Forum posts

Posted 18 years ago2006-01-27 18:44:56 UTC
in Compiling and still compiling Post #159950
Its not nonsense. I had it confirmed my my computers customer support. Perhaps it was faulty, but you have to admit that if you do run your CPU for days on end compiling using 100% of your CPU resources it could damage it, or overheat. That is how overheating occurs...becides faulty heat-sinks, and fans........
Posted 18 years ago2006-01-27 16:37:07 UTC
in Compiling and still compiling Post #159928
PAY ATTENTION! Compiling for hours on end will fry your processor!!! Running at 100% cpu usage for that long will ruin your processor! it has happened to me in the past, but luckily I had a warranty. Your map should not take that long unless your computer is 5 years old. Dont carve, dont intersect brushes, dont skybox, and try not to stretch textures. IM SERIOUS THIS THING HAPPENED TO ME AND I LOST MY PROCESSOR!
:) I only speak from experience :)
Posted 18 years ago2006-01-27 11:44:39 UTC
in New map,de_Dam with screen: Some idea&#3 Post #159813
First off, thank you for the pictures of the Hoover Dam :). I plan to add all the details to the Dam outside, add the generator room inside, and..........hmmm Ill have to add something else. Got to think..................
Posted 18 years ago2006-01-27 00:36:28 UTC
in New map,de_Dam with screen: Some idea&#3 Post #159764
I have made some of the outside of the map. Here are some screens. Keep in mind its in very early development! Many more details will be added!

http://img101.imageshack.us/img101/7923/dam9py.jpg

http://img101.imageshack.us/img101/926/dam26cw.jpg

Edit: I have learned how to do HDR, and plan to include it in this map :)
Posted 18 years ago2006-01-26 13:11:02 UTC
in New map,de_Dam with screen: Some idea&#3 Post #159673
Ill have to work on it more later. I gtg to advanced calc class. :( SOOOOOOOOOOOOO boring :( :( Ill try to think of dirrerent railings I could use.
Posted 18 years ago2006-01-26 12:34:15 UTC
in New map,de_Dam with screen: Some idea&#3 Post #159666
I made some changes influenced by the helpful members ( :) ) and added more props. The lift vehicle if you look at it is miscolored I guess due to improper lighting. Does anyone know a way to fix this without brightening my lights?

Also, I added an effect where the main door opens, it triggers each light to turn on in one second intervals with a light sound turned on with it. Looks and sounds cool with the door opening, then all the lights turning on one by one.

http://img53.imageshack.us/img53/4989/one12wm.jpg

http://img520.imageshack.us/img520/606/two21id.jpg
Posted 18 years ago2006-01-26 11:45:11 UTC
in New map,de_Dam with screen: Some idea&#3 Post #159660
I have taken off some of the extra supports in the tunnel, and added a hydrolic door that opens in a set of three, which also triggers each light in the tunnel to turn on in intervals of one second.
BTW, that decal you think is stretched is not. Its the original size. Just an odd looking decal.
I will add the dust, but not as haphazardly as I did previously. It wont be in the tunnel, but somewhere else in the map where it would make more sense.
Posted 18 years ago2006-01-25 13:17:30 UTC
in New map,de_Dam with screen: Some idea&#3 Post #159496
Ok, sounds like a good idea. :) Ill get rid of the extra supports, fix the dustnodes, and add more of a theme to the floor, plus some other stuff. Ill have to wait a little bit to finish it. I have 3 classes today, so Ill have to get to it tonight. I hope you will check back to this post for more support and helpful hints. :)
Posted 18 years ago2006-01-24 20:29:37 UTC
in New map,de_Dam with screen: Some idea&#3 Post #159417
I know. Ive taken proper steps to reducing compile time. Here is an update of my tunnel pic. Still not finished, but around 40%

