Forum posts

Posted 20 years ago2003-09-25 01:41:25 UTC
in Outdoor Maps Post #1645
lol
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-09-25 01:39:25 UTC
in Minimicus Post #1644
Wow! There aren't that many members :
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-09-25 01:38:01 UTC
in Yellow Phase Post #1643
lol, I'll remember ;)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-09-25 01:36:57 UTC
in Music Post #1642
I'll have it! You pay p&p? :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-09-24 22:41:43 UTC
in Game Crashes when I play my map Post #1641
If you are just compiling in Normal Mode (F9) and have all the "Normal" option boxes ticked and, -game tfc -dev -console ,entered in the top line called "Additional Game Parameters" then this shouldn't be happening??
If you are using Expert Mode team Fortress (full) then check the very last line in the list, it should be something like: $game_exe +map $file -game tfc -dev -console -toconsole +sv_lan 1 . If it isn't and that is the compile you are using, then that is where your problem is. If you want a screen shot of either compile option let me know and I will send one.

Also, you have a few textures that you used in making the map that are not available when you are compiling it?
1E2U1/FMET1_2
E1U1/SUPPORT1_1
E1U1/SUPPORT1_1
These three textures are no longer available in the textures you have listed in the Hammer Textures Tab. Find out where they where and add them before compiling next time and the Warnings will go away.
Posted 20 years ago2003-09-24 22:25:02 UTC
in The specialists Waypoints Post #1640
Waypoints depend on the type of Bot your using. Unless of course Specialist is using some new entity types, Note to self: I must read the .fdg.
Waypoints are normally added after the map has been compiled, if you find out the type of Bot, then download that program, as they normally have pretty good instructions included.
Posted 20 years ago2003-09-24 22:16:42 UTC
in twhl: the mod? Post #1639
So you found ISSUES, PQL or PQL2 whatever. Actually it was such a good concept I thought I would try it out here at TWHL.
The biggest problem with merging maps is that complex ones do not like to be transformed (rotated). I actually joined all the compo entries up a few months ago, to see if it was a viable project. Interesting results, but not such a good idea. If anyone is interested in hosting a project like this, please let me know and I will send you the list of stuff I encountered just putting the compo maps together.

Oh, you want to see the final product? Lost when the machine went down
Posted 20 years ago2003-09-24 22:06:27 UTC
in texture lighting Post #1638
By calling it lights.rad you automatically make it a .rad file, no need to do anything else. But as you can see from the little screen shot I sent, your lights.rad works perfectly well on my machine. So there must be a problem at your end, and it isn't your lights.rad that is causing it.

The only other thing I can think of is that you are not actually finishing the RAD compile...or another problem is occuring before RAD. Email the log of any compile where you had the problem please don't post it here just yet, as I haven't got admin rights and can't edit it to just show the problem.
Posted 20 years ago2003-09-24 20:01:04 UTC
in Minimicus Post #1636
I did notice that, ministeve. And I must say it was a very accurate rating! ;) I am absolutely blown away by the number of times minimicus has been downloaded... 460 !!!! Thanks again to all who played it!
Posted 20 years ago2003-09-24 19:54:32 UTC
in Game Crashes when I play my map Post #1635
Yes, look at the line located just above the last line. When it should be executing hl.exe, it is executing hlRAD.exe.
Posted 20 years ago2003-09-24 16:38:07 UTC
in Music Post #1632
spoon. take my piano. plz! its so old the keys r made of ivory!
Posted 20 years ago2003-09-24 16:35:31 UTC
in erm map in progress forum with.......... Post #1631
ye and a forum 4 sp and mp maps.
Posted 20 years ago2003-09-24 16:32:20 UTC
in Minimicus Post #1630
...u do realise i gave it 6 :D not 5.
Posted 20 years ago2003-09-24 15:58:51 UTC
in Yellow Phase Post #1629
if u make a map u hate, my door is always open! ministeve1@hotmail.com
Posted 20 years ago2003-09-24 15:34:25 UTC
in twhl: the mod? Post #1626
kool. i think that rooms map shouldve been on it.
Posted 20 years ago2003-09-24 15:30:40 UTC
in spirit prob and texture change Post #1625
kol saves the day again.
Posted 20 years ago2003-09-24 14:53:07 UTC
in jump pad tutorial? Post #1624
ok, its there if any one wants it..
Posted 20 years ago2003-09-24 14:35:51 UTC
in Yellow Phase Post #1623
sorry... good luck with the mod though... if you need any help, you know where to ask ;)
Posted 20 years ago2003-09-24 14:33:22 UTC
in spirit prob and texture change Post #1622
you have to activate spirit throught the costum game menu
Posted 20 years ago2003-09-24 14:31:22 UTC
in Yellow Phase Post #1621
Yellow phase : A Spammer in the forums! :P
Posted 20 years ago2003-09-24 14:18:06 UTC
in Game Crashes when I play my map Post #1619
This is the report, note that i changed all of the actual directories for privacy purposes but I am almost definately positive that those are correct and I don't see how they could conrtibute to crashing the game.
-panda

** Executing...
** Command: Change Directory
** Parameters: -----gamesHalf-Life

** Executing...
** Command: Copy File
** Parameters: "-----Valve Hammer Editormapstraincomplex.map" "-----Half-Lifetfcmapstraincomplex.map"

** Executing...
** Command: -----DesktopZonerhlcsg.exe
** Parameters: "-----Half-Lifetfcmapstraincomplex"

hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
--- BEGIN hlcsg ---
Command line: -----DesktopZonerhlcsg.exe -----Half-Lifetfcmapstraincomplex
Entering -----Half-Lifetfcmapstraincomplex.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 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ 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:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (26.30 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (11.59 seconds)

Using Wadfile: gameshalf-lifetfctfc2.wad
  • Contains 10 used textures, 22.73 percent of map (395 textures in wad)
Using Wadfile: gameshalf-lifetfctfc.wad
  • Contains 28 used textures, 63.64 percent of map (279 textures in wad)
Using Wadfile: gameshalf-lifevalvexeno.wad
  • Contains 1 used texture, 2.27 percent of map (264 textures in wad)
Using Wadfile: gameshalf-lifevalvehalflife.wad
  • Contains 2 used textures, 4.55 percent of map (3116 textures in wad)
Using Wadfile: gameshalf-lifevalveliquids.wad
  • Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: gameshalf-lifevalvedecals.wad
  • Contains 0 used textures, 0.00 percent of map (222 textures in wad)
added 3 additional animating textures.
Warning: ::FindTexture() texture E1U1/SUPPORT1_1 not found!
Warning: ::FindTexture() texture E2U1/FMET1_2 not found!
Warning: ::FindTexture() texture E1U1/TRIGGER not found!
Warning: ::LoadLump() texture E1U1/SUPPORT1_1 not found!
Warning: ::LoadLump() texture E1U1/TRIGGER not found!
Warning: ::LoadLump() texture E2U1/FMET1_2 not found!
Texture usage is at 1.16 mb (of 4.00 mb MAX)
38.28 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: -----DesktopZonerhlbsp.exe
** Parameters: "-----Half-Lifetfcmapstraincomplex"

hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
--- BEGIN hlbsp ---
Command line: -----DesktopZonerhlbsp.exe -----Half-Lifetfcmapstraincomplex

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 ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)

BSP generation successful, writing portal file '-----Half-Lifetfcmapstraincomplex.prt'
34.48 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: -----DesktopZonerhlvis.exe
** Parameters: "-----Half-Lifetfcmapstraincomplex"

hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
--- BEGIN hlvis ---
Command line: -----DesktopZonerhlvis.exe -----Half-Lifetfcmapstraincomplex
7627 portalleafs
26411 numportals

= Current hlvis 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 vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]

BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (426.67 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1796.78 seconds)
average leafs visible: 324
g_visdatasize:901925 compressed from 7276158
2225.00 seconds elapsed [37m 5s]

--- END hlvis ---

** Executing...
** Command: -----DesktopZonerhlrad.exe
** Parameters: "-----Half-Lifetfcmapstraincomplex"

hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
--- BEGIN hlrad ---
Command line: -----Zonerhlrad.exe
-----Half-Lifetfcmapstraincomplex

= Current hlrad 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 ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[               off ] [               off ]
rgb transfers [ off ] [ off ]

21827 faces
Create Patches : 53740 base patches
0 opaque faces
340192 square feet [48987772.00 square inches]
46 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (94.14 seconds)
visibility matrix : 172.1 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (219.33 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (337.45 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (115.73 seconds)
Transfer Lists : 68723324 : 68.72M transfers
Indices :    41310156 :   39.40M bytes
   Data :   274893296 :  262.16M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (12.03 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (12.92 seconds)
795.80 seconds elapsed [13m 15s]

--- END hlrad ---

** Executing...
** Command: -----DesktopZonerhlrad.exe
** Parameters: +map "traincomplex"
Posted 20 years ago2003-09-24 14:15:44 UTC
in twhl: the mod? Post #1618
huh? quintupple echo? thats a first! oh and while i'm here:

