Forum posts

Posted 17 years ago2006-05-31 06:44:31 UTC
in New map by DacadeXI! Post #182870
Ok, so it's not done yet, it's just a lay-out....But that's where you come in! If you have any suggestions as to what should be in it, or even it's name, let me know....or do it yourself and send it too me (yes, you get credit for it, lol)! Anyway, this is only the 2nd attempt to mapping for CS, so don't expect anything extrodinary. If you like what you see, then let me know!

de_no_name:
http://twhl.co.za/mapvault_map.php?id=3951
Posted 17 years ago2006-05-25 03:47:27 UTC
in First map Post #181955
Ok, I guess there was a problem with the models, so I fixed that, should work now
Posted 17 years ago2006-05-25 03:07:05 UTC
in First map Post #181950
Oh, and it's not done yet, so if you have any suggestions or comments on what you think I should do to finish it, just let me know
Posted 17 years ago2006-05-25 03:06:29 UTC
in First map Post #181949
Ok, I'm a noob at maps, but I've made my first one, and I don't think it's that bad for my first one, but I'm sure you guys will find something to frown apon, which is ok. If you don't like, just let me know, I'm not a little girl, I won't cry to mommy, just be nice about it though, or we'll have to fight....J/K, anyway, it's kinda like an underground bunker, where the cts have to rescue the hostages and junk, you know how it goes. Anyway, it's here at http://twhl.co.za/mapvault_map.php?id=3933 I don't have a screenshot of it, but I have all the files with it. Have fun and let me know how much I suck, lol. Thanks.
Posted 17 years ago2006-05-24 17:43:15 UTC
in Working, but not working.... Post #181910
Thanks for the help!
Posted 17 years ago2006-05-24 17:14:55 UTC
in Working, but not working.... Post #181908
I think that may have been the problem. There was some WADs that I thought I send over, but they didn't go.
Posted 17 years ago2006-05-24 16:55:36 UTC
in Working, but not working.... Post #181905
OK, I was looking through the fourms and didn't see anything to help me. I made my first map (still not 100% done, but it is playable), and when I compile it and put it all in the right place, it works. It's for Condition Zero. If I go to New Multiplayer Game on the main menu of CZ, it'll load up just fine, no problems at all. Now, when I go to put it on my server where I put all the other maps I've downloaded, and then try to switch maps to it, it freezes the server, then the server auto-restarts. Did I do something wrong and I'm an idiot, or is there a problems somewhere?
Posted 17 years ago2006-05-21 18:42:48 UTC
in Cannot open zeditor.wad Post #181365
Yeah, everything is in the correct place. Everything is working ok now, and I didn't even do anything to fix it, I don't know if it was just CZ being weird, or it if fixed itself, but everything is ok now.
Posted 17 years ago2006-05-20 17:23:57 UTC
in Cannot open zeditor.wad Post #181224
Ok, I'm having a bit of a problem. I just started a map, and just have one room done (not fully, but enough to test). So, I try to compile the map, and everything seems fine, then I go to run the game, and I get an error: WARNING: could not open zeditor.wad. I have the map in the the right folder, and I created a map before that worked. I used everything that I used in that map, but for some reason, this one won't work.

** Executing...
** Command: Change Directory
** Parameters: "C:Program FilesSteamSteamAppsdacadexicounter-strike"

** Executing...
** Command: C:MAPBUI~1WORLDC~1hlcsg.exe
** Parameters: "c:map buildingwadcs_tower"

hlcsg v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlcsg ---
Command line: C:MAPBUI~1WORLDC~1hlcsg.exe "c:map buildingwadcs_tower"
Entering c:map buildingwadcs_tower.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
50%... (0.00 seconds)
SetModelCenters:
50%... (0.00 seconds)
CSGBrush:
50%... (0.00 seconds)

Using Wadfile: map buildingwadcstrike.wad
  • Contains 0 used textures, 0.00 percent of map (123 textures in wad)
Using Wadfile: map buildingwadliquids.wad
  • Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: map buildingwadde_aztec.wad
  • Warning: Larger than expected texture (348972 bytes): 'SPECIAL_THANKS'
  • Warning: Larger than expected texture (348972 bytes): 'THANKS'
  • Contains 0 used textures, 0.00 percent of map (24 textures in wad)
Using Wadfile: map buildingwadhalflife.wad
  • Contains 1 used texture, 25.00 percent of map (3116 textures in wad)
Using Wadfile: map buildingwadcs_office.wad
  • Contains 2 used textures, 50.00 percent of map (102 textures in wad)
Using Wadfile: map buildingwadzeditor.wad
  • Contains 0 used textures, 0.00 percent of map (5 textures in wad)
Warning: ::FindTexture() texture 64CRATE0 not found!
Warning: ::LoadLump() texture 64CRATE0 not found!
Texture usage is at 0.12 mb (of 4.00 mb MAX)
0.08 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:MAPBUI~1WORLDC~1hlbsp.exe
** Parameters: "c:map buildingwadcs_tower"

hlbsp v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlbsp ---
Command line: C:MAPBUI~1WORLDC~1hlbsp.exe "c:map buildingwadcs_tower"

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noopt [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 8192)

SolidBSP [hull 0] 21 (0.00 seconds)
BSP generation successful, writing portal file 'c:map buildingwadcs_tower.prt'
SolidBSP [hull 1] 21 (0.00 seconds)
SolidBSP [hull 2] 21 (0.00 seconds)
SolidBSP [hull 3] 21 (0.00 seconds)
0.02 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:MAPBUI~1WORLDC~1hlvis.exe
** Parameters: "c:map buildingwadcs_tower"

hlvis v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlvis ---
Command line: C:MAPBUI~1WORLDC~1hlvis.exe "c:map buildingwadcs_tower"
1 portalleafs
0 numportals

= Current hlvis Settings =
Name | Setting | Default
------------------|-----------|------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]

BasePortalVis:
(0.00 seconds)
LeafThread:
(0.00 seconds)
average leafs visible: 0
g_visdatasize:3 compressed from 1
0.02 seconds elapsed

--- END hlvis ---

** Executing...
** Command: C:MAPBUI~1WORLDC~1hlrad.exe
** Parameters: "c:map buildingwadcs_tower"

hlrad v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlrad ---
Command line: C:MAPBUI~1WORLDC~1hlrad.exe "c:map buildingwadcs_tower"

= Current hlrad Settings =
Name | Setting | Default
-------------------|---------------------|------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
bounce dynamic light [ on ] [ on ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[               off ] [               off ]
rgb transfers [ off ] [ off ]

[Reading texlights from 'C:MAPBUI~1WORLDC~1lights.rad']
[59 texlights parsed from 'C:MAPBUI~1WORLDC~1lights.rad']

82 faces
Create Patches : 928 base patches
0 opaque faces
16782 square feet [2416640.00 square inches]
1 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.67 seconds)
visibility matrix : 0.1 megs
BuildVisLeafs:
30%... (0.03 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.03 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
Transfer Lists : 354976 : 354.98k transfers
Indices :       22528 :   22.00k bytes
   Data :     1419904 :    1.35M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.03 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.08 seconds)
1.08 seconds elapsed

--- END hlrad ---

** Executing...
** Command: Copy File
** Parameters: "c:map buildingwadcs_tower.bsp" "C:Program FilesSteamSteamAppsdacadexicondition zeroczeromapscs_tower.bsp"

** Executing...
** Command: Copy File
** Parameters: "c:map buildingwadcs_tower.pts" "C:Program FilesSteamSteamAppsdacadexicondition zeroczeromapscs_tower.pts"

** Executing...
** Command: C:PROGRA~1SteamSTEAMA~1dacadexiCOUNTE~2hl.exe
** Parameters: +map "cs_tower" -dev -console -wadinclude zeditor