Search

Search

Search for
By user

Posts written by Xtreme-Coder:



"DickHead" said:
hmm when i run the map in CS its giving me error "cant find NAME.wad"
the NAME its the wad that i made...
how do i fix it?

i saw super jer says:
Quote:

...compile your wad files INTO your BSP file by changing your HLCSG line like this:

hlcsg -wadinclude NAME mapname
-OR-
hlcsg -nowadtextures mapname

but what line ... the name of the hlcsg.exe?


This is commonly caused because the game cannot find the wad file in your game directory, put the NAME.wad in your cstrike folder and try to run the map again, you can also edit the first command line "hlcsg mapname -nowadtextures" and recompile the map, this command compiles the .wad into the .bsp so you do not need to put any wad files into your cstrike folder.
"superjer" said:
Yup I'm out of ideas. The only thing left to do is binary recursive reduction on your map.

Compile half of it at a time and see if it still bombs. If it does, compile half of the half. Continue ad nauseum.


Ok ill try that, thanks
"Cammi Falls" said:


Intresting...lol
"aaronjer" said:
It's NOT a BEAR!!!!!


lol... the score was 29 (colts) 17 (bears)
"valveman" said:
no, i dont hear the hard drive making any noise

i have 1gig ram (2 x 512)

i close all running progs b4 i compile


Try not to run any programs before you compile your map, if you do happen to run any programs, restart your computer, thats what i do and it goes alot faster.
"superjer" said:
WELL THEN IT IS MYSTERY!


lol, thanks
"superjer" said:
How bout your hard drive? Is it full?

If it's a surf map you probably have a lot of open space. It could help to remove any you don't really need. HL isn't really good with big open spaces.


No actually i just got a brand new computer i only used 30 gigs of 180.
"superjer" said:
Don't worry about the "Leaf portal saw into leaf" warnings -- those are pretty harmless.

The real problem is your computer ran out of memory. How much RAM do you have? And is it possible that other programs were eating up a lot of memory during the compile? And is your map very large/complex?


I have 1 gig of ram, I did not have any other programs running at the time but i did have my screen turned off because i was out for a couple of hours, the map is just a basic surf map.
What is this, and how can i fix it?
My map seems to run ok but i would rather fix my promblems
[code: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: hlcsg map_intechgaming -nowadtextures
Entering map_intechgaming.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:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.14 seconds)
SetModelCenters:
10%...20%...30%...40%... (0.08 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.44 seconds)

Including Wadfile: \documents and settings\merry christmas\desktop\file's\maps\t
extures\zhlt.wad
- Contains 3 used textures, 25.00 percent of map (7 textures in wad)
Using Wadfile: \documents and settings\merry christmas\desktop\file's\surf_black
knight_btm.wad
- Contains 3 used textures, 25.00 percent of map (29 textures in wad)
Using Wadfile: \program files\steam\steamapps\coolguy525\counter-strike\cstrike\
wads\cstrike[1].wad
- Contains 6 used textures, 50.00 percent of map (123 textures in wad)

added 5 additional animating textures.
Texture usage is at 0.30 mb (of 4.00 mb MAX)
1.27 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 map_intechgaming

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 'map_intechgaming.prt'
2.53 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 map_intechgaming
651 portalleafs
2681 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%... (2.08 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (7280.61 seconds)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 16 and 34:
(2126.315 1468.860 -640.000)
(2122.606 1466.360 -635.334)
(1006.100 1147.371 769.075)
(432.483 3072.000 1490.606)
(1198.272 3072.000 527.349)
(1937.603 1912.410 -402.626)

Warning: Leaf portals saw into leaf
Problem at portal between leaves 34 and 28:
(1006.100 1147.371 769.075)
(1004.086 1154.129 771.608)
(11.845 1756.124 -185.000)
(11.897 1751.029 -189.043)
(48.267 1400.373 -419.613)

Warning: Leaf portals saw into leaf
Problem at portal between leaves 113 and 195:
(-113.000 2176.000 -1370.000)
(-113.923 2171.944 -1374.545)
(-135.986 2079.778 -1483.127)
(-135.986 2724.958 -1483.127)
(-113.000 2624.000 -1370.000)

Warning: Leaf portals saw into leaf
Problem at portal between leaves 145 and 158:
(1840.330 2176.001 -1101.737)
(1903.673 2060.184 -1221.034)
(1906.676 2054.598 -1226.689)
(2080.876 1473.953 -1554.767)
(1840.330 1381.903 -1101.737)

Warning: Leaf portals saw into leaf
Problem at portal between leaves 155 and 159:
(1906.612 2054.810 -1226.569)
(1903.673 2060.184 -1221.034)
(1841.000 2176.771 -1103.000)
(1841.000 2273.508 -1103.000)

Warning: Leaf portals saw into leaf
Problem at portal between leaves 183 and 186:
(388.445 2176.000 -1469.811)
(370.773 2100.336 -1556.785)
(367.573 2086.280 -1572.535)
(367.573 -120.963 -1572.535)
(388.445 -249.770 -1469.811)

Warning: Leaf portals saw into leaf
Problem at portal between leaves 395 and 401:
(-2249.683 -192.529 300.065)
(-2250.596 -193.139 299.000)
(-2348.623 -7.300 193.274)
(-2350.978 294.186 200.929)
(-2350.922 294.191 200.993)

Warning: Leaf portals saw into leaf
Problem at portal between leaves 494 and 487:
(-3008.000 507.555 -1725.811)
(-3008.000 528.427 -1828.535)
(-2777.720 528.427 -1828.535)
(-2763.366 525.159 -1812.451)
(-2688.000 507.555 -1725.811)

Warning: Leaf portals saw into leaf
Problem at portal between leaves 528 and 536:
(-1946.570 -2735.724 807.395)
(-2058.639 -2851.571 611.280)
(-2074.273 -2867.732 585.985)
(-2078.160 -2871.750 1020.304)

average leafs visible: 445
g_visdatasize:50596 compressed from 53382
7283.47 seconds elapsed [2h 1m 23s]

----- 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 map_intechgaming

-= 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 ]


4737 faces
Create Patches : 50089 base patches
0 opaque faces
864071 square feet [124426352.00 square inches]
1 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (111.22 seconds)
visibility matrix : 149.5 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (415.28 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...Error: Memory allocation failure

Description: The program failled to allocate a block of memory.
Howto Fix: Likely causes are (in order of likeliness) : the partition holding th
e swapfile is full; swapfile size is smaller than required; memory fragmentation
; heap corruption

Error: Memory allocation failure
Description: The program failled to allocate a block of memory.
Howto Fix: Likely causes are (in order of likeliness) : the partition holding th
e swapfile is full; swapfile size is smaller than required; memory fragmentation
; heap corruption


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



The system cannot find the path specified.
0 file(s) copied.
Press any key to continue . . .[/code:1]
"superjer" said:
Looks like you have a leak. One major problem with leaks is they create way too many extra leafs.

Leafs are each tiny chunk of space where players can go in your map -- and the leak makes it so you can go all over the outside of the map where there's supposed to be nothing.

Looks like all those extra leafs put you over MAX_LEAF_FACES.

Fix the leak and it should go away.


Thanks Jer :)

--------------------------------------
and how could i find these points?
[code:1]Warning: === LEAK in hull 1 ===
Entity light_environment @ (-2240,-128,3392)
Warning: === LEAK in hull 2 ===
Entity light_environment @ (-2240,-128,3392)
Warning: === LEAK in hull 3 ===
Entity light_environment @ (-2240,-128,3392)
Error: Exceeded MAX_LEAF_FACES [/code:1]
How do i fix this?

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

[code:1]** Executing...
** Command: Change Directory
** Parameters: C:\Program Files\Steam\steamapps\coolguy525\counter-strike


** Executing...
** Command: Copy File
** Parameters: "C:\Documents and Settings\MERRY CHRISTMAS\Desktop\File's\maps\awp_snowday\development\surf_pr0.map" "C:\Documents and Settings\MERRY CHRISTMAS\Desktop\File's\surf_pr0.map"


** Executing...
** Command: C:\DOCUME~1\MERRYC~1\Desktop\File's\maps\AWP_SN~1\DEVELO~1\hlcsg.exe
** Parameters: "C:\Documents and Settings\MERRY CHRISTMAS\Desktop\File's\surf_pr0"

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\MERRYC~1\Desktop\File's\maps\AWP_SN~1\DEVELO~1\hlcsg.exe "C:\Documents and Settings\MERRY CHRISTMAS\Desktop\File's\surf_pr0"
Entering C:\Documents and Settings\MERRY CHRISTMAS\Desktop\File's\surf_pr0.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%... (0.09 seconds)
SetModelCenters:
40%...50%...60%...70%...80%...90%... (0.02 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.19 seconds)

Using Wadfile: \documents and settings\merry christmas\desktop\file's\maps\textures\halflife.wad
- Contains 10 used textures, 100.00 percent of map (3116 textures in wad)
Including Wadfile: \documents and settings\merry christmas\desktop\file's\maps\textures\zhlt.wad
- Contains 0 used textures, 0.00 percent of map (7 textures in wad)
Using Wadfile: \documents and settings\merry christmas\desktop\file's\surf_blackknight_btm.wad
- Contains 0 used textures, 0.00 percent of map (29 textures in wad)

added 6 additional animating textures.
Texture usage is at 0.11 mb (of 4.00 mb MAX)
0.95 seconds elapsed

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




** Executing...
** Command: C:\DOCUME~1\MERRYC~1\Desktop\File's\maps\AWP_SN~1\DEVELO~1\hlbsp.exe
** Parameters: "C:\Documents and Settings\MERRY CHRISTMAS\Desktop\File's\surf_pr0"

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\MERRYC~1\Desktop\File's\maps\AWP_SN~1\DEVELO~1\hlbsp.exe "C:\Documents and Settings\MERRY CHRISTMAS\Desktop\File's\surf_pr0"

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: === LEAK in hull 0 ===
Entity light_environment @ (-2240,-128,3392)
Error:
A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region. The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted. Some complex rotating objects entities need
their origins outside the map. To deal with these, just enclose the origin
brush with a solid world brush

Leak pointfile generated

Warning: === LEAK in hull 1 ===
Entity light_environment @ (-2240,-128,3392)
Warning: === LEAK in hull 2 ===
Entity light_environment @ (-2240,-128,3392)
Warning: === LEAK in hull 3 ===
Entity light_environment @ (-2240,-128,3392)
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 -----




** Executing...
** Command: C:\DOCUME~1\MERRYC~1\Desktop\File's\maps\AWP_SN~1\DEVELO~1\hlvis.exe
** Parameters: "C:\Documents and Settings\MERRY CHRISTMAS\Desktop\File's\surf_pr0"

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\MERRYC~1\Desktop\File's\maps\AWP_SN~1\DEVELO~1\hlvis.exe "C:\Documents and Settings\MERRY CHRISTMAS\Desktop\File's\surf_pr0"
>> There was a problem compiling the map.
>> Check the file C:\Documents and Settings\MERRY CHRISTMAS\Desktop\File's\surf_pr0.log for the cause.

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




** Executing...
** Command: C:\DOCUME~1\MERRYC~1\Desktop\File's\maps\AWP_SN~1\DEVELO~1\hlrad.exe
** Parameters: "C:\Documents and Settings\MERRY CHRISTMAS\Desktop\File's\surf_pr0"

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\MERRYC~1\Desktop\File's\maps\AWP_SN~1\DEVELO~1\hlrad.exe "C:\Documents and Settings\MERRY CHRISTMAS\Desktop\File's\surf_pr0"
>> There was a problem compiling the map.
>> Check the file C:\Documents and Settings\MERRY CHRISTMAS\Desktop\File's\surf_pr0.log for the cause.

----- END hlrad -----[/code:1]
"ritual" said:
when i try to open my map it says alloc block:full


I have had those promblems, quite a few times myself, it means that your map is too big try making it a bit smaller and recompiling it see if that works.
Truck
What wad file can i find a texture of like sandbags, such as like a bunker?
"superjer" said:
You can click on the object again to get the circular "handles" to rotate stuff.

But you shouldn't use that.

I would recommend using VM to grab all the vertices on one side and move them all up or down to create different angles.


Thanks, i got it now
"melloyellow582" said:
no actually its on a lot of maps that i see on my server that dosent have anything like that installed. (de_dustbunnies for example)


Yeah, and other maps like surf_schmo (Also a great map) is says once you spawn "all interesting people are found in heaven" or something like that anyways, i figured out how to do it its the "game_text" etniy
For some reason after i user VM (Vertex Maniplulation) and make a surf ramp with it when i click on the ramp to angle it , hammer won't let me angle my ramp all i can do is strech the ramp out, is there anyway to fix this or a better way to make curves on a surf ramp? Thanks
"superjer" said:
Hammer should come with them.

Check inside the Hammer Install Folder.

I think mine is C:\Program Files\Valve Hammer Editor\...


Thank you, i did find my FDG files in there.
"sportsmant" said:
wait when i make walls i have to overlap everyone. b/c i keep noticen the error thing tells me there is a hole in the map but i dont know am i suppose to overlap or not?


Yes, just join the to walls together, and recompile your map and you should be fiine. I get these error's often myself
"general_zim" said:
Well I've finished a nice little project de_waterway.


This took me a good week to make, and 5 extra days testing and improving it.



Click for download!


Just click on the link, go to the nav bar, click on "Staff Maps", click meh banner, and there you go. It's on that page.


Good work general_zim!, ill have to download that map and put it on my server.
I get the compiling error "Error: Brush type not allowed in entity" I have never seen this before please help thanks :)
It's come to my attention that i dont have any game data files when i go into my hammer options how do i set these up? i can't figure it out ive read touritals on everything i just cant do that please help me thanks.
Or you can use the follow line to include the textures in with the .bsp

hlcsg mapname -nowadtextures

and it includes all the textures you used into the .bsp itself so you dont have to deal with those wad files :)
Truck
When i put my map in a lan game it works fin but if i put it on. My server it gives me the follow error and shutd down my counterstrike WARNING: Could not open artic.wad please help thanks :)
How would i make a message appear in the middle of the screen, when a player First Spawn Example: A Player joins and a message in the center screen display's "Map By Xtreme-Coder".
"Pepto" said:
I read the tutorial but I still need some help. Please pm me on IRC/AIM.

Aim=airuhn

IRC=Pepto(i'm on gamesurge) In channels #gameplay;#rockout;#longshot.

I know how to make rooms but I need help on how to make text, kind of like on some maps people put "#therechannel" or "http://awebsite.com" or whatever. Also it's my first/second day using hammer so I need a more detailed explanation(step walkthrough) of how to make ladders/doors.

Edit : and how do you make something like a certain weapon map, like people spawn with only a deagle(with full ammo) and armor.

Thanks in advance


To make someone spawn (automaticaly) with a weapon just create an etniy block right click your etniy go to properties>Class and type
game_player_equip the go to Key and value and for the first key type targetname and for the value type round_start then create a new value named weapon_awp for example and for the value just type 1 for example which would be how many of that gun each player(s) will get.

You can also spawn a weapon on the ground create a new etniy go to properties clikc the drop down menu go to Armoury Etniy pick your gun and amount of guns you want to give out to each player and your done.
"sportsmant" said:
is crates just a wall with a crate lookin texture or sumthing. or is it an object?


Lol, i had the same promblem when i started but it's very simple. Simply pick your Block Texture or any other texture you would like to use and go to your block tool draw a block with your brush where ever u may want the block on the map and go to your side view click the block you have just made and rise it up like a wall.
The options i have are

--> Class Info
--> Pitch
--> Yaw
--> Roll

Those are the only options i have in Map>Map Properties.
"superjer" said:
You could be talking about 1 of 2 things:

1) Blur like normal but a little blurrier? Like the textures aren't as sharp? That's just your mip-mapping or texture filtering. Nothing you can do about that.

2) Blur like random sticky images (or sky) where there should be walls? That's the max-viewable distance setting in in your map. You need to increase it in the map properties. In Hammer, Map->Map Properties->Max view distance or something like that. I like to set it to 16384.


It's kind of like random sticky images, like when i move it looks like the end of the map is smearing across my screen like a big smudge, i also dont have the option "Max View Distance" Or anything like that, Or do i need to set a keyvalue Map VIew Distance and set a value for it?
"superjer" said:
You have 2 problems.

1) Brush Outside world -- this usually occurs when saving oddly-shaped brushes to the .map file. You need to open the .map in Hammer (NOT .rmf) and delete any huge brushes extending outside the map.

2) Coplanar planes -- one or more of your brushes is a bad shape. This is usually caused by vertex manipulation. Your brush has a side (or Face) made out of more than one polygon. You need to delete or repair this brush. You can usually use the coordinates in the error message to find the problem, or if you know what you recently vertex-manipped...


Thank you very much, i also noticed when i compile a map when i look acorssed the map i see a blur at the end of it until i get closer to it, and then the blur goes away how can i fix this?
Whoa, thanks for the fast reply . I did that and now i get more error's heres a list
-----------------------------------------------------------------------------------
hlcsg: Error: Entity 0, Brush 1, Side 2: has a coplanar plane at (-2752, 1472, 96), texture -2ARC_RK2

hlcsg: Error: Entity 0, Brush 2, Side 2: has a coplanar plane at (2304, 1536, 48), texture -2ARC_RK2

hlcsg: 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


hlcsg: Error: Entity 0, Brush 2, Side 3: has a coplanar plane at (2688, 1536, 128), texture -2ARC_RK2

hlcsg: Error: Entity 0, Brush 2, Side 4: plane with no normal

hlcsg: Error: Entity 0, Brush 2: outside world(+/-4096): (-10000,-9789,-192)-(10000,2880,2783)

hlcsg: Error: Entity 0, Brush 1, Side 3: has a coplanar plane at (-2368, 1472, 192), texture -2ARC_RK2

hlcsg: Error: Entity 0, Brush 1, Side 4: plane with no normal

hlcsg: Error: Entity 0, Brush 2: outside world(+/-4096): (-10000,-9789,-192)-(10000,2880,2783)

hlcsg: Error: Entity 0, Brush 1: outside world(+/-4096): (-10000,-9694,-192)-(10000,2816,3314)

hlcsg: Error: Entity 0, Brush 1: outside world(+/-4096): (-10000,-9694,-192)-(10000,2816,3314)

hlcsg: Error: Entity 0, Brush 1: outside world(+/-4096): (-10016,-9710,-228)-(10016,2832,3350)

hlcsg: Error: Entity 0, Brush 1: outside world(+/-4096): (-10016,-9710,-228)-(10016,2832,3350)

hlcsg: Error: Entity 0, Brush 2: outside world(+/-4096): (-10016,-9805,-228)-(10016,2896,2819)

hlcsg: Error: Entity 0, Brush 2: outside world(+/-4096): (-10016,-9805,-228)-(10016,2896,2819)

hlcsg: Error: Entity 0, Brush 2: outside world(+/-4096): (-10032,-9821,-224)-(10032,2912,2815)

hlcsg: Error: Entity 0, Brush 1: outside world(+/-4096): (-10032,-9726,-224)-(10032,2848,3346)

hlcsg: Error: Entity 0, Brush 2: outside world(+/-4096): (-10032,-9821,-224)-(10032,2912,2815)

hlcsg: Error: Entity 0, Brush 2: outside world(+/-4096): (-10016,-9805,-210)-(10016,2896,2801)

hlcsg: Error: Entity 0, Brush 2: outside world(+/-4096): (-10016,-9805,-210)-(10016,2896,2801)

hlcsg: Error: Entity 0, Brush 1: outside world(+/-4096): (-10032,-9726,-224)-(10032,2848,3346)

hlcsg: Error: Entity 0, Brush 1: outside world(+/-4096): (-10016,-9710,-210)-(10016,2832,3332)

hlcsg: Error: Entity 0, Brush 1: outside world(+/-4096): (-10016,-9710,-210)-(10016,2832,3332)
-----------------------------------------------------------------------------------
Thanks :)
When i compile my map i get the following error in my log.
----------------------------------------------------------------------------------hlcsg: Error: Error: Entity 20, Brush 0: SKY brushes Not alowed in etniy
Description: The map has a problem which must be fixed
Howto Fix: Check the file ZHLTProblems.html for a detailed explanation of
the promblem.
----------------------------------------------------------------------------------
Please help me thanks