vick

vick

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vick
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#99cc99
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2011 September 9
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24
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Recent posts by vick

Recent posts by vick

2012 Mar 16 at 00:24 PDT
Raising water on VHE? in Hammer Mapping
you can make water rise. when you set it to func_water you can see a list of properties. it will always be water but can be moved like a door using a button or the 'use' key.
2012 Feb 29 at 17:08 PST
I have no name :( in Hammer Mapping
problem solved. yes the mod adds additional models such as hats, skins and stuff like that.

i thought that my maps wouldnt support models if the limit was close to 65k patches. i wasnt sure what the 512 mb limit meant. turns out its the amount of entities. 512 is the most you can have. youu can check this by going to map > show information in Hammer and adding the point and solid entities so all i had to due was reduce the number of entities i had. thank you rockbomb and sprinkles
2012 Feb 28 at 22:05 PST
I have no name :( in Hammer Mapping
hlcsg v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlcsg -----
Command line: hlcsg -nowadtextures -texdata 33333 testmap
Entering testmap.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 34132992 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ off ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

69 brushes (totalling 430 sides) discarded from clipping hulls
CreateBrush:
(0.34 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.53 seconds)

Using Wadfile: \users\student\desktop\halflife.wad
- Contains 61 used textures, 43.26 percent of map (3116 textures in wad)
Using Wadfile: \users\student\desktop\decals.wad
- Contains 0 used textures, 0.00 percent of map (225 textures in wad)
Using Wadfile: \users\student\desktop\my_wad.wad
- Warning: Larger than expected texture (348972 bytes): 'GRASS'
- Warning: Larger than expected texture (348972 bytes): 'FINISHES10'
- Contains 19 used textures, 13.48 percent of map (544 textures in wad)
Using Wadfile: \users\student\desktop\custom2.wad
- Contains 61 used textures, 43.26 percent of map (1926 textures in wad)

added 14 additional animating textures.
Texture usage is at 2.99 mb (of 32.55 mb MAX)
1.74 seconds elapsed

----- END hlcsg -----



hlbsp v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlbsp -----
Command line: hlbsp testmap

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 4 ] [ 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 ]
noopt [ 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 8192)


SolidBSP [hull 0] 500...1000...1500...1927 (0.08 seconds)
BSP generation successful, writing portal file 'testmap.prt'
SolidBSP [hull 1] 500...1000...1500...1912 (0.07 seconds)
SolidBSP [hull 2] 500...1000...1500...1679 (0.06 seconds)
SolidBSP [hull 3] 500...1000...1500...1835 (0.07 seconds)
1.71 seconds elapsed

----- END hlbsp -----



hlvis v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlvis -----
Command line: hlvis testmap
848 portalleafs
2534 numportals

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 4 ] [ 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:
(0.48 seconds)
LeafThread:
(17.59 seconds)
average leafs visible: 178
g_visdatasize:41631 compressed from 89888
18.15 seconds elapsed

----- END hlvis -----



hlrad v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlrad -----
Command line: hlrad testmap

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
bounce dynamic light [ on ] [ on ]
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 ]


9621 faces
Create Patches : 63500 base patches
0 opaque faces
638207 square feet [91901824.00 square inches]
35 direct lights

BuildFacelights:
(27.75 seconds)
visibility matrix : 240.3 megs
BuildVisLeafs:
(140.92 seconds)
MakeScales:
(98.24 seconds)
SwapTransfers:
(28.71 seconds)
Transfer Lists : 181194050 : 181.19M transfers
Indices : 53366276 : 50.89M bytes
Data : 724776200 : 691.20M bytes
GatherLight:
(7.30 seconds)
FinalLightFace:
(6.24 seconds)
311.16 seconds elapsed [5m 11s]

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


2012 Feb 28 at 22:04 PST
I have no name :( in Hammer Mapping
models as in brushes or what? bc my map doesnt have any models. and how can i check if im close to the 512 limit
2012 Feb 28 at 21:29 PST
I have no name :( in Hammer Mapping
i made a jailbreak map, and when amx_super.amxx is loaded on the server, it causes the server to crash. Without it it runs fine. Anyone know why this could be?

Host_Error: PF_precache_model_I: Model 'models/metalplategibs.mdl' failed to precache because the item count is over the 512 limit. Reduce the number of brush models and/or regular models in the map to correct this
2012 Jan 14 at 00:09 PST
i wish a new and it seems like no one else does...
2012 Jan 14 at 00:07 PST
yes ive always wonder this as well! i make a lot of custom textures and want them to have certain sounds with them when you step on it. i still dont know how but i would think it has to do with the name, if its even possible.
2011 Nov 1 at 22:56 PDT
code padlock in Hammer Mapping
does anyone know how to make a keypad. like you have to press certain numbers in order to unlock a door?
2011 Nov 1 at 22:54 PDT
im pretty sure you can using a multimanager. i used a door that moved and had breakable glass
2011 Oct 21 at 13:09 PDT
vehicle kills in Hammer Mapping
thanks for the help...