Breakable Blocks Created 17 years ago2007-02-13 22:17:11 UTC by Kman8675 Kman8675

Created 17 years ago2007-02-13 22:17:11 UTC by Kman8675 Kman8675

Posted 17 years ago2007-02-13 22:17:11 UTC Post #212404
Does anyone know how to make a breakable block, like the ones on breakfloor in source? But for 1.6?
Posted 17 years ago2007-02-13 22:35:03 UTC Post #212407
Posted 17 years ago2007-02-13 22:42:29 UTC Post #212409
Then what is that link you just posted? And how do I get the func entities?
Posted 17 years ago2007-02-13 23:40:30 UTC Post #212417
Select the brush and press Ctrl+T, or right click the brush and click "Tie to Entity".
Posted 17 years ago2007-02-14 09:34:24 UTC Post #212457
Posted 17 years ago2007-02-14 09:47:20 UTC Post #212459
WC, are you trying to confuse Kman or something? :/
Posted 17 years ago2007-02-14 09:51:52 UTC Post #212460
Posted 17 years ago2007-02-14 13:26:30 UTC Post #212466
User posted image
Rimrook RimrookSince 2003
Posted 17 years ago2007-02-14 13:35:59 UTC Post #212467
It's an ass.. and some sort of black spot, like a hole...
Hm, I'm not getting it.

Kman: Read our "In The Beginning" tutorials.
Posted 17 years ago2007-02-14 15:15:56 UTC Post #212472
Alright I got it, but one more thing is there a way to select multiple objects? I have a bunch of blocks and I wanted to change the settings on them but it would take for ever doing it one by one.
Posted 17 years ago2007-02-14 15:33:33 UTC Post #212476
You can turn each one of them to an entity(Alt+E) then select them all together and press Alt+Enter. The entity proporties window will pop up and everything you'll change in it will be applied to all the entities you chose. :)
Posted 17 years ago2007-02-14 15:45:53 UTC Post #212477
ho ho ho :badass: :cool:
Posted 17 years ago2007-02-14 17:49:18 UTC Post #212487
User posted image
Press that button in the menu to select mroe than one block at a time, or just do what Espen said and hold ctrl while you're selecting.
Posted 17 years ago2007-02-14 18:24:25 UTC Post #212491
Or drag a box in one of the 2D windows (a white selection box, that is) and press enter, which will select everything it touches.

"To Entity" is ctrl+t btw.
Posted 17 years ago2007-02-14 18:44:00 UTC Post #212494
Ok I can select all the objects, but it treats all the objects as one. So when I break one they all break. Help?
Posted 17 years ago2007-02-14 18:47:06 UTC Post #212495
First tie one by one to entity and leave the propoties alone.
After you tied them all choose all of them and press alt+enter.
Posted 17 years ago2007-02-14 20:04:18 UTC Post #212499
Or you could create one block with all the right properties, hit the copy button, and paste it into all the other blocks. Or just copy that brush a bunch.
Posted 17 years ago2007-02-14 23:28:56 UTC Post #212513
WCD wad being ironical! :) (someone has to to it if Jobabob isn't around)

Rimrook: I thought it was some sort of portals joke at first, lol. :P
Posted 17 years ago2007-02-15 01:41:14 UTC Post #212522
Ok, well after copying the blocks I got an compile error saying that iv'e reached the max number of models? What does this mean and how can I fix it without taking stuff from off the map?
Posted 17 years ago2007-02-15 01:47:29 UTC Post #212523
Search for your error at Tommy14's and of course the forums, because it's probably happened to someone before.
Posted 17 years ago2007-02-15 04:22:37 UTC Post #212534
Never mind. Wrong about what I was going to say.
Posted 17 years ago2007-02-15 12:03:21 UTC Post #212551
WC, are you trying to confuse Kman or something? :/
Yes.
Haha. :lol:
Posted 17 years ago2007-02-15 18:58:32 UTC Post #212589
** Executing...
** Command: Change Directory
** Parameters: "C:Program FilesSteamsteamappspass_teh_hyrupcounter-strike"

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlcsg.exe
** Parameters: "c:program filesvalve hammer editormapsbreakfloor_beta4_km"

hlcsg v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
--- BEGIN hlcsg ---
Command line: C:PROGRA~1VALVEH~1toolshlcsg.exe "c:program filesvalve hammer editormapsbreakfloor_beta4_km"
Entering c:program filesvalve hammer editormapsbreakfloor_beta4_km.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.13 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
50%... (0.02 seconds)

Using Wadfile: program filessteamsteamappspass_teh_hyrupcounter-strikecstrikedecals.wad
  • Contains 0 used textures, 0.00 percent of map (223 textures in wad)
Using Wadfile: program filessteamsteamappspass_teh_hyrupcounter-strikecstrikehalflife.wad
  • Contains 6 used textures, 100.00 percent of map (3116 textures in wad)
Using Wadfile: program filessteamsteamappspass_teh_hyrupcounter-strikecstrikeliquids.wad
  • Contains 0 used textures, 0.00 percent of map (32 textures in wad)
added 6 additional animating textures.
Texture usage is at 0.12 mb (of 4.00 mb MAX)
0.61 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlbsp.exe
** Parameters: "c:program filesvalve hammer editormapsbreakfloor_beta4_km"

hlbsp v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
--- BEGIN hlbsp ---
Command line: C:PROGRA~1VALVEH~1toolshlbsp.exe "c:program filesvalve hammer editormapsbreakfloor_beta4_km"

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noopt [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 8192)

SolidBSP [hull 0] 25 (0.00 seconds)
BSP generation successful, writing portal file 'c:program filesvalve hammer editormapsbreakfloor_beta4_km.prt'
SolidBSP [hull 1] 25 (0.00 seconds)
SolidBSP [hull 2] 25 (0.00 seconds)
SolidBSP [hull 3] 25 (0.00 seconds)
0.52 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlvis.exe
** Parameters: "c:program filesvalve hammer editormapsbreakfloor_beta4_km"

hlvis v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
--- BEGIN hlvis ---
Command line: C:PROGRA~1VALVEH~1toolshlvis.exe "c:program filesvalve hammer editormapsbreakfloor_beta4_km"
1 portalleafs
0 numportals

= Current hlvis Settings =
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

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

BasePortalVis:
(0.00 seconds)
LeafThread:
(0.00 seconds)
average leafs visible: 0
g_visdatasize:3 compressed from 1
0.00 seconds elapsed

--- END hlvis ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlrad.exe
** Parameters: "c:program filesvalve hammer editormapsbreakfloor_beta4_km"

hlrad v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
--- BEGIN hlrad ---
Command line: C:PROGRA~1VALVEH~1toolshlrad.exe "c:program filesvalve hammer editormapsbreakfloor_beta4_km"

= Current hlrad Settings =
Name | Setting | Default
-------------------|---------------------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
bounce dynamic light [ on ] [ on ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
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 falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

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 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[               off ] [               off ]
rgb transfers [ off ] [ off ]

[Reading texlights from 'C:PROGRA~1VALVEH~1toolslights.rad']
[1 texlights parsed from 'C:PROGRA~1VALVEH~1toolslights.rad']

2550 faces
Create Patches : 12328 base patches
0 opaque faces
120513 square feet [17353876.00 square inches]
4 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (17.09 seconds)
visibility matrix : 9.1 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (13.50 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (10.84 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (13.39 seconds)
Transfer Lists : 18094752 : 18.09M transfers
Indices :     5892896 :    5.62M bytes
   Data :    72379008 :   69.03M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.83 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.52 seconds)
57.53 seconds elapsed

--- END hlrad ---

** Executing...
** Command: Copy File
** Parameters: "c:program filesvalve hammer editormapsbreakfloor_beta4_km.bsp" "C:Program FilesSteamsteamappspass_teh_hyrupcounter-strikecstrikemapsbreakfloor_beta4_km.bsp"

** Executing...
** Command: Copy File
** Parameters: "c:program filesvalve hammer editormapsbreakfloor_beta4_km.pts" "C:Program FilesSteamsteamappspass_teh_hyrupcounter-strikecstrikemapsbreakfloor_beta4_km.pts"

** Executing...
** Command: Copy File
** Parameters: +map "breakfloor_beta4_km" -game cstrike -dev -console +deathmatch 1

When I open this in a new game it doesn't start and I uploaded it onto a real server and it crashed it while changing the map.
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