Forum posts

Posted 19 years ago2005-02-22 13:42:22 UTC
in Suspension Post #92577
Im happy to have it stationary (staying still vibrating) but if I could pick it up also would be good.
Posted 19 years ago2005-02-22 05:25:30 UTC
in Suspension Post #92500
How would I go about hanging an object in mid air and creating a sort of gravity gun light thing as if its holding it up?
Posted 19 years ago2005-02-22 05:24:13 UTC
in Light bulb Post #92499
I find using a point_spotlight helps as it is better than the light one as it is more focused and is also easier to use!
Posted 19 years ago2005-02-22 05:22:46 UTC
in All Maps are full Bright Post #92498
Well I have now made all of the complex shapes func_detail now and it seems to have worked nicely (fingers crossed) :P
Posted 19 years ago2005-02-22 05:21:36 UTC
in Is this possible in source? Post #92497
Im not a death match mapper but if you have teleports you could use a logic_counter to set them at random have a look at the verc tutorials there was one on making things random.
Posted 19 years ago2005-02-22 05:19:20 UTC
in so this map de_fallout..... Post #92496
Yeh Read my review:
I'v played this and I'd give it a 2/5, I like the general idea and theres a good sense of tension while playing it knowing the enemy could come flying out of one of those many doors. My main complaint is: why are you using brushes for pratically everything I mean the bed is square, how many beds are perfectly square? Its quite easy to play as theres not that many routes to the bomb site. I like the lighting and the use of the siren button thingys but I just cant help thinking that this should be a HL2:DM.
Posted 19 years ago2005-02-22 05:16:09 UTC
in zombies without the crab Post #92495
To be honest I dont know and not alot of people will know on this site because this is mainly mapping really. Search around the internet for coding tutorials and I think I saw a good tutorial for what your looking for at verc.
Posted 19 years ago2005-02-21 17:32:29 UTC
in All Maps are full Bright Post #92325
Iv tried both, CST and the valve tools.
I seem to of sort of found the problem: Any semi-complex brushes that have a lot of vertexs cause it. I dont know why this is happening as I have used many complex brushes before this happened.
Posted 19 years ago2005-02-21 13:35:09 UTC
in All Maps are full Bright Post #92232
Iv wiped the sodding sdk, wiped all my maps, started afresh and guess what? Its still clucking happening with a new simple map.
Posted 19 years ago2005-02-21 04:58:52 UTC
in zombies without the crab Post #92183
Why would you want that zombies arnt zombies without the headcrab. It could be done you'd have to swap models for the dead zombie. (somehow)
Posted 19 years ago2005-02-21 04:57:22 UTC
in Is this possible in source? Post #92182
Yeh I'm Pretty sure it could be done. Ask someone whos doing HL2:DM for more help.
Posted 19 years ago2005-02-20 16:12:56 UTC
in here ya go, have fun with this one Post #92067
I'v played this and I'd give it a 3/5, I like the general idea and theres a good sense of tension while playing it knowing the enemy could come flying out of one of those many doors. My main complaint is: why are you using brushes for pratically everything I mean the bed is square, how many beds are perfectly square? Its quite easy to play as theres not that many routes to the bomb site. I like the lighting and the use of the siren button thingys but I just cant help thinking that this should be a HL2:DM.
Posted 19 years ago2005-02-20 14:39:56 UTC
in All Maps are full Bright Post #92052
I cant find the problem iv even deleted all my old maps cant solve it and iv wiped the sdk. Fun. :D
Posted 19 years ago2005-02-20 14:19:11 UTC
in All Maps are full Bright Post #92039
On what map was that? The new one or a old one?
Posted 19 years ago2005-02-20 09:49:53 UTC
in All Maps are full Bright Post #91997
I have just recently compiled a map with no leaks and now all of my old maps are full bright. I have a n error in the new map while running vis:
WARNING: Cluster portals saw into cluster
Optimized: 0 visible clusters (0.00%)
Any help?
Posted 19 years ago2005-02-20 08:45:14 UTC
in Leak Question Post #91978
Cut down on brushes use more models, I think I can see a fence in a screenshot thats entirely made out of brushes if im correct this kind of stuff slows down compiling, use models there or make your own.
Posted 19 years ago2005-02-20 08:26:07 UTC
in npc's cant break stuff Post #91977
Make a scripted target for them to attack or to be easy just set a trigger to break the door when you walk into the room using the i/o system.
Posted 19 years ago2005-02-19 08:31:06 UTC
in Why Am I getting this? Post #91757
Look No Leaks!

