door problem Created 15 years ago2008-12-12 17:46:47 UTC by Frozen Storm Frozen Storm

Created 15 years ago2008-12-12 17:46:47 UTC by Frozen Storm Frozen Storm

Posted 15 years ago2008-12-12 17:53:10 UTC Post #259817
yeah, me again.
I want to make a door that has a texture which begins with { (I want it to look like a middle-ages castle gate), so I made the brush textured it with a { entity and turned it into a func_train. But then I checked ALT+P and it said that it has no solids. Is there any way of making a door like that (so that you can see through it)? Will it change anything if I do it with func_door?

Oh and also:
is it possible to make the func_escapezone for CTs? Because I'd like to make a map where the counters have to escape from a fortress.

EDIT: while I'm asking all this I might as well ask something else as well. Is there any .wav file that has a sound I could use for bushes (when someone goes through a bush I want to trigger an ambience generic with a shhhhhhhh sound)?
Or maybe does someone know where I could get one?
Posted 15 years ago2008-12-12 17:55:27 UTC Post #259818
If you want a door, use func_door or func_door_rotating, not func_train.

As for the no solids error, you probably assigned an entity to a brush, and then deleted it. Or something. There's not really a fix for it, its just something you did.
First make your brush door, then tie the whole thing to func_door or func_door_rotating.
To get rid of the blue, use render mode solid, and FX amount 255.

I don't do CS so i can't help you with your last question.
The Mad Carrot The Mad CarrotMad Carrot
Posted 15 years ago2008-12-12 19:51:54 UTC Post #259838
If you want a door, use func_door or func_door_rotating, not func_train.
Yeah I know, but I completely forgot there was a func_door and I just used a func_train for it.
As for the no solids error, you probably assigned an entity to a brush, and then deleted it. Or something.
Hmm... possibly. I'll remake it tomorrow.
First make your brush door, then tie the whole thing to func_door or func_door_rotating.
Yes, I did that.
To get rid of the blue, use render mode solid, and FX amount 255.
Also did that.
I don't do CS so i can't help you with your last question.
ah, ok.
Is there an entity/trigger which when triggered would make a team automatically win?
Posted 15 years ago2008-12-12 21:49:04 UTC Post #259852
You could make it a hostage rescue map.
But have one hostage in the map, inaccessible to anyone.

On one condition, kill the hostage, and the terrorists win i think,
On the other condition, teleport him (or move the floor) onto a hostage rescue point to make the ct's win.

This was a spur-of-the moment idea, so it might not work, but you'll have to test for yourself.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2008-12-12 21:52:22 UTC Post #259854
They Hunger has a pretty sweet bush rustling sound.
Posted 15 years ago2008-12-13 06:49:46 UTC Post #259876
On one condition, kill the hostage, and the terrorists win i think,
well, I don't need any triggers for the terrorists to win but still tnx, I'll use this when I do :).
On the other condition, teleport him (or move the floor) onto a hostage rescue point to make the ct's win.
OK. But can I make a trigger_multiple work for cts only? So that if the terrorists step on it, nothing happens?
They Hunger has a pretty sweet bush rustling sound.
emm... They Hunger?
Posted 15 years ago2008-12-13 09:25:03 UTC Post #259879
It's a Zombie MOD by Neil Manke.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2008-12-13 10:05:15 UTC Post #259882
Is it a custom texture?
Posted 15 years ago2008-12-13 11:42:38 UTC Post #259883
well I didn't make it and I'm not sure from which wad it is, because I'm using the following, combined into 1:
zhlt.wad
halflife.wad
cstrike.wad
gfx.wad
cs_dust.wad
decals.wad

the texture is called {grate4a.

Here's a sc of the door from the editor (I made the door by carving the arch into the square door - yes I know the carve tool is evil when combined with cylinders and other such shapes but I checked right after carving it and it gave no problem under ALT+P before I turned it into a func_train):
User posted image
Posted 15 years ago2008-12-13 12:00:47 UTC Post #259884
I don't really get the problem. What do you want with the door?
The Mad Carrot The Mad CarrotMad Carrot
Posted 15 years ago2008-12-13 12:11:36 UTC Post #259885
The door? I want it to move up when triggered and stay open (I know how to do that, the only problem is the no solids error, I haven't been on my computer yet, I'll try func_door and deleting the entity).
But I also want to make an area beyond this door that does the following:
If it's entered by CTs, the CTs win.
If it's entered by Terrorists nothing happens.
Can I use a trigger_multiple combined with a game_team_master for that?
Posted 15 years ago2008-12-13 12:22:09 UTC Post #259886
About the "empty entity"-error: "Map"--->"Entity report...", at the "Filter"-settings choose "Brush-entities" and then just select the first entity in the list and press the "Go to"-button, the entity should get selected in the 2D/3D-views, if nothing gets selected then that entity is "empty" and can be deleted(press the "Delete"-button).
Posted 15 years ago2008-12-13 12:30:39 UTC Post #259887
Ah yes, now I found the empty entity. Thanks KD.
It actually had nothing to do with this door, it was another door completely elsewhere.
OK now I only need to find a way of making a trigger_multiple work only for one team.
Posted 15 years ago2008-12-13 19:24:44 UTC Post #259911
OK can someone please just explain to me how a game_team_master entity works? What exactly does it do?

Because if I understood correctly, I can do what I want to do if I do the following:
  • make a trigger_multiple that targets 'team' in the "winning area of CTs" (the area the CTs must enter to win)
  • make a game_team_master that has a team index of -1 and has the name 'team'
  • make a trigger multiple in the area where the CTs start and make it target 'setteam'
  • make a game_team_set entity, make it target 'team', name it 'setteam' and under flags check Remove after fire.
  • make the game_team_master target the teleportation of the hostage to the hostage rescue zone.
Posted 15 years ago2008-12-13 20:18:41 UTC Post #259913
I can't help you with that, i've never used that entity. Why not try it out and look for tutorials?
The Mad Carrot The Mad CarrotMad Carrot
Posted 15 years ago2008-12-14 19:14:13 UTC Post #259972
OK, now I have a problem in this map (though it has little to do with the stuff I've been asking here, but it's still the same map).
I can't press any of the buttons at the top of the hill that are supposed to open the gate of the 'fortress'. I've tried to find the problem but I can't seem to find anything.
Can someone please check the map and tell me what's wrong?

Also the texture of the gate gets buggy ingame. It looks like... well I don't know how to explain but it's like my graphic card was bad and I get the "moving texture effect" (when the textures start jumping around or something). I tried to find a sc that would be at least close to what I'm talking about but the best I could find is this:
http://img155.imageshack.us/img155/1825/screen004us3.jpg
So can you please check ingame and tell me if you get the same effect? Because I doubt it's a graphic card problem, since it only happens with this gate.
Posted 15 years ago2008-12-14 19:24:57 UTC Post #259974
I can't press any of the buttons at the top of the hill that are supposed to open the gate of the 'fortress'.
Because you're not targeting the door. The 4 buttons all target the multimanager and the multimanager targets all the buttons.

Whats the point of that?
Also the texture of the gate gets buggy ingame.
Make a screenshot.
The Mad Carrot The Mad CarrotMad Carrot
Posted 15 years ago2008-12-14 19:37:29 UTC Post #259975
Because you're not targeting the door. The 4 buttons all target the multimanager and the multimanager targets all the buttons.
what the... OK I don't know how I missed this but I was sure I had all the buttons + the gate set as targets ____ anyway thanks.
Make a screenshot.
again, I don't know why I didn't think of that but you have to excuse me, it's 2:30 a.m. here and I'm sleepy but for some reason I can't sleep :S.
anyway I now realized that it's not the whole door texture but only the place where the wall meets the arch and the wall. And also the arch texture is a little weird and too bright.
User posted image
Posted 15 years ago2008-12-15 18:31:39 UTC Post #260024
could be a bit of buggy lighting...

I suck when it comes to lighting.
Jessie JessieTrans Rights <3
Posted 15 years ago2008-12-15 18:57:19 UTC Post #260027
Posted 15 years ago2008-12-16 04:20:07 UTC Post #260040
Posted 15 years ago2008-12-16 05:26:32 UTC Post #260041
It's a pretty inefficient way to build an arch. The technique in Atom's tutorial will save you more faces, the more detailed the arch becomes.

Probably won't solve your lighting error, but it would definately help overall.
Strider StriderTuned to a dead channel.
Posted 15 years ago2008-12-16 09:59:54 UTC Post #260046
I can't reproduce the buggy lightning when compiling/running the map on my machine. Are you sure all four compile tools(CSG,BSP, VIS and RAD) are running correctly? And what version of ZHLT are you compiling with? (I used ZHLT 3.4 final with all the compiling tools set to 'Normal')
Posted 15 years ago2008-12-16 11:24:10 UTC Post #260054
I'm using the version that's on SJ, I just extracted everything and that's it.
Posted 15 years ago2008-12-16 11:50:09 UTC Post #260056
Could you post the compile log?
Posted 15 years ago2008-12-16 13:55:35 UTC Post #260061
I don't see anything differen than the usual in it:

[quote]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: hlcsg -nowadtextures ct_es_garden
Entering ct_es_garden.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 [ off ] [ 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]

12 brushes (totalling 72 sides) discarded from clipping hulls
CreateBrush:
(0.17 seconds)
SetModelCenters:
(0.02 seconds)
CSGBrush:
(0.30 seconds)

Using Wadfile: \delo\matej\wally\created textures&wads\wads\ultimate basic.wad
  • Contains 10 used textures, 100.00 percent of map (3799 textures in wad)
added 2 additional animating textures.
Texture usage is at 0.13 mb (of 4.00 mb MAX)
0.83 seconds elapsed

--- END hlcsg ---

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: hlbsp ct_es_garden

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 'ct_es_garden.prt'
1.14 seconds elapsed

--- END hlbsp ---

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: hlvis ct_es_garden
147 portalleafs
442 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:
(0.09 seconds)
LeafThread:
(1.92 seconds)
average leafs visible: 74
g_visdatasize:3055 compressed from 2793
2.08 seconds elapsed

--- END hlvis ---

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: hlrad ct_es_garden

= 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 ]

2485 faces
Create Patches : 22124 base patches
0 opaque faces
389945 square feet [56152080.00 square inches]
1 direct lights

BuildFacelights:
(304.25 seconds)
visibility matrix : 29.2 megs
BuildVisLeafs:
(175.27 seconds)
MakeScales:
(117.45 seconds)
SwapTransfers:
(69.27 seconds)
Transfer Lists : 37700978 : 37.70M transfers
Indices :     6280200 :    5.99M bytes
   Data :   150803912 :  143.82M bytes
GatherLight:
(18.61 seconds)
FinalLightFace:
(14.95 seconds)
703.30 seconds elapsed [11m 43s]

--- END hlrad ---[/quote]

no .err file or anything, I compiled exactly the same way I usually do it, my .bat file is fine.

P.S. @darkie
I suck when it comes to lighting.
Lol yeah, I can see that from your name :P
Posted 15 years ago2008-12-16 14:35:02 UTC Post #260063
You need newer compile tools:
http://www.themightyatom.nl/hldownloads/zhlt34x86final.zip

You may want to func_wall that arch, its less tough for the compiler that way.

And why did you func_walled those four big walls? That could be the cause of the arch being too bright. I say convert the big walls back to normal world brushes, but those detail things on top of the walls (i don't know the name for those) should stay func_walls.
The Mad Carrot The Mad CarrotMad Carrot
Posted 15 years ago2008-12-16 14:46:02 UTC Post #260065
You may want to func_wall that arch, its less tough for the compiler that way.

And why did you func_walled those four big walls? That could be the cause of the arch being too bright. I say convert the big walls back to normal world brushes, but those detail things on top of the walls (i don't know the name for those) should stay func_walls.
oh, so I memorized this completely wrong _____ I thought you were supposed to func_wall only the shapes which aren't tough to compile and leave the ones that are hard to compile normal brushes unless you need them to be entities. Oh well...

Anyway I still can't press any of the buttons, now I've made them so that all four buttons are tied to one func_button entity which targets 'gate' which is the name of the gate. Any other ideas?
Posted 15 years ago2008-12-16 17:34:39 UTC Post #260076
why cant you just make all the buttons target the gate directly?
Jessie JessieTrans Rights <3
Posted 15 years ago2008-12-16 18:08:07 UTC Post #260079
erm... that's exactly what I did ______
Posted 15 years ago2008-12-16 18:11:39 UTC Post #260080
No, you tied all four button to one func_button. That would be pretty weird, because when you usekey one button, they all light up. Its better to tie each button to a func_wall entity and then have them all target the gate.
The Mad Carrot The Mad CarrotMad Carrot
Posted 15 years ago2008-12-16 18:14:14 UTC Post #260083
Its better to tie each button to a func_wall entity and then have them all target the gate.
I'm guessing that by func_wall you mean func_button.
I want them all to trigger when I use one button because I want them all to be unpressable until the round ends if you press any one of them.
Posted 15 years ago2008-12-16 18:26:25 UTC Post #260087
I see. And yes, i meant func_button.
The Mad Carrot The Mad CarrotMad Carrot
Posted 15 years ago2008-12-16 18:26:44 UTC Post #260088
erm... that's exactly what I did
No, in the map you posted, the buttons target a multi_manager. Why not just target the gate directly?
Posted 15 years ago2008-12-16 18:31:19 UTC Post #260089
.. i don't even know what the problem is anymore.
Archie ArchieGoodbye Moonmen
Posted 15 years ago2008-12-16 18:50:26 UTC Post #260090
No, in the map you posted, the buttons target a multi_manager.
yes but I changed that:
Anyway I still can't press any of the buttons, now I've made them so that all four buttons are tied to one func_button entity which targets 'gate' which is the name of the gate. Any other ideas?
Why not just target the gate directly?
and here you go:
I want them all to trigger when I use one button because I want them all to be unpressable until the round ends if you press any one of them.
.. i don't even know what the problem is anymore.
..............LOL. Plain and simple:
I made four buttons tied to a single func_button with a func_door's name set as a target but I can't press any of the buttons ingame. Clear enough? :D

(I do have a game_team_master set as their master but it didn't work before I set that either. Though I will try it again without the master and see if it works).
Posted 15 years ago2008-12-16 19:07:32 UTC Post #260091
The name "multisource" comes to mind...
The Mad Carrot The Mad CarrotMad Carrot
Posted 15 years ago2008-12-16 20:00:43 UTC Post #260093
What have you entered in the properties of your func_button?
Posted 15 years ago2008-12-17 12:18:26 UTC Post #260149
zhlt_invisible 1
renderamt 255
rendercolor 0 0 0
angles 0 0 0
speed 5
health 0
lip 0
wait -1
delay 0
_minlight 0
targetname button
target gate

under flags I only have checked Don't move.
Posted 15 years ago2008-12-17 12:29:46 UTC Post #260150
zhlt_invisible should be 0, or do you want the buttons to be invisible? :S

Also, don't give them a targetname.
Posted 15 years ago2008-12-17 12:32:22 UTC Post #260153
There's no need to give entities a name (targetname) if their not going to get triggered.
The Mad Carrot The Mad CarrotMad Carrot
Posted 15 years ago2008-12-17 12:39:41 UTC Post #260154
There's no need to give entities a name (targetname) if their not going to get triggered.
yeah, but when/if I manage to get this to work I'll make a game_team_master so that only the team escaping will be able to press them. And the tutorial I read said that you need to target the entity with the master and give the master's name under entity's master property. Which means the button needs a name.
zhlt_invisible should be 0, or do you want the buttons to be invisible? :S
well no, I don't want them invisible, but it's set to yes by default and they're not invisible.
So I'm guessing that you need to set the Render Mode to the proper option to make them invisible.
Posted 15 years ago2008-12-17 13:00:34 UTC Post #260155
yeah, but when/if I manage to get this to work I'll...
Take it one step at a time, you have to learn how to walk before you can run. If you don't have a game_team_master yet then you should not give the buttons a targetname yet.
Posted 15 years ago2008-12-17 17:05:50 UTC Post #260165
did that, still can't press the darn button :S
Posted 15 years ago2008-12-17 18:22:42 UTC Post #260168
Maybe it's something with the door? You want the door to open upwards, right? Then you need to go into the properties of your func_door, under the black "Yaw"-compass you got a little drop-down menu, choose "Up" there.
Posted 15 years ago2008-12-18 09:48:19 UTC Post #260196
hmm... had it set to 90 instead of up. I changed it to up now, but the gate still won't open. Anyway the properties of the gate:
zhlt_invisible 1
angles 0 90 0
targetname gate
rendermode 4
renderamt 255
rendercolor 0 0 0
delay 0
speed 16
movesnd 6
stopsnd 6
wait -1
lip 0
dmg 100
health 0
unlocked_sentence 2
I've found something that could be causing the problem though. In the VHE I made the gate where the wall would be if there was no gate (so that the wall above the gate blocks the gate). This could be the problem.
However ingame the gate is automatically placed so that there is no wall above it (it's placed in front of the wall-hole where the gate is in VHE) so I don't know if this really is the problem because as it is placed ingame there is nothing blocking it or in any way preventing it from moving.
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