Forum posts

Posted 19 years ago2005-01-29 21:32:48 UTC
in Gfx Card Overheat? (more pics) Post #86791
http://kilvertm.pwp.blueyonder.co.uk/web/hl_buildingjump0008.jpg

http://kilvertm.pwp.blueyonder.co.uk/web/hl_buildingjump0009.jpg

http://kilvertm.pwp.blueyonder.co.uk/web/hl_buildingjump0007.jpg

There are no bad solids in the map and it ran fine before
this type of thing also started happening on battlefield1942
can anyone explain it?
Posted 19 years ago2005-01-28 22:13:28 UTC
in graphics card overheat? (picture here) Post #86497
Posted 19 years ago2005-01-24 17:17:19 UTC
in compile crashes Post #85513
might not be this, but maybe its something else, i dunno, random crashes, but arg
Posted 19 years ago2005-01-23 14:57:24 UTC
in compile crashes Post #85279
Posted 19 years ago2005-01-22 22:02:04 UTC
in compile crashes Post #85136
im not sure, is there a fast way to count ?
Posted 19 years ago2005-01-20 20:57:27 UTC
in compile crashes Post #84739
no, is there a limit to the about of breakable objects?
cos as far as i can work out its when i add more breakables
Posted 19 years ago2005-01-18 20:46:28 UTC
in compile crashes Post #84495
no! it wasnt because of a texture, i dnno what it is, it just seems to sometimes not load the map, any suggestions please?
Posted 19 years ago2005-01-18 12:15:27 UTC
in how do I make a rope in css? Post #84429
u can read the help on hammer for that :zonked: but heres a question 4 ya:
can u make proper ropes climable
Posted 19 years ago2005-01-18 12:07:19 UTC
in compile crashes Post #84428
wow, weird, all that was making it crash was a texture of a vent
Posted 19 years ago2005-01-18 11:40:09 UTC
in compile crashes Post #84424
when i compile sometimes it gets the the loading screen , cursor doesnt dissapear and its froze up. Heres the log ( MODELS didnt stop it from loading and the sky and reflections work fine)

** Executing...
** Command: "c:program filessteamsteamappsmyusersourcesdkbinvbsp.exe"
** Parameters: -game "c:program filessteamsteamappsmyuserhalf-life 2hl2" "C:Documents and SettingsMyfolderMy DocumentsHL Stuffhl2mapshl_buildingjump"

Valve Software - vbsp.exe (Dec 15 2004)
1 threads
materialPath: c:program filessteamsteamappsmyuserhalf-life 2hl2materials
Loading C:Documents and SettingsMyfolderMy DocumentsHL Stuffhl2mapshl_buildingjump.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:Documents and SettingsMyfolderMy DocumentsHL Stuffhl2mapshl_buildingjump.prt...done (0)
Creating default cubemaps for env_cubemap using skybox sky_day01_07...
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) (255320 bytes)
Error! prop_static using model "models/props_c17/FurnitureShelf001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/FurnitureShelf001a.mdl"!
Error! prop_static using model "models/props_c17/FurnitureFridge001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/FurnitureFridge001a.mdl"!
Error! prop_static using model "models/props_c17/canisterchunk02a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/canisterchunk02a.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Writing C:Documents and SettingsMyfolderMy DocumentsHL Stuffhl2mapshl_buildingjump.bsp
14 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 7

** Executing...
** Command: Copy File
** Parameters: "C:Documents and SettingsMyfolderMy DocumentsHL Stuffhl2mapshl_buildingjump.bsp" "c:program filessteamsteamappsmyuserhalf-life 2hl2mapshl_buildingjump.bsp"

** Executing...
** Command: "c:program filessteamsteamappsmyuserhalf-life 2hl2.exe"
** Parameters: -game "c:program filessteamsteamappsmyuserhalf-life 2hl2" +map "hl_buildingjump"
Posted 19 years ago2005-01-12 19:18:50 UTC
in hl2 compiling with hammer Post #83448
I can compile with 'run bsp' on but when i put the other options on (VIS and RAD), it takes AGES to compileand run.
Is this normal or is something wrong?

(pentium4 2.40GHz
512 ram
gforce4200 Ti
runs hl2 fine)
Posted 19 years ago2004-11-25 16:34:51 UTC
in Hammer setup for Steam (HL! not cs) Post #74722
I know this is asked loads but all i can find is examples for cs on steam.

I want to set hammer up so i can make HL maps and run them on steam.
All i need is a GameCfg.wc for Hammer and i can work it out from there.
I think.
:(
Posted 19 years ago2004-08-14 19:15:56 UTC
in ladders that move Post #51007
is it possible to make ladders that swing down and only once theyre down they act as ladders? (ie: loft sliding ladders etc)
Posted 19 years ago2004-08-12 09:13:56 UTC
in Flat Sprites Post #50387
could u have a link to the verc site or the page plz ;)
Posted 19 years ago2004-08-12 09:07:16 UTC
in Flat Sprites Post #50384
the moving sprites [eg: sprites/fire.spr] and so on are all flat and im having a problem where they come out of the wall when i turn at them.

