SearchSearchPosts written by Splunk:Truck
User
you sure you opened the right .map? just wondering if you have say beta, beta1, beta2, etc. sounds stupid but some people open the wrong one.
Truck
User
I don't know what it means or how to properly fix it, but finding it is easy.
Press Ctrl + Shift + G Then put in the numbers. Entity 0, so leave it blank. Brush 96, so put that in and press enter, then it should lead you to the cause of the error. Usually if it's part of a basketball net, then whole object is the error so delete the whole thing. User
An MS DOS file is going to appear.
Truck
User
Yeah, I renamed both.
Truck
User
I might update it. But why doesn't it work? I added a couple things into the map that already worked in the server, renamed it to beta1 and now it crashes the servers.
I will try updating FileZilla. Truck
User
I made a notepad file with
custom1.wad door.wad gfx/env/Geozup.tga '' '' '' '' And saved it as syops_riot_beta1.res as All Files and it became a new file. It worked before. When I upload the map to FileZilla, it fails the transaction. Could it be the .bsp? Truck
User
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: hlcsg -nowadtextures syops_riot_beta1 Entering syops_riot_beta1.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 [ off ] [ 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] 14 brushes (totalling 228 sides) discarded from clipping hulls CreateBrush: (0.73 seconds) SetModelCenters: (0.00 seconds) CSGBrush: (1.03 seconds) Using Wadfile: \program files\valve\steam\steamapps\meatloaf123\counter-strike\cstrike\liquids.wad - Contains 0 used textures, 0.00 percent of map (32 textures in wad) Using Wadfile: \program files\valve\steam\steamapps\meatloaf123\counter-strike\cstrike\custom1.wad - Contains 2 used textures, 3.64 percent of map (2 textures in wad) Using Wadfile: \program files\valve\steam\steamapps\meatloaf123\counter-strike\cstrike\de_vegas.wad - Contains 6 used textures, 10.91 percent of map (101 textures in wad) Using Wadfile: \program files\valve\steam\steamapps\meatloaf123\counter-strike\cstrike\door.wad - Contains 1 used texture, 1.82 percent of map (78 textures in wad) Using Wadfile: \program files\valve\steam\steamapps\meatloaf123\counter-strike\cstrike\halflife.wad - Contains 46 used textures, 83.64 percent of map (3116 textures in wad) Including Wadfile: \zhlt\zhlt.wad - Contains 0 used textures, 0.00 percent of map (8 textures in wad) added 6 additional animating textures. Texture usage is at 0.84 mb (of 4.00 mb MAX) 2.13 seconds elapsed ----- END hlcsg ----- 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: hlbsp syops_riot_beta1 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] 500...1000...1500...2000...2186 (0.20 seconds) BSP generation successful, writing portal file 'syops_riot_beta1.prt' SolidBSP [hull 1] 500...1000...1500...1563 (0.14 seconds) SolidBSP [hull 2] 500...1000...1443 (0.11 seconds) SolidBSP [hull 3] 500...1000...1500...1724 (0.16 seconds) 2.50 seconds elapsed ----- END hlbsp ----- 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: hlvis syops_riot_beta1 851 portalleafs 2402 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: (1.33 seconds) LeafThread: (130.97 seconds) average leafs visible: 260 g_visdatasize:48423 compressed from 91057 132.44 seconds elapsed [2m 12s] ----- END hlvis ----- 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: hlrad syops_riot_beta1 -= 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 ] 7236 faces Create Patches : 52479 base patches 0 opaque faces 458564 square feet [66033288.00 square inches] 28 direct lights BuildFacelights: (75.63 seconds) visibility matrix : 164.2 megs BuildVisLeafs: (369.02 seconds) MakeScales: (183.05 seconds) SwapTransfers: (65.92 seconds) Transfer Lists : 118848222 : 118.85M transfers Indices : 50885684 : 48.53M bytes Data : 475392888 : 453.37M bytes GatherLight: (15.97 seconds) FinalLightFace: (4.94 seconds) 718.50 seconds elapsed [11m 58s] ----- END hlrad ----- Truck
User
I made a map and when I try to play it on the server, the server tries to load it then crashes. I previously had a map that worked perfectly, all I did was add some lights, a pool and changed the room abit, removes the sound, edited the .RES and it crashes the server. The person that changed the map says they don't get an error when it crashes.
Heres the BSP, RES, RMF, WADs and the GFXs I used. http://www.filefront.com/14233495/syops_riot_beta1.rar Truck
User
I made one arch, then i put that in a circle formation to get a dome in the middle, i was making a sky light, but didn't know how to carve a circle with that many faces. Thanks, I'll probably make a disco ball.
Truck
User
How do you make a dome?
Truck
User
Is it possible to make a script that only works for one map? Could I make it part of the map? I want to make a map where the T's are partially invisible but I don't want the script to affect any other map in the server.
User
You can't make 0 gravity, so what I did was 0.0000000000000000001 so they fall really slow.
Is there a way to make selectional low gravity? Trigger_gravity triggers it for everyone, everywhere. Truck
User
I was working on a jailbreak map which I had spent a lot of time, then vhe suddenly became non-responsive. When I re-opened vhe, the .rmf was gone and the .map was blank. What just happened.
I still have the bsp and it works in CS, but when I convert it to a .map, it's also empty. Truck
User
I was in Closed Beta and they pissed me off. As a reward they gave is 3 medals to wear. They're tiny, and you only get one for each side.
Truck
User
Thanks, it works!
Question, is the fastest way of compiling just opening testing.bat and changing mapname to use it on other maps? Truck
User
Truck
User
I fixed it, went to Save As and did all file types as testing.bat. It made a MS DOS file but i was missing some .dlls. I redownloaded ZHLT, remade the txt and nothing's happening.
@echo off hlcsg -nowadtextures testing hlbsp testing hlvis testing hlrad testing copy testing.bsp "C:\Program Files\Valve\Steam\SteamApps\meatloaf123\counter-strike\cstrike\maps" pause "C:\Program Files\Steam\Steam.exe" -applaunch 10 -dev +sv_cheats 1 +map testing Truck
User
I did SuperJer's way and nothing happens. I did the steam way and this is what my testing.bat document looks like in the ZHLT folder.
@echo off hlcsg -nowadtextures testing hlbsp testing hlvis testing hlrad testing copy mapname.bsp "C:\Program Files\Valve\Steam\SteamApps\account\counter-strike\cstrike\maps" pause "C:\Program Files\Steam\Steam.exe" -applaunch 10 -dev +sv_cheats 1 +map testing Truck
User
Non stop- Go to flags and select loop.
Every 30 seconds- I'm not sure, but you could make it like de_aztec, when ever someone goes through the door theres a sound by making a trigger_multiple and the target is the sound. Truck
User
Why is HLCSG going here? This is my log after trying to compile something.
----- BEGIN hlcsg ----- Command line: C:\zhlt\hlcsg.exe "c:\documents and settings\user" Error: Error opening c:\documents and settings\user.map: No such file or directory I asked for someone elses log and it said this. ----- BEGIN hlcsg ----- Command line: C:\PROGRA~1\Hammer\zhlt\hlcsg.exe "C:\Program Files\Valve\cstrike\maps\pirmamapa" Entering C:\Program Files\Valve\cstrike\maps\pirmamapa.map Why is my ZHTL going into folders that I didn't specify? Truck
User
I tried his way and it didn't work. Does anyone know whats wrong with the one I have know?
Truck
User
I couldn't find that....
Truck
User
So I reinstalled VHE on my new computer and I get an issue. I followed the configuration from my last computer which worked perfectly, but now it's looking for user.map in my Documents and Settings folder. Why is it doing that? Also, my log is there, I didn't put any Documents and Setting location in the config. They all go to Program Files.
This is my log. I made a simple hollow box, two people and a light. I used the config from this site. http://www.egir.dk/index.php?page=wc.htm (I used it before I found out about SuperJer.) 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: C:\zhlt\hlcsg.exe "c:\documents and settings\user" Error: Error opening c:\documents and settings\user.map: No such file or directory ----- 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: C:\zhlt\hlbsp.exe "c:\documents and settings\user" >> There was a problem compiling the map. >> Check the file c:\documents and settings\user.log for the cause. ----- 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: C:\zhlt\hlvis.exe "c:\documents and settings\user" >> There was a problem compiling the map. >> Check the file c:\documents and settings\user.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: C:\zhlt\hlrad.exe "c:\documents and settings\user" >> There was a problem compiling the map. >> Check the file c:\documents and settings\user.log for the cause. ----- END hlrad ----- Truck
User
Ahhh, I found a tutorial on origin, I forgot about that, I just needed an origin. Thanks!
Truck
User
Make a wall or a box, then browse for the SKY texture and apply it. Then you can go to map properties, and for cl_skyname, you can change it to a desert, mountains or a city. But I forgot most of the names, I know des is desert (not like dust2) and city is city, and morning is mountains.
Truck
User
Hi, I am an ok mapper, but I need some help. I'm trying to create a Death Run map, but I can't make some of the traps. Some of them are very logical like the floor breaking, or the wall pushing you, but I have trouble making stuff rotate. I made a thin rectangular bridge like in 35hp_2, but when I added door_rotating, it goes around the whole map. I tried to decompile other Death Run maps, but they aren't very clear. I was just wondering if someone could help, or if there was a tutorial somewhere on making Death Run maps. Thanks.
Splunk |