SearchSearchPosts written by sin:Truck
User
-.-, I want it to remain as BSP so people can download it when they join the server.
Truck
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made 3 maps, all 8-9mbs.
How do you reduce the map size? Truck
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Truck
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Anything purely blue in a { Texture, turns invisible when you tie it to a func_wall entity with solid render mode and 255 render amount.
Invisible: Make a '{blue' textured brush, Tie it to entity (Ctrl + T) make it func_wall, Render mode Solid, render amount 255. ladder: Tie it to func_wall with render mode: solid and amount: 255 Half invisible like glass: Make a brush, tie it to a func_wall entity set render mode: Texture, Amount: (depending on how visible u want it) 150 is fine. Truck
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go to map > load pointfile
go to the compiling folder open YOURMAPNAME.lin Track the pink-reddish line and close any hole leading to the outside. Truck
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Error: No lights!
Put in some lights, as a point-entity. light_environment if you have sky brushes or just 'light' . Truck
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post compile logs whenever you're making a post for help, so post one
Truck
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Make sure there is no leak.
post the compile log. Dont put the spawn point outside the actual map. Truck
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I didn't download yet but check the basics:
1-) Is there a leak? 2-) Did you import a prefab entity, Like func_pushable? 3-) Are there tons of entities in one big area? 4-) Post your compile log. Truck
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No leak.
I've fixed it, I made 7 wooden bridges that contain about 15 vertex made 'wooden' pieces and 30 vertex made 'rope' pieces, and they're really small. Removed those and it compiled in less of an hour. Truck
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To find leaks it's kind of simple once you know this:
1- Compile the leaking map. 2- Open Valve hammer editor. 3- Open your map. 4- Have a break for this accomplishment. 5- Go to Map > Load Point File. 6- Open the folder where you compiled the map and open YOURMAPNAME.Lin Imagine the line as the path of a particle moving around.. Blue meaning not close to the leak area, Red means after the leak area or during. Just look for the pink - red and follow it till you find the leak. Truck
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does your bat file contain this:
@echo off hlcsg -nowadtextures MAPNAME hlbsp MAPNAME hlvis MAPNAME hlrad MAPNAME copy MAPNAME "C:\Program Files\Steam\steamapps\EMAIL\counter-strike\cstrike\maps" cd "C:\Program Files\Steam\steamapps\EMAIL\counter-strike" pause hl -dev -console -game cstrike +sv_cheats 0 +map MAPNAME Thats for steam by the way. Truck
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Back up the models/sounds/gfx the map is using then delete them and re-download them with it's pack. see if it works.
Truck
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Made a map, did a compile test when it was not yet done, it was much smaller than other maps that I've made, leaf-thread took 12 hours, and my PC is pretty good, it took 6hrs to compile a massive map for me, And I did not have a sky box just a wide open area.
Anyway I removed some stuff that were made out of Vertex Manipulation, and made it more simple it still took way too long. I re-made the map but used somethings again and it was pretty small of a map and still took more than 5hrs at 40% leafthread. I removed some stuff it still took too-long. I tried compiling previous maps it didn't any second longer. I can't really post any compile log since they were several compiles tho I had some leaf EDIT I've fixed it, I made 7 wooden bridges that contain about 15 vertex made 'wooden' pieces and 30 vertex made 'rope' pieces, and they're really small. Removed those and it compiled in less of an hour. Truck
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Make sure your compiler folder along with the compiler is in the same drive directory as your cs.
ex: C:// or E:// . If their the same, then you added the .wad inside vhe from an other folder, make sure you add it from the correct directory. Truck
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BSPTWOMAP
Is it's name Truck
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jb_snow, has something to do with trigger_multi or trigger_once and a button.
Test with it. Or contact him at skype: "aztenjunge" he rarely opens but when he does he answers questions. User
map name 'catpee' Happens to be the same name to other 2 accounts with 2 posts
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I have no idea about it. Wait for someone else to answer.
meanwhile try google. And Why do you have 3 accounts? User
Alloc block means you exceeded the limit, as in made shit load of stuff OR messed with vortex or made a noob object.
Try removing new complicated stuff and try, and check for problems User
Superjer, When you make a pushable something through wall it cause that, When you Insert the 'Black Chair' Prefab from random objects category it does that too
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I once inserted a prefab from Hammer itself it was a push-able, it made my leafthread freeze at 30%.
Try removing it, or tieing it to world User
Was the the chair a pushable? And your pc might be too slow.
Done something wrong. Truck
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Try going to Ctrl+P or Map>Check for problems, See whats wrong, fix them manually by deleting then replacing then try.
