Forum posts

Posted 17 years ago2007-10-26 22:39:59 UTC
in Halloween Costumes Post #237074
and i only have 93 logins because i time out about 5 times a day :

but really, spike, try devoting 60% of the time you currently spend on twhl to your mapping, and see if that helps
Posted 17 years ago2007-10-26 22:33:30 UTC
in Halloween Costumes Post #237072
whats wrong with spike? lol he didnt do anything wrong that i saw :

edit: 152 logins is going a little overboard
Posted 17 years ago2007-10-25 21:36:57 UTC
in City Map!!!! Post #237036
I find your name repulsive. Not "haha gross lol" repulsive, just downright cant-stand-to-read-it repulsive.
dito

anyway, how hard is it to make a scrolling snow texture? if you have a good image editing program, its really easy. It doesnt have to look that detailed, especially if its going to be moving, and semi transparent
Posted 17 years ago2007-10-25 19:42:43 UTC
in Hello thread! Here?s the hello thread! Post #237035
ive played the entire game, need proof?
ive played the underwater ocean lab map.
ive played the airfield map.
ive played the paris section of the game
The game ends with you having the choice of doing 3 different things
Ive also played deus ex 2, so i have justification to say that it ultimatley sucked.

To be honest though, it was the VERY poor gameplay that got me. The boss fights, were too easy, just shoot them with a rocket, most of the time before they even turn hostile :lol:
The whole idea of the game was pretty far fetched, and it had to do with conspiracies in government, and crap like that, which just annoys the heck out of me. If you like it, thats fine, this is just my opinion. :

and holy crap this thread is getting really off topic.

If you want to debate with me over how deus ex sucked, or didnt suck, open a new thread :lol:
Posted 17 years ago2007-10-25 19:21:05 UTC
in Hello thread! Here?s the hello thread! Post #237033
luke, ROFL

And potatis, you seriosuly thought Deus Ex was a good game? you have got to be kidding me. Half-life was excellent, for its time, and as a mapper, Half-life 2 blew my mind. As a gamer, it was the best couple of days in my life. Episode 1 was nice, but it ended too quickly, I think valve needs to rethink their so called "episodic" content
Posted 17 years ago2007-10-25 18:56:43 UTC
in Hello thread! Here?s the hello thread! Post #237029
ive finished hl2........about 20 times, ive finished hl2 ep 1, 14 times
Posted 17 years ago2007-10-25 18:42:19 UTC
in Hello thread! Here?s the hello thread! Post #237025
well, lets just turn this thread into a random shoutbox. :roll:
Posted 17 years ago2007-10-25 17:06:25 UTC
in Hello thread! Here?s the hello thread! Post #237018
Where all mah mappuhs at?
Wut? :P

and, i sure hope i dont get flamed, that may hurt my feelings :/
but seriously, ive looked through old and new posts alike, and you all seem really cool.
Posted 17 years ago2007-10-25 16:56:36 UTC
in Hello thread! Here?s the hello thread! Post #237013
Hello thread? i had no idea there was a hello thread :

Well then...hello, im HLMapper, and i uh...map for half-life

My interests:
web design :cool:
Movies
Star wars :heart:
Mapping
other general computer nerd stuff :P

I really like this site so far. All the people are always willing to help, no matter how noobish the question.
Im not really new at mapping, im just not very good. ive been (trying) to map since i was 11, so i know the basics. I often rely on other peoples opinions on my work to get me thinking.
On this site however, I havent seen a single idiotic post!
Then OBVIOUSLY you havent read any of my posts :lol:

Im currently working on a small little mod, which im releasing in small parts in the unfinished map vault. Check them out some time.
Posted 17 years ago2007-10-24 21:20:11 UTC
in making maps in mod format Post #236963
Thanks, that answered my question exactly
Posted 17 years ago2007-10-24 18:27:04 UTC
in making maps in mod format Post #236948
I need to know how to make a mod, as in a custom game activated from the half-life menu. I need this because im modifying titles.txt, and other things you dont want to change in your original half-life, in addition to not making the downloader stuff a bunch of sounds in valve/sounds. Im not modifying the game in any way, i just need someway to keep from overwriting critical half-life files. Thanks in advance for the help
Posted 17 years ago2007-10-18 16:59:10 UTC
in HL mod not working Post #236599
yes, it is working. Ill be sure to comment/rate it.
Posted 17 years ago2007-10-18 15:29:47 UTC
in HL mod not working Post #236588
yes muzzle, laugh at my shame, laugh at the eternal noob :cry:

and yeah, nice site by the way.
Posted 17 years ago2007-10-17 21:30:11 UTC
in HL mod not working Post #236550
Original Half-life: version 1.1.0.6
Thats the problem, isnt it? :(
Posted 17 years ago2007-10-17 21:20:56 UTC
in Skybox question with rocket Post #236548
so it goes boom when it hits the ground
or do you mean the player wil be in this rocket, and you want them to end up in space?
Apparently The Hunter reads thuroughly too ;)

Anyways, i did something like this, i made the sky higher, so the rocket didnt disapear, use a fade to make a glare-like effect, and then remove the rocket when it gets high enough for the player not to notice.

You could also block the player's view to the sky, like the rocket launch in half-life. But that is the easy/lazy way out ;)
Posted 17 years ago2007-10-17 21:02:27 UTC
in HL mod not working Post #236546
ok, the mods name is: Half-Life: Uplink Extended 1.0 :P
Posted 17 years ago2007-10-17 17:02:33 UTC
in HL mod not working Post #236530
A half-life mod i downloaded from this site, just wont run. I click new game, and it sits in the loading screen indefinatley. I was careful unzipping it, and i followed all the installation instructions. Anyone know, or have had this problem before?
Posted 17 years ago2007-10-13 10:37:08 UTC
in texture light problem Post #236289
64x16 :P
Posted 17 years ago2007-10-13 10:32:56 UTC
in texture light problem Post #236287
might need a brightness of at least 1000
what? how come i need mine at least 38000, before they are decently lighted? :zonked:
Posted 17 years ago2007-10-13 10:14:38 UTC
in texture light problem Post #236284
what doesnt? :tired:
Posted 17 years ago2007-10-13 10:11:05 UTC
in texture light problem Post #236282
oh, i thought he meant that he was adding textures to the lights.rad and they werent emitting light. That explains it, you gotta add the textures manually.
i think its case-sensative
i knew it :biggrin:
Posted 17 years ago2007-10-13 10:01:13 UTC
in texture light problem Post #236278
why is it i do the CRAZIEST things in hammer, yet i never get any weird errors? :lol:
Posted 17 years ago2007-10-13 09:34:05 UTC
in texture light problem Post #236276
it has some kind of problem with your skybox, not sure what, that is a weird error. I dont know, maybe its too big? :
Posted 17 years ago2007-10-13 09:11:49 UTC
in texture light problem Post #236272
~LIGHT5F 255 255 255 17000

That is one of the light textures i use. Its in the half-life wad. You can see that all of the characters, including the ~, are included.
Also, i beleive its case sensitive, make sure the texture in the lights.rad, has capitlized letters, and lowercase letters, according to the texture name. I remember almost all of the halflife light textures being all caps, like the one i used above

edit: why dont you post the lights.rad line for the texture thats not working, i might be able to figure out the problem. just copy and paste like i did at the beginning of this reply
Posted 17 years ago2007-10-12 20:58:37 UTC
in Game_text complications Post #236248
DOH! sorry, i used custom .wads, i shouldve replaced them before i posted the map.

I tried it, and yeah, it worked. Thanks for your help, this problems been bugging me since the day i started mapping
Posted 17 years ago2007-10-12 19:02:53 UTC
in Game_text complications Post #236244
ive had the same exact problem with the cameras, except i was using mms to time them to change, i ended up scrapping that map.

