Difference between revisions of "Help Desk"

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(Level Design Issues)
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When I was carving, I got [http://i79.photobucket.com/albums/j135/poke_dude111/ErrorI.png this error]. After I was foolish enough to press yes, I recived [http://i79.photobucket.com/albums/j135/poke_dude111/ErrorII.png this error] additionally I recived [http://i79.photobucket.com/albums/j135/poke_dude111/ErrorIII.png this error] the next time I turned on the computer. I s this anything serious? (Being new to this level of programing, I'm afraid I've done something wrong).--[[User:Snake oil salesman|Snake oil salesman]] 21:19, 13 Aug 2008 (PDT)
 
When I was carving, I got [http://i79.photobucket.com/albums/j135/poke_dude111/ErrorI.png this error]. After I was foolish enough to press yes, I recived [http://i79.photobucket.com/albums/j135/poke_dude111/ErrorII.png this error] additionally I recived [http://i79.photobucket.com/albums/j135/poke_dude111/ErrorIII.png this error] the next time I turned on the computer. I s this anything serious? (Being new to this level of programing, I'm afraid I've done something wrong).--[[User:Snake oil salesman|Snake oil salesman]] 21:19, 13 Aug 2008 (PDT)
 
:I think the first error message says it all: tell a programmer. Cross fingers that valve fixes the bug. --'''[[User:Baliame|Baliame]]''' <sup>([[User talk:Baliame|talk]])</sup> 05:40, 15 Aug 2008 (PDT)
 
:I think the first error message says it all: tell a programmer. Cross fingers that valve fixes the bug. --'''[[User:Baliame|Baliame]]''' <sup>([[User talk:Baliame|talk]])</sup> 05:40, 15 Aug 2008 (PDT)
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 +
===CP HUD Icons===
 +
 +
Regarding cp hud icons, How can I make it so that the capture progress is WITHIN the borders, rather than overlapping it, as shown in [http://i188.photobucket.com/albums/z200/CustomWars/cphud.png this image].
 +
[[User:Icarus Wong|Icarus Wong]] 09:13, 14 Sep 2008 (PDT)
  
 
== Face Poser System ==
 
== Face Poser System ==

Revision as of 16:13, 14 September 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.

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Check to see if your question has been asked before:

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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

Water not working

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

Stuff showing through the skybox

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

I cannot make my map run

I am using Hammer to design a new map. For some reason, when I go to "Run Map" (F9 or through the File menu), the game begins to run (in this case, it's Team Fortress 2), but the map itself does not load. I can do all the normal things you do in the game (like get on to a new server, load other maps, etc), but I cannot get this map to load. What's the deal? Marine1 21June 2008 8:46 CDT

Any other errors, like can you post your compile log? --JakeB 18:51, 21 Jun 2008 (PDT)
Uncheck the " run game after compile" box, and load the map via the console yourself.--Gear 18:55, 21 Jun 2008 (PDT)

EDIT:

**** leaked ****

Seems pretty long. I don't know what's wrong with it. Anything to be looking for? 22Jun 2008 1:25 PM CDT

seems you have Leak, choose map in thetop menus, and then load pointfile and find it.--Gear 07:36, 23 Jun 2008 (PDT)

where is my func_door? All I have is func_door_ratating

Right now im trying to make a sliding door desguised a the "winch" model. So when it is activated it will move in a linear direction to any specific spot, like How I used to do when i made sliding doors with older versions of hammer back in 1.5cs days. I searched for help for my problem, and somewhere on this website it said taht that there in factIS a "func_door" for all source games, but unfortunately I cant find this entity only func_door_rotating... if anyone knows how i can get the proper func_door entity I need into my entity list that would be great.

(unless you can tell me how to make a func_door_rotating move only in 1 dimension :P {i.e. not around an origin}) thanks guys..

p.s. i noticed that the user who posted below who has func_entity problem may ahve the same problem as me... is it possible that I/we have old or corrupt game data files? (.fgd)s  ?

