Difference between revisions of "Help Desk"

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==Pending Questions==
==Pending Questions==
===Performance warning: Mark bone===
I´ve been banging my head trying to fox this console error problem for ages now. All the answers i have found says to use $bonemerge to fix it. But this only fixed my problems for the firstperson stuff. The thirdperson errors are still there. The developer console is totally spammed with this error.
[[User:Drakir|Drakir]] 15:29, 22 Apr 2007 (PDT)

Revision as of 06:28, 22 April 2007


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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Pending Questions

Performance warning: Mark bone

I´ve been banging my head trying to fox this console error problem for ages now. All the answers i have found says to use $bonemerge to fix it. But this only fixed my problems for the firstperson stuff. The thirdperson errors are still there. The developer console is totally spammed with this error.

Drakir 15:29, 22 Apr 2007 (PDT)

Physics Gun compile problem

I followed the tutorial on another forum site, and it adds fine, until i try to compile when i get the error:


I have tried to fix this myself, following this: http://www.hl2world.com/bbs/-vp675217.html

But i am a very big Noobie to c++ hoping to pick some up on the way through half-life 2 modding.

Cheers, Hope i get a quick answer :P

Trleighton 13:32, 16 Apr 2007 (PDT)

Two scipting problems

First, the MOTD simply does not show up on my server. Also having a similar problem with an MP mod I'm working on, in which only the first character shows up.

Second, as usual the death notices are not working properly in my MP mod. Since there are custom weapon icons (which I do have working) I figured I'd just set up a new entry in clientscheme.res for them. So, under the HL2MPDeathType entry I have:

				"name"  "bsgcficons" // csd.ttf
				"tall"  "32"
				"weight" "0"
				"additive" "1"
				"antialias" "1"

and of course in the custom font declarations I have

 "3"		"resource/bsgcficons.ttf"

Then I went to mod_textures.txt and set the appropriate weapons to BSGCFTypeDeath, like this:

				"font"		"BSGCFTypeDeath"
				"character"	"/"

Well, I'm still getting the error where the icon shows up as the character it is assigned to. There is nothing wrong with my font file, the icon shows up properly in the buckets and loadouts.

Thanks in advance! -Mrhappy 19:42, 10 Apr 2007 (PDT)

I figured out the problem with the death notices, the HL2MP.ttf file which stores the icons for the notices is formated differently than the halflife2.ttf file which stores the icons for buckets and loadouts, and which I used as a template for bsgcficons.ttf. I'm still having problems with my motd files tho :/ -Mrhappy 11:57, 11 Apr 2007 (PDT)

Physics "key"

I've been wondering how to make a prop (or func_physbox, really) to stick to a set postion once it comes in contact with a trigger. Like the plug in the beginning of Half-life 2, when Gordon has to stick in the plug to the socket when Alyx is about to teleport. I'm guessing I have to use some sort of logic entity but I'm not too sure. Help would be appreciated.

Bjoergz 04:43, 8 Apr 2007 (PDT)

Hey. Simply flag Disable Motion under the flags. Then create a trigger_once or a trigger_multiple, and make a input to the prop in question with the functiom Enable Motion.--Sortie 05:28, 10 Apr 2007 (PDT)

Map Problem

I've been working on a little map in a little while and when I launch it all goes fine untill I meet the two combine npc's and go into a fight, in about 5sek I get an error message, something about a HL2.exe program error...

The message goes like this "The instruction in "0x0fb03e20" reffered to the adress "0x0d7ea1a0". The memory couldn't be "read". This message is just an translation from my native language so it may be a little unclear.

Mindless One

Strange.... npc`s never really have problems like that. It may be another error. Might you have 4 ram modules within your pc?--Gear 18:20, 14 Apr 2007 (PDT)

Door travel

Im working on a map and it has a bit where the door is actually under the map and is supposed to come up throguh the floor and fill in the door fram, but it alwasy goes to damn high, how do i edit how far the door moves?

Is it on a path_track or exactly what are you using on it?

Or maybe a func_move_linear--Gear 17:00, 30 Mar 2007 (PDT)

Assuming your using a func_door (which you should for the simplest of linear moving brushes) then your going to want to set a Lip property. Set it to however many units you need it to NOT move. So, let's say your door is 128 units high and you want it to move 100 units, set the lip to 28. You can also make it move farther by setting a negative lip (-28 causing it to move a total of 156 units). -Mrhappy 19:46, 10 Apr 2007 (PDT)

NPC prop_physics?

I recebtly played a map in which you cuould throw explosive breens at people and was wondering how to do this, i tried just making a prop_physics and applying a breen texture to it but it doesnt show up ingame.

Physics has no effects on bots of HL2DM/HL2MP ?

I'm developing a bot for HL2DM and some users pointed out that the bot does not take damage from physgun and plasma-ball attacks. The ball, barrels, heaters, ... go right through it. It looks like the rudimentary bot from the SDK is already subject to this issue. A quick search on Google showed that Garry's mod used to have the same issue. I do not seem to have a control on this so I'm guessing that it comes from inside the game server (ie: the handling of the fake player returned by the server that has not been VPHYSICS-enabled). Any clue on this ? Thank you. -- Hurricane 14:25, 23 Mar 2007 (PDT)

Episode One Updates apply to mod?

As I haven't quite understand how the Source SDK Base works yet, except that your mod should automatically stay up to date with the last version of the engine (which part of it? Rendering, AI?), my question is: the recent updates to Episode One (and in particular the fix for the jerky NPC animation) will automatically be incorporated into "AppID 215" mods? 'Cause actually I got that problem (and many others) since I've switched AppID from 220 to 215... --uoz 12:04, 22 Mar 2007 (PDT)

Sadly Valve never had made an automatic update to the engine as far as models or textures just simply HDR and phong shading as well as a couple of other features. The best way is to use GCF scape and you can then extract the proper stuff to hammer or whatever the case to fill in the holes in other words.....What exactly do you plan to do are you also needing the sound and scripts files or what are you doing exactly?--Gear 17:14, 30 Mar 2007 (PDT)

Dynamic Accuracy

I know there was a tutorial about this before, but I cannot find it anymore. Basically I want to code in dynamic accuracy into a Half Life 2 Deathmatch based Mod. This means that went the player crouches their weapon will gain accuracy, when they run and jump they will lose accuracy. Similar to the CSS accuracy model except in HL2DM. Thanks

^Slick 16:39, 20 Mar 2007 (PDT)

What city are turtle rock studios in?

I need to call Mr. Booth about some AI stuff, but they dont have a phone number or a city on there site, can some one please help me out and tell me what city they are in? Thanks! --Amckern 17:05, 18 Mar 2007 (PDT)

Irvine, CA according to this press release on valves site. --Ging 07:39, 31 Mar 2007 (PDT)

Hmmm does it say in there website? And hey amkern i was wondering if you knew this but sadly youre compiler comes with a virus so yeah....... but good job on it ts great really yet i couldn't compile for HDR even though i added both- to the vvis line.--Gear 21:05, 10 Apr 2007 (PDT)

AI question

Please, excuse my uneducated question here, what I am wondering, is, how to have AI, (combine, zombies, etc) attack somewhere, either after a set ammount of time, or, somthing else, if that is not possable...Currebtly, I simply have a base map, made in hammer, for HL2DM. Now, if I have gone wrong, in thinking is this possable, please tell me.

Don't worry its not a bad question hahaha. Yeah you can you can use a scripted_sequence entity. Mainly you need to specify an npc so that way the npc can walk to the area then attack the spot where the scripted_sequence is facing.

Mainly you need to fill in the action animation option or field with an attack animation like say ACT_RELOAD or rapellF or even ATTACK_a something like that. The animation differs from npc but with combine and zombies its mainly almost the same. Thats something you might want to try. Something more advanced maybe might require rally_assault point and other things like path_track. Hopefully that will help.--Gear 17:24, 30 Mar 2007 (PDT)

Compile problems

When compiling for gmod9, it pops-up 4 error boxes. They say: MountAppFilesystem() failed: SteamMountAppFilesystem(215,22,0x137fd74) failed with error 21: A different version of this FS is already in use Help please. Icekirby30 18:03, 23 Feb 2007 (PST)Icekirby30

Try launching the game from steam, rather than Hammer -Mrhappy 03:42, 25 Mar 2007 (PDT)

Simply place the map in the maps folder within the GMod 9 folder and then load the map in GMod 9. That should work.--Gear 17:26, 30 Mar 2007 (PDT)

changes to map dont transfer to cs:s

when i change something in hammer and i compile it to test it out, the change doesnt go to counter strike source so the map is the exact same as berfore i compiled the change, plz help new at this so cant figure it out Unsigned comment added by Popcornhobo (talkcontribs). Please use four tildes (~~~~) to sign your username.

Your map is probably encountering compile errors. Run compile again (selecting only Bsp), and check the compile log, and look for errors there. --Daedalus 06:46, 10 Apr 2007 (PDT)

Faceposer; actor freezes in map

When trying to run a VCD in Garry's Mod, using the ingame console (setexpressionoverride) the actor is able to act out a random number of lines, then he'll freeze up and his hand starts vibrating. There don't appear to be console errors, and the VCD runs fine in faceposer. I wonder if the problem simply lies in the use of setexpressionoverride. --Katana314 17:58, 18 Feb 2007 (PST)

Same problem, only it's coming up once for me. I'm gonna try a reinstall with the SDK itself, but hopefully there will be resolution for this sooner than later that doesn't involve such a measure. --jdzero 23:27, 18 Marc 2007 (MST)

Tinted drawing

Is this a bug in my code or does CHudTexture::DrawSelf (which uses ISurface::DrawSetColor and ISurface::DrawTexturedSubRect to draw) doesn't takes account the color if you aren't using a font? (I took a look at the CHudTexture code and it looks ok, it's probably DrawSetColor that is a no-op, at least for DrawTexturedSubRect) Yuriks 20:02, 16 Feb 2007 (PST)

VBSP crash

Currently im mapping for SF and as it turns out i keep getting this strange crash. Ive never had this problem before in any of my mapping so im not sure why it does this. Ive reinstalled the sdk and reset configurations as well as refreshed content. this is the list i have from my compile log:

    • Executing...
    • Command: "e:\program files\steam\steamapps\mrtwovideocards\sourcesdk\bin\vbsp.exe"
    • Parameters: -game "e:\program files\steam\SteamApps\SourceMods\sourceforts" "G:\SF_Dock_01"

Valve Software - vbsp.exe (Aug 4 2006) 1 threads materialPath: e:\program files\steam\SteamApps\SourceMods\sourceforts\materials Loading G:\SF_Dock_01.vmf fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 434 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing G:\SF_Dock_01.prt...done (1) Creating default cubemaps for env_cubemap using skybox materials: skybox/sky_day01_07*.vmt Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_07rt" Can't load skybox file skybox/sky_day01_07 to build the default cubemap!

Right after that my compiler crashes and gives me a windows error window that says vbsp has encountered unexpected problems.

    • Executing...
    • Command: "e:\program files\steam\steamapps\mrtwovideocards\sourcesdk\bin\vvis.exe"
    • Parameters: -game "e:\program files\steam\SteamApps\SourceMods\sourceforts" -fast "G:\SF_Dock_01"

Valve Software - vvis.exe (May 22 2006) fastvis = true 1 threads reading g:\SF_Dock_01.bsp Error opening g:\SF_Dock_01.bsp

    • Executing...
    • Command: "e:\program files\steam\steamapps\mrtwovideocards\sourcesdk\bin\vrad.exe"
    • Parameters: -both -game "e:\program files\steam\SteamApps\SourceMods\sourceforts" -noextra "G:\SF_Dock_01"

Valve Software - vrad.exe SSE (May 22 2006)

Radiosity Simulator ----

1 threads Could not find lights.rad in lights.rad. Trying VRAD BIN directory instead... Warning: Couldn't open texlight file e:\program files\steam\steamapps\mrtwovideocards\sourcesdk\bin\lights.rad. Loading g:\SF_Dock_01.bsp Error opening g:\SF_Dock_01.bsp

    • Executing...
    • Command: Copy File
    • Parameters: "G:\SF_Dock_01.bsp" "e:\program files\steam\SteamApps\SourceMods\sourceforts\maps\SF_Dock_01.bsp"

The command failed. Windows reported the error:

 "The system cannot find the file specified."

Of course the "The system cannot find the file specified." error is due to the compiler not finding a bsp there for that makes sense that i have this error. Any help would be greatly appreicated.--Gear 00:49, 16 Feb 2007 (PST)

First things first, you have to figure out if the error is due to your map or your configuration. As such, I'd try compiling a simple box map. If it fails again, then you might want to ask someone from the SF team to get to know if it's a common error (with a common solution) or not. Good luck. --uoz 07:52, 16 Feb 2007 (PST)

I found the problem and it was really really dumb... but ah well and thankyou it turns out it was a brush textured with the material "clip" and was turned into a displacement. How that happened im not sure but all well thankyou.--Gear 14:41, 19 Feb 2007 (PST)

Source SDK crashes on loading

It used to load up fine, but for some reason it dosen't work anymore. I have tried deleting it and redownloading it, but still no luck. There is a screenshow of what happens here

Jack0168 11:20, 14 Feb 2007 (PST)

Same here, but I am just going to try something

--catbeef 05:47, 16 Feb 2007 (PST)

How do I get AI into a DM map?

I'm wanting to get NPC's to work in a DM map. Maybe I am missing something when it comes to the nodes and hints or something, but I can't figure it out. A friend of mine said that he doesn't think DM supports the AI. If not, is there anyway to get AI working in a DM map? I would particularly like it if there was a way to do it without needing to do an C++ coding.

Also, might anyone know about getting a co-op type mode with HL2?

Much appreciated!

Onobodyo 20:15, 07 Feb 2007

A little bit of google and I came up with this. --uoz 08:49, 13 Feb 2007 (PST)

Thanks a million! I've just been able to start looking over this info, and I have to say, it is getting me really excited!

Much appreciated!

Onobodyo 13:50, 25 Feb 2007

Compile Problem: ERROR: 'EXCEPTION_ACCESS_VIOLATION' (assert: 1)

Ive been trying to make a weapon replacement for the hl2 stunstick. I expoert the new reference smd, and compile with the qc file the mdl decompiler drops (deleted the thing enerated by the decompiler) And when i compile i get the error message: ERROR: 'EXCEPTION_ACCESS_VIOLATION' (assert: 1)

I looked in a faq, and the faq on valve developer wiki says : This is caused by having the $shadowlod's curlybracket in the same line as the command. I have looked through my qc file but i cant find $shadowlod anywhere in it. Do i need it in order to compile?

What is wrong with my smd and/or qc? Can someone please help :D

Cheers sixace 01:03, 30 Jan 2007

A little bit of google and I came up with this. --uoz 08:52, 13 Feb 2007 (PST)

Animating Weapons (And Getting into Game)

I've been following a couple of Video tuts by Jennifer (The legendary CS:S Animator), but have come up on a hitch. - I AM USING MAX 8 -

The rig included with it is for CZ (I believe), so that wont work. Also getting it into game correctly (And QC), is a pain.

Does anyone know any sites that go through it step by step?

Cheers Trleighton 16:01, 25 Jan 2007 (PST)

I didn't watch the video, but you can try this. Anyway, I think you can find a lot of tutorial on this topic using a little self-initiative ;) --uoz 08:59, 13 Feb 2007 (PST)

Blank Game tab in Create Server

I have a HL2 D M mod. I compiled "Game_HL2MP-2005.sln" with VS 2005 express. It's a blank mod at this point with 1 generic map with 2 spawn points. When I go to Create Server, the GAME tab is totally blank. I can still run it, and have a 2nd person connect via LAN in the listen server but its all default settings like the hostname, no password ect. How can I get the contents of the GAME tab? I already tried extracting everything from HL2 DM with GFCscape little by little as a testand it didn't show the correct content in the GAME tab in Create Server until I brought over the 'server.dll' file over-writing mine. This would indicate its coded into the server.dll? I don't have a clue in the code where to start, isn't there an easier way to get the GAME tab content over, so much in the engine is already there, kinda odd this GAME tab content is blank.Jadepanther 12:26, 2 Feb 2007 (PST)

-- I figured it out, the offending file that apprently doesn't get generated with the appropriate content when you create a mod with this version of the Source SDK and then compile it with MS Visual Studio Express 2005 is "/pathtosteamapps/sourcemods/modfolder/cfg/settings.src" Jadepanther 12:26, 2 Feb 2007 (PST)

No dynamic capabilities

I've been wondering about this problem for years now: Why doesn't source display dynamic shadows or dynamic lights? All relevant Source graphics settings are set to max. My graphics card is a ATi RADEON X800 PRO, well capable of displaying DirectX 9.0. Is there some setting I can use to try to enable dynamic lights and shadows manually? --Andreasen 22:40, 16 Jan 2007 (PST)

No not yet untill EP2 sry though im in the same boat.--Gear 00:05, 22 Jan 2007 (PST)
It doesn't display dynamic shadows or dynamic lights because it doesn't feature them. To be more precise, dynamic shadows (and self-shadowing) will be supported in EP2 as pointed out by Gear. As for dynamic lights, they are implemented into the Source renderer, but in fact they are really expensive to handle, and they are not used as the primary lighting system like they are, for example, in Doom 3. They will switch their system sooner or later, but I wouldn't hold my breath... --uoz 10:14, 22 Jan 2007 (PST)

About Doors

Hi i have a little question...its about doors...can i put a "pull" door in my map? i mean...can i put a door that will open without pressing "USE" button to open it, just staying close to the door and the it will open? if u know please tell what entity or change i need to make. thanks -- Track

The easiest way is to put a Trigger_multiple close to the door (on both side of it) and let it trigger the door. BTW, you may want to have a look at this tutorial for a deeper explanation. --uoz 08:17, 11 Jan 2007 (PST)

you can create a self made door as well and select opens on touch rather than use like multiplayer maps.--Gear 00:06, 22 Jan 2007 (PST)

NPC Zombies

Hi, I need help compiling an NPC_zombie heres what ive done... Ive decompiled the classic npc zombie. imported into maya, edited the mesh (not bones), reskinned and exported again. placed the new compiled zombie_reference.smd into a folder with the decompiled .smds edited the .qc file that mdldecompiler made and got rid of the LODs compiled without any problems...The model loads in model viewer and the animations run fine, aswell as in game....except... the model doesnt actualy move...its animating but doesnt move forward with the animation. The same happens in model viewer, the npcs position doesnt change.

Anyone know why this is happening? I believe its to do with either the decompile process, or the compile process as...

I have tried decompiling the .mdl and without editting anything except the .qc file to get rid of the LODs tried recompiling it and got the same results. I have not edited any code except for the .qc file.

Any help appreciated thanks. -- Tefty 17:13, 9 Jan 2007 (GMT)

Not sure, but you can have a look right here I guess. --uoz 09:14, 13 Feb 2007 (PST)

Rebuilding Static Libs

In short, I'm looking for some instructions or pointers on how to rebuild the static libraries contained in /lib. Specifically, I'm curious as to which source files comprise each .lib, and what procedure I can use to rebuild them.

As for the why, in an effort to keep repository size down, I've been considering eliminating the static libraries (located in src/lib/{common,public,vmpi}) included with the latest version of the SDK. In the past, they weren't a problem, as they only amounted to approximately 7 MB. Recently, they have ballooned to almost 45 MB, and are causing problems in my repository (checkout timeouts, possibly large changes should they get recompiled by Valve and pushed out in an update). Since their filenames seem to roughly correspond to the contents of various other folders in the hierarchy, I'm guessing that they can be rebuilt from scratch somehow, allowing for an initial compile that populates or updates the contents of lib without hammering on my bandwidth. At present, it seems that I've either missed the relevant solution file, or Valve has decided against including it.

Thanks for any and all help you may offer. -- NTmatter 03:47, 9 Jan 2007 (PST)

I know this is a bit late, but the static libs are contained in the Everything_SDK project. --Daedalus 20:31, 19 Mar 2007 (PDT)
Don't worry. It's far from late. The information is most appreciated. Just to clarify, my goal is to be able to regenerate the entire \lib subtree from scratch. From what I can tell, the Everything_SDK solution only contains a few of the static libraries necessary to build the rest of the SDK. Is there something that I've missed, perhaps? As it stands, Everything_SDK only builds 3 of the 27 libs normally present in lib\public (mathlib, tier1, and vgui_controls) and Game_HL2 references at least 8 static libs. -- NTmatter 14:24, 26 Mar 2007 (PDT)
It could be that we're not given all the source code for the libs. I know this was a pretty common thing to do back in the day - entire engine were licensed and given out just by supplying the libraries/.obj files. Valve thinks we don't need it I guess, so your only option would be to bug them for more code. --Daedalus 19:19, 26 Mar 2007 (PDT)

HL2SP ignores changes

Over the last days I've tried to build a simple mod that changes just a few aspects of vanilla HL2. When running my mod from the custom run_mod.bat (app 215) everything works as it should, though the HL2-maps aren't accessible, and 'New Game' gives just an error. As soon as I try to run my mod from the games list within steam, with my gameinfo.txt set to HL2 content (app 220), the engine seems to fall back to the vanilla HL2 DLLs and all my changes are gone. I tried modding HL2DM already, and that worked perfectly. Help? (Most of the text kindly provided by DigitalAngst) Yuriks 21:48, 3 Jan 2007 (PST)

I got an answer on the ValveErc forums, you have to apply this fix: http://developer.valvesoftware.com/wiki/Ifilesystem#Mount_Steam_Application_Content

Sprites not loading

None of the sprites don't show up when I'm testing the map. So I opened up the console and it says

Model sprites/light_glow02_add_noz not found!
Precache of sprites/light_glow02_add_noz ambigious (no extension specified)
Precache of sprites/light_glow02_add_noz ambigious (no extension specified)

material "sprites/flamefromabove" not found

I looked at the maps that came with SDK (the first 2 maps of HL2 etc) and couldn't really see a difference between mine and their sprites. So I made an env_sprite which used THE EXACT SAME SPRITE as the one in the HL2 map, but it still didn't work. It just said that it wasn't found. Help? (My env_sun doesn't load either, is this why?) MKM92 15:19, 3 Jan 2007 (PST)

