50

> wide 400

> tall 100

> autoResize 1

> pinCorner 0

> visible 1

> enabled 1

> offsetX -20

> offsetY -15

> }

>

> Logo

> {

> ControlName ImagePanel

> fieldName Logo

> xpos 0

> ypos 0

> zpos 50

> wide 400

> tall 100

> visible 1

> enabled 1

> image ../logo/hl2rslogo1

> scaleImage 1

> }

> }

>

> The dots in the path specify how many folders are before vmt and vtf, but i

> rather just do it like this:

>

> 2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1 folder, 1

> file! If it was material/logo/hl2rslogo1 it would be 3 dots. Thats how i<
Gavin Isgar
2015-03-29 12:21:18 UTC
Permalink
Thanks Ken, i was just tired last night and having a rough time with some
stuff, thanks though!

On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher <***@qis.net> wrote:

> It says right there...
> The images displayed in the new game dialogue are 152x86. Since texture
> dimensions must both be a power of two, your VTFs will be 256x128 with a
> border to the right and bottom.
>
> That means that the full dimensions of the image will be 256 wide by 128
> tall, but only a portion of that gets used. 152 x 86 to be specific. What
> you should do is create your chapter images as 152x86 images, and then
> either edit that image's canvas size to 256x128 (but don't scale/stretch
> the actual image), or take that 152x86 image and copy it into a new 256x128
> image, and just make sure it is positioned in the top-left. The unused
> portion of the image should just be black.
>
>
> -------- Original message --------
> From: Gavin Isgar <***@gmail.com>
> Date: 03/28/2015 10:36 PM (GMT-05:00)
> To: Discussion of Half-Life Programming <***@list.valvesoftware.com>
> Subject: Re: [hlcoders] Modding Problems
>
> Alright I guess
>
> On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann <***@gmail.com>
> wrote:
>
>> Other than that I'd just use the images from Half-Life 2 as a base.
>>
>> On 29 March 2015 at 12:20, Gavin Isgar <***@gmail.com> wrote:
>>
>>> Tom, i checked that but, to be honest, i didnt understand it a bit.
>>> Anything else?
>>>
>>> On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann <***@gmail.com>
>>> wrote:
>>>
>>>> There's some information on that at
>>>> https://developer.valvesoftware.com/wiki/Background#Images
>>>>
>>>> On 29 March 2015 at 09:09, Gavin Isgar <***@gmail.com> wrote:
>>>>
>>>>> Hey guys, im having another problem again and couldnt find a fix on
>>>>> the internet. I dont know the right size for chapter thumbnails, what size
>>>>> do i make the picture(not the vtf or vmt)?
>>>>>
>>>>> On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar <***@gmail.com>
>>>>> wrote:
>>>>>
>>>>>> The two dots means "parent directory". You start in materials/vgui, go
>>>>>> up one to materials, then to materials/logo and
>>>>>> materials/logo/hl2rslogo1.vmt.
>>>>>>
>>>>>> On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar <***@gmail.com>
>>>>>> wrote:
>>>>>> > Yea Jesse, here's how i fixed it! So in my materials folder, i made
>>>>>> a logo
>>>>>> > folder, inside i put both put the vmt and vtf file with the same
>>>>>> name.
>>>>>> > Inside the vmt file, i put:
>>>>>> >
>>>>>> > "UnlitGeneric"
>>>>>> > {
>>>>>> > "$basetexture" "logo/hl2rslogo1"
>>>>>> > "$nolod" 1
>>>>>> > "$translucent" 1
>>>>>> > }
>>>>>> >
>>>>>> > The path automatically detects the material folder, so just put the
>>>>>> folder
>>>>>> > and the name of both the vmt and vtf file(no extension). Then in my
>>>>>> > gamelogo.res in my resource folder, i put:
>>>>>> >
>>>>>> > Resource/GameLogo.res
>>>>>> > {
>>>>>> > GameLogo
>>>>>> > {
>>>>>> > ControlName EditablePanel
>>>>>> > fieldName GameLogo
>>>>>> > xpos 0
>>>>>> > ypos 0
>>>>>> > zpos 50
>>>>>> > wide 400
>>>>>> > tall 100
>>>>>> > autoResize 1
>>>>>> > pinCorner 0
>>>>>> > visible 1
>>>>>> > enabled 1
>>>>>> > offsetX -20
>>>>>> > offsetY -15
>>>>>> > }
>>>>>> >
>>>>>> > Logo
>>>>>> > {
>>>>>> > ControlName ImagePanel
>>>>>> > fieldName Logo
>>>>>> > xpos 0
>>>>>> > ypos 0
>>>>>> > zpos 50
>>>>>> > wide 400
>>>>>> > tall 100
>>>>>> > visible 1
>>>>>> > enabled 1
>>>>>> > image ../logo/hl2rslogo1
>>>>>> > scaleImage 1
>>>>>> > }
>>>>>> > }
>>>>>> >
>>>>>> > The dots in the path specify how many folders are before vmt and
>>>>>> vtf, but i
>>>>>> > rather just do it like this:
>>>>>> >
>>>>>> > 2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1
>>>>>> folder, 1
>>>>>> > file! If it was material/logo/hl2rslogo1 it would be 3 dots. Thats
>>>>>> how i<
>>>>>>
>>>>>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
Gavin Isgar
2015-04-01 04:06:54 UTC
Permalink
Hey guys, i have another question! How do i change weapon sound for my mod?
What format does it have to be and what files do i need to edit? Long story
short, i need to know everything about changing the sounds please!

On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar <***@gmail.com> wrote:

> Thanks Ken, i was just tired last night and having a rough time with some
> stuff, thanks though!
>
> On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher <***@qis.net> wrote:
>
>> It says right there...
>> The images displayed in the new game dialogue are 152x86. Since texture
>> dimensions must both be a power of two, your VTFs will be 256x128 with a
>> border to the right and bottom.
>>
>> That means that the full dimensions of the image will be 256 wide by 128
>> tall, but only a portion of that gets used. 152 x 86 to be specific. What
>> you should do is create your chapter images as 152x86 images, and then
>> either edit that image's canvas size to 256x128 (but don't scale/stretch
>> the actual image), or take that 152x86 image and copy it into a new 256x128
>> image, and just make sure it is positioned in the top-left. The unused
>> portion of the image should just be black.
>>
>>
>> -------- Original message --------
>> From: Gavin Isgar <***@gmail.com>
>> Date: 03/28/2015 10:36 PM (GMT-05:00)
>> To: Discussion of Half-Life Programming <***@list.valvesoftware.com>
>>
>> Subject: Re: [hlcoders] Modding Problems
>>
>> Alright I guess
>>
>> On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann <***@gmail.com>
>> wrote:
>>
>>> Other than that I'd just use the images from Half-Life 2 as a base.
>>>
>>> On 29 March 2015 at 12:20, Gavin Isgar <***@gmail.com> wrote:
>>>
>>>> Tom, i checked that but, to be honest, i didnt understand it a bit.
>>>> Anything else?
>>>>
>>>> On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann <***@gmail.com>
>>>> wrote:
>>>>
>>>>> There's some information on that at
>>>>> https://developer.valvesoftware.com/wiki/Background#Images
>>>>>
>>>>> On 29 March 2015 at 09:09, Gavin Isgar <***@gmail.com> wrote:
>>>>>
>>>>>> Hey guys, im having another problem again and couldnt find a fix on
>>>>>> the internet. I dont know the right size for chapter thumbnails, what size
>>>>>> do i make the picture(not the vtf or vmt)?
>>>>>>
>>>>>> On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar <***@gmail.com>
>>>>>> wrote:
>>>>>>
>>>>>>> The two dots means "parent directory". You start in materials/vgui,
>>>>>>> go
>>>>>>> up one to materials, then to materials/logo and
>>>>>>> materials/logo/hl2rslogo1.vmt.
>>>>>>>
>>>>>>> On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar <***@gmail.com>
>>>>>>> wrote:
>>>>>>> > Yea Jesse, here's how i fixed it! So in my materials folder, i
>>>>>>> made a logo
>>>>>>> > folder, inside i put both put the vmt and vtf file with the same
>>>>>>> name.
>>>>>>> > Inside the vmt file, i put:
>>>>>>> >
>>>>>>> > "UnlitGeneric"
>>>>>>> > {
>>>>>>> > "$basetexture" "logo/hl2rslogo1"
>>>>>>> > "$nolod" 1
>>>>>>> > "$translucent" 1
>>>>>>> > }
>>>>>>> >
>>>>>>> > The path automatically detects the material folder, so just put
>>>>>>> the folder
>>>>>>> > and the name of both the vmt and vtf file(no extension). Then in my
>>>>>>> > gamelogo.res in my resource folder, i put:
>>>>>>> >
>>>>>>> > Resource/GameLogo.res
>>>>>>> > {
>>>>>>> > GameLogo
>>>>>>> > {
>>>>>>> > ControlName EditablePanel
>>>>>>> > fieldName GameLogo
>>>>>>> > xpos 0
>>>>>>> > ypos 0
>>>>>>> > zpos 50
>>>>>>> > wide 400
>>>>>>> > tall 100
>>>>>>> > autoResize 1
>>>>>>> > pinCorner 0
>>>>>>> > visible 1
>>>>>>> > enabled 1
>>>>>>> > offsetX -20
>>>>>>> > offsetY -15
>>>>>>> > }
>>>>>>> >
>>>>>>> > Logo
>>>>>>> > {
>>>>>>> > ControlName ImagePanel
>>>>>>> > fieldName Logo
>>>>>>> > xpos 0
>>>>>>> > ypos 0
>>>>>>> > zpos 50
>>>>>>> > wide 400
>>>>>>> > tall 100
>>>>>>> > visible 1
>>>>>>> > enabled 1
>>>>>>> > image ../logo/hl2rslogo1
>>>>>>> > scaleImage 1
>>>>>>> > }
>>>>>>> > }
>>>>>>> >
>>>>>>> > The dots in the path specify how many folders are before vmt and
>>>>>>> vtf, but i
>>>>>>> > rather just do it like this:
>>>>>>> >
>>>>>>> > 2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1
>>>>>>> folder, 1
>>>>>>> > file! If it was material/logo/hl2rslogo1 it would be 3 dots. Thats
>>>>>>> how i<
>>>>>>>
>>>>>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>>
>
Tony "omega" Sergi
2015-04-01 04:43:13 UTC
Permalink
open existing sound files and sound scripts and look. also read the
developer wiki.

On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar <***@gmail.com> wrote:

> Hey guys, i have another question! How do i change weapon sound for my
> mod? What format does it have to be and what files do i need to edit? Long
> story short, i need to know everything about changing the sounds please!
>
> On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar <***@gmail.com> wrote:
>
>> Thanks Ken, i was just tired last night and having a rough time with some
>> stuff, thanks though!
>>
>> On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher <***@qis.net> wrote:
>>
>>> It says right there...
>>> The images displayed in the new game dialogue are 152x86. Since texture
>>> dimensions must both be a power of two, your VTFs will be 256x128 with a
>>> border to the right and bottom.
>>>
>>> That means that the full dimensions of the image will be 256 wide by 128
>>> tall, but only a portion of that gets used. 152 x 86 to be specific. What
>>> you should do is create your chapter images as 152x86 images, and then
>>> either edit that image's canvas size to 256x128 (but don't scale/stretch
>>> the actual image), or take that 152x86 image and copy it into a new 256x128
>>> image, and just make sure it is positioned in the top-left. The unused
>>> portion of the image should just be black.
>>>
>>>
>>> -------- Original message --------
>>> From: Gavin Isgar <***@gmail.com>
>>> Date: 03/28/2015 10:36 PM (GMT-05:00)
>>> To: Discussion of Half-Life Programming <***@list.valvesoftware.com>
>>>
>>> Subject: Re: [hlcoders] Modding Problems
>>>
>>> Alright I guess
>>>
>>> On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann <***@gmail.com>
>>> wrote:
>>>
>>>> Other than that I'd just use the images from Half-Life 2 as a base.
>>>>
>>>> On 29 March 2015 at 12:20, Gavin Isgar <***@gmail.com> wrote:
>>>>
>>>>> Tom, i checked that but, to be honest, i didnt understand it a bit.
>>>>> Anything else?
>>>>>
>>>>> On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann <***@gmail.com>
>>>>> wrote:
>>>>>
>>>>>> There's some information on that at
>>>>>> https://developer.valvesoftware.com/wiki/Background#Images
>>>>>>
>>>>>> On 29 March 2015 at 09:09, Gavin Isgar <***@gmail.com> wrote:
>>>>>>
>>>>>>> Hey guys, im having another problem again and couldnt find a fix on
>>>>>>> the internet. I dont know the right size for chapter thumbnails, what size
>>>>>>> do i make the picture(not the vtf or vmt)?
>>>>>>>
>>>>>>> On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar <***@gmail.com>
>>>>>>> wrote:
>>>>>>>
>>>>>>>> The two dots means "parent directory". You start in materials/vgui,
>>>>>>>> go
>>>>>>>> up one to materials, then to materials/logo and
>>>>>>>> materials/logo/hl2rslogo1.vmt.
>>>>>>>>
>>>>>>>> On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar <***@gmail.com>
>>>>>>>> wrote:
>>>>>>>> > Yea Jesse, here's how i fixed it! So in my materials folder, i
>>>>>>>> made a logo
>>>>>>>> > folder, inside i put both put the vmt and vtf file with the same
>>>>>>>> name.
>>>>>>>> > Inside the vmt file, i put:
>>>>>>>> >
>>>>>>>> > "UnlitGeneric"
>>>>>>>> > {
>>>>>>>> > "$basetexture" "logo/hl2rslogo1"
>>>>>>>> > "$nolod" 1
>>>>>>>> > "$translucent" 1
>>>>>>>> > }
>>>>>>>> >
>>>>>>>> > The path automatically detects the material folder, so just put
>>>>>>>> the folder
>>>>>>>> > and the name of both the vmt and vtf file(no extension). Then in
>>>>>>>> my
>>>>>>>> > gamelogo.res in my resource folder, i put:
>>>>>>>> >
>>>>>>>> > Resource/GameLogo.res
>>>>>>>> > {
>>>>>>>> > GameLogo
>>>>>>>> > {
>>>>>>>> > ControlName EditablePanel
>>>>>>>> > fieldName GameLogo
>>>>>>>> > xpos 0
>>>>>>>> > ypos 0
>>>>>>>> > zpos 50
>>>>>>>> > wide 400
>>>>>>>> > tall 100
>>>>>>>> > autoResize 1
>>>>>>>> > pinCorner 0
>>>>>>>> > visible 1
>>>>>>>> > enabled 1
>>>>>>>> > offsetX -20
>>>>>>>> > offsetY -15
>>>>>>>> > }
>>>>>>>> >
>>>>>>>> > Logo
>>>>>>>> > {
>>>>>>>> > ControlName ImagePanel
>>>>>>>> > fieldName Logo
>>>>>>>> > xpos 0
>>>>>>>> > ypos 0
>>>>>>>> > zpos 50
>>>>>>>> > wide 400
>>>>>>>> > tall 100
>>>>>>>> > visible 1
>>>>>>>> > enabled 1
>>>>>>>> > image ../logo/hl2rslogo1
>>>>>>>> > scaleImage 1
>>>>>>>> > }
>>>>>>>> > }
>>>>>>>> >
>>>>>>>> > The dots in the path specify how many folders are before vmt and
>>>>>>>> vtf, but i
>>>>>>>> > rather just do it like this:
>>>>>>>> >
>>>>>>>> > 2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1
>>>>>>>> folder, 1
>>>>>>>> > file! If it was material/logo/hl2rslogo1 it would be 3 dots.
>>>>>>>> Thats how i<
>>>>>>>>
>>>>>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>


--
-Tony
Gavin Isgar
2015-04-01 12:03:46 UTC
Permalink
My mod didn't come with existing sound files. I've also read the developer
wiki, but i didn't find much, so i'm asking you.


On Wed, Apr 1, 2015 at 12:43 AM, Tony "omega" Sergi <***@gmail.com>
wrote:

> open existing sound files and sound scripts and look. also read the
> developer wiki.
>
> On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar <***@gmail.com> wrote:
>
>> Hey guys, i have another question! How do i change weapon sound for my
>> mod? What format does it have to be and what files do i need to edit? Long
>> story short, i need to know everything about changing the sounds please!
>>
>> On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar <***@gmail.com> wrote:
>>
>>> Thanks Ken, i was just tired last night and having a rough time with
>>> some stuff, thanks though!
>>>
>>> On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher <***@qis.net> wrote:
>>>
>>>> It says right there...
>>>> The images displayed in the new game dialogue are 152x86. Since texture
>>>> dimensions must both be a power of two, your VTFs will be 256x128 with a
>>>> border to the right and bottom.
>>>>
>>>> That means that the full dimensions of the image will be 256 wide by
>>>> 128 tall, but only a portion of that gets used. 152 x 86 to be specific.
>>>> What you should do is create your chapter images as 152x86 images, and then
>>>> either edit that image's canvas size to 256x128 (but don't scale/stretch
>>>> the actual image), or take that 152x86 image and copy it into a new 256x128
>>>> image, and just make sure it is positioned in the top-left. The unused
>>>> portion of the image should just be black.
>>>>
>>>>
>>>> -------- Original message --------
>>>> From: Gavin Isgar <***@gmail.com>
>>>> Date: 03/28/2015 10:36 PM (GMT-05:00)
>>>> To: Discussion of Half-Life Programming <
>>>> ***@list.valvesoftware.com>
>>>> Subject: Re: [hlcoders] Modding Problems
>>>>
>>>> Alright I guess
>>>>
>>>> On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann <***@gmail.com>
>>>> wrote:
>>>>
>>>>> Other than that I'd just use the images from Half-Life 2 as a base.
>>>>>
>>>>> On 29 March 2015 at 12:20, Gavin Isgar <***@gmail.com> wrote:
>>>>>
>>>>>> Tom, i checked that but, to be honest, i didnt understand it a bit.
>>>>>> Anything else?
>>>>>>
>>>>>> On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann <***@gmail.com
>>>>>> > wrote:
>>>>>>
>>>>>>> There's some information on that at
>>>>>>> https://developer.valvesoftware.com/wiki/Background#Images
>>>>>>>
>>>>>>> On 29 March 2015 at 09:09, Gavin Isgar <***@gmail.com> wrote:
>>>>>>>
>>>>>>>> Hey guys, im having another problem again and couldnt find a fix on
>>>>>>>> the internet. I dont know the right size for chapter thumbnails, what size
>>>>>>>> do i make the picture(not the vtf or vmt)?
>>>>>>>>
>>>>>>>> On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar <***@gmail.com>
>>>>>>>> wrote:
>>>>>>>>
>>>>>>>>> The two dots means "parent directory". You start in
>>>>>>>>> materials/vgui, go
>>>>>>>>> up one to materials, then to materials/logo and
>>>>>>>>> materials/logo/hl2rslogo1.vmt.
>>>>>>>>>
>>>>>>>>> On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar <***@gmail.com>
>>>>>>>>> wrote:
>>>>>>>>> > Yea Jesse, here's how i fixed it! So in my materials folder, i
>>>>>>>>> made a logo
>>>>>>>>> > folder, inside i put both put the vmt and vtf file with the same
>>>>>>>>> name.
>>>>>>>>> > Inside the vmt file, i put:
>>>>>>>>> >
>>>>>>>>> > "UnlitGeneric"
>>>>>>>>> > {
>>>>>>>>> > "$basetexture" "logo/hl2rslogo1"
>>>>>>>>> > "$nolod" 1
>>>>>>>>> > "$translucent" 1
>>>>>>>>> > }
>>>>>>>>> >
>>>>>>>>> > The path automatically detects the material folder, so just put
>>>>>>>>> the folder
>>>>>>>>> > and the name of both the vmt and vtf file(no extension). Then in
>>>>>>>>> my
>>>>>>>>> > gamelogo.res in my resource folder, i put:
>>>>>>>>> >
>>>>>>>>> > Resource/GameLogo.res
>>>>>>>>> > {
>>>>>>>>> > GameLogo
>>>>>>>>> > {
>>>>>>>>> > ControlName EditablePanel
>>>>>>>>> > fieldName GameLogo
>>>>>>>>> > xpos 0
>>>>>>>>> > ypos 0
>>>>>>>>> > zpos 50
>>>>>>>>> > wide 400
>>>>>>>>> > tall 100
>>>>>>>>> > autoResize 1
>>>>>>>>> > pinCorner 0
>>>>>>>>> > visible 1
>>>>>>>>> > enabled 1
>>>>>>>>> > offsetX -20
>>>>>>>>> > offsetY -15
>>>>>>>>> > }
>>>>>>>>> >
>>>>>>>>> > Logo
>>>>>>>>> > {
>>>>>>>>> > ControlName ImagePanel
>>>>>>>>> > fieldName Logo
>>>>>>>>> > xpos 0
>>>>>>>>> > ypos 0
>>>>>>>>> > zpos 50
>>>>>>>>> > wide 400
>>>>>>>>> > tall 100
>>>>>>>>> > visible 1
>>>>>>>>> > enabled 1
>>>>>>>>> > image ../logo/hl2rslogo1
>>>>>>>>> > scaleImage 1
>>>>>>>>> > }
>>>>>>>>> > }
>>>>>>>>> >
>>>>>>>>> > The dots in the path specify how many folders are before vmt and
>>>>>>>>> vtf, but i
>>>>>>>>> > rather just do it like this:
>>>>>>>>> >
>>>>>>>>> > 2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1
>>>>>>>>> folder, 1
>>>>>>>>> > file! If it was material/logo/hl2rslogo1 it would be 3 dots.
>>>>>>>>> Thats how i<
>>>>>>>>>
>>>>>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>>
>
>
> --
> -Tony
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
Tony "omega" Sergi
2015-04-01 15:30:22 UTC
Permalink
What do you think your mod is running off of?
You have the base source content, which includes all of the sounds and
soundscripts for hl2, ep1, ep2, lost coast, etc. Plus if you own tf2 or any
of the other valve games you can easily look at their files too.

On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar <***@gmail.com> wrote:

> My mod didn't come with existing sound files. I've also read the developer
> wiki, but i didn't find much, so i'm asking you.
>
>
> On Wed, Apr 1, 2015 at 12:43 AM, Tony "omega" Sergi <***@gmail.com>
> wrote:
>
>> open existing sound files and sound scripts and look. also read the
>> developer wiki.
>>
>> On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar <***@gmail.com> wrote:
>>
>>> Hey guys, i have another question! How do i change weapon sound for my
>>> mod? What format does it have to be and what files do i need to edit? Long
>>> story short, i need to know everything about changing the sounds please!
>>>
>>> On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar <***@gmail.com> wrote:
>>>
>>>> Thanks Ken, i was just tired last night and having a rough time with
>>>> some stuff, thanks though!
>>>>
>>>> On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher <***@qis.net> wrote:
>>>>
>>>>> It says right there...
>>>>> The images displayed in the new game dialogue are 152x86. Since
>>>>> texture dimensions must both be a power of two, your VTFs will be 256x128
>>>>> with a border to the right and bottom.
>>>>>
>>>>> That means that the full dimensions of the image will be 256 wide by
>>>>> 128 tall, but only a portion of that gets used. 152 x 86 to be specific.
>>>>> What you should do is create your chapter images as 152x86 images, and then
>>>>> either edit that image's canvas size to 256x128 (but don't scale/stretch
>>>>> the actual image), or take that 152x86 image and copy it into a new 256x128
>>>>> image, and just make sure it is positioned in the top-left. The unused
>>>>> portion of the image should just be black.
>>>>>
>>>>>
>>>>> -------- Original message --------
>>>>> From: Gavin Isgar <***@gmail.com>
>>>>> Date: 03/28/2015 10:36 PM (GMT-05:00)
>>>>> To: Discussion of Half-Life Programming <
>>>>> ***@list.valvesoftware.com>
>>>>> Subject: Re: [hlcoders] Modding Problems
>>>>>
>>>>> Alright I guess
>>>>>
>>>>> On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann <***@gmail.com
>>>>> > wrote:
>>>>>
>>>>>> Other than that I'd just use the images from Half-Life 2 as a base.
>>>>>>
>>>>>> On 29 March 2015 at 12:20, Gavin Isgar <***@gmail.com> wrote:
>>>>>>
>>>>>>> Tom, i checked that but, to be honest, i didnt understand it a bit.
>>>>>>> Anything else?
>>>>>>>
>>>>>>> On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann <
>>>>>>> ***@gmail.com> wrote:
>>>>>>>
>>>>>>>> There's some information on that at
>>>>>>>> https://developer.valvesoftware.com/wiki/Background#Images
>>>>>>>>
>>>>>>>> On 29 March 2015 at 09:09, Gavin Isgar <***@gmail.com> wrote:
>>>>>>>>
>>>>>>>>> Hey guys, im having another problem again and couldnt find a fix
>>>>>>>>> on the internet. I dont know the right size for chapter thumbnails, what
>>>>>>>>> size do i make the picture(not the vtf or vmt)?
>>>>>>>>>
>>>>>>>>> On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar <***@gmail.com>
>>>>>>>>> wrote:
>>>>>>>>>
>>>>>>>>>> The two dots means "parent directory". You start in
>>>>>>>>>> materials/vgui, go
>>>>>>>>>> up one to materials, then to materials/logo and
>>>>>>>>>> materials/logo/hl2rslogo1.vmt.
>>>>>>>>>>
>>>>>>>>>> On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar <***@gmail.com>
>>>>>>>>>> wrote:
>>>>>>>>>> > Yea Jesse, here's how i fixed it! So in my materials folder, i
>>>>>>>>>> made a logo
>>>>>>>>>> > folder, inside i put both put the vmt and vtf file with the
>>>>>>>>>> same name.
>>>>>>>>>> > Inside the vmt file, i put:
>>>>>>>>>> >
>>>>>>>>>> > "UnlitGeneric"
>>>>>>>>>> > {
>>>>>>>>>> > "$basetexture" "logo/hl2rslogo1"
>>>>>>>>>> > "$nolod" 1
>>>>>>>>>> > "$translucent" 1
>>>>>>>>>> > }
>>>>>>>>>> >
>>>>>>>>>> > The path automatically detects the material folder, so just put
>>>>>>>>>> the folder
>>>>>>>>>> > and the name of both the vmt and vtf file(no extension). Then
>>>>>>>>>> in my
>>>>>>>>>> > gamelogo.res in my resource folder, i put:
>>>>>>>>>> >
>>>>>>>>>> > Resource/GameLogo.res
>>>>>>>>>> > {
>>>>>>>>>> > GameLogo
>>>>>>>>>> > {
>>>>>>>>>> > ControlName EditablePanel
>>>>>>>>>> > fieldName GameLogo
>>>>>>>>>> > xpos 0
>>>>>>>>>> > ypos 0
>>>>>>>>>> > zpos 50
>>>>>>>>>> > wide 400
>>>>>>>>>> > tall 100
>>>>>>>>>> > autoResize 1
>>>>>>>>>> > pinCorner 0
>>>>>>>>>> > visible 1
>>>>>>>>>> > enabled 1
>>>>>>>>>> > offsetX -20
>>>>>>>>>> > offsetY -15
>>>>>>>>>> > }
>>>>>>>>>> >
>>>>>>>>>> > Logo
>>>>>>>>>> > {
>>>>>>>>>> > ControlName ImagePanel
>>>>>>>>>> > fieldName Logo
>>>>>>>>>> > xpos 0
>>>>>>>>>> > ypos 0
>>>>>>>>>> > zpos 50
>>>>>>>>>> > wide 400
>>>>>>>>>> > tall 100
>>>>>>>>>> > visible 1
>>>>>>>>>> > enabled 1
>>>>>>>>>> > image ../logo/hl2rslogo1
>>>>>>>>>> > scaleImage 1
>>>>>>>>>> > }
>>>>>>>>>> > }
>>>>>>>>>> >
>>>>>>>>>> > The dots in the path specify how many folders are before vmt
>>>>>>>>>> and vtf, but i
>>>>>>>>>> > rather just do it like this:
>>>>>>>>>> >
>>>>>>>>>> > 2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1
>>>>>>>>>> folder, 1
>>>>>>>>>> > file! If it was material/logo/hl2rslogo1 it would be 3 dots.
>>>>>>>>>> Thats how i<
>>>>>>>>>>
>>>>>>>>>
>>>>> _______________________________________________
>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>> please visit:
>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>
>>>>>
>>>>>
>>>>
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>
>>
>> --
>> -Tony
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>


--
-Tony
Gavin Isgar
2015-04-01 20:19:54 UTC
Permalink
I've checked all sound folders in the games but don't see any sounds
themself. Do i have to use GCFScape or something? Sorry if i sound like i
have no experience, i've just been very tired recently and didnt get a lot
of sleep.

On Wed, Apr 1, 2015 at 11:30 AM, Tony "omega" Sergi <***@gmail.com>
wrote:

> What do you think your mod is running off of?
> You have the base source content, which includes all of the sounds and
> soundscripts for hl2, ep1, ep2, lost coast, etc. Plus if you own tf2 or any
> of the other valve games you can easily look at their files too.
>
> On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar <***@gmail.com> wrote:
>
>> My mod didn't come with existing sound files. I've also read the
>> developer wiki, but i didn't find much, so i'm asking you.
>>
>>
>> On Wed, Apr 1, 2015 at 12:43 AM, Tony "omega" Sergi <***@gmail.com>
>> wrote:
>>
>>> open existing sound files and sound scripts and look. also read the
>>> developer wiki.
>>>
>>> On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar <***@gmail.com> wrote:
>>>
>>>> Hey guys, i have another question! How do i change weapon sound for my
>>>> mod? What format does it have to be and what files do i need to edit? Long
>>>> story short, i need to know everything about changing the sounds please!
>>>>
>>>> On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar <***@gmail.com> wrote:
>>>>
>>>>> Thanks Ken, i was just tired last night and having a rough time with
>>>>> some stuff, thanks though!
>>>>>
>>>>> On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher <***@qis.net> wrote:
>>>>>
>>>>>> It says right there...
>>>>>> The images displayed in the new game dialogue are 152x86. Since
>>>>>> texture dimensions must both be a power of two, your VTFs will be 256x128
>>>>>> with a border to the right and bottom.
>>>>>>
>>>>>> That means that the full dimensions of the image will be 256 wide by
>>>>>> 128 tall, but only a portion of that gets used. 152 x 86 to be specific.
>>>>>> What you should do is create your chapter images as 152x86 images, and then
>>>>>> either edit that image's canvas size to 256x128 (but don't scale/stretch
>>>>>> the actual image), or take that 152x86 image and copy it into a new 256x128
>>>>>> image, and just make sure it is positioned in the top-left. The unused
>>>>>> portion of the image should just be black.
>>>>>>
>>>>>>
>>>>>> -------- Original message --------
>>>>>> From: Gavin Isgar <***@gmail.com>
>>>>>> Date: 03/28/2015 10:36 PM (GMT-05:00)
>>>>>> To: Discussion of Half-Life Programming <
>>>>>> ***@list.valvesoftware.com>
>>>>>> Subject: Re: [hlcoders] Modding Problems
>>>>>>
>>>>>> Alright I guess
>>>>>>
>>>>>> On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann <
>>>>>> ***@gmail.com> wrote:
>>>>>>
>>>>>>> Other than that I'd just use the images from Half-Life 2 as a base.
>>>>>>>
>>>>>>> On 29 March 2015 at 12:20, Gavin Isgar <***@gmail.com> wrote:
>>>>>>>
>>>>>>>> Tom, i checked that but, to be honest, i didnt understand it a bit.
>>>>>>>> Anything else?
>>>>>>>>
>>>>>>>> On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann <
>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>
>>>>>>>>> There's some information on that at
>>>>>>>>> https://developer.valvesoftware.com/wiki/Background#Images
>>>>>>>>>
>>>>>>>>> On 29 March 2015 at 09:09, Gavin Isgar <***@gmail.com> wrote:
>>>>>>>>>
>>>>>>>>>> Hey guys, im having another problem again and couldnt find a fix
>>>>>>>>>> on the internet. I dont know the right size for chapter thumbnails, what
>>>>>>>>>> size do i make the picture(not the vtf or vmt)?
>>>>>>>>>>
>>>>>>>>>> On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar <***@gmail.com>
>>>>>>>>>> wrote:
>>>>>>>>>>
>>>>>>>>>>> The two dots means "parent directory". You start in
>>>>>>>>>>> materials/vgui, go
>>>>>>>>>>> up one to materials, then to materials/logo and
>>>>>>>>>>> materials/logo/hl2rslogo1.vmt.
>>>>>>>>>>>
>>>>>>>>>>> On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar <***@gmail.com>
>>>>>>>>>>> wrote:
>>>>>>>>>>> > Yea Jesse, here's how i fixed it! So in my materials folder, i
>>>>>>>>>>> made a logo
>>>>>>>>>>> > folder, inside i put both put the vmt and vtf file with the
>>>>>>>>>>> same name.
>>>>>>>>>>> > Inside the vmt file, i put:
>>>>>>>>>>> >
>>>>>>>>>>> > "UnlitGeneric"
>>>>>>>>>>> > {
>>>>>>>>>>> > "$basetexture" "logo/hl2rslogo1"
>>>>>>>>>>> > "$nolod" 1
>>>>>>>>>>> > "$translucent" 1
>>>>>>>>>>> > }
>>>>>>>>>>> >
>>>>>>>>>>> > The path automatically detects the material folder, so just
>>>>>>>>>>> put the folder
>>>>>>>>>>> > and the name of both the vmt and vtf file(no extension). Then
>>>>>>>>>>> in my
>>>>>>>>>>> > gamelogo.res in my resource folder, i put:
>>>>>>>>>>> >
>>>>>>>>>>> > Resource/GameLogo.res
>>>>>>>>>>> > {
>>>>>>>>>>> > GameLogo
>>>>>>>>>>> > {
>>>>>>>>>>> > ControlName EditablePanel
>>>>>>>>>>> > fieldName GameLogo
>>>>>>>>>>> > xpos 0
>>>>>>>>>>> > ypos 0
>>>>>>>>>>> > zpos 50
>>>>>>>>>>> > wide 400
>>>>>>>>>>> > tall 100
>>>>>>>>>>> > autoResize 1
>>>>>>>>>>> > pinCorner 0
>>>>>>>>>>> > visible 1
>>>>>>>>>>> > enabled 1
>>>>>>>>>>> > offsetX -20
>>>>>>>>>>> > offsetY -15
>>>>>>>>>>> > }
>>>>>>>>>>> >
>>>>>>>>>>> > Logo
>>>>>>>>>>> > {
>>>>>>>>>>> > ControlName ImagePanel
>>>>>>>>>>> > fieldName Logo
>>>>>>>>>>> > xpos 0
>>>>>>>>>>> > ypos 0
>>>>>>>>>>> > zpos 50
>>>>>>>>>>> > wide 400
>>>>>>>>>>> > tall 100
>>>>>>>>>>> > visible 1
>>>>>>>>>>> > enabled 1
>>>>>>>>>>> > image ../logo/hl2rslogo1
>>>>>>>>>>> > scaleImage 1
>>>>>>>>>>> > }
>>>>>>>>>>> > }
>>>>>>>>>>> >
>>>>>>>>>>> > The dots in the path specify how many folders are before vmt
>>>>>>>>>>> and vtf, but i
>>>>>>>>>>> > rather just do it like this:
>>>>>>>>>>> >
>>>>>>>>>>> > 2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1
>>>>>>>>>>> folder, 1
>>>>>>>>>>> > file! If it was material/logo/hl2rslogo1 it would be 3 dots.
>>>>>>>>>>> Thats how i<
>>>>>>>>>>>
>>>>>>>>>>
>>>>>> _______________________________________________
>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>> archives, please visit:
>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>
>>>>>>
>>>>>>
>>>>>
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>
>>>
>>> --
>>> -Tony
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>>
>
>
> --
> -Tony
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
Jesse Oak
2015-04-01 22:45:32 UTC
Permalink
Yes use gcf scape and look in the games vpks the ones you want are the
directory vpks which use _dir
On Apr 1, 2015 3:21 PM, "Gavin Isgar" <***@gmail.com> wrote:

> I've checked all sound folders in the games but don't see any sounds
> themself. Do i have to use GCFScape or something? Sorry if i sound like i
> have no experience, i've just been very tired recently and didnt get a lot
> of sleep.
>
> On Wed, Apr 1, 2015 at 11:30 AM, Tony "omega" Sergi <***@gmail.com>
> wrote:
>
>> What do you think your mod is running off of?
>> You have the base source content, which includes all of the sounds and
>> soundscripts for hl2, ep1, ep2, lost coast, etc. Plus if you own tf2 or any
>> of the other valve games you can easily look at their files too.
>>
>> On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar <***@gmail.com> wrote:
>>
>>> My mod didn't come with existing sound files. I've also read the
>>> developer wiki, but i didn't find much, so i'm asking you.
>>>
>>>
>>> On Wed, Apr 1, 2015 at 12:43 AM, Tony "omega" Sergi <***@gmail.com
>>> > wrote:
>>>
>>>> open existing sound files and sound scripts and look. also read the
>>>> developer wiki.
>>>>
>>>> On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar <***@gmail.com> wrote:
>>>>
>>>>> Hey guys, i have another question! How do i change weapon sound for my
>>>>> mod? What format does it have to be and what files do i need to edit? Long
>>>>> story short, i need to know everything about changing the sounds please!
>>>>>
>>>>> On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar <***@gmail.com>
>>>>> wrote:
>>>>>
>>>>>> Thanks Ken, i was just tired last night and having a rough time with
>>>>>> some stuff, thanks though!
>>>>>>
>>>>>> On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher <***@qis.net> wrote:
>>>>>>
>>>>>>> It says right there...
>>>>>>> The images displayed in the new game dialogue are 152x86. Since
>>>>>>> texture dimensions must both be a power of two, your VTFs will be 256x128
>>>>>>> with a border to the right and bottom.
>>>>>>>
>>>>>>> That means that the full dimensions of the image will be 256 wide by
>>>>>>> 128 tall, but only a portion of that gets used. 152 x 86 to be specific.
>>>>>>> What you should do is create your chapter images as 152x86 images, and then
>>>>>>> either edit that image's canvas size to 256x128 (but don't scale/stretch
>>>>>>> the actual image), or take that 152x86 image and copy it into a new 256x128
>>>>>>> image, and just make sure it is positioned in the top-left. The unused
>>>>>>> portion of the image should just be black.
>>>>>>>
>>>>>>>
>>>>>>> -------- Original message --------
>>>>>>> From: Gavin Isgar <***@gmail.com>
>>>>>>> Date: 03/28/2015 10:36 PM (GMT-05:00)
>>>>>>> To: Discussion of Half-Life Programming <
>>>>>>> ***@list.valvesoftware.com>
>>>>>>> Subject: Re: [hlcoders] Modding Problems
>>>>>>>
>>>>>>> Alright I guess
>>>>>>>
>>>>>>> On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann <
>>>>>>> ***@gmail.com> wrote:
>>>>>>>
>>>>>>>> Other than that I'd just use the images from Half-Life 2 as a base.
>>>>>>>>
>>>>>>>> On 29 March 2015 at 12:20, Gavin Isgar <***@gmail.com> wrote:
>>>>>>>>
>>>>>>>>> Tom, i checked that but, to be honest, i didnt understand it a
>>>>>>>>> bit. Anything else?
>>>>>>>>>
>>>>>>>>> On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann <
>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>
>>>>>>>>>> There's some information on that at
>>>>>>>>>> https://developer.valvesoftware.com/wiki/Background#Images
>>>>>>>>>>
>>>>>>>>>> On 29 March 2015 at 09:09, Gavin Isgar <***@gmail.com> wrote:
>>>>>>>>>>
>>>>>>>>>>> Hey guys, im having another problem again and couldnt find a fix
>>>>>>>>>>> on the internet. I dont know the right size for chapter thumbnails, what
>>>>>>>>>>> size do i make the picture(not the vtf or vmt)?
>>>>>>>>>>>
>>>>>>>>>>> On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar <***@gmail.com>
>>>>>>>>>>> wrote:
>>>>>>>>>>>
>>>>>>>>>>>> The two dots means "parent directory". You start in
>>>>>>>>>>>> materials/vgui, go
>>>>>>>>>>>> up one to materials, then to materials/logo and
>>>>>>>>>>>> materials/logo/hl2rslogo1.vmt.
>>>>>>>>>>>>
>>>>>>>>>>>> On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar <***@gmail.com>
>>>>>>>>>>>> wrote:
>>>>>>>>>>>> > Yea Jesse, here's how i fixed it! So in my materials folder,
>>>>>>>>>>>> i made a logo
>>>>>>>>>>>> > folder, inside i put both put the vmt and vtf file with the
>>>>>>>>>>>> same name.
>>>>>>>>>>>> > Inside the vmt file, i put:
>>>>>>>>>>>> >
>>>>>>>>>>>> > "UnlitGeneric"
>>>>>>>>>>>> > {
>>>>>>>>>>>> > "$basetexture" "logo/hl2rslogo1"
>>>>>>>>>>>> > "$nolod" 1
>>>>>>>>>>>> > "$translucent" 1
>>>>>>>>>>>> > }
>>>>>>>>>>>> >
>>>>>>>>>>>> > The path automatically detects the material folder, so just
>>>>>>>>>>>> put the folder
>>>>>>>>>>>> > and the name of both the vmt and vtf file(no extension). Then
>>>>>>>>>>>> in my
>>>>>>>>>>>> > gamelogo.res in my resource folder, i put:
>>>>>>>>>>>> >
>>>>>>>>>>>> > Resource/GameLogo.res
>>>>>>>>>>>> > {
>>>>>>>>>>>> > GameLogo
>>>>>>>>>>>> > {
>>>>>>>>>>>> > ControlName EditablePanel
>>>>>>>>>>>> > fieldName GameLogo
>>>>>>>>>>>> > xpos 0
>>>>>>>>>>>> > ypos 0
>>>>>>>>>>>> > zpos 50
>>>>>>>>>>>> > wide 400
>>>>>>>>>>>> > tall 100
>>>>>>>>>>>> > autoResize 1
>>>>>>>>>>>> > pinCorner 0
>>>>>>>>>>>> > visible 1
>>>>>>>>>>>> > enabled 1
>>>>>>>>>>>> > offsetX -20
>>>>>>>>>>>> > offsetY -15
>>>>>>>>>>>> > }
>>>>>>>>>>>> >
>>>>>>>>>>>> > Logo
>>>>>>>>>>>> > {
>>>>>>>>>>>> > ControlName ImagePanel
>>>>>>>>>>>> > fieldName Logo
>>>>>>>>>>>> > xpos 0
>>>>>>>>>>>> > ypos 0
>>>>>>>>>>>> > zpos 50
>>>>>>>>>>>> > wide 400
>>>>>>>>>>>> > tall 100
>>>>>>>>>>>> > visible 1
>>>>>>>>>>>> > enabled 1
>>>>>>>>>>>> > image ../logo/hl2rslogo1
>>>>>>>>>>>> > scaleImage 1
>>>>>>>>>>>> > }
>>>>>>>>>>>> > }
>>>>>>>>>>>> >
>>>>>>>>>>>> > The dots in the path specify how many folders are before vmt
>>>>>>>>>>>> and vtf, but i
>>>>>>>>>>>> > rather just do it like this:
>>>>>>>>>>>> >
>>>>>>>>>>>> > 2 dots specifies 2 folders/files like logo/hl2rslogo1, thats
>>>>>>>>>>>> 1 folder, 1
>>>>>>>>>>>> > file! If it was material/logo/hl2rslogo1 it would be 3 dots.
>>>>>>>>>>>> Thats how i<
>>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>> _______________________________________________
>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>> archives, please visit:
>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>> _______________________________________________
>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>> please visit:
>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>
>>>>>
>>>>>
>>>>
>>>>
>>>> --
>>>> -Tony
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>
>>
>> --
>> -Tony
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
Gavin Isgar
2015-04-01 23:50:46 UTC
Permalink
Thanks Jesse, you saved my life lol.


On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak <***@gmail.com> wrote:

> Yes use gcf scape and look in the games vpks the ones you want are the
> directory vpks which use _dir
> On Apr 1, 2015 3:21 PM, "Gavin Isgar" <***@gmail.com> wrote:
>
>> I've checked all sound folders in the games but don't see any sounds
>> themself. Do i have to use GCFScape or something? Sorry if i sound like i
>> have no experience, i've just been very tired recently and didnt get a lot
>> of sleep.
>>
>> On Wed, Apr 1, 2015 at 11:30 AM, Tony "omega" Sergi <***@gmail.com>
>> wrote:
>>
>>> What do you think your mod is running off of?
>>> You have the base source content, which includes all of the sounds and
>>> soundscripts for hl2, ep1, ep2, lost coast, etc. Plus if you own tf2 or any
>>> of the other valve games you can easily look at their files too.
>>>
>>> On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar <***@gmail.com> wrote:
>>>
>>>> My mod didn't come with existing sound files. I've also read the
>>>> developer wiki, but i didn't find much, so i'm asking you.
>>>>
>>>>
>>>> On Wed, Apr 1, 2015 at 12:43 AM, Tony "omega" Sergi <
>>>> ***@gmail.com> wrote:
>>>>
>>>>> open existing sound files and sound scripts and look. also read the
>>>>> developer wiki.
>>>>>
>>>>> On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar <***@gmail.com> wrote:
>>>>>
>>>>>> Hey guys, i have another question! How do i change weapon sound for
>>>>>> my mod? What format does it have to be and what files do i need to edit?
>>>>>> Long story short, i need to know everything about changing the sounds
>>>>>> please!
>>>>>>
>>>>>> On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar <***@gmail.com>
>>>>>> wrote:
>>>>>>
>>>>>>> Thanks Ken, i was just tired last night and having a rough time with
>>>>>>> some stuff, thanks though!
>>>>>>>
>>>>>>> On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher <***@qis.net>
>>>>>>> wrote:
>>>>>>>
>>>>>>>> It says right there...
>>>>>>>> The images displayed in the new game dialogue are 152x86. Since
>>>>>>>> texture dimensions must both be a power of two, your VTFs will be 256x128
>>>>>>>> with a border to the right and bottom.
>>>>>>>>
>>>>>>>> That means that the full dimensions of the image will be 256 wide
>>>>>>>> by 128 tall, but only a portion of that gets used. 152 x 86 to be specific.
>>>>>>>> What you should do is create your chapter images as 152x86 images, and then
>>>>>>>> either edit that image's canvas size to 256x128 (but don't scale/stretch
>>>>>>>> the actual image), or take that 152x86 image and copy it into a new 256x128
>>>>>>>> image, and just make sure it is positioned in the top-left. The unused
>>>>>>>> portion of the image should just be black.
>>>>>>>>
>>>>>>>>
>>>>>>>> -------- Original message --------
>>>>>>>> From: Gavin Isgar <***@gmail.com>
>>>>>>>> Date: 03/28/2015 10:36 PM (GMT-05:00)
>>>>>>>> To: Discussion of Half-Life Programming <
>>>>>>>> ***@list.valvesoftware.com>
>>>>>>>> Subject: Re: [hlcoders] Modding Problems
>>>>>>>>
>>>>>>>> Alright I guess
>>>>>>>>
>>>>>>>> On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann <
>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>
>>>>>>>>> Other than that I'd just use the images from Half-Life 2 as a base.
>>>>>>>>>
>>>>>>>>> On 29 March 2015 at 12:20, Gavin Isgar <***@gmail.com> wrote:
>>>>>>>>>
>>>>>>>>>> Tom, i checked that but, to be honest, i didnt understand it a
>>>>>>>>>> bit. Anything else?
>>>>>>>>>>
>>>>>>>>>> On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann <
>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>
>>>>>>>>>>> There's some information on that at
>>>>>>>>>>> https://developer.valvesoftware.com/wiki/Background#Images
>>>>>>>>>>>
>>>>>>>>>>> On 29 March 2015 at 09:09, Gavin Isgar <***@gmail.com>
>>>>>>>>>>> wrote:
>>>>>>>>>>>
>>>>>>>>>>>> Hey guys, im having another problem again and couldnt find a
>>>>>>>>>>>> fix on the internet. I dont know the right size for chapter thumbnails,
>>>>>>>>>>>> what size do i make the picture(not the vtf or vmt)?
>>>>>>>>>>>>
>>>>>>>>>>>> On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar <***@gmail.com
>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>
>>>>>>>>>>>>> The two dots means "parent directory". You start in
>>>>>>>>>>>>> materials/vgui, go
>>>>>>>>>>>>> up one to materials, then to materials/logo and
>>>>>>>>>>>>> materials/logo/hl2rslogo1.vmt.
>>>>>>>>>>>>>
>>>>>>>>>>>>> On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar <
>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>> > Yea Jesse, here's how i fixed it! So in my materials folder,
>>>>>>>>>>>>> i made a logo
>>>>>>>>>>>>> > folder, inside i put both put the vmt and vtf file with the
>>>>>>>>>>>>> same name.
>>>>>>>>>>>>> > Inside the vmt file, i put:
>>>>>>>>>>>>> >
>>>>>>>>>>>>> > "UnlitGeneric"
>>>>>>>>>>>>> > {
>>>>>>>>>>>>> > "$basetexture" "logo/hl2rslogo1"
>>>>>>>>>>>>> > "$nolod" 1
>>>>>>>>>>>>> > "$translucent" 1
>>>>>>>>>>>>> > }
>>>>>>>>>>>>> >
>>>>>>>>>>>>> > The path automatically detects the material folder, so just
>>>>>>>>>>>>> put the folder
>>>>>>>>>>>>> > and the name of both the vmt and vtf file(no extension).
>>>>>>>>>>>>> Then in my
>>>>>>>>>>>>> > gamelogo.res in my resource folder, i put:
>>>>>>>>>>>>> >
>>>>>>>>>>>>> > Resource/GameLogo.res
>>>>>>>>>>>>> > {
>>>>>>>>>>>>> > GameLogo
>>>>>>>>>>>>> > {
>>>>>>>>>>>>> > ControlName EditablePanel
>>>>>>>>>>>>> > fieldName GameLogo
>>>>>>>>>>>>> > xpos 0
>>>>>>>>>>>>> > ypos 0
>>>>>>>>>>>>> > zpos 50
>>>>>>>>>>>>> > wide 400
>>>>>>>>>>>>> > tall 100
>>>>>>>>>>>>> > autoResize 1
>>>>>>>>>>>>> > pinCorner 0
>>>>>>>>>>>>> > visible 1
>>>>>>>>>>>>> > enabled 1
>>>>>>>>>>>>> > offsetX -20
>>>>>>>>>>>>> > offsetY -15
>>>>>>>>>>>>> > }
>>>>>>>>>>>>> >
>>>>>>>>>>>>> > Logo
>>>>>>>>>>>>> > {
>>>>>>>>>>>>> > ControlName ImagePanel
>>>>>>>>>>>>> > fieldName Logo
>>>>>>>>>>>>> > xpos 0
>>>>>>>>>>>>> > ypos 0
>>>>>>>>>>>>> > zpos 50
>>>>>>>>>>>>> > wide 400
>>>>>>>>>>>>> > tall 100
>>>>>>>>>>>>> > visible 1
>>>>>>>>>>>>> > enabled 1
>>>>>>>>>>>>> > image ../logo/hl2rslogo1
>>>>>>>>>>>>> > scaleImage 1
>>>>>>>>>>>>> > }
>>>>>>>>>>>>> > }
>>>>>>>>>>>>> >
>>>>>>>>>>>>> > The dots in the path specify how many folders are before vmt
>>>>>>>>>>>>> and vtf, but i
>>>>>>>>>>>>> > rather just do it like this:
>>>>>>>>>>>>> >
>>>>>>>>>>>>> > 2 dots specifies 2 folders/files like logo/hl2rslogo1, thats
>>>>>>>>>>>>> 1 folder, 1
>>>>>>>>>>>>> > file! If it was material/logo/hl2rslogo1 it would be 3 dots.
>>>>>>>>>>>>> Thats how i<
>>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>> _______________________________________________
>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>> archives, please visit:
>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>
>>>>>> _______________________________________________
>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>> archives, please visit:
>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>
>>>>>>
>>>>>>
>>>>>
>>>>>
>>>>> --
>>>>> -Tony
>>>>>
>>>>> _______________________________________________
>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>> please visit:
>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>
>>>>>
>>>>>
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>
>>>
>>> --
>>> -Tony
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
Gavin Isgar
2015-04-02 00:01:46 UTC
Permalink
Hey guys, im back again! I'm having trouble figuring out how to make vpk's
to use for sounds for my mod and how to convert the sound files for use in
Source! Can someone please leave a nice tutorial(text tutorial) on how to
do this.

On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar <***@gmail.com> wrote:

> Thanks Jesse, you saved my life lol.
>
>
> On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak <***@gmail.com> wrote:
>
>> Yes use gcf scape and look in the games vpks the ones you want are the
>> directory vpks which use _dir
>> On Apr 1, 2015 3:21 PM, "Gavin Isgar" <***@gmail.com> wrote:
>>
>>> I've checked all sound folders in the games but don't see any sounds
>>> themself. Do i have to use GCFScape or something? Sorry if i sound like i
>>> have no experience, i've just been very tired recently and didnt get a lot
>>> of sleep.
>>>
>>> On Wed, Apr 1, 2015 at 11:30 AM, Tony "omega" Sergi <***@gmail.com
>>> > wrote:
>>>
>>>> What do you think your mod is running off of?
>>>> You have the base source content, which includes all of the sounds and
>>>> soundscripts for hl2, ep1, ep2, lost coast, etc. Plus if you own tf2 or any
>>>> of the other valve games you can easily look at their files too.
>>>>
>>>> On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar <***@gmail.com> wrote:
>>>>
>>>>> My mod didn't come with existing sound files. I've also read the
>>>>> developer wiki, but i didn't find much, so i'm asking you.
>>>>>
>>>>>
>>>>> On Wed, Apr 1, 2015 at 12:43 AM, Tony "omega" Sergi <
>>>>> ***@gmail.com> wrote:
>>>>>
>>>>>> open existing sound files and sound scripts and look. also read the
>>>>>> developer wiki.
>>>>>>
>>>>>> On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar <***@gmail.com>
>>>>>> wrote:
>>>>>>
>>>>>>> Hey guys, i have another question! How do i change weapon sound for
>>>>>>> my mod? What format does it have to be and what files do i need to edit?
>>>>>>> Long story short, i need to know everything about changing the sounds
>>>>>>> please!
>>>>>>>
>>>>>>> On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar <***@gmail.com>
>>>>>>> wrote:
>>>>>>>
>>>>>>>> Thanks Ken, i was just tired last night and having a rough time
>>>>>>>> with some stuff, thanks though!
>>>>>>>>
>>>>>>>> On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher <***@qis.net>
>>>>>>>> wrote:
>>>>>>>>
>>>>>>>>> It says right there...
>>>>>>>>> The images displayed in the new game dialogue are 152x86. Since
>>>>>>>>> texture dimensions must both be a power of two, your VTFs will be 256x128
>>>>>>>>> with a border to the right and bottom.
>>>>>>>>>
>>>>>>>>> That means that the full dimensions of the image will be 256 wide
>>>>>>>>> by 128 tall, but only a portion of that gets used. 152 x 86 to be specific.
>>>>>>>>> What you should do is create your chapter images as 152x86 images, and then
>>>>>>>>> either edit that image's canvas size to 256x128 (but don't scale/stretch
>>>>>>>>> the actual image), or take that 152x86 image and copy it into a new 256x128
>>>>>>>>> image, and just make sure it is positioned in the top-left. The unused
>>>>>>>>> portion of the image should just be black.
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> -------- Original message --------
>>>>>>>>> From: Gavin Isgar <***@gmail.com>
>>>>>>>>> Date: 03/28/2015 10:36 PM (GMT-05:00)
>>>>>>>>> To: Discussion of Half-Life Programming <
>>>>>>>>> ***@list.valvesoftware.com>
>>>>>>>>> Subject: Re: [hlcoders] Modding Problems
>>>>>>>>>
>>>>>>>>> Alright I guess
>>>>>>>>>
>>>>>>>>> On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann <
>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>
>>>>>>>>>> Other than that I'd just use the images from Half-Life 2 as a
>>>>>>>>>> base.
>>>>>>>>>>
>>>>>>>>>> On 29 March 2015 at 12:20, Gavin Isgar <***@gmail.com> wrote:
>>>>>>>>>>
>>>>>>>>>>> Tom, i checked that but, to be honest, i didnt understand it a
>>>>>>>>>>> bit. Anything else?
>>>>>>>>>>>
>>>>>>>>>>> On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann <
>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>
>>>>>>>>>>>> There's some information on that at
>>>>>>>>>>>> https://developer.valvesoftware.com/wiki/Background#Images
>>>>>>>>>>>>
>>>>>>>>>>>> On 29 March 2015 at 09:09, Gavin Isgar <***@gmail.com>
>>>>>>>>>>>> wrote:
>>>>>>>>>>>>
>>>>>>>>>>>>> Hey guys, im having another problem again and couldnt find a
>>>>>>>>>>>>> fix on the internet. I dont know the right size for chapter thumbnails,
>>>>>>>>>>>>> what size do i make the picture(not the vtf or vmt)?
>>>>>>>>>>>>>
>>>>>>>>>>>>> On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar <
>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>
>>>>>>>>>>>>>> The two dots means "parent directory". You start in
>>>>>>>>>>>>>> materials/vgui, go
>>>>>>>>>>>>>> up one to materials, then to materials/logo and
>>>>>>>>>>>>>> materials/logo/hl2rslogo1.vmt.
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar <
>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>> > Yea Jesse, here's how i fixed it! So in my materials
>>>>>>>>>>>>>> folder, i made a logo
>>>>>>>>>>>>>> > folder, inside i put both put the vmt and vtf file with the
>>>>>>>>>>>>>> same name.
>>>>>>>>>>>>>> > Inside the vmt file, i put:
>>>>>>>>>>>>>> >
>>>>>>>>>>>>>> > "UnlitGeneric"
>>>>>>>>>>>>>> > {
>>>>>>>>>>>>>> > "$basetexture" "logo/hl2rslogo1"
>>>>>>>>>>>>>> > "$nolod" 1
>>>>>>>>>>>>>> > "$translucent" 1
>>>>>>>>>>>>>> > }
>>>>>>>>>>>>>> >
>>>>>>>>>>>>>> > The path automatically detects the material folder, so just
>>>>>>>>>>>>>> put the folder
>>>>>>>>>>>>>> > and the name of both the vmt and vtf file(no extension).
>>>>>>>>>>>>>> Then in my
>>>>>>>>>>>>>> > gamelogo.res in my resource folder, i put:
>>>>>>>>>>>>>> >
>>>>>>>>>>>>>> > Resource/GameLogo.res
>>>>>>>>>>>>>> > {
>>>>>>>>>>>>>> > GameLogo
>>>>>>>>>>>>>> > {
>>>>>>>>>>>>>> > ControlName EditablePanel
>>>>>>>>>>>>>> > fieldName GameLogo
>>>>>>>>>>>>>> > xpos 0
>>>>>>>>>>>>>> > ypos 0
>>>>>>>>>>>>>> > zpos 50
>>>>>>>>>>>>>> > wide 400
>>>>>>>>>>>>>> > tall 100
>>>>>>>>>>>>>> > autoResize 1
>>>>>>>>>>>>>> > pinCorner 0
>>>>>>>>>>>>>> > visible 1
>>>>>>>>>>>>>> > enabled 1
>>>>>>>>>>>>>> > offsetX -20
>>>>>>>>>>>>>> > offsetY -15
>>>>>>>>>>>>>> > }
>>>>>>>>>>>>>> >
>>>>>>>>>>>>>> > Logo
>>>>>>>>>>>>>> > {
>>>>>>>>>>>>>> > ControlName ImagePanel
>>>>>>>>>>>>>> > fieldName Logo
>>>>>>>>>>>>>> > xpos 0
>>>>>>>>>>>>>> > ypos 0
>>>>>>>>>>>>>> > zpos 50
>>>>>>>>>>>>>> > wide 400
>>>>>>>>>>>>>> > tall 100
>>>>>>>>>>>>>> > visible 1
>>>>>>>>>>>>>> > enabled 1
>>>>>>>>>>>>>> > image ../logo/hl2rslogo1
>>>>>>>>>>>>>> > scaleImage 1
>>>>>>>>>>>>>> > }
>>>>>>>>>>>>>> > }
>>>>>>>>>>>>>> >
>>>>>>>>>>>>>> > The dots in the path specify how many folders are before
>>>>>>>>>>>>>> vmt and vtf, but i
>>>>>>>>>>>>>> > rather just do it like this:
>>>>>>>>>>>>>> >
>>>>>>>>>>>>>> > 2 dots specifies 2 folders/files like logo/hl2rslogo1,
>>>>>>>>>>>>>> thats 1 folder, 1
>>>>>>>>>>>>>> > file! If it was material/logo/hl2rslogo1 it would be 3
>>>>>>>>>>>>>> dots. Thats how i<
>>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>> _______________________________________________
>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>> archives, please visit:
>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>> _______________________________________________
>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>> archives, please visit:
>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>
>>>>>>
>>>>>> --
>>>>>> -Tony
>>>>>>
>>>>>> _______________________________________________
>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>> archives, please visit:
>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>
>>>>>>
>>>>>>
>>>>>
>>>>> _______________________________________________
>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>> please visit:
>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>
>>>>>
>>>>>
>>>>
>>>>
>>>> --
>>>> -Tony
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>>
>
Minh Le
2015-04-02 01:15:17 UTC
Permalink
If you google, "make vpk"
you'll find a bunch of tutorials. This video looked helpful
https://www.youtube.com/watch?v=P3ILjexx0cE

On 4/1/2015 5:01 PM, Gavin Isgar wrote:
> Hey guys, im back again! I'm having trouble figuring out how to make
> vpk's to use for sounds for my mod and how to convert the sound files
> for use in Source! Can someone please leave a nice tutorial(text
> tutorial) on how to do this.
>
> On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar <***@gmail.com
> <mailto:***@gmail.com>> wrote:
>
> Thanks Jesse, you saved my life lol.
>
>
> On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak <***@gmail.com
> <mailto:***@gmail.com>> wrote:
>
> Yes use gcf scape and look in the games vpks the ones you want
> are the directory vpks which use _dir
>
> On Apr 1, 2015 3:21 PM, "Gavin Isgar" <***@gmail.com
> <mailto:***@gmail.com>> wrote:
>
> I've checked all sound folders in the games but don't see
> any sounds themself. Do i have to use GCFScape or
> something? Sorry if i sound like i have no experience,
> i've just been very tired recently and didnt get a lot of
> sleep.
>
> On Wed, Apr 1, 2015 at 11:30 AM, Tony "omega" Sergi
> <***@gmail.com <mailto:***@gmail.com>> wrote:
>
> What do you think your mod is running off of?
> You have the base source content, which includes all
> of the sounds and soundscripts for hl2, ep1, ep2, lost
> coast, etc. Plus if you own tf2 or any of the other
> valve games you can easily look at their files too.
>
> On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar
> <***@gmail.com <mailto:***@gmail.com>> wrote:
>
> My mod didn't come with existing sound files. I've
> also read the developer wiki, but i didn't find
> much, so i'm asking you.
>
>
> On Wed, Apr 1, 2015 at 12:43 AM, Tony "omega"
> Sergi <***@gmail.com
> <mailto:***@gmail.com>> wrote:
>
> open existing sound files and sound scripts
> and look. also read the developer wiki.
>
> On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar
> <***@gmail.com <mailto:***@gmail.com>>
> wrote:
>
> Hey guys, i have another question! How do
> i change weapon sound for my mod? What
> format does it have to be and what files
> do i need to edit? Long story short, i
> need to know everything about changing the
> sounds please!
>
> On Sun, Mar 29, 2015 at 8:21 AM, Gavin
> Isgar <***@gmail.com
> <mailto:***@gmail.com>> wrote:
>
> Thanks Ken, i was just tired last
> night and having a rough time with
> some stuff, thanks though!
>
> On Sun, Mar 29, 2015 at 5:58 AM, Ken
> Swisher <***@qis.net
> <mailto:***@qis.net>> wrote:
>
> It says right there...
> The images displayed in the new
> game dialogue are 152x86. Since
> texture dimensions must both be a
> power of two, your VTFs will be
> 256x128 with a border to the right
> and bottom.
>
> That means that the full
> dimensions of the image will be
> 256 wide by 128 tall, but only a
> portion of that gets used. 152 x
> 86 to be specific. What you should
> do is create your chapter images
> as 152x86 images, and then either
> edit that image's canvas size to
> 256x128 (but don't scale/stretch
> the actual image), or take that
> 152x86 image and copy it into a
> new 256x128 image, and just make
> sure it is positioned in the
> top-left. The unused portion of
> the image should just be black.
>
>
> -------- Original message --------
> From: Gavin Isgar
> <***@gmail.com
> <mailto:***@gmail.com>>
> Date: 03/28/2015 10:36 PM (GMT-05:00)
> To: Discussion of Half-Life
> Programming
> <***@list.valvesoftware.com
> <mailto:***@list.valvesoftware.com>>
>
> Subject: Re: [hlcoders] Modding
> Problems
>
> Alright I guess
>
> On Sat, Mar 28, 2015 at 10:24 PM,
> Tom Schumann
> <***@gmail.com
> <mailto:***@gmail.com>>
> wrote:
>
> Other than that I'd just use
> the images from Half-Life 2 as
> a base.
>
> On 29 March 2015 at 12:20,
> Gavin Isgar <***@gmail.com
> <mailto:***@gmail.com>> wrote:
>
> Tom, i checked that but,
> to be honest, i didnt
> understand it a bit.
> Anything else?
>
> On Sat, Mar 28, 2015 at
> 9:40 PM, Tom Schumann
> <***@gmail.com
> <mailto:***@gmail.com>>
> wrote:
>
> There's some
> information on that at
> https://developer.valvesoftware.com/wiki/Background#Images
>
> On 29 March 2015 at
> 09:09, Gavin Isgar
> <***@gmail.com
> <mailto:***@gmail.com>>
> wrote:
>
> Hey guys, im
> having another
> problem again and
> couldnt find a fix
> on the internet. I
> dont know the
> right size for
> chapter
> thumbnails, what
> size do i make the
> picture(not the
> vtf or vmt)?
>
> On Thu, Mar 26,
> 2015 at 8:53 PM,
> Ben Lubar
> <***@gmail.com
> <mailto:***@gmail.com>>
> wrote:
>
> The two dots
> means "parent
> directory".
> You start in
> materials/vgui, go
> up one to
> materials,
> then to
> materials/logo and
> materials/logo/hl2rslogo1.vmt.
>
> On Thu, Mar
> 26, 2015 at
> 7:46 PM, Gavin
> Isgar
> <***@gmail.com
> <mailto:***@gmail.com>>
> wrote:
> > Yea Jesse,
> here's how i
> fixed it! So
> in my
> materials
> folder, i made
> a logo
> > folder,
> inside i put
> both put the
> vmt and vtf
> file with the
> same name.
> > Inside the
> vmt file, i put:
> >
> > "UnlitGeneric"
> > {
> >
> "$basetexture"
> "logo/hl2rslogo1"
> > "$nolod" 1
> > "$translucent" 1
> > }
> >
> > The path
> automatically
> detects the
> material
> folder, so
> just put the
> folder
> > and the name
> of both the
> vmt and vtf
> file(no
> extension).
> Then in my
> > gamelogo.res
> in my resource
> folder, i put:
> >
> >
> Resource/GameLogo.res
> > {
> > GameLogo
> > {
> > ControlName
> EditablePanel
> > fieldName
> GameLogo
> > xpos 0
> > ypos 0
> > zpos 50
> > wide 400
> > tall 100
> > autoResize 1
> > pinCorner 0
> > visible 1
> > enabled 1
> > offsetX -20
> > offsetY -15
> > }
> >
> > Logo
> > {
> > ControlName
> ImagePanel
> > fieldName Logo
> > xpos 0
> > ypos 0
> > zpos 50
> > wide 400
> > tall 100
> > visible 1
> > enabled 1
> > image
> ../logo/hl2rslogo1
> > scaleImage 1
> > }
> > }
> >
> > The dots in
> the path
> specify how
> many folders
> are before vmt
> and vtf, but i
> > rather just
> do it like this:
> >
> > 2 dots
> specifies 2
> folders/files
> like
> logo/hl2rslogo1,
> thats 1 folder, 1
> > file! If it
> was
> material/logo/hl2rslogo1
> it would be 3
> dots. Thats how i<
>
>
> _______________________________________________
> To unsubscribe, edit your list
> preferences, or view the list
> archives, please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
>
>
> _______________________________________________
> To unsubscribe, edit your list
> preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
>
>
> --
> -Tony
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or
> view the list archives, please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or
> view the list archives, please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
>
>
> --
> -Tony
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view
> the list archives, please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the
> list archives, please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list
> archives, please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
>
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives, please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
Tom Clay
2015-04-02 01:32:40 UTC
Permalink
You don't need a VPK to use the sounds, if you place them in the sounds folder, then into a respective sub directory they will work fine.



> On Apr 1, 2015, at 9:15 PM, Minh Le <***@telus.net> wrote:
>
> If you google, "make vpk"
> you'll find a bunch of tutorials. This video looked helpful
> https://www.youtube.com/watch?v=P3ILjexx0cE
>
>> On 4/1/2015 5:01 PM, Gavin Isgar wrote:
>> Hey guys, im back again! I'm having trouble figuring out how to make vpk's to use for sounds for my mod and how to convert the sound files for use in Source! Can someone please leave a nice tutorial(text tutorial) on how to do this.
>>
>>> On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar <***@gmail.com> wrote:
>>> Thanks Jesse, you saved my life lol.
>>>
>>>
>>> On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak <***@gmail.com> wrote:
>>>> Yes use gcf scape and look in the games vpks the ones you want are the directory vpks which use _dir
>>>>
>>>>> On Apr 1, 2015 3:21 PM, "Gavin Isgar" <***@gmail.com> wrote:
>>>>> I've checked all sound folders in the games but don't see any sounds themself. Do i have to use GCFScape or something? Sorry if i sound like i have no experience, i've just been very tired recently and didnt get a lot of sleep.
>>>>>
>>>>> On Wed, Apr 1, 2015 at 11:30 AM, Tony "omega" Sergi <***@gmail.com> wrote:
>>>>>> What do you think your mod is running off of?
>>>>>> You have the base source content, which includes all of the sounds and soundscripts for hl2, ep1, ep2, lost coast, etc. Plus if you own tf2 or any of the other valve games you can easily look at their files too.
>>>>>>
>>>>>> On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar <***@gmail.com> wrote:
>>>>>>> My mod didn't come with existing sound files. I've also read the developer wiki, but i didn't find much, so i'm asking you.
>>>>>>>
>>>>>>>
>>>>>>> On Wed, Apr 1, 2015 at 12:43 AM, Tony "omega" Sergi <***@gmail.com> wrote:
>>>>>>>> open existing sound files and sound scripts and look. also read the developer wiki.
>>>>>>>>
>>>>>>>> On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar <***@gmail.com> wrote:
>>>>>>>>> Hey guys, i have another question! How do i change weapon sound for my mod? What format does it have to be and what files do i need to edit? Long story short, i need to know everything about changing the sounds please!
>>>>>>>>>
>>>>>>>>> On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar <***@gmail.com> wrote:
>>>>>>>>>> Thanks Ken, i was just tired last night and having a rough time with some stuff, thanks though!
>>>>>>>>>>
>>>>>>>>>> On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher <***@qis.net> wrote:
>>>>>>>>>>> It says right there...
>>>>>>>>>>> The images displayed in the new game dialogue are 152x86. Since texture dimensions must both be a power of two, your VTFs will be 256x128 with a border to the right and bottom.
>>>>>>>>>>>
>>>>>>>>>>> That means that the full dimensions of the image will be 256 wide by 128 tall, but only a portion of that gets used. 152 x 86 to be specific. What you should do is create your chapter images as 152x86 images, and then either edit that image's canvas size to 256x128 (but don't scale/stretch the actual image), or take that 152x86 image and copy it into a new 256x128 image, and just make sure it is positioned in the top-left. The unused portion of the image should just be black.
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> -------- Original message --------
>>>>>>>>>>> From: Gavin Isgar <***@gmail.com>
>>>>>>>>>>> Date: 03/28/2015 10:36 PM (GMT-05:00)
>>>>>>>>>>> To: Discussion of Half-Life Programming <***@list.valvesoftware.com>
>>>>>>>>>>> Subject: Re: [hlcoders] Modding Problems
>>>>>>>>>>>
>>>>>>>>>>> Alright I guess
>>>>>>>>>>>
>>>>>>>>>>>> On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann <***@gmail.com> wrote:
>>>>>>>>>>>> Other than that I'd just use the images from Half-Life 2 as a base.
>>>>>>>>>>>>
>>>>>>>>>>>>> On 29 March 2015 at 12:20, Gavin Isgar <***@gmail.com> wrote:
>>>>>>>>>>>>> Tom, i checked that but, to be honest, i didnt understand it a bit. Anything else?
>>>>>>>>>>>>>
>>>>>>>>>>>>> On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann <***@gmail.com> wrote:
>>>>>>>>>>>>>> There's some information on that at https://developer.valvesoftware.com/wiki/Background#Images
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> On 29 March 2015 at 09:09, Gavin Isgar <***@gmail.com> wrote:
>>>>>>>>>>>>>>> Hey guys, im having another problem again and couldnt find a fix on the internet. I dont know the right size for chapter thumbnails, what size do i make the picture(not the vtf or vmt)?
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar <***@gmail.com> wrote:
>>>>>>>>>>>>>>>> The two dots means "parent directory". You start in materials/vgui, go
>>>>>>>>>>>>>>>> up one to materials, then to materials/logo and
>>>>>>>>>>>>>>>> materials/logo/hl2rslogo1.vmt.
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar <***@gmail.com> wrote:
>>>>>>>>>>>>>>>> > Yea Jesse, here's how i fixed it! So in my materials folder, i made a logo
>>>>>>>>>>>>>>>> > folder, inside i put both put the vmt and vtf file with the same name.
>>>>>>>>>>>>>>>> > Inside the vmt file, i put:
>>>>>>>>>>>>>>>> >
>>>>>>>>>>>>>>>> > "UnlitGeneric"
>>>>>>>>>>>>>>>> > {
>>>>>>>>>>>>>>>> > "$basetexture" "logo/hl2rslogo1"
>>>>>>>>>>>>>>>> > "$nolod" 1
>>>>>>>>>>>>>>>> > "$translucent" 1
>>>>>>>>>>>>>>>> > }
>>>>>>>>>>>>>>>> >
>>>>>>>>>>>>>>>> > The path automatically detects the material folder, so just put the folder
>>>>>>>>>>>>>>>> > and the name of both the vmt and vtf file(no extension). Then in my
>>>>>>>>>>>>>>>> > gamelogo.res in my resource folder, i put:
>>>>>>>>>>>>>>>> >
>>>>>>>>>>>>>>>> > Resource/GameLogo.res
>>>>>>>>>>>>>>>> > {
>>>>>>>>>>>>>>>> > GameLogo
>>>>>>>>>>>>>>>> > {
>>>>>>>>>>>>>>>> > ControlName EditablePanel
>>>>>>>>>>>>>>>> > fieldName GameLogo
>>>>>>>>>>>>>>>> > xpos 0
>>>>>>>>>>>>>>>> > ypos 0
>>>>>>>>>>>>>>>> > zpos 50
>>>>>>>>>>>>>>>> > wide 400
>>>>>>>>>>>>>>>> > tall 100
>>>>>>>>>>>>>>>> > autoResize 1
>>>>>>>>>>>>>>>> > pinCorner 0
>>>>>>>>>>>>>>>> > visible 1
>>>>>>>>>>>>>>>> > enabled 1
>>>>>>>>>>>>>>>> > offsetX -20
>>>>>>>>>>>>>>>> > offsetY -15
>>>>>>>>>>>>>>>> > }
>>>>>>>>>>>>>>>> >
>>>>>>>>>>>>>>>> > Logo
>>>>>>>>>>>>>>>> > {
>>>>>>>>>>>>>>>> > ControlName ImagePanel
>>>>>>>>>>>>>>>> > fieldName Logo
>>>>>>>>>>>>>>>> > xpos 0
>>>>>>>>>>>>>>>> > ypos 0
>>>>>>>>>>>>>>>> > zpos 50
>>>>>>>>>>>>>>>> > wide 400
>>>>>>>>>>>>>>>> > tall 100
>>>>>>>>>>>>>>>> > visible 1
>>>>>>>>>>>>>>>> > enabled 1
>>>>>>>>>>>>>>>> > image ../logo/hl2rslogo1
>>>>>>>>>>>>>>>> > scaleImage 1
>>>>>>>>>>>>>>>> > }
>>>>>>>>>>>>>>>> > }
>>>>>>>>>>>>>>>> >
>>>>>>>>>>>>>>>> > The dots in the path specify how many folders are before vmt and vtf, but i
>>>>>>>>>>>>>>>> > rather just do it like this:
>>>>>>>>>>>>>>>> >
>>>>>>>>>>>>>>>> > 2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1 folder, 1
>>>>>>>>>>>>>>>> > file! If it was material/logo/hl2rslogo1 it would be 3 dots. Thats how i<
>>>>>>>>>>>
>>>>>>>>>>> _______________________________________________
>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list archives, please visit:
>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> _______________________________________________
>>>>>>>>> To unsubscribe, edit your list preferences, or view the list archives, please visit:
>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>> --
>>>>>>>> -Tony
>>>>>>>>
>>>>>>>> _______________________________________________
>>>>>>>> To unsubscribe, edit your list preferences, or view the list archives, please visit:
>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>
>>>>>>>
>>>>>>> _______________________________________________
>>>>>>> To unsubscribe, edit your list preferences, or view the list archives, please visit:
>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>
>>>>>>
>>>>>>
>>>>>> --
>>>>>> -Tony
>>>>>>
>>>>>> _______________________________________________
>>>>>> To unsubscribe, edit your list preferences, or view the list archives, please visit:
>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>
>>>>>
>>>>> _______________________________________________
>>>>> To unsubscribe, edit your list preferences, or view the list archives, please visit:
>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives, please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives, please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives, please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
Gavin Isgar
2015-04-04 00:33:06 UTC
Permalink
Hey guys, im back with a question. I've been trying everything to change
the weapon sounds of weapons but i cant find a very "precise" tutorial on
how, and most are outdated. Do i need VPKs? Do i need to rebuild the game
solution in Visual Studio after sound replacement? Do they have to be in
WAV format and does the sound files need to be a certain length of time?
Long story short, can anyone please tell me a very precise tutorial on
replacing sounds on mods! Thanks!

On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay <***@live.com> wrote:

> You don't need a VPK to use the sounds, if you place them in the sounds
> folder, then into a respective sub directory they will work fine.
>
>
>
> On Apr 1, 2015, at 9:15 PM, Minh Le <***@telus.net> wrote:
>
> If you google, "make vpk"
> you'll find a bunch of tutorials. This video looked helpful
> https://www.youtube.com/watch?v=P3ILjexx0cE
>
> On 4/1/2015 5:01 PM, Gavin Isgar wrote:
>
> Hey guys, im back again! I'm having trouble figuring out how to make vpk's
> to use for sounds for my mod and how to convert the sound files for use in
> Source! Can someone please leave a nice tutorial(text tutorial) on how to
> do this.
>
> On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar <***@gmail.com> wrote:
>
>> Thanks Jesse, you saved my life lol.
>>
>>
>> On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak <***@gmail.com> wrote:
>>
>>> Yes use gcf scape and look in the games vpks the ones you want are the
>>> directory vpks which use _dir
>>> On Apr 1, 2015 3:21 PM, "Gavin Isgar" <***@gmail.com> wrote:
>>>
>>>> I've checked all sound folders in the games but don't see any sounds
>>>> themself. Do i have to use GCFScape or something? Sorry if i sound like i
>>>> have no experience, i've just been very tired recently and didnt get a lot
>>>> of sleep.
>>>>
>>>> On Wed, Apr 1, 2015 at 11:30 AM, Tony "omega" Sergi <
>>>> ***@gmail.com> wrote:
>>>>
>>>>> What do you think your mod is running off of?
>>>>> You have the base source content, which includes all of the sounds
>>>>> and soundscripts for hl2, ep1, ep2, lost coast, etc. Plus if you own tf2 or
>>>>> any of the other valve games you can easily look at their files too.
>>>>>
>>>>> On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar <***@gmail.com> wrote:
>>>>>
>>>>>> My mod didn't come with existing sound files. I've also read the
>>>>>> developer wiki, but i didn't find much, so i'm asking you.
>>>>>>
>>>>>>
>>>>>> On Wed, Apr 1, 2015 at 12:43 AM, Tony "omega" Sergi <
>>>>>> ***@gmail.com> wrote:
>>>>>>
>>>>>>> open existing sound files and sound scripts and look. also read the
>>>>>>> developer wiki.
>>>>>>>
>>>>>>> On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar <***@gmail.com>
>>>>>>> wrote:
>>>>>>>
>>>>>>>> Hey guys, i have another question! How do i change weapon sound for
>>>>>>>> my mod? What format does it have to be and what files do i need to edit?
>>>>>>>> Long story short, i need to know everything about changing the sounds
>>>>>>>> please!
>>>>>>>>
>>>>>>>> On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar <***@gmail.com>
>>>>>>>> wrote:
>>>>>>>>
>>>>>>>>> Thanks Ken, i was just tired last night and having a rough time
>>>>>>>>> with some stuff, thanks though!
>>>>>>>>>
>>>>>>>>> On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher <***@qis.net>
>>>>>>>>> wrote:
>>>>>>>>>
>>>>>>>>>> It says right there...
>>>>>>>>>> The images displayed in the new game dialogue are 152x86. Since
>>>>>>>>>> texture dimensions must both be a power of two, your VTFs will be 256x128
>>>>>>>>>> with a border to the right and bottom.
>>>>>>>>>>
>>>>>>>>>> That means that the full dimensions of the image will be 256
>>>>>>>>>> wide by 128 tall, but only a portion of that gets used. 152 x 86 to be
>>>>>>>>>> specific. What you should do is create your chapter images as 152x86
>>>>>>>>>> images, and then either edit that image's canvas size to 256x128 (but don't
>>>>>>>>>> scale/stretch the actual image), or take that 152x86 image and copy it into
>>>>>>>>>> a new 256x128 image, and just make sure it is positioned in the top-left.
>>>>>>>>>> The unused portion of the image should just be black.
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> -------- Original message --------
>>>>>>>>>> From: Gavin Isgar <***@gmail.com>
>>>>>>>>>> Date: 03/28/2015 10:36 PM (GMT-05:00)
>>>>>>>>>> To: Discussion of Half-Life Programming <
>>>>>>>>>> ***@list.valvesoftware.com>
>>>>>>>>>> Subject: Re: [hlcoders] Modding Problems
>>>>>>>>>>
>>>>>>>>>> Alright I guess
>>>>>>>>>>
>>>>>>>>>> On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann <
>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>
>>>>>>>>>>> Other than that I'd just use the images from Half-Life 2 as a
>>>>>>>>>>> base.
>>>>>>>>>>>
>>>>>>>>>>> On 29 March 2015 at 12:20, Gavin Isgar <***@gmail.com>
>>>>>>>>>>> wrote:
>>>>>>>>>>>
>>>>>>>>>>>> Tom, i checked that but, to be honest, i didnt understand it a
>>>>>>>>>>>> bit. Anything else?
>>>>>>>>>>>>
>>>>>>>>>>>> On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann <
>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>
>>>>>>>>>>>>> There's some information on that at
>>>>>>>>>>>>> https://developer.valvesoftware.com/wiki/Background#Images
>>>>>>>>>>>>>
>>>>>>>>>>>>> On 29 March 2015 at 09:09, Gavin Isgar <***@gmail.com>
>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>
>>>>>>>>>>>>>> Hey guys, im having another problem again and couldnt find a
>>>>>>>>>>>>>> fix on the internet. I dont know the right size for chapter thumbnails,
>>>>>>>>>>>>>> what size do i make the picture(not the vtf or vmt)?
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar <
>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> The two dots means "parent directory". You start in
>>>>>>>>>>>>>>> materials/vgui, go
>>>>>>>>>>>>>>> up one to materials, then to materials/logo and
>>>>>>>>>>>>>>> materials/logo/hl2rslogo1.vmt.
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar <
>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>> > Yea Jesse, here's how i fixed it! So in my materials
>>>>>>>>>>>>>>> folder, i made a logo
>>>>>>>>>>>>>>> > folder, inside i put both put the vmt and vtf file with
>>>>>>>>>>>>>>> the same name.
>>>>>>>>>>>>>>> > Inside the vmt file, i put:
>>>>>>>>>>>>>>> >
>>>>>>>>>>>>>>> > "UnlitGeneric"
>>>>>>>>>>>>>>> > {
>>>>>>>>>>>>>>> > "$basetexture" "logo/hl2rslogo1"
>>>>>>>>>>>>>>> > "$nolod" 1
>>>>>>>>>>>>>>> > "$translucent" 1
>>>>>>>>>>>>>>> > }
>>>>>>>>>>>>>>> >
>>>>>>>>>>>>>>> > The path automatically detects the material folder, so
>>>>>>>>>>>>>>> just put the folder
>>>>>>>>>>>>>>> > and the name of both the vmt and vtf file(no extension).
>>>>>>>>>>>>>>> Then in my
>>>>>>>>>>>>>>> > gamelogo.res in my resource folder, i put:
>>>>>>>>>>>>>>> >
>>>>>>>>>>>>>>> > Resource/GameLogo.res
>>>>>>>>>>>>>>> > {
>>>>>>>>>>>>>>> > GameLogo
>>>>>>>>>>>>>>> > {
>>>>>>>>>>>>>>> > ControlName EditablePanel
>>>>>>>>>>>>>>> > fieldName GameLogo
>>>>>>>>>>>>>>> > xpos 0
>>>>>>>>>>>>>>> > ypos 0
>>>>>>>>>>>>>>> > zpos 50
>>>>>>>>>>>>>>> > wide 400
>>>>>>>>>>>>>>> > tall 100
>>>>>>>>>>>>>>> > autoResize 1
>>>>>>>>>>>>>>> > pinCorner 0
>>>>>>>>>>>>>>> > visible 1
>>>>>>>>>>>>>>> > enabled 1
>>>>>>>>>>>>>>> > offsetX -20
>>>>>>>>>>>>>>> > offsetY -15
>>>>>>>>>>>>>>> > }
>>>>>>>>>>>>>>> >
>>>>>>>>>>>>>>> > Logo
>>>>>>>>>>>>>>> > {
>>>>>>>>>>>>>>> > ControlName ImagePanel
>>>>>>>>>>>>>>> > fieldName Logo
>>>>>>>>>>>>>>> > xpos 0
>>>>>>>>>>>>>>> > ypos 0
>>>>>>>>>>>>>>> > zpos 50
>>>>>>>>>>>>>>> > wide 400
>>>>>>>>>>>>>>> > tall 100
>>>>>>>>>>>>>>> > visible 1
>>>>>>>>>>>>>>> > enabled 1
>>>>>>>>>>>>>>> > image ../logo/hl2rslogo1
>>>>>>>>>>>>>>> > scaleImage 1
>>>>>>>>>>>>>>> > }
>>>>>>>>>>>>>>> > }
>>>>>>>>>>>>>>> >
>>>>>>>>>>>>>>> > The dots in the path specify how many folders are before
>>>>>>>>>>>>>>> vmt and vtf, but i
>>>>>>>>>>>>>>> > rather just do it like this:
>>>>>>>>>>>>>>> >
>>>>>>>>>>>>>>> > 2 dots specifies 2 folders/files like logo/hl2rslogo1,
>>>>>>>>>>>>>>> thats 1 folder, 1
>>>>>>>>>>>>>>> > file! If it was material/logo/hl2rslogo1 it would be 3
>>>>>>>>>>>>>>> dots. Thats how i<
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>> _______________________________________________
>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>> archives, please visit:
>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>> _______________________________________________
>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>> archives, please visit:
>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> --
>>>>>>> -Tony
>>>>>>>
>>>>>>> _______________________________________________
>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>> archives, please visit:
>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>
>>>>>> _______________________________________________
>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>> archives, please visit:
>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>
>>>>>>
>>>>>>
>>>>>
>>>>>
>>>>> --
>>>>> -Tony
>>>>>
>>>>> _______________________________________________
>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>> please visit:
>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>
>>>>>
>>>>>
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
Stan R.
2015-04-04 00:42:41 UTC
Permalink
You dont need to use VPKs to add sounds to your mod, just put them in yourmod/sound/ folder. You dont need to touch sources and build solution at all, weapon sounds defined in weapon script file (scripts/weapon_smg1.txt for example) and sound definition scripts (game_sounds_weapons.txt, game_sounds_player.txt). Yes, they should be WAV 44khz/16bit. No, you can use any length you want.


ПятМОца, 3 апреля 2015, 20:33 -04:00 Пт Gavin Isgar <***@gmail.com>:
>Hey guys, im back with a question. I've been trying everything to change the weapon sounds of weapons but i cant find a very "precise" tutorial on how, and most are outdated. Do i need VPKs? Do i need to rebuild the game solution in Visual Studio after sound replacement? Do they have to be in WAV format and does the sound files need to be a certain length of time? Long story short, can anyone please tell me a very precise tutorial on replacing sounds on mods! Thanks!
>
>On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay < ***@live.com > wrote:
>>You don't need a VPK to use the sounds, if you place them in the sounds folder, then into a respective sub directory they will work fine.
>>
>>
>>
>>On Apr 1, 2015, at 9:15 PM, Minh Le < ***@telus.net > wrote:
>>
>>>If you google, "make vpk"
>>>you'll find a bunch of tutorials. This video looked helpful
>>>https://www.youtube.com/watch?v=P3ILjexx0cE
>>>
>>>On 4/1/2015 5:01 PM, Gavin Isgar wrote:
>>>>Hey guys, im back again! I'm having trouble
figuring out how to make vpk's to use for sounds for my mod and
how to convert the sound files for use in Source! Can someone
please leave a nice tutorial(text tutorial) on how to do this.
>>>>
>>>>On Wed, Apr 1, 2015 at 7:50 PM, Gavin
Isgar < ***@gmail.com > wrote:
>>>>>Thanks Jesse, you saved my life lol.
>>>>>
>>>>>
>>>>>On Wed, Apr 1, 2015 at 6:45
PM, Jesse Oak < ***@gmail.com > wrote:
>>>>>>Yes use gcf scape and look in the
games vpks the ones you want are the directory
vpks which use _dir
>>>>>>On Apr 1, 2015 3:21
PM, "Gavin Isgar" < ***@gmail.com >
wrote:
>>>>>>>I've checked all sound
folders in the games but don't see any
sounds themself. Do i have to use
GCFScape or something? Sorry if i sound
like i have no experience, i've just
been very tired recently and didnt get a
lot of sleep.
>>>>>>>
>>>>>>>On Wed, Apr 1,
2015 at 11:30 AM, Tony "omega" Sergi < ***@gmail.com > wrote:
>>>>>>>>What do you think your mod is
running off of?
>>>>>>>>You have the base source content,
which includes all of the sounds
and soundscripts for hl2, ep1,
ep2, lost coast, etc. Plus if you
own tf2 or any of the other valve
games you can easily look at their
files too.
>>>>>>>>
>>>>>>>>On
Wed, Apr 1, 2015 at 9:03 PM,
Gavin Isgar < ***@gmail.com > wrote:
>>>>>>>>>My mod
didn't come with
existing sound files.
I've also read the
developer wiki, but i
didn't find much, so i'm
asking you.
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>On
Wed, Apr 1, 2015
at 12:43 AM, Tony
"omega" Sergi < ***@gmail.com > wrote:
>>>>>>>>>>open
existing sound
files and
sound scripts
and look. also
read the
developer
wiki.
>>>>>>>>>>
>>>>>>>>>>On
Wed, Apr 1,
2015 at 1:06
PM, Gavin
Isgar < ***@gmail.com > wrote:
>>>>>>>>>>>Hey
guys, i have
another
question! How
do i change
weapon sound
for my mod?
What format
does it have
to be and what
files do i
need to edit?
Long story
short, i need
to know
everything
about changing
the sounds
please!
>>>>>>>>>>>
>>>>>>>>>>>On
Sun, Mar 29,
2015 at 8:21
AM, Gavin
Isgar < ***@gmail.com > wrote:
>>>>>>>>>>>>Thanks
Ken, i was
just tired
last night and
having a rough
time with some
stuff, thanks
though!
>>>>>>>>>>>>
>>>>>>>>>>>>On Sun,
Mar 29, 2015
at 5:58 AM,
Ken Swisher < ***@qis.net > wrote:
>>>>>>>>>>>>>It says
right there...
>>>>>>>>>>>>>The
images
displayed in
the new game
dialogue are
152x86. Since
texture
dimensions
must both be a
power of two,
your VTFs will
be 256x128
with a border
to the right
and bottom.
>>>>>>>>>>>>>
>>>>>>>>>>>>>That
means that the
full
dimensions of
the image will
be 256 wide by
128 tall, but
only a portion
of that gets
used. 152 x 86
to be
specific. What
you should do
is create your
chapter images
as 152x86
images, and
then either
edit that
image's canvas
size to
256x128 (but
don't
scale/stretch
the actual
image), or
take that
152x86 image
and copy it
into a new
256x128 image,
and just make
sure it is
positioned in
the top-left.
The unused
portion of the
image should
just be black.
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>>--------
Original
message
--------
>>>>>>>>>>>>>From: Gavin
Isgar < ***@gmail.com >
>>>>>>>>>>>>>Date:
03/28/2015
10:36 PM
(GMT-05:00)
>>>>>>>>>>>>>To: Discussion
of Half-Life
Programming
< ***@list.valvesoftware.com >
>>>>>>>>>>>>>Subject: Re:
[hlcoders]
Modding
Problems
>>>>>>>>>>>>>
>>>>>>>>>>>>>Alright
I guess
>>>>>>>>>>>>>
>>>>>>>>>>>>>On
Sat, Mar 28,
2015 at 10:24
PM, Tom
Schumann < ***@gmail.com > wrote:
>>>>>>>>>>>>>>Other
than that I'd
just use the
images from
Half-Life 2 as
a base.
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>On
29 March 2015
at 12:20,
Gavin Isgar < ***@gmail.com > wrote:
>>>>>>>>>>>>>>>Tom,
i checked that
but, to be
honest, i
didnt
understand it
a bit.
Anything else?
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>On
Sat, Mar 28,
2015 at 9:40
PM, Tom
Schumann < ***@gmail.com > wrote:
>>>>>>>>>>>>>>>>There's
some
information on
that at  https://developer.valvesoftware.com/wiki/Background#Images
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>On
29 March 2015
at 09:09,
Gavin Isgar < ***@gmail.com > wrote:
>>>>>>>>>>>>>>>>>Hey
guys, im
having another
problem again
and couldnt
find a fix on
the internet.
I dont know
the right size
for chapter
thumbnails,
what size do i
make the
picture(not
the vtf or
vmt)? 
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>On
Thu, Mar 26,
2015 at 8:53
PM, Ben Lubar < ***@gmail.com > wrote:
>>>>>>>>>>>>>>>>>>The
two dots means
"parent
directory".
You start in
materials/vgui,
go
>>>>>>>>>>>>>>>>>>up one to
materials,
then to
materials/logo
and
>>>>>>>>>>>>>>>>>>materials/logo/hl2rslogo1.vmt.
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>On Thu, Mar
26, 2015 at
7:46 PM, Gavin
Isgar < ***@gmail.com >
wrote:
>>>>>>>>>>>>>>>>>>> Yea
Jesse, here's
how i fixed
it! So in my
materials
folder, i made
a logo
>>>>>>>>>>>>>>>>>>> folder,
inside i put
both put the
vmt and vtf
file with the
same name.
>>>>>>>>>>>>>>>>>>> Inside
the vmt file,
i put:
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
"UnlitGeneric"
>>>>>>>>>>>>>>>>>>> {
>>>>>>>>>>>>>>>>>>>
"$basetexture"
"logo/hl2rslogo1"
>>>>>>>>>>>>>>>>>>> "$nolod"
1
>>>>>>>>>>>>>>>>>>>
"$translucent"
1
>>>>>>>>>>>>>>>>>>> }
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> The path
automatically
detects the
material
folder, so
just put the
folder
>>>>>>>>>>>>>>>>>>> and the
name of both
the vmt and
vtf file(no
extension).
Then in my
>>>>>>>>>>>>>>>>>>>
gamelogo.res
in my resource
folder, i put:
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
Resource/GameLogo.res
>>>>>>>>>>>>>>>>>>> {
>>>>>>>>>>>>>>>>>>> GameLogo
>>>>>>>>>>>>>>>>>>> {
>>>>>>>>>>>>>>>>>>>
ControlName
EditablePanel
>>>>>>>>>>>>>>>>>>> fieldName
GameLogo
>>>>>>>>>>>>>>>>>>> xpos 0
>>>>>>>>>>>>>>>>>>> ypos 0
>>>>>>>>>>>>>>>>>>> zpos 50
>>>>>>>>>>>>>>>>>>> wide 400
>>>>>>>>>>>>>>>>>>> tall 100
>>>>>>>>>>>>>>>>>>>
autoResize 1
>>>>>>>>>>>>>>>>>>> pinCorner
0
>>>>>>>>>>>>>>>>>>> visible 1
>>>>>>>>>>>>>>>>>>> enabled 1
>>>>>>>>>>>>>>>>>>> offsetX
-20
>>>>>>>>>>>>>>>>>>> offsetY
-15
>>>>>>>>>>>>>>>>>>> }
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> Logo
>>>>>>>>>>>>>>>>>>> {
>>>>>>>>>>>>>>>>>>>
ControlName
ImagePanel
>>>>>>>>>>>>>>>>>>> fieldName
Logo
>>>>>>>>>>>>>>>>>>> xpos 0
>>>>>>>>>>>>>>>>>>> ypos 0
>>>>>>>>>>>>>>>>>>> zpos 50
>>>>>>>>>>>>>>>>>>> wide 400
>>>>>>>>>>>>>>>>>>> tall 100
>>>>>>>>>>>>>>>>>>> visible 1
>>>>>>>>>>>>>>>>>>> enabled 1
>>>>>>>>>>>>>>>>>>> image
../logo/hl2rslogo1
>>>>>>>>>>>>>>>>>>>
scaleImage 1
>>>>>>>>>>>>>>>>>>> }
>>>>>>>>>>>>>>>>>>> }
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> The dots
in the path
specify how
many folders
are before vmt
and vtf, but i
>>>>>>>>>>>>>>>>>>> rather
just do it
like this:
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> 2 dots
specifies 2
folders/files
like
logo/hl2rslogo1,
thats 1
folder, 1
>>>>>>>>>>>>>>>>>>> file! If
it was
material/logo/hl2rslogo1
it would be 3
dots. Thats
how i<
>>>>>>>>>>>>>_______________________________________________
>>>>>>>>>>>>>To
unsubscribe,
edit your list
preferences,
or view the
list archives,
please visit:
>>>>>>>>>>>>>https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>_______________________________________________
>>>>>>>>>>>To
unsubscribe,
edit your list
preferences,
or view the
list archives,
please visit:
>>>>>>>>>>>https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>--
>>>>>>>>>>-Tony
>>>>>>>>>>
>>>>>>>>>>_______________________________________________
>>>>>>>>>>To unsubscribe,
edit your list
preferences, or
view the list
archives, please
visit:
>>>>>>>>>>https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>_______________________________________________
>>>>>>>>>To unsubscribe, edit your
list preferences, or view
the list archives, please
visit:
>>>>>>>>>https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>>--
>>>>>>>>-Tony
>>>>>>>>
>>>>>>>>_______________________________________________
>>>>>>>>To unsubscribe, edit your list
preferences, or view the list
archives, please visit:
>>>>>>>>https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>_______________________________________________
>>>>>>>To unsubscribe, edit your list
preferences, or view the list archives,
please visit:
>>>>>>>https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>
>>>>>>>
>>>>>>
>>>>>>_______________________________________________
>>>>>>To unsubscribe, edit your list preferences, or
view the list archives, please visit:
>>>>>>https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>
>>>>>>
>>>>>
>>>>
>>>>
>>>>
>>>>_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please visit:
>>>>https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders

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



Gavin Isgar
2015-04-04 00:44:56 UTC
Permalink
Thanks Stan!


On Fri, Apr 3, 2015 at 8:42 PM, Stan R. <***@inbox.ru> wrote:

> You dont need to use VPKs to add sounds to your mod, just put them in
> yourmod/sound/ folder. You dont need to touch sources and build solution at
> all, weapon sounds defined in weapon script file (scripts/weapon_smg1.txt
> for example) and sound definition scripts (game_sounds_weapons.txt,
> game_sounds_player.txt). Yes, they should be WAV 44khz/16bit. No, you can
> use any length you want.
>
>
> ПятМОца, 3 апреля 2015, 20:33 -04:00 Пт Gavin Isgar <***@gmail.com>:
>
> Hey guys, im back with a question. I've been trying everything to
> change the weapon sounds of weapons but i cant find a very "precise"
> tutorial on how, and most are outdated. Do i need VPKs? Do i need to
> rebuild the game solution in Visual Studio after sound replacement? Do they
> have to be in WAV format and does the sound files need to be a certain
> length of time? Long story short, can anyone please tell me a very precise
> tutorial on replacing sounds on mods! Thanks!
>
> On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay <***@live.com
> <https://e.mail.ru/compose/?mailto=mailto%***@live.com>> wrote:
>
> You don't need a VPK to use the sounds, if you place them in the sounds
> folder, then into a respective sub directory they will work fine.
>
>
>
> On Apr 1, 2015, at 9:15 PM, Minh Le <***@telus.net
> <https://e.mail.ru/compose/?mailto=mailto%***@telus.net>> wrote:
>
> If you google, "make vpk"
> you'll find a bunch of tutorials. This video looked helpful
> https://www.youtube.com/watch?v=P3ILjexx0cE
>
> On 4/1/2015 5:01 PM, Gavin Isgar wrote:
>
> Hey guys, im back again! I'm having trouble figuring out how to make vpk's
> to use for sounds for my mod and how to convert the sound files for use in
> Source! Can someone please leave a nice tutorial(text tutorial) on how to
> do this.
>
> On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar <***@gmail.com
> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>
> Thanks Jesse, you saved my life lol.
>
>
> On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak <***@gmail.com
> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>
> Yes use gcf scape and look in the games vpks the ones you want are the
> directory vpks which use _dir
> On Apr 1, 2015 3:21 PM, "Gavin Isgar" <***@gmail.com
> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>
> I've checked all sound folders in the games but don't see any sounds
> themself. Do i have to use GCFScape or something? Sorry if i sound like i
> have no experience, i've just been very tired recently and didnt get a lot
> of sleep.
>
> On Wed, Apr 1, 2015 at 11:30 AM, Tony "omega" Sergi <***@gmail.com
> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>
> What do you think your mod is running off of?
> You have the base source content, which includes all of the sounds and
> soundscripts for hl2, ep1, ep2, lost coast, etc. Plus if you own tf2 or any
> of the other valve games you can easily look at their files too.
>
> On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar <***@gmail.com
> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>
> My mod didn't come with existing sound files. I've also read the developer
> wiki, but i didn't find much, so i'm asking you.
>
>
> On Wed, Apr 1, 2015 at 12:43 AM, Tony "omega" Sergi <***@gmail.com
> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>
> open existing sound files and sound scripts and look. also read the
> developer wiki.
>
> On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar <***@gmail.com
> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>
> Hey guys, i have another question! How do i change weapon sound for my
> mod? What format does it have to be and what files do i need to edit? Long
> story short, i need to know everything about changing the sounds please!
>
> On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar <***@gmail.com
> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>
> Thanks Ken, i was just tired last night and having a rough time with some
> stuff, thanks though!
>
> On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher <***@qis.net
> <https://e.mail.ru/compose/?mailto=mailto%***@qis.net>> wrote:
>
> It says right there...
> The images displayed in the new game dialogue are 152x86. Since texture
> dimensions must both be a power of two, your VTFs will be 256x128 with a
> border to the right and bottom.
>
> That means that the full dimensions of the image will be 256 wide by 128
> tall, but only a portion of that gets used. 152 x 86 to be specific. What
> you should do is create your chapter images as 152x86 images, and then
> either edit that image's canvas size to 256x128 (but don't scale/stretch
> the actual image), or take that 152x86 image and copy it into a new 256x128
> image, and just make sure it is positioned in the top-left. The unused
> portion of the image should just be black.
>
>
> -------- Original message --------
> From: Gavin Isgar <***@gmail.com
> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
> Date: 03/28/2015 10:36 PM (GMT-05:00)
> To: Discussion of Half-Life Programming <***@list.valvesoftware.com
> <https://e.mail.ru/compose/?mailto=mailto%***@list.valvesoftware.com>>
>
> Subject: Re: [hlcoders] Modding Problems
>
> Alright I guess
>
> On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann <***@gmail.com
> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
> wrote:
>
> Other than that I'd just use the images from Half-Life 2 as a base.
>
> On 29 March 2015 at 12:20, Gavin Isgar <***@gmail.com
> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>
> Tom, i checked that but, to be honest, i didnt understand it a bit.
> Anything else?
>
> On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann <***@gmail.com
> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
> wrote:
>
> There's some information on that at
> https://developer.valvesoftware.com/wiki/Background#Images
>
> On 29 March 2015 at 09:09, Gavin Isgar <***@gmail.com
> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>
> Hey guys, im having another problem again and couldnt find a fix on the
> internet. I dont know the right size for chapter thumbnails, what size do i
> make the picture(not the vtf or vmt)?
>
> On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar <***@gmail.com
> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>
> The two dots means "parent directory". You start in materials/vgui, go
> up one to materials, then to materials/logo and
> materials/logo/hl2rslogo1.vmt.
>
> On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar <***@gmail.com
> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
> > Yea Jesse, here's how i fixed it! So in my materials folder, i made a
> logo
> > folder, inside i put both put the vmt and vtf file with the same name.
> > Inside the vmt file, i put:
> >
> > "UnlitGeneric"
> > {
> > "$basetexture" "logo/hl2rslogo1"
> > "$nolod" 1
> > "$translucent" 1
> > }
> >
> > The path automatically detects the material folder, so just put the
> folder
> > and the name of both the vmt and vtf file(no extension). Then in my
> > gamelogo.res in my resource folder, i put:
> >
> > Resource/GameLogo.res
> > {
> > GameLogo
> > {
> > ControlName EditablePanel
> > fieldName GameLogo
> > xpos 0
> > ypos 0
> > zpos 50
> > wide 400
> > tall 100
> > autoResize 1
> > pinCorner 0
> > visible 1
> > enabled 1
> > offsetX -20
> > offsetY -15
> > }
> >
> > Logo
> > {
> > ControlName ImagePanel
> > fieldName Logo
> > xpos 0
> > ypos 0
> > zpos 50
> > wide 400
> > tall 100
> > visible 1
> > enabled 1
> > image ../logo/hl2rslogo1
> > scaleImage 1
> > }
> > }
> >
> > The dots in the path specify how many folders are before vmt and vtf,
> but i
> > rather just do it like this:
> >
> > 2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1 folder, 1
> > file! If it was material/logo/hl2rslogo1 it would be 3 dots. Thats how i<
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
>
>
> --
> -Tony
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
>
>
> --
> -Tony
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
>
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
Gavin Isgar
2015-04-11 19:26:42 UTC
Permalink
Hey guys, back with another question! So i just saw awhile ago that Source
SDK Base 2007 got updated. My mod uses Source SDK Base 2007 and i was
wondering, do the updates interfere with the mod in anyway? Thanks for the
help!

On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar <***@gmail.com> wrote:

> Thanks Stan!
>
>
> On Fri, Apr 3, 2015 at 8:42 PM, Stan R. <***@inbox.ru> wrote:
>
>> You dont need to use VPKs to add sounds to your mod, just put them in
>> yourmod/sound/ folder. You dont need to touch sources and build solution at
>> all, weapon sounds defined in weapon script file (scripts/weapon_smg1.txt
>> for example) and sound definition scripts (game_sounds_weapons.txt,
>> game_sounds_player.txt). Yes, they should be WAV 44khz/16bit. No, you can
>> use any length you want.
>>
>>
>> ПятМОца, 3 апреля 2015, 20:33 -04:00 Пт Gavin Isgar <***@gmail.com>:
>>
>> Hey guys, im back with a question. I've been trying everything to
>> change the weapon sounds of weapons but i cant find a very "precise"
>> tutorial on how, and most are outdated. Do i need VPKs? Do i need to
>> rebuild the game solution in Visual Studio after sound replacement? Do they
>> have to be in WAV format and does the sound files need to be a certain
>> length of time? Long story short, can anyone please tell me a very precise
>> tutorial on replacing sounds on mods! Thanks!
>>
>> On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay <***@live.com
>> <https://e.mail.ru/compose/?mailto=mailto%***@live.com>> wrote:
>>
>> You don't need a VPK to use the sounds, if you place them in the sounds
>> folder, then into a respective sub directory they will work fine.
>>
>>
>>
>> On Apr 1, 2015, at 9:15 PM, Minh Le <***@telus.net
>> <https://e.mail.ru/compose/?mailto=mailto%***@telus.net>> wrote:
>>
>> If you google, "make vpk"
>> you'll find a bunch of tutorials. This video looked helpful
>> https://www.youtube.com/watch?v=P3ILjexx0cE
>>
>> On 4/1/2015 5:01 PM, Gavin Isgar wrote:
>>
>> Hey guys, im back again! I'm having trouble figuring out how to make
>> vpk's to use for sounds for my mod and how to convert the sound files for
>> use in Source! Can someone please leave a nice tutorial(text tutorial) on
>> how to do this.
>>
>> On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar <***@gmail.com
>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>
>> Thanks Jesse, you saved my life lol.
>>
>>
>> On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak <***@gmail.com
>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>> wrote:
>>
>> Yes use gcf scape and look in the games vpks the ones you want are the
>> directory vpks which use _dir
>> On Apr 1, 2015 3:21 PM, "Gavin Isgar" <***@gmail.com
>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>
>> I've checked all sound folders in the games but don't see any sounds
>> themself. Do i have to use GCFScape or something? Sorry if i sound like i
>> have no experience, i've just been very tired recently and didnt get a lot
>> of sleep.
>>
>> On Wed, Apr 1, 2015 at 11:30 AM, Tony "omega" Sergi <***@gmail.com
>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>
>> What do you think your mod is running off of?
>> You have the base source content, which includes all of the sounds and
>> soundscripts for hl2, ep1, ep2, lost coast, etc. Plus if you own tf2 or any
>> of the other valve games you can easily look at their files too.
>>
>> On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar <***@gmail.com
>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>
>> My mod didn't come with existing sound files. I've also read the
>> developer wiki, but i didn't find much, so i'm asking you.
>>
>>
>> On Wed, Apr 1, 2015 at 12:43 AM, Tony "omega" Sergi <***@gmail.com
>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>
>> open existing sound files and sound scripts and look. also read the
>> developer wiki.
>>
>> On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar <***@gmail.com
>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>
>> Hey guys, i have another question! How do i change weapon sound for my
>> mod? What format does it have to be and what files do i need to edit? Long
>> story short, i need to know everything about changing the sounds please!
>>
>> On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar <***@gmail.com
>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>
>> Thanks Ken, i was just tired last night and having a rough time with some
>> stuff, thanks though!
>>
>> On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher <***@qis.net
>> <https://e.mail.ru/compose/?mailto=mailto%***@qis.net>> wrote:
>>
>> It says right there...
>> The images displayed in the new game dialogue are 152x86. Since texture
>> dimensions must both be a power of two, your VTFs will be 256x128 with a
>> border to the right and bottom.
>>
>> That means that the full dimensions of the image will be 256 wide by
>> 128 tall, but only a portion of that gets used. 152 x 86 to be specific.
>> What you should do is create your chapter images as 152x86 images, and then
>> either edit that image's canvas size to 256x128 (but don't scale/stretch
>> the actual image), or take that 152x86 image and copy it into a new 256x128
>> image, and just make sure it is positioned in the top-left. The unused
>> portion of the image should just be black.
>>
>>
>> -------- Original message --------
>> From: Gavin Isgar <***@gmail.com
>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>> Date: 03/28/2015 10:36 PM (GMT-05:00)
>> To: Discussion of Half-Life Programming <***@list.valvesoftware.com
>> <https://e.mail.ru/compose/?mailto=mailto%***@list.valvesoftware.com>>
>>
>> Subject: Re: [hlcoders] Modding Problems
>>
>> Alright I guess
>>
>> On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann <***@gmail.com
>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>> wrote:
>>
>> Other than that I'd just use the images from Half-Life 2 as a base.
>>
>> On 29 March 2015 at 12:20, Gavin Isgar <***@gmail.com
>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>
>> Tom, i checked that but, to be honest, i didnt understand it a bit.
>> Anything else?
>>
>> On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann <***@gmail.com
>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>> wrote:
>>
>> There's some information on that at
>> https://developer.valvesoftware.com/wiki/Background#Images
>>
>> On 29 March 2015 at 09:09, Gavin Isgar <***@gmail.com
>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>
>> Hey guys, im having another problem again and couldnt find a fix on the
>> internet. I dont know the right size for chapter thumbnails, what size do i
>> make the picture(not the vtf or vmt)?
>>
>> On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar <***@gmail.com
>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>
>> The two dots means "parent directory". You start in materials/vgui, go
>> up one to materials, then to materials/logo and
>> materials/logo/hl2rslogo1.vmt.
>>
>> On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar <***@gmail.com
>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>> > Yea Jesse, here's how i fixed it! So in my materials folder, i made a
>> logo
>> > folder, inside i put both put the vmt and vtf file with the same name.
>> > Inside the vmt file, i put:
>> >
>> > "UnlitGeneric"
>> > {
>> > "$basetexture" "logo/hl2rslogo1"
>> > "$nolod" 1
>> > "$translucent" 1
>> > }
>> >
>> > The path automatically detects the material folder, so just put the
>> folder
>> > and the name of both the vmt and vtf file(no extension). Then in my
>> > gamelogo.res in my resource folder, i put:
>> >
>> > Resource/GameLogo.res
>> > {
>> > GameLogo
>> > {
>> > ControlName EditablePanel
>> > fieldName GameLogo
>> > xpos 0
>> > ypos 0
>> > zpos 50
>> > wide 400
>> > tall 100
>> > autoResize 1
>> > pinCorner 0
>> > visible 1
>> > enabled 1
>> > offsetX -20
>> > offsetY -15
>> > }
>> >
>> > Logo
>> > {
>> > ControlName ImagePanel
>> > fieldName Logo
>> > xpos 0
>> > ypos 0
>> > zpos 50
>> > wide 400
>> > tall 100
>> > visible 1
>> > enabled 1
>> > image ../logo/hl2rslogo1
>> > scaleImage 1
>> > }
>> > }
>> >
>> > The dots in the path specify how many folders are before vmt and vtf,
>> but i
>> > rather just do it like this:
>> >
>> > 2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1 folder, 1
>> > file! If it was material/logo/hl2rslogo1 it would be 3 dots. Thats how
>> i<
>>
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>>
>>
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>>
>>
>>
>> --
>> -Tony
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>>
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>>
>>
>>
>> --
>> -Tony
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>>
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>>
>>
>>
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>>
>>
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>>
>
Stephen Swires
2015-04-11 21:08:48 UTC
Permalink
If you're starting a new mod (which it sounds like you are), you should not
be using the 2007 base at all.

On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar <***@gmail.com> wrote:

> Hey guys, back with another question! So i just saw awhile ago that Source
> SDK Base 2007 got updated. My mod uses Source SDK Base 2007 and i was
> wondering, do the updates interfere with the mod in anyway? Thanks for the
> help!
>
> On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar <***@gmail.com> wrote:
>
>> Thanks Stan!
>>
>>
>> On Fri, Apr 3, 2015 at 8:42 PM, Stan R. <***@inbox.ru> wrote:
>>
>>> You dont need to use VPKs to add sounds to your mod, just put them in
>>> yourmod/sound/ folder. You dont need to touch sources and build solution at
>>> all, weapon sounds defined in weapon script file (scripts/weapon_smg1.txt
>>> for example) and sound definition scripts (game_sounds_weapons.txt,
>>> game_sounds_player.txt). Yes, they should be WAV 44khz/16bit. No, you can
>>> use any length you want.
>>>
>>>
>>> ПятМОца, 3 апреля 2015, 20:33 -04:00 Пт Gavin Isgar <***@gmail.com>:
>>>
>>> Hey guys, im back with a question. I've been trying everything to
>>> change the weapon sounds of weapons but i cant find a very "precise"
>>> tutorial on how, and most are outdated. Do i need VPKs? Do i need to
>>> rebuild the game solution in Visual Studio after sound replacement? Do they
>>> have to be in WAV format and does the sound files need to be a certain
>>> length of time? Long story short, can anyone please tell me a very precise
>>> tutorial on replacing sounds on mods! Thanks!
>>>
>>> On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay <***@live.com
>>> <https://e.mail.ru/compose/?mailto=mailto%***@live.com>>
>>> wrote:
>>>
>>> You don't need a VPK to use the sounds, if you place them in the sounds
>>> folder, then into a respective sub directory they will work fine.
>>>
>>>
>>>
>>> On Apr 1, 2015, at 9:15 PM, Minh Le <***@telus.net
>>> <https://e.mail.ru/compose/?mailto=mailto%***@telus.net>> wrote:
>>>
>>> If you google, "make vpk"
>>> you'll find a bunch of tutorials. This video looked helpful
>>> https://www.youtube.com/watch?v=P3ILjexx0cE
>>>
>>> On 4/1/2015 5:01 PM, Gavin Isgar wrote:
>>>
>>> Hey guys, im back again! I'm having trouble figuring out how to make
>>> vpk's to use for sounds for my mod and how to convert the sound files for
>>> use in Source! Can someone please leave a nice tutorial(text tutorial) on
>>> how to do this.
>>>
>>> On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar <***@gmail.com
>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>>
>>> Thanks Jesse, you saved my life lol.
>>>
>>>
>>> On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak <***@gmail.com
>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>> wrote:
>>>
>>> Yes use gcf scape and look in the games vpks the ones you want are the
>>> directory vpks which use _dir
>>> On Apr 1, 2015 3:21 PM, "Gavin Isgar" <***@gmail.com
>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>>
>>> I've checked all sound folders in the games but don't see any sounds
>>> themself. Do i have to use GCFScape or something? Sorry if i sound like i
>>> have no experience, i've just been very tired recently and didnt get a lot
>>> of sleep.
>>>
>>> On Wed, Apr 1, 2015 at 11:30 AM, Tony "omega" Sergi <***@gmail.com
>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>>
>>> What do you think your mod is running off of?
>>> You have the base source content, which includes all of the sounds and
>>> soundscripts for hl2, ep1, ep2, lost coast, etc. Plus if you own tf2 or any
>>> of the other valve games you can easily look at their files too.
>>>
>>> On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar <***@gmail.com
>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>>
>>> My mod didn't come with existing sound files. I've also read the
>>> developer wiki, but i didn't find much, so i'm asking you.
>>>
>>>
>>> On Wed, Apr 1, 2015 at 12:43 AM, Tony "omega" Sergi <***@gmail.com
>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>>
>>> open existing sound files and sound scripts and look. also read the
>>> developer wiki.
>>>
>>> On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar <***@gmail.com
>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>>
>>> Hey guys, i have another question! How do i change weapon sound for my
>>> mod? What format does it have to be and what files do i need to edit? Long
>>> story short, i need to know everything about changing the sounds please!
>>>
>>> On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar <***@gmail.com
>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>>
>>> Thanks Ken, i was just tired last night and having a rough time with
>>> some stuff, thanks though!
>>>
>>> On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher <***@qis.net
>>> <https://e.mail.ru/compose/?mailto=mailto%***@qis.net>> wrote:
>>>
>>> It says right there...
>>> The images displayed in the new game dialogue are 152x86. Since texture
>>> dimensions must both be a power of two, your VTFs will be 256x128 with a
>>> border to the right and bottom.
>>>
>>> That means that the full dimensions of the image will be 256 wide by
>>> 128 tall, but only a portion of that gets used. 152 x 86 to be specific.
>>> What you should do is create your chapter images as 152x86 images, and then
>>> either edit that image's canvas size to 256x128 (but don't scale/stretch
>>> the actual image), or take that 152x86 image and copy it into a new 256x128
>>> image, and just make sure it is positioned in the top-left. The unused
>>> portion of the image should just be black.
>>>
>>>
>>> -------- Original message --------
>>> From: Gavin Isgar <***@gmail.com
>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>> Date: 03/28/2015 10:36 PM (GMT-05:00)
>>> To: Discussion of Half-Life Programming <***@list.valvesoftware.com
>>> <https://e.mail.ru/compose/?mailto=mailto%***@list.valvesoftware.com>>
>>>
>>> Subject: Re: [hlcoders] Modding Problems
>>>
>>> Alright I guess
>>>
>>> On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann <***@gmail.com
>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>> wrote:
>>>
>>> Other than that I'd just use the images from Half-Life 2 as a base.
>>>
>>> On 29 March 2015 at 12:20, Gavin Isgar <***@gmail.com
>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>>
>>> Tom, i checked that but, to be honest, i didnt understand it a bit.
>>> Anything else?
>>>
>>> On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann <***@gmail.com
>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>> wrote:
>>>
>>> There's some information on that at
>>> https://developer.valvesoftware.com/wiki/Background#Images
>>>
>>> On 29 March 2015 at 09:09, Gavin Isgar <***@gmail.com
>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>>
>>> Hey guys, im having another problem again and couldnt find a fix on the
>>> internet. I dont know the right size for chapter thumbnails, what size do i
>>> make the picture(not the vtf or vmt)?
>>>
>>> On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar <***@gmail.com
>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>>
>>> The two dots means "parent directory". You start in materials/vgui, go
>>> up one to materials, then to materials/logo and
>>> materials/logo/hl2rslogo1.vmt.
>>>
>>> On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar <***@gmail.com
>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>> > Yea Jesse, here's how i fixed it! So in my materials folder, i made a
>>> logo
>>> > folder, inside i put both put the vmt and vtf file with the same name.
>>> > Inside the vmt file, i put:
>>> >
>>> > "UnlitGeneric"
>>> > {
>>> > "$basetexture" "logo/hl2rslogo1"
>>> > "$nolod" 1
>>> > "$translucent" 1
>>> > }
>>> >
>>> > The path automatically detects the material folder, so just put the
>>> folder
>>> > and the name of both the vmt and vtf file(no extension). Then in my
>>> > gamelogo.res in my resource folder, i put:
>>> >
>>> > Resource/GameLogo.res
>>> > {
>>> > GameLogo
>>> > {
>>> > ControlName EditablePanel
>>> > fieldName GameLogo
>>> > xpos 0
>>> > ypos 0
>>> > zpos 50
>>> > wide 400
>>> > tall 100
>>> > autoResize 1
>>> > pinCorner 0
>>> > visible 1
>>> > enabled 1
>>> > offsetX -20
>>> > offsetY -15
>>> > }
>>> >
>>> > Logo
>>> > {
>>> > ControlName ImagePanel
>>> > fieldName Logo
>>> > xpos 0
>>> > ypos 0
>>> > zpos 50
>>> > wide 400
>>> > tall 100
>>> > visible 1
>>> > enabled 1
>>> > image ../logo/hl2rslogo1
>>> > scaleImage 1
>>> > }
>>> > }
>>> >
>>> > The dots in the path specify how many folders are before vmt and vtf,
>>> but i
>>> > rather just do it like this:
>>> >
>>> > 2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1 folder,
>>> 1
>>> > file! If it was material/logo/hl2rslogo1 it would be 3 dots. Thats how
>>> i<
>>>
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>>
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>>
>>>
>>> --
>>> -Tony
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>>
>>>
>>> --
>>> -Tony
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>>
>>>
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>>
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
Gavin Isgar
2015-04-11 22:12:06 UTC
Permalink
I wanted to use Source SDK Base 2007 for a reason. But my question still
hasn't been answered.


On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires <***@swires.me> wrote:

> If you're starting a new mod (which it sounds like you are), you should
> not be using the 2007 base at all.
>
> On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar <***@gmail.com> wrote:
>
>> Hey guys, back with another question! So i just saw awhile ago that
>> Source SDK Base 2007 got updated. My mod uses Source SDK Base 2007 and i
>> was wondering, do the updates interfere with the mod in anyway? Thanks for
>> the help!
>>
>> On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar <***@gmail.com> wrote:
>>
>>> Thanks Stan!
>>>
>>>
>>> On Fri, Apr 3, 2015 at 8:42 PM, Stan R. <***@inbox.ru> wrote:
>>>
>>>> You dont need to use VPKs to add sounds to your mod, just put them in
>>>> yourmod/sound/ folder. You dont need to touch sources and build solution at
>>>> all, weapon sounds defined in weapon script file (scripts/weapon_smg1.txt
>>>> for example) and sound definition scripts (game_sounds_weapons.txt,
>>>> game_sounds_player.txt). Yes, they should be WAV 44khz/16bit. No, you can
>>>> use any length you want.
>>>>
>>>>
>>>> ПятМОца, 3 апреля 2015, 20:33 -04:00 Пт Gavin Isgar <***@gmail.com
>>>> >:
>>>>
>>>> Hey guys, im back with a question. I've been trying everything to
>>>> change the weapon sounds of weapons but i cant find a very "precise"
>>>> tutorial on how, and most are outdated. Do i need VPKs? Do i need to
>>>> rebuild the game solution in Visual Studio after sound replacement? Do they
>>>> have to be in WAV format and does the sound files need to be a certain
>>>> length of time? Long story short, can anyone please tell me a very precise
>>>> tutorial on replacing sounds on mods! Thanks!
>>>>
>>>> On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay <***@live.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@live.com>>
>>>> wrote:
>>>>
>>>> You don't need a VPK to use the sounds, if you place them in the sounds
>>>> folder, then into a respective sub directory they will work fine.
>>>>
>>>>
>>>>
>>>> On Apr 1, 2015, at 9:15 PM, Minh Le <***@telus.net
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@telus.net>> wrote:
>>>>
>>>> If you google, "make vpk"
>>>> you'll find a bunch of tutorials. This video looked helpful
>>>> https://www.youtube.com/watch?v=P3ILjexx0cE
>>>>
>>>> On 4/1/2015 5:01 PM, Gavin Isgar wrote:
>>>>
>>>> Hey guys, im back again! I'm having trouble figuring out how to make
>>>> vpk's to use for sounds for my mod and how to convert the sound files for
>>>> use in Source! Can someone please leave a nice tutorial(text tutorial) on
>>>> how to do this.
>>>>
>>>> On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar <***@gmail.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>>>
>>>> Thanks Jesse, you saved my life lol.
>>>>
>>>>
>>>> On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak <***@gmail.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>> wrote:
>>>>
>>>> Yes use gcf scape and look in the games vpks the ones you want are the
>>>> directory vpks which use _dir
>>>> On Apr 1, 2015 3:21 PM, "Gavin Isgar" <***@gmail.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>>>
>>>> I've checked all sound folders in the games but don't see any sounds
>>>> themself. Do i have to use GCFScape or something? Sorry if i sound like i
>>>> have no experience, i've just been very tired recently and didnt get a lot
>>>> of sleep.
>>>>
>>>> On Wed, Apr 1, 2015 at 11:30 AM, Tony "omega" Sergi <
>>>> ***@gmail.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>> wrote:
>>>>
>>>> What do you think your mod is running off of?
>>>> You have the base source content, which includes all of the sounds and
>>>> soundscripts for hl2, ep1, ep2, lost coast, etc. Plus if you own tf2 or any
>>>> of the other valve games you can easily look at their files too.
>>>>
>>>> On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar <***@gmail.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>>>
>>>> My mod didn't come with existing sound files. I've also read the
>>>> developer wiki, but i didn't find much, so i'm asking you.
>>>>
>>>>
>>>> On Wed, Apr 1, 2015 at 12:43 AM, Tony "omega" Sergi <
>>>> ***@gmail.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>> wrote:
>>>>
>>>> open existing sound files and sound scripts and look. also read the
>>>> developer wiki.
>>>>
>>>> On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar <***@gmail.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>>>
>>>> Hey guys, i have another question! How do i change weapon sound for my
>>>> mod? What format does it have to be and what files do i need to edit? Long
>>>> story short, i need to know everything about changing the sounds please!
>>>>
>>>> On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar <***@gmail.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>>>
>>>> Thanks Ken, i was just tired last night and having a rough time with
>>>> some stuff, thanks though!
>>>>
>>>> On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher <***@qis.net
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@qis.net>> wrote:
>>>>
>>>> It says right there...
>>>> The images displayed in the new game dialogue are 152x86. Since texture
>>>> dimensions must both be a power of two, your VTFs will be 256x128 with a
>>>> border to the right and bottom.
>>>>
>>>> That means that the full dimensions of the image will be 256 wide by
>>>> 128 tall, but only a portion of that gets used. 152 x 86 to be specific.
>>>> What you should do is create your chapter images as 152x86 images, and then
>>>> either edit that image's canvas size to 256x128 (but don't scale/stretch
>>>> the actual image), or take that 152x86 image and copy it into a new 256x128
>>>> image, and just make sure it is positioned in the top-left. The unused
>>>> portion of the image should just be black.
>>>>
>>>>
>>>> -------- Original message --------
>>>> From: Gavin Isgar <***@gmail.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>> Date: 03/28/2015 10:36 PM (GMT-05:00)
>>>> To: Discussion of Half-Life Programming <
>>>> ***@list.valvesoftware.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@list.valvesoftware.com>>
>>>>
>>>> Subject: Re: [hlcoders] Modding Problems
>>>>
>>>> Alright I guess
>>>>
>>>> On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann <***@gmail.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>> wrote:
>>>>
>>>> Other than that I'd just use the images from Half-Life 2 as a base.
>>>>
>>>> On 29 March 2015 at 12:20, Gavin Isgar <***@gmail.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>>>
>>>> Tom, i checked that but, to be honest, i didnt understand it a bit.
>>>> Anything else?
>>>>
>>>> On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann <***@gmail.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>> wrote:
>>>>
>>>> There's some information on that at
>>>> https://developer.valvesoftware.com/wiki/Background#Images
>>>>
>>>> On 29 March 2015 at 09:09, Gavin Isgar <***@gmail.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>>>
>>>> Hey guys, im having another problem again and couldnt find a fix on the
>>>> internet. I dont know the right size for chapter thumbnails, what size do i
>>>> make the picture(not the vtf or vmt)?
>>>>
>>>> On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar <***@gmail.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>> wrote:
>>>>
>>>> The two dots means "parent directory". You start in materials/vgui, go
>>>> up one to materials, then to materials/logo and
>>>> materials/logo/hl2rslogo1.vmt.
>>>>
>>>> On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar <***@gmail.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>>> > Yea Jesse, here's how i fixed it! So in my materials folder, i made a
>>>> logo
>>>> > folder, inside i put both put the vmt and vtf file with the same name.
>>>> > Inside the vmt file, i put:
>>>> >
>>>> > "UnlitGeneric"
>>>> > {
>>>> > "$basetexture" "logo/hl2rslogo1"
>>>> > "$nolod" 1
>>>> > "$translucent" 1
>>>> > }
>>>> >
>>>> > The path automatically detects the material folder, so just put the
>>>> folder
>>>> > and the name of both the vmt and vtf file(no extension). Then in my
>>>> > gamelogo.res in my resource folder, i put:
>>>> >
>>>> > Resource/GameLogo.res
>>>> > {
>>>> > GameLogo
>>>> > {
>>>> > ControlName EditablePanel
>>>> > fieldName GameLogo
>>>> > xpos 0
>>>> > ypos 0
>>>> > zpos 50
>>>> > wide 400
>>>> > tall 100
>>>> > autoResize 1
>>>> > pinCorner 0
>>>> > visible 1
>>>> > enabled 1
>>>> > offsetX -20
>>>> > offsetY -15
>>>> > }
>>>> >
>>>> > Logo
>>>> > {
>>>> > ControlName ImagePanel
>>>> > fieldName Logo
>>>> > xpos 0
>>>> > ypos 0
>>>> > zpos 50
>>>> > wide 400
>>>> > tall 100
>>>> > visible 1
>>>> > enabled 1
>>>> > image ../logo/hl2rslogo1
>>>> > scaleImage 1
>>>> > }
>>>> > }
>>>> >
>>>> > The dots in the path specify how many folders are before vmt and vtf,
>>>> but i
>>>> > rather just do it like this:
>>>> >
>>>> > 2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1
>>>> folder, 1
>>>> > file! If it was material/logo/hl2rslogo1 it would be 3 dots. Thats
>>>> how i<
>>>>
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> --
>>>> -Tony
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> --
>>>> -Tony
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
geotavros
2015-04-10 09:44:01 UTC
Permalink
Having a HUD VGUI panel and I want to uniformly scale it down to fit
more elements in it. E.g. I want to add more marine(hp, ammo) panels at
the bottom HUD:
http://steamcommunity.com/sharedfiles/filedetails/?id=386837288

Is it possible to scale a VGUI panel similarly to how a change of
resolution scales all panels?

I was able to scale down all the coordinates manually by recalculating,
but the problem I have is that text font doesn't scale down, and if I
use a smaller font it looks very bad.

_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Krzysztof Lesiak
2015-04-11 22:26:37 UTC
Permalink
Well, normally it shouldn't interfere with your mod in any way, but you can only verify that yourself by testing. I do remember a case where a breaking change was made in the 2013 SDK quite a while ago, but that was announced in a Steam community and on this mailing list.

If I'm not mistaken, the SDK Base contains just the engine.dll itself (and a lot of other components it depends on, of course), which in turn loads your server and client code. That means if the interfaces between those modules have not changed in a way that would break compatibility, there should be nothing for you to worry about.
________________________________
From: Gavin Isgar<mailto:***@gmail.com>
Sent: ‎12.‎04.‎2015 00:13
To: Discussion of Half-Life Programming<mailto:***@list.valvesoftware.com>
Subject: Re: [hlcoders] Modding Problems

I wanted to use Source SDK Base 2007 for a reason. But my question still
hasn't been answered.


On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires <***@swires.me> wrote:

> If you're starting a new mod (which it sounds like you are), you should
> not be using the 2007 base at all.
>
> On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar <***@gmail.com> wrote:
>
>> Hey guys, back with another question! So i just saw awhile ago that
>> Source SDK Base 2007 got updated. My mod uses Source SDK Base 2007 and i
>> was wondering, do the updates interfere with the mod in anyway? Thanks for
>> the help!
>>
>> On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar <***@gmail.com> wrote:
>>
>>> Thanks Stan!
>>>
>>>
>>> On Fri, Apr 3, 2015 at 8:42 PM, Stan R. <***@inbox.ru> wrote:
>>>
>>>> You dont need to use VPKs to add sounds to your mod, just put them in
>>>> yourmod/sound/ folder. You dont need to touch sources and build solution at
>>>> all, weapon sounds defined in weapon script file (scripts/weapon_smg1.txt
>>>> for example) and sound definition scripts (game_sounds_weapons.txt,
>>>> game_sounds_player.txt). Yes, they should be WAV 44khz/16bit. No, you can
>>>> use any length you want.
>>>>
>>>>
>>>> ПятМОца, 3 апреля 2015, 20:33 -04:00 Пт Gavin Isgar <***@gmail.com
>>>> >:
>>>>
>>>> Hey guys, im back with a question. I've been trying everything to
>>>> change the weapon sounds of weapons but i cant find a very "precise"
>>>> tutorial on how, and most are outdated. Do i need VPKs? Do i need to
>>>> rebuild the game solution in Visual Studio after sound replacement? Do they
>>>> have to be in WAV format and does the sound files need to be a certain
>>>> length of time? Long story short, can anyone please tell me a very precise
>>>> tutorial on replacing sounds on mods! Thanks!
>>>>
>>>> On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay <***@live.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@live.com>>
>>>> wrote:
>>>>
>>>> You don't need a VPK to use the sounds, if you place them in the sounds
>>>> folder, then into a respective sub directory they will work fine.
>>>>
>>>>
>>>>
>>>> On Apr 1, 2015, at 9:15 PM, Minh Le <***@telus.net
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@telus.net>> wrote:
>>>>
>>>> If you google, "make vpk"
>>>> you'll find a bunch of tutorials. This video looked helpful
>>>> https://www.youtube.com/watch?v=P3ILjexx0cE
>>>>
>>>> On 4/1/2015 5:01 PM, Gavin Isgar wrote:
>>>>
>>>> Hey guys, im back again! I'm having trouble figuring out how to make
>>>> vpk's to use for sounds for my mod and how to convert the sound files for
>>>> use in Source! Can someone please leave a nice tutorial(text tutorial) on
>>>> how to do this.
>>>>
>>>> On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar <***@gmail.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>>>
>>>> Thanks Jesse, you saved my life lol.
>>>>
>>>>
>>>> On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak <***@gmail.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>> wrote:
>>>>
>>>> Yes use gcf scape and look in the games vpks the ones you want are the
>>>> directory vpks which use _dir
>>>> On Apr 1, 2015 3:21 PM, "Gavin Isgar" <***@gmail.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>>>
>>>> I've checked all sound folders in the games but don't see any sounds
>>>> themself. Do i have to use GCFScape or something? Sorry if i sound like i
>>>> have no experience, i've just been very tired recently and didnt get a lot
>>>> of sleep.
>>>>
>>>> On Wed, Apr 1, 2015 at 11:30 AM, Tony "omega" Sergi <
>>>> ***@gmail.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>> wrote:
>>>>
>>>> What do you think your mod is running off of?
>>>> You have the base source content, which includes all of the sounds and
>>>> soundscripts for hl2, ep1, ep2, lost coast, etc. Plus if you own tf2 or any
>>>> of the other valve games you can easily look at their files too.
>>>>
>>>> On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar <***@gmail.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>>>
>>>> My mod didn't come with existing sound files. I've also read the
>>>> developer wiki, but i didn't find much, so i'm asking you.
>>>>
>>>>
>>>> On Wed, Apr 1, 2015 at 12:43 AM, Tony "omega" Sergi <
>>>> ***@gmail.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>> wrote:
>>>>
>>>> open existing sound files and sound scripts and look. also read the
>>>> developer wiki.
>>>>
>>>> On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar <***@gmail.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>>>
>>>> Hey guys, i have another question! How do i change weapon sound for my
>>>> mod? What format does it have to be and what files do i need to edit? Long
>>>> story short, i need to know everything about changing the sounds please!
>>>>
>>>> On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar <***@gmail.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>>>
>>>> Thanks Ken, i was just tired last night and having a rough time with
>>>> some stuff, thanks though!
>>>>
>>>> On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher <***@qis.net
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@qis.net>> wrote:
>>>>
>>>> It says right there...
>>>> The images displayed in the new game dialogue are 152x86. Since texture
>>>> dimensions must both be a power of two, your VTFs will be 256x128 with a
>>>> border to the right and bottom.
>>>>
>>>> That means that the full dimensions of the image will be 256 wide by
>>>> 128 tall, but only a portion of that gets used. 152 x 86 to be specific.
>>>> What you should do is create your chapter images as 152x86 images, and then
>>>> either edit that image's canvas size to 256x128 (but don't scale/stretch
>>>> the actual image), or take that 152x86 image and copy it into a new 256x128
>>>> image, and just make sure it is positioned in the top-left. The unused
>>>> portion of the image should just be black.
>>>>
>>>>
>>>> -------- Original message --------
>>>> From: Gavin Isgar <***@gmail.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>> Date: 03/28/2015 10:36 PM (GMT-05:00)
>>>> To: Discussion of Half-Life Programming <
>>>> ***@list.valvesoftware.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@list.valvesoftware.com>>
>>>>
>>>> Subject: Re: [hlcoders] Modding Problems
>>>>
>>>> Alright I guess
>>>>
>>>> On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann <***@gmail.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>> wrote:
>>>>
>>>> Other than that I'd just use the images from Half-Life 2 as a base.
>>>>
>>>> On 29 March 2015 at 12:20, Gavin Isgar <***@gmail.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>>>
>>>> Tom, i checked that but, to be honest, i didnt understand it a bit.
>>>> Anything else?
>>>>
>>>> On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann <***@gmail.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>> wrote:
>>>>
>>>> There's some information on that at
>>>> https://developer.valvesoftware.com/wiki/Background#Images
>>>>
>>>> On 29 March 2015 at 09:09, Gavin Isgar <***@gmail.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>>>
>>>> Hey guys, im having another problem again and couldnt find a fix on the
>>>> internet. I dont know the right size for chapter thumbnails, what size do i
>>>> make the picture(not the vtf or vmt)?
>>>>
>>>> On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar <***@gmail.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>> wrote:
>>>>
>>>> The two dots means "parent directory". You start in materials/vgui, go
>>>> up one to materials, then to materials/logo and
>>>> materials/logo/hl2rslogo1.vmt.
>>>>
>>>> On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar <***@gmail.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>>> > Yea Jesse, here's how i fixed it! So in my materials folder, i made a
>>>> logo
>>>> > folder, inside i put both put the vmt and vtf file with the same name.
>>>> > Inside the vmt file, i put:
>>>> >
>>>> > "UnlitGeneric"
>>>> > {
>>>> > "$basetexture" "logo/hl2rslogo1"
>>>> > "$nolod" 1
>>>> > "$translucent" 1
>>>> > }
>>>> >
>>>> > The path automatically detects the material folder, so just put the
>>>> folder
>>>> > and the name of both the vmt and vtf file(no extension). Then in my
>>>> > gamelogo.res in my resource folder, i put:
>>>> >
>>>> > Resource/GameLogo.res
>>>> > {
>>>> > GameLogo
>>>> > {
>>>> > ControlName EditablePanel
>>>> > fieldName GameLogo
>>>> > xpos 0
>>>> > ypos 0
>>>> > zpos 50
>>>> > wide 400
>>>> > tall 100
>>>> > autoResize 1
>>>> > pinCorner 0
>>>> > visible 1
>>>> > enabled 1
>>>> > offsetX -20
>>>> > offsetY -15
>>>> > }
>>>> >
>>>> > Logo
>>>> > {
>>>> > ControlName ImagePanel
>>>> > fieldName Logo
>>>> > xpos 0
>>>> > ypos 0
>>>> > zpos 50
>>>> > wide 400
>>>> > tall 100
>>>> > visible 1
>>>> > enabled 1
>>>> > image ../logo/hl2rslogo1
>>>> > scaleImage 1
>>>> > }
>>>> > }
>>>> >
>>>> > The dots in the path specify how many folders are before vmt and vtf,
>>>> but i
>>>> > rather just do it like this:
>>>> >
>>>> > 2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1
>>>> folder, 1
>>>> > file! If it was material/logo/hl2rslogo1 it would be 3 dots. Thats
>>>> how i<
>>>>
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> --
>>>> -Tony
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> --
>>>> -Tony
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
Krzysztof Lesiak
2015-04-12 07:15:42 UTC
Permalink
Well, normally it shouldn't interfere with your mod in any way, but you can only verify that yourself by testing. I do remember a case where a breaking change was made in the 2013 SDK quite a while ago, but that was announced in a Steam community and on this mailing list.

If I'm not mistaken, the SDK Base contains just the engine.dll itself (and a lot of other components it depends on, of course), which in turn loads your server and client code. That means if the interfaces between those modules have not changed in a way that would break compatibility, there should be nothing for you to worry about.
________________________________
From: Gavin Isgar<mailto:***@gmail.com>
Sent: ‎12.‎04.‎2015 00:13
To: Discussion of Half-Life Programming<mailto:***@list.valvesoftware.com>
Subject: Re: [hlcoders] Modding Problems

I wanted to use Source SDK Base 2007 for a reason. But my question still
hasn't been answered.


On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires <***@swires.me> wrote:

> If you're starting a new mod (which it sounds like you are), you should
> not be using the 2007 base at all.
>
> On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar <***@gmail.com> wrote:
>
>> Hey guys, back with another question! So i just saw awhile ago that
>> Source SDK Base 2007 got updated. My mod uses Source SDK Base 2007 and i
>> was wondering, do the updates interfere with the mod in anyway? Thanks for
>> the help!
>>
>> On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar <***@gmail.com> wrote:
>>
>>> Thanks Stan!
>>>
>>>
>>> On Fri, Apr 3, 2015 at 8:42 PM, Stan R. <***@inbox.ru> wrote:
>>>
>>>> You dont need to use VPKs to add sounds to your mod, just put them in
>>>> yourmod/sound/ folder. You dont need to touch sources and build solution at
>>>> all, weapon sounds defined in weapon script file (scripts/weapon_smg1.txt
>>>> for example) and sound definition scripts (game_sounds_weapons.txt,
>>>> game_sounds_player.txt). Yes, they should be WAV 44khz/16bit. No, you can
>>>> use any length you want.
>>>>
>>>>
>>>> ПятМОца, 3 апреля 2015, 20:33 -04:00 Пт Gavin Isgar <***@gmail.com
>>>> >:
>>>>
>>>> Hey guys, im back with a question. I've been trying everything to
>>>> change the weapon sounds of weapons but i cant find a very "precise"
>>>> tutorial on how, and most are outdated. Do i need VPKs? Do i need to
>>>> rebuild the game solution in Visual Studio after sound replacement? Do they
>>>> have to be in WAV format and does the sound files need to be a certain
>>>> length of time? Long story short, can anyone please tell me a very precise
>>>> tutorial on replacing sounds on mods! Thanks!
>>>>
>>>> On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay <***@live.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@live.com>>
>>>> wrote:
>>>>
>>>> You don't need a VPK to use the sounds, if you place them in the sounds
>>>> folder, then into a respective sub directory they will work fine.
>>>>
>>>>
>>>>
>>>> On Apr 1, 2015, at 9:15 PM, Minh Le <***@telus.net
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@telus.net>> wrote:
>>>>
>>>> If you google, "make vpk"
>>>> you'll find a bunch of tutorials. This video looked helpful
>>>> https://www.youtube.com/watch?v=P3ILjexx0cE
>>>>
>>>> On 4/1/2015 5:01 PM, Gavin Isgar wrote:
>>>>
>>>> Hey guys, im back again! I'm having trouble figuring out how to make
>>>> vpk's to use for sounds for my mod and how to convert the sound files for
>>>> use in Source! Can someone please leave a nice tutorial(text tutorial) on
>>>> how to do this.
>>>>
>>>> On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar <***@gmail.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>>>
>>>> Thanks Jesse, you saved my life lol.
>>>>
>>>>
>>>> On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak <***@gmail.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>> wrote:
>>>>
>>>> Yes use gcf scape and look in the games vpks the ones you want are the
>>>> directory vpks which use _dir
>>>> On Apr 1, 2015 3:21 PM, "Gavin Isgar" <***@gmail.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>>>
>>>> I've checked all sound folders in the games but don't see any sounds
>>>> themself. Do i have to use GCFScape or something? Sorry if i sound like i
>>>> have no experience, i've just been very tired recently and didnt get a lot
>>>> of sleep.
>>>>
>>>> On Wed, Apr 1, 2015 at 11:30 AM, Tony "omega" Sergi <
>>>> ***@gmail.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>> wrote:
>>>>
>>>> What do you think your mod is running off of?
>>>> You have the base source content, which includes all of the sounds and
>>>> soundscripts for hl2, ep1, ep2, lost coast, etc. Plus if you own tf2 or any
>>>> of the other valve games you can easily look at their files too.
>>>>
>>>> On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar <***@gmail.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>>>
>>>> My mod didn't come with existing sound files. I've also read the
>>>> developer wiki, but i didn't find much, so i'm asking you.
>>>>
>>>>
>>>> On Wed, Apr 1, 2015 at 12:43 AM, Tony "omega" Sergi <
>>>> ***@gmail.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>> wrote:
>>>>
>>>> open existing sound files and sound scripts and look. also read the
>>>> developer wiki.
>>>>
>>>> On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar <***@gmail.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>>>
>>>> Hey guys, i have another question! How do i change weapon sound for my
>>>> mod? What format does it have to be and what files do i need to edit? Long
>>>> story short, i need to know everything about changing the sounds please!
>>>>
>>>> On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar <***@gmail.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>>>
>>>> Thanks Ken, i was just tired last night and having a rough time with
>>>> some stuff, thanks though!
>>>>
>>>> On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher <***@qis.net
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@qis.net>> wrote:
>>>>
>>>> It says right there...
>>>> The images displayed in the new game dialogue are 152x86. Since texture
>>>> dimensions must both be a power of two, your VTFs will be 256x128 with a
>>>> border to the right and bottom.
>>>>
>>>> That means that the full dimensions of the image will be 256 wide by
>>>> 128 tall, but only a portion of that gets used. 152 x 86 to be specific.
>>>> What you should do is create your chapter images as 152x86 images, and then
>>>> either edit that image's canvas size to 256x128 (but don't scale/stretch
>>>> the actual image), or take that 152x86 image and copy it into a new 256x128
>>>> image, and just make sure it is positioned in the top-left. The unused
>>>> portion of the image should just be black.
>>>>
>>>>
>>>> -------- Original message --------
>>>> From: Gavin Isgar <***@gmail.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>> Date: 03/28/2015 10:36 PM (GMT-05:00)
>>>> To: Discussion of Half-Life Programming <
>>>> ***@list.valvesoftware.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@list.valvesoftware.com>>
>>>>
>>>> Subject: Re: [hlcoders] Modding Problems
>>>>
>>>> Alright I guess
>>>>
>>>> On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann <***@gmail.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>> wrote:
>>>>
>>>> Other than that I'd just use the images from Half-Life 2 as a base.
>>>>
>>>> On 29 March 2015 at 12:20, Gavin Isgar <***@gmail.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>>>
>>>> Tom, i checked that but, to be honest, i didnt understand it a bit.
>>>> Anything else?
>>>>
>>>> On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann <***@gmail.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>> wrote:
>>>>
>>>> There's some information on that at
>>>> https://developer.valvesoftware.com/wiki/Background#Images
>>>>
>>>> On 29 March 2015 at 09:09, Gavin Isgar <***@gmail.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>>>
>>>> Hey guys, im having another problem again and couldnt find a fix on the
>>>> internet. I dont know the right size for chapter thumbnails, what size do i
>>>> make the picture(not the vtf or vmt)?
>>>>
>>>> On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar <***@gmail.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>> wrote:
>>>>
>>>> The two dots means "parent directory". You start in materials/vgui, go
>>>> up one to materials, then to materials/logo and
>>>> materials/logo/hl2rslogo1.vmt.
>>>>
>>>> On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar <***@gmail.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>>> > Yea Jesse, here's how i fixed it! So in my materials folder, i made a
>>>> logo
>>>> > folder, inside i put both put the vmt and vtf file with the same name.
>>>> > Inside the vmt file, i put:
>>>> >
>>>> > "UnlitGeneric"
>>>> > {
>>>> > "$basetexture" "logo/hl2rslogo1"
>>>> > "$nolod" 1
>>>> > "$translucent" 1
>>>> > }
>>>> >
>>>> > The path automatically detects the material folder, so just put the
>>>> folder
>>>> > and the name of both the vmt and vtf file(no extension). Then in my
>>>> > gamelogo.res in my resource folder, i put:
>>>> >
>>>> > Resource/GameLogo.res
>>>> > {
>>>> > GameLogo
>>>> > {
>>>> > ControlName EditablePanel
>>>> > fieldName GameLogo
>>>> > xpos 0
>>>> > ypos 0
>>>> > zpos 50
>>>> > wide 400
>>>> > tall 100
>>>> > autoResize 1
>>>> > pinCorner 0
>>>> > visible 1
>>>> > enabled 1
>>>> > offsetX -20
>>>> > offsetY -15
>>>> > }
>>>> >
>>>> > Logo
>>>> > {
>>>> > ControlName ImagePanel
>>>> > fieldName Logo
>>>> > xpos 0
>>>> > ypos 0
>>>> > zpos 50
>>>> > wide 400
>>>> > tall 100
>>>> > visible 1
>>>> > enabled 1
>>>> > image ../logo/hl2rslogo1
>>>> > scaleImage 1
>>>> > }
>>>> > }
>>>> >
>>>> > The dots in the path specify how many folders are before vmt and vtf,
>>>> but i
>>>> > rather just do it like this:
>>>> >
>>>> > 2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1
>>>> folder, 1
>>>> > file! If it was material/logo/hl2rslogo1 it would be 3 dots. Thats
>>>> how i<
>>>>
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> --
>>>> -Tony
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> --
>>>> -Tony
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
Gavin Isgar
2015-04-14 03:08:49 UTC
Permalink
Hey guys, back with huge question! Im wondering how i can make a manual
code folder for my game(like for Half-Life 2: Example, it would be HL2E in
the C Local Disk)? Im wondering how i can copy one from my actual game and
edit it for a beta version, so instead of HL2RS it would be HL2RSB! Please
tell me how i can do that without Source SDK because it wont work that way!

On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak <***@hotmail.com>
wrote:

> Well, normally it shouldn't interfere with your mod in any way, but you
> can only verify that yourself by testing. I do remember a case where a
> breaking change was made in the 2013 SDK quite a while ago, but that was
> announced in a Steam community and on this mailing list.
>
> If I'm not mistaken, the SDK Base contains just the engine.dll itself (and
> a lot of other components it depends on, of course), which in turn loads
> your server and client code. That means if the interfaces between those
> modules have not changed in a way that would break compatibility, there
> should be nothing for you to worry about.
> ------------------------------
> From: Gavin Isgar <***@gmail.com>
> Sent: ‎12.‎04.‎2015 00:13
> To: Discussion of Half-Life Programming <***@list.valvesoftware.com>
> Subject: Re: [hlcoders] Modding Problems
>
> I wanted to use Source SDK Base 2007 for a reason. But my question still
> hasn't been answered.
>
>
> On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires <***@swires.me> wrote:
>
> If you're starting a new mod (which it sounds like you are), you should
> not be using the 2007 base at all.
>
> On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar <***@gmail.com> wrote:
>
> Hey guys, back with another question! So i just saw awhile ago that Source
> SDK Base 2007 got updated. My mod uses Source SDK Base 2007 and i was
> wondering, do the updates interfere with the mod in anyway? Thanks for the
> help!
>
> On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar <***@gmail.com> wrote:
>
> Thanks Stan!
>
>
> On Fri, Apr 3, 2015 at 8:42 PM, Stan R. <***@inbox.ru> wrote:
>
> You dont need to use VPKs to add sounds to your mod, just put them in
> yourmod/sound/ folder. You dont need to touch sources and build solution at
> all, weapon sounds defined in weapon script file (scripts/weapon_smg1.txt
> for example) and sound definition scripts (game_sounds_weapons.txt,
> game_sounds_player.txt). Yes, they should be WAV 44khz/16bit. No, you can
> use any length you want.
>
>
> ПятМОца, 3 апреля 2015, 20:33 -04:00 Пт Gavin Isgar <***@gmail.com>:
>
> Hey guys, im back with a question. I've been trying everything to
> change the weapon sounds of weapons but i cant find a very "precise"
> tutorial on how, and most are outdated. Do i need VPKs? Do i need to
> rebuild the game solution in Visual Studio after sound replacement? Do they
> have to be in WAV format and does the sound files need to be a certain
> length of time? Long story short, can anyone please tell me a very precise
> tutorial on replacing sounds on mods! Thanks!
>
> On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay <***@live.com
> <https://e.mail.ru/compose/?mailto=mailto%***@live.com>> wrote:
>
> You don't need a VPK to use the sounds, if you place them in the sounds
> folder, then into a respective sub directory they will work fine.
>
>
>
> On Apr 1, 2015, at 9:15 PM, Minh Le <***@telus.net
> <https://e.mail.ru/compose/?mailto=mailto%***@telus.net>> wrote:
>
> If you google, "make vpk"
> you'll find a bunch of tutorials. This video looked helpful
> https://www.youtube.com/watch?v=P3ILjexx0cE
>
> On 4/1/2015 5:01 PM, Gavin Isgar wrote:
>
> Hey guys, im back again! I'm having trouble figuring out how to make vpk's
> to use for sounds for my mod and how to convert the sound files for use in
> Source! Can someone please leave a nice tutorial(text tutorial) on how to
> do this.
>
> On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar <***@gmail.com
> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>
> Thanks Jesse, you saved my life lol.
>
>
> On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak <***@gmail.com
> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>
> Yes use gcf scape and look in the games vpks the ones you want are the
> directory vpks which use _dir
> On Apr 1, 2015 3:21 PM, "Gavin Isgar" <***@gmail.com
> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>
> I've checked all sound folders in the games but don't see any sounds
> themself. Do i have to use GCFScape or something? Sorry if i sound like i
> have no experience, i've just been very tired recently and didnt get a lot
> of sleep.
>
> On Wed, Apr 1, 2015 at 11:30 AM, Tony "omega" Sergi <***@gmail.com
> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>
> What do you think your mod is running off of?
> You have the base source content, which includes all of the sounds and
> soundscripts for hl2, ep1, ep2, lost coast, etc. Plus if you own tf2 or any
> of the other valve games you can easily look at their files too.
>
> On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar <***@gmail.com
> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>
> My mod didn't come with existing sound files. I've also read the developer
> wiki, but i didn't find much, so i'm asking you.
>
>
> On Wed, Apr 1, 2015 at 12:43 AM, Tony "omega" Sergi <***@gmail.com
> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>
> open existing sound files and sound scripts and look. also read the
> developer wiki.
>
> On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar <***@gmail.com
> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>
> Hey guys, i have another question! How do i change weapon sound for my
> mod? What format does it have to be and what files do i need to edit? Long
> story short, i need to know everything about changing the sounds please!
>
> On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar <***@gmail.com
> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>
> Thanks Ken, i was just tired last night and having a rough time with some
> stuff, thanks though!
>
> On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher <***@qis.net
> <https://e.mail.ru/compose/?mailto=mailto%***@qis.net>> wrote:
>
> It says right there...
> The images displayed in the new game dialogue are 152x86. Since texture
> dimensions must both be a power of two, your VTFs will be 256x128 with a
> border to the right and bottom.
>
> That means that the full dimensions of the image will be 256 wide by 128
> tall, but only a portion of that gets used. 152 x 86 to be specific. What
> you should do is create your chapter images as 152x86 images, and then
> either edit that image's canvas size to 256x128 (but don't scale/stretch
> the actual image), or take that 152x86 image and copy it into a new 256x128
> image, and just make sure it is positioned in the top-left. The unused
> portion of the image should just be black.
>
>
> -------- Original message --------
> From: Gavin Isgar <***@gmail.com
> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
> Date: 03/28/2015 10:36 PM (GMT-05:00)
> To: Discussion of Half-Life Programming <***@list.valvesoftware.com
> <https://e.mail.ru/compose/?mailto=mailto%***@list.valvesoftware.com>>
>
> Subject: Re: [hlcoders] Modding Problems
>
> Alright I guess
>
> On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann <***@gmail.com
> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
> wrote:
>
> Other than that I'd just use the images from Half-Life 2 as a base.
>
> On 29 March 2015 at 12:20, Gavin Isgar <***@gmail.com
> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>
> Tom, i checked that but, to be honest, i didnt understand it a bit.
> Anything else?
>
> On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann <***@gmail.com
> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
> wrote:
>
> There's some information on that at
> https://developer.valvesoftware.com/wiki/Background#Images
>
> On 29 March 2015 at 09:09, Gavin Isgar <***@gmail.com
> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>
> Hey guys, im having another problem again and couldnt find a fix on the
> internet. I dont know the right size for chapter thumbnails, what size do i
> make the picture(not the vtf or vmt)?
>
> On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar <***@gmail.com
> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>
> The two dots means "parent directory". You start in materials/vgui, go
> up one to materials, then to materials/logo and
> materials/logo/hl2rslogo1.vmt.
>
> On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar <***@gmail.com
> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
> > Yea Jesse, here's how i fixed it! So in my materials folder, i made a
> logo
> > folder, inside i put both put the vmt and vtf file with the same name.
> > Inside the vmt file, i put:
> >
> > "UnlitGeneric"
> > {
> > "$basetexture" "logo/hl2rslogo1"
> > "$nolod" 1
> > "$translucent" 1
> > }
> >
> > The path automatically detects the material folder, so just put the
> folder
> > and the name of both the vmt and vtf file(no extension). Then in my
> > gamelogo.res in my resource folder, i put:
> >
> > Resource/GameLogo.res
> > {
> > GameLogo
> > {
> > ControlName EditablePanel
> > fieldName GameLogo
> > xpos 0
> > ypos 0
> > zpos 50
> > wide 400
> > tall 100
> > autoResize 1
> > pinCorner 0
> > visible 1
> > enabled 1
> > offsetX -20
> > offsetY -15
> > }
> >
> > Logo
> > {
> > ControlName ImagePanel
> > fieldName Logo
> > xpos 0
> > ypos 0
> > zpos 50
> > wide 400
> > tall 100
> > visible 1
> > enabled 1
> > image ../logo/hl2rslogo1
> > scaleImage 1
> > }
> > }
> >
> > The dots in the path specify how many folders are before vmt and vtf,
> but i
> > rather just do it like this:
> >
> > 2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1 folder, 1
> > file! If it was material/logo/hl2rslogo1 it would be 3 dots. Thats how i<
>
>
> _______________________________________________
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> please visit:
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>
>
>
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> _______________________________________________
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>
>
>
>
> --
> -Tony
>
> _______________________________________________
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> --
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Stan R.
2015-04-14 09:04:04 UTC
Permalink
You just...copy it? Create a folder for your "beta" and work in it? Computer basics?


ППМеЎельМОк, 13 апреля 2015, 23:08 -04:00 Пт Gavin Isgar <***@gmail.com>:
>Hey guys, back with huge question! Im wondering how i can make a manual code folder for my game(like for Half-Life 2: Example, it would be HL2E in the C Local Disk)? Im wondering how i can copy one from my actual game and edit it for a beta version, so instead of HL2RS it would be HL2RSB! Please tell me how i can do that without Source SDK because it wont work that way!
>
>On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak < ***@hotmail.com > wrote:
>>Well, normally it shouldn't interfere with your mod in any way, but you can only verify that yourself by testing. I do remember a case where a breaking change was made in the 2013 SDK quite a while
ago, but that was announced in a Steam community and on this mailing list.
>>
>>If I'm not mistaken, the SDK Base contains just the engine.dll itself (and a lot of other components it depends on, of course), which in turn loads your server and client code. That means if the interfaces between those modules have not changed in a way that
would break compatibility, there should be nothing for you to worry about.
>>----------------------------------------------------------------------
>>From: Gavin Isgar
>>Sent: ‎12.‎04.‎2015 00:13
>>To: Discussion of Half-Life Programming
>>Subject: Re: [hlcoders] Modding Problems
>>
>>I wanted to use Source SDK Base 2007 for a reason. But my question still hasn't been answered.
>>
>>
>>On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires < ***@swires.me > wrote:
>>>If you're starting a new mod (which it sounds like you are), you should not be using the 2007 base at all.
>>>
>>>On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar < ***@gmail.com > wrote:
>>>>Hey guys, back with another question! So i just saw awhile ago that Source SDK Base 2007 got updated. My mod uses Source SDK Base 2007 and i was wondering, do the updates interfere with the mod in anyway? Thanks for the help!
>>>>
>>>>On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar < ***@gmail.com > wrote:
>>>>>Thanks Stan!
>>>>>
>>>>>
>>>>>On Fri, Apr 3, 2015 at 8:42 PM, Stan R. < ***@inbox.ru > wrote:
>>>>>>You dont need to use VPKs to add sounds to your mod, just put them in yourmod/sound/ folder. You dont need to touch sources and build solution at all, weapon sounds defined in weapon script file (scripts/weapon_smg1.txt for example) and sound definition
scripts (game_sounds_weapons.txt, game_sounds_player.txt). Yes, they should be WAV 44khz/16bit. No, you can use any length you want.
>>>>>>
>>>>>>
>>>>>>ПятМОца, 3 апреля 2015, 20:33 -04:00 Пт Gavin Isgar < ***@gmail.com >:
>>>>>>
>>>>>>>Hey guys, im back with a question. I've been trying everything to change the weapon sounds of weapons but i cant find a very "precise" tutorial on how, and most are outdated. Do i need VPKs? Do i need to rebuild the game solution in Visual Studio
after sound replacement? Do they have to be in WAV format and does the sound files need to be a certain length of time? Long story short, can anyone please tell me a very precise tutorial on replacing sounds on mods! Thanks!
>>>>>>>
>>>>>>>On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay < ***@live.com > wrote:
>>>>>>>>You don't need a VPK to use the sounds, if you place them in the sounds folder, then into a respective sub directory they will work fine.
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>>On Apr 1, 2015, at 9:15 PM, Minh Le < ***@telus.net > wrote:
>>>>>>>>
>>>>>>>>>If you google, "make vpk"
>>>>>>>>>you'll find a bunch of tutorials. This video looked helpful
>>>>>>>>>https://www.youtube.com/watch?v=P3ILjexx0cE
>>>>>>>>>
>>>>>>>>>On 4/1/2015 5:01 PM, Gavin Isgar wrote:
>>>>>>>>>>Hey guys, im back again! I'm having trouble figuring out how to make vpk's to use for sounds for my mod and how to convert the sound files for use in Source! Can someone please leave a nice tutorial(text tutorial) on how to do this.
>>>>>>>>>>
>>>>>>>>>>On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar < ***@gmail.com > wrote:
>>>>>>>>>>>Thanks Jesse, you saved my life lol.
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak < ***@gmail.com > wrote:
>>>>>>>>>>>>Yes use gcf scape and look in the games vpks the ones you want are the directory vpks which use _dir
>>>>>>>>>>>>On Apr 1, 2015 3:21 PM, "Gavin Isgar" < ***@gmail.com > wrote:
>>>>>>>>>>>>>I've checked all sound folders in the games but don't see any sounds themself. Do i have to use GCFScape or something? Sorry if i sound like i have no experience, i've just been very tired recently and didnt get a lot of sleep.
>>>>>>>>>>>>>
>>>>>>>>>>>>>On Wed, Apr 1, 2015 at 11:30 AM, Tony "omega" Sergi < ***@gmail.com > wrote:
>>>>>>>>>>>>>>What do you think your mod is running off of?
>>>>>>>>>>>>>>You have the base source content, which includes all of the sounds and soundscripts for hl2, ep1, ep2, lost coast, etc. Plus if you own tf2 or any of the other valve games you can easily look at their files too.
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar < ***@gmail.com > wrote:
>>>>>>>>>>>>>>>My mod didn't come with existing sound files. I've also read the developer wiki, but i didn't find much, so i'm asking you.
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>On Wed, Apr 1, 2015 at 12:43 AM, Tony "omega" Sergi < ***@gmail.com > wrote:
>>>>>>>>>>>>>>>>open existing sound files and sound scripts and look. also read the developer wiki.
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar < ***@gmail.com > wrote:
>>>>>>>>>>>>>>>>>Hey guys, i have another question! How do i change weapon sound for my mod? What format does it have to be and what files do i need to edit? Long story short, i need to know everything about changing the sounds please!
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar < ***@gmail.com > wrote:
>>>>>>>>>>>>>>>>>>Thanks Ken, i was just tired last night and having a rough time with some stuff, thanks though!
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher < ***@qis.net > wrote:
>>>>>>>>>>>>>>>>>>>It says right there...
>>>>>>>>>>>>>>>>>>>The images displayed in the new game dialogue are 152x86. Since texture dimensions must both be a power of two, your VTFs will be 256x128 with a border to the right and bottom.
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>That means that the full dimensions of the image will be 256 wide by 128 tall, but only a portion of that gets used. 152 x 86 to be specific. What you should do is create your chapter images as 152x86 images, and then either edit that image's canvas size
to 256x128 (but don't scale/stretch the actual image), or take that 152x86 image and copy it into a new 256x128 image, and just make sure it is positioned in the top-left. The unused portion of the image should just be black.
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>-------- Original message --------
>>>>>>>>>>>>>>>>>>>From: Gavin Isgar < ***@gmail.com >
>>>>>>>>>>>>>>>>>>>Date: 03/28/2015 10:36 PM (GMT-05:00)
>>>>>>>>>>>>>>>>>>>To: Discussion of Half-Life Programming < ***@list.valvesoftware.com >
>>>>>>>>>>>>>>>>>>>Subject: Re: [hlcoders] Modding Problems
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>Alright I guess
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann < ***@gmail.com > wrote:
>>>>>>>>>>>>>>>>>>>>Other than that I'd just use the images from Half-Life 2 as a base.
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>On 29 March 2015 at 12:20, Gavin Isgar < ***@gmail.com > wrote:
>>>>>>>>>>>>>>>>>>>>>Tom, i checked that but, to be honest, i didnt understand it a bit. Anything else?
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann < ***@gmail.com > wrote:
>>>>>>>>>>>>>>>>>>>>>>There's some information on that at  https://developer.valvesoftware.com/wiki/Background#Images
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>On 29 March 2015 at 09:09, Gavin Isgar < ***@gmail.com > wrote:
>>>>>>>>>>>>>>>>>>>>>>>Hey guys, im having another problem again and couldnt find a fix on the internet. I dont know the right size for chapter thumbnails, what size do i make the picture(not the vtf or vmt)? 
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar < ***@gmail.com > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>The two dots means "parent directory". You start in materials/vgui, go
>>>>>>>>>>>>>>>>>>>>>>>>up one to materials, then to materials/logo and
>>>>>>>>>>>>>>>>>>>>>>>>materials/logo/hl2rslogo1.vmt.
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar < ***@gmail.com > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>> Yea Jesse, here's how i fixed it! So in my materials folder, i made a logo
>>>>>>>>>>>>>>>>>>>>>>>>> folder, inside i put both put the vmt and vtf file with the same name.
>>>>>>>>>>>>>>>>>>>>>>>>> Inside the vmt file, i put:
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> "UnlitGeneric"
>>>>>>>>>>>>>>>>>>>>>>>>> {
>>>>>>>>>>>>>>>>>>>>>>>>> "$basetexture" "logo/hl2rslogo1"
>>>>>>>>>>>>>>>>>>>>>>>>> "$nolod" 1
>>>>>>>>>>>>>>>>>>>>>>>>> "$translucent" 1
>>>>>>>>>>>>>>>>>>>>>>>>> }
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> The path automatically detects the material folder, so just put the folder
>>>>>>>>>>>>>>>>>>>>>>>>> and the name of both the vmt and vtf file(no extension). Then in my
>>>>>>>>>>>>>>>>>>>>>>>>> gamelogo.res in my resource folder, i put:
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> Resource/GameLogo.res
>>>>>>>>>>>>>>>>>>>>>>>>> {
>>>>>>>>>>>>>>>>>>>>>>>>> GameLogo
>>>>>>>>>>>>>>>>>>>>>>>>> {
>>>>>>>>>>>>>>>>>>>>>>>>> ControlName EditablePanel
>>>>>>>>>>>>>>>>>>>>>>>>> fieldName GameLogo
>>>>>>>>>>>>>>>>>>>>>>>>> xpos 0
>>>>>>>>>>>>>>>>>>>>>>>>> ypos 0
>>>>>>>>>>>>>>>>>>>>>>>>> zpos 50
>>>>>>>>>>>>>>>>>>>>>>>>> wide 400
>>>>>>>>>>>>>>>>>>>>>>>>> tall 100
>>>>>>>>>>>>>>>>>>>>>>>>> autoResize 1
>>>>>>>>>>>>>>>>>>>>>>>>> pinCorner 0
>>>>>>>>>>>>>>>>>>>>>>>>> visible 1
>>>>>>>>>>>>>>>>>>>>>>>>> enabled 1
>>>>>>>>>>>>>>>>>>>>>>>>> offsetX -20
>>>>>>>>>>>>>>>>>>>>>>>>> offsetY -15
>>>>>>>>>>>>>>>>>>>>>>>>> }
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> Logo
>>>>>>>>>>>>>>>>>>>>>>>>> {
>>>>>>>>>>>>>>>>>>>>>>>>> ControlName ImagePanel
>>>>>>>>>>>>>>>>>>>>>>>>> fieldName Logo
>>>>>>>>>>>>>>>>>>>>>>>>> xpos 0
>>>>>>>>>>>>>>>>>>>>>>>>> ypos 0
>>>>>>>>>>>>>>>>>>>>>>>>> zpos 50
>>>>>>>>>>>>>>>>>>>>>>>>> wide 400
>>>>>>>>>>>>>>>>>>>>>>>>> tall 100
>>>>>>>>>>>>>>>>>>>>>>>>> visible 1
>>>>>>>>>>>>>>>>>>>>>>>>> enabled 1
>>>>>>>>>>>>>>>>>>>>>>>>> image ../logo/hl2rslogo1
>>>>>>>>>>>>>>>>>>>>>>>>> scaleImage 1
>>>>>>>>>>>>>>>>>>>>>>>>> }
>>>>>>>>>>>>>>>>>>>>>>>>> }
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> The dots in the path specify how many folders are before vmt and vtf, but i
>>>>>>>>>>>>>>>>>>>>>>>>> rather just do it like this:
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> 2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1 folder, 1
>>>>>>>>>>>>>>>>>>>>>>>>> file! If it was material/logo/hl2rslogo1 it would be 3 dots. Thats how i<
>>>>>>>>>>>>>>>>>>>_______________________________________________
>>>>>>>>>>>>>>>>>>>To unsubscribe, edit your list preferences, or view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>_______________________________________________
>>>>>>>>>>>>>>>>>To unsubscribe, edit your list preferences, or view the list archives, please visit:
>>>>>>>>>>>>>>>>>https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>--
>>>>>>>>>>>>>>>>-Tony
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>_______________________________________________
>>>>>>>>>>>>>>>>To unsubscribe, edit your list preferences, or view the list archives, please visit:
>>>>>>>>>>>>>>>>https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>_______________________________________________
>>>>>>>>>>>>>>>To unsubscribe, edit your list preferences, or view the list archives, please visit:
>>>>>>>>>>>>>>>https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>--
>>>>>>>>>>>>>>-Tony
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>_______________________________________________
>>>>>>>>>>>>>>To unsubscribe, edit your list preferences, or view the list archives, please visit:
>>>>>>>>>>>>>>https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>>_______________________________________________
>>>>>>>>>>>>>To unsubscribe, edit your list preferences, or view the list archives, please visit:
>>>>>>>>>>>>>https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>_______________________________________________
>>>>>>>>>>>>To unsubscribe, edit your list preferences, or view the list archives, please visit:
>>>>>>>>>>>>https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please visit:
>>>>>>>>>>https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders

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



Gavin Isgar
2015-04-14 11:53:38 UTC
Permalink
Its not that easy. The files within it are all configured for the base game
other than the beta. But that still didnt answer my question

On Tue, Apr 14, 2015 at 5:04 AM, Stan R. <***@inbox.ru> wrote:

> You just...copy it? Create a folder for your "beta" and work in it? Computer
> basics?
>
>
> ППМеЎельМОк, 13 апреля 2015, 23:08 -04:00 Пт Gavin Isgar <
> ***@gmail.com>:
>
> Hey guys, back with huge question! Im wondering how i can make a manual
> code folder for my game(like for Half-Life 2: Example, it would be HL2E in
> the C Local Disk)? Im wondering how i can copy one from my actual game and
> edit it for a beta version, so instead of HL2RS it would be HL2RSB! Please
> tell me how i can do that without Source SDK because it wont work that way!
>
> On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak <***@hotmail.com
> <https://e.mail.ru/compose/?mailto=mailto%***@hotmail.com>> wrote:
>
> Well, normally it shouldn't interfere with your mod in any way, but you
> can only verify that yourself by testing. I do remember a case where a
> breaking change was made in the 2013 SDK quite a while ago, but that was
> announced in a Steam community and on this mailing list.
>
> If I'm not mistaken, the SDK Base contains just the engine.dll itself (and
> a lot of other components it depends on, of course), which in turn loads
> your server and client code. That means if the interfaces between those
> modules have not changed in a way that would break compatibility, there
> should be nothing for you to worry about.
> ------------------------------
> From: Gavin Isgar
> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
> Sent: ‎12.‎04.‎2015 00:13
> To: Discussion of Half-Life Programming
> <https://e.mail.ru/compose/?mailto=mailto%***@list.valvesoftware.com>
> Subject: Re: [hlcoders] Modding Problems
>
> I wanted to use Source SDK Base 2007 for a reason. But my question still
> hasn't been answered.
>
>
> On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires <***@swires.me
> <https://e.mail.ru/compose/?mailto=mailto%***@swires.me>> wrote:
>
> If you're starting a new mod (which it sounds like you are), you should
> not be using the 2007 base at all.
>
> On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar <***@gmail.com
> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>
> Hey guys, back with another question! So i just saw awhile ago that Source
> SDK Base 2007 got updated. My mod uses Source SDK Base 2007 and i was
> wondering, do the updates interfere with the mod in anyway? Thanks for the
> help!
>
> On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar <***@gmail.com
> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>
> Thanks Stan!
>
>
> On Fri, Apr 3, 2015 at 8:42 PM, Stan R. <***@inbox.ru
> <https://e.mail.ru/compose/?mailto=mailto%***@inbox.ru>> wrote:
>
> You dont need to use VPKs to add sounds to your mod, just put them in
> yourmod/sound/ folder. You dont need to touch sources and build solution at
> all, weapon sounds defined in weapon script file (scripts/weapon_smg1.txt
> for example) and sound definition scripts (game_sounds_weapons.txt,
> game_sounds_player.txt). Yes, they should be WAV 44khz/16bit. No, you can
> use any length you want.
>
>
> ПятМОца, 3 апреля 2015, 20:33 -04:00 Пт Gavin Isgar <***@gmail.com
> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>:
>
> Hey guys, im back with a question. I've been trying everything to
> change the weapon sounds of weapons but i cant find a very "precise"
> tutorial on how, and most are outdated. Do i need VPKs? Do i need to
> rebuild the game solution in Visual Studio after sound replacement? Do they
> have to be in WAV format and does the sound files need to be a certain
> length of time? Long story short, can anyone please tell me a very precise
> tutorial on replacing sounds on mods! Thanks!
>
> On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay <***@live.com
> <https://e.mail.ru/compose/?mailto=mailto%***@live.com>> wrote:
>
> You don't need a VPK to use the sounds, if you place them in the sounds
> folder, then into a respective sub directory they will work fine.
>
>
>
> On Apr 1, 2015, at 9:15 PM, Minh Le <***@telus.net
> <https://e.mail.ru/compose/?mailto=mailto%***@telus.net>> wrote:
>
> If you google, "make vpk"
> you'll find a bunch of tutorials. This video looked helpful
> https://www.youtube.com/watch?v=P3ILjexx0cE
>
> On 4/1/2015 5:01 PM, Gavin Isgar wrote:
>
> Hey guys, im back again! I'm having trouble figuring out how to make vpk's
> to use for sounds for my mod and how to convert the sound files for use in
> Source! Can someone please leave a nice tutorial(text tutorial) on how to
> do this.
>
> On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar <***@gmail.com
> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>
> Thanks Jesse, you saved my life lol.
>
>
> On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak <***@gmail.com
> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>
> Yes use gcf scape and look in the games vpks the ones you want are the
> directory vpks which use _dir
> On Apr 1, 2015 3:21 PM, "Gavin Isgar" <***@gmail.com
> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>
> I've checked all sound folders in the games but don't see any sounds
> themself. Do i have to use GCFScape or something? Sorry if i sound like i
> have no experience, i've just been very tired recently and didnt get a lot
> of sleep.
>
> On Wed, Apr 1, 2015 at 11:30 AM, Tony "omega" Sergi <***@gmail.com
> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>
> What do you think your mod is running off of?
> You have the base source content, which includes all of the sounds and
> soundscripts for hl2, ep1, ep2, lost coast, etc. Plus if you own tf2 or any
> of the other valve games you can easily look at their files too.
>
> On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar <***@gmail.com
> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>
> My mod didn't come with existing sound files. I've also read the developer
> wiki, but i didn't find much, so i'm asking you.
>
>
> On Wed, Apr 1, 2015 at 12:43 AM, Tony "omega" Sergi <***@gmail.com
> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>
> open existing sound files and sound scripts and look. also read the
> developer wiki.
>
> On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar <***@gmail.com
> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>
> Hey guys, i have another question! How do i change weapon sound for my
> mod? What format does it have to be and what files do i need to edit? Long
> story short, i need to know everything about changing the sounds please!
>
> On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar <***@gmail.com
> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>
> Thanks Ken, i was just tired last night and having a rough time with some
> stuff, thanks though!
>
> On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher <***@qis.net
> <https://e.mail.ru/compose/?mailto=mailto%***@qis.net>> wrote:
>
> It says right there...
> The images displayed in the new game dialogue are 152x86. Since texture
> dimensions must both be a power of two, your VTFs will be 256x128 with a
> border to the right and bottom.
>
> That means that the full dimensions of the image will be 256 wide by 128
> tall, but only a portion of that gets used. 152 x 86 to be specific. What
> you should do is create your chapter images as 152x86 images, and then
> either edit that image's canvas size to 256x128 (but don't scale/stretch
> the actual image), or take that 152x86 image and copy it into a new 256x128
> image, and just make sure it is positioned in the top-left. The unused
> portion of the image should just be black.
>
>
> -------- Original message --------
> From: Gavin Isgar <***@gmail.com
> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
> Date: 03/28/2015 10:36 PM (GMT-05:00)
> To: Discussion of Half-Life Programming <***@list.valvesoftware.com
> <https://e.mail.ru/compose/?mailto=mailto%***@list.valvesoftware.com>>
>
> Subject: Re: [hlcoders] Modding Problems
>
> Alright I guess
>
> On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann <***@gmail.com
> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
> wrote:
>
> Other than that I'd just use the images from Half-Life 2 as a base.
>
> On 29 March 2015 at 12:20, Gavin Isgar <***@gmail.com
> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>
> Tom, i checked that but, to be honest, i didnt understand it a bit.
> Anything else?
>
> On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann <***@gmail.com
> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
> wrote:
>
> There's some information on that at
> https://developer.valvesoftware.com/wiki/Background#Images
>
> On 29 March 2015 at 09:09, Gavin Isgar <***@gmail.com
> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>
> Hey guys, im having another problem again and couldnt find a fix on the
> internet. I dont know the right size for chapter thumbnails, what size do i
> make the picture(not the vtf or vmt)?
>
> On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar <***@gmail.com
> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>
> The two dots means "parent directory". You start in materials/vgui, go
> up one to materials, then to materials/logo and
> materials/logo/hl2rslogo1.vmt.
>
> On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar <***@gmail.com
> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
> > Yea Jesse, here's how i fixed it! So in my materials folder, i made a
> logo
> > folder, inside i put both put the vmt and vtf file with the same name.
> > Inside the vmt file, i put:
> >
> > "UnlitGeneric"
> > {
> > "$basetexture" "logo/hl2rslogo1"
> > "$nolod" 1
> > "$translucent" 1
> > }
> >
> > The path automatically detects the material folder, so just put the
> folder
> > and the name of both the vmt and vtf file(no extension). Then in my
> > gamelogo.res in my resource folder, i put:
> >
> > Resource/GameLogo.res
> > {
> > GameLogo
> > {
> > ControlName EditablePanel
> > fieldName GameLogo
> > xpos 0
> > ypos 0
> > zpos 50
> > wide 400
> > tall 100
> > autoResize 1
> > pinCorner 0
> > visible 1
> > enabled 1
> > offsetX -20
> > offsetY -15
> > }
> >
> > Logo
> > {
> > ControlName ImagePanel
> > fieldName Logo
> > xpos 0
> > ypos 0
> > zpos 50
> > wide 400
> > tall 100
> > visible 1
> > enabled 1
> > image ../logo/hl2rslogo1
> > scaleImage 1
> > }
> > }
> >
> > The dots in the path specify how many folders are before vmt and vtf,
> but i
> > rather just do it like this:
> >
> > 2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1 folder, 1
> > file! If it was material/logo/hl2rslogo1 it would be 3 dots. Thats how i<
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
>
>
> --
> -Tony
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
>
>
> --
> -Tony
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
> _______________________________________________
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> please visit:
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>
>
>
>
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
> _______________________________________________
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> please visit:
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>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
>
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
>
>
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
>
>
>
> _______________________________________________
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> please visit:
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>
>
>
>
> _______________________________________________
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> please visit:
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>
>
> _______________________________________________
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> please visit:
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>
>
>
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> please visit:
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>
>
Jesse Oak
2015-04-14 17:11:08 UTC
Permalink
Are you using SVN or Git? Just make a branch if you are.
On Apr 14, 2015 6:55 AM, "Gavin Isgar" <***@gmail.com> wrote:

