CS questions... Created 19 years ago2004-07-27 22:13:23 UTC by rlstoner2003 rlstoner2003

Created 19 years ago2004-07-27 22:13:23 UTC by rlstoner2003 rlstoner2003

Posted 19 years ago2004-07-27 22:13:23 UTC Post #45716
( i map for cs)

!. I have a wep in a breakable floating object and when i break it the weapon stays floating, anyone now how to make it fall?
2. Is the order you place spawn points the order people will appear in them (like first person in spawns in first one placed etc)
3. does it hurt to have overlapping walls or a push over a wall?
4. how does steam save wads and how can i access them for mapping?
5. Do you have to compile differently for 1.6 rather then 1.5?
Posted 19 years ago2004-07-27 22:48:26 UTC Post #45722
All the answers to these questions and more can be found:
HERE
Posted 19 years ago2004-07-27 23:02:45 UTC Post #45727
a link says a million words, but none that are helpful. the only help i found were the forums and i dont feel like browsing 16000 threads for some basics questions, thanks though

Sorry, but that is the best I could do... Maybe a CS expert will help (ed: Andy)
Posted 19 years ago2004-07-28 04:56:01 UTC Post #45767
1. People have trouble with this a lot: might not be possible.
2. Experiment? I think it's random.
3. Overlapping walls: yes. Push over a wall?
4. Steam's resources are in .GCFs. Open them in GCFScape.
5. No.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2004-07-28 21:34:03 UTC Post #46177
(that was me) also, what about steam/smoke? (without sprites)
Posted 19 years ago2004-07-29 00:17:27 UTC Post #46204
sorry for triple posting.... but for some reson my hammer doesnt have a starting equip entity (for sure) not sure the actual name of it bit was wondering if theres a way to do it some other way? also how do you do restricted weopons (cs)
Posted 19 years ago2004-07-29 00:49:53 UTC Post #46219
game_player_equip.

Restricted weapons are a server setting or game mode setting (ES and AS)

Steam/smoke need sprites, unless you map for NS.

Extract the WADS from the GCF and put them anywhere....Steam looks for the default wads in teh GCF. No need to wadinclude.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-29 01:03:16 UTC Post #46221
hmm i always thought that the map could also restrict weopons from the buy menu.... yeah for some resonm my hammer doesnt have that, i could weopon strp then just give em some uqip (its for a mario map, dont want awp/scout) about the smoke i was thinking of making a fireman map where the ct's ahve to go into a burning building to get the ct's and have it hard to see throiugh the smoke, but alot of sprites for smoke would look kind of tacky.. i could use illusionarys but that would slow tha game down alot. if i hade a custom wad and i wadincluded steam would take care of everything else right? and i have to include a sound, so would it have to be in a certain file?
Posted 19 years ago2004-07-29 01:53:11 UTC Post #46228
As for overlapping walls (brushes), I don't have problems with it but it seems to make work for some compile processes a bit more difficult so generally it's disadvised.

As for having a func_push trough a wall, that's not a problem. Personally I think the easier the shape of this push is, the better. But that's more of a guess actually.
Posted 19 years ago2004-07-29 02:10:01 UTC Post #46233
Well, if you have a custom sound to include it goes in valvesound or cstrikesound. It needs to be formatted a certain way so HL can use it though.

http://www.snarkpit.com/editing.php?page=tutorials&game=HL&id=98

That link has a nice tutorial on how to make your custom sound files work.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-29 18:25:05 UTC Post #46464
trust me ive read the tutorials, noone can cover everything, and half of those are for 1.5 and halkf of my questions are purely on the difference in mapping between 1.5 and 1.6. So if youw adinclude it should be ok right?
Posted 19 years ago2004-07-29 18:31:17 UTC Post #46467
look. wadinclude uses only the textures used in your map. so if you have halflife.wad textures it will take those out of hl.wad and write them to the bsp, along with everything else. not possible to half wadinclude and half not (i think, correct me if i am wrong plz).

also, i was just congratulating these peeps for their patience
Posted 19 years ago2004-07-29 18:38:14 UTC Post #46472
so if i wadinclude the wad it WILL work for steam correct? and also since im mapping for cs i should avoid using hl.wad?
Posted 19 years ago2004-07-29 18:39:36 UTC Post #46474
No, -wadinclude is for specific WADs. You're thinking of the original parameter, -nowadtextures. That behaved as you described. -wadinclude just includes the (presumably custom) texture packs that you declare.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2004-07-29 18:49:54 UTC Post #46477
k i have the comman cs wads and my own mario.wad, so what would i put in the compile window to include that and have it all work for steam, i also have a mario sound (forgot the .xxx), what would i also add for that?
Posted 19 years ago2004-07-29 19:13:17 UTC Post #46481
trying to test map with steam.... ( i know some driectorys are to seirra but shoudl work...)

