Forum posts

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.
Posted 20 years ago2003-09-23 16:17:27 UTC
in spirit prob and texture change Post #1578
how do i make a texture change when i press a button?

also i cant run any spirit maps in the console. do i type sumtin other that map "mapname"?
Posted 20 years ago2003-09-23 14:42:13 UTC
in TWHL: A Milli-Centennary of Mapping Post #1577
tiger? um,
Lion - the last time i checked... :P ;)
Posted 20 years ago2003-09-23 14:41:29 UTC
in jump pad tutorial? Post #1576
yea, about that jumping pad i promiced... should be there by this evening.. (at the time of this post) ;)
Posted 20 years ago2003-09-23 14:34:59 UTC
in milkshape replacement Post #1575
i now but iam mean(only in this post) :|
Posted 20 years ago2003-09-23 14:23:48 UTC
in Yes, me again... Post #1574
-dev shows the messages, just because they don't show up doesen't mean there not there...
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 20 years ago2003-09-23 11:43:58 UTC
in milkshape replacement Post #1571
That's not very nice... :P
Posted 20 years ago2003-09-23 11:39:00 UTC
in model making? Post #1570
There's a few OK tuts. at milkshape's home, chumbalum soft or whatever, but only a few are really any good.
Posted 20 years ago2003-09-23 11:21:09 UTC
in cs-hl map vault Post #1569
shouldnt we have a special cs maps section cause there alre a lot of cs on the moment :P
Posted 20 years ago2003-09-23 11:16:44 UTC
in erm map in progress forum with.......... Post #1568
wiht screenshots,

a idea for a forum with a kind of maps wich arrent ready for the unfinshd section: but you cna show people some screenies of your map and get some first comment:D cause i would liek that cause iam now bizzy for 2 weeks with my tfc map and i need some backup;) but i cant put it in the unfinishd map section :P
Posted 20 years ago2003-09-23 11:01:56 UTC
in Yes, me again... Post #1567
I was using -dev 'cause the cheats wouldn't work for me otherwise... However, when I play without -dev, that error disappears but no cheats seem to work (god, noclip, give WEAPON/ITEM, impulse, etc)...

Uh. Little help? :)

Thanks for that though, I didn't know of the limit before. :P
Posted 20 years ago2003-09-23 10:25:36 UTC
in TWHL: A Milli-Centennary of Mapping Post #1562
lol, err, well, since they were mostly stolen... no :)

Djinn: I'm going to try alternative colours... but it's not using any smart template system or anything, so changing the actual layout of the pages would be a mission. Give me colour suggestions though :)
Posted 20 years ago2003-09-23 10:02:37 UTC
in milkshape replacement Post #1561
seventh this iste was already up!! atleast i could come up

and andy, seventh started so blame him not me had to porve that i was meaner!!

and atom, dont give andy his forum rights back, i have human rights he cant toast me, he cna toast seventh but not me:)