--Dr0ski 03:55, 8 Jun 2008 (PDT)

it's a brush based entity.--Gear 09:27, 8 Jun 2008 (PDT)
ok i had trouble with this for the longest time cause no one would explain it very well but i stumbled on it by accident finally so i know what your going through. ok func_door and all func execpt ladder are accessed by making a primitive *a block with the block making tool* and then hitting the to entity button. it is NOT in your entity list. hope that helps --Tenshistrife 13:12, 29 Jun 2008 (PDT)
Did I not just say it was a brush based entity, what else could that possibly mean.... HUURRRR--Gear 12:01, 30 Jun 2008 (PDT)

func_ Entities Do Not Appear

I'm working on a map for Team Fortress 2, but the only func_ entities I have are func_useableladder, func_ladderendpoint, and func_fish_bowl. I'm absolutely certain that my current game is set to Team Fortress 2. But entities like func_respawnroom and others will absolutely not appear. Ideas?

Most func_[namegoeshere] entities are brush-based. --Darthkillyou 14:45, 9 Jul 2008 (PDT)

Info_Player doesnt work

Hi, I have been mapping for something like a months, an I allready have a few nice (Not public) maps, and yesterday, suddenly all the Info_Player_* started having the "ERROR" model and doenst have the properaties of an Info_Player_*...

Edit: I made a Configuration Restart and it didnt help, Im gonna wait a lil so you guys will try to help, and only then I will reinstall the SDK...

reinstall it, something is corrupt somewhere.--Gear 19:08, 31 May 2008 (PDT)

HL2: EP1 Translation

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

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

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

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

Water textures in hammer not showing up properly

I have attempted to create water by using nature/water textures on one side of a block whose other sides all have NODRAW or INVISIBLE textures. However, from the top of it I cannot see any water textures, but rather, void. It therefore shows me a white void instead of the water texture, despite the pool being surrounded by other solid blocks, preventing any visible void areas. Interestingly, the textures appear to work once I am in the water, showing the proper surroundings above, below and to the sides of me. However, never the top of the water. How can I resolve this issue? Thanks ahead of time. Tom11235 16:28, 23 May 2008 (PDT)

It sounds like you might have a Leak in your map if this is happening.--Gear 00:08, 24 May 2008 (PDT)

Thanks for the advice, I placed a hollow block around it and now the water textures are correctly shown. Tom11235 09:20, 24 May 2008 (PDT)

Hammer compiles/plays earlier version of map

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

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

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

Textures not applying

I've been trying to work with hammer recently. But when i create my starting box, I CAN'T APPLY A TEXTURE!! I mean, I can see the texture selected in the box the the right. I hit apply texture, but nothing happens. No error, no confermation, no nothing. PLEASE someone help me here.Misu 18:59, 6 May 2008 (PDT)Misu

Are you using the Texture edit tool? Itself?--Gear 21:29, 11 May 2008 (PDT)
after you've drawn the box out, have you actually created the box by pressing enter? This applies the texture you have selected, too.
One thing you may want to check is that when you are using hammer, you have the camera box in the top left on texture rather than wireframe. To change it just click the writing in the top left of the camera box and select 3d-textured.-- User: Goliath 17:07, 25 July 2008

Hammer Crash

I'm trying to carve a sphere in half. I set the sphere number to 16(when creating). I just make a big brush to cut off half of the sphere, and use the carve using selected objects button on the tool bar. It works on any sphere except on the size 16. I get an error that reads: "hammer.exe-Application Error: The instruction at "0x0d555708" referenced memory at "0x0d555708". The memory could not be "read"." It tells me to push the ok button and hammer closes down. I know the easy way would just to not use the size 16, but I'd really like to know the cause/solution to this problem.--Ka 12:55, 29 April 2008 (EST)

You just can't do it. Use the slice tool (Shift+X) instead. --TomEdwards 00:56, 29 Apr 2008 (PDT)

I tried it, but the same error happens. Is there just no way to do it?--Ka 12:21, 29 April 2008 (EST)

Perhaps the Sphere is just badly constructed? Or when split, it makes a incorrect brush either way.--Gear 19:29, 3 May 2008 (PDT)

HEV suit required?

