Forum posts

Posted 13 years ago2011-02-21 18:26:42 UTC
in Light Appearances don't work Post #290600
I'm thinking that lights don't do anything except stay on or stay off when triggered.

Huzzah 1990's Valve Engine.
Posted 13 years ago2011-02-21 03:31:20 UTC
in Light Appearances don't work Post #290564
I just ran a test - Every appearance except flicker a and flicker b work correctly.

However, as soon as the light is set to a trigger, it triggers correctly but I lose the appearance. For example;

Fast strobe - works correctly. Give it the name "flicker" and trigger it, it works, but it stays on and doesn't strobe.
Posted 13 years ago2011-02-20 23:32:03 UTC
in Light Appearances don't work Post #290561
Nothing I choose will display any appearance.

Fluorescent flicker is the only one that works, if the light is not triggered and is already on by default. Fast Strobe, Candle, nothing else works what-so-ever. None of them work if the light is triggered.

This is for a single player map, but the problem is both HL2DM and HL2SP
Posted 13 years ago2011-02-19 00:26:16 UTC
in Problems with changelevel Post #290524
Thanks Atom
Posted 13 years ago2011-02-18 22:51:48 UTC
in Problems with changelevel Post #290522
It has been solved.

I didn't know each level needed a land mark with the same name. Landmarks were rd01a and rd02a.

This confuses me on how to do multiple changing maps.. Does this mean that if

rd01>rd02>rd03, then the landmark connecting 01 and 02 must be named the same, and rd02 and rd03 need to be the same? Or does 1 2 AND 3 all have to be the same?
Posted 13 years ago2011-02-18 22:33:53 UTC
in Problems with changelevel Post #290521
Map 1: reddelta01
Map 2: reddelta02

Trigger changelevel has no name, and when you walk into it, it has:
New Map: reddelta02
Landmark name: rd02a

Map 2's landmark has the name "rd02a"

Problem is, when the level changes, it freezes at "LOADING" and then I have to CTRL+ALT+DEL.

Any ideas?
Posted 13 years ago2011-02-08 23:24:53 UTC
in Any possibility of recovering this accou Post #290202
Works! Thank you much!
Posted 15 years ago2009-06-17 18:13:52 UTC
in Entities causing Leaks Post #268343
Anything?
Posted 15 years ago2009-05-25 00:32:12 UTC
in Entities causing Leaks Post #267441
Yeah I found the problem, it was a 4x4 units sized puncture.

I have one last issue though, I have a switch that's supposed to give off a red light, and then switch it off and turn green when pressed.

Red light = lightswitch1, not initially dark
Grn Light = lightswitch1, initially dark

Yet they both are off, and when I flip the switch, they're both on.
Posted 15 years ago2009-05-24 23:54:09 UTC
in Entities causing Leaks Post #267438
That's not what I said I did.

I made a func_door, and it's surrounded by solid brushes, sealing it from leaks, but when the door opens, it penetrates the brush, exposing itself to the outside world. I understand how brush based entities work

I took a couple years off, make a few maps here and there.
Posted 15 years ago2009-05-24 23:43:23 UTC
in Entities causing Leaks Post #267436
Is it possible that, for example, if you make a func_door, and it would open to the void (but while closed, it's sealed completely from leaks) would it cause a leak error?

Say you have a U, in the middle of the U is the door, and it's closed in by a room. Therefore the door in the middle of the U is sealed from leaks. But when the door opens upward, it penetrates the outer perimeter of the room, causing the door to open into the void.

I haven't had a problem like this before, so I don't think it does cause a leak as I have explained, but I've spent hours looking for leaks in my map and can't find any!
Posted 15 years ago2009-02-21 03:43:06 UTC
in Making func_recharge/healthcharger charg Post #263062
It works for some maps I downloaded back when half-life was ran through WAN.

Those maps they'll do like 120 before dieing, I switch to my map, and then it's back to 30.
Posted 15 years ago2009-02-20 20:29:21 UTC
in Making func_recharge/healthcharger charg Post #263053
How do you make those func's charge more than like 30?

After you charge your armor up to 30, it's depleted for like half a freakin' hour.

There's maps I've played where they'll do about 200 before depleting.

I've looked and looked and lookedand lookedand lookedand lookedand lookedand lookedand lookedand lookedand lookedand lookedand lookedand lookedand lookedand lookedand lookedand lookedand lookedand lookedand lookedand lookedand lookedand lookedand lookedand lookedand lookedand lookedand looked and LOOKED and never found ANYTHING on how to do this, except for Half-Life 2. Kinda funny when you put "Half Life 1 Deathmatch" and all of your results are HL2.
Posted 15 years ago2009-02-19 18:24:06 UTC
in Non-Hammer Entities and Outputs Post #262983
I'm making a game mode for Garry's Mod, and I've been mapping for years now. Unfortunately, this is a new issue.

I've been talking with an LUA scriptor, and he says for my capture points to work correctly for this game mode, I need:

"What about if the gamemode makes the entities "controlpanel" and "unlockbutton"? That makes it a lot easier to add the points, and stuff."

Right now, I have:

func_button Damage Activates - OutPut: capturepointred unlock time5.0 OutPut: capturepointred lock time7.0

func_button capturepointred Use Activates - OutPut: CaptureSirenRed PlaySound 0.1 OutPut: captureSirenRed StopSound 6.1

should I have him make the LUA recognize when capturepointred is activated, or have him create a new entity with the game mode, and somehow have hammer trigger it?

Having hammer trigger it sounds easier, but I'm not sure what to do. Should it be an output that trigger is, or a completely new entity? I'm confused.
Posted 15 years ago2009-02-16 22:25:37 UTC
in Pointfile to nothingness Post #262857
All entities were inside the map, and there wasn't a hole.. The ingame pointfile wasn't even leading to the actual leak, in fact.. It wasn't anywhere near it!

I found the leak about 1024 units away, in a different direction, once I loaded the red-line pointfile in hammer, I picked a point, followed the line with the camera view, and after about 20 minutes, I found it.

Thanks for the input, the first answer was most on-target, but it was just a solid red line, not blue at any point. Thanks!
Posted 15 years ago2009-02-16 05:31:15 UTC
in Pointfile to nothingness Post #262788
I am getting a pointfile to an area that doesn't even have a leak.

I've been mapping for 5 years, think I know how to find a leak.. Well, there isn't one.. The pointfile goes to the middle of my underground sewer, and the entire line of the pointfile just goes through nothingness, nothingness being just the open inside-closed part of the map, from point A to point B.

When I load the pointfile in hammer though, I get a HUGE mess of red lines EVERYWHERE..

But for as this pointfile leading me nowhere, what do I do?
** Executing...
** Command: Change Directory
** Parameters: F:\Half-Life on Thekeeptwo

** Executing...
** Command: Copy File
** Parameters: "F:\HL2MAPZ\Walmart\maps\Walmart_v2.map" "F:\Half-Life on Thekeeptwo\valve\maps\Walmart_v2.map"

** Executing...
** Command: F:\PROGRA~1\VALVEH~1\tools\hlcsg.exe
** Parameters: "F:\Half-Life on Thekeeptwo\valve\maps\Walmart_v2"

hlcsg v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
--- BEGIN hlcsg ---
Command line: F:\PROGRA~1\VALVEH~1\tools\hlcsg.exe "F:\Half-Life on Thekeeptwo\valve\maps\Walmart_v2"
Entering F:\Half-Life on Thekeeptwo\valve\maps\Walmart_v2.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 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ 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:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.77 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (2.14 seconds)

Using Wadfile: \half-life on thekeeptwo\valve\halflife.wad
  • Contains 59 used textures, 66.29 percent of map (3116 textures in wad)
Using Wadfile: \half-life on thekeeptwo\valve\liquids.wad
  • Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: \half-life on thekeeptwo\valve\tfc.wad
  • Contains 4 used textures, 4.49 percent of map (279 textures in wad)
Using Wadfile: \half-life on thekeeptwo\valve\customwad.wad
  • Contains 13 used textures, 14.61 percent of map (17 textures in wad)
Using Wadfile: \half-life on thekeeptwo\valve\xeno.wad
  • Contains 0 used textures, 0.00 percent of map (264 textures in wad)
Using Wadfile: \half-life on thekeeptwo\valve\walmart.wad
  • Contains 13 used textures, 14.61 percent of map (23 textures in wad)
added 2 additional animating textures.
Texture usage is at 1.98 mb (of 4.00 mb MAX)
3.08 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: F:\PROGRA~1\VALVEH~1\tools\hlbsp.exe
** Parameters: "F:\Half-Life on Thekeeptwo\valve\maps\Walmart_v2"

hlbsp v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
--- BEGIN hlbsp ---
Command line: F:\PROGRA~1\VALVEH~1\tools\hlbsp.exe "F:\Half-Life on Thekeeptwo\valve\maps\Walmart_v2"

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 ]
noopt [ 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 8192)

SolidBSP [hull 0] 500...1000...1500...2000...2500...3000...3500...3983 (0.36 seconds)
Warning: === LEAK in hull 0 ===
Entity info_player_start @ (-1072,-2856, 64)
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

SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3500...3580 (0.27 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2500...3000...3217 (0.22 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...4000...4313 (0.33 seconds)
4.50 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: F:\PROGRA~1\VALVEH~1\tools\hlvis.exe
** Parameters: "F:\Half-Life on Thekeeptwo\valve\maps\Walmart_v2"

hlvis v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
--- BEGIN hlvis ---
Command line: F:\PROGRA~1\VALVEH~1\tools\hlvis.exe "F:\Half-Life on Thekeeptwo\valve\maps\Walmart_v2"
There was a problem compiling the map.
Check the file F:\Half-Life on Thekeeptwo\valve\maps\Walmart_v2.log for the cause.
--- END hlvis ---

** Executing...
** Command: F:\PROGRA~1\VALVEH~1\tools\hlrad.exe
** Parameters: "F:\Half-Life on Thekeeptwo\valve\maps\Walmart_v2"

hlrad v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
--- BEGIN hlrad ---
Command line: F:\PROGRA~1\VALVEH~1\tools\hlrad.exe "F:\Half-Life on Thekeeptwo\valve\maps\Walmart_v2"
There was a problem compiling the map.
Check the file F:\Half-Life on Thekeeptwo\valve\maps\Walmart_v2.log for the cause.
--- END hlrad ---
Posted 16 years ago2008-07-28 16:05:22 UTC
in Decompile Protection Post #253083
One problem. I just heard on the Garry's Mod forums there's a hacked warez program that bypasses all protection popularly known... Crap!
Posted 16 years ago2008-07-28 14:37:49 UTC
in Decompile Protection Post #253080
I'm mapping for Garry's Mod, and would like to know how to add decompile protection so babies aren't decompiling my map for secrets and burglary
Posted 16 years ago2008-07-21 15:11:35 UTC
in Entity has no solids, all CLIP/ORIGIN Post #252809
Very weird...

I took all my clip brushes and turned them {BLUE and func_wall with texture and 255, and boom. They do the same job, and now it's compiling just fine.

Oh well! Problem solved.
Posted 16 years ago2008-07-21 14:32:55 UTC
in How can I make scientists sit? Post #252806
I believe there was a tutorial on this or a post before. Search the tutorials.

There's a specific monster_entity for it, I believe monster_scientist_sitting or something, don't have hammer loaded.

Have to place him about 16 units above the chair, and set the origin direction the way he should face.

[Edit:] monster_sitting_scientist
Posted 16 years ago2008-07-21 14:10:43 UTC
in Entity has no solids, all CLIP/ORIGIN Post #252803
NOT.

HowtoFix: Self explanatory
(Really? Because this doesn't make sense to me!)

Read this log, and then my description.. This stupid error is making me delete almost every entity I have! I've already lost my breakable bridge, a window, and now i'm starting to lose my buttons.
** Executing...
** Command: Change Directory
** Parameters: F:\Half-Life on Thekeeptwo

** Executing...
** Command: Copy File
** Parameters: "F:\HL2MAPZ\testers\brandonmike.map" "F:\Half-Life on Thekeeptwo\valve\maps\brandonmike.map"

** Executing...
** Command: F:\PROGRA~1\VALVEH~1\tools\hlcsg.exe
** Parameters: "F:\Half-Life on Thekeeptwo\valve\maps\brandonmike"

hlcsg v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
--- BEGIN hlcsg ---
Command line: F:\PROGRA~1\VALVEH~1\tools\hlcsg.exe "F:\Half-Life on Thekeeptwo\valve\maps\brandonmike"
Entering F:\Half-Life on Thekeeptwo\valve\maps\brandonmike.map
Error: Entity 182 has no visible brushes

Error: No visibile brushes
Description: All brushes are CLIP or ORIGIN (at least one must be normal/visible)
Howto Fix: self explanitory

