structures

structures

Re: structures Posted by mammba on Mon Jun 12th 2006 at 11:25am
mammba
33 posts
Posted 2006-06-12 11:25am
mammba
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33 posts 3 snarkmarks Registered: Mar 23rd 2006 Occupation: Working in a TV station Location: Norway
Hey again ! Yet another problem have accured =/

When you sit in the commandchair, and look at the map from above, you are
able to build structures ON TOP off the wall !! And the structures can be buildt from the inside to ! That means that the Marines are able to get OUTSIDE the map (witch i dont want ofc!)
Do i have to make a func_nobuild for every wall i make ore something ???

I'll uppload a picture to show what i mean! =P

http://home.no/artimes/artimes/build.jpg

Thanks ! http://home.no/artimes/artimes/
Re: structures Posted by Orpheus on Mon Jun 12th 2006 at 11:53am
Orpheus
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Posted 2006-06-12 11:53am
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Explain to my old tired self. What game is that?

The best things in life, aren't things.
Re: structures Posted by mammba on Mon Jun 12th 2006 at 11:59am
mammba
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Posted 2006-06-12 11:59am
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Natural-Selection
Re: structures Posted by Pvt.Scythe on Mon Jun 12th 2006 at 12:04pm
Pvt.Scythe
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Posted 2006-06-12 12:04pm
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Can I see a screenshot of that area in the editor? That's not intended behaviour...
''Everyone wades in s**t until they're competent enough to walk on it. Jesus style.''
Dystopia - Empires
Re: structures Posted by mammba on Mon Jun 12th 2006 at 12:08pm
mammba
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Posted 2006-06-12 12:08pm
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Re: structures Posted by Pvt.Scythe on Mon Jun 12th 2006 at 1:16pm
Pvt.Scythe
730 posts
Posted 2006-06-12 1:16pm
730 posts 113 snarkmarks Registered: Sep 19th 2004 Occupation: student Location: Finland
What's that dark gray texture you're using? And I hope that map is not boxed in a gigantic cube...
''Everyone wades in s**t until they're competent enough to walk on it. Jesus style.''
Dystopia - Empires
Re: structures Posted by mammba on Mon Jun 12th 2006 at 1:30pm
mammba
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Posted 2006-06-12 1:30pm
mammba
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33 posts 3 snarkmarks Registered: Mar 23rd 2006 Occupation: Working in a TV station Location: Norway
That would be the null texture that YOU recomended when i asked for help with my "texture problem" =P
Re: structures Posted by Pvt.Scythe on Mon Jun 12th 2006 at 2:42pm
Pvt.Scythe
730 posts
Posted 2006-06-12 2:42pm
730 posts 113 snarkmarks Registered: Sep 19th 2004 Occupation: student Location: Finland
I see. I haven't seen that variant before, but then again any texture
with the name "null" serves the purpose. Is this the only problem area?
Since if your map is not boxed in then I'd like to see the editorview
points(the ones with grid) from this area.
''Everyone wades in s**t until they're competent enough to walk on it. Jesus style.''
Dystopia - Empires
Re: structures Posted by Biological Component on Mon Jun 12th 2006 at 6:37pm
Posted 2006-06-12 6:37pm
500 posts 90 snarkmarks Registered: Apr 7th 2004 Location: USA
I've prolly spent more hours playing NS than any other online game. Unfortunately I have spent 0 hours mapping for it. Which leads me to the question of why I'm posting this...

Although I am very curious about this 'building outside the map' thing...
Re: structures Posted by mammba on Mon Jun 12th 2006 at 11:49pm
mammba
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Posted 2006-06-12 11:49pm
mammba
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33 posts 3 snarkmarks Registered: Mar 23rd 2006 Occupation: Working in a TV station Location: Norway
Ah ok, it probably is because of the box I've put around ! (YES i know im not
supos to, but what can u do when u have tryde to find those damn leaks for
"10 years", and tryed every method ever written on the nett without any success? =P
I guess i HAVE to fix them somehow, but the coordinats given in the logg seams to be way out of line ! Cause the log says the leak is in the midle of a room, with no brush anywhere near it. So.. i dunno.. =P

Either someone here know of a very smart method that is effective, ore I?ll just give up mapping =P Cause this sux =) =D
Re: structures Posted by fishy on Tue Jun 13th 2006 at 12:53am
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Posted 2006-06-13 12:53am
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imagine that all the entities in your map spray out water. when there is a leak, the log tells you that water is escaping, and give you the co-ordinates of the entity that the water is coming from .

map>load pointfile will draw a red line in the editor (hammer3.5) that starts at the entity. follow the line until you see where it leaves the map.
i eat paint
Re: structures Posted by mammba on Tue Jun 13th 2006 at 2:38am
mammba
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Posted 2006-06-13 2:38am
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Ok, well that makes sence... but the lines dont go to any entity!... and they go straight through brushes aswell (brushed that have not been cut or carved) .. and that does NOT make sence (to me atleast)
Re: structures Posted by Crono on Tue Jun 13th 2006 at 4:05am
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Posted 2006-06-13 4:05am
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They could be non-world brushes against the void. (Which you cannot do, since there is no sealing hull for which the game can render inside of! How else would it know the bounds?)
Blame it on Microsoft, God does.
Re: structures Posted by mazemaster on Tue Jun 13th 2006 at 5:06am
mazemaster
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Posted 2006-06-13 5:06am
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Hammre can only load a certain maximum number of points. If the pointfile has more points than WC can handle, then Hammre will just eliminate the extra points at random. For example, the line of points 1 -> 2 -> 3 -> 4 might become 1 -> 4 when viewed in the editor. If Hammre drops points that are near where your wall is, it can appear that the pointfile is going through a solid worldbrush wall.

You can see the full pointfile loading up HL and adding the command -particles 80000 (or some other huge number), and then reloading the map and doing pointfile 1. (and noclip to fly around)
http://maze5.net
Re: structures Posted by Orpheus on Tue Jun 13th 2006 at 11:41am
Orpheus
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Posted 2006-06-13 11:41am
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
whispers

I might be wrong but particles was one of the few commands that needed a + sign?? "+particles 80000"

Been to long. /Me can't remember.

The best things in life, aren't things.
Re: structures Posted by Pvt.Scythe on Tue Jun 13th 2006 at 11:51am
Pvt.Scythe
730 posts
Posted 2006-06-13 11:51am
730 posts 113 snarkmarks Registered: Sep 19th 2004 Occupation: student Location: Finland
What kind of a roof/ceiling you have in that area?
''Everyone wades in s**t until they're competent enough to walk on it. Jesus style.''
Dystopia - Empires
Re: structures Posted by mammba on Tue Jun 13th 2006 at 1:54pm
mammba
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Posted 2006-06-13 1:54pm
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The problem is that i cant start up the map, cause the game only crashes !
What kind of roof ? Hmm.. I'll load up some pictures !

Outside: http://home.no/artimes/artimes/Outside.jpghttp://home.no/artimes/artimes/Outside.jpg
Inside: http://home.no/artimes/artimes/Inside.jpghttp://home.no/artimes/artimes/Inside.jpg

(The lines stop on, or INSIDE the roof brush)
And typeing that +/-particles 80000 did not make a difference ! =P
Re: structures Posted by Pvt.Scythe on Tue Jun 13th 2006 at 2:34pm
Pvt.Scythe
730 posts
Posted 2006-06-13 2:34pm
730 posts 113 snarkmarks Registered: Sep 19th 2004 Occupation: student Location: Finland
Hmm... Have you tried the 'big block' method on finding that leak? If you don't know what it is then do the following:

1)Make a big cube brush and block one area at a time from your map.

2)Compile the map

3)If the leak persists, increase the size of the cube.

4)If the leak dissappears, decrease the size of the cube.

5)Repeat(by moving the cube at times) until you find the leak point.

I've found this method far more easier than following the particle line within HL(or in Hammer).
''Everyone wades in s**t until they're competent enough to walk on it. Jesus style.''
Dystopia - Empires
Re: structures Posted by Orpheus on Tue Jun 13th 2006 at 9:41pm
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Posted 2006-06-13 9:41pm
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mammba said:
And typeing that +/-particles 80000 did not make a difference ! =P
In what?

You have to put the option in the command line. You cannot just type it anyplace you know. :razz:

You need to:

Right click on your HL.exe and add it to the commandline options in properties.. (TARGET)

The best things in life, aren't things.
Re: structures Posted by mammba on Wed Jun 14th 2006 at 2:36am
mammba
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Posted 2006-06-14 2:36am
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33 posts 3 snarkmarks Registered: Mar 23rd 2006 Occupation: Working in a TV station Location: Norway
Ok, guess I'll have to try that method then ! Hmm... I will be about 80 years
old when this map is done, cause it takes forever to compile the map once!
(Its huge) =P

