Difference between revisions of "Help Desk"

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Got a question that is not answered in the [[Source SDK FAQ]]? Ask it here! Any sort of SDK question should be posted here. After they get answered, move them to the "Answered" portion of the page.
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{{messagebox
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|text = Please visit the [http://forums.steampowered.com/forums/forumdisplay.php?f=191 Source SDK Forums] for asking questions regarding the Source SDK.<br>
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This page is locked from editing and is here for archive purposes.
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|image = [[File:45px-Padlock.svg.png|45px|link=]]
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}}
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[[Category:Protected pages]]
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{{toc-right}}
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<!--
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Have a question that is not covered here on the VDC or answered in the [[Source SDK FAQ]]? Have you tried asking in the [http://forums.steampowered.com/forums/forumdisplay.php?f=191 SDK Help Forums] or the [http://www.chatbear.com/unity2/390/unityhome?v=flatold Valve-ERC Chatbear Forums] and still not received an answer? If so, you can try asking it here. While any sort of SDK related question may be posted here, it could be several days before you receive an answer. ''After your question gets answered, please make sure to move it to the "Answered" portion of the page.''
  
 
== Suggestions before asking a question ==
 
== Suggestions before asking a question ==
Check to see if your question has been asked before:
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===Check to see if your question has been asked before:===
 
* Look in the '''[[:Category:Source SDK FAQ|Source SDK FAQ]]''' for general SDK questions.
 
* Look in the '''[[:Category:Source SDK FAQ|Source SDK FAQ]]''' for general SDK questions.
 
* Read the '''[[:Category:Level Design FAQ|Level Design FAQ]]''' for level design related questions.
 
* Read the '''[[:Category:Level Design FAQ|Level Design FAQ]]''' for level design related questions.
 
* Check '''[[Help Desk#Answered Questions|Answered Questions]]''' at the bottom of this page.
 
* Check '''[[Help Desk#Answered Questions|Answered Questions]]''' at the bottom of this page.
* Search the official '''[http://www.chatbear.com/board.plm?b=390 VERC Forums]''' for an answer to your question.
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* Search the official '''[http://forums.steampowered.com/forums/forumdisplay.php?f=191 Steam SDK Forum]''' for an answer to your question.
 +
* Search the '''[http://www.chatbear.com/unity2/390/unityhome?v=flatold Valve-ERC Chatbear Forums]''' for an answer to your question.
 +
* Ask on the '''[[Valve Mailing List]]''' for help on a specific topic.
  
 
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===Asking a question===
=== Asking a question ===
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*'''Be specific''' and clear as possible (eg: which  tool / game / mod you're working with and what it is you aim to accomplish).
*'''Be specific''' and clear as possible.
 
 
*Please '''sign your question''' (end it with <code><nowiki>~~~~</nowiki></code>). This will help us direct follow-ups to you directly.
 
*Please '''sign your question''' (end it with <code><nowiki>~~~~</nowiki></code>). This will help us direct follow-ups to you directly.
 
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*'''Be patient'''. It may be several hours, if not several days (or weeks) before you question gets answered.
 
*'''Check back for answers.''' We will not put answers in your talk page unless it is specific to you.
 
*'''Check back for answers.''' We will not put answers in your talk page unless it is specific to you.
 
*'''Use common sense.''' Hopefully, this won't require much more explanation.
 
*'''Use common sense.''' Hopefully, this won't require much more explanation.
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*'''Use second-level headlines.''' Surround your question title with three equal signs (<nowiki>===</nowiki>) so they create a table of contents, split between pending and answered questions.
 
*'''Use second-level headlines.''' Surround your question title with three equal signs (<nowiki>===</nowiki>) so they create a table of contents, split between pending and answered questions.
 
*'''Only move your own question.''' An answer may not fully answer a question. When the question is fully answered, then move it to [[Help Desk#Answered Questions|Answered Questions]].
 
*'''Only move your own question.''' An answer may not fully answer a question. When the question is fully answered, then move it to [[Help Desk#Answered Questions|Answered Questions]].
 +
*'''Where did my question go?''' Questions which have not had any activity for 2 months are moved to [[Dormant Help Desk Questions]].
  
 
===Alternatives===
 
===Alternatives===
* Ask your question at the official [http://www.chatbear.com/board.plm?b=390 VERC Forums].
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* Ask your question at:
* [http://www.halflifedesign.net/board/ HalfLife Design] (French Board)
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* [http://www.game-lab.com/phpBB2/ Game Lab] (French Board)
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English Sites:
* [http://www.halflife2.net/forums HalfLife2.net]
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*[http://forums.steampowered.com/forums/forumdisplay.php?f=191 The Official Steam SDK Forum]
* {{TODO|Other useful forums here, e.g. modeling forums, etc.}}
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*[http://www.interlopers.net/forum/ Interlopers Forums]
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*[http://www.halflife2.net/forums HalfLife2.net]
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French Sites:
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*[http://www.halflifedesign.net/smf/ Half-Life Design]
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*[http://www.game-lab.com/phpBB2/ Game Lab]
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*[http://www.mapping-area.com/forum/ Mapping-Area]
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Other:
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*[[Mapping_Sites|List of Mapping Sites]]
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*[[Modeling_Sites|List of Modeling Sites]]
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*[[Modding Sites|List of Modding Sites]]
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IRC:
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*irc.gamesurge.net
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**[irc://irc.gamesurge.net/sourcesdk #mapping] channel
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**[irc://irc.gamesurge.net/sourcesdk #hlcoders] channel
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**[irc://irc.gamesurge.net/sourcesdk #hlserveradmins] channel
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<!-- this irc channel is usually empty * Ask in the '''[irc://irc.freenode.net/sourcesdk #sourcesdk]''' channel on irc.freenode.net (unofficial) -->
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In Order to Better answer your Question along with optimization towards the page and for length needs, sections have now been added. If you have a certain problem under a topic then place in under the correct category. Not only Will this help with page length but also organization.
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-->
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== Level Design Issues ==
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 +
===2D Viewports and selected objects in 3D Viewports Are black===
 +
Due to a recent update to the Hammer version for Orange box, it appears that the black view-port plague has returned for the time being. --[[User:Bunni|Bunni]] 13:09, 30 April 2010 (EST)
 +
 
 +
 
 +
===Sentries With Infinite Ammo===
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In my TF2 map, I have a team-specific area guarded by pre-placed sentry guns, not upgradable, not destroyable. Though, after a while they run out of ammo, and I can't find a way to effectively refuel them. Any help? --[[User:XutaWoo|XutaWoo]] 20:19, 15 June 2009 (UTC)
 +
 
 +
:I suggest you try to determine when the sentry runs out of ammo, and with a few triggers/relays/spawners, remove the old and restore it with a new one. One way to do this would be to have the sentry as a template, output the number of shots it's taken, and have a counter count them. When it gets past X number of bullets, replace the sentry and reset the counter. [[User:Eaglebird|Eaglebird]] 23:46, 3 May 2010 (UTC)
 +
 
 +
===Corrupted Text===
 +
In the 2D views I get corrupted text with my Radeon HD 4770, apparently it happens with other 4000 series Radeon HDs as well. This is a bug Valve NEEDS to fix, it is nearly impossible to use Hammer with this bug, it may not look like much in the screenshot, though it sure is a huge issue when creating brushes!
 +
http://i206.photobucket.com/albums/bb271/benjgvps/HammerText.png
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:Try to enable antialiasing. [[User:SiPlus|SiPlus]] 16:35, 11 May 2010 (UTC)
 +
 
 +
===One-Sided Bulletproof Glass===
 +
I am making a TF2 map and am trying to make a pane of glass that accepts bullets from one side but blocks them on the other. I tried using a displacement. It didn't work and let bullets through on either side, but it did allow me to walk through it on one side and blocked me on the other. I also tried putting the "toolsblockbullets" texture on the blocking side to no avail.
 +
What should I do? --[[User:Lank|Lank]] 08:15, 5 May 2009 (UTC)
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 +
:I would have suggested the brush with one sided labelled as bullet-proof, but I'm not sure. Did you use it on a world brush, and not an entity? That may make a difference. Finally, if you only want to bulletproof one side, put the bullet-proof brush on that side of the glass, and tie the glass to an entity; when the glass breaks, have it remove the bullet proofing so that bullets can fly freely. Otherwise you should probably start looking into a way to alter what you're expecting, because I think what you're expecting might be somewhat of a tall order. [[User:Eaglebird|Eaglebird]] 23:46, 3 May 2010 (UTC)
 +
 
 +
===Unknown detail type===
 +
when I compile my map I get this error, My map still works btw.
 +
 
 +
 
 +
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
 +
 
 +
I made my map using the ep1 engine configed for hl2:dm but I'm compiling using the orange box engine configed for HL2:EP2.
 +
:It's most likely that this texture was in episode 1 but not in episode 2,or set on diffrent names,try searching the map for blank textures,and change it to a new texture.[[User:TryRestart|TryRestart]] 06:45, 19 June 2009 (UTC)
 +
 
 +
 
 +
===Selecting One Side of a Hollow Figure===
 +
When I need to make a figure with 5 sides in Hammer, I use the 'lazy man's' way to make it: I make a hollow cube and then delete the top. I thought it was ctrl+mouse click (I have done it before) to select the top, but it doesn't seem to be working. Thank you in advance. [[User:Crazyking|Crazyking]] 20:33, 14 July 2009 (UTC)Crazyking
 +
 
 +
Click it, press Ctrl+U (Ungroup) then click it again. [[User:Zeph|Zeph]]
 +
 
 +
:Alternatively you could just make a four-sided spike which will create a five-sided brush. [[User:Eaglebird|Eaglebird]] 23:46, 3 May 2010 (UTC)
 +
 
 +
===TF2: Both Teams Spawn In One Team's Set of Spawn Points===
 +
 
 +
Please note: This is not my first map, but this is the first time seeing this problem.
 +
 
 +
I have been making a payload map for TF2 and recently began adding in the respawns and info_player_teamspawn entities. Everything was fine, I even used the "Creating a Spawnroom" tutorial here to guide me. However, once I began testing it, both teams would spawn in one team's respawn and in their spawnpoints. Believe me, I have double checked every entity for anything wrong and I don't see it. I have also deleted the func_respawnroom and info_player_teamspawn entities and started over with no difference. Here's the specifics:
 +
 
 +
-16 players in each spawn room
 +
 
 +
-Each spawn room is in a different area and the two func_spawnrooms do not touch each other
 +
 
 +
-There is a func_spawnroom textured with trigger which surrounds each spawn room which contain the info_player_teamspawn entities
 +
 
 +
-The spawning entities in Blu's spawn are set to team Blu
 +
 
 +
-The spawning entities in Red's spawn are set to team Red
 +
 
 +
-The func_respawnroom around the Blu base is set to team Blu and is not set to start disabled
 +
 
 +
-The func_respawnroom around the Red base is set to team Red and is not set to start disabled
 +
 
 +
-The info_player_teamspawn entities in both spawns are not set to start disabled
 +
 
 +
-The info_player_teamspawn entities in both spawns are well off the ground
 +
 
 +
-Alt+P does not find anything wrong that is related to this
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 +
Just recently, I have reset the game configurations on the SDK Menu with no difference in the level. Also, I tried deleting all entities related to spawning and copied what was left to a new map, gave it a new name, added two info_player_teamspawns (one set for Red and one set for Blu) without adding a func_respawnroom, compiled but it did not fix the problem. Finally, it seems that whichever team's spawn points are set up first, those are the ones that both teams spawn in.
 +
 
 +
I can't imagine what's wrong and I would appreciate any help that would allow the two teams to spawn in their respective spawns.
 +
[[User:Gcone81|Gcone81]] 02:33, 11 March 2009 (UTC)
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 +
=== Gman_overwatch and Breencast Jumbotron, tv, ect. prefabs ===
 +
Is there any way you guys could write step by step tutorials on to make these work in hammer? cause what you have now confuses the hell out of me!
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Antlion
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:It's all in the targets and names. You will need to rename and re-target many items to make them work, unfortunatley. Sorry I could'nt help more. --[[User:JeffMOD|JeffMOD]] 14:07, 28 February 2009 (UTC)
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::A little more info on this would be nice. I'm using the un altered VMF included with SourceSDK, trainstation02. All jumbotron monitor textures are not there when I play the map. All you see is the actual monitor themselves. Any ideas how to get this working?
 +
 
 +
=== UDP variable ===
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 +
Is there any way to use an external variable (via UDP) in source engine?
 +
For exemple I'd like to use a variable that I send in a udp port as a rotation angle for an object.
 +
Is that possible without C++ programming?
 +
ThanX.
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 +
=== making custom decals ===
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 +
i am currently working on a map for my clan. i have adobe and it shows in the tutorials that i can make custom decals. i used adobe cs3 for this. i get to the part of making it then i cant figure out how to make it into a decal or material or texture to make it appear in the map. any help pls.
 +
also if anyone knows how to like cut out a section of a block to make a square insert type thing
 +
Thanks--[[User:443754|443754]] 10:09, 14 Sep 2008 (PDT) 443754
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 +
: I'm having the same problem. I'm trying to use a custom decal / overlay but can't get it to work without work-arounds that fail epicly ... the overlay is visible through walls, and looks glow in the dark, plus, it's actually a translated spray paint tag, not the decal I created with VTFedit, using the Wiki's directions.. I asked for help here, [http://forum.l4dmaps.com/viewtopic.php?f=5&t=1083 http://forum.l4dmaps.com/viewtopic.php?f=5&t=1083] , but still haven't gotten help. [[User:Rhesusmonkeyboy|Rhesusmonkeyboy]] 00:29, 11 July 2009 (UTC)
 +
 
 +
===Water not working===
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The texture of the water on top is fine, but in the game when I go under the water it is white everywhere. What's wrong?
 +
<code><nowiki>muddybunny August 14</nowiki></code>
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 +
===Stuff showing through the skybox===
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I've scoured the wiki and the SDK forums for this, but I've found nothing.
 +
Working on a map that uses a 3d skybox. For some reason, the main part of the map is showing up off in the distance. In addition, parts of the level show up when looking down through the skybox texture surrounding the level. I've checked for leaks over and over, but there are none.
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Here are some images to show you what I mean:
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[http://i246.photobucket.com/albums/gg86/InquisitorSaturn/ctf_drainage_reborn_v20002.jpg]
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[http://i246.photobucket.com/albums/gg86/InquisitorSaturn/ctf_drainage_reborn_v20003.jpg]
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[[User:InquisitorSaturn|InquisitorSaturn]] 22:34, 3 Aug 2008 (PDT --
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:Are you sure you put the sky_camera in the skybox and not the playable area of the map? --[[User:Redryder|Redryder]] 08:46, 1 Oct 2008 (PDT)
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 +
===HL2: EP1 Translation===
 +
Hello. I am translating Half-Life 2: Episode One to czech language, but I met several problems with fonts when I use special letters. There are links for two cases...
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 +
[http://img210.imageshack.us/img210/3626/ep1c1700a0003sy6.jpg Picture 1]
 +
There is letter "ž". It looks more bold then others and because it is taller than any other letters, it begins on top aligned with "U" and ends below others.
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 +
[http://img148.imageshack.us/img148/7929/ep1c17000001rc9.jpg Picture 2]
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There is letter "e", which is not bold and looks, like it would need to eat something...
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 +
I don't really know what to do, because HL2 is using Windows native fonts and they are working properly outside of the game.--[[User:Paar|Paar]] 02:30, 29 May 2008 (PDT)
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 +
===Hammer compiles/plays earlier version of map===
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Basically, when I save and run the map I am creating for CS:S, the in-game map is only half-built (as if it's loading an autosave of it or something). Saving the map and closing/reopening SDK sometimes gets it to run the actual current version of the map, but sometimes it doesnt. I've tried deleting autosaves and earlier manual saves of the map, but it still happens. Arf.
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alphaignus 12:36, 11 May 2008 (PDT)
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:This is odd, are you sure its not updating the map during compile, whats your compile dialog say? I mean your whole compile, its fine to paste it here.--[[User:MrTwoVideoCards|Gear]] 21:29, 11 May 2008 (PDT)
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Figured it out, just has BSP turned off.--[[User:Alphaignus|Alphaignus]] 20:40, 12 May 2008 (PDT)
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:I have the same problem.  How do you turn BSP on?
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I Also have the same problem but my BSP is on normal.
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I think all of our problems are that certain entities/brushes/translations wont load.  In the compile box these sorta things happen: Error! To use model "models/w_models/weapons/w_pistol_1911.mdl"
 +
      with prop_static, it must be compiled with $staticprop!
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Error! prop_static using model "models/props_junk/cardboard_box05.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
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Error loading studio model "models/props_junk/cardboard_box05.mdl"!
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By the looks of it, certain models only work with certain entity types.
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 +
===HEV suit required?===
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I can't seem to find anything about this on the web anywhere. So here goes.
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 +
Can you make a basic, playable mod without giving the player the HEV suit? By playable, I mean can you give the player health and multiple weapons, and the ability to switch between weapons?
 +
 
 +
So far what I am seeing is that if I spawn the player without no suit, the player will be invincible and have no health HUD.
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 +
Also, I can place multiple weapons in the game world, but they overwrite each other when the player picks them up.
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 +
Would code changes be required to make a mod with no HEV suit, or is it configurable?--[[User:Clee|Clee]] 17:50, 27 Apr 2008 (PDT)
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 +
:No, you are '''not''' invincible. You will most definitely die if you take enough damage. The weapons "cancel each other out" because it is impossible to switch between them without the suit selection system. Switching between them would require the use of the concommand "use weapon_[weaponnamegoeshere]". Also, without the use of skins, the player hands would look like they are wearing the suit gloves, which would cause some continuity problems. I'm not a coder, but you could probably figure out how to resolve all these problems by modifying some code somewhere. So to answer your question, yes, a basic, playable mod is definitely possible without the suit, but the mod in question won't be very interesting. --[[User:Darthkillyou|Darthkillyou]] 18:49, 3 May 2008 (PDT)
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::Use the suit, give the arms a different texture, and add in a new HUD if you'd like, thats the best possible way, but the suit is mostly always needed.--[[User:MrTwoVideoCards|Gear]] 19:29, 3 May 2008 (PDT)
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:You can make the player spawn with the suit and just replace the intro sound, however. --[[User:JeffMOD|JeffMOD]] 14:07, 28 February 2009 (UTC)
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 +
:There is another problem if the player doesn't wear HEV suit. He can't drown. I don't know if this problem still exists in the Orange Box engine, but in HL2 it's not fixed.--[[User:Tapir|Tapir]] 15:46, 26 June 2009 (UTC)
 +
:Clear scripts\hudlayout.res. [[User:SiPlus|SiPlus]] 16:36, 11 May 2010 (UTC)
 +
 
 +
===sawblade or harpoon type model===
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I want to make a model like the sawblade, that when picked up it rotates to a specific direction, and if launched, it sticks into the wall. How would I do this?
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:Decompile sawblade and read QC. [[User:SiPlus|SiPlus]] 16:37, 11 May 2010 (UTC)
 +
 
 +
===All brushes are totally black===
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 +
After compiling and running my map, all of the brushes are completely black.  The only things I can see are the two prop_physics and a prop_static, which is a lamp with a light source over it.  The light is illuminating the props, but nothing else.  This was not occurring until I fixed a previous problem I was having, which was that my props were being deleted--they were the wrong type of props for their respective models.  The first time I compiled and ran the map after fixing that issue, this new one occurred.  It does not appear to be the VertexLitGeneric issue detailed in a previous question on this page.  I can't find anything fishy in the compile log.
 +
 
 +
Thanks for any help. [[User:Chrisremo|Chrisremo]] 11:27, 14 Mar 2008 (PDT)
 +
:Very strange... no console errors either? Try removing the props and see what happens... --[[User:Darthkillyou|Darthkillyou]] 19:59, 10 Apr 2008 (PDT)
 +
 
 +
===Map has serious compiling issues===
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 +
I have a big problem with compiling my map, which I really hope not to lose. It's a compiling error. One time I was compiling my map, and vrad crashed (twice, since I was compiling with HDR), so when it ran, the whole map was really messed up, as if there are closed areaportals everywhere (something with visleaves?). Every time I try recompiling the map after the crashes, it has the same results, and changes I've made to the map don't apply. When I delete the .bsp and try recompiling, it gives me an error saying that it can't find some file. There's already a solution to this problem on the Wiki which I have tried, but still hasn't fixed anything.
 +
 
 +
Many thanks to those who try to help me with this problem, as this is quite urgent.
 +
 
 +
Edit: I've tried everything I could think of to fix this problem, with no results. I've tried:
 +
*Reinstalling Source SDK
 +
*Refreshing SDK content
 +
*Reset Game Configurations
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*Checked for leaks (have none)
 +
 
 +
[[User:Scruffy321|Scruffy321]] 00:24, 14 Mar 2008 (PDT)
 +
:Alrighty, paste your compile log here!, I'm pretty sure I know what the problem is already, but I just want to be sure.--[[User:MrTwoVideoCards|Gear]] 17:43, 31 Mar 2008 (PDT)
 +
 
 +
Yeah im getting this same issue, except i put the "Run Vis" and "Run RaD" on FAST, when i did that an error box came up saying:
 +
vpsp.exe - Application Error
 +
"The instrucion at "0x09abe5a5" referenced memory at "0x000000008". The memory could not be "read".
 +
This is quite an inconvenience as i would not want to start my map all over again, i have copied and pasted the map into a new vmf. however the same error comes up.
 +
Scruffy what do you think the problem is?
 +
 
 +
=== Model scaling? ===
 +
 
 +
Hey, I'm currently working on a map for CS source. I would prefer to use a model over a brush for a large fan, but the only fan available is the small, 6-blade vent fan. I would be more than happy to use it if it were bigger.
 +
My question is, is it possible to scale it? Is it easy (Can I do it without a big software package like XSI)? and, furthermore, would it be illegal considering it's not moving in-between game packages (it will stay in CS:S)?
 +
I used the big, 8-blade portal fan for a bit, but for a few reasons, it's not quite what I'd like..
 +
Thanks, [[User:Eaglebird|Eaglebird]] 13:17, 6 Feb 2008 (PST)
 +
 
 +
Also on that note, would anyone know why phys_motor and func_rotate create a somewhat spastic rotation in CS:S? It seems to be rotating, but it also jerks at a pretty definite interval. [[User:Eaglebird|Eaglebird]] 13:30, 6 Feb 2008 (PST)
 +
 
 +
=== Error in sdk_faceposer.vmf map ===
 +
 
 +
When I test run the map, there are no scripts or speech for any of the NPCs.
 +
For example, when I move to a place on the map where a script starts, I receive a 'Scene 'scenes\ChoreoExamples\sdk_barney1.vcd' missing!' or another vcd. I know I put in the missing files in the correct folder as directed. Yet the program does not acknowledge this.
 +
:Don't you just love how valve has to make us figure out how to get their examples working? We'll just have to wait for them to get it working and include the correct file.
 +
 
 +
=== WARNING: msg overflowed for player ===
 +
I am completely baffled as to why this message appears in my game console. I have come to a few assumptions but I'm not entirely positive whats happening. From what I've tried, it seems that having too many func_door's in your level makes this message appear. I have 24 of them spread across a 3 round map. It would be fine if it were just one warning, its not, it floods my console and eventually kicks me out of the level with the error message of "Disconnect: ERROR! Reliable snaphsot overflow..".(<- copied directly from my console) One might suggest removing doors but as far as my level design goes, I'm hard pressed to do so because of how I want players to flow through the level. I'm not sure if its having too many doors or not but a more detailed explanation as to why this happens will help me and others in the future ever receive it again. Thanks.
 +
 
 +
Update: I made the warning message disappear by removing some Prop_dynamics as well. This doesn't always work however, thats the source of my confusion. It seems to be a combination of things that cause this error to occur.
  
==Pending Questions==
+
:Can you post a log of what message is 'overflowing'? Along with that, could you post a compile log? [[User:Eaglebird|Eaglebird]] 19:35, 9 Feb 2008 (PST)
===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|MrTwoVideoCards]] 11:38 Aug,9 2006 (PDT)
 
  
===Cant finish Mod===
+
===Can't run rad or vvis, and ground doesn't block objects.===
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 i-d 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 someserious help with this cant figure it out. thanks.[[MrTwoVideoCards|MrTwoVideoCards]] 10:10 Aug,4 2006 (PDT)
+
Cant run vrad: it says"planes+fakeplanes=max planes" How i can run rad? --[[User:Oskutin|Oskutin]] (Question moved here.)
  
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|MrTwoVideoCards]] 11:37 Aug,9 2006 (PDT)
+
My ground doesn't block objects. I cant run vvis. It says there are too much portals... --[[User:Oskutin|Oskutin]] (Question moved here.)
  
 +
:Could you post a compile log of vbsp.exe? [[User:Eaglebird|Eaglebird]] 19:41, 9 Feb 2008 (PST)
  
 +
::Old question, I'm guessing this should be removed. --[[User:Tgp1994|Tgp1994]] 17:30, 4 August 2009 (UTC)
  
===Strange black surfaces / Visleaf/lightmap errors ===
+
===Opening Model Browser crashes Hammer instantly===
  
I've got a part in my level where, within a certain area, certain brush surfaces are rendered fully black, and certain decals are rendered fullbright (sometimes on the black surfaces, sometimes on normal surfaces). If you move, they might go back to normal. If you turn the camera, they also might go back to normal. But within certain always-the-same positions and viewangles, the same surfaces will be black.
+
So, I was making a map for GMod with CS:S configuration (though same thing with DoD:S config) and when trying to make a ladder prop as a prop_static, opening model browser crashed hammer, sometimes with Windows error and sometimes with the "Memory can't be 'read'"-error. Does anybody know how to fix this? I'm currently reinstalling sdk. And I ran SDK with -engine ep1.
  
It's happened on two separate maps now (the first time was pretty minor and I could work around it). Regardless of what changes I make to geometry (short of destroying the area and putting something entirely different in its place), I can't seem to get the problem to go away.
+
--[[User:Esa94|Esa94]] 03:18, 10 Nov 2007 (PST)
  
Is anyone familiar with this problem? Does anyone know what causes it? How to fix it? Thanks. --[[User:Giles|Giles]] 16:48, 3 Aug 2006 (PDT)
 
  
This also happened to me to. And it seems to happen more with grouped brushs rather than single ones. I had created a Storage Container using the Blue Bin material and i made two versions. One you wlak inside of an one you couldn't. I dont know how to fix it but it doesnt seem to harmful torward your map so i hope someone comes along with an anwser. Im sorry i wasnt able to fix your problem but im working on ti right now.---[[user:MrTwoVideoCards|MrTwoVideoCards]] 12:55 4 Aug, 2006 (PDT)
+
I have the same problem, even with HL2 configuration. Not pretty. Reinstall doesn't work for me.  
 +
--[[User:Darthkillyou|Darthkillyou]] 20:41, 17 Nov 2007 (
  
This also happened to me, If what he just said didn't/doesn't work try going to the top toolbar and go 'View' -> 'Center 3D Views On Selection' It worked for me.
+
I Have that problem with only EP1 Engine games, Orange box games prop menus don't crash
 +
--[[User:toxic118|Toxic118]] 13:38 Cst. 27 Dec. 2007
  
: OMG stupid black spots. I hate them. Im sorry I cant help with your problem. But I hope someone can. Because I also have the same problem. [[User:Cubedude|Cubedude]] 15:48, 12 Aug 2006 (PDT)
+
Strange, I'm only having the issue with Half-Life 2, everything else works fine including ep2 engine. I don't even receive an error though. Hammer just closes by itself. {{unsigned|Epyonxl}}
  
===Error Messages and then some===
+
Um... Now, it seems that all game configurations (HL2 being the stubborn one and not included) now work with the model browser. Arrght! Updates aren't changing anything! (I know, this isn't helping to solve the problem.) --[[User:Darthkillyou|Darthkillyou]] 18:43, 17 Feb 2008 (PST)
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.---[[user:MrTwoVideoCards|MrTwoVideoCards]] 12:47 4 Aug, 2006 (PDT)
+
I had this problem when I put invlaid models in the models directory. try putting all models you put in the directory in a new folder. Or you could do what I did and removed those models. this also counts for any of your mods and their subdirectoriees
  
===Source SDK problems===
+
===Referenced Memory / Overflowed CClientRenderablelist===
My Source SDK for some reason current game salection has nothing there! so hammer wont run, Can anyone help me figure out whats going on.
 
  
Try clicking refresh SDK content in the main source sdk menu. Also use <nowiki>===</nowiki> not    <nowiki>==</nowiki> for topic titles [[User:Tskaze|Tskaze]] 16:13, 27 Jul 2006 (PDT)
+
So, I have rebuilt my map due to a T-Junction issue that did not seem to want to die and have everything nice and clean. It compiles and everything. =) The issue is that once I start the map up, and then start to move the character around it crashes. I get the Error:  
  
===Can only see crosshair===
+
Team Fortress2: hl2.exe - Application Error
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. [[User:Tskaze|Tskaze]] 20:49, 26 Jul 2006 (PDT)
+
The instruction at "0x00010101" referneced memory at "0x08fa170f:". The memory could not be "written".  
  
Ah... Newbie mistake: I mad a box too big and was trapped in it [[User:Tskaze|Tskaze]] 19:54, 27 Jul 2006 (PDT)
+
Also, just with the character sitting there I will get the Error: "Warning: overflowed CClientRenderablesList group 7" which I have had no luck finding any information on.
  
