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 Post subject: entdata help!
PostPosted: Tue Jan 04, 2011 9:08 pm 
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hey eveybody,
im working on my map and im using alot alot of npc_maker for making npc and know my map crash because im having the entdata full168% .. is there any way i can create npcs in a way that i can save entdata?


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 Post subject: Re: entdata help!
PostPosted: Tue Jan 04, 2011 9:34 pm 
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npc_maker is bad, use npc_template_maker or point_templates to spawn them, point_template could also help you with your entdata problem since you can use it to spawn a whole bunch of npcs at once instead of placing a npc maker for each.

Point_template pretty much allows you to spawn as many at once as you want, just give all the npcs the same targetname.

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 Post subject: Re: entdata help!
PostPosted: Tue Jan 04, 2011 11:14 pm 
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and how can i use the npc_template that it will spawn one npc in every point for one time just like the way im using the npc_maker


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 Post subject: Re: entdata help!
PostPosted: Wed Jan 05, 2011 1:07 am 
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I'm pretty sure the npc_template_maker has a box where you can type the target name of an info_npc_maker_spawnpoint or something like that, I forgot the entity name but it allows you to make ONE npc_temp_maker to spawn an npc at different spots


EDIT: I hope what you're looking for is something like this?



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 Post subject: Re: entdata help!
PostPosted: Wed Jan 05, 2011 1:25 am 
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^info_npc_spawn_destination

So if you wanted one npc_template_maker spawning one template of an npc in 10 different places, you'd have:

10x info_npc_spawn_destinations all named the same and then that name needs to be added to the object properties of the npc_template_maker.

Set a re-use delay so the destinations disable for a short while giving the other destinations a chance to be used.

And just Enable the maker.

(That means they spawn in randomly)

If you want them spawned specifically in order on each destination, you may be able to change the name of the destination to another name ie 'dest 2' and so on via inputs and outputs.

Or scrap the above and use point_template and entity makers.

Also don't worry to much most of my maps average anything from 120% to 150% entdata, (Its just an old hammer limit not really relevant to today's current build of the source engine and clients hardware).

Edit: damn Axels pic didn't load when I first read, ninja'd I guess.

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 Post subject: Re: entdata help!
PostPosted: Thu Jan 06, 2011 1:16 pm 
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thank you but im still dont understanding how can i make the npc_template to create one npc for every point for one time
this is example of what i done with the npc_maker
http://img513.imageshack.us/i/blackx.png
i maked a trigger that will active the npc_makers i made in the other side of the wall and in every point i maked npc_maker it creating one npc.. that what i want to do with the npc_template..


2.new qeuestion ..
how can i make trigger hurt kill only players and not npcs?
because it killing my npc and its stucking the level..

sorry for my bad english :P


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 Post subject: Re: entdata help!
PostPosted: Thu Jan 06, 2011 5:14 pm 
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Ok firstly from what I can tell you're relatively new to Hammer, so I think for npcs you should study this example:

Basic NPCs
http://raegquit.com/Tysn/Tutorials/pref ... c_npcs.rar

You can read about this and many more here:
viewtopic.php?f=6&t=3409

And lastly as for your trigger hurt, you need to select the trigger then open its objectproperties and click on the 'flags tab' and make sure client is the only box checked/ticked.

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 Post subject: Re: entdata help!
PostPosted: Thu Jan 06, 2011 10:58 pm 
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XD im not new to hammer :P
im in 75% of my map and all works perfect but im having problams with the entdata and from what i understand if i will use npc_template_maker insted of npc_maker it will reduce the entdata...
i know how to make with the npc_templete random spawn but i just didnt find any tut how to make it has i want

edit:
thank you!!! it helped me alot!!!!!!!!!!!!!!!!


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 Post subject: Re: entdata help!
PostPosted: Sun Jan 09, 2011 3:36 pm 
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:(
i replaced all the npc_maker and it still crashing "entdadta.." ..
what can i do :|


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 Post subject: Re: entdata help!
PostPosted: Sun Jan 09, 2011 3:40 pm 
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Its crashing?

Post a compile log here please.

