Forum posts

Posted 17 years ago2006-07-27 21:04:28 UTC
in Sin EP1 Post #191850
Yeah valve seems to be a specialist for causing hammer trouble.
The hammer can't shut down the valve... haha.

Well it seems like it was just a set of the concrete textures, other textures are normal. Sounds like a glitch to me.
Posted 17 years ago2006-07-27 18:34:49 UTC
in Sin EP1 Post #191842
I see they have just released it.

Here's my problem.. It seems that no matter what texture I aply on the wall/floor, it will apear as black.
Posted 17 years ago2006-07-18 23:32:16 UTC
in Sin EP1 Post #190734
I was just wondering, what is the best way to include all the classes of Sin EP1 inside Hammer.

Thanks.
Posted 17 years ago2006-07-06 18:40:22 UTC
in Better lightning Post #188987
Well, it's not a problem in general, I mean, I don't have any leak or black walls.

When I look at maps like CS_Dust it have awesome lightning. I guess I should add fog too.

By the way, I read that tutorial about ligthning on the end of a tunnel, can you use that technique for lights? Like a small glow of light under a neon would be nice.
Posted 17 years ago2006-07-06 14:46:40 UTC
in Better lightning Post #188922
Hi, it's been a while I haven't posted here...

I am currently working on 2 small CS:S maps. My current problem is the understanding of the light entities. I can make my map look bright enough, but the objects & character are really dark.

I was wondering if you guys could give me some tips, or link me to a good tutorial for that.

Thanks.
Posted 18 years ago2005-12-25 13:02:34 UTC
in Hammer running error Post #154445
[quote]Not sure...It seems i'm not alone with this error:

http://www.chatbear.com/board.plm?a=view
thread&t=211,1135395466,20663&id=940917&b

4986&v=flatold

Curses valve![/quote]

No shit, that's about the same line im getting with my new map

Im getting the ID error thing too, i freaking bought this game.

Now all they do is shit people out with that box "Bla bla we had over 2.70 billion of hours for every single players" - Who the F cares? They count AAALOT Of bots anyway so they can TRY to get their stastics as good as ut2004 or BF2.
Or maybe they could get a patch out to fix that gay problem.
Posted 18 years ago2005-12-25 10:03:23 UTC
in Would like some one to look at this Post #154423
Mhhh, i would like to, as far as i remeber, the problem was a crate that was not turned into an Entity.
Posted 18 years ago2005-12-23 10:32:22 UTC
in Hammer running error Post #154091
I had that too. But it seems like nothing crashed or anything like that. My hammer stayed open.
Posted 18 years ago2005-12-23 10:07:46 UTC
in Would like some one to look at this Post #154089
I have no idea. Want to look at the map to see if you can find it? I worked really hard on this one and i don't feel like starting a new one just because this one "does not work" so i can get another hard 1 week of work with lots of compiling again to "perhaps" end up with the same problem again

I heard 'CONTENTS_SOLID' was a problem due to brushes that are not closed together.
Posted 18 years ago2005-12-23 06:34:27 UTC
in Would like some one to look at this Post #154071
Posted 18 years ago2005-12-22 22:09:08 UTC
in Would like some one to look at this Post #154038
Well yes all the system paths are correct. From what i see, i can complile a new map, but not this one. I've tried everything, including copy - new document - paste but no luck.
Posted 18 years ago2005-12-22 03:32:47 UTC
in Would like some one to look at this Post #153857
Here's a map i've been working on, right now it's my second one with hammer.

The problem is, that it don't want to compile. I get the
The command failed. Windows reported the error: the system cannot find the file specified. Do you wan't to continue? or ERROR opening mapname.bsp
This means that your level isn't being placed into the correct directory. This can be caused by either anincorrect configuration of Valve Hammer Editor or some majorly fatal error which has made it impossible to compile and/or play your map. Check your map for any errors/problems and check paths and directorys under your Hammer Options.
Problem, i have looked in the Log file to see what was going on, i saw some messy brushes, i delete them by ID. And now nothing changed.

If someone could help me to find the problem it would be Very appreciated

It is a very small DE map with a single target zone.

http://www.kantham.com/maps/de_reload.zip
Posted 18 years ago2005-07-25 16:37:20 UTC
in Retardz0r bots? Post #123525
Another odd thing

With the vertex editor tool, i noticed that when i was editing some verticles from the front view, i aligned my cursor on the verticle and draged it. But instead it made a selection on the grid. Now i can't move the verticle from Top/front/side view anymore, i tried everything , i must select them and move them from the perspective.

And some pretend that UED 3.0 suck compare to this. I don't think so. Hardly.
Posted 18 years ago2005-07-25 16:25:07 UTC
in Retardz0r bots? Post #123523
Thanks playbus Yeah i runed that Nav_edit comand and noticed the path network on the ground, i noticed that the bots are auto maticaly hiding behind some objects. That's cool. For the problem, it's obviously the space that each piece of stairs have that make the NAV_generate ignore it.

I will simply remplace stairs by a flat surface in a angle of 45. So the nav will be created

-I noticed that the bombs don't have points to them, I also noticed that the bots (take de_castle for example) will say some thing like "Window" when they will see an enemy from a window. I will have to study that aswell. Espicaly the bomb locations.

And so far i have never experimented Key binding with HL2/CS:S
Posted 18 years ago2005-07-25 13:17:13 UTC
in Retardz0r bots? Post #123472
OK. I finaly made my first CS:S map with the valve engine and hammer. Well.

I have everything, 2 buying zone that work, 2 bomb zone and alot of spawn point and lightning done. The problem are the bots. After the mesh has been made, the bots are moving foward , and backward constantly. OK. So, i guess it's just another stair problem since the stairs are probably too high?

here's the map if you want to chek it out. (vmf)

http://www.kantham.com/maps/de_old_factory.zip

Only one terorist already moved to the puplic bathroom and got out of it then. But i wonder why they don't place the bomb if there is no stairs to take to get in there. Well , probably they act like that because they can't take the stair, probably they think about the whole level like UT2004 bots and once a link is broken they act like morons. I am pretty sure it's the problem. And sorry if that problem is OVER-ASKED on these forums.

Is there anyway that i can look at the path network from in-game as a spectator to figure out the reall problem?

Thanks.
Posted 18 years ago2005-07-25 04:52:30 UTC
in CS:S and box & .BSP @ .vmf? Post #123340
Thanks

That junk folder contain all what i've been searching all day :nuts:
Posted 18 years ago2005-07-25 02:18:54 UTC
in CS:S and box & .BSP @ .vmf? Post #123312
Ok , i did found the arow and sing for CS:S , they where not displayed in the browser like normal texture, that is why i didn't falled on it first. The filter is "site" or "arr" for arrows.

For the crates , i searched for them all day long (way to talk) and i just found one. I also noticed in cs_italy that there are some bananas and oranges that can explode with physic. What about the water melons? they are not there... :(

And what about the garbage like in City 17 and the glass bottles..
Posted 18 years ago2005-07-24 22:17:22 UTC
in CS:S and box & .BSP @ .vmf? Post #123286
Hello

I was messing around with Decals on walls, damn it's a good tool. I was wondering..

Did anyone know where the A and B markers are? The decals that are placed on the bomb's zone floor. I would like to know what Filer to enter in the browser to fall on them. I found some with the "bomb" filter, but they are not like the CS:S ones.

For the box, i just found some inside the modelspropsde_prodigy folder. I noticed that de_port have alot of box models. Where they come from , any one know?

I am very used to look at retail map to use them as a example from the editor with other titles like UT2004. I heard yesturday that you can get a file that convert .BSP to .VMF . Anyone heard about it too?
Posted 19 years ago2005-06-15 03:22:04 UTC
in Can i get a damn door Entity please... Post #114489
ok wait a second.

I just made a door with solid material. then i decided to do random things. I jumped on Tie to Entity and it bring me to an option box with guess what.

Well , thanks anyway :D :o
Posted 19 years ago2005-06-15 03:06:45 UTC
in Can i get a damn door Entity please... Post #114487
I am making somthing interessing. I think that having door would be very great. I look at a tutorial on Snarkpit and i heard about that shit

func_door

And

func_door_rotating

I have 2 of them inside my entity list

func_ladderendpoint

And

func_usableladder

......

Now that's odd....

:
Posted 19 years ago2005-06-13 00:34:01 UTC
in Very easy question Post #114030
I use Space bar and W,A,S,D for the perspective viewport (the 3d one)

How do you move the objects from there? That would be very appreciated

thanks
Posted 19 years ago2005-06-12 13:36:20 UTC
in Few simple questions Post #113950
Which models that you guys mosly use (light model)

Another question = I heard about grouping objects. It's not VisGroup heh. Because i triyed.
:|
Posted 19 years ago2005-06-11 22:44:31 UTC
in Few simple questions Post #113830
That worked for npc_combine_s by changing the model

I curently use models/props_interiors/Lights_Florescent01 (since it's damn hard to find light model inside hammer ( and since the Light model folder is empty to , don't ask me why)

