But you can only have one modified materials.txt file in your sounds directory until you download a map that also uses a modified file. Then you would overwrite the one you previously downloaded, in this case zeeba-G's materials.txt file, making the custom sound textures in his map to not produce the sound any more when you walk over them.Yeah, that's what I meant.
So yeah, making a custom materials.txt is pretty pointless.
Even if this is the truth (that the command doesn't work for anything), anyone could have told it earlier, right?This is a forum, not an instant-messaging chat.
MAX_MAP_CLIPNODES
There isn't any way to add more nodes or clipnodes to the bsp's (its already maxed out). However, at least clipnodes can be reduced with a bit of work.
When the maps are compiled all the 3d 'space' a player can get to is broken up into convex regions just like brushes are required to be, alot of them are extremely small or too small for a player, and if you put a CLIP brush over them they don't become clipnodes at all (well really there are still a few intersecting the brush on its surfaces, but the brush can be excluding dozens or hundreds of them at a time).
If the world has had a 'box' placed around it to prevent leaks, its probably causing several thousand (if not 10000+) extraneous nodes and clipnodes to be caused, not only wasting resources but will cause vis to work a lot harder than it needs to. An example map is available, demonstrating how it is possible to reduce the clipnodes in a map. Without the clip brush in place, the map requires over a hundred more clipnodes to define the player-accessable space.
http://www.slackiller.com/tommy14/errors.htm#clipnode
This one... well... I know I could test this by myself by making a simple map just for that purpose, but it's always good to make this kind of informations here available on the forum for anyone which searches for it.Then why don't you just try it out for yourself and report your findings here on the forum?
er will that respawn the crate?Instead of waiting for us to answer that question(which could take hours), why don't you just try it out yourself!?
No, he was using Q-tools in Hammer.Are you sure you're using ZHLT?He is, so thats not the problem.
what do you know? nobody can use anim8or on vista because it doesn't support opengl.No, you stupid fuck. Vista has opengl support but it's up to the driver-manufacturers to implement it correctly.
Theoretically Anim8or should work under the Vista operating system without any problem. However the OS and graphics drivers have a lot of new things to do to make this happen with the added complexity of Vista's new compositing desktop...Source: http://www.anim8or.com/download/index.html#vista
vista dropped opengl support completlyNo it didn't.
Yeah that's hell of a shit solution .It's the only valid solution. Hammer and Half-Life have been used by hundreds of thousands of people around the world. There are no major fundamental flaws in either of the two programs. So any errors are on your side, in this case it's your drivers. Nvidia can make drivers that works flawlessly with Hammer and Half-Life so why can't ATI?
I have Nvidia video card for safety , but I want to run Hammer and other applications only from Ati .Contact ATI and tell them to make better drivers then...
i can't even open the map in oposing force,You can use the pointfile from inside of Hammer. "Map"-->"Load pointfile" (make sure you're using latest version (Hammer 3.5) or you won't be able to see the pointfile in the 3D-window)
therefore i cant use the pointfile
and i've tried making a whole box around the map and also the blocking out parts technique but it still crashes when i try to play it!! ARGHH
Error: Exceeded MAX_PATCHESMore on this error: http://www.slackiller.com/tommy14/errors.htm#maxpatch
Description: The map has a problem which must be fixed
Howto Fix: Check the file http://www.zhlt.info/common-mapping-problem
s.html for a detailed explanation of this problem