Forum posts

Posted 17 years ago2007-09-01 13:24:10 UTC
in Get Halflife multiplayer to work. Post #233286
Yes. Nowadays all multiplayer affairs are handled on a client called Steam.

As far as I know, you can add CD keys of a pre-Steam version of Half-Life to Steam, and you will automatically be given the Steam version for free.
Posted 17 years ago2007-08-31 15:32:35 UTC
in Camera... starting views on CS maps? Post #233236
I don't map for CS, though in Team Fortress Classic mapping, that "starting view" you get along with the server MotD and whatnot is just an info_player_start. Adjust its height and angling and bam, there you go.
Posted 17 years ago2007-08-31 13:17:44 UTC
in HLVIS.exe Needs to Close Post #233216
If nobody else can come up with any possibilities, I may have to.

When I run fast VIS, sometimes I don't get the error. The same may apply for normal VIS - I'm not sure, as I haven't ran normal VIS since way before it started occuring!

I'm going to try anti-multitasking and see how it works out, memory-wise.
Posted 17 years ago2007-08-31 13:15:33 UTC
in Questions About .res Files Post #233215
I see. How would I go about making a .res file?

I opened other maps' .res files in notepad, and a header at the top of some of them say that they are made using a program, ResGen. However, aside from that, the file just looks like a list of all the custom files and their directories.
Posted 17 years ago2007-08-31 12:49:12 UTC
in HLVIS.exe Needs to Close Post #233211
That just might be the case.

This is the largest map I've ever worked on (it's one of three in an escape map series). I'm almost done with this part, every new room or so I need to do some heavy editing to remove MAX_MAP_TEXTURES, so the map is getting ready to explode.
Posted 17 years ago2007-08-31 12:00:33 UTC
in HLVIS.exe Needs to Close Post #233209
[quote]
** Executing...
** Command: Change Directory
** Parameters: "C:Program FilesSteamsteamappsstone_frogteam fortress classic"

** Executing...
** Command: C:PROGRA~1VALVEH~1HLCThlcsg.exe
** Parameters: "c:program filesvalve hammer editormapssfdoomsday" -nowadtextures -texdata 7000

hlcsg v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlcsg ---
Command line: C:PROGRA~1VALVEH~1HLCThlcsg.exe "c:program filesvalve hammer editormapssfdoomsday"-nowadtextures -texdata 7000
Entering c:program filesvalve hammer editormapssfdoomsday.map

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 [ 7168000 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ off ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

12 brushes (totalling 76 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (16.84 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (7.45 seconds)

Using Wadfile: program filesvalve hammer editorhlcthlarchivevalvehalflife.wad
  • Contains 387 used textures, 92.81 percent of map (3116 textures in wad)
Using Wadfile: program filesvalve hammer editorhlcthlarchivevalvedecals.wad
  • Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: program filesvalve hammer editorhlcthlarchivevalvexeno.wad
  • Contains 14 used textures, 3.36 percent of map (264 textures in wad)
Using Wadfile: program filesvalve hammer editorhlcthlarchiveopfor.wad
  • Contains 1 used texture, 0.24 percent of map (332 textures in wad)
Using Wadfile: program filesvalve hammer editorhlcttfcarchivetfctfc.wad
  • Contains 1 used texture, 0.24 percent of map (279 textures in wad)
Using Wadfile: program filesvalve hammer editorhlcttfcarchivetfctfc2.wad
  • Contains 3 used textures, 0.72 percent of map (395 textures in wad)
Using Wadfile: program filesvalve hammer editorcustomwallysf_skid.wad
  • Contains 0 used textures, 0.00 percent of map (4 textures in wad)
Using Wadfile: program filesvalve hammer editorcustomwallysfdoomsday.wad
  • Contains 9 used textures, 2.16 percent of map (9 textures in wad)
Including Wadfile: program filesvalve hammer editorhlctzhlt.wad
  • Contains 1 used texture, 0.24 percent of map (8 textures in wad)
Using Wadfile: program filesvalve hammer editortreeofp.wad
  • Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Using Wadfile: program filesvalve hammer editorhlcthlarchivevalveliquids.wad
  • Contains 1 used texture, 0.24 percent of map (32 textures in wad)
Using Wadfile: program filesvalve hammer editorcustomwallysfdis.wad
  • Contains 0 used textures, 0.00 percent of map (5 textures in wad)
Using Wadfile: program filesvalve hammer editorcustomwallywb-dragoon.wad
  • Contains 0 used textures, 0.00 percent of map (88 textures in wad)
Warning: More than 8 wadfiles are in use. (13)
This may be harmless, and if no strange side effects are occurring, then
it can safely be ignored. However, if your map starts exhibiting strange
or obscure errors, consider this as suspect.

