Forum posts

Posted 11 years ago2012-09-10 15:13:05 UTC
in Textures does not appear in the compiled Post #309760
[ERASED]

Edit: While continuing mapping, I've apparently done something to make the textures appear on the map again.
Posted 11 years ago2012-09-09 22:57:57 UTC
in Textures does not appear in the compiled Post #309758
I place out textures and decals, however, after the map is compiled, a lot of the textures and decals does not appear. How come?

I use func_wall and func_illusionary with the blue-coloured textures such as "{vine1" and infodecals on decals such as "{fault06".
I've tried to decrease the number of WAD files to below 8 without any results.
Posted 12 years ago2012-04-05 16:31:19 UTC
in New system, want opinions... Post #304959
But NVidia is NVidia. They make shit to last.
That's far from true. Nothing today is made to last, that's just not how the economics work, unfortunately.
Posted 12 years ago2012-04-04 19:49:13 UTC
in New system, want opinions... Post #304935
Listen, ATI were horrible in the past, but that was the past. I would lie if I said that I'm not holding any grudge, since I too had problems with Hammer due to a Radeon card, however, the Radeon cards that you have today is no worse than NVidia's.
Both are really good, they just perform better or worse on certain games, resolutions and settings; you just have to pick what fits you, personally, the best.
Posted 12 years ago2012-02-29 21:38:25 UTC
in Possible to exceed number of entities? Post #303839
So what you're saying is what I've thought all along? xD
Are you sure it's possible to exceed the brush-based entity limit, which is around 4-500? The only limits I see they exceeds are texture and light.
I have probably over 900 brush-based entities. =
Posted 12 years ago2012-02-29 20:15:15 UTC
in Possible to exceed number of entities? Post #303837
I'm sorry, but I can't find out what the problem is.

Here's a few pictures of the settings I used: http://imgur.com/a/2Iudt

A snippet of the log:
SolidBSP [hull 0] 182 (0.03 seconds)
BSP generation successful, writing portal file 'C:CSValve Hammer Editormapshe_test2.prt'
SolidBSP [hull 1] Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (4048,-16,932)(-4047,3248,1060) in hull 1 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (4048,-16,-548)(-4047,3248,-348) in hull 1 of model 0 (entity: classname "worldspawn", origin "", targetname "")
217 (0.04 seconds)
SolidBSP [hull 2] Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (4064,-32,928)(-4063,3264,1056) in hull 2 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (4064,-32,-544)(-4063,3264,-352) in hull 2 of model 0 (entity: classname "worldspawn", origin "", targetname "")
223 (0.04 seconds)
SolidBSP [hull 3] Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (4048,-16,914)(-4047,3248,1042) in hull 3 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (4048,-16,-530)(-4047,3248,-366) in hull 3 of model 0 (entity: classname "worldspawn", origin "", targetname "")
217 (0.04 seconds)
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (4048,-16,-420)(-4047,3248,-332) in hull 1 of model 11 (entity: classname "trigger_hurt", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (4064,-32,-416)(-4063,3264,-336) in hull 2 of model 11 (entity: classname "trigger_hurt", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (4048,-16,-402)(-4047,3248,-350) in hull 3 of model 11 (entity: classname "trigger_hurt", origin "", targetname "")
Error: Exceeded MAX_MAP_MODELS
Description: The maximum number of brush based entities has been reached
Howto Fix: Remove unnecessary brush entities, consolidate similar entities into a single entity
Posted 12 years ago2012-02-26 16:22:47 UTC
in Possible to exceed number of entities? Post #303764
Alright, I'll try some more until I get an aneurysm. Thanks again for all the help I've gotten from you, both now and in the past. :)
Posted 12 years ago2012-02-26 03:21:11 UTC
in Possible to exceed number of entities? Post #303748
What's X2 GUI? o_0
Posted 12 years ago2012-02-26 03:02:03 UTC
in Going crazy with hint brushes Post #303747
No wonders, that solution has been used since the game was released; I just added a small little detail I didn't see anyone else mentioning.
Posted 12 years ago2012-02-26 02:51:59 UTC
in Going crazy with hint brushes Post #303745
I've seen in both de_train and de_nuke, that they lift a brush 1 unit away from the other brush, and on the bottom of the elevated brush, they change the face to "{invisible".
You can see this in the the box right beside the container at T spawn in de_train, the box right beside the bigger box at ramp in de_nuke; there's a few other maps aswell, though I can't remember them all at the top off my head.
Posted 12 years ago2012-02-26 02:25:56 UTC
in Possible to exceed number of entities? Post #303742
Can't wait! :D

