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Posts with 'obturate hairier maps':


Did you mean novices?

In How to develop maps for CS:S? by joey:
How to develop maps for cs:s?i =n your tutorial,you've told about 1.6 dev.,but how about source.what about the .fgd and the wad files?I searched google,like alot but couldn't find anything...
Please help...

In no visible brushes by Nok:
yea something new for me , ghost entities

thanks for reply , i really like this site , it helped me make few simple maps

In 2 problems by Ghaith1:
SuperJer said:
LeafThread should not be effected by entities, so make sure to do like I said. It is normal for a complex map to take a long time, though. I used to have maps that took several hours to compile.

For the windmill, make it into a func_rotating, and make sure to include an ORIGIN brush in the middle. You should be able to target it with a func_button. I don't remember all the details off the top of my head, so try that and let me know how it goes.

The problem is that I did the windmill a func_wall entity, so I can not ungroup and choose the necessary element, How to ungroup them? tell me pls so I can try what SuperJer said

In 2 problems by SuperJer:
LeafThread should not be effected by entities, so make sure to do like I said. It is normal for a complex map to take a long time, though. I used to have maps that took several hours to compile.

For the windmill, make it into a func_rotating, and make sure to include an ORIGIN brush in the middle. You should be able to target it with a func_button. I don't remember all the details off the top of my head, so try that and let me know how it goes.

In A weapon in cs 1.6? by SuperJer:
I think everyone here only knows how to do maps. Anyone?

In I have a problem with bsp file please help me..... :'( by Ghaith1:
Down Rodeo said:
Isn't it in the same folder?

I have 'instructions.html'and ' errortable.html' and ' read me first.html' and 'argvhandling.html' only. But there s no ZHLTProblems.html



And by the way I found this in a website:
Exceeded MAX_PATCHES

When HLRAD runs, it takes all the visible faces in the game, and divides them into sections called patches. These patches are the textures used as the lightmaps for the world. There is a hard limit of 65535 patches that HLRAD can deal with. By default, a 64x64 game unit chunk of space is the size of one patch. If the texture scaling (not texture size) is larger or smaller, it will directly affect the lightmap size as well. This means a texture with scale of 2, will have at best 1/4th as many patches as a texture with a scale of 1.

Putting a 'box' around the level to protect from leaks is the most commmon cause of this error, beyond excessively large maps. The box causes vis to keep the faces on the outside which would normally be thrown away. These faces are then required to have lightmaps. Worst case, is that putting a box around the level will usually cause an extra 40-80% more lightmaps to be created than necessary.

Barring having a box, the other cause is large maps. The fixes are varied but can only help so far. Using -chop values larger than the default 64 for HLRAD will cause the lightmaps to be larger. However, for values larger than around 96 the lightmaps start looking bad, and will more prominently show the 'staircase' effect on shadows. Using a larger scale on large textures (dirt, rock walls, concrete) will help those large surfaces consume fewer lightmaps.


I dont understand what Do I need to do exactly ??

In I have a problem with bsp file please help me..... :'( by Ghaith1:
I have a little prob with gameplay: When I put Players ( when creating maps) I use Info_player_start and when I want to play vs BOTs they all Spawn CTs.
How can I make the other players Ts ?

In I have a problem with bsp file please help me..... :'( by Ghaith1:
I forgot to tell u something guys:
When i want to play in my map the game closes and it says :
Mod_LoadBrushModel: maps/zm_karakouz.bsp was wrong version number 1074580685 should be 30.
Please guys help me
buq25 or SuperJer or SRAW help me via teamviwer and check my problem pls... :'(

In New Minecraft Server by SuperJer:
I started a new game on the newest weekly: 14w17a 1.8-pre3
Post your Minecraft account name in this very truck if you want on the whitelist.

Connect to: mc.superjer.com

Maps and more info: htittlepiddle://mc.superjer.com

In I have a problem with bsp file please help me..... :'( by buq25:
Ghaith1 said:
Error opening catpee.map

Is your map called catpee when you edit it in hammer? If no, either rightclick -> edit the .bat file and change the listed name there to the name of your map, or change the name of your map in hammer.
catpee.bat: said:
@echo off
hlcsg -nowadtextures catpee
hlbsp catpee
hlvis catpee
hlrad catpee
copy catpee.bsp "C:\half-life\cstrike\maps"
cd "C:\half-life"
pause
hl -dev -console -game cstrike +sv_cheats 1 +map catpee

Change the bolded letters to the name of your map-file.

If this isn't the problem, make sure that your .map is in the folder with hlbsp, hlcsg, hlrad, hlvis and all the other files.

In How to use nem's batch compiler? by Weperlol:
Yeah i used that too but it's just too long espicially that im just making some test maps and other carbage so that's why im just using the fastest way to compile but when i make a Serouis map i will use Superjer's

In How to use nem's batch compiler? by fedex _:
Weperlol said:
Problem fixed from now on im just gonna use Hammer's Compiler with seems to be the easiest and fastest :D

THREAD CLOSED



If you're gonna use hammers compiler expect laggy maps and very bad compiling... If you wanna do an easy way follow superjers tutorial on how to set-up a batch compiler which I used when I first started to map ...

http://www.superjer.com/learn.php

In How to use nem's batch compiler? by Weperlol:
So since the the tutorial to compile maps is long and kinda complicated i tried using Nem's batch compiler but for some reason im doing something wrong so if anyone is kind and patient enough could you please

Do me a full tutorial on how to use for HALFLIFE NO-STEAM

and then another one for CS NO-STEAM

In Remaking official maps. by fedex _:
SuperJer said:
It looks like a decompile, which is probably why it says "use as a reference only."

It probably won't ever work, certainly not as well as the original BSP. You can do as it says though and use it as a reference to recreate everything with more reasonable brushes.



I've used a rmf from that website before , what superjer said is correct , you need to remake everything in the map , and by everything I mean everything... Those maps where decompiled with bsp2map and when it does it's job every wall / square etc is a unit thick , so have fun recreating !

In Remaking official maps. by SuperJer:
Where did you get the map from? Decompiled maps are very unlikely to compile well, or at all. Unless they are very small.

Also cs_office probably uses more wads than that. You might want to find a tool that can tell you what wads are referenced in the BSP, or dump any included textures.

In Simple questions by fedex _:
Weperlol said:
big thanks to both of you guys especially you Superjer without your 35 years old tutorials or whatever XD i would've never learned to map but the compiling step is annoying isn't any faster way to compile maps?



http://nemesis.thewavelength.net/index.php?p=2

In Simple questions by Weperlol:
big thanks to both of you guys especially you Superjer without your 35 years old tutorials or whatever XD i would've never learned to map but the compiling step is annoying isn't any faster way to compile maps?

In I need some screenies. by Outcast:
buq25 said:
I can be of helps. If you want any specific resolutions/video settings you'll have to tell me. I'r steam here.


Thanks for the offer,but it's already done :D

Down Rodeo said:
Indulge me, please - what scenario are you only able to run the game in software in?


Though I can run more demanding games,when it comes to GoldSource it fucks up in OpenGL.

Anyway,someone else did it already! linky (just in case you wanna)

In Mapping F.A.Q - Please read before asking! by supermap777:
That animal is like a chicken in cs_italy func_breakable , etc.
official maps are boring, they are too ordinary, lack of features and variations that half-life engine can do (cars, boats, bomb, traps, machine gun, cannon, cool hostages, water that can flow pushing the boats moving, rising water level, simple lift, advanced lift, etc)

I made some prefabs of them in gamebana.com. new people are still coming do mapping cs 1.6, you can see their activities in gamebanana.com, the mapping community of half-life modification games are seems already or at least almost dead, except the counter-strike 1.6 + cs source + cs cz + cs go mappers, they are still alive, the most active one that still creating maps, combined total of around 40000 maps; followed by tfc + tfc s in 2nd rank with only around 4000 maps; and the 3rd rank is dod + dod s with only around 2500 maps.

I am no longer active mapping. Surely, one day we will back to play counter-strike in the future. It's time to move on ! Cheers !

In Mapping F.A.Q - Please read before asking! by SuperJer:
supermap777 said:
Dear superjer

Few years ago I want to make a cs map, looking for tutorials but found nothing is easy to follow, but I found your site.

thanks for share this really useful tutorial
http://www.superjer.com/learn.php
I think and believe that one is the best tutorial you are sharing to all beginner mappers (newbie/noob), best in the world or internet, what I mean that the tutorial has so much detail explanation and instructions along with pictures illustrated, it just so clear and easy for everyone to understand, create a counter-strike 1.6 map and compile it (unlike other tutorials).

It would be better if you provide more tutorial, kind an intermediate tutorial such as how to create killable animal, vehicle, weapons, cctv/cams dan so on like those on
http://www.countermap2.com/Tutorials/index.html

thank you very much.

http://gamebanana.com/members/submissions/maps/1229188
by the way, here is the maps I created and submitted to.
I have submitted some prefabs that could help other mappers as well


Wow, I thought this was a thankless job! You're welcome. I'm just really happy that people still find my tutorial useful. I wrote it like 35 years ago! (Something like that.) I think my heart grew 2 sizes today.

Sorry, but I don't plan on making any more tutorials. I'm already avoiding too many of my own projects. Also, what do you mean by "killable animals"? I've got to know.

In Mapping F.A.Q - Please read before asking! by supermap777:
Dear superjer

Few years ago I want to make a cs map, looking for tutorials but found nothing is easy to follow, but I found your site.

thanks for share this really useful tutorial
http://www.superjer.com/learn.php
I think and believe that one is the best tutorial you are sharing to all beginner mappers (newbie/noob), best in the world or internet, what I mean that the tutorial has so much detail explanation and instructions along with pictures illustrated, it just so clear and easy for everyone to understand, create a counter-strike 1.6 map and compile it (unlike other tutorials).

It would be better if you provide more tutorial, kind an intermediate tutorial such as how to create killable animal, vehicle, weapons, cctv/cams dan so on like those on
http://www.countermap2.com/Tutorials/index.html

thank you very much.

http://gamebanana.com/members/submissions/maps/1229188
by the way, here is the maps I created and submitted to.
I have submitted some prefabs that could help other mappers as well

In AllocBlock and a few questions... by jovisst:
Okay, I have gotten my compile time down with 50% on this map I'm making by me removing the solids that I left in the air with "NULL" on them(Great thing).

To the questions:
ALLOCBLOCK? What do I do to remove the % of usage on it? Honestly, everyone that has written an answer is telling me it could be:

WAD SIZE - I've only been using the huge wads because I wanted to have everything I could ever need ready for me. This problem will be removed for my next attempt to compile this map.
Scaling of the textures that I've used in my map, I will be honest and say alot of the 256x256 are maybe 0,5-0,3 of their original scale. Even tho me personaly I think it should just have an effect on light/bounce.

Amount of Entities? As in the picture I have right here:
you can clearly see my entity use is not that great.
BUT! I have binded plenty of solids into one func_illusionary - could this cause bugs? It shouldn't right? They are spread out on the map it's not just one big piece of solids.

Are there any commands to be able to get the AllocBlock to get more space?

CLIP brush usage? I always put it around my map because I think it's simple and very easy to block players from going wherever they are not allowed to.

Will I need another program like QuArK to be able to remove this problem?

Final question - for now: How do I get to these places? Like for example:
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at
---> (-2474,-3964,-16 )(-2467,-3963,24) <--- How do I get to these coordinates? Honestly theres just no way of finding out where the heck that is on my map?

---> in hull 0 of model 84 <-- Where the hell is my model 84 and how do I get to it aswell?

(entity: classname "func_illusionary", origin "", targetname "")


******** COMPILE LOG *********

hlcsg v3.4 VL31 (Oct 14 2013)
hlcsg v3.4 VL31 (Oct 14 2013)
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: D:\Program\WORLDC~1\tools\hlcsg.exe d:\program\worldcraft\maps\BETATEST -texdata 8000 -wadinclude BETATEST.wad
Arguments: d:\program\worldcraft\maps\BETATEST -texdata 8000 -wadinclude BETATEST.wad -low -wadautodetect
Entering d:\program\worldcraft\maps\BETATEST.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 [ 8192000 ] [ 33554432 ]
max lighting memory [ 33554432 ] [ 33554432 ]
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 [ on ] [ 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]
[betatest.wad]

CreateBrush:
(2.36 seconds)
CSGBrush:
(1.77 seconds)

Using Wadfile: \program\worldcraft\wads\christmasultimatemaddafakka.wad
- Contains 45 used textures, 23.32 percent of map (472 textures in wad)
Including Wadfile: \program\worldcraft\wads\BETATEST.wad
- Contains 141 used textures, 73.06 percent of map (246 textures in wad)
Using Wadfile: \program\worldcraft\wads\chateau.wad
- Contains 7 used textures, 3.63 percent of map (136 textures in wad)

Wad files required to run the map: "christmasultimatemaddafakka.wad;chateau.wad;"

added 30 additional animating textures.
Texture usage is at 7.18 mb (of 7.81 mb MAX)
4.97 seconds elapsed

----- END hlcsg -----



hlbsp v3.4 VL31 (Oct 14 2013)
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: D:\Program\WORLDC~1\tools\hlbsp.exe d:\program\worldcraft\maps\BETATEST
Arguments: d:\program\worldcraft\maps\BETATEST -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 [ 1024 ] [ 1024 ] (Min 64) (Max 65536)
remove hull 2 [ off ] [ off ]


SolidBSP [hull 0] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...7500...7693 (2.14 seconds)
BSP generation successful, writing portal file 'd:\program\worldcraft\maps\BETATEST.prt'
SolidBSP [hull 1] Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-64,2887,1505)-(400,3280,1733) in hull 1 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (7,2352,1508)-(400,2832,1733) in hull 1 of model 0 (entity: classname "worldspawn", origin "", targetname "")
500...1000...1500...2000...2500...3000...3500...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (128,1432,-232)-(129,1433,-148) in hull 1 of model 0 (entity: classname "worldspawn", origin "", targetname "")
4000...4500...5000...5500...6000...6374 (1.57 seconds)
SolidBSP [hull 2] Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-64,2903,1501)-(416,3296,1729) in hull 2 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (23,2336,1504)-(416,2848,1729) in hull 2 of model 0 (entity: classname "worldspawn", origin "", targetname "")
500...1000...1500...2000...2500...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (112,1448,-228)-(113,1449,-152) in hull 2 of model 0 (entity: classname "worldspawn", origin "", targetname "")
3000...3500...4000...4500...5000...5249 (1.08 seconds)
SolidBSP [hull 3] Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-64,2887,1487)-(400,3280,1715) in hull 3 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (7,2352,1490)-(400,2832,1715) in hull 3 of model 0 (entity: classname "worldspawn", origin "", targetname "")
500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...7083 (1.71 seconds)
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (38,2602,1050)-(44,2602,1092) in hull 1 of model 83 (entity: classname "func_illusionary", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-81,2585,975)-(-72,2585,993) in hull 2 of model 83 (entity: classname "func_illusionary", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (38,2602,1032)-(44,2602,1074) in hull 3 of model 83 (entity: classname "func_illusionary", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2474,-3964,-16)-(-2467,-3963,24) in hull 0 of model 84 (entity: classname "func_illusionary", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2474,-3968,-16)-(-2467,-3967,24) in hull 0 of model 84 (entity: classname "func_illusionary", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2490,-3948,-52)-(-2451,-3948,-36) in hull 1 of model 84 (entity: classname "func_illusionary", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2551,-3947,-20)-(-2530,-3947,-12) in hull 1 of model 84 (entity: classname "func_illusionary", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2614,-3948,-65)-(-2592,-3948,-42) in hull 1 of model 84 (entity: classname "func_illusionary", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2614,-3948,-53)-(-2592,-3947,-2) in hull 1 of model 84 (entity: classname "func_illusionary", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2598,-3984,-65)-(-2592,-3984,17) in hull 1 of model 84 (entity: classname "func_illusionary", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2634,-3983,53)-(-2614,-3983,63) in hull 1 of model 84 (entity: classname "func_illusionary", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2576,-3931,-16)-(-2563,-3931,-3) in hull 2 of model 84 (entity: classname "func_illusionary", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2576,-3931,-9)-(-2566,-3931,1) in hull 2 of model 84 (entity: classname "func_illusionary", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2506,-3932,-48)-(-2435,-3932,-32) in hull 2 of model 84 (entity: classname "func_illusionary", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2618,-3931,-12)-(-2576,-3931,-8) in hull 2 of model 84 (entity: classname "func_illusionary", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2618,-3931,-17)-(-2576,-3931,21) in hull 2 of model 84 (entity: classname "func_illusionary", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2652,-3999,50)-(-2628,-3998,81) in hull 2 of model 84 (entity: classname "func_illusionary", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2490,-3948,-34)-(-2451,-3948,-18) in hull 3 of model 84 (entity: classname "func_illusionary", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2551,-3947,-2)-(-2530,-3947,6) in hull 3 of model 84 (entity: classname "func_illusionary", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2467,-3984,-7)-(-2420,-3984,6) in hull 3 of model 84 (entity: classname "func_illusionary", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2614,-3948,-47)-(-2592,-3948,-24) in hull 3 of model 84 (entity: classname "func_illusionary", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2614,-3948,-35)-(-2592,-3947,16) in hull 3 of model 84 (entity: classname "func_illusionary", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2598,-3984,-47)-(-2592,-3984,-4) in hull 3 of model 84 (entity: classname "func_illusionary", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2634,-3983,35)-(-2614,-3983,45) in hull 3 of model 84 (entity: classname "func_illusionary", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2842,3085,-2375)-(-2827,3085,-2364) in hull 3 of model 85 (entity: classname "func_illusionary", origin "", targetname "")
Reduced 26816 clipnodes to 23848
Reduced 2019 texinfos to 1849
Reduced 223 texdatas to 222 (5331156 bytes to 5330000)
Reduced 33348 planes to 10043
FixBrinks:
Increased 23848 clipnodes to 24213.

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 210/512 13440/32768 (41.0%)
planes 10043/32768 200860/655360 (30.6%)
vertexes 35069/65535 420828/786420 (53.5%)
nodes 10416/32767 249984/786408 (31.8%)
texinfos 1849/32767 73960/1310680 ( 5.6%)
faces 25136/65535 502720/1310700 (38.4%)
* worldfaces 20274/32768 0/0 (61.9%)
clipnodes 24213/32767 193704/262136 (73.9%)
leaves 6677/32760 186956/917280 (20.4%)
* worldleaves 4396/8192 0/0 (53.7%)
marksurfaces 31099/65535 62198/131070 (47.5%)
surfedges 119535/512000 478140/2048000 (23.3%)
edges 61067/256000 244268/1024000 (23.9%)
texdata [variable] 5330000/33554432 (15.9%)
lightdata [variable] 0/33554432 ( 0.0%)
visdata [variable] 0/8388608 ( 0.0%)
entdata [variable] 33683/2097152 ( 1.6%)
* AllocBlock 81/64 0/0 (126.6%)
222 textures referenced
=== Total BSP file data space used: 7990741 bytes ===
Wad files required to run the map: "christmasultimatemaddafakka.wad;chateau.wad;"
15.97 seconds elapsed

----- END hlbsp -----



hlvis v3.4 VL31 (Oct 14 2013)
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: D:\Program\WORLDC~1\tools\hlvis.exe d:\program\worldcraft\maps\BETATESTe -full
Arguments: d:\program\worldcraft\maps\BETATEST -full -low
4396 portalleafs
15364 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 [ on ] [ off ]


BasePortalVis:
(7.73 seconds)
LeafThread:
Warning: ChopWinding : rejected(1) due to too many points

Warning: ChopWinding : rejected(1) due to too many points

Warning: ChopWinding : rejected(1) due to too many points

Warning: ChopWinding : rejected(1) due to too many points

Warning: ChopWinding : rejected(1) due to too many points

Warning: ChopWinding : rejected(1) due to too many points

(2759.85 seconds)
average leafs visible: 434
g_visdatasize:570488 compressed from 2417800
2767.95 seconds elapsed [46m 7s]

----- END hlvis -----



hlrad v3.4 VL31 (Oct 14 2013)
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: D:\Program\WORLDC~1\tools\hlrad.exe d:\program\worldcraft\maps\BETATEST -extra -sparse
Arguments: d:\program\worldcraft\maps\BETATEST -extra -low -vismatrix sparse

-= 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 [ 33554432 ] [ 33554432 ]
priority [ Low ] [ Normal ]

fast rad [ off ] [ off ]
vismatrix algorithm [ Sparse ] [ Sparse ]
oversampling (-extra)[ on ] [ off ]
bounces [ 8 ] [ 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 [ 0.001 ] [ 0.001 ]
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 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:
Using Wadfile: d:\program\worldcraft\maps\BETATEST.wa_
222 textures referenced
Reading texlights from 'D:\Program\WORLDC~1\tools\lights.rad'
0 opaque models
0 opaque faces
25136 faces
Create Patches : 99732 base patches
1520196 square feet [218908352.00 square inches]
1 direct lights and 16386 fast direct lights
1 light styles

FindFacePositions:
(12.61 seconds)
BuildFacelights:
(261.15 seconds)
BuildVisLeafs:
(261.93 seconds)
visibility matrix : 129.2 megs
MakeScales:
(270.27 seconds)
Transfer Lists : 388612874 : 388.61M transfers
Indices : 115699972 : 110.34M bytes
Data : 777507994 : 741.49M bytes
Bounce 1 GatherLight:
(9.04 seconds)
Bounce 2 GatherLight:
(9.12 seconds)
Bounce 3 GatherLight:
(9.11 seconds)
Bounce 4 GatherLight:
(9.08 seconds)
Bounce 5 GatherLight:
(9.02 seconds)
Bounce 6 GatherLight:
(9.09 seconds)
Bounce 7 GatherLight:
(9.06 seconds)
Bounce 8 GatherLight:
(9.07 seconds)
AddPatchLights:
(6.02 seconds)
FinalLightFace:
(0.12 seconds)
889.16 seconds elapsed [14m 49s]

----- END hlrad -----

In Mapping for CS GO by SRAW:
Superjer in some of his maps claims he uses doors to do that stuff, like they have some extremely complex interaction where people are tp'd through them and trigger multiplied

In de_contra csgo by ericmcaine:
I accidentally made a post about this in the programming section. This is one of the best competitive maps that hasn't been ported to csgo yet. Any updates :(

In Automap Sauce by SuperJer:
Thothie said:
While the PHP mapper seems quite a bit more sophisticated than the original Automap, it seems to create a LOT of overlapping brushes (with faces on the same planes), and then does the age old sin of "boxing" the map, though it doesn't appear to need to.


It's a bit buggy, but it shouldn't create leaks, and most importantly, it makes some pretty crazy maps. Overlapping brushes are not a problem unless you are building the map by hand. I'm not sure the boxing you are talking about... there is supposed to be an outside area, if that's it.

It's gone thru a lot of iterations and the current version looks almost nothing like previous ones. Unfortunately I wasn't version-controlling it originally so I've lost those.

Thothie said:
Also, I like these KISS forums... You do this shit too? Dyaaam...


Yeah I thought it would be fun to make... it wasn't really.


In Automap Sauce by Thothie:
Awesome! (shoulda seen that)...

I must say, it's a very well done little tool. I'm hoping to do some evil things with it. Granted, the mod in question already has over 80 maps pre-packaged, but this might add a little something extra that can be done in a jiffy.

In Solution for: Exceeded MAX_PATCHES? :: Alot of reading :: by LORDOFTHISWORLD:
---> http://tinypic.com/r/350ns4y/5 <---

I could not find the right commands to use in this.. I thought I had -chop but obviously not.

Anyone wanna tell me what to use exactly?
Not even Google could get me to the Expert Mode commands..
Also: Sorry for being such a pain in the *** but, practice makes perfect..

What about the -nowadtextures command btw? > The one's included are the ones from the Original maps and the HALF-LIFE & CSTRIKE.wad amirite?
This is what makes me nervous: Does this merge them and include all of them into this map or does this add them all into +size on my compiling? I hope not.. I don't really believe so either, but I'm here to learn.

SuperJer said:
1. That looks like a lot of lights, but it shouldn't do anything but slow down RAD. I don't know why expert mode would make a difference for lighting. The blackness you were seeing is probably caused by something else.

OTOH you really shouldn't need that many lights. Have less & brighter ones, and rely on natural sources of lights and light-emitting textures, if you can.

2. If you have leaks, you need to fix those before fixing anything else. Leaks will cause every other problem, including MAX_PATCHES.

It is OK to make your brushes bigger, so that they intersect. This is only a problem if you get texture fighting from 2 surfaces in the same plane, and that is only a cosmetic problem. It won't slow down compiles or cause errors.

If you are leaking, try loading the Pointfile in Hammer. The Pointfile path may be confusing but it WILL go thru your leak at some point.

You should make your logs and beach chairs into func_walls so that they don't get in the way of VIS. VIS only has to worry about world geometry.

Just remember that func_walls do nothing to stop leaks. func_walls have to be fully contained by world geometry.

---

Your compile log shows no leaks. If you have a leak, BSP will say something like **LEAK LEAK LEAK**. You don't need to check in game for leaks. The game doesn't even know if you have leaks.

---

Also you didn't run VIS. You should at least run a fast vis every time you compile.

---

You also have a lot of WAD files. You really should merge them and use -nowadtextures with CSG to pack them into the BSP. Even for
the builtin ones.


BTW: MAX_PATCHES means you have too much surface area to light. There is only so much lighting surface area information that can fit in a BSP.

MAX_PATCHES is usually caused by a large map or shrunken textures. Setting -chop to a high number like SRAW said will decrease the lighting resolution, which uses less patches. But the lighting won't be as detailed.


Oh yeah and DON'T BOX YOUR LEAKS.

You are better off just keeping a leak than boxing it. Boxing causes even more MAX_PATCHES then a leak alone.

The reason that leaks are bad is because they prevent the compilers from deleting the outside of your map, which saves a lot of space, frames and patches.

If you box, you still end up with the inside AND outside of your map (like a leak) but EVEN WORSE you also compile in the inside of the box! No!!


1. Yeah but theres a few more of those lightbulbs than you see in the picture unfortuanetely.. I will try and use the "fade" texture and use it as lightning instead of all these pointlights and see if would change the outcome of my compiling in anyway.

And YES actually! When I compiled with VHE without expert mode and without VIS(I think it was.. or RAD.. been a few weeks ago since I tested..) the inside of the tunnels & sewers all were Bright as day(which was in my opinion really sweet for the gameplay). But since I got the FPS drops I ofcourse had to go from Normal compiling to Expert Compiling.

If you think I have many now you should have seen before.. JEEZ. Like 400 of them.(Got kinda lazy and CTRL + C was great). But I narrowed it down to about.. 50-80 now. But I will try this "LESS & BRIGHTER" way you mentioned if my "fade" experiment fails, which it problaby does.
I'm so new to the Lightning effects I'm kinda scared to use many since you can't preview before compiling. Old programs are old..
Trying to rely on the Light_enviroment as much as possible, and it worked great before my Sewers & Tunnels were added. + the LEAK that is emerging from the Sewer in some weird matter.

2. I have gone through the map as narrow as I have been capable to do, and the only leakage must be the Sewer, nothing else could cause it(I think........).

I will try this Pointfile thingy and see if it can fix my problem, I'm quite sure it will show the problem(s).
Thank you for that btw!

I will make the logs to func_walls aswell!

Thanks for telling me everything about the MAX_PATCHES problem btw! There's alot of stuff to learn from VHE but since the program is so old all the tutorial websites have pretty much died off. And asking someone for a very specific thing is hard to get a good answer!

About the leak problem I had NOOOOOOO clue about that, thanks alot for the details on those particual problems. I hate leaks so badly lol. Destroying my map(s)!

In Solution for: Exceeded MAX_PATCHES? :: Alot of reading :: by LORDOFTHISWORLD:

Hello oldschool mappers!

First of all I wanna say I'm a huge fan of your maps SuperJer(If you're gonna read this) and thanks alot for the things you've done for the CS mapping community!

I've been into VHE for a long time, but never released any maps due to small problems and the extreme details that I desire for perfection in my maps.(No I'm not a maniac just too lazy for final polishing lulz)

My hardware :
Windows 7 (64-bit)
8GB of DDR3 Memory(Wish VHE could've used all of it)
3.4 Ghz Quadcore AMD Processor
1024 MB HD Radeon 5770 Graphic Card (Two of them!)
That should be all you need to know?

These pictures are my HELP to you:

http://tinypic.com/r/20jk07n/5

http://tinypic.com/r/jg5x7k/5

http://tinypic.com/r/314xvgg/5

Basicly I need help on TWO things:

Exceed MAX_PATCHES solution
Answer to :: NUMBER THREE :: <-- You will understand when scrolling down.

Anyway.. PROBLEM:

I almost know what causes the problem in this map im developing:
1. Showed in picture one(The Sewer and top/front/side y/x angles)
You can see I have quite a few "LIGHT" entities, I had these put up all over my Sewer and my Caves after I compiled in Expert mode and noticed these we're all black instead of when I compiled in Normal mode and they were still light(but huge FPS drops due to VIS problems(obviously duuuhh). But honestly I don't think these should be able to cause any problem they should instead make the map easier to compile no matter Normal nor Expert mode, am I right?

2. Showed in the second picture with different screens and numbers in it you can see:

:: Number ONE ::
Shows the cave(Just a normal one with "LIGHT" entities ofcourse(Can't walk through caves in total darkness)(Should not cause problem..)
THIS IS WHAT I THINK CAUSES THE PROBLEM(Exceed Max_Patches)
:: Number TWO :: shows my Sewer(Again) but from the outside, my friend told me he saw leaks(he tested the map with 1600x1200 resolution)
So I just put these "walls" all around the sewer to prevent the leakings from accuring(Which before I put them there did only cause small fps drops and you could ofcourse see through the sewer which is not okay..)
Honestly this is what I think is the "bad thing" in my compiling, I compiled for 9 hours and VHE still had not finished.. Before I did this, put the light entities, the umbrellas and chairs at the beach + volleyboll net it took just about 1 hour to compile)
Remember I have Windows 7 64-bit.. (don't know if this can cause troubleshoot problems)

:: Number THREE ::

Here you can see bit by bit how I have built a part of the cave, what I want to know from this picture is that this should cause alot of "angles" for VIS and other programs to have to use alot more power and use up alot more memory, yes or no?
And if I want to make ALL of these color marked walls into ONE wall(That would cause ALOT less memory usage and angles to be compiled right?): HOW do I do so?
Just mark them all and "Tie To Entity" > Func_wall?

:: Number FOUR ::

Logs, logs and more logs, these I have heard could cause problems(since VHE is old and... OLD..) to RAD / VIS et.c. because of the angles/shapes/sizes and so on, but it did not cause any problems at all when I compiled before the "Exceeded MAX_PATCHES" so this I seriously doubt could cause anything but MINIMUM lag every 3000 years.

:: NUMBER FIVE ::

Shows the Umbrellas and beach chairs(This small thing could cause any problem at all? I seriously doubt it myself..)

:: NUMBER SIX ::

These walls are straight against the Sewer so there should not be any possibilities for leaks, should there? I just don't get why it would.. Then again I'm no rocket scientist. There was leaks as I mentioned before when I didn't have the walls. Me personally I have 640x320 resolution when I play CS so for me it didn't show any leaks what so ever. But 1600x1200 needs more juice we all know that.

:: NUMBER SEVEN / EIGHT / NINE ::

Shows what options I have on and which messages I get.
(If these could be to any help)
-----------------------------------

I will mention it again: Compiling only took about 1 HOUR before I did these things:
Added the Walls to the sewer to prevent leaking hopefully.
Added the Umbrellas, beach chairs and volleyboll net
Added the "LIGHT" entities in my Cave & Sewer from total darkness

Either all of them, or some, or just ONE of them are causing this problem I personally can't rule out the bad thing. Perhaps you can?


------------------------------------


Alright, down to the COMPILING AREA!

This is what VHE 3.5 Compiler tells me when I run it with these Options(Showed in picture 9.)
Take in consideration I do run the "final" compiling in Expert mode and not normal mode..


** Executing...
** Command: Change Directory
** Parameters: D:\Steamapps\SteamApps\common\Half-Life\cstrike


** Executing...
** Command: Copy File
** Parameters: "D:\Program\Worldcraft\maps\mymapp.map" "D:\Program\Worldcraft\maps\mymapp.map"


** Executing...
** Command: D:\Program\WORLDC~1\tools\hlcsg.exe
** Parameters: "D:\Program\Worldcraft\maps\mymapp"

hlcsg v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlcsg -----
Command line: D:\Program\WORLDC~1\tools\hlcsg.exe D:\Program\Worldcraft\maps\mymapp
Entering D:\Program\Worldcraft\maps\mymapp.map

Current hlcsg 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 [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

142 brushes (totalling 825 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.67 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.09 seconds)

Using Wadfile: \program\worldcraft\wads\chateau.wad
- Contains 10 used textures, 7.58 percent of map (136 textures in wad)
Using Wadfile: \program\worldcraft\wads\cs_747.wad
- Contains 2 used textures, 1.52 percent of map (143 textures in wad)
Using Wadfile: \program\worldcraft\wads\cs_assault.wad
- Contains 0 used textures, 0.00 percent of map (22 textures in wad)
Using Wadfile: \program\worldcraft\wads\cs_cbble.wad
- Contains 2 used textures, 1.52 percent of map (61 textures in wad)
Using Wadfile: \program\worldcraft\wads\cs_dust.wad
- Contains 1 used texture, 0.76 percent of map (28 textures in wad)
Using Wadfile: \program\worldcraft\wads\cs_havana.wad
- Contains 3 used textures, 2.27 percent of map (122 textures in wad)
Using Wadfile: \program\worldcraft\wads\cs_office.wad
- Contains 8 used textures, 6.06 percent of map (102 textures in wad)
Using Wadfile: \program\worldcraft\wads\cstrike.wad
- Contains 0 used textures, 0.00 percent of map (123 textures in wad)
Using Wadfile: \program\worldcraft\wads\de_airstrip.wad
- Contains 4 used textures, 3.03 percent of map (69 textures in wad)
Using Wadfile: \program\worldcraft\wads\de_aztec.wad
- Warning: Larger than expected texture (348972 bytes): 'SPECIAL_THANKS'
- Warning: Larger than expected texture (348972 bytes): 'THANKS'
- Contains 1 used texture, 0.76 percent of map (24 textures in wad)
Using Wadfile: \program\worldcraft\wads\de_piranesi.wad
- Contains 5 used textures, 3.79 percent of map (160 textures in wad)
Using Wadfile: \program\worldcraft\wads\de_storm.wad
- Contains 8 used textures, 6.06 percent of map (74 textures in wad)
Using Wadfile: \program\worldcraft\wads\de_vertigo.wad
- Contains 0 used textures, 0.00 percent of map (19 textures in wad)
Using Wadfile: \program\worldcraft\wads\halflife.wad
- Contains 88 used textures, 66.67 percent of map (3116 textures in wad)
Including Wadfile: \program\worldcraft\wads\zhlt.wad
- Contains 0 used textures, 0.00 percent of map (8 textures in wad)
Using Wadfile: \program\worldcraft\wads\decals.wad
- Contains 0 used textures, 0.00 percent of map (225 textures in wad)

Warning: More than 8 wadfiles are in use. (16)
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.


added 6 additional animating textures.
Texture usage is at 3.10 mb (of 4.00 mb MAX)
2.43 seconds elapsed

----- END hlcsg -----




** Executing...
** Command: D:\Program\WORLDC~1\tools\hlbsp.exe
** Parameters: "D:\Program\Worldcraft\maps\mymapp"

hlbsp v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlbsp -----
Command line: D:\Program\WORLDC~1\tools\hlbsp.exe D:\Program\Worldcraft\maps\mymapp

Current hlbsp 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 [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noopt [ 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 8192)


SolidBSP [hull 0] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...5991 (0.48 seconds)
BSP generation successful, writing portal file 'D:\Program\Worldcraft\maps\mymapp.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3500...4000...4500...4837 (0.23 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2500...3000...3500...4000...4500...4726 (0.24 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5297 (0.29 seconds)
3.95 seconds elapsed

----- END hlbsp -----




** Executing...
** Command: D:\Program\WORLDC~1\tools\hlrad.exe
** Parameters: "D:\Program\Worldcraft\maps\mymapp"

hlrad v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlrad -----
Command line: D:\Program\WORLDC~1\tools\hlrad.exe D:\Program\Worldcraft\maps\mymapp

-= 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 [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
bounce dynamic light [ on ] [ on ]
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 'D:\Program\WORLDC~1\tools\lights.rad']
[59 texlights parsed from 'D:\Program\WORLDC~1\tools\lights.rad']

Warning: No vis information, direct lighting only.
15173 faces
Create Patches : 68089 base patches
0 opaque faces
687512 square feet [99001784.00 square inches]
Error: Exceeded MAX_PATCHES
Description: The map has a problem which must be fixed
Howto Fix: Check the file http://www.zhlt.info/common-mapping-problems.html for a detailed explanation of this problem


----- END hlrad -----



I'm grateful for any help, tips or tricks that you can help me with!
Sincerely
/RN

In fy_district by Outcast:
So the map i've been bitching about is finally done!

Here are some screenies

















It has some secrets and shit so yea .. here's a download link -

In I'm either gonna quit mapping or switch to something else .. by SuperJer:
Warning: the tools for the newer stuff (CS:GO and L4D2 at least) can be even buggier. Or at least the bugs change more often.

If you start mapping for newer games like these, make SURE to check out how Valve made their maps. There are examples.

One thing that's very counter-intuitive is that, in the newer stuff, you can have even less world brushes. If you have more than 6 or so world brushes per room, things will go to shit.

In I'm either gonna quit mapping or switch to something else .. by Down Rodeo:
You are making maps for a game which is now very old. The technology back then was not as capable. Not only are these old tools, they are old buggy tools. You're going to have issues. Also, follow the rules and you'll be mostly fine. Or map for a game which was released in the last 5 years.

In I'm either gonna quit mapping or switch to something else .. by Outcast:
Honestly,what the fuck?So today,i've had some "brush outside world" shit and i somehow managed to fix it and the map compiled .. then i tried to run the map and i get an "AllocBlock:full" error .. i think i'm gonna end up having bunch of big maps sitting there like they were never done,this is bullshit .. i'm fucking tired of deleting and re-making shit,i mean if i have to make shit and delete it and then re-make it in order to make a map what's the fucking point?FUCK THIS SHIT .. (actually fuck Valve for making shitty hammre )

/rant


In CS maps with source map file included by SRAW:
GOOGLE CS DEFAULT MAPS RMF'S

In CS maps with source map file included by vinnyvicious:
Do you guys know any maps with the map file included? I'm learning more about Hammer mapping and would like to see how other people do stuff.

In GUESS WHAT by Outcast:
http://cs.gamebanana.com/maps/172190

YEAAAAAP,it's finally out,if anyone's bored and wanna try it out go ahead and lemme know what ya think

vid :

In Mapping standards by Outcast:
Well you can always download maps from other mappers to get inspired or try to make something from your hood into hammre .. oorrr while sitting somewhere enjoying the breeze and shit try to think something and draw it down on a paper.

As for the height of the walls i don't think it's something you can learn, but you can add an info_player_start and go to the cts head with the camera to see where it is and adjust the wall where you want it

Also you don't ask others what they build first in a map,it doesn't matter.

Nothing to say about da textures.

In create a stairs with a lot of pole, but compile need a long time by SuperJer:
sprinkles said:
No.

Try making maps for games people actually play.


Oh NO you DI-INT!

In create a stairs with a lot of pole, but compile need a long time by sprinkles:
michaelhn said:
superjer said:
michaelhn said:

is it okay if a make the "a lot of pole" with boxshape not the circle shape???


No. This game is from 1998 and can not handle that many objects or polygons. You need to use one big texture or something else more appropriate for 1998 tech.


so.. dead end? no such way that make me can build a lot of pole for my stair?


No.

Try making maps for games people actually play.

In i doesn't want to, but i canwalk through wall by michaelhn:
SRAW said:
There's a secret feature in hammer that lets you do it, but you have to open hammer for 50 hours straight and email valve asking for the feature (the reason they do this is so that noobs won't be flooding the internetwaves with woody maps)

^^^^^^^^^^
funny guy...

http://www.mediafire.com/?vbwrmz1cx2aiyaz

In i doesn't want to, but i canwalk through wall by SRAW:
There's a secret feature in hammer that lets you do it, but you have to open hammer for 50 hours straight and email valve asking for the feature (the reason they do this is so that noobs won't be flooding the internetwaves with woody maps)

In I have no idea whats wrong! by deats27:
Alright I started building maps today and i want to model my school. here is what i have so far.
http://www.mediafire.com/?tkesh3k696agr1a

When i try to compile it it gives me errors but i dont know what they mean and its not LEAKS

In Working With Lights. by fedex _:
I was wondering how to make lights dimmer so they wont be that bright , and also if you ever seen some maps there is the texture showing that fades into black ,

In Map Size by sin:
made 3 maps, all 8-9mbs.

How do you reduce the map size?

In My Map LAGS :$ by Watson:
Hey guys,
Recently,I got introduced to map making,and so I started making some noob maps :P.The problem is that,whenever I play on that map it lags a LOT!My fps is like 4-5 :$.Can anyone please help me out? :)

Reply asap :)

In Loading the map by sin:
does your bat file contain this:


@echo off
hlcsg -nowadtextures MAPNAME
hlbsp MAPNAME
hlvis MAPNAME
hlrad MAPNAME
copy MAPNAME "C:\Program Files\Steam\steamapps\EMAIL\counter-strike\cstrike\maps"
cd "C:\Program Files\Steam\steamapps\EMAIL\counter-strike"
pause
hl -dev -console -game cstrike +sv_cheats 0 +map MAPNAME

Thats for steam by the way.

In Really weird thing. by sin:
Made a map, did a compile test when it was not yet done, it was much smaller than other maps that I've made, leaf-thread took 12 hours, and my PC is pretty good, it took 6hrs to compile a massive map for me, And I did not have a sky box just a wide open area.

Anyway I removed some stuff that were made out of Vertex Manipulation, and made it more simple it still took way too long.
I re-made the map but used somethings again and it was pretty small of a map and still took more than 5hrs at 40% leafthread.
I removed some stuff it still took too-long.

I tried compiling previous maps it didn't any second longer.
I can't really post any compile log since they were several compiles tho I had some leaf




EDIT
I've fixed it, I made 7 wooden bridges that contain about 15 vertex made 'wooden' pieces and 30 vertex made 'rope' pieces, and they're really small. Removed those and it compiled in less of an hour.

In plz help me .....couldn't open file overview/catpee.txt by the_cloud_system:
you put this in the .bat, right?


code
@echo off
hlcsg -nowadtextures catpee
hlbsp catpee
hlvis catpee
hlrad catpee
copy catpee.bsp "C:\Steam\SteamApps\\counter-strike\cstrike\maps"
pause
"C:\Steam\Steam.exe" -applaunch 10 -dev +sv_cheats 1 +map catpee

In Diablo III by the_cloud_system:
minigame, fail Bhop, gun game, i have yet to find a server that has reguler maps that is enjoyable.

http://steamcommunity.com/id/the_cloud_system

rather than finding the servers you can just add me as a friend.

In fatal error!!! by staedtler:
i download a map, and then want to play it. but why fatal error? he said :

Mod_LoadBrushModel: maps/fy_cyberworld.bsp has wrong version number (1347blablabla should be 30)

any maps like that.

why?

In Loading the map by Moe3:
** Executing...
** Command: Change Directory
** Parameters: C:\Steam\steamapps\\condition zero


** Executing...
** Command: Copy File
** Parameters: "C:\Users\User-2\Desktop\jb_JaMighty_2012.map" "C:\Steam\steamapps\\condition zero\czero\maps\jb_JaMighty_2012.map"


** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\hlcsg.exe
** Parameters: "C:\Steam\steamapps\\condition zero\czero\maps\jb_JaMighty_2012"

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~1\VALVEH~1\tools\hlcsg.exe "C:\Steam\steamapps\\condition zero\czero\maps\jb_JaMighty_2012"
Entering C:\Steam\steamapps\\condition zero\czero\maps\jb_JaMighty_2012.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]

9 brushes (totalling 54 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.98 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.01 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (2.18 seconds)

Using Wadfile: \steam\steamapps\halflife.wad
- Contains 132 used textures, 88.59 percent of map (3116 textures in wad)
Using Wadfile: \steam\steamapps\cs_bdog.wad
- Contains 10 used textures, 6.71 percent of map (132 textures in wad)
Using Wadfile: \steam\steamapps\lauren_hurt\condition zero\czero\materials\oldtrafford.wad
- Contains 6 used textures, 4.03 percent of map (15 textures in wad)
Including Wadfile: \steam\steamapps\zhlt.wad
- Contains 1 used texture, 0.67 percent of map (8 textures in wad)

added 16 additional animating textures.
Texture usage is at 2.44 mb (of 4.00 mb MAX)
4.44 seconds elapsed

----- END hlcsg -----




** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\hlbsp.exe
** Parameters: "C:\Steam\steamapps\\condition zero\czero\maps\jb_JaMighty_2012"

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~1\VALVEH~1\tools\hlbsp.exe "C:\Steam\steamapps\\condition zero\czero\maps\jb_JaMighty_2012"

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:\Steam\steamapps\\condition zero\czero\maps\jb_JaMighty_2012.prt'
3.86 seconds elapsed

----- END hlbsp -----

nothing i seen is giving me an error im not sure what it is though.

In Update...Again by SuperJer:
Also I fixed up the map drawing thingy. It shows the maps for both servers correctly, now.

Here:

mc.superjer.com/

In Bad surface extents 16/672 at position (-256, -1024, 1536) by sven_hassen:
Bad surface extents 16/672 at position (-256, -1024, 1536)

I always get this error when i create a map in Hammer, this has happen to my last 5 maps and i cant find a way to fix it.
Can someone please help ??

In Leak help by Moe3:

** Executing...
** Command: Change Directory
** Parameters: C:\Steam\steamapps\lauren_hurt\condition zero


** Executing...
** Command: Copy File
** Parameters: "C:\Users\User-2\Desktop\jb_JaMighty_2012.map" "C:\Steam\steamapps\lauren_hurt\condition zero\czero\maps\jb_JaMighty_2012.map"


** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\hlcsg.exe
** Parameters: "C:\Steam\steamapps\lauren_hurt\condition zero\czero\maps\jb_JaMighty_2012"

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~1\VALVEH~1\tools\hlcsg.exe "C:\Steam\steamapps\lauren_hurt\condition zero\czero\maps\jb_JaMighty_2012"
Entering C:\Steam\steamapps\lauren_hurt\condition zero\czero\maps\jb_JaMighty_2012.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]

10 brushes (totalling 60 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.23 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.80 seconds)

Using Wadfile: \steam\steamapps\halflife.wad
- Contains 114 used textures, 89.06 percent of map (3116 textures in wad)
Using Wadfile: \steam\steamapps\cs_bdog.wad
- Contains 9 used textures, 7.03 percent of map (132 textures in wad)
Using Wadfile: \steam\steamapps\lauren_hurt\condition zero\czero\materials\oldtrafford.wad
- Contains 4 used textures, 3.13 percent of map (15 textures in wad)
Including Wadfile: \steam\steamapps\zhlt.wad
- Contains 1 used texture, 0.78 percent of map (8 textures in wad)

added 14 additional animating textures.
Texture usage is at 2.13 mb (of 4.00 mb MAX)
3.52 seconds elapsed

----- END hlcsg -----




** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\hlbsp.exe
** Parameters: "C:\Steam\steamapps\lauren_hurt\condition zero\czero\maps\jb_JaMighty_2012"

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~1\VALVEH~1\tools\hlbsp.exe "C:\Steam\steamapps\lauren_hurt\condition zero\czero\maps\jb_JaMighty_2012"

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 armoury_entity @ (-1994,-1933,-652)
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 info_player_start @ (-362, 309,-399)
Warning: === LEAK in hull 2 ===
Entity info_player_start @ (-362, 309,-399)
Warning: === LEAK in hull 3 ===
Entity info_player_start @ (-362, 309,-399)
2.68 seconds elapsed

----- END hlbsp -----


Sorry I did not post this from the start.

In Map are still there even when i remowed it from CS folder..... by SRAW:
Go to where you have installed hlds, then go to cstrike/maps and delete your map. Then go to your steamapps counter strike folder and delete the map from there too, dumbshit

In Map starts after compiling in VHE, but .......... by Rockbomb:
You need to copy the file into your maps folder, which iirc should be '.../Counter-Strike/cstrike/maps'.

In I have no name :( by vick:
problem solved. yes the mod adds additional models such as hats, skins and stuff like that.

i thought that my maps wouldnt support models if the limit was close to 65k patches. i wasnt sure what the 512 mb limit meant. turns out its the amount of entities. 512 is the most you can have. youu can check this by going to map > show information in Hammer and adding the point and solid entities so all i had to due was reduce the number of entities i had. thank you rockbomb and sprinkles

In Warning - Leak in Hull by MadwiX:
Hi people, I don't know if this forum is dead or not, but I'll post anyways in hope to get an answer. So, I've been struggling with this for some quite time now. I made a map, tested it on my computer (through Files --> Run in VHE) and with HLDS. It worked fine. Then I tried uploading it to my game server but whenever I change to that map the server crashes and needs to be restarted.

So I noticed some errors, which are:

Warning: === LEAK in hull 0 ===

Here's the compile progress:

code

** Executing...
** Command: Change Directory
** Parameters: C:\games\CS1.6v44


** Executing...
** Command: Copy File
** Parameters: "C:\Documents and Settings\Marko\Desktop\Marko\mape\deathrun_8b.map" "C:\games\CS1.6v44\cstrike\maps\deathrun_8b.map"


** Executing...
** Command: C:\DOCUME~1\Marko\Desktop\Marko\zhlt\hlcsg.exe
** Parameters: "C:\games\CS1.6v44\cstrike\maps\deathrun_8b"

hlcsg v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlcsg -----
Command line: C:\DOCUME~1\Marko\Desktop\Marko\zhlt\hlcsg.exe C:\games\CS1.6v44\cstrike\maps\deathrun_8b
Entering C:\games\CS1.6v44\cstrike\maps\deathrun_8b.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 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ 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%...80%...90%... (0.06 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.20 seconds)

Using Wadfile: \games\cs1.6v44\cstrike\cs_bdog.wad
- Contains 0 used textures, 0.00 percent of map (132 textures in wad)
Using Wadfile: \games\cs1.6v44\cstrike\cs_dust.wad
- Contains 1 used texture, 5.00 percent of map (28 textures in wad)
Using Wadfile: \games\cs1.6v44\cstrike\cstrike.wad
- Contains 0 used textures, 0.00 percent of map (123 textures in wad)
Using Wadfile: \games\cs1.6v44\cstrike\de_aztec.wad
- Warning: Larger than expected texture (348972 bytes): 'SPECIAL_THANKS'
- Warning: Larger than expected texture (348972 bytes): 'THANKS'
- Contains 0 used textures, 0.00 percent of map (24 textures in wad)
Using Wadfile: \games\cs1.6v44\valve\decals.wad
- Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: \games\cs1.6v44\valve\halflife.wad
- Contains 18 used textures, 90.00 percent of map (3116 textures in wad)
Using Wadfile: \games\cs1.6v44\cstrike\liquids.wad
- Contains 1 used texture, 5.00 percent of map (32 textures in wad)
Including Wadfile: \games\cs1.6v44\cstrike\zhlt.wad
- Contains 0 used textures, 0.00 percent of map (7 textures in wad)

added 1 additional animating textures.
Texture usage is at 0.23 mb (of 4.00 mb MAX)
0.34 seconds elapsed

----- END hlcsg -----




** Executing...
** Command: C:\DOCUME~1\Marko\Desktop\Marko\zhlt\hlbsp.exe
** Parameters: "C:\games\CS1.6v44\cstrike\maps\deathrun_8b"

hlbsp v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlbsp -----
Command line: C:\DOCUME~1\Marko\Desktop\Marko\zhlt\hlbsp.exe C:\games\CS1.6v44\cstrike\maps\deathrun_8b

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 ]
noopt [ 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 8192)


SolidBSP [hull 0] 500...534 (0.06 seconds)
Warning: === LEAK in hull 0 ===
Entity light @ ( 165,-2058, -32)
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

SolidBSP [hull 1] 470 (0.09 seconds)
Warning: === LEAK in hull 1 ===
Entity env_explosion @ (1599,-1126,-192)
SolidBSP [hull 2] 454 (0.06 seconds)
Warning: === LEAK in hull 2 ===
Entity env_explosion @ (1599,-1126,-192)
SolidBSP [hull 3] 489 (0.08 seconds)
Warning: === LEAK in hull 3 ===
Entity light @ ( 165,-2058, -32)
0.75 seconds elapsed

----- END hlbsp -----





So I tried loading the .pts file, and I found a leak, so I moved the whole map to the center and patched the leaks. And now it's giving me those red scribblings in a place which doesn't have any blocks, entities or we.


