Forum posts

Posted 19 years ago2005-03-18 16:52:32 UTC
in Stupid prop_physics Post #97740
Ah, they are set at -1 and -1, I'll check to it later.
Posted 19 years ago2005-03-14 21:38:36 UTC
in Stupid prop_physics Post #96913
I've tried that too, same problem.
Posted 19 years ago2005-03-14 19:54:14 UTC
in Stupid prop_physics Post #96898
I'm so lost right now

I'm making a dumpster (TrashDumpster01a.mdl) and two concrete bag pallettes (ConcreteBags2.mdl) and when I compile, I get nothing! There's absolutely nothing where they're supposed to be! Any ideas?
Posted 19 years ago2004-12-20 21:36:01 UTC
in CS:S Weapon Post #79406
yeah it does that on an ak map i just got, really dumb.
Posted 19 years ago2004-12-20 00:13:38 UTC
in CS:S Help PLEASE! Post #79268
Oh man thanks so much. The problem was that they were touching the ground and apparently, they can't do that. Thanks again man, totally appreciated. :cool:
Posted 19 years ago2004-12-19 22:40:16 UTC
in CS:S Help PLEASE! Post #79252
I now have 5 for each team, and still cant join a team. Wtf is the deal?
Posted 19 years ago2004-12-19 21:42:47 UTC
in CS:S Help PLEASE! Post #79241
....anything...?
Posted 19 years ago2004-12-19 18:12:22 UTC
in CS:S Help PLEASE! Post #79164
Ok, so I just got the SDK open today, and I wanna give CS:S a shot. So far I got a room, skybox, buyzones, 2 info_player_counterterrorists and 2 info_player_terrorists, and of course a light. I compile it, I guess it's ok, but when I get in the game I cant join a team. It says both teams are full. Am I missing something here? Please help...
Posted 20 years ago2004-08-27 19:02:04 UTC
in Stupid VHE causing yet another problem.. Post #54660
I merged a bunch of wads and I get the same error. It STILL isn't doing the .bsp and it's telling me to merge textures and remove unused. Can someone explain it a little bit easier?
Posted 20 years ago2004-08-27 16:13:24 UTC
in Stupid VHE causing yet another problem.. Post #54564
Exactly, how do I merge .wads into a map?
Posted 20 years ago2004-08-26 18:53:37 UTC
in Stupid VHE causing yet another problem.. Post #54357
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:STIZEE~1hlcsg.exe c:sierrahalf-lifevalvegraffititowntest2
Entering c:sierrahalf-lifevalvegraffititowntest2.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]

7 brushes (totalling 42 sides) discarded from clipping hulls
CreateBrush:
(0.20 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.67 seconds)

Using Wadfile: sierrahalf-lifevalvexeno.wad
  • Contains 2 used textures, 2.06 percent of map (264 textures in wad)
Using Wadfile: sierrahalf-lifevalvehalflife.wad
  • Contains 34 used textures, 35.05 percent of map (3116 textures in wad)
Using Wadfile: sierrahalf-lifevalveliquids.wad
  • Contains 1 used texture, 1.03 percent of map (32 textures in wad)
Using Wadfile: sierrahalf-lifevalvedecals.wad
  • Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: sierrahalf-lifevalvemp-pieces6.wad
  • Contains 18 used textures, 18.56 percent of map (24 textures in wad)
Using Wadfile: sierrahalf-lifevalvemak_posters.wad
  • Contains 5 used textures, 5.15 percent of map (127 textures in wad)
Using Wadfile: sierrahalf-lifevalvedtex_asylum_01.wad
  • Contains 8 used textures, 8.25 percent of map (84 textures in wad)
Using Wadfile: program filessteamsteamappssetecxhalf-lifetsspecialists.wad
  • Contains 8 used textures, 8.25 percent of map (116 textures in wad)
Using Wadfile: program filessteamsteamappssetecxhalf-lifetstm_harbor.wad
  • Contains 11 used textures, 11.34 percent of map (125 textures in wad)
Using Wadfile: program filessteamsteamappssetecxhalf-lifetsts_ph.wad
  • Contains 10 used textures, 10.31 percent of map (126 textures in wad)
Using Wadfile: sierrahalf-lifevalvemp-pieces3.wad
  • Contains 0 used textures, 0.00 percent of map (30 textures in wad)
Warning: More than 8 wadfiles are in use. (11)
This may be harmless, and if no strange side effects are occurring, then
it can safely be ignored. However, if your map starts exhibiting strange
or obscure errors, consider this as suspect.

added 10 additional animating textures.
Error: Exceeded MAX_MAP_MIPTEX
Description: Texture memory usage on the map has exceeded the limit
Howto Fix: Merge similar textures, remove unused textures from the map


--- END hlcsg ---

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:STIZEE~1hlbsp.exe c:sierrahalf-lifevalvegraffititowntest2
>> There was a problem compiling the map.
>> Check the file c:sierrahalf-lifevalvegraffititowntest2.log for the cause.

--- END hlbsp ---

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:STIZEE~1hlvis.exe c:sierrahalf-lifevalvegraffititowntest2
>> There was a problem compiling the map.
>> Check the file c:sierrahalf-lifevalvegraffititowntest2.log for the cause.

--- END hlvis ---

hlrad 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 hlrad ---
Command line: C:STIZEE~1hlrad.exe c:sierrahalf-lifevalvegraffititowntest2
>> There was a problem compiling the map.
>> Check the file c:sierrahalf-lifevalvegraffititowntest2.log for the cause.

--- END hlrad ---
Posted 20 years ago2004-08-26 16:41:41 UTC
in Stupid VHE causing yet another problem.. Post #54316
Yeah, nice to know it decides to go "Gee, I'm gonna make up some sort of a lie like "Can't find .bsp file". My ass. It worked just fine the last time I compiled it, all I did was add a bench to my map and compile it to see how it looked and BAM: Went from good compiling, Mr. Smiley happy-happy go-go work-good, to WAAH-I'M-A-BITCH 2.0. What is the deal with it?? Please, any help will be great.
Posted 20 years ago2004-08-25 17:59:36 UTC
in Another stupid problem. Post #54064
Exactly...how do I find out?
Posted 20 years ago2004-08-25 17:39:11 UTC
in Another stupid problem. Post #54059
Wow, the Zoner's tools things sure hit the spot, but one more question. Ok, say I got a ladder that leads up the a grate. Whenever I look through the ladder I don't see the grate, how do I make it so I can see both?
Posted 20 years ago2004-08-24 20:49:25 UTC
in Another stupid problem. Post #53710
Wheee-oops. Wrong one... this should be it-
User posted image
Posted 20 years ago2004-08-24 20:47:54 UTC
in Another stupid problem. Post #53709
Yes, and no luck. NOW I get this error.

<img src="http://img.photobucket.com/albums/v365/Meatwad2k/Blech/omfg2.jpg">
Posted 20 years ago2004-08-24 20:33:22 UTC
in Another stupid problem. Post #53705
Yeah, to me, that's the worst way of rotating it because I have no idea what the degree will be that I want, especially for diagonally angled things. And to top it off, ANOTHER problem. I'm getting the message "Waah waaah weapon_tripmine got a velocity too low". Sadly, I NEVER ADDED WEAPONS TO THE MAP YET. Nice to know it's making up errors. I can even look in the entity report, NO weapon_tripmine. So what the hell, its like VHE is rebelling against me.
Posted 20 years ago2004-08-24 20:26:27 UTC
in Another stupid problem. Post #53703
Well, it stopped doing that for who knows how long...now we have a new problem, yay! "System cannot find file specified" a random error I never received before. Help.......
Posted 20 years ago2004-08-24 19:38:45 UTC
in Another stupid problem. Post #53698
I have an absolutely terrible problem with rotating some objects. I know most people click the object in grid views and it changes mode(rotate, and that other one). But all of a sudden it decides "Nooooo I'm not gonna let you rotate it." and instead it moves it over whenever I click on it. Please help.
Posted 20 years ago2004-08-10 20:25:32 UTC
in Science and Industry Post #49906
it says its missing a filesystem dll
Posted 20 years ago2004-08-09 21:42:50 UTC
in Science and Industry Post #49492
hm, not quite what i need.. can you tell me what to put exactly in the additional game parameters so when i compile it takes me in steam/si to my map and such.
Posted 20 years ago2004-08-09 18:28:51 UTC
in Science and Industry Post #49459
Yeah I have that, I just need to know how to get it to compile and run correctly with steam :cool:
Posted 20 years ago2004-08-08 19:13:46 UTC
in Science and Industry Post #49145
I mean like, compiling and such, and, like, spawn room entities and everything it needs to run.
Posted 20 years ago2004-08-08 17:37:55 UTC
in Science and Industry Post #49113
Anyone know how to set up VHE for Sci and Industry for Steam? Can't seem to figure it out.
Posted 20 years ago2004-07-24 19:59:30 UTC
in hey ok i have set up the game for tfc Post #44538
It's very obvious what he's trying to say, or well, it is to me. Make sure your map has a tfdetect entity in it and a teamspawn. I don't normally compile the "normal" way, I always do it the "expert" way and select TFC from there. I hope this worked.
Posted 20 years ago2004-06-13 16:21:23 UTC
in HELP Post #33079
alright i updated it and put it in my profile..i guess i wont be going anywhere today like i thought, tornado warning :P
Posted 20 years ago2004-06-13 16:01:31 UTC
in Ghosts Of Half-Life Post #33074
hey i dont know if anyones tried this so dont go all out on me if its been done, but i made a ghostly thing with a grunt in my map, its pretty cool, puts that ghost effect to good use. try it from my profile i dont know how to attach it to a post :P
Posted 20 years ago2004-06-13 15:19:55 UTC
in HELP Post #33059
ill post an updated version of the map in a bit, wont be here all day today
Posted 20 years ago2004-06-12 16:36:10 UTC
in HELP Post #32755
wow it actually compiled, thanks. oh yeah, some parts of the tank were invisible, how do i fix that?
Posted 20 years ago2004-06-11 22:52:51 UTC
in HELP Post #32570
no i havent, itll prolly reduce the leaf count like crazy wont it?
Posted 20 years ago2004-06-11 16:22:43 UTC
in HELP Post #32457
ive never used any custom models, sprites or sounds in my maps
Posted 20 years ago2004-06-11 15:22:00 UTC
in HELP Post #32427
yeah i have made several tfc maps
Posted 20 years ago2004-06-10 18:45:02 UTC
in HELP Post #32146
his site must be down cuz it wont load, but yeah, there is something about this error which makes no sense to me
Posted 20 years ago2004-06-10 18:04:30 UTC
in HELP Post #32136
yeah i went to tommys site, that guy needs to put his help stuff in english(sarcasm) cuz i dont understand any of that really
Posted 20 years ago2004-06-10 17:48:09 UTC
in HELP Post #32131
yeah i checked everywhere for the log file, not there. at all. so please see what you can do, thanks in advance
Posted 20 years ago2004-06-10 16:28:56 UTC
in HELP Post #32116
its not there at all, i even did a search, but i will post the rmf file, its called killtheshake.... see if you can do something cuz its really getting annoying not being able to play it..
Posted 20 years ago2004-06-10 16:17:39 UTC
in HELP Post #32110
cant seem to find it, wheres the default spot for it
Posted 20 years ago2004-06-10 15:15:59 UTC
in HELP Post #32086
Been a while since I posted but lets not worry about that. I made a TFC map and when i finished it, it didnt compile. It ran the game and said - no precache *1
Somebody PLEASE help me :zonked:
Posted 20 years ago2004-03-07 17:39:34 UTC
in Help with door_rotating Post #18686
Heh, I fixed it but in a kinda lame way, I changed it to a func_door instead of rotating. My avatar is a screenshot i took from the level, as you can see the sci didn't drop so the (i have no idea why) icky flew out of the water and started gnawing at his ankles. Thanks for the help anyway, much appreciation. :cool:
Posted 20 years ago2004-03-06 17:14:59 UTC
in creating a brush Post #18556
This is a lot like my problem, must be the scientist :(
Posted 20 years ago2004-03-06 14:11:24 UTC
in Help with door_rotating Post #18534
Ok thx guys,it uses a few wad files for the mod though but its based on the HL.fgd. Yea I do have an origin brush, the button and door have the exact names they need to be, but the scientist never drops unless its empty or if its got gibs in it I guess I'll post it, u can probably avoid the .wads because its only in the living room area of the house and the outside, in which you cant go, and theres no skybox yet.
Posted 20 years ago2004-03-06 02:19:01 UTC
in Help with door_rotating Post #18455
Hola, new to the forums here so please don't tell me that this has been posted already. I am making a map for Scientist Hunt for a group of friends and in the map theres a big pool with monstermakers for ihcthyosaurs. I have switches to activate everything. Theres a cage above the pool with monstermakers set with scientists. Theres a func_door_rotating that he stands on, supposably, i press a switch and door opens and he drops in and gets eaten, but it never opens when he is inside the cage. Any help at all would be great, thanks. :cool: