Forum posts

Posted 19 years ago2005-09-16 06:38:19 UTC
in problem in my map Post #135054
still dident change it the error is

unable to open sound/D for transfer prossing sound/D
Posted 19 years ago2005-09-16 06:00:46 UTC
in problem in my map Post #135050
the only flag ive got ticked is medium radius
Posted 19 years ago2005-09-16 05:51:22 UTC
in problem in my map Post #135046
name: (blank)
WAV name:ambience/industrial4.WAV
volume:10
dynamic presets:big machine
start volume:100
fade in time:0
fade out time:0
pitch:100
start pitch:100
spin up time:0
spin down time:0
LFO type:0
LFO rate:0
LFO mod pitch:0
LFO mod vol:0
incemental spin up count:0
Posted 19 years ago2005-09-16 05:40:13 UTC
in problem in my map Post #135043
dident work :(
Posted 19 years ago2005-09-16 05:24:29 UTC
in where could i get a sound for a.... Post #135038
dident work for me :(
Posted 19 years ago2005-09-16 04:33:50 UTC
in where could i get a sound for a.... Post #135026
i used jeds to extract it would that work??? i think that might be the problem if not
Posted 19 years ago2005-09-16 04:31:12 UTC
in problem in my map Post #135024
i have a bigger problem now :(
the sounds that a put in won't work the cannot be prossesed or somthing :(
Posted 19 years ago2005-09-16 03:13:34 UTC
in problem in my map Post #135017
will it make the compile go faster???
Posted 19 years ago2005-09-15 22:22:44 UTC
in where could i get a sound for a.... Post #135008
i got another problem when the game starts to load up my map after compiling it says soming like the sound cannot be prossesed it does somthing like this when i try to add a gonome :(
Posted 19 years ago2005-09-15 22:11:20 UTC
in problem in my map Post #135007
is running the compile with vis on fast better than having vis on normal?
Posted 19 years ago2005-09-15 11:51:07 UTC
in problem in my map Post #134882
oh ok
just getting back onto the topic ive had a look i cant really see what causeing my problem
Posted 19 years ago2005-09-15 11:45:28 UTC
in problem in my map Post #134880
ok it just compiled for me :biggrin:

** Executing...
** Command: Change Directory
** Parameters: D:SIERRAHalf-Life

** Executing...
** Command: Copy File
** Parameters: "D:SIERRAdead_labs.map" "D:SIERRAHalf-Lifevalvemapsdead_labs.map"

** Executing...
** Command: D:hlcsg.exe
** Parameters: "D:SIERRAHalf-Lifevalvemapsdead_labs"

hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
--- BEGIN hlcsg ---
Command line: D:hlcsg.exe D:SIERRAHalf-Lifevalvemapsdead_labs
Entering D:SIERRAHalf-Lifevalvemapsdead_labs.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 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ 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:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (63.98 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (9.23 seconds)

Using Wadfile: sierrahalf-lifevalvehalflife.wad
  • Contains 149 used textures, 100.00 percent of map (3116 textures in wad)
Using Wadfile: sierrahalf-lifevalvedecals.wad
  • Contains 0 used textures, 0.00 percent of map (222 textures in wad)
added 11 additional animating textures.
Texture usage is at 1.11 mb (of 4.00 mb MAX)
84.31 seconds elapsed [1m 24s]

--- END hlcsg ---

** Executing...
** Command: D:hlbsp.exe
** Parameters: "D:SIERRAHalf-Lifevalvemapsdead_labs"

hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
--- BEGIN hlbsp ---
Command line: D:hlbsp.exe D:SIERRAHalf-Lifevalvemapsdead_labs

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 ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)

BSP generation successful, writing portal file 'D:SIERRAHalf-Lifevalvemapsdead_labs.prt'
38.36 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: D:hlvis.exe
** Parameters: "D:SIERRAHalf-Lifevalvemapsdead_labs"

hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
--- BEGIN hlvis ---
Command line: D:hlvis.exe D:SIERRAHalf-Lifevalvemapsdead_labs
1014 portalleafs
3367 numportals

= Current hlvis 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 vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

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

BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (75.82 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (982.33 seconds)
average leafs visible: 142
g_visdatasize:38239 compressed from 128778
1059.26 seconds elapsed [17m 39s]

--- END hlvis ---

** Executing...
** Command: D:hlrad.exe
** Parameters: "D:SIERRAHalf-Lifevalvemapsdead_labs"

hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
--- BEGIN hlrad ---
Command line: D:hlrad.exe D:SIERRAHalf-Lifevalvemapsdead_labs

= Current hlrad 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 ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

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

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

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 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[               off ] [               off ]
rgb transfers [ off ] [ off ]

[Reading texlights from 'D:SIERRAHalf-Lifevalvemapslights.rad']
[57 texlights parsed from 'D:SIERRAHalf-Lifevalvemapslights.rad']

5696 faces
Create Patches : 17944 base patches
0 opaque faces
134901 square feet [19425800.00 square inches]
586 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (319.41 seconds)
visibility matrix : 19.2 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (455.27 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (173.47 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (112.25 seconds)
Transfer Lists : 16163422 : 16.16M transfers
Indices :     9055940 :    8.64M bytes
   Data :    64653688 :   61.66M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (26.73 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (44.81 seconds)
1143.60 seconds elapsed [19m 3s]

--- END hlrad ---
Posted 19 years ago2005-09-15 11:41:35 UTC
in problem in my map Post #134875
no hl map i used the tutorial to add the gonome and some machine sounds
Posted 19 years ago2005-09-15 11:38:12 UTC
in problem in my map Post #134873
its probly taking lotz of time cause i added a gonome
Posted 19 years ago2005-09-15 11:32:59 UTC
in problem in my map Post #134868
i think its gonna take more than 30mins :(

EDIT:srry about the double post
Posted 19 years ago2005-09-15 11:15:14 UTC
in problem in my map Post #134853
its in hl after i compile
Posted 19 years ago2005-09-15 11:05:46 UTC
in problem in my map Post #134845
well it is when its 30mins at1:10am and your trying not to wake someone up :P
Posted 19 years ago2005-09-15 11:03:24 UTC
in problem in my map Post #134840
well thats the hard part it takes around 30mins 2 compile

i will get it tho
Posted 19 years ago2005-09-15 10:59:32 UTC
in problem in my map Post #134837
in my map there is a little bit of a problem in 2 of my hallways it says short -- surfaces and it annoys me because you can see through the door your heading through could anyone help me fix this?
Posted 19 years ago2005-09-15 08:14:23 UTC
in where could i get a sound for a.... Post #134813
hmm i like them both i might use both then
Posted 19 years ago2005-09-15 05:20:11 UTC
in where could i get a sound for a.... Post #134800
where could i get the sound for a generator or any type of machine for hl1? i can't seem to find one
Posted 19 years ago2005-09-14 09:44:20 UTC
in Brainstorm! Post #134627
yea but it would be crazy

and BTW, if you want could you have a look at my dead labs sample map and see what you think cause i just need some more appinions on it because if its really bad i dont want to keep going on with it, would be great if you could take a look though :D
Posted 19 years ago2005-09-14 09:40:21 UTC
in Brainstorm! Post #134625
Haha thats original
Posted 19 years ago2005-09-14 09:36:15 UTC
in Brainstorm! Post #134623
really messed up well you could try to make a completly messed up black mesa with every room broken in some way like say the upper levels were caving in and all lower secters were taking lots of damage from that
Posted 19 years ago2005-09-14 09:31:01 UTC
in Brainstorm! Post #134619
mabye doing somthing like the aprehension chapter in the origianal game with lots of water i don't think many people at all would try that but mabye you could
Posted 19 years ago2005-09-14 09:26:52 UTC
in Brainstorm! Post #134614
why not ask for ideas??? other games that ive mapped/modded ive got alot of insperation from other peoples ideas, they are only ideas they are not permenent
Posted 19 years ago2005-09-14 09:16:42 UTC
in Brainstorm! Post #134605
lotz of lifts crashing :biggrin:
Posted 19 years ago2005-09-14 05:50:05 UTC
in moving bodys in the map, how? Post #134581
ohhh thanks but
link to jeds dont work
Posted 19 years ago2005-09-14 05:46:43 UTC
in moving bodys in the map, how? Post #134578
oh ok thanks
Posted 19 years ago2005-09-14 05:26:30 UTC
in need some monsters identifyed Post #134573
oh i see

and BTW, if any one would like to feel free to dl my dead labs sample (updated) and rate it
Posted 19 years ago2005-09-14 05:23:13 UTC
in need some monsters identifyed Post #134571
well i have questions but most of them have example maps but i cant get how its sposed to help me cause i dont know what the person did :confused:
Posted 19 years ago2005-09-14 05:20:10 UTC
in need some monsters identifyed Post #134568
jeeze ive got so many ideas for my dead labs map but im a crappy mapper this sucks :(
Posted 19 years ago2005-09-14 05:15:55 UTC
in need some monsters identifyed Post #134566
i havent seen that many maps with controlers in them they played a part in point of view if you've plaed that but havent seen them much anywhere else
Posted 19 years ago2005-09-14 05:08:52 UTC
in need some monsters identifyed Post #134564
yay a floaty thing other than the old alien controller
Posted 19 years ago2005-09-14 05:07:00 UTC
in need some monsters identifyed Post #134561
does it like twich at all or just stay there?
Posted 19 years ago2005-09-14 05:04:15 UTC
in need some monsters identifyed Post #134558
ooooo that will be good if i can find a good use for it

and BTW, elon have you tryed the update of dead labs?(it has improved)
Posted 19 years ago2005-09-14 04:58:29 UTC
in need some monsters identifyed Post #134556
hey yea i might use it for my dead labs map in the cages and that thanks :biggrin:

I think i might have seen it in one of the many mods and maps ive played
Posted 19 years ago2005-09-14 04:52:11 UTC
in need some monsters identifyed Post #134554
oh cool i like it
shame its useless
Posted 19 years ago2005-09-14 04:05:07 UTC
in need some monsters identifyed Post #134551
um..... I don't know

but anyways whats the monster_bloater????
Posted 19 years ago2005-09-14 03:49:03 UTC
in need some monsters identifyed Post #134549
there are just some monsters that i dont know what they are in the entitys they are monster_bloater and monster_grunt_repel could someone tell me what they are?
Posted 19 years ago2005-09-13 21:19:21 UTC
in big problem with barney Post #134534
only in my map and i was gonna get a female barey model but i dont think the people who made the mod with it in it will let me
:(
Posted 19 years ago2005-09-13 07:59:00 UTC
in big problem with barney Post #134353
ok ill try the blue shift HD models
Posted 19 years ago2005-09-12 21:27:18 UTC
in big problem with barney Post #134330
ive got my barney in a room right and if i lead a zombie into the room or i shoot him he goes to pull out his gun and he doesnt get his gun and he just stands there with no gun is there anyway to fix this???
Posted 19 years ago2005-09-12 10:54:42 UTC
in moving bodys in the map, how? Post #134205
ok cool
Posted 19 years ago2005-09-12 10:00:39 UTC
in moving bodys in the map, how? Post #134200
ive been very annoyed with the bodys in the map im making how could i change the way the bodys are facing or like make them sitting(dead)?
Posted 19 years ago2005-09-12 09:21:38 UTC
in Just a Question Post #134179
yeah i forgot sorry

the map is actully named in the arcive soon to be dead
its sposed to be soon to be dead labs
Posted 19 years ago2005-09-12 09:02:52 UTC
in Just a Question Post #134175
the sample is sample of soon to be dead labs
Posted 19 years ago2005-09-12 08:50:31 UTC
in Just a Question Post #134172
Got it thanks :biggrin:
Posted 19 years ago2005-09-12 08:45:36 UTC
in Just a Question Post #134170
ok cool :D

ill put my sample of my map up soon , it has alot of things jimmi and you said for me to fix :D
Posted 19 years ago2005-09-12 08:42:43 UTC
in Just a Question Post #134168
ok cool but whats Xhost?

and BTW would you mind trying a sample of the map im making?