Forum posts

Posted 18 years ago2006-05-22 00:58:04 UTC
in Now Playing Post #181398
The Thompson Twins - Hold Me Now
The Polyphonic Spree - Hold Me Now

repeat [on] off
Posted 18 years ago2006-05-22 00:54:13 UTC
in Cannot open zeditor.wad Post #181397
Warning: ::FindTexture() texture 64CRATE0 not found!
Warning: ::LoadLump() texture 64CRATE0 not found!
Do you use HLFix? I get this error if my wad.txt file is not updated when I add new wads...

Glad everything's working for you now anyway :)
Posted 18 years ago2006-05-21 15:20:41 UTC
in Now Playing Post #181342
Electric Light Orchestra - Mr. Blue Sky

Wow I can't believe that Lordi Performance won anything...how awful :(

Amy Diamond would have dominated ^_^!
Posted 18 years ago2006-05-20 21:24:14 UTC
in Now Playing Post #181261
Holy Jeez THUMBNAIL POLICE :P

Reminds of GWAR... ^_^!

<rowleybob googles Eurovision 2006>
Posted 18 years ago2006-05-20 21:18:30 UTC
in Bad Surface Extents Post #181260
If there is a hall of fame for weird errors, this gets it.

If it's happening to all your maps, something is awry with your Hammer/compile tools/os/other...but what?

Well I can understand why you don't want to mess with it anymore...that would be pretty annoying after while... :(
Posted 18 years ago2006-05-20 18:04:47 UTC
in Now Playing Post #181229
so go to Hell, Huntah! Go to hell and die!!
lolol1! :P

YTMND Macgyver Theme

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User posted image
Posted 18 years ago2006-05-19 16:26:00 UTC
in You're all tools Post #180997
TextureSeparator,
takes all used textures in a wad and puts them in another.
Sweet!!!
Posted 18 years ago2006-05-19 16:23:13 UTC
in Now Playing Post #180995
Astral - Raining Down

repeat [on] off
Posted 18 years ago2006-05-19 16:12:00 UTC
in Func brakabole move with func vehicle? Post #180990
Lol, that's one of the first questions I ever asked on this forum!

I wanted to have breakable windows on my APC!

^_^

Xyos: Nice new av.

Dead Meat: Funny av :P!
Posted 18 years ago2006-05-19 16:05:40 UTC
in compile error: map is verson "x", not Post #180989
I was just searching Tommy 14's error list and you should see all the seemingly inexplicable errors having too many wads can potentially cause!

Just load up Tommy's, hit Ctrl+F, and search "too many wads"...

It pops up many many times! Maybe we should consider this error more when mappers are having "strange" trouble.
Posted 18 years ago2006-05-19 15:37:18 UTC
in compile error: map is verson "x", not Post #180986
[quote]uh.... every CZ wad. [quote]

Jeez... o-well...
Posted 18 years ago2006-05-19 15:22:25 UTC
in Bad Surface Extents Post #180984
I must say I've never seen this problem so widespread before.

It would be very interesting to know what is causing all these "Bad Surface" errors, so please share with us if you come up with an underlying cause!

Is it possible your trying to compile decompiled architecture? I've noticed when trying to "fix" decompiled brushes--getting them on-grid, retexturing, etc--they are simply too fucked-up to compile.

edit: I've found sometimes that deleting an object that's giving you trouble, then compiling, then hitting Ctrl+Z--so you never close down Hammer obviously--and recompiling sometimes gets rid of various malformed, corrupted stuff. Maybe it's worth a try to do it to your whole map :P!

edit 2.0: Found this while searching tommy's for something else...interesting and may apply to your woes:

Odd errors that cause Mysterioius and Peculiar Problems:
* Most notable of these is the "too many wads" error. If you have more than 8 wads in WC, then weird problems CAN occur - but not always, and not for everyone. Always check that you do not have too many wads when your problem doesn't "fit" the solutions...
* Another odd problem that shows up elsewhere is the bad sky enviornment name. For most of us a bad sky enviornment name leaves us with the default enviornment. But for some mappers, this can cause odd error warnings: like a bad brush that does not exist, or brush outside of map, or bad lighting in the map. Make sure you get that name RIGHT! If the six sides are sky_lf, sky_rt, sky_up, etc. you use "sky_" in the cl_skyname field.
* A third odd problem is too small textures. If one over stretches the texture more than 10x, then zoner's compile tools usually give a warning. But there is little or no warning if you shrank the texture too far. When you get a frustating error that doesn't make sense, this one is something to keep in mind.
* A rare fourth problem is a single HUGE .wad that is too big for memory.
* If you have the a problem like malformed face and you do a check but do not get that error, but "Solid entity is empty", you may be a victim of the editor mixup.
Posted 18 years ago2006-05-17 20:24:26 UTC
in compile error: map is verson "x", not Post #180665
Post screenie of your "Game Configuratinons" tab, under options.

You can load textures into hammer from any directory, but:
  • They have to be in the "game directory" when you play the game--"...counters-strikecstrike"
-The "game directory" also has to be specified properly in the "Game Configurations" tab.

One of these is probably what you didn't do ;)
Posted 18 years ago2006-05-17 17:30:52 UTC
in Now Playing Post #180654
MIA - Galang

repeat [on] off
Posted 18 years ago2006-05-17 16:56:10 UTC
in compile error: map is verson "x", not Post #180641
Tommy14 says:
Quote:
Here are a few of the problems that popped up under this situation:

1. You may have errors in your compile, if not then,
2. Your pak0pak.pak file may be corrupted?
3. Maybe the wrong game version?
4. Wrong WC/Hammer version? Earlier versions of WC were particularly prone to this. Use WC 3.3 or Hammer!
5. Maybe another compile will make it go away, or not? And make sure you have the most up-to-date version of zoner's compiling tools....
6. You may have a bad model - like one from another mod or game, or you once installed a custom one? Or you may have a corrupted sprite or model?
7. Have you installed a patch recently? It might be bad....
Of note, make sure you're running the latest version of Hammer--3.4 or 3.5BETA, and the latest compile tools.

edit: I've neither played, nor mapped for cz, so I don't know if you use the regular cs FGD, or a special CZ FGD, but here is one I found for CZ: Deleted Scenes, anyway:

CZ:Deleted Scenes FGD
Posted 18 years ago2006-05-16 19:19:36 UTC
in Competition 20 Post #180443
LOL!1
Posted 18 years ago2006-05-16 17:37:11 UTC
in Teh desktops of mid-May~!!1 Post #180425
Posted 18 years ago2006-05-15 14:47:50 UTC
in Bad Surface Extents Post #180269
Good to see you Rad Brad!
Is it better to check the world box or the face box as far as the texture is related.
I've never really understood this either, though I'm able to work with it--If a decal is "backwards" I check whatever one makes it show the proper way, and when aligning textures, sometimes clicking one or the other makes the texture line up just right, but I really have no idea how it works!!!

I've only encounterd that error by mistakenly scaling textures way too huge, so I'm sorry that I don't have more to add....
Posted 18 years ago2006-05-15 14:36:31 UTC
in Now Playing Post #180267
To Kill A Mockingbird - Main Theme

repeat [on] off
Posted 18 years ago2006-05-15 14:33:27 UTC
in Background sound Post #180265
Did you try this?

I just use Goldwave to save it as "PCM Unsigned 8-bit, mono", and add cue points at the beginning and end, and it always seems to work for me.

Send me it or make a problem map, and we'll test it for ya if you still can't figure it.
Posted 18 years ago2006-05-14 17:39:17 UTC
in Now Playing Post #180065
U2 - Wild Honey

repeat [on] off
Posted 18 years ago2006-05-14 17:29:37 UTC
in Competition 20 Post #180061
Ant and Dauby what happened!? I was really looking forward to your entries.

You should never let real life stuff get in the way of your mapping :P!
Posted 18 years ago2006-05-14 17:25:49 UTC
in Teh desktops of mid-May~!!1 Post #180060
Agrees, but really nice desk image anyway!

MsConfig/Startup Exporer/Process Explorer are your friends ;)!
Posted 18 years ago2006-05-14 17:07:51 UTC
in Teh desktops of mid-May~!!1 Post #180053
1600x1200 and above = Too tiny icons
lol yeah, after two weeks of squinting, you get used to it ;)

@Strider: Nice image!
Posted 18 years ago2006-05-14 16:52:49 UTC
in Background sound Post #180048
Mr. Good Map: I just sent you the game and the emulator to use if you want.

I had to change the file extensions, because Gmail doesn't allow some extensions...

