Forum posts

Posted 17 years ago2007-04-16 23:41:21 UTC
in Dark Shadows Post #219307
I changed all my blue walls to the "clip" texture and selected all of them and clicked toWorld. I covered all the sides of them with the texture but I still get this error.

Error: No visibile brushes
Description: All brushes are CLIP or ORIGIN (at least one must be normal/visible)
Howto Fix: self explanitory
Posted 17 years ago2007-04-16 20:38:24 UTC
in Dark Shadows Post #219292
Those blue brushes are invisible brushes. Maybe this is causing the problem?
Posted 17 years ago2007-04-16 16:52:43 UTC
in Dark Shadows Post #219276
Well, how do I fix this? All I did was put one light_env outside.
Posted 17 years ago2007-04-15 22:21:48 UTC
in Dark Shadows Post #219200
I also noticed that theres no shadows on the ground. Help?
Posted 17 years ago2007-04-15 18:19:47 UTC
in Dark Shadows Post #219186
Posted 17 years ago2007-04-15 18:11:23 UTC
in Dark Shadows Post #219183
I found some errors on the map and clicked Fix on all of them I compiled but still the same problem.
Posted 17 years ago2007-04-15 16:01:16 UTC
in Dark Shadows Post #219176
Help?
Posted 17 years ago2007-04-14 20:56:24 UTC
in Dark Shadows Post #219102
** Executing...
** Command: Change Directory
** Parameters: "C:Program FilesSteamsteamappsemailcounter-strike"

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlcsg.exe
** Parameters: "c:program filessteamsteamappsemailcounter-strikecstrikemapscs_assault_suxors" -wadinclude cs_assault -wadinclude cs_suxors_assault

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:PROGRA~1VALVEH~1toolshlcsg.exe "c:program filessteamsteamappsemailcounter-strikecstrikemapscs_assault_suxors"-wadinclude cs_assault -wadinclude cs_suxors_assault
Entering c:program filessteamsteamappsemailcounter-strikecstrikemapscs_assault_suxors.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ 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]
[cs_assault]
[cs_suxors_assault]

1 brushes (totalling 6 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.64 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.81 seconds)

Using Wadfile: program filessteamsteamappsemailcounter-strikecstrikedecals.wad
  • Contains 0 used textures, 0.00 percent of map (223 textures in wad)
Using Wadfile: program filessteamsteamappsemailcounter-strikecstrikehalflife.wad
  • Contains 114 used textures, 86.36 percent of map (3116 textures in wad)
Using Wadfile: program filessteamsteamappsemailcounter-strikecstrikeliquids.wad
  • Contains 1 used texture, 0.76 percent of map (32 textures in wad)
Including Wadfile: program filessteamsteamappscs_assault.wad
  • Contains 14 used textures, 10.61 percent of map (22 textures in wad)
Including Wadfile: program filessteamsteamappsemailcounter-strikecstrikezhlt.wad
  • Contains 1 used texture, 0.76 percent of map (8 textures in wad)
Including Wadfile: program filessteamsteamappsemailcounter-strikevalvecs_assault_suxors.wad
  • Contains 2 used textures, 1.52 percent of map (4 textures in wad)
added 29 additional animating textures.
Texture usage is at 2.34 mb (of 4.00 mb MAX)
1.92 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlbsp.exe
** Parameters: "c:program filessteamsteamappsemailcounter-strikecstrikemapscs_assault_suxors"

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:PROGRA~1VALVEH~1toolshlbsp.exe "c:program filessteamsteamappsemailcounter-strikecstrikemapscs_assault_suxors"

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ 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] 500...1000...1500...2000...2500...2580 (0.13 seconds)
BSP generation successful, writing portal file 'c:program filessteamsteamappsemailcounter-strikecstrikemapscs_assault_suxors.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...2630 (0.13 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2438 (0.11 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...2734 (0.14 seconds)
1.94 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlvis.exe
** Parameters: "c:program filessteamsteamappsemailcounter-strikecstrikemapscs_assault_suxors"

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:PROGRA~1VALVEH~1toolshlvis.exe "c:program filessteamsteamappsemailcounter-strikecstrikemapscs_assault_suxors"
1455 portalleafs
4903 numportals

= Current hlvis Settings =
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ 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:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (6.55 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1581.30 seconds)
average leafs visible: 301
g_visdatasize:165945 compressed from 264810
1587.97 seconds elapsed [26m 27s]

--- END hlvis ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlrad.exe
** Parameters: "c:program filessteamsteamappsemailcounter-strikecstrikemapscs_assault_suxors"

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:PROGRA~1VALVEH~1toolshlrad.exe "c:program filessteamsteamappsemailcounter-strikecstrikemapscs_assault_suxors"

= Current hlrad Settings =
Name | Setting | Default
-------------------|---------------------|------------------------
threads [ 1 ] [ 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:PROGRA~1VALVEH~1toolslights.rad']
[1 texlights parsed from 'C:PROGRA~1VALVEH~1toolslights.rad']

7673 faces
Create Patches : 54695 base patches
0 opaque faces
693223 square feet [99824176.00 square inches]
38 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (90.06 seconds)
visibility matrix : 178.3 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (271.73 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (182.63 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (35.38 seconds)
Transfer Lists : 77888066 : 77.89M transfers
Indices :    34173920 :   32.59M bytes
   Data :   311552264 :  297.12M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (6.59 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (8.59 seconds)
598.55 seconds elapsed [9m 58s]

--- END hlrad ---

** Executing...
** Command: Copy File
** Parameters: "c:program filessteamsteamappsemailcounter-strikecstrikemapscs_assault_suxors.bsp" "C:Program FilesSteamsteamappsemailcounter-strikecstrikemapscs_assault_suxors.bsp"

** Executing...
** Command: Copy File
** Parameters: "c:program filessteamsteamappsemailcounter-strikecstrikemapscs_assault_suxors.pts" "C:Program FilesSteamsteamappsemailcounter-strikecstrikemapscs_assault_suxors.pts"

** Executing...
** Command: Copy File
** Parameters: +map "cs_assault_suxors" -game cstrike -dev -console +deathmatch 1
Posted 17 years ago2007-04-14 19:25:50 UTC
in Dark Shadows Post #219094
Its mainly in the section I circled. I don't know how to fix this :

http://img264.imageshack.us/img264/8462/cs20070414192100sw0.jpg
Posted 17 years ago2007-04-14 16:01:06 UTC
in Dark Shadows Post #219074
Posted 17 years ago2007-04-14 14:41:26 UTC
in Dark Shadows Post #219057
Its not everywhere I go on the map. How do I fix this?
Posted 17 years ago2007-04-14 14:04:18 UTC
in Dark Shadows Post #219051
Its the default "city" sky nobody would tell me how to get the cs_assault skybox =/. And I did do I full compile with vis and rad.
Posted 17 years ago2007-04-14 13:19:35 UTC
in Dark Shadows Post #219041
Posted 17 years ago2007-04-12 23:49:00 UTC
in Explosion Post #218858
espen180 I saw your tutorial on how to reset entities but could you help me with it? I want only my button to work once a round. So I would make a muti_manager and name it reset_manager then in the same muti_manager I enter another key naming it the same as my button and put the value as 1?
Posted 17 years ago2007-04-12 23:09:13 UTC
in Explosion Post #218853
So pretty much what happens is when I test out the map in new game, I press the button everything works fine. Then when a new round starts the button doesnt work because I set it to -1. But also if I set it to say like 3 or 4 which resets it in 3 seconds. What I want is it to only explode once every round. Then restart itself every round to be blown up again.
Posted 17 years ago2007-04-12 19:16:59 UTC
in Explosion Post #218828
Ok, thanks I got it to work. But, I set the delay before reset to -1, but I want the button to work again when a new round starts.
Posted 17 years ago2007-04-10 22:00:28 UTC
in Explosion Post #218650
What im trying to do is have my dynamite box trigger an explosion which then will break the glass. I placed an env_explosion where I wanted the explosion to happen. Then tied the box to func_button and set the target to my explosion it worked but didn't break the glass. So basically I dont want the glass to break when people shoot it only when it is triggered by the tnt box.
Posted 17 years ago2007-04-09 17:53:04 UTC
in cs_assault textures Post #218542
I was wondering if the cs_assault textures were in the halflife.wad file. I saw some of these textures but not all of them. Does anyone know how to get all the textures from cs_assault?
Posted 17 years ago2007-03-28 21:19:29 UTC
in CS 1.6 Textures Post #217379
The only thing I could think of is to make multiple walls one after another but that would be a pain. Has anyone made a long wall before?
Posted 17 years ago2007-03-28 19:24:15 UTC
in CS 1.6 Textures Post #217369
Hey, i'm having trouble making my textures on my walls look good. When I apply the texture to the walls it stretches. So when I shoot the wall the bullet holes look very large or small. Is there anyway I can fix this? I also tried different texture sizes.
Posted 17 years ago2007-03-25 15:20:15 UTC
in Sound Post #217045
ok thanks guys I got it but when i press it again it loops the sound back I want it to shut off. Anybody know how? Also anybody know of a good program to convert sound?