--- END hlcsg ---

** Executing...
** Command: F:\PROGRA~1\VALVEH~1\tools\hlbsp.exe
** Parameters: "F:\Half-Life on Thekeeptwo\valve\maps\brandonmike"

hlbsp v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
--- BEGIN hlbsp ---
Command line: F:\PROGRA~1\VALVEH~1\tools\hlbsp.exe "F:\Half-Life on Thekeeptwo\valve\maps\brandonmike"
There was a problem compiling the map.
Check the file F:\Half-Life on Thekeeptwo\valve\maps\brandonmike.log for the cause.
--- END hlbsp ---

** Executing...
** Command: F:\PROGRA~1\VALVEH~1\tools\hlvis.exe
** Parameters: "F:\Half-Life on Thekeeptwo\valve\maps\brandonmike"

hlvis v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
--- BEGIN hlvis ---
Command line: F:\PROGRA~1\VALVEH~1\tools\hlvis.exe "F:\Half-Life on Thekeeptwo\valve\maps\brandonmike"
There was a problem compiling the map.
Check the file F:\Half-Life on Thekeeptwo\valve\maps\brandonmike.log for the cause.
--- END hlvis ---

** Executing...
** Command: F:\PROGRA~1\VALVEH~1\tools\hlrad.exe
** Parameters: "F:\Half-Life on Thekeeptwo\valve\maps\brandonmike"

hlrad v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
--- BEGIN hlrad ---
Command line: F:\PROGRA~1\VALVEH~1\tools\hlrad.exe "F:\Half-Life on Thekeeptwo\valve\maps\brandonmike"
There was a problem compiling the map.
Check the file F:\Half-Life on Thekeeptwo\valve\maps\brandonmike.log for the cause.
--- END hlrad ---
The said entity # 182 is part of a custom made func_button, but the texture is M_WOOD1, deleting it fixes the error.

But then it moves on to the next entity, I started at 192 and now I'm getting really irritated.
Posted 16 years ago2008-07-20 23:41:09 UTC
in Waterfall sideways, conveyor not respond Post #252771
Done! Fixed it perfectly!

Did I miss that in the tutorial or did it fail to mention?
Posted 16 years ago2008-07-20 23:34:51 UTC
in Waterfall sideways, conveyor not respond Post #252769
AH I didn't try that! Thanks!

Compiling Now.
Posted 16 years ago2008-07-20 22:05:14 UTC
in Waterfall sideways, conveyor not respond Post #252766
Hey guys! Followed the waterfall tutorial by spec, and now I have a short problem.

My waterfalls are moving sideways, and my rivers are moving all in one direction (0) even though the pitch is rotated to (90) and (180) (Flowing river around a corner)

The textures are waterscroll, for all 3 of those entities.

Any reason why my waterfalls/rivers are not responding to the pitch changes?
Posted 16 years ago2008-07-07 19:41:17 UTC
in func_tank firing too slow Post #252211
Doh! my bad.

Thanks
Posted 16 years ago2008-07-07 14:35:55 UTC
in func_tank firing too slow Post #252202
My func_tank is set to

Rate of Fire: .1
Firing Persistency: 1 (changing it didn't change anything)
Bullet: 12mm/9mm

and it's firing in the game about every 3-5 seconds.
Posted 16 years ago2008-06-23 21:37:52 UTC
in I WAS ALMOST DONE!! Compile log error Post #251794
I don't have a log, it never finished. I will post when I compile tonight if I have the same problem.
Posted 16 years ago2008-06-22 21:25:46 UTC
in I WAS ALMOST DONE!! Compile log error Post #251766
Oh, I heard they were both ways...

What can I use then? Crappy vbsp/vvis.exe etc?

I'm not going for 14+ hour compile times...
Posted 16 years ago2008-06-22 19:54:10 UTC
in I WAS ALMOST DONE!! Compile log error Post #251760
LOL I was so close to finishing.

vvis.exe took 14+ hours to complete last night so I cancelled it, thinking it crashed.

I just switched over to zoners tools and UH OH, look what happened..

** Command: "c:\games\steam\steamapps\rory84\sourcesdk_content\hlbsp.exe"
** Parameters: -game "c:\games\steam\steamapps\rory84\half-life 2 deathmatch\hl2mp" "C:\Games\Steam\steamapps\rory84\sourcesdk_content\hl2mp\mapsrc\antlion_bases"

Unknown option "-game"
hlbsp v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)

= hlbsp Options =
-leakonly      : Run BSP only enough to check for LEAKs
-subdivide #   : Sets the face subdivide size
-maxnodesize # : Sets the maximum portal node size
-notjunc       : Don't break edges on t-junctions     (not for final runs)
-noclip        : Don't process the clipping hull      (not for final runs)
-nofill        : Don't fill outside (will mask LEAKs) (not for final runs)
 -noopt         : Don't optimize planes on BSP write   (not for final runs)
-texdata #     : Alter maximum texture memory limit (in kb)
-lightdata #   : Alter maximum lighting memory limit (in kb)
-chart         : display bsp statitics
-low | -high   : run program an altered priority level
-nolog         : don't generate the compile logfiles
-threads #     : manually specify the number of threads to run
-estimate      : display estimated time during compile
-nonulltex     : Don't strip NULL faces
-verbose       : compile with verbose messages
-noinfo        : Do not show tool configuration information
-dev #         : compile with developer message
mapfile        : The mapfile to compile
** Executing...
** Command: "c:\games\steam\steamapps\rory84\sourcesdk_content\hlvis.exe"
** Parameters: -game "c:\games\steam\steamapps\rory84\half-life 2 deathmatch\hl2mp" "C:\Games\Steam\steamapps\rory84\sourcesdk_content\hl2mp\mapsrc\antlion_bases"

Unknown option "-game"hlvis v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)

= hlvis Options =
-full           : Full vis
-fast           : Fast vis
-texdata #      : Alter maximum texture memory limit (in kb)
-lightdata #      : Alter maximum texture memory limit (in kb)
-chart          : display bsp statitics
-low | -high    : run program an altered priority level
-nolog          : don't generate the compile logfiles
-threads #      : manually specify the number of threads to run
-estimate       : display estimated time during compile
-maxdistance #  : Alter the maximum distance for visibility
-verbose        : compile with verbose messages
-noinfo         : Do not show tool configuration information
-dev #          : compile with developer message
mapfile         : The mapfile to compile
** Executing...
** Command: "c:\games\steam\steamapps\rory84\sourcesdk_content\hlrad.exe"
** Parameters: -game "c:\games\steam\steamapps\rory84\half-life 2 deathmatch\hl2mp" "C:\Games\Steam\steamapps\rory84\sourcesdk_content\hl2mp\mapsrc\antlion_bases"

Unknown option "-game"
hlrad v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)

= hlrad Options =
-sparse         : Enable low memory vismatrix algorithm
-nomatrix       : Disable usage of vismatrix entirely
-extra          : Improve lighting quality by doing 9 point oversampling
-bounce #       : Set number of radiosity bounces
-ambient r g b  : Set ambient world light (0.0 to 1.0, r g b)
-maxlight #     : Set maximum light intensity value
-circus         : Enable 'circus' mode for locating unlit lightmaps
-nopaque        : Disable the opaque zhlt_lightflags for this compile
-smooth #       : Set smoothing threshold for blending (in degrees)
-chop #         : Set radiosity patch size for normal textures
-texchop #      : Set radiosity patch size for texture light faces
-notexscale #   : Do not scale radiosity patches with texture scale
-coring #       : Set lighting threshold before blackness
-dlight #       : Set direct lighting threshold
-nolerp         : Disable radiosity interpolation, nearest point instead
-fade #         : Set global fade (larger values = shorter lights)
-falloff #      : Set global falloff mode (1 = inv linear, 2 = inv square)
-scale #        : Set global light scaling value
-gamma #        : Set global gamma value
-sky #          : Set ambient sunlight contribution in the shade outside
-lights file    : Manually specify a lights.rad file to use
-noskyfix       : Disable light_environment being global
-incremental    : Use or create an incremental transfer list file
-dump           : Dumps light patches to a file for hlrad debugging info
-texdata #      : Alter maximum texture memory limit (in kb)
-lightdata #    : Alter maximum lighting memory limit (in kb)
-chart          : display bsp statitics
-low | -high    : run program an altered priority level
-nolog          : Do not generate the compile logfiles
-threads #      : manually specify the number of threads to run
-estimate       : display estimated time during compile
-verbose        : compile with verbose messages
-noinfo         : Do not show tool configuration information
-dev #          : compile with developer message
-colourgamma r g b : Sets different gamma values for r, g, b
-colourscale r g b : Sets different lightscale values for r, g ,b
-colourjitter r g b : Adds noise, independent colours, for dithering
-jitter r g b : Adds noise, monochromatic, for dithering
-nodiffuse : Disables light_environment diffuse hack
-nospotpoints : Disables light_spot spherical point sources
-softlight r g b d : Scaling values for backwards-light hack

-customshadowwithbounce : Enables custom shadows with bounce light
-rgbtransfers : Enables RGB Transfers (for custom shadows)
mapfile         : The mapfile to compile
** Executing...
** Command: Copy File
** Parameters: "C:\Games\Steam\steamapps\rory84\sourcesdk_content\hl2mp\mapsrc\antlion_bases.bsp" "c:\games\steam\steamapps\rory84\half-life 2 deathmatch\hl2mp\maps\antlion_bases.bsp"

The command failed. Windows reported the error:
"The system cannot find the file specified."
Posted 16 years ago2008-06-22 14:57:50 UTC
in Mirrors? Post #251754
Hoorah for Gmod! Player models! Woo!
Posted 16 years ago2008-06-21 23:13:47 UTC
in Reference error crash hl2.exe Post #251712
Ok, I got the error to stop - it appeared to have been the func_breakable_surf's that I just changed into func_breakable.
Posted 16 years ago2008-06-21 21:09:22 UTC
in gameinfo.txt question Post #251713
extract the css stuff with GCFScape, and load them into hammer as custom textures.

Not sure for models.
Posted 16 years ago2008-06-21 20:48:37 UTC
in Reference error crash hl2.exe Post #251710
Ok, I spent the last 7 hours making this darned Carnival map, and everytime I look towards the center, I crash with "hl2.exe has generated errors" and once it closes "Reference error at 0x0290123."

This happens to almost every map that I make.

WHAT AM I DOING WRONG!??
Posted 16 years ago2008-06-21 19:33:43 UTC
in Mirrors? Post #251705
Yeah, the camera idea was just a pitch, haven't done TOO much source mapping so wasn't sure.

Thanks though, reafer.
Posted 16 years ago2008-06-21 18:49:15 UTC
in Mirrors? Post #251702
Are they possible? Can they be made?

I'm making a carnival map, and working on the restrooms.

I was thinking maybe a camera entity might work, if there isn't a specific mirror entity, maybe we can brainstorm and find a way to make one?
Posted 16 years ago2008-06-19 16:49:26 UTC
in Finally, my compile log errors. Post #251586
No, its legal. Thanks.

I didn't want to box it because I read up on bad compiles due to it, but it seems I'll have to.
Posted 16 years ago2008-06-19 16:16:54 UTC
in Finally, my compile log errors. Post #251579
Trying to find the stupid leak... No where!! I've deleted the reported entities and it just keeps saying more, in the same area.

Nothing!! everything is touching/closed.

Is there a command ingame? I know HL1 was pointfile..

[Edit] I've spent almost 2 hours checking the entire area near/around the entity, NO LEAK.
Posted 16 years ago2008-06-19 14:50:07 UTC
in Finally, my compile log errors. Post #251570
I didn't run VIS or RAD so I could get a faster compile, and here is the log.

P.S: My problems are the sidewalks are showing up as purple/black dots ingame, but fine in hammer. My other MAIN problem is all of my water is invisible.
There's only one bit of water that works in one of the pools, but when you jump in the water turns the screen purp/blck and you can't see anything else.

LOG:
** Executing...
** Command: "c:\games\steam\steamapps\rory84\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\games\steam\steamapps\rory84\half-life 2 deathmatch\hl2mp" "C:\Games\Steam\steamapps\rory84\sourcesdk_content\hl2mp\mapsrc\rp_refinery"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: c:\games\steam\steamapps\rory84\half-life 2 deathmatch\hl2mp\materials
Loading C:\Games\Steam\steamapps\rory84\sourcesdk_content\hl2mp\mapsrc\rp_refinery.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
** leaked **
Entity light_environment (-3130.50 63.55 887.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (6144.0, 13824.0, 848.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (5632.0, 14336.0, 848.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4608.0, 14336.0, 848.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (6144.0, 12800.0, 848.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (6144.0, 11776.0, 848.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (6144.0, 10752.0, 848.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3584.0, 14336.0, 848.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2560.0, 14336.0, 848.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