In Mapping F.A.Q - Please read before asking! by Big Boss:
You can't close off maps with transparent textures!

If you do so - you will get a leak and the map will fail to compile.

In The bots face on the wrong side and never move, just keep jumpin by mihirguitarist:
ohk... thanks....

Can you also tell me how can i make some info placed in the map that explains it in the box just before we choose CT or T...??

I have seen maps that have names of the makers in that same box...

In The M-I-N-E-C-R-A-F-T Truck by phoenix_r:
superjer said:

UDPATE! World maps occasionally exported to here.


Huge PNG is huge.

In The bots face on the wrong side and never move, just keep jumpin by Rockbomb:
Go into your maps (dunno what the directory is for sure, but it should be like c:\program files\cs1.6\maps or something like that). In that directory, look for your map, and next to it should be a file that has the same name, but ends with a .nav extenstion. Delete the .nav file, and you should be fine.

In How to increase txtdata to custom number? by Mate de Vita:
sin said:
map name 'catpee' Happens to be the same name to other 2 accounts with 2 posts

catpee is what the map is called in superjer's tutorial, that's why people following said tutorial name their maps catpee.

@OP, from the compile log your map seems to be very simple (ie. does not contain a lot of brushes/entities), so if you're getting errors like allocblock:full, you probably did something weird with them. Here's some info on this error:
http://www.slackiller.com/tommy14/errors.htm#allocblock

In MISSING ENTITIES !!! by vick:
sin those entities seem perfect. is there a place i can read a brief description of what they do and possibly how to make them work and implement them into maps

In MISSING ENTITIES !!! by Namefie:
I always hear people talking about different entities that don't exist in my entity list (in forums and tutorials) how do I get those entities so I can use them in my maps? Am I missing some files? plz help

In Hlrad.exe Stopped working and crashed at 60% finalfacelight by sin:
Compiled my map for the 6th time so far still nothing i tried fixed this.
Other maps compile perfectly, I compile the same map without vis didn't show any errors, Compiled VIS normally with -full it crashed at FinalFaceLight 60% and gave me the error "HLRAD.EXE Has stopped working"

Doesn't show the whole compile log in .log file just this:


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 jb_slaughter_b2
Entering jb_slaughter_b2.map

Current hlcsg 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 [ 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]

8 brushes (totalling 52 sides) discarded from clipping hulls
CreateBrush:
(0.96 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(1.18 seconds)

Using Wadfile: big wad file.wad
- Warning: Larger than expected texture (348972 bytes): 'CYF_CLIFFS3'
- Warning: Larger than expected texture (348972 bytes): 'CYF_CLIFFS6'
- Contains 32 used textures, 23.88 percent of map (771 textures in wad)
Using Wadfile: cstrike.wad
- Contains 0 used textures, 0.00 percent of map (123 textures in wad)
Using Wadfile: halflife.wad
- Contains 68 used textures, 50.75 percent of map (3116 textures in wad)
Using Wadfile: jb_mountains_btm.wad
- Contains 19 used textures, 14.18 percent of map (106 textures in wad)
Using Wadfile: jb_newbie_btm.wad
- Warning: Larger than expected texture (240172 bytes): 'EF'
- Contains 2 used textures, 1.49 percent of map (51 textures in wad)
Using Wadfile: jb_slaughter_b2_btm.wad
- Contains 12 used textures, 8.96 percent of map (154 textures in wad)
Using Wadfile: sin.wad
- Contains 1 used texture, 0.75 percent of map (7 textures in wad)

added 19 additional animating textures.
Texture usage is at 2.98 mb (of 4.00 mb MAX)
2.84 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 jb_slaughter_b2

Current hlbsp 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 [ 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 'jb_slaughter_b2.prt'
3.46 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 -full jb_slaughter_b2
3884 portalleafs
14249 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 [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

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


BasePortalVis:
(7.06 seconds)
LeafThread:
(2477.87 seconds)
average leafs visible: 587
g_visdatasize:773033 compressed from 1887624
2485.15 seconds elapsed [41m 25s]

----- END hlvis -----



In 6 new CS 1.6 maps by SuperJer by SuperJer:
Just made a veeedeo of angry_grid. Lots of these maps don't make sense without video evidence.


In 6 new CS 1.6 maps by SuperJer by SuperJer:
At LANs I make funmaps. I finally got around to releasing some of them. Well some of the good ones.

Go check them out on my new Funmaps Page.

joust8 has been a LAN fave for a bit now. It's where this image was from the whole time:



Here's doki_doki_deagle (maybe I'll add more to it later):




In what causing a bot jumping all around and face the wall??? by Lorenzo:
sprinkles said:
explain more please

the bots walk and facing the wall, then he jumping and wont stop.

SRAW said:
Delete the <map name>.nav file in the maps directory

doesn't work.

In what causing a bot jumping all around and face the wall??? by SRAW:
Delete the <map name>.nav file in the maps directory

In what causing a bot jumping all around and face the wall??? by Lorenzo:
its happen for several maps.
I want to know why. or can I fix it???
thank you.

In Prefabs Links? Prefabs vs models ? by Sick Dumb:
1.Does anyone have download links for prefabs of stairs, stair ceilings tanks, cars, computers, toilet seats, shelves etc.

2.I saw a tutorial of valve hammer sdk, the tutor added models for the ceilings of the stairs. My question is for Cs 1.6. While making it's maps whats better to add prefabs or models ? (will the models make the map lag, will it be compiled with map or have to linked with its directory ?(like the sound files)

Thanks

In Making Objects size precise and realistic ? by Sick Dumb:
Greetings

Im new to Valve hammer editor, need some help with it

I've made some simple maps and still i'm not sure to make objects like table, lamps etc to the size which might look realistic, The valve hammer editor lets us resize the object to every grid in it.

Im trying to make a coffee table with a lamp on it, ive made the table with 1 X 1 X 1 grid, but thats still big for a table. Is there a way i could resize it and make it smaller ?

Thanks

In command parameters that exist in ZHLT? by Lorenzo:
it is only >>

Quote:
@echo off
hlcsg -nowadtextures mapname
hlbsp mapname
hlvis mapname
hlrad mapname
copy mapname.bsp "C:\Program Files\Steam\SteamApps\[your account]\counter-strike\cstrike\maps"
cd "C:\Program Files\Steam\SteamApps\[your account]\counter-strike"
pause
hl -dev -console -game cstrike +sv_cheats 1 +map mapname

or what?


there is more parameter code that we can use???

Thank you...

In Reliable channel overflow - Custom map by SRAW:
You ask the guy who's running the server to put -num_edicts in the commandline, since you say that when it gets over 20 players it happens, so it might be because there are too much entities.

But superjer would probably know... but he hardly ever answers

and also does the server kick people on other maps with 20+ players? cause then it may be that the server has a bad connection and if there are too many entities the server it will cause lag

In Reliable channel overflow - Custom map by sin:
I searched a fix for this error for a year, tried google and everything, i posted a topic in nipper's forum, no one was helpful

Its not a mapping or compiling error so its not at slacker it happens in the middle of the game after 2 rounds, when the server had 20+ players.

Many people told me to try to make it simpler but i wanted to make sure if there is another fix. there are bigger maps.

I was hoping superjer would look at this.

In Installation problem by the_cloud_system:
Quote:
You can't make something out of nothing, so grab yourself a shiny new copy of the "Valve Hammer Editor" and also get the "ZHLT Compilers". These are absolutely required to make maps for HL games.

Stolen from: http://www.superjer.com/learn.php#ixzz1UwuEDd4x

In how did YOU found superjer.com? by Outcast:
I typed "How to make cs 1.6 maps" in google.

In Glowy letters by nectar:
In some maps i have seen some good quality glowing letters, I can see them clearly and they are like neons and that, my images are all bad quality and this thing with so much stuff and effect is HD...

In How to reduce lag in maps? by the_cloud_system:
base builder maps have lots of objects

try to make a copy of your map with out objects or less objects and see if thats the problem

In The M-I-N-E-C-R-A-F-T Truck by protobuf:
I added a google maps view (top down) and a chat log at http://mc.superjer.com/

In annoying level change issue by gtscott:
Hi,
Ive spent a few weeks working on a map, and it always worked fine (had a few issues along the way yet nothing i couldnt find a fix for)
now i want to play and use the map ive ran into an issue
if i use changelevel to get to my map, half the doors are missing when it loads
if i start a new server with that map it loads fine
if i use the map server command it loads fine
if i use the restart command after the maps loaded broken it loads fine
this is a big issue and i have no idea what causes it


edit:
fixed

too many big doors, cut the biggest door in half and the problem went away

In Problem with Leaking Entity.. by OneGuy:
Here: From ZHLT

hlcsg v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlcsg -----
Command line: hlcsg -nowadtextures catpee
Entering catpee.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ off ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ 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:
(0.39 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(2.47 seconds)

Using Wadfile: \documents and settings\XXXXX\desktop\3\cstrike.wad
- Contains 2 used textures, 3.92 percent of map (123 textures in wad)
Using Wadfile: \documents and settings\XXXXX\desktop\1\xeno.wad
- Contains 4 used textures, 7.84 percent of map (264 textures in wad)
Using Wadfile: \documents and settings\XXXX\desktop\4\decals.wad
- Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: \documents and settings\XXXXX\desktop\5\halflife.wad
- Contains 43 used textures, 84.31 percent of map (3116 textures in wad)
Using Wadfile: \documents and settings\XXXXX\desktop\6\cs_dust.wad
- Contains 2 used textures, 3.92 percent of map (28 textures in wad)

added 7 additional animating textures.
Texture usage is at 0.71 mb (of 4.00 mb MAX)
3.19 seconds elapsed

----- END hlcsg -----



hlbsp v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlbsp -----
Command line: hlbsp catpee

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ 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 ]
noopt [ 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 8192)


SolidBSP [hull 0] 500...912 (0.34 seconds)
Warning: === LEAK in hull 0 ===
Entity info_player_start @ ( 768,-704,-144)
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


SolidBSP [hull 1] 500...1000...1065 (2.55 seconds)
SolidBSP [hull 2] 500...1000 (4.94 seconds)
SolidBSP [hull 3] 500...1000...1122 (7.30 seconds)
19.09 seconds elapsed

----- END hlbsp -----



hlvis v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlvis -----
Command line: hlvis catpee
>> There was a problem compiling the map.
>> Check the file catpee.log for the cause.

----- END hlvis -----



hlrad v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlrad -----
Command line: hlrad catpee
>> There was a problem compiling the map.
>> Check the file catpee.log for the cause.

----- END hlrad -----


Compile of the Hammer:



** Executing...
** Command: Change Directory
** Parameters: "C:\Program Files\Steam\steamapps\eyalse\counter-strike"


** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\qcsg.exe
** Parameters: "c:\documents and settings\\desktop\israel_public1"

qcsg.exe v2.8 (Jan 31 2000)
---- qcsg ----
entering c:\documents and settings\\desktop\israel_public1.map
CreateBrush: 0...1...2...3...4...5...6...7...8...9... (1)
CSGBrush: 0...1...2...3...4...5...6...7...8...9... (1)
Using WAD File: \documents and settings\\desktop\3\cstrike.wad
Using WAD File: \documents and settings\\desktop\1\xeno.wad
Using WAD File: \documents and settings\\desktop\4\decals.wad
Using WAD File: \documents and settings\\desktop\5\halflife.wad
Using WAD File: \documents and settings\\desktop\6\cs_dust.wad
added 7 additional animating textures.
2 seconds elapsed

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\qbsp2.exe
** Parameters: "c:\documents and settings\\desktop\israel_public1"

qbsp2.exe v2.2 (Dec 28 1998)
---- qbsp2 ----
LEAK LEAK LEAK
14 seconds elapsed

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\vis.exe
** Parameters: "c:\documents and settings\\desktop\israel_public1"

vis.exe v1.3 (Dec 30 1998)
---- vis ----
2 thread(s)
LoadPortals: couldn't read c:\documents and settings\\desktop\israel_public1.prt
No vising performed.

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\qrad.exe
** Parameters: "c:\documents and settings\\desktop\israel_public1"

qrad.exe v 1.5 (Apr 6 2000)
----- Radiosity ----
2 threads
[Reading texlights from 'C:\PROGRA~1\VALVEH~1\tools\lights.rad']
[1 texlights parsed from 'C:\PROGRA~1\VALVEH~1\tools\lights.rad']

No vis information, direct lighting only.
2807 faces
193031 square feet [27796582.00 square inches]
18364 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...
************ ERROR ************
Bad surface extents

** Executing...
** Command: Copy File
** Parameters: "c:\documents and settings\\desktop\israel_public1.bsp" "C:\Program Files\Steam\steamapps\eyalse\counter-strike\cstrike\maps\israel_public1.bsp"


** Executing...
** Command: Copy File
** Parameters: "c:\documents and settings\\desktop\israel_public1.pts" "C:\Program Files\Steam\steamapps\eyalse\counter-strike\cstrike\maps\israel_public1.pts"


** Executing...
** Command: C:\PROGRA~1\Steam\STEAMA~1\eyalse\COUNTE~1\hl.exe
** Parameters: +map "israel_public1" -game cstrike -dev -console +deathmatch 1

I Censoring some things..

In How to reduce lag in maps? by Bambucha:
I got no errors/no leaks, but my fps in my map is ~30-45 (on my old computer, but on new it's ~75 fps), but in other map (which i didn't make, map is almost the same size) i get ~50-60 fps (and again on my old computer, on my new i get ~75fps). Anyone got any tips for reducing lags in making maps?

In compile problem by Lorenzo:
help. :)
============================================================
** Executing...
** Command: Change Directory
** Parameters: "D:\Games\Counter-Strike 1.6"

** Executing...
** Command: E:\Rizal\Project CS 2\MAPPER\hlcsg.exe
** Parameters: "e:\rizal\project cs 2\mapper\tes"

Unknown option "2\MAPPER\hlcsg.exe"
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)

-= hlcsg Options =-

-nowadtextures : include all used textures into bsp
-wadinclude file : place textures used from wad specified into bsp
-noclip : don't create clipping hull
-noclipeconomy : turn clipnode economy mode off
-onlyents : do an entity update from .map to .bsp
-noskyclip : disable automatic clipping of SKY brushes
-tiny # : minmum brush face surface area before it is discarded
-brushunion # : threshold to warn about overlapping brushes

-hullfile file : Reads in custom collision hull dimensions
-texdata # : Alter maximum texture memory limit (in kb)
-chart : display bsp statitics
-low | -high : run program an altered priority level
-nolog : don't generate the compile logfiles
-threads # : manually specify the number of threads to run
-estimate : display estimated time during compile
-verbose : compile with verbose messages
-noinfo : Do not show tool configuration information
-nonulltex : Turns off null texture stripping
-dev # : compile with developer message

-wadconfig name : Specify a configuration to use from wad.cfg
-wadcfgfile path : Manually specify a path to the wad.cfg file
-wadautodetect : Force auto-detection of wadfiles
mapfile : The mapfile to compile

** Executing...
** Command: E:\Rizal\Project CS 2\MAPPER\hlbsp.exe
** Parameters: "e:\rizal\project cs 2\mapper\tes"

Unknown option "2\MAPPER\hlbsp.exe"
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)

-= hlbsp Options =-

-leakonly : Run BSP only enough to check for LEAKs
-subdivide # : Sets the face subdivide size
-maxnodesize # : Sets the maximum portal node size

-notjunc : Don't break edges on t-junctions (not for final runs)
-noclip : Don't process the clipping hull (not for final runs)
-nofill : Don't fill outside (will mask LEAKs) (not for final runs)

-texdata # : Alter maximum texture memory limit (in kb)
-chart : display bsp statitics
-low | -high : run program an altered priority level
-nolog : don't generate the compile logfiles
-threads # : manually specify the number of threads to run
-estimate : display estimated time during compile
-nonulltex : Don't strip NULL faces
-verbose : compile with verbose messages
-noinfo : Do not show tool configuration information
-dev # : compile with developer message

mapfile : The mapfile to compile

** Executing...
** Command: E:\Rizal\Project CS 2\MAPPER\hlvis.exe
** Parameters: "e:\rizal\project cs 2\mapper\tes"

Unknown option "2\MAPPER\hlvis.exe"
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)

-= hlvis Options =-

-full : Full vis
-fast : Fast vis

-texdata # : Alter maximum texture memory limit (in kb)
-chart : display bsp statitics
-low | -high : run program an altered priority level
-nolog : don't generate the compile logfiles
-threads # : manually specify the number of threads to run
-estimate : display estimated time during compile
-maxdistance # : Alter the maximum distance for visibility
-verbose : compile with verbose messages
-noinfo : Do not show tool configuration information
-dev # : compile with developer message

mapfile : The mapfile to compile

** Executing...
** Command: E:\Rizal\Project CS 2\MAPPER\hlrad.exe
** Parameters: "e:\rizal\project cs 2\mapper\tes"

Unknown option "2\MAPPER\hlrad.exe"
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)

-= hlrad Options =-

-sparse : Enable low memory vismatrix algorithm
-nomatrix : Disable usage of vismatrix entirely

-extra : Improve lighting quality by doing 9 point oversampling
-bounce # : Set number of radiosity bounces
-ambient r g b : Set ambient world light (0.0 to 1.0, r g b)
-maxlight # : Set maximum light intensity value
-circus : Enable 'circus' mode for locating unlit lightmaps
-nopaque : Disable the opaque zhlt_lightflags for this compile

-smooth # : Set smoothing threshold for blending (in degrees)
-chop # : Set radiosity patch size for normal textures
-texchop # : Set radiosity patch size for texture light faces

-notexscale # : Do not scale radiosity patches with texture scale
-coring # : Set lighting threshold before blackness
-dlight # : Set direct lighting threshold
-nolerp : Disable radiosity interpolation, nearest point instead

-fade # : Set global fade (larger values = shorter lights)
-falloff # : Set global falloff mode (1 = inv linear, 2 = inv square)
-scale # : Set global light scaling value
-gamma # : Set global gamma value

-sky # : Set ambient sunlight contribution in the shade outside
-lights file : Manually specify a lights.rad file to use
-noskyfix : Disable light_environment being global
-incremental : Use or create an incremental transfer list file

-dump : Dumps light patches to a file for hlrad debugging info

-texdata # : Alter maximum texture memory limit (in kb)
-chart : display bsp statitics
-low | -high : run program an altered priority level
-nolog : Do not generate the compile logfiles
-threads # : manually specify the number of threads to run
-estimate : display estimated time during compile
-verbose : compile with verbose messages
-noinfo : Do not show tool configuration information
-dev # : compile with developer message

-colourgamma r g b : Sets different gamma values for r, g, b
-colourscale r g b : Sets different lightscale values for r, g ,b
-colourjitter r g b : Adds noise, independent colours, for dithering
-jitter r g b : Adds noise, monochromatic, for dithering
-nodiffuse : Disables light_environment diffuse hack
-nospotpoints : Disables light_spot spherical point sources
-softlight r g b d : Scaling values for backwards-light hack

-customshadowwithbounce : Enables custom shadows with bounce light
-rgbtransfers : Enables RGB Transfers (for custom shadows)

mapfile : The mapfile to compile

** Executing...
** Command: Copy File
** Parameters: "e:\rizal\project cs 2\mapper\tes.bsp" "D:\Games\Counter-Strike 1.6\cstrike\maps\tes.bsp"

The command failed. Windows reported the error:
"The system cannot find the file specified."

** Executing...
** Command: Copy File
** Parameters: "e:\rizal\project cs 2\mapper\tes.pts" "D:\Games\Counter-Strike 1.6\cstrike\maps\tes.pts"

The command failed. Windows reported the error:
"The system cannot find the file specified."

** Executing...
** Command: D:\Games\Counter-Strike 1.6\hl.exe
** Parameters: +map "tes" -game cstrike -dev -console +deathmatch 1
============================================================

well, its not mine at all.
its belongs to my friend.
I dont know compiler problem.
because I never had a problem when compiling.

In Joining a new map by Muffles:
Me and my brother are making maps and we can't join each others maps without getting an error connecting to server. We end up doing an alternative means of transferring maps. Why would this be?

In hlvis: Error: Portal file 'catpee.prt' does not exist, cannot... by buq25:
The problem is probably the name of the map then. Yes, that could be the problem.

hlvis is looking for the map catpee.prt and makes it into catpee.map (I onestly don't really remember) but if you don't have a map called catpee.prt it cannot make it into a catpee.map.

The .bat must be named after your map, also this:

@echo off
hlcsg -nowadtextures catpee
hlbsp catpee
hlvis catpee
hlrad catpee
copy catpee.bsp "C:\half-life\cstrike\maps"
cd "C:\half-life"
pause
hl -dev -console -game cstrike +sv_cheats 1 +map catpee

Change the red words to the name of your map. The yellow should point to where you have CS installed (I hope you knew that)

the_cloud_system said:
buq your profile pic is giving me goosebumps.

I think it's freaking hot!


In The M-I-N-E-C-R-A-F-T Truck by SuperJer:
¡ATTENCION!
Freebuild Server is now (temporarily) the
SUPER HOSTILE MAPS COLLECTION SERVER
mc.superjer.com:25566

Basically, this is a series of custom survival maps. The goal is to not die (too much) and find all the hidden treasure chests around the island to collect each wool color.




For more informations: www.minecraftforum.net/topic/191908-survcollection-%E2%98%A0-vechs-super-hostile-series-%E2%98%A0-6-out/

Recommended texture pack (use the "dark" one):
www.minecraftforum.net/topic/207781-32x166-dokucraft-22-beta-350k-downloads/

In Did anyone from Serbia by buq25:
T@RGET said:
Hi, I'm new to this forum and I have for a long time made maps for CS 1.6.
Is anyone from Serbia and knows Serbian?
sry, My English is bad: p

I guess?

In Did anyone from Serbia by T@RGET:
Hi, I'm new to the forum and for a long time right maps for CS 1.6.
Did anyone from Serbia and the Serbian knows?
sry, My English is bad: p

In Button that gives you bang bang. by mato_mato:
if you want only knife (what is on JB and Jail maps)place another game_player_equip choose knife but DO NOT tick "use only" in flags

In Button that gives you bang bang. by Optikz:
I think that's CS:S but i'll give it a shot that's pretty much what i wanted anyway though i'm not sure that would work in 1.6.

EDIT: Doesn't seem to work for 1.6

EDIT: Oh... I've worked it out myself thanks for the help if i didn't click on that link i wouldn't of started looking for the maps that had it already and figured it out by just playing that map haha... XD

In Stop another music when i play a music and chance game by Rockbomb:
onurmert06 said:
Anybody isnt know? Thanks any way. My first question from jb_mountains. The sec. one from jail_beach maps. Something like monopoly.Thanks again.

Ah, jailbait mountains... sounds like a beautiful place



Anywho, Idk much about VHE, but you could try setting up a trigger multiple, and have it trigger one music to turn on, and the other to turn off. I have no idea if this will work, or can even be done, but it sounds right... xD

In Stop another music when i play a music and chance game by onurmert06:
Anybody isnt know? Thanks any way. My first question from jb_mountains. The sec. one from jail_beach maps. Something like monopoly.Thanks again.

In TORTURE! by turnip1:
One of those tombs or whatever with spikes closing on a player would be cool. Stove top with fire sprite like on de_rats. Hammers like in deathrun maps. Spike pits. Gas chambers. A human sized Microwave with some electricity igniting you up :D An axe or something that would swing down like a hammer. Just think of anything that you could use to hurt someone lol

In The M-I-N-E-C-R-A-F-T Truck by Down Rodeo:
Nope. First, we need to look at random number generation...

One of the simplest ways to generate random numbers is to say
code
next = a*prev + b % some_big_number

This will generate a sequence of numbers when you make repeated calls to it (if you put it in a function, say). The choice of initial number obviously can have great effect on where the series goes, so if you allow the user to change that then you can have great variation for free! And actually an easy way for people to share maps without the associated memory/bandwidth costs. The difficulty lies in finding a good one.

In The M-I-N-E-C-R-A-F-T Truck by Mate de Vita:
Down Rodeo said:
I can verify the 404 one. DIG THE GRAVEL. You know you want to.

My flatmate did Jurassic Park, it seemed pretty cool. That seed thing's been around since... 1.4 I think. Is that right?

I'm pretty sure it's been around since at least 1.3, that's the version I first played and it was around then.

By the way, I remember a similar seed thing in Age of Empires II in map creation. How exactly does something like this work? They probably didn't make tens of thousands of different maps and assigned each one a different number.

In Compile maps to Half Life 2? by theodoros95:
I have done a map and I tried to run it but I received the error:
"CModelLoader::Map_IsValid: Map 'maps/cs_mine.bsp' bsp version 21, expecting 20". What is bsp version and how can i change it?

In Compile maps to Half Life 2? by theodoros95:
But with Alien Swarm SDK I can only compile maps to play with Alien Swarm, isn't it?

In Compile maps to Half Life 2? by theodoros95:
Can I compile maps to Half Life 2?

In too big? by SuperJer:
@echo off
hlcsg -nowadtextures catpee
hlbsp catpee
hlvis catpee
hlrad catpee hlrad -extra -chop 256 -bounce 3 catpee
copy catpee.bsp "C:\Program Files\Counter-Strike\cstrike\maps"
cd "C:\Program Files\Counter-Strike\"
pause
hl -dev -console -game cstrike +sv_cheats 1 +map catpee



You can add -extra and -bounce # if you want. But you should know what they do first. They make the lighting nicer but also slower.

In too big? by nectar:
like this?
@echo off
hlcsg -nowadtextures catpee
hlbsp catpee
hlvis catpee
hlrad catpee hlrad -extra -chop 256 -bounce 3 catpee
copy catpee.bsp "C:\Program Files\Counter-Strike\cstrike\maps"
cd "C:\Program Files\Counter-Strike\"
pause
hl -dev -console -game cstrike +sv_cheats 1 +map catpee

In awp_snowsk337 bug and improvements by SuperJer:
Found it! I think!

awp_snowsk337-files.zip

I included some extra _test rmfs and maps. I'm not sure what those are.

I don't have the lights.rad or the compile script. The wads used were:

zhlt.wad decals.wad awp_ls.wad cstrike.wad cs_bdog.wad liquids.wad cs_office.wad flasheeelights.wad

You can get my zhlt.wad here: www.superjer.com/learn_adv.php

The other 2 custom ones are included.

Good luck!

In Wanna start playing my maps wit bots by Outcast:
So,it's kinda fun playing my maps with bots,but there's one map where they won't use all the spots.Is there a way i can make paths for them?

http://cloud.steampowered.com/ugc/595808314647861760/3EF0295A73F0CA1CDE7C3495F80E0FD8E35C5918/

They won't walk on the )( thingies if you know what i mean

In awp_snowsk337 bug and improvements by NatureJay:
The most important thing to do in superjer's maps is to fuck around as hard as you possibly will and then ninja drop someone.

In awp_snowsk337 bug and improvements by SRAW:
I never even played any of superjer's maps except for awp_city and de_verso

In Holy shit by SuperJer:
Actually I haven't looked at (almost) anything Counter-Strike related. I was totally unaware that people are still playing my maps.

Also de_verso is awesome and more people should have played it.

In compile by Outcast:
I think it's the processor.Most times it goes to 100% usage and the pc is laggy (like opening a window) when i'm compiling.

x2 2.7 ghz ... just how the fuck did Valve compile the maps back then?Wit pentium 3?I bet it took about a month

In Red target by Outcast:
That one that is used to show where you can plant the bomb?Not the ones in the dust maps,the red circle.Can't find the texture anywhere.

In New HL1 Mod by mato_mato:
The story of Heavy Combat mod will be: You are a Black Mesa Security Chief: Mike Johnson. You will come one day to work and... BEEEP BEEEP BEEEP ALERT - PRIORITY RED BEEEP BEEEP BEEEP. The monsters are teleported, you must find a TRD(Teleport Replication Device) and the lest teleport in radius is to City 17 you teleport there but in City 17 will be the 2. part. If anybody wants you can make some maps op resources.

In New HL1 Mod by mato_mato:
Hi a will try to make a new HL1 mod: Heavy Combat. In this i will need some help by good mappes and PC experts. Who wants please write. I will put you in Credits.
This is list of my current questions(WILL BE UPDATING):
1. how to change menu image?
2. how to make an icon?
3. how to set menu music?
4. how to make sound files with barneys and scientist voice?
5. how to change missions?
6. how to make or edit TGA files
7. how to make transparency to that icons
8. how to make messages
I know it will be hard but i realy want to try it.
Maps will be maided by SOHL 1.7

In equipment by mato_mato:
no thats in all maps of mynow fgd (proffesional fgd)

In equipment by Curz-:
How do u start your map ? Do you compile with zhlt and then play?
because when u do that the player will have no guns.

Compile your map,save it as a bsp. file in your cstrike/maps folder.
Then open CS, go to New Game and then choose youre map.
When you spawn,u should have a gun and a knife.

In How to compile SPARToR/McDiddy's by SuperJer:
NEW: Level scrolling and map editor!



To start editing, type edit in the console.
Then you can select textures from the upper-right and click to paint with them.
There are some tool textures that do magic things:

NUL: reset tiles back to how they were when you loaded the level.

SOL: make a tile solid

PLAT: make a tile a platform

OPN: make a tile open space (non-solid, non-platform)

COPY: select tiles to copy, this also copies solidness, etc.

PSTE: paste what you have copied

OBJ: move the player (for now)

In order to see what tiles are solid, etc., use the hulls command.

You can save and load maps with the commands save <name> and load <name>.

The maps are saved in mcdiddy/maps.

I'm working on support for multiple texture files.

This is all built in a way to work over the network, but the network code is really crashy right now. I know what I need to do to fix it but it is going to take a while.

In Problem to run decompiled maps.... by Mate de Vita:
Down Rodeo said:
Given the name of the truck, I can make a guess :p

Right

@OP, decompilers will usually produce results that will take hours of work before they compile and run properly. You might be able to find already fixed .rmf files of common maps (such as de_dust, de_aztec, cs_office, de_nuke...) online, I suggest looking for them instead of trying to fix the mess that you get from decompiling a map.

In Problem to run decompiled maps.... by Mate de Vita:
antimatter said:
Guys i m trying to connect two standard maps but i m facing one error at the beginning It says like this

"For your information 22 solids were not loaded due to error in the file "

what to do with this .........
plz help...

Explain that part more elaborately. What two standard maps and what are you doing with them?

antimatter said:
this is another error

The entity contains keyvalues that are not used in its class. You can fix this error with the Fix button.

This means that an entity has an unneeded property (e.g. a func_door having a brightness property defined). Do an alt+p check for problems in Hammer, it should find the entity in question.

In Problem to run decompiled maps.... by antimatter:
Guys i m trying to connect two standard maps but i m facing one error at the beginning It says like this

"For your information 22 solids were not loaded due to error in the file "

what to do with this .........
plz help...

this is another error

The entity contains keyvalues that are not used in its class. You can fix this error with the Fix button.

In Valve Hammer Editor ''send error report or don't send'' error. by Curz-:
Curz- said:
buq25 said:
Merging takes your wads and puts them togeather into 1. Your 29 wads can be 8 by taking the 21 smallest ones and putting them togeather.
http://www.superjer.com/forum/mapping_faq_please_read_before_asking.php

Search using your internet program (CTRL F unless you're using something really strange) and you'll see it. Search for MERGE then, if you didn't understand it completely.

I'm not either a native English speaking person!


okay, cool :D
Thanks!



Okay, now i have 1 WAD file.
I made a test map (a hollow box with a light and CT spawn).
And when i press F9 to test my map(i have steam) i first get this error : ILocalize::AddFile()failed to load file''steam/cached/steamui_postlogon_english.txt''.
And then i also get this Steam Fatal Error that says : ''Fatal Error:Failed to load platform modules.''

Okay and here is the compile process window text :

** Executing...
** Command: Change Directory
** Parameters: "C:\Program Files\Valve\Steam"


** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\qcsg.exe
** Parameters: "c:\documents and settings\administrator\desktop\maps\test_map"

qcsg.exe v2.8 (Jan 31 2000)
---- qcsg ----
entering c:\documents and settings\administrator\desktop\maps\test_map.map
CreateBrush: 0...1...3...5...6...8... (0)
CSGBrush: 0...1...3...5...6...8... (0)
Using WAD File: \documents and settings\administrator\my documents\downloads\kito\merge wads.wad
0 seconds elapsed

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\qbsp2.exe
** Parameters: "c:\documents and settings\administrator\desktop\maps\test_map"

qbsp2.exe v2.2 (Dec 28 1998)
---- qbsp2 ----
writing c:\documents and settings\administrator\desktop\maps\test_map.prt
0 seconds elapsed

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\vis.exe
** Parameters: "c:\documents and settings\administrator\desktop\maps\test_map"

vis.exe v1.3 (Dec 30 1998)
---- vis ----
1 thread(s)
1 portalleafs
0 numportals
BasePortalVis: (0)
LeafThread: (0)
average leafs visible: 1
visdatasize:1 compressed from 1
0.0 seconds elapsed

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\qrad.exe
** Parameters: "c:\documents and settings\administrator\desktop\maps\test_map"

qrad.exe v 1.5 (Apr 6 2000)
----- Radiosity ----
1 threads
[Reading texlights from 'C:\PROGRA~1\VALVEH~1\tools\lights.rad']
[1 texlights parsed from 'C:\PROGRA~1\VALVEH~1\tools\lights.rad']

42 faces
9578 square feet [1379328.00 square inches]
460 patches after subdivision
1 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9... (0)
visibility matrix: 0.0 megs
BuildVisLeafs: 0... (0)
MakeScales: 0...1...2...3...4...5...6...7...8...9... (0)
transfer lists: 0.7 megs
SwapTransfersTask: 0...1...2...3...4...5...6...7...8...9... (0)
GatherLight: 0...1...2...3...4...5...6...7...8...9... (0)
Bounce #1 added RGB(1633, 1633, 820)
FinalLightFace: 0...1...2...3...4...5...6...7...8...9... (0)

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/400 64/25600 ( 0.3%)
planes 92/32767 1840/655340 ( 0.3%)
vertexes 52/65535 624/786420 ( 0.1%)
nodes 6/32767 144/786408 ( 0.0%)
texinfos 3/8192 120/327680 ( 0.0%)
faces 42/65535 840/1310700 ( 0.1%)
clipnodes 18/32767 144/262136 ( 0.1%)
leaves 2/8192 56/229376 ( 0.0%)
marksurfaces 42/65535 84/131070 ( 0.1%)
surfedges 184/512000 736/2048000 ( 0.0%)
edges 93/256000 372/1024000 ( 0.0%)
texdata [variable] 48/2097152 ( 0.0%)
lightdata [variable] 19176/2097152 ( 0.9%)
visdata [variable] 1/2097152 ( 0.0%)
entdata [variable] 334/131072 ( 0.3%)
=== Total BSP file data space used: 24583 bytes ===
0 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "c:\documents and settings\administrator\desktop\maps\test_map.bsp" "C:\Program Files\Valve\Steam\SteamApps\MYSTEAMACCOUNT\counter-strike\cstrike\maps\test_map.bsp"


** Executing...
** Command: Copy File
** Parameters: "c:\documents and settings\administrator\desktop\maps\test_map.pts" "C:\Program Files\Valve\Steam\SteamApps\MYSTEAMACCOUNT\counter-strike\cstrike\maps\test_map.pts"


** Executing...
** Command: C:\PROGRA~1\Valve\Steam\Steam.exe
** Parameters: +map "test_map" -game cstrike -dev -console +deathmatch 1

Assert( Assertion Failed: GetLocalPath on reslists/external_preloads.txt failed, can't wait resources ):.\SteamStartup.cpp:1297

Shutting down. . .



***
PLEASE HELP ! :D

In Valve Hammer Editor ''send error report or don't send'' error. by Down Rodeo:
This website has instructions on how to use the external batch file method for compiling maps, you could try that.

In Valve Hammer Editor ''send error report or don't send'' error. by Curz-:
Hey guys !


I use Valve Hammer Editor(to make maps for CS 1.6), and i get some errors...When i press F9 and ''Go'' to test my map then a Valve Hammer Editor error box apprears that says : ''Valve Hammer Editor has encoured a problem and needs to close. We are sorry for the inconvenience.'' And then i can choose - send error report or ''don't send'' it. If i press don't send then Valve Hammer Editor just closes.When i press ''Send Error Report'' then it sends some kind of a report and Hammer closes.



I really want to test my map and play it in CS 1.6 but i can't because of that error.And also sometimes when i save my map as a MAP. file and then close VHE and open the map i just saved then the MAP. file is empty.

Help Please !



Thank You !

In how i can transform bsp to map and rmf by Killer-Duck:
mato_mato said:
i think q3map2


No, q3map2 is for Quake 3, to decompile Half-Life-maps you have to use bsp2map.

(There's also another decompiler for HL called Winbspc, but I think bsp2map is better.)


In Hey , I need a .prt file by Reigox:
Reigox said:
Well it says :hlvis: Error: Portal file 'catpee.prt' does not exist, cannot vis the map

I did all u sayd.
Im still On those steps how to to maps .
Well plz Help.



Tnx .


In Hey , I need a .prt file by Reigox:
Well it says :hlvis: Error: Portal file 'catpee.prt' does not exist, cannot vis the map

I did all u sayd.
Im still On those steps how to to maps .
Well plz Help.



Tnx .

In maps by AhmaD:
hello everyone,
well am an architect, i got 3d models for cities and building, and am wondering if i could make them Maps in counter strike game..
i got the files in *.3ds format, so can anyone tell me if i could just bring them to counterstike?
i downloaded the "valve hammer" thing, but i couldnt import the maps
thanx alot!

In by AhmaD:
AhmaD said:
well am an architect, i got 3d models for cities and building, and am wondering if i could make them Maps in counter strike game..
i got the files in *.3ds format, so can anyone tell me if i could just bring them to counterstike?
i downloaded the "valve hammer" thing, but i couldnt import the maps
thanx


In How to change your maps name? by Down Rodeo:
Ross said:
I have read the tutorials for making cs maps but I only know how to call my maps "catpee" .I don't have or use steam. please help me

That's special.

In PLEASE HELP THE BOTS ARE JUMPING UP AND DOWN BEHIND A WALL by Mate de Vita:
Go to your counter strike folder, go into the maps directory and delete the <mapname>.nav file. Now try again and see if they still do that.

In How to change your maps name? by Ross:
I have read the tutorials for making cs maps but I only know how to call my maps "catpee" .I don't have or use steam. please help me

In PLEASE HELP THE BOTS ARE JUMPING UP AND DOWN BEHIND A WALL by Ross:
I have made a few maps and the bots are very stupid the just stand behind a wall and jump up and down stupidly as if they are trying to go through the wall. What must I do??????

In where i can share my maps with all servers by guava:
cstrike-planet.com is pretty good, has lot of users but the maps can take some time to be displayed on the site once uploaded.

maps.counter-strike.com has a lot of users but also can take some time for the maps to be shown once uploaded.

fpsbanana.com is good in that maps are uploaded immediately, but the site has really lost a lot of users over time and doesn't seem to have as many as the other two sites.

In Learning Hammer by Smuul:
Is there a way how can I check other maps size, like its parameters by pixel or something like that...? I need to know how big is max for cs 1.6. I wanna do so big map as possible, but don't want to do too big, so the max for me is the point when I can almost see the blur from one side to another. There is that kind a limit, so any ideas? By the way, I'm making Zombie mod map, so it's gonna be one big room.

In where i can share my maps with all servers by Down Rodeo:
fpsbanana hosts Counter Strike maps. There are lots of places, but I feel I should say not every server will automatically start running your map.

In Command Prompt help... plz? by nevertheless:
So, i'm new, but I NEED some help. I followed the instructions on superjer's article about making counter strike maps perfectly. I run the bat file and it goes through and checks all the boxes. At the end though, I get this message (from END hlrad):

Access Denied.
0 file<s> copied.
Press any key to continue...


After I hit the any key, a window with a message opens up:

Failed to initalize authentication interface. Exiting...


I have been roaming for a day now trying to get an answer. I signed up for this; I am going to get some kind of answer...

In Holy shit by Rockbomb:
I'm pretty sure that SJ knows his maps are the beez kneez. But thats cool regardless.

In MAX_MAP_BRUSHSIDES and func_details. by BlackholeHM:
I'm mapping for Garry's Mod (A HL2 modification) using source engine 2009.

This is my last complete compile log (or at least I think it is, had a bit of trouble finding it), if any are interested:

code

materialPath: c:\program files (x86)\steam\steamapps\blackholegmst\garrysmod\garrysmod\materials
Loading C:\Program Files (x86)\Steam\steamapps\blackholegmst\garrysmod\garrysmod\maps\vmf\gm_multi_bh.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
"materials//0.vtf": cached version doesn't exist
Error in .VMT file: error parsing vector element "$envmaptint" in "$envmaptint"
Brush 796639: MAX_MAP_BRUSHSIDES
Side 4
Texture: GM_CONSTRUCT/WALL_TOP



2 threads
reading c:\program files (x86)\steam\steamapps\blackholegmst\garrysmod\garrysmod\maps\vmf\gm_multi_bh.bsp
reading c:\program files (x86)\steam\steamapps\blackholegmst\garrysmod\garrysmod\maps\vmf\gm_multi_bh.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\blackholegmst\garrysmod\garrysmod\maps\vmf\gm_multi_bh.prt



Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
Warning: Couldn't open texlight file c:\program files (x86)\steam\steamapps\blackholegmst\sourcesdk\bin\orangebox\bin\lights.rad.
Loading c:\program files (x86)\steam\steamapps\blackholegmst\garrysmod\garrysmod\maps\vmf\gm_multi_bh.bsp
10852 faces
22 degenerate faces
31550425 square feet [4543261184.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
10830 patches before subdivision
223736 patches after subdivision
28 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 36956233, max 3462
transfer lists: 282.0 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(328319, 266442, 189170)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(143316, 106746, 68953)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(58651, 38640, 22740)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(25381, 15424, 8532)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(11112, 6341, 3307)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(4964, 2700, 1321)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(2248, 1173, 535)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(1030, 516, 218)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(476, 229, 89)
0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(222, 102, 37)
0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(104, 46, 15)
0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(49, 21, 6)
0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(23, 9, 3)
0...1...2...3...4...5...6...7...8...9...10 Bounce #14 added RGB(11, 4, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #15 added RGB(5, 2, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #16 added RGB(2, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #17 added RGB(1, 0, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #18 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.3192 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 5/1024 240/49152 ( 0.5%)
brushes 4268/8192 51216/98304 (52.1%)
brushsides 35436/65536 283488/524288 (54.1%)
planes 12588/65536 251760/1310720 (19.2%)
vertexes 16997/65536 203964/786432 (25.9%)
nodes 6498/65536 207936/2097152 ( 9.9%)
texinfos 1071/12288 77112/884736 ( 8.7%)
texdata 33/2048 1056/65536 ( 1.6%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 10852/65536 607712/3670016 (16.6%)
hdr faces 10852/65536 607712/3670016 (16.6%)
origfaces 4453/65536 249368/3670016 ( 6.8%)
leaves 6504/65536 208128/2097152 ( 9.9%)
leaffaces 11955/65536 23910/131072 (18.2%)
leafbrushes 8592/65536 17184/131072 (13.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 68756/512000 275024/2048000 (13.4%)
edges 39231/256000 156924/1024000 (15.3%)
LDR worldlights 28/8192 2464/720896 ( 0.3%)
HDR worldlights 28/8192 2464/720896 ( 0.3%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 911/32768 9110/327680 ( 2.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 14841/65536 29682/131072 (22.6%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 8020988/0 ( 0.0%)
HDR lightdata [variable] 8020988/0 ( 0.0%)
visdata [variable] 1700391/16777216 (10.1%)
entdata [variable] 11196/393216 ( 2.8%)
LDR ambient table 6504/65536 26016/262144 ( 9.9%)
HDR ambient table 6504/65536 26016/262144 ( 9.9%)
LDR leaf ambient 18240/65536 510720/1835008 (27.8%)
HDR leaf ambient 16113/65536 451164/1835008 (24.6%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/862 ( 0.1%)
pakfile [variable] 174772/0 ( 0.0%)
physics [variable] 1398545/4194304 (33.3%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 29080
Writing c:\program files (x86)\steam\steamapps\blackholegmst\garrysmod\garrysmod\maps\vmf\gm_multi_bh.bsp
10 minutes, 42 seconds elapsed



Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
Warning: Couldn't open texlight file c:\program files (x86)\steam\steamapps\blackholegmst\sourcesdk\bin\orangebox\bin\lights.rad.
Loading c:\program files (x86)\steam\steamapps\blackholegmst\garrysmod\garrysmod\maps\vmf\gm_multi_bh.bsp
10852 faces
22 degenerate faces
31550425 square feet [4543261184.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
10830 patches before subdivision
223736 patches after subdivision
28 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 36956233, max 3462
transfer lists: 282.0 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(164136, 133190, 94558)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(71649, 53362, 34468)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(29323, 19316, 11367)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(12690, 7711, 4265)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(5556, 3170, 1653)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(2482, 1350, 661)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(1124, 586, 267)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(515, 258, 109)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(238, 115, 45)
0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(111, 51, 18)
0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(52, 23, 8)
0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(24, 10, 3)
0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(11, 5, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #14 added RGB(5, 2, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #15 added RGB(3, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #16 added RGB(1, 0, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #17 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.3407 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 5/1024 240/49152 ( 0.5%)
brushes 4268/8192 51216/98304 (52.1%)
brushsides 35436/65536 283488/524288 (54.1%)
planes 12588/65536 251760/1310720 (19.2%)
vertexes 16997/65536 203964/786432 (25.9%)
nodes 6498/65536 207936/2097152 ( 9.9%)
texinfos 1071/12288 77112/884736 ( 8.7%)
texdata 33/2048 1056/65536 ( 1.6%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 10852/65536 607712/3670016 (16.6%)
hdr faces 10852/65536 607712/3670016 (16.6%)
origfaces 4453/65536 249368/3670016 ( 6.8%)
leaves 6504/65536 208128/2097152 ( 9.9%)
leaffaces 11955/65536 23910/131072 (18.2%)
leafbrushes 8592/65536 17184/131072 (13.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 68756/512000 275024/2048000 (13.4%)
edges 39231/256000 156924/1024000 (15.3%)
LDR worldlights 28/8192 2464/720896 ( 0.3%)
HDR worldlights 28/8192 2464/720896 ( 0.3%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 911/32768 9110/327680 ( 2.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 14841/65536 29682/131072 (22.6%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 8020988/0 ( 0.0%)
HDR lightdata [variable] 8020988/0 ( 0.0%)
visdata [variable] 1700391/16777216 (10.1%)
entdata [variable] 11196/393216 ( 2.8%)
LDR ambient table 6504/65536 26016/262144 ( 9.9%)
HDR ambient table 6504/65536 26016/262144 ( 9.9%)
LDR leaf ambient 18240/65536 510720/1835008 (27.8%)
HDR leaf ambient 16113/65536 451164/1835008 (24.6%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/862 ( 0.1%)
pakfile [variable] 174772/0 ( 0.0%)
physics [variable] 1398545/4194304 (33.3%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 29080
Writing c:\program files (x86)\steam\steamapps\blackholegmst\garrysmod\garrysmod\maps\vmf\gm_multi_bh.bsp
10 minutes, 49 seconds elapsed

In Learning Hammer by Runetribe:
Lol i never really thought of that as faces! :P. But weird enough, in zhlt.wad 'Origin' was green with O's, 'AAAtrigger' was purple with T's, and 'Clip' was white with C's. When i added halflife.wad, i get two of each texture, the old one and the "faces". Each time i try to apply the old ones, it automatically applies the new one.
About your wall; you COULD make an invivible, shoot through wall, but you would have to enclose it with a solid, world brush. I still wonder: why would you want to have a wall outside your map, which isn't accessible by player OR bullet if your map isn't leaking?
About the shrinking, i was wondering that for a while too. I sometimes make these mice sized maps, where you are really small, and everything is really big. Would be handy if i could use enlarge for that. You could individually select your walls, shrink those, then the furniture, shrink that, then everything else, shrink that. Two problems tho: you can't shrink the players, they will always stay the same size. Also, you can't make decalls smaller or larger.

In Help :D again by Grvtx.:
Can u tell me how can i put weapons in laying on the ground, like in aim maps.
One more thing :D can u explain a little better about func_leader
and func_door cause i didn't get the tut.

In Christmas Presents by SolidKAYOS:
Theres some bugs online where when you spawn your gun dissapears and so your aiming with your p;alm. Unless you have a sniper then its scoped and ok. My first time playing i also got spawn glitched and became invulnerable but was unable to move/nor see my char but our Father tolod us it rarely happens. Its never happend since so.

The story im not too far in..im actually stuck. But its really fun. I particularly enjoy the commanding squads feature of the game allowing you to lead your team fully, saying theres no one els on the team. but me and Jigsaw is usually on teams and he usually has the anti-tank team and i have the sniper team plus the rest of the squads allowing me to command and sit back in the back and snipe.. Its realism is also awesome being able to shoot a guy in the leg, he cant sprint. Arm: bad aiming. Heart: Dead. Head: dead.. Plus you can incapacitate them or just wound them enough to bleed-out if they dont dress their wounds..(If i forget anything els Jigsaw will probably fix this) But not many people play it cause of main stream games.(Cod)

And there is expansions for new maps but still not much. But i mean if you like a game like this its a good 20 bucks to spend.

In Christmas Presents by xXJigsaw23Xx:
They are pretty good, only down side is that on Xbox they stopped working with it and only did with the computer version. So it only has like 2 maps for each game mode. Also I haven't played story as much as Havokk he may be able to tell you of it.

In Where can i find .mdl's ?? by Killer-Duck:
GanJa said:

edit: i know there are .mdl in archives containing
maps such as tuscan or forge but is there any website
that i can get them in bulk??


Distributing the official models is illegal. Just use GCFScape (if you're using Steam) and extract them yourself.

In New problem, step 7 [help] by Killer-Duck:
The bsp-file is your map, move it to your maps-folder.

In Where can i find .mdl's ?? by GanJa:
I don't mean player models...i mean those .mdls
like trees, benches etc etc!!

I tried fileplanet but it's a mess there!! Just a bunch
of categories and no order!!

do u have anything to suggest?

thanks!

edit: i know there are .mdl in archives containing
maps such as tuscan or forge but is there any website
that i can get them in bulk??

In New problem, step 7 [help] by mato_mato:
when you writed all right clics File->Save as... and write catpee.bat and chose "all files". Then click save. Then click on catpee.bat if all right it writes: 1 file is copied Press any key to continue so if it dont writed ....error.... it right, (look if you doesn´t have all 9 files in .../.../.../cstrike/maps, if not do this:)copy all files what names catpee (without catpee.bat ,catpee.txt,catpee.map,.catpee.rmf)to cstrike/maps and lets play!

you must have zhlt comiler´s files at same folder with your map and with batch file.

In Zbot freezing cs during analyzing? by SRAW:
Delete the <mapname>.nav file in the "maps" folder.

In Problems with step 7 of the guide [help me please] by Muto:
Ok i did only this now in the textdocument:

@echo off
hlcsg -nowadtextures catpee
hlbsp catpee
hlvis catpee
hlrad catpee
copy catpee.bsp "C:\Steam\SteamApps\\counter-strike\cstrike\maps"
pause
"C:\Steam\Steam.exe" -applaunch 10 -dev +sv_cheats 1 +map catpee

---------------

but still i dont know how to make it all files, cant find it

In Problems with step 7 of the guide [help me please] by Muto:
i got problems with step 7 of this guide: http://www.superjer.com/learn7.php

if i copy all this in catpee.bat:

Without Steam
@echo off
hlcsg -nowadtextures catpee
hlbsp catpee
hlvis catpee
hlrad catpee
copy catpee.bsp "C:\half-life\cstrike\maps"
cd "C:\half-life"
pause
hl -dev -console -game cstrike +sv_cheats 1 +map catpee

"C:\half-life" may not be the correct location of Half-Life on your computer. Make sure you type the correct location on both the lines where it says that.

With Steam
@echo off
hlcsg -nowadtextures catpee
hlbsp catpee
hlvis catpee
hlrad catpee
copy catpee.bsp "C:\Steam\SteamApps\\counter-strike\cstrike\maps"
pause
"C:\Steam\Steam.exe" -applaunch 10 -dev +sv_cheats 1 +map catpee

"C:\Steam" may not be the correct location of Steam on your computer. Make sure you type the correct location on both the lines where it says that. Also replace with your account name. And if you do not have a "maps" folder, create one.


----------------------------

and i save it and wanna open it it is still a text document and i see the same text again in a notebook, but i have to see : Lot's of confusing stuff will show up in a command window as ZHLT compiles your map.

but that dont work please help meee

In 2nd map idea unable to compile (catpee.p0) by Mate de Vita:
DeathAwaits said:
@echo off
hlcsg -wadinclude catpee
hlbsp catpee
hlvis catpee
hlrad catpee
copy catpee.bsp "C:\Program Files\Counter-Strike 1.6\cstrike\maps"
cd "C:\Program Files\Counter-Strike 1.6"
pause
hl -dev -console -game cstrike +sv_cheats 1 +map catpee

Change this to -nowadtextures
Otherwise you have to list all the wad files you want to include in the map.

