Forum posts

Posted 14 years ago2009-10-24 12:25:20 UTC
in Post your screenshots! WIP thread Post #274780
those are nasty screenshots both strider and gli..

@_@ im impressed, yes.
here's what im currently working on.. it has a few bugs in it yet, but will clear up easily.. this is a 'from hammer editor' screenshot
User posted image
Posted 14 years ago2009-10-23 09:04:55 UTC
in Castle Disposed Post #274745
Alright, heres what i've gotten..

download link: http://www.megaupload.com/?d=TIGRSWGW

Lighting is kind of, meeh.. because it's just a hodge-podged mutation of several test maps into my old sven coop funmap i never finished.. also theres a lighting error in it (not certain where, i've been trying to solve it, claims it's near a platform.. i dunno :/)

besides that it works fine.. a grunt spawns a little close to a door, and causes problems coming back through it if he die's near it.. so you'll have to lure, prehaps move for the final compile.

anyways, heres a screenshot of where i thought the logo would go nicely
User posted image
hope you can use it ^_^ i litterally peiced all that together in one day and compiled last night
Posted 14 years ago2009-10-22 06:59:49 UTC
in blinking func_illusionaries? Post #274731
Here is a beta of the map you've been helping solve my delima about..

download link:
http://www.megaupload.com/?d=CO1K12YM

it's still got a bug here or there in it..
  • a bad clipping near the racing game arcade cabinets
  • toggeled custom light effect light won't appear
  • a see through leaf error
  • 1 too many lights on face error (widdled down from 7000!!!)
  • and a no free edicts error (when it triggers a multithreaded multimanager... I THINK) (at dj booth.. activated by pressing 'use' on the center mixing board)

anyone care to assist with this?
Posted 14 years ago2009-10-21 13:06:45 UTC
in Castle Disposed Post #274719
hey, mind if i get in this?.. not sure what i can contribute.. prolly just splice some test maps into my old sven coop contest entry.. could be fun
Posted 14 years ago2009-10-21 12:33:07 UTC
in blinking func_illusionaries? Post #274717
meh.. as i had thought

anoversight on my part.. i had the first multimanage triggering several trigger_once

i switched them to trigger_relay, so its resolved now

anyways.. this site doesn't let me post maps hosted at megaupload because isn't a direct link.. but i'll drop a download link in this thread as i get it.. (should be sometime tomorro, it's leafthread vis now. i have a Very old computer)

//////////

speaking of errored maps.. you can pick up my entire catalog from the blog of mis myspace, if your intrested..

link here?
http?//www.myspace.com/kingpsilocybe
Posted 14 years ago2009-10-20 17:32:29 UTC
in blinking func_illusionaries? Post #274694
just for a complete understanding here..

trigger_relay 's 'trigger state' should be set to what? on?

/edits/

nvm, i have it set to 'off' it works fine

/2nd edits/

everything works great in my test map.. however the set up i have for the actual map seems to be non-functual.. :(

i'm probably just uber stupid.. i will have to write down everything on a paper in front of me to make certain it all works correctly
Posted 14 years ago2009-10-20 16:09:02 UTC
in blinking func_illusionaries? Post #274692
oh man! thats great! thanks!
Posted 14 years ago2009-10-20 10:03:56 UTC
in blinking func_illusionaries? Post #274676
ok though.. another question.. not to familiar with these..

how would i go about toggeling the effect from off to back on.

if i attempt to hit the same env_render it just remains it off.. do i need to set up a second one and a change target?

also.. i cant seem to trigger the env_render through a multi_manager

:( what am i doing wrong here, please help?
heres the scenario what i'd like to have happen.. (mour or less what i have it set at now)

button >to> mutlimanager (set up for various effect, one of them being another mm)
multimanager >to> 2nd multimanager (set up to seqentially toggle item named 'u01' through 'u08')
multimanager >to> env_render (named as 'u01' through 'u08', using flag 'norendermode')
env_render >to> func_illusionary (as the target of the env_render)

when i do it like that nothing happens..

but if i set teh button or a trigger to target the env_render directly it works fine (except for being able to cancel out the env_render and make the func_illusionary visible again)
Posted 14 years ago2009-10-20 09:12:29 UTC
in blinking func_illusionaries? Post #274673
YES! Actually.. thank you! omg, i didn't even think of that..

more specifically the flag "norendermode" lol.