edit: I figured out how to do it but anybody know a good program to convert sounds for HL? Or how to convert using dBpowerAMP music converter?
Posted 17 years ago2007-03-25 14:41:59 UTC
in Sound Post #217039
I looked up tutorials on sounds they seem to be a bit confusing, does anybody know how to make a button the triggers a sound when you press it?
Posted 17 years ago2007-03-24 12:48:26 UTC
in Door Problem Post #216918
Ok I got it now thanks guys. :)
Posted 17 years ago2007-03-24 12:14:02 UTC
in Door Problem Post #216912
My origin brush is all covered with the "origin" texture.
Posted 17 years ago2007-03-24 02:27:59 UTC
in Door Problem Post #216871
I put a origin on the side of the door and used the "origin" texture and put the entity to func_door_rotating. I tied the door to func_door_rotating. I also tried setting the door to func_door but I still get this error.



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:PROGRA~1VALVEH~1toolshlcsg.exe "C:Program FilesSteamsteamappspass_teh_hyrupcounter-strikecstrikemapskmans_house"
Entering C:Program FilesSteamsteamappspass_teh_hyrupcounter-strikecstrikemapskmans_house.map
Error: Entity 2 has no visible brushes

Error: No visibile brushes
Description: All brushes are CLIP or ORIGIN (at least one must be normal/visible)
Howto Fix: self explanitory

--- END hlcsg ---
Posted 17 years ago2007-03-16 15:07:38 UTC
in Playing Map Post #216068
Daubster I need to find someone to do that for me or... one of you guys can test it out.

http://www.cause4alarm.net/index.php?automodule=downloads&showfile=11
Posted 17 years ago2007-03-15 13:55:00 UTC
in Playing Map Post #215908
Wouldn't it say there was an error? Also I dont have access to the main router, im on the connection from that router.
Posted 17 years ago2007-03-14 15:05:08 UTC
in Playing Map Post #215825
Yeah, I did use info_player_start and info_player_deathmatch. I can run it perfectly find in "New Game" it's just that thats not a real server. Also I don't think I can host a server because my computer is on a router connection. My dads computer is the main computer.
Posted 17 years ago2007-03-13 15:53:29 UTC
in Playing Map Post #215742
Well I can run it when I goto New Game. It works fine on there. Do I have to compile it again? because I didn't save the log.
Posted 17 years ago2007-03-12 18:03:36 UTC
in Playing Map Post #215652
I have info_player_deathmatch and info_player_start for t and ct spawns and there inside the map. It's for 1.6 and the map doesn't change it just freezes the server.
Posted 17 years ago2007-03-11 19:59:52 UTC
in Playing Map Post #215572
I recently gave my compiled map to a friend who put it on his server. But when he changed the map, the sever froze and restarted. When I was compiling I didn't see any errors. Help?
Posted 17 years ago2007-03-02 13:20:50 UTC
in Buyzones Post #214619
I'm not getting what your saying.
Posted 17 years ago2007-03-01 20:33:48 UTC
in Buyzones Post #214540
No, and how would I do that? The block tool?
Posted 17 years ago2007-03-01 14:08:43 UTC
in Buyzones Post #214451
Ok, I placed an info_map_parameters in the map and went to properties for it and changed it to Neither CT's or T's can buy guns. Then I compiled. I tested it out but I can still buy. Help?
Posted 17 years ago2007-02-25 23:30:59 UTC
in Buyzones Post #213916
I want to disable my buyzones, so I made two blocks outside the map and one for the Terrorists, and one for the Counter Terrorists. I was wondering if this will disable the default spawnpoint buyzones, even if there outside of the map.
Posted 17 years ago2007-02-21 22:45:54 UTC
in Weapons Post #213277
I was wondering how to put weapons on the ground for my map, like on fy_iceworld. Someone said it was in the entities but all I see is weapon_c4. I have the cs_expert-tom793c fgd file.
Posted 17 years ago2007-02-15 18:58:32 UTC
in Breakable Blocks Post #212589
** Executing...
** Command: Change Directory
** Parameters: "C:Program FilesSteamsteamappspass_teh_hyrupcounter-strike"

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlcsg.exe
** Parameters: "c:program filesvalve hammer editormapsbreakfloor_beta4_km"

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:PROGRA~1VALVEH~1toolshlcsg.exe "c:program filesvalve hammer editormapsbreakfloor_beta4_km"
Entering c:program filesvalve hammer editormapsbreakfloor_beta4_km.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ 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:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.13 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
50%... (0.02 seconds)

Using Wadfile: program filessteamsteamappspass_teh_hyrupcounter-strikecstrikedecals.wad
  • Contains 0 used textures, 0.00 percent of map (223 textures in wad)
Using Wadfile: program filessteamsteamappspass_teh_hyrupcounter-strikecstrikehalflife.wad
  • Contains 6 used textures, 100.00 percent of map (3116 textures in wad)
Using Wadfile: program filessteamsteamappspass_teh_hyrupcounter-strikecstrikeliquids.wad
  • Contains 0 used textures, 0.00 percent of map (32 textures in wad)
added 6 additional animating textures.
Texture usage is at 0.12 mb (of 4.00 mb MAX)
0.61 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlbsp.exe
** Parameters: "c:program filesvalve hammer editormapsbreakfloor_beta4_km"

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:PROGRA~1VALVEH~1toolshlbsp.exe "c:program filesvalve hammer editormapsbreakfloor_beta4_km"

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ 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] 25 (0.00 seconds)
BSP generation successful, writing portal file 'c:program filesvalve hammer editormapsbreakfloor_beta4_km.prt'
SolidBSP [hull 1] 25 (0.00 seconds)
SolidBSP [hull 2] 25 (0.00 seconds)
SolidBSP [hull 3] 25 (0.00 seconds)
0.52 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlvis.exe
** Parameters: "c:program filesvalve hammer editormapsbreakfloor_beta4_km"

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:PROGRA~1VALVEH~1toolshlvis.exe "c:program filesvalve hammer editormapsbreakfloor_beta4_km"
1 portalleafs
0 numportals

= Current hlvis Settings =
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ 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
0.00 seconds elapsed

--- END hlvis ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlrad.exe
** Parameters: "c:program filesvalve hammer editormapsbreakfloor_beta4_km"

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:PROGRA~1VALVEH~1toolshlrad.exe "c:program filesvalve hammer editormapsbreakfloor_beta4_km"

= Current hlrad Settings =
Name | Setting | Default
-------------------|---------------------|------------------------
threads [ 1 ] [ 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:PROGRA~1VALVEH~1toolslights.rad']
[1 texlights parsed from 'C:PROGRA~1VALVEH~1toolslights.rad']

