Hlavn strnka    Vyhadvanie       Homepage    Registrcia   Prihlsenie
Rubriky
Tutorily
Recenzie
Rzne
Vyhadvanie
Odkazy
lenovia
Download
FRUM
IRC kanl
IRC web klient
GALRIA
Tutorily na XSI
RSS
Registrcia
Diskusn boardy
  • The lambda
  • Mapping
  • Modeling
  • Coding
  • Half-Life

  • Najnovie lnky
    Automatická textová správa
    Vocko Tutoril
    07.06.2009 : 11:02:12
    V tomto tutoriále si spravíme automatickú textovú správu, ktorá sa prehraje vždy s nejakým zvukom.
    Kompilovanie SDK aj na VC++ .Net 2003
    Vocko Tutoril
    10.05.2009 : 10:46:16
    Kto by si chcel pod¾a tutoriálov tu na lambde nieèo prida do kódu, stretne sa s problémom, neskompiluje to.
    Env_mirror alebo zrkadlenie modelov
    Vocko Tutoril
    24.04.2009 : 18:49:30
    Tutoriál na zrkadlenie tu už je, ale èo ak chceme odráža i modely? Na tom nám poslúži entita env_mirror, ktorá sa nachádza iba v Spirite 1.4 alebo novšej verzii.
    HL2 : Obloukový prùchod
    R4z0r Tutoril
    01.05.2008 : 05:48:46
    Dnes si ukážeme zpùsob, jak vytvoøit elegantní obloukový prùchod, bez nutnosti používat øezání geometrie brushem...
    Pridanie zoomu do mp5
    NICKSss Tutoril
    03.03.2008 : 18:55:16

    No,dnes si povieme ako prida zoom na mp5-ku namiesto granátu.
    Pridanie mp3 do spiritu
    NICKSss Tutoril
    02.03.2008 : 20:55:09

    Návod na pridanie mp3 do Half-Life 1 alebo Spirt 1.2,otestované na verzii 1.2.

    Asi už mate zbrane add-ons vo Spirite 1.2 a nechcete prejst na ver.1.4 lebo všetko stratite

    pre Mp3... Na internete som našiel návody pre HL1 a po anglicky ktoré po skompilovani

    fungovali asi takto : Aplikácia HL.EXE Neodpovedá...
    *locus
    Deli Tutoril
    22.02.2008 : 20:13:47
    Pre niektorých mapperov neznámy pojem, ale pre niektorých ve¾mi úèinná pomôcka.
    Vïaka tomuto príspevku sa vám posnažím priblíži tajomstvá jednej z najväèších zbraní spiritu.
    Spirit of Half-Life - Predstavenie
    Wizz Tutoril
    27.10.2007 : 08:52:04
    Predtým než sa pustíte do èítania, chcel by som Vás upozorni že èlánok už nemusí by 100% aktualny. Èlánok som totiž napísal ešte za svojich mladých èias - 13. júna 2004, èo je viac ako tri roky. Zverejni som sa ho rozhodol po nátlaku a výhražkach ostatných redaktorov
    Nožík
    qery
    [30.12.2004 : 03:11:55] 186 Tutoril
    tan : 3275
    Priemern znmka : 1
    Upozornenie:
    Tento tutorial bol písany okolo 1 hodiny ráno na nefunkèných SDKaèkach. Keïže všetky testy robil Wizz tak defam že to ide, lebo mne to nešlo

    Tutorial:
    1. Vytvoríme súbor NOZIK.CPP
    2. Do tohto súboru vložíme tento kód:

    #include "extdll.h"
    #include "util.h"
    #include "cbase.h"
    #include "monsters.h"
    #include "weapons.h"
    #include "nodes.h"
    #include "player.h"
    #include "soundent.h"
    #include "gamerules.h"

    enum NOZIK_e
    {
    NOZIK_IDLE = 0,
    NOZIK_SLASH1,
    NOZIK_SLASH2,
    NOZIK_DRAW,
    NOZIK_STAB,
    NOZIK_STABMISS,
    NOZIK_MIDSLASH1,
    NOZIK_MIDSLASH2
    };

    class CNOZIK : public CBasePlayerWeapon
    {
    public:

    void Spawn( void );
    void Precache( void );
    int iItemSlot( void ) { return 1; }
    void EXPORT SwingAgain( void );
    void EXPORT Smack( void );
    int GetItemInfo(ItemInfo *p);
    int AddToPlayer( CBasePlayer *pPlayer );

    void PrimaryAttack( void );
    int Swing( int fFirst );
    BOOL Deploy( void );
    // void Holster( int skiplocal = 0 );
    int m_iSwing;
    TraceResult m_trHit;

    /* void Spawn( void );
    void Precache( void );
    int iItemSlot( void ) { return 1; }
    int GetItemInfo(ItemInfo *p);

    void PrimaryAttack( void );
    BOOL Deploy( void );
    void Reload( void );
    void WeaponIdle( void );
    float m_flNextAnimTime;
    int m_iShell;
    int shotindex;*/
    private:
    };
    LINK_ENTITY_TO_CLASS( weapon_NOZIK, CNOZIK );

    void CNOZIK::Spawn( )
    {
    pev->classname = MAKE_STRING("weapon_NOZIK"); // hack to allow for old names
    Precache( );
    SET_MODEL(ENT(pev), "models/w_knife.mdl");
    m_iId = WEAPON_NOZIK;

    FallInit();// get ready to fall down.
    }


    void CNOZIK::Precache( void )
    {
    PRECACHE_MODEL("models/v_knife.mdl");
    PRECACHE_MODEL("models/w_knife.mdl");
    PRECACHE_MODEL("models/p_knife.mdl");

    PRECACHE_SOUND("weapons/knife_deploy1.wav");
    PRECACHE_SOUND("weapons/knife_hit1.wav");
    PRECACHE_SOUND("weapons/knife_hit2.wav");
    PRECACHE_SOUND("weapons/knife_hit3.wav");
    PRECACHE_SOUND("weapons/knife_hit4.wav");
    PRECACHE_SOUND("weapons/knife_slash1.wav");
    PRECACHE_SOUND("weapons/knife_slash2.wav");
    PRECACHE_SOUND("weapons/knife_stab.wav");
    PRECACHE_SOUND("weapons/knife_hitwall1.wav");
    }

    int CNOZIK::GetItemInfo(ItemInfo *p)
    {
    p->pszName = STRING(pev->classname);
    p->pszAmmo1 = NULL;
    p->iMaxAmmo1 = -1;
    p->pszAmmo2 = NULL;
    p->iMaxAmmo2 = -1;
    p->iMaxClip = WEAPON_NOCLIP;
    p->iSlot = 0;
    p->iPosition = 1;
    p->iFlags = 0;
    p->iId = m_iId = WEAPON_NOZIK;
    p->iWeight = NOZIK_WEIGHT;

    return 1;
    }

    int CNOZIK::AddToPlayer( CBasePlayer *pPlayer )
    {
    if ( CBasePlayerWeapon::AddToPlayer( pPlayer ) )
    {
    MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev );
    WRITE_BYTE( m_iId );
    MESSAGE_END();
    return TRUE;
    }
    return FALSE;
    }

    BOOL CNOZIK::Deploy( )
    {
    return DefaultDeploy( "models/v_knife.mdl", "models/p_knife.mdl", NOZIK_DRAW, "NOZIK" );
    }


    void xFindHullIntersection( const Vector &vecSrc, TraceResult &tr, float *mins, float *maxs, edict_t *pEntity )
    {
    int i, j, k;
    float distance;
    float *minmaxs[2] = {mins, maxs};
    TraceResult tmpTrace;
    Vector vecHullEnd = tr.vecEndPos;
    Vector vecEnd;

    distance = 1e6f;

