Forum posts

Posted 18 years ago2006-08-14 21:54:03 UTC
in custom lights.rad Post #193473
<trying it>
Posted 18 years ago2006-08-14 21:47:14 UTC
in custom lights.rad Post #193468
Well sorry I failed you... maybe somebody smarter will have the answer!
Posted 18 years ago2006-08-14 21:45:09 UTC
in custom lights.rad Post #193464
Elon: you shouldn't have to add a parameter to include a mapname.rad file--I never have, and I use custome radfiles for all my maps.
Posted 18 years ago2006-08-14 21:40:13 UTC
in custom lights.rad Post #193462
Still stumped...

What compile paramaters are you using--if any?

Maybe check/post your game configurations settings?!

I really have no idea why this isn't working... :zonked:
Posted 18 years ago2006-08-14 21:32:33 UTC
in custom lights.rad Post #193459
Don't let's make this a batch compiling is better thread. Captain P doesn't use it, and he's a better mapper than both of us!

The point is, it's personal preference, and it had no bearing in solving the current problem :|
Posted 18 years ago2006-08-14 21:30:04 UTC
in custom lights.rad Post #193457
Yeah Elon, but it should work fine without HLCC, which is the problem we're trying to figure out here.

The only thing I can think of off-hand that nullifes the mapname.rad file is a cordon compile, and I think that's only for 3.5...

Well I have no idea, so let me ask you the basic information again:

What is your mapname?
Is your mapname.rad in your Valve Hammer Editor/ maps folder?
Expert or regular compile?
Are you using cordon?
Are you using custom textures?
Are you using any other programs like HLFix?

/reaching
Posted 18 years ago2006-08-14 21:11:30 UTC
in custom lights.rad Post #193453
Are you using at least one of them in your map?

If that's not it, I'm sorry, but I'm stummped :aggrieved:!

The only other thing I can thinkg of is if your using old version of the compile--what version are you using?--tools that doesn't suppor this function?! [/longshot]
Posted 18 years ago2006-08-14 21:08:43 UTC
in Now Playing: ... Post #193452
Posted 18 years ago2006-08-14 21:05:39 UTC
in custom lights.rad Post #193450
Hmmm. We're forgetting something, but I don't know what. Post the contents of your radfile?
Posted 18 years ago2006-08-14 20:59:07 UTC
in custom lights.rad Post #193448
erase the origianl one in your zhlt folder, or change the extension from lights.rad to lights.xxx

I forgot about the default one that comes with zhlt :oops:

Also, make sure your custom radfile's name matches your mapname!
Posted 18 years ago2006-08-14 20:40:29 UTC
in custom lights.rad Post #193444
Yup and it's really easy.

In your Valve Hammer Editormaps folder, simply add a file called:

yourmapname.rad

and place your custom textlights in there.

Note: If you have only one textlight, and the brigtness is under 50--or it might be below 25...can't remember--, the compile tools will spit back an error saying you have no lights, even though you do.
Posted 18 years ago2006-08-14 20:34:09 UTC
in Advanced Brushwork Mini-Compos Post #193443
I have less time to devote than I had when we first started this, and I'm actually working on a new, full-scale project atm, so I'm pulling myself out of the process for the most part.

Also--whilst trying hard not to sound too cynical--, after so many poor showings/total failures in terms of turnout, one can't help but feel a tad apathetic about the whole thing :(

If you want to keep it going, great!...nothing would make me happier than to see people participating in these ;)

@Rotor: You really need to get HL1 :P
Posted 18 years ago2006-08-11 22:18:05 UTC
in Jesus Christ Supercop Post #193166
Stigmata...something's wrong..
I don't like the way you work
I don't work the way you like
That fucking Jew
I love when his wife leaves him and he keeps shooting himself.

