Difference between revisions of "Help Desk"

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==Pending Questions==
==Pending Questions==
===Respawning a player===
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.
===Model recompiling===
===Model recompiling===

Revision as of 13:36, 27 February 2006

Got a question? 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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Pending Questions

Respawning a player


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.

Model recompiling


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

Try recompiling the texture. Check out this link. -- Sodabus 20:56, 26 Feb 2006 (PST)
Now I need help getting eyelids working—ts2do 21:58, 26 Feb 2006 (PST)
This might not help much but a human model has two textures, one for the body and one for the face. The problem seems to be that the model only uses the body texture. --Deadity 04:10, 27 Feb 2006 (PST)

Generating output when player uses a locked door

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

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

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

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

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

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

Custom elevators...howto?

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

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

Selling your MOD

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

Teleport issue

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

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

Languages in Source

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

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

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

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


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

No Such Variable

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

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

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

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

Damianogre (talk) Jan 18, 2006

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

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

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

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

Custom voice

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

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

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

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

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

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

Sub Topic

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

Is SDK Known Issues List what you're looking for? —Maven (talk) 13:55, 4 Nov 2005 (PST)
It might be. I avoided that page, because it was all source code related, while this is more of a mapping issue. I'll consider it a more general page from now on, and append it there, thanks. --Spektre1 23:07, 4 Nov 2005 (PST)
Send me an email ([email protected]) and i'll see what i can do about a fix for CSTRAD. --Amckern 00:07, 5 Nov 2005 (PST)

Black Model Bug / BSP Cubemap Bug

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

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

CS:S Map Help Needed

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

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

Env_smokestack problems

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

CS:S Satellite Dish Models

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

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

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

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

Spheres and Cylinders

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

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

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

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

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

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

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

Then I don't understand why I couldn't just turn practically every brush into a func_detail, if it has all the benefits and no drawbacks. --Andreasen 08:19, 1 Feb 2006 (PST)
Search the VDC Optimization pages. You need a good balance of normal brushwork for proper divisions. --wisemx 08:27, 1 Feb 2006 (PST)

Teams are full?/ No steam validation

Right, ive made my map, and iam compiling it. It opens Source and comes with an error called "Steam Validation Failed". I just click ok and then i make a new server. My map is allready in the maps list and i start the server, but when i want to play, it says both teams are full!!!, Its annoying the hell out of me that i cant play my maps,,, please help me! AlexK

First of all type sv_lan 1 in your console or type -console +sv_lan 1 in the RUN MAP bar in hammer, make sure you have a starting position for your player, im assuming your talking about a Counter:Strike Source level, so place an info_player_terrorist or info_player_counterterrorist entity. Oh and make sure the starting position is ABOVE ground or it wont be run in the game--Deadity 11:48, 15 Feb 2006 (PST)


Problem with making own levels

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

Seems like you don't have any lights in your map. Either put some light into your map or compile the map without Vrad. -- Koraktor

Answered Questions

DoD models in Counter-Strike

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

You must receive permission directly from Valve. If you include DOD:S content in CS:S and share your work you have directly violated the Steam E.U.L.A. by bypassing Steam to distribute Steam specific content. --wisemx 04:43, 27 Feb 2006 (PST)
Hold your horses dude, I haven't violated anything. Im just asking.--Deadity 06:56, 27 Feb 2006 (PST)

Metal Grate Texture Problem

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

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

Transparency in models

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

Disappearing Models

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

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

How do I make a working floor?

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

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

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

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

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

2D Grid Problem

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

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

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

Making glass respawn?

I'm a newbie at this, but I have used other mapmakers before, so I have some idea of what I'm doing. I've played around a bunch with the properties of entities, but no matter what I try, I can't seem to get my glass flooring to respawn. I'd like it to respawn after a certain set time limit when broken. I've tried OnBreak ForceSpawn <glassentityname>, but that doesn't seem to work. I've also filled in the "Spawn on break" property with the glass entity name, but that doesn't work either. What can I do? --ElvenNerfer

Here's an example, HL2 vmf and bsp, respawning breakable glass. 41k
Note: Two types are illustrated, best method is on the right. --wisemx 08:42, 16 Feb 2006 (PST)

Custom Stuff

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

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

Overlapping displacements

Do overlapping displacement surfaces, for example an L-shaped surface in a map's corner, count as bad brushwork? In general, do they generate problems? Avoiding overlaps with complex displacement surfaces (used by me to make hills, pits and other terrain) is usually quite hard, and that begs the question. Jupix 02:48, 25 Feb 2006 (PST)

Displacements are not handled the same as brushwork and can be overlapped without any problems...the way the engine makes them solid is by making many solid triangles, which do not break when they intersect anything—ts2do 08:04, 25 Feb 2006 (PST)
Ok, thanks. I take it it's also OK to have a displacement overlap with a brush? Jupix 09:22, 25 Feb 2006 (PST)
Absolutely fine: if you noclip around, for example, de_dust2, you will find many displacements intersecting with brushes. Giles 09:42, 25 Feb 2006 (PST)
Thanks! :) Jupix 01:47, 26 Feb 2006 (PST)