Forum posts

Posted 15 years ago2008-12-31 20:49:42 UTC
in Cordon Tool Destroyed My Map Post #260887
Yeah, that's right: cordon tool deleted most of my map. It's weird that I had never noticed that cordon tool can be actually used to annihilate your map, except the area you defined in the cordon area...

Only thing I did was selecting the area I specifically wanted to compile. Then I saved, started compiling but it failed because of a invalid object in the map (I used cordon to debug my map). Then Hammer crashed and when I got back, the whole map was gone.

I'm here just to warn people but if someone actually got an idea how to retrieve my map except by decompiling or digging it up from the RAM (too late now, I'm pretty sure) I would be gratious.
Posted 17 years ago2006-07-25 04:01:13 UTC
in All went red Post #191594
I prefer env_render. Does it affect to solids?
Edit: I see that env_render does not have modulate spawnflag, but env_fade does. You meant it instead?

Well I am so far to finding the truth I think I can cope with this myself.
Thanks for the tips both of you 8D
Posted 17 years ago2006-07-24 17:14:29 UTC
in All went red Post #191523
Hmm...just popped into my mind. light_environment ? Must try since I cannot recall the exact function of it...
Edit: It absolutely cannot be that one ;D
Posted 17 years ago2006-07-24 17:07:55 UTC
in All went red Post #191518
Once upon a time I played a map where you had to go into a teleport.
You were teleported into the xen world and suddenly everything
flashed into red. Sky, other solids and the players turned red. They were not fully red rendered as I could see the texture. It was like the whole map had become hell and soon everything became normal again in fade style. What was that? How could I do that? Only thing I can say is that it certainly was not env_fade! :|
Posted 18 years ago2006-03-08 09:29:42 UTC
in /mod/Events and .sc files Post #166968
What are they? Why does my map say that not precached?
Posted 18 years ago2005-12-22 15:17:11 UTC
in Empty rechargers Post #153976
How to make a func_recharge which is empty in the beginning of the map and does not charge itself to be usable. I really mean the func, not button and a sound or something like that.
Posted 18 years ago2005-11-26 16:45:47 UTC
in Laser guided monster_turret Post #149313
Tried that and I still didn't get it. There doesn't seem to be any target for the func_turret, no targetname for monster_turret and there are so many other entities around so I cannot get any sense of them.
Posted 18 years ago2005-11-26 16:35:10 UTC
in Laser guided monster_turret Post #149306
How to make a func_turret, which has the following attributes:
1. Would cast a laser.
2. The laser would guide a monster_turret
3. The monster_turret would shoot when the func_turret's trigger is pulled.

I saw this kind of system in the Hazard Couse map of the Todesangst mod.
Posted 18 years ago2005-07-26 13:48:27 UTC
in Full brightness Post #123692
And I tried to use batch compile :|
Posted 18 years ago2005-07-26 13:45:34 UTC
in Full brightness Post #123690
It makes the .bsp in my hammer/maps directory and then I copy it to Mod/maps directory.

It doesn't work if I set it on 0 or anything else
Posted 18 years ago2005-07-24 15:48:02 UTC
in Full brightness Post #123237
Nope
Posted 18 years ago2005-07-24 15:32:12 UTC
in Full brightness Post #123231
Nothing seemed to work so I added lights and when that did not work I took them off. Then I changed the world spawn. AND NOTHING WORKS :nervous:
So it cannot be neither worldspawn's nor too many light entity's fault :
Posted 18 years ago2005-07-24 11:56:31 UTC
in endless loop Post #123165
I'm not sure but if you tried to target the multimanager to itself?
Posted 18 years ago2005-07-24 11:38:24 UTC
in Full brightness Post #123160
I can't get this any more...my map keeps being full bright...here is my compile log. For extra information I have put worldspawn def. light level to 50. Also I have added extra light entities in a place where they dont bother me.

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:OHJELM~1VALVEH~1TOOLSHLCSG.EXE "C:OhjelmatiedostotValve Hammer Editormapsbreakout"
Entering C:OhjelmatiedostotValve Hammer Editormapsbreakout.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ 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:
(0.11 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.06 seconds)

Using Wadfile: sierrahalf-lifevalvehalflife.wad
  • Contains 7 used textures, 87.50 percent of map (3116 textures in wad)
Using Wadfile: sierrahalf-lifevalveliquids.wad
  • Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: sierrahalf-lifevalvexeno.wad
  • Contains 1 used texture, 12.50 percent of map (264 textures in wad)
added 1 additional animating textures.
Texture usage is at 0.18 mb (of 4.00 mb MAX)
0.33 seconds elapsed

--- 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:OHJELM~1VALVEH~1TOOLSHLBSP.EXE "C:OhjelmatiedostotValve Hammer Editormapsbreakout"

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ 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:OhjelmatiedostotValve Hammer Editormapsbreakout.prt'
0.44 seconds elapsed

--- 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:OHJELM~1VALVEH~1TOOLSHLVIS.EXE "C:OhjelmatiedostotValve Hammer Editormapsbreakout"
2 portalleafs
0 numportals

= Current hlvis Settings =
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ 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:
(0.06 seconds)
LeafThread:
(0.00 seconds)
average leafs visible: 1
g_visdatasize:6 compressed from 2
0.06 seconds elapsed

--- 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:OHJELM~1VALVEH~1TOOLSHLRAD.EXE "C:OhjelmatiedostotValve Hammer Editormapsbreakout"

= Current hlrad Settings =
Name | Setting | Default
-------------------|---------------------|------------------------
threads [ 1 ] [ 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 [ 255.000 ] [ 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 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[               off ] [               off ]
rgb transfers [ off ] [ off ]

[Reading texlights from 'C:OHJELMATIEDOSTOTVALVE HAMMER EDITORTOOLSlights.rad']
[1 texlights parsed from 'C:OHJELMATIEDOSTOTVALVE HAMMER EDITORTOOLSlights.rad']

762 faces
Create Patches : 12114 base patches
0 opaque faces
205487 square feet [29590208.00 square inches]
13 direct lights

BuildFacelights:
(5.66 seconds)
visibility matrix : 8.7 megs
BuildVisLeafs:
(12.74 seconds)
MakeScales:
(59.21 seconds)
SwapTransfers:
(15.82 seconds)
Transfer Lists : 26745064 : 26.75M transfers
Indices :     2311652 :    2.20M bytes
   Data :   106980256 :  102.02M bytes
GatherLight:
(18.07 seconds)
FinalLightFace:
(16.97 seconds)
130.00 seconds elapsed [2m 10s]

--- END hlrad ---
Posted 18 years ago2005-07-14 06:55:05 UTC
in Regenerating monsters? Post #120748
How to make monsters that gain their health back when shot?
Posted 19 years ago2005-05-18 13:51:53 UTC
in Respawning wall Post #109998
I read about crysis' problem about respawning target range targets and it seemed that it is not possible to make them in Counter-Strike: Condition Zero

Is it possible in ordinay Half-Life to make destroyed walls etc.
respawning back after a while?
Posted 19 years ago2005-05-04 12:01:57 UTC
in Automatic func_tank? Post #107345
Hmm...was I blind or...? I dunno but I couldn't find the fully CPU operated tank (if I made the last message bit a messy, I meant the non-soldier & non-player controllable tank)
Posted 19 years ago2005-05-04 10:14:36 UTC
in Automatic func_tank? Post #107337
How can I make a computer controlled func_tank or tankrocket that shoots towards a target or even players?
Now I mean a turret that is not operated by a soldier...

BTW how to make turret operated by a soldier? :P
Posted 19 years ago2005-05-04 06:44:48 UTC
in Stop mapping? Post #107263
LoL...I never really map but I like to read ppl's mapping ideas and stuff :lol:
Posted 19 years ago2005-05-04 06:42:46 UTC
in Song you're listening to now Post #107261
Green Day - American Idiot
Posted 19 years ago2005-05-04 06:41:54 UTC
in Translation request Post #107260
Olet t??ll?, koska olet kirjautunut sis??n nimett?m?n?. Sinun pit?isi kirjautua sis??n niill? tiedoilla, jotka sinulle ollaan annettu k?ytt??ksesi t?t? serveri?.
(Finnish)
Posted 19 years ago2005-05-01 11:43:11 UTC
in Following G-Man Post #106687
OmG O_o

Well, I saw one player making a G-Man that followed me everywhere with ENT MOD :P
I think it is possible with map editor if it is possible with ent mod

I could make it with zombie...But I want in invulnerable and when you hit the creature there comes only few sparks...just like with the real G-Man...and there shouldn't come neither any zombish snarls nor alien blood!
How to do?
Posted 19 years ago2005-05-01 09:59:55 UTC
in Following G-Man Post #106658
How can I make a G-Man that just follows every player it sees?
(And I really mean monster_gman not a zombie with a G-Man model)
Posted 19 years ago2005-04-29 17:50:19 UTC
in func_mortar_field withnout panel? Post #106411
Is it possible to make a func_mortar_field without the control panel? I am not sure if I made one ages ago but now I just cannot manage to make it :confused:
Posted 19 years ago2004-12-05 12:41:56 UTC
in Multiplayer Mods Post #76439
A friend of mine told me that some mods can be played on dedicated server after trying to play few mods in multiplayer.
Is this true? Is there any way to play some mods in listen server? :confused:
Posted 20 years ago2004-06-14 10:59:50 UTC
in Cannot still find the map! Post #33311
omg now it says bad surface extent
Posted 20 years ago2004-06-14 10:33:01 UTC
in Conan Obrien Post #33303
Hmm....how can that be.....you see that SubTV logo in the upper right corner?...how can you watch finnish tv-channel in Sweden?
Posted 20 years ago2004-06-14 10:28:42 UTC
in Conan Obrien Post #33301
Ops it wasn?t ...hehehe....got it when I looked the pictures ;DD
Posted 20 years ago2004-06-14 10:26:02 UTC
in Conan Obrien Post #33300
I think this thing is about that
Posted 20 years ago2004-06-14 10:24:54 UTC
in Conan Obrien Post #33299
Ohhh..the PERKELE card....it means GODDAMN very well translated :)
Posted 20 years ago2004-06-14 09:43:43 UTC
in How many log-ins? Post #33286
Lol..I got 38
Posted 20 years ago2004-06-14 09:42:58 UTC
in Real knives Post #33284
Those can be found at bulgarian market as I did :cool:
Posted 20 years ago2004-06-14 09:39:47 UTC
in Gman or Nihilanth? Post #33279
Make mod where players act G-man
(My favorite: G-man (Cool person))
Posted 20 years ago2004-06-14 09:35:13 UTC
in How many log-ins? Post #33277
I just wonder how much some people might have log-ins in here.
So tell me how much you got!
Posted 20 years ago2004-06-14 09:21:33 UTC
in Cannot still find the map! Post #33272
Nonononono.....I compiled it and it changes the map automatically from nothing to that de_distance. Why is that de_distance.bsp wrong directory? What do you mean with that anyway? :
Posted 20 years ago2004-06-14 06:13:33 UTC
in Cannot still find the map! Post #33247
Okay. I have submitted one of this kind of post earlier and the question is the same but this time with another map.
I made a new map and when it was ready I compiled it and then there reads in the console in Cs:
map change failed. map "de_distance" couldn't be found on the server.

WHAATT IISS WROOONNNNGGG????
Posted 20 years ago2004-06-14 04:49:42 UTC
in Exploding buttons? Post #33242
Oh I think I got it...I put the func_button in the wall somewhere and make a brush that looks like a button but it actually only explodes.
With that multimanager I kill the func_button and explode the button brush! :nuts:
Posted 20 years ago2004-06-14 04:47:17 UTC
in Red dots? Post #33240
What are the red dots sometimes seen before the post topic?
Posted 20 years ago2004-06-14 04:46:27 UTC
in Exploding buttons? Post #33238
But I would fancy that the button explodes in pieces! :P
Posted 20 years ago2004-06-14 04:42:51 UTC
in Exploding buttons? Post #33234
How can I make buttons which explode after they have been used?
Posted 20 years ago2004-05-17 12:04:28 UTC
in The longest topic ever! Post #27380
Let us make this the longest forum topic ever!
(At least on this forum)
COME ON!!! WRITE SOMETHING IN HERE

Let's see if this works.....
Posted 20 years ago2004-05-17 12:00:10 UTC
in Cannot find map..... Post #27378
All the .bsp and other my map files have disappeared from CS maps folder!
Posted 20 years ago2004-05-16 12:07:50 UTC
in pawned by the crow....hammer Post #27284
What's the program which you made that with?
Posted 20 years ago2004-05-16 12:06:18 UTC
in Cannot find map..... Post #27283
I'll tell my "story" in parts so you people can get a clue what's happening:

-First I made a map
-Then I compiled it
-Played the map
-Then I added extra objects in my map
-Then I compiled
-AND THEN IT SAID CANNOT FIND MAP!!

What's wrong?? This has happened me sometimes before and couldn't solve the thing
(Don't say that it's the extra objects which made this mess because it is not their fault)
Posted 20 years ago2004-05-09 12:13:59 UTC
in Buy zone help Post #26196
WOW! A GIRL! :nuts:
Posted 20 years ago2004-05-09 12:11:56 UTC
in Do you love me? Post #26193
MORE POST IN HERE!!!FASTER!!!FASTER!!!!
Posted 20 years ago2004-05-05 01:31:05 UTC
in Null...WHAT NULL?? Post #25520
I don't know if {blue is null texture but I made one way glass with it
Posted 20 years ago2004-05-04 12:41:57 UTC
in Null...WHAT NULL?? Post #25424
What does that "NULL" mean??
I know that it means something like "nothing" but what is null texture or anything referring to "NULL"?? :
Posted 20 years ago2004-05-04 09:54:42 UTC
in Those cool windows? Post #25385
lol....this my "picture" is screwed...:D
but I'll try again: = is windows ......is just empty space

This is the side.............=
you can see trough.......=......This is the side you cannot see trough
.................................=
.................................=
.................................=
Posted 20 years ago2004-05-04 09:40:46 UTC
in Those cool windows? Post #25383
How to make those cool windows where I can see from another side to another and another side I cannot see to another side?
From this side      |=|
 I can see           |=|           From this side I cannot see
to another          |=|           to another side!
side!                  |=|
                        |=|
                        |=|