** Suppressing further FindPortalSide errors.... **
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 16 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 to build the default cubemap!
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (308235 bytes)
Error! prop_static using model "models/props_c17/furniturebathtub001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/furniturebathtub001a.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.
Compacting texture/material tables...
Reduced 1156 texinfos to 830
Reduced 76 texdatas to 67 (2050 bytes to 1645)
Writing C:\Games\Steam\steamapps\rory84\sourcesdk_content\hl2mp\mapsrc\rp_refinery.bsp
5 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Games\Steam\steamapps\rory84\sourcesdk_content\hl2mp\mapsrc\rp_refinery.bsp" "c:\games\steam\steamapps\rory84\half-life 2 deathmatch\hl2mp\maps\rp_refinery.bsp"

** Executing...
** Command: "c:\games\steam\steamapps\rory84\half-life 2 deathmatch\hl2.exe"
** Parameters: -game "c:\games\steam\steamapps\rory84\half-life 2 deathmatch\hl2mp" +map "rp_refinery"
Posted 16 years ago2008-06-18 14:50:28 UTC
in Invisible Water Post #251489
Had a leak. Thanks!

I'll check it again on my next compile

(Holy crap.. Yeah, I had a leak..!!)
Posted 16 years ago2008-06-18 14:37:19 UTC
in Invisible Water Post #251486
All my water in all of my maps have always became invisible, however it is recognized as water, and the lakes and such I have made do function correctly.

However the water is non-existance...

This is finally irritating me and i couldn't find any other post in relation to this...

Argh!
Posted 16 years ago2008-06-17 15:51:13 UTC
in Restarting mapping for Source Engine (Gm Post #251408
What do I make the pipes turn into? Func_physbox ?
Posted 16 years ago2008-06-17 15:34:57 UTC
in Restarting mapping for Source Engine (Gm Post #251406
Thanks! I'll give it a shot and let you know how it worked.
[Edit}: Hammer doesn't recognize phys_convert
Posted 16 years ago2008-06-17 14:51:12 UTC
in Restarting mapping for Source Engine (Gm Post #251400
Hey guys, feels odd to be back after so long!!

Any chance you guys can help me make falling props? Here's my scenario.

Player is in a refinery. Upon pushing func_button, smoke column explodes, causing all connected pipes to fall down, according to physics.

That's basically all I need to know, the rest is basics I remember from my past mapping, and HL Engine mapping. Thanks!
Posted 17 years ago2007-04-02 12:41:18 UTC
in Who here knows about point_cameras Post #217772
Yeah, the func_monitor has the monitor texture on it.
Posted 17 years ago2007-04-01 18:51:29 UTC
in Who here knows about point_cameras Post #217689
Half-Life 2 Deathmatch, specificly Gmod RP Maps

First, the active entities and their properties.

POINT_CAMERA
Name: warehouse_camera01
Pitch Yaw: 40 21 0
FOX: 90'
Screen Aspect Ratio: No
FLAGS
Start On

INFO_CAMERA_LINK
Name:
Entity Whose Material Uses _rt_camera: Monitor001
Camera Name: warehouse_camera01

FUNC_MONITOR
Name: Monitor001
Camera Name: warehouse_camera01
Start Enabled:
Texture: dev/dev_monitor

Now, in hammer and gmod/hl2dm the func_monitor is black.
Posted 17 years ago2007-04-01 17:12:04 UTC
in Warehouse Conveyer Belt Post #217684
Awesome, that's kewl.

Thanks Hunter!
Posted 17 years ago2007-04-01 16:59:50 UTC
in Warehouse Conveyer Belt Post #217682
Oh, there it is hah. I didn't see it before >_>
Posted 17 years ago2007-04-01 16:25:03 UTC
in Warehouse Conveyer Belt Post #217676
Specificly, I'm making a roleplay map for garry's mod. How would I make a conveyere belt that can carry props in a warehouse, for a distribution type job?
Posted 17 years ago2007-03-24 20:21:38 UTC
in how to make water Post #216984
Totally. Most pathetic mistake on here that I've ever heard of.

KIDDING - However edit your posts instead of double posting :D

Quick trick to texture tool - Shift + A
Posted 17 years ago2007-03-21 21:06:43 UTC
in Invisible Water Post #216670
I'll upload it to problem maps vault later tonight, I'm confused by all this lol.