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

Face Poser Crashes upon Re-Extracting in Phoneme Editor

After I load a wav file from the hl2 sounds folder, clicking re-extract, typing in some text and pressing okay crashes Face Poser. I only get the generic Microsoft "This program has encountered a problem and needs to close." No matter what sound file I use or what text I enter, this crashes Face Poser 100% of the time. A friend of mine also has this problem. How can I solve this problem? It is really crippling my ability to do anything at all with Face Poser.Orisit

Things fall through displacements

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

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

Steam.dll not missing

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

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

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

Get error message on hammer.exe

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

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

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

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

Scripted Spawned NPCs

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

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

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

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

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

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

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

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

Creating A Helicopter Fight

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

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

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

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

Reading a console variable from an entity

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

External conditions

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

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

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

Animation/rig problem

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

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

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

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

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

Hide .SVN folders in hammer texture browser?

How do you hide .SVN folders from the texture browser in hammer, and model viewer? Screenshot - [2] --Amckern 18:18, 28 Sep 2006 (PDT)

You can add an exception in the Options dialog for each folder, but its tedious and a pain to do. I think this has been listed as a bug in the tracker, so hopefully we will get a patch soon to fix it. Wraiyth 22:41, 28 Sep 2006 (PDT)

Current Game Selection Problem

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

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

Hammer Problem

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

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

Compiling Problems

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

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

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

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

Compile problems de_fastdust

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

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

what kann i make ?? --Mader6000

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

HDR settings

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

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

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

Debug crashes

Trying to follow the guide here, but running into some issues. I get a bunch of the "entry point not found" errors using the "old" paths and then the game will finally launch. However, if I use the "new" paths mentioned (C:\Program Files\Steam\SteamApps\geekguy\sourcesdk\hl2.exe) I get a "can't find background image 'materials/console/background01.vtf' error then a crash which looks like a pointer moved off to NULL. Googling the error only brings up threads about people trying to pirate the game. Do I need to set debug options for the "hl" project too? Can someone explain to me the two projects (client and hl) and what they are? Any solutions to the crash? Thanks in advance. Crypticgeek 21:05, 16 Sep 2006 (PDT)

Hi, you will need to make a new .vmt and .vtf with modname_background01 as the files name. You can either extract the orignal background textures from the GCF, and rename them, or make your own with vtf edit. --Amckern 18:11, 28 Sep 2006 (PDT)

Problem With Physic .smd

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

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

WARNING: Truncating model!!!!

WARNING: hona_junk_keycard001a_phys.smd has bad smoothing groups

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

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

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

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

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

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

Weird Hammer Problem

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

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

Multi packet rcon responses

I'm trying to code a decent class for Source's RCON.. (Source_RCON_Protocol), the problem I've run into: When I get a multi packet response (ex: result of cvarlist), how can I tell when that command response is done? As far as I can tell, there is no extra ending, or anything else telling me that the multi-response is done.. Both the C/C++ interfaces don't deal with multi-packet responses.. they just return the first one. Can I just assume after a few seconds there's no more data? Devicenull 16:35, 29 Aug 2006 (PDT)

Hammer's cursor doesn't change when different tools are used

When Hammer 4's brush tool, entity tool, or camera tool are selected, the cursor does not change to the appropriate image. This picture shows me creating a brush, but the cursor is indistinguishable from the standard Windows pointer.

Possibly related: the "crosshair" option in the 2D tab of Hammer options does not work.

I've reported this error in Source SDK Bugs/Hammer bugs but it has not been addressed for some time. --EsBe 19:52, 26 Aug 2006 (PDT)

Confirmed: When creating a brush, or dragging up a selection box, the cursor is the normal windows arrow instead of the crosshair(?). (Resizing arrow icons appear once you grab the handles of an existing box, so this only applies to the first size of the box.) I personally see it more like a feature than a bug. A crosshair would be harder to see, so I'm thinking Valve probably removed it on purpose. --Andreasen 07:41, 28 Aug 2006 (PDT)

How do I add a texture to only one side?

I'm making a fairly large map and I need to add a NoDraw texture to the backside of a block/brush, to keep the compiling time down. .---Duker 22:14 Aug,19 2006 (CET)

Select the toggle texture application tool, select a face with nodraw on it, and right click on faces you want to apply this texture too. On a sidenote tough, this isn't helping your compile unless you're compiling with cordon tool. --Bluestrike 12:21, 20 Aug 2006 (PDT)

Error Messages and then some

When I try to run my map I get an error message that says "The instruction at 0x241f94f7 referenced memory at 0x0d8af41c. The memory could not be "read". Click on OK to terminate the program. So how do I fix this? Also earlier I was able to run the same map but when i touch certain triggers or at random point everything would lose its texture. The lights (which there are 2 of) would go off, but the props around them would still be affected by them.

This is becuase you might have too many RAM modules in your PC. I had the same problem while playong Half Life 2. Remove a module and see if that works however only remove one. If you have three or more modules this could be the problem so its a good idea not to also use old and new RAM like Pc 2100 and 3100 sry if i got that wrong but thats probaly the reason why your having this error.---MrTwoVideoCards 12:47 4 Aug, 2006 (PDT)

Help on above problem with a Laptop

This is regarding the "The instruction at 0x241f94f7 referenced memory at 0x0d8af41c. The memory could not be "read"" problem. I get this error also, but I'm trying to use a laptop to run SDK. I cant necessarily just remove some of the RAM. Is this problem fixable while using a laptop or am I S.O.L.?

Source SDK problems

My Source SDK for some reason current game selection has nothing there, so hammer wont run. Can anyone help me figure out whats going on?

