GCFScape and item spawning

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Villevalo

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if you open up some of the .gcf files with gcfscape, and snoop around in the models section, you can find some interesting stuff...im not sure if whats listed in there is spawnable but thers only one way to find out.. hl2 time :p

particularly, open up source shared files, and have a look at the models and scripts folder inside... looks like some info about how props can be setup and stuff. well, time to get playing :p

i really hope this will lead to the discovery of spawning props and such.

edit: okay just at random i picked out an object in the hl2 section, oildrum001. There are a number of files named the same with diff extension, eg oildrum001.jpg, .vvd, .vtf, .mdl etc

from my guess, .vtf is valve texture file, .mdl is model (durr) and .vvd is well i dunno. ill try spawning sometihng like that
 
cool, good idea.

I don't imagine it would be create_npc though? somelike like "Create_prop" mahaps?
 
Villevalo said:
if you open up some of the .gcf files with gcfscape, and snoop around in the models section, you can find some interesting stuff...im not sure if whats listed in there is spawnable but thers only one way to find out.. hl2 time :p

particularly, open up source shared files, and have a look at the models and scripts folder inside... looks like some info about how props can be setup and stuff. well, time to get playing :p

i really hope this will lead to the discovery of spawning props and such.

edit: okay just at random i picked out an object in the hl2 section, oildrum001. There are a number of files named the same with diff extension, eg oildrum001.jpg, .vvd, .vtf, .mdl etc

from my guess, .vtf is valve texture file, .mdl is model (durr) and .vvd is well i dunno. ill try spawning sometihng like that
maybe .vvd has info about its physical properties or something like that?

Found anything in there that was forgotton yet? Like the neat hidden creatures back in HL1, or did Valve remove everything that wasn't in the game (damn them:))
 
Wish there was a way to spawn those little gas cans that are all over ravenholm. that way i could spawn a bunch of zombies around, then a bunch of gas cans.... well, you know the rest. :|
 
hmm iv found some interesting stuff in here...very interesting... but yes, im trying to find out just what to use to spawn an object. it has to able to be done. prop something hmmmmm.... thing is tho, they hav a different name inside the engine e.g oildrum001 becomes prop_oildrum001, at least thats what iv found so far...

i might extract them and hav a look further. if anyone else wants to post what they've found go right ahead

edit: im a genius. open up the source models. there, thats every single model in the game. now how the **** do i get them spawned.

oh and btw for those who bitch about the AI, go and actually have a look at some of the script files...theres a whole lot they actually CAN do, whether or not it has been written for each object in the game is another. physical props can be set to numerous things e.g blocks line of sight, can ai stand, is throwable, is solid, barracade possible etc theres alot in here... hmm im learning alot
 
okay a list of things that sound really strange so far...

props_borealis - whole folder of wierd sounding objects.. hmm one door appears to look like that ships from the alpha leak...

Props_citizen_tech - what appears to be ALOT of traps, tech and wierd stuff, i dont know if this stuff was in the game, but it looks wierd...

Advisor - this is the wierd blob thingy that breen talks to... bizzare looking thing, looks like a slug with robot arms, i'll post a pic

combine_super_soldier - HOLY **** i have NO idea what this is, but it looks mean as

MortarSynth - ummm i dont really know, anyone wanna guess?

soldier_stripped - guess this is a CP with no armor on, funny, they don't have that strange deformed face i saw on that site

synth - that thing u see crawling along, when ur in the prisoner pod, going to breens room, this is that i think

upon snooping around the humans folder, i notice there are 3 grooups of models, they're all of the same 8 people, but with diff clothing e.g one is in that blue clothing u see in the beginning, then they're in resistance clothing, then full on battle gear

**** WAIT - theres something in here called item_item_crate... hmmmm..... lets see what else...wow.. theres simply too much to list, but every object in the game is here...

u all have to look at it, if i can make a list somehow i will

p.s if some of these pics are actually things in the game iv missed, dont flame me ok. i rushed.

edit: wow, there is quite literally thousands of things here... and the names suggest things that might clear up some issues.. for example, the thing breen uses to talk to the combine, is called the master interface
 
have a look at this... i managed to pluck this from one of the gcf files called entity.cfg

bind k npc_enemies
bind g npc_go
bind - npc_go_random
bind o npc_route
bind x npc_select
bind = npc_bipass
bind / npc_destroy
bind . npc_visibility
bind [ npc_tasks
bind ] npc_combat
bind m npc_focus

bind p ent_picker
bind t ent_text
bind y ent_name
bind b ent_bbox
bind i ent_messages
bind \ ent_pause
bind , ent_pivot

bind z ai_nodes
bind f ai_next_hull
bind h ai_show_hull
bind j ai_show_connect
bind v ai_show_visibility
bind u ai_show_graph_connect

bind l wc_destroy_undo

bind n noclip

bind "F6" "ai_disable"
bind "F7" "ai_step"
bind "F8" "ai_resume"

interesting eh? anyone got any idea what this can be used for?
 
You can open those models in the model viewer and look at them all up and personal.
 
bump, what do those things do in the entity.cfg

looks like debuging stuff :D
 
diluted said:
Wish there was a way to spawn those little gas cans that are all over ravenholm. that way i could spawn a bunch of zombies around, then a bunch of gas cans.... well, you know the rest. :|

LOL nice
:flame:
 
sigh... You have no clue how this game works don't you? you can NOT randomly spawn models. Models are attached to ENTITIES. In order to spawn a barrel you'd have to spawn a prop_physics (an entity) and give it the oildrom worldmodel. You can NOT do that through the consol_e.
 
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