Decals Don't Display

Decals Don't Display

Hammer Mapping — Page [1]
tehl337fan
2009 Feb 23 • 13
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
 
 
2009 Mar 10 at 03:31 PDT — Ed. 2009 Mar 10 at 03:59 PDT
Killer-Duck
Homicidal Anatidae

2008 Mar 5 • 1169
633 ₧
You can't make custom decals.

(But you can make custom textures)
QUACK! QUACK!
 
 
2009 Mar 10 at 11:10 PDT
tehl337fan
2009 Feb 23 • 13
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?
 
 
2009 Mar 10 at 11:42 PDT — Ed. 2009 Mar 10 at 11:43 PDT
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
Killer-Duck once said:
Post compile log.

Also did you export to map before compiling?
...and that's the bottom line because Mate de Vita said so.
 
 
2009 Mar 10 at 13:23 PDT — Ed. 2009 Mar 10 at 13:24 PDT
tehl337fan
2009 Feb 23 • 13
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 -----

 
 
2009 Mar 10 at 21:48 PDT
eDan Co.
Mighty Typist

Real Live Hands-On Rabbi Medal
Consolation Medal
2007 Sep 24 • 2921
252 ₧
tehl337fan said:
Quote:
Warning: ::FindTexture() texture CLIP not found!
Warning: ::LoadLump() texture CLIP not found!


Maybe... uhh... it's that? CLIP texture? I dunno.

What do you see instead of the custom texture?
May contain traces of invisible text.
 
 
2009 Mar 11 at 03:18 PDT
tehl337fan
2009 Feb 23 • 13
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.)
 
 
2009 Mar 11 at 03:27 PDT — Ed. 2009 Mar 11 at 03:28 PDT
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
tehl337fan said:
Quote:
(Not needed if you use -nowadtextures.)

You only need to add it if you don't use -nowadtextures.
So did you use the CLIP texture on anything?
...and that's the bottom line because Mate de Vita said so.
 
 
2009 Mar 11 at 07:33 PDT — Ed. 2009 Mar 11 at 07:33 PDT
Killer-Duck
Homicidal Anatidae

2008 Mar 5 • 1169
633 ₧
What do you see instead of your texture inside the game then?
QUACK! QUACK!
 
 
2009 Mar 11 at 08:16 PDT
tehl337fan
2009 Feb 23 • 13
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.
 
 
2009 Mar 11 at 08:51 PDT
eDan Co.
Mighty Typist

Real Live Hands-On Rabbi Medal
Consolation Medal
2007 Sep 24 • 2921
252 ₧
tehl337fan said:
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.


We've already told you that you can't apply your texture as a decal.
May contain traces of invisible text.
 
 
2009 Mar 11 at 10:20 PDT
tehl337fan
2009 Feb 23 • 13
oh okay sorry for being annoying

How can I apply a decal on a wall then?
 
 
2009 Mar 11 at 10:27 PDT
eDan Co.
Mighty Typist

Real Live Hands-On Rabbi Medal
Consolation Medal
2007 Sep 24 • 2921
252 ₧
Use a decal from decals.wad or use your own texture on a brush.
May contain traces of invisible text.
 
 
2009 Mar 11 at 10:40 PDT
tehl337fan
2009 Feb 23 • 13
Got it many thanks

You people are really helpful
 
 
2009 Mar 11 at 10:48 PDT
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