https://wiki.obsidianconflict.net/api.php?action=feedcontributions&user=Skidz&feedformat=atomObsidian Conflict Wiki - User contributions [en]2024-03-29T09:14:14ZUser contributionsMediaWiki 1.30.0https://wiki.obsidianconflict.net/?title=Fixing_facial_texture_on_decompiled_human_models&diff=236Fixing facial texture on decompiled human models2008-05-03T03:16:13Z<p>Skidz: </p>
<hr />
<div>This tutorial has been ripped from the steampowered forums to be kept archived.<br />
It was written by Wunderboy.<br />
<br />
[[Image:Problemfk7.jpg]]<br />
<br />
The problem comes from the fact that when Cannonfodder's decompiler creates the UV map, instead of keeping the values in the range 0 to 1, it moves the vertical, V, axis down into the -1 to 0 range. Effectively this makes your UV map appear below the normal UV mapping space.<br />
<br />
The diagram from 3DS Max shows what I mean:<br />
<br />
[[Image:Cfvsnormuveb1.png]]<br />
<br />
The UV map should be within the blue bordered square as show on the right. The left shows what CF's importer does, it moves it down below the square.<br />
<br />
Now, normally in Source a texture will tile vertically and horizontally so this isn't too much of an issue. The face texture would be repeated vertically and line up with the misplaced UV so everything would appear normal.<br />
<br />
However, if a texture has it's S and T clamp flags set, instead of tiling, it will repeat the edge pixels meaning anything not within the center 0 to 1 UV range gets the striped texture problem.<br />
<br />
The picture below explains what I mean:<br />
<br />
[[Image:Clampedvsnonclampedgd3.jpg]]<br />
<br />
As you can see with a clamped texture and an out of bounds UV map your mesh gets covered with the repeated edge pixels a.k.a your "candy cane" problem.<br />
<br />
While removing the S and T clamp flags on the texture is a quick solution the proper way to fix it would be to move the UV map back up into the position it's meant to be in.<br />
<br />
In 3DS Max is actually fairly easy to fix. You just select your entire UV map, switch to relative co-ordinates and set the V value to 1. This will push your UV map back up into the correct co-ordinate space.<br />
<br />
[[Image:Maxuvfixqe1.png]]<br />
<br />
Hope that helps explain it!<br />
<br />
[[Category:Miscellaneous_Tutorials]]</div>Skidzhttps://wiki.obsidianconflict.net/?title=File:Problemfk7.jpg&diff=235File:Problemfk7.jpg2008-05-03T03:15:55Z<p>Skidz: </p>
<hr />
<div></div>Skidzhttps://wiki.obsidianconflict.net/?title=Fixing_facial_texture_on_decompiled_human_models&diff=234Fixing facial texture on decompiled human models2008-05-03T03:13:43Z<p>Skidz: </p>
<hr />
<div>This tutorial has been ripped from the steampowered forums to be kept archived.<br />
It was written by Wunderboy.<br />
<br />
<br />
The problem comes from the fact that when Cannonfodder's decompiler creates the UV map, instead of keeping the values in the range 0 to 1, it moves the vertical, V, axis down into the -1 to 0 range. Effectively this makes your UV map appear below the normal UV mapping space.<br />
<br />
The diagram from 3DS Max shows what I mean:<br />
<br />
[[Image:Cfvsnormuveb1.png]]<br />
<br />
The UV map should be within the blue bordered square as show on the right. The left shows what CF's importer does, it moves it down below the square.<br />
<br />
Now, normally in Source a texture will tile vertically and horizontally so this isn't too much of an issue. The face texture would be repeated vertically and line up with the misplaced UV so everything would appear normal.<br />
<br />
However, if a texture has it's S and T clamp flags set, instead of tiling, it will repeat the edge pixels meaning anything not within the center 0 to 1 UV range gets the striped texture problem.<br />
<br />
The picture below explains what I mean:<br />
<br />
[[Image:Clampedvsnonclampedgd3.jpg]]<br />
<br />
As you can see with a clamped texture and an out of bounds UV map your mesh gets covered with the repeated edge pixels a.k.a your "candy cane" problem.<br />
<br />
While removing the S and T clamp flags on the texture is a quick solution the proper way to fix it would be to move the UV map back up into the position it's meant to be in.<br />
<br />
In 3DS Max is actually fairly easy to fix. You just select your entire UV map, switch to relative co-ordinates and set the V value to 1. This will push your UV map back up into the correct co-ordinate space.<br />
<br />
[[Image:Maxuvfixqe1.png]]<br />
<br />
Hope that helps explain it!<br />
<br />
[[Category:Miscellaneous_Tutorials]]</div>Skidzhttps://wiki.obsidianconflict.net/?title=Fixing_facial_texture_on_decompiled_human_models&diff=233Fixing facial texture on decompiled human models2008-05-03T03:12:32Z<p>Skidz: </p>
<hr />
<div>This tutorial has been ripped from the steampowered forums to be kept archived.<br />
It was written by Wunderboy.<br />
<br />
<br />
The problem comes from the fact that when Cannonfodder's decompiler creates the UV map, instead of keeping the values in the range 0 to 1, it moves the vertical, V, axis down into the -1 to 0 range. Effectively this makes your UV map appear below the normal UV mapping space.<br />
<br />
The diagram from 3DS Max shows what I mean:<br />
<br />
[[Image:Cfvsnormuveb1.png]]<br />
<br />
The UV map should be within the blue bordered square as show on the right. The left shows what CF's importer does, it moves it down below the square.<br />
<br />
Now, normally in Source a texture will tile vertically and horizontally so this isn't too much of an issue. The face texture would be repeated vertically and line up with the misplaced UV so everything would appear normal.<br />
<br />
However, if a texture has it's S and T clamp flags set, instead of tiling, it will repeat the edge pixels meaning anything not within the center 0 to 1 UV range gets the striped texture problem.<br />
<br />
The picture below explains what I mean:<br />
<br />
[[Image:Clampedvsnonclampedgd3.jpg]]<br />
<br />
As you can see with a clamped texture and an out of bounds UV map your mesh gets covered with the repeated edge pixels a.k.a your "candy cane" problem.<br />
<br />
While removing the S and T clamp flags on the texture is a quick solution the proper way to fix it would be to move the UV map back up into the position it's meant to be in.<br />
<br />
In 3DS Max is actually fairly easy to fix. You just select your entire UV map, switch to relative co-ordinates and set the V value to 1. This will push your UV map back up into the correct co-ordinate space.<br />
<br />
[[Image:Maxuvfixqe1.png]]<br />
<br />
Hope that helps explain it!</div>Skidzhttps://wiki.obsidianconflict.net/?title=Fixing_facial_texture_on_decompiled_human_models&diff=232Fixing facial texture on decompiled human models2008-05-03T03:11:08Z<p>Skidz: New page: This tutorial has been ripped from the steampowered forums to be kept arcived. It was written by Wunderboy. The problem comes from the fact that when Cannonfodder's decompiler creates th...</p>
<hr />
<div>This tutorial has been ripped from the steampowered forums to be kept arcived.<br />
It was written by Wunderboy.<br />
<br />
<br />
The problem comes from the fact that when Cannonfodder's decompiler creates the UV map, instead of keeping the values in the range 0 to 1, it moves the vertical, V, axis down into the -1 to 0 range. Effectively this makes your UV map appear below the normal UV mapping space.<br />
<br />
The diagram from 3DS Max shows what I mean:<br />
<br />
[[Image:Cfvsnormuveb1.png]]<br />
<br />
The UV map should be within the blue bordered square as show on the right. The left shows what CF's importer does, it moves it down below the square.<br />
<br />
Now, normally in Source a texture will tile vertically and horizontally so this isn't too much of an issue. The face texture would be repeated vertically and line up with the misplaced UV so everything would appear normal.<br />
<br />
However, if a texture has it's S and T clamp flags set, instead of tiling, it will repeat the edge pixels meaning anything not within the centre 0 to 1 UV range gets the striped texture problem.<br />
<br />
The picture below explains what I mean:<br />
<br />
[[Image:Clampedvsnonclampedgd3.jpg]]<br />
<br />
As you can see with a clamped texture and an out of bounds UV map your mesh gets covered with the repeated edge pixels a.k.a your "candy cane" probem.<br />
<br />
While removing the S and T clamp flags on the texture is a quick solution the proper way to fix it would be to move the UV map back up into the position it's meant to be in.<br />
<br />
In 3DS Max is actually fairly easy to fix. You just select your entire UV map, switch to relative co-ordinates and set the V value to 1. This will push your UV map back up into the correct co-ordinate space.<br />
<br />
[[Image:Maxuvfixqe1.png]]<br />
<br />
Hope that helps explain it!</div>Skidzhttps://wiki.obsidianconflict.net/?title=File:Maxuvfixqe1.png&diff=231File:Maxuvfixqe1.png2008-05-03T03:09:23Z<p>Skidz: </p>
<hr />
<div></div>Skidzhttps://wiki.obsidianconflict.net/?title=File:Clampedvsnonclampedgd3.jpg&diff=230File:Clampedvsnonclampedgd3.jpg2008-05-03T03:08:38Z<p>Skidz: </p>
<hr />
<div></div>Skidzhttps://wiki.obsidianconflict.net/?title=File:Cfvsnormuveb1.png&diff=229File:Cfvsnormuveb1.png2008-05-03T03:07:02Z<p>Skidz: </p>
<hr />
<div></div>Skidzhttps://wiki.obsidianconflict.net/?title=Category:Miscellaneous_Tutorials&diff=228Category:Miscellaneous Tutorials2008-05-03T03:02:52Z<p>Skidz: New page: {{catup|Obsidian_Conflict|Obsidian Conflict|center}} Miscellaneous Tutorials</p>
<hr />
<div>{{catup|Obsidian_Conflict|Obsidian Conflict|center}}<br />
Miscellaneous Tutorials</div>Skidzhttps://wiki.obsidianconflict.net/?title=Obsidian_Conflict&diff=227Obsidian Conflict2008-05-03T03:01:57Z<p>Skidz: </p>
<hr />
<div>Obsidian Conflict is a Half-Life² Co-op Mod which means the players work together to complete a common goal. Some maps require puzzle solving with other players, some maps require teamwork to put down the enemy AI. Check out the [http://www.obsidianconflict.com/about.html Obsidian Conflict Website] for more information on the mods features.<br />
[[Image:Manhacklogo.png|center|ObsidianLogo]]<br />
<br />
== General ==<br />
* [[Obsidian SDK Setup|Setting up Obsidian with the Source SDK]]<br />
<br />
<br />
{| align="left"<br />
'''Quick Category Navigation'''<br />
|-<br />
| '''[[:category:ServerOP|Server Operation]]'''<br />
| Tips and tricks on operating an Obsidian Conflict dedicated server.<br />
|-<br />
| '''[[:category:MapTuts|Mapping Tutorials]]'''<br />
| There are many extra features built into Obsidian to take advantage of while mapping. Check them out here.<br />
|-<br />
| '''[[:category:oc ents|Obsidian Entities]]'''<br />
| There a few custom entities that are only available in Obsidian. Here is a list.<br />
|-<br />
| '''[[:category:Miscellaneous Tutorials|Miscellaneous Tutorials]]'''<br />
| Miscellaneous Tutorials for Source Engine modding.<br />
|}</div>Skidzhttps://wiki.obsidianconflict.net/?title=Scripted_Weapons&diff=225Scripted Weapons2008-04-11T21:41:22Z<p>Skidz: </p>
<hr />
<div>__TOC__<br />
<br />
{{wip}}<br />
<br />
==Overview==<br />
In Obsidian Conflict, there is a system which allows a mapper to create brand new weapons based on simple plain text script files. No coding knowledge is required to create one of these scripts. Scripted weapons can be setup in many different ways and have the ability to be carried over level transitions, have their own custom ammos, and can also be held by NPCs.<br />
<br />
==Creating a Scripted Weapon Script==<br />
<br />
Note:<br />
It is best to take a look through the current scripted weapons included with the mod. Do not change scripted weapons that don't belong to you as this can cause mismatches between server and client. You can not cause any harm to a server by altering the scripted weapons, but they will not look correct on your client so if you need a new weapon, make your own.<br />
<br />
First Lets start off with a basic script which we will add on to.<br />
<br />
<pre>"WeaponData"<br />
{<br />
// Weapon data is loaded by both the Game and Client DLLs.<br />
"printname" "AK47"<br />
"viewmodel" "models/weapons/v_rif_ak47.mdl"<br />
"playermodel" "models/weapons/w_rif_ak47.mdl"<br />
"anim_prefix" "ar2"<br />
"bucket" "2"<br />
"bucket_position" "9"<br />
<br />
"clip_size" "30"<br />
"clip2_size" "0"<br />
<br />
"default_clip" "30"<br />
"default_clip2" "0"<br />
<br />
"primary_ammo" "ak47"<br />
"secondary_ammo" "None"<br />
<br />
"weight" "0"<br />
"item_flags" "0"<br />
<br />
"BuiltRightHanded" "0"<br />
"AllowFlipping" "1"<br />
<br />
"csviewmodel" "1"<br />
<br />
"ironsightoffset"<br />
{<br />
"x" "-7.00"<br />
"y" "6.10"<br />
"z" "2.90"<br />
}<br />
<br />
<br />
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)<br />
"SoundData"<br />
{<br />
// "reload" "Weapon_Pistol.Reload"<br />
"reload_npc" "Weapon_Pistol.NPC_Reload"<br />
"empty" "Weapon_Pistol.Empty"<br />
"single_shot" "Weapon_AK47.Single"<br />
"single_shot_npc" "Weapon_AK47.Single"<br />
"special1" "Weapon_AK47.Single"<br />
}</pre><br />
<br />
There are a number of values here you should be familiar with.<br />
<br />
'''printname''' This is the name that will show up in-game on the players weapon selection hud.<br />
<br />
'''viewmodel''' First Person Model.<br />
<br />
'''playermodel''' Third Person Model.<br />
<br />
'''bucket''' This is the horizontal slot on the players weapon selection hud element.<br />
<br />
'''bucket_position''' This is the vertical slot on the players weapon selection hud element.<br />
<br />
'''clip_size''' Size of the Primary Clip<br />
<br />
'''clip2_size''' Size of the Secondary Clip<br />
<br />