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 Post subject: Re: entdata help!
PostPosted: Sun Jan 09, 2011 3:48 pm 
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im using point_template + entity_maker insted of npc_maker
and it didnt helped alot..
im working on synergy and obsidian conflict version for the map
compile log:

** Executing...
** Command: "D:\Steam\SteamApps\igal3781\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "D:\Steam\SteamApps\igal3781\synergy\synergy" "c:\users\igal\documents\syn_blackops19"

Valve Software - vbsp.exe (Jul 7 2010)
4 threads
materialPath: D:\Steam\SteamApps\igal3781\synergy\synergy\materials
Loading c:\users\igal\documents\syn_blackops19.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
material "concrete/ceiling3" not found.
Material not found!: CONCRETE/CEILING3
material "concrete/tile3" not found.
Material not found!: CONCRETE/TILE3
material "js/js_wall_cntrlroom_01" not found.
Material not found!: JS/JS_WALL_CNTRLROOM_01
Could not locate 'GameData' key in d:\steam\steamapps\igal3781\synergy\synergy\gameinfo.txt
Patching WVT material: maps/syn_blackops19/nature/blendpavedirt01_nodetail_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 324 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing c:\users\igal\documents\syn_blackops19.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (676257 bytes)
Error! To use model "models/props_lab/securitybank.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_lab/securitybank.mdl"!
Error! To use model "models/props_lab/citizenradio.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_lab/citizenradio.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3188 texinfos to 1768
Reduced 213 texdatas to 157 (8254 bytes to 6097)
Writing c:\users\igal\documents\syn_blackops19.bsp
7 seconds elapsed

** Executing...
** Command: "D:\Steam\SteamApps\igal3781\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -fast -game "D:\Steam\SteamApps\igal3781\synergy\synergy" "c:\users\igal\documents\syn_blackops19"

Valve Software - vvis.exe (Jul 7 2010)
fastvis = true
4 threads
reading c:\users\igal\documents\syn_blackops19.bsp
reading c:\users\igal\documents\syn_blackops19.prt
2804 portalclusters
7995 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (2)
Optimized: 254774 visible clusters (0.00%)
Total clusters visible: 3359066
Average clusters visible: 1197
Building PAS...
Average clusters audible: 2335
visdatasize:1596724 compressed from 1974016
writing c:\users\igal\documents\syn_blackops19.bsp
3 seconds elapsed

** Executing...
** Command: "D:\Steam\SteamApps\igal3781\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -bounce 2 -noextra -game "D:\Steam\SteamApps\igal3781\synergy\synergy" "c:\users\igal\documents\syn_blackops19"

Valve Software - vrad.exe SSE (Jul 7 2010)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']

Loading c:\users\igal\documents\syn_blackops19.bsp
Setting up ray-trace acceleration structure... Done (4.18 seconds)
11585 faces
7 degenerate faces
8443244 square feet [1215827200.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
11578 patches before subdivision
185238 patches after subdivision
223 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (19)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (57)
transfers 28065540, max 1419
transfer lists: 214.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(111579, 87386, 71046)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(16352, 11834, 8764)
Build Patch/Sample Hash Table(s).....Done<0.1142 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (21)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (32)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 185/1024 8880/49152 (18.1%)
brushes 1721/8192 20652/98304 (21.0%)
brushsides 11480/65536 91840/524288 (17.5%)
planes 7214/65536 144280/1310720 (11.0%)
vertexes 18736/65536 224832/786432 (28.6%)
nodes 6904/65536 220928/2097152 (10.5%)
texinfos 1768/12288 127296/884736 (14.4%)
texdata 157/2048 5024/65536 ( 7.7%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 11585/65536 648760/3670016 (17.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 5864/65536 328384/3670016 ( 8.9%)
leaves 7090/65536 226880/2097152 (10.8%)
leaffaces 14220/65536 28440/131072 (21.7%)
leafbrushes 4808/65536 9616/131072 ( 7.3%)
areas 5/256 40/2048 ( 2.0%)
surfedges 79673/512000 318692/2048000 (15.6%)
edges 46680/256000 186720/1024000 (18.2%)
LDR worldlights 223/8192 19624/720896 ( 2.7%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 14/32768 168/393216 ( 0.0%)
waterstrips 1520/32768 15200/327680 ( 4.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 25614/65536 51228/131072 (39.1%)
cubemapsamples 4/1024 64/16384 ( 0.4%)
overlays 27/512 9504/180224 ( 5.3%)
LDR lightdata [variable] 10155464/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1596724/16777216 ( 9.5%)
entdata [variable] 715190/393216 (181.9%) VERY FULL!
LDR ambient table 7090/65536 28360/262144 (10.8%)
HDR ambient table 7090/65536 28360/262144 (10.8%)
LDR leaf ambient 16892/65536 472976/1835008 (25.8%)
HDR leaf ambient 7090/65536 198520/1835008 (10.8%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/27266 ( 0.0%)
pakfile [variable] 561315/0 ( 0.0%)
physics [variable] 676257/4194304 (16.1%)
physics terrain [variable] 2/1048576 begin_of_the_skype_highlighting              2/1048576      end_of_the_skype_highlighting begin_of_the_skype_highlighting              2/1048576      end_of_the_skype_highlighting ( 0.0%)

