Forum posts

Posted 19 years ago2005-09-04 16:00:29 UTC
in Rebel APC Post #132392
make wall func_breakable and make pieces brick.mdl
Posted 19 years ago2005-09-02 15:01:27 UTC
in teleport trigger delay not working Post #131816
Posted 19 years ago2005-09-02 14:50:17 UTC
in teleport trigger delay not working Post #131812
Oh, hang on, i got confused. I feel like such a dick. I woz looking at 'delay before trigger' and thought it delayed before teleported.

life flashes b4 eyes

PLEASE, PLEASE forgive me thy holy TWHL members. :nervous: :cry:
Posted 19 years ago2005-09-02 14:39:11 UTC
in teleport trigger delay not working Post #131805
i dont wana trigger it with a button. although a suppose i could do with another trigger.. i want to be able to stand on the trigger_teleport for 10 seconds, and it then teleport.
Posted 19 years ago2005-09-02 14:06:10 UTC
in teleport trigger delay not working Post #131799
i want me teleport to not work immediately, ie, a trigger delay. it has this function, but it doesn't seem to work. it doesn't delay.

cheer for any help. :cool:
Posted 19 years ago2005-08-31 19:40:38 UTC
in compiling (again) Post #131411
im off. i'll PM you 2moz with results. :cool: we'll get there eventually!?! prays silently in corner
Posted 19 years ago2005-08-31 19:36:14 UTC
in compiling (again) Post #131409
im off now. hope i can help, and i'll PM you 2moro wif results. :cool:
Posted 19 years ago2005-08-31 19:32:30 UTC
in compiling (again) Post #131405
sure thing
Posted 19 years ago2005-08-31 19:29:06 UTC
in compiling (again) Post #131400
Posted 19 years ago2005-08-31 19:24:05 UTC
in compiling (again) Post #131395
yeah. gets real annoying sometimes!
Posted 19 years ago2005-08-31 19:22:40 UTC
in compiling (again) Post #131392
Posted 19 years ago2005-08-31 19:18:37 UTC
in compiling (again) Post #131389
e-mail it to me
Posted 19 years ago2005-08-31 19:15:41 UTC
in compiling (again) Post #131386
thats fine
Posted 19 years ago2005-08-31 19:09:07 UTC
in compiling (again) Post #131381
Nooooooooooooooooooooo, not our beloved hammer!!!! :biggrin:
Posted 19 years ago2005-08-31 19:08:40 UTC
in compiling (again) Post #131378
i'll take a look, but it wood be l8 2moro though.
Posted 19 years ago2005-08-31 19:06:09 UTC
in compiling (again) Post #131375
post in problem maps i suppose, but that takes ages, as no1 bothers unless in good mood. I'm already stressed at Xen tranportation that good 'ole Elon 'ere set up. :
Posted 19 years ago2005-08-31 19:04:36 UTC
in compiling (again) Post #131372
I've still had a nocompile due to badly placed fan.
Posted 19 years ago2005-08-31 19:01:35 UTC
in compiling (again) Post #131369
cs, hl, wateva, most entities and theories are the same
Posted 19 years ago2005-08-31 19:00:39 UTC
in compiling (again) Post #131367
do you have any fans, etc... thats wat elon is saying.

if a rotating thing goes through a blush into 'no-mans land' it causes problems. check all of these. also, any accidental doors made instead of walls. I've done this b4, and it drove me crazy!
Posted 19 years ago2005-08-31 18:54:53 UTC
in compiling (again) Post #131358
+ try cordoning bits u fink are a prob

