Forum posts

Posted 17 years ago2007-10-02 16:21:11 UTC
in TCv2 Suggestions Please! Post #235492
heh, Moab, make sure you go over my novel of a map review on your original "the compound" mod :lol:
just do all that stuff based on a nice idea, and youll have a good mod. Ill be there to review it when its out :D

and just an observation, shouldnt this thread have been opened in the maps and mods forum?
Posted 17 years ago2007-10-02 16:15:20 UTC
in compile error Post #235490
Just tried using hammer on my computer that actually compiles, and it doesnt have ----end hlbsp---- either, so that cant be the problem, it has to do something with a missing .prt file, or at least thats how it looks, and i searched, and there is no .prt file. problem is, this computer's compiling just doesnt create the .prt, my other computer does :confused:
the only difference is one computer has a higher CPU speed, this really isnt making much sense :

begins banging head on desk

@ killer-Duck you cant get much shorter than C:maps :lol:
Posted 17 years ago2007-10-01 18:25:13 UTC
in compile error Post #235420
--- 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

Heh, pretty much the same error, just different path :
Thanks for trying to help though :)
Still need a solution...
Posted 17 years ago2007-10-01 17:18:33 UTC
in compile error Post #235418
** Executing...
** Command: Change Directory
** Parameters: "C:SIERRAHalf-Life"

** Executing...
** Command: C:DOCUME~1DOMAIN~1DesktopA'SSTU~1HALFLI~1ZHLT34~1hlcsg.exe
** Parameters: "c:documents and settingsdomain administratordesktopa's stuffhalflife stuffmap rmfstest1" -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:documents and settingsdomain administratordesktopa's stuffhalflife stuffmap rmfstest1"-nowadtextures
Entering c:documents and settingsdomain administratordesktopa's stuffhalflife stuffmap rmfstest1.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%... (0.01 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)
0.20 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:DOCUME~1DOMAIN~1DesktopA'SSTU~1HALFLI~1ZHLT34~1hlbsp.exe
** Parameters: "c:documents and settingsdomain administratordesktopa's stuffhalflife stuffmap rmfstest1"

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:documents and settingsdomain administratordesktopa's stuffhalflife stuffmap rmfstest1"

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:documents and settingsdomain administratordesktopa's stuffhalflife stuffmap rmfstest1"

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:documents and settingsdomain administratordesktopa's stuffhalflife stuffmap rmfstest1"
Error: Portal file 'c:documents and settingsdomain administratordesktopa's stuffhalflife stuffmap rmfstest1.prt' does not exist, cannot vis the map

--- END hlvis ---

** Executing...
** Command: C:DOCUME~1DOMAIN~1DesktopA'SSTU~1HALFLI~1ZHLT34~1hlrad.exe
** Parameters: "c:documents and settingsdomain administratordesktopa's stuffhalflife stuffmap rmfstest1"

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:documents and settingsdomain administratordesktopa's stuffhalflife stuffmap rmfstest1"
>> There was a problem compiling the map.
>> Check the file c:documents and settingsdomain administratordesktopa's stuffhalflife stuffmap rmfstest1.log for the cause.

--- END hlrad ---

** Executing...
** Command: Copy File
** Parameters: "c:documents and settingsdomain administratordesktopa's stuffhalflife stuffmap rmfstest1.bsp" "C:SIERRAHalf-Lifevalvemapstest1.bsp"

** Executing...
** Command: Copy File
** Parameters: "c:documents and settingsdomain administratordesktopa's stuffhalflife stuffmap rmfstest1.pts" "C:SIERRAHalf-Lifevalvemapstest1.pts"

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

so this is the error, Error: Portal file 'c:documents and settingsdomain administratordesktopa's stuffhalflife stuffmap rmfstest1.prt' does not exist, cannot vis the map

Assistance will be much apprectiated :biggrin:
Posted 17 years ago2007-09-29 13:58:02 UTC
in My example map Post #235259
i just uploaded an example map, let me know what you guys think about it (in map comments please)
Posted 17 years ago2007-09-28 19:40:08 UTC
in AllocBlock Full error-I'm crazy now! Post #235198
@playbus: wow, that was random

@The_(c)striker: i dont think theres anything left out there to make tutorials on, if this site needed more tutorials, they wouldve been up already, especially for something as common as reflective surfaces. In addition to that fact, you should get more experience before thinking about proposing a tutorial.

Of course, this is coming from the noob who cant install downloaded mods correctly :
Posted 17 years ago2007-09-28 16:56:42 UTC
in AllocBlock Full error-I'm crazy now! Post #235181
just an observation, but your forum post stats are gonna be Waay up there. Not that i care how many forum posts, i beleive in posting however many gets the job done ;)

back on to the topic, i dont thing you need a tutorial for a reflective surface, since its pretty self explanatory. Reflective water, is something of an art, and i havent been able to master it yet, that may be worth a tutorial. Its pretty sad that reflective surfaces cant show the character :
Posted 17 years ago2007-09-26 19:44:16 UTC
in uploading a map Post #235087
ok, makes sense, thanks :D
Posted 17 years ago2007-09-26 19:34:01 UTC
in uploading a map Post #235085
not sure if this belongs in this particular forum :

Where would i post just a small map, namely, my first map. I just want it to be reveiwed by some other mappers. Would it go in Unfinished, or completed? (it has no real gameplay element, its like 5 minutes long)
Also, i need to include all the .wads i used, and the lights.rad correct?
Posted 17 years ago2007-09-25 16:23:20 UTC
in AllocBlock Full error-I'm crazy now! Post #235013
one thing that caused me to reach the engine limits in my early days of mapping, was making pillars, furniture, etc, obtrude through the floor, out into the void, i would literally hit the limits on a sparsley furnished room : this could be one of the problems, i think you can fix it by raising things 1 unit above the floor, or something like that. And yes, leaks are a problem, however i have never found an effective way of dealing with them, other than boxing the map with hollow brush with texture scale of 40 :tired:
Posted 17 years ago2007-09-25 16:12:57 UTC
in Not Getting Shot buy a cannon. Post #235011
Not sure about that :/ ive never mapped for DoD, but what i recomend is building a gun from scratch, using the one from the tut as a template, also, make sure that the gun is pointing 0 degrees, then set its direction you want it to be in-game using the entity properties box. sometimes weird errors can happen if you dont do that.
Posted 17 years ago2007-09-23 13:44:59 UTC
in tunnels, and func_trains underwater? Post #234842
obviously ;)
Posted 17 years ago2007-09-23 13:39:47 UTC
in trouble with game_text Post #234840
Yeah, ive kept those limitations in mind, as well as using line breaks. I tried triggering the same game_text with a button instead of a trigger_auto, and it works :confused: So i told the trigger_auto to trigger a multimanager, which in turn, triggers the button. Tricky setup, but hey, it works :|

The only problem i can work out of this, is that the game_text had some kind of trouble with the trigger_auto.
Posted 17 years ago2007-09-23 13:32:09 UTC
in tunnels, and func_trains underwater? Post #234838
Ok, thanks for the help guys :D
Posted 17 years ago2007-09-22 23:16:49 UTC
in trouble with game_text Post #234797
i have a game_text for the beginning of my map, that, when triggered, causes half-life to crash, and i get the windows send/dont send error message :(
i have it triggered by a trigger_auto, with a 3 second delay.
am i doing something wrong in setting this up?
Posted 17 years ago2007-09-22 19:05:18 UTC
in tunnels, and func_trains underwater? Post #234779
Is it possible to make a func train, like a submarine, or a brush, like a tunnel, underwater? my goal is to make a mini-sub that will start above water, then dive underwater.
Posted 17 years ago2007-09-22 14:08:46 UTC
in Not Getting Shot buy a cannon. Post #234749
how exactly do you change the render settings for the flash sprite tied to the gun barrel? :confused:

not sure about the cannon though, thats got me confused :zonked:
Posted 17 years ago2007-09-22 13:57:53 UTC
in func_tank Post #234745
im not sure about that one, its an interesting idea. Im not sure how the game would handle it. It would be awesome if it works :nuke:

runs to development computer to try double barrel func_tank idea

ill let you know how it goes
Posted 17 years ago2007-09-22 12:36:41 UTC
in Custom {blue texture? Post #234730
sorry, i found that this question has already been answered. My fault for not using the "search". im such a stupid noob :|

runs to a corner and hits self repeatedly
Posted 17 years ago2007-09-22 12:08:21 UTC
in Custom {blue texture? Post #234723
Ok, im creating a custom foliage texture for trees and bushes. For the render settings to work right, i need the {blue texture in all the places where its supposed to be transparent. I made all those areas a simple blue, compliled, and ran it, and the tree showed blue. render settings are set to Mode: solid amount: 255. So to sum this all up, i need a way to put the {blue texture into my custom texture, so i can make certain areas transparent
Posted 17 years ago2007-09-14 23:01:05 UTC
in Why sniper rifle makes people explode? Post #234136
ok, i found out the problem. somewhere in the half life engine, the Func_tank is defined as a fast firing gun, or a slow firing gibbing gun (for rockets and such) By increasing the rate of fire, and decreasing damage, i got no gibbing. This doesnt solve my problem, but hey, thats the limitations of half life :

notes to self: begin source mapping
Posted 17 years ago2007-09-14 22:35:34 UTC
in Why sniper rifle makes people explode? Post #234135
I disagree, in half life, in the "on a rail" chapter, there is a machine gun that you can use, and it causes no gibs. Then again, i have no clue what tricks valve uses ;)

edit: ok, i just tried making a machine gun, with a damage per shot of 1, but refire of 20 a second, it doesnt gib the grunt, it kills him, and he falls over and dies
Posted 17 years ago2007-09-14 22:17:35 UTC
in Why sniper rifle makes people explode? Post #234132
In creating a Func_tank based sniper rifle for Hl, using hammer, i ran into a problem. The sniper causes the gibbing of any human_grunts it shoots. After experimenting with the damage settings, I found that 49.99, kills the grunt in two shots, second one gibs. 50, and the first shot gibs. i cant find the inbetween point, where i want the sniper rifle to shoot the enemy, and they die and fall down. To sum this all up, i want the grunt to go down in one hit, but not explode into a shower of body parts. Any Assistance would be appreciated :)