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Posts written by tehl337fan:



User
Got it many thanks

You people are really helpful
User
oh okay sorry for being annoying

How can I apply a decal on a wall then?
User
Mate de Vita said:

You only need to add it if you don't use -nowadtextures.
So did you use the CLIP texture on anything?

oh ok :)
Yes once I applied the CLIP texture to a ladder, later deleted it since I was able to make a ladder with only the ladder and AAATriger textures.
Killer-Duck said:
What do you see instead of your texture inside the game then?

Only the texture of the brush used to create the wall, not the decal intended to stick on it.
User
I see only the texture I applied to the brush. (the textures I imported from cstrike.wad)

I named my texture as "aaa" not as CLIP

I found this from your advanced tutorial. I guess I have to add a line to the .bat file to be displayed in-game. Dunno what to add though

Quote:
zhlt.wad
Add this to your textures in Hammer. It gives you all the 'tool textures' that let you make cool things. Make sure to change your HLCSG line in your compile, like this: hlcsg -wadinclude zhlt ... or else no one will be able to play your maps. (Not needed if you use -nowadtextures.)
User
Yes I did export to .map Only thing I don't see is the customized texture.

Quote:
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 -nowadtextures sky
Entering sky.map

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

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

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

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(0.00 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.00 seconds)

Using Wadfile: \program files\counter-strike 1.6\cstrike\cstrike.wad
- Contains 2 used textures, 50.00 percent of map (123 textures in wad)
Using Wadfile: \maps\aaa111.wad
- Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: \maps\aaaa.wad
- Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: \maps\sky.wad
- Contains 1 used texture, 25.00 percent of map (1 textures in wad)

added 2 additional animating textures.
Warning: ::FindTexture() texture CLIP not found!
Warning: ::LoadLump() texture CLIP not found!
Texture usage is at 0.05 mb (of 4.00 mb MAX)
0.05 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 sky

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 'sky.prt'
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 sky
2 portalleafs
0 numportals

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

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


BasePortalVis:
(0.02 seconds)
LeafThread:
(0.00 seconds)
average leafs visible: 1
g_visdatasize:6 compressed from 2
0.02 seconds elapsed

----- 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 sky

-= 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 ]


55 faces
Create Patches : 560 base patches
0 opaque faces
10496 square feet [1511424.00 square inches]
2 direct lights

BuildFacelights:
(0.47 seconds)
visibility matrix : 0.0 megs
BuildVisLeafs:
(0.02 seconds)
MakeScales:
(0.02 seconds)
SwapTransfers:
(0.00 seconds)
Transfer Lists : 159264 : 159.26k transfers
Indices : 5424 : 5.30k bytes
Data : 637056 : 622.13k bytes
GatherLight:
(0.02 seconds)
FinalLightFace:
(0.06 seconds)
0.70 seconds elapsed

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

User
oops... sorry I got confused.

I created a custom texture using wally, applied it on a brush through Hammer editor and it was visible on the brush. :) but I didn't see it after compilation, in-game. What could've gone wrong?
User
hurrah!! It worked... Thanks guys

Gee the trick I did using photoshop didn't work... Paint FTW
User
I want to apply a decal to my map (A decal with text) to be displayed on walls at both ends of the map.

When applied to one end it shows perfectly, at the other end it is shown mirrored. I need this mirrored decal (texture) to mirror again so that it'll become readable.

It is like this
User
Pardon my n00bness. It didn't work

I first tried setting the values then applied the texture, no result. *undo* Then applied the texture, selected it and tried setting the values both failed
User
Hey I got the same problem. What I did was making the image mirrored using Photoshop haha that didn't work perfectly though

@edan: can you tell us the exact negative values to set. to both X and Y. I tried a lot but it didn't do the job :S
User
Thanks for the precious tutorial from superjer, I was able to create a map my self... Thanks for that guys

The decals I apply on brushes don't display after the compilation. (decals were created using wally) It clearly shows the decals on the valve editor but it doesn't display in-game.

Whats wrong? Anything I've missed?

Thanks in advance
User
uhhh.... thanks
User
A big hi from me :) Respect to all of you!

I created a block according to the steps earlier setting up configuration as mentioned. But I don't get a 3D box as shown in the 4th step but a grid box as shown below.



what's wrong?

Please help me in this regard.

Thanks in advance :)