Dormant Help Desk Questions
This page contains questions which have gone unanswered on the Help Desk for a period of at least two months. Questions are moved here to keep the Help Desk clean and tidy, so that active questions can be more easily accessed.
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Please do not answer questions here on this page. Instead, consider one of the following actions:
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- Add an answer to the FAQs.
Dormant Questions
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)
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)
- Uhm. That doesn't make any sense whatsoever, MrTwoVideoCards. The reason why you get an error like that is because the code's trying to read outside it's assigned memory space. You don't have to change anything physically in your PC, but I would suggest you see if the problem is local to a specific map/mod. If it's code/assets your working on, check them for possible bugs/errors. That's your likely cause. --Spektre1 20:11, 23 Oct 2006 (PDT)
Help on above problem with a Laptop
This is regarding the "The instruction at 0x241f94f7 referenced memory at 0x0d8af41c. The memory could not be "read"" problem. I get this error also, but I'm trying to use a laptop to run SDK. I cant necessarily just remove some of the RAM. Is this problem fixable while using a laptop or am I S.O.L.?
Source SDK problems
My "Current Game" Field has Half-life 2: episode 2 in there, and when I reset game configuration, I can't get CS:S there. Please, help me.
If you want to edit this, please, write it here:
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)
Hi, Am woriking on a CSS map, but I am unable to add props to it. The only props that I can find and add are the prop_c17/substation. But when I open modelviewer then I can see all the props. I allready tried to refresh sdk game contents, reinstalled hammer, and even reintalled entire steam, but I still have the same problem. I also get an error when I close hammer, and maybe its linked to eachother in any way. The error says; Appname:hammer.exe - Appversion:0.0.0.0 - Modname:datacache.dll - Modversion:0.0.0.0 - Offset:0000b413
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)
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)
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)
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, etc. 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)
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)
- 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
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 don't 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)
Custom Hud Text in CS:S
I am making a map for Counter Strike: Source. I want to display a message on anyone's hud who enters into a trigger_multiple brush. I've heard that game_text doesn't work in CS:S and it seems to be true as I've tried everything but can't get it to work. Is there any easy way to get a custom message onto players' hud in CS:S. If not, can I write somthing in c++ that will do it. As you can see, I'm pretty new to inputs\outputs and have never programed my own entity, so bear with me. Thanks in advance. = D --RoadKill 10:10, 24 Jun 2006 (PDT)
studiomdl.exe is not working
When I trying to use studiomdl.exe to compile my models, I have this message: "Can't find steam app user info". I'm using Windows XP64. What should I do? Thanks! .--XeNos 13:00, 27 Jun 2006 (PDT)
Problems With Running My Map On Counter Strike Source
After compiling my map and trying to run it gives this message on console
Warning! Encountered old format VTF file; please rebuild it! Error reading in file "materials/maps/zumbi1/c-336_320_128.vtf" Warning! Encountered old format VTF file; please rebuild it! Error reading in file "materials/maps/zumbi1/cubemapdefault.vtf"
I let the game loading (it said that it was loading resources) while i left to home to see a movie and returned 3 hours late and was on the same state. Please help me... i can't even test my own maps...
