Forum posts

Posted 13 years ago2010-06-29 07:49:22 UTC
in func_wall turns into "world" Post #282471
I understand now, thank You :D
Posted 13 years ago2010-06-29 06:53:23 UTC
in func_wall turns into "world" Post #282468
What is that tool for anyway? :)

i have never use it b4 :D
Posted 13 years ago2010-06-29 06:01:31 UTC
in func_wall turns into "world" Post #282465
@Skals I was just uploaded zipped file, and as I was up to send U pp, Soup Miner solved my problem :)

@Soup Miner: You are GENIUS :D ty very very much !!! :D
Posted 13 years ago2010-06-29 04:53:38 UTC
in func_wall turns into "world" Post #282462
Posted 13 years ago2010-06-29 04:46:08 UTC
in func_wall turns into "world" Post #282460
I made brush, right click on it, choose func_wall in drop down list, made it to be solid-no lights, click X to close window, and when I click on that brush it is world ?!? I must say that I have been dealing with VisGroups, maybe that is cause of the problem. I copied that brush into new rmf do the same process, and everything is fine...but in my rmf I can't turn it to func_wall...
Posted 13 years ago2010-06-29 03:56:03 UTC
in func_wall turns into "world" Post #282458
Hello. am finishing my de map, and have 1 problem. when I try to turn normal brush into func_wall it won't to turn into func_wall...Does anyone know what might cause this problem?
Posted 14 years ago2010-04-20 01:45:31 UTC
in Map Search: Cs_Canbunk Post #280646
Try to contact those people who commented map, maybe one of them stil got it...but thhat was 7 years ago, am a littlebit sceptic 'bout that.
Posted 14 years ago2009-12-07 04:23:18 UTC
in how to make red spots in radar? Post #276412
Thank You
Posted 14 years ago2009-12-02 07:35:02 UTC
in how to make red spots in radar? Post #276240
I am making my map de_lost and during betatesting some players were complaining about site locations, bc they couldn't find red spots that indicates where sites are...

is there any tutorial how to make that?
Posted 14 years ago2009-11-05 04:44:12 UTC
in model disappearing Post #275170
i give it up with tree, i put brush instead of it...
btw here's the compile log, in case u find the solution it might be useful for someone in future:

** Executing...
** Command: Change Directory
** Parameters: C:\Program Files\Valve

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve Hammer Editor\maps\industrial1.map" "C:\Program Files\Valve Hammer Editor\TERMINATE\industrial1.map"

** Executing...
** Command: C:\PROGRA~1\ZHLT34~1\hlcsg.exe
** Parameters: "C:\Program Files\Valve Hammer Editor\TERMINATE\industrial1"

hlcsg v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
--- BEGIN hlcsg ---
Command line: C:\PROGRA~1\ZHLT34~1\hlcsg.exe "C:\Program Files\Valve Hammer Editor\TERMINATE\industrial1"
Entering C:\Program Files\Valve Hammer Editor\TERMINATE\industrial1.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 ]
max lighting memory [ 6291456 ] [ 6291456 ]
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]

35 brushes (totalling 210 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.23 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (3.22 seconds)

Using Wadfile: \program files\valve\valve\halflife.wad
  • Contains 44 used textures, 61.11 percent of map (3117 textures in wad)
Using Wadfile: \program files\valve\cstrike\de_titan.wad
  • Warning: Larger than expected texture (251052 bytes): 'MASONRY.UNITMAJ'
  • Warning: Larger than expected texture (251052 bytes): 'CONCRETE.CASTAL'
  • Contains 28 used textures, 38.89 percent of map (87 textures in wad)
added 9 additional animating textures.
Texture usage is at 2.47 mb (of 4.00 mb MAX)
4.67 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:\PROGRA~1\ZHLT34~1\hlbsp.exe
** Parameters: "C:\Program Files\Valve Hammer Editor\TERMINATE\industrial1"

hlbsp v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
--- BEGIN hlbsp ---
Command line: C:\PROGRA~1\ZHLT34~1\hlbsp.exe "C:\Program Files\Valve Hammer Editor\TERMINATE\industrial1"