In 2nd map idea unable to compile (catpee.p0) by DeathAwaits:
@echo off
hlcsg -wadinclude catpee
hlbsp catpee
hlvis catpee
hlrad catpee
copy catpee.bsp "C:\Program Files\Counter-Strike 1.6\cstrike\maps"
cd "C:\Program Files\Counter-Strike 1.6"
pause
hl -dev -console -game cstrike +sv_cheats 1 +map catpee

In Glow? by Rockbomb:
Its a plugin for the server, so if you're making maps for another server you'd have to talk to the admin and request that he adds that plugin.

If its your server, you will need to install amxmodx, then do a google search for amxmodx plugins and find the one you want (there are hundreds of different plugins just for glow alone, not to mention the thousands of others).

In Compiling, no error but cs won't start up. by Da Fleegsta:
There's no .err file, but the console says "The system cannot find the path specified"... The fuck is this?

Help plz, tnx.

EDIT AGAIN:

I moved the .bsp file it created to my cs maps folder and ran cs, the map works fine.. Still what the hell's goin on? Is the guide just outdated maybe?

EDIT:

Here's the .log

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 test
Entering test.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 2 ] [ 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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(0.00 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.00 seconds)

Using Wadfile: \users\chris\desktop\wads\halflife.wad
- Contains 0 used textures, 0.00 percent of map (3116 textures in wad)
Using Wadfile: \users\chris\desktop\wads\cstrike.wad
- Contains 2 used textures, 100.00 percent of map (123 textures in wad)

added 1 additional animating textures.
Texture usage is at 0.06 mb (of 4.00 mb MAX)
0.03 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 test

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ 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 'test.prt'
0.02 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 test
1 portalleafs
0 numportals

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ 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:
(0.00 seconds)
LeafThread:
(0.00 seconds)
average leafs visible: 1
g_visdatasize:3 compressed from 1
0.01 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 test

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 2 ] [ 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 ]


16 faces
Create Patches : 162 base patches
0 opaque faces
2275 square feet [327680.00 square inches]
1 direct lights

BuildFacelights:
(0.00 seconds)
visibility matrix : 0.0 megs
BuildVisLeafs:
(0.00 seconds)
MakeScales:
(0.00 seconds)
SwapTransfers:
(0.00 seconds)
Transfer Lists : 21762 : 21.76k transfers
Indices : 1068 : 1.04k bytes
Data : 87048 : 85.01k bytes
GatherLight:
(0.00 seconds)
FinalLightFace:
(0.01 seconds)
0.06 seconds elapsed

----- END hlrad -----

In Black Ops by SRAW:
Actually I only played COD1, since my stupid friends all keep on wanting to waste their time playing l4d everytime we go to a cc, cause l4d is probably one of the worst fps games I ever played, since it's just killing mindless zombies in the same maps over and over again.

SVENCOOP IS BETTER.

In -censorship- due Nov 30 by the_cloud_system:
page1
Censorship
By: me

-Censorship
internet, books, road maps, the news and even the bible. It all has one thing in common; you cannot flip a page or look at something that has not been in discussion on “censoring”. The world is in on it, we know about it, we do not like it. So why do we let “them” do this. The examination of censorship in America suggests that censorship protects children but also it violates the 1st amendment. censorship protects children even if the first amendment is contradicted. People protest that the first amendment is what the United States of America is founded on and what makes us free. Other people explain that censorship will corrupt our kids if we do not stop things as things are with violent video games. What I think is that when I go on the internet I want to see the truth, things that I want to see and not lines of black on my texts not a white page that says “your organization has blocked this website”. Simple things such as going to cnn has “adult content” or going to other sites and have them misrepresented as such Foolery. Go to your nearest Safeway get on the internet and go to a website with some violence. The chances are that it will be Censored. The children need to know most of this IS on the internet and on TV. Not all at one time but if we keep them in the dark, children will not know what to do.

-“wanting censorship”
Freedom of speech is one of the most basic of human rights and yet there are some boundaries that need to be drawn with particular respect to sensitive issues. Ways that are common in censorship are enforced including bleeping words, blocking images, false info. Such particular issues can be language that is obscene. Movies, music, and news has most of this and it is censored for the sake of children. The government knows that and so they
do , bleep, block and insert new and “clean” information to them. “Children are our future”
should be the motivational thought when censorship comes to mind in the television companies.
Some reasons to be “for” censorship are for the children. The FCC is a company that is the main
hub of censorship in news, TV, and radio. They depict how they do not want the news to show
violence as much as possible. They cannot have nudity violence without the proper rating for that
movie. They tell troublemaker, rogue, bad robot DreamWorks, thx, pixar, that they cannot have
nudity violence without the proper rating for that movie. They do the same thing with everything
you can think of. There is a “FCC” for every country you can name/ all this is a good thing cause
if our children found out about the nudity and the violence it would corrupt there little minds
there are G, PG, PG-13, R, NC-17 that depict what movies will display in there theaters

-Reasons to not want
censorship are the kind of reasons that you want to know some information. I want to Google something about the columbine shooting. I do not want see a clean version of it was all cream and peaches, I would actually want to know the exact details of the town, day, time, how long. Blocking information should be a crime in the united states cause it is one of the things Americans embrace Such things as editing this game called “left for dead 2” the austilalians copy. compared to the usa copy it is cleaner but the hard core generic “shoot dead things” just does not fit with the graphics things as.
No gore: when you shoot a infected you see a small splash of blood, no parts will fly off
No blood splatter: you will not see blood spattering on the screen
No dismemberment: you cannot shoot or melee any limbs, and expect them to fall off
No corpses: as soon the infected hot the ground, the game renders them gone.
No burning: infected will not catch fire.
I expect somebody to say “well the game is cleaner and better with out all that killing and bad intentions“. the game or most things have a intention either to be clean or not. I ask you do you expect a game with one gun to be with good intentions? If you buy a expensive game you expect it to have the most of what the general it is and what you paid for. It would be a waste if it did not have the most gore as possible. What they are doing is denying great ideas that make great things games, books, and television. People who make this violence are not bad people , but creative ones.

-The bad things about censorship
is the over abuse of it. every body has heard of Alice In Wonderland and it is is most definitely not about drug use but over the years people have come to conclusions that it is because of parts of the book such as the one where Alice eats a mushroom. Certain people say that the reason that Alice becomes really tall and then really small in the book is because she is “high on magic mushrooms.” Alice In Wonderland is a great story for kids. It is about a young girl named Alice. Alice herself in a magical place called wonderland. This book was actually banned in China back in 1931 for another reason. Someone did not agree with animals being able to talk the way humans do. They thought that the book was “portraying animals and humans on the same level”
Catcher in the Rye is a book about violence and it makes more sense to ban the Alice in Wonderland. “Catcher in the Rye is the story of teenager Holden Caulfield's turbulent last few days before his Christmas vacation. During these days, Holden leaves Pencey Prep, a boys' school he's been kicked out of, and takes off for a few nights alone in New York City. Holden tells the story from some sort of a mental facility where he's recovering from the stress of the experiences he retells.” This book does have numerous scenes of violence but it is an overall good book. Should students stop leaning about the Second World War because we are afraid to teach them about violence? The answer is no, violence is all around us, and Catcher In the Rye is a healthy way of explaining that to kids. In 1991 Concerned Citizens of Florida challenged Catcher in the Rye. They believed the book was anti-Christian. They did not agree with the profanity, vulgarity, or the references to suicide. The review committee for this book voted that the book should stay in the library.
On September 11, 2001 the world witnessed the worst disaster in the history of North America if not the world since Pearl Harbor. The twin towers of the World Trade Center collapsed due to a terrorist attack on America. This event affected everyone very deeply, but that does not justify talking songs off the air by artists such as Creed, Savage Garden, Led Zeppelin, at one time, hit song Ironic was taken off the airwaves of many radio stations in United States and Canada because the song makes reference to a plane crash. Creed’s hit song, Higher, received the same fate when some angry people heard reference to flying or to be more specific “Can you take me higher?” in the lyrics. This song is about being brought to a place where everything is better and about creating that place here. It does not make sense for people to object to a song with such a deep and spiritual meaning. Both of these songs have no coarse language, sexual or rude remarks, or even any reference to fighting of any sort. It is unbelievable what they do to religions also.

-The good things about censorship are things that protect our children cause The beeps has become increasingly used in our society, so much that whenever we hear it. Every time we hear the beeps, we immediately wonder what word was just removed. Do not tell me you do not ponder it, however quickly, because I am absolutely positive you do. You can not help but wonder what word was just missing in action from that last sentence you just heard! In your head you know what word was It probably goes without saying that we’ve all been conditioned to accept that something naughty has been said when you hear the beep. Censorship can protect out troops it can provide safe for rape victims, relocated people, and most importantly it will keep the moral being of family together.

-In conclusion, censorship in music, TV, maps is wrong in my opinion. Artists in both music and art should be allowed to say/paint whatever they want. That is what our founding fathers based this country upon: freedom. The government is doing an excellent job in making the First Amendment suitable for all. If parents have a problem with it, it is because they did not properly supervise their children.

Have a mini-internet for kids, such that it is accessible to anyone on the Internet, while those on the mini-net cannot access the "real" Internet.

Have a completely separate computer network for children.

Parallel chat network for children and ONLY children.

Internet servers for children that restrict potentially obscene newsgroups.

It's the nature of internet that most simple protections can be defeated and parents should know that!!!

.
It's the nature of internet that most simple protections can be defeated and parents should know that!!!

10 Things the Chinese Government Ignores About Web Censorship
internet nov. 12 2010 <http://www.eweek.com/c/a/Security/10-Things-the-Chinese-Government-Ignores-about-Web-Censorship-770004/>

-censorship- due Nov 30
internet nov/17/2010
<http://www.superjer.com/forum/censorship_due_nov_30.php>

Banned Books - Censorship
internet nov 12 2010 <http://classiclit.about.com/od/bannedliteratur1/Banned_Books_Censorship.htm>

Book Censorship
internet nov 12 2010 <http://www.epinions.com/content_2629345412>

Book Censorship and Banning of Children's Books
internet nov 12 2010 <http://childrensbooks.about.com/cs/censorship/a/censorship.htm>

Censorship From Wikipedia, the free encyclopedia
internet nov. 12 2010 <http://en.wikipedia.org/wiki/Censorship>

Censorship - Right or Wrong?
internet nov 12 2010 <http://www.associatedcontent.com/article/30788/censorship_debate.html>

reasons for media censorship
internet nov 30 2010 <http://www.waynejohn.com/why-censorship-is-good/>

Quotes on freedom of speech and censorship
internet nov 12 2010 <http://cgd.best.vwh.net/home/anticens.htm>

"Internet Censorship Essay - Censorship and the Internet." 123HelpMe.com. 30 Nov 2010
<http://www.123HelpMe.com/view.asp?id=9873>.

In HNNNGGG!!!! Error: Portal file by McSqueaky:
Eliminated the WAD quanitity problem.

Result? No change whatsoever. What could I possibly be doing wrong?

Maybe it's my Hammer set-up configurations?

GAME CONFIGURATIONS
Game Executable Directory
C:\Program Files\Steam\steamapps\****\half-life
Mod Directory
C:\Program Files\Steam\steamapps\****\half-life\half-life\valve
Game Directory
C:\Program Files\Steam\steamapps\****\half-life
RMF Directory
C:\Program Files\Steam\steamapps\****\half-life\valve\maps


BUILD PROGRAMS
Game Executable
C:\sierra\half-life\hl.exe
I extracted all the GCF's to C:\sierra\half-life\
CSG
C:\Documents and Settings\Nick\Desktop\My Sounds\Half-Life\hlcsg.exe
BSP
C:\Documents and Settings\Nick\Desktop\My Sounds\Half-Life\hlbsp.exe
VIS
C:\Documents and Settings\Nick\Desktop\My Sounds\Half-Life\hlvis.exe
RAD
C:\Documents and Settings\Nick\Desktop\My Sounds\Half-Life\hlrad.exe
Place compiled maps blah blah blah...
C:\Program Files\Steam\steamapps\****\half-life\valve\maps


LATEST LOG:

** Executing...
** Command: Change Directory
** Parameters: "C:\Program Files\Steam\steamapps\****\half-life"


** Executing...
** Command: C:\DOCUME~1\Nick\Desktop\MYSOUN~1\HALF-L~1\hlcsg.exe
** Parameters: "c:\documents and settings\nick\desktop\my mods\half-life\hammermaps\test1" -nowadtextures

hlcsg v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlcsg -----
Command line: C:\DOCUME~1\Nick\Desktop\MYSOUN~1\HALF-L~1\hlcsg.exe "c:\documents and settings\nick\desktop\my mods\half-life\hammermaps\test1"-nowadtextures
Entering c:\documents and settings\nick\desktop\my mods\half-life\hammermaps\test1.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ off ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ 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:
(0.00 seconds)
SetModelCenters:
(0.00 seconds)

Using Wadfile: \sierra\half-life\valve\decals.wad
- Contains 0 used textures, -1.#J percent of map (222 textures in wad)
Using Wadfile: \sierra\half-life\valve\fonts.wad
- Contains 0 used textures, -1.#J percent of map (3 textures in wad)
Using Wadfile: \sierra\half-life\valve\gfx.wad
- Contains 0 used textures, -1.#J percent of map (7 textures in wad)
Using Wadfile: \sierra\half-life\valve\halflife.wad
- Contains 0 used textures, -1.#J percent of map (3116 textures in wad)
Using Wadfile: \sierra\half-life\valve\liquids.wad
- Contains 0 used textures, -1.#J percent of map (32 textures in wad)
Using Wadfile: \sierra\half-life\valve\xeno.wad
- Contains 0 used textures, -1.#J percent of map (264 textures in wad)
Including Wadfile: \sierra\half-life\valve\zhlt.wad
- Contains 0 used textures, -1.#J percent of map (8 textures in wad)

Texture usage is at 0.00 mb (of 4.00 mb MAX)
0.03 seconds elapsed

----- END hlcsg -----




** Executing...
** Command: C:\DOCUME~1\Nick\Desktop\MYSOUN~1\HALF-L~1\hlbsp.exe
** Parameters: "c:\documents and settings\nick\desktop\my mods\half-life\hammermaps\test1"

hlbsp v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlbsp -----
Command line: C:\DOCUME~1\Nick\Desktop\MYSOUN~1\HALF-L~1\hlbsp.exe "c:\documents and settings\nick\desktop\my mods\half-life\hammermaps\test1"

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ 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 ]
noopt [ 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 8192)


0.02 seconds elapsed

----- END hlbsp -----




** Executing...
** Command: C:\DOCUME~1\Nick\Desktop\MYSOUN~1\HALF-L~1\hlvis.exe
** Parameters: "c:\documents and settings\nick\desktop\my mods\half-life\hammermaps\test1"

hlvis v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlvis -----
Command line: C:\DOCUME~1\Nick\Desktop\MYSOUN~1\HALF-L~1\hlvis.exe "c:\documents and settings\nick\desktop\my mods\half-life\hammermaps\test1"
Error: Portal file 'c:\documents and settings\nick\desktop\my mods\half-life\hammermaps\test1.prt' does not exist, cannot vis the map


----- END hlvis -----




** Executing...
** Command: C:\DOCUME~1\Nick\Desktop\MYSOUN~1\HALF-L~1\hlrad.exe
** Parameters: "c:\documents and settings\nick\desktop\my mods\half-life\hammermaps\test1"

hlrad v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlrad -----
Command line: C:\DOCUME~1\Nick\Desktop\MYSOUN~1\HALF-L~1\hlrad.exe "c:\documents and settings\nick\desktop\my mods\half-life\hammermaps\test1"
>> There was a problem compiling the map.
>> Check the file c:\documents and settings\nick\desktop\my mods\half-life\hammermaps\test1.log for the cause.

----- END hlrad -----




** Executing...
** Command: Copy File
** Parameters: "c:\documents and settings\nick\desktop\my mods\half-life\hammermaps\test1.bsp" "C:\Program Files\Steam\steamapps\****\half-life\valve\maps\test1.bsp"


** Executing...
** Command: Copy File
** Parameters: "c:\documents and settings\nick\desktop\my mods\half-life\hammermaps\test1.pts" "C:\Program Files\Steam\steamapps\****\half-life\valve\maps\test1.pts"

The command failed. Windows reported the error:
"The system cannot find the file specified."

In HNNNGGG!!!! Error: Portal file by McSqueaky:
I'm going to kill this thing...
My map consists of nothing but a little hollowed out box with no textures or entities.

I can't find any problems with my BSP process, so I have no idea what to do.

** Executing...
** Command: Change Directory
** Parameters: "C:\Program Files\Steam\steamapps\****\half-life"


** Executing...
** Command: C:\DOCUME~1\Nick\Desktop\MYSOUN~1\HALF-L~1\hlcsg.exe
** Parameters: "c:\documents and settings\nick\desktop\my mods\half-life\hammermaps\peen" -nowadtextures

hlcsg v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlcsg -----
Command line: C:\DOCUME~1\Nick\Desktop\MYSOUN~1\HALF-L~1\hlcsg.exe "c:\documents and settings\nick\desktop\my mods\half-life\hammermaps\peen"-nowadtextures
Entering c:\documents and settings\nick\desktop\my mods\half-life\hammermaps\peen.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ off ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ 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:
50%... (0.00 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
50%... (0.00 seconds)

Using Wadfile: \sierra\half-life\valve\cached.wad
- Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Using Wadfile: \sierra\half-life\valve\decals.wad
- Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: \sierra\half-life\valve\fonts.wad
- Contains 0 used textures, 0.00 percent of map (3 textures in wad)
Using Wadfile: \sierra\half-life\valve\gfx.wad
- Contains 0 used textures, 0.00 percent of map (7 textures in wad)
Using Wadfile: \sierra\half-life\valve\halflife.wad
- Contains 0 used textures, 0.00 percent of map (3116 textures in wad)
Using Wadfile: \sierra\half-life\valve\liquids.wad
- Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: \sierra\half-life\valve\spraypaint.wad
- Contains 1 used texture, 100.00 percent of map (14 textures in wad)
Using Wadfile: \sierra\half-life\valve\xeno.wad
- Contains 0 used textures, 0.00 percent of map (264 textures in wad)
Including Wadfile: \sierra\half-life\valve\zhlt.wad
- Contains 0 used textures, 0.00 percent of map (8 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 0.01 mb (of 4.00 mb MAX)
0.03 seconds elapsed

----- END hlcsg -----




** Executing...
** Command: C:\DOCUME~1\Nick\Desktop\MYSOUN~1\HALF-L~1\hlbsp.exe
** Parameters: "c:\documents and settings\nick\desktop\my mods\half-life\hammermaps\peen"

hlbsp v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlbsp -----
Command line: C:\DOCUME~1\Nick\Desktop\MYSOUN~1\HALF-L~1\hlbsp.exe "c:\documents and settings\nick\desktop\my mods\half-life\hammermaps\peen"

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ 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 ]
noopt [ 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 8192)


SolidBSP [hull 0] 13 (0.00 seconds)
Warning: No entities exist in hull 0, no filling performed for this hull
SolidBSP [hull 1] 13 (0.00 seconds)
Warning: No entities exist in hull 1, no filling performed for this hull
SolidBSP [hull 2] 13 (0.00 seconds)
Warning: No entities exist in hull 2, no filling performed for this hull
SolidBSP [hull 3] 13 (0.00 seconds)
Warning: No entities exist in hull 3, no filling performed for this hull
0.02 seconds elapsed

----- END hlbsp -----




** Executing...
** Command: C:\DOCUME~1\Nick\Desktop\MYSOUN~1\HALF-L~1\hlvis.exe
** Parameters: "c:\documents and settings\nick\desktop\my mods\half-life\hammermaps\peen"

hlvis v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlvis -----
Command line: C:\DOCUME~1\Nick\Desktop\MYSOUN~1\HALF-L~1\hlvis.exe "c:\documents and settings\nick\desktop\my mods\half-life\hammermaps\peen"
Error: Portal file 'c:\documents and settings\nick\desktop\my mods\half-life\hammermaps\peen.prt' does not exist, cannot vis the map


----- END hlvis -----





** Executing...
** Command: C:\DOCUME~1\Nick\Desktop\MYSOUN~1\HALF-L~1\hlrad.exe
** Parameters: "c:\documents and settings\nick\desktop\my mods\half-life\hammermaps\peen"

hlrad v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlrad -----
Command line: C:\DOCUME~1\Nick\Desktop\MYSOUN~1\HALF-L~1\hlrad.exe "c:\documents and settings\nick\desktop\my mods\half-life\hammermaps\peen"
>> There was a problem compiling the map.
>> Check the file c:\documents and settings\nick\desktop\my mods\half-life\hammermaps\peen.log for the cause.

----- END hlrad -----




** Executing...
** Command: Copy File
** Parameters: "c:\documents and settings\nick\desktop\my mods\half-life\hammermaps\peen.bsp" "C:\Program Files\Steam\steamapps\****\half-life\valve\maps\peen.bsp"


** Executing...
** Command: Copy File
** Parameters: "c:\documents and settings\nick\desktop\my mods\half-life\hammermaps\peen.pts" "C:\Program Files\Steam\steamapps\****\half-life\valve\maps\peen.pts"

The command failed. Windows reported the error:
"The system cannot find the file specified."


In zm by fedex _:
nob491 said:
how i make zm maps?
like get zm textures
and how i know how big i make things?



1. Google it my friend , or Fps Banana






2. At the bottom on the right you should see units

In zm by nob491:
how i make zm maps?
like get zm textures
and how i know how big i make things?

In -censorship- due Nov 30 by system_cloud_the:



Censorship
By: Dustin Hoffman












Censorship
internet, books, road maps, the news and even the bible. It all has one thing in common; you cannot flip a page or look at something that has not been in discussion on “censoring”. The world is in on it, we know about it, we do not like it. So why do we let “them” do this. The examination of censorship in America suggests that censorship protects children but also it violates the 1st amendment.

censorship protects children even if the first amendment is contradicted. People protest that the first amendment is what the United States of America is founded on and what makes us free. Other people explain that censorship will corrupt our kids if we do not stop things as things are with violent video games. What I think is that when I go on the internet I want to see the truth, things that I want to see and not lines of black on my texts not a white page that says “your organization has blocked this website”. Simple things such as CNN having “adult content” or going to other sites and have them misrepresented as such Foolery. Go to your nearest Safeway get on the internet and go to a website with some violence. The chances are that it will be Censored. The children need to know most of this on the internet. not all at one time but if we keep them in the dark that the things
Some reasons to be “for” censorship are for the children. The FCC is a company that is the main hub of censorship in news, tv, and radio. They depict how they do not want the news to show violence as much as possible. They tell troublemaker, rogue, bad robot, DreamWorks, thx, Pixar, road house that they cannot have nudity violence without the proper rating for that movie. They do the same thing with everything you can ever think of. There is a “FCC” for every country you can think of. All this is a good thing cause if our children found out about the nudity of the violence it would corrupt there little minds. There are G, PG, PG-13, R, NC-17 that depict what movies will display in there theaters.






In -censorship- due Nov 30 by fedex _:
system_cloud_the said:
Most people would like to think that there are people in the world that have a right mind to use the internet, Google maps, the news,

The examination of censorship in America suggests that censorship protects children even if the first amendment is used recklessly. People protest that the first amendment is what the united states of America is founded on and what makes us free. Other people explain that censorship will corrupt our kids if we do not stop things as things are with violent video games. What I think is that when I go on the internet I want to see the truth, things that I want to see and not lines of black on my texts not a white page that says “your organization has blocked this website”.




whatever wannabe

In -censorship- due Nov 30 by system_cloud_the:
page1
Dustin Hoffman


Censorship
By: Dustin Hoffman
















Censorship
internet, books, road maps, the news and even the bible. It all has one thing in common; you cannot flip a
page or look at something that has not been in discussion on “censoring”. The world is in on it, we know
about it, we do not like it. So why do we let “them” do this. The examination of censorship in America
suggests that censorship protects children but also it violates the 1st amendment.

censorship protects children even if the first amendment is contradicted. People protest that the first
amendment is what the United States of America is founded on and what makes us free. Other people
explain that censorship will corrupt our kids if we do not stop things as things are with violent video games.
What I think is that when I go on the internet I want to see the truth, things that I want to see and not lines
of black on my texts not a white page that says “your organization has blocked this website”. Simple things
such as going to cnn has “adult content” or going to other sites and have them misrepresented as such
Foolery. Go to your nearest Safeway get on the internet and go to a website with some violence. The
chances are that it will be Censored. The children need to know most of this on the internet. not all at one
time but if we keep them in the dark that the things









In Party by SRAW:
aaronjer said:
Uhh... there are multiple maps in HoN.


WTF... that's good I guess

In Party by aaronjer:
Uhh... there are multiple maps in HoN.

In -censorship- due Nov 30 by the_cloud_system:
what is censorship
what type of censorship is there
when do people censorship
who censors things things
what are the good things coming out of censorship
what are the bad things
why should we let censorship go
why shouldent we
why is Google maps censored
why is the pictures censored


In -censorship- due Nov 30 by system_cloud_the:
-ideas-
what if i posted quotes from * before every chapter

*= http://cgd.best.vwh.net/home/anticens.htm

topics that can be used about,
hiding violence
militarys
countries
------
google earth
road maps
internet
books
tv
radio/ music
school
-------

In Help pls lots of problems for making CS 1.5 (CS 1.6nosteam) maps by Runetribe:
Down Rodeo said:
Vehicles are covered in the FAQ.

I know, i just wanted to know if they were Half-life only or also for CS, since the CS standard maps dont have any vehicles.

In Please respond quick! by SpiKe':
Down Rodeo said:
We're getting somewhere, I guess. Mind posting this new batch file?


@echo off
hlcsg -nowadtextures spike
hlbsp spike
hlvis spike
hlrad spike
copy spike.map "C:\Program Files\Counter-Strike 1.6\cstrike\maps"
cd "C:\Program Files\Counter-Strike 1.6\"
pause
hl -dev -console -game cstrike +sv_cheats 1 +map spike

u mean this?

In Help pls lots of problems for making CS 1.5 (CS 1.6nosteam) maps by Runetribe:
Im confused...

Anyways i didn't find the tutorial, but i got it to work by deleting the .nav file. Thanks for the help ;). Only small ladder doesn't work now, but that isn't really a problem

Anybody know where i can download a few good es_ maps?

Also, sorry for all the questions but can anybody explain me what half life is, and how it is related to Counter Strike? Which version goes with what version of cs?
I have only a copy of CS. If i try to switch game to Half life using the Change Game button i can't get half life to do anything :(

In Help pls lots of problems for making CS 1.5 (CS 1.6nosteam) maps by SRAW:
You can edit the bots navigation thingy manually, but I forgot the commands but I know there is a tutorial here : http://www.twhl.co.za and under the source tutorial section there is a thing about how to make the waypoints for bots in css, which is the same as for bots in 1.6 ...

or you could delete the .nav file in your maps folder and hope that the bots autowaypoint better next time.

In Help pls lots of problems for making CS 1.5 (CS 1.6nosteam) maps by Runetribe:
OK be prepared cuz this is alot of problems:

1: Does Cstrike have things like driveable cars and turrets?
2: How do i make water that is transparent, and where you can swim and drown in? Where can i find textures to this/which do i use?
3: How do i add background sounds to my map?
4: how do i make a map edge that has sky on top, and water on the bottom, like in as_oilrig? And how do i make an edge where you fall off, then die after a certain point?
5: How do i make a moving, button activated elevator?

And finally the thing i really need answered, its blocking me from making any maps but the most simple.

I made a map, called it de_bricks.
Bots take the central, obvious way always, but this usually leads to a confrontation in a central chamber without the bomb ever getting planted. So i made a hall from the side of both spawns, that leads to site A. A is connected by a ladder to B, which is right above this. Yet i cannot get bots in any way to take either the ladder or the extra hallways. I know this has probably something to do with waypointing, but only sollution i find is for Source. Again, i have Counter strike 1.6 No Steam, i think this is Counter Strike 1.5. I learned mapping using this tutorial: http://www.superjer.com/learn.php


Also, just a small problem: I start and play counter strike 1.6 no steam. It has a button that says 'change game'. I can switch to half-life, but i can't start any game or so. It just refuses to do anything no matter how many times i click the button, or the game just crashes. No error log, no computer crash, just game quit. Any sollutions/reasons to this?

In Please respond quick! by SpiKe':
Are you guys sure that the:

copy catpee.bsp "C:\Program Files\Counter-Strike 1.6\cstrike\maps"
cd "C:\Program Files\Counter-Strike 1.6\"

isn't wrong?

In Please respond quick! by Rockbomb:
Well for whatever reason it can't find catpee.map
Like Sprinkles was saying, your catpee.map and the batch file need to be in your zhlt directory.
Also, I know this sounds stupid, but make sure you named your map catpee.map. If you didn't, you either need to rename it or edit the batch file to correspond to your maps name.

Those are the only things I can think of that'd cause your problem.



Edit: And just for future reference, please don't make posts saying things like "Please help right now", "need help immediately", etc. You will get help whenever someone shows up that wants to help, telling us to hurry isn't going to make it any faster, and actually makes me not want to help at all.

In Please respond quick! by SpiKe':
My problem is that i get file named "captee.err" it says "Error opening catpee.map: No such file or directory"
Tell me if i put anything wrong in the "captee.bat":

"@echo off
hlcsg -nowadtextures catpee
hlbsp catpee
hlvis catpee
hlrad catpee
copy catpee.bsp "C:\Program Files\Counter-Strike 1.6\cstrike\maps"
cd "C:\Program Files\Counter-Strike 1.6\"
pause
hl -dev -console -game cstrike +sv_cheats 1 +map catpee"

In The M-I-N-E-C-R-A-F-T Truck by SuperJer:
You can connect to the superjer.com Minecraft server by connecting to mc.superjer.com.

Sometimes AaronJer and I are in there. And sometimes we're someplace else!

Please don't make deathmachines. And don't carve out every last block of land down to the adminium.

Thanks.

UDPATE! Feel free to build crap but don't be offended if we replace it with something noncrap.

UDPATE! World maps occasionally exported to here.

In Help with Mapping by osirao:
im a complete newb to mapping, and im trying to get setup to try my hand at it.

im wondering if your method of configuring hammer for initial setup will work for Condition Zero Maps.

ty in advance and any and all usefull links/tools/info you could provide will be a tremendous help.

In Sound and trigger_multiple by Rockbomb:
I believe there is something function or entity that disarms players... but its been forever since I used hammer so idk what its called.


But a word of advice: Don't make your maps too complicated. Its fun adding in a bunch of cool stuff, but you've got to keep in mind that you're mapping for a game that uses a pretty old engine. The more things you add = the more lag/less fps. That said, I'll leave you with one of my favorite quotes "Simplicity is the ultimate sophistication."

In Decoding website? HTML? by SRAW:
Sprinkles some how convinced superjer to host files for him?? No wonder why your maps downloaded so fast...

In Problem Compiling cstrike 1.6 map! by Rockbomb:
szilardpapp said:
Oh thanks man! It worked!!! I didnt know I can just copy them to maps!! I would have done that already!
I copied all the files that the .bat file has created to Cstrike\maps

Do i have to copy all the files though (.bsp, .lin, .log, .map, .p0, .p1, .p2, .p3, and .wic)?, because thats what I did to make sure it works...

Thanks again!

You only need the .bsp

In Problem Compiling cstrike 1.6 map! by szilardpapp:
Oh thanks man! It worked!!! I didnt know I can just copy them to maps!! I would have done that already!
I copied all the files that the .bat file has created to Cstrike\maps

Do i have to copy all the files though (.bsp, .lin, .log, .map, .p0, .p1, .p2, .p3, and .wic)?, because thats what I did to make sure it works...

Thanks again!

In Counter strike/half life ninja w00t? server by SuperJer:
If it was a map, you can find it on your harddrive at
C:\Program Files\Steam\SteamApps\username\Counter-Strike\cstrike\maps.

In problem in compille my map by Rockbomb:
szilardpapp said:
Hey.
I have a problem on compiling my map too!
However, I dont get the error file. The time I have the problem is when my map is about to load, and CS says:

"map change failed: 'map name' not found on server."

I dont have any idea of what the problem could be!
Please help...

That means your trying to run a map that isn't in your cstrike/maps/ folder. Which means you need to manually copy the .bsp to said folder.

In Flash Problem by sprinkles:
http://bamfcs.com/maps

How do I get it to stop blinking?

I tell it to gotoAndStop(frame#); where frame# is the respective frame number. And I even have AS telling it on each frame to stop();! WTF!

In How to make your own Sky by Mate de Vita:
Outcast said:
sprinkles said:
Outcast said:
Select the texture called "sky" and put it where you want,i usually make a huge box around the map,then i go on tools and "make it hollow".


And, that's why your maps suck.


What do you mean by that?

He means that's not the proper way to make the skybox (except in some very rare cases).

In How to make your own Sky by Outcast:
sprinkles said:
Outcast said:
Select the texture called "sky" and put it where you want,i usually make a huge box around the map,then i go on tools and "make it hollow".


And, that's why your maps suck.


What do you mean by that?

In How to make your own Sky by sprinkles:
Outcast said:
Select the texture called "sky" and put it where you want,i usually make a huge box around the map,then i go on tools and "make it hollow".


And, that's why your maps suck.

In problem in compille my map by vilden:
SRAW said:
Wow we have sk vilden on our forums, with his poor english

hh a have bad inglish sory
i have mad a lot of maps bet wen i compill i have prob i dont know what. and i cant fix prob

In "The system cannot find the file specified." by beggi90:
Hi I have been working on my map for a while at the last compiling I got the error "The system cannot find the file specified.".

I think this has something to do with hammer I must have f*cked some settings up or something.

I have tried making new map in hammer and I got the same error (empty room with a spawn only with halflife.wad)

Compile log:



** Executing...
** Command: Change Directory
** Parameters: "C:\Program Files\Steam\steamapps\halldorr\counter-strike"


** Executing...
** Command: C:\HAMMER~1\ZHLT34~1\hlbsp.exe
** Parameters: "c:\documents and settings\beggi\my documents\mapping\holtavegurtest"

hlbsp v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlbsp -----
Command line: C:\HAMMER~1\ZHLT34~1\hlbsp.exe "c:\documents and settings\beggi\my documents\mapping\holtavegurtest"
>> There was a problem compiling the map.
>> Check the file c:\documents and settings\beggi\my documents\mapping\holtavegurtest.log for the cause.

----- END hlbsp -----




** Executing...
** Command: C:\HAMMER~1\ZHLT34~1\hlvis.exe
** Parameters: "c:\documents and settings\beggi\my documents\mapping\holtavegurtest"

hlvis v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlvis -----
Command line: C:\HAMMER~1\ZHLT34~1\hlvis.exe "c:\documents and settings\beggi\my documents\mapping\holtavegurtest"
>> There was a problem compiling the map.
>> Check the file c:\documents and settings\beggi\my documents\mapping\holtavegurtest.log for the cause.

----- END hlvis -----




** Executing...
** Command: C:\HAMMER~1\ZHLT34~1\hlrad.exe
** Parameters: "c:\documents and settings\beggi\my documents\mapping\holtavegurtest"

hlrad v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlrad -----
Command line: C:\HAMMER~1\ZHLT34~1\hlrad.exe "c:\documents and settings\beggi\my documents\mapping\holtavegurtest"
>> There was a problem compiling the map.
>> Check the file c:\documents and settings\beggi\my documents\mapping\holtavegurtest.log for the cause.

----- END hlrad -----




** Executing...
** Command: Copy File
** Parameters: "c:\documents and settings\beggi\my documents\mapping\holtavegurtest.bsp" "C:\Program Files\Steam\steamapps\halldorr\counter-strike\cstrike\maps\holtavegurtest.bsp"

The command failed. Windows reported the error:
"The system cannot find the file specified."

** Executing...
** Command: Copy File
** Parameters: "c:\documents and settings\beggi\my documents\mapping\holtavegurtest.pts" "C:\Program Files\Steam\steamapps\halldorr\counter-strike\cstrike\maps\holtavegurtest.pts"

The command failed. Windows reported the error:
"The system cannot find the file specified."




I'm hoping I am doing some idiotic easy fixable mistake although I did not find the fix from google.

In WinSCP by sprinkles:
Ok, we are setting up a Counter Strike 1.6 server. I wanted to use WinSCP to update fastdl, add new maps, etc. It is too much hassle to login remotely to the rig.

Do I have to have anything running on my server to enable WinSCP? How do I add user accounts? Does it work on Unix machines?

In Can't end my map - don't got the launching file? by XFi Audigy:
amseboy said:
Hi guys, i have made this file catpee.bat and then i wrote:

@echo off
hlcsg -nowadtextures catpee
hlbsp catpee
hlvis catpee
hlrad catpee
copy catpee.bsp "C:\Programmer (x86)\Steam\SteamApps\arminsemanic\counter-strike\cstrike\maps"
pause
"C:\Steam\Steam.exe" -applaunch 10 -dev +sv_cheats 1 +map catpee

in it, but then it says in the tutorial that i should launche: Catpee.bat, at that's this file i just made..
So when i launch it i just open this textbox.. i really frustrating, i need help!
dude, u are supposed to import ur map into the name catpee, i tried this minutes ago, and i did the same as u until i rename the map catpee!!! its a funny compiling name though :D hope this is ur solution

In Map won't load by Wasabi_Jr:
So I'm running Steam CS:S (most recent version) at home currently, but on my work PC (we play @ lunch) we're running a cracked copy that isn't near the most recent update.

My map runs fine @ home on my PC, but when I brought it to work to test it out I get an hl2.exe application error, crashing me back to desktop. Other maps run fine when I try and create a server.

Is there some type of 'backwards compatibility' compiling that can be done?

Thanks,

Mike

In .NAV , .RES ??? by Alex001:
Why some maps have files with them like as_resident_evil.bsp , as_resident_evil.nav , as_resident_evil.res ???
Look : http://www.part.lt/img/b98f2c088032db8fbf80ebfa317f3a8b569.PNG

In soccerjam by Rockbomb:
I'm not sure, but you could try downloading and decompiling any of these maps to see how they're made.

You might also need to install a mod... but again I'm not sure, so you might just wanna wait for someone who knows what they're talking about

In There is Always a Problem With Sound in HL by SRAW:
You have to make a weaponcache.res file in the maps folder and put the path of sound file in it

In Starting local game server never ends by nectar:
yeah i can run other maps liek de dust assaukt etc ok her ethe logs

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 catpee
Entering catpee.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 2 ] [ 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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(0.08 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.30 seconds)

Using Wadfile: \program files\counter-strike\cstrike\uacyber_stproz.wad
- Warning: Larger than expected texture (221812 bytes): 'KRIVEDKO_STPROZ'
- Warning: Larger than expected texture (245612 bytes): 'TRAVA_STPROZ'
- Contains 1 used texture, 11.11 percent of map (48 textures in wad)
Using Wadfile: \program files\counter-strike\cstrike\ajawad.wad
- Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: \program files\counter-strike\cstrike\cached.wad
- Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Using Wadfile: \program files\counter-strike\cstrike\jail_andaman.wad
- Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: \program files\counter-strike\cstrike\n0th1ng.wad
- Contains 0 used textures, 0.00 percent of map (8 textures in wad)
Using Wadfile: \program files\counter-strike\cstrike\torntextures.wad
- Warning: Larger than expected texture (240172 bytes): 'TK_STONEWALLHI'
- Warning: Larger than expected texture (306812 bytes): 'TK_CLAYROOF'
- Warning: Larger than expected texture (272812 bytes): '{TK_PLANTLG'
- Warning: Larger than expected texture (327212 bytes): '{TK_PLANTSM'
- Warning: Larger than expected texture (235412 bytes): 'TK_TORNMAP'
- Contains 0 used textures, 0.00 percent of map (162 textures in wad)
Using Wadfile: \program files\counter-strike\cstrike\tswad.wad
- Contains 0 used textures, 0.00 percent of map (29 textures in wad)
Using Wadfile: \program files\counter-strike\cstrike\de_aztec3.wad
- Contains 0 used textures, 0.00 percent of map (18 textures in wad)
Using Wadfile: \program files\counter-strike\cstrike\cs_assault.wad
- Contains 0 used textures, 0.00 percent of map (22 textures in wad)
Using Wadfile: \program files\counter-strike\cstrike\cs_bdog.wad
- Contains 1 used texture, 11.11 percent of map (132 textures in wad)
Using Wadfile: \program files\counter-strike\cstrike\cs_cbble.wad
- Contains 0 used textures, 0.00 percent of map (61 textures in wad)
Using Wadfile: \program files\counter-strike\cstrike\cs_dust.wad
- Contains 0 used textures, 0.00 percent of map (28 textures in wad)
Using Wadfile: \program files\counter-strike\cstrike\cs_havana.wad
- Contains 0 used textures, 0.00 percent of map (122 textures in wad)
Using Wadfile: \program files\counter-strike\cstrike\cs_office.wad
- Contains 0 used textures, 0.00 percent of map (102 textures in wad)
Using Wadfile: \program files\counter-strike\cstrike\cstrike.wad
- Contains 0 used textures, 0.00 percent of map (123 textures in wad)
Using Wadfile: \program files\counter-strike\cstrike\de_airstrip.wad
- Contains 0 used textures, 0.00 percent of map (69 textures in wad)
Using Wadfile: \program files\counter-strike\cstrike\decals.wad
- Contains 0 used textures, 0.00 percent of map (225 textures in wad)
Using Wadfile: \program files\counter-strike\cstrike\cstraining.wad
- Contains 0 used textures, 0.00 percent of map (24 textures in wad)
Using Wadfile: \program files\counter-strike\cstrike\de_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: \program files\counter-strike\valve\halflife.wad
- Contains 6 used textures, 66.67 percent of map (3116 textures in wad)

Warning: More than 8 wadfiles are in use. (20)
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 0.29 mb (of 4.00 mb MAX)
0.63 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 catpee

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ 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 'catpee.prt'
0.64 seconds elapsed

----- END hlbsp -----


In a question.. by nob491:
buq25 said:
nob491 said:
@echo off
hlcsg -nowadtextures catpee
hlbsp catpee
hlvis catpee
hlrad catpee
copy catpee.bsp "C:\half-life\cstrike\maps"
cd "C:\half-life"
pause
hl -dev -console -game cstrike +sv_cheats 1 +map catpee

does the cd meen i have a disc with cs 1.6???
and i get an error when i try to open the text file


hlbsp: Error: Can't open C:\Users\Triin\Downloads\ZHLT compile tools\cookie.bat.p0

That might be something? Perhaps?

got that fix allready

In a question.. by buq25:
nob491 said:
@echo off
hlcsg -nowadtextures catpee
hlbsp catpee
hlvis catpee
hlrad catpee
copy catpee.bsp "C:\half-life\cstrike\maps"
cd "C:\half-life"
pause
hl -dev -console -game cstrike +sv_cheats 1 +map catpee

does the cd meen i have a disc with cs 1.6???
and i get an error when i try to open the text file


hlbsp: Error: Can't open C:\Users\Triin\Downloads\ZHLT compile tools\cookie.bat.p0

That might be something? Perhaps?

In a question.. by nob491:
@echo off
hlcsg -nowadtextures catpee
hlbsp catpee
hlvis catpee
hlrad catpee
copy catpee.bsp "C:\half-life\cstrike\maps"
cd "C:\half-life"
pause
hl -dev -console -game cstrike +sv_cheats 1 +map catpee

does the cd meen i have a disc with cs 1.6???
and i get an error when i try to open the text file


hlbsp: Error: Can't open C:\Users\Triin\Downloads\ZHLT compile tools\cookie.bat.p0

In bb_colorful by SRAW:
HoV Black said:
that would be cool but the maps for basebuilder and i dont own the server lol


Then tell the dude who runs it to put the plugin

In Starting local game server never ends by SRAW:
Can your client run the official maps? cause if you can't you probably need to redownload cs from the p2p program you used to download it.If you don't understand what I meant, I said that your probably using a nonsteam client that won't let you run a listenserver for whatever reason.

In bb_colorful by HoV Black:
that would be cool but the maps for basebuilder and i dont own the server lol

In Problem compiling by Slipsy:
I'm playing on 3.0 with three friends, pretty fun, won't download another Sven Coop till 4.1 comes out.

While using the 1.6 Counter-Strike client, them map does appear and attempt to load before getting said error and crashing to desktop. The rest of the maps (That I did not make) work perfectly fine.

Err... Could anyone possibly compile the map for me please?


I think I fixed it, I will post after I check all those objects. Problem was with one "turret gun", not the monster_ ones. And although it is still displaying System cannot find the file specified, I just copy the .bsp from the ZHLT compiler's folder and place it in the Maps folder.

Will post more in a while.

In Problem compiling by SRAW:
Slipsy said:
Well, that's part of the compilation, it does not appear after I press "Any key to continue" as it should normally say...

I copied the .bsp file to the /map folder, yet it would not appear in the maps list.

Speaking of which, TheBunker.pts is 0 KB, and TheBunker4.wic is 1 KB.

I tried copying the map to the CS 1.6 client, the map does appear and tries to load but then I get a:

Fatal Error: Mod_NumForName: G:/Half-life Team Fortress 1/cstrike not found. ((This was my old folder which I then removed))

I copied the existing folder to that location it asked for, yet it still gives me the same error. I mean, why does it even want that certain folder, only my maps are doing this.

Note: I'm making a map for Sven-Coop by the way.


If you can't see it in the maps list, why not just type map "mapname" in console?

And who plays sven coop anymore They ruined it with 4.0, since nobody bothered to update anymore, but 3.0 was fun

In Problem compiling by Slipsy:
Well, that's part of the compilation, it does not appear after I press "Any key to continue" as it should normally say...

I copied the .bsp file to the /map folder, yet it would not appear in the maps list.

Speaking of which, TheBunker.pts is 0 KB, and TheBunker4.wic is 1 KB.

I tried copying the map to the CS 1.6 client, the map does appear and tries to load but then I get a:

Fatal Error: Mod_NumForName: G:/Half-life Team Fortress 1/cstrike not found. ((This was my old folder which I then removed))

I copied the existing folder to that location it asked for, yet it still gives me the same error. I mean, why does it even want that certain folder, only my maps are doing this.

Note: I'm making a map for Sven-Coop by the way.

In Problem compiling by SRAW:
Your map is compiling, so copy the bsp manually to the cs maps folder...

In Problem compiling by Rockbomb:
At the end of the compilation process it'll say press any key to continue. My guess is that you did so and then that error popped up.
If this is the case, you can manually copy/paste the .bsp file that was created into c:/program files/steam/cstrike/maps... or wherever the maps file happens to be located on your comp. Then open up counterstrike and start a new game with your map.


This may not be the case, but I have a feeling it is.

In Problem compiling by Slipsy:
I've been having many annoyances concerning this "test" map I'm working on, could anyone tell me why? Or possibly compile it for me, I'd be REALLY grateful.

Here's the log:

code
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: G:\ZHLT25~1\hlcsg.exe G:\Half-Life\SvenCoop\maps\TheBunker2
Entering G:\Half-Life\SvenCoop\maps\TheBunker2.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 2 ] [ 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:
(0.80 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(1.17 seconds)

Using Wadfile: \half-life\valve\halflife.wad
- Contains 72 used textures, 100.00 percent of map (3116 textures in wad)
Error: Could not open wad file \counter strike 1.6\valve\halflife.wad
Error: Could not find WAD file
Description: The compile tools could not locate a wad file that the map was referencing.
Howto Fix: Make sure the wad's listed in the level editor actually all exist



----- 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: G:\ZHLT25~1\hlbsp.exe G:\Half-Life\SvenCoop\maps\TheBunker2
>> There was a problem compiling the map.
>> Check the file G:\Half-Life\SvenCoop\maps\TheBunker2.log for the cause.

----- 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: G:\ZHLT25~1\hlvis.exe G:\Half-Life\SvenCoop\maps\TheBunker2
>> There was a problem compiling the map.
>> Check the file G:\Half-Life\SvenCoop\maps\TheBunker2.log for the cause.

----- 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: G:\ZHLT25~1\hlrad.exe G:\Half-Life\SvenCoop\maps\TheBunker2
>> There was a problem compiling the map.
>> Check the file G:\Half-Life\SvenCoop\maps\TheBunker2.log for the cause.

----- END hlrad -----



Thing is, the .WAD file exists... Could anyone possibly help? I could try to supply more information, and even the .map if need be.

In My Final Project. by jrkookid:
sprinkles said:
I refuse to read something that spells coordinates as co-ordinates.

How would you know if it was spelled like that if you didn't read it? Hmmm?

Rockbomb said:
Erm, Like I said... I'm not doing any coding yet, just design. And they're all separate images, so I can just do a regular "a href" as opposed to mapping out hotspots.


If you were to use image maps then it will seem more complex and impressive don't you think, but since you already have separate pictures for it, it doesn't really matter anymore.

In My Final Project. by Rockbomb:
jrkookid said:
What about making the links actually oh I don't know.
Clickable?

EDIT: Image Maps, you can use this for reference.

Erm, Like I said... I'm not doing any coding yet, just design. And they're all separate images, so I can just do a regular "a href" as opposed to mapping out hotspots.

In My Final Project. by jrkookid:
What about making the links actually oh I don't know.
Clickable?

EDIT: Image Maps, you can use this for reference.

In 31 maps in 31 days? by SRAW:
HoV Black said:
im making basebuilder maps though just to keep it on topic base builder is where you have 2 minutes to use blocks and make a base to defend from a zombie attack


hmm, then you should make a trench warfare thing dude, like zombies far away, and a bunch of trenches for the ct's to shoot at them then retreat far far away to their built base if they get overrun, but don't come to me expecting ideas... I suck at them

In 31 maps in 31 days? by HoV Black:
im making basebuilder maps though just to keep it on topic base builder is where you have 2 minutes to use blocks and make a base to defend from a zombie attack

In 31 maps in 31 days? by HoV Black:
so for my clan im making a map once a day everyday this month to try to get the server populated so it should be fun im making the maps for basebuilder heres the link to the thread about it

http://www.handsofvengeance.com/forums/index.php?/topic/315-basebuilder-maps-event/page__pid__3257__st__0&#entry3257

if im like not allowed to post links to other forums sorry didnt know

In Alien Swurm SDK by sprinkles:
Ok, I've taken a small look at the maps. It seems that everything is a prop_static. So it looks like we need a modeler? I have one in mind.

In Alien Swurm SDK by Down Rodeo:
You open it though the "tools" menu. You then have access to Hammer, the Faceposer, some documentation, example maps, and gain the ability to copy the source to a directory to make your own mod.

In Alien Swarm by buq25:
Down Rodeo said:
It is rather. We did a hard run tonight :) it ended up with one guy running to the Bloodhound, Aliens... well... swarming around him. Good times. If you like, I can try to help with your errors, because I've spent quite a while around Source. And it's quite stable :)

Connection issues will either be: your firewall, not allowing the game in/out. This probably isn't your problem on Windows 7. It could be because the person's internet you're playing on is quite slow, in which case, there's not a huge amount you can do. It could be that their firewall is blocking Alien Swurm (yes Swurm) so you can ask them to fix that... Dunno what else. Some of my friends and I might rent a server, it's so much better when you don't have a half-second lag going down :p

Tell you what, if you can find my Steam name on this site, and can put up with HORRIFIC connections because you're a few thousand miles away, we'll play with you. Probably not worth it for you, eh? :p


"for example mine would (maybe) be like 'C:\Program Files\Steam\Steamapps\Down Rodeo\cstrike\maps'" is the closest thing I found.

AHA! GOTCHA: Killatron40k!

And... probably not anyways, because of the rest you wrote.
Superjer didn't answer to a question more than 2 years ago. Why he has 4 accounts...

Well, if you could fix my errors(or help me fix my errors), I'd be so freaking happey dude! It was probably the server I was trying to connect to that was lagging but still.

Still want me to add you to friends list?

In Digital cartography by antimatter:
yaa i can elucidate further... The way we make maps in ValveHammer
in the same way i want to build the digital maps of building or any 3D object... Do you have any idea how to do it???

In De-compilation problem by Down Rodeo:
Why do you want to decompile these maps? I will never understand the vast majority of people's desire to do this.

In De-compilation problem by antimatter:
i have the decompilation problem ...
i long to decompile and all maps and want to connect my own college map... plzz help me i m not getting any decompiler for the same ..
if not possible then tell me how to decompile it in MS-DOS...

In deathrun starting area by HoV Black:
how do i make it so that characters get dragged into an instant death to deal with afkers like seen in most deathrun maps

In jumping map timer and extra health by Kotohunter:
Hello, I used to have a .rmf and .wad file that allowed you to copy/paste a counter (start + stop button) and a "walk under here to get 10,000 health" thing for jumping maps, but sadly my computer that had it decided it was done working. I found a forum that had a link ( http://www.superjer.com/forum/timecounter.php ) but the link is too old and the file no longer exists. Does anyone have this file (or a similar one) or know where I can get it? please reply here or e-mail Jumpnoobs@gmail.com THANKS, Jeff

In my counter strike problem by Rockbomb:
Cloud we need more input on this... what maps are you playing, is it maps that work fine for other people? What are the graphics settings you're using inside cs?

In my counter strike problem by Mate de Vita:
Rockbomb said:
I don't think he's talking about maps that he made... but I could be wrong.

Well then, the guy who made them should make sure of those things. Unless of course it works as intended for other players.

In how to add sound with following properties by Rockbomb:
haha, I knew that was why you were looking for .wav files the other day cloud. I downloaded hlss on the same day... and got kicked from that custom maps server for playing a bunch of noises/clips

In my counter strike problem by Rockbomb:
I don't think he's talking about maps that he made... but I could be wrong.

In Maps wont Run by draining12:
Yeah, but having no lights in your map is not a problem, it just makes your map dark. But about the wads thing, I've had maps with way more than 8 wad files in use, and they ran perfectly. In the previous 2 months, all maps I've created just froze when I tried running them.

In Maps wont Run by draining12:
Whenever I open CS 1.6, I click start new game and open my map. I click start local game server to try out my new map, and it freezes. This happens with every map I create, it just freezes as its loading. The maps are compiled successfully, but they just wont run. Any help would be highly appreciated :D


Compile Log :

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 handball
Entering handball.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 2 ] [ 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]

3 brushes (totalling 18 sides) discarded from clipping hulls
CreateBrush:
(0.00 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.01 seconds)

Using Wadfile: \program files (x86)\steam\steamapps\mafiaalbania\counter-strike\cstrike\cc_mission.wad
- Contains 0 used textures, 0.00 percent of map (77 textures in wad)
Using Wadfile: \program files (x86)\steam\steamapps\mafiaalbania\counter-strike\cstrike\de_vegas.wad
- Contains 0 used textures, 0.00 percent of map (101 textures in wad)
Using Wadfile: \misc\cs mapping\wads\brooklyn.wad
- Contains 0 used textures, 0.00 percent of map (40 textures in wad)
Using Wadfile: \misc\cs mapping\wads\cars.wad
- Contains 0 used textures, 0.00 percent of map (73 textures in wad)
Using Wadfile: \misc\cs mapping\wads\cc_lbc.wad
- Warning: Larger than expected texture (327212 bytes): 'YEK'
- Contains 2 used textures, 40.00 percent of map (27 textures in wad)
Using Wadfile: \misc\cs mapping\wads\citystreet.wad
- Warning: Larger than expected texture (261932 bytes): 'BROWN'
- Warning: Larger than expected texture (261932 bytes): 'WEDGEANTILLES'
- Warning: Larger than expected texture (229292 bytes): 'DISCLAIMER'
- Warning: Larger than expected texture (294572 bytes): 'THX'
- Warning: Larger than expected texture (294572 bytes): 'SORRY'
- Contains 0 used textures, 0.00 percent of map (47 textures in wad)
Using Wadfile: \misc\cs mapping\wads\cs_747.wad
- Contains 1 used texture, 20.00 percent of map (143 textures in wad)
Using Wadfile: \misc\cs mapping\wads\cs_assault.wad
- Contains 0 used textures, 0.00 percent of map (22 textures in wad)
Using Wadfile: \misc\cs mapping\wads\cs_ciudad.wad
- Contains 0 used textures, 0.00 percent of map (69 textures in wad)
Using Wadfile: \misc\cs mapping\wads\cs_country.wad
- Contains 0 used textures, 0.00 percent of map (40 textures in wad)
Using Wadfile: \misc\cs mapping\wads\cs_dangerous_mountain2.wad
- Contains 0 used textures, 0.00 percent of map (10 textures in wad)
Using Wadfile: \misc\cs mapping\wads\cs_dust.wad
- Contains 0 used textures, 0.00 percent of map (28 textures in wad)
Using Wadfile: \misc\cs mapping\wads\cs_factory.wad
- Contains 0 used textures, 0.00 percent of map (5 textures in wad)
Using Wadfile: \misc\cs mapping\wads\cs_globex.wad
- Contains 0 used textures, 0.00 percent of map (10 textures in wad)
Using Wadfile: \misc\cs mapping\wads\cs_haste.wad
- Contains 0 used textures, 0.00 percent of map (125 textures in wad)
Using Wadfile: \misc\cs mapping\wads\cs_island.wad
- Contains 0 used textures, 0.00 percent of map (9 textures in wad)
Using Wadfile: \misc\cs mapping\wads\cs_nightclub.wad
- Contains 0 used textures, 0.00 percent of map (24 textures in wad)
Using Wadfile: \misc\cs mapping\wads\cs_trainraid.wad
- Contains 0 used textures, 0.00 percent of map (16 textures in wad)
Using Wadfile: \misc\cs mapping\wads\cstrike.wad
- Contains 0 used textures, 0.00 percent of map (123 textures in wad)
Using Wadfile: \misc\cs mapping\wads\czcs_italy.wad
- Contains 0 used textures, 0.00 percent of map (199 textures in wad)
Using Wadfile: \misc\cs mapping\wads\czcs_militia.wad
- Contains 1 used texture, 20.00 percent of map (133 textures in wad)
Using Wadfile: \misc\cs mapping\wads\czde_chateau.wad
- Contains 0 used textures, 0.00 percent of map (138 textures in wad)
Using Wadfile: \misc\cs mapping\wads\czde_tides.wad
- Contains 0 used textures, 0.00 percent of map (74 textures in wad)
Using Wadfile: \misc\cs mapping\wads\czritual_standard.wad
- Contains 0 used textures, 0.00 percent of map (121 textures in wad)
Using Wadfile: \misc\cs mapping\wads\doors.wad
- Contains 0 used textures, 0.00 percent of map (17 textures in wad)
Using Wadfile: \misc\cs mapping\wads\halflife.wad
- Contains 1 used texture, 20.00 percent of map (3116 textures in wad)
Using Wadfile: \misc\cs mapping\wads\miscstuff.wad
- Contains 0 used textures, 0.00 percent of map (136 textures in wad)
Using Wadfile: \misc\cs mapping\wads\paintings.wad
- Contains 0 used textures, 0.00 percent of map (20 textures in wad)
Using Wadfile: \misc\cs mapping\wads\shoothouse.wad
- Contains 0 used textures, 0.00 percent of map (61 textures in wad)
Using Wadfile: \misc\cs mapping\wads\sign&pics.wad
- Contains 0 used textures, 0.00 percent of map (165 textures in wad)
Using Wadfile: \misc\cs mapping\wads\toyland.wad
- Contains 0 used textures, 0.00 percent of map (20 textures in wad)
Using Wadfile: \misc\cs mapping\wads\wood.wad
- Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: \misc\cs mapping\wads\xeno.wad
- Contains 0 used textures, 0.00 percent of map (264 textures in wad)
Using Wadfile: \misc\cs mapping\wads\tswad.wad
- Contains 0 used textures, 0.00 percent of map (29 textures in wad)
Using Wadfile: \misc\cs mapping\wads\torntextures.wad
- Warning: Larger than expected texture (240172 bytes): 'TK_STONEWALLHI'
- Warning: Larger than expected texture (306812 bytes): 'TK_CLAYROOF'
- Warning: Larger than expected texture (272812 bytes): '{TK_PLANTLG'
- Warning: Larger than expected texture (327212 bytes): '{TK_PLANTSM'
- Warning: Larger than expected texture (235412 bytes): 'TK_TORNMAP'
- Contains 0 used textures, 0.00 percent of map (162 textures in wad)
Using Wadfile: \misc\cs mapping\wads\decals.wad
- Contains 0 used textures, 0.00 percent of map (225 textures in wad)
Using Wadfile: \misc\cs mapping\wads\de_airstrip.wad
- Contains 0 used textures, 0.00 percent of map (69 textures in wad)
Using Wadfile: \misc\cs mapping\wads\fonts.wad
- Contains 0 used textures, 0.00 percent of map (3 textures in wad)
Using Wadfile: \misc\cs mapping\wads\gfx.wad
- Contains 0 used textures, 0.00 percent of map (7 textures in wad)
Using Wadfile: \misc\cs mapping\wads\itsitaly.wad
- Contains 0 used textures, 0.00 percent of map (99 textures in wad)
Using Wadfile: \misc\cs mapping\wads\prodigy.wad
- Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Using Wadfile: \misc\cs mapping\wads\n0th1ng.wad
- Contains 0 used textures, 0.00 percent of map (8 textures in wad)

Warning: More than 8 wadfiles are in use. (42)
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)
0.31 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 handball

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ 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 'handball.prt'
0.06 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 handball
29 portalleafs
64 numportals

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ 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:
(0.00 seconds)
LeafThread:
(0.00 seconds)
average leafs visible: 13
g_visdatasize:173 compressed from 116
0.03 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 handball

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 2 ] [ 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 ]


320 faces
Create Patches : 2753 base patches
0 opaque faces
38698 square feet [5572588.00 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 -----

In Read Now for Cs 1.6 new!! by RelaxX:
Please add to your favorites!
209.236.112.183:27015 - |SKe| Classic
209.236.112.183:27016 - |SKe| SoldierMod
209.236.112.183:27017 - |SKe| Custom Maps
209.236.112.183:27018 - |SKe| Zombie
209.236.112.183:27019 - |SKe| Deathmatch
209.236.112.183:27020 - |SKe| Rats
72.9.152.134:27019 - |SKe| hns
72.9.152.134:27018 - |SKe| 24/7scoutzknivez
72.9.152.134:27017 - |SKe| Deathrun
209.236.112.183:27018 - |SKe| Surf
72.9.152.134:27000 - |SKe| jailbreak
72.9.152.134:27001 - |SKe| paintball
72.9.152.134:27020 - |SKe| pokemod

Joinn forum : http://sk.cogia.net/index.php

In ERROR HELP! by tast:
@echo off
hlcsg -nowadtextures de_projekt
hlbsp de_projekt
hlvis de_projekt
hlrad de_projekt
copy de_projekt.bsp "D:\Program\Steam\steamapps\mrweezle\counter-strike\cstrike_swedish\maps"
pause
"D:\Program\Steam\Steam.exe" -applaunch 10 -dev +sv_cheats 1 +map de_projekt

In Half-Life Deathmatch by kitaramies94:
quick answer but don't understand anything about that.

just a lot of text to me... where should I put it? do I need to modify it?

I just want to create half-life deathmatch map. how can it be so different from cs maps

In Half-Life Deathmatch by Killer-Duck:
For Opposing Force, you'll probably want the Opposing Force fgd: http://www.half-life.deltauk.net/Files/FGDs/halflife-op4.fgd
Never made a map for Opposing Force myself, in worst case you could always look at how the official maps were made.

In Half-Life Deathmatch by kitaramies94:
Okay so I now enough about making maps for cs 1.6 and cz but if i'd like to create a map for Half-Life Opposing Force what do I need to know? Besides that you put player_starts all over the map and use weapon_*** entities?

In wierd error! by macogoo:
I think i fixed the problem.. but now an new showed up.



** Executing...
** Command: Change Directory
** Parameters: D:\Program\Steam\steamapps\mrweezle\counter-strike


** Executing...
** Command: Copy File
** Parameters: "C:\Documents and Settings\Ägaren\Skrivbord\allt skit\mappfiler\de_projekt.map" "D:\Program\Steam\steamapps\mrweezle\counter-strike\cstrike_swedish\maps\de_projekt.map"


** Executing...
** Command: D:\Program\VALVEH~1\tools\zhlt\hlcsg.exe
** Parameters: "D:\Program\Steam\steamapps\mrweezle\counter-strike\cstrike_swedish\maps\de_projekt"

hlcsg v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlcsg -----
Command line: D:\Program\VALVEH~1\tools\zhlt\hlcsg.exe D:\Program\Steam\steamapps\mrweezle\counter-strike\cstrike_swedish\maps\de_projekt
Entering D:\Program\Steam\steamapps\mrweezle\counter-strike\cstrike_swedish\maps\de_projekt.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

21 brushes (totalling 126 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.56 seconds)
SetModelCenters:
10%...20%...30%...50%...60%...70%...80%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.63 seconds)

Using Wadfile: \program\valve hammer editor\tools\zhlt\cs_havana.wad
- Contains 43 used textures, 46.24 percent of map (122 textures in wad)
Using Wadfile: \program\valve hammer editor\tools\zhlt\de_inferno.wad
- Contains 41 used textures, 44.09 percent of map (97 textures in wad)
Using Wadfile: \program\valve hammer editor\tools\zhlt\halflife.wad
- Contains 9 used textures, 9.68 percent of map (3116 textures in wad)

Error: Exceeded MAX_MAP_MIPTEX
Description: Texture memory usage on the map has exceeded the limit
Howto Fix: Merge similar textures, remove unused textures from the map


----- END hlcsg -----




** Executing...
** Command: D:\Program\VALVEH~1\tools\zhlt\hlbsp.exe
** Parameters: "D:\Program\Steam\steamapps\mrweezle\counter-strike\cstrike_swedish\maps\de_projekt"

hlbsp v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlbsp -----
Command line: D:\Program\VALVEH~1\tools\zhlt\hlbsp.exe D:\Program\Steam\steamapps\mrweezle\counter-strike\cstrike_swedish\maps\de_projekt
>> There was a problem compiling the map.
>> Check the file D:\Program\Steam\steamapps\mrweezle\counter-strike\cstrike_swedish\maps\de_projekt.log for the cause.

----- END hlbsp -----




** Executing...
** Command: D:\Program\VALVEH~1\tools\zhlt\hlvis.exe
** Parameters: "D:\Program\Steam\steamapps\mrweezle\counter-strike\cstrike_swedish\maps\de_projekt"

hlvis v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlvis -----
Command line: D:\Program\VALVEH~1\tools\zhlt\hlvis.exe D:\Program\Steam\steamapps\mrweezle\counter-strike\cstrike_swedish\maps\de_projekt
>> There was a problem compiling the map.
>> Check the file D:\Program\Steam\steamapps\mrweezle\counter-strike\cstrike_swedish\maps\de_projekt.log for the cause.

----- END hlvis -----




** Executing...
** Command: D:\Program\VALVEH~1\tools\zhlt\hlrad.exe
** Parameters: "D:\Program\Steam\steamapps\mrweezle\counter-strike\cstrike_swedish\maps\de_projekt"

hlrad v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlrad -----
Command line: D:\Program\VALVEH~1\tools\zhlt\hlrad.exe D:\Program\Steam\steamapps\mrweezle\counter-strike\cstrike_swedish\maps\de_projekt
>> There was a problem compiling the map.
>> Check the file D:\Program\Steam\steamapps\mrweezle\counter-strike\cstrike_swedish\maps\de_projekt.log for the cause.

----- END hlrad -----


Anyone knows the error cause?

In questions by Killer-Duck:
hueyjie said:
1. why do some maps come with a .res file and what is the use of the file?

2. why do some maps come with a .wad file? the texture of the map can't be stored in the map?

3. how to make players without pistols or knives at the beginning of the game?

4. what is the entity for an object to make it has an ability to heal players?

5. why we can't steal the textures of some maps using textract? eg. de_dust2

1. The .res-file is a list of custom files used by a map(eg. sound, textures, models, skies etc.). When a player connects to a server it will automatically download the files listed in the .res-file so the player can play your custom map. Read more: http://www.telefragged.com/wally/tutorials/res_files.html

2. Yes, textures can be embedded inside the .bsp-file. Reason for people not doing it: they don't know how to do it, they just forgot it or they don't give a fuck.

3. game_player_equip

5. Maybe a bug in textract? Also remember that not all textures de_dust2 uses are embedded in the bsp-file, it also uses some textures from cs_dust.wad and halflife.wad I believe.

In questions by sprinkles:
hueyjie said:
Thanks for your answers.

sprinkles said:
You can use the item_heathkit point entity.


No other entities that can heal players other than healthkits?


func_heathcharger

hueyjie said:
No other entities that can heal players other than healthkits?

sprinkles said:
Why do you want to steal peoples textures?


I wanted to edit the map de_dust2 and I need the original textures for it...

I have 1 more question, hope you can help to answer it:
How to we know that which .wad files belong to which maps? eg. de_vegas for fy_iceworld


That's what the res file is for, unfortunately most cs maps don't have res files, so you have to manually find each texture.

In questions by hueyjie:
Thanks for your answers.

sprinkles said:
You can use the item_heathkit point entity.


No other entities that can heal players other than healthkits?


sprinkles said:
Why do you want to steal peoples textures?


I wanted to edit the map de_dust2 and I need the original textures for it...

I have 1 more question, hope you can help to answer it:
How to we know that which .wad files belong to which maps? eg. de_vegas for fy_iceworld

In questions by sprinkles:
hueyjie said:
1. why do some maps come with a .res file and what is the use of the file?


It lets you know what resources the map needs.

hueyjie said:
2. why do some maps come with a .wad file? the texture of the map can't be stored in the map?


The textures can be stored inside the map or in a wad, it doesn't make a difference.

hueyjie said:
3. how to make players without pistols or knives at the beginning of the game?


Use the player_weaponstrip point entity.

hueyjie said:
4. what is the entity for an object to make it has an ability to heal players?


You can use the item_heathkit point entity.

hueyjie said:
5. why we can't steal the textures of some maps using textract? eg. de_dust2


Why do you want to steal peoples textures?

In questions by hueyjie:
1. why do some maps come with a .res file and what is the use of the file?

2. why do some maps come with a .wad file? the texture of the map can't be stored in the map?

3. how to make players without pistols or knives at the beginning of the game?

4. what is the entity for an object to make it has an ability to heal players?

5. why we can't steal the textures of some maps using textract? eg. de_dust2

In Finished map. by Down Rodeo:
I'm telling you I don't know but they are the ones that are there when you first install CounterStrike. So wads that match the name of the maps that come with the game, for instance. And Half-Life.wad, that sort of thing.

In Need fast help with this error ! by sprinkles:
If you went to that site and read a thing or two...

Exceeded MAX_PATCHES

When HLRAD runs, it takes all the visible faces in the game, and divides them into sections called patches. These patches are the textures used as the lightmaps for the world. There is a hard limit of 65535 patches that HLRAD can deal with. By default, a 64x64 game unit chunk of space is the size of one patch. If the texture scaling (not texture size) is larger or smaller, it will directly affect the lightmap size as well. This means a texture with scale of 2, will have at best 1/4th as many patches as a texture with a scale of 1.

Putting a 'box' around the level to protect from leaks is the most commmon cause of this error, beyond excessively large maps. The box causes vis to keep the faces on the outside which would normally be thrown away. These faces are then required to have lightmaps. Worst case, is that putting a box around the level will usually cause an extra 40-80% more lightmaps to be created than necessary.

Barring having a box, the other cause is large maps. The fixes are varied but can only help so far. Using -chop values larger than the default 64 for HLRAD will cause the lightmaps to be larger. However, for values larger than around 96 the lightmaps start looking bad, and will more prominently show the 'staircase' effect on shadows. Using a larger scale on large textures (dirt, rock walls, concrete) will help those large surfaces consume fewer lightmaps.


In CPL Maps by sprinkles:
Anyone know where I can get all the cpl maps?

In Source to Goldsource? by SuperJer:
Source maps usually have a lot of meshes, which can't be represented in Goldsource. I wouldn't be surprised if a Goldsource BSP decompiler got you sooooomething.

In Source to Goldsource? by sprinkles:
Yeah I saw that Killer. I'm not going to decompile maps, all the programs suck.

In Wad merge. by fedex _:
SRAW said:
Sushi said:
I forgot what textures I used in my maps.





lol...




In Wad merge. by SRAW:
Sushi said:
I forgot what textures I used in my maps.



In Wad merge. by Sushi:
I forgot what textures I used in my maps.

In Setting Up a Server by aaronjer:
I could always just hijack Subadar's computer and the password to de-encrypt your secret maps would likely auto-complete. Then I would have complete full control.

In superjer, Hey! by SuperJer:
Are you going to send me the God damned maps?

In superjer, Hey! by the_cloud_system:
sprinkles said:
Can you host some of my maps (for CS of course)?




we are avoiding the question >.>

In Did you know? by SRAW:
I thought you left fedex ...
and kd is apparently an admin in cs-maps.org forum

In superjer, Hey! by SuperJer:
sprinkles said:
I was going to mail you the cookies. But if the cookies are big do I get upload access, or if the maps are big?

Less talking MOAR COOKIES.

In superjer, Hey! by sprinkles:
I was going to mail you the cookies. But if the cookies are big do I get upload access, or if the maps are big?

In superjer, Hey! by SuperJer:
sprinkles said:
superjer said:
Yes. Send 'em on in. Or if they are big I can give you upload access.


Wait are you talking about the cookies or maps?


Put the cookies in the maps.

In superjer, Hey! by sprinkles:
superjer said:
Yes. Send 'em on in. Or if they are big I can give you upload access.


Wait are you talking about the cookies or maps?

In superjer, Hey! by sprinkles:
Can you host some of my maps (for CS of course)?

There's some peanut-butter cookies for you...

In camera by Sushi:
How do I setup a camera, like in jailbreak maps, you press E on the TV and you can see the room where the camera is. How do I make it move?

In by BSSacramenti:
Yeah i was a bit high when i did my question, and yeah it wasnt in the FAQ yet. (all over the internets they say its cuz of splintered brushes well that didnt help none)

just fyi i used some words like fuck because the first post i saw on this forum there was some dude calling someone else an asshole so i thought hey ill just blend in a bit :P


So yeah put it like this in the FAQ:
code

Why do i get the MAX_LEAF_FACES error when compiling?

Check for a splintered brush first, if you are sure you don't have this problem then you probably have a huge map with textures applied to your brushes. This is causing you to have too much faces and here is what you need to do:

1. Make sure you have nothing selected (SHIFT+Q is for deselecting)
2. click the Toggle Texture Application tool (or press SHIFT+A)
3. you now get a popup
4. ignoring the popup, but not clicking it away, click on one of your surfaces.
5. this surface is now selected, increase the X and Y scale to about 3-5. (with extremely huge maps you might even consider going to scale to 10 or beyond)
6. click the little red X on the popup
7. make sure the scaling is applied
8. repeat steps 1 - 7 for any huge surface.
9. save and compile again and your MAX_LEAF_FACES error should be gone.


In Private Maps by Outcast:
Mate de Vita said:
buq25 said:
superjer said:
Here's how:

Never let anyone else play your map.

That's the only way to copy protect music and movies. Same goes for maps.


Then the real f***ers are going to hack your computer like in those Hollywood movies, just to screw wit'cha.

Don't connect to the internet, silly.


hahahah

In Private Maps by Mate de Vita:
buq25 said:
superjer said:
Here's how:

Never let anyone else play your map.

That's the only way to copy protect music and movies. Same goes for maps.


Then the real f***ers are going to hack your computer like in those Hollywood movies, just to screw wit'cha.

Don't connect to the internet, silly.

In Private Maps by buq25:
superjer said:
Here's how:

Never let anyone else play your map.

That's the only way to copy protect music and movies. Same goes for maps.


Then the real f***ers are going to hack your computer like in those Hollywood movies, just to screw wit'cha.

In Private Maps by SuperJer:
Here's how:

Never let anyone else play your map.

That's the only way to copy protect music and movies. Same goes for maps.

In Change friction by enity? by buq25:
I have made my own challenge maps that requires the "sv_friction" to be 0 instead of 4. It also requires a gravity change but I've made that (trigger_gravity). So I'm wondering, is there any equal way to change the friction?

Would be grateful .

edit:spelling.

In Compiling by sosins:
@sprinkles : Here is a screen
http://img1.imageporter.com/i/00018/z3w8f5dxhlew.jpg

@SRAW : other maps start normally

In Compiling by SRAW:
Maybe it's something wrong with your compile log, can your cs start other maps, like de_dust2?

In Compiling by Rockbomb:
I'm gonna go ahead and assume your using a pirated version of cs.
If thats the case, the map probably compiled jsut fine, and is perfectly playable, but cs for whatever reason won't run it right from the whole batch-file-process... I ran into the same shit back when I was mapping.

Basically what I did though is set up my own server and go about testing the maps that way. It gets a bit tedious sometimes, but thats the only thing I could think of to do.

Other than that, maybe try getting a different version of cs.

Or if your copy isn't pirated, then everything I just said is most-likely completely irrelevant, and won't help at all

In Sticky water for CSS? by buq25:
Down Rodeo said:
So long as water is over 6 inches deep players won't get hurt, I think.

I've seen maps with less than 6 inches. Deffinately. I'll give it a test anyways.

In Problum with leaks by PaRaSiTe:
Ok, no more leaks, i started and made a new one, now im getting this, and it still wont start, do you guys see any errors thats causeing it not to run?



** Executing...
** Command: Change Directory
** Parameters: C:\Program Files (x86)\Steam\steamapps\sk8master690\counter-strike


** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\sk8master690\counter-strike\cstrike\maps\Shl_first.map" "C:\Program Files (x86)\Steam\steamapps\sk8master690\counter-strike\cstrike\maps\Shl_first.map"


** Executing...
** Command: C:\PROGRA~1\COMMON~1\tools\hlcsg.exe
** Parameters: "C:\Program Files (x86)\Steam\steamapps\sk8master690\counter-strike\cstrike\maps\Shl_first"

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~1\COMMON~1\tools\hlcsg.exe "C:\Program Files (x86)\Steam\steamapps\sk8master690\counter-strike\cstrike\maps\Shl_first"
Entering C:\Program Files (x86)\Steam\steamapps\sk8master690\counter-strike\cstrike\maps\Shl_first.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 2 ] [ 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:
50%... (0.00 seconds)
SetModelCenters:
50%... (0.02 seconds)
CSGBrush:
50%... (0.00 seconds)

Using Wadfile: \users\daniel\appdata\local\microsoft\windows\temporary internet files\content.ie5\ggvk34zv\halflife[1].wad
- Contains 1 used texture, 100.00 percent of map (3116 textures in wad)

Texture usage is at 0.00 mb (of 4.00 mb MAX)
0.06 seconds elapsed

----- END hlcsg -----




** Executing...
** Command: C:\PROGRA~1\COMMON~1\tools\hlbsp.exe
** Parameters: "C:\Program Files (x86)\Steam\steamapps\sk8master690\counter-strike\cstrike\maps\Shl_first"

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~1\COMMON~1\tools\hlbsp.exe "C:\Program Files (x86)\Steam\steamapps\sk8master690\counter-strike\cstrike\maps\Shl_first"

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ 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:\Program Files (x86)\Steam\steamapps\sk8master690\counter-strike\cstrike\maps\Shl_first.prt'
0.03 seconds elapsed

----- END hlbsp -----




** Executing...
** Command: C:\PROGRA~1\COMMON~1\tools\hlvis.exe
** Parameters: "C:\Program Files (x86)\Steam\steamapps\sk8master690\counter-strike\cstrike\maps\Shl_first"

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~1\COMMON~1\tools\hlvis.exe "C:\Program Files (x86)\Steam\steamapps\sk8master690\counter-strike\cstrike\maps\Shl_first"
1 portalleafs
0 numportals

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ 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:
(0.00 seconds)
LeafThread:
(0.00 seconds)
average leafs visible: 1
g_visdatasize:3 compressed from 1
0.00 seconds elapsed

----- END hlvis -----




** Executing...
** Command: C:\PROGRA~1\COMMON~1\tools\hlrad.exe
** Parameters: "C:\Program Files (x86)\Steam\steamapps\sk8master690\counter-strike\cstrike\maps\Shl_first"

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~1\COMMON~1\tools\hlrad.exe "C:\Program Files (x86)\Steam\steamapps\sk8master690\counter-strike\cstrike\maps\Shl_first"

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 2 ] [ 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~1\COMMON~1\tools\lights.rad']
[1 texlights parsed from 'C:\PROGRA~1\COMMON~1\tools\lights.rad']

6 faces
Create Patches : 0 base patches
0 opaque faces
0 square feet [0.00 square inches]
1 direct lights

BuildFacelights:
50%... (0.00 seconds)
visibility matrix : 0.0 megs
Warning: Attempting to allocate 0 bytes
BuildVisLeafs:
(0.00 seconds)
MakeScales:
(0.00 seconds)
SwapTransfers:
(0.00 seconds)
Transfer Lists : 0 transfers
Indices : 0 bytes
Indices : 0 bytes
Bounce 1 GatherLight:
(0.00 seconds)
FinalLightFace:
50%... (0.00 seconds)
0.02 seconds elapsed

----- END hlrad -----




** Executing...
** Command: C:\PROGRA~1\COMMON~1\tools\hlrad.exe
** Parameters: +map "Shl_first"

In Problum with leaks by PaRaSiTe:
I just started making maps, and when i try to compile it, i keep getting the error message


Warning: === LEAK in hull 0 ===
Entity info_player_deathmatch @ ( -64, 0,-192)
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


** Executing...
** Command: C:\PROGRA~1\COMMON~1\tools\hlvis.exe
** Parameters: "C:\Program Files (x86)\Steam\steamapps\sk8master690\counter-strike\cstrike\maps\Catpee"

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~1\COMMON~1\tools\hlvis.exe "C:\Program Files (x86)\Steam\steamapps\sk8master690\counter-strike\cstrike\maps\Catpee"
>> There was a problem compiling the map.
>> Check the file C:\Program Files (x86)\Steam\steamapps\sk8master690\counter-strike\cstrike\maps\Catpee.log for the cause.

----- END hlvis -----




** Executing...
** Command: C:\PROGRA~1\COMMON~1\tools\hlrad.exe
** Parameters: "C:\Program Files (x86)\Steam\steamapps\sk8master690\counter-strike\cstrike\maps\Catpee"

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~1\COMMON~1\tools\hlrad.exe "C:\Program Files (x86)\Steam\steamapps\sk8master690\counter-strike\cstrike\maps\Catpee"
>> There was a problem compiling the map.
>> Check the file C:\Program Files (x86)\Steam\steamapps\sk8master690\counter-strike\cstrike\maps\Catpee.log for the cause.

----- END hlrad -----




** Executing...
** Command: C:\PROGRA~1\COMMON~1\tools\hlrad.exe
** Parameters: +map "Catpee"



Im guessing its the leak thats not allowing me to play, but there are no holes in the map, and my spawn points and light are inside the map, anyone got any idea what the problum is?

In catpee.bat textpad.. help? by sjampagnebrus:
sjampagnebrus said:
This might be a stupid question, but I really cant figure it out:
Get learned on stage 7, it says: "Then double click on the file 'catpee.bat' to run it. "
When I duble click it, I just get a textpad

@echo off
hlcsg -nowadtextures catpee
hlbsp catpee
hlvis catpee
hlrad catpee
copy catpee.bsp "C:\Steam\SteamApps\\counter-strike\cstrike\maps"
pause
"C:\Steam\Steam.exe" -applaunch 10 -dev +sv_cheats 1 +map catpee

I have wroted that in the textpad, maked sure that everything is right. Help me?


In catpee.bat textpad.. help? by sjampagnebrus:
This might be a stupid question, but I really cant figure it out:
Get learned on stage 7, it says: "Then double click on the file 'catpee.bat' to run it. "
When I duble click it, I just get a textpad

@echo off
hlcsg -nowadtextures catpee
hlbsp catpee
hlvis catpee
hlrad catpee
copy catpee.bsp "C:\Steam\SteamApps\\counter-strike\cstrike\maps"
pause
"C:\Steam\Steam.exe" -applaunch 10 -dev +sv_cheats 1 +map catpee

I have wroted that in the textpad, maked sure that everything is right. Help me?

In hlvis: Error: Portal file 'catpee.prt' does not exist by Guitarreaper77:
everytime i go to compile my map i get this

Quote:
hlvis: Error: Portal file 'catpee.prt' does not exist, cannot vis the map


i dont know why and i really want to play my map but i cant i can only spectate it

here is my .log file

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 catpee
Entering catpee.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 2 ] [ 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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(0.00 seconds)
SetModelCenters:
(0.02 seconds)
CSGBrush:
(0.02 seconds)

Using Wadfile: \users\robert\desktop\counter strike maps\wads\halflife.wad
- Contains 7 used textures, 100.00 percent of map (3116 textures in wad)

added 4 additional animating textures.
Texture usage is at 0.16 mb (of 4.00 mb MAX)
0.06 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 catpee

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ 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: No entities exist in hull 0, no filling performed for this hull
Warning: No entities exist in hull 1, no filling performed for this hull
Warning: No entities exist in hull 2, no filling performed for this hull
Warning: No entities exist in hull 3, no filling performed for this hull
0.08 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 catpee
Error: Portal file 'catpee.prt' does not exist, cannot vis the map


----- 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 catpee
>> There was a problem compiling the map.
>> Check the file catpee.log for the cause.

----- END hlrad -----


plz help me






In Deathrun. Jump rope like object. by Sushi:
How do I make it? Like in deathrun maps. Those objects that goes in circle. Kind of like jump rope.

Like this:
http://yfrog.com/62helpzj

In Have the greatest idea for a map. HELP by Outcast:
eDan Co. said:
Maps for 50 players?


In css there are servers with 50 players.Not sure for 1.6 though.

In 2 different faces by nectar:
i have seen some maps in which1 wall have 2 faces and thar 1 face u can see through it and the other face no, in another words 1 face is transparent and the other opaque, and yes u can through the transparent fae as if the opaque wall isnt there

In Wow by aaronjer:
Do you need directions? Are there any landmarks nearby? I could google maps it up for you if you need it.

In One side is invisible. by Sushi:
Sorry for triple thread.

How do I make one side of a brush invincible? And the other is not.

Kind of like in deathrun maps? The button room.

I read the FAQ but, it didn't help me. :(

In my CS 1.3 map crashes while loading by wolf87:
when compiling my map everything goes fine but when i put the .bsp file in the counter strike maps folder and then entering the game.while i press create then choosing my map then ok after few seconds and not finishing the loading the load crashes and gets me outside the game to the pc desktop .

here is the .log file:

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:\DOCUME~1\wolf\Desktop\NEWFOL~1\NEWFOL~2\zhlt253\hlcsg.exe "C:\Documents and Settings\wolf\Desktop\New Folder\New Folder\11111"
Entering C:\Documents and Settings\wolf\Desktop\New Folder\New Folder\11111.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 2 ] [ 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:
(0.42 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(1.00 seconds)

Using Wadfile: \documents and settings\wolf\desktop\new folder\new folder (2)\wads\wads\blue_sky.wad
- Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: \documents and settings\wolf\desktop\new folder\new folder (2)\wads\wads\bo_s.wad
- Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: \documents and settings\wolf\desktop\new folder\new folder (2)\wads\wads\bo_samir.wad
- Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: \documents and settings\wolf\desktop\new folder\new folder (2)\wads\wads\church_.wad
- Contains 1 used texture, 2.13 percent of map (1 textures in wad)
Using Wadfile: \documents and settings\wolf\desktop\new folder\new folder (2)\wads\wads\church_mar_maroun.wad
- Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: \documents and settings\wolf\desktop\new folder\new folder (2)\wads\wads\cloudysky.wad
- Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: \documents and settings\wolf\desktop\new folder\new folder (2)\wads\wads\cstrike.wad
- Contains 0 used textures, 0.00 percent of map (123 textures in wad)
Using Wadfile: \documents and settings\wolf\desktop\new folder\new folder (2)\wads\wads\halflife.wad
- Contains 26 used textures, 55.32 percent of map (3116 textures in wad)
Using Wadfile: \documents and settings\wolf\desktop\new folder\new folder (2)\wads\wads\itsitaly.wad
- Contains 5 used textures, 10.64 percent of map (99 textures in wad)
Using Wadfile: \documents and settings\wolf\desktop\new folder\new folder (2)\wads\wads\kniset_mar_basilyous.wad
- Contains 1 used texture, 2.13 percent of map (1 textures in wad)
Using Wadfile: \documents and settings\wolf\desktop\new folder\new folder (2)\wads\wads\mery.wad
- Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: \documents and settings\wolf\desktop\new folder\new folder (2)\wads\wads\rock.wad
- Contains 1 used texture, 2.13 percent of map (1 textures in wad)
Using Wadfile: \documents and settings\wolf\desktop\new folder\new folder (2)\wads\wads\stars.wad
- Contains 1 used texture, 2.13 percent of map (1 textures in wad)
Using Wadfile: \documents and settings\wolf\desktop\new folder\new folder (2)\wads\wads\cached.wad
- Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Using Wadfile: \documents and settings\wolf\desktop\new folder\new folder (2)\wads\wads\cs_bdog.wad
- Contains 12 used textures, 25.53 percent of map (132 textures in wad)
Using Wadfile: \documents and settings\wolf\desktop\new folder\new folder (2)\wads\wads\decals.wad
- Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: \documents and settings\wolf\desktop\new folder\new folder (2)\wads\wads\fonts.wad
- Contains 0 used textures, 0.00 percent of map (3 textures in wad)
Using Wadfile: \documents and settings\wolf\desktop\new folder\new folder (2)\wads\wads\gfx.wad
- Contains 0 used textures, 0.00 percent of map (7 textures in wad)
Using Wadfile: \documents and settings\wolf\desktop\new folder\new folder (2)\wads\wads\liquids.wad
- Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: \documents and settings\wolf\desktop\new folder\new folder (2)\wads\wads\spraypaint.wad
- Contains 0 used textures, 0.00 percent of map (14 textures in wad)
Using Wadfile: \documents and settings\wolf\desktop\new folder\new folder (2)\wads\wads\xeno.wad
- Contains 0 used textures, 0.00 percent of map (264 textures in wad)
Including Wadfile: \documents and settings\wolf\desktop\new folder\new folder (2)\wads\wads\zhlt.wad
- Contains 0 used textures, 0.00 percent of map (7 textures in wad)

Warning: More than 8 wadfiles are in use. (22)
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.


added 5 additional animating textures.
Texture usage is at 1.67 mb (of 4.00 mb MAX)
2.00 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: C:\DOCUME~1\wolf\Desktop\NEWFOL~1\NEWFOL~2\zhlt253\hlbsp.exe "C:\Documents and Settings\wolf\Desktop\New Folder\New Folder\11111"

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ 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:\Documents and Settings\wolf\Desktop\New Folder\New Folder\11111.prt'
2.41 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: C:\DOCUME~1\wolf\Desktop\NEWFOL~1\NEWFOL~2\zhlt253\hlvis.exe "C:\Documents and Settings\wolf\Desktop\New Folder\New Folder\11111"
1281 portalleafs
4224 numportals

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ 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:
(1.03 seconds)
LeafThread:
(394.48 seconds)
average leafs visible: 370
g_visdatasize:147244 compressed from 206241
395.59 seconds elapsed [6m 35s]

----- 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: C:\DOCUME~1\wolf\Desktop\NEWFOL~1\NEWFOL~2\zhlt253\hlrad.exe "C:\Documents and Settings\wolf\Desktop\New Folder\New Folder\11111"

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 2 ] [ 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 ]


7883 faces
Create Patches : 62056 base patches
0 opaque faces
776567 square feet [111825736.00 square inches]
2 direct lights

BuildFacelights:
(28.09 seconds)
visibility matrix : 229.5 megs
BuildVisLeafs:
(148.56 seconds)
MakeScales:
(77.83 seconds)
SwapTransfers:
(19.53 seconds)
Transfer Lists : 110432952 : 110.43M transfers
Indices : 51813868 : 49.41M bytes
Data : 441731808 : 421.27M bytes
GatherLight:
(3.22 seconds)
FinalLightFace:
(2.08 seconds)
281.45 seconds elapsed [4m 41s]

----- END hlrad -----



if there anything that i can do please tell me.

In Map crashing the server. by sprinkles:
Jailbreak maps always suck.

In Stuck at "LeafThread".. by sprinkles:
Outcast said:
sprinkles said:
Outcast said:
sprinkles said:
What compile settings are you using? If you don't know post what is inside your bat file.


@echo off
hlcsg -nowadtextures Testthingy
hlbsp Testthingy
hlvis Testthingy
hlrad Testthingy
copy Testthingy.bsp "C:\Program Files\Steam\SteamApps\freedom757\counter-strike\cstrike\maps"
pause
"C:\Program Files\Steam\Steam.exe" -applaunch 10 -dev +sv_cheats 0 +map Testthingy



With those settings your map should not take more than 15-20 minutes unless 1) you're doing your final compile 2) you suck at mapping.

What process does it seem to take long on?
csg
bsp
vis
rad

If its csg then you have a lot of brushes or you have complex brushes.

If its bsp then your computer is slow.

If its vis then you have a huge map.

If its rad then your lighting is to complex or to much.


I think the Vis

BasePortalVis
xxxxxxxxx 10%...20%...........
Leafthread 10%... (this is where it fucks up and i wait forever).




Yea your map prolly is too large.

In Stuck at "LeafThread".. by Outcast:
sprinkles said:
Outcast said:
sprinkles said:
What compile settings are you using? If you don't know post what is inside your bat file.


@echo off
hlcsg -nowadtextures Testthingy
hlbsp Testthingy
hlvis Testthingy
hlrad Testthingy
copy Testthingy.bsp "C:\Program Files\Steam\SteamApps\freedom757\counter-strike\cstrike\maps"
pause
"C:\Program Files\Steam\Steam.exe" -applaunch 10 -dev +sv_cheats 0 +map Testthingy



With those settings your map should not take more than 15-20 minutes unless 1) you're doing your final compile 2) you suck at mapping.

What process does it seem to take long on?
csg
bsp
vis
rad

If its csg then you have a lot of brushes or you have complex brushes.

If its bsp then your computer is slow.

If its vis then you have a huge map.

If its rad then your lighting is to complex or to much.


I think the Vis

BasePortalVis
xxxxxxxxx 10%...20%...........
Leafthread 10%... (this is where it fucks up and i wait forever).


In Cannot execute specified program by vanstrat:
Heres the bat file (I think)

@echo off

hlcsg -nowadtextures catpee

hlbsp catpee

hlvis catpee

hlrad catpee

copy catpee.bsp "C:\Program Files\Steam\steamapps\vanstrat\counter-strike\cstrike\maps"

pause

"C:\Program Files\Steam\Steam.exe" -applaunch 10 -dev +sv_cheats 1 +map catpee

In Stuck at "LeafThread".. by sprinkles:
Outcast said:
sprinkles said:
What compile settings are you using? If you don't know post what is inside your bat file.


@echo off
hlcsg -nowadtextures Testthingy
hlbsp Testthingy
hlvis Testthingy
hlrad Testthingy
copy Testthingy.bsp "C:\Program Files\Steam\SteamApps\freedom757\counter-strike\cstrike\maps"
pause
"C:\Program Files\Steam\Steam.exe" -applaunch 10 -dev +sv_cheats 0 +map Testthingy



With those settings your map should not take more than 15-20 minutes unless 1) you're doing your final compile 2) you suck at mapping.

What process does it seem to take long on?
csg
bsp
vis
rad

If its csg then you have a lot of brushes or you have complex brushes.

If its bsp then your computer is slow.

If its vis then you have a huge map.

If its rad then your lighting is to complex or to much.

In Stuck at "LeafThread".. by Outcast:
sprinkles said:
What compile settings are you using? If you don't know post what is inside your bat file.


@echo off
hlcsg -nowadtextures Testthingy
hlbsp Testthingy
hlvis Testthingy
hlrad Testthingy
copy Testthingy.bsp "C:\Program Files\Steam\SteamApps\freedom757\counter-strike\cstrike\maps"
pause
"C:\Program Files\Steam\Steam.exe" -applaunch 10 -dev +sv_cheats 0 +map Testthingy

In Stuck at "LeafThread".. by Outcast:
Rockbomb said:
Outcast said:
By the way is there a faster way to compile maps?

Because sometimes it will take hours

Buy a better computer


CPU : Amd athlon 64 X2 5200 + 2.70 Ghz
RAM : 4x1 Gb Kingston at 800mhz
G card : ATI HD 4850 2D1G-OC

So this sucks for hammer?Or maybe i should use a nother cpu?

In Stuck at "LeafThread".. by Rockbomb:
Outcast said:
By the way is there a faster way to compile maps?

Because sometimes it will take hours

Buy a better computer

In Stuck at "LeafThread".. by Outcast:
By the way is there a faster way to compile maps?

Because sometimes it will take hours

In "MAP NAME " not found on the server..... by WeakLink:
make sure your map is in the Maps file.

In help needed:zombified: by SUSHANT:
using hammer I make one map and this is my first map but the problem is listed below:
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~1\COUNTE~1.6\ZHLTC~1\hlcsg.exe "d:\maps make by me\aim_me"
Entering d:\maps make by me\aim_me.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:
(0.00 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.02 seconds)

Using Wadfile: \program files\counter-strike 1.6\cstrike\ajawad.wad
- Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: \program files\counter-strike 1.6\cstrike\antispawn.wad
- Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: \program files\counter-strike 1.6\cstrike\cached.wad
- Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Using Wadfile: \program files\counter-strike 1.6\cstrike\chateau.wad
- Contains 0 used textures, 0.00 percent of map (136 textures in wad)
Using Wadfile: \program files\counter-strike 1.6\cstrike\copy of de_storm.wad
- Contains 1 used texture, 33.33 percent of map (74 textures in wad)
Using Wadfile: \program files\counter-strike 1.6\cstrike\cs_747.wad
- Contains 0 used textures, 0.00 percent of map (143 textures in wad)
Using Wadfile: \program files\counter-strike 1.6\cstrike\cs_assault.wad
- Contains 0 used textures, 0.00 percent of map (22 textures in wad)
Using Wadfile: \program files\counter-strike 1.6\cstrike\cs_bdog.wad
- Contains 0 used textures, 0.00 percent of map (132 textures in wad)
Using Wadfile: \program files\counter-strike 1.6\cstrike\cs_cbble.wad
- Contains 0 used textures, 0.00 percent of map (61 textures in wad)
Using Wadfile: \program files\counter-strike 1.6\cstrike\cs_dust.wad
- Contains 0 used textures, 0.00 percent of map (28 textures in wad)
Using Wadfile: \program files\counter-strike 1.6\cstrike\cs_havana.wad
- Contains 0 used textures, 0.00 percent of map (122 textures in wad)
Using Wadfile: \program files\counter-strike 1.6\cstrike\cs_office.wad
- Contains 1 used texture, 33.33 percent of map (102 textures in wad)
Using Wadfile: \program files\counter-strike 1.6\cstrike\cstraining.wad
- Contains 0 used textures, 0.00 percent of map (24 textures in wad)
Using Wadfile: \program files\counter-strike 1.6\cstrike\cstrike.wad
- Contains 0 used textures, 0.00 percent of map (123 textures in wad)
Using Wadfile: \program files\counter-strike 1.6\cstrike\de_airstrip.wad
- Contains 0 used textures, 0.00 percent of map (69 textures in wad)
Using Wadfile: \program files\counter-strike 1.6\cstrike\de_aztec.wad
- Warning: Larger than expected texture (348972 bytes): 'SPECIAL_THANKS'
- Warning: Larger than expected texture (348972 bytes): 'THANKS'
- Contains 0 used textures, 0.00 percent of map (24 textures in wad)
Using Wadfile: \program files\counter-strike 1.6\cstrike\de_f40cars.wad
- Contains 0 used textures, 0.00 percent of map (52 textures in wad)
Using Wadfile: \program files\counter-strike 1.6\cstrike\de_piranesi.wad
- Contains 0 used textures, 0.00 percent of map (160 textures in wad)
Using Wadfile: \program files\counter-strike 1.6\cstrike\de_storm.wad
- Contains 0 used textures, 0.00 percent of map (74 textures in wad)
Using Wadfile: \program files\counter-strike 1.6\cstrike\de_vertigo.wad
- Contains 0 used textures, 0.00 percent of map (19 textures in wad)
Using Wadfile: \program files\counter-strike 1.6\cstrike\decals.wad
- Contains 0 used textures, 0.00 percent of map (225 textures in wad)
Using Wadfile: \program files\counter-strike 1.6\cstrike\itsitaly.wad
- Contains 0 used textures, 0.00 percent of map (99 textures in wad)
Using Wadfile: \program files\counter-strike 1.6\cstrike\jos.wad
- Contains 0 used textures, 0.00 percent of map (24 textures in wad)
Using Wadfile: \program files\counter-strike 1.6\cstrike\n0th1ng.wad
- Contains 0 used textures, 0.00 percent of map (8 textures in wad)
Using Wadfile: \program files\counter-strike 1.6\cstrike\prodigy.wad
- Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Using Wadfile: \program files\counter-strike 1.6\cstrike\tempdecal.wad
- Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: \program files\counter-strike 1.6\cstrike\torntextures.wad
- Warning: Larger than expected texture (240172 bytes): 'TK_STONEWALLHI'
- Warning: Larger than expected texture (306812 bytes): 'TK_CLAYROOF'
- Warning: Larger than expected texture (272812 bytes): '{TK_PLANTLG'
- Warning: Larger than expected texture (327212 bytes): '{TK_PLANTSM'
- Warning: Larger than expected texture (235412 bytes): 'TK_TORNMAP'
- Contains 0 used textures, 0.00 percent of map (162 textures in wad)
Using Wadfile: \program files\counter-strike 1.6\cstrike\tswad.wad
- Contains 0 used textures, 0.00 percent of map (29 textures in wad)
Using Wadfile: \program files\counter-strike 1.6\cstrike\halflife.wad
- Contains 1 used texture, 33.33 percent of map (3116 textures in wad)
Error: Could not open wad file \maps make by me\halflife.wad
Error: Could not find WAD file
Description: The compile tools could not locate a wad file that the map was referencing.
Howto Fix: Make sure the wad's listed in the level editor actually all exist


Warning: More than 8 wadfiles are in use. (29)
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.



----- 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: C:\PROGRA~1\COUNTE~1.6\ZHLTC~1\hlbsp.exe "d:\maps make by me\aim_me"
>> There was a problem compiling the map.
>> Check the file d:\maps make by me\aim_me.log for the cause.

----- 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: C:\PROGRA~1\COUNTE~1.6\ZHLTC~1\hlvis.exe "d:\maps make by me\aim_me"
>> There was a problem compiling the map.
>> Check the file d:\maps make by me\aim_me.log for the cause.

----- 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: C:\PROGRA~1\COUNTE~1.6\ZHLTC~1\hlrad.exe "d:\maps make by me\aim_me"
>> There was a problem compiling the map.
>> Check the file d:\maps make by me\aim_me.log for the cause.

----- END hlrad -----


and in game like this:
map change failed: 'aim_me' not found on server

and when i check aim_me.log this shown like this:
hlcsg: Error: Could not open wad file \maps make by me\halflife.wad

hlcsg: Error: Could not find WAD file
Description: The compile tools could not locate a wad file that the map was referencing.
Howto Fix: Make sure the wad's listed in the level editor actually all exist


ya my map name is aim_me and this should not run what should i do now?
thnakx in advace

In Protect your map by Outcast:
I think he wants to put a message to those who don't know and give em some link to his website to have many views or something like that.But it's still really stupid because we make maps to play em not to "protect" them.Plus you could do what Killer-Duck said.Set a password on your server instead...

In how to guess the dimensions of the map by antimatter:
i can't guess the dimension of the map.... thats why whenever i create the maps its too big or too small ... HOW TO GUESS DIMENSIONS OF THE MAPS.....

In Website Compiler by bigmac:
If this would be possible that would be nice to have on here!!! for cs maps and css

In McDiddy's Game / SPARToR by sprinkles:
Down Rodeo said:
You talk slowly.


Im used to talking to dumb people.


New version fixed the bug.

What are the two text documents SPARToR makes when it runs, then turns around and deletes them?


Also, will there be a way to make maps for this (like mario or sonic)?

Because, I will be down with that.

In How to make your own texture? by Mate de Vita:
Grambo said:
Drag and drop your porn pictures into the wad file and wrap your entire map in a blanket of porn on the walls.

Surprisingly this is not far from what I see in about 30% of the maps people make nowadays.

In Can't end my map - don't got the launching file? by amseboy:
Hi guys, i have made this file catpee.bat and then i wrote:

@echo off
hlcsg -nowadtextures catpee
hlbsp catpee
hlvis catpee
hlrad catpee
copy catpee.bsp "C:\Programmer (x86)\Steam\SteamApps\arminsemanic\counter-strike\cstrike\maps"
pause
"C:\Steam\Steam.exe" -applaunch 10 -dev +sv_cheats 1 +map catpee

in it, but then it says in the tutorial that i should launche: Catpee.bat, at that's this file i just made..
So when i launch it i just open this textbox.. i really frustrating, i need help!

In Anyone know how to make a map that no can join it by Rockbomb:
bigmac said:

Only the map who created the map


First of all, maps don't create other maps.
Second of all, what would be the point of making a map that nobody can play?

In Some Questions. by sprinkles:
Outcast said:
1.How do i make a door that opens by a button?

2.How do i make something that will push me up?(Like the surf maps if you ve ever played).

