zivk8zivk8User name
zivk8
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2008 March 2
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2008 May 9 at 17:15 UTC
I need some help with HLRAD problems in Hammer Mapping
And how do i replace the normal sky texture (mountains like in cs_militia) to something like in cs_office?
2008 Apr 22 at 18:53 UTC
I need some help with HLRAD problems in Hammer Mapping
I created a new map and I successfully compiled the map but I see that only the sky and the places which are closed to the lights are not lighting and i just wanted to know how can I make almost everything like in de_dust2.
(don't laught at my grammer!)
2008 Apr 22 at 15:20 UTC
I need some help with HLRAD problems in Hammer Mapping
But it has a lot of invisible walls (to prevent shortcuts).
You know that invisible walls will be blue and not invisible only in hammer. If I will recreate the map with much smaller scales the map will pass HLRAD?
2008 Apr 22 at 10:02 UTC
I need some help with HLRAD problems in Hammer Mapping
It's realy a big map (like any other surf map)
2008 Apr 21 at 16:42 UTC
I need some help with HLRAD problems in Hammer Mapping
There are 4 ways to fix that, but nothing helps me fix it.
I understood that i can't use ZHLT for my map.
2008 Apr 20 at 10:57 UTC
I need some help with HLRAD problems in Hammer Mapping
It only explains the problem it doesn't help me to solve the problem
2008 Apr 19 at 19:55 UTC
I need some help with HLRAD problems in Hammer Mapping
Here is the .log file:
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 surf_ziv_trophy Entering surf_ziv_trophy.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] 3 brushes (totalling 18 sides) discarded from clipping hulls CreateBrush: (0.13 seconds) SetModelCenters: (0.00 seconds) CSGBrush: (0.66 seconds) Using Wadfile: \program files\valve\cstrike\cstrike.wad - Contains 7 used textures, 50.00 percent of map (123 textures in wad) Using Wadfile: \program files\valve\cstrike\torntextures.wad - Warning: Larger than expected texture (240172 bytes): 'TK_STONEWALLHI' - Warning: Larger than expected texture (306812 bytes): 'TK_CLAYROOF' - Warning: Larger than expected texture (272812 bytes): '{TK_PLANTLG' - Warning: Larger than expected texture (327212 bytes): '{TK_PLANTSM' - Warning: Larger than expected texture (235412 bytes): 'TK_TORNMAP' - Contains 7 used textures, 50.00 percent of map (162 textures in wad) added 2 additional animating textures. Texture usage is at 0.57 mb (of 4.00 mb MAX) 0.88 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 surf_ziv_trophy 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 'surf_ziv_trophy.prt' 5.17 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 surf_ziv_trophy 473 portalleafs 1659 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: (0.83 seconds) LeafThread: (115.63 seconds) average leafs visible: 259 g_visdatasize:26997 compressed from 28380 116.64 seconds elapsed [1m 56s] ----- 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 surf_ziv_trophy -= 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 ] 11410 faces Create Patches : 151376 base patches 0 opaque faces 2966579 square feet [427187456.00 square inches] Error: Exceeded MAX_PATCHES Description: The map has a problem which must be fixed Howto Fix: Check the file ZHLTProblems.html for a detailed explanation of this problem ----- END hlrad -----
2008 Mar 3 at 18:35 UTC
I need some help about textures in Hammer Mapping
what's includewad?
is it a command?
2008 Mar 3 at 18:31 UTC
I need some help about textures in Hammer Mapping
just one more question, if i want to give this map to a friend of mine and i'll give the .bsp file only without the textures, will it work?
2008 Mar 2 at 18:12 UTC
I need some help about textures in Hammer Mapping
If I want to make my own textures how do i make them WADs?
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