Did you remember to place a newgame_spawn prefab that could of been a common mistake as well.---[[MrTwoVideoCards|MrTwoVideoCards]] 11:42, 9 Aug 2006 (PDT)
+
I have been lucky enough to get to the door in my spawn room a few times and when it opens, a large amount of the brushes are missing from my map. I already looked into leaks and such, but have been unsuccessful in finding any. I compiled it with no VIS or RAD as well as with VIS and RAD enabled and compiled normally. The one trick I figured out is that if I walk out of the spawn room backwards, it renders everything. Once I turn around, I can see the level but every so often if I move my camera it will once again blink out most of my brushes and then crash again. One other strange thing I noticed was that when I did compile it with the VIS and RAD enabled, the textures on the brushes would change color was I moved my camera. Not sure if that has anything to do with this.
  
===Blank Entity List===
+
Anywho, any help would be greatly appreciated. I have been looking all over for a few days now and have only found a headache. Thanks for anything you guys are able to offer for assistance. [[User:Titanoverlor|Titanoverlor]] 17:14, 27 Sep 2008 (PDT)
  
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. --[[User:Hambone|Hambone]] 17:12, 21 Jul 2006 (PDT)
+
===Attaching a constraint from func_door to prop_physics===
  
:Have you tried the Reset Game Configurations option available from the Source SDK? --[[User:Giles|Giles]] 05:45, 22 Jul 2006 (PDT)
+
Right, I have some problems adding a invisible rope constraint from a func_door to a prop_physics. I couldn't find any tutorials about how to do that but yet I know its possible
  
Yes, I tried that but I still have a blank list.
+
[[User:Christoffer395|Christoffer395]] 18:54, 16 Jan 2009
I have been using my own shortcut to hammer, with the <nowiki>"dxlevel 80"</nowiki> 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? --[[User:Hambone|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?--[[User:Hambone|Hambone]] 06:08, 22 Jul 2006 (PDT)
+
===Launcher DLL Error===
  
===Advanced Combat Situations===
+
:I finally finished making my first level when I try to run it at the very end a error comes up saying <Failed to load the Launcher DLL: the specified module could not be found>. I don't know what this means and I realy hope I don't have to redo the level. Also when I try to run a level I know that works the same error comes up.
  
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.--[[User:MrTwoVideoCards|MrTwoVideoCards]] 10:50, 11 Jun 2006 (PDT)
+
[[User:Glitcher007|Glitcher007]] 7:59, 17 Feb 2009
  
: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.  --[[User:Giles|Giles]] 00:32, 12 Jul 2006 (PDT)
+
==="PortalFlow's===
  
 +
Whenever I try to compile my map, it works perfectly fine with no errors until it gets to the "BasePortalVis" part (actually the part after with the PortalFlow, whatever that is).  The map is taking a rediculously long time to compile, and it's not even that big of a map.  It takes about 45 minutes to compile a map that's about half the size of gm_construct, and it's not even that detailed.  I compiled it once and that's how long it took... every other time i've tried I've gotten impatient and had to end the program; which ends up makin my computer "esplode".  I don't know what's wrong but i might have an idea.  I couldn't get my 3D skybox to work, so i just resized it back to normal size (from 1/16 back to 1/1) and put it around the edge of my map.  There are no leaks, and i got rid of the skycamera entity.  I'm not sure if that has anythign to do with it, but it was compiling fine before and now it isn't.  That probably doesn't have anything to do with it, but hey i don't know what a "PortalFlow" is anyways...
 +
Help! =(
 +
[[User:Baconwrangler|Baconwrangler]] 17:49, 8 April 2009 (UTC)
 +
===Metropolice Don't type on the monitor keyboard===
  
 +
Well,I made two prop_static entities,one was a combine monitor,another the interface/keyboard.I made a metropolice facing it,and when I ran my map,the metropolice was not typing on it.I figured out i have to make it programmed,however I searched this whole website,but did not find help.Can anybody tell me how to make npc's do something?
  
===Falling Ashs===
+
== Face Poser System ==
Does anybody know how to achive the falling ashes effect much like the one used in Half Life 2 EP 1. It looks like a DoD snow fall but dark gray colored. It falls slowly so precipatation really doesnt work.
 
Thanks..--[[User:MrTwoVideoCards|MrTwoVideoCards]] 6:58, 13 July 2006 (PDT)
 
  
:You could probably get close by changing the [[Func_precipitation#Rain_Related_Console_Commands|appropriate console commands]] with a [[point_clientcommand]]. I'm not sure whether that works in MP situations, but it certainly works in an SP mod. --[[User:Giles|Giles]] 02:17, 23 Jul 2006 (PDT)
+
===Their Lips are Sealed===
 +
I have done everthing correctly i loaded a model "Male_07" and loaded sound and it says extraction sucess full i clicked commit extraction, played my sound.........it played, but mr 7's mouth didn't move. i tried with g-man, barney and kliener. nothing HELP!
  
===Point Spotlight not showing in map===
+
===Making NPCs completely still during a scene===
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.--[[User:MrTwoVideoCards|MrTwoVideoCards]] 12:42, 19 July 2006 (PDT)
+
Whenever I have tried to implement a scene, NPCs seem to display a lot of "idle" behavior that I would expect to be cancelled out. They will glance around at nearby things and often will turn to the player even when their flags mark them to ignore him. What I basically want to know is, how can I make the player COMPLETELY non-noticed by the NPCs? (for a scene in which he's not supposed to be there) --[[User:Katana314|Katana314]] 20:29, 30 Dec 2007 (PST)
  
: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 [http://www.sdknuts.com/?akg=tutlights one of these] might help you out. --[[User:Giles|Giles]] 02:17, 23 Jul 2006 (PDT)
+
===Face Poser crashes on startup===
 +
Earlier today, I was having trouble getting my custom .wav files to play correctly in the choreography timeline. I quickly found out that they were simply in the incorrect directory. I fixed the problem, and went into Garry's Mod to see if my creations had worked. They worked just fine, so I took a break from the project and left for a while. A few hours later, I came back, fired up Source SDK and entered Face Poser, but it immediately crashed, which baffled me because the program had been working only a few short hours earlier, and nothing had changed since I'd last used it. I googled the problem, but all of the solutions I found (there weren't many) did nothing to solve the problem. The only thing that gave me different results was going into steam/steamapps/<username>/SourceSDK/bin/ep1/bin/hlfaceposer.exe and running it while Source SDK was not open. The difference was that instead of crashing right off the bat, a "FATAL ERROR" window popped up with the message "Unexpected token ignorePhonemes," and then it would crash. I searched that particular phrase on google, and absolutely nothing came up. I tried a few other phrases, but nothing matched my problem, or even was related; none of the links that returned were related to Source SDK, or to Valve or Steam or even to video games, for that matter.
 +
--[[User:ChevyJackson|ChevyJackson]] 15:17, 17 April 2008
  
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.
+
===Cannot lipsync in Face poser===
 +
I just learned about lipsyncing in Face poser, so I thought I would try it on some simple sound files.  Face poser was able to play the sound, but when I clicked re-extract and typed in the words, I got the message "Last Extraction Result: an error occured during extaraction."  The thing is, I did not see any problem.  Face poser lined up the words perfectly with the sound file.  It just would not let me proceed from there.  I run Windows Vista Home Premium 64-bit edition if that might affect it.
  
: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:-  [http://www.student.kun.nl/rvanhoorn/Optimization.htm#chapter1]  --[[User:Cloudwalker8|Cloudwalker8]] 03:07, 25 Jul 2006 (PDT)
+
--[[User:Gamer_Z.|Gamer_Z.]] 22:03, 12 February 2009 (EST)
  
===CS - Headshot icon update - May 03 - 2004===
+
Unfortunatly Vista can't facepose since it has a speech sdk built into it which is too advanced for Source SDK. You can however edit the phonemes manually
  
Hi there!
+
--[[User:SharpDagger|SharpDagger]] 16:39, 2 June 2009 (UTC)
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.
+
== XSI, studiomdl and Modeling ==
They want the old headshot icon back.
+
===MDL File Format===
Now I tried making it with .spr files and changing hud.txt but I can't get it to work.
+
Hey, does anyone know if the MDL file format has been published by valve or otherwise made available to the community? I'm looking to write a program that can dynamically generate simple shape models from a set of dimensions. I think the easiest way to do it is just to assemble an mdl file from scratch, which is why I need the file format. If anyone has a better idea on how to generate a model file, I'd love to hear it.
 +
--[[User:JeremyA|JeremyA]] 22:36, 3 July 2009 (UTC)
  
Because if I change the weapon icon the weapon totally disappears. And not even shows up when someone is killed regulary.
+
===Source -> blender units ratio?===
 +
So,I just wanted to ask, how much source units make one unit in blender? I need this knowledge to start modeling in Blender, as this is not told in anywhere. I also would want to know, how to export the textures from blender with the plugin, should I UV map them and make the texturing mode get the UV's? I'll make it more clear if asked.
 +
--[[User:Esa94|Esa94]] 05:21, 28 Jan 2008 (PST)
  
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.
 
  
[[User:ZajberMan|ZajberMan]] 09:38, 29 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.
 
  
[http://img395.imageshack.us/my.php?image=cssdualcore3gl.jpg]
 
  
Ive tried other programs and only one core remains active even with STEAM running in the background
 
  
[http://img305.imageshack.us/my.php?image=grawandsteam8pd.jpg]
+
===Error compiling a modded smds===
 +
I have modded a smd to be a "mudkip". However, I am unable to compile on my computer. Can anyone help? I have uploaded the files here: https://www.yousendit.com/download/TTdGanZ0bThqY28wTVE9PQ if anyone needs to look at them. Please help, as this is an urgent project. Thanks.
  
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 --[[User:Chris5675|Chris5675]] 16:09, 27 Jun 2006 (PDT)chris5675
 
:Maybe the other core is taking care of windows background operations.--[[User:Deadity|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 ;) --[[User:CrabbyData|CrabbyData]] 03:16, 28 Jun 2006 (PDT)
 
:::That's not what he is asking at all. --[[user:TomEdwards|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? --[[user:TomEdwards|TomEdwards]] 03:17, 28 Jun 2006 (PDT)
 
  
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 alot 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? --[[User:Chris5675|Chris5675]] 16:05, 28 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:-[http://forum.interlopers.net/viewtopic.php?t=1782] --[[User:Cloudwalker8|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.
 
[http://img328.imageshack.us/img328/6374/what8ri.png 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) --[[User:CrabbyData|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. --[[User:Mark WiseCarver|wisemx]] 05:20, 8 Jul 2006 (PDT)
 
  
===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|Counter-Strike: Source Level Creation]] page with their links to several entity's you'll need (like the info_player_''classyouneed''). --[[User:JurgenKnops|Jurgen Knops]] 05:12, 8 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 :)
+
===Help please on 'Cutting constaints'===
: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. --[[User:JurgenKnops|Jurgen Knops]] 02:32, 6 Jun 2006 (PDT)
+
Hey- Ive been trying to import models into XSI modtool6, like VMF brushes, and 3DS MAX scene files. I followed some tutorials from the Valve dev wiki, and it says when you inport them into XSI, for them to be exportable i need to cut constraints. Because in the explorer it shows it still having the VMF or 3DS MAX scene roots inside the xsi scene root, so it means i have 1 scene root inside another, so i need to delete the 3ds or vmf roots so i only have the XSI one, but how do i 'cut' them?
::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. --[[User:JurgenKnops|Jurgen Knops]] 08:28, 6 Jun 2006 (PDT)
 
  
:: i got it workin, jus had to change the directory to the normal counter strike:source map folder :) thanks ALOT for your help anyways, i would have been stuck for ages :)
+
On the wiki it says 'click on the' etc. But that was a older version, and now the buttons are moved, so i cannot follow properly as the buttons are in different places :(
cheers mate
 
  
===error:can't load gamuie===
+
Can anyone tell me where i can find the 'cut constraints' button in XSI Modtool 6 please? --[[User:Craziestdan|Dan.s]] 00:21, 18 Jul 2008 (GMT)
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?????
 
[[User:Vulcan|Vulcan]]Vulcan[[User:Vulcan|Vulcan]] 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 ([http://www.chatbear.com/board.plm?a=viewthread&t=814,1148595465,10508&id=986256&b=4986&v=flatold 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. --[[User:JurgenKnops|Jurgen Knops]] 14:44, 5 Jun 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 [[Cordon]]s, 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. --[[User:Giles|Giles]] 03:38, 30 May 2006 (PDT)
 
  
=== Collission Joints ===
+
===Hollow Collision Mesh===
 +
I've been making a model, in 3DS Max, made a simple collision mesh, exported it, compiled it, and then opened up the SDK model viewer to look at it. I checked the collision mesh, and it looked nothing like what I wanted. Here is a picture of the object and it's collision mesh. [http://i220.photobucket.com/albums/dd175/CMDBob/meshandcollisionmeshpicture.png My mesh and collision mes] I am exporting it from Max, using the max SMD exporter, so might that be the problem. Any help would be appreciated. --[[User:CMDBob|CMDBob]] 12:10, 26 Sep 2008 (PDT)
  
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 <code>$collisionjoints</code> Studiomdl turnicates non-animated sections of the model. For the pourpose of prototyping I removed those pieces. When the model is loaded into Hammer Source dosent use the entier collision model. I'm left with a 2 story sphere collision mesh and players can walk threw geometry that should have a collision mesh. It also apears that useing the string <code>$rootbone</code> makes it only load <b>That</b> bones rigged geometry.  [[User:Ryoku|Ryoku]] 11:28, 23 May 2006 (PDT)
 
  
===Map executing won't work!===
 
I have been making a map, and when I try to run the map, hl2, hl2dm or cs:s won't open the map! The programs are just going to the main menu and won't open the map! What should I do? [[User:Someone|-Someone]]
 
  
===Engine error?!?!===
+
===Documentation on Valve´s SMD Exporter for Maya===
http://img50.imageshack.us/img50/5544/engineerror9wb.png
+
Would be great to have a more detailed description for exporting with Maya!
 +
Amazing-couln´t find anything in this regard; must have been overlooking it all the time...
 +
Can anyone please help?[[User:Ruediman|Ruediman]] 00:09, 29 January 2009 (UTC)
 +
:Well, I guess the answer is to use XSI Mod tool, which I think is from the same people. Valve has their own plugin for XSI, and it's straightforward. --[[User:Tgp1994|Tgp1994]] 03:21, 4 August 2009 (UTC)
  
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.
+
== C++ And Scripting ==
Help?
+
===Broken Path Corners===
[[User:Eaglebird|-Eaglebird]]
+
I'm working with OB code (SDK Base 2007), you should be able to replicate this with an HL2 SP Mod, or probably even with HL2 itself.
: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. --[[User:Dutchmega|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? [[User:Eaglebird|-Eaglebird]]
 
:::No idea, you have to find that out with debugging. Check for asserts or .mdmp files.. --[[User:Dutchmega|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? [[User:Eaglebird|-Eaglebird]]
 
:::A newbie? Better add me at MSN/Google Talk. --[[User:Dutchmega|dutchmega]] 05:05, 15 May 2006 (PDT)
 
  
===Gameinfo.txt execution messed up after Steam update?===
+
*1. In Hammer, set up a path of 3 path_corners (path1, path2, path3).
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. [[User:Bean|Bean]] 11:40, 8 May 2006 (PDT)
+
*2. Have path1->path2, path2->path3, path3->path2
: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. --[[User:Vaarscha|Vaarscha]] 12:35, 8 May 2006 (PDT)
+
*3. For path1, add the output OnPass: path2.SetNextPathCorner(path3)
:thanks. -[[User:Bean|Bean]] 22:25, 8 May 2006 (PDT)
+
*4. For path3, add the output OnPass: path2.SetNextPathCorner(path1)
::Your welcome. If your question is answered, please move it.--[[User:Vaarscha|Vaarscha]] 22:50, 8 May 2006 (PDT)
+
*5. Add the NPC of your choice and set their target pathcorner to path1
 +
*6. Compile and run.
  
 +
I expected the NPC to move like so: path1->path2->path3->path2->path1->...
  
===$collisionjoints===
+
However the NPC seems to move like this: path1->path2->path3->path2->path3->path2->path1->path2->path1->...
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. --[[User:PiMuRho|PiMuRho]] 01:52, 16 Apr 2006 (PDT)
 
  
===Missing entities===
+
This one falls somewhere between level design and coding. The level design solution is to add another path_corner on the way back, but there should be a way to fix this in the code too. I believe the bug lies in ai_navigator.cpp (C_AINavigator::AdvancePath, DoFindPathToPathCorner), perhaps because the SetNextPathCorner input is handled on a different thread and so it's not actually executed immediately/in time, but I haven't been able to fix it without the NPC behaving oddly (facing the wrong direction as he/she/it moves). --[[User:Eroder|eroder]] 10:47, 27 June 2009 (UTC)
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?
 
[[User:Evinbaxter|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. --[[User:Andreasen|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. --[[User:Evinbaxter|Evinbaxter]] 10:05, 15 Apr 2006 (PDT)
 
:::Did you select CS:S as <code>Current Game</code> in the SDK Launcher? --[[User:Vaarscha|Vaarscha]] 10:08, 15 Apr 2006 (PDT)
 
::::-yeah, i did --[[User:Evinbaxter|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? --[[User:Andreasen|Andreasen]] 10:39, 15 Apr 2006 (PDT)
 
  
-Yes i am new to map making, and no i don't know how to tie entities to a brush.
+
===Client.dll Crash===
[[User:Evinbaxter|Evinbaxter]] 10:41, 15 Apr 2006 (PDT)
+
Hey. I'm currently working with the new SDK beta source code. I thought it would be an interesting idea to replace all the sdk source files with versions of my own, to make editing them easier in the future. Essentially I wanted to create my own API to replace the existing sdk API. To see if this would work, I pretty much copied all the files that had sdk in the name, renamed them, and changed all references to "sdk" whatever in each source file. Then I removed all the old sdk files from the projects. After a bunch of effort, I got the game to compile again. However, now when I try to create a game, the client.dll crashes at the "Loading Resources" step. I really don't know why this is happening because I am entirely sure I didn't damage anything when I went on my renaming spree. The game was able to run fine and load maps properly before I did this. It crashes even with HL2DM maps so I don't think it's because the maps I'm loading reference sdk-based entities... Has anyone else had any success doing what I'm trying to do?
: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]] --[[User:Andreasen|Andreasen]] 11:21, 15 Apr 2006 (PDT)
+
--[[User:JeremyA|JeremyA]] 15:08, 31 May 2009 (UTC)
  
===How do I edit CS:S maps in sdk?===
+
:Okay so I fixed the crash, there was a bad pointer. Now I've got a DT error when I try to load a map. It says that there's no RecvTable for DT_WaterBullets or somesuch, yet the CWaterBullets class is a server class only. There should be no need for a RecvTable right? Everything looks like it's as it should be. I can't imagine why what I've been doing would affect the engine core.
[[User:Evinbaxter|Evinbaxter]] 08:46, 15 Apr 2006 (PDT)
+
:--[[User:JeremyA|JeremyA]] 23:50, 18 June 2009 (UTC)
  
:You could try to decompile it: [[Decompiling_Maps]]
+
::Gahhh. I found the problem. Evidently there are some classes missing from the BETA of the Source SDK that just ended. I guess I'll have to migrate my changes over to the latest version...
:Make sure to read and understand the warnings about copyright mentioned in this article! --[[User:Vaarscha|Vaarscha]] 08:55, 15 Apr 2006 (PDT)
+
::--[[User:JeremyA|JeremyA]] 17:50, 27 June 2009 (UTC)
  
 +
===Build and Setup Erros===
 +
Hey. To date I've correctly set up two HL2MP source code things correctly, so that I could edit and build the HL2DM source. Recently, I had to reinstall windows and VSE2005. I copied my steam files and mod files over from the previous installation. Anyway, now I'm trying to create a third HL2DM codebase and I've run into a problem. On the first build I get the following errors:
 +
<code>Error 1 error LNK2019: unresolved external symbol __imp__LoadImageA@24 referenced in function "private: void __thiscall CLCD::ParseIconMappings(class KeyValues *)" (?ParseIconMappings@CLCD@@AAEXPAVKeyValues@@@Z) hud_lcd.obj
 +
Error 2 error LNK2019: unresolved external symbol __imp__SystemParametersInfoA@16 referenced in function "public: virtual void __thiscall CInput::ActivateMouse(void)" (?ActivateMouse@CInput@@UAEXXZ) in_mouse.obj
 +
Error 3 fatal error LNK1120: 2 unresolved externals h:\Source Modding\TestMod02\src\game\client\Debug_hl2mp\Client.dll 1
 +
Error 4 error LNK2019: unresolved external symbol __imp__MessageBoxA@16 referenced in function "enum EditorSendResult_t __cdecl Editor_SendCommand(char const *,bool)" (?Editor_SendCommand@@YA?AW4EditorSendResult_t@@PBD_N@Z) editor_sendcommand.obj
 +
Error 5 error LNK2019: unresolved external symbol __imp__SendMessageA@16 referenced in function "enum EditorSendResult_t __cdecl Editor_SendCommand(char const *,bool)" (?Editor_SendCommand@@YA?AW4EditorSendResult_t@@PBD_N@Z) editor_sendcommand.obj
 +
Error 6 error LNK2019: unresolved external symbol __imp__FindWindowA@8 referenced in function "enum EditorSendResult_t __cdecl Editor_SendCommand(char const *,bool)" (?Editor_SendCommand@@YA?AW4EditorSendResult_t@@PBD_N@Z) editor_sendcommand.obj
 +
Error 7 error LNK2019: unresolved external symbol __imp__wsprintfA referenced in function "public: virtual bool __thiscall CRegistry::DirectInit(char const *)" (?DirectInit@CRegistry@@UAE_NPBD@Z) registry.obj
 +
Error 8 fatal error LNK1120: 4 unresolved externals h:\Source Modding\TestMod02\src\game\server\Debug_hl2mp\Server.dll 1 </code>
 +
Does anyone know what's going on? I'm pretty stumped. I'll probably try messing with a few things or creating a new codebase...
 +
--[[User:JeremyA|JeremyA]] 03:39, 3 May 2009 (UTC)
  
===How do I edit HL1 maps in sdk?===
+
:Ah, I figured it out. I forgot to include user32.lib in the linker include things. Nevermind :P
 +
:--[[User:JeremyA|JeremyA]] 18:59, 10 May 2009 (UTC)
  
[[User:Backlash1017|Backlash1017]] 23:59, 31 Mar 2006 (PST)
+
===Beam Weapons / Stalker Laser Beam===
 +
Hey. I'm looking to create weapons in HL2/HL2DM that fire a beam model that spans from the weapon muzzle in a straight line to the target point. I've taken a good look at the npc_stalker code to try to figure out how valve does it but I honestly can't make heads or tails of some of it. I'm wondering if anyone else has tried this before and can point me in the right direction for getting this to work. As near as I can tell, the weapon I create will need all sorts of functions to control the placement/angle/length of the beam model. I'm also unsure if I can inherit the weapon class from CBaseHL2CombatWeapon because it doesn't seem to implement the right functions. My programming experience is primarily based in C and Java, but I'm picking up this C++ stuff rather quickly. Thanks in advance for any help anyone is able to provide!
 +
--[[User:JeremyA|JeremyA]] 17:05, 14 March 2009 (UTC)
  
: Don't think you can - for HL1, you'll need [http://collective.valve-erc.com/index.php?doc=1039631978-44855700 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. &mdash;'''<font color="#10c010">Cargo Cult</font>''' <sub>([[User:Cargo Cult|info]], [[User talk:Cargo Cult|talk]])</sub> 11:01, 7 Apr 2006 (PDT)
+
:I would recommend that you read the following files in the source source code, it should help you see a few possible way of doing this. <p><del>First, check out the util.h file for the declaration of UTIL_Beam, it creates a simple beam.</del></p><p>Take a look at beam_shared.cpp and beam_shared.h, it define both client side and server side functions and methods. Env_Laser.h is also a good starting point, I guess.</p><p>And you should think about what you want to do, is the beam going to damage entity, or is it only a laser pointer? Simply drawing the beam is one thing but damaging entities touching the beam is another.</p><p>And the stalker npc has a pointer on a CBeam object, that's were its stores its beam when its created in ''StartAttackBeam()'' with that line <code>m_pBeam = CBeam::BeamCreate( "sprites/laser.vmt", 2.0 );</code></p>--[[User:Psycommando|psycommando]] 01:26, 3 April 2009 (UTC)
  
===Missing filesystem_steam.dll===
+
::Aha thanks for the guidance... I'm beginning to understand how the stalker generates the beam. I think the easiest thing for me to do is to create a simple laser pointer that goes from the weapon muzzle to the target, with the hitscan bullets doing damage. Unfortunately, I'm not really sure how to position the start and end points of any of the beam types you mentioned. I'm taking a look at UTIL_Beam but at the moment I'm having some difficulty understanding it (there are a crapload of parameters :P). I think I could figure it out myself given some time, but I'll definitely need some help in generating the code that determines the start and end position of the beam.--[[User:JeremyA|JeremyA]] 06:34, 14 April 2009 (UTC)
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. &mdash;[[User:Bravo228|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.--[[User:Deadity|Deadity]] 10:02, 29 Mar 2006 (PST)
+
::Further thoughts - It seems to me that the stalker determines the target of the beam by the functions GetEnemy() and GetEnemyLKP(), which aren't available to weapons :P. So... I need some way to find a vector position in a straight line from the weapon muzzle that ends when it hits the closest object.
  
===Map Won't Open===
+
::More further thoughts - I've used the following code to determine the start and end points, courtesy of the AR2 SecondaryFire routines...
I have made a few maps, that all work ok, had no problems.
+
:::Vector vecSrc = pOwner->Weapon_ShootPosition( );
my last map i put loads of junk on the floor etc... real nice ..al ok
+
:::Vector vecAiming = pOwner->GetAutoaimVector( AUTOAIM_2DEGREES );
i jus started a new map, very basic, just 1 room nothing really in it, i compiled it and tried to run it.
+
:::Vector impactPoint = vecSrc + ( vecAiming * MAX_TRACE_LENGTH );
it compiled ok as far as im aware, but when it got onto counterstrike and i try play the map it does not open.
+
::Now I need to figure out how to write the UTIL_Beam function. I get the Start and End parameters but I'm not sure what to do with the rest of them. I set up the following, yet it seemed nothing happened when I fired the weapon...
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.
+
:::UTIL_Beam( vecSrc, //Vector &Start
please help me &mdash;[[User:Shizarp|Shizarp]]
+
::::impactPoint, //Vector &End
 +
::::1, //int nModelIndex
 +
::::1, //int nHaloIndex
 +
::::0, //unsigned char FrameStart
 +
::::30, //unsigned char FrameRate
 +
::::1.0, //float Life
 +
::::20, //unsigned char Width
 +
::::30, //unsigned char EndWidth
 +
::::10, //unsigned char FadeLength
 +
::::0, //unsigned char Noise
 +
::::255, //unsigned char Red
 +
::::0, //unsigned char Green
 +
::::0, //unsigned char Blue
 +
::::1, //unsigned char Brightness
 +
::::1 //unsigned char Speed
 +
::::);
  
: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
+
:::<p>Sorry for the delays, strangely this function is kinda deprecated, its never used in valve's code, sorry about that. I looked a little around to find something else and there is already a nice implementation of a beam weapon! Even if its barely noticeable the physcannon shoots beams towards its target.</p><p>Look for ''void CWeaponPhysCannon::DoEffectLaunch( Vector *pos )'' in ''..\src\game\server\hl2\weapon_physcannon.cpp''. They create a CBeam entity and then set its parameters. I tried this with a quick modification of the 357 magnum, it works but the beam is always a little off the muzzle, I guess you need to have an attachment point or something else(because of ''pBeam->SetEndAttachment( 1 );''), you should investigate the gravity gun model and code to see how, it shouldn't be too complicated.</p> --[[User:Psycommando|psycommando]] 22:16, 18 April 2009 (UTC)
-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.
 