http://img227.imageshack.us/img227/3940/untitled5he.jpg
Posted 18 years ago2006-01-23 20:19:36 UTC
in New map,de_Dam with screen: Some idea&#3 Post #159287
Ya I noticed that once I compiled the map and was walking around. :)
Posted 18 years ago2006-01-23 20:19:03 UTC
in Fatal1ty on 60 Minutes Post #159286
hes right about the athlete thing. If bowling and rifle accuracy are considered sports and their participants called athletes, there is NO WAY that gaming cant be a sport.
Posted 18 years ago2006-01-23 19:54:26 UTC
in New map,de_Dam with screen: Some idea&#3 Post #159282
I have started a new map called de_dam. Obviously its a dam, interior, and top level. It will contain pumps, machine sounds, cool stuff. I started with a main hallway. Its not complete, and texured in a slipshod way to illustrate its shapes. I was thinking about adding metal mini-catwalks along the sides. I need cover for the middle. Does anyone have any suggestions?

Screenie: http://img21.imageshack.us/img21/6024/scr9xs.jpg
Posted 18 years ago2006-01-23 18:00:10 UTC
in Making everything a func_detail,yes/no? Post #159264
Im wondering if making every brush thats just a square, shape etc a func_detail will reduce bsp size, and compile time. I know func_details produce no leafs, but should I do it?
Posted 18 years ago2006-01-22 20:16:44 UTC
in Abandoning a map, have you done it? Post #159145
Ya, I also had a good idea for a map, but then the rest of it seemed to be dull, and boring. Now, im going to start another one. Might be a Dam with a powerplant........
Posted 18 years ago2006-01-22 19:30:54 UTC
in Abandoning a map, have you done it? Post #159135
I have recently abandoned a source map I made. I made noobish mistakes that effected the final compile time. Fixing these problems would take hours, so I abandoned it. Other reasons were there too. HAve any of you ever done this, and is it frowned upon? (I kinda feel bad. I didnt want to be someone who just makes maps, without completion)
Posted 18 years ago2006-01-21 19:59:12 UTC
in Difference between Fast Vis and normal Post #158977
Thanks. Ive been using Fastvis for testing my map when its not done. I have not added any advanced lighting in it yet, so Thats why I did not notice a change. Thanks :)
Posted 18 years ago2006-01-21 19:27:27 UTC
in Difference between Fast Vis and normal Post #158964
Whats the difference when you compile a map and put it to fast vis? I dont see any change in the map. My normal VIS takes 15 minutes, where as Fast Vis takes 10 seconds. Whats the difference?
Posted 18 years ago2006-01-21 00:00:06 UTC
in Reducing Portal flow compile time Post #158844
thanks :)
Posted 18 years ago2006-01-20 19:42:45 UTC
in Reducing Portal flow compile time Post #158814
My portal flow compile time suddenly went up to 10 minutes, when it only took seconds prior to me adding a couple things. What causes this to take longer? It says the total I have is (1165). How do I reduce this?
Posted 18 years ago2006-01-20 15:37:37 UTC
in Turning a HL1 map into Source Post #158782
ya, I think I might do that Habboi. Its funny, there are so many errors when I check for map problems. Ill just re-texture with Source. :)
Posted 18 years ago2006-01-20 14:17:19 UTC
in Turning a HL1 map into Source Post #158771
I want to take my map (de_household) and convert it to Source. I open it with SDk and I get the usual all white brushes details. Should I use the fix all option, or just texture the white brushes? Also, I have some fans that can be turned on and off, water, and doors. Should I redo these in Source, or will they still work? (Im skeptical about the water, but I think the doors and buttons for fans rotationg should still work.) Anything else I should know?
Posted 18 years ago2006-01-18 15:51:46 UTC
in Clipping tool...Need help using it... Post #158491
Ive read the only tutorial hereon clipping. Its the one where you create a hallway. I know using it is "evil", but I want to know how to use it. I draw my blue line with it, it shows a white highlight of what it will cut, but HOW DO I ACTUALLY CUT IT? I double click, I try using the cut icon on top, but it wont cut. Is there a keyboard shortcut to cut it? Can someone help me, or point me to a tutorial?
Posted 18 years ago2006-01-18 11:21:10 UTC
in func_breakable_surf problem Post #158424
I did apply the NODRAW to all the other faces, and only one face has the glass. I cannot shoot it because it does not show in my map when it compiles.
Posted 18 years ago2006-01-17 21:17:13 UTC
in func_breakable_surf problem Post #158377
Ok, I read the other posts on this and Im still confounded. I cant figure out how to get my glass to work. It wont show after the compile in the map. I copy+pasted office's windows in my map. They work, but mine will not. I checked all the attributes on my glass, and the one I took. (You might be thinking "Why dont you just use the glass from office?" Well, I want to do it myself, and not resort to that. Does anyone know a solution?
Posted 18 years ago2006-01-17 15:47:16 UTC
in Compile log freeze and LONG compile. Post #158301
The skywall is not accessible by players. I have invisible walls included, but hid them so the picture can be seen. I will do as you said and remove any brushes touching the void. BTW, I cant find your tutorial. :( Thanks for the help :)
Posted 18 years ago2006-01-17 15:32:23 UTC
in Compile log freeze and LONG compile. Post #158297
:( I keep getting leak errors now. Should I consume the whole level with sky brushes, or extend them from only visible places?
This is what im doing now.
http://img78.imageshack.us/img78/6497/one0bu.jpg

http://img78.imageshack.us/img78/8480/28no.jpg

http://img78.imageshack.us/img78/6952/32rp.jpg

Is this correct?
Posted 18 years ago2006-01-17 14:56:00 UTC
in Compile log freeze and LONG compile. Post #158284
Thanks :) Now I know why skyboxes are frowned upon.
Posted 18 years ago2006-01-17 14:48:03 UTC
in Compile log freeze and LONG compile. Post #158281
I think its due to my skybox causing more lighting on unseen brushes. Im going to get rid of the box, and use skywalls. Hopefully I wont get a leak.............
Posted 18 years ago2006-01-17 14:41:42 UTC
in Compile log freeze and LONG compile. Post #158279
I compiled using Fast Vis, and I got this error in the compille log:

** Executing...
** Command: Change Directory
** Parameters: C:Program FilesSteamSteamAppsxyos212counter-strike

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesSteamwalltest.map" "C:Program FilesSteamSteamAppsxyos212counter-strikecstrikemapswalltest.map"

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlcsg.exe
** Parameters: "C:Program FilesSteamSteamAppsxyos212counter-strikecstrikemapswalltest"

hlcsg v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
--- BEGIN hlcsg ---
Command line: C:PROGRA~1VALVEH~1toolshlcsg.exe "C:Program FilesSteamSteamAppsxyos212counter-strikecstrikemapswalltest"

= 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 ]
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 ]

Wadinclude list :
[zhlt.wad]

entering C:Program FilesSteamSteamAppsxyos212counter-strikecstrikemapswalltest.map
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (10.03 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (3.20 seconds)
Using WAD File: hlservervalvehalflife.wad
Using WAD File: program filessteamsteamappsxyos212counter-strikecstrikemike.wad
Using WAD File: program filessteamsteamappsxyos212counter-strikecstrikecool.wad
Using WAD File: program filessteamsteamappsxyos212counter-strikecstriketfc2.wad
Using WAD File: program filessteamsteamappsxyos212counter-strikecstrikehouse.wad
Warning: ::: Larger than expected texture (218412 bytes) Wad:wad[program filessteamsteamappsxyos212counter-strikecstrikehouse.wad] Texture[3517:SHINGLES]

added 10 additional animating textures.
Texture usage is at 2.66 mb (of 4.00 mb MAX)
14.02 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlbsp.exe
** Parameters: "C:Program FilesSteamSteamAppsxyos212counter-strikecstrikemapswalltest"

hlbsp v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
--- BEGIN hlbsp ---
Command line: C:PROGRA~1VALVEH~1toolshlbsp.exe "C:Program FilesSteamSteamAppsxyos212counter-strikecstrikemapswalltest"

= 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 ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 240)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)

BSP generation successful, writing portal file 'C:Program FilesSteamSteamAppsxyos212counter-strikecstrikemapswalltest.prt'
8.98 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlvis.exe
** Parameters: -fast "C:Program FilesSteamSteamAppsxyos212counter-strikecstrikemapswalltest"

g_fastvis = true
hlvis v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
--- BEGIN hlvis ---
Command line: C:PROGRA~1VALVEH~1toolshlvis.exe -fast "C:Program FilesSteamSteamAppsxyos212counter-strikecstrikemapswalltest"

= 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 ]
priority [ Normal ] [ Normal ]

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

3328 portalleafs
11807 numportals
BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (41.16 seconds)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 239 and 240:
   (1366.265 875.380 -5.249)
(1189.733 571.000 -99.833)
(1189.733 571.000 -100.000)
(1545.941 1186.304 -100.000)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 245 and 247:
   (1369.420 870.262 27.151)
(1369.501 870.400 28.000)
(1337.330 814.576 45.000)
(1200.333 577.000 45.000)
(1200.205 577.000 -63.771)
average leafs visible: 2292
g_visdatasize:1188174 compressed from 1384448
41.55 seconds elapsed

--- END hlvis ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlrad.exe
** Parameters: "C:Program FilesSteamSteamAppsxyos212counter-strikecstrikemapswalltest"

hlrad v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
--- BEGIN hlrad ---
Command line: C:PROGRA~1VALVEH~1toolshlrad.exe "C:Program FilesSteamSteamAppsxyos212counter-strikecstrikemapswalltest"

= 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 [ 256.000 ] [ 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 ]
global gamma amount [ 0.500 ] [ 0.500 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

[Reading texlights from 'lights.rad']
[59 texlights parsed from 'lights.rad']

14686 faces
Create Patches : 98402 base patches
0 opaque faces
964238 square feet [138850384.00 square inches]
Error: Exceeded MAX_PATCHES
Description: The map has a problem which must be fixed
Howto Fix: Check the file ZHLTProblems.html for a detailed explanation of this problem

--- END hlrad ---

** Executing...
** Command: C:PROGRA~1SteamSteam.exe
** Parameters: -game -cstrike +map "walltest"
Posted 18 years ago2006-01-17 14:37:16 UTC
in Compile log freeze and LONG compile. Post #158276
Is Fastvis an application, or a setting to change the way vis compiles?
Posted 18 years ago2006-01-17 14:29:26 UTC
in Compile log freeze and LONG compile. Post #158272
I had previously posted about a 16 hour compile time. I took out all the problems, and compiled again. It has been going for 3 hours, and is stuck at the same part in the log it always stops at. It freezes as soon as a scroll up the compile log, so copy+paste will not work. I took a screen of the part it freezes on.
http://img353.imageshack.us/img353/5811/rrrrr4tj.jpg

