Forum posts

Posted 11 years ago2013-03-07 23:12:58 UTC
in I'm rusty help me out. Post #312928
Maybe I worded it wrong. OK lets say I have a skin for a ladder. And I want the blue parts to remain invisible ingame, but I don't want that glow that func_walls and fun_ills have, rather no glow like a regular world brush or a func_detail.
Posted 11 years ago2013-03-05 00:27:58 UTC
in I'm rusty help me out. Post #312902
2 things I want to accomplish. 1 - I have blocks suspended in thin air as a inclining path, if you will. I would like to make each block bob and weave as if "magically" moving in place.

2 - Can I do transparency without having the texture glow?
Posted 12 years ago2012-11-12 15:44:42 UTC
in Help with map for online server. Post #310925
hlcsg v3.4 VL29 (Sep 9 2012)
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 (vluzacn@163.com)
--- BEGIN hlcsg ---
Command line: C:UsersAdministratorDesktopmapors`V2.9v29hlcsg.exe -cliptype Precise -wadinclude camplo.wad -wadinclude all-in-one.wad -wadinclude zhlt.wad C:UsersAdministratorDesktopmapors`V2.9mapsdownriver
Arguments: -cliptype Precise -wadinclude camplo.wad -wadinclude all-in-one.wad -wadinclude zhlt.wad C:UsersAdministratorDesktopmapors`V2.9mapsdownriver -high -nowadtextures
Entering C:UsersAdministratorDesktopmapors`V2.9mapsdownriver.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
reset logfile [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max lighting memory [ 33554432 ] [ 33554432 ]
priority [ High ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ off ] [ off ]
clip hull type [ precise ] [ simple ]
onlyents [ off ] [ off ]
wadtextures [ off ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
wadcfg by file [ None ] [ None ]
wadcfg by name [ None ] [ None ]
nullfile [ None ] [ None ]
nullify trigger [ on ] [ on ]
min surface area [ 0.000 ] [ 0.000 ]
brush union threshold [ 0.000 ] [ 0.000 ]
map scaling [ None ] [ None ]
light name optimize [ on ] [ on ]
UTF8 game_text [ on ] [ on ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]
[camplo.wad]
[all-in-one.wad]
[zhlt.wad]

CreateBrush:
(0.65 seconds)
CSGBrush:
(0.82 seconds)

Including Wadfile: usersadministratordesktopmapors`hammerwad_devjp_dev_plus.wad
  • Contains 0 used textures, 0.00 percent of map (230 textures in wad)
Including Wadfile: usersadministratordesktopmapors`hammerwad_deventity.wad
  • Contains 4 used textures, 4.55 percent of map (81 textures in wad)
Including Wadfile: program filessteamsteamappscampl0counter-strikecstrikeall-in-one.wad
  • Contains 21 used textures, 23.86 percent of map (4092 textures in wad)
Including Wadfile: program filessteamsteamappscampl0counter-strikecstrikecamplo.wad
  • Contains 63 used textures, 71.59 percent of map (307 textures in wad)
Including Wadfile: usersadministratordesktopmapors`v2.9v29zhlt.wad
  • Contains 0 used textures, 0.00 percent of map (18 textures in wad)
Wad files required to run the map: (None)

added 7 additional animating textures.
Texture usage is at 3.85 mb (of 32.00 mb MAX)
1.93 seconds elapsed

--- END hlcsg ---

hlbsp v3.4 VL29 (Sep 9 2012)
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 (vluzacn@163.com)
--- BEGIN hlbsp ---
Command line: C:UsersAdministratorDesktopmapors`V2.9v29hlbsp.exe C:UsersAdministratorDesktopmapors`V2.9mapsdownriver
Arguments: C:UsersAdministratorDesktopmapors`V2.9mapsdownriver -high -chart -maxnodesize 64

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
priority [ High ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noinsidefill [ off ] [ off ]
noopt [ off ] [ off ]
no clipnode merging [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
nobrink [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 64 ] [ 1024 ] (Min 64) (Max 65536)
remove hull 2 [ off ] [ off ]

SolidBSP [hull 0] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...7061 (0.16 seconds)
BSP generation successful, writing portal file 'C:UsersAdministratorDesktopmapors`V2.9mapsdownriver.prt'
SolidBSP [hull 1] 500...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (1658,27,-678)(1737,-10,-661) in hull 1 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (1090,42,-753)(1737,604,-753) in hull 1 of model 0 (entity: classname "worldspawn", origin "", targetname "")
1000...1500...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (1495,1149,-596)(1556,-1081,-531) in hull 1 of model 0 (entity: classname "worldspawn", origin "", targetname "")
2000...2500...3000...3500...4000...4500...5000...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (677,479,-734)(-676,480,-597) in hull 1 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (795,150,-548)(-736,196,-532) in hull 1 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (464,197,-596)(-403,252,-532) in hull 1 of model 0 (entity: classname "worldspawn", origin "", targetname "")
5500...6000...6500...7000...7500...8000...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (813,-1149,-596)(-781,-1094,-550) in hull 1 of model 0 (entity: classname "worldspawn", origin "", targetname "")
8439 (0.24 seconds)
SolidBSP [hull 2] 500...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (1674,27,-698)(1753,6,-665) in hull 2 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (1074,279,757)(1412,620,-757) in hull 2 of model 0 (entity: classname "worldspawn", origin "", targetname "")
1000...1500...2000...2500...3000...3500...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (39,7,-607)(89,24,-607) in hull 2 of model 0 (entity: classname "worldspawn", origin "", targetname "")
4000...4500...5000...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (693,495,-730)(-692,496,-601) in hull 2 of model 0 (entity: classname "worldspawn", origin "", targetname "")
5500...6000...6500...7000...7500...7679 (0.22 seconds)
SolidBSP [hull 3] 500...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (1658,27,-696)(1737,-10,-679) in hull 3 of model 0 (entity: classname "worldspawn", origin "", targetname "")
1000...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (1120,524,771)(1315,604,-771) in hull 3 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (1703,447,-835)(1704,-42,-807) in hull 3 of model 0 (entity: classname "worldspawn", origin "", targetname "")
1500...2000...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (1495,1129,-586)(1536,-1081,-549) in hull 3 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (1504,1183,-614)(1645,-1106,-586) in hull 3 of model 0 (entity: classname "worldspawn", origin "", targetname "")
2500...3000...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (376,1112,-557)(447,-1107,-556) in hull 3 of model 0 (entity: classname "worldspawn", origin "", targetname "")
3500...4000...4500...5000...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (39,176,-738)(73,-24,-738) in hull 3 of model 0 (entity: classname "worldspawn", origin "", targetname "")
5500...6000...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (88,-296,-738)(39,-24,-738) in hull 3 of model 0 (entity: classname "worldspawn", origin "", targetname "")
6500...7000...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (677,479,-716)(-676,480,-651) in hull 3 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (795,150,-566)(-736,196,-550) in hull 3 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (464,188,-614)(-397,241,-566) in hull 3 of model 0 (entity: classname "worldspawn", origin "", targetname "")
7500...8000...8500...9000...9500...10000...10500...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (813,-1149,-614)(-781,-1094,-568) in hull 3 of model 0 (entity: classname "worldspawn", origin "", targetname "")
11000...11163 (0.32 seconds)
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (1106,339,737)(1308,562,-737) in hull 2 of model 138 (entity: classname "func_illusionary", origin "", targetname "70")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (1106,355,723)(1324,546,-723) in hull 3 of model 138 (entity: classname "func_illusionary", origin "", targetname "70")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (662,-20,-723)(-635,53,-723) in hull 3 of model 139 (entity: classname "func_illusionary", origin "", targetname "16")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (80000,-32707,-741)(-347,514,-741) in hull 1 of model 140 (entity: classname "trigger_push", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (613,-1410,-741)(-347,-1280,-741) in hull 1 of model 140 (entity: classname "trigger_push", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (80000,-32707,-723)(-347,514,-723) in hull 3 of model 140 (entity: classname "trigger_push", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (613,-1410,-723)(-347,-1280,-723) in hull 3 of model 140 (entity: classname "trigger_push", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (1518,1119,-741)(1648,-853,-741) in hull 1 of model 141 (entity: classname "trigger_push", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (905,-1118,-741)(-774,-853,-741) in hull 1 of model 141 (entity: classname "trigger_push", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (1518,1119,-723)(1648,-853,-723) in hull 3 of model 141 (entity: classname "trigger_push", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (905,-1118,-723)(-774,-853,-723) in hull 3 of model 141 (entity: classname "trigger_push", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (1090,32229,-741)(80000,514,-740) in hull 1 of model 142 (entity: classname "trigger_push", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (1090,32229,-723)(80000,514,-722) in hull 3 of model 142 (entity: classname "trigger_push", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (1511,43,-741)(1656,229,-727) in hull 1 of model 143 (entity: classname "trigger_push", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (905,-43,-741)(-775,224,-741) in hull 1 of model 143 (entity: classname "trigger_push", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (1513,43,-723)(1654,227,-717) in hull 3 of model 143 (entity: classname "trigger_push", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (905,-43,-723)(-775,224,-723) in hull 3 of model 143 (entity: classname "trigger_push", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (1380,978,-723)(1437,-845,-723) in hull 3 of model 175 (entity: classname "func_illusionary", origin "", targetname "26")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (602,363,-737)(-363,505,-698) in hull 2 of model 320 (entity: classname "func_illusionary", origin "", targetname "12")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (581,385,-723)(-339,546,-723) in hull 3 of model 320 (entity: classname "func_illusionary", origin "", targetname "12")
Reduced 23309 clipnodes to 20318
Reduced 1288 texinfos to 1204
Reduced 94 texdatas to 91 (4034308 bytes to 4009420)
Reduced 19504 planes to 6030
FixBrinks:
Increased 20318 clipnodes to 20623.

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 322/512 20608/32768 (62.9%)
planes 6030/32768 120600/655360 (18.4%)
vertexes 12583/65535 150996/786420 (19.2%)
nodes 7404/32767 177696/786408 (22.6%)
texinfos 1204/32767 48160/1310680 ( 3.7%)
faces 8900/65535 178000/1310700 (13.6%)
  • worldfaces 6750/32768 0/0 (20.6%)
clipnodes 20623/32767 164984/262136 (62.9%)
leaves 5012/32760 140336/917280 (15.3%)
  • visleafs 2685/8192 0/0 (32.8%)
marksurfaces 10432/65535 20864/131070 (15.9%)
surfedges 39782/512000 159128/2048000 ( 7.8%)
edges 21659/256000 86636/1024000 ( 8.5%)
texdata [variable] 4009420/33554432 (11.9%)
lightdata [variable] 0/33554432 ( 0.0%)
visdata [variable] 0/8388608 ( 0.0%)
entdata [variable] 75484/2097152 ( 3.6%)
  • AllocBlock 28/64 0/0 (43.8%)
91 textures referenced

Total BSP file data space used: 5352912 bytes

Wad files required to run the map: (None)
3.69 seconds elapsed

--- END hlbsp ---

hlvis v3.4 VL29 (Sep 9 2012)
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 (vluzacn@163.com)
--- BEGIN hlvis ---
Command line: C:UsersAdministratorDesktopmapors`V2.9v29hlvis.exe -full C:UsersAdministratorDesktopmapors`V2.9mapsdownriver
Arguments: -full C:UsersAdministratorDesktopmapors`V2.9mapsdownriver -high
1577 portalleafs
4391 numportals

= Current hlvis Settings =
Name | Setting | Default
------------------|-----------|------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max vis distance [ 0 ] [ 0 ]
priority [ High ] [ Normal ]

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

BasePortalVis:
(0.46 seconds)
LeafThread:
(23.98 seconds)
average leafs visible: 165
g_visdatasize:121192 compressed from 312246
24.52 seconds elapsed

--- END hlvis ---

hlrad v3.4 VL29 (Sep 9 2012)
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 (vluzacn@163.com)
--- BEGIN hlrad ---
Command line: C:UsersAdministratorDesktopmapors`V2.9v29hlrad.exe -extra -chop 32 -smooth 50.0 -texchop 32 C:UsersAdministratorDesktopmapors`V2.9mapsdownriver
Arguments: -extra -chop 32 -smooth 50.0 -texchop 32 C:UsersAdministratorDesktopmapors`V2.9mapsdownriver -waddir C:Half-Lifevalve -waddir C:Half-Lifevalve_schinese -waddir C:Half-Lifecstrike -waddir C:Half-Lifecstrike_schinese -high -texreflectscale 3 -bounce 10

= Current hlrad Settings =
Name | Setting | Default
-------------------|---------------------|------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max lighting memory [ 33554432 ] [ 33554432 ]
priority [ High ] [ Normal ]

fast rad [ off ] [ off ]
vismatrix algorithm [ Sparse ] [ Sparse ]
oversampling (-extra)[ on ] [ off ]
bounces [ 10 ] [ 8 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
smoothing threshold 2[ no change ] [ no change ]
direct threshold [ 10.000 ] [ 10.000 ]
direct light scale [ 1.000 ] [ 1.000 ]
coring threshold [ 0.001 ] [ 0.001 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 32.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global light scale [ 2.000 2.000 2.000 ] [ 2.000 2.000 2.000 ]
global gamma [ 0.550 0.550 0.550 ] [ 0.550 0.550 0.550 ]
global light scale [ 2.000 ] [ 2.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

spread angles [ on ] [ on ]
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 ]

custom shadows with bounce light
[               off ] [               off ]
rgb transfers [ off ] [ off ]
minimum final light [ 0 ] [ 0 ]
size of transfer [ 1 (16bit) ] [ 1 (16bit) ]
size of rgbtransfer [ 2 (32bit) ] [ 2 (32bit) ]
soft sky [ on ] [ on ]
translucent depth [ 2.000 ] [ 2.000 ]
block opaque [ on ] [ on ]
ignore textures [ off ] [ off ]
reflectivity gamma [ 1.760 ] [ 1.760 ]
reflectivity scale [ 3.000 ] [ 0.700 ]

Load Textures:
Warning: Texture 'sky': reflectivity (1.641059,2.350671,3.000000) greater than 1.0.
Warning: Texture '-0cstrike_fr4cc': reflectivity (1.933897,1.758679,1.644667) greater than 1.0.
Warning: Texture '-0cstrike_wk4st': reflectivity (0.745239,0.868760,1.011148) greater than 1.0.
Warning: Texture '-0freezer_pan2': reflectivity (1.430772,1.767546,1.835701) greater than 1.0.
Warning: Texture '-1cstrike_fr4cc': reflectivity (1.866336,1.669859,1.560935) greater than 1.0.
Warning: Texture '-1freezer_pan2': reflectivity (1.044896,1.285611,1.344764) greater than 1.0.
Warning: Texture '-2freezer_pan2': reflectivity (1.389738,1.744192,1.820906) greater than 1.0.
Warning: Texture '-3freezer_pan2': reflectivity (1.448610,1.813367,1.886480) greater than 1.0.
Warning: Texture 'c2a4w1c': reflectivity (0.843545,0.965714,1.048372) greater than 1.0.
Warning: Texture 'metal_bord08': reflectivity (0.789114,1.051953,1.123186) greater than 1.0.
Warning: Texture '!atl_lava01': reflectivity (1.600608,0.217300,0.003210) greater than 1.0.
Warning: Texture '!watur': reflectivity (0.132268,0.712609,1.400931) greater than 1.0.
Warning: Texture 'glasslinewhit': reflectivity (1.583921,1.583921,1.583921) greater than 1.0.
Warning: Texture 'GlassPPink': reflectivity (2.603054,0.690840,0.810300) greater than 1.0.
Warning: Texture 'GlassWire256': reflectivity (0.522167,0.966857,1.086576) greater than 1.0.
Warning: Texture 'mossnGB128x256': reflectivity (1.764684,1.468466,1.673927) greater than 1.0.
Warning: Texture 'Platnium256': reflectivity (0.778530,0.998966,1.252757) greater than 1.0.
Warning: Texture 'scroll_w_watur': reflectivity (0.132268,0.712609,1.400931) greater than 1.0.
Warning: Texture 'we_wall6': reflectivity (1.338631,0.972043,0.749887) greater than 1.0.
Warning: Texture 'we_wall6b': reflectivity (0.885127,1.104424,1.457348) greater than 1.0.
Warning: Texture 'wood-maple': reflectivity (2.509806,1.826164,1.085976) greater than 1.0.
91 textures referenced
Reading texlights from 'C:UsersAdministratorDesktopmapors`V2.9v29lights.rad'
Reading texlights from info_texlights map entity
0 opaque models
0 opaque faces
8900 faces
Create Patches : 96287 base patches
315143 square feet [45380672.00 square inches]
28214 direct lights and 33879 fast direct lights
2 light styles

BuildFacelights:
(1119.37 seconds)
BuildVisLeafs:
(94.57 seconds)
visibility matrix : 78.2 megs
MakeScales:
(197.22 seconds)
Transfer Lists : 248913180 : 248.91M transfers
Indices :    71980188 :   68.65M bytes
   Data :   498112302 :  475.04M bytes
Bounce 1 GatherLight:
(4.32 seconds)
Bounce 2 GatherLight:
(4.57 seconds)
Bounce 3 GatherLight:
(4.57 seconds)
Bounce 4 GatherLight:
(4.57 seconds)
Bounce 5 GatherLight:
(4.57 seconds)
Bounce 6 GatherLight:
(4.57 seconds)
Bounce 7 GatherLight:
(4.57 seconds)
Bounce 8 GatherLight:
(4.57 seconds)
Bounce 9 GatherLight:
(4.57 seconds)
Bounce 10 GatherLight:
(4.57 seconds)
FinalLightFace:
(3.47 seconds)
1461.58 seconds elapsed [24m 21s]

--- END hlrad ---
Posted 12 years ago2012-11-12 15:43:35 UTC
in Help with map for online server. Post #310924
Well finally after almost a month we have began testing the map again. I did catch a problem with the map regarding the sound file limit, but unfortunately I am getting this error still.

"PF_precache_model_I: Model 'models/p_ump45.mdl' failed to precache because the item count is over the 512 limit"

So I am going to assume that I can have more than 512 entities even though I cannot find any documentation that supports this notion. All the paper work here says the entity limit is 2048. But since my map won't load then obviously the information here is incorrect or I am interpreting it incorrectly.

According to my log as it states above I have 322 models, You'd think the compiler would let me know if I had too many entities.

here is the what everyone seems to go off of -

HL engine limits for ALL entitys -
2048
HL in-game temporary entity engine limit (part of the 2048?). Used for breakables, sparks, gibs, ect.
500
data memory limit for entitys
~0.5M
MAX_MAP_ENTITIES Compiling tools limit for ALL editor placed entitys in a level, incuding brush, models, sprites & point entitys like lights (mod limits may vary a bit lower)
2048
MAX_ENGINE_ENTITIES (light, light_spot and light_environment entities that have either a targetname or a style attached to them (ie. all switchable lighting in the map). 1024
compiling tools sub-limit of brush based entitys (part of the 2048)
400
possible model & sprite entitys sub-limit (part of the 2048?)
400
specialty entity limits
various

So unless I am told different there is no reason to believe anything different. I know someone here knows the information I seek. I would be much appreciated if someone would provide some insight for me to solve my problem. I will post my whole log below...
Posted 12 years ago2012-10-21 00:54:24 UTC
in Help with map for online server. Post #310505
No where have I read of any entity limit of 512..
This is what I read

"The HL engine itself has a hard limit of 2048 entities, point or brush based, which is a data limit of
about 0.5M."

So I take that as....2048 entities or .5mb, which ever comes first.

Actually the only thing I noticed that even correlated to any "512" limit is here on the compiler log.

"models 322/512 20608/32768 (62.9%)"

The other limits were for the compiler so if it compiles then it flies. A lot stuff is poorly explained.
Posted 12 years ago2012-10-20 17:48:06 UTC
in Help with map for online server. Post #310488
Fatal error - Host_Error: PF_precache_model_I: Model 'models/p_ump45.mdl' failed to precache because the item count is over the 512 limit.
Reduce the number of brush models and/or regular models in the map to correct this.

The above message is what the server error was when we tried to load the map on an online server. My on personal HLDS had no problem. i think I've narrowed it down having over 3 minutes of sounds which I picked up from the guide. I have yet to have an opportunity to try it on the online server yet. I lowered my accumulated sounds total to 160 seconds.

I was extremely confused since

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 322/512 20608/32768 (62.9%)

I am obviously under he 512 limit.

Show map info in hammer says 222 point entities, 543 solid entities. So I am under the entity limit which is like 2048 right? It would help if my own hl and hlds would error first so I don't submit my material to only servers saying that its fully tested and then have them crash their server but apparently your own personal hs can take just about anything and my hlds is almost as tolerant while the online server I am working for everything has to be perfect?
Posted 12 years ago2012-10-20 01:13:21 UTC
in Help with map for online server. Post #310472
And this makes no sense, my log for compiler says

models 322/512 20608/32768 (62.9%)

but show info in hammer says 222 point entities, 543 solid entities. So how many do I have?
Posted 12 years ago2012-10-20 01:06:19 UTC
in Help with map for online server. Post #310471
I cant find any information on point and solid entities...
Posted 12 years ago2012-10-20 00:54:47 UTC
in Help with map for online server. Post #310470
Answered my question again... yesss -> http://twhl.info/forums.php?thread=18031
Posted 12 years ago2012-10-20 00:06:17 UTC
in Help with map for online server. Post #310469
Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 322/512 20608/32768 (62.9%)
planes 6030/32768 120600/655360 (18.4%)
vertexes 12584/65535 151008/786420 (19.2%)
nodes 7403/32767 177672/786408 (22.6%)
texinfos 1204/32767 48160/1310680 ( 3.7%)
faces 8900/65535 178000/1310700 (13.6%)
  • worldfaces 6750/32768 0/0 (20.6%)
clipnodes 20630/32767 165040/262136 (63.0%)
leaves 5011/32760 140308/917280 (15.3%)
  • visleafs 2684/8192 0/0 (32.8%)
marksurfaces 10440/65535 20880/131070 (15.9%)
surfedges 39783/512000 159132/2048000 ( 7.8%)
edges 21660/256000 86640/1024000 ( 8.5%)
texdata [variable] 4009420/33554432 (11.9%)
lightdata [variable] 0/33554432 ( 0.0%)
visdata [variable] 0/8388608 ( 0.0%)
entdata [variable] 76766/2097152 ( 3.7%)
  • AllocBlock 28/64 0/0 (43.8%)
91 textures referenced

Total BSP file data space used: 5354234 bytes

Wad files required to run the map: (None)
3.67 seconds elapsed
Posted 12 years ago2012-10-19 23:45:46 UTC
in Help with map for online server. Post #310465
Fatal error - Host_Error: PF_precache_model_I: Model 'models/p_ump45.mdl' failed to precache because the item count is over the 512 limit.
Reduce the number of brush models and/or regular models in the map to correct this.

The above is the supposed message that was spit out.
Posted 12 years ago2012-10-18 06:45:30 UTC
in map works with my cs but not with my ded Post #310414
K, so here it is. I have too many or a bad ambient_generic. I know this because I deleted them all and then the map would load in HLDS. Too many playing the same sound is he direction I'm going in. The problem is,,, everything I put in was done so sparingly as it is so what exactly is my limit? Guess I'll find out.
Posted 12 years ago2012-10-18 06:04:06 UTC
in map works with my cs but not with my ded Post #310412
Ive h ad this problem before. When I changed a setting, subdivide I think it was..whatever it was, cs would take it....HLDS would not. Once I put it back to default, map loaded fine. I am now not being able to load the map into HLDS again, I get the error "SZ_GetSpace: overflow without FSB_ALLOWOVERFLOW set on server datagram" Google has not been of too much help so far. I 've been spending time deleting and recompiling to see if "thats" it that mad a good map go bad...Please help.
Camplo
Posted 12 years ago2012-10-18 01:17:26 UTC
in ents only Post #310411
I have some ents I need to update, if I use the -onlyents command do I need to manually turn off vis and rad?
Posted 12 years ago2012-10-14 02:32:39 UTC
in Adding models. Post #310365
Goldsource...
Posted 12 years ago2012-10-13 21:11:50 UTC
in Adding models. Post #310360
can someone point me to the tutorial about models. I want to add some some ct models and or Terrorist models in my map holding guns for the purpose of statues? can someone help me get pointed in the right direction.

Camplo
Posted 12 years ago2012-06-15 19:05:42 UTC
in Post your screenshots! WIP thread Post #307115
User posted image

Im a noob =o
Posted 12 years ago2012-06-14 03:23:01 UTC
in Light surface details Post #307064
User posted image


1. A completely black wall
2. Yellow tile with surface entity brightness set at 20. With regular settings the wall was dimly lit. I switched the bight angle to 15 and the fading angle to 1. how does that result in a completely black adjacent wall?
3. Holy shit. There's light on the ceiling. Its really dim...

So where the hell is 0...straight out? from the brush?
Posted 12 years ago2012-06-11 17:10:38 UTC
in Light surface details Post #306979
No you are doing a perfect job of explaining. Thanks for taking the time. I have this
User posted image

What I am trying to do is have the sides of the wall closest to the yellow tile illuminate as if the tile is glowing radioactively. I want most of the illumination to occur very close to where the wall and the tile meets. So far I kinda have it working, the surface_ent is set to something like 10-15. I also am trying to create a light that gives a grayish/blue matrixy type tinge to the environment while still having the glow from the tile.
Even more so I like t know how to keep that short distance glow on the wall from the tile regardless of theres a shadow there or not. In order achieve all this I think I might have to change up my textures.

Hmmm, can I add the fade properties to the light entity? Then make it super bright with a quick fade?
Posted 12 years ago2012-06-11 03:14:34 UTC
in Light surface details Post #306973
First of all, theres a way too many undefined parameters in the light surface entity.I am only here to ask you about 2. The outer and inner angle adjustments. what are they, what do they mean, how to use them. I need most importantly need to know how to determine where my xyz is. I'm saying the plane of the brush with the lighting texture is the source of the light so...90 is straight out and away from the brush?
Posted 12 years ago2012-06-09 16:00:06 UTC
in Seeing outside of the sky.... Post #306905
So now I have parts of the map that are visible through my sky brushes. I've heard that I can take a world brushed covered in black and then block them that way? is this true. Are there other other ways that don't included removing sky.
camplo
Posted 12 years ago2012-06-06 22:49:01 UTC
in trigger_push directions Post #306830
Well what'll you know...thanks bud. =)
Posted 12 years ago2012-06-06 15:24:57 UTC
in trigger_push directions Post #306824
Just wondering if anyone knew off hand which way is straight up when programming a trigger push...
Posted 12 years ago2012-06-01 21:47:58 UTC
in Vis testing Post #306659
Thats with working 40 hours a week. See you not even hardcore gamer. How can you satisfy an audience that you cannot relate to?
Posted 12 years ago2012-06-01 19:37:56 UTC
in Vis testing Post #306656
Steam says I have about 60 hours worth of cs time in the last 2 weeks. I have been mapping for several months now, understand how to use r_speed, wireframe and the like, I know what e_poly and w_poly represent, and have been staring at net_graph 3 for the last 12 years...... and when I say I know what I know from experience, not he say she say, steam aint lying.

Thanks Daub for the info.
Posted 12 years ago2012-06-01 17:25:51 UTC
in Vis testing Post #306653
lol, you know what. You've said that before. And I want to agree with you.....but whens the last time you've made a map for an online server? One with a high e_ploy count per player. 2 players could mean the difference in about 6-4 fps...ok, I get your point but the technique I just proved IS effective and it takes about 10 seconds to do...so why not? There are situations where hinting or setting the maxnodesize correctly could mean the difference between 100fps and 50-60fps. You might be one of those people who think 25fps is playable. But to the hardcore competitive gamer they want every ounce of fps.

Not to mention, When did you guys give up on goldsource. Your opinions of gold source are way out of line. Why? Because goldsource IS the most used FPS engine online, 2012. Period. CS 1.6/HL and its mods continue to be the MOST PLAYED FPS GAME ONLINE.

If its really "2012" like you say it is. Put your map were mouth is. We have one professional mapper and there's room for more. Come on down to ZOD server learn the zombie mod game play and make a map that not only isn't hinted, but also built vis unfriendly and I will show you a server that is lagging to hell.

ps- the average e_poly per player is about 2000....GL
Posted 12 years ago2012-05-31 13:25:47 UTC
in Vis testing Post #306605
I added the map I used to conduct the test. Green = room1, blue = room3 and Red = room3. The bsp is compiled at maxnodesize 64 to show the effectiveness of the hint brushes.

http://twhl.info/vault.php?map=5802

If allowed I'd like to organize all the information and add it to the tutorial database.
Posted 12 years ago2012-05-30 23:52:19 UTC
in Vis testing Post #306596
So I did some testing today and made some discoveries. My goal is to find a way to make vis do what we want without the hassle of hint brushing. Even with the node set to 64 vis isn't as tight as I expect. I have a hard time believing the maxnode 64 literally sets the max node size to 64units else you would never be able to see more than 64 units around a corner. It would be like a 64unit thick 45 degree angle around your basic hallway 90 degree turn. Thats not what it does thus I don't believe. Anyway. I made 3 rooms. Room 1 was the control, room 2 had 32 8x32x24 blocks covered in hint at one side of the room and finally room 3 I copied all 6 brushes of the simple room, pasted them in place and covered them in hint. Results Room1 - w_poly 140 no matter which way you looked and where you were in the room, Room2 - w_poly 156 when looking at the side of the room with the 32 hint brushes and 94 when looking at opposite side, Room3 140, same as room 1.
So I was like oh really room 3.

I went back and added 4 164x64x64, textured, floating world brushes to room1 and then in room3 I added the same 4 floating blocks and put inside of those blocks identical sized hint brushes and that's when the magic started. Room1 w_poly while looking at blocks 170, looking opposite direction 96, room3 159 w_poly and 85 w_poly while looking away from them. Sounds like a good start on an alternative way to hint brushing your map. I tried it on my map to see what it would do. I hid all the entities, selected all the world brushes, duplicated them and covered the duplicates with hint. It performed well, I think, considering I did the whole map in about 5 seconds, parts of the map I should not of seen, where not drawn and my w_poly dropped accordingly.

Am I confused? sure. But I think I got it figured out. Hint blocks do not add faces to the w_poly. Hint brushes do chop adjacent faces which is how we end up with only 16 added faces to room2. Also noteworthy item is the floating blocks in room1 did cause cutting of the adjacent walls. By looks of it the cutting was less than if the blocks had of been touching but non the less, they still caused cutting.

I have yet to try other variables. I am interested to see what will happen if I enter a large number for the maxnode size. It would cut down on vis cutting up the world. If my style of of "hint brushing" can still cut out the unseen parts of the map, I may have a winner.

And the results are in. I turned the maxnode size to 8000. Room1 w_poly lowered to 152 from 160 while looking at blocks and raised from 96 to 109 while looking away from blocks and room3 was identical in performance. Room2 hit 140 looking at the side full of 32 floating hint brushes and 103 while looking away. It was also apparent that no additional cutting took place from hint brushes nor floating world brushes.

My wacky do hint brushing perform best with the lowest node size. Cuts were saved with a high node size but vis performed more accurately with 64 node size. A brush cover in hint adds no faces other than the cuts caused from vis and when placed inside a world brush of identical geometry, makes the same exact cuts the world bush would have made But further influences the accuracy of vis, drawing what you see, and not drawing what you cannot see. In the terms of multiplayer, vis accuracy is very important. Once e_poly hits high enough a w_poly of -2 wont save you. I think my style of hint brushing works well as long as the maxnode size is set to 64.
Posted 12 years ago2012-05-29 18:25:23 UTC
in What compiler to use? final settings? Post #306560
http://forum.17buddies.net/lofiversion/index.php/t13219.html

I haven't read the whole thing yet but when I saw what number the guy says to set the max node size to...I guess just because its on the internet , doesn't mean its fact but this guy says to put the max node size to like 8000....what happened to 64. He also says to bounce the 30-40 times....

