SearchSearchPosts written by dude:User
What could happen that only Skype
User
Yes .. I fixed a lot of leaks .. But like everyone else - sometimes it's hard.
I did what you said - not found. Maybe you want to talk privately, on Skype and I'll send you the RMF? Of course you get a large credit skype: eyalfortg Truck
User
I prefer you:)
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 catpee Entering catpee.map Current hlcsg Settings Name | Setting | Default ---------------------|-----------|---------------- --------- threads [4] [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] 1 brushes (totalling 6 sides) discarded from clipping hulls CreateBrush: (0.35 seconds) SetModelCenters: (0.00 seconds) CSGBrush: (0.87 seconds) Using Wadfile: \ users \ eyal \ desktop \ cs_bdog.wad - Contains 2 used textures, 2.99 percent of map (132 textures in wad) Using Wadfile: \ users \ eyal \ desktop \ cstrike.wad - Contains 2 used textures, 2.99 percent of map (123 textures in wad) Using Wadfile: \ users \ eyal \ desktop \ decals.wad - Contains 0 used textures, 0.00 percent of map (223 textures in wad) Using Wadfile: \ users \ eyal \ desktop \ dev_textures.wad - Contains 1 used texture, 1.49 percent of map (22 textures in wad) Using Wadfile: \ users \ eyal \ desktop \ halflife.wad - Contains 59 used textures, 88.06 percent of map (3116 textures in wad) Using Wadfile: \ users \ eyal \ desktop \ maniacwads.wad - Contains 2 used textures, 2.99 percent of map (22 textures in wad) Including Wadfile: \ users \ eyal \ desktop \ zhlt.wad - Contains 1 used texture, 1.49 percent of map (7 textures in wad) added 20 additional animating textures. Texture usage is at 1.20 mb (of 4.00 mb MAX) 1.40 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 catpee Current hlbsp Settings Name | Setting | Default -------------------|-----------|------------------ ------- threads [4] [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 ... 2500 ... 3000 ... 3500 ... 4000 ... 4500 ... 5000 ... 5500 ... 5669 (0.22 seconds) BSP generation successful, writing portal file 'catpee.prt' SolidBSP [hull 1] 500 ... 1000 ... 1500 ... 2000 ... 2500 ... 3000 ... 3373 (0.11 seconds) Warning: === LEAK in hull 1 === Entity info_teleport_destination @ (-937, -57, -782) 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 SolidBSP [hull 2] 500 ... 1000 ... 1500 ... 2000 ... 2500 ... 2938 (0.10 seconds) SolidBSP [hull 3] 500 ... 1000 ... 1500 ... 2000 ... 2500 ... 3000 ... 3500 ... 3643 (0.13 seconds) 2.12 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 catpee >> There was a problem compiling the map. >> Check the file catpee.log for the cause. ----- 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 catpee >> There was a problem compiling the map. >> Check the file catpee.log for the cause. ----- END hlrad ----- Truck
User
I solved it. Thank you!
Now all I have left is a leak in hull 1 that I do not know how to solve - because the leak probably does not exist .. (?) User
I did not understand to. Google Translate nasty.
Sorry.. User
It seems you are trying to get me out and help .. Anyway I not come sick.
User
I'm not stupid. Shut up.
sin - You saved me, thank you. The only problem left now is a leak in the hull 1... Truck
User
sin said: Just delete them and make new ones.
from all this: (209.00, 257.00, -805.00) (209.00, 257.00, -830.00) (210.00, 257.00, -830.00) (210.00, 257.00, -805.00) what i need to enter to the Go To Brush ? how ? User
But if I do sky box it will be too big ..
User
I'm building a map of Jail and it has lag. I deleted all the lights on the map and put light_env .. I do not like the lighting of the light_env, no shade.
How can I do lighting with shadows but with less lag? Truck
User
BuildFacelights:
Malformed face (11537) normal @ (209.00, 257.00, -805.00) (209.00, 257.00, -830.00) (210.00, 257.00, -830.00) (210.00, 257.00, -805.00) Error: Malformed face normal Description: The texture alignment of a visible face is unusable Howto Fix: If using Worldcraft, do a check for problems and fix any occurences of 'Texture axis perpindicular to face' Is the brush number? Truck
User
In the check for problems there no problem, but when I compile there is a problem - like I said..
Truck
User
Ok. Thank you ... You helped me very much!
I can not see if it worked because I have another problem: 'Texture axis perpindicular to face' I do not know how to handle it, how to find the object that causes the issue. Can you explain me how to work with the Go To Brush? Truck
User
Ok.. if i put light_env in the map, i need to put a sky brush some where?
Truck
User
My computer is bad, but I replaced it.
What should I do with the lights? Just delete them all and put light_ environment? Truck
User
I did the Check for problems and it told me I do not have problems on the map ..
Truck
User
The compile log: (I have another problem..)
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 catpee Entering catpee.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 [ 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] 1 brushes (totalling 6 sides) discarded from clipping hulls CreateBrush: (4.41 seconds) SetModelCenters: (0.00 seconds) CSGBrush: (14.02 seconds) Using Wadfile: \documents and settings\\desktop\\cs_bdog.wad - Contains 2 used textures, 3.28 percent of map (132 textures in wad) Using Wadfile: \documents and settings\\desktop\\cstrike.wad - Contains 2 used textures, 3.28 percent of map (123 textures in wad) Using Wadfile: \documents and settings\\desktop\\decals.wad - Contains 0 used textures, 0.00 percent of map (223 textures in wad) Using Wadfile: \documents and settings\\desktop\\dev_textures.wad - Contains 1 used texture, 1.64 percent of map (22 textures in wad) Using Wadfile: \documents and settings\\desktop\\halflife.wad - Contains 53 used textures, 86.89 percent of map (3116 textures in wad) Using Wadfile: \documents and settings\\desktop\הורדות\maniacwads.wad - Contains 2 used textures, 3.28 percent of map (22 textures in wad) Including Wadfile: \documents and settings\\desktop\\zhlt.wad - Contains 1 used texture, 1.64 percent of map (7 textures in wad) added 15 additional animating textures. Texture usage is at 1.13 mb (of 4.00 mb MAX) 19.41 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 catpee 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 ] 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...2500...3000...3500...4000...4500...5000...5301 (2.75 seconds) BSP generation successful, writing portal file 'catpee.prt' SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3008 (1.22 seconds) SolidBSP [hull 2] 500...1000...1500...2000...2500...2603 (1.06 seconds) SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3327 (1.77 seconds) 24.42 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 catpee 2957 portalleafs 9898 numportals -= 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 ] max vis distance [ 0 ] [ 0 ] priority [ Normal ] [ Normal ] fast vis [ off ] [ off ] full vis [ off ] [ off ] BasePortalVis: (69.39 seconds) LeafThread: (2745.23 seconds) average leafs visible: 262 g_visdatasize:190878 compressed from 1094090 2816.00 seconds elapsed [46m 56s] ----- 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 catpee -= 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 ] 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 'lights.rad'] [59 texlights parsed from 'lights.rad'] 11114 faces Create Patches : 48000 base patches 0 opaque faces 368698 square feet [53092560.00 square inches] 2925 direct lights BuildFacelights: Malformed face (10039) normal @ (209.00, 257.00, -805.00) (209.00, 257.00, -830.00) (210.00, 257.00, -830.00) (210.00, 257.00, -805.00) Error: Malformed face normal Description: The texture alignment of a visible face is unusable Howto Fix: If using Worldcraft, do a check for problems and fix any occurences of 'Texture axis perpindicular to face' ----- END hlrad ----- Truck
User
I did not understand what you mean ..
What can I do? Delete entity is not an option Truck
User
The compile takes me at least two hours. The main room of the cages is a large, open ..
What is spirit? Truck
User
How can I reduce the lag of my map?
I did not understand the explanation in the FAQ. Can you help? If I select all items on map and Crave does that help? To summarize how I remove Lag and the Ping of the map? Truck
User
How can I do healthkit in hammer editor 3.4?
Truck
User
Thank you very much!
Everything works, the map go out wonderful .. Truck
User
Thanks ..
And how I do regular doors opening by button? I did as you said in func_door But when the doors are closing back they re-open all the time .. Truck
User
I'm building a map JailBreak and I need to know how I can build doors to cages like in Jail_aj_ultimate_v2 ..
That glass and when I press the button it breaks the glass .. Truck
User
Thanks .. Sorry I did not notice.
Truck
User
I downloaded the software from there .. And there it is. What should I do?
Truck
User
I installed the program Hammer and I can see that the Entity list and some lists simply empty. The list is empty .. I can not select anything, and it's white. I installed few times the program downloaded on the site. User
Help me please i have problems with my textures!!
i have error after making a map in mymapname.err it says: hlcsg: Error: Could not open wad file \program files\valve\cstrike\cstrike.wad hlcsg: Error: Could not find WAD file Description: The compile tools could not locate a wad file that the map was referencing. Howto Fix: Make sure the wad's listed in the level editor actually all exist User
Easy Peasy =D.
Ok first make a Play thingy , a box that says play. High light it with the Selection Tool , the right click and click "Convert To Symbol" Name it Play Button , and choose the "Button" Option from under the name of the symbol. Once your done that , if you test your movie , you can move your mouse on it , you can click it , but nothing will happen. First you need to click on the frame with the play button and type ( In the action script place) "GotoAndStop(frame number with the play button here)". Then once your done that , click on the button , and type in this "GotoAndPlay(The Frame Where The Animation Starts). Once your done that it should work. If you want the button to look cooler , edit the Play Button , the where the timeline would be , press F6 and erase the colour(not the text) and choose another colour , then press F6 again and delete the colour ( not the text) and double click on the stage. THen when you test it out , when you move the mouse over the button , it will change into a different colour that you chose =) Have fun! My fingers hurt =( Truck
User
Can someone upload the fire in the hole sound so i can use it please?
Thanks alot Truck
User
I cant find the sample movie in the Flash MX 2004 download, i open up the library but i cant find the 2 sample move attactments, where are they please?
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