Forum posts

Here the detail of the place where the hole is occurring.
User posted image
Sorry for the huge pic, I guess [timg] doesn't work here.

Edit: I fixed the skybox so I don't need help with that going forward, hopefully.

EDIT #2: Well I feel like a complete idiot on top of an utter moron. There was an aaatrigger brush there that was rendering a hole into nothingness and I just didn't see it because I had trigger faces turned off

uuggghhh, sorry everyone :death:
Are disappearing things entities like func_wall? Chances are, you're hitting the 256 visible entity limit, though... this shouldn't really be true any more cuz' I've seen one of Trempler's maps having over 2000 visible ents lol
But anyway, make sure to turn on developer 2 and check the console for anything like "Max entities in visible packet list". If you're hitting that, it means it's time to start reducing the entities in your map.
Also please post more high-res screenshots, with the affected brushes centered in the 2D views.
Edit: I've just read, yeah, the disappearing ents are item_generic. You're most likely running into that limit, or their origin is potentially inside a brush. Double-check the latter. Admer456 Admer456If it ain't broken, don't
Will do. I have to admit some of my brush making has been a little sloppy, but it's never been a problem. My map is fairly detailed (for glodsrc) I hope it's not the cause.
How do both of those spots look in the editor? Can you post some screenshots of that?
User posted image
Yeah I scaled them down a bit but I think you get the idea. The sky and mesas were never a problem on earlier builds, they worked fine, I don't know if that helps.
User posted image
I know item_generic can occasionally not appear if they are clipping into a brush but that's not what's happening here
Something like that usually happens when you didn't map on the grid and or also when you carved objects numerous times making them thus very
complex in shape or size. Same applies for mini brushes that exist out due carving brushes.
What you could try is to use the special textures on said brush.
http://zhlt.info/special-textures.html
quoted textI doubt it will work though. Best you recreate said areas. Also check whether there are overlapping brushes. That could also cause these > errors. sometimes you may have accidentally created a func_door or any other entity on the brush which then results in the things shown in
your screenshots. If there are indeed some entities used make sure to add a 2nd wall behind these entities in order to avoid looking into the void. > Func Entities should never have an actual connection that extends outside the actual map aka to the sky and void.At least on the 2nd screenshot I'm > > almost certain that you created the wall as a block and then carved the ceiling wall down these 45 degrees. Don't ever do it like that. Place another > wall onto of the current one. Extend it all the way down to where you need it so that it sits on the same coordinates as the bugged wall and then use > vertex manipulation and combine it with the other vertices linking them together as 1. Once accomplished retexture the wall based upon the > malfunctioning 1 and then hide the new wall. Afterwards delete the malfunctioning 1 and make your new wall visible again and test if that fixed it. > Remember: Never carve a square into several segments unless it's a clean cut going in 90 degree angles. Work with numerous brushes or triangle > brushes instead.
I didn't carve in that particular pic. I have several item_generics in similar positions and they work fine. But I'm afraid that I may have to remake a lot of areas. It's just weird because the rest of the map works no problem, if there's away around gutting and recreating parts of my map someone could think of please let me know.
HI again,

I've tried multiple searches, and a few thing myself but I can't seem to solve this two issues plaguing my map.
User posted image
Part of the skybox is black as well as moves as you move around, plus the mesas are invisible (noted by the lone yucca plant).
User posted image
This hole, there should be a item_generic model there. I've even deleted the model and compiled a version without it, and the hole was still there.

I'm at a loss. Any thoughts
Yeah, I'll be the first to admit I'm definitely more aesthetically inclined, instead of technical. My maps are probably held together with tape and gum. I'm going to need one of my friends to help me optimize my monstrosities if/when I finish.

But going forward I'll definitely heed your advice.
Great news everyone! I got it to compile a play it. It's still buggy, texturelights need fixing, There is a small gaping howls around on one of the set pieces. The deleting the of old illegal geometry, I but I was very bummed any annoyed I had to remake 2 things., Ultimately I think the use of CLIP texture brushes on complex brushes is what made the "MAX_MAP_CLIPNODES" go away.

Thank you so much for all you support. I love TWHL and would be lost without it .
The leaks are gone, it just won't compile because of what appears to be the "MAX_MAP_CLIPNODES" but I need help to fix it.
So I took care of the leaks, (got it to compile?) booted the game up and it crashed while loading. I did get "CreateBrush:Warning: Illegal Brush" but Ignored it.

Still getting max_clipping, trying some clipping brushes
The strange thing is I've gotten it to compile and play fine in the past with the same geometry. I was just doing small tweaks like fixing textures and removing broken npcs. I might have added a little geometry but nothing game breaking complex. When I hit Alt-P it tells me I have no errors. Should I try the CLIP brushes over spaces people don't/ more complex geometry or are you telling me I have to scrap and redo my map?

Quick clarification I need. Am I just looking for the end of the leak lines/ones the actually enter the map? Or all they all bad? and those three "CreateBrush:Warning: Illegal Brush" I should just ignore those?

Thanks for the quick feedback
Also sorry for the English In the title, I am very tired and didn't proofread

Around 2015-2016 I started a map (you guys even helped me :D). I hit a wall that I could figure out. So I gave up. Recently felt I had some interest in finishing it,I can ask for your help?

Here's my latest error log

Here's the log

The wired thing is no matter what I get the

*CreateBrush:
"- *`Warning: Illegal Brush (edge without opposite face): Entity 1724, Brush 0
arning: Illegal Brush (edge without opposite face): Entity 1997, Brush 2`*"

Every time it's a different entity and brush, and every time I compile, it's a new ent and brush even when I delete them, and sometimes they just don't exist anywhere. I also have tons of issues with Leaks, Not a huge problem but I can't get rid of them no matter what. And this line "MAX_MAP_CLIPNODES". I don't entirely understand. Do I just need to create a bunch of CLIP brushes on complex brushes?

Also I'm a bit rusty, but I can't change or replace anywhere else and can't delete it.
Are they just XYZ coordinates and nothing to worry about?
User posted image
Thanks again
Posted 7 years ago2016-10-06 19:40:28 UTC
in Bone rigging issues in 3ds max. Post #331912
And if i understand correctly you have some basic problems with rigging in max? so first question do you work with skin or physique modifier?
Yeah I am not sure which one to use, when I import a sven model it uses the skin modifier, but most of the tutorials I come across tell me to use physique, and one of my friends who rigs with max 2012 tells me to use skin wrap, and I am not sure how to use any of these to be honest, at least in the sense of how to go about assigning verts to a rig.
I don't really understand what do you mean with this one.
Yeah sorry that wasn't really clear, when I import the mesh I want to rig(the mesh by itself, with no skeleton. wallworm has those options) and then I import the the sven skeleton, when I try to use the attach function on the mesh and rig so I can attach them into one object and work on them, the bones disappear.
Posted 7 years ago2016-10-04 20:18:31 UTC
in Bone rigging issues in 3ds max. Post #331894
btw Jed announced a re release of his importers and exporters for max2015up What i remember the 2012 version did work perfectly for both imp/reexp of goldsrc smd
https://www.wunderboy.org/
Or you can try max 2012 import and export with Jeds old plugins ;]
So you're saying that even though it's for max 2012 it could work for 2016?

My problem doesn't seem to importing or exporting, I am just not sure how to get the skeleton and the mesh on the same level so I can assign vertices to the skeleton, as well as how to actually assign things to the skeleton. Also which modifiers to use.
Posted 7 years ago2016-09-30 18:24:27 UTC
in Bone rigging issues in 3ds max. Post #331820
Kruk I use 3ds max 2016 and I use wallworm free edition for importing and exporting smds.
Posted 7 years ago2016-09-28 16:53:37 UTC
in Bone rigging issues in 3ds max. Post #331785
I appreciate the gesture but I have never used blender. 3ds max is more my forte and would like to stay with it.
Posted 7 years ago2016-09-28 13:04:38 UTC
in Bone rigging issues in 3ds max. Post #331782
I am trying to rig a mesh from another goldsrc game to an existing Sven Co-op skeleton and it's animations, but I have no idea how to go about it. All the tutorials I find on rigging half life models in 3ds max only show how to do it by building a skeleton from scratch. I am at a loss.

I'll import the Sven skeleton from an existing model and delete the mesh but keep the skeleton, but this deletes all the bone names from the skeleton so I can't use it. Another thing I try is I'll import the mesh I want to rig without it's skeleton and then import the Sven skeleton and try to assign vertices but it won't let me. A friend of mine told me to use the skin wrap modifier but that doesn't work either, and I am not sure how to use it properly.

Is there anyone who can tell me what I need to do so I can do what I am attempting? I know I can rig it in Milkshape 3d but the selection method is so difficult it makes it too tedious.

Does any think they can help?
Posted 8 years ago2015-08-17 23:41:24 UTC
in Entities/Brushes Vanishing at Certain Po Post #326756
Hmm, does that mean the problem is either the computer I'm compiling on or the compiling tools I'm using, right?

Sorry for being off the grind. I started the map before I learned why that is a bad idea and I just make do now. And I'll make sure to get rid of the func_details on the large walls, I wasn't aware of that.

Also could you give me the version you compiled? I just wanna see what happens when I run it.

Thanks again for the help.
Posted 8 years ago2015-08-14 21:57:37 UTC
in Entities/Brushes Vanishing at Certain Po Post #326728
Alright here it is.

edit: forgot the .wad, it's fixed now
Posted 8 years ago2015-08-12 23:52:19 UTC
in Entities/Brushes Vanishing at Certain Po Post #326704
I've been messing with it for the past few days with placement of hint brushes, rebuilding the room etc, and I still can't seem to fix it. It's that one plane Tetsu0 pointed out earlier in that screenshot that has been the real problem, no matter what I do whenever I walk through it, things disappear.

Kachito, I've tried the info_overview_point with the reversed property set to yes but it didn't do anything, it's possible I don't have it positioned right though. The thing I'm more concerned about though is the func_wall brush with the transparent grate texture on it disappearing. The glass brush in the door doesn't disappear even though it's a func_wall too, is the error just making things disappear at random, or is it affected by placment?

Alberto, I've done what you've said and it didn't seem to effect anything. I should note that I applied the func_detail to the grouped stairs and not to individual steps, should I try that?

I'm debating just deleting the problem ents and just having that room be very plain, unless you guys have anymore ideas.
Posted 8 years ago2015-08-04 18:51:51 UTC
in Entities/Brushes Vanishing at Certain Po Post #326634
So I spent all day yesterday trying out the suggestions. The hint brush Tetsu0 suggested sort of worked(I had to point the hint upward and not downward though) for making the brush with the grate stay visible, the only problem was that when you moved through where the hint brush was in game the brush with the grate in the middle of the room disappeared(i.e. you could see it coming down the stairs then you would enter the location where the hint brush is and it would disappear and then it would reappear at the bottom of the staircase.

None of this helped with the flames and other ents in the other room as well

I have been using the latest Vluzacn's ZHLT v33 throughout my entire map. And I always compile in normal, and I did do full VIS every time I compiled trying to figuring this out yesterday.

I even tried deleting the hand railing for the staircase like abbadon said with no luck.

I'm stumped. Do I just give up and remove the detail from those two rooms? They are not super important rooms but I love detailing things in my map and would be kinda bummed if I had to leave them square and bland.

What do you guys think?
Posted 8 years ago2015-08-02 22:01:40 UTC
in Entities/Brushes Vanishing at Certain Po Post #326619
Hello again TWHL,

I'm having a weird issue with a single spot in my map. At the top of a staircase a brush with a transparent texture and a few entities such as item_generic and env_sprite don't appear. However as I move down the staircase they show up right where they should be. If I go back up to a certain hight they disappear again.

I'm confused as to what might be causing this. I've looked around the forums and didn't see any other threads about this and wanted to know if any of you out there might know what's causing this and if there is a way to fix it.

Here are some in game screenshots of what it looks like.

Higher up the staircase
User posted image
Lower down the staircase
User posted image
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 9 years ago2014-12-13 20:16:14 UTC
in Help with func_tracktrain and doors. Post #322766
Wonderful! I can't thank you enough Captain Terror for figuring that out, I was stumped. I'll make sure to include you and others in the credits for all the help.

I'm relieved that it was just some little details and wasn't something that was a huge part of the map. It shouldn't take to long to recreate that stuff (considering the chopper is a prefab) and if worse comes to worse I've got a helicopter model and a cactus model I can use as a substitute. I'll also make sure to change those world solids into func_detail entities.

And just for future reference how were you able to track down the real brushes that were causing the problems? Whenever I tried to find them it always just gave me random brushes that weren't the actual problem.

Anyways thank you again. I am truly grateful.
Posted 9 years ago2014-12-09 21:23:12 UTC
in Help with func_tracktrain and doors. Post #322714
Thanks man!

I'm not in a rush so take your time. I am just grateful for the help.
Posted 9 years ago2014-12-09 18:15:05 UTC
in Help with func_tracktrain and doors. Post #322710
Alright I uploaded my map.

Keep in mind that I'm still new to mapping goldsource so things are probably unorganized and messy, it's also very WIP at this point.

But I wanna thank you all for your continued concern and help.

Download
Posted 9 years ago2014-12-08 23:30:30 UTC
in Help with func_tracktrain and doors. Post #322702
That fixed it. I was using texture instead of solid. Thanks!

I'm still getting those illegal brush problems though. I don't know what's going on since I delete the brushes that it says is causing the problem but new illegal brushed pop up with each new compile.

I'm not sure if it's a HLfix error or what. I found this thread where they talk about it but I don't know if it applies to my map or not. Any ideas?
Posted 9 years ago2014-12-08 19:08:03 UTC
in Help with func_tracktrain and doors. Post #322697
One other thing I am having a hard time figuring out it that my transparent textures are full bright(or at least look that way). Here's a screenshot of what I am talking about

How do I fix this so these transparent textures match the lighting of everything else?
Posted 9 years ago2014-12-06 20:19:14 UTC
in Help with func_tracktrain and doors. Post #322679
Alright I was able to figure out the light_spot problem. I had aaatrigger textures on the back of my sky brushes and that was screwing up the "is sky" option. I also added a bunch of func_detail ents to my brushes and it really improved my compiling time, thanks for that tip Tetsu0.

But I am still a little concerned about the Illegal Brush problems. I've deleted them and remade the brushes but each time I compile I get more that are completely new brushes around the map that didn't show up in the last compile log. I remember reading that if it's not the brushes causing them then its the way I've built the map. If this is so, would I need to abandon my map and start from scratch?
Posted 9 years ago2014-11-25 17:38:20 UTC
in Help with func_tracktrain and doors. Post #322472
I'll make sure to get cracking on the func_detail, and I think I only got the illegal brush error because I didn't set up the compile correctly. I'm not sure where to find entity 0 though. I'm still new to mapping in Goldsrc, sorry for the embarrassing newbie mistakes.

Light_spot still isn't working though. I made sure it was pointing down, I'm not sure what I'm doing wrong when it comes to light_spot and light_environment.
Posted 9 years ago2014-11-25 02:26:57 UTC
in Help with func_tracktrain and doors. Post #322467
Ok, here is the log.

hlcsg v3.4 VL33 (Feb 2 2014)
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 (vluzacn@163.com)
--- BEGIN hlcsg ---
Command line: "C:\Documents and Settings\admin\Desktop\Map Compile\Vluzacns ZHLT\tools\hlcsg.exe" -wadautodetect -low -estimate -noinfo "C:\Documents and Settings\admin\My Documents\QHammer\HammerMaps\sc_fission.map"
Arguments: -wadautodetect -low -estimate -noinfo "C:\Documents and Settings\admin\My Documents\QHammer\HammerMaps\sc_fission.map"
Entering C:\Documents and Settings\admin\My Documents\QHammer\HammerMaps\sc_fission.map
Using mapfile wad configuration
Wadfiles not in use by the map will be excluded
Wadinclude list :
[zhlt.wad]

CreateBrush:
Warning: Illegal Brush (edge without opposite face): Entity 0, Brush 205

Warning: Illegal Brush (edge without opposite face): Entity 0, Brush 583

Warning: Illegal Brush (edge without opposite face): Entity 0, Brush 789

Warning: Illegal Brush (edge without opposite face): Entity 0, Brush 963

Warning: Illegal Brush (edge without opposite face): Entity 0, Brush 1187

Warning: Illegal Brush (edge without opposite face): Entity 0, Brush 1210

Warning: Illegal Brush (edge without opposite face): Entity 0, Brush 1315

Warning: Illegal Brush (edge without opposite face): Entity 71, Brush 15

(1.31 seconds)
CSGBrush:
(1.25 seconds)

added 68 additional animating textures.
Including Wadfile: C:\Program Files (x86)\Steam\SteamApps\common\Half-Life\svencoop\zhlt.wad
  • Contains 2 used textures, 0.48 percent of map (9 textures in wad)
Using Wadfile: C:\Program Files (x86)\Steam\SteamApps\common\Half-Life\svencoop\Camper.wad
  • Contains 3 used textures, 0.71 percent of map (253 textures in wad)
Using Wadfile: C:\Program Files (x86)\Steam\SteamApps\common\Half-Life\svencoop\nw.wad
  • Contains 95 used textures, 22.57 percent of map (1326 textures in wad)
Using Wadfile: C:\Program Files (x86)\Steam\SteamApps\common\Half-Life\svencoop\Opfor.wad
  • Contains 1 used texture, 0.24 percent of map (332 textures in wad)
Using Wadfile: C:\Program Files (x86)\Steam\SteamApps\common\Half-Life\svencoop\cs_assault2010.wad
  • Contains 4 used textures, 0.95 percent of map (129 textures in wad)
Using Wadfile: C:\Program Files (x86)\Steam\SteamApps\common\Half-Life\svencoop\inbound.wad
  • Contains 17 used textures, 4.04 percent of map (672 textures in wad)
Using Wadfile: C:\Program Files (x86)\Steam\SteamApps\common\Half-Life\svencoop\ExceLds.wad
  • Contains 27 used textures, 6.41 percent of map (1676 textures in wad)
Using Wadfile: C:\Program Files (x86)\Steam\SteamApps\common\Half-Life\svencoop\fission_omega.wad
  • Contains 18 used textures, 4.28 percent of map (1503 textures in wad)
Using Wadfile: C:\Program Files (x86)\Steam\SteamApps\common\Half-Life\svencoop\prosjungle.wad
  • Contains 7 used textures, 1.66 percent of map (427 textures in wad)
Using Wadfile: C:\Program Files (x86)\Steam\SteamApps\common\Half-Life\svencoop\sc_propanic.wad
  • Contains 34 used textures, 8.08 percent of map (469 textures in wad)
Using Wadfile: C:\Program Files (x86)\Steam\SteamApps\common\Half-Life\svencoop\zt.wad
  • Contains 2 used textures, 0.48 percent of map (80 textures in wad)
Using Wadfile: C:\Program Files (x86)\Steam\SteamApps\common\Half-Life\svencoop\zt2.wad
  • Contains 1 used texture, 0.24 percent of map (114 textures in wad)
Using Wadfile: C:\Program Files (x86)\Steam\SteamApps\common\Half-Life\svencoop\tfc.wad
  • Contains 1 used texture, 0.24 percent of map (279 textures in wad)
Using Wadfile: C:\Program Files (x86)\Steam\SteamApps\common\Half-Life\svencoop\halflife.wad
  • Contains 209 used textures, 49.64 percent of map (3116 textures in wad)
Wad files required to run the map: "Camper.wad;nw.wad;Opfor.wad;cs_assault2010.wad;inbound.wad;ExceLds.wad;fission_omega.wad;prosjungle.wad;sc_propanic.wad;zt.wad;zt2.wad;tfc.wad;halflife.wad;"
Texture usage is at 8.86 mb (of 32.00 mb MAX)
9 redundant named lights optimized.
3.41 seconds elapsed

