Credits?

Credits?

Hammer Mapping — Page [1]
Sushi

2009 Nov 12 • 364
How do I make like letters in my map? Like, Map created by Sushi STEAM ID: 123456 etc. I made one already using photoshop, but I'm not sure how to convert it to a wad file. I have Wally already. But how?
 
 
2009 Nov 20 at 18:11 PST
EMO_with_AWP

2008 Mar 23 • 192
If you want HUD to appear on your screen, umm.. trigger_multiple AAATRIGGER brush, and game_text point entity.. i'm assuming you know how to target the trigger multiple to your game_text point entity I believe this requires the expert FGDs

Import it into wally somehow? I believe you could just drag the file right into wally.
 
 
2009 Nov 20 at 21:12 PST — Ed. 2009 Nov 20 at 21:15 PST
EMO_with_AWP

2008 Mar 23 • 192
Or what I do sometimes, construct words out of brushes. Takes a while sometimes but it works and looks good mostly.
 
 
2009 Nov 20 at 21:17 PST
Sushi

2009 Nov 12 • 364
I know that, about wally, but, how do I convert it to a wad file? I drag the jpg file to wally.
 
 
2009 Nov 20 at 21:18 PST
EMO_with_AWP

2008 Mar 23 • 192
Idk I don't have wally installed lol. I used to have it. i'll reinstall it maybe i could help

edit:... i have no idea.. i remember doing this before though.
 
 
2009 Nov 20 at 21:19 PST — Ed. 2009 Nov 20 at 21:22 PST
Sushi

2009 Nov 12 • 364
Alright, thanks anyway.
Well, another help. :P
I found the light entity that was causing the leak. It wasn't outside the map... And they're saying that it is. This is what it says. I found the entity already. What do I do with it? I saw a thread that they said to not delete because it might start somewhere else... I even loaded the point file and the lines weren't even close to the entity....


SolidBSP [hull 0] 500...1000...1500...2000...2500...3000...3500...4000...4028 (0
.44 seconds)
Warning: === LEAK in hull 0 ===
Entity light @ ( 935, 86, 440)
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

SolidBSP [hull 1] 500...1000...1500...2000...2500...2843 (0.30 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2500...2810 (0.28 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...3703 (0.45 sec
onds)
5.84 seconds elapsed
 
 
2009 Nov 20 at 21:36 PST — Ed. 2009 Nov 20 at 21:38 PST
Down Rodeo
Cap'n Moth of the Firehouse

Find the Hole II Participation Medal
2007 Oct 19 • 5486
57,583 ₧
There's a post in the FAQ about how to make WADs I think. There ought to be, anyway, but it's not tough. You can find out by playing around with the options.

For the leak the light is the first entity the game found. This is not necessarily the closest, it just means that's what the game hit first. You can look at the FAQ for some information on how to solve this.
 
 
2009 Nov 21 at 07:48 PST
Sushi

2009 Nov 12 • 364
When I put a skybox around my map and it didn't say like the hull 0. But it saying the entity was causing the leak. So, does that mean I have hole in my map?

And when I got in my map in game. There was no light.
Here is the log.

hlcsg v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlcsg -----
Command line: hlcsg -nowadtextures jb_1
Entering jb_1.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 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ off ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ 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:
(0.91 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(2.17 seconds)

Using Wadfile: \program files\steam\steamapps\cyril123456\counter-strike\cstrike\allmy.wad
- Warning: Larger than expected texture (348972 bytes): 'PARED1'
- Warning: Larger than expected texture (348972 bytes): 'WOOD'
- Warning: Larger than expected texture (348972 bytes): 'THEROCK'
- Warning: Larger than expected texture (348972 bytes): 'ESCAMAS'
- Warning: Larger than expected texture (348972 bytes): 'LADRILLOSWALL'
- Warning: Larger than expected texture (348972 bytes): 'EARTHS'
- Warning: Larger than expected texture (348972 bytes): 'PAPELTA'
- Contains 68 used textures, 100.00 percent of map (4741 textures in wad)
Using Wadfile: \program files\steam\steamapps\cyril123456\counter-strike\cstrike\de_f40cars.wad
- Contains 0 used textures, 0.00 percent of map (52 textures in wad)

added 12 additional animating textures.
Texture usage is at 1.30 mb (of 4.00 mb MAX)
3.58 seconds elapsed

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



hlbsp v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlbsp -----
Command line: hlbsp jb_1

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 ]
noopt [ 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 8192)


SolidBSP [hull 0] 500...1000...1500...2000...2500...3000...3500...4000...4377 (0.52 seconds)
BSP generation successful, writing portal file 'jb_1.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3092 (0.42 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2500...2943 (0.31 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...3939 (0.52 seconds)
6.33 seconds elapsed

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



hlvis v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlvis -----
Command line: hlvis jb_1
2632 portalleafs
8039 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:
(14.72 seconds)
LeafThread:
(224.91 seconds)
average leafs visible: 283
g_visdatasize:297552 compressed from 865928
240.05 seconds elapsed [4m 0s]

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



hlrad v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlrad -----
Command line: hlrad jb_1

-= 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 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
bounce dynamic light [ on ] [ on ]
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 ]


[Reading texlights from 'lights.rad']
[59 texlights parsed from 'lights.rad']

10544 faces
Create Patches : 72418 base patches
0 opaque faces
743851 square feet [107114592.00 square inches]
Error: Exceeded MAX_PATCHES
Description: The map has a problem which must be fixed
Howto Fix: Check the file http://www.zhlt.info/common-mapping-problems.html for a detailed explanation of this problem


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



 
 
2009 Nov 21 at 07:55 PST — Ed. 2009 Nov 21 at 08:29 PST
Sushi

2009 Nov 12 • 364
Down Rodeo said:
There's a post in the FAQ about how to make WADs I think. There ought to be, anyway, but it's not tough. You can find out by playing around with the options.

For the leak the light is the first entity the game found. This is not necessarily the closest, it just means that's what the game hit first. You can look at the FAQ for some information on how to solve this.


I checked the FAQ many times and I can't find how to solve this problem.
 
 
2009 Nov 21 at 08:00 PST
Sushi

2009 Nov 12 • 364
Oh btw, when I load the point file. I see blue,pink, and red lines in camera view. Which color is the leak or something?
 
 
2009 Nov 21 at 08:37 PST
Down Rodeo
Cap'n Moth of the Firehouse

Find the Hole II Participation Medal
2007 Oct 19 • 5486
57,583 ₧
eDan Co. said:
Q: How do I make my own textures?

You'll need to download and install program called Wally.

1. Make a .bmp of what you want you texture to be.
(The texture size needs to be multiplications of 16. Examples: 16x16 pixels, 32x16 pixels, 96x96 pixels, 80x64 pixels... and so on...)

2. Open Wally and go to File->New.

3. A window titled 'Create New Texture' will open. You can set only one thing in that window- 'Type'. Set the 'Type' to Half-Life Package [wad3] (.wad)

4. Drag and drop the .bmp you made on to your New Texture in wally. You can add as many textures as you want to your .wad file.

5. Save your file in you Counter-Strike directory.

6. Load the texture in Hammer. (Tools-> Options-> Textures-> ADD WAD.)


Down Rodeo said:
Q: How do I plug a leak?

First of all, make sure you did not create any entities outside your map. An entity outside your map is just like a leak, if not worse.

If you can not find any entities outside your map:
Load the pointfile generated by the compile tools by selecting the "load pointfile" option in the Hammer menus. Then follow the red line in the viewport to the hole. DON'T delete entities quoted as causing the leak, as they are just mentioned as a reference point. DO use the grid to help avoid leaks in the first instance.


That's pretty much the solution right there. Yes, it sounds like you have a hole in your map somewhere. You might want to review the tutorial too.
 
 
2009 Nov 21 at 08:38 PST
Sushi

2009 Nov 12 • 364
Ok, thanks. But if there was a hole in the map. Why is it saying that the light entity was causing the leak?
 
 
2009 Nov 21 at 08:42 PST — Ed. 2009 Nov 21 at 08:42 PST
Down Rodeo
Cap'n Moth of the Firehouse

Find the Hole II Participation Medal
2007 Oct 19 • 5486
57,583 ₧
 
 
2009 Nov 21 at 08:49 PST
Sushi

2009 Nov 12 • 364
For the lights, should I just delete them all? Or is it bad.
 
 
2009 Nov 21 at 08:50 PST
Down Rodeo
Cap'n Moth of the Firehouse

Find the Hole II Participation Medal
2007 Oct 19 • 5486
57,583 ₧
 
 
2009 Nov 21 at 09:25 PST
Sushi

2009 Nov 12 • 364
I know but I don't get the pointfile. like the lines.
 
 
2009 Nov 21 at 09:49 PST
Sushi

2009 Nov 12 • 364
Great it's fixed! Thanks to Down Rodeo!
 
 
2009 Nov 21 at 13:11 PST
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