ShootersForever.com Forum Index

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


Quick Hammer Editor Question...
Goto page 1, 2  Next
 
Post new topic   Reply to topic    ShootersForever.com Forum Index -> Mapping and Modelling
View previous topic :: View next topic  
flopperr999
Secret Agent
Secret Agent


Joined: 11 Apr 2008
Posts: 337
Location: USA

 PostPosted: Mon Apr 14, 2008 3:05 pm    Post subject: Quick Hammer Editor Question... Reply with quote Back to top

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!
 
View user's profile Send private message
bmw
Hacker
Hacker


Joined: 04 Jan 2006
Posts: 1366
Location: Michigan

 PostPosted: Mon Apr 14, 2008 3:10 pm    Post subject: Reply with quote Back to top

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.
 
View user's profile Send private message Visit poster's website
flopperr999
Secret Agent
Secret Agent


Joined: 11 Apr 2008
Posts: 337
Location: USA

 PostPosted: Mon Apr 14, 2008 3:23 pm    Post subject: Reply with quote Back to top

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?

 
View user's profile Send private message
Dragonsbrethren
Hacker
Hacker


Joined: 23 Mar 2007
Posts: 3058

 PostPosted: Mon Apr 14, 2008 8:14 pm    Post subject: Reply with quote Back to top

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?
 
View user's profile Send private message
flopperr999
Secret Agent
Secret Agent


Joined: 11 Apr 2008
Posts: 337
Location: USA

 PostPosted: Tue Apr 15, 2008 12:53 pm    Post subject: Reply with quote Back to top

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?

 
View user's profile Send private message
Dragonsbrethren
Hacker
Hacker


Joined: 23 Mar 2007
Posts: 3058

 PostPosted: Tue Apr 15, 2008 7:48 pm    Post subject: Reply with quote Back to top

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.
 
View user's profile Send private message
flopperr999
Secret Agent
Secret Agent


Joined: 11 Apr 2008
Posts: 337
Location: USA

 PostPosted: Wed Apr 16, 2008 11:53 am    Post subject: Reply with quote Back to top

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?
 
View user's profile Send private message
Dragonsbrethren
Hacker
Hacker


Joined: 23 Mar 2007
Posts: 3058

 PostPosted: Wed Apr 16, 2008 12:27 pm    Post subject: Reply with quote Back to top

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?
 
View user's profile Send private message
flopperr999
Secret Agent
Secret Agent


Joined: 11 Apr 2008
Posts: 337
Location: USA

 PostPosted: Wed Apr 16, 2008 12:43 pm    Post subject: Reply with quote Back to top

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?
 
View user's profile Send private message
Dragonsbrethren
Hacker
Hacker


Joined: 23 Mar 2007
Posts: 3058

 PostPosted: Wed Apr 16, 2008 1:00 pm    Post subject: Reply with quote Back to top

You should have a space between file and -wadinclude, otherwise that should work. Post your compile log.
 
View user's profile Send private message
flopperr999
Secret Agent
Secret Agent


Joined: 11 Apr 2008
Posts: 337
Location: USA

 PostPosted: Wed Apr 16, 2008 1:20 pm    Post subject: Reply with quote Back to top

** 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?
 
View user's profile Send private message
Dragonsbrethren
Hacker
Hacker


Joined: 23 Mar 2007
Posts: 3058

 PostPosted: Wed Apr 16, 2008 1:26 pm    Post subject: Reply with quote Back to top

Yeah, everything seems fine.
 
View user's profile Send private message
flopperr999
Secret Agent
Secret Agent


Joined: 11 Apr 2008
Posts: 337
Location: USA

 PostPosted: Thu Apr 17, 2008 1:41 pm    Post subject: Reply with quote Back to top

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?
 
View user's profile Send private message
Dragonsbrethren
Hacker
Hacker


Joined: 23 Mar 2007
Posts: 3058

 PostPosted: Thu Apr 17, 2008 8:11 pm    Post subject: Reply with quote Back to top

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.
 
View user's profile Send private message
flopperr999
Secret Agent
Secret Agent


Joined: 11 Apr 2008
Posts: 337
Location: USA

 PostPosted: Fri Apr 18, 2008 12:44 pm    Post subject: Reply with quote Back to top

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!
 
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    ShootersForever.com Forum Index -> Mapping and Modelling All times are GMT - 8 Hours
Goto page 1, 2  Next
Page 1 of 2

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum

Cobalt 2.0 BB theme/template by Jakob Persson.
Copyright © 2002-2004 Jakob Persson


Powered by BB © 01, 02 BB Group

 


Please Visit My Other Sites: GoldenEyeForever.com | GrandTheftAutoForever.com

Got kids? Check out my Dora The Explorer site with games and coloring pages!

Our forums feature Nintendo 64 games, GoldenEye 007 N64 New Maps and Missions, GoldenEye Cheats, N64 Emulator, Gameshark, GoldenEye Multiplayer and more!

[ Privacy Policy ]