Forum posts

Posted 16 years ago2008-01-13 04:18:52 UTC
in textures... I jus' don't get it! Post #243332
It probably dosn't bother anyone else, cause noone seem to have complained yet. But anyway...

In hammer, all the textures have the path before the name and stuff... but, what i'm asking is, is there a way to have the textures name JUST contain the texture name, like in HL1 hammer?

[EDIT]: This is, no doubt, the only reason I haven't switched to source mapping yet.
This post was made on a thread that has been deleted.
Posted 16 years ago2007-12-20 04:23:47 UTC
in half life dedicated server Post #241581
why was it that steam had to update every couple of days?
Posted 16 years ago2007-12-19 23:57:34 UTC
in WHO LIKES DODGE. Post #241564
That truck reaches high speeds sometimes. Didn't seem to this time.
Posted 16 years ago2007-12-19 19:26:54 UTC
in Random paths with monster entities Post #241534
what would happen if a trigger_changetarget changed a path_corner to a different path than it was going at EXACTLY the same time the thing following the path got to the same path_corner...???
Posted 16 years ago2007-12-19 19:24:01 UTC
in scripted_sequences acting up Post #241533
are you allowed to make scripted seqences make guys follow path_corners?
Posted 16 years ago2007-12-19 19:22:25 UTC
in .prt file missing!!! Post #241532
Found it! I somehow managed to set the BSP to hlcsg.exe... anyway, it's right now. :ciggie:
Posted 16 years ago2007-12-19 18:29:12 UTC
in .prt file missing!!! Post #241526
...?!?!

EDIT: I think I've found the source of the problem, stay tuned.
Posted 16 years ago2007-12-19 18:28:34 UTC
in half life dedicated server Post #241525
FRIENDS?!?!... lol :P
Posted 16 years ago2007-12-19 18:25:57 UTC
in .prt file missing!!! Post #241522
I've NEVER had a problem with it before. :freeman:
Posted 16 years ago2007-12-19 17:38:56 UTC
in Stixsworld1 Map! Post #241517
your name is to the right. did you not notice this? :furious:
Posted 16 years ago2007-12-19 17:34:30 UTC
in need a team Post #241516
make the lights come from somewhere!
Posted 16 years ago2007-12-19 17:25:14 UTC
in .prt file missing!!! Post #241514
Here it is:

hlcsg v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
--- BEGIN hlcsg ---
Command line: C:GamesHALF-L~1valvecompilehlcsg.exe C:GamesHalf-Lifevalvemapsdm_rampage
Entering C:GamesHalf-Lifevalvemapsdm_rampage.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

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

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

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(0.06 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.09 seconds)

Using Wadfile: gameshalf-lifevalvebarney.wad
  • Contains 0 used textures, 0.00 percent of map (408 textures in wad)
Using Wadfile: gameshalf-lifevalvecached.wad
  • Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Using Wadfile: gameshalf-lifevalvedecals.wad
  • Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: gameshalf-lifevalvefonts.wad
  • Contains 0 used textures, 0.00 percent of map (3 textures in wad)
Using Wadfile: gameshalf-lifevalvegfx.wad
  • Contains 0 used textures, 0.00 percent of map (7 textures in wad)
Using Wadfile: gameshalf-lifevalvehalflife.wad
  • Contains 19 used textures, 95.00 percent of map (3116 textures in wad)
Using Wadfile: gameshalf-lifevalveliquids.wad
  • Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: gameshalf-lifevalveop4ctf.wad
  • Contains 0 used textures, 0.00 percent of map (191 textures in wad)
Using Wadfile: gameshalf-lifevalveopfor.wad
  • Contains 0 used textures, 0.00 percent of map (332 textures in wad)
Using Wadfile: gameshalf-lifevalvepldecal.wad
  • Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: gameshalf-lifevalvespraypaint.wad
  • Contains 0 used textures, 0.00 percent of map (14 textures in wad)
Using Wadfile: gameshalf-lifevalvexeno.wad
  • Contains 0 used textures, 0.00 percent of map (264 textures in wad)
Including Wadfile: gameshalf-lifevalvezhlt.wad
  • Contains 1 used texture, 5.00 percent of map (8 textures in wad)
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.

added 2 additional animating textures.
Texture usage is at 0.11 mb (of 4.00 mb MAX)
0.47 seconds elapsed

--- END hlcsg ---

hlvis v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
--- BEGIN hlvis ---
Command line: C:GamesHALF-L~1valvecompilehlvis.exe C:GamesHalf-Lifevalvemapsdm_rampage
Error: Portal file 'C:GamesHalf-Lifevalvemapsdm_rampage.prt' does not exist, cannot vis the map

--- END hlvis ---

hlrad v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
--- BEGIN hlrad ---
Command line: C:GamesHALF-L~1valvecompilehlrad.exe C:GamesHalf-Lifevalvemapsdm_rampage
>> There was a problem compiling the map.
>> Check the file C:GamesHalf-Lifevalvemapsdm_rampage.log for the cause.

--- END hlrad ---

It's only short cause I just started.
Posted 16 years ago2007-12-19 01:48:38 UTC
in need a team Post #241482
In fact, I made a map and put it on here to get commented on so I could see what I did wrong/badly, and therefore increase my skill. However, noone commented. Someone said that it was missing a wad (even though I thought i went through at fixed it up), so I'll have to check into it.

If you wanna see it, check it out here. If you find out which wad it was, please let me know, as I don't really have the time to find it right now.
Posted 16 years ago2007-12-19 01:23:06 UTC
in Rock/Boulder Construction Post #241481
Ahh... It's been a while since I read those tutorials. But now I actually understand them!

Thanks, this has helped quite a bit.
Posted 16 years ago2007-12-19 01:11:49 UTC
in .prt file missing!!! Post #241480
I already checked that site, and I've been scouring the compile log pretty well. I'll get to putting up da log.
Posted 16 years ago2007-12-18 05:50:24 UTC
in .prt file missing!!! Post #241430
I don't even know what a .prt file is, but here's what ZHLT says:

Error: Portal file 'the directory of where it should be.prt' does not exist, cannot vis the map

Sooo... help would be appreciated.
Posted 16 years ago2007-12-18 01:17:15 UTC
in Half-Life: Hostage Situation Post #241414
vista is to be dispised...! :combines:
Posted 16 years ago2007-12-18 00:06:18 UTC
in need a team Post #241412
I've been mapping for a couple years now, and developing skills over time. :hammer: You can't just leap into a large-scale project and expect things to be easy. That's experience talking there. I started on a mini-mod type thing myself, fairly early into my mapping time. I didn't even start mapping for it because I KNEW my mapping skills needed much more improvement before a could do it. But I got what I could do done (which was mostly customization) and it's been laying dormant for about a year now. I add one or two things every now and then.

When I'm certain of my mapping skills and I've made a few good maps, then I'll see what I can do. Until then, it shall lie, waiting to be rediscovered... :ciggie:
Posted 16 years ago2007-12-17 03:19:17 UTC
in Monsters don't follow path_corner Post #241314
gah, triple post!
shutup! :nya:
Posted 16 years ago2007-12-17 03:16:53 UTC
in Glass Post #241313
cant a breakable be set to only break when triggered, but dont trigger it?
Posted 16 years ago2007-12-17 01:06:46 UTC
in Open for TWHL3 Suggestions Post #241297
Ooh, and shoutBOX editing! :walter:
Posted 16 years ago2007-12-17 01:00:42 UTC
in Open for TWHL3 Suggestions Post #241294
Assuming we have the physical space for it, a Model and Texture Vault!
I didn't see this idea get dispelled, so... a PREFAB vault, too? :plastered:
Posted 16 years ago2007-12-17 00:12:18 UTC
in Monsters don't follow path_corner Post #241283
the camera itself has a path too, right?
Posted 16 years ago2007-12-17 00:08:02 UTC
in Monsters don't follow path_corner Post #241282
As for the camera thing, you're sure you've gone through the tutorial step by step, and haven't missed anything?
Posted 16 years ago2007-12-17 00:08:01 UTC
in Monsters don't follow path_corner Post #241281
Every now and than look around the room or out the window, to give your eyes a rest and allow it to focus on different distances, if you don't, you will need to wear glasses later in life.
Experience, I suppose?
Posted 16 years ago2007-12-16 20:11:16 UTC
in Glass Post #241248
As far as I knew, the material controls:
-the sound of breakage,
-the sound of the gibs hitting the ground,
-which gibs it has,
-the transparency of the gibs. e.g, using the material "glass", but using the "catwalkgibs.mdl" gibs will make the catwalk gibs look transparent (along with the rest of these),
-the decal of the hit.
Posted 16 years ago2007-12-16 19:56:24 UTC
in Monsters don't follow path_corner Post #241245
its not getting triggered at all?
Posted 16 years ago2007-12-16 04:51:21 UTC
in GoldSource Mapping Tips Post #241166
well, yeah... I did say "in a lot of ways", and by that I meant "in a lot of situations". Come to think of it, a haven't made a pipe for ages. I could use one in a map im making now.

Arches are especially useful for spiral staircases, and not just for the stairs themselves.
Posted 16 years ago2007-12-16 04:12:49 UTC
in Millenium Falcon map Post #241157
Ideas for blockages and cover n' stuff would be jumping to mind for anyone who has happened to have played Star Trek Voyager: Elite Force. The principle's the same. :rly:
Posted 16 years ago2007-12-16 04:00:56 UTC
in Monsters don't follow path_corner Post #241151
if im not mistaken, monsters will move around obstascles to get to the next spot in a scriped_sequence, right?
Posted 16 years ago2007-12-16 03:56:50 UTC
in GoldSource Mapping Tips Post #241150
I use the arch tool all the time. In a lot of ways it can simply replace the cylinder. It gives you more control over what goes into it, like just shifting a single part up and copying it down again to make window.

It also solves the problem of hollowing cylinders. With a bit of work (and the arch tool), you can get one without useing a cylinder at all. :rly:
Posted 16 years ago2007-12-15 23:20:36 UTC
in Monsters don't follow path_corner Post #241115
No offence, but maybe you should read that again.
My mistake. sorry
Posted 16 years ago2007-12-15 23:15:54 UTC
in Weird problems Post #241114
Also, when I try to compile this map with half-life (i made it in spirit), it says something about not being able to find a .prt file for vis, resulting in half-life crashing. :nervous:
Posted 16 years ago2007-12-15 23:11:33 UTC
in Weird problems Post #241111
User posted image


The pic on the left (ingame) has this weird bit of it going down toward the ground, which doesn't show up at all on hammer. It is a platform with, I admit, weirdly shaped edges. If it makes these corners go down like that, why doesn't it show up on hammer? (I don't want them there).

Thanks
Posted 16 years ago2007-12-15 18:03:51 UTC
in Making transparent custom wad textures Post #241073
I took a look a wally, stared at it for a while, then ran.
Posted 16 years ago2007-12-15 17:53:30 UTC
in Error: No Lights! Post #241070
hang on, was the picture with all the squares ingame or hammer?
Posted 16 years ago2007-12-15 17:49:24 UTC
in Day of defeat mapping... Post #241068
---Stixmaster
yes, its very annoying. We can see your name to the right of the screen, okay? and noone REALLY cares who posts a lot of this type stuff anyway. If you are capable of a picture, most people just tell by that anyway.
Posted 16 years ago2007-12-15 17:44:02 UTC
in Monsters don't follow path_corner Post #241067
so they follow their path only if you give them a name, but if you don't, they still do?... What is that supposed to mean? :gak:
Posted 16 years ago2007-12-14 16:52:54 UTC
in Cool Sounds Post #240929
I still use WON HL, and I always have. I don't really see any differences between WON and steam HL anyway. And when I was experimenting with steam's HL anyway, a lot of custom games that I had on there didn't work at all.

[EDIT] Oh wait, that wasn't steam. Or HL, or anything to do with what I was talking about... but I use WON HL!
Posted 16 years ago2007-12-14 16:45:26 UTC
in CS without steam Post #240924
I still got the older half-life. still got cd
Posted 16 years ago2007-12-14 16:39:59 UTC
in Invisible Water??? Post #240923
its func_water, but the whole brush is invisible
Posted 16 years ago2007-12-14 16:31:29 UTC
in name change entity function ? 2nd post Post #240918
how did you guys find out the special names for the entities anyway?
Posted 16 years ago2007-12-14 16:24:52 UTC
in Rock/Boulder Construction Post #240917
the first thing I tried was to just clip the sh*t out of a cube, but that didn't work at all. I'm not too good at the VMing, but I'll give it a shot. Thanks.
Posted 16 years ago2007-12-14 16:21:33 UTC
in Invisible Water??? Post #240916
hmm... ok, that helps. heres another question. Can you make a water brush anything other than a cube? (Such as a wedge, spike, etc.)
Posted 16 years ago2007-12-14 06:45:42 UTC
in Invisible Water??? Post #240871
For some reason, the water I'm trying to put in the level is invisible, no matter what I set it to. I've put water in levels plenty of times before, but I've never had this problem. Has using Spirit got anything to do with it?

Thanks again.
Posted 16 years ago2007-12-14 06:38:07 UTC
in Rock/Boulder Construction Post #240870
I haven't done too much research on the subject, but I guess this is the first place I'd ask. Is there any way to make realistic-looking rocks? I know about the VM changing to make cliffs and stuff, but I wouldn't think that would work for rocks or boulders.

I know there's a rock model in the pak, but I want to use more than one, and I think people would notice that they look the same. I want to have something different each time to keep everything looking original.

And if it helps in any way, I'll point out I'm using Spirit.

Thanks if you can help.
Posted 16 years ago2007-12-11 03:29:45 UTC
in crashing sohl Post #240604
gee you guys are helpful. hint, hint
Posted 16 years ago2007-12-08 16:30:19 UTC
in Duke Nukem 3D Post #240259
I know how you feel, cause by extreme coincidence, I have the same problem.
Posted 16 years ago2007-12-08 02:09:15 UTC
in CS without steam Post #240189
My brother always got counterstrike, so I wouldn't have a clue where to get it from. Does anyone know where I can get counterstrike, taking into consideration that I don't have steam readily availible?