** Executing...
** Command: Change Directory
** Parameters: C:Program FilesSteamSteamAppsgoose11_11@yahoo.comcounter-strikecstrike

** Executing...
** Command: Copy File
** Parameters: "C:Sierramario1-tets.map" "c:SierraCounter-Strikecstrikemapsmario1-tets.map"

** Executing...
** Command: C:SIERRAZHLT25~1HLCSG.EXE
** Parameters: "c:SierraCounter-Strikecstrikemapsmario1-tets"

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:SIERRAZHLT25~1HLCSG.EXE c:SierraCounter-Strikecstrikemapsmario1-tets
Entering c:SierraCounter-Strikecstrikemapsmario1-tets.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%... (0.11 seconds)
SetModelCenters:
60%...70%...80%...90%... (0.06 seconds)
CSGBrush:
10%...30%...50%...60%...80%... (0.32 seconds)

Using Wadfile: sierracounter-strikecstrikemario.wad
  • Contains 2 used textures, 22.22 percent of map (6 textures in wad)
Using Wadfile: windowsdesktoprootcstrikecs_assault.wad
  • Contains 0 used textures, 0.00 percent of map (22 textures in wad)
Using Wadfile: windowsdesktoprootcstrikecs_747.wad
  • Contains 1 used texture, 11.11 percent of map (143 textures in wad)
Using Wadfile: windowsdesktoprootcstrikecs_dust.wad
  • Contains 0 used textures, 0.00 percent of map (28 textures in wad)
Using Wadfile: windowsdesktoprootcstrikede_aztec.wad
  • Warning: Larger than expected texture (348972 bytes): 'SPECIAL_THANKS'
  • Warning: Larger than expected texture (348972 bytes): 'THANKS'
  • Contains 1 used texture, 11.11 percent of map (24 textures in wad)
Using Wadfile: windowsdesktoprootcstrikeitsitaly.wad
  • Contains 2 used textures, 22.22 percent of map (99 textures in wad)
Using Wadfile: windowsdesktoprootcstrikecstrike.wad
  • Contains 1 used texture, 11.11 percent of map (123 textures in wad)
added 1 additional animating textures.
Warning: ::FindTexture() texture {GRATESTEP3 not found!
Warning: ::FindTexture() texture ~SPOTGREEN not found!
Warning: ::LoadLump() texture {GRATESTEP3 not found!
Warning: ::LoadLump() texture ~SPOTGREEN not found!
Texture usage is at 0.37 mb (of 4.00 mb MAX)
0.82 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:SIERRAZHLT25~1HLBSP.EXE
** Parameters: "c:SierraCounter-Strikecstrikemapsmario1-tets"

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:SIERRAZHLT25~1HLBSP.EXE c:SierraCounter-Strikecstrikemapsmario1-tets

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:SierraCounter-Strikecstrikemapsmario1-tets.prt'
0.61 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:PROGRA~1STEAMSTEAMA~1xxx.COMCOUNTE~1HL.EXE
** Parameters: -console +map "mario1-tets"
Posted 19 years ago2004-07-29 19:14:11 UTC Post #46482
( i just textured it quickly to see if it would work)
Posted 19 years ago2004-07-29 19:48:17 UTC Post #46484
Warning: ::FindTexture() texture {GRATESTEP3 not found!
Warning: ::FindTexture() texture ~SPOTGREEN not found!
Warning: ::LoadLump() texture {GRATESTEP3 not found!
Warning: ::LoadLump() texture ~SPOTGREEN not found!
Make sure you didn't move any wads that you used in your map after you exported it.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-29 19:52:12 UTC Post #46485
** Executing...
** Command: C:PROGRA~1STEAMSTEAMA~1xxx.COMCOUNTE
~1HL.EXE
** Parameters: -console +map "mario1-tets"
Also, you can't run hl.exe through Hammer/Batch Compiler after the compile is finished with Steam, as it will not let you execute hl.exe unless you run it from the Steam launcher menu or a desktop shortcut. You'll need to manually run your map via the console or the Advanced Options in the Half-Life properties dialog.

Apologies for double posting.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-29 20:55:08 UTC Post #46498

/

anotherreson why i hate stezm
so if i reinstalled 1.5 and got it all spic and span and compiled, i wouldnt have to do anything to it at all for 1.6?
Posted 19 years ago2004-07-29 20:57:16 UTC Post #46500
could i use the hl wad for a cs map? or would some people not have it? or is it a universal wad?
Posted 19 years ago2004-07-29 21:18:43 UTC Post #46504
You can use halflife.wad for a CS map. I don't think CS has xeno or liquids.wad, though. Check the GCF and see if they're in there.

If you compiled for 1.5 it should work fine for 1.6 but you wouldnt have the features such as weather, that came with 1.6.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-30 00:16:13 UTC Post #46539
Weather can be done by scrolling textures on a conveyor, but 1.6 added env_weather and other FGD upgrades and features.
RabidMonkey RabidMonkeymapmapmapfapmap
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