Forum posts

Posted 17 years ago2007-02-03 05:03:07 UTC
in Modifying existing maps? Post #211484
Well perhaps if you had read the thread's title, and pieced it together with the question I had asked, you would know that I intended to re-compile, and you wouldn't have bothered to waste your own time by having to come back and post that. A simple "You can open it, but can't recompile it" along with explanation would've done fine.
Posted 17 years ago2007-02-02 19:32:48 UTC
in Modifying existing maps? Post #211461
Thank you, that should come in handy. I'd always wondered what it'd be like for the Allies to overrun the Axis on cs_militia. :)
Posted 17 years ago2007-02-02 19:18:47 UTC
in Modifying existing maps? Post #211459
Well that doesn't help at all. In fact, that only shows a way to view the .bsp in hammer, not a way to change it. Thanks for nothing, caboose.

And if you remember that program's name, let me know, srry
Posted 17 years ago2007-02-02 19:07:05 UTC
in Modifying existing maps? Post #211455
Hmm, the unchanged parts seemed way to accurate and close to have been done from scratch, but, I suppose anything is possible... I'll try that.

And as for converting the maps... That's true, but I mean changing the entities themselves, such as removing the Flags in DoD and placing in Hostages for CS at some place in the map, but I suppose that can be done with the BspTwoMap?
Posted 17 years ago2007-02-02 18:59:41 UTC
in Modifying existing maps? Post #211453
I've searched the forums, and was unable to find an answer for this... So if you know of one, bear with me here...

I've noticed several maps that are basically classic maps, but some aspects of the architecture and layout are changed. So my question is... How is this done? Is there some way to open an existing .bsp in Hammer? Or is there some other program that converts it back to a workable .rmf? Any insight on the matter would be helpful.

It might also be helpful if I could get instruction on how to convert a .bsp from one HL mod to another (i.e., Day of Defeat to CounterStrike; Half-Life to The Specialists, etc.)
Posted 17 years ago2007-02-02 16:39:16 UTC
in Hammer and Opposing Force? Post #211434
Ah, thanks! Really helps! :D
Posted 17 years ago2007-02-02 16:30:07 UTC
in Hammer and Opposing Force? Post #211432
Hello, hello again! Haven't been on here in a while, everything's been working perfectly since I was last here.

Had a question though. Me and a friend have gotten into the habit of playing Opposing Force on a LAN listen server with bots when we get really bored. He's told me he really enjoys my Counter Strike levels, and is encouraging me to make Opposing Force levels.

So here's my dilemma, I know it's possible to make levels for Opposing Force, because one, it's a half-life mod, and two, I've seen custom levels for it. However, in the Steam folder for OF, the fgd folder in hammer, or even my archaic Opposing Force CD, vintage 2001ish, there is no Opposing Force .fdg file. Does the Half-Life fdg work? Or is there somewhere a poor mapper like me can download an Opposing Force fdg?
Posted 18 years ago2006-09-14 18:43:21 UTC
in How Do I Get This to Go Away??? Post #196526
Ah, okay. Thanks.
Posted 18 years ago2006-09-14 17:42:35 UTC
in How Do I Get This to Go Away??? Post #196524
Okay, so I'm working in vertice mode, and I click and drag to move a vertice, but miss the vertice (my mouse sucks, okay??? :P) And now I'm stuck with this selection marquee, and I can't select any vertices now. I don't know how to get rid of this thing without saving my map, closing it, and then re-opening it.

Anybody know hoe to get rid of this demon-spawn marquee?
Posted 18 years ago2006-09-13 22:57:30 UTC
in Making Panes of Glass? Post #196481
Hmm... How do you make a func_breakable?
Posted 18 years ago2006-09-13 22:49:20 UTC
in Making Panes of Glass? Post #196479
I can't seem to find a tutorial on making glass panes or chainlink fences or other things of that sort... Can somebody either point me to a tutorial that explains this, or explain it here?

Thanks, again...

-HappyMan the Hammer Noob
Posted 18 years ago2006-09-13 22:19:28 UTC
in Bad Surface Extent Post #196478
Oh, sorry, I didn't look there. Thanks.

Along the same note -- how can I prevent this from happening when I texture prefabs?
Posted 18 years ago2006-09-13 22:03:17 UTC
in Bad Surface Extent Post #196475
Okay, so I have my map, and I compile, however, it has only one error: Bad Surface Extent

What are the causes of/ways to fix this error?