Is there a way to make the sprite flat (the type where if you look at it from the side its not visible cos its paper thin)
ps. im not talking about brushes here, im talking about preper sprites.
Posted 19 years ago2004-08-11 14:51:04 UTC
in Invisible Walls Post #50195
i mean invisible wall
Posted 19 years ago2004-08-11 14:27:50 UTC
in Invisible Walls Post #50184
how dyo make a wall that stops players getting past?
Posted 19 years ago2004-08-11 14:19:38 UTC
in changelevel ARGH Post #50179
it dont matter!
it was cos of the option clear previous levels, although ive neverr messed with it , it seems to have done the trick
Posted 19 years ago2004-08-11 14:06:52 UTC
in changelevel ARGH Post #50175
i know how to use the changelevel but (obviously i dont) it changes level but then it wont change level again. hard to explain
theres 3 lvls
1 links to 2
2 '' '' 3 and 2
3 links back to 2
Its basically a building with 3 floors but when i go to the 2nd floor or top floor it doesnt change level after that. Although if i start on floor3.bsp it works going down but then doesnt work.
Can someone help me or make a map example of 3 level changes. :(
Posted 19 years ago2004-08-10 10:59:28 UTC
in scale of maps Post #49737
does anyone know the scale of centimeters to hammer units?
i want to get some accuracy of scale in my maps
Posted 19 years ago2004-08-05 18:44:29 UTC
in light emitting textures Post #48209
im making a wad file and was wondering how you make a custom light emitting texture
Posted 19 years ago2004-08-04 13:46:46 UTC
in bright { brush Post #47896
and on the solid mode u can ttype in 255 for FX Amount, it changes the see thru ness of the barrs
Posted 19 years ago2004-08-04 13:45:18 UTC
in bright { brush Post #47894
what about this then:

same problem but with glass; its bright in the dark! :roll:
Posted 19 years ago2004-08-03 20:00:15 UTC
in inputting custom .wav files Post #47791
ah, cheers, ill try that.
Posted 19 years ago2004-08-03 19:51:44 UTC
in inputting custom .wav files Post #47788
sentences .txt:
// fail to follow player any more
SC_STOP0 scientist/stop1
SC_STOP1 scientist/stop2
SC_STOP2 scientist/stop3
SC_STOP3 scientist/stop4

if i added another string would the scientist say it when 'fail to follow player any more' happens. ( randomly out of the 5 ) ?
Posted 19 years ago2004-08-03 16:36:37 UTC
in new monsters Post #47754
how do i add a new skingroup to a model?
how do i ad a new body to a model? lol argh.
Posted 19 years ago2004-08-03 16:06:50 UTC
in new monsters Post #47745
so u cant have a duplicate of the same monster but slightly different
ie:
monster_zombie -normal HL zombie
monster_zombie2 -modded skin/new custom monster
Posted 19 years ago2004-08-03 14:20:09 UTC
in new monsters Post #47724
ok, so ive made my own monster, its in mod/models/monster.mdl
how do i put this new monster into a map?
Posted 19 years ago2004-08-02 21:31:57 UTC
in Models in general Post #47641
Where can i get single-player model replacements for HL.
(cos im making a mod and need new stuff!)
Posted 19 years ago2004-08-02 18:47:03 UTC
in inputting custom .wav files Post #47622
yeh, do u have to make a pak file and edit the sentences.txt in it?
Posted 19 years ago2004-07-31 15:46:24 UTC
in changelevel and monsters Post #47142
ahh, nice work all of ya! :)
so u just put a trigger_transition named the same as the info_landmark over where the player is.
Cool, case closed lol.
Posted 19 years ago2004-07-31 08:56:18 UTC
in changelevel and monsters Post #47063
how do i link the trigger_transition with the level or do i just throw it in there? Meh, ill go test stuff out
Posted 19 years ago2004-07-31 08:00:48 UTC
in changelevel and monsters Post #47057
cant find anythin usefull on there :(
Posted 19 years ago2004-07-30 16:49:07 UTC
in changelevel and monsters Post #46849
youre talking about 'New level unit: Yes, clear previous levels' i think,
it dont work :roll:
Posted 19 years ago2004-07-30 16:02:16 UTC
in changelevel and monsters Post #46822
Map properties:
"New level unit: Yes, clear previous levels"
doesnt work either :(
Posted 19 years ago2004-07-30 15:53:42 UTC
in changelevel and monsters Post #46817
could but that wouldnt help the dead bodies floating around.

its not that they follow, its just that corpses and stuff appear on the next map even thought the two locations are supposed to be unrelated in the game.
Posted 19 years ago2004-07-30 15:24:28 UTC
in changelevel and monsters Post #46796
ok, good that were stuck on the same thing, dont feel so alone now.
Someone Help us! :nuts:
Posted 19 years ago2004-07-30 15:04:20 UTC
in changelevel and monsters Post #46790
I know how to make trigger_changelevel's using landmarks and therefore how to get NPC's to move through levels with the player...

___________BUT__________

How do you make a fresh level change so no scientists, entities or enimies (except your weapons of course) follow you to the next map?