kevinyide

kevinyide

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kevinyide
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2008 April 8
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9
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Recent posts by kevinyide

Recent posts by kevinyide

2008 Jul 7 at 03:31 PDT
i created a map following superjer's tut and durin the technical stuff i didnt get any map_name.err file
but wen i follwed the "press any key to continue" CS v1.6 didnt execute my map for testing.....here's the log and i cant seem to find out the problem.



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 dbit_map
Entering dbit_map.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:
50%... (0.00 seconds)
CSGBrush:
(0.05 seconds)

Using Wadfile: \anup\games\valve\cstrike\cstrike.wad
- Contains 4 used textures, 100.00 percent of map (123 textures in wad)
Using Wadfile: \anup\games\valve\valve\halflife.wad
- Contains 0 used textures, 0.00 percent of map (3116 textures in wad)

Texture usage is at 0.07 mb (of 4.00 mb MAX)
0.09 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 dbit_map

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 'dbit_map.prt'
0.11 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 dbit_map
4 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:12 compressed from 4
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 dbit_map

-= 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 ]


304 faces
Create Patches : 4168 base patches
0 opaque faces
83323 square feet [11998528.00 square inches]
1 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.33 seconds)
visibility matrix : 1.0 megs
BuildVisLeafs:
50%... (0.36 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.66 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.06 seconds)
Transfer Lists : 4332384 : 4.33M transfers
Indices : 34304 : 33.50k bytes
Data : 17329536 : 16.53M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.25 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.45 seconds)
2.25 seconds elapsed

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



The system cannot find the file specified.
The filename, directory name, or volume label syntax is incorrect.
Press any key to continue . . .


Path to cstrike:
E:\Anup\Games\Valve\cstrike
Path to the ZHLT folder:
E:\Anup\Games\zhlt

In addition to this...can i first build complete walls and then create a door in them? kind of like cutting off the portion of the wall where the door fits in ??. I want the doors to open like the PUSH/PULL doors at malls.
Can i create windows in similar fashion?. i want transparent 4x4 panes for the windows.
2008 Jul 6 at 10:18 PDT
Down Rodeo said:
Hmmm, true dat. I suppose I'm lucky in terms of exchange rates...

My previous post is shit, sorry. I apologise for sounding like a twat.

Ummm, I don't know how you could get the tools working without Steam as most of them actually use the Steam dlls and executables in some way. And if Steam doesn't think you have access to the Source engine then there are not many ways around it as far as I know. But then, I'm not a mad cracker.

Its allrite dude...anyways..i think i'll just revert to trying my hands at making maps for CS v1.6 n im hopefull my queries on them will find answers

Btw...the first query that i have is about estimation and measurements in VHE for CS 1.6. Since i want to make rooms (the map in mind being that of my college) how much should be the height of the structures (from floor to ceiling of a room) so that wen the map is used..the roof isnt way above the CT and T heads. ???
2008 Jul 5 at 01:45 PDT
Down Rodeo said:
The fact is you are using illegal software which Valve don't like. Even if you have the Steam stuff it won't come up because it is not tied to your account. The only way to get that is to buy the game.

I mean it's like
2008 Jul 4 at 08:35 PDT
OK i managed to download steam,installed it as well as created a free account. i didnt install steam in the same folder as CSS.
when i start steam i logs in "Online" mode. I also downloaded the sourcesdk.gcf file (about 830 MB) and copied it in Steam>Steamapps

However i cannot see the SDK wen go to the tools option after i launch steam.
Where am i going wrong, now tht i have the SDK..how do i use it to get VHE working and running for me and how do i use Steam in "Offline " mode??

plzzzzzzzzz help
2008 Jul 3 at 12:01 PDT
Down Rodeo said:
They are pretty different.

Also, since you said you don't have Steam, I have no idea how to help you. The Source tools were released to all those that bought a copy of a game utilising the Source engine.

If you don't have Steam I assume you didn't buy it.

i have no idea how or what steam is except that wen i searched this forum for Source all the replies referred to the Source SDK for the valve hammer editor. is the VHE for source different than the one for 1.6??

anyplace i can download it and maybe then u guys can help me out?

n btw..i purchased a not so legal copy wich had a Collection of HL and CS versions frm wich i play CSS
2008 Jul 3 at 11:15 PDT
mrsticks said:
ok, we ONLY have 1.6 fourms

my advice would be to go on google and type in "Counter-strike: source map making forums". It isnt much, but atleast im directing you to a correct forum.



I DID THAT !!!....damn..i ultimately came over here thinking u guys cud help
i wonder wot cud be the difference in answering a CS 1.6 query and CSS query...most guys herein being pro's....still await answers to query...cuz redirection hasnt proved useful to me
2008 Jul 3 at 09:00 PDT
i have only installed the CSS setup as i had it. i dont have any idea about steam bcuz i dont need a steam account to play.
i need help with my queries. and plz direct me to the correct forum for Source. thanks
2008 Jul 3 at 03:42 PDT
hi evryone, coming to the point, i want to create a map for CSS modelled on my college building. i need to know wot iv got to use to start off making a map cuz i searched my Valve folder for the hammer editor via the steam SDK but its not there.
The path to steam on my PC is :

C:\Program Files\Valve\Counter Strike Source Final\platform\steam

and the containing folders in it are
- cached
- drivercheck
- games
- html

the games folder listed above only has icons and some other files in it..NO "exe's" are there..
plz reply ASAP with as much resource on tools, textures etc...


One more thing, is the method for adding doors, transparent windows, adding water etc the same as asked by other forum members? or is it different for a CSS map.
thanks in anticipation

-----------
3L gu@j3

2008 Apr 8 at 02:56 PDT
Need Help on mapping in Hammer Mapping
i just created a simple map using the tut given by superjer.
now i want to move on and create various things to my map such as stairs, boxes (that explode wen the bomb detonates), using custom images on walls, holes in walls (like the one near site B in dust two wich overlooks the bombplanting location, will that be a leak !?! ), lighting adjustment etc. Also i would like to know how to make sure the camera works just like when i play on LAN at college wherein once anyone dies, they can select any camera angle to walkthrough the map.
How do i increase the number of entities for CT and T ?. the tut given uses onle one CT and one T.
Also the dust2 map has the sky above. is the sky the texture of the roof?
My basic idea is to create a map replica of my college to play with my friends on LAN in college.
Awaiting ur replies.