:P
Posted 18 years ago2006-08-11 22:05:54 UTC
in Decompile Program Post #193165
Posted 18 years ago2006-08-11 22:02:22 UTC
in Remake Post #193164
ASK THE PERSON WHO MADE IT
Yeah right...that would never work :P

Actually people are pretty stupid about refusing to release the source files, so I usually always just decompile the thing. The only thing that sucks, is that some maps won't decompile for me :(

I like the quote that goes something like:

it's impossible to invent new things, only reinterpret them...

^^So true.
Posted 18 years ago2006-08-11 21:48:29 UTC
in Advanced Brushwork Mini-Compos Post #193163
lol, it was dead before the refrigerator compo :P

Maybe 3 days is too short, but I'm betting it wouldn't have made much of a difference if it was bumped to 5 or 7 days.

People are bascially lazy and unmotivated--myself included. I mean, Look at the regular compos...people have over a month to complete those, and what is the average showing?...5-7 entries?...maybe a few more.

Anyway Can someone with mod powers please unsticky and close this thread?... 'Tis over ;)
Posted 18 years ago2006-08-10 22:08:53 UTC
in Advanced Brushwork Mini-Compos Post #193085
:tear:

Hopefully someone will initiate new minicompos, focusing on some other aspect of mapping, and pimp them better--so more people will join.

I'd like to take this time to thank everyone who contributed, and even those who feigned interest in participating :P
Posted 18 years ago2006-08-10 21:51:23 UTC
in Advanced Brushwork Mini-Compos Post #193081
The Advanced Brushwork minicomops are dead, Jim.

I suppose it's time to close and un-sticky :(...
Posted 18 years ago2006-08-10 12:49:12 UTC
in Web hosting. Post #193032
Gmail hosting FTW!!1

If you have a gmail account, you automatically get 100MB to host whatever you want, and hotlinking is allowed--I've posted all my latest TWHL stuff using it.

Penguinboy made me aware of this gmail hosting in this thread.
Posted 18 years ago2006-08-10 12:39:56 UTC
in Now Playing: ... Post #193031
OMGWTFBBQ-DPDVDA FTW!!1

Wilco - We're Just Friends
Posted 18 years ago2006-08-06 18:43:36 UTC
in Now Playing: ... Post #192703
The Sea And Cake - Four Corners

repeat [on] off
Posted 18 years ago2006-08-06 18:32:07 UTC
in Leak Post #192702
Enclose the new area in a big box...do you still get the leak?

If you've recently func_walled stuff to cut down on VIS, you may have inadvertently exposed an entity to the void.

Lastly, scrutinize every entity you added since the last error-free compile. Especailly, any brush-based ones near the vicinity of the coordinates it gives you.

Leaks are one thing I almost never have a problem with, but when they pop up, they can be quite annoying! If you want, send me your map, and I'll find the problem :badass:
Posted 18 years ago2006-08-06 18:25:23 UTC
in help?! Post #192701
WE FTW!!!1q ^_^
Posted 18 years ago2006-08-06 18:20:19 UTC
in detailing. Post #192700
Tosse: You can do the wireframe thingie in WON to, just right-click on the shortcut for HL and add -dev after "hl.exe". As long as you're running opengl under your video settings, then it should work fine.

Func_walling doesn't decrease r_speeds, it increases them, becuase bruhsh-based entities are rendered pretty much all the time, no matter where you are on the map.

Func_walling stuff is good for eliminating face-splitting in places like wall trim, and also func_walling any really complex objects is good, because it gives VIS compile time a big break.

Scaling your textures up will make a huge impact towards lowering your wpolys, but done too much, it will make your map/lightmaps look like shit. Make sure you don't have any big area textures scaled to something like .32, or else it will literally rape your wpolys! (and your VIS compile time)

I wouldn't waste your time on Hints... I know very few people that can use them effectively. If you want, put your map up, and we can properly give you advice on VIS-blocking and what-not.

Once you get "gl_wireframe 2" thing to work, you'll be able to see what the engine "sees" and where your trouble spots are--where the engine is rendering things to early or all the time, for no good reason.
Posted 18 years ago2006-08-05 23:08:20 UTC
in TWHL3 Post #192631
Fourthgen:

2 things. Click on your name to bring up your profile--I'm taking abouthow the journal entries are formatted there.

