Forum posts

Posted 17 years ago2007-03-19 19:09:48 UTC
in Invisible Water Post #216428
Should I start a new topic with that as the title?

We'd probably get more views, along with people that know the fix.
Posted 17 years ago2007-03-19 18:51:31 UTC
in Invisible Water Post #216422
I have everything but an env_sun and light_environment because its a nighttime type map.

Do you guys see any vis errors in the log?
Posted 17 years ago2007-03-18 19:22:35 UTC
in Compiling problems. Post #216294
It looks like your parameters are looking somewhere else besides the steam destination.

Which mod are you mapping for, and what parameters do you have typed in when you compile (f9)?
Posted 17 years ago2007-03-18 19:08:06 UTC
in Invisible Water Post #216288
Aqui
materialPath: c:gamessteamsteamappsrory84half-life 2 deathmatchhl2mpmaterials
Loading C:GamesSteamsteamappsrory84sourcesdk_contenthl2mpmapsrcrp_city_84.vmf
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (1)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 32 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (5)
writing C:GamesSteamsteamappsrory84sourcesdk_contenthl2mpmapsrcrp_city_84.prt...done (3)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_09*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_09rt"
Can't load skybox file skybox/sky_day01_09 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 (2) (795901 bytes)
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 3285 texinfos to 1983
Reduced 135 texdatas to 115 (4856 bytes to 4255)
Writing C:GamesSteamsteamappsrory84sourcesdk_contenthl2mpmapsrcrp_city_84.bsp
33 seconds elapsed

1 threads
reading c:gamessteamsteamappsrory84sourcesdk_contenthl2mpmapsrcrp_city_84.bsp
reading c:gamessteamsteamappsrory84sourcesdk_contenthl2mpmapsrcrp_city_84.prt
5754 portalclusters
17647 numportals
Leaf 3271 (portal 10129) with too many portals. Use vbsp -glview to compile, then glview -portal -portalhighlight X or -leafhighlight L to view the problem.

[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:gamessteamsteamappsrory84sourcesdk_contenthl2mpmapsrcrp_city_84.bsp
No vis information, direct lighting only.
22176 faces
3 degenerate faces
9025968 square feet [1299739392.00 square inches]
114 displacements
478318 square feet [68877808.00 square inches]
176 direct lights
0...1...2...3...4...5...6...7...8...9...10Build Patch/Sample Hash Table(s).....Done<3.0998 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
12 of 43 (27% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 75/1024 3600/49152 ( 7.3%)
brushes 2072/8192 24864/98304 (25.3%)
brushsides 14024/65536 112192/524288 (21.4%)
planes 8782/65536 175640/1310720 (13.4%)
vertexes 36624/65536 439488/786432 (55.9%)
nodes 11641/65536 372512/2097152 (17.8%)
texinfos 1983/12288 142776/884736 (16.1%)
texdata 115/2048 3680/65536 ( 5.6%)
dispinfos 114/0 20064/0 ( 0.0%)
disp_verts 31698/0 633960/0 ( 0.0%)
disp_tris 56064/0 112128/0 ( 0.0%)
disp_lmsamples 466696/0 466696/0 ( 0.0%)
faces 22176/65536 1241856/3670016 (33.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 8435/65536 472360/3670016 (12.9%)
leaves 11717/65536 374944/2097152 (17.9%)
leaffaces 24715/65536 49430/131072 (37.7%)
leafbrushes 6822/65536 13644/131072 (10.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 137110/512000 548440/2048000 (26.8%)
edges 74954/256000 299816/1024000 (29.3%)
LDR worldlights 176/8192 15488/720896 ( 2.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 1757/32768 17570/327680 ( 5.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 27951/65536 55902/131072 (42.6%)
cubemapsamples 5/1024 80/16384 ( 0.5%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 26677412/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 80070/393216 (20.4%)
LDR leaf ambient 11717/65536 281208/1572864 (17.9%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/1792 ( 0.1%)
pakfile [variable] 78364/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 795901/4194304 (19.0%)

