Forum posts

Posted 14 years ago2010-03-13 20:45:39 UTC
in MAX_MAP_CLIPNODES error Post #279670
Okay, thanks.
Posted 14 years ago2010-03-12 02:43:30 UTC
in MAX_MAP_CLIPNODES error Post #279633
I've tested out my previous question (Does it mess with clipping or r_speeds in any way if clip brushes overlap world brushes?) and come to the conclusion that it doesn't affect r_speeds, nor does it screw with clipping in any way I could notice. I also tested a map that had many non-player-accessible areas, running it both with and without clip brushes. To my surprise, r_speeds were the same for both, with leads me to another question: are clip brushes supposed to reduce r_speeds at all, or are they just meant to fix clipnode errors and the like?
Posted 14 years ago2010-03-10 20:57:13 UTC
in MAX_MAP_CLIPNODES error Post #279612
Suppose not, thanks.
Posted 14 years ago2010-03-10 20:46:27 UTC
in MAX_MAP_CLIPNODES error Post #279610
Ohai again. I need to compile with -cliptype precise for a particular reason. I found and fixed the two leaks and the MAX_MAP_CLIPNODES error is gone. I thought it would be more complicated than that or I wouldn't have started a thread.

Another question though: Does it mess with clipping or r_speeds in any way if clip brushes overlap world brushes? I assume not, but since clip brushes are technically world brushed (I think?), I'm unsure.

Thanks!
Posted 14 years ago2010-03-09 22:37:13 UTC
in MAX_MAP_CLIPNODES error Post #279586
I'm getting an "Exceeded MAX_MAP_CLIPNODES" error, as well as two leaks. The most recent addition to the map is quite complex. What I need to know is if the MAX_MAP_CLIPNODES error could be a side-effect of the leaks, or if it is unrelated. I can add some clip brushes and do some further optimization in the area in question, but first I want someone's opinion on whether fixing the leaks will solve the problem. I'll be trying to find the leaks in the meantime. Any help is appreciated. The relevant part of the compile log is below:

SolidBSP [hull 0] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...6740 (0.83 seconds)
Warning: === LEAK in hull 0 ===
Entity func_door_rotating @ (-1784,-2630,-784)
Error:
A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region. The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted. Some complex rotating objects entities need
their origins outside the map. To deal with these, just enclose the origin
brush with a solid world brush

Leak pointfile generated

SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...7500...8000...8096 (1.36 seconds)
Warning: === LEAK in hull 1 ===
Entity multi_manager @ (-1120,-2304,-752)
SolidBSP [hull 2] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...7067 (0.92 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...7500...8000...8500...8736 (1.58 seconds)
Warning: === LEAK in hull 3 ===
Entity env_sprite @ (-1400,-2404,-956)
Error: Exceeded MAX_MAP_CLIPNODES
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
Posted 14 years ago2010-01-17 23:37:28 UTC
in texture problem Post #278072
Hmm. That's unfortunate. I don't really understand the reason behind that behavior. Anyway, thanks.

I don't suppose there's a way to bypass it, besides creating a new wad?
Posted 14 years ago2010-01-15 06:42:20 UTC
in texture problem Post #277965
I'm having a strange problem with textures. If I apply a texture, say -1FIFTIES_CASE, and compile the map, the texture applied to that face is chosen at random from the textures in its "family" (-0FIFTIES_CASE, -1FIFTIES_CASE, -2FIFTIES_CASE). It's entirely at random; on each compile, the texture selection is different. Anyone know what's up?
Posted 14 years ago2009-12-20 14:06:30 UTC
in Post your screenshots! WIP thread Post #276790
I know. I'm in a bit of a mood today. A good one. Makes me type these things. Thank you for the compliments.
Posted 14 years ago2009-12-20 13:54:47 UTC
in Post your screenshots! WIP thread Post #276788
oh like I can't see straight through you and your little santa hat and your pea brain there. Look maybe I can't map an indistinguishable-from-reality fantasy scripted sequence of you sexing your mom in the ass Goldsource sytle but that doesn't mean you should be degrading of my efforts.
Posted 14 years ago2009-12-20 12:41:36 UTC
in Post your screenshots! WIP thread Post #276786
Updates on *that one map*.

Some pipe stuff:
User posted image
Updated Japanese fan room:
User posted image
User posted image
The ones below have been mapped for a while.

Barney spawners:
User posted image
Security room:
User posted image
Posted 14 years ago2009-12-12 04:55:51 UTC
in Loading .lin file Post #276556
I finally found the leak using the big block method, and it was just a negligent mistake on my part. The .lin file sure didn't help much.
Posted 14 years ago2009-12-10 16:49:00 UTC
in Loading .lin file Post #276520
By the way, I say there could be potential geometry parsing problems because of the fairly high level of detail, not because there are any off-grid vertices that I'm aware of.
Posted 14 years ago2009-12-10 16:47:26 UTC
in Loading .lin file Post #276519
Yeah, I've loaded the .lin in hammer, and it's a huge jumble of lines that are so chaotic I can't follow them. The red lines don't show up in the 3d view, just the 2d views. I can't easily tell where the lines are passing through just looking at the 2d views, because that would require insane cross-refrencing. But I can say for sure that there is not a leak everywhere the lines appear to pass through a brush. If that were the case, there would be over a hundred leaks, and that's just not true. I've built this map very carefully and the red line is going nuts through large areas that have compiled successfully before. I have not changed those areas. I have only added a new hallway that could potentially have some geometry parsing problems, but I'm unable to find any by just taking a look at it.
Posted 14 years ago2009-12-10 15:05:04 UTC
in Loading .lin file Post #276517
I figured it out but I have a problem now. The .lin file is a huge meaningless jumble of lines, as is the pointfile. When I play the map to try to find the leak, the pointfile leads from one random place inside the map to another. There are no entities at either endpoint, and the entire pointfile is in an area that has compiled sucessfully in the past. The console complains about "not enough points read", so I try to run the game with the parameter "-particles 100000". The game crashes when I try to load the pointfile. I try 50000 particles and the same happens. Any suggestions?
Posted 14 years ago2009-12-10 14:43:16 UTC
in Loading .lin file Post #276516
I'm looking for a leak and I'm unsure how to load the .lin file after I've loaded the pointfile with Map>Load Poinfile. Help thanks.
Posted 14 years ago2009-11-25 06:38:49 UTC
in Just when I thought the world had turned Post #276030
Just wanted to say thank you, TWHL, for being the only Half-Life 1 mapping resource still on the net, and please don't change that. Call me old fashioned, but my love for level design on outdated engines is as shiny new as ever. Hell, I still make levels for Descent with that program Devil. I'm just picking HL1 mapping back up from when I was 15 and spent 6 hours at home on a Friday night doing it (come to think of it, I still do), and I couldn't have regained the knowledge without the entity guides and tutorials here. Millions of thanks, LUV U!

edit: I intended for the full name of this thread to be "Just when I thought the world had turned to Source"
Posted 14 years ago2009-11-23 10:41:29 UTC
in Post your screenshots! WIP thread Post #275960
Daubster: Thanks for the suggestion, and good point. I'll see what I can do with the floors without getting too ridiculous. I still want to keep it easy for the player to move around.

Huntley: "a bit off" sounds about like what I want. Maybe it's not for some people, but I think the norms of realism should be strayed from every now and then. It is a game, after all.
Posted 14 years ago2009-11-23 02:21:58 UTC
in Post your screenshots! WIP thread Post #275951
Some pics of an HL1 map I've been working on. I plan on turning it into a Sven Co-op mission as well as a single player campaign. I'm putting triangular geometry to use in many areas to produce some pretty wacky architecture.

modern art on the lobby ceiling:

User posted image


User posted image


pentagonal room w/ pentagonal desk and staggered ceiling:

User posted image


ceiling shaped like a Japanese fan:

User posted image


User posted image


big corridor:

User posted image


freight elevator:

User posted image


elevator shaft:

User posted image
Posted 14 years ago2009-11-20 01:11:16 UTC
in teleport a brush? Post #275877
Temporary buttons to test the door.
Posted 14 years ago2009-11-19 14:12:04 UTC
in teleport a brush? Post #275864
"("v")"
...and this means?

