If you group things together I believe there is an option in either the 'View' dropdown menu or on the top menu bar that will allow you to partially or completely hide objects. -panda
In the x,y view (top down) is it possible to make only part of the map show, my map is very tall ans skinny and the top view is getting extreamly cluttered, is is possible to configure it to ignore any thing below a certain point.
hmmm ok that kinda helps lets concentrate on norma; mode for a moment. it all works then near the end what looks like and ms-dos procces window briefly flashes and once again it just sits there.
Maybe a small texlight which is pointing at the switch? Also, you cannot name a switchable light entity "light". A tiny texlight (Maybe "red" texture) would do the trick, and "red" doesn't emit much light.
Either invalid brushes (But you usually get max_leaf_faces for that) or textures scaled up or down too much. Anyway, scaling textures a lot lags the area.
No, xxx is the mod's directory. Try it one normal mode with the parameters -game gearbox. Also, the operation completed successfully might be one of those fatal errors like bad surface extents and max_leaf_faces, coplanar planes etc. The help menu has something on your backwards error.
Check the setup guides for HalfLife and CS and the Glossary for Map change failed....
The Copy file line in Expert should be: Copy File $path$file.bsp $bspdir$file.bsp ..........NOT Copy File +map??? The +map command is part of the $game_exe line.. which should be the final line in the compile sequence. The last line in Expert mode is the only one that needs changing when you are doing a mod that hasn't already got an advanced mode. Just copy one of the other expert modes and change the last line: $game_exe line +map $file -game XXX -dev -console Where the XXX is Opfor (or whatever it is)
In Normal mode it is loading HalfLife instead of OpFor because you need to add : -game XXX (where XXX is the name of your mod) to the Additional command parameters box at the top....
Arggggghhhhh!!!!!!!!!!!!! It is driving me nut's too!!!!!
If you are using Zoners Half-life tools, you can set the minimum light level for some entities, definitely for buttons. Or you could place a dim light entity that is always on, right next to the button. (In the problem maps section of the map vault is a map called teldelay. In that map is a button where the minimum light level has been increased to make it more visible.)
how do i make it so the players start with and without certain weapons. like in scoutzknivez how people do not start out with a scout, but not with a glock or usp.
Well, here?s another one... Imagine a room with a lamp. The lamp has a light entity above and this light entity is triggered in/off by a switch on the wall. Whenever the room is lit you can see the switch but when you press it you can?t see it (obviously, light has gone)... The thing is, I want to make that switch glow in the dark so you can see it when you turn off the light, you know, something like in the original Half-Life where switches were glowing, telling you to push them. Anyone knows how to do it?. I?ve tried with Render Fx (Pulse and so on...) but got no results. Thanks!.
Ok, this is actually still the map that I had mentioned in another topic. I've since fixed that problem but I am now getting an error "Bad Surface Extents" when I compile. But Hammer doesn't see any problems with my map. What does this error mean and how can I go about fixing it? -panda
Thank you everyone for all of your help! The problem ended up actually being Zoner's compile tools. For some reason, they just stopped working! But now I can finally compile my map! YAY! Thanks again, everyone! -panda
i am creating a map for opfor using the advanced compile mode./ it all goes well until the end where it says ::
Could not execute the command:
Copy File +map STARGA~1
Windows gave the error message:
"The operation completed successfully."
And then it just sits there and does not compile.
Also on normal mode it works but loads hl instead of opfor and says map change failed stargate command not found on server. (stargate command is my map name)
ok, its there and i'd like to announce a new feature:
My costum content thing works now.
you can send in your textures/sounds/models/prefabs/sprites for review to : igotstuff@hlcore.tk so that other people can use them its like the map vault only for other content
Yes it's working. Looking good. After you click the link provided above you have to take out the <br>/ in the address bar ...seems to have remained with the code, like Andy said. There is one glaring error with your 'links' section.....no link to TWHL!!!
play Dave jonson's ETC2 ( www.planethalflife.com/davej ) - a map that actually physically had me trembling.. getting chased by a real pissed gargantua while on 23 health and 3 clips of ammo is not exactly a stroll through the park!
i havent been terrified by a map like that since i first played Half-Life Uplink - still beats most freelance hlsp maps.