Forum posts

Posted 2 years ago2022-02-11 16:24:04 UTC
in making a monster entity with its unique model Post #346272
hi, i made a model based on the scientist model. it's got all it's animations and stuff. i want a npc which uses this model i made along with its animations, but i dont want to have this guy i made as every monster_scientist - i want him to be a seperate thing. how do i get around to doing that?
ok so i made a func_water right below the place thats supposed to fill up, i checked the 'stays open' flag, and its got its direction set as up. the func _rot_button has its targetted object set as the func_water thing, but whenever i play the map, the water is there even tough i havent used the func_rot_button yet. any help would be aprreciated
Posted 2 years ago2021-11-30 22:40:04 UTC
in problems with porting my mod to steam Post #346089
ok so im trying to get my mod working on steam but when clicking 'change game' in the steam version of the game i gte this popup

could not load library E:\_tmp\Steam\steamapps\common\Half-Life\clusterfucklife\cl_dlls\client.dll

i also have a nonsteam version of hte game located in a a completely different folder on that same drive but i dont think it matters in that case
Posted 3 years ago2021-07-10 22:04:35 UTC
in map not loading properly Post #345764
i did everything like in the tutorial. now that you mentioned it, i put a info_player_start in the map, but it made the enemies from the previous map stay in their place after the map change, which is unwanted, but i dont know how to remove them
Posted 3 years ago2021-07-10 19:57:28 UTC
in map not loading properly Post #345762
[rest of the log]
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: E:/_tmp/jackhammer/J.A.C.K./halflife/hlvis.exe "E:\_tmp\half life\Half-Life\clusterfucklife\maps\kurwa3"
Arguments: "E:\_tmp\half life\Half-Life\clusterfucklife\maps\kurwa3" -low
167 portalleafs
552 numportals

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 8 ] [ 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:
(0.03 seconds)
LeafThread:
(3.47 seconds)
average leafs visible: 91
g_visdatasize:3288 compressed from 3507
3.65 seconds elapsed

----- 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: E:/_tmp/jackhammer/J.A.C.K./halflife/hlrad.exe "E:\_tmp\half life\Half-Life\clusterfucklife\maps\kurwa3"
Arguments: "E:\_tmp\half life\Half-Life\clusterfucklife\maps\kurwa3" -low

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 8 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max lighting memory [ 50331648 ] [ 50331648 ]
priority [ Low ] [ 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: E:\_tmp\half life\Half-Life\clusterfucklife\maps\kurwa3.wa_
30 textures referenced
Reading texlights from 'E:\_tmp\jackhammer\J.A.C.K\halflife\lights.rad'
0 opaque models
0 opaque faces
1298 faces
Create Patches : 6750 base patches
138000 square feet [19872000.00 square inches]
3 direct lights and 0 fast direct lights
1 light styles

FindFacePositions:
(1.87 seconds)
BuildFacelights:
(2.68 seconds)
BuildVisLeafs:
(3.95 seconds)
visibility matrix : 1.7 megs
MakeScales:
(3.44 seconds)
Transfer Lists : 3842202 : 3.84M transfers
Indices : 1287552 : 1.23M bytes
Data : 7704318 : 7.35M bytes
Bounce 1 GatherLight:
(0.19 seconds)
Bounce 2 GatherLight:
(0.17 seconds)
Bounce 3 GatherLight:
(0.17 seconds)
Bounce 4 GatherLight:
(0.17 seconds)
Bounce 5 GatherLight:
(0.19 seconds)
Bounce 6 GatherLight:
(0.16 seconds)
Bounce 7 GatherLight:
(0.23 seconds)
Bounce 8 GatherLight:
(0.21 seconds)
CreateTriangulations:
(0.25 seconds)
AddPatchLights:
(4.54 seconds)
FinalLightFace:
(0.02 seconds)
18.99 seconds elapsed