I might upload a video of the door openning and closing sometime soon. The whole sequence actually involves 5 func_train's and 3 func_rotating_door's, and various sounds n stuff, all timed. I really like how it turned out.
Posted 14 years ago2009-11-19 09:33:12 UTC
in teleport a brush? Post #275859
Thanks Darkie, that worked.
Posted 14 years ago2009-11-19 06:40:38 UTC
in teleport a brush? Post #275854
I didn't say the gears were "on" the door (as in part of the func_door.) They are func_rotating entities which trigger when the door triggers. Here are pictures of the gears, one with the door open and the other with the door closed:
User posted image
User posted image
Posted 14 years ago2009-11-19 06:01:06 UTC
in teleport a brush? Post #275852
Thanks for the info on Light Origin Target, srry. Actually, I spologize for this question because it wasn't necessary. I anticipated having a lighting problem from the beginning, so I asked this question. But it turns out the brushes are evenly lit when they rotate without any special parameters. I don't understand why, since part of the brushes are receiving no light at the beginning, but I'll sit with it.

I have a follow-up question. The func_rotating's are gears which spin when a door opens and closes, so I want them to spin in an opposite direction when the door closes as they would when it opens. Is this possible?
Posted 14 years ago2009-11-18 12:51:02 UTC
in teleport a brush? Post #275813
Is there any way to teleport a brush entity from one location to another, sort of the way a func_train teleports to the first stop target at the beginning of a game? I have a func_rotating that is (necessarily) partially overlapping another brush, so that portion is receiving no light. When it rotates, that portion appears black. I want to artificially light it elsewhere in the map and teleport it to the right place. Possible?
Posted 14 years ago2009-11-18 02:10:43 UTC
in Moving sprites? Post #275806
I'd never even heard of env_funnel until now. Thanks.
Posted 14 years ago2009-11-15 23:53:27 UTC
in Moving sprites? Post #275706
Hmm, that's an idea, considering you can make a beam use any sprite desired. And one of the parameters might? control the movement rate of the sprite accross the beam. I'll try it out and get back. Thanks.
Posted 14 years ago2009-11-15 23:36:12 UTC
in Moving sprites? Post #275700
Making sprites move along a path has never been possible to my knowledge. But if I remember right, early in Half-Life when Gordon causes the resonance cascade in the chamber, a whole bunch of flare6.spr's converge on the center of the chamber beam thingy. Anyone know how this was done? Am I remembering wrong?
Posted 14 years ago2009-11-12 10:42:12 UTC
in Embarassingly simple scripted sequence Post #275526
You can set a delay on any of the multimanager's targets, which I did with the scriped_sequence. The multimanager itself, however, is set to trigger without delay when the monstermaker is activated. I guess I could try putting a delay on that.
Posted 14 years ago2009-11-12 08:04:00 UTC
in Embarassingly simple scripted sequence Post #275517
Hmm, no I'm using an infinite number of them. That's unfortunate. Maybe it can't be done. But if anyone has any ideas, I'll try them out.
Posted 14 years ago2009-11-11 18:21:12 UTC
in Embarassingly simple scripted sequence Post #275485
It may be a little more complicated than I said it was. The monster I want to perform the scripted sequence comes from a monstermaker (I didn't mention that earlier because I didn't think it would make a difference). I have given the monstermaker a Childrens' Name which is the scripted_sequence's target monster. I am triggering the scripted_sequence with a multimanager, which itself is triggered by the monstermaker. The idea is that I want the monster to spawn in and immediately run to a given position.

The scripted_sequence is in plain sight of the monster, so the path can't be the problem.
Posted 14 years ago2009-11-11 07:20:47 UTC
in Embarassingly simple scripted sequence Post #275441
I apologize for this question in advance. I just picked Valve Hammer back up after years away from it, and most tutorials that were available in the day are no longer. I'm trying to set up a scripted sequence in which the target monster runs to the position of the scripted_sequence and stops. That's it. No animations or additional triggers. I thought that the following parameters would work:

scripted_sequence
Name: barney_ss
Target Monster: barney
Move to Position: Run

monster_barney
Name: barney

trigger_once
Target: barney_ss

But they didn't. I'd appreciate some help.
Posted 14 years ago2009-11-10 19:46:17 UTC
in HL1: noclip not working Post #275418
First suggestion worked. Thanks!
Posted 14 years ago2009-11-10 19:37:58 UTC
in HL1: noclip not working Post #275416
I'm trying to find a leak in my map using noclip. I have set sv_cheats to "1" in the console. I type "noclip" and I get no message indicating that noclip is on, and noclip doesn't enable. Any ideas as to the problem? Thanks.