Forum posts

Posted 20 years ago2004-07-18 12:44:44 UTC
in func_vehicle. Post #42555
Rabid, i have already dont that, the damage on crush was 999 and pin strength was 1. When i drive into pins, they bounce me back. When i walk into them as just a normal person, the break just find because i flagged them as Touch and Pressure..... :(
Posted 20 years ago2004-07-18 00:23:18 UTC
in func_vehicle. Post #42451
well, is there no way that the "bowling ball car" could just run into them? I dont understand why it cant, it can run over people just fine. Heh
Posted 20 years ago2004-07-17 22:00:56 UTC
in func_vehicle. Post #42428
Could you elaborate a little more RacerX? What kind of triggers, and doing what?
Posted 20 years ago2004-07-17 21:37:16 UTC
in func_vehicle. Post #42422
I made a bowling alley, and i want to make the "bowling ball" a func_vehicle, and make it so when you drive down the lane, and hit the pins (func_breakables, flagged with touch, and pressure), they break. I tested the map, and when i drive it down the lane and hit the first pin, it stops my car and bounces me back. Is there a way to make it so the car hits pins and they break?
Posted 20 years ago2004-07-16 00:51:51 UTC
in Pushables Post #41788
no flag other than breakable for func_pushable's. Just tested map, and when i get in bowling alley room, its EXTREMELY lagging becuz the "ball" has SO many surfaces alone with the pins down the lane. And also when the pins get destroyed "shot" they dont re appear the next round, and the ball doesnt appear back in original spot.......... :( nothing seems to go right for me
Posted 20 years ago2004-07-16 00:06:24 UTC
in Pushables Post #41782
rabid, get on aim BOI! talk to me
Posted 20 years ago2004-07-15 23:52:33 UTC
in Pushables Post #41778
Umm.....possibly, but it needs the rmf file so i could see
Posted 20 years ago2004-07-15 23:48:02 UTC
in Pushables Post #41775
Thats what im saying, would a func_pushable (bowling ball) in anyway be able to give off damage so something else? I dont think it would be able to but, if it can, and someone knows how, id like to know
Posted 20 years ago2004-07-15 23:26:57 UTC
in Pushables Post #41770
I was wondering if it is possible to make a Func_pushable ram into another func_pushable flagged with breakable and make it explode? Im making a bowling alley, and i would like for the bowling ball to be pushed down alley, hit the pins and make them explode, but only the ones touched by the ball should explode. Is this possible?
Posted 20 years ago2004-07-15 17:07:30 UTC
in Problem Post #41688
In my CS map, i made a glass box, a func_wall with glass texture, now people can still shoot through it. Is there any way that i can make it so people cant shoot through the wall so people on the outside can push a button nexto the box that kills them?
Posted 20 years ago2004-07-14 17:24:59 UTC
in Fill room with water Post #41385
Does anyone know how i can make it so when i push a button i can make a room fill with water and stay filled so everyone drowns? I read somewhere that it is possible, just dont know where to look for any tutorials
Posted 20 years ago2004-07-14 03:36:12 UTC
in Light question Post #41208
know the names of any specific ones?
Posted 20 years ago2004-07-14 03:27:42 UTC
in Light question Post #41204
In some custom maps ive played ive seen beams of light that are able to move around, like in the map fy_party, on the dance floor, the lights just zip around the room. I was wondering if anyone knew how to do this? There are no tutorials on it
Posted 20 years ago2004-07-13 23:11:45 UTC
in Colors Post #41172
Eh, ok i put a brush func_illusion , and all is good when you LOOK at it.... but if people are smart they wil just shoot the solids, and figure out the path to take. Thats what i did becuz i forgot the path myself hehe
Posted 20 years ago2004-07-13 22:12:18 UTC
in Colors Post #41157
O, yeah good idea. Thanks
Posted 20 years ago2004-07-13 21:28:06 UTC
in Colors Post #41151
if i put a brush the exact same size as the trigger hurt ONTOP of the trigger, will it still kill you? I dont want people to know the difference in the game between the path, and the rest that will kill you.
Posted 20 years ago2004-07-13 21:18:17 UTC
in Colors Post #41146
Well, instead of a dance floor, i made a maze type thing. But having a problem with this. I made a path of blocks across the room, and everything around the path a Trigger_hurt, so if u take a wrong step, u die. But when i tested map, everything that was trigger_hurt was invisible, but i could still see the path fine. Anyways to fix this?
Posted 20 years ago2004-07-13 20:18:57 UTC
in Colors Post #41137
In my map, im trying to make something like a dance floor, very simple one at that. I can only find 3 colors to use on the brushes though, blue, red, and black. What, if any, other colors are in the texture applications menu?
Posted 20 years ago2004-07-13 00:39:09 UTC
in resetting Post #40908
huh? all that needs to be reset is the hurt brush. when i push the button for the brush to start hurting you it stays on and will not go off.
Posted 20 years ago2004-07-12 23:01:50 UTC
in resetting Post #40883
Does anyone know how to make things reset after each round? My cs map has a button that triggers a hurt brush... but once its turned on i cant turn it off... any ideas?
Posted 20 years ago2004-07-12 14:53:16 UTC
in Buttons Post #40710
Could someone explain to me how i could make a button, that when pressed, would teleport someone to another room? Also a button that when pressed would make things appear in the room with them? I cant find any tutorials on this.
Posted 20 years ago2004-07-12 14:46:43 UTC
in elevators Post #40708
I made a CS map with 6 elevators on each side for Ts and CTs. When people use some of the elevators, they always get stuck when the elevators reach the top of the building, and they cant get off. Are there any solutions to this, or should i find another way for people to get up?
Posted 20 years ago2004-07-11 14:05:59 UTC
in wpoly counts Post #40457
So, adding a lot of details like i mentioned above is not a good idea if my map already has a wpoly count of 500? most areas are still only 200ish... but i dont want them above say 600-900
Posted 20 years ago2004-07-11 13:56:23 UTC
in wpoly counts Post #40454
Im working on my second map, after having to give up on my first map because the wpoly counts in certain areas are hitting 2000! The second map is about complete, i just have to do the detail work and the highest wpoly count i can find is only about 500. Im wondering if by adding things, such as desks, beds, computer, ect. will add to my wpoly count, or maybe even decrease it?

