Forum posts

Posted 21 years ago2003-10-12 18:22:10 UTC
in extreme bug level Post #2567
Perhaps its your DELL computer that is the problem...hehe
Posted 21 years ago2003-10-12 18:19:40 UTC
in Leaf Post #2566
hahaha! :badass:
Posted 21 years ago2003-10-12 18:13:19 UTC
in Minimicus Post #2565
u can read the txt that came with it. that tells all.
Posted 21 years ago2003-10-12 18:12:10 UTC
in What mods do you like and why? Post #2564
stenin,stenin stenin stenin. why? why forbid me when it only increases my curiosity? ive been, and i se no one ripping anyone. all i see is a load of crap jokes and screwed up pics(animated).
This post was made on a thread that has been deleted.
Posted 21 years ago2003-10-12 18:01:08 UTC
in mesha needin helpedin Post #2561
how do u get the info_t_d 2 target the trigger once? it dont hav a target thing (less its just spirit)
Posted 21 years ago2003-10-12 13:35:07 UTC
in func_train problem Post #2560
another thing to not is that the train gets 'teleported' to the first stop point and faces the next one
This post was made on a thread that has been deleted.
Posted 21 years ago2003-10-12 13:32:33 UTC
in Vis problem! Post #2558
Yep, NinjaGrinch is right > Why are you not using Merl's Custom build of ZHLT?

if there is no visible 'hole' on your level that's making the leak, make sure that all point entities are incide the level and not in the void - origin brushes outside maps are also a common culprit and remember : brush based entities do NOT block vis or seal leaks only world brushes do!
Posted 21 years ago2003-10-12 13:11:57 UTC
in func_train problem Post #2557
I wouldn't say you're screwed. You should be able to just change your func_train and path_corners into a func_tracktrain and path_tracks.
Refer to the entity guide for help filling in all the tracktrain properties:
http://cariad.co.za/twhl/entityinfo.php?ent=func_tracktrain&game=1
Posted 21 years ago2003-10-12 13:00:15 UTC
in Vis problem! Post #2556
takes a deep relaxing breath
I am in control...I am in control...

OK then, your problem is two fold:

First, your level has a leak, as evidenced by the first 5 lines of the bsp log:
<quote>
qbsp2.exe v2.2 (Dec 28 1998)
-- qbsp2 --
LEAK LEAK LEAK
LEAK LEAK LEAK
LEAK LEAK LEAK
LEAK LEAK LEAK
</quote>
Check out this page for descriptions of virtually every single error you may encounter:
http://www.slackiller.com/tommy14/errors.htm
Go ahead and bookmark this invaluable reference now.

Second, you're using the OLD OLD OLD qtools that are with out a doubt the single-biggest source of compile problems that new mappers have. You need to use Zoner's tools, the latest version of which can be found here: http://collective.valve-erc.com/index.php?go=mhlt

Happy Mapping
Posted 21 years ago2003-10-12 11:49:35 UTC
in Vis problem! Post #2555
Really? Happened to me many times before
Posted 21 years ago2003-10-12 11:45:11 UTC
in Vis problem! Post #2554
Hmmmmmmmmmmm interesting Never had my vis say 'no vising performed' :
Cpl.1nsane Cpl.1nsaneOld Lurker
Posted 21 years ago2003-10-12 11:19:08 UTC
in Vis problem! Post #2553
I know it's an vis error but how do I fix it. Here's the full report:

** Executing...
** Command: Change Directory
** Parameters: C:SierraHalf-Life

** Executing...
** Command: Copy File
** Parameters: "C:ProgramValve Hammer Editormapstest3.map" "C:SierraHalf-Lifevalvemapstest3.map"

** Executing...
** Command: C:ProgramVALVEH~1toolsqcsg.exe
** Parameters: "C:SierraHalf-Lifevalvemapstest3"

qcsg.exe v2.8 (Jan 31 2000)
-- qcsg --
entering C:SierraHalf-Lifevalvemapstest3.map
CreateBrush: 0...1...2...3...4...5...6...7...8...9... (1)
CSGBrush: 0...1...2...3...4...5...6...7...8...9... (1)
Using WAD File: sierrahalf-lifevalvehalflife.wad
Using WAD File: sierrahalf-lifevalveliquids.wad
Using WAD File: sierrahalf-lifevalvexeno.wad
added 4 additional animating textures.
2 seconds elapsed
** Executing...
** Command: C:ProgramVALVEH~1toolsqbsp2.exe
** Parameters: "C:SierraHalf-Lifevalvemapstest3"

qbsp2.exe v2.2 (Dec 28 1998)
-- qbsp2 --
LEAK LEAK LEAK
LEAK LEAK LEAK
LEAK LEAK LEAK
LEAK LEAK LEAK
1 seconds elapsed
** Executing...
** Command: C:ProgramVALVEH~1toolsvis.exe
** Parameters: "C:SierraHalf-Lifevalvemapstest3"

vis.exe v1.3 (Dec 30 1998)
-- vis --
1 thread(s)
LoadPortals: couldn't read C:SierraHalf-Lifevalvemapstest3.prt
No vising performed.

** Executing...
** Command: C:ProgramVALVEH~1toolsqrad.exe
** Parameters: "C:SierraHalf-Lifevalvemapstest3"

qrad.exe v 1.5 (Apr 6 2000)
--- Radiosity --
1 threads
[Reading texlights from 'C:ProgramVALVEH~1toolslights.rad']
[1 texlights parsed from 'C:ProgramVALVEH~1toolslights.rad']

No vis information, direct lighting only.
2953 faces
174604 square feet [25143034.00 square inches]
12255 patches after subdivision
53 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9... (10)
FinalLightFace: 0...1...2...3...4...5...6...7...8...9... (0)

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 47/400 3008/25600 (11.8%)
planes 2888/32767 57760/655340 ( 8.8%)
vertexes 4039/65535 48468/786420 ( 6.2%)
nodes 1315/32767 31560/786408 ( 4.0%)
texinfos 194/8192 7760/327680 ( 2.4%)
faces 2953/65535 59060/1310700 ( 4.5%)
clipnodes 3987/32767 31896/262136 (12.2%)
leaves 850/8192 23800/229376 (10.4%)
marksurfaces 3228/65535 6456/131070 ( 4.9%)
surfedges 13930/512000 55720/2048000 ( 2.7%)
edges 7089/256000 28356/1024000 ( 2.8%)
texdata [variable] 1720/2097152 ( 0.1%)
lightdata [variable] 431964/2097152 (20.6%)
visdata [variable] 0/2097152 ( 0.0%)
entdata [variable] 10914/131072 ( 8.3%)

Total BSP file data space used: 798442 bytes

11 seconds elapsed
Posted 21 years ago2003-10-12 10:58:09 UTC
in What mods do you like and why? Post #2552
Just believe me ministeve. You don't want to go there. :|
This post was made on a thread that has been deleted.
Posted 21 years ago2003-10-12 09:53:17 UTC
in func_train problem Post #2550
So theres no way to make the direction turn with path_corners? I'mso screwed...
Posted 21 years ago2003-10-12 09:45:47 UTC
in Vis problem! Post #2549
it means you had a vis error, so it didn't write the portal file... which rad needs...
and now the game doesent' know what to draw in your level so it tries to draw it in its entirety.

fix the vis error and rad will work normally
post your full compile log so everyone can have a look at what the error is
Posted 21 years ago2003-10-12 09:28:33 UTC
in Vis problem! Post #2548
Does someone now what this mean?:

1 thread(s)
LoadPortals: couldn't read C:SierraHalf-Lifevalvemapstest3.prt
No vising performed.

No vis information, direct lighting only.
2953 faces
174604 square feet [25143034.00 square inches]
12255 patches after subdivision
53 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9... (10)
FinalLightFace: 0...1...2...3...4...5...6...7...8...9... (0)
This post was made on a thread that has been deleted.
Posted 21 years ago2003-10-12 07:33:55 UTC
in extreme bug level Post #2546
The map is showing textures on wrong places. Check the the .rmf and then compile and play, you'll notice the problem.
Posted 21 years ago2003-10-12 07:31:29 UTC
in Leaf Post #2545
DOH!! I spent 1 1/2 hour building new rocks
Posted 21 years ago2003-10-12 06:40:46 UTC
in What mods do you like and why? Post #2544
wow...u want us 2 stay away but u gave us the link. how were we goin 2 know it was in planethalflife?
Posted 21 years ago2003-10-12 06:37:32 UTC
in HELP! NEED PERSON WHO RATES COMP ENTRYS! Post #2543
yeah im a "poor 56ker" and i got spirit simple.and spirit is great. u can even resize the enemies so baby headcrabs can be bigger than gaurgantas
Posted 21 years ago2003-10-12 06:31:48 UTC
in mesha needin helpedin Post #2542
cant seen 2 get it workin.
Posted 21 years ago2003-10-12 06:17:07 UTC
in mesha needin helpedin Post #2541
i can use the mm now. i try the trigger once
Posted 21 years ago2003-10-12 05:46:20 UTC
in a REALLY thorough guide on cameras Post #2540
You'll have to reskin BOTH sets of models them vassy... if you want a big enough aududience >> read the facts << most people use software
Posted 21 years ago2003-10-12 05:34:20 UTC
in ambient sounds Post #2539
things like that are coded into the wav header >
for example : the speach wav's have the mouth movements coded into the wav header > you can edit the sound but its a good idea not to create new wavs - rather edit the old ones with the propper headers
like if you wanted a new water running sound > modify the the existing one etc...

its hard to get the speach sounds right,
get goldwave or something
Posted 21 years ago2003-10-12 05:25:17 UTC
in func_train problem Post #2538
oops, the bank on turns property is on the track train -- :zonked:
Posted 21 years ago2003-10-12 05:19:23 UTC
in func_train problem Post #2537
yep, pepper's right - use path_track entities and set their bank on turns prop.(or somethng)
Posted 21 years ago2003-10-12 05:02:53 UTC
in func_train problem Post #2536
if ima right oyu should sue path_track and then youshoudl be able to do the banking and roll stuff
:P :P :P
Posted 21 years ago2003-10-12 04:59:12 UTC
in Zhlt comment... Post #2535
thats because one texture light can be as many as 7 -8 different lights
(up to 16 if -extra is turned on (3point oversampling) )

Lighting is a MASSIVE subject, and because of this, maybe there should be 3 tutorials on light?

the firt beeng very basic - no messing with command line switches etc..
the second : introducing light_environments, light_spot and a few basic params. for hlrad

and finally a complex tut covering lightflags - more advanced command line switches like ambient light in shade etc..
(i'm in way over my head)

and thanks for the email andy - :P
Posted 21 years ago2003-10-12 04:15:56 UTC
in Minimicus Post #2533
I really didn't get the plot, but it was funny and I loved it anyway.
Posted 21 years ago2003-10-12 04:07:33 UTC
in ambient sounds Post #2532
Make sure your start volume is the same as the volume of the sound. And custom .wav files won't loop unless you copy 'em over older ones. In redemption, for example, they replaced siren with a bell sound. That's why it loops.
Posted 21 years ago2003-10-12 04:05:33 UTC
in HELP! NEED PERSON WHO RATES COMP ENTRYS! Post #2531
I feel that spirit is BRILLIANT if you want to make mods. And I don't find it very buggy, I just stick with the old ents and use their new properties. Also, if say you were making a map which is some sort of HQ under attack from grunts, you'd want good, reskinned grunts rather than barneys defending it. That's why the pick model function for monster entities is so good. You just place a grunt, change him to behave as barney, his reaction just becomes barney's (Friendly unless provoked), and maybe gag him so he doesn't keep using his radio like the enemy grunts, and hey presto! Better, recognisable defences. ALso allows gun turrets on you side which you don't have to control. That's why I like spirit so much. But my compo entry is original HL.
Posted 21 years ago2003-10-12 04:01:06 UTC
in a REALLY thorough guide on cameras Post #2530
But if I'm reskinning models, they have SO many more skins to retexture, and with the high-def ones, they're all just thrown together so there are MANY fewer textures. Plus, barney looks so lame in low-def.
This post was made on a thread that has been deleted.
Posted 21 years ago2003-10-12 03:56:43 UTC
in Zhlt comment... Post #2528
And you want to include texlighting. Looks soooooooooo much better and more realistic.
Posted 21 years ago2003-10-11 20:55:00 UTC
in extreme bug level Post #2527
Seems Ok to me? what was the problem...
Posted 21 years ago2003-10-11 20:54:36 UTC
in Leaf Post #2526
Thanx for the help :P :P :P
Posted 21 years ago2003-10-11 19:57:54 UTC
in Leaf Post #2525
I put the solution in a comment on the problem map post. Just lower your sky to the top of the rocks and the problem is fixed.
Posted 21 years ago2003-10-11 19:57:18 UTC
in func_train problem Post #2524
How do I make it so that the train banks and turns on a path_corner? I have the yaw on different angles, but it still points in the same direction.
:confused:
Posted 21 years ago2003-10-11 19:55:32 UTC
in new uploads Post #2523
It plays cd tracks on game cds. Can't find that right quake or half-life cd track to play in ur map? use this! I guess I'll put it in the completed maps section? Maybe that will work.
Posted 21 years ago2003-10-11 18:48:00 UTC
in ambient sounds Post #2522
If I remember correctly, the 8 Bit is fixed, you can play with the Hz levels... don't quote me.
Most sound based problems are normally caused by format as Kol suggests, but it is always worth looking at the path you have entered for the ambient generic. In the PATH dialog box of the ambient_generic put in soundfolder/filename.wav. So if you have a sound called bang.wav in the ambience folder you would enter ambience/bang.wav Note that there is a forward slash used! and that there is no need to add the half-life/valve part of the string, because that is already recognised.
If that doesn't work, post a zip file in the problem maps section of the Map Vault with the offending .wav file included.
Posted 21 years ago2003-10-11 18:32:18 UTC
in HELP! NEED PERSON WHO RATES COMP ENTRYS! Post #2521
I don't know ....
I have been watching this post with fascination..
Will have to wait for Atoms answer, but for what it is worth, most Spirit maps are buggy, unpredictable and require an indepth knowledge of the .fgd, If you think it will make your maps better :) think again...

Contests are normally judged on how the level is constructed, the playability of the level and the FUN value. Oh, yeah and if it addresses the theme of the contest. Simplicity is the key.
Posted 21 years ago2003-10-11 18:22:40 UTC
in a REALLY thorough guide on cameras Post #2520
Once again it is a case of expecting the engine to do what you want it to do, rather than what it was intended to do.
Take Kol's advice. Test with the default models and in software. It will improve your mapping, and it will reduce the amount of bug's you get.
This post was made on a thread that has been deleted.
Posted 21 years ago2003-10-11 17:59:07 UTC
in Zhlt comment... Post #2518
Yeah, I saw that when it was posted, I had a good look at it and couldn't really see how I would use it in the type of maps I build... Not that they ever get past project stage ;)
I think what I wanted to do with the light tut is to give people a good overview and let them do the rest. It really is a huge subject. The ZHLT stuff is ok if you understand the theory, but how the hell do you put that in understandable English. The main reason I decided to shelve the tut was because it will never be quite finished as Light seems to interact with everything else. Model lighting is from underneath, Lights effect light_environment settings, named lights - errors? and the list goes on.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.