It gets here in about 3 minutes, then stays at this part for hours. Can someone help me? I cannot figure this out. I removed so much brushes, used hint brushes, Im so sad :(
Posted 18 years ago2006-01-15 23:38:54 UTC
in Problems 'installing' RAM Post #158075
You already probably verified this when buying the RAM, but is it the right kind for your motherboard? Matching RAM types helps, as long as they are compatible with the motherboard.
Posted 18 years ago2006-01-15 23:35:55 UTC
in 6600GT Issues Post #158073
Ive had a similar problem with my 6800 model. My computer would reboot, compared to your monitor turning off. What I did was uninstall the driver, then system restored before instaliation of the card, then reinstalled the driver. It worked for me. ( Did you get rid of your old driver from your previous video card before installing the card itself?)
Posted 18 years ago2006-01-15 17:28:07 UTC
in Some Source Questions.... Post #158058
I have now started mapping for source. I have some questions about some new things in it.
My first question regards models. Adding models from the game (like a chair for instance) I create an entity as a prop_dynamic, then browse chair then apply. When I compile it does not show up in the map. What did I do wrong?
MY second question regards vertex manipulation, and shape creation. HL2 has more complex smoother looking shapes. Its hills are not blocky, but smooth and round. How is this achieved? THrough vertex manip, or XSI?
 1000 thank you's for if you answer my noobish source questions :)
Posted 18 years ago2006-01-14 19:22:52 UTC
in 16 hour compile time? Post #157965
Thanks :) Ill get right on making those hint brushes! :D :D
Posted 18 years ago2006-01-14 19:16:48 UTC
in 16 hour compile time? Post #157963
Ive compiled it about 20 times. Its my de_household map in the map vault. :) I went back to fix my noobish mistakes, and add more. I compiled it so much because I like to jump in to make sure it looks right, no errors, etc. Are hint brushes brushes you can only see from an angle? (Like buildings, roads, tunnels?)
Posted 18 years ago2006-01-14 19:10:31 UTC
in 16 hour compile time? Post #157959
Wont I get a leak error if not enclosed in a box?
I cannot post the compile log because my computer shut down. It takes hours to compile, so posting the bit that is viewable probably wont help. I think Im going to just get rid of the prefabs, and do it myself.
Posted 18 years ago2006-01-14 19:02:26 UTC
in 16 hour compile time? Post #157957
Posted 18 years ago2006-01-14 18:54:54 UTC
in 16 hour compile time? Post #157956
The road prefab I used had alot of carves done to it. I used the prefab about 6 times, plus lights that had many brushes in it. Could that be it?
Posted 18 years ago2006-01-14 18:47:06 UTC
in 16 hour compile time? Post #157953
I just had a power outage, and my computer shut down while in the middle of compiling! Should I compile again? What do mean by in rmf directory? Should I load the rmf file and contiue compiling? If this helps, her is my maps information:
Solids: 1072
Faces: 6583
Point Entities: 35
Solid entities: 73
Unique textures: 169
Texture memory: 6232620 (6.09 megs)
 6 custom texture wads
Posted 18 years ago2006-01-14 18:37:15 UTC
in 16 hour compile time? Post #157950
I made a map that has quite a bit of detail. I used some prefabs from the internet (light post, road, and table) I used quite a bit of them. My map has been compiling for about 16 hours now. It gets to Leaf thread 90%, then stops and is loading. Should I simplify my map, or let it compile?
Posted 18 years ago2006-01-13 19:17:59 UTC
in func_rotating moves wrong direction Post #157787
Sorry, I figured it out :) It was on the wrong rotation axis. :)
Posted 18 years ago2006-01-13 19:13:48 UTC
in func_rotating moves wrong direction Post #157786
I am making a fan in my level. It rotates, but vertically. Its a ceiling fan, and needs to be going horizontally. Ive never tried func rotating before, so can anyone help me?
Posted 18 years ago2006-01-13 17:44:02 UTC
in Cannot find "exedir" No such path, etc Post #157769
Oh, that was it! I did replace it with exedir in advanced. Thank you. :)
Posted 18 years ago2006-01-13 16:16:15 UTC
in Cannot find "exedir" No such path, etc Post #157757
When I compile my map, I get the error right in the beginning:

** Executing...
** Command: Change Directory
** Parameters: "exedir"

The command failed. Windows reported the error:
"No such file or directory"
A window then asks if I want to contiue. After such it starts to compile fine. Will this effect my map?
Posted 18 years ago2006-01-11 21:00:29 UTC
in Tips on Texture fitting to a brush Post #157545
Thanks :)
Posted 18 years ago2006-01-11 20:25:32 UTC
in Tips on Texture fitting to a brush Post #157541
I was wondering if anyone has any shortcuts or just helpful hints for fitting a texture to a brush. The kind of textures I refer to are cars, stop signs, anything that has an obscure shape. Thanks :) (HL 1 )
Posted 18 years ago2006-01-11 14:52:11 UTC
in Source: Hammer 4.0??? Post #157476
Does it come with Counter-Strike SOurce? I have the Counter-Strike Source cd, but not HL 2. I have HL2, but I obtained it through a rather devious way............Is there another way to get it without getting HL2 disc?
Posted 18 years ago2006-01-11 14:06:11 UTC
in Source: Hammer 4.0??? Post #157469
Is the map making program for source called Hammer 4.0? I cant seem to find it for download. Does anyone have a site to get it from?
Posted 18 years ago2006-01-10 13:47:36 UTC
in Re-submitting a bsp map in the map vault Post #157268
thanks :P