I need help!!! Created 19 years ago2005-06-13 07:30:17 UTC by Weeman Weeman

Created 19 years ago2005-06-13 07:30:17 UTC by Weeman Weeman

Posted 19 years ago2005-06-13 07:30:17 UTC Post #114107
I am working on a mod for Half-Life and got a problem: i can't get the dam light working.I placed a light entity on my map but does not work.The map is in complet darkness.IF there is anyone that can help me......please do........thanks
Posted 19 years ago2005-06-13 07:37:27 UTC Post #114110
Are you running RAD in the compile process? and VIS?
Habboi HabboiSticky White Love Glue
Posted 19 years ago2005-06-13 11:29:24 UTC Post #114142
Ask yourself these questions:

Whats the light's brightness?
Is the light inside a brush?
Did I run RAD?
What is the light's color?
Posted 19 years ago2005-06-15 06:16:00 UTC Post #114523
first let me thank you for the replys.Second the light problem: I am running with RAD , the light is inside a hallow rectangle ,so there is no leak or errors ,it is placed properly, the light settings are on default.
But a new problem rises: i can't run my maps!!!!!!!.The game freezes at the loading picture!!!!. I tried reinstalling hammer , I used 2 different versions of halflife...this is hopeless.....my modelling cariere is going from bad to whorse
Posted 19 years ago2005-06-15 06:20:40 UTC Post #114526
When it freezes look in the console for the reason! Probebly due to missing sounds etc.
Posted 19 years ago2005-06-15 06:21:30 UTC Post #114527
What're your settings for Hammer?
AJ AJGlorious Overlord
Posted 19 years ago2005-06-15 06:21:58 UTC Post #114528
I'd guess it's a configuration problem. I also imagine you're probably using the Quake tools for compiling. Read the Compiling Introduced tutorial and all the compiling-related tutorials, and get the latest build of Zoner's Tools (info).

If you're still stumped, read your compile log and compare it against this list, and finally post it here.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-06-15 07:53:20 UTC Post #114539
Or search for the error here- http://www.slackiller.com/tommy14/errors.htm - it's a messy page but I remember something on frizzing found somewhere in it. ;)
Posted 19 years ago2005-06-15 11:26:13 UTC Post #114561
Elon, everything on that nasty page is on the much nicer page I linked to. Tommy helped make it.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-06-17 05:04:55 UTC Post #114909
thanks for the reply's ,the console was a good idea : i got the mesage "map not found on server"(i was saving in the wrong dir).It is all working fine now , (i still get this mesage some times, but rarely, could help to know what is causing it, in order to avoid it.A second question is : how does the "Transformation tool " work?I have a problem: at scale ,the smaler the number, the bigger the brush (does it not use "units"?)or I am using the wrong tool to create brushes of specific sizes?Last, I tried experimenting with the light tool , but I can't get it to flicker!!!(I tried all the presets, and the only difference is the color: thungsten or fuorescent )thanks!!
Posted 19 years ago2005-06-18 06:08:10 UTC Post #115120
Various things produce "map not found on server". There's no one helpful reason.

Don't understand your question about the transformation tool. It's not very useful, anyway, it's better to resize brushes by the handles; I don't think it sticks to the grid otherwise.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-06-18 12:47:11 UTC Post #115165
''map not found on server'' i find is usually because theres some entity error on the map, either that, or the compiling tools dont suit the map
38_98 38_98Lord
Posted 19 years ago2005-06-18 17:21:49 UTC Post #115226
Some times if you bugger about with VM it doesn't generate the BSP properly, so check your map for any problems before you compile
Posted 19 years ago2005-06-18 17:25:25 UTC Post #115228
Map not found on server eh? if your using WorldCraft i'd Install Valve Hammer.That happened to me and installing VHE fixed it.Also, if your 'loading' sign freezes in the box near the top when youve pressed the button with two o's , type in' -dev -console'. That should tell you what's happening in the compiling QUOTE: if you find it says 'map not found on server' , read the top of this reply. :D
Instant Mix Instant MixTitle commitment issues
Posted 19 years ago2005-06-22 08:49:01 UTC Post #116118
Ok I'm back with questions .I almost completed my first map and is actualy pretty good for a beginner!.But a question rises: how do i get a scientist to walk up or down the stairs?(I need to get a scientist from an upper floor to open a door that is on a level below).I placed info_nodes all over the map, even on the stairs themself, but when I trigger the script , the scientist doesn't even move from it's place, i tried to get him to follow me(toght is is a script problem) but as he reaches the stairs he stops following!!! :x thanks in advance :)
Posted 19 years ago2005-06-22 09:00:47 UTC Post #116120
PS where can I get some weapons for my mod cause I'd really like some choises :
Posted 19 years ago2005-06-22 09:31:04 UTC Post #116123
I don't think you just can download a model and use it in your mod, well, there was one site that had weapons that you was allowed to use in your mod, but they looked like **..
Ask someone to make models for you, and give them a credit in your mod. ;)
Madcow MadcowSpy zappin my udder
Posted 19 years ago2005-06-22 17:55:04 UTC Post #116217
Posted 19 years ago2005-06-22 17:55:27 UTC Post #116218
btw, If you got models then I have some sounds for weapons ;)
Posted 19 years ago2005-06-22 19:11:07 UTC Post #116242
If they are built correctly then put a scripted_secuance where you want the scientist to go to! Choose in the go to value run or walk and in the target monster value write the name of the scientist! When that script is targeted the scientist will walk to the place where you placed that script entity! The hight of each step must be about 16 points or lower! ;)
Posted 19 years ago2005-06-24 07:09:38 UTC Post #116647
the script is done corectly(it iisn't the olnly script im my map , but is the only one that will not work).The stairs can be walked over i even tried to get them to follow but they say"I'm sorry Gordon, you'll have to leave me here" or something simmilar
Posted 19 years ago2005-06-24 07:16:15 UTC Post #116649
but I have a new qustion.If the thing with the stairs does not work i can improvise but i do whant a train in my mod(like the one at the beginning of half-life) but i cannont figuer it out how it is made.i opend the original map to see but there was no train, there were only player_start , wayypoins and a lot of other entitys but no train!.If there is someone that can explain to me please do

PS if someone can explain me how the osprey scene in opposing force is made....... these are key story elements in my mod and don't whant to improvise..... :P
Posted 19 years ago2005-06-24 07:17:43 UTC Post #116651
About the waepons .... if there is someone that has some spairs ..... :
Posted 19 years ago2005-06-24 07:36:01 UTC Post #116661
Hmmmm...the train is made out of a Func_tracktrain!! ;)
Posted 19 years ago2005-06-24 07:38:15 UTC Post #116662
i don't follow :zonked:
Posted 19 years ago2005-06-24 07:57:47 UTC Post #116667
He means tie it to func_train...
Habboi HabboiSticky White Love Glue
Posted 19 years ago2005-06-24 08:19:13 UTC Post #116674
aparently you don't understand my question...in the original half life map there is no train(brush) there are only the path_corners... :nuts:
Posted 19 years ago2005-06-24 08:20:40 UTC Post #116675
There is soon coming a tutorial about this
Posted 19 years ago2005-06-24 08:24:11 UTC Post #116677
In which map have you looked? For I heard that someone said that trains can move through levels!
Posted 19 years ago2005-06-24 08:42:39 UTC Post #116687
they do but i think they get spawnd at the beginning of the level ..., but about the stairs, Elon, a tip? :
Posted 19 years ago2005-06-24 09:14:54 UTC Post #116699
I will submit the map ... in 2 days ... ;)
Posted 19 years ago2005-06-24 09:22:14 UTC Post #116701
you're asking too many questions :)
Posted 19 years ago2005-06-24 09:45:54 UTC Post #116705
if you want to make the scientist go down the stairs and open the door at the bottom youll need info_nodes so he can follow you can youll need something like a trigger_once that only actuvates for monsters so that when he passes the trigger (which'll be at or near the door) the trigger will target him to do his script of something like that, im gonna stop explaining now becuase ill get confused on what im saying

the beginning intro in hl1 is made with a func_trakctrain set with no controls flag (cant remember name of flag), the train was told to follow the entitys probably by a trigger_auto. Whenever it went through level transistions it would just be triggered again by a trigger_auto
38_98 38_98Lord
Posted 19 years ago2005-06-24 10:36:51 UTC Post #116717
shouldnt this be in HL1 Mapping Questions?
Posted 19 years ago2005-06-24 10:47:14 UTC Post #116724
Func_tracktrain starts on, 38_98! To make it start off you will nead a trigger_auto!! :lol: And the flag is 'controllable'!
Posted 19 years ago2005-06-24 11:01:16 UTC Post #116731
Tie the train to func_train.
Habboi HabboiSticky White Love Glue
Posted 19 years ago2005-06-27 07:26:19 UTC Post #117422
I posted the map with the scientist in the map vault It goes by the name "casa in lucru".If anyone can find the problem...... he's good ;)
Posted 19 years ago2005-06-27 07:36:00 UTC Post #117425
re-install half life's valve folder,
Posted 19 years ago2005-06-27 08:19:22 UTC Post #117438
why?
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