added 95 additional animating textures.
Texture usage is at 5.09 mb (of 6.84 mb MAX)
27.02 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:PROGRA~1VALVEH~1HLCThlbsp.exe
** Parameters: "c:program filesvalve hammer editormapssfdoomsday" -texdata 7000

hlbsp v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlbsp ---
Command line: C:PROGRA~1VALVEH~1HLCThlbsp.exe "c:program filesvalve hammer editormapssfdoomsday"-texdata 7000

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 [ 7168000 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noopt [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 8192)

SolidBSP [hull 0] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5447 (1.53 seconds)
BSP generation successful, writing portal file 'c:program filesvalve hammer editormapssfdoomsday.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3500...4000...4500...4627 (0.83 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2500...3000...3500...4000...4035 (0.67 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5215 (1.09 seconds)
17.98 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:PROGRA~1VALVEH~1HLCThlvis.exe
** Parameters: "c:program filesvalve hammer editormapssfdoomsday" -texdata 7000 -estimate

hlvis v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlvis ---
Command line: C:PROGRA~1VALVEH~1HLCThlvis.exe "c:program filesvalve hammer editormapssfdoomsday" -texdata 7000 -estimate
3188 portalleafs
11358 numportals[/quote]

After calculating the number of numportals, I get your standard "HLVis.exe has encountered a probelm and needs to close - Send Report/Don't Send" error message.

I haven't the slightest idea what is causing this. When I run fast VIS, this occurs randomly once in a while, though if I run my map, it seems as though VIS did run all the way. However I ran full VIS this time, and it appears as though it did not run all the way.

What can be causing this error?
Posted 17 years ago2007-08-30 14:53:41 UTC
in Acquisition of Custom Models Post #233153
In the past, whatever game I modded for, there were plenty of sites with custom everything, including models (an example is Warcraft III and hiveworkshop.com).

However, for HL1 mapping, I cannot find any sites with various custom models to download.

Any suggestions?
Posted 17 years ago2007-08-30 13:11:29 UTC
in Haunted func_breakable Post #233142
In my TFC map, I made a guard by means of a cycler showing his idle animation. When the player enters a trigger_multiple, it triggers a multi_manager which hides the idle cycler, shows the shooting cycler, plays a shooting noise, and turns on a trigger_hurt in his line of sight, simulating the player being shot at.

I make him killable by putting an invisible funk_breakable around him. For some reason, though, the func_breakable does not take damage unless I hit it on the side or with the umbrella/crowbar. What is going on? I first thought maybe the cycler's hitbox was larger than the func_breakable's and taking the damage instead, but I made the func_breakable huge and it's still not working.
Posted 17 years ago2007-08-29 22:58:35 UTC
in Questions About .res Files Post #233115
Well, I heard that you can make .res files so that users can download all the custom content (models, etc) of a map easily. I have some questions:

1) If I host the map and I have all the models and whatnot in my valvemodels folder, when players join the server do they download the map and the models automatically, or do I need to use a .res file for their clients to know to download these things?

2) I looked at a .res file in which people included WAD files. Instead of using -wadinclude or -nowadtextures when compiling, will including the WAD files in the .res file work well enough?

