Forum posts

Posted 18 years ago2005-11-28 20:29:49 UTC
in MAX_MAP_CLIPNODES help Post #149678
sweet. thanks for the info guys
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2005-11-28 19:30:09 UTC
in MAX_MAP_CLIPNODES help Post #149668
Ok. i fixed it, i cut the cylinders in half.
It worked. thanks muzzle
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2005-11-28 18:47:24 UTC
in MAX_MAP_CLIPNODES help Post #149661
well, that didnt work either, i even extended the clip brushes to the sky.. still didnt work..
maybe if i delete some of the grass things
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2005-11-28 18:41:15 UTC
in MAX_MAP_CLIPNODES help Post #149656
Hmm, that didnt work Seventh, Hl Still crashes when it starts.. what if i cover all the high grass with clip brushes? Ill try that, ill let u know if it works.
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2005-11-28 18:21:44 UTC
in MAX_MAP_CLIPNODES help Post #149649
The cylinders are all Func_walls, not to say that you are calling me this, but im not that stupid.
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2005-11-28 17:58:03 UTC
in MAX_MAP_CLIPNODES help Post #149643
I have 0 info nodes. I have a lot of Func_illusionarys though.
Like.. a whole lot of them.

http://i22.photobucket.com/albums/b329/tetsuosho/func_illusionary.jpg

thats a link to the over-head view.
the blue is func illusionary.
its tall grass
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2005-11-28 17:42:52 UTC
in MAX_MAP_CLIPNODES help Post #149641
Im making a pretty complex map, actually its a re-make of the entire pokemon world.. more on that on the maps/mods forum.
anyway
I just made pallet town for now but im getting this compiling error "MAX_MAP_CLIPNODES" when i compile.
I checked the tommy14 and it described it as the engine forming convex areas of walkable space.. and there's too many of them.. but somehow im making too many.. WAYY too many. They said something about a clip brush, i looked through the entity list and i didnt notice one, and tommy14 also linked me to the valve erc collective to download an example map on how to lower my clipnodes, but i couldnt seem to find it.

anyone know how to

1)use a clipbrush
2)link me to the example map
3)explain how to have less clipnodes

any help will be greatly welcomed.
thanks in advance
-Tetsu0
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2005-11-27 22:29:20 UTC
in Solve one prolbem, get another.. 3D view Post #149524
well i use my mouse to fly around the camera view.
as you, i am lost without the 3-d view.
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2005-11-27 19:46:34 UTC
in Solve one prolbem, get another.. 3D view Post #149493
hammer 3.4
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2005-11-27 19:03:05 UTC
in Solve one prolbem, get another.. 3D view Post #149490
i have a lot of bushes.
only a few are black, and those are on my jeep (func_vehicle) that i made.
I notice the camera always zooms to one area of the map
i tried that make 1 window big thing.. its shift + z or x i dont remember but that didnt solve anything.
EDIT:
i had a brainstorm, and fixed the problem.
i copied all the brushed then pasted them into a new window.
that worked, and i have my view back, but it still doesnt answer why it happened in the first place..
thanks for the suggestions.
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2005-11-27 18:18:36 UTC
in Solve one prolbem, get another.. 3D view Post #149474
reinstalled
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2005-11-27 18:09:01 UTC
in Solve one prolbem, get another.. 3D view Post #149471
i know but i've already done it 3x in 2 days
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2005-11-27 17:48:28 UTC
in Solve one prolbem, get another.. 3D view Post #149464
Didnt work, thanks BL.
I cant seem to get this, im trying everything lol.
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2005-11-27 17:43:36 UTC
in Is TWHL full of nerds? (I doubt it!) Post #149460
Hmm my hobbies outside hammer..
Well Im in a band, thats fun.
Myspace is cool too (myspace.com/tetsuosho) if yer interested
I cycle, skateboard, snowboard, go to school, draw in school, i make little short korny flash animations, play runescape.. sleep, work.
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2005-11-27 17:39:23 UTC
in I hate comedy central Post #149456
They're doing this ThanxGiveaway weekend thing, and you collect the codes thoughout the hour..
i collected 5 codes today, but when i went to comedycentral.com to enter them im NOT ELIGIBLE!
cuz im not over 18..
you cant be 18, you have to be over 18...
what is this crap?
i just got pwned.. by a tv station
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2005-11-27 16:42:38 UTC
in Solve one prolbem, get another.. 3D view Post #149449
Ok now that i have hammer reinstalled and everything working nicely..
Im happlily 'hammering' away at my map and all of a sudden my 3-D View craps out. I was moving around in the view, and it seems to zoom in really fast and it just turned black. I cant even create a picture using the camera tool. You know, clicking the camera and dragging a line in the 2-d view. That doesnt work either.

