I.....dislike Hammer. Still having prop_Static problems


SimonS
11-03-2005, 12:02 PM
After crash after crash from hammer and hl2.exe I start working with hammer. I had problems with props. I place them in hammer and run my map in game. Then most of the props don't even bothering appearing in game which is REALLY frustrating when it does it for no reason and randomly.

So I uninstall hammer and the sourcesdk to try and fix it.

With a newly installed sdk I fire up hammer and work on my map. I place spot lights around a brush, compile and run in game
OH LOOK, 95% of the spot lights didn't even :donrluvs::donrluvs::donrluvs::donrluvs:ing show up in game.


Compile log is fine and the problem menu in hammer shows no problems, so I really have no idea what so ever why it's bollocking me around, it's really irritating and it's putting me off mapping, especially after constant problems and unneeded crashes



Here have a picture
http://img24.imageshack.us/img24/6370/howdolights6ur.jpg

Ca-Chicken-Soup
11-03-2005, 12:15 PM
Ok lets see... Try making a very simple box map (4 walls, floor, roof and spawn + prop or spot light) to test out the problem, I've never used that camera function and not sure if it has limitations. Sure there's no leaks? I know you said theres no problems in the log but maybe just post it anways, you might be running RAD or something funny. You haven't messed with any folder settings and whatnot? Hammer should do it all automaticaly.

SimonS
11-03-2005, 12:28 PM
RAD is running on the fast setting IIRC. I doubt the camera setting would affect the props.......Or would it, good ol' hammer.

IR
11-03-2005, 10:01 PM
your prolly not seeing your models because of the fade distance you set

prop static properties:

start fade dist/ -1

end fade dist/ 0

later on you might actually want to put some real values there for preformance but try it first, and i sugest turning the fade dist. helper off when moving statics ( its the litle round ball button next to the compile button)

SimonS
11-04-2005, 12:44 AM
I would try and take your advice, but now hammer is crashing when I try to load it up :rolleyes:

GOOD OL HAMMER

travis
11-04-2005, 01:24 AM
ahhh looks like a rather obvious problem you are having there. let me guess you are using model props_c17/lamp_standard_off01.mdl ?
If that is infact the case you cant use it as a static prop, it can only be used as a prop_physics/physicsmultiplayer and you may be able to use it as prop_dynamic.. unsure tho.

SimonS
11-04-2005, 08:18 AM
Originally posted by IR
your prolly not seeing your models because of the fade distance you set

prop static properties:

start fade dist/ -1

end fade dist/ 0

later on you might actually want to put some real values there for preformance but try it first, and i sugest turning the fade dist. helper off when moving statics ( its the litle round ball button next to the compile button)

I have those values set, many people have told me about the fade distances. I really don't think it's the problem though, who knows.


Originally posted by travis
ahhh looks like a rather obvious problem you are having there. let me guess you are using model props_c17/lamp_standard_off01.mdl ?
If that is infact the case you cant use it as a static prop, it can only be used as a prop_physics/physicsmultiplayer and you may be able to use it as prop_dynamic.. unsure tho.


Nope I used 'light_industrialbell01_on.jpg' Then I changed them all to 'light_domelight02_on.mdl' . Still no luck

Thing is though, I used the industrialbell01 model as a spotlight on another map and there was none of this dissappearing crap going on.

PICTURE

http://img47.imageshack.us/img47/8163/mmspaint8hk.jpg

SimonS
11-04-2005, 08:25 AM
Also After I compile a map and run it in game, then quit Half life 2. Hammer crashes, is this just poor programming or what? Or is my hammer buggered, because there's alot of bollocks going on with it at the moment, and it's really really irritant.

travis
11-04-2005, 08:44 AM
Is the origin inside the wall? It can cause problems.

Ginger Lord
11-04-2005, 09:30 AM
Originally posted by SimonS
Also After I compile a map and run it in game, then quit Half life 2. Hammer crashes, is this just poor programming or what? Or is my hammer buggered, because there's alot of bollocks going on with it at the moment, and it's really really irritant.

Mine does that now, I have to close Hammer before I test my maps now.

Another bit of top quality valve programming, breaking something that wasnt broken.

travis
11-04-2005, 09:31 AM
Yeah I get that too now but it works fine when I change the settings of my gfx card to let the app decide on AA and ASF

Ginger Lord
11-04-2005, 10:02 AM
Originally posted by travis
Yeah I get that too now but it works fine when I change the settings of my gfx card to let the app decide on AA and ASF

Fixed mine too, and the problem with the 3D window not refreshing when another window was open over it!

:rolleyes:

SimonS
11-04-2005, 10:02 AM
Originally posted by travis
Is the origin inside the wall? It can cause problems.

Nope, perfectly lined up to the brush, using the smallest grid setting

FuzzDad
11-04-2005, 10:08 AM
The base issues are:

1) The real DoD SDK is not out.
2) The game engine is at a rev BEYOND the current SDK.

Until Valve pushes out the DoD SDK (either in beta or final) you and I and all of us will have problems w/making maps in DoD. I suspect part of the reason that the SDK has not appeared yet is that the internal guys are using, more or less, tools that evolve on a weekly basis as they add "stuff" to both the games and the engine. Trying to herd all those changes into a "final for release" package while continuing to work on DoD, CS, and unnamed projects ahead is probably at the heart of matter. I'll bet a big part of the issue is pure resource driven...there's not enough time right now to stop working on projects to put out a final SDK.

They'll come around to it...PIU has stated they are trying to get a SDK out as soon as they can. Trying to tie all this up and present an integrated and final SDK is time-consuming...must be like herding cats my friends.

Simon...don't get too frustrated...mapping is really hard, there's not a lot of good documentation other than a few fan sites and the wiki and you just can't get good at it overnight. I think mapping in Source is also much harder...the bar has been raised and there's not a lot of people around to tell you how to get over the bar so a LOT of your time will be spent figuring out how textures work, how to smoothly manipulate displacement terrain, how to detail your levels, etc.

A while ago PIU made a simple request to mappers that I think perhaps you and many others have failed to heed. I'm paraphrasing here but forget about detailing your maps when you build them (at first)...just get the layout in and create the map using standard brush sizes. It also doesn't matter what textures you use because it's the gameplay that's truly important. Get the gameplay right and then concentrate on the detail.

SimonS
11-04-2005, 11:16 AM
Thing is, it's not a DoD:S map, it's a normal HL2 map

FuzzDad
11-04-2005, 02:38 PM
You should be up on both wiki and Verc then. There are also places to visit on hlfallout and halflife2.net. Although a good number of mappers here are compentant we're not HL2 SP or HL2DM aware mappers (for the most part).

Pierog
11-06-2005, 01:25 AM
why in the hell are you making an wrestling ring map

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