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Posts written by EddyMeuh:



User
when u say Copy it; do you mean copying it in a Sprite editor or simply copy the file? When u say rename it; do you mean the in in Hammre or rename the file itself?

By the the texture problem doesnt affect at all. I played the map like this before adding the sprite.
User
I tried to change my entity form cycler_sprite to env_sprite for my torch. I still get the ssame error ..

http://www.speedyshare.com/638114908.html
User
Its a cycler_sprite it doesnt have name. as the sprite, i used one in my steamapps/cstrike/strike folder. Render mod Texture. FX amount 100. Color 0 0 0
User
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 maphelp
Entering maphelp.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]

9 brushes (totalling 54 sides) discarded from clipping hulls
CreateBrush:
(1.91 seconds)
SetModelCenters:
(0.02 seconds)
CSGBrush:
(1.95 seconds)

Using Wadfile: \documents and settings\utilisateur\mes documents\hl mapping\wad\liquids.wad
- Contains 1 used texture, 3.85 percent of map (32 textures in wad)
Using Wadfile: \documents and settings\utilisateur\mes documents\hl mapping\wad\island.wad
- Contains 2 used textures, 7.69 percent of map (15 textures in wad)
Using Wadfile: \documents and settings\utilisateur\mes documents\hl mapping\wad\cs_oldvillage.wad
- Contains 15 used textures, 57.69 percent of map (291 textures in wad)
Using Wadfile: \documents and settings\utilisateur\mes documents\hl mapping\wad\as_rising_sun.wad
- Contains 7 used textures, 26.92 percent of map (49 textures in wad)

added 1 additional animating textures.
Warning: ::FindTexture() texture AZGRASS not found!
Warning: ::LoadLump() texture AZGRASS not found!
Texture usage is at 0.43 mb (of 4.00 mb MAX)
4.64 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 maphelp

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 'maphelp.prt'
4.05 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 maphelp
1414 portalleafs
4547 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:
(5.48 seconds)
LeafThread:
(583.63 seconds)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 388 and 189:
(1501.057 -498.000 817.679)
(1501.063 -498.000 1052.000)
(1501.000 -626.000 1052.000)
(1501.000 -626.000 802.151)

Warning: Leaf portals saw into leaf
Problem at portal between leaves 1003 and 1005:
(-672.682 1139.520 816.548)
(-639.207 1128.148 812.616)
(-449.000 1063.271 790.465)
(-449.000 941.922 879.393)
(-466.936 880.224 931.178)
(-714.511 991.798 940.129)

average leafs visible: 315
g_visdatasize:156272 compressed from 250278
589.28 seconds elapsed [9m 49s]

----- 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 maphelp

-= 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 ]


8787 faces
Create Patches : 56768 base patches
0 opaque faces
683877 square feet [98478400.00 square inches]
3 direct lights

BuildFacelights:
(106.66 seconds)
visibility matrix : 192.1 megs
BuildVisLeafs:
(323.09 seconds)
MakeScales:
(255.33 seconds)
SwapTransfers:
(84.48 seconds)
Transfer Lists : 123561432 : 123.56M transfers
Indices : 41724132 : 39.79M bytes
Data : 494245728 : 471.35M bytes
GatherLight:
(13.39 seconds)
FinalLightFace:
(10.08 seconds)
796.05 seconds elapsed [13m 16s]

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



User
Where do I find the stuff u want me to copy U I wont sen my map
User
Whatever. I need a solution. Do you have a tutorial on liight torch and stuff like this %?
User
Its less than 256 caracter long. What else should I try? Do you guys have a tutorial about Sprites for Trees or Flames.
User
i THINK ITS CAUSE THE PATH IS TOO LONG FOR THE WINDOW
srry for caps
User
Mod_Numforname: FATAL ERROR : C:Programs Files.... counter-strike/cstrik not found

I got this fatal error form HL when trying to open my map. The only thing I lately added to my map is a new enviroment_light and then a spot_light with a sprit entity on it.

thanks for help
User
Is my english so bad ??? lol
User
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
User
yeah everything is alrught on yours. min just dont look like that at all. YOu simply did the steps u gave me, didnt you ?
User
Hi. Is there any way to set the distance you can see. Like in awp's maps. We can see so far.

thnx
User
http://img368.imageshack.us/my.php?image=knobsituation2hc9.jpg

In case your are pissed off, this is not I meant to do. This knob situation annoys me a lot. Have you succeded doing the the right way ? I followed your steps and that doest work. The link shows it.

thnx
User
In fact duck I made an other map where I built other doors and It still doesnt work. Help me to lead the texture in wally so I can mirror it. Then how do I load it in VHE to use it on the reverse of my door ?


thnx
User
User
User
User
Yo I still dont know how to to a door with both knobs on the good side with texturing.
User
thnx
User
Hi. I wanna make some brush that Explode only when the bomb timeout. Like unbreakable boxes in de_dust. I ve tried to give them a strenght but they become breakable from players. Any Cue ?
User
Forget it. I found my myself
User
Did they really care about the map copying MArios64's Castle ?ee, I really hope this map being played. This is why im putting so much time on it cuz It'll be a fun map.
User
give me ur email instead by email me at klp_vip@hotmai.com. This way urs wont be given
User
Ohhh so if i want my map being played on some server I shall not use stolen texture, shall I
User
func_ladder is alright thnx WORKED
User
Thanx but im gonna read the Wally toturial first. I dont want to bother you with stuff I may find without you easly.

thanks again.
User
User
??? tell me about this...

http://www.superjer.com/learn/func_ladder.php
how would you do it, no clip part? are the AAATRIG and LAderTexture occupying the same space ?
User
NVM WORKED!
User
Not working, invalid WAD file. Do you guys know where I could find WADs of ZELDA : Ocarina of Time???

In case of a 'no'. HOw dyou you creat texture ? Because i think I could get some screenshot from the game and make my WAD out of them.
User
Maybe It was crossing the beer box frame path.
User
anyone else got an idea ?
User
Done and it still not rotate.
User
not yet. thanks
User
WORKED!!!


thank you lol -_-
User
Hi.

I'm actually making a map out of a certain village in a certain game a played too much. I found a WAD file with it's textures but VHE (valve hammer editor) cant use it. I've tried to find it's usable .exe or editor or extrator. Cant find anything. Some forums talsk about a map editor for it but no link to the install file. Is there anyway to extract those texture and add it to VHE ??


thanks
User
Ok I maybe wasnt clear here. I do have my "beer box" complited with sky texture on it. Everything alright there. then... Ill picture it for you.
http://img60.imageshack.us/img60/8864/clipleakop3.jpg

Finaly just cant do that invisble that would restrain teleporting from this area.


Thanks for helping.

User
there is 3 section on my lader. This picture is a IN-GAME screenshot. I have my 3 section has the tutorial says. I made my AAAtreigger an entity with func_ladder. Ill c what it gives

Thnaks.
User
did you mean : func_ladder on the AAATRIGGER

???
User
Thats what ive done..... Is there some necessary flags or something I dont understand.

Like i said, theres 2 sticks crossing each other with 4 plam with the origin cube (4x4) right at the crossing of the sticks.
User
This is not the first ladder I do. But this one ....
http://img120.imageshack.us/img120/5753/laddersituationrf4.jpg
I read the ladder tutorial like 10 times. Dyou have an Idea what could be wrong with THIS ONE.


Thanks for your assistance.
User
http://img120.imageshack.us/img120/9186/fansituationrc4.png

I inspired myself from the door rotating, this fan is composed of 2 sticks, 4 panel and an origin CUBE(4x4). The stick cross each other. Everything is tied as func_rotating with a certain speed. What is the trouble. I cant make it turn. Oh yeah, i succeded onced but it was flipping like a falling tree leaf.

Thank you for your assitance.
User
Hi! I have hard time doing this map

Im trying to make and Invisible celling at a spawn where there is walls around it. I want to make sure no one teleport ( in case of WC3) out of it but by the entrace. So I tried to make a brush with CLIP on it has told on the forum but LEAK appears, stupid ones that wasnt there before. I am now wondering how to achieve my goal of a teleport barrier that you can see through it.

Thanks for assistance.

User
Doesnt matter. On this map I used ISLAND or OLDVILLAGE maube rising sun. On a previous map I used office and assault and italy.
User
User
Thank you for your assistance. How do I put a screenshot through a post. This is the only way I could show you the situation.

Eddy
User
Srry to trboule you, but I still need help with the texturing stuff.

thanks
Truck
User
Okay. I have deleted everything piece by piece till nothing but the beer box (world frame) was left ( light and Spawns are there and arent out of the world). And still says the same Error. But THAT box INITIALY WORKED. I mean. I have tested it BEFORE building stuff in it.

Then I've checked every corner of that box and nothings wrong. Still wont work... lol help... eVEN MY oRIGINAL world box isnt working anymore. Is there a limit to the size, the eight(megs) or even Liter of beer it cant have ???
Truck
User
Is there a limit to the size of map

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


Theres nothing out of the world. If you cant find anything i would appreciate to know if i could send you my work so you can tell. Im really serious at THIS map and will finish it completly. I've made a temp email for that klp_vip@hotmail.com.

Full log ( note the name of the map is "maphelp" )

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 maphelp
Entering maphelp.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:
(0.03 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.28 seconds)

Using Wadfile: \documents and settings\kael\mes documents\hl mapping\wad\liquids.wad
- Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: \documents and settings\kael\mes documents\hl mapping\wad\hlbasics.wad
- Contains 3 used textures, 42.86 percent of map (21 textures in wad)
Using Wadfile: \documents and settings\kael\mes documents\hl mapping\wad\de_aztec.wad
- Warning: Larger than expected texture (348972 bytes): 'SPECIAL_THANKS'
- Warning: Larger than expected texture (348972 bytes): 'THANKS'
- Contains 1 used texture, 14.29 percent of map (24 textures in wad)
Using Wadfile: \documents and settings\kael\mes documents\hl mapping\wad\cs_oldvillage.wad
- Contains 2 used textures, 28.57 percent of map (291 textures in wad)
Using Wadfile: \documents and settings\kael\mes documents\hl mapping\wad\as_rising_sun.wad
- Contains 1 used texture, 14.29 percent of map (49 textures in wad)
Using Wadfile: \documents and settings\kael\mes documents\hl mapping\wad\island.wad
- Contains 0 used textures, 0.00 percent of map (15 textures in wad)

Texture usage is at 0.09 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 maphelp

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 'maphelp.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 maphelp
>> There was a problem compiling the map.
>> Check the file maphelp.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 maphelp
>> There was a problem compiling the map.
>> Check the file maphelp.log for the cause.

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



User
Quote:
if you're outside and face the door and the knob is on the left side, when you're inside and facing the door the knob will be on the right side.


Thats what I meant srry. Plus Thats wha I mean to do

Quote:
If you want to apply a texture only to one face, bring up the 'texture application tool', with the 'texture application tool' still up, right-click on a brush-face in the 3D-window.

Which one is it (the one with the target or the one with diff texture on it) ?? Plus Ive tried them both, i cant right click my box to applay a diff texture on it. If I left click it paste it almost randomly, not considering the shape to fit to. Ill add a question. When ill be able to do that. how do I reverse the texture so it will do the "real world door".

I'd like to know if there is a way to "scroll" the texture on the brush like in Duke nukem map editor, so i can decide EACH face will show what I want from the texture.

Thanks a lot for your help




User
\ = wall with SKY texture
* = Nomarl brush wall

--------------
\
\
\
*
*
*
--------------
three walls were like that

and the last was
---------------
*
*
*
*
*
*
---------------
Still got the error of LEAK about sky
User
I've tried to do a BeerBox with one full wall, and three half walls. The other halfs and the celling had SKY texture. It actually makes a LEAK. Why ? I checked out all corners and stuff to make sure to keep the beer in :DDDD


thnx
User
Oh and who that WOooooOOAAAAAAaaoooOW women on SRAWs avatar ?
User
1. In real world, when u open a door, the knob is usually placed throught it. What ever the ur indoor or outdoor, the knob is SUPOSED to be on the same side, on ur left or on ur right. I want my doors this way. With the knob on my left when im in and on the my left when im out.

2. There's a limit of what you can use on a map, the .BAT told me if over 8 it was risky to play the map. I just want to know, How many WAD are currently IN USE on my map. Maybe i didnt used any texture of 3 or 4 WAD and i could suppress from the lot for the current map. I use italy,aztec, nuke, office, dust, cstrike, hlbasics, and liquids.

3. I add an Entity that is weapon, it is an armor. when i step on it (so wear it) after few sec it respawn.

4. Read the SKY tutorial. First steps tell to DRAW a brush over tha map. how dyou DRAW IT. It explains to make the brush out of lines, ungroup it, then delete the floor. I just cant draw it...

5. Now im trying the do the vents metal breakable stuff, using the texture with the blue and I cant see through it.

6. Thank you for ur assits.


User
Thanks

How do you fix the texture of the door way the knobs are on the same side. I think there a technique of painting only one face, but Im not good at it and do not understand well how to fit it.
Where do I find Door texture and how do I had it to hammer without having trouble with the 8 WAD MAX stuff. Is there a way to know the WAD that are currently used on the map so I delete the wad used to lighter the weight of the final map?

How do you put objects that dont respawn ( like armor )?

How do you make the box in the SKY TUTORIAL, I miss some details.
with what tool, when drew what key do I hit to make it exist when done?

Thank you
I like mapping



User
Hi. Im trying to do boxes.

1. What is the diff between Entity boxes and none entity?
2. Why when Im trying to fix the sixe of the box to the Texture is scatter it the way corner are at the mid of a face?
3. How to replace it?


oh yeah and how do you makes surounding sky like Aztec or Vertigo has...?

thank you