Gone

Finito

NOT there.

So i restarted hammer, that didnt solve it.. i restarted the computer, that didnt solve it. Im lost.. very lost.
cries help

-Tetsu0
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2005-11-26 18:45:50 UTC
in Vehicle Glitch Post #149336
yeah but nevermind.. im an idiot..
i forgot to make the origin part of the vehicle itself .. so it was rotating around the map origin.. heh my bad.
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2005-11-26 18:27:56 UTC
in Vehicle Glitch Post #149334
I made a vehicle.. and when i drive it fowards and backwards.. it goes REALLLL slow.. but if i try to drive diagnal, like foward and left, it goes real fast, but i cant control the arc.. its always the same angle.. i cant steer it at all. and it only goes in one direction.. a wide left arc.
any suggestions?
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2005-11-26 17:42:04 UTC
in Hammer crash.. Post #149329
HEY i fixed it..
I got the newest update of the zoners tools, and i changed my directory..

I had my maps in c:SierraCounter-Strikecstrikemaps
and they were sopossed to be in c:SierraHalf-Lifecstrikemaps

but i checked before and the /bsp wasnt even created.. yet it is now.

funky stuff
thanks for the help guys.
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2005-11-26 17:29:32 UTC
in Hammer crash.. Post #149327
ARGH!
Thanks Seventh
again.
well im gonna run through the hammer setup. again. then try batch compiling if that doesnt work, then ill comeback if everything's still b0rked.
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2005-11-26 17:20:07 UTC
in Hammer crash.. Post #149324
K ill go try that... Um.. any other ideas though? Not to solve it really but to find out what caused it?
Thanks seventh, daubster
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2005-11-26 16:46:33 UTC
in Hammer crash.. Post #149314
Im using the zoner tools..
What else would i be using?

How do i batch compile? i bet its complicated.
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2005-11-26 16:39:45 UTC
in Hammer crash.. Post #149308
Hey guys. Im back after a long break.
I had a brainstorm the other day, making a bumpercar c-s map.
Anyway i was testing out my cars that i made and they worked fine, but when i closed counterstrike, a pop-up showed that hammer experienced a problem and needed to close.

that happens a lot so i didnt really worry about it, but when i started hammer again, it wouldnt let me open the map. The same pop-up appeared and said hammer had to close.

This happened eith every map i had, every build program i had, and even if i tried to create a new map.

So i re-installed hammer, i can make maps now, but when i compile there is no .bsp created. Im 90% sure i followed the setup right. i set the map directory to my valve/maps folder and my cstike/maps folder. none worked, and there isnt even a .bsp there, only a .map.

ANyone have any suggestions?
Im gonna triple check my pathnames, and ill check back later.
cries the first time i have something totally and completely planned out, hammer crashes.. i love it..

thanks in advance
-Tetsu0
Tetsu0 Tetsu0Positive Chaos
Posted 19 years ago2005-05-21 12:34:14 UTC
in Map doesnt run after compile. Post #110427
oh.. really.. ok i'll try to fix that. How do you fix that lol.
Tetsu0 Tetsu0Positive Chaos
Posted 19 years ago2005-05-21 04:01:24 UTC
in HL2 Hammer door texture Post #110370
what do you mean by that. like a roller and then a sliding door?
Tetsu0 Tetsu0Positive Chaos
Posted 19 years ago2005-05-21 03:05:10 UTC
in HL2 Hammer door texture Post #110366
hey, just wondering. how do you use model doors?
er.. models that are doors.
Tetsu0 Tetsu0Positive Chaos
Posted 19 years ago2005-05-21 03:02:26 UTC
in Map doesnt run after compile. Post #110365
yes. yes. thanks. but im having a new problem thats almost irrevelant to the topic.. but since i already have a thread i might as well tell it.. I have an environment light in my map and after i compile, (it works :P ) i play the game.. and there's this wierd ultra pixelized dividing line between darkness and light..
could this be an effect of the 3-d skybox?
Tetsu0 Tetsu0Positive Chaos
Posted 19 years ago2005-05-19 18:31:09 UTC
in cs:s bots problem... Post #110203
Im bumping this thread.. i have a question relating this.
im making a map.. testing with bots.. and i used it with bots once while it was smaller.. and it keeps using the same grid as before.. and now that it's bigger, they dont do anything but stay in the same spot.
Tetsu0 Tetsu0Positive Chaos
Posted 19 years ago2005-05-19 17:08:30 UTC
in Map doesnt run after compile. Post #110190
lol sorry.. its kinda like a signature
Tetsu0 Tetsu0Positive Chaos
Posted 19 years ago2005-05-19 15:12:27 UTC
in Map doesnt run after compile. Post #110154
frekin' sweet.
thats new.. i think
thanks seventh
-tetsu0
Tetsu0 Tetsu0Positive Chaos
Posted 19 years ago2005-05-19 15:02:08 UTC
in Heretic Remakes Post #110152
well guys if you email me i can send you a copy of the game
its shareware by ID runs in dos. Its old skool lol
Tetsu0 Tetsu0Positive Chaos
Posted 19 years ago2005-05-18 18:50:44 UTC
in Map doesnt run after compile. Post #110039
How would i fix the "no visible sides on brush" thing. Probably delete it but how do i locate it?
-Tetsu0
Tetsu0 Tetsu0Positive Chaos
Posted 19 years ago2005-05-17 22:04:07 UTC
in Map doesnt run after compile. Post #109930
I checked the forums. And i couldnt see anything in the compile log (that i know of, im new at source mapping) that will mess this up...
Im making a map, and after i compile, CS:S runs, but the map doesnt play. Heres my compile log, hopefully i havent overloked anything.

** Executing...
** Command: "c:program filessteamsteamappsthegoobr88@sbcglobal.netsourcesdkbinvbsp.exe"
** Parameters: -game "c:program filessteamsteamappsthegoobr88@sbcglobal.netcounter-strike sourcecstrike" "C:Documents and SettingsBrett BernierDesktopMy StuffGames and stuffHammer mapsHalf life2 mapsde_rock"

Valve Software - vbsp.exe (Jan 19 2005)
1 threads
materialPath: c:program filessteamsteamappsthegoobr88@sbcglobal.netcounter-strike sourcecstrikematerials
Loading C:Documents and SettingsBrett BernierDesktopMy StuffGames and stuffHammer mapsHalf life2 mapsde_rock.vmf
Brush 764: no visible sides on brush
Brush 764: no visible sides on brush
Brush 764: no visible sides on brush
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:Documents and SettingsBrett BernierDesktopMy StuffGames and stuffHammer mapsHalf life2 mapsde_rock.prt...done (0)
Creating default cubemaps for env_cubemap using skybox sky_wasteland02...
Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (37682 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (37682 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing C:Documents and SettingsBrett BernierDesktopMy StuffGames and stuffHammer mapsHalf life2 mapsde_rock.bsp
8 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 3

** Executing...
** Command: "c:program filessteamsteamappsthegoobr88@sbcglobal.netsourcesdkbinvvis.exe"
** Parameters: -game "c:program filessteamsteamappsthegoobr88@sbcglobal.netcounter-strike sourcecstrike" "C:Documents and SettingsBrett BernierDesktopMy StuffGames and stuffHammer mapsHalf life2 mapsde_rock"

Valve Software - vvis.exe (Dec 15 2004)
1 threads
reading c:documents and settingsbrett bernierdesktopmy stuffgames and stuffhammer mapshalf life2 mapsde_rock.bsp
reading c:documents and settingsbrett bernierdesktopmy stuffgames and stuffhammer mapshalf life2 mapsde_rock.prt
66 portalclusters
182 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (1)
Optimized: 5 visible clusters (0.00%)
Total clusters visible: 2291
Average clusters visible: 34
Building PAS...
Average clusters audible: 63
visdatasize:1734 compressed from 2112
writing c:documents and settingsbrett bernierdesktopmy stuffgames and stuffhammer mapshalf life2 mapsde_rock.bsp
2 seconds elapsed

** Executing...
** Command: "c:program filessteamsteamappsthegoobr88@sbcglobal.netsourcesdkbinvrad.exe"
** Parameters: -game "c:program filessteamsteamappsthegoobr88@sbcglobal.netcounter-strike sourcecstrike" "C:Documents and SettingsBrett BernierDesktopMy StuffGames and stuffHammer mapsHalf life2 mapsde_rock"

Valve Software - vrad.exe (Mar 8 2005)
--- Radiosity Simulator --
1 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:documents and settingsbrett bernierdesktopmy stuffgames and stuffhammer mapshalf life2 mapsde_rock.bsp
279 faces
23215 square feet [3343097.50 square inches]
0 displacements
0 square feet [0.00 square inches]
279 patches before subdivision
1203 patches after subdivision
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 24533, max 98
transfer lists: 0.2 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0030 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 1/1024 48/49152 ( 0.1%)
brushes 122/8192 1464/98304 ( 1.5%)
brushsides 1066/65536 8528/524288 ( 1.6%)
planes 562/65536 11240/1310720 ( 0.9%)
vertexes 455/65536 5460/786432 ( 0.7%)
nodes 180/65536 5760/2097152 ( 0.3%)
texinfos 66/12288 4752/884736 ( 0.5%)
texdata 5/2048 160/65536 ( 0.2%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 279/65536 15624/3670016 ( 0.4%)
origfaces 202/65536 11312/3670016 ( 0.3%)
leaves 182/65536 10192/3670016 ( 0.3%)
leaffaces 333/65536 666/131072 ( 0.5%)
leafbrushes 275/65536 550/131072 ( 0.4%)
surfedges 1901/512000 7604/2048000 ( 0.4%)
edges 1111/256000 4444/1024000 ( 0.4%)
worldlights 2/8192 176/720896 ( 0.0%)
waterstrips 8/32768 80/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 117/65536 234/131072 ( 0.2%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 57464/0 ( 0.0%)
visdata [variable] 1734/16777216 ( 0.0%)
entdata [variable] 1130/393216 ( 0.3%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 9906/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 37682/4194304 ( 0.9%)

Total Win32 BSP file data space used: 196212 bytes

Linux Specific Data:
physicssurface [variable] 37682/6291456 ( 0.6%)

Total Linux BSP file data space used: 196212 bytes

Total triangle count: 614
Writing c:documents and settingsbrett bernierdesktopmy stuffgames and stuffhammer mapshalf life2 mapsde_rock.bsp
3 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:Documents and SettingsBrett BernierDesktopMy StuffGames and stuffHammer mapsHalf life2 mapsde_rock.bsp" "c:program filessteamsteamappsthegoobr88@sbcglobal.netcounter-strike sourcecstrikemapsde_rock.bsp"

** Executing...
** Command: "c:program filessteamsteamappsthegoobr88@sbcglobal.netcounter-strike sourcehl2.exe"
** Parameters: -game "c:program filessteamsteamappsthegoobr88@sbcglobal.netcounter-strike sourcecstrike" +map "de_rock"
any suggestions? any help is appreciated.
-Tetsu0
Tetsu0 Tetsu0Positive Chaos
Posted 19 years ago2005-05-15 00:59:12 UTC
in Heretic Remakes Post #109470
Im planning on doing a remake of heretic in half life. if anyone has played heretic before and wants to relive the game in actual 3-d without sprite enemeis.. this is your chance. I have some of the first level done.. its not the port level its the second world. first level. its called hell's maw. VERY chalenging and imnot even done yet. Map's in the vault. check it out i would like some help if anyones interested. thanks.
-Tetsu0

http://twhl.co.za/mapvault_map.php?id=3029
Tetsu0 Tetsu0Positive Chaos
Posted 19 years ago2005-05-14 22:19:59 UTC
in Anyone? Post #109449
Major. im bored. im in
Im going to stick some maps in the vault. Time to spam TWHL
Tetsu0 Tetsu0Positive Chaos
Posted 19 years ago2005-05-14 21:50:34 UTC
in last resort recruiting Post #109443
I'm interested.. i have loads of levels already made with nothing else going for them lol. just like some sci killing stuff.. pitfalls of doom.. some cool multiroom things.. but just let me know the storyline. Drop me a line . email or aim.(check my profile)
Tetsu0 Tetsu0Positive Chaos
Posted 19 years ago2005-05-14 21:44:00 UTC
in Testing Map Post #109442
Well (my 2 cents) Anytime you're ready to compine and test your map, Its would be a good idea to hit Alt+P, which checks the map for problems. It will tell you if you didnt have any info_player_starts or if you had some other wierd thing like shudder invalid structure.
Good luck mapping in the future.
-Tetsu0
Tetsu0 Tetsu0Positive Chaos
Posted 19 years ago2005-05-14 20:56:53 UTC
in Alien Controller. How to make them move? Post #109441
Oh.. so i cant just have them move random?
Like its a remake map, and i dont know if any of you have heard of heretic. But when you spawn.. you're behind a wall.. and when the aliens see you theyre sopossed to chase you and hunt you down so you're not just hiding..
Tetsu0 Tetsu0Positive Chaos
Posted 19 years ago2005-05-12 21:39:43 UTC
in Alien Controller. How to make them move? Post #109119
The title is basically self-explanitory. How do you make the aliens actually move? The ones i created just sit there, and the level isnt challenging anymore because all you gotta do is peek and shoot..
Help?
-Tetsu0
Tetsu0 Tetsu0Positive Chaos
Posted 19 years ago2005-04-02 02:15:23 UTC
in Texturing Post #100772
no i mean im trying to make a box for instance, and the texture for the box, has like 4 sides of a box, and some peices of wood and im just wondering if theres an easier way.
-Tetsu0
Tetsu0 Tetsu0Positive Chaos
Posted 19 years ago2005-04-01 15:00:07 UTC
in Texturing Post #100576
FREKING HAMMER OMFG
why must it be so difficult to texture in hl2?
i try to make a box and i must spend at least 5 minutes re-arranging the texture in texture app mode just to fit the texture to the brush?
is there an easier way to texture? whats with the textures with all the mini textures inside them. This is keeping me from using hl2 hammer and i really want to but its taking too much time to texture wtf. why cant i just click the fit button loke old times?.. HELP im confused
-Tetsu0
Tetsu0 Tetsu0Positive Chaos
Posted 19 years ago2005-03-19 19:48:01 UTC
in Leaks, leaks , leaks... Post #98040
well the easiest way i found is to just turn on the noclip cheat and fly around following the line. You will eventually see a "black hole" in one of the brush intersections.
might want to turn sv_cheats to 1 also.
Tetsu0 Tetsu0Positive Chaos
Posted 19 years ago2005-03-19 19:34:31 UTC
in HL1 Mod: Infiltrate Post #98036
Oh and @ The Hunter, I didnt fall in the craze, it was just a coincidence that im creating this mod as you are. :D
Tetsu0 Tetsu0Positive Chaos
Posted 19 years ago2005-03-19 19:28:04 UTC
in HL1 Mod: Infiltrate Post #98035
New update!!
Update includes:
+More enemies
+Secret room
+Scripted sequeces
Still to come:
+Custom scientist voices as to make the storyline actually progress
+level 2
+level 3
+Haywire experiments
+More level detail
And still, i really wish i had a second mapper by my side working on this. To heads are better than one.
-Tetsu0
Tetsu0 Tetsu0Positive Chaos
Posted 19 years ago2005-03-17 19:46:14 UTC
in HL1 Mod: Infiltrate Post #97599
Uploaded map to vault. I included EVERYTING.
Even the .max which has nothing to do with anything that i know of.
I'm running out of ideas even though i have the whole thing drawn/thought out and written down.
-Tetsu0
Tetsu0 Tetsu0Positive Chaos
Posted 19 years ago2005-03-16 21:19:40 UTC
in Texture Lights not working Post #97412
ugh
Dear lord. Someone slap me.
Yeah i got it working sorry guys...
I was editing the lights.rad TXT file i had.. not the actual file lights.rad..
Sorry guys, but thanks for trying to help.
I can't beleive i did'nt see this before..
-Tetsu0
Tetsu0 Tetsu0Positive Chaos
Posted 19 years ago2005-03-16 21:10:44 UTC
in Texture Lights not working Post #97410
well there is only one texture that emits light..
thats the ONE light parsed. And what do you mean (gargantua) i have the default lights.rad??
Tetsu0 Tetsu0Positive Chaos
Posted 19 years ago2005-03-16 20:13:52 UTC
in Your desktop Post #97402
I just got a REALLY hot picture of Amy Lee from Evanescense, and 4 icons.
My comp, My stuff, Runescape, and Hammer shortcut.
Tetsu0 Tetsu0Positive Chaos
Posted 19 years ago2005-03-16 19:52:55 UTC
in Texture Lights not working Post #97399
Guys im having a problem with my texture lighting, its saying that it parsed a light from lights.rad, but it also says error no lights in mapp.. and its always fullbright.. Any ideas? Here's the part of the compile.

[Reading texlights from 'C:PROGRA~1VALVEH~1lights.rad']
[1 texlights parsed from 'C:PROGRA~1VALVEH~1lights.rad']

260 faces
Create Patches : 1673 base patches
0 opaque faces
21373 square feet [3077771.75 square inches]
Error: No Lights!
Description: lighting of map halted (I assume you do not want a pitch black map!)
Howto Fix: Put some lights in the map.

Any help is much appreciated
-Tetsu0
Tetsu0 Tetsu0Positive Chaos
Posted 19 years ago2005-03-16 19:30:16 UTC
in HL1 Mod: Infiltrate Post #97398
Ok guys, it is now about 8 hours later, and im going to load what i have into the map vault. Just click my name, and check out the map. If anyone has any questions as of map layout, my friend Jarron made a map that seems to be crazy hard. He has like 4 assasins and 6 alien grunts in one room. Meanwhile you still have a crowbar : . That idea is soon to be scrapped BUT i like his layout so e-mail or instant message me and i will scan and send his map layout, and you can start working on it.
Thanks much
-Tetsu0

P.S. Sorry for the horrible grammar in my above post, I was in the school Resource Center and I'm not sopossed to be on "Non-Educational" sites.
But i can classify this as educational because everything i have learned, i learned here. Thanks to all for the help, and once again, goodbye until next post.
Tetsu0 Tetsu0Positive Chaos