'''default_clip''' Default bullets in the Primary Clip, should be less than or equal to '''clip_size'''<br />
<br />
'''default_clip2''' Default bullets in the Secondary Clip, should be less than or equal to '''clip2_size'''<br />
<br />
'''BuiltRightHanded''' Was this model built right handed?<br />
<br />
'''AllowFlipping''' Allow the player to flip this model from right handed to left handed?<br />
<br />
'''csviewmodel''' Was this weapon view model designed for Counter-Strike Source?<br />
<br />
Alright, and now the SoundData options. You can put soundscript entries in these fields. If you model has built in sounds you should comment them out like I have done above for the reload. The AK47 model has reload sound ques built right into the model.<br />
<br />
<br />
==Setting up a scripted weapons advanced options==<br />
<br />
Only the weapon_scripted entity can use the "Advanced" configurations. All others will only use the basic configurations.<br />
Here is a list of Advanced options you can use.<br />
<br />
*'''''Primary Attack'''''<br />
<br />
''0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp''<br />
<br />
"FireType1" "1"<br />
<br />
<br />
''Rate of Weapons Fire ( Not for laser or warp )''<br />
<br />
"FireRate1" "0.1"<br />
<br />
<br />
''Allow a refire as fast as the player can click, Basic Bullet Only.''<br />
<br />
"FastFire1" "0"<br />
<br />
<br />
''Allow Fire Underwater?''<br />
<br />
"FireUnderWater1" "0"<br />
<br />
<br />
''How many bullets in a burst. ( For Burst Weapon Only! )''<br />
<br />
"BurstAmount1" "0"<br />
<br />
"BetweenBurstTime1" "0.05"<br />
<br />
<br />
''For Bullet accuracy''<br />
<br />
"FireCone1" "2" // Starting Value ( 0-20 )<br />
<br />
"FireConeLerp1" "1" // Bool, should be 1 to use lerp<br />
<br />
"FireConeLerpto1" "6" // Value to lerp accuracy too ( 0-20 )<br />
<br />
<br />
*'''''Secondary Attack'''''<br />
<br />
''0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp, 8 = scope''<br />
<br />
"FireType2" "2"<br />
<br />
<br />
''Rate of Weapons Fire ( Not for laser or warp )''<br />
<br />
"FireRate2" "0.7"<br />
<br />
<br />
''Allow a refire as fast as the player can click, Basic Bullet Only.''<br />
<br />
"FastFire2" "0"<br />
<br />
<br />
''Allow Fire Underwater?''<br />
<br />
"FireUnderWater2" "0"<br />
<br />
<br />
''How many bullets in a burst. ( For Burst Weapon Only! )''<br />
<br />
"BurstAmount2" "4"<br />
<br />
"BetweenBurstTime2" "0.05"<br />
<br />
<br />
''Secondary Fire uses Secondary Ammo Type. If 0, will use primary ammo.''<br />
<br />
"SecondaryAmmoUsed" "0" //( NOT YET FUNCTIONAL )<br />
<br />
<br />
''For Bullet accuracy''<br />
<br />
"FireCone2" "2" // Starting Value ( 0-20 )<br />
<br />
"FireConeLerp2" "1" // Bool, should be 1 to use lerp<br />
<br />
"FireConeLerpto2" "6" // Value to lerp accuracy too ( 0-20 )<br />
<br />
<br />
*'''''Global Weapon Settings'''''<br />
<br />
''Number of Recoil Animations, weapon models with ACT_VM_RECOIL animations.<br />
( Only if a weapon has recoil animations, Not for laser or warp )''<br />
<br />
"NumberOfRecoilAnims" "0"<br />
<br />
<br />
''Shots fired till next recoil animation. ( Only if a weapon has recoil animations )''<br />
<br />
"RecoilIncrementSpeed" "1"<br />
<br />
<br />
''1 = Pistol, 2 = AR2, 3 = crossbow, 4 = physgun, 5 = shotgun, 6 = smg1<br />
This is the player animation set that will be used on all players you view ingame.''<br />
<br />
"PlayerAnimationSet" "2"<br />
<br />
<br />
''Grenade Damage<br />
<br />
"GrenadeDamage" "100.0"<br />
<br />
<br />
''Grenade Radius<br />
<br />
"GrenadeRadius" "250.0"<br />
<br />
<br />
''Tracer type ( Bullet weapons only )<br />
''0 = none, 1 = normal, 2 = strider, 3 = ar2, 4 = helicopter, 5 = Gunship, 6 = Gauss, 7 = Airboat<br />
<br />
"TracerType" "1"<br />
<br />
<br />
''Tracer Frequency<br />
<br />
"TracerFrequency" "2"<br />
<br />
<br />
''Bullet Impact Effect, 0 = none, 1 = normal, 2 = AR2, 3 = jeep, 4 = Gauss, 5 = airboat, 6 = helicopter<br />
<br />
"ImpactEffect" "1"<br />
<br />
<br />
''Sniper Scope Settings''<br />
<br />
"UseScopedFireCone" "1"<br />
<br />
"ScopedFireCone" "0"<br />
<br />
"ScopedColorR" "255"<br />
<br />
"ScopedColorG" "255"<br />
<br />
"ScopedColorB" "255"<br />
<br />
<br />
*'''''NPC Weapon Settings'''''<br />
<br />
''NPCs use a ShotRegulator in code, these settings corrispond with it.''<br />
<br />
"NPCRateofFire" "0.1"<br />
<br />
"NPCMinBursts" "1"<br />
<br />
"NPCMaxBursts" "3"<br />
<br />
"NPCMinRest" "0.3"<br />
<br />
"NPCMaxRest" "0.6"<br />
<br />
<br />
''Range the NPC can fire this weapon at, if the player is less than min, the npc cant fire and will try to get a better vantage point.''<br />
<br />
"NPCMinRange1" "24"<br />
<br />
"NPCMaxRange1" "1500"<br />
<br />
"NPCMinRange2" "24"<br />
<br />
"NPCMaxRange2" "200"<br />
<br />
<br />
[[Category:MapTuts]]</div>Skidzhttps://wiki.obsidianconflict.net/?title=Scripted_Weapons&diff=224Scripted Weapons2008-04-11T21:40:28Z<p>Skidz: </p>
<hr />
<div>__TOC__<br />
<br />
{{wip}}<br />
<br />
==Overview==<br />
In Obsidian Conflict, there is a system which allows a mapper to create brand new weapons based on simple plain text script files. No coding knowledge is required to create one of these scripts. Scripted weapons can be setup in many different ways and have the ability to be carried over level transitions, have their own custom ammos, and can also be held by NPCs.<br />
<br />
==Creating a Scripted Weapon Script==<br />
<br />
Note:<br />
It is best to take a look through the current scripted weapons included with the mod. Do not change scripted weapons that don't belong to you as this can cause mismatches between server and client. You can not cause any harm to a server by altering the scripted weapons, but they will not look correct on your client so if you need a new weapon, make your own.<br />
<br />
First Lets start off with a basic script which we will add on to.<br />
<br />
<pre>"WeaponData"<br />
{<br />
// Weapon data is loaded by both the Game and Client DLLs.<br />
"printname" "AK47"<br />
"viewmodel" "models/weapons/v_rif_ak47.mdl"<br />
"playermodel" "models/weapons/w_rif_ak47.mdl"<br />
"anim_prefix" "ar2"<br />
"bucket" "2"<br />
"bucket_position" "9"<br />
<br />
"clip_size" "30"<br />
"clip2_size" "0"<br />
<br />
"default_clip" "30"<br />
"default_clip2" "0"<br />
<br />
"primary_ammo" "ak47"<br />
"secondary_ammo" "None"<br />
<br />
"weight" "0"<br />
"item_flags" "0"<br />
<br />
"BuiltRightHanded" "0"<br />
"AllowFlipping" "1"<br />
<br />
"csviewmodel" "1"<br />
<br />
"ironsightoffset"<br />
{<br />
"x" "-7.00"<br />
"y" "6.10"<br />
"z" "2.90"<br />
}<br />
<br />
<br />
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)<br />
"SoundData"<br />
{<br />
// "reload" "Weapon_Pistol.Reload"<br />
"reload_npc" "Weapon_Pistol.NPC_Reload"<br />
"empty" "Weapon_Pistol.Empty"<br />
"single_shot" "Weapon_AK47.Single"<br />
"single_shot_npc" "Weapon_AK47.Single"<br />
"special1" "Weapon_AK47.Single"<br />
}</pre><br />
<br />
There are a number of values here you should be familiar with.<br />
<br />
'''printname''' This is the name that will show up in-game on the players weapon selection hud.<br />
<br />
'''viewmodel''' First Person Model.<br />
<br />
'''playermodel''' Third Person Model.<br />
<br />
'''bucket''' This is the horizontal slot on the players weapon selection hud element.<br />
<br />
'''bucket_position''' This is the vertical slot on the players weapon selection hud element.<br />
<br />
'''clip_size''' Size of the Primary Clip<br />
<br />
'''clip2_size''' Size of the Secondary Clip<br />
<br />
'''default_clip''' Default bullets in the Primary Clip, should be less than or equal to '''clip_size'''<br />
<br />
'''default_clip2''' Default bullets in the Secondary Clip, should be less than or equal to '''clip2_size'''<br />
<br />
'''BuiltRightHanded''' Was this model built right handed?<br />
<br />
'''AllowFlipping''' Allow the player to flip this model from right handed to left handed?<br />
<br />
'''csviewmodel''' Was this weapon view model designed for Counter-Strike Source?<br />
<br />
Alright, and now the SoundData options. You can put soundscript entries in these fields. If you model has built in sounds you should comment them out like I have done above for the reload. The AK47 model has reload sound ques built right into the model.<br />
<br />
<br />
==Setting up a scripted weapons advanced options==<br />
<br />
Only the weapon_scripted entity can use the "Advanced" configurations. All others will only use the basic configurations.<br />
Here is a list of Advanced options you can use.<br />
<br />
*'''''Primary Attack'''''<br />
<br />
''0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp''<br />
<br />
"FireType1" "1"<br />
<br />
<br />
''Rate of Weapons Fire ( Not for laser or warp )''<br />
<br />
"FireRate1" "0.1"<br />
<br />
<br />
''Allow a refire as fast as the player can click, Basic Bullet Only.''<br />
<br />
"FastFire1" "0"<br />
<br />
<br />
''Allow Fire Underwater?''<br />
<br />
"FireUnderWater1" "0"<br />
<br />
<br />
''How many bullets in a burst. ( For Burst Weapon Only! )''<br />
<br />
"BurstAmount1" "0"<br />
<br />
"BetweenBurstTime1" "0.05"<br />
<br />
<br />
''For Bullet accuracy''<br />
<br />
"FireCone1" "2" // Starting Value ( 0-20 )<br />
<br />
"FireConeLerp1" "1" // Bool, should be 1 to use lerp<br />
<br />
"FireConeLerpto1" "6" // Value to lerp accuracy too ( 0-20 )<br />
<br />
<br />
*'''''Secondary Attack'''''<br />
<br />
''0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp, 8 = scope''<br />
<br />
"FireType2" "2"<br />
<br />
<br />
''Rate of Weapons Fire ( Not for laser or warp )''<br />
<br />
"FireRate2" "0.7"<br />
<br />
<br />
''Allow a refire as fast as the player can click, Basic Bullet Only.''<br />
<br />
"FastFire2" "0"<br />
<br />
<br />
''Allow Fire Underwater?''<br />
<br />
"FireUnderWater2" "0"<br />
<br />
<br />
''How many bullets in a burst. ( For Burst Weapon Only! )''<br />
<br />
"BurstAmount2" "4"<br />
<br />
"BetweenBurstTime2" "0.05"<br />
<br />
<br />
''Secondary Fire uses Secondary Ammo Type. If 0, will use primary ammo.''<br />
<br />
"SecondaryAmmoUsed" "0" //( NOT YET FUNCTIONAL )<br />
<br />
<br />
''For Bullet accuracy''<br />
<br />
"FireCone2" "2" // Starting Value ( 0-20 )<br />
<br />
"FireConeLerp2" "1" // Bool, should be 1 to use lerp<br />
<br />
"FireConeLerpto2" "6" // Value to lerp accuracy too ( 0-20 )<br />
<br />
<br />
*'''''Global Weapon Settings'''''<br />
<br />
''Number of Recoil Animations, weapon models with ACT_VM_RECOIL animations.<br />
( Only if a weapon has recoil animations, Not for laser or warp )''<br />
<br />
"NumberOfRecoilAnims" "0"<br />
<br />
<br />
''Shots fired till next recoil animation. ( Only if a weapon has recoil animations )''<br />
<br />
"RecoilIncrementSpeed" "1"<br />
<br />
<br />
''1 = Pistol, 2 = AR2, 3 = crossbow, 4 = physgun, 5 = shotgun, 6 = smg1<br />
This is the player animation set that will be used on all players you view ingame.''<br />
<br />
"PlayerAnimationSet" "2"<br />
<br />
<br />
''Grenade Damage<br />
<br />
"GrenadeDamage" "100.0"<br />
<br />
<br />
''Grenade Radius<br />
<br />
"GrenadeRadius" "250.0"<br />
<br />
''Tracer type ( Bullet weapons only )<br />
''0 = none, 1 = normal, 2 = strider, 3 = ar2, 4 = helicopter, 5 = Gunship, 6 = Gauss, 7 = Airboat<br />
<br />
<br />
"TracerType" "1"<br />
<br />
''Tracer Frequency<br />
<br />
<br />
"TracerFrequency" "2"<br />
<br />
''Bullet Impact Effect, 0 = none, 1 = normal, 2 = AR2, 3 = jeep, 4 = Gauss, 5 = airboat, 6 = helicopter<br />
<br />
<br />
"ImpactEffect" "1"<br />
<br />
<br />
''Sniper Scope Settings''<br />
<br />
"UseScopedFireCone" "1"<br />
<br />
"ScopedFireCone" "0"<br />
<br />
"ScopedColorR" "255"<br />
<br />
"ScopedColorG" "255"<br />
<br />
"ScopedColorB" "255"<br />
<br />
<br />
*'''''NPC Weapon Settings'''''<br />
<br />
''NPCs use a ShotRegulator in code, these settings corrispond with it.''<br />
<br />
"NPCRateofFire" "0.1"<br />
<br />
"NPCMinBursts" "1"<br />
<br />
"NPCMaxBursts" "3"<br />
<br />
"NPCMinRest" "0.3"<br />
<br />
"NPCMaxRest" "0.6"<br />
<br />
<br />
''Range the NPC can fire this weapon at, if the player is less than min, the npc cant fire and will try to get a better vantage point.''<br />
<br />
"NPCMinRange1" "24"<br />
<br />
"NPCMaxRange1" "1500"<br />
<br />
"NPCMinRange2" "24"<br />
<br />
"NPCMaxRange2" "200"<br />
<br />
<br />
[[Category:MapTuts]]</div>Skidzhttps://wiki.obsidianconflict.net/?title=Dedicated_Server_Setup&diff=222Dedicated Server Setup2008-04-08T17:23:17Z<p>Skidz: Setting up an Orangebox Server moved to Setting up an Orangebox Server ( Windows ): More specific tutorial name.</p>
<hr />
<div>__TOC__<br />
This is an article on installing the Source dedicated server and extracting the required content to run Obsidian. By following this tutorial, you will be able to run a dedicated server and play Half-Life 2, Episode 1 and Episode 2 single player maps. If you don't wish to run a server with Episode 1 and 2 content, disregard the content mounting for that.<br />
<br />
==Installing the Dedicated Server==<br />
<br />
Install:<br />
http://www.steampowered.com/download/hldsupdatetool.exe<br />
<br />
Create a bat file and throw this inside:<br />
hldsupdatetool -command update -game "tf" -dir C:\***srcds folder***<br />
And run the bat, with the ***srcds folder*** changed to your srcds directory.<br />
This will download TF2 content so it sets up your directories.<br />
<br />
While your at it, download "Counter-Strike Source" content as well. Just replace the "tf" with "Counter-Strike Source" and run the bat again.<br />
<br />
You should now have an orangebox folder.<br />
Before you enter this folder right click on the "hl2" folder which was downloaded by the hldsupdatetool when you downloaded CS:S<br />
and press copy.<br />
<br />
Enter the orangebox folder and paste the hl2 folder you copied previously. You will need this for models and such.<br />
<br />
<br />
Inside the orangebox folder, create two new folders, "ep2" and "episodic"<br />
<br />
==Extracting Source Game Content==<br />
<br />
Now we will start extracting content from your steam steamapps GCF files.<br />
<br />
'''BASE HALF-LIFE 2:'''<br />
<br />
-source 2007 binaries.gcf-<br />
<br />
Extract everything from the "hl2" folder to the hl2 folder in your dedicated servers orangebox folder. Overwriting.<br />
<br />
-source 2007 shared materials.gcf-<br />
<br />
Extract everything from the "hl2" folder to the hl2 folder in your dedicated servers orangebox folder. Overwriting.<br />
<br />
-source 2007 shared models.gcf-<br />
<br />
Extract everything from the "hl2" folder to the hl2 folder in your dedicated servers orangebox folder. Overwriting.<br />
<br />
-source 2007 shared sounds.gcf-<br />
<br />
Extract everything from the "hl2" folder to the hl2 folder in your dedicated servers orangebox folder. Overwriting.<br />
<br />
'''BASE EPISODE 1:'''<br />
<br />
-episode 1 shared.gcf-<br />
<br />
Extract everything from the "episodic" folder to the episodic folder in your dedicated servers orangebox folder.<br />
<br />
'''BASE EPISODE 2:'''<br />
<br />
-episodic 2007 shared.gcf-<br />
<br />
Extract everything from the "episodic" folder to the episodic folder in your dedicated servers orangebox folder. Overwriting.<br />
<br />
-episode two content.gcf-<br />
<br />
Extract everything from the "ep2" folder to the ep2 folder in your dedicated servers orangebox folder.<br />
<br />
-episode two maps.gcf-<br />
<br />
Extract everything from the "ep2" folder to the ep2 folder in your dedicated servers orangebox folder.<br />
<br />
-episode two materials.gcf-<br />
<br />
Extract everything from the "ep2" folder to the ep2 folder in your dedicated servers orangebox folder.<br />
<br />
<br />
==Installing Obsidian Mod Content==<br />
Copy a fresh install of the "obsidiandev" folder to your dedicated servers orangebox folder.<br />
For mounting content, add blank files to the "obsidiandev\mounts" folder. These files should have no extension.<br />
<br />
Names:<br />
css<br />
dod<br />
ep2<br />
episodic<br />
hls<br />
lostcoast<br />
<br />
<br />
Now you can start the srcds.exe and load the mod.<br />
<br />
==Half-Life Source==<br />
<br />
Create a hl1 folder in your dedicated servers orangebox folder.<br />
<br />
-half-life source.gcf-<br />
<br />
Extract everything from the "hl1" folder to the hl1 folder in your dedicated servers orangebox folder.<br />
<br />
<br />
[[Category:ServerOP]]</div>Skidzhttps://wiki.obsidianconflict.net/?title=Setting_up_an_Orangebox_Server&diff=223Setting up an Orangebox Server2008-04-08T17:23:17Z<p>Skidz: Setting up an Orangebox Server moved to Setting up an Orangebox Server ( Windows ): More specific tutorial name.</p>
<hr />
<div>#REDIRECT [[Setting up an Orangebox Server ( Windows )]]</div>Skidzhttps://wiki.obsidianconflict.net/?title=Alpha_Shadows&diff=221Alpha Shadows2008-04-08T17:20:30Z<p>Skidz: </p>
<hr />
<div>You may have noticed those nice new shadows in Episode 2 generated from the alpha maps on a models texture. You might have also noticed that your custom models aren't working as they should, alpha shadows not working. Well there is a step that is required to make your alpha shadows show up.<br />
<br />
In your lights.rad you need to include a new block of information, basically just a list of models that can create alpha shadows during RAD.<br />
<br />
Here is the list from episode 2, it is best to include this list with your lights.rad.<br />
<br />
<pre>forcetextureshadow props_wasteland/exterior_fence_notbarbed002a.mdl<br />
forcetextureshadow props_wasteland/exterior_fence_notbarbed002b.mdl<br />
forcetextureshadow props_wasteland/exterior_fence_notbarbed002c.mdl<br />
forcetextureshadow props_wasteland/exterior_fence_notbarbed002d.mdl<br />
forcetextureshadow props_wasteland/exterior_fence_notbarbed002e.mdl<br />
forcetextureshadow props_wasteland/exterior_fence_notbarbed002f.mdl<br />
forcetextureshadow props_wasteland/exterior_fence001a.mdl<br />
forcetextureshadow props_wasteland/exterior_fence001b.mdl<br />
forcetextureshadow props_wasteland/exterior_fence002a.mdl<br />
forcetextureshadow props_wasteland/exterior_fence002b.mdl<br />
forcetextureshadow props_wasteland/exterior_fence002c.mdl<br />
forcetextureshadow props_wasteland/exterior_fence002d.mdl<br />
forcetextureshadow props_wasteland/exterior_fence002e.mdl<br />
forcetextureshadow props_wasteland/exterior_fence003a.mdl<br />
forcetextureshadow props_wasteland/exterior_fence003b.mdl<br />
forcetextureshadow props_foliage/tree_cliff_01a.mdl<br />
forcetextureshadow props_foliage/tree_cliff_02a.mdl<br />
forcetextureshadow props_foliage/tree_deciduous_01a-lod.mdl<br />
forcetextureshadow props_foliage/tree_deciduous_01a.mdl<br />
forcetextureshadow props_foliage/tree_deciduous_02a.mdl<br />
forcetextureshadow props_foliage/tree_deciduous_03a.mdl<br />
forcetextureshadow props_foliage/tree_deciduous_03b.mdl<br />
forcetextureshadow props_foliage/tree_poplar_01.mdl<br />
forcetextureshadow props_wasteland/interior_fence001a.mdl<br />
forcetextureshadow props_wasteland/interior_fence001b.mdl<br />
forcetextureshadow props_wasteland/interior_fence001c.mdl<br />
forcetextureshadow props_wasteland/interior_fence001d.mdl<br />
forcetextureshadow props_wasteland/interior_fence001e.mdl<br />
forcetextureshadow props_wasteland/interior_fence001g.mdl<br />
forcetextureshadow props_wasteland/interior_fence002a.mdl<br />
forcetextureshadow props_wasteland/interior_fence002b.mdl<br />
forcetextureshadow props_wasteland/interior_fence002c.mdl<br />
forcetextureshadow props_wasteland/interior_fence002d.mdl<br />
forcetextureshadow props_wasteland/interior_fence002e.mdl<br />
forcetextureshadow props_wasteland/interior_fence002f.mdl<br />
forcetextureshadow props_wasteland/interior_fence003a.mdl<br />
forcetextureshadow props_wasteland/interior_fence003b.mdl<br />
forcetextureshadow props_wasteland/interior_fence003d.mdl<br />
forcetextureshadow props_wasteland/interior_fence003e.mdl<br />
forcetextureshadow props_wasteland/interior_fence003f.mdl<br />
forcetextureshadow props_wasteland/interior_fence004a.mdl<br />
forcetextureshadow props_wasteland/interior_fence004b.mdl</pre><br />
<br />
All that is required is to add a new entry, Example:<br />
<br />
<pre>forcetextureshadow mymodels/mymodel.mdl</pre><br />
<br />
Have fun with this great new feature in the Episode 2 engine, and remember to set those light maps down for better looking shadow maps.<br />
<br />
[[Category:MapTuts]]</div>Skidzhttps://wiki.obsidianconflict.net/?title=Alpha_Shadows&diff=220Alpha Shadows2008-04-08T17:19:47Z<p>Skidz: New page: You may have noticed those nice new shadows in Episode 2 generated from the alpha maps on a models texture. You might have also noticed that your custom models aren't working as they shoul...</p>
<hr />
<div>You may have noticed those nice new shadows in Episode 2 generated from the alpha maps on a models texture. You might have also noticed that your custom models aren't working as they should, alpha shadows not working. Well there is a step that is required to make your alpha shadows show up.<br />
<br />
In your lights.rad you need to include a new block of information, basically just a list of models that can create alpha shadows during RAD.<br />
<br />
Here is the list from episode 2, it is best to include this list with your lights.rad.<br />
<br />
<pre>forcetextureshadow props_wasteland/exterior_fence_notbarbed002a.mdl<br />
forcetextureshadow props_wasteland/exterior_fence_notbarbed002b.mdl<br />
forcetextureshadow props_wasteland/exterior_fence_notbarbed002c.mdl<br />
forcetextureshadow props_wasteland/exterior_fence_notbarbed002d.mdl<br />
forcetextureshadow props_wasteland/exterior_fence_notbarbed002e.mdl<br />
forcetextureshadow props_wasteland/exterior_fence_notbarbed002f.mdl<br />
forcetextureshadow props_wasteland/exterior_fence001a.mdl<br />
forcetextureshadow props_wasteland/exterior_fence001b.mdl<br />
forcetextureshadow props_wasteland/exterior_fence002a.mdl<br />
forcetextureshadow props_wasteland/exterior_fence002b.mdl<br />
forcetextureshadow props_wasteland/exterior_fence002c.mdl<br />
forcetextureshadow props_wasteland/exterior_fence002d.mdl<br />
forcetextureshadow props_wasteland/exterior_fence002e.mdl<br />
forcetextureshadow props_wasteland/exterior_fence003a.mdl<br />
forcetextureshadow props_wasteland/exterior_fence003b.mdl<br />
forcetextureshadow props_foliage/tree_cliff_01a.mdl<br />
forcetextureshadow props_foliage/tree_cliff_02a.mdl<br />
forcetextureshadow props_foliage/tree_deciduous_01a-lod.mdl<br />
forcetextureshadow props_foliage/tree_deciduous_01a.mdl<br />
forcetextureshadow props_foliage/tree_deciduous_02a.mdl<br />
forcetextureshadow props_foliage/tree_deciduous_03a.mdl<br />
forcetextureshadow props_foliage/tree_deciduous_03b.mdl<br />
forcetextureshadow props_foliage/tree_poplar_01.mdl<br />
forcetextureshadow props_wasteland/interior_fence001a.mdl<br />
forcetextureshadow props_wasteland/interior_fence001b.mdl<br />
forcetextureshadow props_wasteland/interior_fence001c.mdl<br />
forcetextureshadow props_wasteland/interior_fence001d.mdl<br />
forcetextureshadow props_wasteland/interior_fence001e.mdl<br />
forcetextureshadow props_wasteland/interior_fence001g.mdl<br />
forcetextureshadow props_wasteland/interior_fence002a.mdl<br />
forcetextureshadow props_wasteland/interior_fence002b.mdl<br />
forcetextureshadow props_wasteland/interior_fence002c.mdl<br />
forcetextureshadow props_wasteland/interior_fence002d.mdl<br />
forcetextureshadow props_wasteland/interior_fence002e.mdl<br />
forcetextureshadow props_wasteland/interior_fence002f.mdl<br />
forcetextureshadow props_wasteland/interior_fence003a.mdl<br />
forcetextureshadow props_wasteland/interior_fence003b.mdl<br />
forcetextureshadow props_wasteland/interior_fence003d.mdl<br />
forcetextureshadow props_wasteland/interior_fence003e.mdl<br />
forcetextureshadow props_wasteland/interior_fence003f.mdl<br />
forcetextureshadow props_wasteland/interior_fence004a.mdl<br />
forcetextureshadow props_wasteland/interior_fence004b.mdl</pre><br />
<br />
All that is required is to add a new entry, Example:<br />
<br />
<pre>forcetextureshadow mymodels/mymodel.mdl</pre><br />
<br />
Have fun with this great new feature in the Episode 2 engine, and remember to set those light maps down for better looking shadow maps.</div>Skidzhttps://wiki.obsidianconflict.net/?title=Main_Page&diff=155Main Page2008-03-09T19:20:30Z<p>Skidz: Protected "Main Page" [edit=sysop:move=sysop]</p>
<hr />
<div>Welcome to the [[Neic0.de]] Wiki.<br />
<br />
This Wiki has 2 Big Sections:<br />
<br />
{{CatStart}}<br />
{{CatItem|yas.png|:Category:Yet another Server|Yet another Server|A Gaming Community}}<br />
{{CatItem|Manhacklogo.png|Obsidian Conflict|Obsidian Conflict|A Half-Life² Co-op Mod}}<br />
|}</div>Skidzhttps://wiki.obsidianconflict.net/?title=Main_Page&diff=154Main Page2008-03-09T19:20:19Z<p>Skidz: Unprotected "Main Page"</p>
<hr />
<div>Welcome to the [[Neic0.de]] Wiki.<br />
<br />
This Wiki has 2 Big Sections:<br />
<br />
{{CatStart}}<br />
{{CatItem|yas.png|:Category:Yet another Server|Yet another Server|A Gaming Community}}<br />
{{CatItem|Manhacklogo.png|Obsidian Conflict|Obsidian Conflict|A Half-Life² Co-op Mod}}<br />
|}</div>Skidzhttps://wiki.obsidianconflict.net/?title=Template:CatStart&diff=146Template:CatStart2008-03-08T23:33:53Z<p>Skidz: </p>
<hr />
<div>{| cellspacing=5 cellpadding=5 border=0 style="width=95%; background-color: #7f9df3; border: 2px dashed #000000; margin: 5px;"</div>Skidzhttps://wiki.obsidianconflict.net/?title=Template:Catup&diff=145Template:Catup2008-03-08T23:33:37Z<p>Skidz: </p>
<hr />
<div><div style="float: {{{3}}};"><table style="width: 200px;background-color: #7f9df3; border: 2px dashed #000000; margin-bottom: 10px;"><br />
<tr><br />
<td style="width: 1px;">[[Image:goback.png]]</td><br />
<td>[[{{{1}}}|Up one category:<br/>'''{{{2}}}''']]</td><br />
</tr><br />
</table><br />
</div></div>Skidzhttps://wiki.obsidianconflict.net/?title=Template:CatStart&diff=144Template:CatStart2008-03-08T23:32:44Z<p>Skidz: </p>
<hr />
<div>{| cellspacing=5 cellpadding=5 border=0 style="width=95%; background-color: #6d8ce3; border: 2px dashed #000000; margin: 5px;"</div>Skidzhttps://wiki.obsidianconflict.net/?title=Npc_merchant&diff=143Npc merchant2008-03-08T23:31:08Z<p>Skidz: </p>
<hr />
<div>{{oc ent}}<br />
{{stub}}<br />
<br />
[[Category:Obsidian_Entitys]]</div>Skidzhttps://wiki.obsidianconflict.net/?title=Npc_merchant&diff=142Npc merchant2008-03-08T23:28:29Z<p>Skidz: New page: {{stub}} Category:Obsidian_Entitys</p>
<hr />
<div>{{stub}}<br />
<br />
[[Category:Obsidian_Entitys]]</div>Skidzhttps://wiki.obsidianconflict.net/?title=Template:Oc_ent&diff=141Template:Oc ent2008-03-08T23:25:33Z<p>Skidz: </p>
<hr />
<div><div align="center"><table cellpadding="8" style="width: 600px; background-color: #F0FFF0; border: 2px dashed #ABABAB; margin-bottom: 10px; margin-top: 10px; clear:right;"><br />
<tr><br />
<td valign="top" style="width: 1px;" align="left">[[Image:entity.png]]</td><br />
<td style="text-align: center;">This Page contains informations about an [[:Category:Obsidian Entitys|Obsidian Conflict Entity]], which means it is only availible for [[Obsidian Conflict]].</td><br />
</tr><br />
</table><br />
</div><noinclude>This template is used to list an article on the [[:Category:Obsidian Entitys|Obsidian Conflict Entity]] page and annouce that it's only availible for [[Obsidian Conflict]].</noinclude><br />
<br />
<includeonly>[[Category:Obsidian Entitys]]</includeonly></div>Skidzhttps://wiki.obsidianconflict.net/?title=File:Entity.png&diff=140File:Entity.png2008-03-08T23:19:30Z<p>Skidz: </p>
<hr />
<div></div>Skidzhttps://wiki.obsidianconflict.net/?title=Mapadd_Scripts&diff=132Mapadd Scripts2008-03-08T03:46:53Z<p>Skidz: </p>
<hr />
<div>[http://www.obsidianconflict.com/forums/viewtopic.php?t=1432 Zteer's Mapadd Generator] is a great tool for doing this. When you decompile a map and edit and add entities, you save the new vmf and compare it to the decompiled vmf. The program will extract the changes and put them in a mapadd file. Great little program, check it out!<br />
<br />
Before we start, let me explain valves script format abit. Brackets like these { } act like code blocks. They tell the engine where to look for information on the category above it.<br />
<br />
Example:<br />
<br />
We have a Classname keyword you use to search for a specific classname to edit or remove.<br />
<br />
Code:<br />
<pre>Classname<br />
{<br />
//Put information here!<br />
}</pre><br />
<br />
<br />
As you can see if I want to add comments that the engine will ignore, I use the forward slash twice before typing.<br />
<br />
Manual Tutorial<br />
<br />
Obsidian mapadd scripts allow you to make changes to current maps and add new entities such as NPCs or physical objects.<br />
<br />
Scripts are located in the obsidian\maps\cfg folder.<br />
<br />
First off lets add a new npc to a map.<br />
<br />
Since you may not have the source to the map you will need to get coordinates for the object you want to place. Please keep in mind that you can decompile a map and get coordinates without having to do any real work in-game. Download VMEX to decompile maps.<br />
<br />
To manually get coordinates in-game, move to the location you want your ent to spawn, and type status in the console. To open the console press the tilde key (~). This looks like a good place, on the snow hill.<br />
<br />
[[Image:Mapadd1.jpg]]<br />
<br />
If the console doesn't come up go into options and under keyboard press advanced...<br />
Turn on Enable Developer Console in this window and close. Back in game the console should come up with the tilde key (~).<br />
<br />
Now when you type status in console you will get a window that looks like this.<br />
<br />
[[Image:Mapadd2.jpg]]<br />
<br />
The area I have boxed in red is what you need, shows your current location in the map.<br />
<br />
Now what shall we put here...<br />
A citizen named joe thats red and has an smg weapon.<br />
<br />
For entity information open Valve Hammer and create a new map. In this map create an npc_citizen or whatever you want and in its properties type in anything you want.<br />
<br />
[[Image:Mapadd3.jpg]]<br />
<br />
Now save this map with the new ents to the desktop or a place you can access it. Open the VMF file in notepad.<br />
This is what you should see.<br />
<br />
[[Image:Mapadd4.jpg]]<br />
<br />
The area I have highlighted is what you need. Now create a new txt document. Name it, [mymap]_modify<br />
Replace [mymap] with the name of your map.<br />
<br />
Place this document in the obsidian\maps\cfg folder.<br />
Open and inside it should look like this, based off the information from the VMF file you exported from hammer.<br />
<br />
[[Image:Mapadd5.jpg]]<br />
<br />
In place of origin fill in the location you got from the console as I have in the screenshot above.<br />
Save this file and load up the map.<br />
And look what we have here, our red citizen ready for action!<br />
<br />
[[Image:Mapadd6.jpg]]<br />
<br />
Other useful commands in the modify scripts are Modify, Remove, and SpawnItems.<br />
<br />
Spawnitems works like this.<br />
<br />
Code:<br />
<pre>SpawnItems<br />
{<br />
"weapon_smg1" "1"<br />
"weapon_uzi" "2"<br />
"item_battery" "1"<br />
"item_ammo_smg1" "3"<br />
"weapon_healer" "1"<br />
}</pre><br />
<br />
Any weapons added after SpawnItems will be given to each player as the default spawn items.<br />
<br />
Remove works like this.<br />
<br />
Code:<br />
<pre>Remove<br />
{<br />
Classname<br />
{<br />
"prop_physics" {}<br />
}<br />
<br />
Targetname<br />
{<br />
"lawlfire1" {}<br />
}<br />
<br />
Origin<br />
{<br />
"178 446 9" {}<br />
}<br />
}</pre><br />
<br />
<br />
Classname will remove all entities under the entity category prop_physics, Targetname will remove all entities with the name lawlfire1 and origin will remove entities with that particular origin.<br />
<br />
Modify works like this.<br />
<br />
Code:<br />
<pre>Modify<br />
{<br />
Classname<br />
{<br />
"npc_combine_s"<br />
{<br />
"rendermode" "2"<br />
"renderamt" "200"<br />
}<br />
}<br />
<br />
Targetname<br />
{<br />
"pet_headcrab"<br />
{<br />
"targetname" "txtcrab"<br />
}<br />
}<br />
<br />
Origin<br />
{<br />
"64 -424 14"<br />
{<br />
"angles" "0 0 90"<br />
"rendermode" "2"<br />
"renderamt" "150"<br />
}<br />
}<br />
}</pre><br />
<br />
<br />
Same as remove, all entity category npc_combine_s will have those values changed on them. Targetname will change the entity with the name pet_headcrab and Origin will change ents at that origin.<br />
<br />
For a good example of how this should all look in the txt files open the map modify files in the obsidian\maps\cfg folder.<br />
<br />
Please keep all further questions about this in this thread.<br />
<br />
[[Category:MapTuts]]</div>Skidzhttps://wiki.obsidianconflict.net/?title=Mapadd_Scripts&diff=131Mapadd Scripts2008-03-08T03:45:52Z<p>Skidz: </p>
<hr />
<div>[http://www.obsidianconflict.com/forums/viewtopic.php?t=1432 Zteer's Mapadd Generator] is a great tool for doing this. When you decompile a map and edit and add entities, you save the new vmf and compare it to the decompiled vmf. The program will extract the changed and put them in a mapadd file. Great little program, check it out!<br />
<br />
Before we start, let me explain valves script format abit. Brackets like these { } act like code blocks. They tell the engine where to look for information on the category above it.<br />
<br />
Example:<br />
<br />
We have a Classname keyword you use to search for a specific classname to edit or remove.<br />
<br />
Code:<br />
<pre>Classname<br />
{<br />
//Put information here!<br />
}</pre><br />
<br />
<br />
As you can see if I want to add comments that the engine will ignore, I use the forward slash twice before typing.<br />
<br />
Manual Tutorial<br />
<br />
Obsidian mapadd scripts allow you to make changes to current maps and add new entities such as NPCs or physical objects.<br />
<br />
Scripts are located in the obsidian\maps\cfg folder.<br />
<br />
First off lets add a new npc to a map.<br />
<br />
Since you may not have the source to the map you will need to get coordinates for the object you want to place. Please keep in mind that you can decompile a map and get coordinates without having to do any real work in-game. Download VMEX to decompile maps.<br />
<br />
To manually get coordinates in-game, move to the location you want your ent to spawn, and type status in the console. To open the console press the tilde key (~). This looks like a good place, on the snow hill.<br />
<br />
[[Image:Mapadd1.jpg]]<br />
<br />
If the console doesn't come up go into options and under keyboard press advanced...<br />
Turn on Enable Developer Console in this window and close. Back in game the console should come up with the tilde key (~).<br />
<br />
Now when you type status in console you will get a window that looks like this.<br />
<br />
[[Image:Mapadd2.jpg]]<br />
<br />
The area I have boxed in red is what you need, shows your current location in the map.<br />
<br />
Now what shall we put here...<br />
A citizen named joe thats red and has an smg weapon.<br />
<br />
For entity information open Valve Hammer and create a new map. In this map create an npc_citizen or whatever you want and in its properties type in anything you want.<br />
<br />
[[Image:Mapadd3.jpg]]<br />
<br />
Now save this map with the new ents to the desktop or a place you can access it. Open the VMF file in notepad.<br />
This is what you should see.<br />
<br />
[[Image:Mapadd4.jpg]]<br />
<br />
The area I have highlighted is what you need. Now create a new txt document. Name it, [mymap]_modify<br />
Replace [mymap] with the name of your map.<br />
<br />
Place this document in the obsidian\maps\cfg folder.<br />
Open and inside it should look like this, based off the information from the VMF file you exported from hammer.<br />
<br />
[[Image:Mapadd5.jpg]]<br />
<br />
In place of origin fill in the location you got from the console as I have in the screenshot above.<br />
Save this file and load up the map.<br />
And look what we have here, our red citizen ready for action!<br />
<br />
[[Image:Mapadd6.jpg]]<br />
<br />
Other useful commands in the modify scripts are Modify, Remove, and SpawnItems.<br />
<br />
Spawnitems works like this.<br />
<br />
Code:<br />
<pre>SpawnItems<br />
{<br />
"weapon_smg1" "1"<br />
"weapon_uzi" "2"<br />
"item_battery" "1"<br />
"item_ammo_smg1" "3"<br />
"weapon_healer" "1"<br />
}</pre><br />
<br />
Any weapons added after SpawnItems will be given to each player as the default spawn items.<br />
<br />
Remove works like this.<br />
<br />
Code:<br />
<pre>Remove<br />
{<br />
Classname<br />
{<br />
"prop_physics" {}<br />
}<br />
<br />
Targetname<br />
{<br />
"lawlfire1" {}<br />
}<br />
<br />
Origin<br />
{<br />
"178 446 9" {}<br />
}<br />
}</pre><br />
<br />
<br />
Classname will remove all entities under the entity category prop_physics, Targetname will remove all entities with the name lawlfire1 and origin will remove entities with that particular origin.<br />
<br />
Modify works like this.<br />
<br />
Code:<br />
<pre>Modify<br />
{<br />
Classname<br />
{<br />
"npc_combine_s"<br />
{<br />
"rendermode" "2"<br />
"renderamt" "200"<br />
}<br />
}<br />
<br />
Targetname<br />
{<br />
"pet_headcrab"<br />
{<br />
"targetname" "txtcrab"<br />
}<br />
}<br />
<br />
Origin<br />
{<br />
"64 -424 14"<br />
{<br />
"angles" "0 0 90"<br />
"rendermode" "2"<br />
"renderamt" "150"<br />
}<br />
}<br />
}</pre><br />
<br />
<br />
Same as remove, all entity category npc_combine_s will have those values changed on them. Targetname will change the entity with the name pet_headcrab and Origin will change ents at that origin.<br />
<br />
For a good example of how this should all look in the txt files open the map modify files in the obsidian\maps\cfg folder.<br />
<br />
Please keep all further questions about this in this thread.<br />
<br />
[[Category:MapTuts]]</div>Skidzhttps://wiki.obsidianconflict.net/?title=File:Mapadd6.jpg&diff=130File:Mapadd6.jpg2008-03-08T03:45:27Z<p>Skidz: mapadd tutorial image 6</p>
<hr />
<div>mapadd tutorial image 6</div>Skidzhttps://wiki.obsidianconflict.net/?title=File:Mapadd5.jpg&diff=129File:Mapadd5.jpg2008-03-08T03:45:06Z<p>Skidz: mapadd tutorial image 5</p>
<hr />
<div>mapadd tutorial image 5</div>Skidzhttps://wiki.obsidianconflict.net/?title=File:Mapadd4.jpg&diff=128File:Mapadd4.jpg2008-03-08T03:44:45Z<p>Skidz: mapadd tutorial image 4</p>
<hr />
<div>mapadd tutorial image 4</div>Skidzhttps://wiki.obsidianconflict.net/?title=File:Mapadd3.jpg&diff=127File:Mapadd3.jpg2008-03-08T03:44:12Z<p>Skidz: mapadd tutorial image 3</p>
<hr />
<div>mapadd tutorial image 3</div>Skidzhttps://wiki.obsidianconflict.net/?title=File:Mapadd2.jpg&diff=126File:Mapadd2.jpg2008-03-08T03:43:58Z<p>Skidz: mapadd tutorial image 2</p>
<hr />
<div>mapadd tutorial image 2</div>Skidzhttps://wiki.obsidianconflict.net/?title=File:Mapadd1.jpg&diff=125File:Mapadd1.jpg2008-03-08T03:41:36Z<p>Skidz: mapadd tutorial image 1</p>
<hr />
<div>mapadd tutorial image 1</div>Skidzhttps://wiki.obsidianconflict.net/?title=Mapadd_Scripts&diff=124Mapadd Scripts2008-03-08T03:37:12Z<p>Skidz: </p>
<hr />
<div>Zteer's Mapadd Generator is a great tool for doing this. When you decompile a map and edit and add entities, you save the new vmf and compare it to the decompiled vmf. The program will extract the changed and put them in a mapadd file. Great little program, check it out!<br />
<br />
Before we start, let me explain valves script format abit. Brackets like these { } act like code blocks. They tell the engine where to look for information on the category above it.<br />
<br />
Example:<br />
<br />
We have a Classname keyword you use to search for a specific classname to edit or remove.<br />
<br />
Code:<br />
<pre>Classname<br />
{<br />
//Put information here!<br />
}</pre><br />
<br />
<br />
As you can see if I want to add comments that the engine will ignore, I use the forward slash twice before typing.<br />
<br />
Manual Tutorial<br />
<br />
Obsidian mapadd scripts allow you to make changes to current maps and add new entities such as NPCs or physical objects.<br />
<br />
Scripts are located in the obsidian\maps\cfg folder.<br />
<br />
First off lets add a new npc to a map.<br />
<br />
Since you may not have the source to the map you will need to get coordinates for the object you want to place. Please keep in mind that you can decompile a map and get coordinates without having to do any real work in-game. Download VMEX to decompile maps.<br />
<br />
To manually get coordinates in-game, move to the location you want your ent to spawn, and type status in the console. To open the console press the tilde key (~). This looks like a good place, on the snow hill.<br />
<br />
<br />
<br />
If the console doesn't come up go into options and under keyboard press advanced...<br />
Turn on Enable Developer Console in this window and close. Back in game the console should come up with the tilde key (~).<br />