** Executing...
** Command: "c:program filesvalvesteamsteamappsblackraventsourcesdkbincstbsp.exe"
** Parameters: -game "C:Program FilesValveSteamSteamAppsblackraventhalf-life 2hl2" "C:Program FilesValveSteamSteamAppsblackraventsourcesdksdkcontentmaps2"

--- Binary Space Partition (BSP) --

Custom Source Tools 1.0 Beta 2
Built by Adam 'amckern' McKern on Dec 16 2004
Please submit Bugs or Ideas to amckern@yahoo.com
CST Based on code by, Valve Software, and Troika LLC
1 threads
materialPath: C:Program FilesValveSteamSteamAppsblackraventhalf-life 2hl2materials
Loading C:Program FilesValveSteamSteamAppsblackraventsourcesdksdkcontentmaps2.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-2581.3, -2048.0, -133.1)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 1600:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-4597.3, -2048.0, -133.1)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 1626:

ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-2581.3, -2048.0, -133.1)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 1600:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-4597.3, -2048.0, -133.1)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 1626:

Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:Program FilesValveSteamSteamAppsblackraventsourcesdksdkcontentmaps2.prt...done (0)

Creating default cubemaps for env_cubemap using skybox sky_wasteland02...
Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (138645 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...Error! Too many detail props emitted on this map!

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesValveSteamSteamAppsblackraventsourcesdksdkcontentmaps2.bsp" "c:program filesvalvesteamsteamappsblackraventhalf-life 2hl2maps2.bsp"

The command failed. Windows reported the error:
"The system cannot find the file specified."
Posted 19 years ago2005-02-19 08:20:34 UTC
in Why Am I getting this? Post #91746
Yes I know that but there is no pointfile no hole at which it could leak as I put a massive box round it just to see if I could stop it leaking but it still leaks. Something is preety craped up.
Posted 19 years ago2005-02-18 15:33:59 UTC
in Why Am I getting this? Post #91514
Why am I getting this:

** Executing...
** Command: "c:program filesvalvesteamsteamappsblackraventsourcesdkbincstbsp.exe"
** Parameters: -game "C:Program FilesValveSteamSteamAppsblackraventhalf-life 2hl2" "C:Program FilesValveSteamSteamAppsblackraventsourcesdksdkcontentmaps2"

--- Binary Space Partition (BSP) --

Custom Source Tools 1.0 Beta 2
Built by Adam 'amckern' McKern on Dec 16 2004
Please submit Bugs or Ideas to amckern@yahoo.com
CST Based on code by, Valve Software, and Troika LLC
1 threads
materialPath: C:Program FilesValveSteamSteamAppsblackraventhalf-life 2hl2materials
Loading C:Program FilesValveSteamSteamAppsblackraventsourcesdksdkcontentmaps2.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
** leaked **

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-2581.3, -2048.0, -133.1)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 1600:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-4597.3, -2048.0, -133.1)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 1626:

Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)

Creating default cubemaps for env_cubemap using skybox sky_wasteland02...
Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Face List Count >= OVERLAY_BSP_FACE_COUNT

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesValveSteamSteamAppsblackraventsourcesdksdkcontentmaps2.bsp" "c:program filesvalvesteamsteamappsblackraventhalf-life 2hl2maps2.bsp"

The command failed. Windows reported the error:
"The system cannot find the file specified."

The bottom bit probly being the problem. Any clues? :x
Posted 19 years ago2005-02-18 13:31:55 UTC
in Missing entity's "useful objects".he Post #91489
Wait before you do this search the forums for people like yourself asking this question you'l find that not all models are _physics some you might need to use an _overide and if you dont want them to move use a _static the more you exspierement youl find out what to use for each model.
Good Luck youl find mapping is easy after a while.
Posted 19 years ago2005-02-18 13:27:42 UTC
in Update Problem? Post #91487
Yeh just reset settings and then run HL2
This really pissed me off. :badass:
Posted 19 years ago2005-02-16 13:57:50 UTC
in dm_canyonoasis_b1 Post #91053
Nice from what I can tell from the screenshot. I dont know about the actuel gameplay though, Il have to try it at somepoint.
Posted 19 years ago2005-02-16 13:55:13 UTC
in Resetable Trap? Post #91051
Sorry do you mean HL2 DM? If you do I see why you need it now but I cannot help cause I dont do that shit. :P
Posted 19 years ago2005-02-16 08:35:30 UTC
in GREEN FENCE?! Post #91006
I have this problem sometimes and the only solution iv found is to change textures some of them are preety screwed for me. :P
Posted 19 years ago2005-02-15 15:10:10 UTC
in Skybox Post #90801
You havn't made your problem that clear and its hard to understand. Do you have this problem when using a simple skybox? Is your map leaking?
Posted 19 years ago2005-02-15 15:05:59 UTC
in displacement tools Post #90800
I can get there but theres plenty of other places to find it out try the sdksite or http:www.halflife2world.com
Posted 19 years ago2005-02-15 15:03:43 UTC
in My elevator works...but won't stop?? Post #90799
Make sure theres no speed set on spawn for the bottom entitys.
Posted 19 years ago2005-02-15 15:02:01 UTC
in rope parent:barrel Post #90797
Iv now updated it and it should work.
Posted 19 years ago2005-02-15 14:38:34 UTC
in Resetable Trap? Post #90789
Just make a trigger to make sure it kills you. Why do you need it to reset anyway?
Posted 19 years ago2005-02-15 14:35:19 UTC
in rope parent:barrel Post #90788
Sorry Iv been away to London for the past few days and I havnt been here I never tried the map so I didnt know it was craped, owell my first example map! It gives the general idea I just didnt move the pointy thing in the length constraint. And thanks anyway.
Posted 19 years ago2005-02-11 14:08:48 UTC
in rope parent:barrel Post #89689
Posted 19 years ago2005-02-11 12:54:26 UTC
in rope parent:barrel Post #89680
Il create an examble map
Posted 19 years ago2005-02-11 05:06:40 UTC
in Helicopters Post #89614
No there is no aircraft just one of those heli mines flying about
Posted 19 years ago2005-02-10 12:42:12 UTC
in Compiling Question Post #89453
It shouldnt take that long anyway whatever the size. 5 hours max. Check out some tutorials on optimizing your map:
http://www.hl2world.com/wiki/index.php/Optimization

http://www.valve-erc.com/srcsdk/Levels/performance_and_visibility.html
Posted 19 years ago2005-02-09 17:32:20 UTC
in Helicopters Post #89318
No and how would that make a difference?
Posted 19 years ago2005-02-09 17:30:40 UTC
in rope parent:barrel Post #89317
You need to actuely create a rope the keyframe crap is the phsyical side that makes it look like a rope what you need is a phys_lengthconstraint.
Posted 19 years ago2005-02-09 12:41:41 UTC
in Level Transition- AI disabled Post #89255
Yeah I find that its not all the time but only the odd pretty random occurance. And by the way my copy is legal.... I swear!
Posted 19 years ago2005-02-09 12:38:47 UTC
in Problem with train(prefab) Post #89254
What do you mean by prefab? model? Update I havn't got a train prefab and if there was it helps to learn and do your own that way you understand it and can figure out problems all by yourself.
:P
Posted 19 years ago2005-02-09 12:35:36 UTC
in Elevators in HL2 Post #89252
http://www.hl2world.com/wiki/index.php/Elevator
And for controls piss about with the i/o system.
Posted 19 years ago2005-02-09 12:34:02 UTC
in Hammer questions Post #89251
Why dont you just try it, That will give the answer.
Posted 19 years ago2005-02-09 05:20:42 UTC
in Helicopters Post #89198
Ok iv sorted out my npc_heli entity its all tracked up and ready to go but when I play all I get are the bombs that the heli is meant to drop. Any clues?
Posted 19 years ago2005-02-07 14:20:49 UTC
in Level Transition- AI disabled Post #88735
When I level transition a sign on the side of the hud that says "Ai disabled" and starts with node graph out of date read other topic and searched for the graph, none there any help?
Posted 19 years ago2005-02-07 13:59:37 UTC
in WAA!! stupid light_dynamics Post #88731
Nope not very well
Posted 19 years ago2005-02-04 14:20:17 UTC
in Level Transitions Post #88127
Ok this is now sorted but if I go back threw into the old map I have a error by the side saying: AI disabled any help?
Posted 19 years ago2005-02-04 14:17:46 UTC
in Compiling Problem- Float Plane Post #88125
Well i'v sorted it now, hammer fixed itself I just restarted it.
Posted 19 years ago2005-02-04 05:01:15 UTC
in Compiling Problem- Float Plane Post #88070
http://www.gamedesign.net/node/897
It from ZHLT.tk.
I dont know about checking a brush numbe because theres so many of them, is there a quick way to do it? Also how does a brush become invalid?
Posted 19 years ago2005-02-03 17:42:35 UTC
in Compiling Problem- Float Plane Post #87998
Why does this happen?

--- Binary Space Partition (BSP) --

Custom Source Tools 1.0 Beta 2
Built by Adam 'amckern' McKern on Dec 16 2004
Please submit Bugs or Ideas to amckern@yahoo.com
CST Based on code by, Valve Software, and Troika LLC
1 threads
materialPath: c:program filesvalvesteamsteamappsblackraventhalf-life 2hl2materials
Loading C:Program FilesValveSteamSteamAppsblackraventsourcesdksdkcontentmapsCanal_1.vmf
Brush 1708: FloatPlane: bad normal
Side 1
Texture: BRICK/BRICKWALL001A

The last bit being the pain in the ass. Any help, I cant hunt the god damn brush down!
Posted 19 years ago2005-02-03 05:10:06 UTC
in Level Transitions Post #87892
I'v looked all over the internet and cant find a tutuorial on this except for on this site, I know its probly for HL1 and i'v tried it and it dosn't work. I get a error in the console when I level change: Link between map is not recgognised (or something like that) I think it has something to do with the names of the target map. Any Help?
Posted 19 years ago2005-02-03 05:00:39 UTC
in No draw Post #87891
prop_static cant be parented try a dynamic_overide