I can't for the life of me figure out how to use Batch Compiler, and I don't know what to do to make Compilator work around the entitiy limit.
Pretty much pushed every button there is. :nuts:

Are you sure it's possible to exceed the brush-based entity limit, which is around 4-500? The only limits I see they exceeds are texture and light.
Posted 12 years ago2012-02-25 23:31:37 UTC
in Possible to exceed number of entities? Post #303736
Yeah, that works wonders when it comes to the game itself, but the problem is to be able to compile a map with more than 4-500 brush-based entities. =(

Yes, thank you! A similar, but even better program to HLFix. So awesome to see people still developing and updating programs for a 13 year old engine.
Posted 12 years ago2012-02-25 23:18:29 UTC
in Possible to exceed number of entities? Post #303731
Ooo goodies! Thanks a lot; much appreciated. :)

I'll try 'em out immediately.

By the way, when you're talking about adding a command to an HL file, you're not talking about the command "nem_edicts 2048" to "liblist.gam," are you?

gamedll "addonsmetamoddllsmetamod.dll" -num_edicts 2048
Posted 12 years ago2012-02-25 22:44:46 UTC
in Possible to exceed number of entities? Post #303727
Is there any way to exceed the number of entities and still compile the map fine?

In AMXX, you can do so with a parameter named "-num_edicts", are there any similar ways to do it in VHE? Perhaps some special compiler of some sort?
Posted 13 years ago2011-02-07 21:57:12 UTC
in Break on delay (does not reset) Post #290169
Ah, I got an idea!
I create a respawn outside the map, where they trigger it and get teleported to the original respawn.
Just gotta do the same with T too, so they don't get any advantage if there's freezetime 0.
Posted 13 years ago2011-02-07 20:14:23 UTC
in Break on delay (does not reset) Post #290167
Sorry for double-posting, but I felt it was best to seperate this to the previous post.

I've used trigger_multiple on respawn points to trigger/reset func_breakable (for the door), but this isn't the best option to do this.
Because if you trigger the trigger_multiple right - before the round is over - you can have it to trigger as soon as the round starts.
This kind of defeats the idea, but I don't know any better way to do this, in fact I didn't know how to do this one in the first place (thanks to Stojke for his amazing help!).
I can't set the "delay before trigger" higher, as it already can delay it for a total of 22 seconds (if done right), which gives T the chance to be right in front of the door before the door even breaks.
Also, it's a bit annoying if someone is AFK or camping in respawn, since it triggers the "wooden break sound" every 10 seconds.

If you know a better way to have a door that breaks after 11 seconds and resets every round, then please do not hesitate to post here or PM me.
Posted 13 years ago2011-02-07 19:42:55 UTC
in Break on delay (does not reset) Post #290165
Ah, thank you, mate! :)

de_dust2_3v3:
http://www.twhl.co.za/vault.php?map=5586
Posted 13 years ago2011-02-07 19:39:47 UTC
in Break on delay (does not reset) Post #290163
I can't seem to upload it.
The map size is only 900~ KB and the image is JPEG (though almost 3 MB).
But it says it would resize it, so that shouldn't be the problem, since I get an error message saying it has to do with the file type.

Edit:
Resized the picture to 900~ KB, but still getting the same error.
And yes, I'm uploading the .BSP file type. :P
Posted 13 years ago2011-02-07 14:16:05 UTC
in Break on delay (does not reset) Post #290158
Haha, so there it is! Thanks a lot, Stojke! :D
Finally my map is finished.
Posted 13 years ago2011-02-07 13:50:28 UTC
in Break on delay (does not reset) Post #290156
Yeah, I just found it by Google, but I couldn't find trigger_multiple.

I tried to each one of them seperately and all together, but the same thing happens as stated in previous post.

Does trigger_multiple work fine for you in CS?

These are the FGDs I've tried so far:
halflife-cs.fgd
halflife-cs_expert.fgd
cs_expert-tom793c.fgd
cs16.fgd
Posted 13 years ago2011-02-07 12:47:10 UTC
in Break on delay (does not reset) Post #290149
Every time I save and close the map, trigger_multiple disappears. Why's that?
The trigger_multiple isn't in the entity list, but when I write its name the keyvalues appears.
So it is there, but not really.

I use cs16.fgd and halflife-cs.fgd.
Posted 13 years ago2011-02-07 05:22:53 UTC
in Break on delay (does not reset) Post #290144
The wooden door shall break after 7 seconds every round.

I finally made it to work, but it happens only the very first round, every round after it doesn't trigger.
How do I make it reset each round?

I use func_breakable on a brush with these settings:
Name: break
Strength: 0
Render Mode: Solid
Material type: Wood
Flags: Only Trigger

And use auto_trigger to set the delay:
Target: break
Delay before trigger: 7
Trigger State: Off

Best regards,
Nymph.
Posted 13 years ago2010-11-14 07:00:10 UTC
in Setting Hammer for Half-Life 1 Post #287061
If there's a map, model, sprite or anything you want from Half-Life, but you can't really find it. Don't worry.

Download "PakScape" from the link Mighty Atom provided in the post above.
Start PakScape and browse through the Steam folder until you are at:
"C:\Programfiles\Steam\steamapps"
And finally grab the file "half-life.gfc" and open it.
From there, you can find all the files that you usually wouldn't find in the Half-Life folder.
This goes for any *.gfc files (maybe also the *.nfc files too?).

@ The Mighty Atom
Could you add these files to your website?
Maybe to minimize it as much as possible, make the *.fgd files in one and same package.

URL: http://www.half-lifecreations.com/forums/index.php?action=printpage;topic=693.0
Posted 13 years ago2010-11-13 12:07:54 UTC
in How to make brushes reappear? Post #287040
@ Darkie
How do I make the multi_manager/trigger_multiple to trigger both multisource/env_global?

Nevermind, figured how to add another target. :P

Thanks a bunch to everyone for your leet-ish support and contribution!
Posted 13 years ago2010-11-12 17:49:03 UTC
in How to make brushes reappear? Post #287020
Thanks for the help, Soup Miner! :D

The thing is, it doesn't do exactly as I want to, since I have to trigger the brush to reappear manually.
If it could be "cooked down" to reset itself, that would be fantastic!

I tried set "trigger_multiple" to "Delay before reset: 1.5", but that didn't seem to do the trick. =\
Posted 13 years ago2010-11-12 16:48:40 UTC
in How to make brushes reappear? Post #287014
Sorry, I'm really bad at explaining. :$

I'll try to explain it a wee bit better:
You have a brush which disappears as soon as someone walks on it, and reappears after a few seconds.

I don't know how to do it, but I can remember from the chatbear, that I had to use multi_manager, func_illusionary and some other entities. And the one you mentioned, func_wall_toggle.

I hope I'm not asking too much here, but if someone could give a guide on how to put the entities together, I would be forever grateful. :)

The func_illusionary isn't really connected with all the triggers, it's just to indicate that the brush is no longer solid.
The brush with func_illusionary is inside the solid brush, so when the solid brush disappears, you can then see the brush with func_illusionary, as if the solid changed to transparent.
Posted 13 years ago2010-11-12 15:03:36 UTC
in How to make brushes reappear? Post #287011
Hello again, fellow mappers!