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

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

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

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

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

No, you are not invincible. You will most definitely die if you take enough damage. The weapons "cancel each other out" because it is impossible to switch between them without the suit selection system. Switching between them would require the use of the concommand "use weapon_[weaponnamegoeshere]". Also, without the use of skins, the player hands would look like they are wearing the suit gloves, which would cause some continuity problems. I'm not a coder, but you could probably figure out how to resolve all these problems by modifying some code somewhere. So to answer your question, yes, a basic, playable mod is definitely possible without the suit, but the mod in question won't be very interesting. --Darthkillyou 18:49, 3 May 2008 (PDT)
Use the suit, give the arms a different texture, and add in a new HUD if you'd like, thats the best possible way, but the suit is mostly always needed.--Gear 19:29, 3 May 2008 (PDT)


sawblade or harpoon type model

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

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)
Make sure you have the models correct. My brother made a map once where he used a Chess table as a prop_Physics, and it didnt apear. Turns out, that particular model could only be a prop_Dynamic. --JeffMOD 12:51, 25 May 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)

The only limit is trhat of what it takes to render them, so don't go over 20.--Gear 11:06, 22 Apr 2008 (PDT)

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)

Even Valve's Great Lost Coast Masterpiece has this problem if you look closely enough. However, that's only visible from an elevated position (cliff battle with the helicopter comes to mind). Extending the map horizon to the point where the water would naturally fade away might help. However, any elevated positions (cliffs, watchtowers, etc.) would give away your horizon line. Increasing the water area for your 3D skybox might also help (think the map water overlaping the 3D water). You could also use a func_smokevolume to attempt to hide the line (instead of the env_smokestack). Sorry, but this is all I can think up for now! --Darthkillyou 16:54, 22 Apr 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)
I'm having this probelm as well. I compile and run my map fine. Spawning points, and spawn room areas, and everything. But when I click on the map name, the list goes away, and nothing happens. However, I never found anything in Hammer where I had to set my map as a TF2 map. That may be the problem. Is there a way to specify a game that you want the map to be played with?

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

One of the biggest issue towards this is that the info_landmark could be off from 1 little unit. It needs to be exactly the same in each map. In other words. Make a map, with a level change in it. Then save the map as a new one, and erase all the unneeded geometry, therefore having the landmark in the same exact place within the Hammer grid.--Gear 19:34, 3 May 2008 (PDT)

Okay I think I can clarify what (I belive) RigorMortis was saying. I have had this error multiple times, and it makes me want to slap myself. I usually delete most of the previous map and go on from there, but I often forget to change the "NEXT MAP NAME" value from the new map to the old map. I hope if You havent already fixed this, that it helps, as well as helping other newer mappers.

Opening Model Browser crashes Hammer instantly

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

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


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

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

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

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

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

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)

Single Player Malfunctions

How do I make a set of single-player maps to show up on the "New Game" menu? I've tried everything! Thanks in advance.Paulalex19 19:11, 31 May 2008 (PDT)

"Alert a programmer" Error

When I was carving, I got this error. After I was foolish enough to press yes, I recived this error additionally I recived this error the next time I turned on the computer. I s this anything serious? (Being new to this level of programing, I'm afraid I've done something wrong).--Snake oil salesman 21:19, 13 Aug 2008 (PDT)

I think the first error message says it all: tell a programmer. Cross fingers that valve fixes the bug. --Baliame (talk) 05:40, 15 Aug 2008 (PDT)

CP HUD Icons

Regarding cp hud icons, How can I make it so that the capture progress is WITHIN the borders, rather than overlapping it, as shown in this image. Icarus Wong 09:13, 14 Sep 2008 (PDT)

