Changing weapon models

Changing weapon models

Re: Changing weapon models Posted by half-dude on Sat Jan 29th 2005 at 5:17am
half-dude
580 posts
Posted 2005-01-29 5:17am
580 posts 76 snarkmarks Registered: Aug 30th 2003 Occupation: male Location: WH
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?
Re: Changing weapon models Posted by Foxpup on Sat Jan 29th 2005 at 5:34am
Foxpup
380 posts
Posted 2005-01-29 5:34am
Foxpup
member
380 posts 38 snarkmarks Registered: Nov 26th 2004 Occupation: Student Location: the Land of Oz
Put it in Half-Life/xeno/models folder and it should work.
Re: Changing weapon models Posted by wil5on on Sat Jan 29th 2005 at 5:37am
wil5on
1733 posts
Posted 2005-01-29 5:37am
wil5on
member
1733 posts 570 snarkmarks Registered: Dec 12th 2003 Occupation: Mapper Location: Adelaide
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?
Re: Changing weapon models Posted by half-dude on Sat Jan 29th 2005 at 7:35am
half-dude
580 posts
Posted 2005-01-29 7:35am
580 posts 76 snarkmarks Registered: Aug 30th 2003 Occupation: male Location: WH
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.
Re: Changing weapon models Posted by wil5on on Sat Jan 29th 2005 at 8:46am
wil5on
1733 posts
Posted 2005-01-29 8:46am
wil5on
member
1733 posts 570 snarkmarks Registered: Dec 12th 2003 Occupation: Mapper Location: Adelaide
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.
Re: Changing weapon models Posted by half-dude on Sat Jan 29th 2005 at 5:43pm
half-dude
580 posts
Posted 2005-01-29 5:43pm
580 posts 76 snarkmarks Registered: Aug 30th 2003 Occupation: male Location: WH
Oh yea, (hit's himself on head) I totaly forgot the spirit was a runing mod LOL
Re: Changing weapon models Posted by half-dude on Sat Jan 29th 2005 at 8:45pm
half-dude
580 posts
Posted 2005-01-29 8:45pm
580 posts 76 snarkmarks Registered: Aug 30th 2003 Occupation: male Location: WH
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:\SIERRA\Half-Life


** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve Hammer Editor\maps\Xenophobia\lab1.map" "C:\SIERRA\Half-Life\Spirit\maps\lab1.map"


** Executing...
** Command: C:\SIERRA\HALF-L~1\Spirit\hlcsg.exe
** Parameters: "C:\SIERRA\Half-Life\Spirit\maps\lab1"


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:\SIERRA\HALF-L~1\Spirit\hlcsg.exe C:\SIERRA\Half-Life\Spirit\maps\lab1
Entering C:\SIERRA\Half-Life\Spirit\maps\lab1.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: \sierra\half-life\valve\halflife.wad
- Contains 109 used textures, 99.09 percent of map (3116 textures in wad)
Using Wadfile: \sierra\half-life\valve\liquids.wad
- Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: \sierra\half-life\valve\decals.wad
- Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: \sierra\half-life\valve\xeno.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:\SIERRA\HALF-L~1\Spirit\hlbsp.exe
** Parameters: "C:\SIERRA\Half-Life\Spirit\maps\lab1"


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:\SIERRA\HALF-L~1\Spirit\hlbsp.exe C:\SIERRA\Half-Life\Spirit\maps\lab1


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:\SIERRA\Half-Life\Spirit\maps\lab1.prt'
3.58 seconds elapsed


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



** Executing...
** Command: C:\SIERRA\HALF-L~1\Spirit\hlrad.exe
** Parameters: "C:\SIERRA\Half-Life\Spirit\maps\lab1"


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:\SIERRA\HALF-L~1\Spirit\hlrad.exe C:\SIERRA\Half-Life\Spirit\maps\lab1


