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Posts written by dopefi$h:



User
Sup SuperjeR
User
Heres another tutor i like
func_train is complex
Good Luck

http://www.leveldk.co.uk/tut10.htm

PS: Mis-read what ur wanting to do

turnip1 said
so maybe you could tell me the directions to make these func_trains work properly like make them go to one spot and then back to its original.


u need to look @ func_tracktrain enitity
moves and returns to original position if i am correct??
User
Func_train Tutorial

A func_train is a brush-based entity that you can get to move around in some interesting ways. There are really two types of entities at work in each func_train, a func_train, and a path_corner. In this tutorial, you will see a couple uses for these entities that will hopefully enable you to do more things with your level. The concept of func_train is pretty simple, and being that simple, it's not a highly versatile entity. However, it is very easy to make and has more than a few uses.
Like I already said, we will be working with two types of entities, func_train, and path_corner. The func_train entity is the "train" itself, a brush-based entity. This can be one brush, or a group of brushes. This is the object that you will see moving in the game. The path_corner entities are very different, and as usual, I have an analogy to explain them.
When you do cross-country running or skiing, you will see flags tied to trees, or painted posts sticking out of the ground. These are marks that tell the runners what the path is that they should follow. It is assumed that a runner or a skier will follow along the track marked with these flags, and will not stray, because from each flag, he runs to the next one. Path_corner entities are like these flags, and the func_train is your runner. The func_train will always start at its first designated path_corner, and from there, it will move along the path established by the positioning of the consecutive path_corner entities. It will move from one path_corner to the next in a straight line, so with good positioning, you can form either curved or angular "tracks" for your func_train to follow. Let's see how this is done!

First of all, you need your func_train brush(es). What are they? Well that depends on what structure you want to move in your level. This can be a door, an elevator, a train, or just a moving platform. After you create this structure, click the toEntity button, and make the class func_train. Look, it has a name attribute! We all know what that means, it can be triggered! The next important attribute is First stop target. This is where we start getting into path_corner entities. You need to create at least one path_corner entity and give it a name. Then, put that name in the first stop target attribute field. This is where your train will not only start, but have a location in space. The first stop path_corner's center is where the func_train's center will be when you first start the level. This is very important to understand: the starting position of your func_train is not where it's located in your level at compile time, it'll be located where the first stop path_corner is. The attributes for the path_corner entities are very self explanatory, but not all of them apply to the func_train entity. For example, new train_rot speed does not apply in this case, you will learn more about this in upcoming func_tracktrain tutorials. If the wait for retrigger flag is checked, then the train will stop at that path_corner and wait until it's triggered again.

There are a few restrictions associated with func_trains. For example, as you can see in my example map, they cannot rotate or pivot. Also, you can't get a light to move along with your train, so if you plan on having your train move through some dark areas, I suggest you use texture-based lighting on the train brushes. Keep in mind that doing this will not make the train textures change shading as it moves along the track. Being an entity, your train will always have one shading. You can, however, control this static shading. The most common (and quite useful) method is creating a simple rectangular room someplace apart from your level. Then, create all of the func_train brushes in that room and set the entity properties. Then, put in some light entities or light-emanating textures to shade your train. The train brush will compile in this isolated room, but as I mentioned in the beginning, the train will materialize at its first path_corner entity. As a result, you will still have a train with static shading, but you will have some pretty flexible control over this lighting. Another restriction is that you can't have the player control the speed of the train like you have seen in the game. This can only be done with func_tracktrain entities,
User
The dir should be
C:/Program Files/Steam/Steamapps/username/counterstrike/cstrike
That is where wad files reside:)

Also u got wally as a wad editor
to view , edit and make wads

http://www.fileplanet.com/hosteddl.aspx?planethalflife%2fwadfather%2ftools%2fwally_155b.exe

If you just want old/new textures for your maps
heres 2 wad/textures sites http://wadfather.planethalflife.gamespy.com/new/
http://www.csload.com/cs_1.6_map_wads/
User
Thanks eDan :0
i have mapped since Q1
and stopped about when
steam got involved and
i forgot some much.You
guys should include a mapping
screenshot/pic/textures/models group:)
Got some work to show off:)

Anyway thanks Mr. eDan

DoPeFi$h
User
I am using Zoners tools, wanting to compile my textures
into my bsp instead of using the whole wad?

Thanks for any help
DoPeFi$h
User
Thanks Killer Duck
It was the . in my path.
Thanks again to everyone for all the help
You guys got me going :)
great forum here :)
User
WASNT BEING A DICK THANKS FOR THE HELP:)\
thought u and SRAW was fighting:)
anyway thanks
User
the btm line is ...i want to here from eDan instead of some forum
bs:) make it happn cappnn
User
where do i find this BAT file eDan?
User
Heres my log....thanks

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


** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\chlorox@charter.net\counter-strike\cstrike\maps\test.map" "C:\Program Files\Steam\steamapps\chlorox@charter.net\counter-strike\cstrike\maps\test.map"


** Executing...
** Command: C:\zoners\hlcsg.exe
** Parameters: "C:\Program Files\Steam\steamapps\chlorox@charter.net\counter-strike\cstrike\maps\test"

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:\zoners\hlcsg.exe "C:\Program Files\Steam\steamapps\chlorox@charter.net\counter-strike\cstrike\maps\test"
Entering C:\Program Files\Steam\steamapps\chlorox@charter.net\counter-strike\cstrike\maps\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 [ 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:
20%...40%...60%...80%... (0.00 seconds)
CSGBrush:
50%... (0.02 seconds)

Using Wadfile: \program files\steam\steamapps\chlorox@charter.net\counter-strike\cstrike\de_vegas.wad
- Contains 0 used textures, 0.00 percent of map (101 textures in wad)
Using Wadfile: \program files\steam\steamapps\chlorox@charter.net\counter-strike\cstrike\industry_west.wad
- Contains 0 used textures, 0.00 percent of map (195 textures in wad)
Using Wadfile: \program files\steam\steamapps\chlorox@charter.net\counter-strike\cstrike\828fire.wad
- Contains 0 used textures, 0.00 percent of map (10 textures in wad)
Using Wadfile: \program files\steam\steamapps\chlorox@charter.net\counter-strike\cstrike\de_volare.wad
- Contains 2 used textures, 100.00 percent of map (74 textures in wad)

Texture usage is at 0.17 mb (of 4.00 mb MAX)
0.02 seconds elapsed

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




** Executing...
** Command: C:\zoners\hlbsp.exe
** Parameters: "C:\Program Files\Steam\steamapps\chlorox@charter.net\counter-strike\cstrike\maps\test"

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:\zoners\hlbsp.exe "C:\Program Files\Steam\steamapps\chlorox@charter.net\counter-strike\cstrike\maps\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 'C:\Program Files\Steam\steamapps\chlorox@charter.prt'
0.02 seconds elapsed

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




** Executing...
** Command: C:\zoners\hlvis.exe
** Parameters: "C:\Program Files\Steam\steamapps\chlorox@charter.net\counter-strike\cstrike\maps\test"

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:\zoners\hlvis.exe "C:\Program Files\Steam\steamapps\chlorox@charter.net\counter-strike\cstrike\maps\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
0.00 seconds elapsed

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




** Executing...
** Command: C:\zoners\hlrad.exe
** Parameters: "C:\Program Files\Steam\steamapps\chlorox@charter.net\counter-strike\cstrike\maps\test"

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:\zoners\hlrad.exe "C:\Program Files\Steam\steamapps\chlorox@charter.net\counter-strike\cstrike\maps\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 ]


24 faces
Create Patches : 336 base patches
0 opaque faces
6769 square feet [974848.00 square inches]
3 direct lights

BuildFacelights:
20%...50%...70%... (0.02 seconds)
visibility matrix : 0.0 megs
BuildVisLeafs:
(0.02 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
Transfer Lists : 88704 : 88.70k transfers
Indices : 1920 : 1.88k bytes
Data : 354816 : 346.50k bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.02 seconds)
FinalLightFace:
20%...50%...70%... (0.00 seconds)
0.06 seconds elapsed

----- END hlrad -----
User
Wow thanks eDan it generated a BSP with no errors:)
Thanks alot

Got one small minor problem now:)

instead of generating the map as test.bsp (what i named it)
it generated it as my steam userID.bsp and it didnt place it
in my maps dir listed in hammer config to place compiled maps?

any ideas?
User
I am getting a UNKNOWN OPTION error when compiling w/ zoners
I used FPS bannanas setup for hammmer.Heres my log

** Executing...
** Command: Change Directory
** Parameters: C:\Program Files\Steam\steamapps\chlorox@charter.net\counter-strike


** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\chlorox@charter.net\counter-strike\cstrike\maps\test.map" "C:\Program Files\Steam\steamapps\chlorox@charter.net\counter-strike\cstrike\maps\test.map"


** Executing...
** Command: C:\Zoners Tools\hlcsg.exe
** Parameters: "C:\Program Files\Steam\steamapps\chlorox@charter.net\counter-strike\cstrike\maps\test"

Unknown option "C:\Program Files\Steam\steamapps\chlorox@charter.net\counter-strike\cstrike\maps\test"
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: C:\Zoners Tools\hlbsp.exe
** Parameters: "C:\Program Files\Steam\steamapps\chlorox@charter.net\counter-strike\cstrike\maps\test"

Unknown option "C:\Program Files\Steam\steamapps\chlorox@charter.net\counter-strike\cstrike\maps\test"
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: C:\Zoners Tools\hlvis.exe
** Parameters: "C:\Program Files\Steam\steamapps\chlorox@charter.net\counter-strike\cstrike\maps\test"

Unknown option "C:\Program Files\Steam\steamapps\chlorox@charter.net\counter-strike\cstrike\maps\test"
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: C:\Zoners Tools\hlrad.exe
** Parameters: "C:\Program Files\Steam\steamapps\chlorox@charter.net\counter-strike\cstrike\maps\test"

Unknown option "C:\Program Files\Steam\steamapps\chlorox@charter.net\counter-strike\cstrike\maps\test"
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: C:\Zoners Tools\hlrad.exe
** Parameters: -dev -console -cstrike +set deathmatch 1 +map "test"