Forum posts

Posted 20 years ago2004-09-09 11:05:43 UTC
in lighting prob....map to bright Post #57781
Not having any light in your map when still compiling with zoners creates leaks? Is that true? Maybe that's why I couldn't find any wholes in my map. If it is, I'll have to fix that on mine. Thanks guys!

-Koozie :nuts:
Posted 20 years ago2004-09-09 00:07:27 UTC
in Random spawn deaths Post #57714
They're not, they actually are off the ground and just floating in midair like 8 units up. Another thing is that sometimes you spawn with the weapon you had from the previous round and sometimes you don't. What I want it to do is strip you of it every round. I set up what I thought was right with the entities, as far as using the multi_manager, player_weaponstrip, and game_player_equip, but I guess it's not right. As previous any help would be greatly appreciated. Need any more details, I'll be more than happy to post it, thank you!

-Koozie :nuts:
Posted 20 years ago2004-09-08 21:40:35 UTC
in Random spawn deaths Post #57695
I have a problem, where when people play my map on a server. Sometimes it'll pick certain people and automatically kill them on the start. Note that it does not happen at every round and there are 9 spawn points for each team, which is more than enough for what I'm doing. Do you guys know how to fix this problem? I'm also mapping for Counter Strike and any help would be appreciated. Thank You!

-Koozie :nuts:
Posted 20 years ago2004-09-07 19:47:30 UTC
in Problem when running custom map in Steam Post #57336
Well, happy news for me, my issue cleared up. So rat I was making a different map and all of a sudden my problem hit me, the name of my maps that didn't work contained blank spaces in it. I changed it including _ underscores in place of the spaces and now it works. That's what my problem was. Sorry to waste all of your guys time and I help this is the same thing for you rat, good luck!

-Koozie :nuts:
Posted 20 years ago2004-09-03 18:27:59 UTC
in Problem when running custom map in Steam Post #56346
Okay, I put that fgd in, and I tried to fix it on my own but I still can't. I'm sure it's a leak, that's what the log say, but I can't find anything that would suggest this but I'll keep looking.

----COMPILE LOG---

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~1hlcsg.exe "c:program filesvalve hammer editortest maps- not workinggoldeneye- aztecgoldeney_aztec 3"
Entering c:program filesvalve hammer editortest maps- not workinggoldeneye- aztecgoldeney_aztec 3.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 2 ] [ 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:
(0.03 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.09 seconds)

Using Wadfile: wadscstrike.wad
  • Contains 0 used textures, 0.00 percent of map (123 textures in wad)
Using Wadfile: wadshalflife.wad
  • Contains 4 used textures, 57.14 percent of map (3116 textures in wad)
Using Wadfile: wadscs_assault.wad
  • Contains 2 used textures, 28.57 percent of map (22 textures in wad)
Using Wadfile: wadscs_747.wad
  • Contains 1 used texture, 14.29 percent of map (143 textures in wad)
added 2 additional animating textures.
Texture usage is at 0.21 mb (of 4.00 mb MAX)
0.17 seconds elapsed

--- END hlcsg ---

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~1hlbsp.exe "c:program filesvalve hammer editortest maps- not workinggoldeneye- aztecgoldeney_aztec 3"

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 2 ] [ 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)

Warning: === LEAK in hull 0 ===
Entity info_player_start @ (-320, 64, 96)
Error:
A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region. The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted. Some complex rotating objects entities need
their origins outside the map. To deal with these, just enclose the origin
brush with a solid world brush

Leak pointfile generated

0.14 seconds elapsed

--- END hlbsp ---

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~1hlvis.exe "c:program filesvalve hammer editortest maps- not workinggoldeneye- aztecgoldeney_aztec 3"
>> There was a problem compiling the map.
>> Check the file c:program filesvalve hammer editortest maps- not workinggoldeneye- aztecgoldeney_aztec 3.log for the cause.

--- END hlvis ---

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~1hlrad.exe "c:program filesvalve hammer editortest maps- not workinggoldeneye- aztecgoldeney_aztec 3"
>> There was a problem compiling the map.
>> Check the file c:program filesvalve hammer editortest maps- not workinggoldeneye- aztecgoldeney_aztec 3.log for the cause.

--- END hlrad ---

Sorry it's been so long, but thanks for the help,

-Koozie :nuts:
Posted 20 years ago2004-08-28 20:37:45 UTC
in making a car on cs? Post #54977
http://countermap.counter-strike.net/Tutorials/tutorial.php?id=9#

I think that's what they're talking about, hope taht helps at all! ;)
Posted 20 years ago2004-08-28 20:13:56 UTC
in Problem when running custom map in Steam Post #54973
Sorry it's taken so long to respond (School and work don't exactly treat me right, but that's another day and another time) and I do also appreciate all the help that you all have provided. Hopefully it works.

