Search

Search

Search for
By user

Posts written by killer:



Did all the four compile tools(CSG, BSP, VIS, RAD) run correctly?

Any errors/warnings in the compile log?
When the "Block Tool" is selected look to the right under "Objects", you can choose "block", "wedge", "cylinder" etc.
Is he compiling with a .bat-file? If so, post content of bat-file.
Truck
Also:

Quote:

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.
Post compile log.
Also, don't know if Hotmail still allows the good old POP3-protocol, if so you should be able to use any e-mail client of your choice to fetch your hotmail. Just google: "hotmail pop3" for the settings.
Get "Windows Live Mail" instead. http://explore.live.com/windows-live-mail
"View" ---> "3D Textured Polygons"
func_tankmortar
Truck
Are the blocks normal brushes or brush entities?

Any errors when doing a "Check for problems" in Hammer? (Alt+P)

Any errors in the compile log? (Post compile log!)
Truck
Truck
Make sure to compile with a .bat-file and not directly from Hammer.

Also, make sure to close down any unnecessary programs that may run in the background.

Otherwise, do as sprinkles says and optimize the map.
Truck
Update drivers.
Does the map show any errors when you do a "Check for problems" in Hammer? (Alt+P)

Is the map very big? (Maybe it's too big?)
User
I followed all the steps and didn't get an error message, but my map wont load.
Runetribe said:
Just to ask, but does anybody know how to select a group of brushes, like drag select, or just all brushes and entities in the whole map? My hammer wont work with a drag-and-drop.
Btw, if you finsih it and it works, i'd like to see that :)


You can drag-select by choosing the "Selection tool" then dragging a box with the mouse in one of the 2D-views, then press Enter on your keyboard and everything inside that box(including entities) will be selected.

You can select everything in a map by going "Edit" --> "Select All"

You can select multiple brushes/entities by pressing and holding down the "Ctrl"-key on your keyboard then press on multiple brushes in the 3D-view.


EDIT: If you mean you want to copy brushes between two different rmf's then yes, it's possible. However it must be done within the same Hammer-session. Open map in Hammer, select brushes and press Ctrl+C (Copy), then (within the same Hammer-window) go to "File" --> "Open" and open the other map you want to copy to, press Ctr+V (paste).
I think(?) it's using one of the standard skies called "snow". In Hammer: "Map"--->"Map properties..." and write snow in the "environment map"-field.
Truck
Denis93 said:
Solved it on my laptop :) Thx for the help! :)


Care to tell how you solved it?
Truck
Make sure you download the latest driver from ATI's homepage.

(E.g. don't download drivers through Windows Update since they have a tendency to distribute old and outdated drivers...)
Truck
Update grachic-card drivers.
Truck
mato_mato said:
its couter-strike SP fgd or counter-strike fgd


Only use one fgd. Use counter-strike.fgd
Truck
Do you have a player_weaponstrip in your map or maybe an game_player_equip which doesn't give anything to the players?
Truck
Like SRAW said, are you sure you're not running the map in single-player mode? (If so, bring down console, write deathmatch 1 [Press Enter] then write restart [Press Enter] and game should restart in multi-player mode.)
What is the exact error-message you get with bsp2map?
Maybe you got host-hijacked? http://www.adoko.com/hijackers-host.html
What game are you mapping for? CS:1.6? CS:Source?
Truck
Curz- said:

How do u know? Did you download the map cuz it's empty..


I edited the map-file manually with a text-editor. Hammer was probably choking on the long wad-path.

The .map-format isn't very good, you should use the .rmf-format instead.
Truck
You have a light-entity outside the map. Also you need to cover the ends of the water brush so it don't touch the outside void.
mato_mato said:
func buyzone affect spawn buyzones?


Yes, the spawn buyzones will disappear when you insert func_buyzones.
Curz- said:

Okay but the AAATRIGGER is pink. How it will look in the game ?


Why not compile the map and look for yourself? (It will be invisible in-game.)
The q-tools that comes with Hammer are outdated, use ZHLT instead.
Truck
You're reading a Source-tutorial. GoldSource (Half-life 1 etc.) doesn't have "outputs".

Here are some Half-life 1-tutorials:

http://twhl.co.za/tutorial.php
http://www.countermap2.com/Tutorials/index.html
http://www.egir.dk/index.php?page=list_tutorials.php

Curz- said:

Where can i see that ? :) I don't want to count them or anything :D
I may have some WAD files double...


Tools-->Options-->Textures

8 wads is the (recommended) maximum. Any more than that and you could get in trouble...
How many wad-files have you added in Hammer?
Truck
Quote:

Pointers to data significantly improve performance for repetitive operations such as traversing strings, lookup tables, control tables and tree structures. In particular, it is often much cheaper in time and space to copy and dereference pointers than it is to copy and access the data to which the pointers point.

Pointers are also used to hold the addresses of entry points for called subroutines in procedural programming and for run-time linking to dynamic link libraries (DLLs). In Object-oriented programming, pointers to functions are used for binding methods, often using what are called virtual method tables.


See more at: http://en.wikipedia.org/wiki/Pointer_%28computing%29
Truck
Learn to fix problems yourself. We aren't your babysitter.
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.)

For H/W try to use "powers of two", eg: 16, 32, 64, 128, 256. (examples of texture sizes: 64*64, 32*32, 128*32, 16*32, 256*128 etc.)

Don't make them larger than 256*256 though.


IIRC, it's not possible to make custom decals so you will have to do a texture instead.
Truck
Alt+P (Check for problems) and you'll see that you've got invalid solid structures and empty entities.
Truck
That's Hammer 4 (which is only for Source-games).


In Hammer 3.4/3.5 you can see the size of the current brush in the bottom of Hammer, it says e.g "128w 128l 128h" (that's width, length and height respectively).
Truck
func_vehicle
Runetribe said:
How do you load the .lin file then? I simply click 'load pointfile' in hammer.

"Map"--->"Load pointfile". If it asks you to load "default pointfile" choose "No" and load the .lin-file for your map.

Runetribe said:

Btw. im using hammer 3.4, an idea where i can find 3.5?


Google "Hammer 3.5"????????

Please note: Hammer 3.5 is an upgrade for version 3.4, you first need to have 3.4 installed, then replace the old hammer.exe with the new one.


Most of us here don't do Source. Try the Steam-forums instead: http://forums.steampowered.com/forums/forumdisplay.php?f=191
About leaks, make sure to load the .lin-file instead of the .pts-file, the lin-files are usually easier to follow.

(And be sure to use Hammer 3.5 so you can the lines in the camera-window.)


Personally I like to start from the outside of the map and trace the line until I see where the line goes inside the map, that's where the leak is.
Upload your map (rmf-file) and let us have a look at it.
nectar said:
This is the second time i made a map and the floor is endless, when i enter the map it appear like theres no floor, it just falls down and never stops, can anyone help me?


Does your map have a floor?
GanJa said:

i know how to insert models in the map. i dont know how i can make them actually...light!!


Use a light entity.
GanJa said:
Killer-Duck said:
What kind of street lamp? Is it made out of brushes or is it a model?


you can help ME with that since the other guy didnt tell us how he did it!!

and...it's a model!!


Use the cycler entity to insert models in a map.
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.
Truck
nob491 said:
i want to make light almost the size of the flashlight but when i tried to make there was almost no light at all and it was not in the direction i wanted it to be
i wanted it to be in center but it wasnt
plz help me to makelight that will be in center


What exactly do you want to do? What do you mean with "light that will be in center". Explain better or draw a picture.
The bsp-file is your map, move it to your maps-folder.
How exactly does it fail? Are you able to compile the map? Do you get any error messages?
In notepad: "File"-->"Save as..." make sure the name ends in ".bat" and make sure the "Save as type" is set to "All files (*.*)". May look something like this: http://images.maketecheasier.com/2010/03/pin-files-notepad-save-as.png
Create a game_player_equip entity and in its properties set it to give the weapons you want, also give the entity a name, also in the "Flags"-tab check "Use only".

Make a button that targets that game_player_equip.
Truck
Use the light_spot entity. To aim the light-spot insert a info_null entity, give it a name (eg. foo). Then go into the properties of the light_spot, in its Target-field, write foo (or whatever you named the info_null).
Truck
Truck
Any compile errors that prevents a new .bsp-file from being created? (Post compile log!)
mato_mato said:
what is leak


Read your compile log:
Quote:
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


mato_mato said:
what FAQ??

The FAQ is stickied at the top of the forum: Mapping F.A.Q - Please read before asking!
(You aren't running hlcsg...)
Truck
Are you doing a full compile? (All four compile tools set to "Normal")
Truck
Set "Render Mode" to either "Glow" or "Additive" (experiment to see which one looks best). And set "FX Amount" to 255.
Truck
Do you want to make your own texture? If so, look here: http://www.egir.dk/index.php?page=wal_transparent/wal_transparent.html
Truck
McSqueaky said:
Does it matter that my level has basically nothing in it?


Quote:
Warning: No entities exist in hull 0, no filling performed for this hull


Insert at least a light and a player-spawn.
Truck
nob491 said:

and how i know how big i make things?


You can use an info_player_start/deathmatch as a reference, those are about the size of a player in-game.
Do a "Check for problems" (Alt+P) in Hammer and see if it reports anything.


Awwww....
Did you export your map into a .map-file?

Is the .map-file, the .bat-file and the zhlt-tools all in the same folder?
I don't get it.
SRAW said:
Down Rodeo said:
He's in Malaysia.


And apparently some spammers on yahoo answers keep on posting this site http://77.78.239.64/~search/ (put the ~search).


And now you're spamming it on the superjer-forum...
Truck
x86 is a clusterfuck, I would personally start learning assembly on a simple 8-bit microprocessor (6502, Z80, etc.) and then work my way upwards to the more advanced processors (like x86).

However, if you still want to go down the x86-road, here are some links:

http://siyobik.info/index.php?document=x86_32bit_asm
http://www.frontiernet.net/~fys/faq/index.htm
http://www.cs.virginia.edu/~evans/cs216/guides/x86.html

And of course, the official Intel-docs:
http://www.intel.com/products/processor/manuals/
Use the pointfile to find leaks, for more info check out our FAQ.
Tools-->Options-->"Build programs" and make sure the four paths for the tools(CSG, vis, rad, bsp) points to the correct .exe-file.

And when you're about to compile the map, make sure that in the compile settings all the four tools are set to "Normal"

Are you compiling with a .bat-file or from Hammer?
Why is hlbsp running first? hlcsg should run first, then hlbsp, hlvis and lastly hlrad.
Post the compile log.
Truck
http://www.slackiller.com/tommy14/errors.htm#serialize

What version of Hammer? (3.4 or 3.5?)
Are you opening an .map or .rmf-file?
Truck
Too many wads?
Get in contact with superjer.
Truck
SRAW said:
HALFLIFE.WAD YOU SILLY NOOB
AND DOES MY BIG TEXT SCARE YOU?? CAUSE IF IT DOES YOUR A PUSSY


Ah!

By the way, how good/bad is the security at this place? I guess you(superjer) wouldn't roll your own forum without knowing a thing or two about internet security, right?
Was the forum down earlier or was it just my computer?
Don't compile from Hammer, use a batch-file like superjers tutorial tells you.
Truck
Can you post the compile log?
Truck
Are all four compile tools running properly, no errors?
During the compile process (.map to .bsp) some information is simply discarded so it's not possible to exactly recreate a .map/.rmf-file from a .bsp-file.

Some decompilers still manages to do a pretty good job. With "pretty good" usually meaning that you need to manually re-build the whole map by using the decompiled output as a template.

http://developer.valvesoftware.com/wiki/BSP2MAP
http://developer.valvesoftware.com/wiki/WinBSPC

In other words, it's usually not worth the hassle.

(Remember that you need the original author's permission, otherwise they might hunt you down and kill you.)
draining12 said:
Yeah, but having no lights in your map is not a problem, it just makes your map dark.

I've seen some strange things happen when people don't put lights in map. A map needs at least one light, if you want it dark just insert one light and set its brightness to 1. (Or place it in a small room that is seperated from the rest of your map )

And like DR says, just because it worked before doesn't mean it will work this time, there's a reason why they put in the warning about 8 wad-files.
Truck
Try this:

1. Move all your wad-files to your cstrike-folder (...\Steam\SteamApps\ACCOUNT-NAME\counter-strike\cstrike\).

2. After moving the wads you need to update the wad-paths in Hammer. Open up Hammer, go to: "Tools" ---> "Options..." ---> "Textures". Remove all the wads and add them back again (this time the wads should be in your cstrike-folder).

3. Restart Hammer.

4. Open up your map in Hammer, export to map-format.

Try to compile with bat-file again.
Use the point-entity game_player_equip.
Truck
Seems like you get file read error before that wad file is processed. Maybe it's corrupt or something? Have you changed any of the wads in Wally or something?

Truck
Tried re-exporting it to .map from Hammer?

How many wads have you added into Hammer?

Make sure folder where you got zhlt and all that stuff isn't write-protected.
Truck
Any errors in your map when you do a "Check for problems" (Alt+P) in Hammer?
Truck
So have you changed anything lately?
Truck
Could you compile the map properly before?
Truck
Can you post the whole compile log?
Truck
To get around the max_map_miptex-error you can increase the texture-data limit by using the -texdata swtich for hlscg.


See also: http://www.slackiller.com/tommy14/errors.htm#miptex
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.
Truck
Run ZHLT from same drive where you have the game.
Truck
hueyjie said:
If we use the player_weaponstrip point entity, players won't have any weapons?

Depends on what you are trying to do. If you want to strip both teams of their weapons it's easier to just use the game_player_equip. If you only want to strip a specific team of their weapons you have to use the player_weaponstrip in combination with trigger_multiple.
Truck
Have you changed anything lately?
Tried doing a "check for problems"?
Maybe you've applied some strange texture scale/shift?
hueyjie said:
can i ignore the leak?


No, find it and seal it.
What?
If you look at the palette for your picture in Wally you'll see that the blue colour is NOT the last colour of the palette. Follow the tutorial I posted earlier on how to swap the colours to get the blue one to be at the last index.
Can you upload the wad?
Truck
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.
Is this a texture you made yourself? If so, make sure blue is the last colour in the palette: http://www.egir.dk/index.php?page=wal_transparent/wal_transparent.html
How are you compiling the map, from VHE or by using a .bat-file?
It's easiest just to compile with the csg-flag -nowadtextures and it should include all the textures inside the bsp.

Did you use any custom wads?
Truck
Down Rodeo said:
It's not awkward, it's arousing.

I think we need to have a talk, son.
Don't worry, it's not gay as long as the balls don't touch!
Truck
Sushi said:
Well I have 6 wads: wad1: 200mb wad2: 24mb wad3: 62.1mb
wad4: 18.6mb wad5: 15.2mb wad6: 12.1mb


Maybe a ~300mb wad is too much for Hammer to handle?

Why not add them separately into Hammer?

edit: maybe I misunderstood you, anyway, I don't think Hammer likes big wad-files. A 200mb wad file doesn't sound logical to me, will you be using all those textures in your map? Why not just make a new wad-file that only contains the textures your map will be using?
Truck
Sushi said:
How come everytime I merge wad's and I load them in VHE, my VHE crashes....


How big is the wad you're trying to load?
Truck
Thanks alot for your help guys
.
.
.
How does zm_boatescape do the round end all die thingy anyway? ==

And to make a sliding door you use func_train rite?
Truck
There's the env_fog entity, but IIRC it only works in OpenGL-mode so people not running in OpenGL-mode would get an unfair advantage.
Truck
Why would you want to do that?
sprinkles said:

I can't convert them...


Why? Use VTFEdit to export the content of the *.vtf-file to *.bmps.
Truck
@.@ no one can help?
Truck
Rockbomb said:

So its not possible to make this net then?


It's not possible to have a "sloped" ladder, no.
Or paint the letters on a wall-image in an image-editing program and export the whole thing as a wad/texture.
Truck
AFAIK, a ladder can only go straight up, any other angle/shape will just cause strange effects like throwing players into walls and stuff.

About the "no visible brushes"-error, an entity is not allowed to be built of only clip-brushes, there needs to be at least one 'normal' brush.
Truck
The brush-entity func_bomb_target is used to define the bomb-site, maybe you can build it using multiple brushes around the x-area?
Truck
Under the black Yaw-compass choose "Down" in the drop-down menu.
For render mode you can also use "Texture".

Additive makes the glass a bit brighter almost glowy compared to Texture, it all depends on what look you're after...
Truck
Killer-Duck said:
Killer-Chicken said:
Hey guys i need help with something

I created a map blah blah blah...
then put a trigger_multiple targeted to a trigger_hurt for the whole map. It works, however, after a few rounds, the trigger_hurt doesn't reset @.@
It resets for the first few rounds, but for the next few it just stays there and murders all the players in cold blood.
Any reasons why this happens?

Additional info:
Delay before reset is 5.
all the rest of the values are the same, except for damage


What exactly are you trying to accomplish with this setup?


Its like a map like zm_boatescape etc, the person who reaches the ending point wins as the rest of the players die.
code

/ /
O---- Dead O
\ \ /|\
/ \ Winner
Trigger_hurted Ending point
----------------------------______________<trigger_multiple



The trigger hurt is supposed to disappear the next round, but after a few rounds, it stays there and kills everyone for each following round. Any reason why that happens? ==

Another matter: Is it possible to create a door that will slide up at breakneck speed when the winner reaches the trigger_multiple? The trigger_multiple can only target one other thingy at a time...
Truck
Killer-Chicken said:
Hey guys i need help with something

I created a map blah blah blah...
then put a trigger_multiple targeted to a trigger_hurt for the whole map. It works, however, after a few rounds, the trigger_hurt doesn't reset @.@
It resets for the first few rounds, but for the next few it just stays there and murders all the players in cold blood.
Any reasons why this happens?

Additional info:
Delay before reset is 5.
all the rest of the values are the same, except for damage


What exactly are you trying to accomplish with this setup?
Truck
oO no one knows the solution?
Truck
Hey guys i need help with something

I created a map blah blah blah...
then put a trigger_multiple targeted to a trigger_hurt for the whole map. It works, however, after a few rounds, the trigger_hurt doesn't reset @.@
It resets for the first few rounds, but for the next few it just stays there and murders all the players in cold blood.
Any reasons why this happens?

Additional info:
Delay before reset is 5.
all the rest of the values are the same, except for damage
Seems like a dodgy prefab, don't use it.

Why even use a table-prefab anyway!? How hard could it be to build a table yourself? It's just a flat surface supported by a few legs...
Shuaib95 said:
I check it solid by solids and I found out by that the malfunctioning solid was a table ... dunno why though ????


How did you make the table?

(E.g. Using the "Vertex manipulation tool" incorrectly can cause invalid brushes.)
This is probably your map that's causing it. Do a "check for problems" (Alt+P) before converting to .map. You probably have some invalid brushes.
Outcast said:

something wrong with the player spawn?I dont really get it.


No, unless the entity mentioned has been placed outside the map (which will also cause a leak-error) the entity has nothing to do with the leak, the entity is just used as a starting point for the pointfile.

Load the pointfile and follow the line and see where it goes outside the map, that's probably where your leak is. (This is a lot easier if you use Hammer 3.5 which enables you to see the pointfile in the camera-view.)
Truck
Good bye!
Truck
Sushi said:
Well, it's facing the wall. Whats the settings for the angle?


The position of the info_target controls what the camera will be looking at.
If you use Hammer 3.5 you can see the pointfile in the camera-view which makes it a lot easier to find leaks.
Truck
Mate de Vita said:
painkiller^^ said:
Mate de Vita said:
a) You have a leak and thus a fullbright map.
b) You put the light entity in a place where its rays reach the cave as well.
c) You're not running hlrad.

Post compile log.


where i can find compile log? its a leak problem, just can't figure out where is leak... :S

There is a post in the FAQ on how to plug a leak.
The compile log can be found in your zhlt folder, it should be called mapname.log


umm....
look at here:

impossible to have so many leaks man !

and about log, cant found it, here is what i have in folder:

:(
Truck
Mate de Vita said:
a) You have a leak and thus a fullbright map.
b) You put the light entity in a place where its rays reach the cave as well.
c) You're not running hlrad.

Post compile log.


where i can find compile log? its a leak problem, just can't figure out where is leak... :S
Truck
so how to make dark room or so, like a cave... that is dark.
I put 1 light entity at center but there is still everywhere light... @#$%
So plz help me :((((
You don't.

All decompilers will produce crap. You will need to rebuild the whole map and use the decompiled one as a template.

(But if you only want to see the entity-setup then decompiling works fine.)
Truck
Create an info_target(point-entity) and give it a name. Create a trigger_camera(point-entity) and make it target the info_target, also give the trigger_camera a name. Create a func_button(brush-entity) and make it target the trigger_camera.


edit: too slow
Truck
Start with a square-shaped "tunnel" and then just add triangle-shaped brushes to the corners: http://img138.imageshack.us/img138/6277/adsadf.jpg
This is Source or Goldsource?
The creator of the program (The Mighty Atom) hangs around the TWHL-forum, try asking there: http://twhl.co.za/forums.php
Cool story, bro!
Quote:
Warning: More than 8 wadfiles are in use. (21)
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.


This would probably be a good start.

(Don't use more than 8 wad-files.)
Truck
Cannibal Corpse?
Truck
I think there's something wrong with the bat-file. Can you post the content of your bat-file?
SICP.
SRAW said:
if he doenst mention any settings it means you dont need any


Correct, just leave everything unchanged.
Sushi said:
There's a problem!

Why does it look like it's a big leak? But it's not. I used the NULL texture.

http://yfrog.com/b686668703j

It's like smudge...


Turn the brush into func_wall.
nectar said:
Killer-Duck said:
Cover one of the faces with the texture called {BLUE and the other sides with textures of your choice. Turn brush int func_wall, in its properties set "Render Mode" to Solid and make sure "FX Amount" is set to 255.
i did it but it make all transparent...


Do you want glass on the other side? Then just place glass in front of the transparent side.
Truck
"View" --> "3D Textured Polygons"
antimatter said:
guys i want to create my college. that is in progress. but i m facing difficulty in creating some brushes...

In general, you start out with a block, then you use the Vertex Manipulation tool and/or the Clipping tool to transform the block into desired shape. It's hard to be more precise since you haven't told us exactly what you are trying to do or what difficulties you are facing.

antimatter said:

and also i would like to know the working of different functions of DOOR,LIFT,LADDER etc

For a basic sliding door you use func_door, for a rotating doors and ladders check out superjer's tutorials. For an elevator check out this tutorial.
PaRaSiTe said:
http://i234.photobucket.com/albums/ee262/RedfordRangers/Capture.png

That is what i get now, but im a bit confused on how to fix it,so if you could please tell me what i need to do to fix these leaks that would be great.


Make sure there are no gaps between brushes, the inside of the map needs to be completely enclosed from the black void outside.

(If you're using Hammer 3.5 you should be able to see the red pointline in the camera-view which makes it easier to find leaks.)
Did you have to create a new truck for this? Why not post a reply in your old truck?
Truck
Spray-tuts on fpsbanana: http://www.fpsbanana.com/tutcats/15
Truck
Any errors when doing a "Check for problems" (Alt+P) in Hammer?

Any errors/warnings in compile log? (better post the compile log and let us have a look at it)
Cover one of the faces with the texture called {BLUE and the other sides with textures of your choice. Turn brush into func_wall, in its properties set "Render Mode" to Solid and make sure "FX Amount" is set to 255.
Truck
(...you can also use a negative value for Lip if you want the door to travel further than its own length.)
If the map compiles fine and you don't get the error until the end maybe your location of Steam.exe differs from the path mentioned in your .bat-file? So make sure the path to your Steam.exe actually matches the one in your bat-file.
Did they see any errors/warnings in the console?
Probably the result of crappy mapping.


EDIT: YAY! 1000 posts...
Remake the cylinders/spikes with less faces and try again.

Also, do you get any errors when doing a "Check for Problems" in Hammer?
I use Vista!
That feature is only available in Hammer 4.0 (which is for Source-mapping).

But in Hammer 3.4/3.5 you can see the size of the brush at the bottom of Hammer, eg: "64w 64l 64h" (which is width, length and height).
Truck
Make the door and turn it into func_door, in the properties; under the black Yaw-compass choose "Up" in the drop-down menu.
fedex _ said:

i am using func_rot_button , the valve spins but dorr aint opein i will try an target it see what happens


Well of course you need to target the door! How else do you expect the door to know when to open!?
fedex _ said:

i am tryin to make a valve spin and open a door but its not opening the door


What entity are you using for the valve? (func_rot_button or momentary_rot_button?).

Basically, you give the door a Name and make the valve Target it.
Delicious copypasta is delicious.
fedex _ said:

ok it rotates then it messes up with it goes all the way around .

i need it to rotate untill the door opens all the way


Which entity are you using and what exactly are you trying to accomplish?
In vertex mode, select two opposing vertices and press Ctrl+F.
Truck
Are you using Hammer 3.5? Did you install it correctly? (You first need to install 3.4 then you replace the hammer.exe in your Hammer-directory with the 3.5-exe.)
Use a func_rot_button (don't forget the origin-brush and to check the "Y-axis" in the Flag-properties.)

If you want the valve to open a door you can get a nice effect by using a momentary_rot_button for the valve instead, and a momentary_door for the door.
Raise the max viewable distance then re-compile the map and see if that helps. ("Map" --> "Map properties" --> "Max viewable distance")
antimatter said:
and then what to do......


Look in your compile-log, the error tells you the Entity- and Brush-number.

Delete the brushes and re-create them.
"Map" --> "Go to brush number"
demeesterchef said:
Hi people where do i download new models, for hammer?
because i just downloaded 3.5 and i don't have any models like the crates, couch, computers ect. Can someone please give me a link to where i can download lots of these models?


Did you install Hammer correctly? You first need to install Hammer 3.4. Then download 3.5 and go to the directory where Hammer is installed and replace hammer.exe with the new 3.5-exe.
Truck
When will we see http://ihateaaronjer.com ???

"Unlock pictures of this sexy hunk, just click the link over 9000 times!"

Mmmmmm, yes, that would be nice...
Post compile log.
According to the compile log you aren't running hlbsp. It must run between hlcsg and hlvis.
Why not just password-protect the server?
Have you tried restarting the computer?
I believe in the flying spaghetti monster, no one can prove it doesn't exist so it must be true...

You need to make roof/walls to seal the map from the void.
Post whole compile log.
Use the pointfile to find the leak, "Map" --> "Load pointfile" and load the .lin-file with the same name as your map. Follow the line and see where it goes outside the map.
Truck
Have you tried reading what the error-message says?

Like it says, start with doing a "check for problems" in Hammer (Alt+P) and fix any errors.
MartinMartin said:
Of course i did. Well i saved it to my desktop

Then i copied it from my desktop to the zhlt folder. Does it matter?

It's both on my desktop and in the zhlt folder.


It's exported to the .map-format?


And your .bat-file is in the same folder as the tools and the .map-file?
Outcast said:
Well 1st i made a big block so when the players fall there will come up,then i right clicked on it and i clicked tie to entity and made it Trigger_teleport .Then i took the entity tool and i made an info_teleport_destination.I gave it a name.Then i gave the same name to the big block i 1st made.


No, the trigger_teleport should not have a name. You write in the Target-field whatever you named the info_teleport_destination.
Start up the Entity report (Map-->Entity report...), and find the button_target-enity in the list and delete it from there.

(If you have multiple button_targets you can select one of them and press the "Go to"-button, if nothing gets selected in the 2d/3d-views then that entity can be deleted since it's "empty". Repeat until you find the empty one.)
These errors are probably(?) not related to each other:

A leak in the map is usually caused by either a point-entity which has been placed outside the map (in the black void) or a hole in your map which exposes the inside of your map to the black void outside. You can find a leak easier by using a pointfile, "Map" ---> "Load pointfile" and load the .lin-file with the same name as your map, a line will be drawn in the 3d/2d-views, follow the line and see where it goes outside the map, that's probably where the leak is.

About the "solid entity empty"-error, bring up the error-report, select the error and press the "Go to error"-button then immediately press the Delete-key on your keyboard and that should delete the empty entity. (I think)

Truck
Muffles said:
Yes; I had made the dimensions 128 by 128 and its in 24 bit and ummm I named it {window

http://www.egir.dk/index.php?page=wal_transparent/wal_transparent.html
Truck
Is this a custom transparent texture you've made yourself?
You could try experimenting with the "Light Flags"-property of the entity.

http://zhlt.info/entity-changes.html#zhlt_lightflags
LordMilutin said:
I have made map, but I do not see radar, HP bar, time bar, not even crosshair?


Bring down console and write deathmatch 1 then enter restart and map will restart correctly in deathmatch-mode.
Ninjabojk said:
I'm making map for css tho, and it looks like thats the prob...
Does wally only support half life 1 texturing?


Wally doesn't support making textures for Source-games.
Truck
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.
sprinkles said:

Don't take advice from someone with poor grammer...


Thunder sound and/or whatever, something like on de_aztec ;)
With env_rain.
how to main rain :P
How to make lava ( volcanic lava, i hope you uderstand)
like water but its... lava... so it kills you when you jump in..
i know Thats a trager_push... but where is LAVA TEXTURE :@
If there is no lava texture please make me one cuz im a noob. tnx :)
Hammer works fine in Vista.

The problem is probably your graphic drivers.
Truck
Yes, cover a brush with SKY and it will act as a sky in-game.
ColinB said:
Warning: couldn't open merge1.wad.

Make sure that wad-file is in your cstrike-folder.
Post compile log.
Most of us here do 1.6-mapping, for Source you could try the Steam-forums.

http://forums.steampowered.com/forums/
Post compile log.
Create a new wad with two new textures, the first texture should be named "+Ablah" the other one "+0blah". Cover the brush with the +Ablah texture and turn the brush into func_wall and give it a name. Then just trigger that name with a trigger. In-game the func_wall will change its texture from +Ablah to +0blah when you trigger it.

Don't use this too much in a map since the brush has to be turned into func_wall which doesn't block VIS...
Is it a map you made yourself or someone else's map?

Is it ony one texture in the map that's going to change or all the textures in the map?
There's also a "toWorld"-button to the right in Hammer.
Mate de Vita said:
Sushi said:
I put them like this.

Move both, the spawn and the trigger_multiple, higher up in the air. Otherwise anyone who runs (or jumps) into this area in the middle of the round will have his weapons removed as well.


Or teleport them after spawn, I think superjer does that in leetskeet if I'm not mistaken...
You forgot the sound-files...
Can you upload the bsp?

EDIT: Must go to bed now, I'll look it up tomorrow...
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 the game_player_equip look for something like "Give 7.62mm NATO Ammo" and set it to "2 Clips (Fill Scout & G3/S-G1)".
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


Have you changed any of its properties?
Sushi said:
Do I have to change the "Deathmatch recharge delay"? Because its on "0".


No you don't have to change anything.
Truck
Sushi said:
So, I use func_door on the blocks, but I don't name them? Am I right?

Yes.
Truck
Don't give the bhop-blocks/doors names!

You only give an entity a name if you want to trigger it with another entity.
You can't get over 100 hp with it.
Use the brush-based entities: func_recharge (for armor) or func_healthcharger (for health)
Truck
You must have done something wrong, upload the .rmf and let us have a look at it. (eg. http://www.speedyshare.com )
Truck
Sushi said:

But bhop won't go down. I set the angle to "Down" already. Is there anything I have to check off in flags?


Have you changed anything else in the properties of the func_door? The only thing you should change is the "Down" under the Yaw-compass, everything else should be left at it's default value. (You could of course change the "Speed" if you want them to go down faster)
Truck
Change that to:

dilated peoples - Worst Comes To Worst (1)-1.wav
Truck
In the properties of the ambient_generic what does it say at "Path/filename..."?
Truck
You could just skip both VIS and RAD, eg by commenting them out in the bat-file with "REM":

code
REM hlvis mapname REM hlrad mapname

Then just remove the REM when you want to compile with them.

Vis also has a fast-mode when you only need to make a quick-compile and don't care about in-game performance, this should never be used for final compiles, only for quick test-compiles since it may have a negative impact on performance:
code
hlvis -fast mapname
Truck
Sushi said:
I don't think when you step on it, it will go down. For flags, I don't see any Touch thingi.

Doors open when you touch them by default.
Truck
What are you talking about!? Why did you delete all the light-entities?
Truck
Says what? Post compile log.
Truck
Not 100% sure but I think you can use func_door's for the platforms, in the properties of the func_door under the black Yaw-compass choose "Down" in the drop-down menu and I think it will go down when you step on it in-game.
Quote:
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.

Don't use more than 8 wads.
sprinkles said:
Well I did some tests.
To start out, I used Map Viewer to establish fps and world poly counts.


Do you get the same result when running the map in the actual game? It could be that Map Viewer renders the graphics differently from the game-engine. (Not saying it is so, but it's always good to double-check that sort of thing...)
Truck
Sushi said:
Doesn't work.
Does it have to be a negative number? Because I put 30 on "delay before close. -1 stay open"


In the "Flags"-tab of the func_door make sure you have not checked "Toggle".
Truck
Yes.
Truck
Change the "delay before close" in the properties of your func_door.
kitaramies94 said:

And yeah with me it also selects some big object behind what I'm trying to select.


In Hammer: "Tools" --> "Options..." --> "3D views" and make sure "Reverse selection order" is not checked.

(If it's already unchecked you could try checking it and see if that helps...)
Displacements is only for the Source-engine (Hammer 4).
Do you get a Condition Zero fgd with Hammer 3.4?
Can you give link to where you downloaded it from?
Truck
What kind of theme are you looking for?
Truck
Did you install 3.5 correctly? You first need to have Hammer 3.4 installed, then go into the directory where Hammer 3.4 is installed and replace hammer.exe with the new one(see link in my earlier post).
Truck
Can you see the pointfile in the camera-view? If not, you should update to Hammer 3.5, that will enable you to see the pointfile in the camera-view which will make it a lot easier to find leaks.

Hammer 3.5, go into your Hammer directory (where Hammer is installed) and replace hammer.exe with that new one.
Truck
someone said:
Well it worked when I changed the extension of my map file to bsp.


You should not change the file extension manually! Is that so hard to understand!?

Post your bat-file again.
Truck
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.
Truck
(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.


Rockbomb said:
Trigger_auto (I'm not seeing a Trigger_multiple)


trigger_multiple is a brush-entity. You first need to create a brush, cover it completely with the AAATRIGGER-texture, select the brush and in the top-menu choose "Tools" ---> "Tie to entity" (Ctrl+T) and select trigger_multiple in the list.
Truck
Sushi said:
Entity leak? or There's a hole in the map?
And I don't really get what point file do because what I load it, it just show up a bunch of red lines.


Follow the line and see where to goes outside the map.

(Make sure you're using Hammer 3.5 so you will be able to see the pointfile in the camera-view, that makes it easier finding leaks.)
Truck
You have a leak in the map, use the pointfile to find the leak. (Map ---> Load Pointfile, and load the .lin-file with same name as your map)
Truck
nothing.bsp is a .map-file which you've just changed the file extension manually to .bsp, that's not how you compile a map.

In the compile-log your map seems to be named "catpee", have you tried to start catpee.bsp?
Truck
Quote:

BSP generation successful, writing portal file 'catpee.prt'
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
0.06 seconds elapsed


Did you forget to put entities in the map? You need spawns(info_player_start, info_player_deathmatch) and at least one light-entity
Probably an incorrect filepath.
"sprit entity"


sprite? What did you write in the properties of that entity?
In the properties of the func_breakable you have "Target on break", set that one to the name of your light.
Gobble Gobble said:
quick question. I am making fun_door_rotating and i set it all up like it shows in the tutorial but when i get ingame theres nothing there. ive tried solid, texture, and normal render modes and i still get nothing. The same thing is happening to my spinning trap for my deathrun. if anyone could help it would be greatly appreciated.

You didn't forget the ORIGIN-brush?
Yes, func_door's open/close in a straight line.
DR is right.

("Edit"-->"Select all" will select everything in the map so you can move it easily)
If you're making a door why not use func_door!?
Why not learn to do it yourself?
Insert a trigger_camera, you can specify where the camera should "look at" by inserting an info_target, give the info_target a name and make the trigger_camera target it.
"EXIT1" is not a decal texture.

The names of the decal textures are prefixed with a { and the textures are usually grey with a white background.

(Although they are grey in the editor some of them will have color in-game.)
Yes with func_rotating. (Don't forget the ORIGIN-brush!)
I use ZHLT 3.4.

There's also an unofficial update to ZHLT called Super Half-Life Tools.

Then there's also the q-tools that comes with Hammer, but they kinda' suck compared to ZHLT.
Like SRAW said, maybe you missed the fgd-step: http://www.superjer.com/learn2.php (look at steps 7-8)
1. http://www.chatbear.com/unity2/9/501,1239326276,26804/1078151/0#6

2. CLIP-brush. (Brush covered completely with the CLIP-texture)

5. Why not just ask on this forum how to make it?
magcover2 and poster9 aren't decal textures, they're just normal textures and can't be used as decals.

If you want it to look like that picture in Hammer you could just cut out two square blocks from the walls and apply those textures to the blocks instead.
Whats the name of the decals you're trying to use?
1. Just place out 40 separate armoury_entity's in your map.

2. If you want to use decals you have to use the decals from decals.wad that comes with the game.
Post compile log.
Post compile log.
Do you have multiple harddrives/partitions? The compile tools need to be on the same harddrive where the game is.
Start on the outside and look where the line goes inside the map.
Together with the compile tools came a wad called zhlt.wad, place that in the cstrike-folder.

(The warnings about "larger than expected texture" can usually be ignored)
wad-files should be in the cstrike-folder.
How many wads have you added in Hammer?
Does any errors show up when you do a "check for problems"(Alt+P) ?
Did you forget to put point-entities in the map? A map needs at least a light and an info_player_start.

Or did you maybe accidentally put a solid block over your whole map?
Down Rodeo is right.

Start with a "Check for problems" (alt+p) and fix any problems. If it still doesn't work make sure your map isn't too close to the end of the grid, if it is: "Map" ---> "Select all" and move the whole map closer to the center of the grid.
How many faces does the cylinders have? 10-20 faces is okay, but over 30 could cause problems.

You could also try tying the cylinders to func_wall and see if that helps.
Is the wav of correct format?

Quote:
...has to be under the max size limit of less than 3 minutes, in the right format. (format is: unsigned, 8bit, mono, one start cue, 11025Hz PCM.)

http://www.slackiller.com/tommy14/errors.htm#wav
All this time you've spent waiting, you could have spent that time rebuilding the map and it would have been finished a long time ago...
shotted said:
"gone perpendicular to the face"

Select the error and press "Fix all of type", if that doesn't fix it, select the error and press the "Go to error"-button, delete the brush and re-build it.
Did you export your map into a .map-file before trying to compile it? (You can't compile a .rmf-file, it first needs to be exported into a .map-file, in Hammer open your map then: "File" ---> "Export to MAP")
Since you only need to add a point-entity to make it rain, you may be able to do it without decompiling by using ripent to extract the entity-information from the map, edit it, then import it back.

http://carlfoust.tripod.com/ripent/ripent.html
http://www.joe.to/cstrike/ents/
"View" ---> "3D Textured Polygons"
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
Truck
Splunk said:
I might update it. But why doesn't it work? I added a couple things into the map that already worked in the server, renamed it to beta1 and now it crashes the servers.


Did you rename the bsp? Did you remember to also rename the .res-file? (Their names must match.)
Upload the map (eg. www.speedyshare.com ) and let us take a look at it...
Truck
You only need one. You can insert wherever you want as long as it is inside your map.
Truck
demeesterchef said:

With the Give weapons to players on the start, do i need to tie it to a AAATRIGGER?


No, since game_player_equip is a point-entity. (You insert it using the Entity Tool)
Truck
Down Rodeo said:
When I first saw this, I thought "coal?"

+1
If you're going to cross-post, at least provide links to the other forum-posts so people dont waste time answering questions that might have already been answered by someone else.

http://www.chatbear.com/unity2/12/620,1249263287,17874/1079448?v=flatold
What is it you are not getting?
Outer walls of a map should not be turned into entities.
I don't really understand what you are trying to say...


EDIT: Ah, ZHLT is only for Hammer 3.5, it doesn't work for Hammer 4.1. (The compile tools for Hammer 4.1 is included in the Source SDK)
ZHLT is only for GoldSource-mapping.

Compile tools are included with Hammer 4.1.
The compile tools has to be on the same harddrive as Steam is.
Could you post the whole compile log?

Also, do you have multiple harddrives?
Wad-files goes into the cstrike-folder, eg: C:\Program Files\Steam\SteamApps\*****\counter-strike\cstrike

After you've moved the wads start Hammer, "Tools" ---> "Options..." ---> "Textures" remove the wads and add them again (so they get a correct filepath)
Just load the pointfile in Hammer instead (if you're using Hammer 3.5 you can see the pointfile in the 3D-view). In Hammer: "Map" ---> "Load pointfile" and load the .lin-file with the same name as your map.
Don't use the old q-tools, compile with ZHLT instead.
(First make sure all your wad-files are in your cstrike-folder.)

In Hammer: "Tools" ---> "Options..." ---> "Textures"

(Don't add more than 8 wad-files!)
sneeuwboy said:
Who can help me here out? :(

Don't compile with the old q-tools, compile with ZHLT instead.

(And don't hijack other peoples threads!)
Do you have player spawn-entities and light-entities in the map?
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 !?


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 !?



Just throw that crap away and start over from scratch.
Counter-Strike 1.6 or Source?

Also, post the compile log.
Give the door a name, trigger that name with a func_button.
Truck

...
} while ( -i < n );


Maybe?
Did you forget to add the .fgd-file in Hammer? (Check point 7 and 8 in the tutorial)
If you're using Steam-version of CS all the games original assets can be found inside the .gcf-files in your SteamApps-folder. You will need a program like GCFScape to open and extract files from them.
Truck
There is nothing wrong with the compile log as far as I can see.

The "Larger than expected texture"-warning can usually be ignored.

Have you tried playing the map? Does it work?
You must have changed something, since the tools ran properly before(except that they couldn't find the map-file)...

You haven't accidently changed the names of the tools or something?
Make sure the four tools, the .map-file and the .bat-file are all in the same folder.
Bocken
Brocken

Can you spot the difference? (Check the name of your .map-file)

(You can use eg http://www.speedyshare.com/ to upload the file.)
Maybe its included witht the mod? Otherwise, try posting on their forum(if they have one) or try get in contact with one of the authors...
Could you upload the map file so we can take a look at it?
Is the file Brocken.map in the same folder with the .bat-file and the compile tools?
Truck
Everyone who plays your map needs to have the skybox too. You can use a .res-file so people who connect to your server will automatically download the skybox.
Truck
Ambient_generic does work. Just make sure you write a correct (relative) path to the sound, eg if you have a sound in: C:Program Files/SteamSteamApps/******/counter-strike/cstrike/sound/bla.wav then the filepath in the ambient_generic should say: bla.wav
What do you see when going "Map" ---> "Entity report..."?
Killer-Duck said:
Have you inserted any entities into your map? (You need at least an info_player_start and a light-entity)
Quote:

SolidBSP [hull 0] 7 (0.00 seconds)
Warning: === LEAK in hull 0 ===
Entity light_environment @ ( 64,-512,-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


You have a leak. First make sure you didn't accidentally place any entities outside the map. If that's not the case, use the pointfile to find the leak: "Map" ---> "Load pointfile"
Have you inserted any entities into your map? (You need at least an info_player_start and a light-entity)
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!?
No.
What exactly are you trying to do?
Truck
wad-files go in the cstrike-folder. You can place the rmf wherever you want, but preferbly in a folder where you got all your other rmf's.

STJAERThoewl said:
Killer-Duck, I saw u link now and it worked, ty. But im new at mapping so could u please tell me where to put it and how i make it work? :)

Add the wad in Hammer, "Tools" ---> "options" ---> "Textures". Then open up the rmf in Hammer, select all the parts and entities that belong to the timer and press Ctrl+C, then go "file" ---> "open" and open up your own map and press Ctrl+V.
Truck
Mate de Vita said:
Killer-Duck said:
this zip contains a .rmf with a "HP-charger" (and a timer): http://www.speedyshare.com/834516498.html

Link seems to be dead.

I re-uploaded the file: http://www.speedyshare.com/339972766.html
Truck
Link to video?

Not really sure what you're asking about but you can see the size in units of brushes in the bottom of Hammer, it will say e.g. "448w 128l 64h" (which is width, lenght, height)
Start with doing a "Check for problems" in Hammer, the map has some "Texture is perpindicular to face"-errors. Also if you look at the brushes in the 2D-view you'll see that some brushes are damaged, they're too long and goes outside the grid, delete them.
Ah, what you're looking for is sprites. You can insert a sprite in a map with env_sprite.
Truck
Anybody know anything about the rumoured 1.13 patch for D2:LoD? Think it will come this summer?
If you're using Hammer 3.5 you can see the pointfile in the camera-window which makes it a lot easier to follow.

(To install Hammer 3.5 download this file an place that in the folder where Hammer 3.4 is installed so you overwrite the old hammer.exe)
Follow the line and see where it goes outside the map.
First, make sure you haven't placed any entities outside the map, that will also cause a leak.

To find a leak easier you can use the pointfile: "Map" ---> "Load Pointfile" and load the .lin-file with the same name as your map. Then just follow the line and see where it goes outside the map.
Truck
In the properties of your func_train: "Render Mode - Solid", "FX Amount - 255"
Truck
googie said:
Hey man do u maybe know where can i find AAATrigger. idk what is that so i cant make ladders :S

halflife.wad, I think zhlt.wad has it too.
IX MASTER XI said:
i try a lot of thing and it doesnt work

How doesn't it work? Do you get any errors?
Could you give us a download-link for kz_sonic?
fedex _ said:
chous

???
Try them one at a time and see which one works best.

I would start with -sparse, if that one doesn't work i would try -chop #.
Do you want to delete all the entities in the map?

"Map" ---> "Entity report", make sure "Filter" is set to "Everything". Then you can just delete all the entities in the list.
bandora said:

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...??

What error?

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-?

http://zhlt.info/command-reference.html
http://www.slackiller.com/tommy14/errors.htm#maxpatch

Also, why are you compiling with an old version of ZHLT?
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.
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.
Can't you just have it painted on a wall-texture like that screenshot?
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.
AFAIK, you can't make custom decals in CS 1.6.

You could fake it by making it as a texture.
vishal said:
pls tell me how to include the health power recharger in a map ??


If you have the .rmf I uploaded just copy the whole health charger into your map. (Select all the pieces it consist of, press Ctrl+C, then go "File"--->"Open..." and open the map you want to insert it into and press Ctrl+V)
I think the map could be compiled but you need to do some serious optimization first. I already talked about it in my earlier post in this thread(correct sky, turn furnitures into func_wall, clean up the sloppy brushwork etc.).

Also, your use of the {GRASS2-texture will look ugly in-game.

I don't think you have clue of what you're doing, you're just tossing a load of random shit into a giant level without a thought of: what you're doing, how the game-engine is going to react or what the end result will be like. Start small, do one small area at a time and compile regularly to make sure everything works as planned, then when you know a small area works as planned, add another area and recompile; lather, rinse, repeat. If you would have used this building-process from the beginning the map would have turned out okay (I think). But you didn't, and your map ended up like a giant piece of crap...

I think the root of these problems is that you tried to run before you could walk. Without knowing the basics of mapping you decided to take on a big project of building your whole school as a map. This was doomed from the beginning.
Truck
fedex _ said:
eDan Co. said:
weapon_awp.



period


Why did you bump this old thread just to say "period"!?
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.)
It's usually because of a big map that went over the memory limit somewhere: http://www.slackiller.com/tommy14/errors.htm#allocblock

Also, post compile log.
Probably the map.

(I have 4 gig.)

(Tell the guy to post the compile log, may be some error...)
How are you compiling the map? You should be compiling with a batch-file as explained in superjers tutorial.
open the text file in notepad, go "File" ---> "Save as..." at "File name" write whatever.bat and at "Save as type" make sure "All files" is selected, then just press the save-button.
Clocks said:
i replaced with hlvis.exe and it crashes at "LeafThread:" and that hlvis appears at proceses and uses 98% of my cpu.. wtf man ive got a dual core CPU


Are you sure it crashes? Compiling a map can take hours, it probably hasn't crashed, the map just takes a long time to compile.

Let it run for a while and see what happens.

(Also, are you compiling with a batch-file or directly from Hammer? It's recommended to compile with a batch-file since the compiles will be faster since Hammer doesn't have to run in background.)
Quote:

vis.exe v1.3 (Dec 30 1998)
---- vis ----
2 thread(s)


You forgot to change all of the compile tools.
(Tools ---> Options ---> Build Programs) and make sure "VIS executable:" points to your hlvis.exe

Quote:

So what shall i do witht he brush i vertexed?

Delete it and re-do it. This time don't fuck it up...
Down Rodeo said:
No, he wants the server to be playable on his server only. The problem with this is when a person plays a map they have to download it. Once they've downloaded it, they kinda have it.

Ah, srry, you're right. Didn't read properly.
In what way "wouldn't it work"? Do you get any error-message?

(Remember, if a map contains custom content(e.g. textures, sounds etc) those need to be on the server too...)
tatusnowy.wad, in there you have a texture named "-", rename it.
Mate de Vita said:

btw isn't it possible to use a game_player_hurt or trigger_hurt with a negative amount to get this healing effect?


It will heal you but it won't give you over 100 hp.
this zip contains a .rmf with a "HP-charger" (and a timer): http://www.speedyshare.com/834516498.html
Can you upload the rmf and bsp? (speedyshare)
User
Yeah but the other guy has to have hamachi to right?

But never mind I set up a dedicated server and edited a few thing to allow both steam and non steam players
Truck
User
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
Doesn't it mention the name of the texture in the error-message?
Truck
NewbkilleR said:

But is there any way to limit the fog in certain areas. I mean isn't there an brush entity or something that i can use to block the fog?


Not for env_fog. If you only want fog in a specific place you need to make it as edan told you.
User
im talking about CS 1.6
sorry I didn't add that in the first post
I seem to remember it being about the server is just a lan server that wasn't made for people outside the "system" to connect.
Now setting sv_lan to 0 would resolve that.
But when I set it, it starts complaining about me not having steam.
I'll try to download non steam and every version of cs I can find and test this with every single one

Truck
User
How didn't i notice that?
Anyway I'm going to try that env_fog when i get home. thnx!
But is there any way to limit the fog in certain areas. I mean isn't there an brush entity or something that i can use to block the fog?
By the way did anyone here ever make a zombie map?
Truck
About fog, apart from the old trick eDan Co. mentioned there is also the env_fog-entity. But that will apply fog to the whole map and will only be visible for people running the game in OpenGL-mode if I remember correctly...
Which version of CS?
User
A friend wanted to connect to my server but it kept giving him the class C error.
now I tried setting sv_lan 0
but looks like that only works if you have steam.
I have pirated stuff.
is there any way to fix this error?

can this be fixed be making a server? As in downloading one and setting it up bla bla bla...
Truck
User
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
Truck
User
also I seemed to get an error like "cannot ind file specified"
I checked and rechecked the paths, but no problem there. Later I deleted a rope I made and and the problem was gone! I'm thinking that the rope was to small or something, cause I remade it a little wider ,with the same texture, and the map compiled just fine.
So I'm asking was my assumption correct, and should i avoid making small circular of any other objects like that?
Truck
User
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
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).
The map is too complex. I think you need to start optimize that map if you want to be able to play it...
You aren't trying to follow a Source-tutorial, are you? Cuz goldsource(CS 1.6) and Source are two completely different engines.


There is no "nodraw" in CS 1.6. You probably want the NULL-texture which should be in zhlt.wad.

And for a sky you use the SKY-texture. I think it's in halflife.wad or zhlt.wad.



(PS. Your wads should be in your cstrike-folder)
Truck
Maybe The Wadfather has some?

http://wadfather.planethalflife.gamespy.com/new/
If you can't find that entity it may be that you have an outdated .fgd-file, get the CS Expert FGD: http://www.superjer.com/fgd.php
danielm said:
Thankyou so much!
Turns out the zhlt needed to be in C:/ drive.
I wouldn't of thought of that, cheers guys!

Now to continue and get bored after awhile


eDan Co. said:
You have two drives-- C: and F:.

You need to have ZHLT, your CS directory and all WAD files to be on the same drive.

Does it give you the name of the texture in the error-message?
Rename that texture. Textures with the prefixes +0 to +9 are regarded as animated textures, rename your texture so it doesn't start with that prefix.
Also note, if you've moved around the wads after have added them into Hammer I think you need to re-add them, ("Tools"--->"Options"--->"Textures") then restart Hammer and then re-export your map to .map-file.
But where are your wads?
Quote:

\program files\counter strike 1.6\cstrike\cstrike.wad


Doesn't seem to be where CS is installed...
Truck
I don't think that would help very much, the game engine would probably render what's behind it anyway since brush-entities doesn't block VIS.
Truck
Did you get rid of the lag?
Truck
You mean the folder Power Tools?

ripent.exe is used to import/export entity data.
count_ents counts the number of entities in a map.

http://zhlt.info/what-the-compile-tools-do.html

EDIT: im off to bed now, MdV and the rest of the guys can probably help if you need further assistance...
Truck
turnip1 said:
Ok ill give it a try. is it any different to read for errors? I just got used to this one being able to read it and understand it :|.