[EDIT] -- Here is my compile log, as well.
** Executing...
** Command: Change Directory
** Parameters: C:Program FilesSteamSteamAppsskacoyotehalf-life

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesValve Hammer Editorfgdhalf-life2p_lvl1.map" "C:Program FilesSteamSteamAppsskacoyotehalf-lifevalvemaps2p_lvl1.map"

** Executing...
** Command: C:PROGRA~1VALVEH~1toolsqcsg.exe
** Parameters: "C:Program FilesSteamSteamAppsskacoyotehalf-lifevalvemaps2p_lvl1"

qcsg.exe v2.8 (Jan 31 2000)
-- qcsg --
entering C:Program FilesSteamSteamAppsskacoyotehalf-lifevalvemaps2p_lvl1.map
CreateBrush: 0...1...2...3...4...5...6...7...8...9... (0)
CSGBrush: 0...1...2...3...4...5...6...7...8...9... (1)
Using WAD File: sierrahalf-lifevalvexeno.wad
Using WAD File: sierrahalf-lifevalvedecals.wad
Using WAD File: sierrahalf-lifevalvehalflife.wad
Using WAD File: sierrahalf-lifevalveliquids.wad
1 seconds elapsed
** Executing...
** Command: C:PROGRA~1VALVEH~1toolsqbsp2.exe
** Parameters: "C:Program FilesSteamSteamAppsskacoyotehalf-lifevalvemaps2p_lvl1"

qbsp2.exe v2.2 (Dec 28 1998)
-- qbsp2 --
writing C:Program FilesSteamSteamAppsskacoyotehalf-lifevalvemaps2p_lvl1.prt
1 seconds elapsed
** Executing...
** Command: C:PROGRA~1VALVEH~1toolsvis.exe
** Parameters: "C:Program FilesSteamSteamAppsskacoyotehalf-lifevalvemaps2p_lvl1"

vis.exe v1.3 (Dec 30 1998)
-- vis --
1 thread(s)
60 portalleafs
191 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9... (0)
LeafThread: 0...1...2...3...4...5...6...7...8...9... (1)
average leafs visible: 49
visdatasize:477 compressed from 480
1.0 seconds elapsed

** Executing...
** Command: C:PROGRA~1VALVEH~1toolsqrad.exe
** Parameters: "C:Program FilesSteamSteamAppsskacoyotehalf-lifevalvemaps2p_lvl1"

qrad.exe v 1.5 (Apr 6 2000)
--- Radiosity --
1 threads
[Reading texlights from 'C:PROGRA~1VALVEH~1toolslights.rad']
[1 texlights parsed from 'C:PROGRA~1VALVEH~1toolslights.rad']

340 faces
12760 square feet [1837520.63 square inches]
1075 patches after subdivision
1 direct lights
BuildFacelights: 0...1...2...3...4...5...
********** ERROR **********
Bad surface extents

** Executing...
** Command: C:PROGRA~1SteamSTEAMA~1SKACOY~1HALF-L~1hl.exe
** Parameters: +map "2p_lvl1"
Posted 18 years ago2006-09-12 17:52:33 UTC
in missing '[ in texturedef Post #196378
I was working on my map, and trying to compile, when I got one single error, which states "missing '[ in texturedef". Does anybody know how to fix this/what causes the problem?

[EDIT] -- Nevermind, I found the problem and fixed it. Seems it was simply a model which had textures not assigned properly.
Posted 18 years ago2006-09-12 17:31:05 UTC
in Lighting Problems Post #196377
Well, for example, it won't launch my CS and run the map, however, I can manually open CS and start a server on that map and it works fine. Also, the lighting works fine in-game, but in Hammer, the map appears floodlit, and, as stated earlier, with no errors or problems found.
Posted 18 years ago2006-09-12 05:11:39 UTC
in Lighting Problems Post #196348
Okay, I've done that, and the lighting shows up perfect in CS. Thanks a lot! :biggrin:

Seems funny, though, that so many parts of my map work fine in game but show up wrong in Hammer... :
Posted 18 years ago2006-09-12 05:04:27 UTC
in Lighting Problems Post #196346
VIS and RAD settings? Where can I find those?
Posted 18 years ago2006-09-12 04:52:07 UTC
in Lighting Problems Post #196344
Okay, so I have put a light into my map, however, the whole thing appears floodlit. I found the section for lighting in the tutorial and tried to do what it said to fix the problem. However, nothing worked.

Upon looking for an errorlog in the folder with my .rmf file, there was no errorlog. Upon entering the console, with '~', and typing 'pointfile', it tells me it can't find my ">mapname<.pts" file, or something like that. Anybody know what I can do to fix this?
Posted 18 years ago2006-09-12 03:59:31 UTC
in Could not find filesystem dll to load Post #196341
Hmm... I'll try that. Yeah, I am using Steam, so that may well be the problem, in addition to that, I was trying to make a CS map... Maybe I should try just HL first? I'll work with it, and come back if I need more help...

[EDIT] -- Okay, so yeah, that worked perfect, thanks! Apparently it compiles and everything perfectly, but Hammer itself can't launch my CS directly.

When I go into the game, I can actually start a server and select my map from the list and play it.
Posted 18 years ago2006-09-12 00:49:33 UTC
in Could not find filesystem dll to load Post #196338
Hey, I'm as newbie as you can get to Half-Life level making.... I compile my map (as with following the tutorial on this site) and it has no errors, but instead of working and launching the game and my map, a window pops up which says "Could not find filesystem dll to load." Does anybody know what I need to do to fix this?