Forum posts

Posted 19 years ago2004-07-29 19:13:17 UTC
in CS questions... Post #46481
trying to test map with steam.... ( i know some driectorys are to seirra but shoudl work...)

** Executing...
** Command: Change Directory
** Parameters: C:Program FilesSteamSteamAppsgoose11_11@yahoo.comcounter-strikecstrike

** Executing...
** Command: Copy File
** Parameters: "C:Sierramario1-tets.map" "c:SierraCounter-Strikecstrikemapsmario1-tets.map"

** Executing...
** Command: C:SIERRAZHLT25~1HLCSG.EXE
** Parameters: "c:SierraCounter-Strikecstrikemapsmario1-tets"

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:SIERRAZHLT25~1HLCSG.EXE c:SierraCounter-Strikecstrikemapsmario1-tets
Entering c:SierraCounter-Strikecstrikemapsmario1-tets.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:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.11 seconds)
SetModelCenters:
60%...70%...80%...90%... (0.06 seconds)
CSGBrush:
10%...30%...50%...60%...80%... (0.32 seconds)

Using Wadfile: sierracounter-strikecstrikemario.wad
  • Contains 2 used textures, 22.22 percent of map (6 textures in wad)
Using Wadfile: windowsdesktoprootcstrikecs_assault.wad
  • Contains 0 used textures, 0.00 percent of map (22 textures in wad)
Using Wadfile: windowsdesktoprootcstrikecs_747.wad
  • Contains 1 used texture, 11.11 percent of map (143 textures in wad)
Using Wadfile: windowsdesktoprootcstrikecs_dust.wad
  • Contains 0 used textures, 0.00 percent of map (28 textures in wad)
Using Wadfile: windowsdesktoprootcstrikede_aztec.wad
  • Warning: Larger than expected texture (348972 bytes): 'SPECIAL_THANKS'
  • Warning: Larger than expected texture (348972 bytes): 'THANKS'
  • Contains 1 used texture, 11.11 percent of map (24 textures in wad)
Using Wadfile: windowsdesktoprootcstrikeitsitaly.wad
  • Contains 2 used textures, 22.22 percent of map (99 textures in wad)
Using Wadfile: windowsdesktoprootcstrikecstrike.wad
  • Contains 1 used texture, 11.11 percent of map (123 textures in wad)
added 1 additional animating textures.
Warning: ::FindTexture() texture {GRATESTEP3 not found!
Warning: ::FindTexture() texture ~SPOTGREEN not found!
Warning: ::LoadLump() texture {GRATESTEP3 not found!
Warning: ::LoadLump() texture ~SPOTGREEN not found!
Texture usage is at 0.37 mb (of 4.00 mb MAX)
0.82 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:SIERRAZHLT25~1HLBSP.EXE
** Parameters: "c:SierraCounter-Strikecstrikemapsmario1-tets"

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:SIERRAZHLT25~1HLBSP.EXE c:SierraCounter-Strikecstrikemapsmario1-tets

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:SierraCounter-Strikecstrikemapsmario1-tets.prt'
0.61 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:PROGRA~1STEAMSTEAMA~1xxx.COMCOUNTE~1HL.EXE
** Parameters: -console +map "mario1-tets"
Posted 19 years ago2004-07-29 18:49:54 UTC
in CS questions... Post #46477
k i have the comman cs wads and my own mario.wad, so what would i put in the compile window to include that and have it all work for steam, i also have a mario sound (forgot the .xxx), what would i also add for that?
Posted 19 years ago2004-07-29 18:38:14 UTC
in CS questions... Post #46472
so if i wadinclude the wad it WILL work for steam correct? and also since im mapping for cs i should avoid using hl.wad?
Posted 19 years ago2004-07-29 18:25:05 UTC
in CS questions... Post #46464
trust me ive read the tutorials, noone can cover everything, and half of those are for 1.5 and halkf of my questions are purely on the difference in mapping between 1.5 and 1.6. So if youw adinclude it should be ok right?
Posted 19 years ago2004-07-29 01:03:16 UTC
in CS questions... Post #46221
hmm i always thought that the map could also restrict weopons from the buy menu.... yeah for some resonm my hammer doesnt have that, i could weopon strp then just give em some uqip (its for a mario map, dont want awp/scout) about the smoke i was thinking of making a fireman map where the ct's ahve to go into a burning building to get the ct's and have it hard to see throiugh the smoke, but alot of sprites for smoke would look kind of tacky.. i could use illusionarys but that would slow tha game down alot. if i hade a custom wad and i wadincluded steam would take care of everything else right? and i have to include a sound, so would it have to be in a certain file?
Posted 19 years ago2004-07-29 00:43:21 UTC
in Swinging Rope Post #46218
lol its late so i might be wrong.... or stupid... but for normal mapping you could maybe have swooped peices of rope shaped like ( and under that hacve ) then back to ( and so on
if you made all the ) on one orgin on one side and ( on the other and have them set up and pednalum with just a little movement and long enough so theres no gaps when it moves (and if theres a no solid box) you could do that then put the rope entity in fron of it... just a thought...
Posted 19 years ago2004-07-29 00:31:40 UTC
in disco lights Post #46211
havnt mapped ina while but i belive you have to specify which axis you want it to spin on (x/y), (x/z), or (y,z). make sure you make the beam a non solid so it doesnt bat people away.... unless if your going for that sort of thing =D
Posted 19 years ago2004-07-29 00:27:29 UTC
in Disappearing faces in software mode Post #46209
besides your probhelm over laaping walls almost parralel or parralel will case a flickering between the 2 textures
Posted 19 years ago2004-07-29 00:25:42 UTC
in Make a house Post #46207
looking at a map with entities your not familiar with doesnt help, trust me. add shudders, broken windows, falling apart gutter, decal some graffiti, falling apart sidewalk, flashing porch light(s) with sparks, all the sort =D
Posted 19 years ago2004-07-29 00:22:33 UTC
in My walls are buggy... Post #46205
.-. ANSWER .-. =D If you, or anyone, is standing right next to a wall, under certain curcumstances they will be able to see you behind it. no hax or anything, just a glitch. Ive seen it and many other have i know (never hacked) and it is a commen glitch on certain maps. try maybe hollowing it if its a specific wall. (bad advise? dunno) otherwise nothing can really be done besides thicken it or double layer it or something of that sort
Posted 19 years ago2004-07-29 00:17:27 UTC
in CS questions... Post #46204
sorry for triple posting.... but for some reson my hammer doesnt have a starting equip entity (for sure) not sure the actual name of it bit was wondering if theres a way to do it some other way? also how do you do restricted weopons (cs)
Posted 19 years ago2004-07-29 00:15:26 UTC
in Another Light Question. Post #46202
name the light then target it with any type of button to change on/off, dunno changing questions
Posted 19 years ago2004-07-28 21:34:03 UTC
in CS questions... Post #46177
(that was me) also, what about steam/smoke? (without sprites)
Posted 19 years ago2004-07-27 23:02:45 UTC
in CS questions... Post #45727
a link says a million words, but none that are helpful. the only help i found were the forums and i dont feel like browsing 16000 threads for some basics questions, thanks though

Sorry, but that is the best I could do... Maybe a CS expert will help (ed: Andy)
Posted 19 years ago2004-07-27 22:13:23 UTC
in CS questions... Post #45716
( i map for cs)

!. I have a wep in a breakable floating object and when i break it the weapon stays floating, anyone now how to make it fall?
2. Is the order you place spawn points the order people will appear in them (like first person in spawns in first one placed etc)
3. does it hurt to have overlapping walls or a push over a wall?
4. how does steam save wads and how can i access them for mapping?
5. Do you have to compile differently for 1.6 rather then 1.5?
Posted 20 years ago2003-10-07 23:41:56 UTC
in func_train problems... Post #2351
can someone wright a breif tutorial on how to use track trains? a spinoof of the train one?
Posted 20 years ago2003-09-25 23:58:55 UTC
in model making? Post #1668
someitmes the 30 day limit warning is so bad youd want to pay for it instead of getting it for free..... shipping detail, cost, how mnany, legal shit, on and on and on it keeps nagging you about
Posted 20 years ago2003-09-18 23:30:23 UTC
in model making? Post #1385
anyone have a model making proigram for making models/skins for halflife? i dont play hl alot but i thought i give it a try, cant be too far away from mapping id guess
Posted 20 years ago2003-09-16 16:38:21 UTC
in mutiple Q's V. 2.0 Post #36
entity function to ___. right? like where info_player_deathamtch is etc
Posted 20 years ago2003-09-16 16:37:28 UTC
in Re: sounds [rlstoner] Post #28
wala i found it. it wasnt in the ambience folder b4 and i put it in there and it works now. thanks though
Posted 20 years ago2003-09-15 16:43:20 UTC
in sounds Post #67
dont have that wav anywhere
Posted 20 years ago2003-09-15 16:31:26 UTC
in mutiple Q's V. 2.0 Post #34
i dont have info_player_eqip nor player_wepstrip. again, im running the cs mod not hl, thanks though
Posted 20 years ago2003-09-14 23:55:20 UTC
in spinning elevator Post #63
arg, seventh, i want a rotating ELEVAOTOR, not a immoble PLATFORM that spins like a TOP. i want it as if it was moving AND spinning, at the SAME TIME. o well i dont care anymore slayera already ansered this. all i needed was a origin brush lol.
Posted 20 years ago2003-09-13 23:54:58 UTC
in diefference between... Post #101
plat rot is a stationary object that spins, not an elevator
Posted 20 years ago2003-09-13 23:11:18 UTC
in spinning elevator Post #59
how do you make a elevator that spins? its for my mario shell that will o around the level in my mario lvl. so obviously it needs to spin and move. how would you do trhat. or someone have a better way of doing it other then elevator? oh yeah anyway i could amek a smoke effecvt following it kind of like in mariocart 64 (only follows a few feet)
Posted 20 years ago2003-09-13 23:09:20 UTC
in sounds Post #64
someone had his problem a few dyas ago, but someone answered it outside of the forums. when i try to compile the map with my custom sounds says cannot load or something like that, i think it was seventh who helped him. whats the problem?
Posted 20 years ago2003-09-11 21:40:12 UTC
in Warning: Unable to open sound/C for tran Post #125
im getting this same prb now. is it because a uploaded sound isnt in the right format?
Posted 20 years ago2003-09-11 20:43:50 UTC
in diefference between... Post #99
oh yeah, also how do you make a elevator turn/spin? the spin speed to me doesnt do anything, i tryed tons with that and nothing... also again, made the box's that you break opemn with your head for my mario lvl. its a breakable box with a wep in it with a trigger on bottome outside of box. but, everytime i cross the button cinderblock falls even thought the box is gone and the trigger (trig_multiple) doesnt have a only once function, and the wep in the box doesnt fall after, any suggestions ?
Posted 20 years ago2003-09-11 19:58:18 UTC
in diefference between... Post #98
in cs, whats the diff between the breakable flags instant corwbar, pressure, and touch. mainly between pressure and touch because im trying to avoid using a trigegr for a breakable so it doesnt keep on dropping broken peices after its laready broken (for a mario map where you hit the box's with your head and a wep falls out like in mario 3)
Posted 20 years ago2003-09-11 16:54:59 UTC
in combo locks Post #105
obviously i know nothing about this, but you said you know how to make 2 buttons open 1 door? if you could do more then 2, maybe 5 or something, you could just have a mass load of bttons and have to have the 5 correct ones pressed. this way itd take forever to guess it. or, have it invisable so only you can activate if thats what your getting at
Posted 20 years ago2003-09-11 16:51:51 UTC
in multiple Q's Post #120
http://cariad.netfirms.com/twhl/entityinfo.php?ent=game_player_equip&game=1 thats the link to game_player_eqip or whatever. i think it only applies to halflife, and the last time i checked i dont even have that entity
Posted 20 years ago2003-09-09 23:36:24 UTC
in multiple Q's Post #118
i have wally, but i fiddled wiht it for a ew min's ofr no reson and got confused. havnt gone back yet. do i add it to an existing wad or make a new one? whats better?
Posted 20 years ago2003-09-09 18:48:06 UTC
in multiple Q's Post #116
heres a few questions i got:
i went through the environmental thing about 837012739 times and i still cant get realistic lighting, its either about halfbright or full.

also, how do you say in cs that you start with knive only or nothing? also how do you restrict wepons for buying?

if iwas was to use a custom texture how would i get it so anyone could use the map? like attach it? i remember reading sometihng about it but was confused. (indepth please ;) ) i had a few more Q's but forgot what it was i alwasy forget lol
Posted 20 years ago2003-09-02 23:15:16 UTC
in prefabs? Post #263
sure, just replace the old ones? its rlstoner2003@yahoo.com thanks bunches ive made too many simple stuff like that ;)
Posted 20 years ago2003-09-01 15:59:08 UTC
in prefabs? Post #261
all there is is primatives. i got hammer 3.4
Posted 20 years ago2003-08-31 17:20:31 UTC
in cs- knives starting only? Post #276
cant find it then, but who knows my hammer doesnt have prefabs either it blows
Posted 20 years ago2003-08-31 17:19:36 UTC
in prefabs? Post #260
yeah im sure, i have made some of my own shitty ones like a stool and a plane, but only what i made i got
Posted 20 years ago2003-08-31 00:58:52 UTC
in prefabs? Post #258
thats what i thought.... also how would you equip a downloaded prefab? still would like default ones though...
Posted 20 years ago2003-08-31 00:07:21 UTC
in prefabs? Post #256
while i go through the tutorials it sounds like your supposed to alreadu have some prefabs. i dont. is this a setting problem? how could i get some?
Posted 20 years ago2003-08-31 00:05:05 UTC
in cs- knives starting only? Post #274
thats a no go, theres mapo peramiters but that who can buy, not what you start wiht. also how do you restrict buying a certains wep? (not in map peramiters)
Posted 20 years ago2003-08-29 14:59:20 UTC
in cs- knives starting only? Post #272
how do you make the map so you only start with knives in cs?
Posted 20 years ago2003-08-26 13:42:53 UTC
in all map lighting messed Post #300
lol i know i wouldnt have a chnace i just need a goal for a map otherwise they suck =) . but like how would you get it to look like natural lighting like in dust1/2 and stilll have the dark tunnel?
Posted 20 years ago2003-08-25 23:07:07 UTC
in all map lighting messed Post #299
for some reson in map prop my default lighting is messed, ive tryed 0, 100, 1000, and it all seems about halflit. dunno why, suggestions? (ps, get another competition going!)
Posted 20 years ago2003-08-18 19:49:31 UTC
in cant ungroup.. Post #369
fro some reson i cant ungroup some glass. so once i shoot it all of them break, ayone know why?
Posted 20 years ago2003-08-16 15:05:37 UTC
in cs buyzone and spawns? Post #390
in cs, how do you make multiple or atleast one buyzone and how do you select how big it is? also, how do you designate a spawn a t or ct spawn ?