----- END hlrad -----
Posted 3 years ago2021-07-10 19:57:11 UTC
in map not loading properly Post #345761
i made my first map with a skybox, it compiles with no errors, but when i trigger the 'trigger_changelevel' the game crashes and when i load the map from the console i spawn like in the floor on the edge of the map and the visuals are very glitchy. here's 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: E:/_tmp/jackhammer/J.A.C.K./halflife/hlcsg.exe "E:\_tmp\half life\Half-Life\clusterfucklife\maps\kurwa3"
Arguments: "E:\_tmp\half life\Half-Life\clusterfucklife\maps\kurwa3" -low -wadautodetect
Entering E:\_tmp\half life\Half-Life\clusterfucklife\maps\kurwa3.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 8 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
reset logfile [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max lighting memory [ 50331648 ] [ 50331648 ]
priority [ Low ] [ 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:
(0.04 seconds)
CSGBrush:
(0.26 seconds)

added 5 additional animating textures.
Using Wadfile: \_tmp\half life\Half-Life\valve\halflife.wad
  • Contains 21 used textures, 70.00 percent of map (3116 textures in wad)
Using Wadfile: \_tmp\half life\Half-Life\valve\xeno.wad
  • Contains 1 used texture, 3.33 percent of map (264 textures in wad)
Using Wadfile: \_tmp\half life\Half-Life\clusterfucklife\clonehigh.wad
  • Contains 6 used textures, 20.00 percent of map (31 textures in wad)
Using Wadfile: \_tmp\half life\Half-Life\clusterfucklife\barney.wad
  • Contains 2 used textures, 6.67 percent of map (408 textures in wad)
Wad files required to run the map: "halflife.wad;xeno.wad;clonehigh.wad;barney.wad;"
Texture usage is at 0.59 mb (of 32.00 mb MAX)
0.74 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: E:/_tmp/jackhammer/J.A.C.K./halflife/hlbsp.exe "E:\_tmp\half life\Half-Life\clusterfucklife\maps\kurwa3"
Arguments: "E:\_tmp\half life\Half-Life\clusterfucklife\maps\kurwa3" -low -chart

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 8 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
priority [ Low ] [ 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] 292 (0.14 seconds)
BSP generation successful, writing portal file 'E:\_tmp\half life\Half-Life\clusterfucklife\maps\kurwa3.prt'
SolidBSP [hull 1] 251 (0.08 seconds)
SolidBSP [hull 2] 249 (0.08 seconds)
SolidBSP [hull 3] 263 (0.08 seconds)
Reduced 983 clipnodes to 950
Reduced 226 texinfos to 202
Reduced 30 texdatas to 30 (1324 bytes to 1324)
Reduced 2044 planes to 618
FixBrinks:
Increased 950 clipnodes to 956.

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 19/512 1216/32768 ( 3.7%)
planes 618/32768 12360/655360 ( 1.9%)
vertexes 1867/65535 22404/786420 ( 2.8%)
nodes 383/32767 9192/786408 ( 1.2%)
texinfos 202/32767 8080/1310680 ( 0.6%)
faces 1298/65535 25960/1310700 ( 2.0%)
  • worldfaces 1198/32768 0/0 ( 3.7%)
clipnodes 956/32767 7648/262136 ( 2.9%)
leaves 276/32760 7728/917280 ( 0.8%)
  • worldleaves 167/8192 0/0 ( 2.0%)
marksurfaces 1619/65535 3238/131070 ( 2.5%)
surfedges 6629/512000 26516/2048000 ( 1.3%)
edges 3371/256000 13484/1024000 ( 1.3%)
texdata [variable] 1324/33554432 ( 0.0%)
lightdata [variable] 0/50331648 ( 0.0%)
visdata [variable] 0/8388608 ( 0.0%)
entdata [variable] 5181/2097152 ( 0.2%)
  • AllocBlock 7/64 0/0 (10.9%)
30 textures referenced

Total BSP file data space used: 144331 bytes

Wad files required to run the map: "halflife.wad;xeno.wad;clonehigh.wad;barney.wad;"
1.13 seconds elapsed

----- END hlbsp -----
Posted 3 years ago2021-07-10 18:48:27 UTC
in SolidBSP [hull 0] Warning Post #345760
turns out i just had to convert some shit into func_detail and it worked fine
Posted 3 years ago2021-07-10 11:26:33 UTC
in SolidBSP [hull 0] Warning Post #345756
ok so i did some maps and they worked all fine but then i used some textures that were too big, removed them from my wad, replaced them but now im getting this when compiling

SolidBSP [hull 0] Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (11,-448,225)-(19,-440,237) in hull 0 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (10,-445,231)-(17,-444,249) in hull 0 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (11,-451,243)-(15,-444,249) in hull 0 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (16,-472,231)-(22,-471,243) in hull 0 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (15,-460,216)-(19,-459,225) in hull 0 of model 0 (entity: classname "worldspawn", origin "", targetname "")
500...826 (0.11 seconds)
BSP generation successful, writing portal file 'E:\_tmp\half life\Half-Life\clusterfucklife\maps\kurwa.prt'
SolidBSP [hull 1] 322 (0.03 seconds)
SolidBSP [hull 2] 274 (0.03 seconds)
SolidBSP [hull 3] 425 (0.05 seconds)
Reduced 1123 clipnodes to 1095
Reduced 552 texinfos to 450
Reduced 53 texdatas to 51 (2336 bytes to 2248)
Reduced 4118 planes to 922
FixBrinks:
Increased 1095 clipnodes to 1097

this is from one map, there are two more but it's the same thing, just different coordinates.
this causes the game to crash after a few seconds when i load any of the maps. how do i fix it?
Posted 3 years ago2021-07-06 23:59:07 UTC
in Liblist.gam/ custom game problems Post #345742
nvm i got it working by putting the wad in the mod folder, with no subdirectory. thanks for your response though, Admer
Posted 3 years ago2021-07-06 21:57:33 UTC
in Liblist.gam/ custom game problems Post #345741
by library you mean the ''change game" menu, right?
Posted 3 years ago2021-07-06 21:55:59 UTC
in Liblist.gam/ custom game problems Post #345740
i made a 'wads' folder and put my .wad there. im running a non steam version, the game appears in the library, but when im on the select difficulty screen it crashes
Posted 3 years ago2021-07-06 20:41:58 UTC
in Liblist.gam/ custom game problems Post #345738
I'm making a mod and i got a folder with my stuff which looks like this

clusterfacklife:
maps/shiet.bsp,shiet2.bsp
dlls/hl.dll
cl_dlls/client.dll
liblist.gam

i also use a custom .wad and i just put it in the Half-Life/valve because i have no idea where to put it in my mod folder so that it works (i suspect that this is where my problem lies)

this is how my liblist.gam looks:
// Valve Game Info file
// These are key/value pairs. Certain mods will use different settings.
//
game "Clusterfack-Life"
startmap "shiet"
trainmap "t0a0"
mpentity "info_player_deathmatch"
gamedll "dlls\hl.dll"
gamedll_linux "dlls/hl_i386.so"
gamedir "clusterfucklife"
secure "1"
type "singleplayer_only"

when i launch my mod by going to custom game and i choose new game the game just closes itself

how do i make it work+put my .wad in my folder, so that it works?
Posted 3 years ago2021-06-06 19:12:55 UTC
in no qc file when decompiling in milkshape 3d Post #345680
so i open up milkshape3d go to tools/half life/decompile normal hl mdl file, i check all the boxes, including the qc file, but it doesnt appear after decompiling for some reason. how do i fix this?
Posted 3 years ago2021-05-21 13:42:37 UTC
in Replacing sound effects Post #345660
there are some great tutorials in here and on ModDB about importing your own sound effects to half life, but i couldn't see any of them cover this thing:

take for example the sound effect "Access granted". it is made out of 2 .wav files - "access.wav" adn "granted.wav", in game the play one after another (for my underdasting) and when browsing through sounds in hammer they're listed just as "Access granted".

What should I do if I want to replace a sound effect divided into a few files?
Posted 3 years ago2021-05-21 13:36:38 UTC
in How to make an explosive crate? Post #345659
thanks, it worked
Posted 3 years ago2021-05-21 11:53:00 UTC
in How to make an explosive crate? Post #345657
thanks for your reply. i set it to 2 but it doesnt do any damage, how do i make it cause damage?
Posted 3 years ago2021-05-21 08:58:05 UTC
in How to make an explosive crate? Post #345655
How to make an explosive crate?
dude, you're a straight up G! it finally works! i wouldn't be even close to making this work if it wasn't for you. thanks, Andy
thanks for your help but i'm getting pretty lost in all of this and it still doesn't work so i'm just gonna post how the whole thing works and maybe you can help me:

trigger_once is next to the HEV suit and it has delay 0 and it's target is jeff (multisource)
jeff is a multisource and it has 1 parameter which is named icarly (func_button) and it's value 1
then there is icarly (func_button), it's target is mm2 and it's master is jeff
mm2 is a multi_manager and it has 2 parameters door1 and door2 both of them have value 0
door1 and door2 are 2 doors next to each other, 1 has 180' angle and other has 0' angle

any help appreciated
cos my door is opened by a button and this button targets to a multi_manager which operates 2 sliding doors btw
yeah but what's the trigger_once brush for then?
I want a door, which is opened by pressing a button to open only when you have the HEV suit, but I don't know how to do it.
yeah, i'm working on a mod. i put everything in it's respective folders in my mymoddirectory, launched the game with the`-game yourmoddirectory` argument and tried to load the map through a console command and it gave me a message about API or something, i also tried to build and load the map in J.A.C.K. and it gave me the same message as before - map change failed: 'roomone' not found on server. thanks for the help, but i think that making maps for half life is too complicated for me, but it was fun to try it
thanks to all of you for replying. i now did the doors the way you described, Captain P. when i type 'map roomone' it just says map change failed: 'roomone' not found on server. by "it doesn't load properly" i meant it doesnt load at all and it gives me the same message as when i try to launch manually from the console. altough it still just gives me map change failed: 'roomone' not found on server
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: E:/_tmp/jackhammer/J.A.C.K./halflife/hlvis.exe "E:\_tmp\half life\Half-Life\clusterfucklife\maps\roomone"
Arguments: "E:\_tmp\half life\Half-Life\clusterfucklife\maps\roomone" -low
6 portalleafs
7 numportals

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 8 ] [ 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:
(0.00 seconds)
LeafThread:
(0.00 seconds)
average leafs visible: 6
g_visdatasize:6 compressed from 6
0.05 seconds elapsed

----- 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: E:/_tmp/jackhammer/J.A.C.K./halflife/hlrad.exe "E:\_tmp\half life\Half-Life\clusterfucklife\maps\roomone"
Arguments: "E:\_tmp\half life\Half-Life\clusterfucklife\maps\roomone" -low

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 8 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max lighting memory [ 50331648 ] [ 50331648 ]
priority [ Low ] [ 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: E:\_tmp\half life\Half-Life\clusterfucklife\maps\roomone.wa_
8 textures referenced
Reading texlights from 'E:\_tmp\jackhammer\J.A.C.K\halflife\lights.rad'
0 opaque models
0 opaque faces
207 faces
Create Patches : 1525 base patches
28680 square feet [4130019.50 square inches]
4 direct lights and 0 fast direct lights
1 light styles

FindFacePositions:
(0.35 seconds)
BuildFacelights:
(0.54 seconds)
BuildVisLeafs:
(0.33 seconds)
visibility matrix : 0.2 megs
MakeScales:
(0.56 seconds)
Transfer Lists : 657870 : 657.87k transfers
Indices : 70316 : 68.67k bytes
Data : 1320285 : 1.26M bytes
Bounce 1 GatherLight:
(0.03 seconds)
Bounce 2 GatherLight:
(0.03 seconds)
Bounce 3 GatherLight:
(0.04 seconds)
Bounce 4 GatherLight:
(0.03 seconds)
Bounce 5 GatherLight:
(0.03 seconds)
Bounce 6 GatherLight:
(0.03 seconds)
Bounce 7 GatherLight:
(0.03 seconds)
Bounce 8 GatherLight:
(0.04 seconds)
CreateTriangulations:
(0.06 seconds)
AddPatchLights:
(0.94 seconds)
FinalLightFace:
(0.01 seconds)
3.46 seconds elapsed

----- END hlrad -----
I now fixed the coplanar planes, but it still doesnt load properly, even though there are no errors. here's the log (I'll post it in a few messages, because of the character limit):
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: E:/_tmp/jackhammer/J.A.C.K./halflife/hlcsg.exe "E:\_tmp\half life\Half-Life\clusterfucklife\maps\roomone"
Arguments: "E:\_tmp\half life\Half-Life\clusterfucklife\maps\roomone" -low -wadautodetect
Entering E:\_tmp\half life\Half-Life\clusterfucklife\maps\roomone.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 8 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
reset logfile [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max lighting memory [ 50331648 ] [ 50331648 ]
priority [ Low ] [ 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:
(0.01 seconds)
CSGBrush:
(0.06 seconds)

Using Wadfile: \_tmp\half life\Half-Life\valve\halflife.wad
  • Contains 8 used textures, 72.73 percent of map (3116 textures in wad)
Using Wadfile: \_tmp\half life\Half-Life\valve\clonehigh.wad
  • Contains 3 used textures, 27.27 percent of map (12 textures in wad)
Wad files required to run the map: "halflife.wad;clonehigh.wad;"
Texture usage is at 0.17 mb (of 32.00 mb MAX)
0.36 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: E:/_tmp/jackhammer/J.A.C.K./halflife/hlbsp.exe "E:\_tmp\half life\Half-Life\clusterfucklife\maps\roomone"
Arguments: "E:\_tmp\half life\Half-Life\clusterfucklife\maps\roomone" -low -chart

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 8 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
priority [ Low ] [ 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] 55 (0.02 seconds)
BSP generation successful, writing portal file 'E:\_tmp\half life\Half-Life\clusterfucklife\maps\roomone.prt'
SolidBSP [hull 1] 71 (0.02 seconds)
SolidBSP [hull 2] 58 (0.02 seconds)
SolidBSP [hull 3] 65 (0.02 seconds)
Reduced 102 clipnodes to 97
Reduced 109 texinfos to 39
Reduced 11 texdatas to 8 (488 bytes to 356)
Reduced 392 planes to 71
FixBrinks:
Increased 97 clipnodes to 97.

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 3/512 192/32768 ( 0.6%)
planes 71/32768 1420/655360 ( 0.2%)
vertexes 337/65535 4044/786420 ( 0.5%)
nodes 33/32767 792/786408 ( 0.1%)
texinfos 39/32767 1560/1310680 ( 0.1%)
faces 207/65535 4140/1310700 ( 0.3%)
  • worldfaces 195/32768 0/0 ( 0.6%)
clipnodes 97/32767 776/262136 ( 0.3%)
leaves 19/32760 532/917280 ( 0.1%)
  • worldleaves 6/8192 0/0 ( 0.1%)
marksurfaces 220/65535 440/131070 ( 0.3%)
surfedges 1076/512000 4304/2048000 ( 0.2%)
edges 539/256000 2156/1024000 ( 0.2%)
texdata [variable] 356/33554432 ( 0.0%)
lightdata [variable] 0/50331648 ( 0.0%)
visdata [variable] 0/8388608 ( 0.0%)
entdata [variable] 1571/2097152 ( 0.1%)
  • AllocBlock 2/64 0/0 ( 3.1%)
8 textures referenced

Total BSP file data space used: 22283 bytes

Wad files required to run the map: "halflife.wad;clonehigh.wad;"
0.55 seconds elapsed

----- END hlbsp -----
at this point i stopped understanding anything about how to make a map. if you have the time i kindly request that you take a look and tell me what's wrong/ how to fix or fix it yourself.
here's the link to the drive folder with the .jmf file and .wad file, because the room uses custom textures:
https://drive.google.com/drive/folders/1_yzQB46opcsQQ8LFNXfl8wLKLBHPnU9f?usp=sharing
Posted 3 years ago2021-05-16 00:16:46 UTC
in Mod folder Post #345613
When doing a mod folder do i need to put it somewhere in some specific location or wherever i want?
Posted 3 years ago2021-05-15 20:04:09 UTC
in Origin brush Post #345610
How do i create origin brush? I need to use it in order to make a swinging door, but i have no idea what it is or how do I make use of it.
Posted 3 years ago2021-05-14 08:50:44 UTC
in Newbie problems with jackhammer Post #345605
man, you're a lifesaver! thanks a lot, Bruce
Posted 3 years ago2021-05-14 07:56:21 UTC
in Newbie problems with jackhammer Post #345603
so i followed this tutorial https://www.youtube.com/watch?v=vwAXmFU9ktM&t=62s and when i create object (1:03 in the vid) it doesn't have the null texture like in the vid but it's just outlined. then when i try to give the object some texture nothing happens. could anyone help me with this? im completely new to all this stuff