Forum posts

Posted 21 years ago2003-11-15 11:07:35 UTC
in NULL Texture? Post #4798
Crazie :
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-15 10:28:18 UTC
in NULL Texture? Post #4797
listen, is the "null" texture supposed to be seen in game? cus if i put it on a wall its just a load of big N's staring at me
Posted 21 years ago2003-11-15 09:38:29 UTC
in Advanced compiling problem. Post #4796
Why not begin to upload .ace format? a 2900 kb rmf became 28 kb for me.
Posted 21 years ago2003-11-15 09:02:24 UTC
in NULL Texture? Post #4795
... problems?
shudder
Posted 21 years ago2003-11-15 08:54:36 UTC
in Deleting of Forum Posts Post #4794
Umm ofcouuurse it is...
(weirdo) :lol:
Posted 21 years ago2003-11-15 08:43:57 UTC
in texturing one side of a brush Post #4793
This is a problem, Sometimes, if you mix texture 'material types' - specified in materials.txt in the pak file,

you might walk on concrete and it will sound like metal :zonked:
try as much as you can to have texture material types as one brush, otherwise you will get some wierd maps...
Posted 21 years ago2003-11-15 08:36:41 UTC
in NULL Texture? Post #4792
Yes, i seem to have ignored the problems that are created when using the null texture: Do not over do it
Posted 21 years ago2003-11-15 08:35:03 UTC
in {ladder1 Post #4791
It might seem odd, And you might be inclined to leave out the func_walling if ladders for multiplayer, but trust me, do it anyway: don't be lazy in mapping, as a cautionary note, i found out the hard way
Posted 21 years ago2003-11-15 08:30:17 UTC
in Deleting of Forum Posts Post #4790
I just experienced a black hole in the gen. mapping forum ... strange,
the post just vanished! :zonked:

must be some new bacteria living in the wires feeding off electrical impulses :
Posted 21 years ago2003-11-15 08:27:42 UTC
in Func_pushable Question Post #4789
Yes, make them func_breakables instead, unbrakable wooden crates give people headaches
Posted 21 years ago2003-11-15 07:38:56 UTC
in NULL Texture? Post #4788
Yep :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-15 07:20:33 UTC
in Xen Heal pool Post #4787
Invent you can put medpacks and rechargers in cs too...
Just make a hl map, make a recharger, copy it into a cs map.
It's probably not good, but it's working :D
Posted 21 years ago2003-11-15 07:13:26 UTC
in NULL Texture? Post #4786
is the null texture the little one with a N on it and named
'null'?
;) im gonna assume it is
Posted 21 years ago2003-11-15 07:08:43 UTC
in my first map Post #4785
Use clip tool instead of carving when you use 'weird' brushes (like arches)
Posted 21 years ago2003-11-15 07:06:27 UTC
in how do i set lights for the outside? Post #4784
to make 1 really bright set the last number(255 255 255 [u]000[/u]) so something high, i think
Posted 21 years ago2003-11-15 05:55:14 UTC
in my first map Post #4783
Copied entirely from Tommy14 at http://www.slackiller.com/tommy14/errors.htm
allocblock:full
A tough one to figure out, vague error that usually shows up when you start the game or during compile, or even when WC/Hammer starts up - you have gone over the memory limit somewhere for some reason. It can be too little RAM (128M is about minimum), a leaf saw into leaf error, too long pathnames, too many textures, too big a level, too big or too many model/sprites, too big a wav sound file - or it could be that old "too many wads" mistake, a huge "noob" brush around the map to prevent leaks, too many SKY faces on hidden brush faces in the level - or even something else. Example: In early versions of NS, the 3D area info location entities were a major cause.

If it happens during compile, do not use WC/Hammer to "run" the map, but use a front end or batch file to compile with. You could also get more RAM.

(The following may still be handy, however be aware that Software mode allocates memory dynamicly, so it may automaticly seem to "fix" any error. Therefore the following info MAY lead you into a dead end:
Some brush-based entities have rendering properties that, when they interact in OpenGL/D3D video cards, they crash. Switch Half-Life to Software mode first, then load the map. If it loads you now know it is something that is handle different in software, then for Opengl/d3d check water, glows, additive, sprites, transparencies (illusionaries, windows, ect.), env_beams and so on.)