3) So I take it .res files are needed to download the content from a server - if I upload my map on a site, I should exclude the .res file and instead simply include all the custom content in the .zip/.rar file?
Posted 17 years ago2007-08-27 13:11:04 UTC
in Cordon Compiles: Worth It? Post #233010
Bump. I really need advice on this!

1) How do you do the equivalent of a cordon compile by making a box brush (as said by above posters)?

2) If I do a cordon compile, brush outside world errors appear that aren't there when I run without a cordon. What can be causing this and how can I fix it so I can run a cordon compile?
Posted 17 years ago2007-08-24 19:04:15 UTC
in Cordon Compiles: Worth It? Post #232803
Ant, what do you mean by "physical box"? Can a brush be placed around an area to perform the same function as a cordon? If so, TELL MEH HOW!
Posted 17 years ago2007-08-19 13:41:38 UTC
in Gordon's Height / How to change? Post #232433
A tip if you still want to do the stupidity-related concepts, some floor textures (such as tiles), if scaled down, make it appear as though you are taller.

That wouldn't help out with, well, not-floors, though.
Posted 17 years ago2007-08-18 11:04:51 UTC
in MilkShape3d to make MDL files? Post #232393
I'm not sure what to say here, though I've heard good things about Blender and it may be worth trying.

Look at the tutorials around here as well - there's some quite good modelling tuts.

Milkshape is primarily (at least, in my opinion) used to tweak existing HL models so that they can only play certain animations. I have primarily just used Milkshape for these things:
-A scientist with just the idle animation, glasses
-A scientist with just the idle animation, einstein
-A scientist with the "sitting down hitting buttons" animation, slick
-A skeleton with only the "sitting" position.

Etc.
Posted 17 years ago2007-08-17 18:56:24 UTC
in Cordon Compiles: Worth It? Post #232375
Some people, and World Crafter, your post may be implying this as well, that putting certain areas of a map inside a non-hollow cube are the equivalents of using cordons on them.

I have a giant hollow cube with the null texture around my map to prevent leaks and whatnot. That's the only confirmed thing I know about encasing bits of the world into a box for compiling purposes.

At this time my map, surprisingly, compiles RAD over the course of only about 5 and a half minutes. VIS takes some time, though for test compiles I run it with -fast, in which case it goes about as fast as BSP and CSG (aka, fast).
Posted 17 years ago2007-08-17 11:03:29 UTC
in Some Questions about Custom Models Post #232354
Hotdog - when you say "include the custom content with the map", do you mean hosting the map whilst you have the custom content in your models/, sprites/, etc. folders, or do you mean like distributing the map on the internet via a .zip file with the custom things included?
Posted 17 years ago2007-08-17 11:01:42 UTC
in Cordon Compiles: Worth It? Post #232353
I've been wondering what you guys think of using the cordon tool to compile maps (Hammer 3.5).

For me they never work. I always get "brush outside world" errors that normally do not appear if I compile without a cordon. If I check out said brushes, they are usually outside the cordon bounds, so why is the map even compiling them?

I think this error is caused when the cordon selects a large brush, but part of it is OUTSIDE the cordon bounds.

However I can't work around that - the cordon can only go in a square/rectangle shape, and I'd have to do major remapping to get one segment of my map to fit snuggly inside a cordon.
Posted 17 years ago2007-08-16 21:54:49 UTC
in Some Questions about Custom Models Post #232319
.res file? Do tell.
Posted 17 years ago2007-08-16 20:39:40 UTC
in Some Questions about Custom Models Post #232311
Welp, I made a custom model (which is essentially just a scientist but with only one animation - idle, so that I can use him as a cycler in my TFC map). Now I have some questions:

1) Where do I put the model? In my tfc/models folder? Because I know, from past experience, setting the directory as something like C:Program FilesValve Hammer Editormodelsidlescientist.mdl causes a "Path not found" error upon launching the map.

