Help Desk: Difference between revisions

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==Pending Questions==
==Pending Questions==
===Weird Hammer Problem===
===Weird Hammer Problem===
I have downloaded and installed SDK about 10 times and still get the same problem, I run hammer through sdk or through a shortcut fix that some other article suggested and nothing happens, the process hammer.exe is running in taskmanager but nothing comes up, no error no nothing, any suggestions?
I have downloaded and installed SDK about 10 times and still get the same problem, I run hammer through sdk or through a shortcut fix that some other article suggested and nothing happens, the process hammer.exe is running in taskmanager but nothing comes up, no error no nothing, any suggestions? I tried the refresh sdk content I tried starting the games and closing and trying it again and I tried reseting game info, also its  not a firewall or anything liek that because I tried with it off. Also my system is athlon 64 3400+ with 2 gigs ddr 400 ram x800 pro and win xp pro.


===Multi packet rcon responses===
===Multi packet rcon responses===

Revision as of 21:56, 30 August 2006

Got a question that is not answered in the Source SDK FAQ? Ask it here! Any sort of SDK question should be posted here. After they get answered, move them to the "Answered" portion of the page.

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Alternatives

Pending Questions

Weird Hammer Problem

I have downloaded and installed SDK about 10 times and still get the same problem, I run hammer through sdk or through a shortcut fix that some other article suggested and nothing happens, the process hammer.exe is running in taskmanager but nothing comes up, no error no nothing, any suggestions? I tried the refresh sdk content I tried starting the games and closing and trying it again and I tried reseting game info, also its not a firewall or anything liek that because I tried with it off. Also my system is athlon 64 3400+ with 2 gigs ddr 400 ram x800 pro and win xp pro.

Multi packet rcon responses

I'm trying to code a decent class for Source's RCON.. (Source_RCON_Protocol), the problem I've run into: When I get a multi packet response (ex: result of cvarlist), how can I tell when that command response is done? As far as I can tell, there is no extra ending, or anything else telling me that the multi-response is done.. Both the C/C++ interfaces don't deal with multi-packet responses.. they just return the first one. Can I just assume after a few seconds there's no more data? Devicenull 16:35, 29 Aug 2006 (PDT)

Hammer's cursor doesn't change when different tools are used

When Hammer 4's brush tool, entity tool, or camera tool are selected, the cursor does not change to the appropriate image. This picture shows me creating a brush, but the cursor is indistinguishable from the standard Windows pointer.

Possibly related: the "crosshair" option in the 2D tab of Hammer options does not work.

I've reported this error in Source SDK Bugs/Hammer bugs but it has not been addressed for some time. --EsBe 19:52, 26 Aug 2006 (PDT)

Confirmed: When creating a brush, or dragging up a selection box, the cursor is the normal windows arrow instead of the crosshair(?). (Resizing arrow icons appear once you grab the handles of an existing box, so this only applies to the first size of the box.) I personally see it more like a feature than a bug. A crosshair would be harder to see, so I'm thinking Valve probably removed it on purpose. --Andreasen 07:41, 28 Aug 2006 (PDT)

How do I add a texture to only one side?

I'm making a fairly large map and I need to add a NoDraw texture to the backside of a block/brush, to keep the compiling time down. .---Duker 22:14 Aug,19 2006 (CET)

Select the toggle texture application tool, select a face with nodraw on it, and right click on faces you want to apply this texture too. On a sidenote tough, this isn't helping your compile unless you're compiling with cordon tool. --Bluestrike 12:21, 20 Aug 2006 (PDT)

Rebuilding dll's

Okay, so I figured out the MountAppFilesystem error but now I get an error that says cant load library client and I know what I have to do. A faq says to rebuild the dll's but I have no idea how to do that. Can anyone help me with this?---MrTwoVideoCards 11:38 Aug,9 2006 (PDT)

Can't finish Mod

The update gave me some wierd error that says couldnt load library client when I try to open the Half Life 2 Mod program and becuase of that when i compile my maps they wont work or at least the program wont work how do I fix that I already tried changing the steam ID to 215 but I guess that dosent work then. Ontop of that I have an error that happens when I compile my map. When the compile process is about to open Half Life 2 an error ocurrs. It states:MountAppFilesystem 0 failed: SteamMountAppFilesystem (215,19,0x123fd74) failed with error 21: A different version of this FS is already in use. And thats the error. Need some serious help with this - can't figure it out. Thanks.MrTwoVideoCards 10:10 Aug,4 2006 (PDT)

Never mind, problem solved. Just had to change the game directory from Half Life 2 to Steam.dir and load it off Source sdk base. If anybody has had this problem as well, check the Source SDK FAQ. It has this error report and a way to fix it.---MrTwoVideoCards 11:37 Aug,9 2006 (PDT)

Error Messages and then some

When I try to run my map I get an error message that says "The instruction at 0x241f94f7 referenced memory at 0x0d8af41c. The memory could not be "read". Click on OK to terminate the program. So how do I fix this? Also earlier I was able to run the same map but when i touch certain triggers or at random point everything would lose its texture. The lights (which there are 2 of) would go off, but the props around them would still be affected by them.

This is becuase you might have too many RAM modules in your PC. I had the same problem while playong Half Life 2. Remove a module and see if that works however only remove one. If you have three or more modules this could be the problem so its a good idea not to also use old and new RAM like Pc 2100 and 3100 sry if i got that wrong but thats probaly the reason why your having this error.---MrTwoVideoCards 12:47 4 Aug, 2006 (PDT)

Source SDK problems

My Source SDK for some reason current game selection has nothing there, so hammer wont run. Can anyone help me figure out whats going on?

Try clicking Refresh SDK Content in the main Source SDK menu. Also use === not == for topic titles Tskaze 16:13, 27 Jul 2006 (PDT)

Blank Entity List

I am working on a HL2 Deathmatch level, and I noticed that when i select the entity tool my list of entities is totally blank. When I click to place an entity, it is the Obsolete one. I checked the Hammer configurations and HL2 Deathmatch is selected. Anyone know what to do? Help would be greatly appreciated since I can't test the level until I'm able to place starting points. --Hambone 17:12, 21 Jul 2006 (PDT)

Have you tried the Reset Game Configurations option available from the Source SDK? --Giles 05:45, 22 Jul 2006 (PDT)

Yes, I tried that but I still have a blank list. I have been using my own shortcut to hammer, with the "dxlevel 80" added, because I am having the displaced textures problem. I tried accessing Hammer through the SDK menu, and then the program had a full list of entities. Maybe my shortcut is faulty? --Hambone 05:53, 22 Jul 2006 (PDT)

Well, the problem's gone. I re-tried my own shortcut after using the one in the SDK menu, and now the enitity list is back. Is there an explanation?--Hambone 06:08, 22 Jul 2006 (PDT)

Advanced Combat Situations

How do you create a arena in a map. one thought i had was maby create a npc_maker and spawn combine then make them come around a coner using hint nodes and have them enter a battle field. My desing is a large building, two allyways next to it on each side and have a npc_maker spawn combine_s and run through the allyway after spanwed and enter the street behind the building. Really im just trying to figure out how to move a npc to a certain postion after being spawned. Thankyou for the help.--MrTwoVideoCards 10:50, 11 Jun 2006 (PDT)

Check out Assaults. With the right flags set, you can get an NPC to ignore any enemies until they have reached the destination you want them to, which is probably what you want. --Giles 00:32, 12 Jul 2006 (PDT)

Falling Ashs

Does anybody know how to achive the falling ashes effect much like the one used in Half Life 2 EP 1. It looks like a DoD snow fall but dark gray colored. It falls slowly so precipatation really doesnt work. Thanks..--MrTwoVideoCards 6:58, 13 July 2006 (PDT)

You could probably get close by changing the appropriate console commands with a point_clientcommand. I'm not sure whether that works in MP situations, but it certainly works in an SP mod. --Giles 02:17, 23 Jul 2006 (PDT)

Point Spotlight not showing in map

Ive been working on a couple of maps now and for some reason the point spotlights wont appear in my map. There correctly placed in the editor. Start On is set to yes and i have show "no dynamic lighting" flaged. Ive made three maps and this error occurs in all three of them. Its odd because when i load a sdk file map the entity does work and the spotlight is there.--MrTwoVideoCards 12:42, 19 July 2006 (PDT)

When an entity is being particularly fickle and uncooperative, I sometimes download a tutorial map with the appropriate entity and compile it. If I can't get a tutorial map version working, then I really do have a problem. If it does work, then I've got something to compare my own work with, which helps immensely with finding the problem. Perhaps compiling one of these might help you out. --Giles 02:17, 23 Jul 2006 (PDT)

well i tried it but it still wont work its a simple entity so theres not a lot to it which is why this error doesnt make much sense.I looked at the sample and compiled it and the spotlight showed in that map. but it didnt in mine so thats a bit odd.

If the spotlight showed up in the sample map perhaps you could try copying and pasting it from the sample map to your own. This has worked (with different entities though) for me in the past. Also check you have no leaks in your map. This site has a great section on what leaks are and how to stop them. Just follow this link:- [1] --Cloudwalker8 03:07, 25 Jul 2006 (PDT)

CS - Headshot icon update - May 03 - 2004

Hi there! This might be a strange question but I REALLY need an answear. In the update on may 3, 2004 the headshot icon for counter-strike was updated. Adding so that not only the headshot icon was shown but also the weapon that the headshot was done with.

Now I make a lot of sprites and models for people. And many of them want the same thing. They want the old headshot icon back. Now I tried making it with .spr files and changing hud.txt but I can't get it to work.

Because if I change the weapon icon the weapon totally disappears. And not even shows up when someone is killed regulary.

Now my question to you is:

In what file is the info that it should first show the weapon and then the headshot icon when someone does a headshot. And what should I change it to so that only the headshot icon shows up and not the weapon?

Hope you can help.

ZajberMan 09:38, 29 Jun 2006 (PDT)

Are there any tutorials on how to place a tureet gun thats useable

Its that turret gun that is usaly posted or connected to a small comine barricade wall. Its like the Hunter chopper gun. Thanks for the help n_n

Try this link:-[2] --Cloudwalker8 03:14, 25 Jul 2006 (PDT)

Textures are displaced!

I've just recently started working with Hammer again. The only thing I can think of that has changed since I last used it is video card drivers (Nvidia GeForce 6600GT), when I got Episode 1 and had to update them. Now, here's the problem: In hammer, when you select a solid, it has a yellow wireframe outline. If it's textured, this texture is inside the outline, stuck to the solid, seemingly. Well, my problem is this. Textures are not inside this wireframe. They're close, but not quite. Some textures, like black, are just completely off the solid. Link to image

Make a shortcut on your desktop to Hammer, and set the shortcut-line to: "C:\Valve\Steam\SteamApps\<username>\sourcesdk\bin\hammer.exe -dxlevel 80" (if it doesn't work, try without the quotes) --CrabbyData 03:18, 28 Jun 2006 (PDT)

Any word from Valve yet on a resolution? (08 July 2006)

This DirectX problem, in Hammer and HLMV, also exists on the ATI X850 Pro. --wisemx 05:20, 8 Jul 2006 (PDT)

Map executing won't work!

I have been making a map, and when I try to run the map, hl2, hl2dm or cs:s won't open the map! The programs are just going to the main menu and won't open the map! What should I do? -Someone

FacePoser and Model Viewer Problem

I have a problem when i start either face poser or model viewer it crashes.I do not know how to fix it. Please help asap

Cold020 16:45, 19 mar 2006 (PST)

FacePoser and ModelViewer require a min. screen resolution of 1024x768 to start up correctly. If you have problems working at that resolution, you can switch back to 800x600 while the programs are running. You can get at least Model previews and load Choreographed Scene to get a sneak peak, but will crash again when adding stuff to a scene. Hopefully there will be a fix to that which allows editing in 800x600 too. Dieb 18:54, 1 Aug 2006 (PDT)

Strange Box

What's going on here? all my debug settings are correct... --Amckern 23:29, 28 Mar 2006 (PST)

I get that error when my debug settings are either blank or point to an .exe that doesn't exist. I would double-check to make sure you've set them correctly. --O 04:27, 12 Jul 2006 (PDT)

Game crashes after I compile it

I don't understand, It is a pretty big map but at the moment it is very simple, no props, lighting, ect. only walls and doors. I added a button that unlockes a door, saved it, and ran the game. As the game is loading the game craches. It compiles the map as a BSP, but it doesn't run it. It won't work in HL2 or Garry's Mod. Someone help please.

Try changing complex brushes to func_detail, so that they don't clip the world around them, this usually causes problems.--Deadity 01:16, 29 Mar 2006 (PST)
Try checking the compile log, or the console when the game level loads. -console in the launch bar to enable.--Deadity 01:18, 29 Mar 2006 (PST)
Try hitting the option so that it the compilor doesn't run the game after compile. Then go into the game/mod and create a server using your map. If it's single player, just use map youmap and it should work fine. --Methulah 11:55, 10 July 2006 (AEST)

Making Player Models for Counterstrike Source

I work on a mod for Counterstrike Source and I would like to know what are the specificities of a model to work like a player model for css. I've tried to put an HL2 character's model as a ct_urban but it doesn't work; when I load a map a message error says: "Server is enforcing consistency for this file: models\player\ct_urban.mdl" --coco20053

Respawning a player

Code;

I wan't to set a player to be "alive" without calling Respawn(); on him, for example. Player gets killed; He is now dead, but I wan't to move him to a custom location not defined with spawn points. How would I get him to appear in that place without calling Respawn(); So just make player visible, than give him correct layout, etc, etc.

You can add JumpToPosition() to the end of Spawn(). Also GetPlayerSpawnSpot() (or such) in the spawn-function can be put in an if. --dutchmega 03:19, 9 Jul 2006 (PDT)

Languages in Source

Source (and the Steam Friends Beta name) gives me a small block at the end of the console prompt with the text NL, clicking on it (or rightclicking in the prompt gives me the option to choose between two languages; Dutch or English.

