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Hallo :) I need help please. Some of my new made wals are invisible. They are Visible from some angle. The wals are visible in Hammer but not in CS. Some know what the Problem is?
Thanks for Answer and sorry my bad Englsih.
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2008 Dec 26 at 20:42 UTC
— Ed. 2008 Dec 27 at 00:28 UTC
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2008 Dec 26 at 22:43 UTC
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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 mapm23
Entering mapm23.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 ]
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]
7 brushes (totalling 42 sides) discarded from clipping hulls
CreateBrush:
(0.15 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.21 seconds)
Using Wadfile: \program files\valve\cstrike\cstrike.wad
- Contains 3 used textures, 33.33 percent of map (123 textures in wad)
Including Wadfile: \users\martin\downloads\zhlt.wad
- Contains 0 used textures, 0.00 percent of map (7 textures in wad)
Using Wadfile: \users\martin\documents\counter strike\hammer editor\ekstra texure\czcs_office.wad
- Contains 1 used texture, 11.11 percent of map (307 textures in wad)
Using Wadfile: \users\martin\documents\counter strike\hammer editor\ekstra texure\czde_dust.wad
- Contains 0 used textures, 0.00 percent of map (90 textures in wad)
Using Wadfile: \users\martin\documents\counter strike\hammer editor\ekstra texure\dewood.wad
- Contains 2 used textures, 22.22 percent of map (10 textures in wad)
Using Wadfile: \users\martin\documents\counter strike\hammer editor\ekstra texure\gsiwad.wad
- Contains 0 used textures, 0.00 percent of map (108 textures in wad)
Using Wadfile: \users\martin\documents\counter strike\hammer editor\ekstra texure\parsiwad1.wad
- Contains 0 used textures, 0.00 percent of map (167 textures in wad)
Using Wadfile: \users\martin\documents\counter strike\hammer editor\ekstra texure\tfc_extra.wad
- Contains 0 used textures, 0.00 percent of map (25 textures in wad)
Using Wadfile: \users\martin\documents\counter strike\hammer editor\ekstra texure\verastage wad.wad
- Contains 3 used textures, 33.33 percent of map (114 textures in wad)
Using Wadfile: \users\martin\documents\counter strike\hammer editor\ekstra texure\wb-cajas.wad
- Contains 0 used textures, 0.00 percent of map (35 textures in wad)
Warning: More than 8 wadfiles are in use. (10)
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.
Texture usage is at 0.42 mb (of 4.00 mb MAX)
1.65 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 mapm23
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 ]
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 'mapm23.prt'
1.57 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 mapm23
336 portalleafs
1305 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:
(0.24 seconds)
LeafThread:
(178.56 seconds)
average leafs visible: 201
g_visdatasize:14163 compressed from 14112
179.12 seconds elapsed [2m 59s]
----- 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: hlrad mapm23
-= 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 [ 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 ]
5193 faces
Create Patches : 42026 base patches
0 opaque faces
434858 square feet [62619592.00 square inches]
56 direct lights
BuildFacelights:
(45.55 seconds)
visibility matrix : 105.3 megs
BuildVisLeafs:
(301.17 seconds)
MakeScales:
(122.67 seconds)
SwapTransfers:
(146.19 seconds)
Transfer Lists : 270013008 : 270.01M transfers
Indices : 63597304 : 60.65M bytes
Data : 1080052032 : 1030.02M bytes
GatherLight:
(21.50 seconds)
FinalLightFace:
(37.04 seconds)
683.50 seconds elapsed [11m 23s]
----- END hlrad -----
Hope you can help me find the problem. The Ladder i try to make are invisble, both parts. Func_ladder and Func_illusionary. It is also 2 Func_breakable and 2 Func_illusionary Wals Invisible. Just in CS not in Hammer. Pleas help me!
Sorry my bad English
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2008 Dec 26 at 23:27 UTC
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First of all make sure their FX Amount isn't set to 0.
Second if the brushes have an aaatrigger, clip, or other such textures, they will be invisible ingame (the func_ladder should have an AAATRIGGER texture, while the func_illusionary should have a texture which starts with { and should have in the properties: Render Mode 'Solid' and FX Amount 255).
Third... I don't know. KD? eDan?
...and that's the bottom line because Mate de Vita said so.
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2008 Dec 27 at 09:06 UTC
— Ed. 2008 Dec 27 at 09:16 UTC
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Evrything looks great. They are there but just visible from some agles. There is also two stairs invisible and wepend on the ground. Al this thing are totaly new, so evrything new are just visible from some agles.
Sorry bad english.
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2008 Dec 27 at 10:03 UTC
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ah I see.
Does the visibility change only with different angles or does it change if you go closer/further to (from) it?
i.e. If you go to where you can't see it and move directly towards it and away from it, can you see it or not?
...and that's the bottom line because Mate de Vita said so.
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2008 Dec 27 at 11:09 UTC
— Ed. 2008 Dec 27 at 11:11 UTC
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Quote: Warning: More than 8 wadfiles are in use. (10)
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.
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2008 Dec 27 at 11:52 UTC
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Mate de Vita said: ah I see.
Does the visibility change only with different angles or does it change if you go closer/further to (from) it?
i.e. If you go to where you can't see it and move directly towards it and away from it, can you see it or not?
Hmm, I think it is from a long distans and side, but I can try.
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2008 Dec 27 at 12:44 UTC
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Killer-Duck said: Quote: Warning: More than 8 wadfiles are in use. (10)
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.
It have always be more then 8, but do you think it help if I remove one?
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2008 Dec 27 at 12:51 UTC
— Ed. 2008 Dec 27 at 13:02 UTC
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Martin HL said: Mate de Vita said: ah I see.
Does the visibility change only with different angles or does it change if you go closer/further to (from) it?
i.e. If you go to where you can't see it and move directly towards it and away from it, can you see it or not?
Hmm, I think it is from a long distans and side, but I can try.
It is from the side, but don't close.
Sorry bad English
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2008 Dec 27 at 13:01 UTC
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Hallo, Please. Help me
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2008 Dec 27 at 15:08 UTC
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Have you tried reconstruckting the ladder?
Farmboy 102 LIVE WITH IT OR GET FRAGGED BY IT.
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2008 Dec 27 at 16:19 UTC
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Farmboy102 said: Have you tried reconstruckting the ladder?
No, But there is not just the ladder. i think there can be a Texture problem. The Wals and ladder is there but they are invisible. Some know somthing i can try?
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2008 Dec 27 at 17:04 UTC
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Martin HL said: Killer-Duck said: Quote: Warning: More than 8 wadfiles are in use. (10)
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.
It have always be more then 8, but do you think it help if I remove one?
You need to remove at least two wads(you currently have 10 wads added in Hammer according to that log). If it will help I don't know but it doesn't hurt to try, remove some of your unused wads and re-compile...
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2008 Dec 27 at 17:55 UTC
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Killer-Duck said: Martin HL said: Killer-Duck said: Quote: Warning: More than 8 wadfiles are in use. (10)
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.
It have always be more then 8, but do you think it help if I remove one?
You need to remove at least two wads(you currently have 10 wads added in Hammer according to that log). If it will help I don't know but it doesn't hurt to try, remove some of your unused wads and re-compile...
Okay, going to try. Thanks for answering me.
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2008 Dec 27 at 18:27 UTC
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Hey I know this is off topic but Where can I find the dewood.wad that you used?
Farmboy 102 LIVE WITH IT OR GET FRAGGED BY IT.
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2008 Dec 28 at 06:43 UTC
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2008 Dec 28 at 09:34 UTC
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I have now removed two Wads and then i try to re-compile. Same problem. Plz help me.
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 mapm233
Entering mapm233.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 ]
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]
7 brushes (totalling 42 sides) discarded from clipping hulls
CreateBrush:
(0.14 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.18 seconds)
Using Wadfile: \program files\valve\cstrike\cstrike.wad
- Contains 3 used textures, 33.33 percent of map (123 textures in wad)
Including Wadfile: \users\martin\downloads\zhlt.wad
- Contains 0 used textures, 0.00 percent of map (7 textures in wad)
Using Wadfile: \users\martin\documents\counter strike\hammer editor\ekstra texure\dewood.wad
- Contains 2 used textures, 22.22 percent of map (10 textures in wad)
Using Wadfile: \users\martin\documents\counter strike\hammer editor\ekstra texure\verastage wad.wad
- Contains 3 used textures, 33.33 percent of map (114 textures in wad)
Using Wadfile: \users\martin\documents\counter strike\hammer editor\ekstra texure\czde_dust.wad
- Contains 0 used textures, 0.00 percent of map (90 textures in wad)
Using Wadfile: \users\martin\documents\counter strike\hammer editor\ekstra texure\czcs_office.wad
- Contains 1 used texture, 11.11 percent of map (307 textures in wad)
Using Wadfile: \users\martin\documents\counter strike\hammer editor\ekstra texure\parsiwad1.wad
- Contains 0 used textures, 0.00 percent of map (167 textures in wad)
Using Wadfile: \users\martin\documents\counter strike\hammer editor\ekstra texure\gsiwad.wad
- Contains 0 used textures, 0.00 percent of map (108 textures in wad)
Texture usage is at 0.42 mb (of 4.00 mb MAX)
0.82 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 mapm233
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 ]
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 'mapm233.prt'
1.20 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 mapm233
336 portalleafs
1300 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:
(0.25 seconds)
LeafThread:
(150.91 seconds)
average leafs visible: 201
g_visdatasize:14154 compressed from 14112
151.23 seconds elapsed [2m 31s]
----- 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: hlrad mapm233
-= 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 [ 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 ]
5193 faces
Create Patches : 42026 base patches
0 opaque faces
434858 square feet [62619592.00 square inches]
56 direct lights
BuildFacelights:
(27.37 seconds)
visibility matrix : 105.3 megs
BuildVisLeafs:
(222.00 seconds)
MakeScales:
(103.93 seconds)
SwapTransfers:
(137.22 seconds)
Transfer Lists : 270013122 : 270.01M transfers
Indices : 63549096 : 60.61M bytes
Data : 1080052488 : 1030.02M bytes
GatherLight:
(23.09 seconds)
FinalLightFace:
(3.23 seconds)
519.95 seconds elapsed [8m 39s]
----- END hlrad -----
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2008 Dec 28 at 10:26 UTC
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Could we see some in-game screenshots of this?
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2008 Dec 28 at 11:14 UTC
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Killer-Duck said: Could we see some in-game screenshots of this?
I can make a Video of it, but where can i put the video? somthing els then youtube?
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2008 Dec 28 at 11:40 UTC
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can i put it to rapidshare?
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2008 Dec 28 at 11:44 UTC
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2008 Dec 28 at 12:17 UTC
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Killer-Duck said: Please take screenshots instead. You can upload pictures to e.g. http://imageshack.us/
Ok, i have make Video, but it was to big to upload so i am going to take Screenshot
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2008 Dec 28 at 12:18 UTC
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