    vecHullEnd = vecSrc + ((vecHullEnd - vecSrc)*2);
    UTIL_TraceLine( vecSrc, vecHullEnd, dont_ignore_monsters, pEntity, &tmpTrace );
    if ( tmpTrace.flFraction < 1.0 )
    {
    tr = tmpTrace;
    return;
    }

    for ( i = 0; i < 2; i++ )
    {
    for ( j = 0; j < 2; j++ )
    {
    for ( k = 0; k < 2; k++ )
    {
    vecEnd.x = vecHullEnd.x + minmaxs[i][0];
    vecEnd.y = vecHullEnd.y + minmaxs[j][1];
    vecEnd.z = vecHullEnd.z + minmaxs[k][2];

    UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, pEntity, &tmpTrace );
    if ( tmpTrace.flFraction < 1.0 )
    {
    float thisDistance = (tmpTrace.vecEndPos - vecSrc).Length();
    if ( thisDistance < distance )
    {
    tr = tmpTrace;
    distance = thisDistance;
    }
    }
    }
    }
    }
    }


    void CNOZIK::PrimaryAttack()
    {
    if (! Swing( 1 ))
    {
    SetThink( SwingAgain );
    pev->nextthink = gpGlobals->time + 0.1;
    }
    }


    void CNOZIK::Smack( )
    {
    DecalGunshot( &m_trHit, BULLET_PLAYER_CROWBAR );
    }


    void CNOZIK::SwingAgain( void )
    {
    Swing( 0 );
    }


    int CNOZIK::Swing( int fFirst )
    {
    int fDidHit = FALSE;

    TraceResult tr;

    UTIL_MakeVectors (m_pPlayer->pev->v_angle);
    Vector vecSrc = m_pPlayer->GetGunPosition( );
    Vector vecEnd = vecSrc + gpGlobals->v_forward * 32;

    UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, ENT( m_pPlayer->pev ), &tr );

    if ( tr.flFraction >= 1.0 )
    {
    UTIL_TraceHull( vecSrc, vecEnd, dont_ignore_monsters, head_hull, ENT( m_pPlayer->pev ), &tr );
    if ( tr.flFraction < 1.0 )
    {
    // Calculate the point of intersection of the line (or hull) and the object we hit
    // This is and approximation of the "best" intersection
    CBaseEntity *pHit = CBaseEntity::Instance( tr.pHit );
    if ( !pHit || pHit->IsBSPModel() )
    xFindHullIntersection( vecSrc, tr, VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX, m_pPlayer->edict() );
    vecEnd = tr.vecEndPos; // This is the point on the actual surface (the hull could have hit space)
    }
    }

    if ( tr.flFraction >= 1.0 )
    {
    if (fFirst)
    {
    // miss
    switch( RANDOM_LONG( 0, 3 ) )
    {
    default:
    case 0:
    SendWeaponAnim( NOZIK_SLASH1); break;
    case 1:
    SendWeaponAnim( NOZIK_SLASH2 ); break;
    case 2:
    SendWeaponAnim( NOZIK_MIDSLASH1 ); break;
    case 3:
    SendWeaponAnim( NOZIK_MIDSLASH2 ); break;
    }
    m_flNextPrimaryAttack = gpGlobals->time + 0.5;
    // play wiff or swish sound
    switch ( RANDOM_LONG( 0, 1 ) )
    {
    case 0:
    EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/knife_slash1.wav", 1, ATTN_NORM, 0, 94 + RANDOM_LONG(0,0xF));
    break;
    default:
    case 1:
    EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/knife_slash2.wav", 1, ATTN_NORM, 0, 94 + RANDOM_LONG(0,0xF));
    break;
    }


    // player "shoot" animation
    m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
    }
    }
    else
    {
    // hit
    fDidHit = TRUE;

    CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit);

    switch( RANDOM_LONG( 0, 3 ) )
    {
    default:
    case 0:
    SendWeaponAnim( NOZIK_SLASH1); break;
    case 1:
    SendWeaponAnim( NOZIK_SLASH2 ); break;
    case 2:
    SendWeaponAnim( NOZIK_MIDSLASH1 ); break;
    case 3:
    SendWeaponAnim( NOZIK_MIDSLASH2 ); break;
    }

