Forum posts

Posted 15 years ago2008-12-16 18:08:07 UTC
in door problem Post #260079
erm... that's exactly what I did ______
Posted 15 years ago2008-12-16 14:46:02 UTC
in door problem Post #260065
You may want to func_wall that arch, its less tough for the compiler that way.

And why did you func_walled those four big walls? That could be the cause of the arch being too bright. I say convert the big walls back to normal world brushes, but those detail things on top of the walls (i don't know the name for those) should stay func_walls.
oh, so I memorized this completely wrong _____ I thought you were supposed to func_wall only the shapes which aren't tough to compile and leave the ones that are hard to compile normal brushes unless you need them to be entities. Oh well...

Anyway I still can't press any of the buttons, now I've made them so that all four buttons are tied to one func_button entity which targets 'gate' which is the name of the gate. Any other ideas?
Posted 15 years ago2008-12-16 13:55:35 UTC
in door problem Post #260061
I don't see anything differen than the usual in it:

[quote]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: hlcsg -nowadtextures ct_es_garden
Entering ct_es_garden.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 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ off ] [ 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]

12 brushes (totalling 72 sides) discarded from clipping hulls
CreateBrush:
(0.17 seconds)
SetModelCenters:
(0.02 seconds)
CSGBrush:
(0.30 seconds)

Using Wadfile: \delo\matej\wally\created textures&wads\wads\ultimate basic.wad
  • Contains 10 used textures, 100.00 percent of map (3799 textures in wad)
added 2 additional animating textures.
Texture usage is at 0.13 mb (of 4.00 mb MAX)
0.83 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: hlbsp ct_es_garden

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 [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ 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 'ct_es_garden.prt'
1.14 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: hlvis ct_es_garden
147 portalleafs
442 numportals

= Current hlvis 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 vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

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

BasePortalVis:
(0.09 seconds)
LeafThread:
(1.92 seconds)
average leafs visible: 74
g_visdatasize:3055 compressed from 2793
2.08 seconds elapsed

--- END hlvis ---

hlrad 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 hlrad ---
Command line: hlrad ct_es_garden

= Current hlrad 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 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[               off ] [               off ]
rgb transfers [ off ] [ off ]

2485 faces
Create Patches : 22124 base patches
0 opaque faces
389945 square feet [56152080.00 square inches]
1 direct lights

BuildFacelights:
(304.25 seconds)
visibility matrix : 29.2 megs
BuildVisLeafs:
(175.27 seconds)
MakeScales:
(117.45 seconds)
SwapTransfers:
(69.27 seconds)
Transfer Lists : 37700978 : 37.70M transfers
Indices :     6280200 :    5.99M bytes
   Data :   150803912 :  143.82M bytes
GatherLight:
(18.61 seconds)
FinalLightFace:
(14.95 seconds)
703.30 seconds elapsed [11m 43s]

--- END hlrad ---[/quote]

no .err file or anything, I compiled exactly the same way I usually do it, my .bat file is fine.

P.S. @darkie
I suck when it comes to lighting.
Lol yeah, I can see that from your name :P
Posted 15 years ago2008-12-16 11:24:10 UTC
in door problem Post #260054
I'm using the version that's on SJ, I just extracted everything and that's it.
Posted 15 years ago2008-12-16 04:20:07 UTC
in door problem Post #260040
Posted 15 years ago2008-12-14 19:37:29 UTC
in door problem Post #259975
Because you're not targeting the door. The 4 buttons all target the multimanager and the multimanager targets all the buttons.
what the... OK I don't know how I missed this but I was sure I had all the buttons + the gate set as targets ____ anyway thanks.
Make a screenshot.
again, I don't know why I didn't think of that but you have to excuse me, it's 2:30 a.m. here and I'm sleepy but for some reason I can't sleep :S.
anyway I now realized that it's not the whole door texture but only the place where the wall meets the arch and the wall. And also the arch texture is a little weird and too bright.
User posted image
Posted 15 years ago2008-12-14 19:14:13 UTC
in door problem Post #259972
OK, now I have a problem in this map (though it has little to do with the stuff I've been asking here, but it's still the same map).
I can't press any of the buttons at the top of the hill that are supposed to open the gate of the 'fortress'. I've tried to find the problem but I can't seem to find anything.
Can someone please check the map and tell me what's wrong?

Also the texture of the gate gets buggy ingame. It looks like... well I don't know how to explain but it's like my graphic card was bad and I get the "moving texture effect" (when the textures start jumping around or something). I tried to find a sc that would be at least close to what I'm talking about but the best I could find is this:
http://img155.imageshack.us/img155/1825/screen004us3.jpg
So can you please check ingame and tell me if you get the same effect? Because I doubt it's a graphic card problem, since it only happens with this gate.
Posted 15 years ago2008-12-14 18:56:58 UTC
in Looking for a cs fdg. Post #259969
if you mean this one then try:
http://www.superjer.com/learn_adv.php
(expert fgd)
Posted 15 years ago2008-12-13 19:24:44 UTC
in door problem Post #259911
OK can someone please just explain to me how a game_team_master entity works? What exactly does it do?

Because if I understood correctly, I can do what I want to do if I do the following:
  • make a trigger_multiple that targets 'team' in the "winning area of CTs" (the area the CTs must enter to win)
  • make a game_team_master that has a team index of -1 and has the name 'team'
  • make a trigger multiple in the area where the CTs start and make it target 'setteam'
  • make a game_team_set entity, make it target 'team', name it 'setteam' and under flags check Remove after fire.
  • make the game_team_master target the teleportation of the hostage to the hostage rescue zone.
Posted 15 years ago2008-12-13 12:30:39 UTC
in door problem Post #259887
Ah yes, now I found the empty entity. Thanks KD.
It actually had nothing to do with this door, it was another door completely elsewhere.
OK now I only need to find a way of making a trigger_multiple work only for one team.
Posted 15 years ago2008-12-13 12:11:36 UTC
in door problem Post #259885
The door? I want it to move up when triggered and stay open (I know how to do that, the only problem is the no solids error, I haven't been on my computer yet, I'll try func_door and deleting the entity).
But I also want to make an area beyond this door that does the following:
If it's entered by CTs, the CTs win.
If it's entered by Terrorists nothing happens.
Can I use a trigger_multiple combined with a game_team_master for that?
Posted 15 years ago2008-12-13 11:42:38 UTC
in door problem Post #259883
well I didn't make it and I'm not sure from which wad it is, because I'm using the following, combined into 1:
zhlt.wad
halflife.wad
cstrike.wad
gfx.wad
cs_dust.wad
decals.wad

the texture is called {grate4a.

Here's a sc of the door from the editor (I made the door by carving the arch into the square door - yes I know the carve tool is evil when combined with cylinders and other such shapes but I checked right after carving it and it gave no problem under ALT+P before I turned it into a func_train):
User posted image
Posted 15 years ago2008-12-13 06:49:46 UTC
in door problem Post #259876
On one condition, kill the hostage, and the terrorists win i think,
well, I don't need any triggers for the terrorists to win but still tnx, I'll use this when I do :).
On the other condition, teleport him (or move the floor) onto a hostage rescue point to make the ct's win.
OK. But can I make a trigger_multiple work for cts only? So that if the terrorists step on it, nothing happens?
They Hunger has a pretty sweet bush rustling sound.
emm... They Hunger?
Posted 15 years ago2008-12-12 19:51:54 UTC
in door problem Post #259838
If you want a door, use func_door or func_door_rotating, not func_train.
Yeah I know, but I completely forgot there was a func_door and I just used a func_train for it.
As for the no solids error, you probably assigned an entity to a brush, and then deleted it. Or something.
Hmm... possibly. I'll remake it tomorrow.
First make your brush door, then tie the whole thing to func_door or func_door_rotating.
Yes, I did that.
To get rid of the blue, use render mode solid, and FX amount 255.
Also did that.
I don't do CS so i can't help you with your last question.
ah, ok.
Is there an entity/trigger which when triggered would make a team automatically win?
Posted 15 years ago2008-12-12 17:53:10 UTC
in door problem Post #259817
yeah, me again.
I want to make a door that has a texture which begins with { (I want it to look like a middle-ages castle gate), so I made the brush textured it with a { entity and turned it into a func_train. But then I checked ALT+P and it said that it has no solids. Is there any way of making a door like that (so that you can see through it)? Will it change anything if I do it with func_door?

Oh and also:
is it possible to make the func_escapezone for CTs? Because I'd like to make a map where the counters have to escape from a fortress.

EDIT: while I'm asking all this I might as well ask something else as well. Is there any .wav file that has a sound I could use for bushes (when someone goes through a bush I want to trigger an ambience generic with a shhhhhhhh sound)?
Or maybe does someone know where I could get one?
Posted 15 years ago2008-12-12 12:03:22 UTC
in trigger_changetarget Post #259805
ooh so I have to target the elevator with the trigger_changetarget?
Posted 15 years ago2008-12-12 10:38:48 UTC
in trigger_changetarget Post #259796
You need to zip it...
Like i said, you need to zip your file.
wow how the hell did I miss your first post? :o :zonked:

anyway now I got it to work but it doesn't work the first time I press the button.
I made the button trigger a multi_manager which triggers the trigger_changetarget and then 1 second later the elevator but for some reason it would appear that it triggers the elevator first (yes, I doublechecked that the elevator has a value of 1 and the trigger_changetarget has a value of 0 in the multi_manager), because after the first time it works fine.

Anyway I posted the map, please check it out. Meanwhile I'll download and check yours and maybe I'll be able to figure out something by myself.

EDIT: ok I checked your map but I can't find any difference except that you used 2 buttons and I used one with a multi_manager. Did I do something wrong in the multi_manager? :zonked:
Posted 15 years ago2008-12-10 19:04:47 UTC
in trigger_changetarget Post #259751
hmm... ok if it works fine, I'll try again tomorrow. If it still doesn't work, then I'll check your rmf.
(do you think the problem could also be that I have the 3.4 edition of the hammre?)
meanwhile what about my inability of posting the map in the map vault?
Posted 15 years ago2008-12-09 18:41:47 UTC
in trigger_changetarget Post #259677
I can't. It says There seems to be a problem with what you are trying to do.
The specific problem is: file type
I'm sure I selected the .rmf map (while browsing), I didn't select link and I checked only RMF at the map types.
Also the map has only 64KB.
I added a screenshot, which is a .jpg file.
Posted 15 years ago2008-12-09 17:45:40 UTC
in trigger_changetarget Post #259673
I do. OK, let me put it like this.
Elevator has the stops: Stop1, Stop2, Stop3. Stop2 has next stop set to Stop3 but I want a button to change that.
So I make a button that triggers a trigger_changetarget with the following in its properties (smartedit turned off):
targetname: ChangeTarget
target: Stop2
delay: 0
m_iszNewTarget: Stop1
But it doesn't work.
Posted 15 years ago2008-12-09 13:52:27 UTC
in trigger_changetarget Post #259666
Can the trigger_changetarget change the 'next stop' property of a path_corner entity?

If it can, then I'm doing something wrong, so please explain, what I have to do (I put the name of the path_corner in the 'target' field of the trigger_changetarget and the name of the path_corner that's supposed to become the next stop into the 'newtarget' field of the trigger_changetarget).

If it can't, then why not? I mean the next stop does have the key 'target' if you disable smartedit. :|