--- END hlcsg ---

hlbsp v3.4 VL33 (Feb 2 2014)
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 (vluzacn@163.com)
--- BEGIN hlbsp ---
Command line: "C:\Documents and Settings\admin\Desktop\Map Compile\Vluzacns ZHLT\tools\hlbsp.exe" -low -estimate -noinfo "C:\Documents and Settings\admin\My Documents\QHammer\HammerMaps\sc_fission.map"
Arguments: -low -estimate -noinfo "C:\Documents and Settings\admin\My Documents\QHammer\HammerMaps\sc_fission.map" -chart
SolidBSP [hull 0] Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (1457,3219,-100)(-1457,3269,-90) in hull 0 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (1457,3169,-120)(-1457,3219,-110) in hull 0 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (1457,3144,-140)(-1457,3219,-120) in hull 0 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (1457,3069,-160)(-1457,3119,-150) in hull 0 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (1457,3044,-170)(-1457,3094,-160) in hull 0 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (1457,3019,-181)(-1457,3069,-170) in hull 0 of model 0 (entity: classname "worldspawn", origin "", targetname "")
500...1000...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2197,3558,37)(-2191,3564,42) in hull 0 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2716,3431,719)(-2636,3447,735) in hull 0 of model 0 (entity: classname "worldspawn", origin "", targetname "")
1500...2000...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (1913,3226,64)(-1905,3288,143) in hull 0 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2066,3230,132)(-1913,3236,140) in hull 0 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2576,3230,132)(-2393,3236,140) in hull 0 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2576,3230,109)(-2393,3236,116) in hull 0 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2649,3226,64)(-2576,3288,143) in hull 0 of model 0 (entity: classname "worldspawn", origin "", targetname "")
2500...3000...3500...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (1231,1289,92)(1303,1991,-25) in hull 0 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (787,1401,115)(801,1534,-112) in hull 0 of model 0 (entity: classname "worldspawn", origin "", targetname "")
4000...4500...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (92,1175,61)(-73,1175,125) in hull 0 of model 0 (entity: classname "worldspawn", origin "", targetname "")
5000...5500...5912 (1.14 seconds)
BSP generation successful, writing portal file 'C:\Documents and Settings\admin\My Documents\QHammer\HammerMaps\sc_fission.prt'
SolidBSP [hull 1] 500...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2004,3491,579)(-1996,3551,594) in hull 1 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2004,3491,581)(-1999,3549,589) in hull 1 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2044,3527,579)(-2004,3556,587) in hull 1 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2044,3486,579)(-2004,3527,587) in hull 1 of model 0 (entity: classname "worldspawn", origin "", targetname "")
1000...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2408,3856,64)(-1954,3919,136) in hull 1 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2209,3590,84)(-2207,3593,95) in hull 1 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2250,3527,22)(-2230,3568,116) in hull 1 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2732,3415,755)(-2652,3431,771) in hull 1 of model 0 (entity: classname "worldspawn", origin "", targetname "")
1500...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (3346,3914,280)(-3333,3918,312) in hull 1 of model 0 (entity: classname "worldspawn", origin "", targetname "")
2000...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2089,3246,168)(-1921,3252,176) in hull 1 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2121,3245,100)(-2089,3304,176) in hull 1 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2377,3245,130)(-2345,3281,176) in hull 1 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2633,3245,167)(-2601,3252,176) in hull 1 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2857,3246,168)(-2633,3252,176) in hull 1 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2873,3245,126)(-2857,3284,176) in hull 1 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2857,3214,73)(-2674,3220,80) in hull 1 of model 0 (entity: classname "worldspawn", origin "", targetname "")
2500...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (3146,3030,778)(-3117,3071,783) in hull 1 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (3190,3111,778)(-3179,3123,818) in hull 1 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (3190,3083,778)(-3179,3119,805) in hull 1 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (3190,3094,778)(-3181,3120,830) in hull 1 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (3190,3071,704)(-3159,3090,778) in hull 1 of model 0 (entity: classname "worldspawn", origin "", targetname "")
3000...3500...4000...4500...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (149,1180,195)(-89,1227,219) in hull 1 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (114,1191,144)(-97,1191,147) in hull 1 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (141,1191,103)(-103,1191,144) in hull 1 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (404,1255,103)(-394,1263,144) in hull 1 of model 0 (entity: classname "worldspawn", origin "", targetname "")
5000...5500...6000...6197 (1.44 seconds)
SolidBSP [hull 2] 500...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2028,3507,583)(-1988,3567,591) in hull 2 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (1989,3475,583)(-1973,3479,598) in hull 2 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2028,3403,583)(-2004,3507,591) in hull 2 of model 0 (entity: classname "worldspawn", origin "", targetname "")
1000...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2748,3399,751)(-2668,3415,767) in hull 2 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2398,3840,68)(-1970,3903,132) in hull 2 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2225,3606,80)(-2223,3609,91) in hull 2 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2159,3609,90)(-2154,3609,91) in hull 2 of model 0 (entity: classname "worldspawn", origin "", targetname "")
1500...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2266,3511,18)(-2246,3545,112) in hull 2 of model 0 (entity: classname "worldspawn", origin "", targetname "")
2000...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2105,3262,164)(-1952,3268,172) in hull 2 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2361,3262,164)(-2105,3268,172) in hull 2 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (1945,3198,77)(-1908,3205,85) in hull 2 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2361,3198,77)(-2105,3204,84) in hull 2 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2617,3262,164)(-2361,3268,172) in hull 2 of model 0 (entity: classname "worldspawn", origin "", targetname "")
2500...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2800,3262,164)(-2617,3268,172) in hull 2 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (3206,3055,731)(-3171,3138,816) in hull 2 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (3205,3055,708)(-3175,3074,731) in hull 2 of model 0 (entity: classname "worldspawn", origin "", targetname "")
3000...3500...4000...4500...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (171,1164,199)(-105,1216,223) in hull 2 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (130,1207,140)(-113,1207,147) in hull 2 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (171,1321,17)(-140,1321,80000) in hull 2 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (229,1321,17)(-171,1321,278) in hull 2 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (420,1212,99)(-378,1247,140) in hull 2 of model 0 (entity: classname "worldspawn", origin "", targetname "")
