Forum posts

Posted 12 years ago2012-08-31 17:55:25 UTC
in Black to Transparent Gradient Texture? Post #309503
I just tried making a sprite with Type: ORIENTED, Render: INDEXALPHA, and applying just one frame for the black gradient. In-game I made the render mode: Solid with amount 255. It worked however not very well... The gradient effect was applied but the black opaque parts were still pretty transparent. Not sure what else to try.
Posted 12 years ago2012-08-31 16:09:19 UTC
in Black to Transparent Gradient Texture? Post #309499
Yeah, exactly how Urby suggested. It seems weird there's no appropriate way to accomplish this. I thought for sure I was just forgetting some easy method but I guess not haha.

@srry: Yeah I was thinking about that method too, just creating a load of brushes and texturing them with varying levels of black and transparencies. I was hoping there would be another method though since this one sounds a little time consuming and would only look good if I created a lot of brushes to accomplish the gradient effect.

I was thinking I could possibly use sprites to do this? Since with sprites i'm pretty sure you can select which colour to make transparent and aren't limited to black.
Posted 12 years ago2012-08-30 23:18:10 UTC
in Black to Transparent Gradient Texture? Post #309476
Hey guys,
I'm trying to texture one of my brushes with a black color that gradients to transparency. Kind of like this:
User posted image
Where the white is transparent. However i'm kind of unsure how I would accomplish this. I was thinking using the additive render mode, but black is the colour it uses for transparency so that wouldn't work. Then I was thinking about using the render mode Solid and use a transparent texture with "{" but that would only make the transparency for the colours with 0 0 255 so the fade wouldn't work properly.
Does anyone know how I would accomplish such a thing?
Posted 13 years ago2011-10-06 01:15:59 UTC
in Increase grid size in hammer? Post #299789
Hey guys,
I was wondering if there is a way to increase the grid size in hammer. Not increasing the unit size, but actually making the grid itself larger for a bigger map. Is it possible?
Posted 13 years ago2011-10-03 07:43:58 UTC
in Error Exceed MAX_PATCHES Post #299723
Odd that it still doesn't work. In your log file after compiling, how many base patches does it say your map has?
I had this error the other day, and scaling my textures up a tad really did help. Alternatively, I believe you can add -chop 96 to the hlrad.exe and that will cut down on patches (you can also use 128 but i don't think its recommended).
Posted 13 years ago2011-10-01 21:38:18 UTC
in Fix Pitch Black Spots? (pics) Post #299688
Haha it's actually a CS remake of the unreal tournament ctf map "high towers".
Good call :P
Posted 13 years ago2011-09-30 20:56:33 UTC
in Fix Pitch Black Spots? (pics) Post #299629
Thanks guys,
Dragos was right, it was because there was no world brush anywhere underneath the func_walls. I placed some and that solved the lighting issue. Thanks a lot!
Posted 13 years ago2011-09-30 03:57:41 UTC
in Fix Pitch Black Spots? (pics) Post #299608
Hey guys,
I'm having a problem with pitch black spots happening in certain spots in my map. It seems to be at the very edges of the map, near the sky box.

Here are some pics of the map i'm working on, and where it's happening:

http://i54.tinypic.com/2eq9wur.jpg
http://i51.tinypic.com/29pyjio.jpg

It only seems to happen on that func_wall transparent crane texture. If I go just a little bit over onto another crane texture (not a func_wall) then the lighting goes back to normal. I also placed 2 very bright lights right where i'm standing, so I should be lit, however i'm still pitch black :(

Lastly, the same texture high above near the top of the map doesn't produce that same effect, I am bright like normal.
Any suggestions or know why this is happening?
Cheers!
Posted 13 years ago2011-09-29 19:13:06 UTC
in Lightdata Post #299593
Thanks Dragos,
But I actually tried it with The Compilator, which set it for everything automatically, and as well as a batch file, still no go :(
Posted 13 years ago2011-09-29 05:16:05 UTC
in Lightdata Post #299565
I found the problem. I had two lights that were turning on and off with a multi manager. Apparently those 2 lights alone took up half of my light data. Still though, does anyone know why using -lightdata 6144 doesn't work when compiling?
Posted 13 years ago2011-09-29 02:37:27 UTC
in Lightdata Post #299561
Yeah, zhlt 3.4
Posted 13 years ago2011-09-29 01:14:24 UTC
in Lightdata Post #299559
Hey guys,
Having troubles compiling my map, or more specifically, it seems to compile perfectly but when I go to play it, cs freezes. I looked in my compilation log and it seems my lightdata is over it's limit in hlrad.

