Forum posts

Posted 19 years ago2005-01-06 00:45:11 UTC
in Materials tutorial Post #81969
Anyone know where i can find a tutorial that shows me how to make materials for counter-strike:source.... VERC doesn't help at all lol, thats why I'm here
Posted 19 years ago2004-12-16 21:08:28 UTC
in 3d skybox problem Post #78781
I used the prop palm_tree_head_skybox from de_dust in my skybox but when i run my map it looks huge. Not multiplied in size by 16 though like skyboxes do becuase that prop should already be scaled down but it look about 4 time the size as it should be. Anyone know why or how to fix it?
Posted 19 years ago2004-12-15 00:22:28 UTC
in Spawning problem...again. Post #78409
are you making a cs map or a cs:s map. Cs:s no longer uses info_playerstart it uses info_playercounterterrorist
Posted 19 years ago2004-12-14 23:16:11 UTC
in shybox's and sky textures Post #78399
just type in sky in your textures list and it shows all the different sky's... in the textures menu they all have something added to the end of the name though like for sky_dust theres sky_dustbk sky_dusttp but the acual name of the sky texture is the part of the name that doesn't change
Posted 19 years ago2004-12-13 04:50:27 UTC
in Error... wtf? Post #78061
p.s. No deleting the folder doesn't work... niether does reinstalling all of steam or all the source programs on your computer. Nothing works, steam is gay
Posted 19 years ago2004-12-13 04:48:01 UTC
in Error... wtf? Post #78060
I had that same problem. I asked valve... they didn't help... I asked people here... they didn't help. I asked the people at hammer.... they didn't help. I dont think anoyone knows how to fix it.

What i did was went to my <username>/sourcesdk/bin folder, found hammer and made a shortcut of that onto my desktop. So you may not be able to run source sdk but atleast you got hammer :
Posted 19 years ago2004-12-13 03:37:39 UTC
in level unlit problem Post #78057
** Executing...
** Command: Change Directory
** Parameters: "C:Program FilesValveSteamSteamAppscalistosourcesdk"

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesValveSteamSteamAppscalistocounter-strike sourcecstrikemapsdustmarket.vmf" "C:Program FilesValveSteamSteamAppscalistosourcesdkcstrike_sample_contentmapsdustmarket.vmf"

** Executing...
** Command: "C:Program FilesValveSteamSteamAppscalistosourcesdkbinvbsp.exe"
** Parameters: -game "C:Program FilesValveSteamSteamAppscalistosourcesdkcstrike_sample_content" "C:Program FilesValveSteamSteamAppscalistosourcesdkcstrike_sample_contentmapsdustmarket"

Valve Software - vbsp.exe (Nov 22 2004)
1 threads
materialPath: C:Program FilesValveSteamSteamAppscalistosourcesdkcstrike_sample_contentmaterials
Loading C:Program FilesValveSteamSteamAppscalistosourcesdkcstrike_sample_contentmapsdustmarket.vmf
Detected multiplayer map, building linux dedicated server data
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-816.0, 779.5, 28.0)
Leaf 0 contents: CONTENTS_GRATE CONTENTS_TRANSLUCENT
Leaf 1 contents: CONTENTS_WINDOW CONTENTS_TRANSLUCENT
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW
Candidate brush IDs: Brush 245:

ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-816.0, 779.5, 28.0)
Leaf 0 contents: CONTENTS_GRATE CONTENTS_TRANSLUCENT
Leaf 1 contents: CONTENTS_WINDOW CONTENTS_TRANSLUCENT
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW
Candidate brush IDs: Brush 245:

Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:Program FilesValveSteamSteamAppscalistosourcesdkcstrike_sample_contentmapsdustmarket.prt...done (0)
Creating default cubemaps for env_cubemap using skybox sky_dust...
Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (210292 bytes)
Building Physics collision data...
done (0) (210292 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing C:Program FilesValveSteamSteamAppscalistosourcesdkcstrike_sample_contentmapsdustmarket.bsp
17 seconds elapsed
Memory leak: mempool blocks left in memory: 49
Memory leak: mempool blocks left in memory: 5

** Executing...
** Command: "C:Program FilesValveSteamSteamAppscalistosourcesdkzhlt30_beta4hlvis.exe"
** Parameters: -game "C:Program FilesValveSteamSteamAppscalistosourcesdkcstrike_sample_content" "C:Program FilesValveSteamSteamAppscalistosourcesdkcstrike_sample_contentmapsdustmarket"

Unknown option "-game"hlvis v3.0 rel 3.0 Beta 4 (Nov 11 2004)
Zoner's Half-Life Compilation Tools 3.0 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern at amckern@yahoo.com)

If you have a Compile error with this stage of compile, please check
http://www.zhlt.info or the Mods Mapping Forum `Search Function'.

