Help Desk

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Got a question that is not answered in the Source SDK FAQ? Ask it here! Any sort of SDK question should be posted here. After they get answered, move them to the "Answered" portion of the page.

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Pending Questions

Bizarre 3D Camera Behaviour

I'm currently making a map for a mod, and have managed quite successfully in building it up until now. For no apparent reason, the brushes in the 3D view stretch and seperate, displacements have hundreds of gaping lines in them, and from certain angles, stretch into infinity. When I run the map, it plays fine, however this error message appears in the console:

        Warning: using WorldTwoTextureBlend on a non displacement surface
        SurfFlags to fast group: unhandledflags (400800) (brick/brickfloor001a)!
        - This implies you have a surface (usually a displacement) embedded in a solid"

This started happening today, and I have done nothing that caused this error before. This is the first problem I've had on it. It's annoying because I cant see to edit the map sometimes. I have had displacements in solids before this point, and it did'nt cause any problems. I need help on this quickly, so any would be greatly appreciated. THX-1138 14:47, 25 May 2006

Compile Problems

Currently im working on a small map has alot of lighting npc's, as well as a lot of buildings. The main problem i have is when i compile my map it works. It loads up Hl2 My MOD then the console appears and it loads. As soon as the map is about to begin the game shuts down and a error window comes up. The problem is Datacache.dll and Accompat.TXT in my temp folder. please i need some help. Its been like this for two weeks now and because of that i canty do anything at all. I can still edit through Hammer like adding brushes or so but it wont work in the game. I tried Garys MOD as well and that doesnt work either.



Collission Joints

I'm having problems loading a large prop in a map I'm building for. One of the most noteable problems is the collision model, when useing $collisionjoints Studiomdl turnicates non-animated sections of the model. For the pourpose of prototyping I removed those pieces. When the model is loaded into Hammer Source dosent use the entier collision model. I'm left with a 2 story sphere collision mesh and players can walk threw geometry that should have a collision mesh. It also apears that useing the string $rootbone makes it only load That bones rigged geometry. Ryoku 11:28, 23 May 2006 (PDT)

Map executing won't work!

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

Engine error?!?!

engineerror9wb.png

I don't know what's going on here, the map will not load. It gets past setting up the listenserver, then starts working on the world, the cursor appears, then it exits to the desktop with that error, and then another that HL2 has been a bad program and done something wrong. Help? -Eaglebird

That happens when list has more elements then it can have. Do you run in Release-mode? Try the debug-mode. That should give an assert and make it possible to get a tracestack. --dutchmega 00:46, 14 May 2006 (PDT)
When "list" has more elements than it can have? Well, If I plan on releasing it, how else can I fix the problem? I.e., what exactly is the "list" and what goes into it? -Eaglebird
No idea, you have to find that out with debugging. Check for asserts or .mdmp files.. --dutchmega 10:54, 14 May 2006 (PDT)
Hmm, well, for one, how do I set it into debug mode, and two, how do I check for asserts/.mdmp files? In fact, what's going on that I need to look for? -Eaglebird
A newbie? Better add me at MSN/Google Talk. --dutchmega 05:05, 15 May 2006 (PDT)

Gameinfo.txt execution messed up after Steam update?

Seems like all the mods i have installed no longer have a company description, icon, author info, etc. Is this happening to anyone else and if it is how do i fix it? Thanks. Bean 11:40, 8 May 2006 (PDT)

It is a bug and was already reported here: User_Interface_Bugs#My_Games_List. Though I'm wondering if it shouldn't get a little more attention - on the other hand, valve will have noticed this on themself already, I'm sure. --Vaarscha 12:35, 8 May 2006 (PDT)
thanks. -Bean 22:25, 8 May 2006 (PDT)
Your welcome. If your question is answered, please move it.--Vaarscha 22:50, 8 May 2006 (PDT)

Wave Material

I am using shorewave001a as an overlay for a wave effect but for some reason the material stops displaying for about a second while animating. Is there any way to stop this happening (I looked in the vtm file, and it uses a sine for the animation - could that be part of the problem? - RodeoClown 20:55, 25 Apr 2006 (PDT)

