Forum posts

Posted 16 years ago2007-07-05 23:08:06 UTC
in multi_manager problem Post #227536
You must have a multisource target each game_text. Here is an example

GAME_TEXT
name:1
messagetext: hello
x: 1
y: .5

MULTISOURCE
target:1

Leave everything as it it, just get a multisource to target the game_text, don't trigger the multisource, leave as is.

edit: yes, entities can have the same name.
Posted 16 years ago2007-07-04 23:08:31 UTC
in Custom Sky Box_half-life1 Post #227398
Well i belive the bmp's are there for if you use software mode for non steam half-life.
Posted 16 years ago2007-07-04 23:02:40 UTC
in Custom Sky Box_half-life1 Post #227395
Posted 16 years ago2007-07-04 23:00:50 UTC
in Custom Sky Box_half-life1 Post #227393
Well first of, I know that the sky box's need to be in two formats, bmp and tga. I also know that you have to have lt,bk,rt and so on at the end.

But when I try to play a map with my custom sky box I get the following message " LoadTGA : Only type 2 and 10 tagra RGB images supported". I really need some help, I dont think I am converting the TGA images probley. I load up the BMP's in wally and export them as a TGA. Does anyone know of any programs that are useful or nessesary for custom sky box creation or has anyone made a custom sky box that could walk me through how they did it?

Thanks
Posted 16 years ago2007-06-30 18:50:56 UTC
in graffiti Post #226960
Rimrook?
Posted 16 years ago2007-06-30 02:22:50 UTC
in graffiti Post #226868
thankyou to all, and i get it tetsu0, i'll try dat.
Posted 16 years ago2007-06-28 22:12:14 UTC
in graffiti Post #226719
Google-tried that. Make my own-I suck. Go to the city and take pictures- I was hopeing for decals.

:|
Posted 16 years ago2007-06-28 22:03:51 UTC
in graffiti Post #226713
Hello,

I was wondering if anyone has made or knows of any graffiti that I could use in some of my maps for half-life. I've been looking everywhere and its very hard to find.
Posted 16 years ago2007-06-27 03:34:34 UTC
in Vanishing objects Post #226550
True, I give you both credit than.
Posted 16 years ago2007-06-26 04:23:35 UTC
in Vanishing objects Post #226459
Well I was gonna tell you what was wrong, then bloody muzzleflash comes along.... :P
Posted 16 years ago2007-06-23 19:27:31 UTC
in my biggest problem ever Post #226330
Thankyou srry. I see you have changed your avatar since last time I saw it.

Before I look at the link, I just wanna say that I used the -sparse command and I though "Yeah I can go crazy with brushes". The map is now just far enough away from the edges of the three 2d veiws not to get an out of world error so its very big, but now I get an "Memory allacation error" :(. I really should have more than 448mb's of ram but laptop ram is so expansive.
Posted 16 years ago2007-06-23 13:00:15 UTC
in my biggest problem ever Post #226290
Good news people, I downloaded the zhlt 3.4 tools and it didn't screw up. no modifications where made to the level and it compiled. However I will still replace all textures over 256x256 just to find out if that was the cause.

But I got a diffrent question now. This -sparse command, does that in anyway reduce the quality of the map?

And thanks to all who replyed in this thread :D
Posted 16 years ago2007-06-23 12:32:01 UTC
in my biggest problem ever Post #226286
Good news people, I downloaded the zhlt 3.4 tools and it didn't screw up. no modifications where made to the level and it compiled. However I will still replace all textures over 256x256 just to find out if that was the cause.

But I got a diffrent question now. This -sparse command, does that in anyway reduce the quality of the map?

And thanks to all who replyed in this thread :D
Posted 16 years ago2007-06-22 18:42:55 UTC
in my biggest problem ever Post #226201
I have a better Idea, what do you think? I 'm gonna replace all the large textures in the map (larger than 256X256) with any old original hl texture than compile. Thanks guys I feel alot better and sorta happy now :) .

by the way I just downloaded the zhlt 3.2.1 tools from the same place again and this time the size was 750kb instaed of 1.08mb. I tested them out and to my suprise it got past the hull 0 prosess. But I'm assuming that it will stop responding, but I'm not gonna try right now, that answer is about 3-4 hours down the track.

