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Pending Questions


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

No Such Variable

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

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

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

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

Damianogre (talk) Jan 18, 2006

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

Custom voice

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

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

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

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

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

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

Sub Topic

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

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

Black Model Bug / BSP Cubemap Bug

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

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

CS:S Map Help Needed

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

  • Ok, well, we need more info first. What does it do when it "won't open"? like, does hammer crash, is there an error? Will it not open in Hammer, or in the game engine? Also. As for lights, first off, make sure you've read the Your First Half-Life 2: Deathmatch Room tutorial. There's a lot of stuff you have to know to make a level. Lights are hard to "turn on and off"; so read the tutorial if you haven't, that should help you with a lot. --Spektre1 20:18, 15 Nov 2005 (PST)

Env_smokestack problems

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

CS:S Satellite Dish Models

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

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

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

Custom Stuff

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

Spheres and Cylinders

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

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

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

Answered Questions

Metal Grate Texture Problem

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

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

Transparency in models

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

Disappearing Models

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

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

How do I make a working floor?

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

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

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

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

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