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When i run the .bat, game loads, then it loads the map. Then cs closes.
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2009 Jan 22 at 04:57 UTC
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just take the .bsp and put it in your cstrike/map folder then start a new game with the map you made
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2009 Jan 22 at 05:45 UTC
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just take the .bsp and put it in your cstrike/map folder then start a new game with the map you made
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2009 Jan 22 at 05:45 UTC
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it's in there, but when cs opens, and the game starts too load. it closes
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2009 Jan 22 at 06:48 UTC
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SRAW
Rocket Man
2007 Nov 6 • 2525
601 ₧
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2009 Jan 22 at 06:50 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 newmap
Entering newmap.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:
(0.03 seconds)
Using Wadfile: \valve\condition zero\cstrike\cstrike.wad
- Contains 3 used textures, 100.00 percent of map (123 textures in wad)
Texture usage is at 0.10 mb (of 4.00 mb MAX)
0.05 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 newmap
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)
BSP generation successful, writing portal file 'newmap.prt'
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 newmap
1 portalleafs
0 numportals
-= Current hlvis 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 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]
fast vis [ off ] [ off ]
full vis [ off ] [ off ]
BasePortalVis:
(0.00 seconds)
LeafThread:
(0.00 seconds)
average leafs visible: 1
g_visdatasize:3 compressed from 1
0.02 seconds elapsed
----- 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 newmap
-= Current hlrad 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 ]
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 ]
318 faces
Create Patches : 4632 base patches
0 opaque faces
93787 square feet [13505410.00 square inches]
5 direct lights
BuildFacelights:
(1.98 seconds)
visibility matrix : 1.3 megs
BuildVisLeafs:
(3.92 seconds)
MakeScales:
(9.97 seconds)
SwapTransfers:
(3.52 seconds)
Transfer Lists : 17764896 : 17.76M transfers
Indices : 30784 : 30.06k bytes
Data : 71059584 : 67.77M bytes
GatherLight:
(4.14 seconds)
FinalLightFace:
(1.48 seconds)
25.17 seconds elapsed
----- END hlrad -----
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2009 Jan 22 at 06:51 UTC
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SRAW
Rocket Man
2007 Nov 6 • 2525
601 ₧
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hmm... i have really no idea, maybe u could describe the map a little more
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2009 Jan 22 at 06:53 UTC
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it's one room, with 6 ct and t spawns, 5 weapon spawns, like 3 light spawns, 2 env_shooter spawn, 4 hostage spawns, and light_environment
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2009 Jan 22 at 06:58 UTC
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SRAW
Rocket Man
2007 Nov 6 • 2525
601 ₧
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u might have gave the wrong model path in the env_shooter
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2009 Jan 22 at 06:59 UTC
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i just added them, didn't path them or w/e (first day kinda just messing around with stuff) is there a quick link to some tuts?
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2009 Jan 22 at 06:59 UTC
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SRAW
Rocket Man
2007 Nov 6 • 2525
601 ₧
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im not sure, but ur map seems really small and doesnt need 5 lights and light_environment is only for the sky
env_shooter is something to do with the beer can model thingy, and i believe there is a model path u can enter, u left it blank so it might have caused cs to fail
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2009 Jan 22 at 07:01 UTC
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removed the shooters gonna try now.
Edit: still failed
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2009 Jan 22 at 07:02 UTC
— Ed. 2009 Jan 22 at 07:03 UTC
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SRAW
Rocket Man
2007 Nov 6 • 2525
601 ₧
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hahah jeremy... i mean superjer is here! maybe he can help
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2009 Jan 22 at 07:04 UTC
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still nothing, even removed the light stuff, btw how do i get a buy menu in the map?
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2009 Jan 22 at 07:06 UTC
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SRAW
Rocket Man
2007 Nov 6 • 2525
601 ₧
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the buyzone is automatically near the spawn points(or u can use a func_buyzone)
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2009 Jan 22 at 07:07 UTC
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well, when i made the map that the tut, helped with i never had a buy zone or anything.
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2009 Jan 22 at 07:08 UTC
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SRAW
Rocket Man
2007 Nov 6 • 2525
601 ₧
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join a team,, and there is a buyzone automatically in the spawn points, or use a func_buyzone entity(its brush based)
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2009 Jan 22 at 07:10 UTC
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im in the map right now no buy zone anywhere
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2009 Jan 22 at 07:11 UTC
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SRAW
Rocket Man
2007 Nov 6 • 2525
601 ₧
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then use the func_buyzone entity(or join a team)
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2009 Jan 22 at 07:13 UTC
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