Forum posts

Posted 17 years ago2006-10-08 00:03:57 UTC
in Osprey Speed : Action Guide... Post #198888
T... is for Thaurus... my dog :cyclops:
Posted 17 years ago2006-10-07 23:42:44 UTC
in Osprey Speed : Action Guide... Post #198882
R... is for Right!!! lawl ^^.
Posted 17 years ago2006-10-07 23:33:52 UTC
in Osprey Speed : Action Guide... Post #198880
P... is for P***y :cyclops:
Posted 17 years ago2006-10-07 23:13:05 UTC
in Osprey Speed : Action Guide... Post #198877
N is for NO!!!...
Posted 17 years ago2006-10-07 23:01:46 UTC
in Osprey Speed : Action Guide... Post #198875
L... is for too Lazy to find another shit that starts with "L"... :cyclops:
Posted 17 years ago2006-10-07 22:49:04 UTC
in Osprey Speed : Action Guide... Post #198872
J... is for Jesus Christ!!!... I never tought reciting the whole alphabet at a forum is too fun!!!.
Posted 17 years ago2006-10-07 22:34:58 UTC
in Osprey Speed : Action Guide... Post #198869
H... is for Holy Shit...
Posted 17 years ago2006-10-07 22:33:02 UTC
in Osprey Speed : Action Guide... Post #198867
F...whole alphabet... :cyclops:
Posted 17 years ago2006-10-07 22:21:16 UTC
in Osprey Speed : Action Guide... Post #198861
Posted 17 years ago2006-10-04 20:26:43 UTC
in couldnt open V.wad?! Post #198551
Man... I think the directory lines are too larges... I should install older Half-Life at C:/Sierra/Half-Life... But I really recommend you to install a Steam version of Half-Life. And to compile try using an batch compiler.
Posted 17 years ago2006-10-03 22:33:03 UTC
in couldnt open V.wad?! Post #198437
Try this. use qlumpy and compile a black 16x16 texture. rename mywad.WAD to f.wad or v.wad. Man I have all type of compile errors, but this is very strange... something is puting f.wad or v.wad...Could be Zhlt...Try compiling with old Q tools.
Posted 17 years ago2006-09-08 13:18:58 UTC
in I need advanced modellers help. Post #195977
I've transfer an combine soldier from the source models.gcf and decompiled it, then I assigned their vertex to the HL1 Hgrunt skeleton, not using the Joint Tool (Using milkshape 3D) and exported the reference (c_soldier_ref). I've compiled the Hgrunt .qc and it's go right, but I get some vertex weird and gun errors.

Can anyone tell me how to fix this or can
fix that for me???

You can download the model here

http://rapidshare.de/files/32401194/h1_combine.rar.html

I'm not an advanced modeler, I know only how to assign the vertex to the model's bones.

THANKS...
Posted 17 years ago2006-09-07 16:21:19 UTC
in PROSPEKT 1 Post #195900
Thanks Kasperg and Unbreakable, I will do those instructions and soon this map will be at the Map Vault (At Completed Maps Section). I will be much glad because of this help.
Posted 17 years ago2006-09-07 16:06:06 UTC
in PROSPEKT 1 Post #195898
If I do that the map will compile correct????
Posted 17 years ago2006-09-07 15:51:11 UTC
in PROSPEKT 1 Post #195895
"Error: Exceeded MAX_MAP_CLIPNODES"
I don't know what is this error.
Posted 17 years ago2006-09-07 15:48:56 UTC
in PROSPEKT 1 Post #195893
Here's the compile log

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:SierraHALF-L~2HL-COM~1HL1TOO~1ZHLThlcsg.exe C:SierraHalf-LifeValvemapsprospekt_1
Entering C:SierraHalf-LifeValvemapsprospekt_1.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 [ on ] [ 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]

59 brushes (totalling 354 sides) discarded from clipping hulls
CreateBrush:
(68.45 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(20.80 seconds)

Using Wadfile: sierrahalf-lifevalvehalflife.wad
  • Contains 38 used textures, 40.43 percent of map (3116 textures in wad)
Using Wadfile: sierrahalf-lifevalveliquids.wad
  • Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: sierrahalf-lifevalvedecals.wad
  • Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: sierrahalf-lifevalveinvasion106.wad
  • Contains 56 used textures, 59.57 percent of map (143 textures in wad)
added 4 additional animating textures.
Texture usage is at 3.68 mb (of 4.00 mb MAX)
98.23 seconds elapsed [1m 38s]

--- END hlcsg ---

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:SierraHALF-L~2HL-COM~1HL1TOO~1ZHLThlbsp.exe C:SierraHalf-LifeValvemapsprospekt_1

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 ]
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...5500...5797 (1.68 seconds)
Warning: === LEAK in hull 0 ===
Entity light @ (-992,-1528, 56)
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...6519 (3.09 seconds)
Warning: === LEAK in hull 1 ===
Entity path_corner @ (1536,-2976, 64)
SolidBSP [hull 2] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5398 (1.28 seconds)
Warning: === LEAK in hull 2 ===
Entity player_loadsaved @ ( 448,-1600, -32)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...7113 (3.53 seconds)
Warning: === LEAK in hull 3 ===
Entity path_corner @ (1536,-2976, 64)
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

--- END hlbsp ---

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:SierraHALF-L~2HL-COM~1HL1TOO~1ZHLThlvis.exe C:SierraHalf-LifeValvemapsprospekt_1
>> There was a problem compiling the map.
>> Check the file C:SierraHalf-LifeValvemapsprospekt_1.log for the cause.

--- END hlvis ---

hlrad 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)
Posted 17 years ago2006-09-06 22:36:11 UTC
in New heads for scis? Post #195832
Without a registered MilkShape you can't put the Gman and the Otis heads because you will need to delete the non-head vertices and export a new smd. I can do that for you just tell me what head more do you want and if its is high definition.
Posted 17 years ago2006-09-06 22:30:50 UTC
in New heads for scis? Post #195829
No, forget about it. I do that for you. Do you want only Otis and Gman heads???.
Posted 17 years ago2006-09-06 22:24:52 UTC
in New heads for scis? Post #195827
Ah yes it's easy to do, you have MilkShape or 3DStudio???
Posted 17 years ago2006-09-06 22:16:13 UTC
in New heads for scis? Post #195825
No coding is needed. the only thing that you have to do is to assign all head vertices to the Bone: "Bip01 Head". You can do that using the Milkshape 3d or 3d Studio max. What head do you want to put on the scientist???