Forum posts

Posted 19 years ago2004-08-10 23:48:00 UTC
in Where do I find my models and sprites? Post #49975
Well I wasnt planning on using this for multiplayer. I guess I'll have to install Steam sooner or later. Can someone tell me how I set up Hammer to use Steam?
Posted 19 years ago2004-08-10 21:16:47 UTC
in Where do I find my models and sprites? Post #49930
I was kinda hoping not to have to install steam on my computer this time. Is there a way around that? If not I guess I'll have to. :(
Posted 19 years ago2004-08-10 21:05:54 UTC
in Where do I find my models and sprites? Post #49924
I can't seem to find my .mdl or .spr files. Do I have to use a .pak viewer or something? The only models in my valve/models folder is my player folder.
Posted 19 years ago2004-08-09 05:19:19 UTC
in Knife Post #49279
I think hes talking about making only the knife selectable.
Posted 19 years ago2004-08-09 01:41:23 UTC
in Ingame Text Post #49214
Thats what I tried first. It freezes the game if I make it start a little while after the game loads. If it fires right when it finishes, then it doesnt do anything.
Posted 19 years ago2004-08-09 00:12:01 UTC
in Ingame Text Post #49190
Im trying to make text appear at the start of my game. I'm using game_text and a trigger_auto to fire it. The game_text part works fine becaue I tested it with a button. When i use trigger_auto, it freezes the game when it's suppose to fire. I checked the info on both entities and the tutorial, which uses env_message, not game_text. It should work, just the part where it freezes the game is where I have a problem.
Posted 19 years ago2004-08-08 20:29:06 UTC
in Light Issues Post #49162
That didnt work.
Posted 19 years ago2004-08-08 20:12:39 UTC
in Light Issues Post #49155
How do I keep light from going through closed doors? When the doors open I want the light to come through, but otherwise I dont want to see the red outline.
Basicly, how do I keep this from happening?
User posted image
Posted 19 years ago2004-08-07 02:43:18 UTC
in Traps! Post #48644
Inspired by HL2's E3 demo. I have decided to make some traps in regular half-life. I've made a breakable plank of wood with a barrel on it. The barrel is a train. When the wood breaks, the train triggers and it looks like it falls. When the train reaches the floor, it triggers an evo_explosion.
Everything is fine except that an exploded barrel shouldnt still be there...
Is there a way to make the barrel breakable? So that when the explosion occurs it breaks, like it should?
Posted 19 years ago2004-08-06 13:02:09 UTC
in Problem Playing D/Led maps Post #48459
OK, I fixed all my problems
Posted 19 years ago2004-08-06 12:42:58 UTC
in Problem Playing D/Led maps Post #48457
Well I figured out 1 problem. you dont use "C:/" in the console all you need to do is put: map map_name. Someone should fix that tutorial.
Posted 19 years ago2004-08-06 12:28:28 UTC
in Problem Playing D/Led maps Post #48451
I downloaded the USLL map because I was bored and I followed the instructions on how to play a custom map. I put the all the map files in valvemaps. When I tried to play it through the "Run" window, I get the error "map change failed: 'USLL' not found on server"
This is command I tried to use:
C:SIERRAHalf-Lifehl.exe +map USLL

Then when I tried to run the map through the console, it said C not a valid command or something.
The tutorial told me to use the same command in the console.
Posted 19 years ago2004-08-06 01:32:08 UTC
in Problem during the loading screen Post #48301
Awesome! It works now!
Thankyou so much.
I didn't know that the compiled maps directory had to be "C:SIERRAHalf-Lifevalvemaps" for it to work.
Posted 19 years ago2004-08-06 01:27:13 UTC
in Problem during the loading screen Post #48298
They are in the same folder, and it still doesnt work...
Posted 19 years ago2004-08-06 01:19:02 UTC
in Problem during the loading screen Post #48296
ok I I put -dev and -console in the parameters box and this is what I got:

execing valve.rc
execing language.cfg
execing config.cfg
"sv_aim" changed to "1.000000"
Adding: valve/dllshl.dll
Dll loaded for game Half-Life
execing skill.cfg
map change failed: 'test' not found on server.
execing config.cfg

and thats where it stalls, forever...

as for the compile log, here:
** Executing...
** Command: Change Directory
** Parameters: C:SIERRAHalf-Life

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesValve Hammer Editormapstest.map" "C:Program FilesValve Hammer Editormapstest.map"

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlcsg.exe
** Parameters: "C:Program FilesValve Hammer Editormapstest"

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: C:PROGRA~1VALVEH~1toolshlcsg.exe "C:Program FilesValve Hammer Editormapstest"
Entering C:Program FilesValve Hammer Editormapstest.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:
50%... (0.00 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
50%... (0.02 seconds)

Using Wadfile: sierrahalf-lifevalvehalflife.wad
  • Contains 1 used texture, 100.00 percent of map (3116 textures in wad)
Using Wadfile: sierrahalf-lifevalveliquids.wad
  • Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: sierrahalf-lifevalvespraypaint.wad
  • Contains 0 used textures, 0.00 percent of map (14 textures in wad)
Using Wadfile: sierrahalf-lifevalvexeno.wad
  • Contains 0 used textures, 0.00 percent of map (264 textures in wad)
Using Wadfile: sierrahalf-lifevalvecached.wad
  • Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Using Wadfile: sierrahalf-lifevalvedecals.wad
  • Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: sierrahalf-lifevalvefonts.wad
  • Contains 0 used textures, 0.00 percent of map (3 textures in wad)
Using Wadfile: sierrahalf-lifevalvegfx.wad
  • Contains 0 used textures, 0.00 percent of map (7 textures in wad)
Texture usage is at 0.02 mb (of 4.00 mb MAX)
0.03 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlbsp.exe
** Parameters: "C:Program FilesValve Hammer Editormapstest"

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: C:PROGRA~1VALVEH~1toolshlbsp.exe "C:Program FilesValve Hammer Editormapstest"

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 'C:Program FilesValve Hammer Editormapstest.prt'
0.02 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlvis.exe
** Parameters: "C:Program FilesValve Hammer Editormapstest"

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: C:PROGRA~1VALVEH~1toolshlvis.exe "C:Program FilesValve Hammer Editormapstest"
1 portalleafs
0 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:
(0.00 seconds)
LeafThread:
(0.00 seconds)
average leafs visible: 1
g_visdatasize:3 compressed from 1
0.00 seconds elapsed

--- END hlvis ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlrad.exe
** Parameters: "C:Program FilesValve Hammer Editormapstest"

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: C:PROGRA~1VALVEH~1toolshlrad.exe "C:Program FilesValve Hammer Editormapstest"

= 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 ]

[Reading texlights from 'C:PROGRA~1VALVEH~1toolslights.rad']
[1 texlights parsed from 'C:PROGRA~1VALVEH~1toolslights.rad']

24 faces
Create Patches : 384 base patches
0 opaque faces
8362 square feet [1204224.00 square inches]
1 direct lights

BuildFacelights:
20%...50%...70%... (0.03 seconds)
visibility matrix : 0.0 megs
BuildVisLeafs:
(0.02 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.03 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
Transfer Lists : 122880 : 122.88k transfers
Indices :        2560 :    2.50k bytes
   Data :      491520 :  480.00k bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.02 seconds)
FinalLightFace:
20%...50%...70%... (0.08 seconds)
0.20 seconds elapsed

--- END hlrad ---

** Executing...
** Command: C:SIERRAHALF-L~1hl.exe
** Parameters: -dev -console +map "test"
Posted 19 years ago2004-08-06 01:07:21 UTC
in Problem during the loading screen Post #48294
Do I have to change the game excutable to the shortcut? Also, can't I just put -dev -console in the parameters?

As for what it said when I ran it

map change failed: 'test' not found on server
]
Posted 19 years ago2004-08-06 00:46:39 UTC
in Problem during the loading screen Post #48290
I was doing a lot of HL mapping a year or two ago, and I've lately decided to get back into it for HL2. So I installed HL, updated to 1.1.1.0. Installed Hammer 3.4 and then replaced the compiling tool with ZHLT. I followed all the configuration tutorials.
Well, I made a box with a player start and a light (simple enough). When I went to run the map, I got to the loading screen but thats where it stayed. I waited for about 2 minuites until I got annoyed and tried again. Same result every time.
The compile information said there were no problems compiling the map so I dont think theres a problem there. I don't know if I'm not waiting long enough for it to load. I don't remember it taking this long before. Any help is appriciated.