Try clicking Refresh SDK Content in the main Source SDK menu. Also use === not == for topic titles Tskaze 16:13, 27 Jul 2006 (PDT)

Blank Entity List

I am working on a HL2 Deathmatch level, and I noticed that when i select the entity tool my list of entities is totally blank. When I click to place an entity, it is the Obsolete one. I checked the Hammer configurations and HL2 Deathmatch is selected. Anyone know what to do? Help would be greatly appreciated since I can't test the level until I'm able to place starting points. --Hambone 17:12, 21 Jul 2006 (PDT)

Have you tried the Reset Game Configurations option available from the Source SDK? --Giles 05:45, 22 Jul 2006 (PDT)

Yes, I tried that but I still have a blank list. I have been using my own shortcut to hammer, with the "dxlevel 80" added, because I am having the displaced textures problem. I tried accessing Hammer through the SDK menu, and then the program had a full list of entities. Maybe my shortcut is faulty? --Hambone 05:53, 22 Jul 2006 (PDT)

Well, the problem's gone. I re-tried my own shortcut after using the one in the SDK menu, and now the enitity list is back. Is there an explanation?--Hambone 06:08, 22 Jul 2006 (PDT)

Hi, Am woriking on a CSS map, but I am unable to add props to it. The only props that I can find and add are the prop_c17/substation. But when I open modelviewer then I can see all the props. I allready tried to refresh sdk game contents, reinstalled hammer, and even reintalled entire steam, but I still have the same problem. I also get an error when I close hammer, and maybe its linked to eachother in any way. The error says; Appname:hammer.exe - Appversion: - Modname:datacache.dll - Modversion: - Offset:0000b413

Advanced Combat Situations

How do you create a arena in a map. one thought i had was maby create a npc_maker and spawn combine then make them come around a coner using hint nodes and have them enter a battle field. My desing is a large building, two allyways next to it on each side and have a npc_maker spawn combine_s and run through the allyway after spanwed and enter the street behind the building. Really im just trying to figure out how to move a npc to a certain postion after being spawned. Thankyou for the help.--MrTwoVideoCards 10:50, 11 Jun 2006 (PDT)

Check out Assaults. With the right flags set, you can get an NPC to ignore any enemies until they have reached the destination you want them to, which is probably what you want. --Giles 00:32, 12 Jul 2006 (PDT)

Falling Ashs

Does anybody know how to achive the falling ashes effect much like the one used in Half Life 2 EP 1. It looks like a DoD snow fall but dark gray colored. It falls slowly so precipatation really doesnt work. Thanks..--MrTwoVideoCards 6:58, 13 July 2006 (PDT)

You could probably get close by changing the appropriate console commands with a point_clientcommand. I'm not sure whether that works in MP situations, but it certainly works in an SP mod. --Giles 02:17, 23 Jul 2006 (PDT)
ENV_PERCIAPTION - type ash, it wont work unless the mod is built with the august 06 update --Amckern 18:22, 28 Sep 2006 (PDT)

Point Spotlight not showing in map

Ive been working on a couple of maps now and for some reason the point spotlights wont appear in my map. There correctly placed in the editor. Start On is set to yes and i have show "no dynamic lighting" flaged. Ive made three maps and this error occurs in all three of them. Its odd because when i load a sdk file map the entity does work and the spotlight is there.--MrTwoVideoCards 12:42, 19 July 2006 (PDT)

When an entity is being particularly fickle and uncooperative, I sometimes download a tutorial map with the appropriate entity and compile it. If I can't get a tutorial map version working, then I really do have a problem. If it does work, then I've got something to compare my own work with, which helps immensely with finding the problem. Perhaps compiling one of these might help you out. --Giles 02:17, 23 Jul 2006 (PDT)

well i tried it but it still wont work its a simple entity so theres not a lot to it which is why this error doesnt make much sense.I looked at the sample and compiled it and the spotlight showed in that map. but it didnt in mine so thats a bit odd.

If the spotlight showed up in the sample map perhaps you could try copying and pasting it from the sample map to your own. This has worked (with different entities though) for me in the past. Also check you have no leaks in your map. This site has a great section on what leaks are and how to stop them. Just follow this link:- [3] --Cloudwalker8 03:07, 25 Jul 2006 (PDT)

CS - Headshot icon update - May 03 - 2004

Hi there! This might be a strange question but I REALLY need an answear. In the update on may 3, 2004 the headshot icon for counter-strike was updated. Adding so that not only the headshot icon was shown but also the weapon that the headshot was done with.

Now I make a lot of sprites and models for people. And many of them want the same thing. They want the old headshot icon back. Now I tried making it with .spr files and changing hud.txt but I can't get it to work.

Because if I change the weapon icon the weapon totally disappears. And not even shows up when someone is killed regulary.

Now my question to you is:

In what file is the info that it should first show the weapon and then the headshot icon when someone does a headshot. And what should I change it to so that only the headshot icon shows up and not the weapon?

Hope you can help.

ZajberMan 09:38, 29 Jun 2006 (PDT)

Are there any tutorials on how to place a tureet gun thats useable

Its that turret gun that is usaly posted or connected to a small comine barricade wall. Its like the Hunter chopper gun. Thanks for the help n_n

Try this link:-[4] --Cloudwalker8 03:14, 25 Jul 2006 (PDT)

Textures are displaced!

I've just recently started working with Hammer again. The only thing I can think of that has changed since I last used it is video card drivers (Nvidia GeForce 6600GT), when I got Episode 1 and had to update them. Now, here's the problem: In hammer, when you select a solid, it has a yellow wireframe outline. If it's textured, this texture is inside the outline, stuck to the solid, seemingly. Well, my problem is this. Textures are not inside this wireframe. They're close, but not quite. Some textures, like black, are just completely off the solid. Link to image

Make a shortcut on your desktop to Hammer, and set the shortcut-line to: "C:\Valve\Steam\SteamApps\<username>\sourcesdk\bin\hammer.exe -dxlevel 80" (if it doesn't work, try without the quotes) --CrabbyData 03:18, 28 Jun 2006 (PDT)

Any word from Valve yet on a resolution? (08 July 2006)

This DirectX problem, in Hammer and HLMV, also exists on the ATI X850 Pro. --wisemx 05:20, 8 Jul 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

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

FacePoser and Model Viewer Problem

I have a problem when i start either face poser or model viewer it crashes.I do not know how to fix it. Please help asap

Cold020 16:45, 19 mar 2006 (PST)

FacePoser and ModelViewer require a min. screen resolution of 1024x768 to start up correctly. If you have problems working at that resolution, you can switch back to 800x600 while the programs are running. You can get at least Model previews and load Choreographed Scene to get a sneak peak, but will crash again when adding stuff to a scene. Hopefully there will be a fix to that which allows editing in 800x600 too. Dieb 18:54, 1 Aug 2006 (PDT)

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)
Try hitting the option so that it the compilor doesn't run the game after compile. Then go into the game/mod and create a server using your map. If it's single player, just use map youmap and it should work fine. --Methulah 11:55, 10 July 2006 (AEST)

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

Respawning a player


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.