-= 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:\SIERRA\HALF-L~1\Spirit\lights.rad']
[49 texlights parsed from 'C:\SIERRA\HALF-L~1\Spirit\lights.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:\SIERRA\HALF-L~1\hl.exe
** Parameters: +map "lab1" -console -dev -game xeno +map "lab1"


hope this helps!
Re: Changing weapon models Posted by Crono on Sat Jan 29th 2005 at 8:54pm
Crono
6628 posts
Posted 2005-01-29 8:54pm
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
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.
Re: Changing weapon models Posted by half-dude on Sat Jan 29th 2005 at 11:14pm
half-dude
580 posts
Posted 2005-01-29 11:14pm
580 posts 76 snarkmarks Registered: Aug 30th 2003 Occupation: male Location: WH
what are you talking about?
Re: Changing weapon models Posted by Crono on Sat Jan 29th 2005 at 11:53pm
Crono
6628 posts
Posted 2005-01-29 11:53pm
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
Your compile log ... the one that you just posted.
----- END hlrad -----

** Executing...
** Command: C:\SIERRA\HALF-L~1\hl.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.
Re: Changing weapon models Posted by fraggard on Sun Jan 30th 2005 at 2:37am
fraggard
1110 posts
Posted 2005-01-30 2:37am
fraggard
member
1110 posts 220 snarkmarks Registered: Jul 8th 2002 Occupation: Student Location: Bangalore, India
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.
Re: Changing weapon models Posted by Desert Gunner on Sun Jan 30th 2005 at 2:41am
Desert Gunner
36 posts
Posted 2005-01-30 2:41am
36 posts 4 snarkmarks Registered: Nov 30th 2004 Location: United States
Why don't you just make the map in OP4? :confused: It would save you a TON of trouble.
Re: Changing weapon models Posted by half-dude on Sun Jan 30th 2005 at 2:44am
half-dude
580 posts
Posted 2005-01-30 2:44am
580 posts 76 snarkmarks Registered: Aug 30th 2003 Occupation: male Location: WH
well what is the command -copy? and were do I add this?
Re: Changing weapon models Posted by half-dude on Sun Jan 30th 2005 at 2:45am
half-dude
580 posts
Posted 2005-01-30 2:45am
580 posts 76 snarkmarks Registered: Aug 30th 2003 Occupation: male Location: WH
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.
Re: Changing weapon models Posted by half-dude on Sun Jan 30th 2005 at 2:48am
half-dude
580 posts
Posted 2005-01-30 2:48am
580 posts 76 snarkmarks Registered: Aug 30th 2003 Occupation: male Location: WH
LET ME GUESS, YOU HAVE TO HAVE A PAK FILE TO CHANGE GUN MODELS RIGHT?
Re: Changing weapon models Posted by fraggard on Sun Jan 30th 2005 at 7:09am
fraggard
1110 posts
Posted 2005-01-30 7:09am
fraggard
member
1110 posts 220 snarkmarks Registered: Jul 8th 2002 Occupation: Student Location: Bangalore, India
well what is the command -copy? and were do I add this?
Just add a copy in the batch file

copy path\to\map.bsp half-life\xeno\map.bsp

That's all.
LET ME GUESS, YOU HAVE TO HAVE A PAK FILE TO CHANGE GUN MODELS RIGHT?
:wtf: No.
Re: Changing weapon models Posted by half-dude on Mon Jan 31st 2005 at 4:01am
half-dude
580 posts
Posted 2005-01-31 4:01am
580 posts 76 snarkmarks Registered: Aug 30th 2003 Occupation: male Location: WH
<DIV class=quote>
<DIV class=quotetitle>? quoting fraggard</DIV>
<DIV class=quotetext>
Just add a copy in the batch file
copy path\to\map.bsp half-life\xeno\map.bsp
That's all.
</DIV></DIV>
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?
Re: Changing weapon models Posted by fraggard on Mon Jan 31st 2005 at 3:20pm
fraggard
1110 posts
Posted 2005-01-31 3:20pm
fraggard
member
1110 posts 220 snarkmarks Registered: Jul 8th 2002 Occupation: Student Location: Bangalore, India
I think you need to understand what a batch file is. Try Google.
Re: Changing weapon models Posted by half-dude on Mon Jan 31st 2005 at 9:19pm
half-dude
580 posts
Posted 2005-01-31 9:19pm
580 posts 76 snarkmarks Registered: Aug 30th 2003 Occupation: male Location: WH
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?
Re: Changing weapon models Posted by half-dude on Sun Feb 13th 2005 at 8:42pm
half-dude
580 posts
Posted 2005-02-13 8:42pm
580 posts 76 snarkmarks Registered: Aug 30th 2003 Occupation: male Location: WH
hello?
Re: Changing weapon models Posted by Foxpup on Mon Feb 14th 2005 at 2:08am
Foxpup
380 posts
Posted 2005-02-14 2:08am
Foxpup
member
380 posts 38 snarkmarks Registered: Nov 26th 2004 Occupation: Student Location: the Land of Oz
Those gun models mustn't be used by xeno, I guess. Change the filenames to the same as the ones in xeno and it should work.
Re: Changing weapon models Posted by fishy on Mon Feb 14th 2005 at 5:06pm
fishy
2623 posts
Posted 2005-02-14 5:06pm
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
The arm that you want to see is attached to each of the weapons v_models. The muzzleflash sprite and any ejected shell casings are all written into the model too. I don't imagine that HL weapons and Op4 weapons behave exactly the same, and possibly don't even have the same animation names, so even if you do get to see the arm, I think there may be other issues.

I could be completely wrong though, as I'm not familiar with Op4 and it's weapons. For all I know they are identical to HL's. :/
Re: Changing weapon models Posted by half-dude on Mon Mar 7th 2005 at 3:03am
half-dude
580 posts
Posted 2005-03-07 3:03am
580 posts 76 snarkmarks Registered: Aug 30th 2003 Occupation: male Location: WH
please if anyone can hear me PLEASE HELP ME!

I must know how to make a copy command in the batch file PLEASE!
Re: Changing weapon models Posted by fraggard on Mon Mar 7th 2005 at 11:41am
fraggard
1110 posts
Posted 2005-03-07 11:41am
fraggard
member
1110 posts 220 snarkmarks Registered: Jul 8th 2002 Occupation: Student Location: Bangalore, India
WTF? One month? Did you even try searching past that initial link you found?

A batch file is just a sequence of DOS commands. The DOS copy command has the syntax:

copy source-file destination-file

So just add that kind of command somewhere in the batch file, wherever you need it.

PS: You can identify batch files by the extension .bat.
Re: Changing weapon models Posted by Loco on Mon Mar 7th 2005 at 2:31pm
Loco
615 posts
Posted 2005-03-07 2:31pm
Loco
member
615 posts 121 snarkmarks Registered: Aug 29th 2003 Occupation: Student Location: UK
If you want to simplify things, in hammer use basic compile mode rather
than expert, and set your mod up as a new game in the options section.
This means you'll have to add all the files, directories, and programs
by hand, but it will make sure all the directories are correct. Then
compile, and it should copy across. If in doubt, find the
original file [yourmapname].bsp in the spiritmaps directory and copy
it across to xenpmaps by hand.

EDIT: Try looking
here
for a fairly good guide on all the settings for compiles.
Re: Changing weapon models Posted by half-dude on Tue Mar 8th 2005 at 12:58am
half-dude
580 posts
Posted 2005-03-08 12:58am
580 posts 76 snarkmarks Registered: Aug 30th 2003 Occupation: male Location: WH
For your information I stopped mapping in that time becouse of this problem.

P.S ARE YOU DEAF!? I do-not-know what in the h**l a batch file is! I wouldent even know if I was looking right at something that was telling me. Plus I still have no idea what DOS has to do with the compile process!
Re: Changing weapon models Posted by fraggard on Tue Mar 8th 2005 at 3:33am
fraggard
1110 posts
Posted 2005-03-08 3:33am
fraggard
member
1110 posts 220 snarkmarks Registered: Jul 8th 2002 Occupation: Student Location: Bangalore, India
P.S ARE YOU DEAF!? I do-not-know what in the h**l a batch file is! I
wouldent even know if I was looking right at something that was telling
me. Plus I still have no idea what DOS has to do with the compile
process!
The compile process is a bunch of commands, one for CSG, one for BSP,
and so on. These commands have to be executed in a sequence, one after
the other, so frontends like HLCC generate a batch file and run it. The
batch file contains the DOS commands to run the compile tools... e.g.

hlcsg thismapstinks.map -nowadtextures

hlbsp thismapstinks -somecrapoptions

etc. If you want to tweak your compile process, a handmade batch file is the best option.

PS: way to scream at the only people who'll help you. I'm sure this will get you answers a whole lot faster :rolleyes:
Re: Changing weapon models Posted by Crono on Tue Mar 8th 2005 at 4:08am
Crono
6628 posts
Posted 2005-03-08 4:08am
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
Re: Changing weapon models Posted by half-dude on Tue Mar 8th 2005 at 4:55am
half-dude
580 posts
Posted 2005-03-08 4:55am
580 posts 76 snarkmarks Registered: Aug 30th 2003 Occupation: male Location: WH
Ok, Im sorry. It just gets so annoying having to tell people the samething over and over again, Plus everyone is acting like I should already know this. That brings me back to the question, how whould you expect people to learn this stuff?

I've read that tut 3 times and I always get lost I don't know what these "arguments" are. Could someone pull out the parts were it's answering my question? And fast, it drives me nuts not having things working. Thats why I always worry about doing something wromg becouse I can think I've got working right but instead I have something wrong Arg!

Sorry again but now you know. :sad:
Re: Changing weapon models Posted by Crono on Tue Mar 8th 2005 at 5:53am
Crono
6628 posts
Posted 2005-03-08 5:53am
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
Your second sentence is oh so ironic.

Anyway ... I think you're still stuck on the solution I gave you over a month ago ...
Frag apparently jumped to the conclusion you were using batch files to compile instead of hammer (which is okay ... you should be using batch files)

But anyway ... if the problem is: you're trying to get that model working in your mod ...

You simply put it in ".../modname/models/" so it will be used instead of the default model.

If your map isn't launching (because in the last compile log you put up you weren't copying the final bsp into your map directory) ensure that "mapname.bsp" is in ".../modname/maps/" Other then that, I have no idea what it is you're having problems with.

Not to mention, you have gotten very good advice in this thread ... you're just not listening or understanding what everyone is trying to tell you.

And to be honest, if this type of thing is oblivious to you, you shouldn't be making a mod of any kind until you get an understanding of the file structure (at the very least).
Re: Changing weapon models Posted by half-dude on Tue Mar 8th 2005 at 9:37pm
half-dude
580 posts
Posted 2005-03-08 9:37pm
580 posts 76 snarkmarks Registered: Aug 30th 2003 Occupation: male Location: WH
<DIV class=quote>
<DIV class=quotetitle>? quoting Crono</DIV>
<DIV class=quotetext>Your second sentence is oh so ironic.

Anyway ... I think you're still stuck on the solution I gave you over a month ago ...
Frag apparently jumped to the conclusion you were using batch files to compile instead of hammer (which is okay ... you should be using batch files)

But anyway ... if the problem is: you're trying to get that model working in your mod ...

You simply put it in ".../modname/models/" so it will be used instead of the default model.

If your map isn't launching (because in the last compile log you put up you weren't copying the final bsp into your map directory) ensure that "mapname.bsp" is in ".../modname/maps/" Other then that, I have no idea what it is you're having problems with.

Not to mention, you have gotten very good advice in this thread ... you're just not listening or understanding what everyone is trying to tell you.

And to be honest, if this type of thing is oblivious to you, you shouldn't be making a mod of any kind until you get an understanding of the file structure (at the very least). </DIV></DIV>

Thanks for the incuragement :rolleyes:

Anyway, yes I understand what everyone is telling me about the models, and I have insured that I have the model form Op4 in my xeno/models folder AND I am sure that I copied the map into the mod folder becouse I can run it by pushing newgame in my mod game.

Everything is running fine with my mod file structure, I simply can get those dang weapon models working and Im slowed down becouse I have to move my bsps over manually.

The last thing I can think of is that the models arn't working becouse my high def pack is on the fritz.


[color=gold]


[/color]
Re: Changing weapon models Posted by half-dude on Tue Mar 8th 2005 at 10:04pm
half-dude
580 posts
Posted 2005-03-08 10:04pm
580 posts 76 snarkmarks Registered: Aug 30th 2003 Occupation: male Location: WH
Ok I looked over the replys again and I saw the one suggestion that Fraggard made about -game xeno +map lab1.

So I tried that and now I see a copy command

** Executing...
** Command: Change Directory
** Parameters: C:\SIERRA\Half-Life


** Executing...
[color=white]** Command: Copy File
** Parameters: "C:\Program Files\Valve Hammer Editor\maps\Xenophobia\lab1.map"
"C:\SIERRA\Half-Life\Spirit\maps\lab1.map"[/color]

** Executing...
** Command: C:\SIERRA\HALF-L~1\Spirit\hlcsg.exe
** Parameters: "C:\SIERRA\Half-Life\Spirit\maps\lab1"


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:\SIERRA\HALF-L~1\Spirit\hlcsg.exe C:\SIERRA\Half-Life\Spirit\maps\lab1
Entering C:\SIERRA\Half-Life\Spirit\maps\lab1.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%... (5.77 seconds)
SetModelCenters:
40%...50%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (2.06 seconds)


[color=gold]Using Wadfile: \sierra\half-life\valve\halflife.wad
  • Contains 132 used textures, 99.25 percent of map (3116 textures in wad)
Using Wadfile: \sierra\half-life\valve\liquids.wad
  • Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: \sierra\half-life\valve\decals.wad
  • Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: \sierra\half-life\valve\xeno.wad
  • Contains 1 used texture, 0.75 percent of map (264 textures in wad)[/color]
added 16 additional animating textures.
Texture usage is at 1.33 mb (of 4.00 mb MAX)
8.59 seconds elapsed


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



** Executing...
** Command: C:\SIERRA\HALF-L~1\Spirit\hlbsp.exe
** Parameters: "C:\SIERRA\Half-Life\Spirit\maps\lab1"


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:\SIERRA\HALF-L~1\Spirit\hlbsp.exe C:\SIERRA\Half-Life\Spirit\maps\lab1


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:\SIERRA\Half-Life\Spirit\maps\lab1.prt'
3.94 seconds elapsed


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



** Executing...
** Command: C:\SIERRA\HALF-L~1\Spirit\hlrad.exe
** Parameters: "C:\SIERRA\Half-Life\Spirit\maps\lab1"


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:\SIERRA\HALF-L~1\Spirit\hlrad.exe C:\SIERRA\Half-Life\Spirit\maps\lab1


-= 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:\SIERRA\HALF-L~1\Spirit\lights.rad']
[49 texlights parsed from 'C:\SIERRA\HALF-L~1\Spirit\lights.rad']


Warning: No vis information, direct lighting only.
3369 faces
Create Patches : 10818 base patches
0 opaque faces
48319 square feet [6957980.00 square inches]
262 direct lights


BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (24.72 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.05 seconds)
25.05 seconds elapsed


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

This dosent work so are there any copy commands that can be used to copy the bsps over?
Re: Changing weapon models Posted by Loco on Wed Mar 9th 2005 at 8:34am
Loco
615 posts
Posted 2005-03-09 8:34am
Loco
member
615 posts 121 snarkmarks Registered: Aug 29th 2003 Occupation: Student Location: UK
If you want to do it that way, you need to add a copy command at the
END of the compile. That copy command just moves the map from the
directory you were working in to where it is being compiled.

Here is a step by step guide to getting it right using expert compile
mode from Hammer (apologies to those who use batch compilers):

1)Load the map up in Hammer and hit compile in the file menu

2) Make sure you are in "expert" mode. You should have a list of
commands in a white box on the left hand side of the dialog box.

3) In this box should be two commands towards the bottom:

Copy File $path$file.bsp $bspdir$file.bsp

Copy File $path$file.pts $bspdir$file.pts

These commands copy the bsp and point file across to the game directory. You now have two options:

a) Open the options and change the bsp directory to
the one where your maps should go (e.g. C:SIERRAHalf-Lifexenomaps)

b) Modify the "Copy File" commands (probably a really bad idea)

c) If the commands aren't there, add them!

4) To add the commands, simply hit the "New" button, and bung in the following parameters:

Command: Copy File

Parameters: $path$file.bsp $bspdir$file.bsp

Repeat this for the points file. Make sure both commands are ABOVE the
$game_exe +map $file -dev -console command, but below all the others.

I suspect (as I said earlier) that you just need to change the bsp directory setting, but this should help you anyway.

Oh, and if my last suggestion didn't help, mark it as incorrect! I won't kill you for it!