  
[[User:cold020|cold020]] 21:39 ,mar 19 2006
+
::::Thanks so much! I think I sort of see what to do. Can you email the modified 357 magnum source file to lord.jeremy AT gmail.com ? I'm having some trouble implementing the stuff from the physcannon source. I'm sure I'll figure it out eventually but seeing what you did will help a lot!
 +
::::--[[User:JeremyA|JeremyA]] 00:55, 19 April 2009 (UTC)
  
P.S i hope this works for you ive done it when i had that problem and it worked.
+
::::Gahhh... No matter what I do I can't get the beam to actually appear. This is what I've written:
 +
:::::CBeam *pBeam = CBeam::BeamCreate( "sprites/laser.vmt" , 2.0f );
 +
:::::pBeam->SetStartPos( vecSrc );
 +
:::::pBeam->SetEndPos( vecImpactPoint );
 +
:::::pBeam->SetStartAttachment( 0 );
 +
:::::pBeam->SetEndAttachment( 0 );
 +
:::::pBeam->SetBrightness( 255 );
 +
:::::pBeam->SetColor( 255, 150, 0 );
 +
:::::pBeam->SetNoise( 0 );
 +
:::::pBeam->LiveForTime( 1.0f );
 +
:::::pBeam->RelinkBeam();
 +
::::--[[User:JeremyA|JeremyA]] 04:34, 19 April 2009 (UTC)
  
P.S #2 try to read other peoples problems before you post, they might just be the same problems as yours.--[[User:Deadity|Deadity]] 10:04, 29 Mar 2006 (PST)
+
:::::Sorry to butt in on your discussion guys but i'm having a similar problem but using the beam from the RPG.
 +
:::::Works in a similar way to the Stalker beam maybe less or more complex i am not sure... But uses the same beam_shared.h and also at the top of weapon_rpg.cpp is the declarations for the LaserDot. That is my core problem that when i try and carefully extract the codes from the RPG and put it onto another weapon i get all sorts of problems like It being a double declaration Defined in weapon_rpg and then in my custom weapon.
 +
:::::I've tried change the class name from LaserDot to LaserSight and making sure to keep env_laserdot as is.
 +
:::::Ging from Hidden Source has a different way of doing it, he uses a separate cpp and h file for the laser dot and just includes the header in any weapon he wants to use it on, and just tells the weapon to be able to toggle it with right click or something, that is essentially what i want but Ging's codes are for Pre-episodic HL2DM. :/
 +
:::::Has anybody got a laser sight/laser powered weapon as you guys are trying to do above, has anyone actaully been able to achieve this in Orangebox yet or am i just running circles around a dead technology?
 +
:::::And btw Jeremy i am in the same boat, "No matter what I do I can't get the beam to actually appear." :(
 +
:::::I've got it to compile without errors, but when i tried it ingame i got the DT_CLaserSight DataTable warning and that's because i have no idea how to code client/server relations and i don't even see the point in a single player game to have server and client they should both be under the same roof not in separarte parts like the Multiplayer games are. --[[User:Jenkins08|Jenkins08]] 10:11, 19 April 2009 (UTC)
  
::Try Alt+P in Hammer, and solve all listed problems, that should do the trick, most of the time --[[User:CrabbyData|CrabbyData]] 11:00, 14 Jun 2006 (PDT)
+
::::::<p>Jenkins08, the client-server system valve used in their game is rather unintuitive, and very poorly documented, I know since that's what took me the most time to get, but its still very simple. The dt warning you're getting is simply because when you copied and renamed the code for the laser dot, you only copied the server class and the server data table.</p><p>To keep it simple, when you compile your code the compiler generates 2 dll, one called client.dll and the other server.dll. When valve's executable("hl2.exe") is launched it "connects" to those two dll and run their contents by calling their init methods. So now the client code is running and the server code is running too but each in its own process. The two dll communicate between themselve almost in the same way they'd do if they were on 2 different computers, so they don't have to rewrite everything for the multiplayer game. Note that, in a multiplayer game the server computer runs only the server code, and the player's only the client code, and the communication between each other is made by sockets .However this is mostly a simplification of the whole process, its a little more complicated in reality.</p><p>Anyways, in client-server systems the client handles all the graphical effects, user interface, shaders, etc... Thats why if you create an entity in the server that inherits from CBaseAnimating, or if it display something on the client, it needs to have a corresponding client entity. Since those two entities are separated from each others, they won't magically synchronize to each others values. That's where data tables comes in! Those are basically arrays of objects with values that are continually sent from the server to the client and <strong>only that way</strong>, so the client and server instances of the array are synchronized.</p><p>Hopefully, or not, depending on how you like macros, Valve created a few macros to have less code to copy and paste. There are only 6 of them that are really essential. First, if you are in a server and want to share variables with your equivalent on the client, you would use ''DECLARE_SERVERCLASS()'' in you class declaration. And then, depending on the type of value you'd declare like this with the CNetworkVar macro :  ''CNetworkVar( bool, m_bHeadlightIsOn );'' for a boolean. Then in the definition of your class you would define your send data table with ''IMPLEMENT_SERVERCLASS_ST'' (see the example below).</p>
 +
<source lang=cpp>...
 +
//Declare some class that inherits from something that inherits from CBaseAnimating
 +
class CExample : public CPhysicsProp
 +
{
 +
public:
 +
  DECLARE_CLASS( CExample, CPhysicsProp );
 +
  DECLARE_SERVERCLASS();
 +
  DECLARE_DATADESC();
  
===Map going to black===
+
  CExample()
 +
  {}
  
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? - [[User:Danthomas236|Danthomas236]]
+
  void Think()
:Do you have any lights? and if you do..try turning on developer (<code>developer 1</code>)&mdash;'''[[User:Ts2do|ts2do]]'''
+
  {
 +
      //Pointlessly change the value at each think
 +
      m_PointlessBool = !m_PointlessBool;
  
well when you don't add lights the map is lighted by default. what is developer?
+
      SetNextThink( gpGlobals->curtime + 1.0f ); //Think again in a second
 +
  }
  
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. --[[User:Mrobben|Mrobben]] 20:23, 5 May 2006 (PDT)
+
  void Precache()
 +
  {
 +
  ...
 +
  }
  
===Object Spawning Problem===
+
  void Spawn()
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! &mdash;[[User:cold020|cold020]]
+
  ...
 +
  SetThink( &CExample::Think );
 +
  SetNextThink( gpGlobals->curtime );
 +
  }
 +
private:
 +
  CNetworkVar( bool, m_PointlessBool );
 +
};
  
You probably should put this under article.
+
//Definition
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 "~"  [[User:Cubedude|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]]. --[[User:Deadity|Deadity]] 10:09, 29 Mar 2006 (PST)
 
  
===FacePoser and Model Viewer Problem===
+
BEGIN_DATADESC( CExample )
 +
        //Save/Load
 +
DEFINE_FIELD( m_PointlessBool, FIELD_BOOLEAN ),
 +
        //Set Think function pointer
 +
DEFINE_THINKFUNC( Think ),
 +
END_DATADESC()
  
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
+
//This is where you put all the values that you want to share with the client
 +
// Note the "DT_Example", that's the name you'll use at the recv table for as dt name
 +
IMPLEMENT_SERVERCLASS_ST( CExample, DT_Example )
 +
SendPropBool( SENDINFO( m_PointlessBool ) ),
 +
END_SEND_TABLE();
 +
...
 +
</source><p>
 +
::::::Thats it for the server class. For the client class its almost identical, I won't go too deep but here is an example :</p>
 +
<source lang=cpp>
 +
...
 +
//Declare the client class. Note the "C_" is used to differientiate client class from server class "C"
 +
class C_Example : public C_BaseAnimating //Note that on the client we only need to inherit from C_BaseAnimating
 +
{
 +
public:
 +
  DECLARE_CLASS( C_Example, C_BaseAnimating );
 +
  DECLARE_CLIENTCLASS();
 +
  //DECLARE_DATADESC(); //No need for a datadesc here
  
[[User:Cold020|Cold020]] 16:45, 19 mar 2006 (PST)
+
  void Simulate() //on the client side simulate is called every frames
 +
  {
 +
    ... //Code to draw the bool on the client or something
 +
  }
 +
  ...
 +
private:
 +
  bool m_PointlessClientBool; //Can be called whatever you want
 +
};
  
FacePoser and ModelViewer require a min. screen resolution of 1024x768 to start up correctly. If you have problems working at that resolution, you
+
//This is the definition of the recv table, the information must be recv in the order it was sent in the send
can switch back to 800x600 while the programs are running. You can get at
+
// table from the server!!!
least Model previews and load Choreographed Scene to get a sneak peak, but
+
IMPLEMENT_CLIENTCLASS_DT( C_Example, DT_Example, CExample )
will crash again when adding stuff to a scene. Hopefully there will be a fix to that which allows editing in 800x600 too. ''[[User:Dieb|Dieb]] 18:54, 1 Aug 2006 (PDT)''
+
        //Ok, the first thing that was sent is my bool so i can get it first
 +
RecvPropBool( RECVINFO( m_PointlessClientBool) ),
 +
END_RECV_TABLE()
  
===Strange Box===
+
...
What's going on [http://img82.imageshack.us/img82/9071/untitled1de1.png here]? all my debug settings are correct... --[[User:Amckern|Amckern]] 23:29, 28 Mar 2006 (PST)
+
</source><p>
 +
::::::I Hope this helps you better understand what is wrong. Just keep in mind while copying code that has a DECLARE_SERVERCLASS() in it that it will have an equivalent on the client that will need to be copied too. Oh and you may want to check the code i e-mailed JeremyA : [[User:Psycommando/devolver_source]] </p>  --[[User:Psycommando|psycommando]] 18:34, 19 April 2009 (UTC)
  
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. --[[User:Daktor|O]] 04:27, 12 Jul 2006 (PDT)
+
:::::::Psycommando I emailed you back. I tried implementing the changes you made in my own source but it didn't work. Could it have to do with the fact that I am implementing this in a single source file that's shared between the client and the server? I'd rather all my weapon classes were shared, as it would keep things simple.
 +
:::::::--[[User:JeremyA|JeremyA]] 22:47, 19 April 2009 (UTC)
  
===Game crashes after I compile it===
+
:::::::Well I figured out why my method didn't work. I realized that I actually needed to extract the model of the laser beam from the valve deathmatch gcf because for some reason it isn't available in the default source sdk content. Now I've got it working. Thanks for all your help!
I don't understand, It is a pretty big map but at the moment it is very simple, no props, lighting, ect. only walls and doors. I added a button that unlockes a door, saved it, and ran the game.  As the game is loading the game craches.  It compiles the map as a BSP, but it doesn't run it. It won't work in HL2 or Garry's Mod. Someone help please.
+
:::::::--[[User:JeremyA|JeremyA]] 19:38, 20 April 2009 (UTC)
:Try changing complex brushes to func_detail, so that they don't clip the world around them, this usually causes problems.--[[User:Deadity|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.--[[User:Deadity|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. --[[User:Methulah|Methulah]] 11:55, 10 July 2006 (AEST)
 
  
===Making Player Models for Counterstrike Source===
+
===Edit the Jump Height===
I work on a mod for Counterstrike Source and I would like to know what are the specificities of a model to work like a player model for css.
+
Hello I am making a mod which one of the features is to be able to jump really high and I was wondering if this is possible and If so how?
I've tried to put an HL2 character's model as a ct_urban but it doesn't work; when I load a map a message error says: "Server is enforcing consistency for this file: models\player\ct_urban.mdl"
+
Taun We 12:55, 20 Dec 2008 (EDT)
--[[User:coco20053|coco20053]]
 
  
===Disappering brushes and textures===
+
:Yes its possible I can think of a few possibilities, but I can't say for sure which will work or not. Anyways, my first idea is to apply a force to the player's physic object, its not very sophisticated and some code like the one that keeps the player to the ground while going down a slope might conflict. You should check out the gamemovement.cpp file, its where the "basic" player movement are supposed to be defined.<br>--[[User:Psycommando|psycommando]] 02:35, 3 April 2009 (UTC)
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.
 
[[User:THX-1138|- 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.
+
===Debugging Not Working Quite Right===
 +
 
 +
I'm using Visual C++ Express 2005 and I'm trying to debug a test mod that I'm running to make sure I'm able to do it and so that I can learn to program with the source engine. I've used the tutorials for compiling with VCE2005 and debugging the code, and when I attempt to debug, it builds, giving me about 7 warnings, but no errors. When it opens the window to run the code, instead of opening Half-Life 2, it comes up with the SDK Base menu background, but gives me the "New Game, Load Game, Options, Quit" options. When I click "New Game," it gives me the window that Half-Life 2 would give me for starting a new game, but instead of giving me the chapters to choose from, it has a checkbox with something like "HL#2" right over the words "New Game" in the upper left hand corner. Clicking "Start New Game" does absolutely nothing. I'm pretty sure I followed all the instructions correctly, but if someone could prove me wrong or just plain tell me what's wrong with the tutorial and tell me how to fix it, that'd be great.
 +
Metalsteve 17:37, 10 Jul 2008 (PDT)
 +
 
 +
===Source cameras and multiple views into a scene===
 +
 
 +
I'm new to the Source codebase and am reading trying to digest how parts of system and its terminology works.
 +
 
 +
If anyone can shortcut (or shortout if its really no go) the following aim that would be great.
 +
 
 +
I would like to be able add two cameras (or views?) into the scene. They would be in addition to the main first person camera, transformed by the same events transforming the main camera except with local rotational offsets (views to the sides). This is a fairly standard thing in visual simulation frameworks for correct peripheral vision but appears rarely in game engine design. With the recent 'threadification' of the SDK I was hoping that such a prospect may be possible now.
 +
 
 +
The purpose here is not to render to multiple monitors but to render multiple camera views onto the same monitor. I know that sounds a bit odd but I have worded it specifically like that in reference to other common links in the Source/HL2 network of resources.
 +
 
 +
The links I can find that come close are:
 +
 
 +
http://www.fpsbanana.com/tuts/208  : Unlimited Render Targets for Cameras
 +
This tutorial may be relevant although it is a few years old now. Would I have to set up several render targets for supplementary concurrent FPS cameras? Is the entire scene, rendered to texture through the main camera as part of the Source gui?
 +
 
 +
http://www.snarkpit.net/editing.php?page=tutorials&game=HL2&id=131  : Cycling through cameras
 +
The author here states pretty clearly that multiple concurrent cameras cannot happen although the statement is also tied to multiple physical monitors (dualview/horizontal span I assume, hence my comment above). This article is also quite old. Does it reflect the current state of the Source SDK?
 +
 
 +
http://developer.valvesoftware.com/wiki/Rear_View_Mirror  : Rear View Mirror
 +
This tutorial actually looks pretty close to what I may want to do, except have the mirror larger (third of the screen, no render overlap/overlay) and the camera pointing forwardsish. Again, do I need a material/texture to render to for main camera views?
 +
 
 +
Garry[[User:Keltie|Keltie]] 08:14, 27 Jun 2008 (PDT)
 +
 
 +
I do have an Idea, why don't you just parent an in level monitor to the player... [[User:MLSTRM|MLSTRM]] 14:35, 20 July 2009 (UTC)
 +
 
 +
===SDK Base Orange Box Bug help===
 +
Im working on a mod called Strider Mountain, maybe you've heard of it, anyway while upgrading to the Orange box SDK base I have noticed that the Jeep/Buggy is missing the front wheels and overall just doesn't work right. If anyone can help fix this the entire team would be SO Greatful! and would of course add you to the credits. please help! thanks [[User:Cubedude|Cubedude]] 17:31, 17 Apr 2008 (PDT)
 +
:I figured it out, I deleted the vehicle scripts in the mod files so it reverted back to using the vehicle scripts in the GCF. [[User:Cubedude|cubedude89]] 14:51, 19 Apr 2008 (PDT)
 +
 
 +
=== AI in TF2 ===
 +
Scince there doesn't seem to be bots coming to TF2 anytime soon, i thought that i might make some bots of my own. Anybody know how i would get started? also, i'd like it if all the bot activity could be serverside and not require a download or to boot up a completely different game.
 +
 
 +
:Actually, there are bots in TF2, and there is a youtube video from Katana314 that describes how to create and control them for machinima. [http://www.youtube.com/watch?v=2HcOt7aDiHQ Here's the video.] Unfortunately, these bots aren't programmed with AI of their own, as far as I know, so your best bet on getting started would be on learning how to control them and what all of the "bot_*" console commands do. I'm not sure if it's plausible, but I bet that you could make some sort of mod or something that would control the bots' AI from the server. The trick is just finding out how to do that.
 +
:oddly, once playing through TFe with bots on my server, a sniper jumped, and walked around within my map. How, I don't know.--[[User:MrTwoVideoCards|Gear]] 19:31, 3 May 2008 (PDT)
 +
 
 +
anybody else have any ideas?
 +
 
 +
=== Depth Buffer ===
 +
 
 +
I want write depth buffer to texture, to use it in my own postprocess shader. But I don't know how do they do it! Please, help me!
 +
[[User:Svan|Svan]] 23:30, 6 Mar 2008 (PST)
 +
:I think its a vmt parameter.--[[User:MrTwoVideoCards|Gear]] 19:31, 3 May 2008 (PDT)
 +
 
 +
===portal gun in hl2===
 +
 
 +
does any one know how i could put the portal gun or a weapon from counter-strike in 2 hl2
 +
 
 +
Thanks
 +
 
 +
[[User:Ferretboy54|Ferretboy54]] 14:29, 2 Mar 2008 (PST)
 +
:You may want to see [http://www.primotechnology.com/2007/10/17/half-life-2-portal/ this]. The portalgun coding is not present in HL2, so it's really a hackish mod for [[Portal]], plus a million unwanted errors. --[[User:Darthkillyou|Darthkillyou]] 09:29, 9 Mar 2008 (PDT)
 +
 
 +
===Portal Bullets===
 +
 
 +
I apologize if this is in the wrong spot, but it looked the best place to put it. I noticed in Portal that it has all of the hl2 models and everything. While playing portal, using the console, you can spawn the metro police for example wielding a pistol. The problem is that they cannot shoot you. They aim at you, the gun flashes like it's shooting but no bullets come out. Every hl2 gun will work in your hands though.
 +
 
 +
In portal, how can I (or anyone else) make the enemies actually shoot?
 +
 
 +
[[User:Evillordnikon|Evillordnikon]] 22:45, 17 Jan 2008 (PST)
 
   
 
   
::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. [[User:THX-1138|- THX-1138]]
+
I think it is because they're no ai nodes in portal maps. you could map edit the level in game by typing [[map edit]] and your desired map to edit the bsp and place nodes.
 +
 
 +
===CThread Usage===
 +
 
 +
I am working on a University project using a motion controller as a means to control a prototype game using the Source engine... please see this question as an act of my desperation!
 +
 
 +
I am looking for a way to continuously grab some data for use in my mod from a socket (the motion controller data is already being sent via a socket).  I thought that running my own thread would be a way to achieve this... I have created my own class CThreadTest which extends CThread (in threadtools.h).
 +
 
 +
 
 +
Here is my code:
 +
 
 +
[http://pastebin.com/f7280e284 threadtest.cpp]
 +
 
 +
[http://pastebin.com/f523a5b1c threadtest.h]
 +
 
 +
The call is on line 21 - within C_BasePlayer::Spawn() - here: [http://pastebin.com/f670090ad c_baseplayer.cpp]
 +
 
 +
 
 +
My thread starts, runs and within the overridden Run() function enters a while loop which completes a simple 'test' (printing out to the console every second for X times) and finishes. My thread class is a singleton and I am starting the thread in the CBasePlayer::Spawn() function. However, when I load a map, my thread starts but the game world does not load until the thread has completed, suggesting to me that the thread is not running in parallel / concurrently with the game code.
 +
 
 +
Any help or advice would be greatly appreciated as I haven't had much luck searching the web, forums or asking experienced (HL2) coders. Perhaps another method to achieve my aim is a possibility?  Please bare in mind I'm a fairly novice programmer =)
 +
 
 +
Kind regards,
 +
 
 +
[[User:Obli|Obli]] 09:42, 3 Dec 2007 (PST)
 +
 
 +
---
 +
 
 +
EDIT: My thread was running all along (!).  I was incorrect to instantiate and run my thread in C_BasePlayer::Spawn().
 +
 
 +
As a test to determine if my thread was working I created it 10 seconds in to the game using:
 +
 
 +
  if(gpGlobals->curtime > 10.0)
 +
  {
 +
      CThreadTest::GetInstance();
 +
  }
  
:::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. :) [[User:Giles|Giles]] 10:44, 2 Apr 2006 (PDT)
+
...and it runs fine!
  
::::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.
+
If any official word regarding the use of CThread surfaces, I would still be interested to hear =)
::::[[User:THX-1138|- THX-1138]] 19:41, 15 Apr 2006 (PST)
+
Now, on to using sockets...! --[[User:Obli|Obli]] 15:50, 6 Dec 2007 (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.
+
=== Changing player direction while jumping ===
:::::[[User:Eaglebird|-Eaglebird]]
 
  
===Map Profiling===
+
Hello, I'm working on a 3d side scroller in the source engine and want the player to be able to change direction while they are in the air instead of carrying the momentum they had when they hit jump. I've checked the whole gamemovement file and more and i just can't find that code. Maybe somebody knows where this code is?
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? --[[User:PiMuRho|PiMuRho]] 10:33, 13 Mar 2006 (PST)
+
[[User:Angrycrow|Angrycrow]] 05:29, 25 Dec 2007 (PST)
:Are you talking about the map overview in Counter-Strike: Source? --[[User:Steamfraiser|Steamfraiser]] 07:57, 22 Mar 2006 (PST)
+
:If you can't find it, perhaps it's "under the hood" (i.e. in the '''game engine''' itself) which would mean that it cannot be changed directly. It's probably part of the physics engine of the game, but perhaps there could be a work-around to "inhibit" that through custom code... I wouldn't have a clue. --[[User:Etset|Etset]] 14:42, 25 Jan 2008 (PST)
::Kind of. Imagine the overview, but with all the player paths plotted on it, showing the routes they took during a game. --[[User:PiMuRho|PiMuRho]] 23:49, 28 Mar 2006 (PST)
+
::I thought this was as easy as modifying the sv_airaccelerate cvar. If not, check out the two lines that clamp wishspeed in CGameMovement::AirAccelerate. Although considering this question was posted over 2 months ago, maybe not so helpful... let me know. --[[User:Neverender|Neverender]] 23:15, 9 Mar 2008 (PDT)
Try overview_tracks 1&mdash;'''[[User:Ts2do|ts2do]]''' 23:50, 28 Mar 2006 (PST)
 
  
 +
=== Sending player data from client to server ===
  
===Faceposer: Extracting part of a wav ===
+
Do you have any idea where's the code that sends client data to the server in HL2MP ? I'm looking for it because I seem not to have any kind of information regarding the client's WorldToScreenMatrix() (or anything like it) from the server side, and I need it for some aiming code, and from what I've seen, some bullet dispatching code is done in the client side (like machine guns), and the RPG, grenades, projectiles are done on the server side. --[[User:Cippyboy|Cippyboy]] 22:12, 13 Feb 2008 (PST)
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? --[[User:Spektre1|Spektre1]] 00:45, 10 Mar 2006 (PST)
 
:It crashes on me whenever I do that for as long as I could remember. -- [[User:Sodabus|Sodabus]] 20:23, 13 Mar 2006 (PST)
 
  
===Respawning a player===
+
=== CS:S AI, Classes and Multiplayer Saving ===
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.
+
Some friends and I are making our first mod and we have a few questions.
: You can add JumpToPosition() to the end of Spawn(). Also GetPlayerSpawnSpot() (or such) in the spawn-function can be put in an if. --[[User:Dutchmega|dutchmega]] 03:19, 9 Jul 2006 (PDT)
+
1. Is it possible to use/copy over the Counter-Strike AI to the mod (for use as enemies)? If so, how do we do so?
 +
2. Our mod will have classes that can use all weapons but react differently (different class has different accuracy, etc). How would you recommend going about this?
 +
3. This will be a multiplayer, kind of story based mod. Different weapons and equipment can be found along the way and it is possible to enter levels in different orders, only kill some enemies, come back later and kill the rest. This makes saving difficult. How do we do it? (I think I can do it but it will be really easy to cheat...) --[[User:erebfaer|erebfaer]] 16:15, 20 May 2008 (EST +10)
  
===Custom elevators...howto?===
+
=== Client missing DT class CWeaponBrickbat ===
Howdy again. I'm still on the same map as previously, and I'd like an elevator on it. However, as this map's a recreation of a map from another game, the elevator prop used in the WiseElevator example file would be VERY out of place. Additionally, I'd like to use my own doors. How would I do this? And since the WiseElevator file is as clear as mud, how do I make an elevator in the first place? My func_tracktrain isn't working... --[[User:ElvenNerfer|ElvenNerfer]]
 
:You need more detail than [http://www.sdknuts.com/tutorials/wiseElevators.asp this]? --[[User:Mark WiseCarver|wisemx]] 15:41, 21 Feb 2006 (PST)
 
  
:Try [http://forum.interlopers.net/viewtopic.php?t=2393 this tutorial] or [http://forum.interlopers.net/viewtopic.php?t=1852 this one].
+
'''''Note from writer: You can feel free to fix any mispell I got becaus english is not my mother languge, and I really was kinda rushed'''''
  
===Languages in Source===
+
I am currently working on a mod for Half-Life 2 Single Player and desided to practice on the weapons that were blocked for some reason (and as I can see, or you [valve] could'nt fix it at all, and that means that you [valve] wont help me much now. or you just didnt had the time becaus for some reason I fixed it in less than a hour, but still not fixed evrything apperantly...
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'); [[User:FishBrainX|FishBrainX]]
+
Anyway, my problem is that:
 +
I took the Grenade_Brickbat and the Weapon_Brickbat and started fixing its compile errors one by one, when I finnaly fixed evrything in both (3 warnings on weapon_Brickbat) I opened my mod to see if they work now (should be an ugly sight becaus a lot of stuff like model and others are not defiend, but I just wanted to see if it works) so I lounched it, becaus I still did'nt make a GUI that lets me open a map, I just wrote in console "map [name of map I made]" it started loading it, but then id disconnected me and when I cheaked the console it said:
  
I've seen someone have the issue of the console closing when they type also&mdash;'''[[User:Ts2do|ts2do]]''' 07:00, 1 Feb 2006 (PST)
+
  Client missing DT class CWeaponBrickbat
:You don't have the problem when you set keyboard-setting to "United States" instead of "United States - Internation" --[[User:Dutchmega|dutchmega]] 03:20, 9 Jul 2006 (PDT)
+
  Host_EndGame: CL_ParseClassInfo_EndClasses: CreateDecoders failed.
  
===Localization===
+
I am gonna try to run it under a debugger and see what I can learn, if nothing would work, I will add the full console log.
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. --[[User:Spektre1|Spektre1]] 04:12, 30 Jan 2006 (PST)
 
  
===No Such Variable===
 
I've had this map running, but now when I try to compile and run the map CS:S crashes.
 
Then only thing I noticed in the comple log is this bit.
 
 
Creating default cubemaps for env_cubemap using skybox materials:
 
skybox/sky_day01_01*.vmt
 
Run buildcubemaps in the engine to get the correct cube maps.
 
  
No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
 
Can't load skybox file skybox/sky_day01_01 to build the default cubemap!
 
 
I have tried other Sky textures and the HDR texture and it always happens.
 
