Squirrels nubbeh mappin questions

evilsquirrel

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Firstly...I'd like to note that hl2 mapping is much easier to find help with -.-

Anyways...I made this post to keep all my nooby little questions in one place :)

Question #1

How do you make skyboxes :oops:

More nooby questions will inevetably follow....this will probably become a nifti place for people to learn mappin ;)

Question #2

Yet more compiling bullshit... /is getting fed up with compiling...

"Could not find filesystem dll to load"
 

Jester

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It's probably the same as hl2, make a box brush(or any brush surrounding your map/area you want a sky for) and hollow it out, make sure it has the sky texture. You can change which sky it uses in map properties.
 

p0e$je

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no just make a normal box around the map search for the texture sky u get like 5 dif skytextures and apply it to it then make hollow with right mouse -16 and ur done! if u still dont get it i can make u a sample map just let me know
 

evilsquirrel

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thanks, i'll do that when i get back from school today...

/is making something to do with keledros
 

J-M v2.5.5

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I need
1) The exact location of your Hammer executable (what folder?)
2) The exact location of your compile tools (what folder?)
3) The exact location of your Half-Life executable (what folder?)
4) The full compile log

Please :)

Then I can try to solve it.

On the other hand, I'm going to bed now (11:23 PM), so somebody's probably going to help you sooner, but the information I requested might help in solving whatever problem you're getting.
 

ceriux

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Herer nubbeh nubbeh nubbeh !!!! lol


ne ways hl1 mapping is generally the same... some textures may be named differntly and some things like ladders my work slightly differnt but like i said ... all generally the same... anything u do in the hl1 hammer u do in hl2 hammer... just less u can do...
 

evilsquirrel

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also getting compiling in hl1's hammer is teh suck...

hl2 all i have to do is click that nice little button that says "compile" and it does it...wooooow.....amazing....

anyways...onto those things JM needs to solve teh problem


I need
1) The exact location of your Hammer executable (what folder?)
2) The exact location of your compile tools (what folder?)
3) The exact location of your Half-Life executable (what folder?)
4) The full compile log

C:\Program Files\Valve Hammer Editor
C:\Program Files\Valve Hammer Editor\tools\zhlt33
C:\Program Files\Valve\Steam\SteamApps\[email protected]\half-life


COMPILE LOG!


** Executing...
** Command: Change Directory
** Parameters: C:\Program Files\Valve\Steam\SteamApps\[email protected]\half-life


** Executing...
** Command: Copy File
** Parameters: "C:\Documents and Settings\Administrator\Desktop\Third desktop\MSC\hammer_testbuild04\maps\sources\keledroscave.map" "C:\Program Files\Valve\Steam\SteamApps\[email protected]\half-life\msc\maps\keledroscave.map"


** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\zhlt33\hlcsg.exe
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\[email protected]\half-life\msc\maps\keledroscave"

hlcsg v3.3 rel 3.3 prerelease (Oct 9 2005)
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 ([email protected])
----- BEGIN hlcsg -----
Command line: C:\PROGRA~1\VALVEH~1\tools\zhlt33\hlcsg.exe "C:\Program Files\Valve\Steam\SteamApps\[email protected]\half-life\msc\maps\keledroscave"
Entering C:\Program Files\Valve\Steam\SteamApps\[email protected]\half-life\msc\maps\keledroscave.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ 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 ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ 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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
10%...20%...50%...60%...70%...Error: Entity 0, Brush 41: outside world(+/-4096): (-2466,-1839,-192)-(1745,10000,10000)
Error: brush outside world
Description: The map has a problem which must be fixed
Howto Fix: Check the file http://www.zhlt.info/common-mapping-problems.html for a detailed explanation of this problem

Error: Entity 0, Brush 41: outside world(+/-4096): (-2466,-1839,-192)-(1745,10000,10000)
Error: Entity 0, Brush 41: outside world(+/-4096): (-2482,-1855,-228)-(1761,10016,10036)
Error: Entity 0, Brush 41: outside world(+/-4096): (-2482,-1855,-228)-(1761,10016,10036)
Error: Entity 0, Brush 41: outside world(+/-4096): (-2498,-1871,-224)-(1777,10032,10032)
Error: Entity 0, Brush 41: outside world(+/-4096): (-2498,-1871,-224)-(1777,10032,10032)
Error: Entity 0, Brush 41: outside world(+/-4096): (-2482,-1855,-210)-(1761,10016,10018)
Error: Entity 0, Brush 41: outside world(+/-4096): (-2482,-1855,-210)-(1761,10016,10018)
(0.05 seconds)

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




** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\zhlt33\hlbsp.exe
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\[email protected]\half-life\msc\maps\keledroscave"

hlbsp v3.3 rel 3.3 prerelease (Oct 9 2005)
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 ([email protected])
----- BEGIN hlbsp -----
Command line: C:\PROGRA~1\VALVEH~1\tools\zhlt33\hlbsp.exe "C:\Program Files\Valve\Steam\SteamApps\[email protected]\half-life\msc\maps\keledroscave"
>> There was a problem compiling the map.
>> Check the file C:\Program Files\Valve\Steam\SteamApps\[email protected]\half-life\msc\maps\keledroscave.log for the cause.