thank you sir!
Posted 14 years ago2009-10-20 07:14:59 UTC
in glowing or lighted effect on func_illusi Post #274669
ah, screw it..

i'll just change the textures and use 'additive' effect
Posted 14 years ago2009-10-20 06:48:59 UTC
in glowing or lighted effect on func_illusi Post #274668
how can i make a func_illusionary with a 0-0-255 transparency texture appear glowing (while keeping the parts ment to be transparent)

i have them set on solid-255 right now..

should they be set on something different? (well obviously) but what?
Posted 14 years ago2009-10-20 06:00:41 UTC
in blinking func_illusionaries? Post #274667
is there some means of making a func_illusionary that can appear and disappear (visually) ??

or some other entity that can be walked through that will create a similar effect?
Posted 14 years ago2009-10-18 23:36:35 UTC
in Searchlight Post #274581
hmm.. a spotlight that appears to be apart of the train itself?

or a spot light set away from the train that aim's towards it following it

because i have a theory for the first one, and a really ugly solution for the second..
1st - 'ave you tried simply placing a light/light_spot and then 'to entity' it with the train as you making the train (much like you would with an origin brush, ect.)

seems that would fundamentally work out
and secondly (2nd) - the spot light to follow.. i imagine would have something miraculous set up with info_landmarks.. but seeing how i have no luck with that entity.. i'll just suggest a trick i had to use with that map that had to many face lights..

and create a func_illusionary brush (or in this case, a func door_rotating, func_train, ect.. that can move and has the 'not solid' checkbox) that resembles a beam of light (they mention it in the func_rotating tutorial) use the additive/texture effect, 45-120 should do nicely. place a small light of your choice to where it will effect the func_door_rotating or whatever the f your using. and of course make sure the 'not solid' is checked

(may take a little finesse to make it look like its pointing at your previous func_train as it passes) riggish, but it worx.
Posted 14 years ago2009-10-15 01:42:00 UTC
in Help with env_laser Post #274404
how to keep a env_lazer on continuously?

i made a test map and the env_lazer seems to turn itself off automatically when reaching its starting position..

is there some trick into keeping it on continuously? or can lazars activate buttons as they pass over them? because it runs over its starting button as it moves, but i didnt think that would have been a problem

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
edits - nevermind, it was the button thing.. forgot i had it set to shootable..

heh.. silly me..

someone can delete this post, i cant figuer out how too ^_^'
Posted 14 years ago2009-10-14 23:39:45 UTC
in Too many direct lights error Post #274398
++ double post
"You've gained 3 points!"
Theory.. could i INFACT.. some how bypass the lighting limit by creating several 'func_illusionaries' of different textures, using the hologram+additive effects...

to appear and dissapear in seqential order and act AS the lights?!

it sounds fundamentally possible.. problems with my theory stand as..

1 - I am uncertain how to cause a func_illusionary to become present, then invisible through a series of entity strings

2 - skeptical whether or not i can just use a white (or other colored light) blinking in order with the beam and still have it look nice

Is there some other entity which will do the same types of thing im discribing easily?

(heres a screenie to give idea of what i want happening)
User posted image
Posted 14 years ago2009-10-14 19:52:47 UTC
in Too many direct lights error Post #274383
yuck.. it smells like sand in my head.

how am i going to wake up and my computer had been restarted?!

fucking hate this planet.

ok well.. tommy's suggestions aside, i can get it to run, and im going for it, if it only takes a matter of timing or whatever to keep it from crashing

maybe i'll envoke satan..

"zazas, zazas, nasatanada zazas"
Posted 14 years ago2009-10-14 07:03:47 UTC
in Too many direct lights error Post #274368
thats the only way to fix it?

cause thats just a test map with 6 faces (12 lights)

its a rather cleavor set up with lights that turn on and off in sequential rythem to a ambient_generic to resemble a dance club..

i was really hoping i could keep them all

(plus it hasnt seem to effect gameplay, although one test on fresh instal client 1.04, it seemed to cause the .exe to crash whilst jumping around aimlessly with no warning [just a blank box with an 'ok' button])

havent tryed it on steam client yet (1.6) im going to compile a version with the actual map arcitecture the lights touch in the map im making to see if i get similar results
Posted 14 years ago2009-10-14 06:42:11 UTC
in Too many direct lights error Post #274366
[quote]

