door (and other stuff)mading help

door (and other stuff)mading help

Hammer Mapping — Page [1] 2
mato_mato

2010 Dec 16 • 239
How i can made : button opening door, classic door, automatic door and on flor lieing on floor
 
 
2010 Dec 20 at 04:23 PST
nob491
2010 Aug 16 • 45
 
 
2010 Dec 20 at 06:01 PST
mato_mato

2010 Dec 16 • 239
how kind of brush are that(doors and button????
 
 
2010 Dec 20 at 06:28 PST
nectar
2010 Mar 8 • 232
1.button opening door: make a brush (door) that will be your door. then click it and press ctrl+t and choose func_door, then go to name and put any name, then make a second brush (button)and then press ctrl+t again and choose func_button or buttontarget, and go to target and add your door's name.

2.classic door: if you mean rotating door here: first make a brush(door) then use the texture origin and put it between your door and the wall at the middle, thats where the door will rotate, then choose the door and the origin and pres Ctrl+t and choose func_door_rotating.

3.automatic door: HUH? u mean what?

4.what? on flor lieing on floor?
I love cows and monkeys including cookies :D
 
 
2010 Dec 21 at 05:11 PST — Ed. 2010 Dec 21 at 05:12 PST
mato_mato

2010 Dec 16 • 239
sory weapon on floor
 
 
2010 Dec 21 at 06:19 PST
mato_mato

2010 Dec 16 • 239
thx
 
 
2010 Dec 21 at 06:19 PST
mato_mato

2010 Dec 16 • 239
oh what happens??:
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 door-test
Entering door-test.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:
(0.01 seconds)

Using Wadfile: \users\hm1\documents\mato doc\valve\halflife.wad
- Contains 4 used textures, 100.00 percent of map (3116 textures in wad)
Using Wadfile: \users\hm1\documents\mato doc\de_space-textures.wad
- Contains 0 used textures, 0.00 percent of map (6 textures in wad)
Using Wadfile: \users\hm1\documents\mato doc\de_space-textures2.wad
- Contains 0 used textures, 0.00 percent of map (6 textures in wad)

added 1 additional animating textures.
Texture usage is at 0.07 mb (of 4.00 mb MAX)
0.27 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 door-test

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)


Warning: === LEAK in hull 0 ===
Entity light @ (-128,-512,-256)
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

Warning: === LEAK in hull 1 ===
Entity light @ (-128,-192,-256)
Warning: === LEAK in hull 2 ===
Entity light @ (-128,-192,-256)
Warning: === LEAK in hull 3 ===
Entity light @ (-128,-192,-256)
0.08 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 door-test
>> There was a problem compiling the map.
>> Check the file door-test.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 door-test
>> There was a problem compiling the map.
>> Check the file door-test.log for the cause.

----- END hlrad -----
 
 
2010 Dec 21 at 06:55 PST
Down Rodeo
Cap'n Moth of the Firehouse

Find the Hole II Participation Medal
2007 Oct 19 • 5486
57,583 ₧
 
 
2010 Dec 21 at 10:31 PST
mato_mato

2010 Dec 16 • 239
what is leak and what FAQ??
 
 
2010 Dec 22 at 03:45 PST
Killer-Duck
Homicidal Anatidae

2008 Mar 5 • 1169
633 ₧
mato_mato said:
what is leak


Read your compile log:
Quote:
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


mato_mato said:
what FAQ??

The FAQ is stickied at the top of the forum: Mapping F.A.Q - Please read before asking!
QUACK! QUACK!
 
 
2010 Dec 22 at 04:08 PST — Ed. 2010 Dec 22 at 04:08 PST
mato_mato

2010 Dec 16 • 239
what you means? what is wrong?
 
 
2010 Dec 22 at 07:03 PST
Rockbomb
Dog fucker (but in a good way now)

2009 Nov 13 • 2045
mato_mato said:
what you means? what is wrong?

Go read the FAQ and find out
 
 
2010 Dec 22 at 07:09 PST
Outcast
My points value is a hilarious example of numerical humor.

2009 Dec 13 • 551
80,085 ₧
FAQ means "Frequently Asked Questions" . ( did i say that right? )
 
 
2010 Dec 22 at 07:20 PST
mato_mato

2010 Dec 16 • 239
zhere is only red triangle (pointfile load) pointing ti N-O-T-H-I-N-G
 
 
2010 Dec 22 at 07:24 PST
Rockbomb
Dog fucker (but in a good way now)

2009 Nov 13 • 2045
mato_mato said:
zhere is only red triangle (pointfile load) pointing ti N-O-T-H-I-N-G

Thats probably the issue, there should probably be S-O-M-E-T-H-I-N-G
 
 
2010 Dec 22 at 07:29 PST
Outcast
My points value is a hilarious example of numerical humor.

2009 Dec 13 • 551
80,085 ₧
mato_mato said:
zhere is only red triangle (pointfile load) pointing ti N-O-T-H-I-N-G


Take a screenshot and post it here,it would be much more helpful.
 
 
2010 Dec 22 at 07:29 PST
mato_mato

2010 Dec 16 • 239
Sick vid
 
 
2010 Dec 22 at 07:32 PST
mato_mato

2010 Dec 16 • 239
and why i can made weapon lieing on floor (like in jails)
 
 
2010 Dec 22 at 07:57 PST
Outcast
My points value is a hilarious example of numerical humor.

2009 Dec 13 • 551
80,085 ₧
Armoury entity
 
 
2010 Dec 22 at 08:03 PST
mato_mato

2010 Dec 16 • 239
what is it? and how to fix?
 
 
2010 Dec 22 at 08:04 PST
Outcast
My points value is a hilarious example of numerical humor.

2009 Dec 13 • 551
80,085 ₧
mato_mato said:
what is it? and how to fix?

I have no idea how you 're gonna fix your prob.Thing i said above was to make weapons lying on teh ground.
 
 
2010 Dec 22 at 08:05 PST
mato_mato

2010 Dec 16 • 239
what is armoury entity???
 
 
2010 Dec 22 at 08:06 PST
mato_mato

2010 Dec 16 • 239
.. you are saing about weapons but what means that triangle
 
 
2010 Dec 22 at 08:07 PST
Outcast
My points value is a hilarious example of numerical humor.

2009 Dec 13 • 551
80,085 ₧
Quote:
and why i can made weapon lieing on floor (like in jails)
You mean make weapons appear in the map?Armoury entity is to put weapons in the map.Like
 
 
2010 Dec 22 at 08:10 PST
Rockbomb
Dog fucker (but in a good way now)

2009 Nov 13 • 2045
Read this page link
 
 
2010 Dec 22 at 08:12 PST
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