Forum posts

Posted 18 years ago2006-04-23 13:34:54 UTC
in Reversing A Video? Post #176263
NIIIIICE!
Thanks so much!! It finally works! :heart: :heart:
Posted 18 years ago2006-04-22 13:06:55 UTC
in Reversing A Video? Post #176075
Yeah... Kasperg.
This works perfectly until the point of opening the images again in VirtualDub.
How do you open all files, i can just open one file at time!
Posted 18 years ago2006-04-22 10:29:54 UTC
in Reversing A Video? Post #176043
I've searched (googled) all the web for an application that reverses a video. (i.e. makes it backwards, so that if you throw something ahead, it looks like you catch it)
I found nothing! :nervous:

Is there anyone who knows about a (freeware) application like that?
Posted 18 years ago2006-03-26 06:55:19 UTC
in I Love TWHL! Post #170983
Anyways.. :P
Posted 18 years ago2006-03-22 14:05:59 UTC
in I Love TWHL! Post #170246
hahaha.. this is funny - As the n00b I am I mistyped it.. So it was meant to say:
HL
but after a hard day of mapping, I wrote
CS
When in my bed that night, was going 2 sleep I thought: "Ow, shit. I should say HL..." I was thinking about getting up from bed and edit it, but then I thought: "Whatever... noone will care about that silly topic anyway"

Two days later, (too busy 2 visit twhl) , I got 42 replies!
Ha...
Posted 18 years ago2006-03-19 16:26:05 UTC
in I Love TWHL! Post #169549
Ok, I just wanyed to say this. TWHL is the best CS Mapping site made..
Thanks to all the people who supports the site and every mapper who submits maps to the vault and keeping it alive. Also, a huge THANKS to all mapping 1337s out there who helps n00bs like me.

TWHL is great!
Posted 18 years ago2006-03-19 16:22:44 UTC
in Source Decompiler Post #169548
So, do it yourself!
Decompile the Lost Coast level, and upload the map at rapidshare!
I doubt that I am the only one who would like this map decompiled...
Think of it, what about making a de_lostcoast? :nuts:
Posted 18 years ago2006-03-19 08:03:12 UTC
in Source Decompiler Post #169484
Ok... I think my map has the wrong version.
The map's original name is d2_lostcoast.bsp and it is the Half-Life 2: Lost Coast level.
So it cannot, SADLY :cry: , be decompiled.
End of story.
Posted 18 years ago2006-03-19 07:18:25 UTC
in Source Decompiler Post #169481
Using the .BAT file, I get this nice little error;
User posted image
The code of the batch file is:
ORIGINALLY:
java -jar Vmex.jar %1 %2 %3 %4 %5 %6 %7 %8
MINE IS:
java -jar Vmex.jar C:ProgramBlandatmap_1.bsp %2 %3 %4 %5 %6 %7 %8

This SHOULD work, shouldn't it?
Posted 18 years ago2006-03-19 07:08:12 UTC
in Source Decompiler Post #169477
Invoke? (Sry, my english isn't excellent...)
Posted 18 years ago2006-03-19 06:22:50 UTC
in Source Decompiler Post #169455
Ok. Call me a n00b, but I don't get it.
I launch the .jar file, selects the BSP I want to decompile, I press the "Decompile" button, and then the program is gone.
Just gone, (as I said in earlier posts), no lags, just a shutdown.
Posted 18 years ago2006-03-18 14:21:36 UTC
in Source Decompiler Post #169339
Habboi, where do I download an older version?
Can I have yours? (http://rapidshare.de)
Posted 18 years ago2006-03-18 14:05:30 UTC
in Source Decompiler Post #169334
Ok.. I really want this BSP decompiled.. would learn much from it.
Posted 18 years ago2006-03-18 13:39:38 UTC
in Source Decompiler Post #169326
Is there such a thing as a "Source BSP Decompiler"?
I've tried one, VMEX. (Java-based.) When I pressed the holy, blue and big button "Decompile!". The program died. No lag, just closed itself.

So, sum1 know of a working Source Decompiler?
Posted 18 years ago2006-03-18 13:33:04 UTC
in Help? how do u do source maps? Post #169324
Yay. I thought I was the noob here.
You'll need a toolkit called "Source SDK", which you get when you buy Source-engine games (CounterStrike: Source, Half-Life 2, Half-Life 2: Deathmatch...). Then, simply open up your Steam and choose Source SDK from the Tools list. You'll now see a list of tools, all of them are somewhat useful, but you'll want the Hammer Editor. Double-click on it and start building your Source maps.
Posted 18 years ago2006-03-16 14:51:55 UTC
in Glass? Post #168738
...

Is there some serious help to get here?
You cannot set material type in func_wall.
Pleease help. I really want help.
Posted 18 years ago2006-03-16 14:29:18 UTC
in Glass? Post #168722
Oops. You didn't quite understand me there.
The glass is NOT supposed to be looked through, and you are not supposed to be in the buiding.
Hope this pic will explain it all. :P
User posted image
Posted 18 years ago2006-03-16 13:18:15 UTC
in Glass? Post #168707
I want windows (not microsoft's... y'all know what I mean..) on my map, and I thought it was really that simple of cutting the window piece of the texture out, and then make a func_breakable out of it, with 0 health. But it is still the same...

EDIT: If you wonder why I want glass, this is the reason: When you shoot the glass (wall) the holes doesn't look like glass cracks..
Posted 18 years ago2006-03-04 11:13:55 UTC
in MSN-Downgrader Pop-up Post #166296
The thing is, that it makes you able to use Messenger BETA. But as long as you're online, it has this freaking popup...
Som1 skilled with HEX, and/or HEX-Editors? :nuts:
Posted 18 years ago2006-03-03 09:09:01 UTC
in MSN-Downgrader Pop-up Post #166074
Someone knows how to remove that goddamn Downgrader Smiley Popup?
Posted 18 years ago2006-03-03 04:56:11 UTC
in Quick question! Post #166054
Posted 18 years ago2006-02-28 05:55:27 UTC
in Quick question! Post #165469
link plz
Posted 18 years ago2006-02-27 12:08:10 UTC
in Quick question! Post #165331
I'm talking about trees. pi_trees
Posted 18 years ago2006-02-27 07:07:54 UTC
in Quick question! Post #165282
Many of you guys complain about using default-textures in maps you make. I was wondering if you would get just as mad for using the default models. Since you cannot include models in the .BSP it would be rather crappy including like 5 .mdl files in the zip... :nervous:
Oh, and don't complain about me posting this, as this is a question you cannot google, or find on another site. I just want your personal opinions. :P:P:P
Posted 18 years ago2006-02-27 06:57:31 UTC
in Solid Models? Post #165279
Ok. Thanks.
I've tried EVERY thing you guys told me to, and I found a way to do it. Thanks. :glad:

End of story.
Posted 18 years ago2006-02-26 14:53:59 UTC
in Solid Models? Post #165171
Ok. It's working.
Now, I use Null Cylinders.
But then, the model gets darker.
Solve? :
Posted 18 years ago2006-02-26 10:44:31 UTC
in Solid Models? Post #165139
i can still shoot trough...
aaaw.. :nervous: :nervous:
Posted 18 years ago2006-02-26 09:23:13 UTC
in Solid Models? Post #165128
interesting... but...
I have glass a bit away, behind the stone. Then, you can shoot the glass through the model (stone).
Duh. :
Any OTHER ideas?
Posted 18 years ago2006-02-26 08:48:46 UTC
in Solid Models? Post #165123
W00t? Since english isn't my first language I had problems understanding that, rowleybob.
Is there any tut?
Or, plz, explain one more time to make my day a bit easier... :P
Posted 18 years ago2006-02-26 08:09:25 UTC
in Solid Models? Post #165114
Naw. U can go through the model anyway, but whn you get to the middle it stops.
Not good. any other ideas?
Posted 18 years ago2006-02-26 07:45:42 UTC
in Is it worth the money? (Source) Post #165110
nice... how soon?
Oh, and plz answer my new topic in Engine Discussion. (Solid Models)
Posted 18 years ago2006-02-26 07:37:46 UTC
in Is it worth the money? (Source) Post #165105
Do you think I should buy Source? Is it worth the price, :roll: recalculating... Like 20 usd? + U get two other games (DoD: Source, and HL2: DM)
Is it worth it?
Posted 18 years ago2006-02-26 07:33:40 UTC
in Solid Models? Post #165104
Simply, is there any way to make a model (.mdl, cycler_sprite) solid.
Solid, like, you cannot go through it. I want models but it is way too heavy to create vertex brushes with null-textures to make them solid.
Is there a way to make them solid, without creating brushes?
Posted 18 years ago2006-02-25 07:36:24 UTC
in Problem using "light_spot" Post #164947
This has gone way off-topic.
Posted 18 years ago2006-02-24 10:41:39 UTC
in Problem using "light_spot" Post #164794
:aghast: :aghast: :aghast:
...
This was my silly fault. All i had to do was waiting.
Sorry for wasting your time. :zonked:
Posted 18 years ago2006-02-24 10:31:05 UTC
in Problem using "light_spot" Post #164792
Maybe. I killed it after... like... 5 secs?
Too little time..?
Well, I'll try waiting for like.. 1 min at least to see what happends.
But usually the whole compile takes me less than 5 secs....
Do you think that a single light_environment can affect the compiling time that much? :
Posted 18 years ago2006-02-24 09:57:44 UTC
in Problem using "light_spot" Post #164790
Yupp. Thanks for that :p.
But the thing is, even if I'm using light_environment, the system locks up!
When at BuildFacelights, it locks up.
I can get into the game by killing the process "hlrad.exe".
But, the map is fullbright.
Here's the Compile Script:

** Executing...
** Command: Change Directory
** Parameters: "C:ProgramValve"

** Executing...
** Command: C:DOCUME~1OSCARE~1MINADO~1MINAMO~1HAMMER~1zonershlcsg.exe
** Parameters: "c:programvalvecstrikemap1tryfix2"

hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
--- BEGIN hlcsg ---
Command line: C:DOCUME~1OSCARE~1MINADO~1MINAMO~1HAMMER~1zonershlcsg.exe c:programvalvecstrikemap1tryfix2
Entering c:programvalvecstrikemap1tryfix2.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 2 ] [ 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 ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
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 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.08 seconds)
SetModelCenters:
10%...20%...50%...60%...70%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.41 seconds)

Including Wadfile: documents and settingsoscar erlandssonmina dokumentmina mottagna filerhammer editor med appszonerszhlt.wad
  • Contains 0 used textures, 0.00 percent of map (3 textures in wad)
Using Wadfile: documents and settingsoscar erlandssonmina dokumenthalflife[1].wadhalflife.wad
  • Contains 28 used textures, 100.00 percent of map (3116 textures in wad)
Using Wadfile: programvalvecstrikecstrike.wad
  • Contains 0 used textures, 0.00 percent of map (123 textures in wad)
Using Wadfile: programvalvecstrikedecals.wad
  • Contains 0 used textures, 0.00 percent of map (225 textures in wad)
Using Wadfile: programvalvecstrikeliquids.wad
  • Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: documents and settingsoscar erlandssonmina dokumentcs_storm_the_storage.wad
  • Warning: Larger than expected texture (218412 bytes): '{C9WH'
  • Contains 0 used textures, 0.00 percent of map (4 textures in wad)
Using Wadfile: documents and settingsoscar erlandssonmina dokumentmess.wad
  • Contains 0 used textures, 0.00 percent of map (1 textures in wad)
added 5 additional animating textures.
Texture usage is at 0.58 mb (of 4.00 mb MAX)
0.55 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:DOCUME~1OSCARE~1MINADO~1MINAMO~1HAMMER~1zonershlbsp.exe
** Parameters: "c:programvalvecstrikemap1tryfix2"

hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
--- BEGIN hlbsp ---
Command line: C:DOCUME~1OSCARE~1MINADO~1MINAMO~1HAMMER~1zonershlbsp.exe c:programvalvecstrikemap1tryfix2

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 2 ] [ 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 ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)

BSP generation successful, writing portal file 'c:programvalvecstrikemap1tryfix2.prt'
0.84 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:DOCUME~1OSCARE~1MINADO~1MINAMO~1HAMMER~1zonershlvis.exe
** Parameters: "c:programvalvecstrikemap1tryfix2"

hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
--- BEGIN hlvis ---
Command line: C:DOCUME~1OSCARE~1MINADO~1MINAMO~1HAMMER~1zonershlvis.exe c:programvalvecstrikemap1tryfix2
194 portalleafs
526 numportals

= Current hlvis Settings =
Name | Setting | Default
------------------|-----------|------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]

BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.06 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.89 seconds)
average leafs visible: 63
g_visdatasize:4535 compressed from 4850
0.98 seconds elapsed

--- END hlvis ---

** Executing...
** Command: C:ProgramVALVEH~1hlrad.exe
** Parameters: "c:programvalvecstrikemap1tryfix2"

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:ProgramVALVEH~1hlrad.exe c:programvalvecstrikemap1tryfix2

= Current hlrad Settings =
Name | Setting | Default
-------------------|---------------------|------------------------
threads [ 2 ] [ 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 ]

1753 faces
Create Patches : 15294 base patches
0 opaque faces
258205 square feet [37181528.00 square inches]
1 direct lights

BuildFacelights:

[EDIT: I KILLED "HLRAD.EXE" HERE. IF I HAD NOT, THE COMPILING WOULD BE STUCK HERE]

** Executing...
** Command: Copy File
** Parameters: "c:programvalvecstrikemap1tryfix2.bsp" "C:ProgramValvecstrikemapsmap1tryfix2.bsp"

** Executing...
** Command: Copy File
** Parameters: "c:programvalvecstrikemap1tryfix2.pts" "C:ProgramValvecstrikemapsmap1tryfix2.pts"

** Executing...
** Command: C:ProgramValvehl.exe
** Parameters: +map "map1tryfix2" -game cstrike -dev -console +deathmatch 1

That's it. Anyone knows how to fix it?
Posted 18 years ago2006-02-24 09:22:43 UTC
in Problem using "light_spot" Post #164785
Hrrm...
Is this fullbright?
User posted image
Posted 18 years ago2006-02-24 09:21:51 UTC
in Problem using "light_spot" Post #164784
Aright. I'm a noob.
Does it make difference to you if I tell wich game I'm mapping?
I map cs 1.6.
Is there any tut on light_environment?
Posted 18 years ago2006-02-24 09:11:40 UTC
in Problem using "light_spot" Post #164780
I put a light_spot on my map, and set "Is sky" to "Yes".
But when compiling, the program locks up!
It stops at something that says:
Build FaceLights
Or something like that, see, I cannot copy the whole compile script as it locks up.
Please answer. Thank you.
Posted 18 years ago2006-02-20 18:15:22 UTC
in Advanced Glass Post #164135
You guys must be sick of me posting and posting... But I really need help, and I thank all users that answes me! Now, I was wondering about glass.. Can you apply more "advanced" settings to glass?
I was thinking about:
1. Break after a percisley amounnt of damage (Not breaking immedeatly, after a couple of shots)
2. Unbreakable from ONE side but NOT from the other... (So you can break it from one side but not from the other....)

Plz say whatever you'd like, it's always fun discussing new ideas like this. :glad:

//ChapterNine
Posted 18 years ago2006-02-20 12:08:23 UTC
in Own Decals... Help plz! Post #164067
I need help from someone who KNOWS this.. I have messed around in msn asking ppl but they all have thier own way to do it. None of them worked for me, though. :o
Ok.. It's really kind o' simple, all I want do do is adding my own decal to Valve Hammer Editor, and CounterStrike 1.6.. The decal is not much itself. It's just white and black... a text. I just want the text nicely on the wall as a decal. I did it in Wally, but it didn't work. I got it into a .WAD, I imported the .WAD in Valve Hammer Editor and it worked.. I also put the wad into Valvecstrike. In the editor it showed up, and I put it on the wall, but then, when compiling and running, it wasn't on the wall... It simply wasn't there. Oooh... I really need the text to be on that wall so plz help me.. .maybe I should do something special because It is going to be a decal and not a texture in Wally... Or maybe I need another program... Plz help me.. : :

/ChapterNine
Posted 18 years ago2006-02-20 12:01:50 UTC
in Mapping Problem - Urgent! Post #164065
SOLVED! It was some texture that messed up the entire level... But thank you guys, even if thishad nothing to do with RAM... :nuts:
Posted 18 years ago2006-02-19 14:23:42 UTC
in Mapping Problem - Urgent! Post #163975
When I run my maps, the compiling works fine... But just when the game is about to start I get a "Fatal Error":

The window title is "Fatal Error"
And the box says: "AllocBlock: Full"

This is urgent! The map needs to be finished soon, to take place in a competition! Plz help! :o
Posted 18 years ago2006-02-19 14:20:22 UTC
in Compiling Problem Post #163971
Don't worry... A friend helped me out...
Some confgs that needed to be fixed :nervous:
Posted 18 years ago2006-02-19 09:14:25 UTC
in Compiling Problem Post #163939
I have a compiling problem... This happenes EVERYTIME I tell the program to compile my map, no matter what map I use.
Firstly, it gives me this:

** Executing...
** Command: Change Directory
** Parameters: ""

The command failed. Windows reported the error:
"Invalid argument"

Just that. And asks me if I want to continue.
If I say yes to that the following happens:

** Executing...
** Command: Change Directory
** Parameters: ""

The command failed. Windows reported the error:
"Invalid argument"

** Executing...
** Command: Change Directory
** Parameters: "c:programvalvecstrikedoors2"
  • Could not execute the command:
Change Directory "c:programvalvecstrikedoors2"
  • Windows gave the error message:
"Task completed."

** Executing...
** Command: Change Directory
** Parameters: "c:programvalvecstrikedoors2"
  • Could not execute the command:
Change Directory "c:programvalvecstrikedoors2"
  • Windows gave the error message:
"Task completed."

** Executing...
** Command: Change Directory
** Parameters: "c:programvalvecstrikedoors2"
  • Could not execute the command:
Change Directory "c:programvalvecstrikedoors2"
  • Windows gave the error message:
"Task completed."

** Executing...
** Command: Change Directory
** Parameters: "c:programvalvecstrikedoors2"
  • Could not execute the command:
Change Directory "c:programvalvecstrikedoors2"
  • Windows gave the error message:
"Task completed."

** Executing...
** Command: Copy File
** Parameters: "c:programvalvecstrikedoors2.bsp" "doors2.bsp"

The command failed. Windows reported the error:
"Cannot find the file."

** Executing...
** Command: Copy File
** Parameters: "c:programvalvecstrikedoors2.pts" "doors2.pts"

The command failed. Windows reported the error:
"Cannot find the file."

** Executing...
** Command: Copy File
** Parameters: +map "doors2" -dev -console

And it's so boooring. I cannot play my maps. Plzplz help me...
//ChapterNine

P.S This is probaly some noobish crap I'm to dumb to solve myself... but I still want help though... :P