Forum posts

Posted 19 years ago2005-11-13 01:17:11 UTC
in Annoying AAA Trigger Post #146906
Err, nevermind, I found the source of the annoyance. I think the texture was in the liquids.wad. I removed some of the textures from the list (that weren't being used) and the face went away. I'm glad that's over with. I think eventually I'm going to create a full set of my own func_brush textures just so I'm not so confused in the future.
Posted 19 years ago2005-11-13 01:11:21 UTC
in Annoying AAA Trigger Post #146905
Uh yeah, I've been trying to figure out how to get rid of that annoying AAA trigger with the VALVe guy on it. I want the old purple lambda symbol back. I know it's the same texture and it does the EXACT same thing but this is a matter of personal prefrence here. That's got to be the most annoying texture EVER! Im sick of lookin at it! Does anyone know what .wad file it's in so I can exclude it from Hammer? I don't feel like making my own AAA so I want to find the original one. If anyone knows it would be GREATLY APPRECIATED! Thanks.
Posted 19 years ago2005-11-12 01:28:22 UTC
in Use WALLY to edit Model skins Post #146741
I just figured something out! And it's actually useful! I've been wanting to edit model skins for some time now but I didn't want to spend money on Photoshop or use MS Paint. So, I figured I'd try to use WALLY to edit the skins...and it worked! All I did was export the model's skin from HL Model Viewer and opened it up in WALLY. (The skin file is only a .bmp). I then used some of the tools there to edit the skin and saved it as the .bmp file again. I then imported the skin for the model into the viewer and viola! I had a new skin for the model. It was so easy and the skin actually came out great! You can save the model from the viewer and use it in your maps. WOOT!
Posted 19 years ago2005-11-10 16:58:38 UTC
in Source Valve Hammer Post #146434
Well I've been having issues downloading 3.4 so I was just wondering if I could use the Source capable editor.
Posted 19 years ago2005-11-09 22:23:34 UTC
in Source Valve Hammer Post #146291
Can the Source VALVe Hammer Editor be used to construct HL1 maps?
Posted 19 years ago2005-11-09 19:33:20 UTC
in Hammer v3.4 Won't Download! Post #146275
I had to perform a FULL restore on my system and I am reinstalling all of my programs. Today, I tried to download Hammer 3.4 but it wouldn't save for some reason. A virus is detected and an error comes up (anywhere I try to download it it does this) stating that the "access is denied" and that to check if the disk is not...full or write protected. Something like that anyway. WTF!!! I don't want to quit mapping! Maybe someone could send me their installer. I NEED a fix!
Posted 19 years ago2005-11-04 17:03:20 UTC
in Great Mod Idea - HL2GT Post #145319
Err, seems like I have overlooked the idea a little. Maybe it's not original but I think a real SOLID racing MOD would be sweet!
Posted 19 years ago2005-11-04 00:37:23 UTC
in Great Mod Idea - HL2GT Post #145199