EDIT: Dont bother with that last part i already downloaded it and ill change the vis in my bat file and see how it turns out.

thanks.


The error-messages are pretty much the same AFAIK.



EDIT: If the latest version of zhlt and/or -full doesn't improve the performance you will probably need to try and optimize the map itself...
If I remember correctly, neither VIS or RAD will run correctly when you got a leak. That's why it's so fast since they're simply skipped.
Truck
Depends on your .bat-file, but I don't think so since the .exe's are named the same I think...

Best is to place them in their own folder so you don't mix the files with the old zhlt.

turnip1 said:
I am seeing the fast vis and the full vis but how would i go about turning those on.

gah to late to edit accidental double post.


You don't want fast vis (since it sucks). To enable full, edit your bat-file, at the line which says hlvis write -full after it...
something like this, eg:

hlcsg mapname
hlbsp mapname
hlvis mapname -full
hlrad mapnam
Truck
That version of ZHLT is pretty old, you should try compiling with the latest version: http://zhlt.info/download-zhlt.html

Also, you might want to try -full on VIS but it might not make it much better...
Truck
Omg Mate de Vita would you stop that!? Lol...
Truck
Depends, but start with posting the compile log.

EDIT: too slow
Truck
Too much stuff being rendered at the same time? The game engine is, after all, over 10 years old, you can't expect too much of it...

Also, post compile log just in case.
(When loading the pointfile make sure to load the .lin-file for your map, since it only shows a single trace-line unlike the .pts-file which may show more than one line.)

Here's a leak in the map: http://img4.imageshack.us/img4/5820/asdasdeqw.jpg

(If you temporarily hide that CLIP-brush you'll see it got the outside void behind it, CLIP-brushes can't be used to enclose the map from the outside void so you'll need a sky-brush there too.)

May be more leaks but I don't have time to check...

As you've been told, use the pointfile and find them yourself in the future.

Maybe you forgot to add the .fgd-file?

http://www.superjer.com/learn2.php (check step 7-8)
Just turn it into func_wall instead of func_breakable? http://www.countermap2.com/Tutorials/tutorial9e43.html?id=25
You've fucked up those stair-brushes. Delete them and start over again.
1.6-maps will work in cz and vice versa.
If you're using the Steam-version of CS the default wad-files can be found inside gcf-files (they're in your SteamApps-folder). To open and extract files from gcf-files you'll need a program like GCFScape.

cstrike.wad is inside counter-strike.gcf I believe.
Truck
Look in the upper right corner (when looking at the map in the top-view), the walls doesn't enclose properly.
I'd go with models, prefabs looks like crap.
Can we see some screenshots?
Post the whole compile log.
Truck
Then you fucked it up somehow. I've tried out the stuff myself and they seemed to work perfectly.
Truck
"Killer-Duck" said:
Is the map close to the edge of the grid? This is known to sometimes cause the "brush outside world"-error, in that case just go "Edit" ---> "Select All" and move it closer to the center of the grid.

If that isn't the problem then you will need to find the offending brushes and fix them. If you're lucky they may show up in the error-report: "Map" ---> "Check for problems". Otherwise you'll need to find them manually (Ctrl+Shift+G), delete them and re-create them.
Is the map close to the edge of the grid? This is known to sometimes cause the "brush outside world"-error, in that case just go "Edit" ---> "Select All" and move it closer to the center of the grid.

If that isn't the problem then you will need to find the offending brushes and fix them. If you're lucky they may show up in the error-report: "Map" ---> "Check for problems". Otherwise you'll need to find them manually (Ctrl+Shift+G), delete them and re-create them.
Truck
fedex _ said:
umm i think alot is that why /// but when i remove some wads i dont know what wads to put for timer and the 10000 hp colors they show white/.


The wad that was included in the zip-file (timecounter.wad).
Truck
You have a penis.
Truck
How many wads have you added in Hammer?
Post compile log.
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...
Truck
Just copy all the stuff into your map.

(PS. It wasn't I who made it, I just found it on some site)
Not the compile log, the content of your .bat-file (you can open it up in Notepad).

Although, the last compile log you posted showed an interesting bit in the end:
Quote:

The system cannot find the path specified.
0 file(s) copied.
Press any key to continue . . .


Make sure the paths in the .bat-file are correct. Once again, post the content of the .bat-file here and we will try to help you.
Could you post the content of your .bat-file?
And? What's the problem you're experiencing?

Cuz the compile log looks okay as far as I can see...
Truck
.zip with timer and a hp-machine: http://www.speedyshare.com/393999390.html
Truck
fedex _ said:
Never mind i fix the problem to compile my map lol those tutorials really helped me and nice to have you guys around if i need help..


ohh yea one more question ,, How do i make a skybox for 1.6 cause i made a surrounding by sky texture and it says theres a leak...


Then you need to seal the leak. Use the pointfile to find the leak easier, "Map" ---> "Load Pointfile" and load the .lin-file with the same name as your map. Follow the line and see where it goes outside the map.
Truck
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)
Quote:

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.


You always need at least one light in a map. Insert a light with a very low brightness-value (e.g. 0).


EDIT: Mate de Vita also gave some other possible solutions.
Truck
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)
You have to save it down as a .bat-file. Open up your .txt-file go to "File" ---> "Save As..." and at "File name" write e.g. compile.bat and make sure "Save as type" is set to All Files.
Insert at least one light. Also, you probably want to raise your spawnpoints as they're half-way into a box.

And why do you create hollow boxes for everything? If it doesn't need to be hollow just create normal solid blocks.
You could always start up CS manually, choose "New game" at main menu and choose your map in the list...
You have to move the map closer to the center of the grid, "Edit" ---> "Select all" and move the whole map close to the center of the grid.

(During compilation some brushes are expanded slightly, if a brush is already close to the edge of the grid then these brushes will go outside the grid during the compile.)
Get latest version of ZHLT: http://zhlt.info/download-zhlt.html
Shinrei said:
alright so wat the hell do these red lines mean lmao


Follow the line and see where it goes outside the map.
You're not running csg, csg have to run first.

If you're compiling from Hammer go to "File" ---> "Run" and make sure all the four tools are set to "Normal" before compiling. If it still doesn't work you've probably set up Hammer wrong, go to "Tools" ---> "Options" ---> "Build programs" and make sure "CSG executable" points to your hlcsg.exe
Could you upload the rmf so we can take a look at it?
You have walls, floor and roof too, right?
Make sure the paths in the .bat-file are correct.

Also, I think the path after cd needs to be inside quotes since it contains spaces:
Quote:

cd "C:\Counter-Strike 1.6"
Post full compile log.
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
Wait, are you compiling for CS:Source or CS 1.6?
Post the new compile log.
Truck
Make sure compile tools are on same harddrive as the wads.

(If it still doesn't work: Start up Hammer and go "Tools" ---> "Options" ---> "Textures" and make sure the wads listed have correct filepaths(an easy way is just to remove them all and re-add them). Then restart Hammer and re-export your map to a .map-file and try to compile again.)
Quote:

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


Did you maybe forget to add entities to the map? You need at least a light and spawn-points (info_player_start and info_player_deathmatch).
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.
What do you see instead of your texture inside the game then?
You can't make custom decals.

(But you can make custom textures)
Truck
The plot thickens...
Truck
Have you made a "correct" sky?


Have you used NULL-texture on all unseen faces? It may improve performance a bit.
Truck
Maybe you have a leak? Post your compile log.
Quote:

Warning: More than 8 wadfiles are in use. (34)
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.


Quote:

1745 faces
Create Patches : 16170 base patches
0 opaque faces
268384 square feet [38647408.00 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.


You're using too many wads and you don't got any light.
Compile log seems okay...

Do you get any error-message when CS shuts down?
Post compile log.
Quote:
hlcsg -nowadtextures tutorial map1


A map-name cannot contain spaces, re-name the map to tutorial_map1 instead or something like that...
Post the content of your .bat-file.
Do you have test.bsp inside the maps-folder? (C:\Program Files\Valve\cstrike\maps)
First of all, post your compile log.
Is your map (.bsp) in the "maps"-folder? (C:\Program Files\Steam\SteamApps\*****\counter-strike\cstrike\maps\)
leif said:
On my maps its light even if I dont got any lights out. It isent any shadows, and it isent any diffrence if I put lights out.


Sounds like a leak, post compile log.
Truck
Is that a big solid button_target covering your whole map!?

A solid box. Think about it, dumbass!

How would anything be able to move if it were inside a solid box? You need space for your players to move in. The sky should be like a "roof" for your map.
DiXi said:

how about the armor ?


armoury_entity, in its settings I think you can choose item_kevlar
You have to save down the text-file as a .bat-file: "File" ---> "Save As...", "File name" should be whatever.bat and "Save as type" has to be set to All Files
Probably damaged brushes. Start with doing a "check for problems" (alt+P) in Hammer and fix any problems that might show up. If that doesn't work you'll need to find the brushes manually (Ctrl+Shift+G) delete them and re-create them (this time without fucking them up).
Make your own texture, it's mentioned in the FAQ.
"View" ---> "3D Textured Polygons"
What kind of street lamp? Is it made out of brushes or is it a model?
That depends on what you mean with aligning textures. Select a brush and bring up the texture application tool which got all kinds of stuff you can change, you can e.g. fit a texture to a brush by pressing the little "Fit"-button.
awhippo said:
i am using cycler_sprite to put models in my map am i just want to know 2 things.

when i go into my map it closes my cs and pops up a error saying Mod_NumForName: C:/program Files/steam/steammapps/username/counter-strike/cst not found

First of all, make sure the model is in the "models"-folder (C:\Program Files\Steam\SteamApps\*****\counter-strike\cstrike\models).

Remember that the path to the model in your cycler_sprite needs to be written as a relative path. E.g. let's say you got a model inside the models-folder called myModel (i.e. C:\Program Files\Steam\SteamApps\*****\counter-strike\cstrike\models\myModel.mdl) then the filepath in the cycler_sprite should say: models/myModel.mdl

If the model is inside a folder inside the models-folder (e.g. C:\Program Files\Steam\SteamApps\******\counter-strike\cstrike\models\aFolder\myModel.mdl ) then the filepath in the cycler_sprite should say: models/aFolder/myModel.mdl

etc.

If you don't have that point-entity you may need to update your fgd:

Quote:

expert .fgd
Gives you access to ALL the entity types in CS. Unzip everything to your Hammer/fgd/counter-strike folder and tell Hammer to use the new FGD (Tools->Options->Game Configurations->Game Data Files box).
degn11 said:
thnx. but at last do anyone know if the pictures with c and all that crap also are in the 4.0 hammer?


What pictures?
There are some Source-tutorials at interlopers.net: http://www.interlopers.net/tutorials/
Mnc said:

when i do that nothing happens.

Do you have an ATI graphic card? Because of ATI's shitty drivers some people are unable to select stuff in the camera view. A possible solution can be found here: http://www.twhl.co.za/wiki.php?id=1072

Mnc said:

Is there anyways i can have "Camera [Shift + C]" ON whole the time?
i have to now do this: "Select tool, [Shift + C], Select tool, [Shift + C]Select tool, [Shift + C]." making maps like this gonna take forever

Skip the camera tool, just place your mouse pointer inside the camera-view(3D-view) and use your keyboard to navigate(W,A,S,D and the arrow-keys).
It's usually easier to just select an object in the camera-view (just click on it).

If you want to select a brush in one of the 2D-views you need to click on its colored outline or on its center "X".
Hammer 4 doesn't use either .wad or .fgd so you don't need any of those files.
Which game are you trying to map for? Source SDK includes Hammer 4, but you can only map for Source-games with that. If you want to map for CS 1.6 you need to download and install Hammer 3.4 which can be found here: http://www.egir.dk/files/hammer_v34.zip
Just press the "Browse..."-button to the right in Hammer, under "Filter" write "origin"....BAM!
Truck
Does it work if you start up CS, choose "New Game" at main menu and choose your map in the list and start it?
Is it a very big map? And how many wads have you added in Hammer?
SRAW said:
the sprite property needs to be addicting(i think)

in render mode


Yes, Additive.
What if you start up CS manually and choose "New Game" and choose your map in the list, does it work then?
AntonFifty said:

Could you download the map that's on my recent post and check it out?


Why not check it out yourself!? After all, it is YOUR map.
AntonFifty said:

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
0.09 seconds elapsed


Do you have any entities in the map? Make sure you haven't created a solid box over everything like you did before. And make sure no entities are outside the map.
You have a solid box in the middle of everything. Delete that and create two walls so you got a hollow box.
Truck
Quote:

Warning: More than 8 wadfiles are in use. (13)
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.


See?
Truck
Wow, I only had to ask him three times...
Truck
Post compile log.
What exactly are you trying to do?
What's your map's name? A defusion-map must start with the prefix de_ in its name (eg de_dust2) otherwise you can't buy defuse-kits.
Truck
I think you can script plug-ins for CS 1.6 with "AMX MOD X".

(Though I've never done it myself!)
The first time you start a new map in CSCZ it will automatically generate a .nav-file for the map, this could take some time, just let it do its thing.
Truck
So the map works fine when you start it up manually but doesn't auto-start correctly after compile? Then maybe it's something wrong with the .bat-file? Post the content of your .bat-file.
Truck
Post compile log just in case.
Truck
Could you post the compile log?
Open the text-file and go "File" ---> "Save as..." and give it a file-name that ends with ".bat" and make sure "Save as type" is set to "All files" then just save it and it should be saved down as a bat-file.
Quote:

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


Did you forget to put entities inside the map? You need at least an info_player_start, an info_player_deathmatch and a light.
The first time you started the map did the game analyse the map?
Start with doing a "Check for problems" in Hammer (Alt+P) and fix any problems that might show up.

This problem can also show up if the map is too close to the end of the grid, if so, go "Map" ---> "Select All" and move the map closer to the center of the grid.

If none of above works you'll need to find the offending brushes manually (Ctrl+Shift+G) delete them and re-create them.
Yeah, compile with a batch-file instead.

Quote:

BSP generation successful, writing portal file 'C:\Program Files\Steam\steamapps\chlorox@charter.prt'


The compile tools/Hammer are probably getting confused because of the dot in the file path...
Can you post the compile log?

Also, did you place the map in the maps-folder? (C:\Program Files\Valve\Steam\SteamApps\****\condition zero\czero\maps)

(If the maps-folder doesn't exist you can create it yourself.)
What do you mean everything is too dark? If the map is too dark when you play it you need to insert a light-entity.
Mate de Vita said:
Create a func_bomb_target where you want the terrorists to be able to plant the bomb.
In its properties set the target to multi.

Make a multi_manager and give it the name multi, disable smartedit and press add. In the 'key' field write exp and in the 'value' field write 0.
Press add again, in the key field write brush and in the value field 0 again.

Select the brush that you want to blow up, press ctrl+t and select func_breakable from the list. Give it the name brush. In the flags check trigger only.

Make an env_explosion inside the brush, name it exp and set the magnitude to wahtever you want.


You don't need all that!You only need a func_bomb_target and a func_breakable. Set it up so the func_bomb_target targets the func_breakable, then in the properties of the func_breakable set "Explode magnitude" to a value higher than 0 and an explosion will be created when the object is destroyed.
Do you have multiple harddrives? If so, the compile tools must be on the same drive where you have the game.
Truck
Farmboy102 said:
And still you get people who say 1.6 is better than source.


They're probably referring to the gameplay, not the graphics...
Truck
The NODRAW-texture is only for Source. Goldsource-games uses the NULL-texture instead.
Post compile log.
If you need written stuff why not just create a normal texture?
Tried googling for it?
Here's a rmf containing a timer and hp charger: http://www.speedyshare.com/550163434.html
improvements said:
how do i get them into my hammer files?


wad-files are placed in your cstrike-folder, then in Hammer go "Tools" ---> "Options..." ---> "Textures" and add the wad-file.

(Remember that you should never add more than 8 wads in Hammer!)
Get Hammer 3.5, that will enable you to see the pointfile in the 3D-view which will make it easier to follow the pointfile.

(To get Hammer 3.5(you must already have 3.4 installed) : Close down Hammer and download this, go into the directory where Hammer is installed, replace the old hammer.exe with the new one you downloaded)
The default values inside the entities are controlled by the .fgd, maybe you got some old/crappy fgd?
Post the new compile log.
kris111 said:

From hammer.


Then you haven't set up the paths correctly:

Killer-Duck said:

Setting up Hammer for CS 1.6(Steam)

(If you have multiple harddrives/partitions, make sure the compiling tools (ZHLT) is on the same harddrive/partition as Steam is.)

In Hammer, go to 'Tools'--->'Options...' and go to the tab 'Game Configurations'.

First, at the top it says 'Configurations:' with a drop-down menu under, make sure you got a configuration selected there, if not press the 'Edit' button and create a configuration, you can call it whatever you want eg. 'Counter-Strike 1.6'.


Game Executable Directory: C:\Program Files\Valve\Steam
Mod Directory: C:\Program Files\Valve\Steam\SteamApps\******\counter-strike\cstrike
Game Directory: C:\Program Files\Valve\Steam\SteamApps\*******\counter-strike
RMF Directory: Wherever you want. But preferably somewhere in your Hammer-directory.

Now change the tab to the 'Build Programs'-tab:


Game Executable: C:\Program Files\Valve\Steam\Steam.exe
CSG Executable: Make sure it points to your hlcsg.exe
BSP Executable: Make sure it points to your hlbsp.exe
VIS Executable: Make sure it points to your hlvis.rad
RAD Executable: Make sure it points to your hlrad.exe
Place compiled maps in this...: C:\Program Files\Valve\Steam\SteamApps\*****\counter-strike\cstrike\maps

Then hit Apply/OK and you're done! Try to compile the map now!

