Forum posts

Posted 15 years ago2009-07-27 12:18:57 UTC
in Sky problem in The Specialists Post #270971
Thank you! That solved it!
I had three sky textures, but i removed two of them and kept the one from Super HLT and that actually worked!
Posted 15 years ago2009-07-27 09:48:51 UTC
in Sky problem in The Specialists Post #270965
I'm doing a map map for TS (The Specialists) and I wanted to have a sky outside some windows in one room, but the texture looks really weird ingame.
User posted image
It doesn't happen on other maps so I have no idea what the problem is.
Posted 15 years ago2009-07-22 23:35:48 UTC
in FPS drop on my own maps Post #270725
Thanks! I found it and fixed it!

Also, I didn't know that having a map fullbright made the game lag that much. I thought it could be a fast way to work; having the map fullbright while modelling all the basics of the rooms and such.

When I put lights in the room instead of having it fullbright the FPS went from ~20 to ~60(!)
Posted 15 years ago2009-07-22 22:31:32 UTC
in FPS drop on my own maps Post #270720
Sure thing!

[quote]
** Executing...
** Command: Change Directory
** Parameters: "E:\Spel\Steam\steamapps\*\half-life"

** Executing...
** Command: E:\Program\Mapping\HAMMER~1\tools\SHLT\HLCSG_~1.EXE
** Parameters: "e:\spel\mina maps\ts_wip2"
hlcsg 3.6 x86 (32b) SSE2 ON (May  2 2009)
Super Half-Life Compilation Tools -- Custom Build.
Based on code modifications by Sean 'Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Raising of limits and improved format done by Silencer.
PHLT_Copy_Brush entity implemented by Protector.
Submit detailed bug reports to amckern@yahoo.com.
-----  BEGIN  hlcsg -----
Command line: E:\Program\Mapping\HAMMER~1\tools\SHLT\HLCSG_~1.EXE "e:\spel\mina maps\ts_wip2"
Entering e:\spel\mina maps\ts_wip2.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 [ 33554432 ] [ 33554432 ]
max lighting memory [ 33554432 ] [ 33554432 ]
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]

Brushes discarded from clipping hulls: 0 (totalling 0 sides)
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.03 seconds)
SetModelCenters:
50%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.09 seconds)

Checking Wadfiles:

Using Wadfile: \spel\steam\steamapps\adevade\half-life\valve\fonts.wad:
Contains 0 used textures, 0.00 percent of map. (3 textures in wad)
Using Wadfile: \spel\steam\steamapps\adevade\half-life\valve\gfx.wad:
Contains 0 used textures, 0.00 percent of map. (7 textures in wad)
Using Wadfile: \spel\steam\steamapps\adevade\half-life\valve\halflife.wad:
Contains 0 used textures, 0.00 percent of map. (3116 textures in wad)
Using Wadfile: \spel\steam\steamapps\adevade\half-life\valve\liquids.wad:
Contains 0 used textures, 0.00 percent of map. (32 textures in wad)
Using Wadfile: \spel\steam\steamapps\adevade\half-life\valve\xeno.wad:
Contains 0 used textures, 0.00 percent of map. (264 textures in wad)
Using Wadfile: \spel\steam\steamapps\adevade\half-life\ts\specialists.wad:
Contains 1 used texture, 50.00 percent of map. (116 textures in wad)
Using Wadfile: \spel\steam\steamapps\adevade\half-life\valve\decals.wad:
Contains 0 used textures, 0.00 percent of map. (222 textures in wad)
Including Wadfile: \program\mapping\hammer editor\tools\shlt\zhlt.wad:
Contains 1 used texture, 50.00 percent of map. (9 textures in wad)
Texture usage is at 0.01 MB (of 32.00 MB max)
0.14 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: E:\Program\Mapping\HAMMER~1\tools\SHLT\HLBSP_~1.EXE
** Parameters: "e:\spel\mina maps\ts_wip2"
hlbsp 3.6 x86 (32b) SSE2 ON (May  2 2009)
Super Half-Life Compilation Tools -- Custom Build.
Based on code modifications by Sean 'Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Raising of limits and improved format done by Silencer.
PHLT_Copy_Brush entity implemented by Protector.
Submit detailed bug reports to amckern@yahoo.com.
-----  BEGIN  hlbsp -----
Command line: E:\Program\Mapping\HAMMER~1\tools\SHLT\HLBSP_~1.EXE "e:\spel\mina maps\ts_wip2"

Current hlbsp 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 [ 33554432 ] [ 33554432 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noopt [ 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 8192)

SolidBSP [hull 0] 328 (0.02 seconds)
Warning: === LEAK in hull 0 ===
Entity info_player_start @ (-192, 384, 48)
Error:
A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region. The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted. Some complex rotating objects entities need
their origins outside the map. To deal with these, just enclose the origin
brush with a solid world brush

Leak pointfile generated

SolidBSP [hull 1] 216 (0.02 seconds)
SolidBSP [hull 2] 211 (0.02 seconds)
SolidBSP [hull 3] 214 (0.02 seconds)
0.17 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: E:\Program\Mapping\HAMMER~1\tools\SHLT\HLVIS_~1.EXE
** Parameters: "e:\spel\mina maps\ts_wip2"
hlvis 3.6 x86 (32b) SSE2 ON (May  2 2009)
Super Half-Life Compilation Tools -- Custom Build.
Based on code modifications by Sean 'Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Raising of limits and improved format done by Silencer.
PHLT_Copy_Brush entity implemented by Protector.
Submit detailed bug reports to amckern@yahoo.com.
-----  BEGIN  hlvis -----
Command line: E:\Program\Mapping\HAMMER~1\tools\SHLT\HLVIS_~1.EXE "e:\spel\mina maps\ts_wip2"
There was a problem compiling the map.
Check the file e:\spel\mina maps\ts_wip2.log for the cause.
--- END hlvis ---

** Executing...
** Command: E:\Program\Mapping\HAMMER~1\tools\SHLT\HLRAD_~1.EXE
** Parameters: "e:\spel\mina maps\ts_wip2"
hlrad 3.6 x86 (32b) SSE2 ON (May  2 2009)
Super Half-Life Compilation Tools -- Custom Build.
Based on code modifications by Sean 'Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Raising of limits and improved format done by Silencer.
PHLT_Copy_Brush entity implemented by Protector.
Submit detailed bug reports to amckern@yahoo.com.
-----  BEGIN  hlrad -----
Command line: E:\Program\Mapping\HAMMER~1\tools\SHLT\HLRAD_~1.EXE "e:\spel\mina maps\ts_wip2"
There was a problem compiling the map.
Check the file e:\spel\mina maps\ts_wip2.log for the cause.
--- END hlrad ---

** Executing...
** Command: Copy File
** Parameters: "e:\spel\mina maps\ts_wip2.bsp" "E:\Spel\Steam\steamapps\*\half-life\ts\maps\ts_wip2.bsp"

** Executing...
** Command: Copy File
** Parameters: "e:\spel\mina maps\ts_wip2.pts" "E:\Spel\Steam\steamapps\*\half-life\ts\maps\ts_wip2.pts"
[/quote]

Hope that helps!
Posted 15 years ago2009-07-22 20:39:51 UTC
in FPS drop on my own maps Post #270716
I've got a problem. When I play maps like ts_lobby with pretty big rooms my FPS is pretty steady at around 50+. But on my own maps with less stuff and about the same size my FPS drops down to 05-20. I've got a pretty old computer, but I don't understand why this happens.
Posted 15 years ago2009-07-14 10:16:07 UTC
in r_speeds - epoly count Post #270106
Thanks for all the quick answers!!

I'm still new to mapping, and I must ask where I can find NULL or BEVEL textures. Can't find them in any .wad...
Posted 15 years ago2009-07-14 09:23:21 UTC
in r_speeds - epoly count Post #270099
Oh, I see. Thank you! :)

What texture should I use when I'm working with the map, if I don't want to start texturing yet. I've read something about NULL-texture. What is that?
Posted 15 years ago2009-07-14 08:41:23 UTC
in r_speeds - epoly count Post #270095
Hi!
I have a problem with my r_speeds. The epoly count never drops below 2000. The most constant number is 2004. Even if I just make a small box with one info_player_start and one light in it, it wont drop.

The mod I'm mapping for is TS (The Specialists) for HL1.