  
'''[[User:Damianogre|Damianogre]]''' <sup>([[User talk:Damianogre|talk]])</sup> Jan 18, 2006
+
Edit:
 +
I added my console log becaus the debug did'nt show any error exept the normal AI error when I load a map...
 +
 
 +
Console log:
 +
  CSoundEmitterSystem:  Registered 5136 sounds
 +
  scripts\talker\npc_barney.txt(token 15) : Multiple definitions for criteria 'IsMap_d3_c17_09'
 +
  CResponseSystem:  scripts\talker\response_rules.txt (217 rules, 213 criteria, and 208 responses)
 +
  maxplayers set to 1
 +
  Heap: 256.00 Mb
 +
  Parsed 23 text messages
 +
  execing config.cfg
 +
  cc_lang =
 +
  Sound Initialization
 +
  DS:headphone configuration detected
 +
  Set primary sound buffer format: yes
 +
  Using secondary sound buffer
 +
      2 channel(s)
 +
      16 bits/sample
 +
      44100 samples/sec
 +
  DirectSound initialized
 +
  Sound sampling rate: 44100
 +
  4 CPUs, Frequency: 3.0 Ghz,  Features: GenuineIntel SSE SSE2 MMX RDTSC CMOV FCMOV
 +
  GetAllManifestFiles:  Unable to load maplist.txt
 +
  execing valve.rc
 +
  ] map infl_d7_combine
 +
  Spawn Server infl_d7_combine
 +
  env_cubemap used on world geometry without rebuilding map. . ignoring: metal/citadel_metalwall076a
 +
  env_cubemap used on world geometry without rebuilding map. . ignoring: metal/citadel_metalwall076a
 +
  Begin loading faces (loads materials)
 +
  End loading faces (loads materials)
 +
  execing skill_manifest.cfg
 +
  execing skill.cfg
 +
  PrecacheScriptSound 'NPC_CombineBall_Episodic.Explosion' failed, no such sound script entry
 +
  PrecacheScriptSound 'NPC_CombineBall_Episodic.WhizFlyby' failed, no such sound script entry
 +
  PrecacheScriptSound 'NPC_CombineBall_Episodic.Impact' failed, no such sound script entry
 +
  Model models/weapons/w_bb_bottle.mdl not found!
 +
  Invalid file size for motd.txt
 +
  Section [Scenes]: 1096 resources total 17.54 KB, 0.84 % of limit (2.10 MB)
 +
  Created class baseline: 7 classes, 1161 bytes.
 +
  Game started
 +
 
 +
  Half-Life 2
 +
  Map: infl_d7_combine
 +
  Players:  1 / 1
 +
  Build 3531
 +
  Server Number 1
 +
  material "vgui/hud/xbox_reticle" not found
 +
  --- Missing Vgui material vgui/hud/xbox_reticle
 +
  No pure server whitelist. sv_pure = 0
 +
  CAsyncWavDataCache:  0 .wavs total 0 bytes, 0.00 % of capacity
 +
  Initializing renderer...
 +
  Level unlit, setting 'mat_fullbright 1'
 +
  Warning: using WorldTwoTextureBlend on a non-displacement surface.
 +
  Support for this will go away soon.
 +
      - Material      : nature/blendgrassgravel002a
 +
      - Surface center : -1128 424 0
 +
  Warning: using WorldTwoTextureBlend on a non-displacement surface (material:
 +
nature/blendgrassgravel002a). Support for this will go away soon.
 +
  DataTable warning: No matching RecvTable for SendTable 'DT_WeaponBrickbat'.
 +
  Client missing DT class CWeaponBrickbat
 +
  Host_EndGame: CL_ParseClassInfo_EndClasses: CreateDecoders failed.
 +
 
 +
  Dropped unnamed from server (Disconnect by user.)
 +
 
 +
--[[User:FrozenArmageddon|Frozen Armageddon]] 13:58, 28 Oct 2008 (PDT)
 +
:That weapon don't work very well simply because it got cut from HL2, so it wasn't used. So your just lucky to have the source for it as it's not being used, and is bound to be errored. -Craziestdan
 +
::FrozenArmageddon: [removed becaus I wrote some wrong stuff...]
 +
:::I never said not everyone gets the source at all! I meant, there is code in the source that was cut from HL2, but some are in pieces, some broke etc. So I was just trying to point out that it may not work because it's not complete? I also didn't read your whole post (pretty hard to read when the spelling is rushed). But by any chance (I haven't done weapons in a while, so I may be wrong) did you add the weapon to the c_weapon_stubbs? Every new weapon needs to be there. You'll need to add a line like this:
 +
    STUB_WEAPON_CLASS( weapon_brickbat, WeaponBrickbat, C_BaseHLBludgeonWeapon );
 +
And don't forget you need to make a weapon_brickbat.txt script in the mods script folder.
 +
This should actually fix it, I remember having your problem before. --[[User:Craziestdan|Craziestdan]] 14:15, 28 Oct 2008 (PDT)
 +
 
 +
Wow, sirusly, I am sorry that I said anything about your comment, becaus I think you just helped me a lot, im gonna try it now :D
 +
 
 +
oh, and sorry for the bad spelling, English not beeing mother languge and too much time in online chatting may change your spelling really badly as you allready noticed ^_^
 +
and btw, I wanted also to say that I don't think that the fragments are the foult, Becaus even when I excluded it, my map wont work and give same error as before...
 +
::Lol i keep fogetting my timestamp xD Anyway, I didn't realise you weren't english, anyway, glad it worked (if it did). Next time you need help post [http://forums.steampowered.com/forums/forumdisplay.php?f=195 here]. A lot more people check there rather then here. --[[User:Craziestdan|Craziestdan]] 14:15, 28 Oct 2008 (PDT)
 +
:::hmm... didnt work even after I added:
 +
  STUB_WEAPON_CLASS( weapon_brickbat, WeaponBrickbat, C_BaseHLBludgeonWeapon );
 +
:::and made a file called weapon_brickbat and copy\pasted (and changed abit) the weapon_crowbar :D
 +
::::Well I didn't actually mean put that identical line in, I meant something very similar. In that weapon stubbs file looking at the others should give it away. You need to make sure your line matches the weapon, and don't forget about case sensitive. I put WeaponBrickbat, but you might need WeaponBrickBat. Stuff like that you need to look out for. It may be another problem that idk about, because i've never been able to have 2 melee weapons in source, it always messes up somewhere. --[[User:Craziestdan|Craziestdan]] 14:31, 28 Oct 2008 (PDT)
 +
::lol this qustion gets long, anyway, Yea, I did copy\pasted it EXACTLY but when I looked at evry other code, it was allmost identicale... and I also tryed to expiriment abit with the .txt file, but still nothing works, im happy that you keep helping me...
 +
 
 +
'''''[http://forums.steampowered.com/forums/showthread.php?p=8341165#post8341165 BTW I posted it with more details in Steam Forums]
 +
'''''
 +
--[[User:FrozenArmageddon|Frozen Armageddon]] 04:26, 29 Oct 2008 (PDT)
 +
 
 +
Well it looks like someone just gave you the solution in the thread on that link, one that I actually forgot. But I didn't realise your in a MP mod?? Your weapon file must be included in both server/client projects for MP. --[[User:Craziestdan|Craziestdan]] 08:53, 29 Oct 2008 (PDT)
 +
 
 +
erm... im actualy making a Half-Life 2 Single Player mod... not mp >.>
 +
 
 +
Last message sent by [[User:FrozenArmageddon|Frozen Armageddon]] at 13:42, 29 Oct 2008 (PDT)
 +
 
 +
=== Changes won't appear in game ===
 +
This is a repost of a problem that several newcomers to modding have encountered when following the tutorial at http://developer.valvesoftware.com/wiki/My_First_Mod  After compiling and starting the game, none of the changes we make appear in the game. Specifically, we try to adjust the RPG rocket speed, but this just doesn't happen. Probably, this is due to some issue with DLLs, AppIds or similar. However, I can't find an answer anywhere. There is a discussion of the problem on the tutorial discussion page: http://developer.valvesoftware.com/wiki/Talk:My_First_Mod#Rocket_Speed_doesn.27t_change
 +
 
 +
Anyone?
 +
 
 +
--[[User:Diskonaut|Diskonaut]] 14:05, 15 May 2009 (UTC)
 +
 
 +
:I read the discussion and I guess the guy was lucky with his app id thing, its not really related, if your mod is orange-box based, just keep it at the default 218. You're going to need to give me more detail before I can help you. First what IDE or version of visual studio are you using? And if you're using VS, have you fixed the automatic copy of the dlls to the game folder?
 +
:--[[User:Psycommando|psycommando]] 19:47, 16 May 2009 (UTC)
  
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. --[[User:PiMuRho|PiMuRho]] 01:41, 25 Jan 2006 (PST)
+
== Material System ==
  
*  I'm getting the same errors in my compile log, but it's not allowing me to create a cubemap for water.
+
=== materials don't show up in 3d view ===
 +
When I make a Brush, it is a baby blue color and it doesn't show up -- 20:49, 9 Dec 2007 (GMT) {{unsigned|Octoplasma}}
  
    Creating default cubemaps for env_cubemap using skybox materials: skybox/jungle*.vmt
+
:Did you put the material in the right folders? --[[User:Darthkillyou|Darthkillyou]] 18:49, 17 Feb 2008 (PST)
    Run buildcubemaps in the engine to get the correct cube maps.
+
:Sounds to me as if you have your View set to "3D Filled Polygons". You might try changing your View to "3D Textured Polygons". Go to View at the top of Hammer. Find "3D Textured Polygons" & click on that. Textures will immediately be visible in the 3D view. --[[User:YPE|YPE]] 09:02, 21 May 2008 (PDT)
    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.
+
=== Half-Life 2 Episode 2 textures ===
 +
I'm mapping for Deathmatch & would like to use a few models from Half-Life 2 Episode 2. I extract all necesarry model & texture files to thier proper respective directories, yet when I use the Model Viewer or Model Browser in Hammer, the models appear as being non-textured. I can extract models from Ep1 & CS:S all day long without any such problems. I have run into the same problem extracting non-model textures from Ep2 as well. I'm thinking it may have something to do with different engine versions (Ep1 & OrangeBox). Am I correct in that assumption? Is there any sort of work-around for this? Would using [[VTFEdit]] help me in this endevor?
 +
--[[User:YPE|YPE]] 09:08, 21 May 2008 (PDT)
 +
:First of all, you are not allowed to use the materials in any other games, even VALVe games, except for OB games. Second, all of those files are newer versions, so they won't work anyway. [[User:Solokiller|Solokiller]] 10:43, 21 May 2008 (PDT)
 +
:Solokiller, Thank you for answering my question. I was not aware of any such restriction. Would you be so kind as to post a link to the information you describe? --[[User:YPE|YPE]] 18:57, 22 May 2008 (PDT)
 +
:I've had some time to think about your answer. I think your wrong. I was under the impression that all Source Engine games were open-source, which can be confirmed here: [[Decompiling_Maps#Levels_of_security_for_map_makers|Levels_of_security_for_map_makers]]. It's the third paragraph, last sentence. [http://en.wikipedia.org/wiki/Open_source#Open_Source Wikipedia's definition of open-source.] --[[User:YPE|YPE]] 16:26, 23 May 2008 (PDT)
 +
::There is a large difference between what is stated there and the truth. The writes assumes that, because you can decompile a map and retrieve all data as if it were the original vmf, you can use anything and everything from any Source engine game in any other Source engine game. This is not the case. See http://developer.valvesoftware.com/wiki/Mod_Content_Usage for more information. [[User:Solokiller|Solokiller]] 04:42, 24 May 2008 (PDT)
 +
:We'll see about that. I just emailed [mailto:sdk@valvesoftware.com sdk@valvesoftware.com] about exactly what i can use that was not included in the SDK. I also requested if I could post thier response here. Hopefully it will be an expeditious & positive response.--[[User:YPE|YPE]] 16:23, 24 May 2008 (PDT)
 +
:Seriously you're wasting your time emailing them, and it rather work out if you just Ported textures over inside your own mod. There's no problem with mixing them that's for sure, or bringing in your own. Also Aside that, Half Life 2 Deathmatch '''will not''' ''support'' the '''New texture type''', therefore your straight out of luck, and instead you would have to ''build your own'' MP mod to utilize the new ''engine features''. Besides that sadly mapping for Dm is sadly dead for reasons I can't seem to understand. Now you're questions have been answered and theres no workaround sorry.--[[User:MrTwoVideoCards|Gear]] 18:50, 24 May 2008 (PDT)
 +
::You can downgrade the textures... --[[User:Frostbite|Frostbite]] 19:08, 24 May 2008 (PDT)
 +
:I never imagined the can of worms I was about to open with my initial question. Seems there's quite a bit of confusion as to what is "allowed" & "not allowed". I am ''not'' all about taking some mod team's work & ripping it apart just so I can make a single Deathmatch map. I am limiting my content to only Valve Software's original models & textures. Those being from: HL2, HL2:EP1, HL2:EP2 & CS:S. From what I see in [[Mod_Content_Usage]], It looks like all of the games listed are "allowed" to be used. It is also an old page, as it does not contain any information on any of the ''Orange Box'' games. Seeing as how all of those games listed are from Valve Software & the SDK was updated with the new Orange Box games so people could mod from them, I don't see anything wrong at all with using a few models or textures from HL2:EP2. After all, I did pay for those games. Speaking of my initial question, I answered it myself with a download of [[VTFEdit]]. [[User:Frostbite|Frostbite]] is correct in that the version of the textures can be downgraded to work with the older Source Engine. I now have a fully textured, working model from HL2:EP2 in my HL2:DM. Even though it's possible, I doubt that I will use very many. Doing so is quite time consuming.--[[User:YPE|YPE]] 20:53, 24 May 2008 (PDT)
 +
::It's is illegal to use Episode 2 materials in anything not OB, that said, don't say i didn't warn you. [[User:Solokiller|Solokiller]] 05:58, 25 May 2008 (PDT)
 +
:: :O! Thats Why I hesitated on making any ep2 MP maps.--[[User:MrTwoVideoCards|Gear]] 05:59, 25 May 2008 (PDT)
 +
: Warning heeded. The HL2:EP2 model & it's textures have been removed. --[[User:YPE|YPE]] 10:45, 25 May 2008 (PDT)
 +
:: I now know that I ''cannot'' use any HL2:EP2 models or textures. I know it may seem like I'm dragging this out, but for clarification, I need to know if I can still use models or textures from HL2:EP1 or CS:S. What I ''thought'' was ok, was not. If I can't use those either, I might as well delete the map I was working so hard on. I would have to totally rework the map. :(  --[[User:YPE|YPE]] 13:34, 26 May 2008 (PDT)
 +
::If you cannot normally access the files when mapping for the game in question, then you can't use the other game's content. In other words, when mapping for Hl2: DM, only content available for that game normally can be used. You should not have to extract files to use them, if you do, then you either have a corrupted/faulty copy, or are doing things wrong. [[User:Solokiller|Solokiller]] 06:36, 27 May 2008 (PDT)
 +
:I want to thank everone that has spent time responding to my question. Especially Solokiller for setting me straight on this subject. I clearly had no idea. Thank you. All other game content has been removed. --[[User:YPE|YPE]] 10:31, 27 May 2008 (PDT)
  
--[[User:The4saken1|The4saken1]] 20:40, 22 Feb 2006 (PST)
+
== Mod Files ==
  
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?
+
===No Hud On Start?===
Please help us Valve/Steam
+
Hi everyone. I'm sort of "begginer" to the whole modding thing, but im interested. how do I make me spawn with a hud showing already (health, armour, weapons, etc.) I always have to do Sv_cheats 1, then impulse 101, I want to be able to spawn, withput having to do that, or without having to put an HEV suit in my map all he time. Thanks. --[[User:Shield543|Shield543]] 08:22, 18 Jun 2008 (PDT)
  
"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"
+
wel,for as far as i know it'snot possible to start with the suit already on unless you picked it up in a previous map, but you might try putting your suit directly under the spawn point, and set a flag so that it doesn't do it lenghty introduction music etc.
Can't load skybox file skybox/sky_day01_01 to build the default cubemap!
 
Finding displacement neighbors..."
 
  
IBENVIRO (Frustrated SDK user)
+
===Error?===
 +
I am a novice to modding, as in never done it before, however for good reason as every time i have tried to make a mod to anything i get an error page saying "Can't open ''CreateModFiles\source2009\gameinfo_sp.txt'' for reading". Now rather than whining about it here I have spent some time trying to solve the problem myself by refreshing SDK content; reset game configurations and even tried to find the file myself and now I have no clue what to so can someone please help me out?--[[User:Theshawnacorn|Theshawnacorn]] 7:48PM 11/01/2011
  
:You could try [http://www.interlopers.net/errors/index.php?e=2-42 this] page for more information.--[[User:Cloudwalker8|Cloudwalker8]] 02:53, 3 Aug 2006 (PDT)
 
  
===Custom voice===
+
I have recently encounter this same problem (today actually), and found out that the required files aren't in the SDK for Source 2009 but they are there for The Orange Box (Source 2007). Using GCFScape, you can extract root\launcher\CreateModFiles\orangebox and place it in C:\Program Files (x86)\Steam\steamapps\*account name*\sourcesdk\launcher\CreateModFiles (or wherever the your Steam folders are located) you will have to create the "CreateModFiles" folder. Once the Orange Box files are in there, rename "orangebox" to "source2009". --[[User:Yottabyte|Yottabyte]] 23:38, 3 February 2011 (UTC)
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..."&mdash;but the custom sound isn't in the list. I suppose I need to get it there somehow. &mdash;'''[[User:Maven|Maven]]''' <sup>([[User talk:Maven|talk]])</sup> 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. --[[User:Spektre1|Spektre1]] 23:31, 3 Nov 2005 (PST)
+
===Updating Client Files for your MOD?===
 +
After releasing the 12th version of my MOD, I must say I'm tired of creating an installer and patcher each time.  It takes a while to do both, which means a delay each time I do it. Does anyone know of a freeware (read: not bullcrap shareware which is all I could find in searches) file update manager?  Something similar to Steam's content update system would be perfect, where it periodically checks for updates to their files. Thanks.--[[User:Tj9991|Tj9991]] 18:54, 6 Nov 2007 (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. -- [[User:Sodabus|Sodabus]] 23:45, 3 Nov 2005 (PST)
+
Umm, maybe try using SVN? That might help you release patches and small updates easily, but for the major versions I'd still suggest putting it BOTH into the SVN as the full game file pack (no need for installers :D) and to where you usually put them as an installer. I suggest you find out more about SVN here: http://subversion.tigris.org/ Then if you need a free SVN host, try google code's svn: http://code.google.com That would require you to make it open source, though. -- 13:32, 28 Jan 2008 {{unsigned|Esa94}}
  
:::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. &mdash;'''[[User:Maven|Maven]]''' <sup>([[User talk:Maven|talk]])</sup> 11:25, 4 Nov 2005 (PST)
+
===Removing the Achievements segment on the Main Menu===
 +
i am making a small mod for HL2:EP2 and when i start it up it has the achievements menu and the commentary menu segments, how can i get rid of them? -- 1:56, 05 Aug 2009 [[User:brendanmint|brendanmint]]
  
:::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? &mdash;'''[[User:Maven|Maven]]''' <sup>([[User talk:Maven|talk]])</sup> 13:53, 4 Nov 2005 (PST)
+
== Video Editing/In-Game ==
 +
===Regarding creating entities in-game (ent_create)...===
  
::::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. -- [[User:Sodabus|Sodabus]] 04:57, 5 Nov 2005 (PST)
+
In TF2, I've been trying to make entities in a multiplayer server using ent_create and prop_physics_create and any other thing that creates entities, but it doesn't work because I do not know how to properly write the command (how do I even name the entity I create?), there's nothing about it anywhere and there isn't an article on it.
  
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 <code>source engine.gcf</code> (which is where <code>scripts/game_sounds_manifest.txt</code> is stored)? That wouldn't be a solution&mdash;just a way of confirming what the problem is, but that's a start. &mdash;'''[[User:Maven|Maven]]''' <sup>([[User talk:Maven|talk]])</sup> 10:29, 5 Nov 2005 (PST)
+
It's like no one even heard of the command...
  
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. &mdash;'''[[User:Maven|Maven]]''' <sup>([[User talk:Maven|talk]])</sup> 10:39, 5 Nov 2005 (PST)
+
Any help would be appreciated.
  
'''Update''': It works fine in a mod. I'd still like to get it working for HL2SP, but for now I'm happy. &mdash;'''[[User:Maven|Maven]]''' <sup>([[User talk:Maven|talk]])</sup> 13:46, 5 Nov 2005 (PST)
+
[[User:Sockpuppetclock|Sockpuppetclock]] 06:24, 27 Sep 2008 (PDT)
  
[[Image:Cc_lostcoast_alter.jpg|right|thumb|An altered stock token in the Lost Coast.]]
+
prop_physics_create props_mining/rock001.mdl
: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. -- [[User:Sodabus|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:
+
:Quotes are only needed if there is a space in the name which is super rare in Valve stuff these days if at all, :something like this would be very rare ;
  
::* Choosing the custom token from the WAV file list and pushing OK
+
prop_physics_create "props folder with spaces/model name with spaces.mdl"
::* 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. -- [[User:Sodabus|Sodabus]] 18:04, 5 Nov 2005 (PST)
+
:Or something more complex (HL2DM!) ;
  
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!
+
prop_physics_create props_junk/propane_tank001a.mdl;ent_create npc_satchel;ent_fire npc_satchel explode;ent_create prop_combine_ball;ent_fire prop_combine_ball explode;say BOOOOM!!!
  
IBENVIRO (Frustrated SDK user)
+
:But for any of these '''You Need sv_cheats 1 enabled!''' --[[User:Jenkins08|Jenkins08]] 11:00, 19 April 2009 (UTC)
  
===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. --[[User:Spektre1|Spektre1]] 23:38, 3 Nov 2005 (PST)
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===Sound not syncing - host_framerate still set to 30===
 +
Hi there, in FakeFactory 8, which uses Source Engine version 14, none of my exported AVIs are synced correctly to the sound. Does anyone know how I can fix this?
 +
--[[User:Tgp1994|Tgp1994]] 03:34, 23 May 2009 (UTC)
 +
:Thanks for all the help everyone >.> Turns out I needed to use a different codec.
  
:Is [[SDK Known Issues List]] what you're looking for? &mdash;'''[[User:Maven|Maven]]''' <sup>([[User talk:Maven|talk]])</sup> 13:55, 4 Nov 2005 (PST)
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== Shaders ==
  
:: 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. --[[User:Spektre1|Spektre1]] 23:07, 4 Nov 2005 (PST)
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=== How do I initialize arrays inside shaders? ===
  
::: 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. --[[User:Amckern|Amckern]] 18:19, 24 Mar 2006 (PST)
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If I have myshader.fxc and it contains a global variable:
  
===Black Model Bug / BSP Cubemap Bug===
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float coefficients[200];
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. --[[User:Bean|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?--[[User:Bean|Bean]] 13:46, 14 Nov 2005 (PST)
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how can I initialize it from within the shader's .cpp file? -- 16:50, 17 Feb 2008 (GMT) {{unsigned|Christos}}
  
:: 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. --[[User:Spektre1|Spektre1]] 22:44, 15 Nov 2005 (PST)
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== Misc ==
  
:: Suffice it to say that 4 uses something (whatever it is) that's no longer available in v20 maps.  No matter what it is, Valve has it fixed and it's waiting to be released. Patience... the most annoying of virtues. (word is "[http://www.chatbear.com/board.plm?a=viewthread&b=4989&t=746,1131784693,28440&s=0&id=924537#11 soon]") --[[User:Demented|Demented]] 23:31, 15 Nov 2005 (PST)
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===Error with MountAppFilesystem===
  
===CS:S Map Help Needed===
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Everytime I testrun my map I get this error:
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)[[User:Joe|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.> --[[User:Spektre1|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. --[[User:Andreasen|Andreasen]] 02:13, 17 Feb 2006 (PST)
 
  
===[[Env_smokestack|Env_smokestack]] problems===
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MountAppFilesystem() failed: SteamMountAppFilesystem(218,35,0x4a6fd54) failed with error 21: A different version of this FS is already in use
*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? -- [[User:DAVLevels|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) -- [[User:DAVLevels|DAVLevels]] 02:36, 29 Dec 2005 (PST)
 
  
=== CS:S Satellite Dish Models ===
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I know this is an adressed problem and I have attempted that fix. I can't get it to work but I did grab my start-up process be fore I closed it:
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!
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<pre>
-- [[User:Marv|Marv]] 19:32, 11 Jan 2006 (PST)
 
  
Should be some in props_rooftop. Roof_dish001 and satellitedish02 come to mind. --[[User:Spektre1|Spektre1]] 00:16, 12 Jan 2006 (PST)
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** Executing...
 +
** Command: Copy File
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** Parameters: "c:\program files\steam\steamapps\krazy322\sourcesdk\bin\orangebox\bin\testmap.bsp" "c:\program files\steam\steamapps\krazy322\garrysmod\garrysmod\maps\testmap.bsp"
  
  
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? -- [[User:Marv|Marv]] 07:38, 12 Jan 2006 (PST)
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** Executing...
:I think what you found earlier was a texture not a model--[[User:Deadity|Deadity]] 05:03, 20 Feb 2006 (PST)
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** Command: "c:\program files\steam\steamapps\krazy322\sourcesdk\bin\orangebox\bin\vvis.exe"
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** Parameters: -game "c:\program files\steam\steamapps\krazy322\garrysmod\garrysmod" "c:\program files\steam\steamapps\krazy322\sourcesdk\bin\orangebox\bin\testmap"
  
There are some textures in /buildings which are transparent and have groups of dishes. --[[User:RabidMonkey|RabidMonkey]] 21:06, 9 Mar 2006 (PST)
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Valve Software - vvis.exe (Mar 11 2008)
 +
2 threads
 +
reading c:\program files\steam\steamapps\krazy322\sourcesdk\bin\orangebox\bin\testmap.bsp
 +
reading c:\program files\steam\steamapps\krazy322\sourcesdk\bin\orangebox\bin\testmap.prt
 +
  27 portalclusters
 +
  64 numportals
 +
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
 +
PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (0)
 +
Optimized: 0 visible clusters (0.00%)
 +
Total clusters visible: 667
 +
Average clusters visible: 24
 +
Building PAS...
 +
Average clusters audible: 27
 +
visdatasize:436  compressed from 432
 +
writing c:\program files\steam\steamapps\krazy322\sourcesdk\bin\orangebox\bin\testmap.bsp
 +
0 seconds elapsed
  
===Spheres and Cylinders===
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** Executing...
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? [[User:GlowRage|GlowRage]] 21:55, 16 Jan 2006 (PST)
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** Command: Copy File
 +
** Parameters: "c:\program files\steam\steamapps\krazy322\sourcesdk\bin\orangebox\bin\testmap.bsp" "c:\program files\steam\steamapps\krazy322\garrysmod\garrysmod\maps\testmap.bsp"
  
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). --[[User:Holtt|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. --[[User:Spektre1|Spektre1]] 02:43, 30 Jan 2006 (PST)
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** Executing...
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** Command: "c:\program files\steam\steamapps\krazy322\half-life 2\hl2.exe"
 +
** Parameters: -applaunch 215 -dev -console -game "c:\program files\steam\steamapps\krazy322\garrysmod\garrysmod" "c:\program files\steam\steamapps\krazy322\sourcesdk\bin\orangebox\bin\testmap"
  
: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 <code>func_details</code> mess with the sight of the NPCs, making them shoot the pillar and making hiding behind them impossible? (Not tested.) If so, then you might want to use solid pillars outfitted with two <code>func_details</code> 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. --[[User:Andreasen|Andreasen]] 04:55, 30 Jan 2006 (PST)
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</pre>
No..func_details are considered equal to world geometry&mdash;'''[[User:Ts2do|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. --[[User:Andreasen|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&mdash;'''[[User:Ts2do|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. --[[User:Andreasen|Andreasen]] 08:19, 1 Feb 2006 (PST)
 
::Search the VDC Optimization pages. You need a good balance of normal brushwork for proper divisions. --[[User:Mark WiseCarver|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|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. --[[User:Andreasen|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 [http://www.akilling.org/akg/tutorials/wiseColumns.asp 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 [http://www.akilling.org/akg/tutorials/wiseHINT.asp 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.--[[User:Mark WiseCarver|wisemx]] 05:05, 10 Mar 2006 (PST)
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I would love to get a hand with this. Thanks guys
 +
reaperz132@hotmail.com
  
===Problem with making own levels===
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:Uncheck Run Game after compiling, manually launch the game and type map <mapname>
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...
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:Your parameters for launching the game are incorrect...Should be something like;
WHAT SHOULD I DO??¨?
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<pre>"c:\program files\steam\steam.exe" -gameidlaunch 218 -dev -console -game "c:\program files\steam\steamapps\krazy322\garrysmod\garrysmod" +map testmap</pre>
[[User:Hokkis|Hokkis]] 10:03, 22 Feb 2006 (PST)Hokkis
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:Notice first of all its pointing to Steam.exe not hl2.exe (Steam.exe is used to launch all steam games now, Hl2.exe is not used to launch anymore but still an essential part of the games)
:Seems like you don't have any lights in your map. Either put some [[Adding_Light|light]] into your map or compile the map without [[Vrad]]. -- [[User:Koraktor|Koraktor]]
+
:Second of all is the AppID parameter, that has also changed from -applaunch to -gameidlaunch and also you were trying to load AppID 215 which is Source SDK Base (Episode 1 Engine) and if you look in garrysmod/garrysmod/gameinfo.txt you will see it's AppID '''218''' which is Source SDK Base 2007 (Orangebox) which is what Garrysmod uses as a base 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!!!
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:But my suggestion is don't launch from hammer especially if your map is cpu/gpu intensive then you wont get accurate framerate ingame because hammer will be in the background sucking up hundreds of MB of Ram.
:::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.
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: --[[User:Jenkins08|Jenkins08]] 07:08, 20 April 2009 (UTC)
::::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.) --[[User:Andreasen|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.[[User:Rodeoclown|- RodeoClown]] 15:20, 26 Apr 2006 (PDT)
 
  
===problem with loading map===
+
===Half Life 2 Mapping===
when i load my map, i get this problem in half life 2 console:
+
I don't own Half Life 2 on Steam, but I have it installed, and I can run Gmod, HL1 Source, and I have HL2: Death Match. Can I still create a HL2 Map with NPC's, and play it?
:CModelLoader::Map_IsValid:  No such map 'tunnel'
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clary.joshua@gmail.com
map load failed: tunnel not found or invalid
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:Yes! --[[User:Jenkins08|Jenkins08]] 10:31, 19 April 2009 (UTC)
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? [[User:Game4ever|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? ;) &mdash;'''[[User: BJ|BJ]]'''<sup>([[User talk:BJ|talk]])</sup> 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? [[User:Game4ever|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? &mdash;'''[[User: BJ|BJ]]'''<sup>([[User talk:BJ|talk]])</sup> 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)
 
  
===Problems With Running My Map On Counter Strike Source===
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===Making a map in Half Life Source===
 +
I own HL:Source, but I need to know what the dimensions of things are for this game! You guys have mappers references for HL2, TF2, Portal, L4D, and CS, but not HL1! Please help!
 +
Email answers to clary.joshua@gmail.com
  
After compiling my map and trying to run it gives this message on console
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===2D View Text in Hammer displays strangely===
 +
I think the title it fairly self-explanitory; the numerical text and letters displayed in the 2D fields are mostly illegible (or at the very least messed up). Other text doesn't seem to have a problem. Upgrading and changing graphics drivers had no effect, and I'm not sure what the cause could be. Doesn't seem to really impact level creation mechanics (unless you count being able to tell how big I'm making a brush without counting the grids as a 'mechanic'), but it essentially prevents me from using the editor.
  
Warning! Encountered old format VTF file; please rebuild it!
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A screenshot of one of the editor windows is here: [[http://i58.photobucket.com/albums/g247/UltimaGecko/badfont.jpg]]
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...
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I'd appreciate some suggestions [[User:UltimaGecko|UltimaGecko]] 20:19, 17 Sep 2008 (PDT)
  
:Did you compile your textures with [[Vtex]]? &mdash;'''[[User: BJ|BJ]]'''<sup>([[User talk:BJ|talk]])</sup> 03:43, 4 Jun 2006 (PDT)
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Same Problem. Anyone found a way to solve the problem?
 +
[[User:Sheak|Sheak]] 13:44, 28 March 2009
  
::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... [[User: ZumBr|ZumBr]]'''<sup>([[User talk:ZumBr|talk]])</sup>
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===Motionmapper screwups===
  
:::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... --[[User:CrabbyData|CrabbyData]] 02:51, 5 Jun 2006 (PDT)`
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Hey there - i've been trying to map a couple of standard male animations from sourcesdk_content\hl2\modelsrc\humans_sdk\Male_Animations_sdk to a custom size Valve Biped i created in XSI from the Biped Guide. Basically the rig is a little shorter overall and has less wide shoulders. I didn't change any names of bones or helpers or whatnot.
  
::::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 =/ [[User: ZumBr|ZumBr]]'''<sup>([[User talk:ZumBr|talk]])</sup>
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Now, aside from the fact that motionmapper seems to have problems mapping files over a certain number of frames (idle_subtle is the one i seem to remember) and ends it all by crashing, nearly ALL the smd files i end up with contain errors: 1.#QNAN0 and -1.#IND00 in the block that follows after "time 0". They seem to occur in pretty much the same "nodes" described in the first part of each smd (3,5,7.. 101, 103 etc. they vary from animation to animation).
  
:::::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... --[[User:CrabbyData|CrabbyData]] 06:35, 6 Jun 2006 (PDT)
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Oh, and using templatefiles ends in a crash right away.
  
::::::I did copied all the materials, sound and maps folder to another. And run CSS... then restored the backup and it remains the same... if you could give me your e-mail i will send a picture of what happen... now it keeps happening after what i did but at least the maps load...[[User: ZumBr|ZumBr]]'''<sup>([[User talk:ZumBr|talk]])</sup>
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Is there something wrong with the rig? The biped guide is explicitly intended for rig resizing, isn't it? I'm using XSI 6.01 with the Valve plugin. By the way, following the tutorial about mapping skeletal motion works.. I'm at a loss, help would be much appreciated!
  
:::::::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? --[[User:CrabbyData|CrabbyData]] 11:32, 6 Jun 2006 (PDT)
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[[User:PF|pF]] 06:52, 10 Jul 2008 (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...[[User: ZumBr|ZumBr]]'''<sup>([[User talk:ZumBr|talk]])</sup>
 
  
:::::::::Maybe it's an odd question: But how did you got CS:S? CD/DVD? Illegal? From Steam (online purchase)?
+
===Interesting Error Message.===
:::::::::*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.
+
  I'm not able to get Source SDK running. I keep getting the following error message.
:::::::::*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... --[[User:CrabbyData|CrabbyData]] 13:06, 6 Jun 2006 (PDT)
 
  
===hammer not loading===
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"MountFilesystem( 221 )failed: SteamMountFilesystem(4000,221,0x1c10fd64=,0x1c10fc54) failed with error 106: Failed to resize the cache file"
everytime I try to start up Hammer it says "access is denied" everywhere I go, no one knows the answer.
+
I click OK and it goes away. Any help? --[[User:Wombat|Wombat]] 18:17, 4 Jul 2008 (PDT)
 +
:Hi I'm sorry I don't know the fix but I'm  posting to say I have the same problem. Only the address is different. Could this be a hardware problem? I don't have problems running other steam apps or any other apps on my machine to my knowledge. Here is a rundown of things I have tried that haven't worked:
 +
*Verify the integrity of tool cache.
 +
*Run CSS and joined a server then quit and try to launch sourceSDK.
 +
*Set engine -ep1 in the launch options (I want to make a CSS map).
 +
*Uninstalled sourceSDK, performed a scandisk, re-installed sourceSDK.
 +
:Currently I'm downloading Half Life 2 EP 1 to see if it makes a difference to have it installed. --[[User:Super duper|Super duper]] 03:54, 15 Aug 2008 (PDT)
 +
::The address is probably going to be different each time you get that error. Memory is a dynamic thing. And stop using line breaks please, it makes my head ache. --'''[[User:Baliame|Baliame]]''' <sup>([[User talk:Baliame|talk]])</sup> 05:43, 15 Aug 2008 (PDT)
 +
:OK downloading Half Life 2 EP 1 fixed the problem now it launches, no errors! Wombat do you have HL2 Ep 1 installed? -- [[User:Super duper|Super duper]] 04:12, 15 Aug 2008 (PDT)
 +
:Is there any other way to get it to work? I just downloaded it and am annoyed because it took hours to download for just an error message. --[[User:Col6y|Col6y]]
  
:use this shortcut might work
+
===Overview? How to get started?===
"C:\Program Files\Valve\Steam\Steam.exe" -applaunch 211 -runhammer
+
I'm sure I must have missed it, but I can't find an overview of the most basic stuff (that is probably obvious to everyone here, but not to me). Like, I don't want to make a map, I want to have the death notices show up differently. Is that a mod? a plug-in? Does that mean compiling my own client? If I compile my own client, will the servers let me in? or will they think I'm cheating? Thanks so much! [[User:Myzipis02139|Myzipis02139]] 19:59, 31 May 2008 (PDT)
  
===Half-Life 2: Episode 1 .FGD===
+
===Adding New Maps to Source:Dedicated server===
Would anyone consider taking on the task of creating an FGD for Episode 1, if it's possible? I'd be nice to use it for SP maps to put HDR in and such. --[[User:AndrewNeo|AndrewNeo]] 21:25, 13 Jun 2006 (PDT)
+
Help! How can I add maps to the default that are in the dedicated server? I can't find a way to run maps that I have made for HL2:DM. I've tried to change the map to the one that I have made, to test it, but it doesn't show up in the options. I've tried to move the map to the dedicated server folder, but it doesn't seem to work. Any help would be appreciated!--[[User:Tiddlydum|tiddly]] 05:03, 17 May 2008 (PDT)
:HDR is already possible. And for the .fgd, it seems that Valve is working on a update for the SDK... (we all hope it's soon...) --[[User:Dutchmega|dutchmega]] 03:01, 14 Jun 2006 (PDT)
+
: Add it to %Source Dedicated Server Path%/hl2mp/maps -- I just tested, it should work fine. --[[User:Durub|Durub]] 14:44, 31 May 2008 (PDT)
:I played around with some of the gameinfo.txt settings for my mod, so that I could do some Ep1 stuff (I was interested in getting the commentary nodes to work). I stumbled upon a hack that kinda worked - changing the SteamAppID to 380 - but found that this caused Hammer to crash every 5 minutes. So I went back to waiting for the SDK Update. :) --[[User:Giles|Giles]] 03:18, 14 Jun 2006 (PDT)
 
::You will also need to add an HL2 gameinfopath, and create an Ep1 profile in VCONFIG. It should work fine then. --[[user:TomEdwards|TomEdwards]] 03:43, 14 Jun 2006 (PDT)
 
Ya...EP1 added itself automatically to my GameConfig.txt, and I tried to decompile one of their maps but it seems that they use a new version (20 rather than 19)&mdash;'''[[User:Ts2do|ts2do]]''' 08:16, 14 Jun 2006 (PDT)
 
*I decompiled the map with the newest version of VMEX, works just fine. Missing all the entities, when loaded as Half-Life 2, but that's to be expected. As a note to Valve, the core room is a work of art, both compiled and decompiled. --[[User:AndrewNeo|AndrewNeo]] 10:52, 14 Jun 2006 (PDT)
 
:I made a small unoffcial one although still not complete it'll do until VALVe releases an sdk update =) [http://www.hl-improvement.com/forums/index.php?topic=5295.0|The HIT Forum Post] --[[User:Frostbite|Frostbite]] 02:34, 17 Jun 2006 (PDT)
 
  
===Custom Hud Text in CS:S===
+
===Adding connection to a mysql server in a source mod===
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. <nowiki>= D</nowiki>
 
--[[User:RoadKill|RoadKill]] 10:10, 24 Jun 2006 (PDT)
 
  
===studiomdl.exe is not working===
+
Hi, i'm trying to share information about player on several servers and think Mysql is the faster way. But, i tried to use the mysql Libraire (C). But once the game launched and i try to create a listen server i receive this error report
When I trying to use studiomdl.exe to compile my models, I have this message: "Can't find steam app user info".
+
<pre>
I'm using Windows XP64. What should I do? Thanks! .--[[User:XeNos|XeNos]] 13:00, 27 Jun 2006 (PDT)
+
Missing RecvProp for DT_BasePlayer - DT_Local/m_iFOV
 +
</pre>
 +
I've solved it by adding the dll Libmysql.dll in the source sdk base folder.
 +
the game couldn't find the DLL in my mod bin directory. How to include it without having to copy bins in the source sdk directory?
 +
thanks by adavance
 +
Gael Motte [[User:Gmotte|Gmotte]] 02:03, 12 May 2008 (PDT)
  
===Skewed 2d grid problem===
+
===Hammer is not loading all the files for my game.===
  
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.
+
I am following the door tutorial for Portal and am finding that Hammer can not find some of the models and entities. For instance, I couldn't find the model for one of the sides of the door in the Model Browser, but when I typed in the path it worked.  I am also am not able to find the func_door entity. Any help would be appritiatedThank you.[[User:ShawnStovall|ShawnStovall]] 14:24, 23 Feb 2008 (PST)
  [http://img87.imageshack.us/img87/4145/2dhammergrid3lr.jpg 2d grid]
+
:You might be missing some models, try to reinstall Source SDK, and Portal, that should fix the problem.--[[User:MrTwoVideoCards|Gear]] 17:33, 31 Mar 2008 (PDT)
  
I've been searching for a solution for this for a couple weeks now. I've looked through forums, i've looked on here, tried valve support who dont support hammer apparently. If anyone has an idea on how to fix this please let me know i'll be very greatful.
+
===Networking: Opening TCP Socket on Port 27015 ===
  
: This has happened to me before and is an easy fix. Just update your graphics card driver. It worked for me. :) [[User:Cubedude|Cubedude]] 13:26, 28 Jul 2006 (PDT)
+
I am trying to establish a TCP connection to port 27015 on a standard TF2 server using PHP's fsockopen, but the connection attempt keeps timing out. Doing a port scan through the range 27000 - 27020 shows no open ports, but how can this be possible? Does anyone know which port to connect to in order to establish a TCP connection with the game server so I can implement a web-based RCON panel? --[[User:TGAcid|TGAcid]] 16:42, 17 Jan 2008 (PST)
 +
:Don't you want UDP? --[[User:Neverender|Neverender]] 23:18, 9 Mar 2008 (PDT)
 +
:The server has to have -ip in its command line, even if it's set to 0.0.0.0.  By default, Source servers bind rcon to 127.0.0.1, effectively disabling it. --[[User:BarkerJr|BarkerJr]] 18:12, 31 Aug 2008 (PDT)
  
===!speechtarget===
+
===Can you restrict Team Fortress 2 classes?===
Anyone know what this [[targetname]] does? --[[user:TomEdwards|TomEdwards]] 03:36, 25 Jul 2006 (PDT)
 
:Returns the entity to which the current NPC is talking to (looking at while talking) --[[User:Dutchmega|dutchmega]] 13:45, 27 Jul 2006 (PDT)
 
  
==Answered Questions==
+
Is there a way to restrict classes on a Team Fortress 2 map? I'm developing a map for snipers; I want to make it so that all the players spawn as snipers. They will still have all weapons. Can I somehow force this in Hammer, or do I have to simply set it with an admin option on a server? I've seen this done before (where, for example, everyone goes pyro and you have a melee only round). --[[User:Askiba|Askiba]] 16:38, 11 Jan 2008 (PST)
[[Help desk/Archive 1|Archive 1]]
 
===CS:S Lights (and shadows) are passing thourgh brushes===
 
Heyo, this would be my first post, and i hope i'm doing this correctly.
 
  
I'm making a simple CS:S funyard map, the most notable feature of my map is a lot of switchable lights (triggering using trigger_multiple).  My problem is that the 'light' and 'light_spot' entities i am using are shining through my walls and standing platforms.  (There is also a shadow of a 'weapon_scout' passing through a brush, that i can't seem to get rid of.)
+
:The only way to restrict classes that I know of is through a server admin mod such as Mani or Beetlemod, which was most likely what you saw on the server you visited. I know we experimented with limiting classes/buildable objects during sudden death with Beetlemod. --[[User:TGAcid|TGAcid]] 17:49, 17 Jan 2008 (PST)
visit [http://meat-shield.com/img/ 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...
+
===SDK not working correctly===
 +
Hammer crashes if I do anything - try to make brush, for example. Faceposer can't extract the phonems, writing "extraction successful but full recognization failed" or "Extraction complete", but it isn't! Re-installing SDK doesn't help. Earlier, I've used SDK, and it worked properly, and this problems came just after Orange Box SDK updates. But I don't have it! Please, help if you can.--[[User:1BloodYDoG1|1BloodYDoG1]] 06:55, 14 Nov 2007 (PST)
 +
:Have you tried [[Help_Desk#Cant_use_SDK_suddenly|the suggestion given here]]? If you don't own the Orange Box and run the SDK as is, it will be loaded for the orange box games. You should add "-engine ep1" to the Source SDK Launch options, like [[User:Woody|Woody]] [[Help_Desk#Cant_use_SDK_suddenly|suggests]]. Try that and see if it works! It seems to be causing a a headache to lot of people... --[[User:Etset|Etset]] 17:51, 19 Jan 2008 (PST)
  
Anyone know why this is happening?
+
===Hammer wont launch===
TYVM in advance. [[User:Hovis|Hovis]] 22:48, 7 Jul 2006 (PDT)
+
Everything in SDK works perfectly except Hammer, when i attempt to launch Hammer i get this error code:
 +
" MountFileSystem(312) failed:
 +
SteamMountFile System(3476,312,0x1a38fd64) failed with error 5: No Steam Content Servers are available "
 +
Any help would be appreciated also if someone could even just explain what the error code means so I have a chance of fixing it that would be very useful. [[User:MattDZR|MattDZR]] 07:45, 22 Feb 2008 (PST)
 +
:This is an error we all got, but now it's all fixed.--[[User:MrTwoVideoCards|Gear]] 17:33, 31 Mar 2008 (PDT)
 +
:We still get this error, this is NOT fixed. --dotISO 16:41, 10 May 2008 (PDT)
 +
:For you maybe, but for us yes. Something is wrong with your Hammer, try to re-install Source sdk, and next time add your signature thats linkable! :)--[[User:MrTwoVideoCards|Gear]] 21:31, 11 May 2008 (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]] --[[User:Deadity|Deadity]] 03:25, 8 Jul 2006 (PDT)
+
===SKD Will Not Launch===
 +
I have just installed Source SKD and I went to launch it and it come up with 'SKDlaunch.exe has stoped working' now my friend and I have tryd a few things like putting 'engine -ep1' also he changed somthing to do with the dep. He also said that it would launch fine as I have enought free ram and cpu to handel it. If theres any other info needed just tell me and I will get it.
 +
[[User:supernova|supernova]] 09:34, 23 Mar 2008 (gmt +12)
  
::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.  
+
===Error could not load:gameui===
::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.
+
)I have no idea where this would go, so sorry if it's in the wrong section) When building a map in Hammer for a mod when I try to compile it it says something like "Error could not load:gameui" I don't think i'm doing anything wrong. Any help would be appreciated--[[User:Kyn|Kyn]] 17:31, 31 Mar 2008 (PDT)
::Moving this to the answered section, and starting a new question for my 'too many lights' question.
+
:What game are you making a map for? Also you should tell Hammer not to run the game when Compile ends, and instead run the game yourself, and load it up via a console.--[[User:MrTwoVideoCards|Gear]] 17:34, 31 Mar 2008 (PDT)
 +
:Hello. I too am having the same problem. Either Hammer does not load the GAMEUI or it tells me that the Library was not loaded. I have tried uninstalling everything and reinstalling and no go. And to make matters worse when i try and run the map in the GAMES section of STEAM i get the same ERRORS; Could not load GAMEUI or Library not loaded. Before orange box i was able to make maps and compile with no problems. Everything in steam is up to date. I am very frustrated. --[[User:MasterLandShark|MasterLandShark]] 21:48, 6 Oct 2008 (PDT)
 +
:Hey. I am also having this problem but the game won't load at all, the window pops up, and then it just loses again with no errors or anything, also when i try to compile a map in hammer it says could not load gameui but i can't find a problem with the code at all. --[[User:MLSTRM|MLSTRM]] 12:29, 26 Oct 2008 (GMT)
 +
  :Almost there!! make sure you are compiling the code in release mode and when you run the game
 +
the menu etc will appear. but i still can't load my maps... --[[User:MLSTRM|MLSTRM]] 12:41, 09 Nov 2008
 +
Solution: Change in Configure Hammer panel on tab Build Programs Game executable to "$SteamUserDir\half-life 2 episode two\hl2.exe" instead of "$SteamUserDir\half-life 2\hl2.exe" (mod on Orange Box engine). --[[User:Rob3rto|Rob3rto]] 23:14, 8 April 2009
  
::[[User:Hovis|Hovis]] 14:17, 8 Jul 2006 (PDT)
+
The above solution does not help me...
=== Bizarre 3D Camera Behaviour ===
+
I was compiling under the Ep1 engine, and no problems were encountered. But I then switched over to the Orange Box engine, and I get this error. My Build Programs Game Exe. is the Ep2 .exe. But I still get this error. [[User:Legolas1649|Legolas1649]] 22:27, 20 May 2009 (UTC)
  
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:
+
i am have the same proble it was working fine last night and then to day nothings working.
  
        Warning: using WorldTwoTextureBlend on a non displacement surface
+
Uhh, there is no EP2.exe. HL2EP2 runs off it's own copy of HL2.exe.--[[User:Suroguner|Suroguner]] 06:04, 8 June 2009 (UTC)
        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.
+
Launch hl2.exe with -game ep2 parameter.[[User:SiPlus|SiPlus]] 16:40, 11 May 2010 (UTC)
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. [[User:THX-1138|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 method|half-and-half]]. --[[User:Giles|Giles]] 03:27, 30 May 2006 (PDT)
+
===Change CS:S display===
  
::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?[[User:THX-1138|THX-1138]] 15:59 30 May 2006
+
You know when you play CS:S the main menu says Counter-Strike: Source above the different options?  Is there a way to change this to something else like an inspirational message?
  
:::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]]. &mdash;'''[[User: BJ|BJ]]'''<sup>([[User talk:BJ|talk]])</sup> 08:09, 30 May 2006 (PDT)
+
Thanks
  
:::As well as what BJ suggested, Hammer keeps a backup of your penultimate save. Look for <code>mapname.vm'''x'''</code> 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) --[[User:Giles|Giles]] 08:25, 30 May 2006 (PDT)
+
-Ferretboy54-
 +
: Placement is in resource\ClientScheme.res text file. Text is in gameinfo.txt (Steam verifying this file every CSS launch, it can't be modified. [[User:SiPlus|SiPlus]] 12:52, 21 January 2010 (UTC)
  
::::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.[[User:THX-1138|THX-1138]] 13:03 31 May 2006
+
===Locust2===
 +
I save my map but whenever i put it into game or into an upload site it doesnt come with the saves, what do i do?
 +
:What? I the bsp does not include save files, you need to copy those over too.--[[User:MrTwoVideoCards|Gear]] 07:37, 23 Jun 2008 (PDT)
  
:::::I found [http://forum.interlopers.net/viewtopic.php?t=10644 this], this morning. Is this the problem you've been having? That details a workaround/temporary fix. --[[User:Giles|Giles]] 05:24, 31 May 2006 (PDT)
+
===Portal falling damage/regen ammo questions===
 +
I'm starting a mod on Portal, but it'll be a bit different than usual, for example, some maps will resemble plataform games and such, it'll have combat, etc.
 +
So I need to ask 2 questions:
  
:::::Yep, that was the problem, but it's fixed now, thanks to that solution. Cheers Giles and BJ for the help.[[User:THX-1138|THX-1138]] 12:09 01 June 2006
+
1. Is it possible to enable falling damage back on Portal, and at same time, keep the health regen? (not much programing knowledge)
  
 +
2. How can I make an weapon having infinite bullets or ammo that self-regenerates (like the airboat gun)?
  
 +
The falling damage is really important to me, as the gameplay depends on it. Please help me out with this :]
 +
Thanks
  
===Teleport issue===
+
-Murdock-
Is there a way of getting thrown grenades or weapons teleported thru a trigger_teleport or a point_teleport?--[[User:Deadity|Deadity]] 14:41, 9 Feb 2006 (PST)
 
  
:The only way to do it, if possible, would be to use trigger_teleport.  You should define a filter class ent that accepts npc_frag_grenade&mdash;'''[[User:Ts2do|ts2do]]''' 16:52, 9 Feb 2006 (PST)
 
  
::Would this be possible in Counter-strike? If it could, how?--[[User:Deadity|Deadity]] 04:27, 10 Feb 2006 (PST)
 
:::To find the name of entity that is used when the grenade is a projectile, you can start a server, type report_entities in console, throw a grenade, then type report_entities again.  The entity that is in the second but not the first is the name of the grenade projectile.  Use that for the filter class&mdash;'''[[User:Ts2do|ts2do]]''' 16:23, 10 Feb 2006 (PST)
 
::::So I tried to set '''hegrenade_projectile''' to be allowed by the filter_class, but it didn't work. It's like the trigger_teleport ignores those types of enteties. Why in fudges name? I do not understand.--[[User:Deadity|Deadity]] 06:47, 11 Feb 2006 (PST)
 
  
===Wave Material===
+
=== Floor of Goo ===
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?
+
Hi everybody. I need to know how to create a floor of goo, that forces players to slide above it. We can see such floors at Route Kanal chapter of HL2. I looked through the Documentation, but haven't found mention of this effect. I really don't know what is it: entity or something else? --[[user:StreetStrider]] 08:52, 13 April 2009 (UTC)
[[User:Rodeoclown|- RodeoClown]] 20:55, 25 Apr 2006 (PDT)
+
: Materials/Nature/Mud* << everything that is named Mud in the Nature folder should be slippery and slimy like Goo :)
 +
: Just place it like a regular material and your done! --[[User:Jenkins08|Jenkins08]] 10:20, 19 April 2009 (UTC)
 +
:: Thanks, I'll try. ) So, it's creates similar like a water. '''user:StreetStrider''' 15:14, 22 April 2009 (UTC)
  
: 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... &mdash;'''<font color="#10c010">Cargo Cult</font>''' <sub>([[User:Cargo Cult|info]], [[User talk:Cargo Cult|talk]])</sub> 00:34, 26 Apr 2006 (PDT)
+
=== Portalgun upgrade ===
 +
In a mod I'm making at the moment for portal I need the portal gun to be able to punt objects like the gravity gun. Any help?
 +
[[User:Smasher006|Smasher006]] 17:29, 19 April 2009 (UTC)
 +
:No this requires you to have access to the Portal Source codes which are under safe lock and key at Valve HQ. Meaning Portal, CSS, TF2, and at this present moment Left 4 Dead are all Closed Source games.  
 +
:Only [[Half-Life 2]] and the Episodes are "Open Source" meaning you can edit the game codes and upgrade/change such things --[[User:Jenkins08|Jenkins08]] 06:54, 20 April 2009 (UTC)
 +
::Any ideas on how I could still incorporate the gravity guns fuction in the mod?
 +
::[[User:Smasher006|Smasher006]] 15:23, 20 April 2009 (UTC)
 +
:::You could just have a place that the players could pick up weapon_physcannon. [[User:Hmmwhatsthisdo|hmmwhatsthisdo]] 01:55, 9 December 2009 (UTC)
  
:: 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 :) )[[User:Rodeoclown|- RodeoClown]] 04:05, 26 Apr 2006 (PDT)
+
=== Changing HUD Color ===
 +
I apologize if this is in the wrong section.
 +
Anyway, in the mod I am currently developing, I wish to change the color of the HUD, and possibly the font. Is there an easy way to do this, or is there C++ programming involved?
  
=== Hammer Crash / 3d view Problems ===
+
Also, while I'm at it, I'm confused by the differences of prop_static, prop_dynamic, and prop_physics. What exactly are the differences?
  
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
+
: I can only answer you the difference between static and dynamic props, static props are props that are 100% immovable and cannot be affected by outputs, however, dynamic props is almost immovable, it can be affected by outputs and can do animations
  
Athlon 64 x2 4200 (stock speed/no overclock)
+
:: VGUI HUD color can be changed thru mod\resource\ClientScheme.res file (it's just text file, use Notepad or smth similar to edit it). Also, about props:
1 GB of RAM PC3200
+
::: Prop_static was made only for static, non-animated props. The entity removes from map at compilation stage and converts to StudioRender code.
X1900 XTX (stock speeds/no overclock)
+
::: Prop_dynamic is for animated models, NPC models or models that moving or rotating dynamically.
x1900 Crossfire (stock speeds/no overclock)
+
::: Prop_physics is for pushable and dropable models (physics support). [[User:SiPlus|SiPlus]] 12:49, 21 January 2010 (UTC)
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.
+
==Answered Questions==
 +
===Adding a output in-game===
  
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 have a trouble adding a output to an entity, like a player forexample. I am trying to add a output on a trigger_once to cause a activators health to drop to zero. I type ent_fire trigger_once addoutput onstarttouch player,sethealth,0,0,1
 +
but it keeps saying "
 +
AddOutput input fired with bad string. Format: <output name> <targetname>,<inputname>,<parameter>,<delay>,<max times to fire (-1 == infinite)>" and I don't know what I am doing wrong, does anyone knows what I actually should type?
 +
~Christoffer395
  
I tryed turning AA and AF on and off, i also tryed turning crossfire on and off. still no go.
+
Try this; Create a trigger hurt in the area which kills the player instantly
 +
OR
 +
ent_fire trigger_once AddOutput "OnStartTouch !player,SetHealth,0,0,0"
  
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.
+
: '''DONT''' use AddOutput that is a very dangerous command.
 +
: '''''AddOutput <string>''''' <pre>Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care. </pre>
 +
: And you should use '''!activator''' when dealing with triggers not !player especially in Multiplayer
 +
: Why are you doing this from the console anyway? Are you adding triggers Real Time simply because you can't be bothered making them in hammer? Or is that not an option? Becuase it would solve all your problems if you created a brush Tied to the entity trigger_once and changed its outputs to OnStartTouch::SetHealth::0 instead of using complex console commands :S? --[[User:Jenkins08|Jenkins08]] 10:28, 19 April 2009 (UTC)
  
Yet all the source engin games play like normal.
+
:I'm not up for making maps where I can mess with other peoples, but from already existing maps. I'm actually seeking advanced commands, not piece of cake commands. The more powerfull it is, the more worth it is. But anyway, thanks for helping :D
 +
:[[User:Christoffer395|Christoffer395]] 21:33, 27 April 2009
  
Would really appreciate any possable answers or suggestions
+
::The targetname section could use some more real-world examples. Not sure if you've seen it, but I did put add a detailed example for AddOutput on the targetname section, but it was on the article's talk page [[Talk:Targetname#Examples.3F|here]], rather then the actual article. --[[User:Brandished|brandished]] 00:57, 28 April 2009 (UTC)
Thanks,
 
[[User:Struders|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. :) &mdash;'''[[User: BJ|BJ]]'''<sup>([[User talk:BJ|talk]])</sup> 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?[[User:Struders|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. :-) &mdash;'''[[User: BJ|BJ]]'''<sup>([[User talk:BJ|talk]])</sup> 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.[[User:Struders|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.[[User:Struders|Struders]]
+
===Character has miss-rotated legs when using XSI Valve Rigs===
: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. &mdash;'''[[User: BJ|BJ]]'''<sup>([[User talk:BJ|talk]])</sup> 13:51, 27 May 2006 (PDT)
+
When I rig a character to a skeleton generated by the Valve Biped Guide in XSI Mod Tool 6, the resulting model as seen in Model Viewer has the body below the waist rotated 90 degrees. I have all export options checked when I use the SMD exporter.
  
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.[[User:Struders|Struders]]
+
I've read about a few other people having this problem. Is there currently a bug in the Valve plug-in for XSI?
 +
--[[User:Ayjay McDi|Ayjay McDi]] 14:50, 29 Jul 2008 (PDT)
  
HI ALL,i am a csser.i live in chongqing china,i serch shaderapidx9.dll in google,so i look your talk.
+
'''Update:''' I've studied the SMD file generated by XSI (both through XSI and through a text editor) and noticed these discrepancies with an existing biped model I decompiled:
sorry,my english is suck...
+
* The mesh ("ValveBiped.mesh") is included in the node tree data
i think my problem is same to him.
+
* All triangles in the triangle block are also parented to the mesh "bone"
i think the dx9.dll is about the dx,so i update my vedio driver and i update the dx9.0c to the version 4.9.0.904,now my css is ok~ ^ ^
+
* There is a bone "ValveBiped.Bip01" which the pelvis (ValveBiped.Bip01_Pelvis) is a child of
wish can help someone {{3rdpartysig|Panda}}
+
* The root spine (ValveBiped.Bip01_Spine) is a child of "ValveBiped.Bip01", not of ValveBiped.Bip01_Pelvis
  
: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...! --[[User:CrabbyData|CrabbyData]] 10:35, 14 Jun 2006 (PDT)
+
So, apparently there are bugs in the XSI SMD exporter. Is there a fix on the way or should I look at a different modeling package? --[[User:Ayjay McDi|Ayjay McDi]] 14:42, 1 Aug 2008 (PDT)
  
===Custom Soundscapes in HL2 Single Player===
+
'''Update:''' I've figured out my problem. I was using a hand-written QC file. What I should have been doing was using the QC and QCI files that come with the SDK (e.g. C:\Program Files\Steam\steamapps\<your SteamID>\sourcesdk_content\hl2mp\modelsrc\humans_sdk\Male\Group03\Male_05.qc). Those contain the proper commands to convert the XSI skeleton to the Valve skeleton. --[[User:Ayjay McDi|Ayjay McDi]] 15:15, 6 September 2009 (UTC)
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?--[[User:Fitzroy doll|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. <code>soundscapes_manifest.txt</code> iirc. --[[User:Giles|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.--[[User:Fitzroy doll|Fitzroy doll]] 03:19, 9 Jun 2006 (PDT)
 
  
===Third Person Camera Troubles===
+
[[Category:Help]]
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?
 

Latest revision as of 22:05, 28 June 2011

Contents


In Order to Better answer your Question along with optimization towards the page and for length needs, sections have now been added. If you have a certain problem under a topic then place in under the correct category. Not only Will this help with page length but also organization. -->

Level Design Issues

2D Viewports and selected objects in 3D Viewports Are black

Due to a recent update to the Hammer version for Orange box, it appears that the black view-port plague has returned for the time being. --Bunni 13:09, 30 April 2010 (EST)


Sentries With Infinite Ammo

In my TF2 map, I have a team-specific area guarded by pre-placed sentry guns, not upgradable, not destroyable. Though, after a while they run out of ammo, and I can't find a way to effectively refuel them. Any help? --XutaWoo 20:19, 15 June 2009 (UTC)

I suggest you try to determine when the sentry runs out of ammo, and with a few triggers/relays/spawners, remove the old and restore it with a new one. One way to do this would be to have the sentry as a template, output the number of shots it's taken, and have a counter count them. When it gets past X number of bullets, replace the sentry and reset the counter. Eaglebird 23:46, 3 May 2010 (UTC)

Corrupted Text

In the 2D views I get corrupted text with my Radeon HD 4770, apparently it happens with other 4000 series Radeon HDs as well. This is a bug Valve NEEDS to fix, it is nearly impossible to use Hammer with this bug, it may not look like much in the screenshot, though it sure is a huge issue when creating brushes! HammerText.png

Try to enable antialiasing. SiPlus 16:35, 11 May 2010 (UTC)

One-Sided Bulletproof Glass

I am making a TF2 map and am trying to make a pane of glass that accepts bullets from one side but blocks them on the other. I tried using a displacement. It didn't work and let bullets through on either side, but it did allow me to walk through it on one side and blocked me on the other. I also tried putting the "toolsblockbullets" texture on the blocking side to no avail. What should I do? --Lank 08:15, 5 May 2009 (UTC)

I would have suggested the brush with one sided labelled as bullet-proof, but I'm not sure. Did you use it on a world brush, and not an entity? That may make a difference. Finally, if you only want to bulletproof one side, put the bullet-proof brush on that side of the glass, and tie the glass to an entity; when the glass breaks, have it remove the bullet proofing so that bullets can fly freely. Otherwise you should probably start looking into a way to alter what you're expecting, because I think what you're expecting might be somewhat of a tall order. Eaglebird 23:46, 3 May 2010 (UTC)

Unknown detail type

when I compile my map I get this error, My map still works btw.


Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!

I made my map using the ep1 engine configed for hl2:dm but I'm compiling using the orange box engine configed for HL2:EP2.

It's most likely that this texture was in episode 1 but not in episode 2,or set on diffrent names,try searching the map for blank textures,and change it to a new texture.TryRestart 06:45, 19 June 2009 (UTC)


Selecting One Side of a Hollow Figure

When I need to make a figure with 5 sides in Hammer, I use the 'lazy man's' way to make it: I make a hollow cube and then delete the top. I thought it was ctrl+mouse click (I have done it before) to select the top, but it doesn't seem to be working. Thank you in advance. Crazyking 20:33, 14 July 2009 (UTC)Crazyking

Click it, press Ctrl+U (Ungroup) then click it again. Zeph

Alternatively you could just make a four-sided spike which will create a five-sided brush. Eaglebird 23:46, 3 May 2010 (UTC)

TF2: Both Teams Spawn In One Team's Set of Spawn Points

Please note: This is not my first map, but this is the first time seeing this problem.

I have been making a payload map for TF2 and recently began adding in the respawns and info_player_teamspawn entities. Everything was fine, I even used the "Creating a Spawnroom" tutorial here to guide me. However, once I began testing it, both teams would spawn in one team's respawn and in their spawnpoints. Believe me, I have double checked every entity for anything wrong and I don't see it. I have also deleted the func_respawnroom and info_player_teamspawn entities and started over with no difference. Here's the specifics:

-16 players in each spawn room

-Each spawn room is in a different area and the two func_spawnrooms do not touch each other

-There is a func_spawnroom textured with trigger which surrounds each spawn room which contain the info_player_teamspawn entities

-The spawning entities in Blu's spawn are set to team Blu

-The spawning entities in Red's spawn are set to team Red

-The func_respawnroom around the Blu base is set to team Blu and is not set to start disabled

-The func_respawnroom around the Red base is set to team Red and is not set to start disabled

-The info_player_teamspawn entities in both spawns are not set to start disabled

-The info_player_teamspawn entities in both spawns are well off the ground

-Alt+P does not find anything wrong that is related to this

Just recently, I have reset the game configurations on the SDK Menu with no difference in the level. Also, I tried deleting all entities related to spawning and copied what was left to a new map, gave it a new name, added two info_player_teamspawns (one set for Red and one set for Blu) without adding a func_respawnroom, compiled but it did not fix the problem. Finally, it seems that whichever team's spawn points are set up first, those are the ones that both teams spawn in.

I can't imagine what's wrong and I would appreciate any help that would allow the two teams to spawn in their respective spawns. Gcone81 02:33, 11 March 2009 (UTC)

Gman_overwatch and Breencast Jumbotron, tv, ect. prefabs

Is there any way you guys could write step by step tutorials on to make these work in hammer? cause what you have now confuses the hell out of me! Antlion

It's all in the targets and names. You will need to rename and re-target many items to make them work, unfortunatley. Sorry I could'nt help more. --JeffMOD 14:07, 28 February 2009 (UTC)
A little more info on this would be nice. I'm using the un altered VMF included with SourceSDK, trainstation02. All jumbotron monitor textures are not there when I play the map. All you see is the actual monitor themselves. Any ideas how to get this working?

UDP variable

Is there any way to use an external variable (via UDP) in source engine? For exemple I'd like to use a variable that I send in a udp port as a rotation angle for an object. Is that possible without C++ programming? ThanX.

making custom decals

i am currently working on a map for my clan. i have adobe and it shows in the tutorials that i can make custom decals. i used adobe cs3 for this. i get to the part of making it then i cant figure out how to make it into a decal or material or texture to make it appear in the map. any help pls. also if anyone knows how to like cut out a section of a block to make a square insert type thing Thanks--443754 10:09, 14 Sep 2008 (PDT) 443754

I'm having the same problem. I'm trying to use a custom decal / overlay but can't get it to work without work-arounds that fail epicly ... the overlay is visible through walls, and looks glow in the dark, plus, it's actually a translated spray paint tag, not the decal I created with VTFedit, using the Wiki's directions.. I asked for help here, http://forum.l4dmaps.com/viewtopic.php?f=5&t=1083 , but still haven't gotten help. Rhesusmonkeyboy 00:29, 11 July 2009 (UTC)

Water not working

The texture of the water on top is fine, but in the game when I go under the water it is white everywhere. What's wrong? muddybunny August 14

Stuff showing through the skybox

I've scoured the wiki and the SDK forums for this, but I've found nothing. Working on a map that uses a 3d skybox. For some reason, the main part of the map is showing up off in the distance. In addition, parts of the level show up when looking down through the skybox texture surrounding the level. I've checked for leaks over and over, but there are none. Here are some images to show you what I mean: [1] [2] InquisitorSaturn 22:34, 3 Aug 2008 (PDT --

Are you sure you put the sky_camera in the skybox and not the playable area of the map? --Redryder 08:46, 1 Oct 2008 (PDT)

HL2: EP1 Translation

Hello. I am translating Half-Life 2: Episode One to czech language, but I met several problems with fonts when I use special letters. There are links for two cases...

Picture 1 There is letter "ž". It looks more bold then others and because it is taller than any other letters, it begins on top aligned with "U" and ends below others.

Picture 2 There is letter "e", which is not bold and looks, like it would need to eat something...

I don't really know what to do, because HL2 is using Windows native fonts and they are working properly outside of the game.--Paar 02:30, 29 May 2008 (PDT)

Hammer compiles/plays earlier version of map

Basically, when I save and run the map I am creating for CS:S, the in-game map is only half-built (as if it's loading an autosave of it or something). Saving the map and closing/reopening SDK sometimes gets it to run the actual current version of the map, but sometimes it doesnt. I've tried deleting autosaves and earlier manual saves of the map, but it still happens. Arf. alphaignus 12:36, 11 May 2008 (PDT)

This is odd, are you sure its not updating the map during compile, whats your compile dialog say? I mean your whole compile, its fine to paste it here.--Gear 21:29, 11 May 2008 (PDT)

Figured it out, just has BSP turned off.--Alphaignus 20:40, 12 May 2008 (PDT)

I have the same problem. How do you turn BSP on?

I Also have the same problem but my BSP is on normal.

I think all of our problems are that certain entities/brushes/translations wont load. In the compile box these sorta things happen: Error! To use model "models/w_models/weapons/w_pistol_1911.mdl"

     with prop_static, it must be compiled with $staticprop!

Error! prop_static using model "models/props_junk/cardboard_box05.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_junk/cardboard_box05.mdl"! By the looks of it, certain models only work with certain entity types.

HEV suit required?

I can't seem to find anything about this on the web anywhere. So here goes.

Can you make a basic, playable mod without giving the player the HEV suit? By playable, I mean can you give the player health and multiple weapons, and the ability to switch between weapons?

So far what I am seeing is that if I spawn the player without no suit, the player will be invincible and have no health HUD.

Also, I can place multiple weapons in the game world, but they overwrite each other when the player picks them up.

Would code changes be required to make a mod with no HEV suit, or is it configurable?--Clee 17:50, 27 Apr 2008 (PDT)

No, you are not invincible. You will most definitely die if you take enough damage. The weapons "cancel each other out" because it is impossible to switch between them without the suit selection system. Switching between them would require the use of the concommand "use weapon_[weaponnamegoeshere]". Also, without the use of skins, the player hands would look like they are wearing the suit gloves, which would cause some continuity problems. I'm not a coder, but you could probably figure out how to resolve all these problems by modifying some code somewhere. So to answer your question, yes, a basic, playable mod is definitely possible without the suit, but the mod in question won't be very interesting. --Darthkillyou 18:49, 3 May 2008 (PDT)
Use the suit, give the arms a different texture, and add in a new HUD if you'd like, thats the best possible way, but the suit is mostly always needed.--Gear 19:29, 3 May 2008 (PDT)
You can make the player spawn with the suit and just replace the intro sound, however. --JeffMOD 14:07, 28 February 2009 (UTC)
There is another problem if the player doesn't wear HEV suit. He can't drown. I don't know if this problem still exists in the Orange Box engine, but in HL2 it's not fixed.--Tapir 15:46, 26 June 2009 (UTC)
Clear scripts\hudlayout.res. SiPlus 16:36, 11 May 2010 (UTC)

sawblade or harpoon type model

I want to make a model like the sawblade, that when picked up it rotates to a specific direction, and if launched, it sticks into the wall. How would I do this?

Decompile sawblade and read QC. SiPlus 16:37, 11 May 2010 (UTC)

All brushes are totally black

After compiling and running my map, all of the brushes are completely black. The only things I can see are the two prop_physics and a prop_static, which is a lamp with a light source over it. The light is illuminating the props, but nothing else. This was not occurring until I fixed a previous problem I was having, which was that my props were being deleted--they were the wrong type of props for their respective models. The first time I compiled and ran the map after fixing that issue, this new one occurred. It does not appear to be the VertexLitGeneric issue detailed in a previous question on this page. I can't find anything fishy in the compile log.

Thanks for any help. Chrisremo 11:27, 14 Mar 2008 (PDT)

Very strange... no console errors either? Try removing the props and see what happens... --Darthkillyou 19:59, 10 Apr 2008 (PDT)

Map has serious compiling issues

I have a big problem with compiling my map, which I really hope not to lose. It's a compiling error. One time I was compiling my map, and vrad crashed (twice, since I was compiling with HDR), so when it ran, the whole map was really messed up, as if there are closed areaportals everywhere (something with visleaves?). Every time I try recompiling the map after the crashes, it has the same results, and changes I've made to the map don't apply. When I delete the .bsp and try recompiling, it gives me an error saying that it can't find some file. There's already a solution to this problem on the Wiki which I have tried, but still hasn't fixed anything.

Many thanks to those who try to help me with this problem, as this is quite urgent.

Edit: I've tried everything I could think of to fix this problem, with no results. I've tried:

  • Reinstalling Source SDK
  • Refreshing SDK content
  • Reset Game Configurations
  • Checked for leaks (have none)

Scruffy321 00:24, 14 Mar 2008 (PDT)

Alrighty, paste your compile log here!, I'm pretty sure I know what the problem is already, but I just want to be sure.--Gear 17:43, 31 Mar 2008 (PDT)

Yeah im getting this same issue, except i put the "Run Vis" and "Run RaD" on FAST, when i did that an error box came up saying: vpsp.exe - Application Error "The instrucion at "0x09abe5a5" referenced memory at "0x000000008". The memory could not be "read". This is quite an inconvenience as i would not want to start my map all over again, i have copied and pasted the map into a new vmf. however the same error comes up. Scruffy what do you think the problem is?

Model scaling?

Hey, I'm currently working on a map for CS source. I would prefer to use a model over a brush for a large fan, but the only fan available is the small, 6-blade vent fan. I would be more than happy to use it if it were bigger. My question is, is it possible to scale it? Is it easy (Can I do it without a big software package like XSI)? and, furthermore, would it be illegal considering it's not moving in-between game packages (it will stay in CS:S)? I used the big, 8-blade portal fan for a bit, but for a few reasons, it's not quite what I'd like.. Thanks, Eaglebird 13:17, 6 Feb 2008 (PST)

Also on that note, would anyone know why phys_motor and func_rotate create a somewhat spastic rotation in CS:S? It seems to be rotating, but it also jerks at a pretty definite interval. Eaglebird 13:30, 6 Feb 2008 (PST)

Error in sdk_faceposer.vmf map

When I test run the map, there are no scripts or speech for any of the NPCs. For example, when I move to a place on the map where a script starts, I receive a 'Scene 'scenes\ChoreoExamples\sdk_barney1.vcd' missing!' or another vcd. I know I put in the missing files in the correct folder as directed. Yet the program does not acknowledge this.

Don't you just love how valve has to make us figure out how to get their examples working? We'll just have to wait for them to get it working and include the correct file.

WARNING: msg overflowed for player

I am completely baffled as to why this message appears in my game console. I have come to a few assumptions but I'm not entirely positive whats happening. From what I've tried, it seems that having too many func_door's in your level makes this message appear. I have 24 of them spread across a 3 round map. It would be fine if it were just one warning, its not, it floods my console and eventually kicks me out of the level with the error message of "Disconnect: ERROR! Reliable snaphsot overflow..".(<- copied directly from my console) One might suggest removing doors but as far as my level design goes, I'm hard pressed to do so because of how I want players to flow through the level. I'm not sure if its having too many doors or not but a more detailed explanation as to why this happens will help me and others in the future ever receive it again. Thanks.

Update: I made the warning message disappear by removing some Prop_dynamics as well. This doesn't always work however, thats the source of my confusion. It seems to be a combination of things that cause this error to occur.

Can you post a log of what message is 'overflowing'? Along with that, could you post a compile log? Eaglebird 19:35, 9 Feb 2008 (PST)

Can't run rad or vvis, and ground doesn't block objects.

Cant run vrad: it says"planes+fakeplanes=max planes" How i can run rad? --Oskutin (Question moved here.)

My ground doesn't block objects. I cant run vvis. It says there are too much portals... --Oskutin (Question moved here.)

Could you post a compile log of vbsp.exe? Eaglebird 19:41, 9 Feb 2008 (PST)
Old question, I'm guessing this should be removed. --Tgp1994 17:30, 4 August 2009 (UTC)

Opening Model Browser crashes Hammer instantly

So, I was making a map for GMod with CS:S configuration (though same thing with DoD:S config) and when trying to make a ladder prop as a prop_static, opening model browser crashed hammer, sometimes with Windows error and sometimes with the "Memory can't be 'read'"-error. Does anybody know how to fix this? I'm currently reinstalling sdk. And I ran SDK with -engine ep1.

--Esa94 03:18, 10 Nov 2007 (PST)


I have the same problem, even with HL2 configuration. Not pretty. Reinstall doesn't work for me. --Darthkillyou 20:41, 17 Nov 2007 (

I Have that problem with only EP1 Engine games, Orange box games prop menus don't crash --Toxic118 13:38 Cst. 27 Dec. 2007

Strange, I'm only having the issue with Half-Life 2, everything else works fine including ep2 engine. I don't even receive an error though. Hammer just closes by itself. Unsigned comment added by Epyonxl (talkcontribs). Please use four tildes (~~~~) to sign your username.

Um... Now, it seems that all game configurations (HL2 being the stubborn one and not included) now work with the model browser. Arrght! Updates aren't changing anything! (I know, this isn't helping to solve the problem.) --Darthkillyou 18:43, 17 Feb 2008 (PST)

I had this problem when I put invlaid models in the models directory. try putting all models you put in the directory in a new folder. Or you could do what I did and removed those models. this also counts for any of your mods and their subdirectoriees

Referenced Memory / Overflowed CClientRenderablelist

So, I have rebuilt my map due to a T-Junction issue that did not seem to want to die and have everything nice and clean. It compiles and everything. =) The issue is that once I start the map up, and then start to move the character around it crashes. I get the Error:

Team Fortress2: hl2.exe - Application Error The instruction at "0x00010101" referneced memory at "0x08fa170f:". The memory could not be "written".

Also, just with the character sitting there I will get the Error: "Warning: overflowed CClientRenderablesList group 7" which I have had no luck finding any information on.

I have been lucky enough to get to the door in my spawn room a few times and when it opens, a large amount of the brushes are missing from my map. I already looked into leaks and such, but have been unsuccessful in finding any. I compiled it with no VIS or RAD as well as with VIS and RAD enabled and compiled normally. The one trick I figured out is that if I walk out of the spawn room backwards, it renders everything. Once I turn around, I can see the level but every so often if I move my camera it will once again blink out most of my brushes and then crash again. One other strange thing I noticed was that when I did compile it with the VIS and RAD enabled, the textures on the brushes would change color was I moved my camera. Not sure if that has anything to do with this.

Anywho, any help would be greatly appreciated. I have been looking all over for a few days now and have only found a headache. Thanks for anything you guys are able to offer for assistance. Titanoverlor 17:14, 27 Sep 2008 (PDT)

Attaching a constraint from func_door to prop_physics

Right, I have some problems adding a invisible rope constraint from a func_door to a prop_physics. I couldn't find any tutorials about how to do that but yet I know its possible

Christoffer395 18:54, 16 Jan 2009

Launcher DLL Error

I finally finished making my first level when I try to run it at the very end a error comes up saying <Failed to load the Launcher DLL: the specified module could not be found>. I don't know what this means and I realy hope I don't have to redo the level. Also when I try to run a level I know that works the same error comes up.

Glitcher007 7:59, 17 Feb 2009

"PortalFlow's

Whenever I try to compile my map, it works perfectly fine with no errors until it gets to the "BasePortalVis" part (actually the part after with the PortalFlow, whatever that is). The map is taking a rediculously long time to compile, and it's not even that big of a map. It takes about 45 minutes to compile a map that's about half the size of gm_construct, and it's not even that detailed. I compiled it once and that's how long it took... every other time i've tried I've gotten impatient and had to end the program; which ends up makin my computer "esplode". I don't know what's wrong but i might have an idea. I couldn't get my 3D skybox to work, so i just resized it back to normal size (from 1/16 back to 1/1) and put it around the edge of my map. There are no leaks, and i got rid of the skycamera entity. I'm not sure if that has anythign to do with it, but it was compiling fine before and now it isn't. That probably doesn't have anything to do with it, but hey i don't know what a "PortalFlow" is anyways... Help! =( Baconwrangler 17:49, 8 April 2009 (UTC)

Metropolice Don't type on the monitor keyboard

Well,I made two prop_static entities,one was a combine monitor,another the interface/keyboard.I made a metropolice facing it,and when I ran my map,the metropolice was not typing on it.I figured out i have to make it programmed,however I searched this whole website,but did not find help.Can anybody tell me how to make npc's do something?

Face Poser System

Their Lips are Sealed

I have done everthing correctly i loaded a model "Male_07" and loaded sound and it says extraction sucess full i clicked commit extraction, played my sound.........it played, but mr 7's mouth didn't move. i tried with g-man, barney and kliener. nothing HELP!

Making NPCs completely still during a scene

Whenever I have tried to implement a scene, NPCs seem to display a lot of "idle" behavior that I would expect to be cancelled out. They will glance around at nearby things and often will turn to the player even when their flags mark them to ignore him. What I basically want to know is, how can I make the player COMPLETELY non-noticed by the NPCs? (for a scene in which he's not supposed to be there) --Katana314 20:29, 30 Dec 2007 (PST)

Face Poser crashes on startup

Earlier today, I was having trouble getting my custom .wav files to play correctly in the choreography timeline. I quickly found out that they were simply in the incorrect directory. I fixed the problem, and went into Garry's Mod to see if my creations had worked. They worked just fine, so I took a break from the project and left for a while. A few hours later, I came back, fired up Source SDK and entered Face Poser, but it immediately crashed, which baffled me because the program had been working only a few short hours earlier, and nothing had changed since I'd last used it. I googled the problem, but all of the solutions I found (there weren't many) did nothing to solve the problem. The only thing that gave me different results was going into steam/steamapps/<username>/SourceSDK/bin/ep1/bin/hlfaceposer.exe and running it while Source SDK was not open. The difference was that instead of crashing right off the bat, a "FATAL ERROR" window popped up with the message "Unexpected token ignorePhonemes," and then it would crash. I searched that particular phrase on google, and absolutely nothing came up. I tried a few other phrases, but nothing matched my problem, or even was related; none of the links that returned were related to Source SDK, or to Valve or Steam or even to video games, for that matter. --ChevyJackson 15:17, 17 April 2008

Cannot lipsync in Face poser

I just learned about lipsyncing in Face poser, so I thought I would try it on some simple sound files. Face poser was able to play the sound, but when I clicked re-extract and typed in the words, I got the message "Last Extraction Result: an error occured during extaraction." The thing is, I did not see any problem. Face poser lined up the words perfectly with the sound file. It just would not let me proceed from there. I run Windows Vista Home Premium 64-bit edition if that might affect it.

--Gamer_Z. 22:03, 12 February 2009 (EST)

Unfortunatly Vista can't facepose since it has a speech sdk built into it which is too advanced for Source SDK. You can however edit the phonemes manually

--SharpDagger 16:39, 2 June 2009 (UTC)

XSI, studiomdl and Modeling

MDL File Format

Hey, does anyone know if the MDL file format has been published by valve or otherwise made available to the community? I'm looking to write a program that can dynamically generate simple shape models from a set of dimensions. I think the easiest way to do it is just to assemble an mdl file from scratch, which is why I need the file format. If anyone has a better idea on how to generate a model file, I'd love to hear it. --JeremyA 22:36, 3 July 2009 (UTC)

Source -> blender units ratio?

So,I just wanted to ask, how much source units make one unit in blender? I need this knowledge to start modeling in Blender, as this is not told in anywhere. I also would want to know, how to export the textures from blender with the plugin, should I UV map them and make the texturing mode get the UV's? I'll make it more clear if asked. --Esa94 05:21, 28 Jan 2008 (PST)





Error compiling a modded smds

I have modded a smd to be a "mudkip". However, I am unable to compile on my computer. Can anyone help? I have uploaded the files here: https://www.yousendit.com/download/TTdGanZ0bThqY28wTVE9PQ if anyone needs to look at them. Please help, as this is an urgent project. Thanks.







Help please on 'Cutting constaints'

Hey- Ive been trying to import models into XSI modtool6, like VMF brushes, and 3DS MAX scene files. I followed some tutorials from the Valve dev wiki, and it says when you inport them into XSI, for them to be exportable i need to cut constraints. Because in the explorer it shows it still having the VMF or 3DS MAX scene roots inside the xsi scene root, so it means i have 1 scene root inside another, so i need to delete the 3ds or vmf roots so i only have the XSI one, but how do i 'cut' them?

On the wiki it says 'click on the' etc. But that was a older version, and now the buttons are moved, so i cannot follow properly as the buttons are in different places :(

Can anyone tell me where i can find the 'cut constraints' button in XSI Modtool 6 please? --Dan.s 00:21, 18 Jul 2008 (GMT)


Hollow Collision Mesh

I've been making a model, in 3DS Max, made a simple collision mesh, exported it, compiled it, and then opened up the SDK model viewer to look at it. I checked the collision mesh, and it looked nothing like what I wanted. Here is a picture of the object and it's collision mesh. My mesh and collision mes I am exporting it from Max, using the max SMD exporter, so might that be the problem. Any help would be appreciated. --CMDBob 12:10, 26 Sep 2008 (PDT)


Documentation on Valve´s SMD Exporter for Maya

Would be great to have a more detailed description for exporting with Maya! Amazing-couln´t find anything in this regard; must have been overlooking it all the time... Can anyone please help?Ruediman 00:09, 29 January 2009 (UTC)

Well, I guess the answer is to use XSI Mod tool, which I think is from the same people. Valve has their own plugin for XSI, and it's straightforward. --Tgp1994 03:21, 4 August 2009 (UTC)

C++ And Scripting

Broken Path Corners

I'm working with OB code (SDK Base 2007), you should be able to replicate this with an HL2 SP Mod, or probably even with HL2 itself.

  • 1. In Hammer, set up a path of 3 path_corners (path1, path2, path3).
  • 2. Have path1->path2, path2->path3, path3->path2
  • 3. For path1, add the output OnPass: path2.SetNextPathCorner(path3)
  • 4. For path3, add the output OnPass: path2.SetNextPathCorner(path1)
  • 5. Add the NPC of your choice and set their target pathcorner to path1
  • 6. Compile and run.

I expected the NPC to move like so: path1->path2->path3->path2->path1->...

However the NPC seems to move like this: path1->path2->path3->path2->path3->path2->path1->path2->path1->...

This one falls somewhere between level design and coding. The level design solution is to add another path_corner on the way back, but there should be a way to fix this in the code too. I believe the bug lies in ai_navigator.cpp (C_AINavigator::AdvancePath, DoFindPathToPathCorner), perhaps because the SetNextPathCorner input is handled on a different thread and so it's not actually executed immediately/in time, but I haven't been able to fix it without the NPC behaving oddly (facing the wrong direction as he/she/it moves). --eroder 10:47, 27 June 2009 (UTC)

Client.dll Crash

Hey. I'm currently working with the new SDK beta source code. I thought it would be an interesting idea to replace all the sdk source files with versions of my own, to make editing them easier in the future. Essentially I wanted to create my own API to replace the existing sdk API. To see if this would work, I pretty much copied all the files that had sdk in the name, renamed them, and changed all references to "sdk" whatever in each source file. Then I removed all the old sdk files from the projects. After a bunch of effort, I got the game to compile again. However, now when I try to create a game, the client.dll crashes at the "Loading Resources" step. I really don't know why this is happening because I am entirely sure I didn't damage anything when I went on my renaming spree. The game was able to run fine and load maps properly before I did this. It crashes even with HL2DM maps so I don't think it's because the maps I'm loading reference sdk-based entities... Has anyone else had any success doing what I'm trying to do? --JeremyA 15:08, 31 May 2009 (UTC)

Okay so I fixed the crash, there was a bad pointer. Now I've got a DT error when I try to load a map. It says that there's no RecvTable for DT_WaterBullets or somesuch, yet the CWaterBullets class is a server class only. There should be no need for a RecvTable right? Everything looks like it's as it should be. I can't imagine why what I've been doing would affect the engine core.
--JeremyA 23:50, 18 June 2009 (UTC)
Gahhh. I found the problem. Evidently there are some classes missing from the BETA of the Source SDK that just ended. I guess I'll have to migrate my changes over to the latest version...
--JeremyA 17:50, 27 June 2009 (UTC)

Build and Setup Erros

Hey. To date I've correctly set up two HL2MP source code things correctly, so that I could edit and build the HL2DM source. Recently, I had to reinstall windows and VSE2005. I copied my steam files and mod files over from the previous installation. Anyway, now I'm trying to create a third HL2DM codebase and I've run into a problem. On the first build I get the following errors: Error 1 error LNK2019: unresolved external symbol __imp__LoadImageA@24 referenced in function "private: void __thiscall CLCD::ParseIconMappings(class KeyValues *)" (?ParseIconMappings@CLCD@@AAEXPAVKeyValues@@@Z) hud_lcd.obj Error 2 error LNK2019: unresolved external symbol __imp__SystemParametersInfoA@16 referenced in function "public: virtual void __thiscall CInput::ActivateMouse(void)" (?ActivateMouse@CInput@@UAEXXZ) in_mouse.obj Error 3 fatal error LNK1120: 2 unresolved externals h:\Source Modding\TestMod02\src\game\client\Debug_hl2mp\Client.dll 1 Error 4 error LNK2019: unresolved external symbol __imp__MessageBoxA@16 referenced in function "enum EditorSendResult_t __cdecl Editor_SendCommand(char const *,bool)" (?Editor_SendCommand@@YA?AW4EditorSendResult_t@@PBD_N@Z) editor_sendcommand.obj Error 5 error LNK2019: unresolved external symbol __imp__SendMessageA@16 referenced in function "enum EditorSendResult_t __cdecl Editor_SendCommand(char const *,bool)" (?Editor_SendCommand@@YA?AW4EditorSendResult_t@@PBD_N@Z) editor_sendcommand.obj Error 6 error LNK2019: unresolved external symbol __imp__FindWindowA@8 referenced in function "enum EditorSendResult_t __cdecl Editor_SendCommand(char const *,bool)" (?Editor_SendCommand@@YA?AW4EditorSendResult_t@@PBD_N@Z) editor_sendcommand.obj Error 7 error LNK2019: unresolved external symbol __imp__wsprintfA referenced in function "public: virtual bool __thiscall CRegistry::DirectInit(char const *)" (?DirectInit@CRegistry@@UAE_NPBD@Z) registry.obj Error 8 fatal error LNK1120: 4 unresolved externals h:\Source Modding\TestMod02\src\game\server\Debug_hl2mp\Server.dll 1 Does anyone know what's going on? I'm pretty stumped. I'll probably try messing with a few things or creating a new codebase... --JeremyA 03:39, 3 May 2009 (UTC)

Ah, I figured it out. I forgot to include user32.lib in the linker include things. Nevermind :P
--JeremyA 18:59, 10 May 2009 (UTC)

Beam Weapons / Stalker Laser Beam

Hey. I'm looking to create weapons in HL2/HL2DM that fire a beam model that spans from the weapon muzzle in a straight line to the target point. I've taken a good look at the npc_stalker code to try to figure out how valve does it but I honestly can't make heads or tails of some of it. I'm wondering if anyone else has tried this before and can point me in the right direction for getting this to work. As near as I can tell, the weapon I create will need all sorts of functions to control the placement/angle/length of the beam model. I'm also unsure if I can inherit the weapon class from CBaseHL2CombatWeapon because it doesn't seem to implement the right functions. My programming experience is primarily based in C and Java, but I'm picking up this C++ stuff rather quickly. Thanks in advance for any help anyone is able to provide! --JeremyA 17:05, 14 March 2009 (UTC)

I would recommend that you read the following files in the source source code, it should help you see a few possible way of doing this.

First, check out the util.h file for the declaration of UTIL_Beam, it creates a simple beam.

Take a look at beam_shared.cpp and beam_shared.h, it define both client side and server side functions and methods. Env_Laser.h is also a good starting point, I guess.

And you should think about what you want to do, is the beam going to damage entity, or is it only a laser pointer? Simply drawing the beam is one thing but damaging entities touching the beam is another.

And the stalker npc has a pointer on a CBeam object, that's were its stores its beam when its created in StartAttackBeam() with that line m_pBeam = CBeam::BeamCreate( "sprites/laser.vmt", 2.0 );

--psycommando 01:26, 3 April 2009 (UTC)
Aha thanks for the guidance... I'm beginning to understand how the stalker generates the beam. I think the easiest thing for me to do is to create a simple laser pointer that goes from the weapon muzzle to the target, with the hitscan bullets doing damage. Unfortunately, I'm not really sure how to position the start and end points of any of the beam types you mentioned. I'm taking a look at UTIL_Beam but at the moment I'm having some difficulty understanding it (there are a crapload of parameters :P). I think I could figure it out myself given some time, but I'll definitely need some help in generating the code that determines the start and end position of the beam.--JeremyA 06:34, 14 April 2009 (UTC)
Further thoughts - It seems to me that the stalker determines the target of the beam by the functions GetEnemy() and GetEnemyLKP(), which aren't available to weapons :P. So... I need some way to find a vector position in a straight line from the weapon muzzle that ends when it hits the closest object.
More further thoughts - I've used the following code to determine the start and end points, courtesy of the AR2 SecondaryFire routines...
Vector vecSrc = pOwner->Weapon_ShootPosition( );
Vector vecAiming = pOwner->GetAutoaimVector( AUTOAIM_2DEGREES );
Vector impactPoint = vecSrc + ( vecAiming * MAX_TRACE_LENGTH );
Now I need to figure out how to write the UTIL_Beam function. I get the Start and End parameters but I'm not sure what to do with the rest of them. I set up the following, yet it seemed nothing happened when I fired the weapon...
UTIL_Beam( vecSrc, //Vector &Start
impactPoint, //Vector &End
1, //int nModelIndex
1, //int nHaloIndex
0, //unsigned char FrameStart
30, //unsigned char FrameRate
1.0, //float Life
20, //unsigned char Width
30, //unsigned char EndWidth
10, //unsigned char FadeLength
0, //unsigned char Noise
255, //unsigned char Red
0, //unsigned char Green
0, //unsigned char Blue
1, //unsigned char Brightness
1 //unsigned char Speed
);

Sorry for the delays, strangely this function is kinda deprecated, its never used in valve's code, sorry about that. I looked a little around to find something else and there is already a nice implementation of a beam weapon! Even if its barely noticeable the physcannon shoots beams towards its target.

Look for void CWeaponPhysCannon::DoEffectLaunch( Vector *pos ) in ..\src\game\server\hl2\weapon_physcannon.cpp. They create a CBeam entity and then set its parameters. I tried this with a quick modification of the 357 magnum, it works but the beam is always a little off the muzzle, I guess you need to have an attachment point or something else(because of pBeam->SetEndAttachment( 1 );), you should investigate the gravity gun model and code to see how, it shouldn't be too complicated.

--psycommando 22:16, 18 April 2009 (UTC)
Thanks so much! I think I sort of see what to do. Can you email the modified 357 magnum source file to lord.jeremy AT gmail.com ? I'm having some trouble implementing the stuff from the physcannon source. I'm sure I'll figure it out eventually but seeing what you did will help a lot!
--JeremyA 00:55, 19 April 2009 (UTC)
Gahhh... No matter what I do I can't get the beam to actually appear. This is what I've written:
CBeam *pBeam = CBeam::BeamCreate( "sprites/laser.vmt" , 2.0f );
pBeam->SetStartPos( vecSrc );
pBeam->SetEndPos( vecImpactPoint );
pBeam->SetStartAttachment( 0 );
pBeam->SetEndAttachment( 0 );
pBeam->SetBrightness( 255 );
pBeam->SetColor( 255, 150, 0 );
pBeam->SetNoise( 0 );
pBeam->LiveForTime( 1.0f );
pBeam->RelinkBeam();
--JeremyA 04:34, 19 April 2009 (UTC)
Sorry to butt in on your discussion guys but i'm having a similar problem but using the beam from the RPG.
Works in a similar way to the Stalker beam maybe less or more complex i am not sure... But uses the same beam_shared.h and also at the top of weapon_rpg.cpp is the declarations for the LaserDot. That is my core problem that when i try and carefully extract the codes from the RPG and put it onto another weapon i get all sorts of problems like It being a double declaration Defined in weapon_rpg and then in my custom weapon.
I've tried change the class name from LaserDot to LaserSight and making sure to keep env_laserdot as is.
Ging from Hidden Source has a different way of doing it, he uses a separate cpp and h file for the laser dot and just includes the header in any weapon he wants to use it on, and just tells the weapon to be able to toggle it with right click or something, that is essentially what i want but Ging's codes are for Pre-episodic HL2DM. :/
Has anybody got a laser sight/laser powered weapon as you guys are trying to do above, has anyone actaully been able to achieve this in Orangebox yet or am i just running circles around a dead technology?
And btw Jeremy i am in the same boat, "No matter what I do I can't get the beam to actually appear." :(
I've got it to compile without errors, but when i tried it ingame i got the DT_CLaserSight DataTable warning and that's because i have no idea how to code client/server relations and i don't even see the point in a single player game to have server and client they should both be under the same roof not in separarte parts like the Multiplayer games are. --Jenkins08 10:11, 19 April 2009 (UTC)

Jenkins08, the client-server system valve used in their game is rather unintuitive, and very poorly documented, I know since that's what took me the most time to get, but its still very simple. The dt warning you're getting is simply because when you copied and renamed the code for the laser dot, you only copied the server class and the server data table.

To keep it simple, when you compile your code the compiler generates 2 dll, one called client.dll and the other server.dll. When valve's executable("hl2.exe") is launched it "connects" to those two dll and run their contents by calling their init methods. So now the client code is running and the server code is running too but each in its own process. The two dll communicate between themselve almost in the same way they'd do if they were on 2 different computers, so they don't have to rewrite everything for the multiplayer game. Note that, in a multiplayer game the server computer runs only the server code, and the player's only the client code, and the communication between each other is made by sockets .However this is mostly a simplification of the whole process, its a little more complicated in reality.

Anyways, in client-server systems the client handles all the graphical effects, user interface, shaders, etc... Thats why if you create an entity in the server that inherits from CBaseAnimating, or if it display something on the client, it needs to have a corresponding client entity. Since those two entities are separated from each others, they won't magically synchronize to each others values. That's where data tables comes in! Those are basically arrays of objects with values that are continually sent from the server to the client and only that way, so the client and server instances of the array are synchronized.

Hopefully, or not, depending on how you like macros, Valve created a few macros to have less code to copy and paste. There are only 6 of them that are really essential. First, if you are in a server and want to share variables with your equivalent on the client, you would use DECLARE_SERVERCLASS() in you class declaration. And then, depending on the type of value you'd declare like this with the CNetworkVar macro : CNetworkVar( bool, m_bHeadlightIsOn ); for a boolean. Then in the definition of your class you would define your send data table with IMPLEMENT_SERVERCLASS_ST (see the example below).

...
//Declare some class that inherits from something that inherits from CBaseAnimating
class CExample : public CPhysicsProp
{
public:
   DECLARE_CLASS( CExample, CPhysicsProp );
   DECLARE_SERVERCLASS();
   DECLARE_DATADESC();

   CExample()
   {}

   void Think()
   {
      //Pointlessly change the value at each think
      m_PointlessBool = !m_PointlessBool;

      SetNextThink( gpGlobals->curtime + 1.0f ); //Think again in a second
   }

   void	Precache()
   {
   ...
   }

   void	Spawn()
   {
   ...
   SetThink( &CExample::Think );
   SetNextThink( gpGlobals->curtime );
   }
private:
   CNetworkVar( bool, m_PointlessBool );
};

//Definition


BEGIN_DATADESC( CExample )
        //Save/Load
	DEFINE_FIELD( m_PointlessBool, FIELD_BOOLEAN ),
        //Set Think function pointer
	DEFINE_THINKFUNC( Think ),
END_DATADESC()

//This is where you put all the values that you want to share with the client
// Note the "DT_Example", that's the name you'll use at the recv table for as dt name
IMPLEMENT_SERVERCLASS_ST( CExample, DT_Example )
	SendPropBool( SENDINFO( m_PointlessBool ) ),
END_SEND_TABLE();
...

Thats it for the server class. For the client class its almost identical, I won't go too deep but here is an example :

...
//Declare the client class. Note the "C_" is used to differientiate client class from server class "C" 
class C_Example : public C_BaseAnimating //Note that on the client we only need to inherit from C_BaseAnimating
{
public:
   DECLARE_CLASS( C_Example, C_BaseAnimating );
   DECLARE_CLIENTCLASS();
   //DECLARE_DATADESC(); //No need for a datadesc here

   void Simulate() //on the client side simulate is called every frames
   {
     ... //Code to draw the bool on the client or something
   }
   ...
private:
   bool m_PointlessClientBool; //Can be called whatever you want
};

//This is the definition of the recv table, the information must be recv in the order it was sent in the send 
// table from the server!!!
IMPLEMENT_CLIENTCLASS_DT( C_Example, DT_Example, CExample )
        //Ok, the first thing that was sent is my bool so i can get it first
	RecvPropBool( RECVINFO( m_PointlessClientBool) ),
END_RECV_TABLE()

...

I Hope this helps you better understand what is wrong. Just keep in mind while copying code that has a DECLARE_SERVERCLASS() in it that it will have an equivalent on the client that will need to be copied too. Oh and you may want to check the code i e-mailed JeremyA : User:Psycommando/devolver_source

--psycommando 18:34, 19 April 2009 (UTC)
Psycommando I emailed you back. I tried implementing the changes you made in my own source but it didn't work. Could it have to do with the fact that I am implementing this in a single source file that's shared between the client and the server? I'd rather all my weapon classes were shared, as it would keep things simple.
--JeremyA 22:47, 19 April 2009 (UTC)
Well I figured out why my method didn't work. I realized that I actually needed to extract the model of the laser beam from the valve deathmatch gcf because for some reason it isn't available in the default source sdk content. Now I've got it working. Thanks for all your help!
--JeremyA 19:38, 20 April 2009 (UTC)

Edit the Jump Height

Hello I am making a mod which one of the features is to be able to jump really high and I was wondering if this is possible and If so how? Taun We 12:55, 20 Dec 2008 (EDT)

Yes its possible I can think of a few possibilities, but I can't say for sure which will work or not. Anyways, my first idea is to apply a force to the player's physic object, its not very sophisticated and some code like the one that keeps the player to the ground while going down a slope might conflict. You should check out the gamemovement.cpp file, its where the "basic" player movement are supposed to be defined.
--psycommando 02:35, 3 April 2009 (UTC)

Debugging Not Working Quite Right

I'm using Visual C++ Express 2005 and I'm trying to debug a test mod that I'm running to make sure I'm able to do it and so that I can learn to program with the source engine. I've used the tutorials for compiling with VCE2005 and debugging the code, and when I attempt to debug, it builds, giving me about 7 warnings, but no errors. When it opens the window to run the code, instead of opening Half-Life 2, it comes up with the SDK Base menu background, but gives me the "New Game, Load Game, Options, Quit" options. When I click "New Game," it gives me the window that Half-Life 2 would give me for starting a new game, but instead of giving me the chapters to choose from, it has a checkbox with something like "HL#2" right over the words "New Game" in the upper left hand corner. Clicking "Start New Game" does absolutely nothing. I'm pretty sure I followed all the instructions correctly, but if someone could prove me wrong or just plain tell me what's wrong with the tutorial and tell me how to fix it, that'd be great. Metalsteve 17:37, 10 Jul 2008 (PDT)

Source cameras and multiple views into a scene

I'm new to the Source codebase and am reading trying to digest how parts of system and its terminology works.

If anyone can shortcut (or shortout if its really no go) the following aim that would be great.

I would like to be able add two cameras (or views?) into the scene. They would be in addition to the main first person camera, transformed by the same events transforming the main camera except with local rotational offsets (views to the sides). This is a fairly standard thing in visual simulation frameworks for correct peripheral vision but appears rarely in game engine design. With the recent 'threadification' of the SDK I was hoping that such a prospect may be possible now.

The purpose here is not to render to multiple monitors but to render multiple camera views onto the same monitor. I know that sounds a bit odd but I have worded it specifically like that in reference to other common links in the Source/HL2 network of resources.

The links I can find that come close are:

http://www.fpsbanana.com/tuts/208  : Unlimited Render Targets for Cameras This tutorial may be relevant although it is a few years old now. Would I have to set up several render targets for supplementary concurrent FPS cameras? Is the entire scene, rendered to texture through the main camera as part of the Source gui?

http://www.snarkpit.net/editing.php?page=tutorials&game=HL2&id=131  : Cycling through cameras The author here states pretty clearly that multiple concurrent cameras cannot happen although the statement is also tied to multiple physical monitors (dualview/horizontal span I assume, hence my comment above). This article is also quite old. Does it reflect the current state of the Source SDK?

http://developer.valvesoftware.com/wiki/Rear_View_Mirror  : Rear View Mirror This tutorial actually looks pretty close to what I may want to do, except have the mirror larger (third of the screen, no render overlap/overlay) and the camera pointing forwardsish. Again, do I need a material/texture to render to for main camera views?

GarryKeltie 08:14, 27 Jun 2008 (PDT)

I do have an Idea, why don't you just parent an in level monitor to the player... MLSTRM 14:35, 20 July 2009 (UTC)

SDK Base Orange Box Bug help

Im working on a mod called Strider Mountain, maybe you've heard of it, anyway while upgrading to the Orange box SDK base I have noticed that the Jeep/Buggy is missing the front wheels and overall just doesn't work right. If anyone can help fix this the entire team would be SO Greatful! and would of course add you to the credits. please help! thanks Cubedude 17:31, 17 Apr 2008 (PDT)

I figured it out, I deleted the vehicle scripts in the mod files so it reverted back to using the vehicle scripts in the GCF. cubedude89 14:51, 19 Apr 2008 (PDT)

AI in TF2

Scince there doesn't seem to be bots coming to TF2 anytime soon, i thought that i might make some bots of my own. Anybody know how i would get started? also, i'd like it if all the bot activity could be serverside and not require a download or to boot up a completely different game.

Actually, there are bots in TF2, and there is a youtube video from Katana314 that describes how to create and control them for machinima. Here's the video. Unfortunately, these bots aren't programmed with AI of their own, as far as I know, so your best bet on getting started would be on learning how to control them and what all of the "bot_*" console commands do. I'm not sure if it's plausible, but I bet that you could make some sort of mod or something that would control the bots' AI from the server. The trick is just finding out how to do that.
oddly, once playing through TFe with bots on my server, a sniper jumped, and walked around within my map. How, I don't know.--Gear 19:31, 3 May 2008 (PDT)

anybody else have any ideas?

Depth Buffer

I want write depth buffer to texture, to use it in my own postprocess shader. But I don't know how do they do it! Please, help me! Svan 23:30, 6 Mar 2008 (PST)

I think its a vmt parameter.--Gear 19:31, 3 May 2008 (PDT)

portal gun in hl2

does any one know how i could put the portal gun or a weapon from counter-strike in 2 hl2

Thanks

Ferretboy54 14:29, 2 Mar 2008 (PST)

You may want to see this. The portalgun coding is not present in HL2, so it's really a hackish mod for Portal, plus a million unwanted errors. --Darthkillyou 09:29, 9 Mar 2008 (PDT)

Portal Bullets

I apologize if this is in the wrong spot, but it looked the best place to put it. I noticed in Portal that it has all of the hl2 models and everything. While playing portal, using the console, you can spawn the metro police for example wielding a pistol. The problem is that they cannot shoot you. They aim at you, the gun flashes like it's shooting but no bullets come out. Every hl2 gun will work in your hands though.

In portal, how can I (or anyone else) make the enemies actually shoot?

Evillordnikon 22:45, 17 Jan 2008 (PST)

I think it is because they're no ai nodes in portal maps. you could map edit the level in game by typing map edit and your desired map to edit the bsp and place nodes.

CThread Usage

I am working on a University project using a motion controller as a means to control a prototype game using the Source engine... please see this question as an act of my desperation!

I am looking for a way to continuously grab some data for use in my mod from a socket (the motion controller data is already being sent via a socket). I thought that running my own thread would be a way to achieve this... I have created my own class CThreadTest which extends CThread (in threadtools.h).


Here is my code:

threadtest.cpp

threadtest.h

The call is on line 21 - within C_BasePlayer::Spawn() - here: c_baseplayer.cpp


My thread starts, runs and within the overridden Run() function enters a while loop which completes a simple 'test' (printing out to the console every second for X times) and finishes. My thread class is a singleton and I am starting the thread in the CBasePlayer::Spawn() function. However, when I load a map, my thread starts but the game world does not load until the thread has completed, suggesting to me that the thread is not running in parallel / concurrently with the game code.

Any help or advice would be greatly appreciated as I haven't had much luck searching the web, forums or asking experienced (HL2) coders. Perhaps another method to achieve my aim is a possibility? Please bare in mind I'm a fairly novice programmer =)

Kind regards,

Obli 09:42, 3 Dec 2007 (PST)

---

EDIT: My thread was running all along (!). I was incorrect to instantiate and run my thread in C_BasePlayer::Spawn().

As a test to determine if my thread was working I created it 10 seconds in to the game using:

  if(gpGlobals->curtime > 10.0) 
  { 
     CThreadTest::GetInstance(); 
  }

...and it runs fine!

If any official word regarding the use of CThread surfaces, I would still be interested to hear =) Now, on to using sockets...! --Obli 15:50, 6 Dec 2007 (PST)

Changing player direction while jumping

Hello, I'm working on a 3d side scroller in the source engine and want the player to be able to change direction while they are in the air instead of carrying the momentum they had when they hit jump. I've checked the whole gamemovement file and more and i just can't find that code. Maybe somebody knows where this code is? Angrycrow 05:29, 25 Dec 2007 (PST)

If you can't find it, perhaps it's "under the hood" (i.e. in the game engine itself) which would mean that it cannot be changed directly. It's probably part of the physics engine of the game, but perhaps there could be a work-around to "inhibit" that through custom code... I wouldn't have a clue. --Etset 14:42, 25 Jan 2008 (PST)
I thought this was as easy as modifying the sv_airaccelerate cvar. If not, check out the two lines that clamp wishspeed in CGameMovement::AirAccelerate. Although considering this question was posted over 2 months ago, maybe not so helpful... let me know. --Neverender 23:15, 9 Mar 2008 (PDT)

Sending player data from client to server

Do you have any idea where's the code that sends client data to the server in HL2MP ? I'm looking for it because I seem not to have any kind of information regarding the client's WorldToScreenMatrix() (or anything like it) from the server side, and I need it for some aiming code, and from what I've seen, some bullet dispatching code is done in the client side (like machine guns), and the RPG, grenades, projectiles are done on the server side. --Cippyboy 22:12, 13 Feb 2008 (PST)

CS:S AI, Classes and Multiplayer Saving

Some friends and I are making our first mod and we have a few questions. 1. Is it possible to use/copy over the Counter-Strike AI to the mod (for use as enemies)? If so, how do we do so? 2. Our mod will have classes that can use all weapons but react differently (different class has different accuracy, etc). How would you recommend going about this? 3. This will be a multiplayer, kind of story based mod. Different weapons and equipment can be found along the way and it is possible to enter levels in different orders, only kill some enemies, come back later and kill the rest. This makes saving difficult. How do we do it? (I think I can do it but it will be really easy to cheat...) --erebfaer 16:15, 20 May 2008 (EST +10)

Client missing DT class CWeaponBrickbat

Note from writer: You can feel free to fix any mispell I got becaus english is not my mother languge, and I really was kinda rushed

I am currently working on a mod for Half-Life 2 Single Player and desided to practice on the weapons that were blocked for some reason (and as I can see, or you [valve] could'nt fix it at all, and that means that you [valve] wont help me much now. or you just didnt had the time becaus for some reason I fixed it in less than a hour, but still not fixed evrything apperantly...

Anyway, my problem is that: I took the Grenade_Brickbat and the Weapon_Brickbat and started fixing its compile errors one by one, when I finnaly fixed evrything in both (3 warnings on weapon_Brickbat) I opened my mod to see if they work now (should be an ugly sight becaus a lot of stuff like model and others are not defiend, but I just wanted to see if it works) so I lounched it, becaus I still did'nt make a GUI that lets me open a map, I just wrote in console "map [name of map I made]" it started loading it, but then id disconnected me and when I cheaked the console it said:

  Client missing DT class CWeaponBrickbat
  Host_EndGame: CL_ParseClassInfo_EndClasses: CreateDecoders failed.

I am gonna try to run it under a debugger and see what I can learn, if nothing would work, I will add the full console log.


Edit: I added my console log becaus the debug did'nt show any error exept the normal AI error when I load a map...

Console log:

  CSoundEmitterSystem:  Registered 5136 sounds
  scripts\talker\npc_barney.txt(token 15) : Multiple definitions for criteria 'IsMap_d3_c17_09'
  CResponseSystem:  scripts\talker\response_rules.txt (217 rules, 213 criteria, and 208 responses)
  maxplayers set to 1
  Heap: 256.00 Mb
  Parsed 23 text messages
  execing config.cfg
  cc_lang = 
  Sound Initialization
  DS:headphone configuration detected
  Set primary sound buffer format: yes
  Using secondary sound buffer
     2 channel(s)
     16 bits/sample
     44100 samples/sec
  DirectSound initialized
  Sound sampling rate: 44100
  4 CPUs, Frequency: 3.0 Ghz,  Features: GenuineIntel SSE SSE2 MMX RDTSC CMOV FCMOV
  GetAllManifestFiles:  Unable to load maplist.txt
  execing valve.rc
  ] map infl_d7_combine
  Spawn Server infl_d7_combine
  env_cubemap used on world geometry without rebuilding map. . ignoring: metal/citadel_metalwall076a
  env_cubemap used on world geometry without rebuilding map. . ignoring: metal/citadel_metalwall076a
  Begin loading faces (loads materials)
  End loading faces (loads materials)
  execing skill_manifest.cfg
  execing skill.cfg
  PrecacheScriptSound 'NPC_CombineBall_Episodic.Explosion' failed, no such sound script entry
  PrecacheScriptSound 'NPC_CombineBall_Episodic.WhizFlyby' failed, no such sound script entry
  PrecacheScriptSound 'NPC_CombineBall_Episodic.Impact' failed, no such sound script entry
  Model models/weapons/w_bb_bottle.mdl not found!
  Invalid file size for motd.txt
  Section [Scenes]: 1096 resources total 17.54 KB, 0.84 % of limit (2.10 MB)
  Created class baseline: 7 classes, 1161 bytes.
  Game started
  
  Half-Life 2
  Map: infl_d7_combine
  Players:  1 / 1
  Build 3531
  Server Number 1
  material "vgui/hud/xbox_reticle" not found
  --- Missing Vgui material vgui/hud/xbox_reticle
  No pure server whitelist. sv_pure = 0
  CAsyncWavDataCache:  0 .wavs total 0 bytes, 0.00 % of capacity
  Initializing renderer...
  Level unlit, setting 'mat_fullbright 1'
  Warning: using WorldTwoTextureBlend on a non-displacement surface.
  Support for this will go away soon.
     - Material       : nature/blendgrassgravel002a
     - Surface center : -1128 424 0
  Warning: using WorldTwoTextureBlend on a non-displacement surface (material:
nature/blendgrassgravel002a). Support for this will go away soon.
  DataTable warning: No matching RecvTable for SendTable 'DT_WeaponBrickbat'.
  Client missing DT class CWeaponBrickbat
  Host_EndGame: CL_ParseClassInfo_EndClasses: CreateDecoders failed.
  
  Dropped unnamed from server (Disconnect by user.)

--Frozen Armageddon 13:58, 28 Oct 2008 (PDT)

That weapon don't work very well simply because it got cut from HL2, so it wasn't used. So your just lucky to have the source for it as it's not being used, and is bound to be errored. -Craziestdan
FrozenArmageddon: [removed becaus I wrote some wrong stuff...]
I never said not everyone gets the source at all! I meant, there is code in the source that was cut from HL2, but some are in pieces, some broke etc. So I was just trying to point out that it may not work because it's not complete? I also didn't read your whole post (pretty hard to read when the spelling is rushed). But by any chance (I haven't done weapons in a while, so I may be wrong) did you add the weapon to the c_weapon_stubbs? Every new weapon needs to be there. You'll need to add a line like this:
   STUB_WEAPON_CLASS( weapon_brickbat, WeaponBrickbat, C_BaseHLBludgeonWeapon );

And don't forget you need to make a weapon_brickbat.txt script in the mods script folder. This should actually fix it, I remember having your problem before. --Craziestdan 14:15, 28 Oct 2008 (PDT)

Wow, sirusly, I am sorry that I said anything about your comment, becaus I think you just helped me a lot, im gonna try it now :D

oh, and sorry for the bad spelling, English not beeing mother languge and too much time in online chatting may change your spelling really badly as you allready noticed ^_^ and btw, I wanted also to say that I don't think that the fragments are the foult, Becaus even when I excluded it, my map wont work and give same error as before...

Lol i keep fogetting my timestamp xD Anyway, I didn't realise you weren't english, anyway, glad it worked (if it did). Next time you need help post here. A lot more people check there rather then here. --Craziestdan 14:15, 28 Oct 2008 (PDT)
hmm... didnt work even after I added:
  STUB_WEAPON_CLASS( weapon_brickbat, WeaponBrickbat, C_BaseHLBludgeonWeapon );
and made a file called weapon_brickbat and copy\pasted (and changed abit) the weapon_crowbar :D
Well I didn't actually mean put that identical line in, I meant something very similar. In that weapon stubbs file looking at the others should give it away. You need to make sure your line matches the weapon, and don't forget about case sensitive. I put WeaponBrickbat, but you might need WeaponBrickBat. Stuff like that you need to look out for. It may be another problem that idk about, because i've never been able to have 2 melee weapons in source, it always messes up somewhere. --Craziestdan 14:31, 28 Oct 2008 (PDT)
lol this qustion gets long, anyway, Yea, I did copy\pasted it EXACTLY but when I looked at evry other code, it was allmost identicale... and I also tryed to expiriment abit with the .txt file, but still nothing works, im happy that you keep helping me...

BTW I posted it with more details in Steam Forums

--Frozen Armageddon 04:26, 29 Oct 2008 (PDT)

Well it looks like someone just gave you the solution in the thread on that link, one that I actually forgot. But I didn't realise your in a MP mod?? Your weapon file must be included in both server/client projects for MP. --Craziestdan 08:53, 29 Oct 2008 (PDT)

erm... im actualy making a Half-Life 2 Single Player mod... not mp >.>

Last message sent by Frozen Armageddon at 13:42, 29 Oct 2008 (PDT)

Changes won't appear in game

This is a repost of a problem that several newcomers to modding have encountered when following the tutorial at http://developer.valvesoftware.com/wiki/My_First_Mod After compiling and starting the game, none of the changes we make appear in the game. Specifically, we try to adjust the RPG rocket speed, but this just doesn't happen. Probably, this is due to some issue with DLLs, AppIds or similar. However, I can't find an answer anywhere. There is a discussion of the problem on the tutorial discussion page: http://developer.valvesoftware.com/wiki/Talk:My_First_Mod#Rocket_Speed_doesn.27t_change

Anyone?

--Diskonaut 14:05, 15 May 2009 (UTC)

I read the discussion and I guess the guy was lucky with his app id thing, its not really related, if your mod is orange-box based, just keep it at the default 218. You're going to need to give me more detail before I can help you. First what IDE or version of visual studio are you using? And if you're using VS, have you fixed the automatic copy of the dlls to the game folder?
--psycommando 19:47, 16 May 2009 (UTC)

Material System

materials don't show up in 3d view

When I make a Brush, it is a baby blue color and it doesn't show up -- 20:49, 9 Dec 2007 (GMT) Unsigned comment added by Octoplasma (talkcontribs). Please use four tildes (~~~~) to sign your username.

Did you put the material in the right folders? --Darthkillyou 18:49, 17 Feb 2008 (PST)
Sounds to me as if you have your View set to "3D Filled Polygons". You might try changing your View to "3D Textured Polygons". Go to View at the top of Hammer. Find "3D Textured Polygons" & click on that. Textures will immediately be visible in the 3D view. --YPE 09:02, 21 May 2008 (PDT)

Half-Life 2 Episode 2 textures

I'm mapping for Deathmatch & would like to use a few models from Half-Life 2 Episode 2. I extract all necesarry model & texture files to thier proper respective directories, yet when I use the Model Viewer or Model Browser in Hammer, the models appear as being non-textured. I can extract models from Ep1 & CS:S all day long without any such problems. I have run into the same problem extracting non-model textures from Ep2 as well. I'm thinking it may have something to do with different engine versions (Ep1 & OrangeBox). Am I correct in that assumption? Is there any sort of work-around for this? Would using VTFEdit help me in this endevor? --YPE 09:08, 21 May 2008 (PDT)

First of all, you are not allowed to use the materials in any other games, even VALVe games, except for OB games. Second, all of those files are newer versions, so they won't work anyway. Solokiller 10:43, 21 May 2008 (PDT)
Solokiller, Thank you for answering my question. I was not aware of any such restriction. Would you be so kind as to post a link to the information you describe? --YPE 18:57, 22 May 2008 (PDT)
I've had some time to think about your answer. I think your wrong. I was under the impression that all Source Engine games were open-source, which can be confirmed here: Levels_of_security_for_map_makers. It's the third paragraph, last sentence. Wikipedia's definition of open-source. --YPE 16:26, 23 May 2008 (PDT)
There is a large difference between what is stated there and the truth. The writes assumes that, because you can decompile a map and retrieve all data as if it were the original vmf, you can use anything and everything from any Source engine game in any other Source engine game. This is not the case. See http://developer.valvesoftware.com/wiki/Mod_Content_Usage for more information. Solokiller 04:42, 24 May 2008 (PDT)
We'll see about that. I just emailed sdk@valvesoftware.com about exactly what i can use that was not included in the SDK. I also requested if I could post thier response here. Hopefully it will be an expeditious & positive response.--YPE 16:23, 24 May 2008 (PDT)
Seriously you're wasting your time emailing them, and it rather work out if you just Ported textures over inside your own mod. There's no problem with mixing them that's for sure, or bringing in your own. Also Aside that, Half Life 2 Deathmatch will not support the New texture type, therefore your straight out of luck, and instead you would have to build your own MP mod to utilize the new engine features. Besides that sadly mapping for Dm is sadly dead for reasons I can't seem to understand. Now you're questions have been answered and theres no workaround sorry.--Gear 18:50, 24 May 2008 (PDT)
You can downgrade the textures... --Frostbite 19:08, 24 May 2008 (PDT)
I never imagined the can of worms I was about to open with my initial question. Seems there's quite a bit of confusion as to what is "allowed" & "not allowed". I am not all about taking some mod team's work & ripping it apart just so I can make a single Deathmatch map. I am limiting my content to only Valve Software's original models & textures. Those being from: HL2, HL2:EP1, HL2:EP2 & CS:S. From what I see in Mod_Content_Usage, It looks like all of the games listed are "allowed" to be used. It is also an old page, as it does not contain any information on any of the Orange Box games. Seeing as how all of those games listed are from Valve Software & the SDK was updated with the new Orange Box games so people could mod from them, I don't see anything wrong at all with using a few models or textures from HL2:EP2. After all, I did pay for those games. Speaking of my initial question, I answered it myself with a download of VTFEdit. Frostbite is correct in that the version of the textures can be downgraded to work with the older Source Engine. I now have a fully textured, working model from HL2:EP2 in my HL2:DM. Even though it's possible, I doubt that I will use very many. Doing so is quite time consuming.--YPE 20:53, 24 May 2008 (PDT)
It's is illegal to use Episode 2 materials in anything not OB, that said, don't say i didn't warn you. Solokiller 05:58, 25 May 2008 (PDT)
 :O! Thats Why I hesitated on making any ep2 MP maps.--Gear 05:59, 25 May 2008 (PDT)
Warning heeded. The HL2:EP2 model & it's textures have been removed. --YPE 10:45, 25 May 2008 (PDT)
I now know that I cannot use any HL2:EP2 models or textures. I know it may seem like I'm dragging this out, but for clarification, I need to know if I can still use models or textures from HL2:EP1 or CS:S. What I thought was ok, was not. If I can't use those either, I might as well delete the map I was working so hard on. I would have to totally rework the map. :( --YPE 13:34, 26 May 2008 (PDT)
If you cannot normally access the files when mapping for the game in question, then you can't use the other game's content. In other words, when mapping for Hl2: DM, only content available for that game normally can be used. You should not have to extract files to use them, if you do, then you either have a corrupted/faulty copy, or are doing things wrong. Solokiller 06:36, 27 May 2008 (PDT)
I want to thank everone that has spent time responding to my question. Especially Solokiller for setting me straight on this subject. I clearly had no idea. Thank you. All other game content has been removed. --YPE 10:31, 27 May 2008 (PDT)

Mod Files

No Hud On Start?

Hi everyone. I'm sort of "begginer" to the whole modding thing, but im interested. how do I make me spawn with a hud showing already (health, armour, weapons, etc.) I always have to do Sv_cheats 1, then impulse 101, I want to be able to spawn, withput having to do that, or without having to put an HEV suit in my map all he time. Thanks. --Shield543 08:22, 18 Jun 2008 (PDT)


wel,for as far as i know it'snot possible to start with the suit already on unless you picked it up in a previous map, but you might try putting your suit directly under the spawn point, and set a flag so that it doesn't do it lenghty introduction music etc.

Error?

I am a novice to modding, as in never done it before, however for good reason as every time i have tried to make a mod to anything i get an error page saying "Can't open CreateModFiles\source2009\gameinfo_sp.txt for reading". Now rather than whining about it here I have spent some time trying to solve the problem myself by refreshing SDK content; reset game configurations and even tried to find the file myself and now I have no clue what to so can someone please help me out?--Theshawnacorn 7:48PM 11/01/2011


I have recently encounter this same problem (today actually), and found out that the required files aren't in the SDK for Source 2009 but they are there for The Orange Box (Source 2007). Using GCFScape, you can extract root\launcher\CreateModFiles\orangebox and place it in C:\Program Files (x86)\Steam\steamapps\*account name*\sourcesdk\launcher\CreateModFiles (or wherever the your Steam folders are located) you will have to create the "CreateModFiles" folder. Once the Orange Box files are in there, rename "orangebox" to "source2009". --Yottabyte 23:38, 3 February 2011 (UTC)

Updating Client Files for your MOD?

After releasing the 12th version of my MOD, I must say I'm tired of creating an installer and patcher each time. It takes a while to do both, which means a delay each time I do it. Does anyone know of a freeware (read: not bullcrap shareware which is all I could find in searches) file update manager? Something similar to Steam's content update system would be perfect, where it periodically checks for updates to their files. Thanks.--Tj9991 18:54, 6 Nov 2007 (PST)

Umm, maybe try using SVN? That might help you release patches and small updates easily, but for the major versions I'd still suggest putting it BOTH into the SVN as the full game file pack (no need for installers :D) and to where you usually put them as an installer. I suggest you find out more about SVN here: http://subversion.tigris.org/ Then if you need a free SVN host, try google code's svn: http://code.google.com That would require you to make it open source, though. -- 13:32, 28 Jan 2008 Unsigned comment added by Esa94 (talkcontribs). Please use four tildes (~~~~) to sign your username.

Removing the Achievements segment on the Main Menu

i am making a small mod for HL2:EP2 and when i start it up it has the achievements menu and the commentary menu segments, how can i get rid of them? -- 1:56, 05 Aug 2009 brendanmint

Video Editing/In-Game

Regarding creating entities in-game (ent_create)...

In TF2, I've been trying to make entities in a multiplayer server using ent_create and prop_physics_create and any other thing that creates entities, but it doesn't work because I do not know how to properly write the command (how do I even name the entity I create?), there's nothing about it anywhere and there isn't an article on it.

It's like no one even heard of the command...

Any help would be appreciated.

Sockpuppetclock 06:24, 27 Sep 2008 (PDT)

prop_physics_create props_mining/rock001.mdl
Quotes are only needed if there is a space in the name which is super rare in Valve stuff these days if at all, :something like this would be very rare ;
prop_physics_create "props folder with spaces/model name with spaces.mdl"
Or something more complex (HL2DM!) ;
prop_physics_create props_junk/propane_tank001a.mdl;ent_create npc_satchel;ent_fire npc_satchel explode;ent_create prop_combine_ball;ent_fire prop_combine_ball explode;say BOOOOM!!!
But for any of these You Need sv_cheats 1 enabled! --Jenkins08 11:00, 19 April 2009 (UTC)


Sound not syncing - host_framerate still set to 30

Hi there, in FakeFactory 8, which uses Source Engine version 14, none of my exported AVIs are synced correctly to the sound. Does anyone know how I can fix this? --Tgp1994 03:34, 23 May 2009 (UTC)

Thanks for all the help everyone >.> Turns out I needed to use a different codec.

Shaders

How do I initialize arrays inside shaders?

If I have myshader.fxc and it contains a global variable:

float coefficients[200];

how can I initialize it from within the shader's .cpp file? -- 16:50, 17 Feb 2008 (GMT) Unsigned comment added by Christos (talkcontribs). Please use four tildes (~~~~) to sign your username.

Misc

Error with MountAppFilesystem

Everytime I testrun my map I get this error:

MountAppFilesystem() failed: SteamMountAppFilesystem(218,35,0x4a6fd54) failed with error 21: A different version of this FS is already in use

I know this is an adressed problem and I have attempted that fix. I can't get it to work but I did grab my start-up process be fore I closed it:


** Executing...
** Command: Copy File
** Parameters: "c:\program files\steam\steamapps\krazy322\sourcesdk\bin\orangebox\bin\testmap.bsp" "c:\program files\steam\steamapps\krazy322\garrysmod\garrysmod\maps\testmap.bsp"


** Executing...
** Command: "c:\program files\steam\steamapps\krazy322\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\krazy322\garrysmod\garrysmod" "c:\program files\steam\steamapps\krazy322\sourcesdk\bin\orangebox\bin\testmap"

Valve Software - vvis.exe (Mar 11 2008)
2 threads
reading c:\program files\steam\steamapps\krazy322\sourcesdk\bin\orangebox\bin\testmap.bsp
reading c:\program files\steam\steamapps\krazy322\sourcesdk\bin\orangebox\bin\testmap.prt
  27 portalclusters
  64 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 667
Average clusters visible: 24
Building PAS...
Average clusters audible: 27
visdatasize:436  compressed from 432
writing c:\program files\steam\steamapps\krazy322\sourcesdk\bin\orangebox\bin\testmap.bsp
0 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "c:\program files\steam\steamapps\krazy322\sourcesdk\bin\orangebox\bin\testmap.bsp" "c:\program files\steam\steamapps\krazy322\garrysmod\garrysmod\maps\testmap.bsp"


** Executing...
** Command: "c:\program files\steam\steamapps\krazy322\half-life 2\hl2.exe"
** Parameters: -applaunch 215 -dev -console -game "c:\program files\steam\steamapps\krazy322\garrysmod\garrysmod" "c:\program files\steam\steamapps\krazy322\sourcesdk\bin\orangebox\bin\testmap"

I would love to get a hand with this. Thanks guys reaperz132@hotmail.com

Uncheck Run Game after compiling, manually launch the game and type map <mapname>
Your parameters for launching the game are incorrect...Should be something like;
"c:\program files\steam\steam.exe" -gameidlaunch 218 -dev -console -game "c:\program files\steam\steamapps\krazy322\garrysmod\garrysmod" +map testmap
Notice first of all its pointing to Steam.exe not hl2.exe (Steam.exe is used to launch all steam games now, Hl2.exe is not used to launch anymore but still an essential part of the games)
Second of all is the AppID parameter, that has also changed from -applaunch to -gameidlaunch and also you were trying to load AppID 215 which is Source SDK Base (Episode 1 Engine) and if you look in garrysmod/garrysmod/gameinfo.txt you will see it's AppID 218 which is Source SDK Base 2007 (Orangebox) which is what Garrysmod uses as a base game.
But my suggestion is don't launch from hammer especially if your map is cpu/gpu intensive then you wont get accurate framerate ingame because hammer will be in the background sucking up hundreds of MB of Ram.
--Jenkins08 07:08, 20 April 2009 (UTC)

Half Life 2 Mapping

I don't own Half Life 2 on Steam, but I have it installed, and I can run Gmod, HL1 Source, and I have HL2: Death Match. Can I still create a HL2 Map with NPC's, and play it? clary.joshua@gmail.com

Yes! --Jenkins08 10:31, 19 April 2009 (UTC)

Making a map in Half Life Source

I own HL:Source, but I need to know what the dimensions of things are for this game! You guys have mappers references for HL2, TF2, Portal, L4D, and CS, but not HL1! Please help! Email answers to clary.joshua@gmail.com

2D View Text in Hammer displays strangely

I think the title it fairly self-explanitory; the numerical text and letters displayed in the 2D fields are mostly illegible (or at the very least messed up). Other text doesn't seem to have a problem. Upgrading and changing graphics drivers had no effect, and I'm not sure what the cause could be. Doesn't seem to really impact level creation mechanics (unless you count being able to tell how big I'm making a brush without counting the grids as a 'mechanic'), but it essentially prevents me from using the editor.

A screenshot of one of the editor windows is here: [[3]]

I'd appreciate some suggestions UltimaGecko 20:19, 17 Sep 2008 (PDT)

Same Problem. Anyone found a way to solve the problem? Sheak 13:44, 28 March 2009

Motionmapper screwups

Hey there - i've been trying to map a couple of standard male animations from sourcesdk_content\hl2\modelsrc\humans_sdk\Male_Animations_sdk to a custom size Valve Biped i created in XSI from the Biped Guide. Basically the rig is a little shorter overall and has less wide shoulders. I didn't change any names of bones or helpers or whatnot.

Now, aside from the fact that motionmapper seems to have problems mapping files over a certain number of frames (idle_subtle is the one i seem to remember) and ends it all by crashing, nearly ALL the smd files i end up with contain errors: 1.#QNAN0 and -1.#IND00 in the block that follows after "time 0". They seem to occur in pretty much the same "nodes" described in the first part of each smd (3,5,7.. 101, 103 etc. they vary from animation to animation).

Oh, and using templatefiles ends in a crash right away.

Is there something wrong with the rig? The biped guide is explicitly intended for rig resizing, isn't it? I'm using XSI 6.01 with the Valve plugin. By the way, following the tutorial about mapping skeletal motion works.. I'm at a loss, help would be much appreciated!

pF 06:52, 10 Jul 2008 (PDT)


Interesting Error Message.

  I'm not able to get Source SDK running. I keep getting the following error message.

"MountFilesystem( 221 )failed: SteamMountFilesystem(4000,221,0x1c10fd64=,0x1c10fc54) failed with error 106: Failed to resize the cache file" I click OK and it goes away. Any help? --Wombat 18:17, 4 Jul 2008 (PDT)

Hi I'm sorry I don't know the fix but I'm posting to say I have the same problem. Only the address is different. Could this be a hardware problem? I don't have problems running other steam apps or any other apps on my machine to my knowledge. Here is a rundown of things I have tried that haven't worked:
  • Verify the integrity of tool cache.
  • Run CSS and joined a server then quit and try to launch sourceSDK.
  • Set engine -ep1 in the launch options (I want to make a CSS map).
  • Uninstalled sourceSDK, performed a scandisk, re-installed sourceSDK.
Currently I'm downloading Half Life 2 EP 1 to see if it makes a difference to have it installed. --Super duper 03:54, 15 Aug 2008 (PDT)
The address is probably going to be different each time you get that error. Memory is a dynamic thing. And stop using line breaks please, it makes my head ache. --Baliame (talk) 05:43, 15 Aug 2008 (PDT)
OK downloading Half Life 2 EP 1 fixed the problem now it launches, no errors! Wombat do you have HL2 Ep 1 installed? -- Super duper 04:12, 15 Aug 2008 (PDT)
Is there any other way to get it to work? I just downloaded it and am annoyed because it took hours to download for just an error message. --Col6y

Overview? How to get started?

I'm sure I must have missed it, but I can't find an overview of the most basic stuff (that is probably obvious to everyone here, but not to me). Like, I don't want to make a map, I want to have the death notices show up differently. Is that a mod? a plug-in? Does that mean compiling my own client? If I compile my own client, will the servers let me in? or will they think I'm cheating? Thanks so much! Myzipis02139 19:59, 31 May 2008 (PDT)

Adding New Maps to Source:Dedicated server

Help! How can I add maps to the default that are in the dedicated server? I can't find a way to run maps that I have made for HL2:DM. I've tried to change the map to the one that I have made, to test it, but it doesn't show up in the options. I've tried to move the map to the dedicated server folder, but it doesn't seem to work. Any help would be appreciated!--tiddly 05:03, 17 May 2008 (PDT)

Add it to %Source Dedicated Server Path%/hl2mp/maps -- I just tested, it should work fine. --Durub 14:44, 31 May 2008 (PDT)

Adding connection to a mysql server in a source mod

Hi, i'm trying to share information about player on several servers and think Mysql is the faster way. But, i tried to use the mysql Libraire (C). But once the game launched and i try to create a listen server i receive this error report

Missing RecvProp for DT_BasePlayer - DT_Local/m_iFOV

I've solved it by adding the dll Libmysql.dll in the source sdk base folder. the game couldn't find the DLL in my mod bin directory. How to include it without having to copy bins in the source sdk directory? thanks by adavance Gael Motte Gmotte 02:03, 12 May 2008 (PDT)

Hammer is not loading all the files for my game.

I am following the door tutorial for Portal and am finding that Hammer can not find some of the models and entities. For instance, I couldn't find the model for one of the sides of the door in the Model Browser, but when I typed in the path it worked. I am also am not able to find the func_door entity. Any help would be appritiated. Thank you.ShawnStovall 14:24, 23 Feb 2008 (PST)

You might be missing some models, try to reinstall Source SDK, and Portal, that should fix the problem.--Gear 17:33, 31 Mar 2008 (PDT)

Networking: Opening TCP Socket on Port 27015

I am trying to establish a TCP connection to port 27015 on a standard TF2 server using PHP's fsockopen, but the connection attempt keeps timing out. Doing a port scan through the range 27000 - 27020 shows no open ports, but how can this be possible? Does anyone know which port to connect to in order to establish a TCP connection with the game server so I can implement a web-based RCON panel? --TGAcid 16:42, 17 Jan 2008 (PST)

Don't you want UDP? --Neverender 23:18, 9 Mar 2008 (PDT)
The server has to have -ip in its command line, even if it's set to 0.0.0.0. By default, Source servers bind rcon to 127.0.0.1, effectively disabling it. --BarkerJr 18:12, 31 Aug 2008 (PDT)

Can you restrict Team Fortress 2 classes?

Is there a way to restrict classes on a Team Fortress 2 map? I'm developing a map for snipers; I want to make it so that all the players spawn as snipers. They will still have all weapons. Can I somehow force this in Hammer, or do I have to simply set it with an admin option on a server? I've seen this done before (where, for example, everyone goes pyro and you have a melee only round). --Askiba 16:38, 11 Jan 2008 (PST)

The only way to restrict classes that I know of is through a server admin mod such as Mani or Beetlemod, which was most likely what you saw on the server you visited. I know we experimented with limiting classes/buildable objects during sudden death with Beetlemod. --TGAcid 17:49, 17 Jan 2008 (PST)

SDK not working correctly

Hammer crashes if I do anything - try to make brush, for example. Faceposer can't extract the phonems, writing "extraction successful but full recognization failed" or "Extraction complete", but it isn't! Re-installing SDK doesn't help. Earlier, I've used SDK, and it worked properly, and this problems came just after Orange Box SDK updates. But I don't have it! Please, help if you can.--1BloodYDoG1 06:55, 14 Nov 2007 (PST)

Have you tried the suggestion given here? If you don't own the Orange Box and run the SDK as is, it will be loaded for the orange box games. You should add "-engine ep1" to the Source SDK Launch options, like Woody suggests. Try that and see if it works! It seems to be causing a a headache to lot of people... --Etset 17:51, 19 Jan 2008 (PST)

Hammer wont launch

Everything in SDK works perfectly except Hammer, when i attempt to launch Hammer i get this error code: " MountFileSystem(312) failed: SteamMountFile System(3476,312,0x1a38fd64) failed with error 5: No Steam Content Servers are available " Any help would be appreciated also if someone could even just explain what the error code means so I have a chance of fixing it that would be very useful. MattDZR 07:45, 22 Feb 2008 (PST)

This is an error we all got, but now it's all fixed.--Gear 17:33, 31 Mar 2008 (PDT)
We still get this error, this is NOT fixed. --dotISO 16:41, 10 May 2008 (PDT)
For you maybe, but for us yes. Something is wrong with your Hammer, try to re-install Source sdk, and next time add your signature thats linkable! :)--Gear 21:31, 11 May 2008 (PDT)

SKD Will Not Launch

I have just installed Source SKD and I went to launch it and it come up with 'SKDlaunch.exe has stoped working' now my friend and I have tryd a few things like putting 'engine -ep1' also he changed somthing to do with the dep. He also said that it would launch fine as I have enought free ram and cpu to handel it. If theres any other info needed just tell me and I will get it. supernova 09:34, 23 Mar 2008 (gmt +12)

Error could not load:gameui

)I have no idea where this would go, so sorry if it's in the wrong section) When building a map in Hammer for a mod when I try to compile it it says something like "Error could not load:gameui" I don't think i'm doing anything wrong. Any help would be appreciated--Kyn 17:31, 31 Mar 2008 (PDT)

What game are you making a map for? Also you should tell Hammer not to run the game when Compile ends, and instead run the game yourself, and load it up via a console.--Gear 17:34, 31 Mar 2008 (PDT)
Hello. I too am having the same problem. Either Hammer does not load the GAMEUI or it tells me that the Library was not loaded. I have tried uninstalling everything and reinstalling and no go. And to make matters worse when i try and run the map in the GAMES section of STEAM i get the same ERRORS; Could not load GAMEUI or Library not loaded. Before orange box i was able to make maps and compile with no problems. Everything in steam is up to date. I am very frustrated. --MasterLandShark 21:48, 6 Oct 2008 (PDT)
Hey. I am also having this problem but the game won't load at all, the window pops up, and then it just loses again with no errors or anything, also when i try to compile a map in hammer it says could not load gameui but i can't find a problem with the code at all. --MLSTRM 12:29, 26 Oct 2008 (GMT)
 :Almost there!! make sure you are compiling the code in release mode and when you run the game
the menu etc will appear. but i still can't load my maps... --MLSTRM 12:41, 09 Nov 2008

Solution: Change in Configure Hammer panel on tab Build Programs Game executable to "$SteamUserDir\half-life 2 episode two\hl2.exe" instead of "$SteamUserDir\half-life 2\hl2.exe" (mod on Orange Box engine). --Rob3rto 23:14, 8 April 2009

The above solution does not help me... I was compiling under the Ep1 engine, and no problems were encountered. But I then switched over to the Orange Box engine, and I get this error. My Build Programs Game Exe. is the Ep2 .exe. But I still get this error. Legolas1649 22:27, 20 May 2009 (UTC)

i am have the same proble it was working fine last night and then to day nothings working.

Uhh, there is no EP2.exe. HL2EP2 runs off it's own copy of HL2.exe.--Suroguner 06:04, 8 June 2009 (UTC)

Launch hl2.exe with -game ep2 parameter.SiPlus 16:40, 11 May 2010 (UTC)

Change CS:S display

You know when you play CS:S the main menu says Counter-Strike: Source above the different options? Is there a way to change this to something else like an inspirational message?

Thanks

-Ferretboy54-

Placement is in resource\ClientScheme.res text file. Text is in gameinfo.txt (Steam verifying this file every CSS launch, it can't be modified. SiPlus 12:52, 21 January 2010 (UTC)

Locust2

I save my map but whenever i put it into game or into an upload site it doesnt come with the saves, what do i do?

What? I the bsp does not include save files, you need to copy those over too.--Gear 07:37, 23 Jun 2008 (PDT)

Portal falling damage/regen ammo questions

I'm starting a mod on Portal, but it'll be a bit different than usual, for example, some maps will resemble plataform games and such, it'll have combat, etc. So I need to ask 2 questions:

1. Is it possible to enable falling damage back on Portal, and at same time, keep the health regen? (not much programing knowledge)

2. How can I make an weapon having infinite bullets or ammo that self-regenerates (like the airboat gun)?

The falling damage is really important to me, as the gameplay depends on it. Please help me out with this :] Thanks

-Murdock-


Floor of Goo

Hi everybody. I need to know how to create a floor of goo, that forces players to slide above it. We can see such floors at Route Kanal chapter of HL2. I looked through the Documentation, but haven't found mention of this effect. I really don't know what is it: entity or something else? --user:StreetStrider 08:52, 13 April 2009 (UTC)

Materials/Nature/Mud* << everything that is named Mud in the Nature folder should be slippery and slimy like Goo :)
Just place it like a regular material and your done! --Jenkins08 10:20, 19 April 2009 (UTC)
Thanks, I'll try. ) So, it's creates similar like a water. user:StreetStrider 15:14, 22 April 2009 (UTC)

Portalgun upgrade

In a mod I'm making at the moment for portal I need the portal gun to be able to punt objects like the gravity gun. Any help? Smasher006 17:29, 19 April 2009 (UTC)

No this requires you to have access to the Portal Source codes which are under safe lock and key at Valve HQ. Meaning Portal, CSS, TF2, and at this present moment Left 4 Dead are all Closed Source games.
Only Half-Life 2 and the Episodes are "Open Source" meaning you can edit the game codes and upgrade/change such things --Jenkins08 06:54, 20 April 2009 (UTC)
Any ideas on how I could still incorporate the gravity guns fuction in the mod?
Smasher006 15:23, 20 April 2009 (UTC)
You could just have a place that the players could pick up weapon_physcannon. hmmwhatsthisdo 01:55, 9 December 2009 (UTC)

Changing HUD Color

I apologize if this is in the wrong section. Anyway, in the mod I am currently developing, I wish to change the color of the HUD, and possibly the font. Is there an easy way to do this, or is there C++ programming involved?

Also, while I'm at it, I'm confused by the differences of prop_static, prop_dynamic, and prop_physics. What exactly are the differences?

I can only answer you the difference between static and dynamic props, static props are props that are 100% immovable and cannot be affected by outputs, however, dynamic props is almost immovable, it can be affected by outputs and can do animations
VGUI HUD color can be changed thru mod\resource\ClientScheme.res file (it's just text file, use Notepad or smth similar to edit it). Also, about props:
Prop_static was made only for static, non-animated props. The entity removes from map at compilation stage and converts to StudioRender code.
Prop_dynamic is for animated models, NPC models or models that moving or rotating dynamically.
Prop_physics is for pushable and dropable models (physics support). SiPlus 12:49, 21 January 2010 (UTC)

Answered Questions

Adding a output in-game

I have a trouble adding a output to an entity, like a player forexample. I am trying to add a output on a trigger_once to cause a activators health to drop to zero. I type ent_fire trigger_once addoutput onstarttouch player,sethealth,0,0,1

but it keeps saying "

AddOutput input fired with bad string. Format: <output name> <targetname>,<inputname>,<parameter>,<delay>,<max times to fire (-1 == infinite)>" and I don't know what I am doing wrong, does anyone knows what I actually should type? ~Christoffer395

Try this; Create a trigger hurt in the area which kills the player instantly OR ent_fire trigger_once AddOutput "OnStartTouch !player,SetHealth,0,0,0"

DONT use AddOutput that is a very dangerous command.
AddOutput <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care. 
And you should use !activator when dealing with triggers not !player especially in Multiplayer
Why are you doing this from the console anyway? Are you adding triggers Real Time simply because you can't be bothered making them in hammer? Or is that not an option? Becuase it would solve all your problems if you created a brush Tied to the entity trigger_once and changed its outputs to OnStartTouch::SetHealth::0 instead of using complex console commands :S? --Jenkins08 10:28, 19 April 2009 (UTC)
I'm not up for making maps where I can mess with other peoples, but from already existing maps. I'm actually seeking advanced commands, not piece of cake commands. The more powerfull it is, the more worth it is. But anyway, thanks for helping :D
Christoffer395 21:33, 27 April 2009
The targetname section could use some more real-world examples. Not sure if you've seen it, but I did put add a detailed example for AddOutput on the targetname section, but it was on the article's talk page here, rather then the actual article. --brandished 00:57, 28 April 2009 (UTC)

Character has miss-rotated legs when using XSI Valve Rigs

When I rig a character to a skeleton generated by the Valve Biped Guide in XSI Mod Tool 6, the resulting model as seen in Model Viewer has the body below the waist rotated 90 degrees. I have all export options checked when I use the SMD exporter.

I've read about a few other people having this problem. Is there currently a bug in the Valve plug-in for XSI? --Ayjay McDi 14:50, 29 Jul 2008 (PDT)

Update: I've studied the SMD file generated by XSI (both through XSI and through a text editor) and noticed these discrepancies with an existing biped model I decompiled:

  • The mesh ("ValveBiped.mesh") is included in the node tree data
  • All triangles in the triangle block are also parented to the mesh "bone"
  • There is a bone "ValveBiped.Bip01" which the pelvis (ValveBiped.Bip01_Pelvis) is a child of
  • The root spine (ValveBiped.Bip01_Spine) is a child of "ValveBiped.Bip01", not of ValveBiped.Bip01_Pelvis

So, apparently there are bugs in the XSI SMD exporter. Is there a fix on the way or should I look at a different modeling package? --Ayjay McDi 14:42, 1 Aug 2008 (PDT)

Update: I've figured out my problem. I was using a hand-written QC file. What I should have been doing was using the QC and QCI files that come with the SDK (e.g. C:\Program Files\Steam\steamapps\<your SteamID>\sourcesdk_content\hl2mp\modelsrc\humans_sdk\Male\Group03\Male_05.qc). Those contain the proper commands to convert the XSI skeleton to the Valve skeleton. --Ayjay McDi 15:15, 6 September 2009 (UTC)