Forum posts

Posted 15 years ago2009-07-18 17:37:47 UTC
in compo map not compiling Post #270464
I am, they just weren't working because of the error.

Brush 864: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): This was the error.

A big thanks to nefarious for his help on finding the errors!
Posted 15 years ago2009-07-18 17:26:52 UTC
in compo map not compiling Post #270461
Ok heres the compile log when I try in hammer.

** Executing...
** Command: Change Directory
** Parameters: C:\Sierra\Half-Life

** Executing...
** Command: Copy File
** Parameters: "C:\Sierra\Half-Life\valve\flow_control.map" "C:\Sierra\Half-Life\valve\maps\flow_control.map"

** Executing...
** Command: C:\Sierra\HALF-L~1\valve\VALVEH~1\tools\qcsg.exe
** Parameters: "C:\Sierra\Half-Life\valve\maps\flow_control"

qcsg.exe v2.8 (Jan 31 2000)
-- qcsg --
entering C:\Sierra\Half-Life\valve\maps\flow_control.map
Entity 190, Brush 1: mixed face contentsEntity 197, Brush 0: mixed face contentsEntity 197, Brush 1: mixed face contentsEntity 198, Brush 0: mixed face contentsEntity 198, Brush 1: mixed face contentsEntity 198, Brush 2: mixed face contentsCreateBrush: 0...1...2...3...4...5...6...Entity 0, Brush 864: A 'Unknown Class' @(0,0,0) has a coplanar plane at (-1512, 632, -360), texture -2OUT_CRT2A
Entity 0, Brush 864: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (-9000, 616, -4104)-(-1512,632,-360)
Entity 0, Brush 864: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (-9016, 600, -4148)-(-1495,648,-324)
Entity 0, Brush 864: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (-9032, 584, -4136)-(-1479,664,-328)
Entity 0, Brush 864: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (-9016, 600, -4122)-(-1495,648,-342)
7...8...9... (2)
CSGBrush: 0...1...2...3...4...5...6...7...8...9... (5)
Using WAD File: \sierra\half-life\valve\xeno.wad
Using WAD File: \sierra\half-life\valve\decals.wad
Using WAD File: \sierra\half-life\valve\halflife.wad
Using WAD File: \sierra\half-life\valve\liquids.wad
Using WAD File: \sierra\half-life\valve\radcore.wad
Using WAD File: \sierra\half-life\valve\arc_textures.wad
Using WAD File: \sierra\half-life\valve\water.wad
Using WAD File: \sierra\half-life\valve\rain_wad.wad
Using WAD File: \sierra\half-life\valve\jeffmods_textures.wad
Using WAD File: \sierra\half-life\valve\hatextures.wad
Using WAD File: \sierra\half-life\valve\hinduhouse.wad
Using WAD File: \sierra\half-life\valve\doora.wad
added 21 additional animating textures.
8 seconds elapsed
** Executing...
** Command: C:\Sierra\HALF-L~1\valve\VALVEH~1\tools\qbsp2.exe
** Parameters: "C:\Sierra\Half-Life\valve\maps\flow_control"

qbsp2.exe v2.2 (Dec 28 1998)
-- qbsp2 --
writing C:\Sierra\Half-Life\valve\maps\flow_control.prt
7 seconds elapsed
** Executing...
** Command: C:\Sierra\HALF-L~1\valve\VALVEH~1\tools\qrad.exe
** Parameters: "C:\Sierra\Half-Life\valve\maps\flow_control"

qrad.exe v 1.5 (Apr 6 2000)
--- Radiosity --
2 threads
[Reading texlights from 'C:\Sierra\HALF-L~1\valve\VALVEH~1\tools\lights.rad']
[111 texlights parsed from 'C:\Sierra\HALF-L~1\valve\VALVEH~1\tools\lights.rad']

No vis information, direct lighting only.
13844 faces
1324976 square feet [190796672.00 square inches]

********** ERROR **********
MAX_PATCHES

** Executing...
** Command: C:\Sierra\HALF-L~1\hl.exe
** Parameters: -console +map "flow_control"
I see a few things that came up that ill try fixing.
Posted 15 years ago2009-07-18 16:48:50 UTC
in The "Official" Competition 27 Post #270458
I selected sparse and tried but the same thing happened. It doesnt say max_patch when i use the compilator but it just says that an error has occured.
Posted 15 years ago2009-07-18 16:33:39 UTC
in The "Official" Competition 27 Post #270453
Hmm, ive erased the small area that I added after it would compile succesfully but it isnt working. Im starting to get frustrated with how much time im wasting trying to fix this. World crafter, what did you mean by compiling sparse and that it wouldn't allow the max patches error?

edit:k thanks ill try it. And what about exterior textures that arent rendered. I textured them all generic but does scaling them bigger matter?
Posted 15 years ago2009-07-18 16:27:11 UTC
in The "Official" Competition 27 Post #270451
Alright thanks, that takes care of that problem but it still doesn't compile. My light data was very hight "at 98%" last time it worked and I added another tiny area so it must be full. Is there any settings that might help or is it just that there is too much space in my map? Ill try a few things and lowering the sky where I can.
Posted 15 years ago2009-07-18 16:09:04 UTC
in The "Official" Competition 27 Post #270449
Well I compile the map. file with the compilator but it just says an error has occured. Any settings that might help? It says this error a few times in my compile log.

Error: Entity 107, Brush 0: mixed face contents
Texture SCROLL_DIRTY and !C2a54

I tried erasing everything that used the textures but it didnt work.

There was a scrolling conveyor with the water texture on its sides so I changed them all to the scrolling texture..
Posted 15 years ago2009-07-18 15:35:18 UTC
in The "Official" Competition 27 Post #270446
Wow nice map. I love good competition! Yea ill give the compilator a shot, my compiler is confusing. Btw I think im like the only person that hasn't posted any screenshots..

Ok, so with the compilator you have to compile the map in hammer with f9 first before you can compile it with the compilator? Otherwise you only have a rmf file and no MAP file to compile.. This doesn't make sence if you have to because my map cannot compile with hammer.

And what does compiling it sparse mean?
Posted 15 years ago2009-07-18 15:10:35 UTC
in The "Official" Competition 27 Post #270444
I just downloaded a batch compiler from nem's tools and already read a tutorial on it.
Posted 15 years ago2009-07-18 14:10:41 UTC
in The "Official" Competition 27 Post #270440
Ok, well I got one I just have to find out how to use it now..
Posted 15 years ago2009-07-18 00:09:07 UTC
in The "Official" Competition 27 Post #270415
Where can I get it? I just compile with hammer.
Posted 15 years ago2009-07-17 23:19:09 UTC
in The "Official" Competition 27 Post #270409
Ok, now iv'e reached the error MAX_PATCHES when I compile and it doesn't finish but says AllockBlock:full. I erased tons of brushes to see if it would work but it didn't. I just added a small area though and I guess gold can't handle a certain amount of space. Ill try choping up the sky to make it lower and hopefully it will work.

Top view
User posted image

Its really full.

Well if I can't get it to work with the final room I added on will I be able to submit my map even though one small part isn't the same as the floorplan?
Posted 15 years ago2009-07-16 13:07:13 UTC
in The "Official" Competition 27 Post #270299
I just think everyone's used to extensions due to the last few competitions.. I'd rather there never be any even though they help sometimes.
Posted 15 years ago2009-07-16 05:41:58 UTC
in The "Official" Competition 27 Post #270273
User posted image


Like every detail I add adds one point to the light data which is at 91.1%. Hopefully I can finish my map, if the area highlighted in teal is blonde and un detailed its because gold can't handle my skillz.
Posted 15 years ago2009-07-15 23:55:07 UTC
in The "Official" Competition 27 Post #270263
Its a deathmatch.. , Well the textures arent a problem to me now :zonked: im at 90% light data and I have another entire area to map. Hopefully it will handle it.
Posted 15 years ago2009-07-15 21:02:06 UTC
in The "Official" Competition 27 Post #270254
that sucks I have a lot more textures I needed to add...
Posted 15 years ago2009-07-15 20:28:19 UTC
in The "Official" Competition 27 Post #270247
When I compile my map says textures exceeded. Does this just mean I used too many different textures?
Posted 15 years ago2009-07-15 02:58:02 UTC
in VM is ticking me right the f* off Post #270168
My best advice is to select a single brush before switching to vm mode to select its verticy rather than trying while many are selected. Use "shift s" and "shift v" to swith back and forth quickly. I get your problem sometimes my self, just having one brush selected at a time should help.
Posted 15 years ago2009-07-10 12:43:02 UTC
in The "Official" Competition 27 Post #269856
well ill be back in four days, my family rented a bay home. Extension? :lol: I admit im a lazy sob..
Posted 15 years ago2009-07-08 19:14:04 UTC
in The "Official" Competition 27 Post #269722
Yea plus this idea was really lame in my opinion. But its definitely good practice. hopefully I can win so that I can help decide the next competition. I wish I was around for the map something unique competition, I would have had a lot of fun with that one. Either way compos are just a fun way to show your mapping capabilities to the members and to map something you normaly wouldn't care to put the effot forth doing so. Hopefully you change your mind rim, your map was looking pretty intimidating. Either way I just enter because I want to so I cant really say you should. I just want some competition.
Posted 15 years ago2009-07-07 14:39:02 UTC
in A sphere Post #269606
No but who cares?

User posted image


You can add more segments to make it much better looking.

User posted image


These are all only six segmented ones.
Posted 15 years ago2009-07-07 14:16:04 UTC
in A sphere Post #269603
This is the method I use. Just take a cone "spike" and from its side view cut it about twice. than with vertex manipulation grab each cut and move it down. Than vm the point of the spike downwards. Than just grab the whole thing, copy and paste it and rotate it 180 degrees and attach it to the bottom. Sometimes they don't look perfect but it almost always works for me.
Posted 15 years ago2009-07-06 19:39:14 UTC
in The "Official" Competition 27 Post #269519
:crowbar: I found the leak. It was "huge" I can't believe I found every one except for it. Now my light data is only at like 60% vrs. the 99% it was at with my skybox. Now im sure I can finish.
Posted 15 years ago2009-07-06 15:03:15 UTC
in The "Official" Competition 27 Post #269504
Ok i've been searching for my leak for three hours now does anyone have any suggestions or programs they use to find leaks that work? I've found about six causes of leaks but fixed them yet I still get the error.
Posted 15 years ago2009-07-05 17:13:57 UTC
in The "Official" Competition 27 Post #269465
My qrad.exe is encountering problems when I compile which is making my map full bright. Im sure the reason is that I had a huge skybox around my entire map and when I made it bigger the problem happened and my face lights were at 95% before I did so. I usually map with a skybox and than at the end erase it and add the skies where they go but it looks like i'll have to before im finished with the complete structure of this map..
Posted 15 years ago2009-07-04 17:08:32 UTC
in The "Official" Competition 27 Post #269411
Wow awesome, both of your maps look great! this competitions gonna be a close one. My only worry is that the engine won't handle my map but if it does I think i'll have a chance. Btw im making a deathmatch map of course.

Haven't compiled yet? I compile my maps like every five minutes for scaling and stuff. And I texture as I go unlike rim..
Posted 15 years ago2009-07-03 19:24:44 UTC
in The "Official" Competition 27 Post #269372
I'm not releasing my map until judgements are made unless they take forever. I might post a screenshot or two but I think its a better idea to wate. Ive been going on lots of vacations and working a lot and july 10th through the 14th i'll be out of town so im not sure that i'll have time to finish my entry or not but I will try. edit--Got cut from work tonight so ill get a few hours in.. :crowbar:
Posted 15 years ago2009-06-30 21:29:39 UTC
in The "Official" Competition 27 Post #269205
Im affraid i'll probably be running into the max_faces error soon myself while I have much more to do...
Posted 15 years ago2009-06-30 00:11:01 UTC
in The "Official" Competition 27 Post #269152
Almost 7 hrs to compile.. Is it source?
Posted 15 years ago2009-06-29 05:02:21 UTC
in The "Official" Competition 27 Post #269106
Awesome map so far hotdog.. really nice textures! Almost look like halflife 2.

Ive mapped this part so far but detail and the area isn't completely done yet. I think im going to finish basic structure of the rest of the map before I continue with much more detail.

User posted image
Posted 15 years ago2009-06-21 16:56:50 UTC
in The "Official" Competition 27 Post #268638
I just realized ill have 9 days less than everyone because on the 10th of july im leaving for vacation...
Posted 15 years ago2009-06-16 05:35:17 UTC
in The "Official" Competition 27 Post #268293
well ive mapped out the top huge area, just have to vm my rocky walls out of flatness and add some detail.
Posted 15 years ago2009-06-10 06:25:41 UTC
in The "Official" Competition 27 Post #268159
I can't add vents?... I made that top area huge and gameplay isn't going to be very flowable. Ill just make the vents but block them for the competition and than upload the map with them opened for deathmatch..
Posted 15 years ago2009-06-09 14:42:49 UTC
in The "Official" Competition 27 Post #268124
Is it ok if I make any extra ways that cut through the map. I want to add some vents "not more hallways" to get through the map. For example the blue represents some ways I want to add.

User posted image
Posted 15 years ago2009-06-08 04:00:57 UTC
in The "Official" Competition 27 Post #268061
Ill prolly enter too.. Just so that I can help choose the next comp..

To be or not to be single player or multiplayer.. That is the question.
Posted 15 years ago2009-05-25 17:24:44 UTC
in U.S. Army 2030: Things to come Post #267484
Look at all the 40,000 dollar cars people are driving around. Do you really think the military couldn't afford an armored suit for everyone?
Posted 15 years ago2009-05-16 13:02:09 UTC
in hldm server Post #267079
I know its not like twhl had a downfall I just meant by how its a less active site than it used to be.. And I did say i'd "help" pay if a few people would pitch in. And yea twhl is still awesome I just want it to be the best it can.
Posted 15 years ago2009-05-15 15:09:28 UTC
in Competition 27 Post #267033
Map your room is a cool idea..
Posted 15 years ago2009-05-15 14:54:48 UTC
in hldm server Post #267031
I don't believe that the twhl hldm server is irrelevant to twhl's downfall. Back than there were many great dm servers that I played in. Nowadays all there is is either servers full of bots or servers that are so modded up with fast shooting guns and ruins. I know the server only lasted a short period and wasn't what held twhl together at all or even started it but in this time period I think it is definitely something that would help the community. I know because even I would begin working on deathmatch maps for it.. There just aren't servers that will play your maps anymore that are worth it. Funding shouldn't be an issue if many members volunteer and something is set up.
Posted 15 years ago2009-05-15 14:48:27 UTC
in The worst competition idea ever! Post #267029
I admit this thread was retarded..
Posted 15 years ago2009-05-15 13:30:42 UTC
in The worst competition idea ever! Post #267019
Or map the guy in srry's avatar.
Posted 15 years ago2009-05-15 04:30:30 UTC
in The worst competition idea ever! Post #266969
Map a dark void.
Posted 15 years ago2009-05-15 04:29:15 UTC
in Competition 27 Post #266968
Just a few extremely intelectual awesome ideas...

Map a smooth surface.

Map hair.

Create a memorable memory.

Create a dark void.

Map a unique light bulb.

Map a squishy surface.

Map a smooth hard surface.

Map your grandma's wheel chair!

Out of all this lameness I came up with a good idea that I first thought was a terrible one. Map a pet! You could make an aquarium/ cage and place/ model hamsters, fish, birds, any critter into it. Put it in a cool room, add stuff/effects... I'd model a chameleon that eats flies. I think ill do this just for fun anyways.
This post was made on a thread that has been deleted.
Posted 15 years ago2009-05-15 04:01:47 UTC
in Kasperg/ twhl death etc.. Post #266965
Well after reading that entire forum, I had a lot to say but penguin closed it and I don't think it was rubbish so..

First of all I have to appolagize to you kasperg for bashing you back in the day on some of your comments on some of my maps. I just used to get really testy with my own maps because after perfecting them in my own eyes, flaws seen by others such as the sunny sky not matching the rain etc. just made me mad I guess because I didn't care what other people thought because to me the map was the best it could possibly be. And comments like my mapping philosophy is somewhat the same as yours was only a compliment whereas I offensivly took it that you were the same if not better than me. You became famous within the twhl community because of your ability to produce maps with great solidarity, architecture, skill, and completedness so consistantly and quickly. I at one point almost left this site for good after the remake a game's judgement. I really do agree with you on judgement and that authority is only truly given to one that has knowledge and skill in the area that they are judging. Any time someone comments a map of mine I take into consideration the maps that they have made themselves. If they have many great maps than I hear their opinion more. When there vault is empty I listen to their ideas but also am in the position to consider wheather their opinions are legible or not. While they matter as does everyone's opinion, ones that come from people with experience are much more valuable and meeningfull. Id like to stay in touch with you because I know you are going to become a great architect and I too am going to college for architecture and want to become the best I can be.

Now as to the website dying, I agree that it is.. I also know exactly why.

The TWHL hldm server is down.

Competitions are heald rarely and when held, dude date is not strict and judgement takes a lifetime.

All of the good mappers have been either lazy or too busy with life to make some good maps, but whats the point of making a good dm map when no one will play them. Sart the server back up, set up a payment plan, make it happen!

THE RATING SYSTEM NEEDS 10 STARS NOT 5 STARS MAKE IT HAPPEN ! ! ! ! ! !
This is the only reason I almost never rate maps.

The moderators need to be active, rewarding, encouraging, and mappers themselves. Get mappin! No offence, I just don't think you should judge a competition without experience, in fact I know you shouldn't!
Posted 15 years ago2009-05-09 20:15:57 UTC
in Competition 27 Post #266757
Pretty impressive but I am more impressed with goldsource's cheesiness. A neat remake of the dam in gold would be awesome. Actually there already is one, ive played it not too long back in a deathmatch server. Either way it would be great fun to see everyone's remake and what they did to make it better. I'd ad bounce pads and a bunch of stuff to make mine fun. And probably a way to enter the dam itself. And what fun would it be without waterfalls that you could go down! This would be a fun idea for the next official compo. :)
Posted 15 years ago2009-05-09 04:08:29 UTC
in Competition 27 Post #266720
Well maybe this will help. I have never made a texture in my life. But all of my maps are full of custom textures. Geez how do i do it? Oh yea, browse google images for textures that are already tileable and resize them in paint by 16ths to fit wally. Anyone thats too lazy to do that doesn't deserve to win a competition. I do see your point but its really easy to get textures off the internet like I do and if you couln't use custom content than you couldn't even do that. Why limit the more talented mappers?
Posted 15 years ago2009-05-09 02:48:24 UTC
in Competition 27 Post #266716
Double post shmuble shmost,

Heres a list of good ideas for a competition.

Map a small bounce deathmatch map

Map a deathmatch map where "movement" is the main focus; create ways the player continuously moves amongst the map. Look at the mod ricochet for inspiration.

Map your house and include a video tour of your house

Map something from duke nukem

Map a church just finished one :)

Map something from a movie "could specify what movie"

Map a MARIO mini mod, blocks that break when you jump under them, music, textures, enemies if you model..

De rats of your room or a place you know

Map a movie thater- FUN! ! !

Map an elivator- awesome op to make good architecture and stuff

recreate the dam map from halflife, that would be fun

""Map your favorite secret from a video game""" This would toTALY come from dukenukem for me, or scientist hunt the hl mod by hondo.

Map what you think future homes might look like

Map your grandma's vagina, just kidding

map hell, bust out some vm and fire sprites/ lava/ glowing textures/ rumbles/ spriteshooters

map heaven

map a dream youve had, ive had some really C()()L 1s

Map what you wish your room looked like

map a fun small hl style map where you must get to the end finding keys, dodging turrets, fighting h grunts, small puzzles, good ol halflife stuff

map a xen dm map- awesome!

Map something unique- already been done so map something REALY UNIQUE


There are so many ideas out there just pick mods. Want more ideas? ill make a list of 30!

Get off your 455 and off the couch and get well back on you 455 on your computer chair and map somethin that will make your fellow tee duba you ache ells motha truchers balls fall off... NOE UFENS But maps hav b33n r34ly unimpr35iv3 lat3ly including my own...
Posted 15 years ago2009-05-09 02:23:58 UTC
in Competition 27 Post #266713
I just don't map for source because it takes too damn long to compile. And who the heck things vanilla mapping is good? Thats just a lazy excuse to not make custom content. I mean, whats the point? It doesn't make sence to limit yourself with crappy textures. Were in year 2009 and you want to keep 1920'2 same textures. Its pointless because there so easy to make and they make you'r map. Take Rimrooks poison garden for example. If he used goldsource's "out" grass textures and all that it would look like a hamster shatted into a hammer's void for you to explore. The idea of using old textures is totally irelevant to good mapping and doesn't even make sence to me. Its like to allow people that are too lazy to resize images into textures the same chance of winning as people that arent. Compos chouldn't have any limits.
Posted 15 years ago2009-04-16 06:21:06 UTC
in God Post #265634
TJB, be careful calling God that. You should carefully read into the bible to obtain the correct information before making a rash descision like that. Anyways I think that there isn't direct solid proof of God's existence because if there was than there would be no such thing as faith. Everyone would just know without disciplining themselves and who would than be deserving of rewards? This is only my opinion.. One time I talked to one of my friends at work about why he didn't believe in God and he said because he didn't think that anyone deserved to burn in hell forever for their sins. This made me think a lot because I agreed with him. Than I realized that we really don't know what hell is or how punishment for sins is handled in the afterlife if it even is. Somewhere in the bible it says that before anyone enters into the kingdom they will be cleansed by means of fire. So are people punished with hell and than let into heaven? But than again it also says about all the sinners and how they will never inherit or have any share in the kingdom of God. Its kinda confusing but I think that if I read the bible a whole lot more I will understand more.
Posted 15 years ago2009-04-14 23:22:20 UTC
in Rooms (mini co-op project) Post #265570
Didn't work for me..