2) Is there a way to include the model in a single map file, or can others only acquire this model via people hosting the map - and the hosts themselves having the model in their tfc/models folder? (I know that models downloaded from custom maps go there, so that's the case for new players)
Posted 17 years ago2007-08-14 20:23:00 UTC
in Stripping/Adding Weapons in TFC Maps Post #232102
Hmm. Other maps that add weapons, instead of choosing an entity from a dropdown list, they type in an entity name and it works, such as tf_tranq or something for the spy's tranquilizer gun.

I guess I'll try that...
Posted 17 years ago2007-08-13 15:19:45 UTC
in Stripping/Adding Weapons in TFC Maps Post #232009
Well player_weaponstrip is in TFC, which is would solve the stripping part.

I know how to use game_player_equip, though sadly those are not in TFC. Even if they were, I wouldn't know the names of each weapon.
Posted 17 years ago2007-08-13 14:18:57 UTC
in Stripping/Adding Weapons in TFC Maps Post #232001
How do you strip a player of weapons in TFC maps, and, in turn, how to add weapons?

Examples of this are in the area49 maps, militia_beta, and shipwrecked. In all of these maps, the player either starts weaponless and then finds weapons, or at one point loses their weapons.

Don't suggest to, say, have players start with 0 ammo in their weapons and find ammo as they go along. In the maps I listed above, players actually get weapons that their class wouldn't normally have - such as a civilian finding a shotgun.
Posted 17 years ago2007-08-06 22:55:20 UTC
in Compile Errors on NONEXISTANT BRUSHES Post #231461
Hmm. I fixed it by finding brushes with the troublemaking texture. Apparently the brushes had different numbers though the brushes themselves were still considered troublemakers.

I deleted them - thank God I didn't have to do what ip did. Thanks for the texture-tracking tip Tetsu.
Posted 17 years ago2007-08-06 17:48:51 UTC
in Compile Errors on NONEXISTANT BRUSHES Post #231430
** Executing...
** Command: C:PROGRA~1VALVEH~1HLCThlcsg.exe
** Parameters: "c:program filesvalve hammer editormapssfzen" -nowadtextures

hlcsg v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlcsg ---
Command line: C:PROGRA~1VALVEH~1HLCThlcsg.exe "c:program filesvalve hammer editormapssfzen"-nowadtextures
Entering c:program filesvalve hammer editormapssfzen.map

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 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ off ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%...Error: Entity 38, Brush 0, Side 3: plane with no normal
Error: plane with no normal
Description: The map has a problem which must be fixed
Howto Fix: Check the file http://www.zhlt.info/common-mapping-problems.html for a detailed explanation of this problem

