Forum posts

Posted 18 years ago2005-07-18 22:34:40 UTC
in boat ? Post #121925
In short... vehicles you can control are gay.

Gay = homosexual = stupid = extremly glitchy.
Posted 18 years ago2005-07-17 23:46:33 UTC
in env_funnel re-trigger? Post #121727
Great... thanks.. I will begin my search.
Posted 18 years ago2005-07-17 14:43:37 UTC
in env_funnel re-trigger? Post #121627
I wouldn't sapose you know what the sprites are called? I have hundreds of sprite and I can't find the little balls.
Posted 18 years ago2005-07-16 22:18:03 UTC
in env_funnel re-trigger? Post #121390
Ah ha! I will give that a try... sorry for the delayed reply, I was on vacation.
Posted 18 years ago2005-07-01 21:40:38 UTC
in env_funnel re-trigger? Post #118157
hmm... So, button/trigger_multiple triggers env_shooter which trigers env_funnel with a life time of 0.0001?
Posted 18 years ago2005-07-01 10:21:31 UTC
in env_funnel re-trigger? Post #118083
Sigh... I sapose your're right. Env_shooter? How do I do that?
Posted 18 years ago2005-06-30 22:09:00 UTC
in env_funnel re-trigger? Post #117977
I downloaded it...

HUH? WTF? This is like a mod for HL. Not an addon for Hammer.
Posted 18 years ago2005-06-30 13:53:43 UTC
in env_funnel re-trigger? Post #117904
Oh! So spirit is like an add on for Hammer? Allowing more options and cutomizations?
Posted 18 years ago2005-06-30 06:21:51 UTC
in env_funnel re-trigger? Post #117860
That sounds hard. All I want to do is make an env_funnel to be able to funnel again.

Ok, if I can't do that, how could I make this:
A whole bunch of env_funnels are in one spot. I want to make it so that I can trigger one with a multimanager. How would I make it so that the next time I triggered it would be a different env_funnel?
Posted 18 years ago2005-06-29 20:59:06 UTC
in env_funnel re-trigger? Post #117839
As in another type of editor?
Posted 18 years ago2005-06-29 20:23:23 UTC
in env_funnel re-trigger? Post #117824
Sorry... it just he's the only one whom I can remember their name.
Posted 18 years ago2005-06-29 14:16:04 UTC
in env_funnel re-trigger? Post #117747
Seventh-Monkey? Do you have an oppionion on this?
Posted 18 years ago2005-06-29 08:25:14 UTC
in infodecal !? Post #117679
Well I all can say is.... "OH" ... :
Posted 18 years ago2005-06-28 20:22:34 UTC
in env_funnel re-trigger? Post #117612
Doesn't work. I targeted a trigger_relay (set to on) to target the env_funnel but it only does it once per "map" not even once per round. You have to start a new server for it to work again, and even still, it's only once.

I sapose I could make a system to trigger a new env_runnel every time someone uses that teleporter but I can only make so many and eventually they would run out.
Posted 18 years ago2005-06-27 17:57:25 UTC
in env_funnel re-trigger? Post #117547
Ok... I'll try that now. thanks.
Posted 18 years ago2005-06-26 12:11:08 UTC
in infodecal !? Post #117250
I also have this problem. Mine is the texture RED.
Posted 18 years ago2005-06-26 12:09:03 UTC
in env_funnel re-trigger? Post #117249
Hi... How can I re-trigger an env_funnel? When I trigger it it works find but then it's as if it's burnt out.

Any suggestions? Thanks alot.
Posted 18 years ago2005-06-25 22:35:28 UTC
in Difficult door problem Post #117156
Prehaps you could take the glass out of the door? Lol... Ask commander Touvak says, "When every action has been exsaused, take the only action left... inaction."

Well not exactly like that but that's his point. Unless the glass serves an important purpose of coarse.
Posted 18 years ago2005-06-25 22:26:24 UTC
in i can't play my hl2 downloaded maps Post #117155
It's very easy to find if you look around in your steam folder. That a very... lets just say, rookie, thing to ask. :P

Also... if it's a multiplayer map and you want to open it, you must host a server by clicking on "create server".
Posted 18 years ago2005-06-24 11:27:23 UTC
in Too many direct lightstyles on a face Post #116737
Wow.... thanks alot... you just gave me alot of inpiration with that little speul. So there are some textures already? I shall take a look...
Posted 18 years ago2005-06-23 21:59:02 UTC
in brush out of world? Post #116577
See... told ya you wouldn't have to delete the whole map... :P

You would have just deleted that brush.
Posted 18 years ago2005-06-23 21:56:44 UTC
in Too many direct lightstyles on a face Post #116576
No... I havn't fixed the problem yet... I always post when I fix it. Tex lights eh? I'm scared of those... I feel that that's going father than I can do. Are there any tex lights all ready pre made that I can just stick in, or do I have to do all of that editing of the mod and stuff like in the tutorial?
Posted 18 years ago2005-06-22 16:31:53 UTC
in The system cannot find the file specif.. Post #116206
And don't let Windows use them either...
Posted 18 years ago2005-06-20 19:55:05 UTC
in brush out of world? Post #115773
Yes they would be lost but it's better than losing the whole map.
Posted 18 years ago2005-06-20 16:07:32 UTC
in brush out of world? Post #115716
Ok... go like this:

With your map open, click Map, Go To Brush Number

Then for each one of your entitys... delete the brush.

like this...

Entity 0, Brush 122: A 'Unknown Class' @(0,0,0) has a coplanar plane at

So type in the Entity 0
And type 122 in the brush spot.

Then press ok to highlight it and then delete it. Do it to each one of those that are in your compile log.
Posted 18 years ago2005-06-20 15:32:10 UTC
in The system cannot find the file specif.. Post #115695
Nah... I was thinking more along the lines of the, "-"
Posted 18 years ago2005-06-20 12:20:18 UTC
in The system cannot find the file specif.. Post #115584
As I said in an eirlier post, the map name kept on changing on me. To Dustin West.map when I wanted it to be sg_grassy.map

That's what was so weird about it.
Posted 18 years ago2005-06-19 19:24:43 UTC
in The system cannot find the file specif.. Post #115463
Ahh... ya know what the problem was? I had the maps folder on the desktop and windows had a weird name for his user account so it was trying to go to his desktop but hammer didn't like his windows account name.

It was "Dustin West.DUSTIN-5KVAYTTR" you can see it's problem... lol

Thanks alot for the help guys. C ya!
Posted 18 years ago2005-06-19 18:29:23 UTC
in The system cannot find the file specif.. Post #115460
Hammer Configuration? Such as?
Posted 18 years ago2005-06-19 17:53:06 UTC
in The system cannot find the file specif.. Post #115440
I was looking at it more and it's really weird. It keeps changing the .map file to "Dustin West.map"

That's the name of my brother's account. Puzzling.
Posted 18 years ago2005-06-19 15:48:33 UTC
in The system cannot find the file specif.. Post #115394
Hi... Sorry for posting so much but your help is vital to me and I apreciat it very much.

I just installed Hammer on my brother's computer because he wants to start mapping. I made a simple box to see if it would work. When it copiled it brought up an error in the copile window:
"The system cannot find the file specified."
Continue?
YES/NO

If you say yes it compiles but the .bsp isn't there.
If you say no it just closes out.
Here is the compile log.
Thanks for the help:
__________________________________

** Executing...
** Command: Change Directory
** Parameters: C:Program FilesSteamSteamAppspaintball_master22@hotmail.comhalf-life

** Executing...
** Command: Copy File
** Parameters: "C:Documents and SettingsDustin West.map" "C:Documents and SettingsDustin West.DUSTIN-5KVAYTTRDesktopMapsDustin West.map"

The command failed. Windows reported the error:
"The system cannot find the file specified."

** Executing...
** Command: C:DOCUME~1DUSTIN~1.DUSDesktopMapshlcsg.exe
** Parameters: "C:Documents and SettingsDustin West.DUSTIN-5KVAYTTRDesktopMapsDustin West"

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:DOCUME~1DUSTIN~1.DUSDesktopMapshlcsg.exe "C:Documents and SettingsDustin West.DUSTIN-5KVAYTTRDesktopMapsDustin West"
Entering C:Documents and SettingsDustin West.DUSTIN-5KVAYTTRDesktopMapsDustin West.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:
90%... (0.03 seconds)
SetModelCenters:
(0.02 seconds)
CSGBrush:
90%... (0.06 seconds)

Using Wadfile: sierrahalf-lifewormhole_tex.wad
  • Contains 0 used textures, 0.00 percent of map (10 textures in wad)
Using Wadfile: sierrahalf-lifecached.wad
  • Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Using Wadfile: sierrahalf-lifedecals.wad
  • Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: sierrahalf-lifedhd_textures.wad
  • Contains 0 used textures, 0.00 percent of map (5 textures in wad)
Using Wadfile: sierrahalf-lifegate_textures.wad
  • Warning: Larger than expected texture (348972 bytes): 'OUTER3'
  • Warning: Larger than expected texture (348972 bytes): 'INNER2'
  • Contains 0 used textures, 0.00 percent of map (19 textures in wad)
Using Wadfile: sierrahalf-lifehalflife.wad
  • Contains 4 used textures, 80.00 percent of map (3116 textures in wad)
Using Wadfile: sierrahalf-lifeliquids.wad
  • Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: sierrahalf-lifesg_conquest.wad
  • Contains 0 used textures, 0.00 percent of map (52 textures in wad)
Using Wadfile: sierrahalf-lifetokra.wad
  • Contains 1 used texture, 20.00 percent of map (34 textures in wad)
Warning: More than 8 wadfiles are in use. (9)
This may be harmless, and if no strange side effects are occurring, then
it can safely be ignored. However, if your map starts exhibiting strange
or obscure errors, consider this as suspect.

Texture usage is at 0.12 mb (of 4.00 mb MAX)
0.14 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:DOCUME~1DUSTIN~1.DUSDesktopMapshlbsp.exe
** Parameters: "C:Documents and SettingsDustin West.DUSTIN-5KVAYTTRDesktopMapsDustin West"

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:DOCUME~1DUSTIN~1.DUSDesktopMapshlbsp.exe "C:Documents and SettingsDustin West.DUSTIN-5KVAYTTRDesktopMapsDustin West"

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:Documents and SettingsDustin West.prt'
0.09 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:DOCUME~1DUSTIN~1.DUSDesktopMapshlvis.exe
** Parameters: -fast "C:Documents and SettingsDustin West.DUSTIN-5KVAYTTRDesktopMapsDustin West"

g_fastvis = true
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:DOCUME~1DUSTIN~1.DUSDesktopMapshlvis.exe -fast "C:Documents and SettingsDustin West.DUSTIN-5KVAYTTRDesktopMapsDustin West"
26 portalleafs
49 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 [ on ] [ off ]
full vis [ off ] [ off ]

BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.02 seconds)
average leafs visible: 13
g_visdatasize:156 compressed from 104
0.03 seconds elapsed

--- END hlvis ---

** Executing...
** Command: C:DOCUME~1DUSTIN~1.DUSDesktopMapshlrad.exe
** Parameters: "C:Documents and SettingsDustin West.DUSTIN-5KVAYTTRDesktopMapsDustin West"

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:DOCUME~1DUSTIN~1.DUSDesktopMapshlrad.exe "C:Documents and SettingsDustin West.DUSTIN-5KVAYTTRDesktopMapsDustin West"

= 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 ]

291 faces
Create Patches : 3388 base patches
0 opaque faces
64368 square feet [9269096.00 square inches]
1 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (8.89 seconds)
visibility matrix : 0.7 megs
BuildVisLeafs:
30%...50%...80%... (1.80 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.91 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.36 seconds)
Transfer Lists : 2711206 : 2.71M transfers
Indices :      475328 :  464.19k bytes
   Data :    10844824 :   10.34M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.25 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.59 seconds)
13.03 seconds elapsed

--- END hlrad ---
Posted 18 years ago2005-06-19 14:02:49 UTC
in Error on open of .rmf Post #115372
Ahha... Well when I opened the .rmx as a .rmf it gave the same error.

When I opened the .map it said, "for your infomation, 3 soilds were not loaded" or something like that. But it worked... except I lost everything I recently made because that seems to be from the last time I compiled the map. Thank you though.
Posted 18 years ago2005-06-19 12:26:33 UTC
in Error on open of .rmf Post #115347
My map won't open in hammer. I was just makeing a big flame chanalere in the ceter of the map and it shut down on me after I saved it and now it won't open. "Windows error report" thing comes up.

It's in the map vault.
http://twhl.co.za/mapvault_map.php?id=3143

Thanks for any help/sugestions you have.
Posted 18 years ago2005-06-18 15:16:40 UTC
in Too many direct lightstyles on a face Post #115185
Well that would be my ring transporters. I tried deleting as many lights as I could find but no luck.

As for the ring transporter (you kinda have to watch the movie/show Stargate: SG-1 to know what they are) I didn't make them and they have many lights. You think I should get rid of some of the white lights inside?

I will try that... thanks.
Posted 18 years ago2005-06-17 17:19:08 UTC
in Too many direct lightstyles on a face Post #115029
I do have sevaral switchable lights in one room. You say I should get rid of them?

