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Dridmar

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Stoned said:
whats "the latter?"

latter: the second of two or the second mentioned of two

So about a custom item that isn't in game already, you need to ask a developer to make it.
 

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Alright, wich developer I should talk to for a custom item?
 

Dridmar

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Stoned said:
Alright, wich developer I should talk to for a custom item?

Seek out this individual...
minithoth64.jpg


aka Thothie
 

Thothie

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Stoned said:
Just says spr
That thar be very odd. I suspect I'd have to see the BSP or some such. You can run other MSC maps fine? :\
 

CrazyMonkeyDude

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Stoned said:
Alright, wich developer I should talk to for a custom item?
If you know how to model, feel free to try making something and sending it to the devs. Even if you don't make it, ideas are welcome.
 

Stoned

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I don't know how to model :/ so I guess it's up to you if you wish to make it -_-
 

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Draw a concept of what you want, and a currently dormant modeler might give it a shot. :wink:
 

Stoned

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Fuckin a im getting alloc block:full error, hammers really starting to piss me off to no god damn end
 

Jelly

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That's a sign of too many textures (or wrongly scaled ones). Suggestion: scale up textures.
 

Thothie

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Been meaning to add that one to the map tutoral.

Select all your non-displaying textures (ie. those beginning with "aa", and hit "fit to face"). It has to do with the way the map is lit in multiple passes that sometimes causes issues with these textures.
 

Stoned

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Im still getting that stupid error, I deleted what I thought was cuasing the problem, some triggers and a brush clipping into another brush but that isnt it.
 

Thothie

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Did you scale textures?

Sometimes regular textures scaled too small will also cause this.

Send RMF, will beat head upon.
 

Thothie

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In response to RMF:

I'm not getting the ad_alloc error, but I am getting a bad extents error, which is often related, on the texture named "MetalT1". (Are you using ZHLT 3.4?)

In Hammer, hit the "Replace" button under the texture group image in the upper right, browse the "Find" texture to MetalT1, and check "Do not replace (Mark Found Solids)", and click okay - this will select all the offending solids. Now whip out the Texture Tool (Shift+A). Enter 1.0 on both the horizontal and vertical scales, click Apply, and then click the Center Justify button (C). Click Apply again, and close the tool.

Your map should then compile fine, but you still have a leak. Loading the point file via Map->Load Pointfile may assist with this.

You also have an empty solid (Map->Check for Problems, scroll to bottom). The automated fixer fails on these and they can corrupt your entity table when you export. To repair this, use the Check for Problem dialogue, click on the instance of empty solid, click "Go to this error". The item will then be selected, but since it technically isn't on the map, you won't see it. Usually you can just close the problem list and hit delete, and, it still being selected, will then go away.

In the case of multiple instances of this, or stuborn instances, press Alt-Enter to enter the properties dialogue for this buggered entity after selecting it as outlined above. Give the entity a targetname of "delete", or some such, then use the Entity Report Tool (Map->Entity Report), to track down all instances of entities with the targetname of "delete", then highlight and delete them on from the list. You *may* also have to make it a valid brush entity, if it isn't already one (eg. "msarea_monsterspawn"), or the Entity Report Tool may not track it down proper.

The wpoly count in your front room is over 1200 at some spots. This is bad if you intend combat here. I strongly suggest stopping face splicing with by placing a 1 unit gap between your cylinders and the walls they touch (the gap method is always preferable to the func_wall method in MSC due to the edicts extra entities cause). Eliminating the various angled spikes would also help.

Spikes and cylinders are wpoly as well as vis node eaters: use them sparingly!

Eliminate the opening/closing sounds from your doors. If a monster blocks a door that makes a sound, it will crash the server.

The MSC player cannot automatically climb blocks higher than 16 units. Your spiral stair case has steps 18 units high. The player will have to jump up the entire spiral star case, step by step (a wrist-breaking task, to say the least). Exposed spiral stair cases also eat a lot of wpoly, so the design concept may not be a wise one in any case.

