some very noobish questions

some very noobish questions

Hammer Mapping — Page [1] 2 3 4 5 6 7 8
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
allright I've got a few noobish questions that I need answered.
Is there somewhere a list of the enitities that are in The Hammre and what they do?
How do I put water into my map?
How do I make it so that CTs/Ts can't buy anything?
How can I put weapons on the ground?
How can I make it so that CTs/Ts respawn with a certain weapon?
How do I make a map a deathmatch map?
...and that's the bottom line because Mate de Vita said so.
 
 
 
2008 Oct 16 at 15:23 UTC
Down Rodeo
Cap'n Moth of the Firehouse

Find the Hole II Participation Medal
2007 Oct 19 • 5486
57,583 ₧
Try Googling a list of entities.
Make a very small buyzone such that no-one can get to it.
weapon_strip will give people certain weapons, I think, and armoury entities allow weapons to be picked up - maybe.
Dunno.
Oh, water is just func_water.
 
 
 
2008 Oct 16 at 16:02 UTC — Ed. 2008 Oct 16 at 16:03 UTC
eDan Co.
Mighty Typist

Real Live Hands-On Rabbi Medal
Consolation Medal
2007 Sep 24 • 2921
252 ₧
Weapons
On this page, I will explain how to do the following in Valve Hammer Editor:
May contain traces of invisible text.
 
 
 
2008 Oct 16 at 16:09 UTC
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
ah, ok thanks.
...and that's the bottom line because Mate de Vita said so.
 
 
 
2008 Oct 16 at 16:10 UTC — Ed. 2008 Oct 16 at 16:11 UTC
eDan Co.
Mighty Typist

Real Live Hands-On Rabbi Medal
Consolation Medal
2007 Sep 24 • 2921
252 ₧
What do you mean by "deathmatch map"?
May contain traces of invisible text.
 
 
 
2008 Oct 16 at 16:10 UTC
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
You know, a map with a team deathmach game. You choose what weapons you'll have when you respawn and you respawn right after you die, not having to wait (there are no rounds).

Oh and how do I make a ladder? I try to make it like it says here: http://www.superjer.com/learn/func_ladder.php
but I can only put the illusionary part and the climby part in the same place or one square apart (I put the illusionary part on an already existing wall). I can't make it so that the climby part would touch the ilusionary part and be right in front of it.
...and that's the bottom line because Mate de Vita said so.
 
 
 
2008 Oct 16 at 19:21 UTC
eDan Co.
Mighty Typist

Real Live Hands-On Rabbi Medal
Consolation Medal
2007 Sep 24 • 2921
252 ₧
Counter-Strike has rounds. If you've ever played a game that doesn't, it must have been a mod.

Try changing the grid size [with the square brackets] to move your ladder parts to the perfect location.
May contain traces of invisible text.
 
 
 
2008 Oct 16 at 22:39 UTC
Down Rodeo
Cap'n Moth of the Firehouse

Find the Hole II Participation Medal
2007 Oct 19 • 5486
57,583 ₧
 
 
 
2008 Oct 16 at 22:45 UTC
eDan Co.
Mighty Typist

Real Live Hands-On Rabbi Medal
Consolation Medal
2007 Sep 24 • 2921
252 ₧
But it's a mod, not the map.
May contain traces of invisible text.
 
 
 
2008 Oct 16 at 22:49 UTC
Down Rodeo
Cap'n Moth of the Firehouse

Find the Hole II Participation Medal
2007 Oct 19 • 5486
57,583 ₧
 
 
 
2008 Oct 16 at 23:03 UTC — Ed. 2008 Oct 16 at 23:03 UTC
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
ah, finally figured out how to make the grid smaller.

Oh and I have played a deathmatch game on CS 1.6, though it may have been the server, not the map.

EDIT: If I don't create a buyzone, there still is one in the map. Do I have to somehow delete that one or will it go away if I make a new one in a wall?
...and that's the bottom line because Mate de Vita said so.
 
 
 
2008 Oct 17 at 12:45 UTC — Ed. 2008 Oct 17 at 13:19 UTC
Down Rodeo
Cap'n Moth of the Firehouse

Find the Hole II Participation Medal
2007 Oct 19 • 5486
57,583 ₧
 
 
 
2008 Oct 17 at 13:08 UTC
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
Down Rodeo said:
Like I said, make one somewhere no-one can get to it.

yeah, that's what I'm asking. If I make a new one in a wall, will the one that's automatically in the map disappear?
...and that's the bottom line because Mate de Vita said so.
 
 
 
2008 Oct 17 at 13:11 UTC
eDan Co.
Mighty Typist

Real Live Hands-On Rabbi Medal
Consolation Medal
2007 Sep 24 • 2921
252 ₧
Yes.
May contain traces of invisible text.
 
 
 
2008 Oct 17 at 13:35 UTC
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
ok tnx.
But I'm not done yet
2 more:


1. I made a ladder out of three parts:
- climby part (func_ladder with AAATRIGGER texture)
- visible part (func_illusionary with a random texture that looks like a ladder - it doesn't begin with a {, because it doesn't have to be transparent, it's in a wall)
- solid part (a brush with clip texture)

I put the visible part and the solid part in the same place and the climby part in front of them. But then I climbed the ladder and he fell down at the top like there was no solid part. So I went back into the hammre and I selected the solid part, pressed ALT+ENTER and it said it was func_illusionary. Why did this happen and how can I make it solid again?


2. Is it possible to make the area where you can make the map bigger?
...and that's the bottom line because Mate de Vita said so.
 
 
 
2008 Oct 17 at 13:57 UTC — Ed. 2008 Oct 17 at 13:58 UTC
Down Rodeo
Cap'n Moth of the Firehouse

Find the Hole II Participation Medal
2007 Oct 19 • 5486
57,583 ₧
Just change the type in the pane to the... right hand side I think?

No, that's the maximum size. If you go over 4096 in any one direction you'll get a compile error.
 
 
 
2008 Oct 17 at 14:15 UTC
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
Down Rodeo said:
Just change the type in the pane to the... right hand side I think?

how do I do that?
sorry but I'm a complete newbie at this
...and that's the bottom line because Mate de Vita said so.
 
 
 
2008 Oct 17 at 18:04 UTC
eDan Co.
Mighty Typist

Real Live Hands-On Rabbi Medal
Consolation Medal
2007 Sep 24 • 2921
252 ₧
I don't understand the problem...
May contain traces of invisible text.
 
 
 
2008 Oct 18 at 02:54 UTC
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
eDan Co. said:
I don't understand the problem...

ok:
http://img90.imageshack.us/img90/3339/zahammereditorom2.png

the red (selected) piece is the visible part (func_illusionary with the CSTRIKE_WE2PPWL texture).
Right in front of it (more or less invisible in the top view, but visible in the camera view) is the climby part (func_ladder with AAATRIGGER texture).

Now at first I only had those two and the illusionary part was in the wall. But then the textures of the wall and the illusionary part and the wall were mixing (because they occupied the same space) and the texture was fucked up.
So I deleted the wall in that space and created a normal brush with the CLIP texture, exactly as large as the visible part and placed it so that it now occupies exactly the same place as the visible part.
But then for some reason that solid brush became a func_illusionary and because of that (in the game) after I climb the ladder, there is no solid part there (only 2 illusionary parts), my character just falls down through both of the illusionary parts.

Now what I want to know is:
1. Why did the brush become func_illusionary?
2. How do I change it back from func_illusionary to a normal brush?

I hope this was clear enough.
...and that's the bottom line because Mate de Vita said so.
 
 
 
2008 Oct 18 at 09:17 UTC — Ed. 2008 Oct 18 at 09:19 UTC
eDan Co.
Mighty Typist

Real Live Hands-On Rabbi Medal
Consolation Medal
2007 Sep 24 • 2921
252 ₧
Ok. I don't know why it became a func_illusionary, maybe if you copied the original one or something...

Anyway, to turn an entity back to a regular brush, select it and hit ctrl + W.
May contain traces of invisible text.
 
 
 
2008 Oct 18 at 09:45 UTC
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
hmm... Now I have a big problem. I make a brush an entity (CTRL+T) and then if I select another object, it just becomes a normal brush again.

EDIT: aha, found the problem. Apparently the CTRL+W is also the combination for toggle group ignore and instead of moving the selected object to world it just toggled group ignore on.
...and that's the bottom line because Mate de Vita said so.
 
 
 
2008 Oct 18 at 10:34 UTC — Ed. 2008 Oct 18 at 10:40 UTC
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
hlvis: Error: Portal file 'Sniper_Tower.prt' does not exist, cannot vis the map

what does this error mean and how do I fix it?
...and that's the bottom line because Mate de Vita said so.
 
 
 
2008 Oct 18 at 11:09 UTC
Killer-Duck
Homicidal Anatidae

2008 Mar 5 • 1169
633 ₧
Post full compile log.
QUACK! QUACK!
 
 
 
2008 Oct 18 at 11:33 UTC
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
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 Sniper_Tower
Entering Sniper_Tower.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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(0.00 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.02 seconds)

Using Wadfile: \program files\counter-strike\cstrike\cstrike.wad
- Contains 3 used textures, 100.00 percent of map (123 textures in wad)
Including Wadfile: \program files\zhlt\zhlt.wad
- Contains 0 used textures, 0.00 percent of map (7 textures in wad)

added 2 additional animating textures.
Texture usage is at 0.14 mb (of 4.00 mb MAX)
0.13 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 Sniper_Tower

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: No entities exist in hull 0, no filling performed for this hull
Warning: No entities exist in hull 1, no filling performed for this hull
Warning: No entities exist in hull 2, no filling performed for this hull
Warning: No entities exist in hull 3, no filling performed for this hull
0.08 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 Sniper_Tower
Error: Portal file 'Sniper_Tower.prt' does not exist, cannot vis the map


----- 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 Sniper_Tower
>> There was a problem compiling the map.
>> Check the file Sniper_Tower.log for the cause.

----- END hlrad -----
...and that's the bottom line because Mate de Vita said so.
 
 
 
2008 Oct 18 at 20:12 UTC
Killer-Duck
Homicidal Anatidae

2008 Mar 5 • 1169
633 ₧
Mate de Vita said:

Warning: No entities exist in hull 0, no filling performed for this hull
Warning: No entities exist in hull 1, no filling performed for this hull
Warning: No entities exist in hull 2, no filling performed for this hull
Warning: No entities exist in hull 3, no filling performed for this hull


Did you forget to put point-entities in your map? You need at least one info_player_start and one info_player_deathmatch and a light-entity.

Or maybe you accidentally put an entity outside the map?

QUACK! QUACK!
 
 
 
2008 Oct 18 at 20:32 UTC — Ed. 2008 Oct 18 at 20:33 UTC
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