I thought of the greatest MOD while I was drifting off in school today. (I have mild ADD). I was thinking about how VALVe set up the vehicles and added them to the physics of the game. Anyway, I was thinking about a total conversion that is based upon racing various vehicles from the game, including the props like the hatchback and the green sedan. These "wrecked" vehicles could be made into vehicles like the buggy so you (and others) could race them. The maps for the MOD would consist of various circuit style tracks located in City17, Ravenholm, and maybe even the coastline (Highway...whatever). Here's the kicker...you can choose your driver. You could choose between Gordon, Alyx, Kleiner, Gregori, Lamarr (err maybe not), and GMan. Maybe others could be unlocked or something like Metro Cop, Combine, Refugee...Zombie? I don't plan on making this MOD as it is a mammoth task but I wanted to share my idea. Possibly "Combat Racing," I don't know. Just a thought. I think that it would be cool. Hmmm, a HL2 MOD that resembles BURNOUT...sweet.
Posted 19 years ago2005-11-04 00:21:41 UTC
in NPCs in HL2DM Post #145198
I tried putting them in a DM map before and they just pivoted back and forth. I don't remember if they made any noises but they didn't do much. I wonder how Garry from Garry's Mod pulled it off? Oh well, he's got WAY too much time on his hands anyway.
Posted 19 years ago2005-11-03 17:42:05 UTC
in NULL Texture Post #145149
Does anybody know where I can get the NULL texture? I had it b4 but I don't remember where to get it. I could have sworn that the texture came with ZHLT 2.5.3. but it's not in zhlt.wad or zeditor.wad. Where is it? All of the faces that were nullified b4 are now WHITE and it creates the problem of an invalid texture.
Posted 19 years ago2005-11-03 16:59:26 UTC
in Something is wrong here... Post #145140
I got this problem a while back. It seemed like Hammer couldn't find my compile tools even when I specified the right paths. I think I might have mixed the tools (versions) together. I downloaded and reinstalled the most recent set of tools and that fixed the problem.
Posted 19 years ago2005-11-02 22:09:08 UTC
in Coplanar Brushes? Post #144981
Heh, you guys are gonna kill me. I was reading the Entity Number instead of the Brush number...wow. Well, just goes to show you that even an experienced mapper can make a fewl of himself. I need a nap.
Posted 19 years ago2005-11-02 20:01:17 UTC
in Coplanar Brushes? Post #144966
Yes I know this method of finding brush errors with the numbers but when I delete the brush, I still get the error.
Posted 19 years ago2005-11-02 18:43:35 UTC
in Coplanar Brushes? Post #144946
I am getting a series of coplanar brush errors when I go to compile. When I delete these brushes, I still get the error for that brush. WTF? These brushes don't seem to be coplanar and the error keeps popping up. I think my compile tools are b0RkeD!!!
Posted 19 years ago2005-10-16 14:39:36 UTC
in Sound Paths? Post #141868
Is there any way to make an ambient_generic or something follow a path? For example, I want to turn one of my trucks that I have made into a func_tracktrain with sounds. None of the pre-loaded sounds that are avaliable sound like an engine so I can't use any of them. I don't want to have an ambient_generic "play everywhere" either so I need to know how if there is a way.
Posted 19 years ago2005-08-26 00:14:43 UTC
in XEN Competition Post #129821
I was just wondering if I could enter the Xen Transportation compo with a SVEN Co-op map. Do I have- to make a HALF-LIFE SP map? Please let me know.

