Forum posts

Posted 17 years ago2006-12-28 22:43:19 UTC
in info_landmark problem Post #207835
The computer room sends you off to a hallway, and then you change levels into the hallway to the warehouse. Problem is, when I hit the landmark Gordon get's turned 180 degress and I'm facing the wrong door.. I tried changing the angle to face the correct way, but he keeps getting flipped...

I copied and pasted the hallway that u walk into to change but he still is facing the wrong way
Posted 17 years ago2006-12-28 01:39:58 UTC
in Ambient_Generic not starting Post #207765
So i'm sol eh?
Posted 17 years ago2006-12-26 14:11:08 UTC
in Ambient_Generic not starting Post #207572
So no one knows?
Posted 17 years ago2006-12-26 00:58:44 UTC
in Ambient_Generic not starting Post #207540
All 4 of those are affirmative, noobish.

The .wav is 1150kz 8bit mono. Like I said, it plays ingame when I have the console make it play, but not through the ambient_generic
Posted 17 years ago2006-12-25 19:10:20 UTC
in Ambient_Generic not starting Post #207519
I have an ambient_Generic set up in the blue and red respawn, and it's targeting

Play > misc/song2.wav
no tigger name
not looped
does not start silent

Therefore it should start at the beginning... It doesn't. I tried giving it a name and then a trigger_once trigger for when the first person to join the games starts the song. Still didn't work

I used the console and did
play misc/song2.wav
and the song played. So whaddafx up?
Posted 17 years ago2006-12-05 04:22:30 UTC
in Team Fortress Command Points Post #205086
Anyone know how I can make command points like Avanti or Cornfield?
or
Can anyone link me to a site where I can find this information?
Posted 17 years ago2006-11-24 17:19:43 UTC
in What's the problem? (Compile Log) Post #203939
I dont have an rmf for some reason.. Always used .map
Posted 17 years ago2006-11-24 17:10:31 UTC
in What's the problem? (Compile Log) Post #203937
Yeah I took some of the WAD's out but now when I open the .map file it's empty like a new map, did I lose the map?
Posted 17 years ago2006-11-24 17:05:31 UTC
in What's the problem? (Compile Log) Post #203935
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:PROGRA~1VALVEH~1toolshlcsg.exe C:Half-Lifetfcmaps2fort_2mountain
Entering C:Half-Lifetfcmaps2fort_2mountain.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:
(0.22 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(1.11 seconds)

Using Wadfile: half-lifetfccached.wad
  • Warning: Larger than expected texture (307980 bytes): 'CONBACK640'
  • Warning: Larger than expected texture (307980 bytes): 'LOADING640'
  • Contains 0 used textures, 0.00 percent of map (4 textures in wad)
Using Wadfile: half-lifetfcdecals.wad
  • Contains 0 used textures, 0.00 percent of map (7 textures in wad)
Using Wadfile: half-lifetfcpldecal.wad
  • Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: half-lifetfctfc2.wad
  • Contains 8 used textures, 33.33 percent of map (395 textures in wad)
Using Wadfile: half-lifetfctfc.wad
  • Contains 7 used textures, 29.17 percent of map (279 textures in wad)
Using Wadfile: half-lifevalvecached.wad
  • Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Using Wadfile: half-lifevalvecopy of cached.wad
  • Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Using Wadfile: half-lifevalvecopy of decals.wad
  • Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: half-lifevalvecopy of fonts.wad
  • Contains 0 used textures, 0.00 percent of map (3 textures in wad)
Using Wadfile: half-lifevalvecopy of gfx.wad
  • Contains 0 used textures, 0.00 percent of map (7 textures in wad)
Using Wadfile: half-lifevalvecopy of tfc2.wad
  • Contains 0 used textures, 0.00 percent of map (395 textures in wad)
Using Wadfile: half-lifevalvedecals.wad
  • Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: half-lifevalvefonts.wad
  • Contains 0 used textures, 0.00 percent of map (3 textures in wad)
Using Wadfile: half-lifevalvegfx.wad
  • Contains 0 used textures, 0.00 percent of map (7 textures in wad)
Using Wadfile: half-lifevalvehalflife.wad
  • Contains 9 used textures, 37.50 percent of map (3116 textures in wad)
Using Wadfile: half-lifevalveliquids.wad
  • Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: half-lifevalvepldecal.wad
  • Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: half-lifevalvespraypaint.wad
  • Contains 0 used textures, 0.00 percent of map (14 textures in wad)
Using Wadfile: half-lifevalvetfc2.wad
  • Contains 0 used textures, 0.00 percent of map (395 textures in wad)
Using Wadfile: half-lifevalvetfc.wad
  • Contains 0 used textures, 0.00 percent of map (279 textures in wad)
Using Wadfile: half-lifevalvexeno.wad
  • Contains 0 used textures, 0.00 percent of map (264 textures in wad)
Warning: More than 8 wadfiles are in use. (21)
This may be harmless, and if no strange side effects are occurring, then
it can safely be ignored. However, if your map starts exhibiting strange
or obscure errors, consider this as suspect.

added 7 additional animating textures.
Texture usage is at 0.50 mb (of 4.00 mb MAX)
1.42 seconds elapsed

--- END hlcsg ---

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:PROGRA~1VALVEH~1toolshlbsp.exe C:Half-Lifetfcmaps2fort_2mountain

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] 500...1000...1500...1951 (0.19 seconds)
Warning: === LEAK in hull 0 ===
Entity info_tfgoal @ (-328,-1736,-236)
Error:
A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region. The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted. Some complex rotating objects entities need
their origins outside the map. To deal with these, just enclose the origin
brush with a solid world brush

Leak pointfile generated

SolidBSP [hull 1] 500...1000...1500...2000...2150 (0.39 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2039 (0.55 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2033 (0.34 seconds)
3.53 seconds elapsed

--- END hlbsp ---

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:PROGRA~1VALVEH~1toolshlvis.exe C:Half-Lifetfcmaps2fort_2mountain
>> There was a problem compiling the map.
>> Check the file C:Half-Lifetfcmaps2fort_2mountain.log for the cause.

--- END hlvis ---

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:PROGRA~1VALVEH~1toolshlrad.exe C:Half-Lifetfcmaps2fort_2mountain
>> There was a problem compiling the map.
>> Check the file C:Half-Lifetfcmaps2fort_2mountain.log for the cause.

--- END hlrad ---
Posted 18 years ago2006-09-09 17:19:08 UTC
in Lighting Problem Post #196104
Yeah the bombsite a signs are decal'd on with a texture model, thanks.
Posted 18 years ago2006-09-09 15:52:09 UTC
in Lighting Problem Post #196086
Model textures...?
Posted 18 years ago2006-09-08 18:27:00 UTC
in Lighting Problem Post #195995
Will do.
User posted image
The selected entity is the light_environment, lighting the outside of A
User posted image

[img=http://img171.imageshack.us/img171/4170/dedustyfate0001ih2.th.jpg]
User posted image
Posted 18 years ago2006-09-07 19:26:56 UTC
in Lighting Problem Post #195922
1) No

2) Yes
Posted 18 years ago2006-09-06 20:04:40 UTC
in Lighting Problem Post #195816
I've always wondered how they light maps like de_dust2... I'm making my own map and I'm working on one piece at a time. I started with bomb site a, and I put a light_environment in the middle of the section, and a few lights inside bombsite a (a room inside, like the B tunnel)

Problem is, if I don't put a light entity in every single pocket that the last light didn't hit, it's pitch black. Help?
Posted 18 years ago2006-09-04 21:16:46 UTC
in Hammer Crashes on CSS Post #195656
K i'm good now, thanks hab. I had a directory that had a steam/cstrike etc directory in it, and so I deleted that due to your advice. Might have been the problem, donno. All I do know is that it works now.
Posted 18 years ago2006-09-04 17:41:03 UTC
in Hammer Crashes on CSS Post #195642
Going to reinstall steam completely, let you know how that goes.
Posted 18 years ago2006-08-29 19:23:41 UTC
in Hammer Crashes on CSS Post #195072
Did, several times. I refreshed game configs and SDK's, reinstalled the SDK and reinstalled CS:S.
Posted 18 years ago2006-08-27 21:00:48 UTC
in Hammer Crashes on CSS Post #194853
When I'm loading CS:S in hammer, it gives me "This program has generated errors and must be closed. Send a stupid error log report dumbbutt"

HL2DM and HL2 load fine, I've reset configs and reinstalled hammer, but still same problem.
Posted 18 years ago2006-05-16 09:41:43 UTC
in Bad Surface Extents Post #180380
You also get this error if theres something outside the grid or close to the edge, check that.
Posted 18 years ago2006-05-15 00:39:42 UTC
in Prop_Door_Rotating ingame not working Post #180136
I have 2 prop_door_rotating entities, set up and ready.

Problem is, when I go ingame and open them, the texture moves, but the game acts as if the door doesn't. When I try to go through the doorway it bounces me back like a wind tunnel.

Yes, run and hide for your lives TWHL people. Rory the Questionfanatic is back.
Posted 18 years ago2006-05-14 12:38:34 UTC
in Getting sick of this Vertex_buffer_size Post #180000
No I'm running them in Garry's Mod, sometimes I try it in hl2

I deleted the func_illusionary's and the func_precipitation, seems to be working a-ok for now.
Posted 18 years ago2006-05-14 02:40:31 UTC
in Getting sick of this Vertex_buffer_size Post #179916
This is getting so ***king stupid.. EVERY time I build a map i'm getting this error. On this map I built it happened when I looked at the military base, i'm hoping it was the func_illusionary that I just deleted.

Don't tell me it's because I've got too many entities that cause it, my map has less then 25% of the entities a normal map has.
Posted 19 years ago2005-10-12 12:52:14 UTC
in Team Fortress - Ammo Backpacks Post #141075
I read the backpack guide on that site forwards, backwards, upside down, and inside out and I still couldn't get it to work, if you know how its done I'll upload a problem map with the backpack entity i've tried making.

By the way, good to see you again bj :lol:
Posted 19 years ago2005-10-10 22:39:14 UTC
in Team Fortress - Ammo Backpacks Post #140806
How do I create these? I'm trying to make a TFC map, but our warriors kind of need ammo health and armor to shoot off of each other!
Posted 19 years ago2005-08-21 03:34:27 UTC
in MAKING A BOAT FLOAT???? Post #128735
how is it gonna be used? you can make support beams under it with nodraw textures and is not solid to players.
Posted 19 years ago2005-08-19 17:31:00 UTC
in Something-something vertex size Post #128515
Map Statistic (This should help)

Entities: 144
Brushes: Around 800-1200
Most Used Entities: Light, Func_door, trigger_multiple
Tallest Brush In Map: 2250
Map Size (X Y Z): 17976 - 14540 - 4241
Error Log: No Errors Were Found
Compile Log:

** Executing...
** Command: "c:program filesvalvesteamsteamappsrory84sourcesdkbinvbsp.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsrory84half-life 2 deathmatchhl2mp" "C:HL2MAPZrp_rorytown_b1"

Valve Software - vbsp.exe (Jan 19 2005)
1 threads
materialPath: c:program filesvalvesteamsteamappsrory84half-life 2 deathmatchhl2mpmaterials
Loading C:HL2MAPZrp_rorytown_b1.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (3)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (3)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 128 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (4)
writing C:HL2MAPZrp_rorytown_b1.prt...done (9)
Creating default cubemaps for env_cubemap using skybox sky_day01_08...
Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (2) (1305644 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (2) (3022697 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing C:HL2MAPZrp_rorytown_b1.bsp
45 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 5

** Executing...
** Command: Copy File
** Parameters: "C:HL2MAPZrp_rorytown_b1.bsp" "c:program filesvalvesteamsteamappsrory84half-life 2 deathmatchhl2mpmapsrp_rorytown_b1.bsp"

Carved Brushes: Were removed and rebuilt as uncarved brushes.
Main area for vertex error: A building in the corner of the map. I tore this building down and rebuilt it without all the technical stuff. Error still comes.

I'm not running vis because I'm not compiling 2 hours every time I fix something that causing this vertex error.
Posted 19 years ago2005-08-19 04:39:25 UTC
in Something-something vertex size Post #128426
I keep deleting entities and solids and it keeps going up, now its at 37756>32785 (or whatever the cap is)
Posted 19 years ago2005-08-19 03:34:52 UTC
in Something-something vertex size Post #128414
I deleted some of entities, and the number went from
33275>32785
To
34478>32785

Uhh, help?
Posted 19 years ago2005-08-18 21:07:08 UTC
in Multisource Q Post #128366
Ohh, thanks a bunch. I'll test this out after my current compile finishes.
Posted 19 years ago2005-08-18 14:47:57 UTC
in Map Coordinates Extents Too Large! Post #128327
I checked for errors, no invalid brushes. I really need help, I wanted to release this sucker today and the errors just keep coming!!
Posted 19 years ago2005-08-18 14:47:10 UTC
in Multisource Q Post #128326
I read the guide on multisources and it made no sense, heres how I've got mine set up

123
456
789

123-567-9 will all blow you up, 8 will open the door, then 4 cna be pressed, messing it all up.

I need to make 4 not be pressed untill 8 is activated, then when 8 and 4 have been pressed, it opens the door.
Posted 19 years ago2005-08-18 01:39:59 UTC
in Map Coordinates Extents Too Large! Post #128193
((Title))
Check for Errors!