<br />
Now when you type status in console you will get a window that looks like this.<br />
<br />
<br />
<br />
The area I have boxed in red is what you need, shows your current location in the map.<br />
<br />
Now what shall we put here...<br />
A citizen named joe thats red and has an smg weapon.<br />
<br />
For entity information open Valve Hammer and create a new map. In this map create an npc_citizen or whatever you want and in its properties type in anything you want.<br />
<br />
<br />
<br />
Now save this map with the new ents to the desktop or a place you can access it. Open the VMF file in notepad.<br />
This is what you should see.<br />
<br />
<br />
<br />
The area I have highlighted is what you need. Now create a new txt document. Name it, [mymap]_modify<br />
Replace [mymap] with the name of your map.<br />
<br />
Place this document in the obsidian\maps\cfg folder.<br />
Open and inside it should look like this, based off the information from the VMF file you exported from hammer.<br />
<br />
<br />
<br />
In place of origin fill in the location you got from the console as I have in the screenshot above.<br />
Save this file and load up the map.<br />
And look what we have here, our red citizen ready for action!<br />
<br />
<br />
<br />
Other useful commands in the modify scripts are Modify, Remove, and SpawnItems.<br />
<br />
Spawnitems works like this.<br />
<br />
Code:<br />
<pre>SpawnItems<br />
{<br />
"weapon_smg1" "1"<br />
"weapon_uzi" "2"<br />
"item_battery" "1"<br />
"item_ammo_smg1" "3"<br />
"weapon_healer" "1"<br />
}</pre><br />
<br />
Any weapons added after SpawnItems will be given to each player as the default spawn items.<br />
<br />
Remove works like this.<br />
<br />
Code:<br />
<pre>Remove<br />
{<br />
Classname<br />
{<br />
"prop_physics" {}<br />
}<br />
<br />
Targetname<br />
{<br />
"lawlfire1" {}<br />
}<br />
<br />
Origin<br />
{<br />
"178 446 9" {}<br />
}<br />
}</pre><br />
<br />
<br />
Classname will remove all entities under the entity category prop_physics, Targetname will remove all entities with the name lawlfire1 and origin will remove entities with that particular origin.<br />
<br />
Modify works like this.<br />
<br />
Code:<br />
<pre>Modify<br />
{<br />
Classname<br />
{<br />
"npc_combine_s"<br />
{<br />
"rendermode" "2"<br />
"renderamt" "200"<br />
}<br />
}<br />
<br />
Targetname<br />
{<br />
"pet_headcrab"<br />
{<br />
"targetname" "txtcrab"<br />
}<br />
}<br />
<br />
Origin<br />
{<br />
"64 -424 14"<br />
{<br />
"angles" "0 0 90"<br />
"rendermode" "2"<br />
"renderamt" "150"<br />
}<br />
}<br />
}</pre><br />
<br />
<br />
Same as remove, all entity category npc_combine_s will have those values changed on them. Targetname will change the entity with the name pet_headcrab and Origin will change ents at that origin.<br />
<br />
For a good example of how this should all look in the txt files open the map modify files in the obsidian\maps\cfg folder.<br />
<br />
Please keep all further questions about this in this thread.<br />
<br />
[[Category:MapTuts]]</div>Skidzhttps://wiki.obsidianconflict.net/?title=Content_Mounting&diff=123Content Mounting2008-03-08T03:33:01Z<p>Skidz: </p>
<hr />
<div>Content mounting is important in Obsidian if you wish you use Episode 1 or Episode 2 content.<br />
<br />
There are two ways to accomplish this:<br />
<br />
*Appending ep1_ / ep2_<br />
<br />
You can append ep1_ or ep2_ to the start of your maps bsp name, best to do this by saving from hammer and compiling with that name. Ex. ep1_mymap.bsp or ep2_mymap.bsp.<br />
<br />
*Adding a new key to your maps modify script.<br />
<br />
In your maps modify script<br />
<br />
<pre>mymap<br />
{<br />
"MountEpisodeOne" "1"<br />
"MountEpisodeTwo" "1"<br />
}</pre><br />
<br />
You can choose which content to mount, only choose to use one option, not both.<br />
Note: By mounting episode 2, it automatically mounts episode 1.<br />
<br />
<br />
[[Category:MapTuts]]</div>Skidzhttps://wiki.obsidianconflict.net/?title=Main_Page&diff=122Main Page2008-03-08T03:26:13Z<p>Skidz: </p>
<hr />
<div>Welcome to the [[Neic0.de]] Wiki.<br />
<br />
This Wiki has 2 Big Sections:<br />
<br />
{{CatStart}}<br />
{{CatItem|yas.png|:Category:Yet another Server|Yet another Server|A Gaming Community}}<br />
{{CatItem|Manhacklogo.png|Obsidian Conflict|Obsidian Conflict|A Half-Life² Co-op Mod}}<br />
|}</div>Skidzhttps://wiki.obsidianconflict.net/?title=Dedicated_Server_Setup&diff=121Dedicated Server Setup2008-03-08T03:25:47Z<p>Skidz: </p>
<hr />
<div>__TOC__<br />
This is an article on installing the Source dedicated server and extracting the required content to run Obsidian. By following this tutorial, you will be able to run a dedicated server and play Half-Life 2, Episode 1 and Episode 2 single player maps. If you don't wish to run a server with Episode 1 and 2 content, disregard the content mounting for that.<br />
<br />
==Installing the Dedicated Server==<br />
<br />
Install:<br />
http://www.steampowered.com/download/hldsupdatetool.exe<br />
<br />
Create a bat file and throw this inside:<br />
hldsupdatetool -command update -game "tf" -dir C:\***srcds folder***<br />
And run the bat, with the ***srcds folder*** changed to your srcds directory.<br />
This will download TF2 content so it sets up your directories.<br />
<br />
While your at it, download "Counter-Strike Source" content as well. Just replace the "tf" with "Counter-Strike Source" and run the bat again.<br />
<br />
You should now have an orangebox folder.<br />
Before you enter this folder right click on the "hl2" folder which was downloaded by the hldsupdatetool when you downloaded CS:S<br />
and press copy.<br />
<br />
Enter the orangebox folder and paste the hl2 folder you copied previously. You will need this for models and such.<br />
<br />
<br />
Inside the orangebox folder, create two new folders, "ep2" and "episodic"<br />
<br />
==Extracting Source Game Content==<br />
<br />
Now we will start extracting content from your steam steamapps GCF files.<br />
<br />
'''BASE HALF-LIFE 2:'''<br />
<br />
-source 2007 binaries.gcf-<br />
<br />
Extract everything from the "hl2" folder to the hl2 folder in your dedicated servers orangebox folder. Overwriting.<br />
<br />
-source 2007 shared materials.gcf-<br />
<br />
Extract everything from the "hl2" folder to the hl2 folder in your dedicated servers orangebox folder. Overwriting.<br />
<br />
-source 2007 shared models.gcf-<br />
<br />
Extract everything from the "hl2" folder to the hl2 folder in your dedicated servers orangebox folder. Overwriting.<br />
<br />
-source 2007 shared sounds.gcf-<br />
<br />
Extract everything from the "hl2" folder to the hl2 folder in your dedicated servers orangebox folder. Overwriting.<br />
<br />
'''BASE EPISODE 1:'''<br />
<br />
-episode 1 shared.gcf-<br />
<br />
Extract everything from the "episodic" folder to the episodic folder in your dedicated servers orangebox folder.<br />
<br />
'''BASE EPISODE 2:'''<br />
<br />
-episodic 2007 shared.gcf-<br />
<br />
Extract everything from the "episodic" folder to the episodic folder in your dedicated servers orangebox folder. Overwriting.<br />
<br />
-episode two content.gcf-<br />
<br />
Extract everything from the "ep2" folder to the ep2 folder in your dedicated servers orangebox folder.<br />
<br />
-episode two maps.gcf-<br />
<br />
Extract everything from the "ep2" folder to the ep2 folder in your dedicated servers orangebox folder.<br />
<br />
-episode two materials.gcf-<br />
<br />
Extract everything from the "ep2" folder to the ep2 folder in your dedicated servers orangebox folder.<br />
<br />
<br />
==Installing Obsidian Mod Content==<br />
Copy a fresh install of the "obsidiandev" folder to your dedicated servers orangebox folder.<br />
For mounting content, add blank files to the "obsidiandev\mounts" folder. These files should have no extension.<br />
<br />
Names:<br />
css<br />
dod<br />
ep2<br />
episodic<br />
hls<br />
lostcoast<br />
<br />
<br />
Now you can start the srcds.exe and load the mod.<br />
<br />
==Half-Life Source==<br />
<br />
Create a hl1 folder in your dedicated servers orangebox folder.<br />
<br />
-half-life source.gcf-<br />
<br />
Extract everything from the "hl1" folder to the hl1 folder in your dedicated servers orangebox folder.<br />
<br />
<br />
[[Category:ServerOP]]</div>Skidzhttps://wiki.obsidianconflict.net/?title=Dedicated_Server_Setup&diff=120Dedicated Server Setup2008-03-08T03:24:20Z<p>Skidz: </p>
<hr />
<div>This is an article on installing the Source dedicated server and extracting the required content to run Obsidian. By following this tutorial, you will be able to run a dedicated server and play Half-Life 2, Episode 1 and Episode 2 single player maps. If you don't wish to run a server with Episode 1 and 2 content, disregard the content mounting for that.<br />
<br />
==Installing the Dedicated Server==<br />
<br />
Install:<br />
http://www.steampowered.com/download/hldsupdatetool.exe<br />
<br />
Create a bat file and throw this inside:<br />
hldsupdatetool -command update -game "tf" -dir C:\***srcds folder***<br />
And run the bat, with the ***srcds folder*** changed to your srcds directory.<br />
This will download TF2 content so it sets up your directories.<br />
<br />
While your at it, download "Counter-Strike Source" content as well. Just replace the "tf" with "Counter-Strike Source" and run the bat again.<br />
<br />
You should now have an orangebox folder.<br />
Before you enter this folder right click on the "hl2" folder which was downloaded by the hldsupdatetool when you downloaded CS:S<br />
and press copy.<br />
<br />
Enter the orangebox folder and paste the hl2 folder you copied previously. You will need this for models and such.<br />
<br />
<br />
Inside the orangebox folder, create two new folders, "ep2" and "episodic"<br />
<br />
==Extracting Source Game Content==<br />
<br />
Now we will start extracting content from your steam steamapps GCF files.<br />
<br />
'''BASE HALF-LIFE 2:'''<br />
<br />
-source 2007 binaries.gcf-<br />
<br />
Extract everything from the "hl2" folder to the hl2 folder in your dedicated servers orangebox folder. Overwriting.<br />
<br />
-source 2007 shared materials.gcf-<br />
<br />
Extract everything from the "hl2" folder to the hl2 folder in your dedicated servers orangebox folder. Overwriting.<br />
<br />
-source 2007 shared models.gcf-<br />
<br />
Extract everything from the "hl2" folder to the hl2 folder in your dedicated servers orangebox folder. Overwriting.<br />
<br />
-source 2007 shared sounds.gcf-<br />
<br />
Extract everything from the "hl2" folder to the hl2 folder in your dedicated servers orangebox folder. Overwriting.<br />
<br />
'''BASE EPISODE 1:'''<br />
<br />
-episode 1 shared.gcf-<br />
<br />
Extract everything from the "episodic" folder to the episodic folder in your dedicated servers orangebox folder.<br />
<br />
'''BASE EPISODE 2:'''<br />
<br />
-episodic 2007 shared.gcf-<br />
<br />
Extract everything from the "episodic" folder to the episodic folder in your dedicated servers orangebox folder. Overwriting.<br />
<br />
-episode two content.gcf-<br />
<br />
Extract everything from the "ep2" folder to the ep2 folder in your dedicated servers orangebox folder.<br />
<br />
-episode two maps.gcf-<br />
<br />
Extract everything from the "ep2" folder to the ep2 folder in your dedicated servers orangebox folder.<br />
<br />
-episode two materials.gcf-<br />
<br />
Extract everything from the "ep2" folder to the ep2 folder in your dedicated servers orangebox folder.<br />
<br />
<br />
==Installing Obsidian Mod Content==<br />
Copy a fresh install of the "obsidiandev" folder to your dedicated servers orangebox folder.<br />
For mounting content, add blank files to the "obsidiandev\mounts" folder. These files should have no extension.<br />
<br />
Names:<br />
css<br />
dod<br />
ep2<br />
episodic<br />
hls<br />
lostcoast<br />
<br />
<br />
Now you can start the srcds.exe and load the mod.<br />
<br />
==Half-Life Source==<br />
<br />
Create a hl1 folder in your dedicated servers orangebox folder.<br />
<br />
-half-life source.gcf-<br />
<br />
Extract everything from the "hl1" folder to the hl1 folder in your dedicated servers orangebox folder.<br />
<br />
<br />
[[Category:ServerOP]]</div>Skidzhttps://wiki.obsidianconflict.net/?title=Dedicated_Server_Setup&diff=119Dedicated Server Setup2008-03-08T03:23:55Z<p>Skidz: </p>
<hr />
<div>This is an article on installing the Source dedicated server and extracting the required content to run Obsidian. By following this tutorial, you will be able to run a dedicated server and play Half-Life 2, Episode 1 and Episode 2 single player maps. If you don't wish to run a server with Episode 1 and 2 content, disregard the content mounting for that.<br />
<br />
==Installing the Dedicated Server==<br />
<br />
Install:<br />
http://www.steampowered.com/download/hldsupdatetool.exe<br />
<br />
Create a bat file and throw this inside:<br />
hldsupdatetool -command update -game "tf" -dir C:\***srcds folder***<br />
And run the bat, with the ***srcds folder*** changed to your srcds directory.<br />
This will download TF2 content so it sets up your directories.<br />
<br />
While your at it, download "Counter-Strike Source" content as well. Just replace the "tf" with "Counter-Strike Source" and run the bat again.<br />
<br />
You should now have an orangebox folder.<br />
Before you enter this folder right click on the "hl2" folder which was downloaded by the hldsupdatetool when you downloaded CS:S<br />
and press copy.<br />
<br />
Enter the orangebox folder and paste the hl2 folder you copied previously. You will need this for models and such.<br />
<br />
<br />
Inside the orangebox folder, create two new folders, "ep2" and "episodic"<br />
<br />
==Extracting Source Game Content==<br />
<br />
Now we will start extracting content from your steam steamapps GCF files.<br />
<br />
'''BASE HALF-LIFE 2:'''<br />
<br />
-source 2007 binaries.gcf-<br />
<br />
Extract everything from the "hl2" folder to the hl2 folder in your dedicated servers orangebox folder. Overwriting.<br />
<br />
-source 2007 shared materials.gcf-<br />
<br />
Extract everything from the "hl2" folder to the hl2 folder in your dedicated servers orangebox folder. Overwriting.<br />
<br />
-source 2007 shared models.gcf-<br />
<br />
Extract everything from the "hl2" folder to the hl2 folder in your dedicated servers orangebox folder. Overwriting.<br />
<br />
-source 2007 shared sounds.gcf-<br />
<br />
Extract everything from the "hl2" folder to the hl2 folder in your dedicated servers orangebox folder. Overwriting.<br />
<br />
'''BASE EPISODE 1:'''<br />
<br />
-episode 1 shared.gcf-<br />
<br />
Extract everything from the "episodic" folder to the episodic folder in your dedicated servers orangebox folder.<br />
<br />
'''BASE EPISODE 2:'''<br />
<br />
-episodic 2007 shared.gcf-<br />
<br />
Extract everything from the "episodic" folder to the episodic folder in your dedicated servers orangebox folder. Overwriting.<br />
<br />
-episode two content.gcf-<br />
<br />
Extract everything from the "ep2" folder to the ep2 folder in your dedicated servers orangebox folder.<br />
<br />
-episode two maps.gcf-<br />
<br />
Extract everything from the "ep2" folder to the ep2 folder in your dedicated servers orangebox folder.<br />
<br />
-episode two materials.gcf-<br />
<br />
Extract everything from the "ep2" folder to the ep2 folder in your dedicated servers orangebox folder.<br />
<br />
<br />
==Installing Obsidian Mod Content==<br />
Copy a fresh install of the "obsidiandev" folder to your dedicated servers orangebox folder.<br />
For mounting content, add blank files to the "obsidiandev\mounts" folder. These files should have no extension.<br />
<br />
Names:<br />
css<br />
dod<br />
ep2<br />
episodic<br />
hls<br />
lostcoast<br />
<br />
<br />
Now you can start the srcds.exe and load the mod.<br />
<br />
==Half-Life Source==<br />
<br />
Create a hl1 folder in your dedicated servers orangebox folder.<br />
<br />
-half-life source.gcf-<br />
<br />
Extract everything from the "hl1" folder to the hl1 folder in your dedicated servers orangebox folder. Overwriting.<br />
<br />
<br />
[[Category:ServerOP]]</div>Skidzhttps://wiki.obsidianconflict.net/?title=Dedicated_Server_Setup&diff=118Dedicated Server Setup2008-03-08T03:23:36Z<p>Skidz: </p>
<hr />
<div>This is an article on installing the Source dedicated server and extracting the required content to run Obsidian. By following this tutorial, you will be able to run a dedicated server and play Half-Life 2, Episode 1 and Episode 2 single player maps. If you don't wish to run a server with Episode 1 and 2 content, disregard the content mounting for that.<br />
<br />
==Installing the Dedicated Server==<br />
<br />
Install:<br />
http://www.steampowered.com/download/hldsupdatetool.exe<br />
<br />
Create a bat file and throw this inside:<br />
hldsupdatetool -command update -game "tf" -dir C:\***srcds folder***<br />
And run the bat, with the ***srcds folder*** changed to your srcds directory.<br />
This will download TF2 content so it sets up your directories.<br />
<br />
While your at it, download "Counter-Strike Source" content as well. Just replace the "tf" with "Counter-Strike Source" and run the bat again.<br />
<br />
You should now have an orangebox folder.<br />
Before you enter this folder right click on the "hl2" folder which was downloaded by the hldsupdatetool when you downloaded CS:S<br />
and press copy.<br />
<br />
Enter the orangebox folder and paste the hl2 folder you copied previously. You will need this for models and such.<br />
<br />
<br />
Inside the orangebox folder, create two new folders, "ep2" and "episodic"<br />
<br />
==Extracting Source Game Content==<br />
<br />
Now we will start extracting content from your steam steamapps GCF files.<br />
<br />
'''BASE HALF-LIFE 2:'''<br />
<br />
-source 2007 binaries.gcf-<br />
<br />
Extract everything from the "hl2" folder to the hl2 folder in your dedicated servers orangebox folder. Overwriting.<br />
<br />
-source 2007 shared materials.gcf-<br />
<br />
Extract everything from the "hl2" folder to the hl2 folder in your dedicated servers orangebox folder. Overwriting.<br />
<br />
-source 2007 shared models.gcf-<br />
<br />
Extract everything from the "hl2" folder to the hl2 folder in your dedicated servers orangebox folder. Overwriting.<br />
<br />
-source 2007 shared sounds.gcf-<br />
<br />
Extract everything from the "hl2" folder to the hl2 folder in your dedicated servers orangebox folder. Overwriting.<br />
<br />
'''BASE EPISODE 1:'''<br />
<br />
-episode 1 shared.gcf-<br />
<br />
Extract everything from the "episodic" folder to the episodic folder in your dedicated servers orangebox folder.<br />
<br />
'''BASE EPISODE 2:'''<br />
<br />
-episodic 2007 shared.gcf-<br />
<br />
Extract everything from the "episodic" folder to the episodic folder in your dedicated servers orangebox folder. Overwriting.<br />
<br />
-episode two content.gcf-<br />
<br />
Extract everything from the "ep2" folder to the ep2 folder in your dedicated servers orangebox folder.<br />
<br />
-episode two maps.gcf-<br />
<br />
Extract everything from the "ep2" folder to the ep2 folder in your dedicated servers orangebox folder.<br />
<br />
-episode two materials.gcf-<br />
<br />
Extract everything from the "ep2" folder to the ep2 folder in your dedicated servers orangebox folder.<br />
<br />
<br />
==Installing Obsidian Mod Content==<br />
Copy a fresh install of the "obsidiandev" folder to your dedicated servers orangebox folder.<br />
For mounting content, add blank files to the "obsidiandev\mounts" folder. These files should have no extension.<br />
<br />
Names:<br />
css<br />
dod<br />
ep2<br />
episodic<br />
hls<br />
lostcoast<br />
<br />
<br />
Now you can start the srcds.exe and load the mod.<br />
<br />
==Half-Life Source==<br />
<br />
Created a hl1 folder in your dedicated servers orangebox folder.<br />
<br />
-half-life source.gcf-<br />
<br />
Extract everything from the "hl1" folder to the hl1 folder in your dedicated servers orangebox folder. Overwriting.<br />
<br />
<br />
[[Category:ServerOP]]</div>Skidzhttps://wiki.obsidianconflict.net/?title=Dedicated_Server_Setup&diff=117Dedicated Server Setup2008-03-08T03:16:53Z<p>Skidz: </p>
<hr />
<div>==Installing the Dedicated Server==<br />
<br />
Install:<br />
http://www.steampowered.com/download/hldsupdatetool.exe<br />
<br />
Create a bat file and throw this inside:<br />
hldsupdatetool -command update -game "tf" -dir C:\***srcds folder***<br />
And run the bat, with the ***srcds folder*** changed to your srcds directory.<br />
This will download TF2 content so it sets up your directories.<br />
<br />
While your at it, download "Counter-Strike Source" content as well. Just replace the "tf" with "Counter-Strike Source" and run the bat again.<br />
<br />
You should now have an orangebox folder.<br />
Before you enter this folder right click on the "hl2" folder which was downloaded by the hldsupdatetool when you downloaded CS:S<br />
and press copy.<br />
<br />
Enter the orangebox folder and paste the hl2 folder you copied previously. You will need this for models and such.<br />
<br />
<br />
Inside the orangebox folder, create two new folders, "ep2" and "episodic"<br />
<br />
==Extracting Source Game Content==<br />
<br />
Now we will start extracting content from your steam steamapps GCF files.<br />
<br />
'''BASE HALF-LIFE 2:'''<br />
<br />
-source 2007 binaries.gcf-<br />
<br />
Extract everything from the "hl2" folder to the hl2 folder in your dedicated servers orangebox folder. Overwriting.<br />
<br />
-source 2007 shared materials.gcf-<br />
<br />
Extract everything from the "hl2" folder to the hl2 folder in your dedicated servers orangebox folder. Overwriting.<br />
<br />
-source 2007 shared models.gcf-<br />
<br />
Extract everything from the "hl2" folder to the hl2 folder in your dedicated servers orangebox folder. Overwriting.<br />
<br />
-source 2007 shared sounds.gcf-<br />
<br />
Extract everything from the "hl2" folder to the hl2 folder in your dedicated servers orangebox folder. Overwriting.<br />
<br />
'''BASE EPISODE 1:'''<br />
<br />
-episode 1 shared.gcf-<br />
<br />
Extract everything from the "episodic" folder to the episodic folder in your dedicated servers orangebox folder.<br />
<br />
'''BASE EPISODE 2:'''<br />
<br />
-episodic 2007 shared.gcf-<br />
<br />
Extract everything from the "episodic" folder to the episodic folder in your dedicated servers orangebox folder. Overwriting.<br />
<br />
-episode two content.gcf-<br />
<br />
Extract everything from the "ep2" folder to the ep2 folder in your dedicated servers orangebox folder.<br />
<br />
-episode two maps.gcf-<br />
<br />
Extract everything from the "ep2" folder to the ep2 folder in your dedicated servers orangebox folder.<br />
<br />
-episode two materials.gcf-<br />
<br />
Extract everything from the "ep2" folder to the ep2 folder in your dedicated servers orangebox folder.<br />
<br />
<br />
==Installing Obsidian Mod Content==<br />
Copy a fresh install of the "obsidiandev" folder to your dedicated servers orangebox folder.<br />
For mounting content, add blank files to the "obsidiandev\mounts" folder. These files should have no extension.<br />
<br />
Names:<br />
css<br />
dod<br />
ep2<br />
episodic<br />
hls<br />
lostcoast<br />
<br />
<br />
Now you can start the srcds.exe and load the mod.<br />
<br />
[[Category:ServerOP]]</div>Skidzhttps://wiki.obsidianconflict.net/?title=Dedicated_Server_Setup&diff=116Dedicated Server Setup2008-03-08T03:16:20Z<p>Skidz: </p>
<hr />
<div>{{wip}}<br />
<br />
==Installing the Dedicated Server==<br />
<br />
Install:<br />
http://www.steampowered.com/download/hldsupdatetool.exe<br />
<br />
Create a bat file and throw this inside:<br />
hldsupdatetool -command update -game "tf" -dir C:\***srcds folder***<br />
And run the bat, with the ***srcds folder*** changed to your srcds directory.<br />
This will download TF2 content so it sets up your directories.<br />
<br />
While your at it, download "Counter-Strike Source" content as well. Just replace the "tf" with "Counter-Strike Source" and run the bat again.<br />
<br />
You should now have an orangebox folder.<br />
Before you enter this folder right click on the "hl2" folder which was downloaded by the hldsupdatetool when you downloaded CS:S<br />
and press copy.<br />
<br />
Enter the orangebox folder and paste the hl2 folder you copied previously. You will need this for models and such.<br />
<br />
<br />
Inside the orangebox folder, create two new folders, "ep2" and "episodic"<br />
<br />
==Extracting Source Game Content==<br />
<br />
Now we will start extracting content from your steam steamapps GCF files.<br />
<br />
'''BASE HALF-LIFE 2:'''<br />
<br />
-source 2007 binaries.gcf-<br />
<br />
Extract everything from the "hl2" folder to the hl2 folder in your dedicated servers orangebox folder. Overwriting.<br />
<br />
-source 2007 shared materials.gcf-<br />
<br />
Extract everything from the "hl2" folder to the hl2 folder in your dedicated servers orangebox folder. Overwriting.<br />
<br />
-source 2007 shared models.gcf-<br />
<br />
Extract everything from the "hl2" folder to the hl2 folder in your dedicated servers orangebox folder. Overwriting.<br />
<br />
-source 2007 shared sounds.gcf-<br />
<br />
Extract everything from the "hl2" folder to the hl2 folder in your dedicated servers orangebox folder. Overwriting.<br />
<br />
'''BASE EPISODE 1:'''<br />
<br />
-episode 1 shared.gcf-<br />
<br />
Extract everything from the "episodic" folder to the episodic folder in your dedicated servers orangebox folder.<br />
<br />
'''BASE EPISODE 2:'''<br />
<br />
-episodic 2007 shared.gcf-<br />
<br />
Extract everything from the "episodic" folder to the episodic folder in your dedicated servers orangebox folder. Overwriting.<br />
<br />
-episode two content.gcf-<br />
<br />
Extract everything from the "ep2" folder to the ep2 folder in your dedicated servers orangebox folder.<br />
<br />
-episode two maps.gcf-<br />
<br />
Extract everything from the "ep2" folder to the ep2 folder in your dedicated servers orangebox folder.<br />
<br />
-episode two materials.gcf-<br />
<br />
Extract everything from the "ep2" folder to the ep2 folder in your dedicated servers orangebox folder.<br />
<br />
<br />
==Installing Obsidian Mod Content==<br />
Copy a fresh install of the "obsidiandev" folder to your dedicated servers orangebox folder.<br />
For mounting content, add blank files to the "obsidiandev\mounts" folder. These files should have no extension.<br />
<br />
Names:<br />
css<br />
dod<br />
ep2<br />
episodic<br />
hls<br />
lostcoast<br />
<br />
<br />
Now you can start the srcds.exe and load the mod.<br />
<br />
[[Category:ServerOP]]</div>Skidzhttps://wiki.obsidianconflict.net/?title=Category:MapTuts&diff=108Category:MapTuts2008-03-07T23:50:23Z<p>Skidz: </p>
<hr />
<div>{{catup|Obsidian_Conflict|Obsidian Conflict|center}}<br />
Tutorials On Mapping with Obsidian.</div>Skidzhttps://wiki.obsidianconflict.net/?title=Category:ServerOP&diff=107Category:ServerOP2008-03-07T23:50:12Z<p>Skidz: </p>
<hr />
<div>{{catup|Obsidian_Conflict|Obsidian Conflict|center}}<br />
Tutorials On Server Operation</div>Skidzhttps://wiki.obsidianconflict.net/?title=Obsidian_SDK_Setup&diff=106Obsidian SDK Setup2008-03-07T23:49:31Z<p>Skidz: </p>
<hr />
<div>{{catup|Obsidian_Conflict|Obsidian Conflict|center}}<br />
__TOC__<br />
{{wip}}<br />
== Setting up SourceSDK for Obsidian ==<br />
The Example Steam Path looks like this in this Tuturial:<br />
<pre><br />
C:\Program Files\Steam\SteamApps<br />
</pre><br />
'''''Note''''': make sure you replace that folder in the code below with your Steam Path.<br />
<br />
<br />
=== EP1 Engine ===<br />
'''''Important''''': the EP1 Engine Section is already deprecatched since Version 1.3 use the OrangeBox Engine. (ToDo: Remove EP1 Engine Section after OC 1.3 is released)<br />
<br />
'''''Note''''': "[example]" is our placeholder for the steam account name (can also be a e-mail address).<br />
*Go to your SourceSDK EP1 Bin Folder:<br />
<pre><br />
C:\Program Files\Steam\SteamApps\[example]\sourcesdk\ep1\bin\<br />
</pre><br />
*Open the GameConfig.txt for Editing.<br />
*Add this to the list: (just before the last 2 Bracers)<br />
<pre><br />
"Obsidian Conflict"<br />
{<br />
"GameDir" "C:\Program Files\Steam\SteamApps\SourceMods\Obsidian"<br />
"hammer"<br />
{<br />
<br />
"GameData0" "C:\Program Files\Steam\SteamApps\SourceMods\Obsidian\Obsidian SDK\Obsidian.fgd"<br />
"MapDir" "C:\Program Files\Steam\SteamApps\[example]\sourcesdk_content\obsidian\mapsrc"<br />
"GameExeDir" "C:\Program Files\Steam\SteamApps\[example]\source sdk base"<br />
"GameExe" "C:\Program Files\Steam\SteamApps\[example]\source sdk base\hl2.exe"<br />
"BSP" "C:\Program Files\Steam\SteamApps\[example]\sourcesdk\ep1\bin\vbsp.exe"<br />
"Vis" "C:\Program Files\Steam\SteamApps\[example]\sourcesdk\ep1\bin\vvis.exe"<br />
"Light" "C:\Program Files\Steam\SteamApps\[example]\sourcesdk\ep1\bin\vrad.exe"<br />
"BSPDir" "C:\Program Files\Steam\SteamApps\SourceMods\obsidian\maps"<br />
"TextureFormat" "5"<br />
"MapFormat" "4"<br />
"DefaultTextureScale" "0.250000"<br />
"DefaultLightmapScale" "16"<br />
"DefaultSolidEntity" "func_detail"<br />
"DefaultPointEntity" "ai_ally_manager"<br />
"CordonTexture" "tools\toolsskybox"<br />
"MaterialExcludeCount" "0"<br />
}<br />
}<br />
</pre><br />
'''''Important''''': never add any other FGDs to that code since Obsidian uses it's own.<br />
<br />
'''''Note''''': Also to make sure the code won't get deleted make the file read only after you don't have to add anything to it.<br />
<br />
<br />
<br />
=== OrangeBox Engine ===<br />
'''''Important''''': Don't use it unless OC 1.3 is released since the folder names doesn't match. (you also need to have the SourceSDK Beta) (ToDo: Remove this Note after OC 1.3 and SourceSDK are released)<br />
<br />
'''''Note''''': "[example]" is our placeholder for the steam account name (can also be a e-mail address).<br />
*Go to your SourceSDK OrangeBox Bin Folder:<br />
<pre><br />
C:\Program Files\Steam\SteamApps\[example]\sourcesdk\orangebox\bin\<br />
</pre><br />
*Open the GameConfig.txt for Editing.<br />
*Add this to the list: (just before the last 2 Bracers)<br />
<pre><br />
"Obsidian Conflict"<br />
{<br />
"GameDir" "C:\Program Files\Steam\SteamApps\SourceMods\Obsidian"<br />
"hammer"<br />
{<br />
<br />
"GameData0" "C:\Program Files\Steam\SteamApps\SourceMods\Obsidian\Obsidian SDK\Obsidian.fgd"<br />
"MapDir" "C:\Program Files\Steam\SteamApps\[example]\sourcesdk_content\obsidian\mapsrc"<br />
"GameExeDir" "C:\Program Files\Steam\SteamApps\[example]\source sdk base 2007"<br />
"GameExe" "C:\Program Files\Steam\SteamApps\[example]\source sdk base 2007\hl2.exe"<br />
"BSP" "C:\Program Files\Steam\SteamApps\[example]\sourcesdk\orangebox\bin\vbsp.exe"<br />
"Vis" "C:\Program Files\Steam\SteamApps\[example]\sourcesdk\orangebox\bin\vvis.exe"<br />
"Light" "C:\Program Files\Steam\SteamApps\[example]\sourcesdk\orangebox\bin\vrad.exe"<br />
"BSPDir" "C:\Program Files\Steam\SteamApps\SourceMods\obsidian\maps"<br />
"TextureFormat" "5"<br />
"MapFormat" "4"<br />
"DefaultTextureScale" "0.250000"<br />
"DefaultLightmapScale" "16"<br />
"DefaultSolidEntity" "func_detail"<br />
"DefaultPointEntity" "ai_ally_manager"<br />
"CordonTexture" "tools\toolsskybox"<br />
"MaterialExcludeCount" "0"<br />
}<br />
}<br />
</pre><br />
'''''Important''''': never add any other FGDs to that code since Obsidian uses it's own.<br />
<br />
'''''Note''''': Also to make sure the code won't get deleted make the file read only once you have completed all necessary changes.</div>Skidzhttps://wiki.obsidianconflict.net/?title=Obsidian_SDK_Setup&diff=105Obsidian SDK Setup2008-03-07T23:48:02Z<p>Skidz: </p>
<hr />
<div>{{catup|Main Page|Main Page|center}}<br />
__TOC__<br />
{{wip}}<br />
== Setting up SourceSDK for Obsidian ==<br />
The Example Steam Path looks like this in this Tuturial:<br />
<pre><br />
C:\Program Files\Steam\SteamApps<br />
</pre><br />
'''''Note''''': make sure you replace that folder in the code below with your Steam Path.<br />
<br />
<br />
=== EP1 Engine ===<br />
'''''Important''''': the EP1 Engine Section is already deprecatched since Version 1.3 use the OrangeBox Engine. (ToDo: Remove EP1 Engine Section after OC 1.3 is released)<br />
<br />
'''''Note''''': "[example]" is our placeholder for the steam account name (can also be a e-mail address).<br />
*Go to your SourceSDK EP1 Bin Folder:<br />
<pre><br />
C:\Program Files\Steam\SteamApps\[example]\sourcesdk\ep1\bin\<br />
</pre><br />
*Open the GameConfig.txt for Editing.<br />
*Add this to the list: (just before the last 2 Bracers)<br />
<pre><br />
"Obsidian Conflict"<br />
{<br />
"GameDir" "C:\Program Files\Steam\SteamApps\SourceMods\Obsidian"<br />
"hammer"<br />
{<br />
<br />
"GameData0" "C:\Program Files\Steam\SteamApps\SourceMods\Obsidian\Obsidian SDK\Obsidian.fgd"<br />
"MapDir" "C:\Program Files\Steam\SteamApps\[example]\sourcesdk_content\obsidian\mapsrc"<br />
"GameExeDir" "C:\Program Files\Steam\SteamApps\[example]\source sdk base"<br />
"GameExe" "C:\Program Files\Steam\SteamApps\[example]\source sdk base\hl2.exe"<br />
"BSP" "C:\Program Files\Steam\SteamApps\[example]\sourcesdk\ep1\bin\vbsp.exe"<br />
"Vis" "C:\Program Files\Steam\SteamApps\[example]\sourcesdk\ep1\bin\vvis.exe"<br />
"Light" "C:\Program Files\Steam\SteamApps\[example]\sourcesdk\ep1\bin\vrad.exe"<br />
"BSPDir" "C:\Program Files\Steam\SteamApps\SourceMods\obsidian\maps"<br />
"TextureFormat" "5"<br />
"MapFormat" "4"<br />
"DefaultTextureScale" "0.250000"<br />
"DefaultLightmapScale" "16"<br />
"DefaultSolidEntity" "func_detail"<br />
"DefaultPointEntity" "ai_ally_manager"<br />
"CordonTexture" "tools\toolsskybox"<br />
"MaterialExcludeCount" "0"<br />
}<br />
}<br />
</pre><br />
'''''Important''''': never add any other FGDs to that code since Obsidian uses it's own.<br />
<br />
'''''Note''''': Also to make sure the code won't get deleted make the file read only after you don't have to add anything to it.<br />
<br />
<br />
<br />
=== OrangeBox Engine ===<br />
'''''Important''''': Don't use it unless OC 1.3 is released since the folder names doesn't match. (you also need to have the SourceSDK Beta) (ToDo: Remove this Note after OC 1.3 and SourceSDK are released)<br />
<br />
'''''Note''''': "[example]" is our placeholder for the steam account name (can also be a e-mail address).<br />
*Go to your SourceSDK OrangeBox Bin Folder:<br />
<pre><br />
C:\Program Files\Steam\SteamApps\[example]\sourcesdk\orangebox\bin\<br />
</pre><br />
*Open the GameConfig.txt for Editing.<br />
*Add this to the list: (just before the last 2 Bracers)<br />
<pre><br />
"Obsidian Conflict"<br />
{<br />
"GameDir" "C:\Program Files\Steam\SteamApps\SourceMods\Obsidian"<br />
"hammer"<br />
{<br />
<br />
"GameData0" "C:\Program Files\Steam\SteamApps\SourceMods\Obsidian\Obsidian SDK\Obsidian.fgd"<br />
"MapDir" "C:\Program Files\Steam\SteamApps\[example]\sourcesdk_content\obsidian\mapsrc"<br />
"GameExeDir" "C:\Program Files\Steam\SteamApps\[example]\source sdk base 2007"<br />
"GameExe" "C:\Program Files\Steam\SteamApps\[example]\source sdk base 2007\hl2.exe"<br />
"BSP" "C:\Program Files\Steam\SteamApps\[example]\sourcesdk\orangebox\bin\vbsp.exe"<br />
"Vis" "C:\Program Files\Steam\SteamApps\[example]\sourcesdk\orangebox\bin\vvis.exe"<br />
"Light" "C:\Program Files\Steam\SteamApps\[example]\sourcesdk\orangebox\bin\vrad.exe"<br />
"BSPDir" "C:\Program Files\Steam\SteamApps\SourceMods\obsidian\maps"<br />
"TextureFormat" "5"<br />
"MapFormat" "4"<br />
"DefaultTextureScale" "0.250000"<br />
"DefaultLightmapScale" "16"<br />
"DefaultSolidEntity" "func_detail"<br />
"DefaultPointEntity" "ai_ally_manager"<br />
"CordonTexture" "tools\toolsskybox"<br />
"MaterialExcludeCount" "0"<br />
}<br />
}<br />
</pre><br />
'''''Important''''': never add any other FGDs to that code since Obsidian uses it's own.<br />
<br />
'''''Note''''': Also to make sure the code won't get deleted make the file read only once you have completed all necessary changes.</div>Skidzhttps://wiki.obsidianconflict.net/?title=Obsidian_Conflict&diff=104Obsidian Conflict2008-03-07T23:46:46Z<p>Skidz: Protected "Obsidian Conflict" [edit=sysop:move=sysop]</p>
<hr />
<div>Obsidian Conflict is a Half-Life² Co-op Mod which means the players work together to complete a common goal. Some maps require puzzle solving with other players, some maps require teamwork to put down the enemy AI. Check out the [http://www.obsidianconflict.com/about.html Obsidian Conflict Website] for more information on the mods features.<br />
[[Image:Manhacklogo.png|center|ObsidianLogo]]<br />
<br />
== General ==<br />
* [[Obsidian SDK Setup|Setting up Obsidian with the Source SDK]]<br />
<br />
<br />
{| align="left"<br />
'''Quick Category Navigation'''<br />
|-<br />
| '''[[:category:ServerOP|Server Operation]]'''<br />
| Tips and tricks on operating an Obsidian Conflict dedicated server.<br />
|-<br />
| '''[[:category:MapTuts|Mapping Tutorials]]'''<br />
| There are many extra features built into Obsidian to take advantage of while mapping. Check them out here.<br />
|}</div>Skidzhttps://wiki.obsidianconflict.net/?title=Scripted_Weapons&diff=103Scripted Weapons2008-03-07T23:45:37Z<p>Skidz: </p>
<hr />
<div>__TOC__<br />
<br />
{{wip}}<br />
<br />
==Overview==<br />
In Obsidian Conflict, there is a system which allows a mapper to create brand new weapons based on simple plain text script files. No coding knowledge is required to create one of these scripts. Scripted weapons can be setup in many different ways and have the ability to be carried over level transitions, have their own custom ammos, and can also be held by NPCs.<br />
<br />
==Creating a Scripted Weapon Script==<br />
<br />
Note:<br />
It is best to take a look through the current scripted weapons included with the mod. Do not change scripted weapons that don't belong to you as this can cause mismatches between server and client. You can not cause any harm to a server by altering the scripted weapons, but they will not look correct on your client so if you need a new weapon, make your own.<br />
<br />
First Lets start off with a basic script which we will add on to.<br />
<br />
<pre>"WeaponData"<br />
{<br />
// Weapon data is loaded by both the Game and Client DLLs.<br />
"printname" "AK47"<br />
"viewmodel" "models/weapons/v_rif_ak47.mdl"<br />
"playermodel" "models/weapons/w_rif_ak47.mdl"<br />
"anim_prefix" "ar2"<br />
"bucket" "2"<br />
"bucket_position" "9"<br />
<br />
"clip_size" "30"<br />
"clip2_size" "0"<br />
<br />
"default_clip" "30"<br />
"default_clip2" "0"<br />
<br />
"primary_ammo" "ak47"<br />
"secondary_ammo" "None"<br />
<br />
"weight" "0"<br />
"item_flags" "0"<br />
<br />
"BuiltRightHanded" "0"<br />
"AllowFlipping" "1"<br />
<br />
"csviewmodel" "1"<br />
<br />
"ironsightoffset"<br />
{<br />
"x" "-7.00"<br />
"y" "6.10"<br />
"z" "2.90"<br />
}<br />
<br />
<br />
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)<br />
"SoundData"<br />
{<br />
// "reload" "Weapon_Pistol.Reload"<br />
"reload_npc" "Weapon_Pistol.NPC_Reload"<br />
"empty" "Weapon_Pistol.Empty"<br />
"single_shot" "Weapon_AK47.Single"<br />
"single_shot_npc" "Weapon_AK47.Single"<br />
"special1" "Weapon_AK47.Single"<br />
}</pre><br />
<br />
There are a number of values here you should be familiar with.<br />
<br />
'''printname''' This is the name that will show up in-game on the players weapon selection hud.<br />
<br />
'''viewmodel''' First Person Model.<br />
<br />
'''playermodel''' Third Person Model.<br />
<br />
'''bucket''' This is the horizontal slot on the players weapon selection hud element.<br />
<br />
'''bucket_position''' This is the vertical slot on the players weapon selection hud element.<br />
<br />
'''clip_size''' Size of the Primary Clip<br />
<br />
'''clip2_size''' Size of the Secondary Clip<br />
<br />
'''default_clip''' Default bullets in the Primary Clip, should be less than or equal to '''clip_size'''<br />
<br />
'''default_clip2''' Default bullets in the Secondary Clip, should be less than or equal to '''clip2_size'''<br />
<br />
'''BuiltRightHanded''' Was this model built right handed?<br />
<br />
'''AllowFlipping''' Allow the player to flip this model from right handed to left handed?<br />
<br />
'''csviewmodel''' Was this weapon view model designed for Counter-Strike Source?<br />
<br />
Alright, and now the SoundData options. You can put soundscript entries in these fields. If you model has built in sounds you should comment them out like I have done above for the reload. The AK47 model has reload sound ques built right into the model.<br />
<br />
<br />
==Setting up a scripted weapons advanced options==<br />
<br />
Only the weapon_scripted entity can use the "Advanced" configurations. All others will only use the basic configurations.<br />
Here is a list of Advanced options you can use.<br />
<br />
*'''''Primary Attack'''''<br />
<br />
''0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp''<br />
