Forum posts

Posted 12 years ago2011-05-18 15:50:21 UTC
in Now Playing: ... Post #294746
Posted 12 years ago2011-05-01 08:41:26 UTC
in Need help with light_environment Post #294117
What is "Pitch Yaw Roll" set to?
Posted 12 years ago2011-04-19 13:16:05 UTC
in Hammer 3.5 crashes when opening a .rmf Post #293699
Too many wads?
Posted 13 years ago2011-04-11 12:06:58 UTC
in Myth: brush entities create clip nodes Post #293402
Turn on the -chart flag for hlbsp. Then look at the clipnode-statistics.

http://data.fuskbugg.se/skalman02/clipnode.gif
Posted 13 years ago2011-04-06 11:03:40 UTC
in Unwanted light Post #293117
Try compile with an older version of ZHLT. (eg. 2.53r17 can be found here: http://www.superjer.com/learn.php )
Posted 13 years ago2011-02-23 08:09:14 UTC
in Bad Lights? Post #290689
Are you sure hlrad has crashed, do you get and actual error message?

Compiling a map can take a long time and sometime Windows erroneously reports the compile tools as "not responding".
Posted 13 years ago2011-01-24 05:32:41 UTC
in a texture doesnt work - opacity Post #289614
Posted 13 years ago2011-01-11 07:02:04 UTC
in Goldsource mapping for steam- How to fix Post #288965
I've set up my Hammer something like this:

Tools--->Options-->Build Programs--->Game executable: C:\Program Files\Steam\Steam.exe (make it point to your steam.exe)

Then when you are about to compile the map, at the "Normal" compile-window under "Additional game parameters:" write: -applaunch 70 +developer 1

(You can add additional game parameters after the applaunch-part, in this case I've set dev mode to 1...)

Then press OK to compile and the game should start your map after compile. Although I think the Steam-client must already be running in background for it to work properly.

(applaunch 70 is Half-Life, applaunch 10 is CS 1.6, other applaunch-values can be found here: http://developer.valvesoftware.com/wiki/Steam_Application_IDs )
Posted 13 years ago2010-12-27 09:45:09 UTC
in Now Playing: ... Post #288254
Posted 13 years ago2010-12-13 13:03:31 UTC
in Strange problem Post #287879
When I play the map in developer-mode I get "Too many entity's in visible packet list" (i.e. too many visible entities).

(You can see if raising num_edicts help: http://forums.alliedmods.net/showthread.php?t=54117)
Posted 13 years ago2010-10-12 04:26:34 UTC
in How to make trampolines? Post #286304
Make a "sandwich" out of multiple trigger_push'es under the trampoline. The lowest one should have a high "speed of push"-value, then you lower it a little for each trigger_push.
Posted 13 years ago2010-09-28 06:57:47 UTC
in the best compilation settings - zhlt??? Post #285811
Posted 13 years ago2010-08-26 15:49:50 UTC
in Post your screenshots! WIP thread Post #284575
strange.....
Abortion.
Posted 13 years ago2010-08-23 02:39:28 UTC
in Host_Error : No Precache *1 Post #284476
Posted 13 years ago2010-08-04 15:16:34 UTC
in I am getting a access is denied when i t Post #283905
Check all your paths (Tools-->Options...), the "Access denied" error is usually the result of not setting up the paths correctly.
Posted 13 years ago2010-07-30 06:02:13 UTC
in Delightfuly Astonishing Discovery! Post #283622
In CS 1.6 the normal way of placing models in a map is by using the cycler_sprite-entity, I have never had any problems with it. Are you mapping for Half-Life, maybe it behaves differently? Or maybe your using old version of Hammer and/or an old fgd?
Posted 13 years ago2010-07-26 08:27:37 UTC
in Help required - Hl1 Op4 mod Post #283477
Looks a bit blocky.
Posted 13 years ago2010-07-02 09:57:13 UTC
in Skybox fail =( Post #282579
So the problem was the compile tools?
Posted 13 years ago2010-07-02 05:49:01 UTC
in Skybox fail =( Post #282571
The tga's works nice here...
Posted 13 years ago2010-07-01 18:17:18 UTC
in Skybox fail =( Post #282559
Can you upload your sky?

You have six pictures for your sky, right? (testBk, testDn, testFt etc.)
You place the sky-pictures in correct folder? (...gfx/env)
Correct format? (Default bmp-skies seems to be in 8-bit color depth...)
Posted 13 years ago2010-06-29 04:48:14 UTC
in func_wall turns into "world" Post #282461
What happens when you select the brush afterwards and press Alt+Enter to see its properties?
Posted 13 years ago2010-06-02 17:28:29 UTC
in Now Playing: ... Post #281500
Bob Marley - Could You Be Loved
Posted 13 years ago2010-04-22 08:02:53 UTC
in Selected text and BBCode-buttons Post #280699
Probably been brought up before, but still:

When you are making a reply and select some text and press one of the BBCode-buttons it replaces your text with a start-tag, instead it should place appropriate start- and end-tags around the selected text.
Posted 14 years ago2010-04-07 09:32:39 UTC
in Compiling doesn't love me Post #280323
** Executing...
** Command: Change Directory
** Parameters: "f:\games\home made cs maps\spirit\spirit_hardtests" -texdata 10000
Why are command parameters being applied to a directory? I think you should re-check the paths in your configuration...

Also, is this a Normal or Expert compile? Have you tried them both?
Posted 14 years ago2010-03-12 06:36:03 UTC
in MAX_MAP_CLIPNODES error Post #279634
Clip-brushes don't have any big impact on r_speeds, clip-brushes are used to fix/reduce clipnodes.
Posted 14 years ago2010-02-26 07:07:59 UTC
in plane with no normal - wtf? Post #279297
The .rmf-file may be corrupt, have you tried saving it to a new .rmf-file?

Have you used the VM-tool anywhere in your map, if so, those brushes would be your prime suspects. Could be that a damaged brush have caused a chain of reactions causing the compile tools to intercept a legal brush as a damaged one.
Posted 14 years ago2010-02-10 19:50:41 UTC
in Terrible Lighting Problem Post #278822
Tried the extra-flag on rad?
Posted 14 years ago2010-01-28 21:06:08 UTC
in cs model support Post #278519
What entity are you using to display the model? (Should be cycler_sprite)
Could also try and set "Game directory" to point to counter-strike (My "Game directory" points to: C:\Program Files\Steam\SteamApps\*****\counter-strike).

You could also try this fgd: http://www.speedyshare.com/files/20625061/cs-fgd-xpu.zip (Ignore "counter-strike-SP.fgd", only use "counter-strike.fgd")
Posted 14 years ago2010-01-21 04:38:45 UTC
in New ATI Drivers support Hammer 3.5 Post #278218
According to some people the latest driver from ATI should allow people to select in the 3d-view again: http://www.chatbear.com/unity2/12/589,1263979479,28753/1081701?v=flatold
Posted 14 years ago2010-01-15 14:40:23 UTC
in texture problem Post #277980
hlife_hotdog is right, here's a list of different texture types: http://www.slackiller.com/tommy14/hltexture.htm
Posted 14 years ago2010-01-14 19:32:26 UTC
in Func_friction multiplayer error, makeshi Post #277931
Ah, sorry you're right, it does reset.

Read it on a forum long ago, stupid of my never to check its validity.
Posted 14 years ago2010-01-14 14:58:22 UTC
in Func_friction multiplayer error, makeshi Post #277919
No, AFAIK there's no other way, you need to reset it manually by placing func_friction around it which resets to your default friction.

Also, if I remember correctly: when you die and respawn in a multiplayer game the friction will not reset by itself, so if you die inside the func_friction you will still have the new friction when you respawn, therefore you should also place func_friction under the spawn points which sets friction to the default value.
Posted 14 years ago2010-01-14 12:02:21 UTC
in Okay, for seriously. Post #277914
Are you sure it locks up, maybe it's just working? A badly built map could take an hour or more to compile.

