Help Desk: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(→‎Untitled: I don't understand what the fuck you are talking about.)
(Moved question to answered)
Line 231: Line 231:
Howdy again. I'm still on the same map as previously, and I'd like an elevator on it. However, as this map's a recreation of a map from another game, the elevator prop used in the WiseElevator example file would be VERY out of place. Additionally, I'd like to use my own doors. How would I do this? And since the WiseElevator file is as clear as mud, how do I make an elevator in the first place? My func_tracktrain isn't working... --[[User:ElvenNerfer|ElvenNerfer]]
Howdy again. I'm still on the same map as previously, and I'd like an elevator on it. However, as this map's a recreation of a map from another game, the elevator prop used in the WiseElevator example file would be VERY out of place. Additionally, I'd like to use my own doors. How would I do this? And since the WiseElevator file is as clear as mud, how do I make an elevator in the first place? My func_tracktrain isn't working... --[[User:ElvenNerfer|ElvenNerfer]]
:You need more detail than [http://www.akilling.org/akg/tutorials/wiseElevators.asp this]? --[[User:Mark WiseCarver|wisemx]] 15:41, 21 Feb 2006 (PST)
:You need more detail than [http://www.akilling.org/akg/tutorials/wiseElevators.asp this]? --[[User:Mark WiseCarver|wisemx]] 15:41, 21 Feb 2006 (PST)
===Teleport issue===
Is there a way of getting thrown grenades or weapons teleported thru a trigger_teleport or a point_teleport?--[[User:Deadity|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—'''[[User:Ts2do|ts2do]]''' 16:52, 9 Feb 2006 (PST)
::Would this be possible in Counter-strike? If it could, how?--[[User:Deadity|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—'''[[User:Ts2do|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.--[[User:Deadity|Deadity]] 06:47, 11 Feb 2006 (PST)


===Languages in Source===
===Languages in Source===
Line 411: Line 402:
==Answered Questions==
==Answered Questions==
[[Help desk/Archive 1|Archive 1]]
[[Help desk/Archive 1|Archive 1]]
===Teleport issue===
Is there a way of getting thrown grenades or weapons teleported thru a trigger_teleport or a point_teleport?--[[User:Deadity|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—'''[[User:Ts2do|ts2do]]''' 16:52, 9 Feb 2006 (PST)
::Would this be possible in Counter-strike? If it could, how?--[[User:Deadity|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—'''[[User:Ts2do|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.--[[User:Deadity|Deadity]] 06:47, 11 Feb 2006 (PST)


===Wave Material===
===Wave Material===

Revision as of 01:34, 29 May 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.

Suggestions before asking a question

Check to see if your question has been asked before:


Asking a question

  • Be specific and clear as possible.
  • Please sign your question (end it with ~~~~). This will help us direct follow-ups to you directly.
  • Check back for answers. We will not put answers in your talk page unless it is specific to you.
  • Use common sense. Hopefully, this won't require much more explanation.
  • Edit questions for follow-ups. Do not post a new question.
  • Use second-level headlines. Surround your question title with three equal signs (===) so they create a table of contents, split between pending and answered questions.
  • Only move your own question. An answer may not fully answer a question. When the question is fully answered, then move it to Answered Questions.

Alternatives

  • Ask your question at the official VERC Forums.
  • Todo: Other useful forums here, e.g. modeling forums, etc.

Pending Questions

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 veiw 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 veiw some models in the model veiwer but the ones i can veiw are well i duno how to exsplain it, kinda looks like they have exsploded, Artifacting if you will.

Yet all the source engin games play like normal.

Would really apritiate any possable awnsers 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

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 seperate, 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 did'nt cause any problems. I need help on this quickly, so any would be greatly appreciated. THX-1138 14:47, 25 May 2006

Compile Problems

Currently im working on a small map has alot of lighting npc's, as well as a lot of buildings. The main problem i have is when i compile my map it works. It loads up Hl2 My MOD then the console appears and it loads. As soon as the map is about to begin the game shuts down and a error window comes up. The problem is Datacache.dll and Accompat.TXT in my temp folder. please i need some help. Its been like this for two weeks now and because of that i canty do anything at all. I can still edit through Hammer like adding brushes or so but it wont work in the game. I tried Garys MOD as well and that doesnt work either.