5000...5500...5937 (1.38 seconds)
SolidBSP [hull 3] 500...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2004,3491,597)(-1996,3551,612) in hull 3 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2004,3491,599)(-1999,3549,607) in hull 3 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2044,3527,597)(-2004,3556,605) in hull 3 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2044,3486,597)(-2004,3527,605) in hull 3 of model 0 (entity: classname "worldspawn", origin "", targetname "")
1000...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2408,3856,82)(-1954,3919,118) in hull 3 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2209,3590,66)(-2207,3593,77) in hull 3 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (144000,144000,144000)-(-144000,-144000,-144000) in hull 3 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2217,3576,22)(-2214,3581,66) in hull 3 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2176,3546,23)(-2175,3547,24) in hull 3 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2732,3415,737)(-2652,3431,753) in hull 3 of model 0 (entity: classname "worldspawn", origin "", targetname "")
1500...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (3346,3914,262)(-3333,3918,294) in hull 3 of model 0 (entity: classname "worldspawn", origin "", targetname "")
2000...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2089,3246,150)(-1921,3252,158) in hull 3 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2121,3245,99)(-2089,3290,158) in hull 3 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2377,3245,112)(-2345,3281,158) in hull 3 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2345,3214,91)(-2162,3220,98) in hull 3 of model 0 (entity: classname "worldspawn", origin "", targetname "")
2500...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2633,3245,149)(-2601,3252,158) in hull 3 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2857,3246,150)(-2633,3252,158) in hull 3 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2873,3245,144)(-2857,3256,158) in hull 3 of model 0 (entity: classname "worldspawn", origin "", targetname "")
3000...3500...4000...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (1028,1241,43)(1215,1390,55) in hull 3 of model 0 (entity: classname "worldspawn", origin "", targetname "")
4500...5000...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (141,1180,213)(-89,1221,237) in hull 3 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (141,1191,85)(-103,1191,129) in hull 3 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (404,1255,122)(-394,1263,126) in hull 3 of model 0 (entity: classname "worldspawn", origin "", targetname "")
5500...6000...6466 (1.58 seconds)
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (34,-111,-81)(-33,-31,-77) in hull 2 of model 12 (entity: classname "func_train", origin "-932 2463 -38", targetname "tram2")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (109,-111,-113)(-34,33,-81) in hull 2 of model 12 (entity: classname "func_train", origin "-932 2463 -38", targetname "tram2")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (95,-63,-16)(95,-63,-16) in hull 1 of model 19 (entity: classname "func_tracktrain", origin "-512 3581 -288", targetname "cargo_tram")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (111,-79,-12)(111,-79,-12) in hull 2 of model 19 (entity: classname "func_tracktrain", origin "-512 3581 -288", targetname "cargo_tram")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (95,-63,2)(95,-63,2) in hull 3 of model 19 (entity: classname "func_tracktrain", origin "-512 3581 -288", targetname "cargo_tram")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (19,207,-4)(397,-6,-0) in hull 0 of model 29 (entity: classname "func_rotating", origin "-2315 3487 827", targetname "helo_rotor")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (398,6,-4)(-20,207,-0) in hull 0 of model 29 (entity: classname "func_rotating", origin "-2315 3487 827", targetname "helo_rotor")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (59,191,-40)(413,-3,36) in hull 1 of model 29 (entity: classname "func_rotating", origin "-2315 3487 827", targetname "helo_rotor")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (414,3,-40)(-60,191,36) in hull 1 of model 29 (entity: classname "func_rotating", origin "-2315 3487 827", targetname "helo_rotor")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (59,191,-22)(413,-3,18) in hull 3 of model 29 (entity: classname "func_rotating", origin "-2315 3487 827", targetname "helo_rotor")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (414,3,-22)(-60,191,18) in hull 3 of model 29 (entity: classname "func_rotating", origin "-2315 3487 827", targetname "helo_rotor")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2028,3423,701)(-2025,3551,707) in hull 1 of model 41 (entity: classname "func_wall", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2044,3459,683)(-2023,3475,719) in hull 1 of model 41 (entity: classname "func_wall", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2012,3407,697)(-2009,3567,703) in hull 2 of model 41 (entity: classname "func_wall", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2028,3475,688)(-2008,3487,715) in hull 2 of model 41 (entity: classname "func_wall", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2044,3459,665)(-2023,3475,701) in hull 3 of model 41 (entity: classname "func_wall", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2842,2925,29)(-2833,2932,39) in hull 0 of model 75 (entity: classname "func_illusionary", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2791,2904,20)(-2791,2968,89) in hull 2 of model 75 (entity: classname "func_illusionary", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2808,2893,-1)(-2801,2964,7) in hull 2 of model 75 (entity: classname "func_illusionary", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (1753,2925,78)(-1744,2932,89) in hull 0 of model 78 (entity: classname "func_illusionary", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (1779,2909,112)(-1753,2929,133) in hull 1 of model 78 (entity: classname "func_illusionary", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (1795,2893,108)(-1769,2913,129) in hull 2 of model 78 (entity: classname "func_illusionary", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (1779,2909,94)(-1753,2929,115) in hull 3 of model 78 (entity: classname "func_illusionary", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2864,2925,48)(-2855,2932,58) in hull 0 of model 80 (entity: classname "func_illusionary", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2890,2909,76)(-2875,2948,94) in hull 3 of model 80 (entity: classname "func_illusionary", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (1729,2925,59)(-1720,2932,70) in hull 0 of model 81 (entity: classname "func_illusionary", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (1756,2909,93)(-1730,2929,113) in hull 1 of model 81 (entity: classname "func_illusionary", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (1772,2893,89)(-1746,2913,109) in hull 2 of model 81 (entity: classname "func_illusionary", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (1709,2909,23)(-1694,2948,41) in hull 3 of model 81 (entity: classname "func_illusionary", origin "", targetname "")
Reduced 20520 clipnodes to 18989
Reduced 5031 texinfos to 3367
Reduced 421 texdatas to 386 (20752 bytes to 18100)
Reduced 42550 planes to 12355
FixBrinks:
Increased 18989 clipnodes to 19298.

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 83/512 5312/32768 (16.2%)
planes 12355/32768 247100/655360 (37.7%)
vertexes 18323/65535 219876/786420 (28.0%)
nodes 7028/32767 168672/786408 (21.4%)
texinfos 3367/32767 134680/1310680 (10.3%)
faces 13188/65535 263760/1310700 (20.1%)
  • worldfaces 10621/32768 0/0 (32.4%)
clipnodes 19298/32767 154384/262136 (58.9%)
leaves 4507/32760 126196/917280 (13.8%)
  • worldleaves 3216/8192 0/0 (39.3%)
marksurfaces 16649/65535 33298/131070 (25.4%)
surfedges 62598/512000 250392/2048000 (12.2%)
edges 31842/256000 127368/1024000 (12.4%)
texdata [variable] 18100/33554432 ( 0.1%)
lightdata [variable] 0/50331648 ( 0.0%)
visdata [variable] 0/8388608 ( 0.0%)
entdata [variable] 25080/2097152 ( 1.2%)
  • AllocBlock 41/64 0/0 (64.1%)
386 textures referenced

Total BSP file data space used: 1774218 bytes

Wad files required to run the map: "Camper.wad;nw.wad;Opfor.wad;cs_assault2010.wad;inbound.wad;ExceLds.wad;fission_omega.wad;prosjungle.wad;sc_propanic.wad;zt.wad;zt2.wad;tfc.wad;halflife.wad;"
12.14 seconds elapsed

--- END hlbsp ---

hlvis v3.4 VL33 (Feb 2 2014)
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 (vluzacn@163.com)
--- BEGIN hlvis ---
Command line: "C:\Documents and Settings\admin\Desktop\Map Compile\Vluzacns ZHLT\tools\hlvis.exe" -low -estimate -noinfo "C:\Documents and Settings\admin\My Documents\QHammer\HammerMaps\sc_fission.map"
Arguments: -low -estimate -noinfo "C:\Documents and Settings\admin\My Documents\QHammer\HammerMaps\sc_fission.map"
3216 portalleafs
12723 numportals
BasePortalVis:
(3.05 seconds)
LeafThread:
(5090.69 seconds)
average leafs visible: 604
g_visdatasize:411808 compressed from 1292832
5093.94 seconds elapsed [1h 24m 53s]

--- END hlvis ---

hlrad v3.4 VL33 (Feb 2 2014)
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 (vluzacn@163.com)
--- BEGIN hlrad ---
Command line: "C:\Documents and Settings\admin\Desktop\Map Compile\Vluzacns ZHLT\tools\hlrad.exe" -low -estimate -noinfo "C:\Documents and Settings\admin\My Documents\QHammer\HammerMaps\sc_fission.map"
Arguments: -low -estimate -noinfo "C:\Documents and Settings\admin\My Documents\QHammer\HammerMaps\sc_fission.map"
Load Textures:
Using Wadfile: C:\Documents and Settings\admin\My Documents\QHammer\HammerMaps\sc_fission.wa_
386 textures referenced
Reading texlights from 'C:\Documents and Settings\admin\My Documents\QHammer\HammerMaps\lights.rad'
Reading texlights from info_texlights map entity
0 opaque models
0 opaque faces
13188 faces
Create Patches : 41153 base patches
643674 square feet [92689144.00 square inches]
256 direct lights and 32772 fast direct lights
25 light styles

FindFacePositions:
(4.22 seconds)
BuildFacelights:
(93.36 seconds)
BuildVisLeafs:
(13.55 seconds)
visibility matrix : 21.3 megs
MakeScales:
(20.67 seconds)
Transfer Lists : 50363385 : 50.36M transfers
Indices :    32816156 :    31.30M bytes
   Data :   100846161 :    96.17M bytes
Bounce 1 GatherLight:
(0.77 seconds)
Bounce 2 GatherLight:
(1.14 seconds)
Bounce 3 GatherLight:
(1.16 seconds)
Bounce 4 GatherLight:
(1.16 seconds)
Bounce 5 GatherLight:
(1.16 seconds)
Bounce 6 GatherLight:
(1.17 seconds)
Bounce 7 GatherLight:
(1.16 seconds)
Bounce 8 GatherLight:
(1.16 seconds)
CreateTriangulations:
(0.48 seconds)
AddPatchLights:
(11.84 seconds)
FinalLightFace:
(0.16 seconds)
154.98 seconds elapsed [2m 34s]

--- END hlrad ---
Posted 9 years ago2014-11-24 21:46:53 UTC
in Help with func_tracktrain and doors. Post #322466
Yeah, removing the FGDs gets rid of duplicate entries, and I have used more than one FGD in hammer before. It's not really an issue I thought I'd mention it just in case.

I'll go ahead and compile with sledge and post the log and see if you guys can find anything before I go upload my map.

Also thanks for all the feedback, you guys have been really helpful.

edit: forgot to add that point lights and texture lights all work fine, they're just weaker in terms of brightness than when I was working in hammer. They need to be bumped up to like 700 to appear bright enough to pass as a normal light.
Posted 9 years ago2014-11-23 20:30:00 UTC
in Help with func_tracktrain and doors. Post #322458
They seem to not work at all...well sort of. light_environment does not illuminate anything but some entities like weapons and items on the ground as well as transparent textures all around the map (grates, railing etc but not things like glass).

light_spot will illuminate a very small area but doesn't seem to respond to me changing the brightness each time I compile. I always make sure "is sky" is set to yes.

As for errors in the compile log, I haven't noticed anything out of place or errors that would correlate to lighting but it's possible I may be glazing over something. Also it seems the error log for compilator isn't always accurate to the problem stopping the compile (it will say I have missing textures when really I have a func_wall touching the void). Not really a problem just thought I'd mention it.

I don't know if this is important but I've notice in sledge that some options are repeated. For example, in render mode texture, color, glow, and such will show up four times (they all function normally no matter which one I select). I've figured out that it's due to the configuration files containing repeated...uh commands? settings? thingys? I thought maybe these might be causing problems but other than repeating selections in sledge it doesn't seem to be a problem.

Any ideas?

edit: when I say repeating commands in config files I mean that I have halflife.fdg and sven-coop.fdg that have the same commands in them, not a single file containing repeating commands.
Posted 9 years ago2014-11-20 21:10:05 UTC
in Help with func_tracktrain and doors. Post #322421
Sorry to bump this thread back up but I am having some other issues (but not with func_tracktrain this time). I figured I'd ask ITT instead of creating a new one, I hope I'm not breaking any rules.

light_environment and light_spot just don't want to work for outside lighting. I've tried changing the parameters to get them to work as shown in tutorials on this site, but they still won't light up when I run the map. I've googled the problem and couldn't find any help. Anyone know what I am doing wrong? I am using Sledge 0.1.0.28 and Compilator 3.
Posted 9 years ago2014-11-06 03:42:28 UTC
in Help with func_tracktrain and doors. Post #322244
That did it!

Thank you for the help! I'm really grateful you knew what I was talking about, I searched all over for a tutorial or any info that might help and came up blank. I was worried I might have to scrap the idea. Now it works great.

Thanks again.
Posted 9 years ago2014-11-05 20:37:12 UTC
in Help with func_tracktrain and doors. Post #322240
I am making a map for Sven Co-op that has a func_tracktrain in it. I want to have a door block off the path of the tram until the players push a button to open the door and clear the path. It works fine except the tram clips through the door while the player using the tram doesn't. Whoever is using the tram is pushed off by the door, gets crushed or falls to their death.

Can anyone help me figure out how to get the tram to stop at the door when it is closed, then once the button is pressed an the door is open continue on it's path?

I have tried screwing around multi_managers and a few other entities but I can't get it to work (sometimes the tram doesn't show up at all).

I have seen the same sequence I am trying to get in other Sven Co-op and Half Life maps, so I know it is possible but I can't figure it out.

Does anyone know how to make this work, and if so could you please lend me some help? I'd really appreciate it.
Posted 9 years ago2014-05-20 18:58:28 UTC
in Go to coordinates? Post #319470
Thanks for the feedback guys, I'll give sledge a shot, looks like it's a lot better than default hammer. I'll see if I can't track down the brushes causing the errors and try fixing them and compiling again.
Posted 9 years ago2014-05-16 08:01:16 UTC
in Go to coordinates? Post #319448
I've been getting a "Leaf portals saw into leaf" error and I've had a hard time locating the brushes causing the errors.

Is there any sort of way to jump to the coordinates of the brushes? Or is there another way to go to them like brush numbers? I've tried the brush numbers thing but apparently they weren't the correct ones, is there any way to locate the right ones?

I've tried compiling my map with full vis but it still crashes with the "Alloc Block: Full" error when I try to play it.

Sorry for all the noob questions, I'm new to mapping in Goldsrc and I'm trying to find my barrings. I also apologize if this isn't the right board to post help questions on.

Any help would be greatly appreciated.