You can add JumpToPosition() to the end of Spawn(). Also GetPlayerSpawnSpot() (or such) in the spawn-function can be put in an if. --dutchmega 03:19, 9 Jul 2006 (PDT)

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)

You don't have the problem when you set keyboard-setting to "United States" instead of "United States - Internation" --dutchmega 03:20, 9 Jul 2006 (PDT)

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)

You could try this page for more information.--Cloudwalker8 02:53, 3 Aug 2006 (PDT)

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)

Hello, I am trying to use some Episode 1 voice files in face poser. The ep 1 sounds don't appear in the list of sounds to choose from, even when you have the SDK set to edit ep 1 content. I wasn't sure where it was looking for the files so I extracted all of the sound files out of the episode 1 GCF into the relavant path in my HL1 directory just to be sure. Even so, when I type in the relative path of the voice file 'vo/episode_1/c17/al_gate_seeanyway.wav' in the add wav dialogue the file doesn't get loaded into the chanel. Any ideas what I'm doing wrong? Thanks. Ubiquitous 27th Aug 2006

hammer not loading

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

use this shortcut might work

"C:\Program Files\Valve\Steam\Steam.exe" -applaunch 211 -runhammer

Skewed 2d grid problem

In my y/z x/z 2d views the grid lines are all messed up. There are no vertical lines. Instead the lines are spread out in an array on the bottom of the page. Here's a picture.

2d grid

I've been searching for a solution for this for a couple weeks now. I've looked through forums, i've looked on here, tried valve support who dont support hammer apparently. If anyone has an idea on how to fix this please let me know i'll be very greatful.

This has happened to me before and is an easy fix. Just update your graphics card driver. It worked for me. :) Cubedude 13:26, 28 Jul 2006 (PDT)


Anyone know what this targetname does? --TomEdwards 03:36, 25 Jul 2006 (PDT)

Returns the entity to which the current NPC is talking to (looking at while talking) --dutchmega 13:45, 27 Jul 2006 (PDT)

Missing pupil texture

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

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

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

1.7GHZ, Ati RADEION 9700, 1.25GB RAM.

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

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

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

I HAVE COMPILING TROUBLES=========================

when i compile my map i get the following error in my process window

textures exceeding MAP_MAX_MIPTEX

its like ive used 2 many textures yet my map only has 74 different textures which i know is not 2 many plz help


Answered Questions

Archive 1

Cinema 4D

I was wondering if you know of any support for Maxon's Cinema 4D in the source, source code? The reason is, we are looking at using some of the attachments in C4D in hl2, but dont know if we have to make attachments in the engine to mimc that of our c4d model, or if we can export directly into source? --Amckern 20:02, 8 Oct 2006 (PDT)

I've asked around and unfortunately we don't support Cinema 4D. I'm afraid that you will need to duplicate the attachments. I'm going to download an eval copy of Cinema 4D so that I can see what format it uses for models. Maybe we'll write some sort of converter some day. :) -Mike

I'm currently writing some introductory/intermediate tutorials for the C4D magazine 3D Attack. I'ts hard to find someone with basic functional knowledge of C++ to work with C.O.F.F.E.E. to create an smd (and hopefully vtf for bodypaint) exporter. If you know anyone , or you, are interested in trying to use COFFEE to create valve format exporters go here; --nirrad 04:25, 21 Oct 2006 (PDT)

Strange Box

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

I get that error when my debug settings are either blank or point to an .exe that doesn't exist. I would double-check to make sure you've set them correctly. --O 04:27, 12 Jul 2006 (PDT)

Can't finish Mod

The update gave me some wierd error that says couldnt load library client when I try to open the Half Life 2 Mod program and becuase of that when i compile my maps they wont work or at least the program wont work how do I fix that I already tried changing the steam ID to 215 but I guess that dosent work then. Ontop of that I have an error that happens when I compile my map. When the compile process is about to open Half Life 2 an error ocurrs. It states:MountAppFilesystem 0 failed: SteamMountAppFilesystem (215,19,0x123fd74) failed with error 21: A different version of this FS is already in use. And thats the error. Need some serious help with this - can't figure it out. Thanks.MrTwoVideoCards 10:10 Aug,4 2006 (PDT)

Never mind, problem solved. Just had to change the game directory from Half Life 2 to Steam.dir and load it off Source sdk base. If anybody has had this problem as well, check the Source SDK FAQ. It has this error report and a way to fix it.---MrTwoVideoCards 11:37 Aug,9 2006 (PDT)

Rebuilding dll's

Okay, so I figured out the MountAppFilesystem error but now I get an error that says cant load library client and I know what I have to do. A faq says to rebuild the dll's but I have no idea how to do that. Can anyone help me with this?---MrTwoVideoCards 11:38 Aug,9 2006 (PDT)

More Compile problems

Okay so im pretty tired of all these errors happening to me already why did the update screw everything up ahrrggg. When i compile my map i get an error log from windows that says the error is in Steam.dll or at least that file so please i cant load my maps and test them out please i need so much help cant figure it out ahhhh!!!!! Thanks n_n---MrTwoVideoCards 6:17 Sep 3

What exactly does the error message say? Can it find Steam.dll? Can it load Steam.dll? Have you tried the usual fixes - refreshing the SDK and loading the game you are compiling for? --Andreasen 18:21, 3 Sep 2006 (PDT)

Yeah so tht worked thankyou so much for that but now i have another problem it compiles correctly and HL2 loads up but when i go into my map theres a bunch of stuff missing? i Desinged a complete Parking garage and its fully complete in hammer but in the game theres just the main floor some debre and one wall of one side and a couple of supports i made and thats it in hammer i have zombies more cars three levels walls all around and more debre as well asdisplacements and water and none of that is there. MY map looks like it did when the update got released. After that it just doesnt seem to update it.---MrTwoVideoCards 10:15,Sep 4 2006 (PDT)

Does your map look that way in the Hammer editor too, or is stuff just missing in-game? If it is just missing ingame, check if the cordon state is on, and turn it off. If that doesn't work, I don't know. --Andreasen 11:00, 4 Sep 2006 (PDT)

Uh acutally how do you do that?.---MrTwoVideoCards 11:10, Sep 4 2006 (PDT)

See here: Cordon See if you have enabled the cordon state icon in your toolbar. If you have, click on it to turn it off. --Andreasen 11:15, 4 Sep 2006 (PDT)

Nope it didnt work so thats just great now i dont know what to do about that.---MrTwoVideoCards 11:27, Sep 4 2006 (PDT)

It's almost as if you're saving your map to some other folder than the one you load after you've compiled it. Check where you save your map. Does the file path end like this: ..\<yoursteamid>\sourcesdk_content\hl2\mapsrc\?
If it doesn't, change it to that path. If it does, compile your map without running it, and look at the last line of the compile, where your map is being copied, to see if your compile manages to copy the file from the ..\<yoursteamid>\sourcesdk_content\hl2\mapsrc\<yourmap>.bsp folder, to the ..\<yoursteamid>\half-life 2\hl2\maps\<yourmap>.bsp folder. --Andreasen 11:43, 4 Sep 2006 (PDT)

Hmm.......... i think that could be the problem see check this out his what i did: i saved the map in my flashdrive so its location is G:City_night_sewer_01 its just in there i didnt create a folder or aything so should i move the file to a different folder or what? this is how it looks like at the end of the compile when it launches HL2:


    • Command: Copy File
    • Parameters: "g:\city_night_sewer_01.bsp" "c:\program files\steam\steamapps\mrtwovideocards\half-life 2 episode one\episodic\maps\city_night_sewer_01.bsp"

    • Executing...
    • Command: "c:\program files\steam\steamapps\mrtwovideocards\half-life 2 episode one\hl2.exe"
    • Parameters: -dev -console -allowdebug -game "c:\program files\steam\steamapps\mrtwovideocards\half-life 2 episode one\episodic" +map "city_night_sewer_01"

Is that right or what do i have to do?---MrTwoVideoCards12:56, Sep 4 2006 (PDT)

You have most certainly saved your file somewhere the compiler isn't able to find it. If you save your map file outside the exact folder you configured the compiling tools to find it in - by default c:\program files\steam\steamapps\mrtwovideocards\sourcesdk_content\hl2\mapsrc\ - the compiling tools won't be able to find your new save file. Instead it will find, compile and copy the older map that resides in that folder. --Andreasen 12:30, 4 Sep 2006 (PDT)

Okay then so exactly what should i do to fix that do i change the map directory fromthe hammer options or do i place the file somewhere else?---MrTwoVideoCards 1:15, 4 Sep 2006 (PDT)

It's your choice. Both solutions work. Either change the Hammer VMF Directory from $SteamUserDir\sourcesdk_content\hl2\mapsrc to G:, or place your latest save file in the c:/program files/steam/steamapps/mrtwovideocards/sourcesdk_content/hl2/mapsrc/ folder. --Andreasen 14:43, 4 Sep 2006 (PDT)

Okay so i already tried that before and changed it to G: however it didnt work very well so yeah i dont know what to do now that should of worked is there anything i can do i tried coping the map to a new one but then i get the erro "File specified not found" so yeah man thats totally dummb looks like im totaly stuck.---MrTwoVideoCards 10:14, Sep 4 2006

If changing to G: didn't work, changing it back to $SteamUserDir\sourcesdk_content\hl2\mapsrc (with \, not /) and placing a copy of the map in your c:/program files/steam/steamapps/mrtwovideocards/sourcesdk_content/hl2/mapsrc/ folder, should work. Have you checked the Hammer VMF Directory for typos? What exactly does the error say when it cannot find the file? Does it mention where it cannot find the file, and what tool that cannot find the file?
Also, as you are mapping for Episode One, the folder name might be something else, like (I don't know - I don't have Episode One.) but that shouldn't matter. --Andreasen 11:38, 5 Sep 2006 (PDT)

Okay well i changed it to$SteamUserDir\sourcesdk_content\hl2\mapsrc theres no ep 1 folder however right now im compiling and i hope that works i saved the map in that folder so it should work right? Anway if it goes wrong again i put the compile log here to see if things are still wrong but the error its just that windows error "windows reported the error cannot find file specified" Okay so the compile is done now and it went in to the game but it didnt work! again. heres the compile log:

** Executing...
** Command: "c:\program files\steam\steamapps\mrtwovideocards\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\mrtwovideocards\half-life 2 episode one\episodic" "c:\program files\steam\steamapps\mrtwovideocards\sourcesdk_content\hl2\mapsrc\city_night_sewer_01"

Valve Software - vbsp.exe (Aug  4 2006)
1 threads
materialPath: c:\program files\steam\steamapps\mrtwovideocards\half-life 2 episode one\episodic\materials
Loading c:\program files\steam\steamapps\mrtwovideocards\sourcesdk_content\hl2\mapsrc\city_night_sewer_01.vmf
Error: displacement found on a(n) func_detail entity - not supported

The Begging:
** Executing...
** Command: "c:\program files\steam\steamapps\mrtwovideocards\sourcesdk\bin\vvis.exe"
** Parameters: -fast -game "c:\program files\steam\steamapps\mrtwovideocards\half-life 2 episode one\episodic" "c:\program files\steam\steamapps\mrtwovideocards\sourcesdk_content\hl2\mapsrc\city_night_sewer_01"

Valve Software - vvis.exe (May 22 2006)
fastvis = true
1 threads
reading c:\program files\steam\steamapps\mrtwovideocards\sourcesdk_content\hl2\mapsrc\city_night_sewer_01.bsp
reading c:\program files\steam\steamapps\mrtwovideocards\sourcesdk_content\hl2\mapsrc\city_night_sewer_01.prt
LoadPortals: couldn't read c:\program files\steam\steamapps\mrtwovideocards\sourcesdk_content\hl2\mapsrc\city_night_sewer_01.prt