- I'm using the normal Counter Strike Source and Half Life 2 Textures, no custom textures. Oh by the way... i can't create a listen server with any map except the official ones... i tried to create a listen server on a surf map and it acuses the same error... but last week it never happened. Now i just tested and it show only a pink checkboard ON ALL MAPS... on the water and on the glasses... and i keep getting that error message for all maps and even the official ones... problably some error in the game... ZumBr(talk)
- Try this: Rename your username-map in the SteamApps-folder. Now login to Steam again, and start CS:S. Wait until the game has loaded, and start a server. Is the same error still occurring? Then check your computer specs, if it is even up against the Source Engine... --CrabbyData 02:51, 5 Jun 2006 (PDT)`
- CrabbyData i tried that... but like i said before it only happen on custom maps as far i noticed... and when i create the server it don't finish loading and on other server's i get that pink checkerboard on windows and on water i get a reflection of some part of the level... but it's not a reflection... it's more like if i was specting the level on other part away from that you get it? Oh by the way... 70% of the map's i play on internet are custom ones...mostly like surf and fy and Zombies... cause i already get tired of the officials... but with this bug it REALLY get's annoying to play =/ ZumBr(talk)
- Move all the custom-map-files in the map folder to a backup-directory, outside the Steam folder (e.g. "C:/Documents and Settings/yourname/My Documents/SourceCustomMapsBACKUP"), and then download another (new) one... It could be that your map folder has reached it's maximum size (which I doubt...) But it's worth the try... btw, are you sure your computer has the minimum specs of HL2 (or CS:S) and also the latest drivers of your GFX-card? It's most likely software, but (again) it's worth trying... --CrabbyData 06:35, 6 Jun 2006 (PDT)
- I know what you mean with the pink checkerboard-textures (happens to me when I visit a custom map, where the person who created it, forgot to implant the custom textures (or a friend of mine who tests my custom maps (which then doesn't have the right textures included))). Are the normal maps 'normal'? I mean, do they reflect water correct or do they have pink checkerboard-textures? --CrabbyData 11:32, 6 Jun 2006 (PDT)
- In the normal map´s it´s everything normal... in custom maps it get that error... even if it dosn´t use custom textures... just the regular ones. And this error is not on the textures... as it not a texture who get this error. One example is the sofa... that now on custom maps appear with the pink checkboard on it as if it was reflecting it... and so the doors... and glass... and in the water it reflects a different part of the level and makes it lag a lot... See i made a very early beta of my map with only using one texture (brick00 i think it is) just to see the gameplay mechanichs... but i get this error on the door´s i placed around and on the small water i puted on...ZumBr(talk)
- Maybe it's an odd question: But how did you got CS:S? CD/DVD? Illegal? From Steam (online purchase)?
- If it's on the CD or DVD, try to reinstall it in some way. Or register a new account at Steam, and install the game again. If it's still the same error, then it must ór be your PC-hardware ór your disc with CS:S on it.
- If you obtained it illegaly, than it's pretty obvious that it isn't working, since the textures take up a lot of space, which isn't fun when you're downloading. Then again, CS:S (and all the other Source Games) deserve to be bought!
- If you downloaded it from steam, contact the Steam helpdesk... 'cause I can't think of anything else... --CrabbyData 13:06, 6 Jun 2006 (PDT)
- Maybe it's an odd question: But how did you got CS:S? CD/DVD? Illegal? From Steam (online purchase)?
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)
- i have changed my map name to 'TOW' and it works... the map name was 'tunnel of war' without underscores... that was the problem game4ever (html not working)
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 twofunc_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)
- 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.
- 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)
- Maybe you're stuck in a brush?
- 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.
- 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!!!
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)
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)
- 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
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)
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)
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)
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
- Try this tutorial or this one.
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)
I've got the exact same problem each time I try to Redo Extraction in the Phenomen Editor. It simply crachs when I say ok. -- SlimShooted22:08, 20 Oct 2006 (PST)
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)
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
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)
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)
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)
- Try Alt+P in Hammer, and solve all listed problems, that should do the trick, most of the time --CrabbyData 11:00, 14 Jun 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)
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)
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)
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)
- -yeah, i did --Evinbaxter 10:22, 15 Apr 2006 (PDT)
- Did you select CS:S as
- 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)
-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)
$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)
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)
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)
- No idea, you have to find that out with debugging. Check for asserts or .mdmp files.. --dutchmega 10:54, 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
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)
Compile Problems
Currently I'm working on a small map has a lot 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 Garrys MOD as well and that doesnt work either.
- I managed to crash Source quite nicely a couple of weeks ago because my geometry had gotten complex enough that without running Vvis or using Cordons, I broke the max visible vertices count. Perhaps if you have "lots of buildings and NPCs", you are running into the same error. Does it crash even when you have compiled the map with a full Vvis? You might like to read Optimization (Geometry).
- Also, it is good practice to use a point_template or npc_template_maker to spawn NPCs them when you need them, then delete them with their Kill input as soon as you no longer need them, rather than having them all present as soon as the map loads. --Giles 03:38, 30 May 2006 (PDT)
error:can't load gamuie
ok, so a made a map and tryed to run it, but when i run it it gives me this message "error can't load: gameui", so what do I do????? VulcanVulcanVulcan 12:26, 4 Jun 2006 (PDT)
- Unfortunately this looks like a bug from the latest engine update. In most cases this happens when users creating mods or maps for Half-Life 2: Deathmatch, Counter-Strike: Source and/or Day of Defeat: Source (info token from the VERC Forums (link)). The only thing you can do is waiting for a new update, which will be hopefully soon because there are more people with the same problem. --Jurgen Knops 14:44, 5 Jun 2006 (PDT)
map won't compile
right, me and my friend decided to learn how to make maps, we both went through the 'First Map' tutorial and followed it exactly. once we had finished making the map, we compiled it, and it came up with the error:
"The command failed. Windows reported the error: "the system cannot find the file specified".
Then it askes if we would like to continue anyway, so we clicked yes, and it came up with another error, but this time on half life 2's behalf, stating:
"hl2.exe has encountered a problem and needs to close."
Yet Half Life doesn't even load, this is all inside Hammer. I would have presumed it was something to do with me being a begginer at map making, but I found it too much of a coincidence that both me and my friend following this tutorial, encountered the exact same error. Any help, or thoughts on this problem would be GREATLY appreciated, because we both really want to learn how to map, and just want to carry on with the tutorials.
Thank you in advance :)
- This mostly happens when users try to run their map from Hammer itself. Try to run your map through Half-Life 2 itself (open up the console (~) and typ in map mapname, where mapname is the name of your map you just created in Hammer). Besides that, remember that you have to turn off the option "Don't run the game after compiling" in the compiler options (F9 in Hammer). When Hammer finished the compile-process it will copy the map to the /maps folder in your game folder (which I presume is in your case Half-Life 2 itself). It just followes the "Current Game" settings from the SDK which I presume that it's on the standard option: Half-Life 2. If not, just set it in your Source SDK application. --Jurgen Knops 02:32, 6 Jun 2006 (PDT)
- Thanks for your help anyways, but it still won't work :( When I compile the map, it doesn't save it, it still says that it cant find the file specified, do you have any other ideas? Thanks again :) --
- If Hammer does not copy the map to it's final directory, you have to check if the configuration of it is correct. Look in de Hammer configuration (tools > options...) where the game configuration is pointed to (Half-Life 2, Half-Life 2: Deathmatch, Counter-Strike: Source, Day of Defeat Source or an own modification). If in your case Half-Life 2 stands there, then should all other configuration be pointed to the standard Half-Life 2 directory's like $SteamUserDir\half-life 2\hl2 is by Game directory. If this is not then probably your SDK configuration is damaged or edited in some kind of way.. Then the simplest way is to reset your SDK config (Source SDK window > Reset Game Configuration). When done, set (if not automatically) the Source SDK Current Game configuration to Half-Life 2 and start Hammer again.. Then check the configuration again. Now it should be correct, Hammer will (hopefully) copy your map to the right directory so you can start it via the console. --Jurgen Knops 08:28, 6 Jun 2006 (PDT)
- Thanks for your help anyways, but it still won't work :( When I compile the map, it doesn't save it, it still says that it cant find the file specified, do you have any other ideas? Thanks again :) --
- i got it workin, jus had to change the directory to the normal counter strike:source map folder :) thanks A LOT for your help anyways, i would have been stuck for ages :)
cheers mate
testing map
so i learned how to make a basic map, and then tryed to run it. it took me a long time but it finaly got it to run in cs:s. though when i run it, the map is totally black, and the consol says that:"invalid terrorist and counter terrorist spawn points."please help
- Be sure you have the right entity's in your map(s). For a detailed view check the Counter-Strike: Source Level Creation page with their links to several entity's you'll need (like the info_player_classyouneed). --Jurgen Knops 05:12, 8 Jun 2006 (PDT)
CSS and Dual Core
I hope this is in the right place! I'm looking for an informed answer. I have already tried on the STEAM forums and searched a fair bit too... I'd like to know if anyone has the proper info on the source engine particularly CS:S and regards to dual core processors. Im running an AMD X24400+ and have noticed that whilst running CS:S both display graphs showing core activity become very active.
Ive tried other programs and only one core remains active even with STEAM running in the background
From what I can gather most people are saying CS:S and Source is not a multi-thread program, but why then am I getting a lot of activity in both CPU cores whilst running CS:S? Again, apologies if this is in the wrong place, but I really would like an informed answer, Im not looking for troubleshootng tips as everything works fine, I'm simply puzzled as to why CS:S likes my dual core CPU and the rest of the CS:S community seems to think its not designed to run this way --Chris5675 16:09, 27 Jun 2006 (PDT)chris5675
- Maybe the other core is taking care of windows background operations.--Deadity 02:47, 28 Jun 2006 (PDT)
- Press Ctrl+Alt+Delete and assign hl2.exe to only one processor (Something like Set Affinity (I've got a Dutch Win XP Media Centre, I don't know sure if that's the right translation...)), by doing:
- Right-click on the hl2.exe-process
- Click on the bottom option (Set Affinity or something like that)
- Set it to just 1 CPU, not 2 (CPU 1 & CPU 2).
- Maybe that helps, but I think Deadity already gave you the right answer... Windows is 'heavy shit', you know ;) --CrabbyData 03:16, 28 Jun 2006 (PDT)
- That's not what he is asking at all. --TomEdwards 03:17, 28 Jun 2006 (PDT)
- That's very interesting, as GRAW was built primarily for a multi-core system. My experience is that all games are balanced across both cores automatically, so perhaps what we're seeing here is a bug in GRAW preventing that from happening? --TomEdwards 03:17, 28 Jun 2006 (PDT)
- Press Ctrl+Alt+Delete and assign hl2.exe to only one processor (Something like Set Affinity (I've got a Dutch Win XP Media Centre, I don't know sure if that's the right translation...)), by doing:
Thanks for your replies, firstly with regards to background windows processes, I have the same processes running in both screenshots and in my second picture, the right hand graph is completley inactive, so maybe thats pointing to something else. I have noticed with a lot of apps and other games full actiivity from both cores, so maybe it is GR:AW that is bugged... can I assume all (working) programs, including CS:S, will utilise both cores on a dual core system, regardless of them being multi-thread or not? also is it that multi thread programs are designed purely with dual core in mind? --Chris5675 16:05, 28 Jun 2006 (PDT)
Compiling error
When i try to compile my map for Portal i get this error
- Executing...
- Command: "c:\program files\steam\steamapps\th3c0n\sourcesdk\bin\vbsp.exe\"
- Parameters: -game "c:\program files\steam\steamapps\th3c0n\portal\portal\" "C:\Program Files\Steam\steamapps\th3c0n\sourcesdk_content\Portal\mapsrc\Try_if_you_can"
- Could not execute the command:
"c:\program files\steam\steamapps\th3c0n\sourcesdk\bin\vbsp.exe\" -game "c:\program files\steam\steamapps\th3c0n\portal\portal\" "C:\Program Files\Steam\steamapps\th3c0n\sourcesdk_content\Portal\mapsrc\Try_if_you_can"
- Windows gave the error message:
"Access is denied."
- Executing...
- Command: "c:\program files\steam\steamapps\th3c0n\sourcesdk\bin\vvis.exe\"
- Parameters: -game "c:\program files\steam\steamapps\th3c0n\portal\portal\" "C:\Program Files\Steam\steamapps\th3c0n\sourcesdk_content\Portal\mapsrc\Try_if_you_can"
- Could not execute the command:
"c:\program files\steam\steamapps\th3c0n\sourcesdk\bin\vvis.exe\" -game "c:\program files\steam\steamapps\th3c0n\portal\portal\" "C:\Program Files\Steam\steamapps\th3c0n\sourcesdk_content\Portal\mapsrc\Try_if_you_can"
- Windows gave the error message:
"Access is denied."
- Executing...
- Command: "c:\program files\steam\steamapps\th3c0n\sourcesdk\bin\vrad.exe\"
- Parameters: -game "c:\program files\steam\steamapps\th3c0n\portal\portal\" "C:\Program Files\Steam\steamapps\th3c0n\sourcesdk_content\Portal\mapsrc\Try_if_you_can"
- Could not execute the command:
"c:\program files\steam\steamapps\th3c0n\sourcesdk\bin\vrad.exe\" -game "c:\program files\steam\steamapps\th3c0n\portal\portal\" "C:\Program Files\Steam\steamapps\th3c0n\sourcesdk_content\Portal\mapsrc\Try_if_you_can"
- Windows gave the error message:
"Access is denied."
- Executing...
- Command: Copy File
- Parameters: "C:\Program Files\Steam\steamapps\th3c0n\sourcesdk_content\Portal\mapsrc\Try_if_you_can.bsp" "c:\program files\steam\steamapps\th3c0n\portal\portal\maps\Try_if_you_can.bsp"
The command failed. Windows reported the error:
"The system cannot find the file specified."
How can i fix it ??