I will try that, thanks.
Posted 18 years ago2005-06-17 14:58:11 UTC
in Too many direct lightstyles on a face Post #115010
Ok... I have searched the forum for this problem:
"Too many direct lightstyles on a face (?, ?, ?)"
And I found many topics but I am confused as to what I am supose to do about this error.
When I compiled my map I got this error 400,000 times and when I put it into a word doctument it was 7,901 pages of size 12 font. When I saved it as a .txt it was 19.98 mb!!! That's huge for a text document.

Anyway, the map works fine it's just this is adding a few hours on to my compile time and I'm concerend. Is there anything specificly I should do? What is it that I do again?

Thanks for the help. It's in the map vault but it's for the mod Stargate TC.
http://twhl.co.za/mapvault_map.php?id=3135
Posted 18 years ago2005-06-16 23:56:08 UTC
in Another problem arises... Post #114898
Also... when precisly does the game shut down?
Posted 18 years ago2005-06-16 23:53:42 UTC
in Air Lock Post #114897
After about 2 days of no sleep I've decided that the problem just isn't worth it. I guess I'll just leave it as a bug.
Posted 18 years ago2005-06-13 18:19:41 UTC
in Air Lock Post #114232
Ok... I din't want to start a new topic with this because it still about the air lock. The problem I'm having is:

When the round restarts with the water up, the water stays up ("OPEN") at the beginingof the next round. Is there any way to trigger the water to close only if it's open? I want to make sure that it is closed every time I press the button. A trigger_relay set to off doesn't work. What might?

Thanks for the help.
Posted 18 years ago2005-06-13 18:12:43 UTC
in Making Switchable Textures Post #114231
I still can't figure that tex light thing out. I think I just don't have the brain capacity.
Posted 18 years ago2005-06-13 18:05:32 UTC
in Hint brushes wont work Post #114230
Well I think this is out of my leage... I shal leave this topic. Sorry I couldn't help more.
Posted 18 years ago2005-06-12 14:27:38 UTC
in Hint brushes wont work Post #113969
I love that texture! "FIFTIES_DR1" Best wooden one out there!!! YAY! Em em... sorry about that,

Prehaps if you copy all of your .wads and put them all in one folder to and then pointed hammer to those ones insted, it might work. Also, when stuff like this happens to me I put -wadautodetect in that thingy before you press ok to compile and it seems to work fine.
Posted 18 years ago2005-06-11 18:34:56 UTC
in Best Way To Have An Auto Door Post #113811
It's alright... I have it working now. Thanks for your imput.
Posted 18 years ago2005-06-11 17:57:13 UTC
in Hint brushes wont work Post #113804
Hmmm... I would help, but I know nothing of HINT bruses because the tutorials don't say what hint brushes are FOR! They just say that it helps something and cuts down compile speeds. Whatever that means.
Posted 18 years ago2005-06-11 17:50:55 UTC
in Best Way To Have An Auto Door Post #113802
Well that isn't a problem in this case. The wall is very thin, but on the side with the button, it isn't near the door at all... it is accorss the room. Good thought though.
Posted 18 years ago2005-06-11 14:36:14 UTC
in One minute solid... [closed] Post #113765
Ok... seems to work fine. Thanks. I had to make a small little box with a texture and bind it with the func_wall_toggle because the clip brush was the only texture and it wouldn't let me compile it because it had no visible brushes. Thanks for the help y'all.
Posted 18 years ago2005-06-11 12:42:43 UTC
in One minute solid... [closed] Post #113751
ok... so I have it as a func_wall_toggle

Now what? Give it a name and target it with a multimanager?
Posted 18 years ago2005-06-11 10:08:22 UTC
in One minute solid... [closed] Post #113732
Wow... that's a really good idea. But I don't want a wall... I want a bridge to become non solid. Well sort of. I want to make a laser that you can walk on. I have a func_wall as a clip brush and an env_beam going along the inside of the clip brush. Right now, I have the illusion that you are walking on the env_beam (laser), but I want to be able to turn the laser off, making whomever is walking on the laser to fall.

Is there no way to trigger a func_wall to become not solid?
Posted 18 years ago2005-06-11 09:23:08 UTC
in One minute solid... [closed] Post #113728
Hi... I want to make a wall that is solid, and then when a muti_manger triggers it, it is able to pass through. Any ideas on how I might do this?

Thanks again.
Posted 18 years ago2005-06-10 19:39:16 UTC
in Best Way To Have An Auto Door Post #113681
ok.. I just tried it and it works perfectly... thanks again guys...