Forum posts

Posted 5 years ago2016-03-04 18:48:26 UTC
in func_detail or func_wall? Post #329187
Which is better for optimization/gameplay/compile speeds?

I'm using newest version of VHLT.
Thanks!
Posted 5 years ago2015-12-27 18:38:19 UTC
in Textures won't glow Post #327931
Are you using default compile tools?
Posted 6 years ago2015-05-24 15:58:58 UTC
in Looking for all your SP maps and mods Post #325651
Posted 6 years ago2015-05-21 18:34:00 UTC
in Your Apex Map — Your Mapex Post #325622
I would do my hometown, Kaunas (that would be cool!).
Posted 6 years ago2015-05-17 08:05:08 UTC
in Halloween 2015 Post #325559
When I opened the topic I thought zeebra-G is talking about 2014 Halloween :D It's only May when you think about it... Good luck!
Posted 6 years ago2015-05-17 07:59:59 UTC
in Func_Door and its Uses Post #325558
Maybe...
Posted 6 years ago2015-05-17 07:45:51 UTC
in Func_Door and its Uses Post #325556
You can use func_train for that
This post was made on a thread that has been deleted.
Posted 6 years ago2015-03-18 18:50:25 UTC
in TWHL Tourney Post #324772
Lol my PC would explode i I would try to run CS:GO :D Old piece of crap. I really need to buy a new rig to play such tournaments...
Posted 6 years ago2015-02-10 18:25:52 UTC
in TWHL Tower Post #323918
hmmm... I never heard about REDACTED :D :D :D :D
Posted 6 years ago2015-02-10 18:20:27 UTC
in TWHL Tower Post #323916
+ The Core is being developed by only 2 people... (Urby and Archie BTW). That's why it's so slow.
Posted 6 years ago2015-02-10 18:16:11 UTC
in TWHL Tower Post #323913
Half life has over 50 GOTY awards and it's considered as best game in the world (at least one of the best) but in 1997 it still wasn't released.
Posted 6 years ago2015-02-10 18:11:32 UTC
in TWHL Tower Post #323911
Posted 6 years ago2015-02-09 14:50:50 UTC
in TWHL Tower Post #323823
Or 3rd party even better HD packs
Posted 6 years ago2015-02-07 13:59:36 UTC
in Sledge problems... Post #323722
Any suggestions?
Posted 6 years ago2015-02-07 13:30:40 UTC
in HL-MP Barney model modding problem Post #323721
Or just steal fully functional construction worker model from hazardous course mod.
Posted 6 years ago2015-02-03 18:08:48 UTC
in GldSrc Model Transparency Post #323629
I think you can change model rendering or something, but rimrook answer is pretty good as well.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 6 years ago2015-01-30 18:02:50 UTC
in Sledge problems... Post #323566
Well, now I'm using my phone, but i think its intel 965 or something (I don't remember it) but i gonna provide some info later today. and directx would be awesome.

