give me some respons :P

give me some respons :P

Hammer Mapping — Page [1]
DiXi
Vouched

2005 Nov 17 • 121
26 ₧
ok listn up....

i made 2 maps..

Scout_ToXiC download at: (www.elokslucifer.be/maps/Scout_ToXiC.bsp)
and
1hp_2k download at: (www.elokslucifer.be/maps/1hp_2k.bsp)

give me some respons someone :P

(1hp_2k is my first map... and i should add green lights over all
but i dont made it :P but the map is ok :P)
 
 
 
2005 Dec 31 at 16:08 UTC
Downfall
Was: pwnisher
2005 Apr 23 • 94
33 ₧
By any chance do you still have the hammer files? I cant use gl_wireframe in steam and i cant see if you made any brush errors.

For the scout map i would recommend making some green lights around the radioactive waste. And maybe make an ambience sound of a geiger meter when you approach or fall into the waste.
I think it is possible that you compiled your map wrong and that is the reason the entire map is lit the same brightness. remember to set Run VIS and Run RAD to normal and not off.
 
 
 
2006 Jan 3 at 19:17 UTC
DiXi
Vouched

2005 Nov 17 • 121
26 ₧
I know I know...
but i cant use lights :S when i use it it fuck up

like u maybe see on 1hp_2k

i try to add it nice
BUT I CANT UNDERSTAND A FUCKING LITTLE SHIT OF THIS LIGHT EFFECTS:P
i dont know why :/ yeye....
but i have made some new maps....

not a advanced map...
just simple... i dont make so advanced maps yet
:P:P but i have tryd the tutorial on twhl but I CANT understand anything of lights:S
 
 
 
2006 Jan 3 at 21:29 UTC
SuperJer
Websiteman

2005 Mar 21 • 6673
What happens when you just put a simple light entity in your map and compile it?

How does it fuck up?
 
 
 
2006 Jan 3 at 22:04 UTC
Downfall
Was: pwnisher
2005 Apr 23 • 94
33 ₧
http://countermap.counter-strike.net/Tutorials/tutorial.php?id=52
Great tutorial on lighting also be sure to look at the others for good info. It is a great site.
 
 
 
2006 Jan 4 at 04:00 UTC
DiXi
Vouched

2005 Nov 17 • 121
26 ₧
"superjer" said:
What happens when you just put a simple light entity in your map and compile it?

How does it fuck up?



if i add a normail "Light entity" it comes.... hmmm..... NOTHING

andyah...
i cant get colored lights and yeah ALL :P

i just dont undrestand a fucking shit.....
 
 
 
2006 Jan 4 at 18:43 UTC
Downfall
Was: pwnisher
2005 Apr 23 • 94
33 ₧
does it show up in hammer? and how are your maps bright when they are compiled?
 
 
 
2006 Jan 4 at 23:17 UTC
DiXi
Vouched

2005 Nov 17 • 121
26 ₧
nothing...
i cant see the lights when i play the map
 
 
 
2006 Jan 5 at 17:07 UTC
Downfall
Was: pwnisher
2005 Apr 23 • 94
33 ₧
Remember before you compile to have all your Run ( RAD, VIS, etc) option to default. I remember having thius problem before. if you already tried that i dont know what to say.
 
 
 
2006 Jan 5 at 23:04 UTC
SuperJer
Websiteman

2005 Mar 21 • 6673
Yes it sounds like you are not running RAD or it is not completing successfully.

Try posting your .LOG file.
 
 
 
2006 Jan 6 at 22:08 UTC
CornJer
Metal does cocaine.

Frontline Heroism Medal
2005 Mar 21 • 1531
36 ₧
I have ABSOULTELY NO IDEA WHAT THE HELL ANYONE IS TALKING ABOUT!!!!
If you jump high enough you'll hurt your ankles when you land.
 
 
 
2006 Jan 7 at 17:57 UTC
DiXi
Vouched

2005 Nov 17 • 121
26 ₧
"dburnell01" said:
I have ABSOULTELY NO IDEA WHAT THE HELL ANYONE IS TALKING ABOUT!!!!

so dont say anything...:/
 
 
 
2006 Jan 7 at 18:16 UTC
DiXi
Vouched

2005 Nov 17 • 121
26 ₧
[code:1]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 ka_SoHigh2 -nowadtextures
Entering ka_SoHigh2.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 ]
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]

6 brushes (totalling 36 sides) discarded from clipping hulls
CreateBrush:
(0.08 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.31 seconds)

Using Wadfile: \documents and settings\dixi hyper2k\skrivebord\cstrike.wad
- Contains 1 used texture, 9.09 percent of map (137 textures in wad)
Using Wadfile: \documents and settings\dixi hyper2k\skrivebord\de_aztec.wad
- Warning: Larger than expected texture (348972 bytes): 'SPECIAL_THANKS'
- Warning: Larger than expected texture (348972 bytes): 'THANKS'
- Contains 2 used textures, 18.18 percent of map (24 textures in wad)
Using Wadfile: \documents and settings\dixi hyper2k\skrivebord\halflife.wad
- Contains 8 used textures, 72.73 percent of map (3116 textures in wad)
Using Wadfile: \documents and settings\dixi hyper2k\skrivebord\liquids.wad
- Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: \documents and settings\dixi hyper2k\skrivebord\ny mappe\surf_ninja_btm.wad
- Warning: Larger than expected texture (348972 bytes): 'SURF_GLOW'
- Contains 0 used textures, 0.00 percent of map (13 textures in wad)

added 3 additional animating textures.
Texture usage is at 0.15 mb (of 4.00 mb MAX)
0.61 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 ka_SoHigh2

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 ]
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)


Warning: === LEAK in hull 0 ===
Entity light @ ( 889, 266,-2701)
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

0.81 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 ka_SoHigh2
>> There was a problem compiling the map.
>> Check the file ka_SoHigh2.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: hlrad ka_SoHigh2 -noskyfix
>> There was a problem compiling the map.
>> Check the file ka_SoHigh2.log for the cause.

----- END hlrad -----



[/code:1]
 
 
 
2006 Jan 7 at 18:19 UTC
DiXi
Vouched

2005 Nov 17 • 121
26 ₧
Yeah???
 
 
 
2006 Jan 8 at 00:05 UTC
CornJer
Metal does cocaine.

Frontline Heroism Medal
2005 Mar 21 • 1531
36 ₧
Anything.
If you jump high enough you'll hurt your ankles when you land.
 
 
 
2006 Jan 8 at 02:35 UTC
SuperJer
Websiteman

2005 Mar 21 • 6673
Quote:
Warning: === LEAK in hull 0 ===
Entity light @ ( 889, 266,-2701)
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


Your map has a leak. Leaks stop the compile so VIS and RAD do not run.

Fix the leak and try again.
 
 
 
2006 Jan 9 at 18:05 UTC
DiXi
Vouched

2005 Nov 17 • 121
26 ₧
ok tnX i try later :)
 
 
 
2006 Jan 17 at 22:27 UTC
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