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User
Down Rodeo said:
Reinstall Windows.

Oh no, I can't say that. Ehh try clicking on Steam 'remove all local content' then remove all the stuff in your Steam\steamapps\YerUsername\cstrike\ folder. On the other hand if you have no other Steam gaemz installed you could uninstall Steam, remove all of your Steam folders then reinstall Steam and redownload etc.


I haven't tried reinstall Windows but I tried to reinstall steam and Cs and deleted the hole Half-life folder. But it didnt work.

awhippo said:
newbie said:
Too bad my cs wont work.....
does someone know how to fix my problem.
One day I steam updated steam and then when I started Cs it came up a message.
Abnormal program termination; C++ error.
and another sentence came up. dont realy remember and cant find out bcuz I uninstall every program on my computer which had anything to do with CS.
like this. program/blahaha/shahah/ahhaha/hl.exe




hmm well just do what he sead and if that dont work go to steampowerd.com and open a ticket and ask for help the admins there are fast and help alot thats how i got my account back thay would know how to fix it if reinstalling will not help


Thank u. I search for a topic like my problem and the admins had already figured it out, so thanks
User
Too bad my cs wont work.....
does someone know how to fix my problem.
One day I steam updated steam and then when I started Cs it came up a message.
Abnormal program termination; C++ error.
and another sentence came up. dont realy remember and cant find out bcuz I uninstall every program on my computer which had anything to do with CS.
like this. program/blahaha/shahah/ahhaha/hl.exe

User
u must find the .rmf file
u can find it on this site
http://forums.alliedmods.net/showthread.php?t=77752&highlight=.rmf

User
... Dont know what to say.
Truck
User
But if I used a texture in hammer I cant play the map without the textures in my cstrike folder even though I didnt wrote anything (-nowadinclude -include wad blahahblahha) in the .bat file?
User

I haven't mapped for a while now and I just read the post and didn't think
User
User
Quote:
i need to make it tomorrow to a friend and he gonna have a school lan and i gonna make a map and own texture on the wall where is stands: BLOD9


okey sry missunderstanding

Truck
User
http://www.fpsbanana.com/maps/72379
There aren't so many hnsmaps available so I think that just why people play it. It is NOT a quality map.
User
User
yes
User
Quote:
Warning: === LEAK in hull 0 ===
Entity armoury_entity @ (-2001, 280,-189)


if u dont get it do like this:
Map--->Entity Report. On "filter" click point entities. check out all armoury_entity cordinates
find the armoury_entity which has these cordinates (-2001, 280,-189)
delete it
User
User
sry offtopic post but I just got to ask. On how many hammerforums are u helping out newbies on KD?
I've seen u onlike 5 forums now
User
Quote:
Warning: === LEAK in hull 0 ===
Entity armoury_entity @ (-2001, 280,-189)
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

U got a leak.
Truck
User
I have made a map and I uploaded it on fpsbanana. Like 1.300 Dls and 2-5 server online playing my map all the time. Now My problem is that I made my own wad (credit texture) and Im not sure if I included every wad file when I compiled.. Sooooo can I recompile the map with all texture included without players that allready have my ("old") map gets a problem "ur map is diffrent from the server blaha blha" becuz I dont want some peole that only can join one specefic version.
Truck
User
I think he means that he gets stuck in the wall. move out ur infe_player_start/deathmatch entity so it doesnt touches anything.
User
If u want your own server (on ur computer)must open a port in your router (If u have one) http://portforward.com/

then install deticated server from steam (tools tab)

lanuch deticated server and chose ur map. start the server.
User
I thought it was like this: -nowadtexture does NOT include any wads
Truck
User
yes it is possible to make a surfmap. but when u play it u must change the sv_airaccelerate to 100.

http://www.superjer.com/forum/how_to_make_surf_map.php
Truck
User
Killer-Duck said:
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.