Your error is usually caused by Using Vertex tool. So if you used the vertex tool on any of the objects near the coords trying deleting them then try. Truck
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1st. Problem:
Warning: ::FindTexture() texture TRAMPOLINECOVE not found! Warning: ::FindTexture() texture TRAMPOLINEPOLE not found! Warning: ::FindTexture() texture {LOGO~02 not found! Warning: ::LoadLump() texture TRAMPOLINECOVE not found! Warning: ::LoadLump() texture TRAMPOLINEPOLE not found! Warning: ::LoadLump() texture {LOGO~02 not found! 2nd. Problem: Malformed face (3886) normal @ (1978.00, -2423.00, -153.00) (1977.00, -2423.00, -153.00) (1977.00, -2413.00, -153.00) (1978.00, -2413.00, -153.00) 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' Map>Check for problems. Truck
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Post the compile log and texture names here or in pastebin.com.
Truck
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Open your "Mapname.bat" File by Edit or open with notepad, And delete all of "-Nowadtextures" , this will not save the wads with the bsp file.
Now here is a suggestion for you: (read all of it before doing in case its not what you want) 1- Open hammer and write down all the textures you used. 2- You get GCFScape program. 3- You open GCFScape and with GCF you open Your .wad. 4- Extract all the Textures you have used in your map in a certain folder. 5- Get Wally and put those textures in a new small wad file. (Any youtube tutorial shows this) Truck
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If you compiled with "-nowadtexture" then try this:
Take your map's latest BSP file, download "BSPTWOMAP" De-compiler, Put it in a separate folder with a copy of the bsp file, then drag the bsp to the .exe file. This will generate a MAP file and a WAD File, Called "Yourmap_btm.wad" This wad should have every texture you used in the map. User
Happens.. Try loading any other map works?
Make a test map compile and run it does it work? Post compile log please. User
I Always do Sparse, Didn't Compile anything lately, sick and bored, will try tho, I just hate that it misses up the light, cuz my map could be based on lights
Truck
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I don't have that fgd file, I gave you mine.
Try googling it, maybe its for Source Engine? I don't know User
Yup 32-bit, And I guess it would crash at 2gb, but I compiled the map it went fine, compiled it after I removed few stuff and added few stuff it didn't work, I removed more than I added tho
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It just crashed, Gives me the error "HLRAD.EXE has stopped working" and always at 60%, doesn't take long my pc is pretty amazing it shouldn't be out of memory my RAM is 4gb
Truck
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Combine? You mean take the same entitys then Ctrl+T and combine them? Don't they Count as sperate entitys? I did that for the windows ladders and such, Its hard to keep it under 400 Entitys
It's a jailbreak map thats why it needs alot of entitys Truck
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What I did is that I let the Beam in the middle of two func_button and behind each button is the beam's target and every time beam hits a button it triggers the thing i want. I can do this with more than 2 buttons.
Truck
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If I think you mean what I think you mean, you need a fgd file. You can get it anywhere by searching google latest fgd file for valve hammer editor Or use my link:
http://uppit.com/7xzxase4wkqy/cs_expert-tom793c_wc35.fgd Just put it in ValveHammerEditor/FGD/Counter-Strike Directory Go to hammer to tools>Options Go to 'Game Configurations' Tab In 'Game data files' add the FGD file. User
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Compiled my map for the 6th time so far still nothing i tried fixed this.