Has anybody checked out an SP map called "Somplace Else?" It features a Xen map with all custom textures and is INCREDIBLE! I think the map is a true work of art and it's how Xen should have been. Check it out if you haven't already! Go here -

http://www.compsoc.man.ac.uk/~afoster/parallax/someplace-else.html
Posted 19 years ago2005-08-24 12:57:21 UTC
in Strange Beam Problem Post #129445
The env_beam is yellow with a brightness of 150. Could it be clashing with the light next to it? I can see the sparks on the ends of the beam but I cannot see the actual beam.
Posted 19 years ago2005-08-24 11:11:09 UTC
in Strange Beam Problem Post #129415
Alright, this one's really weird. I've never run into something like this before. In my map I have an env_beam set with a beginning and end point. I set it all up to have a life of 3 seconds, all the properties...it doesn't show up at all when I do a 4 stage compile (CFG, BSP, VIS, RAD). Here's the weird part, the beam works perfect when I run only CFG and BSP (fullbright)! WTF? What is the problem?
Posted 19 years ago2005-08-23 23:29:11 UTC
in Another Osprey Problem Post #129336
Well, I tweaked the setup a little and now it works and looks OK. I guess that changing the speed to 450UPS fixed the crash and slight angles made it look a lot better. Still a little choppy but I don't care. Thanks for the tips.
Posted 19 years ago2005-08-23 08:10:12 UTC
in Another Osprey Problem Post #129205
All of them are set exactly to 400 except the drop point which speed is 0. Do I reconfigure?
Posted 19 years ago2005-08-22 23:55:31 UTC
in Another Osprey Problem Post #129156
I have run into yet another problem with the Osprey and how it is set up. I have set up all the path_corner entities and programmed the Osprey to target one of them to start at. Here's the problem...when I go to run the map, the Osprey is stuck in the center of the map. WTF? I have fixed this once b4 but I don't know how I did it. Does anyone know what's going on?
Posted 19 years ago2005-08-15 21:13:22 UTC
in Osprey Setup Post #127833
I am having trouble making the Osprey look realistic. I read some tutorials and set up the path_corners but it just doesn't look right. I made sure that each path_corner included PYR values and the flight still looks crappy. Does anybody have any tips. Dammit, why didn't VALVe just program the Osprey like the Apache?
Posted 19 years ago2005-08-11 22:25:47 UTC
in Curved Tunnels Post #127189
Well, I think that that tool may be one of the most USEFUL tools in Hammer. Wow, and to think that I've never used it. I'll never make blocky maps again! Thanks!
Posted 19 years ago2005-08-11 22:21:53 UTC
in Curved Tunnels Post #127188
Hmmm, I've never used that tool B4 but I guess I'll give it a try.
Posted 19 years ago2005-08-11 21:54:17 UTC
in Curved Tunnels Post #127185
I am currently working on a new map using a lot of advanced architecture like curves and sophisticated angling. I have most of it down but I cannot seem to figure out the tunnel design like in the "On A Rail" chapter of HL. These tunnels are all curved and have smooth corners. I was just wondering if anyone knows how to do these tunnels or if there is a tutorial somewhere.
Posted 19 years ago2005-08-11 18:35:34 UTC
in Osprey Drop-Off Point Post #127177
Heh, that makes sense. That was always a little puzzling for me. Thanks!
Posted 19 years ago2005-08-11 18:13:39 UTC
in Osprey Drop-Off Point Post #127173
I've looked through a couple tutorials but I still need some help with something. How does the Osprey know where to drop off the grunts? What path track does it stop at? It's first or second target? I just need to know how to make it stop in the correct spot.
Posted 19 years ago2005-08-11 14:07:59 UTC
in NULL Textures Post #127144
Okay, well I didn't quite get the whole "nullification" process but I found an easier way. The NULL texture is included with the HINT and SKIP in the newest ZHLT (Merl's) tools. I just replaced my old zhlt.wad with the new one.
Posted 19 years ago2005-08-11 13:36:14 UTC
in NULL Textures Post #127128
Could I use the SKY texture instead?
Posted 19 years ago2005-08-11 13:20:32 UTC
in NULL Textures Post #127118
Where can I find the NULL texture? I have looked in the ZHLT.wad file but only the HINT and SKIP are enclosed. Do I have to download it?
Posted 19 years ago2005-08-09 20:06:30 UTC
in TWHL Links Post #126899
I just have a question regarding using this site to download a file from another site. It says to link DIRECTLY to the file but when I do my link gets all screwed up. How do I do this correctly? I feel really bad "using" TWHL for a download link but my file is too big on the other site. Please give me some info on this.
Posted 19 years ago2005-08-08 18:41:38 UTC
in Too Many Lights Post #126809
I am getting the "Too many lights on a face" error because I have 4 lights in an area that have different names. If I were to change their names so that they all had the same name, would that fix the problem?
Posted 19 years ago2005-08-08 13:47:24 UTC
in Getting Sick of This Post #126774
Alright, I've just about had it with mapping lately. My latest map just won't fuckin' compile. Firstly, I had a problem with the VIS and the map compiling all together. Now, I'm getting another error stating that there are too many direct lights on a god damn face. Or something like that. Anyways, the program gives me no location to the problem and acts likes a friggan retard. It just gives a little (?,?,?) thing. Sorry for the language but I'm getting tired of this sh**!
Posted 19 years ago2005-08-04 16:17:07 UTC
in Bad News... Post #125948
Yes, I have clipped rock formations. What is func_wall optimization?
Posted 19 years ago2005-08-04 16:07:29 UTC
in Bad News... Post #125944
The RMF is only 2MB and my computer has 512MB of RAM. The computer isn't the problem for sure. There are a lot of lights but the same goes for my other maps (that compiled in no time). The player must be outside fighting the chopper so I can't use a little skybox. Actually, I think i might have found the problem. I had 2 military trucks consisting of very small brushwork that weren't func_walls. I overlooked this because they were in one of previous maps but as a func_train. I have now converted the trucks and many other small brushes into func_walls. Do you think this will help?
Posted 19 years ago2005-08-04 15:32:51 UTC
in Bad News... Post #125934
I am still having trouble compiling my latest map. If you don't remember my situation, let me recap...the VIS is SLOW. I ran the Batch Compiler for 2 DAYS and the VIS was at 90% on LeafThreads. I had to finally shut it down today because I will be on vacation. I...am...pissed. That is bullsh**! I can't believe the friggan thing didn't finish. I really need to get this map compiled. This is one of my best. I tried a bunch of new architecture techniques and mapping dynamics. I heard someone say to not use a "skybox" for some reason but I need to because of the Apache outside. Someone needs to give me some advice because I'm getting a little frustrated now. I'm working on figuring out the "hint" brush thing but I'm just not getting it. I just don't get this whole situation. The map is well-designed and I made sure to keep it that way. Should I go turning smaller Brushes into func_walls? I'm to the point where I'll try just about anything. Please help if you can. Thanks
Posted 19 years ago2005-08-02 10:34:43 UTC
in Re: VIS is SLOW Post #125353
Alright, well unfortunately things aren't looking good for me on compiling my latest map. I left it to compile over night and it only completed about 50% of the VIS work (LeafThreads). It's just going too slow. Does anybody have ANY information on how to speed up the process? I cannot friggan believe it's taking this long. I swear the hardest part of mapping is the compiling part! If I can't get this thing to compile in a few hours, I'm scrapping the project. I don't have time for this. - HeAdCrAb KILLA
Posted 19 years ago2005-08-02 00:58:58 UTC
in More Screenshots Post #125269
I think that there should be an added area for additional screenshots in each of the maps' pages (after you click on them in the Vault). I take a lot of good screenshots of my maps and I always have a hard time deciding on which one to upload. I think people could advertise their work a little better with that as an added feature. With a variety of shots, mappers will be better able to show off their work and hopefully they will get more people to download! Meh, just a suggestion.
Posted 19 years ago2005-08-01 18:16:57 UTC
in VIS is SLOW Post #125231
The RAM isn't a problem, I'm running 512MB of it so it shouldn't be a factor. I've compiled 2 maps at once before and they both only took like 30 minutes and were an average size.
Posted 19 years ago2005-08-01 17:48:49 UTC
in VIS is SLOW Post #125212
Alright I'm just going to leave it overnight! As long as it's working I don't care.
Posted 19 years ago2005-08-01 15:19:05 UTC
in VIS is SLOW Post #125172
Nah, I didn't understand the hint brushes. Too confusing. I guess I'll just wait for the map to compile. What should I use, the Hammer compile or the Batch compile?
Posted 19 years ago2005-08-01 14:56:55 UTC
in VIS is SLOW Post #125167
It's seriously taking hours on just VIS! I read some information on ZHLT about how VIS can be slow. It said that sometimes when you have a large outdoor area looking into a large indoor area, VIS can have a hard time calculating. So...should I just wait? I have no problem with waiting as long as it's working. Hell, I'll leave it overnight if I have to.
Posted 19 years ago2005-08-01 14:30:48 UTC
in VIS is SLOW Post #125161
I am trying to final compile a map but I am having some serious issues. When I go to compile, every program except VIS functions properly. VIS is taking a seriously loooooooong time and won't finish in both Hammer and Batch compile. How do I fix this? Is it the r_speeds? If it is, how can I correct it? - HeAdCrAb KILLA
Posted 19 years ago2005-07-30 22:35:58 UTC
in High-Def Weapons Post #124836
I don't know if anyone will know this but I figured I ask anyway. Does anyone know how to install the high definition weapons (M4, Combat Shotgun, USP) that came with Blue Shift into a mod? I can't seem to find the file that modifies the original weapon models. If anyone knows, please let me know. - HeAdCrAb KILLA
Posted 19 years ago2005-07-29 17:33:22 UTC
in Batch Compiler Problem Post #124537
Friggan god damn programs...
Posted 19 years ago2005-07-29 17:10:37 UTC
in Batch Compiler Problem Post #124535
Yeah it just stops there and then gives me the damn log. All of my settings appear to be correct. Is there any place besides Wavelength that I could go to compare?
Posted 19 years ago2005-07-29 16:50:44 UTC
in Batch Compiler Problem Post #124530
Here's the log from the Batch Compiler:

hlcsg v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
--- BEGIN hlcsg ---
Command line: C:PROGRA~1VALVEH~1hlcsg.exe "C:Program FilesValveSteamSteamAppszawazhalf-lifeSvenCoopmapssc_intensity"

= 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 ]
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 ]

Wadinclude list :
[zhlt.wad]

entering C:Program FilesValveSteamSteamAppszawazhalf-lifeSvenCoopmapssc_intensity.map
CreateBrush:
(10.20 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(2.59 seconds)
Using WAD File: sierrahalf-lifevalvehalflife.wad
Using WAD File: sierrahalf-lifevalveliquids.wad
Using WAD File: sierrahalf-lifevalvedecals.wad
Using WAD File: sierrahalf-lifevalvexeno.wad
Using WAD File: program filesvalvesteamsteamappszawazhalf-lifesvencoopsveney.wad
added 16 additional animating textures.
Texture usage is at 1.18 mb (of 4.00 mb MAX)
12.98 seconds elapsed

--- END hlcsg ---

hlbsp v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
--- BEGIN hlbsp ---
Command line: C:PROGRA~1VALVEH~1hlbsp.exe "C:Program FilesValveSteamSteamAppszawazhalf-lifeSvenCoopmapssc_intensity"

= 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 ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 240)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)

BSP generation successful, writing portal file 'C:Program FilesValveSteamSteamAppszawazhalf-lifeSvenCoopmapssc_intensity.prt'
9.52 seconds elapsed

--- END hlbsp ---

hlvis v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
--- BEGIN hlvis ---
Command line: C:PROGRA~1VALVEH~1hlvis.exe "C:Program FilesValveSteamSteamAppszawazhalf-lifeSvenCoopmapssc_intensity"

= 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 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]

2793 portalleafs
10636 numportals
BasePortalVis:
(75.05 seconds)
LeafThread:
hlrad v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
--- BEGIN hlrad ---
Command line: C:PROGRA~1VALVEH~1hlrad.exe "C:Program FilesValveSteamSteamAppszawazhalf-lifeSvenCoopmapssc_intensity"

= 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 [ 256.000 ] [ 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 ]
global gamma amount [ 0.500 ] [ 0.500 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

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

Warning: No vis information, direct lighting only.
7034 faces
Create Patches : 18546 base patches
0 opaque faces
111564 square feet [16065293.00 square inches]
1 direct lights

BuildFacelights:
Posted 19 years ago2005-07-29 16:37:15 UTC
in Batch Compiler Problem Post #124526
I am trying out the Batch Compiler for the first time and I'm having some issues. (I am using the Batch Compiler because I'm tired of waiting for Hammer to compile!) When I go to compile my map (CSG, BSP, VIS, and RAD) a warning pops up at the end of the log stating that there's no VIS information, direct lights only. When I run the map it is in fullbright! I'm guessing that the VIS is not running but i have set it up to run and I have clearly specified where the VIS program is. If anyone knows how to fix this please respond! - HeAdCrAb KILLA
Posted 19 years ago2005-07-28 22:23:25 UTC
in Grunts And Paths Post #124287
I need a Human Grunt (on activation) to move to a certain point in my map. How can I do it? Do I use a path_corner or something else? - HeAdCrAb KILLA
Posted 19 years ago2005-07-28 20:35:03 UTC
in The Apache Post #124277
I was just wondering because in the properties of the Apache there is a "Monster Roaming (nodes)" yes/no area...