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Posts written by leif92:



User
So I can only make invisible walls that I can shoot and cast nades true but not run true?
User
Killer-Duck said:
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?


2. How do I make a clip brush?

5. When I'm in mapping mode I would like find out fast how to make things
User
Thanks alot so far
User
Think you just can put them inside of eachother
User
You can just put them inside eachother, but why do you need 400 nades? That have to be a hudge map, if its a small map you dont need more then 40 nades to kill everyone like many of the other nade maps
User
Can't you just put out 40 of them in the Valve hammer, just stack them up? Dunno if its gonna make lag
User
The nades refresh themself everyround, also at the same place
User
Hi, just want to ask a few questions

1. How can I make my own skybox, want to make me a mario skybox since can't find anyone and just look to stupid on a mario map with a normal sky box :P

2. How can I make a wall I can shoot and throw nades true but dont run true it?

3. Can you turn teleports On and Off?

4. How can I can se the water from the sides? When I create it and dont got any object around it its invisible and can just se the texture from the top, not from the sides if you understand me.
Think it would been cool for portals.

5. Do you know of any programs so I can open .bsp files. No dont to steal their map, but maby how they have made some of the advance things on their map, that I dont have a clue to make my self.

6. How can I import my own sounds to valve hammer?

Everything if for Valve Hammer Editor 3.4 SDK
User
Found out the problem it was something wrong with CS and I had placed the map in the wrong folder ^^

I feel so smart now:P
User
It's not the map I guess, since I did try to compile a map file that works on the other computer and even that one dident work
User
Tryed it on a third computer now and still got the same problem so dont think its the computer.
User
** Executing...
** Command: Change Directory
** Parameters: C:\Half-Life


** Executing...
** Command: Copy File
** Parameters: "C:\maps\mario_beta8.map" "C:\Half-Life\cstrike\maps\mario_beta8.map"


** Executing...
** Command: C:\zhlt\hlcsg.exe
** Parameters: "C:\Half-Life\cstrike\maps\mario_beta8"

hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlcsg -----
Command line: C:\zhlt\hlcsg.exe C:\Half-Life\cstrike\maps\mario_beta8
Entering C:\Half-Life\cstrike\maps\mario_beta8.map

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

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

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

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.06 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.23 seconds)

Using Wadfile: \maps\de_rats_mario.wad
- Warning: Larger than expected texture (218412 bytes): 'MARIO5'
- Contains 10 used textures, 83.33 percent of map (48 textures in wad)
Using Wadfile: \program files\valve\valve\halflife.wad
- Contains 2 used textures, 16.67 percent of map (3116 textures in wad)

Texture usage is at 0.38 mb (of 4.00 mb MAX)
0.33 seconds elapsed

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




** Executing...
** Command: C:\zhlt\hlbsp.exe
** Parameters: "C:\Half-Life\cstrike\maps\mario_beta8"

hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlbsp -----
Command line: C:\zhlt\hlbsp.exe C:\Half-Life\cstrike\maps\mario_beta8

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

noclip [ off ] [ off ]
nofill [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)


BSP generation successful, writing portal file 'C:\Half-Life\cstrike\maps\mario_beta8.prt'
0.31 seconds elapsed

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




** Executing...
** Command: C:\zhlt\hlvis.exe
** Parameters: "C:\Half-Life\cstrike\maps\mario_beta8"

hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlvis -----
Command line: C:\zhlt\hlvis.exe C:\Half-Life\cstrike\maps\mario_beta8
239 portalleafs
712 numportals

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

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


BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.03 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.30 seconds)
average leafs visible: 71
g_visdatasize:5580 compressed from 7170
0.34 seconds elapsed

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




** Executing...
** Command: C:\zhlt\hlrad.exe
** Parameters: "C:\Half-Life\cstrike\maps\mario_beta8"

hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlrad -----
Command line: C:\zhlt\hlrad.exe C:\Half-Life\cstrike\maps\mario_beta8

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

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[ off ] [ off ]
rgb transfers [ off ] [ off ]


1561 faces
Create Patches : 7941 base patches
0 opaque faces
114886 square feet [16543705.00 square inches]
Error: No Lights!
Description: lighting of map halted (I assume you do not want a pitch black map!)
Howto Fix: Put some lights in the map.


----- END hlrad -----
User
Ye it did work
but now I sudenly can find my map but it doesent work, and I got no errors, except no lights on my map
User
Yes it does, dont got that problem on my other computer so maby its something wrong with cs or the computer
User
I made a map, compiled it and got no errors but when I go into cs to play my map I cant find it even true it is in the cstrike/maps folder.

Anyone know what the problem is?