I typed that +Particles in the compile thingy (Additional Game Parameters:) ..
Guess i did it wrong then =P
But when i right click on HL.exe, there is no commandline there :confused:
Only: "name of the file" "file version" "subject" "author" "compabillity" "keyword" "comment"
Re: structures Posted by Pvt.Scythe on Wed Jun 14th 2006 at 6:27am
Pvt.Scythe
730 posts
Posted 2006-06-14 6:27am
730 posts 113 snarkmarks Registered: Sep 19th 2004 Occupation: student Location: Finland
You'll have to create a shortcut for it. And then add that +particles
into it. Or you can run it from command prompt(I don't advice this for
people that have never used it before).
''Everyone wades in s**t until they're competent enough to walk on it. Jesus style.''
Dystopia - Empires
Re: structures Posted by mammba on Wed Jun 14th 2006 at 7:09am
mammba
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Posted 2006-06-14 7:09am
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33 posts 3 snarkmarks Registered: Mar 23rd 2006 Occupation: Working in a TV station Location: Norway
Ok, I tryed the box method, and it worked (kind of)
Cause now i see i got leaks all ower, witch i think is strange, cause I always
got "snap to grid" ON, but the walls leak anyways.. and i cant understand why.
Mabye its just will be easyer to start the map all ower again, but i bet the same problem will accure allong the way.

If i build a simple room (like the cube i boxed the map in with) It will be allright!
But the second I splitt a wall up, to make a door ore whatever, it leaks nomater how simple i keep it.

So, mabye I'll just give up that map.
Re: structures Posted by M_Gargantua on Wed Jun 14th 2006 at 3:14pm
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Posted 2006-06-14 3:14pm
50 posts 5 snarkmarks Registered: Dec 12th 2004 Location: Someplace else
easier then the bigbox method is to load the yourmapname.lin and go to where the line is pink, then following it to where its red, then following that until it gets inside the level.

it works better then the .pts file becasue the way hammer renders the .pts information makes it a bit hard to follow.

and if its going through a wall, thats because the wall is an entity. you might have tied it to a func_wall or some other entity by accident (or on purpose if you didn't know entities cause leaks). select it and press to world on the side of your screen.

and if after that they're still walking through your walls, make sure their spawn points aren't in the ground. If that checks out then put clip brushes over your walls.
Re: structures Posted by mammba on Thu Jun 15th 2006 at 8:09am
mammba
33 posts
Posted 2006-06-15 8:09am
mammba
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33 posts 3 snarkmarks Registered: Mar 23rd 2006 Occupation: Working in a TV station Location: Norway
M_Gargantua said:
and if its going through a wall, thats because the wall is an entity. you might have tied it to a func_wall or some other entity by accident (or on purpose if you didn't know entities cause leaks). select it and press to world on the side of your screen.
That does not include func_seetrough does it ? Cause if it does, the commander cans see through the roof, and woant be able to put out structures etc. ! =P

Guess I'll just have to go through the walls an check then =P =D
Re: structures Posted by Pvt.Scythe on Thu Jun 15th 2006 at 11:50am
Pvt.Scythe
730 posts
Posted 2006-06-15 11:50am
730 posts 113 snarkmarks Registered: Sep 19th 2004 Occupation: student Location: Finland
It means all entities... :smile: The commander can see through the ceiling
as the surfaces on the side of the void get removed in compile process.
func_seetrough is for things that are inside the hull of the map and
being in the way.
''Everyone wades in s**t until they're competent enough to walk on it. Jesus style.''
Dystopia - Empires
Re: structures Posted by mammba on Fri Jun 16th 2006 at 10:39am
mammba
33 posts
Posted 2006-06-16 10:39am
mammba
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33 posts 3 snarkmarks Registered: Mar 23rd 2006 Occupation: Working in a TV station Location: Norway
Ah, ok =) I tryed it, and it workd =) No wonder my map was leaking, i had put "func_seetrough" on every roof-brush :rolleyes: hehe =)
And now what the box around my map is gone, some other problems
disappeard with it =D So thanks !! =D

PS: Pvt.Scythe, you should make a "Is this the awnser to your problem" thingy =P =)
Re: structures Posted by Pvt.Scythe on Fri Jun 16th 2006 at 10:47am
Pvt.Scythe
730 posts
Posted 2006-06-16 10:47am
730 posts 113 snarkmarks Registered: Sep 19th 2004 Occupation: student Location: Finland
I've got so many answers here... Oh well, I'll might as well set
this one as the "possible solution". I hope that the search function
will work with this one. :biggrin:

edit: or whatever. The most important thing is that you got it sorted out. :biggrin:
''Everyone wades in s**t until they're competent enough to walk on it. Jesus style.''
Dystopia - Empires