Forum posts

Posted 16 years ago2008-01-01 01:47:52 UTC
in stupid compiler! help plz Post #242203
nope none of those
and when i go to load game it says there are no games to load

WHY DOES HALF LIFE HATE ME
:walter:
Posted 16 years ago2008-01-01 01:36:46 UTC
in stupid compiler! help plz Post #242201
hmm, sorry to be a noob but what is a cubemap?
Posted 16 years ago2008-01-01 01:21:27 UTC
in stupid compiler! help plz Post #242199
it wont start up after it compiles, idk if its completed compiling or if its just slow, idt its slow though, and i cant find the problem, please help

** Executing...
** Command: "c:program filessteamsteamappsblackvans1234sourcesdkbinorangeboxbinvbsp.exe"
** Parameters: -game "c:program filessteamsteamappsblackvans1234half-life 2 episode twoep2" "C:Documents and SettingsGaryDesktoplevelsgerrr"

Valve Software - vbsp.exe (Sep 21 2007)
1 threads
materialPath: c:program filessteamsteamappsblackvans1234half-life 2 episode twoep2materials
Loading C:Documents and SettingsGaryDesktoplevelsgerrr.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:Documents and SettingsGaryDesktoplevelsgerrr.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (2375 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 7 texinfos to 3
Reduced 1 texdatas to 1 (21 bytes to 21)
Writing C:Documents and SettingsGaryDesktoplevelsgerrr.bsp
0 seconds elapsed

** Executing...
** Command: "c:program filessteamsteamappsblackvans1234sourcesdkbinorangeboxbinvvis.exe"
** Parameters: -game "c:program filessteamsteamappsblackvans1234half-life 2 episode twoep2" "C:Documents and SettingsGaryDesktoplevelsgerrr"

Valve Software - vvis.exe (Nov 8 2007)
1 threads
reading c:documents and settingsgarydesktoplevelsgerrr.bsp
reading c:documents and settingsgarydesktoplevelsgerrr.prt
2 portalclusters
1 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 4
Average clusters visible: 2
Building PAS...
Average clusters audible: 2
visdatasize:24 compressed from 32
writing c:documents and settingsgarydesktoplevelsgerrr.bsp
0 seconds elapsed

** Executing...
** Command: "c:program filessteamsteamappsblackvans1234sourcesdkbinorangeboxbinvrad.exe"
** Parameters: -game "c:program filessteamsteamappsblackvans1234half-life 2 episode twoep2" "C:Documents and SettingsGaryDesktoplevelsgerrr"

Valve Software - vrad.exe SSE (Nov 8 2007)
Valve Radiosity Simulator
1 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']

Loading c:documents and settingsgarydesktoplevelsgerrr.bsp
Setting up ray-trace acceleration structure... Done (0.00 seconds)
10 faces
9784 square feet [1409024.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
10 patches before subdivision
1206 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 107516, max 216
transfer lists: 0.8 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0011 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 1/1024 48/49152 ( 0.1%)
brushes 6/8192 72/98304 ( 0.1%)
brushsides 36/65536 288/524288 ( 0.1%)
planes 38/65536 760/1310720 ( 0.1%)
vertexes 31/65536 372/786432 ( 0.0%)
nodes 14/65536 448/2097152 ( 0.0%)
texinfos 3/12288 216/884736 ( 0.0%)
texdata 1/2048 32/65536 ( 0.0%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 10/65536 560/3670016 ( 0.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 6/65536 336/3670016 ( 0.0%)
leaves 16/65536 512/2097152 ( 0.0%)
leaffaces 12/65536 24/131072 ( 0.0%)
leafbrushes 9/65536 18/131072 ( 0.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 68/512000 272/2048000 ( 0.0%)
edges 47/256000 188/1024000 ( 0.0%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 1/32768 10/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 12/65536 24/131072 ( 0.0%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 23984/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 24/16777216 ( 0.0%)
entdata [variable] 337/393216 ( 0.1%)
LDR ambient table 16/65536 64/262144 ( 0.0%)
HDR ambient table 16/65536 64/262144 ( 0.0%)
LDR leaf ambient 2/65536 56/1835008 ( 0.0%)
HDR leaf ambient 16/65536 448/1835008 ( 0.0%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 211248/0 ( 0.0%)
physics [variable] 2375/4194304 ( 0.1%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 24
Writing c:documents and settingsgarydesktoplevelsgerrr.bsp
0 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:Documents and SettingsGaryDesktoplevelsgerrr.bsp" "c:program filessteamsteamappsblackvans1234half-life 2 episode twoep2mapsgerrr.bsp"

** Executing...
** Command: "c:program filessteamsteamappsblackvans1234half-life 2 episode twohl2.exe"
** Parameters: -game "c:program filessteamsteamappsblackvans1234half-life 2 episode twoep2" +map "gerrr"

it tells me to
run buildcubemaps in the engine, but idk what that means!
lol

thanks for any help
Posted 16 years ago2007-12-30 00:07:13 UTC
in noob here Post #242110
aha!

haha thanks guys

hmm so i just tried to download ''source dedicated server" from the tools tab in steam, and that blue screen came up and my computer said it had a major error or something like that, so i had to restart my computer

also, when i open steam, the ''we've encountered a problem and need to close, sorry for the inconvenience'' window pops up, i just move it as far as i can so i dont have to see it

any computer experts know whats up with that?
LOL

edit--------------
i tried to download the source dedicated server and it worked

hmm idk
Posted 16 years ago2007-12-29 23:41:09 UTC
in noob here Post #242108
haha so overlapping is bad, mental note

so prop physics makes something that can be influenced while static is stationary

dont you have a list to choose from after you choose to create a prop phys.
( hammer basically saying ''okay so this object is going to be 'moveable'...now what object would you like?)

sorry if my explination is a bit fuzzy, thats the only way i can describe it though
Posted 16 years ago2007-12-29 23:30:54 UTC
in noob here Post #242105
hey guys, i have a noob question or two

so i have hammer (just got it) and i can make rooms, but when two brushes overlap, their textures flicker, how can I change this setting so only one texture shows.

also, how can i add simple things like boxes, tables, chairs ect (uber noob question, i know i know - its some sort of entity, then you search or something like that, but i've fogotten how to go about doing it)

if theres a tutorial for them you can link me insted of explaining it

thanks guys

ps- can i make my guy run faster, it seems like he runs so slow (im probably making the map overscale in comparason to him, but thats not the point)

im doing this for 1player hl2, if thats necessary information

thanks for any help :D