Forum posts

Posted 13 years ago2010-11-09 06:16:46 UTC
in Thinking along the lines of.. r_speeds Post #286925
You should use Bcompiler cause it has a lot more options and is much more easier to use. Here is the link to it: http://nemesis.thewavelength.net/index.php?p=2

It has much more options. Also you can always send us the RMF and mark on a picture on which part does it lag.
Stojke StojkeUnreal
Posted 13 years ago2010-11-08 17:55:09 UTC
in Leav error (makes no sense) Post #286913
Posted 13 years ago2010-11-08 17:52:59 UTC
in Leav error (makes no sense) Post #286912
Yeah i have read the Tommies thing, and the map does run fine, but, when i put it in FTP on my server the map loads to every one and kicks them out.
Stojke StojkeUnreal
Posted 13 years ago2010-11-08 17:51:46 UTC
in Thinking along the lines of.. r_speeds Post #286911
I have learned here that there is a way of reducing R speeds with out hint and stuff. All you have to do is set Max node size to 64.0 when compiling. (im guessing you use batch compiler by Nems, if not, better get it).
Stojke StojkeUnreal
Posted 13 years ago2010-11-08 14:45:36 UTC
in Leav error (makes no sense) Post #286904
Warning: Leaf portals saw into leaf
Problem at portal between leaves 267 and 265:
   (3008.000 1328.000 -16.000)
(3152.000 1184.000 -16.000)
(3152.000 1168.000 -32.000)
(3152.000 1168.000 -32.000)
(3008.000 1312.000 -32.000)
http://pastebin.com/qXLftFpg

This thing simply makes no sense O_o
It points out to a solid that shouldn't create such an error. Ive heard something about hint texture fixing this kind of an error, how to use that?

http://img574.imageshack.us/img574/8913/crazyerror.png
Stojke StojkeUnreal
Posted 13 years ago2010-11-08 09:31:06 UTC
in Desktops of Novemer Post #286898
Posted 13 years ago2010-11-03 14:44:36 UTC
in Two simple questions Post #286782
1st go to hammer, click MAP > Map properties > max viable distance

Set it to 5000 or something, i once use 6128 and it gave me some errors. But 5000 is safe to use how i experienced it.
Stojke StojkeUnreal
Posted 13 years ago2010-11-02 19:38:24 UTC
in Error: Bad surface extents Post #286773
From tommies site:

Bad Surface Extents

This is typically caused by having extremely large scales on faces, (typically "stretching" far above 10, usually 100+). Otherwise it almost always shows up on a 'check for problems' in Worldcraft as a 'texture axis perpendicular to face' error.
If you are using a newer version of Zoner's compile tools, the name of the texture, what # brush/# entity is involved, the coordinates of the problem face, and the amount of scaling should all be listed to make it easier to find and fix.

begin bad surface extents table If the numbers given include a 0, such as 16345/0, it often (but not always) means the texture has gone perpendicular to the face. This usually is a result of rotating the brush, clipping, carving, hollowing or vertex manipulation, remember where you did that and you may find it faster.
If it is numbers like 3456/2 or 3/532 then it usually means a stretching texture problem. These often come from "fitting" a texture to a brush, especially thin brushes like signs or doors. Then a texture may get shrunk too far also, so do not go below 0.1 for scale or over 10 for scale, either causes frequent problems.
If the editor cannot find it for you, using the Big block elimination method or the cordon tool may be you best bet to figuring this out, unless you want to start ripping your level apart....

end bad surface extents table
Stojke StojkeUnreal
Posted 13 years ago2010-11-02 18:25:55 UTC
in Error: Bad surface extents Post #286771
Check the latest thing you vertex-ed and check the last spots where you added light.
Stojke StojkeUnreal
Posted 13 years ago2010-10-31 13:06:33 UTC
in Few questions Post #286719
Ive tried with cycler_sprite and it works, needs adjusting, but its ok :D
Also its non solid so i had to add null. Also CS doesnt have monster_furniture :(

Thanks guys you helped me a lot! :D
I will credit ya all :)
Stojke StojkeUnreal
Posted 13 years ago2010-10-31 06:02:53 UTC
in Few questions Post #286714
I have downloaded an archive with lots of models in it, like palm trees, tables, benches... Not an animated player model, just a normal passive model.
Stojke StojkeUnreal
Posted 13 years ago2010-10-30 17:20:13 UTC
in Few questions Post #286705
Ohh i see, that makes sense! Cool :D
Thanks a lot Atom dude! ^^

Can any one pls answer the model question, i would really like to experiment with models in maps...
Stojke StojkeUnreal
Posted 13 years ago2010-10-29 18:17:50 UTC
in Few questions Post #286696
Yeah i figured that... Ah well, just have to deal with what i have, ive tested the texture i made and it works good, so it no control is needed.
Stojke StojkeUnreal
Posted 13 years ago2010-10-29 10:10:37 UTC
in Few questions Post #286690
@ Rim

Ohh! I get it now, that makes it a lot easyer than. Thanks for explanation!

@ Darkie

Yeah i know about that, the thing is, is that a trap in my map is an invisible wall (wall toggle) that activates and deactivates as the terrorist pushes the button. There are 2 walls, and when he pushes the button one is active other isn't.

I wanted to use clip because its a perfect way of making the wall not detectable by either putting a LOGO on it (spray) or shotting in it to see is it there. I achieved the anti-logo part using NULL texture, but the player can still shoot at that place and find out on which side is the real wall.

Well i think i am quite skilled xD

I still haven't tried bevel, but i think that will just make the player fall trough it (i was thinking of putting bevel all over and null at the bottom side of the wall).
I don't know, ill experiment... :D
Stojke StojkeUnreal
Posted 13 years ago2010-10-28 12:23:55 UTC
in Few questions Post #286671
What do you mean by "Let the map optimize itself." ?

What about FULL rad and stuff?
Stojke StojkeUnreal
Posted 13 years ago2010-10-28 10:18:43 UTC
in Few questions Post #286668
@ Moaby, well i wanted to do it like that, thats why i asked can hint go trough an entity, thanks :D

@TJB

Oh i see, well i thought it was something like that my self, thanks! That answers one question.
Stojke StojkeUnreal
Posted 13 years ago2010-10-28 09:16:04 UTC
in Few questions Post #286665
Instead of making a lot of threads ill just ask here.

1. Can hint texture go trough an entity thats on the middle of the hallway corner? Example:

http://img43.imageshack.us/img43/7971/hintq.png

Green - how i put it
purple - can i put it like this?

And what do you recomend.

2. A little hint when placing models, what are the common errors / problems and stuff, and how do i import models into hammer (i want to place custom models on my map)

3. Whats the most optimal compile settings, using Nems BC, when doing a final compile?

4. Why cant a block with CLIP texture be used as an entity?

5. When making an animated texture whats the number limit? And can i set the speed of the animation? And if you can point me to an tutorial about this.

Thanks. Sorry if im boring with all the questions ^^
Stojke StojkeUnreal
Posted 13 years ago2010-10-28 02:22:40 UTC
in Leak problem... Post #286658
Oh shi! Wrong RMF! sorry! :S

Here is the fixed RMF of the part im working on:

http://localhostr.com/files/3b418f/4testv.7z

The map is out of 5 parts... That what i uploaded is aincent! XD
If any one would like to see the whole RMF i will happily share.

The problem with my map was that i made origin texture out of 4 parts, the elivators in the right part, and it bugged. Good thing i noticed, lol, i started to dissect the entire map O_o
Stojke StojkeUnreal
Posted 13 years ago2010-10-27 02:53:12 UTC
in Leak problem... Post #286652
@ Darkie

Oh that, yeah i know that, first thing i learned after told to use null texture xD

Also thanks Unbrakable! It worked! It was those blasted trains >_<
I fixed their origin and some other stuff, and it compiled like a charm. But i am puzzled, why did the lin and pts file show the other part of the map when there was no leak at all on that part O_o
Neither was the leak on the other part...
Stojke StojkeUnreal
Posted 13 years ago2010-10-26 17:25:50 UTC
in Leak problem... Post #286642
@ joe & atom

http://localhostr.com/files/1652e1/test.7z

pts, lin, compile log

yeah i tried following it, and it lead me to a part that didnt create a leak wen i compiled before i added more stuff...
Ill try again tomorrow. Also atom can you explain the "brush entites don't seal your level, even if they completely block access to the void" a bit more? Thanks.

@ Unbreak

Yeah i was gonna try that too, will do it tomorrow, thanks for the tip! :D

Well off to sleep, gonna try stuff tomorrow...
Stojke StojkeUnreal
Posted 13 years ago2010-10-26 15:57:34 UTC
in Leak problem... Post #286637
Tried that too, no luck...
Stojke StojkeUnreal
Posted 13 years ago2010-10-26 14:53:03 UTC
in Leak problem... Post #286631
I am sorry for asking a lot of questions, but i have stumbled upon a leak i have no idea how to find... If any one can help here is the RMF, or point me to a site with explanations on how to find leaks other ways than using point file.

http://localhostr.com/files/52675b/4test.rar
Stojke StojkeUnreal
Posted 13 years ago2010-10-24 06:22:44 UTC
in Env beam and trigger hurt Post #286593
I have done it with env_laser, 2 multimanagers contacting each other and an trigger_once!

Thanks for your help guys! :D
Stojke StojkeUnreal
Posted 13 years ago2010-10-23 18:10:16 UTC
in Env beam and trigger hurt Post #286585
how can i achieve this? With 2 multi managers contacting each other in a specific period of time? Or?

Also it would be a lot easier if i could ON OFF a death trigger at the correct time...

But thanks ill try :)
Stojke StojkeUnreal
Posted 13 years ago2010-10-23 15:12:58 UTC
in Env beam and trigger hurt Post #286583
Hey guys i need more help.

I am making a death run map, and i have set up a trap that has lasers and i want that trap to stay active for 3 seconds and deactive for 2 and fire again.
And if the player jumps trough the beams he should die.

But the player doesn't die even when i have set 10000 dmg...
User posted image
env_beam

starting entity - lwr1a
ending entity - lwr1b
render FX - normal
brightness - 100
beam color - 255 128 0
radius - 256
life - 3
width of beam - 50
ammount of noise - 10
sprite name - sprites/laserbeam.spr
texture scroll rate - 35
Strike again time - 2
damage / second - 10000

I use those settings and FLAG start on.

Also can i some how make it that when laser strikes trigger hurt activates? Thanks.
Stojke StojkeUnreal
Posted 13 years ago2010-10-16 09:50:27 UTC
in env_beam rotation Post #286420
It works! Thank you! :D
Stojke StojkeUnreal
Posted 13 years ago2010-10-15 11:17:32 UTC
in env_beam rotation Post #286381
So its like a hollow cilinder? Hmm... Ok thx. I will just have to think of something else >_<
Stojke StojkeUnreal
Posted 13 years ago2010-10-15 07:44:20 UTC
in env_beam rotation Post #286378
I already know how to make a ring... But o dont know how to make a standing ring... Like on this picture:
User posted image
Stojke StojkeUnreal
Posted 13 years ago2010-10-14 15:52:49 UTC
in env_beam rotation Post #286362
Hello guys, ive been visiting here for some time, and have learned a lot from your web site and one of your cool members :D (yup thats you skals man).

But i have a question. I am making a counter strike deathrun map, and i want to make a circular vertical ring. Ive been using Skals ring shock wave effect to try and do this, but the it only creates a horizontal ring... ive tried rotating and changing train paths, but all it does is create a long cilinder.

Is there a way to create a ring? (trough which the player can jump)
Stojke StojkeUnreal