1. I think long entries should be "thumbnailed", that is, only the first few sentences will be listed, and then ... to make room for subsequent entires.

Mozilla forums does this as a preview for their thread lists, so when your looking at threads, you don't just see the thread title, but you get to read a few lines of the first post--something like that.

2. It would be nice if the you could format how much of your journal you want showing when someone goes to your user profile. For mine, I'd like them to see the whole page, withougt having to scroll down to much, so I'd like to be able to choose how many journal entries are showing before you click to see the "old entries".

Does that make sense, or is it more confusing :P?
Posted 18 years ago2006-08-05 23:00:28 UTC
in Now Playing: ... Post #192630
In Flames is nice :glad:!

Sloan Block of Rock:

Everything You've Done Wrong
She Says What She Means
Money City Maniacs
Underwhelmed

repeat [on] off

She was "underwhelmed" if that's a word,
And no it's not 'cause I looked it up,
That's one of those skills that I learned in my school.

I was overwhelmed and I'm sure of that one,
because I learned it back in grade school,
When I was young.

She said "you is funny," I said "You are funny,"
She said "thank you,", and I said "nevermind,"
She rolled her eyes...her beautiful eyes...
Posted 18 years ago2006-08-05 22:46:39 UTC
in Xyos projects! Post #192629
Neat stuff, even if it is for the-Engine-which-must-not-be-named :P!

Post some pretty thumbnails for us though...I know it takes a little more time, but it's so much more appealing ;)

You can rip off multiple thumbnails using InfranView--in case you didn't know--, Or doesn't your ImageShack do them for you?

TWHL Member Projects! FTW! ^_^
Posted 18 years ago2006-08-05 22:41:06 UTC
in help?! Post #192627
I never understood the nuke emoticon...does that mean we're now irradiated?!

If your map still isn't working, I would suggest reading all the Beginner tutorials.
Posted 18 years ago2006-08-05 22:37:26 UTC
in detailing. Post #192626
although remember if its a multiplayer map the whole map is rendered at the same time.
That's totally untrue afaik. If it were, Some of the old gigantic DM maps would be simply unplayable if everything were rendered at the same time ;)
gl_wireframe command neve works for me
Make sure you have the -dev switch running in steam/properties/launch options.

Or, just type developer 1 in the console, and it should work ;)
Posted 18 years ago2006-08-05 13:23:32 UTC
in Religion. Post #192584
Yay! but we can pretend they're dildos!!! ^_^

I agree that scientology is a crock of shit, but they're just as bad/good as any other religion imo...excepth that is, for Buddhism--Buddhism pwns all :P
Posted 18 years ago2006-08-05 12:50:15 UTC
in Advanced Brushwork Mini-Compos Post #192581
minicompos: Don't be remiss in entering just becuase you entry isn't perfect, or even finished! You guys are all very talented mappers, and I'm guessing your unfinished work would beat out many people's complete stuff :P

Anyway, after the dismal turnouts of just about every compo since the first one, #7 will probably be the last one that I'm going to have anything to do with.

It was a lot of fun and notice we've absolutely dwarfed--almost doubled--the size of the Source compo!--though maybe we're just good spammers :P!

Perhaps somebody should start a new "mini" thread that foucuses on modelling, texturing, or lighting only. I think many of us could use an exuse for practice in these areas :)

Sombody suggested an idea for a minicompo to reproduce Source effects in HL, which in itself would be good for tons of minis focusing only on doing that.

Elon: I could give you 100 days to compete, and you'd still come up with an excuse to not finish ;) (And so would I--And I often do :))
Posted 18 years ago2006-08-05 12:30:36 UTC
in help?! Post #192572
Elon: Yes I do actually, you cunt :P.

Besides, If what you're saying is true, there why is there no error listed in NIk's compile log?! I'm betting there is more info in the mapmname.err file!

Nikotino: For kicks, did your mapname.err list any information that wasn't in the compile log?

