Help talk:Contents

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Someone should do something for this page, I put something in the mean time, thanks Ben^ for the link to the other help page -Draco

No probs, I think we should definatly get somekind of sandbox page in the navigation page.
Is the sandbox just something that you can use to check on formatting rules for the Wiki?
Yah, pretty much. -^Ben
The Wikipedia Sandbox is automatically cleaned every 12 hours. It is also manually (and perhaps automatically) cleaned of offensive content as needed. — Dan Johnson 18:27, 27 Jun 2005 (PDT)

The contents of this page and Help:Editing were rather silly, so I put some actual content here, gathering resources largely from Wikipedia. — Dan Johnson 18:51, 27 Jun 2005 (PDT)

I've added a link specifically to the Wikipedia Speedy Deletion Policy, and I've also added a section on Templates that has links to the five I've just created as well as a (brief) description of how to use them appropriately.--Graham 09:48, 3 Jul 2005 (PDT)


We should have some kind of an article laying out guidelines for basic formatting (three things come to mind at this very moment: a) whether to use level 1 headlines at all, b) when talking about file locations, should I include the first slash, example: /props_foliage/tree_deciduous_02a.mdl, and c) should I use code tags or cursive in the before mentioned example). If there already is one, then my not knowing about it says it's buried too deep :) An article like this one should also contain a FAQ section for questions of this kind. Jupix 03:58, 4 Mar 2006 (PST)

when talking about a file, make it relative to a mod's directory:

models/props_blah/blahblah.mdl or if it's a src file src\blah\blah\blah.cppts2do 13:37, 4 Mar 2006 (PST)


How come does this wiki not display a "start an article with this name" link when a search comes up with zero results? Like, wikipedia vs. VDC? Jupix 03:41, 8 Mar 2006 (PST)

How does one get a page recognized by the search engine?

There are several pages which do not appear in the search results when words in the page title are searched. E.g., the glossary page does not appear in the results of the search for 'glossary.' —BJ(talk) 10:09, 22 May 2006 (PDT)

Skybox Texture Names

Please add night sky texture properties (i really need them)!


eny one know why when I launch source sdk it is pepering but does not go on it just disapears and then nothing happens?

Syntax Highlighting Extension

Please add to wiki this extension Syntax Highlighting Extension

Cleaned

I cleaned up the help section, there was nearly 100+ links to several unrelated and crude sites/advertising. -Nate

Who in the world is adding these weird links to this site.--Lpmikeboy 19:25, 9 Apr 2008 (PDT)

cannot see brushes in 3D veiw

i cannot see brushes in 3d view ive tried changing the veiw type where its at nothing works help please

wrong place to put this buddy, but did you ever try moving?--Fire Tock 09:44, 6 Oct 2008 (PDT)


'''Reply''': When you're in the '3d' view, hit 'z' - that'll allow you to actually move the camera around as though you were playing through the map... Look for SDK keyboard commands and shortcuts to find more (Shift+Z , Ctrl+E, etc.) -- Ant600f2

Adding weapons

Hi, I need some help on adding weapons to my mod, the tutorial that explains it makes no sense to me, it doesn't tell me where everything is. -JuuZo


[[ Reply]]: While the tuts and explanations, here, are thorough, sometimes a person may benefit from a visual aid, instead. My suggestion is to try either YouTube (3kliksphilip has a bunch of good vids), or a forum that can get more specific. http://www.ubermicro.proboards82.com ? -- Ant600f2

How to add texture

hi for some raeson i can't add texture to my walls and i have no idea hoe to fix it


I can't either. Textures are broken unless I manually place them 1 by 1. It's impossible to size them correctly to match each other. - LTBillingsley I quit. I can't figure out how to add texture to anything. Nothing works. Hammer is a broken file on my computer, that I'm considering deleting - LTBillingsley

I also have that issue with a player model replacer for tf2 i'm working on(Which is a renamon playermodel) I managed to get the model to work so far but not the textures. If anyone knows how to fix it, I'd like to know right away. - AlexTheAbsol

Making a .wad for the newest version of Valve Hammer?

I cannot believe my internets has failed me so. How do I put my custom textures in valve hammer (I am modding HALF LIFE 2. HL1 is a pizza cake.)

I have vtfedit but I do not know how to proceed. How excatly do I create a .wad? there's the option "convert .wad file" but that (I suppose as havent tested) only converts textures from .wad to be able to export as vtf? If I want a normal map for my texture what do I need to do? I understand that vtf files can be modified with Notepad++ to open normal maps and such. But are these files are usually contained within .vtf's (or was it that they had 2 vtf's - the basetexture and _n?)?

Also, In valve hammer, the textures used in VH have material properties like metal or wood when you shoot them. How do I set this for my texture?

In other words im completely lost here. Why are there no tutorials for getting your own textures into VH as .wad packs?!

I wish there was a new version of Wally :< God I miss the simple times... Help?

Hammer doesn't use WADs anymore... --Omnicoder 03:25, 12 June 2010 (UTC)

Huh. so it seems. though I definetely remember seeing a "half life 2" wad once. So How do I add custom tex's to my valve hammer? --Nathaniemus 20:34, 12 June 2010 (UTC)

Odd Hammer Problem

Odd Hammer issue could use a hand please...

So I am working on a 5 part map, in this part of the map I have some complex geometry but nothing too crazy. I added in an elevator and poof it stopped loading in after compiling to test it. I don't get an error message it just won't load the new map. For some reason no matter what changes I make to the map when I try and compile it, it just reverts to the old map.

So I deleted the old maps entirely from the cache directory and all, renamed the map I was trying to complie, and it still loads the previous map.

I noticed that it sometimes says map does not exist, so when looking in the root directories I see that it sometimes calls for the EP1 folder and other times the HL2 folder.

I am going to paste the portion of the compile document here so you can see what the compile looks like:


Executing... Command: "C:\apps\steam\steamapps\jorndorff75\sourcesdk\bin\orangebox\bin\vbsp.exe"

Parameters: -game "C:\apps\steam\steamapps\jorndorff75\half-life 2 episode two\ep2" "C:\Users\Jay\Desktop\2\Home1.vmf"

Valve Software - vbsp.exe (Jul 7 2010) 4 threads materialPath: C:\apps\steam\steamapps\jorndorff75\half-life 2 episode two\ep2\materials Loading C:\Users\Jay\Desktop\2\Home1.vmf Trying to create a non-quad displacement! (entity 0, brush 100)


Executing... Command: "C:\apps\steam\steamapps\jorndorff75\sourcesdk\bin\orangebox\bin\vvis.exe"

Parameters: -game "C:\apps\steam\steamapps\jorndorff75\half-life 2 episode two\ep2" "C:\Users\Jay\Desktop\2\Home1"

Valve Software - vvis.exe (Jul 7 2010) 4 threads reading c:\users\jay\desktop\2\Home1.bsp reading c:\users\jay\desktop\2\Home1.prt LoadPortals: couldn't read c:\users\jay\desktop\2\Home1.prt


Executing... Command: "C:\apps\steam\steamapps\jorndorff75\sourcesdk\bin\orangebox\bin\vrad.exe"

Parameters: -both -game "C:\apps\steam\steamapps\jorndorff75\half-life 2 episode two\ep2" "C:\Users\Jay\Desktop\2\Home1"

Valve Software - vrad.exe SSE (Jul 7 2010)

    Valve Radiosity Simulator     

4 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad']

Loading c:\users\jay\desktop\2\Home1.bsp No vis information, direct lighting only. Setting up ray-trace acceleration structure... Done (4.32 seconds) 5212 faces 39 degenerate faces 2782442 square feet [400671648.00 square inches] 24 Displacements 85198 Square Feet [12268576.00 Square Inches] light has _fifty_percent_distance of 71.000000 but _zero_percent_distance of 0.000000 light has _fifty_percent_distance of 71.000000 but _zero_percent_distance of 0.000000 light has _fifty_percent_distance of 71.000000 but _zero_percent_distance of 0.000000 sun extent from map=0.087156 28 direct lights BuildFacelights: 0...1...2.. WARNING: Too many light styles on a face at (-847.000000, -1190.000000, -591.000000)

WARNING: Too many light styles on a face at (-968.000000, -1190.000000, -639.000000) . WARNING: Too many light styles on a face at (-939.500000, -1190.000000, -591.000000)

WARNING: Too many light styles on a face at (-948.000000, -1200.000000, -601.999939)

WARNING: Too many light styles on a face at (-860.000000, -1200.000000, -569.999939)

WARNING: Too many light styles on a face at (-838.000000, -1194.000000, -575.000000)

WARNING: Too many light styles on a face at (-865.000000, -1194.000000, -577.609985)

WARNING: Too many light styles on a face at (-968.000000, -1194.000000, -639.000000)


(( NOTE!!-- There are like 50 of these Too many light styles on a face at -- messages, I deleted some so u can see the rest of the file easier.))----

10 (13) Build Patch/Sample Hash Table(s).....Done<0.0246 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3) FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (7) Writing leaf ambient...done Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness



--------------- --------

models 16/1024 768/49152 ( 1.6%) brushes 637/8192 7644/98304 ( 7.8%) brushsides 15222/65536 121776/524288 (23.2%) planes 21524/65536 430480/1310720 (32.8%) vertexes 7798/65536 93576/786432 (11.9%) nodes 3170/65536 101440/2097152 ( 4.8%) texinfos 379/12288 27288/884736 ( 3.1%) texdata 61/2048 1952/65536 ( 3.0%) dispinfos 24/0 4224/0 ( 0.0%) disp_verts 6936/0 138720/0 ( 0.0%) disp_tris 12288/0 24576/0 ( 0.0%) disp_lmsamples 37149/0 37149/0 ( 0.0%) faces 5212/65536 291872/3670016 ( 8.0%) hdr faces 5212/65536 291872/3670016 ( 8.0%) origfaces 1719/65536 96264/3670016 ( 2.6%) leaves 3187/65536 101984/2097152 ( 4.9%) leaffaces 5879/65536 11758/131072 ( 9.0%) leafbrushes 2884/65536 5768/131072 ( 4.4%) areas 2/256 16/2048 ( 0.8%) surfedges 32797/512000 131188/2048000 ( 6.4%) edges 17907/256000 71628/1024000 ( 7.0%) LDR worldlights 28/8192 2464/720896 ( 0.3%) HDR worldlights 28/8192 2464/720896 ( 0.3%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 714/32768 7140/327680 ( 2.2%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 10332/65536 20664/131072 (15.8%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 2310704/0 ( 0.0%) HDR lightdata [variable] 2310704/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 78504/393216 (20.0%) LDR ambient table 3187/65536 12748/262144 ( 4.9%) HDR ambient table 3187/65536 12748/262144 ( 4.9%) LDR leaf ambient 7630/65536 213640/1835008 (11.6%) HDR leaf ambient 7631/65536 213668/1835008 (11.6%) 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] 1/12608 ( 0.0%) pakfile [variable] 214040/0 ( 0.0%) physics [variable] 213409/4194304 ( 5.1%) physics terrain [variable] 3200/1048576 ( 0.3%)

Level flags = 0

Total triangle count: 15391 Writing c:\users\jay\desktop\2\Home1.bsp 28 seconds elapsed Valve Software - vrad.exe SSE (Jul 7 2010)

     Valve Radiosity Simulator     

4 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad']

Loading c:\users\jay\desktop\2\Home1.bsp No vis information, direct lighting only. Setting up ray-trace acceleration structure... Done (4.31 seconds) 5212 faces 39 degenerate faces 2782442 square feet [400671648.00 square inches] 24 Displacements 85198 Square Feet [12268576.00 Square Inches] light has _fifty_percent_distance of 71.000000 but _zero_percent_distance of 0.000000 light has _fifty_percent_distance of 71.000000 but _zero_percent_distance of 0.000000 light has _fifty_percent_distance of 71.000000 but _zero_percent_distance of 0.000000 sun extent from map=0.087156 28 direct lights BuildFacelights: 0...1...2.. WARNING: Too many light styles on a face at (-847.000000, -1190.000000, -591.000000)

WARNING: Too many light styles on a face at (-968.000000, -1190.000000, -639.000000) . WARNING: Too many light styles on a face at (-939.500000, -1190.000000, -591.000000)

WARNING: Too many light styles on a face at (-948.000000, -1200.000000, -601.999939)

WARNING: Too many light styles on a face at (-860.000000, -1200.000000, -569.999939)

WARNING: Too many light styles on a face at (-838.000000, -1194.000000, -575.000000)


(( NOTE!!-- There are like 50 of these Too many light styles on a face at -- messages, I deleted some so u can see the rest of the file easier.))----

10 (14) Build Patch/Sample Hash Table(s).....Done<0.0342 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3) FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (7) Writing leaf ambient...done Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness



--------------- --------

models 16/1024 768/49152 ( 1.6%) brushes 637/8192 7644/98304 ( 7.8%) brushsides 15222/65536 121776/524288 (23.2%) planes 21524/65536 430480/1310720 (32.8%) vertexes 7798/65536 93576/786432 (11.9%) nodes 3170/65536 101440/2097152 ( 4.8%) texinfos 379/12288 27288/884736 ( 3.1%) texdata 61/2048 1952/65536 ( 3.0%) dispinfos 24/0 4224/0 ( 0.0%) disp_verts 6936/0 138720/0 ( 0.0%) disp_tris 12288/0 24576/0 ( 0.0%) disp_lmsamples 37149/0 37149/0 ( 0.0%) faces 5212/65536 291872/3670016 ( 8.0%) hdr faces 5212/65536 291872/3670016 ( 8.0%) origfaces 1719/65536 96264/3670016 ( 2.6%) leaves 3187/65536 101984/2097152 ( 4.9%) leaffaces 5879/65536 11758/131072 ( 9.0%) leafbrushes 2884/65536 5768/131072 ( 4.4%) areas 2/256 16/2048 ( 0.8%) surfedges 32797/512000 131188/2048000 ( 6.4%) edges 17907/256000 71628/1024000 ( 7.0%) LDR worldlights 28/8192 2464/720896 ( 0.3%) HDR worldlights 28/8192 2464/720896 ( 0.3%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 714/32768 7140/327680 ( 2.2%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 10332/65536 20664/131072 (15.8%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 2310704/0 ( 0.0%) HDR lightdata [variable] 2310704/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 78504/393216 (20.0%) LDR ambient table 3187/65536 12748/262144 ( 4.9%) HDR ambient table 3187/65536 12748/262144 ( 4.9%) LDR leaf ambient 7630/65536 213640/1835008 (11.6%) HDR leaf ambient 7631/65536 213668/1835008 (11.6%) 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] 1/12608 ( 0.0%) pakfile [variable] 214040/0 ( 0.0%) physics [variable] 213409/4194304 ( 5.1%) physics terrain [variable] 3200/1048576 ( 0.3%)

Level flags = 0

Total triangle count: 15391 Writing c:\users\jay\desktop\2\Home1.bsp 28 seconds elapsed

Executing... 

Command: Copy File Parameters: "C:\Users\Jay\Desktop\2\Home1.bsp" "C:\apps\steam\steamapps\jorndorff75\half-life 2 episode two\ep2\maps\Home1.bsp"

2009 engine not working please help?

My source SDK 2009-engine is empty and will not let me add any game at all, when i downloaded it it was empty to start with? so if any one can help me with this problem it will be a life saver!

gmod addon weapon in ZS map

I am making a zombie survival map for a gmod server I play on, the server has the gmod addon m9k weapons installed, so I wish to add a few to the map.

Como Configurar server de CS GO

Estimados les escribo porque hace 2 meses que estamos siendo auspiciados por una empresa la cual, no a podido configurar el server hace ya 1 mes debido a que no saben que comandos se deben poner, para que funcione el server en optimas condiciones.

Queria pedir porfavor si me pudiesen dejar todos los comandos para subir un servidor privado para partido, para asi poder ayudar a la empresa y nosotros poder ocupar dicho server. El cual deberia bajar los mapas desde workshop. Poder jugar los mapas _SE los cuales son fundamentales para poder entrenar y asi poder estar en condiciones de competir tanto online como lan. Se agradece la toda la ayuda posible de antemanos muchas gracias. Ya vi un post el cual es este https://developer.valvesoftware.com/wiki/CSGO_Workshop_For_Server_Operators Pero lo que necesito es la programacion del server privado para que asi funcione optimamente disculpen si es mucho pedir. pero prefiero preguntar y pedir a estar sin server para entrenar.


Gracias por las futuras respuestas.

How do I make Rubble?

Hello, there. This is my first post on VDC. I don't exactly know if this is where to post it, but there's nowhere clear to post and this seems like the most logical place. I'm quite new to using Hammer, whenever I come across something I want done I just Google search and watch a video or two. This is a problem however that no one I've come across can tell me, so I'm asking you guys.

How do I make Rubble in my maps? Like, I have an old abandoned testing site in Portal 2, and I want to rotate blocks in a certain axis, but I can only rotate them left-right. Not slanted? Any help on the topic would be appreciated. ( I want custom rubble, models aren't enough in the specific case for my map. )


This is an example of the slanted axis I wish to rotate my blocks on:

[1]

-DeathlyFluff

Well. I'm stupid. I noticed you could rotate it in side/front views.. Fail .-.

Creating Halfspheres/ Bowls in Hammer Editor

Hi guys,

im currently working on a map containing parts of evergreen terrace. im halfway done with the simpsons kitchen but cant find a way to finish some objects. i need to create some sort of bowl / halfsphere but have not yet found out how i could do so. clipping a shere wont work for the obvious reasons and i have no idea what else i could do.

please let me know i there is any way to create half a sphere.

kind greetings from germany

env_soundscapes in half life 2 not working

whenever i try to get the soundscape working, it dosent make any sound. nothing plays. i even tryed putting the thing realy close to the spawn and i tryed to make the radius super big. pls help