Level flags = 0

Total triangle count: 32951
Writing c:\users\igal\documents\syn_blackops19.bsp
2 minutes, 16 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "c:\users\igal\documents\syn_blackops19.bsp" "D:\Steam\SteamApps\igal3781\synergy\synergy\maps\syn_blackops19.bsp"


** Executing...
** Command: "C:\Program Files (x86)\Synergy SDK\SynergySDK.exe"
** Parameters: -allowdebug -game "D:\Steam\SteamApps\igal3781\synergy\synergy" +map "syn_blackops19"


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 Post subject: Re: entdata help!
PostPosted: Sun Jan 09, 2011 5:29 pm 
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Not really sure, I'd agree that is higher than I've ever gone:
entdata [variable] 715190/393216 (181.9%) VERY FULL!

I think prehaps you have entities named like: damn_this_is_a_long_name_for_an_entity
and overly complex I/O to end up with entdata like that before you run out of entities.

Dont know what that means:

Could not locate 'GameData' key in d:\steam\steamapps\igal3781\Greenland\Greenland\gameinfo.txt.

And, looking back at your screen shot of hammer I can see two models sticking out in the void between corridors.

Also you have a ton of materials hammer cant see or read.

I'd start by addressing all the niggly little issues hoping it'll eliminate the big issue.

What I'm saying is it may not be ent_data that is your problem.

And lastly I've never compiled a map in synergy, so i can't really help you, as there are bound to be differences in the mods and there sdk's and the problems encountered.

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 Post subject: Re: entdata help!
PostPosted: Sun Jan 09, 2011 5:33 pm 
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igal14 wrote:
Code:
** Executing...
** Command: "D:\Steam\SteamApps\igal3781\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -bounce 2 -noextra -game "D:\Steam\SteamApps\igal3781\Greenland\Greenland" "c:\users\igal\documents\syn_blackops19"


** Executing...
** Command: Copy File
** Parameters: "c:\users\igal\documents\syn_blackops19.bsp" "D:\Steam\SteamApps\igal3781\Greenland\Greenland\maps\syn_blackops19.bsp"


** Executing...
** Command: "C:\Program Files (x86)\Greenland SDK\SynergySDK.exe"
** Parameters: -allowdebug -game "D:\Steam\SteamApps\igal3781\Greenland\Greenland" +map "syn_blackops19"


Greenland? You are using the Greenland SDK? Probably it will makes the crash.

Also i see more things:

Code:
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
material "concrete/ceiling3" not found.
Material not found!: CONCRETE/CEILING3
material "concrete/tile3" not found.
Material not found!: CONCRETE/TILE3
material "js/js_wall_cntrlroom_01" not found.
Material not found!: JS/JS_WALL_CNTRLROOM_01


Go to "Map"/Check for problems and search and fix the problem with the textures. I don´t know what is mat_reduceparticles (maybe you put that in a point_clientcommand?).


Fix the prop_ problems, try using the OC SDK instead of Greenland SDK, and try again.

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