And how are you compiling it, from Hammer? If so, try to compile with a batch-file instead.
Posted 14 years ago2010-01-11 22:50:10 UTC
in Is there a way to Unpack a WAD File? Post #277757
Just google for a doom wad editor?

Haven't tried this one, but it may work: http://www.doomworld.com/xwe/

Also: http://www.doomworld.com/classicdoom/utils/editors.php
Posted 14 years ago2010-01-09 10:29:09 UTC
in So Mapping isn't that hard after you get Post #277589
In Hammer, press F1, write in "Reshaping"....
Posted 14 years ago2010-01-04 09:12:26 UTC
in wad include Post #277288
Posted 14 years ago2010-01-01 20:32:42 UTC
in Need help with running a map Post #277178
This usually means that Hammer couldn't auto-start the map after compile, you could just check the box "Don't run the game" at the compile-settings and just start the map manually after the compile is done.

(Or set up the editor properly.)
Posted 14 years ago2010-01-01 12:58:44 UTC
in Someone with much free time, plz? Post #277155
they are both completely finished and ready for compile.. except I keep getting vis error in both..
How can they be "finished and ready for compile" when they don't compile properly!?
Posted 14 years ago2009-12-31 12:22:56 UTC
in Hey, I'm still kind of dumb Post #277101
Posted 14 years ago2009-12-07 11:49:08 UTC
in Invisible, seemingly non-existent barrie Post #276420
Any errors/warnings in the compile log?
Posted 14 years ago2009-12-07 11:46:05 UTC
in Help with Models Post #276419
Any error messages? Does it print any errors in the console?
Posted 14 years ago2009-11-22 09:11:53 UTC
in Failure to join steam servers Post #275925
Posted 14 years ago2009-11-04 12:01:38 UTC
in model disappearing Post #275154
First of all, can you post the compile log?
Posted 14 years ago2009-11-03 23:14:24 UTC
in model disappearing Post #275141
A cycler_sprite, like the name suggests, is specially made for sprites. Use a cycler instead.
CS 1.6 uses cycler_sprite for models.
Posted 14 years ago2009-11-03 10:20:54 UTC
in model disappearing Post #275126
Try using a func_wall instead, covered with the {BLUE-texture (halflife.wad) with "Render Mode" set to "Solid" and "FX Amount" set to "255".

Also, like JeffMOD says, could be a visleaf bug. You are compiling with VIS set to "Normal", right? (You could also try to compile it with full by using the -full switch.)
Posted 14 years ago2009-11-03 08:42:40 UTC
in model disappearing Post #275121
Have you covered it with a CLIP-brush? I heard that covering models with CLIP-brushes could sometimes cause them to disappear.
Posted 14 years ago2009-10-06 15:10:53 UTC
in Reducing wpollys Post #274129
What's your current wpolys?
Posted 14 years ago2009-09-24 11:46:34 UTC
in Half-Life: Isotope Post #273688
Make it turn-based like X-com: Apocalypse! ;)
Posted 14 years ago2009-09-23 13:42:59 UTC
in aim map problem Post #273663
If you want bombs/grenades to stay on the construction all you need to do is to turn construction into a func_wall, you don't need the CLIP-brush or func_illusionary.

1. I don't know

2. You could make a copy of the construction, cover the copy completely with the NULL-texture, make sure it's a world brush and doesn't touch walls or floors(or any other world-brushes) and place it in the same position where the real construction is, I think that should work.
Posted 14 years ago2009-09-20 08:05:40 UTC
in disappearing brush entities Post #273532
lololol get a clue son. the truth of the matter is that EVERYTHING should be func_walled that is not part of the basic geometry of the map. leaving everything aside from tiny details, handrails and cylinders is just giving vis more to think about entirely unnecessarily.
Just don't go overboard with the func_walling. VIS will have a hard time optimizing the map properly if you func_wall larger structures like walls and stuff that otherwise would've functioned as VIS-blockers.

Also brush-entities doesn't cast shadows if I remember correctly, I think ZHLT supposedly included something like zhlt_customshadow but I, personally, never got it to work satisfactory.