Thanks
Posted 20 years ago2004-07-01 14:42:57 UTC
in Help Post #38036
I see my problem. After i add the halflife.wad and the zhlt.wad files, and then exit out of the configuration they are getting erased out of the textures tab. When i go back in they are no longer there, why would it do this? POS laptop :(
Posted 20 years ago2004-07-01 14:21:15 UTC
in Help Post #38033
well, in the textures setup i have halflife.wad and zhlt.wad Its set up the same as the one im using on this computer. The only difference is that i did not put mapster in there, as i was told it was really necessary to have mapster. So im not quite sure what the problem is.
Posted 20 years ago2004-07-01 12:35:43 UTC
in Help Post #38002
I just loaded valve hammer, batch compiler, and halflife on to my ghetto laptop. I am pretty sure i have everything in the right spot, but when i go to File New in hammer it says there are no texture for use in that game or something to that effect. Since i am making a CS map, do i HAVE to have cs installed?
Posted 20 years ago2004-06-29 12:31:19 UTC
in Toilets? Post #37499
Are there prefabbed toilets? I NEED A BATHROOM! If there are i sure cant find them. What about a prefabbed TV, or Bed?
Posted 20 years ago2004-06-28 21:51:44 UTC
in Help? Post #37310
Well i searched for entity 74 and it said there was no entity 74. Here is the error, where should i go to find this problem and fix it?

entering C:ValveSteamSteamAppspaintballa7786counter-strikecstrikemapsdor
mroom3.map
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%...Error: Entity 74, Brush 0,
Side 1: has a coplanar plane at (-247, 371, -450), texture DRKMTLT_BORD11
Error: brush with coplanar faces
Description: The map has a problem which must be fixed
Howto Fix: Check the file ZHLTProblems.html for a detailed explanation of this p
roblem

Error: Entity 74, Brush 0, Side 2: plane with no normal
Error: Entity 74, Brush 0, Side 3: plane with no normal
Error: Entity 74, Brush 0, Side 3: has a coplanar plane at (-244, 820, -450), te
xture DRKMTLT_BORD11
Error: Entity 74, Brush 0, Side 4: plane with no normal
Error: Entity 74, Brush 0, Side 4: has a coplanar plane at (-686, 825, -450), te
xture GENERIC105C
Error: Entity 74, Brush 0, Side 4: has a coplanar plane at (-686, 825, -450), te
xture GENERIC105C
Error: Entity 74, Brush 0, Side 5: plane with no normal
Error: Entity 74, Brush 0, Side 5: has a coplanar plane at (-247, 371, -450), te
xture DRKMTLT_BORD11
Error: Entity 74, Brush 0, Side 5: has a coplanar plane at (-247, 371, -450), te
xture DRKMTLT_BORD11
Error: Entity 74, Brush 0, Side 5: has a coplanar plane at (-247, 371, -450), te
xture DRKMTLT_BORD11
Error: Entity 74, Brush 0: outside world(+/-4096): (10000,-10000,-450)(10000,1
0000,-450)
Error: Entity 74, Brush 0: outside world(+/-4096): (10000,-10000,-450)(10000,1
0000,-450)
Error: Entity 74, Brush 0: outside world(+/-4096): (10000,-10000,-414)(10000,1
0000,-414)
Error: Entity 74, Brush 0: outside world(+/-4096): (10000,-10000,-414)(10000,1
0000,-414)
Error: Entity 74, Brush 0: outside world(+/-4096): (10000,-10000,-418)(10000,1
0000,-418)
Error: Entity 74, Brush 0: outside world(+/-4096): (10000,-10000,-418)(10000,1
0000,-418)
Error: Entity 74, Brush 0: outside world(+/-4096): (10000,-10000,-432)(10000,1
0000,-432)
Error: Entity 74, Brush 0: outside world(+/-4096): (10000,-10000,-432)(10000,1
0000,-432)
(1.33 seconds)
Posted 20 years ago2004-06-28 21:08:15 UTC
in Help? Post #37307
When i go to compile my map, i get an error that says: Entity 74: side 1 has coplanar plane. I have dont no vertex manipulation, as this is what the zoner help files said. The texture is DRKMTLT_BORD11, and i looked that up and no where in my map do i remember using that for a texture. Is there anyway i can look up Entity 74? I dont know which it is.
Posted 20 years ago2004-06-28 16:25:50 UTC
in Doors and walls Post #37238
I got the doors to work simply by changing the compass to another direction, dont understand why it works that way though. Now would you happen to know why some of my walls move? just by bumping into them they move back a few inches... very annoying
Posted 20 years ago2004-06-28 15:04:43 UTC
in Doors and walls Post #37233
the pitch yaw roll option under func_door, are all set to 0 by the way
Posted 20 years ago2004-06-28 15:02:59 UTC
in Doors and walls Post #37232
When i make a door, i dont ever get the option of pitch yaw or roll. I do get the compass at the top right, but you said "is facing the WRONG direction"? A typo or did you actually mean i should make the line face the wrong direction? As of now the white line is facing 90, the way i thought the door should open.
Posted 20 years ago2004-06-28 14:50:24 UTC
in Doors and walls Post #37227
I have 3 sliding doors so far in my map that all work just fine. Now when i try to make more sliding doors and i compile and test my map, i walk up and touch the door, and the doors move into the wall, it like sucks into the wall and it does open. They dont slide at all, they just move straight backwards a few inches. I am also having this problem with certain walls, i walk up and bump them, and they move backwards a few inches. Anyone know whats going on?
Posted 20 years ago2004-06-28 14:48:00 UTC
in Laggy map Post #37226
When i type r_speeds 1 into console it say wpoly is 974 and epoly is 882.... This means nothing to me, is that good or bad?
Posted 20 years ago2004-06-28 13:39:02 UTC
in Laggy map Post #37216
When i load my map and play it its a little laggy when i play by myself, but gets more so when friends start to play on it. There are no leaks, i ran the pointfile and got no red marks on the map at all. Any alternative sources that may cause your map to be laggy?
Posted 20 years ago2004-06-27 22:05:33 UTC
in water? Post #37026
well, the water is there, and i can swim in it but i cant see it. and i figured out the brush sizing.
Posted 20 years ago2004-06-27 19:19:51 UTC
in water? Post #37008
I made some water in my map, for you to swim upto another level, but in the game when i load the server and all, i cant see the water at all, except the very top of it, just the texture is visible at the very top. I can swim in it and all, but it would be nice to be able to see the water your swimming in! Any ideas? Also, how can i make a custom sized brush?
Posted 20 years ago2004-06-27 18:01:00 UTC
in Fix leaks? Post #36980
Can someone tell me what this means? How can i fix this? Says there is an error when compiling the map.

###################################################
  1. Batch Compiler Zoners And Mapster Spec #
###################################################
###################################################
  1. Please report bugs to: ryansgregg@hotmail.com #
###################################################

Written At: 6/27/2004 5:58:43 PM
BC Version: 2.0.3.1

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:Program FilesZHLThlcsg.exe"-chart C:ValveSteamSteamAppsp
aintballa7786counter-strikecstrikemapsmattmap.map

= Current hlcsg Settings =
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ 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:ValveSteamSteamAppspaintballa7786counter-strikecstrikemapsmat
tmap.map
Error: Entity 13, Brush 0: mixed face contents
Texture !WATERBLUE and !WATERBLUE
Error: mixed face contents
Description: The map has a problem which must be fixed
Howto Fix: Check the file ZHLTProblems.html for a detailed explanation of this p
roblem

Error: Entity 13, Brush 0: mixed face contents
Texture !WATERBLUE and !WATERBLUE
Error: Entity 13, Brush 0: mixed face contents
Texture !WATERBLUE and !WATERBLUE
--- 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:Program FilesZHLThlbsp.exe"-chart C:ValveSteamSteamAppsp
aintballa7786counter-strikecstrikemapsmattmap.map
>> There was a problem compiling the map.
>> Check the file C:ValveSteamSteamAppspaintballa7786counter-strikecstrike
mapsmattmap.log for the cause.