You have at least three invalid shapes on the map that are not registering to the problem finder (re-import the .map file). These maybe the altered spikes, but I didn't go into detail to confirm. ZHLT doesn't seem to be discarding them, however, so you maybe okay.
 

J-M v2.5.5

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Thothie said:
The MSC player cannot automatically climb blocks higher than 16 units.
I'm 99% sure that the max. walkable height is 18 units instead of 16 units. But if MS:C changed that, you probably know best here.
 

Thothie

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Sadly, yes, MSC did change that. I think it has to do with the way collisions work with smaller monsters - it had to be divisible evenly into 32 - or small spiders sent you flying into space if you stepped on them wrong.
 

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Alright, this is REALLY starting to piss me off, I fixed most problems(the fatal ones) AND IM STILL GETTING ALLOCBLOCK:FULL! :evil: I'm to the point of giving up, I dont want to restart the map because I never gotten this far on a map before. If I do im not even going to try to make it, i'll finish a WIP and then im off to a different map.
 

Thothie

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I managed to fix the last one you had... You can send it my way, and I can send you the source back. Moving onto another map is not a good idea, as until you learn how to correct this error, you'll likely run into it on every map you make.
 

Thothie

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In response to RMF:

Alrightie then... My instructions don't seem to being followed, mayhaps due to TL;DR syndrome - so I'm going to try to use pictures this time.

STEP1: First, get rid of the empty entity:

step_by_step_d1.gif
Tools->Check For Problems

step_by_step_d2.gif
1. Scroll down past the horde of surperfulous errors to "Solid Entity (xxx) is Empty".
2. Click on that entry.
3. Click Go To Error
4. Let the mouse drift into any of the view planes, but don't click!
5. Press Delete.
6. Close Problem List.
7. Re-Open problem list to confirm it is gone.


STEP2: Bad Extents resulting in ALLOC:

step_by_step_a1.gif
Note the name of the texture returned by ZHLT.

step_by_step_a2.gif
Click browse to find the offending texture.

step_by_step_a4.gif
1. Click "Only Used Textures" to filter out extras, and type the offending texture's name in the Filter blank.
2. Click on the offending texture.
3. Click "Mark", this will highlight all offending textures

step_by_step_a5.gif
1. Whip out the Texture Tool (Shift+A).
2. Enter 1.0 and 1.0 for the X and Y scaling.
3. Click Apply.
4. Click Align: World.
5. Click Justify: Center.
6. Click Apply again.

You may now close the Texture Tool.

[This was likely caused by scaling or splicing, and/or moving brushes without the texture lock on.]

STEP3: Reducing WPoly Caused by Face Splitting

Just outisde your front entrance you have two pillars forged from cylinders like so:
step_by_step_b1.gif
It is very bad to have a cylinder touching another solid like this as it will cause the solid it touches to split into many parts in render.

This effect can be viewed by loading up the map in HLDM (not MSC) and typing "gl_wireframe 2" in console.
step_by_step_b2.gif
(I've had to invert the colors to make this clear)

As you can see, the brush making up the base of the cylinder splits at ever vertex where the cylinder above touches it.

step_by_step_b3.gif
Creating a 1 unit gap between the two brushes resolves this issue with little to no visual impact.

After one unit gap:
step_by_step_b4.gif
As you can see, the one unit gap cured the face splitting between the two brushes, saving you a few dozen wpoly... However... The cylinder that makes up the base of the pillar is still piercing the floor, causing the same issue. Normally, you could use the same method, but since your floor slopes slightly, it's much more difficult.

The alternative is to make the brush that meets the floor a func_wall entity - which will resolve the splitting issue, but add an unnecessary entity, which takes from game stability. It'd be wiser, most likely, to simply eliminate this slope from the floor and use the 1 unit gap method again.

Be sure to use the 1 unit gap method for the top of the pillars as well. Do this for every cylinder you have touching another brush.

STEP4: LEAK

HLBSP says you have a leak, may the gods help you.
step_by_step_c1.gif

AFTER compiling, you can load the point file, which should help some.

step_by_step_c2.gif
Generally the leak can be found where the jumbles of red lines cluster together. The leak will not always be visible, but it seems likely that it maybe this area here, where you have thin brushes overlapping others in an attempt to seal your map. They violate the "stay to grid" and "don't overlap brushes" sacred mapping commandments.

Finding and fixing leaks is a time consuming process, so beyond this bit of advice, yer on your own here.

I'll leave the ten commandments here, in case you don't get around to reading the Novel of TL;DR.

Ye 10 Commandments of HL1 Mapping
gabe_moses.jpg
-Thou shall not hollow anything, ever
-Thou shall not carve anything, ever
-Thou shall not use cylinders without aligning every vertex to the grid
-Thou shall not scale spikes, and thou shall make sure each vertex of a spike aligns to the grid
-Thou shall not overlap brushes
-Thou shall not scale or rotate complex nor oddly shaped objects nor rooms nor hallways
-Thou shall not build a box around your map to avoid leaks (nor for any other reason)
-Thou shalt always snap to grid
-Thou shalt always align to a large grid (x16+) when not drawing details
-Thou shalt follow the omni-present law of KISS

Now, I STRONGLY suggest you fix these yourself as instructed, as if I just hand you back the fixed RMF, it won't teach you anything. The RMF I have now compiles, but the leak isn't resolved, and only the front door cylinders dealt with (and not where they touch the floor), so even if I do hand it back straight over, it won't get you out of all the work. If you absolutely give up, I'll hand em to ya - but again, I really recommend trying to do it yourself first.
 

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I'd like to add a few things. Doing the one unit gap rule to lower world poly counts increases VIS and RAD compile times. So if long compile times are killing your PC consider just letting the pillar carve away. Also cutting the cylinder into pieces so the vertices of the top cylinder line up with the edges over the bottom cylinder will lower polys. ALSO cut a square into the ground same size as the cylinder will make things less messy when the bottom cylinder cuts up the face of the ground.

Thou shall not overlap brushes
Unless, the vertices edges and faces of which are intersecting each other are on the unit grid. Let CSG do the work.
 

Thothie

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Doing the one unit gap rule to lower world poly counts increases VIS and RAD compile times. So if long compile times are killing your PC consider just letting the pillar carve away.
Better compile time now, than lag later. ^_^ His front chamber was doing 2000+ wpoly's due to all the splitting - although some of it was also his spiral stair cases, which he removed. I suspect the leak is adding some of its own as well.

Unless, the vertices edges and faces of which are intersecting each other are on the unit grid. Let CSG do the work.
While you *can* do this, it's not the sort of habit I would want to train new mappers into. Crazy overalpping brushes are among the most common performance killers / weird error generators in newbie maps.

Much like RL, you can get away with violating most any of the ten commandments, if you do it right, and not too often - but if you fail those conditions, your map will go straight to hell. ;)
 

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Oh Thothie, you know exactly what to say haha. Great explinations!
 

Stoned

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Im beck! Ill start mapping once more! Nice mapping break was nice. :D


*EDIT* Im glad to say I have found the fatal error and can now finish hoftbofh
 

Thothie

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Glad to see you didn't give up! Tis a hazardus thing to jump from project to project without finishing any one of them. He who flows like water is eventually swallowed by the ocean, or so they say. ;)
 

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Im redisigning the spawn room to make it look kewler, it may be done by tomarrow, I have like 3 or 4 days of summer vacation left so im kina pissed that it went by so fast :evil:
 

Stoned

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Sorry for double post but may I ask that do all MSC map names mean something? If so where did you come up with them? I basically failed language arts so I may need a bit of help coming up with names for things.. :oops:
 
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