warning: big text load: MAPPING SUCKS CAN SOMEONE HELP MEH?

bluezerosix7

New Adventurer
Joined
Feb 7, 2006
Messages
104
Reaction score
0
Location
Bay Area, Calif
** Executing...
** Command: Change Directory
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\deadlinesbass\half-life"


** Executing...
** Command: C:\VALVEH~1\tools\hlcsg.exe
** Parameters: "c:\valve hammer editor\maps\testmap"

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:\VALVEH~1\tools\hlcsg.exe "c:\valve hammer editor\maps\testmap"
Entering c:\valve hammer editor\maps\testmap.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:
(0.00 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.02 seconds)

Using Wadfile: \program files\valve\steam\steamapps\deadlinesbass\half-life\valve\halflife.wad
- Contains 1 used texture, 50.00 percent of map (3116 textures in wad)
Using Wadfile: \program files\valve\steam\steamapps\deadlinesbass\half-life\msc\thornlands.wad
- Contains 1 used texture, 50.00 percent of map (138 textures in wad)

Texture usage is at 0.01 mb (of 4.00 mb MAX)
0.05 seconds elapsed

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




** Executing...
** Command: C:\VALVEH~1\tools\hlbsp.exe
** Parameters: "c:\valve hammer editor\maps\testmap"

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:\VALVEH~1\tools\hlbsp.exe "c:\valve hammer editor\maps\testmap"

Current hlbsp 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 ]
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] 35 (0.00 seconds)
BSP generation successful, writing portal file 'c:\valve hammer editor\maps\testmap.prt'
SolidBSP [hull 1] 25 (0.00 seconds)
SolidBSP [hull 2] 21 (0.00 seconds)
SolidBSP [hull 3] 25 (0.00 seconds)
0.03 seconds elapsed

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




** Executing...
** Command: C:\VALVEH~1\tools\hlvis.exe
** Parameters: "c:\valve hammer editor\maps\testmap"

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:\VALVEH~1\tools\hlvis.exe "c:\valve hammer editor\maps\testmap"
7 portalleafs
12 numportals

-= Current hlvis 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 vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]


BasePortalVis:
20%...50%...70%... (0.00 seconds)
LeafThread:
20%...50%...70%... (0.00 seconds)
average leafs visible: 0
g_visdatasize:21 compressed from 7
0.00 seconds elapsed

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




** Executing...
** Command: C:\VALVEH~1\tools\hlrad.exe
** Parameters: "c:\valve hammer editor\maps\testmap"

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:\VALVEH~1\tools\hlrad.exe "c:\valve hammer editor\maps\testmap"

-= Current hlrad 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 ]

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 ]


[Reading texlights from 'C:\VALVEH~1\tools\lights.rad']
[59 texlights parsed from 'C:\VALVEH~1\tools\lights.rad']

238 faces
Create Patches : 2880 base patches
0 opaque faces
54670 square feet [7872512.00 square inches]
1 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.11 seconds)
visibility matrix : 0.5 megs
BuildVisLeafs:
(0.56 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.86 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.28 seconds)
Transfer Lists : 3204224 : 3.20M transfers
Indices : 120536 : 117.71k bytes
Data : 12816896 : 12.22M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.25 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.36 seconds)
2.47 seconds elapsed

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




** Executing...
** Command: Copy File
** Parameters: "c:\valve hammer editor\maps\testmap.bsp" "\testmap.bsp"


** Executing...
** Command: Copy File
** Parameters: "c:\valve hammer editor\maps\testmap.pts" "\testmap.pts"


** Executing...
** Command: C:\PROGRA~1\Valve\Steam\STEAMA~1\DEADLI~1\HALF-L~3\hl.exe
** Parameters: +map "testmap" -dev -console


-----------------------------------------------
not quite sure what im doing wrong... its just a small box with a start spot
 

