SearchSearchPosts written by HipHopVzla:User
what I want is that the CTS pass through a point, and T are teleported to certain points as if they had touched the trigger_teleport, I only put as an example what I said before to get an idea of what could be done as a kind of teleports through spawns ..
because I want to do this? is because I am doing a project with some friends for a L4D mod in counter strike, and to the campaigns, I need the T (bone the zombies) they are teleported to as close as possible from the CT, in this case would come survivors being User
I was looking at a map of a mod of half life (sevencoop), on a map using this escape_series_3 called teleport through spawns, I believe that it was activated trigger_multiple people would info_player_deathmacht and automatically by means of teleportation into the new spawn, now if you no idea how they did this.
Truck
User
how to make a door that could only be open by cts
User
i wanna make a respawn that when the cts go trought a place the Ts will get transported to that place by spawns
i xplain, the cts go walking trough a dead end, the ts get transportated to that dead end by spawns. Sorry for my bad english User
oh, sorry and more thanks!
User
Down Rodeo said: Gah! Firstly, you post in the right forum. Secondly, you read the FAQ. Thirdly, you solve the program by following the instructions on there.
1.is it the right forum ---> HAMMER MAPPING 2. i have read FAQ 3.my problem is not there. User
I using only VALVE textures, no exterm texture, i compile the map and y have this error WARNING: could't open archi.wad., thats texture no exist, what i do for fix this?
LOG FILE: 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:\ZHLT\hlcsg.exe "C:\Archivos de programa\Valve Hammer Editor\Maps\ze_ciudad" Entering C:\Archivos de programa\Valve Hammer Editor\Maps\ze_ciudad.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 [ 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: (1.41 seconds) SetModelCenters: (0.00 seconds) CSGBrush: (2.27 seconds) Using Wadfile: \archivos de programa\valve\cstrike\cs_havana.wad - Contains 3 used textures, 4.48 percent of map (122 textures in wad) Using Wadfile: \archivos de programa\valve\cstrike\cs_747.wad - Contains 0 used textures, 0.00 percent of map (143 textures in wad) Using Wadfile: \archivos de programa\valve\cstrike\cs_assault.wad - Contains 8 used textures, 11.94 percent of map (22 textures in wad) Using Wadfile: \archivos de programa\valve\cstrike\cs_bdog.wad - Contains 7 used textures, 10.45 percent of map (132 textures in wad) Using Wadfile: \archivos de programa\valve\cstrike\cs_cbble.wad - Contains 0 used textures, 0.00 percent of map (61 textures in wad) Using Wadfile: \archivos de programa\valve\cstrike\cs_dust.wad - Contains 1 used texture, 1.49 percent of map (28 textures in wad) Using Wadfile: \archivos de programa\valve\cstrike\cs_office.wad - Contains 3 used textures, 4.48 percent of map (102 textures in wad) Using Wadfile: \archivos de programa\valve\cstrike\cstrike.wad - Contains 4 used textures, 5.97 percent of map (123 textures in wad) Using Wadfile: \archivos de programa\valve\cstrike\tswad.wad - Contains 0 used textures, 0.00 percent of map (29 textures in wad) Using Wadfile: \archivos de programa\valve\cstrike\itsitaly.wad - Contains 0 used textures, 0.00 percent of map (99 textures in wad) Using Wadfile: \archivos de programa\valve\cstrike\jos.wad - Contains 0 used textures, 0.00 percent of map (24 textures in wad) Using Wadfile: \archivos de programa\valve\cstrike\n0th1ng.wad - Contains 0 used textures, 0.00 percent of map (8 textures in wad) Using Wadfile: \archivos de programa\valve\cstrike\prodigy.wad - Contains 0 used textures, 0.00 percent of map (2 textures in wad) Using Wadfile: \archivos de programa\valve\cstrike\torntextures.wad - 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 12 used textures, 17.91 percent of map (162 textures in wad) Using Wadfile: \archivos de programa\valve\cstrike\chateau.wad - Contains 1 used texture, 1.49 percent of map (136 textures in wad) Using Wadfile: \archivos de programa\valve\cstrike\de_airstrip.wad - Contains 1 used texture, 1.49 percent of map (69 textures in wad) Using Wadfile: \archivos de programa\valve\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: \archivos de programa\valve\cstrike\de_piranesi.wad - Contains 0 used textures, 0.00 percent of map (160 textures in wad) Using Wadfile: \archivos de programa\valve\cstrike\de_storm.wad - Contains 1 used texture, 1.49 percent of map (74 textures in wad) Using Wadfile: \archivos de programa\valve\valve\gfx.wad - Contains 0 used textures, 0.00 percent of map (7 textures in wad) Using Wadfile: \archivos de programa\valve\valve\cached.wad - Contains 0 used textures, 0.00 percent of map (2 textures in wad) Using Wadfile: \archivos de programa\valve\valve\decals.wad - Contains 0 used textures, 0.00 percent of map (222 textures in wad) Using Wadfile: \archivos de programa\valve\valve\fonts.wad - Contains 0 used textures, 0.00 percent of map (3 textures in wad) Using Wadfile: \archivos de programa\valve\valve\halflife.wad - Contains 25 used textures, 37.31 percent of map (3116 textures in wad) Using Wadfile: \archivos de programa\valve\valve\liquids.wad - Contains 1 used texture, 1.49 percent of map (32 textures in wad) Using Wadfile: \archivos de programa\valve\valve\spraypaint.wad - Contains 0 used textures, 0.00 percent of map (14 textures in wad) Using Wadfile: \archivos de programa\valve\valve\xeno.wad - Contains 0 used textures, 0.00 percent of map (264 textures in wad) Warning: More than 8 wadfiles are in use. (27) This may be harmless, and if no strange side effects are occurring, then it can safely be ignored. However, if your map starts exhibiting strange or obscure errors, consider this as suspect. added 6 additional animating textures. Texture usage is at 2.30 mb (of 4.00 mb MAX) 4.91 seconds elapsed ----- END hlcsg ----- hlbsp v2.5.3 rel (May 2 2001) Based on Valve's version, modified with permission. Submit detailed bug reports to (zoner@gearboxsoftware.com) ----- BEGIN hlbsp ----- Command line: C:\zhlt253\hlbsp.exe "C:\Archivos de programa\Valve Hammer Editor\Maps\ze_ciudad" -= 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 ] notjunc [ off ] [ off ] subdivide size [ 240 ] [ 240 ] (Min 64) (Max 240) max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096) BSP generation successful, writing portal file 'C:\Archivos de programa\Valve Hammer Editor\Maps\ze_ciudad.prt' 6.36 seconds elapsed ----- END hlbsp ----- hlvis v2.5.3 rel (May 2 2001) Based on Valve's version, modified with permission. Submit detailed bug reports to (zoner@gearboxsoftware.com) ----- BEGIN hlvis ----- Command line: C:\zhlt253\hlvis.exe "C:\Archivos de programa\Valve Hammer Editor\Maps\ze_ciudad" -= 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 ] priority [ Normal ] [ Normal ] fast vis [ off ] [ off ] full vis [ off ] [ off ] 694 portalleafs 1702 numportals BasePortalVis: (0.59 seconds) LeafThread: (5.78 seconds) average leafs visible: 66 g_visdatasize:18907 compressed from 60378 6.47 seconds elapsed ----- END hlvis ----- hlrad v2.5.3 rel (May 2 2001) Based on Valve's version, modified with permission. Submit detailed bug reports to (zoner@gearboxsoftware.com) ----- BEGIN hlrad ----- Command line: C:\zhlt253\hlrad.exe "C:\Archivos de programa\Valve Hammer Editor\Maps\ze_ciudad" -= 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 [ 256.000 ] [ 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 ] global gamma amount [ 0.500 ] [ 0.500 ] global sky diffusion [ 1.000 ] [ 1.000 ] opaque entities [ on ] [ on ] sky lighting fix [ on ] [ on ] incremental [ off ] [ off ] dump [ off ] [ off ] 5570 faces Create Patches : 36494 base patches 0 opaque faces 403621 square feet [58121544.00 square inches] 27 direct lights BuildFacelights: (102.95 seconds) visibility matrix : 79.4 megs BuildVisLeafs: (62.66 seconds) MakeScales: (77.78 seconds) SwapTransfers: (17.25 seconds) Transfer Lists : 53159164 transfers Indices : 17591320 bytes Data : 212636656 bytes GatherLight: (3.78 seconds) FinalLightFace: (8.67 seconds) 280.58 seconds elapsed [4m 40s] ----- END hlrad ----- Truck
User
Is there a way to make a model physical in the VHE? Without the need to use solids to cover the model...
Truck
User
Thanks i served the method one with the texture {invisible fx amount 255 xD!
Truck
User
I would like to create a mine for my map and I do not know how they can help? :S
User
the error was a solid than not really texturised xD!
User
OMG Error Fixed!
Thanks Mate de Vita =D Sorry for my bad english User
men,compile that way and still the same problem :S
User
When i go to prove my map is charging and not the opens in the valve hammer publisher does not give error q may be :S
User
As i can bring to the sky of my map has been replaced by the zombie plague.. i want my heaven is fixed =)
sorry for mi bad english. User
If, but to restart the round die all because of trigger_hurt, that i :S?
User
example:zm_boatscape
zombies die when humans arrive to end =D.that's what I want mapping for cs 1.6 User
What i want is that when they arrive at the end zombies die is this possible?
User
a big greeting to all from venezuela = D. good friends that you need help from afar for a map I'm doing is not to put the bodies of my zombie escape map I'm doing .. could help telling me what the entities q should be used for this map? thanks in advance and excuse my bad English = D
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