Forum posts

Posted 11 years ago2012-12-04 12:36:58 UTC
in Speeding up animations for GoldSrc? Post #311343
Yes, it worked perfectly, thanks man.
Posted 11 years ago2012-12-04 10:30:58 UTC
in Speeding up animations for GoldSrc? Post #311340
I need to speed up some zombie anims cause they're so slow and I can't stand slow zombies :/ Is there a way to do this in Milkshape 3d without tampering with the keyframes? I'm not looking to reanimate anything, just make it way faster. (Like running, walking, attacks etc)

-poorboy22
Posted 11 years ago2012-12-03 07:28:23 UTC
in HL1 zombie models question. Post #311319
Thanks for the info everyone.
I kind of figured I'd end up having to do coding :/ with which I have no experience whatsoever, unfortunately.

Although, I imagine, If I wanted a total of, lets say, 10 different zombies, just skins, with the same attributes healthwise and such, would it not just be a case of copying, pasting and renaming?
Posted 11 years ago2012-12-02 15:56:04 UTC
in HL1 zombie models question. Post #311299
Hello everyone. I need some info on this. In HL1 models folder there is one zombie model called zombie.mdl (the main model) followed by models called 'zombie01', 'zombie02' and 'zombie03'. (zombiet as well, if relevent.)
I can't view these in hlmv. (excluding 'zombie.mdl')

As I understand, these are zombie models with different textures. (i think, please correct me if I'm wrong.)

So I need to know:

1.) If i edit the 'zombie.mdl', will it, or how will it affect the rest? (01, 02 and 03.)

2.) Is it possible to have 'zombie01.mdl' (or 02 or 03) replaced by a totally different zombie model, thus, having four completely different zombies? (not just different textures?)

3.) In Hammer, how do you specify what zombie is placed if using monster_zombie? (what zombie model)

Help's greatly appreciated*

-poorboy22
Posted 11 years ago2012-12-02 11:45:14 UTC
in What's the difference between half life Post #311292
Well this is certainly turning into a tough decision I'm going to have to make :-? I'm quite confident that I'd be able to pull off mapping for source. And I'm not THAT far into the creation of my hl1 mod, so I won't be losing too much work. So I'm definitely going to look into source mapping, then the next thing to look into is source model making, as I have absolutely no experience in that area.

Otherwise I'll just stick the Goldsrc mod.
Posted 11 years ago2012-12-01 20:58:53 UTC
in What's the difference between half life Post #311270
(What's the difference between hl1 mapping and hl2 mapping?)

I'd just like to know the main differences, or similarities. Which is easier? Is the compiling of the maps the same? And any other useful information. The reason I ask is because I'm not entirely happy with the Goldsrc engine's graphics, so I might stop the production of my Goldsrc mod and try it on the Source engine. (although I imagine modding for goldsrc is much, much easier than modding for source.)

Thanks in advance

-poorboy22
Posted 11 years ago2012-11-20 08:16:05 UTC
in Using models for Counter-Strike in a Hal Post #311062
Hey everyone*

I've been trying to use a v weapon model in my Half-Life mod but it's made for Counter-Strike 1.6. So basically the model is rigged on the left hand.
I've tried mirroring the model's references in Milkshape 3d but that failed terribly, I'm guessing because the bones and joints are still in it's original position. (left hand) Is there any way to mirror the models joints and bones as well? Or just any other way to get the model rigged on the right hand for use in Half-Life? I understand that once it's on the right hand, I still need to rename the anims to the standard HL1 anims names. Is this correct? I've read about that somewhere, can't remember where, though.

