Forum posts

Posted 19 years ago2005-02-04 10:17:42 UTC
in Leaky map, can't find the gap Post #88103
Cheers dandyli0n - appreciate that!!
Posted 19 years ago2005-02-03 14:10:27 UTC
in Leaky map, can't find the gap Post #87954
Posted 19 years ago2005-02-03 13:59:42 UTC
in Leaky map, can't find the gap Post #87952
Hey,

I've been working on a map for a while now, it's finally coming together but I have a leak. I think I've tracked it down to one particular corner of the map but I can't seem to find a gap that could be causing the leak.

I've also used Alt-P and it's got nothing to offer either.

Are there any other causes of this particular error message?

Thanks
Posted 19 years ago2005-01-26 08:13:22 UTC
in VIS Tools Post #85839
Hey,

Thanks for the advice - left Hammer running over night and when I arrived this morning my brand new beautiful map was waiting for me :D

I'll try the batch compile next!!

Thanks again, very much appreciated
Posted 19 years ago2005-01-25 13:29:31 UTC
in VIS Tools Post #85659
Hi,

If Hammer becomes un-responsive but vis.exe is still running (occupying 90-99% of cpu - same for both Zoner or Hammer VIS) . . . will the map eventually compile or is it a lost cause??

Basically I'm wondering is it worth my while to wait and see what happens or should I just abandon the compilation cause there's something wrong with the map??

Thanks
Posted 19 years ago2005-01-24 12:07:31 UTC
in RAD failing/not running Post #85464
Hi,

Firstly, thanks so much for the quick responses earlier.

Secondly, huge apologies for this, I made a bad assumption in my first post. The log file stated that hlvis had completed correctly. However the fan on my laptop has been breaking out in a sweat to try and compile the map. It turns out Hammer was falling into the 'non-responsive'state. I checked the task manager's process tab and found that hlvis was occupying 99% of the CPU. So sorry about that I got the origin of the problem wrong.

Anyway, CSG and BSP appear to run fine, I've checked this by de-selecting VIS and RAD in the compile window. However a lot of the world still isn't being rendered i.e. the floors and walls are missing, Gordan is hanging in empty space when I load the map into a BSP viewer.

I assume this is the reason that VIS is having so much trouble completing - it must be detecting one great big leaky map.

My main issue now is how to get the solids rendered at runtime or at least included in the BSP file. Again I'm not sure if this is a side-effect of the map originally being a Quake relic.

I've uploaded the RMF and BSP at:
http://twhl.co.za/mapvault_map.php?id=2610

Thanks again
Posted 19 years ago2005-01-24 09:42:47 UTC
in RAD failing/not running Post #85444
Hi,

I have a few queries about the compile process used to create the bsp files. Firstly to let you know what I'm trying to do, I have an old Quake map that I'm trying to move over to Half-Life. The map is quite complex with a high polygon count and some very detailed work so I'm reluctant to start from scratch if I can avoid it.

I started to move the map across by decompiling the Quake BSP to a MAP file. I loaded the MAP file into hammer and reapplied a single grey texture across the world (just for debugging the map).

At the moment my problem is that CSG, BSP and VIS compile tools all seem to run correctly according to the log files however there is no record of RAD running. Meanwhile my computer is going into over-drive towards the end of the compile process so there is obviously issues!! I use Zoner's tools v. 252-17.

My main questions are:

1. What is the (rough/estimated) max number of polygons that the compile tools can handle - with the aim of getting efficient performance out of Hammer?

2. What is the most common reason for RAD not running or failing?

3. What is the effect of the RAD tool on the bsp file? I have used a bsp viewer to look at the bsp file produced from the combined efforts of CSG/BSP/VIS. Most of the map's polygons are not present - would this simply be the result of RAD failing or not running, or is it that HL's tools cannot render/tolerate the old Quake information.

Any help or suggestions would be greatly appreciated,
Thanks
Posted 19 years ago2004-07-07 16:00:35 UTC
in Scientists: Sitting to standing Post #39471
Thanks for all the advice - I'm afraid I cheated a bit to solve the problem, I'm working on a mod at the moment, so I attacked the SDK & coded myself a new type of scripted_sequence.