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 ]
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...2615 (0.34 seconds)
BSP generation successful, writing portal file 'C:\Program Files\Valve Hammer Editor\TERMINATE\industrial1.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...2879 (0.31 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2500...2805 (0.30 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...2919 (0.31 seconds)
4.78 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:\PROGRA~1\ZHLT34~1\hlvis.exe
** Parameters: "C:\Program Files\Valve Hammer Editor\TERMINATE\industrial1"

hlvis v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
--- BEGIN hlvis ---
Command line: C:\PROGRA~1\ZHLT34~1\hlvis.exe "C:\Program Files\Valve Hammer Editor\TERMINATE\industrial1"
1232 portalleafs
3536 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:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (4.14 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (102.80 seconds)
average leafs visible: 122
g_visdatasize:70569 compressed from 189728
107.05 seconds elapsed [1m 47s]

--- END hlvis ---

** Executing...
** Command: C:\PROGRA~1\ZHLT34~1\hlrad.exe
** Parameters: "C:\Program Files\Valve Hammer Editor\TERMINATE\industrial1"

hlrad v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
--- BEGIN hlrad ---
Command line: C:\PROGRA~1\ZHLT34~1\hlrad.exe "C:\Program Files\Valve Hammer Editor\TERMINATE\industrial1"

= 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 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
bounce dynamic light [ on ] [ on ]
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 ]

[Reading texlights from 'C:\PROGRA~1\ZHLT34~1\lights.rad']
[59 texlights parsed from 'C:\PROGRA~1\ZHLT34~1\lights.rad']

5183 faces
Create Patches : 29712 base patches
0 opaque faces
289822 square feet [41734432.00 square inches]
152 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (51.38 seconds)
visibility matrix : 52.6 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (153.03 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (110.81 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (11.66 seconds)
Transfer Lists : 27447798 : 27.45M transfers
Indices :    13140700 :   12.53M bytes
   Data :   109791192 :  104.71M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (3.13 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (2.80 seconds)
333.48 seconds elapsed [5m 33s]

--- END hlrad ---
Posted 14 years ago2009-11-04 04:23:57 UTC
in model disappearing Post #275148
can u please SS me where exact i have to type -full. am using 2 computers. first is ZHLT, second is SHLT compiling tools
Posted 14 years ago2009-11-03 17:19:49 UTC
in model disappearing Post #275138
yellow texture is separator grass from concrete (i dont know correct word for that in english)

i have replaced clip texture, func_walled it and give it {blue texture, stil same....
when i want to compile full vis, i dont have full vis, only fast...
should i add paremeters in additional game parameters, and if answer is yes, please tell me exact how
Posted 14 years ago2009-11-03 13:00:31 UTC
in model disappearing Post #275131
I have used cycler_sprite
Posted 14 years ago2009-11-03 11:00:28 UTC
in model disappearing Post #275128
i tried with func_wall and it is stil problem...I will try second method later and tell U what I have done...
Posted 14 years ago2009-11-03 09:31:56 UTC
in model disappearing Post #275124
@Killer-Duck
Yes I have used clip texture to avoid tree "ghost effect", is there some other way?

@JeffMOD
User posted image
User posted image
Posted 14 years ago2009-11-03 07:20:42 UTC
in model disappearing Post #275118
model. says in title
Posted 14 years ago2009-11-03 06:20:43 UTC
in model disappearing Post #275116
I have a tree in my map, which can be seen when player is in same level with the tree, but when player is in lower or higher position, tree disappearing in moments, and then shows up again. Is this possibile to solve somehow, or should I remove tree completely?
Posted 14 years ago2009-10-01 02:14:22 UTC
in Mapper wanted for competitive map (CS1.6 Post #273951
layout is pretty good. I have some knowledge in mapping, but making a GOOD layout is difficult for me. If U want I can try to make this, but making custom textures instead of aztec would be much better...
Posted 14 years ago2009-09-25 06:57:13 UTC
in aim map problem Post #273710
@Daubster I have removed clip texture, construction is now only func_walled, solid-no light, 255

@World Crafter it's good idea, but there would be a lot of brushes on such a small place, it would cause lag

@Killer-Duck I tried and that doesn't work. but I come on idea to make holes in walls (something like windows) and make brush, turn it to func_illusionary additive 10 and it imitates light that comes from sun. It's great...

some photos:
User posted image
User posted image
map download http://www.sendspace.com/file/4kfmrh

if U have some sugestiones, ideas, or anything related to this map, feel free to tell me.
10x everyone who participate in this post
Posted 14 years ago2009-09-23 04:13:35 UTC
in aim map problem Post #273650
I am making aim map for my clan, and I have 2 questiones.
User posted image
Metal construction is
func_illusionary
solid-no light
FX Ammount 255

I have copied complete metal construction and give it:
func_wall
texture CLIP

because I wanted bombs, flash, and smoke grenades stays on construction. Problem is because flash dont blind player through construcion.
1. Is this possibile to solve somehow?
2. Second question is this: I don't have shadow of construction on the ground. I would get shadow if I "move to world" construcion, but then construcion is ugly. Is this possibile to solve?
(I have idea to make copy of construcion, move it to world and place under ligt entites to get shadow. This is one trick, I hope it will work)
Posted 14 years ago2009-09-18 06:58:54 UTC
in map have no light Post #273461
10x guys on advices, I made it somehow after long period of experimenting :)
Posted 14 years ago2009-09-16 08:23:26 UTC
in map have no light Post #273403
I tried, not working. Map is only visible when I use light_spot :(
Posted 14 years ago2009-09-16 08:15:34 UTC
in map have no light Post #273401
I made small map for testing, and map is dark. I put light_enviroment in center of map, put "morningdew" in Map->Map Properties->enviroment map (cl_skyname) and can only see sky and water, but other stuff (ground, mountains) are tottaly black. Here it is a picture:
User posted image
Does anyone have explanation for this?
Posted 14 years ago2009-07-28 07:01:32 UTC
in Few questiones about mapping [advanced] Post #271038
am using OS LastXP, it's interface is similar to vista, but funcionality is something like between XP and Vista...I love this OS because it has HUGE list of drivers (audio, graphic, mboard...) and programs too, so it saves me much time...I never have problems with this OS !
I MUST use SHLT, because of texture usage (if I use ZHLT, get error that usage is more then 4.xx mb), SHLT allows 32mb

If someone here is interested I can send him zipped my rmf, textures, and models to compile map with -nowadtextures to reduce .bsp size...

I'll be thankfull :D
Posted 14 years ago2009-07-27 16:39:24 UTC
in Few questiones about mapping [advanced] Post #270994
Here it is a log

I only want to mention that, after I press GO in expert mode to compile error shows up in FEW seconds


** Executing...
** Command: Change Directory
** Parameters: "C:\Program Files\Valve"

** Executing...
** Command: adtextures chateau -nowadtextures essenti
** Parameters: "c:\program files\valve hammer editor\maps\de_plato3" -nowadtextures halflife -nowadtextures czcs_office -nowadtextures mad_spain -nowadtextures xcs_penal -nowadtextures ertyu -nowadtextures de_piranesi
-nowadtextures chateau -nowadtextures essential7
-nowadtextures chateau -nowadtextures essenti
  • Could not execute the command:
adtextures chateau -nowadtextures essenti "c:\program files\valve hammer editor\maps\de_plato3" -nowadtextures halflife -nowadtextures czcs_office -nowadtextures mad_spain -nowadtextures xcs_penal -nowadtextures ertyu -nowadtextures de_piranesi
-nowadtextures chateau -nowadtextures essential7
-nowadtextures chateau -nowadtextures essenti
  • Windows gave the error message:
"Access is denied."

** Executing...
** Command: C:\PROGRA~1\SHLT32~1\HLBSP_~1.EXE
** Parameters: "c:\program files\valve hammer editor\maps\de_plato3"
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: C:\PROGRA~1\SHLT32~1\HLBSP_~1.EXE "c:\program files\valve hammer editor\maps\de_plato3"
There was a problem compiling the map.
Check the file c:\program files\valve hammer editor\maps\de_plato3.log for the cause.
--- END hlbsp ---

** Executing...
** Command: C:\PROGRA~1\SHLT32~1\HLVIS_~1.EXE
** Parameters: "c:\program files\valve hammer editor\maps\de_plato3"
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: C:\PROGRA~1\SHLT32~1\HLVIS_~1.EXE "c:\program files\valve hammer editor\maps\de_plato3"
There was a problem compiling the map.
Check the file c:\program files\valve hammer editor\maps\de_plato3.log for the cause.
--- END hlvis ---

** Executing...
** Command: C:\PROGRA~1\SHLT32~1\HLRAD_~1.EXE
** Parameters: "c:\program files\valve hammer editor\maps\de_plato3"
hlrad 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  hlrad -----
Command line: C:\PROGRA~1\SHLT32~1\HLRAD_~1.EXE "c:\program files\valve hammer editor\maps\de_plato3"
There was a problem compiling the map.
Check the file c:\program files\valve hammer editor\maps\de_plato3.log for the cause.
--- END hlrad ---

** Executing...
** Command: Copy File
** Parameters: "c:\program files\valve hammer editor\maps\de_plato3.bsp" "C:\Program Files\Valve Hammer Editor\TERMINATE\de_plato3.bsp"

** Executing...
** Command: Copy File
** Parameters: "c:\program files\valve hammer editor\maps\de_plato3.pts" "C:\Program Files\Valve Hammer Editor\TERMINATE\de_plato3.pts"

The command failed. Windows reported the error:
"The system cannot find the file specified."

** Executing...
** Command: C:\PROGRA~1\Valve\hl.exe
** Parameters: +map "de_plato3" -game cstrike -dev -console +deathmatch 1
Posted 14 years ago2009-07-26 09:48:54 UTC
in Few questiones about mapping [advanced] Post #270894
This is WITHOUT compilator
Posted 14 years ago2009-07-26 07:58:33 UTC
in Few questiones about mapping [advanced] Post #270891
I'll try to deal up with compilator, but does this error familiar to You?
User posted image
This is error message I get when try to compile with -nowadinclude command. With -wadinclude is ok, but .bsp is large (9mb)

I use SHLT compile tools
Posted 14 years ago2009-07-23 03:32:27 UTC
in Few questiones about mapping [advanced] Post #270729
Last night I do everything and my last question is this:
I can compile map in normal mode, and I can compile in expert mode, using command wadinclude...

Now my .bsp is very big (9mb) that could be problem for public servers (players will download my map longer then usual)
When I use command nowadinclude, error shows up...I can't remember now what exzactly say beacause am on work, but something about "can't find file..."
I use SHLT SS1 compile tools...Does someone have same problem?
This is my last question that am going to bother You (I hope so) :)
Posted 14 years ago2009-07-22 16:34:29 UTC
in Few questiones about mapping [advanced] Post #270704
@Tetsu0 once agaain You saved me...I was constantly adding more custom textures in my wad and I forgot to replace that texture in valve/cstrike folder...now when I overwrite it works...again thank You very much man...I owe You a beer :)
Posted 14 years ago2009-07-22 11:02:11 UTC
in Few questiones about mapping [advanced] Post #270693
I find out that is difficult to hang up with transparent textures and after while (and reading your comments) I decide to make in photoshop
1 layer (background)
and 5 other layers with graffiti (background is transparent)

so all I have to do is to turn on and off layers and import that in wally

it's quite ok, but ingame I cant see textures...
I don't understand where is mistake, because I have already made my own textures and they are ok...

Is there maybe mistake because of mode in photoshop that I use (RGB, Indexed Color...)?

here it is a picture
User posted image
on the left is my own texture, and on right side (black purple) is supposed to be another custom graffiti texture...This is a test map, because of quick compiling
Posted 14 years ago2009-07-18 11:40:05 UTC
in Few questiones about mapping [advanced] Post #270436
Posted 14 years ago2009-07-18 11:34:26 UTC
in Few questiones about mapping [advanced] Post #270434
again same problem :(

my textures aren't correct I suppose
Posted 14 years ago2009-07-18 11:13:38 UTC
in Few questiones about mapping [advanced] Post #270431
I use func_illusionary and set the render mode to "additive" with amount "255", and here it is a result...Problem is probbablu with blue color...
User posted image
Posted 14 years ago2009-07-18 10:56:34 UTC
in Few questiones about mapping [advanced] Post #270427
Can anyone give me the best explanation how to make transparent textures partionally

I have few graffiti pictures, and want to import that in map

I use photoshop, import photos of graffiti, with magic wand tool remove all unuseful stuff, and get only graffiti that I want. In next step I made background 0 0 255, select whole picture, CRTL+A, CTRL+C, open wally and paste as a new image, name it "{graffiti1" and I can stil see blue ingame...

I read few tutorials and there's different explanations
1.using alpha chanels
2.in wally replace blue color with last blue color in pallete scheme...

I tried 2. and it doesn't work

can someone exlane me please step by step how to make transparent textures, or give me link which is 100% true?
Posted 14 years ago2009-07-13 12:53:32 UTC
in Few questiones about mapping [advanced] Post #270036
I have 3.5...I was install 3.4 and than overwrite hammer.exe (3.5 beta) and I couldn't see models...but that isn't problem, I've already made it :)
Posted 14 years ago2009-07-13 12:38:14 UTC
in Few questiones about mapping [advanced] Post #270034
I was experimenting already with that. Problem is because model can't be seen in VHE, so I must cut textures aproximately watching it parallel in VHE and ingame. I found 1 tutorial where people say: choose cycler_sprite instead of cycler, so models could be seen, but I didn't made it...

Anyway thank You very much Tetsuo. You already help me once, and now again :)
Posted 14 years ago2009-07-13 12:23:21 UTC
in Few questiones about mapping [advanced] Post #270032
10x tetsuo...when I want to transform entity to normal texture brush, do I have to use "move to world command"

example: right click on func_wall and chose "move to world"
Posted 14 years ago2009-07-13 11:42:50 UTC
in Few questiones about mapping [advanced] Post #270030
Hi people !
Am finishing my map de_plato (which can be found in "Unfinished Stuff", name "de_plato_beta1")
I read a lot of tutorials, so this aren't common questiones, like "how I make window, etc..."
So let's begin:

1.
User posted image
User posted image
When I plant bomb, bomb can be seen through cars. Cars are models, and func_wall is it's shell...Is this possible to solve? Would func_train solve the problem?

2.
User posted image
Do I have to cut func_wall with clip tool, or use func_wall?
Problem is when player wants to take cover behind the car, which is only possibile behind wheel, but if he stands behind car's door, his legs can be seen...What is optimal to do in this situation?

3.I sow in a lot of maps effect when player join map, and when he is stil in spectators, he can be see map from bird's angle. Example: on de_nuke, there is 3 spots (A site, B site, and view on open field) that is standind somewhere in air....How I can do this?
Posted 14 years ago2009-06-26 05:27:26 UTC
in I can see NULL texture ingame Post #268944
I have posted theme for my map.
Here it is direct link

http://www.twhl.co.za/vault.php?map=5301
Posted 14 years ago2009-06-24 10:46:24 UTC
in I can see NULL texture ingame Post #268794
Thanks guys, especialy You Tetsu0...I solve problem :)

I'll open new theme in wright place on forum to show You my map de_plato which is stil beta...

Greetings from Serbia :)
Posted 14 years ago2009-06-24 10:15:57 UTC
in I can see NULL texture ingame Post #268790
User posted image
User posted image
User posted image
I make small map for test. I use ZHLT final version and now is ok! I wonder does this null texture (red icon) reduce patches and decrease lag, or it must be standard NULL (black-blue-white)
Posted 14 years ago2009-06-24 08:19:58 UTC
in I can see NULL texture ingame Post #268785
hlbsp.exe
hlcsg.exe
hlrad.exe
hlvis.exe

everything is set as it supposed to be...I'll paste compile log soon as I come home
Posted 14 years ago2009-06-24 07:54:59 UTC
in I can see NULL texture ingame Post #268781
I have allready downloaded link that Tetsu0 gave me on second post...will try later...My ZHLT is not final version...maybe that is the problem...
Posted 14 years ago2009-06-24 07:44:39 UTC
in I can see NULL texture ingame Post #268779
1 mapper wanted to help me, and he gave me essential.wad (there was null texture red-white color). Stil I can see texture, but then it is not black-blue-white, it's redish....

I do -wadinclude only when I have to publish beta version of map. Usually compile in a "normal", not "expert" mode...

In beggining, when I started to use Valve Hammer Editor, null texture was normal, I can not see it, but after reinstal windows, and instal VHE again, null was problem :S
Posted 14 years ago2009-06-24 07:20:18 UTC
in I can see NULL texture ingame Post #268774
I used ZHLT, and then tried with SHLT, same result...

I must compile map with SHLT because it allows texture memory up to 32mb, when I compile with ZHLT error shows up (4.xx mb in use)
Posted 14 years ago2009-06-24 06:43:18 UTC
in I can see NULL texture ingame Post #268771
Hi people !
I don't know if someone have the same problem like me...I use google, but no results...

When I compile my map [cs 1.6 map], and run it, I can see NULL texture ingame. It is manifested like black-blue-white texture with big "N"...Just to mention that ALL other textures works perfect...(sky, clip...)
I tried to use INVISIBLE texture instead NULL, and it works, but I can't optimize my map with INVISIBLE texture...
I need NULL texture to optimize map, reduce number of patches and decrease lag (I have 100fps, but on lower machines it's 60~100)

My question is: Does anyone know why I see NULL texture ingame, and how to fix that ?