Forum posts

Posted 18 years ago2006-03-23 16:56:57 UTC
in Prob w/ Custom Animating Textures Post #170490
Although I'm not sure I approve of hunter's 'shameless' plug for an award, his suggestions turned something up, indirectly though.

To start, it was including my custom wad and an attempt to use the wad w/in cstrike and not include it in the compile failed.

But, through the wad confirmation, I discovered this:

Using Wadfile: c:program filesvalve hammer editorwadshalflife.wad
  • Contains 0 used textures, 0.00 percent of map (3116 textures in wad)
Using Wadfile: c:program filesvalve hammer editorwadstp_primuslab.wad
  • Contains 0 used textures, 0.00 percent of map (28 textures in wad)
Warning: ::FindTexture() texture +0BIGMATRIX not found!
Warning: ::FindTexture() texture +0SMALLMATRIX not found!
Warning: ::LoadLump() texture +0BIGMATRIX not found!
Warning: ::LoadLump() texture +0SMALLMATRIX not found!
Texture usage is at 0.00 mb (of 4.00 mb MAX)
1.16 seconds elapsed

See, I have a couple of custom wad files in my Hammer folder, all w/ the prefix TP_, (as will my maps, if i ever actually finish one :lol: ). Anyway, Hammer is only supposed to use the halflife and TP_Matrix wads that I've told it to, but it seems to have replaced the Matrix w/ another one, PrimusLab.

Do any of u guys know why and how I can fis this?
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 18 years ago2006-03-22 20:54:47 UTC
in Prob w/ Custom Animating Textures Post #170330
Yes, I get them in the 3d view in hammer but not in game
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 18 years ago2006-03-22 15:03:26 UTC
in Prob w/ Custom Animating Textures Post #170267
I've at least tried making the names of each texture small while leaving the file name the same (not my first custom wad) and that didn't work.

Apon testing the map, my console logged the line 'WARNING: failed to locate sequence file matrix'...is this the culpret...shit I g2g for now. I'll check back in l8r.
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 18 years ago2006-03-22 14:48:30 UTC
in Prob w/ Custom Animating Textures Post #170261
Ok...I've got more additional info...

1 - I used -wadinclude TP_Matrix on the csg so I wouldn't haveto worry much about the wad

2 - I'm unsure if this is important: I custom named the textures myself and used a mix of upper and lower case letters, (like in my name), to label the large and small versions of the Matrix code
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 18 years ago2006-03-22 14:40:25 UTC
in Prob w/ Custom Animating Textures Post #170258
Wouldn't suprise me... -_-;
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 18 years ago2006-03-22 13:50:36 UTC
in Prob w/ Custom Animating Textures Post #170241
Added info (and bump ;): When I compiled the map, I inculded the wad so I wouldn't need to transfer it to cstrike. I don't know if this is causing my problem or not. I included to wad in the zip so ppl can look at the file.
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 18 years ago2006-03-21 23:51:43 UTC
in Prob w/ Custom Animating Textures Post #170140
I created some custom animating textures to make the Matrix code on some walls and such but they appear as pink and black tiles in game. I've posted it as a problem map for ppl to have a look at. Hers's the link:

http://twhl.co.za/mapvault_map.php?id=3788
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 18 years ago2006-03-20 23:01:10 UTC
in Info on R_speeds Post #169870
k thanx
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 18 years ago2006-03-20 22:58:28 UTC
in Info on R_speeds Post #169868
Thanx rowley I can see it in game know.

However, it still writes it in console. Is ther ea way to eliminate this or just always have to search through a big ass console if there is somnething specific I'm looking for?
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 18 years ago2006-03-20 22:42:10 UTC
in Info on R_speeds Post #169865
Ok, need help with this again.

I just tried using r_speeds 1 in console and it was continuously spitting them out IN CONSOLE and not on screen. WTF am I doing wrong?
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 18 years ago2006-03-20 16:53:42 UTC
in GCFs Post #169805
Daamn...thanx for the info guys...never knew steam games took up so much of my drive.
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 18 years ago2006-03-20 16:51:59 UTC
in Info on R_speeds Post #169804
Thanx guys
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 18 years ago2006-03-20 14:58:07 UTC
in GCFs Post #169790
I was wondering...do u need to keep the .gcf files in the steam apps folder or are they not needed? I know that they occupy over 6 Gigs on my hard drive and...that's it really.
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 18 years ago2006-03-20 14:55:44 UTC
in Info on R_speeds Post #169789
I'm a n00bie to mappin' and I was wondering, what exactly are r_speeds and who can I display them?
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 18 years ago2006-03-07 19:48:47 UTC
in The Steam "Preloaded" Post #166903
Ai Bob...that she is
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 18 years ago2006-02-28 01:16:33 UTC
in Proofreading modelling tutorial Post #165459
U are now one of my gods Captain P (FYI: First one one related to porn).

I've been looking to get into modelling and this will help a lot.
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 18 years ago2006-02-17 01:04:28 UTC
in Midi, Magnificent Midi Post #163701
Is this limited do FF?

If not, I've been lookin' for the voice clips from Duke Nukem 3D (The F-key phrases like 'It's time to kick ass and chew bubblegum...and I'm all out of gum' or 'What are you, some bottom-feeding, scum-sucking, alge-eater?'). So far, I've had no luck locating them. Can anyone help me?
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 18 years ago2006-02-10 16:49:05 UTC
in Something for Mac haters Post #162519
Who cares how old it is, that was f*****g awsome!
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 18 years ago2006-02-10 15:21:29 UTC
in Hit a wierd mapping problem, need help Post #162504
A dark and sinister evil ;)

All u have to does is locate those brushes. The best way to do that now is to go into the Map menu and choose Go To Brush Number... (or use shortcut Ctl+Shift+G) and enter the brush number. This will select the brush for u. Now u can delete the microbrush.
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 18 years ago2006-02-07 00:20:38 UTC
in free counter-strike lessons from cheese Post #161801
ok...cheese has one hell of an annoying voice
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 18 years ago2006-01-31 00:58:13 UTC
in Old TWHL vs new TWHL Post #160626
If not, then you can take out the big boomstick and start cracking some n00b heads. Yes, I'll admit I'm a n00b and feel free the crack my head when I act like one.
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 18 years ago2006-01-30 02:11:01 UTC
in High School Drop-outs Post #160453
Anyway, I have a grim view of the future if the world is going to be populated by these underachievers.
For a excellent example of what satchmo is talking about in this statement, look at the dumbass at the helm of the entire USA and imagine that on a larger scale.

Thank god I'm Canadian. :glad:
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 18 years ago2006-01-24 18:47:45 UTC
in Tool Problems: Selecter/Pointer Post #159402
I'll give that a try. Just a sec...

EDIT Nope, that didn't help...I'll give a comp restart a try...Ya never know

EDIT BINGO!!! A system restart took care of the problem. Prolly somethin' to do w/ stupid, f***en, flacky Windows.
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 18 years ago2006-01-24 18:32:12 UTC
in Tool Problems: Selecter/Pointer Post #159398
I have. This problem just started today. I sometimes changes but only after about a dozen rapid clicks PER MODE. I don't know what happened to change it from the one-click change.
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 18 years ago2006-01-24 18:17:57 UTC
in Tool Problems: Selecter/Pointer Post #159393
yes, sry 'bout that. That's exactly what I mean.
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 18 years ago2006-01-24 18:08:26 UTC
in Tool Problems: Selecter/Pointer Post #159389
I can't seem to get it to changes modes. I'll click on an object and it'll either move it a few pixels for do nothing what-so-ever. Are one of my settings wrong or something?
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 18 years ago2006-01-16 19:15:56 UTC
in Any Vertex Manipulation Tips? Post #158197
Thanx for the help guys.

I've posted a problem map for everyone to look at to see my most common problem w/ vertex manipulation.

http://twhl.co.za/mapvault_map.php?id=3641
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 18 years ago2006-01-16 15:38:32 UTC
in Any Vertex Manipulation Tips? Post #158161
I need some tips on vertex manipulation. Everytime I try to change them to get an oddly shaped object (say a sphere), I don't get a smooth effect like it looks within Hammer, but a rather jagged shape, like the surface of the sphere split and the brushes moved like tectonic plates and made mountains. I'm jus looking for some tips to make my manipulation's look better.
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 18 years ago2006-01-10 21:46:39 UTC
in Button Texture Prob Post #157385
Damn...Liked that one...

Thanx thou
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 18 years ago2006-01-10 20:50:30 UTC
in Button Texture Prob Post #157381
Here's the url for the map

http://twhl.co.za/mapvault_map.php?id=3630
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 18 years ago2006-01-10 20:06:12 UTC
in Button Texture Prob Post #157375
I've also tried that, to no avail...Incase it matters, I'm mappin for CS 1.6
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 18 years ago2006-01-10 19:56:37 UTC
in Button Texture Prob Post #157370
OK...I do think we are getting closer.

I'm using the ~CRETESTCH01A texture and my button starts w/ the +1 version. I've got Toggle on, Time to Reset is 0 (tested w/ 5 to no effect) and I have no idea what perameter you mean by "remain on".

I'll describe the 'bug' better. Basically, the button is switching between the two versions of the text about 4 or 5 times a sec. What the button controls, though, only occurs when I activate the button.

Oh, thanx for the texture link rowley...I was lookin' for somethin' like that b4.
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 18 years ago2006-01-10 19:00:24 UTC
in Button Texture Prob Post #157354
Uhh...I appreciate the help but shouldn't there be an easier solution to my flashing button prob?
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 18 years ago2006-01-10 17:14:54 UTC
in Button Texture Prob Post #157316
I've Tried that. It has no effect. The button just keeps switching between the +0 and +1 textures. Btw, does it matter which of the two the button starts on?
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 18 years ago2006-01-10 17:06:05 UTC
in Button Texture Prob Post #157309
Don't know if this has been done or not...anyway, I've got a button and I applied one of those animated textures to it. The problem I'm having is that it keeps switching textures on its own and I can stop it. How can I exorcise this unholy possession? ;)
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 18 years ago2005-12-28 01:26:57 UTC
in Sprite Prob Post #154916
Uhmmm...anyone else got an easier idea?
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 18 years ago2005-12-27 21:26:54 UTC
in Sprite Prob Post #154905
This is a continuation (sort of) of a previous thread I made. I made this new just to make things easier. You can find the old thread Here.

Ok, first things first...Elon, I solved my prob w/ the nhth sprite...you named it wrong, it was nhth1.spr. No big.

Now, down to business. I've created the sprite under a platform. The is the when I go to jump on that platform, the sprite is still visible 'til the center is covered and then completly disappears. I don't want this. Is there a way to render it so that slowly disappears as the player moves or am i stuck w/ this prob?
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 18 years ago2005-12-27 13:16:34 UTC
in Glowing Sphere Post #154824
I just got around to trying the env_sprite w/ nhth.spr (I've been busy) and CS was unable to find it. Where can I?
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 18 years ago2005-12-27 00:13:36 UTC
in Emergency Light Post #154698
Thanx I'll give that a try
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 18 years ago2005-12-27 00:03:37 UTC
in Emergency Light Post #154695
I'm trying to create an emergency light (one of those lights that allow beams out on two sides only and rotate). I've got the case rotating using a func_rotating and a light entity is inside it providing the light.

My problem is that the light comes out all sides, not just the holes in the case. Does my case need to be bigger (it's 14w x 14l x 13h now) or is there another way to fix my problem?
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 18 years ago2005-12-22 22:44:01 UTC
in Looking for online sound bite archive Post #154040
I'm lookin' mainly for Duke Nukem 3D sound bites. Some of his phrases rock!

"It's Time to Kick Ass and Chew Bubblegum...And I'm All Out of Gum."
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 18 years ago2005-12-21 20:20:53 UTC
in Glowing Sphere Post #153794
Ok, I'll give those a try. Thanx
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 18 years ago2005-12-21 20:09:52 UTC
in Glowing Sphere Post #153786
I'm workin' on a map in which there is a glowing ball of energy floating in the center. So far I've been unable to make the ball glow. how can this be achieved?
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 18 years ago2005-12-17 20:46:21 UTC
in 3D Modeling Tool Post #152930
Thanx for the help guys

I'll look into hunting down a "free" version of G-Max, but I'd say Milkshape isn't an option at the moment as I'm not lookin' to spend any money, let alone $35+tx&ship (I'm Canadian and Proud, 'cept of our dollar : )
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 18 years ago2005-12-16 14:22:09 UTC
in 3D Modeling Tool Post #152655
I'm looking for a good 3D modeling tool so I can create better and more detailed objects in my maps. Lightwave 3D was recommended to me by a buddy, but Im lookin' for something free. It needs to be compatible w/ Hammer 3.4 and I'm mappin' for CS 1.6.

Can anyone help?
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 18 years ago2005-12-16 13:03:21 UTC
in set map gravity Post #152647
Actually, I'll just tell you. You need to manually create a triger_gravity entity.

Here's what you do:

1. Create a brush using the AAATrigger texture

2. Select the brush and click toEntity on the right

3. In the entity selection dropdown menu type in trigger_gravity

4. Unselect SmartEdit and remove all items in the Keyvalues

5. This is a two parter:
a) Put in the key style and give it a value of 32
b) The next key you need is gravity and it can have a value between 0 and 1, with 1 being full (or probly equivilant to sv_gravity 1000 in console, which is 200 over the norm). I'm using 0.2 for a skypads variation
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 18 years ago2005-12-16 12:55:18 UTC
in set map gravity Post #152646
I asked the same question b4. Let me find the link to mine, it got answered.
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 18 years ago2005-12-13 14:55:45 UTC
in Unwanted Func_water Flooding Post #152088
Update: That did work. I'm not sure how, but I guess the four brushes didn't really like being forced together. Thanx for the help.
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 18 years ago2005-12-13 14:10:05 UTC
in Unwanted Func_water Flooding Post #152060
I did make the four water brushes a single entity, but I never tried to make them seperate entities. I'll give that a try and get back to y'all.
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 18 years ago2005-12-13 02:16:38 UTC
in Unwanted Func_water Flooding Post #151978
Ok, I've got some additional info to explain my prob.

a) No, I haven't named the func_water entity.

b)The Render Mode is set to Texture and the Render Amount is set to 200 (I want the water somewhat transparent)

c)I've got a couple of screen shots that should help elaborate the issue. They are:

1. This pic is of the tunnel encloser that houses the water entity (keep in mind plz that this a rough demo map and therefore lacking in the smoothing edges but all corners are sealed to my knowledge)
User posted image
2. This is the outside opening in a well. The AAATriggrt is a ladder.
User posted image
3. This is the inside opening, blocked of by a func_breakable grate.
User posted image
4. This is a view of the map w/in Hammers Camera View as is should roughly look.
User posted image
5. This is the same area w/in CS, after the map was compiled.
User posted image
d) It should also be known that I've tried sealing off the two enterances w/ large blocks, but it had no effect.
TawnosPrime TawnosPrimeI...AM...CANADIAN!