Difference between revisions of "Help Desk"

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===SDK Base Orange Box Bug help===
 
===SDK Base Orange Box Bug help===
 
Im working on a mod called Strider Mountain, maybe you've heard of it, anyway while upgrading to the Orange box SDK base I have noticed that the Jeep/Buggy is missing the front wheels and overall just doesn't work right. If anyone can help fix this the entire team would be SO Greatful! and would of course add you to the credits. please help! thanks [[User:Cubedude|Cubedude]] 17:31, 17 Apr 2008 (PDT)
 
Im working on a mod called Strider Mountain, maybe you've heard of it, anyway while upgrading to the Orange box SDK base I have noticed that the Jeep/Buggy is missing the front wheels and overall just doesn't work right. If anyone can help fix this the entire team would be SO Greatful! and would of course add you to the credits. please help! thanks [[User:Cubedude|Cubedude]] 17:31, 17 Apr 2008 (PDT)
 +
:I figured it out, I deleted the vehicle scripts in the mod files so it reverted back to using the vehicle scripts in the GCF. [[User:Cubedude|cubedude89]] 14:51, 19 Apr 2008 (PDT)
  
 
=== AI in TF2 ===
 
=== AI in TF2 ===

Revision as of 21:51, 19 April 2008

Contents

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.

Suggestions before asking a question

Check to see if your question has been asked before:

Asking a question

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  • Use common sense. Hopefully, this won't require much more explanation.
  • Edit questions for follow-ups. Do not post a new question.
  • Use second-level headlines. Surround your question title with three equal signs (===) so they create a table of contents, split between pending and answered questions.
  • Only move your own question. An answer may not fully answer a question. When the question is fully answered, then move it to Answered Questions.
  • Where did my question go? Questions which have not had any activity for 2 months are moved to Dormant Help Desk Questions.

Alternatives

  • Ask your question at:

English Sites:
The Official Steam SDK Forum
Interlopers Forums
HalfLife2.net

French Sites:
Half-Life Design
Game Lab
Mapping-Area

Other:
List of Mapping Sites
List of Modeling Sites


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

Level Design Issues

"Displacments do not block VIS"

Right, so I am trying to make sure I understand this warning that has been tied to the end of the displacement tutorials I have been going through.

Say for example that I have a simple, flat brush for the ground in my map. This warning seems to indicate that this texture will be used by VVIS to determine that the area below the ground texture will not be considered for rendering as part of the PVS.

So does this mean that once I convert that texture into a displacement and recompile the map that VVIS will see right through it and consider everything beneath it part of the PVS? --Clee 13:27, 18 Apr 2008 (PDT)

Which texture are you using? --Darthkillyou 08:40, 19 Apr 2008 (PDT)

Need help using game_player_equip entity for single player

I've been making my first attempt at creating a single player level, and I have been totally unsuccessful at getting the player to spawn with a weapon in hand. I want the player to spawn with the gravity gun and no other weapons.

I have placed a game_player_equip entity in the game world at the point where the player spawns. I turned off SmartEdit and added the keyvalue weapon_physcannon 1. I Load the map - nothing happens.

I read the game_player_equip entry on this wiki, and it states that the game_player_equip entity has to be triggered in single player. But how? I tried setting up a logic-auto entity that outputs to the game_player_equip entity OnMapSpawn, but still nothing happens. I have scoured several forums and haven't found an answer to this, so it would seem no one else is having trouble with it.

What am I doing wrong? How do you set this entity up correctly?

--Clee 11:57, 17 Apr 2008 (PDT)

Yeah, I've had some difficulty with this too, but really you should just have a weapon, spawned by a Point_template, then spawned via a logic_auto if it's a new level. Other than that, instead just have the weapons floating above the player.--Gear 12:55, 17 Apr 2008 (PDT)

Thanks Gear. I can certainly use those suggestions as a workaround for now. But I am really trying to learn how this entity works. If anyone can help me correctly set up a game_player_equip entity I would appreciate it. And when you say "but you really should.." what do you mean? Are you saying that this is a best practice, or just easier? --Clee 13:37, 17 Apr 2008 (PDT)

Both. He means that all (or most) single-player maps make use of the floating weapons method. Even Valve uses it. As for the game_player_equip entity, I don't really use it often, so sorry I can't really help with that method. --Darthkillyou 17:26, 17 Apr 2008 (PDT)
Yeah, all though you can use the player_quip, it has it's downsides, and it is far more better to place each weapon floating individually above the player, or in the player, either way it all falls down towards him.--Gear 21:51, 17 Apr 2008 (PDT)

Alright then, thanks for the answers, guys! I appreciate it. I will leave this question up for a day or two, should anyone pop in who wants to help me with the game_player_equip entity for the sake of my know how. I'll move it to answered after that. Now on to the next question!

Certain Props refuse to show up in-game...

I am making a map and have created an elaborate set up using props. The problem is, when I compile and run, some props (namely all the most important ones and the ones that took longest to set up...) refuse to appear! And it's not that I can't see them, I can walk freely where they are supposed to be. The map isn't sealed yet, if it matters.

--Captain "That One Guy" Poncho 16:39, 10 Apr 2008 (PDT)

If your map isn't sealed, then you're definitely getting a leak. However, leaks don't cause disappearing props (as far as I know), so I am clueless as to why this is happening. (Did you use the correct prop types?) Seal the level first, then see what happens. --Darthkillyou 19:27, 10 Apr 2008 (PDT)
Like stated above make sure you are using the right prop type. prop_static, prop_dynamic or prop_physics, I also recommend trying prop_dynamic_override or prop_physics_override, good luck! Cubedude 17:15, 17 Apr 2008 (PDT)

hostage_entity limit on cstrike levels

Is there a limit to the number of hostage_entities you can place in a cstrike level? I'm trying to fill a map completely with hostages.

A&notA 16:09, 28 Mar 2008 (CEST)

Hiding what want not

Firstly let me say thank you to everyone who contributes to this excellent community. Without your help I would not be doing what I love most. Thank you.

As for the issue, I'm creating a map that has a shoreline. I've been attempting to tweak every angle to make this shoreline believable (I feel my appreciation for Valve's shoreline masterpiece 'The Lost Coast' increasing here), but have so far failed.

The problem I'm having is with blending the shoreline view with the skybox or making it believable enough. My initial thought (since it's a night map) would be that the darkness would hide the view distance, therefore giving the impression of the open sea, but this doesn’t hold well, giving that the skymap still has a visible line on the horizon, giving a 'box' impression, instead of an open sea one. My next attempt was to include fog onto my level, first by using it with both the fog_controller and blending it appropriately with the skybox. This, I thought, would be a good solution. My plan was to set my min view distance for the fog at around 5000 (the total water length was around 7000) meaning that I wouldn’t experience any direct fog while in the level, but then would hide the end of the skybox from view at the shoreline. The problem was that the fog (even though blended) still showed a visible line on the sea horizon, making it even less believable! I tried the fog approach again, but this time with env_smokestack set for some localised fog on the horizon, but this just looked silly and also eat up the fps.

Any suggestions on how I can do this effectively? Keep in mind that it's a multiplayer based map (zombie panic) so although my budget concern isn't as high as that of a DM or CS map, the fps still needs to be taken into account on my solution.

Any help or suggestions you guys can provide would be greatly appreciated.

You can check out my website for some pics of the map and when I get back home later I will upload some pictures of the un-effective shoreline!

Agentgainey 04:09, 27 Mar 2008 (PDT)

All brushes are totally black

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

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

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

Map has serious compiling issues

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

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

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

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

Scruffy321 00:24, 14 Mar 2008 (PDT)

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

Sky Camera kills map

When I compile the level and look to the left wall, I see a fragmented mirror image of my level, and my actual level turns black. When I look to the right its a giant leak type thing (there are no actually leaks in the designer, as there is a huge block surrounding the whole level)

Extra info:
The game is tf2
The sky camera that was at 0,0,0 was deleted and the only one is in the sky box.
There is a light environment.
The skybox walls project the light with no problem when the sky camera is turned off.
Images of the level:
http://communityserverproject.com/images/temp/

1st time using a wiki...so there are good odds I've done something wrong.

MrAlBobo 19:22, 21 Feb 2008 (PST)

See 3D Skybox. It looks like you're doing it wrong. --TomEdwards 10:56, 23 Feb 2008 (PST)

I have read that article so many times...its not any help
But...i think i found the problem...while trying to fix a portal flow error, i replaced all the walls around the level, and apparently my light environment escaped the enclosing. I returned it to the inside of the map, but now i get the portal flow error again...
I plan on doing some research on that now, if I fix that and the skybox problem goes away, then ill move this entry. Otherwise there is a chance it might be something else. MrAlBobo 11:39, 23 Feb 2008 (PST)

Oh, a leak. :-) --TomEdwards 13:46, 23 Feb 2008 (PST)

Yeah...it did not occur to me that the light_env would manage to escape...