How are you compiling the map? From Hammer or a .bat-file?
Truck
This map is to be played in Condition Zero? If so, I think you need to change -applaunch 10 into -applaunch 80
What post? Why the hell create a new topic when you could have just bumped your old topic!?
kris111 said:

but what files does i need for loading the map...?

bsp and?


That depends on if you've used any custom assets in your map (eg. custom textures, custom sky, custom sound etc.), if so, those assets needs to be on the server too. If you haven't used any custom stuff, only the bsp-file is needed.

(Also, custom textures could be included inside the bsp by using compile parameters)
An FGD only contains entity-information, it doesn't have anything to do with textures.
The path to your maps-folder.


From the tut:
Quote:

"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 "EMAIL" with your account name. And if you do not have a "maps" folder, create one.
Truck
In Hammer: "Map" ---> "Map properties..." and raise "Max viewable distance" (and re-compile the map)
"-nowadtextures" and "-wadinclude" are two different ways to include the textures inside the bsp.

"-nowadtextures" includes all used textures inside the bsp. This can be both a good and bad thing, lets say your map mostly uses textures from the default halflife.wad then those textures will be included in the bsp even though everyone already got those textures making the bsp unnecessary big. But if you're using mostly custom textures then nowadtextures is a quick 'n easy way to include the textures inside the bsp.

"-wadinclude" includes only the wads you specify to the bsp, eg:
Quote:

hlcsg -wadinclude mywad1 -wadinclude mywad2 -wadinclude mywad3

So you only wadinclude the custom wads you are using and only those will be added to the bsp.
Post compile log.
Quote:
I cant see my weapons when i test the map


Bring down the console, write deathmatch 1 [Press Enter] then write restart [Press Enter].
Compile log looks okay, could you take some screenshots of the map? (especially from places where it lags)
Post compile log.
KnightOfH3ll said:
Man u realy need to bee seen by a doctor. Damn whats the problem with u? I have been asking everything real nice. I dont get ur problem with me.


Don't take it personally, SRAW has always been like that...
Read the compile log:

Quote:

Warning: More than 8 wadfiles are in use. (15)
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.


You have 15 wads added in Hammer, 8 is max.
Brka said:

ok you said entities, which one ?


It works on most brush-entities, the more common ones are func_wall and func_illusionary.
If you're mapping for CS 1.6 (Steam) all the game's original content is packed inside .gcf-files, you need a program like GCFScape to extract it. Start up GCFScape and open up counter-strike.gcf(in your SteamApps-folder) inside the .gcf-file, navigate to the models-folder, in there extract the model-files you want (eg. pi_tree) to your actual models-folder(C:\Program Files\Valve\Steam\SteamApps\******\counter-strike\cstrike\models).

Then add the model to your map using the cycler_sprite-entity.
Truck
newbie said:
but how do i actually do a block that only cts can walk through?


I think you have to code it as a plugin.
Truck
You're using outdated compiling tools, get ZHLT.
What kind of tree? Made out of a model or brushes?
SRAW said:
killer-duck, i know ur name is Sam, ur 19 years old, is an admin at cs-maps.org, plays the trumpet and mother's name is Lilly


Not a single fact correct, but keep guessing, it amuses me!
Post whole compile log.
koxy said:
First of all, thanks for the tutorial, Killer-Duck! It helped me a lot! But I still don't know, how to place a model in a map. So, SRAW, can you please tell me more precisely how to use cycler_sprite?
I'm sorry that I have to bother you, but I want to learn this!


Since SRAW isn't here I'm going to take the liberty to answer.

You just insert a cycler_sprite, in its setting set the path to point to your model (remember to use a relative path).
(You'll need Wally to make your own textures.)
Rename the texture "-2rosewood" to just "rosewood".
Truck
What error?
bandora said:

Well the thing is that there's a map (kz_wsp_marioland.bsp) that has decals on the side (mario related decals), and I wanted to do the same (with the same textures) since my map is a mario map.


Could you show a screenshot of these "decals"?

AFAIK superjer is right, you can't make custom decals. It's probably hard-coded into the engine that decals only work if they're in decals.wad.

Mate de Vita said:
how do you make a custom {texture then?


Do you mean a transparent texture? If so: http://www.egir.dk/index.php?page=wal_transparent/wal_transparent.html

(A transparent texture is NOT the same as a decal, they both start with a { in their name but a transparent texture has a solid-blue background while a decal has a white background... haven't we been through this before in another thread? )
Which game are you playing the map in? CZ has official bots that comes with the game, 1.6 doesn't.
Truck
Farmboy102 said:
Ok the trigger_hurt will work but how do I get the chicken to walk around and come tou you?


Then you can scrap my idea(I thought the chickens would be standing still on the same spot). What you want is probably not possible in CS 1.6. (Maybe if you script a plug-in, but I'm not sure even that will work....)
Yes, it could be that you're reaching the entity-limit. Almost everything in the game is an entity, when a new player connects, new entities will be created for that player, adding to the total amount of entities. If too many entities are created and you go over the entity-limit... BAM!

http://www.slackiller.com/tommy14/errors.htm#entlim

(Does anything get printed to the console when it crashes?)
Read the documentation for whatever bots you are using, should tell you all the details there.


Also, for which game is it?
Truck
You could cover the chicken with a trigger_hurt, then if a player walks into the chicken he will get hurt.
Which bots are you using?
Farmboy102 said:
Ok does anyone have the rmf file for de_alivemetal (CS SOURCE) I cant find it on google.


Try e-mailing the author (there's contact information in de_alivemetal_readme that comes with the map)
Create a brush and cover it with a glass-looking texture. Turn the brush into func_wall, set "Render Mode" to "Texture" and set "FX Amount" to e.g. 100 (FX Amount controls the transparency of the glass)

If you want the glass to be breakable turn the brush into func_breakable instead and use the same settings as I wrote above for the func_wall.
Truck
superjer said:

Counter-Strike is VERY buggy. That's for sure. Especially when it comes to multiplayer and triggers. There are very few reliable things...


Amen to that!!!
Well, you've built the bottom of the box, now you need the sides too.
Mate de Vita said:


Ah sorry, I think you're right about the "One way"-flag, it can only be opened from one side. My bad!
What exactly don't you get?
Could you send the .rmf for that test map?
Mate de Vita said:
I found out that the one way flag actually doesn't do what I thought it does. It actually makes it so that if you open the door from one side it becomes unopenable from the other -__-


No, you can open it from both sides. On one of the sides the door will open away from you and on the other side it will open inwards against you.
Maybe "Max. players" are set too low? At main-menu in CS: "New Game" ---> "Game"-tab and make sure "Max. players" isn't set too low.
If you have a specific question about de_inferno why not just ask it here on the forum?

Decompiling won't give you back the original .rmf.
Truck
As eDan says, it depends on how it should look in-game.

But for most maps:


(Especially if you want short compile-times and good performance in-game.)
Truck
Farmboy102 said:

I have to use her pc coz my pc reports a CANNOT ALOCATE A BLOCK OF MEMORY error.( My pc's too slow or something I get it with all the big maps. )


http://www.slackiller.com/tommy14/errors.htm#lowmem

Yeah, your pc is probably too slow(too crappy).
Truck
The entity mentioned doesn't necessarily have anything to do with the leak, it's just the entity that is closest to the leak (this is relatively speaking, in truth the entity could be very far from the leak).

First of all, make sure you haven't placed an entity outside the map as this will also cause the leak-error. If you sure that is not the case, load the pointfile("Map" ---> "Load pointfile") and load the .lin-file with the same name as your map. Start from the outside and follow the line and see where it goes inside the map, that is probably where your leak is.
Truck
Please take screenshots instead. You can upload pictures to e.g. http://imageshack.us/
Truck
Could we see some in-game screenshots of this?
Truck
macogoo said:
But the thing is that when i put that file in my VHE root folder, vista says: Windows trying to get the program to work... Program don't worked, please close the program.


You closed down Hammer before trying to put the .dll in the root folder, right?
Truck
Martin HL said:
Killer-Duck said:
Quote:
Warning: More than 8 wadfiles are in use. (10)
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.


It have always be more then 8, but do you think it help if I remove one?


You need to remove at least two wads(you currently have 10 wads added in Hammer according to that log). If it will help I don't know but it doesn't hurt to try, remove some of your unused wads and re-compile...
Do a "Check for problems"(Alt+P) in Hammer and fix any errors that might show up.
Truck
Quote:
Warning: More than 8 wadfiles are in use. (10)
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.
Truck
Post compile-log.
In Hammer: "Map" --> "Map properties..." and raise "Max viewable distance"


(Also, the sucky lightning makes me believe you also got a leak, or you're not running RAD)
Farmboy102 said:
Ok now I downloaded a paintball mod now how do I make paintball maps?

Is there a diffrence in the maps or can I still use hammer?


Read the documentation for the mod.
Truck
No, env_snow is a point-entity, you can't tie those to a brush. (Only brush-entities can be tied to brushes.)
You can always start it up manually, in CS, choose "New Game" at the main menu then choose your map in the list.

If you need help with auto-starting the map after compile you need to post the content of your .bat-file.
bandora said:

EDIT: Ok I might have a solution for all this mess but I can't quite do it. I want to do like how superjer did in his map awp_sk33tl33t map; you know how when u spawn you don't have any weapons but as soon as it's time for the t's or ct's launch they get weapons, I want to do that and then when a new round begins I want the players to get stripped then get weapons again.. etc.


Download the source for the map to find out how he did then.
Truck
Read through the documentation for your bots.
Create two func_buyzone's up in the air where players can't reach them to prevent players from buying.

Insert one game_player_quip into your map, in its settings set "Give Knife" to "Yes" and make sure all other "Give xxxx" are set to "No".
Still for Source?
Truck
Google.
Truck
Tie the block into func_wall, set "Render Mode" to "Texture" and "FX Amount" to "100". (You can change the FX Amount-value depending on how transparent you want the glass to be).
Looks okay, but it's a bit bright, maybe you have a leak?
Truck
Then you need to update your fgd: http://www.superjer.com/files/cs-fgd-xp_8u.zip Unzip everything to your Hammer-directory and tell Hammer to use the new FGD (Tools->Options->Game Configurations->Game Data Files box, remove the old fgd and "Add" the new one(counter-strike.fgd), then restart Hammer and you should have the new entities).
About making a hole in the floor for a pipe to go through, check out this tutorial. (It's about arches but you can easily adapt it for making a hole since an arc is just a "half hole"...)
EskimoEd said:
Sorry, and under my brushes i have very limited objects that have a checkered texture in game.
Ed


I think most of the prefabs that comes with Hammer use textures from halflife.wad, so make sure you got that wad added in Hammer when using the default prefabs.
Carve-tool is evil when you mix it with cylinders.
Insert a info_map_parameters in your map, it got "Bomb Radius"-setting.
Truck
You need to edit the .bat-file so the names in it match the actual map-name.
Open up the properties of the func_breakable, in the "Flags"-tab check "Touch".
You can place out weapons on the map with the armoury_entity.
What is your specific problem?
Truck
kitaramies94 said:
and how about several of lights wich are wanted to be turned on/off from the same button?


Give all the lights the same name and trigger that name with your func_button.
Danemj3 said:

if i have hammer open with my map and open the model of lets say a bunkbed on another one it wont let me copy from 1 and put into the second hammer.. only copying in 1 and pasting in one works for that..


You should only have one Hammer-window open. You can open up more than one map in a single Hammer-window. Just go "File" ---> "Open..." and open a map, then just do "File" ---> "Open..." again and open another map. Now you have two maps open in the same window, if you now go "File" ---> "Close" it will close down the last map you opened.

Danemj3 said:

if they come with a .ol file type i can just put into the prefab folder in hammer.. but if they only come with a .wad file im not sure how to add it into hammer so that i can use it in my map


.wad-files are textures.
You left-click on a brush to select it, with the brush selected go "Tools" ---> "Tie to entity" (Ctrl+T) to tie it to a entity. If you want to change the properties of an already created brush-entity, select it and press Alt+Enter to open its settings.
That depends on how the prefabs are distributed, on FPSBanana most just upload a .rmf-file with the prefab in it, in that case just open it up the .rmf in Hammer, select the prefab, press Ctrl+C, open up your map and press Ctrl+V.
FPSBanana has some shitty prefabs that maybe suits your needs: http://www.fpsbanana.com/prefabs
Create the objects yourself?
(If you use Hammer 3.5 you can see the pointfile in the camera-view.)
zephyr said:
My compile thing says that all my brushes are clip/origin which theyre not. can someone help me on this?


Quote:

Error: Entity 70 has no visible brushes

Error: No visibile brushes
Description: All brushes are CLIP or ORIGIN (at least one must be normal/visible)
Howto Fix: self explanitory


You've made a brush-entity completely covered with CLIP or ORIGIN, this is not allowed. Find the offending brush-entity and cover it with some other texture.

With the texture application up(Shift+A) you can also right-click on a face in the camera-view to directly paint the current selected texture on a face.
Truck
You may need to click on the brush more than once, just keep on clicking on the selected brush to cycle through the three basic transformation modes (resize, rotate, and shear).
bandora said:
Never mind I fixed the problem... thanks anyways.


And how did you fix it?
Any errors in "Check for problems"? (Alt+P)
Truck
Truck
Why do you need to put a brush inside another brush?
Truck
I don't know if we're talking about the same stuff, could the threadstarter post a screenshot of what he's talking about?
Truck
noobish said:


from hammer :P


At File-->Run make sure all the tools are set to "Normal" before compiling.
Truck
Only in some specific cases. (If I understand your question correctly)
Truck
Are you compiling from Hammer or by using a .bat-file?
FPSBanana also has some tutorials on the subject: http://www.fpsbanana.com/tutcats/5
Truck
Where's the rest of the log? (VIS and RAD)
Are you compiling with a bat-file or from Hammer?
Edit the .bat-file and add "+deathmatch 1" before "+map mapname":

eg:

Quote:

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


(This is the Steam-version of the batch-file, if you're using non-steam it's practically the same, you just +deathmatch 1 before +map mapname...)
It is used to apply decal textures. Decal textures are the textures which name starts with a { and has a white background, unlike eg transparent textures which has a blue background. You can find some decals in decals.wad.
Do you even know what the decal tool is for?
Could you post some screenshots of your map in Hammer?

EDIT: looking at the picture in your first post, make sure all cylinders are turned into func_wall.
Go back to the main-window of Hammer, select the Selection tool(shift+S) then to the right you got two dop-down menu's, under "Categories:" you can choose the prefab category, and under "Objects:" the object you want to insert, then just press the "Insert original prefab"-button.
prop_static is only for Source.
Do you have multiple harddrives? If so, make sure everything is on the same harddrive.
Turn the crate into func_breakable, in its properties set "Explode magnitude" to a number that is higher than 0.
In the properties of your aromury_entity, under the black Yaw-compass there is a dropdown-menu, choose "Up" there.
Otherwise try find the offending brush-entities, "Map" ---> "Entity report", under "Filter" choose Brush-entities, then select an entity in the list and press the "Go to"-button, if nothing gets selected in the 2D/3D-views then that entity can probably be deleted as it is "empty."
Truck
Which game?
Are you fucking stupid? You have to buy the games legally if you want Source SDK.

CSCZ is practically the same as CS 1.6 so you can use the same editor(Hammer 3.5) and the same tutorials, although some stuff may be different.
Yes, this door looks okay in my editor: http://www.speedyshare.com/977628591.html

Either you're doing something wrong or you have some strange settings in your Hammer...
Truck
Brushes with AAATRIGGER should be completly covered with AAATRIGGER, don't put any NULL on those.
Down Rodeo said:
He's not, he's a diamond and a proper gentleman (am I right?).


You sir, are correct.
eDan Co. said:
KD is piiiiiiissedddddd.


No,I'm not!
Why do you mess around with the World/Face-boxes in the texture application tool when you clearly don't have the slightest idea of what they do?

Just delete that door cuz you fucked it up. It will be easier for you to make a new one than to fix that mess.

Here's how you should create a door:
1. Press the "Browse..."-button to the right in Hammer, choose your door-texture.
2. Select the Block-tool, create a block that resembles a door.
3. With the door selected, open up the Texture application tool(Shift+A) and press the "Fit"-button(and nothing else!). Close down the texture application tool....

TA-DAAA!

You have messed around with the texture settings. Why not delete the door and create it again?

Don't press stuff that you don't know what it does...
Which wads are you using?
Truck
Complex geometry(like cylinders) should be turned into func_wall. Faces that can never be seen by players should be covered with the NULL-texture.
You need to update your fgd.

Quote:

expert .fgd
Gives you access to ALL the entity types in CS. Unzip everything to your Hammer/fgd/counter-strike folder and tell Hammer to use the new FGD (Tools->Options->Game Configurations->Game Data Files box).

http://www.superjer.com/learn_adv.php
Truck
A CLIP-brush. (Block completely covered with the CLIP-texture)
May be called "Model / Sprite" depending on your fgd. They're talking about the entry where you're supposed to enter the filepath to your model.
You probably wrote an incorrect filepath in the entity that is displaying the model.

The filepath to the model in your cycler_sprite should say: models/pine_tree.mdl
Cylinders or any brushes you used vertex manipulation on is your top suspects. You could also check the error report (Alt+P) to see if any of the faulty brushes turn up there.
What happens when the player spawns? Do they trigger something? Delete whatever entities that are triggered when player spawn and see if that works better.
EddyMeuh said:
Ohhh so if i want my map being played on some server I shall not use stolen texture, shall I


I don't think players will give a damn, just hope Nintendo doesn't find out, but even if they did find out I don't think they will care... or will they?
Quote:

Warning: More than 8 wadfiles are in use. (10)
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.


Remove wads or merge wads with Wally...
Lorenzo said:
Killer-Duck said:

Are i must write the "cl_"???


No, don't write "cl_", only the sky-name.
Textures in a commercial game are usually owned by the makers of the game, so you would probably break the law if you steal them...
Do you have spawns for both teams? (info_player_start and info_player_deathmatch)

Also, post your whole compile log just in case.

On a side note, some of the entries in your .res-file is incorrect(the sky-pictures), this is how it should look I think:

Quote:

mario.wad
sound/mario/mario.wav
sound/mario/pipewarp.wav
sound/mario/falling1.wav
gfx/env/ssxmariobk.tga
gfx/env/ssxmariodn.tga
gfx/env/ssxmarioup.tga
gfx/env/ssxmariolf.tga
gfx/env/ssxmariort.tga
gfx/env/ssxmarioft.tga

(It's not what causing the crash, but still...)
CLIP and func_illusionary are occupying the same space, AAATRIGGER(func_ladder) is in front of them.
Send me the map(you can upload it to e.g. speedyshare)
Make sure you don't give it a Name.
Make sure "Rotation Speed" is not set to 0.
Just out of interest, what was the problem?
Tried opening up the wad in Wally?
Does the leak only appear when you insert a CLIP-brush?
Truck
Are you sure the .map-file(new.map), the compiling tools and the .bat-file are all in the same folder?
Truck
Why don't compile it using the .bat-file?
Go into the properties of the func_rotating, go into its "Flags" and make sure "Start ON" is selected.
The outer walls of a map can't be CLIP-brushes so make sure the CLIP-brushes don't reach the outside void.
Truck
Make sure your .map-file is in the same folder as the compiling tools.

Also, post your whole compile log and the content of your batch-file again.
Masta Frank said:
it's usally something like c:/docu/rr3005/desktop/nbu/cs/cstrike/sound/ambient/wave.wav
I also had it say wave.wav which it what the website told me to use


You have to use relative paths, ambient_generic uses the "sound"-folder as the root, so if your sound is in: c:/docu/rr3005/desktop/nbu/cs/cstrike/sound/ambient/wave.wav

then the filepath in the ambient_generic should say: ambient/wave.wav
You must have done something wrong when you created it. Delete it and do it again.
Truck
"nowadtextures" doesn't take any parameters, it automatically includes all used textures into the bsp. You're probably confusing it with "wadinclude" where you specifically need to specify which wads to include.

This would be a correct version:

Quote:

@echo off
hlcsg new -nowadtextures
hlbsp new
hlvis new
hlrad new
copy new.bsp "C:\Program Files\Steam\SteamApps\orangejuice119\counter-strike\cstrike\maps"
pause

"C:\Program Files\Steam\Steam.exe" -applaunch 10 -dev +sv_cheats 1 +map new


(Where "new" is the name of your .map-file.)
What door-texture are you using? (and from which wad)
In the properties of your ambient_generic, what is the path to the wav-file?
Press PrintScreen on your keyboard, paste it into Paint(or any other image-editor), save it down as jpg and upload it at e.g. http://imageshack.us/ and post the link to the picture.
FiveAlive said:
i did follow the line and couldnt find anything


Then you didn't look hard enough.
Use the pointfile to find the leak(s). "Map" ---> "Load Pointfile" and load the .lin-file with the same name as your map. Follow the line to find the leak.
Ctrl+Shift+G if you need to find brushes manually.
Do you mean de_train? If so, I think it uses: halflife.wad, cstrike.wad and cs_bdog.wad.
With the texture application tool up (Shift+A), if you left-click on a brush-face in the 3D-view that face will get selected, then you can apply different texture-settings on that specific face.

"Shift" X/Y will shift the texture, maybe that's the "scrolling"-thing your looking for?

(To be honest, I don't really understand what you need help with, post some screenshots of your problems.)
As bandora said earlier in this thread, make sure your map isn't too close to the enge of the grid. If it is, go to "Edit"--->"Select all" and move the whole map closer to the center of the grid.
Does any errors show up in the error report? (Alt+P)
"Map" ---> "Check for problems"(Alt+P), most damaged brushes will show up there, otherwise you'll need to find them manually(Ctrl+Shift+G).

buq25 said:
your 100% right Down Rodeo. I did. I did a hill for the terrorist to run down for. I thought I fixed it How to do it then, now that you know that I did?


Learn to use the vertex manipulation tool correctly(e.g. concave shapes are not allowed). A good tip is to regularly press Alt+P to check for invalid shapes when using the vertex manipulation tool.
EddyMeuh said:
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.


No, although it may depend on the door and how you are facing it, 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. Or did I misunderstand you?

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.

EddyMeuh said:

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.


It tells you all the wad-files the map is using in the compile log, eg. "Using wad file..." a number of times. If you're using over 8 wad-files the compile log will warn you about it, "Warning: over 8 wads in use..." or something like that.

EddyMeuh said:

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.


Not sure if I understand you, if you place out and armoury_entity you need to change in its properties what it is supposed to spawn.

EddyMeuh said:

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...


Choose the block tool and "draw"(press and drag) it in one of the 2D-windows.

(Anyway, just ignore the "sky-making"-part of that tutorial, it sucks, the list of skies is the important stuff in that tutorial.)


EddyMeuh said:

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


Turn the part into func_breakable, in its settings set "Render Mode" to "Solid" and "FX Amount" to 255
What!?
EddyMeuh said:
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


1. That depends on the entity.
2. You're doing it wrong. You shouldn't fit the box to the texture, you should fit the texture to the box. First of all, make sure "Texture lock" is on/selected (Tools-->Texture lock). Then just select your box, bring up the 'texture application tool' and press the little "Fit"-button(under "Justify:") and the texture will be scaled to fit the box.
3. Replace what?

Sky: "Map" ---> "Map properties..." ---> "environment map" and write in the name of the sky. List of skies with pictures + more info: here
Don't steal other peoples work.

nubbcake said:
Well, okay, but you might know the was cs_assault uses?


Probably cs_assault.wad
Is it your own map or did you decompile someone else's bsp?
Did you decompile that?
Press on the "Smaller grid"-button. You'll see the current "snap on grid"-value in the lower right corner of Hammer, eg. "Snap on grid: 32" etc.

Just don't go too low or you'll have a hard time aligning the brushes which will just end up giving you leaks. When building the general structures of your map try not go below "snap on grid: 8". Only when you need to do some small specific detail in your map do you go below 8.
Down Rodeo said:
It's something of a moot point but I thought that Source and Goldsource were forked a while back and do share a little bit... it's immaterial anyway.


Well yes, I guess you're right, in the beginning Source was a fork of Goldsource, but as time went by more and more of Source was rewritten so today I would guess there is very little left of Goldsource in Source, so little left you can consider Source a completely new engine...

The wiki talks a little about Source's origin:
Quote:

Origins

Source distantly originates from the GoldSrc engine, itself a heavily modified version of John D. Carmack's original Quake engine, as is explained by Valve employee Erik Johnson on the Valve Developer Community:[24]

When we were getting very close to releasing Half-Life (less than a week or so), we found there were already some projects that we needed to start working on, but we couldn't risk checking in code to the shipping version of the game. At that point we forked off the code in VSS to be both $/Goldsrc and /$Src. Over the next few years, we used these terms internally as "Goldsource" and "Source". At least initially, the Goldsrc branch of code referred to the codebase that was currently released, and Src referred to the next set of more risky technology that we were working on. When it came down to show Half-Life 2 for the first time at E3, it was part of our internal communication to refer to the "Source" engine vs. the "Goldsource" engine, and the name stuck.

Source was developed part-by-part from this fork onwards, slowly replacing GoldSrc in Valve's internal projects[25] and explaining in part the reasons behind its unusually modular nature. Valve's development of Source since has been mixture of licensed middleware (Havok Physics, albeit heavily modified, and MP3 playback) and in-house-developed code.

John Carmack commented on his blog in 2004 that "there are still bits of early Quake code in Half-Life 2"[26] and numerous development interfaces are similar to Quake's, at least at a high level - but with both easily likely of being Valve avoiding reinventing the wheel, neither are indicative of a notable reliance on the older engine. Indeed given the fact that Source's 2003 code leak did not produce any such claims it can only be assumed that no incriminating evidence was to be found.

Source distances itself further from Quake as time goes on.

http://en.wikipedia.org/wiki/Source_engine#Origins


(Edited my original post to correct this.)
'Snap on grid' is your friend, not your enemy. You can decrease the grid-size by pressing the "Smaller grid-size"-button, and you'll see the current snap on grid-setting in the lower right corner of Hammer where it says eg. "Snap on grid: 16". Usually, there is no reason to go below "Snap on grid: 8" when building the larger structures of your map, using a "snap on grid"-value of eg. 1 will just give you a headache when trying to align your brushes and you'll just end up with small gaps here and there which will give you LEAKS. Generally, only go below 8 if you need to do some specific small detail in your map.
Boerworz said:
Stupid me.. I thought CS 1.6 was built on the Source engine.


Nope, CS 1.6 is built on the old 'Half-Life 1'-engine (also known as Goldsource).

The Source-engine (which is a completly different engine) is Valve's latest engine powering their Source-games(Half-Life 2, Counter-Strike: Source etc.)

The Source-engine is supposedly built from scratch and has today "nothing"(very little) in common(code-wise) with the, now 10 year-old, Goldsource-engine.

The 'Valve Developer Wiki' mostly concerns with the new Source-engine so you won't find much valuable info there if you're mapping for CS 1.6.

(Edited for correctness)
Truck
A texture-name that starts with a negative number is a random tiling texture. The first one must start with -0, then if you have more the next one -1, -2, -3... etc.

So make sure -0CSTRIKE_ME2RI also exists in your wad, otherwise add it or rename -1CSTRIKE_ME2RI to a name that doesn't start with a negative number(eg. "CSTRIKE_ME2RI").
Truck
Make a correct sky, not sure if it will fix the problem(possibly), but will at least give a shorter compile time plus better performance in-game.

Imagine this picture is showing two different maps from the side:




Also, use the NULL-texture on unseen faces.
ambient_generic
Fog: Just insert one env_fog in your map. Go into its properties and set 'Fog Density' to '0.001'. Remember that en_fog only works in OpenGL-mode, people running the game in either Software- or D3D-mode won't see it.

Rain: Just insert one env_rain in the map and you're done! Make sure you got a sky in the map, rain will only appear where you got a sky.
collective.valve-erc.com used to have a great list with description of almost every entity, unfortunately that site is dead now. Luckily you can download an offline-version of it from here: http://www.egir.dk/files/collective-valve-erc-entity-documentation.zip

Otherwise, as Down Rodeo says, you can just look it up on the net(which usually means googling the entity-name).
Are you sure you have a sprite called muzzleflash1.spr in your actual sprites folder?
First result when googling for "trigger_changetarget": http://www.twhl.co.za/tutorial.php?id=97
Get an updated fgd-file, eg: http://www.speedyshare.com/489219226.html

Save down and unzip all the files inside your Hammer-directory(important). Then open up Hammer, go to "Tools"-->"Options..."---> "Game configurations", under "Game data files:" remove your old fgd and add the new one("counter-strike.fgd").
I think i found the timecounter.zip on my other computer: http://www.speedyshare.com/905536303.html

The .rmf also shows how to give more than 100 hp to a player.
Make sure the filepath in the func_tank says: sprites/muzzleflash1.spr
Mate de Vita said:
Wally?

http://www.telefragged.com/wally/

Mate de Vita said:

EDIT: yup, the questions just keep on coming :)
is it possible to save a certain shape made of brushes (like a machinegun) so that you don't have to make it from nothing again if you want to use it in another map?


Make it a prefab:
Select all its parts, then "Tools"--->"Create prefab", and you will be asked to give it a name and a description and choose in which category it should be created in. Then when you want to insert it in a map, first make sure you are using either the 'Selection tool' or the 'Block tool' then look to the right and you see two drop-down menus("Categories" and "Objects"), find your prefab by navigating those two drop-down menus and press the "Insert original prefab"-button and your prefab will be inserted into the current map.

Mate de Vita said:

EDIT2:
I made a map and ran the bat file, it went into the game but when it started 'starting local game server' the game closed and I got this message:

Fatal Error
Mod_NumForName: C:/Program Files/Counter-Strike/cstrike/sprites/muzzleflash1.sp not found.

Yes, I'm sure the path is correct, I double-checked and I also tried the same in my valve folder and with muzzleflash2.spr and muzzleflash.spr.
And the .sp (instead of .spr) in the error is not a typo.

What entity are you trying to use and what did you write in its properties?
Truck
I would try re-install CS...
Truck
SRAW said:
ok step 1

1. make a door, or just a block
2. where u want the door to rotate, make a aaatrigger brush and make it span the length of the door
3. select both blocks
4. press crtl+t and select func_door_rotating


Should be an ORIGIN brush.
www.kreedz.com used to host a timecounter that you could use in your maps. Unfortunately the site seems to be down at the moment, hopefully it's just temporarily and it'll be up later:

www.kreedz.com/kz_files/timecounter.zip

And about giving the player more health than 100, I think it involved an invisible door that had "Damage when inflicted" set to a negative value or something like that, I don't remember really.... If you find a map that gives over 100 health just ask that author how he did it.
Truck
ATI's drivers sux, you should have bought a Nvidia-card.
First result when googling for "de_predator wad": http://www.fpsbanana.com/textures/1003
Mate de Vita said:

1. Ah ok, I get it now. But it doesn't say anything about that brush's texture or anything. Does it have to be a certain entity and does it have to have a certain texture?


The AAATRIGGER-brush needs to be textured with AAATRIGGER-texture and tied to func_tankcontrols(see point 8)
Mate de Vita said:
oh, ok. But I'm pretty sure that that wasn't the problem (I ran hlrad).

Maybe I should've clarified better what the screwy textures meant. They weren't dark or invisible or anything like that. They were actually mixing, like where there should've been a wall texture, there was a little of bush texture, a little of ladder texture etc.

Sounds to me like the 'halls of mirror'-effect. Which happens when the draw-distance is too short. If you would have raised the 'max viewable distance' it would have fixed the problem.

Mate de Vita said:

EDIT:
http://www.cs-maps.jolt.co.uk/index.php?page=mgun.htm
I've read this tutorial, but there are 2 things I don't understand:
1. point 4) in the guide: it says to make the brush where you want the player to control the gun. Shouldn't the brush be at the handles of the gun then? Or is this just where the gun will turn when you move the mouse?
2. point 9) in the guide: how do I get those three models instead of the one that is created in the guide?


1. The gun always has to point to the east in the editor(see point 3), so if you want the player to control the gun in the opposite direction(west) in-game, you actually have to place it at the barrel in the editor. But once in-game everything will look okay.

2. I don't think those are models, they look to be made out of normal brushes with some weapon-textures applied to them.
flameir said:
mate de vita, thnx mayn .....thts what i needed to kno....and now cud sum1 tell me ths:

i did wht it says in the tutorial.....i got the three parts thng and awl...i arranged them as it says...compiled my map and yet it didnt work.....it just shows a ladder....u cnt climb it and i cnt see thru it.........


The part with the ladder-texture needs to be tied into func_illousionary with "Render Mode" set to "Solid" and "FX Amount" to 255. And make sure to look through your compile log for any errors like leaks etc.

Also, learn to use correct punctuation in your forum-posts.
No, it's the default value for the maximum viewable distance in-game. You can raise it if you're making a long map.
Or you could have replaced 4096 with a higher number to raise the max viewable distance.
Truck
A func_door_rotating consists of the door and an origin-brush. They both need to be tied into the same func_door_rotating.

http://www.countermap2.com/Tutorials/tutorial8bcf.html?id=30
Mate de Vita said:

By the way, what's the difference between light, light_spot and light_environment? I mean, they're all point entities.


light - a standard light, gives of light in all directions
light_spot - Used for making light spots("aim" the light to shine in a specific direction)
light_environment - Used for outdoor lightning, place one in a map and the SKY-texture will give off light.

Read more: http://www.countermap2.com/Tutorials/tutorialfddb.html?id=52

Mate de Vita said:

and what do the env_ entities do?


Different stuff. Eg. trigger an env_explosion and it will give off an explosion.

Mate de Vita said:

EDIT: I just made a map. A simple, very very simple awp map. But then I thought it wasn't long enough so long story short, I made it longer. It's basically just a long rectangle with respawn points at the opposite ends and blocks so that you cannot come closer to the opposing team. But now the textures got all screwy. Is that because the map is too long?


Could be, you can raise the map's maximum viewable distance by going: "Map" ---> "Map properties..." ----> "Max viewable distance"
I want to punch you in the face.

Keep everything in ONE thread.
Stop spamming, you fucking idiot! This is a forum, not an instant messaging chat. You just have to wait patiently until someone answers you.
Quote:

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


Quote:

With Steam
@echo off
hlcsg -nowadtextures run_jump
hlbsp run_jump
hlvis run_jump
hlrad run_jump
copy run_jump.bsp "C:\Steam\SteamApps\sunshine_128\counter-strike\cstrike\maps"
pause
"C:\Steam\Steam.exe" -applaunch 10 -dev +sv_cheats 1 +map run_jump


Remove one of them, either you don't have Steam or you do have Steam.
Post the whole compile log.
Quote:


The multi_manager entity acts as a relay for acticating a sequence of events at specific times.

usage

The multi_manager can control up to 16 separate events. By triggering its Name (targetname), all the events it contains will be activated.

To place events within the multi_manager, add new keys. Each key is the targetname of an event. The value you give each key is the delay before it will be activated.



Note: to add a new key to an entity, select the multi_manager and press Alt+Enter to bring up its properties. Deselect the SmartEdit button. You should now see just the raw entity properties (keys and values). Use the Add button to add new keys and theirvalues.
properties

targetname (target_source) Name - The multi_manager must be triggered by another event or trigger to start its sequence of events.



Flags
This entity has the following flags. Flags can be either on or off. In the editor, these flags can be accessed in the Flags section of the entity properties.

1 - multithreaded



Multithreading a multi_manager is designed to solve problems with multi-player games.