Collission Joints

I'm having problems loading a large prop in a map I'm building for. One of the most noteable problems is the collision model, when useing $collisionjoints Studiomdl turnicates non-animated sections of the model. For the pourpose of prototyping I removed those pieces. When the model is loaded into Hammer Source dosent use the entier collision model. I'm left with a 2 story sphere collision mesh and players can walk threw geometry that should have a collision mesh. It also apears that useing the string $rootbone makes it only load That bones rigged geometry. Ryoku 11:28, 23 May 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

Engine error?!?!

http://img50.imageshack.us/img50/5544/engineerror9wb.png

I don't know what's going on here, the map will not load. It gets past setting up the listenserver, then starts working on the world, the cursor appears, then it exits to the desktop with that error, and then another that HL2 has been a bad program and done something wrong. Help? -Eaglebird

That happens when list has more elements then it can have. Do you run in Release-mode? Try the debug-mode. That should give an assert and make it possible to get a tracestack. --dutchmega 00:46, 14 May 2006 (PDT)
When "list" has more elements than it can have? Well, If I plan on releasing it, how else can I fix the problem? I.e., what exactly is the "list" and what goes into it? -Eaglebird
No idea, you have to find that out with debugging. Check for asserts or .mdmp files.. --dutchmega 10:54, 14 May 2006 (PDT)
Hmm, well, for one, how do I set it into debug mode, and two, how do I check for asserts/.mdmp files? In fact, what's going on that I need to look for? -Eaglebird
A newbie? Better add me at MSN/Google Talk. --dutchmega 05:05, 15 May 2006 (PDT)

Gameinfo.txt execution messed up after Steam update?

Seems like all the mods i have installed no longer have a company description, icon, author info, etc. Is this happening to anyone else and if it is how do i fix it? Thanks. Bean 11:40, 8 May 2006 (PDT)

It is a bug and was already reported here: User_Interface_Bugs#My_Games_List. Though I'm wondering if it shouldn't get a little more attention - on the other hand, valve will have noticed this on themself already, I'm sure. --Vaarscha 12:35, 8 May 2006 (PDT)
thanks. -Bean 22:25, 8 May 2006 (PDT)
Your welcome. If your question is answered, please move it.--Vaarscha 22:50, 8 May 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)

$collisionjoints

I know that this can be used in your .qc instead of $collisionmesh if you want animated collision meshes, but it causes the non-animated parts to be collapsed to a single mesh, even with the use of $concave There doesn't seem to be any documentation about $collisionjoints anywhere. --PiMuRho 01:52, 16 Apr 2006 (PDT)

Missing entities

As i'm trying to construct a map in Hammer, i found out that i am missing some entities in the list of entities. Is there any way to get them? Evinbaxter 09:49, 15 Apr 2006 (PDT)

What entities are you missing and for what type of Source game are you mapping? I can see two reasons: First, every entity is not present in every Source game. Some entities are game specific. The other reason is that there are two lists: One for point entities, and one for brush entities. To create brush entities, you must create a brush and tie it to an entity. --Andreasen 09:57, 15 Apr 2006 (PDT)
I am making a map for CS:S and i am missing entities such as func_bomb_target, trigger_teleport, and other entities. --Evinbaxter 10:05, 15 Apr 2006 (PDT)
Did you select CS:S as Current Game in the SDK Launcher? --Vaarscha 10:08, 15 Apr 2006 (PDT)
-yeah, i did --Evinbaxter 10:22, 15 Apr 2006 (PDT)
Well both of those are brush entities, and as I'm assuming this is your first attempt at a map, do you know how to tie entities to a brush? Have you checked that list for these entities? --Andreasen 10:39, 15 Apr 2006 (PDT)

-Yes i am new to map making, and no i don't know how to tie entities to a brush. Evinbaxter 10:41, 15 Apr 2006 (PDT)

I searched the wiki for it and did, to my surprise, not find anything about creating these entities, so I created a small how-to list for you here: Entity --Andreasen 11:21, 15 Apr 2006 (PDT)

How do I edit CS:S maps in sdk?

Evinbaxter 08:46, 15 Apr 2006 (PDT)

You could try to decompile it: Decompiling_Maps
Make sure to read and understand the warnings about copyright mentioned in this article! --Vaarscha 08:55, 15 Apr 2006 (PDT)


How do I edit HL1 maps in sdk?

Backlash1017 23:59, 31 Mar 2006 (PST)

Don't think you can - for HL1, you'll need the old version of Hammer and some map compilation tools. It's a bit more fiddly to set up than the Source stuff, but it's much simpler when you've got it all working. The VERC Collective site should have lots of information for HL1 stuff. —Cargo Cult (info, talk) 11:01, 7 Apr 2006 (PDT)

Missing filesystem_steam.dll

Hi erm i was wondering if some 1 could help me ive just made a map and im getting the following message when i try to load it( Unable to load c:\programfiles\valve\steamapps\alfie228\counter-strike source\bin\filesystem_steam.dll ) please help. —Bravo228

You need to run counter-strike first, run counter-strike everytime it updates, before running your custom maps. If that doesn't help try to refresh SDK content in the Source SDK window.--Deadity 10:02, 29 Mar 2006 (PST)

Map Won't Open

I have made a few maps, that all work ok, had no problems. my last map i put loads of junk on the floor etc... real nice ..al ok i jus started a new map, very basic, just 1 room nothing really in it, i compiled it and tried to run it. it compiled ok as far as im aware, but when it got onto counterstrike and i try play the map it does not open. i have tried deleteing stuff, the walls and floor and tried again, to see if n e of those was the prolem, but still can not get map to open anyhow. please help me —Shizarp

Ive had this problem before you start your game and then when ur try to load it nothing happones right. Well heres your problem: while in hammer you need to hit Run Map then at the bottom you will see additonal game parameters type

-dev -console +sv_lan1 Then click ok and wait for that to load when in game you have to wait a while when your in game and console shows up just wait a few seconds more and soon your map will pop up and you will be able to use it in you creat server list now.Also if it says Steam Vaild Rejection when you try that then click ok then click creat server find you map and click start and that should work.

cold020 21:39 ,mar 19 2006

P.S i hope this works for you ive done it when i had that problem and it worked.

P.S #2 try to read other peoples problems before you post, they might just be the same problems as yours.--Deadity 10:04, 29 Mar 2006 (PST)

Map going to black

hey i got a question, when i make a map (cs:S) in hammer then run the map using hammer about 7 to 10 seconds into the map the whole entire map goes black and i cant see anything. What is happening? do i need to add lights? - Danthomas236

Do you have any lights? and if you do..try turning on developer (developer 1)—ts2do

well when you don't add lights the map is lighted by default. what is developer?

The solution to this problem is to MINIMIZE HAMMER before running your map. You'll probably have to click the minimize WHILE the compile script is beginning to launch half life, because alt tabbing is tough to get working properly. If your card tries to run the game AND hammer in the background, eventually hammer is going to try to redraw the camera view in the map editor, and then your game will go black. happened to me too. --Mrobben 20:23, 5 May 2006 (PDT)

Object Spawning Problem

Hi i have a problem that i do not no of.I make a map then i add cetain objects on the map i made.Great it shows it on sdk but when i play the game there not there?How do i see them? Thank you for your time to anwser this! —cold020

You probably should put this under article. I have had this problem before. It could be the name of your map. Make sure it doesnt have any spaces in it. And please sign your name with three or four "~" Cubedude 18:39, 9 Mar 2006 (PST)

You are probably using the wrong prop types, there are three basic prop types you would want to use: static, dynamic and physics, static props can't be used as physics or vise versa. More info here Prop_Types_Overview. --Deadity 10:09, 29 Mar 2006 (PST)

FacePoser and Model Viewer Problem

I have a problem when i start ether face poser or model viwer it crashes.I do not no how to fix it.Please help asap

Cold020 16:45, 19 mar 2006 (PST)

Strange Box

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

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)

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

Disappering brushes and textures

I've built a map in Hammer, and added several new brushes to it. Now, whenever I compile the map, these new brushes don't appear. Also, textures and soundscapes that I've added don't work. I have optimzed the map using func_details, and compiled it with all the settings on Normal, and on Fast. I can't understand why new additions to the map are not included after a new compile. Any help would be appreciated. - THX-1138 21:45, 22 Mar 2006 (PST)

Sounds like you have an error in the map, check the compile log - or upload it to http://www.interlopers.net/errors/ and read through the output. You can also do in hammer check - alt+p - and fix all the errors in that box.
I've checked and fixed all the errors, and some of the brushes appeared, but most are still not there. Have a lot of carves in my map, could this be the problem? Also, new textures don't appear on the brushes that are already there. - THX-1138
If you "have a lot of carves" then that is almost certainly your problem right there. Carves will cause errors. Lots of them. You might find others disagree, but at this point, I would probably restart from scratch/from before you started using the carve tool. Clip and vertex manipulate are the way to go. :) Giles 10:44, 2 Apr 2006 (PDT)
I managed to solve the problem. It was a bunch of breakable benches that I made. The concrete legs were func_details, and the wooden slats were func_breakables. I've deleted these, and all the changes I mae to the level have now appeared when I play the level.
- THX-1138 19:41, 15 Apr 2006 (PST)
I think you may have had something hidden. I've noticed that if I hide an object, and compile without unhiding it, they do not show up in the map. "Lots of carves", if you mean you used the carve tool a lot, that's one thing. But if you have odd shapes and stuff from carving, you need to clean up. Simple clipping of brushes and nice happy cuts don't bother things too much.
-Eaglebird

Map Profiling

I may be going insane, but I'm convinced that I once saw a way of profiling a map that showed an overview, with all the paths taken by the various players during a game plotted on it. Such a thing would be invaluable. Am I going mad, or does it really exist? --PiMuRho 10:33, 13 Mar 2006 (PST)

Are you talking about the map overview in Counter-Strike: Source? --Steamfraiser 07:57, 22 Mar 2006 (PST)
Kind of. Imagine the overview, but with all the player paths plotted on it, showing the routes they took during a game. --PiMuRho 23:49, 28 Mar 2006 (PST)

Try overview_tracks 1—ts2do 23:50, 28 Mar 2006 (PST)

Untitled

omg! my wall(s) show a part of the ceiling where they shouldn't. what the hell is wrong? - game4ever

please elaborate, explain. --Deadity 01:31, 29 May 2006 (PDT)

Faceposer: Extracting part of a wav

I dunno if this is a bug, or if faceposer just hates my system. Please tell me other people have had this error; I attempt phoneme extraction on a wav, and input the text to be extracted, clear out the attempted extraction because it's wrong, then I arrange the sentence text, so it's placed properly over the correct sections of the wav. I then select part of the wav, and right click, and try to extract selected, and every time, Faceposer crashes. Is this a known bug? --Spektre1 00:45, 10 Mar 2006 (PST)

It crashes on me whenever I do that for as long as I could remember. -- Sodabus 20:23, 13 Mar 2006 (PST)

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.

Custom elevators...howto?

Howdy again. I'm still on the same map as previously, and I'd like an elevator on it. However, as this map's a recreation of a map from another game, the elevator prop used in the WiseElevator example file would be VERY out of place. Additionally, I'd like to use my own doors. How would I do this? And since the WiseElevator file is as clear as mud, how do I make an elevator in the first place? My func_tracktrain isn't working... --ElvenNerfer

You need more detail than this? --wisemx 15:41, 21 Feb 2006 (PST)

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)

Localization

I can't figure out for the life of me where localization settings are. I need this to work in Russian and English, but I don't know where the heck the manifests are for scene wavs. I'm doing a whole bunch of choreographed scenes in faceposer, and I know it's setup somewhere in HL2 to abstract the langauge. How do I set this up? I'm refrencing my wavs directly in Face Poser right now. --Spektre1 04:12, 30 Jan 2006 (PST)

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)

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)

Sub Topic

While I'm here. Do we have a page for known compiler bugs? There's a serious lighting bug, I mentioned it on the Mappers list. I think it should be listed, so everyone in the community is aware of it, but I don't know where would be relevant. --Spektre1 23:38, 3 Nov 2005 (PST)

Is SDK Known Issues List what you're looking for? —Maven (talk) 13:55, 4 Nov 2005 (PST)
It might be. I avoided that page, because it was all source code related, while this is more of a mapping issue. I'll consider it a more general page from now on, and append it there, thanks. --Spektre1 23:07, 4 Nov 2005 (PST)
Send me an email (amckern@yahoo.com) and i'll see what i can do about a fix for CSTRAD. You can also upload the complie log to http://www.interlopers.net/errors/ and read through the output. --Amckern 18:19, 24 Mar 2006 (PST)

Black Model Bug / BSP Cubemap Bug

Any idea on when the black model bug / v20 bsp cubemap issue is going to see a fix? Many people in the community have halted development of their maps waiting for a fix. Thanks. --Bean 11:29, 14 Nov 2005 (PST)

found a workaround. add +r_radiosity 2 to your launch options. maybe a bug in the radiosity code?--Bean 13:46, 14 Nov 2005 (PST)
I'm guessing here, but I think it's default setting of 4 includes the HDR information, so because we're still using the old RAD, it's not including the necessary HDR information, so that's why the models are lighting black. I verified it, and setting it to 2 until we get the proper update should alleviate the problem, until we get the compile tools updated. --Spektre1 22:44, 15 Nov 2005 (PST)
Suffice it to say that 4 uses something (whatever it is) that's no longer available in v20 maps. No matter what it is, Valve has it fixed and it's waiting to be released. Patience... the most annoying of virtues. (word is "soon") --Demented 23:31, 15 Nov 2005 (PST)

CS:S Map Help Needed

Please help I am making a map for CS:S and it now wont open can you give me some pointers on how to fix it and also how to turn the lights off so i can do night vision. thanx Joe (spid360@aol.com)Joe 12:26, 15 Nov 2005 (PST)

  • Ok, well, we need more info first. What does it do when it "won't open"? like, does hammer crash, is there an error? Will it not open in Hammer, or in the game engine? <This has been edited as reading the Your First Map tutorial won't actually teach how to turn a light on or off.> --Spektre1 20:18, 15 Nov 2005 (PST)
  • To turn lights on and off, you will have to name them (through typing a name in their Name property) and have another entity send Output signals to the light you named, in your case TurnOff signals. --Andreasen 02:13, 17 Feb 2006 (PST)

Env_smokestack problems

  • For some reason that I fail to discover, every time I use one env_smokestack some time after they start releasing smoke the smoke stops to be released. I don't turn it off or do anything that may cause this. Also, when you look away from the smoke it stops to release the smoke and starts again to release it when you look at it. Any help/idea? -- DAVLevels 01:09, 27 Dec 2005 (PST)
    • The smokestack only runs in your PVS, I don't know anything about it not working after a timed amount, but if its the same ent thats part of env_flare, then you might be interested into looking for env_steam - it comes in clear, and black
      • I had a look at env_steam but the smokestack looks a lot better for what I had in mind, besides the error that I am refering doesnt happen in HL2 or DODS (the smoke always appears) -- DAVLevels 02:36, 29 Dec 2005 (PST)

