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SuperJer said: info_player_start is the CT spawn entity. info_player_deathmatch is for Ts.
Oh Thank you!
I have another question XD I want to make an image with Photoshop and use it in my map to make it in the wall. Can I? and how ?
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2014 May 4 at 15:59 UTC
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There's a program called Wally that you can use to make a wad file.
http://cs.gamebanana.com/tools/4774
Make a new Half-Life .WAD and then copy your image into it. I think you can just drag n drop.
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2014 May 5 at 16:40 UTC
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SuperJer said: There's a program called Wally that you can use to make a wad file.
http://cs.gamebanana.com/tools/4774
Make a new Half-Life .WAD and then copy your image into it. I think you can just drag n drop.
I didnt understand you please explain me and make some screenshots
explain to me how can i make teleport places too pls
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2014 May 13 at 20:32 UTC
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SRAW
Rocket Man
2007 Nov 6 • 2525
601 ₧
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You know you can just google on how to use WALLY, or intuitively try to figure it out instead of asking for screen shots... But as for teleporting, you need a trigger_teleport, who's target is set to the name of a teleport_destination entity...
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2014 May 13 at 21:16 UTC
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aw i have a prob here again:
I made another map and when i tryed to test it, my cs 1.6 game blocks at ' Starting Local Game Server ' then the game leaves alone I mean without i did nothing
PS: im not using more than 8wad files and there is no .err file in the folder
help please
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2014 May 17 at 15:09 UTC
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SRAW
Rocket Man
2007 Nov 6 • 2525
601 ₧
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are you using the custom .wad? You should also post your compile log too, because it could be anything...
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2014 May 17 at 16:51 UTC
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SRAW said: are you using the custom .wad? You should also post your compile log too, because it could be anything...
ah i understood but, i ve made my own texture and I want to put it in my map but i cant because this problem.
I tryed to merge wads files together but it is the same problem too help
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2014 May 17 at 18:30 UTC
— Ed. 2014 May 17 at 20:51 UTC
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buq25
2008 Jul 5 • 583
295 ₧
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Make sure that the picture is both as wide as high, and a 2^x value. For an example, 1024*1024 or 2048*2048 .
Today's post brought to you by the letter: "heck".
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2014 May 18 at 21:58 UTC
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Ok ty. One quedtion: How Can I make Something it is like the vehicule or a helicopter.. that when u press E it moves to other place?
And how can i make a button that when u press a wall come down and this wall dont let a zombie for example to go to the Human (when he is DUCK position )???
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2014 May 31 at 17:30 UTC
— Ed. 2014 May 31 at 17:52 UTC
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SRAW
Rocket Man
2007 Nov 6 • 2525
601 ₧
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Well if you're talking about a vehicle you can drive, then you need to use func_vehicle, and there are lot of tutorials on the internet for it... as for a wall that can fall and block off, you should just use func_door and make it be able to be triggered by a button_entity or func_button
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2014 Jun 2 at 03:40 UTC
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SRAW said: Well if you're talking about a vehicle you can drive, then you need to use func_vehicle, and there are lot of tutorials on the internet for it... as for a wall that can fall and block off, you should just use func_door and make it be able to be triggered by a button_entity or func_button
Please give me a detailled explanation about the tracktrain and what do I need to set in the options of func_tracktrain ( not func_vehicle because i knew how to do it :) ), explain to me how to make the func_door come down with button. please im not experienced enough like you ..
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2014 Jun 3 at 15:04 UTC
— Ed. 2014 Jun 4 at 00:11 UTC
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hlcsg: Error: Could not open wad file \games\counter-strike\cstrike\cs_dust.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
hlcsg: Error: Could not open wad file \games\counter-strike\cstrike\cs_bdog.wad
hlcsg: Error: Could not open wad file \games\counter-strike\cstrike\de_aztec.wad
hlcsg: Error: Could not open wad file \games\counter-strike\cstrike\de_storm.wad
hlcsg: Error: Could not open wad file \games\counter-strike\cstrike\chateau.wad
hlcsg: Error: Could not open wad file \games\counter-strike\cstrike\de_airstrip.wad
hlcsg: Error: Could not open wad file \games\counter-strike\cstrike\tempdecal.wad
hlcsg: Error: Could not open wad file \games\counter-strike\cstrike\torntextures.wad
What do I need to do to overcome this problem ?
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2014 Jun 5 at 20:05 UTC
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Down Rodeo
Cap'n Moth of the Firehouse
2007 Oct 19 • 5486
57,583 ₧
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Well, it says the file isn't there. So, probably you need to put it in that location, or you need to change the path that is there (it looks like it's missing a C:\ to me).
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2014 Jun 5 at 23:26 UTC
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Down Rodeo said: Well, it says the file isn't there. So, probably you need to put it in that location, or you need to change the path that is there (it looks like it's missing a C:\ to me).
ok and what about this ?
hlrad: Error: Exceeded MAX_PATCHES
Description: The map has a problem which must be fixed
Howto Fix: Check the file ZHLTProblems.html for a detailed explanation of this problem
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2014 Jun 8 at 09:49 UTC
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Down Rodeo
Cap'n Moth of the Firehouse
2007 Oct 19 • 5486
57,583 ₧
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Ghaith1 said: Howto Fix: Check the file ZHLTProblems.html for a detailed explanation of this problem
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2014 Jun 8 at 11:26 UTC
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Down Rodeo said: Ghaith1 said: Howto Fix: ZHLTProblems.html
Where can i find it ????
And How can I create a bomb target where Terrorist plant bomb? Explain me with details pls :)
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2014 Jun 8 at 12:17 UTC
— Ed. 2014 Jun 8 at 12:18 UTC
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Down Rodeo
Cap'n Moth of the Firehouse
2007 Oct 19 • 5486
57,583 ₧
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Isn't it in the same folder?
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2014 Jun 8 at 15:49 UTC
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Down Rodeo said: Isn't it in the same folder?
I have 'instructions.html'and ' errortable.html' and ' read me first.html' and 'argvhandling.html' only. But there s no ZHLTProblems.html
And by the way I found this in a website:
Exceeded MAX_PATCHES
When HLRAD runs, it takes all the visible faces in the game, and divides them into sections called patches. These patches are the textures used as the lightmaps for the world. There is a hard limit of 65535 patches that HLRAD can deal with. By default, a 64x64 game unit chunk of space is the size of one patch. If the texture scaling (not texture size) is larger or smaller, it will directly affect the lightmap size as well. This means a texture with scale of 2, will have at best 1/4th as many patches as a texture with a scale of 1.
Putting a 'box' around the level to protect from leaks is the most commmon cause of this error, beyond excessively large maps. The box causes vis to keep the faces on the outside which would normally be thrown away. These faces are then required to have lightmaps. Worst case, is that putting a box around the level will usually cause an extra 40-80% more lightmaps to be created than necessary.
Barring having a box, the other cause is large maps. The fixes are varied but can only help so far. Using -chop values larger than the default 64 for HLRAD will cause the lightmaps to be larger. However, for values larger than around 96 the lightmaps start looking bad, and will more prominently show the 'staircase' effect on shadows. Using a larger scale on large textures (dirt, rock walls, concrete) will help those large surfaces consume fewer lightmaps.
I dont understand what Do I need to do exactly ??
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2014 Jun 8 at 17:25 UTC
— Ed. 2014 Jun 8 at 19:05 UTC
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