Oedipus

New Adventurer
Crusaders
Joined
Feb 1, 2006
Messages
94
Reaction score
0
Location
UK
Well dosnt seem to be any problem with the compile as it said that the bsp hd been generated and copied. my only guess is that you've not set the "copy map to this folder before running" part of options correctally so it dosnt show up in your maplist? try copying the bsp it generated in ur hammer folder and see if that works. Then again im probabally wrong :/
 

evilsquirrel

New Adventurer
MSC Developer
RiP
Joined
Jan 2, 2006
Messages
2,905
Reaction score
0
Age
35
Location
middle of nowhere
hahahahaha!


you're silly ^_^ ...





























hammer can't run games! DO NOT tell hammer to run the game on its own afterwards, for one. secondly i think you have it copying the file to the wrong location, it should be copying it directly into the msc/maps folder...not your hammer folder...
 

evilsquirrel

New Adventurer
MSC Developer
RiP
Joined
Jan 2, 2006
Messages
2,905
Reaction score
0
Age
35
Location
middle of nowhere
what mod are you making this map for, MSC?

if so...you'll have to run it on a listenserver thats been disconnected from FN..

put the RMF directory as "c:\ blah blah blah \half-life\msc\dev

and the BSP as half-life\msc\maps

the rest depends on your setup...those too, kinda...and if you still cant figure it out, i guess i could remote desktop, i'm not the best at actually explaining things :\
 

Netrogor

New Adventurer
Blades of Urdual
Joined
Jul 3, 2005
Messages
1,963
Reaction score
2
Location
My information.
Squirrel I think you sufficiently explained it; I haven't even tried mapping in months, but I still remember a good deal of how to... at least how to make box maps with lots and lots of super monsters, giving no hope of escape to the players :evil:

I miss my box_apocalypse map :(
it was funny, players would get on it, look around, get swamped by lord cals, die, die again, again, again, disconnect after swearing at me :D
 

evilsquirrel

New Adventurer
MSC Developer
RiP
Joined
Jan 2, 2006
Messages
2,905
Reaction score
0
Age
35
Location
middle of nowhere
hah, funneh...

i can see something like that in nightmare_sfor ...oh...so many soul eaters...and probably gold forged too....thothie, to prevent nightmare_sfor from being a cheatmap, ye had better plan a magic using skeleton, or at least use some skeletons that shoot poison spines or something...right now, people could just sit on those lake platforms and pewnzerate the skeles
 

Netrogor

New Adventurer
Blades of Urdual
Joined
Jul 3, 2005
Messages
1,963
Reaction score
2
Location
My information.
Perhaps a ghost-monster or angel-of-death should be added? A flying monster with godly powers?

Or simply make a bigger'n'badder dragonfly :D
Call it the Grim Reaper's Hornet or something, and have it do 250 dmg per hit!! :evil:
 

bluezerosix7

New Adventurer
Joined
Feb 7, 2006
Messages
104
Reaction score
0
Location
Bay Area, Calif
how about something similar to the horror, but nips at you, like 5-10dmg per hit, but its trick is that it is quick and pushes you around - at least enough to be bothersome and keep campers at bay XD.
 

Netrogor

New Adventurer
Blades of Urdual
Joined
Jul 3, 2005
Messages
1,963
Reaction score
2
Location
My information.
That could be reasonable; if it did 5-to-10 dmg per hit towards Dark Armor wearers... if it is base 5 or 10 dmg.... it'll get cut down some by Dark Armor :D

More along the lines of 15-25 dmg per hit.... to make sure dark armor + ice shield doesn't harrass it, plus giving the wee'lil dragonfly like 500 HP, that'd make it worthwhile...
 

bluezerosix7

New Adventurer
Joined
Feb 7, 2006
Messages
104
Reaction score
0
Location
Bay Area, Calif
i meant 5-10dmg with dark, so that converts to 15-25dmg without? yikes im afraid to know what garon does to the naked body =X im gonna learn how to script tonight so i can make it jk. lol.
 

Netrogor

New Adventurer
Blades of Urdual
Joined
Jul 3, 2005
Messages
1,963
Reaction score
2
Location
My information.
bluezerosix7 said:
i meant 5-10dmg with dark, so that converts to 15-25dmg without? yikes im afraid to know what garon does to the naked body =X im gonna learn how to script tonight so i can make it jk. lol.

