textures plz help

textures plz help

Hammer Mapping — Page [1]
SummerLIVE

2008 Apr 16 • 21
Hi and thx in advance.

I have been having a problem ever since I started mapping.
If I for example want to make a door ( just as a wall no rotation or anything)
I make the block but when I apply the texture its like half the texture was applied
which keeps pissing me off!

Because sometimes half the window (texture) is applied and im like
What the hell.
To see a half of the window without the finishing frame.

anyway I also wanted to know if there is a way to kind rotate a texture?
cause that would help out so much.


.:LIFE BEGINS AGAIN EVERY SUMMER:.
 
 
2008 Apr 16 at 17:23 PDT
FootBallBat
2008 Mar 16 • 175
hey i had the same proble. (click on your texture hold ctrl, push A the click on fit)
God I Suck At This.
 
 
2008 Apr 16 at 18:10 PDT
begginer

2007 Oct 24 • 990
13 ₧
this happens because your textures are bigger / smaller then the brush you want to apply them to
for example you want to apply a door texture that is 256 X 128 px ( pixels) and the brush is only 128 X 64 Px large . so only a part of the full texture is applied

just select the brush with the texture and press Alt +Shift
in this window you can set a lot of things

first there is the button " fit " this compresses / stretches the texture to fit the selected brush-face
and then there is :
L ( left ) aligns the texture to the left side ( in normal size )
R ( right ) and so on ....
T ( top )
B ( bottom )
C ( center ) centers the texture ( in normal size )

and then there is scale ( you can scale down / up the texture manually )

and there is shift ( you can move the texture manually )

and finally there is rotation you can rotate the texture on the brush-face ..


EDIT :: Using "fit" in to many places will cause errors and will just fuck up a lot of things so be careful not to use it on very large brushes
Wtf is that ? its a bird ! no its a plane ! amm maybe its a plastic bag . NO ! its SUPERJER ! the greatest super hero ever!
 
 
2008 Apr 16 at 23:21 PDT — Ed. 2008 Apr 16 at 23:25 PDT
SummerLIVE

2008 Apr 16 • 21
thx I check that out!
.:LIFE BEGINS AGAIN EVERY SUMMER:.
 
 
2008 Apr 17 at 14:03 PDT
SummerLIVE

2008 Apr 16 • 21
I got another problem.

I made a map with dust textures and a skybox (default sky texture) around it.
After I finish compiling it and test it.
Everything sets of a glow, everything is so bright.
Is there a way to make it not so bright and have my dust textures
look normal and pleasing to the eye?
.:LIFE BEGINS AGAIN EVERY SUMMER:.
 
 
2008 Apr 20 at 04:36 PDT
Killer-Duck
Homicidal Anatidae

2008 Mar 5 • 1169
633 ₧
SummerLIVE said:
I got another problem.

I made a map with dust textures and a skybox (default sky texture) around it.
After I finish compiling it and test it.
Everything sets of a glow, everything is so bright.
Is there a way to make it not so bright and have my dust textures
look normal and pleasing to the eye?


Could you show us a screenshot of this?
QUACK! QUACK!
 
 
2008 Apr 20 at 04:42 PDT
SummerLIVE

2008 Apr 16 • 21
How?
the ''IMG''?
Had this for a long time so I avoided this and never made dust texture maps
.:LIFE BEGINS AGAIN EVERY SUMMER:.
 
 
2008 Apr 20 at 04:46 PDT — Ed. 2008 Apr 20 at 04:47 PDT
Down Rodeo
Cap'n Moth of the Firehouse

Find the Hole II Participation Medal
2007 Oct 19 • 5486
57,583 ₧
 
 
2008 Apr 20 at 05:04 PDT
Killer-Duck
Homicidal Anatidae

2008 Mar 5 • 1169
633 ₧
SummerLIVE said:
How?
the ''IMG''?
Had this for a long time so I avoided this and never made dust texture maps


Press PrintScreen on your keyboard(usually situated to the right of the F12-key), open up MSPaint, press Ctrl+V and the screenshot should be pasted into Paint, save as a jpg, upload to image-site and post link here.
QUACK! QUACK!
 
 
2008 Apr 20 at 05:11 PDT
SummerLIVE

2008 Apr 16 • 21
I thought I could just upload it to this site...
BTW Im using Valve hammer 3.5 beta
.:LIFE BEGINS AGAIN EVERY SUMMER:.
 
 
2008 Apr 20 at 05:36 PDT
SummerLIVE

2008 Apr 16 • 21
here it is I goes ( uploaded to photobucket ).

http://i306.photobucket.com/albums/nn247/artur69x/brightdust.jpg
.:LIFE BEGINS AGAIN EVERY SUMMER:.
 
 
2008 Apr 20 at 05:47 PDT
Killer-Duck
Homicidal Anatidae

2008 Mar 5 • 1169
633 ₧
Check your compile-log, you probably have a leak. If so, you need to seal it and re-compile.
QUACK! QUACK!
 
 
2008 Apr 20 at 07:24 PDT
SummerLIVE

2008 Apr 16 • 21
No I went through that before and thats not it no leak.
?
.:LIFE BEGINS AGAIN EVERY SUMMER:.
 
 
2008 Apr 20 at 07:39 PDT
Killer-Duck
Homicidal Anatidae

2008 Mar 5 • 1169
633 ₧
Post your full compile-log here and let us have a look at it.
(If you don't have a leak, then the only explanation left is that you aren't running RAD)
QUACK! QUACK!
 
 
2008 Apr 20 at 08:10 PDT — Ed. 2008 Apr 20 at 08:14 PDT
SummerLIVE

2008 Apr 16 • 21
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 de_1site_dust
Entering de_1site_dust.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]

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

Using Wadfile: \program files\counter-strike 1.6\cstrike\cstrike.wad
- Contains 0 used textures, 0.00 percent of map (123 textures in wad)
Using Wadfile: \program files\counter-strike 1.6\cstrike\cs_dust.wad
- Contains 10 used textures, 71.43 percent of map (28 textures in wad)
Using Wadfile: \program files\counter-strike 1.6\cstrike\de_piranesi.wad
- Contains 2 used textures, 14.29 percent of map (160 textures in wad)
Using Wadfile: \program files\counter-strike 1.6\cstrike\de_aztec.wad
- Warning: Larger than expected texture (348972 bytes): 'SPECIAL_THANKS'
- Warning: Larger than expected texture (348972 bytes): 'THANKS'
- Contains 0 used textures, 0.00 percent of map (24 textures in wad)
Using Wadfile: \program files\counter-strike 1.6\cstrike\cs_office.wad
- Contains 0 used textures, 0.00 percent of map (102 textures in wad)
Using Wadfile: \program files\counter-strike 1.6\cstrike\halflife.wad
- Contains 2 used textures, 14.29 percent of map (3116 textures in wad)

added 3 additional animating textures.
Texture usage is at 0.41 mb (of 4.00 mb MAX)
4.56 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 de_1site_dust

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)


BSP generation successful, writing portal file 'de_1site_dust.prt'
4.81 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 de_1site_dust
643 portalleafs
1867 numportals

-= Current hlvis 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 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

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


BasePortalVis:
(11.53 seconds)
LeafThread:
(308.77 seconds)
average leafs visible: 160
g_visdatasize:37236 compressed from 52083
320.56 seconds elapsed [5m 20s]

----- 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 de_1site_dust

-= Current hlrad 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 ]

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 ]


2357 faces
Create Patches : 12994 base patches
0 opaque faces
124731 square feet [17961308.00 square inches]
Error: No Lights!
Description: lighting of map halted (I assume you do not want a pitch black map!)
Howto Fix: Put some lights in the map.


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



Ok here last time someone told me its natural ( ofcourse im not that stupid ) But what could be wrong? thx for you help
.:LIFE BEGINS AGAIN EVERY SUMMER:.
 
 
2008 Apr 20 at 12:47 PDT
Killer-Duck
Homicidal Anatidae

2008 Mar 5 • 1169
633 ₧
From your compile-log:

Quote:

Error: No Lights!
Description: lighting of map halted (I assume you do not want a pitch black map!)
Howto Fix: Put some lights in the map.
QUACK! QUACK!
 
 
2008 Apr 20 at 13:37 PDT
SummerLIVE

2008 Apr 16 • 21
Yeah but I went though guides and stuff a long time ago and they said you do not need lights in a skybox.?.
.:LIFE BEGINS AGAIN EVERY SUMMER:.
 
 
2008 Apr 20 at 13:49 PDT
Killer-Duck
Homicidal Anatidae

2008 Mar 5 • 1169
633 ₧
SummerLIVE said:
Yeah but I went though guides and stuff a long time ago and they said you do not need lights in a skybox.?.


Clearly they were wrong...

I would advise you to insert one light_environment in your map and re-compile. (The light_environment will make the SKY-texture emit light which would give the impression of out-door lightning.)
QUACK! QUACK!
 
 
2008 Apr 20 at 14:42 PDT — Ed. 2008 Apr 20 at 15:03 PDT
SummerLIVE

2008 Apr 16 • 21
Thx for correcting me and my problem but I have another (not to do anything with lighting its something else ( new to me WTF ).
I play but then it kicks me from game says fatal error.

Sorry to bother you and thx for your time realy

Here is the log:

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 awp_zen
Entering awp_zen.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]

4 brushes (totalling 24 sides) discarded from clipping hulls
CreateBrush:
(0.30 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(1.16 seconds)

Using Wadfile: \program files\counter-strike 1.6\cstrike\cstrike.wad
- Contains 0 used textures, 0.00 percent of map (123 textures in wad)
Using Wadfile: \program files\counter-strike 1.6\cstrike\cs_dust.wad
- Contains 0 used textures, 0.00 percent of map (28 textures in wad)
Using Wadfile: \program files\counter-strike 1.6\cstrike\de_piranesi.wad
- Contains 2 used textures, 25.00 percent of map (160 textures in wad)
Using Wadfile: \program files\counter-strike 1.6\cstrike\de_aztec.wad
- Warning: Larger than expected texture (348972 bytes): 'SPECIAL_THANKS'
- Warning: Larger than expected texture (348972 bytes): 'THANKS'
- Contains 1 used texture, 12.50 percent of map (24 textures in wad)
Using Wadfile: \program files\counter-strike 1.6\cstrike\cs_office.wad
- Contains 1 used texture, 12.50 percent of map (102 textures in wad)
Using Wadfile: \program files\counter-strike 1.6\cstrike\halflife.wad
- Contains 3 used textures, 37.50 percent of map (3116 textures in wad)
Using Wadfile: \program files\counter-strike 1.6\cstrike\itsitaly.wad
- Contains 0 used textures, 0.00 percent of map (99 textures in wad)
Using Wadfile: \program files\counter-strike 1.6\cstrike\de_storm.wad
- Contains 1 used texture, 12.50 percent of map (74 textures in wad)

Texture usage is at 0.18 mb (of 4.00 mb MAX)
1.70 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 awp_zen

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)


BSP generation successful, writing portal file 'awp_zen.prt'
1.72 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 awp_zen
439 portalleafs
1281 numportals

-= Current hlvis 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 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

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


BasePortalVis:
(4.48 seconds)
LeafThread:
(40.89 seconds)
average leafs visible: 158
g_visdatasize:19867 compressed from 24145
45.55 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 awp_zen

-= Current hlrad 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 ]

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 ]


2219 faces
Create Patches : 14175 base patches
0 opaque faces
96262 square feet [13861842.00 square inches]
Error: No Lights!
Description: lighting of map halted (I assume you do not want a pitch black map!)
Howto Fix: Put some lights in the map.


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



Not only this but like I said it kicks me and in a small window says the following:

''D_SCAlloc: bad cache size 0''

Thx
.:LIFE BEGINS AGAIN EVERY SUMMER:.
 
 
2008 Apr 20 at 15:42 PDT
SummerLIVE

2008 Apr 16 • 21
I also wanted rain so I added the expert fgd I think thats what its called and it did not work after I compiled it. So I went back and removed it and removed the rain entity in case something could go wrong.
.:LIFE BEGINS AGAIN EVERY SUMMER:.
 
 
2008 Apr 20 at 15:53 PDT
Down Rodeo
Cap'n Moth of the Firehouse

Find the Hole II Participation Medal
2007 Oct 19 • 5486
57,583 ₧
 
 
2008 Apr 20 at 17:09 PDT
SummerLIVE

2008 Apr 16 • 21
Quote:
http://www.slackiller.com/tommy14/errors.htm#allocblock

The stuff on that page should help. Maybe. It says it's a bit vague.


Thank you it fixed the errors now just have to compile.
.:LIFE BEGINS AGAIN EVERY SUMMER:.
 
 
2008 Apr 21 at 08:28 PDT
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