Ok, Thanks
Truck
User
but how do i actually do a block that only cts can walk through?
Truck
User
if u ever played a cs server with blocks (usualy available on HNS servers. blocks is a plugin) there is one block ONLY T can pass/walk right through and one that only CT can pass/walk right through and if im not misstaken the blocks are made by diffrent entyties witch the plugin puts out in the map(just like u put out diffrent etities in hammer).
there is many diffrent block and most of them i know how to build in hammer so couldnt it be that it actually is a etity witch can be triggered just by one team?
User
My server crashed when I had too many skins/wepmodels and the errors sign said like: too many models blahblah exeded 512 limit.
was it the server witch caused the problem or the map?
or am way off

(I just want to know, have nothing to do with pandora's problem)
Truck
User
are models able to move around?

User
Mate de Vita said:
newbie said:
DIE THREAD, DIE

this time it wasn't me to revive it, but still LOL :D


I know that, just saying
User
DIE THREAD, DIE
User
SRAW said:
wow i provided that link and some asshole got the credit


I just gave him the link so he wouldnt have to wait for you guys......
User
I have'nt a clue but
sv_airmove (or try another cmd that hopefully does the same thing)
maybe it does the same thing, not sure
User
Mate de Vita said:
speaking of surf maps I have a weird problem with sv_airaccelerate.
It only works if I input a negative number. If I input a positive one, it doesn't do anything (I've tried 1, 10, 100 and 30,000. I'll try with 0 when I have the chance).


what do u use?
new game server?
deticated server?
User
http://www.fpsbanana.com/tuts/267

eDan Co. said:
Basically you use a func_conveyor as the surf surface.


I haven't seen one surf map using func_conveyor on the surf sides
User
Truck
User
SRAW said:
mate de vate


Haha xD
User
works for me when i compile it that way.

btw why cant u let this thread die?
easier to find the same problem to the others who have the same problem.
User
eDan Co. said:
Farmboy102 said:
OK back to decompiling I want to decompile a source map so I can play it on 1.6 How do I do this?


THAT is one thing you do not do. It's impossible to play a decompiled map.


until u fixed it
User
SRAW said:
haha lol, copy everything i wrote to a bat, and it will prompt to give the directory =.= hence set /p


haha ok I thought You were explaining what Q was so I would change the direction were my file were

Mate de Vita said:
newbie said:

"C:\Prgram\Valve\Steam\Steam.exe"

Hmm... Are you sure it's Prgram?


...yes I am sure. I copied the link so it cant be wrong
User
Mate de Vita said:
lol, I definitely should get an "any key" key onto my keyboard.


hehe

Mate de Vita said:
Anyway, newbie, does the cs start in your case or not?


No nothing happens

And sraw is this the right way?

@echo off
hlcsg blocks_map
hlbsp blocks_map
hlvis blocks_map
hlrad blocks_map
copy blocks_map.bsp "C:\Program\Valve\Steam\SteamApps\ACOOOUNT\counter-strike\cstrike_swedish\maps"
echo Now continue to run cs
pause
"C:\Program\Valve\Steam\SteamApps\ACOOOUNT\counter-strike\hl.exe" -applaunch 10 -dev +sv_cheats 1 +map blocks_map
User
eDan Co. said:

When it says "(1) files copied. press any key to continue..." do you press any key or just close it?


I press any key....
User
@echo off
hlcsg -wadinclude zhlt -wadinclude halflife testmap
hlbsp testmap
hlvis testmap
hlrad testmap
copy testmap.bsp "C:\Program\Valve\Steam\SteamApps\ACCCCCCCOUNT\counter-strike\cstrike_swedish\maps"
pause
"C:\Prgram\Valve\Steam\Steam.exe" -applaunch 10 -dev +sv_cheats 1 +map testmap


nothing happens for me. Got to start my map manually all the time
Truck
User
are u sure that if u place out a info_vip_start u get a hostages and not a vip player? I think hostages_entity sounds more like it:D.
I have not built a map with hostages so I dont know , but try it out
User
newbie said:
eDan Co. said:

4,100 units east-to-west, 5,000 units north-to-south, 1024 units top-to-bottom.


amd how did u find out that? bps2map?




So I was right:D.
Some one have just decompiled it and fixed it.

