Forum posts

Posted 16 years ago2007-10-23 12:16:13 UTC
in Really Stuck / making .bsp Post #236887
Killer_Duck, in Hammer use the -wadinclude parameter in the command line, or just get a third party compiler.
What!? I think you meant that for Kill_the_bug.
Posted 16 years ago2007-10-19 16:46:00 UTC
in Weird Post #236679
The largest recommended size of a texture is 256x256 pixels, you've probably gone over the limit with some of your textures. This is just a warning(not an error) and your map should compile fine anyway, but people with slow computers might not be able to play your map.
Posted 16 years ago2007-10-16 07:46:36 UTC
in Adding light does nothing! Post #236470
Either you have a leak or you've turned off RAD.
Posted 16 years ago2007-10-15 14:02:32 UTC
in Wally good looking.How? Post #236417
Wadfather has some textures.
Posted 16 years ago2007-10-13 16:33:32 UTC
in texture light problem Post #236317
Posted 16 years ago2007-10-13 10:40:08 UTC
in texture light problem Post #236290
what? how come i need mine at least 38000, before they are decently lighted?
You may be right on that, I haven't used them for a while...
Posted 16 years ago2007-10-13 10:27:31 UTC
in texture light problem Post #236286
Which texture are you trying to use?

Also, inside lights.rad the column most to the right is the one which controls the brightness of the texture-light, if it's set to 0 it will emit no light at all. Remember that texture-lights aren't as strong as point-entity-lights, while a light-entity lights pretty good with a 200 brightness-value the texture-light might need a brightness of at least 1000 to light up decently.
Posted 16 years ago2007-10-13 10:08:29 UTC
in texture light problem Post #236281
The "~"-sign doesn't have anything to do with it(it's just used to more easily find light-textures in the texture-browser), any texture could give off light as long as it is referenced in the lights.rad. Furthermore not all "~"-textures in the halflife.wad is referenced in the lights.rad so you might need to add them in manually.

And make sure the lights.rad is placed in the same folder where your compiling tools are. I think its case-sensative so make sure you match the texture name EXACLTY.
Posted 16 years ago2007-10-09 17:26:35 UTC
in Outdoor roofs Post #236061
What kind of roofs do you want?
Posted 16 years ago2007-10-07 06:57:17 UTC
in More Problems? Post #235916
Does anything show up when you press Alt+P?
Posted 16 years ago2007-10-05 18:42:23 UTC
in compile error Post #235782
Here: http://nemesis.thewavelength.net/index.php?p=2 (The site seems to be down at the moment but should work again shortly, otherwise i think you can get the batch compiler from FPSBanana.)
Posted 16 years ago2007-10-05 07:21:56 UTC
in compile error Post #235704
As someone pointed out before, your hlbsp-process isn't running through correctly and therefore doesn't create a portal-file.
  • Re-check your paths in the options and make sure everything is set up correctly.
  • At run map(f9) make sure all tools are set to "Normal".
  • Have you placed out correct entities?(a minimum would be a light and player-spawn)
  • Re-download the compiling tools, the ones you've got may have got corrupted.
  • Use some front-end compiler like Nems Batch Compiler.
Posted 16 years ago2007-10-04 05:21:24 UTC
in compile error Post #235628
Re-install Hammer to an shorter path, as it is now it seems to be installed on your desktop, install it in like C:maps and place the compile tools in the Hammer-folder.
Posted 16 years ago2007-10-03 18:04:08 UTC
in compile error Post #235577
If I remember correctly it could be because of both. Anyway, if this happens on all the maps he tries to compile then its probably set up-related, but if it happens only on this one then its probably mapping-related.
Posted 16 years ago2007-10-03 17:38:12 UTC
in compile error Post #235570
BTW, do you get this error with all maps you create or only this one?
Posted 16 years ago2007-10-03 17:01:25 UTC
in Fps Issues Post #235563
If you're on Vista then it's probably because of shitty drivers.
Posted 16 years ago2007-10-03 16:59:45 UTC
in compile error Post #235561
The compile-tools should be placed in the same folder where Hammer Editor is installed.
Posted 16 years ago2007-10-03 07:47:08 UTC
in More Problems? Post #235521
Posted 16 years ago2007-10-03 04:32:50 UTC
in compile error Post #235512
What's your new compile-log?
Posted 16 years ago2007-10-02 13:11:04 UTC
in compile error Post #235471
Ah sorry, didn't read it all through! :P
Posted 16 years ago2007-10-02 03:34:31 UTC
in compile error Post #235442
Hammer doesn't like long paths with spaces in them, try making a new folder with an shorter path like C:mapping and place all your stuff in there.
Posted 16 years ago2007-10-02 03:32:42 UTC
in Problem with Skybox Post #235441
And also illegal.
Posted 16 years ago2007-10-02 03:31:37 UTC
in Map crash... too many entites? Post #235440
Kille_the_bug, go to the folder where your compile tools are located, in there you should have a lights.rad-file, just open it up with Wordpad, there are a lot of tex-lights already added so you can just watch how they made it.
Posted 16 years ago2007-10-02 03:28:46 UTC
in Really Stuck / making .bsp Post #235439
At "Run Map [Advanced]" uncheck the box "$game_exe..." and after the compile start up HL manually and load your map(with instructions I gave you above), does it work then?

Also, are there any errors in the compile-log?
Posted 16 years ago2007-10-01 13:49:58 UTC
in Really Stuck / making .bsp Post #235394
How are you loading your map? Best is to check the "Don't run the game" at the compile-settings and then start up HL manually after compile and then starting up your map by writing "map name_of_your_map" in console.
Posted 16 years ago2007-09-28 10:40:07 UTC
in AllocBlock Full error-I'm crazy now! Post #235154
Posted 16 years ago2007-09-27 04:59:41 UTC
in uploading a map Post #235099
Do you really need to include the lights.rad, I thought it was only used by hlrad during the compiling-process?
Posted 16 years ago2007-09-26 11:59:00 UTC
in AllocBlock Full error-I'm crazy now! Post #235057
5 minutes isn't a very long time for compilation, a big map can take hours to compile.

Most errors will show up when you press Alt+P in Hammer, then it's just a matter of pressing the "Fix"-button.
Posted 16 years ago2007-09-26 08:28:44 UTC
in AllocBlock Full error-I'm crazy now! Post #235044
Posted 16 years ago2007-09-26 07:21:24 UTC
in AllocBlock Full error-I'm crazy now! Post #235038
leaks are a problem, however i have never found an effective way of dealing with them, other than boxing the map with hollow brush with texture scale of 40
Find them and seal them.

At least it's more effective than enclosing your map in a giant box which will give your map bad performance.
Posted 16 years ago2007-09-25 09:59:04 UTC
in How to reduce R_speeds in large map Post #234977
Some thing you can do to reduce r_speeds:
? Apply NULL-texture to unseen brush-faces.
? Tie complex geometry like cylinders into func_wall.

If you're a bit more advanced mapper you can also make use of Hint-brushes.

I don't really understand what you said about sky-texture.
Posted 16 years ago2007-09-25 09:52:16 UTC
in Finding leaks using .LIN Post #234975
"Map" --> "Load pointfile" and select the .lin-file.
Posted 16 years ago2007-09-25 09:16:06 UTC
in AllocBlock Full error-I'm crazy now! Post #234971
In that map you uploaded there is only one leak and that one is caused by the light-entity outside the map, delete the light and you don't get any more leaks. But if you try to compile it again afterwards you still won't be able to get a complete compile because you will get an "MAX_PATCHES"-error, to fix this apply the NULL-texture to all unseen faces of your map, then you will be able to do a complete compile.
Posted 16 years ago2007-09-24 17:25:06 UTC
in AllocBlock Full error-I'm crazy now! Post #234913
You could start with sealing the leak(s) so you actually can do a complete compile.
Posted 16 years ago2007-09-22 05:58:05 UTC
in Not to be a pain but... Post #234713
Go to the Dod-forums maybe?
Posted 16 years ago2007-09-19 03:27:33 UTC
in hlvis / rad lockups Post #234508
It hasn't locked up it just takes a while to compile it. Make sure you don't run any programs in the background since the compile tools needs all of the RAM available to compile the map. You can also speed up the compile(as long as it is not a final compile) by setting VIS to "Fast".

Long compile times are often the result of a poorly built map. Make sure no brushes are overlapping, tie complex shapes (like cylinders) to func_wall, never use the carve-tool and don't create a giant skybox around your map.
Posted 16 years ago2007-09-02 15:40:29 UTC
in HLVIS.exe Needs to Close Post #233348
If the pointfile do not work then you're doing something wrong.

It's actually pretty easy, load your map in Hammer, go "Map"-->"Load Pointfile" and load the .lin-file with the same name as your map. Then just follow the line and see where it goes outside your map, seal that place and do another compile, if you got more leaks just repeat the procedure. Also, to be able to see the pointfile in the camera-view(which makes it alot easier) you need to be using the VHE 3.5 BETA.
Posted 16 years ago2007-09-02 13:27:00 UTC
in HLVIS.exe Needs to Close Post #233338
FFS...

Remove the giant box around your map, that box makes vis choke.
Posted 16 years ago2007-09-02 12:57:01 UTC
in HLVIS.exe Needs to Close Post #233335
Have you tried compiling it without the -estimate-parameter?
Posted 16 years ago2007-09-02 05:01:26 UTC
in HLVIS.exe Needs to Close Post #233323
Try to compile without the -estimate-parameter.
Posted 16 years ago2007-09-01 10:39:41 UTC
in Get Halflife multiplayer to work. Post #233281
Get Steam and Steam-account. In Steam press on the "Activate a product on Steam..."-button then you're asked to write in the CD-key and then Half-Life will be available through Steam and auto-update itself to latest version.
Posted 16 years ago2007-08-31 13:28:36 UTC
in HLVIS.exe Needs to Close Post #233217
Warning: More than 8 wadfiles are in use. (13)
This may be harmless, and if no strange side effects are occurring, then
it can safely be ignored. However, if your map starts exhibiting strange
or obscure errors, consider this as suspect.
Posted 16 years ago2007-08-27 14:04:58 UTC
in Funny Force Boss Post #233011
A giant doughnut.
Posted 16 years ago2007-07-21 18:16:50 UTC
in (noob) need help with compliing Post #229879
Most of the prefabs out there looks like shit. Make your own.
Posted 16 years ago2007-07-16 15:14:30 UTC
in Sun/Shadow Effect (lighting) Post #229171
You've turned almost your whole map into func_wall, that's always a bad idea...
Posted 16 years ago2007-07-16 12:24:22 UTC
in Sun/Shadow Effect (lighting) Post #229140
Could be related to you putting 2 layers of sky-brushes around your map. Remove the outer sky-brush-layer and you'll end up with a leak, seal it and the problem should be fixed.
Posted 16 years ago2007-07-11 16:00:16 UTC
in I guess my hammer has a bug Post #228479
Thanks for the replies, but I can't make a bombsight neither a func_rotating_door. :s
There are two types of entities in Hammer: brush-based and point-based entities.

Point-based entities(eg. light and player spawnpoints) are placed out anywhere on the map using the 'Entity Tool'-button.

Brush-based entities(eg. func_rotating_door and func_bomb_target) are created by tieing them to a brush. So you select an existing brush(or AAAtrigger-area) and press Ctrl+T on your keyboard and just select which entity it should be.
Posted 16 years ago2007-07-07 16:51:41 UTC
in Editing Counter-Strike or CZ Maps Post #227817
Glad I could help! ;)
Posted 16 years ago2007-07-06 07:57:57 UTC
in Editing Counter-Strike or CZ Maps Post #227577
I'm placing the maps in the following directory:
C:Program FilesValveSteamSteamAppsdan492condit
ion zerocstrikemaps
Try remove them from that directory and place them in this one instead: C:Program FilesValveSteamSteamAppsdan492condition zeroczeromaps
Posted 16 years ago2007-07-04 12:35:11 UTC
in Editing Counter-Strike or CZ Maps Post #227356
Since no 3rd party maps work for you may I ask where you put them? Maybe you're placing them in the wrong directory or something?