Forum posts

Posted 6 years ago2017-06-25 14:04:45 UTC
in Error about an unused entity. Post #335738
Nop, still didn't work and it shows the same error. Any suggestions on what to do?
Posted 6 years ago2017-06-25 00:38:43 UTC
in Error about an unused entity. Post #335731
@Admer456 I have ripent.exe in my tools folder, but to run it do i just have to open it and it will do the work?
the tool you are talking about can be found here: http://gamebanana.com/tools/download/5061 I tried using it but i did not find any info_textlights in my bsp settings. For the command on CLG or BSP i have no idea about it.
@Solokiller it seems that their forums do not accept my registration, it says my e-mail is banned and I have no clue why and it is my 1st time registring there, I even tried with another e-mail.
@Windawz I will remove it and try.
Posted 6 years ago2017-06-24 20:09:04 UTC
in Error about an unused entity. Post #335725
@Admer456 Indeed, I am using light_surface entity though. But in VHE there is no ripent tool that can remove info_textlights from the bsp. I guess that Batch compiler has it, shall i try compiling my map using Batch?
@Windawz I was using 2 FGD files : Halflife.fgd that comes with the game when downloaded, CounterStrike.fgd but now i am using 3, zhlt.fgd that you guys (in the previous thread) adviced me to use is included as well.
@SoloKiller I may not be proffessional in compiling tools and the way they work, but how can i " request that the compiler be updated to remove it" ?
Posted 6 years ago2017-06-24 04:21:24 UTC
in Error about an unused entity. Post #335712
Hi, the title says it clearly, it is about an error that showed up while i was trying to test my map and see if it works in a multiplayer server ( cs 1.6 ).
The following error showed up:

[META] ERROR: Couldn't find game entity 'info_texlights' in game DLL 'cstrike': /srv/steam/cstrike_test/cstrike/dlls/cs.so: undefined

I did not use that entity in my map. What is the cause of the error? And How to fix it ?
Posted 6 years ago2017-06-19 15:36:03 UTC
in A Bug in my jb map Post #335586
Thank you all for the help, I guess the problem is solved now thanks to your helps, made sure that all your names are in the Special Thanks of the map. Cheers
Posted 6 years ago2017-06-15 17:45:14 UTC
in A Bug in my jb map Post #335525
And how about the error: Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (854,1264,51)-(872,1389,52) in hull 0 of model 0 (entity: classname "worldspawn", origin "", targetname "")
It can be ignored i guess, but preferably fixed.
Posted 6 years ago2017-06-15 06:26:17 UTC
in A Bug in my jb map Post #335503
Thank you @Windawz for the tips and infos about VIS, read them all and i have to be honest that i did not understand all of it, but still i caught some new infos.
I had to remove many other unecessary brushes, reworked a bit the area around the cage and used the func_detail entity. I have also compiled the map with full VIS ( It didn't take hours like before ) and it seems like the bug has dissappeared (hopefully, we ll see).
One more small thing: When i used the tools that you guys adviced me to use, Hammer Does not read my (new) lights.rad file anymore.
Besides there is a little "ignorable" error that i noticed in the logs ( this isn't a new error, I had it long time ago but i didnt find a way to fix it so i thought you may give a hand ) :

Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (854,1264,51)-(872,1389,52) in hull 0 of model 0 (entity: classname "worldspawn", origin "", targetname "")

Also Here is the part of the log for lights.rad: (just in case)

Reading texlights from 'C:\OTHERT~1\lights.rad'
0 opaque models
0 opaque faces
19449 faces
Create Patches : 61332 base patches
620829 square feet [89399432.00 square inches]
56 direct lights and 16386 fast direct lights
2 light styles
Posted 6 years ago2017-06-13 12:00:58 UTC
in A Bug in my jb map Post #335447
No, there s nothing in the console when i stand there. I will try and do what you suggested, and i want to know about the difference between full VIS and Normal VIS and no VIS.
@Ademr456
"I dealt with many intersecting world brushes, wrong texturing, and so on... and I managed to fix it all in a few days." (IDK how to quote xd)
I guess thats the case in my map so isnt re-working that area a good option? ( I know, creating a fresh one may be the best, but..)
Posted 6 years ago2017-06-12 17:41:24 UTC
in A Bug in my jb map Post #335419
It will not be easy to rework that area, thats for sure, it will take some time. I understand that creating a new,fresh map is the best option for now in order to avoid such mess, but this will take ages and i dont really have the time for it at the moment. I think that I will try to re-work that area where the cage and some doors are, maybe the castle turrets out there too.
By the way, I tried compiling the map (got the necessary tools for it), and I noticed that the bug does not show up in the very 1st places anymore, but instead this dissappears: ( VIS is set to fast, not full )
User posted image
User posted image
One more question, How can i see when exactly the vis bug occurs with the wireframe mode?
Posted 6 years ago2017-06-12 15:21:44 UTC
in A Bug in my jb map Post #335411
Well i have already made some maps that were working well in servers but this map is my 1st for the jb mode, It seems like mapping in this mode is difficult. Instead of making a new map, is it possible to rework that area where the cage is in order to fix the bug?
@Tetsu0 No i have not tried that, how can I ?
Posted 6 years ago2017-06-11 21:22:44 UTC
in A Bug in my jb map Post #335395
After hours of compiling it wasnt done successfully:

added 15 additional animating textures.
Warning: ::FindTexture() texture NULL not found!
Are you sure you included zhlt.wad in your wadpath list?
Warning: ::FindTexture() texture TRAMPOLINE not found!
Warning: ::LoadLump() texture NULL not found!
Warning: ::LoadLump() texture TRAMPOLINE not found!
Texture usage is at 3.38 mb (of 8.00 mb MAX)
16.06 seconds elapsed
--> although i have included the zhlt.wad but still i got this error, what to do?

Error:
for Face 26 (texture IceGround_7) at
(2729.000 -2065.000 -343.000) (2729.000 -2065.000 -350.000) (2729.000 -2061.000 -350.000) (2729.000 -1569.000 -350.000) (2729.000 -1569.000 -282.000) (2729.000 -1663.000 -282.000) (2729.000 -1801.000 -282.000) (2729.000 -1880.000 -282.000) (2729.000 -1888.000 -282.000) (2729.000 -2016.000 -282.000) (2729.000 -2024.000 -282.000) (2729.000 -2065.000 -282.000)
Error: Bad surface extents (32 x 5)

--> I guess i fixed this error by re working the brushes
But how can i check if these problems without waiting hours of compiling? does fast compiling help?
Posted 6 years ago2017-06-11 15:46:40 UTC
in A Bug in my jb map Post #335389
Error: Exceeded MAX_MAP_CLIPNODES

I have no idea what this error is.. can anyone help please? Here s the new rmf: https://www.sendspace.com/file/m6rzz7
Posted 6 years ago2017-06-10 22:07:10 UTC
in A Bug in my jb map Post #335372
@Windawz
If you wouldn't mind please tell me their places, no need to upload images
Also I will compile later because the compiling will take time in spite of the work done and I have other work with the computer
Posted 6 years ago2017-06-10 21:57:07 UTC
in A Bug in my jb map Post #335370
Work Done:
*All of the Crates are now func_detail tied as well as beds.
*Removed some useless brushes.
*Re-worked the walls of the cells That @Windawz Mentionned.
The brushes that @Windawz mentionned that are situated under 1 brush in the cage and that are intersected are needed for the Cage Games, If you look next to the cage you can see some buttons that are made for these games.
What to do next?
Thank you all for the help that you provided me until now.
Posted 6 years ago2017-06-10 20:50:25 UTC
in A Bug in my jb map Post #335361
Textures are taken from different wads from here and there, here are all of them:
https://www.sendspace.com/file/pezz89
Got the zhlt tools as well as the fgd file, Now just tell me what do do Exactly.
Posted 6 years ago2017-06-10 20:17:16 UTC
in A Bug in my jb map Post #335357
okay i will upload both of the rmf and the bsp:
RMF: https://www.sendspace.com/file/oytv5e
BSP: https://www.sendspace.com/file/yedis2
Also Here is the log of my VIS part while compiling:

--- BEGIN hlvis ---
Command line: D:\tools\hlvis.exe "d:\vhe\maps\jb\jb coldzone\jb_coldzone_v3"
Arguments: "d:\vhe\maps\jb\jb coldzone\jb_coldzone_v3" -low
4012 portalleafs
13749 numportals

= Current hlvis Settings =
Name | Setting | Default
------------------|-----------|------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max vis distance [ 0 ] [ 0 ]
priority [ Low ] [ Normal ]

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

BasePortalVis:
(17.52 seconds)
LeafThread:
(10465.41 seconds)
average leafs visible: 574
g_visdatasize:815404 compressed from 2014024
10483.62 seconds elapsed [2h 54m 43s]

--- END hlvis ---

By the way i can not find the func_detail entity, are you sure that it exists for Half Life ? ( CS 1.6 )
Posted 6 years ago2017-06-10 17:35:00 UTC
in A Bug in my jb map Post #335350
Thanks Ademr456 for the tip ^^
I tried fast compiling( without VIS and RAD ) and the bug didnt appear so it is definetly a VIS problem. Im compiling using the Advanced Mode since i have some wads to include. But what are the HINT bushes and how can i use/place them?
Posted 6 years ago2017-06-10 14:49:02 UTC
in A Bug in my jb map Post #335344
Hi, I'm working on a jailbreak map of CS 1.6 at the moment and theres a new bug that showed up while i was testing it in-game which consists on some kind of leak i guess although i don't have any leaks in my map and Hammer doesn't give me any PTS file so it is not a leak ( I think ).
Here are the images of the bug: http://imgur.com/a/96K1A
http://imgur.com/a/EvJ9e
Before the last compiling session i discovered an extremely tiny hole leading to the Void, http://imgur.com/a/O2O52 I closed it but Nothing changed. In addition, this bug only appears when i stand in a specific spot in the map. Please Help, Thanks.
Posted 7 years ago2017-01-17 21:11:51 UTC
in lights.rad Post #333090
#SoloKiller

Unfortunately i lost the .log file because im using batch compiler to compile and the textures are glowing so why should i use hammer..
Here is what the map looks like, it is a Jailbreak map
http://imgur.com/a/PJgEw
Posted 7 years ago2017-01-17 21:03:27 UTC
in lights.rad Post #333089
//lights.rad
//Add any custom "Texture light" Values into the end of this file
//Example -
//custcompscn 255 255 255 1000
//This would make the texture "mycustomcomputerscreen" have a yellow light, and emit 1000 brightness
//Texture light bright values also tend to be less powerful then there point light sisters, so keep this in mind
//when you are complieing your map

+0~WHITE 255 255 255 100
+0~GENERIC65 255 255 255 750
+0~GENERIC85 110 140 235 20000
+0~GENERIC86 255 230 125 10000
+0~GENERIC86B 60 220 170 20000
+0~GENERIC86R 128 0 0 60000
GENERIC87A 100 255 100 1000
GENERIC88A 255 100 100 1000
GENERIC89A 40 40 130 1000
GENERIC90A 200 255 200 1000
GENERIC105 255 100 100 1000
GENERIC106 120 120 100 1000
GENERIC107 180 50 180 1000
GEN_VEND1 50 180 50 1000
EMERGLIGHT 255 200 100 50000
+0~FIFTS_LGHT01 160 170 220 4000
+0~FIFTIES_LGT2 160 170 220 5000
+0~FIFTS_LGHT4 160 170 220 4000
+0~LIGHT1 40 60 150 3000
+0~LIGHT3A 180 180 230 10000
+0~LIGHT4A 200 190 130 11000
+0~LIGHT5A 80 150 200 10000
+0~LIGHT6A 150 5 5 25000
+0~TNNL_LGT1 240 230 100 10000
+0~TNNL_LGT2 190 255 255 12000
+0~TNNL_LGT3 150 150 210 17000
+0~TNNL_LGT4 170 90 40 10000
+0LAB1_W6D 165 230 255 4000
+0LAB1_W6 150 160 210 8800
+0LAB1_W7 245 240 210 4000
SKKYLITE 165 230 255 1000
+0~DRKMTLS1 205 0 0 6000
+0~DRKMTLGT1 200 200 180 6000
+0~DRKMTLS2 150 120 20 30000
+0~DRKMTLS2C 255 200 100 50000
+0DRKMTL_SCRN 60 80 255 10000
~LAB_CRT9A 225 150 150 100
~LAB_CRT9B 100 100 255 100
~LAB_CRT9C 100 200 150 100
~LIGHT3B 155 155 235 2000
~LIGHT3C 220 210 150 2500
~LIGHT3E 90 190 140 6000
C1A3C_MAP 100 100 255 100
FIFTIES_MON1B 100 100 180 30
+0~LAB_CRT8 50 50 255 100
+0~FIFTS_LGHT5
ELEV2_CIEL 255 200 100 800
YELLOW 255 200 100 2000
RED 255 0 0 1000
C14_LIGHT_BIG00 160 170 220 567
SUBWAY_LIGHTS 160 170 220 8000
grate_light_ury 160 170 220 8888
quaintLight1bar 160 170 220 8888
C14_LIGHT_null 160 170 220 200
comp_lights2 255 200 100 200
light_newblue 123 123 255 2222
C3A2_LIGHT 255 255 128 4567
hera_light1 0 128 255 2000
LITEPANEL1 160 170 220 4000
+0~FIFTS_LGHT06 239 239 239 200
~LIGHT5A 26 72 234 200
~LIGHT3A 255 23 23 200
~LIGHT3F 255 255 128 200
+0~FIFTS_LGHT5 239 239 239 200

This is the content of lights.rad And yes it is in the same folder as the 4 compilers (hlcsg,hlbsp,hlvis and hlrad)

By the way, i tried using Batch Compiler and the textures are glowing, so the problem is from hammer
Posted 7 years ago2017-01-16 15:47:28 UTC
in lights.rad Post #333076
No nothing works, i didnt add any texture in that lights.rad and there are some that are there the 1st time i opened it and they dont work
Posted 7 years ago2017-01-16 15:06:05 UTC
in lights.rad Post #333074
Hi so im trying to compile my cs 1.6 map and it has some glowing textures in it but the problem is that once my compiling is done, the textures does not glow in the map.
I think that the problem is my lights.rad file or my hammer that doesnt read it correctly, here is what it says about it in my log:

Reading texlights from 'D:\tools\lights.rad'
0 opaque models
0 opaque faces
5355 faces
Create Patches : 28378 base patches
447508 square feet [64441216.00 square inches]
18 direct lights and 16386 fast direct lights
1 light styles

Help please how can i fix this?
Posted 7 years ago2016-12-09 17:02:16 UTC
in Error spamming in console Post #332636
Now i modified some things: I m using 1ambient generic to play the same sound 3 times (dr_laser_sound,dr_laser_sound#1,dr_laser_sound#2) and other sound 1 time using another ambient_generic entity (dr_laser_lastsound) but still didnt work
Image: http://imgur.com/a/amjOy
Posted 7 years ago2016-12-08 19:54:39 UTC
in Error spamming in console Post #332627
Yea thats what I did, take a look if u want
http://imgur.com/a/8aknd
Is it correct or do i have made a mistake?
Posted 7 years ago2016-12-06 19:55:58 UTC
in Error spamming in console Post #332598
Well it can be right since im using the same sound 3 times in a row in a multimanager using 3 ambient_generic entities and i used it 3 times to make like a countdown sound. The first, its value is 0 in the multimanager , the second's value is 1 and the third's value is 2. Is there any way i can avoid this or i just need to use another countdown sound and delete these 3 ambient_generic entities? or add like 0.5 sec between each sound?
Posted 7 years ago2016-12-06 19:24:45 UTC
in Error spamming in console Post #332596
I have the doors that are triggered using trigger_multiple so when u walk to it the door opens automatically, all their sound is the same and it is Pneumatic (sliding). But i dont think that they are the cause because I guess this problem started when i created the deathrun part of this map, and the sounds in it are being triggered in an ambient_generic entity using trigger_multiple.
Posted 7 years ago2016-12-06 18:11:54 UTC
in Error spamming in console Post #332594
Yea im using many ambient_generic entities and their volume values are 10 and they are all triggered using buttons or trigger_multiple
Posted 7 years ago2016-12-06 17:32:22 UTC
in Error spamming in console Post #332592
Hi
As the title goes, when i compile a map that i made( it is a jailbreak mode map in cs 1.6 ) there s an error sentence spamming in my console: SV_StartSound: volume = 2550
I really need to fix this, so is there any solution?