Forum posts

Posted 18 years ago2005-12-29 11:07:53 UTC
in Miss Communitcation? Post #155137
But he will have to use SUBST everytime...

Try using ZHLT 3.3, as mine is shortform but works effectively.

When I compile, my log is this:
** Executing...
** Command: Change Directory
** Parameters: "D:CZ"

** Executing...
** Command: C:PROGRA~1ZHLT33~1hlcsg.exe
** Parameters: "c:documents and settingsAdministratordesktopMapsde_mainoffice"

hlcsg v3.3 rel 3.3 prerelease (Oct 9 2005)
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 ---
Posted 18 years ago2005-12-29 11:03:53 UTC
in Random Hl stuff Post #155136
It will take ages... how many triggers, grunts... :nuts:
Posted 18 years ago2005-12-29 03:16:21 UTC
in Random Hl stuff Post #155095
lol but the assasins are women.
Posted 18 years ago2005-12-29 03:01:36 UTC
in Miss Communitcation? Post #155093
Hammer messed up your .MAP location... wierd!
Posted 18 years ago2005-12-29 02:11:09 UTC
in Random Hl stuff Post #155082
Uncountable. :glad:
Posted 18 years ago2005-12-29 01:59:14 UTC
in PLEASE HELP! THIS IS NOWHERE TO BE FOUND Post #155080
The modified expert FGD can be downloaded here
Posted 18 years ago2005-12-29 01:11:26 UTC
in Miss Communitcation? Post #155073
The problematic process is this one:

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesSteamSteamAppsanime_freak2001@hotmail.map" "C:Program FilesSteamSteamAppsanime_freak2001@hotmail.comcounter-strikecstrikemapsanime_freak2001@hotmail.map"


The rest is ok...

When you press F9, do you get this screen in Advanced mode? If not post yours.
User posted image
Posted 18 years ago2005-12-29 01:07:24 UTC
in PLEASE HELP! THIS IS NOWHERE TO BE FOUND Post #155072
Why not use Hammer, get the latest FGD and use cycler_sprite to display the models (.mdl) .

You might want to refer to this site.
Posted 18 years ago2005-12-28 22:12:57 UTC
in Miss Communitcation? Post #155047
1702130524 is a big number... :nuts:

It will depend on which directory he decide to install Steam in...

Try not to use "@" in your map name. If your .MAP name is not anime_freak2001@hotmail.map, that means the Hammer batch compilation screwed up...
Posted 18 years ago2005-12-28 02:27:29 UTC
in Sprite Prob Post #154920
Set the render mode as Glow?
Posted 18 years ago2005-12-27 23:38:14 UTC
in Func_train damage Post #154913
Guys, I have solved it! Moving entites screw up in CS if a player crouches. It happens in vehicles, trains, tracktrains so on... So I've made my freight mover higher so the player can stand, and it now works!

Thanks for all your reply!
Posted 18 years ago2005-12-27 22:42:02 UTC
in No HUD appears on my CS 1.6 map Post #154911
Yes, or else somehow Hammer will screw up running CS and you get no weps, HUDs, and the team selection screen.
Posted 18 years ago2005-12-27 22:39:15 UTC
in Func_train damage Post #154909
Thanks for your reply.

Only 1 player (me) is involved, and yes I use ZHLT 3.2.1. The wierd thing is that the escalator example map in the Map Vault works with no damage dealt to players...

I might try to rebuild another func_train, with a simpler design.
Posted 18 years ago2005-12-27 06:25:54 UTC
in dark map Post #154724
Is your light_environment brightness set to a small 2-figure number like 15?

All light will cast shadows I think... the GoldSrc engine's pretty limited...
Posted 18 years ago2005-12-27 06:24:46 UTC
in Func_train damage Post #154723
Maybe I can export the map as *.MAP...

EDIT: .MAP file here
Posted 18 years ago2005-12-27 05:31:58 UTC
in Cannot get .wad file for CS on steam Post #154718
It works, you can extract the WAD and explore it using Wally.

Or you can get Jed's HLMV 1.3 that can open GCFs too and view textures as BMP files. Get it here
Posted 18 years ago2005-12-27 05:21:59 UTC
in Func_train damage Post #154717
Hello, I placed an ORIGIN brush there and re-added it together with my moving train platform as a func_train.

FYI, my func_train is a freight machine moving horizontally not vertically. Hope it helps, thanks.

EDIT: The damage occurs only when someone is on the moving train or blocking it, and the damage dealt is 2 per second. I'm mapping for CS, and will be able provide the RMF (using custom textures and sky) if you need it. Thanks.
Posted 18 years ago2005-12-26 22:20:21 UTC
in Modelling! Post #154690
There's a program that tricks HLMV and others that it is a 8-bit BMP but actually contains 32-bit pic contents. Not sure what it was though...

Some sort of free pic viewer... hmm...
Posted 18 years ago2005-12-26 21:53:56 UTC
in Func_train damage Post #154688
Thanks for your reply.

I thought func_trains do not need origin... they align themselves over the path_corners? I added the origin and the damage still occurs...

Any help?
Posted 18 years ago2005-12-26 10:43:08 UTC
in Func_train damage Post #154597
Hello, I am having a problem described here (Except that I'm making a train): clicky

Whenever someone steps on my train, the player will be dealt damage and the train will not move... There is enough space, I set up a set of path_corners for the func_train.

Any help will be deeply appreciated, thanks.
Posted 18 years ago2005-12-26 02:15:25 UTC
in How thick a wall mut be to shoot through Post #154543
Only one wall, like what pepper said...
Posted 18 years ago2005-12-25 23:22:56 UTC
in Modelling! Post #154531
Using a good camera? Google Images? :nuts:
Posted 18 years ago2005-12-25 23:14:50 UTC
in How thick a wall mut be to shoot through Post #154529
Normally weapons will penetrate func_ entities... like doors, even in Source barrels.

To stop bullets from going through doors... I don't think there's a way...
Posted 18 years ago2005-12-25 23:11:57 UTC
in Problem alligning texture on objects Post #154528
You can enable "Texture Lock". At the toolbar there is a "TL" button, make sure it is clicked.
Posted 18 years ago2005-12-25 10:57:10 UTC
in Looking at others maps, THEY ARE GOOD! Post #154432
Well... it's "Design Discussion"... Xyos212 is praising the maps in quality and design. :cool:
Posted 18 years ago2005-12-25 10:35:56 UTC
in func_wall with "+" texture emits light Post #154428
Thanks, I think I will use a +A~FIFTIES or my own custom unflagged ones.
Posted 18 years ago2005-12-25 10:34:50 UTC
in How to re-enable a trigger_once? Post #154427
Err well I'm mapping for CS. I also use trigger_auto to trigger my RoundRestart multimanager so that it triggers in the first round of play.

OK, I will try a trigger_relay with "ON" targetting the multisource every round. Thanks for the idea.

EDIT: Somehow the trigger only works every 2 rounds... any ideas? It will keep looping...
Posted 18 years ago2005-12-25 08:12:00 UTC
in func_wall with "+" texture emits light Post #154410
The tutorial says that func_walls with Minimum Light Level of 1 will make it look as if it is lighted, 0.5 half-lit, 0 not. Well I tried that... it still emits light even though it isn't supposed to.
Posted 18 years ago2005-12-25 03:09:42 UTC
in func_wall with "+" texture emits light Post #154393
Hello, I am experimenting with lights like a tutorial here about lights.
I textured a brush with a +FIFTIES light texture (one of them) and made the brush into a func_wall, Minimum light level 0, and it emits light... is it supposed to? :zonked:

Thanks.
Posted 18 years ago2005-12-25 03:06:10 UTC
in How to re-enable a trigger_once? Post #154392
Well, the triggered event is an explosion blasting a door apart in T Spawn so that the Ts can enter the map...

For the multisource, I made a light target the Multisource and the trigger's master to become the multisource. The light is supposed to light up in the beginning, but it didn't. When I removed the light's target to the multisource it lights up... any help?
Posted 18 years ago2005-12-23 00:00:29 UTC
in Empty rechargers Post #154045
No, cannot be a func_, but you can have a func_wall_toggle covering the func_recharge with the empty recharger texture... when you want the recharger to work, toggle off the wall_toggle.

Or have a button, and when you want the recharger to be active, use a env_render on it or use a trigger_relay and turn off the button. (Please correct me if wrong)
Posted 18 years ago2005-12-22 08:39:55 UTC
in How to re-enable a trigger_once? Post #153897
Oh nevermind, I found a workaround... I simply placed a func_breakable at the area, Render FX of zero and target. Since breakables are reset every round, there you go.

Only if I can remove the sound and gibs, but ah, you can't have everything in life. Thanks anyway guys! :D
Posted 18 years ago2005-12-22 05:25:24 UTC
in How to re-enable a trigger_once? Post #153871
My master light turns off when the trigger is triggered, but the trigger still runs... nice suggestion though.
Posted 18 years ago2005-12-22 05:09:27 UTC
in How to re-enable a trigger_once? Post #153869
I worked around the requirements of the roundrestart by having a door out of reach and it triggering a multimanager (func_doors are triggered ever round start).

I tried using a trigger_multiple, but I cannot turn it on or off like other entities... killing the trigger_multiple doesn't help much too, so I turned to trigger_once...
Posted 18 years ago2005-12-22 04:40:14 UTC
in How to re-enable a trigger_once? Post #153867
Hello, I am making a map for CS... however I want the trigger_once to be enabled when the round restarts. I tried trigger_relay or a multimanager when the round restarts (using the func_door reset method) but it doesn't work. Help is appreciated, thanks.
Posted 18 years ago2005-12-22 04:05:32 UTC
in I need help... please... Post #153862
Wierd... why would the compiler try and copy the .map file? :zonked:
Posted 18 years ago2005-12-21 23:38:59 UTC
in Glowing Sphere Post #153826
Using env_sprite will be better, you can scale it.
Posted 18 years ago2005-12-21 23:36:53 UTC
in Good bathroom texture? Post #153825
Thanks. Maybe I'll use custom textures like Wadfather's...
Posted 18 years ago2005-12-21 10:20:53 UTC
in Good bathroom texture? Post #153700
Sorry if it's already posted before, but is there any good bathroom texture besides FIFTIES_WALL14T? Thanks! :cool:
Posted 18 years ago2005-12-21 05:45:08 UTC
in File bigger than the max Post #153677
How about using RAR and using myFileHut.com or FileLodge.com?
Posted 18 years ago2005-12-21 05:44:11 UTC
in Grass??!! Post #153675
I think those are models?
Posted 18 years ago2005-12-19 09:14:15 UTC
in Grass??!! Post #153148
The best is use a good grass texture, and use Terrain Generator from Nem's Tools.

Beware of high r_speeds.
Posted 18 years ago2005-12-17 23:00:27 UTC
in model_breakable Post #152947
But does the cycler_sprite reset its render when the round restarts?
Posted 18 years ago2005-12-17 22:52:51 UTC
in Timer for doors? Post #152946
Multimanager named game_playerspawn, then add the two door's name inside it with value of X seconds? :confused:

Game_playerspawn --> triggered when people spawn... I don't know how to trigger only when the freezetime is over...
Posted 18 years ago2005-06-22 22:30:01 UTC
in Making v_ model to use a specific sound? Post #116289
OK thanks, but..

then which forum should I post this in?
Posted 18 years ago2005-06-22 09:21:15 UTC
in Making v_ model to use a specific sound? Post #116122
I have just acquired Counter Strike Source v_ models for 1.6.
(For those who want it, link is http://netten.pl/~gnat/counter-strie-source-weapon-models.zip , but there is only the v_ models)

So I converted the Source sounds into MONO to work in 1.6.

However some weapons share the same sounds (TMP with Glock) and I want the sounds to be seperate... So can I edit the TMP model to use another sound instead of sharing? (btw the shared sound is clipin1.wav, clipout1.wav)

Thanks in advance.
Posted 19 years ago2005-05-07 21:28:02 UTC
in Problem: My Map makes game stuck Post #108154
Well I did that and it doesn't change a bit....
I know that WAD files are in the CZ directory, but the ZHLT.wad is simply used by the compile tools, that's all.
Posted 19 years ago2005-05-07 09:43:31 UTC
in Problem: My Map makes game stuck Post #107947
** Executing...
** Command: Copy File
** Parameters: "c:documents and settingsdanny limdesktopcs mappingscs mapsfy_tightrope_cz.bsp" "C:Documents and SettingsWooHaDesktopCS MappingsCS Mapsfy_tightrope_cz.bsp"

** Executing...
** Command: Copy File
** Parameters: "c:documents and settingsdanny limdesktopcs mappingscs mapsfy_tightrope_cz.pts" "C:Documents and SettingsWooHaDesktopCS MappingsCS Mapsfy_tightrope_cz.pts"

** Executing...
** Command: Copy File
** Parameters: +map "fy_tightrope_cz" -game cstrike -dev -console +deathmatch 1
Posted 19 years ago2005-05-07 09:29:28 UTC
in Problem: My Map makes game stuck Post #107940
hlcsg v3.2.1 rel 3.2.1 Final (Apr 3 2005)

Zoner's Half-Life Compilation Tools 3.2.1 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to amckern at amckern@yahoo.com

If you have a Compile error with this stage of compile, please check
http://www.zhlt.info or the Mods Mapping Forum 'Search Function'.

--- BEGIN hlcsg ---
Command line: C:PROGRA~1ZHLT321hlcsg.exe "c:documents and settingsdanny limdesktopcs mappingscs mapsfy_tightrope_cz"
Entering c:documents and settingsdanny limdesktopcs mappingscs mapsfy_tightrope_cz.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 ]
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:
(0.04 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.12 seconds)

Using Wadfile: documents and settingsnetworkserviceapplication datamicrosoftinternet explorerresourcevalvehalflife.wad
  • Contains 13 used textures, 44.83 percent of map (3116 textures in wad)
Using Wadfile: documents and settingsnetworkserviceapplication datamicrosoftinternet explorerresourceczeroczcs_office.wad
  • Contains 10 used textures, 34.48 percent of map (305 textures in wad)
Using Wadfile: documents and settingsnetworkserviceapplication datamicrosoftinternet explorerresourceczeroczritual_standard.wad
  • Contains 6 used textures, 20.69 percent of map (121 textures in wad)
Using Wadfile: documents and settingsnetworkserviceapplication datamicrosoftinternet explorerresourceczerodecals.wad
  • Contains 0 used textures, 0.00 percent of map (237 textures in wad)
added 1 additional animating textures.
Texture usage is at 0.82 mb (of 4.00 mb MAX)
0.35 seconds elapsed

--- END hlcsg ---

hlbsp v3.2.1 rel 3.2.1 Final (Apr 3 2005)

Zoner's Half-Life Compilation Tools 3.2.1 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to amckern at amckern@yahoo.com

If you have a Compile error with this stage of compile, please check
http://www.zhlt.info or the Mods Mapping Forum 'Search Function'.

--- BEGIN hlbsp ---
Command line: C:PROGRA~1ZHLT321hlbsp.exe "c:documents and settingsdanny limdesktopcs mappingscs mapsfy_tightrope_cz"

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 ]
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] 361 (0.02 seconds)
BSP generation successful, writing portal file 'c:documents and settingsdanny limdesktopcs mappingscs mapsfy_tightrope_cz.prt'
SolidBSP [hull 1] 378 (0.03 seconds)
SolidBSP [hull 2] 378 (0.03 seconds)
SolidBSP [hull 3] 375 (0.02 seconds)
0.46 seconds elapsed

--- END hlbsp ---

hlvis v3.2.1 rel 3.2.1 Final (Apr 3 2005)

Zoner's Half-Life Compilation Tools 3.2.1 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to amckern at amckern@yahoo.com

If you have a Compile error with this stage of compile, please check
http://www.zhlt.info or the Mods Mapping Forum 'Search Function'.

--- BEGIN hlvis ---
Command line: C:PROGRA~1ZHLT321hlvis.exe "c:documents and settingsdanny limdesktopcs mappingscs mapsfy_tightrope_cz"
175 portalleafs
531 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 [ off ] [ off ]
full vis [ off ] [ off ]

BasePortalVis:
(0.06 seconds)
LeafThread:
(1.52 seconds)
average leafs visible: 81
g_visdatasize:4089 compressed from 3850
1.62 seconds elapsed

--- END hlvis ---

hlrad v3.2.1 rel 3.2.1 Final (Apr 3 2005)

Zoner's Half-Life Compilation Tools 3.2.1 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to amckern at amckern@yahoo.com

If you have a Compile error with this stage of compile, please check
http://www.zhlt.info or the Mods Mapping Forum 'Search Function'.

--- BEGIN hlrad ---
Command line: C:PROGRA~1ZHLT321hlrad.exe "c:documents and settingsdanny limdesktopcs mappingscs mapsfy_tightrope_cz"

= 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 ]

[Reading texlights from 'C:PROGRA~1ZHLT321lights.rad']
[59 texlights parsed from 'C:PROGRA~1ZHLT321lights.rad']

2178 faces
Create Patches : 20505 base patches
0 opaque faces
370091 square feet [53293108.00 square inches]
1 direct lights

BuildFacelights:
(120.84 seconds)
visibility matrix : 25.1 megs
BuildVisLeafs:
(50.53 seconds)
MakeScales:
(31.37 seconds)
SwapTransfers:
(28.55 seconds)
Transfer Lists : 53991980 : 53.99M transfers
Indices :    10550216 :   10.06M bytes
   Data :   215967920 :  205.96M bytes
GatherLight:
(3.58 seconds)
FinalLightFace:
(4.06 seconds)
240.54 seconds elapsed [4m 0s]

--- END hlrad ---
Posted 19 years ago2005-05-07 09:06:13 UTC
in Problem: My Map makes game stuck Post #107936
When it loads, it will say "Starting Local Game Server..."

It stays there for hours, progressbar hangs, and the window caption says "Condition Zero (Not Responding)"

Whereas when I load maps like de_dust and fy_iceworld_cz it only takes around 20 seconds!!

I know it's a problem with my map...