Difference between revisions of "Answered Help Desk Questions"

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==Answered Questions==
==Answered Questions==
=== I only get <sil> phonemes when extracting from a WAV===
I've seen this discussed on multiple forums, but still have found no solution to what I'm guessing is a familiar ticket.
'''I'm having trouble with FacePoser's Phoneme Editor.''' Every time I load a wav file and try to extract the phoneme data, I get a ton of 'Unrecognized Phoneme' errors in Output, and the result is '<sil>' phonemes scattered all over the waveform. (I've never gotten anything other than <sil>, not even a 'wrong' phoneme.)
I get this result regardless of which WAV I load. When trying the SDK's sample WAV, I notice it automatically extracts the words and phonemes perfectly, so I assume these are embedded in the WAV file. However, if I try to re-extract the phoneme data, I'm rewarded once again with <sil> all over the place.
'''My WAVs''' are correctly placed in steamapps\myuser\half-life 2\hl2\sound\. I have 2 custom wavs, one by myself and one by a professional. They're all in fine quality, and I've adjusted the volume to avoid the [! Too loud] error. I'm also using sdk_al_showonroad.wav when testing.
'''My SAPI''' is 'Microsoft Speech SDK' version 5.1. I have it configured for medium accuracy on 'Microsoft English Recognizer v5.1'. My SAPI profile is untrained, but it does recognize my speech to some degree. (I've tested Dictation in MS Word, and the words I get sound similar to what I say into the microphone.)
'''My microphone''' is of good quality.
'''Faceposer CC Language''' is 'English'
'''Faceposer Expressions''' are working fine. The model will move its lips when I play the sample WAV for the first time or move my mouse over valid phonemes, so it has to be a recognition problem.
I hope someone can help me with this; it's a 'This should be working...' situation and I'm a bit stuck. Thanks in advance.
--Dan 02:40, 7 Dec 2006 (PST)
: I only get <sil> phonemes either. The error message I get seems different, though. "Last Extraction Result : result retrieved, but full recognition failed" is what FacePoser always tells me. I tried changing Regional and Language Options from Japanese to English(United States), but it didn't work. I have SAPI installed. --[[User:N-neko|n-neko]] 04:16, 7 Dec 2006 (PST)
:: Hi there neko. That's actually the same thing; I get the 'full recognition failed' message in the Phoneme Editor window. Those other error-messages I mentioned appear in the 'Output' window, which appears if you click on the 'Output' tab in the lower left area of Faceposer. My best lead for a solution was '''[http://www.hl2world.com/bbs/5-vt20472.html?postdays=0&postorder=asc&start=60 this thread at HL2world]''', but it wasn't quite the same deal. --Dan 06:34, 7 Dec 2006 (PST)
:: By the way neko, what's your Operating System? (with Service Packs and Language) --Dan 23:54, 7 Dec 2006 (PST)
:::I use Windows XP Home SP2 Japanese version. --[[User:N-neko|n-neko]] 01:27, 8 Dec 2006 (PST)
:::: [edit] Nevermind, that ''was'' the problem... --Dan 05:35, 9 Dec 2006 (PST)
'''PROBLEM SOLVED:''' It turns out the Phoneme Editor is not configured to work with non-U.S. versions of MS Windows, which causes conflict between Faceposer and the SAPI, (even if you change regional settings etc.)
By a stroke of luck, 'Qyon' at the ChatBear forums has written '''[http://qyon.satanbsd.org/bin/PhonemeExtractorFix.zip this small program]''', which patches the Windows Registry so Faceposer will communicate properly with other languages. You may have to disable virus protection for it to run.
If this still doesn't work, your last resort is to buy a U.S. version of Windows. Still, thanks to Qyon for this one!
--Dan 05:35, 9 Dec 2006 (PST)
: Glad to hear it worked for you. I myself tried that PEFix.exe but still no luck. I could be using the program in a wrong way though. I ran it, and chose Japanese, it said patched successfully - but still I only get <sil> from FacePoser. Could you tell me how exactly you used it? --[[User:N-neko|n-neko]] 08:45, 9 Dec 2006 (PST)
:: Hmm that's not good to hear... Since I use Win2000 Norwegian Edition, I chose 'Norwegian' from the list, and clicked 'Patch.' It told me it was successful, and after that, I haven't gotten the 'Unrecognized Phoneme' error anymore. The only difference I can think of between my situation and yours, is that Norwegian still uses the same character-set as U.S. English, but I'm guessing Japanese doesn't. --Dan 10:15, 9 Dec 2006 (PST)
:: I run a US version of Windows and had the <sil> phoneme problem around the time Faceposer was released. I vaguely remember extracting the <code>expressions</code> directory out of <code>source engine.gcf</code>, placing it the game directory, specifically loading <code>phonemes.txt</code> from the Expressions window, and recreating the bitmaps. I'm not sure if this is overkill, but it's worth a shot.
:: If that doesn't work, have you tried forcing Faceposer to use a certain language? One of the older edits for the [[Phoneme Tool|Phoneme Tool]] article has information about it. -- [[User:Sodabus|Sodabus]] 17:42, 9 Dec 2006 (PST)
=== keyframe_rope not moving with parent, spawning at world origin ===
=== keyframe_rope not moving with parent, spawning at world origin ===

Revision as of 06:42, 17 December 2006

To do: The contents of this page should be integrated with other articles, the FAQ, etc, preferably in a manner in which it shows up in a search. As this is done, the information can then be deleted from this page.

Note.png Note: Please do not edit this page, except to add Answered Questions from the Help Desk. If you have any comments or queries about an answered question, please move it back to the Help Desk and comment there.

Answered Questions

keyframe_rope not moving with parent, spawning at world origin

I have a keyframe_rope parented to a func_physbox. I have a phys_lengthconstraint where entity 1 is the func_physbox, and the blue ball is at the center of the move_rope that corresponds to the keyframe_rope. Ingame, the constraint successfully works on the physbox, but the ropes do not move with the physbox and are stretched to the world origin. Any ideas? - Noclip 17:40, 5 Dec 2006 (PST)

Either your Keyframe_rope has a NextKey set to a non-existing keyframe, or its Dangling keyvalue is on True. At least, once I had a similar problem, and those solved it. --uoz 23:55, 5 Dec 2006 (PST)
Nope, neither of those are set incorrectly. The rope seems to be completely ignoring the keyframe when I parent the keyframe_rope to the physbox. - Noclip 07:14, 6 Dec 2006 (PST)
Ok, then try to set Entity 2 of the phys_lengthconstraint as the name of your func_physbox, move the 'blue ball' to its baricenter and leave Entity 1 blank. Place the phys_lengthconstraint at the same position as the uppest keyframe_rope (or move_rope, if that is the case). It works for me. On a lighter note, be sure that your rope is properly set (starting from a move_rope and going on with keyframe_rope(s)) and you may want to check the Auto Resize flag on for all the *_rope entities. Hope this help. --uoz 08:09, 6 Dec 2006 (PST)
Ugh. Still no luck. I've tried deleting the whole thing and starting from scratch, but even that doesn't help. - Noclip 20:22, 6 Dec 2006 (PST)

I've found a solution on that other Source modding wiki. If anyone else is having this problem, unparent the keyframe_rope from the physbox. Add a logic_measure_movement entity with the following settings:

Entity to Measure -(physbox)
Measure Reference -(move_rope)
Entity to Move - (keyframe_rope)
Movement Reference - (keyframe_rope)

And you have a fully functioning rope. - Noclip 16:36, 7 Dec 2006 (PST)

Flight Sim?

Is is at all possible to edit the source engine in such a way that it could be a flight sim instead of a FPS?



If by "modify" you mean a total convertion of the engine into a flight sim engine, with calculations of air turbulence and flap angles, then yes, it is possible. A flight simulator (and not just a flight combat game) is always a complicated thing to program though, so regardless of what engine you use, it won't be that easy.

If you really meant an easy way to turn things into a flight combat game, first person or third person, then I don't see why not. Try putting a thruster entity beneath a platform, and activate it while the player is standing on it (so that it carries the player upward) for a cheap "flying machine". Putting several thrusters on it, and changing the code to make them respond to keyboard control, shouldn't be too hard. --Andreasen 16:13, 30 Nov 2006 (PST)

Npc_citizens don't talk

I'm working on a small singleplayer mod. Everything's fine, but since the August '06 SDK update, I'm not able to get the npc_citizens to talk anymore. If I run my mod with SteamAppID 220 (moving away the customized dlls from the bin dir) they speak and act as expected, while if I use SteamAppID 215 (with my custom dlls, but I didn't touched a single line of code that deals with them) they're mute (and from time to time they pose in their "Idle" posture). Here's a list of the things I've tried to solve this issue:

  • I've tried to force their behaviour using an Ai_speechfilter, but it didn't work.
  • I've moved away any script file from scripts\talker dir. Nothing happened.
  • I've tried to replace the old script\talker\npc_citizen.txt and script\talker\npc_citizen_commandermode.txt with the new ones extracted from the episode 1 gfcs. No luck.
  • I've run the mod with any possible combination of DontUseSpeechSemaphore setting. Wasted time.

Note that when I ran the mod with custom dlls AND SteamAppID 220 (before August), everything was fine. --uoz 01:39, 1 Nov 2006 (PST)

Hey, guess I'll answer that myself after all. This is a temporary issue with sourcesdkbase, that will be fixed soon or later directly by Valve. Meanwhile, you may want to apply an hotfix to the code, mounting content like explained here. Whole story on Verc Forums. --uoz 01:16, 3 Dec 2006 (PST)

StudioMdl.exe Error

I was trying to compile a model, but studiomdl.exe keeps giving me this error:

ERROR: Can't load MaterialSystem.dll

So then it aborts processing of the model. Does anyone know what's causing this or how to fix it? --Font38 18:27, 30 Nov 2006 (PST)

Ok, I downloaded the GuiStudioMdl utility and tried it and surprisingly it worked. So I looked at the commandline it generated to call studiomdl.exe. Here it is:

studiomdl.exe -game "c:\program files\valve\steam\steamapps\SourceMods\DeepBlue" "C:\Program Files\Valve\Steam\SteamApps\megafont\sourcesdk_content\DeepBlue\modelsrc\PalmTree.qc"

The problem was that I didn't include the -game command line argument to tell studiomdl.exe which game I was compiling the model for. I didn't do that because the tutorial on this site about compiling models didn't even show that command line argument in the example. I also had to edit my .smd file a little bit too because in there the texture filenames had the wrong file extension too.

Where is SDK?

I have trouble locating sdk i purchased the copy and went online 2 download, it finished an searched everywhere for it its not on any of the cds or in the downloaded folder is it a separate download from steam?plz help

Right click on steam's tray icon, then click the tools tab at the top...click Source SDK, then install in the bottom left corner. When it installs click the launch button which should be where the install button was before.

Func_Door: Start Sound Problem

I was working on a mod map in which I have a func_door that slides open. There are 4 of these doors in the map. They all have the same move sound (Doors.Move17) as they are identical types of doors, but they all have the same problem. When the door opens, the move sound is just a bunch of jumbly garbled noise. However, the stop sound works fine. I tried changing the move sound to Doors.Move18 to see if it had to do just with that sound, but the problem still occured. Both move sounds work fine when previewed in Hammer. The mod is using app ID 215 like you're supposed to unless you have a good reason to use another. Next, I tried temporarily changing the app ID of the mod to 220 for HL2 and ran the map again (without recompiling). After doing this, the sound problem no longer occured. Does anyone know what the cause of this is or if there's a fix?


Mike Font38 15:04, 21 Nov 2006 (PST)

Try to use the raw sound file in place of the game sound--uoz 03:55, 22 Nov 2006 (PST)
Awesome, that fixed the problem! Thanks for your help!--Font38 17:10, 22 Nov 2006 (PST)

Hide .SVN folders in hammer texture browser?

How do you hide .SVN folders from the texture browser in hammer, and model viewer? Screenshot - [1] --Amckern 18:18, 28 Sep 2006 (PDT)

You can add an exception in the Options dialog for each folder, but its tedious and a pain to do. I think this has been listed as a bug in the tracker, so hopefully we will get a patch soon to fix it. Wraiyth 22:41, 28 Sep 2006 (PDT)

Node graph

I know this is a complete newbie question, despite the fact that I've been using SDK for a few months now. I can't get my head around this "Node Graph Out of date" thing. I can build things, I know how to use a few more entities thanks to this and a few other SDK sites; but no website can clearly explain why this node graph notice pops up once I've compiled a map. So could someone tell me what this means and how to fix it? (Also, when I put furniture in a map with prop_physics, when I test it out the furniture is lying where it's not supposed to be or is turned upside down etc, with the rest of the furniture. E.G: If I put a monitor, keyboard, plant, on a desk, once compiled the desk would be on it's side the monitor next to it etc. Is this because of the Node Graph thing? Or is it a completely different problem?) Thanks. MKM92 13:50, 4 Nov 2006 (PST)

There 2 different issues.
  • Node Graph: This is easy to get rid of. Place an NPC and an info_ndoe into your map. Run it once. As logn as you don't modify it, it'll never come back. Its simply telling you that the its building the AI's movement and interaction info. with no info_nodes it tells you every time you start up. with info_ndoes and an npc it tells you once. Untill you replace the files
  • Moving Objects: This is not so easy to fix. Its simply the palcement of your prop_physics, part of them probably microsopic is in another object. So to fix the penetration error source moves the object out of the other one, seeing as this happens in game you end up with momentum and gravity throwing the object round too. Thus it ends up somewhere its not supposed to be. Improving the placement will probably fix it 9/10 but the quicker way to do it is to turn on the flag that freezes it in place untill it recives some form of physics interaction (not disable motion, the other one. Id say if i had Hammer infornt of me). the only issue is your placements gotta be perfect, as it may make the object look like its floating or as soon as you enable physics it could start trying to fix the pentration error and throw it around.--Angry Beaver 09:03, 5 Nov 2006 (PST)
  • The Objects are working now and the nodegraph sign is gone. That's the first time that's ever happened! Thanks. MKM92 11:47, 6 Nov 2006 (PST)

3D view in Hammer doesn't render

I'm using Hammer on my new tablet pc, everything works fine except nothing shows up in the 3D view, not even the axis lines.

System Specs are: 2.0 GhZ Core 2 duo, 2 Gb 667 mhZ DDR2 Ram, ATI Radeon 1400 w/ 64 mb dedicated ram

I've tried reinstalling the SDK

Anything else I can do? Mrhappy 19:03, 19 Nov 2006 (PST)

Just basic tech support question: Have you tried placing a camera? —Kateye 19:09, 19 Nov 2006 (PST)

Well, that worked. Never used or had to use a camera before, kind of annoying to have to do that with every new map, but oh well now I can map on the go. Thanks alot Kateye, really appreciate your help. Moving this to answered. --Mrhappy 10:57, 20 Nov 2006 (PST)

Map destroyed

i was creating a map, and after testing it a few times, i open hammer to find this error:For your information, 976 solid(s) were not loaded due to errors in this file. After that error my map opens, but there is a gaint white thing that looks like a spider web covering my map.

Open the .vmx file or one of the autosave files from c:\hammerautosaves --Amckern 07:14, 11 Nov 2006 (PST)

Debug crashes

Trying to follow the guide here, but running into some issues. I get a bunch of the "entry point not found" errors using the "old" paths and then the game will finally launch. However, if I use the "new" paths mentioned (C:\Program Files\Steam\SteamApps\geekguy\sourcesdk\hl2.exe) I get a "can't find background image 'materials/console/background01.vtf' error then a crash which looks like a pointer moved off to NULL. Googling the error only brings up threads about people trying to pirate the game. Do I need to set debug options for the "hl" project too? Can someone explain to me the two projects (client and hl) and what they are? Any solutions to the crash? Thanks in advance. Crypticgeek 21:05, 16 Sep 2006 (PDT)

Hi, you will need to make a new .vmt and .vtf with modname_background01 as the files name. You can either extract the orignal background textures from the GCF, and rename them, or make your own with vtf edit. --Amckern 18:11, 28 Sep 2006 (PDT)

Counter-Strike Source mod?

I believe I've read that it is possible to make a mod for CS:S. How do you start? It's not in the SDK's Make a Mod menu. Thelonesoldier 00:25, 9 Nov 2006 (PST)

You can NOT make a mod for cs:s, you can make maps, or use sever plugins like mani. --Amckern 07:26, 11 Nov 2006 (PST)

Graphic Error During Test

I'm having trouble testing my maps due to an error with the graphics that I've only experienced while testing maps. Basically what will happen is I'll run my map in Half Life 2, and then after about 30 seconds the entire map will go black (as if it were night time) in game. The flashlight will add light to certain areas, but others won't be effected by this. If I enter in sv_cheats 1 and do impulse 101 the problem will correct itself and the lighting will be restored. On the occasion entering impulse 101 won't, and I'll have to tab out, which crashes Hammer and gives me a memory error. Any ideas?

Edit: I'm a huge newb and had my refresh rate set too low.

---Bill 13:14, 30 Nov 2006 (PST)

What do I do next?

Ok Im working on an HL2 single player map. I've compiled it no problem. my question is how do i play the compiled map. i started up HL2 and looked around for something that would let me select the compiled map but i found nothing. what do i need to do to play a HL2 single player map i compiled? Twiggyzippo 22:32, 31 Oct 2006 (PST)twiggyzippo

well lts see. When you compile a map Hammer automaticly places the map in a folder. Look under tools/options in Hammer ad find where it says put compiled maps here:. Also when yo compile our map it creates a BSP. so when in the console type map (name of map goes here) or you can keep pressing the down arrow key to scroll through existing BSP's. However when you compile the map loads up so that doesnt make any sense that it didnt. Unless you checked "don't run map after compilling"--Gear 22:58, 31 Oct 2006 (PST)

func_tank question

I have a multiplayer map that uses 1 or more (about 5 or 6) func_tanks. None of them seem to fire any bullets, but I can turn them around on me and kill myself with them. I get an error in the console, at times, times I can't pinpoint. I think it's either when a bullet hits me or is fired, but the error is "Master was null or not a master!". It also doesn't have any sound, and I've been asking around for a few days. Func_tankrockets and func_tankpulselasers seem to work fine though. Any help would be ENORMOUSLY appreciated, thanks. --Eaglebird

Also, it doesn't work with(or in, rather) any other mods/games. Same problems. I'm going to try finding an instance where it worked, if at all, in multiplayer, and move it over to a new map and see what, if any, the problem is. --Eaglebird

Take a look at func_tank - it does not work in HL2:DM.
Better look here - dutchmega

Animation Help

Help me please, I am not an animator, but I am trying to get an animation i did for a weapon to work. I don't know if my problem is in my .qc or if the problem is in the .smd, or somthing else. In my qc I have $modelname weapons/v_crossbow.mdl $body studio "v_crossbow.smd" $origin 0 0 68 $cdmaterials "mytex" $scale 50 $surfaceprop "weapon" $sequence idle01 "v_crossbow.smd" fps 1 $sequence fire "test2" snap fps 30 activity ACT_VM_PRIMARYATTACK 1 I have a test2.smd animation for the fire sequence, but when I compile the weapon, then load it up in the game, when I shoot, it disappears, what should I do? Thanks, Cubedude 11:56, 22 Apr 2006 (PDT)

Check it in HLMV, if the animation plays correctly. If it does, it might be related that the reload animation is played after the crossbow is fired and/or an animation with the bolt missing is loaded. Of course you can use your test2 animation for that, however make sure you trigger the same events as in the original .qc, otherwise similar problems might appear...
Note.png Note: A viewmodel doesn't need $surfaceprop. --Vaarscha 14:15, 22 Apr 2006 (PDT)
For some reason I didnt think of that, Thanks. Cubedude 15:55, 22 Apr 2006 (PDT)
The problem was that I had the bones Max Influences set to high, and the engine didnt support it. Cubedude 13:40, 28 Jul 2006 (PDT)

Shooting Allies

What's the easiest way to make a map where you will be able to shoot rebels? Let me specify: I can make them shoot at me but I can't shoot back because I can't hurt my "friends". How do I disable this "god mode" of theirs? --Andreasen 06:49, 7 Apr 2006 (PDT)

Have you tried hurting them by taunting them, calling them fat and so on? ... Alternatively, for a less psychological route - is there some 'reciprocal' flag for the ai_relationship thingy? —Cargo Cult (info, talk) 10:59, 7 Apr 2006 (PDT)
Oh, there's an entity for these things? :) I changed their relationship through a relation input into the NPC directly. Thanks. :) --Andreasen 02:18, 8 Apr 2006 (PDT)