So MdV just decompile fy_iceworld and fix it like the guys on alliedmodders
and btw alliedmodders just doing plugins, mods and such so You can download it to Your own server. I dont think they do mapping.

and thank u for for the link to alliedmoders with all the rmf:s
User
Mate de Vita said:
(btw thanks newbie for directing me to the twhl).


No problems. Im just glad I can help. I have been in your situation too.

http://www.superjer.com/forum/cs_wont_start_after_i_compile.php

look at the my last post on that thread xD xD


User
eDan Co. said:
Nope. I have my sources...







...I have the original RMF and you guys ain't getting it!!



COOOL!!

Do u know the author?
User
Use the brush tool. On the bottom-right side of the screen, select Categories-> Primitives & Objects-> arch. Set the Faces to how many sides you want your pipe to have and how thick.
then select the hole arch and Ctrl+M to rotate it to the side you want



User
eDan Co. said:

4,100 units east-to-west, 5,000 units north-to-south, 1024 units top-to-bottom.


amd how did u find out that? bps2map?

User
could be it. Not used it yet so I don't have a clue. My elevator had just 2 stops so...

User
Ok my bad :D

have u tried it out?
User
I don't think you can make it so the elevator doesn't stop on the second floor because one path_corner can't have two "nextstop" and that's what you needed to get it to work
User
but wasnt the problem that u could press the buttons when the elevator moved?
and didnt u had delay before trigger set?
then it shouldnt been a problem.
User
I have look, changed and played it now. To make the buttons unpressable under the time the elevator moves u must make ur multi to trigger the buttons too. so the buttons trigger the multi and the multi triggers the other button and they're all unpressable that time u set the delay before trigger to :D
and make two buttonentities instead of one. one on the upper floor one on the lower.
User
I shall now

User
mrglas@live.se
Not sure if I can help u, after all I'm pretty new at this but I got my elevator to work with buttons (inside and outside the elevator), glass windows, doors and several stops, so I can try :D
User
shift + A and select a side and texture
User
User
sv_airaccelerate 10000000
best is to try it on a surf_ map
u can set it to -1111.
try that haha its alot of fun. if u got a negative amount and u jump up in the air and press S u flying forward.

the song is not that good but the words fit in in an hns map haha
User
Mate de Vita said:
dieing -> dying
hns_falldown hadn't exist -> hns_falldown wouldn't exist
In my opinion I think... -> a) In my opinion... b) I think (that)... - can't be both.
SEARCHING,SEEK AND DESTROY -> (if I'm thinking correctly) SEARCH, SEEK AND DESTROY
You might wanna change the u into you as well.


OK htank u

Mate de Vita said:

I don't however understand what the tip says


If u fall down to a surf wall and and pressing the oposite side (wasd) that the surfwall leaning to and ur having high airaccelerate u dont die. If u had low airaccelerate u would die.

Mate de Vita said:

SEARCHING,SEEK AND DESTROY -> (if I'm thinking correctly) SEARCH, SEEK AND DESTROY


that is a metallica song
http://www.youtube.com/watch?v=O44yy1JW8B0
I also thought it was incorrect but when i listen they sung that:D (or maybe I heared wrong )
I thought it was a fun line :D
User
My map is finally done. But I want a text file with it so u can see who made it, max players and tips and credits and so on. And of caurse I want it to be correct english written in it. So can u see if something is incorrect, wrong spelled or only wierd and so on and how I should write instead ?

Map Created by Andreas B AKA HoppL'o's
xx.11.2008
----------------
Max Players: 24
----------------
Counter-Terrorists:
Kill the terrorists before the time runs out

Terrorists:
Stay alive....
------------------------------------------------------------------------------
TIPS: high amount of airaccelerate = easy to surf on the flowers/hedges

low amount of airaccelerate = hard to surf on the flowers/hedges
------------------------------------------------------------------------------
This map is deisigned for a high amount of airaccelerate so u can jump from high heights down to a surf "wall" without dieing. In my opinion
I think the gameplay gets better that way ;)


Credits go to:
- the guys on superjer.com for their great help and knowledge, without them hns_falldown hadn't exist
- And of course superjer.com for its great tutorial and forum:D
------------------------------------------------------------------------------
ONLY Distribute this map if u INCLUDE THIS FILE with NO modfications , and never pretend you are the author


SEARCHING, SEEK AND DESTROY!!!

(Press FIRE to continue)
User
No. HNS (Hide and seek)is a plugin/mod to cs where cts kill the ts before the time runs out. the Ts dont have any wep only nades. Its not like and other plugin/mod to cs and its pretty popular too. the gameplay is not like any other so the maps are diffrent too. thats why we named them that because often the maps are lame to play normal cs on, and they doesnt have any bomb, hostages blahablha.
User
jrkookid said:
Who the deuce are you?

OWNED!



come back when u read the thread...
User
just read the tutorial and look at the rmf file and u should understand so u can do the same. Ur elevator is not that diffrent from the one i gave u
User
SRAW said:
did u know that when u impulse 201(spray) it will spray out a decal?
and in vhe they look white the decals, but they will appear red ingame


who cares ???
User
Now I get it.. Thank u KD
User
Good thought

the 100th POST
User
Mate de Vita said:

So, delay before trigger, not delay before reset. K, I'll give it a try.


one of them

Mate de Vita said:

DR, for that I'd need a trigger that would change entity's properties. And I still don't know whether that's possible or not.


just change ur buttons delay before trigger/delay before reset
properties
Ithink
User
newbie said:



Ur button attached to the floor messes everything up?
set the delay before trigger-time so it can not be used before the elevator has stopped.




I think
User
no....
User
I don't get it. what's ur problem?.....

correct me if Im wrong.

U only what the doors to sound when they opens/closes not all the time?

Answer: I dont think u can have them to sound only on closing and opening if u have an open area like u had. If u had like a box around the track so only can see the doors it should work if u put an extra couple of doors and only they're sounding. I can explain later if thats the problem.

Ur button attached to the floor messes everything up?
set the delay before trigger-time so it can not be used before the elevator has stopped.


User
nubbcake said:
Hehe, i have done 1 aim_map to our clan, named aim_confused, and one de_confused, and one awp_confused, now im making hns_confused, thats soon finished , i can post em all when all are done



nice. My map is done
"hns_falldown"!
User
eDan Co. said:
1.
4. Do what ever you want...


theres ONE thing to do. And that is changing texture.....

lamest tool ever...
User
I tried to use the aplly decals tool (shift+D) and all I did was make the ugliest wall ever......
I clicked at a wall and a texture was suddenly there. I tried to make it go away, and I was ending up with a crashing hammer without saving (because I moved the wall away). Now my question is: How can I change the settings so the texture gets smaller/bigger and so on. And how do I get it away?
User
How much have u manage to do?
User
nubbcake when are u finished with ur map?
Wanna try it out. Im making a hns map too:D

and Im very intresting in that wad too. I would like it in my map:D
User
Mate de Vita said:
ah, yes I get it. I make another elevator (or 2 if I want a door that opens to both sides - half to one, half to the other) that looks like a door and goes up and down alongside the elevator and goes sideways when the elevator stops, and I make a button texture in the elevator that does nothing, but I make an invisible func_button where that button texture is when the elevator stops. Correct?
Maybe this button trick could also make it easier to make the button effects level-based, since there is actually a different button on each level.

Oh and, I've also never done a one-thing-triggers-multiple-triggers thing. So I have to use the multi_manager for that?
And then I go into the button's properties, set the target to the multi_manager entity's name and then go into the multi_manager's properties and set the targets?


1. correct
2. correct
3. correct

User
Mate de Vita said:
oh so it's a brush based entity. Now I actually feel kinda stupid because I didn't think about that possibility
ok thanks.
Oh and I probably have to texture the trigger_multiple brush with AAATRIGGER right?


yes

Mate de Vita said:


Now in the tutorial you gave me I found out that you cannot group any entities (like a func_tank) to an elevator. Does that go for buttons as well? Because if it dose, then that makes it impossible to make an elevator with buttons inside.
And also that makes it impossible to make an elevator with a door (a door that moves together with the elevator).


u cannot make the buttons to move so u can press the button at any time. BUT u can make a button texture inside the elevator so it looks like at button and when the elevator stops u got a func_button on that spot the button texture is. And ofc the REAL button (that one with func_button) is invisable.

Mate de Vita said:

And also that makes it impossible to make an elevator with a door (a door that moves together with the elevator).


yes it makes it impossible to a FUNC_DOOR that moves together with the elevator. But not impossible with an other func_train that moves together with the elevator and when the elevator stops the "doors" keep going but change direction to the sides so it looks like a door. So if ur having like glass in the elevator u need to make a new func_train ( because u must change the fx amount to see through it. I know u knoe that but just to be extra clear) and fix so it moves with the elevator.

get it? pretty much work.....
I made a elevator with glass, doors and buttons....
User
Mate de Vita said:
thanks SRAW, that helped

anyways, I managed to create an elevator with func_train, I haven't yet tried doing it with func_tracktrain or traintrack or whatever it is. I managed to make it without a tutorial to the point where I had to make the buttons to start the elevator. But then I wanted to make it so that the elevator would start when a player stepped on it but I don't know how. The tutorial said something about trigger_multiple but I can't find an entity with that name. All I can find is multi_manager. HELP!


Make a brush. tie it to an etity and u will find it there somewhere. Almost in the bottom i think
User

thank u :D:D
User
Down Rodeo said:
That's not a bad looking map :)


seriously ? or are u just making fun of me...
its a hns map so it can look a bit strange
User
ok, screen shot's here
(Click for image)

but should the cyliders (with red circles around them) be func_walls too even if they aren't complicated. They're like 8 side cylinders

EDIT: I had forgot some cylinders so its works to compile! THANK U KD
User
^^
User
Don't make me double post ;P
User

If u are new to mapping it probably gonna take a while before u gonna make it even with the tutorial......(if ur dont copying it)
here's a link to a tutorial and a .rmf file
But it isn't exactly what ur looking for but with it u should figure it out

RMF FILE:
http://twhl.co.za/tutorialdl/eledoors.zip
TUTORIAL: check out the hl tutorials. U find the tut on the ladder E. TUT NAME: Elevator Doors that move
http://twhl.cjb.net/
User
Before I found my "bug" entities/brushes the compile thing came to leaf thread 10-20 % before it "stopped". It hadn't actually sstopped but I waited for like 8 hours and it was still on 20%. Now when I deleted all the "bug" entities/brushes it loads fine until it came to 60% and it "stopped" again.
I checked for porblems but there was no, and I have NULL texture on all "not visable for players"-sides and turned complicated cylinders into func_walls so what should I do?

....and again, my map is not big and have no detailed prefabs or somthing
User
yeah it worked thanks. found all bad entities
User
cordon bounds ahha

do u mean I should copy every one manuelle one by one?
User
When I checking my map for problems I find these:
Solid-entity (func_illusionary) is empty
Solid-entity (func_illusionary) is empty
Solid-entity (func_illusionary) is empty
Solid-entity (func_ladder) is empty'

Description:
This solid-entity contains no solids. Fixing the error deletes the entity.

When I click "Fix" nothing happens. It's still there. And when I click "Go to error" the three windows change the wiew spot to the exact middel of the grids but don't show any selected blocks. But when the location is like 1999999x199999x19999999 numbers so my guess is that I should get a compile error. I haven't compiled it done cause that took a lot more then 8 hours and I only got like 20 % on leaf thread. My map is not that big and detailed so can the high compile time be because of that?
plz help
(Click for image)

And I got an other question.
When I use the gordon bounds it takes much faster to compile. Can u do that even when ur compiling for the final map.
Truck
User
Thank u
Truck
User
but if I have a side with aaatrigger texture should i replace only the sides u can see or shouldnt I replace it att all cause I thought aatrigger have an other funcion too
Truck
User
okey thank u guys
Truck
User
eDan Co. said:

Oh, so you're fine. If you don't know how to include textures, then you aren't.

Just let it compile...


u mean this ?
hlcsg -wadinclude zhlt -wadinclude halflife -wadinclude de_vegas -wadinclude cs_assault -wadinclude cs_bdog -wadinclude itsitaly hns_falldown

Killer-Duck. said:

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.


ok thank u

EDIT: should I have null texture between the 2 blocks that touching eathother. cause u cant see it in the bsp file so does that matter?
Truck
User
how do i not include the texture. im using zhlt and i dont know any oyher ways
Truck
User
when i compile my map it takes ages. I have a pretty detailed prefab and some spikes and cyliders but thats it and it isnt even finished yet. I have waited now for like a half hour and it has only come to 20% leaf thread.

how long should it take to compile a map like de_dust2 or de_inferno?
plz help. if u got any advise that could reduce the compile time i would be very happy

User
ok
User
newbie said:
but i thougth when a block with too many "verticies" (????) would show up on the comiple log like
"block 1212 outside world" or somthing like that. It had always shown up like that for me.


I explain here. before when I had done for example a halfpipe with too small grids on the compilething came with the error

newbie said:

"block 1212 outside world" or somthing like that.


PS. I had read about high-poly somthing on other forums and I confused it with r_speeds
User
but i thougth when a block with too many "verticies" (????) would show up on the comiple log like
"block 1212 outside world" or somthing like that. It had always shown up like that for me. plus i have read on other forum that the r_speeds could get to high and I got a pretty big and detailed prefab plus many "archs" so that why I thought that...
but thank u I was like 1 minute from deleting my map.
User
ok
User
hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlcsg -----
Command line: hlcsg -wadinclude zhlt -wadinclude halflife hns_city2
Entering hns_city2.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ 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]
[zhlt]
[halflife]

7 brushes (totalling 42 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.75 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.61 seconds)

Including Wadfile: \program\valve\steam\halflife.wad
- Contains 27 used textures, 40.91 percent of map (3116 textures in wad)
Including Wadfile: \program\valve\steam\zhlt.wad
- Contains 0 used textures, 0.00 percent of map (7 textures in wad)
Using Wadfile: \hlserver\cstrike\cs_assault.wad
- Contains 11 used textures, 16.67 percent of map (22 textures in wad)
Using Wadfile: \hlserver\cstrike\cs_bdog.wad
- Contains 14 used textures, 21.21 percent of map (132 textures in wad)
Using Wadfile: \hlserver\cstrike\de_vegas.wad
- Contains 8 used textures, 12.12 percent of map (101 textures in wad)
Using Wadfile: \hlserver\cstrike\itsitaly.wad
- Contains 6 used textures, 9.09 percent of map (99 textures in wad)

added 2 additional animating textures.
Texture usage is at 2.09 mb (of 4.00 mb MAX)
2.67 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 hns_city2

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

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


Error: ReadSurfs (line 9311): 32 > MAXPOINTS
This is caused by a face with too many verticies (typically found on end-caps of
high-poly cylinders)


----- 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 hns_city2
>> There was a problem compiling the map.
>> Check the file hns_city2.log for the cause.

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



hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlrad -----
Command line: hlrad hns_city2
>> There was a problem compiling the map.
>> Check the file hns_city2.log for the cause.

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



1 fil(er) kopierad(e).
Tryck p
User
How do I change the max viewable distance. I tried in map properties but nothing happens.
plz help
User
Killer-Duck said:
First result when googling for "de_predator wad": http://www.fpsbanana.com/textures/1003


yeah i saw that one. but that cant be the only one?
User
SRAW said:
google for resgen
and create a .res file and see the wads


I dont know how to do
User
I need some forest textures and the ones on the de_predator is good so i want to get there names. I tried to figure it out with killer_duck's way but i couldnt. sv_cheats keept changeing back to "0". anyone that knows all de_predator wads names?
User
thank u
User
noone wants to help?
User
what the highest amount of entitys a multimanger can control/manage?
Truck
User
ok thank u

btw why is it evil?
Truck
User
where can i find carve tool?
Truck
User
what version of hammer is this if it is hammmer to cs?
http://i298.photobucket.com/albums/mm249/mrglas_2008/triangle_method.jpg
Truck
User
THANK U
Truck
User
thank u for reply. ok
Truck
User
NoOne knows about the program dont they........
Truck
User
I want to download gensurf but i cant find it and is it a good program? it would do a lot of help cause I cant do terrain that good
User
thank u
User
hi I need to find out what these textures in zhlt does.
I writing what im think is right
aatrigger = mostly to entitys
clip = cant go through but bullets can
hint =???????
null = u cant see that texture
origin = to rotating etitys
skip = ???????
sky = sky

can u plz tell me if i had wrong whith some thing and tell me the rest of the list.
User
Snuck said:
NULL-texture, usually found in zhlt.wad


thank u so much
User
I want to know how do I get a brush with only one side is textured. Like this screenshot.
this is how it looks like if ur under it.
http://i298.photobucket.com/albums/mm249/mrglas_2008/sea_dust20000.jpg
this is how its look like overwiew
http://i298.photobucket.com/albums/mm249/mrglas_2008/sea_dust20004.jpg

here is just an other example.
http://i298.photobucket.com/albums/mm249/mrglas_2008/sea_dust20006.jpg

how do i do that???
User
Killer-Duck said:
Yes it does.

Have you tried contacting the author yet?


nej det har jag inte. hittade alla jag ville ha. tack
=
No, I didnt. found all my textures I wanted. thank u

btw where can i donowload gensurf and is it a good program?
User
but doesnt that number of wads exceed the highest amount u can have?

User
User
could u have a look if u can see them in ur browser cuz i dont
User
yes on the houses. ok thank u
do u mean halflife.wad cstrike.wad or what?
do i hav it in my browser already?
User
hi
i tried to do my own wad file and i followed what its says here
http://www.superjer.com/forum/custom_wads.php
but when i add a picture it gets only black when i allready haev done the bmp file ready.

http://i298.photobucket.com/albums/mm249/mrglas_2008/sadsadsada.jpg

plz help
User
when i add them too hammer so its only thme 3 and browse to find the ones on the houses I cant find them. can u find cuz i cant they arent there on my browser
can u plz?
User
HI
im making a high building map so i need good texture like the ones on awp_rooftops. i tried to delete all my old wad files and so i can connect to awp_roofrops and it will redoawnload. but i cant fin the on i want. whats the name of that wad file????? plz help
User
HI
I want to learn how to make surf brushes. But i dont wanna make them with so sloppey rakes. Like the surf edge on awp_ro0ftops_remake. Do u do anything with the textures for example aaatrigger? or something else?
Sry if u dont understand slopey rakes is taken out directly from a dictionary
User
User
Thank YOU
User
i didnt put out any light on the map. the map was empty from lights so when u compiled it it says "I put out some lights for u so ur map doesnt is pitch black. and when u try ur map it laggs MUCH.
if u put out a lights it doesnt lag and the compile thing is not putin out any light on the map


question 2: but can some1 tell me how do i write so it includes the wad files. ALL OF THEM. not just zhlt. for example if I added more then just zhlt and cstrike wad how should i write in the bat file too include the others. I a player joins my map and dont have the wad file his CS crashes and says like "dont have cs_tundra.wad."
if i wrote the right thing in the bat file instead his CS just starting donwloading the wad instead of crashing.
User

YEAH I solved my very OWN problem
when u dont put out lights so the compile thing does it instead it laggs very much

but my other quetsion is stilled unanswered.
how do i write to include every texture

hlcsg -wadinclude zhlt mapname
User
Killer-Duck said:
You need at least one light in a map.



i know that but if u dont put out lights the compile thing do it by it self

Quote:
How big is it?


big
User
Hi
my map lagg like hell when I compiled it.
im too lazy to put out lights can that be the prob?
i dont know how to write to include every texture, can that be the prob? how do i do that?

I mean this line in the bat file

"hlcsg -wadinclude zhlt mapname"


help me plz :)


User
ahha ok thank u

ps: i forgot 1 thing. Where can i find the note thats said how many textures is use from that wad and so on...
User
I have not done any wad files on my own. I have just download them for fpsb. Can too many wad files be my problem cause i have like 20 of them (at the same time )
User
hlcsg: Error: Missing '[' in texturedef (U)
Description: The map has a problem which must be fixed
Howto Fix: Check the file ZHLTProblems.html for a detailed explanation of this problem


what do I do wrong?
How can i fix it?

plz describe for me cause i think i lost my ZHLTprobs.html file



User
thank u SO much
User
I have problems with my textures. For example when i put a door texture at a brush thats fit the texture dont end up good. its like the texture is stuck in the air and it depends on where u put the brush- if u pur it too high u see the half door -like this
http://s298.photobucket.com/albums/mm249/mrglas_2008/?action=view¤t=namnls.jpg
im sry for my bad english
pls help me and tell me what did i do wrong
User
can u plz post ur wad files name. i have
as_tundra.wad
cstrike.wad
de_vegas.wad
jos.wad
gfx.wad
but non of the contains water textures. can u guys post urs wad files and tell me what is good to have.

PS i cant find any good tuts. all i can find is a few videos but i dont think theres have hammer to cs 1.6

and how can do so my walls are invisabe and its just a wallpaper/sky. for example in surf_water-run. u cant see the wall. instead its a wallpaper/sky papper wich looks like grand canyon
User
ok but where can i find a elevator tut?
User
im meant these sides or what i could call them. when u open tie to entity menu u have 5 sides (i have 3)to chose on: class info. flags. outputs. inputs. and visgroup.

ps it was boring to register so i didnt do it
User
when i said flaps i mean these. im sorry i dont know the word im looking for so I checked in the dictionary and thats what it said. ops i dont know how to upload pics. tell me plz
User
Quote:
zzz i use hammer 3.5


is it much better?

i cant get get expert thing to work. i put all the files in hammer/fgd/cstrike and replace the old files. but i dont have 2 more flaps
User
eDan Co. said:
1. They probably have a different version of Hammer. I don't if you can copy the model of that version to yours, or something of that sort.
3. Do you have Expert.fgd?


how do i install Expert..fgd?
User
SRAW said:
2. if u mean they get stuck, put the players HIGHER


I know that but these guys dont have to adjust them they just clicking and they arent stuck

look at this guy he dont have to adjust the players. he just clicking and the players poping up on the floor without geting stucked. http://www.youtube.com/watch?v=t2bg_weTzJU
and is this guys version of hammer better then this sites?

how can i do so just the floor is visible and the walls isnt instead there iswallpaper/sky like in the most of the maps. for example surf_water-run
User
I have new questions.
1.how can i make so the spawnpoint boxes look like players? Ive seen guys on yputube with it.
2.the guys on youtube just chose info_player_start and just clicking on the camera window and the spawnpoint boxes just pooping up on the floor without get stuck in it. when i do that the items ALLWAYS get stucked. how can they do that?
3.on the youtube videos all the guys have diffrent tie to entity menu then me. they have much more things they have more "flaps" then me. i dont have outpus and inputs they do. how can i get that menu?

PS. i have downloaded hammer from this site.
User
thank u SO much. it worked. Im sorry that i didnt thought of that
And an other stupid question: how come sometimes i cant use my tools. when i click i just move the picture around with a hand. i don know how it came there and how to take the hand away.. sometimes it just apperas and after a wile its gone. i want to know how to to take it away anytime cause its really annoying.
plz help me
User
On this tut here on the website it says that CS starts after I compile and press any key. but it doesnt. I never got any .err files. all i got was these files:
.log
.bsp (i think)
.lin
.p0
.p1
.p2
.p3
.prt
.prs
.wic

and Im very sorry for my english. +Im VERY n00b at this. started with this yesterday
plz help me