Seventh to answer your questions, the wads were standards, mostly cstrike.wad, halflife.wad, and cs_assault.wad, atleast until I figure this whole thing out. I had made one custom wad but threw it out after these problems started occurring. And other materials, if you mean like prefabs, furniture, models, sounds and stuff like that, I haven't even added any of those things in my maps yet, so that shouldn't be the case. Third I have yet to try and will do real soon, thx for the suggestions.

Peace and Love - As I said some of them do not even bring up a loading box at all, and the ones that do exit in less than a second. They only jump right to three bars, then steam closes out, but doesn't shut down. It still stays in my system's tray on the taskbar and everything, and then the pop up appears saying "file read failure", and it's failure not error as I had first originally posted, my bad.
  • The way I have hammer configured is through my sierra folder, not through steam. What I do is after I compile and test in good old 1.5, is go copy and paste the map into my Steam maps folder, then open Steam and try to run the map from there as well, thus resulting in where my error, or failure, appeared.
  • I am using the 3.5b version of hammer, although I should probably go back and try 3.4 to see if that clears it up at all. I'm also not sure which fgd should be used with 3.5b, so I was using "cs_expert-tom793c", but just yesterday I switched to using the "halflife-cs_expert". Are any of these correct, if not which one should I use? Plus after I switched the fgd, one map made and compiled worked but when I tried to recompile the rmf of another previous one it didn't work, but the map size did chang from like 90-35 kb, mind you these are only test maps, so they're nothing too fancy.
  • And as above I'm only using three or so wads. On a few maps a few more but nothing equivalent to or above 8. So I should be good!
Once again thank you all for your help and input, hopefully it all works out for the best, not just for me, but for rat as well, I also hope this bs disappears, but chances are it's my fault, so it's rightfully all my bs. ;)

Thx guys!

-Koozie :nuts:
Posted 20 years ago2004-08-26 19:03:51 UTC
in Problem when running custom map in Steam Post #54359
First, I apologize if this is a repeat of some previous thread, but I just couldn't find the solution to my problem and I hope you guys may be able to help. At first everything seems to go good while mapping, then I decide I'm going to test it, hit F9, compile, test in the 1.5 version, and thus far everything is perfect. Then my friend asks me if he can view what I have done, sure I send it to him, he places it in his maps folder in Steam, runs it and he gets a "File Read Error" and Steam just closes out. He informs me of this, so I try it and the same thing happens to me. btw all normal maps that I play and don't make work just fine. Thinking something is wrong with my map, which it would probably have to be, I make a simple box with a spawn point and I'm compiling with Zoner's so I didn't put any lights, and this time when I go to new game in the Steam menu and select my map it doesn't do anything at all. Doesn't load, doesn't close, doesn't even think, just stays there. I select it again and click start game or whatever and nothing happens. Try it again with a different map, not made by me, and it loads perfect.

Now this wasn't always the case, the first three maps or so that I made and tested in Steam worked perfect. Was there something that probably happened, or got changed that would allow this to happen. I've looked around and tried everything I could think of, but nothing just seems to be working out for me. Any help would be greatly appreciated and if you want any more information I'd be more than happy to post it.

Sorry about the length of the post :D

-Koozie :nuts:
Posted 20 years ago2004-08-14 19:32:50 UTC
in Camera appearance Post #51017
I tried looking at the help file forever, but I can never seem to find what I'm looking for on there. Probably because I'm looking in the wrong area. :roll:
Posted 20 years ago2004-08-14 00:31:49 UTC
in New Map: cs_bank Post #50848
I just checked out your map about 10 minutes ago and it's good, especially for your first map. If I could just add one suggestion though, I noticed how the sky environment was the standard desert. For a bank map I'd suggest switching that environment to city or something that seems to fit a little better. Otherwise that's it, keep it up, you're doing great. And just in case you don't know how, try out this tutorial I found on this site http://cariad.co.za/twhl/tutorial.php?id=6. It worked for me. ;)

-Koozie :nuts:
Posted 20 years ago2004-08-13 22:14:45 UTC
in Camera appearance Post #50833
Wow, you guys respond fast, RabidMonkey that worked , thanks a bunch to the both of you for taking a look at this, see you guys around. Thanks again! :D ;) :P

-Koozie (No longer struggling so much)
Posted 20 years ago2004-08-13 22:01:12 UTC
in Camera appearance Post #50829
Hi guys,

Well as you all probably guessed I'm new at this and would appreciate any feedback you all could give me.

I've been trying to figure out how to make maps for Counter Strike and I seem to have all the basics down thus far except the textures area. When I compile them, using Zoner's, the textures that I thought I had applied to the ground appeared on the wall and those on the wall appeared on the ceiling and so forth.

Which brings me to this question. In the Hammer Map Editing Program there are 4 views, and in tutorials that I read that have pics, they always show the textures applied directly in the camera view. Mine however just hasa simple outline of my brushes and has no visible textures on it. Does anyone know how toget these textures to appear in your camera view? If you could please help me it would be greatly appreciated.

Thank you,
-Koozie (A struggling newb)