Two couches was far beyond my mapping capabilities, I'm still getting to grips with this stuff - but I will learn this trick (eventually :) )

Thanks for all the replies!
Posted 19 years ago2004-07-06 18:25:25 UTC
in Scientists: Sitting to standing Post #39291
Hi,

Could anyone help me with the following, I have a scientist sitting on a couch using a scripted_sequence (idle mode = coffee). I also have a trigger targeting the scripted_sequence and I would like the scientist to change to a standing position (maybe idle1) when the trigger is activated.

My problem is that my scientists legs are getting stuck right in the middle of the couch - does anyone know how to move the scientist forward when the action sequence begins? I've tried introducing a second scripted_sequence but Half-Life is producing the following error:

"Found <second_scripted_sequence> but can't play"

All suggestions are hugely welcome :P
Thanks
Posted 19 years ago2004-07-06 13:36:39 UTC
in Blacked-out scientists Post #39232
Problem solved - thanks so much for all the advice, really appreciate it!!
Posted 19 years ago2004-07-06 13:13:41 UTC
in Blacked-out scientists Post #39226
Hi,

I've uploaded my map in the problem section under the name 'Conference Room' - the map is actually for a mod I'm building so I hope this doesn't cause problems for anyone trying to view it.

Thanks for all the help :)
Posted 19 years ago2004-07-06 07:30:18 UTC
in Blacked-out scientists Post #39148
I'm not sure it's a lighting issue. I've added normal 'monster_sitting_scientists' and they appear fine, as does a standing 'monster_scientist'.

I'm not actually using a clip brush at all - I was following the example that uses a 'monster_scientist' along with a 'scripted-sequence'. It's point number (3) on the following tutorial

http://collective.valve-erc.com/index.php?doc=1017297149-68271500

Do I still need to use a clip brush as well? And if so when you (Seventh-Monkey) say check the clip brush is lit do you mean I need a light somewhere nearby??

Thanks a lot
Posted 19 years ago2004-07-06 05:03:46 UTC
in Blacked-out scientists Post #39130
Hi,

I've been following the tutorial on Chairs, Scientists and Barneys at VERC - I wanted to get some monster_scientists sitting on couches and just looping on the 'coffee' animation.

All is going fine, scientists are perched on chairs with feet firmly on the ground except all my scientists are black from head-to-foot. T heir outline is still fine so that I can tell if it's einstein/glasses/slick etc but they have no images painted onto them.

Any suggestions about how to fix this would be gratefully recieved,
Thanks! :D
Posted 20 years ago2004-04-25 09:33:41 UTC
in Compilation: Zero Polygons rendered Post #23902
Hi,

Thanks for all the responses - I'm still struggling but I've just downloaded a copy of the Zoner tool as suggested so hopefully it will help me out.

With regards to the other suggestions:

Yes my map is simply a cube that I made hollow, it also contains two entities (info_player_start, light). So when I view the map in Hammer I can navigate inside the cube and see a green box for the start point and a purple box for my light.

I'm not terribly sure how to view a map in HL itself - as I said before I really am in the earliest stages of learning this stuff - hence why I posted the entire compile process, apologies for that :)
Posted 20 years ago2004-04-23 16:02:25 UTC
in Compilation: Zero Polygons rendered Post #23611
Hi,

Trying to make my first map - would appreciate any help with the following, thanks:

I'm trying to compile the example map from http://cariad.co.za/twhl/tutorial.php?id=23 rather than my own dubious workings.