+ if you want to kill yourself slowly with a blunt knide, box in. cringes at the though :cry:
Posted 19 years ago2005-08-31 18:53:21 UTC
in compiling (again) Post #131355
Entity light_spot @ ( 61, 342, 487)

check ur pointfile, + delete this, or move it out of outside world/brush
Posted 19 years ago2005-08-31 18:50:35 UTC
in compiling (again) Post #131353
some1 got out of bed the wrong side
Posted 19 years ago2005-08-31 18:49:44 UTC
in compiling (again) Post #131351
calm down. im taking a look! ;)
Posted 19 years ago2005-08-22 05:10:33 UTC
in making slippery floors Post #128959
maybe if you used illusionaries, just one unit above the ground, and then do it by func_grav, but why can't you use push?
Posted 19 years ago2005-07-28 08:48:11 UTC
in help me get free computer an ill help u! Post #124100
Please click on this link -

http://alienwaregiveaway.co.uk/index.php?referral=15022

and help me get a free computer. Join up yourself, and I will HELP you get one too!! Please do this, as I hate my computer!! Thanks alot guys, I owe you one!!
Posted 19 years ago2005-07-24 06:39:51 UTC
in Time counter Post #123107
check my earlier post.

http://twhl.co.za/forums.php?pgt=1&action=viewthread&id=8645&pg=1

then try the example map. Although it didn't solve my prob, it might solve yours
Posted 19 years ago2005-07-24 06:37:49 UTC
in what example maps do newbs want?? Post #123106
cool!!!! i tried that with zombies earlier this week, but that would be cool. I try it out, an post back l8r this week.
Posted 19 years ago2005-07-24 06:36:11 UTC
in Sprite Problem Post #123104
I had that once. find your sprite location in steam, valve, sprites, etc in the insert sprite box. check it looks ok from hammer first, b4 compiling. i had it jump to another (from thruster to photo) just try again, an it should work
Posted 19 years ago2005-07-24 05:27:11 UTC
in what example maps do newbs want?? Post #123095
just tell me where there are gaps in the system in example maps, an i'll fill them in
Posted 19 years ago2005-07-23 14:24:34 UTC
in what example maps do newbs want?? Post #122991
i enjoy posting example maps, an just wondered wat newbs want to see, and aren't sure about. post here, and expect to see them soon. do not post map ideas already dun. derr!!! :D
Posted 19 years ago2005-07-22 10:18:09 UTC
in Sound Post #122700
1) Record you sounds

2)Save them in .wav format

3)Open up your HL2 directory, and find sound.txt

4)Add 'your' sound locations and names

5) Insert them using Hamm 4.0

any questions?
Posted 19 years ago2005-07-20 10:08:41 UTC
in game_counter (possible to count up) Post #122266
by using a game_counter (or anything other entity) is it poss. to make a counter that adds 1 everytime you kill a npc.

cheers guys

TWHL RUYLES!! :lol:
Posted 19 years ago2005-07-16 14:17:32 UTC
in Vertex Manip.(read tutorial) but need u! Post #121262
cheers!
Posted 19 years ago2005-07-15 14:31:09 UTC
in Vertex Manip.(read tutorial) but need u! Post #121029
been doing a simple map for HL, compiled and tested, then added a bit, and nearly all new blocks added its complaining about, and I've got massive leaks EVERYWHERE!! i've even tried to box the map, but it don't help! What have I done?!? :
Posted 19 years ago2005-07-13 11:24:10 UTC
in Area34B - What you think?? Honest Post #120590
thanks alot guys. ill post back a redo soon. :cool:
Posted 19 years ago2005-07-12 16:14:23 UTC
in Area34B - What you think?? Honest Post #120470
im completely new to mapping, an may ave even put this in the wrong place, but what do you fink (Honestly!!) Features are - -

upstairs area- working blinds.

TVScreen turns on on button press and computers come out of ground

benches/tables (custom built!!) go into ground when floor opens up (func_door)

behind camera (whoopS!) - working lift with multiple entities (doors move with lift thing.) Any texture, lighting, etc comments would be MUCH appreciated. Thanks lot guys. :lol:

http://img333.imageshack.us/img333/2726/area34b4ey.png
Posted 19 years ago2005-07-09 10:40:33 UTC
in Why is my water sooo dark underwater? Post #119870
i know its normally dark, but even when I use the torch and turn all the lights on on my map, its impossible to see.
Posted 19 years ago2005-07-09 08:48:34 UTC
in Compileing problem Post #119842
are you using zoner's compile tools, or actually making for the right hl
Posted 19 years ago2005-07-09 08:45:41 UTC
in Why is my water sooo dark underwater? Post #119839
new to mapping, but managed to make good looking water from surface, but underwater its practically pitch-black. I've tried lights etc underwater, and am using one bright light (entity light) in the middle of the room. Please help me/. Thanks
Posted 19 years ago2005-07-09 08:28:10 UTC
in missing "editor/wireframe" Please Help Post #119837
cheers. Ill try that now. get back to you
Posted 19 years ago2005-07-09 05:52:20 UTC
in missing "editor/wireframe" Please Help Post #119820
I'm been mapping for hl for a while, but started on hl2 recently. installed sdk, but hammer 4.0 is saying missing editor/wireframe, go to tools, etc, etc. what/ where is this??
Posted 19 years ago2005-06-03 05:56:04 UTC
in I can't find env_cubemap. Where is i Post #112377
cool. thanks guys
Posted 19 years ago2005-06-03 05:55:32 UTC
in CModelLoader error when running map Post #112376
thanks alot. Whooopss!!! :roll:
Posted 19 years ago2005-06-02 13:34:08 UTC
in CModelLoader error when running map Post #112278
what???
Posted 19 years ago2005-06-02 13:20:26 UTC
in CModelLoader error when running map Post #112275
CModelLoader:: Map_IsValid: 'tester' is not a valid BSP file map load failed: tester not found or invalid.

when compiling my HL2 map, i get this error in the console.

below are my pc specs + compile log-

AMD Athlon 3.6Ghz 3200+
2GB Ram
400GB Dual-harddrives
GeForce 6 256mb

** Executing...
** Command: Change Directory
** Parameters: C:Program FilesHalf Life 2 & ApplicationsHalf Life 2Half Life 2

** Executing...
** Command: Copy File
** Parameters: "C:Documents and SettingsAlexMy DocumentsHalf-Life FilesMapsTESTERtester.map" "C:Program FilesHalf Life 2 & ApplicationsHalf Life 2Half Life 2hl2mapstester.map"

** Executing...
** Command: C:DOCUME~1AlexMYDOCU~1HALF-L~1APPLIC~1ZHLThlcsg.exe
** Parameters: "C:Program FilesHalf Life 2 & ApplicationsHalf Life 2Half Life 2hl2mapstester"

hlcsg v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
--- BEGIN hlcsg ---
Command line: C:DOCUME~1AlexMYDOCU~1HALF-L~1APPLIC~1ZHLThlcsg.exe "C:Program FilesHalf Life 2 & ApplicationsHalf Life 2Half Life 2hl2mapstester"

= Current hlcsg Settings =
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Wadinclude list :
[zhlt.wad]

entering C:Program FilesHalf Life 2 & ApplicationsHalf Life 2Half Life 2hl2mapstester.map
CreateBrush:
50%... (0.00 seconds)
SetModelCenters:
50%... (0.00 seconds)
CSGBrush:
50%... (0.02 seconds)
Using WAD File: documents and settingsalexmy documentshalf-life fileswadstester.wad
Texture usage is at 0.01 mb (of 4.00 mb MAX)
0.02 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:DOCUME~1AlexMYDOCU~1HALF-L~1APPLIC~1ZHLThlbsp.exe
** Parameters: "C:Program FilesHalf Life 2 & ApplicationsHalf Life 2Half Life 2hl2mapstester"

hlbsp v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
--- BEGIN hlbsp ---
Command line: C:DOCUME~1AlexMYDOCU~1HALF-L~1APPLIC~1ZHLThlbsp.exe "C:Program FilesHalf Life 2 & ApplicationsHalf Life 2Half Life 2hl2mapstester"

= Current hlbsp Settings =
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 240)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)

BSP generation successful, writing portal file 'C:Program FilesHalf Life 2 & ApplicationsHalf Life 2Half Life 2hl2mapstester.prt'
0.02 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:DOCUME~1AlexMYDOCU~1HALF-L~1APPLIC~1ZHLThlvis.exe
** Parameters: "C:Program FilesHalf Life 2 & ApplicationsHalf Life 2Half Life 2hl2mapstester"

hlvis v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
--- BEGIN hlvis ---
Command line: C:DOCUME~1AlexMYDOCU~1HALF-L~1APPLIC~1ZHLThlvis.exe "C:Program FilesHalf Life 2 & ApplicationsHalf Life 2Half Life 2hl2mapstester"

= Current hlvis Settings =
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]

1 portalleafs
0 numportals
BasePortalVis:
(0.00 seconds)
LeafThread:
(0.00 seconds)
average leafs visible: 1
g_visdatasize:3 compressed from 1
0.00 seconds elapsed

--- END hlvis ---

** Executing...
** Command: C:DOCUME~1AlexMYDOCU~1HALF-L~1APPLIC~1ZHLThlrad.exe
** Parameters: "C:Program FilesHalf Life 2 & ApplicationsHalf Life 2Half Life 2hl2mapstester"

hlrad v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
--- BEGIN hlrad ---
Command line: C:DOCUME~1AlexMYDOCU~1HALF-L~1APPLIC~1ZHLThlrad.exe "C:Program FilesHalf Life 2 & ApplicationsHalf Life 2Half Life 2hl2mapstester"

= Current hlrad Settings =
Name | Setting | Default
-------------------|---------------------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 256.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 ] [ 1.000 ]
global gamma amount [ 0.500 ] [ 0.500 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

126 faces
Create Patches : 1752 base patches
0 opaque faces
34948 square feet [5032536.00 square inches]
2 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.83 seconds)
visibility matrix : 0.2 megs
BuildVisLeafs:
(0.27 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.41 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.13 seconds)
Transfer Lists : 2523168 transfers
Indices : 11568 bytes
   Data : 10092672 bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.11 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.44 seconds)
2.19 seconds elapsed

--- END hlrad ---

** Executing...
** Command: C:PROGRA~1HALFLI~1HALFLI~1HALFLI~1hl2.exe
** Parameters: -steam -console +map "tester"
Posted 19 years ago2005-06-02 13:04:29 UTC
in I can't find env_cubemap. Where is i Post #112273
env_cubemap isn't in my enities options. Where can I find it, and do I need it to run a map??

Thanks
Posted 19 years ago2005-06-02 13:00:48 UTC
in I can't play my map, PLEASE HELP ME! Post #112272
how would I know if they are for hl1??
Posted 19 years ago2005-06-02 12:34:42 UTC
in I can't play my map, PLEASE HELP ME! Post #112269
I don't have the "env_cubemap" entity. I have a light, and a light environment, but it still doesn't work. Below is the compile log:

** Executing...
** Command: Change Directory
** Parameters: C:Program FilesHalf Life 2 & ApplicationsHalf Life 2Half Life 2

** Executing...
** Command: Copy File
** Parameters: "C:Documents and SettingsAlexMy DocumentsHalf-Life FilesMapsTESTERtester.map" "C:Program FilesHalf Life 2 & ApplicationsHalf Life 2Half Life 2hl2mapstester.map"

** Executing...
** Command: C:DOCUME~1AlexMYDOCU~1HALF-L~1APPLIC~1ZHLThlcsg.exe
** Parameters: "C:Program FilesHalf Life 2 & ApplicationsHalf Life 2Half Life 2hl2mapstester"

hlcsg v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
--- BEGIN hlcsg ---
Command line: C:DOCUME~1AlexMYDOCU~1HALF-L~1APPLIC~1ZHLThlcsg.exe "C:Program FilesHalf Life 2 & ApplicationsHalf Life 2Half Life 2hl2mapstester"