Selling your MOD

If a team makes a professional modification using the HL2 SDK, is it able to sell it through Steam as opposed to offering it as a free third-party product? Or do Valve make the calls on these ones, forcing the developers to hope to God that Valve will see, like and sell the modification? --Janzak 08:00, 17 Feb 2006 (PST)

I'm fairly sure that Valve would make the call about what goes on Steam; note that this is no different to the problem faced by console developers who need to get their games approved by Sony/MS/Ninty before they can even release their game let alone charge for it. --Superpig 19:45, 06 Mar 2006 (GMT)
You do not own the engine, you need to pay VALVe for the engine (called licensing). Either that or VALVe buys the modification off of you and then takes full ownership of it. View the Source Engine Licensing page. --Steamfraiser 07:55, 22 Mar 2006 (PST)

Vanishing Source SDK Mod Settings

I had a setting for my mod in the source sdk list, but after the last update it has vanished. I can't select my mod on the drop-down list at the bottom any more. How can I add it back in? Thanks. - RodeoClown 00:35, 22 Mar 2006 (PST)

Found Talk:Removing_Game_Configurations, which shows which file to remove the mod details from (GameConfig.txt in your sourcesdk\bin folder). I followed this in reverse (copied the Half-life 2 section, renamed) to add my mod back in - just setting details where necessary.- RodeoClown 14:04, 22 Mar 2006 (PST)
I think there's also a vconfig tool or something for doing it graphically - it's useful for adding things which aren't quite full mods, like my own MINERVA. It's in the same directory as the rest of the Source SDK executables, anyway. —Cargo Cult (info, talk) 14:49, 22 Mar 2006 (PST)

Model recompiling


I used the latest version of mdldecompiler to decompile models/Humans/Group01/male_09.mdl. The face appears fine in editors (MilkShape 3D & gmax) but the problem occurs when I recompile it. The facemap goes crazy.—ts2do 16:59, 26 Feb 2006 (PST)

Try recompiling the texture. Check out this link. -- Sodabus 20:56, 26 Feb 2006 (PST)
This might not help much but a human model has two textures, one for the body and one for the face. The problem seems to be that the model only uses the body texture. --Deadity 04:10, 27 Feb 2006 (PST)
Problem's been solved already...Now I need help getting eyelids working—ts2do 06:56, 28 Feb 2006 (PST)
(Bump)—ts2do 17:35, 2 Mar 2006 (PST)
I did a quick copy of the eyelid data from %sdkcontent%\hl2\modelsrc\humans_sdk\Male_sdk\Male_06_sdk.qc and got some of the eyelid flexes moving. I've barely done any eyelid work before, so I don't think I can help you any further. -- Sodabus 08:01, 3 Mar 2006 (PST)
Problem solved...it seems mdldecompiler messes up the referenced frames for each position of the eyelids—ts2do 18:40, 4 Mar 2006 (PST)

Here's the fix:

     eyelid  upper_right "soldier_expressions" lowerer 1 -0.218500 neutral 10 0.166800 raiser 12 0.265000 split 0.1 eyeball righteye
     eyelid  lower_right "soldier_expressions" lowerer 23 -0.301000 neutral 20 -0.211900 raiser 24 -0.040300  split 0.1 eyeball righteye
     eyelid  upper_left "soldier_expressions" lowerer 3 -0.218500 neutral 31 0.166800 raiser 34 0.265000 split -0.1 eyeball lefteye
     eyelid  lower_left "soldier_expressions" lowerer 41 -0.301000 neutral 40 -0.211900 raiser 42 -0.040300  split -0.1 eyeball lefteye

ts2do 19:48, 18 Mar 2006 (PST)

DoD models in Counter-Strike

Would it be ok to use Day of Defeat models in Counter-Strike: Source, by compiling them in the cstrike folder.--Deadity 05:11, 20 Feb 2006 (PST)

You must receive permission directly from Valve. If you include DOD:S content in CS:S and share your work you have directly violated the Steam E.U.L.A. by bypassing Steam to distribute Steam specific content. --wisemx 04:43, 27 Feb 2006 (PST)
Hold your horses dude, I haven't violated anything. Im just asking.--Deadity 06:56, 27 Feb 2006 (PST)
I think this is fine...just extract them corresponding files using GCFScape, it may not work though because of model consistency...they don't want people making player models that show exactly where a player is in the PVS—ts2do 19:53, 18 Mar 2006 (PST)

Metal Grate Texture Problem

I have a brush that has a metal grate texture on it. When I compile and run the map, the grate appears as though no light is falling on it. It is just black (except for the transparent areas which are fine). I tried a different grate texture on the brush and had the same problem. The texture I am using is metal/metalgrate013b. I went to the forums first to look and see if anyone else had my problem, but that site isn't working. Anyway, does anyone know what the problem is and how to fix it? --Font38 20:46, 17 Jan 2006 (PST)

The problem was that the brush in question was a func_wall entity for some reason. So I deleted and reconstructed the brush, along with the other 2 brushes that make up my small metal grate bridge that crosses over a small water channel. After doing this, the metal grate brushes render properly when I compile and run the map.--Font38
If a brush renders completely black like that, you should assume that the brush is bound to an entity and that entity's the color keyvalue is set to 0 0 0 and therefore is black.—ts2do

Transparency in models

I've created a mesh which requires a part of it to be semi-opaque. The vtf has an appropriate alpha map (white for the bulk of the model, grey for the "window".) The associated .vmt file has the transluceny flag set. The issue is that, while the window area is correctly semi-opaque, parts of the mesh are visible through itself. It's not semi-opaque, because other objects aren't visible through it. I've checked and re-checked both the mesh and the material, and can't see any obvious issues - is there some kind of inherent problem with semi-opaque meshes? --PiMuRho 09:10, 23 Jan 2006 (PST) The issue of rendering translucent materials has been addressed as a hardware issue...if you try using alphatest (boolean transparency) it will render fine if I understand what you're saying...it may not be what you want but it will help identify the issue—ts2do 20:33, 23 Jan 2006 (PST) Yes, the problem goes away if add $alphatest to the VMT, but then it no longer renders the window at all. I've come to the conclusion that you can't have transparent sections on models using $translucent. Instead, I split the mesh into two parts - main bulk and window - and did it that way. --PiMuRho 23:26, 23 Jan 2006 (PST)

Disappearing Models

I've got sliding doors in my current map, and I just went through and replaced each pair with prop_dynamics. Now, when they open, some of the doors turn invisible just before they reach their fully open position. The bizarre thing is that it only happens on sets of doors that are aligned on the X axis. Y-aligned sets are fine. Sometimes it affects one door, other times two. I've copied from the working sets, rebuilt from scratch, rebuilt the models even, and it still does it. I've run out of things to try now. Help! --PiMuRho 01:46, 25 Jan 2006 (PST)

Still not entirely sure why it was only affecting certain doors, but moving the model origins to the inner edge of the doors from the centre fixed it. --PiMuRho 12:14, 25 Jan 2006 (PST)

How do I make a working floor?

Hi, I've created a house for a single player map I'm creating. However, now that I've placed some items in there with item_item_crate and prop_physics, a bed and a shelf for example, I've noticed that the floor (a basic cube brush) doesn't appear solid, all the props go straight through it. This also appears to be the case with the ground outside the house, which is a grass-textured brush above a skybox-brush (the skybox helps me see more clearly what parts of the ground I've already done and what I haven't - yes, I'm going to delete the skybox when the map is done). I also get loads of Infinite values from vphysics! in the console when the map has fully loaded, and CPU usage is constantly 100 % until finally after some interaction with the items HL2 crashes. Have I made some obvious mistake somewhere? Alt+P says no problems and no leaks are found while compiling. Thanks, Jupix 09:13, 29 Jan 2006 (PST)

Try hovering your physics prop above the ground a few inches as well as checking the compile log for errors—ts2do 10:09, 29 Jan 2006 (PST)
All right, I did that for the items I have in the map, and it helped for the most critical ones of my problems. I no longer get Infinite values from vphysics! and CPU usage is normal. However, I still experience the odd behavior of the wall brushes. I created a room just to test it and a mattress in an empty room just goes through the floor (and the walls and the ceiling) like it wasn't there. However, the edge next to the void seems solid. Is there some setting for the brush I should be looking for? Do I need to tell Hammer somehow that I want a solid brush? Or is this still likely to be a problem with overlap? Jupix 12:26, 29 Jan 2006 (PST)
Send me your VMF [email protected]ts2do 12:29, 29 Jan 2006 (PST)
You've got mail :) Jupix 12:37, 29 Jan 2006 (PST)

You need to use prop_ragdoll for the mattress—ts2do 13:06, 29 Jan 2006 (PST)

Ah, of course. Thanks. Jupix 13:14, 29 Jan 2006 (PST)

So everyone else knows what is going on here. Ragdolls won't collide with brush entities, because ragdolls are calculated clientside. This is an optimization tradeoff that Valve made. --Spektre1 02:46, 30 Jan 2006 (PST)

2D Grid Problem

I just updated half life 2 and hammer, but when I went to use hammer the 2D grids were really screwed up. I would be so greatful if somebody could help me with this problem. thanks. Cubedude 16:41, 2 Feb 2006 (PST)

For a screenshot of this problem, see User_talk:Cubedude.

I just needed to update my graphics card. Thanks AndreasonCubedude 17:05, 7 Feb 2006 (PST)

Custom Stuff

I read the tutorial about BSPZip. I injected a file (in this case, a .wav I was going to use for music). So the file is in the BSP (I used -dir to make sure), but now, how do I make it show up in the sounds list? Could it be that I was using env_message instead of something else?

Make sure you are viewing Raw sound types. --wisemx 08:30, 1 Feb 2006 (PST)

Generating output when player uses a locked door

I'd like to trigger an event when a player tries to open a door but finds that it's locked. Unfortunately, it appears func_door, func_door_rotating and prop_door_rotating only fire outputs when they are unlocked and opening or closing, so it doesn't seem like I can just use the Entity I/O System as normal.

I have an idea or two for how I might hack my way around this: at the moment I'm thinking about a dummy, invisible, silent, unlocked door, ontop of the real locked door, that the player will successfully open and so trigger the event.

Though that'll probably work, I wondered if anyone else had any other suggestions for less hacky ways of doing it?

I'd be up for tweaking the code to hook up the use() input on the door entities to an OnUse output, but I'm not really keen on wading around in the SDK for hours just to find where to add what is presumably one or two lines of code. If someone were to point me to the right file(s) and/or lines of code, that would be very helpful. Other non-coding suggestions are very welcome too. (Just to clarify, this is for HL2 singleplayer.)

TIA. Giles 02:54, 26 Feb 2006 (PST)

Well if you're not willing to do a simple search for doors and outputs, you shouldn't be a developer!—ts2do 11:27, 26 Feb 2006 (PST)
I'm not sure, when you say search, if you mean through the SDK code or in the Wiki. If the latter, I didn't find any appropriate info under any of the door entity entries; if you meant the former, then hey, my only defence is that I'm wearing my mapper hat today and not my coder one. :)
Cubedude kindly left a suggestion on my talk page which I'll reproduce here:
I've got it, It's kinda like what you said "hacking around" But it works. What I did was I made a locked func_door_rot and then created a func_button that was also locked and invisable and as big as the door. I put the button just a unit or two in front of the door and I put an OnUseLocked output to trigger what ever I needed to, then I used the OnUseLocked Kill "Button" which i named the button. to get rid of the button. I also used a locked sound for the button so when you went to use the door "but actually used the invisable button" It sounded like a locked door. Hope this helped. If you want me to email you this map then email me at [email protected] Cubedude 14:31, 26 Feb 2006 (PST)
I'm interested to see if anyone pops up with any other suggestions, but if they don't, I'll move this to answered in 24 hours or so. Thanks Cubedude. Giles 15:20, 26 Feb 2006 (PST)

Missing File?

I am new to this, so feel free to shove my ignorance in my face, but when I try to compile my map in Hammer, I get an error window, saying

"Unable to load c:\program files\valve\steam\steamapps\(my username)\half-life 2 deathmatch\bin\filesystem_steam.dll"

after the Compile Process Window says

    • Executing...
    • Command: "c:\program files\valve\steam\steamapps\nobody09\half-life 2 deathmatch\hl2.exe"
    • Parameters: -game "c:\program files\valve\steam\steamapps\nobody09\half-life 2 deathmatch\hl2mp" +map "dm_test"

which I guess, is what it says before it runs the map. I have searched for filesystem_steam.dll in the specified location, but it's not there. Does anybody else not have this file, or do I just need to reinstall HL2DM, or is this some other problem? --Nobody 2:05 PM, 14 Mar 2006 (CST)

The problem seems to have fixed itself- I finished the level, and after the steam platform update today , it seems to work, and the file (filesystem_steam.dll) is there. --Nobody 6:33 PM, 15 Mar 2006 (CST)

If you start playing a normal HL2DM game and go back to SDK, it is also fixed. This works also by the same Problems with CSS, DOD or HL2.

