Forum posts

Posted 17 years ago2006-05-13 12:49:56 UTC
in Journal Entry times borked? Post #179779
Looks like my last journal entry time (8:37) is Pacific-Daylight-Savings time or something. It was posted at 12:37 EDT (16:37Z).
Posted 17 years ago2006-05-13 12:45:50 UTC
in PS3, Leader of immitation. Post #179778
Snpbond - your url seems to be a picture of a white cat in a snowstorm at noon. I.e., nothing there.
Posted 17 years ago2006-05-13 08:35:15 UTC
in o barnecles Post #179740
Just out of curiosity, why is this thread in the HL Engine Discussion forum?
Posted 17 years ago2006-05-12 05:10:21 UTC
in Newbie Questions (/apologize) Post #179570
For a good description of what cubemaps do and recommendations on where to place them, take a look at:

http://developer.valvesoftware.com/wiki/Cubemaps

That wiki is generally a good resource in which to search for most anything to do with Source stuff.
Posted 17 years ago2006-05-12 04:56:42 UTC
in Question with carving Post #179569
Didn't mean to confuse you, Tetsu0. I should have emphasized that the compile process does not snap vertices to the grid. But, as RabidMonkey states, it's a good practice for you to do it when you edit a map.
Posted 17 years ago2006-05-11 21:48:44 UTC
in Newbie Questions (/apologize) Post #179536
There are basically three types of lights: point lights, spot lights and dynamic lights.

I'm not sure what is meant by "points of light," particularly in contrast to "single light." They mean the same thing to me. A "point light" would (I think) be in contrast to a spotlight.

A point light ("light" entity) entity gives off light equally in all directions. A spotlight ("light_spot" entity) gives off light in a cone in a particular direction. The lighting for these two types of light are calculated during compile.

In contrast, a light_dynamic entity has several more and different properties you can play with and, perhaps most importantly, is rendered realtime during gameplay. Realtime rendering takes up CPU cycles and probably should be avoided in maps where action and response are more important (like DM).

With regard to objects like pots, pans and other kinds of fluff, I'd wait until you're done texturing and lighting to see how much of that stuff you want or need to add atmosphere to your level.
Posted 17 years ago2006-05-11 16:29:15 UTC
in Day of Defeat point capture problem. Post #179514
Exos- what did you figure out?

You can help others by posting your solution.
Posted 17 years ago2006-05-11 11:56:32 UTC
in Scripted Sequences Post #179483
You might try an aiscripted_schedule instead of a sequence, though that doesn't grab the npc like a scripted_sequence.

Also, if you get it fixed, Exos, please post your solution!
Posted 17 years ago2006-05-11 11:52:31 UTC
in floating func_pushables Post #179482
I agree. Very few people post the solution to their problems.

Since solving problems is one of the primary purposes for the forums, everyone should post their solutions.
Posted 17 years ago2006-05-11 11:46:52 UTC
in Question with carving Post #179481
doesnt the compile process automatically snap the edges of a block to the nearest grid point?
I think you mean vertices, not edges. Edges have an infinite number of points so they couldn't be on a grid point.

Vertices aren't snapped to the nearest grid point. That's the origin of some of the problems mentioned.
am i right or just un-educated
You're not right but that doesn't mean you're uneducated, Tetsu0. You just didn't know about that particular thing. :)
Posted 17 years ago2006-05-11 11:37:19 UTC
in Weirdest glitch ever... Post #179478
Dorian27 - I posted that glitch in the forums some time ago. That glitch in the elevator occurs just before a level change. My solution was to run in console mode and, before the point where the glitch occurs, run the next map.
Posted 17 years ago2006-05-10 16:02:32 UTC
in Brit Hacker hacks NASA! Post #179345
"Free" energy? Sounds like someone is a few french fries (chips for you Brits :lol: ) short of a happy meal.
Posted 17 years ago2006-05-10 11:00:03 UTC
in floating func_pushables Post #179303
You don't give much information about what you mean by "complex." Perhaps you could post a problem map with your "shape or structure" in it.