Now I'm not saying I trust this guy, I just sayin hey look, its cwaaazzyyy. When I search google for compiler set up, on the top of the list are 3 post...alll mine....all unanswered...yesss

I found this http://zhlt.info/settings-for-final-compiles.html

I want to know what settings makes my bsp so small...

bookmark - http://tremmapping.pbworks.com/w/page/22453205/Understanding%20Vis%20and%20Hint%20Brushes
Posted 12 years ago2012-05-29 11:02:17 UTC
in What compiler to use? final settings? Post #306559
Um why do I get 2 completely different file sizes? I think maybe its the sparse command? whatever command that compresses the matrix bs. If someone could clarify you'd save all my friends about 6 minutes of download....
Posted 12 years ago2012-05-28 17:16:49 UTC
in What compiler to use? final settings? Post #306543
Well for one why does one setting make a 970kb bsp and the other make a 3mb bsp. i downloaded and updated batch compiler. Seems pretty user friendly not that theres anything wrong with x2.
Posted 12 years ago2012-05-27 23:49:43 UTC
in What compiler to use? final settings? Post #306523
i've been using the x2 gui so far and its worked for me thus far. I can set my subdivide at 256 and get a map that works in hlds, but the map works in my cs 1.6. I like the final release preset but I can't adjust anything outside of what the preset is so I can't us wadinclude etc etc.

i would try the compilator but cannot find a working like to download it. is there something newer/better?

Where can I find a profile of settings for final release. I know I need 8-10 bounces, full vis, I need to compress the vis matrix, sparse or something like that. The final release preset gives a bsp of lke 970kb will my own custom settings give a bsp if 3mb. riiiiight. No one wants to help me. yesssssss, thanks for sharing guys.

ps- subdivide set to 256 i can load into my cs but not hlds. whats that about?
Posted 12 years ago2012-05-26 17:05:58 UTC
in Writing command lines for vhlt Post #306505
I noticed in my gui (x2) that there are some commands not listed for vhlt and as well I have a need to over ride some commands in a preset that I use so it would seem as if I need to add some lines into the settings file. I just need to change the subdivide to 256 and the node size to 64....a few lighting commands. i could jusdt manually program my own "final release" preset but I don't know all the commands that well so. Maybe someone could share with me a nice list of must have commands for a final release. I've figured out more bounces are better. Maybe 10? Some how the bsp file size is way smaller when I use the preset versus my own commands and theres a weird error I get when I use my own config that makes the map not load in hlds but I can load it into cs 1.6? just uggghhh.
Posted 12 years ago2012-05-25 23:45:21 UTC
in Node size 64 ... increasing wpolys? Post #306491
"Sets the maximum portal node size.

This option tweaks the maximum size of a portal node. Setting it smaller will bsp the world into smaller chunks at the cost of higher r_speed values, but it can pay itself back in many cases with making vis either faster, or more accurate, or both."

damn presets.
Posted 12 years ago2012-05-25 12:20:52 UTC
in Finalizing my map. Post #306484
So I'm trying to get this map ready for the server right. Going through adjusting room sizes, tunnel sizes. Trying to carefully decide where this teleport should lead in order to balance out gameplay and be functional. Stuff you check for in a zombie map etc etc etc I am almost ready to start hint brushing. When I checked my wireframe I was glad to see that you could see almost the whole map from anywhere in the map....which makes no sense especially with my node set to 64, theres no way its literally making 64 unit sized vis leafs because if it were then vis would be way tighter but on the flip side when I implement the the hint brushes cutting off the other half of the map, I'm going to lose about 50% of my w_poly which is only at like 1000 at its highest, from a corner of the map. I remember reading somewhere that I am supposed to select all my entities and then hide them, then save to map, then compile. what? AS well my lighting works when I load my map into a newgame within cs 1.6 but on hlds I seen some glitches. But even within cs 1.6 if I switch to a map with say a yellow sun lighting, and then back to one of my maps the lighting gets f'd. So my question to the forum is

1. If my node size is 64 what exactly does that mean. I thought it meant 64 unit cubed blocks of vis leaves. Theres no way in hell thats what I have going on here.

2.Why am I supposed to hide all my entities before saving to map again? I think its a vhlt thing.

3. Whats the deal with the lighting variables I described above.

Thanks in advance for helping.
Posted 12 years ago2012-05-24 17:04:31 UTC
in new mapping software? Post #306457
You can do "that" in microbrush 2 soon to be some day, 3. You can select 2 brushes side by side, grab say the top side that is shared by both brushes and drag them up or down and they both will move in unison but leaving all other planes unaffected. Or you can take a triangle and if you drag it one way the triangle will get bigger or smaller depending on what side you are on and the angles at the vertices will stay the same.
Posted 12 years ago2012-05-24 10:15:49 UTC
in new mapping software? Post #306453
Depending on how fast the portal in game editor is for brushing. I could do a rough, or a general layout. Especially with the ability to play and build at the same time seems like that would be interesting. Then I could load the vmf into Microbrush2, merge the mergables, then convert it so I can open it in hammer and texture it add detail, etc etc. Sounds like somewhat of a hassle but the ability to immediately reference and test ingame play characteristics intrigues me.
Posted 12 years ago2012-05-24 03:42:22 UTC
in can't load map on server Post #306447
This is the dumbest thing ever.... Well all I did to fix it was use the final release preset was as before I was using default settings with a few tweaks. It must of been a lighting error or something. I know the final preset has extra bounces or some shit. Whatever. Only took half a day to figure it out...
Posted 12 years ago2012-05-24 02:14:58 UTC
in can't load map on server Post #306446
Warning: Surface extents (1 x 16) exceeded (16 x 16)"

now it says this. I can't figure it out.
Posted 12 years ago2012-05-24 00:03:29 UTC
in can't load map on server Post #306442
ok I think I've got it. I can load one of my maps that I did not do a wad include. So it has something to do with that. I use nowadtextures so something is going wrong there
Posted 12 years ago2012-05-23 23:35:18 UTC
in can't load map on server Post #306441
ok, This is what I was remembering
"As a really general rule of thumb, single-player maps can get away with a wpoly count of 600 to 800 without any appreciable lag. Having said this, if you were to run the same map on a 486DX66 with a 1Mb graphics card in software mode, it wouldn?t run.... So the thing to remember here is what machine the map will eventually be used on. If you are distributing an SP Mod, then spare a thought for the guy who doesn?t own a supercomputer."

It has nothing to do with anything. it doesn't explain the error above nor does it explain why I can't load my maps on dedicated server since we've all seen maps over 1000 w_poly on a server and running. I dunno guys...
Posted 12 years ago2012-05-23 23:18:40 UTC
in can't load map on server Post #306440
This is in the compiler log
"BuildFacelights:
Warning:
for Face 165 (texture tile011) at
(1351.009 115.000 512.000) (1233.353 115.000 512.000) (1082.524 115.000 512.000) (1081.651 115.000 512.000) (1141.265 232.000 512.000) (1355.441 232.000 512.000) (1390.741 232.000 512.000) (1406.525 223.958 512.000)
Warning: Surface extents (17 x 16) exceeded (16 x 16)"

Like I said, I can load it into my cs 1.6 but not the dedicated server
Posted 12 years ago2012-05-23 23:14:44 UTC
in can't load map on server Post #306439
i can load the map into my cs just fine but when i try dedicated server. Something tells me this is has something to with the compiler saying this map will not work with software mode etc etc.
Posted 12 years ago2012-05-23 20:34:41 UTC
in new mapping software? Post #306435
I found the post I was talking about.
http://twhl.info/forums.php?thread=17909

"Ask Penguinboy, he had screenshots of a certain program that never saw the light of day..."

"Ya PB should be finishing Thor any day now, just hold out for a bit, and Potatis_Invalido is also working on an editor. =)"

and Penguinboy says "Don't get your hopes up "

fail =(

I was thinking I could do some brushing in the portal ingame editor save the map or vmf and convert it to rmf if i could not save it as map. ingame iditor might work for me, I like the wysiwyg (what you see is what you get) of ingame editors so, I guess I'll check it out.
Posted 12 years ago2012-05-23 20:23:40 UTC
in VHE shortcut list. Post #306433
um the control-tab works when you use independant window configuration. If you have your windows maximized ctrl-tab will switch among them. Shift-tab will switch the grid through side, front, top.
Posted 12 years ago2012-05-23 18:57:05 UTC
in new mapping software? Post #306432
And do what? Save to map or rmf?

hmmm this sounds like something strictly for source. If not, watch out world of in game editing, here I come.
Posted 12 years ago2012-05-23 17:36:41 UTC
in new mapping software? Post #306429
Not too long ago I went on a rant about vhe and level editing software and couple of yous guys mentioned some software that was supposed to be finished some time soon. What was that noise about and why hasn't it gotten released yet..
Posted 12 years ago2012-05-23 12:19:58 UTC
in Node size 64 ... increasing wpolys? Post #306424
I would leave the nodesize at 64 if I were you. I am no expert but it looks like to me that w_poly isnt the necessarily the main concern with vis leaf size. The smaller the node size the easier it is for the vis lower the amount of space a player can see, regarless of the w_poly. The amount of w_poly is not as important as the amount of entities being cut out. It isn't my understanding that node size affects the actual cutting of brushes, just vis leaf cutting. Default chop size cuts to the variable you set it at, so if its at at 240 then every 240 units there will be a cut all the way across the map vertically and horizontally. If you brushed around that number using like 240 unit wide hallways and such you would more efficient/optimized than not I guess. I set mine to 256 so that it links up with the grid in hammer. I could not get it to go higher than 256 without crashing though.

ps- I'd think that hint brushes would get you lower than the amount of w_poly you'd get with a higher node size plus hint brushes.

pss- I'f node size did affect cutting of the map ( which I never read that it did) then you'd able to set the node size to something really high like 1024 or bigger and then do your own hint brushing and end up with way less node brush cutting....
Posted 12 years ago2012-05-22 03:17:07 UTC
in Transparent textures Post #306380
ooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooomg the damn texture had a[ instead of a {. Shoot me now.
Posted 12 years ago2012-05-22 02:55:43 UTC
in Transparent textures Post #306379
Yeah thanks, for Some reason I can't get this one texture's blue to go transparent even though I've done it a million times. I'll try this.