Thanks in advance*

-poorboy22
Posted 11 years ago2012-11-15 04:43:47 UTC
in Liquid texture is bright in the dark? Post #310964
It's a custom texture. It's supposed to be unseen in the dark and only seen when light is present (like a flashlight or light being switched on.) but the texture is bright red, even in total darkness. (it's a blood texture, for water)

How can I fix this? (Goldsrc, VHE 3.5, HL1)

-poorboy22
Posted 11 years ago2012-11-14 18:03:53 UTC
in Alma Wade Model for Half Life 1 mod. Post #310960
So I'm working on a mod, and by my avatar, you could probably tell I'm a fan of the F.E.A.R franchise. Well.. I am :)

Anyway, here's a few screenshots of my Alma Wade model. One of my first models made so please, constructive criticism only :)
User posted image
User posted image
Also, would it even be okay to use this in my mod? :?
I don't know much about copyright and stuff, so would it be legal to use this or do I have to change something about it?

-poorboy22
Posted 11 years ago2012-11-12 18:57:19 UTC
in multi_manager help? Post #310930
Awesome :) converting it worked* Thanks so much*
Posted 11 years ago2012-11-12 16:06:16 UTC
in multi_manager help? Post #310927
Okay. Iv'e done that and it works fine :) but now I've picked up that it doesn't work with the .wav file that I've downloaded. The sound doesn't play. (tested it with another wav.)Does the .wav file need something specific or does it have certain requirements :? Other than having to be a wav to play in game?
Posted 11 years ago2012-11-12 15:05:17 UTC
in multi_manager help? Post #310922
Hey everyone,

I'm trying to set a light switch to turn a light on and trigger an ambient_generic wav simultaneously. But when I press the light switch, the light only switches on and the music doesn't play.

Here's what I've done:

Assigned func_button to light switch brush : Named it 'lightswitch'
The light switch targets : 'multi' (name of the multi_manager)

multi_manager targets : light_spot 0 (value)
: ambient_generic 0  (value)
What have I done wrong?
All help's appreciated :)

-poorboy22
Posted 11 years ago2012-11-12 06:52:28 UTC
in Need help with decals? Post #310911
I've been reading through some tutorials about custom decals and have gained a bit of knowledge about it. I do need some help operating in Wally, though.

I understand how the palette works. I'm busy working with a blood decal but I'm having trouble getting it to be transparent. The colour of the blood is fine, it's the colour of the 'wall' behind the blood that shows up a light shade of red. I realize I need to replace the 'light red shade' to the pure white shade. What is the easiest way to do this? ( Hopefully not manually, that would take forever, haha (: )

-poorboy22
Posted 11 years ago2012-11-06 15:23:46 UTC
in Advanced mapping help? Post #310822
Okay-- so I've downloaded a CS fgd and put it's cycler_sprite in my half-life fgd file, so now the models are rendering in my map in 3d view :) Just one question, will using the entity from a CS fgd have any effect on compiles or cause any other problems in the future?
Posted 11 years ago2012-11-05 19:39:29 UTC
in Advanced mapping help? Post #310809
Thanks for the help* But I've still got a few problems. For one, my VHE still crashes when I try to use cycler_sprite (as mentioned in one of my other forums.) :( And I don't have a trigger_once entity in my entity list :? the only trigger entities in my list are trigger_auto, trigger_changetarget, trigger_camera and trigger_relay.
Posted 11 years ago2012-11-04 16:11:42 UTC
in Advanced mapping help? Post #310781
Alrighty.. I'll give the tutorials a look. Thanks guys*
Posted 11 years ago2012-11-04 13:56:43 UTC
in Advanced mapping help? Post #310777
Hey guys.
So I've got this really cool scare idea but I'm not quite sure how to pull it off.

My idea: The player enters a dark room with only one red spotlight shining on a ghost sitting on a chair (idle animation.) Once the player moves a little bit closer the ghost disappears and the chair topples over.

What I've already done: I've already animated everything needed, i.e the chair falling over and the ghost disappearing. The model is ready for use. (Two separate anims: "idle" and "drop".)

What I need help with: I don't know what entities to use in the map. I'm not very familiar with triggers and such so I just need to know what entities to use and how to use them.

Much appreciated (:

-poorboy22
Posted 11 years ago2012-11-04 13:47:05 UTC
in Using cycler_sprite crashes VHE? Post #310776
Hi everyone. I posted a forum asking why my models bleed yellow blood ingame and I was told to use the cycler_sprite entity instead of the cycler entity. But every time I click the exit button of the properties window after putting the model name in the Sprite section, my VHE crashes. Is there anyone else with this problem? And is there a way to fix it? (I'm guessing I'm going to have to put a brush with the null texture on each and every one of my models to prevent this annoying yellow blood problem.)

-poorboy22
Posted 11 years ago2012-11-03 18:14:31 UTC
in Half Life 1 models bleed yellow blood in Post #310756
Okay thanks, I'll give that a try*
Posted 11 years ago2012-11-03 11:50:24 UTC
in Half Life 1 models bleed yellow blood in Post #310748
How exactly do I add models with cycler_sprite? The only files I can browse for are sprites.
Posted 11 years ago2012-11-02 16:34:47 UTC
in Half Life 1 models bleed yellow blood in Post #310739
When adding models using the cycler entity, models show up ingame just fine but if i hit them, they bleed black blood and yellow (alien) blood decals appear. How can i make them normal solid models that don't bleed? (VHE 3.5)

-poorboy22
Posted 11 years ago2012-11-02 15:11:48 UTC
in Half Life 1 lan problem?? Post #310733
Hi everyone. Check this out, my friend and I want to lan on half life 1 (non steam)I just shared it with him with no problems, IP addresses are fine, sharing is fine etc. But we can't join eachother's servers. :( (we plan on playing the Jumbot mod once we find out why we can't join.

Any help??

-poorboy22
Posted 11 years ago2012-11-01 19:03:51 UTC
in Half Life map at fullbright with no leak Post #310726
Ahhhhh it worked! :) :) :) Thanks so much guys! I really appreciate this :D I'm definitely going to enjoy using this site. Going to make creating my mod much easier!

Again, thanks so much!
Posted 11 years ago2012-11-01 17:12:27 UTC
in Half Life map at fullbright with no leak Post #310718
Sorry I still need to install vhlt now ( maaaaaaan :( ) hope the installation and configuration isn't too tricky but i'll see where i get and report back after the next compile (attempt)
Posted 11 years ago2012-11-01 16:52:57 UTC
in Half Life map at fullbright with no leak Post #310714
The logs i posted were two seperate compiles. The first was yesterday (i think) and the second this morning (the one with the invalid parameter.) I thought adding the parameter would make a difference but it didn't. So no im not compiling my map twice :) but the problem still persists, i just tried compiling it with a shorter name (renamed it to "smarket", maybe wasn't short enough?) but still ran at fullbright.
I am using Hammer to compile with zhlt. I'll check vhlt in a sec.
Posted 11 years ago2012-11-01 15:39:57 UTC
in Half Life map at fullbright with no leak Post #310710
Thanks,I'll try that right now and see if it works.
Posted 11 years ago2012-11-01 14:09:55 UTC
in Half Life map at fullbright with no leak Post #310707
These are my last two compiles:

** Executing...
** Command: Change Directory
** Parameters: "C:UsersEugeneKearnsDesktophalflife 1 directory"

** Executing...
** Command: C:UsersEUGENE~1DOCUME~1VALVEH~1hlcsg.exe
** Parameters: "c:userseugenekearnsdocumentsvalve hammer editormapssupermarket_normal" -nowadtextures

hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
--- BEGIN hlcsg ---
Command line: C:UsersEUGENE~1DOCUME~1VALVEH~1hlcsg.exe "c:userseugenekearnsdocumentsvalve hammer editormapssupermarket_normal"-nowadtextures
Entering c:userseugenekearnsdocumentsvalve hammer editormapssupermarket_normal.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 2 ] [ 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 ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ off ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.81 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (2.51 seconds)

Using Wadfile: userseugenekearnsdesktophalflife 1 directoryaomdccached.wad
  • Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Using Wadfile: userseugenekearnsdesktophalflife 1 directoryparanoiaparanoia.wad
  • Contains 11 used textures, 39.29 percent of map (634 textures in wad)
Using Wadfile: userseugenekearnsdesktophalflife 1 directoryparanoiagfx.wad
  • Contains 0 used textures, 0.00 percent of map (7 textures in wad)
Using Wadfile: userseugenekearnsdesktophalflife 1 directoryvalvehlbasics.wad
  • Contains 1 used texture, 3.57 percent of map (25 textures in wad)
Using Wadfile: userseugenekearnsdesktophalflife 1 directoryvalvehalflife.wad
  • Contains 15 used textures, 53.57 percent of map (3116 textures in wad)
Using Wadfile: userseugenekearnsdesktophalflife 1 directoryaomdcpldecal.wad
  • Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: userseugenekearnsdesktophl projectimages for .wad filessupermarket.wad
  • Contains 1 used texture, 3.57 percent of map (48 textures in wad)
added 4 additional animating textures.
Texture usage is at 0.60 mb (of 4.00 mb MAX)
3.96 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:UsersEUGENE~1DOCUME~1VALVEH~1hlbsp.exe
** Parameters: "c:userseugenekearnsdocumentsvalve hammer editormapssupermarket_normal"

hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
--- BEGIN hlbsp ---
Command line: C:UsersEUGENE~1DOCUME~1VALVEH~1hlbsp.exe "c:userseugenekearnsdocumentsvalve hammer editormapssupermarket_normal"

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 2 ] [ 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 ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)

BSP generation successful, writing portal file 'c:userseugenekearnsdocumentsvalve hammer editormapssupermarket_normal.prt'
3.59 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:UsersEUGENE~1DOCUME~1VALVEH~1hlvis.exe
** Parameters: "c:userseugenekearnsdocumentsvalve hammer editormapssupermarket_normal"

hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
--- BEGIN hlvis ---
Command line: C:UsersEUGENE~1DOCUME~1VALVEH~1hlvis.exe "c:userseugenekearnsdocumentsvalve hammer editormapssupermarket_normal"
1510 portalleafs
4702 numportals

= Current hlvis Settings =
Name | Setting | Default
------------------|-----------|------------------------
threads [ 2 ] [ 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%... (7.89 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1861.41 seconds)
average leafs visible: 578
g_visdatasize:218045 compressed from 285390
1869.52 seconds elapsed [31m 9s]

--- END hlvis ---

** Executing...
** Command: C:UsersEUGENE~1DOCUME~1VALVEH~1hlrad.exe
** Parameters: "c:userseugenekearnsdocumentsvalve hammer editormapssupermarket_normal"

hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
--- BEGIN hlrad ---
Command line: C:UsersEUGENE~1DOCUME~1VALVEH~1hlrad.exe "c:userseugenekearnsdocumentsvalve hammer editormapssupermarket_normal"

= Current hlrad Settings =
Name | Setting | Default
-------------------|---------------------|------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
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 ]

7390 faces
Create Patches : 27527 base patches
0 opaque faces
141535 square feet [20381172.00 square inches]
12 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (24.90 seconds)
visibility matrix : 45.2 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (151.65 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (53.87 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (21.61 seconds)
Transfer Lists : 43102216 : 43.10M transfers
Indices :    29066208 :   27.72M bytes
   Data :   172408864 :  164.42M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (7.14 seconds)
FinalLightFace:

** Executing...
** Command: Copy File
** Parameters: "c:userseugenekearnsdocumentsvalve hammer editormapssupermarket_normal.bsp" "C:UsersEugeneKearnsDesktophalflife 1 directorylostmemoriesmapssupermarket_normal.bsp"

** Executing...
** Command: Copy File
** Parameters: "c:userseugenekearnsdocumentsvalve hammer editormapssupermarket_normal.pts" "C:UsersEugeneKearnsDesktophalflife 1 directorylostmemoriesmapssupermarket_normal.pts"

** Executing...
** Command: C:UsersEUGENE~1DesktopHALFLI~1hl.exe
** Parameters: +map "supermarket_normal" -dev -console hl2.exe -game lostmemories -dev -console +sv_lan <1> +sv_cheats <0>
** Executing...
** Command: Change Directory
** Parameters: "C:UsersEugeneKearnsDesktophalflife 1 directory"

** Executing...
** Command: C:UsersEUGENE~1DOCUME~1VALVEH~1hlcsg.exe
** Parameters: "c:userseugenekearnsdocumentsvalve hammer editormapssupermarket_normal" -nowadtextures

hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
--- BEGIN hlcsg ---
Command line: C:UsersEUGENE~1DOCUME~1VALVEH~1hlcsg.exe "c:userseugenekearnsdocumentsvalve hammer editormapssupermarket_normal"-nowadtextures
Entering c:userseugenekearnsdocumentsvalve hammer editormapssupermarket_normal.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 2 ] [ 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 ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ off ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.86 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.09 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (6.01 seconds)

Using Wadfile: userseugenekearnsdesktophalflife 1 directoryaomdccached.wad
  • Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Using Wadfile: userseugenekearnsdesktophalflife 1 directoryparanoiaparanoia.wad
  • Contains 11 used textures, 39.29 percent of map (634 textures in wad)
Using Wadfile: userseugenekearnsdesktophalflife 1 directoryparanoiagfx.wad
  • Contains 0 used textures, 0.00 percent of map (7 textures in wad)
Using Wadfile: userseugenekearnsdesktophalflife 1 directoryvalvehlbasics.wad
  • Contains 1 used texture, 3.57 percent of map (25 textures in wad)
Using Wadfile: userseugenekearnsdesktophalflife 1 directoryvalvehalflife.wad
  • Contains 15 used textures, 53.57 percent of map (3116 textures in wad)
Using Wadfile: userseugenekearnsdesktophalflife 1 directoryaomdcpldecal.wad
  • Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: userseugenekearnsdesktophl projectimages for .wad filessupermarket.wad
  • Contains 1 used texture, 3.57 percent of map (48 textures in wad)
added 4 additional animating textures.
Texture usage is at 0.60 mb (of 4.00 mb MAX)
9.47 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:UsersEUGENE~1DOCUME~1VALVEH~1hlbsp.exe
** Parameters: "c:userseugenekearnsdocumentsvalve hammer editormapssupermarket_normal"

hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
--- BEGIN hlbsp ---
Command line: C:UsersEUGENE~1DOCUME~1VALVEH~1hlbsp.exe "c:userseugenekearnsdocumentsvalve hammer editormapssupermarket_normal"

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 2 ] [ 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 ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)

BSP generation successful, writing portal file 'c:userseugenekearnsdocumentsvalve hammer editormapssupermarket_normal.prt'
14.31 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:UsersEUGENE~1DOCUME~1VALVEH~1hlvis.exe
** Parameters: "c:userseugenekearnsdocumentsvalve hammer editormapssupermarket_normal" -full

hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
--- BEGIN hlvis ---
Command line: C:UsersEUGENE~1DOCUME~1VALVEH~1hlvis.exe "c:userseugenekearnsdocumentsvalve hammer editormapssupermarket_normal"-full
1510 portalleafs
4701 numportals

= Current hlvis Settings =
Name | Setting | Default
------------------|-----------|------------------------
threads [ 2 ] [ 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 [ on ] [ off ]

BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (18.49 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1956.43 seconds)
average leafs visible: 558
g_visdatasize:212305 compressed from 285390
1975.59 seconds elapsed [32m 55s]

--- END hlvis ---

** Executing...
** Command: C:UsersEUGENE~1DOCUME~1VALVEH~1hlrad.exe
** Parameters: "c:userseugenekearnsdocumentsvalve hammer editormapssupermarket_normal" -maxlight -1

expected positive value after '-maxlight'
hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)

= hlrad Options =
-sparse         : Enable low memory vismatrix algorithm
-nomatrix       : Disable usage of vismatrix entirely
-extra          : Improve lighting quality by doing 9 point oversampling
-bounce #       : Set number of radiosity bounces
-ambient r g b  : Set ambient world light (0.0 to 1.0, r g b)
-maxlight #     : Set maximum light intensity value
-circus         : Enable 'circus' mode for locating unlit lightmaps
-nopaque        : Disable the opaque zhlt_lightflags for this compile
-smooth #       : Set smoothing threshold for blending (in degrees)
-chop #         : Set radiosity patch size for normal textures
-texchop #      : Set radiosity patch size for texture light faces
-notexscale #   : Do not scale radiosity patches with texture scale
-coring #       : Set lighting threshold before blackness
-dlight #       : Set direct lighting threshold
-nolerp         : Disable radiosity interpolation, nearest point instead
-fade #         : Set global fade (larger values = shorter lights)
-falloff #      : Set global falloff mode (1 = inv linear, 2 = inv square)
-scale #        : Set global light scaling value
-gamma #        : Set global gamma value
-sky #          : Set ambient sunlight contribution in the shade outside
-lights file    : Manually specify a lights.rad file to use
-noskyfix       : Disable light_environment being global
-incremental    : Use or create an incremental transfer list file
-dump           : Dumps light patches to a file for hlrad debugging info
-texdata #      : Alter maximum texture memory limit (in kb)
-chart          : display bsp statitics
-low | -high    : run program an altered priority level
-nolog          : Do not generate the compile logfiles
-threads #      : manually specify the number of threads to run
-estimate       : display estimated time during compile
-verbose        : compile with verbose messages
-noinfo         : Do not show tool configuration information
-dev #          : compile with developer message
-colourgamma r g b : Sets different gamma values for r, g, b
-colourscale r g b : Sets different lightscale values for r, g ,b
-colourjitter r g b : Adds noise, independent colours, for dithering
-jitter r g b : Adds noise, monochromatic, for dithering
-nodiffuse : Disables light_environment diffuse hack
-nospotpoints : Disables light_spot spherical point sources
-softlight r g b d : Scaling values for backwards-light hack

-customshadowwithbounce : Enables custom shadows with bounce light
-rgbtransfers : Enables RGB Transfers (for custom shadows)
mapfile         : The mapfile to compile
** Executing...
** Command: Copy File
** Parameters: "c:userseugenekearnsdocumentsvalve hammer editormapssupermarket_normal.bsp" "C:UsersEugeneKearnsDesktophalflife 1 directorylostmemoriesmapssupermarket_normal.bsp"

** Executing...
** Command: Copy File
** Parameters: "c:userseugenekearnsdocumentsvalve hammer editormapssupermarket_normal.pts" "C:UsersEugeneKearnsDesktophalflife 1 directorylostmemoriesmapssupermarket_normal.pts"

** Executing...
** Command: C:UsersEUGENE~1DesktopHALFLI~1hl.exe
** Parameters: +map "supermarket_normal" -dev -console hl2.exe -game lostmemories -dev -console +sv_lan <1> +sv_cheats <0>
Posted 11 years ago2012-11-01 11:55:36 UTC
in Half Life map at fullbright with no leak Post #310704
Hi guys. Here's my problem. Ive been mapping for a half life 1 mod i'm working on and it's been going fine till now. My first compile for testing was good, my lighting was correct and had no problems. I then continued to work on the map, adding models, a vent, transparent textures (which don't even show up ingame, sadly.) etc. Since then, everytime I compile to test my map it runs on fullbright, no lights, no shadows, just ugly. Ive researched the problem for a while now and the only answers i found were 'leaks'and problems with the map. Before compiling, i check for problems and none are found. (alt+p ofcourse) While compiling, there are no mentions of any leaks and i'm pretty sure there are none.

Ive even tried compiling with full vis and -maxlight parameter. (set to -1 for hlrad, im making a dark map with light_spot entities) So i honestly have no idea what is wrong and really need this problem fixed.

All help is greatly appreciated :) And sorry if this is posted in the wrong place, ive just signed up looking for help :)

-poorboy22