Face Poser System

Their Lips are Sealed

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

Making NPCs completely still during a scene

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

Face Poser crashes on startup

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

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)





Error compiling a modded smds

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







Help please on 'Cutting constaints'

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

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

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




Character has miss-rotated legs when using XSI Valve Rigs

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

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

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

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

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

C++ And Scripting

Debugging Not Working Quite Right

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

Source cameras and multiple views into a scene

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

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

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

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

The links I can find that come close are:

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

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

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

GarryKeltie 08:14, 27 Jun 2008 (PDT)


SDK Base Orange Box Bug help

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

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

AI in TF2

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

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

anybody else have any ideas?

Depth Buffer

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

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

portal gun in hl2

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

Thanks

Ferretboy54 14:29, 2 Mar 2008 (PST)

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

Portal Bullets

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

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

Evillordnikon 22:45, 17 Jan 2008 (PST)

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

CThread Usage

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

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


Here is my code:

threadtest.cpp

threadtest.h

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


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

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

Kind regards,

Obli 09:42, 3 Dec 2007 (PST)

---

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

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

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

...and it runs fine!

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

Changing player direction while jumping

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

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

Sending player data from client to server

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

CS:S AI, Classes and Multiplayer Saving

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

Material System

materials don't show up in 3d view

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

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

Half-Life 2 Episode 2 textures

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

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

Mod Files

No Hud On Start?

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

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

Motionmapper screwups

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

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

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

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

pF 06:52, 10 Jul 2008 (PDT)


Interesting Error Message.

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

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

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

Overview? How to get started?

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

Adding New Maps to Source:Dedicated server

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

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

Adding connection to a mysql server in a source mod

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

Missing RecvProp for DT_BasePlayer - DT_Local/m_iFOV

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

Hammer is not loading all the files for my game.

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

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

Networking: Opening TCP Socket on Port 27015

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

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

Can you restrict Team Fortress 2 classes?

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

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

SDK not working correctly

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

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

Hammer wont launch

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

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

SKD Will Not Launch

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

Error could not load:gameui

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

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

Broken closed captions

I'm running into some strange issues with close captions when using SteamAppId 215. I'm using a custom closecaptions_english.txt, and I've compiled a .dat as well. Compile log: http:// img299.imageshack.us/img299/8928/workingsa5.jpg (link separated)

It all works perfectly fine when SteamAppId is set to 220, where it reads the .txt instead of the .dat. But when I set it to 215, it simply goes crazy. Sometimes the text isn't displayed, sometimes it's delayed, sometimes the text goes out of the box, sometimes parts of a close caption is missing, and sometimes the text crosses over other text. When it comes to non-.vcd close captions, missing captions for a sentence will usually appear when interrupted by a different sentence. When I remove my own .txt and .dat, it should theoretically start using the original valve files, but the subtitles remain broken. I am working on the EP1 engine, by the way.

Perhaps the .dat was compiled incorrectly, or perhaps it's simply an engine bug? Has anyone experienced this before?--Nih 00:32, 2 Jun 2008 (GMT)

Change CS:S display

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

Thanks

-Ferretboy54-

Locust2

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

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

Answered Questions

Portal Clock

I'm setting up a portal level that has a timer, much like the first level of the original game (above the autoportal frame in both your cell and the portal outside). Anyone have any idea how to set this up correctly? Right now, I have the clock model as a prop dynamic with four 10x10 func_brushes (bearing the clock_minutes, clock_seconds, clock_centiseconds, and clock_milliseconds textures, from left to right, on their visual faces, and nodraw on the nonvisible faces) inside it, separated by three 2x10 world brushes bearing the "clock_dots" texture on their visible faces. Four env_texturetoggles control the func_brushes (named minutes, seconds, centiseconds, and milliseconds, from left to right), and they are controlled by three logic_timers (controlling seconds, centiseconds, and milliseconds; a logic_auto controls the minutes func_brush). The main problem I'm having is that I don't know what the texture indexes to show "00" are for the clock_seconds, _centiseconds, and _milliseconds textures are (for minutes I've figured out that SetTextureIndex parameter 0 shows "01" while parameter 1 shows "00"). Geekofalltrades 23:33, 25 Aug 2008 (PDT)

material_modify_control... wow, this clock is a pain. Had to go so far as decompiling testchamber 00 to figure out how it works. Maybe I'll package it in a prefab to save anyone else the trouble. Geekofalltrades 08:20, 26 Aug 2008 (PDT)

Physgun Crash

After gluing a physics object to another physics object with the physgun and destroying one( but not the other ) the game crashes upon pickup of the surviving object. What must I do to alleviate this problem? --TheDonald 12:24, 16 Jul 2008 (PDT)


Solution: Call a Reload() function in an else statement in the WeaponIdle() function. Make the else correspond to the second if statement.--TheDonald 15:59, 23 Jul 2008 (PDT)

Leaking through a solid world brush...

The title pretty much says it all. I'm currently searching my map for leaks, and I have one instance that I can't seem to fix of a leak that appears to go straight through a solid world brush. I'm certain that it's not a brush entity (although there is a func_detail in the very near vicinity, if that means anything). There are also no entity helpers outside the map or other entities anywhere along the pointfile. Just through this brush, and straight out into the void. Any ideas? Geekofalltrades 00:22, 20 Jun 2008 (PDT)

Does the brush have transparent textures on it? If so, remove them, as they cause the brush to turn into func_detail by default. Solokiller 03:51, 20 Jun 2008 (PDT)
Well, I replaced the brush in question with a completely new brush, and solved another instance of the same problem with the same method. Still not sure what was causing it in the first place (there were no transparent textures, no), but I'm done pondering it. -Geekofalltrades 16:36, 20 Jun 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!

Abstract Class Error

I'm working on incorporating a physgun into my half life 2 mod. When compiling the client file "c_weapon_gravitygun.cpp" in Visual Studio 2008 (express edition) I get only 1 error that says: c_weapon_gravitygun.cpp(91) : error C2259: 'C_BeamQuadratic' : cannot instantiate abstract class 1> due to following members: 1> 'const matrix3x4_t &IClientRenderable::RenderableToWorldTransform(void)' : is abstract 1> c:\mymod\src\public\iclientrenderable.h(75) : see declaration of 'IClientRenderable::RenderableToWorldTransform' I cannot override it. If you have a possible solution add the information after this post on this page. --TheDonald 13:01, 6 Jul 2008 (PDT)

I attempted to fix the error by adding this line of code to c_weapon_gravitygun.cpp:

const matrix3x4_t &RenderableToWorldTransform();

This overrode the abstract function and eliminated the compile error. However, the linker gives an error that says: Creating library .\Release_hl2/Client.lib and object .\Release_hl2/Client.exp 1>c_weapon_gravitygun.obj : error LNK2001: unresolved external symbol "public: virtual struct matrix3x4_t const & __thiscall C_BeamQuadratic::RenderableToWorldTransform(void)" (?RenderableToWorldTransform@C_BeamQuadratic@@UAEABUmatrix3x4_t@@XZ) 1>.\Release_hl2/Client.dll : fatal error LNK1120: 1 unresolved externals 1>Build log was saved at "file://c:\MyMod\src\game\client\Release_hl2\BuildLog.htm"

Does anyone know how to correct his?? --TheDonald 13:08, 7 Jul 2008 (PDT)

The problem was resolved by declaring a matrix and making it the return value of my function. --TheDonald 11:59, 9 Jul 2008 (PDT)

PS to fix the "Bind not a member..." error in c_weapon_gravitygun do this: 1. Comment out materials->Bind( pMat ); 2. Add this CMatRenderContextPtr pRenderContext( materials ); pRenderContext->Bind( pMat ); 3.Done! --TheDonald 17:54, 9 Jul 2008 (PDT)

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