Change:

VisualBoyAdvance.xxx to .exe
Metroid Fusion.xxx to .gba
Posted 18 years ago2006-05-14 16:00:48 UTC
in Background sound Post #180039
After a bit of searching, I havn't been able to find it either.

One thing you could do:

If you don't have Visualboy Advace--GBA emulator, get it.

Find the rom...readily available on most peer to peer webpages, and even websites still sometimes. Then record it in-game.

I realize this is not the easiest way to do it, but it's a way :)

I'll try to find the rom and send it to you.
Posted 18 years ago2006-05-14 15:51:55 UTC
in Month of May Mini Contests! Post #180037
Nice stuff guys and a nice mini compo idea!

Nice Headcrab ones--Srry and Rim--, and Strider's animated akimbo is sweet!

I'M THE JUGGERNAUT, BITCH!

lolo ^_^!
Posted 18 years ago2006-05-13 18:32:21 UTC
in Teh desktops of mid-May~!!1 Post #179859
I run my desktop at 1900X1200, but resolution settings for all my games are set to 1024x768, for much better performance too.

Zombie: Once you get used to the smaller size, it's impossible to go bigger again. When I try to use my old computer whose video max is 1024x768, I can barely use it I'm so disgusted :P!
Posted 18 years ago2006-05-13 18:23:21 UTC
in Putting brushes into walls Post #179856
All the pictue is going to show is a pillar with no light there :P!

I was running into this at the end of working on my compo map. I'm not exactly sure what was causing it, or on your map, but here are some possibliities:

-Weird architectural shapes seem more prone. I had some rotated weird-angle wedges--they were also only 1-unit thick at the biggest part of the wedge--that were disappearing/reappearing on me.

I made them bigger , and made sure the verticies were on-grid, and then they were ok.

-If you have too many visible entites in that area, they'll disappear too. I found changing some tings "to world" made them stop disappearing.

-If you have ANY other errors on your map--hit Alt-P to toggle "Check For Problems", and check your compile log for errors--all this is worse, and your map will behave even more abnormally, not to mention add more time to your compile :(
Posted 18 years ago2006-05-13 12:31:35 UTC
in Teh desktops of mid-May~!!1 Post #179776
Nice Desk...I will own the "Decade" pack soon enough...
Posted 18 years ago2006-05-13 12:12:28 UTC
in Teh desktops of mid-May~!!1 Post #179770
Yes, metroid owns internets ^_^!

I play the original on my SP all the time becuase it owns so many :)!
Posted 18 years ago2006-05-13 12:07:13 UTC
in Teh desktops of mid-May~!!1 Post #179766
Posted 18 years ago2006-05-13 11:42:47 UTC
in Point to Ponder! Post #179761
What are you on?
LOL. I spat coffee all over my monitor when I read that!

Either it's really funny, or I'm having an allergic reaction to the caffeine ^_^!

I like hot dogs.
Posted 18 years ago2006-05-13 09:03:28 UTC
in Now Playing Post #179742
The Disappointments - Good Luck Charms

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Posted 18 years ago2006-05-12 15:13:11 UTC
in Can Brush Entity Move With Point Entity Post #179650
I can be done!
With a lot of limitations though.
Use an env_laser and let it target a func_train. Choose and end sprite and tadah.
But: The sprite will be additive and in glow renderfx. It might be usefull in some cases.
Or use spirit.
From Haz! in this thread, though I'm afraid the thread doesn't give much more info than that. Good luck!
Posted 18 years ago2006-05-12 15:09:49 UTC
in floating func_pushables Post #179648
Good question Tetusu0...but I have absolutely no idea!

It doesn't have any relation to VHE units afaik...

Cap P: TY ^_^ !
Posted 18 years ago2006-05-12 14:48:03 UTC
in Competition 20 Post #179641
This enthusiasm of people submitting their maps is what makes mapping worth the effort, and gives sites like TWHL a noble reason to exist.
Hell yes! You're the Juggernaut, Bitch! :P

Good luck to all that have entered! I can't wait to check out the new additions in the MV :)

There have been many times when I have viewed mapping as a time-waster somewhat, since there is no direct benefits like money, fame, nor sexy ladies lol.

However, I've come to the realization that anything you enjoy doing, as long as you continue to learn/grow at, could never be a waste of time.

Plus, I suppose there are worse things I could be doing...