ISSUES IS GREAT!!! - and not just because i done a map for it ;)
Posted 20 years ago2003-09-24 14:13:18 UTC
in Game Crashes when I play my map Post #1617
I'll try that. Also, here is my compilation report. If anyone sees anything that they think could be the problem please let me know.
-panda :
Posted 20 years ago2003-09-24 14:02:56 UTC
in texture lighting Post #1616
What? Doesn't matter, as long as it's lights.rad - it's just a text file with that extension (the .rad bit is the extension).
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-09-24 14:02:08 UTC
in twhl: the mod? Post #1615
lol, dodgy server ;)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-09-24 13:52:55 UTC
in Outdoor Maps Post #1614
not very nice, blue. Not nice at all. chuckles
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-09-24 13:51:19 UTC
in The specialists Waypoints Post #1613
'fraid not, but apparently they play with bots anyway, guess they have triangulation etc. Dunno how well though!
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-09-24 13:49:22 UTC
in Game Crashes when I play my map Post #1612
Try running without compilng RAD (lighting)?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-09-24 13:11:52 UTC
in Game Crashes when I play my map Post #1610
Hi, I am having a problem running my map. For some reason when ever I try to run the map, the entire game crashes. Where could I look to find the solution to this problem? I think that it is a lighting problem, but i'm not sure. Is there anything I need to know about environmental lighting?
-panda :(
Posted 20 years ago2003-09-24 12:09:52 UTC
in The FAQ - Your help required. Post #1607
video clips of the camera finding and identifying problems with brushes.
Posted 20 years ago2003-09-24 11:43:15 UTC
in Outdoor Maps Post #1606
heres a other tip: if you wnat outdoor textures use the search: out. i use it a lot it helps me when iam making a outdoor level :P
Posted 20 years ago2003-09-24 11:38:28 UTC
in The FAQ - Your help required. Post #1605
a link to tomyy compile site that will solve a lot of problems :P
Posted 20 years ago2003-09-24 11:24:41 UTC
in The FAQ - Your help required. Post #1604
entity 9 brush 0 side 3 has a coplanar plane at 10000.

cylinder problems. makes compiling last SO much longer. i think it happened when i made a cylinder touch another brush. :
Posted 20 years ago2003-09-24 11:21:23 UTC
in texture lighting Post #1603
thx 4 the help andy but...it is called lights.rad. should it be a .rad file? if so, how would i make it that.
Posted 20 years ago2003-09-24 11:16:10 UTC
in twhl: the mod? Post #1602
yay!
wha?
:|
Posted 20 years ago2003-09-24 11:07:01 UTC
in TWHL: A Milli-Centennary of Mapping Post #1601
atom: Aww, okay. Anyhow... I like colors like metalish-green/blue, and stuff like red, white/gray and black... and, uh. Yeah. I'm sure you can think of other stuff. :P
Posted 20 years ago2003-09-24 11:03:56 UTC
in Yes, me again... Post #1600
I know, but I did not get any objects disappearing either...
Posted 20 years ago2003-09-24 04:28:32 UTC
in The specialists Waypoints Post #1593
Gday

Does anybody know how to place waypoint in the specialists
Posted 20 years ago2003-09-24 02:13:27 UTC
in TWHL: A Milli-Centennary of Mapping Post #1592
The lion/tiger/vassy is andy's avatar, not atom's. And he's had it for a LONG time....I think.
Posted 20 years ago2003-09-24 01:36:53 UTC
in twhl: the mod? Post #1591
Sounds interesting - you mean 'capeesh' :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-09-24 01:35:26 UTC
in TWHL: A Milli-Centennary of Mapping Post #1590
lol
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-09-24 01:35:12 UTC
in TWHL: A Milli-Centennary of Mapping Post #1589
I like [color=blue]blue![/color] [colour=blue]and again? :S[/blue]
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-09-24 01:34:37 UTC
in jump pad tutorial? Post #1588
Whoa, nice (big) av, atom! :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-09-24 01:33:11 UTC
in spirit prob and texture change Post #1587
For other switching textures, i.e. completely different ones, either two func_illusionaries and two env_renders or two func_wall_toggles? :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-09-23 21:37:15 UTC
in Outdoor Maps Post #1586
Dang.... So that's why my Kid's look strange...
Posted 20 years ago2003-09-23 21:13:32 UTC
in spirit prob and texture change Post #1585
For buttons to change texture, use texture pairs that begin with +0 and +A, for instance +0BUTTON4 and +ABUTTON4. Those textures will toggle automatically when used on a button.
For your spirit console question, I'm not sure because I don't have spirit, but try "game spirit map mapname"
Posted 20 years ago2003-09-23 21:01:23 UTC
in Outdoor Maps Post #1584
I think you mean the sky texture. Take a look at atoms Environment tutorial for help on outdoor maps. But you definitely DON'T want to make a brush surrounding your entire level. That is known as a 'skybox' and it will cause your hair to fall out in clumps and your children will be born with two heads! OK, so it won't cause that, but it is a bad mapping technique that you should strive to avoid.
Posted 20 years ago2003-09-23 19:52:02 UTC
in Outdoor Maps Post #1583
Gday

I remember from somewhere that to make outdoor maps you need to make a brush surrounding your entire level and apply a outdoor texture to it. I can't find an out door texture, where is it???

Thanks
Posted 20 years ago2003-09-23 16:30:49 UTC
in twhl: the mod? Post #1580
i know its a bit random, but how about a little checkbox on all maps in the vault aking if they want the map or a part of it to have a chance of appearing in a mod! the idea came when i saw the mod ISSUES which asked ppl 2 send in any map and they would bind them in2 a story. it finished on the 1st of september but since twhl has loads of ppl who could contribute it might be worth a shot, comprendi? :D
Posted 20 years ago2003-09-23 16:26:41 UTC
in texture lighting Post #1579
i sent it a few hours ago. godspeed.