2550 faces
Create Patches : 12328 base patches
0 opaque faces
120513 square feet [17353876.00 square inches]
4 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (17.09 seconds)
visibility matrix : 9.1 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (13.50 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (10.84 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (13.39 seconds)
Transfer Lists : 18094752 : 18.09M transfers
Indices :     5892896 :    5.62M bytes
   Data :    72379008 :   69.03M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.83 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.52 seconds)
57.53 seconds elapsed

--- END hlrad ---

** Executing...
** Command: Copy File
** Parameters: "c:program filesvalve hammer editormapsbreakfloor_beta4_km.bsp" "C:Program FilesSteamsteamappspass_teh_hyrupcounter-strikecstrikemapsbreakfloor_beta4_km.bsp"

** Executing...
** Command: Copy File
** Parameters: "c:program filesvalve hammer editormapsbreakfloor_beta4_km.pts" "C:Program FilesSteamsteamappspass_teh_hyrupcounter-strikecstrikemapsbreakfloor_beta4_km.pts"

** Executing...
** Command: Copy File
** Parameters: +map "breakfloor_beta4_km" -game cstrike -dev -console +deathmatch 1

When I open this in a new game it doesn't start and I uploaded it onto a real server and it crashed it while changing the map.
Posted 17 years ago2007-02-15 01:41:14 UTC
in Breakable Blocks Post #212522
Ok, well after copying the blocks I got an compile error saying that iv'e reached the max number of models? What does this mean and how can I fix it without taking stuff from off the map?
Posted 17 years ago2007-02-14 18:44:00 UTC
in Breakable Blocks Post #212494
Ok I can select all the objects, but it treats all the objects as one. So when I break one they all break. Help?
Posted 17 years ago2007-02-14 15:15:56 UTC
in Breakable Blocks Post #212472
Alright I got it, but one more thing is there a way to select multiple objects? I have a bunch of blocks and I wanted to change the settings on them but it would take for ever doing it one by one.
Posted 17 years ago2007-02-13 22:42:29 UTC
in Breakable Blocks Post #212409
Then what is that link you just posted? And how do I get the func entities?
Posted 17 years ago2007-02-13 22:17:11 UTC
in Breakable Blocks Post #212404
Does anyone know how to make a breakable block, like the ones on breakfloor in source? But for 1.6?
Posted 17 years ago2007-02-13 22:01:51 UTC
in Compiling Post #212403
I didn't replace it with anything, I used it in the textures tab.

EDIT: Actually the map works it just doesn't start from VHE.
Posted 17 years ago2007-02-13 17:02:50 UTC
in Compiling Post #212388
Any help?
Posted 17 years ago2007-02-12 18:58:23 UTC
in Compiling Post #212312
I removed zhlt.wad texture, but still nothing happens. What I mean is I press f9 to compile and click go/ok, but all that shows up is the process window, the game doesn't start or compile either.
Posted 17 years ago2007-02-11 22:13:52 UTC
in Compiling Post #212202
I looked on the forums and tutorials and nothing seems to be helping. When I compile nothing happens. Here's my process window. I went into expert and switched to halflife: Counterstrike (full). Tell me if you need any other iinfo.

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

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlcsg.exe
** Parameters: "c:program filessteamsteamappspass_teh_hyrupcounter-strikecstriketest"

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:PROGRA~1VALVEH~1toolshlcsg.exe "c:program filessteamsteamappspass_teh_hyrupcounter-strikecstriketest"
Entering c:program filessteamsteamappspass_teh_hyrupcounter-strikecstriketest.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ 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%... (0.02 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
50%... (0.00 seconds)

Using Wadfile: program filessteamsteamappspass_teh_hyrupcounter-strikecstrikeliquids.wad
  • Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Including Wadfile: program filessteamsteamappspass_teh_hyrupcounter-strikecstrikezhlt.wad
  • Contains 1 used texture, 100.00 percent of map (8 textures in wad)
Using Wadfile: program filessteamsteamappspass_teh_hyrupcounter-strikecstrikedecals.wad
  • Contains 0 used textures, 0.00 percent of map (223 textures in wad)
Using Wadfile: program filessteamsteamappspass_teh_hyrupcounter-strikecstrikehalflife.wad
  • Contains 0 used textures, 0.00 percent of map (3116 textures in wad)
Texture usage is at 0.00 mb (of 4.00 mb MAX)
0.03 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlbsp.exe
** Parameters: "c:program filessteamsteamappspass_teh_hyrupcounter-strikecstriketest"

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:PROGRA~1VALVEH~1toolshlbsp.exe "c:program filessteamsteamappspass_teh_hyrupcounter-strikecstriketest"

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ 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] 13 (0.00 seconds)
BSP generation successful, writing portal file 'c:program filessteamsteamappspass_teh_hyrupcounter-strikecstriketest.prt'
SolidBSP [hull 1] 13 (0.00 seconds)
SolidBSP [hull 2] 13 (0.00 seconds)
SolidBSP [hull 3] 13 (0.00 seconds)
0.02 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlvis.exe
** Parameters: "c:program filessteamsteamappspass_teh_hyrupcounter-strikecstriketest"

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:PROGRA~1VALVEH~1toolshlvis.exe "c:program filessteamsteamappspass_teh_hyrupcounter-strikecstriketest"
1 portalleafs
0 numportals

= Current hlvis Settings =
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ 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
0.00 seconds elapsed

--- END hlvis ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlrad.exe
** Parameters: "c:program filessteamsteamappspass_teh_hyrupcounter-strikecstriketest"

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:PROGRA~1VALVEH~1toolshlrad.exe "c:program filessteamsteamappspass_teh_hyrupcounter-strikecstriketest"

= Current hlrad Settings =
Name | Setting | Default
-------------------|---------------------|------------------------
threads [ 1 ] [ 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:PROGRA~1VALVEH~1toolslights.rad']
[1 texlights parsed from 'C:PROGRA~1VALVEH~1toolslights.rad']

6 faces
Create Patches : 0 base patches
0 opaque faces
0 square feet [0.00 square inches]
1 direct lights

BuildFacelights:
50%... (0.00 seconds)
visibility matrix : 0.0 megs
Warning: Attempting to allocate 0 bytes
BuildVisLeafs:
(0.00 seconds)
MakeScales:
(0.00 seconds)
SwapTransfers:
(0.00 seconds)
Transfer Lists : 0 transfers
Indices :           0 bytes
Indices :           0 bytes
Bounce 1 GatherLight:
(0.00 seconds)
FinalLightFace:
50%... (0.00 seconds)
0.02 seconds elapsed

--- END hlrad ---

** Executing...
** Command: Copy File
** Parameters: "c:program filessteamsteamappspass_teh_hyrupcounter-strikecstriketest.bsp" "C:Program FilesSteamsteamappspass_teh_hyrupcounter-strikecstrikemapstest.bsp"

** Executing...
** Command: Copy File
** Parameters: "c:program filessteamsteamappspass_teh_hyrupcounter-strikecstriketest.pts" "C:Program FilesSteamsteamappspass_teh_hyrupcounter-strikecstrikemapstest.pts"

** Executing...
** Command: Copy File
** Parameters: +map "test" -game cstrike -dev -console +deathmatch 1
Posted 17 years ago2006-06-29 18:00:19 UTC
in Testing Post #187503
Whenever I compile my map to test it, it always shows my map before I updated it. Also on this current map i'm working on, it doesn't make a local server for me when cs loads. Help?
Posted 17 years ago2006-06-28 00:53:04 UTC
in .fgd files? Post #187239
Anyone no where I can get all of these http://twhl.co.za/entitylist.php?game=2

to download for cs?
Posted 17 years ago2006-06-27 23:09:18 UTC
in Player Starts Post #187215
I was looking for entities for terrorists starts, and cts starts, I tried all the different fgd files and still couldn't find it. Help?
Posted 17 years ago2006-06-26 15:06:02 UTC
in filesystem Post #187015
I don't think you realize that i'm new to map making and I dont know how to use tools, I download zoners and all I got was a bunch of files. I need help on how to use these tools, if that will fix my problem.