Rory's Back - With a dumb question Created 20 years ago2004-09-16 18:26:09 UTC by Rory Rory

Created 20 years ago2004-09-16 18:26:09 UTC by Rory Rory

Posted 20 years ago2004-09-16 18:26:09 UTC Post #60004
Can someone tell me how to measure out 16 units? I'm making a mob to half-life trying to get a scientist to sit down on a chair, and friend says he needs to be "16 units" above it
Posted 20 years ago2004-09-16 18:31:29 UTC Post #60005
Mod even
Posted 20 years ago2004-09-16 19:04:47 UTC Post #60008
Look in the bottom right of the screen. There's a little text area that reads 'Snap : On or Off and Grid : x, where x equals Your grid size in units. So if it's teh default 64, one square box, aligned to grid, would be 64x64x64.

Press [ or ] to adjust your grid size smaller/larger.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-09-16 20:22:51 UTC Post #60014
Thanks, and without making a NEW topic, i got 2 more questions, afterall, that is what these forums are for, right?

After using hammer for a while, when i add things, they dont show up. Not at all. Zippo, NONE

Also how do i line up textures? When i give things textures their always off and they don't look good.
Posted 20 years ago2004-09-16 20:37:31 UTC Post #60016
The texture application tool can help you align textures. (Shift-A) The FIT button is something I use a lot, in combination with manually adjusting the scales and alignments. It takes a bit of practice and patience, and a considerable amount of time to get texture alignments perfect. Experiment with the tools in the texture application tool.

When you add things....to what? Your map? Texture or prefab lists? Give me a bit more detail and I can help you better.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-09-16 20:40:51 UTC Post #60017
I think its because of leaks, i read in the compiler program that it cannot compile, and i scrolled up and leak in hull 0, 2, 3, and 4..If this doesn't fix it ill post more details about "adding things"
Posted 20 years ago2004-09-16 20:43:08 UTC Post #60019
** Executing...
** Command: Change Directory
** Parameters: C:SierraHalf-Life

** Executing...
** Command: Copy File
** Parameters: "C:SierraHalf-LifeThe_Endlab1.map" "C:SierraHalf-LifeThe_Endmapslab1.map"

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlcsg.exe
** Parameters: "C:SierraHalf-LifeThe_Endmapslab1"

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-LifeThe_Endmapslab1
Entering C:SierraHalf-LifeThe_Endmapslab1.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%... (0.15 seconds)
SetModelCenters:
50%... (0.00 seconds)
CSGBrush:
10%...20%...30%...50%...60%...70%...80%... (0.63 seconds)

Using Wadfile: sierrahalf-lifevalvehalflife.wad
  • Contains 22 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-lifevalvedecals.wad
  • Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: sierrahalf-lifetfccached.wad
  • Warning: Larger than expected texture (307980 bytes): 'CONBACK640'
  • Warning: Larger than expected texture (307980 bytes): 'LOADING640'
  • Contains 0 used textures, 0.00 percent of map (4 textures in wad)
Using Wadfile: sierrahalf-lifetfcdecals.wad
  • Contains 0 used textures, 0.00 percent of map (7 textures in wad)
Using Wadfile: sierrahalf-lifetfctfc.wad
  • Contains 0 used textures, 0.00 percent of map (279 textures in wad)
Using Wadfile: sierrahalf-lifetfctfc2.wad
  • Contains 0 used textures, 0.00 percent of map (395 textures in wad)
Texture usage is at 0.25 mb (of 4.00 mb MAX)
1.04 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlbsp.exe
** Parameters: "C:SierraHalf-LifeThe_Endmapslab1"

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-LifeThe_Endmapslab1

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)

Warning: === LEAK in hull 0 ===
Entity light @ (1472,-896,-256)
Error:
A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region. The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted. Some complex rotating objects entities need
their origins outside the map. To deal with these, just enclose the origin
brush with a solid world brush

Leak pointfile generated

Warning: === LEAK in hull 1 ===
Entity light @ (1472,-896,-256)
Warning: === LEAK in hull 2 ===
Entity light @ (1472,-896,-256)
Warning: === LEAK in hull 3 ===
Entity light @ (1472,-896,-256)
1.27 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlvis.exe
** Parameters: "C:SierraHalf-LifeThe_Endmapslab1"

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-LifeThe_Endmapslab1
>> There was a problem compiling the map.
>> Check the file C:SierraHalf-LifeThe_Endmapslab1.log for the cause.

--- END hlvis ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlrad.exe
** Parameters: "C:SierraHalf-LifeThe_Endmapslab1"

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-LifeThe_Endmapslab1
>> There was a problem compiling the map.
>> Check the file C:SierraHalf-LifeThe_Endmapslab1.log for the cause.

--- END hlrad ---

** Executing...
** Command: C:SierraHALF-L~1hl.exe
** Parameters: -console +map "lab1"
Posted 20 years ago2004-09-16 20:48:07 UTC Post #60022
That's probably the problem.

Use pointfile or your desired leak-finding method to find it and eliminate it.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-09-16 20:53:17 UTC Post #60025
Fixed the leak, still the things i add, change, or remove do not change. As in when i add a door, its not there..I remove the desk, its still there...I change the texture on the wall, it doesn't change.
Posted 20 years ago2004-09-16 20:59:54 UTC Post #60028
This often happens when another compile error happens, such as an invalid solid. Have you problem-checked (Alt-P) in Hammer?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-09-16 21:00:27 UTC Post #60029
yes, no errors
Posted 20 years ago2004-09-19 06:34:58 UTC Post #60603
In my limited experience, the only time I notice something new that i've added in hammmer doesn't end up in the map, is if it's simply not compiling. Delete your previous .map and/or bsp from maps folder to rule this out. Couple of things you could also try:

Go to entity report and make sure you only have in there what you've placed. On each entity, click "goto" for each one. If when clicking "goto" and there is nothing there, delete that entity. I don't know why, but i noticed cliping and carving causes entitys to duplicate sometimes.

Also notice in your compile report:

Warning: Larger than expected texture (307980 bytes): 'LOADING640'

I've not seen this error, but do a little digging and/or trial and error with your map so this does NOT appear when you compile.

Also You might want to go into options and examine what wads you have loaded. Somebody help me here, but except for the half-life wads like liquids, decals, halflife, and zhlt, everything else can be merged into 1 more wad. So you should have 5 loaded at most. I don't map TFC so i can't say 'bout those.
Posted 20 years ago2004-09-19 15:53:40 UTC Post #60700
Thanks a bunch every1
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