Total Win32 BSP file data space used: 33510103 bytes

Total triangle count: 58885
Writing c:gamessteamsteamappsrory84sourcesdk_contenthl2mpmapsrcrp_city_84.bsp
13 minutes, 43 seconds elapsed
Posted 17 years ago2007-03-18 18:36:10 UTC
in Invisible Water Post #216277
Yes it splashes, when I jump into it it appears, as in it looks good if I go into it, but from above it's invisible.
Posted 17 years ago2007-03-18 17:57:15 UTC
in Invisible Water Post #216267
Tried fast and normal and different textures, still invisible.

Do I need to assign the brush to any entity?
Posted 17 years ago2007-03-17 17:27:27 UTC
in Invisible Water Post #216183
oh ok thanks Kasperg, I didn't notice I had VIS off, lol I'll put that on Normal and get back to you/
Posted 17 years ago2007-03-16 23:41:20 UTC
in Invisible Water Post #216122
And it is not a leak, none of the water textures seem to work, and there is NO leak. I have put a env_cubemap and lod control. Still Invisible.

I've loaded pointfiles, I've boxed the map in skybox and other textures, NO LEAK.

Wtf?
Posted 17 years ago2007-02-27 23:08:35 UTC
in Unit measurements? Post #214228
Anyone know what the measurement (in U.S.) is per unit?

Specifically, how many units are in a yard?
Posted 17 years ago2007-02-07 22:44:42 UTC
in Weird Lockup, func_button etc Post #211896
But then it falls under and doesn't get seen :P

I'm done with this one anyway, can't find a fix.
Posted 17 years ago2007-02-06 17:31:11 UTC
in Weird Lockup, func_button etc Post #211815
I guess we're filing this as one of the few unsolvable problems? lol
Posted 17 years ago2007-02-03 19:54:20 UTC
in Weird Lockup, func_button etc Post #211580
Problem seems to be the env_explosion.

I used ent_fire to break the pillars, and it broke and the top fell.

I used ent_fire pump1 kill and the pump disappears

I used ent_fire explosion1 explode - and boom, game crashes

I have no flags ticked in FLAGS and no outputs, magnitude 250
Posted 17 years ago2007-02-03 03:00:50 UTC
in Weird Lockup, func_button etc Post #211477
Gaspump has func_button wrapped around it, pillar nearby to hold up the cover on top (like a normal gas station)

func_button > Output
------OnDamaged = pillar1 = break
------OnDamaged = explosion1 = explode
func_breakable (pillar1) > OutPut
------OnBreak = stationcover = enablemotion
func_physbox (stationcover)

when I shoot the "pump" (technically the func_button) it locks up.
Posted 17 years ago2007-01-30 15:15:42 UTC
in Compiled w/ BSP & Rad - Map Fullbright Post #211147
Ok I did that, but VIS stops at "0...1...2...3" on the second load (I think its portal something)

materialPath: c:gamessteamsteamappsrory84half-life 2 deathmatchhl2mpmaterials
Loading C:GamesSteamsteamappsrory84sourcesdk_contenthl2mpmapsrcrp_city84_01.vmf
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:GamesSteamsteamappsrory84sourcesdk_contenthl2mpmapsrcrp_city84_01.prt...done (0)
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...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (332845 bytes)
Error! prop_static using model "models/props_c17/cashregister01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/cashregister01a.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1328 texinfos to 691
Reduced 120 texdatas to 94 (5366 bytes to 4213)
Writing C:GamesSteamsteamappsrory84sourcesdk_contenthl2mpmapsrcrp_city84_01.bsp
8 seconds elapsed

1 threads
reading c:gamessteamsteamappsrory84sourcesdk_contenthl2mpmapsrcrp_city84_01.bsp
reading c:gamessteamsteamappsrory84sourcesdk_contenthl2mpmapsrcrp_city84_01.prt
1742 portalclusters
5106 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3

[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:gamessteamsteamappsrory84sourcesdk_contenthl2mpmapsrcrp_city84_01.bsp
No vis information, direct lighting only.
6546 faces
1970360 square feet [283731904.00 square inches]
12 displacements
55 square feet [8020.72 square inches]
176 direct lights
0...1...2...3...4...5...6...7...8...9...10Build Patch/Sample Hash Table(s).....Done<0.1235 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
84 of 112 (75% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 36/1024 1728/49152 ( 3.5%)
brushes 809/8192 9708/98304 ( 9.9%)
brushsides 6526/65536 52208/524288 (10.0%)
planes 7460/65536 149200/1310720 (11.4%)
vertexes 12477/65536 149724/786432 (19.0%)
nodes 3840/65536 122880/2097152 ( 5.9%)
texinfos 691/12288 49752/884736 ( 5.6%)
texdata 94/2048 3008/65536 ( 4.6%)
dispinfos 12/0 2112/0 ( 0.0%)
disp_verts 300/0 6000/0 ( 0.0%)
disp_tris 384/0 768/0 ( 0.0%)
disp_lmsamples 392/0 392/0 ( 0.0%)
faces 6546/65536 366576/3670016 (10.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2811/65536 157416/3670016 ( 4.3%)
leaves 3877/65536 124064/2097152 ( 5.9%)
leaffaces 7349/65536 14698/131072 (11.2%)
leafbrushes 3160/65536 6320/131072 ( 4.8%)
areas 2/256 16/2048 ( 0.8%)
surfedges 42250/512000 169000/2048000 ( 8.3%)
edges 23033/256000 92132/1024000 ( 9.0%)
LDR worldlights 176/8192 15488/720896 ( 2.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 486/32768 4860/327680 ( 1.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 7443/65536 14886/131072 (11.4%)
cubemapsamples 14/1024 224/16384 ( 1.4%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 5788868/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 37747/393216 ( 9.6%)
LDR leaf ambient 3877/65536 93048/1572864 ( 5.9%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/1448 ( 0.1%)
pakfile [variable] 176569/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 332845/4194304 ( 7.9%)

Total Win32 BSP file data space used: 7942239 bytes

Total triangle count: 17694
Writing c:gamessteamsteamappsrory84sourcesdk_contenthl2mpmapsrcrp_city84_01.bsp
9 minutes, 30 seconds elapsed
Posted 17 years ago2007-01-30 01:14:30 UTC
in Compiled w/ BSP & Rad - Map Fullbright Post #211107
No compile log, but I checked it for errors and leaks - No leaks and no errors.

Anyone know why it's fullbright? RAD is for lights and such, vis is for detail - I didn't run VIS because it crashes on "2..."

So if RAD ran alright, why's it still fullbright?

[EDIT]
OK I'm just going to stop posting now.. It seems GMod automatically starts with mat_fullbright 1

However the walls sometimes go pitch black, is this because I didn't run VIS?
Posted 17 years ago2007-01-29 22:19:31 UTC
in Weird selection thing Post #211088
Awesome, thanks rotator!
Posted 17 years ago2007-01-29 21:38:38 UTC
in Weird selection thing Post #211084
I have no clue what keyboard shortcut I hit but I can't get rid of this setting and it's annoying.

( http://img408.imageshack.us/img408/9055/weirdthingip0.jpg )

User posted image
Posted 17 years ago2007-01-28 23:46:03 UTC
in Map coordinate extends are too large Post #210979
VOID

Turned out somehow hammer made a brush so big it took up the entire grid on all 2d screens, deleted it and we're good.
Posted 17 years ago2007-01-28 19:08:55 UTC
in Problem with doors! Post #210952
it should work if u set it up right just as the tutorial says, same engine. Make sure theres not a team-specific choice in the choices.

Also, what's not working? Not showing up? Not opening?
Posted 17 years ago2007-01-28 18:16:26 UTC
in HL2DM: prop_vehicle_jeep not spawning Post #210946
Nobody at all knows the answer to this?

Ugh, thanks for the views.. I'll reinstall hammer and see if it works
Posted 17 years ago2007-01-27 15:38:30 UTC
in Spawning a Prop_physics Post #210803
we can't find the proper entity, I thought for sure it was P_p_r but it wasnt, we're looking on facepunch unless you know which it is
Posted 17 years ago2007-01-27 15:04:36 UTC
in ravendoor to be used witH? Post #210794
lol you replied to the wrong on goodmap
Posted 17 years ago2007-01-27 14:56:17 UTC
in Spawning a Prop_physics Post #210787
yep, you used an entity that isn't recognized by hl2dm
Posted 17 years ago2007-01-27 14:53:43 UTC
in Spawning a Prop_physics Post #210785
lol if you were mapping under a different game its no problem, most of the entities will still work since you're mapping for gmod.
Posted 17 years ago2007-01-27 14:42:05 UTC
in Spawning a Prop_physics Post #210782
Are you mapping under the HL2Deathmatch setting?

As Garry has said, to map for Gmod you must be editing under HL2 Deathmatch.

If you still can't find it, make any entity and change it's thing to prop_physics_respawnable (make sure you're spelling it right with no capitals either)
Posted 17 years ago2007-01-27 14:38:57 UTC
in Spawning a Prop_physics Post #210778
Try using a prop_physics_respawnable with the model of the prop you want to spawn, go to flags and check off what you need it to do.

Make sure you set the buttons output, "OnPress" "(name of p_p_r)" "Press"
Posted 17 years ago2007-01-27 14:22:57 UTC
in HL2DM: prop_vehicle_jeep not spawning Post #210775
I tried setting the world model like I saw in other posts but there is no such model, I searched jeep, checked in prop_vehicle, and in vehicle - no buggy or jeep models, just wasteland shiz..

Can you even have vehicles in DM?
Posted 17 years ago2007-01-27 13:55:19 UTC
in Opening sound for CSS map Post #210772
put an ambient_generic in your map, anywhere (or in the spot you want to hear the sound)

add the WAV file of the sound you want (search will pop up when you hit browse)

set all the options, and make sure you dont set any options that cause it from being looped/started.

I think if you go to flags there is one that says (START ON)
Posted 17 years ago2007-01-27 13:52:06 UTC
in Siren rotating lights using dynamic Post #210771
hey guys, I'm trying to make basically a police light, but I can get the core to spin, but the lights are not turning on. (light_dynamic)

Here's how it is set up..

BUTTON > Output > OnPressed - movewith (rotating core) - Toggle
MOVEWITH > all speed etc set
SIREN(lights) > Parent > movewith --- Name>Siren

But the sirens aren't turning on.

Btw i'm not just board spamming all my problems lol, I've been at this for about an hour and can't figure it out..

I try to solve everyone elses problems too, but i'm still amateur at this.
Posted 17 years ago2007-01-27 13:33:04 UTC
in Spinning Siren Lights? Post #210764
Thanks guys, I was just asleep over night - that did it :)
Posted 17 years ago2007-01-27 13:32:29 UTC
in 3d camera view black on new maps Post #210762
Thanks guys, that got it!
Posted 17 years ago2007-01-27 01:41:18 UTC
in 3d camera view black on new maps Post #210701
When I load old maps, everything loads fine, and I got a 3d camera view, but when I make a new map it's completely black (yes I have built stuff :) )

I build a highly decorative room in the dead center of the map, without moving the view once. Hollow and everything, tried moving around, and used 1 and 2 to shorten/lengthen the viewing distance, still black.

(mapping for HL2DM)
Posted 17 years ago2007-01-27 00:41:57 UTC
in Spinning Siren Lights? Post #210697
How do I do the transparency?
Posted 17 years ago2007-01-27 00:25:38 UTC
in Spinning Siren Lights? Post #210695
One of the last effects to my base is like the siren lights when you encounter blast doors in HL1...

How do you get the lights to rotating and spin like (police) siren lights?
Posted 17 years ago2007-01-26 00:22:10 UTC
in Anyone know.. Post #210583
the longjump distance and jump hieght in units?
Posted 17 years ago2007-01-24 22:31:59 UTC
in Advanced, Complex - Breakable X's Tr Post #210492
Ohh I see, give the trigger the same name as the button, and kill them when the transmitter breaks... alrighty

Thanks Kasperg!
Posted 17 years ago2007-01-24 22:16:33 UTC
in Advanced, Complex - Breakable X's Tr Post #210490
Alright cool, I'll give that a shot.

Another problem I just thought of was that if you break the transmitter to permanently shut them down, the button would still activate them.. So I'm thinking I'll just take out the button or make the lasers unbreakable, unless anyone knows a fix for this.
Posted 17 years ago2007-01-24 21:55:42 UTC
in Advanced, Complex - Breakable X's Tr Post #210488
Here's the basic concept, no-damage red lazers going across to the reciever on the other side of the base, you cross them while they are turned on or still active, they set off the base's alarm. You break the transmitter or shut them off, you walk through freely.

Anyone know how to set triggers up to turn off by a button, AND by the transmitter being broken?

I tried setting the breakable's and buttons to target the trigger, but that didn't work - or maybe I set something up wrong.

The lasers have ot turn off too when I hit the button or break the transmitter.
Posted 17 years ago2007-01-23 23:08:51 UTC
in Teleporter Sprite Post #210404
Thanks guys!
Posted 17 years ago2007-01-21 22:36:01 UTC
in Teleporter Sprite Post #210158
Anyone know what the sprite name is for the green/orange teleporter ball you see in half-life one is?

I'm making a button-activated teleporter, and I wan't beams to shoot up the teleporter and a ball appears, but I don't know the name for it.
Posted 17 years ago2007-01-03 01:28:19 UTC
in Pointfile leak problem Post #208394
OOP... my light_environment light was sticking through haha thanks Ant, I owe ya big time for all the help
Posted 17 years ago2007-01-03 00:56:02 UTC
in Pointfile leak problem Post #208392
My map says there is a leak, yet I have not been able to find it. The pointfile starts at the light_environment, like it says, goes, makes a U turn around one of the walkways I have (checked, no leak,) and then goes up, corners, corners again, then goes into the middle of the room and stops... What... the... (insert word here) ??
Posted 17 years ago2007-01-02 22:59:37 UTC
in Umm, compiling error. Post #208377
Sorry my net went down - I followed the coordinates of this "Entity 63" that the editor said didn't exist.. Well, it existed, coordinates don't lie.. Turns out I was trying to make a func_ladder out of a cylinder brush that I forgot to change back to block.. Stupid thing was so thin the planes lined up - Problem solved :P

Thanks for the input guys, maybe this post will help others in the future :)
Posted 17 years ago2007-01-02 22:35:15 UTC
in Umm, compiling error. Post #208371
That's the thing, it says it doesn't exist though.

Not only that, but I have not done any vertex manipulation, I've just made blocks with legal unit sizes.
Posted 17 years ago2007-01-02 22:14:16 UTC
in Umm, compiling error. Post #208368
This kept happening from entity #70, so I'd copy, delete. then it said 69. Repeat.. Repeat.. Until 63.. And now.

(View pictures in order.)

User posted image

User posted image
Posted 17 years ago2006-12-29 14:19:19 UTC
in Sentences? Post #207873
I got both - Used GCF and got it :D
Thanks srry
Posted 17 years ago2006-12-29 02:31:47 UTC
in Sentences? Post #207851
Not in there for me.. Maybe it wasn't installed :-/
Posted 17 years ago2006-12-29 01:26:06 UTC
in Sentences? Post #207846
Where can I find the sentences scientists and people can say? I checked all the sound folders in valve and half-life..
Posted 17 years ago2006-12-29 00:11:10 UTC
in info_landmark problem Post #207845
rotating is directional too.
Posted 17 years ago2006-12-28 23:00:47 UTC
in info_landmark problem Post #207838
Bah I'm retarded.. Thanks slayer that fixed it. I had map2 facing south and map1 facing north.