Forum posts

Posted 14 years ago2009-09-16 06:26:01 UTC
in Shadow glitching. Post #273400
Try with the -extra flag for RAD.

Also whats the properties of the light_environment?
Posted 14 years ago2009-09-05 10:54:58 UTC
in can't find leaks... again Post #272954
If you use Hammer 3.5 you can see the pointfiles in the camera-view. (Also remember to load the .lin-file, they don't contain as much lines as the .pts-file.)
Posted 14 years ago2009-08-26 01:02:25 UTC
in Half life error - Can't load saves Post #272521
Posted 14 years ago2009-08-12 07:45:24 UTC
in Making users download .wad files? Post #271874
If you're compiling with ZHLT you can include the wads inside the .bsp by using the wadinclude-argument for hlcsg.
Posted 14 years ago2009-08-02 15:19:58 UTC
in Using models Post #271355
Hammer 3.5 crashes if you try to use models with the cycler_sprite entity, just so you know.
You need a better .fgd-file.
Posted 14 years ago2009-08-01 09:53:19 UTC
in compile error "Could not find files Post #271317
You have quite a few "outside world"-errors. Look for damaged brushes, the error report might be able to help you: "Map" ---> "Check for problems" (Alt+P)

"outside world"-errors could also happen if your map is too close to the edge of the grid, in that case go: "Map" ---> "Select all" and move the whole map closer to the center of the grid.
Posted 14 years ago2009-07-30 02:46:26 UTC
in Disappearing Objects? Post #271180
OpenGL is the recommended graphic mode in HL. If your graphic card support it that is.

OFF-T: Don't edit my posts like that. If you have something to add then post a reply like a normal person.
Posted 14 years ago2009-07-29 09:22:26 UTC
in Disappearing Objects? Post #271100
Fix the leaks.

Also, the q-tools are outdated, you should compile with SHLT instead.

Worldcraft is also outdated, install Hammer 3.4 (then upgrade to 3.5)
Posted 14 years ago2009-07-11 11:49:01 UTC
in Decompiling and Recompiling Post #269918
There's not much you can do. You have to rebuild the whole map to be able to re-compile it again.

There's another decompiler called WinBSPC but it may create even worse output than bsp2map...
Posted 14 years ago2009-06-13 06:11:35 UTC
in Warning: Too many light styles on a face Post #268244
Posted 14 years ago2009-06-12 18:29:24 UTC
in Removing spawn points Post #268228
I'm making a CS map to be used with a TDM plugin and I'm trying to figure out the best way to disable or remove spawn points during a round, and then have the spawn points back to normal when the round restarts.
Turn off the TDM plugin?
Posted 14 years ago2009-06-10 07:14:06 UTC
in The "Official" Competition 27 Post #268160
I'm making an underground laboratory, that "organic part" is gonna be a gigantic cave.

Now I just need to manually vertex-edit a few hundred triangles... I'll be back in a jiffy!
Posted 14 years ago2009-06-08 05:08:26 UTC
in The "Official" Competition 27 Post #268064
In the layout, when parts cross each other, does it matter which part is above and which is under?
Posted 14 years ago2009-06-07 03:38:47 UTC
in Applying Texture Question Post #268045
Or, with the texture application chosen, just right-click on a face in the 3D-view.
Posted 14 years ago2009-06-04 04:47:46 UTC
in Trigger allot of entitys at once Post #267921
edit nevermind
Posted 14 years ago2009-05-27 14:36:52 UTC
in Taking a TFC map and putting it into DoD Post #267560
You can edit a map's entities without decompiling the map. I think a tool called ripent is bundled with the latest version of Zoners, that tool can export/import entities from/into a .bsp.

edit: http://www.joe.to/cstrike/ents/
Posted 14 years ago2009-05-25 02:22:28 UTC
in ZHLT with Windows 98 Post #267444
[quote]
If you recive runtime errors, please download the Visual C++ 2005 Runtime Libraries Package:
* Visual C++ 2005 Runtime Libraries Package: for 32-bit
* Visual C++ 2005 Runtime Libraries Package: for 64-bit
Source: http://zhlt.info/download-zhlt.html
[/quote]
Posted 14 years ago2009-05-25 02:04:44 UTC
in Please Help - VIS crashes when compiling Post #267443
Errr... remove that hint/skip-brush, you clearly don't understand how hint/skip-brushes work.

And you should think about turning small details into func_wall.

The brushwork is very sloppy but I guess it's too late to fix that now, same thing for NULLing unseen faces, those should have been your top priorities from brush one but I guess it would take too much time to fix it now.
Posted 14 years ago2009-05-25 01:41:08 UTC
in PLEASE HELP! " Warning: Leaf por Post #267442
How on earth do you make an "edge without opposite face"?
Incorrect use of the vertex manipulation tool probably...
Posted 14 years ago2009-05-24 14:43:27 UTC
in Issues with XP install on lappy; Help! Post #267404
What's wrong with Vista? (Turn off UAC and set it to classic style and you got a OS that's better and more secure than XP)
Posted 14 years ago2009-05-24 14:40:03 UTC
in PLEASE HELP! " Warning: Leaf por Post #267403
Warning: Illegal Brush (edge without opposite face): Entity 0, Brush 119

Warning: Illegal Brush (edge without opposite face): Entity 0, Brush 355

Warning: Illegal Brush (edge without opposite face): Entity 0, Brush 443
Might want to fix those. If they don't show up when doing Alt+P you can find them manually by going "Map" ---> "Go to brush number..." then delete them and re-create them.
Posted 14 years ago2009-05-23 04:34:38 UTC
in The Sims 3 has been leaked. Post #267349
Could be the developers themselves who "leaked" it just to hype it.
Posted 14 years ago2009-05-22 05:56:39 UTC
in The rumored handheld Xbox360 Post #267310
Insert joke about portable RROD here
Posted 14 years ago2009-05-16 10:15:32 UTC
in Shoddy Coding Post #267075
Half-Life. (GouldSource in general...)

Then again, the engine is based on the original Quake-engine(with some Quake 2-bits thrown into it)...
Posted 14 years ago2009-05-11 12:23:37 UTC
in Competition 27 Post #266817
(When will the comp start? I think we should wait until june since I think a lot of people will have final exams this month (e.g. me))
Posted 14 years ago2009-05-10 05:14:29 UTC
in Competition 27 Post #266767
Yes, mapping a dam sounds really interesting and challenging. (Let's do it!)
Posted 14 years ago2009-05-08 08:27:10 UTC
in Custom Texture problem Post #266652
How big are these pictures? Generally speaking, 256*256 pixels is the maximum recommended size for textures.

Also, what graphic-mode are you running the game in, OpenGL should be used, Software-mode can cause visual glitches(and it looks like crap).
Posted 14 years ago2009-05-04 12:10:25 UTC
in Competition 27 Post #266409
(for "Vanilla Map", does it have to be like a story-driven scenario, or just an "empty" map where you walk around with no goal?)
Posted 14 years ago2009-05-04 11:20:19 UTC
in Competition 27 Post #266405
(What do we define "Vanilla Map" as? Anything that can be found inside half-life.gcf?)
Posted 14 years ago2009-05-04 11:03:04 UTC
in Competition 27 Post #266403
Open For GoldSource

Vanilla Map
Posted 14 years ago2009-05-04 02:15:26 UTC
in cs_labyrinth - CS map Post #266385
Nice but a bit bland.

6/10
Posted 15 years ago2009-04-30 11:06:43 UTC
in HLVIS crashes when compiling during maxd Post #266217
That compile log looks okay. Did VIS still crash?
Posted 15 years ago2009-04-26 11:19:37 UTC
in Another texture problem Post #266010
The prefix "-0" means the texture is an randomly tiling texture.
Randomly Tiling Textures (-0 to -9), in concept: if you use -0name texture of a series, any of these -0 to -9 will be substituted in randomly. (Sometimes using ANY of the -#name will start the randomization process.) If it is not an entity, then the brush textured with randomly tiling texture blocks VIS.
problems = In some mods or video cards random textures may only work correctly in games played in software mode, also textures must match and tile well, and in some mods & video cards if a texture starting with -1 to -9 is used out of the series (instead of one starting with -0) on the map by mapper then that texture is treated like a regular texture, no random substitution happens. So you will have to test how this is working for you in your mod, but also think about what might happen with some player's video card that differs from yours.
Another possible problem is with non-square faces - each face may get a different texture, and since they are not square the textures may not line up as they should. Furthermore, if the faces involved are small enough, even if square they may have problems: one face may get a corner of one texture, and another a different corner of another texture so that they no longer seem related.
For example: a texture with a door and window and gutter, one face gets a piece of door texture, one gets the wall, one gets a piece of pipe, and one a piece of window - but you never see the whole combined. Because of its problems, many top mappers just do not use random textures, and prefer to hand place every texture to make sure it will work right.

http://www.slackiller.com/tommy14/hltexture.htm
So create your own wad and copy that texture and re-name it so it doesn't have that prefix.
Posted 15 years ago2009-04-25 10:48:19 UTC
in Hammer & ATi Radeon ... yet not solv Post #265980
Report it to ATI...
This post was made on a thread that has been deleted.
Posted 15 years ago2009-04-24 02:10:06 UTC
in Any way to stop light from bouncing off Post #265942
What are your settings in the light_environment?
Posted 15 years ago2009-04-23 16:06:38 UTC
in Selection Order Post #265927
What graphic card?

I think ATI's cards used to have problems with the selection order (and selection overall).
Posted 15 years ago2009-04-15 14:30:36 UTC
in TWHL got h4xx0red again? Post #265607
Did I forgot to take my meds or did the background of the site turn red with yellow hearts? It was only for a few seconds then it turned back to gray....

Hacked again?
Posted 15 years ago2009-04-15 14:25:06 UTC
in HLVIS crashes when compiling during maxd Post #265606
I think you have two options here:

1. Start optimizing the map (clean up the sloppy brushwork, null unseen faces etc.)

2. Delete it and start over again, this time do it right from the beginning.
Posted 15 years ago2009-04-13 07:37:13 UTC
in HLVIS crashes when compiling during maxd Post #265463
In what way does it crash? Do you get any error message?
Posted 15 years ago2009-04-12 04:20:12 UTC
in The tricky room Post #265425
I don't know about HL but in CS 1.6 you can give a player over 100 HP using a trick involving func_door's 'n stuff, check out the "Walk under here to get 10 000 HP"-thingy in this .rmf: http://www.speedyshare.com/720990985.html

(I gave it a quick try in HL and it seems to work but you get pushed away when you use it, unlike CS where you can stand still under it...)

EDIT: just want to point out that I didn't make the .rmf, i just found it on the net, credit goes to whoever made it.
Posted 15 years ago2009-04-12 03:55:37 UTC
in HLVIS crashes when compiling during maxd Post #265423
Turn on VIS?
Posted 15 years ago2009-04-11 11:42:40 UTC
in HLVIS crashes when compiling during maxd Post #265383
Why are you compiling with an old version of ZHLT? Use the latest version.

When I compile it I get: "Error: Exceeded MAX_PATCHES".

And why have you set max texture memory to an insanely high value? It doesn't even work because your maximum texture memory is still at the default 4 mb value. Furthermore, why would you change it at all since the texture memory of the map(2.72 mb) doesn't go over the default value?
Posted 15 years ago2009-04-10 06:22:55 UTC
in The leak that couldn't be fixed Post #265293
Posted 15 years ago2009-04-01 09:15:55 UTC
in Exceeded MAX_PATCHES and I can't seem to Post #264848
I think your brushwork could be optimized a bit. Also, you might want to try to compile with the latest version of ZHLT.
Posted 15 years ago2009-03-28 05:11:32 UTC
in Interesting thing I saw Post #264684
By the way, whatever happened to netvis? Didn't it used to be included with ZHLT back in the days? As I understood it netvis allowed "distributed VIS compilation across multiple computers". Interesting(?) link.
Posted 15 years ago2009-03-21 10:16:01 UTC
in [UTILITY] Compilator 3 Public Beta Post #264379
There's nothing wrong with it as far as I can see, it's just that I don't need it. I already have a hand-made bat-file that works perfectly for me.

(I just installed it to check out what it had to offer)
Posted 15 years ago2009-03-21 10:12:41 UTC
in [?] Need a bit help Post #264377
Posted 15 years ago2009-03-21 06:30:58 UTC
in In game Crashing Error, and Max Faces Post #264371
Have you fixed the map so it doesn't go over the "planes" limit? That's the first thing you need to do.

About the long compile time, since you're on an old Pentium with 256mb RAM it's going to take a long time. But make sure you're not compiling directly from the Compilator, you want as much free RAM-memory as possible. The Compilator has a "Save as batch file"-button I believe, save down the .bat file to the same folder where you got the compile tools. Then completely close down the Compilator and all other unnecessary programs and then run the .bat-file (double-click it).
Posted 15 years ago2009-03-21 06:12:44 UTC
in [UTILITY] Compilator 3 Public Beta Post #264370
How do I delete it correctly? Is it safe to just delete the exe? Does the program make any changes to the windows registry?