Enitities monster_ Created 9 years ago2014-07-24 11:51:10 UTC by Lajron Lajron

Created 9 years ago2014-07-24 11:51:10 UTC by Lajron Lajron

Posted 9 years ago2014-07-24 11:52:05 UTC Post #320723
Well i've been having some problems with placing this entities.
No matter which monster_ entity i try to place , when i compile it , it doesn't show up.
I'm currently using half-life.fgd on Atoms website i have used halflife_3x.fgd and the one from the dev.valve site and i end up with the same result.
In VHE i can see the models properly and everything but after i compile and start the map nothing is shown.
I have run half life campaign more then once if anybody is asking about that.
So did anyone encounter this problem and knows how to fix it.
Also i tried placing my own monster entities and copy/pasting from other .rmf files to see if that fixes it and it doesn't.
Does anyone have any idea how to fix this problem?
Posted 9 years ago2014-07-24 11:53:44 UTC Post #320724
Try : http://goldsource.gamebanana.com/tools/5594 for your compile tools.
Those are VHLT 3.3
Also, are you compiling with sledge? Try Hammer or the Compilator.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2014-07-24 12:11:03 UTC Post #320728
Yes , im using the latest VHLT v33 and valve hammer editor.
For compiling i use BatchCompiler i guess i'll try Atoms Compilator.
Posted 9 years ago2014-07-24 12:37:45 UTC Post #320729
Post a problem map and I can play with it if you like? At least rule out if it's somehow on your end causing the problem(unlikely I know).
Captain Terror Captain Terrorwhen a man loves a woman
Posted 9 years ago2014-07-24 12:41:51 UTC Post #320730
Are you getting any messages in the compile log or in the in-game console?
The Mad Carrot The Mad CarrotMad Carrot
Posted 9 years ago2014-07-24 13:38:07 UTC Post #320734
Nothing in the console
If anyone wants to try and compile this Download Link
Here's the .log file with no errors :
[quote]hlcsg v3.4 VL33 (Feb 2 2014)
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 (vluzacn@163.com)
--- BEGIN hlcsg ---
Command line: E:ValveHammerEditortoolshlcsg.exe -nowadtextures -wadinclude halflife.wad -wadinclude zhlt.wad E:ValveHammerEditormapsrmfsminicomposp_testradibre
Arguments: -nowadtextures -wadinclude halflife.wad -wadinclude zhlt.wad E:ValveHammerEditormapsrmfsminicomposp_testradibre -low -wadautodetect
Entering E:ValveHammerEditormapsrmfsminicomposp_testradibre.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
reset logfile [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max lighting memory [ 50331648 ] [ 50331648 ]
priority [ Low ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ off ] [ off ]
clip hull type [ simple ] [ simple ]
onlyents [ off ] [ off ]
wadtextures [ off ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
wad configuration file[ None ] [ None ]
wad.cfg group name [ None ] [ None ]
nullfile [ None ] [ None ]
nullify trigger [ on ] [ on ]
min surface area [ 0.000 ] [ 0.000 ]
brush union threshold [ 0.000 ] [ 0.000 ]
map scaling [ None ] [ None ]
light name optimize [ on ] [ on ]
UTF8 game_text [ on ] [ on ]

Using mapfile wad configuration
Wadfiles not in use by the map will be excluded
Wadinclude list :
[zhlt.wad]
[halflife.wad]
[zhlt.wad]

CreateBrush:
(0.00 seconds)
CSGBrush:
(0.00 seconds)

Including Wadfile: valvehammereditorzhlt.wad
  • Contains 1 used texture, 50.00 percent of map (19 textures in wad)
Including Wadfile: valvehammereditorhalflife.wad
  • Contains 1 used texture, 50.00 percent of map (3116 textures in wad)
Wad files required to run the map: (None)
Texture usage is at 0.01 mb (of 32.00 mb MAX)
0.03 seconds elapsed

--- END hlcsg ---

hlbsp v3.4 VL33 (Feb 2 2014)
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 (vluzacn@163.com)
--- BEGIN hlbsp ---
Command line: E:ValveHammerEditortoolshlbsp.exe -maxnodesize 512.0 E:ValveHammerEditormapsrmfsminicomposp_testradibre
Arguments: -maxnodesize 512.0 E:ValveHammerEditormapsrmfsminicomposp_testradibre -low -chart

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
priority [ Low ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noinsidefill [ off ] [ off ]
noopt [ off ] [ off ]
no clipnode merging [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
nobrink [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 512 ] [ 1024 ] (Min 64) (Max 65536)
remove hull 2 [ off ] [ off ]

SolidBSP [hull 0] 27 (0.00 seconds)
BSP generation successful, writing portal file 'E:ValveHammerEditormapsrmfsminicomposp_testradibre.prt'
SolidBSP [hull 1] 27 (0.00 seconds)
SolidBSP [hull 2] 27 (0.00 seconds)
SolidBSP [hull 3] 27 (0.00 seconds)
Reduced 48 clipnodes to 45
Reduced 4 texinfos to 4
Reduced 2 texdatas to 2 (7416 bytes to 7416)
Reduced 110 planes to 35
FixBrinks:
Increased 45 clipnodes to 45.

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 1/512 64/32768 ( 0.2%)
planes 35/32768 700/655360 ( 0.1%)
vertexes 105/65535 1260/786420 ( 0.2%)
nodes 26/32767 624/786408 ( 0.1%)
texinfos 4/32767 160/1310680 ( 0.0%)
faces 94/65535 1880/1310700 ( 0.1%)
  • worldfaces 94/32768 0/0 ( 0.3%)
clipnodes 45/32767 360/262136 ( 0.1%)
leaves 17/32760 476/917280 ( 0.1%)
  • worldleaves 16/8192 0/0 ( 0.2%)
marksurfaces 118/65535 236/131070 ( 0.2%)
surfedges 376/512000 1504/2048000 ( 0.1%)
edges 205/256000 820/1024000 ( 0.1%)
texdata [variable] 7416/33554432 ( 0.0%)
lightdata [variable] 0/50331648 ( 0.0%)
visdata [variable] 0/8388608 ( 0.0%)
entdata [variable] 2543/2097152 ( 0.1%)
  • AllocBlock 1/64 0/0 ( 1.6%)
2 textures referenced

Total BSP file data space used: 18043 bytes

Wad files required to run the map: (None)
0.04 seconds elapsed

--- END hlbsp ---

hlvis v3.4 VL33 (Feb 2 2014)
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 (vluzacn@163.com)
--- BEGIN hlvis ---
Command line: E:ValveHammerEditortoolshlvis.exe E:ValveHammerEditormapsrmfsminicomposp_testradibre
Arguments: E:ValveHammerEditormapsrmfsminicomposp_testradibre -low
16 portalleafs
32 numportals

= Current hlvis Settings =
Name | Setting | Default
------------------|-----------|------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max vis distance [ 0 ] [ 0 ]
priority [ Low ] [ Normal ]

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

BasePortalVis:
(0.00 seconds)
LeafThread:
(0.00 seconds)
average leafs visible: 8
g_visdatasize:32 compressed from 32
0.01 seconds elapsed

--- END hlvis ---

hlrad v3.4 VL33 64-bit (Feb 2 2014)
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 (vluzacn@163.com)
--- BEGIN hlrad ---
Command line: E:ValveHammerEditortoolshlrad_x64.exe -extra -bounce 32 -chop 32 -texchop 16 -sparse E:ValveHammerEditormapsrmfsminicomposp_testradibre
Arguments: -extra -bounce 32 -chop 32 -texchop 16 E:ValveHammerEditormapsrmfsminicomposp_testradibre -low -vismatrix sparse
Loading extent file 'E:ValveHammerEditormapsrmfsminicomposp_testradibre.ext'

= Current hlrad Settings =
Name | Setting | Default
-------------------|---------------------|------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max lighting memory [ 50331648 ] [ 50331648 ]
priority [ Low ] [ Normal ]

fast rad [ off ] [ off ]
vismatrix algorithm [ Sparse ] [ Sparse ]
oversampling (-extra)[ on ] [ off ]
bounces [ 32 ] [ 8 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
light limit threshold[ 188.000 ] [ 188.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
smoothing threshold 2[ no change ] [ no change ]
direct threshold [ 10.000 ] [ 10.000 ]
direct light scale [ 1.000 ] [ 1.000 ]
coring threshold [ 0.010 ] [ 0.010 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 32.000 ] [ 64.000 ]
texchop value [ 16.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global light scale [ 2.000 2.000 2.000 ] [ 2.000 2.000 2.000 ]
global gamma [ 0.550 0.550 0.550 ] [ 0.550 0.550 0.550 ]
global light scale [ 2.000 ] [ 2.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

spread angles [ on ] [ on ]
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 ]

custom shadows with bounce light
[               off ] [               off ]
rgb transfers [ off ] [ off ]
minimum final light [ 0 ] [ 0 ]
size of transfer [ 1 (16bit) ] [ 1 (16bit) ]
size of rgbtransfer [ 2 (32bit) ] [ 2 (32bit) ]
soft sky [ on ] [ on ]
translucent depth [ 2.000 ] [ 2.000 ]
block opaque [ on ] [ on ]
ignore textures [ off ] [ off ]
reflectivity gamma [ 1.760 ] [ 1.760 ]
reflectivity scale [ 0.700 ] [ 0.700 ]
blur size [ 1.500 ] [ 1.500 ]
no emitter range [ off ] [ off ]
wall bleeding fix [ on ] [ on ]

Load Textures:
2 textures referenced
Reading texlights from 'E:ValveHammerEditormapsrmfsminicompolights.rad'
0 opaque models
0 opaque faces
94 faces
Create Patches : 3136 base patches
22300 square feet [3211264.00 square inches]
1 direct lights and 16386 fast direct lights
1 light styles

FindFacePositions:
(0.03 seconds)
BuildFacelights:
(1.02 seconds)
BuildVisLeafs:
(0.56 seconds)
visibility matrix : 2.4 megs
MakeScales:
(0.17 seconds)
Transfer Lists : 0 transfers
Indices :           0 bytes
   Data :           0 bytes
Bounce 1 GatherLight:
(0.00 seconds)
Bounce 2 GatherLight:
(0.00 seconds)
Bounce 3 GatherLight:
(0.00 seconds)
Bounce 4 GatherLight:
(0.00 seconds)
Bounce 5 GatherLight:
(0.00 seconds)
Bounce 6 GatherLight:
(0.00 seconds)
Bounce 7 GatherLight:
(0.00 seconds)
Bounce 8 GatherLight:
(0.00 seconds)
Bounce 9 GatherLight:
(0.00 seconds)
Bounce 10 GatherLight:
(0.00 seconds)
Bounce 11 GatherLight:
(0.00 seconds)
Bounce 12 GatherLight:
(0.00 seconds)
Bounce 13 GatherLight:
(0.00 seconds)
Bounce 14 GatherLight:
(0.00 seconds)
Bounce 15 GatherLight:
(0.00 seconds)
Bounce 16 GatherLight:
(0.00 seconds)
Bounce 17 GatherLight:
(0.00 seconds)
Bounce 18 GatherLight:
(0.00 seconds)
Bounce 19 GatherLight:
(0.00 seconds)
Bounce 20 GatherLight:
(0.00 seconds)
Bounce 21 GatherLight:
(0.00 seconds)
Bounce 22 GatherLight:
(0.00 seconds)
Bounce 23 GatherLight:
(0.00 seconds)
Bounce 24 GatherLight:
(0.00 seconds)
Bounce 25 GatherLight:
(0.00 seconds)
Bounce 26 GatherLight:
(0.00 seconds)
Bounce 27 GatherLight:
(0.00 seconds)
Bounce 28 GatherLight:
(0.00 seconds)
Bounce 29 GatherLight:
(0.00 seconds)
Bounce 30 GatherLight:
(0.00 seconds)
Bounce 31 GatherLight:
(0.00 seconds)
Bounce 32 GatherLight:
(0.00 seconds)
CreateTriangulations:
(0.11 seconds)
AddPatchLights:
(0.58 seconds)
FinalLightFace:
(0.00 seconds)
2.59 seconds elapsed

--- END hlrad ---[/quote]
Posted 9 years ago2014-07-24 15:55:18 UTC Post #320742
Works fine for me, g-man and scientist mumbling to each other.
The Mad Carrot The Mad CarrotMad Carrot
Posted 9 years ago2014-07-24 16:52:29 UTC Post #320744
Are you sure you're not testing it in multiplayer mode? Because monster entities only work in single player mode.
Posted 9 years ago2014-07-24 17:06:05 UTC Post #320745
Well it seems i was missing 7files when i did the "verify intergrity of game cache" this fixed it.Thanks for trying to help guys :)
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