Welcome, Guest. Please login or register. Did you miss your activation email?

Recent Posts

Pages: [1] 2 3 4 5 6 7 8 9 10
1
Modding Discussion / Re: [HELP] Setting up Crowbar for SMOD
« Last post by Zoldat on August 19, 2018, 12:42:32 PM »
Ok, here's the SDK installer: http://www.mediafire.com/file/6fmg698vb97f18m/HL2CSMSDK.rar/file

Hope that it will be helpful  :)
2
Modding Discussion / Re: [HELP] Setting up Crowbar for SMOD
« Last post by AnOldLady on August 19, 2018, 09:01:21 AM »
Yes please that would be awesome.
3
Modding Discussion / Re: [HELP] Setting up Crowbar for SMOD
« Last post by Zoldat on August 18, 2018, 02:19:08 PM »
I myself have a custom Russian made Source SDK build, whose model compiler compiles models(sorry for tautology) so they will work in Smod just fine.
I once wanted to share it to some guy here on Bsnooch who wanted to compile models for older Source engine too, but it didn't work for him for some reason. Also there was false virus alarm in this thing.

If you want it, I could share it.
4
Modding Discussion / [HELP] Setting up Crowbar for SMOD
« Last post by AnOldLady on August 16, 2018, 08:37:17 AM »
I'm trying to compile v_weapons for SMOD, using stock HL2 weapons but they end up being invisible in-game and unable to open in Model Viewer. I've used the current HL2 build of weapons and the build from sdk_content in steamapps folder but to no avail. I know that we have to use the ep1 compiler but I can't get it to work with Crowbar as it always says "cant find steam app user info". Anyone who model for SMOD can help me here?
5
Gaming Discussion / Re: Ubisoft are giving away Free Games every Month.
« Last post by Aenfonai on August 14, 2018, 09:40:42 AM »
The content you're talking about is what we're looking for, which will help us a lot.
6
We sincerely hope that this discussion will make it even more clear.
7
Fixed, after a long time debugging.
8
So it turns out the issue is actually how im using HL2.CheckRoom, i'm not sure what i'm doing wrong however.

bool = HL2.CheckRoom(0 0 0, 1 1 1, 2 2 2)

even something as simple as this spits out a nil value in console. Am i incorrectly stating the origins, mins, and maxs?
9
Ok so I'm not gonna beat around the bush, i'm pretty shit at lua.
I've been working on a lua based replacement for the randomspawn section, the most integral function is actually something i found in smod redux final,



Code: [Select]
function GetRandomNodePosition()

local nodes = HL2.GetNodeCounts()
local retorg = nil

    if nodes >= 1 then
local node  = HL2.GetNodeData(HL2.RandomInt(0,nodes-1))
if node ~= nil then
retorg = HL2.Vector(node.x, node.y + 16, node.z)
end
end

return retorg

end

that is obviously used to find a random node when called by another function, and return the position of the node as an origin.

trouble is, when finding nodes in poorly noded, or cluttered maps, npcs can end up spawned in walls, or within eachother etc.

To remedy this i tried to insert a simple repeat loop with a HL2.CheckRoom in order to make sure there is room enough for the standard human_hull, if there isn't enough room at the node, then the block is to repeat and select a new node. however whenever this edited function is called, it fails and simply returns a nil value in the console.

The function is as follows

Code: [Select]
function GetRandomNodePosition()

local nodes = HL2.GetNodeCounts()
local retorg = nil
local node = nil
local hasroom = 0
local MINS = (0, 0, 0)
local MAX = (0, 0, 0)

if nodes >= 1 then
while hasroom == 0 do
node = HL2.GetNodeData(HL2.RandomInt(0,nodes-1))
if node ~= nil then
hasroom = HL2.CheckRoom(node, MINS, MAX)
end
if hasroom == 0 then
end
if hasroom == 1 break end
retorg = HL2.Vector(node.x, node.y + 16, node.z)
end
return retorg
end
end

I'm utter shite at this, and i'm sorry if this turns out to be an easy fix. But its 1:30am here and my head isn't functioning enough to do this alone.
10
Weapon Releases / Re: [CUSTOM] HK416 customized
« Last post by Zoldat on July 30, 2018, 05:27:31 PM »
Its good to see someone still releasing models for smod! I wish i could figure out how to correctly compile models for smod, i have heaps i wanna backport.

Keep it up man!

Thanks  ;D For me it's not hard  ;)
Pages: [1] 2 3 4 5 6 7 8 9 10