Ah yes, This was a problem I had and has an easy fix. In hammer when you specify the sprite path "sprites/flamefromabove" all you have to do is add .spr to the end. "sprites/flamefromabove.spr" and it should work. Cubedude 09:04, 4 Jan 2007 (PST)
This is what my sprites look like in-game (If they load)
Hmmm, I tried that but it didn't work. I forgot to mention that sometimes the sprite does load, but not in the way you would expect it to (see image). This happens occasionally and there's no error in the console, so I don't know what's wrong..... (The sprite in the picture is supposed to be glow02.) MKM92 13:49, 5 Jan 2007 (PST)
Perhaps it has something to do with steamappID. Are you running your own mod? In case, this article might help you out. --uoz 09:50, 13 Feb 2007 (PST)
Just set the sprite appearance to "additive" Cubedude 17:41, 27 Feb 2007 (PST)
You need to add .vmt to the file name - example

Falling NPCs

I would like to force npc_citizen falling even it's too high for him to jump. For example, the npc is an block very high from the ground, he would walk and fall (or jump) to the ground (no matter if he hurts or die). Shall I use info_node or a modification of AI is required? --coco2053 13:20, 21 Dec 2006 (PST)

Probably the easiest solution is to use a Trigger_push coupled with a Filter_activator_name. A tricky alternative could be to build a temporary invisible floor with a Func_brush and place an Info_node_hint on it, then make the npc to jump and deactivate the Func_brush so that he/she falls to the ground. As I said, tricky. --uoz 06:03, 21 Dec 2006 (PST)
Haha yeah really tricky. I do think theres another way though but thats using a scripted sequence and im not sure how your working with that however then again a node cant be too far from an npc.--Gear 04:38, 22 Dec 2006 (PST)

Client timed out

When I run my CS map, it compiles but then about half a second after starting up the map, I get the Client timed out box. If I create a server I can run the map, but the navigation map will not update. Does anyone know what causes this?--Hambone 19:16, 22 Dec 2006 (PST)

I get that too... I beg for help too -User:Mr.Grey

I get the Cient timed out box too. How do I get my map to run??!

Never run the map from hammer. If your nav map doesn't updates it might mean the compile failed. Otherwise, delete the nav file. Solokiller 10:30, 24 Dec 2006 (PST)

What? What should i run it with? It doesnt open standard maps like de_mitlia neither. Help!! Im getting eager to try my first map!!!

Problem half solved: when something doesnt work, i do what all other reasonable person does...tries it again..and again... it has worked once.

Obviously you open it with the game after you've compiled it. Solokiller 01:49, 25 Dec 2006 (PST)

In my experience, this has to do with the server variable sv_lan. I never get servers to run from Hammer when sv_lan is set to 0. Or: when sv_lan is not listed in your server variables, and you use the parameter +sv_lan 0, it always gives me a timeout. Bottom line: you can only create LAN servers from Hammer... it used to be different though (like half a year ago). -Taco

Confirmed. Just add +sv_lan 1 to your Additional game parameters field in the Run map dialog. --Liquidplasmaflow 12:46, 30 Dec 2006 (PST)

Func_breakable_surf gib material types

Here's a tricky one... I changed the glasswindowbreak070a.vmt to use some custom .vtfs of a wooden screen design I did. So instead of the standard window, it'd be my wooden screen design. After it was shot, it would be broken pieces of the wooden screen instead of little glass bits. So far so good, it even makes a wooden sound when it's shot out. The only problem I have is that when it's shot, it still produces glass gibs! I've changed the material type to "wood" where ever it is obvious, (so that includes the referenced .vmts and the func_breakable_surf material type properties). Any ideas on how to change the gibs from glass to wood? Any help is appreciated. Nfpartridge 23:42, 18 Dec 2006 (PST)

I'm pretty sure it's hardcoded. They precache gib models into the code, and, from what I've seen so far, this entity is programmed to work with glass and tile surfaces. Silly question, but have you tried to modify the propdata value of your Func_breakable_surf? If it doesn't work out, you likely have to code your own entity. --uoz 02:28, 19 Dec 2006 (PST)
I've changed the "propdata" keyvalue to "wood.size" and it still gives glass gibs. I see that the "$crackmaterial" variable of the glasswindowbreak070a.vmt template I'm using points to a material with the "shatteredglass" shader parameter. I can guess that this is where the glass gibs are coming from. Is there a quick and dirty way to decompile the "shatteredglass" shader so I can create one with wood gibs? I've found no mention of this "shatteredglass" shader on the wiki. Is this an oversight? If the only option is to create my own "entity" does that mean Shader Authoring or something else?Nfpartridge 11:30, 19 Dec 2006 (PST)
I've done a quick search into the code again, and I came up with this:
enum ShatterSurface_t
	// Note: This much match with the client entity
This is a portion of one of the header files included into the server entity. As such, I think that the answer is "something else", but at this point I can't really help. You need someone who is much more into coding.--uoz 12:05, 20 Dec 2006 (PST)

Log off

I was compiling a big map in hammer over night, and when I came back in the morning the screen was on the windows xp loging screen. And then I checked to see if the map was compiled and it hadn't. So I tryed to compile again, but again the same thing happened. I came back to find a login screen and no compiled map. are there some settings i can change to stop this from happening? -vulcan

yeah juat dont compile over night and its more better if you stay and watch your log progress every five minutes just in case an error pops up. Oh you can also change how long your computer will automaticly go into sleep mode. --Gear 20:22, 17 Dec 2006 (PST)

I only get <sil> phonemes when extracting from a WAV

I've seen this discussed on multiple forums, but still have found no solution to what I'm guessing is a familiar ticket.

I'm having trouble with FacePoser's Phoneme Editor. Every time I load a wav file and try to extract the phoneme data, I get a ton of 'Unrecognized Phoneme' errors in Output, and the result is '<sil>' phonemes scattered all over the waveform. (I've never gotten anything other than <sil>, not even a 'wrong' phoneme.)

I get this result regardless of which WAV I load. When trying the SDK's sample WAV, I notice it automatically extracts the words and phonemes perfectly, so I assume these are embedded in the WAV file. However, if I try to re-extract the phoneme data, I'm rewarded once again with <sil> all over the place.

My WAVs are correctly placed in steamapps\myuser\half-life 2\hl2\sound\. I have 2 custom wavs, one by myself and one by a professional. They're all in fine quality, and I've adjusted the volume to avoid the [! Too loud] error. I'm also using sdk_al_showonroad.wav when testing.

My SAPI is 'Microsoft Speech SDK' version 5.1. I have it configured for medium accuracy on 'Microsoft English Recognizer v5.1'. My SAPI profile is untrained, but it does recognize my speech to some degree. (I've tested Dictation in MS Word, and the words I get sound similar to what I say into the microphone.)

My microphone is of good quality.

Faceposer CC Language is 'English'

Faceposer Expressions are working fine. The model will move its lips when I play the sample WAV for the first time or move my mouse over valid phonemes, so it has to be a recognition problem.

I hope someone can help me with this; it's a 'This should be working...' situation and I'm a bit stuck. Thanks in advance.

--Dan 02:40, 7 Dec 2006 (PST)

I only get <sil> phonemes either. The error message I get seems different, though. "Last Extraction Result : result retrieved, but full recognition failed" is what FacePoser always tells me. I tried changing Regional and Language Options from Japanese to English(United States), but it didn't work. I have SAPI installed. --n-neko 04:16, 7 Dec 2006 (PST)
Hi there neko. That's actually the same thing; I get the 'full recognition failed' message in the Phoneme Editor window. Those other error-messages I mentioned appear in the 'Output' window, which appears if you click on the 'Output' tab in the lower left area of Faceposer. My best lead for a solution was this thread at HL2world, but it wasn't quite the same deal. --Dan 06:34, 7 Dec 2006 (PST)
By the way neko, what's your Operating System? (with Service Packs and Language) --Dan 23:54, 7 Dec 2006 (PST)
I use Windows XP Home SP2 Japanese version. --n-neko 01:27, 8 Dec 2006 (PST)
[edit] Nevermind, that was the problem... --Dan 05:35, 9 Dec 2006 (PST)

PROBLEM SOLVED: It turns out the Phoneme Editor is not configured to work with non-U.S. versions of MS Windows, which causes conflict between Faceposer and the SAPI, (even if you change regional settings etc.)

By a stroke of luck, 'Qyon' at the ChatBear forums has written this small program, which patches the Windows Registry so Faceposer will communicate properly with other languages. You may have to disable virus protection for it to run.

If this still doesn't work, your last resort is to buy a U.S. version of Windows. Still, thanks to Qyon for this one!

--Dan 05:35, 9 Dec 2006 (PST)

Glad to hear it worked for you. I myself tried that PEFix.exe but still no luck. I could be using the program in a wrong way though. I ran it, and chose Japanese, it said patched successfully - but still I only get <sil> from FacePoser. Could you tell me how exactly you used it? --n-neko 08:45, 9 Dec 2006 (PST)
Hmm that's not good to hear... Since I use Win2000 Norwegian Edition, I chose 'Norwegian' from the list, and clicked 'Patch.' It told me it was successful, and after that, I haven't gotten the 'Unrecognized Phoneme' error anymore. The only difference I can think of between my situation and yours, is that Norwegian still uses the same character-set as U.S. English, but I'm guessing Japanese doesn't. --Dan 10:15, 9 Dec 2006 (PST)
I run a US version of Windows and had the <sil> phoneme problem around the time Faceposer was released. I vaguely remember extracting the expressions directory out of source engine.gcf, placing it the game directory, specifically loading phonemes.txt from the Expressions window, and recreating the bitmaps. I'm not sure if this is overkill, but it's worth a shot.
If that doesn't work, have you tried forcing Faceposer to use a certain language? One of the older edits for the Phoneme Tool article has information about it. -- Sodabus 17:42, 9 Dec 2006 (PST)

PROBLEM REMAINS: So I tried them all. - patching PEFix.exe - extracting expressions directory out of source engine.gcf - recreating the bitmaps with phonemes.txt - Forcing langid to Faceposer

I'm still getting <sil>s only. Thanks for your suggestions anyway. I assume there could be problems between non-alphabet OS/SAPI lang pack and Faceposer...--n-neko 05:41, 17 Dec 2006 (PST)

Engine Error

InitFastCopy - missing client class 44

What does this mean? I get it just before the background map loads, crashing HL2.

Gman003 16:04, 14 Dec 2006 (PST)

Total Conversion

If someone was interested in doing a total conversion of the Source Engine, where would one start to find information? What I had in mind is more of a 3rd person RPG atmosphere, but a lot of the articles on this wiki do not point me in the right direction to start a conversion. Any suggestions?


There is a placeholder for a full tutorial on thirdperson mods, but it's not finished yet
Try starting here. -BitMage

Faking "cinematic physics"

Is there a reasonable way to fake things normally handled by the phyiscs engine on a large scale? I am trying to create a building collapse similar to the one seen in the E2 trailer, but the cost of doing it with realtime physics would bog down anything but the most high-end of systems. Noclip 13:48, 7 Dec 2006 (PST)

Try making an animated model. It won't change due to other objects, but it works. Gman003 14:40, 15 Dec 2006 (PST)

Using Models within your selected mod only: Where are the fences in CS:S?