Warning: No vis information, direct lighting only.
12 faces
Create Patches : 52 base patches
0 opaque faces
19228 square feet [2768896.00 square inches]
13 direct lights

BuildFacelights:
Warning: Too many direct light styles on a face(-287.679871,300.307678,-255.500000)
Warning: Too many direct light styles on a face(-280.401917,324.923065,-255.500000)
Warning: Too many direct light styles on a face(-287.679871,281.846161,-255.500000)
Warning: Too many direct light styles on a face(-298.453186,322.871796,-255.500000)
Warning: Too many direct light styles on a face(-273.123962,349.538452,-255.500000)
Warning: Too many direct light styles on a face(-265.846008,374.153839,-255.500000)
Warning: Too many direct light styles on a face(-234.888062,374.153839,-255.500000)
Warning: Too many direct light styles on a face(-273.123962,331.076904,-255.500000)
Warning: Too many direct light styles on a face(-283.897278,372.102539,-255.500000)
Warning: Too many direct light styles on a face(-247.310608,372.102539,-255.500000)
Warning: Too many direct light styles on a face(-203.930115,374.153839,-255.500000)
Warning: Too many direct light styles on a face(-172.972168,374.153839,-255.500000)
Warning: Too many direct light styles on a face(-142.014221,374.153839,-255.500000)
Warning: Too many direct light styles on a face(-221.981384,372.102539,-255.500000)
Warning: Too many direct light styles on a face(-185.394714,372.102539,-255.500000)
Warning: Too many direct light styles on a face(-148.808044,372.102539,-255.500000)
Warning: Too many direct light styles on a face(-111.056274,374.153839,-255.500000)
Warning: Too many direct light styles on a face(-80.098328,374.153839,-255.500000)
Warning: Too many direct light styles on a face(-123.478821,372.102539,-255.500000)
Warning: Too many direct light styles on a face(-86.892151,372.102539,-255.500000)
Warning: Too many direct light styles on a face(43.733505,374.153839,-255.500000)
Warning: Too many direct light styles on a face(48.197102,372.102539,-255.500000)
Warning: Too many direct light styles on a face(74.691452,374.153839,-255.500000)
Warning: Too many direct light styles on a face(105.649391,374.153839,-255.500000)
Warning: Too many direct light styles on a face(136.607361,374.153839,-255.500000)
Warning: Too many direct light styles on a face(73.526329,372.102539,-255.500000)
Warning: Too many direct light styles on a face(110.112999,372.102539,-255.500000)
Warning: Too many direct light styles on a face(146.699661,372.102539,-255.500000)
Warning: Too many direct light styles on a face(167.565323,374.153839,-255.500000)
Warning: Too many direct light styles on a face(198.523270,374.153839,-255.500000)
Warning: Too many direct light styles on a face(229.481201,374.153839,-255.500000)
Warning: Too many direct light styles on a face(172.028931,372.102539,-255.500000)
Warning: Too many direct light styles on a face(208.615601,372.102539,-255.500000)
Warning: Too many direct light styles on a face(245.202255,372.102539,-255.500000)
Warning: Too many direct light styles on a face(260.439117,374.153839,-255.500000)
Warning: Too many direct light styles on a face(291.397064,374.153839,-255.500000)
Warning: Too many direct light styles on a face(322.255035,374.253815,-255.500000)
Warning: Too many direct light styles on a face(270.531464,372.102539,-255.500000)
Warning: Too many direct light styles on a face(307.118103,372.102539,-255.500000)
Warning: Too many direct light styles on a face(319.313690,372.102539,-255.500000)
Warning: Too many direct light styles on a face(353.113007,374.353851,-255.500000)
Warning: Too many direct light styles on a face(383.970978,374.453827,-255.500000)
Warning: Too many direct light styles on a face(368.834076,372.302582,-255.500000)
Warning: Too many direct light styles on a face(381.029633,372.302582,-255.500000)
Warning: Too many direct light styles on a face(-287.679871,263.384613,-255.500000)
Warning: Too many direct light styles on a face(-280.401917,288.000000,-255.500000)
Warning: Too many direct light styles on a face(-287.679871,244.923050,-255.500000)
Warning: Too many direct light styles on a face(-298.453186,285.948700,-255.500000)
Nearly 600 lines of text here deleted
Warning: Too many direct light styles on a face(-319.500000,328.000336,-240.000000)
50%... (6.55 seconds)
FinalLightFace:
50%... (0.03 seconds)
6.64 seconds elapsed