-EDIT-
So I tried fraps. When I selected a brush, the 2d windows froze on 50 fps and after 5 or so seconds started to show 68, but it still didn't un-froze. Top and side windows froze, but the front one didn't. When I deselected brush, windows updated.
Posted 6 years ago2015-01-30 06:01:38 UTC
in Sledge problems... Post #323564
You mean change opengl? my gpu only supports 1.x so i really cant change that.
Posted 6 years ago2015-01-23 05:36:15 UTC
in Sledge problems... Post #323472
Intel (laptop), gl 1.0, I dont remember yet, but I think that they update
Posted 6 years ago2015-01-22 20:53:59 UTC
in Sledge problems... Post #323460
Ok guys, I have a major problem with sledge:
User posted image
When something (like a brush) is selected, 2D windows hangs. The interesting fact is that without the selection they (2D windows) work fine. Another fact, is you can still use 2D windows with selected objects (I mean, you can resize them and stuff, the mouse pointer changes to arrows) just 2D windows picture isn't updated. Any ideas? I really want to use this editor.
Posted 6 years ago2015-01-20 07:31:35 UTC
in Team Mapping - GB contest #54 Post #323414
You are welcome.
Posted 6 years ago2015-01-20 07:27:09 UTC
in Team Mapping - GB contest #54 Post #323412
I don't think I gonna join you, but I can recomend mega.co.nz that gives 50gb of space free.
Posted 6 years ago2015-01-18 10:39:47 UTC
in World/Face texture options Post #323366
DiscoStu - nope, that doesn't work
vicror_paiva - IT WORKED! Thanks!
Posted 6 years ago2015-01-18 07:58:14 UTC
in World/Face texture options Post #323360
Ok guys, I have a veeeeery annoying problem. I need to flip texture but on one side of the door (yes, it's a door) I can select between face and world, but on other side - both options are ticked. Any suggestions? Photos:
Working:
User posted image
Not working:
User posted image
Posted 6 years ago2014-12-17 21:37:47 UTC
in TWHL Tournament 2014 Post #322822
steam cs only.
Damn.
Posted 6 years ago2014-11-16 12:47:20 UTC
in How to change HL logo on game startup Post #322334
Hi everyone,
I have a question: How to chage that logo???
User posted image
Posted 6 years ago2014-11-16 07:26:44 UTC
in Sledge (Hammer Alternative) Alpha Build Post #322333
OK guys, I have a question:
I use sledge on my laptop. Everything works, except 2D windows. 3D works perfectly, but 2D windows lags and freezes when they should move. Do you know how to fix it???
Posted 6 years ago2014-09-23 17:01:38 UTC
in player_weaponstrip in CS Post #321845
Thanks! BTW, what the difference is between usual cs fgd and cs-expert???
Posted 6 years ago2014-09-20 07:41:39 UTC
in player_weaponstrip in CS Post #321819
OK, my fgd is from 2000 (halflife-cs.fgd). So, where can I download newer one?
Posted 6 years ago2014-09-19 17:33:16 UTC
in player_weaponstrip in CS Post #321815
Hello everyone,
this time I have a question: How to add player_weaponstrip entity in CS 1.6? It's in half - life fgd, and I use halflife-cs.fgd. Any ideas? Is it ok to use both fgds then?
Posted 6 years ago2014-09-16 16:54:51 UTC
in I just received some scam! Post #321762
They should ban that member. I agree with Crypt, this isn't very target-able audience.
Posted 6 years ago2014-09-16 13:37:16 UTC
in I just received some scam! Post #321756
Hi everyone, I just received some scam! Anyone knows about this?
User posted image
Posted 6 years ago2014-08-01 17:59:17 UTC
in AllocBlock 384% Post #320940
Longest part is VIS, and my "rig" is old laptop (2008) with intel core 2 duo 2ghz and ATI videochip
Posted 6 years ago2014-08-01 09:29:45 UTC
in AllocBlock 384% Post #320922
i just got it! My road texture (small stones one) was 512x512 and scaled 0.1x0.1 :D now I resized it to 256 and scaled to 0.5x0.5 :D silly mistake! But still compiling that map tooks like 5+ hours...
Posted 6 years ago2014-08-01 05:56:11 UTC
in AllocBlock 384% Post #320920
Hello everyone,

I have one problem. And yes I know, that there are other threads about this, but I still can't fix this. After adding 2 512x320 textures (that are used on a whole building) and texturing with them, I tried to compile my map. Here is a compile log:

hlcsg.exe hlrad.exe hlrad_x64.exe hlvis.exe
lights.rad ripent.exe settings.txt wad.cfg
zhlt.fgd zhlt.wad
20 File(s)      3.845.681 bytes
 2 Dir(s)     528.883.712 bytes free
C:compiletools>hlcsg.exe C:compiliavimasroom1 -high -estimate
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: hlcsg.exe C:compiliavimasroom1 -high -estimate
Arguments: C:compiliavimasroom1 -high -estimate -wadautodetect
Entering C:compiliavimasroom1.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
reset logfile [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max lighting memory [ 50331648 ] [ 50331648 ]
priority [ High ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ off ] [ off ]
clip hull type [ simple ] [ simple ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
wad configuration file[ None ] [ None ]
wad.cfg group name [ None ] [ None ]
nullfile [ None ] [ None ]
nullify trigger [ on ] [ on ]
min surface area [ 0.000 ] [ 0.000 ]
brush union threshold [ 0.000 ] [ 0.000 ]
map scaling [ None ] [ None ]
light name optimize [ on ] [ on ]
UTF8 game_text [ on ] [ on ]

Using mapfile wad configuration
Wadfiles not in use by the map will be excluded
Wadinclude list :
[zhlt.wad]

CreateBrush:
(0.76 seconds)
CSGBrush:
(1.06 seconds)

added 28 additional animating textures.
Including Wadfile: compiletoolszhlt.wad
  • Contains 1 used texture, 0.65 percent of map (19 textures in wad)
Using Wadfile: Program Fileshl testvalvehalflife.wad
  • Contains 137 used textures, 89.54 percent of map (3116 textures in wad)
Using Wadfile: Program Fileshl testvalvepc.wad
  • Contains 15 used textures, 9.80 percent of map (19 textures in wad)
Wad files required to run the map: "halflife.wad;pc.wad;"
Texture usage is at 2.47 mb (of 32.00 mb MAX)
20 redundant named lights optimized.
2.29 seconds elapsed

--- END hlcsg ---

C:compiletools>hlbsp.exe C:compiliavimasroom1 -high -estimate
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: hlbsp.exe C:compiliavimasroom1 -high -estimate
Arguments: C:compiliavimasroom1 -high -estimate -chart

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
priority [ High ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noinsidefill [ off ] [ off ]
noopt [ off ] [ off ]
no clipnode merging [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
nobrink [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 65536)
remove hull 2 [ off ] [ off ]

SolidBSP [hull 0] 500...1000...1500...2000...2496 (0.75 seconds)
BSP generation successful, writing portal file 'C:compiliavimasroom1.prt'
SolidBSP [hull 1] 500...1000...1500...1965 (0.47 seconds)
SolidBSP [hull 2] 500...1000...1500...1630 (0.36 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2079 (0.50 seconds)
Reduced 8205 clipnodes to 7472
Reduced 1705 texinfos to 1374
Reduced 153 texdatas to 142 (7848 bytes to 7364)
Reduced 11360 planes to 3985
FixBrinks:
Increased 7472 clipnodes to 7507.

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 100/512 6400/32768 (19.5%)
planes 3985/32768 79700/655360 (12.2%)
vertexes 27205/65535 326460/786420 (41.5%)
nodes 3471/32767 83304/786408 (10.6%)
texinfos 1374/32767 54960/1310680 ( 4.2%)
faces 22649/65535 452980/1310700 (34.6%)
  • worldfaces 21169/32768 0/0 (64.6%)
clipnodes 7507/32767 60056/262136 (22.9%)
leaves 2426/32760 67928/917280 ( 7.4%)
  • worldleaves 1473/8192 0/0 (18.0%)
marksurfaces 25019/65535 50038/131070 (38.2%)
surfedges 99774/512000 399096/2048000 (19.5%)
edges 50094/256000 200376/1024000 (19.6%)
texdata [variable] 7364/33554432 ( 0.0%)
lightdata [variable] 0/50331648 ( 0.0%)
visdata [variable] 0/8388608 ( 0.0%)
entdata [variable] 31039/2097152 ( 1.5%)
  • AllocBlock 246/64 0/0 (384.4%)
142 textures referenced

Total BSP file data space used: 1819701 bytes

Wad files required to run the map: "halflife.wad;pc.wad;"
7.82 seconds elapsed

--- END hlbsp ---

C:compiletools>hlvis.exe -high -estimate C:compiliavimasroom1
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: hlvis.exe -high -estimate C:compiliavimasroom1
Arguments: -high -estimate C:compiliavimasroom1
1473 portalleafs
5388 numportals

= Current hlvis Settings =
Name | Setting | Default
------------------|-----------|------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max vis distance [ 0 ] [ 0 ]
priority [ High ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]

BasePortalVis:
(3.00 seconds)
LeafThread:
(12886.10 seconds) cs)
average leafs visible: 510
g_visdatasize:149708 compressed from 272505
12889.25 seconds elapsed [3h 34m 49s]

--- END hlvis ---

C:compiletools>hlrad.exe -high -estimate C:compiliavimasroom1
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: hlrad.exe -high -estimate C:compiliavimasroom1
Arguments: -high -estimate C:compiliavimasroom1

= Current hlrad Settings =
Name | Setting | Default
-------------------|---------------------|------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max lighting memory [ 50331648 ] [ 50331648 ]
priority [ High ] [ Normal ]

fast rad [ off ] [ off ]
vismatrix algorithm [ Sparse ] [ Sparse ]
oversampling (-extra)[ off ] [ off ]
bounces [ 8 ] [ 8 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
light limit threshold[ 188.000 ] [ 188.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
smoothing threshold 2[ no change ] [ no change ]
direct threshold [ 10.000 ] [ 10.000 ]
direct light scale [ 1.000 ] [ 1.000 ]
coring threshold [ 0.010 ] [ 0.010 ]
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 light scale [ 2.000 2.000 2.000 ] [ 2.000 2.000 2.000 ]
global gamma [ 0.550 0.550 0.550 ] [ 0.550 0.550 0.550 ]
global light scale [ 2.000 ] [ 2.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

spread angles [ on ] [ on ]
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 ]

custom shadows with bounce light
[               off ] [               off ]
rgb transfers [ off ] [ off ]
minimum final light [ 0 ] [ 0 ]
size of transfer [ 1 (16bit) ] [ 1 (16bit) ]
size of rgbtransfer [ 2 (32bit) ] [ 2 (32bit) ]
soft sky [ on ] [ on ]
translucent depth [ 2.000 ] [ 2.000 ]
block opaque [ on ] [ on ]
ignore textures [ off ] [ off ]
reflectivity gamma [ 1.760 ] [ 1.760 ]
reflectivity scale [ 0.700 ] [ 0.700 ]
blur size [ 1.500 ] [ 1.500 ]
no emitter range [ off ] [ off ]
wall bleeding fix [ on ] [ on ]

Load Textures:
Using Wadfile: C:compiliavimasroom1.wa_
142 textures referenced
Reading texlights from 'C:compiletoolslights.rad'
0 opaque models
0 opaque faces
22649 faces
Create Patches : 252830 base patches
122712 square feet [17670588.00 square inches]
60 direct lights and 16386 fast direct lights
2 light styles

FindFacePositions:
(58.71 seconds)
BuildFacelights:
(1463.31 seconds)
BuildVisLeafs:
735 / 1473Error: Memory allocation failure6955/5081/7937 secs)
Description: The program failled to allocate a block of memory.
Howto Fix: The map is too complex for the compile tools to handle. Switch to the
64-bit version of hlrad if possible.

--- END hlrad ---

I already tried to make all 512 textures to 256, but that didn't worked. Still 246.

ANY SUGGESTIONS?
Posted 6 years ago2014-07-25 08:38:26 UTC
in My poorly pc... Post #320772
Thats why I will use stock cooler on my new pc.
Posted 7 years ago2014-05-06 11:58:27 UTC
in Hammer won't select right surface Post #319254
I've done Life Before The Half map on that laptop and I think that I should do something with hammer. It's horrible!
Posted 7 years ago2014-05-06 11:55:03 UTC
in Hammer won't select right surface Post #319253
I use HP compaq 6910p laptop.
Posted 7 years ago2014-05-04 17:52:04 UTC
in Hammer won't select right surface Post #319210
I use Hammer 3.5.2 and when I want to select a texture surface, Hammer selects not the surface that I've been clicked, but selects one that is behind it. Please HELP!