Forum posts

Posted 19 years ago2005-09-11 17:41:25 UTC
in vvis error Post #134087
Yeah but is this happen to everyone on vvis? It's a windows problem I am thinking, but I don't know why.
Posted 19 years ago2005-09-11 16:40:14 UTC
in vvis error Post #134074
I started a small map, on compile I had a leak, and got no errors other then that. I fixed the leak and now my compile takes 5 minutes, mostly on vvis, when it used to take 30 seconds. I get a windows error on vvis, the portals sections.
User posted image
anyone seen this or have any ideas?
Posted 19 years ago2005-06-24 17:02:18 UTC
in disable func_button Post #116850
Ok I am making a dod map that has a destructible mortar with TNT. When the TNT is set it triggers a multi manager which controls the sound, counter sprite, messages and such, as well as replaces the model with buster mortar via env_render entities. One thing I can't figure out is after the mortar is broken the func button still works and allows a ruined mortar to fire. How would I disable this on mortar destruction?
Posted 20 years ago2004-11-19 12:39:51 UTC
in g_numplanes Post #73841
Well I only have 2330 objects in the map, that doesn't seem like alot. Whats the limit?
Posted 20 years ago2004-11-16 22:54:07 UTC
in question Post #73517
These things are entity based. You would tie the brush to a func_breakable or func_door_rotating entity. There is tutorials on the site about these entities. Check the tutorials section.
Posted 20 years ago2004-11-16 22:52:37 UTC
in g_numplanes Post #73516
I'm getting this error on compile and I can't find anything on it. Anyone know what this means?

Error: ReadSurfs (line 41): 1750 > g_numplanes
Posted 20 years ago2004-11-10 17:25:42 UTC
in Can't open.... Post #72540
Anyone ever get an error like this on csg then compile quits?

Error: Can't open C:Program FilesValve Hammer Editormapsdod_what.p0

I am using nems compiler and zoners tools, this is the first time I have seen this error. The file is there I think it's a tex problme, it should write the file anyway...
Posted 20 years ago2004-11-04 13:49:20 UTC
in Reboot on HLRAD Post #71519
Well it worked all along with this map. I just tested it on my laptop, same settings and it compiles in 35 minutes. The laptop is a Dell Pentium M. So it's not the map. Even when my desktop did compile it took 2-3 hours or more. Maybe my zoner tools are corrupted on my desktop computer.
Posted 20 years ago2004-11-04 13:30:51 UTC
in Reboot on HLRAD Post #71514
My compiles were going fine but all of a sudden the system locks up on HLRAD portion of the compile, usually when building vis leafs. My entire system just crashes and reboots. I have nothing else running in the background. I am using zoners tools and it does the same thing with Nems compiler as well as the hammer compiler. Has anyone encountered this problem before? I am running an Athlon 3200+ and 512 MB ram so there is sufficient power to compile. I get no errors when compiling other then the too many wads error which shouldn't cause a crash like this. :
Posted 20 years ago2004-11-03 14:40:37 UTC
in -wadinclude Post #71322
Ok furthermore, say I use nems compiler and do nowadtextures to create one wad from all my used textures, then I use that wad to work with in hammer. It will include textures from the official wads. Now, I take that wad, do a wadinclude, will it still include the textures from the official wads in the final compile, or will it ignore those?
Posted 20 years ago2004-11-03 14:37:19 UTC
in -wadinclude Post #71321
No my wad is in my c:/wads/ folder Seventh. I put them there so I can work with them easier. Should I move the wad to my hammer/tools/ folder? Likley the same place that zhlt.wad is eh?
Posted 20 years ago2004-11-02 16:25:11 UTC
in -wadinclude Post #71175
So whats the command then for wadinclude? I tried in csg string

-wadinclude kami-platinum.wad

And it didn't include the textures. Is there something to do with the path or is there more I need to put in the parameter?
Posted 20 years ago2004-10-27 19:13:16 UTC
in r_speeds wont show Post #69931
Ok the minimap is the problem. Do not run the minimap with r_speeds fellas, simple solution but one I was not aware of. Thanks guys.
Posted 20 years ago2004-10-27 19:12:15 UTC
in -wadinclude Post #69929
-wadinclude will only include textures from the wads specified in the parameter. Furthermore if you check off wadautodetect it will detect which wads you may have used in the textures options in hammer but didn't actually use textures from and it will completely ignore those wads.
Posted 20 years ago2004-10-27 15:36:15 UTC
in r_speeds wont show Post #69894
Tried vsync, Neutrino suggested I make sure my minimap is off, I will try that when I get home from work.
Posted 20 years ago2004-10-27 15:35:20 UTC
in -wadinclude Post #69892
No monkey that's right, it will include all the textures, even the default ones so it's a bad idea. I will have a closer look at Nems tools to see if there is anywhere to set wad directory.
Posted 20 years ago2004-10-27 12:48:43 UTC
in -wadinclude Post #69863
I am using zoners tools with nems compiler and I am trying to wadinclude. I run as an extra parameter in the csg "-wadinclude kami-platinum -wadinclude propaganda" without the quotes of course. I don't get any errors on compile but the textures I used from those wads are not being included in the bsp. Is there something I'm missing in the command parameter or is there a certain place those wads have to be?
Posted 20 years ago2004-10-27 12:45:31 UTC
in r_speeds wont show Post #69861
Actually monkey I didn't figure it out lol, I still have the same problem on my desktop.
Posted 20 years ago2004-10-26 23:42:40 UTC
in r_speeds wont show Post #69655
Ok guys for the hell of it I loaded the same map in my laptop. It's got a geforce2go 64 so I can run it in open GL. Anyway in my exe I ran -dev and then fired up r_speeds when I got in game...NO PROBLEMS it worked fine it streamed the poly counts. So I was set to max_fps 72 or whatever the default is with vsync off, I then upped it to 100, still no problems. If I look in my desktop console while this is running I see every second reading shows 0's. I am not sure why but thats what is displaying in the HUD, the 0 reading. If you guys have any further ideas let me know please. Thanks fellas.
Posted 20 years ago2004-10-18 10:46:11 UTC
in r_speeds wont show Post #67299
yes same deal
Posted 20 years ago2004-10-18 02:51:37 UTC
in r_speeds wont show Post #67219
If you look at the console every second reading shows the 0's, it's like it's reading only those on the HUD
Posted 20 years ago2004-10-18 02:49:51 UTC
in r_speeds wont show Post #67218
Yep OpenGL :confused:
Posted 20 years ago2004-10-18 01:54:04 UTC
in r_speeds wont show Post #67200
I fire up my map and do developer 1 and r_speeds 1 in console. The r speeds show in console but not in the hud, they just read as 0's. Any ideas on this? Here's a couple screens to shwo you what i mean.

One
Two
Posted 20 years ago2004-09-02 22:13:48 UTC
in #$@#@ ambient_generic won't loop Post #56076
Ok, I have an ambient sound in the background of my dod map, it isn't run by a multi manager or anything, it just starts when the map starts. This has worked before. SO I mixed it a bit in soundforge and then saved (11050 mono 16bit wav file) and put it in again. Now when the map starts so does the sound, but after one cycle it does not loop, it quits. I did not check off the do not loop radio button in the entity so thats not the prob. The sound is fairly short, maybe 30 seconds. Any ideas?
Posted 20 years ago2004-09-02 22:09:20 UTC
in Hole In Walls?? Post #56075
Clip works fine if you know what you're doing with it. However for beginners, yes, I suggest the seperate brush method.
Posted 20 years ago2004-09-01 23:13:01 UTC
in Submodels, how to? Post #55877
I am making a dod map and I see the sandbags model has about 7 submodels in it. Can someone tell me how to cycle the models to change the look of the sandbag in hammer?
Posted 20 years ago2004-09-01 23:12:02 UTC
in Hole In Walls?? Post #55876
Carve is bad idea for wall holes, clip and then use vertex manipulation to make your hole.
Posted 20 years ago2004-09-01 14:55:51 UTC
in Texture lighting is too dim Post #55789
Hmmm good idea Steve, I'll try that.
Posted 20 years ago2004-09-01 12:42:48 UTC
in Texture lighting is too dim Post #55763
Also do texture lights work different from entity lights as far as light values ie range is? I thought entity based lights were 0-255? Are texture light values like 0-5000?
Posted 20 years ago2004-09-01 12:40:55 UTC
in Texture lighting is too dim Post #55762
Oh, on a side note, how do I rotate decals? I try to select them and rotate but they always snap back to their original state.
Posted 20 years ago2004-09-01 12:37:46 UTC
in Texture lighting is too dim Post #55761
lol ok monkey, thanks ;) thanks steve. It's just that I think captain p lives here :D
Posted 20 years ago2004-09-01 11:11:21 UTC
in Texture lighting is too dim Post #55752
I made a custom texture light and added it to my lights.rad file

+0~yellow 252 254 072 175

I then applied it to a brush, tied it to func_wall

render mode normal
render fx glow
fx amount 255
light flags normal
minimum light level 1

It throws light but is extremely dim, to the point of not being worth it. Is there something I did wrong here? How can I get it to throw more light. Thanks in advance my friends.

(Captain P?) :)
Posted 20 years ago2004-08-30 17:54:47 UTC
in func_wall and carving Post #55345
Ok so what are acceptable numbers for r_speeds and w_poly count? Is there a guide for this? Thanks CP and habboi.
Posted 20 years ago2004-08-30 16:43:30 UTC
in VERTEX MANIPULATION PROBLEMS Post #55326
It's not a compile problem, rather parts of your cliff that are carved and have vertex points floating off the grid. When it's compiled the points get put to a grid point and makes your cliffs not line up properly. Use quartered squares to make you cliffs in places you need alot of manipulation.
Posted 20 years ago2004-08-30 16:09:13 UTC
in func_wall and carving Post #55314
Is it true that a func_wall entity won't carve a world brush on compile if it's touching it? If so does this cause any other problems, like an increase in r speeds? Also does anyone know a good tutorial on reducing r speeds and making playability better, like tips and tricks. I am also looking on a tut for creating static triggered explosions and env_shake like in dod_caen. Thanks all.
Posted 20 years ago2004-08-19 02:40:22 UTC
in Smoking Tank Post #52010
Thanks for the tip P
Posted 20 years ago2004-08-19 02:38:13 UTC
in Everyones best tips Post #52008
-Carving is ok only in a perfect situation, it's a part of hammer and can be a valuable tool, learn how to use it properly.

-Be patient, rushing through a map will only hurt the quality.

-Practice vertex manipulation on same sized triangle placed together, you can do some neat effects like this when it comes to terrain.

-Make sure when clipping a corner to have your clip start and end points on actual map grid on the lines you are clipping, it could save you grief down the road.

-If something looks stupid, change it.

-Read the forums, look for answers, and if you can't find the answer ask here because this is one of the most helpful and friendly modding communities out there. Thanks for all the help guys! :)
Posted 20 years ago2004-08-19 02:21:20 UTC
in Smoking Tank Post #52002
This is for a dod map. I tried cycler_wreckage and it looked kinda weird, like a huge cloud of white smoke that hung in the air, although I probably didn't have it set properly as far as scroll rates and size and with the env_beam I got some weird dancing blue light, even though I was using the smoke sprite.
Posted 20 years ago2004-08-19 00:54:53 UTC
in Solids brushes vs hollow brushes Post #51987
I have heard some maps where all the brushes are hollow. Say I have a wall, just an edge of the map type wall, is there any advantage to making it hollow with a wall thickness of 2? Does it make the map run any better or does it compile any faster? I would think if you do make it hollow you create extra faces, wouldn't that be worse? Anyone have any ideas on this?
Posted 20 years ago2004-08-18 22:00:31 UTC
in Smoking Tank Post #51979
Actually, a really good effect for this is particle_shooter set to an info target, you can control smoke direction and it spreads out at the top.
Posted 20 years ago2004-08-17 13:25:19 UTC
in Smoking Tank Post #51603
Ok wqhich one of these looks best you guys think. The smoke should me more narrow at the bottom then spread out at the top, like it's dissapating.
Posted 20 years ago2004-08-17 12:56:30 UTC
in Sky Post #51598
Yes do not ever skybox your map. Model your sky like you would your buildings, make sure you have a good seal around the edges. Skyboxing creates voids and causes other problems.
Posted 20 years ago2004-08-17 12:51:59 UTC
in Smoking Tank Post #51594
Anyone know where I can find a tutorial on how to make a tank look like it's smoking? I need the smoke to go vertical. I know I could use multiple sprites to acheive this effect but is there an easier way?
Posted 20 years ago2004-08-15 03:48:25 UTC
in Textures Post #51089
On compile:

Using WAD File: program filessteamsteamappsxxxxxxxxxxxxxxdoddod_flash.wad
Using WAD File: program filessteamsteamappsxxxxxxxxxxxxxdoddod_caen.wad
added 4 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

Question maybe you can help me with. I'm only using 2 wads, how do I remove unused textures from the map? Do I delete them from the wads? Also how do I merge similar textures? Thank you.
Posted 20 years ago2004-07-04 03:49:19 UTC
in Transparent texture problem Post #38629
Yes, it looks like bitmap is the way to go, if saved as bitmap it stays at 0 0 255.
Posted 20 years ago2004-07-03 20:02:33 UTC
in Transparent texture problem Post #38586
Ok that helped but now i have a blue halo around my trees, likely stuff that was in the blueish range but not quite 0 0 254. Any other ideas on how to get a pure texture?
Posted 20 years ago2004-07-03 19:23:47 UTC
in Transparent texture problem Post #38577
I made a 512 x 512 image in paint shop, the background is set to 0 0 255. I then put my trees on top and saved it as a jpg, therefore there is no alpha channel. I then took it into my wad and tried to use it as a transparent texture, but it doesnt work even with func_wall, set to texture or solid and render at 255. I then opened the texture in wally to see the problem. For some reason all my blue is to 0 0 254. I tried resaving it and it did it again. Any ideas on how to fix this?
Posted 20 years ago2004-07-02 19:01:31 UTC
in Models in map Post #38372
Posted 20 years ago2004-07-02 17:58:43 UTC
in Models in map Post #38349
Perhaps I don't understand what you mean by a clip brush. I am assuming I just use the standard block tool and make an object that is the same as the model. Then I cut it up so it fits properly for the model. Is there something I am assuming wrong?
Posted 20 years ago2004-07-02 17:29:45 UTC
in Models in map Post #38341
Ahhh nm I had 3.4, thanks for the help guys. Works now :) . How do I make the clip brush invisible around the model?