@ sajo: I have never encounted a crashing problem because of the large textures but he is the major suspect now!!! The only sad thing is i am so close to the max_patches limit and reducing the textures will increase the patches by heaps. Oh well mabye I'm gonna have to try out -sparse after all.
Posted 16 years ago2007-06-22 18:36:44 UTC
in my biggest problem ever Post #226197
Hmmm muzzleflash. Thats intresting. I have scaled down a few but most of them have been preserved. Mabye I should make a map with heaps of the large textures and scale some down and see it it has the same problem. Thanks muzzleflash thats very interseting.
Posted 16 years ago2007-06-22 18:33:57 UTC
in my biggest problem ever Post #226196
Well from what I have read and heard about that, is that its just a warning and not an error, anyways my other maps using the same wad have no problem, but thanks. I'll investigate furthur.
Posted 16 years ago2007-06-22 18:27:47 UTC
in my biggest problem ever Post #226192
hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
--- BEGIN hlcsg ---
Command line: C:toolshlcsg.exe -estimate -texdata 17824 -high "C:Documents and SettingsAaronDesktopGame makeingCompile Centeroutskirts2"
Entering C:Documents and SettingsAaronDesktopGame makeingCompile Centeroutskirts2.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 18251776 ] [ 4194304 ]
priority [ High ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

4 brushes (totalling 24 sides) discarded from clipping hulls
CreateBrush:
(1.05 seconds)
SetModelCenters:
(0.02 seconds)
CSGBrush:
(2.11 seconds)

Using Wadfile: sierrahalf-lifevalveliquids.wad
  • Contains 2 used textures, 1.72 percent of map (32 textures in wad)
Using Wadfile: sierrahalf-lifevalvehalflife.wad
  • Contains 38 used textures, 32.76 percent of map (3116 textures in wad)
Using Wadfile: sierrahalf-lifevalvedecals.wad
  • Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: sierrahalf-lifevalvexeno.wad
  • Contains 1 used texture, 0.86 percent of map (264 textures in wad)
Using Wadfile: sierrahalf-lifereddawnaaron_reddawn.wad
  • Warning: Larger than expected texture (348972 bytes): 'CITY_BUILDING1'
  • Warning: Larger than expected texture (348972 bytes): 'HD_BUILDING_WAL'
  • Warning: Larger than expected texture (348972 bytes): 'HD_CEILING_CORR'
  • Warning: Larger than expected texture (348972 bytes): 'HD_BUILDIN2_WAL'
  • Warning: Larger than expected texture (348972 bytes): 'HD_FLOOR_CEMENT'
  • Warning: Larger than expected texture (697132 bytes): 'HD_SIGN_SCROLL_'
  • Warning: Larger than expected texture (348972 bytes): 'HD_STNE_01'
  • Warning: Larger than expected texture (348972 bytes): 'HD_WD_DECK_01'
  • Warning: Larger than expected texture (348972 bytes): 'HD_WD_DECK'
  • Warning: Larger than expected texture (348972 bytes): 'HD_SUP'
  • Warning: Larger than expected texture (348972 bytes): 'HDHOTEL_WALL'
  • Warning: Larger than expected texture (348972 bytes): 'HD_STNE_02'
  • Warning: Larger than expected texture (348972 bytes): 'HDHOSWALL_3_TEM'
  • Warning: Larger than expected texture (348972 bytes): 'HD_HL_COMBMTLWA'
  • Warning: Larger than expected texture (348972 bytes): 'HDTILEWALL009E'
  • Warning: Larger than expected texture (348972 bytes): 'HDPLASTERWALL00'
  • Warning: Larger than expected texture (348972 bytes): 'HDPLASTERCEILIN'
  • Warning: Larger than expected texture (348972 bytes): 'HDCONCRETEWALL0'
  • Warning: Larger than expected texture (348972 bytes): 'HDPLASTERWALL01'
  • Warning: Larger than expected texture (348972 bytes): 'HDPLASTERCEILI2'
  • Warning: Larger than expected texture (348972 bytes): 'HDBUILDING_TRAI'
  • Warning: Larger than expected texture (348972 bytes): 'HDBUILDING_TEMP'
  • Warning: Larger than expected texture (348972 bytes): 'HDCONCRETEFLOO2'
  • Warning: Larger than expected texture (348972 bytes): 'HDCONCRETEFLOO3'
  • Warning: Larger than expected texture (348972 bytes): 'HDBRICKWALL001A'
  • Warning: Larger than expected texture (348972 bytes): 'HDCONCRETEWALL1'
  • Warning: Larger than expected texture (348972 bytes): 'HDCONCRETEWALL2'
  • Warning: Larger than expected texture (348972 bytes): 'HDCONCRETEWALL3'
  • Warning: Larger than expected texture (348972 bytes): 'HDCONCRETEWALL4'
  • Warning: Larger than expected texture (348972 bytes): 'HDMETALWALL047A'
  • Warning: Larger than expected texture (348972 bytes): 'HD_CONFLR3'
  • Warning: Larger than expected texture (348972 bytes): 'HD_CONWALL'
  • Warning: Larger than expected texture (348972 bytes): 'HDCONWAL122WSBI'
  • Warning: Larger than expected texture (348972 bytes): 'HDCONWAL98D'
  • Warning: Larger than expected texture (348972 bytes): 'HDMETALFLOOR007'
  • Warning: Larger than expected texture (348972 bytes): 'HDMETALFLOOR010'
  • Warning: Larger than expected texture (348972 bytes): 'HD_CITY_BRICK1'
  • Warning: Larger than expected texture (348972 bytes): 'HD_ORANGEWAL1'
  • Warning: Larger than expected texture (348972 bytes): 'HD_CONFLR_1_65S'
  • Warning: Larger than expected texture (348972 bytes): 'CONFLR_2_HHDGD'
  • Warning: Larger than expected texture (348972 bytes): 'HD_BRICKWALL04'
  • Warning: Larger than expected texture (348972 bytes): 'HD_BRICKWALL05'
  • Warning: Larger than expected texture (348972 bytes): 'HD_BRICKWALL01'
  • Warning: Larger than expected texture (348972 bytes): 'HD_BRICKWALL02'
  • Warning: Larger than expected texture (348972 bytes): 'HD_BRICKWALL03'
  • Warning: Larger than expected texture (327212 bytes): '{CITY_PLANT1'
  • Warning: Larger than expected texture (272812 bytes): '{CITY_PLANT2'
  • Contains 73 used textures, 62.93 percent of map (310 textures in wad)
Including Wadfile: sierrahalf-lifereddawnzhlt.wad
  • Contains 1 used texture, 0.86 percent of map (3 textures in wad)
Using Wadfile: sierrahalf-lifereddawnaaron_reddawn2.wad
  • Contains 1 used texture, 0.86 percent of map (1 textures in wad)
added 4 additional animating textures.
Texture usage is at 9.07 mb (of 17.41 mb MAX)
4.20 seconds elapsed

--- END hlcsg ---

hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
--- BEGIN hlbsp ---
Command line: C:toolshlbsp.exe -estimate -texdata 17824 -high "C:Documents and SettingsAaronDesktopGame makeingCompile Centeroutskirts2"

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 18251776 ] [ 4194304 ]
priority [ High ] [ Normal ]

noclip [ off ] [ off ]
nofill [ 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 4096)

BSP generation successful, writing portal file 'C:Documents and SettingsAaronDesktopGame makeingCompile Centeroutskirts2.prt'
4.06 seconds elapsed

--- END hlbsp ---

hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
--- BEGIN hlvis ---
Command line: C:toolshlvis.exe -estimate -texdata 17824 -high "C:Documents and SettingsAaronDesktopGame makeingCompile Centeroutskirts2"
1231 portalleafs
3698 numportals

= Current hlvis Settings =
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 18251776 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ High ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]

BasePortalVis:
(3.59 seconds)
LeafThread:
(164.27 seconds)
average leafs visible: 219
g_visdatasize:97986 compressed from 189574
168.11 seconds elapsed [2m 48s]

--- END hlvis ---

As you can see there is no sign of hlrad because it stopped and therefor wasn't included.
Posted 16 years ago2007-06-22 18:15:03 UTC
in my biggest problem ever Post #226184
Ok I uploaded it http://twhl.co.za/mapvault_map.php?id=4671 . I'm sorry I have not included the custom textures or the custom models because the max file size it 2 mb.

Sorry for souble posting
Posted 16 years ago2007-06-22 18:09:18 UTC
in my biggest problem ever Post #226183
Ok sorry:

Well its a multiplayer map... should I upload it?
Posted 16 years ago2007-06-22 18:02:22 UTC
in my biggest problem ever Post #226181
This is my biggest problem ever. I have searches the fourms for a week, been trying to fix this problem for a week and nothing. Here is my problem:

When I try to compile one of my multiplayer maps either:

(zhtl 2.5.3) Vis stops responding on the last process, just a very few seconds before the compile is complete. And it does stop responding. When I searched the fourms people where saying that it just takes along time, well I get the send error message/dont send windoe and if I alt f4 out of it and looka at the compile window its just stuck there.

(zhlt 3.2.1) At the very start it completes hull0 (i think) but does not do the other hulls therefor no .prt file is created and I can't compile furthur.

Please I really need help. I really doubt that its the compile tools because they can compile or my other maps. Any help will be appreciated even if you dont have a answer to the problem. Thankyou :cry: .

By the way I compile by a bat program that I wrote with a tut and Nem's compiler to. They both failed.
Posted 16 years ago2007-06-21 00:41:02 UTC
in Does anyone have a train model Post #225925
they do?
Posted 16 years ago2007-06-21 00:38:17 UTC
in loop sound Post #225924
Download goldwave, find a serial number for it :P (easy), open up your sound and add some cue points. I know you only have to put one cue pint but I like to out two just incase. One at the beggining and one at the end. It has never crashed half-life for me.
Posted 16 years ago2007-06-16 05:56:31 UTC
in Recharging shields_hl1 Post #225369
Awww, I was hopeing that there could be a simple cfg that I could write and walla. Thanks guys.
Posted 16 years ago2007-06-15 11:52:08 UTC
in Recharging shields_hl1 Post #225325
I was wondering if there was a way to make sure sheilds automaticaly recharge like 1 per 1 second or something with out coding, mabye a cfg or somthing. And also if possible say you take damage and your sheilds have gone down, mabye like a 4 second deley before they start to charge back up again :( ?

If your lost kinda think of it like Halo :D .
Posted 16 years ago2007-06-06 20:33:54 UTC
in Hammer 3.5 on vista.. :/ Post #224637
Shit Microsoft really sucks ass.
Posted 16 years ago2007-06-02 17:34:31 UTC
in Rooms that echo. Post #224251
yeah well you use a env_sound and select the setting that you want. That setting will stay with you until you hit another one. To turn it off make the player walk past a "normal" one. I have a good map where you just walk through these rooms (theres one path) and you run into all these env_sounds with the setting that is on each one written on the wall, its good if you are trying to find a good one. But its somewhere on my laptop.
Posted 16 years ago2007-06-02 17:28:02 UTC
in Cueing for loops Post #224250
I have a gold wave cd key :) ?
Posted 16 years ago2007-06-02 17:26:12 UTC
in Mutliplayer Team Spawning Post #224249
Hello,

I'm makeing a multiplayer map for Half-life 1 which is a team based map. Its not really for free for all. I was wondering if there was a way to set where 1 team spawns and where the other team spawns. Mabye theres somthing you can add in smart-edit or somthing?

I ask becasue you know, I dont want a red team member spawning at a blue base.

Thanks guys.
Posted 16 years ago2007-05-19 19:00:46 UTC
in MAX_MAP_MODELS Post #222674
http://www.slackiller.com/tommy14/errors.htm go there, once you have go to file on the top left of the screen, save us, give it a name and choose where you want to save it, then you will have that page for life.

