Changing weapon models
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Re: Changing weapon models
Posted by half-dude on Sat Jan 29th at 5:17am 2005


Hey all,

I'm not to far into Xenophobia that I've decided to make the mod center around Adrien Sheperd (I know I spelled it wrong) instead of Gordon but to do that I have to change the gun arm to the one from OP4. I got the model extracted and in my mod folder with the same name as the weapon in HL1. I also have it so that after it compiles it starts the map in my mod -game xeno I beleve It is. But it still dosent work what should I do to get the effect I want?

[addsig]




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Re: Changing weapon models
Posted by Foxpup on Sat Jan 29th at 5:34am 2005


Put it in Half-Life/xeno/models folder and it should work. [addsig]



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Re: Changing weapon models
Posted by wil5on on Sat Jan 29th at 5:37am 2005


If its still using the default HL gun models, either you didnt extract them right or youre not running your mod.

How are you running the game? What command line? Exactly what folder did you extract your models to? Does your mod have a liblist.gam, and is that setup correctly?

[addsig]




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Re: Changing weapon models
Posted by half-dude on Sat Jan 29th at 7:35am 2005


Im running Worldcraft compile with +map $file -console -dev -game spirit -game xeno

so I'm trying to play it right through the editer.

Im using Spirit of Half-life if that makes a differents. Im not using a pak file but that will probibly change. Plus I have the model in xeno/models/z_9mmhandgun.mdl.

[addsig]




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Re: Changing weapon models
Posted by wil5on on Sat Jan 29th at 8:46am 2005


Did you even read that command line? Youre trying to run 2 mods simultaneously, which cant be done. HL is only picking up the first game you specified, Spirit. Get rid of the -game spirit and it will work. Of course youll probably then need to copy the spirit DLL files over to your mod, if you havent done so already. [addsig]



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Re: Changing weapon models
Posted by half-dude on Sat Jan 29th at 5:43pm 2005


Oh yea, (hit's himself on head) I totaly forgot the spirit was a runing mod LOL [addsig]



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Re: Changing weapon models
Posted by half-dude on Sat Jan 29th at 8:45pm 2005


I have a new problem, I deleted the part of my command line -game spirit. but then when I compile it dose launch my game mod but it stays at the console saying this:

execing hw/geforce.cfg

execing valve.rc

execing language.cfg

execing config.cfg

"sv_aim" changed to "0.000000"

Adding: xen/dlls/spirit.dll

Dll loaded for mod spirit of half-life

execing skill.cfg

map change failed: "lab1" not found on server.

Sys_Intialize GameDLL called twice,

skipping second call

map change failed: "lab1" not found on server

execing config.cfg

As you can see it's not finding the lab1.map in my mods folder. I even checked and it IS in "xeno/maps/lab1" so what gives?

P.S I even included the compile log for you below I doubt it will help though.


** Executing...
** Command: Change Directory
** Parameters: C:SIERRAHalf-Life


** Executing...
** Command: Copy File
** Parameters: "C:Program FilesValve Hammer EditormapsXenophobialab1.map" "C:SIERRAHalf-LifeSpiritmapslab1.map"


** Executing...
** Command: C:SIERRAHALF-L~1Spirithlcsg.exe
** Parameters: "C:SIERRAHalf-LifeSpiritmapslab1"

hlcsg v2.5.3 rel Custom Build 1.6.1 (Sep 26 2002)
Zoner's Half-Life Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (
merlinis@bigpond.net.au)
----- BEGIN hlcsg -----
Command line: C:SIERRAHALF-L~1Spirithlcsg.exe C:SIERRAHalf-LifeSpiritmapslab1
Entering C:SIERRAHalf-LifeSpiritmapslab1.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

8 brushes (totalling 48 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (3.39 seconds)
SetModelCenters:
80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.47 seconds)

Using Wadfile: sierrahalf-lifevalvehalflife.wad
- Contains 109 used textures, 99.09 percent of map (3116 textures in wad)
Using Wadfile: sierrahalf-lifevalveliquids.wad
- Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: sierrahalf-lifevalvedecals.wad
- Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: sierrahalf-lifevalvexeno.wad
- Contains 1 used texture, 0.91 percent of map (264 textures in wad)

added 11 additional animating textures.
Texture usage is at 1.03 mb (of 4.00 mb MAX)
5.63 seconds elapsed

----- END hlcsg -----


** Executing...
** Command: C:SIERRAHALF-L~1Spirithlbsp.exe
** Parameters: "C:SIERRAHalf-LifeSpiritmapslab1"

hlbsp v2.5.3 rel Custom Build 1.6.1 (Jul 15 2002)
Zoner's Half-Life Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (
merlinis@bigpond.net.au)
----- BEGIN hlbsp -----
Command line: C:SIERRAHALF-L~1Spirithlbsp.exe C:SIERRAHalf-LifeSpiritmapslab1

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 240)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)


BSP generation successful, writing portal file 'C:SIERRAHalf-LifeSpiritmapslab1.prt'
3.58 seconds elapsed

----- END hlbsp -----


** Executing...
** Command: C:SIERRAHALF-L~1Spirithlrad.exe
** Parameters: "C:SIERRAHalf-LifeSpiritmapslab1"

hlrad v2.5.3 rel Custom Build 1.6.1 (Oct 9 2002)
Zoner's Half-Life Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (
merlinis@bigpond.net.au)
----- BEGIN hlrad -----
Command line: C:SIERRAHALF-L~1Spirithlrad.exe C:SIERRAHalf-LifeSpiritmapslab1

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]


[Reading texlights from 'C:SIERRAHALF-L~1Spiritlights.rad']
[49 texlights parsed from 'C:SIERRAHALF-L~1Spiritlights.rad']

Warning: No vis information, direct lighting only.
2651 faces
Create Patches : 8503 base patches
0 opaque faces
39941 square feet [5751526.00 square inches]
192 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (17.16 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.03 seconds)
17.44 seconds elapsed

----- END hlrad -----


** Executing...
** Command: C:SIERRAHALF-L~1hl.exe
** Parameters: +map "lab1" -console -dev -game xeno +map "lab1"

hope this helps!

[addsig]




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Re: Changing weapon models
Posted by Crono on Sat Jan 29th at 8:54pm 2005


You do realize that you aren't copying the file over, right? At least it isn't in your compile log. Add a copy command in your compile log right before it launches the map. [addsig]



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Re: Changing weapon models
Posted by half-dude on Sat Jan 29th at 11:14pm 2005


what are you talking about? [addsig]



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Re: Changing weapon models
Posted by Crono on Sat Jan 29th at 11:53pm 2005


Your compile log ... the one that you just posted.

? quote:

----- END hlrad -----


** Executing...
** Command: C:SIERRAHALF-L~1hl.exe
** Parameters: +map "lab1" -console -dev -game xeno +map "lab1"


There should be a Copy command right there before the hl.exe execution. It isn't copying over the newly compiled map before you boot it ... meaning you have to manually copy it over ... this should be obvious if you're making a mod of any kind. And the final runable map is a BSP ... you keep saying it's a *.map ... just pointing it out. [addsig]




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Re: Changing weapon models
Posted by fraggard on Sun Jan 30th at 2:37am 2005


If you are launching your game with

hl.exe -game spirit +map lab1

then your BSP should be in your spirit/maps folder. If you want to make your own game based off SoHL, I suggest copying the folder half-life/spirit and creating an identical half-life/xeno. Then start your game with

hl.exe -game xeno +map lab1

with your BSP in the xeno/maps folder.




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Re: Changing weapon models
Posted by Desert Gunner on Sun Jan 30th at 2:41am 2005


Why don't you just make the map in OP4? It would save you a TON of trouble.



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Re: Changing weapon models
Posted by half-dude on Sun Jan 30th at 2:44am 2005


well what is the command -copy? and were do I add this? [addsig]



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Re: Changing weapon models
Posted by half-dude on Sun Jan 30th at 2:45am 2005


Well I figure that I might as well make it in HL so then people that dont own OP4 can still play, plus I lazy. [addsig]



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Re: Changing weapon models
Posted by half-dude on Sun Jan 30th at 2:48am 2005


LET ME GUESS, YOU HAVE TO HAVE A PAK FILE TO CHANGE GUN MODELS RIGHT? [addsig]



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Re: Changing weapon models
Posted by fraggard on Sun Jan 30th at 7:09am 2005


? quote:
well what is the command -copy? and were do I add this?

Just add a copy in the batch file
copy pathtomap.bsp half-lifexenomap.bsp
That's all.

? quote:
LET ME GUESS, YOU HAVE TO HAVE A PAK FILE TO CHANGE GUN MODELS RIGHT?

No.




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Re: Changing weapon models
Posted by half-dude on Mon Jan 31st at 4:01am 2005


? quoting fraggard

Just add a copy in the batch file
copy pathtomap.bsp half-lifexenomap.bsp
That's all.

Sorry, but I don't understand any of that. BTW This is what always irks me, there are so many little things like this that arn't explained nor mentioned in tutorials. So how are new mappers sopposed to know what to do? Live on the editing forms like me?

[addsig]




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Re: Changing weapon models
Posted by fraggard on Mon Jan 31st at 3:20pm 2005


I think you need to understand what a batch file is. Try Google.




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Re: Changing weapon models
Posted by half-dude on Mon Jan 31st at 9:19pm 2005


Ok I googled and found this site

http://www.computerhope.com/batch.htm

I did what it said but I have no idea what this has to do with the editer or what to do next. Becides I already manually copied the bsp to my mod's map folder and have one in my valve map folder. But the problem is that the OP4's hand is not appearing in my map even though the model is in my c:/sierra/halflife/xeno/models folder ok?

BTW, is this what you are talking about

http://www.snarkpit.com/editing.php?page=tutorials&game=HL&id=103

If it is, why use a batch file to compile when couldent you use ZHLT?

[addsig]




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Re: Changing weapon models
Posted by half-dude on Sun Feb 13th at 8:42pm 2005


hello? [addsig]




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