I have tryed with both prop_static and prop_physic and the Flags you said.. and they still don't apear

maybe it's a problem with models/props_interiors/Lights_Florescent01 then...

thanks
Posted 19 years ago2005-06-11 17:46:50 UTC
in Few simple questions Post #113801
Well , i practiced alot yesturday and today. i am finishing a SP map but i have found some anoying things
  • Some object don't apear in-game (No , it's not fading settings) and i don't colide with them. But if i change it to Prop_physic it will work. I mean ... I don't want falling lights from the celing.....
-Sigh , where on earth are the elites, other Citizen faces , Scaning bot #2 inside the NPC list. Don't found them after 10 minutes of search :|

That's pretty much (yet). i hope that with your help i could show you the map i am working on and having a fun time playing it.

thanks
Posted 19 years ago2005-06-11 17:36:19 UTC
in Yet another Light ''prob?'&# Post #113797
Im guessing it's visGroup for creating a object group
Posted 19 years ago2005-06-11 05:12:00 UTC
in HL2 sound technology and optimisation Q Post #113713
Oh, don't really mind for the sound Q. I'm pretty usre it's from the bsp distance.
And for the objects , that use procecor for physic and stuff.
No , that's not a question really. But yes , related to the optimization question.
Posted 19 years ago2005-06-11 01:43:04 UTC
in HL2 sound technology and optimisation Q Post #113695
-For the sound

I noticed the engine is awesome for Tunnel-effect like. But i was wondering if it need a zone in particular or it act depending on the bsp distance from the players to create that sound effect

-For the Opti

If some of you are fammilar with Unreal editor...

A map that don't have optimization suck in FPS
I might be thinking whrong... But it seems like HL2 don't need optimization at all...

Does it mean i can put like 50 NPC monsters in the same part of level and it will act normaly? (and yes , they are all in different rooms)

And for the objects , that use procecor for physic and stuff.

Thanks for your time...
Posted 19 years ago2005-06-11 01:34:05 UTC
in Yet another Light ''prob?'&# Post #113694
Oh i know that.

and that is kinda long..... i mean , .... i don't know how to make lightning well yet , and i will be switching Hammer to HL2-ingame for life just for 1 light type?

No thanks... :
Posted 19 years ago2005-06-11 01:07:19 UTC
in Yet another Light ''prob?'&# Post #113690
In reply to blackravent

I have tryed that BSP VIEWER by googl'ing it

But unfortunately. My hl2 game is not inside a Serria folder... Meaning i need a version for hl2 wich is not easy to find.

I might be very tired aswel..... thanks for your time.
Posted 19 years ago2005-06-08 22:01:43 UTC
in Yet another Light ''prob?'&# Post #113341
Huh?

In unreal editor it all work with Subtract and adds , wich is way better and easyer than hl2. Also , faster. :nuts:
Posted 19 years ago2005-06-08 02:20:23 UTC
in Yet another Light ''prob?'&# Post #113203
Wow that suck

I am a mapper for Unreal games. I must say the editor is wayyyy beter than Hammer. :D
Posted 19 years ago2005-06-06 22:15:15 UTC
in Yet another Light ''prob?'&# Post #113029
I can't figure out how to show my light inside Hammer. Actualy , i know i can make a light since i have seen it in-game. But i see all the wall in hammer unlit. Thanks.
Posted 19 years ago2005-06-03 03:23:36 UTC
in Something retarded Post #112363
Oh well lol , i changed my keyboard setting ( language ) and now i can get it to work.

Thanks for reading though.
Posted 19 years ago2005-06-03 02:37:46 UTC
in Something retarded Post #112362
Well , if i could be more explainfull , I can't bring the console , i CAN'T whrite anything in SP mode. I want to map for SP and i heard i need to get the thing checked inside Keyboard Advanced settings and keep the game opened while editing it (i got 1 gb ram so i am ok.). Some of my friends tryed to help me but they came with no solutions. They said it's the key just next to 1. Normaly , You and everyone can bring the console. that thing >>> ~ <<< , but instead it whrite that >>> # <<<, there is no way i can type it with my keyboard , Even not with Shift holded , ALT+ CTRL and What ever you can think of. i need to copy it otherwise i could not have it posted here. I guess it's the problem.
Posted 19 years ago2005-06-02 23:41:56 UTC
in Something retarded Post #112355
I have tryed all the keys with ''enable editing mode'' thing inside the Keyboard Advanced settings, and i can't bring the console on. Anyone had that problem?