3.How do i "Add" a new sky to a map that other players will be able to download it when the server is changing map?

4.Also how do i add a sound to a specific location/that when a player passes from it it starts playing?
I once tried it and failed really hard,in other words nothing happened xDD hahah


1:
Make your door, name it. Make a func_button that targets your door.

2:
Use the func_push.

3:
What are you talking about?

4:
Make an ambient_generic, name it. Make a func_trigger (or whatever it is called) and target the ambient generic.

In Protect your map by SRAW:
the only way it could have been done before(as you say) is serverside(an amx plugin)

any why would you need to protect your map anyway? its not like anyone is going play shitty maps like that and im being rude to you because i dont like how you claim you stayed up the whole night and googling and sounding like a total FORUM NEWBIE

In Some Questions. by the_cloud_system:
3.How do i "Add" a new sky to a map that other players will be able to download it when the server is changing map?


you relley cant thats a server side do-a-ma-jig your making maps that come with the sky

if you mean "how do i add a sky onto a map im making" then thats what we are here for

In Hammer, got to Map->Map Properties... and set environment map to "night" or another valid skybox name. Here are some CS sky names:

2desert
desert
backalley
badlands
blue
city1
cliff
cx
de_storm
Des
doom1
DrkG
dusk
forest
green
grnplsnt
hav
morningdew
office
show
showlake_
tornsky
TrainYard
tsccity_

In Some Questions. by bigmac:
1)How do i make a door that opens by a button?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1) Create a func_door or func_door_rotating (what ever your using)
2) then go to properties and give the door a NAME: "Door1" without the quotes...
3) Then Make a func_button
4) Then go to properties and find TARGET: "Door1" without the quotes
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~2) How do i make something that will push me up?(Like the surf maps if you ve ever played).
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


In Some Questions. by Outcast:
1.How do i make a door that opens by a button?

2.How do i make something that will push me up?(Like the surf maps if you ve ever played).

3.How do i "Add" a new sky to a map that other players will be able to download it when the server is changing map?

4.Also how do i add a sound to a specific location/that when a player passes from it it starts playing?
I once tried it and failed really hard,in other words nothing happened xDD hahah

In how do i control which way the door opens by xXJigsaw23Xx:
maLafis said:
im not new to making maps, i just havent made a map in over a year and i forgot alot of things. I want to know how do i make a door open a certain way that i want it to? for example, im making a map of my house and i want to have all the doors swing a certain way and i dont remember how to do it! please help

well have you tried turning the knob and applying force in the direction you want it to go? =O (Ignore this I dont deal with this hammer mapping junk)

In Cameras Help! by SuperJer:
Do any other maps use more than 3 cameras? Maybe it is a limitation of the game?

In how do i control which way the door opens by maLafis:
im not new to making maps, i just havent made a map in over a year and i forgot alot of things. I want to know how do i make a door open a certain way that i want it to? for example, im making a map of my house and i want to have all the doors swing a certain way and i dont remember how to do it! please help

In Hammer Stuff by Mate de Vita:
duh said:
1. Is it possible to copy a brush from one map to another?
Eg. I want to copy a vehicle from a.map to b.rmf.

2. Is it possible to convert .map to .rmf?

3. Is it possible to create a whirlwind?
Maybe using func_push?

4. How do you make the flashbang effect?
Some maps have flashbangs popping out of nowhere at a certain point and blinding you, like one of the NBnoobgames.

1) Yes, you can make it a prefab. Select the whole thing, then go to Tools->Create Prefab.

2) You can load the .map into hammer and then save it as .rmf.

3) Depends on what kind of whirlwind you want. You could make a simple one that raises you and spins you in a "circle" using func_push, yes.

4) My guess is it is done with sprites. Not sure about this one though.

In Hammer Stuff by duh:
1. Is it possible to copy a brush from one map to another?
Eg. I want to copy a vehicle from a.map to b.rmf.

2. Is it possible to convert .map to .rmf?

3. Is it possible to create a whirlwind?
Maybe using func_push?

4. How do you make the flashbang effect?
Some maps have flashbangs popping out of nowhere at a certain point and blinding you, like one of the NBnoobgames.

In AntonFifty Your Map by Grambo:
I'll help you compile your map, just upload another copy to MediaFire or another site so that I may download it and compile. I'll upload the .bsp file that results from the compiling process. Once I post a link that takes you to the uploaded .bsp file, you may download that file and place it in your Counter-Strike maps folder. The next time you start the game, your map should be listed. I don't mind compiling the map for you, but that doesn't mean my computer won't crash while trying. Nevertheless; I will attempt to render your map if you can post me a working link. I've read the rest of this discussion and none of the other links worked. So thats why I am asking for a link. With a link I will be able to download the .vmf file and open it in my version of hammer editor. Once I open it in Hammer editor I'll select the "run map" option and when I click that, the map will begin to compile. Hopefully the compile process window won't get the error
"(not responding)" when it reaches the "build face lights" section. I often get that error when I try to compile my own maps and I either have to restart hammer or open the task manager and end the process "vrad.exe". If I fail (which is likely) I'll type up some curse words in notepad and save them. Then, I'll copy and paste those words of curse on this forum and I'll give up.

In Adding Maps by bigmac:
aaronjer said:
I'll tell SuperJer. Don't get your hopes up, though, if it would take any real work it's probably not going to happen right now. We're very busy.


Okay Thanks I hope he does cause that would be cool seeing what other people maps look like, after getting help from you guys and just the know about on how they made that map


In Adding Maps by bigmac:
I think that it would nice to add maps on to this site that we made. Maybe you guys could consider making that possible

In Need help Compiling by bigmac:
I finally finish my map but its a jailbreak map and my computer is really really old and sucks for compiling maps could someone help me compile my map this will be its finish out look.

Thanks again


Heres the .wad files and jailbreak.map and .rmf
ONLY USE THE .WAD FILE
http://www.sendspace.com/file/nnsbzx
Now heres the jailbreak.map
http://www.sendspace.com/file/58p0qx

In compiling by bigmac:
WINNER!!!!!!

Who wants to compile my map for free <----- YES FREE 100% FREE



I would be so happy if you did this for me my computer is so slow at compiling maps

In hlvis: Error: Portal file 'TEST.prt' does not exist, cannot vis by xDarKen:
Im on the step where i run the batch file.

The "err" file says :
hlvis: Error: Portal file 'TEST.prt' does not exist, cannot vis the map

My map is called "TEST.map"

i dont even know where is TEST.prt .....

By the way im playing non-steam, this is my counter-strike location : C:\Program Files\Counter-Strike 1.6 V40

And i have no idea why my "hl" the half-life launcher is not working. But i can run half-life with the batch file - the one in counter strike folder.

One more question, why does the script in the "TEST.bat" says

@echo off
hlcsg -nowadtextures TEST
hlbsp TEST
hlvis TEST
hlrad TEST
copy TEST.bsp "C:\Program Files\Counter-Strike 1.6 V40\cstrike\maps"
cd "C:\Program Files\Counter-Strike 1.6 V40"
pause
hl -dev -console -game cstrike +sv_cheats 1 +map TEST

i dont understand the last "hl" part. and it doesnt work for me since that my "hl launcher" doesnt work.

so i changed to :

@echo off
hlcsg -nowadtextures TEST
hlbsp TEST
hlvis TEST
hlrad TEST
copy TEST.bsp "C:\Program Files\Counter-Strike 1.6 V40\cstrike\maps"
cd "C:\Program Files\Counter-Strike 1.6 V40"
pause
half-life -dev -console -game cstrike +sv_cheats 1 +map TEST

it runs half life but doesnt do anything more. (And im trying to use my map on counter-strike 1.6)

so i tried replacing the half-life part as "counter-strike", and it runs cs 1.6, but doesnt do anything more...

and i try to create my own game, with 1 bot and i change the map to "TEST" , it loads like half way then "Not Responding" .

hope that someone could help me~

Thanks for reading.


In I have no name :( by xDarKen:
Im on the step where i run the batch file.

The "err" file says :
hlvis: Error: Portal file 'TEST.prt' does not exist, cannot vis the map

My map is called "TEST.map"

i dont even know where is TEST.prt .....

By the way im playing non-steam, this is my counter-strike location : C:\Program Files\Counter-Strike 1.6 V40

And i have no idea why my "hl" the half-life launcher is not working. But i can run half-life with the batch file - the one in counter strike folder.

One more question, why does the script in the "TEST.bat" says

@echo off
hlcsg -nowadtextures TEST
hlbsp TEST
hlvis TEST
hlrad TEST
copy TEST.bsp "C:\Program Files\Counter-Strike 1.6 V40\cstrike\maps"
cd "C:\Program Files\Counter-Strike 1.6 V40"
pause
hl -dev -console -game cstrike +sv_cheats 1 +map TEST

i dont understand the last "hl" part. and it doesnt work for me since that my "hl launcher" doesnt work.

so i changed to :

@echo off
hlcsg -nowadtextures TEST
hlbsp TEST
hlvis TEST
hlrad TEST
copy TEST.bsp "C:\Program Files\Counter-Strike 1.6 V40\cstrike\maps"
cd "C:\Program Files\Counter-Strike 1.6 V40"
pause
half-life -dev -console -game cstrike +sv_cheats 1 +map TEST

it runs half life but doesnt do anything more. (And im trying to use my map on counter-strike 1.6)

so i tried replacing the half-life part as "counter-strike", and it runs cs 1.6, but doesnt do anything more...

and i try to create my own game, with 1 bot and i change the map to "TEST" , it loads like half way then "Not Responding" .

hope that someone could help me~

Thanks for reading.


In hlrad: Error by MartinMartin:
This is what happened when i was compiling my map right now. What does it mean and what do i have to do?... >.<

I really really really hate having to compile these frickin maps.. i think you should be able to save it as bsp in valve hammer from the beginning..

ah well, help anyone? Pretty please..


catpee.err:

hlrad: Error: Malformed face normal
Description: The texture alignment of a visible face is unusable
Howto Fix: If using Worldcraft, do a check for problems and fix any occurences of 'Texture axis perpindicular to face'



In Kinda stupid question by SolidKAYOS:
Outcast said:
SolidKAYOS said:
Outcast said:
huh?

You must be new. Don't mind me, i just try to humor you. Everyone is Too serious in this section. Liven up.


I just make some cs maps when i m bored that's all.

Well enjoy my fucking jokes and you wont be bored.

In Kinda stupid question by Outcast:
SolidKAYOS said:
Outcast said:
huh?

You must be new. Don't mind me, i just try to humor you. Everyone is Too serious in this section. Liven up.


I just make some cs maps when i m bored that's all.

In Elevator Help by sprinkles:
xD said:
And another question. How ARE other maps like cs_assault , de_dust2 and others only have 1 file that is .bsp . And my maps made have .bsp , .lin .prt .p0 .p1 .p2 .p3 and other. And if I dont put them all in maps folder in cstrike the map won"t load (it stops at "Creating Local Server") or it gets out of CS. How to put just the .bsp map to make it work?


The other files are generated for the compile. They store information such as lighting, brushes, etc.

In Elevator Help by fedex _:
xD said:
And another question. How ARE other maps like cs_assault , de_dust2 and others only have 1 file that is .bsp . And my maps made have .bsp , .lin .prt .p0 .p1 .p2 .p3 and other. And if I dont put them all in maps folder in cstrike the map won"t load (it stops at "Creating Local Server") or it gets out of CS. How to put just the .bsp map to make it work?


if it created a bsp , then only drag the bsp file into the maps folder and the extra wads you used

In Elevator Help by xD:
And another question. How ARE other maps like cs_assault , de_dust2 and others only have 1 file that is .bsp . And my maps made have .bsp , .lin .prt .p0 .p1 .p2 .p3 and other. And if I dont put them all in maps folder in cstrike the map won"t load (it stops at "Creating Local Server") or it gets out of CS. How to put just the .bsp map to make it work?

In Some of my Cs 1.6 Maps -.-' :D by Outcast:
tijuta said:
hey your maps are cool, but I have a little question ...
How do you make the maps? Cause im trying to make one but I cant play it I made a Firetruck http://www.superjer.com/forum/heeellpp_couldnt_open_towad.php

but it seems no one can help me :(


I learned here http://www.superjer.com/learn.php

It's a really cool guide step by step very easy

But some things like making a sky and some other stuff are not included but it's not very hard to do :D

In Some of my Cs 1.6 Maps -.-' :D by tijuta:
hey your maps are cool, but I have a little question ...
How do you make the maps? Cause im trying to make one but I cant play it I made a Firetruck http://www.superjer.com/forum/heeellpp_couldnt_open_towad.php

but it seems no one can help me :(

In HEEELLPP... "couldn't open to.wad" by tijuta:
Hello people, I'm new in this forum, I've been looking for a place like this but, is until now from a week ago that I found it, Thank you for existing :P

Well my problem is that I Compiled my map with VHE and everything went OK, until I tried to play it on CS 1.6 nonsteam, I couldn't. There poped a window with the message:

"Fatal Error/ Could't open to.wad"

then I tried another compiler, The Batch Compiler, but now it says:

"Mod_LoadBrushModel:maps/personaldo.bsp has wrong version number (571084155 should be 30)"

So, what do you think the problem is, can you help me? Plis?

thank you for your time :)

In Some of my Cs 1.6 Maps -.-' :D by Outcast:
Here are some links

Deagle map - http://www.fpsbanana.com/maps/122995 - (my most downloaded map heheh)

Shotgun room http://www.fpsbanana.com/maps/123066 -(a lil random but cool xD)

Knife map ( yeah i know these are knife shotgun deagle etc maps so don't whine :D but i ve made other stuff too) http://www.fpsbanana.com/maps/122881

Hope you enjoy and maybe inspired too xD

In sinking into func_tracktrain by ColinB:
I use Valve Hammer Editor 3.5 to make maps for Counter Strike 1.6 which includes func_tracktrain. Or do you mean Counter Strike 1.6 can't process the func_tracktrain entity correct? I might misunderstand you. Anyway what I mean is Counter Strike 1.6 does use func_tracktrain, right?

Edit:

It doesn't happen anymore. Although I don't know why.

In How to put Text in map (on walls or Floor) by sprinkles:
Also you should listen to what fps doug said, oh wait it was Killer:

Killer-Duck said:


If you would've read the first page of superjer's tutorial:

Quote:
This guide is NOT for CS:Source or HL2 etc.

This guide IS for original Counter-Strike (v1.6 or older).



You can't make 1.6-maps with the Source SDK.


This forum ain't for Source.

In expert.fgd by fedex _:
i work with source maps , you cannot find any expert fgd for sdk , you just have to use the one they have auto installed

In expert.fgd by Killer-Duck:
Ninjabojk said:
To install the expert.fgd I need to locate the Hammer/fgd/counter-strike folder. But I'm having problems finding it(i got it installed with sourcesdk on steam)?


If you would've read the first page of superjer's tutorial:

Quote:
This guide is NOT for CS:Source or HL2 etc.

This guide IS for original Counter-Strike (v1.6 or older).



You can't make 1.6-maps with the Source SDK.

In Spinning Fans by xD:
And just a 1 question more. How can I open maps in Valve Hammer Editor. Maps already made like cs_assault , de_dust2 or other.

In portal by the_cloud_system:
i dont know if you know where the wad files are but...ehh i want to know

trying to find maps place said:
any Valve game that is based on the Source engine, including Half Life 2, Portal, Counterstrike and even Team Fortress 2.

In Textures shown incorrect by ColinB:
I have another problem now. Counter Strike closes when I try to load my map and gives the following message: Warning: couldn't open merge1.wad.

By the way I merged some wads because I wanted to be able to use more textures. 'Merge1.wad's size is 80 mb and 'Merge2.wad's size is 110 mb. Maybe the sizes are too big? Could you help me with this please?


** Executing...
** Command: Change Directory
** Parameters: "C:\Program Files\Steam\steamapps\c_4ce\counter-strike"


** Executing...
** Command: C:\DOCUME~1\COLINB~1\MIJNDO~1\VALVEH~1\ZONERS~1\hlcsg.exe
** Parameters: "c:\documents and settings\colin breuer\mijn documenten\valve hammer editor\rmf\bushok"

hlcsg v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlcsg -----
Command line: C:\DOCUME~1\COLINB~1\MIJNDO~1\VALVEH~1\ZONERS~1\hlcsg.exe "c:\documents and settings\colin breuer\mijn documenten\valve hammer editor\rmf\bushok"
Entering c:\documents and settings\colin breuer\mijn documenten\valve hammer editor\rmf\bushok.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 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ 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:
40%...50%...60%...70%...80%...90%... (0.07 seconds)
SetModelCenters:
50%... (0.00 seconds)
CSGBrush:
10%...20%...50%...60%...70%... (0.16 seconds)

Using Wadfile: \wad-bestanden\merge1.wad
- Contains 10 used textures, 55.56 percent of map (2167 textures in wad)
Using Wadfile: \wad-bestanden\merge2.wad
- Warning: Larger than expected texture (348972 bytes): 'TL_GRY_CLEAN03'
- Warning: Larger than expected texture (348972 bytes): '{BAM_TREES03'
- Warning: Larger than expected texture (348972 bytes): 'SPECIAL_THANKS'
- Warning: Larger than expected texture (348972 bytes): 'THANKS'
- Warning: Larger than expected texture (240172 bytes): 'TK_STONEWALLHI'
- Warning: Larger than expected texture (306812 bytes): 'TK_CLAYROOF'
- Warning: Larger than expected texture (272812 bytes): '{TK_PLANTLG'
- Warning: Larger than expected texture (327212 bytes): '{TK_PLANTSM'
- Warning: Larger than expected texture (235412 bytes): 'TK_TORNMAP'
- Contains 8 used textures, 44.44 percent of map (5652 textures in wad)
Using Wadfile: \wad-bestanden\eigen.wad
- Contains 0 used textures, 0.00 percent of map (11 textures in wad)

Texture usage is at 0.36 mb (of 4.00 mb MAX)
0.30 seconds elapsed

----- END hlcsg -----




** Executing...
** Command: C:\DOCUME~1\COLINB~1\MIJNDO~1\VALVEH~1\ZONERS~1\hlbsp.exe
** Parameters: "c:\documents and settings\colin breuer\mijn documenten\valve hammer editor\rmf\bushok"

hlbsp v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlbsp -----
Command line: C:\DOCUME~1\COLINB~1\MIJNDO~1\VALVEH~1\ZONERS~1\hlbsp.exe "c:\documents and settings\colin breuer\mijn documenten\valve hammer editor\rmf\bushok"

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 ]
noopt [ 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 8192)


SolidBSP [hull 0] 112 (0.02 seconds)
BSP generation successful, writing portal file 'c:\documents and settings\colin breuer\mijn documenten\valve hammer editor\rmf\bushok.prt'
SolidBSP [hull 1] 79 (0.02 seconds)
SolidBSP [hull 2] 50 (0.00 seconds)
Warning: No entities exist in hull 2, no filling performed for this hull
SolidBSP [hull 3] 89 (0.02 seconds)
0.18 seconds elapsed

----- END hlbsp -----




** Executing...
** Command: C:\DOCUME~1\COLINB~1\MIJNDO~1\VALVEH~1\ZONERS~1\hlvis.exe
** Parameters: "c:\documents and settings\colin breuer\mijn documenten\valve hammer editor\rmf\bushok"

hlvis v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlvis -----
Command line: C:\DOCUME~1\COLINB~1\MIJNDO~1\VALVEH~1\ZONERS~1\hlvis.exe "c:\documents and settings\colin breuer\mijn documenten\valve hammer editor\rmf\bushok"
61 portalleafs
179 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%... (0.02 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.45 seconds)
average leafs visible: 51
g_visdatasize:487 compressed from 488
0.48 seconds elapsed

----- END hlvis -----




** Executing...
** Command: C:\DOCUME~1\COLINB~1\MIJNDO~1\VALVEH~1\ZONERS~1\hlrad.exe
** Parameters: "c:\documents and settings\colin breuer\mijn documenten\valve hammer editor\rmf\bushok"

hlrad v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlrad -----
Command line: C:\DOCUME~1\COLINB~1\MIJNDO~1\VALVEH~1\ZONERS~1\hlrad.exe "c:\documents and settings\colin breuer\mijn documenten\valve hammer editor\rmf\bushok"

-= 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 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
bounce dynamic light [ on ] [ on ]
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:\DOCUME~1\COLINB~1\MIJNDO~1\VALVEH~1\ZONERS~1\lights.rad']
[59 texlights parsed from 'C:\DOCUME~1\COLINB~1\MIJNDO~1\VALVEH~1\ZONERS~1\lights.rad']

299 faces
Create Patches : 770 base patches
0 opaque faces
3985 square feet [573888.00 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:\documents and settings\colin breuer\mijn documenten\valve hammer editor\rmf\bushok.bsp" "C:\Program Files\Steam\steamapps\c_4ce\counter-strike\cstrike_dutch\maps\bushok.bsp"


** Executing...
** Command: Copy File
** Parameters: "c:\documents and settings\colin breuer\mijn documenten\valve hammer editor\rmf\bushok.pts" "C:\Program Files\Steam\steamapps\c_4ce\counter-strike\cstrike_dutch\maps\bushok.pts"

In HTML nao! by Mate de Vita:
OK, now a bigger problem. First I made the website by trying out all paddings and other in pixels.
But that will only look the same with people who have the same resolution.
So I made a new site, this time using a table with width:100% and then four times <tr style="width:25%">blah blah</tr>.


This is what it looks like.
Now I'd be quite happy to call it a day and go with a site like this (after I finish with the pictures and links) but there's one more thing I'd like to do:
how do I get the pictures and text so that they're in the center of their respective cells (either horizontally only or both, horizontally and vertically)?

This is my table code right now:

HTML code
<table border=0 cellpadding=15px cellspacing=0 style="width:100%;margin:0 auto;float:left;"> <tr> <td style="width:25%"><h2>Required Software</h2></td> <td style="width:25%"><h2>CS Mapping Tutorials</h2></a> <td style="width:25%"><h2>3D Modelling</h2></td> <td style="width:25%"><h2>Upload your maps</h2></td> </tr> <tr> <td style="width:25%"><a href='http://themightyatom.nl/hldownloads/hammer_v34.exe' title="Valve Hammer Editor 3.4"><img alt='Valve Hammer Editor' src='./Slike/VHE2.jpg' width=150 height=150></a></td> <td style="width:25%"><a href='http://www.superjer.com/learn.php' title="Superjer's CS Mapping Guide - for complete newbies"><img alt="SuperJer's CS Mapping Tutorial" src='./Slike/superjer.png' width=205 height=150></a> <td style="width:25%"><a href='http://twhl.co.za/tutorial.php?id=147' title="Rimrook's Tutorial to the basics of 3D Modelling"><img alt='Rimrook's Tutorial' src='./Slike/rimrook.png' width=150 height=150></a></td> <td style="width:25%"><a href='http://twhl.co.za/tutorial.php?id=147' title="Rimrook's Tutorial to the basics of 3D Modelling"><img alt='Rimrook's Tutorial' src='./Slike/rimrook.png' width=150 height=150></a></td> </tr> <tr> <td style="width:25%"><a href='http://themightyatom.nl/hldownloads/zhlt34x86final.zip' title="ZHLT Compilers 3.4 32-bit"><img alt='32-bit ZHLT compilers' src='./Slike/ZHLT.jpg' width=150 height=150></a><a href='http://themightyatom.nl/hldownloads/zhlt34x64final.zip' title="ZHLT Compilers 3.4 64-bit"><img alt='64-bit ZHLT compilers' src='./Slike/ZHLT2.jpg' width=150 height=150></a></td> <td style="width:25%"><a href='http://twhl.co.za/tutorial.php?cat=1' title="TWHL's extensive guide collection"><img alt="TWHL Goldsource Mapping Tutorials" src='./Slike/twhl.png' width=150 height=150></a> <td style="width:25%"><a href='http://twhl.co.za/tutorial.php?id=147&page=2' title="Rimrook's more advanced 3D Modelling Tutorial"><img alt='Rimrook's Tutorial part 2' src='./Slike/rimrook2.png' width=150 height=150></a></td> <td style="width:25%"><a href='http://twhl.co.za/tutorial.php?id=147' title="Rimrook's Tutorial to the basics of 3D Modelling"><img alt='Rimrook's Tutorial' src='./Slike/rimrook.png' width=150 height=150></a></td> </tr> <tr> <td style="width:25%"><a href='http://themightyatom.nl/hldownloads/hammer_testbuild04.zip' title="VHE 3.5 - Executable file only"><img alt='News' src='./Slike/VHE.png' width=150 height=150></a></td> <td style="width:25%"><a href='http://countermap2.com/Tutorials/index.html' title="Counter-map's guide collection"><img alt='Counter-map CS Tutorials' src='./Slike/counter-map.png' width=185 height=150></a></td> <td style="width:25%"><a href='http://www.maprookie.com/random/gmaxandsmdplugins.zip' title="GMax - Free program for 3D Modelling"><img alt='GMax' src='./Slike/gmax.jpg' width=200 height=133></a></td> <td style="width:25%"><a href='http://www.maprookie.com/random/gmaxandsmdplugins.zip' title="GMax - Free program for 3D Modelling"><img alt='GMax' src='./Slike/gmax.jpg' width=200 height=133></a></td> </tr> </table>


P.S. Yes, I copied a little bit of code from superjer's homepage ('cause I don't know html).
Hopefully this isn't copyright theft, since I'm not going to distribute it.

In how can I make a 35hp tipe map?? by ryanli189:
SRAW said:
ryan dont listen to fedex, u see he is one of the assholes you will meet on this forum(others are mate de vate,cloud system,sloth, jake etc..)

yeah, dont bump and tell people about your great mapping skills

im not really a mapping skilled guy i just make Jail Break maps knife maps and defuse maps/ mission maps thats about it im not really skilled much but thanks

In how can I make a 35hp tipe map?? by ryanli189:
fedex _ said:
ryanli189 said:
Quote:
in the 35 HP maps u spawn in a box or something and u get hurt in it for 35 HP then it takes you down to the floor regularly...so u cant lose health. U probably did the hurt thing wrong

Quote:
1. Make a trigger_hurt OR game_player_hurt with a name like 'fred'. Set it to do 65 damage.
2. Make a multi_manager named 'game_player_spawn'. Have it target 'fred'. And check the multithreaded flag on the multi_manager (IMPORTANT!).


1.) Ok When you make a Trigger_hurt you go into the brushes properties and you click 'Name' and give it the name 'FRED' and then go to damage and set it to '65'

2.) then you click the entity button and find Multi_Manager and go to its properties and name it 'Game_player_spawn' and then click target and write 'fred.' and then at the top there are Tabs, click on the Flags and check Multithreaded.


Thats just a little more detailed then what SuperJer said but i also relized there is no 'Target' function on the Multi_manager...

Well im new here to help u but i think i know how maybe make a black room way on the out side of the map then on the ground of that make trigger_hurt and damage 65 after it touches it it teleports you to the spawn point u want!




ryan make sure you see how old this topic is , dont bring back old trucks to the top

Yo this problem isnt solved for other people so i might aswell make this post im not trying to be mean but yeah

In how can I make a 35hp tipe map?? by fedex _:
ryanli189 said:
Quote:
in the 35 HP maps u spawn in a box or something and u get hurt in it for 35 HP then it takes you down to the floor regularly...so u cant lose health. U probably did the hurt thing wrong

Quote:
1. Make a trigger_hurt OR game_player_hurt with a name like 'fred'. Set it to do 65 damage.
2. Make a multi_manager named 'game_player_spawn'. Have it target 'fred'. And check the multithreaded flag on the multi_manager (IMPORTANT!).


1.) Ok When you make a Trigger_hurt you go into the brushes properties and you click 'Name' and give it the name 'FRED' and then go to damage and set it to '65'

2.) then you click the entity button and find Multi_Manager and go to its properties and name it 'Game_player_spawn' and then click target and write 'fred.' and then at the top there are Tabs, click on the Flags and check Multithreaded.


Thats just a little more detailed then what SuperJer said but i also relized there is no 'Target' function on the Multi_manager...

Well im new here to help u but i think i know how maybe make a black room way on the out side of the map then on the ground of that make trigger_hurt and damage 65 after it touches it it teleports you to the spawn point u want!




ryan make sure you see how old this topic is , dont bring back old trucks to the top

In how can I make a 35hp tipe map?? by ryanli189:
Quote:
in the 35 HP maps u spawn in a box or something and u get hurt in it for 35 HP then it takes you down to the floor regularly...so u cant lose health. U probably did the hurt thing wrong

Quote:
1. Make a trigger_hurt OR game_player_hurt with a name like 'fred'. Set it to do 65 damage.
2. Make a multi_manager named 'game_player_spawn'. Have it target 'fred'. And check the multithreaded flag on the multi_manager (IMPORTANT!).


1.) Ok When you make a Trigger_hurt you go into the brushes properties and you click 'Name' and give it the name 'FRED' and then go to damage and set it to '65'

2.) then you click the entity button and find Multi_Manager and go to its properties and name it 'Game_player_spawn' and then click target and write 'fred.' and then at the top there are Tabs, click on the Flags and check Multithreaded.


Thats just a little more detailed then what SuperJer said but i also relized there is no 'Target' function on the Multi_manager...

Well im new here to help u but i think i know how maybe make a black room way on the out side of the map then on the ground of that make trigger_hurt and damage 65 after it touches it it teleports you to the spawn point u want!

In Call of Duty Modern Warfare Sequel by SolidKAYOS:
Down Rodeo said:
It's very little like Halo 3. Yes, you run around circular maps shooting mans, but it's a lot faster. None of this ridiculous shield nonsense. It's also a lot easier to get kill streaks, rather than Halo's mostly kill/die loop. No, in terms of playing, they *feel* so much different.

I didnt mean in terms of gameplay. I meant that, Halo2 was great for everyone then Halo 3 came out. It had some new things added to it and that was it. Got boring. Same for modernw2

In Call of Duty Modern Warfare Sequel by Down Rodeo:
It's very little like Halo 3. Yes, you run around circular maps shooting mans, but it's a lot faster. None of this ridiculous shield nonsense. It's also a lot easier to get kill streaks, rather than Halo's mostly kill/die loop. No, in terms of playing, they *feel* so much different.

In OMG lighting BS not working? by shawkz0rz:
ok when i run with vis and rad on normal the program becomes non responsive, i had to cntrl alt del and end the process to get it to respond again.... this is the log from that


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\h3ad_hun7er\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\h3ad_hun7er\counter-strike source\cstrike" "C:\Users\RAC\Desktop\maps\toujane_beta_3"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\h3ad_hun7er\counter-strike source\cstrike\materials
Loading C:\Users\RAC\Desktop\maps\toujane_beta_3.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\RAC\Desktop\maps\toujane_beta_3.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_borealis01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_borealis01rt"
Can't load skybox file skybox/sky_borealis01 to build the default cubemap!
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (270076 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 309 texinfos to 205
Reduced 51 texdatas to 51 (1157 bytes to 1157)
Writing C:\Users\RAC\Desktop\maps\toujane_beta_3.bsp
2 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\h3ad_hun7er\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\h3ad_hun7er\counter-strike source\cstrike" "C:\Users\RAC\Desktop\maps\toujane_beta_3"

Valve Software - vvis.exe (Nov 8 2007)
2 threads
reading c:\users\rac\desktop\maps\toujane_beta_3.bsp
reading c:\users\rac\desktop\maps\toujane_beta_3.prt
1770 portalclusters
6077 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (7)
PortalFlow: 0...1...2..
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\h3ad_hun7er\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\h3ad_hun7er\counter-strike source\cstrike" "C:\Users\RAC\Desktop\maps\toujane_beta_3"

Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\users\rac\desktop\maps\toujane_beta_3.bsp
No vis information, direct lighting only.
4307 faces
4 degenerate faces
674946 square feet [97192344.00 square inches]
0 displacements
0 square feet [0.00 square inches]
11 direct lights
BuildFacelights: 0...1...2...3.
** Executing...
** Command: Copy File
** Parameters: "C:\Users\RAC\Desktop\maps\toujane_beta_3.bsp" "c:\program files (x86)\steam\steamapps\h3ad_hun7er\counter-strike source\cstrike\maps\toujane_beta_3.bsp"

____________________________________-
i am running it again with vis and rad on fast to see what that gets....

In Wtf is this? by fedex _:
i used to work with source maps,


Error! prop_static using model "models/gm_forest/deadtrunk.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/gm_forest/deadtrunk.mdl"!


try removin those models and see if it works

In Cs Map on the way! by fedex _:
sprinkles said:
Send my blueprints or whatever and I'll get started, and why are there so many commas? I mean if you're going to have a run on sentence at least leave out the commas.

fedex _ said:
Well, I am half way done with my map, it is a KZ Map. If some of you remember I posted a N64 idea for a map; and, I am MAKING THE SUPER MARIO 64 CASTLE, lol. It is gonna take awhile so bare with me; I just finished the outside. I am tryin' to make it as neat as possible. Sprinkles I might need you to help me with the map, we can build it together, lol. Also I am gonna include Superjer and everyone else's name in this map- who are the people I mostly talk to. I will take some screen shots later, but ITS GONNA BE THE BEST KZ MAP TODAY! BELIEVE ME I have PLAYED A LOT of kz maps, AND NOTHING IS GONNA BEAT THIS MAP.




your an ass lol , ill upload them later on my other laptop . i am currently busy with some work, and i get those to u later asap

In Wtf is this? by EMO_with_AWP:
Didn't know we did source maps

In Wtf is this? by Sloth:

** Executing...
** Command: "c:\program files\steam\steamapps\jodle14@hotmail.com\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\jodle14@hotmail.com\day of defeat source\dod" "C:\Program Files\Steam\steamapps\jodle14@hotmail.com\sourcesdk_content\dod\mapsrc\Christmas_contest_6"

Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: c:\program files\steam\steamapps\jodle14@hotmail.com\day of defeat source\dod\materials
Loading C:\Program Files\Steam\steamapps\jodle14@hotmail.com\sourcesdk_content\dod\mapsrc\Christmas_contest_6.vmf
Can't find surfaceprop wet for material STONE/BLENDCOBBLEDIRT002A, using default
Patching WVT material: maps/christmas_contest_6/stone/blendcobbledirt002a_wvt_patch
Patching WVT material: maps/christmas_contest_6/ground/blenddirtsnow01_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 456 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing C:\Program Files\Steam\steamapps\jodle14@hotmail.com\sourcesdk_content\dod\mapsrc\Christmas_contest_6.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
material "bumgravy/bumgravy_wavesplash1" not found.
Building Physics collision data...
done (1) (635063 bytes)
Error! prop_static using model "models/gm_forest/deadtrunk.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/gm_forest/deadtrunk.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 2483 texinfos to 1149
Reduced 137 texdatas to 124 (6777 bytes to 6266)
Writing C:\Program Files\Steam\steamapps\jodle14@hotmail.com\sourcesdk_content\dod\mapsrc\Christmas_contest_6.bsp
15 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\jodle14@hotmail.com\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\jodle14@hotmail.com\day of defeat source\dod" -fast "C:\Program Files\Steam\steamapps\jodle14@hotmail.com\sourcesdk_content\dod\mapsrc\Christmas_contest_6"

Valve Software - vvis.exe (May 19 2009)
fastvis = true
2 threads
reading c:\program files\steam\steamapps\jodle14@hotmail.com\sourcesdk_content\dod\mapsrc\Christmas_contest_6.bsp
reading c:\program files\steam\steamapps\jodle14@hotmail.com\sourcesdk_content\dod\mapsrc\Christmas_contest_6.prt
1180 portalclusters
4006 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (4)
Optimized: 31985 visible clusters (0.00%)
Total clusters visible: 1242961
Average clusters visible: 1053
Building PAS...
Average clusters audible: 1180
visdatasize:355758 compressed from 358720
writing c:\program files\steam\steamapps\jodle14@hotmail.com\sourcesdk_content\dod\mapsrc\Christmas_contest_6.bsp
5 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\jodle14@hotmail.com\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\jodle14@hotmail.com\day of defeat source\dod" -noextra "C:\Program Files\Steam\steamapps\jodle14@hotmail.com\sourcesdk_content\dod\mapsrc\Christmas_contest_6"

Valve Software - vrad.exe SSE (May 19 2009)

Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[39 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\jodle14@hotmail.com\sourcesdk_content\dod\mapsrc\Christmas_contest_6.bsp
Setting up ray-trace acceleration structure... Done (8.42 seconds)
6723 faces
9 degenerate faces
2578124 square feet [371249856.00 square inches]
998 Displacements
611090 Square Feet [87996968.00 Square Inches]
6714 patches before subdivision
60918 patches after subdivision
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (135)
transfers 6567918, max 1813
transfer lists: 50.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1098 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (34)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (58)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 3/1024 144/49152 ( 0.3%)
brushes 1712/8192 20544/98304 (20.9%)
brushsides 13838/65536 110704/524288 (21.1%)
planes 7936/65536 158720/1310720 (12.1%)
vertexes 11962/65536 143544/786432 (18.3%)
nodes 2087/65536 66784/2097152 ( 3.2%)
texinfos 1149/12288 82728/884736 ( 9.4%)
texdata 124/2048 3968/65536 ( 6.1%)
dispinfos 998/0 175648/0 ( 0.0%)
disp_verts 30886/0 617720/0 ( 0.0%)
disp_tris 42112/0 84224/0 ( 0.0%)
disp_lmsamples 1705036/0 1705036/0 ( 0.0%)
faces 6723/65536 376488/3670016 (10.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 5969/65536 334264/3670016 ( 9.1%)
leaves 2091/65536 66912/2097152 ( 3.2%)
leaffaces 7148/65536 14296/131072 (10.9%)
leafbrushes 2879/65536 5758/131072 ( 4.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 56648/512000 226592/2048000 (11.1%)
edges 35051/256000 140204/1024000 (13.7%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 836/32768 8360/327680 ( 2.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 17703/65536 35406/131072 (27.0%)
cubemapsamples 63/1024 1008/16384 ( 6.2%)
overlays 6/512 2112/180224 ( 1.2%)
LDR lightdata [variable] 2447136/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 355758/16777216 ( 2.1%)
entdata [variable] 17700/393216 ( 4.5%)
LDR ambient table 2091/65536 8364/262144 ( 3.2%)
HDR ambient table 2091/65536 8364/262144 ( 3.2%)
LDR leaf ambient 1193/65536 33404/1835008 ( 1.8%)
HDR leaf ambient 2091/65536 58548/1835008 ( 3.2%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/23750 ( 0.0%)
pakfile [variable] 5586242/0 ( 0.0%)
physics [variable] 635063/4194304 (15.1%)
physics terrain [variable] 217494/1048576 (20.7%)

Level flags = 0

Total triangle count: 19299
Writing c:\program files\steam\steamapps\jodle14@hotmail.com\sourcesdk_content\dod\mapsrc\Christmas_contest_6.bsp
4 minutes, 0 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\jodle14@hotmail.com\sourcesdk_content\dod\mapsrc\Christmas_contest_6.bsp" "C:\Program Files\Steam\steamapps\jodle14@hotmail.com\day of defeat source\maps\Christmas_contest_6.bsp"

The command failed. Windows reported the error:
"Den angivne sti blev ikke fundet."

In Cs Map on the way! by sprinkles:
Send my blueprints or whatever and I'll get started, and why are there so many commas? I mean if you're going to have a run on sentence at least leave out the commas.

fedex _ said:
Well, I am half way done with my map, it is a KZ Map. If some of you remember I posted a N64 idea for a map; and, I am MAKING THE SUPER MARIO 64 CASTLE, lol. It is gonna take awhile so bare with me; I just finished the outside. I am tryin' to make it as neat as possible. Sprinkles I might need you to help me with the map, we can build it together, lol. Also I am gonna include Superjer and everyone else's name in this map- who are the people I mostly talk to. I will take some screen shots later, but ITS GONNA BE THE BEST KZ MAP TODAY! BELIEVE ME I have PLAYED A LOT of kz maps, AND NOTHING IS GONNA BEAT THIS MAP.


In A few More Noob Questions :) by Mate de Vita:
Outcast said:
1.When i Stand to the one side of the map i can't see sh*t on other side . I can only see clearly after i do 2-3 steps forward.What could the problem be?

Increase Maximum viewable distance in Map->Map properties.

Outcast said:
2.Can i make maps for Cz? (Yeah i know stupid question xD)

As far as I know CZ maps and CS 1.6 maps are the same.

Outcast said:
3.How do i add Buying area?

Make a brush (block) where you want your buying area to be, texture it with the AAATRIGGER texture. Then select it, press ctrl+t and select func_buyzone from the list.

Outcast said:
4.How do i add the bomb?

Make a func_bomb_target (the same way you created the func_buyzone) where you want the bombsite to be and the terrorists will automatically spawn with a bomb.

In A few More Noob Questions :) by Outcast:
1.When i Stand to the one side of the map i can't see sh*t on other side . I can only see clearly after i do 2-3 steps forward.What could the problem be?

2.Can i make maps for Cz? (Yeah i know stupid question xD)

3.How do i add Buying area?

4.How do i add the bomb?

***
I m new with this tool so don't hate me

In Gay. by Rockbomb:
Well, if you can figure out who it is, I'll try to get it back for you. If you have any friends that you had added on steam, have them talk to him and act like they hate you. Like have them send him a message and be like "Hey noob, still sucking ass at cs?" then he will say its not the normal person that uses that account or he might say he hacked it, then have them try to befriend the person that has it now. If you can get someone to do that, then you can get his username for other games and maybe msn and stuff, which I could use to find out who is his, and then I can probably get him to d/l iStealer or something.


Til then, you can always download a non-steam version of 1.6 to test your maps on. I use the DigitalZone version and it works good.

In I have no name :( by sprinkles:
ZHLT.info said:
When HLRAD runs, it takes all the visible faces in the game, and divides them into sections called patches. These patches are the textures used as the lightmaps for the world. There is a hard limit of 65535 patches that HLRAD can deal with. By default, a 64x64 game unit chunk of space is the size of one patch. If the texture scaling (not texture size) is larger or smaller, it will directly affect the lightmap size as well. This means a texture with scale of 2, will have at best 1/4th as many patches as a texture with a scale of 1.

Putting a 'box' around the level to protect from leaks is the most commmon cause of this error, beyond excessively large maps. The box causes vis to keep the faces on the outside which would normally be thrown away. These faces are then required to have lightmaps. Worst case, is that putting a box around the level will usually cause an extra 40-80% more lightmaps to be created than necessary.

Barring having a box, the other cause is large maps. The fixes are varied but can only help so far. Using -chop values larger than the default 64 for HLRAD will cause the lightmaps to be larger. However, for values larger than around 96 the lightmaps start looking bad, and will more prominently show the 'staircase' effect on shadows. Using a larger scale on large textures (dirt, rock walls, concrete) will help those large surfaces consume fewer lightmaps.

In How to add trees and vehicles? by Mate de Vita:
You mean the wads? Hmm... I can't seem to find them, mainly 'cause cs-maps.org is for some reason being a tard and wadfather is down due to some maintenance or something like that. You could try googling them or you could download the maps from somewhere and try using textract to get the wads out.
superjer said:
You need:
1) BSP file, de_odile.bsp
2) Textract program --> http://www.superjer.com/files/textract.zip
3) Put them in the same folder
4) Open a command window there
5) Type: textract de_odile.bsp de_odile.wad
6) Then use your fresh new .wad

Hope this helps.



In T's only get knife. by Mate de Vita:
Sushi said:
Mate de Vita said:
I haven't played the jailbreak mod but if weapons disappear when you drop them, it's almost certainly a server-side setting or a mod setting. If you can, try your map on another jailbreak server to see if the weapons still disappear.


They have members that made maps for them. And there map doesn't do that.

Hmmm... I see. So, in your map, do the weapons disappear regardless of where in the map you drop them, or does it happen just in certain areas of the map?


In Doors glitch? by Killer-Duck:
Sushi said:
Every time I hug the doors in my map (like touching it) and when someone tries to open it on the other side. It won't open.

Does it happen in other maps or only in yours?

In T's only get knife. by Sushi:
Mate de Vita said:
I haven't played the jailbreak mod but if weapons disappear when you drop them, it's almost certainly a server-side setting or a mod setting. If you can, try your map on another jailbreak server to see if the weapons still disappear.


They have members that made maps for them. And there map doesn't do that.

In What's "r_speed"? by Killer-Duck:
Sushi said:
Is it bad when it's high on maps?


Yes, but it depends on what you mean with "high". I think most of todays computer should be able to handle 800-1000 wpolys without much problem. But of course, the lower the better.

Also: http://twhl.co.za/tutorial.php?id=38



In What's "r_speed"? by Sushi:
Is it bad when it's high on maps?

In T's only get knife. by Sushi:
They already have maps that have been made by someone they know. And yes they have a Jailbreak plugin.

In hlfix by fedex _:
thx sprinkles this really helped on some maps.

In Is this a glitch or something? by Mate de Vita:
Slackiller said:
When hlrad runs, it takes all the visible faces in the game, and divides them into sections called patches. These patches are the textures used as the lightmaps for the world. There is a hard limit of 65535 patches that hlrad can deal with. By default, a 64x64 game unit chunk of space is the size of one patch. If the texture scaling (not texture size) is larger or smaller, it will directly affect the lightmap size as well. This means a texture with scale of 2, will have at best 1/4th as many patches as a texture with a scale of 1.

Putting a 'box' around the level to protect from leaks is the most commmon cause of this error, beyond excessively large maps. The box causes vis to keep the faces on the outside which would normally be thrown away. These faces are then required to have lightmaps. Worst case, is that putting a box around the level will usually cause an extra 40-80% more lightmaps to be created than necessary.

Barring having a box, the other cause is large maps. The fixes are varied but can only help so far.

* Remove any "box" from around your level and fight the leak leak leak war the right way.
* If you have not boxed in your level, then the #1 fix is running HLRAD with the -sparse flag - but compile will be slower.
* Using -chop values larger than the default 64 for hlrad will cause the light patches to be larger. However, for values larger than around 96 the map's lights start looking bad, and will more prominently show the 'staircase' effect on shadows.
* Using a larger scale on large textures (dirt, rock walls, concrete) will help those large surfaces consume fewer patches for lighting.

Did you make a box (skybox) around the whole map?

In hlcsg error by kitaramies94:
Log:

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 mapname
Entering mapname.map
Error: Missing '[' in texturedef (U)
Description: The map has a problem which must be fixed
Howto Fix: Check the file ZHLTProblems.html for a detailed explanation of this problem


----- 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 mapname
>> There was a problem compiling the map.
>> Check the file mapname.log for the cause.

----- 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 mapname
>> There was a problem compiling the map.
>> Check the file mapname.log for the cause.

----- 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 mapname
>> There was a problem compiling the map.
>> Check the file mapname.log for the cause.

----- END hlrad -----

BAT:

@echo off
hlcsg -nowadtextures mapname
hlbsp mapname
hlvis mapname
hlrad mapname
copy mapname.bsp "C:\Program Files\Valve\Steam\SteamApps\***\condition zero\czero\maps"

In Exceeded MAX_LEAF_FACES by zzz1123:
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 attack
Entering attack.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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(0.11 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.02 seconds)

Using Wadfile: \valve\condition zero\cstrike\cstrike.wad
- Contains 0 used textures, 0.00 percent of map (123 textures in wad)
Using Wadfile: \valve\condition zero\czero\czcs_office.wad
- Contains 0 used textures, 0.00 percent of map (305 textures in wad)
Using Wadfile: \valve\condition zero\valve\halflife.wad
- Contains 3 used textures, 100.00 percent of map (3116 textures in wad)
Using Wadfile: \valve\condition zero\czero\de_korea.wad
- Contains 0 used textures, 0.00 percent of map (91 textures in wad)

added 2 additional animating textures.
Texture usage is at 0.15 mb (of 4.00 mb MAX)
0.33 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 attack.map

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 'attack.prt'
Error: Exceeded MAX_LEAF_FACES
Description: This error is almost always caused by an invalid brush, by having huge rooms, or scaling a texture down to extremely small values (between -1 and 1)
Howto Fix: Find the invalid brush. Any imported prefabs, carved brushes, or vertex manipulated brushes should be suspect


----- 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 attack.map
>> There was a problem compiling the map.
>> Check the file attack.log for the cause.

----- 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 attack.map
>> There was a problem compiling the map.
>> Check the file attack.log for the cause.

----- END hlrad -----



hlbsp: Error: Exceeded MAX_LEAF_FACES
Description: This error is almost always caused by an invalid brush, by having huge rooms, or scaling a texture down to extremely small values (between -1 and 1)
Howto Fix: Find the invalid brush. Any imported prefabs, carved brushes, or vertex manipulated brushes should be suspect


@echo off
hlcsg -nowadtextures attack
hlbsp attack.map
hlvis attack.map
hlrad attack.map
copy attack.bsp "C:\Valve\Condition Zero\czero\maps"
cd C:\Valve\Condition Zero\czero
pause
hl -dev -console -game cstrike +sv_cheats 1 +map attack.map


Can anyone help? I checked, there are no entities outside the map, and I've tried deleting the spikes inside the map, yet theres still the problem.

In error:/ by macogoo:

** Executing...
** Command: Change Directory
** Parameters: C:\Program\Steam\steamapps\luvrianne\counter-strike


** Executing...
** Command: Copy File
** Parameters: "C:\Program\Steam\steamapps\ex3emealle\counter-strike\cstrike\wads\de_testas.map" "C:\Program\Steam\steamapps\luvrianne\counter-strike\cstrike_swedish\maps\de_testas.map"


** Executing...
** Command: Copy File
** Parameters: "C:\Program\Steam\steamapps\luvrianne\counter-strike\cstrike_swedish\maps\de_testas"

* Could not execute the command:
Copy File "C:\Program\Steam\steamapps\luvrianne\counter-strike\cstrike_swedish\maps\de_testas"
* Windows gave the error message:
"tkomst nekad."

** Executing...
** Command: Copy File
** Parameters: "C:\Program\Steam\steamapps\luvrianne\counter-strike\cstrike_swedish\maps\de_testas"

* Could not execute the command:
Copy File "C:\Program\Steam\steamapps\luvrianne\counter-strike\cstrike_swedish\maps\de_testas"
* Windows gave the error message:
"tkomst nekad."

** Executing...
** Command: Copy File
** Parameters: "C:\Program\Steam\steamapps\luvrianne\counter-strike\cstrike_swedish\maps\de_testas"

* Could not execute the command:
Copy File "C:\Program\Steam\steamapps\luvrianne\counter-strike\cstrike_swedish\maps\de_testas"
* Windows gave the error message:
"tkomst nekad."

** Executing...
** Command: Copy File
** Parameters: "C:\Program\Steam\steamapps\luvrianne\counter-strike\cstrike_swedish\maps\de_testas"

* Could not execute the command:
Copy File "C:\Program\Steam\steamapps\luvrianne\counter-strike\cstrike_swedish\maps\de_testas"
* Windows gave the error message:
"tkomst nekad."

In Won't load fully! by jayjaywray:
I have recently started making maps. But, whenever i try to load them once it says "starting local game server" it get's six notches up then freezes. I know it's not just slow because i left it like that for about 30 minutes with no avail. Any ideas? Thank you.

In Mapping F.A.Q - Please read before asking! by EMO_with_AWP:
Q: Why do I only have 1 view instead of 4?

There are two known possible fixes for this problem:

1. Tools->Options->General and make sure that "Load default windows with maps" is checked and that "Use independent window configurations" is unchecked.

2. View->Autosize 4 views (Or Ctrl+A) while map is loaded.

In Problem in hammer by kitaramies94:
At my last post I was decided to stop doing maps with hammer but now I want to start again...

New "firetruck" here. http://www.superjer.com/forum/stupid_graphic_card_problem.php#50043

In An map question :D by sprinkles:
Mate de Vita said:
sprinkles said:
Mate de Vita said:
You can embed your wads in your .bsp by adding -nowadtextures in your hlcsg line (if you're compiling using a batch file). Like this:
batch code
hlcsg -nowadtextures thisismymapname

You can also use the flag
batch code
-wadinclude wadname
instead to embed only a specific wad.


So you're saying that I have to wait so painfully long to download wads to play maps, because some person couldn't include that!?

Errr... yeah, pretty much. But the .bsp will naturally be larger if you choose to embed the wads than it would be without them.



Oh so we're talking roughly the same download time.

In An map question :D by Mate de Vita:
sprinkles said:
Mate de Vita said:
You can embed your wads in your .bsp by adding -nowadtextures in your hlcsg line (if you're compiling using a batch file). Like this:
batch code
hlcsg -nowadtextures thisismymapname

You can also use the flag
batch code
-wadinclude wadname
instead to embed only a specific wad.


So you're saying that I have to wait so painfully long to download wads to play maps, because some person couldn't include that!?

Errr... yeah, pretty much. But the .bsp will naturally be larger if you choose to embed the wads than it would be without them.

In de_ maps by sprinkles:
macogoo said:
Hello guys, i also wonder if there any nice guide for the basics on de_ maps, like how to start, tips and tricks and so on?

Thanks.



Actually I jus' found one yes'erday, but I can't remember where if I find it again I will direct you towards it.

It basically said:

The ct's should be closer to the bomb site to get there first

And well thats all I can remember

In An map question :D by sprinkles:
Mate de Vita said:
You can embed your wads in your .bsp by adding -nowadtextures in your hlcsg line (if you're compiling using a batch file). Like this:
batch code
hlcsg -nowadtextures thisismymapname

You can also use the flag
batch code
-wadinclude wadname
instead to embed only a specific wad.


So you're saying that I have to wait so painfully long to download wads to play maps, because some person couldn't include that!?

In de_ maps by macogoo:
Hello guys, i also wonder if there any nice guide for the basics on de_ maps, like how to start, tips and tricks and so on?

Thanks.

In Fatal Error? by someone:
sprinkles said:
someone said:
Compiling it to the desktop didnt work either. Can anyone just post their bat file? I think it would be easier



Try using the alternative compile tools Spoon

Also

sprinkles said:
someone said:
Anyone with steam have a good batch code for me? I really wanna work on a map and be able to compile it.



code
@echo off hlcsg -nowadtextures nothing hlbsp nothing hlvis nothing hlrad nothing copy nothing.bsp "C:\Program Files\Steam\SteamApps\MySecretUsername\counter-strike\cstrike\maps\" pause "C:\Program Files\Steam\Steam.exe" -applaunch 10 -dev +sv_cheats 1 +map nothing


How do i use this? :P

In Fatal Error? by sprinkles:
someone said:
Compiling it to the desktop didnt work either. Can anyone just post their bat file? I think it would be easier



Try using the alternative compile tools Spoon

Also

sprinkles said:
someone said:
Anyone with steam have a good batch code for me? I really wanna work on a map and be able to compile it.



code
@echo off hlcsg -nowadtextures nothing hlbsp nothing hlvis nothing hlrad nothing copy nothing.bsp "C:\Program Files\Steam\SteamApps\MySecretUsername\counter-strike\cstrike\maps\" pause "C:\Program Files\Steam\Steam.exe" -applaunch 10 -dev +sv_cheats 1 +map nothing


In Jailbreak by sprinkles:
someone said:
A jailbreak map usually has 15-20 spawns for T's (make them spawned with only knives) sometimes you can have a big cage with a couple of spawns. 1 cage could have a vent where T's could crawl through (which in jailbreak gets you killed) and theres 1 big button to open them all. Then theres lots of things to put in. Usually a big cage with 2 tables, and a pool. There is always a health room and a gunroom that are connected. You can have other fun things like a trampoline room a deathrun room a surf room a kz room a soccer field. Around the map there are vents where T's can crawl though. Sometimes there can be like a hidden Mac 10 or something. You can download a few jailbreak maps and see what theyre like. A good one is some1s_jailbreak

Edit: Also CT's spawn in the gunroom which of course, has guns.



Any ones you would recommend?

In Jailbreak by someone:
A jailbreak map usually has 15-20 spawns for T's (make them spawned with only knives) sometimes you can have a big cage with a couple of spawns. 1 cage could have a vent where T's could crawl through (which in jailbreak gets you killed) and theres 1 big button to open them all. Then theres lots of things to put in. Usually a big cage with 2 tables, and a pool. There is always a health room and a gunroom that are usally close to eachother. You can have other fun things like a trampoline room a deathrun room a surf room a kz room a soccer field. Around the map there are vents where T's can crawl though. Sometimes there can be like a hidden Mac 10 or something. You can download a few jailbreak maps and see what theyre like. A good one is some1s_jailbreak

Edit: Also CT's spawn in the gunroom which of course, has guns.

In Jailbreak by sprinkles:


So, jailbreak maps seem to be all the rage lately. So I figured I would jump aboard. However, I've ne'er played one so what is the concept of the map?

In wads by sprinkles:
sprinkles said:
sprinkles said:
sprinkles said:
Go with a modern slum kind of theme like de_hurge, except a little more spacey.




In wads by sprinkles:
sprinkles said:
sprinkles said:
Go with a modern slum kind of theme like de_hurge, except a little more spacey.



In wads by sprinkles:
sprinkles said:
Go with a modern slum kind of theme like de_hurge, except a little more spacey.


In wads by sprinkles:
Go with a modern slum kind of theme like de_hurge, except a little more spacey.

In Fatal Error? by fedex _:
u wanna make it easier.... COMPILE THE MAP TO THE DESKTOP AND DRAG IT TO YOUR MAPS FOLDER, MAYBE THAT WILL WORK,,,

In Fatal Error? by someone:
Down Rodeo said:
someone said:
@echo off
hlcsg -nowadtextures nothing
hlbsp nothing
hlvis nothing
hlrad nothing
copy nothing.bsp "C:\Program Files\Steam\SteamApps\lolcake345\counter-strike\cstrike\maps\"
pause
"C:\Program Files\Steam\Steam.exe" -applaunch 10 -dev +sv_cheats 1 +map nothing

You need to change this, an absolute path would be best, that being something like "C:\Program Files\Steam\steamapps\lolcake345\counter-strike\cstrike\maps\nothing.bsp".

Hmm still the same error.. am i doing something wrong?
I have my map file and my bat file both named as the same thing in my ZHLT folder.

In Help with slideing door. by awhippo:
What tip jail break map are you making.

jb_desert_v1: http://www.fpsbanana.com/maps/108383

jb_russia_v1: http://www.fpsbanana.com/maps/115052

I made them i would like to see yours.

In Fatal Error? by Down Rodeo:
someone said:
@echo off
hlcsg -nowadtextures nothing
hlbsp nothing
hlvis nothing
hlrad nothing
copy nothing.bsp "C:\Program Files\Steam\SteamApps\lolcake345\counter-strike\cstrike\maps\"
pause
"C:\Program Files\Steam\Steam.exe" -applaunch 10 -dev +sv_cheats 1 +map nothing

You need to change this, an absolute path would be best, that being something like "C:\Program Files\Steam\steamapps\lolcake345\counter-strike\cstrike\maps\nothing.bsp".

In Fatal Error? by someone:
@echo off
hlcsg -nowadtextures nothing
hlbsp nothing
hlvis nothing
hlrad nothing
copy nothing.bsp "C:\Program Files\Steam\SteamApps\lolcake345\counter-strike\cstrike\maps\"
pause
"C:\Program Files\Steam\Steam.exe" -applaunch 10 -dev +sv_cheats 1 +map nothing

In Fatal Error? by sprinkles:
someone said:
Anyone with steam have a good batch code for me? I really wanna work on a map and be able to compile it.



code
@echo off hlcsg -nowadtextures nothing hlbsp nothing hlvis nothing hlrad nothing copy nothing.bsp "C:\Program Files\Steam\SteamApps\MySecretUsername\counter-strike\cstrike\maps\" pause "C:\Program Files\Steam\Steam.exe" -applaunch 10 -dev +sv_cheats 1 +map nothing

In Fatal Error? by sprinkles:
someone said:
Well I looked in my counterstrike folder and my ZHLT folder but found nothing. Anyway heres my batch file

@echo off
hlcsg -nowadtextures nothing
hlbsp nothing
hlvis nothing
hlrad nothing
copy nothing.bsp "C:\Program Files\Steam\SteamApps\MySecretUsername\counter-strike\cstrike\maps\"
pause
"C:\Steam\Steam.exe" -applaunch 10 -dev +sv_cheats 1 +map nothing

Could anyone post sometihng good to put in my bat file? (sprinkles one didnt work)


Yea, mine wouldn't work, because I do not have Steam. Your Steam directory is the same as the above [that is "C:\Program Files\Steam\Steam.exe"]

You will also note that I added a backwards slash to your Copy command [in red] it may not be essential, but some programs are very picky about having that trailing \ [note :: that trailing slash only applies to folders - thus if you have a destination ending with a folder a backwards slash is used, however if your destination ends in a program or anything that is not a folder the backwards slash is not added to the end]

In Fatal Error? by someone:
Well I looked in my counterstrike folder and my ZHLT folder but found nothing. Anyway heres my batch file

@echo off
hlcsg -nowadtextures nothing
hlbsp nothing
hlvis nothing
hlrad nothing
copy nothing.bsp "C:\Program Files\Steam\SteamApps\MySecretUsername\counter-strike\cstrike\maps"
pause
"C:\Steam\Steam.exe" -applaunch 10 -dev +sv_cheats 1 +map nothing

Could anyone post sometihng good to put in my bat file? (sprinkles one didnt work)

In Fatal Error? by Killer-Duck:
Are you sure all the names in the bat-file matches the name of your .map-file? It's easy to forget to change the name somewhere in the bat-file when you compile different maps...

If the bsp doesn't get copied into the maps folder then the bsp is in the same folder where you got the compile-tools.

In SuperJer CS server by Rockbomb:
Server back up.
IP is still 192.168.0.2:27015
I won't be on it tonight, well not til' later anyway, so I will have it running 20minute rounds with a random map each time... if anyone wants to play on it.
Also, if there is any maps that people have made that they want on there, just let me know and give me a link

In SuperJer CS server by fedex _:
Rockbomb said:
Cool, I'm not the only one who'd like a server like this then
Well, I guess the next step is to see if this other guy has a server up and running. And if so, I know I have a couple maps I'd like to test out and see if they're fun or not with people. If not, then I'll get my server back online so we can start testin' stuff out.


By the way, if I set mine up, I'm not gonna put a password or anything on it. So don't think only people from this site can use it, have your friends and stuff play too
I just wanted it to be kinda a tool for this site, to help people see how their maps will work in action.



if you make a superjer cs server i will love you forever , and make some maps for superjer , when i get off work and i will start on one.

In SuperJer CS server by Rockbomb:
Cool, I'm not the only one who'd like a server like this then
Well, I guess the next step is to see if this other guy has a server up and running. And if so, I know I have a couple maps I'd like to test out and see if they're fun or not with people. If not, then I'll get my server back online so we can start testin' stuff out.


By the way, if I set mine up, I'm not gonna put a password or anything on it. So don't think only people from this site can use it, have your friends and stuff play too
I just wanted it to be kinda a tool for this site, to help people see how their maps will work in action.

In SuperJer CS server by Rockbomb:
Down Rodeo said:
I'm pretty certain SoopyJams has a server. At least, I've played on it once, dunno if it still runs.


Ah. Well if he's still got it going that'd be cool, otherwise I'm still down for running one. The one I gave the ip for in my first post I'll be running regardless, but if nobody else has one set up for this site, I'll make that one dedicated to stuff that people here made. Otherwise, it will just be maps that I make + other maps that I find fun.


Edit: My server crashed and I'm having problems getting it back up, so for the time being I'm just gonna leave it down.
If anyone shows some interest in having it running, I'll try to get it back up.

In Fatal Error? by Killer-Duck:
(I use Vista and I'm able to compile and copy files without any problems.)

And like MdV says, if it doesn't copy the file correctly you could just move it manually to the maps-folder.



In SuperJer CS server by Rockbomb:
We should have a server set up that uses maps people made on this site (If they are good enough), and that people on here can play on together. I would be willing to set up the server, but I can't guarantee that it will be up 24/7. But if I get a few people to confirm that they would play on it, I'll start have people sending their maps to me, and get it set up
I could have it for sure up throughout the weekdays, and most likely on weekends, but like I said, I can't guarantee it would ALWAYS be up.


Edit: Just as a test, and if anyone wants to mess around, here's the ip for a server I have set up 192.168.0.2:27015
I might be afk when you join in, if so just wait and I'll show up, I'll be checking to see if anyone joined in regularly

In Fatal Error? by someone:
This is whats in my bat file:
@echo off
hlcsg -nowadtextures nothing
hlbsp nothing
hlvis nothing
hlrad nothing
copy nothing.bsp "C:\Program Files\Steam\SteamApps\username\counter-strike\cstrike\maps"
pause
"C:\Program Files\Steam\Steam.exe" -applaunch 10 -dev +sv_cheats 1 +map nothing
(Note: Yes i did put my username where it says "username" i just changed it for this post)

And this is my compile log:

hlcsg v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlcsg -----
Command line: hlcsg -nowadtextures nothing
Entering nothing.map

Current hlcsg 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 [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ off ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ 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:
50%... (0.00 seconds)
SetModelCenters:
50%... (0.00 seconds)
CSGBrush:
50%... (0.00 seconds)

Using Wadfile: \program files\steam\steamapps\halflife.wad
- Contains 1 used texture, 100.00 percent of map (3116 textures in wad)

Texture usage is at 0.01 mb (of 4.00 mb MAX)
0.08 seconds elapsed

----- END hlcsg -----



hlbsp v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlbsp -----
Command line: hlbsp nothing

Current hlbsp 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 [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noopt [ 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 8192)


SolidBSP [hull 0] 21 (0.00 seconds)
BSP generation successful, writing portal file 'nothing.prt'
SolidBSP [hull 1] 23 (0.02 seconds)
SolidBSP [hull 2] 23 (0.00 seconds)
SolidBSP [hull 3] 23 (0.00 seconds)
0.03 seconds elapsed

----- END hlbsp -----



hlvis v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlvis -----
Command line: hlvis nothing
1 portalleafs
0 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 [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

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


BasePortalVis:
(0.00 seconds)
LeafThread:
(0.00 seconds)
average leafs visible: 0
g_visdatasize:3 compressed from 1
0.03 seconds elapsed

----- END hlvis -----



hlrad v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlrad -----
Command line: hlrad nothing

-= 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 [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
bounce dynamic light [ on ] [ on ]
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 'lights.rad']
[59 texlights parsed from 'lights.rad']

76 faces
Create Patches : 984 base patches
0 opaque faces
19057 square feet [2744320.00 square inches]
1 direct lights

BuildFacelights:
10%...30%...40%...50%...60%...80%...90%... (0.00 seconds)
visibility matrix : 0.1 megs
BuildVisLeafs:
(0.05 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.05 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.02 seconds)
Transfer Lists : 760608 : 760.61k transfers
Indices : 7056 : 6.89k bytes
Data : 3042432 : 2.90M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.03 seconds)
FinalLightFace:
10%...30%...40%...50%...60%...80%...90%... (0.03 seconds)
0.22 seconds elapsed

----- END hlrad -----



The system cannot find the file specified.
Press any key to continue . . .

In Fatal Error? by sprinkles:
someone said:
Well when I dont have a bsp file in my ZHLT folder it says: Specified file cannot be found.
Could anyone post what they put in their batch file (the tutorials causes the problem up there)


code
@echo off hlcsg -nowadtextures greece hlbsp greece hlvis greece hlrad greece copy greece.bsp "C:\Program Files\Counter Strike\Version 1.6\cstrike\maps" echo. echo finished pause :choice echo Are you sure u want to run map? (Y/N) set/p "cho=>" if %cho%==Y goto run if %cho%==y goto run if %cho%==n goto end if %cho%==N goto end echo Invalid choice. goto :choice :run cd "C:\Program Files\Counter Strike\Version 1.6" hl -dev -console -game cstrike +sv_cheats 1 +map greece exit :end exit


You may disregard the stuff in red that is additive, but the other stuff you need [minus the hl command].
The stuff in green may differ from yours.

If you're still having trouble with this post the contents of your batch file.

In Metal Gear maps by Rockbomb:
Hmmmm, I didn't even think about copyrights
I should still be alright to make them as long as I don't publicly release them though right? I'm just lookin' for some practice at map-making, and Metal Gear is my favorite game so I thought it would be to to try and remake some of those maps.

So for the door I'd have something like this, right?....

_________ <---Trigger_auto (I'm not seeing a Trigger_multiple)
_________ <---Func_door_roatating, where it is set to only open on trigger, and the trigger has the delay on it.

I was just looking at the attributes for the Func_door_rotating, and there is one called "Delay before fire". Would that delay it before it opens?

In Metal Gear maps by sprinkles:
Before you get into this and anyone posts answers to help you out I want to remind you of copyright infringement. The game is copyrighted, and thusly almost anything in the game [such as maps, custom sounds,characters,cut scenes, etc.] are also copyrighted.

Rockbomb said:
1.)Trapdoors - I could easily make a trapdoor on the floor where when you step on it, it opens and you fall through to your death. But in the game, it waits like half a second before dropping you through (so basically you can run across it without falling through, but if you stand on it you fall). And also, the door would need to close itself after someone falls through.


What are you using as the trigger? I would make a func_door and a trigger_multiple placing the trigger multiple jus' above the trap door and slightly bigger than it. Thus, the door actually gets triggered before the person is over it but do to the time delay it opens roughly when the person is over it. For a quick death make a
func_hurt with 100 in the shaft. As for the door closing set the 'delay before close' to 1 or 2 [default is 4]

Good luck on the rest, because I'm not sure.

In Metal Gear maps by Rockbomb:
So I got the idea to make a mini series of maps based on the Metal Gear Solid game, and I got to thinking about it and there are a few things that would be really cool to incorporate into them, but I'm not sure if they are possible.
1.)Trapdoors - I could easily make a trapdoor on the floor where when you step on it, it opens and you fall through to your death. But in the game, it waits like half a second before dropping you through (so basically you can run across it without falling through, but if you stand on it you fall). And also, the door would need to close itself after someone falls through.

2.)Laser fields - There is a couple rooms where there are lasers that you'd have to duck under/jump over to get through, but they are invisible unless you light a cigarette, and the smoke shows where the lasers are. If you touch them, you die. I wanted to do the same thing for the maps, but instead of cigarette smoke, you'd use a smoke grenade to reveal them. And instead of them killing you instantly like in the game, I want them to just reduce your health by like 30%.

3.)Sounds - Is there a way to modify the sounds for a certain map? Not just background music, but like the sounds for when you die and stuff. In metal gear whenever you get shot/hurt he makes a kinda grunting noise, I wanted to use that for when you get shot on the map. And there is also a noise I want to play every time you die.

I'm sure I have more questions, but I'm tired and can't remember, and I don't wanna bore everyone with a million questions, so those are the major ones. Thanks in advance for the help

In Making an outside map. by Rockbomb:
I've seen a lot of maps that are outside (not inside a building), and was wondering how you would make something like that with no leaks. My first guess would be to build the map, then build a big box around it with a clip texture, but I wanted to check before I go and build a map to find out I wasted my time.

By the way, thanks for not bein a bunch of douches, this is one of the few communities that haven't greeted me with "Your a faggot, gtfo"
So far everyones been actually very helpful

In Fatal Error? by sprinkles:
Wait did you change maps or jus' rename testmap to catpee ?

And, what did you mean by you didn't find it in your cs?

the_cloud_system said:
someone said:
Warning: === LEAK in hull 0 ===
Entity light @ ( 719,-693,-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



What Cloud was trying to say was go to 'map' click 'entity report'
scroll to your light(s) select one click 'go to' and see if its outside your map repeat for all 'light' entities until you find it.

In Fatal Error? by sprinkles:
"Mod_LoadBrushModel:maps/mapname.bsp has wrong version number [571084155 should be 30]" or Mod_LoadBrushModel: Sprites(lgtning.spr has wrong version number (0 should be 30)

Here are a few of the problems that popped up under this situation:
You may have errors in your compile, if not then,
Your pak0pak.pak file may be corrupted?
Maybe the wrong game version?
Wrong WC/Hammer version? Earlier versions of WC were particularly prone to this. Use WC 3.3 or Hammer!
Maybe another compile will make it go away, or not? And make sure you have the most up-to-date version of zoner's compiling tools....
You may have a bad model - like one from another mod or game, or you once installed a custom one? Or you may have a corrupted sprite or model?
Have you installed a patch recently? It might be bad....

From
http://www.slackiller.com/tommy14/errors.htm#wrongversion
||
Post your compile log.


camaXo said:
I found the solution. In hammer, i click in Map, the in map properties. I just change the mapversion from 220 to 30 and now it work.


In Fatal Error? by someone:
I started making maps today so this is pretty nooby :P
When i try to run my map it closes my game and says this:

Mod_LoadBrushModel: maps/testmap.bsp has a wrong version number
(571084155 should be 30)

In Sliding glass doors by Mate de Vita:
random site said:
What is the Spirit of Half-Life? This is an often asked question, but it's more easy to answer what it is not. It is not a mod that adds special new game modes or styles of play. It is not fast paced multiplayer team based action, like so many other mods these days. So what is it? The Spirit of Half-Life mod is an extension of the original Half-Life code, extended in directions requested and suggested by the mapping community. Want to make doors that move on trains? Spirit has it. Want more control over NPCs? Spirit has it. Better scripting? Spirit. Logic entities? Spirit. Weather? Spirit.

Spirit of Half-Life is available by itself as a mod that mappers can use to make outstanding maps for, or as source code that can be used as the basis for a new mod, or merged into an existing mod.

In The Official Omegle Truck by sprinkles:
Connecting to server...
You're now chatting with a random stranger. Say hi!
Stranger: hey
You: hello
Stranger: asl?
You: yes those are my three favourite letters in the alphabet
Your conversational partner has disconnected.

:::::::::::::::::::::::::::::::::::::::::::::::::::::

Connecting to server...
You're now chatting with a random stranger. Say hi!
You: hello
Stranger: 18 m usa... ask me 3 questions and i will answer honestly... ;)
You: Has there ever been a man on the moon?
Your conversational partner has disconnected.
::::::::::::::::::::::::::::::::::::::::::::::::::::--
Connecting to server...
You're now chatting with a random stranger. Say hi!
Stranger: Hey
You: hello
Stranger: m/f?
You: im a lampshade
Stranger: bahah.
Stranger: thts cool
Stranger: :)
Stranger: what colours ur shade then?
You: maroon
Stranger: wow.
Stranger: are you for sale?
Stranger: i wanna shuvv the stick up my ass.
Your conversational partner has disconnected.
:::::::::::::::::::::::::::::::::;;--
Connecting to server...
You're now chatting with a random stranger. Say hi!
You: hello
Stranger: hi
Stranger: m or f
You: im a lampshade
Stranger: no cos im a light bulb maybe u could turn me on
Your conversational partner has disconnected.
::::::::::::::::::::::::::::--:::::::::::::
Connecting to server...
Looking for someone you can chat with. Hang on.
You're now chatting with a random stranger. Say hi!
Stranger: gay male looking for a guy
You: hello
Your conversational partner has disconnected.
::::::::::::::::::;;;000000000000000000
Connecting to server...
You're now chatting with a random stranger. Say hi!
Stranger: hi
You: hello
Stranger: asl
You: yes those are my three favourite letters in the alphabet
You: how did you know?
Stranger: are u male or female
You: i am a lampshade
Stranger: gud 4 u
Stranger: hey i already talked to u before
You: ah you caught me
Stranger: u must spend alot of time on dis
You: ive been on for like 10 min
Stranger: ya but like u go on everyday
Stranger: and u will b on now for a few hours
You: no actually i have to make some cs maps
You: so ill be on for like 10 more min
Stranger: wtf is cs maps
You: counter strike
Stranger: oh
Stranger: ha u lie
::::::::::::::::::::::llllll
Connecting to server...
Looking for someone you can chat with. Hang on.
You're now chatting with a random stranger. Say hi!
Stranger: heyy
You: hello
Stranger: age?
You: 109
You: yours?
Your conversational partner has disconnected.
pppppppppppppppppppppppppppppppppppppppppppdick
Connecting to server...
Looking for someone you can chat with. Hang on.
You're now chatting with a random stranger. Say hi!
You: hello
Stranger: Hey.
You: how are you?
Stranger: Good really bored kinda. Hbu?
You: Why so bored?
Stranger: There's nothing to do and I'm just sitting here.
You: so touch yourself
You: haha no not while your talking to me
Stranger: Oooie I touched myself haha jk.
Stranger: I wouldn't do that... =?
Stranger: =/
You: and why not?
You: its healthy you know
Stranger: Well, there's times I guess just by other people....
Stranger: Why do you touch yourself???? =/
You: of course
You: you dont?
Stranger: I wouldn't tell you... jk
Your conversational partner has disconnected.
[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]
Connecting to server...
Looking for someone you can chat with. Hang on.
You're now chatting with a random stranger. Say hi!
You: hello
Stranger: hi
Stranger: where r u from?
You: my mothers womb
You: you?
Stranger: same
You: good answer
Stranger: which country do u from/
You: why would i tell someone with such bad grammer
You: ?
Stranger: r u a teacher?
You: um it doesnt take an idiot to learn grammer dude
Stranger: you motherfucker suck my cock
You: mother and fucker are two different words man
Stranger: i am sure that u get novel prize in grammer if there is prize for grammer
You: am not that great at grammer, you jus' suck
Stranger: lado
Your conversational partner has disconnected.

In uhhhh.... by Gobble Gobble:

** Executing...
** Command: Change Directory
** Parameters: C:\Program Files\Steam\steamapps\dullboy6\counter-strike


** Executing...
** Command: Copy File
** Parameters: "C:\Users\john\Desktop\DwF_Jailbreak.map" "C:\Program Files\Steam\steamapps\dullboy6\counter-strike\cstrike\maps\DwF_Jailbreak.map"


** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\hlcsg.exe
** Parameters: "C:\Program Files\Steam\steamapps\dullboy6\counter-strike\cstrike\maps\DwF_Jailbreak"

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~1\VALVEH~1\tools\hlcsg.exe "C:\Program Files\Steam\steamapps\dullboy6\counter-strike\cstrike\maps\DwF_Jailbreak"
Entering C:\Program Files\Steam\steamapps\dullboy6\counter-strike\cstrike\maps\DwF_Jailbreak.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 2 ] [ 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]

8 brushes (totalling 48 sides) discarded from clipping hulls
CreateBrush:
10%...20%...Error: Entity 0, Brush 58: outside world(+/-4096): (173,808,24)-(224,10000,57)
Error: Entity 0, Brush 59: outside world(+/-4096): (174,-10000,24)-(224,792,57)
Error: brush outside world
Description: The map has a problem which must be fixed
Howto Fix: Check the file ZHLTProblems.html for a detailed explanation of this problem

Error: Entity 0, Brush 59: outside world(+/-4096): (158,-10016,-12)-(240,808,93)
Error: Entity 0, Brush 58: outside world(+/-4096): (157,792,-12)-(240,10016,93)
Error: Entity 0, Brush 59: outside world(+/-4096): (142,-10032,-8)-(256,824,89)
Error: Entity 0, Brush 58: outside world(+/-4096): (141,776,-8)-(256,10032,89)
Error: Entity 0, Brush 59: outside world(+/-4096): (158,-10016,6)-(240,808,75)
Error: Entity 0, Brush 58: outside world(+/-4096): (157,792,6)-(240,10016,75)
Error: Entity 0, Brush 60: outside world(+/-4096): (518,-10000,24)-(569,792,57)
Error: Entity 0, Brush 60: outside world(+/-4096): (502,-10016,-12)-(585,808,93)
Error: Entity 0, Brush 60: outside world(+/-4096): (486,-10032,-8)-(601,824,89)
Error: Entity 0, Brush 60: outside world(+/-4096): (502,-10016,6)-(585,808,75)
Error: Entity 0, Brush 61: outside world(+/-4096): (520,808,24)-(570,10000,57)
Error: Entity 0, Brush 61: outside world(+/-4096): (504,792,-12)-(586,10016,93)
Error: Entity 0, Brush 61: outside world(+/-4096): (488,776,-8)-(602,10032,89)
Error: Entity 0, Brush 61: outside world(+/-4096): (504,792,6)-(586,10016,75)
Error: Entity 0, Brush 66: outside world(+/-4096): (515,856,23)-(10000,874,32)
Error: Entity 0, Brush 66: outside world(+/-4096): (499,840,-13)-(10016,890,68)
Error: Entity 0, Brush 66: outside world(+/-4096): (483,824,-9)-(10032,906,64)
Error: Entity 0, Brush 66: outside world(+/-4096): (499,840,5)-(10016,890,50)
Error: Entity 0, Brush 67, Side 3: has a coplanar plane at (515, 876, 32), texture TRRM_WOOD2
Error: Entity 0, Brush 68: outside world(+/-4096): (435,856,23)-(10000,874,32)
Error: Entity 0, Brush 67, Side 4: plane with no normal
Error: Entity 0, Brush 67: outside world(+/-4096): (-10000,856,22)-(10000,876,32)
Error: Entity 0, Brush 67: outside world(+/-4096): (-10016,840,-14)-(10016,892,68)
Error: Entity 0, Brush 67: outside world(+/-4096): (-10032,824,-10)-(10032,908,64)
Error: Entity 0, Brush 67: outside world(+/-4096): (-10016,840,4)-(10016,892,50)
Error: Entity 0, Brush 69, Side 3: has a coplanar plane at (435, 876, 32), texture TRRM_WOOD2
Error: Entity 0, Brush 69, Side 4: plane with no normal
Error: Entity 0, Brush 69: outside world(+/-4096): (-10000,856,22)-(10000,876,32)
Error: Entity 0, Brush 68: outside world(+/-4096): (419,840,-13)-(10016,890,68)
Error: Entity 0, Brush 69: outside world(+/-4096): (-10016,840,-14)-(10016,892,68)
Error: Entity 0, Brush 69: outside world(+/-4096): (-10032,824,-10)-(10032,908,64)
Error: Entity 0, Brush 69: outside world(+/-4096): (-10016,840,4)-(10016,892,50)
30%...Error: Entity 0, Brush 70: outside world(+/-4096): (349,856,23)-(10000,874,32)
Error: Entity 0, Brush 70: outside world(+/-4096): (333,840,-13)-(10016,890,68)
Error: Entity 0, Brush 70: outside world(+/-4096): (317,824,-9)-(10032,906,64)
Error: Entity 0, Brush 70: outside world(+/-4096): (333,840,5)-(10016,890,50)
Error: Entity 0, Brush 71, Side 3: has a coplanar plane at (349, 876, 32), texture TRRM_WOOD2
Error: Entity 0, Brush 71, Side 4: plane with no normal
Error: Entity 0, Brush 71: outside world(+/-4096): (-10000,856,22)-(10000,876,32)
Error: Entity 0, Brush 71: outside world(+/-4096): (-10016,840,-14)-(10016,892,68)
Error: Entity 0, Brush 71: outside world(+/-4096): (-10032,824,-10)-(10032,908,64)
Error: Entity 0, Brush 71: outside world(+/-4096): (-10016,840,4)-(10016,892,50)
Error: Entity 0, Brush 72: outside world(+/-4096): (264,856,23)-(10000,874,32)
Error: Entity 0, Brush 72: outside world(+/-4096): (248,840,-13)-(10016,890,68)
Error: Entity 0, Brush 72: outside world(+/-4096): (232,824,-9)-(10032,906,64)
Error: Entity 0, Brush 72: outside world(+/-4096): (248,840,5)-(10016,890,50)
Error: Entity 0, Brush 73, Side 3: has a coplanar plane at (264, 876, 32), texture TRRM_WOOD2
Error: Entity 0, Brush 73, Side 4: plane with no normal
Error: Entity 0, Brush 73: outside world(+/-4096): (-10000,856,22)-(10000,876,32)
Error: Entity 0, Brush 73: outside world(+/-4096): (-10016,840,-14)-(10016,892,68)
Error: Entity 0, Brush 73: outside world(+/-4096): (-10032,824,-10)-(10032,908,64)
Error: Entity 0, Brush 73: outside world(+/-4096): (-10016,840,4)-(10016,892,50)
Error: Entity 0, Brush 75, Side 3: has a coplanar plane at (239, 724, 32), texture TRRM_WOOD2
Error: Entity 0, Brush 75, Side 4: plane with no normal
Error: Entity 0, Brush 75: outside world(+/-4096): (-10000,724,22)-(10000,744,32)
Error: Entity 0, Brush 75: outside world(+/-4096): (-10016,708,-14)-(10016,760,68)
Error: Entity 0, Brush 75: outside world(+/-4096): (-10032,692,-10)-(10032,776,64)
Error: Entity 0, Brush 75: outside world(+/-4096): (-10016,708,4)-(10016,760,50)
Error: Entity 0, Brush 76: outside world(+/-4096): (-10000,726,23)-(239,744,32)
Error: Entity 0, Brush 76: outside world(+/-4096): (-10016,710,-13)-(255,760,68)
Error: Entity 0, Brush 76: outside world(+/-4096): (-10032,694,-9)-(271,776,64)
Error: Entity 0, Brush 76: outside world(+/-4096): (-10016,710,5)-(255,760,50)
Error: Entity 0, Brush 78, Side 3: has a coplanar plane at (319, 724, 32), texture TRRM_WOOD2
Error: Entity 0, Brush 78, Side 4: plane with no normal
Error: Entity 0, Brush 78: outside world(+/-4096): (-10000,724,22)-(10000,744,32)
Error: Entity 0, Brush 68: outside world(+/-4096): (403,824,-9)-(10032,906,64)
Error: Entity 0, Brush 68: outside world(+/-4096): (419,840,5)-(10016,890,50)
Error: Entity 0, Brush 79: outside world(+/-4096): (-10000,726,23)-(319,744,32)
Error: Entity 0, Brush 79: outside world(+/-4096): (-10016,710,-13)-(335,760,68)
Error: Entity 0, Brush 79: outside world(+/-4096): (-10032,694,-9)-(351,776,64)
Error: Entity 0, Brush 79: outside world(+/-4096): (-10016,710,5)-(335,760,50)
Error: Entity 0, Brush 81, Side 3: has a coplanar plane at (405, 724, 32), texture TRRM_WOOD2
Error: Entity 0, Brush 81, Side 4: plane with no normal
Error: Entity 0, Brush 81: outside world(+/-4096): (-10000,724,22)-(10000,744,32)
Error: Entity 0, Brush 81: outside world(+/-4096): (-10016,708,-14)-(10016,760,68)
Error: Entity 0, Brush 81: outside world(+/-4096): (-10032,692,-10)-(10032,776,64)
Error: Entity 0, Brush 81: outside world(+/-4096): (-10016,708,4)-(10016,760,50)
Error: Entity 0, Brush 82: outside world(+/-4096): (-10000,726,23)-(405,744,32)
Error: Entity 0, Brush 82: outside world(+/-4096): (-10016,710,-13)-(421,760,68)
Error: Entity 0, Brush 82: outside world(+/-4096): (-10032,694,-9)-(437,776,64)
Error: Entity 0, Brush 82: outside world(+/-4096): (-10016,710,5)-(421,760,50)
Error: Entity 0, Brush 84, Side 3: has a coplanar plane at (490, 724, 32), texture TRRM_WOOD2
Error: Entity 0, Brush 84, Side 4: plane with no normal
Error: Entity 0, Brush 84: outside world(+/-4096): (-10000,724,22)-(10000,744,32)
Error: Entity 0, Brush 84: outside world(+/-4096): (-10016,708,-14)-(10016,760,68)
Error: Entity 0, Brush 84: outside world(+/-4096): (-10032,692,-10)-(10032,776,64)
Error: Entity 0, Brush 84: outside world(+/-4096): (-10016,708,4)-(10016,760,50)
Error: Entity 0, Brush 85: outside world(+/-4096): (-10000,726,23)-(490,744,32)
Error: Entity 0, Brush 85: outside world(+/-4096): (-10016,710,-13)-(506,760,68)
Error: Entity 0, Brush 85: outside world(+/-4096): (-10032,694,-9)-(522,776,64)
Error: Entity 0, Brush 85: outside world(+/-4096): (-10016,710,5)-(506,760,50)
Error: Entity 0, Brush 87: outside world(+/-4096): (174,-10000,24)-(224,536,57)
Error: Entity 0, Brush 87: outside world(+/-4096): (158,-10016,-12)-(240,552,93)
Error: Entity 0, Brush 87: outside world(+/-4096): (142,-10032,-8)-(256,568,89)
Error: Entity 0, Brush 87: outside world(+/-4096): (158,-10016,6)-(240,552,75)
Error: Entity 0, Brush 88: outside world(+/-4096): (173,552,24)-(224,10000,57)
Error: Entity 0, Brush 88: outside world(+/-4096): (157,536,-12)-(240,10016,93)
Error: Entity 0, Brush 78: outside world(+/-4096): (-10016,708,-14)-(10016,760,68)
Error: Entity 0, Brush 78: outside world(+/-4096): (-10032,692,-10)-(10032,776,64)
Error: Entity 0, Brush 78: outside world(+/-4096): (-10016,708,4)-(10016,760,50)
Error: Entity 0, Brush 89: outside world(+/-4096): (520,552,24)-(570,10000,57)
Error: Entity 0, Brush 89: outside world(+/-4096): (504,536,-12)-(586,10016,93)
Error: Entity 0, Brush 89: outside world(+/-4096): (488,520,-8)-(602,10032,89)
Error: Entity 0, Brush 89: outside world(+/-4096): (504,536,6)-(586,10016,75)
Error: Entity 0, Brush 90: outside world(+/-4096): (518,-10000,24)-(569,536,57)
Error: Entity 0, Brush 90: outside world(+/-4096): (502,-10016,-12)-(585,552,93)
Error: Entity 0, Brush 90: outside world(+/-4096): (486,-10032,-8)-(601,568,89)
Error: Entity 0, Brush 90: outside world(+/-4096): (502,-10016,6)-(585,552,75)
40%...Error: Entity 0, Brush 96: outside world(+/-4096): (515,600,23)-(10000,618,32)
Error: Entity 0, Brush 96: outside world(+/-4096): (499,584,-13)-(10016,634,68)
Error: Entity 0, Brush 96: outside world(+/-4096): (483,568,-9)-(10032,650,64)
Error: Entity 0, Brush 96: outside world(+/-4096): (499,584,5)-(10016,634,50)
Error: Entity 0, Brush 97, Side 3: has a coplanar plane at (515, 620, 32), texture TRRM_WOOD2
Error: Entity 0, Brush 97, Side 4: plane with no normal
Error: Entity 0, Brush 97: outside world(+/-4096): (-10000,600,22)-(10000,620,32)
Error: Entity 0, Brush 97: outside world(+/-4096): (-10016,584,-14)-(10016,636,68)
Error: Entity 0, Brush 97: outside world(+/-4096): (-10032,568,-10)-(10032,652,64)
Error: Entity 0, Brush 97: outside world(+/-4096): (-10016,584,4)-(10016,636,50)
Error: Entity 0, Brush 98: outside world(+/-4096): (435,600,23)-(10000,618,32)
Error: Entity 0, Brush 98: outside world(+/-4096): (419,584,-13)-(10016,634,68)
Error: Entity 0, Brush 98: outside world(+/-4096): (403,568,-9)-(10032,650,64)
Error: Entity 0, Brush 98: outside world(+/-4096): (419,584,5)-(10016,634,50)
Error: Entity 0, Brush 99, Side 3: has a coplanar plane at (435, 620, 32), texture TRRM_WOOD2
Error: Entity 0, Brush 99, Side 4: plane with no normal
Error: Entity 0, Brush 99: outside world(+/-4096): (-10000,600,22)-(10000,620,32)
Error: Entity 0, Brush 88: outside world(+/-4096): (141,520,-8)-(256,10032,89)
Error: Entity 0, Brush 88: outside world(+/-4096): (157,536,6)-(240,10016,75)
Error: Entity 0, Brush 100: outside world(+/-4096): (349,600,23)-(10000,618,32)
Error: Entity 0, Brush 100: outside world(+/-4096): (333,584,-13)-(10016,634,68)
Error: Entity 0, Brush 100: outside world(+/-4096): (317,568,-9)-(10032,650,64)
Error: Entity 0, Brush 100: outside world(+/-4096): (333,584,5)-(10016,634,50)
Error: Entity 0, Brush 101, Side 3: has a coplanar plane at (349, 620, 32), texture TRRM_WOOD2
Error: Entity 0, Brush 101, Side 4: plane with no normal
Error: Entity 0, Brush 101: outside world(+/-4096): (-10000,600,22)-(10000,620,32)
Error: Entity 0, Brush 101: outside world(+/-4096): (-10016,584,-14)-(10016,636,68)
Error: Entity 0, Brush 101: outside world(+/-4096): (-10032,568,-10)-(10032,652,64)
Error: Entity 0, Brush 101: outside world(+/-4096): (-10016,584,4)-(10016,636,50)
Error: Entity 0, Brush 102: outside world(+/-4096): (264,600,23)-(10000,618,32)
Error: Entity 0, Brush 102: outside world(+/-4096): (248,584,-13)-(10016,634,68)
Error: Entity 0, Brush 102: outside world(+/-4096): (232,568,-9)-(10032,650,64)
Error: Entity 0, Brush 102: outside world(+/-4096): (248,584,5)-(10016,634,50)
Error: Entity 0, Brush 103, Side 3: has a coplanar plane at (264, 620, 32), texture TRRM_WOOD2
Error: Entity 0, Brush 103, Side 4: plane with no normal
Error: Entity 0, Brush 103: outside world(+/-4096): (-10000,600,22)-(10000,620,32)
Error: Entity 0, Brush 103: outside world(+/-4096): (-10016,584,-14)-(10016,636,68)
Error: Entity 0, Brush 103: outside world(+/-4096): (-10032,568,-10)-(10032,652,64)
Error: Entity 0, Brush 103: outside world(+/-4096): (-10016,584,4)-(10016,636,50)
Error: Entity 0, Brush 105, Side 3: has a coplanar plane at (239, 468, 32), texture TRRM_WOOD2
Error: Entity 0, Brush 105, Side 4: plane with no normal
Error: Entity 0, Brush 105: outside world(+/-4096): (-10000,468,22)-(10000,488,32)
Error: Entity 0, Brush 105: outside world(+/-4096): (-10016,452,-14)-(10016,504,68)
Error: Entity 0, Brush 105: outside world(+/-4096): (-10032,436,-10)-(10032,520,64)
Error: Entity 0, Brush 105: outside world(+/-4096): (-10016,452,4)-(10016,504,50)
Error: Entity 0, Brush 106: outside world(+/-4096): (-10000,470,23)-(239,488,32)
Error: Entity 0, Brush 106: outside world(+/-4096): (-10016,454,-13)-(255,504,68)
Error: Entity 0, Brush 106: outside world(+/-4096): (-10032,438,-9)-(271,520,64)
Error: Entity 0, Brush 106: outside world(+/-4096): (-10016,454,5)-(255,504,50)
Error: Entity 0, Brush 108, Side 3: has a coplanar plane at (319, 468, 32), texture TRRM_WOOD2
Error: Entity 0, Brush 108, Side 4: plane with no normal
Error: Entity 0, Brush 108: outside world(+/-4096): (-10000,468,22)-(10000,488,32)
Error: Entity 0, Brush 108: outside world(+/-4096): (-10016,452,-14)-(10016,504,68)
Error: Entity 0, Brush 108: outside world(+/-4096): (-10032,436,-10)-(10032,520,64)
Error: Entity 0, Brush 99: outside world(+/-4096): (-10016,584,-14)-(10016,636,68)
Error: Entity 0, Brush 99: outside world(+/-4096): (-10032,568,-10)-(10032,652,64)
Error: Entity 0, Brush 99: outside world(+/-4096): (-10016,584,4)-(10016,636,50)
Error: Entity 0, Brush 109: outside world(+/-4096): (-10000,470,23)-(319,488,32)
Error: Entity 0, Brush 109: outside world(+/-4096): (-10016,454,-13)-(335,504,68)
Error: Entity 0, Brush 109: outside world(+/-4096): (-10032,438,-9)-(351,520,64)
Error: Entity 0, Brush 109: outside world(+/-4096): (-10016,454,5)-(335,504,50)
Error: Entity 0, Brush 111, Side 3: has a coplanar plane at (405, 468, 32), texture TRRM_WOOD2
Error: Entity 0, Brush 111, Side 4: plane with no normal
Error: Entity 0, Brush 111: outside world(+/-4096): (-10000,468,22)-(10000,488,32)
Error: Entity 0, Brush 111: outside world(+/-4096): (-10016,452,-14)-(10016,504,68)
Error: Entity 0, Brush 111: outside world(+/-4096): (-10032,436,-10)-(10032,520,64)
Error: Entity 0, Brush 111: outside world(+/-4096): (-10016,452,4)-(10016,504,50)
Error: Entity 0, Brush 112: outside world(+/-4096): (-10000,470,23)-(405,488,32)
Error: Entity 0, Brush 112: outside world(+/-4096): (-10016,454,-13)-(421,504,68)
Error: Entity 0, Brush 112: outside world(+/-4096): (-10032,438,-9)-(437,520,64)
Error: Entity 0, Brush 112: outside world(+/-4096): (-10016,454,5)-(421,504,50)
Error: Entity 0, Brush 114, Side 3: has a coplanar plane at (490, 468, 32), texture TRRM_WOOD2
Error: Entity 0, Brush 114, Side 4: plane with no normal
Error: Entity 0, Brush 114: outside world(+/-4096): (-10000,468,22)-(10000,488,32)
Error: Entity 0, Brush 114: outside world(+/-4096): (-10016,452,-14)-(10016,504,68)
Error: Entity 0, Brush 114: outside world(+/-4096): (-10032,436,-10)-(10032,520,64)
Error: Entity 0, Brush 114: outside world(+/-4096): (-10016,452,4)-(10016,504,50)
Error: Entity 0, Brush 115: outside world(+/-4096): (-10000,470,23)-(490,488,32)
Error: Entity 0, Brush 115: outside world(+/-4096): (-10016,454,-13)-(506,504,68)
Error: Entity 0, Brush 115: outside world(+/-4096): (-10032,438,-9)-(522,520,64)
Error: Entity 0, Brush 115: outside world(+/-4096): (-10016,454,5)-(506,504,50)
50%...Error: Entity 0, Brush 108: outside world(+/-4096): (-10016,452,4)-(10016,504,50)
60%...70%...80%...90%... (1.34 seconds)


----- END hlcsg -----




** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\hlbsp.exe
** Parameters: "C:\Program Files\Steam\steamapps\dullboy6\counter-strike\cstrike\maps\DwF_Jailbreak"

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~1\VALVEH~1\tools\hlbsp.exe "C:\Program Files\Steam\steamapps\dullboy6\counter-strike\cstrike\maps\DwF_Jailbreak"
>> There was a problem compiling the map.
>> Check the file C:\Program Files\Steam\steamapps\dullboy6\counter-strike\cstrike\maps\DwF_Jailbreak.log for the cause.

----- END hlbsp -----




** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\hlvis.exe
** Parameters: "C:\Program Files\Steam\steamapps\dullboy6\counter-strike\cstrike\maps\DwF_Jailbreak"

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~1\VALVEH~1\tools\hlvis.exe "C:\Program Files\Steam\steamapps\dullboy6\counter-strike\cstrike\maps\DwF_Jailbreak"
>> There was a problem compiling the map.
>> Check the file C:\Program Files\Steam\steamapps\dullboy6\counter-strike\cstrike\maps\DwF_Jailbreak.log for the cause.

----- END hlvis -----




** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\hlrad.exe
** Parameters: "C:\Program Files\Steam\steamapps\dullboy6\counter-strike\cstrike\maps\DwF_Jailbreak"

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~1\VALVEH~1\tools\hlrad.exe "C:\Program Files\Steam\steamapps\dullboy6\counter-strike\cstrike\maps\DwF_Jailbreak"
>> There was a problem compiling the map.
>> Check the file C:\Program Files\Steam\steamapps\dullboy6\counter-strike\cstrike\maps\DwF_Jailbreak.log for the cause.

----- END hlrad -----

In no .bsp by -RazeR-:

** Executing...
** Command: Change Directory
** Parameters: "C:\Program Files\Steam\steamapps\pcycho_me\counter-strike"


** Executing...
** Command: C:\Users\Casper\Desktop\ZHLT25~1\hlcsg.exe
** Parameters: "c:\program files\steam\steamapps\pcycho_me\counter-strike\cstrike\mapsrazer_superhero_1"

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:\Users\Casper\Desktop\ZHLT25~1\hlcsg.exe "c:\program files\steam\steamapps\pcycho_me\counter-strike\cstrike\mapsrazer_superhero_1"
Error: Error opening c:\program files\steam\steamapps\pcycho_me\counter-strike\cstrike\mapsrazer_superhero_1.map: No such file or directory

----- END hlcsg -----




** Executing...
** Command: C:\Users\Casper\Desktop\ZHLT25~1\hlbsp.exe
** Parameters: "c:\program files\steam\steamapps\pcycho_me\counter-strike\cstrike\maps\razer_superhero_1"

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:\Users\Casper\Desktop\ZHLT25~1\hlbsp.exe "c:\program files\steam\steamapps\pcycho_me\counter-strike\cstrike\maps\razer_superhero_1"
Error: Can't open c:\program files\steam\steamapps\pcycho_me\counter-strike\cstrike\maps\razer_superhero_1.p0

----- END hlbsp -----




** Executing...
** Command: C:\Users\Casper\Desktop\ZHLT25~1\hlvis.exe
** Parameters: "c:\program files\steam\steamapps\pcycho_me\counter-strike\cstrike\maps\razer_superhero_1"

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:\Users\Casper\Desktop\ZHLT25~1\hlvis.exe "c:\program files\steam\steamapps\pcycho_me\counter-strike\cstrike\maps\razer_superhero_1"
>> There was a problem compiling the map.
>> Check the file c:\program files\steam\steamapps\pcycho_me\counter-strike\cstrike\maps\razer_superhero_1.log for the cause.

----- END hlvis -----




** Executing...
** Command: C:\Users\Casper\Desktop\ZHLT25~1\hlrad.exe
** Parameters: "c:\program files\steam\steamapps\pcycho_me\counter-strike\cstrike\maps\razer_superhero_1"

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:\Users\Casper\Desktop\ZHLT25~1\hlrad.exe "c:\program files\steam\steamapps\pcycho_me\counter-strike\cstrike\maps\razer_superhero_1"
>> There was a problem compiling the map.
>> Check the file c:\program files\steam\steamapps\pcycho_me\counter-strike\cstrike\maps\razer_superhero_1.log for the cause.

----- END hlrad -----




** Executing...
** Command: Copy File
** Parameters: "c:\program files\steam\steamapps\pcycho_me\counter-strike\cstrike\maps\razer_superhero_1.bsp" "C:\Program Files\Steam\steamapps\pcycho_me\counter-strike\cstrike\maps\razer_superhero_1.bsp"


** Executing...
** Command: Copy File
** Parameters: "c:\program files\steam\steamapps\pcycho_me\counter-strike\cstrike\maps\razer_superhero_1.pts" "C:\Program Files\Steam\steamapps\pcycho_me\counter-strike\cstrike\maps\razer_superhero_1.pts"


** Executing...
** Command: C:\PROGRA~1\Steam\STEAMA~1\PCYCHO~1\COUNTE~1\hl.exe
** Parameters: +map "razer_superhero_1" -game cstrike -dev -console +deathmatch 1

- that?

In WARNING: could't open archi.wad <--- WTF by HipHopVzla:
I using only VALVE textures, no exterm texture, i compile the map and y have this error WARNING: could't open archi.wad., thats texture no exist, what i do for fix this?

