Forum posts

Posted 13 years ago2010-11-03 17:02:21 UTC
in Two simple questions Post #286788
Never mind. I thing i got the solution :) Thanks
Posted 13 years ago2010-11-03 14:48:52 UTC
in Two simple questions Post #286783
Awsome. Did not know about that setting :) Any answer on my other question?
Posted 13 years ago2010-11-03 12:49:57 UTC
in Two simple questions Post #286779
Hi again. I need help with two thinks that i cant solve by my own. First i wonder if's possible to increase "viewing distans" ingame. I just made a awp map and it's not that big, but when one team aim at the other everything disappear. I now lots of awp maps thats bigger then mine with no problem. Second. How do i place "spectator cameras"? For example if someone join the server and choose spectator when no one is playing, the camera change angles automatic.
Posted 13 years ago2010-11-03 10:58:21 UTC
in Error: Bad surface extents Post #286774
Hmm it looks like a manage to solve the problem. I forgot to check "Treat as one" when i used the Toggel texture application. Never seen this problem thou. Thanks to Skals and Stojke for the help
Posted 13 years ago2010-11-02 18:36:13 UTC
in Error: Bad surface extents Post #286772
Done and the problem remains. I change all 747wall texture to 747wall_x4 and now i get this error.
hlrad: Error: for Face 3891 (texture 747wall_x4) at hlrad: Error: Bad surface extents (7289 x 5)Check the file ZHLTProblems.html for a detailed explanation of this problem
Posted 13 years ago2010-11-02 18:14:42 UTC
in Error: Bad surface extents Post #286770
Here the thing, the map is complete :/ I've compiled the map like 20 times with no error and olny thing i've done is add some light_spot. Hammer cant find any problem either. This is like my 5 map so have not learned how to menage the error. How/where do i find "Face 4112" :o
Posted 13 years ago2010-11-02 17:48:47 UTC
in Error: Bad surface extents Post #286768
Anyone who can explain this to me?
hlrad: Error: for Face 4112 (texture 747wall) at hlrad: Error: Bad surface extents (5 x 375)Check the file ZHLTProblems.html for a detailed explanation of this problem

Here's the big question. I cant even compile the map if a remove all blocks with 747wall texture. ZHLT get stuck at "LeafThread 20%" and keeps chewing memory all day long
Posted 13 years ago2010-10-09 09:44:23 UTC
in Light from sky Post #286231
Problem solved. I messed up with the light_spot :)
Posted 13 years ago2010-10-09 09:35:11 UTC
in Light from sky Post #286229
Hi guys. As before, im new when it comes to Hammer and mapping.
I have this problem with the light from the sky, it's like the light is casting wrong and all the shadows. Take a look at the picture and you know how i mean http://data.fuskbugg.se/skogsturken/testson.jpg
Posted 13 years ago2010-08-27 16:27:50 UTC
in How do i change direction of spawnpoints Post #284607
Yes i almost know it :) but how does that work?
Posted 13 years ago2010-08-27 15:19:15 UTC
in How do i change direction of spawnpoints Post #284603
As the topic says.
How do i change the direction of spawnpoints? It's easy to change with SpawnPointEditor, but that's only for the .bsp file.
Is it a lack of information in Hammer or is it me who's stupid? :P I Cant see what direction people will spawn.
Posted 13 years ago2010-08-21 17:34:43 UTC
in Hollow pillar Post #284437
Oh my god! That was simple :D Thanks for a fast answer.
Now whats missing is some windows, and thats seems easy too.
Posted 13 years ago2010-08-21 13:53:12 UTC
in Hollow pillar Post #284432
Hi again.
I'm back with a new challanges. I'm searching for a tutorial that explain how to make a hollow round pillar. I'n new at this and i'm completely stuck and out of ideas.
Posted 13 years ago2010-08-12 21:56:10 UTC
in That darn spawn trigger Post #284154
Thanks again :) However i still have a problem with the wall and respawning.
If the wall is on the way up and a new round start, then the wall keeps going on into the sky.

And i just found two other question. How do i remove buyzones? I have'nt placed anyone yet but i can buy. Also i have a glass wall that i dont want players to shoot through
Posted 13 years ago2010-08-12 21:09:15 UTC
in That darn spawn trigger Post #284148
Hmm how do i creata a multimanager. Whats the "entity name" for it?
Also i notice that i have to shot one bullet to break the glass. Cant i just break it by step on it?
Posted 13 years ago2010-08-12 20:37:32 UTC
in That darn spawn trigger Post #284141
Awsome, and it works great :)
Thanks mate. Now i know were i can find some help.
One more question. With trigger_auto you can set "delay before trigger" Is it possible to make a similar thing with this metod? And can i add sound right before the wall moves? Like access granted
Posted 13 years ago2010-08-12 19:05:27 UTC
in That darn spawn trigger Post #284137
Hi guys and welcome to myself :D
First out, sorry for my lack of English and perhaps my stupid question.
Im a beginner when it comes to hammer and CS 1.6 mapping. It's really funny when you got hang of it.

Well back to my problem. I recently made a map with a moving wall, simple with func_train and 3 patch_corner. To activate it i just placed a trigger_auto which works, but then the wall moves around all the time, even when it's no player connected. What i want is that when the first player choose a team, then the wall get activated.
I've also tried with trigger_multiple. But then it is problem with "Delay before reset". If i set it to low and someone step on the trigger again the wall get stuck, and if i set it to high then it get some problem after respawn.
Alternative just place the trigger_multiple outside the map and make some teleports, but there have to be a easier way to solve this?

I've been asking around on some forum but no one can give me a straight answer, especially when i'm a beginner and dont understand all those entitys.