Forum posts

Posted 20 years ago2003-10-18 05:52:35 UTC
in LEAK LEAK LEAK... Post #2857
THANX EVERYBODY!!! :)
Posted 20 years ago2003-10-17 18:18:57 UTC
in LEAK LEAK LEAK... Post #2826
Ehh, acording to the readme file the program is sposed to find the LEAK and place an invalid texture and brush to it. I'm sposed to get at least 1 error message from Hammer, but I'm not getting a single one, why?
Posted 20 years ago2003-10-17 16:03:55 UTC
in LEAK LEAK LEAK... Post #2810
Posted an uptade of test3
Posted 20 years ago2003-10-17 15:24:33 UTC
in LEAK LEAK LEAK... Post #2801
Danke sch?n (Thank you very much on German) :)
Posted 20 years ago2003-10-17 10:27:40 UTC
in LEAK LEAK LEAK... Post #2786
Sure it is, but I still have to know how to change func_wall to a solid.
Does anybody know?
Posted 20 years ago2003-10-17 07:23:23 UTC
in Reanimating models Post #2783
WOW! Sounds like a great mod!
Posted 20 years ago2003-10-17 07:19:37 UTC
in LEAK LEAK LEAK... Post #2782
Thanx Tlax, but how do I chage func_wall back to a solid?
About the textures, I changed the names of some textures because HL (or Hammer) placed the some textures att wierd places. Anyways I'll send the .wad as soon as I'm finished with test3
Posted 20 years ago2003-10-16 13:18:12 UTC
in TWHL, the server? Post #2738
Sure, if you can pay for the server...hehe :)
Posted 20 years ago2003-10-16 13:11:02 UTC
in LEAK LEAK LEAK... Post #2737
Yellow mapers! I got a Leak on my map (test3). I've tried everythig, even the block trick. Can someone check it out, I'll upload a .rmf on the problem section. One more thing, let me now if the textures are not the same in HL as in Hammer.
Posted 20 years ago2003-10-16 13:02:22 UTC
in the sky texture... Post #2736
Check the texture application (on the toolbar to the left), make sure that the texture size look something like this 1.00 0
1.00    0
Posted 20 years ago2003-10-16 12:25:26 UTC
in HELP ME HELP ME HELP ME...sorry. Post #2735
XP RULES!
Posted 20 years ago2003-10-15 14:28:31 UTC
in HL2 compiler question Post #2710
Now when Valve is working on a new source code, will HL2 look better?
Posted 20 years ago2003-10-14 16:26:07 UTC
in HL2 Post #2657
Yo everyone! My friend just downloaded HL2 beta, he said that he only got a bunch of files and he also said that you must have a 3,1GHz to run
HL2 (unbelivable...). How do you run the beta?
Posted 20 years ago2003-10-14 03:30:43 UTC
in Vis problem! Post #2622
Ehh...Isn't this the tutorial that you can find on the Help Topic in Hammer?
Posted 20 years ago2003-10-13 14:35:08 UTC
in Vis problem! Post #2611
Weee!! Solved the "no vis" problem with zoner's custom tools. Works very nice, but I still have the LEAK LEAK LEAK problem. Well anyways, if I don't solve the LEAK I'll just write again (as always)...

Thanx for the tools NinjaGrinch
Posted 20 years ago2003-10-13 14:28:24 UTC
in extreme bug level Post #2608
Thanx, I'll try that :) . One more thing, it's not my DELL saribous, it's your "public" computer hehe
Posted 20 years ago2003-10-12 11:49:35 UTC
in Vis problem! Post #2555
Really? Happened to me many times before
Posted 20 years ago2003-10-12 11:19:08 UTC
in Vis problem! Post #2553
I know it's an vis error but how do I fix it. Here's the full report:

** Executing...
** Command: Change Directory
** Parameters: C:SierraHalf-Life

** Executing...
** Command: Copy File
** Parameters: "C:ProgramValve Hammer Editormapstest3.map" "C:SierraHalf-Lifevalvemapstest3.map"

** Executing...
** Command: C:ProgramVALVEH~1toolsqcsg.exe
** Parameters: "C:SierraHalf-Lifevalvemapstest3"

qcsg.exe v2.8 (Jan 31 2000)
-- qcsg --
entering C:SierraHalf-Lifevalvemapstest3.map
CreateBrush: 0...1...2...3...4...5...6...7...8...9... (1)
CSGBrush: 0...1...2...3...4...5...6...7...8...9... (1)
Using WAD File: sierrahalf-lifevalvehalflife.wad
Using WAD File: sierrahalf-lifevalveliquids.wad
Using WAD File: sierrahalf-lifevalvexeno.wad
added 4 additional animating textures.
2 seconds elapsed
** Executing...
** Command: C:ProgramVALVEH~1toolsqbsp2.exe
** Parameters: "C:SierraHalf-Lifevalvemapstest3"

qbsp2.exe v2.2 (Dec 28 1998)
-- qbsp2 --
LEAK LEAK LEAK
LEAK LEAK LEAK
LEAK LEAK LEAK
LEAK LEAK LEAK
1 seconds elapsed
** Executing...
** Command: C:ProgramVALVEH~1toolsvis.exe
** Parameters: "C:SierraHalf-Lifevalvemapstest3"

vis.exe v1.3 (Dec 30 1998)
-- vis --
1 thread(s)
LoadPortals: couldn't read C:SierraHalf-Lifevalvemapstest3.prt
No vising performed.

** Executing...
** Command: C:ProgramVALVEH~1toolsqrad.exe
** Parameters: "C:SierraHalf-Lifevalvemapstest3"

qrad.exe v 1.5 (Apr 6 2000)
--- Radiosity --
1 threads
[Reading texlights from 'C:ProgramVALVEH~1toolslights.rad']
[1 texlights parsed from 'C:ProgramVALVEH~1toolslights.rad']

No vis information, direct lighting only.
2953 faces
174604 square feet [25143034.00 square inches]
12255 patches after subdivision
53 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9... (10)
FinalLightFace: 0...1...2...3...4...5...6...7...8...9... (0)

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 47/400 3008/25600 (11.8%)
planes 2888/32767 57760/655340 ( 8.8%)
vertexes 4039/65535 48468/786420 ( 6.2%)
nodes 1315/32767 31560/786408 ( 4.0%)
texinfos 194/8192 7760/327680 ( 2.4%)
faces 2953/65535 59060/1310700 ( 4.5%)
clipnodes 3987/32767 31896/262136 (12.2%)
leaves 850/8192 23800/229376 (10.4%)
marksurfaces 3228/65535 6456/131070 ( 4.9%)
surfedges 13930/512000 55720/2048000 ( 2.7%)
edges 7089/256000 28356/1024000 ( 2.8%)
texdata [variable] 1720/2097152 ( 0.1%)
lightdata [variable] 431964/2097152 (20.6%)
visdata [variable] 0/2097152 ( 0.0%)
entdata [variable] 10914/131072 ( 8.3%)

Total BSP file data space used: 798442 bytes

11 seconds elapsed
Posted 20 years ago2003-10-12 09:28:33 UTC
in Vis problem! Post #2548
Does someone now what this mean?:

1 thread(s)
LoadPortals: couldn't read C:SierraHalf-Lifevalvemapstest3.prt
No vising performed.

No vis information, direct lighting only.
2953 faces
174604 square feet [25143034.00 square inches]
12255 patches after subdivision
53 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9... (10)
FinalLightFace: 0...1...2...3...4...5...6...7...8...9... (0)
This post was made on a thread that has been deleted.
Posted 20 years ago2003-10-12 07:33:55 UTC
in extreme bug level Post #2546
The map is showing textures on wrong places. Check the the .rmf and then compile and play, you'll notice the problem.
Posted 20 years ago2003-10-12 07:31:29 UTC
in Leaf Post #2545
DOH!! I spent 1 1/2 hour building new rocks
This post was made on a thread that has been deleted.
Posted 20 years ago2003-10-11 13:10:28 UTC
in extreme bug level Post #2507
By the way, map name is test3
Posted 20 years ago2003-10-11 13:02:16 UTC
in extreme bug level Post #2505
Have a BIG problem with my map can someone check it out it's on the problem level (.rmf)
Posted 20 years ago2003-10-11 09:08:17 UTC
in Replace function Post #2493
It compiles but it takes 50 secs instead of 20
Posted 20 years ago2003-10-10 19:11:27 UTC
in Replace function Post #2470
Sorry for the "?" letter
Posted 20 years ago2003-10-10 19:10:18 UTC
in Replace function Post #2469
No no, you don?t understand. My whole level is button_target instead of func_wall. I'm wondering if theres any way to replace the brushes instead of changing it one by one
Posted 20 years ago2003-10-10 16:34:38 UTC
in Replace function Post #2454
Does anybody know if it's pssible to replace brush entities ex:
"button_target" to "func_wall". If it is, how do I do? DOH!! :)
Posted 20 years ago2003-10-10 10:34:43 UTC
in TEXT TEXT TEXT... Post #2439
Tip of the day by DR PHIL, hehe :)
Posted 20 years ago2003-10-09 10:56:38 UTC
in TEXT TEXT TEXT... Post #2399
LOL, the wrenchsoftware page doesn't work...
Posted 20 years ago2003-10-08 08:09:12 UTC
in TEXT TEXT TEXT... Post #2363
WAZUP! Me and "saribous" are working on a mod, but how do you get that enormous text like in HALF-LIFE (the begining)
Posted 20 years ago2003-10-08 07:43:54 UTC
in Can't find my map Post #2361
Have you checked that the properties correctly configured?
Posted 20 years ago2003-10-08 07:42:37 UTC
in Can't find my map Post #2360
Have you checked that the properties correctly configured?
Posted 20 years ago2003-10-05 08:26:03 UTC
in The first word: Post #2205
I get ideas from movies, buildings (that exists in reality) and other maps. :)
Posted 20 years ago2003-10-04 11:24:19 UTC
in Sitting models Post #2164
How do you make barney sit down on a chair?
Posted 20 years ago2003-10-03 19:50:01 UTC
in compiling problems Post #2117
What's the name of your map?
Posted 20 years ago2003-10-03 19:46:31 UTC
in FIRE Post #2114
Yeah! Where are they!?
Posted 20 years ago2003-10-03 19:45:31 UTC
in Dark... Post #2113
Yello everyone! I have small problem, how can I get the textures visable on a door when the door starts in the wall. The textures are just black!
Posted 20 years ago2003-10-03 19:38:09 UTC
in Problem With CHANGELEVEL Post #2111
Thanx Marlboro for the very long advice. I found out that the problem was that the triggers must have a bit of space between eachother, or else you'll just end up with loading from one level to another (if the triggers are close to eachother)

P.S.
I think Whoracle, Colony and Clayman are better :)
Posted 20 years ago2003-10-03 10:05:02 UTC
in Outdoor Maps Post #2093
Oh, by the way. In what .wad files can I find the other sky textures.
Xen sky and the sky texture where you can see a river
Posted 20 years ago2003-10-03 09:51:41 UTC
in func_tracktrain Post #2092
Well, I actually don't know. Never tried it, HIHI :P
Posted 20 years ago2003-09-27 15:16:19 UTC
in Outdoor Maps Post #1755
Let's change subject shall we? You can use Counter-Strike WAD-files, they have a much better sky texture.
Posted 20 years ago2003-09-27 10:36:59 UTC
in Problem With CHANGELEVEL Post #1748
I placed the landmarks in the same position in both maps. But now I get stuck in the mother*uckin door instead. WILL IT EVER END?!
Posted 20 years ago2003-09-27 06:08:51 UTC
in Problem With CHANGELEVEL Post #1737
Oh, by the way I'll post the .rmf file...
Posted 20 years ago2003-09-27 06:04:37 UTC
in Problem With CHANGELEVEL Post #1736
YEAH! I've fixed the problem! The level change from "test" to "test2" went very smooth, but now I have another problem. When I want to go back to "test" I get stuck in the floor (again), but this time it's diffrent. I'm kind of hoovering above the floor. WIERD DON'T YOU THINK!
Posted 20 years ago2003-09-26 19:00:36 UTC
in Problem With CHANGELEVEL Post #1717
Yes I could.
When I'm about to load map nr.2 I'm suddenly stuck in floor. Here's a little descripton off the trigger_changelevel:
Name change1
New Map Name: test2
Landmark Name: lm1
And the landmark:
Name:lm1
Posted 20 years ago2003-09-26 18:42:53 UTC
in Problem With CHANGELEVEL Post #1713
Yo everybody, I have problems with my map. When I start the map it goes just fine, but when I come to changelevel I'm suddenly stuck in the floor. Can anybody help me? PLEEEEEASE!!!