I think that material definition is just plain broken - I rewrote it for MINERVA without the sine stuff, and my simpler version works pretty well. Do feel more than welcome to borrow my updated .VTM and .VTF files - I also made a version of one of the textures with a bit more 'wiggle' to it, so waves don't look so uniform... —Cargo Cult (info, talk) 00:34, 26 Apr 2006 (PDT)
Thanks for that, I was thinking I might have to rewrite it (I had a look at MINERVA before asking to see how you did it, but I saw you'd used a different material - I might just steal it :) )- RodeoClown 04:05, 26 Apr 2006 (PDT)


Custom Soundscapes in HL2 Single Player

It appears that custom soundscapes still do not work in HL2 Single Player. I have followed the steps for Creating_custom_soundscapes for HL2DM and the soundscapes work fine, but when I move the same file to HL2 Single Player using the same procedures, the file is not found. I can't even play the sounds from the console using the playsoundscape command, though I can do this in HL2DM. Is it the case that custom soundscapes are not possible in HL2 Single Player? When will the feature be enabled?--Fitzroy doll 01:52, 18 Apr 2006 (PDT)

$collisionjoints

I know that this can be used in your .qc instead of $collisionmesh if you want animated collision meshes, but it causes the non-animated parts to be collapsed to a single mesh, even with the use of $concave There doesn't seem to be any documentation about $collisionjoints anywhere. --PiMuRho 01:52, 16 Apr 2006 (PDT)

Missing entities

As i'm trying to construct a map in Hammer, i found out that i am missing some entities in the list of entities. Is there any way to get them? Evinbaxter 09:49, 15 Apr 2006 (PDT)

What entities are you missing and for what type of Source game are you mapping? I can see two reasons: First, every entity is not present in every Source game. Some entities are game specific. The other reason is that there are two lists: One for point entities, and one for brush entities. To create brush entities, you must create a brush and tie it to an entity. --Andreasen 09:57, 15 Apr 2006 (PDT)
I am making a map for CS:S and i am missing entities such as func_bomb_target, trigger_teleport, and other entities. --Evinbaxter 10:05, 15 Apr 2006 (PDT)
Did you select CS:S as Current Game in the SDK Launcher? --Vaarscha 10:08, 15 Apr 2006 (PDT)
-yeah, i did --Evinbaxter 10:22, 15 Apr 2006 (PDT)
Well both of those are brush entities, and as I'm assuming this is your first attempt at a map, do you know how to tie entities to a brush? Have you checked that list for these entities? --Andreasen 10:39, 15 Apr 2006 (PDT)

-Yes i am new to map making, and no i don't know how to tie entities to a brush. Evinbaxter 10:41, 15 Apr 2006 (PDT)

I searched the wiki for it and did, to my surprise, not find anything about creating these entities, so I created a small how-to list for you here: Entity --Andreasen 11:21, 15 Apr 2006 (PDT)

How do I edit CS:S maps in sdk?

Evinbaxter 08:46, 15 Apr 2006 (PDT)

You could try to decompile it: Decompiling_Maps
Make sure to read and understand the warnings about copyright mentioned in this article! --Vaarscha 08:55, 15 Apr 2006 (PDT)


How do I edit HL1 maps in sdk?

Backlash1017 23:59, 31 Mar 2006 (PST)

Don't think you can - for HL1, you'll need the old version of Hammer and some map compilation tools. It's a bit more fiddly to set up than the Source stuff, but it's much simpler when you've got it all working. The VERC Collective site should have lots of information for HL1 stuff. —Cargo Cult (info, talk) 11:01, 7 Apr 2006 (PDT)

Missing filesystem_steam.dll

Hi erm i was wondering if some 1 could help me ive just made a map and im getting the following message when i try to load it( Unable to load c:\programfiles\valve\steamapps\alfie228\counter-strike source\bin\filesystem_steam.dll ) please help. —Bravo228

You need to run counter-strike first, run counter-strike everytime it updates, before running your custom maps. If that doesn't help try to refresh SDK content in the Source SDK window.--Deadity 10:02, 29 Mar 2006 (PST)

Map Won't Open

I have made a few maps, that all work ok, had no problems. my last map i put loads of junk on the floor etc... real nice ..al ok i jus started a new map, very basic, just 1 room nothing really in it, i compiled it and tried to run it. it compiled ok as far as im aware, but when it got onto counterstrike and i try play the map it does not open. i have tried deleteing stuff, the walls and floor and tried again, to see if n e of those was the prolem, but still can not get map to open anyhow. please help me —Shizarp

Ive had this problem before you start your game and then when ur try to load it nothing happones right. Well heres your problem: while in hammer you need to hit Run Map then at the bottom you will see additonal game parameters type

-dev -console +sv_lan1 Then click ok and wait for that to load when in game you have to wait a while when your in game and console shows up just wait a few seconds more and soon your map will pop up and you will be able to use it in you creat server list now.Also if it says Steam Vaild Rejection when you try that then click ok then click creat server find you map and click start and that should work.

cold020 21:39 ,mar 19 2006

P.S i hope this works for you ive done it when i had that problem and it worked.

P.S #2 try to read other peoples problems before you post, they might just be the same problems as yours.--Deadity 10:04, 29 Mar 2006 (PST)

Map going to black

hey i got a question, when i make a map (cs:S) in hammer then run the map using hammer about 7 to 10 seconds into the map the whole entire map goes black and i cant see anything. What is happening? do i need to add lights? - Danthomas236

Do you have any lights? and if you do..try turning on developer (developer 1)—ts2do

well when you don't add lights the map is lighted by default. what is developer?

The solution to this problem is to MINIMIZE HAMMER before running your map. You'll probably have to click the minimize WHILE the compile script is beginning to launch half life, because alt tabbing is tough to get working properly. If your card tries to run the game AND hammer in the background, eventually hammer is going to try to redraw the camera view in the map editor, and then your game will go black. happened to me too. --Mrobben 20:23, 5 May 2006 (PDT)

Object Spawning Problem

Hi i have a problem that i do not no of.I make a map then i add cetain objects on the map i made.Great it shows it on sdk but when i play the game there not there?How do i see them? Thank you for your time to anwser this! —cold020

You probably should put this under article. I have had this problem before. It could be the name of your map. Make sure it doesnt have any spaces in it. And please sign your name with three or four "~" Cubedude 18:39, 9 Mar 2006 (PST)

You are probably using the wrong prop types, there are three basic prop types you would want to use: static, dynamic and physics, static props can't be used as physics or vise versa. More info here Prop_Types_Overview. --Deadity 10:09, 29 Mar 2006 (PST)

FacePoser and Model Viewer Problem

I have a problem when i start ether face poser or model viwer it crashes.I do not no how to fix it.Please help asap

Cold020 16:45, 19 mar 2006 (PST)

Strange Box

What's going on here? all my debug settings are correct... --Amckern 23:29, 28 Mar 2006 (PST)

Game crashes after I compile it

I don't understand, It is a pretty big map but at the moment it is very simple, no props, lighting, ect. only walls and doors. I added a button that unlockes a door, saved it, and ran the game. As the game is loading the game craches. It compiles the map as a BSP, but it doesn't run it. It won't work in HL2 or Garry's Mod. Someone help please.

Try changing complex brushes to func_detail, so that they don't clip the world around them, this usually causes problems.--Deadity 01:16, 29 Mar 2006 (PST)
Try checking the compile log, or the console when the game level loads. -console in the launch bar to enable.--Deadity 01:18, 29 Mar 2006 (PST)

Making Player Models for Counterstrike Source

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

Disappering brushes and textures

I've built a map in Hammer, and added several new brushes to it. Now, whenever I compile the map, these new brushes don't appear. Also, textures and soundscapes that I've added don't work. I have optimzed the map using func_details, and compiled it with all the settings on Normal, and on Fast. I can't understand why new additions to the map are not included after a new compile. Any help would be appreciated. - THX-1138 21:45, 22 Mar 2006 (PST)

Sounds like you have an error in the map, check the compile log - or upload it to http://www.interlopers.net/errors/ and read through the output. You can also do in hammer check - alt+p - and fix all the errors in that box.
I've checked and fixed all the errors, and some of the brushes appeared, but most are still not there. Have a lot of carves in my map, could this be the problem? Also, new textures don't appear on the brushes that are already there. - THX-1138
If you "have a lot of carves" then that is almost certainly your problem right there. Carves will cause errors. Lots of them. You might find others disagree, but at this point, I would probably restart from scratch/from before you started using the carve tool. Clip and vertex manipulate are the way to go. :) Giles 10:44, 2 Apr 2006 (PDT)
I managed to solve the problem. It was a bunch of breakable benches that I made. The concrete legs were func_details, and the wooden slats were func_breakables. I've deleted these, and all the changes I mae to the level have now appeared when I play the level.
- THX-1138 19:41, 15 Apr 2006 (PST)
I think you may have had something hidden. I've noticed that if I hide an object, and compile without unhiding it, they do not show up in the map. "Lots of carves", if you mean you used the carve tool a lot, that's one thing. But if you have odd shapes and stuff from carving, you need to clean up. Simple clipping of brushes and nice happy cuts don't bother things too much.
-Eaglebird

Map Profiling

I may be going insane, but I'm convinced that I once saw a way of profiling a map that showed an overview, with all the paths taken by the various players during a game plotted on it. Such a thing would be invaluable. Am I going mad, or does it really exist? --PiMuRho 10:33, 13 Mar 2006 (PST)

Are you talking about the map overview in Counter-Strike: Source? --Steamfraiser 07:57, 22 Mar 2006 (PST)
Kind of. Imagine the overview, but with all the player paths plotted on it, showing the routes they took during a game. --PiMuRho 23:49, 28 Mar 2006 (PST)

Try overview_tracks 1—ts2do 23:50, 28 Mar 2006 (PST)

Untitled

omg! my wall(s) show a part of the ceiling where they shouldn't. what the hell is wrong? - game4ever

Faceposer: Extracting part of a wav

I dunno if this is a bug, or if faceposer just hates my system. Please tell me other people have had this error; I attempt phoneme extraction on a wav, and input the text to be extracted, clear out the attempted extraction because it's wrong, then I arrange the sentence text, so it's placed properly over the correct sections of the wav. I then select part of the wav, and right click, and try to extract selected, and every time, Faceposer crashes. Is this a known bug? --Spektre1 00:45, 10 Mar 2006 (PST)

It crashes on me whenever I do that for as long as I could remember. -- Sodabus 20:23, 13 Mar 2006 (PST)

Respawning a player

Code;

I wan't to set a player to be "alive" without calling Respawn(); on him, for example. Player gets killed; He is now dead, but I wan't to move him to a custom location not defined with spawn points. How would I get him to appear in that place without calling Respawn(); So just make player visible, than give him correct layout, etc, etc.

Custom elevators...howto?

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

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

Teleport issue

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

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

Languages in Source

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

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

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

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

Localization

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

No Such Variable

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

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

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

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

Damianogre (talk) Jan 18, 2006

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

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

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

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

EDIT: I have the same problem, recompiling a working map produces the "$hdrbasetexture" error even when map is renamed. Started about mid last week, update related? Please help us Valve/Steam

"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! Finding displacement neighbors..."

IBENVIRO (Frustrated SDK user)

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)

I get exactly the same. I have a map that plays but all of a sudden i have started gettting the same error. Started around middle of last week. Update related? I have recompiled a working map under a different name and get the same error. Help us please Steam/Valve!

IBENVIRO (Frustrated SDK user)

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 (amckern@yahoo.com) and i'll see what i can do about a fix for CSTRAD. You can also upload the complie log to http://www.interlopers.net/errors/ and read through the output. --Amckern 18:19, 24 Mar 2006 (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 (spid360@aol.com)Joe 12:26, 15 Nov 2005 (PST)

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

Env_smokestack problems

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

CS:S Satellite Dish Models

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

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


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

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

There are some textures in /buildings which are transparent and have groups of dishes. --RabidMonkey 21:06, 9 Mar 2006 (PST)

Spheres and Cylinders

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

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

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

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

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

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

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

Then I don't understand why I couldn't just turn practically every brush into a func_detail, if it has all the benefits and no drawbacks. --Andreasen 08:19, 1 Feb 2006 (PST)
Search the VDC Optimization pages. You need a good balance of normal brushwork for proper divisions. --wisemx 08:27, 1 Feb 2006 (PST)
ts2do, you're wrong: According to all the articles, screenshots and examples about func_details, func_details does not block vis, ever. That's what is so good about them. However, I don't think that my method would work, because if VVis would calculate the middle section of the pillar as blocking, it would cut up the pillar just as much as it would if it were entirely made of a worldbrush. ...so if it doesn't block NPC line-of-sight either, turning the entire pillar into a func_detail would be best. --Andreasen 03:46, 10 Mar 2006 (PST)

For proper optimization of a cylinder first consider the number of sides, or face count. When needed for columns like those in front of a Courthouse use this method. When that method isn't helpful do your best to use good judgement about how many sides the cylinder will need as an 8 sided column will require fewer system resources than one with additional sides and it will be easier to Clip and Vertex edit, if need be. The entire cylinder should be func_detail if it will be static and you can use Hint brushes to box an area of cylinders when needed. Lastly consider the material that will be used on cylinders. Because of the multiple angled sides you will do best to experiment with several materials for the desired effect. Use the Alt method with the Face Edit dialog, when texturing objects like columns open the Face Edit dialog and apply a material to one face with the Face Edit dialog still open Left-click to select that same face now hold Alt as you Right-click on the other faces. If the material freaks-out at any point Left-click on the last good face and then Right-click again on the face that didn't work properly.--wisemx 05:05, 10 Mar 2006 (PST)

Problem with making own levels

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

Seems like you don't have any lights in your map. Either put some light into your map or compile the map without Vrad. -- Koraktor
I've tried every kind of light, but none of them don't work. The whole level is black... i can't continue making my own levels... RAARRGGHH!!!
If you type mat_fullbright 1 into the console that turns off lighting so you can keep working on other things while you try and solve your lighting problems. To get the most basic lighting working, just use a light entity and make sure you have set the brightness values. If the brightness is set too low and/or the light isn't near any walls, it might not actually light anything, and so it wouldn't show up in game.
Maybe you're stuck in a brush?
Hmm, perhaps it's a newbie mistake: Did you by any chance create the room by dragging up the area of the room with a single brush? If that's the case, see the Creating_a_Room tutorial on how to create a room. (Although it's not recommended for a finished level, you only really need a brush to stand on to see if this method works. Just don't fall off.) --Andreasen 06:46, 22 Mar 2006 (PST)
Yeah, I'm having the same problem, it says "Stuck on object 0/mapname" and everything is pitch black. This only occurs when I have the skybox texture. I've gone to map properties and changed the skybox name but still, nothing happens. I know it's not lack of lighting because when I do not have a skybox it works fine. I've also tried the buildcubemaps command and then all it shows is the main menu.
Is your skybox an actual box? or are you just putting the skybox texture on an existing brush? If you've made a brush that overlaps everything and then textured that with the skybox texture that will make you stuck. I know this seems obvious if you know it, but I don't know whether you do or not.- RodeoClown 15:20, 26 Apr 2006 (PDT)

Fire disappears when antlionguard becomes a ragdoll?

My antlionguard now burns but when it dies, the fire disappears from the (client) ragdoll... For some reason you don't have this problem with the antlionguard. Anyone?

Answered Questions


func_tank question

I have a multiplayer map that uses 1 or more (about 5 or 6) func_tanks. None of them seem to fire any bullets, but I can turn them around on me and kill myself with them. I get an error in the console, at times, times I can't pinpoint. I think it's either when a bullet hits me or is fired, but the error is "Master was null or not a master!". It also doesn't have any sound, and I've been asking around for a few days. Func_tankrockets and func_tankpulselasers seem to work fine though. Any help would be ENORMOUSLY appreciated, thanks. --Eaglebird

Also, it doesn't work with(or in, rather) any other mods/games. Same problems. I'm going to try finding an instance where it worked, if at all, in multiplayer, and move it over to a new map and see what, if any, the problem is. --Eaglebird

Take a look at func_tank - it does not work in HL2:DM.
Better look here - dutchmega

Animation Help

Help me please, I am not an animator, but I am trying to get an animation i did for a weapon to work. I don't know if my problem is in my .qc or if the problem is in the .smd, or somthing else. In my qc I have $modelname weapons/v_crossbow.mdl $body studio "v_crossbow.smd" $origin 0 0 68 $cdmaterials "mytex" $scale 50 $surfaceprop "weapon" $sequence idle01 "v_crossbow.smd" fps 1 $sequence fire "test2" snap fps 30 activity ACT_VM_PRIMARYATTACK 1 I have a test2.smd animation for the fire sequence, but when I compile the weapon, then load it up in the game, when I shoot, it disappears, what should I do? Thanks, Cubedude 11:56, 22 Apr 2006 (PDT)

Check it in HLMV, if the animation plays correctly. If it does, it might be related that the reload animation is played after the crossbow is fired and/or an animation with the bolt missing is loaded. Of course you can use your test2 animation for that, however make sure you trigger the same events as in the original .qc, otherwise similar problems might appear...
Note:A viewmodel doesn't need $surfaceprop. --Vaarscha 14:15, 22 Apr 2006 (PDT)
For some reason I didnt think of that, Thanks. Cubedude 15:55, 22 Apr 2006 (PDT)