But now im back to the old portalfow error that i had before i had the leak...if someone wants to give me some tips on what specifically could cause that, that would be great... MrAlBobo 15:48, 23 Feb 2008 (PST)
Why not zip and upload the VMF for someone to have a proper look at. --TomEdwards 08:01, 28 Feb 2008 (PST)
So...you want me to upload the map then just post it here? MrAlBobo 20:17, 28 Feb 2008 (PST)
What else? :-p --TomEdwards 01:23, 29 Feb 2008 (PST)

enjoy <_< http://www.megaupload.com/?d=NX6M7G4P MrAlBobo 17:51, 29 Feb 2008 (PST)
Anyways...since I got no answer here, I eventually figured it out on my own, and after about 12 hours of optimizing i finally fixed it, but i have no idea how to move it...so if someone else wouldn't mind... MrAlBobo 15:08, 16 Mar 2008 (PDT)

Problem compiling maps

I really need help and the problem that I am dealing with is not on the FAQ or on the help desk. This is the problem:-

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_01*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_01*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (63996 bytes)
Error loading studio model ""!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1164 texinfos to 619
Reduced 39 texdatas to 30 (1206 bytes to 950)
Writing G:\Program Files\Steam\steamapps\[my steam name]\half-life 2\[My map name].bsp
17 seconds elapsed

please could some one help me. It is happening to every map I do even without any props!! Its got nothing to do with the props. I made a new map with no props and tried to run it. The same thing popped up! -- 19:40, 16 Feb 2008 Unsigned comment added by Nuphduqwed (talkcontribs). Please use four tildes (~~~~) to sign your username.

What exactly is the problem? I see a few. Eaglebird 00:52, 17 Feb 2008 (PST)
You have some FindPortalSide errors, and you also have props outside the map. NO entity can be outside the map, no entity can have any line drawn from it to the void. It must be enclosed in world brushes. The FindPortalSide errors may be the culprit of a leak (wonder why), or bad areaportals. Eaglebird 00:55, 17 Feb 2008 (PST)
Bad areaportals would give an actual "areaportal does not seal off areas" (or something like that) message. Did you check for world brush leaks? There could be multiple causes. And, problems aside, does the map even run? --Darthkillyou 18:32, 17 Feb 2008 (PST)

Model scaling?

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

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

CUBEMAPS Ahh

Ive been mapping since 1.5 cs and just started using SDK to map for cs:source, so cubemaps are new to me... The problem I'm having is either with lighting or cubemaps...for example: ill be walking down a breezeway and see the walls change color, or ill step in a shadow and all the walls turns dark.. but when i step out they are bright... I'm sure its cubemap positioning, but I've tried different combinations and just get it to work out. The source sdk docs for "cubemaps" seemed unclear to me... what vital step am i missing? Can someone please link me to some sort of cubemap walkthru? Dr0ski 01:32, 18 Feb 2008 (PST)

Searching for "cubemap" here on the VDC yields some results. The first three articles might be of some help. --Etset 05:32, 21 Feb 2008 (PST)

Error in sdk_faceposer.vmf map

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

need help: Spawn point issue

I started about 2 days ago and I got a lot of the stuff down but when i try to play using run map under file it takes me there and everything is black so I went to the console and it said spawn point not clear and no matter where i put the entity info_player_start it always messes up and says spawn point not clear. Unsigned comment added by Moonkow (talkcontribs). Please use four tildes (~~~~) to sign your username.

Could you check to see if the compiling process is done correctly and without errors? (See this article) If there are errors while compiling your map and you don't know how to fix them, try posting here that section of the compile log (the part where the errors are declared), so that the nice people here can have a look at it. --Etset 10:48, 22 Jan 2008 (PST)
Make sure your spawns are not in any brushes. Even by 1 unit. Mine were, and then I moved them up a little and it fixed it. Terin 17:35, 1 Mar 2008 (PST)

tools, tools tools?

When I am creating a map and use brushes such as triggers or fog, I compile and it shows up like in hammer Unsigned comment added by Octoplasma (talkcontribs). Please use four tildes (~~~~) to sign your username.

What exactly is the problem? --Etset 04:15, 22 Jan 2008 (PST)

If you are simply setting a brush's texture to tools/toolstrigger or similar and just compiling, then you are forgetting to do ctrl+t to turn a brush into an entity and from there selecting trigger_<whatever> Mikecodes 21:51, 22 Jan 2008 (PST)

Hammer crashes when I attempt to apply the texture tools/toolstrigger

If I select a large, solid brush, a single, grouped box, and attempt to apply this texture, I get an error and crash. I'm attempting to make a spawn zone, but I can't apply the texture to brush. Is the brush wrongly designed? Unsigned comment added by Askiba (talkcontribs). Please use four tildes (~~~~) to sign your username.

