Forum posts

Posted 20 years ago2004-10-02 20:14:03 UTC
in No portal file, help Post #63740
If your compiling a map and have the +map (map on, then its goign to load with +map (map, and +map (map), wouldn't that override or whatever you want to call it? NOT arguing with you andy lol, trying to see if im wrong or not..

-Rory, agian..I'm mapping, dont feel like loging in.
Posted 20 years ago2004-10-02 16:59:30 UTC
in Delaying Changlevels Post #63700
Ok, i moved the trigger_changelevel into a different room, it complianed that e2 wasn't found, so i created a map, called it e2, put the landmark and another changelevel in it, and the same on e1.. I run it "Host_Changelevel2: Couldn't load map e2" aka wasn't found. WHAT THE HELL????
Posted 20 years ago2004-10-02 16:42:12 UTC
in Delaying Changlevels Post #63686
to big.. alll i need is to learn how to delay it
Posted 20 years ago2004-10-02 16:41:15 UTC
in Delaying Changlevels Post #63685
to big.. alll i need is to learn how to delay it
Posted 20 years ago2004-10-02 16:26:42 UTC
in Delaying Changlevels Post #63683
I searched but couldn't find a related topic..

How do i delay changelevels? I'm making a mod where u start in a helicopter and i need to to changelevel when the last explosion goes off and u go faded. I gave it a name of "change" Creative huh? and the multi_manager had change with the value 40 (5 seconds after fade) and i tried putting it both inside where your going to be, and also outside the plane, yet it always wants to switch to e2 (second map)
Posted 20 years ago2004-10-02 12:38:28 UTC
in Crashes on number and value Post #63636
Problem solved. Turns out i can't change the settings on targetname LOL!!!! I never hit add, i just deleted everything in the box on the right and filled it in...

Anybody got a bat i can use? :D
Posted 20 years ago2004-10-02 12:30:33 UTC
in crushing ceiling Post #63635
I would make the roof a func_train, and put a trigger_hurt under it, and give the f_t a speed of 2000..Make sure you create a brush, not entity for trigger hurt. I did that and it didn't work as entity, gotta make a brushbrush.
Posted 20 years ago2004-10-02 12:27:51 UTC
in Valve hammer editor set up (NEED HELP!) Post #63634
If you can't find cstrike.exe point it to a shortcut if you have one, or run a search on your computer
Posted 20 years ago2004-10-02 12:16:04 UTC
in make glass on door trasparent Post #63629
or u can create a door that has texture glass and give it render mode texture, and an fx amount of 30 if u want to barely see it, 80 is good, and 150+ if you want to barely see through it, 255 is non-seethrough
Posted 20 years ago2004-10-02 12:12:25 UTC
in Crashes on number and value Post #63627
version 3.4 SDK
Posted 20 years ago2004-10-02 12:11:15 UTC
in Players dying at start of rounde Post #63626
i always had fun placing deathmatch spawns stacked, always find it funny to look at everyone stack up :-)
Posted 20 years ago2004-10-02 12:09:15 UTC
in Crashes on number and value Post #63623
When i create a multi_manager, i can't have a number in the renderamp(place where u put the trigger) and i can't click in the value box, otherwise hammer crashes...

Immediate help needed please
Posted 20 years ago2004-09-27 20:59:30 UTC
in Sorry, but this is making no sense Post #62531
All i got is yahoo and msn...Yahoo: waahoo1732002, msn: obvious
Posted 20 years ago2004-09-27 20:56:42 UTC
in Deleting your topics, possible? Post #62528
Are you able to delete your own thread? I have posted a hell of a lot of threads and dont want to get a reputation of being a problem master lol, not very good rep but i understand it is help forums mainly
Posted 20 years ago2004-09-27 20:53:50 UTC
in Sorry, but this is making no sense Post #62527
HLDM - - and im doing light at the very end to reduce compile times
Posted 20 years ago2004-09-27 20:50:10 UTC
in Sorry, but this is making no sense Post #62524
Prefab would be nice, and i take it "i just got it" means you fixed it?
Posted 20 years ago2004-09-27 20:49:15 UTC
in Making the glass on a door breakable Post #62523
Wouldn't it work to make it a func_breakable, then create a new brush as a func_door, group them and then when u break the glass, it'll shatter the door?
Posted 20 years ago2004-09-27 20:40:46 UTC
in Sorry, but this is making no sense Post #62520
Emailing it now, will be a big email.
Posted 20 years ago2004-09-27 20:28:50 UTC
in Sorry, but this is making no sense Post #62513
Yeah, and the three errors that come up dont exist.

Sorry to throw ya out noob4life but you were no where close to the questions lol...Thanks for tryin though...Mabey it was me?
Posted 20 years ago2004-09-27 20:27:06 UTC
in will someone make me a map? Post #62510
I've been mapping for 2 weeks and the things i still dont know would be cameras, mounted guns, and making a func_train follow path_corners to where it'll fly around like a plane...So if you've got alot of time, just start off making boxes, then move up to texturing and then entities...Should only take a dedicated person a week or two.
Posted 20 years ago2004-09-27 20:14:59 UTC
in Sorry, but this is making no sense Post #62507
Fixed it by deleting the origin... but the same problem here, but different type

** Executing...
** Command: Change Directory
** Parameters: C:SierraHalf-Life

** Executing...
** Command: Copy File
** Parameters: "C:Half-Life LevelsHLDMbases.map" "C:SierraHalf-Lifevalvemapsbases.map"

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlcsg.exe
** Parameters: "C:SierraHalf-Lifevalvemapsbases"

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:PROGRA~1VALVEH~1toolshlcsg.exe C:SierraHalf-Lifevalvemapsbases
Entering C:SierraHalf-Lifevalvemapsbases.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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%...Error: Entity 21, Brush 0, Side 0: plane with no normal
Error: plane with no normal
Description: The map has a problem which must be fixed
Howto Fix: Check the file ZHLTProblems.html for a detailed explanation of this problem

Error: Entity 21, Brush 0, Side 1: plane with no normal
Error: Entity 21, Brush 0, Side 1: has a coplanar plane at (32, 1605, -605), texture +ABUTTONLITE
Error: Entity 21, Brush 0, Side 2: plane with no normal
Error: Entity 21, Brush 0, Side 2: has a coplanar plane at (32, 1605, -605), texture +ABUTTONLITE
Error: Entity 21, Brush 0, Side 2: has a coplanar plane at (32, 1605, -605), texture +ABUTTONLITE
Error: Entity 21, Brush 0, Side 4: has a coplanar plane at (36, 1605, -605), texture +ABUTTONLITE
(0.32 seconds)

--- END hlcsg ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlbsp.exe
** Parameters: "C:SierraHalf-Lifevalvemapsbases"

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:PROGRA~1VALVEH~1toolshlbsp.exe C:SierraHalf-Lifevalvemapsbases
>> There was a problem compiling the map.
>> Check the file C:SierraHalf-Lifevalvemapsbases.log for the cause.

--- END hlbsp ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlvis.exe
** Parameters: "C:SierraHalf-Lifevalvemapsbases"

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:PROGRA~1VALVEH~1toolshlvis.exe C:SierraHalf-Lifevalvemapsbases
>> There was a problem compiling the map.
>> Check the file C:SierraHalf-Lifevalvemapsbases.log for the cause.

--- END hlvis ---

Agian, entity 21 does not exist, and there are no more origins
Posted 20 years ago2004-09-27 20:12:46 UTC
in Sorry, but this is making no sense Post #62506
** Executing...
** Command: Change Directory
** Parameters: C:SierraHalf-Life

** Executing...
** Command: Copy File
** Parameters: "C:Half-Life LevelsHLDMbases.map" "C:SierraHalf-Lifevalvemapsbases.map"

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlcsg.exe
** Parameters: "C:SierraHalf-Lifevalvemapsbases"

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:PROGRA~1VALVEH~1toolshlcsg.exe C:SierraHalf-Lifevalvemapsbases
Entering C:SierraHalf-Lifevalvemapsbases.map
Error: Entity 20 has no visible brushes

Error: No visibile brushes
Description: All brushes are CLIP or ORIGIN (at least one must be normal/visible)
Howto Fix: self explanitory

--- END hlcsg ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlbsp.exe
** Parameters: "C:SierraHalf-Lifevalvemapsbases"

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:PROGRA~1VALVEH~1toolshlbsp.exe C:SierraHalf-Lifevalvemapsbases
>> There was a problem compiling the map.
>> Check the file C:SierraHalf-Lifevalvemapsbases.log for the cause.

--- END hlbsp ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlvis.exe
** Parameters: "C:SierraHalf-Lifevalvemapsbases"

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:PROGRA~1VALVEH~1toolshlvis.exe C:SierraHalf-Lifevalvemapsbases
>> There was a problem compiling the map.
>> Check the file C:SierraHalf-Lifevalvemapsbases.log for the cause.

--- END hlvis ---

I go to go to brush number, entity 20, "Entity number does not exist"
Posted 20 years ago2004-09-25 18:57:36 UTC
in What is this problem? Post #62012
I donno where ZHLTProblems.html is, i checked all through the valve hammer editor foldier, and where i save my maps
Posted 20 years ago2004-09-25 18:50:28 UTC
in What is this problem? Post #62011
radbid, sign into msn, can you?
Posted 20 years ago2004-09-25 18:40:33 UTC
in What is this problem? Post #62006
--- BEGIN hlcsg ---
Command line: C:PROGRA~1VALVEH~1toolshlcsg.exe C:SierraHalf-Lifevalvemapsspace
Entering C:SierraHalf-Lifevalvemapsspace.map
Error: Missing '[' in texturedef (U)
Description: The map has a problem which must be fixed
Howto Fix: Check the file ZHLTProblems.html for a detailed explanation of this problem
Posted 20 years ago2004-09-25 16:49:49 UTC
in teleporting not operating Post #61994
Nevermind, compiling process wasn't running correctly, wasn't compiling.
Posted 20 years ago2004-09-25 16:33:55 UTC
in teleporting not operating Post #61990
I read the tutorial 5 times, heres my settings:

trigger_teleport: name teleporter1
target mainship
info_teleporter_destination: name mainship

Yet when i walk into the trigger, it doesn't do anything, such as it was never made.
Posted 20 years ago2004-09-19 17:24:13 UTC
in Mod Idea Post #60722
thats why im asking
Posted 20 years ago2004-09-19 16:31:18 UTC
in Mod Idea Post #60714
my bad, theres no www. in the site
Posted 20 years ago2004-09-19 16:27:14 UTC
in Creating a Mod Titlescreen (?) Post #60710
Anyone?
Posted 20 years ago2004-09-19 16:26:38 UTC
in Mod Idea Post #60709
After this post im adding a page to www.groups.msn.com/ProjectFreeman/ about my mod.

Question though (i thought this would go under mod since its for the mod)

How do u align textures? when i try to add a button its always about a half a button and 3 to 5 of em

Suggestions? or am i just not very experienced?

Also can any master-texturists tell me how to make maps look good? i tried to build it once and gave up because it looked like a 6-year-olds drawing.

My procedure is i make a cube all yellow like a test chamber, and add blocks and carve them down to look like a test chamber..Bah it looks like a 6 YEAR OLDS STICKHOUSE
Posted 20 years ago2004-09-19 15:53:40 UTC
in Rory's Back - With a dumb question Post #60700
Thanks a bunch every1
Posted 20 years ago2004-09-19 15:49:19 UTC
in Monstermaker not working Post #60699
While we're on the tpoic of monstermaking, what monster is MONSTER_FURNITURE..?
Posted 20 years ago2004-09-19 15:43:43 UTC
in Creating a Mod Titlescreen (?) Post #60697
How would u design a title screen for your mod instead of it says Half-life? Not the title as in when u start the game the menu screen with "New Game, Custom Game, etc" because i've been making a mod called "Shoot-Back." Once i get far enough into the mod and can get proof its mine so other mod-masters dont take it an run, it'll be posted on my website at www.groups.msn.com/ProjectFreeman/ --ANYHOW

So how would i make a menu selection screen with a different design?
Posted 20 years ago2004-09-16 21:00:27 UTC
in Rory's Back - With a dumb question Post #60029
yes, no errors
Posted 20 years ago2004-09-16 20:53:17 UTC
in Rory's Back - With a dumb question Post #60025
Fixed the leak, still the things i add, change, or remove do not change. As in when i add a door, its not there..I remove the desk, its still there...I change the texture on the wall, it doesn't change.
Posted 20 years ago2004-09-16 20:43:08 UTC
in Rory's Back - With a dumb question Post #60019
** Executing...
** Command: Change Directory
** Parameters: C:SierraHalf-Life

