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Ok so i am making a Death run map because i want to make my own maps for my server and after i found the halflife.wad on the internet and got it working in hammer i see glass but when i make it it isn't see-through so i was wondering if there is a special texture or something to make see-through glass. that was my first question and my second one is i got this error i havnt gotten it before but i am guessing its because the map is to big? im not sure here is what the error is.
hlrad: Error: Exceeded MAX_PATCHES
Description: The map has a problem which must be fixed
also what is the tool called to highlight more than 1 object and then link them as one. (for example i make 2 brushes somehow highlight them both and then press a button and the next time i click on either one they both get highlighted).
phoenix_r said: Hey guyz u liek mai new SIG?!
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2009 Jan 29 at 08:06 UTC
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eDan Co.
Mighty Typist
2007 Sep 24 • 2921
252 ₧
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1. Make your glass-brush a func_wall entity. Set the following in its properties:
A) Rendermode = texture
B) FXamount = 1 to 255 (1 is invisible, 255 is fully visible)
2. LINK!
3.
A) Select as many brushes as you want (hold Ctrl when clicking).
B) Right-click one of the selected brushes in a 2D window.
C) Click the "Group" button.
D) Be happy and satisfied with the results.
May contain traces of invisible text.
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2009 Jan 29 at 12:31 UTC
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Wow awesome edan i didnt expect an reply like that lol that is by far the best explanation i have ever seen
Although messing around last night i was looking through my func's
and i noticed there was a func_hurt if i apply that to a toxic texture while its a func_water will it hurt someone when they go in it? thanks.
phoenix_r said: Hey guyz u liek mai new SIG?!
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2009 Jan 29 at 16:39 UTC
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turnip1 said: Although messing around last night i was looking through my func's
and i noticed there was a func_hurt if i apply that to a toxic texture while its a func_water will it hurt someone when they go in it? thanks.
Do you mean a trigger_hurt?
A trigger_hurt will as you may have guessed hurt the players if they enter it. In its properties you can also set e.g. the amount of damage/second and other stuff.
...and that's the bottom line because Mate de Vita said so.
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2009 Jan 29 at 16:44 UTC
— Ed. 2009 Jan 29 at 16:46 UTC
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just make your water like normal and then just put a aaatrigger block where your water is and make it a trigger_hurt and add the damage and the delay to it and there you have it.
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2009 Jan 29 at 17:02 UTC
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so let me get this right with a !toxic texture it's built in to be a func_water? and yes sorry i meant trigger_hurt ok thanks (still havnt explored what all these func's and trigers do )
phoenix_r said: Hey guyz u liek mai new SIG?!
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2009 Jan 29 at 17:13 UTC
— Ed. 2009 Jan 29 at 17:14 UTC
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turnip1 said: so let me get this right with a !toxic texture it's built in to be a func_water? and yes sorry i meant trigger_hurt ok thanks (still havnt explored what all these func's and trigers do )
I think that if the texture has a ! prefix, it doesn't have to be func_water at all.
...and that's the bottom line because Mate de Vita said so.
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2009 Jan 29 at 17:15 UTC
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ok thanks. also i got this error just now while compiling write at the end of my log here is what it says.
Error: Memory allocation failure
Description: The program failled to allocate a block of memory.
Howto Fix: Likely causes are (in order of likeliness) : the partition holding the swapfile is full; swapfile size is smaller than required; memory fragmentation; heap corruption
phoenix_r said: Hey guyz u liek mai new SIG?!
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2009 Jan 29 at 17:27 UTC
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Are you compiling from hammer? If so, use the zhlt tools and a batch file instead.
...and that's the bottom line because Mate de Vita said so.
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2009 Jan 29 at 17:33 UTC
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I am using ZHLT and a .bat file for a batch file is that bat or does it have some other extension?
Ok one last noob question and then i can get well on my way with building my maps and that is how do i make buttons that can activate traps/breaking brushes at command and is it possible to make a cool own for how often those buttons can be used?
phoenix_r said: Hey guyz u liek mai new SIG?!
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2009 Jan 29 at 17:35 UTC
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turnip1 said: I am using ZHLT and a .bat file for a batch file is that bat or does it have some other extension?
Yes that is a batch file.
OK, try the solutions listed here.
turnip1 said: Ok one last noob question and then i can get well on my way with building my maps and that is how do i make buttons that can activate traps/breaking brushes at command and is it possible to make a cool own for how often those buttons can be used?
Make a func_button, set its target to 'trap'. Make a func_breakable, name it 'trap' and under flags check trigger only.
You can use delay before reset in the func_button's properties to control how soon you can press the button again.
...and that's the bottom line because Mate de Vita said so.
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2009 Jan 29 at 17:43 UTC
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Ok for the traps and stuff i understand, but each time i make a new block it is still set as breakable? what is the default to make it just a regular brush again? i don't remember
Oh yeah and how do i connect a button to the trap?
oh nvm it goes by the name you call it thanks.
phoenix_r said: Hey guyz u liek mai new SIG?!
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2009 Jan 29 at 17:54 UTC
— Ed. 2009 Jan 29 at 18:08 UTC
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eDan Co.
Mighty Typist
2007 Sep 24 • 2921
252 ₧
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Any new brush you create is a regular brush, not an entity. If you want to turn an entity into a regular solid brush, select it and hit Ctrl + W.
May contain traces of invisible text.
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2009 Jan 29 at 18:09 UTC
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So me thinking im "smart" which was a stupid idea i thought that making both the names of the trap and button the same would activate the trap but nope when i pressed the button to activate the trap the whole button just moved to the side about 1 foot in game how do i fix this to make the parts of the plat form i named all the same break at the same time from the same button :S. or is it because i put the platforms strength to 0 instead of 1 or higher even though its on trigger or w/e only.
phoenix_r said: Hey guyz u liek mai new SIG?!
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2009 Jan 29 at 18:55 UTC
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turnip1 said: So me thinking im "smart" which was a stupid idea i thought that making both the names of the trap and button the same would activate the trap but nope when i pressed the button to activate the trap the whole button just moved to the side about 1 foot in game how do i fix this to make the parts of the plat form i named all the same break at the same time from the same button :S. or is it because i put the platforms strength to 0 instead of 1 or higher even though its on trigger or w/e only.
The button will move if you don't check the flag Don't move. So if you don't want it to move, go into the func_button's properties and under flags check Don't move.
If you name all the func_breakables the same and check the trigger only flag for all of them, then just put that name in the 'target' field of the func_button and they should all break when the button is pressed. Leave the strength at 0.
...and that's the bottom line because Mate de Vita said so.
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2009 Jan 29 at 20:56 UTC
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oh crap thanks i forgot to put the target alright thanks for all the help you guys are awesome.
Ok umm is there such func's or triggers or anything that i can make fans or air to push people with? if so and its not already in the default configs just a name of it would be nice and ill search for a download thanks a lot.
phoenix_r said: Hey guyz u liek mai new SIG?!
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2009 Jan 30 at 04:04 UTC
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turnip1 said: oh crap thanks i forgot to put the target alright thanks for all the help you guys are awesome.
Ok umm is there such func's or triggers or anything that i can make fans or air to push people with? if so and its not already in the default configs just a name of it would be nice and ill search for a download thanks a lot.
the fan is func_rotating, the effect of pushing a player up is achieved by trigger_push. Sorry, but currently I don't have time to elaborate...
EDIT: ah yes, I found a tutorial now. Here it is.
...and that's the bottom line because Mate de Vita said so.
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2009 Jan 30 at 06:36 UTC
— Ed. 2009 Jan 30 at 12:15 UTC
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I am still getting this error i was at the beginning of this post but i can still run the map its just the toxic texture doesnt show up and i'm running constantly all around the map at 3-10 fps. I have tried that link edan sent me i tried everything it said to try (clear out unused files, empty recycling bin, defragged my computer (twice)ran a few scans for viruses got rid of programs and excess games that i didn't need.) but still i get this damn error could this be because my computer is a piece of fecal matter?...lol also i have down sized my map a considerable amount it went from 150000000.00 to 100000000.00 (approx) now after doing all of this ofcourse i make it 20% farther than usual but my map isnt that big maybe because of all the solid entities funcs and triggers? i dont know a simple answer would be nice though
Oh i guess it wasnt the same error this is my error i have been getting here
MakeScales:
Error: Memory allocation failure
Description: The program failled to allocate a block of memory.
Howto Fix: Likely causes are (in order of likeliness) : the partition holding the swapfile is full; swapfile size is smaller than required; memory fragmentation; heap corruption
phoenix_r said: Hey guyz u liek mai new SIG?!
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2009 Jan 30 at 18:14 UTC
— Ed. 2009 Jan 30 at 18:15 UTC
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It sounds like you have waaaaaaaaaaaaaaaaaay too much surface area in your map.
Is it leaking? Do you have giant rooms? Stop it.
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2009 Jan 30 at 22:54 UTC
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Well when you say surface area are you saying i should just add more stuff inside? or just make it even smaller but my computer also
sucks a lot so im not sure i do have a pretty big map but i need to if its gonna be a death run and i see that other people have gigantic maps such as the star_wars maps (massive) this room is maybe 1/2 the size of awp rooftops. but ill try down sizing some more and see if it gets resolved thanks superjer.
also i was trying to make a square brush rotate like a barrel roll in place i tried some different func's but the way i set it up didnt work i guess could someone tell me the func to do it? (the brush is horizontal) i dont understand the xyz stuff with this type of thing.
phoenix_r said: Hey guyz u liek mai new SIG?!
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2009 Jan 31 at 01:18 UTC
— Ed. 2009 Jan 31 at 02:15 UTC
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SRAW
Rocket Man
2007 Nov 6 • 2525
601 ₧
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func_rotating with the origin brush as a axis
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2009 Jan 31 at 04:34 UTC
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SRAW you may be an asshole lol but your a helpful asshole.
EDIT:Why do i get a leak error that says this:
hlbsp: 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
I have tried what it said i have tried internet tuts still not working... are there any certain flags i should flag or any properties that *NEED* to be set for certain things to make this work?
phoenix_r said: Hey guyz u liek mai new SIG?!
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2009 Jan 31 at 05:20 UTC
— Ed. 2009 Jan 31 at 06:48 UTC
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Most likely causes for a leak are:
- an entity outside the map
- a hole in the outer wall of the map
- some screwed up vertex manipulation
Killer-Duck said: The entity mentioned doesn't necessarily have anything to do with the leak, it's just the entity that is closest to the leak (this is relatively speaking, in truth the entity could be very far from the leak).
First of all, make sure you haven't placed an entity outside the map as this will also cause the leak-error. If you sure that is not the case, load the pointfile("Map" ---> "Load pointfile") and load the .lin-file with the same name as your map. Start from the outside and follow the line and see where it goes inside the map, that is probably where your leak is.
...and that's the bottom line because Mate de Vita said so.
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2009 Jan 31 at 11:32 UTC
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I think i figured out the problem im not positive but does the axis of the origin brush automatically show up or do i have to add it? and if i do have to add it how is it done?
never mind i was accedentally checking both axis's
phoenix_r said: Hey guyz u liek mai new SIG?!
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2009 Jan 31 at 19:15 UTC
— Ed. 2009 Jan 31 at 22:37 UTC
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