LOG FILE:

hlcsg v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlcsg -----
Command line: C:\ZHLT\hlcsg.exe "C:\Archivos de programa\Valve Hammer Editor\Maps\ze_ciudad"
Entering C:\Archivos de programa\Valve Hammer Editor\Maps\ze_ciudad.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ 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:
(1.41 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(2.27 seconds)

Using Wadfile: \archivos de programa\valve\cstrike\cs_havana.wad
- Contains 3 used textures, 4.48 percent of map (122 textures in wad)
Using Wadfile: \archivos de programa\valve\cstrike\cs_747.wad
- Contains 0 used textures, 0.00 percent of map (143 textures in wad)
Using Wadfile: \archivos de programa\valve\cstrike\cs_assault.wad
- Contains 8 used textures, 11.94 percent of map (22 textures in wad)
Using Wadfile: \archivos de programa\valve\cstrike\cs_bdog.wad
- Contains 7 used textures, 10.45 percent of map (132 textures in wad)
Using Wadfile: \archivos de programa\valve\cstrike\cs_cbble.wad
- Contains 0 used textures, 0.00 percent of map (61 textures in wad)
Using Wadfile: \archivos de programa\valve\cstrike\cs_dust.wad
- Contains 1 used texture, 1.49 percent of map (28 textures in wad)
Using Wadfile: \archivos de programa\valve\cstrike\cs_office.wad
- Contains 3 used textures, 4.48 percent of map (102 textures in wad)
Using Wadfile: \archivos de programa\valve\cstrike\cstrike.wad
- Contains 4 used textures, 5.97 percent of map (123 textures in wad)
Using Wadfile: \archivos de programa\valve\cstrike\tswad.wad
- Contains 0 used textures, 0.00 percent of map (29 textures in wad)
Using Wadfile: \archivos de programa\valve\cstrike\itsitaly.wad
- Contains 0 used textures, 0.00 percent of map (99 textures in wad)
Using Wadfile: \archivos de programa\valve\cstrike\jos.wad
- Contains 0 used textures, 0.00 percent of map (24 textures in wad)
Using Wadfile: \archivos de programa\valve\cstrike\n0th1ng.wad
- Contains 0 used textures, 0.00 percent of map (8 textures in wad)
Using Wadfile: \archivos de programa\valve\cstrike\prodigy.wad
- Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Using Wadfile: \archivos de programa\valve\cstrike\torntextures.wad
- Warning: Larger than expected texture (240172 bytes): 'TK_STONEWALLHI'
- Warning: Larger than expected texture (306812 bytes): 'TK_CLAYROOF'
- Warning: Larger than expected texture (272812 bytes): '{TK_PLANTLG'
- Warning: Larger than expected texture (327212 bytes): '{TK_PLANTSM'
- Warning: Larger than expected texture (235412 bytes): 'TK_TORNMAP'
- Contains 12 used textures, 17.91 percent of map (162 textures in wad)
Using Wadfile: \archivos de programa\valve\cstrike\chateau.wad
- Contains 1 used texture, 1.49 percent of map (136 textures in wad)
Using Wadfile: \archivos de programa\valve\cstrike\de_airstrip.wad
- Contains 1 used texture, 1.49 percent of map (69 textures in wad)
Using Wadfile: \archivos de programa\valve\cstrike\de_aztec.wad
- Warning: Larger than expected texture (348972 bytes): 'SPECIAL_THANKS'
- Warning: Larger than expected texture (348972 bytes): 'THANKS'
- Contains 0 used textures, 0.00 percent of map (24 textures in wad)
Using Wadfile: \archivos de programa\valve\cstrike\de_piranesi.wad
- Contains 0 used textures, 0.00 percent of map (160 textures in wad)
Using Wadfile: \archivos de programa\valve\cstrike\de_storm.wad
- Contains 1 used texture, 1.49 percent of map (74 textures in wad)
Using Wadfile: \archivos de programa\valve\valve\gfx.wad
- Contains 0 used textures, 0.00 percent of map (7 textures in wad)
Using Wadfile: \archivos de programa\valve\valve\cached.wad
- Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Using Wadfile: \archivos de programa\valve\valve\decals.wad
- Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: \archivos de programa\valve\valve\fonts.wad
- Contains 0 used textures, 0.00 percent of map (3 textures in wad)
Using Wadfile: \archivos de programa\valve\valve\halflife.wad
- Contains 25 used textures, 37.31 percent of map (3116 textures in wad)
Using Wadfile: \archivos de programa\valve\valve\liquids.wad
- Contains 1 used texture, 1.49 percent of map (32 textures in wad)
Using Wadfile: \archivos de programa\valve\valve\spraypaint.wad
- Contains 0 used textures, 0.00 percent of map (14 textures in wad)
Using Wadfile: \archivos de programa\valve\valve\xeno.wad
- Contains 0 used textures, 0.00 percent of map (264 textures in wad)

Warning: More than 8 wadfiles are in use. (27)
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.


added 6 additional animating textures.
Texture usage is at 2.30 mb (of 4.00 mb MAX)
4.91 seconds elapsed

----- END hlcsg -----



hlbsp v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
----- BEGIN hlbsp -----
Command line: C:\zhlt253\hlbsp.exe "C:\Archivos de programa\Valve Hammer Editor\Maps\ze_ciudad"

-= Current hlbsp Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ 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 ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 240)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)


BSP generation successful, writing portal file 'C:\Archivos de programa\Valve Hammer Editor\Maps\ze_ciudad.prt'
6.36 seconds elapsed

----- END hlbsp -----



hlvis v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
----- BEGIN hlvis -----
Command line: C:\zhlt253\hlvis.exe "C:\Archivos de programa\Valve Hammer Editor\Maps\ze_ciudad"

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

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


694 portalleafs
1702 numportals
BasePortalVis:
(0.59 seconds)
LeafThread:
(5.78 seconds)
average leafs visible: 66
g_visdatasize:18907 compressed from 60378
6.47 seconds elapsed

----- END hlvis -----



hlrad v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
----- BEGIN hlrad -----
Command line: C:\zhlt253\hlrad.exe "C:\Archivos de programa\Valve Hammer Editor\Maps\ze_ciudad"

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 2 ] [ 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 [ 256.000 ] [ 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 ]
global gamma amount [ 0.500 ] [ 0.500 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]


5570 faces
Create Patches : 36494 base patches
0 opaque faces
403621 square feet [58121544.00 square inches]
27 direct lights

BuildFacelights:
(102.95 seconds)
visibility matrix : 79.4 megs
BuildVisLeafs:
(62.66 seconds)
MakeScales:
(77.78 seconds)
SwapTransfers:
(17.25 seconds)
Transfer Lists : 53159164 transfers
Indices : 17591320 bytes
Data : 212636656 bytes
GatherLight:
(3.78 seconds)
FinalLightFace:
(8.67 seconds)
280.58 seconds elapsed [4m 40s]

----- END hlrad -----


In newb questions about armoury entity and textwritting by leif92:
You can just put them inside eachother, but why do you need 400 nades? That have to be a hudge map, if its a small map you dont need more then 40 nades to kill everyone like many of the other nade maps

In Can't find my map by leif92:
** Executing...
** Command: Change Directory
** Parameters: C:\Half-Life


** Executing...
** Command: Copy File
** Parameters: "C:\maps\mario_beta8.map" "C:\Half-Life\cstrike\maps\mario_beta8.map"


** Executing...
** Command: C:\zhlt\hlcsg.exe
** Parameters: "C:\Half-Life\cstrike\maps\mario_beta8"

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:\zhlt\hlcsg.exe C:\Half-Life\cstrike\maps\mario_beta8
Entering C:\Half-Life\cstrike\maps\mario_beta8.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 2 ] [ 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%... (0.06 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.23 seconds)

Using Wadfile: \maps\de_rats_mario.wad
- Warning: Larger than expected texture (218412 bytes): 'MARIO5'
- Contains 10 used textures, 83.33 percent of map (48 textures in wad)
Using Wadfile: \program files\valve\valve\halflife.wad
- Contains 2 used textures, 16.67 percent of map (3116 textures in wad)

Texture usage is at 0.38 mb (of 4.00 mb MAX)
0.33 seconds elapsed

----- END hlcsg -----




** Executing...
** Command: C:\zhlt\hlbsp.exe
** Parameters: "C:\Half-Life\cstrike\maps\mario_beta8"

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:\zhlt\hlbsp.exe C:\Half-Life\cstrike\maps\mario_beta8

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ 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:\Half-Life\cstrike\maps\mario_beta8.prt'
0.31 seconds elapsed

----- END hlbsp -----




** Executing...
** Command: C:\zhlt\hlvis.exe
** Parameters: "C:\Half-Life\cstrike\maps\mario_beta8"

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:\zhlt\hlvis.exe C:\Half-Life\cstrike\maps\mario_beta8
239 portalleafs
712 numportals

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ 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%... (0.03 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.30 seconds)
average leafs visible: 71
g_visdatasize:5580 compressed from 7170
0.34 seconds elapsed

----- END hlvis -----




** Executing...
** Command: C:\zhlt\hlrad.exe
** Parameters: "C:\Half-Life\cstrike\maps\mario_beta8"

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:\zhlt\hlrad.exe C:\Half-Life\cstrike\maps\mario_beta8

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 2 ] [ 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 ]


1561 faces
Create Patches : 7941 base patches
0 opaque faces
114886 square feet [16543705.00 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 -----

In Can't find my map by Mate de Vita:
Well in that case try reinstalling cs.
But before you do that, download a map that you don't have yet and put it in your cstrike/maps folder, then see if it shows up on the list.

In Can't find my map by Mate de Vita:
Are you sure it's in your cstrike/maps folder and has the ending .bsp?

In Can't find my map by leif92:
I made a map, compiled it and got no errors but when I go into cs to play my map I cant find it even true it is in the cstrike/maps folder.

Anyone know what the problem is?

In compile problem/cstrike by fedex _:
try click and drag into the cstrike/maps folder mayb that will work, cuz mostly i compile my map into a folder then drag it into the maps folder

In compile problem/cstrike by sprinkles:
Ironically it compiled jus' fine, but the map did not show up in the list of maps in counter strike.
I checked everything I could think of...
::
the batch file is working [I copied and pasted from another map]
[I compiled twice to make sure and ran cstrike 3 times]
the names in the batch are correct
cstrike\maps contains the bsp
its jus' not in the list


is there a config file that I can manually add the bsp?
is there something else i can do?

In compiler broken.. by sleepy:
sorry no my map is decent size maybe smaller then most maps its just basically a square 36 by 36 (64 units) it has like 10 things in it as of right now. my memory is not to little i have 37.5 and only use about 20 as of right now. if helps ill post the log.


"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 jnr_bluebox
Entering jnr_bluebox.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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(0.06 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.28 seconds)

Using Wadfile: \sierra\counter-strike\valve\halflife.wad
- Contains 2 used textures, 50.00 percent of map (3116 textures in wad)
Using Wadfile: \documents and settings\nick\desktop\wads\c21_map_textures.wad
- Contains 2 used textures, 50.00 percent of map (18 textures in wad)
Using Wadfile: \documents and settings\nick\desktop\wads\hns_textures_c21.wad
- Contains 0 used textures, 0.00 percent of map (11 textures in wad)
Using Wadfile: \documents and settings\nick\desktop\wads\jnr_bumblebee_thanks.wad
- Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: \documents and settings\nick\desktop\wads\jukenrun.wad
- Contains 0 used textures, 0.00 percent of map (2 textures in wad)

Texture usage is at 0.05 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 jnr_bluebox

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 'jnr_bluebox.prt'
0.89 seconds elapsed

----- END hlbsp -----"
my black box that pops up while compiling will get past the baseportalvis then move on to the leafthread and stop at about 70% i have left it run all night and during school and that part on a normal map takes about 3 seconds for my size map and it took more then 16 hours so im confused i reinstalled the compiler but it seems to work when i make the basic outline of the map. im not sure if it has anything to do with it but to many floating objects or to many cylinders. im not sure because i have like 30 cylinders used for stairs floating in the air.

-sleepy

In My first CS 1.6 map...not running... by andrew.k380:
Hello. I am new here today and I wanted to learn how to make CS 1.6 maps, so I used the tutorial on the site. Everything went fine till I tried to run my map.

It compiled ok, I think... It didn't make a 'filename.err' file. However, it did say:

"Access is denied.
0 file(s) copied."

at the end of the command prompt before "Press any key to continue..."

So anyways, when I press a key, CS 1.6 starts and gives me this error message in the ~ window:

"Adding: cstrike/dlls\mpbots.dll
MP3_InitStream(29, media\gamestartup.mp3) successful
Dll loaded for mod Condition Zero
map change failed: 'thingy' not found on server"

Why?!? I REALLY wanna make maps for CS 1.6. Fur sirius.


If it helps, I'm running Vista 64-bit and stuff. Admin account. I have tried running the Command Prompt as an admin, but then it give me THIS error:

"'hlcsg' is not recognized as an internal or external command,
operable program or batch file.
'hlbsp' is not recognized as an internal or external command,
operable program or batch file.
'hlvis' is not recognized as an internal or external command,
operable program or batch file.
'hlrad' is not recognized as an internal or external command,
operable program or batch file.
The system cannot find the file specified.
Press any key to continue...

In fact the only way I can get my room to load is if it is in the folder cstrike/maps/, but even then, I start with no HUD and no hands or weapons or anything. I don't even get to choose my team. Im just invisible walking around in my room. The tutorial said if I used impulse 101 it would give me guns, but it only gave me the message 'Creating Andrew with $16000'. Still no hud or guns...

Thanks in advance!

In [Reward!] Compile CS map from Valve Hammer Editor [Reward!] by sleepy:
I personly don't believe i have room to talk but my opinion is to take peoples advice in remaking the map resizing everything and custom making it the way it should be. I have not taken a look at the map but from what i hear is everything is too big. When i first started mapping i didnt see the scales and now i do. Even though my maps are simpiler then like a normal de_dust2 etc.. if your computer desk are taller then 64 units then there is a problem. you would want your desks to be either 36-44 that is a good size then again its not going to be a nice brush but it will be about the size of a normal schools desk. and if this helps you if you are going to rebuild it players are 64 units tall. use [ to make scale smaller and ] to make scale bigger. scale is in the bottom right corner.

ps. good luck and i hope you finish it.

In compiler broken.. by sleepy:
so i have made i want to say 2 maps previous to the one i am making now. previously i completed the map i am on currently and i had some erros with the entities which i had fixed so no problems are left. after i fixed them i run the compiler and something must of went wrong but i left it on all night cuz it was going really really slow. i come back from school after letting it sit for about 16 hours running and its still on the same part i left it off at just 30% farther. can anyone help me with this i tryed reinstalling it and had to redo this map but i got the compiler to work when i started it up again. and now as i try to compile part of the map it won't go anyfaster then last time i left it for 16 hours. I'm not sure if it has to do with how many objects in the map or what not. please help.

In hlcsg: Error: Parsing Entity 0, expected '{' got '@echo' ?? by Danny565:
@echo off
hlcsg -nowadtextures catpee
hlbsp catpee
hlvis catpee
hlrad catpee
copy catpee.bsp "D:\Programfiler\Steam\steamApps\meesjol666\counter-strike\cstrike\maps"
pause
"D:\Programfiler\Steam\Steam.exe" -applaunch 10 -dev +sv_cheats 1 +map catpee

This one?

In "Fatal Error" by Sloth:
it may be something with hammah, save your maps under desktop.
And delete your Hammah, and reinstall it. That may help it should only take about 30 sec,

In WHO KNOW HOW TO MAKE RAIN FOR CS MAP ? .. HELP ME PLEASE by arron:
oh .. thank you
CAnt you make rain for new de_nuke, de_train, de_inferno, de_dust, de_dust2 & cs_italy maps for me, please ??
I like rain maps very much

In WHO KNOW HOW TO MAKE RAIN FOR CS MAP ? .. HELP ME PLEASE by CarsonDaly:
This is just your default maps folder... do you plan on editing previously compiled maps that are not yours? This is usually looked down on in the mapping community, because the work you are changing is not yours.

edit: oh and also, hammer cannot open .bsp files.

In "Fatal Error" by shotted:
I'm making a Counter-Strike 1.6 map, and have already compiled and put it into my Cstrike/Maps folder. When I run Counter-Strike, select New Game and choose the map I have made, CS crashes immediately and I get this error:

I have tried doing a lot of things, but have had no luck.
Thanks in advance, and apologies in advance if it's a frequently asked question, although it wasn't in the FAQ.

In WHO KNOW HOW TO MAKE RAIN FOR CS MAP ? .. HELP ME PLEASE by arron:
who can download my maps and help me to make rain for them. please ?...
download link here :

after making, you can upload for me ...thank u very much


In WHO KNOW HOW TO MAKE RAIN FOR CS MAP ? .. HELP ME PLEASE by arron:
I want to make rain for some CS maps, but i can't make it ... i have watched a tut-clip , but it's very short
help me please ....
this's clip :

In First window Camera !?Framed ?! by EddyMeuh86:
Hi! when I first edited maps a year ago, My first window was a real cs view of my map. How can I have it back.

Secondly, in the game config, I wonder if I have to add something in game executable Directory?, what the text boxes below. thanks

ttyl

Edd

In Hammer wont compile by Down Rodeo:
hubbajubba said:
I can load maps made by valve (Dm_ maps) but not any other ones. Could i send someone the map for them to get it so it can recompile? cause this is really getting me frustrated. Is there some way that u can just edit the .bsp file, i mean really y did they have to make it so u have to convert it, they really need to update that.

The reason is that many many complex lighting calculations are performed to get the pretty shadows :)

Also the geometry is stored as a binary-space partition which makes it much more efficient to store and render. It's the best option really. Games as far back as Quake... two? three? used it.

In Hammer wont compile by Mate de Vita:
Try to stay away from decompiling maps unless absolutely necessary.

In Hammer wont compile by hubbajubba:
Ok just incase anyone else looks at this, i want it to be reolved.

Someone on the other forum (the one killer-duck told me to go to) pointed out this line:

Brush 9468: num_entities == MAX_MAP_ENTITIES

so i have to many entites, 5000 TO MANY. I learned that when you decompile maps it makes larger brushes into a bunch of small ones. So now i have to go find all these brushes from 4096 up to 9468. Got lots of work. Thanks killer for telling me were to go to get a proper reponce.

In Hammer wont compile by Killer-Duck:
ZHLT is only for Goldsource-maps.

I don't think there are many Source-mappers on this forum, your best bet is the Steam-forum which has a part dedicated Source-editing: http://forums.steampowered.com/forums/forumdisplay.php?s=1e2cfa7a11ccb40ef97327fb3f28c146&f=191

In Hammer wont compile by hubbajubba:
Ok so im trying to edit map rp_tb_city45_v02n.bsp, so i used vmex to decompile the map. Then i can load and edit it fine in hammer, its just when it come time to compile it it doesnt work. I get like 2 seconds into it then i get this message:

** Executing...
** Command: "c:\program files\steam\steamapps\tissue901\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\tissue901\half-life 2 deathmatch\hl2mp" "C:\Documents and Settings\HP_Administrator\Desktop\Joe\rp_tb_city45_mod1"

Valve Software - vbsp.exe (Dec 11 2006)
1 threads
materialPath: c:\program files\steam\steamapps\tissue901\half-life 2 deathmatch\hl2mp\materials
Loading C:\Documents and Settings\HP_Administrator\Desktop\Joe\rp_tb_city45_mod1.vmf
material "plaster/plasterwall047b_c17" not found
Material not found!: PLASTER/PLASTERWALL047B_C17
Brush 9468: num_entities == MAX_MAP_ENTITIES
Side 5
Texture: CONCRETE/CONCRETEWALL047A


** Executing...
** Command: "c:\program files\steam\steamapps\tissue901\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\tissue901\half-life 2 deathmatch\hl2mp" "C:\Documents and Settings\HP_Administrator\Desktop\Joe\rp_tb_city45_mod1"

Valve Software - vvis.exe (Nov 8 2007)
1 threads
reading c:\documents and settings\hp_administrator\desktop\joe\rp_tb_city45_mod1.bsp
Error opening c:\documents and settings\hp_administrator\desktop\joe\rp_tb_city45_mod1.bsp

** Executing...
** Command: "c:\program files\steam\steamapps\tissue901\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\tissue901\half-life 2 deathmatch\hl2mp" "C:\Documents and Settings\HP_Administrator\Desktop\Joe\rp_tb_city45_mod1"

Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\documents and settings\hp_administrator\desktop\joe\rp_tb_city45_mod1.bsp
Error opening c:\documents and settings\hp_administrator\desktop\joe\rp_tb_city45_mod1.bsp

** Executing...
** Command: Copy File
** Parameters: "C:\Documents and Settings\HP_Administrator\Desktop\Joe\rp_tb_city45_mod1.bsp" "c:\program files\steam\steamapps\tissue901\half-life 2 deathmatch\hl2mp\maps\rp_tb_city45_mod1.bsp"

The command failed. Windows reported the error:
"The system cannot find the file specified."



I can load maps made by valve (Dm_ maps) but not any other ones. Could i send someone the map for them to get it so it can recompile? cause this is really getting me frustrated. Is there some way that u can just edit the .bsp file, i mean really y did they have to make it so u have to convert it, they really need to update that.


Can I just upload it for someone to try and compile it?

In Mod_LoadBrushModel by camaXo:
Hi there. I have one problem in one map i have just compile. I used ZHLT, and i compile it without no error message. I can play it when it first load. when im going to play it on my server it sais "Mod_LoadBrushModel: maps/new.bsp has wrong version number(0 should be 30). HELP. How i can fix it. Here you have the log:

hlcsg v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlcsg -----
Command line: hlcsg -nowadtextures new
Entering new.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 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ off ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

1 brushes (totalling 6 sides) discarded from clipping hulls
CreateBrush:
(1.52 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(3.53 seconds)

Using Wadfile: \archivos de programa\steam\steamapps\user\condition zero\czero_spanish\tempdecal.wad
- Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: \archivos de programa\steam\steamapps\user\condition zero\czero_spanish\vadila.wad
- Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: \archivos de programa\valve hammer editor\textures\cs_bdog.wad
- Contains 0 used textures, 0.00 percent of map (132 textures in wad)
Using Wadfile: \archivos de programa\valve hammer editor\textures\cstrike.wad
- Contains 3 used textures, 2.83 percent of map (123 textures in wad)
Using Wadfile: \archivos de programa\valve hammer editor\textures\halflife.wad
- Contains 103 used textures, 97.17 percent of map (3116 textures in wad)
Including Wadfile: \archivos de programa\valve hammer editor\textures\zhlt.wad
- Contains 0 used textures, 0.00 percent of map (7 textures in wad)

added 26 additional animating textures.
Texture usage is at 1.28 mb (of 4.00 mb MAX)
5.69 seconds elapsed

----- END hlcsg -----



hlbsp v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlbsp -----
Command line: hlbsp new

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 ]
noopt [ 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 8192)


SolidBSP [hull 0] 500...1000...1500...2000...2500...3000...3500...3651 (0.56 seconds)
BSP generation successful, writing portal file 'new.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...2769 (0.39 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2285 (0.25 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3301 (0.50 seconds)
5.98 seconds elapsed

----- END hlbsp -----



hlvis v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlvis -----
Command line: hlvis new
2000 portalleafs
6360 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:
(16.73 seconds)
LeafThread:
(588.34 seconds)
average leafs visible: 233
g_visdatasize:185693 compressed from 500000
605.31 seconds elapsed [10m 5s]

----- END hlvis -----



hlrad v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlrad -----
Command line: hlrad new

-= 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 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
bounce dynamic light [ on ] [ on ]
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 'lights.rad']
[59 texlights parsed from 'lights.rad']

10271 faces
Create Patches : 61936 base patches
0 opaque faces
741186 square feet [106730832.00 square inches]
621 direct lights

BuildFacelights:
(256.94 seconds)
visibility matrix : 228.7 megs
BuildVisLeafs:
(521.19 seconds)
MakeScales:
(388.91 seconds)
SwapTransfers:
(59.44 seconds)
Transfer Lists : 89240962 : 89.24M transfers
Indices : 32580736 : 31.07M bytes
Data : 356963848 : 340.43M bytes
GatherLight:
(20.28 seconds)
FinalLightFace:
(16.95 seconds)
1269.94 seconds elapsed [21m 9s]

----- END hlrad -----

If you want i can upload the .map file.

THANKS

In For Mate de vita by jrkookid:
That is why you should read the whole thread because if you don't this shit happens and I
Quote:
Me and one my friend made forum for making cs 1.6 maps, there will be donwload maps, and everything, we are planng that to be very big forum, forum isnt free its paid, and if you wont to register (forum is on english) and me to give you rank of moderator or pro mapper, address of forum is www.game-maps.info... ;) thats translate ;)

In Func_Tracktrain by Muffles:
Ty I got it to work, my controls were trying to follow something else, got my names switched etc. but that brings up another question. How do you link maps not in single player? or to be exact, how do you link multiplayer maps?

In Func_Tracktrain by SuperJer:
Make sure the 'First stop target' of your tracktrain is set to s0.

You don't need to set the global name, that is only for linking between maps (in singleplayer).

In Optimizing is just not my thing. by Mate de Vita:
500-600 is not so bad. I think the software mode limitation is 800 while some maps I've played even go as high as 1300.

In For Mate de vita by Nicker:
Nicker said:
Ja i jedan moj drug pravimo forum za pravljenje cs 1.6 mapa, bice i download mapa i sve, planiramo da to bude veliki forum, forum nije free vec je placen, tako da ako hoces da se registrujes (forum je na engleskom) i da ti dam moderatora ako hoces ili titulu pro mappera... adresa je www.game-maps.info ... pozz
sry everyone becouse this isnt on english...

Me and one my friend made forum for making cs 1.6 maps, there will be donwload maps, and everything, we are planng that to be very big forum, forum isnt free its paid, and if you wont to register (forum is on english) and me to give you rank of moderator or pro mapper, address of forum is www.game-maps.info... ;) thats translate ;)

In For Mate de vita by Nicker:
all peapole come and register... its not email addres.. :S... its forum www.game-maps.info forum about making cs 1.6 maps... :) mate de vite you will get moderator ;)

In For Mate de vita by Mate de Vita:
jrkookid said:
I and my friend made a forum for cs 1.6 maps, and it will have all the maps, plan to be a great forum, the forum is not free but is paid, so if you want to register (the forum is in English) and I, the moderator, or if you want the title of pro mapper ... e-mail address is www.game-maps.info

A bit better but still not very good.

In For Mate de vita by jrkookid:
the_cloud_system said:
I and my friend make a forum for cs 1.6 map, and it will download all the maps, plan to be a great forum, a forum is not free but is paid, so if you want to register (a forum is in English) and the I moderator, or if you want the title of pro mappera ... e-mail address is www.game-maps.info ... pozz
<BR> SRY becouse everyone on this isn't english ...


I and my friend made a forum for cs 1.6 maps, and it will have all the maps, plan to be a great forum, the forum is not free but is paid, so if you want to register (the forum is in English) and I, the moderator, or if you want the title of pro mapper ... e-mail address is www.game-maps.info

In For Mate de vita by the_cloud_system:
I and my friend make a forum for cs 1.6 map, and it will download all the maps, plan to be a great forum, a forum is not free but is paid, so if you want to register (a forum is in English) and the I moderator, or if you want the title of pro mappera ... e-mail address is www.game-maps.info ... pozz
<BR> SRY becouse everyone on this isn't english ...

In For Mate de vita by Nicker:
Ja i jedan moj drug pravimo forum za pravljenje cs 1.6 mapa, bice i download mapa i sve, planiramo da to bude veliki forum, forum nije free vec je placen, tako da ako hoces da se registrujes (forum je na engleskom) i da ti dam moderatora ako hoces ili titulu pro mappera... adresa je www.game-maps.info ... pozz
sry everyone becouse this isnt on english...

In Bot Navigation by Muffles:
I guess that will help, Thanks
BTW: my level is quite complex in my opinion and the bots are kinda stupid when comes to traveling around complex maps.

In VHE Issues by Mate de Vita:
Splunk said:
Thanks, it works!

Question, is the fastest way of compiling just opening testing.bat and changing mapname to use it on other maps?

Yes. But you'll need the .map file of the new map in the same folder as well.

In VHE Issues by Splunk:
Thanks, it works!

Question, is the fastest way of compiling just opening testing.bat and changing mapname to use it on other maps?

In VHE Issues by Splunk:
I fixed it, went to Save As and did all file types as testing.bat. It made a MS DOS file but i was missing some .dlls. I redownloaded ZHLT, remade the txt and nothing's happening.

@echo off

hlcsg -nowadtextures testing

hlbsp testing

hlvis testing

hlrad testing

copy testing.bsp "C:\Program Files\Valve\Steam\SteamApps\meatloaf123\counter-strike\cstrike\maps"
pause

"C:\Program Files\Steam\Steam.exe" -applaunch 10 -dev +sv_cheats 1 +map testing

In can't get WAD files (link broken) by SuperJer:
Ok, a lot of people seem to have their WADs on a different drive.

I've updated the tutorial with:
"Where C:\ is the same drive that has Counter-Strike installed."
learn7.php

And I've updated Step 2 with a link to the WAD files directly:
wad.php

I had no idea we'd still be making Counter-Strike maps 10 years later.

In VHE Issues by SuperJer:
Splunk said:
copy mapname.bsp "C:\Program Files\Valve\Steam\SteamApps\account\counter-strike\cstrike\maps"


Red part is wrong. Should be "testing".

In VHE Issues by Splunk:
I did SuperJer's way and nothing happens. I did the steam way and this is what my testing.bat document looks like in the ZHLT folder.

@echo off

hlcsg -nowadtextures testing

hlbsp testing

hlvis testing

hlrad testing

copy mapname.bsp "C:\Program Files\Valve\Steam\SteamApps\account\counter-strike\cstrike\maps"
pause

"C:\Program Files\Steam\Steam.exe" -applaunch 10 -dev +sv_cheats 1 +map testing

In VHE Issues by Splunk:
Why is HLCSG going here? This is my log after trying to compile something.

----- BEGIN hlcsg -----
Command line: C:\zhlt\hlcsg.exe "c:\documents and settings\user"
Error: Error opening c:\documents and settings\user.map: No such file or directory

I asked for someone elses log and it said this.

----- BEGIN hlcsg -----
Command line: C:\PROGRA~1\Hammer\zhlt\hlcsg.exe "C:\Program Files\Valve\cstrike\maps\pirmamapa"
Entering C:\Program Files\Valve\cstrike\maps\pirmamapa.map

Why is my ZHTL going into folders that I didn't specify?

In can't get WAD files (link broken) by Da Fleegsta:
what do you mean by the cstrike directory?

here's where everything is for me:

C:\zhlt253-17
F:\Valve Hammer Editor 3.5
F:\Valve hammer maps
F:\Hammer extra files\cs_dust.wad
F:\Valve\Steam

the guide said zhlt should be on C drive and the hammer maps should be anywhere (in the editable file type)

i don't know where to put wad files.. the guide never said.. except i think it said it has to be on the same drive? which it is..

In Lights.rad. ? by Sloth:
Couldn't find lights.rad wtf? i looked in the folder, it was gone! Can someone find me a download link or another solution?


** Executing...
** Command: "c:\program files\steam\steamapps\jodle14@hotmail.com\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\jodle14@hotmail.com\counter-strike source\cstrike" "C:\Users\\Desktop\Ged\Maps\hns_unknown"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: c:\program files\steam\steamapps\jodle14@hotmail.com\counter-strike source\cstrike\materials
Loading C:\Users\\Desktop\Ged\Maps\hns_unknown.vmf
Brush 10920, Side 1: mirrored plane
Brush 10920: FloatPlane: bad normal
Side 2
Texture: MODELS/PROPS/DE_INFERNO/LILYPADS


** Executing...
** Command: "c:\program files\steam\steamapps\jodle14@hotmail.com\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\jodle14@hotmail.com\counter-strike source\cstrike" "C:\Users\\Desktop\Ged\Maps\hns_unknown"

Valve Software - vvis.exe (Nov 8 2007)
2 threads
reading c:\users\\desktop\ged\maps\hns_unknown.bsp
Error opening c:\users\\desktop\ged\maps\hns_unknown.bsp

** Executing...
** Command: "c:\program files\steam\steamapps\jodle14@hotmail.com\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters: -both -game "c:\program files\steam\steamapps\jodle14@hotmail.com\counter-strike source\cstrike" "C:\Users\\Desktop\Ged\Maps\hns_unknown"

Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
2 threads
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
Warning: Couldn't open texlight file c:\program files\steam\steamapps\jodle14@hotmail.com\sourcesdk\bin\ep1\bin\lights.rad.
Loading c:\users\\desktop\ged\maps\hns_unknown.bsp
Error opening c:\users\\desktop\ged\maps\hns_unknown.bsp

** Executing...
** Command: Copy File
** Parameters: "C:\Users\\Desktop\Ged\Maps\hns_unknown.bsp" "c:\program files\steam\steamapps\jodle14@hotmail.com\counter-strike source\cstrike\maps\hns_unknown.bsp"

The command failed. Windows reported the error:
"Den angivne fil blev ikke fundet."


In couldn't open maps\Map1-2-5.pt by Inevitable:
Why does it say:
couldn't open maps\Map1-2-5.pt when I type pointfile into console..to find the leaks. I have been unable to find leaks due to this problem.

In CS map compiling error by EMO_with_AWP:
crapatflash said:
Quote:
@echo off
hlcsg -nowadtextures testmapA
hlvis testmapA
hlrad testmapA
copy testmapA.bsp "C:\Program Files\Steam\steamapps\common\Counter-Strike 1.6\cstrike\maps"
pause
"C:\Program Files\Steam.exe" -applaunch 10 -dev +sv_cheats 1 +map testmapA


why would u remove the hlbsp line?

In CS map compiling error by Down Rodeo:
Like MdV said you're not running hlbsp, add this line to your batch file. It goes in after hlcsg I think.

@echo off
hlcsg -nowadtextures testmapA
hlbsp testmapA
hlvis testmapA
hlrad testmapA
copy testmapA.bsp "C:\Program Files\Steam\steamapps\common\Counter-Strike 1.6\cstrike\maps"
pause
"C:\Program Files\Steam.exe" -applaunch 10 -dev +sv_cheats 1 +map testmapA


Something a little like that.

In CS map compiling error by crapatflash:
Quote:
@echo off
hlcsg -nowadtextures testmapA
hlvis testmapA
hlrad testmapA
copy testmapA.bsp "C:\Program Files\Steam\steamapps\common\Counter-Strike 1.6\cstrike\maps"
pause
"C:\Program Files\Steam.exe" -applaunch 10 -dev +sv_cheats 1 +map testmapA

In entities used in the maps of zombie escape by the_cloud_system:
ahhh i know, this is what he wants
and no i dont know to do it sorrey

http://www.fpsbanana.com/maps/42944

ok this is what hapens ct/t go on 2 botes and they ried to the end of the map with out geting hit by zombeys they press a button a helley comes and they fly away BUT when the helley hits the island it kills all players not on the island

he wants to know how do i kill all the players when somthing happens

In BHOP by EMO_with_AWP:
How do i make a bhop block so after you land on it, it goes back into the ground, then reappears a few seconds later. Like all bhop maps have it..


I'm thinking func_door?

In Question about lag&compile by Mate de Vita:
Post compile log.

Also the lagging does not depend only on the size of the map. It depends more on the complexity of the geometry and stuff like that.

Also some maps can take hours (or days on not-so-good computers) to compile.

In Map doesn't show up in maplist after compile by the_cloud_system:
hmmm

add it to your maps folder in your drive
e.g.
C:\Program Files\Steam\steamapps\ah ah im not ging to give it to you\counter-strike\cstrike\maps

In [Reward!] Compile CS map from Valve Hammer Editor [Reward!] by sneeuwboy:
Who can help me here out? :(

:


** Executing...
** Command: Change Directory
** Parameters: C:\Program Files\Valve\Steam\SteamApps\d3adangel3\counter-strike


** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\d3adangel3\counter-strike\cstrike\maps\aimniels.map" "C:\Program Files\Valve\Steam\SteamApps\d3adangel3\counter-strike\cstrike\maps\aimniels.map"


** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\qcsg.exe
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\d3adangel3\counter-strike\cstrike\maps\aimniels"

qcsg.exe v2.8 (Jan 31 2000)
---- qcsg ----
entering C:\Program Files\Valve\Steam\SteamApps\d3adangel3\counter-strike\cstrike\maps\aimniels.map

************ ERROR ************
Token too large on line 5


** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\qbsp2.exe
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\d3adangel3\counter-strike\cstrike\maps\aimniels"

qbsp2.exe v2.2 (Dec 28 1998)
---- qbsp2 ----

************ ERROR ************
Can't open C:\Program Files\Valve\Steam\SteamApps\d3adangel3\counter-strike\cstrike\maps\aimniels.p0

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\vis.exe
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\d3adangel3\counter-strike\cstrike\maps\aimniels"

vis.exe v1.3 (Dec 30 1998)
---- vis ----
1 thread(s)

************ ERROR ************
Error opening C:\Program Files\Valve\Steam\SteamApps\d3adangel3\counter-strike\cstrike\maps\aimniels.bsp: No such file or directory

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\qrad.exe
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\d3adangel3\counter-strike\cstrike\maps\aimniels"

qrad.exe v 1.5 (Apr 6 2000)
----- Radiosity ----
1 threads
[Reading texlights from 'C:\PROGRA~1\VALVEH~1\tools\lights.rad']
[1 texlights parsed from 'C:\PROGRA~1\VALVEH~1\tools\lights.rad']


************ ERROR ************
Error opening C:\Program Files\Valve\Steam\SteamApps\d3adangel3\counter-strike\cstrike\maps\aimniels.bsp: No such file or directory

In [Reward!] Compile CS map from Valve Hammer Editor [Reward!] by sneeuwboy:
sneeuwboy said:
Killer-Duck said:


can u help me? i have see that u are a pro mapper,
i get this error if i compile my map with valve hammer :


** Executing...
** Command: Change Directory
** Parameters: C:\Program Files\Valve\Steam\SteamApps\d3adangel3\counter-strike


** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\d3adangel3\counter-strike\cstrike\maps\aimniels.map" "C:\Program Files\Valve\Steam\SteamApps\d3adangel3\counter-strike\cstrike\maps\aimniels.map"


** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\qcsg.exe
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\d3adangel3\counter-strike\cstrike\maps\aimniels"

qcsg.exe v2.8 (Jan 31 2000)
---- qcsg ----
entering C:\Program Files\Valve\Steam\SteamApps\d3adangel3\counter-strike\cstrike\maps\aimniels.map

************ ERROR ************
Token too large on line 5


** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\qbsp2.exe
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\d3adangel3\counter-strike\cstrike\maps\aimniels"

qbsp2.exe v2.2 (Dec 28 1998)
---- qbsp2 ----

************ ERROR ************
Can't open C:\Program Files\Valve\Steam\SteamApps\d3adangel3\counter-strike\cstrike\maps\aimniels.p0

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\vis.exe
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\d3adangel3\counter-strike\cstrike\maps\aimniels"

vis.exe v1.3 (Dec 30 1998)
---- vis ----
1 thread(s)

************ ERROR ************
Error opening C:\Program Files\Valve\Steam\SteamApps\d3adangel3\counter-strike\cstrike\maps\aimniels.bsp: No such file or directory

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\qrad.exe
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\d3adangel3\counter-strike\cstrike\maps\aimniels"

qrad.exe v 1.5 (Apr 6 2000)
----- Radiosity ----
1 threads
[Reading texlights from 'C:\PROGRA~1\VALVEH~1\tools\lights.rad']
[1 texlights parsed from 'C:\PROGRA~1\VALVEH~1\tools\lights.rad']


************ ERROR ************
Error opening C:\Program Files\Valve\Steam\SteamApps\d3adangel3\counter-strike\cstrike\maps\aimniels.bsp: No such file or directory

i have search 8 hours, but dont find it, help me pls.

ty


Ps; its for CS1.6

:)

In [Reward!] Compile CS map from Valve Hammer Editor [Reward!] by sneeuwboy:
Killer-Duck said:


can u help me? i have see that u are a pro mapper,
i get this error if i compile my map with valve hammer :


** Executing...
** Command: Change Directory
** Parameters: C:\Program Files\Valve\Steam\SteamApps\d3adangel3\counter-strike


** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\d3adangel3\counter-strike\cstrike\maps\aimniels.map" "C:\Program Files\Valve\Steam\SteamApps\d3adangel3\counter-strike\cstrike\maps\aimniels.map"


** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\qcsg.exe
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\d3adangel3\counter-strike\cstrike\maps\aimniels"

qcsg.exe v2.8 (Jan 31 2000)
---- qcsg ----
entering C:\Program Files\Valve\Steam\SteamApps\d3adangel3\counter-strike\cstrike\maps\aimniels.map

************ ERROR ************
Token too large on line 5


** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\qbsp2.exe
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\d3adangel3\counter-strike\cstrike\maps\aimniels"

qbsp2.exe v2.2 (Dec 28 1998)
---- qbsp2 ----

************ ERROR ************
Can't open C:\Program Files\Valve\Steam\SteamApps\d3adangel3\counter-strike\cstrike\maps\aimniels.p0

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\vis.exe
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\d3adangel3\counter-strike\cstrike\maps\aimniels"

vis.exe v1.3 (Dec 30 1998)
---- vis ----
1 thread(s)

************ ERROR ************
Error opening C:\Program Files\Valve\Steam\SteamApps\d3adangel3\counter-strike\cstrike\maps\aimniels.bsp: No such file or directory

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\qrad.exe
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\d3adangel3\counter-strike\cstrike\maps\aimniels"

qrad.exe v 1.5 (Apr 6 2000)
----- Radiosity ----
1 threads
[Reading texlights from 'C:\PROGRA~1\VALVEH~1\tools\lights.rad']
[1 texlights parsed from 'C:\PROGRA~1\VALVEH~1\tools\lights.rad']


************ ERROR ************
Error opening C:\Program Files\Valve\Steam\SteamApps\d3adangel3\counter-strike\cstrike\maps\aimniels.bsp: No such file or directory

i have search 8 hours, but dont find it, help me pls.

ty

In Compile error ZHLT by deathkiller:
Guys,

[ 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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(0.09 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.08 seconds)

Using Wadfile: \games\cs 1.6\the game\the game\cstrike\cstrike.wad
- Contains 1 used texture, 50.00 percent of map (25 textures in wad)

Warning: ::FindTexture() texture CORE_URBAN_023 not found!
Warning: ::LoadLump() texture CORE_URBAN_023 not found!
Texture usage is at 0.02 mb (of 4.00 mb MAX)
0.20 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 hide

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ 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: No entities exist in hull 0, no filling performed for this hull
Warning: No entities exist in hull 1, no filling performed for this hull
Warning: No entities exist in hull 2, no filling performed for this hull
Warning: No entities exist in hull 3, no filling performed for this hull
0.02 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 hide
Error: Portal file 'hide.prt' does not exist, cannot vis the map


----- 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 hide
>> There was a problem compiling the map.
>> Check the file hide.log for the cause.


----- END hlrad -----

and yes i made my mape name Hide

And this is how my batch file looks

@echo off
hlcsg -nowadtextures hide
hlbsp hide
hlvis hide
hlrad hide
copy hide.bsp "D:\games\CS 1.6\the game\The game\cstrike\maps"
cd "D:\games\CS 1.6\the game\The game"
pause
hl -dev -console -game cstrike +sv_cheats 1 +map hide

the first time i tryded it worked fine
(only 3 blocks and 1 light and 2 spawns for CT and Terorr)

So i made a cool new big map and now it false

I checkt my map nothing outside the box or anything its just fucked up

i compiled it and i got a error and i got a bsp from it ! but when i play/lauche the bsp i get a black green so the error didt fuck up my map


i really need a way to fix this can somebody help me with it !?



In gay ZHLT problem :( by deathkiller:
Guys,

oke guys i got the same error !

[ 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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(0.09 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.08 seconds)

Using Wadfile: \games\cs 1.6\the game\the game\cstrike\cstrike.wad
- Contains 1 used texture, 50.00 percent of map (25 textures in wad)

Warning: ::FindTexture() texture CORE_URBAN_023 not found!
Warning: ::LoadLump() texture CORE_URBAN_023 not found!
Texture usage is at 0.02 mb (of 4.00 mb MAX)
0.20 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 hide

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ 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: No entities exist in hull 0, no filling performed for this hull
Warning: No entities exist in hull 1, no filling performed for this hull
Warning: No entities exist in hull 2, no filling performed for this hull
Warning: No entities exist in hull 3, no filling performed for this hull
0.02 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 hide
Error: Portal file 'hide.prt' does not exist, cannot vis the map


----- 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 hide
>> There was a problem compiling the map.
>> Check the file hide.log for the cause.


----- END hlrad -----

and yes i made my mape name Hide

And this is how my batch file looks

@echo off
hlcsg -nowadtextures hide
hlbsp hide
hlvis hide
hlrad hide
copy hide.bsp "D:\games\CS 1.6\the game\The game\cstrike\maps"
cd "D:\games\CS 1.6\the game\The game"
pause
hl -dev -console -game cstrike +sv_cheats 1 +map hide

the first time i tryded it worked fine
(only 3 blocks and 1 light and 2 spawns for CT and Terorr)

So i made a cool new big map and now it false

I checkt my map nothing outside the box or anything its just fucked up

i compiled it and i got a error and i got a bsp from it ! but when i play/lauche the bsp i get a black green so the error didt fuck up my map


i really need a way to fix this can somebody help me with it !?




In Help ! The System cannot find the specified file! by Daft:
I've been working for about 4 hours now on my first CS 1.6 map. and yes, i get stuck at the very very last part.

everything goes well after i click mapname.bat UNTIL 'The system cannot find the file specified'

this is the log of my .map

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 Nigger
Entering Nigger.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 2 ] [ 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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(0.00 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.00 seconds)

Using Wadfile: \documents and settings\administrator\my documents\zhlt\cstrike.wad
- Contains 2 used textures, 100.00 percent of map (123 textures in wad)

added 3 additional animating textures.
Texture usage is at 0.11 mb (of 4.00 mb MAX)
0.03 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 Nigger

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ 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 'Nigger.prt'
0.02 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 Nigger
1 portalleafs
0 numportals

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ 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:
(0.00 seconds)
LeafThread:
(0.00 seconds)
average leafs visible: 1
g_visdatasize:3 compressed from 1
0.03 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 Nigger

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 2 ] [ 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 ]


30 faces
Create Patches : 360 base patches
0 opaque faces
6304 square feet [907800.00 square inches]
2 direct lights

BuildFacelights:
(0.03 seconds)
visibility matrix : 0.0 megs
BuildVisLeafs:
(0.02 seconds)
MakeScales:
(0.00 seconds)
SwapTransfers:
(0.00 seconds)
Transfer Lists : 103200 : 103.20k transfers
Indices : 2320 : 2.27k bytes
Data : 412800 : 403.13k bytes
GatherLight:
(0.00 seconds)
FinalLightFace:
(0.02 seconds)
0.13 seconds elapsed

----- END hlrad -----

NOW THIS IS THE WEIRD PART

after

---- END hlrad -----

The System cannot find the specified file



I would glady appreciate all of your help.


This is the configuration for my mapname.bat:


@echo off
hlcsg -nowadtextures Nigger
hlbsp Nigger
hlvis Nigger
hlrad Nigger
copy mapname.bsp "D:\Counter-Strike 1.6\cstrike\maps"
cd D:\Counter-Strike 1.6\cstrike
pause
hl -dev -console -game cstrike +sv_cheats 1 +map Nigger

In Having Problems when i run the map in Cs by mugiwara#luffy:
i created my first map and im having problems running it.

Counter strike 1.6

i choose the map and i run in counter strike new game.

its showing me a error and i dont know how to fix hit. Help me plzz

heres the error

Mod_LoadBrushModel: maps/my,map,name.bsp has wrong version number (571084155 should be 30).

i need help!!

In New map by awhippo:
you guys should check out my map i made it 3 days ago tell me if you like the map.

http://www.fpsbanana.com/maps/99914

In gay by the_cloud_system:
how do i put it in maps folder or what

In Misbehaving Bots ... Again by Mate de Vita:
Load your map with at least one bot, open up the console and write bot_nav_analyze
If that doesn't work, go to your maps folder and delete the nav file of this map. Then load the map with at least one bot and it should automatically analyze it.

In aids v herpeys by fedex _:
i made some bhop maps they are pretty easy to make , deathrun however is kinda hard in my level of mapping... i think you should make a map of death run that would be really cool , cause there fun when u play them with other people on servers/

In Error.. missing file i'm trying to create...? by Da Fleegsta:
so i did everything in the tutorial, which by the way is extremely helpful, thanks, but i have a .err... it says:

hlcsg: Error: Error opening testmap.map: No such file or directory

ofcourse there's no such file, i'm trying to create it.. any help please? :)

and note i DID triple check the .bat and everything else is correct (no leaks, etc.) i'm pretty sure it has something to do with where i put the files. the .bat and .map are in a seperate folder than my maps folder in cstrike. mapname.bat and mapname.map are both in the zhlt folder. i don't know where to put the zhlt folder though, as it never said. so i placed it seperate from the other files.

i named the map testmap, which is where it got testmap.map from. but no files are actually called testmap.map, the only thing called testmap is the map name under the hammer map properties.

any help is appreciated thanks :D:D

EDIT: oh i just realize in my .bat i didn't replace ALL the mapnames with testmap. i though it was only the 4

nope, still doesnt work :(

oh and i just changed mapname.bat to testmap.bat i guess i missed the part where mapname is supposed to be my map's name. i guess the same thing goes for mapname.map?

EDIT: ugh.. now i got a new error..

hlcsg: Error: Could not open wad file documents and settingsAdmindesktoptfc.wad

hlcsg: Error: Could not find WAD file
Description: The compile tools could not locate a wad file that the map was referencing.
Howto Fix: Make sure the wad's listed in the level editor actually all exist

now it seems that it can't open the WAD file?? it worked fine in the editor..


EDIT: i found the problem.. i think.. apparently the files need to all be in the same drive. so i did move them all. At first i tried to replace the textures with the new file destination, but it didnt work. it was bugged. So i started over, i made a completely new map, and tried it again. It tried to load from the old destination again. But this time i was able to change it.

it works now :) thread closed.. thanks everyone (lol).
and btw, i guess a reminder there are some bugs in this program :( at least i think

In Compiling Error !!!! by Mate de Vita:
EMO_with_AWP said:
Eltro said:

kk here i am adding the contents of bat file to plzz chck----->
@echo off
hlcsg -nowadtextures eltro
hlbsp eltro
hlvis eltro
hlrad eltro
copy eltro.bsp "D:Program FilesCounter-Strikecstrikemaps"
cd D:Program FilesCounter-Strike
pause
hl -dev -console -game cstrike +sv_cheats 1 +map eltro

****************************88
mine is non steam !!


WHERE ARE YOUR SLASHES?

copy eltro.bsp "D:/Program Files/Counter-Strike/cstrike/maps"
cd D:/Program Files/Counter-Strike


Aha so I'm not the only one.
Windows uses backslashes by the way.

In Compiling Error !!!! by EMO_with_AWP:
Eltro said:

kk here i am adding the contents of bat file to plzz chck----->
@echo off
hlcsg -nowadtextures eltro
hlbsp eltro
hlvis eltro
hlrad eltro
copy eltro.bsp "D:Program FilesCounter-Strikecstrikemaps"
cd D:Program FilesCounter-Strike
pause
hl -dev -console -game cstrike +sv_cheats 1 +map eltro

****************************88
mine is non steam !!


WHERE ARE YOUR SLASHES?

copy eltro.bsp "D:/Program Files/Counter-Strike/cstrike/maps"
cd D:/Program Files/Counter-Strike


In What is Wrang? by EMO_with_AWP:
post them on fps banana, advertise them on youtube?, and put them on a server.

it takes time to get maps popular.

In What is Wrang? by Sloth:


http://www.fpsbanana.com/members/maps/459982


Any tips on how to get my maps popular, ?
I want to play my maps on a server, instead alone with bots.. Poorly i can't afford one

In Cylender Clashes by Killer-Duck:
Farmboy102 said:
This is so damn stupid.

I can't insert a cylinder , the moment I create one my maps doesn't compile, and the very moment I create one I press Alt+P and there is a error immediatly.

What does the error say!?

In Cylender Clashes by Farmboy102:
This is so damn stupid.

I can't insert a cylinder , the moment I create one my maps doesn't compile, and the very moment I create one I press Alt+P and there is a error immediatly.

Any help guys ?

In m back and i need help. by Mate de Vita:
Are you sure they're properly compiled .bsp maps?

In m back and i need help. by flameir:
ummmm i've been making loads of maps recently and i somehow ran out of space on my cs list of maps. as in, theyre in my maps folder. with the rest of my maps but they wont show up when i start the game and go to my 'new game' then select map list..... ????? can anyone explain this and help me out? please.

In timecounter by turnip1:
A good place for the wad files is in your most likley it will be

C:-Program Files-Steam-Steamapps-
or
C:-Program Files-Valve-Steam-Steamapps-

aslong as its in your steam apps if you know where that is a good place for your rmf's is well in my opinion i make a folder called
"My VHE Maps" on my Desktop.

EDIT: For some reason slashes dont show up so instead of slashes in the places i will put dashes so just pretend they are slashes.

In how NOT to report an incident... by moojuicemajik:
i know what an ss is lol...i just odnt know how to put it on the forum.
anyhow, this guy posted a report against osmeone being racist on one of the servers i use, he had a screen shot to go with it, in the screen shot it was obviouse he was esp'ing/walling. he was subsequently banned.

i just thought id share the love to the guys who help me make my maps!!!

lol.

In Diablo 2 by aaronjer:
We could play on one of the Oasis maps I designed, it limits expansion so you won't have to worry about turtling or not. Also the games don't take very long because nobody ever has more than a handful of cities. I don't remember their resource layout anymore, so I wouldn't be at an unfair advantage, whether we worked together or not.

Civ 4 has a play by e-mail function. I believe it just sends your turn to the other guy and so on... it'd probably be the best bet since you don't usually have a lot of time to devote at once to gaming.

In Check out my maps (not advertising) by bandora:
Hey guys,

I have three maps done and I thought that I would share them with you guys..

Aim_marioland:
http://www.fpsbanana.com/maps/97265


Deathrun_fs-facility:
http://www.fpsbanana.com/maps/85960


Aim_kinetic:
http://www.fpsbanana.com/maps/85524


I hope you guys would try them and enjoy them. And if you have any feedback for me, tell me (good or bad) I like getting feedbacks.

Enjoy!

BaNdOrA

P.S: In aim_marioland, in order to go to the secret buy room (as shown in picture 3 & 4 in FPSBanana), you will need two people or low gravity to jump on the big question box (the triboxes located in each spawn in the main arena), then when you're on top of the question box you will need to run towards the other spawn (there will be an invisible stairs and platform) then look down once you reach the first box (on the ground) and then just jump in your place.

In 2D Objects by fedex _:
ok i seen in certain maps such as , kz_sonic , and i notice that they have little chous that move when you move , can someone tell me how to do this????

In Error: Exceeded MAX_MAP_CLIPNODES by Mate de Vita:
bandora said:
P.S. I don't use a batch file to compile the map.. I do it directly from VHE.. For some odd reason it works for me that way better than using a batch file.. But I have a feeling I am going to need to compile this map using a batch file. :D

It's usually better to compile using a batch file as hammer requires way more resources to put it simply.

bandora said:
P.P.S.: KD that webpage you gave me says this: "then the #1 fix is running HLRAD with the -sparse flag - but compile will be slower." How do I do that?? what's the -sparse flag-?

In the hlrad line of your batch file write hlrad -sparse mapname

bandora said:
P.P.S.(1): Should I post the rmf/map with the wads and you guys can look at it and if u can make a quick fix if you see something wrong with it? Like can you guys do that for me? Maybe there's something that I am doing wrong? And btw the textures etc on those decompiled maps, I will redo them and make them better.. but I am talking about the outter walls, skies.. etc. Btw what I have now is a lot different than the first rmf.. in fact I am going to take that link off.

Well, I would but the computer on which I have VHE and everything else is currently in the state of fucked up (to be more precise the CPU fan isn't working properly) so unfortunately I can't help you there.

In Error: Exceeded MAX_MAP_CLIPNODES by bandora:
@ KD.. Well here's the what's going on... When I compile with this version of ZHLT, it works fine (i.e. it doesn't give me the Exceeded MAX_CLIPNODES error)... with the newest ZHLT it gives me that..

But with the ZHLT that I am currently using gives me the Exceeded MAX_PATCHES error when I run hlrad.. when I don't run hlrad it does compile.. But the fps is terrible! (I did expect that btw)..

I saw a post that superjer made one time about this..

He says: "To make the lighting less detailed, change your hlrad line like this:

hlrad -chop 256 mapname "

I did that and it gave me an error.. do I need to change the 256 number? make it less.. more...??


@ Vita: And about the wads yes I know it's too much I am only testing it now.. What I am going to do so people don't have to download so many unnecessary wads.. I am going to take out all the textures that this map uses and put them in one (de_dusterno.wad). That will make the download MUCH easier for people. I mean tfc2.wad is 11MB! so that's not good.

P.S. I don't use a batch file to compile the map.. I do it directly from VHE.. For some odd reason it works for me that way better than using a batch file.. But I have a feeling I am going to need to compile this map using a batch file. :D

P.P.S.: KD that webpage you gave me says this: "then the #1 fix is running HLRAD with the -sparse flag - but compile will be slower." How do I do that?? what's the -sparse flag-?

P.P.S.(1): Should I post the rmf/map with the wads and you guys can look at it and if u can make a quick fix if you see something wrong with it? Like can you guys do that for me? Maybe there's something that I am doing wrong? And btw the textures etc on those decompiled maps, I will redo them and make them better.. but I am talking about the outter walls, skies.. etc. Btw what I have now is a lot different than the first rmf.. in fact I am going to take that link off.

In Error: Exceeded MAX_MAP_CLIPNODES by bandora:
Yes! I fixed this error! I tied a couple of things to the func_wall entity.. And made some "good" skyboxes on the the FY and the Awp maps... but then it gave me another error.. it's this one..

Exceeded MAX_PATCHES

Here's the new log:

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~1Toolszhlthlcsg.exe "C:Program FilesValve Hammer Editormapsproject combo"
Entering C:Program FilesValve Hammer Editormapsproject combo.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 2 ] [ 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]

65 brushes (totalling 390 sides) discarded from clipping hulls
CreateBrush:
(12.80 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(9.52 seconds)

Using Wadfile: program filesvalve hammer editorwadshalflife.wad
- Contains 21 used textures, 22.11 percent of map (3116 textures in wad)
Using Wadfile: program filesvalve hammer editorwadscstrike.wad
- Contains 6 used textures, 6.32 percent of map (123 textures in wad)
Using Wadfile: program filesvalve hammer editorwadsbandora.wad
- Contains 0 used textures, 0.00 percent of map (6 textures in wad)
Including Wadfile: program filesvalve hammer editortoolszhltzhlt.wad
- Contains 1 used texture, 1.05 percent of map (3 textures in wad)
Using Wadfile: program filesvalve hammer editorwadsitsitaly.wad
- Contains 0 used textures, 0.00 percent of map (99 textures in wad)
Using Wadfile: program filesvalve hammer editorwadsde_storm.wad
- Contains 1 used texture, 1.05 percent of map (74 textures in wad)
Using Wadfile: program filesvalve hammer editorwadsitsmemario.wad
- Contains 0 used textures, 0.00 percent of map (33 textures in wad)
Using Wadfile: program filesvalve hammer editorwadsde_piranesi.wad
- Contains 0 used textures, 0.00 percent of map (160 textures in wad)
Using Wadfile: program filesvalve hammer editorwadstfc2.wad
- Contains 43 used textures, 45.26 percent of map (395 textures in wad)
Using Wadfile: program filesvalve hammer editorwadscs_dust.wad
- Contains 20 used textures, 21.05 percent of map (28 textures in wad)
Using Wadfile: program filesvalve hammer editorwadsde_dusterno.wad
- Contains 3 used textures, 3.16 percent of map (5 textures in wad)

Warning: More than 8 wadfiles are in use. (11)
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.


added 9 additional animating textures.
Texture usage is at 2.65 mb (of 4.00 mb MAX)
26.89 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: C:PROGRA~1VALVEH~1Toolszhlthlbsp.exe "C:Program FilesValve Hammer Editormapsproject combo"

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ 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:Program FilesValve Hammer Editormapsproject combo.prt'
31.31 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: C:PROGRA~1VALVEH~1Toolszhlthlvis.exe "C:Program FilesValve Hammer Editormapsproject combo"
3623 portalleafs
10813 numportals

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ 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:
(14.84 seconds)
LeafThread:
(672.47 seconds)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 3380 and 3395:
(-475.000 10.000 -2474.938)
(-475.000 7.869 -2475.337)
(-697.882 -161.000 -2507.000)
(-699.000 -161.000 -2507.000)

Warning: Leaf portals saw into leaf
Problem at portal between leaves 3387 and 3389:
(-639.533 -115.604 -2500.056)
(-541.882 -41.057 -2487.010)
(-541.984 -40.988 -2486.998)

average leafs visible: 187
g_visdatasize:246260 compressed from 1641219
687.75 seconds elapsed [11m 27s]

----- 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: C:PROGRA~1VALVEH~1Toolszhlthlrad.exe "C:Program FilesValve Hammer Editormapsproject combo"

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 2 ] [ 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 ]


25933 faces
Create Patches : 94158 base patches
0 opaque faces
784344 square feet [112945576.00 square inches]
Error: Exceeded MAX_PATCHES
Description: The map has a problem which must be fixed
Howto Fix: Check the file ZHLTProblems.html for a detailed explanation of this problem


----- END hlrad -----



In Error: Exceeded MAX_MAP_CLIPNODES by Killer-Duck:
bandora said:
but I am not a guy that gives up on this! O.o and I know that it can be done since there's a map that's the same exact idea as mine that's called de_duztec..

Now I didn't understand what fedex was talking about.. like who's Empyre and what does he mean by try to compile the map with different nodes.. and I still don't understand what clipnodes are exactly?? Like maybe if I understand what it is, I could then reduce those clipnodes that the error is talking about.. Also, should I convert a couple of walls, boxes on the maps to func_wall?? will that work?

Empyre was probably talking about the different cliptypes that can be set on hlcsg. You could try -cliptype smallest which should create the smallest amount of clipnodes possible, of course it will do so on behalf of other stuff, it will probably cause "sticky corners" and other unwanted things.

Turning stuff into func_wall may lower the amount of clipnodes, i'm not really sure but I guess it's worth a shot.

Anyway, as I said in my earlier post, your main-problem is probably the two decompiled fy-maps. Start with what DR said and build correct skyboxes for the two fy-maps. That should reduce clipnodes quite a lot. Also that propeller-thingy on the top of that mill or whatever it is, turn it into func_illusionary or just delete it, cuz its fucked up and sliced into hundreds of pieces.

In Error: Exceeded MAX_MAP_CLIPNODES by bandora:
but I am not a guy that gives up on this! O.o and I know that it can be done since there's a map that's the same exact idea as mine that's called de_duztec..

Now I didn't understand what fedex was talking about.. like who's Empyre and what does he mean by try to compile the map with different nodes.. and I still don't understand what clipnodes are exactly?? Like maybe if I understand what it is, I could then reduce those clipnodes that the error is talking about.. Also, should I convert a couple of walls, boxes on the maps to func_wall?? will that work?

In Error: Exceeded MAX_MAP_CLIPNODES by Killer-Duck:
Quote:

MAX_MAP_CLIPNODES

There isn't any way to add more nodes or clipnodes to the bsp's (its already maxed out). However, at least clipnodes can be reduced with a bit of work.

When the maps are compiled all the 3d 'space' a player can get to is broken up into convex regions just like brushes are required to be, alot of them are extremely small or too small for a player, and if you put a CLIP brush over them they don't become clipnodes at all (well really there are still a few intersecting the brush on its surfaces, but the brush can be excluding dozens or hundreds of them at a time).

If the world has had a 'box' placed around it to prevent leaks, its probably causing several thousand (if not 10000+) extraneous nodes and clipnodes to be caused, not only wasting resources but will cause vis to work a lot harder than it needs to. An example map is available, demonstrating how it is possible to reduce the clipnodes in a map. Without the clip brush in place, the map requires over a hundred more clipnodes to define the player-accessable space.

http://www.slackiller.com/tommy14/errors.htm#clipnode


I think DR and fedex is right on this one.

I think your main problem here is the two fy_maps (the one that uses dust-textures and the other which got snow on the ground and some mill in the center), those two maps needs to be completly rebuilt(clean up brushwork) plus they need to have a correctly built sky.

Of course, even after you've done all that it still may not compile. You just have to accept that this map may be too big/complex for the compile tools to handle.

In Error: Exceeded MAX_MAP_CLIPNODES by bandora:
By the way.. What is causing this error.. the sky textures on my map?? or the brushes that are on the maps themselves?? I am asking this so I can know from where to start.. if the sky boxes are fine or not.. etc.

In something wierd!!!! by EMO_with_AWP:
This means your map isn't in the server. Meaning it's not in your maps folder. Drag the .bsp file to your cs maps folder

In And then I found my idea. by Farmboy102:
Some of you may remember a couple of monts ago I mentioned That I want to place rats in my maps , Then I got a mod for halflife called Paranoia ( Paranoid Something like that ) and as I played the game there were some places where there were rats and if you step on them they give out a loud Sqeel and then die , Can anyone explain to me how can I do this in CS ? If it can even be done.

In CT and T controlable weapons by Killer-Duck:
Farmboy102 said:
Ok I noticed on team fortress that some items can only be picked up by certain teams now how can I do this in CSCZ.

I don't know very much about CSCZ-mapping but I don't think you can do this through mapping, but maybe by coding a plugin.

Farmboy102 said:

I want to make a mounted machine gun that can only be used by the terries , now I got a new PC ( Finally now I can make Bigger maps than usual ) and I forgot to backup all my previous data so I have to start mapping all over again now I remember most of the stuff , But I need some tutorials again, I also need the content for the .bat file I kinda forgot that.

Read superjers tutorials? http://www.superjer.com/learn.php

Farmboy102 said:

I also need a tutorial for a mounted machine gun coz I can't remember where I found my previous tutorial. ( It feels like I've got amnesia. )

Maybe this?

Farmboy102 said:

Then there is another weird thing happening that didn't happen on my old PC when I'm mapping , If I create a solid , there's a diaganol white line through it now this also happens on my laptop , but it never happened on my old pc, can anyone explain this to me, also when I click on the solid , if there is another solid behind it , it doesn't select the solid I click on but instead the one in the back.

"Tools" ---> "Options..." ---> "3D views" and uncheck "Reverse selection order". That should take care of the selection-problem.

In CT and T controlable weapons by Farmboy102:
Ok I noticed on team fortress that some items can only be picked up by certain teams now how can I do this in CSCZ.

I want to make a mounted machine gun that can only be used by the terries , now I got a new PC ( Finally now I can make Bigger maps than usual ) and I forgot to backup all my previous data so I have to start mapping all over again now I remember most of the stuff , But I need some tutorials again, I also need the content for the .bat file I kinda forgot that.

I also need a tutorial for a mounted machine gun coz I can't remember where I found my previous tutorial. ( It feels like I've got amnesia. )

I also want to know whats the minimum requirements for the graphics. I can play CS but not source coz I'm still using my onboard graphics will this have an effect on my hammer mapping ?

Then there is another weird thing happening that didn't happen on my old PC when I'm mapping , If I create a solid , there's a diaganol white line through it now this also happens on my laptop , but it never happened on my old pc, can anyone explain this to me, also when I click on the solid , if there is another solid behind it , it doesn't select the solid I click on but instead the one in the back.

Wow thats alot of problems for a new PC can you guys help me solve it ?

Thanks.


In Half life: Automap by Anti-jer:
Hello... I was wandering superjer... if possibly you could change automap a bit to make it make maps for multiple mods?? ex: cstrike. or dod , by making multiple spawn points and customizable heights? or staircases??? i would greatly completely super omega mcdiddy's hyper appreciate it!!!.

In [Reward!] Compile CS map from Valve Hammer Editor [Reward!] by Killer-Duck:
AntonFifty said:
How come this is a Valve Hammer Editor forum and a lot of the pro members here doesn't even have it?

Can't someone help me please? I really need to get this done... I really wanted to do something special and after 4 weeks of working I've finally made the map, but the compiling is the only problem...

We don't have that error because we're pro's, that error usually show up in big maps made by newbs that go over the memory limit somewhere.

If MdV is going to be able to compile it i think he will need to clean it up first. (Build a correct sky, turn some of the furnitures into func_wall etc. etc.)

In [Reward!] Compile CS map from Valve Hammer Editor [Reward!] by AntonFifty:
[Reward: Steam with CS:Source & Half-Life++]Compiling CS map from Valve Hammer Editor [Reward!]

Hey guys, I need some help.
Since it's just 4 weeks left at my school, and then all of my classmates I've known for 10 years go to different schools. So I wanted to do something special, and made a CS map of our school with our classroom as the bombing place with Valve Hammer Editor. And the only problem I'm having is compiling it into a CS-map. So if there's anyone who's experienced in making CS-1.6/CZ Maps, then I need your help.

I've added a link where you can download my map (.rmf) and the skins (.wad) that are needed for my map.

All I'm asking for, is to compile it into a CS-1.6/CZ map (.bsp)

I asked some friends of mine to take a look at it, and they say it has some errors then needs to be fixed, so you gotta fix them to.

Reward:
- 1 Steam account with:
* Counter-Strike: Source
* Half-Life 2
* Half-Life 2: Deathmatch
* Half-Life 2: Lost Coast

de_sjoholt.rmf - http://www.mediafire.com/?mdmadum2ejn
wad-file - http://www.mediafire.com/?mlmjnj3k2kw

Thanks a lot for helping!.

In something wierd!!!! by fedex _:
well this is how i do it,,, instead of having counter strike starting when the map is finished compiled , so i dont put a directory for cs to start up i just let it compile and drag the bsp into the cstrike folder where u place maps , and i go to cs and run map , that seem to work for me , so try it out and see what happens... Hope this helps

In no Error :/ by Mate de Vita:
If 'another program' includes another game, then yes.
But any map you make for a goldsource game (counter-strike, half-life etc.) will use the goldsource engine. Which means that no matter how big the grid in Hammer is, the map will still be unplayable in this engine if it's too big (this is not completely accurate as it doesn't depend only on the size of the map - I've seen some maps that take the entire Hammer grid and are still playable - but still. You have to know exactly what you're doing if you want a map like that).
So if I were you, I'd first read some tutorials and make a couple of smaller maps. Then you can move on to bigger projects.

In no Error :/ by Mate de Vita:
Post compile log.

Also if you're trying to make 12 floors... Don't.
At least not until you learn the engine's limitations, you shouldn't do anything big. Always keep in mind that this engine isn't made for large maps.

In custom bat file... by Mate de Vita:
So I was mucking about with bat files and I wanted to try something out but it didn't exactly work.

@echo off
D:
cd "Delo\Matej\Counter-Strike 1.6"
hl -game cstrike +map de_dust -bot_difficulty 3 -bot_add -bot_add -bot_add -bot_add -bot_add -bot_add -bot_add -bot_allow_grenades 0 -bot_allow_shield 0

(there's just a space between those two -bot_adds in the bat file)
It just starts the game and maps de_dust but I can't choose T/CT (I automatically spawn as T) and I don't get the life, ammo... display.
And also no bots are spawned.
Is there any way to do this right?


In scary fog by NewbkilleR:
Ahh ok.
No I'm not doing it Edans way cause there would be to big an area with masked textures, it would just make the whole map lag
But anyway I found out that the whole fog-thing is included in zombiemod. I just wanted to use fog in other maps, but forget it thread closed

In Expert mapping by Mate de Vita:
trigger_push for the pushing.

As for the tutorials, you have some on TWHL, Counter-Map, cs-maps and so on, I can't think of any others right now, though there are deffinitely tons of them. But I don't really know what you mean by advanced tutorials...

In Bots stupid as hell? by titanium00neon:
No. Go to cstrike\maps and if your map is named mapname.bsp, delete mapname.nav file. So the same name but the .nav extension. Open CS 1.6, run map, and add only one bot. That's the automatic way...

In scary fog by NewbkilleR:
1st I don't think the transparent brush thing is the way other people did it, I mean on most zm maps have fog like that, if I think for a minute I guess it could be included in the mod itself?
but anyway shouldn't all of those masked brushes reduce the FPS? thus making the whole map lag a bit?...well at least while your looking at them.

2nd well it was a rope I made it a 6 sided cylinder so yeah. But I also saw this problems whit other small brushes I had, said it couldn't find the file. but after i deleted the brushes the error didn't come up.
I'm guessing there is some kind of problem with the compile tools and small brushes, or maybe textures applied to the smallest faces of the brushes.

well anyway thnx for the fast reply. I'm going to check out if the fog thing is mod-related

In scary fog by NewbkilleR:
Ey everyone.
I'm making this really nice zm_ map, for zombie mod.
I'm kind of a newb at mapping, but i learn pretty fast, thnx a lot for the tut it was really helpful.
But I just can't seem to figure out how to make fog,mist that you can see on some zombie maps, you know that dark dense fog at about knee level.
Also how do i make the map dark like that but people still being able to see themselves and outline of others getting closer? This mite not make much sense but i hope you understand what I'm trying to do

PS: I don't have a zombie mod server myself so I can't really test everything, I'm only making it for a friend's server

In Bots stupid as hell? by Ice Mage:
Mate de Vita said:
Do they do OK on the default maps (maps like de_dust, de_inferno etc.) and other custom maps (downloaded maps, e.g. awp_l337sk337 from this site)?


Yes they do fine on normal maps. I'll try that map now.

In Bots stupid as hell? by Mate de Vita:
Do they do OK on the default maps (maps like de_dust, de_inferno etc.) and other custom maps (downloaded maps, e.g. awp_l337sk337 from this site)?

In Hammer and TF2 by Lunch Patterson:
Building a TF2 map and a bunch of things have that "checkerboard" pink texture that moves as you move. Shotgun shells, the #5 weapon for the engineer. Wondering how to get rid of that happening. Also wondering if anyone knows how to make those garage doors that are one the spawn of maps like 2fort.

In Counter Strike Game problem by titanium00neon:
Ok. So I make a new map. The map works, BUT in 1.8 when I want to add bots, it starts analyzing and it doesn't stop. How do you do it in 1.6? Can I create the .nav file manually? I don't get it how do you play all of your custom made maps in 1.6 with bots?

In Counter Strike Game problem by Killer-Duck:
titanium00neon said:
But in 1.6 you don't need to analyze every unknown map, right?


CS 1.6 doesn't analyse any maps at all because it doesn't have any bots by default. There are 3rd party bots for CS 1.6 though and they will require that the map is analysed first(unless you already got a .nav-file for that map).

In any one dotas? by Jake?!:
I have been playing dota for around 4 years now. It is actually pretty popular in the US, a majority of the custom maps games on both US east and US west are Dota games. Also, the clan that really started the map and made it popular is from US east.

In my map wont open by titanium00neon:
The easiest way to be sure that nothing went wrong is to make a folder "zhlt" and put it in c:\
So your folder has path "c:\zhlt"
Make all letters small in "zhlt".
Then copy your every file in that folder.
Those are mapname.bat, mapname.rmf, mapname.map, hlbsp.exe, hlcsg.exe, hlvis.exe and hlrad.exe.
Now copy all the WADs that you use. Maximum is 8 but you can merge them using "Wally".
All .cfg files also in that folder.
That's the safest way. Name all of your work as mapname. In your .bat file make it also mapname.
One more thing. Type everything with small letters, that also reduces chance for making an error.
Ok. Let's say this worked. Take your .bsp file and rename it as you like, eg. "jailbreak.bsp". Copy it to cstrike\maps and you're done.

In Counter Strike Game problem by titanium00neon:
I have Goiceasoft Counter Strike 1.8. It's a lot better than 1.6 but it has a problem. Installation has more then 100 maps. Most of them are from 1.6 and they work. But others need to analyze first so you can add bots. Only on 1 of 60 school computers this process finishes. Doesn't do it on my laptop, doesn't on my home computer, my dad's, my every friend's computer......... It just starts again and again and again... Does 1.6 have this problem? Do I need to download the 1.6 version? None of my maps can be playable until I take it to school, analyze, copy the .nav file from cstrike/maps and then bring it home again. Makes me crazy....

In OK. So I made a really good map. I want my custom hostage skins by Mate de Vita:
Well, this engine isn't really made for large maps. It might be that the map is too large. Or maybe you just screwed something up.

Also if you've used any models (.mdl)/sounds (.wav)/sprites (.spr) in your map, check SRAW's post in here.

Otherwise just upload your map to speedyshare.

In my map wont open by fedex _:
@echo off

hlcsg -nowadtextures YOURMAPNAMEHERE

hlbsp YOURMAPNAMEHERE

hlvis YOURMAPNAMEHERE

hlrad YOURMAPNAMEHERE

copy YOURMAPNAMEHERE.bsp "C:\Steam\YOURSTEAMACCOUNT\EMAIL\counter-strike\cstrike\maps"

pause

"C:\Steam\Steam.exe" -applaunch 10 -dev +sv_cheats 1 +map YOURMAPNAMEHERE

In im getting missing prt file by liquid:
@echo off
hlcsg -nowadtextures snow_hns
hlbsp snow_hns
hlvis snow_hns
hlrad snow_hns
copy snow_hns.bsp "C:\Program Files\Valve\Steam\SteamApps\genocidecs\counter-strike\cstrike\maps"
pause
"C:\Program Files\Valve\Steam\Steam.exe" -applaunch 10 -dev +sv_cheats 1 +map snow_hns

In HAMMER IS CRASHING WHEN I EXPORT TO .map! WHAT NOW? by Down Rodeo:
He says he's made maps before, we are also waiting to hear back from him... I don't think your advice is entirely useful.

In Compiling problem (based off tutorial) by danielm:
Using this tutorial
http://www.superjer.com/learn7.php

I copy the stuff in and change it as follows

@echo off
hlcsg -nowadtextures daniel1
hlbsp daniel1
hlvis daniel1
hlrad daniel1
copy daniel1.bsp "F:\Other\Counter Strike\Counter Strike 1.6\cstrike\maps"
cd F:\Other\Counter Strike\Counter Strike 1.6
pause
hl -dev -console -game cstrike +sv_cheats 1 +map daniel1


(my map name is daniel1)
(Yes, counter strike is on my 4 gig USB)
(The directory of it is F:\Other\Counter Strike\Counter Strike 1.6)

Ok, all is fine right?
I run it.

As follows:
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 daniel1
Entering daniel1.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 2 ] [ 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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(0.00 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.03 seconds)

Error: Could not open wad file \program files\counter strike 1.6\cstrike\cstrike.wad
Error: Could not find WAD file
Description: The compile tools could not locate a wad file that the map was referencing.
Howto Fix: Make sure the wad's listed in the level editor actually all exist



----- 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 daniel1
>> There was a problem compiling the map.
>> Check the file daniel1.log for the cause.

----- 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 daniel1
>> There was a problem compiling the map.
>> Check the file daniel1.log for the cause.

----- END hlvis -----


I read through it an realise its saying:
Error: Could not open wad file \program files\counter strike 1.6\cstrike\cstrike.wad

So, i copied counter strike to my
C:\program files\
So now it is the following directory
C:\program files\counter strike 1.6\cstrike\cstrike.wad

Then i changed the .bat file to be this:
@echo off
hlcsg -nowadtextures daniel1
hlbsp daniel1
hlvis daniel1
hlrad daniel1
copy daniel1.bsp "C:\program files\counter strike 1.6\cstrike\maps"
cd C:\program files\counter strike 1.6
pause
hl -dev -console -game cstrike +sv_cheats 1 +map daniel1


I run it (yes all files are in zhlt folder).
Exact same error!

Please help!
I want to do it all on my USB if possible

Thankyou for reading.

In Getting a weird error after compiling by fedex _:
this happen too me also just set your compile to run with steam but dont set a directory for steam too start up just compile and drag it to you folder where you place your maps

In Laggish? by Mate de Vita:
Try reading this tutorial. While it might not help you get rid of the lag in your current project, it should help you understand the limits of the engine for your future maps.

In Another generator by green_meklar:
Well, as far as I know most of the standard entities (light, light_environment, func_wall, func_water, func_door, func_ladder) are supported by Counterstrike, and one of the posters on the VERC forums, wolf, said that the Half-Life textures were also compatible with Counterstrike. So although the program can't make Counterstrike-specific entities itself, you should be able to generate a 'bare' map (that is to say, no items, monsters, player spawns or chargers on the map) and then add any necessary Counterstrike entities manually. In fact, technically the info_player_start and info_player_deathmatch entities (the former without suits) generated by the program would work for Counterstrike CT and T spawn points too, however at the moment they're placed randomly with no consideration for teams. The layout of most of the generated maps also isn't very conducive for team play, although a desert with buildings in it might work out. You could also for example simply generate a building to place in an existing layout.

In A problem that occured by green_meklar:
As far as I know, if there's a leak then the RAD is never run at all (because it can't calculate lighting properly when a leak is present). Since the RAD takes up by far most of the compile time, you end up with very quick compiles- but maps that don't have lighting.

In Mate de Vate by eDan Co.:
Superjer.com is the first result you get when googling "make counter strike maps" or many other things of the sort. Shuzzah!

In Weird problem... by Killer-Duck:
1.6-maps will work in cz and vice versa.

In Hammer is getting annoying by fedex _:
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 stone_bhop
Entering stone_bhop.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]

39 brushes (totalling 238 sides) discarded from clipping hulls
CreateBrush:
(0.03 seconds)
SetModelCenters:
(0.02 seconds)
CSGBrush:
(0.09 seconds)

Using Wadfile: \documents and settings\administrator\desktop\desktop\brandons maps\maps and wads\cswad.wad
- Warning: Larger than expected texture (348972 bytes): 'KREEDZMOD'
- Warning: Larger than expected texture (348972 bytes): 'PAYPALDONATE'
- Warning: Larger than expected texture (348972 bytes): 'MARIOWEST1'
- Warning: Larger than expected texture (348972 bytes): 'MARIOWEST2'
- Warning: Larger than expected texture (348972 bytes): 'KREEDZMOD'
- Warning: Larger than expected texture (348972 bytes): 'PAYPALDONATE'
- Warning: Larger than expected texture (348972 bytes): 'MARIOWEST1'
- Warning: Larger than expected texture (348972 bytes): 'MARIOWEST2'
- Contains 26 used textures, 96.30 percent of map (1366 textures in wad)

added 1 additional animating textures.
Warning: ::FindTexture() texture LAB1_DOOR1C not found!
Warning: ::LoadLump() texture LAB1_DOOR1C not found!
Texture usage is at 0.69 mb (of 4.00 mb MAX)
0.27 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 stone_bhop

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 info_player_start @ (-1377,-1887,-120)
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

0.66 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 stone_bhop
>> There was a problem compiling the map.
>> Check the file stone_bhop.log for the cause.

----- 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 stone_bhop
>> There was a problem compiling the map.
>> Check the file stone_bhop.log for the cause.

----- END hlrad -----

Only when i make a skybox this leak always appears


In Want to have palm trees by Mate de Vita:
Well yeah, you could model them (or preferrably download them as models).

Or you could make them manually in hammer like this:
http://www.cs-maps.jolt.co.uk/index.php?page=trees.htm

In ANOTHER PROBLEM!!! by fedex _:
ok i got the timer to work and everything went fine in compiler , but when i started local map and when i played map. EVERYTHING IS BLACK its all dark . but i did put skybox and u can see it, but everything is black,,,,,, also timer numbers are messed up..



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 kzm_stone_block
Entering kzm_stone_block.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]

39 brushes (totalling 238 sides) discarded from clipping hulls
CreateBrush:
(0.41 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(1.08 seconds)

Using Wadfile: \documents and settings\administrator\desktop\desktop\brandons maps\maps and wads\cswad.wad
- Warning: Larger than expected texture (348972 bytes): 'KREEDZMOD'
- Warning: Larger than expected texture (348972 bytes): 'PAYPALDONATE'
- Warning: Larger than expected texture (348972 bytes): 'MARIOWEST1'
- Warning: Larger than expected texture (348972 bytes): 'MARIOWEST2'
- Warning: Larger than expected texture (348972 bytes): 'KREEDZMOD'
- Warning: Larger than expected texture (348972 bytes): 'PAYPALDONATE'
- Warning: Larger than expected texture (348972 bytes): 'MARIOWEST1'
- Warning: Larger than expected texture (348972 bytes): 'MARIOWEST2'
- Contains 24 used textures, 96.00 percent of map (1366 textures in wad)

added 8 additional animating textures.
Warning: ::FindTexture() texture LAB1_DOOR1C not found!
Warning: ::LoadLump() texture LAB1_DOOR1C not found!
Texture usage is at 0.94 mb (of 4.00 mb MAX)
1.84 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 kzm_stone_block

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 'kzm_stone_block.prt'
2.91 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 kzm_stone_block
925 portalleafs
3438 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:
(6.78 seconds)
LeafThread:
(3446.63 seconds)
average leafs visible: 357
g_visdatasize:86179 compressed from 107300
3453.61 seconds elapsed [57m 33s]

----- 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 kzm_stone_block

-= 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 ]


4498 faces
Create Patches : 27498 base patches
0 opaque faces
350361 square feet [50451984.00 square inches]
1 direct lights

BuildFacelights:
(29.50 seconds)
visibility matrix : 45.1 megs
BuildVisLeafs:
(86.19 seconds)
MakeScales:
(55.83 seconds)
SwapTransfers:
(37.55 seconds)
Transfer Lists : 48752022 : 48.75M transfers
Indices : 17042784 : 16.25M bytes
Data : 195008088 : 185.97M bytes
GatherLight:
(10.00 seconds)
FinalLightFace:
(6.09 seconds)
225.94 seconds elapsed [3m 45s]

----- END hlrad -----




In My Pc by fedex _:
well i not gonna get fancy but this is my rig and i tell prob when finish



x850 ati 256 agp.
80gb hard drive
1g ram
sound card
razor/microsft habu
and a dell keyboard lol


NOW!
when i play cs sometimes my pc fails on certain maps and i usally play kz maps and bhop.when i see other ppl playin my mouse skips or either shuts on and off /// any1 know why?

In hello...more problems... by Killer-Duck:
Quote:

copy mapagain.bsp "C:\Steam\SteamApps\moojuicemajik\counter-strike\cstrike\maps"
pause
"C:\Steam\Steam.exe" -applaunch 10 -dev +sv_cheats 1 +map mapagain


Are you sure that's where Steam is installed? According to your compile log it rather looks like it should be "C:\Program Files\Steam..." or something like that...

In HAMMER IS CRASHING WHEN I EXPORT TO .map! WHAT NOW? by titanium00neon:
Look, i saved maps before, i played them, no problem. Now, i made a little bit bigger map and whenever i want to make a .map file, hammer crashes. On Vista and on XP. What now?

In hello...more problems... by moojuicemajik:
@echo off
hlcsg -nowadtextures mapagain
hlbsp mapagain
hlvis mapagain
hlrad mapagain
copy mapagain.bsp "C:\Steam\SteamApps\moojuicemajik\counter-strike\cstrike\maps"
pause
"C:\Steam\Steam.exe" -applaunch 10 -dev +sv_cheats 1 +map mapagain

In kz timer by awhippo:
a kz timer it for then you start the kz map you push a button like a stop watch idk how to make one because i dont make kz maps but am sure someone on here knows how to but i will look for a tut on it if i find one i will send it to you.

In if... by Killer-Duck:
The folder should be called maps, not map! Just copy your map to the maps-folder.

All standard maps for condition zero are stored inside .gcf-files(in the SteamApps-folder)

In if... by Ryuseistar:
There's one thing about that folder though, how come when I open the
C:\...\conditionzero\czero\map
I can't find anything except 2 .txt files?
(like, there's no .bsp files in it, so how does it run the maps?)

In Cant get it dark by leif:
** Executing...
** Command: Change Directory
** Parameters: "C:\Program Files\Valve"


** Executing...
** Command: C:\Zhlt\zhlt\hlcsg.exe
** Parameters: "c:\documents and settings\leif hedly\desktop\cs maps\maps1\walltest"

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:\Zhlt\zhlt\hlcsg.exe "c:\documents and settings\leif hedly\desktop\cs maps\maps1\walltest"
Entering c:\documents and settings\leif hedly\desktop\cs maps\maps1\walltest.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 2 ] [ 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%... (0.00 seconds)
SetModelCenters:
10%...20%...30%... (0.02 seconds)
CSGBrush:
70%... (0.02 seconds)

Using Wadfile: \program files\valve\cstrike\cstrike.wad
- Contains 0 used textures, 0.00 percent of map (123 textures in wad)
Using Wadfile: \program files\valve\valve\halflife.wad
- Contains 8 used textures, 100.00 percent of map (3116 textures in wad)
Using Wadfile: \program files\valve\cstrike\n0th1ng.wad
- Contains 0 used textures, 0.00 percent of map (8 textures in wad)
Using Wadfile: \program files\valve\cstrike\decals.wad
- Contains 0 used textures, 0.00 percent of map (225 textures in wad)

added 2 additional animating textures.
Texture usage is at 0.07 mb (of 4.00 mb MAX)
0.05 seconds elapsed

----- END hlcsg -----




** Executing...
** Command: C:\Zhlt\zhlt\hlbsp.exe
** Parameters: "c:\documents and settings\leif hedly\desktop\cs maps\maps1\walltest"

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:\Zhlt\zhlt\hlbsp.exe "c:\documents and settings\leif hedly\desktop\cs maps\maps1\walltest"

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ 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:\documents and settings\leif hedly\desktop\cs maps\maps1\walltest.prt'
0.03 seconds elapsed

----- END hlbsp -----




** Executing...
** Command: C:\Zhlt\zhlt\hlvis.exe
** Parameters: "c:\documents and settings\leif hedly\desktop\cs maps\maps1\walltest"

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:\Zhlt\zhlt\hlvis.exe "c:\documents and settings\leif hedly\desktop\cs maps\maps1\walltest"
4 portalleafs
4 numportals

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ 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:
50%... (0.00 seconds)
LeafThread:
50%... (0.00 seconds)
average leafs visible: 3
g_visdatasize:12 compressed from 4
0.00 seconds elapsed

----- END hlvis -----




** Executing...
** Command: C:\Zhlt\zhlt\hlrad.exe
** Parameters: "c:\documents and settings\leif hedly\desktop\cs maps\maps1\walltest"

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:\Zhlt\zhlt\hlrad.exe "c:\documents and settings\leif hedly\desktop\cs maps\maps1\walltest"

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 2 ] [ 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 ]


80 faces
Create Patches : 697 base patches
0 opaque faces
10840 square feet [1561088.00 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:\documents and settings\leif hedly\desktop\cs maps\maps1\walltest.bsp" "C:\Program Files\Valve\cstrike\maps\walltest.bsp"


** Executing...
** Command: Copy File
** Parameters: "c:\documents and settings\leif hedly\desktop\cs maps\maps1\walltest.pts" "C:\Program Files\Valve\cstrike\maps\walltest.pts"


** Executing...
** Command: C:\PROGRA~1\Valve\hl.exe
** Parameters: +map "walltest" -game cstrike -dev -console +deathmatch 1

In if... by Killer-Duck:
Ryuseistar said:
Since Mate de Vita mentioned it last time, I thought I should ask anyways:

"If I 'WAS' mapping for condition zero, how would I do that?"

Okay, I went into my C:\programfiles\.....\conditionzero\cstrike\
but I couldn't find a "map" folder for it, unlike CS. So when I'm done my map, where would I put it in the condition zero folder?

(*my condition zero is steam-powered)


No, that's the wrong folder, should be e.g. C:\Program Files\Steam\SteamApps\xxxxx\condition zero\czero\maps

(If the maps-folder doesn't exist, create it yourself)

In if... by Down Rodeo:
Dunno. You could try making a maps\ folder there anyway if you wanted. You could try Googling. Or you could have a look at where the other ones are installed. I'd recommend the first option, after having had a look myself. It's not very intuitive; the maplists just say the mapnames with no reference to where they're from. Might be in your ordinary cstrike directory though...

In I can't run my 1st map by Mate de Vita:
In hammer when you make your map, go to file->Export to .MAP. Save your map in the folder where you have the zhlt compile tools with the name kocka (not Kocka). Now in the same folder make a text document and copy this:
@echo off
hlcsg -nowadtextures kocka
hlbsp kocka
hlvis kocka
hlrad kocka
copy kocka.bsp "C:\half-life\cstrike\maps"
cd C:\half-life
pause
hl -dev -console -game cstrike +sv_cheats 1 +map kocka

Now change this part: 'C:\half-life\cstrike\maps' to the proper location of your maps folder.
And also change 'C:\half-life' to the location where you have cstrike.exe.

Now go to save as, under type choose all types and under name write kocka.bat.

Now run the file kocka.bat and wait for it to compile. When it's done (it should say 1 file copied, press any key to continue or something like that), first check if there's a kocka.err file in your zhlt folder. If there is, there's an error, so post the entire content of your compile log (the kocka.log file in your zhlt folder) here.
If there is no kocka.err file, press a key and cs should start with your map.

btw where are you from?

In I can't run my 1st map by zox:
So I did everything that is written i instructions, I made a cube map, and finally when I run batch file, it runs counter strike(the game) and this appears on console:

Console initialized.
Base networking initialized.
"sv_cheats" changed to "1"
Initializing deltas
Protocol version 47
Exe version 1.1.2.5 (cstrike)
Exe build: 10:56:58 Oct 3 2005 (3266)
40.0 Mb heap
GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: Radeon 9200 DDR x86/SSE2
GL_VERSION: 1.3.3683 WinXP Release
Sound Initialization
Set primary sound buffer format: yes
2 channel(s)
16 bits/sample
11025 bytes/sec
DirectSound initialized
Sound sampling rate: 11025
Loaded library demoplayer.dll.
Loaded library core.dll.
Creating fake network channel.
Loaded library core.dll.
DemoPlayer module initialized.
Parsed 353 text messages
WARNING: failed to locate sequence file global
joystick not found -- no valid joysticks (a5)

execing valve.rc
execing language.cfg
execing config.cfg
"sv_aim" changed to "0"
MP3_InitStream(29, media\gamestartup.mp3) successful

Adding: cstrike/dlls\mpbots.dll
Dll loaded for mod Condition Zero
map change failed: 'Kocka' not found on server.
(Kocka is the mapname)

So I accidently skipped the step when I should export the new map I made to .map file, and I think it will cost me a lot

Because I had the Kocka.rsp file, I changed it's name to Kocka.bsp and saved it to C:\Program Files\Valve\cstrike\maps, but when I ran the batch file again, the new windows, someting like warning came up and it said saomething like: ''The version of map is 92659634595, it should be 30.

Any help?

In Problems with compiling by Mate de Vita:
Ryuseistar said:
Oh wait, guys I think I found the problem. I didn't put the .bsp file in my C:\steam\counter-strike\cstrike\maps file, so I couldn't locate it when I open CS manually. Yeah, I tried that and it worked. Thanks for helping anyways.

That should've been done automatically by your .bat file... Unless you specified the incorrect path to the maps folder.

In Problems with compiling by Ryuseistar:
Oh wait, guys I think I found the problem. I didn't put the .bsp file in my C:\steam\counter-strike\cstrike\maps file, so I couldn't locate it when I open CS manually. Yeah, I tried that and it worked. Thanks for helping anyways.

In Problems with compiling by Ryuseistar:
I've following the instructions at this website:
http://www.superjer.com/learn7.php
and got to the compiling step. However, I can't run CS at the place where it ways press any key to continue...
when I press it, nothing happens...


.bat file:

echo off
hlcsg -nowadtextures mapname
hlbsp mapname
hlvis mapname
hlrad mapname
copy mapname.bsp "C:\ProgramFiles\Steam\SteamApps\someone_is_someone\counter-strike\cstrike\maps"
pause
"C:\ProgramFiles\Steam\Steam.exe" -applaunch 10 -dev +sv_cheats 1 +map mapname


when opening .bat file:


C:\zhit>echo off
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 mapname
Entering mapname.map

Current hlcsg 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 [ 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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
50%... (0.00 seconds)
SetModelCenters:
50%... (0.00 seconds)
CSGBrush:
50%... (0.03 seconds)

Including Wadfile: \zhit\zhlt.wad
- Contains 0 used textures, 0.00 percent of map (3 textures in wad)
Using Wadfile: \documents and settings\ken\ୱ\cstrike.wad
- Contains 3 used textures, 100.00 percent of map (123 textures in wad)

added 4 additional animating textures.
Texture usage is at 0.17 mb (of 4.00 mb MAX)
0.03 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 mapname

Current hlbsp 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 [ 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 'mapname.prt'
0.03 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 mapname
18 portalleafs
43 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 [ 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%... (0.00 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
average leafs visible: 16
g_visdatasize:89 compressed from 54
0.02 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 mapname

-= 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 [ 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 ]


226 faces
Create Patches : 2468 base patches
0 opaque faces
42240 square feet [6082560.00 square inches]
1 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.02 seconds)
visibility matrix : 0.4 megs
BuildVisLeafs:
50%... (0.20 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.14 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.08 seconds)
Transfer Lists : 3896364 : 3.90M transfers
Indices : 516136 : 504.04k bytes
Data : 15585456 : 14.86M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.08 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.06 seconds)
0.61 seconds elapsed

----- END hlrad -----



tΧ䤣w|C
ƻsF 0 ɮסC
ЫN~ . . .


Please help me with this, I have no idea what's wrong with the files

In compile is pissing me off by Down Rodeo:
Large, complicated maps take a long time. You could upgrade your computer to have more memory and a faster processor if you want, that would help.

In Hammer Crashes by SuperJer:
You need to specify the locations of the compile tools in Hammer's options.

I don't trust Hammer to compile maps since it has historically been a bug-ridden nightmare.

I recommend this instead: superjer.com/learn7.php

In Skylight texture is too big by Outrageous09:
I've been making maps for a while, everything was working fine until I recently keep getting this error when I try to play the map on a server, it says something like HL error. the skylight texture is too big.

Please can someone help me?

In Need help with hammer.. by bajamaja:
Ive made som pretty cool maps and I compile (spelling) exactly as in the guide. But when I start the game the game is just all black. When I push "m" I can chose team and so and after freeztime I can walk, but only in darkness. Trust me, I have added lights all over the place and all of them are inside the box. THe box doesnt leak either. Ive made 3 maps and it doesnt work on any of them. Ive tryed different options on light 2, but mostly 200 brightness. Help me, please

In ...like fy_snow.... by Nicker:
hello.. i am old member... i stoped playing cs and creating maps... now i start again... i have few mine maps... and...

i want to create map like fy_snow but.... nvm... just... first mine problem is how to create map that cs and tt cant buy weapons they can only pick up it from the flour!?

second problem iz how to create mine own texture... but i want to create exp 50 textures in one .wad how??? i know to create one texture in one .wad ... and i dont know to rename it... that mean i can insert only one mine .wad because i dont know to rename texture in hammer...
TY!

In 2 problems by reece:
Okay i got a new computer :)))) now im trying to compile a new map but im getting this error
0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
Error: Entity 0, Brush 5, Side 4: has a coplanar plane at (-512, -1024, -256), texture -3SAND
Error: brush with coplanar faces


And my second problem is i have vista 64 and my steam is ocated in my program files (x86)/Valve/ and i put that in the .bat file but it says the file specifed could not be found.

This is whats in my .bat

@echo off
hlcsg -nowadtextures fy_waller
hlbsp fy_waller
hlvis fy_waller
hlrad fy_waller
copy fy_waller.bsp "C:\Program Files (x86)\Valve\Steam\steamapps\kittycats\counter-strike\cstrike\maps"
pause
"C:\Program Files (x86)\Valve\Steam\Steam.exe" -applaunch 10 -dev +sv_cheats 1 +map fy_waller


This is my compile log:
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 fy_waller
Entering fy_waller.map

Current hlcsg 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 [ 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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
Error: Entity 0, Brush 5, Side 4: has a coplanar plane at (-512, -1024, -256), texture -3SAND
Error: brush with coplanar faces
Description: The map has a problem which must be fixed
Howto Fix: Check the file ZHLTProblems.html for a detailed explanation of this problem

(0.02 seconds)

----- 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 fy_waller
>> There was a problem compiling the map.
>> Check the file fy_waller.log for the cause.

----- 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 fy_waller
>> There was a problem compiling the map.
>> Check the file fy_waller.log for the cause.

----- 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 fy_waller
>> There was a problem compiling the map.
>> Check the file fy_waller.log for the cause.

----- END hlrad -----





BTW this is my mpa/idea don't steal it.

In problems problems: probably an easy fix right? lol by moojuicemajik:
@echo off
hlcsg -nowadtextures map1
hlbsp map1
hlvis map1
hlrad map1
copy map1.bsp "C:\Steam\SteamApps\moojuicemajik\counter-strike\cstrike\maps"
pause
"C:\Steam\Steam.exe" -applaunch 10 -dev +sv_cheats 1 +map map1

theres that part

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 map1
Entering map1.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 2 ] [ 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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(0.00 seconds)
SetModelCenters:
(0.00 seconds)


Texture usage is at 0.00 mb (of 4.00 mb MAX)
0.03 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 map1

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ 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)


0.00 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 map1
Error: Portal file 'map1.prt' does not exist, cannot vis the map


----- 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 map1
>> There was a problem compiling the map.
>> Check the file map1.log for the cause.

----- END hlrad -----



theres that...

thanks

In error compiling by Killer-Duck:
In the .bat file you posted earlier you didn't change the "mapname" to the actual name of your map for the copy-command:

Quote:

@echo off
hlcsg -nowadtextures tutorial map1
hlbsp tutorial map1
hlvis tutorial map1
hlrad tutorial map1
copy mapname.bsp "C:\Counter-Strike 1.6\cstrike\maps"
cd C:\Counter-Strike 1.6
pause
hl -dev -console -game cstrike +sv_cheats 1 +tutorial map1

In The command failed? by dman555:
Help anyone? Just starting using Hammer editor again today, and made this map, now it shows an error, wont compile, see below, thanks.



** Executing...
** Command: "c:\program files\steam\steamapps\drubin44\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\drubin44\counter-strike source\cstrike" "c:\program files\steam\steamapps\drubin44\sourcesdk_content\cstrike\mapsrc\named_vb1"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: c:\program files\steam\steamapps\drubin44\counter-strike source\cstrike\materials
Loading c:\program files\steam\steamapps\drubin44\sourcesdk_content\cstrike\mapsrc\named_vb1.vmf
Brush 100: FloatPlane: bad normal
Side 1
Texture: GLASS/GLASSWINDOW017A


** Executing...
** Command: "c:\program files\steam\steamapps\drubin44\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\drubin44\counter-strike source\cstrike" "c:\program files\steam\steamapps\drubin44\sourcesdk_content\cstrike\mapsrc\named_vb1"

Valve Software - vvis.exe (Nov 8 2007)
2 threads
reading c:\program files\steam\steamapps\drubin44\sourcesdk_content\cstrike\mapsrc\named_vb1.bsp
Error opening c:\program files\steam\steamapps\drubin44\sourcesdk_content\cstrike\mapsrc\named_vb1.bsp

** Executing...
** Command: "c:\program files\steam\steamapps\drubin44\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\drubin44\counter-strike source\cstrike" "c:\program files\steam\steamapps\drubin44\sourcesdk_content\cstrike\mapsrc\named_vb1"

Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\drubin44\sourcesdk_content\cstrike\mapsrc\named_vb1.bsp
Error opening c:\program files\steam\steamapps\drubin44\sourcesdk_content\cstrike\mapsrc\named_vb1.bsp

** Executing...
** Command: Copy File
** Parameters: "c:\program files\steam\steamapps\drubin44\sourcesdk_content\cstrike\mapsrc\named_vb1.bsp" "c:\program files\steam\steamapps\drubin44\counter-strike source\cstrike\maps\named_vb1.bsp"

The command failed. Windows reported the error:
"The system cannot find the file specified."


In comile error by 3poopmaster:
it probably the tool, It wont compile my other maps either if I start them over. So i know its not the .map.

In HELP COMPILE ERROR PLEASE !! URGENT by pulosu:
Back :D One problem , why can only 2 players connect to my map ? IT's only a room but I want more people .. why can't more ppl join ? autoteambalance and so on its ok we can be 6 ppl on other maps but we cant be more than 2 on this map ? why and how can i fix that ?

In HELP COMPILE ERROR PLEASE !! URGENT by pulosu:
I really want to make a CS map BADLY and I need help I tried everything but it gives me this error...Error: Portal file 'hartadan.prt' does not exist, cannot vis the map


Full error code
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 hartadan
Entering hartadan.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 2 ] [ 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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(0.00 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.00 seconds)

Using Wadfile: \counter strike 1.6123123213\cstrike\cstrike.wad
- Contains 1 used texture, 100.00 percent of map (123 textures in wad)

Texture usage is at 0.02 mb (of 4.00 mb MAX)
0.05 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 hartadan

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ 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: No entities exist in hull 0, no filling performed for this hull
Warning: No entities exist in hull 1, no filling performed for this hull
Warning: No entities exist in hull 2, no filling performed for this hull
Warning: No entities exist in hull 3, no filling performed for this hull
0.00 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 hartadan
Error: Portal file 'hartadan.prt' does not exist, cannot vis the map


----- 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 hartadan
>> There was a problem compiling the map.
>> Check the file hartadan.log for the cause.

----- END hlrad -----


What it says in BAT file :


Quote:
@echo off
hlcsg -nowadtextures hartadan
hlbsp hartadan
hlvis hartadan
hlrad hartadan
copy hartadan.bsp "D:\Counter Strike 1.6123123213\cstrike\maps"
cd D:\Counter Strike 1.6123123213
pause
hl -dev -console -game cstrike +sv_cheats 1 +map hartadan


PLEASE HELP!

When I enter in the map this is what I see .. I want to make a room thats all 2 starting points 4 lights plz plz help asap

In Check for problems that dont fix themselves by Killer-Duck:
Select an "...is empty"-error and press the "Go to error"-button then press the Delete-key on your keyboard. Bring up the error-report and repeat until they're all gone.

Don't terminate the compile tools. They're just working hard, let them do their job. Some maps can take hours to compile.

In Check for problems that dont fix themselves by Mnc:
the title could speak for itself, but i will explain;


useally you press "fix all" right? well most of time anyways, i myself try find the problem before resolving to it, this time i resolved to that option so.. when i press fix all, i check did they go away, no, still gives me the same errors.

compiling the map crashes, got all vis,rad,csg,bsp ON while compiling, even when its "not responding" on taskmaster, i end hlrad and hlvis as i assume its not doing anything else than beeing dead, the compiling comes to end tho in hammer. Ingame it looks like this:

so it didnt do .rad or .vis, but its somehow playable. and thats about how big the map is, as in no, its not big.. not @ all grr

what can i do? had this nonable to fix all problems on another maps also.

In Decals Don't Display by tehl337fan:
I see only the texture I applied to the brush. (the textures I imported from cstrike.wad)

I named my texture as "aaa" not as CLIP

I found this from your advanced tutorial. I guess I have to add a line to the .bat file to be displayed in-game. Dunno what to add though

Quote:
zhlt.wad
Add this to your textures in Hammer. It gives you all the 'tool textures' that let you make cool things. Make sure to change your HLCSG line in your compile, like this: hlcsg -wadinclude zhlt ... or else no one will be able to play your maps. (Not needed if you use -nowadtextures.)

In Decals Don't Display by tehl337fan:
Yes I did export to .map Only thing I don't see is the customized texture.

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 sky
Entering sky.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 2 ] [ 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 [