** Executing...
** Command: "c:\program files\steam\steamapps\mrtwovideocards\sourcesdk\bin\vrad.exe"
** Parameters: -bounce 2 -noextra -game "c:\program files\steam\steamapps\mrtwovideocards\half-life 2 episode one\episodic" "c:\program files\steam\steamapps\mrtwovideocards\sourcesdk_content\hl2\mapsrc\city_night_sewer_01


The End:
** Executing...
** Command: Copy File
** Parameters: "c:\program files\steam\steamapps\mrtwovideocards\sourcesdk_content\hl2\mapsrc\city_night_sewer_01.bsp" "c:\program files\steam\steamapps\mrtwovideocards\half-life 2 episode one\episodic\maps\city_night_sewer_01.bsp"

** Executing...
** Command: "c:\program files\steam\steamapps\mrtwovideocards\half-life 2 episode one\hl2.exe"
** Parameters: -dev -console -allowdebug -game "c:\program files\steam\steamapps\mrtwovideocards\half-life 2 episode one\episodic" +map "city_night_sewer_01".

---MrTwoVideoCards 12:36, Sep 5 2006

Aha, search this log for the word "Error". You'll find this line: "Error: displacement found on a(n) func_detail entity - not supported". This line is what you should have reported to begin with, because this is the problem that makes your map fail even the first pass of compiling: You've tied a displacement brush to an entity. Find it, and move it back to a world brush again, and the compile should work. --Andreasen 14:36, 5 Sep 2006 (PDT)

Well it finnaly worked and it takes longer to compile which definitely meas it worked however i now have another problem. Its that whole mumbo jumbo about wHL2 had to close because it ran into an unexpected error. Juist the regular Windows error report. When i press click for etails i see this:

AppName: hl2.exe	 AppVer:	 ModName: datacache.dll
ModVer:	 Offset: 0000b413

Ive had that datacache thing before so i wondered if you could look at the compile log and see if aything is incorrectly placed:

** Executing...
** Command: "c:\program files\steam\steamapps\mrtwovideocards\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\mrtwovideocards\half-life 2 episode one\episodic" "G:\City_night_sewer_01"

Valve Software - vbsp.exe (Aug  4 2006)
1 threads
materialPath: c:\program files\steam\steamapps\mrtwovideocards\half-life 2 episode one\episodic\materials
Loading G:\City_night_sewer_01.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0..Brush 329273: WARNING, microbrush
Brush 329277: WARNING, microbrush
Brush 329300: WARNING, microbrush
.1...2...3...4...5Brush 377609: WARNING, microbrush
...6...7...8...Brush 468406: WARNING, microbrush
9...10 (1)
**** leaked ****
Entity light_environment (579.00 4248.00 1772.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (442.6, 5934.0, 685.4)
Leaf 0 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER 
Candidate brush IDs: Brush 244941: 

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (443.8, 5527.0, 680.9)
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER 
Candidate brush IDs: Brush 244941: 

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1236.4, 4987.4, 716.7)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: Brush 349231: 

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1237.5, 4999.6, 723.1)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: Brush 349231: 

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1240.8, 4963.8, 742.7)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: Brush 349231: 

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1243.5, 4962.7, 758.3)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: Brush 349231: 

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1237.6, 4999.6, 723.1)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: Brush 349231: 

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1236.6, 4987.5, 716.7)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: Brush 349231: 

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 684 detail faces...done (0)
Merging details...done (0)
NODRAW on terrain surface!
NODRAW on terrain surface!
done (1)
WARNING: node without a volume
Creating default cubemaps for env_cubemap using skybox materials:
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_09rt"
Can't load skybox file skybox/sky_day01_09 to build the default cubemap!
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) (511884 bytes)
Error! prop_static using model "models/props_debris/building_brokenpillar001i.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_debris/building_brokenpillar001i.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2201 texinfos to 1449
Reduced 167 texdatas to 135 (9103 bytes to 7161)
Writing G:\City_night_sewer_01.bsp
17 seconds elapsed
  1.049162 -3.207047 0.000000
  -1.049033 -3.207047 0.000000
  -1.049033 3.206336 0.000000
  1.015345 -3.207047 0.000000
make_triangles:calc_triangle_representation: Cannot convert

** Executing...
** Command: "c:\program files\steam\steamapps\mrtwovideocards\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\mrtwovideocards\half-life 2 episode one\episodic" -fast "G:\City_night_sewer_01"

Valve Software - vvis.exe (May 22 2006)
fastvis = true
1 threads
reading g:\City_night_sewer_01.bsp
reading g:\City_night_sewer_01.prt
LoadPortals: couldn't read g:\City_night_sewer_01.prt

** Executing...
** Command: "c:\program files\steam\steamapps\mrtwovideocards\sourcesdk\bin\vrad.exe"
** Parameters:  -game "c:\program files\steam\steamapps\mrtwovideocards\half-life 2 episode one\episodic" -noextra "G:\City_night_sewer_01"

Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
1 threads
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
Warning: Couldn't open texlight file c:\program files\steam\steamapps\mrtwovideocards\sourcesdk\bin\lights.rad.
Loading g:\City_night_sewer_01.bsp
No vis information, direct lighting only.
10434 faces
31 degenerate faces
1031362 square feet [148516192.00 square inches]
66 displacements
49996 square feet [7199471.00 square inches]
WARNING: light_spot at (-129 4720 856) has inner angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (-129 4720 856) has outer angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (147 3523 856) has inner angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (147 3523 856) has outer angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (1160 3523 856) has inner angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (1160 3523 856) has outer angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (700 4889 856) has inner angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (700 4889 856) has outer angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (-129 4366 856) has inner angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (-129 4366 856) has outer angle larger than 90 degrees! Clamping to 90...
15 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (222)
Build Patch/Sample Hash Table(s).....Done<0.0334 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (5)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  37/1024         1776/49152    ( 3.6%) 
brushes               1267/8192        15204/98304    (15.5%) 
brushsides           19318/65536      154544/524288   (29.5%) 
planes               28228/65536      564560/1310720  (43.1%) 
vertexes             14156/65536      169872/786432   (21.6%) 
nodes                 5919/65536      189408/2097152  ( 9.0%) 
texinfos              1449/12288      104328/884736   (11.8%) 
texdata                135/2048         4320/65536    ( 6.6%) 
dispinfos               66/0           11616/0        ( 0.0%) 
disp_verts           16578/0          331560/0        ( 0.0%) 
disp_tris            29184/0           58368/0        ( 0.0%) 
disp_lmsamples      152059/0          152059/0        ( 0.0%) 
faces                10434/65536      584304/3670016  (15.9%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             5671/65536      317576/3670016  ( 8.7%) 
leaves                5957/65536      190624/2097152  ( 9.1%) 
leaffaces            15195/65536       30390/131072   (23.2%) 
leafbrushes           6456/65536       12912/131072   ( 9.9%) 
areas                    3/256            24/2048     ( 1.2%) 
surfedges            73825/512000     295300/2048000  (14.4%) 
edges                40627/256000     162508/1024000  (15.9%) 
LDR worldlights         15/8192         1320/720896   ( 0.2%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
waterstrips           1227/32768       12270/327680   ( 3.7%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         20502/65536       41004/131072   (31.3%) 
cubemapsamples          57/1024          912/16384    ( 5.6%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     3164132/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]      110078/393216   (28.0%) 
LDR leaf ambient      5957/65536      142968/1572864  ( 9.1%) 
HDR leaf ambient         0/65536           0/1572864  ( 0.0%) 
occluders                0/0               0/0        ( 0.0%) 
occluder polygons        0/0               0/0        ( 0.0%) 
occluder vert ind        0/0               0/0        ( 0.0%) 
detail props          [variable]           1/12       ( 8.3%) 
static props          [variable]           1/23946    ( 0.0%) 
pakfile               [variable]      626602/0        ( 0.0%) 

Level flags = 0

Win32 Specific Data:
physics               [variable]      511884/4194304  (12.2%) 
 Total Win32 BSP file data space used: 7962425 bytes 

Total triangle count: 30058
Writing g:\City_night_sewer_01.bsp
3 minutes, 55 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "G:\City_night_sewer_01.bsp" "c:\program files\steam\steamapps\mrtwovideocards\half-life 2 episode one\episodic\maps\City_night_sewer_01.bsp"

Oh and sry for taking so much space in the Help desk just hopefull this wiill be the final time. ---MrTwoVideoCards 1:20, Sep 6 2006 (PDT)

First of all, I don't know anything about the cache error that you mentioned, but it might be connected to the other errors, because second of all this tells you that you have a leak:
**** leaked ****
Entity light_environment (579.00 4248.00 1772.00) leaked!
Leak errors are a source of many other errors, so fix the leak first and see if your map works much better now. The lighting may have changed somewhat, as light entities may now be calculated if all goes well. Read about leaks here: Leak
Second of all, this tells you that you have turned a surface textured in the Nodraw tool texture into a displacement surface.
NODRAW on terrain surface!
NODRAW on terrain surface!
Read about displacement here if you are unsure about how to make displacements.
Third of all, this tiny error will delete a broken pillar that you've placed in your map:
Error! prop_static using model "models/props_debris/building_brokenpillar001i.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_debris/building_brokenpillar001i.mdl"!
This is because it is of the wrong prop type. Make the pillar a prop_dynamic entity to make it valid.
I don't expect this to be the final error of your map, because you seem to have made a lot of alterations without checking the compile log for errors, leaving you with many errors to correct. The first you should correct is the leak, because it will solve most of the errors in your log. Also, if this error...
WARNING: light_spot at (-129 4720 856) has inner angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (-129 4720 856) has outer angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (147 3523 856) has inner angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (147 3523 856) has outer angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (1160 3523 856) has inner angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (1160 3523 856) has outer angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (700 4889 856) has inner angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (700 4889 856) has outer angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (-129 4366 856) has inner angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (-129 4366 856) has outer angle larger than 90 degrees! Clamping to 90...

...isn't fixed by fixing the leak, you should check your light_spot entities in your map, and use smaller angles on them. --Andreasen 13:45, 6 Sep 2006 (PDT)

Man do i feel like a big idoit lol. The anwsers to this problem were so simple however i took up half the help desk now it works and my map is going great tghe nly thing thats wrng is there are too mnay physis collions at once so ill slow that down and take some stuff away that doesnt need to be there and change some stuff to statc props as well and by the way thanks for helping me so much!!!!!!!!!!!!---MrTwoVdoCards 3:39, Sep 5 2006

Glad to be of any help. I've moved your questions to the "Answered Questions" section now, as we seem to have solved all your problems for now. --Andreasen 16:27, 6 Sep 2006 (PDT)

Can only see crosshair

I've created a map with the tutorial from moddb (, but when i run the map it says "node graph out of date rebuilding" and all I can see is a black screen and my crosshairs. I've added lights and a startpoint, and i have 4 textured walls. The map is not too big , and I have 4 regular lights and a spotlight. Tskaze 20:49, 26 Jul 2006 (PDT)

Ah... Newbie mistake: I made a box too big and was trapped in it. Tskaze 19:54, 27 Jul 2006 (PDT)

Did you remember to place a newgame_spawn prefab? Forgetting that could of been a common mistake as well.---MrTwoVideoCards 11:42, 9 Aug 2006 (PDT)

3d Camera doesn't show anything

I have two questions. First, in a few levels I have made, the 3d camera shows a black screen until I choose View and then Center 3d views on selection. I never used to have to do that. Also, when i check a level for problems I am told there is no player start, even though there are a few of them, as it is a hl2 dm level.--Hambone 10:36, 22 Aug 2006 (PDT)

The recently updated Hammer has a few changes to the camera system - you'll need to manually add a camera to get the 3D view to work. Click on the red camera icon to the left, then on one of the 2D views drag from the starting point to an ending point. Stuff should work then. You can add multiple cameras, too - do the click-drag thing on a 2D view with the camera tool active, and press Page-Up and Page-Down to switch between them in the 3D view.
The check-for-problems thing is also a bit rubbish. MINERVA maps generally produce zillions of 'errors' - and the maps are broken if Hammer is allowed to fix these alleged problems. It's somewhat special. —Cargo Cult (info, talk) 05:50, 23 Aug 2006 (PDT)

Thanks, that solved my camera problem. --Hambone 07:52, 23 Aug 2006 (PDT)

CS:S Lights (and shadows) are passing through brushes

Heyo, this would be my first post, and i hope i'm doing this correctly.

I'm making a simple CS:S funyard map, the most notable feature of my map is a lot of switchable lights (triggering using trigger_multiple). My problem is that the 'light' and 'light_spot' entities i am using are shining through my walls and standing platforms. (There is also a shadow of a 'weapon_scout' passing through a brush, that i can't seem to get rid of.) visit to see snaps of the problem in-game and in hammer.

I've had these brushes at func_brush, but even converting them back to world brushes hasn't helped...

Anyone know why this is happening? TYVM in advance. Hovis 22:48, 7 Jul 2006 (PDT)

Make sure that you are not using dynamic lights because they are rendered differently. You can still turn off the static lights, you just can't move them. Try recreating your brushes as simple world brushes, instead of converting them (remember to recompile). You could also wait for a CS:S update, when HL:2 episode two will come out. Hopefully they will have dynamic shadows enabled by then. Try reading this page for an explanation of dynamic lights. Advanced_Lighting --Deadity 03:25, 8 Jul 2006 (PDT)
yeah, no dynamic lights at all (as i understand it, dynamic lights aren't compiled - they're handled by the engine in realtime). I'm using 'light's and 'light_spot's exclusively, and only naming the ones that need switching.
Turns out I have a partial fix though, my func_brushes weren't converting back to world geometry. (i got it to work by clicking 'to World' many times.) My problems now is an awful compile time, and too many switchable lights hitting the same face.
Moving this to the answered section, and starting a new question for my 'too many lights' question.
Hovis 14:17, 8 Jul 2006 (PDT)

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 separate, 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 didn't cause any problems. I need help on this quickly, so any would be greatly appreciated. THX-1138 14:47, 25 May 2006

I had some problems a couple of months back with polygon tearing. Turned out it was because my graphics card was on its last legs. Have you checked your map on other computers to see whether it runs into the same problems? It might be that your graphics card is overheating. If it is still broken on other computers, I would suggest taking and posting a screenshot and/or doing some good old half-and-half. --Giles 03:27, 30 May 2006 (PDT)
Ok, now the map I'm making wont open because it cant load one of the solids. It says something about running out of memory loading it. My computer does tend to overheat, so that could be the problem, but it runs the game fine and has no real problems, except this one. Is there any way for me to get back into my map to edit these brushes, or at least delete them?THX-1138 15:59 30 May 2006
If you can't get the map into Hammer at all, you can edit the vmf file in any ASCII editor (Notepad, Notepad++, Word, etc.) and make an educated guess about some of the world brushes to delete. For the format of the file, you can review VMF_documentation. —BJ(talk) 08:09, 30 May 2006 (PDT)
As well as what BJ suggested, Hammer keeps a backup of your penultimate save. Look for mapname.vmx wherever you keep the VMF. Rename the VMX file so that it is a VMF and try loading that. You might lose some work, but it's better than losing all your work. (Though you do make daily backups of your work, anyway, right? :P) --Giles 08:25, 30 May 2006 (PDT)
Thanks, I got the map working in Hammer again, but the dodgy tearing still occurs. I'm guessing it won't prevent me from finishing the map, but would make it more irritating. At least I dont have to start again though. Thanks again.THX-1138 13:03 31 May 2006
I found this, this morning. Is this the problem you've been having? That details a workaround/temporary fix. --Giles 05:24, 31 May 2006 (PDT)
Yep, that was the problem, but it's fixed now, thanks to that solution. Cheers Giles and BJ for the help.THX-1138 12:09 01 June 2006

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)

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)

Hammer Crash / 3d view Problems

Ok I've got a problem with Hammer when I add model to my map hammer locks up solid for about 20secs and then crashes with it reporting that the file "shaderapidx9.dll" caused it to crash. But if I turn the 3d view to wireframe it'll be fine, i think that is because that file that causes hammer to crash does things with the dx9 shaders and when in wireframe mode their are no shaders to draw. So thats my problem thease are my computers specs

Athlon 64 x2 4200 (stock speed/no overclock) 1 GB of RAM PC3200 X1900 XTX (stock speeds/no overclock) x1900 Crossfire (stock speeds/no overclock) x-fi fatality sound card Asus A8R32 Dulux motherboard I think thats pritty much the core hardware, And heres what i've tryed so far...

I did a little search on my HDD's for the "shaderapidx9.dll" file and found that it resideds in all the Bin folders that uses the source engin and the bin folder in the SDK folder. So i tryed copying the file from the hl2 bin dir into the sdk bin dir, in hinsite possably not the best idea i've ever had but i did it anyway. and it still crashed after i did this.

So i removed the sdk and the sdk .gcf and restarted steam and told it to download the sdk again from scratch, still that did'nt solve it.

I tryed turning AA and AF on and off, i also tryed turning crossfire on and off. still no go.

I have noticed 2 other things aswell are, One that i can do brush mapping for about 10min before hammer crashes with the same error and Two is I can view some models in the model viewer but the ones i can view are well i duno how to exsplain it, kinda looks like they have exploded, Artifacting if you will.

Yet all the source engin games play like normal.