Also, have you tried changing textures? Different textures can cause entities to behave in different ways.
Posted 17 years ago2006-05-09 20:44:21 UTC
in cAnT cHaNgE lEvElS Post #179245
Before you post a question in the forums, take a look through the tutorials. In many cases, you can answer your own questions.
Posted 17 years ago2006-05-09 16:06:04 UTC
in Trigger_push in spirit Post #179204
Are you sure I can do that?
What happened when you tried? You did try it, right? ;)
Posted 17 years ago2006-05-08 10:36:03 UTC
in Trigger_push in spirit Post #179033
Since you don't want to use google, I won't tell you that there's a complete Spirit Entity Guide available that was the third hit when I did a google search.

Just kidding. If you had googled for it, you'd have found:

http://spirit.valve-erc.com/guide/EntityGuide.html
Posted 17 years ago2006-05-08 07:52:02 UTC
in Newbie Questions (/apologize) Post #178993
When you get near a brush in the 3d view, it disappears because your location is inside the brush or it is "behind" you.
Posted 17 years ago2006-05-07 19:31:23 UTC
in This should be simple but isn't... Post #178947
I don't know cs well, but how about a multi-manager that fires the trigger and then disables itself until the bomb is blown or defused?
Posted 17 years ago2006-05-06 12:36:33 UTC
in door issues Post #178694
Elon- ctrl-f is how you find the searched words on a page. It the topic is long it's the only way.
Posted 17 years ago2006-05-04 18:33:08 UTC
in player stays crouching Post #178453
If nothing was changed, then it must still work. /me shakes his head.

"None are so blind as those who will not see."
Posted 17 years ago2006-05-04 16:50:05 UTC
in XSI Mod Tool 4.2 Post #178442
So give us all some experience and let us know what the problem was and how it was resolved!
Posted 17 years ago2006-05-04 16:49:14 UTC
in Our path to destruction Post #178441
if you blow one up, it won't cause some gigantic explosion.
It leavs no waste
Not sure where you got your information but your statement translates to "if you explode it, it explodes." In any case, damaging a nuclear fission power plant will not result in a "gigantic explosion," either.

And don't let anyone convince you that nuclear fusion is super-clean. It is not. It will generate radioactive contaminated waste. Not as much as a fission plant, but, yes, it will generate contaminated waste.
Posted 17 years ago2006-05-04 16:36:07 UTC
in Question with carving Post #178436
Remember: every time you carve, a kitten dies.
Posted 17 years ago2006-05-04 13:26:27 UTC
in player stays crouching Post #178411
You may be 100% sure that there's room for the player to stand up, but the game obviously does not think so. I strongly suspect that there's a brush edge protruding somewhere in your "tunnel." An edge protruding even a fraction of a unit may prevent the player from standing up.

I'm assuming you've rebuilt the tunnel brushes a lot larger until the player can stand up and then gradually reduced the size until the problem occurs. That should've revealed the problem.
Posted 17 years ago2006-05-04 13:21:41 UTC
in Question with carving Post #178407
You can clip each side of the "hole" piece in the shape you want, select that piece alone and delete it. That will leave a "hole." Each clip will be through the entire brush.

After you make the first clip or two, you can select just one of the remaining pieces to clip the next piece to keep the number of brushes down and the length of the clips shorter.

Be aware. Even when you carve, you're not creating a hole. You create many brushes with a space between them. By clipping instead of carving, you get to choose what shape those pieces assume and ensure that their endpoints are at integer intersections.
Posted 17 years ago2006-05-02 20:55:48 UTC
in XSI Mod Tool 4.2 Post #178074
1. If you messed around in XSI before you did your first file/save, the activation may not occur. You may need to reinstall. Follow the instructions in the XSI portion of the Source modeling setup tutorial on this site.

2. If that doesn't work, you may find some help in the forums at softimage.com.
Posted 17 years ago2006-04-29 15:54:06 UTC
in Lighting Fails Post #177368
is there no way to get the whole map to just have flat lighting anyways?
To answer your question, no.
Posted 17 years ago2006-04-27 17:59:01 UTC
in XSI Mod Tool 4.2 Post #177080
When you started XSI, did you do a file/save first and did you get a registration dialog to get your activation key by email?
Posted 17 years ago2006-04-27 16:44:36 UTC
in where do i save my textures Post #177053
but on all of the noob tutorials it doesn't say how to insert a texture
Take a look at the "In the Beginning" tutorials. The entire process is explained.
Posted 17 years ago2006-04-26 15:56:06 UTC
in Unforseen Consequences Post #176884
Hunter, I laughed out loud. Congrats on your effort.

The theme of pushing the gman around in a dumpster is hilarious!
Posted 17 years ago2006-04-26 13:33:06 UTC
in "Black Mesa: East" - Texture Artist! Post #176855
If you want to attract people, you really might want to mention just what the goal of your project is exactly.

I assume from the description it's an HL2 mod.
Posted 17 years ago2006-04-26 13:25:48 UTC
in Half-Life 2 Review Post #176853
Interesting article. Like 7th, I was hooked by the "flaw" thing and was rather disappointed when he revealed it as if it were the Holy Grail or something. Very anti-climactic.

However, overall it seems a fair article. And I agree that HL2 is a very good game but not something to go into spasms over.

Actually, the aspect of HL and HL2 that I like best is, like the original DOOM, we can make our own levels and mods using the main engine. The referenced article didn't touch on that.
Posted 17 years ago2006-04-25 18:08:33 UTC
in 10 ways to destroy the Earth. Post #176712
Phooey. It's already been done - see The Hitchhiker's Guide to the Galaxy.

Earth was destroyed to make way for a hyper-space bypass.
Posted 17 years ago2006-04-25 17:56:03 UTC
in Cuz BJ said so.. Need help with Elevator Post #176711
Excellent, esmajor.

BTW - parenting the func_button to the elevator works fine.
;)
Posted 17 years ago2006-04-25 13:51:32 UTC
in TWHL3 Post #176663
Guess it's time for my annual appeal to get navigation upgrades for the map vault.

Completed maps are now up to 44 pages but can only be paged through, one page at a time.

I suggest adding a Google style navigation to the map vault:

<< 1 2 3 4 5 6 >>

or similar. If that's done, please make it applicable following a sort, also.

Alternately, an index without thumbnails. I was browsing for HL2 maps only a while ago and, good heavens, the completed vault is very difficult to search through. I sorted on mod type and it took forever (seemingly) to wade through page after page to get to what I wanted to look at.

In any case, the map vault navigation needs enhancement.
Posted 18 years ago2006-04-25 08:38:00 UTC
in Cuz BJ said so.. Need help with Elevator Post #176630
Can you parent the button to the elevator to get it to move? I haven't tried that.

Check that you added an output to all the path_tracks: OnPass, elev1, Stop.

Sounds like that may be the problem.
Posted 18 years ago2006-04-24 17:19:12 UTC
in Best Star Trek series and characters Post #176544
Another vote here for the holographic doctor. Neat concept.
Posted 18 years ago2006-04-24 17:14:40 UTC
in Creating sprites on displacement grass. Post #176543
Most of the "blend" prefixed grasses grow sprites. Use the texture editor, displacement tab, select Paint Alpha. "Raise" the alpha for the grass texture.

The more the alpha is increased, the more and bigger spites you get.
Posted 18 years ago2006-04-24 12:27:59 UTC
in Cuz BJ said so.. Need help with Elevator Post #176432
Make two path_track entities for start and end positions. Name them (for example) pt1 and pt2. Next stop for pt1 is pt2 and for pt2, next stop is pt1. Same as HL1.

Make a brush, tie it to func_tracktrain with first stop of (for example) pt1, and name it (for example) elev1. You may want to set flags like "No controls" and "No x-rot."

For each of the path_tracks, add an output "OnPass" with target of elev1 to "Stop"

Create a button with an output "OnPressed", target elev1 to "Start Forward", flags = Don't Move and Use Activates.

Pressing the button should start the train (elevator) at pt1. It will stop at pt2. Press it again and it will move to pt1 and stop.

You'll have to mess with the Orientation selections in the path_tracks. No change is probably what you want.
Posted 18 years ago2006-04-24 06:10:23 UTC
in OMG... Post #176369
Please title your topic with something describing your question.
Posted 18 years ago2006-04-23 14:22:48 UTC
in Hammer camera view object select error Post #176274
Problem resolved!

I changed from directx d3d debug version to retail version of dlls. I can now click away in 3d view (for now..)
Posted 18 years ago2006-04-23 13:36:58 UTC
in Really complicated leak... Post #176264
I wouldn't necessarily be suspicious of the area around a light. It may be only that the leak was found when tracing rays from that light.