He does like 30-50 dmg per hit to a body without armor :D

I am happy to have iceshield + dark armor though.
 

bluezerosix7

New Adventurer
Joined
Feb 7, 2006
Messages
104
Reaction score
0
Location
Bay Area, Calif
or you could just be a berzerker like me and go barbarian on his bony behind. now if only i could script... then i could edit the horror thing to make these new contraption creatures... lets call them hraesvelg because thats the norse creature that causes wind XD
 

Netrogor

New Adventurer
Blades of Urdual
Joined
Jul 3, 2005
Messages
1,963
Reaction score
2
Location
My information.
I've noticed that a lot of bosses are becoming resistant/immune to EVERYTHING as of late...

You'd think that even the strongest of bosses would have at least ONE weakness!! I mean... a boss who takes reduced damage from all forms of weapons, and no damage from spells (Lord of Bling) is kind of lame -_-
 

evilsquirrel

New Adventurer
MSC Developer
RiP
Joined
Jan 2, 2006
Messages
2,905
Reaction score
0
Age
35
Location
middle of nowhere
howbout a boss that takes no damage from physical attacks, or arrows, divination, and i dun think affliction, would that be lame? :D ;)
 

Thothie

Administrator
Staff member
Administrator
Moderator
MSC Archivist
Joined
Apr 8, 2005
Messages
16,342
Reaction score
326
Location
lost
I mean... a boss who takes reduced damage from all forms of weapons, and no damage from spells (Lord of Bling) is kind of lame -_-
Lightning, acid, and especially, holy

Also seems to have a weakness to expenditures of 50,000+ gold. ;)
[/spoiler]
 

Thothie

Administrator
Staff member
Administrator
Moderator
MSC Archivist
Joined
Apr 8, 2005
Messages
16,342
Reaction score
326
Location
lost
Works...

Just thinking of the time J-M bought immunity to cold pots and relocation crystals for all 5 players on his server (self included). Took her out pretty quick... And all for only 50k gold. ;)
 

The Man In Black

Administrator
Staff member
Administrator
Moderator
RiP
Joined
Jul 9, 2006
Messages
6,904
Reaction score
71
Yeah, our way is a lot cheaper :). I didn't die and I only had to leave the chamber once or twice, if I remember right >_>
 

Netrogor

New Adventurer
Blades of Urdual
Joined
Jul 3, 2005
Messages
1,963
Reaction score
2
Location
My information.
Hahah MiB you might as well have died!!! If you have to leave the chamber in its entirety for resting up & re-attacking then you should've died anyways :)

Last two times I fought the Lord of All Bling, I didn't die once throughout both attacks. That's because everytime I got even close to death, I would whip out ravens mace and run around randomly and occasionally heal myself... then run some more; until I could fight toe-to-toe against the skellie again :D
 

The Man In Black

Administrator
Staff member
Administrator
Moderator
RiP
Joined
Jul 9, 2006
Messages
6,904
Reaction score
71
I HAVE to leave, because the Ice Lord has a nasty habit of singling me out and chasing me down, even with my mace.
 

Netrogor

New Adventurer
Blades of Urdual
Joined
Jul 3, 2005
Messages
1,963
Reaction score
2
Location
My information.
I find it funny when he sets chase towards you while fighting him; especially when the ravens mace is out...

Those two times he would chase me around as well :D
I would run backwards most of the time in circles around his chamber, watching him move ungodly fast as he/she followed me 8)
 

Netrogor

New Adventurer
Blades of Urdual
Joined
Jul 3, 2005
Messages
1,963
Reaction score
2
Location
My information.
I dislike:

A) Buying potions

B) Running through nightmare_thornlands and whoring the treasure chests that spawn them

SO PFFFHH ON YOU! :oldlol:
 

The Man In Black

Administrator
Staff member
Administrator
Moderator
RiP
Joined
Jul 9, 2006
Messages
6,904
Reaction score
71
Except I ran against his last form which is fast enough that I can cross the room, pull out rejuv and *BAMBAMBAM* "LAWL I R HERE NOW N I R HURT U"

He likes me.
 
Top