I have two main problems

The first occurs when I press F9 - I expected Half-Life to launch so I could see the map but it doesn't, nothing happens at all except the text that is output in the Process Window as follows (most of which I don't understand)

** Executing...
** Command: Change Directory
** Parameters: "C:SIERRAHalf-Life"

** Executing...
** Command: C:TCDUBI~1Hammertoolsqcsg.exe
** Parameters: "c:tcdubisimhammermapsbeginning"

qcsg.exe v2.8 (Jan 31 2000)
-- qcsg --
entering c:tcdubisimhammermapsbeginning.map
CreateBrush: 0...1...3...5...6...8... (0)
CSGBrush: 0...1...3...5...6...8... (0)
Using WAD File: sierrahalf-lifevalveliquids.wad
Using WAD File: sierrahalf-lifevalvexeno.wad
Using WAD File: sierrahalf-lifevalvedecals.wad
Using WAD File: sierrahalf-lifevalvehalflife.wad
0 seconds elapsed
** Executing...
** Command: C:TCDUBI~1Hammertoolsqbsp2.exe
** Parameters: "c:tcdubisimhammermapsbeginning"

qbsp2.exe v2.2 (Dec 28 1998)
-- qbsp2 --
writing c:tcdubisimhammermapsbeginning.prt
0 seconds elapsed
** Executing...
** Command: C:TCDUBI~1Hammertoolsvis.exe
** Parameters: "c:tcdubisimhammermapsbeginning"

vis.exe v1.3 (Dec 30 1998)
-- vis --
1 thread(s)
1 portalleafs
0 numportals
BasePortalVis: (0)
LeafThread: (0)
average leafs visible: 1
visdatasize:1 compressed from 1
0.0 seconds elapsed

** Executing...
** Command: C:TCDUBI~1Hammertoolsqrad.exe
** Parameters: "c:tcdubisimhammermapsbeginning"

qrad.exe v 1.5 (Apr 6 2000)
--- Radiosity --
1 threads
[Reading texlights from 'C:TCDUBI~1Hammertoolslights.rad']
[1 texlights parsed from 'C:TCDUBI~1Hammertoolslights.rad']

6 faces
1536 square feet [221184.00 square inches]
96 patches after subdivision
1 direct lights
BuildFacelights: 0...1...3...5...6...8... (0)
visibility matrix: 0.0 megs
BuildVisLeafs: 0... (0)
MakeScales: 0...1...2...3...4...5...6...7...8...9... (0)
transfer lists: 0.0 megs
SwapTransfersTask: 0...1...2...3...4...5...6...7...8...9... (0)
GatherLight: 0...1...2...3...4...5...6...7...8...9... (0)
Bounce #1 added RGB(0, 0, 0)
FinalLightFace: 0...1...3...5...6...8... (0)

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 1/400 64/25600 ( 0.3%)
planes 92/32767 1840/655340 ( 0.3%)
vertexes 8/65535 96/786420 ( 0.0%)
nodes 6/32767 144/786408 ( 0.0%)
texinfos 6/8192 240/327680 ( 0.1%)
faces 6/65535 120/1310700 ( 0.0%)
clipnodes 18/32767 144/262136 ( 0.1%)
leaves 2/8192 56/229376 ( 0.0%)
marksurfaces 6/65535 12/131070 ( 0.0%)
surfedges 24/512000 96/2048000 ( 0.0%)
edges 13/256000 52/1024000 ( 0.0%)
texdata [variable] 48/2097152 ( 0.0%)
lightdata [variable] 0/2097152 ( 0.0%)
visdata [variable] 1/2097152 ( 0.0%)
entdata [variable] 418/131072 ( 0.3%)

Total BSP file data space used: 3331 bytes

0 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "c:tcdubisimhammermapsbeginning.bsp" "C:SIERRAHalf-Lifevalvemapsbeginning.bsp"

** Executing...
** Command: Copy File
** Parameters: "c:tcdubisimhammermapsbeginning.pts" "C:SIERRAHalf-Lifevalvemapsbeginning.pts"

** Executing...
** Command: Copy File
** Parameters: +map "beginning" -dev -console

Following this I saw that the .bsp file was created so I tried to view it with a BSP tool that I think I found on Botman's site - this results in a message saying that zero polygons were rendered. It does however show me Gordon in the player start position. This BSP tool does work for the standard maps supplied with the HL game, I have used it with crossfile.bsp

Any insight would be greatly appreciated otherwise I will continue to muddle along and possibly get there eventually :o)

Thanks

P.S. I have read and re-read many of the set-up tutorials including those from this site and the ones that accompany Hammer - I'm still confused :zonked: