Few problems Created 10 years ago2014-01-06 19:16:39 UTC by Commandeer Commandeer

Created 10 years ago2014-01-06 19:16:39 UTC by Commandeer Commandeer

Posted 10 years ago2014-01-06 19:19:22 UTC Post #317387
1. Triggering ambient_generic.

I have multiple torches and couple fires on the map with a sound effect and they work fine. But then I have 2 custom made songs in it also that play fine when playing on LAN but not when I run my HLDS to test the map with friends. The songs should be played on trigger, activated when CT's touch the trigger brush but for some reason the songs start playing only when you go inside a certain radius of the entity. And on HLDS/public servers the songs don't work at all, only the fire sounds do.

Songs are uncompressed wav, 8bit, mono and 22 khz and file size 4-6mb. Because they work fine when playing alone in "new game", I don't understand where's the problem on normal servers.

2. Models disappearing after compile.

This is about the torches mentioned above. They all show up in hammer, are made with the same model and with the same settings but some of them disappear after compile.

They disappear only in certain areas, not from all spots. In the spots where they disappear the sprite and sound effect still stay there, only the model is missing.

3. Making an invisible space.

From what I've heard this is impossible but I thought I'd still ask. Is it possible to make a room in the middle of the air that:
  • Blends into the skybox or is invisible but solid to everyone outside the room.
  • Can have players inside that can still see outside.
Also about the errors above, my compile log is clear of anything that could relate to those issues. Hope I managed to arrange my questions so that you can understand them. All this is coming onto a deathrun map with a pirate theme, if needed I can post screenshots but I rather not share the rmf or wads. Sorry if there are answers to these somewhere, I just couldn't find them.
Posted 10 years ago2014-01-06 23:48:41 UTC Post #317394
1) Probably because its CS. Is there a "Play Everywhere" option in GoldSource?

2) are the origins beneath or intersecting brushes? Is there a leak?

3) you should be able to make a func_wall with a render mode of texture and a fx amount of 0. Unless you don't want the outside viewers to be able to see inside.
Making that a skybrush could cause some weird issues.
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-01-07 00:11:19 UTC Post #317395
2) Models disappearing is most likely because you've hit your entity limit which is tragically low in Goldsource. Combine nearby non-dynamic entities (func_walls, etc) into one to reduce your overall ent count.

3) If it doesn't matter that players can be seen from outside, just make a hollow room textured entirely in CLIP.
Archie ArchieGoodbye Moonmen
Posted 10 years ago2014-01-07 02:14:39 UTC Post #317398
Archie wins!
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-01-07 02:20:03 UTC Post #317399
3)A mapper named Nipper has made levels where you couldn't see through sky textures into the next area "I think in blahhh". I asked him how he did it but he never responded, so yes it is somehow possible but I don't know.
Posted 10 years ago2014-01-07 06:03:52 UTC Post #317402
Why not decompile his map to see how he did it?
Dimbeak DimbeakRotten Bastard
Posted 10 years ago2014-01-07 06:25:16 UTC Post #317403
Number one is a tough problem. Even though it worked on LAN,if they aren't working, try another triggering method(Multimanager, trigger brush, etc), and also, make sure you don't have too many sounds in general, or i think HL will not like it ;)

The sky thing Zeeba is talking about was covered in a previous thread. It's done with really thick sky brushes if i'm not mistaken? (e.g. 64 or 128 unit thick walls sky walls)

As for the models, it's been a long time since i mapped GS, but make sure the origin of the model is not outside the map, nor too close to the editable space boundaries in hammer. and also make sure your model is not intersecting any brushwork of course! =)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-01-07 09:20:42 UTC Post #317404
Thanks for the help so far !

There is a "play everywhere" option, but that is out of the question when I have 2 songs in the map. I guess the easy solution to that triggering problem would be just removing the trigger and make the songs play and loop automatically, I just would have liked for them to trigger when the players enter the ships on the map. About too many sounds in general, you mean too many sound files or simply too many ambient_generics playing them ?

Here is a picture of the situation with the models http://imgur.com/a/Dzuvp#1. After compile some of the torch models disappear even if they're made with the exact same settings. The models are inside the cliff brushes a little, but there are couple torches like that earlier that still appear after compile. I currently have 217 point entities and 329 solidentities, did I go over the limits ?

The problem with the invisible space is that you shouldn't be able to see inside it and still see out from it. I need to achieve exactly what zeeba said, not being able to see through sky textures. This is where that invisible space would be: http://imgur.com/a/Dzuvp#0.
Posted 10 years ago2014-01-07 10:06:57 UTC Post #317405
That whole hollowed block next to ship needs to be textured SKY, and again, make the walls thick, e.g., 64 or 128 units.

I have never tried this myself but this is the way I think it's done ;)

If THAT doesn't work, move that spawn area or whatever it is outside the main map (if your map allows for that).
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-01-07 11:25:26 UTC Post #317406
1) I suspect that the audio you're using most likely doesn't have cue points so, make sure the sounds/music used has cue points. CS is really touchy with this.

To do this you can use free software like GoldWave. Just open the song in the program and use a button (blue triangle with an ellipses) called "Cue Points". You can then click "New" and type "start_point" as the name, and check that the position is "00:00:00.00000". For the second cue you need to click "New" again and type "end_point" as the name, but this time click the button "At finish". Then just save the file and happy days.

I'm only guessing this is a cue point problem but, it really does sound like it.

2) It's been answered. Basically, GoldSource hates entities being in solid brushes.

3) Download Vluzacn's Compiling Tools (VHLT) and use that sky texture ...and obviously compile using his tools. You're probably using the default compiling tools and tool textures to receive that sky error. This is due to vanilla compile tools treating the sky texture as a liquid making it transparent.
Moaby MoabyMk. III
Posted 10 years ago2014-01-07 18:02:34 UTC Post #317410
A little update on the problems now:

1. I decided to completely remove the triggering from the songs and now I got them working. I think they don't play at round start but when someone enters their radius or something I don't really even know but they do work almost like I intended. They do have cue points too.

2. I thought this couldn't be the problem because I have some grass models and couple other torches that go inside the brushwork and still appear after compile, but when I moved the torches that used to disappear so that they don't go inside the brushes they work now.

3. I tried doing this thickness trick with it, I think it might actually work but what texture should I add to the insides of the box ? I can't tie sky texture to any entity and clip makes it visible from outside. Also that area is for the terrorists (its a deathrun map), so I can't move it outside the main area because they have to be able to see the CT's.

Thanks a lot for the help so far !
Posted 10 years ago2014-01-07 18:22:04 UTC Post #317411
I'm afraid to ask why that spawn area has to be an entity? =P

If you want the players inside the box to be able to see out, then you'll have to texture the inside walls with something not SKY, e.g., NULL maybe?

If you can't tie sky to a brush entity, then this method won't work for you, and i've honestly no idea how else to do it in GoldSrc(Nor Source for that matter!).

Edit
Maybe you could do something with hint brushes does anyone know?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-01-07 20:08:40 UTC Post #317412
It doesn't have to be an entity. I'm trying to make it invisible on the outside and still allow terrorist to look out from it. The only method I could think of is putting sky on the outer surfaces and null on the one wall inside, but since you can't tie sky onto func_wall that's why I came here to ask for help.
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