You are right though--I guess I never realized the mapname.err is just a list of all the errors... It 'tis however, much easier to read/pinpoint the errors using the mapname.err file, rather than from the regular compile log ;)
Posted 18 years ago2006-08-04 20:46:28 UTC
in Advanced Brushwork Mini-Compos Post #192504
Mini#7 - Build-A-Refrigerator Brief Page

Looking for a judge for this one, and as always, ideas for the next one!

VOX/Elon/M_Garg/Muzz: You all are now banned from participating in the minicompos. You always say you'll join, but never do!!1

If you're banned, then It'll be impossible to get my hopes up any more :P! (of course I'm kidding, but c'mon WTF guys!)

It really is ok... I understand not finising stuff--I'm the master of procrastination--, but it would be so much more fun with more people!
Posted 18 years ago2006-08-04 20:07:01 UTC
in Advanced Brushwork Mini-Compos Post #192499
In.

I didn't/couldn't spend much time on this, and the little time I did was "eaten up" by my problem of getting the elevator doors to move with the elevator--I wanted to do one without paths and a train, but rather func_doors and some render/mm trickery.

I wanted to incorporate this music for the elevator ride, but alas, I never go to it. ^_^

The map is in the "Problems" section, so if you can help me figure the problem, I'd be greatly appreciative!

Mini#7 brief will be up shortly.
Posted 18 years ago2006-08-04 18:01:11 UTC
in Advanced Brushwork Mini-Compos Post #192489
Still 2 hours left!

'Submitting soon... just finishing up, and Hopefully Garg is just finishing up too ;)

Unby: lol I thought you said "transition" error! :lol:

edit:VOX if you don't enter this one, you are banned from here forward on all mini compos!! (just kidding, but c'mon seriously :P)
Posted 18 years ago2006-08-04 17:29:15 UTC
in Now Playing: ... Post #192480
Ween - Fluffy
Posted 18 years ago2006-08-04 17:25:55 UTC
in Advanced Brushwork Mini-Compos Post #192479
It was only a 3-day compo, so you're pretty limited what you can do. I'm only spending a couple hours on this one, but you could spend LOADS of time with complicated path_tracks and multiple floors if you wanted to.

M_Garg: Oh, sorry ;) YOU BETTER SUBMIT, BITCH :P
Idea:
An empty Trainstation area.
Um, a little more-detailed explanation would be nice ;)

Unless I hear anything better, Mini #7 is going to be:

Map-A-Fridge

-Map a refrigerator
-Extra points for brushwork acrobatics and detail
-Custom textures/sounds allowed, but you must provide the FULL directory stucture, so judges need only copy/paste ONE folder to play your map.
-No models!
-3 days
Posted 18 years ago2006-08-04 14:24:36 UTC
in Advanced Brushwork Mini-Compos Post #192453
I don't know if im going to finsh, 6 hours left?
Does anybody look at the damn Brief page with the Countdown Timer!?

I post the link multiple times for each compo...what do I have to do to get people to actually look at it? :P

Unbreakie: Yay :)!
Posted 18 years ago2006-08-04 14:21:20 UTC
in Religion. Post #192452
[/url]What is accomplished with the post?[/url]

Religion causes more strife, pain and wars than anything else. Anyone who thinks logically about the subject for 15 seconds will realize that religon is a pile of bullshit. It's exploitive shared delusion at it's very best imo.

If nothing else, this thread is a great PSA :P

Religous guys: don't take my words as a perosnal attack on your beliefs... this is just what I believe, and I would rather stick a rusty fork in my left eye, than waste any time debating it further.

/2 cents
Posted 18 years ago2006-08-04 13:56:04 UTC
in help?! Post #192448
Rule #1: Never take anything for granted that something's obvious.

It's obvious to me that noobies tend not to read compile logs ;)
Posted 18 years ago2006-08-04 13:51:02 UTC
in Advanced Brushwork Mini-Compos Post #192447
6 hours left in Mini#6

Compo6 Addendum: Any entries containing custom content must be in minimod format or have the complete directory structure enclosed, or it will be disqualified. I apologize, I forgot to add that to the rules!

Example: If you have custom sounds and textures, include the wadfile and the sound folder inside a folder called VALVE. This way, The Hunter only has to extract/copy your files once ;)

Muzz: Huntee is the JUdge. Me asked him yesterday ;)

Unbry: Doesn't work for me either.

mini#7: If I hear no ideas before the close of mini#6, I'll "initiate" one of my reserve ideas for the next compo.
Posted 18 years ago2006-08-03 14:03:44 UTC
in one way glass? Post #192353
DarkStar: You are Welcome :)
Posted 18 years ago2006-08-03 13:45:25 UTC
in stupid sprites Post #192352
Decompile some of the Xen files to see how they did some of them. Some of those effects aren't even sprites I think.
Posted 18 years ago2006-08-03 13:40:22 UTC
in help?! Post #192350
Check the file C:ectoHalf-lifecstrikemapscs_bigmapt
hatdoesnotcompile.log for the cause.
In your "/Valve Hammer Editor/maps" folder, check the mapname.log and see what the error is ;)
Posted 18 years ago2006-08-03 13:25:24 UTC
in Advanced Brushwork Mini-Compos Post #192349
Yay M_Garg! If everyone subimts a map who said they were entering, not everyone will get a medal automatically--for a change lol! These people pretty much said they'd join:

Muzza
VOX
Elon
M_Garga
rowleybob

VOX: If your map is extremely complex, it could be a bitch to find, and I'd recommend going to your last map backup.

Send me a link to your map if you want, and I'll take a look.
Posted 18 years ago2006-08-02 17:19:56 UTC
in Advanced Brushwork Mini-Compos Post #192298
2 Days: 2 Hours Left for #6. Get those entries in and feel free to discuss the next minicompo!

Mini #5 - Gayly, I was the only entrant, so I guess another gold for me...
User posted image
Elon/VOX: Yay you're actually entering :) Anybody else in this one too?

Huntee: Are you in this one? If not, would you be interested in judging?

VOX: Whenever I get an error nowadays, I log them. Maybe one of these concerning leaks can help you:

Leaks: Be careful when "func_walling" things to ease up on VIS, that your not creating new entites that can "see" into th void, and thus what you think is a "sealed wall" now becomes a big fat leak.

--Leaks2: An entity anywhere outside the map--void--will give you instantly a leak, and possibly if the path of a brush-based entity will travel oustide during it's movement. Not tested the latter.

--Leaks3: Grouping a blue brush rendered to invisible with a func_pushable causes a leak unexplicably...must check this out further.

--leaks4: Leaks can be caused by tons of things, totally unrelated to an actual leak anywhere, which sucks the big one.

--leaks5: Leaks may be caused by overlapping func_water brushes...requires more testing though.

The coordinates it gives you though sometimes gets you close to where the real problem is. Sometimes the x and y coords are totally off, and just the z coord is on the money.

The leak error usually lists a point or brush-based entity where the problem is, which is usually a lot more accurate a location where the problem is. :)
Posted 18 years ago2006-08-01 21:45:11 UTC
in Now Playing: ... Post #192248
Richard Hawley - Coles Corner LP
Richard Hawley - Late Night Final LP

repeat [on] off
Posted 18 years ago2006-08-01 21:40:44 UTC
in one way glass? Post #192246
Well anyway, I found the example map/tutorial in my archive, and put it in the Map Vault. It's pretty simple, but they're nicely done.

Clicky

These were originally on Counter-Map, but that site appears to be gone...anybody know what happened?
Posted 18 years ago2006-08-01 21:15:19 UTC
in one way glass? Post #192241
There was an old tutorial/example map on Counter-Map, but that site appears to be not working/gone atm. Lemme see if I have it archived...
Posted 18 years ago2006-08-01 21:01:46 UTC
in Advanced-Brushwork Minicompo: SOURCE Post #192238
Get HL1 and join the darkside...it's nicer over here! :badass: