Forum posts

Posted 16 years ago2008-01-29 07:37:55 UTC
in Unbreakability and models Post #244519
erm no cs has no block bullets, but thx anyway. =)
Posted 16 years ago2008-01-10 06:09:32 UTC
in Laggyness Post #243110
Ohh ok i see. Sry for the extreme n00bness.
Posted 16 years ago2008-01-09 07:28:08 UTC
in Laggyness Post #243007
Hmm ok I tried to my best abilities to turn on gl_wireframe 2 but it said:
User posted image
Its on CZ btw.
I think I'll use fast vis for testing and leave a full vis for the final compilation.
Posted 16 years ago2008-01-07 10:35:43 UTC
in Laggyness Post #242861
What do you have, a 500 MHz Celeron and 128 MB of RAM?
Oh hmm yeah my com pretty much sucks but i've got 512 ram (ooooooo) but i leave only hammer running when compiling. Thanks CaptainP I'll get some screenshots hold on =)
And sorry aarondakilla, I'm not used to burning out my com for 4 hours ;p
Posted 16 years ago2008-01-06 04:14:25 UTC
in Laggyness Post #242737
Yeah I think I posted such a topic before but I don't think i got a reply so let me try again:
My map is laggy, like it will be a bit choppy every now and then. Its playable, but gameplay is not smooth. I know there's nothing wrong with my compilation, and I have tried to null every face that is not seen. Its not that big a map, probably the size of dust2, and no more complex than the many other official maps I have seen.
So what's the problem? Is it because i use fast vis? full vis requires 4hours++ compilation time, where else fast takes 1/2 hr.
Please help...
Posted 16 years ago2007-12-27 11:17:27 UTC
in Glowing water Post #241995
ooo thanks a lot srry!
Sad thing I read this post a bit too late.... Now I'll have to reconstruct my water.
As for blitzkrieg: "Good excuse to learn how to make textures!" haha, I make some of my own textures (most that I use for now are just copied from the lesser known but wonderfully mapped CZ maps), but I seriously hate the size of HL textures. Everything is so small so its very hard to get nice details, if you know what i mean. To observe nice details in say, a lamp, the picture would have to be at least 256x256, but in Hammer, that's the size of a wall... And I'm afraid of scaling my textures too small now after a previous error that was due to over-scaling and forced me to delete that map (again). hmm forgot the name of that error. :
Posted 16 years ago2007-12-22 03:30:12 UTC
in Glowing water Post #241699
Really clear, yeah but it'll still be glowing, if you get what i mean. And at least if it was a proper lighting glow, that wouldn't be so bad cuz then i could cover it up with some lamps. But its a sickly singular glow... I'll try using a non ! texture and see if i still glows.. :
Posted 16 years ago2007-12-21 04:51:30 UTC
in Glowing water Post #241653
Hmm, ok i got another wierd question:
Is there ANY way to make water in cs stop glowing?!?!
Its a real bitch, cuz my map is dark as hell, and glowing water sort of spoils the whole realistic part... -.-
Posted 16 years ago2007-12-17 03:35:50 UTC
in Glass Post #241315
hmm, ok I'll try.
Posted 16 years ago2007-12-17 01:50:28 UTC
in Glass Post #241309
Sad, well maybe if I have too much time on my hands, I'll go and mess around with the entities till i get a nice glass that is really unbreakable. Meanwhile, I'll stick to my func_wall.
Posted 16 years ago2007-12-16 09:11:57 UTC
in Glass Post #241183
Haha Redka, yeah i know it pisses you off right?
Stupid thing says "unbreakable" and even a smoke grenade breaks it...
Well, I'll use a wall instead. Thanks!
Posted 16 years ago2007-12-15 07:24:56 UTC
in Glass Post #241012
I'm making a cs1.6 map and it seems that any glass i make (func_breakable >material: unbreakable glass) can still be broken by throwing a grenade at it. How do i change this???
Posted 16 years ago2007-11-25 04:01:14 UTC
in Hint Post #239138
Haha, thanks guys, looks like after so much time i spent mapping, I'm still very noob! Thanks blitzkreig for your concern, but I'm pretty sure the rest of my map is fine. It is "messy" because i have not textured some areas properly yet and because my map is completely un-enclosed, as you can see in the top-left of the 1st picture. So tetsu0, the "box-sky" is just temporary so as to prevent any leaks before i make an actual enclosure.
Once again, thanks a lot guys!
Posted 16 years ago2007-11-23 11:17:29 UTC
in Hint Post #239063
Ok, so I read the tutorials here (yes, both) on reducing r_speeds and using HINT brushes, but I really wanted to make sure I was doing it correctly before compiling (and possibly screwing up my map Again). So all that you can see here is outside the map, just the other side off a wall that is beyond reach for the players, just acting as a little "decoration"
User posted image
So do i simply change the textures there all to HINT?
User posted image
I'm worried I might screw it up, like one of the tutorials mentioned about placing them properly or risking higher r_speeds...
Is it correct?
Thanks guys, once again.
Posted 16 years ago2007-10-07 09:34:46 UTC
in More Problems? Post #235923
Nope. The Texture application box for the "errorful brush" shows nothing abnormal. X + Y scale both 1, and i justified it to the center, using a conc_floor texture (256 x 256) just to test cuz maybe its the fact that I used Aaatrigger (16 x16) for too big a brush. I dunno, im desperate!
Posted 16 years ago2007-10-07 03:59:14 UTC
in More Problems? Post #235908
ARgh why cant anyone help me?@!?!?! :furious:
I'm going insane!! :nuts:
Posted 16 years ago2007-10-03 09:33:00 UTC
in More Problems? Post #235529
Yeah, ok, thanks for the link, but i read that already. It says "If the numbers given include a 0 (which it does in my case), such as 16345/0, it often [but not always] means the texture has gone perpendicular to the face. This usually is a result of rotating the brush, clipping, carving, hollowing or vertex manipulation, remember where you did that and you may find it faster."
Ok well, the truth is, i did a hell lot of vertex manip, a lot of clipping and some carving. Also some rotation, but nothing major.
So, i followed the coordinates as mentioned above and i checked the texture for the brush. X and Y axis are both at 1, and everything seems normal. I'll try compiling again by deleting the brush and creating a new one, but I doubt it'll work. Please, what is going on?!
Posted 16 years ago2007-10-03 05:30:46 UTC
in More Problems? Post #235515
Hey, ok, well, now my compile log is free of errors (except the wad error, which is really not important), but everytime I load my map in CS, it gives me the "Bad surface extents 576/0 at position (-1472, -448, -64)" error.
So, i look for the error, which is the vertex of a brush. Ok, no problem, i delete it and build a new one.
Play: Same error, new coordinates.
So, I locate the brush AGAIN (the coordinates point to the vertex of a aaatrigger brush tied to a func_bomb_target this time) and fix it by deleting it and constructing a new one. STILL GIVES ME A NEW ERROR! :thefinger:
wtf... :nervous: please help!

**Edit**
Oops, sorry I didn't see I triple posted.... Sorry! *Gives best apologetic smile*
Posted 16 years ago2007-10-01 05:00:07 UTC
in More Problems? Post #235361
Hmm, ok, I have not tried compiling my map after finding all the stupid "sawing" brushes (stupid coordinates so hard to find... *swears* why isn't there a Go To Leaf button... :tired: " anyway, just wanted to know if its ok to have a clip brush sawing into another brush? And, my map seems a bit laggy at times, defintely nothing to do with my com. It is not the fullbrite kinda lag, but more of like an occasional slowness. I heard that its because of the env_snow, but de_aztec seems fine even with the env_rain... So? Is it perhaps because i'm using fast vis? It takes like 20min with fast... If i use full, will it be better? Or can i use some other type of vis? My compile is all normal except for the texdata being at max.
Posted 16 years ago2007-09-30 02:30:03 UTC
in More Problems? Post #235291
Ooo, okok thx!
Btw, the large texture is fine. Its just a warning (i hope) cuz its been fine so far...
I didn't even knew zhlt.wad existed, so i dunno how that got there...
Posted 16 years ago2007-09-28 09:32:59 UTC
in More Problems? Post #235149
Hey guys, I'm back, and nice to see this site still ownz!
I've got some new errors:
1 - When I compile, I get this error, but it dosen't seem to affect anything but it creeps me out:

Using Wadfile: mischammerresourceszhltwadsde_frostbite.wad
  • Warning: Larger than expected texture (629812 bytes): 'CREDITS'
  • Contains 147 used textures, 99.32 percent of map (494 textures in wad)
Warning: ::FindTexture() texture NULL not found!
Are you sure you included zhlt.wad in your wadpath list?
Warning: ::LoadLump() texture NULL not found!
Texture usage is at 6.05 mb (of 7.94 mb MAX)
15.02 seconds elapsed

I DID NOT USE A TEXTRE CALLED NULL! and no i did not include ZHLT.wad, but it does not seem to screw up anything, but i woudl still like to know what the hell that is.

2 - Warning: Leaf portals saw into leaf
Problem at portal between leaves 973 and 974:
   (2340.000 -1363.000 66.000)
(2348.963 -1363.000 66.000)
(2358.470 -1363.070 67.017)
(2357.453 -1370.740 179.000)
(2335.000 -1370.740 179.000)
(2335.000 -1368.000 138.999)
Ok, I get this error in compilation, but it also does not affect anything. I used to have 6 of these errors but my map still worked fine. Then, recently, I compiled and got 9 of those, and it screwed up, saying this when i tried to play my map in CS, closing once i start my map and saying in a box:
Bad surface extents 576/0 at position (-1472, -448, -64)
So I suspect it has something to do with the new "Leaf protal saw into vis" errors.
All i did between compiling my working map and my screwed up map was make 286 x 126 rectangular non vertexed blocks with <256x256 textures and cloned them here and there, changing the texture with each clone. It looks fine in Hammer and check for probs didn't show anything. Please help!
Posted 17 years ago2007-04-26 05:43:08 UTC
in Unbreakability and models Post #220173
WHAT?!
Crap and I thought it would work.
I downloaded that and it didn't work so i thought it was a different one...
Sorry!
Posted 17 years ago2007-04-26 05:18:11 UTC
in Unbreakability and models Post #220171
No i know the website but which download is it??? :nuts:
Posted 17 years ago2007-04-25 07:26:37 UTC
in Unbreakability and models Post #220089
Thx

***Edit***
Errm, which one is it?
Posted 17 years ago2007-04-24 23:47:49 UTC
in Unbreakability and models Post #220056
Sorry, I forgot to mention its for CZ.
What is your site?
Posted 17 years ago2007-04-22 20:56:26 UTC
in Unbreakability and models Post #219829
1. Is there a way to create a brush that is 100% unbreakable and unpenetratable?

2. Anyway to make models visible in Hammer?
Thanx.
Posted 17 years ago2007-04-12 23:32:45 UTC
in Major Problem Post #218857
Ok I fixed the damned problem. I simply changed the directory to a new one in my D drive.
Hammer is seriously screwed up... :nuts:
Posted 17 years ago2007-04-12 06:01:03 UTC
in Major Problem Post #218772
Yeah but they are all very metallic, not very good for my type of maps. de_nuke was made entirely out of halflife.wad (except for 1 texture. The credits)
I'm gonna try copy pasting the whole damned thing to a new map and see if it works.
Posted 17 years ago2007-04-11 21:32:55 UTC
in Major Problem Post #218751
Its doesn't work. I replaces all my textures with aaatrigger and it still doesn't work!!!
What the Hell???
Posted 17 years ago2007-04-11 21:17:23 UTC
in Major Problem Post #218748
Oh ok I'll try.
Posted 17 years ago2007-04-11 05:16:09 UTC
in Major Problem Post #218681
No, its non-steam.
Its actually C:Valve (the main folder)Condition Zero (the game) czero (the sub-folder cuz CZ comes with 1.6 and CZ)de_spyware_cz.wad

I only used 2 wads: halflife.wad and de_spyware_cz.wad
halflife.wad has 3116 textures.
de_spyware_cz.wad has appox. 230 textures.

I'm not sure how many textures I'm actually USING cuz I can't compile.
I'll estimate I'm using around 100+- textures.
Posted 17 years ago2007-04-10 23:50:45 UTC
in Major Problem Post #218665
Oh ok now I've got a new problem.

Warning: Wad file 'valvecondition zerovalvehalflife.wad' not found
Warning: Wad file 'valvecondition zeroczerode_spyware_cz.wad' not found
Error: Could not open wad file valvecondition zerovalvehalflife.wad
Error: Could not find WAD file
Description: The compile tools could not locate a wad file that the map was referencing.
Howto Fix: Make sure the wad's listed in the level editor actually all exist

Error: Could not open wad file valvecondition zeroczerode_spyware_cz.wad

What's the problem? I've seen some people with this problem before.
All the wads are in their proper location. The textures list is correct.
WHY WHY WHY?

PLease help... :cry:
Posted 17 years ago2007-04-10 21:02:37 UTC
in Major Problem Post #218648
No no no, its none of those.
Never mind, I just copied and pasted everything to a new map and it works now.
Thanx anyway.
Posted 17 years ago2007-04-10 09:11:25 UTC
in Major Problem Post #218588
Hmm, it seems I have a new major problem.
All my other rmf files work fine in Hammer, but everytime I open the map I'm working on right now, SHIT!
First of all, all the 4 views are in full screen.
Second, all the textures in the 3d view are GRAINY.
Thirdly, when i aim up, it goes down and vice versa.
LASTLY, I can edit the options by when I press OK, An error message pops up and says that Hammer has encountered a problem and needs to close... You know the rest.
What is wrong?
All my other stuff works fine.
I'm not sure how it happened but the last thing I did was to make two 30 face cylinders, texture them and place 2 decals on a prefectly FLAT floor. Any ideas? I tried with 3.5 and 3.4, both don't work.
:nervous:
Posted 17 years ago2007-03-20 07:01:26 UTC
in fast/normal vis Post #216463
Oh ok. Thanks.
Btw, can objects (non-entity) be outside the SKY?
Posted 17 years ago2007-03-19 07:58:30 UTC
in fast/normal vis Post #216357
I'm using fast vis to compile my map (cuz if not its too long) but it's still a BIT laggy (like sometimes the buymenu lags a bit or occasionally the movements are a bit jerky). Will normal (and friggin slow) vis remove this lag? All my other maps (dust2, assault etc...) work with zero lag... :cry:
Thanks in advance guys!
Posted 17 years ago2007-03-05 20:24:42 UTC
in MAX_MAP_MIPTEX Post #215102
ok i'll try. ;)
Posted 17 years ago2007-03-05 08:00:06 UTC
in MAX_MAP_MIPTEX Post #215035
Please forgive me cuz I'm a super noob at all that technical stuff. Is this what its supposed to look like, cuz when I run my map it loads a bit then stops, simply going back to the main menu.
I am surprised that there are "too many textures" in this map cuz there really aren't that many, maybe 50 textures used at most. So what the hell??
Anyway, when Muzzle said that I need to apply that to all my 4 compile programs, does it mean csg, bsp, vis and light? What about game?
Thanks again guys!
User posted image
Posted 17 years ago2007-03-05 02:31:54 UTC
in MAX_MAP_MIPTEX Post #215020
Ok, I'm trying to compile my 3rd map and it goves a "MAX_MAP_MIPTEX" error. I checked various websites but they all seem to tell me that "Although Zoner's Compiling Tools recommends you to merge or remove unused textures (which in itself indeed is very prudent), here's another solution. Just use the "-texdata" switch on the command-line for HLCSG to increase the texture memory. Normally it's is set to 4096 KB (compared to 2048 KB available to QCSG - the compiling tool Valve used), but you can set it up to at least 8192 KB. When you do set it higher, look at the log output from HLCSG - it will tell you how much more than 4096 KB it actually uses now..."

Where is the -texdata switch on the command-line for HLCSG???
Thanks in advance!
Posted 17 years ago2007-02-23 04:43:09 UTC
in [CZ] Forest Post #213430
Oh ok thanks anyway guys!
Posted 17 years ago2007-02-23 00:38:38 UTC
in [CZ] Forest Post #213418
Hey can anyone direct me to a good tut on how to make a realistic looking forest in CZ? Thanks in advance!
Posted 17 years ago2007-01-31 07:55:53 UTC
in Fatal error Post #211236
I get an error saying something like "Mod_NumForName: D:SierraCondition Zeroczero... not found"
Wtf?
Pls help!
Posted 17 years ago2006-12-07 05:11:29 UTC
in Shoot-through-able brush Post #205292
Sorry, like i said, my com's completely screwed.
My internet won't work till next year.
(I'm at an internet cafe)!
Anyway, thanks!
I restarted my map and it'll be done by next week!
C ya!
merry christmas and a happy new year!
Posted 17 years ago2006-12-01 02:25:35 UTC
in Shoot-through-able brush Post #204711
Ok, I need help, seriously.
I got an error "MAX_CLIPNODES"
I know that means I have empty spaces that are too big cos I've surrounded my map with a huge sky so that there are 0 leaks, but I can't fix it!
Can someone help, I'll send you and email with the .zip.
Thanks.
Posted 17 years ago2006-11-30 09:41:55 UTC
in Shoot-through-able brush Post #204568
Ahh, ok.
(kinda complex no?)
Posted 17 years ago2006-11-30 06:11:22 UTC
in Shoot-through-able brush Post #204556
Ahh, ok. Thanks.
Oh yeah, does overlapping brushes make a map crappier in anyway?
**Edit**
Ok, last question for today:
Why is it that when I rotate a brush using the handles, the sides will automatically re-allign thenselves with the brush but not the top or bottom? It wasn't like this before, but now it always does that.
WHY?!?!
Posted 17 years ago2006-11-30 04:54:37 UTC
in Shoot-through-able brush Post #204552
Ahh, ok, thanks.
So there are null textures, origin textures, { textures and now clip textures.
Any more? :
**Edit**
Btw, Is there anyway to turn a decal around?
Posted 17 years ago2006-11-30 03:40:37 UTC
in Shoot-through-able brush Post #204548
Clip brushes?
Are those the normal Ctrl B brushes?
Cos if they are, then the bullets will only penetrate, not go through...
Posted 17 years ago2006-11-30 02:43:59 UTC
in Shoot-through-able brush Post #204542
Ok, I'm sure as hell that this has been asked before but I couldn't find anything on this topic cos I don't even know what the process or entity (func_wall maybe?) is called.
Anyway, how do I make a brush that can be shot through, but not walked through and at the same time, all the blue parts dissapear, you know, the texture {GATE.
Thanks in advance.
Btw, I've been asking a lot of questions but I've never gotten to uploading any of my maps.
So far I've completed ONE! awp_wasted_cz
Get it here. I know it sucks ok. But come on, first attempt.
The EXTREMELY problematic map which I've been asking so many questions about (see post trigger_push) will be out as a Christmas treat! (Though it has NOTHING to do with Christ...)
Meanwhile, cos I'm a bit out of inspiration for that map (de_zero-gravity_cz by the way), I'll cool off my brain while working on my 2nd map, a lot easier, and it will be released soon before I continue working on de_zero-gravity_cz.
The second one's called de_ambush_cz, and it is the 4th one I'm making.
The first 3 got deleted due to lots and lots (100++) errors...
This one resembles a lot like de_sienna_cz and that map that they always use in WCG tournaments, don't know what's the name...
Anyway, WOW, Long Post...
Thanks guys!
Your website RULEZ!
Expect a HUGE credits texture (1260x768).
None in awp_wasted_cz so don't waste your time looking.
Try finding the one in ambush and zero-gravity though.
Haha, won't be too hard!
:heart: Loving this Website!
Posted 17 years ago2006-11-18 06:08:01 UTC
in trigger_push Post #203105
:sarcastic: You bastard... :thefinger: