vickvickUser name
vick
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2011 September 10
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2012 Mar 16 at 07:24 UTC
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 Mar 1 at 01:08 UTC
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 29 at 06:05 UTC
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 29 at 06:04 UTC
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 29 at 05:29 UTC
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 08:09 UTC
vehicles that controllable and have glass that breakable? in Hammer Mapping
i wish a new and it seems like no one else does...
2012 Jan 14 at 08:07 UTC
How to set a texture's sound? in Hammer Mapping
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 2 at 05:56 UTC
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 2 at 05:54 UTC
vehicles that controllable and have glass that breakable? in Hammer Mapping
im pretty sure you can using a multimanager. i used a door that moved and had breakable glass
2011 Oct 21 at 20:09 UTC
vehicle kills in Hammer Mapping
thanks for the help...
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