SearchSearchPosts written by ColinB:User
Do not unnecessarily use vertex manipulation, carve or clip.
Truck
User
You are strange.
Truck
User
Okay so normally I just come here to ask for help so this time I thought why not offer you guys to see my new map. I created Gerudo Valley from Zelda Ocarina Of Time. It's most certainly worth checking out.
http://speedy.sh/t2v9v/a-bomb-ination.rar hehe dont pay attention to the title User
Whenever I load 256 colored bmp's they show up black in Wally (even extracted 256 colored bmp's like {fence.bmp)
User
I need an 8-bit image. Don't know how to create one though. Mspaint only produces 24-bit images.
User
Are you not posting because you think all I have to do is what you posted previously? Because your solution didn't work...
User
The texture shows up blue in-game. I dl'ed an fence example RMF and applied my texture {C1A3WALL07A to the fences brush to make sure I wouldn't make a mistake. I used blue 255.
This is the texture: http://s17.postimage.org/o8yukx1dp/C1_A3_WALL07_A.png Do you have any idea what I could have done wrong? Does my image need to be a special type of bmp (other than 24-bits)? Greetings, Colin User
Hello,
I want to make a fence-like texture. So it needs be partially see through. How do I do that? Which freeware is out there to create partially see through textures? I know about wally and about having to multiply the width and height by 16 and where to place the files. Any help would be greatly appreciated. Greetings, Colin Truck
User
@ Mate De Vita: You could try first making gobuttons and give the callbuttons the same targets.
Truck
User
I meant: when one person triggers the entity does it remove the weapons for just that player or does it do that for everyone?
Truck
User
@ Sprinkles: does it remove all players weapons or just the player triggering the entity?
Truck
User
bigmac said: Help... do i need to say more
could someone show an example of one.. be a real help To spawn without guns place a game_player_equip (anywhere inside the map), leave Name and Team Master blank and make sure the other fields read No. User
The aaatrigger texture is supposed to be applied to brush-based entities only, not to regular brushes like you did. Find the brushes you applied the aaatrigger texture to and replace their textures. Let me know if this solved your problem.
User
You need to place it inside the room. Like this. http://www.speedyshare.com/files/20677072/rooms_modified.rmf
User
Could you post your compile log (after you placed a info_player_start).
User
You don't have an info_player_start. Place one inside your closed off area and Hammer should compile your rmf.
User
Somehow speedyshare wants me to subscribe before I download the file and I can't get around it. You did upload for free, right?
Edit: I see now, you have to give me link speedyshare gives you directly after you've uploaded the file. Edit: I was wrong. I Can download the file (doing this now). User
Actually you should use Killer-Ducks method first. If it doesn't solve your problem post the download link speedyshare gave you.
User
I'm not sure what's going on. Could you upload your rmf to www.speedyshare.com?
User
It means you have a leak regardless of the fact that you place entities. Make sure your closed off area is really closed off everywere.
Truck
User
I fixed it. The reason the callbuttons didn't do anything after I pressed them once was I forgot to change back their delay properties which were set at 256 until I just changed them.
If you're interested here's the rmf and if the link doesn't work just tell me and I'll post a new link. http://www.speedyshare.com/files/20670537/lift_origineel.rmf Truck
User
Create 2 multi_managers and name them mm1 and mm2.
Go to func_button's properties and in Target type mm1. Go to mm1's properties, turn off 'SmartEdit' and click 'add'. In Key type the name of the fan and in Value type 0. Click 'add' again. In Key type mm2 and in Value type 0. Go to mm2's properties, turn off 'SmartEdit' and click 'add'. In Key type the name of the fan and in Value type the amount of seconds you want the fan to be on. Truck
User
I'm using func_tracktrain and path_tracks for my elevator. I didn't know you could change the func_train's target by the way. I'm changing the callbutton's targets. Since the callbuttons are synchronized with the propriate gobuttons the whole time I don't understand why they don't function after I use them one time.
Can you help me with this? Truck
User
I'm not sure how it happened. But good to hear your problem is solved.
Truck
User
I made a 3 storey elevator. Each floor has a gobutton (gb) to go to the one other floor, a gobutton to go to the other other floor and a call button (cb) to call the elevator to that floor.
All the buttons also listen to a multisource and an env_global to tell them when to function. Whenever the elevator (e) is at a floor, this floor's callbutton will be inactive (i) and its gobuttons will be active (a). At the same time the other floors's callbuttons will be active and their gobuttons will be inactive. Here's a scheme to clarify the situation: 3F_________gb a 3F___cb i 3F_________gb a ======== e_____(elevator is here, callbutton is inactive, gobuttons are active)2F_________gb i 2F___cb a 2F_________gb i ========_______(callbutton is active, gobuttons are inactive) 1F_________gb i 1F___cb a 1F_________gb i ========_______(callbutton is active, gobuttons are inactive) The active callbuttons are actually copies of the gobuttons from the floor where the elevator is at. This requires the callbutton to switch targets. I used trigger_changetarget entities to do this. The gobuttons work perfectly which raises the question why the callbuttons work only one time and any time after the first time I press one of them they don't do anything. Help would be really appreciated (as the callbuttons are the only thing left to fix my rmf). Greetings Colin Truck
User
Doors are sometimes harder to 'use' from the other side because the floor area in which you have to stand to open the door is smaller and therefore harder to find. I hope this helps.
Truck
User
You have one or more brushes outside your cube. Delete them or place them inside your cube. With cube I mean the sealed off area.
Truck
User
It depends on what kind of object and what you want to do with the object.
User
Title should be: ways to block LIGHT other than using regular brushes
Hi everybody, Room 1 = lighted (by a light entity) in the room it's center Room 2 = not lighted. Room 1 and 2 are found next to eachother. The wall seperating the rooms has a hole in it in which there's a func_rotating_door. When I stand in room 2 I can see room 1's light through the door. I think this makes no sense. When I stand in room 2 I don't want to see room 1's light. I was wondering if someone knows how to prevent room 1's light from reaching room 2. Any help would be appreciated. Greetings Colin User
Yes, it should.
User
I use Valve Hammer Editor 3.5 to make maps for Counter Strike 1.6 which includes func_tracktrain. Or do you mean Counter Strike 1.6 can't process the func_tracktrain entity correct? I might misunderstand you. Anyway what I mean is Counter Strike 1.6 does use func_tracktrain, right?
Edit: It doesn't happen anymore. Although I don't know why. User
Hello everybody,
Does anyone know why I sink 20 units into the func_tracktrains platform when I stand on it and 2 units when I crouch on it? Or is this supposed to happen? I made a func_path which I targeted with the origin brush included func_tracktrain I'm really clueless. Any help would be appreciated. Greetings Colin User
Information about the func_train entity: http://www.twhl.co.za/wiki.php?id=194
User
I've figured it out. I'll name the entities and their properties.
Entity name: func_rot_button (the door) Class Info Name: door Master: ms - The button can be pressed only if it's master, the multisource, has met a certain condition. Entity name: multisource Class Info Name: ms Target: door Global State Master: state - By setting the Trigger Mode to Toggle the env_global creates two choices. - The one choice is that the required condition is met. The other choice is that the required condition is not met. - These choices are the states you can set the env_global to: On and Off. Entity name: env_global Class Info Name: e_g Global State To Set: state Trigger Mode: Toggle Initial State: Off Flags check Set Initial State - By pressing the button you change the doors state. Entity name: func_button (the button) Class Info Target: e_g Flags check Toggle Greetings Colin User
Place an armoury_entity near the info_teleport_destination within the players range.
User
The previous setup didn't work. To be honest I'm still trying to make a setup like this. I'm wondering if anyone has an idea to make a door controllable by a button?
Greetings Colin User
fedex _ said: why would you wanna disable the ladder sound? , anyways i think there is a way to stop the sound push crtl - enter on ur aatrigger texture and when u select func_ladder go down in the box to sound, and mayb there u should disable that sound/
I want to disable the ladders sound because there's no visible ladder. My func_ladders properties didn't show a sound option, is it really supposed to be there? In that case could you please give a link to a later fgd-version than cs_expert-tom793c.fgd? SRAW said: you could try using a trigger_push to boost them up instead of a ladder, cause from your pic it seems like you have covered the top of it with a ladder, which would make it hard to shoot on...
and your signature CB does that mean cibai by any chance? I tied the brush(es) to trigger_push and in their properties changed Pitch Yaw Roll (Y Z X) to -90 0 0 by choosing Up under Yaw on the right but I'm not being pushed up however any other angles than Up and Down do work. Maybe you can help me out? 'CB' are just my initials. User
Hi everybody,
I made a busstop with the intention to make it climbable by jumping high enough to reach the small func_ladder edge but I don't want it make the climbing sound because I think it doesn't fit with this setup. Does anybody know if it's possible to disable or mute this sound? Here's a screenshot to get the idea if needed (the climbing part being selected): http://94.100.116.108/837000001-837050000/837014901-837015000/837014984_5_kiK3.jpeg Any help would be appreciated. Truck
User
This solved both my problems. Thanks.
