Da FleegstaDa FleegstaUser name
Da Fleegsta
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2009 June 24
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2010 Dec 10 at 03:46 UTC
Compiling, no error but cs won't start up. in Hammer Mapping
sprinkles said:
^^^ I agree with this.
2010 Dec 9 at 22:52 UTC
mapidea, again *sigh* in Hammer Mapping
a zombie mall map :D theres not enough of those :(
2010 Dec 9 at 22:44 UTC
Compiling, no error but cs won't start up. in Hammer Mapping
haha fuckin ethugs!!
2010 Dec 9 at 21:52 UTC
Compiling, no error but cs won't start up. in Hammer Mapping
lmao, i hope he's being sarcastic XD
2010 Dec 9 at 00:25 UTC
Compiling, no error but cs won't start up. in Hammer Mapping
the_cloud_system said: Da Fleegsta said: \users\chris\desktop\wads\halflife.wad
your .wad goes in your zhilt folder... and no its not out dated its just not retard proof Lol, you're one to talk. What you said is not only incorrect, but completely irrelevent to the problem. Ha, thanks anyway kid. I figured out what the problem was. For some reason when I copied and pasted the code for the .bat file I must of accidently hit ] instead of \ for one of the directories.. It said C:] instead of C:\ PROBLEM SOLVED
2010 Dec 8 at 23:33 UTC
Compiling, no error but cs won't start up. in Hammer Mapping
There's no .err file, but the console says "The system cannot find the path specified"... The fuck is this?
Help plz, tnx. EDIT AGAIN: I moved the .bsp file it created to my cs maps folder and ran cs, the map works fine.. Still what the hell's goin on? Is the guide just outdated maybe? EDIT: Here's the .log 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 test Entering test.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] 0 brushes (totalling 0 sides) discarded from clipping hulls CreateBrush: (0.00 seconds) SetModelCenters: (0.00 seconds) CSGBrush: (0.00 seconds) Using Wadfile: \users\chris\desktop\wads\halflife.wad - Contains 0 used textures, 0.00 percent of map (3116 textures in wad) Using Wadfile: \users\chris\desktop\wads\cstrike.wad - Contains 2 used textures, 100.00 percent of map (123 textures in wad) added 1 additional animating textures. Texture usage is at 0.06 mb (of 4.00 mb MAX) 0.03 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 test 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 'test.prt' 0.02 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 test 1 portalleafs 0 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: (0.00 seconds) LeafThread: (0.00 seconds) average leafs visible: 1 g_visdatasize:3 compressed from 1 0.01 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 test -= 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 ] 16 faces Create Patches : 162 base patches 0 opaque faces 2275 square feet [327680.00 square inches] 1 direct lights BuildFacelights: (0.00 seconds) visibility matrix : 0.0 megs BuildVisLeafs: (0.00 seconds) MakeScales: (0.00 seconds) SwapTransfers: (0.00 seconds) Transfer Lists : 21762 : 21.76k transfers Indices : 1068 : 1.04k bytes Data : 87048 : 85.01k bytes GatherLight: (0.00 seconds) FinalLightFace: (0.01 seconds) 0.06 seconds elapsed ----- END hlrad -----
2009 Jul 28 at 03:22 UTC
how do i make a switch activated door? in Hammer Mapping
ok thanks :) but what if i want to make the switch open multiple doors..? do im just make them all named door1? or do i set global entity name to door1?
and how do i make it open and close up and down?
2009 Jul 28 at 00:28 UTC
how do i make a switch activated door? in Hammer Mapping
im a really nooby noob. so i have no idea how to do this. i dont know what entities to use, etc. please help me thanks :)
2009 Jul 27 at 23:28 UTC
can't get WAD files (link broken) in Hammer Mapping
:D awsome!! thank you so much!! i was gonna look for a halflife wad files somewhere anyways.. you just made it easier :) for eevryone.. tysvvm :D
2009 Jul 27 at 17:32 UTC
Light_Enviorment in Hammer Mapping
yea i have a similar problem.. i'm using just the "light" entity, but when ever i change the brightness nothing happens.
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