No errors and the map size is SMALLER than when it did work. What the fuck is wrong with my map?
Posted 19 years ago2005-08-17 19:41:05 UTC
in Multisource Q Post #128184
Didn't work, I hit 8 and it opened the vault.
Posted 19 years ago2005-08-17 05:54:07 UTC
in Something-something vertex size Post #128092
Blahblah-dunno-what-this-part-says (####>####) tell programmer to up VERTEX_BUFFER_SIZE

What does this mean? I'm getting this error when im play-testing my map and it just freezes all the sudden and quits with this error.
Posted 19 years ago2005-08-17 00:10:26 UTC
in Multisource Q Post #128048
I have 9 buttons for a vault, and I made 8-4 the password. I made the master of 4, 8 therefore u cant activate 4 before 8. I set 8 and 4's OnPress output to open the vault door. If im correct if 8 and 4 both say to open the same thing, it wont open unless both are pressed correct? I've never done multisources before and my map already a 5 hour compile which is why im asking lol.
Posted 19 years ago2005-08-16 00:52:26 UTC
in Traffic Stop Post #127845
I saw from another map that it was env_sprites and a logic_timer or 2. Thanks for the help anyway guys :P
Posted 19 years ago2005-08-15 02:35:21 UTC
in Traffic Stop Post #127699
Fuck that didnt work, align the pluses and u can see what I was trying to do
Posted 19 years ago2005-08-15 02:35:07 UTC
in Traffic Stop Post #127698
lol could you explain a little more? Dont know how to do it
I finally have the set up, its like this:
In order by:
Up/Down
Left/Right
Down/Up
Right/left

LEFT TURN STRAIGHT
+ 123478 + 345678
+ 6 + 2
+ 5 + 1

+ 123456 + 125678
+ 8 + 4
+ 7 + 3

+ 12347 + 345678
+ 6 + 2
+ 5 + 1

+ 123456 + 125678
+ 8 + 4
+ 7 + 3
Posted 19 years ago2005-08-15 02:08:16 UTC
in Traffic Stop Post #127695
I got down to how many lights I need, but what can I use as a multimanager to run them? I've geard multimanagers dont work in hl2
Posted 19 years ago2005-06-11 01:22:23 UTC
in Anybody know the command... Post #113693
Nevermind, I'll use search next time lol.

Thanks rabid for your earlier reply on a different topic

point_viewcamera point at info_target
Posted 19 years ago2005-06-11 00:21:10 UTC
in Anybody know the command... Post #113689
to move the position of the camera you see through when joining a multiplayer game? You know, the one that views things as your in the menu to select your team?

Specificly CS:S, one camera.
Posted 19 years ago2005-06-10 10:23:07 UTC
in Creating Doors with triggers Post #113568
Lol, hl2 is complicated. I'll give this a shot, thanks
Posted 19 years ago2005-06-09 22:55:38 UTC
in Team are full Post #113488
HAH found out it was that i was putting a gun-spawn inside of the player-spawn.
Posted 19 years ago2005-06-09 22:52:33 UTC
in Bomb Site (CS:S) Post #113487
Thanks, worked like a charm
Posted 19 years ago2005-06-09 22:32:51 UTC
in Creating Doors with triggers Post #113486
I'm trying to make a castle door in CS:S to go down when the terrorists go through the trigger_once, but it doesnt work, heres what I do

bridge's Master: name_of_trigger
Trigger: unchanged

i also tried

bridge's Name: bridges_name
trigger's parent: bridges_name
Posted 19 years ago2005-06-08 19:16:55 UTC
in Team are full Post #113312
I made a map for css and added spawn points for both teams, and when i play the map I get: "Both teams are full!"
"CT Team is full"
"T team is full"

Any ideas?
Posted 19 years ago2005-06-08 00:52:49 UTC
in Bomb Site (CS:S) Post #113201
How do I add a bomb site?
Posted 19 years ago2005-05-15 21:12:46 UTC
in How to: Map w/ HL2 Post #109675
k, thanks a bunch and the triggering is what i was looking for (lacked the info in question)
Posted 19 years ago2005-05-15 13:34:40 UTC
in How to: Map w/ HL2 Post #109586
Except for one thing, how do u make buttons and moving parts (i.e elevators?) :P

HL2 is way complicated :roll: :zonked: :nuts:
Posted 19 years ago2005-05-15 13:22:18 UTC
in How to: Map w/ HL2 Post #109577
Huston we show green light, all system go.