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HoverFrog
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Posted: 16th Nov 2003 07:20
Does anyone have an idea how to create a bsp file world that would be easily importable in dbpro ???
CattleRustler
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Posted: 16th Nov 2003 07:24
Valve Hammer editor 3.4
Read Ultimate BSP thread in 3D Forum for setup instructions
Also get WALLY for textures

-RUST-
HoverFrog
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Posted: 16th Nov 2003 07:28
Thanks Rust I'll do that...
CattleRustler
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Posted: 16th Nov 2003 09:29
no problem
post-up if you have any issues

-RUST-
HoverFrog
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Posted: 16th Nov 2003 19:17
Hi Rust.

I am following the instructions in the ultimate bsp thread to configure hammer.
What would be the latest version of halflife_3x.fgd ? The one that came with hammer 3.4 says march 31 2002. I downloaded one from this site :

http://www.edgefiles.com/file.x?id=/hlgaming.com/polymorph/fgd/hlFGD.zip

witch was saying that it was made on june 2002 but when i downloaded it i found out that it was created in 2001.
Would it be the last one and is it crucial to get the last one ???

+ Is it OK if it is located in \tools\halflife or does it have to be located in the \tools folder ?

Thanks in advance for your tips, i'm just trying to do things right.
CattleRustler
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Posted: 16th Nov 2003 19:50 Edited at: 16th Nov 2003 19:57
you can place the fgd you downloaded in the same folder as the existing one. mine is located in \VHE34\fgd\half-life folder

also when you get to the point of trying to load a bsp in dbp you may get a black screen. If this happens use wally to extract the used bsp textures into your dbp exe's directory, as 8bit tga files. So in your game dir you need

Your exe
any associated media (ie wav,bmp etc)
the bsp file
the bsp's pts file (not sure this is necessary but it gets rebuilt when bsp is recompiled)
the Wad file your using for textures
the tga files from the wad file

gl

-RUST-
HoverFrog
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Posted: 16th Nov 2003 19:56
Thanks.
CattleRustler
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Posted: 16th Nov 2003 19:57
hover reread the edit - we posted at same time

-RUST-
HoverFrog
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Posted: 16th Nov 2003 21:01
Check...
CattleRustler
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Posted: 16th Nov 2003 21:22


-RUST-
HoverFrog
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Posted: 18th Nov 2003 03:21
Hi Rust.

Hope I can still bother you a bit with my questions... You seem pretty knowledgable with that Hammer stuff.

The configuration seems to work fine I don't get any error message when compiling the example that was in the post except that it tells me that I don't have any lights. The reason is I don't have any entities. I click the entity tool (or Shift_e) the combo Box 'Primitive' shows (entities) but there is nothing in the other combo box below.
HoverFrog
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Posted: 18th Nov 2003 04:15
Huh... I found out I forgot to put the .FGD File in the Game Data Files box. Works fine now.
CattleRustler
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Posted: 18th Nov 2003 04:54
sweet.
Yeah you need 1 light entity to load the map in dbp, but you need not add a player start entity.

good luck

-RUST-
HoverFrog
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Posted: 18th Nov 2003 05:06
I added a light and a player start entity, compiles fine. I am trying to use it in DBP with .bsp,.pts, .wad and .tga. Getting a black screen, still working on it, do you have to position the camera or will it position itself at the player start position ??
CattleRustler
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Posted: 18th Nov 2003 17:02
Play around with this code. Replace with your bsp, and rem out my 3ds object 3. This utilizes Mouse-Look using 2 dummy objects, one for bsp collision, one for regular collision - the camera is latched on to these two objects. Let me know if this works for you. Also, in your bsp, make sure everything is ungrouped.



-RUST-
HoverFrog
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Posted: 18th Nov 2003 17:33
I tried your code with my bsp and i only get the loading message (waited for several minutes) i also tried with the ikzdm1.bsp file that came with the tutorial and it loads it in a few seconds.
I also ungrouped the box...

Note: the .pts file is 0 byte is that normal?
CattleRustler
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Posted: 18th Nov 2003 18:05
0 byte is ok - the file is probably not necessary to be in the dir. Are you saying a diffent bsp works ok but your doesn't? If that is the case then I would go back and double check all settings in vhe according to BSP Thread, then recompile your map - when the compiler finishes read it slowly and thoroughly to make sure each of the four compile operations completed and the copy-over worked as well. Below is an output of what a successful compile should look like...



-RUST-
HoverFrog
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Posted: 18th Nov 2003 19:05
Here is my compile output, looks pretty much like yours.


** Executing...
** Command: C:\VHE34\tools\hlcsg.exe
** Parameters: c:\vhe34\maps\openbox

hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
----- BEGIN hlcsg -----
Command line: C:\VHE34\tools\hlcsg.exe c:\vhe34\maps\openbox
Entering c:\vhe34\maps\openbox.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 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
50%... (0.00 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
50%... (0.02 seconds)

Using Wadfile: \vhe34\tools\halflife.wad
- Contains 2 used textures, 100.00 percent of map (3116 textures in wad)

Texture usage is at 0.03 mb (of 4.00 mb MAX)
0.06 seconds elapsed

----- END hlcsg -----




** Executing...
** Command: C:\VHE34\tools\hlbsp.exe
** Parameters: c:\vhe34\maps\openbox

hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
----- BEGIN hlbsp -----
Command line: C:\VHE34\tools\hlbsp.exe c:\vhe34\maps\openbox

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 ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)


BSP generation successful, writing portal file 'c:\vhe34\maps\openbox.prt'
0.06 seconds elapsed

----- END hlbsp -----




** Executing...
** Command: C:\VHE34\tools\hlvis.exe
** Parameters: c:\vhe34\maps\openbox

hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
----- BEGIN hlvis -----
Command line: C:\VHE34\tools\hlvis.exe c:\vhe34\maps\openbox
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: 1
g_visdatasize:3 compressed from 1
0.02 seconds elapsed

----- END hlvis -----




** Executing...
** Command: C:\VHE34\tools\hlrad.exe
** Parameters: c:\vhe34\maps\openbox

hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
----- BEGIN hlrad -----
Command line: C:\VHE34\tools\hlrad.exe c:\vhe34\maps\openbox

-= Current hlrad 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 ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[ off ] [ off ]
rgb transfers [ off ] [ off ]


[Reading texlights from 'C:\VHE34\tools\lights.rad']
[1 texlights parsed from 'C:\VHE34\tools\lights.rad']

24 faces
Create Patches : 320 base patches
0 opaque faces
4778 square feet [688128.00 square inches]
1 direct lights

BuildFacelights:
20%...50%...70%... (0.03 seconds)
visibility matrix : 0.0 megs
BuildVisLeafs:
(0.02 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.03 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
Transfer Lists : 84992 : 84.99k transfers
Indices : 2112 : 2.06k bytes
Data : 339968 : 332.00k bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.03 seconds)
FinalLightFace:
20%...50%...70%... (0.16 seconds)
0.31 seconds elapsed

----- END hlrad -----




** Executing...
** Command: Copy File
** Parameters: "c:\vhe34\maps\openbox.bsp" "C:\VHEMAPS\openbox.bsp"


** Executing...
** Command: Copy File
** Parameters: "c:\vhe34\maps\openbox.pts" "C:\VHEMAPS\openbox.pts"
HoverFrog
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Posted: 18th Nov 2003 19:06
Sorry for the long post, I guess i do not know how to add the code snippet thigny ...
HoverFrog
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Posted: 18th Nov 2003 19:08
Here it is, I hope....
CattleRustler
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Posted: 18th Nov 2003 20:30
ok, the output is ok.

whoops! are you using....

Latest DBP Update
Latest DBP-IDE update
DirectX 9.0b
Latest drivers for your video card

please verify all of this first - this is the first thing I should have asked you. me=stupid

-RUST-
HoverFrog
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Posted: 18th Nov 2003 21:18
DBP 1.051
IDE 1.0.9.2
DirectX 9.0b
Pentium IV 1.8 GHz
Win XP Home sp1 (updated)
ATI Radeon 7500 - Just updated the drivers

I think it loads the bsp cause the program does not stop at the line Load bsp but it does not display it. Do you have to use textures sized 2,4,8,16,32,64 etc ?

That black screen is making Homer something something...
CattleRustler
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Posted: 18th Nov 2003 22:07 Edited at: 18th Nov 2003 22:09
you should use square textures like 64x64 etc, not higher than 256 from what I have read. it seems like you have everything setup correctly - now I am pissed.

as a test, see if you can load a bsp from a game (preferably halflife) into your dbp app and see if that shows up. I was able to do this at first without a problem before I tried making my own in vhe.

let me know.

edit: you will need to copy the bsp and the halflife wad to your game dir and extract the textures using wally

Where is APEXnow, now?

-RUST-
HoverFrog
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Posted: 20th Nov 2003 22:44
Hi Rust.

I put another solid in my room and BINGO. I also get a good 300 FPS. I only have the .bsp and the .wad file included in the folder, no need for the .tga.

Thanks for your help, really appreciate.
CattleRustler
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Posted: 20th Nov 2003 22:48
well, glad it's working! thats funny about the tga thing, I am not sure if that was resolved or not...

me=stupid
me=forgetful

anyway good luck


-RUST-

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