Say you want a bunch of game_text messages to go to each player as he joins the game. So you set up those messages, naming them instructions1, instructions2, and instructions3. Now you don't want all of these instructions to come up at the same time, so you use a multi_manager:



multi_manager
"targetname" "game_playerjoin"
"instructions1" "0"
"instructions2" "10"
"instructions3" "20"
So, when a player joins, he'll fire this multi_manager and get the instructions, page by page, every 10 seconds. That works fine unless 2 players join in that 20 second period. When the second player joins and fires the multi_manager, he doesn't get instructions, because the multi_manager is already going through its list of targets.

So, making the multi_manager "multithreaded" means that when the second player joins, he gets his own copy of the multi_manager and both players get the instructions.

Truck
Hammer 4, can only be obtained through Steam. Start up Steam and go to the "Tools" tab and download Source SDK.
I've managed to get ambient_generic to work multiple times.

cc_crazycowboy, is the sound a custom sound you made yourself or an standard one that came with the game?
Ah, sorry! The path should be okay then.

So the sound doesn't play? Try look in the console for any error-messages after your map has loaded.
ooops!
Have you tried making the wall out of many layers like a sandwich? And myabe try have a SKY-brush in the middle?

Also, make sure the brushes are just normal brushes and not entities. Brush-entities seems to let through bullets more easily.
Compiling from Hammer or .bat-file?
Truck
The entities mentioned are just the point-entities that are nearest the leak.(this is relative, the entities still could be very far from the actual leak)

To find a leak easier, start up Hammer with your map, goto "Map"--->"Load Pointfile" and load the .lin-file with the same name as your map. Then you see a line, follow it to find where the leak is, and seal the leak.
Check your compile-log and make sure you don't have any LEAKS or any other errors.
Unbreakable glass - Tie a brush into func_wall, set "Render Mode" to "Texture" and "FX Amount" to "100". (You can change the FX Amount to a number between 0-255 depending on how transparent you want the glass to be.

Breakable glass - Tie a brush into func_breakable, set "Render Mode" to "Texture" and "FX Amount" to "100". (You can change the FX Amount to a number between 0-255 depending on how transparent you want the glass to be.

Truck
It does a bad job, sometimes it will shatter a brush into illogical pieces. Extra dangerous when used to carve a block using a cylinder.

In the end, don't use it. It can't do anything you can't do yourself manually using the clip tool and vertex manipulation tool.
Mate de Vita said:

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


Did you forget to put point-entities in your map? You need at least one info_player_start and one info_player_deathmatch and a light-entity.

Or maybe you accidentally put an entity outside the map?

eDan Co. said:
That's why he did it.


Yes, but he first wrote "it did start half-life, but not sven coop, well, atleast its a big step closer, cheers" so he didn't follow my instructions correctly from the beginning. Bah! Doesn't matter anyway!
That's what I told you to do...
You can't.

Well, you can decompile a map. But the resulting file is NOT an exact copy of the original .rmf, only an approximation.

If you wonder how something is done it's better to ask here on the forum about it because decompiling will just give you a headache...
Snuck said:


Edit; it works now


Please write out how you did to make it work so other people with the same problem can find the answer in this thread.
Snuck said:
when i try compile it's done but it just starts up counter-strike instead of half-life/sven coop, i don't know what i should change to make it run good, this is my batchfile's content;

@echo off
hlcsg TESTHALFLIFE
hlbsp TESTHALFLIFE
hlvis TESTHALFLIFE
hlrad TESTHALFLIFE
copy TESTHALFLIFE.bsp "C:\Program Files\Steam\steamapps\****\half-life\SvenCoop\maps"
pause
"C:\Program Files\Steam\Steam.exe" -applaunch 10 -dev +map TESTHALFLIFE.bsp


Change "-applaunch 10" into -applaunch 70
To place out a gun on the ground use the point-entity armoury_entity. To insert a model in a map use the point-entity cycler_sprite.
Truck
Select a brush and place it inside another brush, with the intersecting brush still selected goto "Tools"-->"Carve". The brush will carve out the intersected brush.

Please note that the carve tool is considered evil and should never be used. It can't do anything you can't do yourself manually.
Post full compile log.
The q-tools are outdated, get ZHLT instead.
Truck
It's Hammer 4 which is only for Source-games.
Do you have multiple harddrives? If so, make sure the compile-tools and everything are on the same harddrive as CS.
You could play it with and old dial-up modem but broadband is recommended.
Are you sure you installed the games correctly? Can you play the games?
Stop bumping old threads, you idiot!
func_healthcharger?
Post the whole compile-log.
About your original problem, If you don't want to delete the whole player-folder you can just delete the specific player-models: arctic.mdl, guerilla.mdl, leet.mdl, terror.mdl, gign.mdl, gsg9.mdl, sas.mdl, urban.mdl (delete them all!)

they should all be in your player-folder(C:\Program Files\Valve\Steam\SteamApps\****\counter-strike\cstrike\models\player)
Snuck said:

but eh, got another problem, everytime i am done compiling a map, the map loads, but when its done cs shuts down, anyone familair with this problem?


Post your compile-log.
Delete the "player"-folder (C:\Program Files\Valve\Steam\SteamApps\*****\counter-strike\cstrike\models\player)
They don't run simultaneously, they run one at a time. The .bat-file you posted was incorrect, remove the first line("Without Steam") save it down again and try to run it.

(Also, remember that both your .map-file and .bat-file must be in the same folder as your compiling tools)
Are you using Steam- or non-Steam-version of CS?
http://www.slackiller.com/tommy14/errors.htm#badstring

Have you given some strange name to an entity? Only use standard american characters and numbers (a-z, 0-9) and don't use any spaces.
Make sure your map(.bsp) is copied to your maps-folder(cstrike/maps).
Yes it does.

Have you tried contacting the author yet?
You always get a compile-log. It's a file with the same name as your map but ends with .log. (can be opened with Notepad)
You don't need to change any extensions. Just start up Notepad, write the content of your bat-file then go "File"--->"Save as..." and make sure "Save as type" is set to "All Files", then just give it a name that ends with .bat and save it down where you have your compiling tools.
It would be nice if you wrote how you fixed it so other people with the same problem can get help.
Unknown said:

Ok thanks.

Does that mean I can take a water texture, remove the !, add SCROLL instead and then place it on a brush and make it a func_conveyor. Should it work then?


Yes, that should work.
A scroll-texture is just a normal texture with the prefix "SCROLL" in its name(e.g SCROLL_myTexture). Then just apply it to a brush and turn the brush into a func_conveyor and it will scroll in-game.
Probably easier to make them yourself.
Easiest thing would be if you just asked the author. I think this is the author's website, where you also can find his e-mail-adress.

Anyway, looking through the .ent-file of the map you see a number of wads referenced:
ajawad.wad
as_tundra.wad
cached.wad
cs_assault.wad
cs_bdog.wad
cs_cbble.wad
cs_dust.wad
cs_office.wad
cstrike.wad
de_aztec.wad
de_storm.wad
de_vegas.wad
itsitaly.wad
n0th1ng.wad
prodigy.wad
torntextures.wad
awp_rooftops.wad;"

...could be in any of those.

You can find the name of a texture by starting up CS, bringing down the console and write: map awp_rooftops when map is started write deathmatch 1 then write restart(map will restart) when its restarted write developer 1 in console, then sv_cheats 1, close down console choose a team then look at a texture with the crosshair, bring down the console and write impulse 107 to get see its name.
eDan Co. said:
It should be evil.wad.


evil.wav
If you want the standard wads that comes with the game, they're inside counter-strike.gcf(in your SteamApps-folder). You need a program like GCFScape to open and extract files from it.
Just don't enter the full path in the ambient_generic, you have to use relative paths with the sound-folder as the starting point.

E.g. if you have a sound in: ...cstrike/sound/snore.wav
then the filepath to the sound in the ambient_generic should say: snore.wav

If the sound-file is in: ...cstrike/sound/ambience/snore.wav
then the filepath to the sound in the ambient_generic should say: ambience/snore.wav

etc.
Can you play other maps?(e.g. the standard maps like de_dust2 etc.)

Do you have Hammer running in background? If so, try closing down Hammer before starting the game.

Have you fiddled with the fgd? "Tools" ---> "Options" ---> "Game configurations" ---> "Game Data files", you should have a cs-fgd added, if not, add it.
Are you sure you've pressed the "Entity Tool"-button? (Shift+E)
FFS! Fix all of the problems then! Select one of the errors and press the "Fix all of type"-button. Close down the error-report and bring it up back again(Alt+P), repeat until no errors left and it says "no errors were found".

If it says "no player start" make sure you got both info_player_start's and info_player_deathmatch's in your map.
Does the "Chek for problems" show any errors? ("Map" ---> "Check for problems"(Alt+P))
Decompiling is for faggots.
da pro said:
i still dont get it? how i add crate exacly? and u got me confused in wat you said!! ??! and btw when i add a weapon its always b>3>2 so i am confused and last thing how i add my own textures in the wad thing??


A crate is just a normal block with a crate-texture applied to it.

Don't really understand what you're saying about the weapons...

To make your own textures you use a program like Wally.
Does the error report show any errors? ("Map" ---> "Check for problems"(Alt+P))
da pro said:
like add weapons on the floor


armoury_entity
The decal tool is only used to apply decal-textures(not standard textures!). Decals can be found inside decals.wad, their names start with a { and are usually grey-colorish with a white background.

If this door-texture is a standard texture you need to cut up the brush into a square and apply the door texture to that square(using the texture application tool).
Oh, and change your signature, Snucky-boy!
Go into your Hammer-directory, you got a folder called "models" in there, I think the player-models are in there somewhere, deleting them will probably bring back the green boxes.
Quote:
hlcsg: Error: Could not open wad file \halflife\cstrike\cstrike.wad

hlcsg: Error: Could not find WAD file
Description: The compile tools could not locate a wad file that the map was referencing.
How to Fix: Make sure the wad's listed in the level editor actually all exist


The problem is that you have your stuff spread over two harddrives, ZHLT uses relative paths when searching for wads so they can't find them if they're on another harddrive.
Solution: Move the compiling tools to the same harddrive where you have CS installed.
Does the error report show any errors? ("Map" ---> "Check for problems")
The tab "Tools" then download/install "Source SDK".
Make sure the textures inside the wads are also properly named(no spaces in the name).
If you have made your own wads make sure the texture names doesn't have any spaces in them, it's not allowed.
Truck
Post the whole compile log.
Don't use more than 8 wads!
You can't use spaces in a map-name! If you want to seperate words use underscores ("_").


eg. de_dust_2k8
Have you re-added the wads into Hammer after moving the wads? If it still doesn't work after that you probably need to re-texture the map.
Eazy said:
Quote:
Both halflife.wad and zhlt.wad contains it if I'm not mistaken...


I've checked all the Wad files and none of them have sky, but I found lots of sky texture stored in cstrike/gfx/env as tga file. I've tried wally to convert them into wad but no result

my map here, de_dust_2k8, no sky yet

http://www.speedyshare.com/862849335.html

Killer-Duck, would you mind edit it (sky,sunlight,light_env,ect) and send back the .map file so I can learn from you THX!

I also made waypoint for PodBot (CS1.5, 1.6) on this map, still being edited, Ill provide the link DL tomorrow




As IIopn says, when working on your map you should use .rmf-format, not .map. (You only export it to .map when you need to compile it).

No, I don't have time to build your map, the Internet is filled with hundreds off mapping-tutorials:

http://www.countermap2.com/Tutorials/index.html
http://www.egir.dk/index.php?page=list_tutorials.php
http://twhl.co.za/tutorial.php?cat=1
http://www.cs-maps.jolt.co.uk/index.php
http://www.superjer.com/learn.php

I recommend you to read some of them.
Both halflife.wad and zhlt.wad contains it if I'm not mistaken...
Send me the .map-file and I could try fix it for you.


If you don't have a .map-file for your map:
Open up the .rmf-file in Hammer(even if it doesn't show anything), goto "File"--->"Export to .MAP" and save it down somewhere. Upload it to eg. www.speedyshare.com and post the link.

As eDan Co. says, 8 is max. Any more and Hammer could choke because of the long paths to the wads.

If you have a .map-version of the map you could try open that one instead and see if it's any better, in Hammer: "File"-->"Open..." and make sure it's set to open up "Game Maps (*.map)" and open your .map-file.
How many wads have you added in Hammer?
Yeah, you only need one env_rain.
eDan Co. said:

fxamount - 0


Shouldn't it be 'FX Amount - 255"?
Is this for Source?
There is no alternative.

Why can't you update Steam? Do you get any error-message?
A basic teleporter:
Create a brush and cover it completly with the AAATRIGGER-texture, tie the brush(Ctrl+T) into a trigger_teleport. In the properties of the trigger_teleport write eg. "teleport1" (without the quotes) in the Target-field.
Now create a info_target (point-entity), in its properties, write "teleport1" in the "Name"-field. Finished!
(When a player walks into the func_teleport they will get teleported to the destination of the info_target)

To give a weapon to a specific player: Create a brush and cover it completly with the AAATRIGGER-texture, tie the brush(Ctrl+T) into a trigger_multiple, in its properties write eg. "weapon1" in the Target-field. You should also change "Delay before reset" into 1.
Then create a game_player_equip (point-entity), in its properties write "weapon1" in the Name-field, and change eg. "Give xxxx-weapon" to Yes. Also press the "Flags"-tab and make sure to check "Use only". Finished! When a player walks into the trigger_multiple they will be given whatever weapon you specified in game_player_equip.
Your document is still a .txt-file, you need to save it down as a .bat-file. In that document you have, go "File" ---> "Save as...", and write in a file-name that ends with ".bat" and make sure "Save as type" is set to "All files". Then save it, it should then create a .bat-file, run the bat-file(double-click on it) and hopefully your map will compile.
If this is the full compile-log then the tools aren't running in the correct order(or you forgot to run hlcsg which needs to run first).

If you're compiling from Hammer(File-->Run(f9)) then you'll need to check that the paths to the compile tools are correct(Tools-->Options--->Build Programs). Also make sure all tools are set to 'Normal' at the compile-settings (F9).

If you're compiling with a .bat-file then you'll need to make sure you followed superjers tutorial correctly.
Down Rodeo said:
Masta Frank said:
** Executing...
** Command: Change Directory
** Parameters: E:\CS


** Executing...
** Command: Copy File
** Parameters: "C:\Documents and Settings\Raml\Desktop\vhe\maps\water\water.map" "E:\CS\cstrike\maps\water.map"


** Executing...
** Command: C:\DOCUME~1\Raml\Desktop\vhe\tools\qcsg.exe
** Parameters: "E:\CS\cstrike\maps\water"

You do have more than one harddrive! :o


Ha ha! Nice one!

Masta Frank, move/re-install all mapping-related stuff to the same harddrive where you have the game installed. The problem is that the version of Zoner you are using is using relative paths when looking for the wads, this cause problems when you got it spread out over two different harddrives.
Do you have more than one harddrive?
Are you compiling through Hammer or with a batch-file?

Also, if you haven't already, after have removed the wads, restart Hammer before trying to compile again.
Too many wads, 8 is max.(Tools-->Options-->Textures)

Also, the compile-tools can't find your wad-files, if you have multiple harddrives make sure all mapping-related stuff is on the same harddrive as where your game is installed.
Change the Yaw-value(upper right black/white compass in the properties of the func_door). Use the top-view to decide correct value:



If you want it to go up or down, press the little drop-down menu under the compass and choose "Up" or "Down".
Do you have multiple harddrives? If so, make sure all mapping-related stuff is on the same harddrive where you have the game.
Get Zoners compile tools, you idiot! The default compile-tools that comes with Hammer is outdated shit!
Open up the text-file, then: 'File'--->'Save As...', in the 'File name:' write compile.bat and set 'Save as type:' to All files and press the Save-button.
Does it work if you compile with a batch-file?
Used any sprites or prefabs?

Any errors show up in the error-report in Hammer? (Alt+P)
If the current player-models suits you then you maybe only need to re-skin them, there are some skinning-tutorials here: http://www.fpsbanana.com/tutcats/1

Just make sure you know what you're doing, there are people who have gotten expelled from their school because of making maps like these.
Does it just crash or do you get any error-message? Do you get an compile-log? If so, post it.
It's recommended to use a batch-file for compiling since it's faster and better.

If you still want to compile from Hammer you'll need to make sure you got Hammer set up correctly: http://www.superjer.com/forum/f9_compiling_problem.php (read my first post in that thread, I'm not sure it's 100% correct but it's worth a shot...)
cc_crazycowboy said:
I set the "Render Mode" to solid in the func_illusion properties, but now the whole thing is invisible. Also a slightly more detailed description of how to get a "clip brush" happening would be cool.


In the properties of the func_illusionary set Render Mode to Solid and FX Amount to 255.

A CLIP-brush is a normal brush covered with the CLIP-texture.(will act as an invisible wall which will block players but not bullets)
Make a fence as usual with func_illusionary, then cover the fence with a CLIP-brush.
Post your compile log.
Just write wadinclude for every wad you want to compile, like:

hlcsg -wadinclude zhlt -wadinclude wad2 -wadinclude wad3 mapname


No, replace the old sprites- and models folders, which are in your Hammer-directory, with the new ones.
Place the fgd in the fgd-folder(its somewhere in your Hammer-directory). Open up Hammer, goto 'Tools' ---> 'Options...' ---> 'Game Configurations', under 'Game Data files:' remove your old fgd and add the new one you downloaded. Restart Hammer.

zhlt.wad should be placed in your cstrike-folder(like all wads should), then just add it in Hammer: 'Tools' ---> 'Options...' ---> 'Textures'.
You need at least one light in a map.
SRAW said:
meh fpsbanana tutorials r mostly stolen


+1

I found one of my tutorials on that site and the guy who posted it didn't even credit me!
Truck
Select brushes you want to copy, press Ctrl+C, open up another map, press Ctrl+V.
cursed said:
Since Hammer don't let the user to put the windows or etc in the perfect place in which he wants to ...


What!? I don't think you've learned to use Hammer properly. Or could you explain this in more detail?
You can select multiple brushes by holding down CTRL and then left-clicking the brushes in the camera-view.
Maybe its corrupt?
cursed said:
THANKS

i dont have the water texture even after adding .wad file of csrike ... and i also tried add aztec.wad ... which also contains water texture in its map ... but still theres no water texture to be found in hammer


Bring up the texture browser in Hammer, at 'Filter' write: !


(All water textures starts with '!' so writing that in the filter-box should show you all the water textures)
Check out 'Regular Animating' on this site: http://www.slackiller.com/tommy14/hltexture.htm
You could also make one out of bruses(won't look as good though), just create a brush and cover it with some computer-like textures, there are some decent animating, computer-looking textures in halflife.wad.
Then you would need to manually find the brushes(Ctrl+Shift+G) and delete and re-create them, this time correctly.
Hopefully some of them show up in the error-report(Alt+P) and you'll be able to fix them from there.
Post the WHOLE compile-log...
Warnings can sometimes be ignored, does the map work? If it does you probably could ignore those warnings.
Not really actually, it's a bit different for ambient_generic, if you have a sound in eg: C:\Program Files\Valve\Steam\SteamApps\******\counter-strike\cstrike\sound\snore.wav then the path in the ambient_generic should say just: snore.wav

If the sound-file is in a sub-folder, like: C:\Program Files\Valve\Steam\SteamApps\******\counter-strike\cstrike\sound\de_snore\snore.wav then the path in the ambient_generic should say: de_snore/snore.wav
models/bigtree.mdl

Write it in manually if you have to.
Lorenzo said:
Hey, i think i have some problems here,
Here's the problems,

1. When i open a .map file in Hammer, the hammer can't open it, the words is
"For your information, 198614326 solids were not loaded, due to errors in the file" Why???


You're using too many wads! If you had actually read your own compile-log you would've known that...

Quote:

Warning: More than 8 wadfiles are in use. (33)
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.


Remove wads you aren't using or merge wads in Wally if you need to use textures from multiple wads.

Lorenzo said:

Oo, and i have a question again, when i make a sky, i must write the sky name like this "cl_skyname" or what?


No, you just write the name of the sky eg "trainyard" (without the commas of course!)
No, path should say models/bigtree.mdl
Make sure the pathname in the cycler_sprite says: models/bigtree.mdl
Truck
Just create a new camera, click the Camera-button to the left in Hammer, then hold down Shift and click-and-drag in one of the 2D-views close to your brushes and a new camera will be created there.
Make sure you have enough spawn-points, Terrorist spawnpoints are represented by the info_player_deathmatch-entity, and Counter-Terrorists by info_player_start. If you want a map that can be played by a maximum of 20 players then put in 10 info_player_deathmatch's and 10 info_player_start's.

About the navigational problem, make sure you place your mouse pointer inside the camera-view when pressing the keys on the keyboard.
nlvraghavendra said:
the main problem i'm encountering is that i'm not able to navigate in all directions...nothing is working for me in navigation..i followed the tutorial also...

Please help me !!!!


The controls in the camera-view are as follows:

W - Move forward
S - Move backward
A - Strafe left
D - Strafe right
Arrow keys - look up/down/left/right
eDan Co. said:
Once you've loaded you map, open the console and type 'deathmatch 1' and then hit ENTER.


...and then write restart and press ENTER.
Post your compile-log.
Buy the game instead.
Snap to grid should always be on(Map-->Snap to grid)
Nothing is necessary wrong, it's compiling, you just have to wait patiently until it's finished. A big complex map will increase compiling time, its not unusual for a big map to take about an hour to compile.
Truck
The rats are probably some moving model, if the model-format for Swat is the same as for Counter-Strike (which I doubt it is) then you could probably just copy the files...
From the first page:

"Killer-Duck" said:
It can only be obtained through Steam, open up Steam press on the "Tools"-tab and download/install "Source SDK".
Truck
zephyr said:
so if its not more than 3 minutes long itll probably work??


It should, but remember to use the correct format:

Quote:

I cannot hear my wavs or Warning: Unable to open sound/C for transfer or com_loadfile: bad usehonk

Wavs are tricky. You must use the perfect path/name, with the right capitals; sometimes even just adding or dropping the .wav extension in the name can fix things. If there are many wavs, you have to watch your sound card channel limits, or you will lose sounds/ambient_generics/wavs. If the problem is a custom wav, it has to be under the max size limit of less than 3 minutes, in the right format. (format is: unsigned, 8bit, mono, one start cue, 11025Hz PCM.)
You can also try typing developer 3 into the console while playing the map, then walking through a trigger that targets the wav. The report may give a hint as to what is wrong.

(Source: Tommy's error page)
Bad Surface Extents: http://www.slackiller.com/tommy14/errors.htm#badsurface Usually a texture scaling-issue, make sure you don't have any strange scales or overstretched textures. Also press Alt+P to check for any errors in the map.
Post your compile-log.

Anyway, allocblock errors usually means you've gone over the memory-limit somewhere, could be alot of things really, but as I said, post your whole compile-log, that will help us diagnose the problem...
Do you have enough spawns? Just to be sure, put in 20 info_player_start's and 20 info_player_deathmatch's...
Truck
You need to add a counter-strike .fgd-file, 'Tools'--->'Options'--->'Game Configurations' and under 'Game Data files:' add a counter-strike fgd, it's in a folder called 'fgd' in your Hammer-directory. You can also download an updated .fgd from somewhere here on superjer's site...
What exactly does the error-message say?
Did you place any spawnpoints in your map?(info_player_start and info_player_deathmatch)
Communism is evil!
Truck
Also here.
Get broadband, you damn hillbilly!
Truck
According to Tommy's error page the wav-sound can't be longer than 3 minutes.
kaka said:
I know that but I heard that doing it from valve is apparently faster than doing from the .bat.


No, it's the complete opposite! When compiling from Hammer, Hammer will still run in background taking up some of the RAM, when compiling with a .bat Hammer doesn't need to run in background which will free up some RAM which can be used by the compile-tools instead.
You've probably set up Hammer wrong, go to 'Tools'--->'Options...' and go to the tab 'Game Configurations'.

This is how I, personally, got everything set up, and it works good for me:

First, at the top it says 'Configurations:' with a drop-down menu under, make sure you got a configuration selected there, if not press the 'Edit' button and create a configuration, you can call it whatever you want eg. 'Counter-Strike 1.6'.

Then you got some drop-down menus, I think they're set up correctly by default but anyway:

Texture Format: WAD3 (HalfLife/TFC)
Map Type: HalfLife/TFC
Default PointEntity: Just leave it at its default value.
Default SolidEntity: Just leave it at its default value.

Game Executable Directory: C:\Program Files\Valve\Steam
Mod Directoy: C:\Program Files\Valve\Steam\SteamApps\******\counter-strike\cstrike
Game Directory: C:\Program Files\Valve\Steam\SteamApps\*******\counter-strike
RMF Directory: Wherever you want.

Now change the tab to the 'Build Programs'-tab:

Game Executable: C:\Program Files\Valve\Steam\Steam.exe
CSG Executable: Make sure it points to your hlcsg.exe
BSP Executable: Make sure it points to your hlbsp.exe
VIS Executable: Make sure it points to your hlvis.rad
RAD Executable: Make sure it points to your hlrad.exe
Place compiled maps in this...: C:\Program Files\Valve\Steam\SteamApps\*****\counter-strike\cstrike\maps

Then hit Apply/OK and you're done!
Truck
Does it look okay in the editor?
Down Rodeo said:
Make it a func_wall, set rendermode to 'solid' and the amount to something like 200. Give it a fairly light texture and make it really thin. It will act like a wall in that it doesn't break but will be transparent.


Render Mode should be 'Texture', not 'Solid'.
Quote:
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


If you have multiple harddrives make sure Hammer and all mapping-related stuff are installed on the same harddrive as the game.
Truck
Post compile-log.
Truck
Place invisible blocks around them.
Truck
The filepath in the cycler_sprite should say: models/dead_osprey.mdl
It can only be obtained through Steam, open up Steam press on the "Tools"-tab and download/install "Source SDK".
Make sure all mapping stuff is on the same harddrive where you have CS installed.
Do you have more than one harddrive?
Make sure the wad is really in that location, maybe you moved it since you added it to Hammer? If so, just re-add it in Hammer.

This could also happen if you have multiple harddrives, this confuses the compiling tools, all mapping stuff must be on the same harddrive where you have Counter-Strike installed.
Truck
Truck
Use Zoner's compiling tools instead, the q-tools are outdated.
Truck
Upload the .rmf instead...
Look like you've used carve. Carve is evil.
Make sure you don't have any programs running in the background while compiling.
Whats the size of the texture? (in pixels)
does this error come up when compiling or running the game?
Truck
You should run VIS and RAD too...

Warnings can be ignored as long as they don't cause any actual problems.
If you don't remember just delete them all and re-make them, this time using less faces.
It's a decal that can be found in decals.wad.

If you're using Steam-version of CS decals.wad can be found in counter-strike.gcf, you'll need a program like GCFScape to extract it.
Try remove the wads from Hammer and re-add them again. (Tools-->Options-->Textures)
Post your compile log.
Truck
Create a light and give it a name. Then create a func_button and set it to target the light.
Quote:

Error: ReadSurfs (line 12493): 32 > MAXPOINTS
This is caused by a face with too many verticies (typically found on end-caps of high-poly cylinders)


You made a brush with too many sides (usually a cylinder). I think 28 is the maximum recommended number of faces for a cylinder.

As eDan says, this is usually caused by stretching(eg. extremly large scales on a brush-face). Delete and re-do all the brushes where you used the Surf_Flyzor2-texture and see if it helps.
http://cs-maps.jolt.co.uk/index.php?page=arches.htm

It's actually a tutorial for arches but the principle can be used for doors too.
Truck
Quote:
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'


Do as it says, "Map"-->"Check for problems"(Alt+P)
Truck
Make sure you wad is in your cstrike-folder.
Could be damaged brushes, press Alt+P in Hammer to check for errors.

Could also be that your map is too close to the end of the grid, if so goto "Edit"-->"Select all" and move the whole map closer to the center of the grid.
Create a block where you want the bombsite, cover the block completely with the aaatrigger-texture, tie the block to func_bomb_target. Done! (You don't have to change anything in its settings unless you want something to happen when bomb blows.)

(You can also use the point-entity info_bomb_target instead but then you don't have any control over the size of the bombsite.)
Make a block, select it and tie it(Ctrl+T) to func_illusionary.
Post your new compile log.
Post your compile log.
Try start CS manually and at the main-menu choose New Game and choose your map in the list.
Quote:
'Map-> Map Properties' there is a value Max Viewable Distance


That only affects the draw-distance in-game.

To change the draw-distance in Hammer's camera-view goto "Tools"-->"Options..." the tab "3D views" and raise the slider at "Back clipping plane:".
Quote:

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


Did you maybe forget to insert entities like player spawns and light?
Just pick a point and start following it. It's also probably easier if you start on the outside and see where the line goes inside the map.
Well, you have a leak(a gap in your map which leads out to the outside void). You can use the pointfile in Hammer to find the leak easier("Map"-->"Load Pointfile") and load the .lin-file with the same name as your map, follow the line and see where it goes outside the map.
Truck
There is no env_fire-entity for Goldsource, it only exist in Source.

You can of course create a fire in Goldsource by using a sprite.
Yes.
Truck
Your map is too close to the edge of the grid. Go to "Edit"--->"Select all" and move your whole map closer to the center of the grid.

copy My-map1.bsp "C:\Program Files\Valve\Steam\SteamApps\stelios102\counter-strike source\cstrike\maps"


Wait, I'm confused, are you mapping for 1.6 or source?
Look through your compile log, maybe you got a LEAK or another error?
Post your compile-log.
You can find the leak easier by using the pointfile in Hammer: "Map"-->"Load pointfile" then load the .lin-file with the same name as your map. Follow the line and see where it goes outside the map.
Where was it?
Search the whole harddrive, it should be somewhere.
- Make sure you got enough spawns for the players.
- Spawns should be "floating" in the air a few units above the ground.
Is your map properly enclosed from the void?
Post your whole compile log.
EDIT: Ignore this post.
You're mapping for Source?
There is no such thing as a func_trigger. You're probably looking for AAATRIGGER.
halflife.wad
I think most of us here map for CS 1.6, by maybe someone can help you anyway...
Some general tips:

-Optimize your brushwork.
-Scale up textures.
-Tie complex geometry like cylinders to func_wall.
-Apply NULL-texture to all unseen faces.
You probably entered an incorrect path to the model in your entity.
Another way to do it is to bring up the Texture Application tool (Shift+A), choose a texture, with the Texture Application tool still up just right-click on a brush-face in the camera-view.
You probably need to update your .fgd-file.
Ah, the version superjer distributes on his website is an older version of ZHLT which doesn't contain the origin-texture. But as eDan said, halflife.wad should have it.
SOGRURR said:
Ok, i read the advanced stuff in superjer.com/learn and I wanted to see here I can find the Origin texture?
I looked in the zhlt.wad file but there is only Null, Hint, and skip textures...
If anyone could help me it would be greatly appreciated.
-SOGRURR


Look again, it is in zhlt.wad.
To make bomb spots place out func_bomb_target.
For buyzones place out func_buyzone's.
If you want custom textures check out Wadfather: http://wadfather.planethalflife.gamespy.com/new/

If you want to make your own textures you'll need an image editor and Wally: http://www.telefragged.com/wally/
henk3 said:
Where is the 'FIT' button?
and when i click ctrl+a nothing comes up...


Because it's Shift+A

The 'Fit'-button is one of the small buttons under "Justify:" in the Face Properties(Shift+A)
Your .bat-file is incorrect:

Quote:

hlbsp de_SEG.bsp


Remove the last ".bsp", so it's:

Quote:

hlbsp de_SEG



This is also incorrect:

Quote:

hlcsg C:\documents and settings\henrik\desktop\st0_wasted.wad;C:\documents and settings\henrik\desktop\cstrike\cstrike.wad;C:\documents and settings\henrik\desktop\cstrike\cs_dust.wad de_SEG


Should be:

Quote:

hlcsg de_SEG -wadinclude "C:\documents and settings\henrik\desktop\st0_wasted.wad" -wadinclude "C:\documents and settings\henrik\desktop\cstrike\cstrike.wad" -wadinclude "C:\documents and settings\henrik\desktop\cstrike\cs_dust.wad"
Truck
func_friction maybe?
eDan Co. said:
Why did it get deleted? That took me hours to write. What the..?


Maybe someone hates you?
Ehh..wait, i think you should enter 1 under Scale and Shift(both for X and Y), but 0 at "Rotation"...

EDIT: Edan's suggestion(dont know why he deleted his post) to find the coordinates in the top-view is a better idea than this so you should probably do that before trying my advice since you will lose all your custom texture settings with my "fix".
A rough fix:

- Edit--->Select All
- With everything selected bring up the "Toggle texture application(Shift+A).
- Under "Scale:" enter 1 at "X:" and press Enter, do the same for "Y:", do the same for "Shift:"(both X and Y) and do the same fo "Rotation:" but enter 0 there instead of 1 (don't forget pressing enter after each time you've entered a number). Close down the texture application tool.
- You will have lost all your custom texture settings but the error will hopefully be gone, compile and see if it works.
- You can then start re-applying all your custom texture settings to the brushes but proceed with caution, maybe just do a few at a time and re-compile between each.

EDIT: Edan's suggestion is probably better.
What problem?
Does any errors show up in the error-report (Alt+P)?
Truck
FACP said:
can someone please explain me how that poinfile thing works?


First of all make sure you're using the Hammer 3.5 BETA, otherwise you won't be able to see the pointfile in the 3D-view. Then go "Map"-->"Load pointfile" and open the .lin (or pts.-file) with the same name as your map, follow the line and see where it goes outside the map to find the leak.
Truck
Follow the line and see where it goes outside the map.
Truck
You have a leak in your map. Use the pointfile (Map-->Load pointfile) to find the leak.
Select all the parts you want to copy, press Ctrl+C, open up the other map-file and press Ctrl+V.
Truck
It's generally not recommended to cover a model with a CLIP-brush since this can cause the model to disappear from certain angles.
Truck
Pe$T_C0nTr0L said:
yeah anther question about models

what exactly are they ?
how do i make them ?
how can they be put in maps ?
and can the be solid like brushes ?

if i can't make the prefab out of brushes then a model is my only hope, i hope


1. A 3D polygonal representation of an object.
2. In a 3D modeling program. You'll need one that can export models to Half-life's model format, I think Milkshape 3D can do this.
3. cycler_sprite or cycler.
4. No I don't think so, instead just cover the model with a brush textured with the {BLUE-texture, turn the brush into func_wall, in it settings set Render Mode to Solid and FX Amount to 255.
You have o entities in your map, you'll need at least a info_player_start(and info_player_deathmatch) and a light entity.
The compiling tools (and the game) has trouble handling small and/or complex shapes.

Sounds to me that you'll need to make it as a model instead since models can be smaller and more complex than brushes in Hammer.
Send the rmf to someone and see if they can compile it.
Tin Can Man said:
i dont think i have an aaatrigger, im really confused with this stuff too lol, i found the ladder texture but i cant find the other 2


aaatrigger is in zhlt.wad which is bundled with the compiling tools.
Is the map very big? Maybe hlbsp just chokes...
"Tools"-->"Options"-->"3D views" Try raising "Back clipping plane" to a higher value. Also make sure that "Filter textures" is checked.

If that doesn't work I think its because of bad drivers or maybe a corrupt map-file.
hankey said:
the only thing i can think is that I have counter strike source and not regular counter strike, but should that matter? Also I have half life deathmatch and half life 2 deathmatch as well...help?


That's two completly different games. The guide on this site was made for CS 1.6, NOT Source.

You'll need to get Hammer 4 plus tutorials for it if you want to map for CS:Source
Truck
Any errors when pressing Alt+P?
Truck
Yes.

But you'll need to be more specific.
Truck
If you mean the {BLUE-texture then it is in halflife.wad