Shooting Allies

What's the easiest way to make a map where you will be able to shoot rebels? Let me specify: I can make them shoot at me but I can't shoot back because I can't hurt my "friends". How do I disable this "god mode" of theirs? --Andreasen 06:49, 7 Apr 2006 (PDT)

Have you tried hurting them by taunting them, calling them fat and so on? ... Alternatively, for a less psychological route - is there some 'reciprocal' flag for the ai_relationship thingy? —Cargo Cult (info, talk) 10:59, 7 Apr 2006 (PDT)
Oh, there's an entity for these things? :) I changed their relationship through a relation input into the NPC directly. Thanks. :) --Andreasen 02:18, 8 Apr 2006 (PDT)

Teams are full?/ No steam validation

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

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

Selling your MOD

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

I'm fairly sure that Valve would make the call about what goes on Steam; note that this is no different to the problem faced by console developers who need to get their games approved by Sony/MS/Ninty before they can even release their game let alone charge for it. --Superpig 19:45, 06 Mar 2006 (GMT)
You do not own the engine, you need to pay VALVe for the engine (called licensing). Either that or VALVe buys the modification off of you and then takes full ownership of it. View the Source Engine Licensing page. --Steamfraiser 07:55, 22 Mar 2006 (PST)

Vanishing Source SDK Mod Settings

I had a setting for my mod in the source sdk list, but after the last update it has vanished. I can't select my mod on the drop-down list at the bottom any more. How can I add it back in? Thanks. - RodeoClown 00:35, 22 Mar 2006 (PST)

Found Talk:Removing_Game_Configurations, which shows which file to remove the mod details from (GameConfig.txt in your sourcesdk\bin folder). I followed this in reverse (copied the Half-life 2 section, renamed) to add my mod back in - just setting details where necessary.- RodeoClown 14:04, 22 Mar 2006 (PST)
I think there's also a vconfig tool or something for doing it graphically - it's useful for adding things which aren't quite full mods, like my own MINERVA. It's in the same directory as the rest of the Source SDK executables, anyway. —Cargo Cult (info, talk) 14:49, 22 Mar 2006 (PST)

Replacing the crowbar in HL2:SP

Is there a non-code way of replacing the crowbar viewmodel in HL2:SP mods with the Stun-Stick? I've googled for an hour or so on replacing viewmodels and the like and can't find anything. Thanks, Rodeoclown 02:05, 18 Mar 2006 (PST)

No. you need code to make the glow effects on impact...—ts2do 19:43, 18 Mar 2006 (PST)

OK, except for the glow effects, you can replace the stunstick model by following the instructions here: Replacing_the_Crowbar_with_the_Stunstick. Rodeoclown 20:14, 18 Mar 2006 (PST)

Model recompiling

Recompilingissue.jpg

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

Try recompiling the texture. Check out this link. -- Sodabus 20:56, 26 Feb 2006 (PST)
This might not help much but a human model has two textures, one for the body and one for the face. The problem seems to be that the model only uses the body texture. --Deadity 04:10, 27 Feb 2006 (PST)
Problem's been solved already...Now I need help getting eyelids working—ts2do 06:56, 28 Feb 2006 (PST)
(Bump)—ts2do 17:35, 2 Mar 2006 (PST)
I did a quick copy of the eyelid data from %sdkcontent%\hl2\modelsrc\humans_sdk\Male_sdk\Male_06_sdk.qc and got some of the eyelid flexes moving. I've barely done any eyelid work before, so I don't think I can help you any further. -- Sodabus 08:01, 3 Mar 2006 (PST)
Problem solved...it seems mdldecompiler messes up the referenced frames for each position of the eyelids—ts2do 18:40, 4 Mar 2006 (PST)

Here's the fix:

     eyelid  upper_right "soldier_expressions" lowerer 1 -0.218500 neutral 10 0.166800 raiser 12 0.265000 split 0.1 eyeball righteye
     eyelid  lower_right "soldier_expressions" lowerer 23 -0.301000 neutral 20 -0.211900 raiser 24 -0.040300  split 0.1 eyeball righteye
     eyelid  upper_left "soldier_expressions" lowerer 3 -0.218500 neutral 31 0.166800 raiser 34 0.265000 split -0.1 eyeball lefteye
     eyelid  lower_left "soldier_expressions" lowerer 41 -0.301000 neutral 40 -0.211900 raiser 42 -0.040300  split -0.1 eyeball lefteye

ts2do 19:48, 18 Mar 2006 (PST)

DoD models in Counter-Strike

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

You must receive permission directly from Valve. If you include DOD:S content in CS:S and share your work you have directly violated the Steam E.U.L.A. by bypassing Steam to distribute Steam specific content. --wisemx 04:43, 27 Feb 2006 (PST)
Hold your horses dude, I haven't violated anything. Im just asking.--Deadity 06:56, 27 Feb 2006 (PST)
I think this is fine...just extract them corresponding files using GCFScape, it may not work though because of model consistency...they don't want people making player models that show exactly where a player is in the PVS—ts2do 19:53, 18 Mar 2006 (PST)

Metal Grate Texture Problem

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

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

Transparency in models

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

Disappearing Models

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

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

How do I make a working floor?

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

Try hovering your physics prop above the ground a few inches as well as checking the compile log for errors—ts2do 10:09, 29 Jan 2006 (PST)
All right, I did that for the items I have in the map, and it helped for the most critical ones of my problems. I no longer get Infinite values from vphysics! and CPU usage is normal. However, I still experience the odd behavior of the wall brushes. I created a room just to test it and a mattress in an empty room just goes through the floor (and the walls and the ceiling) like it wasn't there. However, the edge next to the void seems solid. Is there some setting for the brush I should be looking for? Do I need to tell Hammer somehow that I want a solid brush? Or is this still likely to be a problem with overlap? Jupix 12:26, 29 Jan 2006 (PST)
Send me your VMF tsdodo@gmail.comts2do 12:29, 29 Jan 2006 (PST)
You've got mail :) Jupix 12:37, 29 Jan 2006 (PST)

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

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

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

2D Grid Problem

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

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

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


Making glass respawn?

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

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

Custom Stuff

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

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

Overlapping displacements

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

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

Generating output when player uses a locked door

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

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

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

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

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

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

Missing File?

I am new to this, so feel free to shove my ignorance in my face, but when I try to compile my map in Hammer, I get an error window, saying

"Unable to load c:\program files\valve\steam\steamapps\(my username)\half-life 2 deathmatch\bin\filesystem_steam.dll"

after the Compile Process Window says

    • Executing...
    • Command: "c:\program files\valve\steam\steamapps\nobody09\half-life 2 deathmatch\hl2.exe"
    • Parameters: -game "c:\program files\valve\steam\steamapps\nobody09\half-life 2 deathmatch\hl2mp" +map "dm_test"

which I guess, is what it says before it runs the map. I have searched for filesystem_steam.dll in the specified location, but it's not there. Does anybody else not have this file, or do I just need to reinstall HL2DM, or is this some other problem? --Nobody 2:05 PM, 14 Mar 2006 (CST)

The problem seems to have fixed itself- I finished the level, and after the steam platform update today , it seems to work, and the file (filesystem_steam.dll) is there. --Nobody 6:33 PM, 15 Mar 2006 (CST)

If you start playing a normal HL2DM game and go back to SDK, it is also fixed. This works also by the same Problems with CSS, DOD or HL2.

Teams are full?/ No steam validation

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

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


Func_movelinear parentage

So I've got a func_tracktrain that follows a series of path_tracks in order to make the top section of a moving crane. This all works swimmingly. Now I want a lower part for the crane that can raise and descend in order to pick things up. I've created this with a func_movelinear (and some ropes for effect). It moves a total of 224 units straight down when fully extended. When it's not parented to the train, it works fine - it descends and raises as you would expect. However, as soon as I parent it to the train, using the "open" input that would usually lower the crane causes it instead to go upwards and along a negative X axis. I initially thought that some weirdness was causing it to move to the world origin (0,0,0), but it's nowhere near. In fact, it appears to be moving 448 units (twice the movement amount set in the func_movelinear properties) along the x axis. Help? --PiMuRho 08:53, 13 Apr 2006 (PDT)

It looks like specific engine weirdness. I used a second func_tracktrain parented to the original instead --PiMuRho 00:55, 15 Apr 2006 (PDT)