I am able to trigger the first text multiple times, yes. i am also able to trigger the second text, if i specify that to be the frist one the mm triggers, its just that the second text to be triggered, well, doesnt trigger
Posted 17 years ago2007-10-12 18:35:22 UTC
in Game_text complications Post #236241
hmm, i dont believe theres a way to trigger a text off, you trigger it, and it displays for the specified hold time.
Posted 17 years ago2007-10-12 18:17:14 UTC
in Game_text complications Post #236239
The map is now in the problems section, i just included the rmf. The two game_texts, and the multimanager, are in the hallway, near the func_button.
need anymore info let me know.
edit: ok, i updated it with the bsp
Posted 17 years ago2007-10-12 18:00:30 UTC
in Fullbright Post #236237
what i do, is VM my sky textured brush, to fit exactly with the terrain, that way your not boxing the whole map, the sky looks good, and no leaks. Also, for windows or skylights, just put a sky brush in the window, making sure the outside of the map cant be seen
Posted 17 years ago2007-10-12 17:56:47 UTC
in Fullbright Post #236235
Too many faces? jeeze, thats some limitation, really.

is the "exceeded MAX_PATCHES" error related to the "max_numark_leaf_faces" error?
Posted 17 years ago2007-10-12 17:51:01 UTC
in Fullbright Post #236233
Hmm, doesnt look like a leak, but i have to point out
Error: Exceeded MAX_PATCHES
im not exactly sure what that means, nor have i gotten it before
:
There are also some large texture warnings, but i have thousands of those :lol: and the maps work fine
Posted 17 years ago2007-10-12 17:45:24 UTC
in Game_text complications Post #236231
ok, give me a bit to get it together, and ill post it
Posted 17 years ago2007-10-12 16:59:38 UTC
in Game_text complications Post #236224
Ive tried it set on the same channels, and different channels, neither work
Posted 17 years ago2007-10-12 16:30:12 UTC
in Game_text complications Post #236221
ok, heres the situation, i have 2 game_texts, that i want to be triggered, i can trigger one, using a multi_manager, but when i add the second text to the multimanager, it doesnt trigger. I can trigger both seperatley, but not one after the other, even if i use the first multimanager, to trigger the first text, and then trigger a second multimanager to trigger the second text, it just doesnt work
Posted 17 years ago2007-10-07 22:35:14 UTC
in Non-entity models Post #235951
monster generic worked great, thanks
Posted 17 years ago2007-10-07 21:02:14 UTC
in Non-entity models Post #235948
I want to place the "skeleton" model in my map, these appeared in opposing force i beleive. I found the model, but now im not sure how i would place it, as there is no entity, unlike the scientist_dead.

How would i place it in my map?
Posted 17 years ago2007-10-06 19:30:20 UTC
in Game_playerhurt Post #235892
Oh, so i could just use the Game_player_equip to give the player armor, i should've thought of that :
Posted 17 years ago2007-10-06 09:10:02 UTC
in Game_playerhurt Post #235809
That battery idea would look unrealistic. but interesting concept. is there actually a way to spawn things under the player, in relation to where they are?
Posted 17 years ago2007-10-05 18:38:09 UTC
in high poly Func_breakables Post #235781
Thanks, those console commands will help. And a brush based medkit is my only option, since im an idiot when it comes to modeling :
Thanks again for the help
Posted 17 years ago2007-10-05 18:06:44 UTC
in high poly Func_breakables Post #235778
ah, thank you Rimrook :D
Posted 17 years ago2007-10-05 17:54:12 UTC
in Game_playerhurt Post #235775
Nice answer, short and understandable :lol:
thanks for answering though :D
Posted 17 years ago2007-10-05 17:53:01 UTC
in high poly Func_breakables Post #235774
:

i can decide for myself whats possible when i map it, but really, answer the question please?
Posted 17 years ago2007-10-05 17:17:07 UTC
in Game_playerhurt Post #235768
i know you can give the player health with this, but can it give them HEV power too?
Posted 17 years ago2007-10-05 17:15:12 UTC
in high poly Func_breakables Post #235767
If i have a high poly Func_breakable, (making a diffrent kind of medkit, once i trigger it to be destroyed (dissapear), will the poly count for the map decrease then? basically, if the map lags when you look at the medkit, if you pick it up, will it stop lagging?
Posted 17 years ago2007-10-05 15:58:36 UTC
in compile error Post #235760
reinstalled hammer,
reinstalled zlht,
paths are as simple as can be,
map consists of player start, 6 brushes (room) and a light

i guess ill try that batch compiler, can you post a link to where i can get it?

Thank everyone who posted on this thread, for trying to help me out
Posted 17 years ago2007-10-04 21:33:58 UTC
in compile error Post #235686
ok, hammer is now installed in : c:valve hammer editor (cant get any shorter)

and i get the same error.

** Executing...
** Command: Change Directory
** Parameters: "C:SIERRAHalf-Life"

** Executing...
** Command: C:VALVEH~1toolshlcsg.exe
** Parameters: "c:mapstest"

hlcsg v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
--- BEGIN hlcsg ---
Command line: C:VALVEH~1toolshlcsg.exe c:mapstest
Entering c:mapstest.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 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ 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:
50%... (0.02 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
50%... (0.02 seconds)

Using Wadfile: sierrahalf-lifevalvehalflife.wad
  • Contains 0 used textures, 0.00 percent of map (3116 textures in wad)
Including Wadfile: sierrahalf-lifevalvezhlt.wad
  • Contains 0 used textures, 0.00 percent of map (8 textures in wad)
Using Wadfile: sierrahalf-lifevalvebarney.wad
  • Contains 1 used texture, 100.00 percent of map (408 textures in wad)
Using Wadfile: sierrahalf-lifevalveliquids.wad
  • Contains 0 used textures, 0.00 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-lifevalvexeno.wad
  • Contains 0 used textures, 0.00 percent of map (264 textures in wad)
Texture usage is at 0.02 mb (of 4.00 mb MAX)
0.21 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:VALVEH~1toolshlbsp.exe
** Parameters: "c:mapstest"

hlbsp v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
--- BEGIN hlbsp ---
Command line: C:VALVEH~1toolshlbsp.exe c:mapstest

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 ]
noopt [ 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 8192)

SolidBSP [hull 0]
** Executing...
** Command: C:VALVEH~1toolshlvis.exe
** Parameters: "c:mapstest"

hlvis v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
--- BEGIN hlvis ---
Command line: C:VALVEH~1toolshlvis.exe c:mapstest
Error: Portal file 'c:mapstest.prt' does not exist, cannot vis the map

--- END hlvis ---

** Executing...
** Command: C:VALVEH~1toolshlrad.exe
** Parameters: "c:mapstest"

hlrad v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
--- BEGIN hlrad ---
Command line: C:VALVEH~1toolshlrad.exe c:mapstest
>> There was a problem compiling the map.
>> Check the file c:mapstest.log for the cause.

--- END hlrad ---

** Executing...
** Command: Copy File
** Parameters: "c:mapstest.bsp" "C:SIERRAHalf-Lifevalvemapstest.bsp"

** Executing...
** Command: Copy File
** Parameters: "c:mapstest.pts" "C:SIERRAHalf-Lifevalvemapstest.pts"

The command failed. Windows reported the error:
"The system cannot find the file specified."

** Executing...
** Command: C:SIERRAHALF-L~1hl.exe
** Parameters: +map "test" -dev -console

right here, this line is the problem, as ive pointed out, why does the .prt not exist?

--- BEGIN hlvis ---
Command line: C:VALVEH~1toolshlvis.exe c:mapstest
Error: Portal file 'c:mapstest.prt' does not exist, cannot vis the map

--- END hlvis ---

im really getting tired of this problem, someone better find a solution before i throw my computer out a window :sarcastic:
Posted 17 years ago2007-10-03 22:07:48 UTC
in compile error Post #235613
sorry for the late reply, but some of us have other things to do other than sit in front of a computer :P

I get this error every map i compile, so it is setup related, and yes, my compile tools are in the hammer tools folder
Posted 17 years ago2007-10-03 16:18:57 UTC
in compile error Post #235556
** Executing...
** Command: Change Directory
** Parameters: "C:SIERRAHalf-Life"

** Executing...
** Command: C:DOCUME~1DOMAIN~1DesktopA'SSTU~1HALFLI~1ZHLT34~1hlcsg.exe
** Parameters: "c:mapstest2" -nowadtextures

hlcsg v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
--- BEGIN hlcsg ---
Command line: C:DOCUME~1DOMAIN~1DesktopA'SSTU~1HALFLI~1ZHLT34~1hlcsg.exe c:mapstest2 -nowadtextures
Entering c:mapstest2.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 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ off ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ 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:
50%... (0.00 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
50%... (0.01 seconds)

Using Wadfile: sierrahalf-lifevalvehalflife.wad
  • Contains 0 used textures, 0.00 percent of map (3116 textures in wad)
Including Wadfile: sierrahalf-lifevalvezhlt.wad
  • Contains 0 used textures, 0.00 percent of map (8 textures in wad)
Using Wadfile: sierrahalf-lifevalvebarney.wad
  • Contains 1 used texture, 100.00 percent of map (408 textures in wad)
Using Wadfile: sierrahalf-lifevalveliquids.wad
  • Contains 0 used textures, 0.00 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-lifevalvexeno.wad
  • Contains 0 used textures, 0.00 percent of map (264 textures in wad)
Texture usage is at 0.02 mb (of 4.00 mb MAX)
0.15 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:DOCUME~1DOMAIN~1DesktopA'SSTU~1HALFLI~1ZHLT34~1hlbsp.exe
** Parameters: "c:mapstest2"

hlbsp v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
--- BEGIN hlbsp ---
Command line: C:DOCUME~1DOMAIN~1DesktopA'SSTU~1HALFLI~1ZHLT34~1hlbsp.exe c:mapstest2

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 ]
noopt [ 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 8192)

SolidBSP [hull 0]
** Executing...
** Command: C:DOCUME~1DOMAIN~1DesktopA'SSTU~1HALFLI~1ZHLT34~1hlvis.exe
** Parameters: "c:mapstest2"

hlvis v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
--- BEGIN hlvis ---
Command line: C:DOCUME~1DOMAIN~1DesktopA'SSTU~1HALFLI~1ZHLT34~1hlvis.exe c:mapstest2
Error: Portal file 'c:mapstest2.prt' does not exist, cannot vis the map

--- END hlvis ---

** Executing...
** Command: C:DOCUME~1DOMAIN~1DesktopA'SSTU~1HALFLI~1ZHLT34~1hlrad.exe
** Parameters: "c:mapstest2"

hlrad v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
--- BEGIN hlrad ---
Command line: C:DOCUME~1DOMAIN~1DesktopA'SSTU~1HALFLI~1ZHLT34~1hlrad.exe c:mapstest2
>> There was a problem compiling the map.
>> Check the file c:mapstest2.log for the cause.

--- END hlrad ---

** Executing...
** Command: Copy File
** Parameters: "c:mapstest2.bsp" "C:SIERRAHalf-Lifevalvemapstest2.bsp"

** Executing...
** Command: Copy File
** Parameters: "c:mapstest2.pts" "C:SIERRAHalf-Lifevalvemapstest2.pts"

The command failed. Windows reported the error:
"The system cannot find the file specified."

Its exactly the same error, but now, instead of < Error: Portal file 'c:documents and settingsdomain administratordesktopa's stuffhalflife stuffmap rmfstest1.prt' does not exist, cannot vis the map >

it says < Error: Portal file 'c:mapstest2.prt' does not exist, cannot vis the map >

Same error, different path. :|
Posted 17 years ago2007-10-02 16:52:53 UTC
in Problem with Skybox Post #235497
i always thought sky textures were bitmaps, that is what i use for custom skyboxes
Posted 17 years ago2007-10-02 16:27:02 UTC
in trigger_changelevel GLITCH Post #235493
ive had landmarks be in different coordinates, different distance from the changelevel, etc. pretty much i did the opposite of what was suggested above :P But the only thing that has messed me up, was compiling/running one map, and then do the same to the other, dont do that, compile (dont run) both maps then try it with the console.
in my opinion changelevels are illogical at times, but not all that hard to set up
But also do what muzzleflash and urbanebula are saying, itll prevent you from having random screwups.