You may need to reset your SDK configurations to get this to work, you may have messed up a setting somewhere Mikecodes 21:53, 22 Jan 2008 (PST)

Hammer closes when i am done setting it up!

I don't know what is wrong with hammer, but it keeps crashing when i am done configuring it! --Gmodisawesome879 14:04, 30 Dec 2007 (PST)

You shouldn't have to set configurations unless you're making your own mod. If you can't find the right configuration, chances are you aren't running the SDK in the EP1 engine (for cs, hl2dm, etc) or orange box (tf2, portal, ep2) Eaglebird 19:33, 9 Feb 2008 (PST)

WARNING: msg overflowed for player

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

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

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

TF2 Capture Rounds

Has anyone found out how to create multiple capture point rounds in TF2. I can get it working with just 1 round, however when I create 2 or more, the game will freeze at the end of the first capture round. I assume I am missing something regarding the transition, however I don't know what and I'm tired of watching the game crash.

Anyone got any input to this situation? Unsigned comment added by Meld (talkcontribs). Please use four tildes (~~~~) to sign your username.

Try reading this article: Creating a Linear Gameplay Map (TF2). I think it might help! If you feel your question has been fully answered, please move it to the Answered Questions section of this Help Desk. --Etset 04:42, 22 Jan 2008 (PST)

Post-compile drawing bug?

After I test my TF2 map, Hammer can't refresh its display windows. In other words, I can modify things in my map, but I can't see them being changed. I can refresh each window by changing their perspective, but it only shows things BEFORE I tested the map. The only way around this is to close hammer and re-open it, rather inconvenient. Has anyone seen this before? Xiphos 20:38, 25 Oct 2007 (PDT)

Odd, i test out my map with Hammer open, but usually minimized. try that, or even not having Tf2 open when the compile has finished.--Gear 22:23, 25 Oct 2007 (PDT)
I usually have no trouble testing my maps with hammer running. I suspect there's some sort of conflict in the renderers. That, or your OS is having trouble with it. Eaglebird 19:36, 9 Feb 2008 (PST)

I cant get my maps to run

No matter what I try..I just cant get CS: S To run my maps..when I choose the map..and click run, Nothing happens.

I don't use cs:s but are you sure your Maps are in the proper folders and are you sure that you didn't place them anywhere else?--Gear 19:21, 29 Oct 2006 (PST)
Not only that, but "nothing" shouldn't happen. If something's wrong, you should get a crash or an error message or something. If literally nothing is happening, I'd say it could be a game problem. Eaglebird 19:40, 9 Feb 2008 (PST)
Try opening CSS normally, if it loads up, then close it and then try opening it in hammer, the same thing happened to me in tf2...it would not open because the game required an update. MrAlBobo 18:50, 24 Feb 2008 (PST)

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

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

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

Could you post a compile log of vbsp.exe? Eaglebird 19:41, 9 Feb 2008 (PST)

Skybox

ok so when I make a sky box and texture it the Maps textured become transparent and show only the textures on the box.... HELP MEH --sabre05 22:22, 16 Jul 2007

Maybe a little more specific.--Gear 05:51, 15 Aug 2007 (PDT)

Wait... What??? From what I can read, you tried to make a skybox, and then you textured it, and then something became transparent, and then you could only see the skybox??? --Darthkillyou 14:41, 16 Dec 2007 (PST)

Level Transition Freeze-Up

I've built two levels and set up my level transitions from what I gather, properly. The landmark entities both have corresponding names, and are in the same place, and the trigger is set up right and seems to activate the transition fine. However, once it starts the load, it never finishes and the game hangs up. Any ideas? ElecHeadMatt 15:18, 28 Jul 2007 (PDT)

Could be perhaps a problem with the map thats trying to be loaded. Consult that map first and see if it freezes on normal loading of that single map.--Gear 16:45, 28 Jul 2007 (PDT)

No dice, both levels load just fine, and don't seem to have any bugs or errors when loading. ElecHeadMatt 10:11, 29 Jul 2007 (PDT)

Funny thing is that happened to me yesterday. A level change occurred and well the game took a really long time to load. Sat there for ten minutes. Apparently the cause is when you place your mod or edit it over an existing version of your mod. Try to restart steam. That fixed it for me.--Gear 14:59, 29 Jul 2007 (PDT)

- I had a similar problem not long ago. You said "trigger," as in just one. Do both of your maps have a trigger_changemap set to get to the other one? If not, this is your problem. You can see what error the game gave you by going to the command console (~) and looking at the last error reported before the engine dumped you out, and that should give you a pretty big hint on what the real problem is (that is, if this doesn't fix it). --RigorMortis 08:21, 1 Jan 2008

