Forum posts

Posted 17 years ago2006-05-14 20:31:51 UTC
in Recording gameplay footage on your PC Post #180088
Where can I get something that can record gameplay footage off my PC?
Posted 17 years ago2006-05-14 20:29:34 UTC
in dod_town movie clip! Post #180087
On second thought, here is the direct link to download it without going to putfile.

http://uploadfile.putfile.com/videos/13312573341.wmv
Posted 17 years ago2006-05-14 20:28:20 UTC
in dod_town movie clip! Post #180086
This is a movie clip of my map that is soon to come out. It is a bunch of screenshots with the DOD music in the back. It is a town with a huge church in the middle. Watch the planes fly in the sky, the light shining through the destroyed dome in the church and the beautiful HDR lighting. Here is the link.

http://media.putfile.com/dod_townvid_0001
Posted 17 years ago2006-05-14 11:36:08 UTC
in Weird Areaportal Error! Need some help. Post #179990
Well how would I fix it? I don't get it.
Posted 17 years ago2006-05-14 10:40:41 UTC
in Weird Areaportal Error! Need some help. Post #179981
This is what I did.

I made everywindow and door do the "Tunnel effect" with the func_illusionary and the areaportal window, this would reduce the compile time and make the FPS better. So I did that and when I try to load it I get this weird error. This is what it says.

Engine Error
portalnum > numareaportals

Portal number is greater then the number of area portals? What does that mean? How do I fix it? :cry:
Posted 17 years ago2006-05-13 14:48:09 UTC
in env_microphone Post #179805
Okay thanks!
Posted 17 years ago2006-05-13 13:15:38 UTC
in env_microphone Post #179782
I can't get it to work. I tried making a cube and tieing it to a func_brush, naming it speaker, then going to the env_microphone and setting the speaker to the cube I made. It doesn't work.
Posted 17 years ago2006-05-13 09:47:04 UTC
in Train question. Post #179750
Okay this is what I want to do. I want my train to go by, then when it gets in the distance it dissapears, and then after like 15 seconds go by again. I want it to keep doing that so it looks like multiple trains going by. How would I do this?
Posted 17 years ago2006-05-12 20:51:23 UTC
in Day of Defeat point capture problem. Post #179680
Ohh, I am sorry. The thing I had to do was set the Index number for each flag either 1-5, to indicate where the icon is in the HUD.
Posted 17 years ago2006-05-12 20:48:44 UTC
in Mountains Post #179678
You don't need a specific texture for a 3D skybox, simply go into texture application and scale the textures down to 0.0625
Posted 17 years ago2006-05-11 14:48:34 UTC
in Day of Defeat point capture problem. Post #179498
Nevermind I figured it out.
Posted 17 years ago2006-05-11 14:48:19 UTC
in Scripted Sequences Post #179497
It is on spawn. And yes the "move to position" is on walk.
Posted 17 years ago2006-05-09 18:27:07 UTC
in Scripted Sequences Post #179228
Okay so I just started to learn about scripted sequences, but everytime I try to do one it doesn't work right. This is what I do tell me what is wrong.

I want to start with the basics. First I made a room divided by a glass wall with one door. I put an info_player_start on one side, and an npc_breen on the other side. Then I named the npc, "Breen" and put a scripted sequence by the door. I went into the scripted_sequence's properties. It's target npc is Breen so I set that. Now I am unsure how to do this next part. I want him to walk to where the scripted sequence is by the door. I set the "Move to position" to walk. That is all I want him to do for now. When I compile the map, he is in one spot then he kinda like appears to the other spot really quick. How do I make him walk to the door!? I set his "move to position" to walk, I don't know whats wrong. I need some help.
Posted 17 years ago2006-05-08 19:27:37 UTC
in Day of Defeat point capture problem. Post #179123
I am mapping for Day of Defeat Source, and I just finished my map that I have been working on for the longest time. The only thing that needs to be done is the capture points. I put the "dod_control_point," and the trigger that lets you capture it, and the "dod_control_point_master," but once I load my map only 2 control points render. (Out of five.) The other ones don't even show it. I know that I might be one of the few people that maps for DOD Source, but can anyone experiment and test it out for me? I really need to figure this out. :zonked:
Posted 17 years ago2006-05-06 13:51:32 UTC
in env_microphone Post #178705
I tried it and it didn't work. What exactly do I do?
Posted 17 years ago2006-05-06 07:07:48 UTC
in env_microphone Post #178658
When using an env_microphone, what entity do you use for the speaker?
Posted 17 years ago2006-05-05 20:03:11 UTC
in Map crashes on load (Hl2Dm) Post #178603
When I use cables, it crashes sometimes. So delete any cables you may have or just added.
Posted 17 years ago2006-05-04 20:57:29 UTC
in point_camera Post #178462
Smartedit is shaded out, I can't press it. All I need to do is give it a name and I can use it! I am so close!
Posted 17 years ago2006-05-04 16:58:16 UTC
in point_camera Post #178443
Thanks, but is there a way to set the properties?
Posted 17 years ago2006-05-04 09:22:41 UTC
in point_camera Post #178366
I don't have a legit copy of Half-Life 2, so I think that is why I don't have the entity point_camera. When I decompile a HL2 map that has a point camera, it says obsolete. It there a way to make a camera without a point_camera entity?
Posted 17 years ago2006-05-03 17:00:16 UTC
in Tree Textures, and something weird. Post #178258
I figured it out! After looking at dod_argentan's trees I noticed that they are sprites not textures. So I looked at the .vmf file and tool the texture, and made a test map with the texture. It worked! The trees were there. It is used in a skybox, so the trees are full size.
Posted 17 years ago2006-05-03 08:55:00 UTC
in Tree Textures, and something weird. Post #178138
Lol, well I really need those tree textures!
Posted 17 years ago2006-05-02 18:25:52 UTC
in Tree Textures, and something weird. Post #178064
That is a 3D skybox. I will eventually use the tree textures in the 3D skybox. But I need the textures. to texture a nodraw box so it looks like a tree.
Posted 17 years ago2006-05-02 16:57:34 UTC
in Tree Textures, and something weird. Post #178036
I tried that and nothing came up. I REALLY need to use these tree textures.
Posted 18 years ago2006-05-01 21:05:15 UTC
in Tree Textures, and something weird. Post #177811
Okay so I am making a DOD map, and when I was playing "dod_argentan" I saw trees on the mountains next to a spot outside the map. Alot of trees. I know that these trees are just like the ones in militia, it is just a texture and from far away it looks like a tree. So I couldn't find the trees in the texture browser, (I typed in trees, I don't know what else it could be called.) so then I decompiled dod_argentan AND dod_flash. (Also uses the trees.) But the trees weren't there! I opened up SDK and when I opened Argentan and flash the trees weren't there. Does anyone know how I would find these tree textures, I mean I typed in tree, what else can it be called?
Posted 18 years ago2006-04-29 09:33:59 UTC
in Props black for some reason. Need help. Post #177325
Ohh I see, thanks you guys.
Posted 18 years ago2006-04-27 20:24:38 UTC
in Props black for some reason. Need help. Post #177112
I don't know what that means. File, meaning the model file? I need to know why it's black.
Posted 18 years ago2006-04-27 17:38:56 UTC
in Props black for some reason. Need help. Post #177073
I am making a DOD Source map and when I added these attic windows they turned all black. It is possibly because I put a black texture behind the windows so you couldn't see through them? I don't feel like deleting them because they were kinda annoying to vertex manip. to the windows shape. Also I don't think they are worth creating a vis group. So do you think what I said is the problem? Here is a screenshot of what it looks like.

http://img142.imageshack.us/img142/6672/dodex6xu.png
Posted 18 years ago2006-04-24 18:52:04 UTC
in Creating sprites on displacement grass. Post #176561
Okay, thanks alot guys.
Posted 18 years ago2006-04-24 16:45:24 UTC
in Creating sprites on displacement grass. Post #176534
Whitch ones? How will I find them? And can I do it to other grass textures?
Posted 18 years ago2006-04-24 16:23:02 UTC
in Creating sprites on displacement grass. Post #176531
How would you add grass sprites on displacement grass?
Posted 18 years ago2006-04-18 13:36:07 UTC
in Having problems with my 3D Skybox. Post #174984
Nevermind you guys, I got it to work.
Posted 18 years ago2006-04-18 12:39:06 UTC
in Having problems with my 3D Skybox. Post #174970
I am doing exactly what you are supposed to do to make a 3D skybox and it is so off that I dont know what I am doing wrong. This is what I do, tell me if there is anything wrong with it.

-First I make what I want to be the skybox normal size.
-Then I put a skycam at origin 0,0,0.
-Then I select all the things I want to be in the 3D skybox, including the 3D skycam and copy it.

-I right click and hit "paste special."
-Then I click transform
-I scale it down to .0625
-I put my newly scaled down 3Dskybox in a box of the skybox texture.
-I put its own light enviornment in it.
-Then I delete the original big versions of the skybox and the Skycam in the actual map.

Is there anything wrong with that? It is off, here is a picture of what it looks like...

http://jupiter.walagata.com/w/masamune212/example.jpg
Posted 18 years ago2006-04-17 09:22:20 UTC
in Compile Problem Post #174772
Thanks man, your right I should read the compile log more thoroughly before posting, and my Gordon Freeman avatar is just something I put untill I think of a cool avatar. :zonked:
Posted 18 years ago2006-04-16 14:50:35 UTC
in func_tracktrain Post #174646
I want to put a func_tracktrain in one of my CS:Source maps, but I can't get it to work. Let see tell you how I do it, I am not sure if I am doing it right.

-First I made a rectangular brush and set it to a func_tracktrain.
-Then I made lots of path_tracks and named them each a different name. Then I made sure my train was fasing the X Axis (as said by the Valve developer WIKI) and made its first stop the first path_track I want it to be.

That doesn't work. Does anyone know how to do func_tracktrains?
Posted 18 years ago2006-04-16 14:42:25 UTC
in Compile Problem Post #174645
Here is the Whole compile log.

** Executing...
** Command: "c:program filessteamsteamappsxyos212sourcesdkbinvbsp.exe"
** Parameters: -game "c:program filessteamsteamappsxyos212counter-strike sourcecstrike" "C:Program FilesSteamSteamAppsxyos212sourcesdk_contentcstrikemapsrccs_docks"

Valve Software - vbsp.exe (Jan 2 2006)
1 threads
materialPath: c:program filessteamsteamappsxyos212counter-strike sourcecstrikematerials
Loading C:Program FilesSteamSteamAppsxyos212sourcesdk_contentcstrikemapsrccs_docks.vmf
Entity 378: func_areaportal can only be a single brush

** Executing...
** Command: "c:program filessteamsteamappsxyos212sourcesdkbinvvis.exe"
** Parameters: -game "c:program filessteamsteamappsxyos212counter-strike sourcecstrike" -fast "C:Program FilesSteamSteamAppsxyos212sourcesdk_contentcstrikemapsrccs_docks"

Valve Software - vvis.exe (Jan 2 2006)
fastvis = true
1 threads
reading c:program filessteamsteamappsxyos212sourcesdk_contentcstrikemapsrccs_docks.bsp
Error opening c:program filessteamsteamappsxyos212sourcesdk_contentcstrikemapsrccs_docks.bsp

** Executing...
** Command: "c:program filessteamsteamappsxyos212sourcesdkbinvrad.exe"
** Parameters: -game "c:program filessteamsteamappsxyos212counter-strike sourcecstrike" -noextra "C:Program FilesSteamSteamAppsxyos212sourcesdk_contentcstrikemapsrccs_docks"

Valve Software - vrad.exe SSE (Jan 16 2006)
--- Radiosity Simulator --
1 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:program filessteamsteamappsxyos212sourcesdk_contentcstrikemapsrccs_docks.bsp
Error opening c:program filessteamsteamappsxyos212sourcesdk_contentcstrikemapsrccs_docks.bsp

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesSteamSteamAppsxyos212sourcesdk_contentcstrikemapsrccs_docks.bsp" "c:program filessteamsteamappsxyos212counter-strike sourcecstrikemapscs_docks.bsp"

The command failed. Windows reported the error:
"The system cannot find the file specified."
Posted 18 years ago2006-04-16 13:51:05 UTC
in Compile Problem Post #174640
I was adding some ropes in my map when all of a sudden it froze and did the "Send Error Report" thing. So I open it back up, and then compiled my map. A promt pops up and says "Can not find file specified" and in the compile log it says, "Error opening c:program filessteamsteamappsxyos212sourcesdk_contentcstrikemapsrccs_docks.bsp" I even saved it again as a Different file name and it didn't work. Does anyone know what the problem is?
Posted 18 years ago2006-04-14 10:53:00 UTC
in NPC Clip / Hosties Post #174254
If I put an NPC clip in my map, (CS:S) will the hosties not be able to go past it? I can't really test it yet because then I have to do the navigation mesh.
Posted 18 years ago2006-04-10 16:30:37 UTC
in Skybox is screwed up. Post #173330
I used the Skybox "sky_dod_01_hdr " And yes I did do it all right. I put all the correct properties from here...

http://developer.valvesoftware.com/wiki/Sky_List

Here is a picture of what it looks like.

http://jupiter.walagata.com/w/masamune212/DOD.jpg
Posted 18 years ago2006-04-10 16:10:24 UTC
in Skybox is screwed up. Post #173314
I started mapping for DOD source and when I do the skybox it doesn't work. It looks as if I didn't put a skybox at all. I used a dod skybox from the valve developer wiki but it didn't work. Does anyone know what is wrong? :quizzical:
Posted 18 years ago2006-04-08 16:01:45 UTC
in Degenerate Triangle? Post #172939
I try not to make noob mistakes like overlapping, getting things off the grid stuff like that. I never carve or hollow. I am just going to not continue on this map.
Posted 18 years ago2006-04-08 15:14:15 UTC
in Phys_lengthconstraint and func_physbox Post #172930
Ohh yeah here are the things I have for the phys_length constraint..

name: constraint
Entity 1:rope
Entity 2:ball
Force Limit to Break:1
Torque limit to break:1

And everything else is default.
Posted 18 years ago2006-04-08 15:12:10 UTC
in Phys_lengthconstraint and func_physbox Post #172928
Okay here is my idea. I took the crane model, and out of the top I made a brush and textured it black. (like a rope) I made that a func_breakable. Then I want it to be attatched to a wrecking ball whitch would be a func_physbox. I want it so if you shoot the func_breakable the wrecking ball falls. (Also, is there a way to change the sound of the physbox when it collides with objects?) All that happens how is when the round starts they arent conected, the wrecking ball just drops.
Posted 18 years ago2006-04-08 14:58:53 UTC
in Degenerate Triangle? Post #172925
Okay but this compile log is huge.

** Executing...
** Command: "c:program filessteamsteamappsxyos212sourcesdkbinvbsp.exe"
** Parameters: -game "c:program filessteamsteamappsxyos212counter-strike sourcecstrike" "C:Program FilesSteamSteamAppsxyos212sourcesdk_contentcstrikemapsrccoast"

Valve Software - vbsp.exe (Jan 2 2006)
1 threads
materialPath: c:program filessteamsteamappsxyos212counter-strike sourcecstrikematerials
Loading C:Program FilesSteamSteamAppsxyos212sourcesdk_contentcstrikemapsrccoast.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:Program FilesSteamSteamAppsxyos212sourcesdk_contentcstrikemapsrccoast.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 to build the default cubemap!
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
Degenerate Triangle
(-1349.35, -2022.13, 215.00), (-1407.16, -2137.56, 215.00), (-1407.16, -2137.56, 215.00)
Degenerate Triangle
(-1407.16, -2137.56, 215.00), (-1602.88, -2253.00, 215.00), (-1407.16, -2137.56, 215.00)
Degenerate Triangle
(-1607.54, -2253.00, 224.63), (-1607.54, -2253.00, 224.63), (-1607.30, -2253.00, 225.31)

et cetera, ad overfloweum
Posted 18 years ago2006-04-08 14:19:53 UTC
in Degenerate Triangle? Post #172912
When ever I compile the map I am making, it says "Degenerate Triangle" along with a few coordinates, but it says it ALOT, it makes my compile log huge. What is a "Degenerate Triangle?"
Posted 18 years ago2006-04-07 15:45:38 UTC
in Cameras in Counter-Strike Source Post #172830
I would, but there is not point camera there.
Posted 18 years ago2006-04-07 09:11:02 UTC
in Cameras in Counter-Strike Source Post #172796
Here is my problem. Every tutorial I see for creating cameras say to use a "point_camera." But can you use point cameras in Counter-Strike Source? Do I have to have a legit copy of Half-Life 2?
Posted 18 years ago2006-04-02 00:01:35 UTC
in Map wont load for one of my friends. Post #171966
As some of you know, my brother and I just finished our map, "cs_miami." So he downloaded it and put it in the right folder and was about to load it. He tries to load the GAME and it says "ENGINE ERROR, Map has to many textures" When he presses "OK," another error comes up saying, "The intruction at "0x00088783. The memory could not be "read". Click OK to terminate the program." I don't know if it was our map that screwed up his CS:Source or something he did. I don't think it was our map because it worked for EVERYONE else who did it. Does anyone know whats wrong?
Posted 18 years ago2006-03-31 20:37:32 UTC
in Rotating in the newest hammer Post #171797
It works for me.
Posted 18 years ago2006-03-25 13:52:14 UTC
in Navigation Mesh help Post #170857
Okay thanks alot.