I didn't want to ask once again for help like if I didn't try anything by myself.
But honestly, I tried, failed, searched, read, tried, failed and I've just given up how to set the entities together.

Long time ago, I asked this question in chatbear and someone posted a set of multi_manager, func_illusionary, multisource (?) and some other things.

There's two brushes inside each other, one that is func_illusionary and one that is solid.
When I touch the brush, the solid disappear for 1-2 seconds and re-appear.
Hence I will fall through the brush with func_illusionary, if I don't quickly jump to the next.

How can I make one like this?
Posted 13 years ago2010-10-14 10:12:43 UTC
in How to make trampolines? Post #286354
It haven't bugged or anything on my side, though one could increase the movement speed in the water itself, if it should cause any problem with movement.
Posted 13 years ago2010-10-14 06:14:20 UTC
in How to make trampolines? Post #286352
I guess that's not the reason why Skals questioned it, rather because of the "noob" way to do it, but that doesn't bother me, as long as it works. ;)
Posted 13 years ago2010-10-14 01:51:40 UTC
in How to make trampolines? Post #286347
Well, the thing is, when trigger_push fails, I won't bounce up again, though that isn't what makes me die.
That's when I gain too much height, but I can see with all other maps, the trigger_push never fails and they never recieve any damage either.
They don't use water nor gravity.

Edit:
The water works perfectly, I do not gain more height and now I have to actually jump to trigger the trigger_push, whereas before I didn't need to jump wich was something I didn't like.

By the way, is there some way to make the water make no sound?
I have "Move Sound: No Sound" and "Stop Sound: No Sound".

Again, thank you all for your great help, you've saved me a lot of headaches! :D
Posted 13 years ago2010-10-12 23:39:26 UTC
in How to make trampolines? Post #286326
There's something wrong though, sometimes when I jump from one trampoline to another, the trigger_push doesn't work and I land into a certain death.
Is there some way this could be prevented?
Posted 13 years ago2010-10-12 21:48:29 UTC
in How to make trampolines? Post #286322
Thanks for the great answers! :)

I used WinBSPC to decompile 35hp_jump, and I can see it uses trigger_push.
I got a greater overview of the entities using BSPViewer.

BSPViewer: http://www.slackiller.com/hlprograms/bspviewer156.exe
WinBSPC: http://www.cstrike-planet.com/files?dl=90
35hp_jump: http://ufbteam.com/download.php?view.7884
ka_bungee: http://ufbteam.com/download.php?view.6179

Edit:
Trigger_push at the bottom, trigger_gravity above and again a trigger_gravity over it all so you get your previous gravity back.

Again, thanks a lot to you all for such a great help and support! :)
Posted 13 years ago2010-10-12 03:32:09 UTC
in How to make trampolines? Post #286303
Hi there!

I was wondering how it's possible to make some kind of a trampoline?
When you jump on it, you will immediately increase in height, and the more you jump on it, the greater height you will gain.

Maps like ka_jump and ka_bungee has these trampolines.
User posted image
Posted 13 years ago2010-10-03 19:29:10 UTC
in How to set health on respawn? Post #286071
AWESOME!

Thanks so much to both of you! :D
Posted 13 years ago2010-10-03 19:18:00 UTC
in How to set health on respawn? Post #286068
I can't find game_playerspawn, though I find game_player_hurt and trigger_hurt, but it won't work the way I want it to. =\

I use cs16.fgd and halflife-cs.fgd.
Posted 13 years ago2010-10-03 16:01:25 UTC
in How to set health on respawn? Post #286055
Ah, my bad - I didn't know I posted in the wrong section.
It's for HL1 engine (more specifically, Counter-Strike).
Posted 13 years ago2010-10-03 15:36:41 UTC
in How to set health on respawn? Post #286053
How do you make so the players start with 35 hitpoints?
Without setting the respawn points way up high the air.

Thanks in advance,
xzec.
Posted 15 years ago2009-03-21 11:30:23 UTC
in [?] Need a bit help Post #264384
Hot damn!, MuzzleFlash!
That's just what I wanted!
Only that I also wanted a semi-transperant block when the block get vanished.
But I shall keep my noob-mouth shut, stop being picky and give you a standing applaud!

Thanks alot for helping me with this, ALOT!
You've saved me alot of headaches and wasted time (:

Edit:
I just placed a 'func_illusionary' there, and everything was just as I wanted it.

Thanks, MuzzleFlash, thanks!
Btw, you should make a tutorial for this one :)

Best regards,
Nymph.
Posted 15 years ago2009-03-21 10:26:24 UTC
in [?] Need a bit help Post #264381
@ MuzzleFlash
Yeah, I got the func_train-solution, but wasn't exactly what I was looking for.
But thanks for the suggestion (:

@ Killer-Duck
That's right, that's meh!
I'm not only on one forum, waiting for an answer.
I've posted in 3-4 other forums.

But if you read further down, you'll see that I can't figure out how to make it work.
That's why I'm still continuing to post.

@ All
Do you guys know how to get that 'func_toggle_wall'-solution to work?
Killer-Duck posted the link to it.

Edit:
Here's the solution:
1: Select the block that you want to make in to your magical door, turn it in to a func_illusionary.
2: duplicate the block, change it in to a func_wall_toggle and cover it in the NULL textures (zhlt.wad, make sure you compile with zhlt), then name it "toggle_wall1"
3: make a block in front of the wall (where you want it to activade), make it a trigger_multiple, name it "toggle_wall1_trigger" and set it's target to "toggle_wall1_manager".
4: create a trigger_changetarget (point entitie), set it's target to "toggle_wall1_trigger" and it's new target to "NULL" and name it "toggle_wall1_trigger_off"
5: create a trigger_changetarget (point entitie), set it's target to "toggle_wall1_trigger" and it's new target to "toggle_wall1_manager" and name it "toggle_wall1_trigger_on"
6: create a multi_manager, set it to trigger "toggle_wall1_trigger_off" and "toggle_wall1" emidiatly then after a delay trigger "toggle_wall1" again and 0.01 sec later (or more if you want there to be a delay betwean how often you can use the door) trigger "toggle_wall1_trigger_on"

Best regards,
Nymph.
Posted 15 years ago2009-03-21 09:13:29 UTC
in [?] Need a bit help Post #264374
I don't think multiple trigger_push entities will do the work.
You will either get pushed in a random direction, or you get pushed away in the opposite direction from the box as soon as you put one foot in.

But thanks for giving suggestions, fold! (:

Best regards,
Nymph.
Posted 15 years ago2009-03-21 07:09:40 UTC
in [?] Need a bit help Post #264369
Hello, my fellow mappers! (;

I'm making my own Zombie map for Counter-Strike.
And I need a bit help to continue with my map.

1.) Disappearing blocks / One-touch blocks
How do I make blocks that dissappears right after I've touched it?

When I jump up on the block, the block dissappears and get semi-transperant, and you will fall right through it.
After a second, the block gets changed back to normal.
Normal block --> Touched --> Dissappears and semi-transparent --> 1 second delay --> Changed back again.

2.) Directional speed booster
How do I make a platform that pushes me in the direction I'm looking?

When I jump on this, it will push me away, in the direction I'm looking.

3.) Zombie barriers
How do I make blocks that only humans can walk through, but not zombies?

Can I use 'func_monsterclip' from halflife.fgd, even though if the map is to Counter-Strike?

If you know how, then don't hesitate to post here! (:

Best regards,
Nymph.