EddyMeuh86

EddyMeuh86

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EddyMeuh86
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2009 August 22
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11
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Recent posts by EddyMeuh86

Recent posts by EddyMeuh86

2009 Nov 6 at 18:25 PST
when u say Copy it; do you mean copying it in a Sprite editor or simply copy the file? When u say rename it; do you mean the in in Hammre or rename the file itself?

By the the texture problem doesnt affect at all. I played the map like this before adding the sprite.
2009 Nov 5 at 19:36 PST
I tried to change my entity form cycler_sprite to env_sprite for my torch. I still get the ssame error ..

http://www.speedyshare.com/638114908.html
2009 Nov 4 at 16:35 PST
Its a cycler_sprite it doesnt have name. as the sprite, i used one in my steamapps/cstrike/strike folder. Render mod Texture. FX amount 100. Color 0 0 0
2009 Nov 3 at 21:59 PST
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 maphelp
Entering maphelp.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]

9 brushes (totalling 54 sides) discarded from clipping hulls
CreateBrush:
(1.91 seconds)
SetModelCenters:
(0.02 seconds)
CSGBrush:
(1.95 seconds)

Using Wadfile: \documents and settings\utilisateur\mes documents\hl mapping\wad\liquids.wad
- Contains 1 used texture, 3.85 percent of map (32 textures in wad)
Using Wadfile: \documents and settings\utilisateur\mes documents\hl mapping\wad\island.wad
- Contains 2 used textures, 7.69 percent of map (15 textures in wad)
Using Wadfile: \documents and settings\utilisateur\mes documents\hl mapping\wad\cs_oldvillage.wad
- Contains 15 used textures, 57.69 percent of map (291 textures in wad)
Using Wadfile: \documents and settings\utilisateur\mes documents\hl mapping\wad\as_rising_sun.wad
- Contains 7 used textures, 26.92 percent of map (49 textures in wad)

added 1 additional animating textures.
Warning: ::FindTexture() texture AZGRASS not found!
Warning: ::LoadLump() texture AZGRASS not found!
Texture usage is at 0.43 mb (of 4.00 mb MAX)
4.64 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 maphelp

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 'maphelp.prt'
4.05 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 maphelp
1414 portalleafs
4547 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:
(5.48 seconds)
LeafThread:
(583.63 seconds)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 388 and 189:
(1501.057 -498.000 817.679)
(1501.063 -498.000 1052.000)
(1501.000 -626.000 1052.000)
(1501.000 -626.000 802.151)

Warning: Leaf portals saw into leaf
Problem at portal between leaves 1003 and 1005:
(-672.682 1139.520 816.548)
(-639.207 1128.148 812.616)
(-449.000 1063.271 790.465)
(-449.000 941.922 879.393)
(-466.936 880.224 931.178)
(-714.511 991.798 940.129)

average leafs visible: 315
g_visdatasize:156272 compressed from 250278
589.28 seconds elapsed [9m 49s]

----- 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 maphelp

-= 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 ]


8787 faces
Create Patches : 56768 base patches
0 opaque faces
683877 square feet [98478400.00 square inches]
3 direct lights

BuildFacelights:
(106.66 seconds)
visibility matrix : 192.1 megs
BuildVisLeafs:
(323.09 seconds)
MakeScales:
(255.33 seconds)
SwapTransfers:
(84.48 seconds)
Transfer Lists : 123561432 : 123.56M transfers
Indices : 41724132 : 39.79M bytes
Data : 494245728 : 471.35M bytes
GatherLight:
(13.39 seconds)
FinalLightFace:
(10.08 seconds)
796.05 seconds elapsed [13m 16s]

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



2009 Nov 3 at 21:58 PST
Where do I find the stuff u want me to copy U I wont sen my map
2009 Nov 3 at 18:08 PST
Whatever. I need a solution. Do you have a tutorial on liight torch and stuff like this %?
2009 Nov 3 at 16:40 PST
Its less than 256 caracter long. What else should I try? Do you guys have a tutorial about Sprites for Trees or Flames.
2009 Nov 3 at 16:27 PST
i THINK ITS CAUSE THE PATH IS TOO LONG FOR THE WINDOW
srry for caps
2009 Nov 3 at 16:08 PST
Mod_Numforname: FATAL ERROR : C:Programs Files.... counter-strike/cstrik not found

I got this fatal error form HL when trying to open my map. The only thing I lately added to my map is a new enviroment_light and then a spot_light with a sprit entity on it.

thanks for help
2009 Aug 25 at 15:37 PDT
Is my english so bad ??? lol