= Current hlcsg Settings =
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Wadinclude list :
[zhlt.wad]

entering C:Program FilesHalf Life 2 & ApplicationsHalf Life 2Half Life 2hl2mapstester.map
CreateBrush:
50%... (0.00 seconds)
SetModelCenters:
50%... (0.00 seconds)
CSGBrush:
50%... (0.02 seconds)
Using WAD File: documents and settingsalexmy documentshalf-life fileswadstester.wad
Texture usage is at 0.01 mb (of 4.00 mb MAX)
0.02 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:DOCUME~1AlexMYDOCU~1HALF-L~1APPLIC~1ZHLThlbsp.exe
** Parameters: "C:Program FilesHalf Life 2 & ApplicationsHalf Life 2Half Life 2hl2mapstester"

hlbsp v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
--- BEGIN hlbsp ---
Command line: C:DOCUME~1AlexMYDOCU~1HALF-L~1APPLIC~1ZHLThlbsp.exe "C:Program FilesHalf Life 2 & ApplicationsHalf Life 2Half Life 2hl2mapstester"

= Current hlbsp Settings =
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 240)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)

BSP generation successful, writing portal file 'C:Program FilesHalf Life 2 & ApplicationsHalf Life 2Half Life 2hl2mapstester.prt'
0.02 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:DOCUME~1AlexMYDOCU~1HALF-L~1APPLIC~1ZHLThlvis.exe
** Parameters: "C:Program FilesHalf Life 2 & ApplicationsHalf Life 2Half Life 2hl2mapstester"

hlvis v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
--- BEGIN hlvis ---
Command line: C:DOCUME~1AlexMYDOCU~1HALF-L~1APPLIC~1ZHLThlvis.exe "C:Program FilesHalf Life 2 & ApplicationsHalf Life 2Half Life 2hl2mapstester"

= Current hlvis Settings =
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]

1 portalleafs
0 numportals
BasePortalVis:
(0.00 seconds)
LeafThread:
(0.00 seconds)
average leafs visible: 1
g_visdatasize:3 compressed from 1
0.00 seconds elapsed

--- END hlvis ---

** Executing...
** Command: C:DOCUME~1AlexMYDOCU~1HALF-L~1APPLIC~1ZHLThlrad.exe
** Parameters: "C:Program FilesHalf Life 2 & ApplicationsHalf Life 2Half Life 2hl2mapstester"

hlrad v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
--- BEGIN hlrad ---
Command line: C:DOCUME~1AlexMYDOCU~1HALF-L~1APPLIC~1ZHLThlrad.exe "C:Program FilesHalf Life 2 & ApplicationsHalf Life 2Half Life 2hl2mapstester"

= Current hlrad Settings =
Name | Setting | Default
-------------------|---------------------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 256.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 ] [ 1.000 ]
global gamma amount [ 0.500 ] [ 0.500 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

126 faces
Create Patches : 1752 base patches
0 opaque faces
34948 square feet [5032536.00 square inches]
2 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.83 seconds)
visibility matrix : 0.2 megs
BuildVisLeafs:
(0.27 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.41 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.13 seconds)
Transfer Lists : 2523168 transfers
Indices : 11568 bytes
   Data : 10092672 bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.11 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.44 seconds)
2.19 seconds elapsed

--- END hlrad ---

** Executing...
** Command: C:PROGRA~1HALFLI~1HALFLI~1HALFLI~1hl2.exe
** Parameters: -steam -console +map "tester"
Posted 19 years ago2005-06-02 12:27:36 UTC
in I can't play my map, PLEASE HELP ME! Post #112265
thanks alot. I'll check now. Post log in a minute.
Posted 19 years ago2005-06-02 11:06:11 UTC
in I can't play my map, PLEASE HELP ME! Post #112245
using hammer, i've made a simple map and compiled it eventually OK. However, when it loads HL2, it says:

CModelLoader:: Map_IsValid: 'tester' is not a valid BSP file map load failed: tester not found or invalid.

How can I play my maps???

Thanks for any help.

Alex