--- END hlrad ---

[/quote]

Suggestions?
Posted 14 years ago2009-10-05 20:38:24 UTC
in Will someone make me bubble sprites? Post #274099
i got it now.. thnx for the string JeffMOD

everyone else.. thanks as well
Posted 14 years ago2009-10-05 17:59:30 UTC
in Will someone make me bubble sprites? Post #274091
Halflife_3x.fgd

and

Halflife-CS_expert.fgd
Posted 14 years ago2009-10-05 17:42:46 UTC
in Will someone make me bubble sprites? Post #274089
i dont have an env_bubble entity @_@ , nor do i have a model for monster furniture...

RUUUMIIII.. I thought you said this was EEEAAASSSYYY
Posted 14 years ago2009-10-05 17:03:14 UTC
in Will someone make me bubble sprites? Post #274083
just a env_spr will do
Posted 14 years ago2009-10-05 17:02:48 UTC
in Will someone make me bubble sprites? Post #274082
mine keep showing up invisible no matter which effect setting

:(
Posted 14 years ago2009-09-24 18:04:06 UTC
in Unexpected Client Crashing Post #273702
i think i solved this.. it was missing models for some reason..

THANKS FOR THE HELP AGAIN GUYS

:/
Posted 14 years ago2009-09-24 06:20:18 UTC
in Unexpected Client Crashing Post #273683
can someone PLEASE tell me what i am doing wrong with this?
I've compiled it twice now and i get an unusual client crash whenever i run it..

If i run the map and stand still, i can sit inside the map for the entire server duration without anything going wrong, but the second i look to either side, jump, run forward, practically do anything that makes the rendering change on screen.. the game just gives me a 'client error' and shuts down

can somebody help me?

download link:
http://www.megaupload.com/?d=7U5MG42T

thank you in advance
Posted 14 years ago2009-09-23 04:45:25 UTC
in max viewable distance Post #273651
i can actually host an' post a beta for dl if you wanna play/look at it

its named its final version though so.. u'll have too delete if you want to play the newer compile for future refrence

download link:
http://www.megaupload.com/?d=3I53K797

that includes the .bsp and .rmf

the map also uses halflife.wad / xeno.wad / and liquids.wad (not included in download zip, but those arn't difficult to come across)
Posted 14 years ago2009-09-22 04:54:58 UTC
in max viewable distance Post #273610
just saw that in my sky box, default works fine to see to other side of map.. i think theres just too many things being seen at once
Posted 14 years ago2009-09-22 04:23:18 UTC
in Now Playing: ... Post #273608
Yoko Kanno - Space Lion
Posted 14 years ago2009-09-22 04:20:34 UTC
in max viewable distance Post #273607
what is the max for a map?

i think its around 100,000 but can i go higher?
Posted 14 years ago2009-09-22 04:19:05 UTC
in making generic monsters Post #273606
i kind of wanted it to patrol some hallways in underground tunnels..
Posted 14 years ago2009-09-21 15:01:12 UTC
in making generic monsters Post #273579
ok thanx!
Posted 14 years ago2009-09-21 07:39:15 UTC
in problems with transparency Post #273560
nevermind.. i solved my problem.. apparently the engiene was demanding i specified the 'solid' rendering effect

it works now

^_^
Posted 14 years ago2009-09-21 07:25:23 UTC
in problems with transparency Post #273558
yes, of course.
Posted 14 years ago2009-09-21 06:15:56 UTC
in problems with transparency Post #273556
my {transparency textures don't compile correctly..

when i make a solid or entity with {blue or something similar, you can still see the 255-0-0 perfect blue in the texture when it compiles EVEN with extra rad / full vis

am i doing something wrong?
Posted 14 years ago2009-09-21 06:13:45 UTC
in making generic monsters Post #273555
how can i make a generic monster that is invincible and will not attack players in deathmatch?

also.. is the scripted sequence set up correct for the monster to walk to specific place if..

-trigger_multiple triggers the scripted_sequence
-scripted_sequence target monster is the monster_generic
-scripted_sequence target is an info_landmark

and finally.. can i spawn the generic_monster with a specific model when i use a monstermaker (and what are the properties) ??

^_^

thnx in advanced
  • psi
Posted 14 years ago2009-09-02 14:35:55 UTC
in Help Compile Me ? Post #272886
Compile Log of most recent Compile

[quote] hlcsg 3.6 x86 (32b) SSE1 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: hlcsg.exe -cliptype Smallest -wadinclude [psiwads]leszo.wad -chart -estimate -texdata 8192 "C:\Program Files\CSXX\HALFLIFEmapsANDmodels\psilos_lesbia\maps\lesbiaY7t.map"
Entering C:\Program Files\CSXX\HALFLIFEmapsANDmodels\psilos_lesbia\maps\lesbiaY7t.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-------------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ 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 [ smallest ] [ 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]
[[psiwads]leszo.wad]

Brushes discarded from clipping hulls: 289 (totalling 2452 sides)
CreateBrush:
(54.39 seconds)
SetModelCenters:
(0.03 seconds)
CSGBrush:
(12.25 seconds)

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ----------------- ----------------- ------
models 0/512 0/32768 ( 0.0%)
planes 32334/32768 646680/655360 (98.7%)
vertexes 0/65535 0/786420 ( 0.0%)
nodes 0/32767 0/786408 ( 0.0%)
texinfos 3585/32767 143400/1310680 (10.9%)
faces 0/65535 0/1310700 ( 0.0%)
clipnodes 0/32767 0/262136 ( 0.0%)
leaves 0/32767 0/917476 ( 0.0%)
marksurfaces 0/65535 0/131070 ( 0.0%)
surfedges 0/1048575 0/4194300 ( 0.0%)
edges 0/524287 0/2097148 ( 0.0%)
texdata [variable] 0/33554432 ( 0.0%)
lightdata [variable] 0/33554432 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 0/16777215 ( 0.0%)

> Total BSP file data space used: 790080 bytes.

Textures referenced: 0

Checking Wadfiles:

Including Wadfile: \program files\csxx\halflifemapsandmodels\psilos_lesbia\[psiwads]leszo.wad:
Contains 196 used textures, 100.00 percent of map. (247 textures in wad)
Added 11 additional animating textures.

Texture usage is at 2.22 MB (of 32.00 MB max)
71.47 seconds elapsed [1m 11s]

--- END hlcsg ---
hlbsp 3.6 x86 (32b) SSE1 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: hlbsp.exe -chart -estimate -texdata 8192 "C:\Program Files\CSXX\HALFLIFEmapsANDmodels\psilos_lesbia\maps\lesbiaY7t.map"

Current hlbsp Settings
Name | Setting | Default
------------------|-------------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ 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] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...7500...8000...8500...8655 (3.08 seconds)
BSP generation successful, writing portal file 'C:\Program Files\CSXX\HALFLIFEmapsANDmodels\psilos_lesbia\maps\lesbiaY7t.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...5849 (1.20 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...5622 (1.13 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...6517 (1.52 seconds)

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ----------------- ----------------- ------
models 253/512 16192/32768 (49.4%)
planes 11764/32768 235280/655360 (35.9%)
vertexes 28824/65535 345888/786420 (44.0%)
nodes 14645/32767 351480/786408 (44.7%)
texinfos 3585/32767 143400/1310680 (10.9%)
faces 21237/65535 424740/1310700 (32.4%)
clipnodes 27341/32767 218728/262136 (83.4%)
leaves 10036/32767 281008/917476 (30.6%)
marksurfaces 27116/65535 54232/131070 (41.4%)
surfedges 98671/1048575 394684/4194300 ( 9.4%)
edges 52551/524287 210204/2097148 (10.0%)
texdata [variable] 2328936/33554432 ( 6.9%)
lightdata [variable] 0/33554432 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 83226/16777215 ( 0.5%)

> Total BSP file data space used: 5087998 bytes.

Warning: Surpassed 8192 leafs, which is the old maximum.
If you encounter problems when running your map,
consider this the most likely cause. There exist no
records about this ever causing problems, though.
Textures referenced: 207

34.39 seconds elapsed

--- END hlbsp ---
hlvis 3.6 x86 (32b) SSE1 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: hlvis.exe -full -chart -estimate -texdata 8192 "C:\Program Files\CSXX\HALFLIFEmapsANDmodels\psilos_lesbia\maps\lesbiaY7t.map"
Portalleafs: 5241
Numportals: 18785

= Current hlvis Settings =
Name | Setting | Default
------------------|-------------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

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

BasePortalVis:
(852.28 seconds)
LeafThread:
(169198.28 seconds)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 491 and 492:
   (2748.000 -266.000 159.500)
(2747.000 -265.000 160.000)
(2746.000 -264.000 160.000)
(2746.000 -264.000 74.000)
(2748.000 -266.000 74.000)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 3734 and 3731:
   (2396.000 -2750.000 -82.000)
(2398.000 -2750.000 -84.000)
(2398.000 -2738.000 -84.000)
(2398.000 -2738.000 -84.000)
(2396.000 -2740.000 -82.000)
Average leafs visible: 632
g_visdatasize: 1055916 compressed from 3438096

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ----------------- ----------------- ------
models 253/512 16192/32768 (49.4%)
planes 11764/32768 235280/655360 (35.9%)
vertexes 28824/65535 345888/786420 (44.0%)
nodes 14645/32767 351480/786408 (44.7%)
texinfos 3585/32767 143400/1310680 (10.9%)
faces 21237/65535 424740/1310700 (32.4%)
clipnodes 27341/32767 218728/262136 (83.4%)
leaves 10036/32767 281008/917476 (30.6%)
marksurfaces 27116/65535 54232/131070 (41.4%)
surfedges 98671/1048575 394684/4194300 ( 9.4%)
edges 52551/524287 210204/2097148 (10.0%)
texdata [variable] 2328936/33554432 ( 6.9%)
lightdata [variable] 0/33554432 ( 0.0%)
visdata [variable] 1055916/16777216 ( 6.3%)
entdata [variable] 83226/16777215 ( 0.5%)

> Total BSP file data space used: 6143914 bytes.

Warning: Surpassed 8192 leafs, which is the old maximum.
If you encounter problems when running your map,
consider this the most likely cause. There exist no
records about this ever causing problems, though.
Textures referenced: 207

170055.19 seconds elapsed [1d 23h 14m 15s]

--- END hlvis ---

[/quote]
Posted 14 years ago2009-09-02 14:34:08 UTC
in Help Compile Me ? Post #272885
YAHOOHORRAY~!

After nearly 48 HOURS of compiling to the minute... I have a working version of 'psilos_lesbia' the sensation omag'e

See this screenshot?
User posted image
As you've probably noticed.. a few things HAVE GONE HORRIBLY WRONG, 1 being rad crashing half way through it's compile process.. v_v (i really need a better computer)

also a few other things that are bugging me..

maybe anyone of you can has help me understand what's going on when the log displays this? :

http://i2.photobucket.com/albums/y34/psilocyb3/de_neotokyoto_screenies/badvisshroom.jpg

and this.. :

http://i2.photobucket.com/albums/y34/psilocyb3/de_neotokyoto_screenies/badradshroom.jpg

Also I have the most pecuilure cacheing error at one of the higher points of the map.. here is screen shot:
User posted image
http://i2.photobucket.com/albums/y34/psilocyb3/de_neotokyoto_screenies/badcacheshroom.jpg
User posted image
http://i2.photobucket.com/albums/y34/psilocyb3/de_neotokyoto_screenies/badscreenshroom.jpg

As mentioned in the screen shot, it seems to only bug out when looking in a specific direction... any thoughts, suggestions?
Posted 14 years ago2009-09-01 01:23:56 UTC
in Help Compile Me ? Post #272825
about 80 point..

and 4 light_spot
Posted 14 years ago2009-08-31 17:05:15 UTC
in Help Compile Me ? Post #272803
oh cool. thanx yo.

i'll try that if it bugs out on me again..

right now im in the middle of my 2nd compile attempt since i've started working on this again..
  • removed at least 1 of the solids you mentioned (it finally decided to prompt me on 'check errors' for it 0
  • removed some lights/ammo/spawns in attempt to solve the precache
  • remade sprites with double checked 'fresher' path names
and its moving signifigantly faster now (42% of leafthread in vis for a 2 hour compile)

still kind of worried about entity count.. i have nearly 80+ lights and track_path's each.. :/
yeah, i'm friggin mad with it or something

any usefull suggestion of a entity count to aim for.. besides under 0.05mb ??

(also, if it's doing what i think it is.. clipping type: simple, seems to clear up alot of those overly abused carvings)
Psilous, what is your processor?
intel celeron 1.4ghz, 1400mgz, 256mb ram (no vid v_v)
Posted 14 years ago2009-08-31 11:07:07 UTC
in Help Compile Me ? Post #272779
I awaken, no sign of map compiling, open end compiler is not running..