Would really appreciate any possable answers or suggestions Thanks, Struders

  • This has already been reported. See Source_SDK_Bugs/Hammer_bugs Do you have dx set to debug versions? Also, see the section "Suggestions Before Asking A Question" above. :) —BJ(talk) 08:08, 26 May 2006 (PDT)

First off thanks for the response, second i did check the reported bug but i was looking for the error i was getting specificly so i must of missed it or somthing. Anyways i looked that page about seting the direct3d to debug mode, and after about 30mins of scratching my head i finnally figured out that i had to download this directx control panal thingy so once i had that i went on to the direct32 tab but i cant change my d3d runtime, its all greyed out, but it looks like is set to use the retail version of d3d. any ideas why its greyed out?Struders

If Retail Version is checked and grayed-out, it may mean that you do not have the debug versions installed. It won't solve your problem (it would appear) but you can find out if the debug versions are on your drive. To find out, you can search for d3d9d.dll on your drive or, go to your Windows Start button, click "Run..," enter "dxdiag" (without the quotation marks) and check the DirectX Files tab in the diagnostic window to see if d3d9.dll is listed. Another suggestion: be accurate in the description of your problem. For instance, it's the Direct3D tab and not direct32. I knew what you meant, in this case, but it may be important sometime. Also, "thingy" may sound cute but it's not descriptive and doesn't help understanding the problem. Occasional punctuation marks in your description would be a good thing. The clearer and more accurate you make the description of your problem, the more likely you'll get help. :-) —BJ(talk) 15:33, 26 May 2006 (PDT)

First of all i appologize for my scruffy reply, I'll try harder this time :). I had a look though the dxdiag list of used files and i saw the file d3d9.dll in their and it has in the columns next to it final retail, as do all the other files listed. One thing that i have failed to mention so far is that before i changed my motherboard everything was ok. I was using hammer literally hours before i changed my motherboard and then tried to use it with the new one I'm getting this problem. My old motherboard was the DFI LanParty UT RX200, Other then that my PC is identical to the point where hammer was working. I have saved a report from dxdiag, I don't know if its going to contain any us full info but its at ( also I've saved the error dump report that windows generates(, i very much doubt that will be of any use though. I really don't know what more information i can give... but I'm desperate for a work around or a fix just so i can under way with my maps again.Struders

For your info - your dxdiag report looks ok as far as showing no debug versions. The d3d9.dll is the retail version. d3d9d.dll is the debug version which apparently you don't have (which is probably good at this point). It's unlikely to help but try refreshing your SDK content. I don't know whether than reloads the dlls or not. If you feel very confident in yourself, you can save your copy of the shaderapidx9.dll in the sourcesdk/bin folder and copy over one of the shaderapidx9.dlls from HL2, CS:S or HLDM bin folders. That's the best I can do for you right now, I'm afraid.

Ok I've managed to get it working by the last and only option i had left, yup the format. I've installed as little as possable, i have my antivirus, firewall, steam, drivers for my core hardware (only what i NEED to get steam runnig, The high priority security windows fix's. However I have NOT installed any directX updates i'm using the standard directx version that the windows sp2 comes installed with. I also did a BIOS reset whilst i was at it, and as far as i'm aware i'm using the same settings as before the format. I'm going to slowley install all non essental software and drivers now creating restore points along the way. I'll report any of my findings here, they might provide a better solution to fixing this problem.Struders

You reformatted your drive?? Wow. Sounds like you really wanted Hammer to work! Please do keep this entry updated, particularly if you find the problem recurs following some particular software reinstallation. Pretty valuable information. —BJ(talk) 13:51, 27 May 2006 (PDT)

Right well I have not been able to replicate the crash at all. I have all the windows updates installed. I used the directx web installer to update my directx and i did see it install the december 05 DX upddate also, i know that the dec update was mentioned somwhere elce on the wiki as a possable cause. I've now installed the catalyst control center and enabled crossfire and selected the settings I like. They only other thing i can think of right now is before i reformated i did'nt have steam installed in the default location, I had it on my E: drive. But my method to fixing this problem probabley is'nt for everyone. So for now Thank You for all your help, and i'll feedback if i ever do get the same error again.Struders

HI ALL,i am a csser.i live in chongqing china,i serch shaderapidx9.dll in google,so i look your talk. sorry,my english is suck... i think my problem is same to him. i think the dx9.dll is about the dx,so i update my vedio driver and i update the dx9.0c to the version,now my css is ok~ ^ ^ wish can help someone Template:3rdpartysig

For the people with a weird 3D view in Hammer (Models is there, but has weird displacements on it's entire surface (moves when moving camera)), which mostly is happening due the latest ATi drivers, typ, in the shortcut to hammer "C:\Valve\Steam\SteamApps\crabbydata\sourcesdk\bin\hammer.exe -dxlevel 80", especially the -dxlevel 80-piece. This will solve the problem for most of these problems...! --CrabbyData 10:35, 14 Jun 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)

Did you resolve this issue? Custom soundscapes work just fine in HL2SP, you just need to add them to the soundscape manifest. soundscapes_manifest.txt iirc. --Giles 14:35, 5 Jun 2006 (PDT)
Yes and no. Yes, I got around the problem by packaging the map as a mod and editing the soundscape manifest from there. If you edit the soundscape manifest in regular HL2 single player it does not work, as it appears to be intentionally disabled.--Fitzroy doll 03:19, 9 Jun 2006 (PDT)

Third Person Camera Troubles

I've implemented the third person camera according to the tutorial in this wiki, and I've checked all the coding and scripting and it's all perfect according to that, yet in game, when I press "V" (Which I bound to "Toggle Third Person View" In Options), it tells me "unknown command +camchange", but in the one part of the tutorial, that specific command is added. I have recompiled the mod and everything, but I still can't seem to get it to work. Any ideas?

Launching Troubles

Every time I open "My Games" list and launch my mod, I get an error that says "Could not load library client." What does this mean? Also I'm new at the modding scene and I don't know where to go to physically get started, "coding & testing & stuff." I could use some help!

Jump height adjustment and stuck client

I'm trying to increase the player's jump height. I changed GAMEMOVEMENT_JUMP_HEIGHT in gamemovement.h from 21 to 120. In gamemovement.cpp, I commented out this block of code:

	if ( g_bMovementOptimizations )
#if defined(HL2_DLL) || defined(HL2_CLIENT_DLL)
		Assert( sv_gravity.GetFloat() == 600.0f );
		flMul = 160.0f;	// approx. 21 units.
		Assert( sv_gravity.GetFloat() == 800.0f );
		flMul = 268.3281572999747f;


This is done to make the game actually use GAMEMOVEMENT_JUMP_HEIGHT. The problem is that when I play the mod, the player jumps appropriately high, but then gets stuck in the floor after landing. I get the message "Client stuck in object 0," and the player's movement kind of stutters all over after that. For reference, this is a HL2 multiplayer mod running off the Source SDK Base. --JKyle 10:36, 5 Oct 2006 (PDT)