So the problem you are getting is becasue of one of the below reasons:
  • To many of 1 type of entitiy
  • To many brush based entities (func_door, func_wall...)
  • To many models on the map
There may be a command that you can add to your compiler but if there isn't then I feel sorry for you. However if it is a singleplayer map then you could spilt up the map into serveral smaller maps.
Posted 16 years ago2007-05-12 09:33:53 UTC
in Hammer REALLY messed up. Post #221719
It dosent like open gl apps? Then vista sucks ass
Posted 16 years ago2007-05-06 02:04:54 UTC
in Making monsters ignore you Post #221120
uhh crap
Posted 16 years ago2007-05-05 23:23:33 UTC
in Making monsters ignore you Post #221112
is there a way to comine op4 and spirit?
Posted 16 years ago2007-05-04 17:29:28 UTC
in Monster_generic stuck in ground Post #221005
In the model viewer check where the models weapon origin is. Where the weapon origin is is where it will be on top of the ground. So it should be at the bottom. Most human models have there weapon origin at the very tip of there feet, thats why they walk on the ground.
Posted 17 years ago2007-04-15 02:57:29 UTC
in H-L Compileing Stages Post #219139
thanks man. :)
Posted 17 years ago2007-04-14 22:30:45 UTC
in hl coding Post #219132
Wikipedia is my freind, there. Now back to coding
Posted 17 years ago2007-04-14 22:21:50 UTC
in hl coding Post #219130
phft, whatever
Posted 17 years ago2007-04-14 22:15:55 UTC
in hl coding Post #219127
What I dont get is how they are useful. I aint no "nub"
Posted 17 years ago2007-04-14 22:01:34 UTC
in hl coding Post #219115
umm no. Is a torrent like a crack or somthing.
Posted 17 years ago2007-04-14 21:09:38 UTC
in hl coding Post #219107
Hay what is a torrent anyway. I went to download 3ds max and I just got some dumbass torrent.
Posted 17 years ago2007-04-14 21:06:06 UTC
in H-L Compileing Stages Post #219104
Thankyou very much people and specialy to Elon Yariv to his great explination. Now that I got this out of the way does anyone know what each of these mean?

>>> Build Face Lights
>>> Build Vis Leafs
>>> Leafthread
>>> Baseportal Vis
>>> Makescales.
>>>Finallightface

Like thats what I need to know next. Mabye you guys don't see this because I use a simple dos program to compile my levels and not hammer or a downloaded program. That would be great if anyone knew.
I use zhlt 2.5.3 to compile my maps. But again thanks you guys :)
Posted 17 years ago2007-04-14 09:05:05 UTC
in H-L Compileing Stages Post #219016
Hay twhl peeps. I thought It would be very intresting to know the stages of compileing hl maps. I'm talking like build vis leafs and leaf thread and final light bounce and all that. What do each of them mean and what do they do. (zhlt) I also need to know because i have a very uncomplex map that takes like 1 hour on 2 stages and does the rest in like 1 minute. So post some links or tell the rest of the world. Note: This page will be posted all over half-life 1 mapping sites so you'll be famous. And sorry for my horrible typeing :)
Posted 17 years ago2007-04-14 09:00:58 UTC
in hl coding Post #219015
I have no Idea about coding for half-life, but it is very hard. You need the HAlf-life 1 sdk 2.3 and I reccomened Microsoft Visual C++ 2005 Express Edition. But its really hard man trust me :)
Posted 17 years ago2007-04-09 22:46:19 UTC
in Messed up skybox Post #218562
srry is the processor on your ibm about 850 mhz and does it have 256 ram
Posted 17 years ago2007-04-09 22:32:22 UTC
in Creating 8-bit Decals Post #218560
Hay I dont have anything against the HL1 engine, it just has to many limitations, meaning it sucks. But I still like it.
Posted 17 years ago2007-04-09 22:24:05 UTC
in Messed up skybox Post #218559
srry its your graphics card. This is what happens when you have 16m graphics card and run hl in open gl. I used to have an ibm thinkpad which had a 16 mb graphics card aswell. It didn't happen all the time but most of the time it did. Mailny when you load up a map and than go to the console and change map.
Posted 17 years ago2007-04-09 21:55:58 UTC
in Creating 8-bit Decals Post #218557
Well sorry people living in the past :) . The source engine is much better, and there are alot of other engines that beat that. But I still like half-life1 engine. But there are to many limitations on that engine.
Posted 17 years ago2007-04-07 03:39:53 UTC
in Creating 8-bit Decals Post #218301
Ah, thats a pretty nice idea. Thanks man. Stupid Half-life 1 engine.
Posted 17 years ago2007-04-07 01:36:26 UTC
in Creating 8-bit Decals Post #218294
I see. Because what I wanted to do, well I'm building a mod. And in one of the maps its like a poor-city area, and I wanted to make grafitti on the walls. Oh well, thanks man :)
Posted 17 years ago2007-04-06 21:09:01 UTC
in Creating 8-bit Decals Post #218285
But what if I want to make my own decals. Not make the defult ones colour
Posted 17 years ago2007-04-06 20:13:35 UTC
in Creating 8-bit Decals Post #218282
Like how they have done it it in Half-life 2 :cry: