Why can't I get my cylinders see-thr Created 19 years ago2004-10-16 00:30:12 UTC by WorldCraft_Edit WorldCraft_Edit

Created 19 years ago2004-10-16 00:30:12 UTC by WorldCraft_Edit WorldCraft_Edit

Posted 19 years ago2004-10-16 00:30:12 UTC Post #66858
I've selected a cylinder that I want to make see-through, right-clicked on it, clicked tie to entity, set the Render mode to texture, and finally set the FX amount to 10 (I've also tried 1 and 50).
Posted 19 years ago2004-10-16 00:31:30 UTC Post #66860
Yet it doesn't make my cylinder see-through. Help me please!
Posted 19 years ago2004-10-16 00:39:08 UTC Post #66862
Translucency
You will find that almost all of the brush-based entities you can create in WorldCraft have these basic properties: Render FX Render Mode FX Amount FX Color To make your glass translucent, open your new brush's property sheet (right-click it), set Render Mode to Texture, and type some numerical value between 1 and 255 in FX Amount. 255 is fully opaque, and 1 is transparent. A value of about 100 generally works for glass, but you can experiment and choose something that suits you.
Please make sure you check the tutorials before you ask questions. By the way, I hope you've upgraded to Hamer 3.4.
AJ AJGlorious Overlord
Posted 19 years ago2004-10-16 00:51:05 UTC Post #66865
I did see the tutorials, or else I wouldn't know I had to set the render mode and the FX Amount. What I don't know is why it doesn't work for me.
Posted 19 years ago2004-10-16 00:51:31 UTC Post #66866
Oh yeah and yes I have upgraded to Hammer 3.4.
Posted 19 years ago2004-10-16 00:56:46 UTC Post #66867
Then why wasn't extensive experimentation carried out? Fiddle around with it and see what happens. I see no reason why it shouldn't work.
AJ AJGlorious Overlord
Posted 19 years ago2004-10-16 01:19:46 UTC Post #66871
I've selected a cylinder that I want to make see-through, right-clicked on it, clicked tie to entity, set the Render mode to texture, and finally set the FX amount to 10 (I've also tried 1 and 50). Yet it doesn't make my cylinder see-through. Help me please!
this may be a dumb question but... did you compile the map?
Posted 19 years ago2004-10-16 01:21:23 UTC Post #66872
what do you mean by compile? Do you mean run it, or cordon off?
Posted 19 years ago2004-10-16 01:28:23 UTC Post #66874
the map needs to be compiled then run in half-life before your entity will be see-through. and by compiled, i mean: http://cariad.co.za/twhl/tutorial.php?id=35
Posted 19 years ago2004-10-16 01:31:03 UTC Post #66875
Oh yeah, I forgot about that...
Hammer wont show the changes.
AJ AJGlorious Overlord
Posted 19 years ago2004-10-16 02:47:09 UTC Post #66882
What, you mean that I can't see through the see-through cylinders in hammer? Phew! :zonked: Heh heh... Except for one thing...

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

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlcsg.exe
** Parameters: c:sierraHALF-L~1valvemapsplace

hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
--- BEGIN hlcsg ---
Command line: C:PROGRA~1VALVEH~1toolshlcsg.exe c:sierraHALF-L~1valvemapsplace
Entering c:sierraHALF-L~1valvemapsplace.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 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ 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%... (0.25 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...40%...70%...80%... (0.30 seconds)

Using Wadfile: sierrahalf-lifevalvecached.wad
  • Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Using Wadfile: sierrahalf-lifevalvedecals.wad
  • Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: sierrahalf-lifevalvefonts.wad
  • Contains 0 used textures, 0.00 percent of map (3 textures in wad)
Using Wadfile: sierrahalf-lifevalvegfx.wad
  • Contains 0 used textures, 0.00 percent of map (7 textures in wad)
Using Wadfile: sierrahalf-lifevalvehalflife.wad
  • Contains 4 used textures, 100.00 percent of map (3116 textures in wad)
Using Wadfile: sierrahalf-lifevalveliquids.wad
  • Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: sierrahalf-lifevalvepldecal.wad
  • Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: sierrahalf-lifevalvespraypaint.wad
  • Contains 0 used textures, 0.00 percent of map (14 textures in wad)
Using Wadfile: sierrahalf-lifevalvexeno.wad
  • Contains 0 used textures, 0.00 percent of map (264 textures in wad)
Warning: More than 8 wadfiles are in use. (9)
This may be harmless, and if no strange side effects are occurring, then
it can safely be ignored. However, if your map starts exhibiting strange
or obscure errors, consider this as suspect.

Texture usage is at 0.09 mb (of 4.00 mb MAX)
1.28 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlbsp.exe
** Parameters: c:sierraHALF-L~1valvemapsplace

hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
--- BEGIN hlbsp ---
Command line: C:PROGRA~1VALVEH~1toolshlbsp.exe c:sierraHALF-L~1valvemapsplace

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 ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)

BSP generation successful, writing portal file 'c:sierraHALF-L~1valvemapsplace.prt'
1.05 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlvis.exe
** Parameters: c:sierraHALF-L~1valvemapsplace

hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
--- BEGIN hlvis ---
Command line: C:PROGRA~1VALVEH~1toolshlvis.exe c:sierraHALF-L~1valvemapsplace
365 portalleafs
1273 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:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.38 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (10.80 seconds)
average leafs visible: 200
g_visdatasize:13849 compressed from 16790
11.22 seconds elapsed

--- END hlvis ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlrad.exe
** Parameters: c:sierraHALF-L~1valvemapsplace

hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
--- BEGIN hlrad ---
Command line: C:PROGRA~1VALVEH~1toolshlrad.exe c:sierraHALF-L~1valvemapsplace

= 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 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
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']

2121 faces
Create Patches : 14563 base patches
0 opaque faces
155809 square feet [22436506.00 square inches]
Error: No Lights!
Description: lighting of map halted (I assume you do not want a pitch black map!)
Howto Fix: Put some lights in the map.

--- END hlrad ---

** Executing...
** Command: Copy File
** Parameters: "c:sierrahalf-lifevalvemapsplace.bsp" "C:SierraHalf-Lifevalvemapsplace.bsp"

** Executing...
** Command: Copy File
** Parameters: "c:sierrahalf-lifevalvemapsplace.pts" "C:SierraHalf-Lifevalvemapsplace.pts"

** Executing...
** Command: C:SierraHALF-L~1hl.exe
** Parameters: +map "place"

That's teh log, shouldn't it work? It's got no errors whatsoever, yet i've been waiting for like and hour or two, and the map is quite small, and this computer is a pentium four...

Now I've got it to the LOADING screen once on this computer, but I never seem to get it working any-more.
I dunno why I can't get it to work!
Posted 19 years ago2004-10-16 03:25:15 UTC Post #66883
First, you should add some lights, since that's what the log states: No Lights!

Second, you shouldn't use cached.wad, fonts.wad, gfx.wad, pldecal.wad and spraypaint.wad. These .wads contain no usefull textures, so you'd better leave them out of your configuration.
Posted 19 years ago2004-10-16 03:27:19 UTC Post #66884
What exactly doesn't work? The map stops during loading in Half-Life? Or what? Can you describe that a bit more specific?
Posted 19 years ago2004-10-16 05:13:30 UTC Post #66895
I think he was saying it hangs at the Loading screen in HL.

Run HL with -console and -dev and find the last line it says, i.e.:

e:hlgamehl.exe -console -dev +map yourmap

in the Run dialog.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2004-10-16 06:02:34 UTC Post #66901
Nope, it don't hang in the Loading screen in HL, it doesn't go to the loading screen at all.
But thanks for the help guys! I can't believe I didn't look at the log more closely!

Again, thanks! :D
Posted 19 years ago2004-10-16 11:22:50 UTC Post #66908
Mine doesn't go to the loading screen, if there's no lights in it. He needs a light, needs an INFO_PLAYER_START, and then needs to try it again.
Posted 19 years ago2004-10-16 16:28:54 UTC Post #66951
What, you mean that I can't see through the see-through cylinders in hammer?
yes, that's what i mean.
Posted 19 years ago2004-10-16 18:08:03 UTC Post #66965
As for why not using capitals in map names, it can cause some problems during level transitions. Wich makes it just a bad habit to use capitals.
HL usually uses small letters anyway, so why use capitals? ;)
You must be logged in to post a response.