--- END hlbsp ---

g_fastvis = true
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:Program FilesZHLThlvis.exe"-fast -chart C:ValveSteamSteam
Appspaintballa7786counter-strikecstrikemapsmattmap.map
>> There was a problem compiling the map.
>> Check the file C:ValveSteamSteamAppspaintballa7786counter-strikecstrike
mapsmattmap.log for the cause.

--- END hlvis ---

Netvis must be run either as a server (-server)
or as a client (-connect servername)

netvis v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)

= netvis Options =
-full           : Full vis
-fast           : Fast vis
-connect address : Connect to netvis server at address as a client
-server          : Run as the netvis server
-port #          : Use a non-standard port for netvis
-rate #          : Alter the display update rate
-texdata #      : Alter maximum texture memory limit (in kb)
-chart          : display bsp statitics
-low | -high    : run program an altered priority level
-nolog          : don't generate the compile logfiles
-threads #      : manually specify the number of threads to run
-estimate       : display estimated time during compile
-verbose        : compile with verbose messages
-noinfo         : Do not show tool configuration information
-dev #          : compile with developer message
mapfile         : The mapfile to compile
In netvis one computer must be the server and all the rest are the clients.
The server should be started with : netvis -server mapname
And the clients should be started with : netvis -connect servername

The default socket it uses is 21212 and can be changed with -port
The default update rate is 60 seconds and can be changed with -rate
Mapster version 0.3.2b
Welcome to the first public testing of Mapster!

Updated version! Fixes small bug in netvis path. If you are using
0.3.1b, you will need to manually set your zoners path. Better yet,
update to 0.3.2b and use the fixed version!

Lestat & Waldo
ERROR! Unable to find netvis at path .netvis.exe!
Be sure and install Mapster in the same directory as your zoners
tools.

This exe file was created with the evaluation version of Perl2Exe.
For more information visit http://www.indigostar.com
(The full version does not display this message with a 2 second delay.)
...
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:Program FilesZHLThlrad.exe"-sparse -nopaque -bounce 8 -chart
C:ValveSteamSteamAppspaintballa7786counter-strikecstrikemapsmattmap.map

>> There was a problem compiling the map.
>> Check the file C:ValveSteamSteamAppspaintballa7786counter-strikecstrike
mapsmattmap.log for the cause.

--- END hlrad ---

Must specify either -import or -export
ripent v2.5.3 rel
Submit detailed bug reports to (zoner@gearboxsoftware.com)

Usage: ripent [-import|-export] [-texdata n] bspname
C:ValveSteamSteamAppspaintballa7786counter-strikecstrikemapsmattmap.wic
deleted.
Could Not Find C:ValveSteamSteamAppspaintballa7786counter-strikecstrikema
psmattmap.lin
C:ValveSteamSteamAppspaintballa7786counter-strikecstrikemapsmattmap.lin
deleted.
Could Not Find C:ValveSteamSteamAppspaintballa7786counter-strikecstrikema
psmattmap.p0
C:ValveSteamSteamAppspaintballa7786counter-strikecstrikemapsmattmap.p0 d
eleted.
Could Not Find C:ValveSteamSteamAppspaintballa7786counter-strikecstrikema
psmattmap.p1
C:ValveSteamSteamAppspaintballa7786counter-strikecstrikemapsmattmap.p1 d
eleted.
Could Not Find C:ValveSteamSteamAppspaintballa7786counter-strikecstrikema
psmattmap.p2
C:ValveSteamSteamAppspaintballa7786counter-strikecstrikemapsmattmap.p2 d
eleted.
Could Not Find C:ValveSteamSteamAppspaintballa7786counter-strikecstrikema
psmattmap.p3
C:ValveSteamSteamAppspaintballa7786counter-strikecstrikemapsmattmap.p3 d
eleted.
Could Not Find C:ValveSteamSteamAppspaintballa7786counter-strikecstrikema
psmattmap.prt
C:ValveSteamSteamAppspaintballa7786counter-strikecstrikemapsmattmap.prt
deleted.
The system cannot find the file specified.
mattmap.bsp copied to C:ValveSteamSteamAppspaintballa7786counter-strikecst
rikemaps
The system cannot find the file specified.
mattmap.pts copied to C:ValveSteamSteamAppspaintballa7786counter-strikecst
rikemaps

Press any key to continue . . .
Posted 20 years ago2004-06-27 17:45:02 UTC
in Fix leaks? Post #36974
where do i find pointfile at in the program? Also how would i go about fixing the leak?
Posted 20 years ago2004-06-27 17:38:11 UTC
in Fix leaks? Post #36971
I find now that when i sometimes after i compile it says it cannot find basically everything its looking for. But when i fixed the leak that was in the map everything worked again. Is there a way to find out where your map is leaking from? or how to fix any errors?
Posted 20 years ago2004-06-27 15:36:03 UTC
in Running my map Post #36933
YAY, i compiled it and it works! YIPPE! my flashing light is the shiznit. Fun stuff. now i gotta go add more stuff. Thanks for all the help people!

THanks
Posted 20 years ago2004-06-27 15:18:56 UTC
in Running my map Post #36930
ok, i d/l batch and the zoners, although i do not have the mapster3.exe it asks for. where do i get that?
Posted 20 years ago2004-06-27 15:11:50 UTC
in Running my map Post #36925
so if i d/l the batch compiler, i need to d/l the zoners tools? will this mess up anything in my configuration in hammer?
Posted 20 years ago2004-06-27 14:55:21 UTC
in Running my map Post #36920
well, i dont have msn. heh. i guess it will be faster to just use this thing. I d/l Batch and read the tutorial thing that came with it. when it got to the part where you had to put all the zoner files into the right place on the setup, i relize i dont have zoners so i said screw it and deleted it. there has GOT to be an easier way! i just want to play my map! NO possible way i can compile this thing with hammer?
Posted 20 years ago2004-06-27 14:50:40 UTC
in Running my map Post #36917
Well, do you happen to have AIM? if you do give me an IM at dbzdragonz
Posted 20 years ago2004-06-27 14:36:25 UTC
in Running my map Post #36912
well Peave and LOve, could you be a little more detailed on this part: "use the qrad, qbsp, qcsg, qvis tools as your compile tools in hammer (Tools / Options.. / Build Programs)". I have set the configuration of the build programs to each of the 4 of those tools though.
Posted 20 years ago2004-06-27 14:22:07 UTC
in Running my map Post #36903
Well, the only things in my map folder pertaining to my map are called testmatt.map and testmatt.rmf. here is the compiling process window thing. Let me know if something is wrong? Thanks

** Executing...
** Command: Change Directory
** Parameters: C:ValveSteam

** Executing...
** Command: Copy File
** Parameters: "C:ValveSteamSteamAppspaintballa7786counter-strikecstrikemapstestmatt.map" "C:ValveSteamSteamAppspaintballa7786counter-strikemapstestmatt.map"

** Executing...
** Command: C:PROGRA~1VALVEH~1toolsqcsg.exe
** Parameters: "C:ValveSteamSteamAppspaintballa7786counter-strikemapstestmatt"

qcsg.exe v2.8 (Jan 31 2000)
-- qcsg --
entering C:ValveSteamSteamAppspaintballa7786counter-strikemapstestmatt.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
0 seconds elapsed
** Executing...
** Command: C:PROGRA~1VALVEH~1toolsqbsp2.exe
** Parameters: "C:ValveSteamSteamAppspaintballa7786counter-strikemapstestmatt"

qbsp2.exe v2.2 (Dec 28 1998)
-- qbsp2 --
writing C:ValveSteamSteamAppspaintballa7786counter-strikemapstestmatt.prt
0 seconds elapsed
** Executing...
** Command: C:ValveSteamSteam.exe
** Parameters: +map "testmatt"
Posted 20 years ago2004-06-27 14:03:18 UTC
in Running my map Post #36897
going into CS console and typing map testmatt wont work, i wouldnt think. doesnt it need to be a .bsp file?
Posted 20 years ago2004-06-27 13:49:42 UTC
in Running my map Post #36887
I just started making my map, and i want to see what i have created. I have 3 spawns for each team, and some lights and other things. I goto File, Run, and i saved my map. and clicked ok on the next screen, it then came up with a compiling process window. No errors on it, but to my understanding, i should be able to just go into counterstrike and start a new game, and my map should be there but its not. In my maps folder my map is in there named testmatt.map along with something else called testmap.rmf Im sure it needs to be called testmap.bsp to run, i dont know what i need to do though. Any help would be appreciated.

Thanks