If it happens in opening a level in WC, it may be you have an animating model showing in one view. You must switch to single view instead of multiple, and try different ones until you get past it.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-15 05:53:25 UTC
in Deleting of Forum Posts Post #4782
Huzzah! Atom's alive!
I blame the goblins: they seem to be doing both!
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-15 05:39:32 UTC
in my first map Post #4781
2nd Answer: After carving, the remaining shapes are automatically "Grouped". What you want to do is to ungroup them. To do this, select the jumble of joined brushes, and then click on the "ungroup" button in the upper toolbar. It's the picture of two blue cubes being pulled apart.
Posted 21 years ago2003-11-15 05:34:06 UTC
in Deleting of Forum Posts Post #4780
Hey guys! This is news to me. :)

Are posts actually moving, or just getting put earlier than they should? If it's the latter, then it's probably the whole server-out-of-sync issue that caused (-es?) the onliner times to go into negatives.

If it's the former, it must be solar flares or goblins.

Either way, not much I can do :)
Posted 21 years ago2003-11-15 05:25:33 UTC
in my first map Post #4779
Know that ther are two DIFFIRENT TYPES of entities? Point based entities, which do not actually take up any space, light lights, starting locations etc?.

And? BRUSH BASED! These include any entity that actually takes up space? like func_doors! To make one of these, just create a brush (make a simple cube) and right click on it to bring pup a menu. Select the "tie to entity button" and VOLIA!!! You now have a BRUSH BASED ENTITY!
Posted 21 years ago2003-11-15 05:16:38 UTC
in my first map Post #4778
hello i made my first map with the tutorial and now i trying to make the door,BUT i dont have the func_door entity and many others as i was reding thru the forums.although it appears in my game configurations in the deafult entityclass tab i cant find it when i click the toolbar entities,so where is it?
next question:how can i select only one piece out of a wall because with carving i spemd too much time to measure dimensions.
last question:what is allocblock:full
thx in advance if u can answer any of those :cool:
Posted 21 years ago2003-11-15 05:15:11 UTC
in Custom WAD Post #4777
Try to stick with -wadinclude... after much debate we think it is the best way to add non standard textures, and reduce the size of the final .bsp That way, the only textures that are not included are the ones released with the game.
Posted 21 years ago2003-11-15 05:09:20 UTC
in texturing one side of a brush Post #4775
When texturing one face of a brush be careful that the texture you are using is not a sound producing texture that is listed in the materials text.
Correct me if I am wrong... But I remember getting errors once before when I tried placing a metal texture on the face of a normal textured brush. Possible it was just me though :-)
Posted 21 years ago2003-11-15 05:04:49 UTC
in Missing usable solids Post #4774
Hammer 3.5 has NO prefabs....

You will have to copy the original Prefab folder from 3.4 (3?) to the same location in your 3.5 directory. It will then function the same way, regardless of wether you call them random or miscellaneous :-)
Posted 21 years ago2003-11-15 05:01:02 UTC
in Custom sounds... Post #4773
Sound in Multiplayer is pretty tricky at the best of times, I know that it is generally accepted that the less noise you use the better, and I think the reason for that is what happens when the map cycles and starts again, I had an ambient_generic in cs_coffee but finally took it out because whenever the game finished and reloaded the generic went mad. I have seen a few articles on this, so If you do manage to get it to work in an MP environment, let us know how it was done.
Posted 21 years ago2003-11-15 04:56:31 UTC
in NULL Texture? Post #4772
Just wait till you run into the Hall of Mirrors problem associated with Null. It's a great one, but yeah, basically cover all in map faces that the player won't see with Null and you will reduce poly counts.

Oh, and the file he had was the 1.7 version... it's just that I hadn't got that far when this post was made...
Posted 21 years ago2003-11-15 04:48:15 UTC
in Advanced compiling problem. Post #4771
If the .bsp is 2Mb... how big is it in ZIP format, .bsp files normally reduce quite a bit. As for including textures.. The only ones you need to include are the textures that are listed in the texture tab (at the time you compile) that are not found in the Retail or Standard version of the game. Stripping textures out of .wad files is great and makes it easier, but when you come to distribute the map it makes things worse. I can't tell you how much bigger the .bsp will get unless I know what textures are included and their size.. But it will increase.
As for the lights.rad, I am not sure that there is one coded, but I always use my own the way you described.
You will have trouble trying to upload a map to the Vault if it is anywhere near 2Mb if you have a dial-up connection. Find someone to hoast it and save the heartache..
Posted 21 years ago2003-11-15 04:34:25 UTC
in A mod in progress Post #4770
Same here,
Great to see that finally someone is trying out all the stuff. There is so much you can do with HL, but these days everyone seems to want to produce a sequel without working out why or how the thing works. (Thats why no one ever get's anything done...)
Keep going on this, it is an interesting project.
Posted 21 years ago2003-11-15 04:01:41 UTC
in Xen Heal pool Post #4769
Yeah, I reckon so - trigger_hurt's in DoD: try it, it's the only way :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-15 04:00:44 UTC
in saw leaf Post #4768
In the RMF dir - mapname.log
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-15 02:14:52 UTC
in Custom WAD Post #4767
Nevermind I found it under tutorials :)

http://cariad.co.za/twhl/tutorial.php?id=29
Posted 21 years ago2003-11-15 01:56:39 UTC
in Custom WAD Post #4766
Isn't there a was to embed the cutsom textures from your custom wad file with in the BSP file?
Posted 21 years ago2003-11-15 01:06:37 UTC
in Hammer crash! Post #4765
Hmmm... Something that works for me is to reinstall the whole thing. Uninstall Hammer and then Reinstall it and see if it works... If it doesn?t, well, may be some video card problem. It crashes with any particular message or just crashes?... I had a similar problem (Hammer crashing when saving a file, how do you like that??) and solved it by reinstalling...
If reinstalled and crashes, try downloading it again, just to make sure that is not Hammer the thing who fails and then just blame your computer. Maybe a video conflict?. My girlfriend?s father had a problem with running audio applications and was a problem of 2 applications trying to use the same device. Maybe Hammer is running twice?.
Posted 21 years ago2003-11-15 01:01:28 UTC
in Xen Heal pool Post #4764
will that even work for counter-strike?
Posted 21 years ago2003-11-15 00:59:49 UTC
in saw leaf Post #4763
where is the compile log now
Posted 21 years ago2003-11-15 00:59:05 UTC
in Hammer crash! Post #4762
what are ur computer specs?
Posted 21 years ago2003-11-15 00:57:48 UTC
in how do i set lights for the outside? Post #4761
make a light_environment, but make sure the outside of the map (the part that touches the void) is a sky texture, or else the light_environment wont work. That was a problem for me in my earlier time in mapping
Posted 21 years ago2003-11-15 00:56:28 UTC
in where do i find those car prefabs? Post #4760
go on google and look up counter-strike car prefabs
Posted 21 years ago2003-11-15 00:16:38 UTC
in where do i find those car prefabs? Post #4759
Posted 21 years ago2003-11-15 00:13:04 UTC
in where do i find those car prefabs? Post #4758
where do i find those car and tank prefabs i see in half life single player?

thanks,
Posted 21 years ago2003-11-15 00:02:40 UTC
in {ladder1 Post #4757
You know what is funny?

I forgot to do this in th map I have been building. When I first tested it, single player the blue texture shows. However I ran it multi-player yesterday and the blue disappered.

Strange.
Posted 21 years ago2003-11-14 22:38:51 UTC
in how do i set lights for the outside? Post #4756
Or use light_environment.
Posted 21 years ago2003-11-14 22:03:15 UTC
in Trekkies Post #4755
.. Van Gogh cut his ear off.
Posted 21 years ago2003-11-14 20:37:20 UTC
in how do i set lights for the outside? Post #4751
outside. make a light_spot and set it to "as sky".
Posted 21 years ago2003-11-14 19:49:49 UTC
in how do i set lights for the outside? Post #4750
how do i make a outside lighting?
do i place thousands of lights? thats what i've been doing.... it looks like crap and takes years.

and.... how do i make one light really bright?

thanks,
Posted 21 years ago2003-11-14 19:46:46 UTC
in Texture problem Post #4749
It works. Thanks to all...
Posted 21 years ago2003-11-14 19:08:46 UTC
in Func_pushable Question Post #4746
Or leftclick?
Make em breakable thats fun
Posted 21 years ago2003-11-14 18:37:48 UTC
in Trekkies Post #4744
Yes, isn't it. Back to Trekkies, anybody got a warpcore or something?
Posted 21 years ago2003-11-14 18:30:46 UTC
in Func_pushable Question Post #4743
Rightclick on the crate(s) and select "Move To world"
Posted 21 years ago2003-11-14 18:13:00 UTC
in Func_pushable Question Post #4742
I've createed some crates, that were func_pushable's, later I decided that a few of them should not be pushable. How can I change this??

Thanks,

~Josh