Func_movelinear parentage

So I've got a func_tracktrain that follows a series of path_tracks in order to make the top section of a moving crane. This all works swimmingly. Now I want a lower part for the crane that can raise and descend in order to pick things up. I've created this with a func_movelinear (and some ropes for effect). It moves a total of 224 units straight down when fully extended. When it's not parented to the train, it works fine - it descends and raises as you would expect. However, as soon as I parent it to the train, using the "open" input that would usually lower the crane causes it instead to go upwards and along a negative X axis. I initially thought that some weirdness was causing it to move to the world origin (0,0,0), but it's nowhere near. In fact, it appears to be moving 448 units (twice the movement amount set in the func_movelinear properties) along the x axis. Help? --PiMuRho 08:53, 13 Apr 2006 (PDT)

It looks like specific engine weirdness. I used a second func_tracktrain parented to the original instead --PiMuRho 00:55, 15 Apr 2006 (PDT)

Cinema 4D

I was wondering if you know of any support for Maxon's Cinema 4D in the source, source code? The reason is, we are looking at using some of the attachments in C4D in hl2, but dont know if we have to make attachments in the engine to mimc that of our c4d model, or if we can export directly into source? --Amckern 20:02, 8 Oct 2006 (PDT)

I've asked around and unfortunately we don't support Cinema 4D. I'm afraid that you will need to duplicate the attachments. I'm going to download an eval copy of Cinema 4D so that I can see what format it uses for models. Maybe we'll write some sort of converter some day. :) -Mike
I've gotten Wolf together with some of the best c4d C.O.F.F.E.E. writers to create an smd (and hopefully vtf for bodypaint) exporter for Cinema 4D. More details here; http://www.3dattack.net/forum/showthread.php?t=6517 --nirrad 04:25, 21 Oct 2006 (PDT)

Strange Box

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

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

Can't finish Mod

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

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

Rebuilding dll's

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

More Compile problems

Okay so im pretty tired of all these errors happening to me already why did the update screw everything up ahrrggg. When i compile my map i get an error log from windows that says the error is in Steam.dll or at least that file so please i cant load my maps and test them out please i need so much help cant figure it out ahhhh!!!!! Thanks n_n---MrTwoVideoCards 6:17 Sep 3

What exactly does the error message say? Can it find Steam.dll? Can it load Steam.dll? Have you tried the usual fixes - refreshing the SDK and loading the game you are compiling for? --Andreasen 18:21, 3 Sep 2006 (PDT)

Yeah so tht worked thankyou so much for that but now i have another problem it compiles correctly and HL2 loads up but when i go into my map theres a bunch of stuff missing? i Desinged a complete Parking garage and its fully complete in hammer but in the game theres just the main floor some debre and one wall of one side and a couple of supports i made and thats it in hammer i have zombies more cars three levels walls all around and more debre as well asdisplacements and water and none of that is there. MY map looks like it did when the update got released. After that it just doesnt seem to update it.---MrTwoVideoCards 10:15,Sep 4 2006 (PDT)

Does your map look that way in the Hammer editor too, or is stuff just missing in-game? If it is just missing ingame, check if the cordon state is on, and turn it off. If that doesn't work, I don't know. --Andreasen 11:00, 4 Sep 2006 (PDT)

Uh acutally how do you do that?.---MrTwoVideoCards 11:10, Sep 4 2006 (PDT)

See here: Cordon See if you have enabled the cordon state icon in your toolbar. If you have, click on it to turn it off. --Andreasen 11:15, 4 Sep 2006 (PDT)

Nope it didnt work so thats just great now i dont know what to do about that.---MrTwoVideoCards 11:27, Sep 4 2006 (PDT)

It's almost as if you're saving your map to some other folder than the one you load after you've compiled it. Check where you save your map. Does the file path end like this: ..\<yoursteamid>\sourcesdk_content\hl2\mapsrc\?
If it doesn't, change it to that path. If it does, compile your map without running it, and look at the last line of the compile, where your map is being copied, to see if your compile manages to copy the file from the ..\<yoursteamid>\sourcesdk_content\hl2\mapsrc\<yourmap>.bsp folder, to the ..\<yoursteamid>\half-life 2\hl2\maps\<yourmap>.bsp folder. --Andreasen 11:43, 4 Sep 2006 (PDT)

Hmm.......... i think that could be the problem see check this out his what i did: i saved the map in my flashdrive so its location is G:City_night_sewer_01 its just in there i didnt create a folder or aything so should i move the file to a different folder or what? this is how it looks like at the end of the compile when it launches HL2:


    • Command: Copy File
    • Parameters: "g:\city_night_sewer_01.bsp" "c:\program files\steam\steamapps\mrtwovideocards\half-life 2 episode one\episodic\maps\city_night_sewer_01.bsp"

    • Executing...
    • Command: "c:\program files\steam\steamapps\mrtwovideocards\half-life 2 episode one\hl2.exe"
    • Parameters: -dev -console -allowdebug -game "c:\program files\steam\steamapps\mrtwovideocards\half-life 2 episode one\episodic" +map "city_night_sewer_01"

Is that right or what do i have to do?---MrTwoVideoCards12:56, Sep 4 2006 (PDT)

You have most certainly saved your file somewhere the compiler isn't able to find it. If you save your map file outside the exact folder you configured the compiling tools to find it in - by default c:\program files\steam\steamapps\mrtwovideocards\sourcesdk_content\hl2\mapsrc\ - the compiling tools won't be able to find your new save file. Instead it will find, compile and copy the older map that resides in that folder. --Andreasen 12:30, 4 Sep 2006 (PDT)

Okay then so exactly what should i do to fix that do i change the map directory fromthe hammer options or do i place the file somewhere else?---MrTwoVideoCards 1:15, 4 Sep 2006 (PDT)

It's your choice. Both solutions work. Either change the Hammer VMF Directory from $SteamUserDir\sourcesdk_content\hl2\mapsrc to G:, or place your latest save file in the c:/program files/steam/steamapps/mrtwovideocards/sourcesdk_content/hl2/mapsrc/ folder. --Andreasen 14:43, 4 Sep 2006 (PDT)

Okay so i already tried that before and changed it to G: however it didnt work very well so yeah i dont know what to do now that should of worked is there anything i can do i tried coping the map to a new one but then i get the erro "File specified not found" so yeah man thats totally dummb looks like im totaly stuck.---MrTwoVideoCards 10:14, Sep 4 2006

If changing to G: didn't work, changing it back to $SteamUserDir\sourcesdk_content\hl2\mapsrc (with \, not /) and placing a copy of the map in your c:/program files/steam/steamapps/mrtwovideocards/sourcesdk_content/hl2/mapsrc/ folder, should work. Have you checked the Hammer VMF Directory for typos? What exactly does the error say when it cannot find the file? Does it mention where it cannot find the file, and what tool that cannot find the file?
Also, as you are mapping for Episode One, the folder name might be something else, like (I don't know - I don't have Episode One.) but that shouldn't matter. --Andreasen 11:38, 5 Sep 2006 (PDT)

Okay well i changed it to$SteamUserDir\sourcesdk_content\hl2\mapsrc theres no ep 1 folder however right now im compiling and i hope that works i saved the map in that folder so it should work right? Anway if it goes wrong again i put the compile log here to see if things are still wrong but the error its just that windows error "windows reported the error cannot find file specified" Okay so the compile is done now and it went in to the game but it didnt work! again. heres the compile log:

** Executing...
** Command: "c:\program files\steam\steamapps\mrtwovideocards\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\mrtwovideocards\half-life 2 episode one\episodic" "c:\program files\steam\steamapps\mrtwovideocards\sourcesdk_content\hl2\mapsrc\city_night_sewer_01"

Valve Software - vbsp.exe (Aug  4 2006)
1 threads
materialPath: c:\program files\steam\steamapps\mrtwovideocards\half-life 2 episode one\episodic\materials
Loading c:\program files\steam\steamapps\mrtwovideocards\sourcesdk_content\hl2\mapsrc\city_night_sewer_01.vmf
Error: displacement found on a(n) func_detail entity - not supported

The Begging:
** Executing...
** Command: "c:\program files\steam\steamapps\mrtwovideocards\sourcesdk\bin\vvis.exe"
** Parameters: -fast -game "c:\program files\steam\steamapps\mrtwovideocards\half-life 2 episode one\episodic" "c:\program files\steam\steamapps\mrtwovideocards\sourcesdk_content\hl2\mapsrc\city_night_sewer_01"

Valve Software - vvis.exe (May 22 2006)
fastvis = true
1 threads
reading c:\program files\steam\steamapps\mrtwovideocards\sourcesdk_content\hl2\mapsrc\city_night_sewer_01.bsp
reading c:\program files\steam\steamapps\mrtwovideocards\sourcesdk_content\hl2\mapsrc\city_night_sewer_01.prt
LoadPortals: couldn't read c:\program files\steam\steamapps\mrtwovideocards\sourcesdk_content\hl2\mapsrc\city_night_sewer_01.prt

** Executing...
** Command: "c:\program files\steam\steamapps\mrtwovideocards\sourcesdk\bin\vrad.exe"
** Parameters: -bounce 2 -noextra -game "c:\program files\steam\steamapps\mrtwovideocards\half-life 2 episode one\episodic" "c:\program files\steam\steamapps\mrtwovideocards\sourcesdk_content\hl2\mapsrc\city_night_sewer_01


The End:
** Executing...
** Command: Copy File
** Parameters: "c:\program files\steam\steamapps\mrtwovideocards\sourcesdk_content\hl2\mapsrc\city_night_sewer_01.bsp" "c:\program files\steam\steamapps\mrtwovideocards\half-life 2 episode one\episodic\maps\city_night_sewer_01.bsp"

** Executing...
** Command: "c:\program files\steam\steamapps\mrtwovideocards\half-life 2 episode one\hl2.exe"
** Parameters: -dev -console -allowdebug -game "c:\program files\steam\steamapps\mrtwovideocards\half-life 2 episode one\episodic" +map "city_night_sewer_01".

---MrTwoVideoCards 12:36, Sep 5 2006

Aha, search this log for the word "Error". You'll find this line: "Error: displacement found on a(n) func_detail entity - not supported". This line is what you should have reported to begin with, because this is the problem that makes your map fail even the first pass of compiling: You've tied a displacement brush to an entity. Find it, and move it back to a world brush again, and the compile should work. --Andreasen 14:36, 5 Sep 2006 (PDT)

Well it finnaly worked and it takes longer to compile which definitely meas it worked however i now have another problem. Its that whole mumbo jumbo about wHL2 had to close because it ran into an unexpected error. Juist the regular Windows error report. When i press click for etails i see this:

AppName: hl2.exe	 AppVer:	 ModName: datacache.dll
ModVer:	 Offset: 0000b413

Ive had that datacache thing before so i wondered if you could look at the compile log and see if aything is incorrectly placed:

** Executing...
** Command: "c:\program files\steam\steamapps\mrtwovideocards\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\mrtwovideocards\half-life 2 episode one\episodic" "G:\City_night_sewer_01"

Valve Software - vbsp.exe (Aug  4 2006)
1 threads
materialPath: c:\program files\steam\steamapps\mrtwovideocards\half-life 2 episode one\episodic\materials
Loading G:\City_night_sewer_01.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0..Brush 329273: WARNING, microbrush
Brush 329277: WARNING, microbrush
Brush 329300: WARNING, microbrush
.1...2...3...4...5Brush 377609: WARNING, microbrush
...6...7...8...Brush 468406: WARNING, microbrush
9...10 (1)
**** leaked ****
Entity light_environment (579.00 4248.00 1772.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (442.6, 5934.0, 685.4)
Leaf 0 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER 
Candidate brush IDs: Brush 244941: 

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (443.8, 5527.0, 680.9)
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER 
Candidate brush IDs: Brush 244941: 

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1236.4, 4987.4, 716.7)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: Brush 349231: 

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1237.5, 4999.6, 723.1)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: Brush 349231: 

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1240.8, 4963.8, 742.7)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: Brush 349231: 

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1243.5, 4962.7, 758.3)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: Brush 349231: 

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1237.6, 4999.6, 723.1)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: Brush 349231: 

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1236.6, 4987.5, 716.7)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: Brush 349231: 

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 684 detail faces...done (0)
Merging details...done (0)
NODRAW on terrain surface!
NODRAW on terrain surface!
done (1)
WARNING: node without a volume
Creating default cubemaps for env_cubemap using skybox materials:
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_09rt"
Can't load skybox file skybox/sky_day01_09 to build the default cubemap!
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (511884 bytes)
Error! prop_static using model "models/props_debris/building_brokenpillar001i.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_debris/building_brokenpillar001i.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2201 texinfos to 1449
Reduced 167 texdatas to 135 (9103 bytes to 7161)
Writing G:\City_night_sewer_01.bsp
17 seconds elapsed
  1.049162 -3.207047 0.000000
  -1.049033 -3.207047 0.000000
  -1.049033 3.206336 0.000000
  1.015345 -3.207047 0.000000
make_triangles:calc_triangle_representation: Cannot convert

** Executing...
** Command: "c:\program files\steam\steamapps\mrtwovideocards\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\mrtwovideocards\half-life 2 episode one\episodic" -fast "G:\City_night_sewer_01"

Valve Software - vvis.exe (May 22 2006)
fastvis = true
1 threads
reading g:\City_night_sewer_01.bsp
reading g:\City_night_sewer_01.prt
LoadPortals: couldn't read g:\City_night_sewer_01.prt

** Executing...
** Command: "c:\program files\steam\steamapps\mrtwovideocards\sourcesdk\bin\vrad.exe"
** Parameters:  -game "c:\program files\steam\steamapps\mrtwovideocards\half-life 2 episode one\episodic" -noextra "G:\City_night_sewer_01"

Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
1 threads
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
Warning: Couldn't open texlight file c:\program files\steam\steamapps\mrtwovideocards\sourcesdk\bin\lights.rad.
Loading g:\City_night_sewer_01.bsp
No vis information, direct lighting only.
10434 faces
31 degenerate faces
1031362 square feet [148516192.00 square inches]
66 displacements
49996 square feet [7199471.00 square inches]
WARNING: light_spot at (-129 4720 856) has inner angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (-129 4720 856) has outer angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (147 3523 856) has inner angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (147 3523 856) has outer angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (1160 3523 856) has inner angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (1160 3523 856) has outer angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (700 4889 856) has inner angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (700 4889 856) has outer angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (-129 4366 856) has inner angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (-129 4366 856) has outer angle larger than 90 degrees! Clamping to 90...
15 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (222)
Build Patch/Sample Hash Table(s).....Done<0.0334 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (5)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  37/1024         1776/49152    ( 3.6%) 
brushes               1267/8192        15204/98304    (15.5%) 
brushsides           19318/65536      154544/524288   (29.5%) 
planes               28228/65536      564560/1310720  (43.1%) 
vertexes             14156/65536      169872/786432   (21.6%) 
nodes                 5919/65536      189408/2097152  ( 9.0%) 
texinfos              1449/12288      104328/884736   (11.8%) 
texdata                135/2048         4320/65536    ( 6.6%) 
dispinfos               66/0           11616/0        ( 0.0%) 
disp_verts           16578/0          331560/0        ( 0.0%) 
disp_tris            29184/0           58368/0        ( 0.0%) 
disp_lmsamples      152059/0          152059/0        ( 0.0%) 
faces                10434/65536      584304/3670016  (15.9%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             5671/65536      317576/3670016  ( 8.7%) 
leaves                5957/65536      190624/2097152  ( 9.1%) 
leaffaces            15195/65536       30390/131072   (23.2%) 
leafbrushes           6456/65536       12912/131072   ( 9.9%) 
areas                    3/256            24/2048     ( 1.2%) 
surfedges            73825/512000     295300/2048000  (14.4%) 
edges                40627/256000     162508/1024000  (15.9%) 
LDR worldlights         15/8192         1320/720896   ( 0.2%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
waterstrips           1227/32768       12270/327680   ( 3.7%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         20502/65536       41004/131072   (31.3%) 
cubemapsamples          57/1024          912/16384    ( 5.6%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     3164132/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]      110078/393216   (28.0%) 
LDR leaf ambient      5957/65536      142968/1572864  ( 9.1%) 
HDR leaf ambient         0/65536           0/1572864  ( 0.0%) 
occluders                0/0               0/0        ( 0.0%) 
occluder polygons        0/0               0/0        ( 0.0%) 
occluder vert ind        0/0               0/0        ( 0.0%) 
detail props          [variable]           1/12       ( 8.3%) 
static props          [variable]           1/23946    ( 0.0%) 
pakfile               [variable]      626602/0        ( 0.0%) 

Level flags = 0

Win32 Specific Data:
physics               [variable]      511884/4194304  (12.2%) 
 Total Win32 BSP file data space used: 7962425 bytes 

Total triangle count: 30058
Writing g:\City_night_sewer_01.bsp
3 minutes, 55 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "G:\City_night_sewer_01.bsp" "c:\program files\steam\steamapps\mrtwovideocards\half-life 2 episode one\episodic\maps\City_night_sewer_01.bsp"

Oh and sry for taking so much space in the Help desk just hopefull this wiill be the final time. ---MrTwoVideoCards 1:20, Sep 6 2006 (PDT)

First of all, I don't know anything about the cache error that you mentioned, but it might be connected to the other errors, because second of all this tells you that you have a leak:
**** leaked ****
Entity light_environment (579.00 4248.00 1772.00) leaked!
Leak errors are a source of many other errors, so fix the leak first and see if your map works much better now. The lighting may have changed somewhat, as light entities may now be calculated if all goes well. Read about leaks here: Leak
Second of all, this tells you that you have turned a surface textured in the Nodraw tool texture into a displacement surface.
NODRAW on terrain surface!
NODRAW on terrain surface!
Read about displacement here if you are unsure about how to make displacements.
Third of all, this tiny error will delete a broken pillar that you've placed in your map:
Error! prop_static using model "models/props_debris/building_brokenpillar001i.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_debris/building_brokenpillar001i.mdl"!
This is because it is of the wrong prop type. Make the pillar a prop_dynamic entity to make it valid.
I don't expect this to be the final error of your map, because you seem to have made a lot of alterations without checking the compile log for errors, leaving you with many errors to correct. The first you should correct is the leak, because it will solve most of the errors in your log. Also, if this error...
WARNING: light_spot at (-129 4720 856) has inner angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (-129 4720 856) has outer angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (147 3523 856) has inner angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (147 3523 856) has outer angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (1160 3523 856) has inner angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (1160 3523 856) has outer angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (700 4889 856) has inner angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (700 4889 856) has outer angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (-129 4366 856) has inner angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (-129 4366 856) has outer angle larger than 90 degrees! Clamping to 90...

...isn't fixed by fixing the leak, you should check your light_spot entities in your map, and use smaller angles on them. --Andreasen 13:45, 6 Sep 2006 (PDT)

Man do i feel like a big idoit lol. The anwsers to this problem were so simple however i took up half the help desk now it works and my map is going great tghe nly thing thats wrng is there are too mnay physis collions at once so ill slow that down and take some stuff away that doesnt need to be there and change some stuff to statc props as well and by the way thanks for helping me so much!!!!!!!!!!!!---MrTwoVdoCards 3:39, Sep 5 2006

Glad to be of any help. I've moved your questions to the "Answered Questions" section now, as we seem to have solved all your problems for now. --Andreasen 16:27, 6 Sep 2006 (PDT)

Can only see crosshair

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

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

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

3d Camera doesn't show anything

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

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

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

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

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

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

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

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

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

Bizarre 3D Camera Behaviour

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

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

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

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

Teleport issue

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

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

Wave Material

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

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

Hammer Crash / 3d view Problems

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

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

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

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

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

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

Yet all the source engin games play like normal.

Would really appreciate any possable answers or suggestions Thanks, Struders

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

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

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

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

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

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

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

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

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

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

Custom Soundscapes in HL2 Single Player

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

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

Third Person Camera Troubles

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

Launching Troubles

Every time I open "My Games" list and launch my mod, I get an error that says "Could not load library client." What does this mean? Also I'm new at the modding scene and I don't know where to go to physically get started, "coding & testing & stuff." I could use some help!

Jump height adjustment and stuck client

I'm trying to increase the player's jump height. I changed GAMEMOVEMENT_JUMP_HEIGHT in gamemovement.h from 21 to 120. In gamemovement.cpp, I commented out this block of code:

	if ( g_bMovementOptimizations )
#if defined(HL2_DLL) || defined(HL2_CLIENT_DLL)
		Assert( sv_gravity.GetFloat() == 600.0f );
		flMul = 160.0f;	// approx. 21 units.
		Assert( sv_gravity.GetFloat() == 800.0f );
		flMul = 268.3281572999747f;


This is done to make the game actually use GAMEMOVEMENT_JUMP_HEIGHT. The problem is that when I play the mod, the player jumps appropriately high, but then gets stuck in the floor after landing. I get the message "Client stuck in object 0," and the player's movement kind of stutters all over after that. For reference, this is a HL2 multiplayer mod running off the Source SDK Base. --JKyle 10:36, 5 Oct 2006 (PDT)