Opening Model Browser crashes Hammer instantly

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

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


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

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

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

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

brushes are correct but don't light up

i made the brushes in my mod correctly but when i play the map the lightmap only lights up models and not the brushes but the flashlight does light it up. how can i fix it? if anyone can help then i would be able to finish the mod but if i can't get the lightmap to work then the entire mod will be areas with no light but the flashlight.(by the way this is the very first mod I've ever made and also the first map) (new to hammer editor and have no idea of how to record my voice for the mod)--Saleskital 03:56, 28 Dec 2007

Hmm... I'm not 1000% sure, but this sounds like you're using a VertexLitGeneric texture. Try changing the brush texture and see what happens. --Darthkillyou 18:38, 17 Feb 2008 (PST)

Working with Google SketchUp?

Is there any way to integrate the Valve SDK level designer (I think it's called Hammer?) and Google SketchUp? I've already designed a building in SketchUp and I'd like to bring it into the Valve SDK and put it into a skybox, sitting on the ground. Is this possible? Does any other 3D modeling software work with the Valve SDK? I can export SketchUp into an AutoCad format, would that help? Banaticus -- BAH 01:44, 9 Jan 2008 (PST)

The usual map file formats that Hammer recognizes are text files that have a specific structure (try opening up a .VMF/ .MAP/ .RMF file with wordpad, for example). That is, for Hammer to recognize a map file, the file has to be written in one of those "formats". I highly doubt either SketchUp and/or AutoCad files have the same "architecture", so probably the best bet would be to create a program that transforms one file format (SketchUp or AutoCad) into the other (.VMF file). I have no idea if such a tool exists, but it might not be hard to code it, I guess. Writing the output .VMF file would be easy (a simple text file, and you would have only world brushes, no entitites nor materials), so one would simply have to look at the structure of the input file (SketchUp/AutoCad/other) to know how to interpret it and read its information. --Etset 10:48, 22 Jan 2008 (PST)
Google SketchUp 6 can export as 3DS which can be imported in XSI 6 Mod Tool (XSI can import/export VMF). I haven't tried it though ... Watch out for convex brushes etc --Peter [AGHL] 14:56, 16 Feb 2008 (PST)
That might be a good solution! I also ran into an article the other day and forgot to mention it here... it can aid someone willing to write a program to transform files into VMF format: VMF documentation. --Etset 15:33, 16 Feb 2008 (PST)

Face Poser System

Making NPCs completely still during a scene

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

Face Poser crashes on startup

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

XSI, studiomdl and Modeling

Source -> blender units ratio?

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

C++ And Scripting

SDK Base Orange Box Bug help

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

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

AI in TF2

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

Actually, there are bots in TF2, and there is a youtube video from Katana314 that describes how to create and control them for machinima. Here's the video. Unfortunately, these bots aren't programmed with AI of their own, as far as I know, so your best bet on getting started would be on learning how to control them and what all of the "bot_*" console commands do. I'm not sure if it's plausible, but I bet that you could make some sort of mod or something that would control the bots' AI from the server. The trick is just finding out how to do that.

Depth Buffer

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

portal gun in hl2

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

Thanks

Ferretboy54 14:29, 2 Mar 2008 (PST)

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

Portal Bullets

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

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

Evillordnikon 22:45, 17 Jan 2008 (PST)

CThread Usage

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

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


Here is my code:

threadtest.cpp

threadtest.h

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


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

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

Kind regards,

Obli 09:42, 3 Dec 2007 (PST)

---

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

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

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

...and it runs fine!

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

Changing player direction while jumping

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

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

Sending player data from client to server

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

Material System

materials don't show up in 3d view

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

Did you put the material in the right folders? --Darthkillyou 18:49, 17 Feb 2008 (PST)

Mod Files

Updating Client Files for your MOD?

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

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



Video Editing/In-Game

Shaders

How do I initialize arrays inside shaders?

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

float coefficients[200];

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

Misc

Hammer is not loading all the files for my game.

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

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

Networking: Opening TCP Socket on Port 27015

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

Don't you want UDP? --Neverender 23:18, 9 Mar 2008 (PDT)

Can you restrict Team Fortress 2 classes?

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

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

SDK not working correctly

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

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

Hammer wont launch

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

This is an error we all got, but now it's all fixed.--Gear 17:33, 31 Mar 2008 (PDT)

SKD Will Not Launch

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

Error could not load:gameui

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

What game are you making a map for? Also you should tell Hammer not to run the game when Compile ends, and instead run the game yourself, and load it up via a console.--Gear 17:34, 31 Mar 2008 (PDT)

Answered Questions

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