<br />
"FireType1" "1"<br />
<br />
<br />
''Rate of Weapons Fire ( Not for laser or warp )''<br />
<br />
"FireRate1" "0.1"<br />
<br />
<br />
''Allow a refire as fast as the player can click, Basic Bullet Only.''<br />
<br />
"FastFire1" "0"<br />
<br />
<br />
''Allow Fire Underwater?''<br />
<br />
"FireUnderWater1" "0"<br />
<br />
<br />
''How many bullets in a burst. ( For Burst Weapon Only! )''<br />
<br />
"BurstAmount1" "0"<br />
<br />
"BetweenBurstTime1" "0.05"<br />
<br />
<br />
''For Bullet accuracy''<br />
<br />
"FireCone1" "2" // Starting Value ( 0-20 )<br />
<br />
"FireConeLerp1" "1" // Bool, should be 1 to use lerp<br />
<br />
"FireConeLerpto1" "6" // Value to lerp accuracy too ( 0-20 )<br />
<br />
<br />
*'''''Secondary Attack'''''<br />
<br />
''0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp, 8 = scope''<br />
<br />
"FireType2" "2"<br />
<br />
<br />
''Rate of Weapons Fire ( Not for laser or warp )''<br />
<br />
"FireRate2" "0.7"<br />
<br />
<br />
''Allow a refire as fast as the player can click, Basic Bullet Only.''<br />
<br />
"FastFire2" "0"<br />
<br />
<br />
''Allow Fire Underwater?''<br />
<br />
"FireUnderWater2" "0"<br />
<br />
<br />
''How many bullets in a burst. ( For Burst Weapon Only! )''<br />
<br />
"BurstAmount2" "4"<br />
<br />
"BetweenBurstTime2" "0.05"<br />
<br />
<br />
''Secondary Fire uses Secondary Ammo Type. If 0, will use primary ammo.''<br />
<br />
"SecondaryAmmoUsed" "0" //( NOT YET FUNCTIONAL )<br />
<br />
<br />
''For Bullet accuracy''<br />
<br />
"FireCone2" "2" // Starting Value ( 0-20 )<br />
<br />
"FireConeLerp2" "1" // Bool, should be 1 to use lerp<br />
<br />
"FireConeLerpto2" "6" // Value to lerp accuracy too ( 0-20 )<br />
<br />
<br />
*'''''Global Weapon Settings'''''<br />
<br />
''Number of Recoil Animations, weapon models with ACT_VM_RECOIL animations.<br />
( Only if a weapon has recoil animations, Not for laser or warp )''<br />
<br />
"NumberOfRecoilAnims" "0"<br />
<br />
<br />
''Shots fired till next recoil animation. ( Only if a weapon has recoil animations )''<br />
<br />
"RecoilIncrementSpeed" "1"<br />
<br />
<br />
''1 = Pistol, 2 = AR2, 3 = crossbow, 4 = physgun, 5 = shotgun, 6 = smg1<br />
This is the player animation set that will be used on all players you view ingame.''<br />
<br />
"PlayerAnimationSet" "2"<br />
<br />
<br />
''Sniper Scope Settings''<br />
<br />
"UseScopedFireCone" "1"<br />
<br />
"ScopedFireCone" "0"<br />
<br />
"ScopedColorR" "255"<br />
<br />
"ScopedColorG" "255"<br />
<br />
"ScopedColorB" "255"<br />
<br />
<br />
*'''''NPC Weapon Settings'''''<br />
<br />
''NPCs use a ShotRegulator in code, these settings corrispond with it.''<br />
<br />
"NPCRateofFire" "0.1"<br />
<br />
"NPCMinBursts" "1"<br />
<br />
"NPCMaxBursts" "3"<br />
<br />
"NPCMinRest" "0.3"<br />
<br />
"NPCMaxRest" "0.6"<br />
<br />
<br />
''Range the NPC can fire this weapon at, if the player is less than min, the npc cant fire and will try to get a better vantage point.''<br />
<br />
"NPCMinRange1" "24"<br />
<br />
"NPCMaxRange1" "1500"<br />
<br />
"NPCMinRange2" "24"<br />
<br />
"NPCMaxRange2" "200"<br />
<br />
<br />
[[Category:MapTuts]]</div>Skidzhttps://wiki.obsidianconflict.net/?title=Scripted_Weapons&diff=102Scripted Weapons2008-03-07T23:44:24Z<p>Skidz: </p>
<hr />
<div>__TOC__<br />
<br />
==Overview==<br />
In Obsidian Conflict, there is a system which allows a mapper to create brand new weapons based on simple plain text script files. No coding knowledge is required to create one of these scripts. Scripted weapons can be setup in many different ways and have the ability to be carried over level transitions, have their own custom ammos, and can also be held by NPCs.<br />
<br />
==Creating a Scripted Weapon Script==<br />
<br />
Note:<br />
It is best to take a look through the current scripted weapons included with the mod. Do not change scripted weapons that don't belong to you as this can cause mismatches between server and client. You can not cause any harm to a server by altering the scripted weapons, but they will not look correct on your client so if you need a new weapon, make your own.<br />
<br />
First Lets start off with a basic script which we will add on to.<br />
<br />
<pre>"WeaponData"<br />
{<br />
// Weapon data is loaded by both the Game and Client DLLs.<br />
"printname" "AK47"<br />
"viewmodel" "models/weapons/v_rif_ak47.mdl"<br />
"playermodel" "models/weapons/w_rif_ak47.mdl"<br />
"anim_prefix" "ar2"<br />
"bucket" "2"<br />
"bucket_position" "9"<br />
<br />
"clip_size" "30"<br />
"clip2_size" "0"<br />
<br />
"default_clip" "30"<br />
"default_clip2" "0"<br />
<br />
"primary_ammo" "ak47"<br />
"secondary_ammo" "None"<br />
<br />
"weight" "0"<br />
"item_flags" "0"<br />
<br />
"BuiltRightHanded" "0"<br />
"AllowFlipping" "1"<br />
<br />
"csviewmodel" "1"<br />
<br />
"ironsightoffset"<br />
{<br />
"x" "-7.00"<br />
"y" "6.10"<br />
"z" "2.90"<br />
}<br />
<br />
<br />
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)<br />
"SoundData"<br />
{<br />
// "reload" "Weapon_Pistol.Reload"<br />
"reload_npc" "Weapon_Pistol.NPC_Reload"<br />
"empty" "Weapon_Pistol.Empty"<br />
"single_shot" "Weapon_AK47.Single"<br />
"single_shot_npc" "Weapon_AK47.Single"<br />
"special1" "Weapon_AK47.Single"<br />
}</pre><br />
<br />
There are a number of values here you should be familiar with.<br />
<br />
'''printname''' This is the name that will show up in-game on the players weapon selection hud.<br />
<br />
'''viewmodel''' First Person Model.<br />
<br />
'''playermodel''' Third Person Model.<br />
<br />
'''bucket''' This is the horizontal slot on the players weapon selection hud element.<br />
<br />
'''bucket_position''' This is the vertical slot on the players weapon selection hud element.<br />
<br />
'''clip_size''' Size of the Primary Clip<br />
<br />
'''clip2_size''' Size of the Secondary Clip<br />
<br />
'''default_clip''' Default bullets in the Primary Clip, should be less than or equal to '''clip_size'''<br />
<br />
'''default_clip2''' Default bullets in the Secondary Clip, should be less than or equal to '''clip2_size'''<br />
<br />
'''BuiltRightHanded''' Was this model built right handed?<br />
<br />
'''AllowFlipping''' Allow the player to flip this model from right handed to left handed?<br />
<br />
'''csviewmodel''' Was this weapon view model designed for Counter-Strike Source?<br />
<br />
Alright, and now the SoundData options. You can put soundscript entries in these fields. If you model has built in sounds you should comment them out like I have done above for the reload. The AK47 model has reload sound ques built right into the model.<br />
<br />
<br />
==Setting up a scripted weapons advanced options==<br />
<br />
Only the weapon_scripted entity can use the "Advanced" configurations. All others will only use the basic configurations.<br />
Here is a list of Advanced options you can use.<br />
<br />
*'''''Primary Attack'''''<br />
<br />
''0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp''<br />
<br />
"FireType1" "1"<br />
<br />
<br />
''Rate of Weapons Fire ( Not for laser or warp )''<br />
<br />
"FireRate1" "0.1"<br />
<br />
<br />
''Allow a refire as fast as the player can click, Basic Bullet Only.''<br />
<br />
"FastFire1" "0"<br />
<br />
<br />
''Allow Fire Underwater?''<br />
<br />
"FireUnderWater1" "0"<br />
<br />
<br />
''How many bullets in a burst. ( For Burst Weapon Only! )''<br />
<br />
"BurstAmount1" "0"<br />
<br />
"BetweenBurstTime1" "0.05"<br />
<br />
<br />
''For Bullet accuracy''<br />
<br />
"FireCone1" "2" // Starting Value ( 0-20 )<br />
<br />
"FireConeLerp1" "1" // Bool, should be 1 to use lerp<br />
<br />
"FireConeLerpto1" "6" // Value to lerp accuracy too ( 0-20 )<br />
<br />
<br />
*'''''Secondary Attack'''''<br />
<br />
''0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp, 8 = scope''<br />
<br />
"FireType2" "2"<br />
<br />
<br />
''Rate of Weapons Fire ( Not for laser or warp )''<br />
<br />
"FireRate2" "0.7"<br />
<br />
<br />
''Allow a refire as fast as the player can click, Basic Bullet Only.''<br />
<br />
"FastFire2" "0"<br />
<br />
<br />
''Allow Fire Underwater?''<br />
<br />
"FireUnderWater2" "0"<br />
<br />
<br />
''How many bullets in a burst. ( For Burst Weapon Only! )''<br />
<br />
"BurstAmount2" "4"<br />
<br />
"BetweenBurstTime2" "0.05"<br />
<br />
<br />
''Secondary Fire uses Secondary Ammo Type. If 0, will use primary ammo.''<br />
<br />
"SecondaryAmmoUsed" "0" //( NOT YET FUNCTIONAL )<br />
<br />
<br />
''For Bullet accuracy''<br />
<br />
"FireCone2" "2" // Starting Value ( 0-20 )<br />
<br />
"FireConeLerp2" "1" // Bool, should be 1 to use lerp<br />
<br />
"FireConeLerpto2" "6" // Value to lerp accuracy too ( 0-20 )<br />
<br />
<br />
*'''''Global Weapon Settings'''''<br />
<br />
''Number of Recoil Animations, weapon models with ACT_VM_RECOIL animations.<br />
( Only if a weapon has recoil animations, Not for laser or warp )''<br />
<br />
"NumberOfRecoilAnims" "0"<br />
<br />
<br />
''Shots fired till next recoil animation. ( Only if a weapon has recoil animations )''<br />
<br />
"RecoilIncrementSpeed" "1"<br />
<br />
<br />
''1 = Pistol, 2 = AR2, 3 = crossbow, 4 = physgun, 5 = shotgun, 6 = smg1<br />
This is the player animation set that will be used on all players you view ingame.''<br />
<br />
"PlayerAnimationSet" "2"<br />
<br />
<br />
''Sniper Scope Settings''<br />
<br />
"UseScopedFireCone" "1"<br />
<br />
"ScopedFireCone" "0"<br />
<br />
"ScopedColorR" "255"<br />
<br />
"ScopedColorG" "255"<br />
<br />
"ScopedColorB" "255"<br />
<br />
<br />
*'''''NPC Weapon Settings'''''<br />
<br />
''NPCs use a ShotRegulator in code, these settings corrispond with it.''<br />
<br />
"NPCRateofFire" "0.1"<br />
<br />
"NPCMinBursts" "1"<br />
<br />
"NPCMaxBursts" "3"<br />
<br />
"NPCMinRest" "0.3"<br />
<br />
"NPCMaxRest" "0.6"<br />
<br />
<br />
''Range the NPC can fire this weapon at, if the player is less than min, the npc cant fire and will try to get a better vantage point.''<br />
<br />
"NPCMinRange1" "24"<br />
<br />
"NPCMaxRange1" "1500"<br />
<br />
"NPCMinRange2" "24"<br />
<br />
"NPCMaxRange2" "200"<br />
<br />
<br />
[[Category:MapTuts]]</div>Skidzhttps://wiki.obsidianconflict.net/?title=Scripted_Weapons&diff=101Scripted Weapons2008-03-07T23:32:01Z<p>Skidz: </p>
<hr />
<div>__TOC__<br />
<br />
==Overview==<br />
In Obsidian Conflict, there is a system which allows a mapper to create brand new weapons based on simple plain text script files. No coding knowledge is required to create one of these scripts. Scripted weapons can be setup in many different ways and have the ability to be carried over level transitions, have their own custom ammos, and can also be held by NPCs.<br />
<br />
==Creating a Scripted Weapon Script==<br />
<br />
Note:<br />
It is best to take a look through the current scripted weapons included with the mod. Do not change scripted weapons that don't belong to you as this can cause mismatches between server and client. You can not cause any harm to a server by altering the scripted weapons, but they will not look correct on your client so if you need a new weapon, make your own.<br />
<br />
First Lets start off with a basic script which we will add on to.<br />
<br />
<pre>"WeaponData"<br />
{<br />
// Weapon data is loaded by both the Game and Client DLLs.<br />
"printname" "AK47"<br />
"viewmodel" "models/weapons/v_rif_ak47.mdl"<br />
"playermodel" "models/weapons/w_rif_ak47.mdl"<br />
"anim_prefix" "ar2"<br />
"bucket" "2"<br />
"bucket_position" "9"<br />
<br />
"clip_size" "30"<br />
"clip2_size" "0"<br />
<br />
"default_clip" "30"<br />
"default_clip2" "0"<br />
<br />
"primary_ammo" "ak47"<br />
"secondary_ammo" "None"<br />
<br />
"weight" "0"<br />
"item_flags" "0"<br />
<br />
"BuiltRightHanded" "0"<br />
"AllowFlipping" "1"<br />
<br />
"csviewmodel" "1"<br />
<br />
"ironsightoffset"<br />
{<br />
"x" "-7.00"<br />
"y" "6.10"<br />
"z" "2.90"<br />
}<br />
<br />
<br />
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)<br />
"SoundData"<br />
{<br />
// "reload" "Weapon_Pistol.Reload"<br />
"reload_npc" "Weapon_Pistol.NPC_Reload"<br />
"empty" "Weapon_Pistol.Empty"<br />
"single_shot" "Weapon_AK47.Single"<br />
"single_shot_npc" "Weapon_AK47.Single"<br />
"special1" "Weapon_AK47.Single"<br />
}</pre><br />
<br />
There are a number of values here you should be familiar with.<br />
<br />
'''printname''' This is the name that will show up in-game on the players weapon selection hud.<br />
<br />
'''viewmodel''' First Person Model.<br />
<br />
'''playermodel''' Third Person Model.<br />
<br />
'''bucket''' This is the horizontal slot on the players weapon selection hud element.<br />
<br />
'''bucket_position''' This is the vertical slot on the players weapon selection hud element.<br />
<br />
'''clip_size''' Size of the Primary Clip<br />
<br />
'''clip2_size''' Size of the Secondary Clip<br />
<br />
'''default_clip''' Default bullets in the Primary Clip, should be less than or equal to '''clip_size'''<br />
<br />
'''default_clip2''' Default bullets in the Secondary Clip, should be less than or equal to '''clip2_size'''<br />
<br />
'''BuiltRightHanded''' Was this model built right handed?<br />
<br />
'''AllowFlipping''' Allow the player to flip this model from right handed to left handed?<br />
<br />
'''csviewmodel''' Was this weapon view model designed for Counter-Strike Source?<br />
<br />
Alright, and now the SoundData options. You can put soundscript entries in these fields. If you model has built in sounds you should comment them out like I have done above for the reload. The AK47 model has reload sound ques built right into the model.<br />
<br />
<br />
[[Category:MapTuts]]</div>Skidz