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




** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\zhlt33\hlvis.exe
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\[email protected]\half-life\msc\maps\keledroscave"

hlvis v3.3 rel 3.3 prerelease (Oct 9 2005)
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 ([email protected])
----- BEGIN hlvis -----
Command line: C:\PROGRA~1\VALVEH~1\tools\zhlt33\hlvis.exe "C:\Program Files\Valve\Steam\SteamApps\[email protected]\half-life\msc\maps\keledroscave"
>> There was a problem compiling the map.
>> Check the file C:\Program Files\Valve\Steam\SteamApps\[email protected]\half-life\msc\maps\keledroscave.log for the cause.

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




** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\zhlt33\hlrad.exe
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\[email protected]\half-life\msc\maps\keledroscave"

hlrad v3.3 rel 3.3 prerelease (Oct 9 2005)
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 ([email protected])
----- BEGIN hlrad -----
Command line: C:\PROGRA~1\VALVEH~1\tools\zhlt33\hlrad.exe "C:\Program Files\Valve\Steam\SteamApps\[email protected]\half-life\msc\maps\keledroscave"
>> There was a problem compiling the map.
>> Check the file C:\Program Files\Valve\Steam\SteamApps\[email protected]\half-life\msc\maps\keledroscave.log for the cause.

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




** Executing...
** Command: C:\PROGRA~1\Valve\Steam\STEAMA~1\SMKSMA~1.COM\HALF-L~1\hl.exe
** Parameters: +map "keledroscave"


EDIT: replaced surf with the real map im working on...didnt want to edit all the things i had outside world on the surf...
 

p0e$je

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your brush is outside the world u can see the error log! fix it then compile again.. before compile press alt + p to check for problems before compile and u can also let him fix it but i dont recommend it! bechos he doesnt know u make for a mod with scrips and stuff!
 

evilsquirrel

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/changes to real map compile log


ok, theres still "oustide world" in there, but its obviously haxing...everything is within the gridlines :\
 

evilsquirrel

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just used "alt + p"

came up with a few problems...

IE: no player spawn...boo hoo...*adds one* *adds begin*

still says "no player spawn"

HAX!

but thats the only problem, still cannot find filesystem dll...
 

J-M v2.5.5

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I can't this filesystem stuff either, but you must really double-check for brushes outside the world. Outside the world means any entities and/or non-worldbrushes (a worldbrush is your plain everyday normal brush) are outside the skybox and/or worldbrushes.

In normal English: You can seal your map with worldbrushes (regular brushes) and skybox brushes (regular brushes with the SKY texture), and any other things (entities or brush-based-entities, also known as non-worldbrushes) that aren't sealed inside the map (outside of it) cause these errors.
 

evilsquirrel

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toldyouso.jpg



You see anything wrong? I dont...
 

Kuroneko

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Brush outside world can also be the result of an invalid brush face. Ussually results in a huge plane the goes across the level that can only be seen from a certain angle. Ubar h4x.
 

Thothie

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IE: no player spawn...boo hoo...*adds one* *adds begin*
still says "no player spawn"
HAX!

Ignore that error. Hammer is looking for an info_player_start (ie. the standard HL player spawn) - but if you add one, it may cause issues.

[ Your pic, that needs to be linked, so it does not stretch out the forums ]

There is no way to tell, from looking at that pic, if you have an entity brush (such as a func_wall) facing outside the map.

Similarly, there's no way to tell if you've accidentally made a brush entity into a point entity, or visa versa. This will sometimes cause a brush outside world error. Best you can do is go to map -> Entity report, and start going through your entities.

Finally, the resolution nearly isn't high enough to tell if there is any leak - but given the odd shape of the map, I'm almost willing to bet there is one, so this won't be your last issue.

Easiest way to avoid leaks is to conform to the grid, and make the outside edges of the map all end in 90 degree angles.

So this:
ani-leak_wrong.gif

Becomes this:
ani-leak_right.gif

It occasionally results in more faces rendering than need be, but that can be remedied with null textures, and it sure as hell beats putting a box around your map.
 

Thothie

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lol, yeah, that's the whole "box around the map" no-no that Crow learned is very, very bad. That one's so big it maybe generating errors of its own - and close enough to the edge that it maybe the issue in and of itself.
 

Crow

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YOU DONT GOT TIME TO MAKE A PROFILE
Hehehehe :D

I've found that even if its not off the grind, you still get errors if its just close to the edge.


Btw... im getting a problem i don't know how to fix, and cant find out whats causing it. I load up my new map and it just sists at the loading screen for a new game.
=\
prolly just start over. i didn't really like it anyways.


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