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GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community
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flopperr999 Secret Agent

Joined: 11 Apr 2008 Posts: 337 Location: USA  |
Posted: Mon Apr 14, 2008 3:05 pm Post subject: Quick Hammer Editor Question... |
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how do i select just one face of a box? i can only select the whole box at a time...
P.S. My facility mission is coming along just nicely! I'm still a long way from finishing, but everything seems to be going fine so far! |
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bmw Hacker


Joined: 04 Jan 2006 Posts: 1367 Location: Michigan  |
Posted: Mon Apr 14, 2008 3:10 pm Post subject: |
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First you'll want to choose UNGROUP
Then you'll have to switch to texture application mode (6th box from the top on the left where your buttons are, I think) - this will allow you to apply a texutre to one single face. |
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flopperr999 Secret Agent

Joined: 11 Apr 2008 Posts: 337 Location: USA  |
Posted: Mon Apr 14, 2008 3:23 pm Post subject: |
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thanks for the info, but, when i compile my map (well, box, lol) and open the .bsp in crafty, my textures dont appear, but rather this happends......
am i compiling it correctly?
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Mon Apr 14, 2008 8:14 pm Post subject: |
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You need to add -wadinclude GE.wad to csg_exe's parameters.
Also, that map hasn't had its useless geometry removed, did you include a start point inside it? |
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flopperr999 Secret Agent

Joined: 11 Apr 2008 Posts: 337 Location: USA  |
Posted: Tue Apr 15, 2008 12:53 pm Post subject: |
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Dragonsbrethren wrote: | You need to add -wadinclude GE.wad to csg_exe's parameters.
Also, that map hasn't had its useless geometry removed, did you include a start point inside it? |
how do i go about adding "-wadinclude GE.wad to csg_exe's parameters, and remove the maps useless geometry?
And is this what you mean my start point? I clicked the entity tool, and created a prefab, (Categories- Entities, Objects- info_player_start) and clicked in my "Map" and created this little green box. Is that what you mean?
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Tue Apr 15, 2008 7:48 pm Post subject: |
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Yes, that's a start point, move it up so it's entirely inside the map though (It usually doesn't make a difference as long as most of it's in the map, I model so small that a part of mine usually poke out through the floor or ceiling no matter what).
For csg_exe, just click on it and add -wadinclude GE.wad to the end of the string in the parameters box. |
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flopperr999 Secret Agent

Joined: 11 Apr 2008 Posts: 337 Location: USA  |
Posted: Wed Apr 16, 2008 11:53 am Post subject: |
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okay, so I raised the start point in the map, and I added "$path\$file-wadinclude GE.wad" to csg_exe's parameters, but I'm still getting the same result in Crafty. (That multi colored box, with it's faces different colors). I think you forgot to tell me how to remove the useless geometry, unless "$path\$file-wadinclude GE.wad" removes useless geometry. (I doubt it, because the -wadinclude GE.wad is the textures, no?) Does not removing useless geometry affect the visual on the .bsp in Crafty? If adding $path\$file-wadinclude GE.wad doesn't remove the useless geometry, how do I do so? |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Wed Apr 16, 2008 12:27 pm Post subject: |
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CSG is supposed to remove it, you need a start point so it knows where to start, otherwise it'll just leave everything in place. I don't know what problem you're having, you're opening the .bsp in Crafty right, not the .map or .rmf? |
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flopperr999 Secret Agent

Joined: 11 Apr 2008 Posts: 337 Location: USA  |
Posted: Wed Apr 16, 2008 12:43 pm Post subject: |
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well, funny thing about that. For all the maps (boxes, with applied textures) ive made in hammer, then compiled them, (not the way you recently told me how to), and clicked open in Crafty, there was a .bsp map to open. Now, (using the way you told me how to compile) when i click open in Crafty, there is no .bsp map to choose from. It could be what you told me to do that makes no .bsp map appear, but more likely, it could be the fact the i could if accidentally changed one or two settings, causing no .bsp map to be created. Are these all the check fields that need to be checked?
P.S. Any other suggestions? I mean, any other suggestions on why no .bsp map is created? |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Wed Apr 16, 2008 1:00 pm Post subject: |
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You should have a space between file and -wadinclude, otherwise that should work. Post your compile log. |
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flopperr999 Secret Agent

Joined: 11 Apr 2008 Posts: 337 Location: USA  |
Posted: Wed Apr 16, 2008 1:20 pm Post subject: |
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** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\zhlt\hlcsg.exe
** Parameters: "c:\program files\valve hammer editor\maps\blahblahblah!!" -wadinclude GE.wad
hlcsg v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
----- BEGIN hlcsg -----
Command line: C:\PROGRA~1\VALVEH~1\tools\zhlt\hlcsg.exe "c:\program files\valve hammer editor\maps\blahblahblah!!"-wadinclude GE.wad
Entering c:\program files\valve hammer editor\maps\blahblahblah!!.map
Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]
noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]
Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]
[GE.wad]
0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
50%... (0.02 seconds)
SetModelCenters:
50%... (0.00 seconds)
CSGBrush:
50%... (0.00 seconds)
Using Wadfile: \documents and settings\skyler\my documents\just some of the random stuff\goldeneye wad.wad
- Contains 3 used textures, 75.00 percent of map (2705 textures in wad)
Including Wadfile: \program files\valve hammer editor\tools\zhlt\zhlt.wad
- Contains 1 used texture, 25.00 percent of map (8 textures in wad)
Texture usage is at 0.02 mb (of 4.00 mb MAX)
0.13 seconds elapsed
----- END hlcsg -----
** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\zhlt\hlbsp.exe
** Parameters: "c:\program files\valve hammer editor\maps\blahblahblah!!"
hlbsp v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
----- BEGIN hlbsp -----
Command line: C:\PROGRA~1\VALVEH~1\tools\zhlt\hlbsp.exe "c:\program files\valve hammer editor\maps\blahblahblah!!"
Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]
noclip [ off ] [ off ]
nofill [ off ] [ off ]
noopt [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 8192)
SolidBSP [hull 0] 13 (0.00 seconds)
BSP generation successful, writing portal file 'c:\program files\valve hammer editor\maps\blahblahblah!!.prt'
SolidBSP [hull 1] 13 (0.00 seconds)
SolidBSP [hull 2] 13 (0.00 seconds)
SolidBSP [hull 3] 13 (0.00 seconds)
0.02 seconds elapsed
----- END hlbsp -----
** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\zhlt\hlvis.exe
** Parameters: "c:\program files\valve hammer editor\maps\blahblahblah!!"
hlvis v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
----- BEGIN hlvis -----
Command line: C:\PROGRA~1\VALVEH~1\tools\zhlt\hlvis.exe "c:\program files\valve hammer editor\maps\blahblahblah!!"
1 portalleafs
0 numportals
-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]
fast vis [ off ] [ off ]
full vis [ off ] [ off ]
BasePortalVis:
(0.00 seconds)
LeafThread:
(0.00 seconds)
average leafs visible: 0
g_visdatasize:3 compressed from 1
0.03 seconds elapsed
----- END hlvis -----
Does that look okay? |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Wed Apr 16, 2008 1:26 pm Post subject: |
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Yeah, everything seems fine. |
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flopperr999 Secret Agent

Joined: 11 Apr 2008 Posts: 337 Location: USA  |
Posted: Thu Apr 17, 2008 1:41 pm Post subject: |
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Well this stinks. Thinking it could have somthing to do with the problem, I removed my Crafty from my computer, and redownloaded Crafty v1.0.0 Alpha 14. (The one in your "Hammer Information Roundup" thread). By doing this, I basically just took a step backwards. When I click Open in Crafty v1.0.0 Alpha 14, there is no .bsp map to choose from. Take a look...
Now the type doesn't read as .bsp, .map, or .obj, but Half Life 2 Level, and Quake level and stuff!
Any ideas? |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Thu Apr 17, 2008 8:11 pm Post subject: |
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Open Crafty, go to Setup -> Profiles -> Half-Life. It defaults to Half-Life 2 when you first run it. That "Half-Life 2 Level" is your .bsp, HL2 uses the same filename.
To solve the problem with filenames open any window (In Windows) and go to Tools -> Folder Options, click the View tab and scroll down until you see "Hide extensions for known file types," uncheck that. |
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flopperr999 Secret Agent

Joined: 11 Apr 2008 Posts: 337 Location: USA  |
Posted: Fri Apr 18, 2008 12:44 pm Post subject: |
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Okay, that solved that problem, BUT, (unfortunately, yes, there's another but...) now when i open my .bsp, nothing appears! I can still move around (accoring to my camera coordinates), but it reads that I have no World Polygons or Model Polygons! |
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