I'm trying to only use Counter Strike models for my map but search for fences has limited results in the model browser. I noticed COMPOUND has the same external_fence models that HL2 has. I see no listing under props_ for compound at all. Is there a props_compound listing for anyone in the model browser? I need some fences in my map! Thanks in advance for the great support here. SteveH

If the models show up HL2, they must be in HL2, not be in CS:S (props_compound)
HL2's fences are in models\props_c17\ and models\props_wasteland\
The fences in Compound are models\props_wasteland\exterior_fence002d.mdl or relatives thereof.

When you download CS:S it downloads base source models -- that contains hl2 and cstrike models.

Trleighton 07:36, 27 Jan 2007 (PST)

FacePoser Problems

When i use the SDK none of the programs work but Hammer. All the functions work, such as "create a mod & everything but FacePoser, ModelViewer or anything else works. Any Ideas? I'm stumped but its making a lot of problems for my mod.. i can't create coreographed scenes!!! Oh well.. Help Me Please!?


Colin Dimebag999 16:47, 22 Nov 2006 (GMT)

I have a similar problem. Hammer runs fine, but Faceposer and ModelViewer will not work. They crash as soon as the program completely loads. I have tried re-downloading, but to no avail.
Maybe we have something in common about our hardware or software that is causing the problem.
As far as hardware, I have a dual-core amd processor (overclocked, but never shows any signs of instability), asus motherboard, 2 gigs of ram, Creative Audigy 2 Value sound card, 2 HDDs in RAID 0, generic Modem, WinPVR 200 TV tuner, and an nVidia 7900GT video card.
As far as software, the only thing I can think of that might be causing the problem is that I have fiddled with my registry to get better performance. ANYBODY with a similar problem? KaerfSusej 12:26, 2 Jan 2007 (PST)
You won't believe this. It's the resolution. Neither 1280x720 or 800x600 work. 1600x1050 does though. I'm gonna crap my pants. I RE-INSTALLED xp tring to fix it. (well not completely, but it was one of the reasons.) I can't say if it is universal or if it is specific to my video card or something. Anywho, it needs to be fixed. KaerfSusej 23:20, 19 Jan 2007 (PST)
oh wow i can't believe this - thanks a lot mate; you've solved my problem - my dad insists on running MY PC in 800x600! thank you!! yes!! although this does need fixed - thank you mate

--Dimebag999 08:41, 14 Feb 2007 (PST)

Spotlight problems

I have a map that has a few spotlight entities in a room, but they don't seem to light up anything but props and NPCs. If I take a spotlight right from a HL2 level, it will work until I change some aspect of it. Even if I create a new spotlight and give it exactly the same properties as the hl2 one it will not work properly. sorry if its a noob question, but can someone help? --Hambone 20:40, 1 Dec 2006 (PST)

Are you talking about Light_spot or Point_spotlight? --uoz 01:35, 3 Dec 2006 (PST)

Make sure that the entity does not touch the prop itself. Thats what can cause the Spotlight not to appear corectly. The Point_spotlight entity should be under the light prop but not touching it.--Gear 14:54, 3 Dec 2006 (PST)

Talking about light_spot. point_spotlight works fine inside the props though, since the player can't get near them I just made the props non-solid.

Hmmmmmmm. yeah i forgot you can do that. Making them non-solid should work. If a point_potlight is in a prop it wont show but will still be rendered.--Gear 12:53, 12 Dec 2006 (PST)

Respawning CS:S weapon_ent's and/or spawning a weapon when a button is pressed

Hey. I posted this on the forums but didnt get a satisfactory responce. Does anyone know how to make a cs:s weapon_ ent respawn and/or spawn when a button is pressed?. Also ammo (perhaps and ammo_giver or something?


Tom Trleighton 12:09, 21 Nov 2006 (PST)
Try using a point_template for this. Solokiller 06:40, 22 Nov 2006 (PST)

Solution for Ammo: Get the advanced FGD, and then use that in hammer. You can assign a starting amount of ammo to the gun.

Texture App.

I recently converted one of my maps from 1.6 to source. As usual the map is void of texture. When I go to place grass or brick...etc it just shows one color. For exmp. When I apply a grass texture all there is is a solid green. I checked and the view is on 3d textured polygons and all my non-converted maps work fine. I tried texture scaling and it says 1.0 or .5 but still a solid color. Any help would be great.


--Duston 13:53, 20 Nov 2006 (PST)

HUD customisation

I am currently modding HL2, and I wish to alter the HUD so that when the player is hit, the screen starts to flash red, and to avoid being killed the player must rest until the screen returns to normal.

Much like that found in Call of Duty 2 and Gears of War.

Where should I begin changing this?

What files contain the code that triggers the current hit indicators?

Thanks in advance,


--Tefty 11:56, 21 Nov 2006 (GMT)

I've only done basic editing for the HUD but not quite as advanced as what you want to do like adding anmations and such. However the right file to get started is called the clientscheme.res file and is loacted in your MOD directory/resource folder. Use notepad to open it which is the only way to edit it unless you have some other special program that allows you to do so. --Gear 10:42, 20 Nov 2006 (PST)

Leaf problems

Currently im having this problem however i have been using glview and cant find any hint. Im not to quite good with glview nor do i get heads or tales on it but all well. Currently i have this problem-

Leaf 1855 (portal 6123) with too many portals. Use vbsp -glview to compile, then glview - portal
- portalhighlight X or -leafhighlight L to view the problem.

Because of that VVIS wont run and so hinting up anything or using areaportals is out of the qustion. Plus water wont appear so what do i do to fix this?--Gear 23:56, 17 Nov 2006 (PST)

I had this problem in Prime - i found the offence, and made the brush into a func_detail - these are striped out by BSP, and added back at RAD - so VIS can still run. --Amckern 04:18, 18 Nov 2006 (PST)

Well im still having the problem and it turns out the map looks like this a bit is this bad?


Yes, that is extremely bad. In fact, I'll go as far as to say that this is the worst map design I have ever seen. You need to learn how to optimize your geometry. A good start, after reading that page, would be to select all of those bars in the third picture and turn the whole group into one func_detail. Nhammen. 07:29, 22 Jan 2007 (PST)

New materials in box generates "Memory could not be read" error.

Here's something for any dedicated troubleshooter out there (with more time on their hands than me): I created a material with the following parameters:

	"$basetexture" "CyberGBS256_050db"
 	"$surfaceprop" "glass"
	"$envmap" "env_cubemap"

While the material works fine otherwise, placing it on (any side of) the six brushes creating the outer box (normally refered to as the skybox), will make Source crash with the "memory could not be read" error. I suspect it might have to do with the "UnlitGeneric" parameter making the material light up the area outside the map, but the error also occurs if the material is only applied on the inside of the brush. What parameter is causing this, and why? (If it is a bug, it should be reported. Also remember that this error won't be shown directly - simply press <Return> when Source sounds its error sound and freezes. You will be unable to toggle with <Alt>+<Tab>.) Thank you for aiding the Source community. --Andreasen 09:51, 14 Nov 2006 (PST)

You can ONLY apply the skybox texture to all sides of the skybox, otherwise you WILL run into problems. --Amckern 04:20, 18 Nov 2006 (PST)
I haven't applied a skybox surface to any sides of this box. It just surrounds the level like a skybox. --Andreasen 06:45, 20 Nov 2006 (PST)
Two things: first of all, you should never surround your level with a box. That will kill your compile times. Secondly, the surfaceprop of that surface is glass; is your texture transparent? If so, that is the cause for your error; you cannot apply a transparent texture to any side of your level, as transparent textures do not seal. Nhammen 07:22, 22 Jan 2007 (PST)

FacePoser, HLMV and Hammer memory errors

Hi there. I'm having some serious problems about the Source SDK Tools. It appears like Source SDK is running fine, but when I run the tools that Source SDK includes (like FacePoser, for example), it gives me an error saying "Unhandled exception at 0x... ...memory could not be read". Actually, it seems like I have all the bin dll's in the bin folder of Source SDK, but this didn't do anything. I have DirectX 9.0c and Source SDK 2.x.

--JacKThERiPPeR 04:48, 12 Nov 2006 (PST)

You are running out of memory, or your RAM is no good. Try enlarging your windows cache file (Google), or closing some programs


Hi all, i am having problems running the create a mod option in the source sdk (modify half-life 2 single player). It copies the files and i get 'An unhandled win32 exception occured in SDKLauncher.exe [2392]. Do you want to debug?' Debugging brings up the following message: 'Unhandled exception at 0x00404fa0 in SDKLauncher.exe: 0xC0000005: Access violation reading location 0x0000001c.'. I have the directx update from october 2006 and have also downloaded the latest platform sdk.

--Mikebolland 19:47, 11 Nov 2006 (GMT)


Hey guys... I'm trying to create an underwater map in hammer and I'm having a hard time setting up some visual cues. Is there a way to create a projector (like in *shudder* Unreal) where I can project the wave texture onto the ground. You know that glowing, dancing look that everything gets underwater? What would be a good way to do this? Serious Sam did it a while ago by putting it on a texture layer, which Source doesn't have. What are my options? --Dpkonofa 09:58, 9 Nov 2006 (PST)

Makeing a decal, and use the projected decal entity may help --Amckern 07:15, 11 Nov 2006 (PST
2 questions - first, can the decal be animated? second, how do you use it? every time i tried to use the project decal entity (because that was my first thought as well), i got a leak.
I dont know about animating decals, i am yet to have a need for one. I also tend to use the normal decal as much as i can, but i did use a projected one on a 32 sided carve i made into a brush for a light effect - was quite tricky, but i think that was becuase of the surface i was using. Just setup the projected decal, and give it an info_tragt in the point at section. --Amckern 04:24, 18 Nov 2006 (PST)
There is no "point at" section... =/ Dpkonofa 21:29, 26 Nov 2006 (PST)
You are almost certainly going to have to write your own VMTs to get something worthwhile. Have a look at what documentation there is here on the Material System, it might be of some use. --Giles 14:53, 27 Nov 2006 (PST)

helicopter question

ok i have a helicopter on a path. yet it seems to want to follow the character on that path. how do i get the helicopter to ignore the character and follow the path and then disappear when it reaches the end? Twiggyzippo 17:59, 1 Nov 2006 (PST)twiggyzippo

Check the cheap flag in the propertys of the entity - it wont look for targets, but then it will also not look for objects in its path, and avoid them. --Amckern 15:35, 2 Nov 2006 (PST)
ok i checked the box that says efficient - dont acquire enemies or avoid obstacles, yet it still follows me and shoots me. and how would i get it so that when it reaches the end of the path it disappears?Twiggyzippo 18:18, 2 Nov 2006 (PST)Twiggyzippo

What you have to do is set up triggers or one trigger that the player will walk through. The input to the Helicopter should be flytospecifictrackviapath and as the parmeter the path_track that you want it to fly to. Also try using the ai_relationship entity in order for the heli to like the player that way it wont attack the player when it flys-by.--Gear 22:39, 16 Nov 2006 (PST)

Also note that no flags should be required to do this but you can check some flags to fit the situation as you see fit.--Gear 22:40, 16 Nov 2006 (PST)

Things fall through displacements

Most objects that are non-living fall through my displacement surfaces. I have set all displacements to have collisions, but it still happens. What do I have to do to fix this? --Hambone 14:51, 23 Oct 2006 (PDT)

This only seems to happen in HL2. If you make a basic mod, it won't happen. What seems to be happening is that regardless of your settings the displacement maps think that "Don't Collide with VPhys" is set. Hull and Ray simulated objects are colliding normally. --Kateye 15:21, 23 Oct 2006 (PDT)
This is an issue if your still running in appid 220 or w/e. I corrected the problem with my mods by moving over to appid 215. --Spektre1 20:08, 23 Oct 2006 (PDT)

odd hmmm i seem to experiance this when i play Gmod but no where else.--Gear 19:20, 29 Oct 2006 (PST)

I saw somewhere that this can be fixed by adding -novirtualmesh to the BSP compile line.--Mathewnor 03:54, 1 Nov 2006 (PST)
I added -novirtualmesh under Gmod9, and it did not fix this. I changed its appid to 215, and hull and ray collions work, but not physics. Before I changed the appid from 220 to 215, ONLY hull collisions were working. Progress, but problem not solved. It made works fine with all 3 collisions in HL2DM.--Runningriotmab 15:52, 3 Jan 2007 (PST)

Steam.dll not missing

When I try to start the Vconfig.exe, I get the Can't find steam.dll error. This page tells me that I must have moved or deleted the file, so I check where it is supposed to be located, and Steam.dll is still there. ...so why can't Vconfig find it? (I tried restarting Steam, update my SDK and run HL2 once.) --Andreasen 21:42, 21 Oct 2006 (PDT)

Hey Andreasen. I ahev also gooten this problem but usaaly i just resatrt my computer and it goes away i really hardly get it. For some reason its caused when Steam starts up. Why? I have no idae but it shouldnt keep happening and if it does then there might be a corrupt dll file.--Gear 01:12, 22 Oct 2006 (PDT)
It doesn't happen when Steam starts up for me, and the error doesn't go away when I restart my computer, so there is probably another reason for my error. Sure, the dll file might be corrupt, but as additional V tools seem ridden with bugs/problems in general, I'm betting there's a better way to fix this than to reinstall Steam. --Andreasen 21:08, 22 Oct 2006 (PDT)

hmm i have no idea there buddy im vry sry but thats what works for me.--Gear 22:54, 22 Oct 2006 (PDT)

I just went through a vanilla install, all the latest updates, etc. Get the same problem with VConfig- Restarting, re-installing everything Steam related... Still doesn't work. That's bad. --Wretched 02:47, 18 Mar 2007 (PDT)

Get error message on hammer.exe

I get this error message sometimes when i start up hammer or usually when i browse props.

"hammer.exe has encountered a problem and needs to close. We are sorry for the inconvenience."

And the Error Signature is "AppName: hammer.exe AppVer: ModName: datacache.dll ModVer: Offset: 0000b413" "

Ive tried to reset game config, and refresh sdk content, even uninstalled and reinstalled source sdk, but it still gives the same error message. Help anyone? (Oct 26th 2006)

update to the lattest patch tuesday and check your drivers. You may also need to fall back to an older direct x mode in hammer - try this shortcut
C:\Steam\steam.exe -applaunch 211 -runhammer -dxlevel 81
delete the entire source_sdk folder to get rid of hammer and then have Steam re-install it. or, try using the verify game cache option. it sounds like your datacache has become corrupted. --Dpkonofa 10:08, 9 Nov 2006 (PST)

Scripted Spawned NPCs

I have a npc_maker which spawns several npcs and i would like the npcs spawned to walk to a destination. I've tried whith a scripted sequence but it works only for one npc and not for the next spawned npcs. How shall I do that? Thanks--coco2053 17:42, 17 Oct 2006 (PDT)

I had the same problem too one time. you need about 4 entitys in order to do this (npc_combine s) also (npc_maker),and (assualt_rally_point) these entitys allow you too make a for instance accuattly let me say this in steps: First you have the (npc_maker) to spawn a combine. The (Npc_maker) should have the setting "Name Of Template NPC" checked to the combine; also to note you can use other npc's as well; after that through the settings of the (npc_maker) you can choose the number of npc's to spawn and if you eant you can flag the "infinite children" flag in the Flags menu. After that you have to use an (ai_goal_aasault) with (assault _rallypoint) to create a path for the npc to move along. You can also change how long a npc will stay at a certain point. There is also an example VMF. in your SDK_content folder.--Gear 20:18, 17 Oct 2006 (PDT)

There are some already set up assault prefabs in your SDK that seems like what you're looking for. They are thoroughly described in this wiki. --Andreasen 07:24, 18 Oct 2006 (PDT)

Thank you for tour help, but I would like to do exactly the same thing than the prefab "npc_citizen_fleeing" but each time a citizen is spawn, he would do the same thing than the previous (go to the target). I've tried so many things that doesn't work, I feel desperate :-( --coco2053 20:18, 17 Oct 2006 (PDT)

I don't get what the problem is. Are they supposed to go to the target or not? The solution looks simple: Just create the npc_citizen_fleeing prefab, but increase the maximum number allowed to spawn by the npc_template_maker to more than just 1. That should get them to run to the same destination. If you want them to go to different destinations, things will get a bit more complicated unless you just set up several npc_citizen_fleeing prefabs. --Andreasen 15:49, 19 Oct 2006 (PDT)

When you use npc_citizen_fleeing, the first npc spawned will go to the target but the next spawned npc will stay inert. I would like every npc spawned to go to the target. --coco2053 20:18, 17 Oct 2006 (PDT)

That's funny: Looks like I'm partially personally responsible for your problem: I should have explained the Search Cyclically flag after I got it explained to me. Anyway, after setting the Num. of NPCs field of the npc_template_maker to something like 5, to make multiple citizens spawn, you will need to make the aiscripted_schedule repeat, and also make sure that it affects the newly spawned citizens. Simply check the Repeatable and the Search Cyclically flag, and it will work. --Andreasen 06:37, 20 Oct 2006 (PDT)

Thank you so much Andreasen, your are the best ;-) --coco2053 18:07, 20 Oct 2006 (PDT)

Creating A Helicopter Fight

So far i know how to get a (npc_helicopter) to move using a path track entity but im still trying to figure out how to allow a helicopter move freely about on its own durring a battle. A good reference of what im trying to do is much like the Half Life 2 EP 2 Gameplay Videos. Video 3 and 4 is a good example. Is this entirly scripted or does the helicopter move freely? Also i know though that triggers are layed around the area to have the Helicopter aim at certain targets and then shoot them or blow them up. Is there a way i can allow the Helicopter to move freely and what entity's do i require also if anybody knows any links to tutorials that concept this put them here. Thanks--Gear 22:19, 16 Oct 2006 (PDT)

hmm, well you know how you use nodes for the ground npc's. Try using air nodes for the flying npc's, like your helicopter.

For the helicopter shooting at stuff try using "info_target" i believe thats the right name. Hope that helps you. Maybe some one will go in more detail. Cubedude 14:18, 19 Oct 2006 (PDT)

Thanks ive made a sample map just to fool around with these options but i think it all depends on the triggers and the way you place the path track entity but im still not 100% sure yet--Gear 14:21, 19 Oct 2006 (PDT)

Reading a console variable from an entity

Is there any entity that can get the value of a variable? I can set a value (using IncrementVar via a point_clientcommand entity), but is there any way to read a value back in? - RodeoClown 16:05, 16 Oct 2006 (PDT)

External conditions

I would like a npc to be be spawned when the player press a key on his keyboard. How shall i do that? Thanks. coco2053 12:57, 15 Oct 2006 (PDT)

Without touching the source code? Hmm. As there doesn't seem to be any console command for spawning a specific NPC directly, I'm thinking there might be a console command for sending a specific output to a specific spawning entity, that could then spawn the NPC at a specific location. You could bind this to a button through the bind command, either by editing the file containing the binds, or by typing bind <key-to-be-pressed> <output-sending-command> into the console. I'm sorry that I lack the time to go into more depth. --Andreasen 06:22, 16 Oct 2006 (PDT)
npc_create. How could you not know that, Andreasen? It's the first command most people go for! ;-) --TomEdwards 11:36, 16 Oct 2006 (PDT)
Well I was pressed for time, and had not gotten much sleep, so I simply searched through the huge command list in this wiki for "spawn", with no relevant hits. "Create" didn't occur to me, and I've never actually used that command ever. --Andreasen 07:19, 18 Oct 2006 (PDT)

Thanx all. Finally I found out --coco2053 17:41, 17 Oct 2006 (PDT)

Animation/rig problem

The rig for my weapon model is moving out of the model after I compile it. Screenshot - [1] Im not sure if its something to do with the reference smd or something else. Ive done many many custom models before (rigged and not) and this is the first time this has happened. Please help. Thanks. Cubedude 17:41, 13 Oct 2006 (PDT)

well to me it apears that you didn't delete the transform data before you rigged your model, however this could be any number of problems. the question becomes does it animate correctly and can it be used in game how its suposed to. It might just be a rendering glitch. its happened to me on several occasions. try checking to see if it loads rite in game and write back.
--Ryoku 15:28, 2 Nov 2006 (PST)
Woo finally some help THANKS DUDE! Yes, my problem is that the animations mess up because of the bones being moved out like that. If you want I can put up a video of the crazy animation problem it causes. Thanks for helping. Cubedude 14:25, 7 Nov 2006 (PST)

"Only one instance of the game can be running at one time."

I got this message today, and it won't go away. It displays in a dialog box every time the compiler tries to run my map. I've tried restarting Steam, but no luck. This is probably my first compile since I created a new mod, so I switched back to regular HL2, and my map still won't run. --Andreasen 22:39, 12 Oct 2006 (PDT)

This dialog box also pops up every time I try to run any Source game (HL2, HL2:DM, CS:S, HL2:LC) through the Steam menu. (Other games, like HL1, works fine.) --Andreasen 22:46, 12 Oct 2006 (PDT)
I restarted my computer and the problem disappeared. I still don't understand the cause of this message, because the only other Steam process I started was that new SDK Base I had gotten in my list, which didn't start. --Andreasen 00:23, 13 Oct 2006 (PDT)

Hmm this is quite odd indeed? that problem should only occur when HL2 is already running ad the compiller trys to load up HL2 or any other game for that fact so thats a bit odd but hey im glad it went away is it gone for sure though now?--Gear 17:34, 13 Oct 2006 (PDT)

This would happen if the hl2.exe process was running for some reason, but had no window or other means of knowing it was running, probably because of a crash. Happens to me evry now and then.KaerfSusej 12:12, 2 Jan 2007 (PST)

Current Game Selection Problem

I am just getting started in this map making but I wanted to make maps for Counter strike source. I went to the current game listing to select Counter strike source from the option but it wont let me. I can select HL2, HL2 death match, and DoD source. So I loaded up the Hammer with HL2 as my selection and some of the Entities were missing. So I did some looking and found the manual configuration way for the game selection, I took a look at the Counter strike source entry and all the files were right that I could see. I have uninstalled and reinstalled the sdk as well and still could not make the selection for Counter strike source. Is there something else I am missing here or someing else I can try? --Darkmaxim 17:10, 20 Sep 2006 (PDT)

Hmmmm do you have counter Strike insatlled corectly? That could most deffinitly be the problem as well as reinstalling the game might help. Source SDK fixes ll that for you so there should be no problem its a bit odd you had that error but it works for me. I get Counter Strike Source in the game configeration list try that and see if it helps.--Gear 00:38, 29 Sep 2006 (PDT)

Hammer Problem

Since i've come back from holidays the hammer crashes when i try to open my maps. I've worked on these maps in july but now when i try to open them the hammer stops and don't allow me to work on them. The rest i can work in new maps more simple and light. Can this be because of the updates? Maveryck21 03:14, 14 Sep 2006 (PDT)

try and refresh sdk content - if that wont work backup, and remove the bin folder, and then run refresh sdk again.

Compiling Problems

when i try to compile the map ive been working on it gives me this:

Valve Software - vbsp.exe (Aug  4 2006)
1 threads
materialPath: c:\program files\valve\steam\steamapps\tv_box\counter-strike source\cstrike\materials
Loading C:\Program Files\Valve\Steam\SteamApps\tv_box\counter-strike source\cstrike\maps\Fy_forest.vmf
Error: displacement found on a(n) func_buyzone entity - not supported

Ive tried deleting the buy_zones and remaking them but i cant figure it out? Help! - Tvbox 19:30, 16 Sep 2006 (PDT)

Read the compile log. It says "displacement found on func_buyzone entity - not supported", as I have highlighted. You cannot use displacements with func_buyzones. Remake your func_buyzones so that they do not involve displacements. --Giles 06:18, 20 Sep 2006 (PDT)

Compile problems de_fastdust

Hi i have a error by compile, i have decompiled de_fastdust and three changes make but it dont compile it the orginal file has this prob likewise. Please Help me

Valve Software - vbsp.exe (Aug 4 2006) 1 threads materialPath: q:\programme\valve\steam\steamapps\mader6000\counter-strike source\cstrike\materials Loading q:\programme\valve\steam\steamapps\mader6000\sourcesdk_content\cstrike\mapsrc\de_fastdust1.vmf Brush 836, Side 1: duplicate plane Brush 836, Side 2: duplicate plane Brush 836, Side 3: duplicate plane Brush 836: bounds out of range Brush 836: bounds out of range Brush 837, Side 1: duplicate plane Brush 837, Side 2: duplicate plane Brush 837, Side 3: duplicate plane Brush 837: bounds out of range Brush 837: bounds out of range Brush 838, Side 3: duplicate plane Brush 838: bounds out of range Brush 839, Side 3: duplicate plane Brush 839: bounds out of range Brush 840, Side 3: duplicate plane Brush 840: bounds out of range Brush 841, Side 3: duplicate plane Brush 841: bounds out of range fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) Processing areas...done (0) Building Faces...done (0) FixTjuncs... PruneNodes... WriteBSP... HashVec: point outside valid range

what kann i make ?? --Mader6000

Map decompiling tools are not perfect. They are intended to allow you to look at a map and learn from it. They are not intended to allow you to take someone else's map and make changes. If you want to make changes to a map, you should contact the map's author and ask for the original VMF file.
Ethics lesson over. I have highlighted the errors in your compile log. Because map decompiling tools are not perfect, they create some errors in the form of bad brushes in the VMF. You can see that VBSP has listed which brushes these are. If you want to compile the map, you will need to fix these bad brushes. To do this, choose Map->Check for Problems in the menu and go through that dialog. This should fix the map and allow it to compile. Be careful that you may need to replace the broken brushes by hand or you will introduce leaks to the map. --Giles 06:36, 20 Sep 2006 (PDT)

HDR settings

City 17 will be in HDR but my real qustion was should i compile in expert mode with the the fast setting and should default compile take around 30 min. My compile is slow is that a problem and also should HDR take long to compile?---MrTwoVideoCards 2:35 Sep 17,2006 (PDT)

Don't know about HDR, but yes, a default compile of a larger map will normally take several hours. You should consider using the cordon tool to only compile parts of the map, to limit the amount of compile time required. However, tesselating textures (setting the texture sixe of a surface to 0.10 x 0.10 and having it repeat over a large area - especially if it's a light emitting texture (like white textures) where every drawing of the texture provides another light source) can contribute a great deal to the compile time. --Andreasen 19:26, 17 Sep 2006 (PDT)

Yeah i wasnt sure about that thankyou i thought i was doing something wrong.---MrTwoVideoCards 9:45 sep 20,2006 (PDT)

Problem With Physic .smd

I have created a keycard model and have done a few models before and they worked without any problems but now when I'm compiling my keycard model with studiomdl.exe this shows up:

WARNING: Bad collision model, check your smoothing groups!!!

WARNING: Truncating model!!!!

WARNING: hona_junk_keycard001a_phys.smd has bad smoothing groups

I can use the model but studiomdl.exe have created it's own physic model which isn't working well.

Here's something strange, when I make the physic model bigger it compiles correct but now I have a physic model which is 5 times bigger than the reference model.

I can assure you that I have done everything correct, I have even tried to remake the model but the problem still exists. I also tried to create a cube with textures and all and it worked perfect.

I'm using 3DS Max 8 with Cannonfodder's MAX6/7 SMD Exporter Version 2.03.

--Hona 15:30, 7 Sep 2006 (PDT)

Try making all the edges of the physics model soft. (NO hard edges) I hope that works. Cubedude 16:32, 13 Oct 2006 (PDT)

Weird Hammer Problem

I have downloaded and installed SDK about 10 times and still get the same problem, I run hammer through sdk or through a shortcut fix that some other article suggested and nothing happens, the process hammer.exe is running in taskmanager but nothing comes up, no error no nothing, any suggestions? I tried the refresh sdk content I tried starting the games and closing and trying it again and I tried reseting game info, also its not a firewall or anything liek that because I tried with it off. Also my system is athlon 64 3400+ with 2 gigs ddr 400 ram x800 pro and win xp pro. funny thing related to this i guess is that I get the same problem with HL2, not with any of the mods like css or dods. Also, face poser and model viewer work fine. -- Written by Blazercist.

Hmm i used to have that problem with half life 2 as well. I would click the icon but nothing would happen. The best thing you could try to do is reistall steam. If you want to grab all of your save files and other things and copie that to a folder.Thees never been an exact fix fortha but reinstalling steam worked for me. The only thing you will have to do is but all the MOD folders in the proper directory. ---MrTwoVideoCards 2:05, Sep 7 2006
You can add a signature to your question to know who we are helping, by clicking on the second button from the right. It will write "--~~~~", that will translate into your username and the time and date stamp. --Andreasen 14:15, 7 Sep 2006 (PDT)
I don't know if this will help, but I had a similar problem: I opened Hammer, and it wouldn't show anything and simply eat all of my CPU cycles. I figured out the problem with mine: I had messed up my mod's FGD. For some reason, I thought that comments were the script style "#" rather than C-style "//". Once I replaced that one pound with a double slash, Hammer started fine. It was a bit odd that it wouldn't start even if I chose a configuration that didn't use that FGD. --Kateye 19:25, 13 Oct 2006 (PDT)

Falling Ashs

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..--MrTwoVideoCards 6:58, 13 July 2006 (PDT)

You could probably get close by changing the 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. --Giles 02:17, 23 Jul 2006 (PDT)
ENV_PERCIAPTION - type ash, it wont work unless the mod is built with the august 06 update --Amckern 18:22, 28 Sep 2006 (PDT)

Well finnaly ive been waiting for an anwser on that for three mobnths or so. Haha thanks.--Gear 19:19, 29 Oct 2006 (PST)

Map executing won't work!

I have been making a map, and when I try to run the map, hl2, hl2dm or cs:s won't open the map! The programs are just going to the main menu and won't open the map! What should I do? -Someone

Read the compile process window for stuff like error, and warning, and fix them. Also check the ingame console for errors --Amckern 18:23, 28 Sep 2006 (PDT)

Making Player Models for Counterstrike Source

I work on a mod for Counterstrike Source and I would like to know what are the specificities of a model to work like a player model for css. I've tried to put an HL2 character's model as a ct_urban but it doesn't work; when I load a map a message error says: "Server is enforcing consistency for this file: models\player\ct_urban.mdl" --coco20053 (Oct 26th 2006)

Try going onto another server that doesn't enforce consistency. There are a lot of them, especially with Zombie Mod and stuff. Trleighton 14:02, 21 Nov 2006 (PST)

hammer not loading

everytime I try to start up Hammer it says "access is denied" everywhere I go, no one knows the answer.

use this shortcut might work

"C:\Program Files\Valve\Steam\Steam.exe" -applaunch 211 -runhammer (Oct 26th 2006)

Missing pupil texture

I've just started messing with the mod tools, and I'm trying to make some custom characters. I compiled the male_06 model that came in the source_sdk_content folder, but his pupil textures are missing. Everything else worked fine. Any ideas what would cause this? Dz 15:01, 25 Aug 2006 (PDT)

===I also have launching troubles=== Darkholexdk 11:30, 28 Sep 2006 (PDT) If i try to open SourceSDK it opens in the processes, but not on the process line. I can see that there is a process opened, but its not opening as a window.

I just tried to reintstall it, but it didn't work.

1.7GHZ, Ati RADEION 9700, 1.25GB RAM.

Regedit your key HKEY_CURRENT_USER\Software\Valve\Source\C:\Steam\SteamApps\SourceMods\modnamehere\Settings ScreenWindowed to 0 --Amckern 18:31, 28 Sep 2006 (PDT)

Thanks for your answer, but this does not seem to work. Any other ideas? --Darkholexdk 05:21, 30 Sep 2006 (PDT)

My question is solved, after a bit of reading i just deleted the sourcesdk folder, then started it, and it automaticly reinstalled itself. (Oct 26th 2006)

map compiling problem

im working on a surf map and i finaly made a nice jail but when i place'd the jail in my map and want to compile it i get a essage (Too many t-junctions to fix up!)and i was woundering what is this and how do i fix it ???

  • some one said it's that i have to many textures on my map so i deleted a part of the jail leaving just the basic box and it still didnt work so dont know what i have to do to make it work atm

anubis 14:32, 5 nov 2006 (GMT+1) ~~~~

I know this has been talked about before and resolved in the VERC forums, but I can't get there to provide you a direct link (stupid work firewall). If i remember correctly T junctions are where faces get split by interseting brushes, i think between func_Detail and word. Try cleaning up your brushwork or converting interesecting solids between func_detail and world. OR go search the VERC forums, a link is on here somewhere if google doesn't catch it --Angry Beaver 08:53, 5 Nov 2006 (PST)

hammer problem

ok so i was working on my map. my computer freezez and in a bit of rage i hit a few buttons hammer crashes i load it up and then this happens what is this i've tryed centre on 4 screens or what ever it is and i stil get the one big screen how do i get rid of this becouse making maps this way is gone take atleast 6 times as long anubis 14:32, 5 nov 2006 (GMT+1) ~~~~

maximuse the window - doubble click on the big blue section with the map name, and then click on the icon with the #L icon. Once you do that click view, autosize 4 views --Amckern 07:25, 11 Nov 2006 (PST)

Creating new factories

Hi, I'm doing a project for a class and our group would like to create our own bot so we tried to subclass the CHL2MP_Player. We quickly found that this wasn't going to work because we couldn't find where to instantiate our instance of the bot. But I recently found references to a map of class names which will return the instance created by a system of factories. I was wondering if you could tell me where and how I could add my own class name to the list of classes and in the correct place that when CreatePlayer is called it has our class name and our factory. Also our project is due on nov. 22nd so if you could answer this as quickly as possible that would be very much appreciated. Doogan 02:47, 11 Nov 2006 (EST) ~~~~

The bots at this time do not work - wait for the next SDK update, where Mike is saying that they should be fixed. --Amckern 07:27, 11 Nov 2006 (PST)

I'm not looking to use their bots, I want to make my own. I've made my own subclass, but I can't instantiate it until I can add the classname to the right locations so that I can override the GetClassName function so that it returns my class and has my factory associated with it. Then I want to develop the AI from scratch. I can load my bot, but it is no different from the the default bots. What I want to do is create a separt entity so I can edit mine without altering valve's. I will be searching for what to do on my own in the mean time, but sometimes the Visual Studio searches don't work as well as I would like them to, and sorting through 2900 files is a very time consuming task, but I have found the definition of GetClassName, but it was a virtual definition, so it didn't actually have the information I needed. When I tried to search for other definitions I got errors saying it was defined, but that just means it can't find the definition in the project I was looking in, which in this case was the hl project. I could check the client project in the solution to see if the definition is in there, but I was hoping that someone knew off the top of their head which files contain the data I need to get this thing to instantiate so that way I don't have to scrap all the coding I've done so far, and have all that work be a waste. Doogan 13:44, 11 Nov 2006 (EST)

How to use Custom Sky?

How can i exactly install a custom 2D sky to the source engine ? As an example i would like to have a deep space sky with stars all around.. But i first of all, don't know where to find one of those (Allthough i could use the one from the old half-life) and i don't know how to install it with the other skies ? Unsigned comment added by DA9L (talkcontribs). Please use four tildes (~~~~) to sign your username.

Check out my user page, it includes everything you need, no this isn't a shameless plug I'm serious. It contains an earth orbit skybox and has it implemented on a level as an example. Modifying it for deep space would not be too dificult, simply replace any of the .vtf files that contain a picture of earth with any of the remaining images. --Angry Beaver 13:30, 16 Dec 2006 (PST)

sdk_water crashes CS:S on startup

I am trying to get the sdk_water example working under Counter-Strike: Source, but whenever I compile the map and run it, you see the CS:S loading screen, then crashes with the following error:

The instruction at "0x101e3e2c" referenced memory at "0x0d62a1a0". The memory could not be "read".

When I compile the same map and run it under plain Half Life 2, it works perfectly. Also any simple map (a hollow box with 2 spawn points and a light) crashes it aswell, but will work fine under HL2.

Try Reinstalling CS:S -BitMage

HL2 ignores my .DLLs

Over the last days I've tried to build a simple mod that changes just a few aspects of vanilla HL2. Bullet spread, projectile speeds, stuff like that.

When running my mod from the custom run_mod.bat (app 215) everything works as it should, though the HL2-maps aren't accessible, and 'New Game' gives just an error.

As soon as I try to run my mod from the games list within steam, with my gameinfo.txt set to HL2 content (app 220), the engine seems to fall back to the vanilla HL2 DLLs and all my changes are gone.

Help? --DigitalAngst 04:48, 27 Dec 2006 (PST)

Use GCFScape to extract the maps from the HL2 GCFs and put them in the maps folder of your mod. Solokiller 08:33, 27 Dec 2006 (PST)

True, this is a possible way. But it requires insane amounts of harddisk space. 635 MB for maps, and (thanks to the fact that I'm playing a non-english version and need to unpack the voices too) about 750 for sounds. Plus I couldn't distribute it even if I wanted to. Yet I've seen mods (SMOD for example) who run perfectly a) with "Game 220", and b) don't need to decompress anything. Now, how'd they do this? Magic? --DigitalAngst 11:14, 27 Dec 2006 (PST)
I'm having the same issue. Modding HL2DM works, but I would like to mod HL2SP, and WITHOUT extracting all the resources, like SMOD does. Yuriks 11:43, 3 Jan 2007 (PST)
Solved via this fix: http://developer.valvesoftware.com/wiki/Ifilesystem#Mount_Steam_Application_Content

Ridiculous Surf Map Compiling

I'm creating a surf map for css, and it's gotten pretty big. I've taken chunks and compiled them into separate testing maps, just to make sure everything works, and it does. The only problem is, when I compile it, it takes upwards of 13 hours to compile, and I have a brand-new, blazing-fast computer. I've used the nodraw texture as much as possible, and once it's done compiling it works just fine, but it's really a hassle and I don't want to imagine what my power bill's going to be (this computer sucks up juice like it's going out of style). Does anyone have any advice for toning down surf maps for less compilation time? Any help would be greatly appreciated, since I've been unable to find any surf-map related threads anywhere. --Hepennypacker619 11:42, 24 Feb 2007 (PST)

I think that this applies in principle to surf mapping as well. --uoz 03:03, 25 Feb 2007 (PST)
Indeed, the link will help. Basically, make as much as possible a func_detail entity. Don't make the surrounding box that seals the world func_detail, but everything else can be made func_detail. Making everything func_detail will produce the fastest compile times, but in-game performance may be lowered. Checkout the tutorial and try some things out :) --Daedalus 04:00, 25 Feb 2007 (PST)

Starting weapons in a multiplayer map

I'm trying to restrict the weapons a player starts with on a multiplayer map as my ultimate goal is to only allow trip-mines. How would I go about doing this? I can't seem to find the answer anywhere. :( --21:18, 5 Mar 2007 (PST)

Seperate Textures for Stereoscopic Display

We are using a video see-through stereoscopic display with a Source Mod. We have two lipstick cameras which pull images that correspond to the left and right eyes of the user wearing the stereo display. To make this work, the graphics card needs to render the left camera texture when it is painting the 3D scene for the left eye, and render the right camera texture when it is painting the 3D scene for the right eye.

As of now, we can render live video on a procedural texture. However, we don't know how to synch the Source render loop such that the graphics card alternates between eyes. If we simply alternate the procedural texture source between camera texture it doesn't seem to work (it simply alternates both textures in both eyes). Is there a way Source can specify to the graphics card which texture if for which eye? In OpenGL, there are independent buffers for each eye, and the graphics card stereo driver checks each depending on which eye is being rendered. However, we are unable to determine if this buffer designation exists via Source.

Thanks! --Steve Henderson 07:44, 27 Mar 2007 (PDT)

Player model

I have added my player models to the hl2mp_player.cpp file. I can choose my player model by typing cl_playermodel now. But how can I add the new player models to the mutiplayer option? I can't find anything that make changes for it. --Rookie 06:36, 28 Mar 2007 (PDT)


What is the legal status of user created content/modifications? I can't find any information on this. I'd also like to know the legal status of screenshots. Does VALVe officially copyright or release rights to user screenshots or is this never specified? Thelonesoldier 23:05, 4 Apr 2007 (PDT)

"Create a Mod" tool crashes

I am following this tutorial,

Installing and Debugging the Source Code

When I get to the part "Run the Create a Mod wizard", "Click the Next button ...", the installer crashes after copying most of the files and I get a request to send an error report from my system. I have run the procedure several times and every time it crashes when trying to copy the file, hl2_Spanish.txt. HLUser 10:14, 8 Apr 2007 (PDT)

CS:S models and materials in a mod?

Im making a mod, and I want to use models and materials from CS:S, but I can`t get it to work in Hammer. I tryed to add cstrike in the gameinfo text like this:

		SteamAppId				215
		ToolsAppId				211
			Game				|gameinfo_path|.
			Game				hl2
			Game				cstrike

but it won`t work. What is wrong? --Spirit55555 11:32, 13 Apr 2007 (PDT)

Hi Spirit. I had the same problem with my mod, just with Episodic content. I worked it out by simply replaing the SteamAppId with 380 for episodic content. In your case I guess you'll need this one:
		SteamAppId				240// This will mount all the GCFs we need (240=CS:S, 220=HL2).
		ToolsAppId				211
			Game				|gameinfo_path|.
			Game				hl2
			Game				cstrike
Also, in order to your CS content to show up ingame, you'll need to mount multiple gcffiles inside the source code of your mod. Sincerly, --Sortie 00:12, 14 Apr 2007 (PDT)

Water/Brush Problem

When I put water around a brush, this wierd NODRAW effect happens. How do I fix it? --Darthkillyou 13:59, 18 Apr 2007 (PDT)

I suppose the water material is only applied to the upside, right?
Also in order for water to work, you NEED to compile with at least VVIS without ANY [[LEAKS|leak], and I recommend running vrad too. --Sortie 10:28, 21 Apr 2007 (PDT)
The water is fine, there are no leaks. (The water just happens to be exactly at the player's eye-level.) What I mean is that you can see through the concrete pillar where it touches the water, as if it were cut in two and the top part is floating in mid-air (or as if a very thin nodraw texture was applied to the point where the water meets the concrete). And, yes, the water is only applied to the top face. --Darthkillyou 20:03, 21 Apr 2007 (PDT)
Well, if the player's eye is exactly the same height as the water; it's no bug from you. It's a feature in DirectX where it only draws geomatry 1 unit and further away from you. Think of it as a near clipping plane. I have no idea why it's include though, but I presume it reduces rendering bugs. This bug isn't really a problem, so you can safely ignore it. --Sortie 03:12, 22 Apr 2007 (PDT)
Sorry if it's too dark.

Answered Questions


Exporting from XSI Foundation 6.0

I'm pretty new to modeling and trying to learn. I have a copy of XSI Foundation 6.0 (yes its legal if that matters). The Valve plugin doesn't seem to work (the ValveSource menu wasn't added to the toolbar). I put the file directly into the /addons folder. I suppose I could get a copy of the mod tool and move my files over when I'm ready to export, but I was wondering if there were any other options. Maybe I'm installing the addon wrong? Maybe it shows up somewhere else in the full versions of XSI? Pre-emptive thank you! -Mrhappy 01:20, 26 Mar 2007 (PDT)

As noted here, the addon included with the SDK does not work in XSI 5. I'm guessing, and hoping, that the addon on the page there also works for XSI 6. Worth a shot anyway. --Daedalus 19:13, 26 Mar 2007 (PDT)
Thanks alot, I'm pretty sure it's working properly now. Moving to answered -Mrhappy 19:30, 10 Apr 2007 (PDT)

Half-Life 2 Episode 1 "tree_pine" models

I'm fairly new to SDK's Hammer Editor & am currently trying my hand at mapping for Half-Life 2 Deathmatch. My peticular map is of the outside variety in a mountain setting. I need evergreen trees to make it believeable (no evergreen models available in Half-Life 2). I did notice just before the end of Episode 1 (in "ep1_c17_06.bsp"), there are evergreen trees. So with my GCF Scape I searched the "episode 1 shared.gcf" file & found them (six models altogether). I extracted the models to "hl2mp\models\episode1pines" & extracted the materials to "hl2mp\materials\models\episode1pines". However, the models don't appear in my map. I'm pretty sure it has to do with the fact that there were only two ".vmt" (material) & two ".vtf" (texture) files, but none with the same names as the models. Don't I need six ".vmt" & six ".vtf" files with the same names of the models? These models are awesome & are exactly what I'm looking for. Any help with this will be greatly appreciated. Thanks!

P.S. I have also used bspzip.exe to extract embedded files within "ep1_c17_06.bsp" thinking the files I need may be there. No luck with that either. How can the game render these models if the necessary files aren't in "episode 1 shared.gcf" or "ep1_c17_06.bsp"? Is there another place I can look for these material & texture files?--YPE 19:18, 26 Mar 2007 (PDT)

There's nothing wrong with your models. You placed them in the wrong folder.
Eg. If they came from: epicsodic/models/prop_foliage/ in the episodic folder, THEY HAVE TO BE IN hl2mp/models/props_foliage, and the same goes for the materials. It's just how the .mdl system works.--Sortie 00:07, 30 Mar 2007 (PDT)
Thank you Sortie! I didn't realize the importance of keeping the directory intact. I moved the models to the "hl2mp\models\props_foliage" & the materials/textures to "hl2mp\materials\models\props_foliage". The models became visible when placed in my map. Now the only problem I have is feeling like a dork for putting them into the folder I created. I will give you due credit for helping me with the evergreen trees if I ever release my map. It's looking much better already! --YPE 16:58, 30 Mar 2007 (PDT)

Wait one minute i think hes wrong you're creating the maps in hammer and whant to include the props in youre map correct but you need to first extract the files to the Sourcesdk folder in the models and materials path for instance like this: c\programfiles\steam\steamies\username\sourcesdk_content\materials. Same goes for the the models but instead into the models folder. Sorry but the information he gave you is wrong once you place the props in that folder and materials you can then use them in Hammer. The game you design for also depends on the available content! However it being a mp map you can pack the textures and modles so servers can have the players download them. Ive made sourceforts map and ive use ep 1 content on them so i think i would know pretty well on that one so its not bad or anything but thats what you need to do. It needs to be placed within hammmer so when compiled it will show up in the map.--Gear 17:06, 30 Mar 2007 (PDT)

Also on one last note i cant wait to see youre map sounds great is it gonna look like this maybe a bit?:

Gear, I can totally understand what you're saying. However, the information Sortie has given worked 100%. There is no need for duplicating the tree models into the "sourcesdk_content" directory. I did a compilation & the evergreen trees did show in-game. Thank you too, Gear, for bringing to my attention the "sourcesdk_content" directory. It may very well come in handy. As for what my map will look like, I'm not sure exactly, for I am not finished yet. But I can say that it will look completely different from the screenshot you posted. Hopefully, with luck, it will look a bit more like the opening scenes in the original "Half-Life 2: Episode 2 Trailer". That's my goal anyway. It may not look as good as what Valve has created, But I'm going to give it a shot. I am paying a lot of attention to detail. Who knows!

P.S. I will move this to the "Answered Questions" section in a few days (so Sortie & Gear know that it has been answered).--YPE 17:51, 30 Mar 2007 (PDT)

Sounds fantastic cant wait send me a copy when you're done I'll beta test it you hahah if thats okay i was just wondering with he hammer thing due to you need to place the props first in the map before its compiled but im glad it worked good luck!--Gear 17:54, 4 Apr 2007 (PDT)

Well, Gears idea might work, but I guess it'll only work inside hammer. By putting it into the game/mods own folder, it's 100% secure it works, and simpler to release the map.
Thank you once again guys, I really appreciate the help you've given me. I certainly know where to go if i need help in the future! Peace... --YPE 15:42, 7 Apr 2007 (PDT)

Programming error

Every time I launch my mod, it works fine until I load a map. About 2/3 of the way through, I get "First-chance exception at 0x22b6d476 (server.dll) in hl2.exe: 0xC0000005: Access violation reading location 0x0000002c. Unhandled exception at 0x22b6d476 (server.dll) in hl2.exe: 0xC0000005: Access violation reading location 0x0000002c." Anyone know what that is? --Gman003 18:28, 19 Mar 2007 (PDT)

Full Log

Hope you don't mind, but I moved that log to a different page since it was so long.
As to your question, it looks as though you've built the game in the Debug release, have you? If so, clean your solution (it's in the Build menu), set your configuration to Release (it should be on the toolbar somewhere, a dropdown list that currently shows Debug), and then build your solution again. --Daedalus 20:26, 19 Mar 2007 (PDT)
No problem. And yes, it is a debug release, but that shouldn't affect it. I'll try rebuilding as release --Gman003 08:05, 20 Mar 2007 (PDT).
You'd think it wouldn't effect it, but I've been unable to use the SDK at all in Debug release, usually end up with errors I can't see. Release has been working fine for al ong time for me though. Let me know how it goes. --Daedalus 14:08, 20 Mar 2007 (PDT)
That seems to fix it. --Gman003 07:54, 23 Mar 2007 (PDT)

Wacked animations

For some reason my animations are all lagged out (on default weapons in a ep1: sp mod code base), this has happened between compiles, and I changed no code. - Links to videos - NORMAL http://www.youtube.com/watch?v=MiNQ4US4w4o WACKED http://www.youtube.com/watch?v=Dh6Z9MqZ3JA --Amckern 16:13, 2 Nov 2006 (PST)

Hammer: %1 is not a valid Win32 Application

Whenever I try to load Hammer to edit either a mod I created or HL2, I get the above error. I tried resetting the game configuration and also deleting/reinstalling the SDK. No dice. I'll keep trying other stuff to get it working. If I do, then I'll answer my own question I guess :D Daemon Jax 15:46, 15 Mar 2007 (PDT)

A: Using a direct shortcut to hammer solves this problem. I found out how to do this at http://developer.valvesoftware.com/wiki/Source_SDK_Known_Issues Daemon Jax 16:14, 15 Mar 2007 (PDT)

HudMsg Error

When ever I run my level, I receive DLL_MessageEnd: Refusing to send user message HudMsg of 335 bytes to client, user message size limit is 255 byte. What can i do to get rid of it? Is it because i have to many ents initializing at map load, or is it something more low level? --Amckern 16:09, 23 Nov 2006 (PST)

Steamappid's, engine updates, and .dll's

I used to think I understood the way the engine updates and how mod's access new code, but the more I read, the less I do. Also, I am not a programmer.

Using steamappid 215 is supposed to allow your mod to update in 'lockstep' with source engine updates. I am unclear if this means

  1. when you use the create a mod function the source code provided is the latest source code. this source code is updated when the source engine updates? Or client and server dll's are updated whenever steam updates, which would make no sense it would destroy custom code.
  2. I noticed there are many .dll's in the base source engine 2.gcf but that client.dll and server.dll are missing. As far as I can tell they only show up (besides in actualy games) in base source engine.gcf/sourcetest/bin What confuzzles me is that this is the directory for the video stress test, and that the client.dll and server.dll werent updated. I'm guessing that these other dll's are what update when the engine updates, and that the source code for them is unavailable without a lisence.
  3. I assumed that the engine only updated when a new episode/game is released, meaning that there has only been two updates (source base and source base 2), but this kinda doesnt make sense for two reasons:
    1. When compiling under Episode 1 (actually I havent done this only read it) you do not need the -novirtualmesh parameter for displacements to collide with physics objects. However, under steamappid 215 you do which is either the same or a later code base, the later of which means (to me) that either the bug cropped up then, although I read it was present pre-ep1 and fixed (didnt get back into mapping till hl2:ep1) or that the bug only came up with a later code base, and once again, I thought the latest code base was the ep1, one.
    2. Steamappid 212 exists, which is the steamappid for base source engine 2. Now, as I understand it the code base only updates with a new episode/SP game. This implies that 213 will be for ep2 and 214 for ep3. Now, since they are released so far apart it doesnt make sense for steamappid to exist unless the codebase is updated between games using the non client and server dll's, which would retroactively effect steamappid 215 games, which may actually be bad (for example HDR on certain specular shaders is bad) This only makes sense if the codebase updates routinely, between games, but is not applied retroactively even when steamappid 215 is used. But, as far as I know it, the .gcf's are never modified, new ones created yes, but not modified, and the latest one is source sdk base 2.

I probably overthought/overtyped this. I'm sure its really simple, but I havent seen a simple explanation anywhere. Anyone got one for me? Exactly how are standard-valve-made code updates applied to mods dynamically and when? --Mrhappy 00:38, 2 Feb 2007 (PST)

  1. There are two levels of code: engine code and game code. Engine code is updated in lock step for the SDK Base, that is, all engine updates immediately apply to mods; game code is updated when the game it's derived from changed, which isn't as often (look at the last HL2DM update!). Game code updates come as source code that must be merged into the mod's source (if the mod wants to use them).
  2. Engine code is in base source engine 2.gcf. Game code (client.dll and server.dll) is in the game's cache. The two DLLs are in the sdk base cache not because it's a stress test, but because they are the default, pre-compiled files that will be used if you are making a mod without custom code (like MINERVA). Source will see that you don't have code of your own and fall back to whatever's in the SDK Base cache. The same applies to all files.
  3. Valve update Source all the time.
    1. -novirtualmesh is for backwards-compatibility with older maps, AFAIK. Without it you'd need to recompile every map with a displacement in it.
    2. The only reason there is a separate "source engine 2" GCF is because of content issues between HL2 and Ep1. If it weren't for that, there would just be the one source engine.gcf. I would be very surprised if a third instance of Source were to crop up when Ep2 is released.
--TomEdwards 03:17, 2 Feb 2007 (PST)

Ok that makes sense, thank you! (I need to stop tying my brain in knots on stupid things like this.) Mrhappy 20:13, 2 Feb 2007 (PST)

HL2 in Outter Space?

Hello, I have been tearing at HL2 SDK for a while now trying to get a MOD to go into outer space as well as normal mode. I've done many things just short of completely breaking steam :P "sv_gravity 0" gives the no gravity effect, but you cant move. My guess is it's extremely simple or extremely hard. either way I desire to see HL2 in space! Anyone out there have a strategy or tutorial for making a space age level?

--Sir_BigOne 07:28, 25 Mar 2007 (PDT)

You can try creating a new class (cpp file) in the src/dlls directory:

Put this code in a cpp file in src/dlls (i.e. setPlayerPosition.cpp)

#include "cbase.h"
#include "convar.h"

void SetUserPosition( void ){
	CBasePlayer *pPlayer = ToBasePlayer( UTIL_GetCommandClient() );
	if(pPlayer != NULL && (engine->Cmd_Argc() == 3)){
		float x = atof(engine->Cmd_Argv(1));  //Get x coord
		float y = atof(engine->Cmd_Argv(2));  //Get y coord
		float z = atof(engine->Cmd_Argv(3));  //Get z coord

		Vector pos;
		pos = pPlayer->GetAbsOrigin();  //Get player position
		pos.x = x;
		pos.y = y;
		pos.z = z;
		pPlayer->SetAbsOrigin(pos);  //Set player position

static ConCommand set_user_position( "set_user_position", SetUserPosition, "Set the user's position (x,y,z)", 0 );

Compile it.

Now you can use the console command set_user_position(0,0,0) to move the player

To do the outer space jetpack, modify this code to increment x,y, or z everytime the command is called. Then bind a keyboard key to the command (using config.cfg)

You can also hack around in in_main.cpp in the src/cl_dll directory. This is where many of the input controls are handled. BE CAREFUL AND BACK UP FILES SO YOU DON'T BREAK YOUR MOD.

Good Luck.

--Steve Henderson 14:41, 27 Mar 2007 (PDT)

MY hammer crashes when I load a blank map NOT COMPILE I have tried reinstalling sdk base and source twice and I am stumped on what to do so can someone please help me Its says this is the error report (C:\DOCUME~1\SEANRA~1\LOCALS~1\Temp\9e03_appcompat.txt) and I cannot find that file

--Sean 14:41, 16 Apr 2007 (PDT)