Forum posts

Posted 19 years ago2004-08-11 15:03:56 UTC
in When I want to run a BSP file... Post #50199
You'll want Steam to play multiplay in the future.

http://www.steampowered.com

Tommy14 says:
"Mod_LoadBrushModel:maps/mapname.bsp has wrong version number [571084155 should be 30]" or Mod_LoadBrushModel: Sprites (lgtning.spr has wrong version number (0 should be 30)
Here are a few of the problems that popped up under this situation:

You may have errors in your compile, if not then,
Your pak0pak.pak file may be corrupted?
Maybe the wrong game version?
Wrong WC/Hammer version? Earlier versions of WC were particularly prone to this. Use WC 3.3 or Hammer!
Maybe another compile will make it go away, or not? And make sure you have the most up-to-date version of zoner's compiling tools....
You may have a bad model - like one from another mod or game, or you once installed a custom one? Or you may have a corrupted sprite or model?
Have you installed a patch recently? It might be bad....
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-08-11 15:01:13 UTC
in Invisible Walls Post #50198
Cover it in the CLIP texture.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-08-11 13:21:05 UTC
in Blueshift and Opfor FGD files Post #50164
They are awfully outdated, Id just recommend nabbing the FGDs at Dev. If you need ones for old mods like Wasteland or Goldeneye, then get them there.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-08-11 13:15:41 UTC
in Blueshift and Opfor FGD files Post #50158
Dev Dev Revolution has an OpFor FGD.

http://dev.valve-erc.com/index.php?area=browse
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-08-11 13:12:36 UTC
in Where do I find my models and sprites? Post #50157
Hmm. In that case, what does the error message say?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-08-11 13:11:42 UTC
in Display windowed text. Possible? Post #50156
It has something to do with the vGUI, I believe. I'm not sure if SvenCoop implemented this system. If they did, it would be in the form of an env_vgui or vgui entity, or something of that sort.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-08-11 05:38:04 UTC
in speech Post #50051
Er, I didnt mean get something called steamified, I meant that you should get steamified by getting Steam, if you get what I mean. If not, ignore me :P .
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-08-11 05:29:06 UTC
in What's the worst things... Post #50047
Ooh, just remembered one.

I was trying to play Football with a few buddies one day, and we ended up on the ice in the alley as it was the only place that was clear. Now, this was a stupid idea then, but I had on some shoes which I figured would keep traction. They didn't.

I woke up in some bed somewhere with teh paramedics standing over me.

Never run backwards on ice.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-08-11 03:59:26 UTC
in Diagonals - Newbie Question Post #50025
For things like Crates and detailing and such, I rarely bother to make sure they snap to grid. If it's an element of the architecture, then yes, make sure it snaps to grid.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-08-11 03:42:57 UTC
in Where do I find my models and sprites? Post #50024
The hl.exe file with Steam needs to be run through the launcher and cannot be run through the EXE as only one copy can be open at a time :/ . Make sure to run your map manually via console and not after compile.

You need that .net framework file (23mb) available from Nem's siite in order to run GCFScape.

Unless you have an up-to-date version of XP or possibly some other OSes - Seventh
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-08-11 02:12:53 UTC
in HL2 screens Post #50003
Yes.

Theres a Gordon one around also. Search the forums.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-08-11 02:05:09 UTC
in Everyones best tips Post #50002
-don't think that you can create a mod after you created only a couple of maps
Well said. Thank you.
-use a lot of textures on each map, to give them variety
But try and keep a distinct theme to the map. For example, don't mix fifties floors with the tnnl walls. Look back at places like Office complex. They have a few changes in style, like the freezer and guard area where you can pick up the shotgun, but they have one distinct style which makes you feel like youre in some office complex. There are elements of the fifties theme in even the industrial areas. With practice, you can master this technique of mixing styles.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-08-11 01:17:44 UTC
in fog! Post #49994
Fog can be done in Spirit mods with env_fog.

You can also use sprites to do it.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-08-11 01:16:42 UTC
in Where do I find my models and sprites? Post #49993
It's similar to the WON setup. Set the folders to steamsteamappsusernamehalf-life , then valve, tfc, etc.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-08-11 00:36:37 UTC
in Prefabs Post #49990
Prefabs usually come textured, though if theyre for a different mod/game, you might have to retexture them.

RacerX, that models link is very helpful! Thanks :D .
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-08-11 00:31:37 UTC
in Everyones best tips Post #49987
I was the one who said the remark about the 'int brushes.

My recommendation: Don't carve.

Use texture lighting in general and not point lighting.

A better suggestion would be to practice and read about VM, and then experiment with it and see how you get errors, and how you can fix them manually. It's great practice :D .
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-08-10 22:11:31 UTC
in trying to start w/nightvision... Post #49964
Try both item_nightvision and weapon_nightvision.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-08-10 22:10:47 UTC
in max patches WILL NOT go away Post #49963
Are you running -full RAD?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-08-10 22:06:44 UTC
in Yet another story Post #49959
Formatting issues occur because empty space does not get recognized and gets deleted.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-08-10 21:22:39 UTC
in Where do I find my models and sprites? Post #49934
There is no avoiding teh steam if you want to play multiplayer, sorry :(
.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-08-10 21:21:53 UTC
in trying to start w/nightvision... Post #49933
No, sorry. I've always been a Hammer fan myself.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-08-10 21:15:16 UTC
in Counter Strike admin question Post #49929
Would AMXMod help? I'm not certain if this is what you need.

To keep the server open while you are not in it, you need Dedicated Server.

http://www.amxmod.net get AMX there.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-08-10 21:11:01 UTC
in Where do I find my models and sprites? Post #49926
If you still have WON, which uses paks, get Steam, as WON is dead. You need GCFScape to open the Steam GCF files which house all the files such as sprites and models.

http://steampowered.com get Steam there.

http://countermap.counter-strike.net/Nemesis get GCFScape there.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-08-10 20:33:21 UTC
in Natural Selection... Post #49913
http://steampowered.com

You'll need to right click and install game on any of the listed games (start with HL) then it will convert your WON files into a Steam cache and download updates. Do this for each game (DoD, CS, etc)

Youll need to manually move your mods over to Steam. Open your SteamSteamAppsusernamehalf-life folder and toss all the mod folders into there.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-08-10 20:28:03 UTC
in The old HL maps... Post #49909
Ill finish one of the hundreds of HLDM maps I have lying around once co_ethereal gets done.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-08-10 20:26:31 UTC
in Natural Selection... Post #49907
It is insanely great. My favorite mod. It also has decent mapping tools and capability and features a particle system (Oooh, aaah!) which looks great for the HL engine.

You need to have Steam in order to play NS in its newer version (more levels and such and more servers). So, version 1.1.2.0 or whatever the most recent Steam build is. Autoupdates via Steam will take care of that.

They have a new version, beta 3 build 4a, so make sure you have the most recent installers.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-08-10 20:04:37 UTC
in trying to start w/nightvision... Post #49903
You can bypass that and add NV. Just select anything then hit the SmartEdit key and change weapon_p228 or whatever to NV.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-08-10 19:44:58 UTC
in Seventh Post #49901
You can add text in paint.

I'd get GIMP if you dont want to pay anything. Google it.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-08-10 19:20:33 UTC
in speech Post #49885
PAK files are obsolete with the death of WON. Get Steamified.

http://www.steampowered.com

Since all the sounds are stored in the GCF with Steam and need to be extracted to hear them, just extract all of the sounds to valvesounds and just open them from there. It saves some time :) . And afaik, the sentences are in the aptly named sentences.txt and not titles.txt.

It's SC_BOOBY by the way :P .
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-08-10 19:13:32 UTC
in Diagonals - Newbie Question Post #49883
Ignore my first post, I just realized it talks about making things like ramps and not things like walkways at angles between crates :P .
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-08-10 19:11:52 UTC
in Diagonals - Newbie Question Post #49882
You can also use Ctrl-T to rotate things at angles, such as to make crates look better than just being in even stacks, or to place barrels at angles.

Yes, Hammer uses a grid system but this doesnt mean you are limited to squares! You can accomplish pretty much anything in Hammer, provided its within engine limits.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-08-10 19:09:52 UTC
in Diagonals - Newbie Question Post #49879
You can do this a few ways. The first uses a wedge primitive. Select wedge from the list and create a block as you would do any other shape. It may take some rotation to be correctly aligned to your floor or whatever.

The next option is the shear tool. Select an object and click it twice until there is one selection box on each face. Drag the boxes in any direction to shear the object at an angle. You can use the clip tool afterwards to clean up the brush.

The third option is Vertex Manip, which involves selecting the object in VM mode and moving the vertices to the desired angle. I'd suggest that you leave this option alone until you get a bit more experience, or read the VM tuts we have here to get an idea of how to accomplish this.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-08-10 18:23:42 UTC
in Seeing models before compile Post #49867
The official NS FGD included with the latest version has model support enabled, afaik. That, or I have a custom version myself :) .
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-08-10 18:22:29 UTC
in trying to start w/nightvision... Post #49865
You could also use an armory_entity.

I'm not sure if it's weapon_nightvision or item_nightvision...
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-08-10 18:20:56 UTC
in The TWHL FAQ Post #49864
Is there a way to see models in Hammer?/My models in Hammer are showing up as boxes and not models...how can I fix this?
In order for models to show in Hammer, you need the latest build, the 3.5 beta. You can get it from the VERC:

http://collective.valve-erc.com/index.php?go=hammer_beta

Once you have 3.5 installed, you need to do two things; unPAK/unGCF the models and get a new FGD with model support.

First thing to do is extract your models to your modmodels folder. In the case of HL, it's valvemodels, but if you were going to map for NS, then they would go in nspmodels, for SI, simodels, for TFC, tfcmodels, etc.

You can get an FGD for DoD and HL at the VERC from the above link, they also have instructions on how to add tags to an existing FGD.

If your models do not show up, make sure your options are set correctly in the game options tab to point to the right directories and make sure the models are extracted.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-08-10 17:10:49 UTC
in A Horror Idea, Some Screens Post #49843
Yes, and a better sprite or smaller light might look better....I've never seen a glow like that from that type of light.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-08-10 17:09:39 UTC
in What's the worst things... Post #49842
I ran into a gigantic concrete block once, no joke. Mouth was numb for a few days.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-08-10 17:08:22 UTC
in NS map screenies! Post #49840
Make sure you have the latest updates and Steam.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-08-10 17:03:56 UTC
in speech Post #49836
Off topic.

From testing, I've gotten speakers to work without a ! in the sentence group. I got FAR_WAR to play without a ! before on a speaker.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-08-10 17:02:24 UTC
in What's the worst things... Post #49833
I electrocuted myself once. Unintentionally, of course.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-08-10 15:37:06 UTC
in A Horror Idea, Some Screens Post #49816
...true.

In regards to the above picture, it looks ok, though out of scale. From the perspective it seems like those handrails are at the level of the player's head and the room seems a little bland to me. Signs, posters, a knocked over rubbish bin, vents....more detail would look good here.
how do you use zhlt fade and falloff in hammer for lighting effects???
I dont think its widely used in Hammer. You're better off getting batch compiler and fiddling with the light options there.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-08-10 15:29:25 UTC
in silos and bombs and lockable doors! Post #49815
Well, you're probably thinking of Crossfire. It's a default HL map too.

You could make the button trigger a Multimanager that shuts the doors and activates the traps, whether theyre trigger_hurts or env_lasers or whatnot.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-08-10 15:21:22 UTC
in What's the worst things... Post #49812
Hooray for Spaz-Boy!

I like the one with the DDR arrows more though :P .
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-08-10 15:19:04 UTC
in Members of Resident-Mesa Post #49810
May I suggest a map pack, if you can't get a coder?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-08-10 15:17:29 UTC
in avatars Post #49809
Artifacts eh? Reminds me of Diablo II.....

On teh subjects of how I make avs...I er....made mine with the print screen key and the Windows Image and Fax viewer :P .
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-08-10 15:10:10 UTC
in Prefabs Post #49807
Prefabs aren't very useful in my opinion. Many 3rd party prefabs, if you get what I mean, contain invalid solids and can cause compiler errors.
If you use other people's prefabs you should give credit to that in the Readme.txt file, I think, but people don't have to upload their prefabs if they don't want to, so it's not like they're stealing other mapper's work.
If we lived in a perfect world, custom prefabs would be credited in readmes. However, I almost NEVER see credit when a prefab I can recognize is used in a map. It not only shows laziness in the mapper for their obvious lack of dedication to the map to create their own prefabs, but is almost insulting to the prefab author to have their work stolen in such a way.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-08-10 14:50:37 UTC
in Seeing models before compile Post #49800
You sure can. You need a newer version of Hammer though, the 3.5 beta build. Make sure you have Hammer 3.4, then visit:

http://collective.valve-erc.com/index.php?go=hammer_beta

You'll need to unPAK/unGCF your model files to your valvemodels dir and then get a new FGD that has special tags to allow model viewing in-editor.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-08-10 14:44:27 UTC
in A Horror Idea, Some Screens Post #49796
Not all CS mappers are bad....
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-08-10 14:41:23 UTC
in NS map screenies! Post #49793
Yes, I've had many similar comments about the lighting and I agree, its dark...I'm trying to place lights in a way as to make the bottom area look lighter and the pipe area less red, though I still want a few of them to be broken or out. I'll fiddle with the texlight brightness and see if that will help.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-08-10 14:36:19 UTC
in CS scripted sequence? Post #49791
NOTE: if its not in the CS fdg, you cant..
Not necessarily.

The FGD file just makes things easier for the mapper by controlling the SmartEdit function. It's possible to map without a full FGD if you know the key names and such.
RabidMonkey RabidMonkeymapmapmapfapmap