Suggestion: when you get the leak(s) fixed (there may be multiple), particularly with big maps: compile often, particularly when adding some complicated brushes. If necessary, big box or cordone a portion of the map that you haven't changed to keep the compile time down. As you successfully compile, expand the boxes or cordoned area.

If it takes 2 minutes to compile 10 times successfully after making a few changes each time, and it takes an hour to find a leak after an unsuccessful compile (with a day or two delay to find out how to detect leaks).. do the math.
Posted 18 years ago2006-04-23 13:22:43 UTC
in Hammer camera view object select error Post #176262
Partial resolution: the problem only occurs when the model itself is displayed, not when the camera is far enough away that just the bounding box is displayed! Found this while tinkering (keep the prodding, habboi!)

habboi: PC should be okay - 1G mem, >15G free on hard drive, no big bkground tasks. Thanks much for the ideas! It keeps me thinking and tinkering about different possibilities.

Trace-debugged the problem to shaderapidx9.dll, called from MaterialSystem.dll, called from StudioRender.dll. So it has to do with the model shader and/or texturing of the model, perhaps.

However, knowing that I can select bounding boxes helps tremendously!
Posted 18 years ago2006-04-22 22:44:01 UTC
in Hammer camera view object select error Post #176173
Further info - I took a hint from habboi and (rather than deleting files) renamed my sourcesdk and sourcesdk_content folders to sourcesdk_save and sourcesdk_content_save to force a reload of the sdk.

I ran Source SDK from the Steam interface and, as expected, steam created new sdk folders and loaded all new copies of software.

I ran Hammer and get the same problem as before - I bomb out of Hammer if I click certain entities in the 3d view.

Still tinkering.

N.B. - there is a change in the 2d views. Some models are drawn in the 2d views (info_player_start, for one. Gordon is drawn). That didn't occur in the "old" versions.
Posted 18 years ago2006-04-22 14:46:04 UTC
in run map prob Post #176082
Just a thought. Looks like you're running HL in openGL. Try running HL, select directX in the video options and try your map again. There's a possibility that you have a problem with openGL and not HL.
Posted 18 years ago2006-04-22 11:11:26 UTC
in Hammer camera view object select error Post #176048
Good to be back.

Messed with 'Reverse selection order' and 'Draw models' (which is in 2d view config - shrug) with no change.

May be a model problem of some sort. Will keep tinkering.
Posted 18 years ago2006-04-22 10:08:38 UTC
in Hammer camera view object select error Post #176039
Problem: in Hammer (Source) I get "Error encountered.. must shut down.. sorry for the inconvenience" when I click in the camera view to select an object.

Selecting an object in any of the 2d views is not a problem.

I've refreshed the SDK content to no avail. This occurs with old and new files alike.

Anyone have the same problem and knows the cause and/or fix?

[EDIT]

Looks like it may apply to selecting some entities which use models. E.g., I get the error when clicking info_player_start and item_suit (which are displayed as Gordon and a suit) but not func_walls or lights. The light is displayed as a lightbulb in the editor but that doesn't appear as a lightbulb in the game so it may not really be a model per se).
Posted 18 years ago2006-04-17 08:11:51 UTC
in Half-Life 2 on a Mac? Post #174759
I've been C/C++ programming for over 30 years on Macs and Intel machines (MS based). For me, on average, development time on a Mac is about one quarter to one half of the time with MS compilers. Error recovery and debugging are definitely better on a Mac, although MS VS is improving.

I'm currently using MS Visual Studio (many USD) only because there's a very small audience for Mac stuff. BTW, Apple's IDE is free with the OS. So, if you're into programming, the difference in cost between a Mac machine and a MS-based machine is pretty much offset by the cost of software. (Yes, MS software is that expensive - stateside, anyway)

Harware upgrading a Mac is definitely a problem, though. :cry:
Posted 18 years ago2005-11-13 22:07:11 UTC
in argh... Post #147035
The first thing you need to do is to get the latest compile tools. That might solve your problem.

Go to the stats page and look for the Zoner's tools link.

Also, this subject has been discussed recently in this forum. You can search the forums using the Find box at the top right of every page.
Posted 18 years ago2005-11-12 10:52:55 UTC
in Light problem Post #146787