I attempt to run whatever .bsp is remaining of this baffled scenario..

..

Host Error: precache *1

I know i've said it befor..

kill... me..
Posted 14 years ago2009-08-31 01:13:10 UTC
in Help Compile Me ? Post #272762
so then.. hour 32 nearly of compile..

86% leafthread on vis

strides, leaps, and bounds
Posted 14 years ago2009-08-30 14:47:46 UTC
in Help Compile Me ? Post #272717
http://users.telenet.be/history/TI83/dat_no
n_NETVIS.htm
This should help.
just a quick little question here.. i run the .exe that was in that .rar on the page..

and.. nothing happens

how do i use this thing?
Posted 14 years ago2009-08-30 14:39:00 UTC
in Help Compile Me ? Post #272714
that program sounds scary..

however it is now 2:30pm the next day and a WHOPPING 11% has been completed on the Leafthread

so i suppose i'm willing to try it
Posted 14 years ago2009-08-29 23:47:43 UTC
in Help Compile Me ? Post #272697
yeah, its reaaarl classy
Posted 14 years ago2009-08-29 22:47:31 UTC
in Help Compile Me ? Post #272693
At the final stages of a map i've been working on since around febuary (on and off.. not like i litterally every day have been working on this for 6 months)

It's actually even compiling now as I post this (47% leaf thread, on an open end compiler) though it keeps periodically freezing and taking a GOD AWFUL AMOUNT OF TIME on this pent 2. I'm thinking it's taken nearly 6 hours now T-T

I'm not going to make it.. somebody please please PLEASE compile this for me?

download link:
http://www.megaupload.com/?d=KLJXTIAN

thank you thank you in advance..

(I did not know if this would be mour fitting in hl discussion, or maps and mods.. if i goofed up just smack me in the right direction)
Posted 14 years ago2009-06-09 18:09:24 UTC
in Sven Co-op Mapping Contest (HL1) Post #268133
What a coincidence!! I just started my map last night.. wont release too many details on it right now.. but it will be a classy looking fun map based around a small shopping center

on a related sidenote:

http://twhl.co.za/forums.php?thread=16338

please look into that link

^_^
Posted 14 years ago2009-06-09 18:07:36 UTC
in Need monster modeller ~ Post #268132
Anyone willing to make me a few monster models?!

For half-life or Sven Coop (preferable compatable specifically Sven Coop)

That I may use in an upcomming map that i'll be submitting to the official sven coop map roster?!!?
Details
I would like a few models from the 2-d game sensation "Bubble Bobble"

preferable..

The gear winded box looking monster for: "Pit Drone"

and the Boss Charcter monster for: "Alien Controller"

(maybe others if they seem cleaver to you? The baby version of the purple lighting shooting monster seems fairly fitting for this situation)

Also on a side note.. I'd like to get a model of a Stuffed Animal Teddy Bear for: "Baby Gargantua"
Here are some refrence material links:
http://www.youtube.com/watch?v=ZGWZlR3Kgr8
(gear monster vid)

http://www.youtube.com/watch?v=ABVJhTTmInY
(boss monster vid)

Please respond to me within 2 months time (preferably sooner than later) if anyone is kind enough to make these for me

Just post in this thread or email me.

THANK YOU ~
  • psi
Posted 14 years ago2009-06-02 11:46:18 UTC
in Half-Life 1.04 (and above) collaboration Post #267817
I KNOW WHAT I WANT TO DO NOW!!!

I want to peice together a very large.. very inclusive..

SVENCOOP mod, "Fun Map" (that is the type with no real linear routine, or dangerous enemies that are not set up in a minigame type situation)

I've you've played the mod you probably already have a mour thurough understanding at what im saying

but there it is.. thats the next map i make reguardless theres people helping or not... latch onto my coattails kiddies, let us climb atop our golden jib gleaming in the brilliant afternoon radience... and spin away.. just spin spin spin away.
Posted 14 years ago2009-05-31 18:19:30 UTC
in Half-Life 1.04 (and above) collaboration Post #267710
several mappers, one map (single/dm/dont matter) bounced around person to person until completion (if its dm i can probably get it up at >>creepitall<< servers)

anyone intrested?

jest' respond.
Posted 14 years ago2009-05-31 18:13:08 UTC
in Post your screenshots! WIP thread Post #267709
User posted image
nearly complete.. just need someone to compile, then test, then final compile after edit