Forum posts

Posted 19 years ago2005-01-22 08:20:51 UTC
in Teddy's Back - Again ! Post #85023
sorry, i just had a favourite saved into this section, completly forgot about the different areas sorry :P
Posted 19 years ago2005-01-22 08:13:02 UTC
in Teddy's Back - Again ! Post #85019
Hey all

some of you may remember me; i started on a massive map aages ago, and put it down for a while... but im back ! Ill get some screen shots of it atm; just gota get zonners, hf tools etc all working and running again (UG, always a biarch to get running....)

Nice to be back !

Ted
Posted 20 years ago2004-06-28 08:59:35 UTC
in Too many direct lights problem Post #37164
ok, a lil off topic - lol but, msn just gave way (duno why) - cant sign back in... i have emailed u my map @ ure seventhmonkey0@icqmail.com account - with a message !

talk soon !!
Posted 20 years ago2004-06-28 08:00:55 UTC
in Too many direct lights problem Post #37155
nup, but there is good chunk of glass in there - combind with alot of water - theres a pool setting, there is a pool with stairs leading up to it, and inbetween each stair there is a 1x1 glass (as wide as the stairs) - about 8 steps or so, and behind the glass is the water - all the way under the staris with a light behind it - gives off a lovely effect on the wall opposit the pool :) (if that makes any sence lol)

seventh-monkey, would u like to have a look @ my map personally? - the only reason i say that is so that its not in the hands of the public untill its done lol - ure call tho!

thanks for everything :)
Posted 20 years ago2004-06-28 07:07:42 UTC
in Environments Post #37141
where as me ive only been mapin for about 2 weeks - and i strongly recomend the environment tutorial - its very usefull !!!! Thats my 2 cents :P
Posted 20 years ago2004-06-28 06:50:15 UTC
in Too many direct lights problem Post #37138
ok, heres an update!

ive tried to get rid of the lights problem, but nothing is working.
Now, i added another part to my map, (some what complex...very fancy) and i compile the map. 5 mins past - still looks like the program has froze, 10 mins later - same thing, 1/2 hour later same thing, 1 hour later - same thing, 3 hours later i return to the computer, the compile log has complete it self, and its not in the game (not sure why)

Now, the bit i added - i would of thought - yea 6 mins / 7 / 8 mins max maybe, but inbetween 1 hour and 3 hours..wtf has happened here?! (considering it took just under 4 mins last time 2 compile b 4 this part)

heres the log

** Executing...
** Command: Change Directory
** Parameters: E:GamesSIERRACounter-Strike
  • Could not execute the command:
Change Directory E:GamesSIERRACounter-Strike
  • Windows gave the error message:
"Access is denied."

** Executing...
** Command: E:GamesHF_EDI~1Zonershlcsg.exe
** Parameters: "e:gamessierracounter-strikemapscabins40"

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: E:GamesHF_EDI~1Zonershlcsg.exe e:gamessierracounter-strikemapscabins40

= 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 e:gamessierracounter-strikemapscabins40.map
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (2.39 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.58 seconds)
Using WAD File: gamessierrahalf-lifevalvehalflife.wad
Using WAD File: gamessierrahalf-lifevalvedecals.wad
Using WAD File: gamessierrahalf-lifevalveliquids.wad
Using WAD File: gamessierrahalf-lifevalvecached.wad
Using WAD File: gamessierrahalf-lifevalvespraypaint.wad
Using WAD File: gamessierrahalf-lifevalvegfx.wad
Using WAD File: gamessierrahalf-lifevalvepldecal.wad
added 28 additional animating textures.
Texture usage is at 0.78 mb (of 4.00 mb MAX)
4.25 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: E:GamesHF_EDI~1Zonershlbsp.exe
** Parameters: "e:gamessierracounter-strikemapscabins40"

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: E:GamesHF_EDI~1Zonershlbsp.exe e:gamessierracounter-strikemapscabins40

= 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 'e:gamessierracounter-strikemapscabins40.prt'
4.39 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: E:GamesHF_EDI~1Zonershlvis.exe
** Parameters: "e:gamessierracounter-strikemapscabins40"

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: E:GamesHF_EDI~1Zonershlvis.exe e:gamessierracounter-strikemapscabins40

= 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 ]

1024 portalleafs
3338 numportals
BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (8.69 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (5981.95 seconds)
average leafs visible: 179
g_visdatasize:49318 compressed from 131072
5990.75 seconds elapsed [1h 39m 50s]

--- END hlvis ---

** Executing...
** Command: E:GamesHF_EDI~1Zonershlrad.exe
** Parameters: "e:gamessierracounter-strikemapscabins40"

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: E:GamesHF_EDI~1Zonershlrad.exe e:gamessierracounter-strikemapscabins40

= 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 ]

6245 faces
Create Patches : 29484 base patches
0 opaque faces
140217 square feet [20191270.00 square inches]
38 direct lights

BuildFacelights:
10%...20%...30%...Warning: Too many direct light styles on a face(-19.500000,61.000000,361.200012)
Warning: Too many direct light styles on a face(-19.500000,64.200005,361.200012)
Warning: Too many direct light styles on a face(-19.500000,67.400002,361.200012)
Warning: Too many direct light styles on a face(-19.500000,70.599998,361.200012)
Warning: Too many direct light styles on a face(-19.500000,73.800003,361.200012)
Warning: Too many direct light styles on a face(-19.500000,77.000000,361.200012)
Warning: Too many direct light styles on a face(-19.500000,80.200005,361.200012)
Warning: Too many direct light styles on a face(-19.500000,83.400002,361.200012)
Warning: Too many direct light styles on a face(-19.500000,86.599998,361.200012)
Warning: Too many direct light styles on a face(-19.500000,89.800003,361.200012)
Warning: Too many direct light styles on a face(-19.500000,93.000000,361.200012)
Warning: Too many direct light styles on a face(-19.500000,96.200005,361.200012)
Warning: Too many direct light styles on a face(-19.500000,99.400002,361.200012)
Warning: Too many direct light styles on a face(-19.500000,102.599998,361.200012)
Warning: Too many direct light styles on a face(-19.500000,105.800003,361.200012)
Warning: Too many direct light styles on a face(-19.500000,109.000000,361.200012)
Warning: Too many direct light styles on a face(-19.500000,61.000000,358.000000)
Warning: Too many direct light styles on a face(-19.500000,64.200005,358.000000)
Warning: Too many direct light styles on a face(-19.500000,67.400002,358.000000)
Warning: Too many direct light styles on a face(-19.500000,70.599998,358.000000)
Warning: Too many direct light styles on a face(-19.500000,73.800003,358.000000)
Warning: Too many direct light styles on a face(-19.500000,77.000000,358.000000)
Warning: Too many direct light styles on a face(-19.500000,80.200005,358.000000)
Warning: Too many direct light styles on a face(-19.500000,83.400002,358.000000)
Warning: Too many direct light styles on a face(-19.500000,86.599998,358.000000)
Warning: Too many direct light styles on a face(-19.500000,89.800003,358.000000)
Warning: Too many direct light styles on a face(-19.500000,93.000000,358.000000)
Warning: Too many direct light styles on a face(-19.500000,96.200005,358.000000)
<lots more>
Posted 20 years ago2004-06-26 22:26:05 UTC
in water looks stooped from far away Post #36755
i dont have a leg to stand on when it comes to helping people, because i am new at this. But lets go back to your first post.

i was making a cliff and theres water at the bottom of it but when i look at the water from way up there it looks stuped, you know what i mean... i mean ive tryed making the water more transperent which makes it ok but i was just wondering if there is any other way to fix this

Note the part ...when i look at the water from way up there it looks stuped..

Are you trying to say "from far away, the water looks dull / 'Stupid' / doesnt move et?

yes / no ?
Posted 20 years ago2004-06-26 20:27:19 UTC
in Too many direct lights problem Post #36738
ok, time for an update.

As to now, still getting problem, BUT map still compiles on a healthy 3 and a bit minuets, and works fine. THis was annoying me, so saved map as copy, and basically split it in half. Ditched the bottom finished part, and kept the top - this makes compliing quicker, and takes away half of the lights. Its still doin the problem, and i think i kno where the problem is, but time will tell...

i have made ALL the lights in the map white - didnt solve it.
ive checked the buttons - oh they are a bitch to get correct - but they turn the lights on and off where needed, so that works i guess. Still comes up with the message tho...

im gona keep trying, but if i cant do it, and the map is released with the problem, and it still works... then what could be a bad thing outa that?

Screen shot - yeah, gimi a few hours, i wanta finish the water fall ! :badass:
Posted 20 years ago2004-06-26 04:02:57 UTC
in Too many direct lights problem Post #36481
ah ok - Cheers dude's - u guys will be mentioned in the txt file b 4 the map starts !

:D
Posted 20 years ago2004-06-26 03:30:33 UTC
in Too many direct lights problem Post #36473
ug - coz ive got 39 lights, and about 30 of them are via buttons - i have ... 6 buttons or so controling thoes 30 lights...

For example (to fix this prob)

If i have a simple box room - 4 sides, floor and roof. I have a Light @ the top of each of the 4 corners off this room. All 4 lights are controled by 1 button. Does this excede the 3 dynamic rule thing?

If that doesnt work, could i just cutt down on lights & Increase the brightness of the lights i have left?

THANKS FOR THAT !!!
Posted 20 years ago2004-06-26 02:32:31 UTC
in Too many direct lights problem Post #36468
Hey All
Last time i asked a Q, i got a great responce, lets see if any 1 can crack this annoying problem lol

i get this error when compiling my Cs map (hammer)
Warning: Too many direct light styles on a face(-99.500000,276.875427,271.875000)

Now, how can i / where can i find where that is on my map so i can change it around / delete lights / or what ever

Here is the compile code notes thingie anway...

** Executing...
** Command: Change Directory
** Parameters: E:GamesSIERRACounter-Strike
  • Could not execute the command:
Change Directory E:GamesSIERRACounter-Strike
  • Windows gave the error message:
"Access is denied."

** Executing...
** Command: E:GamesHF_EDI~1Zonershlcsg.exe
** Parameters: "e:gamessierracounter-strikemapscabins33"

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: E:GamesHF_EDI~1Zonershlcsg.exe e:gamessierracounter-strikemapscabins33

= 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 e:gamessierracounter-strikemapscabins33.map
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.78 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
<snip>
Warning: Too many direct light styles on a face(-99.500000,306.125488,271.500000)
Warning: Too many direct light styles on a face(-99.500000,311.000488,271.500000)
Warning: Too many direct light styles on a face(-99.500000,311.000488,271.500000)
Warning: Too many direct light styles on a face(-99.500000,276.375427,271.875000)
Warning: Too many direct light styles on a face(-99.500000,276.375427,271.875000)
Warning: Too many direct light styles on a face(-99.500000,281.250458,271.875000)
Warning: Too many direct light styles on a face(-99.500000,281.250458,271.875000)
<snip>
(62.50 seconds)
visibility matrix : 40.3 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (73.92 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (72.80 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (8.19 seconds)
Transfer Lists : 17235480 transfers
Indices : 7155424 bytes
   Data : 68941920 bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.84 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (3.16 seconds)
222.69 seconds elapsed [3m 42s]

--- END hlrad ---

** Executing...
** Command: Copy File
** Parameters: "e:gamessierracounter-strikemapscabins33.bsp" "E:GamesSierraCounter-Strikecstrikemapscabins33.bsp"

** Executing...
** Command: Copy File
** Parameters: "e:gamessierracounter-strikemapscabins33.pts" "E:GamesSierraCounter-Strikecstrikemapscabins33.pts"

** Executing...
** Command: E:GamesSIERRACOUNTE~1cstrike.exe
** Parameters: +map "cabins33" -game cstrike -dev -console +deathmatch 1
Thanks for that ! - BTW People who help me on these problems i have, will get reconigized and mentioned in the final release of this map !!
(any 1 want a screen shot? ;) )
Posted 20 years ago2004-06-22 18:59:10 UTC
in Compiling error Post #35510
Seventh-Monkey & Seanrct - you guys rock - i cant thank you enough... time to make some maps again :D :D :D
Posted 20 years ago2004-06-22 09:06:12 UTC
in Compiling error Post #35393
Hey there

Thanks for reading this, blar blar blar - thanks massive to any 1 in advance who can help me...

Im having a compiling error - read on and ill show u what i mean...

Ok, ive set up hammer, im using zoners compilers, etc.

Ive started off with a simple map - 1 room, 1 ct point, 1 light.

This is what my settings look like...
User posted image
Now, with my simple room, i click file->Run - the compile list comes up, no errors, works fign.

Then, it gets into conterstike, then up comes this lil message...
User posted image
Gahh - ive tried EVERYTHING to get it to work, but nothing is working... any help would make my day...
(it just keeps comin up with the error down the bottom..)a

Thanks !!!!! :zonked: