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

Textures disappear

When I load a map after altering the content (props, brushes, ect) and compile the map, when it loads the map in CS:S textures on all of the props will disappear. This does not happen when I first run Hammer and then run a map for the first time, but every time after that the textures on all of the props and player models go missing. Everything else runs fine. The brush textures will always load, along with any lights, but not the prop textures. Here is a screen shot of the problem in action I think this might be a performance issue. I have a dual core 2 Ghz, 1 Gig of ram, and a nVidia Geforce Go 7600. Any help is appreciated, thank you! --Ksuburke 19:59, 8 Dec 2006 (PST)

Faking "cinematic physics"

Is there a reasonable way to fake things normally handled by the phyiscs engine on a large scale? I am trying to create a building collapse similar to the one seen in the E2 trailer, but the cost of doing it with realtime physics would bog down anything but the most high-end of systems. Noclip 13:48, 7 Dec 2006 (PST)

Using Models within your selected mod only: Where are the fences in CS:S?

I'm trying to only use Counter Strike models for my map but search for fences has limited results in the model browser. I noticed COMPOUND has the same external_fence models that HL2 has. I see no listing under props_ for compound at all. Is there a props_compound listing for anyone in the model browser? I need some fences in my map! Thanks in advance for the great support here. SteveH

HudMsg Error

When ever I run my level, I receive DLL_MessageEnd: Refusing to send user message HudMsg of 335 bytes to client, user message size limit is 255 byte. What can i do to get rid of it? Is it because i have to many ents initializing at map load, or is it something more low level? --Amckern 16:09, 23 Nov 2006 (PST)

FacePoser Problems

When i use the SDK none of the programs work but Hammer. All the functions work, such as "create a mod & everything but FacePoser, ModelViewer or anything else works. Any Ideas? I'm stumped but its making a lot of problems for my mod.. i can't create coreographed scenes!!! Oh well.. Help Me Please!?


Colin Dimebag999 16:47, 22 Nov 2006 (GMT)

Spotlight problems

I have a map that has a few spotlight entities in a room, but they don't seem to light up anything but props and NPCs. If I take a spotlight right from a HL2 level, it will work until I change some aspect of it. Even if I create a new spotlight and give it exactly the same properties as the hl2 one it will not work properly. sorry if its a noob question, but can someone help? --Hambone 20:40, 1 Dec 2006 (PST)

Are you talking about Light_spot or Point_spotlight? --uoz 01:35, 3 Dec 2006 (PST)

Make sure that the entity does not touch the prop itself. Thats what can cause the Spotlight not to appear corectly. The Point_spotlight entity should be under the light prop but not touching it.--Gear 14:54, 3 Dec 2006 (PST)

Respawning CS:S weapon_ent's and/or spawning a weapon when a button is pressed

Hey. I posted this on the forums but didnt get a satisfactory responce. Does anyone know how to make a cs:s weapon_ ent respawn and/or spawn when a button is pressed?. Also ammo (perhaps and ammo_giver or something?


Tom Trleighton 12:09, 21 Nov 2006 (PST)
Try using a point_template for this. Solokiller 06:40, 22 Nov 2006 (PST)

Solution for Ammo: Get the advanced FGD, and then use that in hammer. You can assign a starting amount of ammo to the gun.

Texture App.

I recently converted one of my maps from 1.6 to source. As usual the map is void of texture. When I go to place grass or brick...etc it just shows one color. For exmp. When I apply a grass texture all there is is a solid green. I checked and the view is on 3d textured polygons and all my non-converted maps work fine. I tried texture scaling and it says 1.0 or .5 but still a solid color. Any help would be great.


--Duston 13:53, 20 Nov 2006 (PST)

HUD customisation

I am currently modding HL2, and I wish to alter the HUD so that when the player is hit, the screen starts to flash red, and to avoid being killed the player must rest until the screen returns to normal.

Much like that found in Call of Duty 2 and Gears of War.

Where should I begin changing this?

What files contain the code that triggers the current hit indicators?

Thanks in advance,


--Tefty 11:56, 21 Nov 2006 (GMT)

I've only done basic editing for the HUD but not quite as advanced as what you want to do like adding anmations and such. However the right file to get started is called the clientscheme.res file and is loacted in your MOD directory/resource folder. Use notepad to open it which is the only way to edit it unless you have some other special program that allows you to do so. --Gear 10:42, 20 Nov 2006 (PST)

Leaf problems

Currently im having this problem however i have been using glview and cant find any hint. Im not to quite good with glview nor do i get heads or tales on it but all well. Currently i have this problem-

Leaf 1855 (portal 6123) with too many portals. Use vbsp -glview to compile, then glview - portal
- portalhighlight X or -leafhighlight L to view the problem.

Because of that VVIS wont run and so hinting up anything or using areaportals is out of the qustion. Plus water wont appear so what do i do to fix this?--Gear 23:56, 17 Nov 2006 (PST)

I had this problem in Prime - i found the offence, and made the brush into a func_detail - these are striped out by BSP, and added back at RAD - so VIS can still run. --Amckern 04:18, 18 Nov 2006 (PST)

Well im still having the problem and it turns out the map looks like this a bit is this bad?


New materials in box generates "Memory could not be read" error.

Here's something for any dedicated troubleshooter out there (with more time on their hands than me): I created a material with the following parameters:

	"$basetexture" "CyberGBS256_050db"
 	"$surfaceprop" "glass"
	"$envmap" "env_cubemap"

While the material works fine otherwise, placing it on (any side of) the six brushes creating the outer box (normally refered to as the skybox), will make Source crash with the "memory could not be read" error. I suspect it might have to do with the "UnlitGeneric" parameter making the material light up the area outside the map, but the error also occurs if the material is only applied on the inside of the brush. What parameter is causing this, and why? (If it is a bug, it should be reported. Also remember that this error won't be shown directly - simply press <Return> when Source sounds its error sound and freezes. You will be unable to toggle with <Alt>+<Tab>.) Thank you for aiding the Source community. --Andreasen 09:51, 14 Nov 2006 (PST)

You can ONLY apply the skybox texture to all sides of the skybox, otherwise you WILL run into problems. --Amckern 04:20, 18 Nov 2006 (PST)
I haven't applied a skybox surface to any sides of this box. It just surrounds the level like a skybox. --Andreasen 06:45, 20 Nov 2006 (PST)

FacePoser, HLMV and Hammer memory errors

Hi there. I'm having some serious problems about the Source SDK Tools. It appears like Source SDK is running fine, but when I run the tools that Source SDK includes (like FacePoser, for example), it gives me an error saying "Unhandled exception at 0x... ...memory could not be read". Actually, it seems like I have all the bin dll's in the bin folder of Source SDK, but this didn't do anything. I have DirectX 9.0c and Source SDK 2.x.

--JacKThERiPPeR 04:48, 12 Nov 2006 (PST)

You are running out of memory, or your RAM is no good. Try enlarging your windows cache file (Google), or closing some programs


Hi all, i am having problems running the create a mod option in the source sdk (modify half-life 2 single player). It copies the files and i get 'An unhandled win32 exception occured in SDKLauncher.exe [2392]. Do you want to debug?' Debugging brings up the following message: 'Unhandled exception at 0x00404fa0 in SDKLauncher.exe: 0xC0000005: Access violation reading location 0x0000001c.'. I have the directx update from october 2006 and have also downloaded the latest platform sdk.

--Mikebolland 19:47, 11 Nov 2006 (GMT)


Hey guys... I'm trying to create an underwater map in hammer and I'm having a hard time setting up some visual cues. Is there a way to create a projector (like in *shudder* Unreal) where I can project the wave texture onto the ground. You know that glowing, dancing look that everything gets underwater? What would be a good way to do this? Serious Sam did it a while ago by putting it on a texture layer, which Source doesn't have. What are my options? --Dpkonofa 09:58, 9 Nov 2006 (PST)

Makeing a decal, and use the projected decal entity may help --Amckern 07:15, 11 Nov 2006 (PST
2 questions - first, can the decal be animated? second, how do you use it? every time i tried to use the project decal entity (because that was my first thought as well), i got a leak.
I dont know about animating decals, i am yet to have a need for one. I also tend to use the normal decal as much as i can, but i did use a projected one on a 32 sided carve i made into a brush for a light effect - was quite tricky, but i think that was becuase of the surface i was using. Just setup the projected decal, and give it an info_tragt in the point at section. --Amckern 04:24, 18 Nov 2006 (PST)
There is no "point at" section... =/ Dpkonofa 21:29, 26 Nov 2006 (PST)
You are almost certainly going to have to write your own VMTs to get something worthwhile. Have a look at what documentation there is here on the Material System, it might be of some use. --Giles 14:53, 27 Nov 2006 (PST)

Wacked animations

For some reason my animations are all lagged out (on default weapons in a ep1: sp mod code base), this has happened between compiles, and I changed no code. - Links to videos - NORMAL WACKED --Amckern 16:13, 2 Nov 2006 (PST)

helicopter question

ok i have a helicopter on a path. yet it seems to want to follow the character on that path. how do i get the helicopter to ignore the character and follow the path and then disappear when it reaches the end? Twiggyzippo 17:59, 1 Nov 2006 (PST)twiggyzippo

Check the cheap flag in the propertys of the entity - it wont look for targets, but then it will also not look for objects in its path, and avoid them. --Amckern 15:35, 2 Nov 2006 (PST)
ok i checked the box that says efficient - dont acquire enemies or avoid obstacles, yet it still follows me and shoots me. and how would i get it so that when it reaches the end of the path it disappears?Twiggyzippo 18:18, 2 Nov 2006 (PST)Twiggyzippo

What you have to do is set up triggers or one trigger that the player will walk through. The input to the Helicopter should be flytospecifictrackviapath and as the parmeter the path_track that you want it to fly to. Also try using the ai_relationship entity in order for the heli to like the player that way it wont attack the player when it flys-by.--Gear 22:39, 16 Nov 2006 (PST)

Also note that no flags should be required to do this but you can check some flags to fit the situation as you see fit.--Gear 22:40, 16 Nov 2006 (PST)

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)

odd hmmm i seem to experiance this when i play Gmod but no where else.--Gear 19:20, 29 Oct 2006 (PST)

I saw somewhere that this can be fixed by adding -novirtualmesh to the BSP compile line.--Mathewnor 03:54, 1 Nov 2006 (PST)

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? (Oct 26th 2006)

update to the lattest patch tuesday and check your drivers. You may also need to fall back to an older direct x mode in hammer - try this shortcut
C:\Steam\steam.exe -applaunch 211 -runhammer -dxlevel 81
delete the entire source_sdk folder to get rid of hammer and then have Steam re-install it. or, try using the verify game cache option. it sounds like your datacache has become corrupted. --Dpkonofa 10:08, 9 Nov 2006 (PST)

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)

well to me it apears that you didn't delete the transform data before you rigged your model, however this could be any number of problems. the question becomes does it animate correctly and can it be used in game how its suposed to. It might just be a rendering glitch. its happened to me on several occasions. try checking to see if it loads rite in game and write back.
--Ryoku 15:28, 2 Nov 2006 (PST)
Woo finally some help THANKS DUDE! Yes, my problem is that the animations mess up because of the bones being moved out like that. If you want I can put up a video of the crazy animation problem it causes. Thanks for helping. Cubedude 14:25, 7 Nov 2006 (PST)

"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)

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)

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)

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)

Well finnaly ive been waiting for an anwser on that for three mobnths or so. Haha thanks.--Gear 19:19, 29 Oct 2006 (PST)

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)

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 (Oct 26th 2006)

Try going onto another server that doesn't enforce consistency. There are a lot of them, especially with Zombie Mod and stuff. Trleighton 14:02, 21 Nov 2006 (PST)

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 (Oct 26th 2006)

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. (Oct 26th 2006)

map compiling problem

im working on a surf map and i finaly made a nice jail but when i place'd the jail in my map and want to compile it i get a essage (Too many t-junctions to fix up!)and i was woundering what is this and how do i fix it ???

  • some one said it's that i have to many textures on my map so i deleted a part of the jail leaving just the basic box and it still didnt work so dont know what i have to do to make it work atm

anubis 14:32, 5 nov 2006 (GMT+1) ~~~~

I know this has been talked about before and resolved in the VERC forums, but I can't get there to provide you a direct link (stupid work firewall). If i remember correctly T junctions are where faces get split by interseting brushes, i think between func_Detail and word. Try cleaning up your brushwork or converting interesecting solids between func_detail and world. OR go search the VERC forums, a link is on here somewhere if google doesn't catch it --Angry Beaver 08:53, 5 Nov 2006 (PST)

hammer problem

ok so i was working on my map. my computer freezez and in a bit of rage i hit a few buttons hammer crashes i load it up and then this happens what is this i've tryed centre on 4 screens or what ever it is and i stil get the one big screen how do i get rid of this becouse making maps this way is gone take atleast 6 times as long anubis 14:32, 5 nov 2006 (GMT+1) ~~~~

maximuse the window - doubble click on the big blue section with the map name, and then click on the icon with the #L icon. Once you do that click view, autosize 4 views --Amckern 07:25, 11 Nov 2006 (PST)

Creating new factories

Hi, I'm doing a project for a class and our group would like to create our own bot so we tried to subclass the CHL2MP_Player. We quickly found that this wasn't going to work because we couldn't find where to instantiate our instance of the bot. But I recently found references to a map of class names which will return the instance created by a system of factories. I was wondering if you could tell me where and how I could add my own class name to the list of classes and in the correct place that when CreatePlayer is called it has our class name and our factory. Also our project is due on nov. 22nd so if you could answer this as quickly as possible that would be very much appreciated. Doogan 02:47, 11 Nov 2006 (EST) ~~~~

The bots at this time do not work - wait for the next SDK update, where Mike is saying that they should be fixed. --Amckern 07:27, 11 Nov 2006 (PST)

I'm not looking to use their bots, I want to make my own. I've made my own subclass, but I can't instantiate it until I can add the classname to the right locations so that I can override the GetClassName function so that it returns my class and has my factory associated with it. Then I want to develop the AI from scratch. I can load my bot, but it is no different from the the default bots. What I want to do is create a separt entity so I can edit mine without altering valve's. I will be searching for what to do on my own in the mean time, but sometimes the Visual Studio searches don't work as well as I would like them to, and sorting through 2900 files is a very time consuming task, but I have found the definition of GetClassName, but it was a virtual definition, so it didn't actually have the information I needed. When I tried to search for other definitions I got errors saying it was defined, but that just means it can't find the definition in the project I was looking in, which in this case was the hl project. I could check the client project in the solution to see if the definition is in there, but I was hoping that someone knew off the top of their head which files contain the data I need to get this thing to instantiate so that way I don't have to scrap all the coding I've done so far, and have all that work be a waste. Doogan 13:44, 11 Nov 2006 (EST)

Answered Questions

I only get <sil> phonemes when extracting from a WAV

I've seen this discussed on multiple forums, but still have found no solution to what I'm guessing is a familiar ticket.

I'm having trouble with FacePoser's Phoneme Editor. Every time I load a wav file and try to extract the phoneme data, I get a ton of 'Unrecognized Phoneme' errors in Output, and the result is '<sil>' phonemes scattered all over the waveform. (I've never gotten anything other than <sil>, not even a 'wrong' phoneme.)

I get this result regardless of which WAV I load. When trying the SDK's sample WAV, I notice it automatically extracts the words and phonemes perfectly, so I assume these are embedded in the WAV file. However, if I try to re-extract the phoneme data, I'm rewarded once again with <sil> all over the place.

My WAVs are correctly placed in steamapps\myuser\half-life 2\hl2\sound\. I have 2 custom wavs, one by myself and one by a professional. They're all in fine quality, and I've adjusted the volume to avoid the [! Too loud] error. I'm also using sdk_al_showonroad.wav when testing.

My SAPI is 'Microsoft Speech SDK' version 5.1. I have it configured for medium accuracy on 'Microsoft English Recognizer v5.1'. My SAPI profile is untrained, but it does recognize my speech to some degree. (I've tested Dictation in MS Word, and the words I get sound similar to what I say into the microphone.)

My microphone is of good quality.

Faceposer CC Language is 'English'

Faceposer Expressions are working fine. The model will move its lips when I play the sample WAV for the first time or move my mouse over valid phonemes, so it has to be a recognition problem.

I hope someone can help me with this; it's a 'This should be working...' situation and I'm a bit stuck. Thanks in advance.

--Dan 02:40, 7 Dec 2006 (PST)

I only get <sil> phonemes either. The error message I get seems different, though. "Last Extraction Result : result retrieved, but full recognition failed" is what FacePoser always tells me. I tried changing Regional and Language Options from Japanese to English(United States), but it didn't work. I have SAPI installed. --n-neko 04:16, 7 Dec 2006 (PST)
Hi there neko. That's actually the same thing; I get the 'full recognition failed' message in the Phoneme Editor window. Those other error-messages I mentioned appear in the 'Output' window, which appears if you click on the 'Output' tab in the lower left area of Faceposer. My best lead for a solution was this thread at HL2world, but it wasn't quite the same deal. --Dan 06:34, 7 Dec 2006 (PST)
By the way neko, what's your Operating System? (with Service Packs and Language) --Dan 23:54, 7 Dec 2006 (PST)
I use Windows XP Home SP2 Japanese version. --n-neko 01:27, 8 Dec 2006 (PST)
[edit] Nevermind, that was the problem... --Dan 05:35, 9 Dec 2006 (PST)

PROBLEM SOLVED: It turns out the Phoneme Editor is not configured to work with non-U.S. versions of MS Windows, which causes conflict between Faceposer and the SAPI, (even if you change regional settings etc.)

By a stroke of luck, 'Qyon' at the ChatBear forums has written this small program, which patches the Windows Registry so Faceposer will communicate properly with other languages. You may have to disable virus protection for it to run.

If this still doesn't work, your last resort is to buy a U.S. version of Windows. Still, thanks to Qyon for this one!

--Dan 05:35, 9 Dec 2006 (PST)

Glad to hear it worked for you. I myself tried that PEFix.exe but still no luck. I could be using the program in a wrong way though. I ran it, and chose Japanese, it said patched successfully - but still I only get <sil> from FacePoser. Could you tell me how exactly you used it? --n-neko 08:45, 9 Dec 2006 (PST)

keyframe_rope not moving with parent, spawning at world origin

I have a keyframe_rope parented to a func_physbox. I have a phys_lengthconstraint where entity 1 is the func_physbox, and the blue ball is at the center of the move_rope that corresponds to the keyframe_rope. Ingame, the constraint successfully works on the physbox, but the ropes do not move with the physbox and are stretched to the world origin. Any ideas? - Noclip 17:40, 5 Dec 2006 (PST)

Either your Keyframe_rope has a NextKey set to a non-existing keyframe, or its Dangling keyvalue is on True. At least, once I had a similar problem, and those solved it. --uoz 23:55, 5 Dec 2006 (PST)
Nope, neither of those are set incorrectly. The rope seems to be completely ignoring the keyframe when I parent the keyframe_rope to the physbox. - Noclip 07:14, 6 Dec 2006 (PST)
Ok, then try to set Entity 2 of the phys_lengthconstraint as the name of your func_physbox, move the 'blue ball' to its baricenter and leave Entity 1 blank. Place the phys_lengthconstraint at the same position as the uppest keyframe_rope (or move_rope, if that is the case). It works for me. On a lighter note, be sure that your rope is properly set (starting from a move_rope and going on with keyframe_rope(s)) and you may want to check the Auto Resize flag on for all the *_rope entities. Hope this help. --uoz 08:09, 6 Dec 2006 (PST)
Ugh. Still no luck. I've tried deleting the whole thing and starting from scratch, but even that doesn't help. - Noclip 20:22, 6 Dec 2006 (PST)

I've found a solution on that other Source modding wiki. If anyone else is having this problem, unparent the keyframe_rope from the physbox. Add a logic_measure_movement entity with the following settings:

Entity to Measure -(physbox)
Measure Reference -(move_rope)
Entity to Move - (keyframe_rope)
Movement Reference - (keyframe_rope)

And you have a fully functioning rope. - Noclip 16:36, 7 Dec 2006 (PST)

Flight Sim?

Is is at all possible to edit the source engine in such a way that it could be a flight sim instead of a FPS?



If by "modify" you mean a total convertion of the engine into a flight sim engine, with calculations of air turbulence and flap angles, then yes, it is possible. A flight simulator (and not just a flight combat game) is always a complicated thing to program though, so regardless of what engine you use, it won't be that easy.

If you really meant an easy way to turn things into a flight combat game, first person or third person, then I don't see why not. Try putting a thruster entity beneath a platform, and activate it while the player is standing on it (so that it carries the player upward) for a cheap "flying machine". Putting several thrusters on it, and changing the code to make them respond to keyboard control, shouldn't be too hard. --Andreasen 16:13, 30 Nov 2006 (PST)

Npc_citizens don't talk

I'm working on a small singleplayer mod. Everything's fine, but since the August '06 SDK update, I'm not able to get the npc_citizens to talk anymore. If I run my mod with SteamAppID 220 (moving away the customized dlls from the bin dir) they speak and act as expected, while if I use SteamAppID 215 (with my custom dlls, but I didn't touched a single line of code that deals with them) they're mute (and from time to time they pose in their "Idle" posture). Here's a list of the things I've tried to solve this issue:

  • I've tried to force their behaviour using an Ai_speechfilter, but it didn't work.
  • I've moved away any script file from scripts\talker dir. Nothing happened.
  • I've tried to replace the old script\talker\npc_citizen.txt and script\talker\npc_citizen_commandermode.txt with the new ones extracted from the episode 1 gfcs. No luck.
  • I've run the mod with any possible combination of DontUseSpeechSemaphore setting. Wasted time.

Note that when I ran the mod with custom dlls AND SteamAppID 220 (before August), everything was fine. --uoz 01:39, 1 Nov 2006 (PST)

Hey, guess I'll answer that myself after all. This is a temporary issue with sourcesdkbase, that will be fixed soon or later directly by Valve. Meanwhile, you may want to apply an hotfix to the code, mounting content like explained here. Whole story on Verc Forums. --uoz 01:16, 3 Dec 2006 (PST)

StudioMdl.exe Error

I was trying to compile a model, but studiomdl.exe keeps giving me this error:

ERROR: Can't load MaterialSystem.dll

So then it aborts processing of the model. Does anyone know what's causing this or how to fix it? --Font38 18:27, 30 Nov 2006 (PST)

Ok, I downloaded the GuiStudioMdl utility and tried it and surprisingly it worked. So I looked at the commandline it generated to call studiomdl.exe. Here it is:

studiomdl.exe -game "c:\program files\valve\steam\steamapps\SourceMods\DeepBlue" "C:\Program Files\Valve\Steam\SteamApps\megafont\sourcesdk_content\DeepBlue\modelsrc\PalmTree.qc"

The problem was that I didn't include the -game command line argument to tell studiomdl.exe which game I was compiling the model for. I didn't do that because the tutorial on this site about compiling models didn't even show that command line argument in the example. I also had to edit my .smd file a little bit too because in there the texture filenames had the wrong file extension too.

Where is SDK?

I have trouble locating sdk i purchased the copy and went online 2 download, it finished an searched everywhere for it its not on any of the cds or in the downloaded folder is it a separate download from steam?plz help

Right click on steam's tray icon, then click the tools tab at the Source SDK, then install in the bottom left corner. When it installs click the launch button which should be where the install button was before.

Func_Door: Start Sound Problem

I was working on a mod map in which I have a func_door that slides open. There are 4 of these doors in the map. They all have the same move sound (Doors.Move17) as they are identical types of doors, but they all have the same problem. When the door opens, the move sound is just a bunch of jumbly garbled noise. However, the stop sound works fine. I tried changing the move sound to Doors.Move18 to see if it had to do just with that sound, but the problem still occured. Both move sounds work fine when previewed in Hammer. The mod is using app ID 215 like you're supposed to unless you have a good reason to use another. Next, I tried temporarily changing the app ID of the mod to 220 for HL2 and ran the map again (without recompiling). After doing this, the sound problem no longer occured. Does anyone know what the cause of this is or if there's a fix?


Mike Font38 15:04, 21 Nov 2006 (PST)

Try to use the raw sound file in place of the game sound--uoz 03:55, 22 Nov 2006 (PST)
Awesome, that fixed the problem! Thanks for your help!--Font38 17:10, 22 Nov 2006 (PST)

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)

Node graph

I know this is a complete newbie question, despite the fact that I've been using SDK for a few months now. I can't get my head around this "Node Graph Out of date" thing. I can build things, I know how to use a few more entities thanks to this and a few other SDK sites; but no website can clearly explain why this node graph notice pops up once I've compiled a map. So could someone tell me what this means and how to fix it? (Also, when I put furniture in a map with prop_physics, when I test it out the furniture is lying where it's not supposed to be or is turned upside down etc, with the rest of the furniture. E.G: If I put a monitor, keyboard, plant, on a desk, once compiled the desk would be on it's side the monitor next to it etc. Is this because of the Node Graph thing? Or is it a completely different problem?) Thanks. MKM92 13:50, 4 Nov 2006 (PST)

There 2 different issues.
  • Node Graph: This is easy to get rid of. Place an NPC and an info_ndoe into your map. Run it once. As logn as you don't modify it, it'll never come back. Its simply telling you that the its building the AI's movement and interaction info. with no info_nodes it tells you every time you start up. with info_ndoes and an npc it tells you once. Untill you replace the files
  • Moving Objects: This is not so easy to fix. Its simply the palcement of your prop_physics, part of them probably microsopic is in another object. So to fix the penetration error source moves the object out of the other one, seeing as this happens in game you end up with momentum and gravity throwing the object round too. Thus it ends up somewhere its not supposed to be. Improving the placement will probably fix it 9/10 but the quicker way to do it is to turn on the flag that freezes it in place untill it recives some form of physics interaction (not disable motion, the other one. Id say if i had Hammer infornt of me). the only issue is your placements gotta be perfect, as it may make the object look like its floating or as soon as you enable physics it could start trying to fix the pentration error and throw it around.--Angry Beaver 09:03, 5 Nov 2006 (PST)
  • The Objects are working now and the nodegraph sign is gone. That's the first time that's ever happened! Thanks. MKM92 11:47, 6 Nov 2006 (PST)

3D view in Hammer doesn't render

I'm using Hammer on my new tablet pc, everything works fine except nothing shows up in the 3D view, not even the axis lines.

System Specs are: 2.0 GhZ Core 2 duo, 2 Gb 667 mhZ DDR2 Ram, ATI Radeon 1400 w/ 64 mb dedicated ram

I've tried reinstalling the SDK

Anything else I can do? Mrhappy 19:03, 19 Nov 2006 (PST)

Just basic tech support question: Have you tried placing a camera? —Kateye 19:09, 19 Nov 2006 (PST)

Well, that worked. Never used or had to use a camera before, kind of annoying to have to do that with every new map, but oh well now I can map on the go. Thanks alot Kateye, really appreciate your help. Moving this to answered. --Mrhappy 10:57, 20 Nov 2006 (PST)

Map destroyed

i was creating a map, and after testing it a few times, i open hammer to find this error:For your information, 976 solid(s) were not loaded due to errors in this file. After that error my map opens, but there is a gaint white thing that looks like a spider web covering my map.

Open the .vmx file or one of the autosave files from c:\hammerautosaves --Amckern 07:14, 11 Nov 2006 (PST)

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)

Counter-Strike Source mod?

I believe I've read that it is possible to make a mod for CS:S. How do you start? It's not in the SDK's Make a Mod menu. Thelonesoldier 00:25, 9 Nov 2006 (PST)

You can NOT make a mod for cs:s, you can make maps, or use sever plugins like mani. --Amckern 07:26, 11 Nov 2006 (PST)

Graphic Error During Test

I'm having trouble testing my maps due to an error with the graphics that I've only experienced while testing maps. Basically what will happen is I'll run my map in Half Life 2, and then after about 30 seconds the entire map will go black (as if it were night time) in game. The flashlight will add light to certain areas, but others won't be effected by this. If I enter in sv_cheats 1 and do impulse 101 the problem will correct itself and the lighting will be restored. On the occasion entering impulse 101 won't, and I'll have to tab out, which crashes Hammer and gives me a memory error. Any ideas?

Edit: I'm a huge newb and had my refresh rate set too low.

---Bill 13:14, 30 Nov 2006 (PST)