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 146/400 9344/25600 (36.5%)
planes 12528/32767 250560/655340 (38.2%)
vertexes 16203/65535 194436/786420 (24.7%)
nodes 6110/32767 146640/786408 (18.6%)
texinfos 1976/32767 79040/1310680 ( 6.0%)
faces 11350/65535 227000/1310700 (17.3%)
clipnodes 17138/32767 137104/262136 (52.3%)
leaves 4169/8192 116732/229376 (50.9%)
marksurfaces 14501/65535 29002/131070 (22.1%)
surfedges 53625/512000 214500/2048000 (10.5%)
edges 28730/256000 114920/1024000 (11.2%)
texdata [variable] 2746728/4194304 (65.5%)
lightdata [variable] 4250178/4194304 (101.3%)
visdata [variable] 369976/2097152 (17.6%)
entdata [variable] 43869/524288 ( 8.4%)
59 textures referenced

Total BSP file data space used: 8930029 bytes

61.10 seconds elapsed [1m 1s]

--- END hlrad ---

Compiling doesn't give me any errors, so I can only assume thats the culprit.
Does anyone know how to fix this? Is there a way around this without having to delete lights? I tried deleting 16 lights already but that appeared to make no difference.
I also tried adding -lightdata 6144 to hlrad but hlrad just crashed during compile.
Please help :(
Posted 13 years ago2011-09-28 15:57:24 UTC
in Team Master for automatic gun turret? Post #299536
Hey guys,
So i'm trying to make an automatic gun turret for a CS map, that shoots at the opposite team whenever they enter its range.
However, I am unsure how to control it so it knows which team it is supposed to shoot at, and which it isn't. Has anyone ever done this before and can tell me how?
I noticed it has a Team Master setting, but i'm not sure what to put in that field to set it up correctly.
Any help?
Thanks guys!
Posted 13 years ago2011-09-28 15:51:00 UTC
in How to make a dark sky texture? Post #299535
Oh okay, thanks guys.
I thought maybe there was some default properties I could set for the sky texture.
Thanks!
Posted 13 years ago2011-09-28 08:07:46 UTC
in How to make a dark sky texture? Post #299523
Hey guys,
I made my own custom sky texture, and it's supposed to be a night time city. However even if I put my light_environments brightness down to 1, it still seems like it's daytime. Is there some other settings I should be adjusting?
Posted 13 years ago2011-09-27 04:42:53 UTC
in Ways to fix map lag ? Post #299466
Hey guys,
Are there any good tutorials or rules you guys can show me relating to ways of increasing fps and such in a map?
I generally don't do anything to help my maps in that area. I basically just create my brushes, add the lighting, compile and hope no one lags haha. The map i'm currently creating is pretty huge and I fear it will cause lag issues (it's also a huge open area :( ).
Anywho, could someone school me or show me some tuts to help me?
Cheers!
Posted 13 years ago2011-09-05 14:38:50 UTC
in Transparent textures Post #298670
Thanks :)
I'll try changing the skin tone colour I have now as the last in my pallete to 0 0 255 blue and see if that works.
Posted 13 years ago2011-09-05 14:35:24 UTC
in Help - Triggering an ambient_generic Post #298669
The sound I used actually was still able to play at 44.1khz, however I think I had to use an 8-bit depth if I recall correctly. If not then 16bit. Make sure it's mono though.
Posted 13 years ago2011-09-05 03:41:27 UTC
in Transparent textures Post #298653
Hey guys,
Back again seeking wisdom about textures this time haha.
I've made transparent textures before using this guide: How to Make Transparent Textures with Wally
but it seems to be hit or miss. I've successfully made a few transparent textures, but following the exact same steps, some textures just refuse to go transparent. It doesn't seem to be consistant at all. Is there anything I could be missing when doing these steps? I switched the index to 255 and it gave it this pinkish sort of colour (the parts I want transparent). Then I saved it into wally using the { prefix. Put it onto a func_wall with render solid and 255. Yet it shows the transparency part as the same colour as it is in wally. Any help would greatly be appreciated.
Cheers!
Posted 13 years ago2011-09-05 03:36:56 UTC
in Help - Triggering an ambient_generic Post #298652
Thanks guys,
I finally got it how I wanted. What I did was make a trigger_multiple around the trigger_teleport, which targeted a multi manager that triggered the sound with Not Toggled and Start Off checked. The trigger_multiple I also had to change the delay before reset to 0.1. Also at first I noticed the sound would play most of the time, but sometimes it wouldn't. I then realized I had the trigger multiple too small, it was only 1 unit larger than the trigger teleport so if I ran through it fast, for some reason it wouldn't recognize that I hit the trigger multiple, and only recognize my teleport. So I made it slightly bigger by making it 4 units bigger from all sides, and now it works perfect.
Thanks for your help guys!
Posted 13 years ago2011-08-31 00:53:57 UTC
in Help - Triggering an ambient_generic Post #298525
Shoot, i'm really having bad luck with this :(.

