Forum posts

Posted 19 years ago2004-11-27 23:28:59 UTC
in omg, newb, can't get player_start wo Post #75161
ok actually i found out that you must have a CT and/or T guy in there also in order to be anything. but i got it to work, thanks for your help.
Posted 19 years ago2004-11-27 22:31:49 UTC
in omg, newb, can't get player_start wo Post #75160
well by default they're not in there but even with them set to normal the same thing happens, here's the outcome though:

** Executing...
** Command: Change Directory
** Parameters: "D:Program FilesValveSteamSteamAppskeith@keithwolf.netsourcesdk"

** Executing...
** Command: Copy File
** Parameters: "D:Program FilesValveSteamSteamAppskeith@keithwolf.netsourcesdkcstrike_sample_contentmapstest_box.vmf" "D:Program FilesValveSteamSteamAppskeith@keithwolf.netsourcesdkcstrike_sample_contentmapstest_box.vmf"

** Executing...
** Command: "D:Program FilesValveSteamSteamAppskeith@keithwolf.netsourcesdkbinvbsp.exe"
** Parameters: "D:Program FilesValveSteamSteamAppskeith@keithwolf.netsourcesdkcstrike_sample_contentmapstest_box"

Valve Software - vbsp.exe (Nov 4 2004)
1 threads
materialPath: D:Program FilesValveSteamSteamAppskeith@keithwolf.netsourcesdkcstrike_sample_contentmaterials
Loading D:Program FilesValveSteamSteamAppskeith@keithwolf.netsourcesdkcstrike_sample_contentmapstest_box.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:Program FilesValveSteamSteamAppskeith@keithwolf.netsourcesdkcstrike_sample_contentmapstest_box.prt...done (0)
Can't load skybox file sky_wasteland02 to build the default cubemap!
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 (0) (2261 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing D:Program FilesValveSteamSteamAppskeith@keithwolf.netsourcesdkcstrike_sample_contentmapstest_box.bsp
1 second elapsed
Memory leak: mempool blocks left in memory: 49

** Executing...
** Command: "D:Program FilesValveSteamSteamAppskeith@keithwolf.netsourcesdkbinvvis.exe"
** Parameters: "D:Program FilesValveSteamSteamAppskeith@keithwolf.netsourcesdkcstrike_sample_contentmapstest_box"

Valve Software - vvis.exe (Nov 4 2004)
1 threads
reading d:program filesvalvesteamsteamappskeith@keithwolf.netsourcesdkcstrike_sample_contentmapstest_box.bsp
reading d:program filesvalvesteamsteamappskeith@keithwolf.netsourcesdkcstrike_sample_contentmapstest_box.prt
1 portalclusters
0 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 1
Average clusters visible: 1
Building PAS...
Average clusters audible: 1
visdatasize:14 compressed from 16
writing d:program filesvalvesteamsteamappskeith@keithwolf.netsourcesdkcstrike_sample_contentmapstest_box.bsp
0 seconds elapsed

** Executing...
** Command: "D:Program FilesValveSteamSteamAppskeith@keithwolf.netsourcesdkbinvrad.exe"
** Parameters: "D:Program FilesValveSteamSteamAppskeith@keithwolf.netsourcesdkcstrike_sample_contentmapstest_box"

Valve Software - vrad.exe (Nov 4 2004)
--- Radiosity Simulator --
1 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading d:program filesvalvesteamsteamappskeith@keithwolf.netsourcesdkcstrike_sample_contentmapstest_box.bsp
6 faces
7566 square feet [1089536.00 square inches]
0 displacements
0 square feet [0.00 square inches]
6 patches before subdivision
762 patches after subdivision
1 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 42080, max 183
transfer lists: 0.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(1272, 1071, 831)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(141, 99, 57)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(16, 10, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(2, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0014 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 1/1024 48/49152 ( 0.1%)
brushes 6/8192 72/98304 ( 0.1%)
brushsides 36/65536 288/524288 ( 0.1%)
planes 36/65536 720/1310720 ( 0.1%)
vertexes 25/65536 300/786432 ( 0.0%)
nodes 10/65536 320/2097152 ( 0.0%)
texinfos 9/12288 648/884736 ( 0.1%)
texdata 3/2048 96/65536 ( 0.1%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 6/65536 336/3670016 ( 0.0%)
origfaces 6/65536 336/3670016 ( 0.0%)
leaves 12/65536 672/3670016 ( 0.0%)
leaffaces 6/65536 12/131072 ( 0.0%)
leafbrushes 6/65536 12/131072 ( 0.0%)
surfedges 48/512000 192/2048000 ( 0.0%)
edges 37/256000 148/1024000 ( 0.0%)
worldlights 1/8192 88/720896 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 28444/0 ( 0.0%)
visdata [variable] 14/16777216 ( 0.0%)
entdata [variable] 322/393216 ( 0.1%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 22/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 2261/4194304 ( 0.1%)

Total Win32 BSP file data space used: 35353 bytes

Linux Specific Data:
physicssurface [variable] 0/6291456 ( 0.0%)

Total Linux BSP file data space used: 33092 bytes

Total triangle count: 12
Writing d:program filesvalvesteamsteamappskeith@keithwolf.netsourcesdkcstrike_sample_contentmapstest_box.bsp
1 second elapsed
Posted 19 years ago2004-11-27 22:09:13 UTC
in omg, newb, can't get player_start wo Post #75157
this was everything in the compile process window:

** Executing...
** Command: Change Directory
** Parameters: "D:Program FilesValveSteamSteamAppskeith@keithwolf.netsourcesdk"

** Executing...
** Command: Copy File
** Parameters: "D:Program FilesValveSteamSteamAppskeith@keithwolf.netsourcesdkcstrike_sample_contentmapstest_box.vmf" "D:Program FilesValveSteamSteamAppskeith@keithwolf.netsourcesdkcstrike_sample_contentmapstest_box.vmf"

** Executing...
** Command: "D:Program FilesValveSteamSteamAppskeith@keithwolf.netsourcesdkbinvbsp.exe"
** Parameters: "D:Program FilesValveSteamSteamAppskeith@keithwolf.netsourcesdkcstrike_sample_contentmapstest_box"

Valve Software - vbsp.exe (Nov 4 2004)
1 threads
materialPath: D:Program FilesValveSteamSteamAppskeith@keithwolf.netsourcesdkcstrike_sample_contentmaterials
Loading D:Program FilesValveSteamSteamAppskeith@keithwolf.netsourcesdkcstrike_sample_contentmapstest_box.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:Program FilesValveSteamSteamAppskeith@keithwolf.netsourcesdkcstrike_sample_contentmapstest_box.prt...done (0)
Can't load skybox file sky_wasteland02 to build the default cubemap!
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 (0) (2261 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing D:Program FilesValveSteamSteamAppskeith@keithwolf.netsourcesdkcstrike_sample_contentmapstest_box.bsp
1 second elapsed
Memory leak: mempool blocks left in memory: 49
Posted 19 years ago2004-11-27 22:04:22 UTC
in omg, newb, can't get player_start wo Post #75155
thanks but the same thing happened and this error it gave me might be the problem:

PutClientInServer: no info_player_start on level

I have the info_player_start inside the cube though.
Posted 19 years ago2004-11-27 21:58:55 UTC
in omg, newb, can't get player_start wo Post #75153
omg I've done this before a while back. I even followed the tutorial on this site lol. I was just making a hollow box with a light and the info_player_start entity object thingy. should work like normal right? but when i start it will only let me spectate the level. I followed the instructions perfectly lol. anyway, a little insight might help. i'm using Hammer version 4.0 and I'm using the Steam downloaded version of HL2/CS:S.
Posted 20 years ago2004-08-07 22:10:30 UTC
in TV Models needed Post #48879
no need to give credit because it's entirely for personal use, but if it goes public I will of course. and thanks floater and terrel.
Posted 20 years ago2004-08-07 21:50:27 UTC
in TV Models needed Post #48875
yeah i guess
Posted 20 years ago2004-08-07 21:36:59 UTC
in TV Models needed Post #48871
ok, i have been looking everywhere. I'm currently working on a map that requres a television set and I can't model worth crap. not a single site that I can find has anything of the sort. anyone have one or know where I could get a tv?
Posted 20 years ago2004-08-07 08:42:34 UTC
in can't find bsp file Post #48695
lol a little update on my situation, apparently you were correct, i was just placing them wronge, i have to put them slightly off the ground? i feel so stupid, never mind it works now lol. thanks for the help trapt.
Posted 20 years ago2004-08-07 08:33:29 UTC
in can't find bsp file Post #48692
well it appears now that only things from the crate section will work. if i add a couch or lamp or something, it'll stay the way it was the previous time it worked, so some prefabs work. is there a chance the game doesn't have a file for the couch or those other things or what?
Posted 20 years ago2004-08-07 08:19:57 UTC
in can't find bsp file Post #48686
I started creating a map (of my house lol) and it was working just fine, and i start to add prefabs and all of a sudden, every time i run it, it continues reading it as if i hadn't added them at all (just a couch and a coffee table). I tried it with another file name and it told me that it couldn't find the associated bsp file (Error opening F:Half-Lifecstrikemapshouse5.bsp: No such file or directory). If i take out the prefabs and compile it it works, but it'll never compile the prefabs to a point that the game can see it. what gives? I am kind of a newb so harrass me as much as you want if this is a stupid question lol. Thanks.