** Executing...
** Command: Copy File
** Parameters: "C:SierraHalf-LifeThe_Endlab1.map" "C:SierraHalf-LifeThe_Endmapslab1.map"

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlcsg.exe
** Parameters: "C:SierraHalf-LifeThe_Endmapslab1"

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:PROGRA~1VALVEH~1toolshlcsg.exe C:SierraHalf-LifeThe_Endmapslab1
Entering C:SierraHalf-LifeThe_Endmapslab1.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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.15 seconds)
SetModelCenters:
50%... (0.00 seconds)
CSGBrush:
10%...20%...30%...50%...60%...70%...80%... (0.63 seconds)

Using Wadfile: sierrahalf-lifevalvehalflife.wad
  • Contains 22 used textures, 100.00 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-lifetfccached.wad
  • Warning: Larger than expected texture (307980 bytes): 'CONBACK640'
  • Warning: Larger than expected texture (307980 bytes): 'LOADING640'
  • Contains 0 used textures, 0.00 percent of map (4 textures in wad)
Using Wadfile: sierrahalf-lifetfcdecals.wad
  • Contains 0 used textures, 0.00 percent of map (7 textures in wad)
Using Wadfile: sierrahalf-lifetfctfc.wad
  • Contains 0 used textures, 0.00 percent of map (279 textures in wad)
Using Wadfile: sierrahalf-lifetfctfc2.wad
  • Contains 0 used textures, 0.00 percent of map (395 textures in wad)
Texture usage is at 0.25 mb (of 4.00 mb MAX)
1.04 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlbsp.exe
** Parameters: "C:SierraHalf-LifeThe_Endmapslab1"

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:PROGRA~1VALVEH~1toolshlbsp.exe C:SierraHalf-LifeThe_Endmapslab1

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)

Warning: === LEAK in hull 0 ===
Entity light @ (1472,-896,-256)
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

Warning: === LEAK in hull 1 ===
Entity light @ (1472,-896,-256)
Warning: === LEAK in hull 2 ===
Entity light @ (1472,-896,-256)
Warning: === LEAK in hull 3 ===
Entity light @ (1472,-896,-256)
1.27 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlvis.exe
** Parameters: "C:SierraHalf-LifeThe_Endmapslab1"

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:PROGRA~1VALVEH~1toolshlvis.exe C:SierraHalf-LifeThe_Endmapslab1
>> There was a problem compiling the map.
>> Check the file C:SierraHalf-LifeThe_Endmapslab1.log for the cause.

--- END hlvis ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlrad.exe
** Parameters: "C:SierraHalf-LifeThe_Endmapslab1"

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:PROGRA~1VALVEH~1toolshlrad.exe C:SierraHalf-LifeThe_Endmapslab1
>> There was a problem compiling the map.
>> Check the file C:SierraHalf-LifeThe_Endmapslab1.log for the cause.

--- END hlrad ---

** Executing...
** Command: C:SierraHALF-L~1hl.exe
** Parameters: -console +map "lab1"
Posted 20 years ago2004-09-16 20:40:51 UTC
in Rory's Back - With a dumb question Post #60017
I think its because of leaks, i read in the compiler program that it cannot compile, and i scrolled up and leak in hull 0, 2, 3, and 4..If this doesn't fix it ill post more details about "adding things"
Posted 20 years ago2004-09-16 20:22:51 UTC
in Rory's Back - With a dumb question Post #60014
Thanks, and without making a NEW topic, i got 2 more questions, afterall, that is what these forums are for, right?

After using hammer for a while, when i add things, they dont show up. Not at all. Zippo, NONE

Also how do i line up textures? When i give things textures their always off and they don't look good.
Posted 20 years ago2004-09-16 18:31:29 UTC
in Rory's Back - With a dumb question Post #60005
Mod even
Posted 20 years ago2004-09-16 18:26:09 UTC
in Rory's Back - With a dumb question Post #60004
Can someone tell me how to measure out 16 units? I'm making a mob to half-life trying to get a scientist to sit down on a chair, and friend says he needs to be "16 units" above it
Posted 20 years ago2004-09-16 18:09:17 UTC
in aiscripted sequence won't work Post #59998
We resolved this issue a long tiem ago, just for anybody else who reads this, when u make a script like this, you have to tell the scripted sequence to target the zombie by its name, and the same for the zombie to script. This will fix it, if not, you shouldn't be doing this cause you dont know enough to.
Posted 20 years ago2004-09-16 15:11:43 UTC
in Dark Maps Post #59875
Problem solved, thanks a bunch to jujitsuman, if you want the darkness to show up, make it a dark blue color...BLUE, TRANPARENT...I'm such a dumbass.
Posted 20 years ago2004-09-16 14:47:56 UTC
in Dark Maps Post #59865
dark lighting still unfunctionable
Posted 20 years ago2004-09-16 14:45:20 UTC
in Dark Maps Post #59863
With the new compiler, here is my log
** Executing...
** Command: Change Directory
** Parameters: "C:SierraHalf-Life"