Other maps compile perfectly, I compile the same map without vis didn't show any errors, Compiled VIS normally with -full it crashed at FinalFaceLight 60% and gave me the error "HLRAD.EXE Has stopped working" Doesn't show the whole compile log in .log file just this: 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 -nowadtextures jb_slaughter_b2 Entering jb_slaughter_b2.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 ] priority [ Normal ] [ Normal ] noclip [ off ] [ off ] null texture stripping[ on ] [ on ] clipnode economy mode [ on ] [ on ] onlyents [ off ] [ off ] wadtextures [ off ] [ 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] 8 brushes (totalling 52 sides) discarded from clipping hulls CreateBrush: (0.96 seconds) SetModelCenters: (0.00 seconds) CSGBrush: (1.18 seconds) Using Wadfile: big wad file.wad - Warning: Larger than expected texture (348972 bytes): 'CYF_CLIFFS3' - Warning: Larger than expected texture (348972 bytes): 'CYF_CLIFFS6' - Contains 32 used textures, 23.88 percent of map (771 textures in wad) Using Wadfile: cstrike.wad - Contains 0 used textures, 0.00 percent of map (123 textures in wad) Using Wadfile: halflife.wad - Contains 68 used textures, 50.75 percent of map (3116 textures in wad) Using Wadfile: jb_mountains_btm.wad - Contains 19 used textures, 14.18 percent of map (106 textures in wad) Using Wadfile: jb_newbie_btm.wad - Warning: Larger than expected texture (240172 bytes): 'EF' - Contains 2 used textures, 1.49 percent of map (51 textures in wad) Using Wadfile: jb_slaughter_b2_btm.wad - Contains 12 used textures, 8.96 percent of map (154 textures in wad) Using Wadfile: sin.wad - Contains 1 used texture, 0.75 percent of map (7 textures in wad) added 19 additional animating textures. Texture usage is at 2.98 mb (of 4.00 mb MAX) 2.84 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 jb_slaughter_b2 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 ] 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 'jb_slaughter_b2.prt' 3.46 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 -full jb_slaughter_b2 3884 portalleafs 14249 numportals -= Current hlvis 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 vis distance [ 0 ] [ 0 ] priority [ Normal ] [ Normal ] fast vis [ off ] [ off ] full vis [ on ] [ off ] BasePortalVis: (7.06 seconds) LeafThread: (2477.87 seconds) average leafs visible: 587 g_visdatasize:773033 compressed from 1887624 2485.15 seconds elapsed [41m 25s] ----- END hlvis ----- User
Thanks alot bro, I would tell him if I knew how, however he shouldn't be a little kid spamming forums every single problem he has, google.com for a change.
User
-fast make the compiling faster but its only for test not for final versions or release,
Your computer is fine its from the map itself, something is weird about it and even if its complex it should take this long. VIS divides everything to patches, something you have screwed this over, so like a mature person google "leaf thread takes too long" and see what comes up for you. User
Another thing, What are your Computer's Details?
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LMAO It doesnt take weeks! if it does you did something wrong a very complex map should end in a day, and dont use -fast if your going to release it, I had the same problem in the past i just GOOGLED it like a normal person would do and I found the thing, now my map which is really complex takes 40min at leafthread.
Truck
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I'm being serious and your kidding around on the topic
Truck
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Exactly what I was thinking!,
But I used env_beam, Every round it shoots at a random target, cuz i think it might function better. Truck
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How do I Randomize an option?
Like there are 2 doors in my map,I want only 1 door to open each round, by random. how do i do that? Or how do I randomize at all? Truck
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Can't anyone tell superjer to answer? I can't pm anyone.
And thanks everyone for helping I send a msg to twhl, hopefully they will answer. Truck
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To fix Reliable channel overflow error that I'm getting, I was told that I have too many entities, When I only had 270 solid entities and 260 Point entities.
And what is the max number of entities allowed? or a good number for entities? Truck
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I went to HLDS.EXE opened it's properties and added after HLDS.EXE num_edicts 2048 then click ok, shut down server then re run it with hlds.
Did i do it wrong? Truck
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I typed that after hlds.exe -num_edicts 2048
but it gave me the error: Both clients and servers need matching values Does that mean that everyone that plays the server have to run his cs with num_edicts? User
Not at all, I've been looking for a fix for almost a year now and didn't find it, the only google result I had about this is from another guy from my clan who made a jb map, in Source engine
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Still need more help
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Still need more help
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I didn't see 2, Models don't compile with the map like textures, they need a directory like sounds.
Complex models or alot of models might lagg the map, using prefabs are better, but using models is for what you cant map/Design. User
I get mine from here: http://www.snarkpit.net/index.php?s=downloads&so=3&no=156&ss=sp_blue
Models are something you see in the game but not while mapping and you cant use it much. Prefab is a design made in Valve hammer editor and can be edited while mapping and used more in detail in-game. Decompile his map and use his model User
I didn't understand what you said, how do I count them aswell?
And i need more than that, that's the number after i cut few things, I need them Because i'm making a jailbreak map, I have alot of glass, func_walls , doors and other entities. Because JB is based on games, and I have ALOT of them. User
This is my second post.
Everytime my map has Alot of players it drops some of the players and show them "Reliable channel overflowed" error, At random. This doesnt happen in the server with any other map. Sraw told me to use "-num_edcits" because i have too many entities but i have 230+ PointEntities and 260+ SolidEntities thats not more than 600. If i had alot of entities it would tell me so when i run the map or compile it. Tell me if i'm wrong because im not sure. I need any suggestion about this. I haven't tried num_edcits yet and i dont know if it worked for people before. Could it be a special entity like a sound or light? If superjer could take a look at this Truck
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Its the tele entity i Added you on Skype Sm.Black and ill talk to you there.
User
I have added you, it would be simple for this to be done
Truck
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You got a leak somewhere, use the 'How to plug a leak' method in the FAQ or the one i wrote on your other thread.
Try deleting the entity this would 99% fail but you can try. And post the compile log in a new thread so i can help you. User
Onedude, Do you know how to find a leak?
If not ill tell you the way that i use. How to find a leak: Compile the map, it will give you .BSP .Pts .lin .err .log files and maybe more, it will put the files in the folder where you compiled the .map file, The place where are the ZHLT compilers. Anyway open Valve hammer editor open your map, then go to Map>Load pointfile then open the YourMapName.Pts. Blue, pink and red lines will appear. Follow the RED line until you see it leaving the map into the outside (black) area, that is the place where there is a leak. just fix it. If you dont see the lines then that means You didnt open the right file, you opened .lin or you dont have a leak. Truck
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There is no entity number this is the Coords.
You need to point anywhere in the 2d window and find the Coords. Its X,Y,Z i Think. Find the X,Y in the top 2d window then the Z in the Side 2d window. Pic: http://i56.tinypic.com/id681k.png The White is where the mouse is pointing The bottom red is the Coords Y,Z (Side 2d view) Truck
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Just delete them and make new ones.
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Dont make a sky box and release it! just a small test, make a sky box then compile. if it doesn't lagg it means you have a hidden leak and if you do it will be easier for you to fix.\
Just do it and reply Truck
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you dont make it a func_water !!!
Any Waterfall is just an animation,Its a texture that moves, the texture is called +fall or something I forgot. Just make it a func_illusion and apply a waterfall texture to it.. it should work. And just an extra you can add a sound of waterfall if you want to make it more realistic User
Light_env is basically the sun or the Moon it sets the brightness to SKY textures.
Just put normal lights don't put too many... Make sure there are no leaks. Before you post again, put a sky box (Make a sky texture box around the map) then compile and tell me if the lagg is gone. And post the compile log here User
alright man thanks, ill try.
and no it only does it in my map, it reached 32 players in a HUGE map i wonder why it didnt overflow there. Also 1 final question, if lets say i make the Spawns isolated from entitys where i put the spawns in a black room and make them teleport to the previous Spawns (Cells) 2 by 2 every second. User
the_cloud_system said: he is trolling you.
your server sucks. <---- is the correct cancer. and i googled better. https://support.steampowered.com/kb_article.php?ref=5057-FVCM-1111 He isnt trolling, what he gave me is a command to increase entitys limit and it might be my map's problem ill try it ofcourse. 'my server' i said it isnt mine its a Public server, the best one out there SnowMenGaming's Server which is the #1 community. and i googled what i could, i already found ur link more than once, its doesnt help, what it says is a fix if its your fault that you get the error, but there error im and everyone else is getting is from the map itself. User
I will try but i don't own the server, and how do i run it with that code?
Also can you tell me where you found this fix please? User
I searched a fix for this error for a year, tried google and everything, i posted a topic in nipper's forum, no one was helpful
Its not a mapping or compiling error so its not at slacker it happens in the middle of the game after 2 rounds, when the server had 20+ players. Many people told me to try to make it simpler but i wanted to make sure if there is another fix. there are bigger maps. I was hoping superjer would look at this. Truck
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You have two ways.
1- Button: A- Add a button, Make a box or a square attached to a wall with button texture. (You can make the texture suit the square by pressing Shift+A then pressing 'fit' NOT REQUIRED) B- Tying it to an entity Ctrl+T Func Button, Targetpath [DOORNAME] Reset [How long it takes to be able to press it again] then go to flags and check do not move. 2- Make it use only (Have to press 'E' or '+USE' to make it open): Just go to flags and check USE ONLY Is that what you ment? User
I had the same problem in my map where when i look far it laggs or when i look at group of entitys at the same time it laggs
most laggs are from leaks, make sure you dont have one make a little test put a skybox on ur map and see if it laggs. Some Server/Hosts have high performance like 1000FPS or more that it makes the lagg disappear Truck
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You can add a button to a door or make it use only so it doesnt open everytime you walk beside it.
to make it use only: Select it > Ctrl+T > Make it a func_door, Enter speed direction and everything else you need then go to flags and check use only. User
I made a map for Counter-Strike 1.6, hl1 engine NOT SOURCE
It's a big jailbreak map, it works fine and compiled fine but when there are 20+ players on, it kicks half of the players and shows error : Reliable channel overflowed Help me! I looked for a solution for a year, i used hints, fixed water, removed extra stuff and still didn't work. Map files BSP and Sounds. Map: http://uppit.com/ootj3gv10nue/jb_slaughter_v2.rar Sounds: http://uppit.com/linn1j4i96fk/Sounds.zip PLEASE I need help |