> Its not that easy. The files within it are all configured for the base
> game other than the beta. But that still didnt answer my question
>
> On Tue, Apr 14, 2015 at 5:04 AM, Stan R. <***@inbox.ru> wrote:
>
>> You just...copy it? Create a folder for your "beta" and work in it? Computer
>> basics?
>>
>>
>> ППМеЎельМОк, 13 апреля 2015, 23:08 -04:00 Пт Gavin Isgar <
>> ***@gmail.com>:
>>
>> Hey guys, back with huge question! Im wondering how i can make a
>> manual code folder for my game(like for Half-Life 2: Example, it would be
>> HL2E in the C Local Disk)? Im wondering how i can copy one from my actual
>> game and edit it for a beta version, so instead of HL2RS it would be
>> HL2RSB! Please tell me how i can do that without Source SDK because it wont
>> work that way!
>>
>> On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak <***@hotmail.com
>> <https://e.mail.ru/compose/?mailto=mailto%***@hotmail.com>> wrote:
>>
>> Well, normally it shouldn't interfere with your mod in any way, but you
>> can only verify that yourself by testing. I do remember a case where a
>> breaking change was made in the 2013 SDK quite a while ago, but that was
>> announced in a Steam community and on this mailing list.
>>
>> If I'm not mistaken, the SDK Base contains just the engine.dll itself
>> (and a lot of other components it depends on, of course), which in turn
>> loads your server and client code. That means if the interfaces between
>> those modules have not changed in a way that would break compatibility,
>> there should be nothing for you to worry about.
>> ------------------------------
>> From: Gavin Isgar
>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>> Sent: ‎12.‎04.‎2015 00:13
>> To: Discussion of Half-Life Programming
>> <https://e.mail.ru/compose/?mailto=mailto%***@list.valvesoftware.com>
>> Subject: Re: [hlcoders] Modding Problems
>>
>> I wanted to use Source SDK Base 2007 for a reason. But my question
>> still hasn't been answered.
>>
>>
>> On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires <***@swires.me
>> <https://e.mail.ru/compose/?mailto=mailto%***@swires.me>> wrote:
>>
>> If you're starting a new mod (which it sounds like you are), you should
>> not be using the 2007 base at all.
>>
>> On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar <***@gmail.com
>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>
>> Hey guys, back with another question! So i just saw awhile ago that
>> Source SDK Base 2007 got updated. My mod uses Source SDK Base 2007 and i
>> was wondering, do the updates interfere with the mod in anyway? Thanks for
>> the help!
>>
>> On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar <***@gmail.com
>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>
>> Thanks Stan!
>>
>>
>> On Fri, Apr 3, 2015 at 8:42 PM, Stan R. <***@inbox.ru
>> <https://e.mail.ru/compose/?mailto=mailto%***@inbox.ru>> wrote:
>>
>> You dont need to use VPKs to add sounds to your mod, just put them in
>> yourmod/sound/ folder. You dont need to touch sources and build solution at
>> all, weapon sounds defined in weapon script file (scripts/weapon_smg1.txt
>> for example) and sound definition scripts (game_sounds_weapons.txt,
>> game_sounds_player.txt). Yes, they should be WAV 44khz/16bit. No, you can
>> use any length you want.
>>
>>
>> ПятМОца, 3 апреля 2015, 20:33 -04:00 Пт Gavin Isgar <***@gmail.com
>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>:
>>
>> Hey guys, im back with a question. I've been trying everything to
>> change the weapon sounds of weapons but i cant find a very "precise"
>> tutorial on how, and most are outdated. Do i need VPKs? Do i need to
>> rebuild the game solution in Visual Studio after sound replacement? Do they
>> have to be in WAV format and does the sound files need to be a certain
>> length of time? Long story short, can anyone please tell me a very precise
>> tutorial on replacing sounds on mods! Thanks!
>>
>> On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay <***@live.com
>> <https://e.mail.ru/compose/?mailto=mailto%***@live.com>> wrote:
>>
>> You don't need a VPK to use the sounds, if you place them in the sounds
>> folder, then into a respective sub directory they will work fine.
>>
>>
>>
>> On Apr 1, 2015, at 9:15 PM, Minh Le <***@telus.net
>> <https://e.mail.ru/compose/?mailto=mailto%***@telus.net>> wrote:
>>
>> If you google, "make vpk"
>> you'll find a bunch of tutorials. This video looked helpful
>> https://www.youtube.com/watch?v=P3ILjexx0cE
>>
>> On 4/1/2015 5:01 PM, Gavin Isgar wrote:
>>
>> Hey guys, im back again! I'm having trouble figuring out how to make
>> vpk's to use for sounds for my mod and how to convert the sound files for
>> use in Source! Can someone please leave a nice tutorial(text tutorial) on
>> how to do this.
>>
>> On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar <***@gmail.com
>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>
>> Thanks Jesse, you saved my life lol.
>>
>>
>> On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak <***@gmail.com
>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>> wrote:
>>
>> Yes use gcf scape and look in the games vpks the ones you want are the
>> directory vpks which use _dir
>> On Apr 1, 2015 3:21 PM, "Gavin Isgar" <***@gmail.com
>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>
>> I've checked all sound folders in the games but don't see any sounds
>> themself. Do i have to use GCFScape or something? Sorry if i sound like i
>> have no experience, i've just been very tired recently and didnt get a lot
>> of sleep.
>>
>> On Wed, Apr 1, 2015 at 11:30 AM, Tony "omega" Sergi <***@gmail.com
>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>
>> What do you think your mod is running off of?
>> You have the base source content, which includes all of the sounds and
>> soundscripts for hl2, ep1, ep2, lost coast, etc. Plus if you own tf2 or any
>> of the other valve games you can easily look at their files too.
>>
>> On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar <***@gmail.com
>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>
>> My mod didn't come with existing sound files. I've also read the
>> developer wiki, but i didn't find much, so i'm asking you.
>>
>>
>> On Wed, Apr 1, 2015 at 12:43 AM, Tony "omega" Sergi <***@gmail.com
>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>
>> open existing sound files and sound scripts and look. also read the
>> developer wiki.
>>
>> On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar <***@gmail.com
>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>
>> Hey guys, i have another question! How do i change weapon sound for my
>> mod? What format does it have to be and what files do i need to edit? Long
>> story short, i need to know everything about changing the sounds please!
>>
>> On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar <***@gmail.com
>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>
>> Thanks Ken, i was just tired last night and having a rough time with some
>> stuff, thanks though!
>>
>> On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher <***@qis.net
>> <https://e.mail.ru/compose/?mailto=mailto%***@qis.net>> wrote:
>>
>> It says right there...
>> The images displayed in the new game dialogue are 152x86. Since texture
>> dimensions must both be a power of two, your VTFs will be 256x128 with a
>> border to the right and bottom.
>>
>> That means that the full dimensions of the image will be 256 wide by
>> 128 tall, but only a portion of that gets used. 152 x 86 to be specific.
>> What you should do is create your chapter images as 152x86 images, and then
>> either edit that image's canvas size to 256x128 (but don't scale/stretch
>> the actual image), or take that 152x86 image and copy it into a new 256x128
>> image, and just make sure it is positioned in the top-left. The unused
>> portion of the image should just be black.
>>
>>
>> -------- Original message --------
>> From: Gavin Isgar <***@gmail.com
>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>> Date: 03/28/2015 10:36 PM (GMT-05:00)
>> To: Discussion of Half-Life Programming <***@list.valvesoftware.com
>> <https://e.mail.ru/compose/?mailto=mailto%***@list.valvesoftware.com>>
>>
>> Subject: Re: [hlcoders] Modding Problems
>>
>> Alright I guess
>>
>> On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann <***@gmail.com
>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>> wrote:
>>
>> Other than that I'd just use the images from Half-Life 2 as a base.
>>
>> On 29 March 2015 at 12:20, Gavin Isgar <***@gmail.com
>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>
>> Tom, i checked that but, to be honest, i didnt understand it a bit.
>> Anything else?
>>
>> On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann <***@gmail.com
>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>> wrote:
>>
>> There's some information on that at
>> https://developer.valvesoftware.com/wiki/Background#Images
>>
>> On 29 March 2015 at 09:09, Gavin Isgar <***@gmail.com
>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>
>> Hey guys, im having another problem again and couldnt find a fix on the
>> internet. I dont know the right size for chapter thumbnails, what size do i
>> make the picture(not the vtf or vmt)?
>>
>> On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar <***@gmail.com
>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>
>> The two dots means "parent directory". You start in materials/vgui, go
>> up one to materials, then to materials/logo and
>> materials/logo/hl2rslogo1.vmt.
>>
>> On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar <***@gmail.com
>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>> > Yea Jesse, here's how i fixed it! So in my materials folder, i made a
>> logo
>> > folder, inside i put both put the vmt and vtf file with the same name.
>> > Inside the vmt file, i put:
>> >
>> > "UnlitGeneric"
>> > {
>> > "$basetexture" "logo/hl2rslogo1"
>> > "$nolod" 1
>> > "$translucent" 1
>> > }
>> >
>> > The path automatically detects the material folder, so just put the
>> folder
>> > and the name of both the vmt and vtf file(no extension). Then in my
>> > gamelogo.res in my resource folder, i put:
>> >
>> > Resource/GameLogo.res
>> > {
>> > GameLogo
>> > {
>> > ControlName EditablePanel
>> > fieldName GameLogo
>> > xpos 0
>> > ypos 0
>> > zpos 50
>> > wide 400
>> > tall 100
>> > autoResize 1
>> > pinCorner 0
>> > visible 1
>> > enabled 1
>> > offsetX -20
>> > offsetY -15
>> > }
>> >
>> > Logo
>> > {
>> > ControlName ImagePanel
>> > fieldName Logo
>> > xpos 0
>> > ypos 0
>> > zpos 50
>> > wide 400
>> > tall 100
>> > visible 1
>> > enabled 1
>> > image ../logo/hl2rslogo1
>> > scaleImage 1
>> > }
>> > }
>> >
>> > The dots in the path specify how many folders are before vmt and vtf,
>> but i
>> > rather just do it like this:
>> >
>> > 2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1 folder, 1
>> > file! If it was material/logo/hl2rslogo1 it would be 3 dots. Thats how
>> i<
>>
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>>
>>
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>>
>>
>>
>> --
>> -Tony
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>>
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>>
>>
>>
>> --
>> -Tony
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>>
>>
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>> please visit:
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>>
>>
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>> please visit:
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>>
>>
>>
>>
>>
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>>
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>> please visit:
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>>
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>>
>>
>>
>>
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>> please visit:
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>>
>>
>>
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>>
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Gavin Isgar
2015-04-14 20:00:33 UTC
Permalink
Im not distributing them, and i dont feel like it. I just want to know how
i can configure code files for a game so that it can find the game and code
it

On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak <***@gmail.com> wrote:

> Are you using SVN or Git? Just make a branch if you are.
> On Apr 14, 2015 6:55 AM, "Gavin Isgar" <***@gmail.com> wrote:
>
>> Its not that easy. The files within it are all configured for the base
>> game other than the beta. But that still didnt answer my question
>>
>> On Tue, Apr 14, 2015 at 5:04 AM, Stan R. <***@inbox.ru> wrote:
>>
>>> You just...copy it? Create a folder for your "beta" and work in it? Computer
>>> basics?
>>>
>>>
>>> ППМеЎельМОк, 13 апреля 2015, 23:08 -04:00 Пт Gavin Isgar <
>>> ***@gmail.com>:
>>>
>>> Hey guys, back with huge question! Im wondering how i can make a
>>> manual code folder for my game(like for Half-Life 2: Example, it would be
>>> HL2E in the C Local Disk)? Im wondering how i can copy one from my actual
>>> game and edit it for a beta version, so instead of HL2RS it would be
>>> HL2RSB! Please tell me how i can do that without Source SDK because it wont
>>> work that way!
>>>
>>> On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak <***@hotmail.com
>>> <https://e.mail.ru/compose/?mailto=mailto%***@hotmail.com>>
>>> wrote:
>>>
>>> Well, normally it shouldn't interfere with your mod in any way, but
>>> you can only verify that yourself by testing. I do remember a case where a
>>> breaking change was made in the 2013 SDK quite a while ago, but that was
>>> announced in a Steam community and on this mailing list.
>>>
>>> If I'm not mistaken, the SDK Base contains just the engine.dll itself
>>> (and a lot of other components it depends on, of course), which in turn
>>> loads your server and client code. That means if the interfaces between
>>> those modules have not changed in a way that would break compatibility,
>>> there should be nothing for you to worry about.
>>> ------------------------------
>>> From: Gavin Isgar
>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>> Sent: ‎12.‎04.‎2015 00:13
>>> To: Discussion of Half-Life Programming
>>> <https://e.mail.ru/compose/?mailto=mailto%***@list.valvesoftware.com>
>>> Subject: Re: [hlcoders] Modding Problems
>>>
>>> I wanted to use Source SDK Base 2007 for a reason. But my question
>>> still hasn't been answered.
>>>
>>>
>>> On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires <***@swires.me
>>> <https://e.mail.ru/compose/?mailto=mailto%***@swires.me>> wrote:
>>>
>>> If you're starting a new mod (which it sounds like you are), you should
>>> not be using the 2007 base at all.
>>>
>>> On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar <***@gmail.com
>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>>
>>> Hey guys, back with another question! So i just saw awhile ago that
>>> Source SDK Base 2007 got updated. My mod uses Source SDK Base 2007 and i
>>> was wondering, do the updates interfere with the mod in anyway? Thanks for
>>> the help!
>>>
>>> On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar <***@gmail.com
>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>>
>>> Thanks Stan!
>>>
>>>
>>> On Fri, Apr 3, 2015 at 8:42 PM, Stan R. <***@inbox.ru
>>> <https://e.mail.ru/compose/?mailto=mailto%***@inbox.ru>> wrote:
>>>
>>> You dont need to use VPKs to add sounds to your mod, just put them in
>>> yourmod/sound/ folder. You dont need to touch sources and build solution at
>>> all, weapon sounds defined in weapon script file (scripts/weapon_smg1.txt
>>> for example) and sound definition scripts (game_sounds_weapons.txt,
>>> game_sounds_player.txt). Yes, they should be WAV 44khz/16bit. No, you can
>>> use any length you want.
>>>
>>>
>>> ПятМОца, 3 апреля 2015, 20:33 -04:00 Пт Gavin Isgar <***@gmail.com
>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>:
>>>
>>> Hey guys, im back with a question. I've been trying everything to
>>> change the weapon sounds of weapons but i cant find a very "precise"
>>> tutorial on how, and most are outdated. Do i need VPKs? Do i need to
>>> rebuild the game solution in Visual Studio after sound replacement? Do they
>>> have to be in WAV format and does the sound files need to be a certain
>>> length of time? Long story short, can anyone please tell me a very precise
>>> tutorial on replacing sounds on mods! Thanks!
>>>
>>> On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay <***@live.com
>>> <https://e.mail.ru/compose/?mailto=mailto%***@live.com>>
>>> wrote:
>>>
>>> You don't need a VPK to use the sounds, if you place them in the
>>> sounds folder, then into a respective sub directory they will work fine.
>>>
>>>
>>>
>>> On Apr 1, 2015, at 9:15 PM, Minh Le <***@telus.net
>>> <https://e.mail.ru/compose/?mailto=mailto%***@telus.net>> wrote:
>>>
>>> If you google, "make vpk"
>>> you'll find a bunch of tutorials. This video looked helpful
>>> https://www.youtube.com/watch?v=P3ILjexx0cE
>>>
>>> On 4/1/2015 5:01 PM, Gavin Isgar wrote:
>>>
>>> Hey guys, im back again! I'm having trouble figuring out how to make
>>> vpk's to use for sounds for my mod and how to convert the sound files for
>>> use in Source! Can someone please leave a nice tutorial(text tutorial) on
>>> how to do this.
>>>
>>> On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar <***@gmail.com
>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>>
>>> Thanks Jesse, you saved my life lol.
>>>
>>>
>>> On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak <***@gmail.com
>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>> wrote:
>>>
>>> Yes use gcf scape and look in the games vpks the ones you want are the
>>> directory vpks which use _dir
>>> On Apr 1, 2015 3:21 PM, "Gavin Isgar" <***@gmail.com
>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>>
>>> I've checked all sound folders in the games but don't see any sounds
>>> themself. Do i have to use GCFScape or something? Sorry if i sound like i
>>> have no experience, i've just been very tired recently and didnt get a lot
>>> of sleep.
>>>
>>> On Wed, Apr 1, 2015 at 11:30 AM, Tony "omega" Sergi <***@gmail.com
>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>>
>>> What do you think your mod is running off of?
>>> You have the base source content, which includes all of the sounds and
>>> soundscripts for hl2, ep1, ep2, lost coast, etc. Plus if you own tf2 or any
>>> of the other valve games you can easily look at their files too.
>>>
>>> On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar <***@gmail.com
>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>>
>>> My mod didn't come with existing sound files. I've also read the
>>> developer wiki, but i didn't find much, so i'm asking you.
>>>
>>>
>>> On Wed, Apr 1, 2015 at 12:43 AM, Tony "omega" Sergi <***@gmail.com
>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>>
>>> open existing sound files and sound scripts and look. also read the
>>> developer wiki.
>>>
>>> On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar <***@gmail.com
>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>>
>>> Hey guys, i have another question! How do i change weapon sound for my
>>> mod? What format does it have to be and what files do i need to edit? Long
>>> story short, i need to know everything about changing the sounds please!
>>>
>>> On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar <***@gmail.com
>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>>
>>> Thanks Ken, i was just tired last night and having a rough time with
>>> some stuff, thanks though!
>>>
>>> On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher <***@qis.net
>>> <https://e.mail.ru/compose/?mailto=mailto%***@qis.net>> wrote:
>>>
>>> It says right there...
>>> The images displayed in the new game dialogue are 152x86. Since texture
>>> dimensions must both be a power of two, your VTFs will be 256x128 with a
>>> border to the right and bottom.
>>>
>>> That means that the full dimensions of the image will be 256 wide by
>>> 128 tall, but only a portion of that gets used. 152 x 86 to be specific.
>>> What you should do is create your chapter images as 152x86 images, and then
>>> either edit that image's canvas size to 256x128 (but don't scale/stretch
>>> the actual image), or take that 152x86 image and copy it into a new 256x128
>>> image, and just make sure it is positioned in the top-left. The unused
>>> portion of the image should just be black.
>>>
>>>
>>> -------- Original message --------
>>> From: Gavin Isgar <***@gmail.com
>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>> Date: 03/28/2015 10:36 PM (GMT-05:00)
>>> To: Discussion of Half-Life Programming <***@list.valvesoftware.com
>>> <https://e.mail.ru/compose/?mailto=mailto%***@list.valvesoftware.com>>
>>>
>>> Subject: Re: [hlcoders] Modding Problems
>>>
>>> Alright I guess
>>>
>>> On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann <***@gmail.com
>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>> wrote:
>>>
>>> Other than that I'd just use the images from Half-Life 2 as a base.
>>>
>>> On 29 March 2015 at 12:20, Gavin Isgar <***@gmail.com
>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>>
>>> Tom, i checked that but, to be honest, i didnt understand it a bit.
>>> Anything else?
>>>
>>> On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann <***@gmail.com
>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>> wrote:
>>>
>>> There's some information on that at
>>> https://developer.valvesoftware.com/wiki/Background#Images
>>>
>>> On 29 March 2015 at 09:09, Gavin Isgar <***@gmail.com
>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>>
>>> Hey guys, im having another problem again and couldnt find a fix on the
>>> internet. I dont know the right size for chapter thumbnails, what size do i
>>> make the picture(not the vtf or vmt)?
>>>
>>> On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar <***@gmail.com
>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>>
>>> The two dots means "parent directory". You start in materials/vgui, go
>>> up one to materials, then to materials/logo and
>>> materials/logo/hl2rslogo1.vmt.
>>>
>>> On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar <***@gmail.com
>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>> > Yea Jesse, here's how i fixed it! So in my materials folder, i made a
>>> logo
>>> > folder, inside i put both put the vmt and vtf file with the same name.
>>> > Inside the vmt file, i put:
>>> >
>>> > "UnlitGeneric"
>>> > {
>>> > "$basetexture" "logo/hl2rslogo1"
>>> > "$nolod" 1
>>> > "$translucent" 1
>>> > }
>>> >
>>> > The path automatically detects the material folder, so just put the
>>> folder
>>> > and the name of both the vmt and vtf file(no extension). Then in my
>>> > gamelogo.res in my resource folder, i put:
>>> >
>>> > Resource/GameLogo.res
>>> > {
>>> > GameLogo
>>> > {
>>> > ControlName EditablePanel
>>> > fieldName GameLogo
>>> > xpos 0
>>> > ypos 0
>>> > zpos 50
>>> > wide 400
>>> > tall 100
>>> > autoResize 1
>>> > pinCorner 0
>>> > visible 1
>>> > enabled 1
>>> > offsetX -20
>>> > offsetY -15
>>> > }
>>> >
>>> > Logo
>>> > {
>>> > ControlName ImagePanel
>>> > fieldName Logo
>>> > xpos 0
>>> > ypos 0
>>> > zpos 50
>>> > wide 400
>>> > tall 100
>>> > visible 1
>>> > enabled 1
>>> > image ../logo/hl2rslogo1
>>> > scaleImage 1
>>> > }
>>> > }
>>> >
>>> > The dots in the path specify how many folders are before vmt and vtf,
>>> but i
>>> > rather just do it like this:
>>> >
>>> > 2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1 folder,
>>> 1
>>> > file! If it was material/logo/hl2rslogo1 it would be 3 dots. Thats how
>>> i<
>>>
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>>
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>>
>>>
>>> --
>>> -Tony
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>>
>>>
>>> --
>>> -Tony
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>>
>>>
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>>
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>>
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>>
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
Gavin Isgar
2015-04-16 01:18:11 UTC
Permalink
Back with another question guys! So i was looking at the chapter list in my
game(literally ingame) and i now see something new, a commentary checkbox!
I didnt add one though, im using SDK Base 2007 for this mod BTW. Did it
update and automatically put it in? Please help for future reference!

On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar <***@gmail.com> wrote:

> Im not distributing them, and i dont feel like it. I just want to know how
> i can configure code files for a game so that it can find the game and code
> it
>
> On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak <***@gmail.com> wrote:
>
>> Are you using SVN or Git? Just make a branch if you are.
>> On Apr 14, 2015 6:55 AM, "Gavin Isgar" <***@gmail.com> wrote:
>>
>>> Its not that easy. The files within it are all configured for the base
>>> game other than the beta. But that still didnt answer my question
>>>
>>> On Tue, Apr 14, 2015 at 5:04 AM, Stan R. <***@inbox.ru> wrote:
>>>
>>>> You just...copy it? Create a folder for your "beta" and work in it? Computer
>>>> basics?
>>>>
>>>>
>>>> ППМеЎельМОк, 13 апреля 2015, 23:08 -04:00 Пт Gavin Isgar <
>>>> ***@gmail.com>:
>>>>
>>>> Hey guys, back with huge question! Im wondering how i can make a
>>>> manual code folder for my game(like for Half-Life 2: Example, it would be
>>>> HL2E in the C Local Disk)? Im wondering how i can copy one from my actual
>>>> game and edit it for a beta version, so instead of HL2RS it would be
>>>> HL2RSB! Please tell me how i can do that without Source SDK because it wont
>>>> work that way!
>>>>
>>>> On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak <***@hotmail.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@hotmail.com>>
>>>> wrote:
>>>>
>>>> Well, normally it shouldn't interfere with your mod in any way, but
>>>> you can only verify that yourself by testing. I do remember a case where a
>>>> breaking change was made in the 2013 SDK quite a while ago, but that was
>>>> announced in a Steam community and on this mailing list.
>>>>
>>>> If I'm not mistaken, the SDK Base contains just the engine.dll itself
>>>> (and a lot of other components it depends on, of course), which in turn
>>>> loads your server and client code. That means if the interfaces between
>>>> those modules have not changed in a way that would break compatibility,
>>>> there should be nothing for you to worry about.
>>>> ------------------------------
>>>> From: Gavin Isgar
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>> Sent: ‎12.‎04.‎2015 00:13
>>>> To: Discussion of Half-Life Programming
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@list.valvesoftware.com>
>>>> Subject: Re: [hlcoders] Modding Problems
>>>>
>>>> I wanted to use Source SDK Base 2007 for a reason. But my question
>>>> still hasn't been answered.
>>>>
>>>>
>>>> On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires <***@swires.me
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@swires.me>> wrote:
>>>>
>>>> If you're starting a new mod (which it sounds like you are), you should
>>>> not be using the 2007 base at all.
>>>>
>>>> On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar <***@gmail.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>>>
>>>> Hey guys, back with another question! So i just saw awhile ago that
>>>> Source SDK Base 2007 got updated. My mod uses Source SDK Base 2007 and i
>>>> was wondering, do the updates interfere with the mod in anyway? Thanks for
>>>> the help!
>>>>
>>>> On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar <***@gmail.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>>>
>>>> Thanks Stan!
>>>>
>>>>
>>>> On Fri, Apr 3, 2015 at 8:42 PM, Stan R. <***@inbox.ru
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@inbox.ru>> wrote:
>>>>
>>>> You dont need to use VPKs to add sounds to your mod, just put them in
>>>> yourmod/sound/ folder. You dont need to touch sources and build solution at
>>>> all, weapon sounds defined in weapon script file (scripts/weapon_smg1.txt
>>>> for example) and sound definition scripts (game_sounds_weapons.txt,
>>>> game_sounds_player.txt). Yes, they should be WAV 44khz/16bit. No, you can
>>>> use any length you want.
>>>>
>>>>
>>>> ПятМОца, 3 апреля 2015, 20:33 -04:00 Пт Gavin Isgar <***@gmail.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>:
>>>>
>>>> Hey guys, im back with a question. I've been trying everything to
>>>> change the weapon sounds of weapons but i cant find a very "precise"
>>>> tutorial on how, and most are outdated. Do i need VPKs? Do i need to
>>>> rebuild the game solution in Visual Studio after sound replacement? Do they
>>>> have to be in WAV format and does the sound files need to be a certain
>>>> length of time? Long story short, can anyone please tell me a very precise
>>>> tutorial on replacing sounds on mods! Thanks!
>>>>
>>>> On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay <***@live.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@live.com>>
>>>> wrote:
>>>>
>>>> You don't need a VPK to use the sounds, if you place them in the
>>>> sounds folder, then into a respective sub directory they will work fine.
>>>>
>>>>
>>>>
>>>> On Apr 1, 2015, at 9:15 PM, Minh Le <***@telus.net
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@telus.net>> wrote:
>>>>
>>>> If you google, "make vpk"
>>>> you'll find a bunch of tutorials. This video looked helpful
>>>> https://www.youtube.com/watch?v=P3ILjexx0cE
>>>>
>>>> On 4/1/2015 5:01 PM, Gavin Isgar wrote:
>>>>
>>>> Hey guys, im back again! I'm having trouble figuring out how to make
>>>> vpk's to use for sounds for my mod and how to convert the sound files for
>>>> use in Source! Can someone please leave a nice tutorial(text tutorial) on
>>>> how to do this.
>>>>
>>>> On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar <***@gmail.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>>>
>>>> Thanks Jesse, you saved my life lol.
>>>>
>>>>
>>>> On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak <***@gmail.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>> wrote:
>>>>
>>>> Yes use gcf scape and look in the games vpks the ones you want are the
>>>> directory vpks which use _dir
>>>> On Apr 1, 2015 3:21 PM, "Gavin Isgar" <***@gmail.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>>>
>>>> I've checked all sound folders in the games but don't see any sounds
>>>> themself. Do i have to use GCFScape or something? Sorry if i sound like i
>>>> have no experience, i've just been very tired recently and didnt get a lot
>>>> of sleep.
>>>>
>>>> On Wed, Apr 1, 2015 at 11:30 AM, Tony "omega" Sergi <
>>>> ***@gmail.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>> wrote:
>>>>
>>>> What do you think your mod is running off of?
>>>> You have the base source content, which includes all of the sounds and
>>>> soundscripts for hl2, ep1, ep2, lost coast, etc. Plus if you own tf2 or any
>>>> of the other valve games you can easily look at their files too.
>>>>
>>>> On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar <***@gmail.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>>>
>>>> My mod didn't come with existing sound files. I've also read the
>>>> developer wiki, but i didn't find much, so i'm asking you.
>>>>
>>>>
>>>> On Wed, Apr 1, 2015 at 12:43 AM, Tony "omega" Sergi <
>>>> ***@gmail.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>> wrote:
>>>>
>>>> open existing sound files and sound scripts and look. also read the
>>>> developer wiki.
>>>>
>>>> On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar <***@gmail.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>>>
>>>> Hey guys, i have another question! How do i change weapon sound for my
>>>> mod? What format does it have to be and what files do i need to edit? Long
>>>> story short, i need to know everything about changing the sounds please!
>>>>
>>>> On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar <***@gmail.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>>>
>>>> Thanks Ken, i was just tired last night and having a rough time with
>>>> some stuff, thanks though!
>>>>
>>>> On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher <***@qis.net
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@qis.net>> wrote:
>>>>
>>>> It says right there...
>>>> The images displayed in the new game dialogue are 152x86. Since texture
>>>> dimensions must both be a power of two, your VTFs will be 256x128 with a
>>>> border to the right and bottom.
>>>>
>>>> That means that the full dimensions of the image will be 256 wide by
>>>> 128 tall, but only a portion of that gets used. 152 x 86 to be specific.
>>>> What you should do is create your chapter images as 152x86 images, and then
>>>> either edit that image's canvas size to 256x128 (but don't scale/stretch
>>>> the actual image), or take that 152x86 image and copy it into a new 256x128
>>>> image, and just make sure it is positioned in the top-left. The unused
>>>> portion of the image should just be black.
>>>>
>>>>
>>>> -------- Original message --------
>>>> From: Gavin Isgar <***@gmail.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>> Date: 03/28/2015 10:36 PM (GMT-05:00)
>>>> To: Discussion of Half-Life Programming <
>>>> ***@list.valvesoftware.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@list.valvesoftware.com>>
>>>>
>>>> Subject: Re: [hlcoders] Modding Problems
>>>>
>>>> Alright I guess
>>>>
>>>> On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann <***@gmail.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>> wrote:
>>>>
>>>> Other than that I'd just use the images from Half-Life 2 as a base.
>>>>
>>>> On 29 March 2015 at 12:20, Gavin Isgar <***@gmail.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>>>
>>>> Tom, i checked that but, to be honest, i didnt understand it a bit.
>>>> Anything else?
>>>>
>>>> On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann <***@gmail.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>> wrote:
>>>>
>>>> There's some information on that at
>>>> https://developer.valvesoftware.com/wiki/Background#Images
>>>>
>>>> On 29 March 2015 at 09:09, Gavin Isgar <***@gmail.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>>>
>>>> Hey guys, im having another problem again and couldnt find a fix on the
>>>> internet. I dont know the right size for chapter thumbnails, what size do i
>>>> make the picture(not the vtf or vmt)?
>>>>
>>>> On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar <***@gmail.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>> wrote:
>>>>
>>>> The two dots means "parent directory". You start in materials/vgui, go
>>>> up one to materials, then to materials/logo and
>>>> materials/logo/hl2rslogo1.vmt.
>>>>
>>>> On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar <***@gmail.com
>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>>> > Yea Jesse, here's how i fixed it! So in my materials folder, i made a
>>>> logo
>>>> > folder, inside i put both put the vmt and vtf file with the same name.
>>>> > Inside the vmt file, i put:
>>>> >
>>>> > "UnlitGeneric"
>>>> > {
>>>> > "$basetexture" "logo/hl2rslogo1"
>>>> > "$nolod" 1
>>>> > "$translucent" 1
>>>> > }
>>>> >
>>>> > The path automatically detects the material folder, so just put the
>>>> folder
>>>> > and the name of both the vmt and vtf file(no extension). Then in my
>>>> > gamelogo.res in my resource folder, i put:
>>>> >
>>>> > Resource/GameLogo.res
>>>> > {
>>>> > GameLogo
>>>> > {
>>>> > ControlName EditablePanel
>>>> > fieldName GameLogo
>>>> > xpos 0
>>>> > ypos 0
>>>> > zpos 50
>>>> > wide 400
>>>> > tall 100
>>>> > autoResize 1
>>>> > pinCorner 0
>>>> > visible 1
>>>> > enabled 1
>>>> > offsetX -20
>>>> > offsetY -15
>>>> > }
>>>> >
>>>> > Logo
>>>> > {
>>>> > ControlName ImagePanel
>>>> > fieldName Logo
>>>> > xpos 0
>>>> > ypos 0
>>>> > zpos 50
>>>> > wide 400
>>>> > tall 100
>>>> > visible 1
>>>> > enabled 1
>>>> > image ../logo/hl2rslogo1
>>>> > scaleImage 1
>>>> > }
>>>> > }
>>>> >
>>>> > The dots in the path specify how many folders are before vmt and vtf,
>>>> but i
>>>> > rather just do it like this:
>>>> >
>>>> > 2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1
>>>> folder, 1
>>>> > file! If it was material/logo/hl2rslogo1 it would be 3 dots. Thats
>>>> how i<
>>>>
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> --
>>>> -Tony
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> --
>>>> -Tony
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>>
>
Gavin Isgar
2015-04-16 01:20:41 UTC
Permalink
NVM, think i found the answer. HL2 was uninstalled somehow and only HL2EP2
was installed. I hope!

On Wed, Apr 15, 2015 at 9:18 PM, Gavin Isgar <***@gmail.com> wrote:

> Back with another question guys! So i was looking at the chapter list in
> my game(literally ingame) and i now see something new, a commentary
> checkbox! I didnt add one though, im using SDK Base 2007 for this mod BTW.
> Did it update and automatically put it in? Please help for future reference!
>
> On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar <***@gmail.com> wrote:
>
>> Im not distributing them, and i dont feel like it. I just want to know
>> how i can configure code files for a game so that it can find the game and
>> code it
>>
>> On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak <***@gmail.com> wrote:
>>
>>> Are you using SVN or Git? Just make a branch if you are.
>>> On Apr 14, 2015 6:55 AM, "Gavin Isgar" <***@gmail.com> wrote:
>>>
>>>> Its not that easy. The files within it are all configured for the base
>>>> game other than the beta. But that still didnt answer my question
>>>>
>>>> On Tue, Apr 14, 2015 at 5:04 AM, Stan R. <***@inbox.ru> wrote:
>>>>
>>>>> You just...copy it? Create a folder for your "beta" and work in it? Computer
>>>>> basics?
>>>>>
>>>>>
>>>>> ППМеЎельМОк, 13 апреля 2015, 23:08 -04:00 Пт Gavin Isgar <
>>>>> ***@gmail.com>:
>>>>>
>>>>> Hey guys, back with huge question! Im wondering how i can make a
>>>>> manual code folder for my game(like for Half-Life 2: Example, it would be
>>>>> HL2E in the C Local Disk)? Im wondering how i can copy one from my actual
>>>>> game and edit it for a beta version, so instead of HL2RS it would be
>>>>> HL2RSB! Please tell me how i can do that without Source SDK because it wont
>>>>> work that way!
>>>>>
>>>>> On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak <
>>>>> ***@hotmail.com
>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@hotmail.com>>
>>>>> wrote:
>>>>>
>>>>> Well, normally it shouldn't interfere with your mod in any way, but
>>>>> you can only verify that yourself by testing. I do remember a case where a
>>>>> breaking change was made in the 2013 SDK quite a while ago, but that was
>>>>> announced in a Steam community and on this mailing list.
>>>>>
>>>>> If I'm not mistaken, the SDK Base contains just the engine.dll itself
>>>>> (and a lot of other components it depends on, of course), which in turn
>>>>> loads your server and client code. That means if the interfaces between
>>>>> those modules have not changed in a way that would break compatibility,
>>>>> there should be nothing for you to worry about.
>>>>> ------------------------------
>>>>> From: Gavin Isgar
>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>> Sent: ‎12.‎04.‎2015 00:13
>>>>> To: Discussion of Half-Life Programming
>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@list.valvesoftware.com>
>>>>> Subject: Re: [hlcoders] Modding Problems
>>>>>
>>>>> I wanted to use Source SDK Base 2007 for a reason. But my question
>>>>> still hasn't been answered.
>>>>>
>>>>>
>>>>> On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires <***@swires.me
>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@swires.me>> wrote:
>>>>>
>>>>> If you're starting a new mod (which it sounds like you are), you
>>>>> should not be using the 2007 base at all.
>>>>>
>>>>> On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar <***@gmail.com
>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>>>>
>>>>> Hey guys, back with another question! So i just saw awhile ago that
>>>>> Source SDK Base 2007 got updated. My mod uses Source SDK Base 2007 and i
>>>>> was wondering, do the updates interfere with the mod in anyway? Thanks for
>>>>> the help!
>>>>>
>>>>> On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar <***@gmail.com
>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>>>>
>>>>> Thanks Stan!
>>>>>
>>>>>
>>>>> On Fri, Apr 3, 2015 at 8:42 PM, Stan R. <***@inbox.ru
>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@inbox.ru>> wrote:
>>>>>
>>>>> You dont need to use VPKs to add sounds to your mod, just put them in
>>>>> yourmod/sound/ folder. You dont need to touch sources and build solution at
>>>>> all, weapon sounds defined in weapon script file (scripts/weapon_smg1.txt
>>>>> for example) and sound definition scripts (game_sounds_weapons.txt,
>>>>> game_sounds_player.txt). Yes, they should be WAV 44khz/16bit. No, you can
>>>>> use any length you want.
>>>>>
>>>>>
>>>>> ПятМОца, 3 апреля 2015, 20:33 -04:00 Пт Gavin Isgar <***@gmail.com
>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>:
>>>>>
>>>>> Hey guys, im back with a question. I've been trying everything to
>>>>> change the weapon sounds of weapons but i cant find a very "precise"
>>>>> tutorial on how, and most are outdated. Do i need VPKs? Do i need to
>>>>> rebuild the game solution in Visual Studio after sound replacement? Do they
>>>>> have to be in WAV format and does the sound files need to be a certain
>>>>> length of time? Long story short, can anyone please tell me a very precise
>>>>> tutorial on replacing sounds on mods! Thanks!
>>>>>
>>>>> On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay <***@live.com
>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@live.com>>
>>>>> wrote:
>>>>>
>>>>> You don't need a VPK to use the sounds, if you place them in the
>>>>> sounds folder, then into a respective sub directory they will work fine.
>>>>>
>>>>>
>>>>>
>>>>> On Apr 1, 2015, at 9:15 PM, Minh Le <***@telus.net
>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@telus.net>> wrote:
>>>>>
>>>>> If you google, "make vpk"
>>>>> you'll find a bunch of tutorials. This video looked helpful
>>>>> https://www.youtube.com/watch?v=P3ILjexx0cE
>>>>>
>>>>> On 4/1/2015 5:01 PM, Gavin Isgar wrote:
>>>>>
>>>>> Hey guys, im back again! I'm having trouble figuring out how to make
>>>>> vpk's to use for sounds for my mod and how to convert the sound files for
>>>>> use in Source! Can someone please leave a nice tutorial(text tutorial) on
>>>>> how to do this.
>>>>>
>>>>> On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar <***@gmail.com
>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>>>>
>>>>> Thanks Jesse, you saved my life lol.
>>>>>
>>>>>
>>>>> On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak <***@gmail.com
>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>> wrote:
>>>>>
>>>>> Yes use gcf scape and look in the games vpks the ones you want are the
>>>>> directory vpks which use _dir
>>>>> On Apr 1, 2015 3:21 PM, "Gavin Isgar" <***@gmail.com
>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>>>>
>>>>> I've checked all sound folders in the games but don't see any sounds
>>>>> themself. Do i have to use GCFScape or something? Sorry if i sound like i
>>>>> have no experience, i've just been very tired recently and didnt get a lot
>>>>> of sleep.
>>>>>
>>>>> On Wed, Apr 1, 2015 at 11:30 AM, Tony "omega" Sergi <
>>>>> ***@gmail.com
>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>> wrote:
>>>>>
>>>>> What do you think your mod is running off of?
>>>>> You have the base source content, which includes all of the sounds
>>>>> and soundscripts for hl2, ep1, ep2, lost coast, etc. Plus if you own tf2 or
>>>>> any of the other valve games you can easily look at their files too.
>>>>>
>>>>> On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar <***@gmail.com
>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>>>>
>>>>> My mod didn't come with existing sound files. I've also read the
>>>>> developer wiki, but i didn't find much, so i'm asking you.
>>>>>
>>>>>
>>>>> On Wed, Apr 1, 2015 at 12:43 AM, Tony "omega" Sergi <
>>>>> ***@gmail.com
>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>> wrote:
>>>>>
>>>>> open existing sound files and sound scripts and look. also read the
>>>>> developer wiki.
>>>>>
>>>>> On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar <***@gmail.com
>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>>>>
>>>>> Hey guys, i have another question! How do i change weapon sound for my
>>>>> mod? What format does it have to be and what files do i need to edit? Long
>>>>> story short, i need to know everything about changing the sounds please!
>>>>>
>>>>> On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar <***@gmail.com
>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>>>>
>>>>> Thanks Ken, i was just tired last night and having a rough time with
>>>>> some stuff, thanks though!
>>>>>
>>>>> On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher <***@qis.net
>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@qis.net>> wrote:
>>>>>
>>>>> It says right there...
>>>>> The images displayed in the new game dialogue are 152x86. Since
>>>>> texture dimensions must both be a power of two, your VTFs will be 256x128
>>>>> with a border to the right and bottom.
>>>>>
>>>>> That means that the full dimensions of the image will be 256 wide by
>>>>> 128 tall, but only a portion of that gets used. 152 x 86 to be specific.
>>>>> What you should do is create your chapter images as 152x86 images, and then
>>>>> either edit that image's canvas size to 256x128 (but don't scale/stretch
>>>>> the actual image), or take that 152x86 image and copy it into a new 256x128
>>>>> image, and just make sure it is positioned in the top-left. The unused
>>>>> portion of the image should just be black.
>>>>>
>>>>>
>>>>> -------- Original message --------
>>>>> From: Gavin Isgar <***@gmail.com
>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>> Date: 03/28/2015 10:36 PM (GMT-05:00)
>>>>> To: Discussion of Half-Life Programming <
>>>>> ***@list.valvesoftware.com
>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@list.valvesoftware.com>>
>>>>>
>>>>> Subject: Re: [hlcoders] Modding Problems
>>>>>
>>>>> Alright I guess
>>>>>
>>>>> On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann <***@gmail.com
>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>> wrote:
>>>>>
>>>>> Other than that I'd just use the images from Half-Life 2 as a base.
>>>>>
>>>>> On 29 March 2015 at 12:20, Gavin Isgar <***@gmail.com
>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>>>>
>>>>> Tom, i checked that but, to be honest, i didnt understand it a bit.
>>>>> Anything else?
>>>>>
>>>>> On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann <***@gmail.com
>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>> wrote:
>>>>>
>>>>> There's some information on that at
>>>>> https://developer.valvesoftware.com/wiki/Background#Images
>>>>>
>>>>> On 29 March 2015 at 09:09, Gavin Isgar <***@gmail.com
>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>>>>
>>>>> Hey guys, im having another problem again and couldnt find a fix on
>>>>> the internet. I dont know the right size for chapter thumbnails, what size
>>>>> do i make the picture(not the vtf or vmt)?
>>>>>
>>>>> On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar <***@gmail.com
>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>> wrote:
>>>>>
>>>>> The two dots means "parent directory". You start in materials/vgui, go
>>>>> up one to materials, then to materials/logo and
>>>>> materials/logo/hl2rslogo1.vmt.
>>>>>
>>>>> On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar <***@gmail.com
>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>> wrote:
>>>>> > Yea Jesse, here's how i fixed it! So in my materials folder, i made
>>>>> a logo
>>>>> > folder, inside i put both put the vmt and vtf file with the same
>>>>> name.
>>>>> > Inside the vmt file, i put:
>>>>> >
>>>>> > "UnlitGeneric"
>>>>> > {
>>>>> > "$basetexture" "logo/hl2rslogo1"
>>>>> > "$nolod" 1
>>>>> > "$translucent" 1
>>>>> > }
>>>>> >
>>>>> > The path automatically detects the material folder, so just put the
>>>>> folder
>>>>> > and the name of both the vmt and vtf file(no extension). Then in my
>>>>> > gamelogo.res in my resource folder, i put:
>>>>> >
>>>>> > Resource/GameLogo.res
>>>>> > {
>>>>> > GameLogo
>>>>> > {
>>>>> > ControlName EditablePanel
>>>>> > fieldName GameLogo
>>>>> > xpos 0
>>>>> > ypos 0
>>>>> > zpos 50
>>>>> > wide 400
>>>>> > tall 100
>>>>> > autoResize 1
>>>>> > pinCorner 0
>>>>> > visible 1
>>>>> > enabled 1
>>>>> > offsetX -20
>>>>> > offsetY -15
>>>>> > }
>>>>> >
>>>>> > Logo
>>>>> > {
>>>>> > ControlName ImagePanel
>>>>> > fieldName Logo
>>>>> > xpos 0
>>>>> > ypos 0
>>>>> > zpos 50
>>>>> > wide 400
>>>>> > tall 100
>>>>> > visible 1
>>>>> > enabled 1
>>>>> > image ../logo/hl2rslogo1
>>>>> > scaleImage 1
>>>>> > }
>>>>> > }
>>>>> >
>>>>> > The dots in the path specify how many folders are before vmt and
>>>>> vtf, but i
>>>>> > rather just do it like this:
>>>>> >
>>>>> > 2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1
>>>>> folder, 1
>>>>> > file! If it was material/logo/hl2rslogo1 it would be 3 dots. Thats
>>>>> how i<
>>>>>
>>>>>
>>>>> _______________________________________________
>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>> please visit:
>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>> _______________________________________________
>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>> please visit:
>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>> --
>>>>> -Tony
>>>>>
>>>>> _______________________________________________
>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>> please visit:
>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>
>>>>>
>>>>>
>>>>>
>>>>> _______________________________________________
>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>> please visit:
>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>> --
>>>>> -Tony
>>>>>
>>>>> _______________________________________________
>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>> please visit:
>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>
>>>>>
>>>>>
>>>>>
>>>>> _______________________________________________
>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>> please visit:
>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>
>>>>>
>>>>>
>>>>> _______________________________________________
>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>> please visit:
>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>> _______________________________________________
>>>>> To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>
>>>>>
>>>>> _______________________________________________
>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>> please visit:
>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>
>>>>>
>>>>> _______________________________________________
>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>> please visit:
>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>
>>>>>
>>>>>
>>>>> _______________________________________________
>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>> please visit:
>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>> _______________________________________________
>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>> please visit:
>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>> _______________________________________________
>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>> please visit:
>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>
>>>>>
>>>>>
>>>>>
>>>>> _______________________________________________
>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>> please visit:
>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>
>>>>>
>>>>>
>>>>>
>>>>> _______________________________________________
>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>> please visit:
>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>
>>>>>
>>>>>
>>>>> _______________________________________________
>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>> please visit:
>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>> _______________________________________________
>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>> please visit:
>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>
>>>>>
>>>>>
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>
>
Gavin Isgar
2015-04-16 01:22:23 UTC
Permalink
Nope, still is like that. Why did it automatically add HL2 commentary mode
and messed up the chapter box with an unusable exit arrow? Please help!

On Wed, Apr 15, 2015 at 9:20 PM, Gavin Isgar <***@gmail.com> wrote:

> NVM, think i found the answer. HL2 was uninstalled somehow and only HL2EP2
> was installed. I hope!
>
> On Wed, Apr 15, 2015 at 9:18 PM, Gavin Isgar <***@gmail.com> wrote:
>
>> Back with another question guys! So i was looking at the chapter list in
>> my game(literally ingame) and i now see something new, a commentary
>> checkbox! I didnt add one though, im using SDK Base 2007 for this mod BTW.
>> Did it update and automatically put it in? Please help for future reference!
>>
>> On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar <***@gmail.com> wrote:
>>
>>> Im not distributing them, and i dont feel like it. I just want to know
>>> how i can configure code files for a game so that it can find the game and
>>> code it
>>>
>>> On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak <***@gmail.com>
>>> wrote:
>>>
>>>> Are you using SVN or Git? Just make a branch if you are.
>>>> On Apr 14, 2015 6:55 AM, "Gavin Isgar" <***@gmail.com> wrote:
>>>>
>>>>> Its not that easy. The files within it are all configured for the base
>>>>> game other than the beta. But that still didnt answer my question
>>>>>
>>>>> On Tue, Apr 14, 2015 at 5:04 AM, Stan R. <***@inbox.ru> wrote:
>>>>>
>>>>>> You just...copy it? Create a folder for your "beta" and work in it? Computer
>>>>>> basics?
>>>>>>
>>>>>>
>>>>>> ППМеЎельМОк, 13 апреля 2015, 23:08 -04:00 Пт Gavin Isgar <
>>>>>> ***@gmail.com>:
>>>>>>
>>>>>> Hey guys, back with huge question! Im wondering how i can make a
>>>>>> manual code folder for my game(like for Half-Life 2: Example, it would be
>>>>>> HL2E in the C Local Disk)? Im wondering how i can copy one from my actual
>>>>>> game and edit it for a beta version, so instead of HL2RS it would be
>>>>>> HL2RSB! Please tell me how i can do that without Source SDK because it wont
>>>>>> work that way!
>>>>>>
>>>>>> On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak <
>>>>>> ***@hotmail.com
>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@hotmail.com>>
>>>>>> wrote:
>>>>>>
>>>>>> Well, normally it shouldn't interfere with your mod in any way, but
>>>>>> you can only verify that yourself by testing. I do remember a case where a
>>>>>> breaking change was made in the 2013 SDK quite a while ago, but that was
>>>>>> announced in a Steam community and on this mailing list.
>>>>>>
>>>>>> If I'm not mistaken, the SDK Base contains just the engine.dll itself
>>>>>> (and a lot of other components it depends on, of course), which in turn
>>>>>> loads your server and client code. That means if the interfaces between
>>>>>> those modules have not changed in a way that would break compatibility,
>>>>>> there should be nothing for you to worry about.
>>>>>> ------------------------------
>>>>>> From: Gavin Isgar
>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>> Sent: ‎12.‎04.‎2015 00:13
>>>>>> To: Discussion of Half-Life Programming
>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@list.valvesoftware.com>
>>>>>> Subject: Re: [hlcoders] Modding Problems
>>>>>>
>>>>>> I wanted to use Source SDK Base 2007 for a reason. But my question
>>>>>> still hasn't been answered.
>>>>>>
>>>>>>
>>>>>> On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires <***@swires.me
>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@swires.me>> wrote:
>>>>>>
>>>>>> If you're starting a new mod (which it sounds like you are), you
>>>>>> should not be using the 2007 base at all.
>>>>>>
>>>>>> On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar <***@gmail.com
>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>> wrote:
>>>>>>
>>>>>> Hey guys, back with another question! So i just saw awhile ago that
>>>>>> Source SDK Base 2007 got updated. My mod uses Source SDK Base 2007 and i
>>>>>> was wondering, do the updates interfere with the mod in anyway? Thanks for
>>>>>> the help!
>>>>>>
>>>>>> On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar <***@gmail.com
>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>> wrote:
>>>>>>
>>>>>> Thanks Stan!
>>>>>>
>>>>>>
>>>>>> On Fri, Apr 3, 2015 at 8:42 PM, Stan R. <***@inbox.ru
>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@inbox.ru>> wrote:
>>>>>>
>>>>>> You dont need to use VPKs to add sounds to your mod, just put them in
>>>>>> yourmod/sound/ folder. You dont need to touch sources and build solution at
>>>>>> all, weapon sounds defined in weapon script file (scripts/weapon_smg1.txt
>>>>>> for example) and sound definition scripts (game_sounds_weapons.txt,
>>>>>> game_sounds_player.txt). Yes, they should be WAV 44khz/16bit. No, you can
>>>>>> use any length you want.
>>>>>>
>>>>>>
>>>>>> ПятМОца, 3 апреля 2015, 20:33 -04:00 Пт Gavin Isgar <
>>>>>> ***@gmail.com
>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>:
>>>>>>
>>>>>> Hey guys, im back with a question. I've been trying everything to
>>>>>> change the weapon sounds of weapons but i cant find a very "precise"
>>>>>> tutorial on how, and most are outdated. Do i need VPKs? Do i need to
>>>>>> rebuild the game solution in Visual Studio after sound replacement? Do they
>>>>>> have to be in WAV format and does the sound files need to be a certain
>>>>>> length of time? Long story short, can anyone please tell me a very precise
>>>>>> tutorial on replacing sounds on mods! Thanks!
>>>>>>
>>>>>> On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay <***@live.com
>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@live.com>>
>>>>>> wrote:
>>>>>>
>>>>>> You don't need a VPK to use the sounds, if you place them in the
>>>>>> sounds folder, then into a respective sub directory they will work fine.
>>>>>>
>>>>>>
>>>>>>
>>>>>> On Apr 1, 2015, at 9:15 PM, Minh Le <***@telus.net
>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@telus.net>>
>>>>>> wrote:
>>>>>>
>>>>>> If you google, "make vpk"
>>>>>> you'll find a bunch of tutorials. This video looked helpful
>>>>>> https://www.youtube.com/watch?v=P3ILjexx0cE
>>>>>>
>>>>>> On 4/1/2015 5:01 PM, Gavin Isgar wrote:
>>>>>>
>>>>>> Hey guys, im back again! I'm having trouble figuring out how to make
>>>>>> vpk's to use for sounds for my mod and how to convert the sound files for
>>>>>> use in Source! Can someone please leave a nice tutorial(text tutorial) on
>>>>>> how to do this.
>>>>>>
>>>>>> On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar <***@gmail.com
>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>> wrote:
>>>>>>
>>>>>> Thanks Jesse, you saved my life lol.
>>>>>>
>>>>>>
>>>>>> On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak <***@gmail.com
>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>> wrote:
>>>>>>
>>>>>> Yes use gcf scape and look in the games vpks the ones you want are
>>>>>> the directory vpks which use _dir
>>>>>> On Apr 1, 2015 3:21 PM, "Gavin Isgar" <***@gmail.com
>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>> wrote:
>>>>>>
>>>>>> I've checked all sound folders in the games but don't see any sounds
>>>>>> themself. Do i have to use GCFScape or something? Sorry if i sound like i
>>>>>> have no experience, i've just been very tired recently and didnt get a lot
>>>>>> of sleep.
>>>>>>
>>>>>> On Wed, Apr 1, 2015 at 11:30 AM, Tony "omega" Sergi <
>>>>>> ***@gmail.com
>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>> wrote:
>>>>>>
>>>>>> What do you think your mod is running off of?
>>>>>> You have the base source content, which includes all of the sounds
>>>>>> and soundscripts for hl2, ep1, ep2, lost coast, etc. Plus if you own tf2 or
>>>>>> any of the other valve games you can easily look at their files too.
>>>>>>
>>>>>> On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar <***@gmail.com
>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>> wrote:
>>>>>>
>>>>>> My mod didn't come with existing sound files. I've also read the
>>>>>> developer wiki, but i didn't find much, so i'm asking you.
>>>>>>
>>>>>>
>>>>>> On Wed, Apr 1, 2015 at 12:43 AM, Tony "omega" Sergi <
>>>>>> ***@gmail.com
>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>> wrote:
>>>>>>
>>>>>> open existing sound files and sound scripts and look. also read the
>>>>>> developer wiki.
>>>>>>
>>>>>> On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar <***@gmail.com
>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>> wrote:
>>>>>>
>>>>>> Hey guys, i have another question! How do i change weapon sound for
>>>>>> my mod? What format does it have to be and what files do i need to edit?
>>>>>> Long story short, i need to know everything about changing the sounds
>>>>>> please!
>>>>>>
>>>>>> On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar <***@gmail.com
>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>> wrote:
>>>>>>
>>>>>> Thanks Ken, i was just tired last night and having a rough time with
>>>>>> some stuff, thanks though!
>>>>>>
>>>>>> On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher <***@qis.net
>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@qis.net>> wrote:
>>>>>>
>>>>>> It says right there...
>>>>>> The images displayed in the new game dialogue are 152x86. Since
>>>>>> texture dimensions must both be a power of two, your VTFs will be 256x128
>>>>>> with a border to the right and bottom.
>>>>>>
>>>>>> That means that the full dimensions of the image will be 256 wide
>>>>>> by 128 tall, but only a portion of that gets used. 152 x 86 to be specific.
>>>>>> What you should do is create your chapter images as 152x86 images, and then
>>>>>> either edit that image's canvas size to 256x128 (but don't scale/stretch
>>>>>> the actual image), or take that 152x86 image and copy it into a new 256x128
>>>>>> image, and just make sure it is positioned in the top-left. The unused
>>>>>> portion of the image should just be black.
>>>>>>
>>>>>>
>>>>>> -------- Original message --------
>>>>>> From: Gavin Isgar <***@gmail.com
>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>> Date: 03/28/2015 10:36 PM (GMT-05:00)
>>>>>> To: Discussion of Half-Life Programming <
>>>>>> ***@list.valvesoftware.com
>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@list.valvesoftware.com>>
>>>>>>
>>>>>> Subject: Re: [hlcoders] Modding Problems
>>>>>>
>>>>>> Alright I guess
>>>>>>
>>>>>> On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann <
>>>>>> ***@gmail.com
>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>> wrote:
>>>>>>
>>>>>> Other than that I'd just use the images from Half-Life 2 as a base.
>>>>>>
>>>>>> On 29 March 2015 at 12:20, Gavin Isgar <***@gmail.com
>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>> wrote:
>>>>>>
>>>>>> Tom, i checked that but, to be honest, i didnt understand it a bit.
>>>>>> Anything else?
>>>>>>
>>>>>> On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann <***@gmail.com
>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>> wrote:
>>>>>>
>>>>>> There's some information on that at
>>>>>> https://developer.valvesoftware.com/wiki/Background#Images
>>>>>>
>>>>>> On 29 March 2015 at 09:09, Gavin Isgar <***@gmail.com
>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>> wrote:
>>>>>>
>>>>>> Hey guys, im having another problem again and couldnt find a fix on
>>>>>> the internet. I dont know the right size for chapter thumbnails, what size
>>>>>> do i make the picture(not the vtf or vmt)?
>>>>>>
>>>>>> On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar <***@gmail.com
>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>> wrote:
>>>>>>
>>>>>> The two dots means "parent directory". You start in materials/vgui, go
>>>>>> up one to materials, then to materials/logo and
>>>>>> materials/logo/hl2rslogo1.vmt.
>>>>>>
>>>>>> On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar <***@gmail.com
>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>> wrote:
>>>>>> > Yea Jesse, here's how i fixed it! So in my materials folder, i made
>>>>>> a logo
>>>>>> > folder, inside i put both put the vmt and vtf file with the same
>>>>>> name.
>>>>>> > Inside the vmt file, i put:
>>>>>> >
>>>>>> > "UnlitGeneric"
>>>>>> > {
>>>>>> > "$basetexture" "logo/hl2rslogo1"
>>>>>> > "$nolod" 1
>>>>>> > "$translucent" 1
>>>>>> > }
>>>>>> >
>>>>>> > The path automatically detects the material folder, so just put the
>>>>>> folder
>>>>>> > and the name of both the vmt and vtf file(no extension). Then in my
>>>>>> > gamelogo.res in my resource folder, i put:
>>>>>> >
>>>>>> > Resource/GameLogo.res
>>>>>> > {
>>>>>> > GameLogo
>>>>>> > {
>>>>>> > ControlName EditablePanel
>>>>>> > fieldName GameLogo
>>>>>> > xpos 0
>>>>>> > ypos 0
>>>>>> > zpos 50
>>>>>> > wide 400
>>>>>> > tall 100
>>>>>> > autoResize 1
>>>>>> > pinCorner 0
>>>>>> > visible 1
>>>>>> > enabled 1
>>>>>> > offsetX -20
>>>>>> > offsetY -15
>>>>>> > }
>>>>>> >
>>>>>> > Logo
>>>>>> > {
>>>>>> > ControlName ImagePanel
>>>>>> > fieldName Logo
>>>>>> > xpos 0
>>>>>> > ypos 0
>>>>>> > zpos 50
>>>>>> > wide 400
>>>>>> > tall 100
>>>>>> > visible 1
>>>>>> > enabled 1
>>>>>> > image ../logo/hl2rslogo1
>>>>>> > scaleImage 1
>>>>>> > }
>>>>>> > }
>>>>>> >
>>>>>> > The dots in the path specify how many folders are before vmt and
>>>>>> vtf, but i
>>>>>> > rather just do it like this:
>>>>>> >
>>>>>> > 2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1
>>>>>> folder, 1
>>>>>> > file! If it was material/logo/hl2rslogo1 it would be 3 dots. Thats
>>>>>> how i<
>>>>>>
>>>>>>
>>>>>> _______________________________________________
>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>> archives, please visit:
>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>> _______________________________________________
>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>> archives, please visit:
>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>> --
>>>>>> -Tony
>>>>>>
>>>>>> _______________________________________________
>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>> archives, please visit:
>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>> _______________________________________________
>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>> archives, please visit:
>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>> --
>>>>>> -Tony
>>>>>>
>>>>>> _______________________________________________
>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>> archives, please visit:
>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>> _______________________________________________
>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>> archives, please visit:
>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>
>>>>>>
>>>>>>
>>>>>> _______________________________________________
>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>> archives, please visit:
>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>> _______________________________________________
>>>>>> To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>
>>>>>>
>>>>>> _______________________________________________
>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>> archives, please visit:
>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>
>>>>>>
>>>>>> _______________________________________________
>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>> archives, please visit:
>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>
>>>>>>
>>>>>>
>>>>>> _______________________________________________
>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>> archives, please visit:
>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>> _______________________________________________
>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>> archives, please visit:
>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>> _______________________________________________
>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>> archives, please visit:
>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>> _______________________________________________
>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>> archives, please visit:
>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>> _______________________________________________
>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>> archives, please visit:
>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>
>>>>>>
>>>>>>
>>>>>> _______________________________________________
>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>> archives, please visit:
>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>> _______________________________________________
>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>> archives, please visit:
>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>
>>>>>>
>>>>>>
>>>>>
>>>>> _______________________________________________
>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>> please visit:
>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>
>>>>>
>>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>
>>
>
Jesse Oak
2015-04-17 16:35:29 UTC
Permalink
If you don't want commentary just remove it from your menu.

On Wed, Apr 15, 2015 at 8:22 PM, Gavin Isgar <***@gmail.com> wrote:

> Nope, still is like that. Why did it automatically add HL2 commentary mode
> and messed up the chapter box with an unusable exit arrow? Please help!
>
> On Wed, Apr 15, 2015 at 9:20 PM, Gavin Isgar <***@gmail.com> wrote:
>
>> NVM, think i found the answer. HL2 was uninstalled somehow and only
>> HL2EP2 was installed. I hope!
>>
>> On Wed, Apr 15, 2015 at 9:18 PM, Gavin Isgar <***@gmail.com> wrote:
>>
>>> Back with another question guys! So i was looking at the chapter list in
>>> my game(literally ingame) and i now see something new, a commentary
>>> checkbox! I didnt add one though, im using SDK Base 2007 for this mod BTW.
>>> Did it update and automatically put it in? Please help for future reference!
>>>
>>> On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar <***@gmail.com> wrote:
>>>
>>>> Im not distributing them, and i dont feel like it. I just want to know
>>>> how i can configure code files for a game so that it can find the game and
>>>> code it
>>>>
>>>> On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak <***@gmail.com>
>>>> wrote:
>>>>
>>>>> Are you using SVN or Git? Just make a branch if you are.
>>>>> On Apr 14, 2015 6:55 AM, "Gavin Isgar" <***@gmail.com> wrote:
>>>>>
>>>>>> Its not that easy. The files within it are all configured for the
>>>>>> base game other than the beta. But that still didnt answer my question
>>>>>>
>>>>>> On Tue, Apr 14, 2015 at 5:04 AM, Stan R. <***@inbox.ru> wrote:
>>>>>>
>>>>>>> You just...copy it? Create a folder for your "beta" and work in it? Computer
>>>>>>> basics?
>>>>>>>
>>>>>>>
>>>>>>> ППМеЎельМОк, 13 апреля 2015, 23:08 -04:00 Пт Gavin Isgar <
>>>>>>> ***@gmail.com>:
>>>>>>>
>>>>>>> Hey guys, back with huge question! Im wondering how i can make a
>>>>>>> manual code folder for my game(like for Half-Life 2: Example, it would be
>>>>>>> HL2E in the C Local Disk)? Im wondering how i can copy one from my actual
>>>>>>> game and edit it for a beta version, so instead of HL2RS it would be
>>>>>>> HL2RSB! Please tell me how i can do that without Source SDK because it wont
>>>>>>> work that way!
>>>>>>>
>>>>>>> On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak <
>>>>>>> ***@hotmail.com
>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@hotmail.com>>
>>>>>>> wrote:
>>>>>>>
>>>>>>> Well, normally it shouldn't interfere with your mod in any way,
>>>>>>> but you can only verify that yourself by testing. I do remember a case
>>>>>>> where a breaking change was made in the 2013 SDK quite a while ago, but
>>>>>>> that was announced in a Steam community and on this mailing list.
>>>>>>>
>>>>>>> If I'm not mistaken, the SDK Base contains just the engine.dll
>>>>>>> itself (and a lot of other components it depends on, of course), which in
>>>>>>> turn loads your server and client code. That means if the interfaces
>>>>>>> between those modules have not changed in a way that would break
>>>>>>> compatibility, there should be nothing for you to worry about.
>>>>>>> ------------------------------
>>>>>>> From: Gavin Isgar
>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>> Sent: ‎12.‎04.‎2015 00:13
>>>>>>> To: Discussion of Half-Life Programming
>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@list.valvesoftware.com>
>>>>>>> Subject: Re: [hlcoders] Modding Problems
>>>>>>>
>>>>>>> I wanted to use Source SDK Base 2007 for a reason. But my question
>>>>>>> still hasn't been answered.
>>>>>>>
>>>>>>>
>>>>>>> On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires <***@swires.me
>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@swires.me>> wrote:
>>>>>>>
>>>>>>> If you're starting a new mod (which it sounds like you are), you
>>>>>>> should not be using the 2007 base at all.
>>>>>>>
>>>>>>> On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar <***@gmail.com
>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>> wrote:
>>>>>>>
>>>>>>> Hey guys, back with another question! So i just saw awhile ago that
>>>>>>> Source SDK Base 2007 got updated. My mod uses Source SDK Base 2007 and i
>>>>>>> was wondering, do the updates interfere with the mod in anyway? Thanks for
>>>>>>> the help!
>>>>>>>
>>>>>>> On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar <***@gmail.com
>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>> wrote:
>>>>>>>
>>>>>>> Thanks Stan!
>>>>>>>
>>>>>>>
>>>>>>> On Fri, Apr 3, 2015 at 8:42 PM, Stan R. <***@inbox.ru
>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@inbox.ru>> wrote:
>>>>>>>
>>>>>>> You dont need to use VPKs to add sounds to your mod, just put them
>>>>>>> in yourmod/sound/ folder. You dont need to touch sources and build solution
>>>>>>> at all, weapon sounds defined in weapon script file
>>>>>>> (scripts/weapon_smg1.txt for example) and sound definition scripts
>>>>>>> (game_sounds_weapons.txt, game_sounds_player.txt). Yes, they should be WAV
>>>>>>> 44khz/16bit. No, you can use any length you want.
>>>>>>>
>>>>>>>
>>>>>>> ПятМОца, 3 апреля 2015, 20:33 -04:00 Пт Gavin Isgar <
>>>>>>> ***@gmail.com
>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>:
>>>>>>>
>>>>>>> Hey guys, im back with a question. I've been trying everything
>>>>>>> to change the weapon sounds of weapons but i cant find a very "precise"
>>>>>>> tutorial on how, and most are outdated. Do i need VPKs? Do i need to
>>>>>>> rebuild the game solution in Visual Studio after sound replacement? Do they
>>>>>>> have to be in WAV format and does the sound files need to be a certain
>>>>>>> length of time? Long story short, can anyone please tell me a very precise
>>>>>>> tutorial on replacing sounds on mods! Thanks!
>>>>>>>
>>>>>>> On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay <***@live.com
>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@live.com>>
>>>>>>> wrote:
>>>>>>>
>>>>>>> You don't need a VPK to use the sounds, if you place them in the
>>>>>>> sounds folder, then into a respective sub directory they will work fine.
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> On Apr 1, 2015, at 9:15 PM, Minh Le <***@telus.net
>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@telus.net>>
>>>>>>> wrote:
>>>>>>>
>>>>>>> If you google, "make vpk"
>>>>>>> you'll find a bunch of tutorials. This video looked helpful
>>>>>>> https://www.youtube.com/watch?v=P3ILjexx0cE
>>>>>>>
>>>>>>> On 4/1/2015 5:01 PM, Gavin Isgar wrote:
>>>>>>>
>>>>>>> Hey guys, im back again! I'm having trouble figuring out how to make
>>>>>>> vpk's to use for sounds for my mod and how to convert the sound files for
>>>>>>> use in Source! Can someone please leave a nice tutorial(text tutorial) on
>>>>>>> how to do this.
>>>>>>>
>>>>>>> On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar <***@gmail.com
>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>> wrote:
>>>>>>>
>>>>>>> Thanks Jesse, you saved my life lol.
>>>>>>>
>>>>>>>
>>>>>>> On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak <***@gmail.com
>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>> wrote:
>>>>>>>
>>>>>>> Yes use gcf scape and look in the games vpks the ones you want are
>>>>>>> the directory vpks which use _dir
>>>>>>> On Apr 1, 2015 3:21 PM, "Gavin Isgar" <***@gmail.com
>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>> wrote:
>>>>>>>
>>>>>>> I've checked all sound folders in the games but don't see any sounds
>>>>>>> themself. Do i have to use GCFScape or something? Sorry if i sound like i
>>>>>>> have no experience, i've just been very tired recently and didnt get a lot
>>>>>>> of sleep.
>>>>>>>
>>>>>>> On Wed, Apr 1, 2015 at 11:30 AM, Tony "omega" Sergi <
>>>>>>> ***@gmail.com
>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>> wrote:
>>>>>>>
>>>>>>> What do you think your mod is running off of?
>>>>>>> You have the base source content, which includes all of the sounds
>>>>>>> and soundscripts for hl2, ep1, ep2, lost coast, etc. Plus if you own tf2 or
>>>>>>> any of the other valve games you can easily look at their files too.
>>>>>>>
>>>>>>> On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar <***@gmail.com
>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>> wrote:
>>>>>>>
>>>>>>> My mod didn't come with existing sound files. I've also read the
>>>>>>> developer wiki, but i didn't find much, so i'm asking you.
>>>>>>>
>>>>>>>
>>>>>>> On Wed, Apr 1, 2015 at 12:43 AM, Tony "omega" Sergi <
>>>>>>> ***@gmail.com
>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>> wrote:
>>>>>>>
>>>>>>> open existing sound files and sound scripts and look. also read the
>>>>>>> developer wiki.
>>>>>>>
>>>>>>> On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar <***@gmail.com
>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>> wrote:
>>>>>>>
>>>>>>> Hey guys, i have another question! How do i change weapon sound for
>>>>>>> my mod? What format does it have to be and what files do i need to edit?
>>>>>>> Long story short, i need to know everything about changing the sounds
>>>>>>> please!
>>>>>>>
>>>>>>> On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar <***@gmail.com
>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>> wrote:
>>>>>>>
>>>>>>> Thanks Ken, i was just tired last night and having a rough time with
>>>>>>> some stuff, thanks though!
>>>>>>>
>>>>>>> On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher <***@qis.net
>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@qis.net>> wrote:
>>>>>>>
>>>>>>> It says right there...
>>>>>>> The images displayed in the new game dialogue are 152x86. Since
>>>>>>> texture dimensions must both be a power of two, your VTFs will be 256x128
>>>>>>> with a border to the right and bottom.
>>>>>>>
>>>>>>> That means that the full dimensions of the image will be 256 wide
>>>>>>> by 128 tall, but only a portion of that gets used. 152 x 86 to be specific.
>>>>>>> What you should do is create your chapter images as 152x86 images, and then
>>>>>>> either edit that image's canvas size to 256x128 (but don't scale/stretch
>>>>>>> the actual image), or take that 152x86 image and copy it into a new 256x128
>>>>>>> image, and just make sure it is positioned in the top-left. The unused
>>>>>>> portion of the image should just be black.
>>>>>>>
>>>>>>>
>>>>>>> -------- Original message --------
>>>>>>> From: Gavin Isgar <***@gmail.com
>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>> Date: 03/28/2015 10:36 PM (GMT-05:00)
>>>>>>> To: Discussion of Half-Life Programming <
>>>>>>> ***@list.valvesoftware.com
>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@list.valvesoftware.com>>
>>>>>>>
>>>>>>> Subject: Re: [hlcoders] Modding Problems
>>>>>>>
>>>>>>> Alright I guess
>>>>>>>
>>>>>>> On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann <
>>>>>>> ***@gmail.com
>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>> wrote:
>>>>>>>
>>>>>>> Other than that I'd just use the images from Half-Life 2 as a base.
>>>>>>>
>>>>>>> On 29 March 2015 at 12:20, Gavin Isgar <***@gmail.com
>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>> wrote:
>>>>>>>
>>>>>>> Tom, i checked that but, to be honest, i didnt understand it a bit.
>>>>>>> Anything else?
>>>>>>>
>>>>>>> On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann <
>>>>>>> ***@gmail.com
>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>> wrote:
>>>>>>>
>>>>>>> There's some information on that at
>>>>>>> https://developer.valvesoftware.com/wiki/Background#Images
>>>>>>>
>>>>>>> On 29 March 2015 at 09:09, Gavin Isgar <***@gmail.com
>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>> wrote:
>>>>>>>
>>>>>>> Hey guys, im having another problem again and couldnt find a fix on
>>>>>>> the internet. I dont know the right size for chapter thumbnails, what size
>>>>>>> do i make the picture(not the vtf or vmt)?
>>>>>>>
>>>>>>> On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar <***@gmail.com
>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>> wrote:
>>>>>>>
>>>>>>> The two dots means "parent directory". You start in materials/vgui,
>>>>>>> go
>>>>>>> up one to materials, then to materials/logo and
>>>>>>> materials/logo/hl2rslogo1.vmt.
>>>>>>>
>>>>>>> On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar <***@gmail.com
>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>> wrote:
>>>>>>> > Yea Jesse, here's how i fixed it! So in my materials folder, i
>>>>>>> made a logo
>>>>>>> > folder, inside i put both put the vmt and vtf file with the same
>>>>>>> name.
>>>>>>> > Inside the vmt file, i put:
>>>>>>> >
>>>>>>> > "UnlitGeneric"
>>>>>>> > {
>>>>>>> > "$basetexture" "logo/hl2rslogo1"
>>>>>>> > "$nolod" 1
>>>>>>> > "$translucent" 1
>>>>>>> > }
>>>>>>> >
>>>>>>> > The path automatically detects the material folder, so just put
>>>>>>> the folder
>>>>>>> > and the name of both the vmt and vtf file(no extension). Then in my
>>>>>>> > gamelogo.res in my resource folder, i put:
>>>>>>> >
>>>>>>> > Resource/GameLogo.res
>>>>>>> > {
>>>>>>> > GameLogo
>>>>>>> > {
>>>>>>> > ControlName EditablePanel
>>>>>>> > fieldName GameLogo
>>>>>>> > xpos 0
>>>>>>> > ypos 0
>>>>>>> > zpos 50
>>>>>>> > wide 400
>>>>>>> > tall 100
>>>>>>> > autoResize 1
>>>>>>> > pinCorner 0
>>>>>>> > visible 1
>>>>>>> > enabled 1
>>>>>>> > offsetX -20
>>>>>>> > offsetY -15
>>>>>>> > }
>>>>>>> >
>>>>>>> > Logo
>>>>>>> > {
>>>>>>> > ControlName ImagePanel
>>>>>>> > fieldName Logo
>>>>>>> > xpos 0
>>>>>>> > ypos 0
>>>>>>> > zpos 50
>>>>>>> > wide 400
>>>>>>> > tall 100
>>>>>>> > visible 1
>>>>>>> > enabled 1
>>>>>>> > image ../logo/hl2rslogo1
>>>>>>> > scaleImage 1
>>>>>>> > }
>>>>>>> > }
>>>>>>> >
>>>>>>> > The dots in the path specify how many folders are before vmt and
>>>>>>> vtf, but i
>>>>>>> > rather just do it like this:
>>>>>>> >
>>>>>>> > 2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1
>>>>>>> folder, 1
>>>>>>> > file! If it was material/logo/hl2rslogo1 it would be 3 dots. Thats
>>>>>>> how i<
>>>>>>>
>>>>>>>
>>>>>>> _______________________________________________
>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>> archives, please visit:
>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> _______________________________________________
>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>> archives, please visit:
>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> --
>>>>>>> -Tony
>>>>>>>
>>>>>>> _______________________________________________
>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>> archives, please visit:
>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> _______________________________________________
>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>> archives, please visit:
>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> --
>>>>>>> -Tony
>>>>>>>
>>>>>>> _______________________________________________
>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>> archives, please visit:
>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> _______________________________________________
>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>> archives, please visit:
>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> _______________________________________________
>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>> archives, please visit:
>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> _______________________________________________
>>>>>>> To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>
>>>>>>>
>>>>>>> _______________________________________________
>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>> archives, please visit:
>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>
>>>>>>>
>>>>>>> _______________________________________________
>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>> archives, please visit:
>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> _______________________________________________
>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>> archives, please visit:
>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> _______________________________________________
>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>> archives, please visit:
>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> _______________________________________________
>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>> archives, please visit:
>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> _______________________________________________
>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>> archives, please visit:
>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> _______________________________________________
>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>> archives, please visit:
>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> _______________________________________________
>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>> archives, please visit:
>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> _______________________________________________
>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>> archives, please visit:
>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>
>>>>>> _______________________________________________
>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>> archives, please visit:
>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>
>>>>>>
>>>>>>
>>>>> _______________________________________________
>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>> please visit:
>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>
>>>>>
>>>>>
>>>>
>>>
>>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
Gavin Isgar
2015-04-17 21:30:45 UTC
Permalink
Commentary mode isn't on the menu, if it was, i would've already removed
it. It's in the chapter list menu. I still dont know how to remove it either

On Fri, Apr 17, 2015 at 12:35 PM, Jesse Oak <***@gmail.com> wrote:

> If you don't want commentary just remove it from your menu.
>
> On Wed, Apr 15, 2015 at 8:22 PM, Gavin Isgar <***@gmail.com> wrote:
>
>> Nope, still is like that. Why did it automatically add HL2 commentary
>> mode and messed up the chapter box with an unusable exit arrow? Please
>> help!
>>
>> On Wed, Apr 15, 2015 at 9:20 PM, Gavin Isgar <***@gmail.com> wrote:
>>
>>> NVM, think i found the answer. HL2 was uninstalled somehow and only
>>> HL2EP2 was installed. I hope!
>>>
>>> On Wed, Apr 15, 2015 at 9:18 PM, Gavin Isgar <***@gmail.com> wrote:
>>>
>>>> Back with another question guys! So i was looking at the chapter list
>>>> in my game(literally ingame) and i now see something new, a commentary
>>>> checkbox! I didnt add one though, im using SDK Base 2007 for this mod BTW.
>>>> Did it update and automatically put it in? Please help for future reference!
>>>>
>>>> On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar <***@gmail.com> wrote:
>>>>
>>>>> Im not distributing them, and i dont feel like it. I just want to know
>>>>> how i can configure code files for a game so that it can find the game and
>>>>> code it
>>>>>
>>>>> On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak <***@gmail.com>
>>>>> wrote:
>>>>>
>>>>>> Are you using SVN or Git? Just make a branch if you are.
>>>>>> On Apr 14, 2015 6:55 AM, "Gavin Isgar" <***@gmail.com> wrote:
>>>>>>
>>>>>>> Its not that easy. The files within it are all configured for the
>>>>>>> base game other than the beta. But that still didnt answer my question
>>>>>>>
>>>>>>> On Tue, Apr 14, 2015 at 5:04 AM, Stan R. <***@inbox.ru> wrote:
>>>>>>>
>>>>>>>> You just...copy it? Create a folder for your "beta" and work in it? Computer
>>>>>>>> basics?
>>>>>>>>
>>>>>>>>
>>>>>>>> ППМеЎельМОк, 13 апреля 2015, 23:08 -04:00 Пт Gavin Isgar <
>>>>>>>> ***@gmail.com>:
>>>>>>>>
>>>>>>>> Hey guys, back with huge question! Im wondering how i can make a
>>>>>>>> manual code folder for my game(like for Half-Life 2: Example, it would be
>>>>>>>> HL2E in the C Local Disk)? Im wondering how i can copy one from my actual
>>>>>>>> game and edit it for a beta version, so instead of HL2RS it would be
>>>>>>>> HL2RSB! Please tell me how i can do that without Source SDK because it wont
>>>>>>>> work that way!
>>>>>>>>
>>>>>>>> On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak <
>>>>>>>> ***@hotmail.com
>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@hotmail.com>>
>>>>>>>> wrote:
>>>>>>>>
>>>>>>>> Well, normally it shouldn't interfere with your mod in any way,
>>>>>>>> but you can only verify that yourself by testing. I do remember a case
>>>>>>>> where a breaking change was made in the 2013 SDK quite a while ago, but
>>>>>>>> that was announced in a Steam community and on this mailing list.
>>>>>>>>
>>>>>>>> If I'm not mistaken, the SDK Base contains just the engine.dll
>>>>>>>> itself (and a lot of other components it depends on, of course), which in
>>>>>>>> turn loads your server and client code. That means if the interfaces
>>>>>>>> between those modules have not changed in a way that would break
>>>>>>>> compatibility, there should be nothing for you to worry about.
>>>>>>>> ------------------------------
>>>>>>>> From: Gavin Isgar
>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>> Sent: ‎12.‎04.‎2015 00:13
>>>>>>>> To: Discussion of Half-Life Programming
>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@list.valvesoftware.com>
>>>>>>>> Subject: Re: [hlcoders] Modding Problems
>>>>>>>>
>>>>>>>> I wanted to use Source SDK Base 2007 for a reason. But my
>>>>>>>> question still hasn't been answered.
>>>>>>>>
>>>>>>>>
>>>>>>>> On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires <***@swires.me
>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@swires.me>>
>>>>>>>> wrote:
>>>>>>>>
>>>>>>>> If you're starting a new mod (which it sounds like you are), you
>>>>>>>> should not be using the 2007 base at all.
>>>>>>>>
>>>>>>>> On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar <***@gmail.com
>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>> wrote:
>>>>>>>>
>>>>>>>> Hey guys, back with another question! So i just saw awhile ago that
>>>>>>>> Source SDK Base 2007 got updated. My mod uses Source SDK Base 2007 and i
>>>>>>>> was wondering, do the updates interfere with the mod in anyway? Thanks for
>>>>>>>> the help!
>>>>>>>>
>>>>>>>> On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar <***@gmail.com
>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>> wrote:
>>>>>>>>
>>>>>>>> Thanks Stan!
>>>>>>>>
>>>>>>>>
>>>>>>>> On Fri, Apr 3, 2015 at 8:42 PM, Stan R. <***@inbox.ru
>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@inbox.ru>> wrote:
>>>>>>>>
>>>>>>>> You dont need to use VPKs to add sounds to your mod, just put them
>>>>>>>> in yourmod/sound/ folder. You dont need to touch sources and build solution
>>>>>>>> at all, weapon sounds defined in weapon script file
>>>>>>>> (scripts/weapon_smg1.txt for example) and sound definition scripts
>>>>>>>> (game_sounds_weapons.txt, game_sounds_player.txt). Yes, they should be WAV
>>>>>>>> 44khz/16bit. No, you can use any length you want.
>>>>>>>>
>>>>>>>>
>>>>>>>> ПятМОца, 3 апреля 2015, 20:33 -04:00 Пт Gavin Isgar <
>>>>>>>> ***@gmail.com
>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>:
>>>>>>>>
>>>>>>>> Hey guys, im back with a question. I've been trying everything
>>>>>>>> to change the weapon sounds of weapons but i cant find a very "precise"
>>>>>>>> tutorial on how, and most are outdated. Do i need VPKs? Do i need to
>>>>>>>> rebuild the game solution in Visual Studio after sound replacement? Do they
>>>>>>>> have to be in WAV format and does the sound files need to be a certain
>>>>>>>> length of time? Long story short, can anyone please tell me a very precise
>>>>>>>> tutorial on replacing sounds on mods! Thanks!
>>>>>>>>
>>>>>>>> On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay <***@live.com
>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@live.com>>
>>>>>>>> wrote:
>>>>>>>>
>>>>>>>> You don't need a VPK to use the sounds, if you place them in the
>>>>>>>> sounds folder, then into a respective sub directory they will work fine.
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>> On Apr 1, 2015, at 9:15 PM, Minh Le <***@telus.net
>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@telus.net>>
>>>>>>>> wrote:
>>>>>>>>
>>>>>>>> If you google, "make vpk"
>>>>>>>> you'll find a bunch of tutorials. This video looked helpful
>>>>>>>> https://www.youtube.com/watch?v=P3ILjexx0cE
>>>>>>>>
>>>>>>>> On 4/1/2015 5:01 PM, Gavin Isgar wrote:
>>>>>>>>
>>>>>>>> Hey guys, im back again! I'm having trouble figuring out how to
>>>>>>>> make vpk's to use for sounds for my mod and how to convert the sound files
>>>>>>>> for use in Source! Can someone please leave a nice tutorial(text tutorial)
>>>>>>>> on how to do this.
>>>>>>>>
>>>>>>>> On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar <***@gmail.com
>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>> wrote:
>>>>>>>>
>>>>>>>> Thanks Jesse, you saved my life lol.
>>>>>>>>
>>>>>>>>
>>>>>>>> On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak <***@gmail.com
>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>> wrote:
>>>>>>>>
>>>>>>>> Yes use gcf scape and look in the games vpks the ones you want are
>>>>>>>> the directory vpks which use _dir
>>>>>>>> On Apr 1, 2015 3:21 PM, "Gavin Isgar" <***@gmail.com
>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>> wrote:
>>>>>>>>
>>>>>>>> I've checked all sound folders in the games but don't see any
>>>>>>>> sounds themself. Do i have to use GCFScape or something? Sorry if i sound
>>>>>>>> like i have no experience, i've just been very tired recently and didnt get
>>>>>>>> a lot of sleep.
>>>>>>>>
>>>>>>>> On Wed, Apr 1, 2015 at 11:30 AM, Tony "omega" Sergi <
>>>>>>>> ***@gmail.com
>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>> wrote:
>>>>>>>>
>>>>>>>> What do you think your mod is running off of?
>>>>>>>> You have the base source content, which includes all of the sounds
>>>>>>>> and soundscripts for hl2, ep1, ep2, lost coast, etc. Plus if you own tf2 or
>>>>>>>> any of the other valve games you can easily look at their files too.
>>>>>>>>
>>>>>>>> On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar <***@gmail.com
>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>> wrote:
>>>>>>>>
>>>>>>>> My mod didn't come with existing sound files. I've also read the
>>>>>>>> developer wiki, but i didn't find much, so i'm asking you.
>>>>>>>>
>>>>>>>>
>>>>>>>> On Wed, Apr 1, 2015 at 12:43 AM, Tony "omega" Sergi <
>>>>>>>> ***@gmail.com
>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>> wrote:
>>>>>>>>
>>>>>>>> open existing sound files and sound scripts and look. also read the
>>>>>>>> developer wiki.
>>>>>>>>
>>>>>>>> On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar <***@gmail.com
>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>> wrote:
>>>>>>>>
>>>>>>>> Hey guys, i have another question! How do i change weapon sound for
>>>>>>>> my mod? What format does it have to be and what files do i need to edit?
>>>>>>>> Long story short, i need to know everything about changing the sounds
>>>>>>>> please!
>>>>>>>>
>>>>>>>> On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar <***@gmail.com
>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>> wrote:
>>>>>>>>
>>>>>>>> Thanks Ken, i was just tired last night and having a rough time
>>>>>>>> with some stuff, thanks though!
>>>>>>>>
>>>>>>>> On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher <***@qis.net
>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@qis.net>>
>>>>>>>> wrote:
>>>>>>>>
>>>>>>>> It says right there...
>>>>>>>> The images displayed in the new game dialogue are 152x86. Since
>>>>>>>> texture dimensions must both be a power of two, your VTFs will be 256x128
>>>>>>>> with a border to the right and bottom.
>>>>>>>>
>>>>>>>> That means that the full dimensions of the image will be 256 wide
>>>>>>>> by 128 tall, but only a portion of that gets used. 152 x 86 to be specific.
>>>>>>>> What you should do is create your chapter images as 152x86 images, and then
>>>>>>>> either edit that image's canvas size to 256x128 (but don't scale/stretch
>>>>>>>> the actual image), or take that 152x86 image and copy it into a new 256x128
>>>>>>>> image, and just make sure it is positioned in the top-left. The unused
>>>>>>>> portion of the image should just be black.
>>>>>>>>
>>>>>>>>
>>>>>>>> -------- Original message --------
>>>>>>>> From: Gavin Isgar <***@gmail.com
>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>> Date: 03/28/2015 10:36 PM (GMT-05:00)
>>>>>>>> To: Discussion of Half-Life Programming <
>>>>>>>> ***@list.valvesoftware.com
>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@list.valvesoftware.com>>
>>>>>>>>
>>>>>>>> Subject: Re: [hlcoders] Modding Problems
>>>>>>>>
>>>>>>>> Alright I guess
>>>>>>>>
>>>>>>>> On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann <
>>>>>>>> ***@gmail.com
>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>> > wrote:
>>>>>>>>
>>>>>>>> Other than that I'd just use the images from Half-Life 2 as a base.
>>>>>>>>
>>>>>>>> On 29 March 2015 at 12:20, Gavin Isgar <***@gmail.com
>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>> wrote:
>>>>>>>>
>>>>>>>> Tom, i checked that but, to be honest, i didnt understand it a bit.
>>>>>>>> Anything else?
>>>>>>>>
>>>>>>>> On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann <
>>>>>>>> ***@gmail.com
>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>> > wrote:
>>>>>>>>
>>>>>>>> There's some information on that at
>>>>>>>> https://developer.valvesoftware.com/wiki/Background#Images
>>>>>>>>
>>>>>>>> On 29 March 2015 at 09:09, Gavin Isgar <***@gmail.com
>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>> wrote:
>>>>>>>>
>>>>>>>> Hey guys, im having another problem again and couldnt find a fix on
>>>>>>>> the internet. I dont know the right size for chapter thumbnails, what size
>>>>>>>> do i make the picture(not the vtf or vmt)?
>>>>>>>>
>>>>>>>> On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar <***@gmail.com
>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>> wrote:
>>>>>>>>
>>>>>>>> The two dots means "parent directory". You start in materials/vgui,
>>>>>>>> go
>>>>>>>> up one to materials, then to materials/logo and
>>>>>>>> materials/logo/hl2rslogo1.vmt.
>>>>>>>>
>>>>>>>> On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar <***@gmail.com
>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>> wrote:
>>>>>>>> > Yea Jesse, here's how i fixed it! So in my materials folder, i
>>>>>>>> made a logo
>>>>>>>> > folder, inside i put both put the vmt and vtf file with the same
>>>>>>>> name.
>>>>>>>> > Inside the vmt file, i put:
>>>>>>>> >
>>>>>>>> > "UnlitGeneric"
>>>>>>>> > {
>>>>>>>> > "$basetexture" "logo/hl2rslogo1"
>>>>>>>> > "$nolod" 1
>>>>>>>> > "$translucent" 1
>>>>>>>> > }
>>>>>>>> >
>>>>>>>> > The path automatically detects the material folder, so just put
>>>>>>>> the folder
>>>>>>>> > and the name of both the vmt and vtf file(no extension). Then in
>>>>>>>> my
>>>>>>>> > gamelogo.res in my resource folder, i put:
>>>>>>>> >
>>>>>>>> > Resource/GameLogo.res
>>>>>>>> > {
>>>>>>>> > GameLogo
>>>>>>>> > {
>>>>>>>> > ControlName EditablePanel
>>>>>>>> > fieldName GameLogo
>>>>>>>> > xpos 0
>>>>>>>> > ypos 0
>>>>>>>> > zpos 50
>>>>>>>> > wide 400
>>>>>>>> > tall 100
>>>>>>>> > autoResize 1
>>>>>>>> > pinCorner 0
>>>>>>>> > visible 1
>>>>>>>> > enabled 1
>>>>>>>> > offsetX -20
>>>>>>>> > offsetY -15
>>>>>>>> > }
>>>>>>>> >
>>>>>>>> > Logo
>>>>>>>> > {
>>>>>>>> > ControlName ImagePanel
>>>>>>>> > fieldName Logo
>>>>>>>> > xpos 0
>>>>>>>> > ypos 0
>>>>>>>> > zpos 50
>>>>>>>> > wide 400
>>>>>>>> > tall 100
>>>>>>>> > visible 1
>>>>>>>> > enabled 1
>>>>>>>> > image ../logo/hl2rslogo1
>>>>>>>> > scaleImage 1
>>>>>>>> > }
>>>>>>>> > }
>>>>>>>> >
>>>>>>>> > The dots in the path specify how many folders are before vmt and
>>>>>>>> vtf, but i
>>>>>>>> > rather just do it like this:
>>>>>>>> >
>>>>>>>> > 2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1
>>>>>>>> folder, 1
>>>>>>>> > file! If it was material/logo/hl2rslogo1 it would be 3 dots.
>>>>>>>> Thats how i<
>>>>>>>>
>>>>>>>>
>>>>>>>> _______________________________________________
>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>> archives, please visit:
>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>> _______________________________________________
>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>> archives, please visit:
>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>> --
>>>>>>>> -Tony
>>>>>>>>
>>>>>>>> _______________________________________________
>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>> archives, please visit:
>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>> _______________________________________________
>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>> archives, please visit:
>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>> --
>>>>>>>> -Tony
>>>>>>>>
>>>>>>>> _______________________________________________
>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>> archives, please visit:
>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>> _______________________________________________
>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>> archives, please visit:
>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>> _______________________________________________
>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>> archives, please visit:
>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>> _______________________________________________
>>>>>>>> To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>
>>>>>>>>
>>>>>>>> _______________________________________________
>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>> archives, please visit:
>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>
>>>>>>>>
>>>>>>>> _______________________________________________
>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>> archives, please visit:
>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>> _______________________________________________
>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>> archives, please visit:
>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>> _______________________________________________
>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>> archives, please visit:
>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>> _______________________________________________
>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>> archives, please visit:
>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>> _______________________________________________
>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>> archives, please visit:
>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>> _______________________________________________
>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>> archives, please visit:
>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>> _______________________________________________
>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>> archives, please visit:
>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>> _______________________________________________
>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>> archives, please visit:
>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>> _______________________________________________
>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>> archives, please visit:
>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>> _______________________________________________
>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>> archives, please visit:
>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>
>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
Jesse Oak
2015-04-18 00:30:46 UTC
Permalink
It most likely has a corresponding .res file then in which case you should
be able to edit that.

On Fri, Apr 17, 2015 at 4:30 PM, Gavin Isgar <***@gmail.com> wrote:

> Commentary mode isn't on the menu, if it was, i would've already removed
> it. It's in the chapter list menu. I still dont know how to remove it either
>
> On Fri, Apr 17, 2015 at 12:35 PM, Jesse Oak <***@gmail.com> wrote:
>
>> If you don't want commentary just remove it from your menu.
>>
>> On Wed, Apr 15, 2015 at 8:22 PM, Gavin Isgar <***@gmail.com> wrote:
>>
>>> Nope, still is like that. Why did it automatically add HL2 commentary
>>> mode and messed up the chapter box with an unusable exit arrow? Please
>>> help!
>>>
>>> On Wed, Apr 15, 2015 at 9:20 PM, Gavin Isgar <***@gmail.com> wrote:
>>>
>>>> NVM, think i found the answer. HL2 was uninstalled somehow and only
>>>> HL2EP2 was installed. I hope!
>>>>
>>>> On Wed, Apr 15, 2015 at 9:18 PM, Gavin Isgar <***@gmail.com> wrote:
>>>>
>>>>> Back with another question guys! So i was looking at the chapter list
>>>>> in my game(literally ingame) and i now see something new, a commentary
>>>>> checkbox! I didnt add one though, im using SDK Base 2007 for this mod BTW.
>>>>> Did it update and automatically put it in? Please help for future reference!
>>>>>
>>>>> On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar <***@gmail.com>
>>>>> wrote:
>>>>>
>>>>>> Im not distributing them, and i dont feel like it. I just want to
>>>>>> know how i can configure code files for a game so that it can find the game
>>>>>> and code it
>>>>>>
>>>>>> On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak <***@gmail.com>
>>>>>> wrote:
>>>>>>
>>>>>>> Are you using SVN or Git? Just make a branch if you are.
>>>>>>> On Apr 14, 2015 6:55 AM, "Gavin Isgar" <***@gmail.com> wrote:
>>>>>>>
>>>>>>>> Its not that easy. The files within it are all configured for the
>>>>>>>> base game other than the beta. But that still didnt answer my question
>>>>>>>>
>>>>>>>> On Tue, Apr 14, 2015 at 5:04 AM, Stan R. <***@inbox.ru> wrote:
>>>>>>>>
>>>>>>>>> You just...copy it? Create a folder for your "beta" and work in
>>>>>>>>> it? Computer basics?
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> ППМеЎельМОк, 13 апреля 2015, 23:08 -04:00 Пт Gavin Isgar <
>>>>>>>>> ***@gmail.com>:
>>>>>>>>>
>>>>>>>>> Hey guys, back with huge question! Im wondering how i can make
>>>>>>>>> a manual code folder for my game(like for Half-Life 2: Example, it would be
>>>>>>>>> HL2E in the C Local Disk)? Im wondering how i can copy one from my actual
>>>>>>>>> game and edit it for a beta version, so instead of HL2RS it would be
>>>>>>>>> HL2RSB! Please tell me how i can do that without Source SDK because it wont
>>>>>>>>> work that way!
>>>>>>>>>
>>>>>>>>> On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak <
>>>>>>>>> ***@hotmail.com
>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@hotmail.com>>
>>>>>>>>> wrote:
>>>>>>>>>
>>>>>>>>> Well, normally it shouldn't interfere with your mod in any way,
>>>>>>>>> but you can only verify that yourself by testing. I do remember a case
>>>>>>>>> where a breaking change was made in the 2013 SDK quite a while ago, but
>>>>>>>>> that was announced in a Steam community and on this mailing list.
>>>>>>>>>
>>>>>>>>> If I'm not mistaken, the SDK Base contains just the engine.dll
>>>>>>>>> itself (and a lot of other components it depends on, of course), which in
>>>>>>>>> turn loads your server and client code. That means if the interfaces
>>>>>>>>> between those modules have not changed in a way that would break
>>>>>>>>> compatibility, there should be nothing for you to worry about.
>>>>>>>>> ------------------------------
>>>>>>>>> From: Gavin Isgar
>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>> Sent: ‎12.‎04.‎2015 00:13
>>>>>>>>> To: Discussion of Half-Life Programming
>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@list.valvesoftware.com>
>>>>>>>>> Subject: Re: [hlcoders] Modding Problems
>>>>>>>>>
>>>>>>>>> I wanted to use Source SDK Base 2007 for a reason. But my
>>>>>>>>> question still hasn't been answered.
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires <***@swires.me
>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@swires.me>>
>>>>>>>>> wrote:
>>>>>>>>>
>>>>>>>>> If you're starting a new mod (which it sounds like you are), you
>>>>>>>>> should not be using the 2007 base at all.
>>>>>>>>>
>>>>>>>>> On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar <***@gmail.com
>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>> wrote:
>>>>>>>>>
>>>>>>>>> Hey guys, back with another question! So i just saw awhile ago
>>>>>>>>> that Source SDK Base 2007 got updated. My mod uses Source SDK Base 2007 and
>>>>>>>>> i was wondering, do the updates interfere with the mod in anyway? Thanks
>>>>>>>>> for the help!
>>>>>>>>>
>>>>>>>>> On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar <***@gmail.com
>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>> wrote:
>>>>>>>>>
>>>>>>>>> Thanks Stan!
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> On Fri, Apr 3, 2015 at 8:42 PM, Stan R. <***@inbox.ru
>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@inbox.ru>>
>>>>>>>>> wrote:
>>>>>>>>>
>>>>>>>>> You dont need to use VPKs to add sounds to your mod, just put them
>>>>>>>>> in yourmod/sound/ folder. You dont need to touch sources and build solution
>>>>>>>>> at all, weapon sounds defined in weapon script file
>>>>>>>>> (scripts/weapon_smg1.txt for example) and sound definition scripts
>>>>>>>>> (game_sounds_weapons.txt, game_sounds_player.txt). Yes, they should be WAV
>>>>>>>>> 44khz/16bit. No, you can use any length you want.
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> ПятМОца, 3 апреля 2015, 20:33 -04:00 Пт Gavin Isgar <
>>>>>>>>> ***@gmail.com
>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>:
>>>>>>>>>
>>>>>>>>> Hey guys, im back with a question. I've been trying everything
>>>>>>>>> to change the weapon sounds of weapons but i cant find a very "precise"
>>>>>>>>> tutorial on how, and most are outdated. Do i need VPKs? Do i need to
>>>>>>>>> rebuild the game solution in Visual Studio after sound replacement? Do they
>>>>>>>>> have to be in WAV format and does the sound files need to be a certain
>>>>>>>>> length of time? Long story short, can anyone please tell me a very precise
>>>>>>>>> tutorial on replacing sounds on mods! Thanks!
>>>>>>>>>
>>>>>>>>> On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay <***@live.com
>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@live.com>>
>>>>>>>>> wrote:
>>>>>>>>>
>>>>>>>>> You don't need a VPK to use the sounds, if you place them in the
>>>>>>>>> sounds folder, then into a respective sub directory they will work fine.
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> On Apr 1, 2015, at 9:15 PM, Minh Le <***@telus.net
>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@telus.net>>
>>>>>>>>> wrote:
>>>>>>>>>
>>>>>>>>> If you google, "make vpk"
>>>>>>>>> you'll find a bunch of tutorials. This video looked helpful
>>>>>>>>> https://www.youtube.com/watch?v=P3ILjexx0cE
>>>>>>>>>
>>>>>>>>> On 4/1/2015 5:01 PM, Gavin Isgar wrote:
>>>>>>>>>
>>>>>>>>> Hey guys, im back again! I'm having trouble figuring out how to
>>>>>>>>> make vpk's to use for sounds for my mod and how to convert the sound files
>>>>>>>>> for use in Source! Can someone please leave a nice tutorial(text tutorial)
>>>>>>>>> on how to do this.
>>>>>>>>>
>>>>>>>>> On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar <***@gmail.com
>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>> wrote:
>>>>>>>>>
>>>>>>>>> Thanks Jesse, you saved my life lol.
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak <***@gmail.com
>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>> > wrote:
>>>>>>>>>
>>>>>>>>> Yes use gcf scape and look in the games vpks the ones you want are
>>>>>>>>> the directory vpks which use _dir
>>>>>>>>> On Apr 1, 2015 3:21 PM, "Gavin Isgar" <***@gmail.com
>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>> wrote:
>>>>>>>>>
>>>>>>>>> I've checked all sound folders in the games but don't see any
>>>>>>>>> sounds themself. Do i have to use GCFScape or something? Sorry if i sound
>>>>>>>>> like i have no experience, i've just been very tired recently and didnt get
>>>>>>>>> a lot of sleep.
>>>>>>>>>
>>>>>>>>> On Wed, Apr 1, 2015 at 11:30 AM, Tony "omega" Sergi <
>>>>>>>>> ***@gmail.com
>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>> wrote:
>>>>>>>>>
>>>>>>>>> What do you think your mod is running off of?
>>>>>>>>> You have the base source content, which includes all of the
>>>>>>>>> sounds and soundscripts for hl2, ep1, ep2, lost coast, etc. Plus if you own
>>>>>>>>> tf2 or any of the other valve games you can easily look at their files too.
>>>>>>>>>
>>>>>>>>> On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar <***@gmail.com
>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>> wrote:
>>>>>>>>>
>>>>>>>>> My mod didn't come with existing sound files. I've also read the
>>>>>>>>> developer wiki, but i didn't find much, so i'm asking you.
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> On Wed, Apr 1, 2015 at 12:43 AM, Tony "omega" Sergi <
>>>>>>>>> ***@gmail.com
>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>> wrote:
>>>>>>>>>
>>>>>>>>> open existing sound files and sound scripts and look. also read
>>>>>>>>> the developer wiki.
>>>>>>>>>
>>>>>>>>> On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar <***@gmail.com
>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>> wrote:
>>>>>>>>>
>>>>>>>>> Hey guys, i have another question! How do i change weapon sound
>>>>>>>>> for my mod? What format does it have to be and what files do i need to
>>>>>>>>> edit? Long story short, i need to know everything about changing the sounds
>>>>>>>>> please!
>>>>>>>>>
>>>>>>>>> On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar <***@gmail.com
>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>> wrote:
>>>>>>>>>
>>>>>>>>> Thanks Ken, i was just tired last night and having a rough time
>>>>>>>>> with some stuff, thanks though!
>>>>>>>>>
>>>>>>>>> On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher <***@qis.net
>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@qis.net>>
>>>>>>>>> wrote:
>>>>>>>>>
>>>>>>>>> It says right there...
>>>>>>>>> The images displayed in the new game dialogue are 152x86. Since
>>>>>>>>> texture dimensions must both be a power of two, your VTFs will be 256x128
>>>>>>>>> with a border to the right and bottom.
>>>>>>>>>
>>>>>>>>> That means that the full dimensions of the image will be 256
>>>>>>>>> wide by 128 tall, but only a portion of that gets used. 152 x 86 to be
>>>>>>>>> specific. What you should do is create your chapter images as 152x86
>>>>>>>>> images, and then either edit that image's canvas size to 256x128 (but don't
>>>>>>>>> scale/stretch the actual image), or take that 152x86 image and copy it into
>>>>>>>>> a new 256x128 image, and just make sure it is positioned in the top-left.
>>>>>>>>> The unused portion of the image should just be black.
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> -------- Original message --------
>>>>>>>>> From: Gavin Isgar <***@gmail.com
>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>> Date: 03/28/2015 10:36 PM (GMT-05:00)
>>>>>>>>> To: Discussion of Half-Life Programming <
>>>>>>>>> ***@list.valvesoftware.com
>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@list.valvesoftware.com>>
>>>>>>>>>
>>>>>>>>> Subject: Re: [hlcoders] Modding Problems
>>>>>>>>>
>>>>>>>>> Alright I guess
>>>>>>>>>
>>>>>>>>> On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann <
>>>>>>>>> ***@gmail.com
>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>> > wrote:
>>>>>>>>>
>>>>>>>>> Other than that I'd just use the images from Half-Life 2 as a base.
>>>>>>>>>
>>>>>>>>> On 29 March 2015 at 12:20, Gavin Isgar <***@gmail.com
>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>> wrote:
>>>>>>>>>
>>>>>>>>> Tom, i checked that but, to be honest, i didnt understand it a
>>>>>>>>> bit. Anything else?
>>>>>>>>>
>>>>>>>>> On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann <
>>>>>>>>> ***@gmail.com
>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>> > wrote:
>>>>>>>>>
>>>>>>>>> There's some information on that at
>>>>>>>>> https://developer.valvesoftware.com/wiki/Background#Images
>>>>>>>>>
>>>>>>>>> On 29 March 2015 at 09:09, Gavin Isgar <***@gmail.com
>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>> wrote:
>>>>>>>>>
>>>>>>>>> Hey guys, im having another problem again and couldnt find a fix
>>>>>>>>> on the internet. I dont know the right size for chapter thumbnails, what
>>>>>>>>> size do i make the picture(not the vtf or vmt)?
>>>>>>>>>
>>>>>>>>> On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar <***@gmail.com
>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>> wrote:
>>>>>>>>>
>>>>>>>>> The two dots means "parent directory". You start in
>>>>>>>>> materials/vgui, go
>>>>>>>>> up one to materials, then to materials/logo and
>>>>>>>>> materials/logo/hl2rslogo1.vmt.
>>>>>>>>>
>>>>>>>>> On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar <***@gmail.com
>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>> wrote:
>>>>>>>>> > Yea Jesse, here's how i fixed it! So in my materials folder, i
>>>>>>>>> made a logo
>>>>>>>>> > folder, inside i put both put the vmt and vtf file with the same
>>>>>>>>> name.
>>>>>>>>> > Inside the vmt file, i put:
>>>>>>>>> >
>>>>>>>>> > "UnlitGeneric"
>>>>>>>>> > {
>>>>>>>>> > "$basetexture" "logo/hl2rslogo1"
>>>>>>>>> > "$nolod" 1
>>>>>>>>> > "$translucent" 1
>>>>>>>>> > }
>>>>>>>>> >
>>>>>>>>> > The path automatically detects the material folder, so just put
>>>>>>>>> the folder
>>>>>>>>> > and the name of both the vmt and vtf file(no extension). Then in
>>>>>>>>> my
>>>>>>>>> > gamelogo.res in my resource folder, i put:
>>>>>>>>> >
>>>>>>>>> > Resource/GameLogo.res
>>>>>>>>> > {
>>>>>>>>> > GameLogo
>>>>>>>>> > {
>>>>>>>>> > ControlName EditablePanel
>>>>>>>>> > fieldName GameLogo
>>>>>>>>> > xpos 0
>>>>>>>>> > ypos 0
>>>>>>>>> > zpos 50
>>>>>>>>> > wide 400
>>>>>>>>> > tall 100
>>>>>>>>> > autoResize 1
>>>>>>>>> > pinCorner 0
>>>>>>>>> > visible 1
>>>>>>>>> > enabled 1
>>>>>>>>> > offsetX -20
>>>>>>>>> > offsetY -15
>>>>>>>>> > }
>>>>>>>>> >
>>>>>>>>> > Logo
>>>>>>>>> > {
>>>>>>>>> > ControlName ImagePanel
>>>>>>>>> > fieldName Logo
>>>>>>>>> > xpos 0
>>>>>>>>> > ypos 0
>>>>>>>>> > zpos 50
>>>>>>>>> > wide 400
>>>>>>>>> > tall 100
>>>>>>>>> > visible 1
>>>>>>>>> > enabled 1
>>>>>>>>> > image ../logo/hl2rslogo1
>>>>>>>>> > scaleImage 1
>>>>>>>>> > }
>>>>>>>>> > }
>>>>>>>>> >
>>>>>>>>> > The dots in the path specify how many folders are before vmt and
>>>>>>>>> vtf, but i
>>>>>>>>> > rather just do it like this:
>>>>>>>>> >
>>>>>>>>> > 2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1
>>>>>>>>> folder, 1
>>>>>>>>> > file! If it was material/logo/hl2rslogo1 it would be 3 dots.
>>>>>>>>> Thats how i<
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> _______________________________________________
>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>> archives, please visit:
>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> _______________________________________________
>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>> archives, please visit:
>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> --
>>>>>>>>> -Tony
>>>>>>>>>
>>>>>>>>> _______________________________________________
>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>> archives, please visit:
>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> _______________________________________________
>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>> archives, please visit:
>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> --
>>>>>>>>> -Tony
>>>>>>>>>
>>>>>>>>> _______________________________________________
>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>> archives, please visit:
>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> _______________________________________________
>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>> archives, please visit:
>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> _______________________________________________
>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>> archives, please visit:
>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> _______________________________________________
>>>>>>>>> To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> _______________________________________________
>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>> archives, please visit:
>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> _______________________________________________
>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>> archives, please visit:
>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> _______________________________________________
>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>> archives, please visit:
>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> _______________________________________________
>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>> archives, please visit:
>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> _______________________________________________
>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>> archives, please visit:
>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> _______________________________________________
>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>> archives, please visit:
>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> _______________________________________________
>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>> archives, please visit:
>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> _______________________________________________
>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>> archives, please visit:
>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> _______________________________________________
>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>> archives, please visit:
>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>> _______________________________________________
>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>> archives, please visit:
>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>> _______________________________________________
>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>> archives, please visit:
>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
Gavin Isgar
2015-04-22 02:23:47 UTC
Permalink
Hey guys, back with ANOTHER question. I've been wondering, how can i make
voice(choreography) scenes in-game? What i mean by that is make an NPC say
what i said in my recording while lip syncing. I seen that Source SDK's
Faceposer can do that but all tutorials are now outdated and i cant find a
good resource. Can you guys tell me how i can do this?

On Fri, Apr 17, 2015 at 8:30 PM, Jesse Oak <***@gmail.com> wrote:

> It most likely has a corresponding .res file then in which case you should
> be able to edit that.
>
> On Fri, Apr 17, 2015 at 4:30 PM, Gavin Isgar <***@gmail.com> wrote:
>
>> Commentary mode isn't on the menu, if it was, i would've already removed
>> it. It's in the chapter list menu. I still dont know how to remove it either
>>
>> On Fri, Apr 17, 2015 at 12:35 PM, Jesse Oak <***@gmail.com>
>> wrote:
>>
>>> If you don't want commentary just remove it from your menu.
>>>
>>> On Wed, Apr 15, 2015 at 8:22 PM, Gavin Isgar <***@gmail.com> wrote:
>>>
>>>> Nope, still is like that. Why did it automatically add HL2 commentary
>>>> mode and messed up the chapter box with an unusable exit arrow? Please
>>>> help!
>>>>
>>>> On Wed, Apr 15, 2015 at 9:20 PM, Gavin Isgar <***@gmail.com> wrote:
>>>>
>>>>> NVM, think i found the answer. HL2 was uninstalled somehow and only
>>>>> HL2EP2 was installed. I hope!
>>>>>
>>>>> On Wed, Apr 15, 2015 at 9:18 PM, Gavin Isgar <***@gmail.com>
>>>>> wrote:
>>>>>
>>>>>> Back with another question guys! So i was looking at the chapter list
>>>>>> in my game(literally ingame) and i now see something new, a commentary
>>>>>> checkbox! I didnt add one though, im using SDK Base 2007 for this mod BTW.
>>>>>> Did it update and automatically put it in? Please help for future reference!
>>>>>>
>>>>>> On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar <***@gmail.com>
>>>>>> wrote:
>>>>>>
>>>>>>> Im not distributing them, and i dont feel like it. I just want to
>>>>>>> know how i can configure code files for a game so that it can find the game
>>>>>>> and code it
>>>>>>>
>>>>>>> On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak <***@gmail.com>
>>>>>>> wrote:
>>>>>>>
>>>>>>>> Are you using SVN or Git? Just make a branch if you are.
>>>>>>>> On Apr 14, 2015 6:55 AM, "Gavin Isgar" <***@gmail.com> wrote:
>>>>>>>>
>>>>>>>>> Its not that easy. The files within it are all configured for the
>>>>>>>>> base game other than the beta. But that still didnt answer my question
>>>>>>>>>
>>>>>>>>> On Tue, Apr 14, 2015 at 5:04 AM, Stan R. <***@inbox.ru> wrote:
>>>>>>>>>
>>>>>>>>>> You just...copy it? Create a folder for your "beta" and work in
>>>>>>>>>> it? Computer basics?
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> ППМеЎельМОк, 13 апреля 2015, 23:08 -04:00 Пт Gavin Isgar <
>>>>>>>>>> ***@gmail.com>:
>>>>>>>>>>
>>>>>>>>>> Hey guys, back with huge question! Im wondering how i can make
>>>>>>>>>> a manual code folder for my game(like for Half-Life 2: Example, it would be
>>>>>>>>>> HL2E in the C Local Disk)? Im wondering how i can copy one from my actual
>>>>>>>>>> game and edit it for a beta version, so instead of HL2RS it would be
>>>>>>>>>> HL2RSB! Please tell me how i can do that without Source SDK because it wont
>>>>>>>>>> work that way!
>>>>>>>>>>
>>>>>>>>>> On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak <
>>>>>>>>>> ***@hotmail.com
>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@hotmail.com>
>>>>>>>>>> > wrote:
>>>>>>>>>>
>>>>>>>>>> Well, normally it shouldn't interfere with your mod in any way,
>>>>>>>>>> but you can only verify that yourself by testing. I do remember a case
>>>>>>>>>> where a breaking change was made in the 2013 SDK quite a while ago, but
>>>>>>>>>> that was announced in a Steam community and on this mailing list.
>>>>>>>>>>
>>>>>>>>>> If I'm not mistaken, the SDK Base contains just the engine.dll
>>>>>>>>>> itself (and a lot of other components it depends on, of course), which in
>>>>>>>>>> turn loads your server and client code. That means if the interfaces
>>>>>>>>>> between those modules have not changed in a way that would break
>>>>>>>>>> compatibility, there should be nothing for you to worry about.
>>>>>>>>>> ------------------------------
>>>>>>>>>> From: Gavin Isgar
>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>> Sent: ‎12.‎04.‎2015 00:13
>>>>>>>>>> To: Discussion of Half-Life Programming
>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@list.valvesoftware.com>
>>>>>>>>>> Subject: Re: [hlcoders] Modding Problems
>>>>>>>>>>
>>>>>>>>>> I wanted to use Source SDK Base 2007 for a reason. But my
>>>>>>>>>> question still hasn't been answered.
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires <***@swires.me
>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@swires.me>>
>>>>>>>>>> wrote:
>>>>>>>>>>
>>>>>>>>>> If you're starting a new mod (which it sounds like you are), you
>>>>>>>>>> should not be using the 2007 base at all.
>>>>>>>>>>
>>>>>>>>>> On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar <***@gmail.com
>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>> wrote:
>>>>>>>>>>
>>>>>>>>>> Hey guys, back with another question! So i just saw awhile ago
>>>>>>>>>> that Source SDK Base 2007 got updated. My mod uses Source SDK Base 2007 and
>>>>>>>>>> i was wondering, do the updates interfere with the mod in anyway? Thanks
>>>>>>>>>> for the help!
>>>>>>>>>>
>>>>>>>>>> On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar <***@gmail.com
>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>> wrote:
>>>>>>>>>>
>>>>>>>>>> Thanks Stan!
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> On Fri, Apr 3, 2015 at 8:42 PM, Stan R. <***@inbox.ru
>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@inbox.ru>>
>>>>>>>>>> wrote:
>>>>>>>>>>
>>>>>>>>>> You dont need to use VPKs to add sounds to your mod, just put
>>>>>>>>>> them in yourmod/sound/ folder. You dont need to touch sources and build
>>>>>>>>>> solution at all, weapon sounds defined in weapon script file
>>>>>>>>>> (scripts/weapon_smg1.txt for example) and sound definition scripts
>>>>>>>>>> (game_sounds_weapons.txt, game_sounds_player.txt). Yes, they should be WAV
>>>>>>>>>> 44khz/16bit. No, you can use any length you want.
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> ПятМОца, 3 апреля 2015, 20:33 -04:00 Пт Gavin Isgar <
>>>>>>>>>> ***@gmail.com
>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>:
>>>>>>>>>>
>>>>>>>>>> Hey guys, im back with a question. I've been trying
>>>>>>>>>> everything to change the weapon sounds of weapons but i cant find a very
>>>>>>>>>> "precise" tutorial on how, and most are outdated. Do i need VPKs? Do i need
>>>>>>>>>> to rebuild the game solution in Visual Studio after sound replacement? Do
>>>>>>>>>> they have to be in WAV format and does the sound files need to be a certain
>>>>>>>>>> length of time? Long story short, can anyone please tell me a very precise
>>>>>>>>>> tutorial on replacing sounds on mods! Thanks!
>>>>>>>>>>
>>>>>>>>>> On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay <***@live.com
>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@live.com>
>>>>>>>>>> > wrote:
>>>>>>>>>>
>>>>>>>>>> You don't need a VPK to use the sounds, if you place them in
>>>>>>>>>> the sounds folder, then into a respective sub directory they will work fine.
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> On Apr 1, 2015, at 9:15 PM, Minh Le <***@telus.net
>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@telus.net>>
>>>>>>>>>> wrote:
>>>>>>>>>>
>>>>>>>>>> If you google, "make vpk"
>>>>>>>>>> you'll find a bunch of tutorials. This video looked helpful
>>>>>>>>>> https://www.youtube.com/watch?v=P3ILjexx0cE
>>>>>>>>>>
>>>>>>>>>> On 4/1/2015 5:01 PM, Gavin Isgar wrote:
>>>>>>>>>>
>>>>>>>>>> Hey guys, im back again! I'm having trouble figuring out how to
>>>>>>>>>> make vpk's to use for sounds for my mod and how to convert the sound files
>>>>>>>>>> for use in Source! Can someone please leave a nice tutorial(text tutorial)
>>>>>>>>>> on how to do this.
>>>>>>>>>>
>>>>>>>>>> On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar <***@gmail.com
>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>> wrote:
>>>>>>>>>>
>>>>>>>>>> Thanks Jesse, you saved my life lol.
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak <***@gmail.com
>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>> > wrote:
>>>>>>>>>>
>>>>>>>>>> Yes use gcf scape and look in the games vpks the ones you want
>>>>>>>>>> are the directory vpks which use _dir
>>>>>>>>>> On Apr 1, 2015 3:21 PM, "Gavin Isgar" <***@gmail.com
>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>> wrote:
>>>>>>>>>>
>>>>>>>>>> I've checked all sound folders in the games but don't see any
>>>>>>>>>> sounds themself. Do i have to use GCFScape or something? Sorry if i sound
>>>>>>>>>> like i have no experience, i've just been very tired recently and didnt get
>>>>>>>>>> a lot of sleep.
>>>>>>>>>>
>>>>>>>>>> On Wed, Apr 1, 2015 at 11:30 AM, Tony "omega" Sergi <
>>>>>>>>>> ***@gmail.com
>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>> wrote:
>>>>>>>>>>
>>>>>>>>>> What do you think your mod is running off of?
>>>>>>>>>> You have the base source content, which includes all of the
>>>>>>>>>> sounds and soundscripts for hl2, ep1, ep2, lost coast, etc. Plus if you own
>>>>>>>>>> tf2 or any of the other valve games you can easily look at their files too.
>>>>>>>>>>
>>>>>>>>>> On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar <***@gmail.com
>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>> wrote:
>>>>>>>>>>
>>>>>>>>>> My mod didn't come with existing sound files. I've also read the
>>>>>>>>>> developer wiki, but i didn't find much, so i'm asking you.
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> On Wed, Apr 1, 2015 at 12:43 AM, Tony "omega" Sergi <
>>>>>>>>>> ***@gmail.com
>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>> wrote:
>>>>>>>>>>
>>>>>>>>>> open existing sound files and sound scripts and look. also read
>>>>>>>>>> the developer wiki.
>>>>>>>>>>
>>>>>>>>>> On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar <***@gmail.com
>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>> wrote:
>>>>>>>>>>
>>>>>>>>>> Hey guys, i have another question! How do i change weapon sound
>>>>>>>>>> for my mod? What format does it have to be and what files do i need to
>>>>>>>>>> edit? Long story short, i need to know everything about changing the sounds
>>>>>>>>>> please!
>>>>>>>>>>
>>>>>>>>>> On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar <***@gmail.com
>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>> wrote:
>>>>>>>>>>
>>>>>>>>>> Thanks Ken, i was just tired last night and having a rough time
>>>>>>>>>> with some stuff, thanks though!
>>>>>>>>>>
>>>>>>>>>> On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher <***@qis.net
>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@qis.net>>
>>>>>>>>>> wrote:
>>>>>>>>>>
>>>>>>>>>> It says right there...
>>>>>>>>>> The images displayed in the new game dialogue are 152x86. Since
>>>>>>>>>> texture dimensions must both be a power of two, your VTFs will be 256x128
>>>>>>>>>> with a border to the right and bottom.
>>>>>>>>>>
>>>>>>>>>> That means that the full dimensions of the image will be 256
>>>>>>>>>> wide by 128 tall, but only a portion of that gets used. 152 x 86 to be
>>>>>>>>>> specific. What you should do is create your chapter images as 152x86
>>>>>>>>>> images, and then either edit that image's canvas size to 256x128 (but don't
>>>>>>>>>> scale/stretch the actual image), or take that 152x86 image and copy it into
>>>>>>>>>> a new 256x128 image, and just make sure it is positioned in the top-left.
>>>>>>>>>> The unused portion of the image should just be black.
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> -------- Original message --------
>>>>>>>>>> From: Gavin Isgar <***@gmail.com
>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>> Date: 03/28/2015 10:36 PM (GMT-05:00)
>>>>>>>>>> To: Discussion of Half-Life Programming <
>>>>>>>>>> ***@list.valvesoftware.com
>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@list.valvesoftware.com>>
>>>>>>>>>>
>>>>>>>>>> Subject: Re: [hlcoders] Modding Problems
>>>>>>>>>>
>>>>>>>>>> Alright I guess
>>>>>>>>>>
>>>>>>>>>> On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann <
>>>>>>>>>> ***@gmail.com
>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>> > wrote:
>>>>>>>>>>
>>>>>>>>>> Other than that I'd just use the images from Half-Life 2 as a
>>>>>>>>>> base.
>>>>>>>>>>
>>>>>>>>>> On 29 March 2015 at 12:20, Gavin Isgar <***@gmail.com
>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>> wrote:
>>>>>>>>>>
>>>>>>>>>> Tom, i checked that but, to be honest, i didnt understand it a
>>>>>>>>>> bit. Anything else?
>>>>>>>>>>
>>>>>>>>>> On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann <
>>>>>>>>>> ***@gmail.com
>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>> > wrote:
>>>>>>>>>>
>>>>>>>>>> There's some information on that at
>>>>>>>>>> https://developer.valvesoftware.com/wiki/Background#Images
>>>>>>>>>>
>>>>>>>>>> On 29 March 2015 at 09:09, Gavin Isgar <***@gmail.com
>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>> wrote:
>>>>>>>>>>
>>>>>>>>>> Hey guys, im having another problem again and couldnt find a fix
>>>>>>>>>> on the internet. I dont know the right size for chapter thumbnails, what
>>>>>>>>>> size do i make the picture(not the vtf or vmt)?
>>>>>>>>>>
>>>>>>>>>> On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar <***@gmail.com
>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>> wrote:
>>>>>>>>>>
>>>>>>>>>> The two dots means "parent directory". You start in
>>>>>>>>>> materials/vgui, go
>>>>>>>>>> up one to materials, then to materials/logo and
>>>>>>>>>> materials/logo/hl2rslogo1.vmt.
>>>>>>>>>>
>>>>>>>>>> On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar <***@gmail.com
>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>> wrote:
>>>>>>>>>> > Yea Jesse, here's how i fixed it! So in my materials folder, i
>>>>>>>>>> made a logo
>>>>>>>>>> > folder, inside i put both put the vmt and vtf file with the
>>>>>>>>>> same name.
>>>>>>>>>> > Inside the vmt file, i put:
>>>>>>>>>> >
>>>>>>>>>> > "UnlitGeneric"
>>>>>>>>>> > {
>>>>>>>>>> > "$basetexture" "logo/hl2rslogo1"
>>>>>>>>>> > "$nolod" 1
>>>>>>>>>> > "$translucent" 1
>>>>>>>>>> > }
>>>>>>>>>> >
>>>>>>>>>> > The path automatically detects the material folder, so just put
>>>>>>>>>> the folder
>>>>>>>>>> > and the name of both the vmt and vtf file(no extension). Then
>>>>>>>>>> in my
>>>>>>>>>> > gamelogo.res in my resource folder, i put:
>>>>>>>>>> >
>>>>>>>>>> > Resource/GameLogo.res
>>>>>>>>>> > {
>>>>>>>>>> > GameLogo
>>>>>>>>>> > {
>>>>>>>>>> > ControlName EditablePanel
>>>>>>>>>> > fieldName GameLogo
>>>>>>>>>> > xpos 0
>>>>>>>>>> > ypos 0
>>>>>>>>>> > zpos 50
>>>>>>>>>> > wide 400
>>>>>>>>>> > tall 100
>>>>>>>>>> > autoResize 1
>>>>>>>>>> > pinCorner 0
>>>>>>>>>> > visible 1
>>>>>>>>>> > enabled 1
>>>>>>>>>> > offsetX -20
>>>>>>>>>> > offsetY -15
>>>>>>>>>> > }
>>>>>>>>>> >
>>>>>>>>>> > Logo
>>>>>>>>>> > {
>>>>>>>>>> > ControlName ImagePanel
>>>>>>>>>> > fieldName Logo
>>>>>>>>>> > xpos 0
>>>>>>>>>> > ypos 0
>>>>>>>>>> > zpos 50
>>>>>>>>>> > wide 400
>>>>>>>>>> > tall 100
>>>>>>>>>> > visible 1
>>>>>>>>>> > enabled 1
>>>>>>>>>> > image ../logo/hl2rslogo1
>>>>>>>>>> > scaleImage 1
>>>>>>>>>> > }
>>>>>>>>>> > }
>>>>>>>>>> >
>>>>>>>>>> > The dots in the path specify how many folders are before vmt
>>>>>>>>>> and vtf, but i
>>>>>>>>>> > rather just do it like this:
>>>>>>>>>> >
>>>>>>>>>> > 2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1
>>>>>>>>>> folder, 1
>>>>>>>>>> > file! If it was material/logo/hl2rslogo1 it would be 3 dots.
>>>>>>>>>> Thats how i<
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> _______________________________________________
>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>> archives, please visit:
>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> _______________________________________________
>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>> archives, please visit:
>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> --
>>>>>>>>>> -Tony
>>>>>>>>>>
>>>>>>>>>> _______________________________________________
>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>> archives, please visit:
>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> _______________________________________________
>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>> archives, please visit:
>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> --
>>>>>>>>>> -Tony
>>>>>>>>>>
>>>>>>>>>> _______________________________________________
>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>> archives, please visit:
>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> _______________________________________________
>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>> archives, please visit:
>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> _______________________________________________
>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>> archives, please visit:
>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> _______________________________________________
>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> _______________________________________________
>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>> archives, please visit:
>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> _______________________________________________
>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>> archives, please visit:
>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> _______________________________________________
>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>> archives, please visit:
>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> _______________________________________________
>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>> archives, please visit:
>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> _______________________________________________
>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>> archives, please visit:
>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> _______________________________________________
>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>> archives, please visit:
>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> _______________________________________________
>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>> archives, please visit:
>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> _______________________________________________
>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>> archives, please visit:
>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> _______________________________________________
>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>> archives, please visit:
>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>
>>>>>>>>> _______________________________________________
>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>> archives, please visit:
>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>> _______________________________________________
>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>> archives, please visit:
>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
Jesse Oak
2015-04-24 04:06:22 UTC
Permalink
Silverfish has been out of the Source modding scene for awhile but I find
his tutorial still holds up quite well.
https://www.youtube.com/watch?v=T077tK_hXJo

On Tue, Apr 21, 2015 at 9:23 PM, Gavin Isgar <***@gmail.com> wrote:

> Hey guys, back with ANOTHER question. I've been wondering, how can i make
> voice(choreography) scenes in-game? What i mean by that is make an NPC say
> what i said in my recording while lip syncing. I seen that Source SDK's
> Faceposer can do that but all tutorials are now outdated and i cant find a
> good resource. Can you guys tell me how i can do this?
>
> On Fri, Apr 17, 2015 at 8:30 PM, Jesse Oak <***@gmail.com> wrote:
>
>> It most likely has a corresponding .res file then in which case you
>> should be able to edit that.
>>
>> On Fri, Apr 17, 2015 at 4:30 PM, Gavin Isgar <***@gmail.com> wrote:
>>
>>> Commentary mode isn't on the menu, if it was, i would've already removed
>>> it. It's in the chapter list menu. I still dont know how to remove it either
>>>
>>> On Fri, Apr 17, 2015 at 12:35 PM, Jesse Oak <***@gmail.com>
>>> wrote:
>>>
>>>> If you don't want commentary just remove it from your menu.
>>>>
>>>> On Wed, Apr 15, 2015 at 8:22 PM, Gavin Isgar <***@gmail.com> wrote:
>>>>
>>>>> Nope, still is like that. Why did it automatically add HL2 commentary
>>>>> mode and messed up the chapter box with an unusable exit arrow? Please
>>>>> help!
>>>>>
>>>>> On Wed, Apr 15, 2015 at 9:20 PM, Gavin Isgar <***@gmail.com>
>>>>> wrote:
>>>>>
>>>>>> NVM, think i found the answer. HL2 was uninstalled somehow and only
>>>>>> HL2EP2 was installed. I hope!
>>>>>>
>>>>>> On Wed, Apr 15, 2015 at 9:18 PM, Gavin Isgar <***@gmail.com>
>>>>>> wrote:
>>>>>>
>>>>>>> Back with another question guys! So i was looking at the chapter
>>>>>>> list in my game(literally ingame) and i now see something new, a commentary
>>>>>>> checkbox! I didnt add one though, im using SDK Base 2007 for this mod BTW.
>>>>>>> Did it update and automatically put it in? Please help for future reference!
>>>>>>>
>>>>>>> On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar <***@gmail.com>
>>>>>>> wrote:
>>>>>>>
>>>>>>>> Im not distributing them, and i dont feel like it. I just want to
>>>>>>>> know how i can configure code files for a game so that it can find the game
>>>>>>>> and code it
>>>>>>>>
>>>>>>>> On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak <***@gmail.com>
>>>>>>>> wrote:
>>>>>>>>
>>>>>>>>> Are you using SVN or Git? Just make a branch if you are.
>>>>>>>>> On Apr 14, 2015 6:55 AM, "Gavin Isgar" <***@gmail.com> wrote:
>>>>>>>>>
>>>>>>>>>> Its not that easy. The files within it are all configured for the
>>>>>>>>>> base game other than the beta. But that still didnt answer my question
>>>>>>>>>>
>>>>>>>>>> On Tue, Apr 14, 2015 at 5:04 AM, Stan R. <***@inbox.ru> wrote:
>>>>>>>>>>
>>>>>>>>>>> You just...copy it? Create a folder for your "beta" and work in
>>>>>>>>>>> it? Computer basics?
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> ППМеЎельМОк, 13 апреля 2015, 23:08 -04:00 Пт Gavin Isgar <
>>>>>>>>>>> ***@gmail.com>:
>>>>>>>>>>>
>>>>>>>>>>> Hey guys, back with huge question! Im wondering how i can
>>>>>>>>>>> make a manual code folder for my game(like for Half-Life 2: Example, it
>>>>>>>>>>> would be HL2E in the C Local Disk)? Im wondering how i can copy one from my
>>>>>>>>>>> actual game and edit it for a beta version, so instead of HL2RS it would be
>>>>>>>>>>> HL2RSB! Please tell me how i can do that without Source SDK because it wont
>>>>>>>>>>> work that way!
>>>>>>>>>>>
>>>>>>>>>>> On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak <
>>>>>>>>>>> ***@hotmail.com
>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@hotmail.com>
>>>>>>>>>>> > wrote:
>>>>>>>>>>>
>>>>>>>>>>> Well, normally it shouldn't interfere with your mod in any
>>>>>>>>>>> way, but you can only verify that yourself by testing. I do remember a case
>>>>>>>>>>> where a breaking change was made in the 2013 SDK quite a while ago, but
>>>>>>>>>>> that was announced in a Steam community and on this mailing list.
>>>>>>>>>>>
>>>>>>>>>>> If I'm not mistaken, the SDK Base contains just the engine.dll
>>>>>>>>>>> itself (and a lot of other components it depends on, of course), which in
>>>>>>>>>>> turn loads your server and client code. That means if the interfaces
>>>>>>>>>>> between those modules have not changed in a way that would break
>>>>>>>>>>> compatibility, there should be nothing for you to worry about.
>>>>>>>>>>> ------------------------------
>>>>>>>>>>> From: Gavin Isgar
>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>> Sent: ‎12.‎04.‎2015 00:13
>>>>>>>>>>> To: Discussion of Half-Life Programming
>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@list.valvesoftware.com>
>>>>>>>>>>> Subject: Re: [hlcoders] Modding Problems
>>>>>>>>>>>
>>>>>>>>>>> I wanted to use Source SDK Base 2007 for a reason. But my
>>>>>>>>>>> question still hasn't been answered.
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires <***@swires.me
>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@swires.me>>
>>>>>>>>>>> wrote:
>>>>>>>>>>>
>>>>>>>>>>> If you're starting a new mod (which it sounds like you are), you
>>>>>>>>>>> should not be using the 2007 base at all.
>>>>>>>>>>>
>>>>>>>>>>> On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar <***@gmail.com
>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>>> wrote:
>>>>>>>>>>>
>>>>>>>>>>> Hey guys, back with another question! So i just saw awhile ago
>>>>>>>>>>> that Source SDK Base 2007 got updated. My mod uses Source SDK Base 2007 and
>>>>>>>>>>> i was wondering, do the updates interfere with the mod in anyway? Thanks
>>>>>>>>>>> for the help!
>>>>>>>>>>>
>>>>>>>>>>> On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar <***@gmail.com
>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>>> wrote:
>>>>>>>>>>>
>>>>>>>>>>> Thanks Stan!
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> On Fri, Apr 3, 2015 at 8:42 PM, Stan R. <***@inbox.ru
>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@inbox.ru>>
>>>>>>>>>>> wrote:
>>>>>>>>>>>
>>>>>>>>>>> You dont need to use VPKs to add sounds to your mod, just put
>>>>>>>>>>> them in yourmod/sound/ folder. You dont need to touch sources and build
>>>>>>>>>>> solution at all, weapon sounds defined in weapon script file
>>>>>>>>>>> (scripts/weapon_smg1.txt for example) and sound definition scripts
>>>>>>>>>>> (game_sounds_weapons.txt, game_sounds_player.txt). Yes, they should be WAV
>>>>>>>>>>> 44khz/16bit. No, you can use any length you want.
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> ПятМОца, 3 апреля 2015, 20:33 -04:00 Пт Gavin Isgar <
>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>:
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> Hey guys, im back with a question. I've been trying
>>>>>>>>>>> everything to change the weapon sounds of weapons but i cant find a very
>>>>>>>>>>> "precise" tutorial on how, and most are outdated. Do i need VPKs? Do i need
>>>>>>>>>>> to rebuild the game solution in Visual Studio after sound replacement? Do
>>>>>>>>>>> they have to be in WAV format and does the sound files need to be a certain
>>>>>>>>>>> length of time? Long story short, can anyone please tell me a very precise
>>>>>>>>>>> tutorial on replacing sounds on mods! Thanks!
>>>>>>>>>>>
>>>>>>>>>>> On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay <***@live.com
>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@live.com>
>>>>>>>>>>> > wrote:
>>>>>>>>>>>
>>>>>>>>>>> You don't need a VPK to use the sounds, if you place them in
>>>>>>>>>>> the sounds folder, then into a respective sub directory they will work fine.
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> On Apr 1, 2015, at 9:15 PM, Minh Le <***@telus.net
>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@telus.net>>
>>>>>>>>>>> wrote:
>>>>>>>>>>>
>>>>>>>>>>> If you google, "make vpk"
>>>>>>>>>>> you'll find a bunch of tutorials. This video looked helpful
>>>>>>>>>>> https://www.youtube.com/watch?v=P3ILjexx0cE
>>>>>>>>>>>
>>>>>>>>>>> On 4/1/2015 5:01 PM, Gavin Isgar wrote:
>>>>>>>>>>>
>>>>>>>>>>> Hey guys, im back again! I'm having trouble figuring out how to
>>>>>>>>>>> make vpk's to use for sounds for my mod and how to convert the sound files
>>>>>>>>>>> for use in Source! Can someone please leave a nice tutorial(text tutorial)
>>>>>>>>>>> on how to do this.
>>>>>>>>>>>
>>>>>>>>>>> On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar <***@gmail.com
>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>>> wrote:
>>>>>>>>>>>
>>>>>>>>>>> Thanks Jesse, you saved my life lol.
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak <***@gmail.com
>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>> > wrote:
>>>>>>>>>>>
>>>>>>>>>>> Yes use gcf scape and look in the games vpks the ones you want
>>>>>>>>>>> are the directory vpks which use _dir
>>>>>>>>>>> On Apr 1, 2015 3:21 PM, "Gavin Isgar" <***@gmail.com
>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>>> wrote:
>>>>>>>>>>>
>>>>>>>>>>> I've checked all sound folders in the games but don't see any
>>>>>>>>>>> sounds themself. Do i have to use GCFScape or something? Sorry if i sound
>>>>>>>>>>> like i have no experience, i've just been very tired recently and didnt get
>>>>>>>>>>> a lot of sleep.
>>>>>>>>>>>
>>>>>>>>>>> On Wed, Apr 1, 2015 at 11:30 AM, Tony "omega" Sergi <
>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>> > wrote:
>>>>>>>>>>>
>>>>>>>>>>> What do you think your mod is running off of?
>>>>>>>>>>> You have the base source content, which includes all of the
>>>>>>>>>>> sounds and soundscripts for hl2, ep1, ep2, lost coast, etc. Plus if you own
>>>>>>>>>>> tf2 or any of the other valve games you can easily look at their files too.
>>>>>>>>>>>
>>>>>>>>>>> On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar <***@gmail.com
>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>>> wrote:
>>>>>>>>>>>
>>>>>>>>>>> My mod didn't come with existing sound files. I've also read the
>>>>>>>>>>> developer wiki, but i didn't find much, so i'm asking you.
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> On Wed, Apr 1, 2015 at 12:43 AM, Tony "omega" Sergi <
>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>> > wrote:
>>>>>>>>>>>
>>>>>>>>>>> open existing sound files and sound scripts and look. also read
>>>>>>>>>>> the developer wiki.
>>>>>>>>>>>
>>>>>>>>>>> On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar <***@gmail.com
>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>>> wrote:
>>>>>>>>>>>
>>>>>>>>>>> Hey guys, i have another question! How do i change weapon sound
>>>>>>>>>>> for my mod? What format does it have to be and what files do i need to
>>>>>>>>>>> edit? Long story short, i need to know everything about changing the sounds
>>>>>>>>>>> please!
>>>>>>>>>>>
>>>>>>>>>>> On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar <***@gmail.com
>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>>> wrote:
>>>>>>>>>>>
>>>>>>>>>>> Thanks Ken, i was just tired last night and having a rough time
>>>>>>>>>>> with some stuff, thanks though!
>>>>>>>>>>>
>>>>>>>>>>> On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher <***@qis.net
>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@qis.net>>
>>>>>>>>>>> wrote:
>>>>>>>>>>>
>>>>>>>>>>> It says right there...
>>>>>>>>>>> The images displayed in the new game dialogue are 152x86. Since
>>>>>>>>>>> texture dimensions must both be a power of two, your VTFs will be 256x128
>>>>>>>>>>> with a border to the right and bottom.
>>>>>>>>>>>
>>>>>>>>>>> That means that the full dimensions of the image will be 256
>>>>>>>>>>> wide by 128 tall, but only a portion of that gets used. 152 x 86 to be
>>>>>>>>>>> specific. What you should do is create your chapter images as 152x86
>>>>>>>>>>> images, and then either edit that image's canvas size to 256x128 (but don't
>>>>>>>>>>> scale/stretch the actual image), or take that 152x86 image and copy it into
>>>>>>>>>>> a new 256x128 image, and just make sure it is positioned in the top-left.
>>>>>>>>>>> The unused portion of the image should just be black.
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> -------- Original message --------
>>>>>>>>>>> From: Gavin Isgar <***@gmail.com
>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>>> Date: 03/28/2015 10:36 PM (GMT-05:00)
>>>>>>>>>>> To: Discussion of Half-Life Programming <
>>>>>>>>>>> ***@list.valvesoftware.com
>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@list.valvesoftware.com>>
>>>>>>>>>>>
>>>>>>>>>>> Subject: Re: [hlcoders] Modding Problems
>>>>>>>>>>>
>>>>>>>>>>> Alright I guess
>>>>>>>>>>>
>>>>>>>>>>> On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann <
>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>> > wrote:
>>>>>>>>>>>
>>>>>>>>>>> Other than that I'd just use the images from Half-Life 2 as a
>>>>>>>>>>> base.
>>>>>>>>>>>
>>>>>>>>>>> On 29 March 2015 at 12:20, Gavin Isgar <***@gmail.com
>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>>> wrote:
>>>>>>>>>>>
>>>>>>>>>>> Tom, i checked that but, to be honest, i didnt understand it a
>>>>>>>>>>> bit. Anything else?
>>>>>>>>>>>
>>>>>>>>>>> On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann <
>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>> > wrote:
>>>>>>>>>>>
>>>>>>>>>>> There's some information on that at
>>>>>>>>>>> https://developer.valvesoftware.com/wiki/Background#Images
>>>>>>>>>>>
>>>>>>>>>>> On 29 March 2015 at 09:09, Gavin Isgar <***@gmail.com
>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>>> wrote:
>>>>>>>>>>>
>>>>>>>>>>> Hey guys, im having another problem again and couldnt find a fix
>>>>>>>>>>> on the internet. I dont know the right size for chapter thumbnails, what
>>>>>>>>>>> size do i make the picture(not the vtf or vmt)?
>>>>>>>>>>>
>>>>>>>>>>> On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar <***@gmail.com
>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>> > wrote:
>>>>>>>>>>>
>>>>>>>>>>> The two dots means "parent directory". You start in
>>>>>>>>>>> materials/vgui, go
>>>>>>>>>>> up one to materials, then to materials/logo and
>>>>>>>>>>> materials/logo/hl2rslogo1.vmt.
>>>>>>>>>>>
>>>>>>>>>>> On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar <***@gmail.com
>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>>> wrote:
>>>>>>>>>>> > Yea Jesse, here's how i fixed it! So in my materials folder, i
>>>>>>>>>>> made a logo
>>>>>>>>>>> > folder, inside i put both put the vmt and vtf file with the
>>>>>>>>>>> same name.
>>>>>>>>>>> > Inside the vmt file, i put:
>>>>>>>>>>> >
>>>>>>>>>>> > "UnlitGeneric"
>>>>>>>>>>> > {
>>>>>>>>>>> > "$basetexture" "logo/hl2rslogo1"
>>>>>>>>>>> > "$nolod" 1
>>>>>>>>>>> > "$translucent" 1
>>>>>>>>>>> > }
>>>>>>>>>>> >
>>>>>>>>>>> > The path automatically detects the material folder, so just
>>>>>>>>>>> put the folder
>>>>>>>>>>> > and the name of both the vmt and vtf file(no extension). Then
>>>>>>>>>>> in my
>>>>>>>>>>> > gamelogo.res in my resource folder, i put:
>>>>>>>>>>> >
>>>>>>>>>>> > Resource/GameLogo.res
>>>>>>>>>>> > {
>>>>>>>>>>> > GameLogo
>>>>>>>>>>> > {
>>>>>>>>>>> > ControlName EditablePanel
>>>>>>>>>>> > fieldName GameLogo
>>>>>>>>>>> > xpos 0
>>>>>>>>>>> > ypos 0
>>>>>>>>>>> > zpos 50
>>>>>>>>>>> > wide 400
>>>>>>>>>>> > tall 100
>>>>>>>>>>> > autoResize 1
>>>>>>>>>>> > pinCorner 0
>>>>>>>>>>> > visible 1
>>>>>>>>>>> > enabled 1
>>>>>>>>>>> > offsetX -20
>>>>>>>>>>> > offsetY -15
>>>>>>>>>>> > }
>>>>>>>>>>> >
>>>>>>>>>>> > Logo
>>>>>>>>>>> > {
>>>>>>>>>>> > ControlName ImagePanel
>>>>>>>>>>> > fieldName Logo
>>>>>>>>>>> > xpos 0
>>>>>>>>>>> > ypos 0
>>>>>>>>>>> > zpos 50
>>>>>>>>>>> > wide 400
>>>>>>>>>>> > tall 100
>>>>>>>>>>> > visible 1
>>>>>>>>>>> > enabled 1
>>>>>>>>>>> > image ../logo/hl2rslogo1
>>>>>>>>>>> > scaleImage 1
>>>>>>>>>>> > }
>>>>>>>>>>> > }
>>>>>>>>>>> >
>>>>>>>>>>> > The dots in the path specify how many folders are before vmt
>>>>>>>>>>> and vtf, but i
>>>>>>>>>>> > rather just do it like this:
>>>>>>>>>>> >
>>>>>>>>>>> > 2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1
>>>>>>>>>>> folder, 1
>>>>>>>>>>> > file! If it was material/logo/hl2rslogo1 it would be 3 dots.
>>>>>>>>>>> Thats how i<
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> _______________________________________________
>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>> archives, please visit:
>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> _______________________________________________
>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>> archives, please visit:
>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> --
>>>>>>>>>>> -Tony
>>>>>>>>>>>
>>>>>>>>>>> _______________________________________________
>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>> archives, please visit:
>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> _______________________________________________
>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>> archives, please visit:
>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> --
>>>>>>>>>>> -Tony
>>>>>>>>>>>
>>>>>>>>>>> _______________________________________________
>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>> archives, please visit:
>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> _______________________________________________
>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>> archives, please visit:
>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> _______________________________________________
>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>> archives, please visit:
>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> _______________________________________________
>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> _______________________________________________
>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>> archives, please visit:
>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> _______________________________________________
>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>> archives, please visit:
>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> _______________________________________________
>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>> archives, please visit:
>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> _______________________________________________
>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>> archives, please visit:
>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> _______________________________________________
>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>> archives, please visit:
>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> _______________________________________________
>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>> archives, please visit:
>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> _______________________________________________
>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>> archives, please visit:
>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> _______________________________________________
>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>> archives, please visit:
>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> _______________________________________________
>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>> archives, please visit:
>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> _______________________________________________
>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>> archives, please visit:
>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>> _______________________________________________
>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>> archives, please visit:
>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>> _______________________________________________
>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>> please visit:
>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>
>>>>>
>>>>>
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>
>>> _______________________________________________
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>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>
>> _______________________________________________
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>> please visit:
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>>
>>
>>
>
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> please visit:
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>
Gavin Isgar
2015-04-24 12:23:19 UTC
Permalink
Thanks! I'll try it!

On Fri, Apr 24, 2015 at 12:06 AM, Jesse Oak <***@gmail.com> wrote:

> Silverfish has been out of the Source modding scene for awhile but I find
> his tutorial still holds up quite well.
> https://www.youtube.com/watch?v=T077tK_hXJo
>
> On Tue, Apr 21, 2015 at 9:23 PM, Gavin Isgar <***@gmail.com> wrote:
>
>> Hey guys, back with ANOTHER question. I've been wondering, how can i make
>> voice(choreography) scenes in-game? What i mean by that is make an NPC say
>> what i said in my recording while lip syncing. I seen that Source SDK's
>> Faceposer can do that but all tutorials are now outdated and i cant find a
>> good resource. Can you guys tell me how i can do this?
>>
>> On Fri, Apr 17, 2015 at 8:30 PM, Jesse Oak <***@gmail.com> wrote:
>>
>>> It most likely has a corresponding .res file then in which case you
>>> should be able to edit that.
>>>
>>> On Fri, Apr 17, 2015 at 4:30 PM, Gavin Isgar <***@gmail.com> wrote:
>>>
>>>> Commentary mode isn't on the menu, if it was, i would've already
>>>> removed it. It's in the chapter list menu. I still dont know how to remove
>>>> it either
>>>>
>>>> On Fri, Apr 17, 2015 at 12:35 PM, Jesse Oak <***@gmail.com>
>>>> wrote:
>>>>
>>>>> If you don't want commentary just remove it from your menu.
>>>>>
>>>>> On Wed, Apr 15, 2015 at 8:22 PM, Gavin Isgar <***@gmail.com>
>>>>> wrote:
>>>>>
>>>>>> Nope, still is like that. Why did it automatically add HL2 commentary
>>>>>> mode and messed up the chapter box with an unusable exit arrow? Please
>>>>>> help!
>>>>>>
>>>>>> On Wed, Apr 15, 2015 at 9:20 PM, Gavin Isgar <***@gmail.com>
>>>>>> wrote:
>>>>>>
>>>>>>> NVM, think i found the answer. HL2 was uninstalled somehow and only
>>>>>>> HL2EP2 was installed. I hope!
>>>>>>>
>>>>>>> On Wed, Apr 15, 2015 at 9:18 PM, Gavin Isgar <***@gmail.com>
>>>>>>> wrote:
>>>>>>>
>>>>>>>> Back with another question guys! So i was looking at the chapter
>>>>>>>> list in my game(literally ingame) and i now see something new, a commentary
>>>>>>>> checkbox! I didnt add one though, im using SDK Base 2007 for this mod BTW.
>>>>>>>> Did it update and automatically put it in? Please help for future reference!
>>>>>>>>
>>>>>>>> On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar <***@gmail.com>
>>>>>>>> wrote:
>>>>>>>>
>>>>>>>>> Im not distributing them, and i dont feel like it. I just want to
>>>>>>>>> know how i can configure code files for a game so that it can find the game
>>>>>>>>> and code it
>>>>>>>>>
>>>>>>>>> On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak <***@gmail.com>
>>>>>>>>> wrote:
>>>>>>>>>
>>>>>>>>>> Are you using SVN or Git? Just make a branch if you are.
>>>>>>>>>> On Apr 14, 2015 6:55 AM, "Gavin Isgar" <***@gmail.com> wrote:
>>>>>>>>>>
>>>>>>>>>>> Its not that easy. The files within it are all configured for
>>>>>>>>>>> the base game other than the beta. But that still didnt answer my question
>>>>>>>>>>>
>>>>>>>>>>> On Tue, Apr 14, 2015 at 5:04 AM, Stan R. <***@inbox.ru> wrote:
>>>>>>>>>>>
>>>>>>>>>>>> You just...copy it? Create a folder for your "beta" and work in
>>>>>>>>>>>> it? Computer basics?
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> ППМеЎельМОк, 13 апреля 2015, 23:08 -04:00 Пт Gavin Isgar <
>>>>>>>>>>>> ***@gmail.com>:
>>>>>>>>>>>>
>>>>>>>>>>>> Hey guys, back with huge question! Im wondering how i can
>>>>>>>>>>>> make a manual code folder for my game(like for Half-Life 2: Example, it
>>>>>>>>>>>> would be HL2E in the C Local Disk)? Im wondering how i can copy one from my
>>>>>>>>>>>> actual game and edit it for a beta version, so instead of HL2RS it would be
>>>>>>>>>>>> HL2RSB! Please tell me how i can do that without Source SDK because it wont
>>>>>>>>>>>> work that way!
>>>>>>>>>>>>
>>>>>>>>>>>> On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak <
>>>>>>>>>>>> ***@hotmail.com
>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@hotmail.com>
>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>
>>>>>>>>>>>> Well, normally it shouldn't interfere with your mod in any
>>>>>>>>>>>> way, but you can only verify that yourself by testing. I do remember a case
>>>>>>>>>>>> where a breaking change was made in the 2013 SDK quite a while ago, but
>>>>>>>>>>>> that was announced in a Steam community and on this mailing list.
>>>>>>>>>>>>
>>>>>>>>>>>> If I'm not mistaken, the SDK Base contains just the engine.dll
>>>>>>>>>>>> itself (and a lot of other components it depends on, of course), which in
>>>>>>>>>>>> turn loads your server and client code. That means if the interfaces
>>>>>>>>>>>> between those modules have not changed in a way that would break
>>>>>>>>>>>> compatibility, there should be nothing for you to worry about.
>>>>>>>>>>>> ------------------------------
>>>>>>>>>>>> From: Gavin Isgar
>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>> Sent: ‎12.‎04.‎2015 00:13
>>>>>>>>>>>> To: Discussion of Half-Life Programming
>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@list.valvesoftware.com>
>>>>>>>>>>>> Subject: Re: [hlcoders] Modding Problems
>>>>>>>>>>>>
>>>>>>>>>>>> I wanted to use Source SDK Base 2007 for a reason. But my
>>>>>>>>>>>> question still hasn't been answered.
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires <
>>>>>>>>>>>> ***@swires.me
>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@swires.me>>
>>>>>>>>>>>> wrote:
>>>>>>>>>>>>
>>>>>>>>>>>> If you're starting a new mod (which it sounds like you are),
>>>>>>>>>>>> you should not be using the 2007 base at all.
>>>>>>>>>>>>
>>>>>>>>>>>> On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar <***@gmail.com
>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>>>> wrote:
>>>>>>>>>>>>
>>>>>>>>>>>> Hey guys, back with another question! So i just saw awhile ago
>>>>>>>>>>>> that Source SDK Base 2007 got updated. My mod uses Source SDK Base 2007 and
>>>>>>>>>>>> i was wondering, do the updates interfere with the mod in anyway? Thanks
>>>>>>>>>>>> for the help!
>>>>>>>>>>>>
>>>>>>>>>>>> On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar <***@gmail.com
>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>>>> wrote:
>>>>>>>>>>>>
>>>>>>>>>>>> Thanks Stan!
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> On Fri, Apr 3, 2015 at 8:42 PM, Stan R. <***@inbox.ru
>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@inbox.ru>>
>>>>>>>>>>>> wrote:
>>>>>>>>>>>>
>>>>>>>>>>>> You dont need to use VPKs to add sounds to your mod, just put
>>>>>>>>>>>> them in yourmod/sound/ folder. You dont need to touch sources and build
>>>>>>>>>>>> solution at all, weapon sounds defined in weapon script file
>>>>>>>>>>>> (scripts/weapon_smg1.txt for example) and sound definition scripts
>>>>>>>>>>>> (game_sounds_weapons.txt, game_sounds_player.txt). Yes, they should be WAV
>>>>>>>>>>>> 44khz/16bit. No, you can use any length you want.
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> ПятМОца, 3 апреля 2015, 20:33 -04:00 Пт Gavin Isgar <
>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>:
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> Hey guys, im back with a question. I've been trying
>>>>>>>>>>>> everything to change the weapon sounds of weapons but i cant find a very
>>>>>>>>>>>> "precise" tutorial on how, and most are outdated. Do i need VPKs? Do i need
>>>>>>>>>>>> to rebuild the game solution in Visual Studio after sound replacement? Do
>>>>>>>>>>>> they have to be in WAV format and does the sound files need to be a certain
>>>>>>>>>>>> length of time? Long story short, can anyone please tell me a very precise
>>>>>>>>>>>> tutorial on replacing sounds on mods! Thanks!
>>>>>>>>>>>>
>>>>>>>>>>>> On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay <***@live.com
>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@live.com>
>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>
>>>>>>>>>>>> You don't need a VPK to use the sounds, if you place them in
>>>>>>>>>>>> the sounds folder, then into a respective sub directory they will work fine.
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> On Apr 1, 2015, at 9:15 PM, Minh Le <***@telus.net
>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@telus.net>>
>>>>>>>>>>>> wrote:
>>>>>>>>>>>>
>>>>>>>>>>>> If you google, "make vpk"
>>>>>>>>>>>> you'll find a bunch of tutorials. This video looked helpful
>>>>>>>>>>>> https://www.youtube.com/watch?v=P3ILjexx0cE
>>>>>>>>>>>>
>>>>>>>>>>>> On 4/1/2015 5:01 PM, Gavin Isgar wrote:
>>>>>>>>>>>>
>>>>>>>>>>>> Hey guys, im back again! I'm having trouble figuring out how to
>>>>>>>>>>>> make vpk's to use for sounds for my mod and how to convert the sound files
>>>>>>>>>>>> for use in Source! Can someone please leave a nice tutorial(text tutorial)
>>>>>>>>>>>> on how to do this.
>>>>>>>>>>>>
>>>>>>>>>>>> On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar <***@gmail.com
>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>>>> wrote:
>>>>>>>>>>>>
>>>>>>>>>>>> Thanks Jesse, you saved my life lol.
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak <
>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>
>>>>>>>>>>>> Yes use gcf scape and look in the games vpks the ones you want
>>>>>>>>>>>> are the directory vpks which use _dir
>>>>>>>>>>>> On Apr 1, 2015 3:21 PM, "Gavin Isgar" <***@gmail.com
>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>>>> wrote:
>>>>>>>>>>>>
>>>>>>>>>>>> I've checked all sound folders in the games but don't see any
>>>>>>>>>>>> sounds themself. Do i have to use GCFScape or something? Sorry if i sound
>>>>>>>>>>>> like i have no experience, i've just been very tired recently and didnt get
>>>>>>>>>>>> a lot of sleep.
>>>>>>>>>>>>
>>>>>>>>>>>> On Wed, Apr 1, 2015 at 11:30 AM, Tony "omega" Sergi <
>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>
>>>>>>>>>>>> What do you think your mod is running off of?
>>>>>>>>>>>> You have the base source content, which includes all of the
>>>>>>>>>>>> sounds and soundscripts for hl2, ep1, ep2, lost coast, etc. Plus if you own
>>>>>>>>>>>> tf2 or any of the other valve games you can easily look at their files too.
>>>>>>>>>>>>
>>>>>>>>>>>> On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar <***@gmail.com
>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>>>> wrote:
>>>>>>>>>>>>
>>>>>>>>>>>> My mod didn't come with existing sound files. I've also read
>>>>>>>>>>>> the developer wiki, but i didn't find much, so i'm asking you.
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> On Wed, Apr 1, 2015 at 12:43 AM, Tony "omega" Sergi <
>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>
>>>>>>>>>>>> open existing sound files and sound scripts and look. also read
>>>>>>>>>>>> the developer wiki.
>>>>>>>>>>>>
>>>>>>>>>>>> On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar <***@gmail.com
>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>>>> wrote:
>>>>>>>>>>>>
>>>>>>>>>>>> Hey guys, i have another question! How do i change weapon sound
>>>>>>>>>>>> for my mod? What format does it have to be and what files do i need to
>>>>>>>>>>>> edit? Long story short, i need to know everything about changing the sounds
>>>>>>>>>>>> please!
>>>>>>>>>>>>
>>>>>>>>>>>> On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar <***@gmail.com
>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>>>> wrote:
>>>>>>>>>>>>
>>>>>>>>>>>> Thanks Ken, i was just tired last night and having a rough time
>>>>>>>>>>>> with some stuff, thanks though!
>>>>>>>>>>>>
>>>>>>>>>>>> On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher <***@qis.net
>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@qis.net>>
>>>>>>>>>>>> wrote:
>>>>>>>>>>>>
>>>>>>>>>>>> It says right there...
>>>>>>>>>>>> The images displayed in the new game dialogue are 152x86. Since
>>>>>>>>>>>> texture dimensions must both be a power of two, your VTFs will be 256x128
>>>>>>>>>>>> with a border to the right and bottom.
>>>>>>>>>>>>
>>>>>>>>>>>> That means that the full dimensions of the image will be 256
>>>>>>>>>>>> wide by 128 tall, but only a portion of that gets used. 152 x 86 to be
>>>>>>>>>>>> specific. What you should do is create your chapter images as 152x86
>>>>>>>>>>>> images, and then either edit that image's canvas size to 256x128 (but don't
>>>>>>>>>>>> scale/stretch the actual image), or take that 152x86 image and copy it into
>>>>>>>>>>>> a new 256x128 image, and just make sure it is positioned in the top-left.
>>>>>>>>>>>> The unused portion of the image should just be black.
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> -------- Original message --------
>>>>>>>>>>>> From: Gavin Isgar <***@gmail.com
>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>>>>
>>>>>>>>>>>> Date: 03/28/2015 10:36 PM (GMT-05:00)
>>>>>>>>>>>> To: Discussion of Half-Life Programming <
>>>>>>>>>>>> ***@list.valvesoftware.com
>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@list.valvesoftware.com>>
>>>>>>>>>>>>
>>>>>>>>>>>> Subject: Re: [hlcoders] Modding Problems
>>>>>>>>>>>>
>>>>>>>>>>>> Alright I guess
>>>>>>>>>>>>
>>>>>>>>>>>> On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann <
>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>
>>>>>>>>>>>> Other than that I'd just use the images from Half-Life 2 as a
>>>>>>>>>>>> base.
>>>>>>>>>>>>
>>>>>>>>>>>> On 29 March 2015 at 12:20, Gavin Isgar <***@gmail.com
>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>>>> wrote:
>>>>>>>>>>>>
>>>>>>>>>>>> Tom, i checked that but, to be honest, i didnt understand it a
>>>>>>>>>>>> bit. Anything else?
>>>>>>>>>>>>
>>>>>>>>>>>> On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann <
>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>
>>>>>>>>>>>> There's some information on that at
>>>>>>>>>>>> https://developer.valvesoftware.com/wiki/Background#Images
>>>>>>>>>>>>
>>>>>>>>>>>> On 29 March 2015 at 09:09, Gavin Isgar <***@gmail.com
>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>>>> wrote:
>>>>>>>>>>>>
>>>>>>>>>>>> Hey guys, im having another problem again and couldnt find a
>>>>>>>>>>>> fix on the internet. I dont know the right size for chapter thumbnails,
>>>>>>>>>>>> what size do i make the picture(not the vtf or vmt)?
>>>>>>>>>>>>
>>>>>>>>>>>> On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar <***@gmail.com
>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>
>>>>>>>>>>>> The two dots means "parent directory". You start in
>>>>>>>>>>>> materials/vgui, go
>>>>>>>>>>>> up one to materials, then to materials/logo and
>>>>>>>>>>>> materials/logo/hl2rslogo1.vmt.
>>>>>>>>>>>>
>>>>>>>>>>>> On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar <***@gmail.com
>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>>>> wrote:
>>>>>>>>>>>> > Yea Jesse, here's how i fixed it! So in my materials folder,
>>>>>>>>>>>> i made a logo
>>>>>>>>>>>> > folder, inside i put both put the vmt and vtf file with the
>>>>>>>>>>>> same name.
>>>>>>>>>>>> > Inside the vmt file, i put:
>>>>>>>>>>>> >
>>>>>>>>>>>> > "UnlitGeneric"
>>>>>>>>>>>> > {
>>>>>>>>>>>> > "$basetexture" "logo/hl2rslogo1"
>>>>>>>>>>>> > "$nolod" 1
>>>>>>>>>>>> > "$translucent" 1
>>>>>>>>>>>> > }
>>>>>>>>>>>> >
>>>>>>>>>>>> > The path automatically detects the material folder, so just
>>>>>>>>>>>> put the folder
>>>>>>>>>>>> > and the name of both the vmt and vtf file(no extension). Then
>>>>>>>>>>>> in my
>>>>>>>>>>>> > gamelogo.res in my resource folder, i put:
>>>>>>>>>>>> >
>>>>>>>>>>>> > Resource/GameLogo.res
>>>>>>>>>>>> > {
>>>>>>>>>>>> > GameLogo
>>>>>>>>>>>> > {
>>>>>>>>>>>> > ControlName EditablePanel
>>>>>>>>>>>> > fieldName GameLogo
>>>>>>>>>>>> > xpos 0
>>>>>>>>>>>> > ypos 0
>>>>>>>>>>>> > zpos 50
>>>>>>>>>>>> > wide 400
>>>>>>>>>>>> > tall 100
>>>>>>>>>>>> > autoResize 1
>>>>>>>>>>>> > pinCorner 0
>>>>>>>>>>>> > visible 1
>>>>>>>>>>>> > enabled 1
>>>>>>>>>>>> > offsetX -20
>>>>>>>>>>>> > offsetY -15
>>>>>>>>>>>> > }
>>>>>>>>>>>> >
>>>>>>>>>>>> > Logo
>>>>>>>>>>>> > {
>>>>>>>>>>>> > ControlName ImagePanel
>>>>>>>>>>>> > fieldName Logo
>>>>>>>>>>>> > xpos 0
>>>>>>>>>>>> > ypos 0
>>>>>>>>>>>> > zpos 50
>>>>>>>>>>>> > wide 400
>>>>>>>>>>>> > tall 100
>>>>>>>>>>>> > visible 1
>>>>>>>>>>>> > enabled 1
>>>>>>>>>>>> > image ../logo/hl2rslogo1
>>>>>>>>>>>> > scaleImage 1
>>>>>>>>>>>> > }
>>>>>>>>>>>> > }
>>>>>>>>>>>> >
>>>>>>>>>>>> > The dots in the path specify how many folders are before vmt
>>>>>>>>>>>> and vtf, but i
>>>>>>>>>>>> > rather just do it like this:
>>>>>>>>>>>> >
>>>>>>>>>>>> > 2 dots specifies 2 folders/files like logo/hl2rslogo1, thats
>>>>>>>>>>>> 1 folder, 1
>>>>>>>>>>>> > file! If it was material/logo/hl2rslogo1 it would be 3 dots.
>>>>>>>>>>>> Thats how i<
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> --
>>>>>>>>>>>> -Tony
>>>>>>>>>>>>
>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> --
>>>>>>>>>>>> -Tony
>>>>>>>>>>>>
>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> _______________________________________________
>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>> archives, please visit:
>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>> _______________________________________________
>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>> archives, please visit:
>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>
>>>>>> _______________________________________________
>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>> archives, please visit:
>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>
>>>>>>
>>>>>>
>>>>>
>>>>> _______________________________________________
>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>> please visit:
>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>
>>>>>
>>>>>
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
Gavin Isgar
2015-04-24 21:32:25 UTC
Permalink
Nope, still not working. Its saying extraction wont work. I use Windows 8
and Audacity for the wavs but still nothing works. Please someone give me a
tutorial on here by text please!

On Fri, Apr 24, 2015 at 8:23 AM, Gavin Isgar <***@gmail.com> wrote:

> Thanks! I'll try it!
>
> On Fri, Apr 24, 2015 at 12:06 AM, Jesse Oak <***@gmail.com> wrote:
>
>> Silverfish has been out of the Source modding scene for awhile but I find
>> his tutorial still holds up quite well.
>> https://www.youtube.com/watch?v=T077tK_hXJo
>>
>> On Tue, Apr 21, 2015 at 9:23 PM, Gavin Isgar <***@gmail.com> wrote:
>>
>>> Hey guys, back with ANOTHER question. I've been wondering, how can i
>>> make voice(choreography) scenes in-game? What i mean by that is make an NPC
>>> say what i said in my recording while lip syncing. I seen that Source SDK's
>>> Faceposer can do that but all tutorials are now outdated and i cant find a
>>> good resource. Can you guys tell me how i can do this?
>>>
>>> On Fri, Apr 17, 2015 at 8:30 PM, Jesse Oak <***@gmail.com>
>>> wrote:
>>>
>>>> It most likely has a corresponding .res file then in which case you
>>>> should be able to edit that.
>>>>
>>>> On Fri, Apr 17, 2015 at 4:30 PM, Gavin Isgar <***@gmail.com> wrote:
>>>>
>>>>> Commentary mode isn't on the menu, if it was, i would've already
>>>>> removed it. It's in the chapter list menu. I still dont know how to remove
>>>>> it either
>>>>>
>>>>> On Fri, Apr 17, 2015 at 12:35 PM, Jesse Oak <***@gmail.com>
>>>>> wrote:
>>>>>
>>>>>> If you don't want commentary just remove it from your menu.
>>>>>>
>>>>>> On Wed, Apr 15, 2015 at 8:22 PM, Gavin Isgar <***@gmail.com>
>>>>>> wrote:
>>>>>>
>>>>>>> Nope, still is like that. Why did it automatically add HL2
>>>>>>> commentary mode and messed up the chapter box with an unusable exit arrow?
>>>>>>> Please help!
>>>>>>>
>>>>>>> On Wed, Apr 15, 2015 at 9:20 PM, Gavin Isgar <***@gmail.com>
>>>>>>> wrote:
>>>>>>>
>>>>>>>> NVM, think i found the answer. HL2 was uninstalled somehow and only
>>>>>>>> HL2EP2 was installed. I hope!
>>>>>>>>
>>>>>>>> On Wed, Apr 15, 2015 at 9:18 PM, Gavin Isgar <***@gmail.com>
>>>>>>>> wrote:
>>>>>>>>
>>>>>>>>> Back with another question guys! So i was looking at the chapter
>>>>>>>>> list in my game(literally ingame) and i now see something new, a commentary
>>>>>>>>> checkbox! I didnt add one though, im using SDK Base 2007 for this mod BTW.
>>>>>>>>> Did it update and automatically put it in? Please help for future reference!
>>>>>>>>>
>>>>>>>>> On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar <***@gmail.com>
>>>>>>>>> wrote:
>>>>>>>>>
>>>>>>>>>> Im not distributing them, and i dont feel like it. I just want to
>>>>>>>>>> know how i can configure code files for a game so that it can find the game
>>>>>>>>>> and code it
>>>>>>>>>>
>>>>>>>>>> On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak <***@gmail.com
>>>>>>>>>> > wrote:
>>>>>>>>>>
>>>>>>>>>>> Are you using SVN or Git? Just make a branch if you are.
>>>>>>>>>>> On Apr 14, 2015 6:55 AM, "Gavin Isgar" <***@gmail.com>
>>>>>>>>>>> wrote:
>>>>>>>>>>>
>>>>>>>>>>>> Its not that easy. The files within it are all configured for
>>>>>>>>>>>> the base game other than the beta. But that still didnt answer my question
>>>>>>>>>>>>
>>>>>>>>>>>> On Tue, Apr 14, 2015 at 5:04 AM, Stan R. <***@inbox.ru>
>>>>>>>>>>>> wrote:
>>>>>>>>>>>>
>>>>>>>>>>>>> You just...copy it? Create a folder for your "beta" and work
>>>>>>>>>>>>> in it? Computer basics?
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>> ППМеЎельМОк, 13 апреля 2015, 23:08 -04:00 Пт Gavin Isgar <
>>>>>>>>>>>>> ***@gmail.com>:
>>>>>>>>>>>>>
>>>>>>>>>>>>> Hey guys, back with huge question! Im wondering how i can
>>>>>>>>>>>>> make a manual code folder for my game(like for Half-Life 2: Example, it
>>>>>>>>>>>>> would be HL2E in the C Local Disk)? Im wondering how i can copy one from my
>>>>>>>>>>>>> actual game and edit it for a beta version, so instead of HL2RS it would be
>>>>>>>>>>>>> HL2RSB! Please tell me how i can do that without Source SDK because it wont
>>>>>>>>>>>>> work that way!
>>>>>>>>>>>>>
>>>>>>>>>>>>> On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak <
>>>>>>>>>>>>> ***@hotmail.com
>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@hotmail.com>
>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>
>>>>>>>>>>>>> Well, normally it shouldn't interfere with your mod in any
>>>>>>>>>>>>> way, but you can only verify that yourself by testing. I do remember a case
>>>>>>>>>>>>> where a breaking change was made in the 2013 SDK quite a while ago, but
>>>>>>>>>>>>> that was announced in a Steam community and on this mailing list.
>>>>>>>>>>>>>
>>>>>>>>>>>>> If I'm not mistaken, the SDK Base contains just the engine.dll
>>>>>>>>>>>>> itself (and a lot of other components it depends on, of course), which in
>>>>>>>>>>>>> turn loads your server and client code. That means if the interfaces
>>>>>>>>>>>>> between those modules have not changed in a way that would break
>>>>>>>>>>>>> compatibility, there should be nothing for you to worry about.
>>>>>>>>>>>>> ------------------------------
>>>>>>>>>>>>> From: Gavin Isgar
>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>> Sent: ‎12.‎04.‎2015 00:13
>>>>>>>>>>>>> To: Discussion of Half-Life Programming
>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@list.valvesoftware.com>
>>>>>>>>>>>>> Subject: Re: [hlcoders] Modding Problems
>>>>>>>>>>>>>
>>>>>>>>>>>>> I wanted to use Source SDK Base 2007 for a reason. But my
>>>>>>>>>>>>> question still hasn't been answered.
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>> On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires <
>>>>>>>>>>>>> ***@swires.me
>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@swires.me>>
>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>
>>>>>>>>>>>>> If you're starting a new mod (which it sounds like you are),
>>>>>>>>>>>>> you should not be using the 2007 base at all.
>>>>>>>>>>>>>
>>>>>>>>>>>>> On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar <
>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>
>>>>>>>>>>>>> Hey guys, back with another question! So i just saw awhile ago
>>>>>>>>>>>>> that Source SDK Base 2007 got updated. My mod uses Source SDK Base 2007 and
>>>>>>>>>>>>> i was wondering, do the updates interfere with the mod in anyway? Thanks
>>>>>>>>>>>>> for the help!
>>>>>>>>>>>>>
>>>>>>>>>>>>> On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar <***@gmail.com
>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>
>>>>>>>>>>>>> Thanks Stan!
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>> On Fri, Apr 3, 2015 at 8:42 PM, Stan R. <***@inbox.ru
>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@inbox.ru>>
>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>
>>>>>>>>>>>>> You dont need to use VPKs to add sounds to your mod, just put
>>>>>>>>>>>>> them in yourmod/sound/ folder. You dont need to touch sources and build
>>>>>>>>>>>>> solution at all, weapon sounds defined in weapon script file
>>>>>>>>>>>>> (scripts/weapon_smg1.txt for example) and sound definition scripts
>>>>>>>>>>>>> (game_sounds_weapons.txt, game_sounds_player.txt). Yes, they should be WAV
>>>>>>>>>>>>> 44khz/16bit. No, you can use any length you want.
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>> ПятМОца, 3 апреля 2015, 20:33 -04:00 Пт Gavin Isgar <
>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>:
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>> Hey guys, im back with a question. I've been trying
>>>>>>>>>>>>> everything to change the weapon sounds of weapons but i cant find a very
>>>>>>>>>>>>> "precise" tutorial on how, and most are outdated. Do i need VPKs? Do i need
>>>>>>>>>>>>> to rebuild the game solution in Visual Studio after sound replacement? Do
>>>>>>>>>>>>> they have to be in WAV format and does the sound files need to be a certain
>>>>>>>>>>>>> length of time? Long story short, can anyone please tell me a very precise
>>>>>>>>>>>>> tutorial on replacing sounds on mods! Thanks!
>>>>>>>>>>>>>
>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay <
>>>>>>>>>>>>> ***@live.com
>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@live.com>
>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>
>>>>>>>>>>>>> You don't need a VPK to use the sounds, if you place them in
>>>>>>>>>>>>> the sounds folder, then into a respective sub directory they will work fine.
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>> On Apr 1, 2015, at 9:15 PM, Minh Le <***@telus.net
>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@telus.net>>
>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>
>>>>>>>>>>>>> If you google, "make vpk"
>>>>>>>>>>>>> you'll find a bunch of tutorials. This video looked helpful
>>>>>>>>>>>>> https://www.youtube.com/watch?v=P3ILjexx0cE
>>>>>>>>>>>>>
>>>>>>>>>>>>> On 4/1/2015 5:01 PM, Gavin Isgar wrote:
>>>>>>>>>>>>>
>>>>>>>>>>>>> Hey guys, im back again! I'm having trouble figuring out how
>>>>>>>>>>>>> to make vpk's to use for sounds for my mod and how to convert the sound
>>>>>>>>>>>>> files for use in Source! Can someone please leave a nice tutorial(text
>>>>>>>>>>>>> tutorial) on how to do this.
>>>>>>>>>>>>>
>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar <***@gmail.com
>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>
>>>>>>>>>>>>> Thanks Jesse, you saved my life lol.
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak <
>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>
>>>>>>>>>>>>> Yes use gcf scape and look in the games vpks the ones you want
>>>>>>>>>>>>> are the directory vpks which use _dir
>>>>>>>>>>>>> On Apr 1, 2015 3:21 PM, "Gavin Isgar" <***@gmail.com
>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>
>>>>>>>>>>>>> I've checked all sound folders in the games but don't see any
>>>>>>>>>>>>> sounds themself. Do i have to use GCFScape or something? Sorry if i sound
>>>>>>>>>>>>> like i have no experience, i've just been very tired recently and didnt get
>>>>>>>>>>>>> a lot of sleep.
>>>>>>>>>>>>>
>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 11:30 AM, Tony "omega" Sergi <
>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>
>>>>>>>>>>>>> What do you think your mod is running off of?
>>>>>>>>>>>>> You have the base source content, which includes all of the
>>>>>>>>>>>>> sounds and soundscripts for hl2, ep1, ep2, lost coast, etc. Plus if you own
>>>>>>>>>>>>> tf2 or any of the other valve games you can easily look at their files too.
>>>>>>>>>>>>>
>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar <***@gmail.com
>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>
>>>>>>>>>>>>> My mod didn't come with existing sound files. I've also read
>>>>>>>>>>>>> the developer wiki, but i didn't find much, so i'm asking you.
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 12:43 AM, Tony "omega" Sergi <
>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>
>>>>>>>>>>>>> open existing sound files and sound scripts and look. also
>>>>>>>>>>>>> read the developer wiki.
>>>>>>>>>>>>>
>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar <***@gmail.com
>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>
>>>>>>>>>>>>> Hey guys, i have another question! How do i change weapon
>>>>>>>>>>>>> sound for my mod? What format does it have to be and what files do i need
>>>>>>>>>>>>> to edit? Long story short, i need to know everything about changing the
>>>>>>>>>>>>> sounds please!
>>>>>>>>>>>>>
>>>>>>>>>>>>> On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar <
>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>
>>>>>>>>>>>>> Thanks Ken, i was just tired last night and having a rough
>>>>>>>>>>>>> time with some stuff, thanks though!
>>>>>>>>>>>>>
>>>>>>>>>>>>> On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher <***@qis.net
>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@qis.net>>
>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>
>>>>>>>>>>>>> It says right there...
>>>>>>>>>>>>> The images displayed in the new game dialogue are 152x86.
>>>>>>>>>>>>> Since texture dimensions must both be a power of two, your VTFs will be
>>>>>>>>>>>>> 256x128 with a border to the right and bottom.
>>>>>>>>>>>>>
>>>>>>>>>>>>> That means that the full dimensions of the image will be 256
>>>>>>>>>>>>> wide by 128 tall, but only a portion of that gets used. 152 x 86 to be
>>>>>>>>>>>>> specific. What you should do is create your chapter images as 152x86
>>>>>>>>>>>>> images, and then either edit that image's canvas size to 256x128 (but don't
>>>>>>>>>>>>> scale/stretch the actual image), or take that 152x86 image and copy it into
>>>>>>>>>>>>> a new 256x128 image, and just make sure it is positioned in the top-left.
>>>>>>>>>>>>> The unused portion of the image should just be black.
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>> -------- Original message --------
>>>>>>>>>>>>> From: Gavin Isgar <***@gmail.com
>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>>>>>
>>>>>>>>>>>>> Date: 03/28/2015 10:36 PM (GMT-05:00)
>>>>>>>>>>>>> To: Discussion of Half-Life Programming <
>>>>>>>>>>>>> ***@list.valvesoftware.com
>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@list.valvesoftware.com>>
>>>>>>>>>>>>>
>>>>>>>>>>>>> Subject: Re: [hlcoders] Modding Problems
>>>>>>>>>>>>>
>>>>>>>>>>>>> Alright I guess
>>>>>>>>>>>>>
>>>>>>>>>>>>> On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann <
>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>
>>>>>>>>>>>>> Other than that I'd just use the images from Half-Life 2 as a
>>>>>>>>>>>>> base.
>>>>>>>>>>>>>
>>>>>>>>>>>>> On 29 March 2015 at 12:20, Gavin Isgar <***@gmail.com
>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>
>>>>>>>>>>>>> Tom, i checked that but, to be honest, i didnt understand it a
>>>>>>>>>>>>> bit. Anything else?
>>>>>>>>>>>>>
>>>>>>>>>>>>> On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann <
>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>
>>>>>>>>>>>>> There's some information on that at
>>>>>>>>>>>>> https://developer.valvesoftware.com/wiki/Background#Images
>>>>>>>>>>>>>
>>>>>>>>>>>>> On 29 March 2015 at 09:09, Gavin Isgar <***@gmail.com
>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>
>>>>>>>>>>>>> Hey guys, im having another problem again and couldnt find a
>>>>>>>>>>>>> fix on the internet. I dont know the right size for chapter thumbnails,
>>>>>>>>>>>>> what size do i make the picture(not the vtf or vmt)?
>>>>>>>>>>>>>
>>>>>>>>>>>>> On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar <
>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>
>>>>>>>>>>>>> The two dots means "parent directory". You start in
>>>>>>>>>>>>> materials/vgui, go
>>>>>>>>>>>>> up one to materials, then to materials/logo and
>>>>>>>>>>>>> materials/logo/hl2rslogo1.vmt.
>>>>>>>>>>>>>
>>>>>>>>>>>>> On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar <
>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>> > Yea Jesse, here's how i fixed it! So in my materials folder,
>>>>>>>>>>>>> i made a logo
>>>>>>>>>>>>> > folder, inside i put both put the vmt and vtf file with the
>>>>>>>>>>>>> same name.
>>>>>>>>>>>>> > Inside the vmt file, i put:
>>>>>>>>>>>>> >
>>>>>>>>>>>>> > "UnlitGeneric"
>>>>>>>>>>>>> > {
>>>>>>>>>>>>> > "$basetexture" "logo/hl2rslogo1"
>>>>>>>>>>>>> > "$nolod" 1
>>>>>>>>>>>>> > "$translucent" 1
>>>>>>>>>>>>> > }
>>>>>>>>>>>>> >
>>>>>>>>>>>>> > The path automatically detects the material folder, so just
>>>>>>>>>>>>> put the folder
>>>>>>>>>>>>> > and the name of both the vmt and vtf file(no extension).
>>>>>>>>>>>>> Then in my
>>>>>>>>>>>>> > gamelogo.res in my resource folder, i put:
>>>>>>>>>>>>> >
>>>>>>>>>>>>> > Resource/GameLogo.res
>>>>>>>>>>>>> > {
>>>>>>>>>>>>> > GameLogo
>>>>>>>>>>>>> > {
>>>>>>>>>>>>> > ControlName EditablePanel
>>>>>>>>>>>>> > fieldName GameLogo
>>>>>>>>>>>>> > xpos 0
>>>>>>>>>>>>> > ypos 0
>>>>>>>>>>>>> > zpos 50
>>>>>>>>>>>>> > wide 400
>>>>>>>>>>>>> > tall 100
>>>>>>>>>>>>> > autoResize 1
>>>>>>>>>>>>> > pinCorner 0
>>>>>>>>>>>>> > visible 1
>>>>>>>>>>>>> > enabled 1
>>>>>>>>>>>>> > offsetX -20
>>>>>>>>>>>>> > offsetY -15
>>>>>>>>>>>>> > }
>>>>>>>>>>>>> >
>>>>>>>>>>>>> > Logo
>>>>>>>>>>>>> > {
>>>>>>>>>>>>> > ControlName ImagePanel
>>>>>>>>>>>>> > fieldName Logo
>>>>>>>>>>>>> > xpos 0
>>>>>>>>>>>>> > ypos 0
>>>>>>>>>>>>> > zpos 50
>>>>>>>>>>>>> > wide 400
>>>>>>>>>>>>> > tall 100
>>>>>>>>>>>>> > visible 1
>>>>>>>>>>>>> > enabled 1
>>>>>>>>>>>>> > image ../logo/hl2rslogo1
>>>>>>>>>>>>> > scaleImage 1
>>>>>>>>>>>>> > }
>>>>>>>>>>>>> > }
>>>>>>>>>>>>> >
>>>>>>>>>>>>> > The dots in the path specify how many folders are before vmt
>>>>>>>>>>>>> and vtf, but i
>>>>>>>>>>>>> > rather just do it like this:
>>>>>>>>>>>>> >
>>>>>>>>>>>>> > 2 dots specifies 2 folders/files like logo/hl2rslogo1, thats
>>>>>>>>>>>>> 1 folder, 1
>>>>>>>>>>>>> > file! If it was material/logo/hl2rslogo1 it would be 3 dots.
>>>>>>>>>>>>> Thats how i<
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>
>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>
>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>> --
>>>>>>>>>>>>> -Tony
>>>>>>>>>>>>>
>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>
>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>
>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>> --
>>>>>>>>>>>>> -Tony
>>>>>>>>>>>>>
>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>
>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>
>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>
>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>
>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>
>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>
>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>
>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>
>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>
>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>
>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>
>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>
>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>> _______________________________________________
>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>> archives, please visit:
>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>> _______________________________________________
>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>> archives, please visit:
>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>
>>>>>> _______________________________________________
>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>> archives, please visit:
>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>
>>>>>>
>>>>>>
>>>>>
>>>>> _______________________________________________
>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>> please visit:
>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>
>>>>>
>>>>>
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>>
>
Gavin Isgar
2015-04-26 22:42:19 UTC
Permalink
Guys i need some more help. I'm trying to use phoneme editor in face poser
for NPCs to talk. But i get an error message saying "an error occurred
during extraction". I've been trying to find a fix for this problem for
awhile but i cant. I'm also using a Windows 8 computer. Please, someone
type out a tutorial i can do to fix this problem! Thanks!

On Fri, Apr 24, 2015 at 5:32 PM, Gavin Isgar <***@gmail.com> wrote:

> Nope, still not working. Its saying extraction wont work. I use Windows 8
> and Audacity for the wavs but still nothing works. Please someone give me a
> tutorial on here by text please!
>
> On Fri, Apr 24, 2015 at 8:23 AM, Gavin Isgar <***@gmail.com> wrote:
>
>> Thanks! I'll try it!
>>
>> On Fri, Apr 24, 2015 at 12:06 AM, Jesse Oak <***@gmail.com>
>> wrote:
>>
>>> Silverfish has been out of the Source modding scene for awhile but I
>>> find his tutorial still holds up quite well.
>>> https://www.youtube.com/watch?v=T077tK_hXJo
>>>
>>> On Tue, Apr 21, 2015 at 9:23 PM, Gavin Isgar <***@gmail.com> wrote:
>>>
>>>> Hey guys, back with ANOTHER question. I've been wondering, how can i
>>>> make voice(choreography) scenes in-game? What i mean by that is make an NPC
>>>> say what i said in my recording while lip syncing. I seen that Source SDK's
>>>> Faceposer can do that but all tutorials are now outdated and i cant find a
>>>> good resource. Can you guys tell me how i can do this?
>>>>
>>>> On Fri, Apr 17, 2015 at 8:30 PM, Jesse Oak <***@gmail.com>
>>>> wrote:
>>>>
>>>>> It most likely has a corresponding .res file then in which case you
>>>>> should be able to edit that.
>>>>>
>>>>> On Fri, Apr 17, 2015 at 4:30 PM, Gavin Isgar <***@gmail.com>
>>>>> wrote:
>>>>>
>>>>>> Commentary mode isn't on the menu, if it was, i would've already
>>>>>> removed it. It's in the chapter list menu. I still dont know how to remove
>>>>>> it either
>>>>>>
>>>>>> On Fri, Apr 17, 2015 at 12:35 PM, Jesse Oak <***@gmail.com>
>>>>>> wrote:
>>>>>>
>>>>>>> If you don't want commentary just remove it from your menu.
>>>>>>>
>>>>>>> On Wed, Apr 15, 2015 at 8:22 PM, Gavin Isgar <***@gmail.com>
>>>>>>> wrote:
>>>>>>>
>>>>>>>> Nope, still is like that. Why did it automatically add HL2
>>>>>>>> commentary mode and messed up the chapter box with an unusable exit arrow?
>>>>>>>> Please help!
>>>>>>>>
>>>>>>>> On Wed, Apr 15, 2015 at 9:20 PM, Gavin Isgar <***@gmail.com>
>>>>>>>> wrote:
>>>>>>>>
>>>>>>>>> NVM, think i found the answer. HL2 was uninstalled somehow and
>>>>>>>>> only HL2EP2 was installed. I hope!
>>>>>>>>>
>>>>>>>>> On Wed, Apr 15, 2015 at 9:18 PM, Gavin Isgar <***@gmail.com>
>>>>>>>>> wrote:
>>>>>>>>>
>>>>>>>>>> Back with another question guys! So i was looking at the chapter
>>>>>>>>>> list in my game(literally ingame) and i now see something new, a commentary
>>>>>>>>>> checkbox! I didnt add one though, im using SDK Base 2007 for this mod BTW.
>>>>>>>>>> Did it update and automatically put it in? Please help for future reference!
>>>>>>>>>>
>>>>>>>>>> On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar <***@gmail.com>
>>>>>>>>>> wrote:
>>>>>>>>>>
>>>>>>>>>>> Im not distributing them, and i dont feel like it. I just want
>>>>>>>>>>> to know how i can configure code files for a game so that it can find the
>>>>>>>>>>> game and code it
>>>>>>>>>>>
>>>>>>>>>>> On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak <
>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>
>>>>>>>>>>>> Are you using SVN or Git? Just make a branch if you are.
>>>>>>>>>>>> On Apr 14, 2015 6:55 AM, "Gavin Isgar" <***@gmail.com>
>>>>>>>>>>>> wrote:
>>>>>>>>>>>>
>>>>>>>>>>>>> Its not that easy. The files within it are all configured for
>>>>>>>>>>>>> the base game other than the beta. But that still didnt answer my question
>>>>>>>>>>>>>
>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 5:04 AM, Stan R. <***@inbox.ru>
>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>
>>>>>>>>>>>>>> You just...copy it? Create a folder for your "beta" and work
>>>>>>>>>>>>>> in it? Computer basics?
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> ППМеЎельМОк, 13 апреля 2015, 23:08 -04:00 Пт Gavin Isgar <
>>>>>>>>>>>>>> ***@gmail.com>:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> Hey guys, back with huge question! Im wondering how i can
>>>>>>>>>>>>>> make a manual code folder for my game(like for Half-Life 2: Example, it
>>>>>>>>>>>>>> would be HL2E in the C Local Disk)? Im wondering how i can copy one from my
>>>>>>>>>>>>>> actual game and edit it for a beta version, so instead of HL2RS it would be
>>>>>>>>>>>>>> HL2RSB! Please tell me how i can do that without Source SDK because it wont
>>>>>>>>>>>>>> work that way!
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak <
>>>>>>>>>>>>>> ***@hotmail.com
>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@hotmail.com>
>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> Well, normally it shouldn't interfere with your mod in any
>>>>>>>>>>>>>> way, but you can only verify that yourself by testing. I do remember a case
>>>>>>>>>>>>>> where a breaking change was made in the 2013 SDK quite a while ago, but
>>>>>>>>>>>>>> that was announced in a Steam community and on this mailing list.
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> If I'm not mistaken, the SDK Base contains just the
>>>>>>>>>>>>>> engine.dll itself (and a lot of other components it depends on, of course),
>>>>>>>>>>>>>> which in turn loads your server and client code. That means if the
>>>>>>>>>>>>>> interfaces between those modules have not changed in a way that would break
>>>>>>>>>>>>>> compatibility, there should be nothing for you to worry about.
>>>>>>>>>>>>>> ------------------------------
>>>>>>>>>>>>>> From: Gavin Isgar
>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>> Sent: ‎12.‎04.‎2015 00:13
>>>>>>>>>>>>>> To: Discussion of Half-Life Programming
>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@list.valvesoftware.com>
>>>>>>>>>>>>>> Subject: Re: [hlcoders] Modding Problems
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> I wanted to use Source SDK Base 2007 for a reason. But my
>>>>>>>>>>>>>> question still hasn't been answered.
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires <
>>>>>>>>>>>>>> ***@swires.me
>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@swires.me>>
>>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> If you're starting a new mod (which it sounds like you are),
>>>>>>>>>>>>>> you should not be using the 2007 base at all.
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar <
>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> Hey guys, back with another question! So i just saw awhile
>>>>>>>>>>>>>> ago that Source SDK Base 2007 got updated. My mod uses Source SDK Base 2007
>>>>>>>>>>>>>> and i was wondering, do the updates interfere with the mod in anyway?
>>>>>>>>>>>>>> Thanks for the help!
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar <
>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> Thanks Stan!
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> On Fri, Apr 3, 2015 at 8:42 PM, Stan R. <***@inbox.ru
>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@inbox.ru>>
>>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> You dont need to use VPKs to add sounds to your mod, just put
>>>>>>>>>>>>>> them in yourmod/sound/ folder. You dont need to touch sources and build
>>>>>>>>>>>>>> solution at all, weapon sounds defined in weapon script file
>>>>>>>>>>>>>> (scripts/weapon_smg1.txt for example) and sound definition scripts
>>>>>>>>>>>>>> (game_sounds_weapons.txt, game_sounds_player.txt). Yes, they should be WAV
>>>>>>>>>>>>>> 44khz/16bit. No, you can use any length you want.
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> ПятМОца, 3 апреля 2015, 20:33 -04:00 Пт Gavin Isgar <
>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> Hey guys, im back with a question. I've been trying
>>>>>>>>>>>>>> everything to change the weapon sounds of weapons but i cant find a very
>>>>>>>>>>>>>> "precise" tutorial on how, and most are outdated. Do i need VPKs? Do i need
>>>>>>>>>>>>>> to rebuild the game solution in Visual Studio after sound replacement? Do
>>>>>>>>>>>>>> they have to be in WAV format and does the sound files need to be a certain
>>>>>>>>>>>>>> length of time? Long story short, can anyone please tell me a very precise
>>>>>>>>>>>>>> tutorial on replacing sounds on mods! Thanks!
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay <
>>>>>>>>>>>>>> ***@live.com
>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@live.com>
>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> You don't need a VPK to use the sounds, if you place them
>>>>>>>>>>>>>> in the sounds folder, then into a respective sub directory they will work
>>>>>>>>>>>>>> fine.
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> On Apr 1, 2015, at 9:15 PM, Minh Le <***@telus.net
>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@telus.net>>
>>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> If you google, "make vpk"
>>>>>>>>>>>>>> you'll find a bunch of tutorials. This video looked helpful
>>>>>>>>>>>>>> https://www.youtube.com/watch?v=P3ILjexx0cE
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> On 4/1/2015 5:01 PM, Gavin Isgar wrote:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> Hey guys, im back again! I'm having trouble figuring out how
>>>>>>>>>>>>>> to make vpk's to use for sounds for my mod and how to convert the sound
>>>>>>>>>>>>>> files for use in Source! Can someone please leave a nice tutorial(text
>>>>>>>>>>>>>> tutorial) on how to do this.
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar <
>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> Thanks Jesse, you saved my life lol.
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak <
>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> Yes use gcf scape and look in the games vpks the ones you
>>>>>>>>>>>>>> want are the directory vpks which use _dir
>>>>>>>>>>>>>> On Apr 1, 2015 3:21 PM, "Gavin Isgar" <***@gmail.com
>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> I've checked all sound folders in the games but don't see any
>>>>>>>>>>>>>> sounds themself. Do i have to use GCFScape or something? Sorry if i sound
>>>>>>>>>>>>>> like i have no experience, i've just been very tired recently and didnt get
>>>>>>>>>>>>>> a lot of sleep.
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 11:30 AM, Tony "omega" Sergi <
>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> What do you think your mod is running off of?
>>>>>>>>>>>>>> You have the base source content, which includes all of the
>>>>>>>>>>>>>> sounds and soundscripts for hl2, ep1, ep2, lost coast, etc. Plus if you own
>>>>>>>>>>>>>> tf2 or any of the other valve games you can easily look at their files too.
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar <
>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> My mod didn't come with existing sound files. I've also read
>>>>>>>>>>>>>> the developer wiki, but i didn't find much, so i'm asking you.
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 12:43 AM, Tony "omega" Sergi <
>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> open existing sound files and sound scripts and look. also
>>>>>>>>>>>>>> read the developer wiki.
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar <
>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> Hey guys, i have another question! How do i change weapon
>>>>>>>>>>>>>> sound for my mod? What format does it have to be and what files do i need
>>>>>>>>>>>>>> to edit? Long story short, i need to know everything about changing the
>>>>>>>>>>>>>> sounds please!
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar <
>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> Thanks Ken, i was just tired last night and having a rough
>>>>>>>>>>>>>> time with some stuff, thanks though!
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher <
>>>>>>>>>>>>>> ***@qis.net
>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@qis.net>>
>>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> It says right there...
>>>>>>>>>>>>>> The images displayed in the new game dialogue are 152x86.
>>>>>>>>>>>>>> Since texture dimensions must both be a power of two, your VTFs will be
>>>>>>>>>>>>>> 256x128 with a border to the right and bottom.
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> That means that the full dimensions of the image will be
>>>>>>>>>>>>>> 256 wide by 128 tall, but only a portion of that gets used. 152 x 86 to be
>>>>>>>>>>>>>> specific. What you should do is create your chapter images as 152x86
>>>>>>>>>>>>>> images, and then either edit that image's canvas size to 256x128 (but don't
>>>>>>>>>>>>>> scale/stretch the actual image), or take that 152x86 image and copy it into
>>>>>>>>>>>>>> a new 256x128 image, and just make sure it is positioned in the top-left.
>>>>>>>>>>>>>> The unused portion of the image should just be black.
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> -------- Original message --------
>>>>>>>>>>>>>> From: Gavin Isgar <***@gmail.com
>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> Date: 03/28/2015 10:36 PM (GMT-05:00)
>>>>>>>>>>>>>> To: Discussion of Half-Life Programming <
>>>>>>>>>>>>>> ***@list.valvesoftware.com
>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@list.valvesoftware.com>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> Subject: Re: [hlcoders] Modding Problems
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> Alright I guess
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann <
>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> Other than that I'd just use the images from Half-Life 2 as a
>>>>>>>>>>>>>> base.
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> On 29 March 2015 at 12:20, Gavin Isgar <***@gmail.com
>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> Tom, i checked that but, to be honest, i didnt understand it
>>>>>>>>>>>>>> a bit. Anything else?
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann <
>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> There's some information on that at
>>>>>>>>>>>>>> https://developer.valvesoftware.com/wiki/Background#Images
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> On 29 March 2015 at 09:09, Gavin Isgar <***@gmail.com
>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> Hey guys, im having another problem again and couldnt find a
>>>>>>>>>>>>>> fix on the internet. I dont know the right size for chapter thumbnails,
>>>>>>>>>>>>>> what size do i make the picture(not the vtf or vmt)?
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar <
>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> The two dots means "parent directory". You start in
>>>>>>>>>>>>>> materials/vgui, go
>>>>>>>>>>>>>> up one to materials, then to materials/logo and
>>>>>>>>>>>>>> materials/logo/hl2rslogo1.vmt.
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar <
>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>> > Yea Jesse, here's how i fixed it! So in my materials
>>>>>>>>>>>>>> folder, i made a logo
>>>>>>>>>>>>>> > folder, inside i put both put the vmt and vtf file with the
>>>>>>>>>>>>>> same name.
>>>>>>>>>>>>>> > Inside the vmt file, i put:
>>>>>>>>>>>>>> >
>>>>>>>>>>>>>> > "UnlitGeneric"
>>>>>>>>>>>>>> > {
>>>>>>>>>>>>>> > "$basetexture" "logo/hl2rslogo1"
>>>>>>>>>>>>>> > "$nolod" 1
>>>>>>>>>>>>>> > "$translucent" 1
>>>>>>>>>>>>>> > }
>>>>>>>>>>>>>> >
>>>>>>>>>>>>>> > The path automatically detects the material folder, so just
>>>>>>>>>>>>>> put the folder
>>>>>>>>>>>>>> > and the name of both the vmt and vtf file(no extension).
>>>>>>>>>>>>>> Then in my
>>>>>>>>>>>>>> > gamelogo.res in my resource folder, i put:
>>>>>>>>>>>>>> >
>>>>>>>>>>>>>> > Resource/GameLogo.res
>>>>>>>>>>>>>> > {
>>>>>>>>>>>>>> > GameLogo
>>>>>>>>>>>>>> > {
>>>>>>>>>>>>>> > ControlName EditablePanel
>>>>>>>>>>>>>> > fieldName GameLogo
>>>>>>>>>>>>>> > xpos 0
>>>>>>>>>>>>>> > ypos 0
>>>>>>>>>>>>>> > zpos 50
>>>>>>>>>>>>>> > wide 400
>>>>>>>>>>>>>> > tall 100
>>>>>>>>>>>>>> > autoResize 1
>>>>>>>>>>>>>> > pinCorner 0
>>>>>>>>>>>>>> > visible 1
>>>>>>>>>>>>>> > enabled 1
>>>>>>>>>>>>>> > offsetX -20
>>>>>>>>>>>>>> > offsetY -15
>>>>>>>>>>>>>> > }
>>>>>>>>>>>>>> >
>>>>>>>>>>>>>> > Logo
>>>>>>>>>>>>>> > {
>>>>>>>>>>>>>> > ControlName ImagePanel
>>>>>>>>>>>>>> > fieldName Logo
>>>>>>>>>>>>>> > xpos 0
>>>>>>>>>>>>>> > ypos 0
>>>>>>>>>>>>>> > zpos 50
>>>>>>>>>>>>>> > wide 400
>>>>>>>>>>>>>> > tall 100
>>>>>>>>>>>>>> > visible 1
>>>>>>>>>>>>>> > enabled 1
>>>>>>>>>>>>>> > image ../logo/hl2rslogo1
>>>>>>>>>>>>>> > scaleImage 1
>>>>>>>>>>>>>> > }
>>>>>>>>>>>>>> > }
>>>>>>>>>>>>>> >
>>>>>>>>>>>>>> > The dots in the path specify how many folders are before
>>>>>>>>>>>>>> vmt and vtf, but i
>>>>>>>>>>>>>> > rather just do it like this:
>>>>>>>>>>>>>> >
>>>>>>>>>>>>>> > 2 dots specifies 2 folders/files like logo/hl2rslogo1,
>>>>>>>>>>>>>> thats 1 folder, 1
>>>>>>>>>>>>>> > file! If it was material/logo/hl2rslogo1 it would be 3
>>>>>>>>>>>>>> dots. Thats how i<
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> --
>>>>>>>>>>>>>> -Tony
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> --
>>>>>>>>>>>>>> -Tony
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>
>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>> _______________________________________________
>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>> archives, please visit:
>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>> _______________________________________________
>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>> archives, please visit:
>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>
>>>>>> _______________________________________________
>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>> archives, please visit:
>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>
>>>>>>
>>>>>>
>>>>>
>>>>> _______________________________________________
>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>> please visit:
>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>
>>>>>
>>>>>
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>
>
Gavin Isgar
2015-05-23 02:07:21 UTC
Permalink
Hey guys, i got a question! Can anyways please tell me how to model and
make weapons? I cant find a solid tutorial anywhere that i can actually do
it on! Please help, thank you!

On Sun, Apr 26, 2015 at 6:42 PM, Gavin Isgar <***@gmail.com> wrote:

> Guys i need some more help. I'm trying to use phoneme editor in face poser
> for NPCs to talk. But i get an error message saying "an error occurred
> during extraction". I've been trying to find a fix for this problem for
> awhile but i cant. I'm also using a Windows 8 computer. Please, someone
> type out a tutorial i can do to fix this problem! Thanks!
>
> On Fri, Apr 24, 2015 at 5:32 PM, Gavin Isgar <***@gmail.com> wrote:
>
>> Nope, still not working. Its saying extraction wont work. I use Windows 8
>> and Audacity for the wavs but still nothing works. Please someone give me a
>> tutorial on here by text please!
>>
>> On Fri, Apr 24, 2015 at 8:23 AM, Gavin Isgar <***@gmail.com> wrote:
>>
>>> Thanks! I'll try it!
>>>
>>> On Fri, Apr 24, 2015 at 12:06 AM, Jesse Oak <***@gmail.com>
>>> wrote:
>>>
>>>> Silverfish has been out of the Source modding scene for awhile but I
>>>> find his tutorial still holds up quite well.
>>>> https://www.youtube.com/watch?v=T077tK_hXJo
>>>>
>>>> On Tue, Apr 21, 2015 at 9:23 PM, Gavin Isgar <***@gmail.com> wrote:
>>>>
>>>>> Hey guys, back with ANOTHER question. I've been wondering, how can i
>>>>> make voice(choreography) scenes in-game? What i mean by that is make an NPC
>>>>> say what i said in my recording while lip syncing. I seen that Source SDK's
>>>>> Faceposer can do that but all tutorials are now outdated and i cant find a
>>>>> good resource. Can you guys tell me how i can do this?
>>>>>
>>>>> On Fri, Apr 17, 2015 at 8:30 PM, Jesse Oak <***@gmail.com>
>>>>> wrote:
>>>>>
>>>>>> It most likely has a corresponding .res file then in which case you
>>>>>> should be able to edit that.
>>>>>>
>>>>>> On Fri, Apr 17, 2015 at 4:30 PM, Gavin Isgar <***@gmail.com>
>>>>>> wrote:
>>>>>>
>>>>>>> Commentary mode isn't on the menu, if it was, i would've already
>>>>>>> removed it. It's in the chapter list menu. I still dont know how to remove
>>>>>>> it either
>>>>>>>
>>>>>>> On Fri, Apr 17, 2015 at 12:35 PM, Jesse Oak <***@gmail.com>
>>>>>>> wrote:
>>>>>>>
>>>>>>>> If you don't want commentary just remove it from your menu.
>>>>>>>>
>>>>>>>> On Wed, Apr 15, 2015 at 8:22 PM, Gavin Isgar <***@gmail.com>
>>>>>>>> wrote:
>>>>>>>>
>>>>>>>>> Nope, still is like that. Why did it automatically add HL2
>>>>>>>>> commentary mode and messed up the chapter box with an unusable exit arrow?
>>>>>>>>> Please help!
>>>>>>>>>
>>>>>>>>> On Wed, Apr 15, 2015 at 9:20 PM, Gavin Isgar <***@gmail.com>
>>>>>>>>> wrote:
>>>>>>>>>
>>>>>>>>>> NVM, think i found the answer. HL2 was uninstalled somehow and
>>>>>>>>>> only HL2EP2 was installed. I hope!
>>>>>>>>>>
>>>>>>>>>> On Wed, Apr 15, 2015 at 9:18 PM, Gavin Isgar <***@gmail.com>
>>>>>>>>>> wrote:
>>>>>>>>>>
>>>>>>>>>>> Back with another question guys! So i was looking at the chapter
>>>>>>>>>>> list in my game(literally ingame) and i now see something new, a commentary
>>>>>>>>>>> checkbox! I didnt add one though, im using SDK Base 2007 for this mod BTW.
>>>>>>>>>>> Did it update and automatically put it in? Please help for future reference!
>>>>>>>>>>>
>>>>>>>>>>> On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar <***@gmail.com>
>>>>>>>>>>> wrote:
>>>>>>>>>>>
>>>>>>>>>>>> Im not distributing them, and i dont feel like it. I just want
>>>>>>>>>>>> to know how i can configure code files for a game so that it can find the
>>>>>>>>>>>> game and code it
>>>>>>>>>>>>
>>>>>>>>>>>> On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak <
>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>
>>>>>>>>>>>>> Are you using SVN or Git? Just make a branch if you are.
>>>>>>>>>>>>> On Apr 14, 2015 6:55 AM, "Gavin Isgar" <***@gmail.com>
>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>
>>>>>>>>>>>>>> Its not that easy. The files within it are all configured for
>>>>>>>>>>>>>> the base game other than the beta. But that still didnt answer my question
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 5:04 AM, Stan R. <***@inbox.ru>
>>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> You just...copy it? Create a folder for your "beta" and work
>>>>>>>>>>>>>>> in it? Computer basics?
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> ППМеЎельМОк, 13 апреля 2015, 23:08 -04:00 Пт Gavin Isgar <
>>>>>>>>>>>>>>> ***@gmail.com>:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> Hey guys, back with huge question! Im wondering how i can
>>>>>>>>>>>>>>> make a manual code folder for my game(like for Half-Life 2: Example, it
>>>>>>>>>>>>>>> would be HL2E in the C Local Disk)? Im wondering how i can copy one from my
>>>>>>>>>>>>>>> actual game and edit it for a beta version, so instead of HL2RS it would be
>>>>>>>>>>>>>>> HL2RSB! Please tell me how i can do that without Source SDK because it wont
>>>>>>>>>>>>>>> work that way!
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak <
>>>>>>>>>>>>>>> ***@hotmail.com
>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@hotmail.com>
>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> Well, normally it shouldn't interfere with your mod in any
>>>>>>>>>>>>>>> way, but you can only verify that yourself by testing. I do remember a case
>>>>>>>>>>>>>>> where a breaking change was made in the 2013 SDK quite a while ago, but
>>>>>>>>>>>>>>> that was announced in a Steam community and on this mailing list.
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> If I'm not mistaken, the SDK Base contains just the
>>>>>>>>>>>>>>> engine.dll itself (and a lot of other components it depends on, of course),
>>>>>>>>>>>>>>> which in turn loads your server and client code. That means if the
>>>>>>>>>>>>>>> interfaces between those modules have not changed in a way that would break
>>>>>>>>>>>>>>> compatibility, there should be nothing for you to worry about.
>>>>>>>>>>>>>>> ------------------------------
>>>>>>>>>>>>>>> From: Gavin Isgar
>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>> Sent: ‎12.‎04.‎2015 00:13
>>>>>>>>>>>>>>> To: Discussion of Half-Life Programming
>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@list.valvesoftware.com>
>>>>>>>>>>>>>>> Subject: Re: [hlcoders] Modding Problems
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> I wanted to use Source SDK Base 2007 for a reason. But my
>>>>>>>>>>>>>>> question still hasn't been answered.
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires <
>>>>>>>>>>>>>>> ***@swires.me
>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@swires.me>
>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> If you're starting a new mod (which it sounds like you are),
>>>>>>>>>>>>>>> you should not be using the 2007 base at all.
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar <
>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> Hey guys, back with another question! So i just saw awhile
>>>>>>>>>>>>>>> ago that Source SDK Base 2007 got updated. My mod uses Source SDK Base 2007
>>>>>>>>>>>>>>> and i was wondering, do the updates interfere with the mod in anyway?
>>>>>>>>>>>>>>> Thanks for the help!
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar <
>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> Thanks Stan!
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> On Fri, Apr 3, 2015 at 8:42 PM, Stan R. <***@inbox.ru
>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@inbox.ru>>
>>>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> You dont need to use VPKs to add sounds to your mod, just
>>>>>>>>>>>>>>> put them in yourmod/sound/ folder. You dont need to touch sources and build
>>>>>>>>>>>>>>> solution at all, weapon sounds defined in weapon script file
>>>>>>>>>>>>>>> (scripts/weapon_smg1.txt for example) and sound definition scripts
>>>>>>>>>>>>>>> (game_sounds_weapons.txt, game_sounds_player.txt). Yes, they should be WAV
>>>>>>>>>>>>>>> 44khz/16bit. No, you can use any length you want.
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> ПятМОца, 3 апреля 2015, 20:33 -04:00 Пт Gavin Isgar <
>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> Hey guys, im back with a question. I've been trying
>>>>>>>>>>>>>>> everything to change the weapon sounds of weapons but i cant find a very
>>>>>>>>>>>>>>> "precise" tutorial on how, and most are outdated. Do i need VPKs? Do i need
>>>>>>>>>>>>>>> to rebuild the game solution in Visual Studio after sound replacement? Do
>>>>>>>>>>>>>>> they have to be in WAV format and does the sound files need to be a certain
>>>>>>>>>>>>>>> length of time? Long story short, can anyone please tell me a very precise
>>>>>>>>>>>>>>> tutorial on replacing sounds on mods! Thanks!
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay <
>>>>>>>>>>>>>>> ***@live.com
>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@live.com>
>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> You don't need a VPK to use the sounds, if you place them
>>>>>>>>>>>>>>> in the sounds folder, then into a respective sub directory they will work
>>>>>>>>>>>>>>> fine.
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> On Apr 1, 2015, at 9:15 PM, Minh Le <***@telus.net
>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@telus.net>>
>>>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> If you google, "make vpk"
>>>>>>>>>>>>>>> you'll find a bunch of tutorials. This video looked helpful
>>>>>>>>>>>>>>> https://www.youtube.com/watch?v=P3ILjexx0cE
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> On 4/1/2015 5:01 PM, Gavin Isgar wrote:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> Hey guys, im back again! I'm having trouble figuring out how
>>>>>>>>>>>>>>> to make vpk's to use for sounds for my mod and how to convert the sound
>>>>>>>>>>>>>>> files for use in Source! Can someone please leave a nice tutorial(text
>>>>>>>>>>>>>>> tutorial) on how to do this.
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar <
>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> Thanks Jesse, you saved my life lol.
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak <
>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> Yes use gcf scape and look in the games vpks the ones you
>>>>>>>>>>>>>>> want are the directory vpks which use _dir
>>>>>>>>>>>>>>> On Apr 1, 2015 3:21 PM, "Gavin Isgar" <***@gmail.com
>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> I've checked all sound folders in the games but don't see
>>>>>>>>>>>>>>> any sounds themself. Do i have to use GCFScape or something? Sorry if i
>>>>>>>>>>>>>>> sound like i have no experience, i've just been very tired recently and
>>>>>>>>>>>>>>> didnt get a lot of sleep.
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 11:30 AM, Tony "omega" Sergi <
>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> What do you think your mod is running off of?
>>>>>>>>>>>>>>> You have the base source content, which includes all of the
>>>>>>>>>>>>>>> sounds and soundscripts for hl2, ep1, ep2, lost coast, etc. Plus if you own
>>>>>>>>>>>>>>> tf2 or any of the other valve games you can easily look at their files too.
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar <
>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> My mod didn't come with existing sound files. I've also read
>>>>>>>>>>>>>>> the developer wiki, but i didn't find much, so i'm asking you.
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 12:43 AM, Tony "omega" Sergi <
>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> open existing sound files and sound scripts and look. also
>>>>>>>>>>>>>>> read the developer wiki.
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar <
>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> Hey guys, i have another question! How do i change weapon
>>>>>>>>>>>>>>> sound for my mod? What format does it have to be and what files do i need
>>>>>>>>>>>>>>> to edit? Long story short, i need to know everything about changing the
>>>>>>>>>>>>>>> sounds please!
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar <
>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> Thanks Ken, i was just tired last night and having a rough
>>>>>>>>>>>>>>> time with some stuff, thanks though!
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher <
>>>>>>>>>>>>>>> ***@qis.net
>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@qis.net>
>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> It says right there...
>>>>>>>>>>>>>>> The images displayed in the new game dialogue are 152x86.
>>>>>>>>>>>>>>> Since texture dimensions must both be a power of two, your VTFs will be
>>>>>>>>>>>>>>> 256x128 with a border to the right and bottom.
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> That means that the full dimensions of the image will be
>>>>>>>>>>>>>>> 256 wide by 128 tall, but only a portion of that gets used. 152 x 86 to be
>>>>>>>>>>>>>>> specific. What you should do is create your chapter images as 152x86
>>>>>>>>>>>>>>> images, and then either edit that image's canvas size to 256x128 (but don't
>>>>>>>>>>>>>>> scale/stretch the actual image), or take that 152x86 image and copy it into
>>>>>>>>>>>>>>> a new 256x128 image, and just make sure it is positioned in the top-left.
>>>>>>>>>>>>>>> The unused portion of the image should just be black.
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> -------- Original message --------
>>>>>>>>>>>>>>> From: Gavin Isgar <***@gmail.com
>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> Date: 03/28/2015 10:36 PM (GMT-05:00)
>>>>>>>>>>>>>>> To: Discussion of Half-Life Programming <
>>>>>>>>>>>>>>> ***@list.valvesoftware.com
>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@list.valvesoftware.com>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> Subject: Re: [hlcoders] Modding Problems
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> Alright I guess
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann <
>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> Other than that I'd just use the images from Half-Life 2 as
>>>>>>>>>>>>>>> a base.
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> On 29 March 2015 at 12:20, Gavin Isgar <***@gmail.com
>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> Tom, i checked that but, to be honest, i didnt understand it
>>>>>>>>>>>>>>> a bit. Anything else?
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann <
>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> There's some information on that at
>>>>>>>>>>>>>>> https://developer.valvesoftware.com/wiki/Background#Images
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> On 29 March 2015 at 09:09, Gavin Isgar <***@gmail.com
>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> Hey guys, im having another problem again and couldnt find a
>>>>>>>>>>>>>>> fix on the internet. I dont know the right size for chapter thumbnails,
>>>>>>>>>>>>>>> what size do i make the picture(not the vtf or vmt)?
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar <
>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> The two dots means "parent directory". You start in
>>>>>>>>>>>>>>> materials/vgui, go
>>>>>>>>>>>>>>> up one to materials, then to materials/logo and
>>>>>>>>>>>>>>> materials/logo/hl2rslogo1.vmt.
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar <
>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>>> > Yea Jesse, here's how i fixed it! So in my materials
>>>>>>>>>>>>>>> folder, i made a logo
>>>>>>>>>>>>>>> > folder, inside i put both put the vmt and vtf file with
>>>>>>>>>>>>>>> the same name.
>>>>>>>>>>>>>>> > Inside the vmt file, i put:
>>>>>>>>>>>>>>> >
>>>>>>>>>>>>>>> > "UnlitGeneric"
>>>>>>>>>>>>>>> > {
>>>>>>>>>>>>>>> > "$basetexture" "logo/hl2rslogo1"
>>>>>>>>>>>>>>> > "$nolod" 1
>>>>>>>>>>>>>>> > "$translucent" 1
>>>>>>>>>>>>>>> > }
>>>>>>>>>>>>>>> >
>>>>>>>>>>>>>>> > The path automatically detects the material folder, so
>>>>>>>>>>>>>>> just put the folder
>>>>>>>>>>>>>>> > and the name of both the vmt and vtf file(no extension).
>>>>>>>>>>>>>>> Then in my
>>>>>>>>>>>>>>> > gamelogo.res in my resource folder, i put:
>>>>>>>>>>>>>>> >
>>>>>>>>>>>>>>> > Resource/GameLogo.res
>>>>>>>>>>>>>>> > {
>>>>>>>>>>>>>>> > GameLogo
>>>>>>>>>>>>>>> > {
>>>>>>>>>>>>>>> > ControlName EditablePanel
>>>>>>>>>>>>>>> > fieldName GameLogo
>>>>>>>>>>>>>>> > xpos 0
>>>>>>>>>>>>>>> > ypos 0
>>>>>>>>>>>>>>> > zpos 50
>>>>>>>>>>>>>>> > wide 400
>>>>>>>>>>>>>>> > tall 100
>>>>>>>>>>>>>>> > autoResize 1
>>>>>>>>>>>>>>> > pinCorner 0
>>>>>>>>>>>>>>> > visible 1
>>>>>>>>>>>>>>> > enabled 1
>>>>>>>>>>>>>>> > offsetX -20
>>>>>>>>>>>>>>> > offsetY -15
>>>>>>>>>>>>>>> > }
>>>>>>>>>>>>>>> >
>>>>>>>>>>>>>>> > Logo
>>>>>>>>>>>>>>> > {
>>>>>>>>>>>>>>> > ControlName ImagePanel
>>>>>>>>>>>>>>> > fieldName Logo
>>>>>>>>>>>>>>> > xpos 0
>>>>>>>>>>>>>>> > ypos 0
>>>>>>>>>>>>>>> > zpos 50
>>>>>>>>>>>>>>> > wide 400
>>>>>>>>>>>>>>> > tall 100
>>>>>>>>>>>>>>> > visible 1
>>>>>>>>>>>>>>> > enabled 1
>>>>>>>>>>>>>>> > image ../logo/hl2rslogo1
>>>>>>>>>>>>>>> > scaleImage 1
>>>>>>>>>>>>>>> > }
>>>>>>>>>>>>>>> > }
>>>>>>>>>>>>>>> >
>>>>>>>>>>>>>>> > The dots in the path specify how many folders are before
>>>>>>>>>>>>>>> vmt and vtf, but i
>>>>>>>>>>>>>>> > rather just do it like this:
>>>>>>>>>>>>>>> >
>>>>>>>>>>>>>>> > 2 dots specifies 2 folders/files like logo/hl2rslogo1,
>>>>>>>>>>>>>>> thats 1 folder, 1
>>>>>>>>>>>>>>> > file! If it was material/logo/hl2rslogo1 it would be 3
>>>>>>>>>>>>>>> dots. Thats how i<
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> --
>>>>>>>>>>>>>>> -Tony
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> --
>>>>>>>>>>>>>>> -Tony
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>
>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>
>>>>>>>>> _______________________________________________
>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>> archives, please visit:
>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>> _______________________________________________
>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>> archives, please visit:
>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>> _______________________________________________
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>>>>>>> archives, please visit:
>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>
>>>>>> _______________________________________________
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>>>>>> archives, please visit:
>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>
>>>>>>
>>>>>>
>>>>>
>>>>> _______________________________________________
>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>> please visit:
>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>
>>>>>
>>>>>
>>>>
>>>> _______________________________________________
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>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>
>>
>
Tony "omega" Sergi
2015-05-23 04:55:21 UTC
Permalink
https://developer.valvesoftware.com/wiki/View_Models
https://developer.valvesoftware.com/wiki/Viewmodels_in_Blender

https://developer.valvesoftware.com/wiki/SDK_Docs

http://forums.steampowered.com/forums/showthread.php?t=842810

google is fantastic.

On Sat, May 23, 2015 at 11:07 AM, Gavin Isgar <***@gmail.com> wrote:

> Hey guys, i got a question! Can anyways please tell me how to model and
> make weapons? I cant find a solid tutorial anywhere that i can actually do
> it on! Please help, thank you!
>
> On Sun, Apr 26, 2015 at 6:42 PM, Gavin Isgar <***@gmail.com> wrote:
>
>> Guys i need some more help. I'm trying to use phoneme editor in face
>> poser for NPCs to talk. But i get an error message saying "an error
>> occurred during extraction". I've been trying to find a fix for this
>> problem for awhile but i cant. I'm also using a Windows 8 computer. Please,
>> someone type out a tutorial i can do to fix this problem! Thanks!
>>
>> On Fri, Apr 24, 2015 at 5:32 PM, Gavin Isgar <***@gmail.com> wrote:
>>
>>> Nope, still not working. Its saying extraction wont work. I use Windows
>>> 8 and Audacity for the wavs but still nothing works. Please someone give me
>>> a tutorial on here by text please!
>>>
>>> On Fri, Apr 24, 2015 at 8:23 AM, Gavin Isgar <***@gmail.com> wrote:
>>>
>>>> Thanks! I'll try it!
>>>>
>>>> On Fri, Apr 24, 2015 at 12:06 AM, Jesse Oak <***@gmail.com>
>>>> wrote:
>>>>
>>>>> Silverfish has been out of the Source modding scene for awhile but I
>>>>> find his tutorial still holds up quite well.
>>>>> https://www.youtube.com/watch?v=T077tK_hXJo
>>>>>
>>>>> On Tue, Apr 21, 2015 at 9:23 PM, Gavin Isgar <***@gmail.com>
>>>>> wrote:
>>>>>
>>>>>> Hey guys, back with ANOTHER question. I've been wondering, how can i
>>>>>> make voice(choreography) scenes in-game? What i mean by that is make an NPC
>>>>>> say what i said in my recording while lip syncing. I seen that Source SDK's
>>>>>> Faceposer can do that but all tutorials are now outdated and i cant find a
>>>>>> good resource. Can you guys tell me how i can do this?
>>>>>>
>>>>>> On Fri, Apr 17, 2015 at 8:30 PM, Jesse Oak <***@gmail.com>
>>>>>> wrote:
>>>>>>
>>>>>>> It most likely has a corresponding .res file then in which case you
>>>>>>> should be able to edit that.
>>>>>>>
>>>>>>> On Fri, Apr 17, 2015 at 4:30 PM, Gavin Isgar <***@gmail.com>
>>>>>>> wrote:
>>>>>>>
>>>>>>>> Commentary mode isn't on the menu, if it was, i would've already
>>>>>>>> removed it. It's in the chapter list menu. I still dont know how to remove
>>>>>>>> it either
>>>>>>>>
>>>>>>>> On Fri, Apr 17, 2015 at 12:35 PM, Jesse Oak <***@gmail.com>
>>>>>>>> wrote:
>>>>>>>>
>>>>>>>>> If you don't want commentary just remove it from your menu.
>>>>>>>>>
>>>>>>>>> On Wed, Apr 15, 2015 at 8:22 PM, Gavin Isgar <***@gmail.com>
>>>>>>>>> wrote:
>>>>>>>>>
>>>>>>>>>> Nope, still is like that. Why did it automatically add HL2
>>>>>>>>>> commentary mode and messed up the chapter box with an unusable exit arrow?
>>>>>>>>>> Please help!
>>>>>>>>>>
>>>>>>>>>> On Wed, Apr 15, 2015 at 9:20 PM, Gavin Isgar <***@gmail.com>
>>>>>>>>>> wrote:
>>>>>>>>>>
>>>>>>>>>>> NVM, think i found the answer. HL2 was uninstalled somehow and
>>>>>>>>>>> only HL2EP2 was installed. I hope!
>>>>>>>>>>>
>>>>>>>>>>> On Wed, Apr 15, 2015 at 9:18 PM, Gavin Isgar <***@gmail.com>
>>>>>>>>>>> wrote:
>>>>>>>>>>>
>>>>>>>>>>>> Back with another question guys! So i was looking at the
>>>>>>>>>>>> chapter list in my game(literally ingame) and i now see something new, a
>>>>>>>>>>>> commentary checkbox! I didnt add one though, im using SDK Base 2007 for
>>>>>>>>>>>> this mod BTW. Did it update and automatically put it in? Please help for
>>>>>>>>>>>> future reference!
>>>>>>>>>>>>
>>>>>>>>>>>> On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar <***@gmail.com
>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>
>>>>>>>>>>>>> Im not distributing them, and i dont feel like it. I just want
>>>>>>>>>>>>> to know how i can configure code files for a game so that it can find the
>>>>>>>>>>>>> game and code it
>>>>>>>>>>>>>
>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak <
>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>
>>>>>>>>>>>>>> Are you using SVN or Git? Just make a branch if you are.
>>>>>>>>>>>>>> On Apr 14, 2015 6:55 AM, "Gavin Isgar" <***@gmail.com>
>>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> Its not that easy. The files within it are all configured
>>>>>>>>>>>>>>> for the base game other than the beta. But that still didnt answer my
>>>>>>>>>>>>>>> question
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 5:04 AM, Stan R. <***@inbox.ru>
>>>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> You just...copy it? Create a folder for your "beta" and
>>>>>>>>>>>>>>>> work in it? Computer basics?
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> ППМеЎельМОк, 13 апреля 2015, 23:08 -04:00 Пт Gavin Isgar <
>>>>>>>>>>>>>>>> ***@gmail.com>:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> Hey guys, back with huge question! Im wondering how i
>>>>>>>>>>>>>>>> can make a manual code folder for my game(like for Half-Life 2: Example, it
>>>>>>>>>>>>>>>> would be HL2E in the C Local Disk)? Im wondering how i can copy one from my
>>>>>>>>>>>>>>>> actual game and edit it for a beta version, so instead of HL2RS it would be
>>>>>>>>>>>>>>>> HL2RSB! Please tell me how i can do that without Source SDK because it wont
>>>>>>>>>>>>>>>> work that way!
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak <
>>>>>>>>>>>>>>>> ***@hotmail.com
>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@hotmail.com>
>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> Well, normally it shouldn't interfere with your mod in
>>>>>>>>>>>>>>>> any way, but you can only verify that yourself by testing. I do remember a
>>>>>>>>>>>>>>>> case where a breaking change was made in the 2013 SDK quite a while ago,
>>>>>>>>>>>>>>>> but that was announced in a Steam community and on this mailing list.
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> If I'm not mistaken, the SDK Base contains just the
>>>>>>>>>>>>>>>> engine.dll itself (and a lot of other components it depends on, of course),
>>>>>>>>>>>>>>>> which in turn loads your server and client code. That means if the
>>>>>>>>>>>>>>>> interfaces between those modules have not changed in a way that would break
>>>>>>>>>>>>>>>> compatibility, there should be nothing for you to worry about.
>>>>>>>>>>>>>>>> ------------------------------
>>>>>>>>>>>>>>>> From: Gavin Isgar
>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>> Sent: ‎12.‎04.‎2015 00:13
>>>>>>>>>>>>>>>> To: Discussion of Half-Life Programming
>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@list.valvesoftware.com>
>>>>>>>>>>>>>>>> Subject: Re: [hlcoders] Modding Problems
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> I wanted to use Source SDK Base 2007 for a reason. But my
>>>>>>>>>>>>>>>> question still hasn't been answered.
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires <
>>>>>>>>>>>>>>>> ***@swires.me
>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@swires.me>
>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> If you're starting a new mod (which it sounds like you
>>>>>>>>>>>>>>>> are), you should not be using the 2007 base at all.
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar <
>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> Hey guys, back with another question! So i just saw awhile
>>>>>>>>>>>>>>>> ago that Source SDK Base 2007 got updated. My mod uses Source SDK Base 2007
>>>>>>>>>>>>>>>> and i was wondering, do the updates interfere with the mod in anyway?
>>>>>>>>>>>>>>>> Thanks for the help!
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar <
>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> Thanks Stan!
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> On Fri, Apr 3, 2015 at 8:42 PM, Stan R. <***@inbox.ru
>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@inbox.ru>
>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> You dont need to use VPKs to add sounds to your mod, just
>>>>>>>>>>>>>>>> put them in yourmod/sound/ folder. You dont need to touch sources and build
>>>>>>>>>>>>>>>> solution at all, weapon sounds defined in weapon script file
>>>>>>>>>>>>>>>> (scripts/weapon_smg1.txt for example) and sound definition scripts
>>>>>>>>>>>>>>>> (game_sounds_weapons.txt, game_sounds_player.txt). Yes, they should be WAV
>>>>>>>>>>>>>>>> 44khz/16bit. No, you can use any length you want.
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> ПятМОца, 3 апреля 2015, 20:33 -04:00 Пт Gavin Isgar <
>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> Hey guys, im back with a question. I've been trying
>>>>>>>>>>>>>>>> everything to change the weapon sounds of weapons but i cant find a very
>>>>>>>>>>>>>>>> "precise" tutorial on how, and most are outdated. Do i need VPKs? Do i need
>>>>>>>>>>>>>>>> to rebuild the game solution in Visual Studio after sound replacement? Do
>>>>>>>>>>>>>>>> they have to be in WAV format and does the sound files need to be a certain
>>>>>>>>>>>>>>>> length of time? Long story short, can anyone please tell me a very precise
>>>>>>>>>>>>>>>> tutorial on replacing sounds on mods! Thanks!
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay <
>>>>>>>>>>>>>>>> ***@live.com
>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@live.com>
>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> You don't need a VPK to use the sounds, if you place them
>>>>>>>>>>>>>>>> in the sounds folder, then into a respective sub directory they will work
>>>>>>>>>>>>>>>> fine.
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> On Apr 1, 2015, at 9:15 PM, Minh Le <***@telus.net
>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@telus.net>>
>>>>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> If you google, "make vpk"
>>>>>>>>>>>>>>>> you'll find a bunch of tutorials. This video looked helpful
>>>>>>>>>>>>>>>> https://www.youtube.com/watch?v=P3ILjexx0cE
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> On 4/1/2015 5:01 PM, Gavin Isgar wrote:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> Hey guys, im back again! I'm having trouble figuring out
>>>>>>>>>>>>>>>> how to make vpk's to use for sounds for my mod and how to convert the sound
>>>>>>>>>>>>>>>> files for use in Source! Can someone please leave a nice tutorial(text
>>>>>>>>>>>>>>>> tutorial) on how to do this.
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar <
>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> Thanks Jesse, you saved my life lol.
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak <
>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> Yes use gcf scape and look in the games vpks the ones you
>>>>>>>>>>>>>>>> want are the directory vpks which use _dir
>>>>>>>>>>>>>>>> On Apr 1, 2015 3:21 PM, "Gavin Isgar" <***@gmail.com
>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> I've checked all sound folders in the games but don't see
>>>>>>>>>>>>>>>> any sounds themself. Do i have to use GCFScape or something? Sorry if i
>>>>>>>>>>>>>>>> sound like i have no experience, i've just been very tired recently and
>>>>>>>>>>>>>>>> didnt get a lot of sleep.
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 11:30 AM, Tony "omega" Sergi <
>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> What do you think your mod is running off of?
>>>>>>>>>>>>>>>> You have the base source content, which includes all of
>>>>>>>>>>>>>>>> the sounds and soundscripts for hl2, ep1, ep2, lost coast, etc. Plus if you
>>>>>>>>>>>>>>>> own tf2 or any of the other valve games you can easily look at their files
>>>>>>>>>>>>>>>> too.
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar <
>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> My mod didn't come with existing sound files. I've also
>>>>>>>>>>>>>>>> read the developer wiki, but i didn't find much, so i'm asking you.
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 12:43 AM, Tony "omega" Sergi <
>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> open existing sound files and sound scripts and look. also
>>>>>>>>>>>>>>>> read the developer wiki.
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar <
>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> Hey guys, i have another question! How do i change weapon
>>>>>>>>>>>>>>>> sound for my mod? What format does it have to be and what files do i need
>>>>>>>>>>>>>>>> to edit? Long story short, i need to know everything about changing the
>>>>>>>>>>>>>>>> sounds please!
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar <
>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> Thanks Ken, i was just tired last night and having a rough
>>>>>>>>>>>>>>>> time with some stuff, thanks though!
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher <
>>>>>>>>>>>>>>>> ***@qis.net
>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@qis.net>
>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> It says right there...
>>>>>>>>>>>>>>>> The images displayed in the new game dialogue are 152x86.
>>>>>>>>>>>>>>>> Since texture dimensions must both be a power of two, your VTFs will be
>>>>>>>>>>>>>>>> 256x128 with a border to the right and bottom.
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> That means that the full dimensions of the image will be
>>>>>>>>>>>>>>>> 256 wide by 128 tall, but only a portion of that gets used. 152 x 86 to be
>>>>>>>>>>>>>>>> specific. What you should do is create your chapter images as 152x86
>>>>>>>>>>>>>>>> images, and then either edit that image's canvas size to 256x128 (but don't
>>>>>>>>>>>>>>>> scale/stretch the actual image), or take that 152x86 image and copy it into
>>>>>>>>>>>>>>>> a new 256x128 image, and just make sure it is positioned in the top-left.
>>>>>>>>>>>>>>>> The unused portion of the image should just be black.
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> -------- Original message --------
>>>>>>>>>>>>>>>> From: Gavin Isgar <***@gmail.com
>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> Date: 03/28/2015 10:36 PM (GMT-05:00)
>>>>>>>>>>>>>>>> To: Discussion of Half-Life Programming <
>>>>>>>>>>>>>>>> ***@list.valvesoftware.com
>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@list.valvesoftware.com>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> Subject: Re: [hlcoders] Modding Problems
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> Alright I guess
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann <
>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> Other than that I'd just use the images from Half-Life 2 as
>>>>>>>>>>>>>>>> a base.
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> On 29 March 2015 at 12:20, Gavin Isgar <***@gmail.com
>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> Tom, i checked that but, to be honest, i didnt understand
>>>>>>>>>>>>>>>> it a bit. Anything else?
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann <
>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> There's some information on that at
>>>>>>>>>>>>>>>> https://developer.valvesoftware.com/wiki/Background#Images
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> On 29 March 2015 at 09:09, Gavin Isgar <***@gmail.com
>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> Hey guys, im having another problem again and couldnt find
>>>>>>>>>>>>>>>> a fix on the internet. I dont know the right size for chapter thumbnails,
>>>>>>>>>>>>>>>> what size do i make the picture(not the vtf or vmt)?
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar <
>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> The two dots means "parent directory". You start in
>>>>>>>>>>>>>>>> materials/vgui, go
>>>>>>>>>>>>>>>> up one to materials, then to materials/logo and
>>>>>>>>>>>>>>>> materials/logo/hl2rslogo1.vmt.
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar <
>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>>>> > Yea Jesse, here's how i fixed it! So in my materials
>>>>>>>>>>>>>>>> folder, i made a logo
>>>>>>>>>>>>>>>> > folder, inside i put both put the vmt and vtf file with
>>>>>>>>>>>>>>>> the same name.
>>>>>>>>>>>>>>>> > Inside the vmt file, i put:
>>>>>>>>>>>>>>>> >
>>>>>>>>>>>>>>>> > "UnlitGeneric"
>>>>>>>>>>>>>>>> > {
>>>>>>>>>>>>>>>> > "$basetexture" "logo/hl2rslogo1"
>>>>>>>>>>>>>>>> > "$nolod" 1
>>>>>>>>>>>>>>>> > "$translucent" 1
>>>>>>>>>>>>>>>> > }
>>>>>>>>>>>>>>>> >
>>>>>>>>>>>>>>>> > The path automatically detects the material folder, so
>>>>>>>>>>>>>>>> just put the folder
>>>>>>>>>>>>>>>> > and the name of both the vmt and vtf file(no extension).
>>>>>>>>>>>>>>>> Then in my
>>>>>>>>>>>>>>>> > gamelogo.res in my resource folder, i put:
>>>>>>>>>>>>>>>> >
>>>>>>>>>>>>>>>> > Resource/GameLogo.res
>>>>>>>>>>>>>>>> > {
>>>>>>>>>>>>>>>> > GameLogo
>>>>>>>>>>>>>>>> > {
>>>>>>>>>>>>>>>> > ControlName EditablePanel
>>>>>>>>>>>>>>>> > fieldName GameLogo
>>>>>>>>>>>>>>>> > xpos 0
>>>>>>>>>>>>>>>> > ypos 0
>>>>>>>>>>>>>>>> > zpos 50
>>>>>>>>>>>>>>>> > wide 400
>>>>>>>>>>>>>>>> > tall 100
>>>>>>>>>>>>>>>> > autoResize 1
>>>>>>>>>>>>>>>> > pinCorner 0
>>>>>>>>>>>>>>>> > visible 1
>>>>>>>>>>>>>>>> > enabled 1
>>>>>>>>>>>>>>>> > offsetX -20
>>>>>>>>>>>>>>>> > offsetY -15
>>>>>>>>>>>>>>>> > }
>>>>>>>>>>>>>>>> >
>>>>>>>>>>>>>>>> > Logo
>>>>>>>>>>>>>>>> > {
>>>>>>>>>>>>>>>> > ControlName ImagePanel
>>>>>>>>>>>>>>>> > fieldName Logo
>>>>>>>>>>>>>>>> > xpos 0
>>>>>>>>>>>>>>>> > ypos 0
>>>>>>>>>>>>>>>> > zpos 50
>>>>>>>>>>>>>>>> > wide 400
>>>>>>>>>>>>>>>> > tall 100
>>>>>>>>>>>>>>>> > visible 1
>>>>>>>>>>>>>>>> > enabled 1
>>>>>>>>>>>>>>>> > image ../logo/hl2rslogo1
>>>>>>>>>>>>>>>> > scaleImage 1
>>>>>>>>>>>>>>>> > }
>>>>>>>>>>>>>>>> > }
>>>>>>>>>>>>>>>> >
>>>>>>>>>>>>>>>> > The dots in the path specify how many folders are before
>>>>>>>>>>>>>>>> vmt and vtf, but i
>>>>>>>>>>>>>>>> > rather just do it like this:
>>>>>>>>>>>>>>>> >
>>>>>>>>>>>>>>>> > 2 dots specifies 2 folders/files like logo/hl2rslogo1,
>>>>>>>>>>>>>>>> thats 1 folder, 1
>>>>>>>>>>>>>>>> > file! If it was material/logo/hl2rslogo1 it would be 3
>>>>>>>>>>>>>>>> dots. Thats how i<
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> --
>>>>>>>>>>>>>>>> -Tony
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> --
>>>>>>>>>>>>>>>> -Tony
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> _______________________________________________
>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>> archives, please visit:
>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>
>>>>>>>>> _______________________________________________
>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>> archives, please visit:
>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>> _______________________________________________
>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>> archives, please visit:
>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>> _______________________________________________
>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>> archives, please visit:
>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>
>>>>>> _______________________________________________
>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>> archives, please visit:
>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>
>>>>>>
>>>>>>
>>>>>
>>>>> _______________________________________________
>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>> please visit:
>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>
>>>>>
>>>>>
>>>>
>>>
>>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>


--
-Tony
Gavin Isgar
2015-05-23 11:52:44 UTC
Permalink
Thank you!


On Sat, May 23, 2015 at 12:55 AM, Tony "omega" Sergi <***@gmail.com>
wrote:

> https://developer.valvesoftware.com/wiki/View_Models
> https://developer.valvesoftware.com/wiki/Viewmodels_in_Blender
>
> https://developer.valvesoftware.com/wiki/SDK_Docs
>
> http://forums.steampowered.com/forums/showthread.php?t=842810
>
> google is fantastic.
>
> On Sat, May 23, 2015 at 11:07 AM, Gavin Isgar <***@gmail.com> wrote:
>
>> Hey guys, i got a question! Can anyways please tell me how to model and
>> make weapons? I cant find a solid tutorial anywhere that i can actually do
>> it on! Please help, thank you!
>>
>> On Sun, Apr 26, 2015 at 6:42 PM, Gavin Isgar <***@gmail.com> wrote:
>>
>>> Guys i need some more help. I'm trying to use phoneme editor in face
>>> poser for NPCs to talk. But i get an error message saying "an error
>>> occurred during extraction". I've been trying to find a fix for this
>>> problem for awhile but i cant. I'm also using a Windows 8 computer. Please,
>>> someone type out a tutorial i can do to fix this problem! Thanks!
>>>
>>> On Fri, Apr 24, 2015 at 5:32 PM, Gavin Isgar <***@gmail.com> wrote:
>>>
>>>> Nope, still not working. Its saying extraction wont work. I use Windows
>>>> 8 and Audacity for the wavs but still nothing works. Please someone give me
>>>> a tutorial on here by text please!
>>>>
>>>> On Fri, Apr 24, 2015 at 8:23 AM, Gavin Isgar <***@gmail.com> wrote:
>>>>
>>>>> Thanks! I'll try it!
>>>>>
>>>>> On Fri, Apr 24, 2015 at 12:06 AM, Jesse Oak <***@gmail.com>
>>>>> wrote:
>>>>>
>>>>>> Silverfish has been out of the Source modding scene for awhile but I
>>>>>> find his tutorial still holds up quite well.
>>>>>> https://www.youtube.com/watch?v=T077tK_hXJo
>>>>>>
>>>>>> On Tue, Apr 21, 2015 at 9:23 PM, Gavin Isgar <***@gmail.com>
>>>>>> wrote:
>>>>>>
>>>>>>> Hey guys, back with ANOTHER question. I've been wondering, how can i
>>>>>>> make voice(choreography) scenes in-game? What i mean by that is make an NPC
>>>>>>> say what i said in my recording while lip syncing. I seen that Source SDK's
>>>>>>> Faceposer can do that but all tutorials are now outdated and i cant find a
>>>>>>> good resource. Can you guys tell me how i can do this?
>>>>>>>
>>>>>>> On Fri, Apr 17, 2015 at 8:30 PM, Jesse Oak <***@gmail.com>
>>>>>>> wrote:
>>>>>>>
>>>>>>>> It most likely has a corresponding .res file then in which case you
>>>>>>>> should be able to edit that.
>>>>>>>>
>>>>>>>> On Fri, Apr 17, 2015 at 4:30 PM, Gavin Isgar <***@gmail.com>
>>>>>>>> wrote:
>>>>>>>>
>>>>>>>>> Commentary mode isn't on the menu, if it was, i would've already
>>>>>>>>> removed it. It's in the chapter list menu. I still dont know how to remove
>>>>>>>>> it either
>>>>>>>>>
>>>>>>>>> On Fri, Apr 17, 2015 at 12:35 PM, Jesse Oak <***@gmail.com
>>>>>>>>> > wrote:
>>>>>>>>>
>>>>>>>>>> If you don't want commentary just remove it from your menu.
>>>>>>>>>>
>>>>>>>>>> On Wed, Apr 15, 2015 at 8:22 PM, Gavin Isgar <***@gmail.com>
>>>>>>>>>> wrote:
>>>>>>>>>>
>>>>>>>>>>> Nope, still is like that. Why did it automatically add HL2
>>>>>>>>>>> commentary mode and messed up the chapter box with an unusable exit arrow?
>>>>>>>>>>> Please help!
>>>>>>>>>>>
>>>>>>>>>>> On Wed, Apr 15, 2015 at 9:20 PM, Gavin Isgar <***@gmail.com>
>>>>>>>>>>> wrote:
>>>>>>>>>>>
>>>>>>>>>>>> NVM, think i found the answer. HL2 was uninstalled somehow and
>>>>>>>>>>>> only HL2EP2 was installed. I hope!
>>>>>>>>>>>>
>>>>>>>>>>>> On Wed, Apr 15, 2015 at 9:18 PM, Gavin Isgar <***@gmail.com
>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>
>>>>>>>>>>>>> Back with another question guys! So i was looking at the
>>>>>>>>>>>>> chapter list in my game(literally ingame) and i now see something new, a
>>>>>>>>>>>>> commentary checkbox! I didnt add one though, im using SDK Base 2007 for
>>>>>>>>>>>>> this mod BTW. Did it update and automatically put it in? Please help for
>>>>>>>>>>>>> future reference!
>>>>>>>>>>>>>
>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar <
>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>
>>>>>>>>>>>>>> Im not distributing them, and i dont feel like it. I just
>>>>>>>>>>>>>> want to know how i can configure code files for a game so that it can find
>>>>>>>>>>>>>> the game and code it
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak <
>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> Are you using SVN or Git? Just make a branch if you are.
>>>>>>>>>>>>>>> On Apr 14, 2015 6:55 AM, "Gavin Isgar" <***@gmail.com>
>>>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> Its not that easy. The files within it are all configured
>>>>>>>>>>>>>>>> for the base game other than the beta. But that still didnt answer my
>>>>>>>>>>>>>>>> question
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 5:04 AM, Stan R. <***@inbox.ru>
>>>>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> You just...copy it? Create a folder for your "beta" and
>>>>>>>>>>>>>>>>> work in it? Computer basics?
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> ППМеЎельМОк, 13 апреля 2015, 23:08 -04:00 Пт Gavin Isgar <
>>>>>>>>>>>>>>>>> ***@gmail.com>:
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> Hey guys, back with huge question! Im wondering how i
>>>>>>>>>>>>>>>>> can make a manual code folder for my game(like for Half-Life 2: Example, it
>>>>>>>>>>>>>>>>> would be HL2E in the C Local Disk)? Im wondering how i can copy one from my
>>>>>>>>>>>>>>>>> actual game and edit it for a beta version, so instead of HL2RS it would be
>>>>>>>>>>>>>>>>> HL2RSB! Please tell me how i can do that without Source SDK because it wont
>>>>>>>>>>>>>>>>> work that way!
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak <
>>>>>>>>>>>>>>>>> ***@hotmail.com
>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@hotmail.com>
>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> Well, normally it shouldn't interfere with your mod in
>>>>>>>>>>>>>>>>> any way, but you can only verify that yourself by testing. I do remember a
>>>>>>>>>>>>>>>>> case where a breaking change was made in the 2013 SDK quite a while ago,
>>>>>>>>>>>>>>>>> but that was announced in a Steam community and on this mailing list.
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> If I'm not mistaken, the SDK Base contains just the
>>>>>>>>>>>>>>>>> engine.dll itself (and a lot of other components it depends on, of course),
>>>>>>>>>>>>>>>>> which in turn loads your server and client code. That means if the
>>>>>>>>>>>>>>>>> interfaces between those modules have not changed in a way that would break
>>>>>>>>>>>>>>>>> compatibility, there should be nothing for you to worry about.
>>>>>>>>>>>>>>>>> ------------------------------
>>>>>>>>>>>>>>>>> From: Gavin Isgar
>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>> Sent: ‎12.‎04.‎2015 00:13
>>>>>>>>>>>>>>>>> To: Discussion of Half-Life Programming
>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@list.valvesoftware.com>
>>>>>>>>>>>>>>>>> Subject: Re: [hlcoders] Modding Problems
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> I wanted to use Source SDK Base 2007 for a reason. But
>>>>>>>>>>>>>>>>> my question still hasn't been answered.
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires <
>>>>>>>>>>>>>>>>> ***@swires.me
>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@swires.me>
>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> If you're starting a new mod (which it sounds like you
>>>>>>>>>>>>>>>>> are), you should not be using the 2007 base at all.
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> Hey guys, back with another question! So i just saw awhile
>>>>>>>>>>>>>>>>> ago that Source SDK Base 2007 got updated. My mod uses Source SDK Base 2007
>>>>>>>>>>>>>>>>> and i was wondering, do the updates interfere with the mod in anyway?
>>>>>>>>>>>>>>>>> Thanks for the help!
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> Thanks Stan!
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> On Fri, Apr 3, 2015 at 8:42 PM, Stan R. <***@inbox.ru
>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@inbox.ru>
>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> You dont need to use VPKs to add sounds to your mod, just
>>>>>>>>>>>>>>>>> put them in yourmod/sound/ folder. You dont need to touch sources and build
>>>>>>>>>>>>>>>>> solution at all, weapon sounds defined in weapon script file
>>>>>>>>>>>>>>>>> (scripts/weapon_smg1.txt for example) and sound definition scripts
>>>>>>>>>>>>>>>>> (game_sounds_weapons.txt, game_sounds_player.txt). Yes, they should be WAV
>>>>>>>>>>>>>>>>> 44khz/16bit. No, you can use any length you want.
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> ПятМОца, 3 апреля 2015, 20:33 -04:00 Пт Gavin Isgar <
>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>:
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> Hey guys, im back with a question. I've been trying
>>>>>>>>>>>>>>>>> everything to change the weapon sounds of weapons but i cant find a very
>>>>>>>>>>>>>>>>> "precise" tutorial on how, and most are outdated. Do i need VPKs? Do i need
>>>>>>>>>>>>>>>>> to rebuild the game solution in Visual Studio after sound replacement? Do
>>>>>>>>>>>>>>>>> they have to be in WAV format and does the sound files need to be a certain
>>>>>>>>>>>>>>>>> length of time? Long story short, can anyone please tell me a very precise
>>>>>>>>>>>>>>>>> tutorial on replacing sounds on mods! Thanks!
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay <
>>>>>>>>>>>>>>>>> ***@live.com
>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@live.com>
>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> You don't need a VPK to use the sounds, if you place
>>>>>>>>>>>>>>>>> them in the sounds folder, then into a respective sub directory they will
>>>>>>>>>>>>>>>>> work fine.
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> On Apr 1, 2015, at 9:15 PM, Minh Le <***@telus.net
>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@telus.net>>
>>>>>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> If you google, "make vpk"
>>>>>>>>>>>>>>>>> you'll find a bunch of tutorials. This video looked helpful
>>>>>>>>>>>>>>>>> https://www.youtube.com/watch?v=P3ILjexx0cE
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> On 4/1/2015 5:01 PM, Gavin Isgar wrote:
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> Hey guys, im back again! I'm having trouble figuring out
>>>>>>>>>>>>>>>>> how to make vpk's to use for sounds for my mod and how to convert the sound
>>>>>>>>>>>>>>>>> files for use in Source! Can someone please leave a nice tutorial(text
>>>>>>>>>>>>>>>>> tutorial) on how to do this.
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> Thanks Jesse, you saved my life lol.
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak <
>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> Yes use gcf scape and look in the games vpks the ones you
>>>>>>>>>>>>>>>>> want are the directory vpks which use _dir
>>>>>>>>>>>>>>>>> On Apr 1, 2015 3:21 PM, "Gavin Isgar" <***@gmail.com
>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> I've checked all sound folders in the games but don't see
>>>>>>>>>>>>>>>>> any sounds themself. Do i have to use GCFScape or something? Sorry if i
>>>>>>>>>>>>>>>>> sound like i have no experience, i've just been very tired recently and
>>>>>>>>>>>>>>>>> didnt get a lot of sleep.
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 11:30 AM, Tony "omega" Sergi <
>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> What do you think your mod is running off of?
>>>>>>>>>>>>>>>>> You have the base source content, which includes all of
>>>>>>>>>>>>>>>>> the sounds and soundscripts for hl2, ep1, ep2, lost coast, etc. Plus if you
>>>>>>>>>>>>>>>>> own tf2 or any of the other valve games you can easily look at their files
>>>>>>>>>>>>>>>>> too.
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> My mod didn't come with existing sound files. I've also
>>>>>>>>>>>>>>>>> read the developer wiki, but i didn't find much, so i'm asking you.
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 12:43 AM, Tony "omega" Sergi <
>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> open existing sound files and sound scripts and look. also
>>>>>>>>>>>>>>>>> read the developer wiki.
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> Hey guys, i have another question! How do i change weapon
>>>>>>>>>>>>>>>>> sound for my mod? What format does it have to be and what files do i need
>>>>>>>>>>>>>>>>> to edit? Long story short, i need to know everything about changing the
>>>>>>>>>>>>>>>>> sounds please!
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar <
>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> Thanks Ken, i was just tired last night and having a rough
>>>>>>>>>>>>>>>>> time with some stuff, thanks though!
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher <
>>>>>>>>>>>>>>>>> ***@qis.net
>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@qis.net>
>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> It says right there...
>>>>>>>>>>>>>>>>> The images displayed in the new game dialogue are 152x86.
>>>>>>>>>>>>>>>>> Since texture dimensions must both be a power of two, your VTFs will be
>>>>>>>>>>>>>>>>> 256x128 with a border to the right and bottom.
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> That means that the full dimensions of the image will be
>>>>>>>>>>>>>>>>> 256 wide by 128 tall, but only a portion of that gets used. 152 x 86 to be
>>>>>>>>>>>>>>>>> specific. What you should do is create your chapter images as 152x86
>>>>>>>>>>>>>>>>> images, and then either edit that image's canvas size to 256x128 (but don't
>>>>>>>>>>>>>>>>> scale/stretch the actual image), or take that 152x86 image and copy it into
>>>>>>>>>>>>>>>>> a new 256x128 image, and just make sure it is positioned in the top-left.
>>>>>>>>>>>>>>>>> The unused portion of the image should just be black.
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> -------- Original message --------
>>>>>>>>>>>>>>>>> From: Gavin Isgar <***@gmail.com
>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> Date: 03/28/2015 10:36 PM (GMT-05:00)
>>>>>>>>>>>>>>>>> To: Discussion of Half-Life Programming <
>>>>>>>>>>>>>>>>> ***@list.valvesoftware.com
>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@list.valvesoftware.com>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> Subject: Re: [hlcoders] Modding Problems
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> Alright I guess
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann <
>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> Other than that I'd just use the images from Half-Life 2
>>>>>>>>>>>>>>>>> as a base.
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> On 29 March 2015 at 12:20, Gavin Isgar <***@gmail.com
>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> Tom, i checked that but, to be honest, i didnt understand
>>>>>>>>>>>>>>>>> it a bit. Anything else?
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann <
>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> There's some information on that at
>>>>>>>>>>>>>>>>> https://developer.valvesoftware.com/wiki/Background#Images
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> On 29 March 2015 at 09:09, Gavin Isgar <***@gmail.com
>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> Hey guys, im having another problem again and couldnt find
>>>>>>>>>>>>>>>>> a fix on the internet. I dont know the right size for chapter thumbnails,
>>>>>>>>>>>>>>>>> what size do i make the picture(not the vtf or vmt)?
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar <
>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> The two dots means "parent directory". You start in
>>>>>>>>>>>>>>>>> materials/vgui, go
>>>>>>>>>>>>>>>>> up one to materials, then to materials/logo and
>>>>>>>>>>>>>>>>> materials/logo/hl2rslogo1.vmt.
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>>>>> > Yea Jesse, here's how i fixed it! So in my materials
>>>>>>>>>>>>>>>>> folder, i made a logo
>>>>>>>>>>>>>>>>> > folder, inside i put both put the vmt and vtf file with
>>>>>>>>>>>>>>>>> the same name.
>>>>>>>>>>>>>>>>> > Inside the vmt file, i put:
>>>>>>>>>>>>>>>>> >
>>>>>>>>>>>>>>>>> > "UnlitGeneric"
>>>>>>>>>>>>>>>>> > {
>>>>>>>>>>>>>>>>> > "$basetexture" "logo/hl2rslogo1"
>>>>>>>>>>>>>>>>> > "$nolod" 1
>>>>>>>>>>>>>>>>> > "$translucent" 1
>>>>>>>>>>>>>>>>> > }
>>>>>>>>>>>>>>>>> >
>>>>>>>>>>>>>>>>> > The path automatically detects the material folder, so
>>>>>>>>>>>>>>>>> just put the folder
>>>>>>>>>>>>>>>>> > and the name of both the vmt and vtf file(no extension).
>>>>>>>>>>>>>>>>> Then in my
>>>>>>>>>>>>>>>>> > gamelogo.res in my resource folder, i put:
>>>>>>>>>>>>>>>>> >
>>>>>>>>>>>>>>>>> > Resource/GameLogo.res
>>>>>>>>>>>>>>>>> > {
>>>>>>>>>>>>>>>>> > GameLogo
>>>>>>>>>>>>>>>>> > {
>>>>>>>>>>>>>>>>> > ControlName EditablePanel
>>>>>>>>>>>>>>>>> > fieldName GameLogo
>>>>>>>>>>>>>>>>> > xpos 0
>>>>>>>>>>>>>>>>> > ypos 0
>>>>>>>>>>>>>>>>> > zpos 50
>>>>>>>>>>>>>>>>> > wide 400
>>>>>>>>>>>>>>>>> > tall 100
>>>>>>>>>>>>>>>>> > autoResize 1
>>>>>>>>>>>>>>>>> > pinCorner 0
>>>>>>>>>>>>>>>>> > visible 1
>>>>>>>>>>>>>>>>> > enabled 1
>>>>>>>>>>>>>>>>> > offsetX -20
>>>>>>>>>>>>>>>>> > offsetY -15
>>>>>>>>>>>>>>>>> > }
>>>>>>>>>>>>>>>>> >
>>>>>>>>>>>>>>>>> > Logo
>>>>>>>>>>>>>>>>> > {
>>>>>>>>>>>>>>>>> > ControlName ImagePanel
>>>>>>>>>>>>>>>>> > fieldName Logo
>>>>>>>>>>>>>>>>> > xpos 0
>>>>>>>>>>>>>>>>> > ypos 0
>>>>>>>>>>>>>>>>> > zpos 50
>>>>>>>>>>>>>>>>> > wide 400
>>>>>>>>>>>>>>>>> > tall 100
>>>>>>>>>>>>>>>>> > visible 1
>>>>>>>>>>>>>>>>> > enabled 1
>>>>>>>>>>>>>>>>> > image ../logo/hl2rslogo1
>>>>>>>>>>>>>>>>> > scaleImage 1
>>>>>>>>>>>>>>>>> > }
>>>>>>>>>>>>>>>>> > }
>>>>>>>>>>>>>>>>> >
>>>>>>>>>>>>>>>>> > The dots in the path specify how many folders are before
>>>>>>>>>>>>>>>>> vmt and vtf, but i
>>>>>>>>>>>>>>>>> > rather just do it like this:
>>>>>>>>>>>>>>>>> >
>>>>>>>>>>>>>>>>> > 2 dots specifies 2 folders/files like logo/hl2rslogo1,
>>>>>>>>>>>>>>>>> thats 1 folder, 1
>>>>>>>>>>>>>>>>> > file! If it was material/logo/hl2rslogo1 it would be 3
>>>>>>>>>>>>>>>>> dots. Thats how i<
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> --
>>>>>>>>>>>>>>>>> -Tony
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> --
>>>>>>>>>>>>>>>>> -Tony
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> _______________________________________________
>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>> archives, please visit:
>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> _______________________________________________
>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>> archives, please visit:
>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>
>>>>>>>>> _______________________________________________
>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>> archives, please visit:
>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>> _______________________________________________
>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>> archives, please visit:
>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>> _______________________________________________
>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>> archives, please visit:
>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>
>>>>>> _______________________________________________
>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>> archives, please visit:
>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>
>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>>
>
>
> --
> -Tony
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
Gavin Isgar
2015-06-17 01:21:02 UTC
Permalink
Guys, i need some help with another problem. So, i've been searching my
game's files for a bit and, I can't seem to find how to change the HL2
Commentary Text in the main menu? Do i need to make a new file? Thank you!


On Sat, May 23, 2015 at 7:52 AM, Gavin Isgar <***@gmail.com> wrote:

> Thank you!
>
>
> On Sat, May 23, 2015 at 12:55 AM, Tony "omega" Sergi <***@gmail.com>
> wrote:
>
>> https://developer.valvesoftware.com/wiki/View_Models
>> https://developer.valvesoftware.com/wiki/Viewmodels_in_Blender
>>
>> https://developer.valvesoftware.com/wiki/SDK_Docs
>>
>> http://forums.steampowered.com/forums/showthread.php?t=842810
>>
>> google is fantastic.
>>
>> On Sat, May 23, 2015 at 11:07 AM, Gavin Isgar <***@gmail.com> wrote:
>>
>>> Hey guys, i got a question! Can anyways please tell me how to model and
>>> make weapons? I cant find a solid tutorial anywhere that i can actually do
>>> it on! Please help, thank you!
>>>
>>> On Sun, Apr 26, 2015 at 6:42 PM, Gavin Isgar <***@gmail.com> wrote:
>>>
>>>> Guys i need some more help. I'm trying to use phoneme editor in face
>>>> poser for NPCs to talk. But i get an error message saying "an error
>>>> occurred during extraction". I've been trying to find a fix for this
>>>> problem for awhile but i cant. I'm also using a Windows 8 computer. Please,
>>>> someone type out a tutorial i can do to fix this problem! Thanks!
>>>>
>>>> On Fri, Apr 24, 2015 at 5:32 PM, Gavin Isgar <***@gmail.com> wrote:
>>>>
>>>>> Nope, still not working. Its saying extraction wont work. I use
>>>>> Windows 8 and Audacity for the wavs but still nothing works. Please someone
>>>>> give me a tutorial on here by text please!
>>>>>
>>>>> On Fri, Apr 24, 2015 at 8:23 AM, Gavin Isgar <***@gmail.com>
>>>>> wrote:
>>>>>
>>>>>> Thanks! I'll try it!
>>>>>>
>>>>>> On Fri, Apr 24, 2015 at 12:06 AM, Jesse Oak <***@gmail.com>
>>>>>> wrote:
>>>>>>
>>>>>>> Silverfish has been out of the Source modding scene for awhile but I
>>>>>>> find his tutorial still holds up quite well.
>>>>>>> https://www.youtube.com/watch?v=T077tK_hXJo
>>>>>>>
>>>>>>> On Tue, Apr 21, 2015 at 9:23 PM, Gavin Isgar <***@gmail.com>
>>>>>>> wrote:
>>>>>>>
>>>>>>>> Hey guys, back with ANOTHER question. I've been wondering, how can
>>>>>>>> i make voice(choreography) scenes in-game? What i mean by that is make an
>>>>>>>> NPC say what i said in my recording while lip syncing. I seen that Source
>>>>>>>> SDK's Faceposer can do that but all tutorials are now outdated and i cant
>>>>>>>> find a good resource. Can you guys tell me how i can do this?
>>>>>>>>
>>>>>>>> On Fri, Apr 17, 2015 at 8:30 PM, Jesse Oak <***@gmail.com>
>>>>>>>> wrote:
>>>>>>>>
>>>>>>>>> It most likely has a corresponding .res file then in which case
>>>>>>>>> you should be able to edit that.
>>>>>>>>>
>>>>>>>>> On Fri, Apr 17, 2015 at 4:30 PM, Gavin Isgar <***@gmail.com>
>>>>>>>>> wrote:
>>>>>>>>>
>>>>>>>>>> Commentary mode isn't on the menu, if it was, i would've already
>>>>>>>>>> removed it. It's in the chapter list menu. I still dont know how to remove
>>>>>>>>>> it either
>>>>>>>>>>
>>>>>>>>>> On Fri, Apr 17, 2015 at 12:35 PM, Jesse Oak <
>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>
>>>>>>>>>>> If you don't want commentary just remove it from your menu.
>>>>>>>>>>>
>>>>>>>>>>> On Wed, Apr 15, 2015 at 8:22 PM, Gavin Isgar <***@gmail.com>
>>>>>>>>>>> wrote:
>>>>>>>>>>>
>>>>>>>>>>>> Nope, still is like that. Why did it automatically add HL2
>>>>>>>>>>>> commentary mode and messed up the chapter box with an unusable exit arrow?
>>>>>>>>>>>> Please help!
>>>>>>>>>>>>
>>>>>>>>>>>> On Wed, Apr 15, 2015 at 9:20 PM, Gavin Isgar <***@gmail.com
>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>
>>>>>>>>>>>>> NVM, think i found the answer. HL2 was uninstalled somehow and
>>>>>>>>>>>>> only HL2EP2 was installed. I hope!
>>>>>>>>>>>>>
>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 9:18 PM, Gavin Isgar <
>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>
>>>>>>>>>>>>>> Back with another question guys! So i was looking at the
>>>>>>>>>>>>>> chapter list in my game(literally ingame) and i now see something new, a
>>>>>>>>>>>>>> commentary checkbox! I didnt add one though, im using SDK Base 2007 for
>>>>>>>>>>>>>> this mod BTW. Did it update and automatically put it in? Please help for
>>>>>>>>>>>>>> future reference!
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar <
>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> Im not distributing them, and i dont feel like it. I just
>>>>>>>>>>>>>>> want to know how i can configure code files for a game so that it can find
>>>>>>>>>>>>>>> the game and code it
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak <
>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> Are you using SVN or Git? Just make a branch if you are.
>>>>>>>>>>>>>>>> On Apr 14, 2015 6:55 AM, "Gavin Isgar" <***@gmail.com>
>>>>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> Its not that easy. The files within it are all configured
>>>>>>>>>>>>>>>>> for the base game other than the beta. But that still didnt answer my
>>>>>>>>>>>>>>>>> question
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 5:04 AM, Stan R. <***@inbox.ru>
>>>>>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> You just...copy it? Create a folder for your "beta" and
>>>>>>>>>>>>>>>>>> work in it? Computer basics?
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> ППМеЎельМОк, 13 апреля 2015, 23:08 -04:00 Пт Gavin Isgar <
>>>>>>>>>>>>>>>>>> ***@gmail.com>:
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> Hey guys, back with huge question! Im wondering how i
>>>>>>>>>>>>>>>>>> can make a manual code folder for my game(like for Half-Life 2: Example, it
>>>>>>>>>>>>>>>>>> would be HL2E in the C Local Disk)? Im wondering how i can copy one from my
>>>>>>>>>>>>>>>>>> actual game and edit it for a beta version, so instead of HL2RS it would be
>>>>>>>>>>>>>>>>>> HL2RSB! Please tell me how i can do that without Source SDK because it wont
>>>>>>>>>>>>>>>>>> work that way!
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak <
>>>>>>>>>>>>>>>>>> ***@hotmail.com
>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@hotmail.com>
>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> Well, normally it shouldn't interfere with your mod in
>>>>>>>>>>>>>>>>>> any way, but you can only verify that yourself by testing. I do remember a
>>>>>>>>>>>>>>>>>> case where a breaking change was made in the 2013 SDK quite a while ago,
>>>>>>>>>>>>>>>>>> but that was announced in a Steam community and on this mailing list.
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> If I'm not mistaken, the SDK Base contains just the
>>>>>>>>>>>>>>>>>> engine.dll itself (and a lot of other components it depends on, of course),
>>>>>>>>>>>>>>>>>> which in turn loads your server and client code. That means if the
>>>>>>>>>>>>>>>>>> interfaces between those modules have not changed in a way that would break
>>>>>>>>>>>>>>>>>> compatibility, there should be nothing for you to worry about.
>>>>>>>>>>>>>>>>>> ------------------------------
>>>>>>>>>>>>>>>>>> From: Gavin Isgar
>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>> Sent: ‎12.‎04.‎2015 00:13
>>>>>>>>>>>>>>>>>> To: Discussion of Half-Life Programming
>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@list.valvesoftware.com>
>>>>>>>>>>>>>>>>>> Subject: Re: [hlcoders] Modding Problems
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> I wanted to use Source SDK Base 2007 for a reason. But
>>>>>>>>>>>>>>>>>> my question still hasn't been answered.
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires <
>>>>>>>>>>>>>>>>>> ***@swires.me
>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@swires.me>
>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> If you're starting a new mod (which it sounds like you
>>>>>>>>>>>>>>>>>> are), you should not be using the 2007 base at all.
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> Hey guys, back with another question! So i just saw
>>>>>>>>>>>>>>>>>> awhile ago that Source SDK Base 2007 got updated. My mod uses Source SDK
>>>>>>>>>>>>>>>>>> Base 2007 and i was wondering, do the updates interfere with the mod in
>>>>>>>>>>>>>>>>>> anyway? Thanks for the help!
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> Thanks Stan!
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> On Fri, Apr 3, 2015 at 8:42 PM, Stan R. <***@inbox.ru
>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@inbox.ru>
>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> You dont need to use VPKs to add sounds to your mod, just
>>>>>>>>>>>>>>>>>> put them in yourmod/sound/ folder. You dont need to touch sources and build
>>>>>>>>>>>>>>>>>> solution at all, weapon sounds defined in weapon script file
>>>>>>>>>>>>>>>>>> (scripts/weapon_smg1.txt for example) and sound definition scripts
>>>>>>>>>>>>>>>>>> (game_sounds_weapons.txt, game_sounds_player.txt). Yes, they should be WAV
>>>>>>>>>>>>>>>>>> 44khz/16bit. No, you can use any length you want.
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> ПятМОца, 3 апреля 2015, 20:33 -04:00 Пт Gavin Isgar <
>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>:
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> Hey guys, im back with a question. I've been trying
>>>>>>>>>>>>>>>>>> everything to change the weapon sounds of weapons but i cant find a very
>>>>>>>>>>>>>>>>>> "precise" tutorial on how, and most are outdated. Do i need VPKs? Do i need
>>>>>>>>>>>>>>>>>> to rebuild the game solution in Visual Studio after sound replacement? Do
>>>>>>>>>>>>>>>>>> they have to be in WAV format and does the sound files need to be a certain
>>>>>>>>>>>>>>>>>> length of time? Long story short, can anyone please tell me a very precise
>>>>>>>>>>>>>>>>>> tutorial on replacing sounds on mods! Thanks!
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay <
>>>>>>>>>>>>>>>>>> ***@live.com
>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@live.com>
>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> You don't need a VPK to use the sounds, if you place
>>>>>>>>>>>>>>>>>> them in the sounds folder, then into a respective sub directory they will
>>>>>>>>>>>>>>>>>> work fine.
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> On Apr 1, 2015, at 9:15 PM, Minh Le <***@telus.net
>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@telus.net>>
>>>>>>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> If you google, "make vpk"
>>>>>>>>>>>>>>>>>> you'll find a bunch of tutorials. This video looked
>>>>>>>>>>>>>>>>>> helpful
>>>>>>>>>>>>>>>>>> https://www.youtube.com/watch?v=P3ILjexx0cE
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> On 4/1/2015 5:01 PM, Gavin Isgar wrote:
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> Hey guys, im back again! I'm having trouble figuring out
>>>>>>>>>>>>>>>>>> how to make vpk's to use for sounds for my mod and how to convert the sound
>>>>>>>>>>>>>>>>>> files for use in Source! Can someone please leave a nice tutorial(text
>>>>>>>>>>>>>>>>>> tutorial) on how to do this.
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> Thanks Jesse, you saved my life lol.
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak <
>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> Yes use gcf scape and look in the games vpks the ones you
>>>>>>>>>>>>>>>>>> want are the directory vpks which use _dir
>>>>>>>>>>>>>>>>>> On Apr 1, 2015 3:21 PM, "Gavin Isgar" <***@gmail.com
>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> I've checked all sound folders in the games but don't see
>>>>>>>>>>>>>>>>>> any sounds themself. Do i have to use GCFScape or something? Sorry if i
>>>>>>>>>>>>>>>>>> sound like i have no experience, i've just been very tired recently and
>>>>>>>>>>>>>>>>>> didnt get a lot of sleep.
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 11:30 AM, Tony "omega" Sergi <
>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> What do you think your mod is running off of?
>>>>>>>>>>>>>>>>>> You have the base source content, which includes all of
>>>>>>>>>>>>>>>>>> the sounds and soundscripts for hl2, ep1, ep2, lost coast, etc. Plus if you
>>>>>>>>>>>>>>>>>> own tf2 or any of the other valve games you can easily look at their files
>>>>>>>>>>>>>>>>>> too.
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> My mod didn't come with existing sound files. I've also
>>>>>>>>>>>>>>>>>> read the developer wiki, but i didn't find much, so i'm asking you.
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 12:43 AM, Tony "omega" Sergi <
>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> open existing sound files and sound scripts and look.
>>>>>>>>>>>>>>>>>> also read the developer wiki.
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> Hey guys, i have another question! How do i change weapon
>>>>>>>>>>>>>>>>>> sound for my mod? What format does it have to be and what files do i need
>>>>>>>>>>>>>>>>>> to edit? Long story short, i need to know everything about changing the
>>>>>>>>>>>>>>>>>> sounds please!
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar <
>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> Thanks Ken, i was just tired last night and having a
>>>>>>>>>>>>>>>>>> rough time with some stuff, thanks though!
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher <
>>>>>>>>>>>>>>>>>> ***@qis.net
>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@qis.net>
>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> It says right there...
>>>>>>>>>>>>>>>>>> The images displayed in the new game dialogue are 152x86.
>>>>>>>>>>>>>>>>>> Since texture dimensions must both be a power of two, your VTFs will be
>>>>>>>>>>>>>>>>>> 256x128 with a border to the right and bottom.
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> That means that the full dimensions of the image will
>>>>>>>>>>>>>>>>>> be 256 wide by 128 tall, but only a portion of that gets used. 152 x 86 to
>>>>>>>>>>>>>>>>>> be specific. What you should do is create your chapter images as 152x86
>>>>>>>>>>>>>>>>>> images, and then either edit that image's canvas size to 256x128 (but don't
>>>>>>>>>>>>>>>>>> scale/stretch the actual image), or take that 152x86 image and copy it into
>>>>>>>>>>>>>>>>>> a new 256x128 image, and just make sure it is positioned in the top-left.
>>>>>>>>>>>>>>>>>> The unused portion of the image should just be black.
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> -------- Original message --------
>>>>>>>>>>>>>>>>>> From: Gavin Isgar <***@gmail.com
>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> Date: 03/28/2015 10:36 PM (GMT-05:00)
>>>>>>>>>>>>>>>>>> To: Discussion of Half-Life Programming <
>>>>>>>>>>>>>>>>>> ***@list.valvesoftware.com
>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@list.valvesoftware.com>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> Subject: Re: [hlcoders] Modding Problems
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> Alright I guess
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann <
>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> Other than that I'd just use the images from Half-Life 2
>>>>>>>>>>>>>>>>>> as a base.
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> On 29 March 2015 at 12:20, Gavin Isgar <***@gmail.com
>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> Tom, i checked that but, to be honest, i didnt understand
>>>>>>>>>>>>>>>>>> it a bit. Anything else?
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann <
>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> There's some information on that at
>>>>>>>>>>>>>>>>>> https://developer.valvesoftware.com/wiki/Background#Images
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> On 29 March 2015 at 09:09, Gavin Isgar <***@gmail.com
>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> Hey guys, im having another problem again and couldnt
>>>>>>>>>>>>>>>>>> find a fix on the internet. I dont know the right size for chapter
>>>>>>>>>>>>>>>>>> thumbnails, what size do i make the picture(not the vtf or vmt)?
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar <
>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> The two dots means "parent directory". You start in
>>>>>>>>>>>>>>>>>> materials/vgui, go
>>>>>>>>>>>>>>>>>> up one to materials, then to materials/logo and
>>>>>>>>>>>>>>>>>> materials/logo/hl2rslogo1.vmt.
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>>>>>> > Yea Jesse, here's how i fixed it! So in my materials
>>>>>>>>>>>>>>>>>> folder, i made a logo
>>>>>>>>>>>>>>>>>> > folder, inside i put both put the vmt and vtf file with
>>>>>>>>>>>>>>>>>> the same name.
>>>>>>>>>>>>>>>>>> > Inside the vmt file, i put:
>>>>>>>>>>>>>>>>>> >
>>>>>>>>>>>>>>>>>> > "UnlitGeneric"
>>>>>>>>>>>>>>>>>> > {
>>>>>>>>>>>>>>>>>> > "$basetexture" "logo/hl2rslogo1"
>>>>>>>>>>>>>>>>>> > "$nolod" 1
>>>>>>>>>>>>>>>>>> > "$translucent" 1
>>>>>>>>>>>>>>>>>> > }
>>>>>>>>>>>>>>>>>> >
>>>>>>>>>>>>>>>>>> > The path automatically detects the material folder, so
>>>>>>>>>>>>>>>>>> just put the folder
>>>>>>>>>>>>>>>>>> > and the name of both the vmt and vtf file(no
>>>>>>>>>>>>>>>>>> extension). Then in my
>>>>>>>>>>>>>>>>>> > gamelogo.res in my resource folder, i put:
>>>>>>>>>>>>>>>>>> >
>>>>>>>>>>>>>>>>>> > Resource/GameLogo.res
>>>>>>>>>>>>>>>>>> > {
>>>>>>>>>>>>>>>>>> > GameLogo
>>>>>>>>>>>>>>>>>> > {
>>>>>>>>>>>>>>>>>> > ControlName EditablePanel
>>>>>>>>>>>>>>>>>> > fieldName GameLogo
>>>>>>>>>>>>>>>>>> > xpos 0
>>>>>>>>>>>>>>>>>> > ypos 0
>>>>>>>>>>>>>>>>>> > zpos 50
>>>>>>>>>>>>>>>>>> > wide 400
>>>>>>>>>>>>>>>>>> > tall 100
>>>>>>>>>>>>>>>>>> > autoResize 1
>>>>>>>>>>>>>>>>>> > pinCorner 0
>>>>>>>>>>>>>>>>>> > visible 1
>>>>>>>>>>>>>>>>>> > enabled 1
>>>>>>>>>>>>>>>>>> > offsetX -20
>>>>>>>>>>>>>>>>>> > offsetY -15
>>>>>>>>>>>>>>>>>> > }
>>>>>>>>>>>>>>>>>> >
>>>>>>>>>>>>>>>>>> > Logo
>>>>>>>>>>>>>>>>>> > {
>>>>>>>>>>>>>>>>>> > ControlName ImagePanel
>>>>>>>>>>>>>>>>>> > fieldName Logo
>>>>>>>>>>>>>>>>>> > xpos 0
>>>>>>>>>>>>>>>>>> > ypos 0
>>>>>>>>>>>>>>>>>> > zpos 50
>>>>>>>>>>>>>>>>>> > wide 400
>>>>>>>>>>>>>>>>>> > tall 100
>>>>>>>>>>>>>>>>>> > visible 1
>>>>>>>>>>>>>>>>>> > enabled 1
>>>>>>>>>>>>>>>>>> > image ../logo/hl2rslogo1
>>>>>>>>>>>>>>>>>> > scaleImage 1
>>>>>>>>>>>>>>>>>> > }
>>>>>>>>>>>>>>>>>> > }
>>>>>>>>>>>>>>>>>> >
>>>>>>>>>>>>>>>>>> > The dots in the path specify how many folders are
>>>>>>>>>>>>>>>>>> before vmt and vtf, but i
>>>>>>>>>>>>>>>>>> > rather just do it like this:
>>>>>>>>>>>>>>>>>> >
>>>>>>>>>>>>>>>>>> > 2 dots specifies 2 folders/files like logo/hl2rslogo1,
>>>>>>>>>>>>>>>>>> thats 1 folder, 1
>>>>>>>>>>>>>>>>>> > file! If it was material/logo/hl2rslogo1 it would be 3
>>>>>>>>>>>>>>>>>> dots. Thats how i<
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> --
>>>>>>>>>>>>>>>>>> -Tony
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> --
>>>>>>>>>>>>>>>>>> -Tony
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> _______________________________________________
>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>> archives, please visit:
>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> _______________________________________________
>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>> archives, please visit:
>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>
>>>>>>>>> _______________________________________________
>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>> archives, please visit:
>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>> _______________________________________________
>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>> archives, please visit:
>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>> _______________________________________________
>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>> archives, please visit:
>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>
>>
>> --
>> -Tony
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>>
>
Tom Schumann
2015-06-17 09:37:09 UTC
Permalink
Which commentary text specifically?

On 17 June 2015 at 11:21, Gavin Isgar <***@gmail.com> wrote:

> Guys, i need some help with another problem. So, i've been searching my
> game's files for a bit and, I can't seem to find how to change the HL2
> Commentary Text in the main menu? Do i need to make a new file? Thank you!
>
>
> On Sat, May 23, 2015 at 7:52 AM, Gavin Isgar <***@gmail.com> wrote:
>
>> Thank you!
>>
>>
>> On Sat, May 23, 2015 at 12:55 AM, Tony "omega" Sergi <***@gmail.com
>> > wrote:
>>
>>> https://developer.valvesoftware.com/wiki/View_Models
>>> https://developer.valvesoftware.com/wiki/Viewmodels_in_Blender
>>>
>>> https://developer.valvesoftware.com/wiki/SDK_Docs
>>>
>>> http://forums.steampowered.com/forums/showthread.php?t=842810
>>>
>>> google is fantastic.
>>>
>>> On Sat, May 23, 2015 at 11:07 AM, Gavin Isgar <***@gmail.com> wrote:
>>>
>>>> Hey guys, i got a question! Can anyways please tell me how to model and
>>>> make weapons? I cant find a solid tutorial anywhere that i can actually do
>>>> it on! Please help, thank you!
>>>>
>>>> On Sun, Apr 26, 2015 at 6:42 PM, Gavin Isgar <***@gmail.com> wrote:
>>>>
>>>>> Guys i need some more help. I'm trying to use phoneme editor in face
>>>>> poser for NPCs to talk. But i get an error message saying "an error
>>>>> occurred during extraction". I've been trying to find a fix for this
>>>>> problem for awhile but i cant. I'm also using a Windows 8 computer. Please,
>>>>> someone type out a tutorial i can do to fix this problem! Thanks!
>>>>>
>>>>> On Fri, Apr 24, 2015 at 5:32 PM, Gavin Isgar <***@gmail.com>
>>>>> wrote:
>>>>>
>>>>>> Nope, still not working. Its saying extraction wont work. I use
>>>>>> Windows 8 and Audacity for the wavs but still nothing works. Please someone
>>>>>> give me a tutorial on here by text please!
>>>>>>
>>>>>> On Fri, Apr 24, 2015 at 8:23 AM, Gavin Isgar <***@gmail.com>
>>>>>> wrote:
>>>>>>
>>>>>>> Thanks! I'll try it!
>>>>>>>
>>>>>>> On Fri, Apr 24, 2015 at 12:06 AM, Jesse Oak <***@gmail.com>
>>>>>>> wrote:
>>>>>>>
>>>>>>>> Silverfish has been out of the Source modding scene for awhile but
>>>>>>>> I find his tutorial still holds up quite well.
>>>>>>>> https://www.youtube.com/watch?v=T077tK_hXJo
>>>>>>>>
>>>>>>>> On Tue, Apr 21, 2015 at 9:23 PM, Gavin Isgar <***@gmail.com>
>>>>>>>> wrote:
>>>>>>>>
>>>>>>>>> Hey guys, back with ANOTHER question. I've been wondering, how can
>>>>>>>>> i make voice(choreography) scenes in-game? What i mean by that is make an
>>>>>>>>> NPC say what i said in my recording while lip syncing. I seen that Source
>>>>>>>>> SDK's Faceposer can do that but all tutorials are now outdated and i cant
>>>>>>>>> find a good resource. Can you guys tell me how i can do this?
>>>>>>>>>
>>>>>>>>> On Fri, Apr 17, 2015 at 8:30 PM, Jesse Oak <***@gmail.com>
>>>>>>>>> wrote:
>>>>>>>>>
>>>>>>>>>> It most likely has a corresponding .res file then in which case
>>>>>>>>>> you should be able to edit that.
>>>>>>>>>>
>>>>>>>>>> On Fri, Apr 17, 2015 at 4:30 PM, Gavin Isgar <***@gmail.com>
>>>>>>>>>> wrote:
>>>>>>>>>>
>>>>>>>>>>> Commentary mode isn't on the menu, if it was, i would've already
>>>>>>>>>>> removed it. It's in the chapter list menu. I still dont know how to remove
>>>>>>>>>>> it either
>>>>>>>>>>>
>>>>>>>>>>> On Fri, Apr 17, 2015 at 12:35 PM, Jesse Oak <
>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>
>>>>>>>>>>>> If you don't want commentary just remove it from your menu.
>>>>>>>>>>>>
>>>>>>>>>>>> On Wed, Apr 15, 2015 at 8:22 PM, Gavin Isgar <***@gmail.com
>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>
>>>>>>>>>>>>> Nope, still is like that. Why did it automatically add HL2
>>>>>>>>>>>>> commentary mode and messed up the chapter box with an unusable exit arrow?
>>>>>>>>>>>>> Please help!
>>>>>>>>>>>>>
>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 9:20 PM, Gavin Isgar <
>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>
>>>>>>>>>>>>>> NVM, think i found the answer. HL2 was uninstalled somehow
>>>>>>>>>>>>>> and only HL2EP2 was installed. I hope!
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 9:18 PM, Gavin Isgar <
>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> Back with another question guys! So i was looking at the
>>>>>>>>>>>>>>> chapter list in my game(literally ingame) and i now see something new, a
>>>>>>>>>>>>>>> commentary checkbox! I didnt add one though, im using SDK Base 2007 for
>>>>>>>>>>>>>>> this mod BTW. Did it update and automatically put it in? Please help for
>>>>>>>>>>>>>>> future reference!
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar <
>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> Im not distributing them, and i dont feel like it. I just
>>>>>>>>>>>>>>>> want to know how i can configure code files for a game so that it can find
>>>>>>>>>>>>>>>> the game and code it
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak <
>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> Are you using SVN or Git? Just make a branch if you are.
>>>>>>>>>>>>>>>>> On Apr 14, 2015 6:55 AM, "Gavin Isgar" <***@gmail.com>
>>>>>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> Its not that easy. The files within it are all configured
>>>>>>>>>>>>>>>>>> for the base game other than the beta. But that still didnt answer my
>>>>>>>>>>>>>>>>>> question
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 5:04 AM, Stan R. <***@inbox.ru>
>>>>>>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> You just...copy it? Create a folder for your "beta" and
>>>>>>>>>>>>>>>>>>> work in it? Computer basics?
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> ППМеЎельМОк, 13 апреля 2015, 23:08 -04:00 Пт Gavin Isgar
>>>>>>>>>>>>>>>>>>> <***@gmail.com>:
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> Hey guys, back with huge question! Im wondering how i
>>>>>>>>>>>>>>>>>>> can make a manual code folder for my game(like for Half-Life 2: Example, it
>>>>>>>>>>>>>>>>>>> would be HL2E in the C Local Disk)? Im wondering how i can copy one from my
>>>>>>>>>>>>>>>>>>> actual game and edit it for a beta version, so instead of HL2RS it would be
>>>>>>>>>>>>>>>>>>> HL2RSB! Please tell me how i can do that without Source SDK because it wont
>>>>>>>>>>>>>>>>>>> work that way!
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak <
>>>>>>>>>>>>>>>>>>> ***@hotmail.com
>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@hotmail.com>
>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> Well, normally it shouldn't interfere with your mod in
>>>>>>>>>>>>>>>>>>> any way, but you can only verify that yourself by testing. I do remember a
>>>>>>>>>>>>>>>>>>> case where a breaking change was made in the 2013 SDK quite a while ago,
>>>>>>>>>>>>>>>>>>> but that was announced in a Steam community and on this mailing list.
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> If I'm not mistaken, the SDK Base contains just the
>>>>>>>>>>>>>>>>>>> engine.dll itself (and a lot of other components it depends on, of course),
>>>>>>>>>>>>>>>>>>> which in turn loads your server and client code. That means if the
>>>>>>>>>>>>>>>>>>> interfaces between those modules have not changed in a way that would break
>>>>>>>>>>>>>>>>>>> compatibility, there should be nothing for you to worry about.
>>>>>>>>>>>>>>>>>>> ------------------------------
>>>>>>>>>>>>>>>>>>> From: Gavin Isgar
>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>> Sent: ‎12.‎04.‎2015 00:13
>>>>>>>>>>>>>>>>>>> To: Discussion of Half-Life Programming
>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@list.valvesoftware.com>
>>>>>>>>>>>>>>>>>>> Subject: Re: [hlcoders] Modding Problems
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> I wanted to use Source SDK Base 2007 for a reason. But
>>>>>>>>>>>>>>>>>>> my question still hasn't been answered.
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires <
>>>>>>>>>>>>>>>>>>> ***@swires.me
>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@swires.me>
>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> If you're starting a new mod (which it sounds like you
>>>>>>>>>>>>>>>>>>> are), you should not be using the 2007 base at all.
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> Hey guys, back with another question! So i just saw
>>>>>>>>>>>>>>>>>>> awhile ago that Source SDK Base 2007 got updated. My mod uses Source SDK
>>>>>>>>>>>>>>>>>>> Base 2007 and i was wondering, do the updates interfere with the mod in
>>>>>>>>>>>>>>>>>>> anyway? Thanks for the help!
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> Thanks Stan!
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> On Fri, Apr 3, 2015 at 8:42 PM, Stan R. <***@inbox.ru
>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@inbox.ru>
>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> You dont need to use VPKs to add sounds to your mod,
>>>>>>>>>>>>>>>>>>> just put them in yourmod/sound/ folder. You dont need to touch sources and
>>>>>>>>>>>>>>>>>>> build solution at all, weapon sounds defined in weapon script file
>>>>>>>>>>>>>>>>>>> (scripts/weapon_smg1.txt for example) and sound definition scripts
>>>>>>>>>>>>>>>>>>> (game_sounds_weapons.txt, game_sounds_player.txt). Yes, they should be WAV
>>>>>>>>>>>>>>>>>>> 44khz/16bit. No, you can use any length you want.
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> ПятМОца, 3 апреля 2015, 20:33 -04:00 Пт Gavin Isgar <
>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>:
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> Hey guys, im back with a question. I've been trying
>>>>>>>>>>>>>>>>>>> everything to change the weapon sounds of weapons but i cant find a very
>>>>>>>>>>>>>>>>>>> "precise" tutorial on how, and most are outdated. Do i need VPKs? Do i need
>>>>>>>>>>>>>>>>>>> to rebuild the game solution in Visual Studio after sound replacement? Do
>>>>>>>>>>>>>>>>>>> they have to be in WAV format and does the sound files need to be a certain
>>>>>>>>>>>>>>>>>>> length of time? Long story short, can anyone please tell me a very precise
>>>>>>>>>>>>>>>>>>> tutorial on replacing sounds on mods! Thanks!
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay <
>>>>>>>>>>>>>>>>>>> ***@live.com
>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@live.com>
>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> You don't need a VPK to use the sounds, if you place
>>>>>>>>>>>>>>>>>>> them in the sounds folder, then into a respective sub directory they will
>>>>>>>>>>>>>>>>>>> work fine.
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> On Apr 1, 2015, at 9:15 PM, Minh Le <***@telus.net
>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@telus.net>>
>>>>>>>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> If you google, "make vpk"
>>>>>>>>>>>>>>>>>>> you'll find a bunch of tutorials. This video looked
>>>>>>>>>>>>>>>>>>> helpful
>>>>>>>>>>>>>>>>>>> https://www.youtube.com/watch?v=P3ILjexx0cE
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> On 4/1/2015 5:01 PM, Gavin Isgar wrote:
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> Hey guys, im back again! I'm having trouble figuring out
>>>>>>>>>>>>>>>>>>> how to make vpk's to use for sounds for my mod and how to convert the sound
>>>>>>>>>>>>>>>>>>> files for use in Source! Can someone please leave a nice tutorial(text
>>>>>>>>>>>>>>>>>>> tutorial) on how to do this.
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> Thanks Jesse, you saved my life lol.
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak <
>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> Yes use gcf scape and look in the games vpks the ones
>>>>>>>>>>>>>>>>>>> you want are the directory vpks which use _dir
>>>>>>>>>>>>>>>>>>> On Apr 1, 2015 3:21 PM, "Gavin Isgar" <
>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> I've checked all sound folders in the games but don't
>>>>>>>>>>>>>>>>>>> see any sounds themself. Do i have to use GCFScape or something? Sorry if i
>>>>>>>>>>>>>>>>>>> sound like i have no experience, i've just been very tired recently and
>>>>>>>>>>>>>>>>>>> didnt get a lot of sleep.
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 11:30 AM, Tony "omega" Sergi <
>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> What do you think your mod is running off of?
>>>>>>>>>>>>>>>>>>> You have the base source content, which includes all of
>>>>>>>>>>>>>>>>>>> the sounds and soundscripts for hl2, ep1, ep2, lost coast, etc. Plus if you
>>>>>>>>>>>>>>>>>>> own tf2 or any of the other valve games you can easily look at their files
>>>>>>>>>>>>>>>>>>> too.
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> My mod didn't come with existing sound files. I've also
>>>>>>>>>>>>>>>>>>> read the developer wiki, but i didn't find much, so i'm asking you.
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 12:43 AM, Tony "omega" Sergi <
>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> open existing sound files and sound scripts and look.
>>>>>>>>>>>>>>>>>>> also read the developer wiki.
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> Hey guys, i have another question! How do i change
>>>>>>>>>>>>>>>>>>> weapon sound for my mod? What format does it have to be and what files do i
>>>>>>>>>>>>>>>>>>> need to edit? Long story short, i need to know everything about changing
>>>>>>>>>>>>>>>>>>> the sounds please!
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> Thanks Ken, i was just tired last night and having a
>>>>>>>>>>>>>>>>>>> rough time with some stuff, thanks though!
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher <
>>>>>>>>>>>>>>>>>>> ***@qis.net
>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@qis.net>
>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> It says right there...
>>>>>>>>>>>>>>>>>>> The images displayed in the new game dialogue are
>>>>>>>>>>>>>>>>>>> 152x86. Since texture dimensions must both be a power of two, your VTFs
>>>>>>>>>>>>>>>>>>> will be 256x128 with a border to the right and bottom.
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> That means that the full dimensions of the image will
>>>>>>>>>>>>>>>>>>> be 256 wide by 128 tall, but only a portion of that gets used. 152 x 86 to
>>>>>>>>>>>>>>>>>>> be specific. What you should do is create your chapter images as 152x86
>>>>>>>>>>>>>>>>>>> images, and then either edit that image's canvas size to 256x128 (but don't
>>>>>>>>>>>>>>>>>>> scale/stretch the actual image), or take that 152x86 image and copy it into
>>>>>>>>>>>>>>>>>>> a new 256x128 image, and just make sure it is positioned in the top-left.
>>>>>>>>>>>>>>>>>>> The unused portion of the image should just be black.
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> -------- Original message --------
>>>>>>>>>>>>>>>>>>> From: Gavin Isgar <***@gmail.com
>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> Date: 03/28/2015 10:36 PM (GMT-05:00)
>>>>>>>>>>>>>>>>>>> To: Discussion of Half-Life Programming <
>>>>>>>>>>>>>>>>>>> ***@list.valvesoftware.com
>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@list.valvesoftware.com>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> Subject: Re: [hlcoders] Modding Problems
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> Alright I guess
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann <
>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> Other than that I'd just use the images from Half-Life 2
>>>>>>>>>>>>>>>>>>> as a base.
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> On 29 March 2015 at 12:20, Gavin Isgar <
>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> Tom, i checked that but, to be honest, i didnt
>>>>>>>>>>>>>>>>>>> understand it a bit. Anything else?
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann <
>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> There's some information on that at
>>>>>>>>>>>>>>>>>>> https://developer.valvesoftware.com/wiki/Background#Images
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> On 29 March 2015 at 09:09, Gavin Isgar <
>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> Hey guys, im having another problem again and couldnt
>>>>>>>>>>>>>>>>>>> find a fix on the internet. I dont know the right size for chapter
>>>>>>>>>>>>>>>>>>> thumbnails, what size do i make the picture(not the vtf or vmt)?
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar <
>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> The two dots means "parent directory". You start in
>>>>>>>>>>>>>>>>>>> materials/vgui, go
>>>>>>>>>>>>>>>>>>> up one to materials, then to materials/logo and
>>>>>>>>>>>>>>>>>>> materials/logo/hl2rslogo1.vmt.
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>>>>>>> > Yea Jesse, here's how i fixed it! So in my materials
>>>>>>>>>>>>>>>>>>> folder, i made a logo
>>>>>>>>>>>>>>>>>>> > folder, inside i put both put the vmt and vtf file
>>>>>>>>>>>>>>>>>>> with the same name.
>>>>>>>>>>>>>>>>>>> > Inside the vmt file, i put:
>>>>>>>>>>>>>>>>>>> >
>>>>>>>>>>>>>>>>>>> > "UnlitGeneric"
>>>>>>>>>>>>>>>>>>> > {
>>>>>>>>>>>>>>>>>>> > "$basetexture" "logo/hl2rslogo1"
>>>>>>>>>>>>>>>>>>> > "$nolod" 1
>>>>>>>>>>>>>>>>>>> > "$translucent" 1
>>>>>>>>>>>>>>>>>>> > }
>>>>>>>>>>>>>>>>>>> >
>>>>>>>>>>>>>>>>>>> > The path automatically detects the material folder, so
>>>>>>>>>>>>>>>>>>> just put the folder
>>>>>>>>>>>>>>>>>>> > and the name of both the vmt and vtf file(no
>>>>>>>>>>>>>>>>>>> extension). Then in my
>>>>>>>>>>>>>>>>>>> > gamelogo.res in my resource folder, i put:
>>>>>>>>>>>>>>>>>>> >
>>>>>>>>>>>>>>>>>>> > Resource/GameLogo.res
>>>>>>>>>>>>>>>>>>> > {
>>>>>>>>>>>>>>>>>>> > GameLogo
>>>>>>>>>>>>>>>>>>> > {
>>>>>>>>>>>>>>>>>>> > ControlName EditablePanel
>>>>>>>>>>>>>>>>>>> > fieldName GameLogo
>>>>>>>>>>>>>>>>>>> > xpos 0
>>>>>>>>>>>>>>>>>>> > ypos 0
>>>>>>>>>>>>>>>>>>> > zpos 50
>>>>>>>>>>>>>>>>>>> > wide 400
>>>>>>>>>>>>>>>>>>> > tall 100
>>>>>>>>>>>>>>>>>>> > autoResize 1
>>>>>>>>>>>>>>>>>>> > pinCorner 0
>>>>>>>>>>>>>>>>>>> > visible 1
>>>>>>>>>>>>>>>>>>> > enabled 1
>>>>>>>>>>>>>>>>>>> > offsetX -20
>>>>>>>>>>>>>>>>>>> > offsetY -15
>>>>>>>>>>>>>>>>>>> > }
>>>>>>>>>>>>>>>>>>> >
>>>>>>>>>>>>>>>>>>> > Logo
>>>>>>>>>>>>>>>>>>> > {
>>>>>>>>>>>>>>>>>>> > ControlName ImagePanel
>>>>>>>>>>>>>>>>>>> > fieldName Logo
>>>>>>>>>>>>>>>>>>> > xpos 0
>>>>>>>>>>>>>>>>>>> > ypos 0
>>>>>>>>>>>>>>>>>>> > zpos 50
>>>>>>>>>>>>>>>>>>> > wide 400
>>>>>>>>>>>>>>>>>>> > tall 100
>>>>>>>>>>>>>>>>>>> > visible 1
>>>>>>>>>>>>>>>>>>> > enabled 1
>>>>>>>>>>>>>>>>>>> > image ../logo/hl2rslogo1
>>>>>>>>>>>>>>>>>>> > scaleImage 1
>>>>>>>>>>>>>>>>>>> > }
>>>>>>>>>>>>>>>>>>> > }
>>>>>>>>>>>>>>>>>>> >
>>>>>>>>>>>>>>>>>>> > The dots in the path specify how many folders are
>>>>>>>>>>>>>>>>>>> before vmt and vtf, but i
>>>>>>>>>>>>>>>>>>> > rather just do it like this:
>>>>>>>>>>>>>>>>>>> >
>>>>>>>>>>>>>>>>>>> > 2 dots specifies 2 folders/files like logo/hl2rslogo1,
>>>>>>>>>>>>>>>>>>> thats 1 folder, 1
>>>>>>>>>>>>>>>>>>> > file! If it was material/logo/hl2rslogo1 it would be 3
>>>>>>>>>>>>>>>>>>> dots. Thats how i<
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> --
>>>>>>>>>>>>>>>>>>> -Tony
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> --
>>>>>>>>>>>>>>>>>>> -Tony
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>
>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> _______________________________________________
>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>> archives, please visit:
>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> _______________________________________________
>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>> archives, please visit:
>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>
>>>>>>>>> _______________________________________________
>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>> archives, please visit:
>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>> _______________________________________________
>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>> archives, please visit:
>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>
>>>
>>> --
>>> -Tony
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
Gavin Isgar
2015-06-17 20:09:06 UTC
Permalink
The commentary text that shows up in the chapter selection menu.

On Wed, Jun 17, 2015 at 5:37 AM, Tom Schumann <***@gmail.com>
wrote:

> Which commentary text specifically?
>
> On 17 June 2015 at 11:21, Gavin Isgar <***@gmail.com> wrote:
>
>> Guys, i need some help with another problem. So, i've been searching my
>> game's files for a bit and, I can't seem to find how to change the HL2
>> Commentary Text in the main menu? Do i need to make a new file? Thank you!
>>
>>
>> On Sat, May 23, 2015 at 7:52 AM, Gavin Isgar <***@gmail.com> wrote:
>>
>>> Thank you!
>>>
>>>
>>> On Sat, May 23, 2015 at 12:55 AM, Tony "omega" Sergi <
>>> ***@gmail.com> wrote:
>>>
>>>> https://developer.valvesoftware.com/wiki/View_Models
>>>> https://developer.valvesoftware.com/wiki/Viewmodels_in_Blender
>>>>
>>>> https://developer.valvesoftware.com/wiki/SDK_Docs
>>>>
>>>> http://forums.steampowered.com/forums/showthread.php?t=842810
>>>>
>>>> google is fantastic.
>>>>
>>>> On Sat, May 23, 2015 at 11:07 AM, Gavin Isgar <***@gmail.com>
>>>> wrote:
>>>>
>>>>> Hey guys, i got a question! Can anyways please tell me how to model
>>>>> and make weapons? I cant find a solid tutorial anywhere that i can actually
>>>>> do it on! Please help, thank you!
>>>>>
>>>>> On Sun, Apr 26, 2015 at 6:42 PM, Gavin Isgar <***@gmail.com>
>>>>> wrote:
>>>>>
>>>>>> Guys i need some more help. I'm trying to use phoneme editor in face
>>>>>> poser for NPCs to talk. But i get an error message saying "an error
>>>>>> occurred during extraction". I've been trying to find a fix for this
>>>>>> problem for awhile but i cant. I'm also using a Windows 8 computer. Please,
>>>>>> someone type out a tutorial i can do to fix this problem! Thanks!
>>>>>>
>>>>>> On Fri, Apr 24, 2015 at 5:32 PM, Gavin Isgar <***@gmail.com>
>>>>>> wrote:
>>>>>>
>>>>>>> Nope, still not working. Its saying extraction wont work. I use
>>>>>>> Windows 8 and Audacity for the wavs but still nothing works. Please someone
>>>>>>> give me a tutorial on here by text please!
>>>>>>>
>>>>>>> On Fri, Apr 24, 2015 at 8:23 AM, Gavin Isgar <***@gmail.com>
>>>>>>> wrote:
>>>>>>>
>>>>>>>> Thanks! I'll try it!
>>>>>>>>
>>>>>>>> On Fri, Apr 24, 2015 at 12:06 AM, Jesse Oak <***@gmail.com>
>>>>>>>> wrote:
>>>>>>>>
>>>>>>>>> Silverfish has been out of the Source modding scene for awhile but
>>>>>>>>> I find his tutorial still holds up quite well.
>>>>>>>>> https://www.youtube.com/watch?v=T077tK_hXJo
>>>>>>>>>
>>>>>>>>> On Tue, Apr 21, 2015 at 9:23 PM, Gavin Isgar <***@gmail.com>
>>>>>>>>> wrote:
>>>>>>>>>
>>>>>>>>>> Hey guys, back with ANOTHER question. I've been wondering, how
>>>>>>>>>> can i make voice(choreography) scenes in-game? What i mean by that is make
>>>>>>>>>> an NPC say what i said in my recording while lip syncing. I seen that
>>>>>>>>>> Source SDK's Faceposer can do that but all tutorials are now outdated and i
>>>>>>>>>> cant find a good resource. Can you guys tell me how i can do this?
>>>>>>>>>>
>>>>>>>>>> On Fri, Apr 17, 2015 at 8:30 PM, Jesse Oak <***@gmail.com
>>>>>>>>>> > wrote:
>>>>>>>>>>
>>>>>>>>>>> It most likely has a corresponding .res file then in which case
>>>>>>>>>>> you should be able to edit that.
>>>>>>>>>>>
>>>>>>>>>>> On Fri, Apr 17, 2015 at 4:30 PM, Gavin Isgar <***@gmail.com>
>>>>>>>>>>> wrote:
>>>>>>>>>>>
>>>>>>>>>>>> Commentary mode isn't on the menu, if it was, i would've
>>>>>>>>>>>> already removed it. It's in the chapter list menu. I still dont know how to
>>>>>>>>>>>> remove it either
>>>>>>>>>>>>
>>>>>>>>>>>> On Fri, Apr 17, 2015 at 12:35 PM, Jesse Oak <
>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>
>>>>>>>>>>>>> If you don't want commentary just remove it from your menu.
>>>>>>>>>>>>>
>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 8:22 PM, Gavin Isgar <
>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>
>>>>>>>>>>>>>> Nope, still is like that. Why did it automatically add HL2
>>>>>>>>>>>>>> commentary mode and messed up the chapter box with an unusable exit arrow?
>>>>>>>>>>>>>> Please help!
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 9:20 PM, Gavin Isgar <
>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> NVM, think i found the answer. HL2 was uninstalled somehow
>>>>>>>>>>>>>>> and only HL2EP2 was installed. I hope!
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 9:18 PM, Gavin Isgar <
>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> Back with another question guys! So i was looking at the
>>>>>>>>>>>>>>>> chapter list in my game(literally ingame) and i now see something new, a
>>>>>>>>>>>>>>>> commentary checkbox! I didnt add one though, im using SDK Base 2007 for
>>>>>>>>>>>>>>>> this mod BTW. Did it update and automatically put it in? Please help for
>>>>>>>>>>>>>>>> future reference!
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar <
>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> Im not distributing them, and i dont feel like it. I just
>>>>>>>>>>>>>>>>> want to know how i can configure code files for a game so that it can find
>>>>>>>>>>>>>>>>> the game and code it
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak <
>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> Are you using SVN or Git? Just make a branch if you are.
>>>>>>>>>>>>>>>>>> On Apr 14, 2015 6:55 AM, "Gavin Isgar" <***@gmail.com>
>>>>>>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> Its not that easy. The files within it are all
>>>>>>>>>>>>>>>>>>> configured for the base game other than the beta. But that still didnt
>>>>>>>>>>>>>>>>>>> answer my question
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 5:04 AM, Stan R. <***@inbox.ru
>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> You just...copy it? Create a folder for your "beta" and
>>>>>>>>>>>>>>>>>>>> work in it? Computer basics?
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> ППМеЎельМОк, 13 апреля 2015, 23:08 -04:00 Пт Gavin
>>>>>>>>>>>>>>>>>>>> Isgar <***@gmail.com>:
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> Hey guys, back with huge question! Im wondering how
>>>>>>>>>>>>>>>>>>>> i can make a manual code folder for my game(like for Half-Life 2: Example,
>>>>>>>>>>>>>>>>>>>> it would be HL2E in the C Local Disk)? Im wondering how i can copy one from
>>>>>>>>>>>>>>>>>>>> my actual game and edit it for a beta version, so instead of HL2RS it would
>>>>>>>>>>>>>>>>>>>> be HL2RSB! Please tell me how i can do that without Source SDK because it
>>>>>>>>>>>>>>>>>>>> wont work that way!
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak <
>>>>>>>>>>>>>>>>>>>> ***@hotmail.com
>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@hotmail.com>
>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> Well, normally it shouldn't interfere with your mod
>>>>>>>>>>>>>>>>>>>> in any way, but you can only verify that yourself by testing. I do remember
>>>>>>>>>>>>>>>>>>>> a case where a breaking change was made in the 2013 SDK quite a while ago,
>>>>>>>>>>>>>>>>>>>> but that was announced in a Steam community and on this mailing list.
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> If I'm not mistaken, the SDK Base contains just the
>>>>>>>>>>>>>>>>>>>> engine.dll itself (and a lot of other components it depends on, of course),
>>>>>>>>>>>>>>>>>>>> which in turn loads your server and client code. That means if the
>>>>>>>>>>>>>>>>>>>> interfaces between those modules have not changed in a way that would break
>>>>>>>>>>>>>>>>>>>> compatibility, there should be nothing for you to worry about.
>>>>>>>>>>>>>>>>>>>> ------------------------------
>>>>>>>>>>>>>>>>>>>> From: Gavin Isgar
>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>> Sent: ‎12.‎04.‎2015 00:13
>>>>>>>>>>>>>>>>>>>> To: Discussion of Half-Life Programming
>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@list.valvesoftware.com>
>>>>>>>>>>>>>>>>>>>> Subject: Re: [hlcoders] Modding Problems
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> I wanted to use Source SDK Base 2007 for a reason.
>>>>>>>>>>>>>>>>>>>> But my question still hasn't been answered.
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires <
>>>>>>>>>>>>>>>>>>>> ***@swires.me
>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@swires.me>
>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> If you're starting a new mod (which it sounds like you
>>>>>>>>>>>>>>>>>>>> are), you should not be using the 2007 base at all.
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> Hey guys, back with another question! So i just saw
>>>>>>>>>>>>>>>>>>>> awhile ago that Source SDK Base 2007 got updated. My mod uses Source SDK
>>>>>>>>>>>>>>>>>>>> Base 2007 and i was wondering, do the updates interfere with the mod in
>>>>>>>>>>>>>>>>>>>> anyway? Thanks for the help!
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> Thanks Stan!
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> On Fri, Apr 3, 2015 at 8:42 PM, Stan R. <***@inbox.ru
>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@inbox.ru>
>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> You dont need to use VPKs to add sounds to your mod,
>>>>>>>>>>>>>>>>>>>> just put them in yourmod/sound/ folder. You dont need to touch sources and
>>>>>>>>>>>>>>>>>>>> build solution at all, weapon sounds defined in weapon script file
>>>>>>>>>>>>>>>>>>>> (scripts/weapon_smg1.txt for example) and sound definition scripts
>>>>>>>>>>>>>>>>>>>> (game_sounds_weapons.txt, game_sounds_player.txt). Yes, they should be WAV
>>>>>>>>>>>>>>>>>>>> 44khz/16bit. No, you can use any length you want.
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> ПятМОца, 3 апреля 2015, 20:33 -04:00 Пт Gavin Isgar <
>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>:
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> Hey guys, im back with a question. I've been trying
>>>>>>>>>>>>>>>>>>>> everything to change the weapon sounds of weapons but i cant find a very
>>>>>>>>>>>>>>>>>>>> "precise" tutorial on how, and most are outdated. Do i need VPKs? Do i need
>>>>>>>>>>>>>>>>>>>> to rebuild the game solution in Visual Studio after sound replacement? Do
>>>>>>>>>>>>>>>>>>>> they have to be in WAV format and does the sound files need to be a certain
>>>>>>>>>>>>>>>>>>>> length of time? Long story short, can anyone please tell me a very precise
>>>>>>>>>>>>>>>>>>>> tutorial on replacing sounds on mods! Thanks!
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay <
>>>>>>>>>>>>>>>>>>>> ***@live.com
>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@live.com>
>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> You don't need a VPK to use the sounds, if you place
>>>>>>>>>>>>>>>>>>>> them in the sounds folder, then into a respective sub directory they will
>>>>>>>>>>>>>>>>>>>> work fine.
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> On Apr 1, 2015, at 9:15 PM, Minh Le <***@telus.net
>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@telus.net>>
>>>>>>>>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> If you google, "make vpk"
>>>>>>>>>>>>>>>>>>>> you'll find a bunch of tutorials. This video looked
>>>>>>>>>>>>>>>>>>>> helpful
>>>>>>>>>>>>>>>>>>>> https://www.youtube.com/watch?v=P3ILjexx0cE
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> On 4/1/2015 5:01 PM, Gavin Isgar wrote:
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> Hey guys, im back again! I'm having trouble figuring
>>>>>>>>>>>>>>>>>>>> out how to make vpk's to use for sounds for my mod and how to convert the
>>>>>>>>>>>>>>>>>>>> sound files for use in Source! Can someone please leave a nice
>>>>>>>>>>>>>>>>>>>> tutorial(text tutorial) on how to do this.
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> Thanks Jesse, you saved my life lol.
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak <
>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> Yes use gcf scape and look in the games vpks the ones
>>>>>>>>>>>>>>>>>>>> you want are the directory vpks which use _dir
>>>>>>>>>>>>>>>>>>>> On Apr 1, 2015 3:21 PM, "Gavin Isgar" <
>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> I've checked all sound folders in the games but don't
>>>>>>>>>>>>>>>>>>>> see any sounds themself. Do i have to use GCFScape or something? Sorry if i
>>>>>>>>>>>>>>>>>>>> sound like i have no experience, i've just been very tired recently and
>>>>>>>>>>>>>>>>>>>> didnt get a lot of sleep.
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 11:30 AM, Tony "omega" Sergi <
>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> What do you think your mod is running off of?
>>>>>>>>>>>>>>>>>>>> You have the base source content, which includes all
>>>>>>>>>>>>>>>>>>>> of the sounds and soundscripts for hl2, ep1, ep2, lost coast, etc. Plus if
>>>>>>>>>>>>>>>>>>>> you own tf2 or any of the other valve games you can easily look at their
>>>>>>>>>>>>>>>>>>>> files too.
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> My mod didn't come with existing sound files. I've also
>>>>>>>>>>>>>>>>>>>> read the developer wiki, but i didn't find much, so i'm asking you.
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 12:43 AM, Tony "omega" Sergi <
>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> open existing sound files and sound scripts and look.
>>>>>>>>>>>>>>>>>>>> also read the developer wiki.
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> Hey guys, i have another question! How do i change
>>>>>>>>>>>>>>>>>>>> weapon sound for my mod? What format does it have to be and what files do i
>>>>>>>>>>>>>>>>>>>> need to edit? Long story short, i need to know everything about changing
>>>>>>>>>>>>>>>>>>>> the sounds please!
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> Thanks Ken, i was just tired last night and having a
>>>>>>>>>>>>>>>>>>>> rough time with some stuff, thanks though!
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher <
>>>>>>>>>>>>>>>>>>>> ***@qis.net
>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@qis.net>
>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> It says right there...
>>>>>>>>>>>>>>>>>>>> The images displayed in the new game dialogue are
>>>>>>>>>>>>>>>>>>>> 152x86. Since texture dimensions must both be a power of two, your VTFs
>>>>>>>>>>>>>>>>>>>> will be 256x128 with a border to the right and bottom.
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> That means that the full dimensions of the image will
>>>>>>>>>>>>>>>>>>>> be 256 wide by 128 tall, but only a portion of that gets used. 152 x 86 to
>>>>>>>>>>>>>>>>>>>> be specific. What you should do is create your chapter images as 152x86
>>>>>>>>>>>>>>>>>>>> images, and then either edit that image's canvas size to 256x128 (but don't
>>>>>>>>>>>>>>>>>>>> scale/stretch the actual image), or take that 152x86 image and copy it into
>>>>>>>>>>>>>>>>>>>> a new 256x128 image, and just make sure it is positioned in the top-left.
>>>>>>>>>>>>>>>>>>>> The unused portion of the image should just be black.
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> -------- Original message --------
>>>>>>>>>>>>>>>>>>>> From: Gavin Isgar <***@gmail.com
>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> Date: 03/28/2015 10:36 PM (GMT-05:00)
>>>>>>>>>>>>>>>>>>>> To: Discussion of Half-Life Programming <
>>>>>>>>>>>>>>>>>>>> ***@list.valvesoftware.com
>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@list.valvesoftware.com>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> Subject: Re: [hlcoders] Modding Problems
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> Alright I guess
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann <
>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> Other than that I'd just use the images from Half-Life
>>>>>>>>>>>>>>>>>>>> 2 as a base.
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> On 29 March 2015 at 12:20, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> Tom, i checked that but, to be honest, i didnt
>>>>>>>>>>>>>>>>>>>> understand it a bit. Anything else?
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann <
>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> There's some information on that at
>>>>>>>>>>>>>>>>>>>> https://developer.valvesoftware.com/wiki/Background#Images
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> On 29 March 2015 at 09:09, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> Hey guys, im having another problem again and couldnt
>>>>>>>>>>>>>>>>>>>> find a fix on the internet. I dont know the right size for chapter
>>>>>>>>>>>>>>>>>>>> thumbnails, what size do i make the picture(not the vtf or vmt)?
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar <
>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> The two dots means "parent directory". You start in
>>>>>>>>>>>>>>>>>>>> materials/vgui, go
>>>>>>>>>>>>>>>>>>>> up one to materials, then to materials/logo and
>>>>>>>>>>>>>>>>>>>> materials/logo/hl2rslogo1.vmt.
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>>>>>>>> > Yea Jesse, here's how i fixed it! So in my materials
>>>>>>>>>>>>>>>>>>>> folder, i made a logo
>>>>>>>>>>>>>>>>>>>> > folder, inside i put both put the vmt and vtf file
>>>>>>>>>>>>>>>>>>>> with the same name.
>>>>>>>>>>>>>>>>>>>> > Inside the vmt file, i put:
>>>>>>>>>>>>>>>>>>>> >
>>>>>>>>>>>>>>>>>>>> > "UnlitGeneric"
>>>>>>>>>>>>>>>>>>>> > {
>>>>>>>>>>>>>>>>>>>> > "$basetexture" "logo/hl2rslogo1"
>>>>>>>>>>>>>>>>>>>> > "$nolod" 1
>>>>>>>>>>>>>>>>>>>> > "$translucent" 1
>>>>>>>>>>>>>>>>>>>> > }
>>>>>>>>>>>>>>>>>>>> >
>>>>>>>>>>>>>>>>>>>> > The path automatically detects the material folder,
>>>>>>>>>>>>>>>>>>>> so just put the folder
>>>>>>>>>>>>>>>>>>>> > and the name of both the vmt and vtf file(no
>>>>>>>>>>>>>>>>>>>> extension). Then in my
>>>>>>>>>>>>>>>>>>>> > gamelogo.res in my resource folder, i put:
>>>>>>>>>>>>>>>>>>>> >
>>>>>>>>>>>>>>>>>>>> > Resource/GameLogo.res
>>>>>>>>>>>>>>>>>>>> > {
>>>>>>>>>>>>>>>>>>>> > GameLogo
>>>>>>>>>>>>>>>>>>>> > {
>>>>>>>>>>>>>>>>>>>> > ControlName EditablePanel
>>>>>>>>>>>>>>>>>>>> > fieldName GameLogo
>>>>>>>>>>>>>>>>>>>> > xpos 0
>>>>>>>>>>>>>>>>>>>> > ypos 0
>>>>>>>>>>>>>>>>>>>> > zpos 50
>>>>>>>>>>>>>>>>>>>> > wide 400
>>>>>>>>>>>>>>>>>>>> > tall 100
>>>>>>>>>>>>>>>>>>>> > autoResize 1
>>>>>>>>>>>>>>>>>>>> > pinCorner 0
>>>>>>>>>>>>>>>>>>>> > visible 1
>>>>>>>>>>>>>>>>>>>> > enabled 1
>>>>>>>>>>>>>>>>>>>> > offsetX -20
>>>>>>>>>>>>>>>>>>>> > offsetY -15
>>>>>>>>>>>>>>>>>>>> > }
>>>>>>>>>>>>>>>>>>>> >
>>>>>>>>>>>>>>>>>>>> > Logo
>>>>>>>>>>>>>>>>>>>> > {
>>>>>>>>>>>>>>>>>>>> > ControlName ImagePanel
>>>>>>>>>>>>>>>>>>>> > fieldName Logo
>>>>>>>>>>>>>>>>>>>> > xpos 0
>>>>>>>>>>>>>>>>>>>> > ypos 0
>>>>>>>>>>>>>>>>>>>> > zpos 50
>>>>>>>>>>>>>>>>>>>> > wide 400
>>>>>>>>>>>>>>>>>>>> > tall 100
>>>>>>>>>>>>>>>>>>>> > visible 1
>>>>>>>>>>>>>>>>>>>> > enabled 1
>>>>>>>>>>>>>>>>>>>> > image ../logo/hl2rslogo1
>>>>>>>>>>>>>>>>>>>> > scaleImage 1
>>>>>>>>>>>>>>>>>>>> > }
>>>>>>>>>>>>>>>>>>>> > }
>>>>>>>>>>>>>>>>>>>> >
>>>>>>>>>>>>>>>>>>>> > The dots in the path specify how many folders are
>>>>>>>>>>>>>>>>>>>> before vmt and vtf, but i
>>>>>>>>>>>>>>>>>>>> > rather just do it like this:
>>>>>>>>>>>>>>>>>>>> >
>>>>>>>>>>>>>>>>>>>> > 2 dots specifies 2 folders/files like
>>>>>>>>>>>>>>>>>>>> logo/hl2rslogo1, thats 1 folder, 1
>>>>>>>>>>>>>>>>>>>> > file! If it was material/logo/hl2rslogo1 it would be
>>>>>>>>>>>>>>>>>>>> 3 dots. Thats how i<
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> --
>>>>>>>>>>>>>>>>>>>> -Tony
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> --
>>>>>>>>>>>>>>>>>>>> -Tony
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>
>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> _______________________________________________
>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>> archives, please visit:
>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> _______________________________________________
>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>> archives, please visit:
>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>
>>>>>>>>> _______________________________________________
>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>> archives, please visit:
>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>> _______________________________________________
>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>> please visit:
>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>
>>>>>
>>>>>
>>>>
>>>>
>>>> --
>>>> -Tony
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
Gavin Isgar
2015-06-18 20:00:12 UTC
Permalink
?


On Wed, Jun 17, 2015 at 4:09 PM, Gavin Isgar <***@gmail.com> wrote:

> The commentary text that shows up in the chapter selection menu.
>
> On Wed, Jun 17, 2015 at 5:37 AM, Tom Schumann <***@gmail.com>
> wrote:
>
>> Which commentary text specifically?
>>
>> On 17 June 2015 at 11:21, Gavin Isgar <***@gmail.com> wrote:
>>
>>> Guys, i need some help with another problem. So, i've been searching my
>>> game's files for a bit and, I can't seem to find how to change the HL2
>>> Commentary Text in the main menu? Do i need to make a new file? Thank you!
>>>
>>>
>>> On Sat, May 23, 2015 at 7:52 AM, Gavin Isgar <***@gmail.com> wrote:
>>>
>>>> Thank you!
>>>>
>>>>
>>>> On Sat, May 23, 2015 at 12:55 AM, Tony "omega" Sergi <
>>>> ***@gmail.com> wrote:
>>>>
>>>>> https://developer.valvesoftware.com/wiki/View_Models
>>>>> https://developer.valvesoftware.com/wiki/Viewmodels_in_Blender
>>>>>
>>>>> https://developer.valvesoftware.com/wiki/SDK_Docs
>>>>>
>>>>> http://forums.steampowered.com/forums/showthread.php?t=842810
>>>>>
>>>>> google is fantastic.
>>>>>
>>>>> On Sat, May 23, 2015 at 11:07 AM, Gavin Isgar <***@gmail.com>
>>>>> wrote:
>>>>>
>>>>>> Hey guys, i got a question! Can anyways please tell me how to model
>>>>>> and make weapons? I cant find a solid tutorial anywhere that i can actually
>>>>>> do it on! Please help, thank you!
>>>>>>
>>>>>> On Sun, Apr 26, 2015 at 6:42 PM, Gavin Isgar <***@gmail.com>
>>>>>> wrote:
>>>>>>
>>>>>>> Guys i need some more help. I'm trying to use phoneme editor in face
>>>>>>> poser for NPCs to talk. But i get an error message saying "an error
>>>>>>> occurred during extraction". I've been trying to find a fix for this
>>>>>>> problem for awhile but i cant. I'm also using a Windows 8 computer. Please,
>>>>>>> someone type out a tutorial i can do to fix this problem! Thanks!
>>>>>>>
>>>>>>> On Fri, Apr 24, 2015 at 5:32 PM, Gavin Isgar <***@gmail.com>
>>>>>>> wrote:
>>>>>>>
>>>>>>>> Nope, still not working. Its saying extraction wont work. I use
>>>>>>>> Windows 8 and Audacity for the wavs but still nothing works. Please someone
>>>>>>>> give me a tutorial on here by text please!
>>>>>>>>
>>>>>>>> On Fri, Apr 24, 2015 at 8:23 AM, Gavin Isgar <***@gmail.com>
>>>>>>>> wrote:
>>>>>>>>
>>>>>>>>> Thanks! I'll try it!
>>>>>>>>>
>>>>>>>>> On Fri, Apr 24, 2015 at 12:06 AM, Jesse Oak <***@gmail.com
>>>>>>>>> > wrote:
>>>>>>>>>
>>>>>>>>>> Silverfish has been out of the Source modding scene for awhile
>>>>>>>>>> but I find his tutorial still holds up quite well.
>>>>>>>>>> https://www.youtube.com/watch?v=T077tK_hXJo
>>>>>>>>>>
>>>>>>>>>> On Tue, Apr 21, 2015 at 9:23 PM, Gavin Isgar <***@gmail.com>
>>>>>>>>>> wrote:
>>>>>>>>>>
>>>>>>>>>>> Hey guys, back with ANOTHER question. I've been wondering, how
>>>>>>>>>>> can i make voice(choreography) scenes in-game? What i mean by that is make
>>>>>>>>>>> an NPC say what i said in my recording while lip syncing. I seen that
>>>>>>>>>>> Source SDK's Faceposer can do that but all tutorials are now outdated and i
>>>>>>>>>>> cant find a good resource. Can you guys tell me how i can do this?
>>>>>>>>>>>
>>>>>>>>>>> On Fri, Apr 17, 2015 at 8:30 PM, Jesse Oak <
>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>
>>>>>>>>>>>> It most likely has a corresponding .res file then in which case
>>>>>>>>>>>> you should be able to edit that.
>>>>>>>>>>>>
>>>>>>>>>>>> On Fri, Apr 17, 2015 at 4:30 PM, Gavin Isgar <***@gmail.com
>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>
>>>>>>>>>>>>> Commentary mode isn't on the menu, if it was, i would've
>>>>>>>>>>>>> already removed it. It's in the chapter list menu. I still dont know how to
>>>>>>>>>>>>> remove it either
>>>>>>>>>>>>>
>>>>>>>>>>>>> On Fri, Apr 17, 2015 at 12:35 PM, Jesse Oak <
>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>
>>>>>>>>>>>>>> If you don't want commentary just remove it from your menu.
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 8:22 PM, Gavin Isgar <
>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> Nope, still is like that. Why did it automatically add HL2
>>>>>>>>>>>>>>> commentary mode and messed up the chapter box with an unusable exit arrow?
>>>>>>>>>>>>>>> Please help!
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 9:20 PM, Gavin Isgar <
>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> NVM, think i found the answer. HL2 was uninstalled somehow
>>>>>>>>>>>>>>>> and only HL2EP2 was installed. I hope!
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 9:18 PM, Gavin Isgar <
>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> Back with another question guys! So i was looking at the
>>>>>>>>>>>>>>>>> chapter list in my game(literally ingame) and i now see something new, a
>>>>>>>>>>>>>>>>> commentary checkbox! I didnt add one though, im using SDK Base 2007 for
>>>>>>>>>>>>>>>>> this mod BTW. Did it update and automatically put it in? Please help for
>>>>>>>>>>>>>>>>> future reference!
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> Im not distributing them, and i dont feel like it. I just
>>>>>>>>>>>>>>>>>> want to know how i can configure code files for a game so that it can find
>>>>>>>>>>>>>>>>>> the game and code it
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak <
>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> Are you using SVN or Git? Just make a branch if you are.
>>>>>>>>>>>>>>>>>>> On Apr 14, 2015 6:55 AM, "Gavin Isgar" <
>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> Its not that easy. The files within it are all
>>>>>>>>>>>>>>>>>>>> configured for the base game other than the beta. But that still didnt
>>>>>>>>>>>>>>>>>>>> answer my question
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 5:04 AM, Stan R. <
>>>>>>>>>>>>>>>>>>>> ***@inbox.ru> wrote:
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> You just...copy it? Create a folder for your "beta"
>>>>>>>>>>>>>>>>>>>>> and work in it? Computer basics?
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> ППМеЎельМОк, 13 апреля 2015, 23:08 -04:00 Пт Gavin
>>>>>>>>>>>>>>>>>>>>> Isgar <***@gmail.com>:
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> Hey guys, back with huge question! Im wondering how
>>>>>>>>>>>>>>>>>>>>> i can make a manual code folder for my game(like for Half-Life 2: Example,
>>>>>>>>>>>>>>>>>>>>> it would be HL2E in the C Local Disk)? Im wondering how i can copy one from
>>>>>>>>>>>>>>>>>>>>> my actual game and edit it for a beta version, so instead of HL2RS it would
>>>>>>>>>>>>>>>>>>>>> be HL2RSB! Please tell me how i can do that without Source SDK because it
>>>>>>>>>>>>>>>>>>>>> wont work that way!
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak <
>>>>>>>>>>>>>>>>>>>>> ***@hotmail.com
>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@hotmail.com>
>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> Well, normally it shouldn't interfere with your mod
>>>>>>>>>>>>>>>>>>>>> in any way, but you can only verify that yourself by testing. I do remember
>>>>>>>>>>>>>>>>>>>>> a case where a breaking change was made in the 2013 SDK quite a while ago,
>>>>>>>>>>>>>>>>>>>>> but that was announced in a Steam community and on this mailing list.
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> If I'm not mistaken, the SDK Base contains just the
>>>>>>>>>>>>>>>>>>>>> engine.dll itself (and a lot of other components it depends on, of course),
>>>>>>>>>>>>>>>>>>>>> which in turn loads your server and client code. That means if the
>>>>>>>>>>>>>>>>>>>>> interfaces between those modules have not changed in a way that would break
>>>>>>>>>>>>>>>>>>>>> compatibility, there should be nothing for you to worry about.
>>>>>>>>>>>>>>>>>>>>> ------------------------------
>>>>>>>>>>>>>>>>>>>>> From: Gavin Isgar
>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>> Sent: ‎12.‎04.‎2015 00:13
>>>>>>>>>>>>>>>>>>>>> To: Discussion of Half-Life Programming
>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@list.valvesoftware.com>
>>>>>>>>>>>>>>>>>>>>> Subject: Re: [hlcoders] Modding Problems
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> I wanted to use Source SDK Base 2007 for a reason.
>>>>>>>>>>>>>>>>>>>>> But my question still hasn't been answered.
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires <
>>>>>>>>>>>>>>>>>>>>> ***@swires.me
>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@swires.me>
>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> If you're starting a new mod (which it sounds like you
>>>>>>>>>>>>>>>>>>>>> are), you should not be using the 2007 base at all.
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> Hey guys, back with another question! So i just saw
>>>>>>>>>>>>>>>>>>>>> awhile ago that Source SDK Base 2007 got updated. My mod uses Source SDK
>>>>>>>>>>>>>>>>>>>>> Base 2007 and i was wondering, do the updates interfere with the mod in
>>>>>>>>>>>>>>>>>>>>> anyway? Thanks for the help!
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> Thanks Stan!
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> On Fri, Apr 3, 2015 at 8:42 PM, Stan R. <
>>>>>>>>>>>>>>>>>>>>> ***@inbox.ru
>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@inbox.ru>
>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> You dont need to use VPKs to add sounds to your mod,
>>>>>>>>>>>>>>>>>>>>> just put them in yourmod/sound/ folder. You dont need to touch sources and
>>>>>>>>>>>>>>>>>>>>> build solution at all, weapon sounds defined in weapon script file
>>>>>>>>>>>>>>>>>>>>> (scripts/weapon_smg1.txt for example) and sound definition scripts
>>>>>>>>>>>>>>>>>>>>> (game_sounds_weapons.txt, game_sounds_player.txt). Yes, they should be WAV
>>>>>>>>>>>>>>>>>>>>> 44khz/16bit. No, you can use any length you want.
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> ПятМОца, 3 апреля 2015, 20:33 -04:00 Пт Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>:
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> Hey guys, im back with a question. I've been
>>>>>>>>>>>>>>>>>>>>> trying everything to change the weapon sounds of weapons but i cant find a
>>>>>>>>>>>>>>>>>>>>> very "precise" tutorial on how, and most are outdated. Do i need VPKs? Do i
>>>>>>>>>>>>>>>>>>>>> need to rebuild the game solution in Visual Studio after sound replacement?
>>>>>>>>>>>>>>>>>>>>> Do they have to be in WAV format and does the sound files need to be a
>>>>>>>>>>>>>>>>>>>>> certain length of time? Long story short, can anyone please tell me a very
>>>>>>>>>>>>>>>>>>>>> precise tutorial on replacing sounds on mods! Thanks!
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay <
>>>>>>>>>>>>>>>>>>>>> ***@live.com
>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@live.com>
>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> You don't need a VPK to use the sounds, if you place
>>>>>>>>>>>>>>>>>>>>> them in the sounds folder, then into a respective sub directory they will
>>>>>>>>>>>>>>>>>>>>> work fine.
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> On Apr 1, 2015, at 9:15 PM, Minh Le <***@telus.net
>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@telus.net>>
>>>>>>>>>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> If you google, "make vpk"
>>>>>>>>>>>>>>>>>>>>> you'll find a bunch of tutorials. This video looked
>>>>>>>>>>>>>>>>>>>>> helpful
>>>>>>>>>>>>>>>>>>>>> https://www.youtube.com/watch?v=P3ILjexx0cE
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> On 4/1/2015 5:01 PM, Gavin Isgar wrote:
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> Hey guys, im back again! I'm having trouble figuring
>>>>>>>>>>>>>>>>>>>>> out how to make vpk's to use for sounds for my mod and how to convert the
>>>>>>>>>>>>>>>>>>>>> sound files for use in Source! Can someone please leave a nice
>>>>>>>>>>>>>>>>>>>>> tutorial(text tutorial) on how to do this.
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> Thanks Jesse, you saved my life lol.
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak <
>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> Yes use gcf scape and look in the games vpks the ones
>>>>>>>>>>>>>>>>>>>>> you want are the directory vpks which use _dir
>>>>>>>>>>>>>>>>>>>>> On Apr 1, 2015 3:21 PM, "Gavin Isgar" <
>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> I've checked all sound folders in the games but don't
>>>>>>>>>>>>>>>>>>>>> see any sounds themself. Do i have to use GCFScape or something? Sorry if i
>>>>>>>>>>>>>>>>>>>>> sound like i have no experience, i've just been very tired recently and
>>>>>>>>>>>>>>>>>>>>> didnt get a lot of sleep.
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 11:30 AM, Tony "omega" Sergi <
>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> What do you think your mod is running off of?
>>>>>>>>>>>>>>>>>>>>> You have the base source content, which includes all
>>>>>>>>>>>>>>>>>>>>> of the sounds and soundscripts for hl2, ep1, ep2, lost coast, etc. Plus if
>>>>>>>>>>>>>>>>>>>>> you own tf2 or any of the other valve games you can easily look at their
>>>>>>>>>>>>>>>>>>>>> files too.
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> My mod didn't come with existing sound files. I've
>>>>>>>>>>>>>>>>>>>>> also read the developer wiki, but i didn't find much, so i'm asking you.
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 12:43 AM, Tony "omega" Sergi <
>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> open existing sound files and sound scripts and look.
>>>>>>>>>>>>>>>>>>>>> also read the developer wiki.
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> Hey guys, i have another question! How do i change
>>>>>>>>>>>>>>>>>>>>> weapon sound for my mod? What format does it have to be and what files do i
>>>>>>>>>>>>>>>>>>>>> need to edit? Long story short, i need to know everything about changing
>>>>>>>>>>>>>>>>>>>>> the sounds please!
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> Thanks Ken, i was just tired last night and having a
>>>>>>>>>>>>>>>>>>>>> rough time with some stuff, thanks though!
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher <
>>>>>>>>>>>>>>>>>>>>> ***@qis.net
>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@qis.net>
>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> It says right there...
>>>>>>>>>>>>>>>>>>>>> The images displayed in the new game dialogue are
>>>>>>>>>>>>>>>>>>>>> 152x86. Since texture dimensions must both be a power of two, your VTFs
>>>>>>>>>>>>>>>>>>>>> will be 256x128 with a border to the right and bottom.
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> That means that the full dimensions of the image
>>>>>>>>>>>>>>>>>>>>> will be 256 wide by 128 tall, but only a portion of that gets used. 152 x
>>>>>>>>>>>>>>>>>>>>> 86 to be specific. What you should do is create your chapter images as
>>>>>>>>>>>>>>>>>>>>> 152x86 images, and then either edit that image's canvas size to 256x128
>>>>>>>>>>>>>>>>>>>>> (but don't scale/stretch the actual image), or take that 152x86 image and
>>>>>>>>>>>>>>>>>>>>> copy it into a new 256x128 image, and just make sure it is positioned in
>>>>>>>>>>>>>>>>>>>>> the top-left. The unused portion of the image should just be black.
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> -------- Original message --------
>>>>>>>>>>>>>>>>>>>>> From: Gavin Isgar <***@gmail.com
>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> Date: 03/28/2015 10:36 PM (GMT-05:00)
>>>>>>>>>>>>>>>>>>>>> To: Discussion of Half-Life Programming <
>>>>>>>>>>>>>>>>>>>>> ***@list.valvesoftware.com
>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@list.valvesoftware.com>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> Subject: Re: [hlcoders] Modding Problems
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> Alright I guess
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann <
>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> Other than that I'd just use the images from Half-Life
>>>>>>>>>>>>>>>>>>>>> 2 as a base.
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> On 29 March 2015 at 12:20, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> Tom, i checked that but, to be honest, i didnt
>>>>>>>>>>>>>>>>>>>>> understand it a bit. Anything else?
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann <
>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> There's some information on that at
>>>>>>>>>>>>>>>>>>>>> https://developer.valvesoftware.com/wiki/Background#Images
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> On 29 March 2015 at 09:09, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> Hey guys, im having another problem again and couldnt
>>>>>>>>>>>>>>>>>>>>> find a fix on the internet. I dont know the right size for chapter
>>>>>>>>>>>>>>>>>>>>> thumbnails, what size do i make the picture(not the vtf or vmt)?
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar <
>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> The two dots means "parent directory". You start in
>>>>>>>>>>>>>>>>>>>>> materials/vgui, go
>>>>>>>>>>>>>>>>>>>>> up one to materials, then to materials/logo and
>>>>>>>>>>>>>>>>>>>>> materials/logo/hl2rslogo1.vmt.
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>>>>>>>>> > Yea Jesse, here's how i fixed it! So in my materials
>>>>>>>>>>>>>>>>>>>>> folder, i made a logo
>>>>>>>>>>>>>>>>>>>>> > folder, inside i put both put the vmt and vtf file
>>>>>>>>>>>>>>>>>>>>> with the same name.
>>>>>>>>>>>>>>>>>>>>> > Inside the vmt file, i put:
>>>>>>>>>>>>>>>>>>>>> >
>>>>>>>>>>>>>>>>>>>>> > "UnlitGeneric"
>>>>>>>>>>>>>>>>>>>>> > {
>>>>>>>>>>>>>>>>>>>>> > "$basetexture" "logo/hl2rslogo1"
>>>>>>>>>>>>>>>>>>>>> > "$nolod" 1
>>>>>>>>>>>>>>>>>>>>> > "$translucent" 1
>>>>>>>>>>>>>>>>>>>>> > }
>>>>>>>>>>>>>>>>>>>>> >
>>>>>>>>>>>>>>>>>>>>> > The path automatically detects the material folder,
>>>>>>>>>>>>>>>>>>>>> so just put the folder
>>>>>>>>>>>>>>>>>>>>> > and the name of both the vmt and vtf file(no
>>>>>>>>>>>>>>>>>>>>> extension). Then in my
>>>>>>>>>>>>>>>>>>>>> > gamelogo.res in my resource folder, i put:
>>>>>>>>>>>>>>>>>>>>> >
>>>>>>>>>>>>>>>>>>>>> > Resource/GameLogo.res
>>>>>>>>>>>>>>>>>>>>> > {
>>>>>>>>>>>>>>>>>>>>> > GameLogo
>>>>>>>>>>>>>>>>>>>>> > {
>>>>>>>>>>>>>>>>>>>>> > ControlName EditablePanel
>>>>>>>>>>>>>>>>>>>>> > fieldName GameLogo
>>>>>>>>>>>>>>>>>>>>> > xpos 0
>>>>>>>>>>>>>>>>>>>>> > ypos 0
>>>>>>>>>>>>>>>>>>>>> > zpos 50
>>>>>>>>>>>>>>>>>>>>> > wide 400
>>>>>>>>>>>>>>>>>>>>> > tall 100
>>>>>>>>>>>>>>>>>>>>> > autoResize 1
>>>>>>>>>>>>>>>>>>>>> > pinCorner 0
>>>>>>>>>>>>>>>>>>>>> > visible 1
>>>>>>>>>>>>>>>>>>>>> > enabled 1
>>>>>>>>>>>>>>>>>>>>> > offsetX -20
>>>>>>>>>>>>>>>>>>>>> > offsetY -15
>>>>>>>>>>>>>>>>>>>>> > }
>>>>>>>>>>>>>>>>>>>>> >
>>>>>>>>>>>>>>>>>>>>> > Logo
>>>>>>>>>>>>>>>>>>>>> > {
>>>>>>>>>>>>>>>>>>>>> > ControlName ImagePanel
>>>>>>>>>>>>>>>>>>>>> > fieldName Logo
>>>>>>>>>>>>>>>>>>>>> > xpos 0
>>>>>>>>>>>>>>>>>>>>> > ypos 0
>>>>>>>>>>>>>>>>>>>>> > zpos 50
>>>>>>>>>>>>>>>>>>>>> > wide 400
>>>>>>>>>>>>>>>>>>>>> > tall 100
>>>>>>>>>>>>>>>>>>>>> > visible 1
>>>>>>>>>>>>>>>>>>>>> > enabled 1
>>>>>>>>>>>>>>>>>>>>> > image ../logo/hl2rslogo1
>>>>>>>>>>>>>>>>>>>>> > scaleImage 1
>>>>>>>>>>>>>>>>>>>>> > }
>>>>>>>>>>>>>>>>>>>>> > }
>>>>>>>>>>>>>>>>>>>>> >
>>>>>>>>>>>>>>>>>>>>> > The dots in the path specify how many folders are
>>>>>>>>>>>>>>>>>>>>> before vmt and vtf, but i
>>>>>>>>>>>>>>>>>>>>> > rather just do it like this:
>>>>>>>>>>>>>>>>>>>>> >
>>>>>>>>>>>>>>>>>>>>> > 2 dots specifies 2 folders/files like
>>>>>>>>>>>>>>>>>>>>> logo/hl2rslogo1, thats 1 folder, 1
>>>>>>>>>>>>>>>>>>>>> > file! If it was material/logo/hl2rslogo1 it would be
>>>>>>>>>>>>>>>>>>>>> 3 dots. Thats how i<
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> --
>>>>>>>>>>>>>>>>>>>>> -Tony
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> --
>>>>>>>>>>>>>>>>>>>>> -Tony
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>
>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> _______________________________________________
>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>> archives, please visit:
>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> _______________________________________________
>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>> archives, please visit:
>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>
>>>>>> _______________________________________________
>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>> archives, please visit:
>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>
>>>>>>
>>>>>>
>>>>>
>>>>>
>>>>> --
>>>>> -Tony
>>>>>
>>>>> _______________________________________________
>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>> please visit:
>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>
>>>>>
>>>>>
>>>>
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>>
>
Tom Schumann
2015-06-19 10:26:28 UTC
Permalink
Off the top of my head I don't know but probably in one of the .txt files
in hl2/resource/

On 19 June 2015 at 06:00, Gavin Isgar <***@gmail.com> wrote:

> ?
>
>
> On Wed, Jun 17, 2015 at 4:09 PM, Gavin Isgar <***@gmail.com> wrote:
>
>> The commentary text that shows up in the chapter selection menu.
>>
>> On Wed, Jun 17, 2015 at 5:37 AM, Tom Schumann <***@gmail.com>
>> wrote:
>>
>>> Which commentary text specifically?
>>>
>>> On 17 June 2015 at 11:21, Gavin Isgar <***@gmail.com> wrote:
>>>
>>>> Guys, i need some help with another problem. So, i've been searching my
>>>> game's files for a bit and, I can't seem to find how to change the HL2
>>>> Commentary Text in the main menu? Do i need to make a new file? Thank you!
>>>>
>>>>
>>>> On Sat, May 23, 2015 at 7:52 AM, Gavin Isgar <***@gmail.com> wrote:
>>>>
>>>>> Thank you!
>>>>>
>>>>>
>>>>> On Sat, May 23, 2015 at 12:55 AM, Tony "omega" Sergi <
>>>>> ***@gmail.com> wrote:
>>>>>
>>>>>> https://developer.valvesoftware.com/wiki/View_Models
>>>>>> https://developer.valvesoftware.com/wiki/Viewmodels_in_Blender
>>>>>>
>>>>>> https://developer.valvesoftware.com/wiki/SDK_Docs
>>>>>>
>>>>>> http://forums.steampowered.com/forums/showthread.php?t=842810
>>>>>>
>>>>>> google is fantastic.
>>>>>>
>>>>>> On Sat, May 23, 2015 at 11:07 AM, Gavin Isgar <***@gmail.com>
>>>>>> wrote:
>>>>>>
>>>>>>> Hey guys, i got a question! Can anyways please tell me how to model
>>>>>>> and make weapons? I cant find a solid tutorial anywhere that i can actually
>>>>>>> do it on! Please help, thank you!
>>>>>>>
>>>>>>> On Sun, Apr 26, 2015 at 6:42 PM, Gavin Isgar <***@gmail.com>
>>>>>>> wrote:
>>>>>>>
>>>>>>>> Guys i need some more help. I'm trying to use phoneme editor in
>>>>>>>> face poser for NPCs to talk. But i get an error message saying "an error
>>>>>>>> occurred during extraction". I've been trying to find a fix for this
>>>>>>>> problem for awhile but i cant. I'm also using a Windows 8 computer. Please,
>>>>>>>> someone type out a tutorial i can do to fix this problem! Thanks!
>>>>>>>>
>>>>>>>> On Fri, Apr 24, 2015 at 5:32 PM, Gavin Isgar <***@gmail.com>
>>>>>>>> wrote:
>>>>>>>>
>>>>>>>>> Nope, still not working. Its saying extraction wont work. I use
>>>>>>>>> Windows 8 and Audacity for the wavs but still nothing works. Please someone
>>>>>>>>> give me a tutorial on here by text please!
>>>>>>>>>
>>>>>>>>> On Fri, Apr 24, 2015 at 8:23 AM, Gavin Isgar <***@gmail.com>
>>>>>>>>> wrote:
>>>>>>>>>
>>>>>>>>>> Thanks! I'll try it!
>>>>>>>>>>
>>>>>>>>>> On Fri, Apr 24, 2015 at 12:06 AM, Jesse Oak <
>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>
>>>>>>>>>>> Silverfish has been out of the Source modding scene for awhile
>>>>>>>>>>> but I find his tutorial still holds up quite well.
>>>>>>>>>>> https://www.youtube.com/watch?v=T077tK_hXJo
>>>>>>>>>>>
>>>>>>>>>>> On Tue, Apr 21, 2015 at 9:23 PM, Gavin Isgar <***@gmail.com>
>>>>>>>>>>> wrote:
>>>>>>>>>>>
>>>>>>>>>>>> Hey guys, back with ANOTHER question. I've been wondering, how
>>>>>>>>>>>> can i make voice(choreography) scenes in-game? What i mean by that is make
>>>>>>>>>>>> an NPC say what i said in my recording while lip syncing. I seen that
>>>>>>>>>>>> Source SDK's Faceposer can do that but all tutorials are now outdated and i
>>>>>>>>>>>> cant find a good resource. Can you guys tell me how i can do this?
>>>>>>>>>>>>
>>>>>>>>>>>> On Fri, Apr 17, 2015 at 8:30 PM, Jesse Oak <
>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>
>>>>>>>>>>>>> It most likely has a corresponding .res file then in which
>>>>>>>>>>>>> case you should be able to edit that.
>>>>>>>>>>>>>
>>>>>>>>>>>>> On Fri, Apr 17, 2015 at 4:30 PM, Gavin Isgar <
>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>
>>>>>>>>>>>>>> Commentary mode isn't on the menu, if it was, i would've
>>>>>>>>>>>>>> already removed it. It's in the chapter list menu. I still dont know how to
>>>>>>>>>>>>>> remove it either
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> On Fri, Apr 17, 2015 at 12:35 PM, Jesse Oak <
>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> If you don't want commentary just remove it from your menu.
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 8:22 PM, Gavin Isgar <
>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> Nope, still is like that. Why did it automatically add HL2
>>>>>>>>>>>>>>>> commentary mode and messed up the chapter box with an unusable exit arrow?
>>>>>>>>>>>>>>>> Please help!
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 9:20 PM, Gavin Isgar <
>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> NVM, think i found the answer. HL2 was uninstalled somehow
>>>>>>>>>>>>>>>>> and only HL2EP2 was installed. I hope!
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 9:18 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> Back with another question guys! So i was looking at the
>>>>>>>>>>>>>>>>>> chapter list in my game(literally ingame) and i now see something new, a
>>>>>>>>>>>>>>>>>> commentary checkbox! I didnt add one though, im using SDK Base 2007 for
>>>>>>>>>>>>>>>>>> this mod BTW. Did it update and automatically put it in? Please help for
>>>>>>>>>>>>>>>>>> future reference!
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> Im not distributing them, and i dont feel like it. I
>>>>>>>>>>>>>>>>>>> just want to know how i can configure code files for a game so that it can
>>>>>>>>>>>>>>>>>>> find the game and code it
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak <
>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> Are you using SVN or Git? Just make a branch if you are.
>>>>>>>>>>>>>>>>>>>> On Apr 14, 2015 6:55 AM, "Gavin Isgar" <
>>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> Its not that easy. The files within it are all
>>>>>>>>>>>>>>>>>>>>> configured for the base game other than the beta. But that still didnt
>>>>>>>>>>>>>>>>>>>>> answer my question
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 5:04 AM, Stan R. <
>>>>>>>>>>>>>>>>>>>>> ***@inbox.ru> wrote:
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> You just...copy it? Create a folder for your "beta"
>>>>>>>>>>>>>>>>>>>>>> and work in it? Computer basics?
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> ППМеЎельМОк, 13 апреля 2015, 23:08 -04:00 Пт Gavin
>>>>>>>>>>>>>>>>>>>>>> Isgar <***@gmail.com>:
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> Hey guys, back with huge question! Im wondering
>>>>>>>>>>>>>>>>>>>>>> how i can make a manual code folder for my game(like for Half-Life 2:
>>>>>>>>>>>>>>>>>>>>>> Example, it would be HL2E in the C Local Disk)? Im wondering how i can copy
>>>>>>>>>>>>>>>>>>>>>> one from my actual game and edit it for a beta version, so instead of HL2RS
>>>>>>>>>>>>>>>>>>>>>> it would be HL2RSB! Please tell me how i can do that without Source SDK
>>>>>>>>>>>>>>>>>>>>>> because it wont work that way!
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak <
>>>>>>>>>>>>>>>>>>>>>> ***@hotmail.com
>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@hotmail.com>
>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> Well, normally it shouldn't interfere with your mod
>>>>>>>>>>>>>>>>>>>>>> in any way, but you can only verify that yourself by testing. I do remember
>>>>>>>>>>>>>>>>>>>>>> a case where a breaking change was made in the 2013 SDK quite a while ago,
>>>>>>>>>>>>>>>>>>>>>> but that was announced in a Steam community and on this mailing list.
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> If I'm not mistaken, the SDK Base contains just the
>>>>>>>>>>>>>>>>>>>>>> engine.dll itself (and a lot of other components it depends on, of course),
>>>>>>>>>>>>>>>>>>>>>> which in turn loads your server and client code. That means if the
>>>>>>>>>>>>>>>>>>>>>> interfaces between those modules have not changed in a way that would break
>>>>>>>>>>>>>>>>>>>>>> compatibility, there should be nothing for you to worry about.
>>>>>>>>>>>>>>>>>>>>>> ------------------------------
>>>>>>>>>>>>>>>>>>>>>> From: Gavin Isgar
>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>> Sent: ‎12.‎04.‎2015 00:13
>>>>>>>>>>>>>>>>>>>>>> To: Discussion of Half-Life Programming
>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@list.valvesoftware.com>
>>>>>>>>>>>>>>>>>>>>>> Subject: Re: [hlcoders] Modding Problems
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> I wanted to use Source SDK Base 2007 for a reason.
>>>>>>>>>>>>>>>>>>>>>> But my question still hasn't been answered.
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires <
>>>>>>>>>>>>>>>>>>>>>> ***@swires.me
>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@swires.me>
>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> If you're starting a new mod (which it sounds like
>>>>>>>>>>>>>>>>>>>>>> you are), you should not be using the 2007 base at all.
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> Hey guys, back with another question! So i just saw
>>>>>>>>>>>>>>>>>>>>>> awhile ago that Source SDK Base 2007 got updated. My mod uses Source SDK
>>>>>>>>>>>>>>>>>>>>>> Base 2007 and i was wondering, do the updates interfere with the mod in
>>>>>>>>>>>>>>>>>>>>>> anyway? Thanks for the help!
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> Thanks Stan!
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> On Fri, Apr 3, 2015 at 8:42 PM, Stan R. <
>>>>>>>>>>>>>>>>>>>>>> ***@inbox.ru
>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@inbox.ru>
>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> You dont need to use VPKs to add sounds to your mod,
>>>>>>>>>>>>>>>>>>>>>> just put them in yourmod/sound/ folder. You dont need to touch sources and
>>>>>>>>>>>>>>>>>>>>>> build solution at all, weapon sounds defined in weapon script file
>>>>>>>>>>>>>>>>>>>>>> (scripts/weapon_smg1.txt for example) and sound definition scripts
>>>>>>>>>>>>>>>>>>>>>> (game_sounds_weapons.txt, game_sounds_player.txt). Yes, they should be WAV
>>>>>>>>>>>>>>>>>>>>>> 44khz/16bit. No, you can use any length you want.
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> ПятМОца, 3 апреля 2015, 20:33 -04:00 Пт Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>:
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> Hey guys, im back with a question. I've been
>>>>>>>>>>>>>>>>>>>>>> trying everything to change the weapon sounds of weapons but i cant find a
>>>>>>>>>>>>>>>>>>>>>> very "precise" tutorial on how, and most are outdated. Do i need VPKs? Do i
>>>>>>>>>>>>>>>>>>>>>> need to rebuild the game solution in Visual Studio after sound replacement?
>>>>>>>>>>>>>>>>>>>>>> Do they have to be in WAV format and does the sound files need to be a
>>>>>>>>>>>>>>>>>>>>>> certain length of time? Long story short, can anyone please tell me a very
>>>>>>>>>>>>>>>>>>>>>> precise tutorial on replacing sounds on mods! Thanks!
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay <
>>>>>>>>>>>>>>>>>>>>>> ***@live.com
>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@live.com>
>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> You don't need a VPK to use the sounds, if you
>>>>>>>>>>>>>>>>>>>>>> place them in the sounds folder, then into a respective sub directory they
>>>>>>>>>>>>>>>>>>>>>> will work fine.
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> On Apr 1, 2015, at 9:15 PM, Minh Le <
>>>>>>>>>>>>>>>>>>>>>> ***@telus.net
>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@telus.net>>
>>>>>>>>>>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> If you google, "make vpk"
>>>>>>>>>>>>>>>>>>>>>> you'll find a bunch of tutorials. This video looked
>>>>>>>>>>>>>>>>>>>>>> helpful
>>>>>>>>>>>>>>>>>>>>>> https://www.youtube.com/watch?v=P3ILjexx0cE
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> On 4/1/2015 5:01 PM, Gavin Isgar wrote:
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> Hey guys, im back again! I'm having trouble figuring
>>>>>>>>>>>>>>>>>>>>>> out how to make vpk's to use for sounds for my mod and how to convert the
>>>>>>>>>>>>>>>>>>>>>> sound files for use in Source! Can someone please leave a nice
>>>>>>>>>>>>>>>>>>>>>> tutorial(text tutorial) on how to do this.
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> Thanks Jesse, you saved my life lol.
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak <
>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> Yes use gcf scape and look in the games vpks the ones
>>>>>>>>>>>>>>>>>>>>>> you want are the directory vpks which use _dir
>>>>>>>>>>>>>>>>>>>>>> On Apr 1, 2015 3:21 PM, "Gavin Isgar" <
>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> I've checked all sound folders in the games but don't
>>>>>>>>>>>>>>>>>>>>>> see any sounds themself. Do i have to use GCFScape or something? Sorry if i
>>>>>>>>>>>>>>>>>>>>>> sound like i have no experience, i've just been very tired recently and
>>>>>>>>>>>>>>>>>>>>>> didnt get a lot of sleep.
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 11:30 AM, Tony "omega" Sergi <
>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> What do you think your mod is running off of?
>>>>>>>>>>>>>>>>>>>>>> You have the base source content, which includes all
>>>>>>>>>>>>>>>>>>>>>> of the sounds and soundscripts for hl2, ep1, ep2, lost coast, etc. Plus if
>>>>>>>>>>>>>>>>>>>>>> you own tf2 or any of the other valve games you can easily look at their
>>>>>>>>>>>>>>>>>>>>>> files too.
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> My mod didn't come with existing sound files. I've
>>>>>>>>>>>>>>>>>>>>>> also read the developer wiki, but i didn't find much, so i'm asking you.
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 12:43 AM, Tony "omega" Sergi <
>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> open existing sound files and sound scripts and look.
>>>>>>>>>>>>>>>>>>>>>> also read the developer wiki.
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> Hey guys, i have another question! How do i change
>>>>>>>>>>>>>>>>>>>>>> weapon sound for my mod? What format does it have to be and what files do i
>>>>>>>>>>>>>>>>>>>>>> need to edit? Long story short, i need to know everything about changing
>>>>>>>>>>>>>>>>>>>>>> the sounds please!
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> Thanks Ken, i was just tired last night and having a
>>>>>>>>>>>>>>>>>>>>>> rough time with some stuff, thanks though!
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher <
>>>>>>>>>>>>>>>>>>>>>> ***@qis.net
>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@qis.net>
>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> It says right there...
>>>>>>>>>>>>>>>>>>>>>> The images displayed in the new game dialogue are
>>>>>>>>>>>>>>>>>>>>>> 152x86. Since texture dimensions must both be a power of two, your VTFs
>>>>>>>>>>>>>>>>>>>>>> will be 256x128 with a border to the right and bottom.
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> That means that the full dimensions of the image
>>>>>>>>>>>>>>>>>>>>>> will be 256 wide by 128 tall, but only a portion of that gets used. 152 x
>>>>>>>>>>>>>>>>>>>>>> 86 to be specific. What you should do is create your chapter images as
>>>>>>>>>>>>>>>>>>>>>> 152x86 images, and then either edit that image's canvas size to 256x128
>>>>>>>>>>>>>>>>>>>>>> (but don't scale/stretch the actual image), or take that 152x86 image and
>>>>>>>>>>>>>>>>>>>>>> copy it into a new 256x128 image, and just make sure it is positioned in
>>>>>>>>>>>>>>>>>>>>>> the top-left. The unused portion of the image should just be black.
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> -------- Original message --------
>>>>>>>>>>>>>>>>>>>>>> From: Gavin Isgar <***@gmail.com
>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> Date: 03/28/2015 10:36 PM (GMT-05:00)
>>>>>>>>>>>>>>>>>>>>>> To: Discussion of Half-Life Programming <
>>>>>>>>>>>>>>>>>>>>>> ***@list.valvesoftware.com
>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@list.valvesoftware.com>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> Subject: Re: [hlcoders] Modding Problems
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> Alright I guess
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann <
>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> Other than that I'd just use the images from
>>>>>>>>>>>>>>>>>>>>>> Half-Life 2 as a base.
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> On 29 March 2015 at 12:20, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> Tom, i checked that but, to be honest, i didnt
>>>>>>>>>>>>>>>>>>>>>> understand it a bit. Anything else?
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann <
>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> There's some information on that at
>>>>>>>>>>>>>>>>>>>>>> https://developer.valvesoftware.com/wiki/Background#Images
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> On 29 March 2015 at 09:09, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> Hey guys, im having another problem again and couldnt
>>>>>>>>>>>>>>>>>>>>>> find a fix on the internet. I dont know the right size for chapter
>>>>>>>>>>>>>>>>>>>>>> thumbnails, what size do i make the picture(not the vtf or vmt)?
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar <
>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> The two dots means "parent directory". You start in
>>>>>>>>>>>>>>>>>>>>>> materials/vgui, go
>>>>>>>>>>>>>>>>>>>>>> up one to materials, then to materials/logo and
>>>>>>>>>>>>>>>>>>>>>> materials/logo/hl2rslogo1.vmt.
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>>>>>>>>>> > Yea Jesse, here's how i fixed it! So in my
>>>>>>>>>>>>>>>>>>>>>> materials folder, i made a logo
>>>>>>>>>>>>>>>>>>>>>> > folder, inside i put both put the vmt and vtf file
>>>>>>>>>>>>>>>>>>>>>> with the same name.
>>>>>>>>>>>>>>>>>>>>>> > Inside the vmt file, i put:
>>>>>>>>>>>>>>>>>>>>>> >
>>>>>>>>>>>>>>>>>>>>>> > "UnlitGeneric"
>>>>>>>>>>>>>>>>>>>>>> > {
>>>>>>>>>>>>>>>>>>>>>> > "$basetexture" "logo/hl2rslogo1"
>>>>>>>>>>>>>>>>>>>>>> > "$nolod" 1
>>>>>>>>>>>>>>>>>>>>>> > "$translucent" 1
>>>>>>>>>>>>>>>>>>>>>> > }
>>>>>>>>>>>>>>>>>>>>>> >
>>>>>>>>>>>>>>>>>>>>>> > The path automatically detects the material folder,
>>>>>>>>>>>>>>>>>>>>>> so just put the folder
>>>>>>>>>>>>>>>>>>>>>> > and the name of both the vmt and vtf file(no
>>>>>>>>>>>>>>>>>>>>>> extension). Then in my
>>>>>>>>>>>>>>>>>>>>>> > gamelogo.res in my resource folder, i put:
>>>>>>>>>>>>>>>>>>>>>> >
>>>>>>>>>>>>>>>>>>>>>> > Resource/GameLogo.res
>>>>>>>>>>>>>>>>>>>>>> > {
>>>>>>>>>>>>>>>>>>>>>> > GameLogo
>>>>>>>>>>>>>>>>>>>>>> > {
>>>>>>>>>>>>>>>>>>>>>> > ControlName EditablePanel
>>>>>>>>>>>>>>>>>>>>>> > fieldName GameLogo
>>>>>>>>>>>>>>>>>>>>>> > xpos 0
>>>>>>>>>>>>>>>>>>>>>> > ypos 0
>>>>>>>>>>>>>>>>>>>>>> > zpos 50
>>>>>>>>>>>>>>>>>>>>>> > wide 400
>>>>>>>>>>>>>>>>>>>>>> > tall 100
>>>>>>>>>>>>>>>>>>>>>> > autoResize 1
>>>>>>>>>>>>>>>>>>>>>> > pinCorner 0
>>>>>>>>>>>>>>>>>>>>>> > visible 1
>>>>>>>>>>>>>>>>>>>>>> > enabled 1
>>>>>>>>>>>>>>>>>>>>>> > offsetX -20
>>>>>>>>>>>>>>>>>>>>>> > offsetY -15
>>>>>>>>>>>>>>>>>>>>>> > }
>>>>>>>>>>>>>>>>>>>>>> >
>>>>>>>>>>>>>>>>>>>>>> > Logo
>>>>>>>>>>>>>>>>>>>>>> > {
>>>>>>>>>>>>>>>>>>>>>> > ControlName ImagePanel
>>>>>>>>>>>>>>>>>>>>>> > fieldName Logo
>>>>>>>>>>>>>>>>>>>>>> > xpos 0
>>>>>>>>>>>>>>>>>>>>>> > ypos 0
>>>>>>>>>>>>>>>>>>>>>> > zpos 50
>>>>>>>>>>>>>>>>>>>>>> > wide 400
>>>>>>>>>>>>>>>>>>>>>> > tall 100
>>>>>>>>>>>>>>>>>>>>>> > visible 1
>>>>>>>>>>>>>>>>>>>>>> > enabled 1
>>>>>>>>>>>>>>>>>>>>>> > image ../logo/hl2rslogo1
>>>>>>>>>>>>>>>>>>>>>> > scaleImage 1
>>>>>>>>>>>>>>>>>>>>>> > }
>>>>>>>>>>>>>>>>>>>>>> > }
>>>>>>>>>>>>>>>>>>>>>> >
>>>>>>>>>>>>>>>>>>>>>> > The dots in the path specify how many folders are
>>>>>>>>>>>>>>>>>>>>>> before vmt and vtf, but i
>>>>>>>>>>>>>>>>>>>>>> > rather just do it like this:
>>>>>>>>>>>>>>>>>>>>>> >
>>>>>>>>>>>>>>>>>>>>>> > 2 dots specifies 2 folders/files like
>>>>>>>>>>>>>>>>>>>>>> logo/hl2rslogo1, thats 1 folder, 1
>>>>>>>>>>>>>>>>>>>>>> > file! If it was material/logo/hl2rslogo1 it would
>>>>>>>>>>>>>>>>>>>>>> be 3 dots. Thats how i<
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> --
>>>>>>>>>>>>>>>>>>>>>> -Tony
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> --
>>>>>>>>>>>>>>>>>>>>>> -Tony
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>
>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> _______________________________________________
>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>> archives, please visit:
>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>> _______________________________________________
>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>> archives, please visit:
>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>
>>>>>>
>>>>>> --
>>>>>> -Tony
>>>>>>
>>>>>> _______________________________________________
>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>> archives, please visit:
>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>
>>>>>>
>>>>>>
>>>>>
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
Gavin Isgar
2015-06-19 12:25:32 UTC
Permalink
Alright, I'll try to look around there. If I can't find anything, i might
have to just look in the HL2 files.


On Fri, Jun 19, 2015 at 6:26 AM, Tom Schumann <***@gmail.com>
wrote:

> Off the top of my head I don't know but probably in one of the .txt files
> in hl2/resource/
>
> On 19 June 2015 at 06:00, Gavin Isgar <***@gmail.com> wrote:
>
>> ?
>>
>>
>> On Wed, Jun 17, 2015 at 4:09 PM, Gavin Isgar <***@gmail.com> wrote:
>>
>>> The commentary text that shows up in the chapter selection menu.
>>>
>>> On Wed, Jun 17, 2015 at 5:37 AM, Tom Schumann <***@gmail.com>
>>> wrote:
>>>
>>>> Which commentary text specifically?
>>>>
>>>> On 17 June 2015 at 11:21, Gavin Isgar <***@gmail.com> wrote:
>>>>
>>>>> Guys, i need some help with another problem. So, i've been searching
>>>>> my game's files for a bit and, I can't seem to find how to change the HL2
>>>>> Commentary Text in the main menu? Do i need to make a new file? Thank you!
>>>>>
>>>>>
>>>>> On Sat, May 23, 2015 at 7:52 AM, Gavin Isgar <***@gmail.com>
>>>>> wrote:
>>>>>
>>>>>> Thank you!
>>>>>>
>>>>>>
>>>>>> On Sat, May 23, 2015 at 12:55 AM, Tony "omega" Sergi <
>>>>>> ***@gmail.com> wrote:
>>>>>>
>>>>>>> https://developer.valvesoftware.com/wiki/View_Models
>>>>>>> https://developer.valvesoftware.com/wiki/Viewmodels_in_Blender
>>>>>>>
>>>>>>> https://developer.valvesoftware.com/wiki/SDK_Docs
>>>>>>>
>>>>>>> http://forums.steampowered.com/forums/showthread.php?t=842810
>>>>>>>
>>>>>>> google is fantastic.
>>>>>>>
>>>>>>> On Sat, May 23, 2015 at 11:07 AM, Gavin Isgar <***@gmail.com>
>>>>>>> wrote:
>>>>>>>
>>>>>>>> Hey guys, i got a question! Can anyways please tell me how to model
>>>>>>>> and make weapons? I cant find a solid tutorial anywhere that i can actually
>>>>>>>> do it on! Please help, thank you!
>>>>>>>>
>>>>>>>> On Sun, Apr 26, 2015 at 6:42 PM, Gavin Isgar <***@gmail.com>
>>>>>>>> wrote:
>>>>>>>>
>>>>>>>>> Guys i need some more help. I'm trying to use phoneme editor in
>>>>>>>>> face poser for NPCs to talk. But i get an error message saying "an error
>>>>>>>>> occurred during extraction". I've been trying to find a fix for this
>>>>>>>>> problem for awhile but i cant. I'm also using a Windows 8 computer. Please,
>>>>>>>>> someone type out a tutorial i can do to fix this problem! Thanks!
>>>>>>>>>
>>>>>>>>> On Fri, Apr 24, 2015 at 5:32 PM, Gavin Isgar <***@gmail.com>
>>>>>>>>> wrote:
>>>>>>>>>
>>>>>>>>>> Nope, still not working. Its saying extraction wont work. I use
>>>>>>>>>> Windows 8 and Audacity for the wavs but still nothing works. Please someone
>>>>>>>>>> give me a tutorial on here by text please!
>>>>>>>>>>
>>>>>>>>>> On Fri, Apr 24, 2015 at 8:23 AM, Gavin Isgar <***@gmail.com>
>>>>>>>>>> wrote:
>>>>>>>>>>
>>>>>>>>>>> Thanks! I'll try it!
>>>>>>>>>>>
>>>>>>>>>>> On Fri, Apr 24, 2015 at 12:06 AM, Jesse Oak <
>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>
>>>>>>>>>>>> Silverfish has been out of the Source modding scene for awhile
>>>>>>>>>>>> but I find his tutorial still holds up quite well.
>>>>>>>>>>>> https://www.youtube.com/watch?v=T077tK_hXJo
>>>>>>>>>>>>
>>>>>>>>>>>> On Tue, Apr 21, 2015 at 9:23 PM, Gavin Isgar <***@gmail.com
>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>
>>>>>>>>>>>>> Hey guys, back with ANOTHER question. I've been wondering, how
>>>>>>>>>>>>> can i make voice(choreography) scenes in-game? What i mean by that is make
>>>>>>>>>>>>> an NPC say what i said in my recording while lip syncing. I seen that
>>>>>>>>>>>>> Source SDK's Faceposer can do that but all tutorials are now outdated and i
>>>>>>>>>>>>> cant find a good resource. Can you guys tell me how i can do this?
>>>>>>>>>>>>>
>>>>>>>>>>>>> On Fri, Apr 17, 2015 at 8:30 PM, Jesse Oak <
>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>
>>>>>>>>>>>>>> It most likely has a corresponding .res file then in which
>>>>>>>>>>>>>> case you should be able to edit that.
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> On Fri, Apr 17, 2015 at 4:30 PM, Gavin Isgar <
>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> Commentary mode isn't on the menu, if it was, i would've
>>>>>>>>>>>>>>> already removed it. It's in the chapter list menu. I still dont know how to
>>>>>>>>>>>>>>> remove it either
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> On Fri, Apr 17, 2015 at 12:35 PM, Jesse Oak <
>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> If you don't want commentary just remove it from your menu.
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 8:22 PM, Gavin Isgar <
>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> Nope, still is like that. Why did it automatically add HL2
>>>>>>>>>>>>>>>>> commentary mode and messed up the chapter box with an unusable exit arrow?
>>>>>>>>>>>>>>>>> Please help!
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 9:20 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> NVM, think i found the answer. HL2 was uninstalled
>>>>>>>>>>>>>>>>>> somehow and only HL2EP2 was installed. I hope!
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 9:18 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> Back with another question guys! So i was looking at the
>>>>>>>>>>>>>>>>>>> chapter list in my game(literally ingame) and i now see something new, a
>>>>>>>>>>>>>>>>>>> commentary checkbox! I didnt add one though, im using SDK Base 2007 for
>>>>>>>>>>>>>>>>>>> this mod BTW. Did it update and automatically put it in? Please help for
>>>>>>>>>>>>>>>>>>> future reference!
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> Im not distributing them, and i dont feel like it. I
>>>>>>>>>>>>>>>>>>>> just want to know how i can configure code files for a game so that it can
>>>>>>>>>>>>>>>>>>>> find the game and code it
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak <
>>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> Are you using SVN or Git? Just make a branch if you
>>>>>>>>>>>>>>>>>>>>> are.
>>>>>>>>>>>>>>>>>>>>> On Apr 14, 2015 6:55 AM, "Gavin Isgar" <
>>>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> Its not that easy. The files within it are all
>>>>>>>>>>>>>>>>>>>>>> configured for the base game other than the beta. But that still didnt
>>>>>>>>>>>>>>>>>>>>>> answer my question
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 5:04 AM, Stan R. <
>>>>>>>>>>>>>>>>>>>>>> ***@inbox.ru> wrote:
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> You just...copy it? Create a folder for your "beta"
>>>>>>>>>>>>>>>>>>>>>>> and work in it? Computer basics?
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> ППМеЎельМОк, 13 апреля 2015, 23:08 -04:00 Пт Gavin
>>>>>>>>>>>>>>>>>>>>>>> Isgar <***@gmail.com>:
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> Hey guys, back with huge question! Im wondering
>>>>>>>>>>>>>>>>>>>>>>> how i can make a manual code folder for my game(like for Half-Life 2:
>>>>>>>>>>>>>>>>>>>>>>> Example, it would be HL2E in the C Local Disk)? Im wondering how i can copy
>>>>>>>>>>>>>>>>>>>>>>> one from my actual game and edit it for a beta version, so instead of HL2RS
>>>>>>>>>>>>>>>>>>>>>>> it would be HL2RSB! Please tell me how i can do that without Source SDK
>>>>>>>>>>>>>>>>>>>>>>> because it wont work that way!
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak <
>>>>>>>>>>>>>>>>>>>>>>> ***@hotmail.com
>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@hotmail.com>
>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> Well, normally it shouldn't interfere with your
>>>>>>>>>>>>>>>>>>>>>>> mod in any way, but you can only verify that yourself by testing. I do
>>>>>>>>>>>>>>>>>>>>>>> remember a case where a breaking change was made in the 2013 SDK quite a
>>>>>>>>>>>>>>>>>>>>>>> while ago, but that was announced in a Steam community and on this mailing
>>>>>>>>>>>>>>>>>>>>>>> list.
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> If I'm not mistaken, the SDK Base contains just the
>>>>>>>>>>>>>>>>>>>>>>> engine.dll itself (and a lot of other components it depends on, of course),
>>>>>>>>>>>>>>>>>>>>>>> which in turn loads your server and client code. That means if the
>>>>>>>>>>>>>>>>>>>>>>> interfaces between those modules have not changed in a way that would break
>>>>>>>>>>>>>>>>>>>>>>> compatibility, there should be nothing for you to worry about.
>>>>>>>>>>>>>>>>>>>>>>> ------------------------------
>>>>>>>>>>>>>>>>>>>>>>> From: Gavin Isgar
>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>> Sent: ‎12.‎04.‎2015 00:13
>>>>>>>>>>>>>>>>>>>>>>> To: Discussion of Half-Life Programming
>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@list.valvesoftware.com>
>>>>>>>>>>>>>>>>>>>>>>> Subject: Re: [hlcoders] Modding Problems
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> I wanted to use Source SDK Base 2007 for a reason.
>>>>>>>>>>>>>>>>>>>>>>> But my question still hasn't been answered.
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires <
>>>>>>>>>>>>>>>>>>>>>>> ***@swires.me
>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@swires.me>
>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> If you're starting a new mod (which it sounds like
>>>>>>>>>>>>>>>>>>>>>>> you are), you should not be using the 2007 base at all.
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> Hey guys, back with another question! So i just saw
>>>>>>>>>>>>>>>>>>>>>>> awhile ago that Source SDK Base 2007 got updated. My mod uses Source SDK
>>>>>>>>>>>>>>>>>>>>>>> Base 2007 and i was wondering, do the updates interfere with the mod in
>>>>>>>>>>>>>>>>>>>>>>> anyway? Thanks for the help!
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> Thanks Stan!
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> On Fri, Apr 3, 2015 at 8:42 PM, Stan R. <
>>>>>>>>>>>>>>>>>>>>>>> ***@inbox.ru
>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@inbox.ru>
>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> You dont need to use VPKs to add sounds to your mod,
>>>>>>>>>>>>>>>>>>>>>>> just put them in yourmod/sound/ folder. You dont need to touch sources and
>>>>>>>>>>>>>>>>>>>>>>> build solution at all, weapon sounds defined in weapon script file
>>>>>>>>>>>>>>>>>>>>>>> (scripts/weapon_smg1.txt for example) and sound definition scripts
>>>>>>>>>>>>>>>>>>>>>>> (game_sounds_weapons.txt, game_sounds_player.txt). Yes, they should be WAV
>>>>>>>>>>>>>>>>>>>>>>> 44khz/16bit. No, you can use any length you want.
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> ПятМОца, 3 апреля 2015, 20:33 -04:00 Пт Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>:
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> Hey guys, im back with a question. I've been
>>>>>>>>>>>>>>>>>>>>>>> trying everything to change the weapon sounds of weapons but i cant find a
>>>>>>>>>>>>>>>>>>>>>>> very "precise" tutorial on how, and most are outdated. Do i need VPKs? Do i
>>>>>>>>>>>>>>>>>>>>>>> need to rebuild the game solution in Visual Studio after sound replacement?
>>>>>>>>>>>>>>>>>>>>>>> Do they have to be in WAV format and does the sound files need to be a
>>>>>>>>>>>>>>>>>>>>>>> certain length of time? Long story short, can anyone please tell me a very
>>>>>>>>>>>>>>>>>>>>>>> precise tutorial on replacing sounds on mods! Thanks!
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay <
>>>>>>>>>>>>>>>>>>>>>>> ***@live.com
>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@live.com>
>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> You don't need a VPK to use the sounds, if you
>>>>>>>>>>>>>>>>>>>>>>> place them in the sounds folder, then into a respective sub directory they
>>>>>>>>>>>>>>>>>>>>>>> will work fine.
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> On Apr 1, 2015, at 9:15 PM, Minh Le <
>>>>>>>>>>>>>>>>>>>>>>> ***@telus.net
>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@telus.net>>
>>>>>>>>>>>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> If you google, "make vpk"
>>>>>>>>>>>>>>>>>>>>>>> you'll find a bunch of tutorials. This video looked
>>>>>>>>>>>>>>>>>>>>>>> helpful
>>>>>>>>>>>>>>>>>>>>>>> https://www.youtube.com/watch?v=P3ILjexx0cE
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> On 4/1/2015 5:01 PM, Gavin Isgar wrote:
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> Hey guys, im back again! I'm having trouble figuring
>>>>>>>>>>>>>>>>>>>>>>> out how to make vpk's to use for sounds for my mod and how to convert the
>>>>>>>>>>>>>>>>>>>>>>> sound files for use in Source! Can someone please leave a nice
>>>>>>>>>>>>>>>>>>>>>>> tutorial(text tutorial) on how to do this.
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> Thanks Jesse, you saved my life lol.
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak <
>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> Yes use gcf scape and look in the games vpks the
>>>>>>>>>>>>>>>>>>>>>>> ones you want are the directory vpks which use _dir
>>>>>>>>>>>>>>>>>>>>>>> On Apr 1, 2015 3:21 PM, "Gavin Isgar" <
>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>>>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> I've checked all sound folders in the games but
>>>>>>>>>>>>>>>>>>>>>>> don't see any sounds themself. Do i have to use GCFScape or something?
>>>>>>>>>>>>>>>>>>>>>>> Sorry if i sound like i have no experience, i've just been very tired
>>>>>>>>>>>>>>>>>>>>>>> recently and didnt get a lot of sleep.
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 11:30 AM, Tony "omega" Sergi
>>>>>>>>>>>>>>>>>>>>>>> <***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> What do you think your mod is running off of?
>>>>>>>>>>>>>>>>>>>>>>> You have the base source content, which includes
>>>>>>>>>>>>>>>>>>>>>>> all of the sounds and soundscripts for hl2, ep1, ep2, lost coast, etc. Plus
>>>>>>>>>>>>>>>>>>>>>>> if you own tf2 or any of the other valve games you can easily look at their
>>>>>>>>>>>>>>>>>>>>>>> files too.
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> My mod didn't come with existing sound files. I've
>>>>>>>>>>>>>>>>>>>>>>> also read the developer wiki, but i didn't find much, so i'm asking you.
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 12:43 AM, Tony "omega" Sergi
>>>>>>>>>>>>>>>>>>>>>>> <***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> open existing sound files and sound scripts and
>>>>>>>>>>>>>>>>>>>>>>> look. also read the developer wiki.
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> Hey guys, i have another question! How do i change
>>>>>>>>>>>>>>>>>>>>>>> weapon sound for my mod? What format does it have to be and what files do i
>>>>>>>>>>>>>>>>>>>>>>> need to edit? Long story short, i need to know everything about changing
>>>>>>>>>>>>>>>>>>>>>>> the sounds please!
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> Thanks Ken, i was just tired last night and having a
>>>>>>>>>>>>>>>>>>>>>>> rough time with some stuff, thanks though!
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher <
>>>>>>>>>>>>>>>>>>>>>>> ***@qis.net
>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@qis.net>
>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> It says right there...
>>>>>>>>>>>>>>>>>>>>>>> The images displayed in the new game dialogue are
>>>>>>>>>>>>>>>>>>>>>>> 152x86. Since texture dimensions must both be a power of two, your VTFs
>>>>>>>>>>>>>>>>>>>>>>> will be 256x128 with a border to the right and bottom.
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> That means that the full dimensions of the image
>>>>>>>>>>>>>>>>>>>>>>> will be 256 wide by 128 tall, but only a portion of that gets used. 152 x
>>>>>>>>>>>>>>>>>>>>>>> 86 to be specific. What you should do is create your chapter images as
>>>>>>>>>>>>>>>>>>>>>>> 152x86 images, and then either edit that image's canvas size to 256x128
>>>>>>>>>>>>>>>>>>>>>>> (but don't scale/stretch the actual image), or take that 152x86 image and
>>>>>>>>>>>>>>>>>>>>>>> copy it into a new 256x128 image, and just make sure it is positioned in
>>>>>>>>>>>>>>>>>>>>>>> the top-left. The unused portion of the image should just be black.
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> -------- Original message --------
>>>>>>>>>>>>>>>>>>>>>>> From: Gavin Isgar <***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> Date: 03/28/2015 10:36 PM (GMT-05:00)
>>>>>>>>>>>>>>>>>>>>>>> To: Discussion of Half-Life Programming <
>>>>>>>>>>>>>>>>>>>>>>> ***@list.valvesoftware.com
>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@list.valvesoftware.com>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> Subject: Re: [hlcoders] Modding Problems
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> Alright I guess
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann <
>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> Other than that I'd just use the images from
>>>>>>>>>>>>>>>>>>>>>>> Half-Life 2 as a base.
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> On 29 March 2015 at 12:20, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> Tom, i checked that but, to be honest, i didnt
>>>>>>>>>>>>>>>>>>>>>>> understand it a bit. Anything else?
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann <
>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> There's some information on that at
>>>>>>>>>>>>>>>>>>>>>>> https://developer.valvesoftware.com/wiki/Background#Images
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> On 29 March 2015 at 09:09, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> Hey guys, im having another problem again and
>>>>>>>>>>>>>>>>>>>>>>> couldnt find a fix on the internet. I dont know the right size for chapter
>>>>>>>>>>>>>>>>>>>>>>> thumbnails, what size do i make the picture(not the vtf or vmt)?
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar <
>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> The two dots means "parent directory". You start in
>>>>>>>>>>>>>>>>>>>>>>> materials/vgui, go
>>>>>>>>>>>>>>>>>>>>>>> up one to materials, then to materials/logo and
>>>>>>>>>>>>>>>>>>>>>>> materials/logo/hl2rslogo1.vmt.
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>>>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>>>>>>>>>>> > Yea Jesse, here's how i fixed it! So in my
>>>>>>>>>>>>>>>>>>>>>>> materials folder, i made a logo
>>>>>>>>>>>>>>>>>>>>>>> > folder, inside i put both put the vmt and vtf file
>>>>>>>>>>>>>>>>>>>>>>> with the same name.
>>>>>>>>>>>>>>>>>>>>>>> > Inside the vmt file, i put:
>>>>>>>>>>>>>>>>>>>>>>> >
>>>>>>>>>>>>>>>>>>>>>>> > "UnlitGeneric"
>>>>>>>>>>>>>>>>>>>>>>> > {
>>>>>>>>>>>>>>>>>>>>>>> > "$basetexture" "logo/hl2rslogo1"
>>>>>>>>>>>>>>>>>>>>>>> > "$nolod" 1
>>>>>>>>>>>>>>>>>>>>>>> > "$translucent" 1
>>>>>>>>>>>>>>>>>>>>>>> > }
>>>>>>>>>>>>>>>>>>>>>>> >
>>>>>>>>>>>>>>>>>>>>>>> > The path automatically detects the material
>>>>>>>>>>>>>>>>>>>>>>> folder, so just put the folder
>>>>>>>>>>>>>>>>>>>>>>> > and the name of both the vmt and vtf file(no
>>>>>>>>>>>>>>>>>>>>>>> extension). Then in my
>>>>>>>>>>>>>>>>>>>>>>> > gamelogo.res in my resource folder, i put:
>>>>>>>>>>>>>>>>>>>>>>> >
>>>>>>>>>>>>>>>>>>>>>>> > Resource/GameLogo.res
>>>>>>>>>>>>>>>>>>>>>>> > {
>>>>>>>>>>>>>>>>>>>>>>> > GameLogo
>>>>>>>>>>>>>>>>>>>>>>> > {
>>>>>>>>>>>>>>>>>>>>>>> > ControlName EditablePanel
>>>>>>>>>>>>>>>>>>>>>>> > fieldName GameLogo
>>>>>>>>>>>>>>>>>>>>>>> > xpos 0
>>>>>>>>>>>>>>>>>>>>>>> > ypos 0
>>>>>>>>>>>>>>>>>>>>>>> > zpos 50
>>>>>>>>>>>>>>>>>>>>>>> > wide 400
>>>>>>>>>>>>>>>>>>>>>>> > tall 100
>>>>>>>>>>>>>>>>>>>>>>> > autoResize 1
>>>>>>>>>>>>>>>>>>>>>>> > pinCorner 0
>>>>>>>>>>>>>>>>>>>>>>> > visible 1
>>>>>>>>>>>>>>>>>>>>>>> > enabled 1
>>>>>>>>>>>>>>>>>>>>>>> > offsetX -20
>>>>>>>>>>>>>>>>>>>>>>> > offsetY -15
>>>>>>>>>>>>>>>>>>>>>>> > }
>>>>>>>>>>>>>>>>>>>>>>> >
>>>>>>>>>>>>>>>>>>>>>>> > Logo
>>>>>>>>>>>>>>>>>>>>>>> > {
>>>>>>>>>>>>>>>>>>>>>>> > ControlName ImagePanel
>>>>>>>>>>>>>>>>>>>>>>> > fieldName Logo
>>>>>>>>>>>>>>>>>>>>>>> > xpos 0
>>>>>>>>>>>>>>>>>>>>>>> > ypos 0
>>>>>>>>>>>>>>>>>>>>>>> > zpos 50
>>>>>>>>>>>>>>>>>>>>>>> > wide 400
>>>>>>>>>>>>>>>>>>>>>>> > tall 100
>>>>>>>>>>>>>>>>>>>>>>> > visible 1
>>>>>>>>>>>>>>>>>>>>>>> > enabled 1
>>>>>>>>>>>>>>>>>>>>>>> > image ../logo/hl2rslogo1
>>>>>>>>>>>>>>>>>>>>>>> > scaleImage 1
>>>>>>>>>>>>>>>>>>>>>>> > }
>>>>>>>>>>>>>>>>>>>>>>> > }
>>>>>>>>>>>>>>>>>>>>>>> >
>>>>>>>>>>>>>>>>>>>>>>> > The dots in the path specify how many folders are
>>>>>>>>>>>>>>>>>>>>>>> before vmt and vtf, but i
>>>>>>>>>>>>>>>>>>>>>>> > rather just do it like this:
>>>>>>>>>>>>>>>>>>>>>>> >
>>>>>>>>>>>>>>>>>>>>>>> > 2 dots specifies 2 folders/files like
>>>>>>>>>>>>>>>>>>>>>>> logo/hl2rslogo1, thats 1 folder, 1
>>>>>>>>>>>>>>>>>>>>>>> > file! If it was material/logo/hl2rslogo1 it would
>>>>>>>>>>>>>>>>>>>>>>> be 3 dots. Thats how i<
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> --
>>>>>>>>>>>>>>>>>>>>>>> -Tony
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> --
>>>>>>>>>>>>>>>>>>>>>>> -Tony
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
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>>>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>
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>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>
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>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
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>>>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>
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>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>
>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>> _______________________________________________
>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>> archives, please visit:
>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> --
>>>>>>> -Tony
>>>>>>>
>>>>>>> _______________________________________________
>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>> archives, please visit:
>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>> _______________________________________________
>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>> please visit:
>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>
>>>>>
>>>>>
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>>
>
> _______________________________________________
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> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
Tony "omega" Sergi
2015-06-19 18:34:28 UTC
Permalink
if i remember correctly, it's sort of a bug. you need to replace a specific
file, or gameui won't read certain strings. I can't remember which one
right now though.

On Fri, Jun 19, 2015 at 9:25 PM, Gavin Isgar <***@gmail.com> wrote:

> Alright, I'll try to look around there. If I can't find anything, i might
> have to just look in the HL2 files.
>
>
> On Fri, Jun 19, 2015 at 6:26 AM, Tom Schumann <***@gmail.com>
> wrote:
>
>> Off the top of my head I don't know but probably in one of the .txt files
>> in hl2/resource/
>>
>> On 19 June 2015 at 06:00, Gavin Isgar <***@gmail.com> wrote:
>>
>>> ?
>>>
>>>
>>> On Wed, Jun 17, 2015 at 4:09 PM, Gavin Isgar <***@gmail.com> wrote:
>>>
>>>> The commentary text that shows up in the chapter selection menu.
>>>>
>>>> On Wed, Jun 17, 2015 at 5:37 AM, Tom Schumann <***@gmail.com>
>>>> wrote:
>>>>
>>>>> Which commentary text specifically?
>>>>>
>>>>> On 17 June 2015 at 11:21, Gavin Isgar <***@gmail.com> wrote:
>>>>>
>>>>>> Guys, i need some help with another problem. So, i've been searching
>>>>>> my game's files for a bit and, I can't seem to find how to change the HL2
>>>>>> Commentary Text in the main menu? Do i need to make a new file? Thank you!
>>>>>>
>>>>>>
>>>>>> On Sat, May 23, 2015 at 7:52 AM, Gavin Isgar <***@gmail.com>
>>>>>> wrote:
>>>>>>
>>>>>>> Thank you!
>>>>>>>
>>>>>>>
>>>>>>> On Sat, May 23, 2015 at 12:55 AM, Tony "omega" Sergi <
>>>>>>> ***@gmail.com> wrote:
>>>>>>>
>>>>>>>> https://developer.valvesoftware.com/wiki/View_Models
>>>>>>>> https://developer.valvesoftware.com/wiki/Viewmodels_in_Blender
>>>>>>>>
>>>>>>>> https://developer.valvesoftware.com/wiki/SDK_Docs
>>>>>>>>
>>>>>>>> http://forums.steampowered.com/forums/showthread.php?t=842810
>>>>>>>>
>>>>>>>> google is fantastic.
>>>>>>>>
>>>>>>>> On Sat, May 23, 2015 at 11:07 AM, Gavin Isgar <***@gmail.com>
>>>>>>>> wrote:
>>>>>>>>
>>>>>>>>> Hey guys, i got a question! Can anyways please tell me how to
>>>>>>>>> model and make weapons? I cant find a solid tutorial anywhere that i can
>>>>>>>>> actually do it on! Please help, thank you!
>>>>>>>>>
>>>>>>>>> On Sun, Apr 26, 2015 at 6:42 PM, Gavin Isgar <***@gmail.com>
>>>>>>>>> wrote:
>>>>>>>>>
>>>>>>>>>> Guys i need some more help. I'm trying to use phoneme editor in
>>>>>>>>>> face poser for NPCs to talk. But i get an error message saying "an error
>>>>>>>>>> occurred during extraction". I've been trying to find a fix for this
>>>>>>>>>> problem for awhile but i cant. I'm also using a Windows 8 computer. Please,
>>>>>>>>>> someone type out a tutorial i can do to fix this problem! Thanks!
>>>>>>>>>>
>>>>>>>>>> On Fri, Apr 24, 2015 at 5:32 PM, Gavin Isgar <***@gmail.com>
>>>>>>>>>> wrote:
>>>>>>>>>>
>>>>>>>>>>> Nope, still not working. Its saying extraction wont work. I use
>>>>>>>>>>> Windows 8 and Audacity for the wavs but still nothing works. Please someone
>>>>>>>>>>> give me a tutorial on here by text please!
>>>>>>>>>>>
>>>>>>>>>>> On Fri, Apr 24, 2015 at 8:23 AM, Gavin Isgar <***@gmail.com>
>>>>>>>>>>> wrote:
>>>>>>>>>>>
>>>>>>>>>>>> Thanks! I'll try it!
>>>>>>>>>>>>
>>>>>>>>>>>> On Fri, Apr 24, 2015 at 12:06 AM, Jesse Oak <
>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>
>>>>>>>>>>>>> Silverfish has been out of the Source modding scene for awhile
>>>>>>>>>>>>> but I find his tutorial still holds up quite well.
>>>>>>>>>>>>> https://www.youtube.com/watch?v=T077tK_hXJo
>>>>>>>>>>>>>
>>>>>>>>>>>>> On Tue, Apr 21, 2015 at 9:23 PM, Gavin Isgar <
>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>
>>>>>>>>>>>>>> Hey guys, back with ANOTHER question. I've been wondering,
>>>>>>>>>>>>>> how can i make voice(choreography) scenes in-game? What i mean by that is
>>>>>>>>>>>>>> make an NPC say what i said in my recording while lip syncing. I seen that
>>>>>>>>>>>>>> Source SDK's Faceposer can do that but all tutorials are now outdated and i
>>>>>>>>>>>>>> cant find a good resource. Can you guys tell me how i can do this?
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> On Fri, Apr 17, 2015 at 8:30 PM, Jesse Oak <
>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> It most likely has a corresponding .res file then in which
>>>>>>>>>>>>>>> case you should be able to edit that.
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> On Fri, Apr 17, 2015 at 4:30 PM, Gavin Isgar <
>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> Commentary mode isn't on the menu, if it was, i would've
>>>>>>>>>>>>>>>> already removed it. It's in the chapter list menu. I still dont know how to
>>>>>>>>>>>>>>>> remove it either
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> On Fri, Apr 17, 2015 at 12:35 PM, Jesse Oak <
>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> If you don't want commentary just remove it from your menu.
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 8:22 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> Nope, still is like that. Why did it automatically add
>>>>>>>>>>>>>>>>>> HL2 commentary mode and messed up the chapter box with an unusable exit
>>>>>>>>>>>>>>>>>> arrow? Please help!
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 9:20 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> NVM, think i found the answer. HL2 was uninstalled
>>>>>>>>>>>>>>>>>>> somehow and only HL2EP2 was installed. I hope!
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 9:18 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> Back with another question guys! So i was looking at
>>>>>>>>>>>>>>>>>>>> the chapter list in my game(literally ingame) and i now see something new,
>>>>>>>>>>>>>>>>>>>> a commentary checkbox! I didnt add one though, im using SDK Base 2007 for
>>>>>>>>>>>>>>>>>>>> this mod BTW. Did it update and automatically put it in? Please help for
>>>>>>>>>>>>>>>>>>>> future reference!
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> Im not distributing them, and i dont feel like it. I
>>>>>>>>>>>>>>>>>>>>> just want to know how i can configure code files for a game so that it can
>>>>>>>>>>>>>>>>>>>>> find the game and code it
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak <
>>>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> Are you using SVN or Git? Just make a branch if you
>>>>>>>>>>>>>>>>>>>>>> are.
>>>>>>>>>>>>>>>>>>>>>> On Apr 14, 2015 6:55 AM, "Gavin Isgar" <
>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> Its not that easy. The files within it are all
>>>>>>>>>>>>>>>>>>>>>>> configured for the base game other than the beta. But that still didnt
>>>>>>>>>>>>>>>>>>>>>>> answer my question
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 5:04 AM, Stan R. <
>>>>>>>>>>>>>>>>>>>>>>> ***@inbox.ru> wrote:
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> You just...copy it? Create a folder for your "beta"
>>>>>>>>>>>>>>>>>>>>>>>> and work in it? Computer basics?
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> ППМеЎельМОк, 13 апреля 2015, 23:08 -04:00 Пт Gavin
>>>>>>>>>>>>>>>>>>>>>>>> Isgar <***@gmail.com>:
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> Hey guys, back with huge question! Im wondering
>>>>>>>>>>>>>>>>>>>>>>>> how i can make a manual code folder for my game(like for Half-Life 2:
>>>>>>>>>>>>>>>>>>>>>>>> Example, it would be HL2E in the C Local Disk)? Im wondering how i can copy
>>>>>>>>>>>>>>>>>>>>>>>> one from my actual game and edit it for a beta version, so instead of HL2RS
>>>>>>>>>>>>>>>>>>>>>>>> it would be HL2RSB! Please tell me how i can do that without Source SDK
>>>>>>>>>>>>>>>>>>>>>>>> because it wont work that way!
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak <
>>>>>>>>>>>>>>>>>>>>>>>> ***@hotmail.com
>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@hotmail.com>
>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> Well, normally it shouldn't interfere with your
>>>>>>>>>>>>>>>>>>>>>>>> mod in any way, but you can only verify that yourself by testing. I do
>>>>>>>>>>>>>>>>>>>>>>>> remember a case where a breaking change was made in the 2013 SDK quite a
>>>>>>>>>>>>>>>>>>>>>>>> while ago, but that was announced in a Steam community and on this mailing
>>>>>>>>>>>>>>>>>>>>>>>> list.
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> If I'm not mistaken, the SDK Base contains just the
>>>>>>>>>>>>>>>>>>>>>>>> engine.dll itself (and a lot of other components it depends on, of course),
>>>>>>>>>>>>>>>>>>>>>>>> which in turn loads your server and client code. That means if the
>>>>>>>>>>>>>>>>>>>>>>>> interfaces between those modules have not changed in a way that would break
>>>>>>>>>>>>>>>>>>>>>>>> compatibility, there should be nothing for you to worry about.
>>>>>>>>>>>>>>>>>>>>>>>> ------------------------------
>>>>>>>>>>>>>>>>>>>>>>>> From: Gavin Isgar
>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>>> Sent: ‎12.‎04.‎2015 00:13
>>>>>>>>>>>>>>>>>>>>>>>> To: Discussion of Half-Life Programming
>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@list.valvesoftware.com>
>>>>>>>>>>>>>>>>>>>>>>>> Subject: Re: [hlcoders] Modding Problems
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> I wanted to use Source SDK Base 2007 for a
>>>>>>>>>>>>>>>>>>>>>>>> reason. But my question still hasn't been answered.
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires <
>>>>>>>>>>>>>>>>>>>>>>>> ***@swires.me
>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@swires.me>
>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> If you're starting a new mod (which it sounds like
>>>>>>>>>>>>>>>>>>>>>>>> you are), you should not be using the 2007 base at all.
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> Hey guys, back with another question! So i just saw
>>>>>>>>>>>>>>>>>>>>>>>> awhile ago that Source SDK Base 2007 got updated. My mod uses Source SDK
>>>>>>>>>>>>>>>>>>>>>>>> Base 2007 and i was wondering, do the updates interfere with the mod in
>>>>>>>>>>>>>>>>>>>>>>>> anyway? Thanks for the help!
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> Thanks Stan!
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> On Fri, Apr 3, 2015 at 8:42 PM, Stan R. <
>>>>>>>>>>>>>>>>>>>>>>>> ***@inbox.ru
>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@inbox.ru>
>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> You dont need to use VPKs to add sounds to your
>>>>>>>>>>>>>>>>>>>>>>>> mod, just put them in yourmod/sound/ folder. You dont need to touch sources
>>>>>>>>>>>>>>>>>>>>>>>> and build solution at all, weapon sounds defined in weapon script file
>>>>>>>>>>>>>>>>>>>>>>>> (scripts/weapon_smg1.txt for example) and sound definition scripts
>>>>>>>>>>>>>>>>>>>>>>>> (game_sounds_weapons.txt, game_sounds_player.txt). Yes, they should be WAV
>>>>>>>>>>>>>>>>>>>>>>>> 44khz/16bit. No, you can use any length you want.
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> ПятМОца, 3 апреля 2015, 20:33 -04:00 Пт Gavin Isgar
>>>>>>>>>>>>>>>>>>>>>>>> <***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>:
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> Hey guys, im back with a question. I've been
>>>>>>>>>>>>>>>>>>>>>>>> trying everything to change the weapon sounds of weapons but i cant find a
>>>>>>>>>>>>>>>>>>>>>>>> very "precise" tutorial on how, and most are outdated. Do i need VPKs? Do i
>>>>>>>>>>>>>>>>>>>>>>>> need to rebuild the game solution in Visual Studio after sound replacement?
>>>>>>>>>>>>>>>>>>>>>>>> Do they have to be in WAV format and does the sound files need to be a
>>>>>>>>>>>>>>>>>>>>>>>> certain length of time? Long story short, can anyone please tell me a very
>>>>>>>>>>>>>>>>>>>>>>>> precise tutorial on replacing sounds on mods! Thanks!
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay <
>>>>>>>>>>>>>>>>>>>>>>>> ***@live.com
>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@live.com>
>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> You don't need a VPK to use the sounds, if you
>>>>>>>>>>>>>>>>>>>>>>>> place them in the sounds folder, then into a respective sub directory they
>>>>>>>>>>>>>>>>>>>>>>>> will work fine.
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> On Apr 1, 2015, at 9:15 PM, Minh Le <
>>>>>>>>>>>>>>>>>>>>>>>> ***@telus.net
>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@telus.net>>
>>>>>>>>>>>>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> If you google, "make vpk"
>>>>>>>>>>>>>>>>>>>>>>>> you'll find a bunch of tutorials. This video looked
>>>>>>>>>>>>>>>>>>>>>>>> helpful
>>>>>>>>>>>>>>>>>>>>>>>> https://www.youtube.com/watch?v=P3ILjexx0cE
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> On 4/1/2015 5:01 PM, Gavin Isgar wrote:
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> Hey guys, im back again! I'm having trouble
>>>>>>>>>>>>>>>>>>>>>>>> figuring out how to make vpk's to use for sounds for my mod and how to
>>>>>>>>>>>>>>>>>>>>>>>> convert the sound files for use in Source! Can someone please leave a nice
>>>>>>>>>>>>>>>>>>>>>>>> tutorial(text tutorial) on how to do this.
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> Thanks Jesse, you saved my life lol.
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak <
>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> Yes use gcf scape and look in the games vpks the
>>>>>>>>>>>>>>>>>>>>>>>> ones you want are the directory vpks which use _dir
>>>>>>>>>>>>>>>>>>>>>>>> On Apr 1, 2015 3:21 PM, "Gavin Isgar" <
>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>>>>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> I've checked all sound folders in the games but
>>>>>>>>>>>>>>>>>>>>>>>> don't see any sounds themself. Do i have to use GCFScape or something?
>>>>>>>>>>>>>>>>>>>>>>>> Sorry if i sound like i have no experience, i've just been very tired
>>>>>>>>>>>>>>>>>>>>>>>> recently and didnt get a lot of sleep.
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 11:30 AM, Tony "omega" Sergi
>>>>>>>>>>>>>>>>>>>>>>>> <***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> What do you think your mod is running off of?
>>>>>>>>>>>>>>>>>>>>>>>> You have the base source content, which includes
>>>>>>>>>>>>>>>>>>>>>>>> all of the sounds and soundscripts for hl2, ep1, ep2, lost coast, etc. Plus
>>>>>>>>>>>>>>>>>>>>>>>> if you own tf2 or any of the other valve games you can easily look at their
>>>>>>>>>>>>>>>>>>>>>>>> files too.
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> My mod didn't come with existing sound files. I've
>>>>>>>>>>>>>>>>>>>>>>>> also read the developer wiki, but i didn't find much, so i'm asking you.
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 12:43 AM, Tony "omega" Sergi
>>>>>>>>>>>>>>>>>>>>>>>> <***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> open existing sound files and sound scripts and
>>>>>>>>>>>>>>>>>>>>>>>> look. also read the developer wiki.
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> Hey guys, i have another question! How do i change
>>>>>>>>>>>>>>>>>>>>>>>> weapon sound for my mod? What format does it have to be and what files do i
>>>>>>>>>>>>>>>>>>>>>>>> need to edit? Long story short, i need to know everything about changing
>>>>>>>>>>>>>>>>>>>>>>>> the sounds please!
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> Thanks Ken, i was just tired last night and having
>>>>>>>>>>>>>>>>>>>>>>>> a rough time with some stuff, thanks though!
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher <
>>>>>>>>>>>>>>>>>>>>>>>> ***@qis.net> wrote:
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> It says right there... The images displayed in
>>>>>>>>>>>>>>>>>>>>>>>> the new game dialogue are 152x86. Since texture dimensions must both be a
>>>>>>>>>>>>>>>>>>>>>>>> power of two, your VTFs will be 256x128 with a border to the right and
>>>>>>>>>>>>>>>>>>>>>>>> bottom. That means that the full dimensions of the image will be 256 wide
>>>>>>>>>>>>>>>>>>>>>>>> by 128 tall, but only a portion of that gets used. 152 x 86 to be specific.
>>>>>>>>>>>>>>>>>>>>>>>> What you should do is create your chapter images as 152x86 images, and then
>>>>>>>>>>>>>>>>>>>>>>>> either edit that image's canvas size to 256x128 (but don't scale/stretch
>>>>>>>>>>>>>>>>>>>>>>>> the actual image), or take that 152x86 image and copy it into a new 256x128
>>>>>>>>>>>>>>>>>>>>>>>> image, and just make sure it is positioned in the top-left. The unused
>>>>>>>>>>>>>>>>>>>>>>>> portion of the image should just be black. -------- Original message
>>>>>>>>>>>>>>>>>>>>>>>> -------- From: Gavin Isgar <***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>>> Date: 03/28/2015 10:36 PM (GMT-05:00) To: Discussion of Half-Life
>>>>>>>>>>>>>>>>>>>>>>>> Programming <***@list.valvesoftware.com>
>>>>>>>>>>>>>>>>>>>>>>>> Subject: Re: [hlcoders] Modding Problems Alright I guess On Sat, Mar 28,
>>>>>>>>>>>>>>>>>>>>>>>> 2015 at 10:24 PM, Tom Schumann <
>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote: Other than that I'd
>>>>>>>>>>>>>>>>>>>>>>>> just use the images from Half-Life 2 as a base. On 29 March 2015 at 12:20,
>>>>>>>>>>>>>>>>>>>>>>>> Gavin Isgar <***@gmail.com> wrote: Tom, i
>>>>>>>>>>>>>>>>>>>>>>>> checked that but, to be honest, i didnt understand it a bit. Anything else?
>>>>>>>>>>>>>>>>>>>>>>>> On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann <
>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote: There's some
>>>>>>>>>>>>>>>>>>>>>>>> information on that at
>>>>>>>>>>>>>>>>>>>>>>>> https://developer.valvesoftware.com/wiki/Background#Images
>>>>>>>>>>>>>>>>>>>>>>>> On 29 March 2015 at 09:09, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote: Hey guys, im having
>>>>>>>>>>>>>>>>>>>>>>>> another problem again and couldnt find a fix on the internet. I dont know
>>>>>>>>>>>>>>>>>>>>>>>> the right size for chapter thumbnails, what size do i make the picture(not
>>>>>>>>>>>>>>>>>>>>>>>> the vtf or vmt)? On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar <
>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote: The two dots means
>>>>>>>>>>>>>>>>>>>>>>>> "parent directory". You start in materials/vgui, go up one to materials,
>>>>>>>>>>>>>>>>>>>>>>>> then to materials/logo and materials/logo/hl2rslogo1.vmt. On Thu, Mar 26,
>>>>>>>>>>>>>>>>>>>>>>>> 2015 at 7:46 PM, Gavin Isgar <***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>>> wrote: > Yea Jesse, here's how i fixed it! So in my materials folder, i
>>>>>>>>>>>>>>>>>>>>>>>> made a logo > folder, inside i put both put the vmt and vtf file with the
>>>>>>>>>>>>>>>>>>>>>>>> same name. > Inside the vmt file, i put: > > "UnlitGeneric" > { >
>>>>>>>>>>>>>>>>>>>>>>>> "$basetexture" "logo/hl2rslogo1" > "$nolod" 1 > "$translucent" 1 > } > >
>>>>>>>>>>>>>>>>>>>>>>>> The path automatically detects the material folder, so just put the folder
>>>>>>>>>>>>>>>>>>>>>>>> > and the name of both the vmt and vtf file(no extension). Then in my >
>>>>>>>>>>>>>>>>>>>>>>>> gamelogo.res in my resource folder, i put: > > Resource/GameLogo.res > { >
>>>>>>>>>>>>>>>>>>>>>>>> GameLogo > { > ControlName EditablePanel > fieldName GameLogo > xpos 0 >
>>>>>>>>>>>>>>>>>>>>>>>> ypos 0 > zpos 50 > wide 400 > tall 100 > autoResize 1 > pinCorner 0 >
>>>>>>>>>>>>>>>>>>>>>>>> visible 1 > enabled 1 > offsetX -20 > offsetY -15 > } > > Logo > { >
>>>>>>>>>>>>>>>>>>>>>>>> ControlName ImagePanel > fieldName Logo > xpos 0 > ypos 0 > zpos 50 > wide
>>>>>>>>>>>>>>>>>>>>>>>> 400 > tall 100 > visible 1 > enabled 1 > image ../logo/hl2rslogo1 >
>>>>>>>>>>>>>>>>>>>>>>>> scaleImage 1 > } > } > > The dots in the path specify how many folders are
>>>>>>>>>>>>>>>>>>>>>>>> before vmt and vtf, but i > rather just do it like this: > > 2 dots
>>>>>>>>>>>>>>>>>>>>>>>> specifies 2 folders/files like logo/hl2rslogo1, thats 1 folder, 1 > file!
>>>>>>>>>>>>>>>>>>>>>>>> If it was material/logo/hl2rslogo1 it would be 3 dots. Thats how i<
>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> --
>>>>>>>>>>>>>>>>>>>>>>>> -Tony
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> --
>>>>>>>>>>>>>>>>>>>>>>>> -Tony
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>
>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>
>>>>>>>>> _______________________________________________
>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>> archives, please visit:
>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>> --
>>>>>>>> -Tony
>>>>>>>>
>>>>>>>> _______________________________________________
>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>> archives, please visit:
>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>
>>>>>> _______________________________________________
>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>> archives, please visit:
>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>
>>>>>>
>>>>>>
>>>>>
>>>>> _______________________________________________
>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>> please visit:
>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>
>>>>>
>>>>>
>>>>
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>>
>
> _______________________________________________
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> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>


--
-Tony
Gavin Isgar
2015-06-19 20:00:53 UTC
Permalink
Alright, but i want to at least get this done by today. I will try looking
in Half-Life 2's files and try to find a corresponding file, but if you
find any good information for me, please tell me! Thanks!

On Fri, Jun 19, 2015 at 2:34 PM, Tony "omega" Sergi <***@gmail.com>
wrote:

> if i remember correctly, it's sort of a bug. you need to replace a
> specific file, or gameui won't read certain strings. I can't remember which
> one right now though.
>
> On Fri, Jun 19, 2015 at 9:25 PM, Gavin Isgar <***@gmail.com> wrote:
>
>> Alright, I'll try to look around there. If I can't find anything, i might
>> have to just look in the HL2 files.
>>
>>
>> On Fri, Jun 19, 2015 at 6:26 AM, Tom Schumann <***@gmail.com>
>> wrote:
>>
>>> Off the top of my head I don't know but probably in one of the .txt
>>> files in hl2/resource/
>>>
>>> On 19 June 2015 at 06:00, Gavin Isgar <***@gmail.com> wrote:
>>>
>>>> ?
>>>>
>>>>
>>>> On Wed, Jun 17, 2015 at 4:09 PM, Gavin Isgar <***@gmail.com> wrote:
>>>>
>>>>> The commentary text that shows up in the chapter selection menu.
>>>>>
>>>>> On Wed, Jun 17, 2015 at 5:37 AM, Tom Schumann <***@gmail.com>
>>>>> wrote:
>>>>>
>>>>>> Which commentary text specifically?
>>>>>>
>>>>>> On 17 June 2015 at 11:21, Gavin Isgar <***@gmail.com> wrote:
>>>>>>
>>>>>>> Guys, i need some help with another problem. So, i've been searching
>>>>>>> my game's files for a bit and, I can't seem to find how to change the HL2
>>>>>>> Commentary Text in the main menu? Do i need to make a new file? Thank you!
>>>>>>>
>>>>>>>
>>>>>>> On Sat, May 23, 2015 at 7:52 AM, Gavin Isgar <***@gmail.com>
>>>>>>> wrote:
>>>>>>>
>>>>>>>> Thank you!
>>>>>>>>
>>>>>>>>
>>>>>>>> On Sat, May 23, 2015 at 12:55 AM, Tony "omega" Sergi <
>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>
>>>>>>>>> https://developer.valvesoftware.com/wiki/View_Models
>>>>>>>>> https://developer.valvesoftware.com/wiki/Viewmodels_in_Blender
>>>>>>>>>
>>>>>>>>> https://developer.valvesoftware.com/wiki/SDK_Docs
>>>>>>>>>
>>>>>>>>> http://forums.steampowered.com/forums/showthread.php?t=842810
>>>>>>>>>
>>>>>>>>> google is fantastic.
>>>>>>>>>
>>>>>>>>> On Sat, May 23, 2015 at 11:07 AM, Gavin Isgar <***@gmail.com>
>>>>>>>>> wrote:
>>>>>>>>>
>>>>>>>>>> Hey guys, i got a question! Can anyways please tell me how to
>>>>>>>>>> model and make weapons? I cant find a solid tutorial anywhere that i can
>>>>>>>>>> actually do it on! Please help, thank you!
>>>>>>>>>>
>>>>>>>>>> On Sun, Apr 26, 2015 at 6:42 PM, Gavin Isgar <***@gmail.com>
>>>>>>>>>> wrote:
>>>>>>>>>>
>>>>>>>>>>> Guys i need some more help. I'm trying to use phoneme editor in
>>>>>>>>>>> face poser for NPCs to talk. But i get an error message saying "an error
>>>>>>>>>>> occurred during extraction". I've been trying to find a fix for this
>>>>>>>>>>> problem for awhile but i cant. I'm also using a Windows 8 computer. Please,
>>>>>>>>>>> someone type out a tutorial i can do to fix this problem! Thanks!
>>>>>>>>>>>
>>>>>>>>>>> On Fri, Apr 24, 2015 at 5:32 PM, Gavin Isgar <***@gmail.com>
>>>>>>>>>>> wrote:
>>>>>>>>>>>
>>>>>>>>>>>> Nope, still not working. Its saying extraction wont work. I use
>>>>>>>>>>>> Windows 8 and Audacity for the wavs but still nothing works. Please someone
>>>>>>>>>>>> give me a tutorial on here by text please!
>>>>>>>>>>>>
>>>>>>>>>>>> On Fri, Apr 24, 2015 at 8:23 AM, Gavin Isgar <***@gmail.com
>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>
>>>>>>>>>>>>> Thanks! I'll try it!
>>>>>>>>>>>>>
>>>>>>>>>>>>> On Fri, Apr 24, 2015 at 12:06 AM, Jesse Oak <
>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>
>>>>>>>>>>>>>> Silverfish has been out of the Source modding scene for
>>>>>>>>>>>>>> awhile but I find his tutorial still holds up quite well.
>>>>>>>>>>>>>> https://www.youtube.com/watch?v=T077tK_hXJo
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> On Tue, Apr 21, 2015 at 9:23 PM, Gavin Isgar <
>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> Hey guys, back with ANOTHER question. I've been wondering,
>>>>>>>>>>>>>>> how can i make voice(choreography) scenes in-game? What i mean by that is
>>>>>>>>>>>>>>> make an NPC say what i said in my recording while lip syncing. I seen that
>>>>>>>>>>>>>>> Source SDK's Faceposer can do that but all tutorials are now outdated and i
>>>>>>>>>>>>>>> cant find a good resource. Can you guys tell me how i can do this?
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> On Fri, Apr 17, 2015 at 8:30 PM, Jesse Oak <
>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> It most likely has a corresponding .res file then in which
>>>>>>>>>>>>>>>> case you should be able to edit that.
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> On Fri, Apr 17, 2015 at 4:30 PM, Gavin Isgar <
>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> Commentary mode isn't on the menu, if it was, i would've
>>>>>>>>>>>>>>>>> already removed it. It's in the chapter list menu. I still dont know how to
>>>>>>>>>>>>>>>>> remove it either
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> On Fri, Apr 17, 2015 at 12:35 PM, Jesse Oak <
>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> If you don't want commentary just remove it from your
>>>>>>>>>>>>>>>>>> menu.
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 8:22 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> Nope, still is like that. Why did it automatically add
>>>>>>>>>>>>>>>>>>> HL2 commentary mode and messed up the chapter box with an unusable exit
>>>>>>>>>>>>>>>>>>> arrow? Please help!
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 9:20 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> NVM, think i found the answer. HL2 was uninstalled
>>>>>>>>>>>>>>>>>>>> somehow and only HL2EP2 was installed. I hope!
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 9:18 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> Back with another question guys! So i was looking at
>>>>>>>>>>>>>>>>>>>>> the chapter list in my game(literally ingame) and i now see something new,
>>>>>>>>>>>>>>>>>>>>> a commentary checkbox! I didnt add one though, im using SDK Base 2007 for
>>>>>>>>>>>>>>>>>>>>> this mod BTW. Did it update and automatically put it in? Please help for
>>>>>>>>>>>>>>>>>>>>> future reference!
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> Im not distributing them, and i dont feel like it. I
>>>>>>>>>>>>>>>>>>>>>> just want to know how i can configure code files for a game so that it can
>>>>>>>>>>>>>>>>>>>>>> find the game and code it
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak <
>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> Are you using SVN or Git? Just make a branch if you
>>>>>>>>>>>>>>>>>>>>>>> are.
>>>>>>>>>>>>>>>>>>>>>>> On Apr 14, 2015 6:55 AM, "Gavin Isgar" <
>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> Its not that easy. The files within it are all
>>>>>>>>>>>>>>>>>>>>>>>> configured for the base game other than the beta. But that still didnt
>>>>>>>>>>>>>>>>>>>>>>>> answer my question
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 5:04 AM, Stan R. <
>>>>>>>>>>>>>>>>>>>>>>>> ***@inbox.ru> wrote:
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> You just...copy it? Create a folder for your
>>>>>>>>>>>>>>>>>>>>>>>>> "beta" and work in it? Computer basics?
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> ППМеЎельМОк, 13 апреля 2015, 23:08 -04:00 Пт Gavin
>>>>>>>>>>>>>>>>>>>>>>>>> Isgar <***@gmail.com>:
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> Hey guys, back with huge question! Im wondering
>>>>>>>>>>>>>>>>>>>>>>>>> how i can make a manual code folder for my game(like for Half-Life 2:
>>>>>>>>>>>>>>>>>>>>>>>>> Example, it would be HL2E in the C Local Disk)? Im wondering how i can copy
>>>>>>>>>>>>>>>>>>>>>>>>> one from my actual game and edit it for a beta version, so instead of HL2RS
>>>>>>>>>>>>>>>>>>>>>>>>> it would be HL2RSB! Please tell me how i can do that without Source SDK
>>>>>>>>>>>>>>>>>>>>>>>>> because it wont work that way!
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak
>>>>>>>>>>>>>>>>>>>>>>>>> <***@hotmail.com
>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@hotmail.com>
>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> Well, normally it shouldn't interfere with your
>>>>>>>>>>>>>>>>>>>>>>>>> mod in any way, but you can only verify that yourself by testing. I do
>>>>>>>>>>>>>>>>>>>>>>>>> remember a case where a breaking change was made in the 2013 SDK quite a
>>>>>>>>>>>>>>>>>>>>>>>>> while ago, but that was announced in a Steam community and on this mailing
>>>>>>>>>>>>>>>>>>>>>>>>> list.
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> If I'm not mistaken, the SDK Base contains just
>>>>>>>>>>>>>>>>>>>>>>>>> the engine.dll itself (and a lot of other components it depends on, of
>>>>>>>>>>>>>>>>>>>>>>>>> course), which in turn loads your server and client code. That means if the
>>>>>>>>>>>>>>>>>>>>>>>>> interfaces between those modules have not changed in a way that would break
>>>>>>>>>>>>>>>>>>>>>>>>> compatibility, there should be nothing for you to worry about.
>>>>>>>>>>>>>>>>>>>>>>>>> ------------------------------
>>>>>>>>>>>>>>>>>>>>>>>>> From: Gavin Isgar
>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>>>> Sent: ‎12.‎04.‎2015 00:13
>>>>>>>>>>>>>>>>>>>>>>>>> To: Discussion of Half-Life Programming
>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@list.valvesoftware.com>
>>>>>>>>>>>>>>>>>>>>>>>>> Subject: Re: [hlcoders] Modding Problems
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> I wanted to use Source SDK Base 2007 for a
>>>>>>>>>>>>>>>>>>>>>>>>> reason. But my question still hasn't been answered.
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires <
>>>>>>>>>>>>>>>>>>>>>>>>> ***@swires.me
>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@swires.me>
>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> If you're starting a new mod (which it sounds like
>>>>>>>>>>>>>>>>>>>>>>>>> you are), you should not be using the 2007 base at all.
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> Hey guys, back with another question! So i just
>>>>>>>>>>>>>>>>>>>>>>>>> saw awhile ago that Source SDK Base 2007 got updated. My mod uses Source
>>>>>>>>>>>>>>>>>>>>>>>>> SDK Base 2007 and i was wondering, do the updates interfere with the mod in
>>>>>>>>>>>>>>>>>>>>>>>>> anyway? Thanks for the help!
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> Thanks Stan!
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> On Fri, Apr 3, 2015 at 8:42 PM, Stan R. <
>>>>>>>>>>>>>>>>>>>>>>>>> ***@inbox.ru
>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@inbox.ru>
>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> You dont need to use VPKs to add sounds to your
>>>>>>>>>>>>>>>>>>>>>>>>> mod, just put them in yourmod/sound/ folder. You dont need to touch sources
>>>>>>>>>>>>>>>>>>>>>>>>> and build solution at all, weapon sounds defined in weapon script file
>>>>>>>>>>>>>>>>>>>>>>>>> (scripts/weapon_smg1.txt for example) and sound definition scripts
>>>>>>>>>>>>>>>>>>>>>>>>> (game_sounds_weapons.txt, game_sounds_player.txt). Yes, they should be WAV
>>>>>>>>>>>>>>>>>>>>>>>>> 44khz/16bit. No, you can use any length you want.
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> ПятМОца, 3 апреля 2015, 20:33 -04:00 Пт Gavin
>>>>>>>>>>>>>>>>>>>>>>>>> Isgar <***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>:
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> Hey guys, im back with a question. I've been
>>>>>>>>>>>>>>>>>>>>>>>>> trying everything to change the weapon sounds of weapons but i cant find a
>>>>>>>>>>>>>>>>>>>>>>>>> very "precise" tutorial on how, and most are outdated. Do i need VPKs? Do i
>>>>>>>>>>>>>>>>>>>>>>>>> need to rebuild the game solution in Visual Studio after sound replacement?
>>>>>>>>>>>>>>>>>>>>>>>>> Do they have to be in WAV format and does the sound files need to be a
>>>>>>>>>>>>>>>>>>>>>>>>> certain length of time? Long story short, can anyone please tell me a very
>>>>>>>>>>>>>>>>>>>>>>>>> precise tutorial on replacing sounds on mods! Thanks!
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay <
>>>>>>>>>>>>>>>>>>>>>>>>> ***@live.com
>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@live.com>
>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> You don't need a VPK to use the sounds, if you
>>>>>>>>>>>>>>>>>>>>>>>>> place them in the sounds folder, then into a respective sub directory they
>>>>>>>>>>>>>>>>>>>>>>>>> will work fine.
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> On Apr 1, 2015, at 9:15 PM, Minh Le <
>>>>>>>>>>>>>>>>>>>>>>>>> ***@telus.net
>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@telus.net>>
>>>>>>>>>>>>>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> If you google, "make vpk"
>>>>>>>>>>>>>>>>>>>>>>>>> you'll find a bunch of tutorials. This video
>>>>>>>>>>>>>>>>>>>>>>>>> looked helpful
>>>>>>>>>>>>>>>>>>>>>>>>> https://www.youtube.com/watch?v=P3ILjexx0cE
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> On 4/1/2015 5:01 PM, Gavin Isgar wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> Hey guys, im back again! I'm having trouble
>>>>>>>>>>>>>>>>>>>>>>>>> figuring out how to make vpk's to use for sounds for my mod and how to
>>>>>>>>>>>>>>>>>>>>>>>>> convert the sound files for use in Source! Can someone please leave a nice
>>>>>>>>>>>>>>>>>>>>>>>>> tutorial(text tutorial) on how to do this.
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> Thanks Jesse, you saved my life lol.
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak <
>>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> Yes use gcf scape and look in the games vpks the
>>>>>>>>>>>>>>>>>>>>>>>>> ones you want are the directory vpks which use _dir
>>>>>>>>>>>>>>>>>>>>>>>>> On Apr 1, 2015 3:21 PM, "Gavin Isgar" <
>>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>>>>>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> I've checked all sound folders in the games but
>>>>>>>>>>>>>>>>>>>>>>>>> don't see any sounds themself. Do i have to use GCFScape or something?
>>>>>>>>>>>>>>>>>>>>>>>>> Sorry if i sound like i have no experience, i've just been very tired
>>>>>>>>>>>>>>>>>>>>>>>>> recently and didnt get a lot of sleep.
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 11:30 AM, Tony "omega"
>>>>>>>>>>>>>>>>>>>>>>>>> Sergi <***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> What do you think your mod is running off of?
>>>>>>>>>>>>>>>>>>>>>>>>> You have the base source content, which includes
>>>>>>>>>>>>>>>>>>>>>>>>> all of the sounds and soundscripts for hl2, ep1, ep2, lost coast, etc. Plus
>>>>>>>>>>>>>>>>>>>>>>>>> if you own tf2 or any of the other valve games you can easily look at their
>>>>>>>>>>>>>>>>>>>>>>>>> files too.
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> My mod didn't come with existing sound files. I've
>>>>>>>>>>>>>>>>>>>>>>>>> also read the developer wiki, but i didn't find much, so i'm asking you.
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 12:43 AM, Tony "omega"
>>>>>>>>>>>>>>>>>>>>>>>>> Sergi <***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> open existing sound files and sound scripts and
>>>>>>>>>>>>>>>>>>>>>>>>> look. also read the developer wiki.
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> Hey guys, i have another question! How do i change
>>>>>>>>>>>>>>>>>>>>>>>>> weapon sound for my mod? What format does it have to be and what files do i
>>>>>>>>>>>>>>>>>>>>>>>>> need to edit? Long story short, i need to know everything about changing
>>>>>>>>>>>>>>>>>>>>>>>>> the sounds please!
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> Thanks Ken, i was just tired last night and having
>>>>>>>>>>>>>>>>>>>>>>>>> a rough time with some stuff, thanks though!
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher <
>>>>>>>>>>>>>>>>>>>>>>>>> ***@qis.net> wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> It says right there... The images displayed in
>>>>>>>>>>>>>>>>>>>>>>>>> the new game dialogue are 152x86. Since texture dimensions must both be a
>>>>>>>>>>>>>>>>>>>>>>>>> power of two, your VTFs will be 256x128 with a border to the right and
>>>>>>>>>>>>>>>>>>>>>>>>> bottom. That means that the full dimensions of the image will be 256 wide
>>>>>>>>>>>>>>>>>>>>>>>>> by 128 tall, but only a portion of that gets used. 152 x 86 to be specific.
>>>>>>>>>>>>>>>>>>>>>>>>> What you should do is create your chapter images as 152x86 images, and then
>>>>>>>>>>>>>>>>>>>>>>>>> either edit that image's canvas size to 256x128 (but don't scale/stretch
>>>>>>>>>>>>>>>>>>>>>>>>> the actual image), or take that 152x86 image and copy it into a new 256x128
>>>>>>>>>>>>>>>>>>>>>>>>> image, and just make sure it is positioned in the top-left. The unused
>>>>>>>>>>>>>>>>>>>>>>>>> portion of the image should just be black. -------- Original message
>>>>>>>>>>>>>>>>>>>>>>>>> -------- From: Gavin Isgar <***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>>>> Date: 03/28/2015 10:36 PM (GMT-05:00) To: Discussion of Half-Life
>>>>>>>>>>>>>>>>>>>>>>>>> Programming <***@list.valvesoftware.com>
>>>>>>>>>>>>>>>>>>>>>>>>> Subject: Re: [hlcoders] Modding Problems Alright I guess On Sat, Mar 28,
>>>>>>>>>>>>>>>>>>>>>>>>> 2015 at 10:24 PM, Tom Schumann <
>>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote: Other than that
>>>>>>>>>>>>>>>>>>>>>>>>> I'd just use the images from Half-Life 2 as a base. On 29 March 2015 at
>>>>>>>>>>>>>>>>>>>>>>>>> 12:20, Gavin Isgar <***@gmail.com> wrote:
>>>>>>>>>>>>>>>>>>>>>>>>> Tom, i checked that but, to be honest, i didnt understand it a bit.
>>>>>>>>>>>>>>>>>>>>>>>>> Anything else? On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann <
>>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote: There's some
>>>>>>>>>>>>>>>>>>>>>>>>> information on that at
>>>>>>>>>>>>>>>>>>>>>>>>> https://developer.valvesoftware.com/wiki/Background#Images
>>>>>>>>>>>>>>>>>>>>>>>>> On 29 March 2015 at 09:09, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote: Hey guys, im having
>>>>>>>>>>>>>>>>>>>>>>>>> another problem again and couldnt find a fix on the internet. I dont know
>>>>>>>>>>>>>>>>>>>>>>>>> the right size for chapter thumbnails, what size do i make the picture(not
>>>>>>>>>>>>>>>>>>>>>>>>> the vtf or vmt)? On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar <
>>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote: The two dots means
>>>>>>>>>>>>>>>>>>>>>>>>> "parent directory". You start in materials/vgui, go up one to materials,
>>>>>>>>>>>>>>>>>>>>>>>>> then to materials/logo and materials/logo/hl2rslogo1.vmt. On Thu, Mar 26,
>>>>>>>>>>>>>>>>>>>>>>>>> 2015 at 7:46 PM, Gavin Isgar <***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>>>> wrote: > Yea Jesse, here's how i fixed it! So in my materials folder, i
>>>>>>>>>>>>>>>>>>>>>>>>> made a logo > folder, inside i put both put the vmt and vtf file with the
>>>>>>>>>>>>>>>>>>>>>>>>> same name. > Inside the vmt file, i put: > > "UnlitGeneric" > { >
>>>>>>>>>>>>>>>>>>>>>>>>> "$basetexture" "logo/hl2rslogo1" > "$nolod" 1 > "$translucent" 1 > } > >
>>>>>>>>>>>>>>>>>>>>>>>>> The path automatically detects the material folder, so just put the folder
>>>>>>>>>>>>>>>>>>>>>>>>> > and the name of both the vmt and vtf file(no extension). Then in my >
>>>>>>>>>>>>>>>>>>>>>>>>> gamelogo.res in my resource folder, i put: > > Resource/GameLogo.res > { >
>>>>>>>>>>>>>>>>>>>>>>>>> GameLogo > { > ControlName EditablePanel > fieldName GameLogo > xpos 0 >
>>>>>>>>>>>>>>>>>>>>>>>>> ypos 0 > zpos 50 > wide 400 > tall 100 > autoResize 1 > pinCorner 0 >
>>>>>>>>>>>>>>>>>>>>>>>>> visible 1 > enabled 1 > offsetX -20 > offsetY -15 > } > > Logo > { >
>>>>>>>>>>>>>>>>>>>>>>>>> ControlName ImagePanel > fieldName Logo > xpos 0 > ypos 0 > zpos 50 > wide
>>>>>>>>>>>>>>>>>>>>>>>>> 400 > tall 100 > visible 1 > enabled 1 > image ../logo/hl2rslogo1 >
>>>>>>>>>>>>>>>>>>>>>>>>> scaleImage 1 > } > } > > The dots in the path specify how many folders are
>>>>>>>>>>>>>>>>>>>>>>>>> before vmt and vtf, but i > rather just do it like this: > > 2 dots
>>>>>>>>>>>>>>>>>>>>>>>>> specifies 2 folders/files like logo/hl2rslogo1, thats 1 folder, 1 > file!
>>>>>>>>>>>>>>>>>>>>>>>>> If it was material/logo/hl2rslogo1 it would be 3 dots. Thats how i<
>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> --
>>>>>>>>>>>>>>>>>>>>>>>>> -Tony
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> --
>>>>>>>>>>>>>>>>>>>>>>>>> -Tony
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> _______________________________________________
>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>> archives, please visit:
>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> --
>>>>>>>>> -Tony
>>>>>>>>>
>>>>>>>>> _______________________________________________
>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>> archives, please visit:
>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>> _______________________________________________
>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>> archives, please visit:
>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>
>>>>>> _______________________________________________
>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>> archives, please visit:
>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>
>>>>>>
>>>>>>
>>>>>
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>>
>
>
> --
> -Tony
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
Gavin Isgar
2015-06-24 02:17:28 UTC
Permalink
Hey guys, back with another question. For a singleplayer mod, how would i
be able to change the background for the loading screen, or make a custom
loading bar? Thanks!

On Fri, Jun 19, 2015 at 4:00 PM, Gavin Isgar <***@gmail.com> wrote:

> Alright, but i want to at least get this done by today. I will try looking
> in Half-Life 2's files and try to find a corresponding file, but if you
> find any good information for me, please tell me! Thanks!
>
> On Fri, Jun 19, 2015 at 2:34 PM, Tony "omega" Sergi <***@gmail.com>
> wrote:
>
>> if i remember correctly, it's sort of a bug. you need to replace a
>> specific file, or gameui won't read certain strings. I can't remember which
>> one right now though.
>>
>> On Fri, Jun 19, 2015 at 9:25 PM, Gavin Isgar <***@gmail.com> wrote:
>>
>>> Alright, I'll try to look around there. If I can't find anything, i
>>> might have to just look in the HL2 files.
>>>
>>>
>>> On Fri, Jun 19, 2015 at 6:26 AM, Tom Schumann <***@gmail.com>
>>> wrote:
>>>
>>>> Off the top of my head I don't know but probably in one of the .txt
>>>> files in hl2/resource/
>>>>
>>>> On 19 June 2015 at 06:00, Gavin Isgar <***@gmail.com> wrote:
>>>>
>>>>> ?
>>>>>
>>>>>
>>>>> On Wed, Jun 17, 2015 at 4:09 PM, Gavin Isgar <***@gmail.com>
>>>>> wrote:
>>>>>
>>>>>> The commentary text that shows up in the chapter selection menu.
>>>>>>
>>>>>> On Wed, Jun 17, 2015 at 5:37 AM, Tom Schumann <***@gmail.com
>>>>>> > wrote:
>>>>>>
>>>>>>> Which commentary text specifically?
>>>>>>>
>>>>>>> On 17 June 2015 at 11:21, Gavin Isgar <***@gmail.com> wrote:
>>>>>>>
>>>>>>>> Guys, i need some help with another problem. So, i've been
>>>>>>>> searching my game's files for a bit and, I can't seem to find how to change
>>>>>>>> the HL2 Commentary Text in the main menu? Do i need to make a new file?
>>>>>>>> Thank you!
>>>>>>>>
>>>>>>>>
>>>>>>>> On Sat, May 23, 2015 at 7:52 AM, Gavin Isgar <***@gmail.com>
>>>>>>>> wrote:
>>>>>>>>
>>>>>>>>> Thank you!
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> On Sat, May 23, 2015 at 12:55 AM, Tony "omega" Sergi <
>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>
>>>>>>>>>> https://developer.valvesoftware.com/wiki/View_Models
>>>>>>>>>> https://developer.valvesoftware.com/wiki/Viewmodels_in_Blender
>>>>>>>>>>
>>>>>>>>>> https://developer.valvesoftware.com/wiki/SDK_Docs
>>>>>>>>>>
>>>>>>>>>> http://forums.steampowered.com/forums/showthread.php?t=842810
>>>>>>>>>>
>>>>>>>>>> google is fantastic.
>>>>>>>>>>
>>>>>>>>>> On Sat, May 23, 2015 at 11:07 AM, Gavin Isgar <***@gmail.com>
>>>>>>>>>> wrote:
>>>>>>>>>>
>>>>>>>>>>> Hey guys, i got a question! Can anyways please tell me how to
>>>>>>>>>>> model and make weapons? I cant find a solid tutorial anywhere that i can
>>>>>>>>>>> actually do it on! Please help, thank you!
>>>>>>>>>>>
>>>>>>>>>>> On Sun, Apr 26, 2015 at 6:42 PM, Gavin Isgar <***@gmail.com>
>>>>>>>>>>> wrote:
>>>>>>>>>>>
>>>>>>>>>>>> Guys i need some more help. I'm trying to use phoneme editor in
>>>>>>>>>>>> face poser for NPCs to talk. But i get an error message saying "an error
>>>>>>>>>>>> occurred during extraction". I've been trying to find a fix for this
>>>>>>>>>>>> problem for awhile but i cant. I'm also using a Windows 8 computer. Please,
>>>>>>>>>>>> someone type out a tutorial i can do to fix this problem! Thanks!
>>>>>>>>>>>>
>>>>>>>>>>>> On Fri, Apr 24, 2015 at 5:32 PM, Gavin Isgar <***@gmail.com
>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>
>>>>>>>>>>>>> Nope, still not working. Its saying extraction wont work. I
>>>>>>>>>>>>> use Windows 8 and Audacity for the wavs but still nothing works. Please
>>>>>>>>>>>>> someone give me a tutorial on here by text please!
>>>>>>>>>>>>>
>>>>>>>>>>>>> On Fri, Apr 24, 2015 at 8:23 AM, Gavin Isgar <
>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>
>>>>>>>>>>>>>> Thanks! I'll try it!
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> On Fri, Apr 24, 2015 at 12:06 AM, Jesse Oak <
>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> Silverfish has been out of the Source modding scene for
>>>>>>>>>>>>>>> awhile but I find his tutorial still holds up quite well.
>>>>>>>>>>>>>>> https://www.youtube.com/watch?v=T077tK_hXJo
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> On Tue, Apr 21, 2015 at 9:23 PM, Gavin Isgar <
>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> Hey guys, back with ANOTHER question. I've been wondering,
>>>>>>>>>>>>>>>> how can i make voice(choreography) scenes in-game? What i mean by that is
>>>>>>>>>>>>>>>> make an NPC say what i said in my recording while lip syncing. I seen that
>>>>>>>>>>>>>>>> Source SDK's Faceposer can do that but all tutorials are now outdated and i
>>>>>>>>>>>>>>>> cant find a good resource. Can you guys tell me how i can do this?
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> On Fri, Apr 17, 2015 at 8:30 PM, Jesse Oak <
>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> It most likely has a corresponding .res file then in which
>>>>>>>>>>>>>>>>> case you should be able to edit that.
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> On Fri, Apr 17, 2015 at 4:30 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> Commentary mode isn't on the menu, if it was, i would've
>>>>>>>>>>>>>>>>>> already removed it. It's in the chapter list menu. I still dont know how to
>>>>>>>>>>>>>>>>>> remove it either
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> On Fri, Apr 17, 2015 at 12:35 PM, Jesse Oak <
>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> If you don't want commentary just remove it from your
>>>>>>>>>>>>>>>>>>> menu.
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 8:22 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> Nope, still is like that. Why did it automatically add
>>>>>>>>>>>>>>>>>>>> HL2 commentary mode and messed up the chapter box with an unusable exit
>>>>>>>>>>>>>>>>>>>> arrow? Please help!
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 9:20 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> NVM, think i found the answer. HL2 was uninstalled
>>>>>>>>>>>>>>>>>>>>> somehow and only HL2EP2 was installed. I hope!
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 9:18 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> Back with another question guys! So i was looking at
>>>>>>>>>>>>>>>>>>>>>> the chapter list in my game(literally ingame) and i now see something new,
>>>>>>>>>>>>>>>>>>>>>> a commentary checkbox! I didnt add one though, im using SDK Base 2007 for
>>>>>>>>>>>>>>>>>>>>>> this mod BTW. Did it update and automatically put it in? Please help for
>>>>>>>>>>>>>>>>>>>>>> future reference!
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> Im not distributing them, and i dont feel like it. I
>>>>>>>>>>>>>>>>>>>>>>> just want to know how i can configure code files for a game so that it can
>>>>>>>>>>>>>>>>>>>>>>> find the game and code it
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak <
>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> Are you using SVN or Git? Just make a branch if you
>>>>>>>>>>>>>>>>>>>>>>>> are.
>>>>>>>>>>>>>>>>>>>>>>>> On Apr 14, 2015 6:55 AM, "Gavin Isgar" <
>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> Its not that easy. The files within it are all
>>>>>>>>>>>>>>>>>>>>>>>>> configured for the base game other than the beta. But that still didnt
>>>>>>>>>>>>>>>>>>>>>>>>> answer my question
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 5:04 AM, Stan R. <
>>>>>>>>>>>>>>>>>>>>>>>>> ***@inbox.ru> wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> You just...copy it? Create a folder for your
>>>>>>>>>>>>>>>>>>>>>>>>>> "beta" and work in it? Computer basics?
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> ППМеЎельМОк, 13 апреля 2015, 23:08 -04:00 Пт
>>>>>>>>>>>>>>>>>>>>>>>>>> Gavin Isgar <***@gmail.com>:
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> Hey guys, back with huge question! Im
>>>>>>>>>>>>>>>>>>>>>>>>>> wondering how i can make a manual code folder for my game(like for
>>>>>>>>>>>>>>>>>>>>>>>>>> Half-Life 2: Example, it would be HL2E in the C Local Disk)? Im wondering
>>>>>>>>>>>>>>>>>>>>>>>>>> how i can copy one from my actual game and edit it for a beta version, so
>>>>>>>>>>>>>>>>>>>>>>>>>> instead of HL2RS it would be HL2RSB! Please tell me how i can do that
>>>>>>>>>>>>>>>>>>>>>>>>>> without Source SDK because it wont work that way!
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof Lesiak
>>>>>>>>>>>>>>>>>>>>>>>>>> <***@hotmail.com
>>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@hotmail.com>
>>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> Well, normally it shouldn't interfere with your
>>>>>>>>>>>>>>>>>>>>>>>>>> mod in any way, but you can only verify that yourself by testing. I do
>>>>>>>>>>>>>>>>>>>>>>>>>> remember a case where a breaking change was made in the 2013 SDK quite a
>>>>>>>>>>>>>>>>>>>>>>>>>> while ago, but that was announced in a Steam community and on this mailing
>>>>>>>>>>>>>>>>>>>>>>>>>> list.
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> If I'm not mistaken, the SDK Base contains just
>>>>>>>>>>>>>>>>>>>>>>>>>> the engine.dll itself (and a lot of other components it depends on, of
>>>>>>>>>>>>>>>>>>>>>>>>>> course), which in turn loads your server and client code. That means if the
>>>>>>>>>>>>>>>>>>>>>>>>>> interfaces between those modules have not changed in a way that would break
>>>>>>>>>>>>>>>>>>>>>>>>>> compatibility, there should be nothing for you to worry about.
>>>>>>>>>>>>>>>>>>>>>>>>>> ------------------------------
>>>>>>>>>>>>>>>>>>>>>>>>>> From: Gavin Isgar
>>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>>>>> Sent: ‎12.‎04.‎2015 00:13
>>>>>>>>>>>>>>>>>>>>>>>>>> To: Discussion of Half-Life Programming
>>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@list.valvesoftware.com>
>>>>>>>>>>>>>>>>>>>>>>>>>> Subject: Re: [hlcoders] Modding Problems
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> I wanted to use Source SDK Base 2007 for a
>>>>>>>>>>>>>>>>>>>>>>>>>> reason. But my question still hasn't been answered.
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires <
>>>>>>>>>>>>>>>>>>>>>>>>>> ***@swires.me
>>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@swires.me>
>>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> If you're starting a new mod (which it sounds
>>>>>>>>>>>>>>>>>>>>>>>>>> like you are), you should not be using the 2007 base at all.
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> Hey guys, back with another question! So i just
>>>>>>>>>>>>>>>>>>>>>>>>>> saw awhile ago that Source SDK Base 2007 got updated. My mod uses Source
>>>>>>>>>>>>>>>>>>>>>>>>>> SDK Base 2007 and i was wondering, do the updates interfere with the mod in
>>>>>>>>>>>>>>>>>>>>>>>>>> anyway? Thanks for the help!
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> Thanks Stan!
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> On Fri, Apr 3, 2015 at 8:42 PM, Stan R. <
>>>>>>>>>>>>>>>>>>>>>>>>>> ***@inbox.ru
>>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@inbox.ru>
>>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> You dont need to use VPKs to add sounds to your
>>>>>>>>>>>>>>>>>>>>>>>>>> mod, just put them in yourmod/sound/ folder. You dont need to touch sources
>>>>>>>>>>>>>>>>>>>>>>>>>> and build solution at all, weapon sounds defined in weapon script file
>>>>>>>>>>>>>>>>>>>>>>>>>> (scripts/weapon_smg1.txt for example) and sound definition scripts
>>>>>>>>>>>>>>>>>>>>>>>>>> (game_sounds_weapons.txt, game_sounds_player.txt). Yes, they should be WAV
>>>>>>>>>>>>>>>>>>>>>>>>>> 44khz/16bit. No, you can use any length you want.
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> ПятМОца, 3 апреля 2015, 20:33 -04:00 Пт Gavin
>>>>>>>>>>>>>>>>>>>>>>>>>> Isgar <***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>:
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> Hey guys, im back with a question. I've been
>>>>>>>>>>>>>>>>>>>>>>>>>> trying everything to change the weapon sounds of weapons but i cant find a
>>>>>>>>>>>>>>>>>>>>>>>>>> very "precise" tutorial on how, and most are outdated. Do i need VPKs? Do i
>>>>>>>>>>>>>>>>>>>>>>>>>> need to rebuild the game solution in Visual Studio after sound replacement?
>>>>>>>>>>>>>>>>>>>>>>>>>> Do they have to be in WAV format and does the sound files need to be a
>>>>>>>>>>>>>>>>>>>>>>>>>> certain length of time? Long story short, can anyone please tell me a very
>>>>>>>>>>>>>>>>>>>>>>>>>> precise tutorial on replacing sounds on mods! Thanks!
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay <
>>>>>>>>>>>>>>>>>>>>>>>>>> ***@live.com
>>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@live.com>
>>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> You don't need a VPK to use the sounds, if you
>>>>>>>>>>>>>>>>>>>>>>>>>> place them in the sounds folder, then into a respective sub directory they
>>>>>>>>>>>>>>>>>>>>>>>>>> will work fine.
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> On Apr 1, 2015, at 9:15 PM, Minh Le <
>>>>>>>>>>>>>>>>>>>>>>>>>> ***@telus.net
>>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@telus.net>>
>>>>>>>>>>>>>>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> If you google, "make vpk"
>>>>>>>>>>>>>>>>>>>>>>>>>> you'll find a bunch of tutorials. This video
>>>>>>>>>>>>>>>>>>>>>>>>>> looked helpful
>>>>>>>>>>>>>>>>>>>>>>>>>> https://www.youtube.com/watch?v=P3ILjexx0cE
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> On 4/1/2015 5:01 PM, Gavin Isgar wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> Hey guys, im back again! I'm having trouble
>>>>>>>>>>>>>>>>>>>>>>>>>> figuring out how to make vpk's to use for sounds for my mod and how to
>>>>>>>>>>>>>>>>>>>>>>>>>> convert the sound files for use in Source! Can someone please leave a nice
>>>>>>>>>>>>>>>>>>>>>>>>>> tutorial(text tutorial) on how to do this.
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> Thanks Jesse, you saved my life lol.
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak <
>>>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> Yes use gcf scape and look in the games vpks the
>>>>>>>>>>>>>>>>>>>>>>>>>> ones you want are the directory vpks which use _dir
>>>>>>>>>>>>>>>>>>>>>>>>>> On Apr 1, 2015 3:21 PM, "Gavin Isgar" <
>>>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>>>>>>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> I've checked all sound folders in the games but
>>>>>>>>>>>>>>>>>>>>>>>>>> don't see any sounds themself. Do i have to use GCFScape or something?
>>>>>>>>>>>>>>>>>>>>>>>>>> Sorry if i sound like i have no experience, i've just been very tired
>>>>>>>>>>>>>>>>>>>>>>>>>> recently and didnt get a lot of sleep.
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 11:30 AM, Tony "omega"
>>>>>>>>>>>>>>>>>>>>>>>>>> Sergi <***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> What do you think your mod is running off of?
>>>>>>>>>>>>>>>>>>>>>>>>>> You have the base source content, which includes
>>>>>>>>>>>>>>>>>>>>>>>>>> all of the sounds and soundscripts for hl2, ep1, ep2, lost coast, etc. Plus
>>>>>>>>>>>>>>>>>>>>>>>>>> if you own tf2 or any of the other valve games you can easily look at their
>>>>>>>>>>>>>>>>>>>>>>>>>> files too.
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> My mod didn't come with existing sound files.
>>>>>>>>>>>>>>>>>>>>>>>>>> I've also read the developer wiki, but i didn't find much, so i'm asking
>>>>>>>>>>>>>>>>>>>>>>>>>> you.
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 12:43 AM, Tony "omega"
>>>>>>>>>>>>>>>>>>>>>>>>>> Sergi <***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> open existing sound files and sound scripts and
>>>>>>>>>>>>>>>>>>>>>>>>>> look. also read the developer wiki.
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> Hey guys, i have another question! How do i
>>>>>>>>>>>>>>>>>>>>>>>>>> change weapon sound for my mod? What format does it have to be and what
>>>>>>>>>>>>>>>>>>>>>>>>>> files do i need to edit? Long story short, i need to know everything about
>>>>>>>>>>>>>>>>>>>>>>>>>> changing the sounds please!
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> Thanks Ken, i was just tired last night and
>>>>>>>>>>>>>>>>>>>>>>>>>> having a rough time with some stuff, thanks though!
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher <
>>>>>>>>>>>>>>>>>>>>>>>>>> ***@qis.net> wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> It says right there... The images displayed in
>>>>>>>>>>>>>>>>>>>>>>>>>> the new game dialogue are 152x86. Since texture dimensions must both be a
>>>>>>>>>>>>>>>>>>>>>>>>>> power of two, your VTFs will be 256x128 with a border to the right and
>>>>>>>>>>>>>>>>>>>>>>>>>> bottom. That means that the full dimensions of the image will be 256 wide
>>>>>>>>>>>>>>>>>>>>>>>>>> by 128 tall, but only a portion of that gets used. 152 x 86 to be specific.
>>>>>>>>>>>>>>>>>>>>>>>>>> What you should do is create your chapter images as 152x86 images, and then
>>>>>>>>>>>>>>>>>>>>>>>>>> either edit that image's canvas size to 256x128 (but don't scale/stretch
>>>>>>>>>>>>>>>>>>>>>>>>>> the actual image), or take that 152x86 image and copy it into a new 256x128
>>>>>>>>>>>>>>>>>>>>>>>>>> image, and just make sure it is positioned in the top-left. The unused
>>>>>>>>>>>>>>>>>>>>>>>>>> portion of the image should just be black. -------- Original message
>>>>>>>>>>>>>>>>>>>>>>>>>> -------- From: Gavin Isgar <***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>>>>> Date: 03/28/2015 10:36 PM (GMT-05:00) To: Discussion of Half-Life
>>>>>>>>>>>>>>>>>>>>>>>>>> Programming <***@list.valvesoftware.com>
>>>>>>>>>>>>>>>>>>>>>>>>>> Subject: Re: [hlcoders] Modding Problems Alright I guess On Sat, Mar 28,
>>>>>>>>>>>>>>>>>>>>>>>>>> 2015 at 10:24 PM, Tom Schumann <
>>>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote: Other than that
>>>>>>>>>>>>>>>>>>>>>>>>>> I'd just use the images from Half-Life 2 as a base. On 29 March 2015 at
>>>>>>>>>>>>>>>>>>>>>>>>>> 12:20, Gavin Isgar <***@gmail.com> wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>> Tom, i checked that but, to be honest, i didnt understand it a bit.
>>>>>>>>>>>>>>>>>>>>>>>>>> Anything else? On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann <
>>>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote: There's some
>>>>>>>>>>>>>>>>>>>>>>>>>> information on that at
>>>>>>>>>>>>>>>>>>>>>>>>>> https://developer.valvesoftware.com/wiki/Background#Images
>>>>>>>>>>>>>>>>>>>>>>>>>> On 29 March 2015 at 09:09, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote: Hey guys, im having
>>>>>>>>>>>>>>>>>>>>>>>>>> another problem again and couldnt find a fix on the internet. I dont know
>>>>>>>>>>>>>>>>>>>>>>>>>> the right size for chapter thumbnails, what size do i make the picture(not
>>>>>>>>>>>>>>>>>>>>>>>>>> the vtf or vmt)? On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar <
>>>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote: The two dots means
>>>>>>>>>>>>>>>>>>>>>>>>>> "parent directory". You start in materials/vgui, go up one to materials,
>>>>>>>>>>>>>>>>>>>>>>>>>> then to materials/logo and materials/logo/hl2rslogo1.vmt. On Thu, Mar 26,
>>>>>>>>>>>>>>>>>>>>>>>>>> 2015 at 7:46 PM, Gavin Isgar <***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>>>>> wrote: > Yea Jesse, here's how i fixed it! So in my materials folder, i
>>>>>>>>>>>>>>>>>>>>>>>>>> made a logo > folder, inside i put both put the vmt and vtf file with the
>>>>>>>>>>>>>>>>>>>>>>>>>> same name. > Inside the vmt file, i put: > > "UnlitGeneric" > { >
>>>>>>>>>>>>>>>>>>>>>>>>>> "$basetexture" "logo/hl2rslogo1" > "$nolod" 1 > "$translucent" 1 > } > >
>>>>>>>>>>>>>>>>>>>>>>>>>> The path automatically detects the material folder, so just put the folder
>>>>>>>>>>>>>>>>>>>>>>>>>> > and the name of both the vmt and vtf file(no extension). Then in my >
>>>>>>>>>>>>>>>>>>>>>>>>>> gamelogo.res in my resource folder, i put: > > Resource/GameLogo.res > { >
>>>>>>>>>>>>>>>>>>>>>>>>>> GameLogo > { > ControlName EditablePanel > fieldName GameLogo > xpos 0 >
>>>>>>>>>>>>>>>>>>>>>>>>>> ypos 0 > zpos 50 > wide 400 > tall 100 > autoResize 1 > pinCorner 0 >
>>>>>>>>>>>>>>>>>>>>>>>>>> visible 1 > enabled 1 > offsetX -20 > offsetY -15 > } > > Logo > { >
>>>>>>>>>>>>>>>>>>>>>>>>>> ControlName ImagePanel > fieldName Logo > xpos 0 > ypos 0 > zpos 50 > wide
>>>>>>>>>>>>>>>>>>>>>>>>>> 400 > tall 100 > visible 1 > enabled 1 > image ../logo/hl2rslogo1 >
>>>>>>>>>>>>>>>>>>>>>>>>>> scaleImage 1 > } > } > > The dots in the path specify how many folders are
>>>>>>>>>>>>>>>>>>>>>>>>>> before vmt and vtf, but i > rather just do it like this: > > 2 dots
>>>>>>>>>>>>>>>>>>>>>>>>>> specifies 2 folders/files like logo/hl2rslogo1, thats 1 folder, 1 > file!
>>>>>>>>>>>>>>>>>>>>>>>>>> If it was material/logo/hl2rslogo1 it would be 3 dots. Thats how i<
>>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> --
>>>>>>>>>>>>>>>>>>>>>>>>>> -Tony
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> --
>>>>>>>>>>>>>>>>>>>>>>>>>> -Tony
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> _______________________________________________
>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>> archives, please visit:
>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> --
>>>>>>>>>> -Tony
>>>>>>>>>>
>>>>>>>>>> _______________________________________________
>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>> archives, please visit:
>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>> _______________________________________________
>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>> archives, please visit:
>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>> _______________________________________________
>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>> archives, please visit:
>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>> _______________________________________________
>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>> please visit:
>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>
>>>>>
>>>>>
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>
>>
>> --
>> -Tony
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>>
>
Gavin Isgar
2015-06-24 23:45:58 UTC
Permalink
?

On Tue, Jun 23, 2015 at 10:17 PM, Gavin Isgar <***@gmail.com> wrote:

> Hey guys, back with another question. For a singleplayer mod, how would i
> be able to change the background for the loading screen, or make a custom
> loading bar? Thanks!
>
> On Fri, Jun 19, 2015 at 4:00 PM, Gavin Isgar <***@gmail.com> wrote:
>
>> Alright, but i want to at least get this done by today. I will try
>> looking in Half-Life 2's files and try to find a corresponding file, but if
>> you find any good information for me, please tell me! Thanks!
>>
>> On Fri, Jun 19, 2015 at 2:34 PM, Tony "omega" Sergi <***@gmail.com>
>> wrote:
>>
>>> if i remember correctly, it's sort of a bug. you need to replace a
>>> specific file, or gameui won't read certain strings. I can't remember which
>>> one right now though.
>>>
>>> On Fri, Jun 19, 2015 at 9:25 PM, Gavin Isgar <***@gmail.com> wrote:
>>>
>>>> Alright, I'll try to look around there. If I can't find anything, i
>>>> might have to just look in the HL2 files.
>>>>
>>>>
>>>> On Fri, Jun 19, 2015 at 6:26 AM, Tom Schumann <***@gmail.com>
>>>> wrote:
>>>>
>>>>> Off the top of my head I don't know but probably in one of the .txt
>>>>> files in hl2/resource/
>>>>>
>>>>> On 19 June 2015 at 06:00, Gavin Isgar <***@gmail.com> wrote:
>>>>>
>>>>>> ?
>>>>>>
>>>>>>
>>>>>> On Wed, Jun 17, 2015 at 4:09 PM, Gavin Isgar <***@gmail.com>
>>>>>> wrote:
>>>>>>
>>>>>>> The commentary text that shows up in the chapter selection menu.
>>>>>>>
>>>>>>> On Wed, Jun 17, 2015 at 5:37 AM, Tom Schumann <
>>>>>>> ***@gmail.com> wrote:
>>>>>>>
>>>>>>>> Which commentary text specifically?
>>>>>>>>
>>>>>>>> On 17 June 2015 at 11:21, Gavin Isgar <***@gmail.com> wrote:
>>>>>>>>
>>>>>>>>> Guys, i need some help with another problem. So, i've been
>>>>>>>>> searching my game's files for a bit and, I can't seem to find how to change
>>>>>>>>> the HL2 Commentary Text in the main menu? Do i need to make a new file?
>>>>>>>>> Thank you!
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> On Sat, May 23, 2015 at 7:52 AM, Gavin Isgar <***@gmail.com>
>>>>>>>>> wrote:
>>>>>>>>>
>>>>>>>>>> Thank you!
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> On Sat, May 23, 2015 at 12:55 AM, Tony "omega" Sergi <
>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>
>>>>>>>>>>> https://developer.valvesoftware.com/wiki/View_Models
>>>>>>>>>>> https://developer.valvesoftware.com/wiki/Viewmodels_in_Blender
>>>>>>>>>>>
>>>>>>>>>>> https://developer.valvesoftware.com/wiki/SDK_Docs
>>>>>>>>>>>
>>>>>>>>>>> http://forums.steampowered.com/forums/showthread.php?t=842810
>>>>>>>>>>>
>>>>>>>>>>> google is fantastic.
>>>>>>>>>>>
>>>>>>>>>>> On Sat, May 23, 2015 at 11:07 AM, Gavin Isgar <***@gmail.com
>>>>>>>>>>> > wrote:
>>>>>>>>>>>
>>>>>>>>>>>> Hey guys, i got a question! Can anyways please tell me how to
>>>>>>>>>>>> model and make weapons? I cant find a solid tutorial anywhere that i can
>>>>>>>>>>>> actually do it on! Please help, thank you!
>>>>>>>>>>>>
>>>>>>>>>>>> On Sun, Apr 26, 2015 at 6:42 PM, Gavin Isgar <***@gmail.com
>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>
>>>>>>>>>>>>> Guys i need some more help. I'm trying to use phoneme editor
>>>>>>>>>>>>> in face poser for NPCs to talk. But i get an error message saying "an error
>>>>>>>>>>>>> occurred during extraction". I've been trying to find a fix for this
>>>>>>>>>>>>> problem for awhile but i cant. I'm also using a Windows 8 computer. Please,
>>>>>>>>>>>>> someone type out a tutorial i can do to fix this problem! Thanks!
>>>>>>>>>>>>>
>>>>>>>>>>>>> On Fri, Apr 24, 2015 at 5:32 PM, Gavin Isgar <
>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>
>>>>>>>>>>>>>> Nope, still not working. Its saying extraction wont work. I
>>>>>>>>>>>>>> use Windows 8 and Audacity for the wavs but still nothing works. Please
>>>>>>>>>>>>>> someone give me a tutorial on here by text please!
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> On Fri, Apr 24, 2015 at 8:23 AM, Gavin Isgar <
>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> Thanks! I'll try it!
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> On Fri, Apr 24, 2015 at 12:06 AM, Jesse Oak <
>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> Silverfish has been out of the Source modding scene for
>>>>>>>>>>>>>>>> awhile but I find his tutorial still holds up quite well.
>>>>>>>>>>>>>>>> https://www.youtube.com/watch?v=T077tK_hXJo
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> On Tue, Apr 21, 2015 at 9:23 PM, Gavin Isgar <
>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> Hey guys, back with ANOTHER question. I've been wondering,
>>>>>>>>>>>>>>>>> how can i make voice(choreography) scenes in-game? What i mean by that is
>>>>>>>>>>>>>>>>> make an NPC say what i said in my recording while lip syncing. I seen that
>>>>>>>>>>>>>>>>> Source SDK's Faceposer can do that but all tutorials are now outdated and i
>>>>>>>>>>>>>>>>> cant find a good resource. Can you guys tell me how i can do this?
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> On Fri, Apr 17, 2015 at 8:30 PM, Jesse Oak <
>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> It most likely has a corresponding .res file then in
>>>>>>>>>>>>>>>>>> which case you should be able to edit that.
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> On Fri, Apr 17, 2015 at 4:30 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> Commentary mode isn't on the menu, if it was, i would've
>>>>>>>>>>>>>>>>>>> already removed it. It's in the chapter list menu. I still dont know how to
>>>>>>>>>>>>>>>>>>> remove it either
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> On Fri, Apr 17, 2015 at 12:35 PM, Jesse Oak <
>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> If you don't want commentary just remove it from your
>>>>>>>>>>>>>>>>>>>> menu.
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 8:22 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> Nope, still is like that. Why did it automatically add
>>>>>>>>>>>>>>>>>>>>> HL2 commentary mode and messed up the chapter box with an unusable exit
>>>>>>>>>>>>>>>>>>>>> arrow? Please help!
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 9:20 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> NVM, think i found the answer. HL2 was uninstalled
>>>>>>>>>>>>>>>>>>>>>> somehow and only HL2EP2 was installed. I hope!
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 9:18 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> Back with another question guys! So i was looking at
>>>>>>>>>>>>>>>>>>>>>>> the chapter list in my game(literally ingame) and i now see something new,
>>>>>>>>>>>>>>>>>>>>>>> a commentary checkbox! I didnt add one though, im using SDK Base 2007 for
>>>>>>>>>>>>>>>>>>>>>>> this mod BTW. Did it update and automatically put it in? Please help for
>>>>>>>>>>>>>>>>>>>>>>> future reference!
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> Im not distributing them, and i dont feel like it.
>>>>>>>>>>>>>>>>>>>>>>>> I just want to know how i can configure code files for a game so that it
>>>>>>>>>>>>>>>>>>>>>>>> can find the game and code it
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak <
>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> Are you using SVN or Git? Just make a branch if
>>>>>>>>>>>>>>>>>>>>>>>>> you are.
>>>>>>>>>>>>>>>>>>>>>>>>> On Apr 14, 2015 6:55 AM, "Gavin Isgar" <
>>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> Its not that easy. The files within it are all
>>>>>>>>>>>>>>>>>>>>>>>>>> configured for the base game other than the beta. But that still didnt
>>>>>>>>>>>>>>>>>>>>>>>>>> answer my question
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 5:04 AM, Stan R. <
>>>>>>>>>>>>>>>>>>>>>>>>>> ***@inbox.ru> wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> You just...copy it? Create a folder for your
>>>>>>>>>>>>>>>>>>>>>>>>>>> "beta" and work in it? Computer basics?
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> ППМеЎельМОк, 13 апреля 2015, 23:08 -04:00 Пт
>>>>>>>>>>>>>>>>>>>>>>>>>>> Gavin Isgar <***@gmail.com>:
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> Hey guys, back with huge question! Im
>>>>>>>>>>>>>>>>>>>>>>>>>>> wondering how i can make a manual code folder for my game(like for
>>>>>>>>>>>>>>>>>>>>>>>>>>> Half-Life 2: Example, it would be HL2E in the C Local Disk)? Im wondering
>>>>>>>>>>>>>>>>>>>>>>>>>>> how i can copy one from my actual game and edit it for a beta version, so
>>>>>>>>>>>>>>>>>>>>>>>>>>> instead of HL2RS it would be HL2RSB! Please tell me how i can do that
>>>>>>>>>>>>>>>>>>>>>>>>>>> without Source SDK because it wont work that way!
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof
>>>>>>>>>>>>>>>>>>>>>>>>>>> Lesiak <***@hotmail.com
>>>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@hotmail.com>
>>>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> Well, normally it shouldn't interfere with
>>>>>>>>>>>>>>>>>>>>>>>>>>> your mod in any way, but you can only verify that yourself by testing. I do
>>>>>>>>>>>>>>>>>>>>>>>>>>> remember a case where a breaking change was made in the 2013 SDK quite a
>>>>>>>>>>>>>>>>>>>>>>>>>>> while ago, but that was announced in a Steam community and on this mailing
>>>>>>>>>>>>>>>>>>>>>>>>>>> list.
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> If I'm not mistaken, the SDK Base contains just
>>>>>>>>>>>>>>>>>>>>>>>>>>> the engine.dll itself (and a lot of other components it depends on, of
>>>>>>>>>>>>>>>>>>>>>>>>>>> course), which in turn loads your server and client code. That means if the
>>>>>>>>>>>>>>>>>>>>>>>>>>> interfaces between those modules have not changed in a way that would break
>>>>>>>>>>>>>>>>>>>>>>>>>>> compatibility, there should be nothing for you to worry about.
>>>>>>>>>>>>>>>>>>>>>>>>>>> ------------------------------
>>>>>>>>>>>>>>>>>>>>>>>>>>> From: Gavin Isgar
>>>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>>>>>> Sent: ‎12.‎04.‎2015 00:13
>>>>>>>>>>>>>>>>>>>>>>>>>>> To: Discussion of Half-Life Programming
>>>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@list.valvesoftware.com>
>>>>>>>>>>>>>>>>>>>>>>>>>>> Subject: Re: [hlcoders] Modding Problems
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> I wanted to use Source SDK Base 2007 for a
>>>>>>>>>>>>>>>>>>>>>>>>>>> reason. But my question still hasn't been answered.
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires
>>>>>>>>>>>>>>>>>>>>>>>>>>> <***@swires.me
>>>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@swires.me>
>>>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> If you're starting a new mod (which it sounds
>>>>>>>>>>>>>>>>>>>>>>>>>>> like you are), you should not be using the 2007 base at all.
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> Hey guys, back with another question! So i just
>>>>>>>>>>>>>>>>>>>>>>>>>>> saw awhile ago that Source SDK Base 2007 got updated. My mod uses Source
>>>>>>>>>>>>>>>>>>>>>>>>>>> SDK Base 2007 and i was wondering, do the updates interfere with the mod in
>>>>>>>>>>>>>>>>>>>>>>>>>>> anyway? Thanks for the help!
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> Thanks Stan!
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> On Fri, Apr 3, 2015 at 8:42 PM, Stan R. <
>>>>>>>>>>>>>>>>>>>>>>>>>>> ***@inbox.ru
>>>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@inbox.ru>
>>>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> You dont need to use VPKs to add sounds to your
>>>>>>>>>>>>>>>>>>>>>>>>>>> mod, just put them in yourmod/sound/ folder. You dont need to touch sources
>>>>>>>>>>>>>>>>>>>>>>>>>>> and build solution at all, weapon sounds defined in weapon script file
>>>>>>>>>>>>>>>>>>>>>>>>>>> (scripts/weapon_smg1.txt for example) and sound definition scripts
>>>>>>>>>>>>>>>>>>>>>>>>>>> (game_sounds_weapons.txt, game_sounds_player.txt). Yes, they should be WAV
>>>>>>>>>>>>>>>>>>>>>>>>>>> 44khz/16bit. No, you can use any length you want.
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> ПятМОца, 3 апреля 2015, 20:33 -04:00 Пт Gavin
>>>>>>>>>>>>>>>>>>>>>>>>>>> Isgar <***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>:
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> Hey guys, im back with a question. I've been
>>>>>>>>>>>>>>>>>>>>>>>>>>> trying everything to change the weapon sounds of weapons but i cant find a
>>>>>>>>>>>>>>>>>>>>>>>>>>> very "precise" tutorial on how, and most are outdated. Do i need VPKs? Do i
>>>>>>>>>>>>>>>>>>>>>>>>>>> need to rebuild the game solution in Visual Studio after sound replacement?
>>>>>>>>>>>>>>>>>>>>>>>>>>> Do they have to be in WAV format and does the sound files need to be a
>>>>>>>>>>>>>>>>>>>>>>>>>>> certain length of time? Long story short, can anyone please tell me a very
>>>>>>>>>>>>>>>>>>>>>>>>>>> precise tutorial on replacing sounds on mods! Thanks!
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay <
>>>>>>>>>>>>>>>>>>>>>>>>>>> ***@live.com
>>>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@live.com>
>>>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> You don't need a VPK to use the sounds, if you
>>>>>>>>>>>>>>>>>>>>>>>>>>> place them in the sounds folder, then into a respective sub directory they
>>>>>>>>>>>>>>>>>>>>>>>>>>> will work fine.
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> On Apr 1, 2015, at 9:15 PM, Minh Le <
>>>>>>>>>>>>>>>>>>>>>>>>>>> ***@telus.net
>>>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@telus.net>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> If you google, "make vpk"
>>>>>>>>>>>>>>>>>>>>>>>>>>> you'll find a bunch of tutorials. This video
>>>>>>>>>>>>>>>>>>>>>>>>>>> looked helpful
>>>>>>>>>>>>>>>>>>>>>>>>>>> https://www.youtube.com/watch?v=P3ILjexx0cE
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> On 4/1/2015 5:01 PM, Gavin Isgar wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> Hey guys, im back again! I'm having trouble
>>>>>>>>>>>>>>>>>>>>>>>>>>> figuring out how to make vpk's to use for sounds for my mod and how to
>>>>>>>>>>>>>>>>>>>>>>>>>>> convert the sound files for use in Source! Can someone please leave a nice
>>>>>>>>>>>>>>>>>>>>>>>>>>> tutorial(text tutorial) on how to do this.
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> Thanks Jesse, you saved my life lol.
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak <
>>>>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> Yes use gcf scape and look in the games vpks the
>>>>>>>>>>>>>>>>>>>>>>>>>>> ones you want are the directory vpks which use _dir
>>>>>>>>>>>>>>>>>>>>>>>>>>> On Apr 1, 2015 3:21 PM, "Gavin Isgar" <
>>>>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> I've checked all sound folders in the games but
>>>>>>>>>>>>>>>>>>>>>>>>>>> don't see any sounds themself. Do i have to use GCFScape or something?
>>>>>>>>>>>>>>>>>>>>>>>>>>> Sorry if i sound like i have no experience, i've just been very tired
>>>>>>>>>>>>>>>>>>>>>>>>>>> recently and didnt get a lot of sleep.
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 11:30 AM, Tony "omega"
>>>>>>>>>>>>>>>>>>>>>>>>>>> Sergi <***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> What do you think your mod is running off of?
>>>>>>>>>>>>>>>>>>>>>>>>>>> You have the base source content, which
>>>>>>>>>>>>>>>>>>>>>>>>>>> includes all of the sounds and soundscripts for hl2, ep1, ep2, lost coast,
>>>>>>>>>>>>>>>>>>>>>>>>>>> etc. Plus if you own tf2 or any of the other valve games you can easily
>>>>>>>>>>>>>>>>>>>>>>>>>>> look at their files too.
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> My mod didn't come with existing sound files.
>>>>>>>>>>>>>>>>>>>>>>>>>>> I've also read the developer wiki, but i didn't find much, so i'm asking
>>>>>>>>>>>>>>>>>>>>>>>>>>> you.
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 12:43 AM, Tony "omega"
>>>>>>>>>>>>>>>>>>>>>>>>>>> Sergi <***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> open existing sound files and sound scripts and
>>>>>>>>>>>>>>>>>>>>>>>>>>> look. also read the developer wiki.
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> Hey guys, i have another question! How do i
>>>>>>>>>>>>>>>>>>>>>>>>>>> change weapon sound for my mod? What format does it have to be and what
>>>>>>>>>>>>>>>>>>>>>>>>>>> files do i need to edit? Long story short, i need to know everything about
>>>>>>>>>>>>>>>>>>>>>>>>>>> changing the sounds please!
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> Thanks Ken, i was just tired last night and
>>>>>>>>>>>>>>>>>>>>>>>>>>> having a rough time with some stuff, thanks though!
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher <
>>>>>>>>>>>>>>>>>>>>>>>>>>> ***@qis.net> wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> It says right there... The images displayed in
>>>>>>>>>>>>>>>>>>>>>>>>>>> the new game dialogue are 152x86. Since texture dimensions must both be a
>>>>>>>>>>>>>>>>>>>>>>>>>>> power of two, your VTFs will be 256x128 with a border to the right and
>>>>>>>>>>>>>>>>>>>>>>>>>>> bottom. That means that the full dimensions of the image will be 256 wide
>>>>>>>>>>>>>>>>>>>>>>>>>>> by 128 tall, but only a portion of that gets used. 152 x 86 to be specific.
>>>>>>>>>>>>>>>>>>>>>>>>>>> What you should do is create your chapter images as 152x86 images, and then
>>>>>>>>>>>>>>>>>>>>>>>>>>> either edit that image's canvas size to 256x128 (but don't scale/stretch
>>>>>>>>>>>>>>>>>>>>>>>>>>> the actual image), or take that 152x86 image and copy it into a new 256x128
>>>>>>>>>>>>>>>>>>>>>>>>>>> image, and just make sure it is positioned in the top-left. The unused
>>>>>>>>>>>>>>>>>>>>>>>>>>> portion of the image should just be black. -------- Original message
>>>>>>>>>>>>>>>>>>>>>>>>>>> -------- From: Gavin Isgar <***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>>>>>> Date: 03/28/2015 10:36 PM (GMT-05:00) To: Discussion of Half-Life
>>>>>>>>>>>>>>>>>>>>>>>>>>> Programming <***@list.valvesoftware.com>
>>>>>>>>>>>>>>>>>>>>>>>>>>> Subject: Re: [hlcoders] Modding Problems Alright I guess On Sat, Mar 28,
>>>>>>>>>>>>>>>>>>>>>>>>>>> 2015 at 10:24 PM, Tom Schumann <
>>>>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote: Other than that
>>>>>>>>>>>>>>>>>>>>>>>>>>> I'd just use the images from Half-Life 2 as a base. On 29 March 2015 at
>>>>>>>>>>>>>>>>>>>>>>>>>>> 12:20, Gavin Isgar <***@gmail.com> wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>>> Tom, i checked that but, to be honest, i didnt understand it a bit.
>>>>>>>>>>>>>>>>>>>>>>>>>>> Anything else? On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann <
>>>>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote: There's some
>>>>>>>>>>>>>>>>>>>>>>>>>>> information on that at
>>>>>>>>>>>>>>>>>>>>>>>>>>> https://developer.valvesoftware.com/wiki/Background#Images
>>>>>>>>>>>>>>>>>>>>>>>>>>> On 29 March 2015 at 09:09, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote: Hey guys, im having
>>>>>>>>>>>>>>>>>>>>>>>>>>> another problem again and couldnt find a fix on the internet. I dont know
>>>>>>>>>>>>>>>>>>>>>>>>>>> the right size for chapter thumbnails, what size do i make the picture(not
>>>>>>>>>>>>>>>>>>>>>>>>>>> the vtf or vmt)? On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar <
>>>>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote: The two dots means
>>>>>>>>>>>>>>>>>>>>>>>>>>> "parent directory". You start in materials/vgui, go up one to materials,
>>>>>>>>>>>>>>>>>>>>>>>>>>> then to materials/logo and materials/logo/hl2rslogo1.vmt. On Thu, Mar 26,
>>>>>>>>>>>>>>>>>>>>>>>>>>> 2015 at 7:46 PM, Gavin Isgar <***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>>>>>> wrote: > Yea Jesse, here's how i fixed it! So in my materials folder, i
>>>>>>>>>>>>>>>>>>>>>>>>>>> made a logo > folder, inside i put both put the vmt and vtf file with the
>>>>>>>>>>>>>>>>>>>>>>>>>>> same name. > Inside the vmt file, i put: > > "UnlitGeneric" > { >
>>>>>>>>>>>>>>>>>>>>>>>>>>> "$basetexture" "logo/hl2rslogo1" > "$nolod" 1 > "$translucent" 1 > } > >
>>>>>>>>>>>>>>>>>>>>>>>>>>> The path automatically detects the material folder, so just put the folder
>>>>>>>>>>>>>>>>>>>>>>>>>>> > and the name of both the vmt and vtf file(no extension). Then in my >
>>>>>>>>>>>>>>>>>>>>>>>>>>> gamelogo.res in my resource folder, i put: > > Resource/GameLogo.res > { >
>>>>>>>>>>>>>>>>>>>>>>>>>>> GameLogo > { > ControlName EditablePanel > fieldName GameLogo > xpos 0 >
>>>>>>>>>>>>>>>>>>>>>>>>>>> ypos 0 > zpos 50 > wide 400 > tall 100 > autoResize 1 > pinCorner 0 >
>>>>>>>>>>>>>>>>>>>>>>>>>>> visible 1 > enabled 1 > offsetX -20 > offsetY -15 > } > > Logo > { >
>>>>>>>>>>>>>>>>>>>>>>>>>>> ControlName ImagePanel > fieldName Logo > xpos 0 > ypos 0 > zpos 50 > wide
>>>>>>>>>>>>>>>>>>>>>>>>>>> 400 > tall 100 > visible 1 > enabled 1 > image ../logo/hl2rslogo1 >
>>>>>>>>>>>>>>>>>>>>>>>>>>> scaleImage 1 > } > } > > The dots in the path specify how many folders are
>>>>>>>>>>>>>>>>>>>>>>>>>>> before vmt and vtf, but i > rather just do it like this: > > 2 dots
>>>>>>>>>>>>>>>>>>>>>>>>>>> specifies 2 folders/files like logo/hl2rslogo1, thats 1 folder, 1 > file!
>>>>>>>>>>>>>>>>>>>>>>>>>>> If it was material/logo/hl2rslogo1 it would be 3 dots. Thats how i<
>>>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> --
>>>>>>>>>>>>>>>>>>>>>>>>>>> -Tony
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> --
>>>>>>>>>>>>>>>>>>>>>>>>>>> -Tony
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> --
>>>>>>>>>>> -Tony
>>>>>>>>>>>
>>>>>>>>>>> _______________________________________________
>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>> archives, please visit:
>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>
>>>>>>>>> _______________________________________________
>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>> archives, please visit:
>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>> _______________________________________________
>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>> archives, please visit:
>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>
>>>>>> _______________________________________________
>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>> archives, please visit:
>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>
>>>>>>
>>>>>>
>>>>>
>>>>> _______________________________________________
>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>> please visit:
>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>
>>>>>
>>>>>
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>
>>>
>>> --
>>> -Tony
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>
>
Gavin Isgar
2016-05-15 14:04:58 UTC
Permalink
Hey guys, I am back again with another problem. Before I start, I wanted to
say that I am using Source Engine 2007 for my mod(I had troubles with
getting Source Engine 2013 fully working.) I am trying to mount
Counter-Strike: Source files, such as the materials and models, so that I
can have all the files in my mod. But, I can't seem to figure out how to
correctly mount the game, via gameinfo.txt! I can't find a single Source
2007 Mounting tutorial, and if I do, it never works. Please help me! Thank
you!


On Wed, Jun 24, 2015 at 7:45 PM, Gavin Isgar <***@gmail.com> wrote:

> ?
>
> On Tue, Jun 23, 2015 at 10:17 PM, Gavin Isgar <***@gmail.com> wrote:
>
>> Hey guys, back with another question. For a singleplayer mod, how would i
>> be able to change the background for the loading screen, or make a custom
>> loading bar? Thanks!
>>
>> On Fri, Jun 19, 2015 at 4:00 PM, Gavin Isgar <***@gmail.com> wrote:
>>
>>> Alright, but i want to at least get this done by today. I will try
>>> looking in Half-Life 2's files and try to find a corresponding file, but if
>>> you find any good information for me, please tell me! Thanks!
>>>
>>> On Fri, Jun 19, 2015 at 2:34 PM, Tony "omega" Sergi <***@gmail.com
>>> > wrote:
>>>
>>>> if i remember correctly, it's sort of a bug. you need to replace a
>>>> specific file, or gameui won't read certain strings. I can't remember which
>>>> one right now though.
>>>>
>>>> On Fri, Jun 19, 2015 at 9:25 PM, Gavin Isgar <***@gmail.com> wrote:
>>>>
>>>>> Alright, I'll try to look around there. If I can't find anything, i
>>>>> might have to just look in the HL2 files.
>>>>>
>>>>>
>>>>> On Fri, Jun 19, 2015 at 6:26 AM, Tom Schumann <***@gmail.com>
>>>>> wrote:
>>>>>
>>>>>> Off the top of my head I don't know but probably in one of the .txt
>>>>>> files in hl2/resource/
>>>>>>
>>>>>> On 19 June 2015 at 06:00, Gavin Isgar <***@gmail.com> wrote:
>>>>>>
>>>>>>> ?
>>>>>>>
>>>>>>>
>>>>>>> On Wed, Jun 17, 2015 at 4:09 PM, Gavin Isgar <***@gmail.com>
>>>>>>> wrote:
>>>>>>>
>>>>>>>> The commentary text that shows up in the chapter selection menu.
>>>>>>>>
>>>>>>>> On Wed, Jun 17, 2015 at 5:37 AM, Tom Schumann <
>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>
>>>>>>>>> Which commentary text specifically?
>>>>>>>>>
>>>>>>>>> On 17 June 2015 at 11:21, Gavin Isgar <***@gmail.com> wrote:
>>>>>>>>>
>>>>>>>>>> Guys, i need some help with another problem. So, i've been
>>>>>>>>>> searching my game's files for a bit and, I can't seem to find how to change
>>>>>>>>>> the HL2 Commentary Text in the main menu? Do i need to make a new file?
>>>>>>>>>> Thank you!
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> On Sat, May 23, 2015 at 7:52 AM, Gavin Isgar <***@gmail.com>
>>>>>>>>>> wrote:
>>>>>>>>>>
>>>>>>>>>>> Thank you!
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> On Sat, May 23, 2015 at 12:55 AM, Tony "omega" Sergi <
>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>
>>>>>>>>>>>> https://developer.valvesoftware.com/wiki/View_Models
>>>>>>>>>>>> https://developer.valvesoftware.com/wiki/Viewmodels_in_Blender
>>>>>>>>>>>>
>>>>>>>>>>>> https://developer.valvesoftware.com/wiki/SDK_Docs
>>>>>>>>>>>>
>>>>>>>>>>>> http://forums.steampowered.com/forums/showthread.php?t=842810
>>>>>>>>>>>>
>>>>>>>>>>>> google is fantastic.
>>>>>>>>>>>>
>>>>>>>>>>>> On Sat, May 23, 2015 at 11:07 AM, Gavin Isgar <
>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>
>>>>>>>>>>>>> Hey guys, i got a question! Can anyways please tell me how to
>>>>>>>>>>>>> model and make weapons? I cant find a solid tutorial anywhere that i can
>>>>>>>>>>>>> actually do it on! Please help, thank you!
>>>>>>>>>>>>>
>>>>>>>>>>>>> On Sun, Apr 26, 2015 at 6:42 PM, Gavin Isgar <
>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>
>>>>>>>>>>>>>> Guys i need some more help. I'm trying to use phoneme editor
>>>>>>>>>>>>>> in face poser for NPCs to talk. But i get an error message saying "an error
>>>>>>>>>>>>>> occurred during extraction". I've been trying to find a fix for this
>>>>>>>>>>>>>> problem for awhile but i cant. I'm also using a Windows 8 computer. Please,
>>>>>>>>>>>>>> someone type out a tutorial i can do to fix this problem! Thanks!
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> On Fri, Apr 24, 2015 at 5:32 PM, Gavin Isgar <
>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> Nope, still not working. Its saying extraction wont work. I
>>>>>>>>>>>>>>> use Windows 8 and Audacity for the wavs but still nothing works. Please
>>>>>>>>>>>>>>> someone give me a tutorial on here by text please!
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> On Fri, Apr 24, 2015 at 8:23 AM, Gavin Isgar <
>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> Thanks! I'll try it!
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> On Fri, Apr 24, 2015 at 12:06 AM, Jesse Oak <
>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> Silverfish has been out of the Source modding scene for
>>>>>>>>>>>>>>>>> awhile but I find his tutorial still holds up quite well.
>>>>>>>>>>>>>>>>> https://www.youtube.com/watch?v=T077tK_hXJo
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> On Tue, Apr 21, 2015 at 9:23 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> Hey guys, back with ANOTHER question. I've been
>>>>>>>>>>>>>>>>>> wondering, how can i make voice(choreography) scenes in-game? What i mean
>>>>>>>>>>>>>>>>>> by that is make an NPC say what i said in my recording while lip syncing. I
>>>>>>>>>>>>>>>>>> seen that Source SDK's Faceposer can do that but all tutorials are now
>>>>>>>>>>>>>>>>>> outdated and i cant find a good resource. Can you guys tell me how i can do
>>>>>>>>>>>>>>>>>> this?
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> On Fri, Apr 17, 2015 at 8:30 PM, Jesse Oak <
>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> It most likely has a corresponding .res file then in
>>>>>>>>>>>>>>>>>>> which case you should be able to edit that.
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> On Fri, Apr 17, 2015 at 4:30 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> Commentary mode isn't on the menu, if it was, i
>>>>>>>>>>>>>>>>>>>> would've already removed it. It's in the chapter list menu. I still dont
>>>>>>>>>>>>>>>>>>>> know how to remove it either
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> On Fri, Apr 17, 2015 at 12:35 PM, Jesse Oak <
>>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> If you don't want commentary just remove it from your
>>>>>>>>>>>>>>>>>>>>> menu.
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 8:22 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> Nope, still is like that. Why did it automatically
>>>>>>>>>>>>>>>>>>>>>> add HL2 commentary mode and messed up the chapter box with an unusable exit
>>>>>>>>>>>>>>>>>>>>>> arrow? Please help!
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 9:20 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> NVM, think i found the answer. HL2 was uninstalled
>>>>>>>>>>>>>>>>>>>>>>> somehow and only HL2EP2 was installed. I hope!
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 9:18 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> Back with another question guys! So i was looking
>>>>>>>>>>>>>>>>>>>>>>>> at the chapter list in my game(literally ingame) and i now see something
>>>>>>>>>>>>>>>>>>>>>>>> new, a commentary checkbox! I didnt add one though, im using SDK Base 2007
>>>>>>>>>>>>>>>>>>>>>>>> for this mod BTW. Did it update and automatically put it in? Please help
>>>>>>>>>>>>>>>>>>>>>>>> for future reference!
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> Im not distributing them, and i dont feel like it.
>>>>>>>>>>>>>>>>>>>>>>>>> I just want to know how i can configure code files for a game so that it
>>>>>>>>>>>>>>>>>>>>>>>>> can find the game and code it
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak <
>>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> Are you using SVN or Git? Just make a branch if
>>>>>>>>>>>>>>>>>>>>>>>>>> you are.
>>>>>>>>>>>>>>>>>>>>>>>>>> On Apr 14, 2015 6:55 AM, "Gavin Isgar" <
>>>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> Its not that easy. The files within it are all
>>>>>>>>>>>>>>>>>>>>>>>>>>> configured for the base game other than the beta. But that still didnt
>>>>>>>>>>>>>>>>>>>>>>>>>>> answer my question
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 5:04 AM, Stan R. <
>>>>>>>>>>>>>>>>>>>>>>>>>>> ***@inbox.ru> wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> You just...copy it? Create a folder for your
>>>>>>>>>>>>>>>>>>>>>>>>>>>> "beta" and work in it? Computer basics?
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> Понедельник, 13 апреля 2015, 23:08 -04:00 от
>>>>>>>>>>>>>>>>>>>>>>>>>>>> Gavin Isgar <***@gmail.com>:
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> Hey guys, back with huge question! Im wondering
>>>>>>>>>>>>>>>>>>>>>>>>>>>> how i can make a manual code folder for my game(like for Half-Life 2:
>>>>>>>>>>>>>>>>>>>>>>>>>>>> Example, it would be HL2E in the C Local Disk)? Im wondering how i can copy
>>>>>>>>>>>>>>>>>>>>>>>>>>>> one from my actual game and edit it for a beta version, so instead of HL2RS
>>>>>>>>>>>>>>>>>>>>>>>>>>>> it would be HL2RSB! Please tell me how i can do that without Source SDK
>>>>>>>>>>>>>>>>>>>>>>>>>>>> because it wont work that way!
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof
>>>>>>>>>>>>>>>>>>>>>>>>>>>> Lesiak <***@hotmail.com
>>>>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@hotmail.com>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> Well, normally it shouldn't interfere with your
>>>>>>>>>>>>>>>>>>>>>>>>>>>> mod in any way, but you can only verify that yourself by testing. I do
>>>>>>>>>>>>>>>>>>>>>>>>>>>> remember a case where a breaking change was made in the 2013 SDK quite a
>>>>>>>>>>>>>>>>>>>>>>>>>>>> while ago, but that was announced in a Steam community and on this mailing
>>>>>>>>>>>>>>>>>>>>>>>>>>>> list.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> If I'm not mistaken, the SDK Base contains just
>>>>>>>>>>>>>>>>>>>>>>>>>>>> the engine.dll itself (and a lot of other components it depends on, of
>>>>>>>>>>>>>>>>>>>>>>>>>>>> course), which in turn loads your server and client code. That means if the
>>>>>>>>>>>>>>>>>>>>>>>>>>>> interfaces between those modules have not changed in a way that would break
>>>>>>>>>>>>>>>>>>>>>>>>>>>> compatibility, there should be nothing for you to worry about.
>>>>>>>>>>>>>>>>>>>>>>>>>>>> ------------------------------
>>>>>>>>>>>>>>>>>>>>>>>>>>>> From: Gavin Isgar
>>>>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> Sent: ‎12.‎04.‎2015 00:13
>>>>>>>>>>>>>>>>>>>>>>>>>>>> To: Discussion of Half-Life Programming
>>>>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@list.valvesoftware.com>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> Subject: Re: [hlcoders] Modding Problems
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> I wanted to use Source SDK Base 2007 for a
>>>>>>>>>>>>>>>>>>>>>>>>>>>> reason. But my question still hasn't been answered.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires
>>>>>>>>>>>>>>>>>>>>>>>>>>>> <***@swires.me
>>>>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@swires.me>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> If you're starting a new mod (which it sounds
>>>>>>>>>>>>>>>>>>>>>>>>>>>> like you are), you should not be using the 2007 base at all.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> Hey guys, back with another question! So i just
>>>>>>>>>>>>>>>>>>>>>>>>>>>> saw awhile ago that Source SDK Base 2007 got updated. My mod uses Source
>>>>>>>>>>>>>>>>>>>>>>>>>>>> SDK Base 2007 and i was wondering, do the updates interfere with the mod in
>>>>>>>>>>>>>>>>>>>>>>>>>>>> anyway? Thanks for the help!
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> Thanks Stan!
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> On Fri, Apr 3, 2015 at 8:42 PM, Stan R. <
>>>>>>>>>>>>>>>>>>>>>>>>>>>> ***@inbox.ru
>>>>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@inbox.ru>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> You dont need to use VPKs to add sounds to your
>>>>>>>>>>>>>>>>>>>>>>>>>>>> mod, just put them in yourmod/sound/ folder. You dont need to touch sources
>>>>>>>>>>>>>>>>>>>>>>>>>>>> and build solution at all, weapon sounds defined in weapon script file
>>>>>>>>>>>>>>>>>>>>>>>>>>>> (scripts/weapon_smg1.txt for example) and sound definition scripts
>>>>>>>>>>>>>>>>>>>>>>>>>>>> (game_sounds_weapons.txt, game_sounds_player.txt). Yes, they should be WAV
>>>>>>>>>>>>>>>>>>>>>>>>>>>> 44khz/16bit. No, you can use any length you want.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> Пятница, 3 апреля 2015, 20:33 -04:00 от Gavin
>>>>>>>>>>>>>>>>>>>>>>>>>>>> Isgar <***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>:
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> Hey guys, im back with a question. I've been
>>>>>>>>>>>>>>>>>>>>>>>>>>>> trying everything to change the weapon sounds of weapons but i cant find a
>>>>>>>>>>>>>>>>>>>>>>>>>>>> very "precise" tutorial on how, and most are outdated. Do i need VPKs? Do i
>>>>>>>>>>>>>>>>>>>>>>>>>>>> need to rebuild the game solution in Visual Studio after sound replacement?
>>>>>>>>>>>>>>>>>>>>>>>>>>>> Do they have to be in WAV format and does the sound files need to be a
>>>>>>>>>>>>>>>>>>>>>>>>>>>> certain length of time? Long story short, can anyone please tell me a very
>>>>>>>>>>>>>>>>>>>>>>>>>>>> precise tutorial on replacing sounds on mods! Thanks!
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay <
>>>>>>>>>>>>>>>>>>>>>>>>>>>> ***@live.com
>>>>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@live.com>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> You don't need a VPK to use the sounds, if you
>>>>>>>>>>>>>>>>>>>>>>>>>>>> place them in the sounds folder, then into a respective sub directory they
>>>>>>>>>>>>>>>>>>>>>>>>>>>> will work fine.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> On Apr 1, 2015, at 9:15 PM, Minh Le <
>>>>>>>>>>>>>>>>>>>>>>>>>>>> ***@telus.net
>>>>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@telus.net>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> If you google, "make vpk"
>>>>>>>>>>>>>>>>>>>>>>>>>>>> you'll find a bunch of tutorials. This video
>>>>>>>>>>>>>>>>>>>>>>>>>>>> looked helpful
>>>>>>>>>>>>>>>>>>>>>>>>>>>> https://www.youtube.com/watch?v=P3ILjexx0cE
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> On 4/1/2015 5:01 PM, Gavin Isgar wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> Hey guys, im back again! I'm having trouble
>>>>>>>>>>>>>>>>>>>>>>>>>>>> figuring out how to make vpk's to use for sounds for my mod and how to
>>>>>>>>>>>>>>>>>>>>>>>>>>>> convert the sound files for use in Source! Can someone please leave a nice
>>>>>>>>>>>>>>>>>>>>>>>>>>>> tutorial(text tutorial) on how to do this.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> Thanks Jesse, you saved my life lol.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak <
>>>>>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> Yes use gcf scape and look in the games vpks
>>>>>>>>>>>>>>>>>>>>>>>>>>>> the ones you want are the directory vpks which use _dir
>>>>>>>>>>>>>>>>>>>>>>>>>>>> On Apr 1, 2015 3:21 PM, "Gavin Isgar" <
>>>>>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> I've checked all sound folders in the games but
>>>>>>>>>>>>>>>>>>>>>>>>>>>> don't see any sounds themself. Do i have to use GCFScape or something?
>>>>>>>>>>>>>>>>>>>>>>>>>>>> Sorry if i sound like i have no experience, i've just been very tired
>>>>>>>>>>>>>>>>>>>>>>>>>>>> recently and didnt get a lot of sleep.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 11:30 AM, Tony "omega"
>>>>>>>>>>>>>>>>>>>>>>>>>>>> Sergi <***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> What do you think your mod is running off of?
>>>>>>>>>>>>>>>>>>>>>>>>>>>> You have the base source content, which
>>>>>>>>>>>>>>>>>>>>>>>>>>>> includes all of the sounds and soundscripts for hl2, ep1, ep2, lost coast,
>>>>>>>>>>>>>>>>>>>>>>>>>>>> etc. Plus if you own tf2 or any of the other valve games you can easily
>>>>>>>>>>>>>>>>>>>>>>>>>>>> look at their files too.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> My mod didn't come with existing sound files.
>>>>>>>>>>>>>>>>>>>>>>>>>>>> I've also read the developer wiki, but i didn't find much, so i'm asking
>>>>>>>>>>>>>>>>>>>>>>>>>>>> you.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 12:43 AM, Tony "omega"
>>>>>>>>>>>>>>>>>>>>>>>>>>>> Sergi <***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> open existing sound files and sound scripts and
>>>>>>>>>>>>>>>>>>>>>>>>>>>> look. also read the developer wiki.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> Hey guys, i have another question! How do i
>>>>>>>>>>>>>>>>>>>>>>>>>>>> change weapon sound for my mod? What format does it have to be and what
>>>>>>>>>>>>>>>>>>>>>>>>>>>> files do i need to edit? Long story short, i need to know everything about
>>>>>>>>>>>>>>>>>>>>>>>>>>>> changing the sounds please!
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> Thanks Ken, i was just tired last night and
>>>>>>>>>>>>>>>>>>>>>>>>>>>> having a rough time with some stuff, thanks though!
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher <
>>>>>>>>>>>>>>>>>>>>>>>>>>>> ***@qis.net> wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> It says right there... The images displayed in
>>>>>>>>>>>>>>>>>>>>>>>>>>>> the new game dialogue are 152x86. Since texture dimensions must both be a
>>>>>>>>>>>>>>>>>>>>>>>>>>>> power of two, your VTFs will be 256x128 with a border to the right and
>>>>>>>>>>>>>>>>>>>>>>>>>>>> bottom. That means that the full dimensions of the image will be 256 wide
>>>>>>>>>>>>>>>>>>>>>>>>>>>> by 128 tall, but only a portion of that gets used. 152 x 86 to be specific.
>>>>>>>>>>>>>>>>>>>>>>>>>>>> What you should do is create your chapter images as 152x86 images, and then
>>>>>>>>>>>>>>>>>>>>>>>>>>>> either edit that image's canvas size to 256x128 (but don't scale/stretch
>>>>>>>>>>>>>>>>>>>>>>>>>>>> the actual image), or take that 152x86 image and copy it into a new 256x128
>>>>>>>>>>>>>>>>>>>>>>>>>>>> image, and just make sure it is positioned in the top-left. The unused
>>>>>>>>>>>>>>>>>>>>>>>>>>>> portion of the image should just be black. -------- Original message
>>>>>>>>>>>>>>>>>>>>>>>>>>>> -------- From: Gavin Isgar <***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> Date: 03/28/2015 10:36 PM (GMT-05:00) To: Discussion of Half-Life
>>>>>>>>>>>>>>>>>>>>>>>>>>>> Programming <***@list.valvesoftware.com>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> Subject: Re: [hlcoders] Modding Problems Alright I guess On Sat, Mar 28,
>>>>>>>>>>>>>>>>>>>>>>>>>>>> 2015 at 10:24 PM, Tom Schumann <
>>>>>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote: Other than that
>>>>>>>>>>>>>>>>>>>>>>>>>>>> I'd just use the images from Half-Life 2 as a base. On 29 March 2015 at
>>>>>>>>>>>>>>>>>>>>>>>>>>>> 12:20, Gavin Isgar <***@gmail.com> wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>>>> Tom, i checked that but, to be honest, i didnt understand it a bit.
>>>>>>>>>>>>>>>>>>>>>>>>>>>> Anything else? On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann <
>>>>>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote: There's some
>>>>>>>>>>>>>>>>>>>>>>>>>>>> information on that at
>>>>>>>>>>>>>>>>>>>>>>>>>>>> https://developer.valvesoftware.com/wiki/Background#Images
>>>>>>>>>>>>>>>>>>>>>>>>>>>> On 29 March 2015 at 09:09, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote: Hey guys, im having
>>>>>>>>>>>>>>>>>>>>>>>>>>>> another problem again and couldnt find a fix on the internet. I dont know
>>>>>>>>>>>>>>>>>>>>>>>>>>>> the right size for chapter thumbnails, what size do i make the picture(not
>>>>>>>>>>>>>>>>>>>>>>>>>>>> the vtf or vmt)? On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar <
>>>>>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote: The two dots means
>>>>>>>>>>>>>>>>>>>>>>>>>>>> "parent directory". You start in materials/vgui, go up one to materials,
>>>>>>>>>>>>>>>>>>>>>>>>>>>> then to materials/logo and materials/logo/hl2rslogo1.vmt. On Thu, Mar 26,
>>>>>>>>>>>>>>>>>>>>>>>>>>>> 2015 at 7:46 PM, Gavin Isgar <***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> wrote: > Yea Jesse, here's how i fixed it! So in my materials folder, i
>>>>>>>>>>>>>>>>>>>>>>>>>>>> made a logo > folder, inside i put both put the vmt and vtf file with the
>>>>>>>>>>>>>>>>>>>>>>>>>>>> same name. > Inside the vmt file, i put: > > "UnlitGeneric" > { >
>>>>>>>>>>>>>>>>>>>>>>>>>>>> "$basetexture" "logo/hl2rslogo1" > "$nolod" 1 > "$translucent" 1 > } > >
>>>>>>>>>>>>>>>>>>>>>>>>>>>> The path automatically detects the material folder, so just put the folder
>>>>>>>>>>>>>>>>>>>>>>>>>>>> > and the name of both the vmt and vtf file(no extension). Then in my >
>>>>>>>>>>>>>>>>>>>>>>>>>>>> gamelogo.res in my resource folder, i put: > > Resource/GameLogo.res > { >
>>>>>>>>>>>>>>>>>>>>>>>>>>>> GameLogo > { > ControlName EditablePanel > fieldName GameLogo > xpos 0 >
>>>>>>>>>>>>>>>>>>>>>>>>>>>> ypos 0 > zpos 50 > wide 400 > tall 100 > autoResize 1 > pinCorner 0 >
>>>>>>>>>>>>>>>>>>>>>>>>>>>> visible 1 > enabled 1 > offsetX -20 > offsetY -15 > } > > Logo > { >
>>>>>>>>>>>>>>>>>>>>>>>>>>>> ControlName ImagePanel > fieldName Logo > xpos 0 > ypos 0 > zpos 50 > wide
>>>>>>>>>>>>>>>>>>>>>>>>>>>> 400 > tall 100 > visible 1 > enabled 1 > image ../logo/hl2rslogo1 >
>>>>>>>>>>>>>>>>>>>>>>>>>>>> scaleImage 1 > } > } > > The dots in the path specify how many folders are
>>>>>>>>>>>>>>>>>>>>>>>>>>>> before vmt and vtf, but i > rather just do it like this: > > 2 dots
>>>>>>>>>>>>>>>>>>>>>>>>>>>> specifies 2 folders/files like logo/hl2rslogo1, thats 1 folder, 1 > file!
>>>>>>>>>>>>>>>>>>>>>>>>>>>> If it was material/logo/hl2rslogo1 it would be 3 dots. Thats how i<
>>>>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> --
>>>>>>>>>>>>>>>>>>>>>>>>>>>> -Tony
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> --
>>>>>>>>>>>>>>>>>>>>>>>>>>>> -Tony
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or
>>>>>>>>>>>>>>>>>>>>>>>>>> view the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view
>>>>>>>>>>>>>>>>>>>>> the list archives, please visit:
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>>>>> list archives, please visit:
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>
>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> --
>>>>>>>>>>>> -Tony
>>>>>>>>>>>>
>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> _______________________________________________
>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>> archives, please visit:
>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>
>>>>>>>>> _______________________________________________
>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>> archives, please visit:
>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>> _______________________________________________
>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>> archives, please visit:
>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>
>>>>>> _______________________________________________
>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>> archives, please visit:
>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>
>>>>>>
>>>>>>
>>>>>
>>>>> _______________________________________________
>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>> please visit:
>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>
>>>>>
>>>>>
>>>>
>>>>
>>>> --
>>>> -Tony
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>
>>
>
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Tony "omega" Sergi
2016-05-15 14:27:36 UTC
Permalink
Pretty sure you can't do it anymore, because all of the content is now in
vpks. So you need 2013 to be able to mount the other games, as they also
use newer engine now.

On Sun, May 15, 2016 at 11:04 PM, Gavin Isgar <***@gmail.com> wrote:

> Hey guys, I am back again with another problem. Before I start, I wanted to
> say that I am using Source Engine 2007 for my mod(I had troubles with
> getting Source Engine 2013 fully working.) I am trying to mount
> Counter-Strike: Source files, such as the materials and models, so that I
> can have all the files in my mod. But, I can't seem to figure out how to
> correctly mount the game, via gameinfo.txt! I can't find a single Source
> 2007 Mounting tutorial, and if I do, it never works. Please help me! Thank
> you!
_______________________________________________
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Gavin Isgar
2016-05-15 15:06:39 UTC
Permalink
I was thinking the same. The only things that are actually recognized are
maps. Thanks! But, If you don't mind, when I do use Source 2013, the
client.dll's and server.dll's are never generated. May you please help me?



On Sun, May 15, 2016 at 10:27 AM, Tony "omega" Sergi <***@gmail.com>
wrote:

> Pretty sure you can't do it anymore, because all of the content is now in
> vpks. So you need 2013 to be able to mount the other games, as they also
> use newer engine now.
>
> On Sun, May 15, 2016 at 11:04 PM, Gavin Isgar <***@gmail.com> wrote:
>
> > Hey guys, I am back again with another problem. Before I start, I wanted
> to
> > say that I am using Source Engine 2007 for my mod(I had troubles with
> > getting Source Engine 2013 fully working.) I am trying to mount
> > Counter-Strike: Source files, such as the materials and models, so that I
> > can have all the files in my mod. But, I can't seem to figure out how to
> > correctly mount the game, via gameinfo.txt! I can't find a single Source
> > 2007 Mounting tutorial, and if I do, it never works. Please help me!
> Thank
> > you!
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
_______________________________________________
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Jesse Oak
2016-05-16 15:14:34 UTC
Permalink
http://youtu.be/BtiAvNkEpC0 there's a written out version in the guides
section of the source sdk hub on steam.

On Sun, May 15, 2016, 10:08 AM Gavin Isgar <***@gmail.com> wrote:

> I was thinking the same. The only things that are actually recognized are
> maps. Thanks! But, If you don't mind, when I do use Source 2013, the
> client.dll's and server.dll's are never generated. May you please help me?
>
>
>
> On Sun, May 15, 2016 at 10:27 AM, Tony "omega" Sergi <***@gmail.com>
> wrote:
>
> > Pretty sure you can't do it anymore, because all of the content is now in
> > vpks. So you need 2013 to be able to mount the other games, as they also
> > use newer engine now.
> >
> > On Sun, May 15, 2016 at 11:04 PM, Gavin Isgar <***@gmail.com> wrote:
> >
> > > Hey guys, I am back again with another problem. Before I start, I
> wanted
> > to
> > > say that I am using Source Engine 2007 for my mod(I had troubles with
> > > getting Source Engine 2013 fully working.) I am trying to mount
> > > Counter-Strike: Source files, such as the materials and models, so
> that I
> > > can have all the files in my mod. But, I can't seem to figure out how
> to
> > > correctly mount the game, via gameinfo.txt! I can't find a single
> Source
> > > 2007 Mounting tutorial, and if I do, it never works. Please help me!
> > Thank
> > > you!
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
> >
> >
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
_______________________________________________
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Gavin Isgar
2016-05-16 19:23:46 UTC
Permalink
Thanks!

On Mon, May 16, 2016 at 11:14 AM, Jesse Oak <***@gmail.com> wrote:

> http://youtu.be/BtiAvNkEpC0 there's a written out version in the guides
> section of the source sdk hub on steam.
>
> On Sun, May 15, 2016, 10:08 AM Gavin Isgar <***@gmail.com> wrote:
>
> > I was thinking the same. The only things that are actually recognized are
> > maps. Thanks! But, If you don't mind, when I do use Source 2013, the
> > client.dll's and server.dll's are never generated. May you please help
> me?
> >
> >
> >
> > On Sun, May 15, 2016 at 10:27 AM, Tony "omega" Sergi <
> ***@gmail.com>
> > wrote:
> >
> > > Pretty sure you can't do it anymore, because all of the content is now
> in
> > > vpks. So you need 2013 to be able to mount the other games, as they
> also
> > > use newer engine now.
> > >
> > > On Sun, May 15, 2016 at 11:04 PM, Gavin Isgar <***@gmail.com>
> wrote:
> > >
> > > > Hey guys, I am back again with another problem. Before I start, I
> > wanted
> > > to
> > > > say that I am using Source Engine 2007 for my mod(I had troubles with
> > > > getting Source Engine 2013 fully working.) I am trying to mount
> > > > Counter-Strike: Source files, such as the materials and models, so
> > that I
> > > > can have all the files in my mod. But, I can't seem to figure out how
> > to
> > > > correctly mount the game, via gameinfo.txt! I can't find a single
> > Source
> > > > 2007 Mounting tutorial, and if I do, it never works. Please help me!
> > > Thank
> > > > you!
> > > _______________________________________________
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
> > >
> > >
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
> >
> >
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
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Ken Swisher
2015-06-25 00:20:20 UTC
Permalink
This what you're looking for? Loading screens for the chapters (or just for the game itself if it doesn't contain chapters)
https://developer.valvesoftware.com/wiki/Menu_Background_Map
Sent from my Verizon Wireless 4G LTE smartphone

-------- Original message --------
From: Gavin Isgar <***@gmail.com>
Date: 06/24/2015 6:45 PM (GMT-06:00)
To: Discussion of Half-Life Programming <***@list.valvesoftware.com>
Subject: Re: [hlcoders] Modding Problems

?

On Tue, Jun 23, 2015 at 10:17 PM, Gavin Isgar <***@gmail.com> wrote:

> Hey guys, back with another question. For a singleplayer mod, how would i
> be able to change the background for the loading screen, or make a custom
> loading bar? Thanks!
>
> On Fri, Jun 19, 2015 at 4:00 PM, Gavin Isgar <***@gmail.com> wrote:
>
>> Alright, but i want to at least get this done by today. I will try
>> looking in Half-Life 2's files and try to find a corresponding file, but if
>> you find any good information for me, please tell me! Thanks!
>>
>> On Fri, Jun 19, 2015 at 2:34 PM, Tony "omega" Sergi <***@gmail.com>
>> wrote:
>>
>>> if i remember correctly, it's sort of a bug. you need to replace a
>>> specific file, or gameui won't read certain strings. I can't remember which
>>> one right now though.
>>>
>>> On Fri, Jun 19, 2015 at 9:25 PM, Gavin Isgar <***@gmail.com> wrote:
>>>
>>>> Alright, I'll try to look around there. If I can't find anything, i
>>>> might have to just look in the HL2 files.
>>>>
>>>>
>>>> On Fri, Jun 19, 2015 at 6:26 AM, Tom Schumann <***@gmail.com>
>>>> wrote:
>>>>
>>>>> Off the top of my head I don't know but probably in one of the .txt
>>>>> files in hl2/resource/
>>>>>
>>>>> On 19 June 2015 at 06:00, Gavin Isgar <***@gmail.com> wrote:
>>>>>
>>>>>> ?
>>>>>>
>>>>>>
>>>>>> On Wed, Jun 17, 2015 at 4:09 PM, Gavin Isgar <***@gmail.com>
>>>>>> wrote:
>>>>>>
>>>>>>> The commentary text that shows up in the chapter selection menu.
>>>>>>>
>>>>>>> On Wed, Jun 17, 2015 at 5:37 AM, Tom Schumann <
>>>>>>> ***@gmail.com> wrote:
>>>>>>>
>>>>>>>> Which commentary text specifically?
>>>>>>>>
>>>>>>>> On 17 June 2015 at 11:21, Gavin Isgar <***@gmail.com> wrote:
>>>>>>>>
>>>>>>>>> Guys, i need some help with another problem. So, i've been
>>>>>>>>> searching my game's files for a bit and, I can't seem to find how to change
>>>>>>>>> the HL2 Commentary Text in the main menu? Do i need to make a new file?
>>>>>>>>> Thank you!
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> On Sat, May 23, 2015 at 7:52 AM, Gavin Isgar <***@gmail.com>
>>>>>>>>> wrote:
>>>>>>>>>
>>>>>>>>>> Thank you!
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> On Sat, May 23, 2015 at 12:55 AM, Tony "omega" Sergi <
>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>
>>>>>>>>>>> https://developer.valvesoftware.com/wiki/View_Models
>>>>>>>>>>> https://developer.valvesoftware.com/wiki/Viewmodels_in_Blender
>>>>>>>>>>>
>>>>>>>>>>> https://developer.valvesoftware.com/wiki/SDK_Docs
>>>>>>>>>>>
>>>>>>>>>>> http://forums.steampowered.com/forums/showthread.php?t=842810
>>>>>>>>>>>
>>>>>>>>>>> google is fantastic.
>>>>>>>>>>>
>>>>>>>>>>> On Sat, May 23, 2015 at 11:07 AM, Gavin Isgar <***@gmail.com
>>>>>>>>>>> > wrote:
>>>>>>>>>>>
>>>>>>>>>>>> Hey guys, i got a question! Can anyways please tell me how to
>>>>>>>>>>>> model and make weapons? I cant find a solid tutorial anywhere that i can
>>>>>>>>>>>> actually do it on! Please help, thank you!
>>>>>>>>>>>>
>>>>>>>>>>>> On Sun, Apr 26, 2015 at 6:42 PM, Gavin Isgar <***@gmail.com
>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>
>>>>>>>>>>>>> Guys i need some more help. I'm trying to use phoneme editor
>>>>>>>>>>>>> in face poser for NPCs to talk. But i get an error message saying "an error
>>>>>>>>>>>>> occurred during extraction". I've been trying to find a fix for this
>>>>>>>>>>>>> problem for awhile but i cant. I'm also using a Windows 8 computer. Please,
>>>>>>>>>>>>> someone type out a tutorial i can do to fix this problem! Thanks!
>>>>>>>>>>>>>
>>>>>>>>>>>>> On Fri, Apr 24, 2015 at 5:32 PM, Gavin Isgar <
>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>
>>>>>>>>>>>>>> Nope, still not working. Its saying extraction wont work. I
>>>>>>>>>>>>>> use Windows 8 and Audacity for the wavs but still nothing works. Please
>>>>>>>>>>>>>> someone give me a tutorial on here by text please!
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> On Fri, Apr 24, 2015 at 8:23 AM, Gavin Isgar <
>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> Thanks! I'll try it!
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> On Fri, Apr 24, 2015 at 12:06 AM, Jesse Oak <
>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> Silverfish has been out of the Source modding scene for
>>>>>>>>>>>>>>>> awhile but I find his tutorial still holds up quite well.
>>>>>>>>>>>>>>>> https://www.youtube.com/watch?v=T077tK_hXJo
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> On Tue, Apr 21, 2015 at 9:23 PM, Gavin Isgar <
>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> Hey guys, back with ANOTHER question. I've been wondering,
>>>>>>>>>>>>>>>>> how can i make voice(choreography) scenes in-game? What i mean by that is
>>>>>>>>>>>>>>>>> make an NPC say what i said in my recording while lip syncing. I seen that
>>>>>>>>>>>>>>>>> Source SDK's Faceposer can do that but all tutorials are now outdated and i
>>>>>>>>>>>>>>>>> cant find a good resource. Can you guys tell me how i can do this?
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> On Fri, Apr 17, 2015 at 8:30 PM, Jesse Oak <
>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> It most likely has a corresponding .res file then in
>>>>>>>>>>>>>>>>>> which case you should be able to edit that.
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> On Fri, Apr 17, 2015 at 4:30 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> Commentary mode isn't on the menu, if it was, i would've
>>>>>>>>>>>>>>>>>>> already removed it. It's in the chapter list menu. I still dont know how to
>>>>>>>>>>>>>>>>>>> remove it either
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>> On Fri, Apr 17, 2015 at 12:35 PM, Jesse Oak <
>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> If you don't want commentary just remove it from your
>>>>>>>>>>>>>>>>>>>> menu.
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 8:22 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> Nope, still is like that. Why did it automatically add
>>>>>>>>>>>>>>>>>>>>> HL2 commentary mode and messed up the chapter box with an unusable exit
>>>>>>>>>>>>>>>>>>>>> arrow? Please help!
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 9:20 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> NVM, think i found the answer. HL2 was uninstalled
>>>>>>>>>>>>>>>>>>>>>> somehow and only HL2EP2 was installed. I hope!
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 9:18 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> Back with another question guys! So i was looking at
>>>>>>>>>>>>>>>>>>>>>>> the chapter list in my game(literally ingame) and i now see something new,
>>>>>>>>>>>>>>>>>>>>>>> a commentary checkbox! I didnt add one though, im using SDK Base 2007 for
>>>>>>>>>>>>>>>>>>>>>>> this mod BTW. Did it update and automatically put it in? Please help for
>>>>>>>>>>>>>>>>>>>>>>> future reference!
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> Im not distributing them, and i dont feel like it.
>>>>>>>>>>>>>>>>>>>>>>>> I just want to know how i can configure code files for a game so that it
>>>>>>>>>>>>>>>>>>>>>>>> can find the game and code it
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak <
>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>> Are you using SVN or Git? Just make a branch if
>>>>>>>>>>>>>>>>>>>>>>>>> you are.
>>>>>>>>>>>>>>>>>>>>>>>>> On Apr 14, 2015 6:55 AM, "Gavin Isgar" <
>>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> Its not that easy. The files within it are all
>>>>>>>>>>>>>>>>>>>>>>>>>> configured for the base game other than the beta. But that still didnt
>>>>>>>>>>>>>>>>>>>>>>>>>> answer my question
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 5:04 AM, Stan R. <
>>>>>>>>>>>>>>>>>>>>>>>>>> ***@inbox.ru> wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> You just...copy it? Create a folder for your
>>>>>>>>>>>>>>>>>>>>>>>>>>> "beta" and work in it? Computer basics?
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> ППМеЎельМОк, 13 апреля 2015, 23:08 -04:00 Пт
>>>>>>>>>>>>>>>>>>>>>>>>>>> Gavin Isgar <***@gmail.com>:
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>   Hey guys, back with huge question! Im
>>>>>>>>>>>>>>>>>>>>>>>>>>> wondering how i can make a manual code folder for my game(like for
>>>>>>>>>>>>>>>>>>>>>>>>>>> Half-Life 2: Example, it would be HL2E in the C Local Disk)? Im wondering
>>>>>>>>>>>>>>>>>>>>>>>>>>> how i can copy one from my actual game and edit it for a beta version, so
>>>>>>>>>>>>>>>>>>>>>>>>>>> instead of HL2RS it would be HL2RSB! Please tell me how i can do that
>>>>>>>>>>>>>>>>>>>>>>>>>>> without Source SDK because it wont work that way!
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof
>>>>>>>>>>>>>>>>>>>>>>>>>>> Lesiak <***@hotmail.com
>>>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@hotmail.com>
>>>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>  Well, normally it shouldn't interfere with
>>>>>>>>>>>>>>>>>>>>>>>>>>> your mod in any way, but you can only verify that yourself by testing. I do
>>>>>>>>>>>>>>>>>>>>>>>>>>> remember a case where a breaking change was made in the 2013 SDK quite a
>>>>>>>>>>>>>>>>>>>>>>>>>>> while ago, but that was announced in a Steam community and on this mailing
>>>>>>>>>>>>>>>>>>>>>>>>>>> list.
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> If I'm not mistaken, the SDK Base contains just
>>>>>>>>>>>>>>>>>>>>>>>>>>> the engine.dll itself (and a lot of other components it depends on, of
>>>>>>>>>>>>>>>>>>>>>>>>>>> course), which in turn loads your server and client code. That means if the
>>>>>>>>>>>>>>>>>>>>>>>>>>> interfaces between those modules have not changed in a way that would break
>>>>>>>>>>>>>>>>>>>>>>>>>>> compatibility, there should be nothing for you to worry about.
>>>>>>>>>>>>>>>>>>>>>>>>>>>  ------------------------------
>>>>>>>>>>>>>>>>>>>>>>>>>>> From: Gavin Isgar
>>>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>>>>>> Sent: ‎12.‎04.‎2015 00:13
>>>>>>>>>>>>>>>>>>>>>>>>>>> To: Discussion of Half-Life Programming
>>>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@list.valvesoftware.com>
>>>>>>>>>>>>>>>>>>>>>>>>>>> Subject: Re: [hlcoders] Modding Problems
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>  I wanted to use Source SDK Base 2007 for a
>>>>>>>>>>>>>>>>>>>>>>>>>>> reason. But my question still hasn't been answered.
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires
>>>>>>>>>>>>>>>>>>>>>>>>>>> <***@swires.me
>>>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@swires.me>
>>>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> If you're starting a new mod (which it sounds
>>>>>>>>>>>>>>>>>>>>>>>>>>> like you are), you should not be using the 2007 base at all.
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> Hey guys, back with another question! So i just
>>>>>>>>>>>>>>>>>>>>>>>>>>> saw awhile ago that Source SDK Base 2007 got updated. My mod uses Source
>>>>>>>>>>>>>>>>>>>>>>>>>>> SDK Base 2007 and i was wondering, do the updates interfere with the mod in
>>>>>>>>>>>>>>>>>>>>>>>>>>> anyway? Thanks for the help!
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar <
>>>>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>>>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> Thanks Stan!
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> On Fri, Apr 3, 2015 at 8:42 PM, Stan R. <
>>>>>>>>>>>>>>>>>>>>>>>>>>> ***@inbox.ru
>>>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@inbox.ru>
>>>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> You dont need to use VPKs to add sounds to your
>>>>>>>>>>>>>>>>>>>>>>>>>>> mod, just put them in yourmod/sound/ folder. You dont need to touch sources
>>>>>>>>>>>>>>>>>>>>>>>>>>> and build solution at all, weapon sounds defined in weapon script file
>>>>>>>>>>>>>>>>>>>>>>>>>>> (scripts/weapon_smg1.txt for example) and sound definition scripts
>>>>>>>>>>>>>>>>>>>>>>>>>>> (game_sounds_weapons.txt, game_sounds_player.txt). Yes, they should be WAV
>>>>>>>>>>>>>>>>>>>>>>>>>>> 44khz/16bit. No, you can use any length you want.
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> ПятМОца, 3 апреля 2015, 20:33 -04:00 Пт Gavin
>>>>>>>>>>>>>>>>>>>>>>>>>>> Isgar <***@gmail.com
>>>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>:
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>    Hey guys, im back with a question. I've been
>>>>>>>>>>>>>>>>>>>>>>>>>>> trying everything to change the weapon sounds of weapons but i cant find a
>>>>>>>>>>>>>>>>>>>>>>>>>>> very "precise" tutorial on how, and most are outdated. Do i need VPKs? Do i
>>>>>>>>>>>>>>>>>>>>>>>>>>> need to rebuild the game solution in Visual Studio after sound replacement?
>>>>>>>>>>>>>>>>>>>>>>>>>>> Do they have to be in WAV format and does the sound files need to be a
>>>>>>>>>>>>>>>>>>>>>>>>>>> certain length of time? Long story short, can anyone please tell me a very
>>>>>>>>>>>>>>>>>>>>>>>>>>> precise tutorial on replacing sounds on mods! Thanks!
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>  On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay <
>>>>>>>>>>>>>>>>>>>>>>>>>>> ***@live.com
>>>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@live.com>
>>>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>  You don't need a VPK to use the sounds, if you
>>>>>>>>>>>>>>>>>>>>>>>>>>> place them in the sounds folder, then into a respective sub directory they
>>>>>>>>>>>>>>>>>>>>>>>>>>> will work fine.
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> On Apr 1, 2015, at 9:15 PM, Minh Le <
>>>>>>>>>>>>>>>>>>>>>>>>>>> ***@telus.net
>>>>>>>>>>>>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%***@telus.net>>
>>>>>>>>>>>>>>>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>   If
Gavin Isgar
2015-06-25 01:55:20 UTC
Permalink
Almost! My mod is a single player mod, and I wan't to make custom loading
screens(the original for Valve games is the gray box with white rectangles
as progress bars). I want to make a custom one, like one they use in CS:GO!
Thanks!

On Wed, Jun 24, 2015 at 8:20 PM, Ken Swisher <***@qis.net> wrote:

> This what you're looking for? Loading screens for the chapters (or just
> for the game itself if it doesn't contain chapters)
>
> https://developer.valvesoftware.com/wiki/Menu_Background_Map
>
> Sent from my Verizon Wireless 4G LTE smartphone
>
>
> -------- Original message --------
> From: Gavin Isgar <***@gmail.com>
> Date: 06/24/2015 6:45 PM (GMT-06:00)
> To: Discussion of Half-Life Programming <***@list.valvesoftware.com>
> Subject: Re: [hlcoders] Modding Problems
>
> ?
>
> On Tue, Jun 23, 2015 at 10:17 PM, Gavin Isgar <***@gmail.com> wrote:
>
> > Hey guys, back with another question. For a singleplayer mod, how would i
> > be able to change the background for the loading screen, or make a custom
> > loading bar? Thanks!
> >
> > On Fri, Jun 19, 2015 at 4:00 PM, Gavin Isgar <***@gmail.com> wrote:
> >
> >> Alright, but i want to at least get this done by today. I will try
> >> looking in Half-Life 2's files and try to find a corresponding file,
> but if
> >> you find any good information for me, please tell me! Thanks!
> >>
> >> On Fri, Jun 19, 2015 at 2:34 PM, Tony "omega" Sergi <
> ***@gmail.com>
> >> wrote:
> >>
> >>> if i remember correctly, it's sort of a bug. you need to replace a
> >>> specific file, or gameui won't read certain strings. I can't remember
> which
> >>> one right now though.
> >>>
> >>> On Fri, Jun 19, 2015 at 9:25 PM, Gavin Isgar <***@gmail.com>
> wrote:
> >>>
> >>>> Alright, I'll try to look around there. If I can't find anything, i
> >>>> might have to just look in the HL2 files.
> >>>>
> >>>>
> >>>> On Fri, Jun 19, 2015 at 6:26 AM, Tom Schumann <***@gmail.com
> >
> >>>> wrote:
> >>>>
> >>>>> Off the top of my head I don't know but probably in one of the .txt
> >>>>> files in hl2/resource/
> >>>>>
> >>>>> On 19 June 2015 at 06:00, Gavin Isgar <***@gmail.com> wrote:
> >>>>>
> >>>>>> ?
> >>>>>>
> >>>>>>
> >>>>>> On Wed, Jun 17, 2015 at 4:09 PM, Gavin Isgar <***@gmail.com>
> >>>>>> wrote:
> >>>>>>
> >>>>>>> The commentary text that shows up in the chapter selection menu.
> >>>>>>>
> >>>>>>> On Wed, Jun 17, 2015 at 5:37 AM, Tom Schumann <
> >>>>>>> ***@gmail.com> wrote:
> >>>>>>>
> >>>>>>>> Which commentary text specifically?
> >>>>>>>>
> >>>>>>>> On 17 June 2015 at 11:21, Gavin Isgar <***@gmail.com> wrote:
> >>>>>>>>
> >>>>>>>>> Guys, i need some help with another problem. So, i've been
> >>>>>>>>> searching my game's files for a bit and, I can't seem to find
> how to change
> >>>>>>>>> the HL2 Commentary Text in the main menu? Do i need to make a
> new file?
> >>>>>>>>> Thank you!
> >>>>>>>>>
> >>>>>>>>>
> >>>>>>>>> On Sat, May 23, 2015 at 7:52 AM, Gavin Isgar <***@gmail.com>
> >>>>>>>>> wrote:
> >>>>>>>>>
> >>>>>>>>>> Thank you!
> >>>>>>>>>>
> >>>>>>>>>>
> >>>>>>>>>> On Sat, May 23, 2015 at 12:55 AM, Tony "omega" Sergi <
> >>>>>>>>>> ***@gmail.com> wrote:
> >>>>>>>>>>
> >>>>>>>>>>> https://developer.valvesoftware.com/wiki/View_Models
> >>>>>>>>>>> https://developer.valvesoftware.com/wiki/Viewmodels_in_Blender
> >>>>>>>>>>>
> >>>>>>>>>>> https://developer.valvesoftware.com/wiki/SDK_Docs
> >>>>>>>>>>>
> >>>>>>>>>>> http://forums.steampowered.com/forums/showthread.php?t=842810
> >>>>>>>>>>>
> >>>>>>>>>>> google is fantastic.
> >>>>>>>>>>>
> >>>>>>>>>>> On Sat, May 23, 2015 at 11:07 AM, Gavin Isgar <
> ***@gmail.com
> >>>>>>>>>>> > wrote:
> >>>>>>>>>>>
> >>>>>>>>>>>> Hey guys, i got a question! Can anyways please tell me how to
> >>>>>>>>>>>> model and make weapons? I cant find a solid tutorial anywhere
> that i can
> >>>>>>>>>>>> actually do it on! Please help, thank you!
> >>>>>>>>>>>>
> >>>>>>>>>>>> On Sun, Apr 26, 2015 at 6:42 PM, Gavin Isgar <
> ***@gmail.com
> >>>>>>>>>>>> > wrote:
> >>>>>>>>>>>>
> >>>>>>>>>>>>> Guys i need some more help. I'm trying to use phoneme editor
> >>>>>>>>>>>>> in face poser for NPCs to talk. But i get an error message
> saying "an error
> >>>>>>>>>>>>> occurred during extraction". I've been trying to find a fix
> for this
> >>>>>>>>>>>>> problem for awhile but i cant. I'm also using a Windows 8
> computer. Please,
> >>>>>>>>>>>>> someone type out a tutorial i can do to fix this problem!
> Thanks!
> >>>>>>>>>>>>>
> >>>>>>>>>>>>> On Fri, Apr 24, 2015 at 5:32 PM, Gavin Isgar <
> >>>>>>>>>>>>> ***@gmail.com> wrote:
> >>>>>>>>>>>>>
> >>>>>>>>>>>>>> Nope, still not working. Its saying extraction wont work. I
> >>>>>>>>>>>>>> use Windows 8 and Audacity for the wavs but still nothing
> works. Please
> >>>>>>>>>>>>>> someone give me a tutorial on here by text please!
> >>>>>>>>>>>>>>
> >>>>>>>>>>>>>> On Fri, Apr 24, 2015 at 8:23 AM, Gavin Isgar <
> >>>>>>>>>>>>>> ***@gmail.com> wrote:
> >>>>>>>>>>>>>>
> >>>>>>>>>>>>>>> Thanks! I'll try it!
> >>>>>>>>>>>>>>>
> >>>>>>>>>>>>>>> On Fri, Apr 24, 2015 at 12:06 AM, Jesse Oak <
> >>>>>>>>>>>>>>> ***@gmail.com> wrote:
> >>>>>>>>>>>>>>>
> >>>>>>>>>>>>>>>> Silverfish has been out of the Source modding scene for
> >>>>>>>>>>>>>>>> awhile but I find his tutorial still holds up quite well.
> >>>>>>>>>>>>>>>> https://www.youtube.com/watch?v=T077tK_hXJo
> >>>>>>>>>>>>>>>>
> >>>>>>>>>>>>>>>> On Tue, Apr 21, 2015 at 9:23 PM, Gavin Isgar <
> >>>>>>>>>>>>>>>> ***@gmail.com> wrote:
> >>>>>>>>>>>>>>>>
> >>>>>>>>>>>>>>>>> Hey guys, back with ANOTHER question. I've been
> wondering,
> >>>>>>>>>>>>>>>>> how can i make voice(choreography) scenes in-game? What
> i mean by that is
> >>>>>>>>>>>>>>>>> make an NPC say what i said in my recording while lip
> syncing. I seen that
> >>>>>>>>>>>>>>>>> Source SDK's Faceposer can do that but all tutorials are
> now outdated and i
> >>>>>>>>>>>>>>>>> cant find a good resource. Can you guys tell me how i
> can do this?
> >>>>>>>>>>>>>>>>>
> >>>>>>>>>>>>>>>>> On Fri, Apr 17, 2015 at 8:30 PM, Jesse Oak <
> >>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
> >>>>>>>>>>>>>>>>>
> >>>>>>>>>>>>>>>>>> It most likely has a corresponding .res file then in
> >>>>>>>>>>>>>>>>>> which case you should be able to edit that.
> >>>>>>>>>>>>>>>>>>
> >>>>>>>>>>>>>>>>>> On Fri, Apr 17, 2015 at 4:30 PM, Gavin Isgar <
> >>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
> >>>>>>>>>>>>>>>>>>
> >>>>>>>>>>>>>>>>>>> Commentary mode isn't on the menu, if it was, i
> would've
> >>>>>>>>>>>>>>>>>>> already removed it. It's in the chapter list menu. I
> still dont know how to
> >>>>>>>>>>>>>>>>>>> remove it either
> >>>>>>>>>>>>>>>>>>>
> >>>>>>>>>>>>>>>>>>> On Fri, Apr 17, 2015 at 12:35 PM, Jesse Oak <
> >>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
> >>>>>>>>>>>>>>>>>>>
> >>>>>>>>>>>>>>>>>>>> If you don't want commentary just remove it from your
> >>>>>>>>>>>>>>>>>>>> menu.
> >>>>>>>>>>>>>>>>>>>>
> >>>>>>>>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 8:22 PM, Gavin Isgar <
> >>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
> >>>>>>>>>>>>>>>>>>>>
> >>>>>>>>>>>>>>>>>>>>> Nope, still is like that. Why did it automatically
> add
> >>>>>>>>>>>>>>>>>>>>> HL2 commentary mode and messed up the chapter box
> with an unusable exit
> >>>>>>>>>>>>>>>>>>>>> arrow? Please help!
> >>>>>>>>>>>>>>>>>>>>>
> >>>>>>>>>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 9:20 PM, Gavin Isgar <
> >>>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
> >>>>>>>>>>>>>>>>>>>>>
> >>>>>>>>>>>>>>>>>>>>>> NVM, think i found the answer. HL2 was uninstalled
> >>>>>>>>>>>>>>>>>>>>>> somehow and only HL2EP2 was installed. I hope!
> >>>>>>>>>>>>>>>>>>>>>>
> >>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 9:18 PM, Gavin Isgar <
> >>>>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
> >>>>>>>>>>>>>>>>>>>>>>
> >>>>>>>>>>>>>>>>>>>>>>> Back with another question guys! So i was looking
> at
> >>>>>>>>>>>>>>>>>>>>>>> the chapter list in my game(literally ingame) and
> i now see something new,
> >>>>>>>>>>>>>>>>>>>>>>> a commentary checkbox! I didnt add one though, im
> using SDK Base 2007 for
> >>>>>>>>>>>>>>>>>>>>>>> this mod BTW. Did it update and automatically put
> it in? Please help for
> >>>>>>>>>>>>>>>>>>>>>>> future reference!
> >>>>>>>>>>>>>>>>>>>>>>>
> >>>>>>>>>>>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar <
> >>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
> >>>>>>>>>>>>>>>>>>>>>>>
> >>>>>>>>>>>>>>>>>>>>>>>> Im not distributing them, and i dont feel like it.
> >>>>>>>>>>>>>>>>>>>>>>>> I just want to know how i can configure code
> files for a game so that it
> >>>>>>>>>>>>>>>>>>>>>>>> can find the game and code it
> >>>>>>>>>>>>>>>>>>>>>>>>
> >>>>>>>>>>>>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak <
> >>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
> >>>>>>>>>>>>>>>>>>>>>>>>
> >>>>>>>>>>>>>>>>>>>>>>>>> Are you using SVN or Git? Just make a branch if
> >>>>>>>>>>>>>>>>>>>>>>>>> you are.
> >>>>>>>>>>>>>>>>>>>>>>>>> On Apr 14, 2015 6:55 AM, "Gavin Isgar" <
> >>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
> >>>>>>>>>>>>>>>>>>>>>>>>>
> >>>>>>>>>>>>>>>>>>>>>>>>>> Its not that easy. The files within it are all
> >>>>>>>>>>>>>>>>>>>>>>>>>> configured for the base game other than the
> beta. But that still didnt
> >>>>>>>>>>>>>>>>>>>>>>>>>> answer my question
> >>>>>>>>>>>>>>>>>>>>>>>>>>
> >>>>>>>>>>>>>>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 5:04 AM, Stan R. <
> >>>>>>>>>>>>>>>>>>>>>>>>>> ***@inbox.ru> wrote:
> >>>>>>>>>>>>>>>>>>>>>>>>>>
> >>>>>>>>>>>>>>>>>>>>>>>>>>> You just...copy it? Create a folder for your
> >>>>>>>>>>>>>>>>>>>>>>>>>>> "beta" and work in it? Computer basics?
> >>>>>>>>>>>>>>>>>>>>>>>>>>>
> >>>>>>>>>>>>>>>>>>>>>>>>>>>
> >>>>>>>>>>>>>>>>>>>>>>>>>>> ППМеЎельМОк, 13 апреля 2015, 23:08 -04:00 Пт
> >>>>>>>>>>>>>>>>>>>>>>>>>>> Gavin Isgar <***@gmail.com>:
> >>>>>>>>>>>>>>>>>>>>>>>>>>>
> >>>>>>>>>>>>>>>>>>>>>>>>>>> Hey guys, back with huge question! Im
> >>>>>>>>>>>>>>>>>>>>>>>>>>> wondering how i can make a manual code folder
> for my game(like for
> >>>>>>>>>>>>>>>>>>>>>>>>>>> Half-Life 2: Example, it would be HL2E in the
> C Local Disk)? Im wondering
> >>>>>>>>>>>>>>>>>>>>>>>>>>> how i can copy one from my actual game and
> edit it for a beta version, so
> >>>>>>>>>>>>>>>>>>>>>>>>>>> instead of HL2RS it would be HL2RSB! Please
> tell me how i can do that
> >>>>>>>>>>>>>>>>>>>>>>>>>>> without Source SDK because it wont work that
> way!
> >>>>>>>>>>>>>>>>>>>>>>>>>>>
> >>>>>>>>>>>>>>>>>>>>>>>>>>> On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof
> >>>>>>>>>>>>>>>>>>>>>>>>>>> Lesiak <***@hotmail.com
> >>>>>>>>>>>>>>>>>>>>>>>>>>> <
> https://e.mail.ru/compose/?mailto=mailto%***@hotmail.com>
> >>>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
> >>>>>>>>>>>>>>>>>>>>>>>>>>>
> >>>>>>>>>>>>>>>>>>>>>>>>>>> Well, normally it shouldn't interfere with
> >>>>>>>>>>>>>>>>>>>>>>>>>>> your mod in any way, but you can only verify
> that yourself by testing. I do
> >>>>>>>>>>>>>>>>>>>>>>>>>>> remember a case where a breaking change was
> made in the 2013 SDK quite a
> >>>>>>>>>>>>>>>>>>>>>>>>>>> while ago, but that was announced in a Steam
> community and on this mailing
> >>>>>>>>>>>>>>>>>>>>>>>>>>> list.
> >>>>>>>>>>>>>>>>>>>>>>>>>>>
> >>>>>>>>>>>>>>>>>>>>>>>>>>> If I'm not mistaken, the SDK Base contains just
> >>>>>>>>>>>>>>>>>>>>>>>>>>> the engine.dll itself (and a lot of other
> components it depends on, of
> >>>>>>>>>>>>>>>>>>>>>>>>>>> course), which in turn loads your server and
> client code. That means if the
> >>>>>>>>>>>>>>>>>>>>>>>>>>> interfaces between those modules have not
> changed in a way that would break
> >>>>>>>>>>>>>>>>>>>>>>>>>>> compatibility, there should be nothing for you
> to worry about.
> >>>>>>>>>>>>>>>>>>>>>>>>>>> ------------------------------
> >>>>>>>>>>>>>>>>>>>>>>>>>>> From: Gavin Isgar
> >>>>>>>>>>>>>>>>>>>>>>>>>>> <
> https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
> >>>>>>>>>>>>>>>>>>>>>>>>>>> Sent: ‎12.‎04.‎2015 00:13
> >>>>>>>>>>>>>>>>>>>>>>>>>>> To: Discussion of Half-Life Programming
> >>>>>>>>>>>>>>>>>>>>>>>>>>> <
> https://e.mail.ru/compose/?mailto=mailto%***@list.valvesoftware.com
> >
> >>>>>>>>>>>>>>>>>>>>>>>>>>> Subject: Re: [hlcoders] Modding Problems
> >>>>>>>>>>>>>>>>>>>>>>>>>>>
> >>>>>>>>>>>>>>>>>>>>>>>>>>> I wanted to use Source SDK Base 2007 for a
> >>>>>>>>>>>>>>>>>>>>>>>>>>> reason. But my question still hasn't been
> answered.
> >>>>>>>>>>>>>>>>>>>>>>>>>>>
> >>>>>>>>>>>>>>>>>>>>>>>>>>>
> >>>>>>>>>>>>>>>>>>>>>>>>>>> On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires
> >>>>>>>>>>>>>>>>>>>>>>>>>>> <***@swires.me
> >>>>>>>>>>>>>>>>>>>>>>>>>>> <
> https://e.mail.ru/compose/?mailto=mailto%***@swires.me>
> >>>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
> >>>>>>>>>>>>>>>>>>>>>>>>>>>
> >>>>>>>>>>>>>>>>>>>>>>>>>>> If you're starting a new mod (which it sounds
> >>>>>>>>>>>>>>>>>>>>>>>>>>> like you are), you should not be using the
> 2007 base at all.
> >>>>>>>>>>>>>>>>>>>>>>>>>>>
> >>>>>>>>>>>>>>>>>>>>>>>>>>> On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar <
> >>>>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
> >>>>>>>>>>>>>>>>>>>>>>>>>>> <
> https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
> >>>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
> >>>>>>>>>>>>>>>>>>>>>>>>>>>
> >>>>>>>>>>>>>>>>>>>>>>>>>>> Hey guys, back with another question! So i just
> >>>>>>>>>>>>>>>>>>>>>>>>>>> saw awhile ago that Source SDK Base 2007 got
> updated. My mod uses Source
> >>>>>>>>>>>>>>>>>>>>>>>>>>> SDK Base 2007 and i was wondering, do the
> updates interfere with the mod in
> >>>>>>>>>>>>>>>>>>>>>>>>>>> anyway? Thanks for the help!
> >>>>>>>>>>>>>>>>>>>>>>>>>>>
> >>>>>>>>>>>>>>>>>>>>>>>>>>> On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar <
> >>>>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
> >>>>>>>>>>>>>>>>>>>>>>>>>>> <
> https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
> >>>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
> >>>>>>>>>>>>>>>>>>>>>>>>>>>
> >>>>>>>>>>>>>>>>>>>>>>>>>>> Thanks Stan!
> >>>>>>>>>>>>>>>>>>>>>>>>>>>
> >>>>>>>>>>>>>>>>>>>>>>>>>>>
> >>>>>>>>>>>>>>>>>>>>>>>>>>> On Fri, Apr 3, 2015 at 8:42 PM, Stan R. <
> >>>>>>>>>>>>>>>>>>>>>>>>>>> ***@inbox.ru
> >>>>>>>>>>>>>>>>>>>>>>>>>>> <
> https://e.mail.ru/compose/?mailto=mailto%***@inbox.ru>
> >>>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
> >>>>>>>>>>>>>>>>>>>>>>>>>>>
> >>>>>>>>>>>>>>>>>>>>>>>>>>> You dont need to use VPKs to add sounds to your
> >>>>>>>>>>>>>>>>>>>>>>>>>>> mod, just put them in yourmod/sound/ folder.
> You dont need to touch sources
> >>>>>>>>>>>>>>>>>>>>>>>>>>> and build solution at all, weapon sounds
> defined in weapon script file
> >>>>>>>>>>>>>>>>>>>>>>>>>>> (scripts/weapon_smg1.txt for example) and
> sound definition scripts
> >>>>>>>>>>>>>>>>>>>>>>>>>>> (game_sounds_weapons.txt,
> game_sounds_player.txt). Yes, they should be WAV
> >>>>>>>>>>>>>>>>>>>>>>>>>>> 44khz/16bit. No, you can use any length you
> want.
> >>>>>>>>>>>>>>>>>>>>>>>>>>>
> >>>>>>>>>>>>>>>>>>>>>>>>>>>
> >>>>>>>>>>>>>>>>>>>>>>>>>>> ПятМОца, 3 апреля 2015, 20:33 -04:00 Пт Gavin
> >>>>>>>>>>>>>>>>>>>>>>>>>>> Isgar <***@gmail.com
> >>>>>>>>>>>>>>>>>>>>>>>>>>> <
> https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>:
> >>>>>>>>>>>>>>>>>>>>>>>>>>>
> >>>>>>>>>>>>>>>>>>>>>>>>>>>
> >>>>>>>>>>>>>>>>>>>>>>>>>>> Hey guys, im back with a question. I've been
> >>>>>>>>>>>>>>>>>>>>>>>>>>> trying everything to change the weapon sounds
> of weapons but i cant find a
> >>>>>>>>>>>>>>>>>>>>>>>>>>> very "precise" tutorial on how, and most are
> outdated. Do i need VPKs? Do i
> >>>>>>>>>>>>>>>>>>>>>>>>>>> need to rebuild the game solution in Visual
> Studio after sound replacement?
> >>>>>>>>>>>>>>>>>>>>>>>>>>> Do they have to be in WAV format and does the
> sound files need to be a
> >>>>>>>>>>>>>>>>>>>>>>>>>>> certain length of time? Long story short, can
> anyone please tell me a very
> >>>>>>>>>>>>>>>>>>>>>>>>>>> precise tutorial on replacing sounds on mods!
> Thanks!
> >>>>>>>>>>>>>>>>>>>>>>>>>>>
> >>>>>>>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay <
> >>>>>>>>>>>>>>>>>>>>>>>>>>> ***@live.com
> >>>>>>>>>>>>>>>>>>>>>>>>>>> <
> https://e.mail.ru/compose/?mailto=mailto%***@live.com>
> >>>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
> >>>>>>>>>>>>>>>>>>>>>>>>>>>
> >>>>>>>>>>>>>>>>>>>>>>>>>>> You don't need a VPK to use the sounds, if you
> >>>>>>>>>>>>>>>>>>>>>>>>>>> place them in the sounds folder, then into a
> respective sub directory they
> >>>>>>>>>>>>>>>>>>>>>>>>>>> will work fine.
> >>>>>>>>>>>>>>>>>>>>>>>>>>>
> >>>>>>>>>>>>>>>>>>>>>>>>>>>
> >>>>>>>>>>>>>>>>>>>>>>>>>>>
> >>>>>>>>>>>>>>>>>>>>>>>>>>> On Apr 1, 2015, at 9:15 PM, Minh Le <
> >>>>>>>>>>>>>>>>>>>>>>>>>>> ***@telus.net
> >>>>>>>>>>>>>>>>>>>>>>>>>>> <
> https://e.mail.ru/compose/?mailto=mailto%***@telus.net>>
> >>>>>>>>>>>>>>>>>>>>>>>>>>> wrote:
> >>>>>>>>>>>>>>>>>>>>>>>>>>>
> >>>>>>>>>>>>>>>>>>>>>>>>>>> If
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
Tony "omega" Sergi
2015-06-25 02:46:19 UTC
Permalink
clientmode_shared.cpp
---------------------------------

find void ClientModeShared::Init()
before that:
// See interface.h/.cpp for specifics: basically this ensures that we
actually Sys_UnloadModule the dll and that we don't call Sys_LoadModule
// over and over again.
static CDllDemandLoader g_GameUI( "gameui" );

Then, inside ClientModeShared::Init() perhaps at the very bottom, inject
your custom VGUI panel.

CreateInterfaceFn gameUIFactory = g_GameUI.GetFactory();
if ( gameUIFactory )
{
m_pGameUI = (IGameUI *) gameUIFactory(GAMEUI_INTERFACE_VERSION,
NULL );
if ( NULL != m_pGameUI )
{
// insert stats summary panel as the loading background dialog
C3MMLoadingPanel *pPanel = GetLoadingPanel();
pPanel->InvalidateLayout( false, true );
pPanel->SetVisible( false );
pPanel->MakePopup( false );
m_pGameUI->SetLoadingBackgroundDialog( pPanel->GetVPanel() );
}
}

Custom panel code not included in my reply.




On Thu, Jun 25, 2015 at 10:55 AM, Gavin Isgar <***@gmail.com> wrote:

> Almost! My mod is a single player mod, and I wan't to make custom loading
> screens(the original for Valve games is the gray box with white rectangles
> as progress bars). I want to make a custom one, like one they use in CS:GO!
> Thanks!
>
> On Wed, Jun 24, 2015 at 8:20 PM, Ken Swisher <***@qis.net> wrote:
>
>> This what you're looking for? Loading screens for the chapters (or just
>> for the game itself if it doesn't contain chapters)
>>
>> https://developer.valvesoftware.com/wiki/Menu_Background_Map
>>
>> Sent from my Verizon Wireless 4G LTE smartphone
>>
>>
>> -------- Original message --------
>> From: Gavin Isgar <***@gmail.com>
>> Date: 06/24/2015 6:45 PM (GMT-06:00)
>> To: Discussion of Half-Life Programming <***@list.valvesoftware.com>
>>
>> Subject: Re: [hlcoders] Modding Problems
>>
>> ?
>>
>> On Tue, Jun 23, 2015 at 10:17 PM, Gavin Isgar <***@gmail.com> wrote:
>>
>> > Hey guys, back with another question. For a singleplayer mod, how would
>> i
>> > be able to change the background for the loading screen, or make a
>> custom
>> > loading bar? Thanks!
>> >
>> > On Fri, Jun 19, 2015 at 4:00 PM, Gavin Isgar <***@gmail.com> wrote:
>> >
>> >> Alright, but i want to at least get this done by today. I will try
>> >> looking in Half-Life 2's files and try to find a corresponding file,
>> but if
>> >> you find any good information for me, please tell me! Thanks!
>> >>
>> >> On Fri, Jun 19, 2015 at 2:34 PM, Tony "omega" Sergi <
>> ***@gmail.com>
>> >> wrote:
>> >>
>> >>> if i remember correctly, it's sort of a bug. you need to replace a
>> >>> specific file, or gameui won't read certain strings. I can't remember
>> which
>> >>> one right now though.
>> >>>
>> >>> On Fri, Jun 19, 2015 at 9:25 PM, Gavin Isgar <***@gmail.com>
>> wrote:
>> >>>
>> >>>> Alright, I'll try to look around there. If I can't find anything, i
>> >>>> might have to just look in the HL2 files.
>> >>>>
>> >>>>
>> >>>> On Fri, Jun 19, 2015 at 6:26 AM, Tom Schumann <
>> ***@gmail.com>
>> >>>> wrote:
>> >>>>
>> >>>>> Off the top of my head I don't know but probably in one of the .txt
>> >>>>> files in hl2/resource/
>> >>>>>
>> >>>>> On 19 June 2015 at 06:00, Gavin Isgar <***@gmail.com> wrote:
>> >>>>>
>> >>>>>> ?
>> >>>>>>
>> >>>>>>
>> >>>>>> On Wed, Jun 17, 2015 at 4:09 PM, Gavin Isgar <***@gmail.com>
>> >>>>>> wrote:
>> >>>>>>
>> >>>>>>> The commentary text that shows up in the chapter selection menu.
>> >>>>>>>
>> >>>>>>> On Wed, Jun 17, 2015 at 5:37 AM, Tom Schumann <
>> >>>>>>> ***@gmail.com> wrote:
>> >>>>>>>
>> >>>>>>>> Which commentary text specifically?
>> >>>>>>>>
>> >>>>>>>> On 17 June 2015 at 11:21, Gavin Isgar <***@gmail.com> wrote:
>> >>>>>>>>
>> >>>>>>>>> Guys, i need some help with another problem. So, i've been
>> >>>>>>>>> searching my game's files for a bit and, I can't seem to find
>> how to change
>> >>>>>>>>> the HL2 Commentary Text in the main menu? Do i need to make a
>> new file?
>> >>>>>>>>> Thank you!
>> >>>>>>>>>
>> >>>>>>>>>
>> >>>>>>>>> On Sat, May 23, 2015 at 7:52 AM, Gavin Isgar <***@gmail.com
>> >
>> >>>>>>>>> wrote:
>> >>>>>>>>>
>> >>>>>>>>>> Thank you!
>> >>>>>>>>>>
>> >>>>>>>>>>
>> >>>>>>>>>> On Sat, May 23, 2015 at 12:55 AM, Tony "omega" Sergi <
>> >>>>>>>>>> ***@gmail.com> wrote:
>> >>>>>>>>>>
>> >>>>>>>>>>> https://developer.valvesoftware.com/wiki/View_Models
>> >>>>>>>>>>>
>> https://developer.valvesoftware.com/wiki/Viewmodels_in_Blender
>> >>>>>>>>>>>
>> >>>>>>>>>>> https://developer.valvesoftware.com/wiki/SDK_Docs
>> >>>>>>>>>>>
>> >>>>>>>>>>> http://forums.steampowered.com/forums/showthread.php?t=842810
>> >>>>>>>>>>>
>> >>>>>>>>>>> google is fantastic.
>> >>>>>>>>>>>
>> >>>>>>>>>>> On Sat, May 23, 2015 at 11:07 AM, Gavin Isgar <
>> ***@gmail.com
>> >>>>>>>>>>> > wrote:
>> >>>>>>>>>>>
>> >>>>>>>>>>>> Hey guys, i got a question! Can anyways please tell me how to
>> >>>>>>>>>>>> model and make weapons? I cant find a solid tutorial
>> anywhere that i can
>> >>>>>>>>>>>> actually do it on! Please help, thank you!
>> >>>>>>>>>>>>
>> >>>>>>>>>>>> On Sun, Apr 26, 2015 at 6:42 PM, Gavin Isgar <
>> ***@gmail.com
>> >>>>>>>>>>>> > wrote:
>> >>>>>>>>>>>>
>> >>>>>>>>>>>>> Guys i need some more help. I'm trying to use phoneme editor
>> >>>>>>>>>>>>> in face poser for NPCs to talk. But i get an error message
>> saying "an error
>> >>>>>>>>>>>>> occurred during extraction". I've been trying to find a fix
>> for this
>> >>>>>>>>>>>>> problem for awhile but i cant. I'm also using a Windows 8
>> computer. Please,
>> >>>>>>>>>>>>> someone type out a tutorial i can do to fix this problem!
>> Thanks!
>> >>>>>>>>>>>>>
>> >>>>>>>>>>>>> On Fri, Apr 24, 2015 at 5:32 PM, Gavin Isgar <
>> >>>>>>>>>>>>> ***@gmail.com> wrote:
>> >>>>>>>>>>>>>
>> >>>>>>>>>>>>>> Nope, still not working. Its saying extraction wont work. I
>> >>>>>>>>>>>>>> use Windows 8 and Audacity for the wavs but still nothing
>> works. Please
>> >>>>>>>>>>>>>> someone give me a tutorial on here by text please!
>> >>>>>>>>>>>>>>
>> >>>>>>>>>>>>>> On Fri, Apr 24, 2015 at 8:23 AM, Gavin Isgar <
>> >>>>>>>>>>>>>> ***@gmail.com> wrote:
>> >>>>>>>>>>>>>>
>> >>>>>>>>>>>>>>> Thanks! I'll try it!
>> >>>>>>>>>>>>>>>
>> >>>>>>>>>>>>>>> On Fri, Apr 24, 2015 at 12:06 AM, Jesse Oak <
>> >>>>>>>>>>>>>>> ***@gmail.com> wrote:
>> >>>>>>>>>>>>>>>
>> >>>>>>>>>>>>>>>> Silverfish has been out of the Source modding scene for
>> >>>>>>>>>>>>>>>> awhile but I find his tutorial still holds up quite well.
>> >>>>>>>>>>>>>>>> https://www.youtube.com/watch?v=T077tK_hXJo
>> >>>>>>>>>>>>>>>>
>> >>>>>>>>>>>>>>>> On Tue, Apr 21, 2015 at 9:23 PM, Gavin Isgar <
>> >>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>> >>>>>>>>>>>>>>>>
>> >>>>>>>>>>>>>>>>> Hey guys, back with ANOTHER question. I've been
>> wondering,
>> >>>>>>>>>>>>>>>>> how can i make voice(choreography) scenes in-game? What
>> i mean by that is
>> >>>>>>>>>>>>>>>>> make an NPC say what i said in my recording while lip
>> syncing. I seen that
>> >>>>>>>>>>>>>>>>> Source SDK's Faceposer can do that but all tutorials
>> are now outdated and i
>> >>>>>>>>>>>>>>>>> cant find a good resource. Can you guys tell me how i
>> can do this?
>> >>>>>>>>>>>>>>>>>
>> >>>>>>>>>>>>>>>>> On Fri, Apr 17, 2015 at 8:30 PM, Jesse Oak <
>> >>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>> >>>>>>>>>>>>>>>>>
>> >>>>>>>>>>>>>>>>>> It most likely has a corresponding .res file then in
>> >>>>>>>>>>>>>>>>>> which case you should be able to edit that.
>> >>>>>>>>>>>>>>>>>>
>> >>>>>>>>>>>>>>>>>> On Fri, Apr 17, 2015 at 4:30 PM, Gavin Isgar <
>> >>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>> >>>>>>>>>>>>>>>>>>
>> >>>>>>>>>>>>>>>>>>> Commentary mode isn't on the menu, if it was, i
>> would've
>> >>>>>>>>>>>>>>>>>>> already removed it. It's in the chapter list menu. I
>> still dont know how to
>> >>>>>>>>>>>>>>>>>>> remove it either
>> >>>>>>>>>>>>>>>>>>>
>> >>>>>>>>>>>>>>>>>>> On Fri, Apr 17, 2015 at 12:35 PM, Jesse Oak <
>> >>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>> >>>>>>>>>>>>>>>>>>>
>> >>>>>>>>>>>>>>>>>>>> If you don't want commentary just remove it from your
>> >>>>>>>>>>>>>>>>>>>> menu.
>> >>>>>>>>>>>>>>>>>>>>
>> >>>>>>>>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 8:22 PM, Gavin Isgar <
>> >>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>> >>>>>>>>>>>>>>>>>>>>
>> >>>>>>>>>>>>>>>>>>>>> Nope, still is like that. Why did it automatically
>> add
>> >>>>>>>>>>>>>>>>>>>>> HL2 commentary mode and messed up the chapter box
>> with an unusable exit
>> >>>>>>>>>>>>>>>>>>>>> arrow? Please help!
>> >>>>>>>>>>>>>>>>>>>>>
>> >>>>>>>>>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 9:20 PM, Gavin Isgar <
>> >>>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>> >>>>>>>>>>>>>>>>>>>>>
>> >>>>>>>>>>>>>>>>>>>>>> NVM, think i found the answer. HL2 was uninstalled
>> >>>>>>>>>>>>>>>>>>>>>> somehow and only HL2EP2 was installed. I hope!
>> >>>>>>>>>>>>>>>>>>>>>>
>> >>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 15, 2015 at 9:18 PM, Gavin Isgar <
>> >>>>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>> >>>>>>>>>>>>>>>>>>>>>>
>> >>>>>>>>>>>>>>>>>>>>>>> Back with another question guys! So i was looking
>> at
>> >>>>>>>>>>>>>>>>>>>>>>> the chapter list in my game(literally ingame) and
>> i now see something new,
>> >>>>>>>>>>>>>>>>>>>>>>> a commentary checkbox! I didnt add one though, im
>> using SDK Base 2007 for
>> >>>>>>>>>>>>>>>>>>>>>>> this mod BTW. Did it update and automatically put
>> it in? Please help for
>> >>>>>>>>>>>>>>>>>>>>>>> future reference!
>> >>>>>>>>>>>>>>>>>>>>>>>
>> >>>>>>>>>>>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar <
>> >>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>> >>>>>>>>>>>>>>>>>>>>>>>
>> >>>>>>>>>>>>>>>>>>>>>>>> Im not distributing them, and i dont feel like
>> it.
>> >>>>>>>>>>>>>>>>>>>>>>>> I just want to know how i can configure code
>> files for a game so that it
>> >>>>>>>>>>>>>>>>>>>>>>>> can find the game and code it
>> >>>>>>>>>>>>>>>>>>>>>>>>
>> >>>>>>>>>>>>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak <
>> >>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>> >>>>>>>>>>>>>>>>>>>>>>>>
>> >>>>>>>>>>>>>>>>>>>>>>>>> Are you using SVN or Git? Just make a branch if
>> >>>>>>>>>>>>>>>>>>>>>>>>> you are.
>> >>>>>>>>>>>>>>>>>>>>>>>>> On Apr 14, 2015 6:55 AM, "Gavin Isgar" <
>> >>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com> wrote:
>> >>>>>>>>>>>>>>>>>>>>>>>>>
>> >>>>>>>>>>>>>>>>>>>>>>>>>> Its not that easy. The files within it are all
>> >>>>>>>>>>>>>>>>>>>>>>>>>> configured for the base game other than the
>> beta. But that still didnt
>> >>>>>>>>>>>>>>>>>>>>>>>>>> answer my question
>> >>>>>>>>>>>>>>>>>>>>>>>>>>
>> >>>>>>>>>>>>>>>>>>>>>>>>>> On Tue, Apr 14, 2015 at 5:04 AM, Stan R. <
>> >>>>>>>>>>>>>>>>>>>>>>>>>> ***@inbox.ru> wrote:
>> >>>>>>>>>>>>>>>>>>>>>>>>>>
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> You just...copy it? Create a folder for your
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> "beta" and work in it? Computer basics?
>> >>>>>>>>>>>>>>>>>>>>>>>>>>>
>> >>>>>>>>>>>>>>>>>>>>>>>>>>>
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> ППМеЎельМОк, 13 апреля 2015, 23:08 -04:00 Пт
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> Gavin Isgar <***@gmail.com>:
>> >>>>>>>>>>>>>>>>>>>>>>>>>>>
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> Hey guys, back with huge question! Im
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> wondering how i can make a manual code folder
>> for my game(like for
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> Half-Life 2: Example, it would be HL2E in the
>> C Local Disk)? Im wondering
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> how i can copy one from my actual game and
>> edit it for a beta version, so
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> instead of HL2RS it would be HL2RSB! Please
>> tell me how i can do that
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> without Source SDK because it wont work that
>> way!
>> >>>>>>>>>>>>>>>>>>>>>>>>>>>
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> On Sun, Apr 12, 2015 at 3:15 AM, Krzysztof
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> Lesiak <***@hotmail.com
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> <
>> https://e.mail.ru/compose/?mailto=mailto%***@hotmail.com>
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>> >>>>>>>>>>>>>>>>>>>>>>>>>>>
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> Well, normally it shouldn't interfere with
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> your mod in any way, but you can only verify
>> that yourself by testing. I do
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> remember a case where a breaking change was
>> made in the 2013 SDK quite a
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> while ago, but that was announced in a Steam
>> community and on this mailing
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> list.
>> >>>>>>>>>>>>>>>>>>>>>>>>>>>
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> If I'm not mistaken, the SDK Base contains
>> just
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> the engine.dll itself (and a lot of other
>> components it depends on, of
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> course), which in turn loads your server and
>> client code. That means if the
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> interfaces between those modules have not
>> changed in a way that would break
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> compatibility, there should be nothing for
>> you to worry about.
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> ------------------------------
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> From: Gavin Isgar
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> <
>> https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> Sent: ‎12.‎04.‎2015 00:13
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> To: Discussion of Half-Life Programming
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> <
>> https://e.mail.ru/compose/?mailto=mailto%***@list.valvesoftware.com
>> >
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> Subject: Re: [hlcoders] Modding Problems
>> >>>>>>>>>>>>>>>>>>>>>>>>>>>
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> I wanted to use Source SDK Base 2007 for a
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> reason. But my question still hasn't been
>> answered.
>> >>>>>>>>>>>>>>>>>>>>>>>>>>>
>> >>>>>>>>>>>>>>>>>>>>>>>>>>>
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> On Sat, Apr 11, 2015 at 5:08 PM, Stephen
>> Swires
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> <***@swires.me
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> <
>> https://e.mail.ru/compose/?mailto=mailto%***@swires.me>
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>> >>>>>>>>>>>>>>>>>>>>>>>>>>>
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> If you're starting a new mod (which it sounds
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> like you are), you should not be using the
>> 2007 base at all.
>> >>>>>>>>>>>>>>>>>>>>>>>>>>>
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar <
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> <
>> https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>> >>>>>>>>>>>>>>>>>>>>>>>>>>>
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> Hey guys, back with another question! So i
>> just
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> saw awhile ago that Source SDK Base 2007 got
>> updated. My mod uses Source
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> SDK Base 2007 and i was wondering, do the
>> updates interfere with the mod in
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> anyway? Thanks for the help!
>> >>>>>>>>>>>>>>>>>>>>>>>>>>>
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar <
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> ***@gmail.com
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> <
>> https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>> >>>>>>>>>>>>>>>>>>>>>>>>>>>
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> Thanks Stan!
>> >>>>>>>>>>>>>>>>>>>>>>>>>>>
>> >>>>>>>>>>>>>>>>>>>>>>>>>>>
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> On Fri, Apr 3, 2015 at 8:42 PM, Stan R. <
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> ***@inbox.ru
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> <
>> https://e.mail.ru/compose/?mailto=mailto%***@inbox.ru>
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>> >>>>>>>>>>>>>>>>>>>>>>>>>>>
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> You dont need to use VPKs to add sounds to
>> your
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> mod, just put them in yourmod/sound/ folder.
>> You dont need to touch sources
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> and build solution at all, weapon sounds
>> defined in weapon script file
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> (scripts/weapon_smg1.txt for example) and
>> sound definition scripts
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> (game_sounds_weapons.txt,
>> game_sounds_player.txt). Yes, they should be WAV
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> 44khz/16bit. No, you can use any length you
>> want.
>> >>>>>>>>>>>>>>>>>>>>>>>>>>>
>> >>>>>>>>>>>>>>>>>>>>>>>>>>>
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> ПятМОца, 3 апреля 2015, 20:33 -04:00 Пт Gavin
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> Isgar <***@gmail.com
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> <
>> https://e.mail.ru/compose/?mailto=mailto%***@gmail.com>>:
>> >>>>>>>>>>>>>>>>>>>>>>>>>>>
>> >>>>>>>>>>>>>>>>>>>>>>>>>>>
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> Hey guys, im back with a question. I've
>> been
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> trying everything to change the weapon sounds
>> of weapons but i cant find a
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> very "precise" tutorial on how, and most are
>> outdated. Do i need VPKs? Do i
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> need to rebuild the game solution in Visual
>> Studio after sound replacement?
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> Do they have to be in WAV format and does the
>> sound files need to be a
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> certain length of time? Long story short, can
>> anyone please tell me a very
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> precise tutorial on replacing sounds on mods!
>> Thanks!
>> >>>>>>>>>>>>>>>>>>>>>>>>>>>
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay <
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> ***@live.com
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> <
>> https://e.mail.ru/compose/?mailto=mailto%***@live.com>
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> > wrote:
>> >>>>>>>>>>>>>>>>>>>>>>>>>>>
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> You don't need a VPK to use the sounds, if
>> you
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> place them in the sounds folder, then into a
>> respective sub directory they
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> will work fine.
>> >>>>>>>>>>>>>>>>>>>>>>>>>>>
>> >>>>>>>>>>>>>>>>>>>>>>>>>>>
>> >>>>>>>>>>>>>>>>>>>>>>>>>>>
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> On Apr 1, 2015, at 9:15 PM, Minh Le <
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> ***@telus.net
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> <
>> https://e.mail.ru/compose/?mailto=mailto%***@telus.net>>
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> wrote:
>> >>>>>>>>>>>>>>>>>>>>>>>>>>>
>> >>>>>>>>>>>>>>>>>>>>>>>>>>> If
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>


--
-Tony
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