I had 0 luck with making the trigger_teleport try to trigger the multi managers and play the sound. I then switched to making a trigger_multiple around the trigger_teleport which triggered a multi manager, that triggered the sound at 0.1 seconds and again at 2.0 seconds (the sound file is 2.0 seconds long). When I have start off and not triggered flags on, the sound file plays twice in a row for some reason and I can't activate it again for at least 5 seconds or so. If I turn off Not triggered, it plays once but I again can't trigger it again for about 5 seconds or so. If I mess with the times like trigger the sound at 0.1 seconds then again at 1.5 seconds, it plays twice but just overlapping (or cuts it off and plays again). If i put it to 0.1 seconds and 2.1 seconds, it plays once but I still can't activate it again for about 5 seconds. :(
Posted 13 years ago2011-08-30 13:53:12 UTC
in Help - Triggering an ambient_generic Post #298504
Thanks guys!
I'm at work so I won't be able to test this until I get home.

@Captain Terror: Thanks! I tried last night having the trigger_teleport targeting a multi manager that triggered the ambient generic at 0.1 seconds. Though I only had Start Off checked and not Not Toggled. However this set up made it play at the start of ever round (for some reason?) and not when I used the teleport. I'll try again tonight with Not Toggled checked as well.
Also for the multi manager triggering the sound a second time, what is that for? To turn the ambient generic off so to speak ? So for example if my sound file is 1.8 seconds long, and I have it turn on in 0.1 seconds, should I then have it trigger off at 1.9 seconds by the mm again? Thanks again!
Posted 13 years ago2011-08-30 06:48:06 UTC
in Help - Triggering an ambient_generic Post #298490
Thanks, but it still didn't work :(
This wav file is 22.05khz sample rate and has a bit depth of 16bit. It should be good, no?
Posted 13 years ago2011-08-29 22:13:30 UTC
in Help - Triggering an ambient_generic Post #298483
Hey guys,
I'm having trouble with what I thought would be an easy thing to do, playing a custom teleport sound when triggered. I have made a trigger_teleport brush, that should trigger an entity with the name t_tele_btm. I then made an info_teleport_destination with that name, as well as an ambient_generic with the same name. I assumed when I used this teleport, it would trigger the destination as well as the sound, yet for some reason the sound doesn't play. The only flag I put on the ambient_generic is Start Silent. I know this sound file works in cs because I used it in another mod. The volume is set to 6. Is there something I am doing wrong or another way to achieve this?
Posted 13 years ago2011-08-27 00:45:04 UTC
in PC dies while compiling Post #298407
Hahaha I hope it was fahrenheit :P
Posted 13 years ago2011-08-26 22:29:58 UTC
in PC dies while compiling Post #298403
Sorry about saying it just dies haha. It actually just shuts itself off completely. I checked in my bios to see if I had some option to turn off the computer in case of the CPU overhearing, but I could only find options about an alarm beep if it overheats and that was off. Perhaps I should just let my computer cool for a day or two and return to it :( Kind of a shame as I was about 99% done and just needed to test if my lights and sprites were good and if necessary fine tune them. Darn!

Also as for my heatsink, it's just a stock one that came with the cpu :(. I checked my cpu temp right after one of the random shut downs during the compile, and it was roughly 90 degrees. Too hot?
Posted 13 years ago2011-08-26 19:51:10 UTC
in PC dies while compiling Post #298398
Also I should mention i'm on windows 7 64 bit premium
Posted 13 years ago2011-08-26 19:35:36 UTC
in PC dies while compiling Post #298397
Hey guys,
It seems everytime I make a map I always have new and interesting errors. This new one takes the cake.
I have made about 3 or 4 maps in the past, pretty much on par with the size of this one in terms of number of brushes, entities, etc. Yet for some reason when I try to compile this map, when it gets between 50 and 60% of LeadsThread in hlvis, my PC just dies. I've tried to compile about 10 times now and it always happens. It's kind of odd because i've been making the map for 2 days now, and up until an hour or two ago it compiled perfectly. Now it refuses to compile at all, and it's not reporting any errors either in the compile log or hammer. I have tried using both TheCompiler and a regular batch file with the latest zhlt.

Also I should note I have a fairly decent PC: Intel i5 Quad Core, 4gigs of ram, ati hd 4760. And I have almost no other programs running during the compile :(
Posted 13 years ago2011-08-26 00:13:54 UTC
in Increase visibility in maps? Post #298390
I love you :) haha.
Is there a rule of thumb for a number that I shouldn't go passed?
Posted 13 years ago2011-08-25 23:48:02 UTC
in Increase visibility in maps? Post #298387
Hey guys,
So i'm trying to create an awp-haven type map where the T and CT bases would be pretty far from each other with a big open space in between, mainly for sniping. The problem is the solids don't render after a certain distance. Is there a way to increase the viewable distance?
Cheers!
Posted 13 years ago2011-03-03 05:44:01 UTC
in trigger_hurt help Post #291046
Anyone figure it out?
I'd be ever grateful :)
Posted 13 years ago2011-02-23 15:47:17 UTC
in trigger_hurt help Post #290702
Use a trigger_auto to trigger the trigger_hurt instead of the func_door?

I uploaded just a test of the map, forgive the textures I just did this quick, if someone could take a look at it and maybe see what I am doing wrong or correct it?
http://www.sendspace.com/file/kj7sz8
Thanks guys!
Posted 13 years ago2011-02-23 15:07:49 UTC
in trigger_hurt help Post #290698
Hmm, but howcome it is activated in the first place? It was set to start off and should only be activated when the room 3 (i have a third room set up the same) door closes, which hasn't happened yet.
Posted 13 years ago2011-02-23 13:49:59 UTC
in trigger_hurt help Post #290696
Okay, I had an idea for a map which I was sure would work but alas it isn't working quite the way I wanted it to.

Basically the premise of the map is players start in Room 1, when they spawn it says a hud message for them "Room 1", 20 seconds later a door opens leading to room 2, if they don't enter room 2 before the door shuts then they are killed in room 1. If they enter room 2 they get a hud message saying room 2, etc.

This is how I set it up:
CT spawn has a trigger_multiple which triggers a multi_manager (room1mm1). The multi_manager triggers a game_text (for the room 1 hud message) in 0 seconds and also the room 1 door in 20 seconds. There is also a trigger_hurt named room1kill and has the flag Start Off. When room1door closes I have it set to Fire on close to trigger the trigger_hurt room1kill.

Now, room 2 has all these exact same entities: and same settings
trigger_multiple = targets multi_manager (room2mm1)
multi_manager (room2mm1) = triggers game_text in 0 seconds (room2text) and room 2 door in 20 seconds (room2door)
func_door (room2door) = triggers trigger_hurt (room2kill) with fire on close
trigger_hurt (room2kill) = has the Start Off flag.

Blah, sorry for all that haha. Hopefully I explained that correctly.
Anyways, the problem is when I don't make room 2 in time, I am killed by the room 1 trigger_hurt nicely, but when I spawn the next round, if I try to enter room 2 normally, I am killed by its trigger_hurt right away. Why is this? Nothing should have activated it the previous round and nothing should have activated it this round either. It is only turned on by the room 2 door when it closes and that hasn't happened yet. I checked a million times each setting of the entities and they're all set correctly.
Anyone know why this would be happening?

Thanks!
Posted 13 years ago2011-02-23 13:38:25 UTC
in Bad Lights? Post #290695
Oh wow, okay thanks Huntey. I had a hunch it was something like that but wasn't sure!
Will it work if I just lower the brightness down on the lights very minimal? Not sure lol.
Thanks!
Posted 13 years ago2011-02-23 00:11:56 UTC
in Bad Lights? Post #290679
Targeting it directly with the func_breakable?
Well it wasn't ideal as the multi_manager also activates a few other entities too. But I just tried it and it still crashed hlrad :(
Posted 13 years ago2011-02-22 23:20:10 UTC
in Bad Lights? Post #290675
Sorry for all the help topics guys haha, but I just find I get the most odd errors.
Right now I am trying to make a light that is initially dark, and is turned on by a multi_manager which is activated by a func_breakable. Now whenever I try to compile before, it would always give me about 10, 000 errors of something like Bad Face Lights on Face <?, ?, ?> or something like that. Now that error stopped but towards the end of my compile the compilator just freezes and windows says "hlrad.exe has crashed". This also happens when I try to add a light entity with the flicker A setting.
Anyone know what would cause this?
Thanks!
Posted 13 years ago2011-02-22 05:17:16 UTC
in random glowing textures? Post #290635
Hey guys!
I am trying to make my map, everything is going well except a few of my textures just started glowing randomly. Specifically one texture/entity (func_door_rotating), it glows on and off like a slow pulse but I can't find any settings that would do that. I have a test map that I made where it doesn't glow, so I copied it again from that rmf to my actual map and it still glows. Any thoughts?
I also have 2 gun turrents that are doing the same thing :(
Posted 13 years ago2011-02-21 15:58:13 UTC
in 4mb texture limit? Post #290588
Thanks so much for the quick reply guys!
I am using the compilator now, it works great :)
Posted 13 years ago2011-02-21 06:35:49 UTC
in 4mb texture limit? Post #290569
Thanks for the reply!
Sorry I am a little confused about what to do. I am using zhlt to compile my maps. How would I increase the limit using that ?
Posted 13 years ago2011-02-21 06:10:06 UTC
in 4mb texture limit? Post #290566
Hey guys,
I am still new to mapping, just making my second map now. However I am using custom textures that are pretty high quality and I noticed while compiling I am getting a warning in my log that I am at 3.5mb of a possible 4mb texture limit. Is there anyway to use more than 4mb of textures? How can I do that?
Thanks!
Posted 13 years ago2011-01-06 16:36:29 UTC
in func_train help! Post #288739
Sorry for the double post but I did try this sample map last night and it had the same issue. Worked perfectly the first round but on the 2nd round it doesnt work, instead hitting the elevator button causes the elevator to play a "stopped" sound.
http://www.twhl.co.za/tutorial.php?id=4
Posted 13 years ago2011-01-06 16:29:20 UTC
in func_train help! Post #288738
Thanks for the reply!
I am at work now and can't test anything out yet, but when I get home tonight i'll test this out and see if it's my compiler or something else. I tested it in a map called cs_assault_shadows.
Thanks again!
Posted 13 years ago2011-01-06 16:03:20 UTC
in func_train help! Post #288736
Hey guys,
I noticed a glitch with the func_train and path_corner entities. For my map I made an elevator (func_train) with 2 path_corner entities, top and bottom. The func_train starts at the bottom and moves its way to the top and stops there. It doesn't loop it finishes on the top path_corner entity. Now the entire thing is triggered by a func_button entity. The problem is, when I first activate the func_train it works no problem. However the next round it will not activate. It glitches and will make me hit the func_button many many times before working again. Then on round 3 it will work normally again, round 4 with errors and so on.
Is there anyway to get around this? I have tried other peoples maps with elevators and this same problem exists.
Thanks!