Forum posts

Posted 19 years ago2005-08-04 18:35:33 UTC
in *EHEM* help! Post #125967
I have a question that might pertain to this, tell me to do another topic if i doesnt.

I have created a box that i would like to pop open revealing a key used to open a door later on. The inner part/lid of the box and the brush for the key are set up as func_trains traveling from a path_corner at their closed positions to another at their open positions. These are activated by triggering two buttons tied to a multisource, which then targets a mm that targets the two func_trains. This sequence worked well at first, but then i tied the mm to another multisource which acted as a master for a 1-time trigger extending from the opening of the "opened" box. This targeted a mm sequence to remove the key and all according to the "key" tut on this website. Now.... there is a 11 second delay from the activation of the first two buttons to the opening of the box. y? Everything else works perfectly; just confused about the unwanted delay.

Note, that i dont have an origin brush for the func_trains.... could that be y?
Posted 19 years ago2005-07-30 01:13:30 UTC
in SGI opengl for Worldcraft/Hammer Post #124625
that is Valve Hammer Editor 3.4 :D applause!
Posted 19 years ago2005-07-29 20:36:41 UTC
in SGI opengl for Worldcraft/Hammer Post #124579
good point elon, I can turn that down too.
Posted 19 years ago2005-07-29 20:19:13 UTC
in Batch Compiler Problem Post #124574
wow headcrab, do you latch onto your mother's face with that mouth! :P

O yea, best of luck to ya
Posted 19 years ago2005-07-29 20:12:50 UTC
in SGI opengl for Worldcraft/Hammer Post #124573
i turned the undos down to thirty or so... i think.

Anyways, I have looked around and found a pretty good deal on memory upgrades, though the specs on the part are slightly different than my manufacturer's recommendations. Dell recommends pc2100/266 ddr sdram, while the only part ive found available is pc2700/333 ddr sdram. The salesman says that it is backwards compatible and I found a few websites that confirmed this.
What do you guys think? Is it a go?
$100 bring me from 256megs to 640megs :roll:
Posted 19 years ago2005-07-29 18:58:50 UTC
in SGI opengl for Worldcraft/Hammer Post #124567
I decided to look into it. You are very right seventh, thanks for the advice.
Posted 19 years ago2005-07-29 16:03:07 UTC
in SGI opengl for Worldcraft/Hammer Post #124511
u know... i take that back. I have 256 on this machine :| Still, I know, not much of an improvement. As, I am leaving home in 3 days, and I have 0 dollars at the moment, I doubt that improving the RAM now is possible. Ouch, I guess, I'll need to get used to the lag then, won't I?

I dled nearly every hammer related program I could find in the last few weeks. I will install and educate myself with a batch compiler to improve compile speeds, but I believe I'm well within the map limitations. I'll check out -chart to be sure though. Thx again!

btw...here's where I saw the opengl thingie, look near the top of the list.
Hammer Editor problems
http://www.slackiller.com/tommy14/errors.tmp
I know this will be familiar.
Posted 19 years ago2005-07-29 12:38:52 UTC
in SGI opengl for Worldcraft/Hammer Post #124411
Thanks rowley, I'll try that today, but this map is quite small. It is basically two small rooms, one indoors, and one under sky. I have implemented func_conveyor rain following the tut that i think came from this site. That, a few doors, and a multisourced lock-box are all that is present. I have already gathered the func_conveyors for the rain and the splash sprites from the rain into their own visgroups. This has not helped it, but it does seem to stop lagging for a short while after hiding the objects. Comes back after a minute or so though, when it has any effect at all.

Maybe the system is a problem. Win xp home on Dell inspiron 5100 laptop... only 128 RAM and 2.4 ghz Intel. Latest drivers and all, no sp2.
Ati mobile videocard. Nothin special. I would rather not do level editing on a laptop, but I am studying abroad for the next year and have no choice ;)

One last thing... Rowley. Is this -chart command in HL console or somewhere in the compile parameters?
Posted 19 years ago2005-07-29 10:55:37 UTC
in SGI opengl for Worldcraft/Hammer Post #124394
I am having some lag problems using Hammer on my latest map. The map does have a high number of sprites in it, but it will still compile good and HL has no issues with it, only Hammer. Oftentimes it may take over 10 seconds to copy and move a single brush!!
I've been researching this and found an old site that recommends updating opengl drivers to "SGI's opengl32.dll". It gives link to dl this and instructions on extracting the file to the hammer directory. Unfortunately, the link is dead, and I have not been able to find a site that has this download.
Does anyone else use a opengl patch like this for worldcraft/hammer?
Could I have a copy?
Or am i just plain crazy!? :nuts:
Posted 19 years ago2005-07-26 17:42:42 UTC
in strange wahter :O Post #123744
I'm having a similiar problem. I have created a rainy area with water splash sprites on the ground and I would like for there to be a thin, transparent sheet of water over my floor. I tried creating this effect with func_walls, func_illusionaries, and slow moving non blocking func_conveyors. I then tried it with func_water. First attempt had the func_waters textured as {blue and then applied water texture only on front face. I followed tutorial directions to create transparency with "texture" effect and "100 or so" on texture amount. This yielded a solid rendered water on the floor, but not transparent. I then applied water texture to all sides of the entities and on the next compile I was drowning. :aghast:
Posted 19 years ago2005-07-26 01:18:09 UTC
in Rotating Door problem Post #123585
I am delighted to say that the invisible func_rot_button has settled this lil problem nicely. If those "usable" doors every give ya trouble try them out! ;)

Thanks for the help all
Posted 19 years ago2005-07-26 01:16:22 UTC
in Limit.. What is it? Post #123583
This is an old thread, and this is probably already known to most, but i came across this while searching for sprite limits on my own.

http://www.leak-free.org/errors/#toomanyentities

Half-Life 1 Limits
ALL Entities 2048
MAX_ENGINE_ENTITIES 1024
MAX_MAP_ENTITIES 2048
In-Game Entity Engine Limit 500
Compiling Tools Brush Based Entities 400
Model & Sprite Sub-Limit 400

interesting :cool:
Posted 19 years ago2005-07-25 04:26:29 UTC
in Rotating Door problem Post #123332
Aaaaah thats a clever idea! I just read a tut somewhere else on using a func_rot_button in this situation. Again, typically used to tie double doors together, but with the switch invisible and non blocking instead of a second door. I could try placing the switch in front of my single door, paint it aaa, non block tag it, and then have it trigger the door from both sides. No "using" on the door itself. If that doesnt work I will try your idea.

Thx again rowley... i might talk to you again soon about transparent water puddles ... but its close to 4 am.....STUPID STUPID STUPID!!!

:nuts:
Posted 19 years ago2005-07-25 02:10:54 UTC
in Rotating Door problem Post #123309
aargh. Bugs seem to follow me wherever I go. Pity.
Posted 19 years ago2005-07-24 16:29:27 UTC
in Rotating Door problem Post #123247
Hey, no problem rowley. I'm glad for the assistance but I'm curious how you are getting the door opened with "use only" unticked? With it ticked, I can freely use the doors while facing south or west but not north or east. Is that the same with your old map too? Was this a problem with only that one map or have other maps shared the problem?

I would of course be willing to learn other methods of "using" the door to open it... is it possible to create a func_button or something similiar that would be invisible and non solid. It could be placed in front of the door and act as a "use" trigger without being seen or blocking the player. Just a thought?
Posted 19 years ago2005-07-24 15:56:02 UTC
in Rotating Door problem Post #123239
Ok, I have installed the latest fgd files, updated my compile tools to ZHLT 3.2.1, and I have found the errors using alt-P and deleted all of them. I have tried all variations of "use only" or not "used", but the problem still exists. If the flags are not checked for use only i must create a trigger or something to open the door, wheras i want to "use" it. With "use only" checked i must still face away from the door to operate it while on one side. Note that the door is operating correctly in every other way but this.
Posted 19 years ago2005-07-24 02:03:20 UTC
in Rotating Door problem Post #123083
OK, then i can do that to improve performance but after i have extracted and set up hammer for the new fgd file the problem still persists. Hopefully, some more ideas will come in.
Posted 19 years ago2005-07-24 00:39:47 UTC
in Rotating Door problem Post #123070
alrighty. I got the new fgds and I finally found a copy of zhlt 3.2.1. Can I simply extract these directly over the old compile tools and just reconfigure hammer to look at the new files. Or will this cause some sort of crazy corruption, such as my house spontaneously busting into flames etc.?
Just like a second opinion b4 i pull the trigger ;)
Posted 19 years ago2005-07-24 00:12:44 UTC
in Rotating Door problem Post #123060
o btw. When I do check the map for problems it gives 3 messages, but these remain even after I have deleted the doors.
Solid Entity [func_door] is empty.
and 2x for Solid Entity [func_wall] is empty.

not sure if these mean anything. shrug
Posted 19 years ago2005-07-24 00:08:11 UTC
in Rotating Door problem Post #123058
Coo, thanks a bunch for helping out. I have uploaded the problem map successfully and I am now in search of the latest fgd and compile tools. I'm using Zoners 2.5.3 custom build 1.7, which I am certain is quite dated. I could not find a copy of the 3.x for dl anywhere. I have seen a few new sites since than though, so I will double check there. I believe I have seen a dl for the latest hl fgd. Is there a version number so that I know I am getting the most recent? Please tell me if you know a place to get both of these. The ol google search wasnt finding them so easily :aggrieved:

Thanx again!
Posted 19 years ago2005-07-23 17:03:13 UTC
in Rotating Door problem Post #123020
I have created a rotating door entity and set it up to open normally in the z-axis. I created the door brush as the fence texture so that it is semi-transparent (see through) in game. In game the door appears properly and will open properly from either direction. However, after the door has been opened once, I can only open it again by "using" when facing one direction. So the door opens normally from one side, but from the other side i must face away from the door to open it. It remains this way no matter what i place the settings at and i must always face east to open the door. How can I get the door to open by facing it from either side while still "using" it?

Blue