    // player "shoot" animation
    m_pPlayer->SetAnimation( PLAYER_ATTACK1 );

    ClearMultiDamage( );
    if ( (m_flNextPrimaryAttack + 1 < gpGlobals->time) || g_pGameRules->IsMultiplayer() )
    {
    // first swing does full damage
    pEntity->TraceAttack(m_pPlayer->pev, gSkillData.plrDmgCrowbar, gpGlobals->v_forward, &tr, DMG_CLUB );
    }
    else
    {
    // subsequent swings do half
    pEntity->TraceAttack(m_pPlayer->pev, gSkillData.plrDmgCrowbar / 2, gpGlobals->v_forward, &tr, DMG_CLUB );
    }
    ApplyMultiDamage( m_pPlayer->pev, m_pPlayer->pev );

    m_flNextPrimaryAttack = gpGlobals->time + 0.25;

    // play thwack, smack, or dong sound
    float flVol = 1.0;
    int fHitWorld = TRUE;

    if (pEntity)
    {
    if (pEntity->Classify() != CLASS_NONE && pEntity->Classify() != CLASS_MACHINE)
    {
    // play thwack or smack sound
    switch( RANDOM_LONG(0,3) )
    {
    case 0:
    EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/knife_hit1.wav", 1, ATTN_NORM); break;
    case 1:
    EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/knife_hit2.wav", 1, ATTN_NORM); break;
    case 2:
    EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/knife_hit3.wav", 1, ATTN_NORM); break;
    case 3:
    EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/knife_hit4.wav", 1, ATTN_NORM); break;
    }
    m_pPlayer->m_iWeaponVolume = 128;
    if (!pEntity->IsAlive() )
    return TRUE;
    else
    flVol = 0.1;

    fHitWorld = FALSE;
    }
    }

    // play texture hit sound
    // UNDONE: Calculate the correct point of intersection when we hit with the hull instead of the line

    if (fHitWorld)
    {
    float fvolbar = TEXTURETYPE_PlaySound(&tr, vecSrc, vecSrc + (vecEnd-vecSrc)*2, BULLET_PLAYER_CROWBAR);

    if ( g_pGameRules->IsMultiplayer() )
    {
    // override the volume here, cause we don't play texture sounds in multiplayer,
    // and fvolbar is going to be 0 from the above call.

    fvolbar = 1;
    }

    // also play crowbar strike
    //UTIL_EmitAmbientSound(ENT(0), ptr->vecEndPos, "weapons/cbar_hit1.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG(0,3));
    EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/knife_hitwall1.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG(0,3));
    }

    // delay the decal a bit
    m_trHit = tr;
    SetThink( Smack );
    pev->nextthink = gpGlobals->time + 0.2;

    m_pPlayer->m_iWeaponVolume = flVol * 256;
    }
    return fDidHit;
    }


    3. Ïalej otvoríme súbor WEAPONS.H a vložíme tieto riadky medzi podobné:

    #define WEAPON_NOZIK 21
    #define NOZIK_WEIGHT 0


    4. Otvoríme súbor PLAYER.CPP, nájdeme riadky

    case 101:
    gEvilImpulse101 = TRUE;


    a vložíme tento riadok:


    GiveNamedItem("weapon_NOZIK" );


    5. Už ostáva len nakopírova súbory

    v_knife.mdl
    w_knife.mdl
    p_knife.mdl
    do adresára models

    knife_deploy.wav
    knife_hit1.wav
    knife_hit2.wav
    knife_hit3.wav
    knife_hit4.wav
    knife_hitwall1.wav
    knife_slash1.wav
    knife_slash2.wav
    do adresára sounds/weapons


    6. A už zostáva iba dúfa že to pôjde

    BODOVANIE LNKU
    Boduje sa ako v kole (1- vborn, 5-zl)
           

    Priemern znmka : 1
    Hlasovalo : 6

    KOMENTRE KU LNKU
    Poet komentrov ku lnku : 5

    1. Buksy
    [30.12.2004-11:56] 639
    vedel by si spravit aby ten nozik odrazal strely? nieco jak star wars? a odkial stiahnem vsekty tie zdrojaky?

    Netrapte sa,rusi to cracknu

    2. Buksy
    [30.12.2004-16:52] 642
    este ma napadlo,kde nastavim kolko ma ten nozik ubrat pri zo zivota?a keby som chcel nastavit na pacidle kolko ma ubrat zo zivota?

    Netrapte sa,rusi to cracknu

    3. Andy
    [02.01.2005-13:32] 680
    Qery, diky za ten tutorial, moc mi to pomohlo ku tvorbe toho naseho modu Bloody Pizza: Vendetta. To demo ti uz nemusim posielat, lebo moj ujo ho da na net okolo 10. januara. Potom sem napisem link

    4. Buksy
    [04.09.2005-14:20] 1494
    Presne opdla navodu som pridal nozik do spiritu,a po napiani do consoli impulse ma vyhodi do menu a pise

    ] impulse 101
    Host_Error: PF_precache_model_I: 'models/v_knife.mdl' Precache can only be done in spawn functions
    Netchan_Clear() : reliable length not 0, reliable_sequence: 22, incoming_reliable_acknowledged: 1

    Netrapte sa,rusi to cracknu

    5. goblin Redaktor
    [30.05.2006-09:15] 1957
    aj mne to vypise

    All I want , all I need is to see my enemy bleed!

    Pre pridvanie komentrov muste by prihlsen
    Pokia ete nieste zaregistrovan, mete tak urobi TU

    Vyhadvanie

    Rozren vyhadvanie

    AREA 42
    Hlka
    Aj moj komp uz ma alergii na slovo Acer, vzdy kdyz to nekdo napise , tak mi pohasne obraz, DVD Rom se vysune tak rychlo ze tocici se DVD leta po pokoji jak urvana cirkularka a naskoci hlaska neco o prehrati systemu...

    J.D.Skalpel @ ICQ with Jackar

    Starie hlky >> Komentre >>

    Anketa
    Bavi vas aj moding inych hernych zanrov ako FPS ?

    1.Ano, strategie [29%]

    2.Ano, RPG [22%]

    3.Ano, sportove hry [27%]

    4.Nie, ine ako FPS neriesim [23%]

    Spolu hlasovalo : 4040
    Starie ankety >>

    Najtanejie
    1.Atomová bomba ako v crossfire (30110x)
    2.HL2: První kroky (29294x)
    3.Counter-Strike entity (21400x)
    4.Half-Life: Padlé Mìsto demo - Recenze (19535x)
    5.Pozadie pomocou textúry sky (17812x)
    On-Line
    Tieto strnky si prve ta 1 lovek.
    Sponzor webu
    Spriatelen weby
    Ikona na náš web
    Preklady hier, mapy do Half-life a CS, chat a mnoho ïalšieho
    Filmový svet pod lupou
    ceskemody.cz
    HL Zone
    Vše o HL2
    Scifi-guide.net
    Mappersky portal zaoberajuci sa hramy ako CoD1, MoH:AA ci SourceSDK HL2 ale aj mnohymi dalsimi ...
    Nosferatu - novy Slovensky mod o upiroch
    Terrorist attack mod do HL
    PSP novinky, forum, download
    AirSoft Team AlfaCommandos Bratislava
    ICQ - Lamerz bar
    V zujme ochrany duevnho zdravia redaktorov tu u viac ICQ panel nenjdete :P

    Vsledky vaeho snaenia sa mete njs na lamz.thelambda.sk ...

    Vetky texty publikovan na tchto strnkach s majetkom thelambda.sk alebo ich autorov.
    (C) 2003-2006 thelambda.sk VSETKY PRAVA VYHRADENE
    www.TheLambda.SK Enter RS
    Strnka bola natan za 1 seknd.