Map help

-=Night Goul=-

New Adventurer
Joined
Sep 8, 2004
Messages
96
Reaction score
0
Location
Never never land
Hmm i don't know anything about mapping and spawn areas but could you increase the space inbetween the 2 spawns? Or do they spawn and just plain don't work?

W00t! 100 post on this topic :D
 

Crow

New Adventurer
RiP
Joined
Feb 26, 2005
Messages
1,219
Reaction score
0
Location
YOU DONT GOT TIME TO MAKE A PROFILE
Ahem....

Revived all the way from the second page :D

Anyways... i can't find were the hell i asked this question... or if i ever got a good answer... i know i asked it once...

In steam models and func_wall don't like eachother. Mixing the two causes steam to create little yellow bugs that swarm around the offending model-and-func_wall.
Is there anything besides this and just using a brush with the clip texture and this to simulate the model's physical presense?
The brush-with-clip-texture works fine but you can shoot through it...
I'm using monster_furniture to load the model (or whatever)
should i be useing something else? i think i heard someone mention using an npc entity or something. I tried using the ms_npc but couldnt make it work
 

Thothie

Administrator
Staff member
Administrator
Moderator
MSC Archivist
Joined
Apr 8, 2005
Messages
16,342
Reaction score
326
Location
lost
Hmmm... Func_walls don't do that when I surround models with them (I've got trees on co_totoro done just in that manner). If you set the renderamt of the func_wall to 0, it should be invisible. I completely covered the palm.mdl with a func_wall block (rather than building a hollow box around it) with no issues.

The only other way I could think to do it, would be a push brush. This maybe a tad funny looking though, as it would make the arrows go flying off in random directions. Some mons tend to act funny if they run into push brushes as well.
__________
"Remember, a dog is not just for Christmas. They can also be for Easter, or taste great at any time of the year, really." - Shaun Micallef
Saint Thoth
 

Thothie

Administrator
Staff member
Administrator
Moderator
MSC Archivist
Joined
Apr 8, 2005
Messages
16,342
Reaction score
326
Location
lost
Ya can upload the RMF, and I can take a gander at it and *try* to figure why it's doing that. Maybe you are using an AA texture or something? (I dunno... I used a regular metal texture on totoro)

Here's the func_wall in the editor (the model is a sprite dot, the way I have hammer configed... Actually this is 3.4 here - I gotta reinstall the 3.5 patch...)
func_model_hammer.gif

Here's the model + func_wall in action:
func_model_game1.jpg
...and as you can see here, it blocks projectiles:
func_model_game2.jpg
__________
"General Woundwort's body was never found. It could be that he still lives his fierce life somewhere else, but from that day on, mother rabbits would tell their kittens that if they did not do as they were told, the General would get them. Such was Woundwort's monument, and perhaps it would not have displeased him." - Watership Down
Saint Thoth
 

Crow

New Adventurer
RiP
Joined
Feb 26, 2005
Messages
1,219
Reaction score
0
Location
YOU DONT GOT TIME TO MAKE A PROFILE
oh yea... null... duh
and I use it a lot already...
it must be the lack of sleep :D

EDIT: yep that works. i wasnt rendering it right. thx a million
Also, does "speed" mean units per second?
 

Crow

New Adventurer
RiP
Joined
Feb 26, 2005
Messages
1,219
Reaction score
0
Location
YOU DONT GOT TIME TO MAKE A PROFILE
errr. its doing the little yellow things agian... even though im using a func_wall with rendermode set to 2 and everthing else set to zero. the strange thing is it working for a few models, but the rest dont like it...
:|
 

Kuroneko

New Adventurer
MSC Developer
Joined
Jul 18, 2004
Messages
998
Reaction score
1
Location
Pittsburgh, Pennsylvania
Crow said:
well... what is considered "ground" exactly?
is a func_wall considered "ground"?

And is it the model's origion or any part of the model?

green "flies" around a monster or player or model has yellow/gold dots
The problem is the monster is stuck in the wall or too close to the wall or a brush entity. When a monster/player/model gets stuck in a wall, the engine creates those dots/flies to draw your attention, so you realize your mistake. Simply move him/it out of the wall and it will be okay.
 

Thothie

Administrator
Staff member
Administrator
Moderator
MSC Archivist
Joined
Apr 8, 2005
Messages
16,342
Reaction score
326
Location
lost
Odd that I don't get those, but I'm using the models built into Valve, maybe part of it.

If I put the model too low (in the ground), it'll vanish completely. It's center point has to be above the ground (not inside a solid).

But I always embed my bullet-proof models inside brushes (invisible func_walls) with no problem. Maybe this only applies to solids - is the model also overlapping a solid?
__________
"If you're in trouble...and you're a Jew...and it's not past sundown on Friday...you should call 'The Hebrew Hammer!'" - Hebrew Hammer Ad
Saint Thoth
 

limitgenesis

New Adventurer
Christian Warrior's of God
Joined
Dec 2, 2005
Messages
10
Reaction score
0
i wanna put a dead ms npc in my map is that possible ive tried furniture but i dunno how to chose animation or somthing i just want a dead ms npc on the floor :D
 

Thothie

Administrator
Staff member
Administrator
Moderator
MSC Archivist
Joined
Apr 8, 2005
Messages
16,342
Reaction score
326
Location
lost
I'm actually not sure how to pick out a specific animation with env_sprite, or even sure if it's possible. Is there a function for it in monster_furniture? That might make it worth the potential server crash (I think the ent is defunct entirely come MS:C though).

If ya can give some specific pointers on that I may add it to the mapping tutorial. Otherwise, all I can think to do is edit the model and make a custom duplicate with all the other animations removed.

Should make a custom flies sprite, and use ambience/flies.wav to put above your dead NPC, just to be truly disgusting. ;)
__________
"I can see the wheel is running, but the hamster is dead!"
Saint Thoth
 

Crow

New Adventurer
RiP
Joined
Feb 26, 2005
Messages
1,219
Reaction score
0
Location
YOU DONT GOT TIME TO MAKE A PROFILE
i'm having a problem compiling my new map.

i compile it without rad or vis, and it just stops at hull 0
i comiled a smaller map the same way and it worked fine.
and i dont mean it stops a freezes up, it just stops like its done

when i try and run the map it crashes

im rather upset :|


----- BEGIN hlbsp -----
Command line: C:\ZHLT\hlbsp.exe C:\Sierra\Counter-Strike\ms\maps\Menelsarn

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 ]
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...2000...2500...3000...3500...


EDIT: I compiled it with vis and rad and it STILL looks like it just gives up at that point and goes on. not that i though it wouldnt, but i hoped with would give me some kind of clue as to what is going on, but it didnt...

----- BEGIN hlbsp -----
Command line: C:\ZHLT\hlbsp.exe C:\Sierra\Counter-Strike\ms\maps\Menelsarn

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 ]
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...2000...2500...3000...3500...
** Executing...
** Command: C:\ZHLT\hlvis.exe
** Parameters: "C:\Sierra\Counter-Strike\ms\maps\Menelsarn"

hlvis v3.2.1 rel 3.2.1 Final (Apr 3 2005)


Zoner's Half-Life Compilation Tools 3.2.1 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to amckern at [email protected]

If you have a Compile error with this stage of compile, please check
http://www.zhlt.info or the Mods Mapping Forum 'Search Function'.

----- BEGIN hlvis -----
Command line: C:\ZHLT\hlvis.exe C:\Sierra\Counter-Strike\ms\maps\Menelsarn
Error: Portal file 'C:\Sierra\Counter-Strike\ms\maps\Menelsarn.prt' does not exist, cannot vis the map


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




** Executing...
** Command: C:\ZHLT\hlrad.exe
** Parameters: "C:\Sierra\Counter-Strike\ms\maps\Menelsarn"

hlrad v3.2.1 rel 3.2.1 Final (Apr 3 2005)


Zoner's Half-Life Compilation Tools 3.2.1 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to amckern at [email protected]

If you have a Compile error with this stage of compile, please check
http://www.zhlt.info or the Mods Mapping Forum 'Search Function'.

----- BEGIN hlrad -----
Command line: C:\ZHLT\hlrad.exe C:\Sierra\Counter-Strike\ms\maps\Menelsarn
>> There was a problem compiling the map.
>> Check the file C:\Sierra\Counter-Strike\ms\maps\Menelsarn.log for the cause.

----- END hlrad -----
 

Thothie

Administrator
Staff member
Administrator
Moderator
MSC Archivist
Joined
Apr 8, 2005
Messages
16,342
Reaction score
326
Location
lost
Meh, could be an odd almost leak caused by something not quite shaped right or misaligning with the grid (it's still possible to make invalid objects, just hard). I'd rename the map, start deleting large sections of the map, and try compiling each time, until it does - then you'll know what section of the map the problematic brush is in, and it shouldn't be too hard to track down from there.

Edit: (looks at Lord K's post) LOL, yeah, and HLCSG first plzktnx. ;)
__________
"The more corrupt the state, the more numerous the laws." -Tacitus (A.D. c.56- c.115)
Saint Thoth
 
Top