Error: Entity 38, Brush 0: outside world(+/-4096): (1149,-7555,-1107)(10005,9587,4116)
Error: Entity 38, Brush 0: outside world(+/-4096): (1149,-7555,-1107)(10005,9587,4116)
Error: Entity 38, Brush 0: outside world(+/-4096): (1149,-7555,-1107)(10005,9587,4116)
Error: Entity 38, Brush 0: outside world(+/-4096): (1165,-7571,-1143)(10021,9603,4152)
Error: Entity 38, Brush 0: outside world(+/-4096): (1165,-7571,-1143)(10021,9603,4152)
Error: Entity 38, Brush 0: outside world(+/-4096): (1165,-7571,-1143)(10021,9603,4152)
Error: Entity 38, Brush 0: outside world(+/-4096): (1181,-7587,-1139)(10037,9619,4148)
Error: Entity 38, Brush 0: outside world(+/-4096): (1181,-7587,-1139)(10037,9619,4148)
Error: Entity 38, Brush 0: outside world(+/-4096): (1181,-7587,-1139)(10037,9619,4148)
Error: Entity 38, Brush 0: outside world(+/-4096): (1165,-7571,-1125)(10021,9603,4134)
Error: Entity 38, Brush 0: outside world(+/-4096): (1165,-7571,-1125)(10021,9603,4134)
Error: Entity 38, Brush 0: outside world(+/-4096): (1165,-7571,-1125)(10021,9603,4134)
Error: Entity 39, Brush 0, Side 4: plane with no normal
Error: Entity 39, Brush 0: outside world(+/-4096): (1163,-1238,462)(4710,9577,3150)
Error: Entity 39, Brush 0: outside world(+/-4096): (1163,-1238,462)(4710,9577,3150)
Error: Entity 39, Brush 0: outside world(+/-4096): (1179,-1254,426)(4726,9593,3186)
Error: Entity 39, Brush 0: outside world(+/-4096): (1179,-1254,426)(4726,9593,3186)
Error: Entity 39, Brush 0: outside world(+/-4096): (1195,-1270,430)(4742,9609,3182)
Error: Entity 39, Brush 0: outside world(+/-4096): (1195,-1270,430)(4742,9609,3182)
Error: Entity 39, Brush 0: outside world(+/-4096): (1179,-1254,444)(4726,9593,3168)
Error: Entity 39, Brush 0: outside world(+/-4096): (1179,-1254,444)(4726,9593,3168)
Error: Entity 40, Brush 0, Side 2: plane with no normal
Error: Entity 40, Brush 0, Side 5: plane with no normal
Error: Entity 40, Brush 0, Side 5: has a coplanar plane at (-1058, -1135, 487), texture TRRM_WOOD2
Error: Entity 40, Brush 0: outside world(+/-4096): (5789,-9882,-2177)(9993,9332,3821)
Error: Entity 40, Brush 0: outside world(+/-4096): (5789,-9882,-2177)(9993,9332,3821)
Error: Entity 40, Brush 0: outside world(+/-4096): (5805,-9898,-2213)(10009,9348,3857)
Error: Entity 40, Brush 0: outside world(+/-4096): (5805,-9898,-2213)(10009,9348,3857)
Error: Entity 40, Brush 0: outside world(+/-4096): (5821,-9914,-2209)(10025,9364,3853)
Error: Entity 40, Brush 0: outside world(+/-4096): (5821,-9914,-2209)(10025,9364,3853)
Error: Entity 40, Brush 0: outside world(+/-4096): (5805,-9898,-2195)(10009,9348,3839)
Error: Entity 40, Brush 0: outside world(+/-4096): (5805,-9898,-2195)(10009,9348,3839)
(0.97 seconds)

--- END hlcsg ---
I've used the "go to brush number" for all of these, none of them exist. What's the big deal?
Posted 17 years ago2007-07-30 09:46:24 UTC
in Apache - Trigger Condition Death Post #230770
Just give up. I think Half-Life is teh broken when it comes to trigger conditions on the Apache. I once coded a door to open after an Apache was destroyed (mind the Apache was destroyed by a Gargantua, though you can watch the awesomeness through the window) - didn't work.
Posted 17 years ago2007-07-30 09:44:32 UTC
in Gordon's Height / How to change? Post #230769
Yeah. You can imagine how EVIL the "rats" maps were to make.

He probably scaled everything to proportion. Say, taking an average human's height and scaling it to a twentieth of that - though that cannot be done so instead he scaled the MAP x 20.

The invisible brush concept would be OK, but would take a lot longer than what could be considered reasonable time.
Posted 17 years ago2007-07-30 09:40:19 UTC
in Ridiculously Long VIS Compile Time Post #230768
Ooh! Ooh!

In my map, I have a boobytrapped crate. Flipping what you THINK is a lightswitch (and it IS a lightswitch, though it has been rigged so it can also...) causes the front face to burst open revealing two turrets.

Any way, I will consider the func_walling. I know there is one hallway in my map where things are a bit sloppy in terms of design (I ended up adding a second brush to represent the outer "wall" of the building as the interiors were wonky zonky).

5 minutes isn't evil? Tell me by the way, am I being told this from people whose computers can run Source games fairly well (like mine) yet think GoldSrc is cooler for mapping, or are you the guys who map for GoldSrc because you run on Commodore 64s?

Either way I'm still fairly new to mapping and this one project of mine is the biggest I've ever made, to the point where I've never seen something so long before.

Since RAD takes an eternity, but I knew that, like many people, not compiling with RAD on except when I need to check lighting/final map release.

I've been running with the -fast flag on VIS and see no noticeable differences, aside from it being 5 SECONDS rather than 5 MINUTES. I see no difference in fast and full VIS, so, like RAD, I may use full VIS for the final compiliation only.

Also even I know not to use the fit button on such tiny things - but that's only because I'm paranoid that an X value of 0.23 and a Y value of 2.00 would cause a Bad Surface Extents error (maybe 0.23 and 20.00 would, though).
Posted 17 years ago2007-07-29 00:02:06 UTC
in Ridiculously Long VIS Compile Time Post #230592
As of late the VIS segment of my map's compiliation takes EXTREMELY long - longer than RAD!

I use ZHLT tools, here is the VIS segment of the log.

--- BEGIN hlvis ---
Command line: C:PROGRA~1VALVEH~1HLCThlvis.exe "c:program filesvalve hammer editormapsgigawatt"
1160 portalleafs
3765 numportals

= 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 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

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

BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (5.38 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (327.03 seconds)
average leafs visible: 203
g_visdatasize:96164 compressed from 168200
332.67 seconds elapsed [5m 32s]

--- END hlvis ---

It seems obvious - the LeafThread takes an eternity.

But what IS the LeafThread, and is there a way to lessen how long it takes?
Posted 17 years ago2007-07-28 22:40:46 UTC
in Custom Skies in a Single Map File Post #230579
Is it possible to make a custom sky texture and package the textures into the map so that they can be downloaded if you download the map from a server in-game?

I've downloaded maps from servers, such as escape_usa which use custom skyboxes, which are downloaded along with the map rather than me having to download the skies elsewhere and put them into a game directory - as other threads I found using search said you had to do.
Posted 17 years ago2007-07-15 21:58:17 UTC
in Tattoo help Post #229073
Greek letters are so 50's...
Posted 17 years ago2007-07-11 13:24:43 UTC
in compiling gone wrong? Post #228432
1) You should make a skybox if you go to any outdoor areas, and your map does. Here is a basic tutorial on sky. Note that you should NOT just hollow out a brush and place the map inside it. Make the sky brushes so that they form a "cap" over any areas where you would see the sky, and make them as tight fitting as possible (basically don't put sky where you wouldn't see it).

2) I don't know about half an hour, though mind that the hlrad.exe program (which compiles lighting) takes a long time to compile compared to other tools, or at least the ZHLT hlrad takes that long. For me, on a medium-sized map, hlrad takes two-three minutes. If you want to save time, you can choose to compile WITHOUT hlrad until your map is done and you want to add lighting. Then go back, add lighting, and use hlrad.
Posted 17 years ago2007-07-11 13:21:45 UTC
in Beta character in german half-life files Post #228430
What about Barney, the Scientists, the female black ops, and Gordon (if he is killed and gibs in the process)?

Were BS and OpFor ever released in Germany? If so, do they also have ridiculous censorship? Because the robogrunts contradicts any human grunts in BS and contradicts all of OpFor.
Posted 17 years ago2007-07-10 23:33:26 UTC
in Making a Flash Movie with Model Anims Post #228330
I was considering the frame by frame idea, though unless I make some major cutbacks in terms of framerate, it will take forever.
Posted 17 years ago2007-07-10 23:03:23 UTC
in Making a Flash Movie with Model Anims Post #228320
Recently I came upon this beauty and am intending to do something similar in Flash 8.

I can tell that he recorded model animations that were viewed in the Half-Life Model Viewer. I have Fraps and can do that no problem.

But here are my two problems:

1) Does anybody know how I can edit the .avi file to cut out the background behind the model playing its animation? If I need a program, tell me of one (preferably one that is freeware/has a trial).

2) Is there a way, if at all, to view attatchments (on the model) in the model viewer? If so, how?
Posted 17 years ago2007-07-10 23:00:48 UTC
in Norton thinks steam games are trojans! Post #228317
Well, in desperation I sent a support ticket to Steam (this was before I fixed the problem). They answered me with:
Response (Thomas) 07/09/2007 09:56 AM
Hello,
Thank you for contacting Valve technical support.

Current Norton Antivirus is generating a false positive for a Trojan virus in all Source games after the last Source update. We have contacted Symantec and filled out all of the necessary documentation for them to update their virus definitions to resolve this issue.

Until their virus definitions are updated to recognize Source games as a non-threat, you much disable Norton Anti-virus in order to play a Source game. We apologize for this inconvenience. We expect Symantec to have this resolved in two to four business days.
Yeah right. We'll see if anything gets done. Generic Response #47Q, anyone?
Posted 17 years ago2007-07-08 11:31:02 UTC
in Norton thinks steam games are trojans! Post #227937
Instead of diisabling auto protect, I found a better method (which I will list for others with this problem):

For Norton 2007, go to the second tab (the Internet Security, not Protection Center), open the "settings" section and click on "Auto-Protect" and then "Configure". Go down to "Scan Exclusions" and add the directory it keeps claiming the trojan is in (in my case C:Documents and SettingsMYNAMELocal SettingsTemp) and add it to the SECOND list. The first list is for things to ignore during virus scanning, the second is things autoprotect, aka the stupid nagger program, to ignore.

Presto! A little risky seeing how a moderate amount of bad internet cache and junk ends up there, but much safer than disabling autoprotect altogether.

I use Norton, Ad-Aware and Spybot S&D. I will admit Norton isn't that great, and vs spyware/adware it = phail. But the above is a solution for people, like me, who cannot switch over at this time.

Oh and Sajo - as far as I know, permitting programs (which can also be done under "Program Trust" in firewall configurations) just allows said thing to access the internet without being questioned by Norton - about accessing the internet. AutoProtect will still question it about hostility. (Besides, all my Steam things, including all four hl.exes and all three hl2.exes are already set to permit)

Thanks for the help everyone. Even the people who just complained about Norton - me seeing a new post in the thread gave me temporary false hope, and that's something. ;)
Posted 17 years ago2007-07-07 16:23:51 UTC
in Norton thinks steam games are trojans! Post #227812
Okay. Whenever I attempt to run a Steam game, after the "preparing to launch" generic spiel, a message pops up saying the game is unavailable. In the corner of my screen, Norton pops up saying, and I quote:

"Auto-Protect has blocked Trojan Horse as a security risk. Your computer is secure."

If I look in my log, it says that the trojan file is said to be...

C:Documents and SettingsMYNAMELocal SettingsTemp~*.tmp
*The file is either [RANDOMLETTER].tmp, [RANDOMNUMBER].tmp, or [RANDOMLETTERANDRANDOMNUMBER].tmp.

I've done various scans and looked over the internet, and cannot find anything. The trojan (if it's even a trojan, may just be an error) seems to be causing no damage at all to my system except not allowing me to play Steam games.

I use Norton Internet Security 2007. Does anybody have any idea what is wrong?
Posted 17 years ago2007-07-06 18:33:11 UTC
in ABC Half-life Post #227640
K: You guessed it, Kleiner. -_-

Yay for wikipedia
Posted 17 years ago2007-07-04 11:59:11 UTC
in Elevator breaking something Post #227348
In my map, I have an elevator that takes you upwards. There are several metal rods (standard wreckage from destroyed buildings) jutting from the walls. You need to move around on the elevator to avoid being crushed between the rods and the elevator.

I want to have it so when the elevator platform comes into contact with the rod, it breaks. I've tried both the touch and pressure flags, but the rod just clips through the elevator, unharmed. Can anybody help me out? Do I need to trigger it somehow?
Posted 17 years ago2007-07-03 23:16:15 UTC
in Half-life:2 :( Post #227300
There is probably a non-steam version of everything that is not on Steam. Though chances are if it's made by Valve and it's a Source game, it isn't legal.

Why is the key in use? I have a feeling ye be lying to me. But if not, did you buy a used copy? If so, too bad. People who try to sell used copies are retarded. If things are legitimate (new copy, actually have a copy), which I doubt, check with the technical support guys.
Posted 17 years ago2007-07-03 23:14:27 UTC
in Blue shift ending Post #227299
[QUOTE]They made better enemies then CP's and overwatch.[/QUOTE]
True. But their horrible voices are just killer (in the bad sense).
Posted 17 years ago2007-07-03 17:22:00 UTC
in Map Needs tf2.wad but it doesn't use Post #227276
Thanks for all the suggestions everybody - srry's solved the problem though.
Posted 17 years ago2007-07-02 21:50:12 UTC
in Map Needs tf2.wad but it doesn't use Post #227223
Sorry, I'm still moderately new to mapping. By -wadinclude, do you mean adding that onto the command line of something? Do explain.
This post was made on a thread that has been deleted.
Posted 17 years ago2007-07-02 21:42:59 UTC
in Map Needs tf2.wad but it doesn't use Post #227220
I've been working on this map for a while. Recently I also started work on a TFC map, so I made a separate configuration for that game in Hammer, and added tfc.wad and tfc2.wad - the textures for that game.

However, tfc2.wad has a texture file with the SAME NAME as a texture file in one of Half-Life's files - a texture I am using in my HL map. When I run it, it says "Cannot find tfc2.wad" or something like that. I learned you can fix this by copying said file into my half-lifevalve directory. I did so, and it fixed the problem.

I changed the texture file with the same name to a different texture file that does NOT have the same name as a tfc2.wad file, yet HL will STILL pop up with said error if I do not have the .wad file in the directory.

Why is this? I don't want to have to need this file for my map to run, as then people without TFC will be unable to play it unless they get ahold of the file.
Posted 17 years ago2007-07-02 21:29:06 UTC
in Beta character in german half-life files Post #227218
Hey - do they speak like robots?
Don't the HECUs ALREADY sound like robots in HL1? Honestly now.

So wait, this is from an OLD version of German Half-Life? Later on they changed it to humans? Typical censorship.
Posted 17 years ago2007-07-02 17:48:02 UTC
in Blue shift ending Post #227200
They think if they kill Freeman it will undo the resonance cascade. Or at least all the retarded HL1 HECUs do. I HATE THE HL1 HECUS! </rant>

That or Gordon is used to killing HECUs from before they began pulling out. As a result Gordon now shoots HECUs on sight. The HECUs are aware of this by means of their really bad-quality radio connections and think he's trying to stop them from escaping.
Posted 17 years ago2007-07-02 17:45:21 UTC
in ABC Half-life Post #227199
G: Gman (with his invisible midget friend Tom)
User posted image
Posted 17 years ago2007-07-02 00:02:27 UTC
in ABC Half-life Post #227083
Z: Zombie
Posted 17 years ago2007-07-01 23:54:46 UTC
in Hello thread! Here?s the hello thread! Post #227080
My friend who maps for Source and I have decided that "hammer" is an archaic spelling.

From here-on out, the evolution of Valve's map editor goes as such:

WorldCraft > Hammer (what we use) > Hamor (source Hammer) > Schzismo (the future equivalent of a hammer)

Okay, where has this thread gone, by the way?

Umm, hi to all you people out there. :cyclops:
Posted 17 years ago2007-07-01 23:44:05 UTC
in ABC Half-life Post #227078
Y: [Barne]Y Calhoun