  • If it is set to Nederlands (Dutch) I can't type in the console, as soon as i press ~ and press any other key it closes the console.
  • If I set it to English it creates a English (United States -> keyboard (US) option into my Text Services and Input Languages in Windows which I certainly do not want nor need but as it seems to fix the problem stated above (i can type in console now) this is the only option.
    • When I set it to English it doesn't save it for later use, so I have to choose English everytime to work with the console.

I have a English windows XP64, Regional Settings are: Standards: Dutch; Location: Netherlands, The; Lang.. for Non Unicode: English (United States'); FishBrainX

I've seen someone have the issue of the console closing when they type also—ts2do 07:00, 1 Feb 2006 (PST)

You don't have the problem when you set keyboard-setting to "United States" instead of "United States - Internation" --dutchmega 03:20, 9 Jul 2006 (PDT)

No Such Variable

I've had this map running, but now when I try to compile and run the map CS:S crashes. Then only thing I noticed in the comple log is this bit.

Creating default cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.vmt Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt" Can't load skybox file skybox/sky_day01_01 to build the default cubemap!

I have tried other Sky textures and the HDR texture and it always happens.

Damianogre (talk) Jan 18, 2006

That appears to be normal in a non-HDR map (it's certainly present in all my compile logs). I would suggest that the crash problem lies elsewhere. --PiMuRho 01:41, 25 Jan 2006 (PST)

  • I'm getting the same errors in my compile log, but it's not allowing me to create a cubemap for water.
    Creating default cubemaps for env_cubemap using skybox materials: skybox/jungle*.vmt
    Run buildcubemaps in the engine to get the correct cube maps.
    No such variable "$hdrbasetexture" for material "skybox/junglert"
    Can't load skybox file skybox/jungle to build the default cubemap!

this message comes up with all sky textures and it is always with the rt side of the skybox.

--The4saken1 20:40, 22 Feb 2006 (PST)

EDIT: I have the same problem, recompiling a working map produces the "$hdrbasetexture" error even when map is renamed. Started about mid last week, update related? Please help us Valve/Steam

"Creating default cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.vmt Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt" Can't load skybox file skybox/sky_day01_01 to build the default cubemap! Finding displacement neighbors..."

IBENVIRO (Frustrated SDK user)

You could try this page for more information.--Cloudwalker8 02:53, 3 Aug 2006 (PDT)

Custom voice

How do I add custom voice into a choreographed scene? I've recorded the voice and extracted the phonemes, but now I don't know how to place it into FacePoser's Choreograph tool (into a VCD). With non-custom sounds I can right-click in a channel and select "WAV File..."—but the custom sound isn't in the list. I suppose I need to get it there somehow. —Maven (talk) 20:43, 3 Nov 2005 (PST)

Well, you have to just type in the path to the WAV file, relative to the Sound directory. There's supposed to be a manifest file somewhere, I think in Scripts, that keeps track of every wav that's supposed to be in the game, as an abstraction layer. Only ones in that manifest show up in the wav file list in Faceposer. I just write my paths right in, for now. I'll do some research on this later tommorrow, and do a write up on it, both the manifest, and add some to the Faceposer articles on it. --Spektre1 23:31, 3 Nov 2005 (PST)
I've only had success by providing the path to the file. If I were to use a token for a custom sound (like in the .wav file list), the Speak event gets ignored in-game, even though it plays fine in Faceposer. I get the same results with adding on custom captions to custom .wav files. -- Sodabus 23:45, 3 Nov 2005 (PST)
Thanks for the help so far. Providing the path works, in both FacePoser and the game. However, once I create a script and add it to the manifest, it only works in FacePoser. I'd like to do it that way, since then I can do closecaptioning (which also works fine in FacePoser) and whatnot. —Maven (talk) 11:25, 4 Nov 2005 (PST)
It looks as though the game isn't reading the custom manifest. My custom manifest is just one extracted from GCF with my new sound txt listed at the end. FacePoser reads it fine, so it's not a location problem. Perhaps there's a console command to reload the manifest from disk; but I couldn't find it. Or maybe in the game anything in a GCF overrides what's on disk? —Maven (talk) 13:53, 4 Nov 2005 (PST)
Caption wise, I haven't been able to make custom token names appear with cc_emit or successfully alter the stock tokens' captions. Fiddling with the other cc commands and the <mod>\maps\soundcache directory leads to no avail. My guess is that the GCF's manifest overrides the custom manifest. -- Sodabus 04:57, 5 Nov 2005 (PST)

So we've both come to the conclusion that HL2 isn't reading our custom manifests. Ok, how can I test this? I can't modify the GCF, and even if I could Steam would change it back. If I extract the complete contents, is there a way to tell HL2 to ignore source engine.gcf (which is where scripts/game_sounds_manifest.txt is stored)? That wouldn't be a solution—just a way of confirming what the problem is, but that's a start. —Maven (talk) 10:29, 5 Nov 2005 (PST)

I see that the Lost Coast GCF has its own manifest, which adds two precache lines. So it seems that mods can override the manifest, but maybe only with a GCF. —Maven (talk) 10:39, 5 Nov 2005 (PST)

Update: It works fine in a mod. I'd still like to get it working for HL2SP, but for now I'm happy. —Maven (talk) 13:46, 5 Nov 2005 (PST)

An altered stock token in the Lost Coast.
I know it works for mods, but I'm aiming for HL2SP. Anyways, I'm glad you brought up the Lost Coast, as I've successfully edited a stock token for it. I guess it's just HL2SP that's having fits about it. -- Sodabus 14:27, 5 Nov 2005 (PST)
More on the Lost Coast: I've got custom tokens and captions to work on custom .wav files, and with my custom tokens appearing on the WAV file list, my manifest script is being read. However, I've had Faceposer crash on command in two instances while creating Speak events:
  • Choosing the custom token from the WAV file list and pushing OK
  • Naming the Speak event as the custom token name
I've had to manually type out the token name in each situation, but it works in-game. -- Sodabus 18:04, 5 Nov 2005 (PST)

I get exactly the same. I have a map that plays but all of a sudden i have started gettting the same error. Started around middle of last week. Update related? I have recompiled a working map under a different name and get the same error. Help us please Steam/Valve!

IBENVIRO (Frustrated SDK user)

Hello, I am trying to use some Episode 1 voice files in face poser. The ep 1 sounds don't appear in the list of sounds to choose from, even when you have the SDK set to edit ep 1 content. I wasn't sure where it was looking for the files so I extracted all of the sound files out of the episode 1 GCF into the relavant path in my HL1 directory just to be sure. Even so, when I type in the relative path of the voice file 'vo/episode_1/c17/al_gate_seeanyway.wav' in the add wav dialogue the file doesn't get loaded into the chanel. Any ideas what I'm doing wrong? Thanks. Ubiquitous 27th Aug 2006

hammer not loading

everytime I try to start up Hammer it says "access is denied" everywhere I go, no one knows the answer.

use this shortcut might work

"C:\Program Files\Valve\Steam\Steam.exe" -applaunch 211 -runhammer

Skewed 2d grid problem

In my y/z x/z 2d views the grid lines are all messed up. There are no vertical lines. Instead the lines are spread out in an array on the bottom of the page. Here's a picture.

2d grid

I've been searching for a solution for this for a couple weeks now. I've looked through forums, i've looked on here, tried valve support who dont support hammer apparently. If anyone has an idea on how to fix this please let me know i'll be very greatful.

This has happened to me before and is an easy fix. Just update your graphics card driver. It worked for me. :) Cubedude 13:26, 28 Jul 2006 (PDT)

!speechtarget

Anyone know what this targetname does? --TomEdwards 03:36, 25 Jul 2006 (PDT)

Returns the entity to which the current NPC is talking to (looking at while talking) --dutchmega 13:45, 27 Jul 2006 (PDT)

Missing pupil texture

I've just started messing with the mod tools, and I'm trying to make some custom characters. I compiled the male_06 model that came in the source_sdk_content folder, but his pupil textures are missing. Everything else worked fine. Any ideas what would cause this? Dz 15:01, 25 Aug 2006 (PDT)

Answered Questions

Archive 1


Can only see crosshair

I've created a map with the tutorial from moddb (http://tutorials.moddb.com/98/beginners-guide-to-valve-hammer-editor/?fpage=1), but when i run the map it says "node graph out of date rebuilding" and all I can see is a black screen and my crosshairs. I've added lights and a startpoint, and i have 4 textured walls. The map is not too big , and I have 4 regular lights and a spotlight. Tskaze 20:49, 26 Jul 2006 (PDT)

Ah... Newbie mistake: I made a box too big and was trapped in it. Tskaze 19:54, 27 Jul 2006 (PDT)

Did you remember to place a newgame_spawn prefab? Forgetting that could of been a common mistake as well.---MrTwoVideoCards 11:42, 9 Aug 2006 (PDT)

3d Camera doesn't show anything

I have two questions. First, in a few levels I have made, the 3d camera shows a black screen until I choose View and then Center 3d views on selection. I never used to have to do that. Also, when i check a level for problems I am told there is no player start, even though there are a few of them, as it is a hl2 dm level.--Hambone 10:36, 22 Aug 2006 (PDT)

The recently updated Hammer has a few changes to the camera system - you'll need to manually add a camera to get the 3D view to work. Click on the red camera icon to the left, then on one of the 2D views drag from the starting point to an ending point. Stuff should work then. You can add multiple cameras, too - do the click-drag thing on a 2D view with the camera tool active, and press Page-Up and Page-Down to switch between them in the 3D view.
The check-for-problems thing is also a bit rubbish. MINERVA maps generally produce zillions of 'errors' - and the maps are broken if Hammer is allowed to fix these alleged problems. It's somewhat special. —Cargo Cult (info, talk) 05:50, 23 Aug 2006 (PDT)

Thanks, that solved my camera problem. --Hambone 07:52, 23 Aug 2006 (PDT)

CS:S Lights (and shadows) are passing thourgh brushes

Heyo, this would be my first post, and i hope i'm doing this correctly.

I'm making a simple CS:S funyard map, the most notable feature of my map is a lot of switchable lights (triggering using trigger_multiple). My problem is that the 'light' and 'light_spot' entities i am using are shining through my walls and standing platforms. (There is also a shadow of a 'weapon_scout' passing through a brush, that i can't seem to get rid of.) visit http://meat-shield.com/img/ to see snaps of the problem in-game and in hammer.

I've had these brushes at func_brush, but even converting them back to world brushes hasn't helped...

Anyone know why this is happening? TYVM in advance. Hovis 22:48, 7 Jul 2006 (PDT)

Make sure that you are not using dynamic lights because they are rendered differently. You can still turn off the static lights, you just can't move them. Try recreating your brushes as simple world brushes, instead of converting them (remember to recompile). You could also wait for a CS:S update, when HL:2 episode two will come out. Hopefully they will have dynamic shadows enabled by then. Try reading this page for an explanation of dynamic lights. Advanced_Lighting --Deadity 03:25, 8 Jul 2006 (PDT)
yeah, no dynamic lights at all (as i understand it, dynamic lights aren't compiled - they're handled by the engine in realtime). I'm using 'light's and 'light_spot's exclusively, and only naming the ones that need switching.
Turns out I have a partial fix though, my func_brushes weren't converting back to world geometry. (i got it to work by clicking 'to World' many times.) My problems now is an awful compile time, and too many switchable lights hitting the same face.
Moving this to the answered section, and starting a new question for my 'too many lights' question.
Hovis 14:17, 8 Jul 2006 (PDT)

Bizarre 3D Camera Behaviour

I'm currently making a map for a mod, and have managed quite successfully in building it up until now. For no apparent reason, the brushes in the 3D view stretch and separate, displacements have hundreds of gaping lines in them, and from certain angles, stretch into infinity. When I run the map, it plays fine, however this error message appears in the console:

        Warning: using WorldTwoTextureBlend on a non displacement surface
        SurfFlags to fast group: unhandledflags (400800) (brick/brickfloor001a)!
        - This implies you have a surface (usually a displacement) embedded in a solid"

This started happening today, and I have done nothing that caused this error before. This is the first problem I've had on it. It's annoying because I cant see to edit the map sometimes. I have had displacements in solids before this point, and it didn't cause any problems. I need help on this quickly, so any would be greatly appreciated. THX-1138 14:47, 25 May 2006

I had some problems a couple of months back with polygon tearing. Turned out it was because my graphics card was on its last legs. Have you checked your map on other computers to see whether it runs into the same problems? It might be that your graphics card is overheating. If it is still broken on other computers, I would suggest taking and posting a screenshot and/or doing some good old half-and-half. --Giles 03:27, 30 May 2006 (PDT)
Ok, now the map I'm making wont open because it cant load one of the solids. It says something about running out of memory loading it. My computer does tend to overheat, so that could be the problem, but it runs the game fine and has no real problems, except this one. Is there any way for me to get back into my map to edit these brushes, or at least delete them?THX-1138 15:59 30 May 2006
If you can't get the map into Hammer at all, you can edit the vmf file in any ASCII editor (Notepad, Notepad++, Word, etc.) and make an educated guess about some of the world brushes to delete. For the format of the file, you can review VMF_documentation. —BJ(talk) 08:09, 30 May 2006 (PDT)
As well as what BJ suggested, Hammer keeps a backup of your penultimate save. Look for mapname.vmx wherever you keep the VMF. Rename the VMX file so that it is a VMF and try loading that. You might lose some work, but it's better than losing all your work. (Though you do make daily backups of your work, anyway, right? :P) --Giles 08:25, 30 May 2006 (PDT)
Thanks, I got the map working in Hammer again, but the dodgy tearing still occurs. I'm guessing it won't prevent me from finishing the map, but would make it more irritating. At least I dont have to start again though. Thanks again.THX-1138 13:03 31 May 2006
I found this, this morning. Is this the problem you've been having? That details a workaround/temporary fix. --Giles 05:24, 31 May 2006 (PDT)
Yep, that was the problem, but it's fixed now, thanks to that solution. Cheers Giles and BJ for the help.THX-1138 12:09 01 June 2006


Teleport issue

Is there a way of getting thrown grenades or weapons teleported thru a trigger_teleport or a point_teleport?--Deadity 14:41, 9 Feb 2006 (PST)

The only way to do it, if possible, would be to use trigger_teleport. You should define a filter class ent that accepts npc_frag_grenade—ts2do 16:52, 9 Feb 2006 (PST)
Would this be possible in Counter-strike? If it could, how?--Deadity 04:27, 10 Feb 2006 (PST)
To find the name of entity that is used when the grenade is a projectile, you can start a server, type report_entities in console, throw a grenade, then type report_entities again. The entity that is in the second but not the first is the name of the grenade projectile. Use that for the filter class—ts2do 16:23, 10 Feb 2006 (PST)
So I tried to set hegrenade_projectile to be allowed by the filter_class, but it didn't work. It's like the trigger_teleport ignores those types of enteties. Why in fudges name? I do not understand.--Deadity 06:47, 11 Feb 2006 (PST)

Wave Material

I am using shorewave001a as an overlay for a wave effect but for some reason the material stops displaying for about a second while animating. Is there any way to stop this happening (I looked in the vtm file, and it uses a sine for the animation - could that be part of the problem? - RodeoClown 20:55, 25 Apr 2006 (PDT)

I think that material definition is just plain broken - I rewrote it for MINERVA without the sine stuff, and my simpler version works pretty well. Do feel more than welcome to borrow my updated .VTM and .VTF files - I also made a version of one of the textures with a bit more 'wiggle' to it, so waves don't look so uniform... —Cargo Cult (info, talk) 00:34, 26 Apr 2006 (PDT)
Thanks for that, I was thinking I might have to rewrite it (I had a look at MINERVA before asking to see how you did it, but I saw you'd used a different material - I might just steal it :) )- RodeoClown 04:05, 26 Apr 2006 (PDT)

Hammer Crash / 3d view Problems

Ok I've got a problem with Hammer when I add model to my map hammer locks up solid for about 20secs and then crashes with it reporting that the file "shaderapidx9.dll" caused it to crash. But if I turn the 3d view to wireframe it'll be fine, i think that is because that file that causes hammer to crash does things with the dx9 shaders and when in wireframe mode their are no shaders to draw. So thats my problem thease are my computers specs

Athlon 64 x2 4200 (stock speed/no overclock) 1 GB of RAM PC3200 X1900 XTX (stock speeds/no overclock) x1900 Crossfire (stock speeds/no overclock) x-fi fatality sound card Asus A8R32 Dulux motherboard I think thats pritty much the core hardware, And heres what i've tryed so far...

I did a little search on my HDD's for the "shaderapidx9.dll" file and found that it resideds in all the Bin folders that uses the source engin and the bin folder in the SDK folder. So i tryed copying the file from the hl2 bin dir into the sdk bin dir, in hinsite possably not the best idea i've ever had but i did it anyway. and it still crashed after i did this.

So i removed the sdk and the sdk .gcf and restarted steam and told it to download the sdk again from scratch, still that did'nt solve it.

I tryed turning AA and AF on and off, i also tryed turning crossfire on and off. still no go.

I have noticed 2 other things aswell are, One that i can do brush mapping for about 10min before hammer crashes with the same error and Two is I can view some models in the model viewer but the ones i can view are well i duno how to exsplain it, kinda looks like they have exploded, Artifacting if you will.

Yet all the source engin games play like normal.

Would really appreciate any possable answers or suggestions Thanks, Struders

  • This has already been reported. See Source_SDK_Bugs/Hammer_bugs Do you have dx set to debug versions? Also, see the section "Suggestions Before Asking A Question" above. :) —BJ(talk) 08:08, 26 May 2006 (PDT)

First off thanks for the response, second i did check the reported bug but i was looking for the error i was getting specificly so i must of missed it or somthing. Anyways i looked that page about seting the direct3d to debug mode, and after about 30mins of scratching my head i finnally figured out that i had to download this directx control panal thingy so once i had that i went on to the direct32 tab but i cant change my d3d runtime, its all greyed out, but it looks like is set to use the retail version of d3d. any ideas why its greyed out?Struders

If Retail Version is checked and grayed-out, it may mean that you do not have the debug versions installed. It won't solve your problem (it would appear) but you can find out if the debug versions are on your drive. To find out, you can search for d3d9d.dll on your drive or, go to your Windows Start button, click "Run..," enter "dxdiag" (without the quotation marks) and check the DirectX Files tab in the diagnostic window to see if d3d9.dll is listed. Another suggestion: be accurate in the description of your problem. For instance, it's the Direct3D tab and not direct32. I knew what you meant, in this case, but it may be important sometime. Also, "thingy" may sound cute but it's not descriptive and doesn't help understanding the problem. Occasional punctuation marks in your description would be a good thing. The clearer and more accurate you make the description of your problem, the more likely you'll get help. :-) —BJ(talk) 15:33, 26 May 2006 (PDT)

First of all i appologize for my scruffy reply, I'll try harder this time :). I had a look though the dxdiag list of used files and i saw the file d3d9.dll in their and it has in the columns next to it final retail, as do all the other files listed. One thing that i have failed to mention so far is that before i changed my motherboard everything was ok. I was using hammer literally hours before i changed my motherboard and then tried to use it with the new one I'm getting this problem. My old motherboard was the DFI LanParty UT RX200, Other then that my PC is identical to the point where hammer was working. I have saved a report from dxdiag, I don't know if its going to contain any us full info but its at (http://www.struders.nildram.co.uk/DxDiag.txt) also I've saved the error dump report that windows generates(http://www.struders.nildram.co.uk/errorlog.rtf), i very much doubt that will be of any use though. I really don't know what more information i can give... but I'm desperate for a work around or a fix just so i can under way with my maps again.Struders

For your info - your dxdiag report looks ok as far as showing no debug versions. The d3d9.dll is the retail version. d3d9d.dll is the debug version which apparently you don't have (which is probably good at this point). It's unlikely to help but try refreshing your SDK content. I don't know whether than reloads the dlls or not. If you feel very confident in yourself, you can save your copy of the shaderapidx9.dll in the sourcesdk/bin folder and copy over one of the shaderapidx9.dlls from HL2, CS:S or HLDM bin folders. That's the best I can do for you right now, I'm afraid.

Ok I've managed to get it working by the last and only option i had left, yup the format. I've installed as little as possable, i have my antivirus, firewall, steam, drivers for my core hardware (only what i NEED to get steam runnig, The high priority security windows fix's. However I have NOT installed any directX updates i'm using the standard directx version that the windows sp2 comes installed with. I also did a BIOS reset whilst i was at it, and as far as i'm aware i'm using the same settings as before the format. I'm going to slowley install all non essental software and drivers now creating restore points along the way. I'll report any of my findings here, they might provide a better solution to fixing this problem.Struders

You reformatted your drive?? Wow. Sounds like you really wanted Hammer to work! Please do keep this entry updated, particularly if you find the problem recurs following some particular software reinstallation. Pretty valuable information. —BJ(talk) 13:51, 27 May 2006 (PDT)

Right well I have not been able to replicate the crash at all. I have all the windows updates installed. I used the directx web installer to update my directx and i did see it install the december 05 DX upddate also, i know that the dec update was mentioned somwhere elce on the wiki as a possable cause. I've now installed the catalyst control center and enabled crossfire and selected the settings I like. They only other thing i can think of right now is before i reformated i did'nt have steam installed in the default location, I had it on my E: drive. But my method to fixing this problem probabley is'nt for everyone. So for now Thank You for all your help, and i'll feedback if i ever do get the same error again.Struders

HI ALL,i am a csser.i live in chongqing china,i serch shaderapidx9.dll in google,so i look your talk. sorry,my english is suck... i think my problem is same to him. i think the dx9.dll is about the dx,so i update my vedio driver and i update the dx9.0c to the version 4.9.0.904,now my css is ok~ ^ ^ wish can help someone Template:3rdpartysig

For the people with a weird 3D view in Hammer (Models is there, but has weird displacements on it's entire surface (moves when moving camera)), which mostly is happening due the latest ATi drivers, typ, in the shortcut to hammer "C:\Valve\Steam\SteamApps\crabbydata\sourcesdk\bin\hammer.exe -dxlevel 80", especially the -dxlevel 80-piece. This will solve the problem for most of these problems...! --CrabbyData 10:35, 14 Jun 2006 (PDT)

Custom Soundscapes in HL2 Single Player

It appears that custom soundscapes still do not work in HL2 Single Player. I have followed the steps for Creating_custom_soundscapes for HL2DM and the soundscapes work fine, but when I move the same file to HL2 Single Player using the same procedures, the file is not found. I can't even play the sounds from the console using the playsoundscape command, though I can do this in HL2DM. Is it the case that custom soundscapes are not possible in HL2 Single Player? When will the feature be enabled?--Fitzroy doll 01:52, 18 Apr 2006 (PDT)

Did you resolve this issue? Custom soundscapes work just fine in HL2SP, you just need to add them to the soundscape manifest. soundscapes_manifest.txt iirc. --Giles 14:35, 5 Jun 2006 (PDT)
Yes and no. Yes, I got around the problem by packaging the map as a mod and editing the soundscape manifest from there. If you edit the soundscape manifest in regular HL2 single player it does not work, as it appears to be intentionally disabled.--Fitzroy doll 03:19, 9 Jun 2006 (PDT)

Third Person Camera Troubles

I've implemented the third person camera according to the tutorial in this wiki, and I've checked all the coding and scripting and it's all perfect according to that, yet in game, when I press "V" (Which I bound to "Toggle Third Person View" In Options), it tells me "unknown command +camchange", but in the one part of the tutorial, that specific command is added. I have recompiled the mod and everything, but I still can't seem to get it to work. Any ideas?