[EDIT] It's almost definitely a problem with the bsp directory setting.
Look at the compile log: it's all writing to the spirit directory!
Check your settings.
Re: Changing weapon models Posted by half-dude on Wed Mar 9th 2005 at 9:49pm
half-dude
580 posts
Posted 2005-03-09 9:49pm
580 posts 76 snarkmarks Registered: Aug 30th 2003 Occupation: male Location: WH
Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Ok, I dont mean to reject your answer Loco Im just putting it aside for now. So when you say bsp directory? becouse I went to tools/options and I didnt see any thing about BSP directories. I took pictures as you can see I did change my map directory thinking that was what you might have ment but the maps dont even go there!

anyway I hope a picture helps

http://img207.exs.cx/img207/650/desktop24pp.jpgUser posted image

<DIV class=abouttext>User posted image</B></DIV>
http://img207.exs.cx/img207/7249/desktop19tx.jpg
Re: Changing weapon models Posted by Myrk- on Wed Mar 9th 2005 at 11:43pm
Myrk-
2299 posts
Posted 2005-03-09 11:43pm
Myrk-
member
2299 posts 604 snarkmarks Registered: Feb 12th 2002 Occupation: CAD & Graphics Technician Location: Plymouth, UK
Ok I haven't been reading really. Whats the problem? Models or the map?
Re: Changing weapon models Posted by half-dude on Thu Mar 10th 2005 at 1:00am
half-dude
580 posts
Posted 2005-03-10 1:00am
580 posts 76 snarkmarks Registered: Aug 30th 2003 Occupation: male Location: WH
lol, Im trying to get my compiler to copy my bsp's over to my mod folder so I dont have to do it manually
Re: Changing weapon models Posted by Crono on Thu Mar 10th 2005 at 5:52am
Crono
6628 posts
Posted 2005-03-10 5:52am
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
Put this command:

Copy File $path\$file.bsp $bspdir\$file.bsp

Right before the Game execution command.

In other words ... do what loco said

Also, it'd be a good idea to run vis.

If none of this makes sense: look around in the tutorials section all this information is there. In fact, all this information is in hammer help files ... and then there's the verc collective.
Re: Changing weapon models Posted by Loco on Thu Mar 10th 2005 at 8:11am
Loco
615 posts
Posted 2005-03-10 8:11am
Loco
member
615 posts 121 snarkmarks Registered: Aug 29th 2003 Occupation: Student Location: UK
The directory I was refering to was the bottom one under the "build
programs" tab, but it looks like it's set correctly from the pic.
However, it loooks like you're using the standard HL fgd file, rather
than the Spirit one. Do you have any other game configurations that you
use - i.e. when you open a map or start a new one, do you have to
choose a game to build the map for? If so, check the "Place compiled
maps in this directory" for those ones as well.

If not, just do as I said for the expert compile mode!

[EDIT] You changed the map directory? You mean RMFs or compiled BSPs?
If it's the latter the problem should be fixed! If the former, leave it
like that anyway - it's the default and it's where I keep my maps, and
I've never had problems with finding/copying files.
Re: Changing weapon models Posted by half-dude on Fri Mar 11th 2005 at 8:31pm
half-dude
580 posts
Posted 2005-03-11 8:31pm
580 posts 76 snarkmarks Registered: Aug 30th 2003 Occupation: male Location: WH
Ok, my problem is solved. Like Loco said, my Spirit config had its "place compiled maps here" setting to the spirit folder. I just never noticed it becouse it only displays on config at a time so I for got it was there. LOL
Re: Changing weapon models Posted by Loco on Sat Mar 12th 2005 at 8:04am
Loco
615 posts
Posted 2005-03-12 8:04am
Loco
member
615 posts 121 snarkmarks Registered: Aug 29th 2003 Occupation: Student Location: UK
Like Loco said
Um, not to be too fussy about this, but isn't mine then a correct
answer? You seem to have given yourself credit for the answer - that's
all.

Ah well, glad you fixed it though. :smile:
Re: Changing weapon models Posted by half-dude on Sun Mar 13th 2005 at 1:45am
half-dude
580 posts
Posted 2005-03-13 1:45am
580 posts 76 snarkmarks Registered: Aug 30th 2003 Occupation: male Location: WH
Im sorry, but I didnt get it fixed till your post right above mine. Sorry again