Greetings Colin Truck
User
I have another problem now. Counter Strike closes when I try to load my map and gives the following message: Warning: couldn't open merge1.wad.
By the way I merged some wads because I wanted to be able to use more textures. 'Merge1.wad's size is 80 mb and 'Merge2.wad's size is 110 mb. Maybe the sizes are too big? Could you help me with this please? ** Executing... ** Command: Change Directory ** Parameters: "C:\Program Files\Steam\steamapps\c_4ce\counter-strike" ** Executing... ** Command: C:\DOCUME~1\COLINB~1\MIJNDO~1\VALVEH~1\ZONERS~1\hlcsg.exe ** Parameters: "c:\documents and settings\colin breuer\mijn documenten\valve hammer editor\rmf\bushok" 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: C:\DOCUME~1\COLINB~1\MIJNDO~1\VALVEH~1\ZONERS~1\hlcsg.exe "c:\documents and settings\colin breuer\mijn documenten\valve hammer editor\rmf\bushok" Entering c:\documents and settings\colin breuer\mijn documenten\valve hammer editor\rmf\bushok.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 ] 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 [ on ] [ 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: 40%...50%...60%...70%...80%...90%... (0.07 seconds) SetModelCenters: 50%... (0.00 seconds) CSGBrush: 10%...20%...50%...60%...70%... (0.16 seconds) Using Wadfile: \wad-bestanden\merge1.wad - Contains 10 used textures, 55.56 percent of map (2167 textures in wad) Using Wadfile: \wad-bestanden\merge2.wad - Warning: Larger than expected texture (348972 bytes): 'TL_GRY_CLEAN03' - Warning: Larger than expected texture (348972 bytes): '{BAM_TREES03' - Warning: Larger than expected texture (348972 bytes): 'SPECIAL_THANKS' - Warning: Larger than expected texture (348972 bytes): 'THANKS' - Warning: Larger than expected texture (240172 bytes): 'TK_STONEWALLHI' - Warning: Larger than expected texture (306812 bytes): 'TK_CLAYROOF' - Warning: Larger than expected texture (272812 bytes): '{TK_PLANTLG' - Warning: Larger than expected texture (327212 bytes): '{TK_PLANTSM' - Warning: Larger than expected texture (235412 bytes): 'TK_TORNMAP' - Contains 8 used textures, 44.44 percent of map (5652 textures in wad) Using Wadfile: \wad-bestanden\eigen.wad - Contains 0 used textures, 0.00 percent of map (11 textures in wad) Texture usage is at 0.36 mb (of 4.00 mb MAX) 0.30 seconds elapsed ----- END hlcsg ----- ** Executing... ** Command: C:\DOCUME~1\COLINB~1\MIJNDO~1\VALVEH~1\ZONERS~1\hlbsp.exe ** Parameters: "c:\documents and settings\colin breuer\mijn documenten\valve hammer editor\rmf\bushok" 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: C:\DOCUME~1\COLINB~1\MIJNDO~1\VALVEH~1\ZONERS~1\hlbsp.exe "c:\documents and settings\colin breuer\mijn documenten\valve hammer editor\rmf\bushok" 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 ] 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] 112 (0.02 seconds) BSP generation successful, writing portal file 'c:\documents and settings\colin breuer\mijn documenten\valve hammer editor\rmf\bushok.prt' SolidBSP [hull 1] 79 (0.02 seconds) SolidBSP [hull 2] 50 (0.00 seconds) Warning: No entities exist in hull 2, no filling performed for this hull SolidBSP [hull 3] 89 (0.02 seconds) 0.18 seconds elapsed ----- END hlbsp ----- ** Executing... ** Command: C:\DOCUME~1\COLINB~1\MIJNDO~1\VALVEH~1\ZONERS~1\hlvis.exe ** Parameters: "c:\documents and settings\colin breuer\mijn documenten\valve hammer editor\rmf\bushok" 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: C:\DOCUME~1\COLINB~1\MIJNDO~1\VALVEH~1\ZONERS~1\hlvis.exe "c:\documents and settings\colin breuer\mijn documenten\valve hammer editor\rmf\bushok" 61 portalleafs 179 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: 10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.02 seconds) LeafThread: 10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.45 seconds) average leafs visible: 51 g_visdatasize:487 compressed from 488 0.48 seconds elapsed ----- END hlvis ----- ** Executing... ** Command: C:\DOCUME~1\COLINB~1\MIJNDO~1\VALVEH~1\ZONERS~1\hlrad.exe ** Parameters: "c:\documents and settings\colin breuer\mijn documenten\valve hammer editor\rmf\bushok" 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: C:\DOCUME~1\COLINB~1\MIJNDO~1\VALVEH~1\ZONERS~1\hlrad.exe "c:\documents and settings\colin breuer\mijn documenten\valve hammer editor\rmf\bushok" -= 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 ] 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 'C:\DOCUME~1\COLINB~1\MIJNDO~1\VALVEH~1\ZONERS~1\lights.rad'] [59 texlights parsed from 'C:\DOCUME~1\COLINB~1\MIJNDO~1\VALVEH~1\ZONERS~1\lights.rad'] 299 faces Create Patches : 770 base patches 0 opaque faces 3985 square feet [573888.00 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 ----- ** Executing... ** Command: Copy File ** Parameters: "c:\documents and settings\colin breuer\mijn documenten\valve hammer editor\rmf\bushok.bsp" "C:\Program Files\Steam\steamapps\c_4ce\counter-strike\cstrike_dutch\maps\bushok.bsp" ** Executing... ** Command: Copy File ** Parameters: "c:\documents and settings\colin breuer\mijn documenten\valve hammer editor\rmf\bushok.pts" "C:\Program Files\Steam\steamapps\c_4ce\counter-strike\cstrike_dutch\maps\bushok.pts" Truck
User
Hi everybody,
when I test the map some of the textures I made myself don't show correct while others are. Does anyone know if I did something wrong or what I should check to fix it? This is a picture of the textures in Valve Hammer Editor, the one shown correct marked with green lines and the ones shown incorrect marked with red lines: http://94.100.115.47/834700001-834750000/834719501-834719600/834719555_5_mt8J.jpeg These are the same textures in Half-Life, the red line marked ones from the first picture shown wrong: http://94.100.121.147/834700001-834750000/834706801-834706900/834706876_5_g0ZE.jpeg The textures are from one wad-file so they were created the same way. Greetings Colin User
I cheered to early. I happened to stand in a wrong distance when I tried opening the door to check if it was closed. I can use the door after I pressed the button. I pressed it twice to make sure. Perhaps you or somebody else have another idea?
User
The question has been answered here: http://www.superjer.com/forum/controlling_a_doors_state.php
User
Perfect.
To share some knowledge: you can also replace the func_button by a func_rotating_door. User
Hello everybody,
I want it to be a normal door with the only difference that it refuses to act like a door when I press a button and when I press the same button again it acts like a door again. For example I want to be able to use it's flag 'use only' as well. I would also like to know how to make the door's primary state unlocked. I know I'm an idiot for not knowing this but I'm stumbling around with this for quite some time now and I can't find the right answer by google'ing. Any help would be greatly appreciated. Greetings Colin User
Thanks for your response.
Could you please explain how to make the door blocked from the beginning? I've followed the rest of your steps but unfortunately it didn't work. The table and the door can still be used independendly. I'm also willing to use more entities and/or complex methods. Greetings, Colin User
Hi everybody,
I have a map with a door which is tied to the entity func_rotating_door and a table that can be knocked over and put back up. The table is also tied to the entity func_rotating_door. I want the door to be unusable when you use the table (my idea is that the door is blocked when you knock over the table). When you use the table again I want the door to become useable. Also the door must be usable only when the table is not knocked over. I wasn't able to succeed the above with the table (func_rotating_door) so I replaced it with a trigger_multiple (in which area you would have to stand). What I did was targeting a trigger_multiple to a multisource, targeting the multisource to a second trigger_multiple, naming the second trigger_multiples master the multisources name, and finally targeting the second trigger_multiple to the door. In this situation the second trigger_multiple is placed in front of the door so the door would open when standing in front of it. When I tested the map I was able to controll the doors state but I believe there must be a way to do this using a func_door_rotating. If someone could help me out I would really appreciate it. Also I didn't find a post of an alike problem. Please accept my apoligies if there is one. Greetings, Colin |