= hlvis Options =
-full           : Full vis
-fast           : Fast vis
-texdata #      : Alter maximum texture memory limit (in kb)
-lightdata #      : Alter maximum texture memory limit (in kb)
-chart          : display bsp statitics
-low | -high    : run program an altered priority level
-nolog          : don't generate the compile logfiles
-threads #      : manually specify the number of threads to run
-estimate       : display estimated time during compile
-maxdistance #  : Alter the maximum distance for visibility
-verbose        : compile with verbose messages
-noinfo         : Do not show tool configuration information
-dev #          : compile with developer message
mapfile         : The mapfile to compile
** Executing...
** Command: "C:Program FilesValveSteamSteamAppscalistosourcesdkzhlt30_beta4hlrad.exe"
** Parameters: -game "C:Program FilesValveSteamSteamAppscalistosourcesdkcstrike_sample_content" "C:Program FilesValveSteamSteamAppscalistosourcesdkcstrike_sample_contentmapsdustmarket"

Unknown option "-game"
hlrad v3.0 rel 3.0 Beta 4 (Nov 11 2004)
Zoner's Half-Life Compilation Tools 3.0 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern at amckern@yahoo.com)

If you have a Compile error with this stage of compile, please check
http://www.zhlt.info or the Mods Mapping Forum `Search Function'.

= hlrad Options =
-sparse         : Enable low memory vismatrix algorithm
-nomatrix       : Disable usage of vismatrix entirely
-extra          : Improve lighting quality by doing 9 point oversampling
-bounce #       : Set number of radiosity bounces
-ambient r g b  : Set ambient world light (0.0 to 1.0, r g b)
-maxlight #     : Set maximum light intensity value
-circus         : Enable 'circus' mode for locating unlit lightmaps
-nopaque        : Disable the opaque zhlt_lightflags for this compile
-smooth #       : Set smoothing threshold for blending (in degrees)
-chop #         : Set radiosity patch size for normal textures
-texchop #      : Set radiosity patch size for texture light faces
-notexscale #   : Do not scale radiosity patches with texture scale
-coring #       : Set lighting threshold before blackness
-dlight #       : Set direct lighting threshold
-nolerp         : Disable radiosity interpolation, nearest point instead
-fade #         : Set global fade (larger values = shorter lights)
-falloff #      : Set global falloff mode (1 = inv linear, 2 = inv square)
-scale #        : Set global light scaling value
-gamma #        : Set global gamma value
-sky #          : Set ambient sunlight contribution in the shade outside
-lights file    : Manually specify a lights.rad file to use
-noskyfix       : Disable light_environment being global
-incremental    : Use or create an incremental transfer list file
-dump           : Dumps light patches to a file for hlrad debugging info
-texdata #      : Alter maximum texture memory limit (in kb)
-lightdata #    : Alter maximum lighting memory limit (in kb)
-chart          : display bsp statitics
-low | -high    : run program an altered priority level
-nolog          : Do not generate the compile logfiles
-threads #      : manually specify the number of threads to run
-estimate       : display estimated time during compile
-verbose        : compile with verbose messages
-noinfo         : Do not show tool configuration information
-dev #          : compile with developer message
-colourgamma r g b : Sets different gamma values for r, g, b
-colourscale r g b : Sets different lightscale values for r, g ,b
-colourjitter r g b : Adds noise, independent colours, for dithering
-jitter r g b : Adds noise, monochromatic, for dithering
-nodiffuse : Disables light_environment diffuse hack
-nospotpoints : Disables light_spot spherical point sources
-softlight r g b d : Scaling values for backwards-light hack