CS:S Satellite Dish Models

When I first started looking for furniture to put into my map, I stumbled across some satellite dishes. I did not put them in at the time and now I can't seem to find them again. If anyone can help me locate this it would be great! -- Marv 19:32, 11 Jan 2006 (PST)

Should be some in props_rooftop. Roof_dish001 and satellitedish02 come to mind. --Spektre1 00:16, 12 Jan 2006 (PST)


Thanks for the post. After looking at those, they aren't what I remember seeing. It was like a cluster of 2-4 dishes. Any others? -- Marv 07:38, 12 Jan 2006 (PST)

I think what you found earlier was a texture not a model--Deadity 05:03, 20 Feb 2006 (PST)

There are some textures in /buildings which are transparent and have groups of dishes. --RabidMonkey 21:06, 9 Mar 2006 (PST)

Spheres and Cylinders

Whenever I attempt to put a sphere or cylinder in my map, compiling grinds to a halt at the PortalFlow line. No matter the size or number of faces on the brush, it causes huge slowdown in compile times, adding roughly an extra 90 seconds to a map that would otherwise compile in 5. What exactly is causing this? GlowRage 21:55, 16 Jan 2006 (PST)

My guess is that it's just a more complex shape, and requires more time. By the way - 90 seconds isn't a massive slowdown. 90 minutes is. If a map takes 5-10 minutes to build (or more) that's not necessarily outrageous at all. There's no "right" time for a map to compile in, as it will vary greatly based on the geometry of the map (as you can see). --Holtt 09:08, 23 Jan 2006 (PST)

Simple. You've added planes that aren't parallel to the world space. BSP trees love parallel, planar faces. They abhor anything that's at an arbitrary angle. In practice, this means anything with a curved surface, you should make a func_detail. Including your cylinders. And I'll add a further note. Don't even use the spheres. They suck pretty bad, and have some issues if you try to clip them or manipulate them at all. --Spektre1 02:43, 30 Jan 2006 (PST)

A note about cylinders: Say you want an area with some cylinder pillars where there is a fight with NPCs. Won't the whole pillars being func_details mess with the sight of the NPCs, making them shoot the pillar and making hiding behind them impossible? (Not tested.) If so, then you might want to use solid pillars outfitted with two func_details at the top and bottom. As the solid part of the pillar will hoover in mid-air, it won't touch and cut up the floor or roof. --Andreasen 04:55, 30 Jan 2006 (PST)

No..func_details are considered equal to world geometry—ts2do 06:54, 30 Jan 2006 (PST)

Oh. I assumed npcs were guided by vis. So the only reason for using a brush instead, is because it blocks vis for the renderer? Okay. --Andreasen 08:19, 31 Jan 2006 (PST)

What are you trying to say? func_details do block vis if they have non-translucent materials applied to them—ts2do 13:54, 31 Jan 2006 (PST)

Then I don't understand why I couldn't just turn practically every brush into a func_detail, if it has all the benefits and no drawbacks. --Andreasen 08:19, 1 Feb 2006 (PST)
Search the VDC Optimization pages. You need a good balance of normal brushwork for proper divisions. --wisemx 08:27, 1 Feb 2006 (PST)
ts2do, you're wrong: According to all the articles, screenshots and examples about func_details, func_details does not block vis, ever. That's what is so good about them. However, I don't think that my method would work, because if VVis would calculate the middle section of the pillar as blocking, it would cut up the pillar just as much as it would if it were entirely made of a worldbrush. ...so if it doesn't block NPC line-of-sight either, turning the entire pillar into a func_detail would be best. --Andreasen 03:46, 10 Mar 2006 (PST)

For proper optimization of a cylinder first consider the number of sides, or face count. When needed for columns like those in front of a Courthouse use this method. When that method isn't helpful do your best to use good judgement about how many sides the cylinder will need as an 8 sided column will require fewer system resources than one with additional sides and it will be easier to Clip and Vertex edit, if need be. The entire cylinder should be func_detail if it will be static and you can use Hint brushes to box an area of cylinders when needed. Lastly consider the material that will be used on cylinders. Because of the multiple angled sides you will do best to experiment with several materials for the desired effect. Use the Alt method with the Face Edit dialog, when texturing objects like columns open the Face Edit dialog and apply a material to one face with the Face Edit dialog still open Left-click to select that same face now hold Alt as you Right-click on the other faces. If the material freaks-out at any point Left-click on the last good face and then Right-click again on the face that didn't work properly.--wisemx 05:05, 10 Mar 2006 (PST)

Problem with making own levels

When i make my own level it starts to run it and when it has loaded the level... everything is black. I can only see my health. There are no problems when i check them with ALT+P.It reads "Stuck on object 0" in the upper right corner... WHAT SHOULD I DO??¨? Hokkis 10:03, 22 Feb 2006 (PST)Hokkis

Seems like you don't have any lights in your map. Either put some light into your map or compile the map without Vrad. -- Koraktor
I've tried every kind of light, but none of them don't work. The whole level is black... i can't continue making my own levels... RAARRGGHH!!!
If you type mat_fullbright 1 into the console that turns off lighting so you can keep working on other things while you try and solve your lighting problems. To get the most basic lighting working, just use a light entity and make sure you have set the brightness values. If the brightness is set too low and/or the light isn't near any walls, it might not actually light anything, and so it wouldn't show up in game.
Maybe you're stuck in a brush?
Hmm, perhaps it's a newbie mistake: Did you by any chance create the room by dragging up the area of the room with a single brush? If that's the case, see the Creating_a_Room tutorial on how to create a room. (Although it's not recommended for a finished level, you only really need a brush to stand on to see if this method works. Just don't fall off.) --Andreasen 06:46, 22 Mar 2006 (PST)
Yeah, I'm having the same problem, it says "Stuck on object 0/mapname" and everything is pitch black. This only occurs when I have the skybox texture. I've gone to map properties and changed the skybox name but still, nothing happens. I know it's not lack of lighting because when I do not have a skybox it works fine. I've also tried the buildcubemaps command and then all it shows is the main menu.
Is your skybox an actual box? or are you just putting the skybox texture on an existing brush? If you've made a brush that overlaps everything and then textured that with the skybox texture that will make you stuck. I know this seems obvious if you know it, but I don't know whether you do or not.- RodeoClown 15:20, 26 Apr 2006 (PDT)

problem with loading map

when i load my map, i get this problem in half life 2 console:

CModelLoader::Map_IsValid: No such map 'tunnel'

map load failed: tunnel not found or invalid material "vgui/servers/icon_secure_deny" not found --- Missing Vgui material vgui/servers/icon_secure_deny

i know the map is real, and exists because im working on it. what could be the problem? Game4ever 12:30, 27 May 2006 (PDT)
Just because you're working on it doesn't mean the bsp is "real." Did you get any errors during the compile? If so, the bsp may not have been created at all. If the bsp was created, it may not have been copied to the correct directory. Check in the [mod]/maps directory and see if "tunnel.bsp" is there. Or, in the game console, type 'map' to get a dropdown list of maps in the maps directory. If your map isn't there, then your compile was not successful or the bsp wasn't copied to the [mod]/maps directory. Double-check that your Hammer_Manual_Configuration is correct. You did check that before posting a problem, right? ;) —BJ(talk) 14:18, 27 May 2006 (PDT)
yes. i think it may be the fact i have got citizens in the map. why could that present a problem? Game4ever 14:54, 28 May 2006 (PDT)
You're not providing any information for anyone to help you with. The bsp file is either "not found" or it's "invalid." Work with the likely answer first. Is the bsp file in the executable map directory? Did you check in the HL2 console as described? Do you have a compile error? —BJ(talk) 15:40, 28 May 2006 (PDT)

Answered Questions

Archive 1

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)