^_^
Posted 18 years ago2006-05-11 20:02:13 UTC
in Buttons-Use or Shoot? Post #179532
Health (health) - If the button has to be shot, rather than pressed, specify a value greater than 0 here. When this amount of damage occurs, the button will activate.
Taken from the entity guide, here.

If you're using Hammer 3.4, the latest FGD might STILL default the "Health" value to 1.

You can edit your FGD in notepad to make it default to 0, or you can just "adjust" it to 0 each time you make a func_button.
Posted 18 years ago2006-05-11 19:45:24 UTC
in PS3, Leader of immitation. Post #179529
Big-Ass Mario FTW!
Posted 18 years ago2006-05-11 18:58:32 UTC
in Now Playing Post #179525
Hussalonia - 3 Legs
Hussalonia - Missing Persons

repeat [on] off
Posted 18 years ago2006-05-11 17:39:06 UTC
in floating func_pushables Post #179519
Update!

After all that, I found after further dickin' around, that that same 32x32x8 brush will flat just fine with no further modification, as long as you set the "Buoyancy" to 2000 or so.

Depth of the water doesn't seem to matter either, as long as the Buoyancy setting is high enougfh.

Careful though, if you set it too high, it will not only behave erratically, but will also make some most annoying sounds :P
Posted 18 years ago2006-05-11 12:52:17 UTC
in Now Playing Post #179491
Antony And The Johnsons - For Today I Am A Boy
Ben Kweller - Wicked Little town

repeat [on] off
Posted 18 years ago2006-05-11 12:46:43 UTC
in Buttons-Use or Shoot? Post #179490
Tylergig: Have you the latest FGD for whatever your mapping for?

I used to hate that, because if you don't change the "health" to 0 nor shoot the door, it will NEVER open for you...spent hours learning that one :P

I know for sure the Newest FGDs for CS and HL--Hammer 3.5-- default the value for "health" to 0.
Posted 18 years ago2006-05-10 20:45:17 UTC
in Competition 20 Post #179391
Posted 18 years ago2006-05-10 14:36:09 UTC
in Competition 20 Post #179339
All my major troubles with my compo map are fixed...

Submitting at the end of today :)

If at least half of the people who said they were going to submit maps do, this should be a very successful competition.
Posted 18 years ago2006-05-10 14:13:40 UTC
in Clipping issue Post #179335
But seriously clipping is evil. I really recommend Vertex manipulation!
Shit, I didn't even see that... Dude it is not eviL!!

It's really personal preference, but beginners using VM will create tons of invalid solids, and whilst this is how you learn, you will almost never cause invalids by clipping!
Posted 18 years ago2006-05-10 14:04:13 UTC
in Clipping issue Post #179332
Do as Xyos212 said, but also know that making the brushes that form your "realistic hole" a func_wall may also fix your problem.
Posted 18 years ago2006-05-10 13:42:16 UTC
in floating func_pushables Post #179326
Got it solved.

While making the problem map, I found that a brush has to be 64x64x1 minimum to "tread" water. There may be smaller sizes for the length and Width that will float--I didn't test every size in between--, but 32x32 is definitely too small.

As for how thick it has to be, I didn't test for that, But thicker objects require deeper water to float, regardless of their buoyancy setting.

So, to get my 32x32X8 brush to float, placed a BLUE textured, 64X64X1 unit brush directly underneath it. Then tied the BLUE brush to the func_pushable--select both brushes and hit Ctrl+T.

Inexplicably, doing this caused a leak for me before, but it's not doing it now, so I don't care.
Posted 18 years ago2006-05-10 13:00:42 UTC
in Competition 20 Post #179320
Yeah, Leaks can be caused by tons of things, totally unrelated to an actual leak anywhere, which sucks the big one.

The coordinates it gives you though sometimes gets you close to where the real problem is. Usually the x and y coords are totally off, but the z coord is on the money.

The leak error usually lists a point or brush-based entity where the problem is, which is usually a lot more accurate a location where the problem is.

Good luck!
Posted 18 years ago2006-05-10 12:13:55 UTC
in floating func_pushables Post #179312
"complex", meaning many sided, and not at square angles. The brush I'm currently having trouble with is x = 32, y = 32, z = 8 units. The brush has 6 sides with no floating points.

I've tried various values for point size, buoyancy, and friction fields.

The other complex shape is simply a prefab garbage can.

Problem map commencing!

edit: I don't want to change the texture, but I'll try that too if I have to!