-customshadowwithbounce : Enables custom shadows with bounce light
-rgbtransfers : Enables RGB Transfers (for custom shadows)
mapfile         : The mapfile to compile
there no leaks and my RAD and VIS are working right? :(
Posted 19 years ago2004-12-13 02:27:24 UTC
in level unlit problem Post #78054
I get this problem in the console when i run my map and it is all birght. I have lights in my map so why does it say its unit?
execing skill1.cfg
Executing listen server config file
32 player server started
couldn't exec listenserver.cfg
Adding master server 69.28.151.178:27011
Adding master server 207.173.177.12:27011
Connected to 127.0.0.1:27015

Counter-Strike: Source
Map: dustmarket
Players: 1 / 32
Build 2217
Server Number 1
Initializing renderer...
Level unlit, setting 'mat_fullbright 1'
--IS-- Calisto connected
Posted 19 years ago2004-12-12 05:05:34 UTC
in env_dustpuff problem Post #77881
thanks
Posted 19 years ago2004-12-11 22:52:46 UTC
in renderer problem Post #77816
when i start my map it is all bright. It says the map has no lighting but i have lights in it. Anyone no what the problem is?
Posted 19 years ago2004-12-11 21:40:01 UTC
in env_dustpuff problem Post #77805
does anyone no how to make dust? I used the env_dustpuff entity as it is without changing any defualt setting and it doesn't show up when i compile my map.
Posted 19 years ago2004-12-11 21:32:54 UTC
in couldn't find a good match for brush Post #77802
it looks good to me?
Posted 19 years ago2004-12-11 18:08:20 UTC
in another problem with solid_vphysics? Post #77734
Anyone no how to fix this problem? I get this error in console:

SOLID_VPHYSICS static prop with no vphysics model! (./models/props/de_dust/du_window_6x8_sill.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (./models/props/de_dust/du_window_6x8_sill.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (./models/props/de_dust/du_window_6x8_sill.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (./models/props/de_dust/du_window_6x8_sill.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (./models/props/de_dust/du_window_6x8_sill.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (./models/props/de_dust/du_window_6x8_sill.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (./models/props/de_dust/du_window_6x8_sill.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (./models/props/de_dust/du_window_6x8_sill.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (./models/props/de_dust/du_window_6x8_sill.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (./models/props/de_dust/du_window_4x8_arch_flat.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (./models/props/de_dust/du_window_4x8_arch_flat.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (./models/props/de_dust/du_window_4x4_square_flat.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (./models/props/de_dust/du_window_4x4_square_flat.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props/de_dust/palm_tree_head_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props/de_dust/palm_tree_head_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props/de_dust/palm_tree_head_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props/de_dust/palm_tree_head_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props/de_dust/palm_tree_head_skybox.mdl)
Posted 19 years ago2004-12-11 17:57:07 UTC
in couldn't find a good match for brush Post #77732
I get this error when i compile my map:

ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-816.0, 779.5, 28.0)
Leaf 0 contents: CONTENTS_GRATE CONTENTS_TRANSLUCENT
Leaf 1 contents: CONTENTS_WINDOW CONTENTS_TRANSLUCENT
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW
Candidate brush IDs: Brush 245:

anyoen no how to fix it?
Posted 19 years ago2004-12-07 00:16:31 UTC
in Prefabs or Props Post #76742
there are no more prefabs... they are now called props. All the prefabs from cs:s will be found under the entitie menu as prop_statice or prop_physics
Posted 19 years ago2004-12-07 00:10:52 UTC
in error loading map Post #76741
your awesome anonymous it worked! thanks... my week long headache has finally gone away. TIME FOR SOME FUN!
Posted 19 years ago2004-12-05 22:06:27 UTC
in GCFscape help Post #76559
thanks
;)
Posted 19 years ago2004-12-05 22:05:15 UTC
in de_dust materials Post #76558
i dont have the dust ones in there tho?
Posted 19 years ago2004-12-05 20:50:22 UTC
in de_dust materials Post #76553
can someone just send me the de_dust materials for cs:s please. I cant extract them. Thanks. My e-mail is johnnyboyyy409@hotmail.com
Posted 19 years ago2004-12-05 18:19:37 UTC
in GCFscape help Post #76536
Can anyone send me the newest version of GCFscape for source or give me a link to it? Nemesis' homepage isn't working so I can't download it from there. My e-mail adress is johnnyboyyy409@hotmail.com. Thanks
Posted 19 years ago2004-12-04 23:11:42 UTC
in de_dust textures in Source SDK Post #76344
i mean de_dust from cs: source textures. not from de_dust from cs.
Posted 19 years ago2004-12-04 23:08:24 UTC
in de_dust textures in Source SDK Post #76341
So how can i load the textures from de_dust and use them in my custom map in hammer?
Posted 19 years ago2004-12-02 17:51:54 UTC
in error loading map Post #76022
Okay, this is a newb question but source is different from cs and i dunno what the problem is here but when i load my map from hammer under the console on cs:s it says:

cmodel loader: :map isvalid : No such map as 'mymapsname'
map load failed. No map or map is invalid

what the problem is? haha
Posted 19 years ago2004-07-21 23:14:04 UTC
in delay a trigger a whole round Post #43634
is there a way to trigger an entity every other round?
Posted 19 years ago2004-07-21 20:54:22 UTC
in alternating team start points Post #43604
does anyone no how to alternate team start points? Like one round have ct's start somewhere and t's start somewhere else and the next have the T's start where the ct's did last round and visa versa. Like in that awp_knives map with the launching start point
Posted 19 years ago2004-07-21 20:52:45 UTC
in alternate team start points Post #43602
does anyone no how to alternate team start points? like one round have T's start one place and t ct's in another and the next have the ct's start were the t's were and the t's start were the ct's were. Kinda like in that awps_knives map with the launching start point.
Posted 19 years ago2004-07-20 20:12:46 UTC
in .bsp into .rmf Post #43364
Posted 19 years ago2004-07-20 20:10:55 UTC
in .bsp into .rmf Post #43362
is there a way to turn .bsp files into .rmf so i can edit the already made levels in cs like cs_italy?
Posted 19 years ago2004-07-19 02:32:05 UTC
in alloc block full and exceeded max patch Post #42716
what does "fatal error Alloc: block full" mean and what is a patch?
Posted 19 years ago2004-07-17 01:24:44 UTC
in sky brushes not allowed in entity Post #42194
how do u chnage it from a func_wall back to no entity?
Posted 19 years ago2004-07-17 01:08:25 UTC
in sky brushes not allowed in entity Post #42192
right! fun_wall to world!... UHHH what does that mean? WHY HAVE I NEVER HAD THIS PROBLEM BEFORE? aight so its only my third map... shut up im a noob
Posted 19 years ago2004-07-17 00:42:27 UTC
in sky brushes not allowed in entity Post #42181
there are no sky brushes in any of my entities tho? sorry i prolly should have said that before but the only sky texture is on the sky and thats a func_wall... i searched for the given entities and none of them have a sky texture
Posted 19 years ago2004-07-16 23:25:25 UTC
in sky brushes not allowed in entity Post #42164
whatd does sky brusges not allowed in entity mean?
Posted 19 years ago2004-07-16 19:11:07 UTC
in func_conveyor problem Post #42087
nvm i got it
Posted 19 years ago2004-07-16 19:05:47 UTC
in func_conveyor problem Post #42085
im using func_conveyor to make an excalator but i dont no how to switch which way the conveyor takes you. It only take me up, I want a different escalator to take me down. How do u switch the direction it take you?
Posted 19 years ago2004-07-15 22:26:09 UTC
in cs .wad files Post #41752
why are all my .wad files in cs empty? I want to use all the textures from cs_office so when i click cs_office.wad and set it to my .wad list in hammer there are still 0 wads i can use. anyone no why?
Posted 19 years ago2004-07-14 17:47:20 UTC
in what is missing frame 0 of (texture)? Post #41387
whats does missing frame 0 of -corn mean?
Posted 19 years ago2004-07-14 17:06:33 UTC
in missing 0 of -texture Post #41375
sorry, its "missing frame 0 of -corn"
Posted 19 years ago2004-07-14 17:03:14 UTC
in missing 0 of -texture Post #41374
i get an error that says "missing 0 of -corn" (-corn is my texture) What does that mean?
Posted 19 years ago2004-07-14 13:50:54 UTC
in glowing water Post #41336
i have a night map and my water always glows... how do i make it stop?!
Posted 19 years ago2004-07-14 13:03:39 UTC
in help please Post #41322
you make my life so much easier... thank you rabid monkey
Posted 19 years ago2004-07-14 13:02:05 UTC
in night vision problem Post #41321
Posted 19 years ago2004-07-14 02:17:52 UTC
in help please Post #41196
uh... what does this mean... i cant find the problem on those coordinates

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
10..20..30..40..50..60..70..Error: Entity 0, Brush 114, Side 0: plane with no normal
Error: plane with no normal
Description: The map has a problem which must be fixed
Howto Fix: Check the file ZHLTProblems.html for a detailed explanation of this problem

Error: Entity 0, Brush 114, Side 2: plane with no normal
Error: Entity 0, Brush 114, Side 2: has a coplanar plane at (1022, 744, 242), texture C3A1_CRATE2
Error: Entity 0, Brush 114, Side 3: has a coplanar plane at (1022, 745, 242), texture C3A1_CRATE2
Error: Entity 0, Brush 114, Side 4: plane with no normal
Error: Entity 0, Brush 114, Side 4: has a coplanar plane at (1022, 744, 554), texture C3A1_CRATE2
Error: Entity 0, Brush 114, Side 4: has a coplanar plane at (1022, 744, 554), texture C3A1_CRATE2
80..Error: Entity 0, Brush 118, Side 0: plane with no normal
Error: Entity 0, Brush 118, Side 1: plane with no normal
Error: Entity 0, Brush 118, Side 1: has a coplanar plane at (1022, 745, 553), texture C3A1_CRATE2
Error: Entity 0, Brush 118, Side 3: has a coplanar plane at (1022, 744, 246), texture C3A1_CRATE2
Error: Entity 0, Brush 118, Side 4: plane with no normal
Error: Entity 0, Brush 118, Side 4: has a coplanar plane at (1022, 744, 246), texture C3A1_CRATE2
Error: Entity 0, Brush 118, Side 4: has a coplanar plane at (1022, 744, 246), texture C3A1_CRATE2
Error: Entity 0, Brush 120, Side 0: plane with no normal
Error: Entity 0, Brush 120, Side 2: plane with no normal
Error: Entity 0, Brush 120, Side 2: has a coplanar plane at (1153, 718, 248), texture C3A1_CRATE2
Error: Entity 0, Brush 120, Side 3: plane with no normal
Error: Entity 0, Brush 120, Side 3: has a coplanar plane at (1153, 718, 165), texture C3A1_CRATE2
Error: Entity 0, Brush 120, Side 3: has a coplanar plane at (1153, 718, 165), texture C3A1_CRATE2
Error: Entity 0, Brush 120, Side 4: has a coplanar plane at (1153, 719, 248), texture C3A1_CRATE2
90.. (4.03 seconds)
Posted 19 years ago2004-07-14 00:43:14 UTC
in night vision problem Post #41191
tried it... thats not the problem... ne one else no why?
Posted 19 years ago2004-07-14 00:01:42 UTC
in night vision problem Post #41185
whenever i turn night vision on in my map the game just closes, there arent any errors in the console or ne thing, it just closes. Anyone knows why?
Posted 19 years ago2004-07-09 01:43:04 UTC
in ct start and t start Post #39860
how do u make a info_playerstart into a ct only start or a T only start?
Posted 19 years ago2004-07-09 00:57:25 UTC
in select all of the same objects Post #39857
is there a way to auto-select all object of the same genre. Like if i wanted to select all crates i didnt have to go one by one.
Posted 19 years ago2004-07-08 22:06:11 UTC
in func_button wont toggle Post #39841
toggle is checked and there no flag that syas "use activates". It still wont turn on and off and on and off.
Posted 19 years ago2004-07-08 22:03:44 UTC
in sky texture Post #39840
can someone send me a link to where i can dl the sky texture with the moving clouds or atleast a texture with sky only, no mountains or anything. Ive googled looking for it but i cant find one!
Posted 19 years ago2004-07-08 02:02:28 UTC
in func_button wont toggle Post #39594
my func_button wont toggle? why not?