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlcsg.exe
** Parameters: "c:downloadsdarksky"

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:PROGRA~1VALVEH~1toolshlcsg.exe c:downloadsdarksky
Entering c:downloadsdarksky.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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
10%... (0.03 seconds)
SetModelCenters:
50%... (0.00 seconds)
CSGBrush:
50%... (0.08 seconds)

Using Wadfile: sierrahalf-lifevalvehalflife.wad
  • Contains 7 used textures, 100.00 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-lifetfccached.wad
  • Warning: Larger than expected texture (307980 bytes): 'CONBACK640'
  • Warning: Larger than expected texture (307980 bytes): 'LOADING640'
  • Contains 0 used textures, 0.00 percent of map (4 textures in wad)
Using Wadfile: sierrahalf-lifetfcdecals.wad
  • Contains 0 used textures, 0.00 percent of map (7 textures in wad)
Using Wadfile: sierrahalf-lifetfctfc.wad
  • Contains 0 used textures, 0.00 percent of map (279 textures in wad)
Using Wadfile: sierrahalf-lifetfctfc2.wad
  • Contains 0 used textures, 0.00 percent of map (395 textures in wad)
added 7 additional animating textures.
Texture usage is at 0.11 mb (of 4.00 mb MAX)
0.84 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlbsp.exe
** Parameters: "c:downloadsdarksky"

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:PROGRA~1VALVEH~1toolshlbsp.exe c:downloadsdarksky

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:downloadsdarksky.prt'
0.18 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlvis.exe
** Parameters: "c:downloadsdarksky"

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:PROGRA~1VALVEH~1toolshlvis.exe c:downloadsdarksky
11 portalleafs
20 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%... (0.00 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.01 seconds)
average leafs visible: 5
g_visdatasize:44 compressed from 22
0.01 seconds elapsed

--- END hlvis ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlrad.exe
** Parameters: "c:downloadsdarksky"

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:PROGRA~1VALVEH~1toolshlrad.exe c:downloadsdarksky

= 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:PROGRA~1VALVEH~1toolslights.rad']
[1 texlights parsed from 'C:PROGRA~1VALVEH~1toolslights.rad']

109 faces
Create Patches : 469 base patches
31 opaque faces
10909 square feet [1570923.25 square inches]
1 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.53 seconds)
visibility matrix : 0.0 megs
BuildVisLeafs:
20%...50%...70%... (0.51 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.06 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.01 seconds)
Transfer Lists : 66626 : 66.63k transfers
Indices :       10276 :   10.04k bytes
   Data :      266504 :  260.26k bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.04 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.22 seconds)
3.58 seconds elapsed

--- END hlrad ---

** Executing...
** Command: Copy File
** Parameters: "c:downloadsdarksky.bsp" "C:SierraHalf-Lifevalvemapsdarksky.bsp"

** Executing...
** Command: Copy File
** Parameters: "c:downloadsdarksky.pts" "C:SierraHalf-Lifevalvemapsdarksky.pts"

** Executing...
** Command: C:SierraHALF-L~1hl.exe
** Parameters: +map "darksky" -dev -console
Posted 20 years ago2004-09-16 14:40:00 UTC
in Dark Maps Post #59858
where do i get that?
Posted 20 years ago2004-09-16 14:33:54 UTC
in Dark Maps Post #59851
** Executing...
** Command: Change Directory
** Parameters: "C:SierraHalf-Life"

** Executing...
** Command: C:PROGRA~1VALVEH~1toolsqcsg.exe
** Parameters: "c:downloadsdarksky"

qcsg.exe v2.8 (Jan 31 2000)
-- qcsg --
entering c:downloadsdarksky.map
CreateBrush: 0...1...2...3...4...5...6...7...8...9... (0)
CSGBrush: 0...1...2...3...4...5...6...7...8...9... (0)
Using WAD File: sierrahalf-lifevalvehalflife.wad
Using WAD File: sierrahalf-lifevalveliquids.wad
Using WAD File: sierrahalf-lifevalvedecals.wad
Using WAD File: sierrahalf-lifetfccached.wad
Using WAD File: sierrahalf-lifetfcdecals.wad
Using WAD File: sierrahalf-lifetfctfc.wad
Using WAD File: sierrahalf-lifetfctfc2.wad
added 7 additional animating textures.
0 seconds elapsed
** Executing...
** Command: C:PROGRA~1VALVEH~1toolsqbsp2.exe
** Parameters: "c:downloadsdarksky"

qbsp2.exe v2.2 (Dec 28 1998)
-- qbsp2 --
writing c:downloadsdarksky.prt
0 seconds elapsed
** Executing...
** Command: C:PROGRA~1VALVEH~1toolsvis.exe
** Parameters: "c:downloadsdarksky"

vis.exe v1.3 (Dec 30 1998)
-- vis --
1 thread(s)
11 portalleafs
20 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9... (0)
LeafThread: 0...1...2...3...4...5...6...7...8...9... (0)
average leafs visible: 5
visdatasize:22 compressed from 22
0.0 seconds elapsed

** Executing...
** Command: C:PROGRA~1VALVEH~1toolsqrad.exe
** Parameters: "c:downloadsdarksky"

qrad.exe v 1.5 (Apr 6 2000)
--- Radiosity --
1 threads
[Reading texlights from 'C:PROGRA~1VALVEH~1toolslights.rad']
[1 texlights parsed from 'C:PROGRA~1VALVEH~1toolslights.rad']

109 faces
10909 square feet [1570923.25 square inches]
717 patches after subdivision
1 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9... (4)
visibility matrix: 0.0 megs
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9... (0)
MakeScales: 0...1...2...3...4...5...6...7...8...9... (0)
transfer lists: 0.6 megs
SwapTransfersTask: 0...1...2...3...4...5...6...7...8...9... (0)
GatherLight: 0...1...2...3...4...5...6...7...8...9... (0)
Bounce #1 added RGB(12266, 12266, 12266)
FinalLightFace: 0...1...2...3...4...5...6...7...8...9... (1)

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 2/400 128/25600 ( 0.5%)
planes 274/32767 5480/655340 ( 0.8%)
vertexes 150/65535 1800/786420 ( 0.2%)
nodes 44/32767 1056/786408 ( 0.1%)
texinfos 22/8192 880/327680 ( 0.3%)
faces 109/65535 2180/1310700 ( 0.2%)
clipnodes 224/32767 1792/262136 ( 0.7%)
leaves 25/8192 700/229376 ( 0.3%)
marksurfaces 154/65535 308/131070 ( 0.2%)
surfedges 566/512000 2264/2048000 ( 0.1%)
edges 284/256000 1136/1024000 ( 0.1%)
texdata [variable] 576/2097152 ( 0.0%)
lightdata [variable] 20811/2097152 ( 1.0%)
visdata [variable] 22/2097152 ( 0.0%)
entdata [variable] 685/131072 ( 0.5%)

Total BSP file data space used: 39818 bytes

5 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "c:downloadsdarksky.bsp" "C:SierraHalf-Lifevalvemapsdarksky.bsp"

** Executing...
** Command: Copy File
** Parameters: "c:downloadsdarksky.pts" "C:SierraHalf-Lifevalvemapsdarksky.pts"

** Executing...
** Command: C:SierraHALF-L~1hl.exe
** Parameters: +map "darksky" -dev -console
Posted 20 years ago2004-09-16 14:33:15 UTC
in aiscripted sequence won't work Post #59849
gimme a call on msn or email me, we'll work this off-forums, i have done a few aiscripted_sequences in my mapping life =)
Posted 20 years ago2004-09-16 14:31:33 UTC
in Dark Maps Post #59845
where do i find it?
Posted 20 years ago2004-09-16 14:30:54 UTC
in aiscripted sequence won't work Post #59843
Not sure if this helps, but name your zombie "bob" and then the aiscripted sequence to where you want him to walk to do the animation, animation eatbody, and make the aiscripted_sequence target "bob"