Forum posts

Posted 17 years ago2007-06-19 04:45:54 UTC
in help me using zoners wadinclude Post #225636
ok im really frustrated! lol this is my entire compile list. it compiled just fine. however, the custom wad file wasnt included in the bsp. can you tell what i did wrong from this compile history? :confused:

** Executing...
** Command: Change Directory
** Parameters: "C:ValveSteamSteamAppsgrishinkovcondition zero"

** Executing...
** Command: C:DOCUME~1BeeotchDesktopHALFLI~1hlcsg.exe
** Parameters: "c:documents and settingsbeeotchdesktophalf life compilerfy_klobbmap_include" -wadinclude cscz_ivory

hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
--- BEGIN hlcsg ---
Command line: C:DOCUME~1BeeotchDesktopHALFLI~1hlcsg.exe "c:documents and settingsbeeotchdesktophalf life compilerfy_klobbmap_include"-wadinclude cscz_ivory
Entering c:documents and settingsbeeotchdesktophalf life compilerfy_klobbmap_include.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 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
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 ]

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

2 brushes (totalling 12 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.19 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.78 seconds)

Using Wadfile: wadscstrike.wad
  • Contains 2 used textures, 13.33 percent of map (123 textures in wad)
Using Wadfile: wadsdecals.wad
  • Contains 0 used textures, 0.00 percent of map (237 textures in wad)
Using Wadfile: wadshlbasics.wad
  • Contains 1 used texture, 6.67 percent of map (25 textures in wad)
Using Wadfile: wadshalflife.wad
  • Contains 2 used textures, 13.33 percent of map (3116 textures in wad)
Using Wadfile: wadsczcs_office.wad
  • Contains 0 used textures, 0.00 percent of map (305 textures in wad)
Including Wadfile: wadscscz_ivory.wad
  • Contains 10 used textures, 66.67 percent of map (67 textures in wad)
Texture usage is at 0.53 mb (of 4.00 mb MAX)
1.12 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:DOCUME~1BeeotchDesktopHALFLI~1hlbsp.exe
** Parameters: "c:documents and settingsbeeotchdesktophalf life compilerfy_klobbmap_include"

hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
--- BEGIN hlbsp ---
Command line: C:DOCUME~1BeeotchDesktopHALFLI~1hlbsp.exe "c:documents and settingsbeeotchdesktophalf life compilerfy_klobbmap_include"

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 ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)

BSP generation successful, writing portal file 'c:documents and settingsbeeotchdesktophalf life compilerfy_klobbmap_include.prt'
0.98 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:DOCUME~1BeeotchDesktopHALFLI~1hlvis.exe
** Parameters: "c:documents and settingsbeeotchdesktophalf life compilerfy_klobbmap_include"

hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
--- BEGIN hlvis ---
Command line: C:DOCUME~1BeeotchDesktopHALFLI~1hlvis.exe "c:documents and settingsbeeotchdesktophalf life compilerfy_klobbmap_include"
313 portalleafs
801 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%... (0.16 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (4.06 seconds)
average leafs visible: 109
g_visdatasize:9445 compressed from 12520
4.27 seconds elapsed

--- END hlvis ---

** Executing...
** Command: C:DOCUME~1BeeotchDesktopHALFLI~1hlrad.exe
** Parameters: "c:documents and settingsbeeotchdesktophalf life compilerfy_klobbmap_include"

hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
--- BEGIN hlrad ---
Command line: C:DOCUME~1BeeotchDesktopHALFLI~1hlrad.exe "c:documents and settingsbeeotchdesktophalf life compilerfy_klobbmap_include"

= 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 [ 255.000 ] [ 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 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

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

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[               off ] [               off ]
rgb transfers [ off ] [ off ]

[Reading texlights from 'c:documents and settingsbeeotchdesktophalf life compilerlights.rad']
[9 texlights parsed from 'c:documents and settingsbeeotchdesktophalf life compilerlights.rad']

1864 faces
Create Patches : 27881 base patches
0 opaque faces
105854 square feet [15243109.00 square inches]
6172 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (156.03 seconds)
visibility matrix : 46.3 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (124.81 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (69.78 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (36.09 seconds)
Transfer Lists : 57854192 : 57.85M transfers
Indices :    15936704 :   15.20M bytes
   Data :   231416768 :  220.70M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (15.59 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (7.92 seconds)
411.22 seconds elapsed [6m 51s]

--- END hlrad ---

** Executing...
** Command: Copy File
** Parameters: "c:documents and settingsbeeotchdesktophalf life compilerfy_klobbmap_include.bsp" "C:Documents and SettingsBeeotchDesktophalf life compilerfy_klobbmap_include.bsp"

** Executing...
** Command: Copy File
** Parameters: "c:documents and settingsbeeotchdesktophalf life compilerfy_klobbmap_include.pts" "C:Documents and SettingsBeeotchDesktophalf life compilerfy_klobbmap_include.pts"

** Executing...
** Command: C:ValveSteamSTEAMA~1GRISHI~1CONDIT~1hl.exe
** Parameters: +map "fy_klobbmap_include" -game cstrike -dev -console
Posted 17 years ago2007-06-19 04:03:19 UTC
in new maps released Post #225631
yeah the barrels were kind of a temporary thing that i just forgot to fix. the crates and everything like that were about all my creativity allowed while i was/am still learning how to make maps. but i really want to re-invent temple falls with statues and no crates. sarcaphogus and things like that. and put water sprites at the bottom of the falls. also make the water look different. not just blue but more transparent, more life like
Posted 17 years ago2007-06-19 03:20:32 UTC
in help me using zoners wadinclude Post #225629
ok i think i may have it setup right now... thanks for your help.
Posted 17 years ago2007-06-19 02:58:43 UTC
in help me using zoners wadinclude Post #225627
ok so my issue is somewhat like u mentioned im confused. i have been compiling like i would writing a DOS .bat batch file. But you are saying that i actually can include zoners from hammer if i understand right. so that could save me lots of time. i guess i need to make sure hammer is setup right. ill try again. it might sound weird but i for some reason i find manually writing out the commands in a .bat file easier to understand.
Posted 17 years ago2007-06-19 02:41:56 UTC
in help me using zoners wadinclude Post #225625
thanks for fast reply, unfortunately i am pretty noob when it comes to compiling. i did the csg line in hammer. but i need to know how to do it with zoners.

this is what i have typed up. tell me if this is wrong please. and i know it is a pain but if this is wrong can u please type up the correct way using the names of the files. thanks

@echo off
hlcsg klobb_cz $csg_exe
hlbsp klobb_cz
hlvis klobb_cz
hlrad klobb_cz

$path$file -wadinclude cs_ivory
Posted 17 years ago2007-06-19 02:12:24 UTC
in help me using zoners wadinclude Post #225622
i need some direction on how to include custom textures using the -wadinclude function. i tried using hammer and following the direction but it i couldnt get that to work. i really want to compile with zoners tools.

when i say i need help i need an exact example. lets pretend the custom texture file is named cs_ivory.wad klobb_cz will be the example name of my map
thanks in advance
Posted 17 years ago2007-06-18 22:07:13 UTC
in recruiting texture/mapper Post #225616
hello i have map a map called de_temple_falls_cz i would like to know if anyone with some sort of imagination would like to fix my sky box, improve the textures and replace the boring boxes with some temple/egyptian style statues. i hope this is in the right forum. u can check out the map here http://www.fpsbanana.com/maps/21353 if u play it and think you can improve it let me know thanks.
Posted 17 years ago2007-06-18 22:04:12 UTC
in new maps released Post #225615
hello i release a few new maps. please check them out and give me feedback. here is the link http://www.fpsbanana.com/maps/21353 i have 4 maps in total.
Posted 17 years ago2007-06-05 00:04:22 UTC
in Random weapon pickup glitch Post #224448
didnt fix it. i hate my life
Posted 17 years ago2007-06-04 23:11:27 UTC
in Random weapon pickup glitch Post #224445
i didnt have multithreaded checked. i will recompile and try it again... its appreciate the info saw21833
Posted 17 years ago2007-06-04 22:57:39 UTC
in Random weapon pickup glitch Post #224443
yeah its actually loaded on our server to test it out. all players experienced the same problem. im not sure if it is from the weapon strip entity or what. i have not ever had this issue before. :cry:
Posted 17 years ago2007-06-04 22:12:05 UTC
in Random weapon pickup glitch Post #224439
: anyone have any ideas?
Posted 17 years ago2007-06-04 04:34:02 UTC
in One-way mirror effect? Post #224358
why not do what srry says and take it a step farther. not sure if this can be done since i am kind of new to mapping. but what if u had a player model facing you through the mirror. the model can be on a train or cycler to move across the mirror according to the location of the player that is looking at the mirror. i know there are different skins and what not. but... i think that would be pretty cool.
Posted 17 years ago2007-06-04 04:27:08 UTC
in Random weapon pickup glitch Post #224357
I made a small fy map. I am using a multi with weapon strip and equip. The order is strip weapons 0.1 sec then give knife and elites 0.2 sec. after spawning a player always gets the elites and knife but cannot pickup anything else including armor. this goes on randomly. then the map works fine for five minutes with no problems. if anyone can help me or has experienced this before please let me know.
Thanks!