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messed up compile

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1messed up compile Empty messed up compile Sun Jul 14, 2013 4:20 pm

seniormeatbox


Member
Member

as you know im making TheFacility2.0, and ive figured outt he lights, only problem=

only 1 thing will compile
either the transparent walls or the red lights

altogether the compiling freezes on Load_Textures

if there is no solution can anyone compile this map for me?

2messed up compile Empty Re: messed up compile Sun Jul 14, 2013 4:29 pm

Guest


Guest

seniormeatbox wrote:as you know im making TheFacility2.0, and ive figured outt he lights, only problem=

only 1 thing will compile
either the transparent walls or the red lights

altogether the compiling freezes on Load_Textures

if there is no solution can anyone compile this map for me?
Compiler log required, what entities are you using for lights? You know all you need to do is use normal light entitie but use codes for the colors.

3messed up compile Empty Re: messed up compile Sun Jul 14, 2013 4:35 pm

seniormeatbox


Member
Member

FRiiZYDuDE wrote:
seniormeatbox wrote:as you know im making TheFacility2.0, and ive figured outt he lights, only problem=

only 1 thing will compile
either the transparent walls or the red lights

altogether the compiling freezes on Load_Textures

if there is no solution can anyone compile this map for me?
Compiler log required, what entities are you using for lights? You know all you need to do is use normal light entitie but use codes for the colors.

thats the problem.

the NZP FGD doesnt have coloured lights, but it has transparent walls
HL.FGD has coloured lights, but not trans walls

it used to allow me to run both of the FGD's at once but now for some reason it only compiles with one of the FGD's

4messed up compile Empty Re: messed up compile Sun Jul 14, 2013 4:38 pm

Guest


Guest

seniormeatbox wrote:
FRiiZYDuDE wrote:
seniormeatbox wrote:as you know im making TheFacility2.0, and ive figured outt he lights, only problem=

only 1 thing will compile
either the transparent walls or the red lights

altogether the compiling freezes on Load_Textures

if there is no solution can anyone compile this map for me?
Compiler log required, what entities are you using for lights? You know all you need to do is use normal light entitie but use codes for the colors.

thats the problem.

the NZP FGD doesnt have coloured lights, but it has transparent walls
HL.FGD has coloured lights, but not trans walls

it used to allow me to run both of the FGD's at once but now for some reason it only compiles with one of the FGD's

OMG all you need to do is use the default light entity and give it color codes, I don't them exact but use light_environment, select a color from its brightness, copy it, make a light entite and paste it in there, last one is how bright it is, you don't need to use the HL FGD......

Also you call other ppl idiots who need help mapping.....

5messed up compile Empty Re: messed up compile Sun Jul 14, 2013 5:21 pm

jastolze

jastolze
Administrator
Administrator

FRiiZYDuDE wrote:
seniormeatbox wrote:
FRiiZYDuDE wrote:
seniormeatbox wrote:as you know im making TheFacility2.0, and ive figured outt he lights, only problem=

only 1 thing will compile
either the transparent walls or the red lights

altogether the compiling freezes on Load_Textures

if there is no solution can anyone compile this map for me?
Compiler log required, what entities are you using for lights? You know all you need to do is use normal light entitie but use codes for the colors.

thats the problem.

the NZP FGD doesnt have coloured lights, but it has transparent walls
HL.FGD has coloured lights, but not trans walls

it used to allow me to run both of the FGD's at once but now for some reason it only compiles with one of the FGD's

OMG all you need to do is use the default light entity and give it color codes, I don't them exact but use light_environment, select a color from its brightness, copy it, make a light entite and paste it in there, last one is how bright it is, you don't need to use the HL FGD......

Also you call other ppl idiots who need help mapping.....

Congrats on your 666th post. Now, where did I put that holy water at???

6messed up compile Empty Re: messed up compile Sun Jul 14, 2013 5:50 pm

seniormeatbox


Member
Member

FRiiZYDuDE wrote:
seniormeatbox wrote:
FRiiZYDuDE wrote:
seniormeatbox wrote:as you know im making TheFacility2.0, and ive figured outt he lights, only problem=

only 1 thing will compile
either the transparent walls or the red lights

altogether the compiling freezes on Load_Textures

if there is no solution can anyone compile this map for me?
Compiler log required, what entities are you using for lights? You know all you need to do is use normal light entitie but use codes for the colors.

thats the problem.

the NZP FGD doesnt have coloured lights, but it has transparent walls
HL.FGD has coloured lights, but not trans walls

it used to allow me to run both of the FGD's at once but now for some reason it only compiles with one of the FGD's

OMG all you need to do is use the default light entity and give it color codes, I don't them exact but use light_environment, select a color from its brightness, copy it, make a light entite and paste it in there, last one is how bright it is, you don't need to use the HL FGD......

Also you call other ppl idiots who need help mapping.....

can i have the color codes?

7messed up compile Empty Re: messed up compile Sun Jul 14, 2013 6:21 pm

CaptainMappy

CaptainMappy
Member
Member

[quote="seniormeatbox"]
FRiiZYDuDE wrote:
seniormeatbox wrote:
FRiiZYDuDE wrote:
seniormeatbox wrote:as you know im making TheFacility2.0, and ive figured outt he lights, only problem=

only 1 thing will compile
either the transparent walls or the red lights

altogether the compiling freezes on Load_Textures

if there is no solution can anyone compile this map for me?
Compiler log required, what entities are you using for lights? You know all you need to do is use normal light entitie but use codes for the colors.

thats the problem.

the NZP FGD doesnt have coloured lights, but it has transparent walls
HL.FGD has coloured lights, but not trans walls

it used to allow me to run both of the FGD's at once but now for some reason it only compiles with one of the FGD's

OMG all you need to do is use the default light entity and give it color codes, I don't them exact but use light_environment, select a color from its brightness, copy it, make a light entite and paste it in there, last one is how bright it is, you don't need to use the HL FGD......

Also you call other ppl idiots who need help mapping.....

can i have the color codes?[/quote


usually the colors on anything are rgb or red green blue.

the first 3 numbers - red the next 3 - green - and the last 3 are blue. You may notice a last set of numbers. That is the brightness of the light.

Your welcome.

8messed up compile Empty Re: messed up compile Sun Jul 14, 2013 7:00 pm

Guest


Guest

CaptainMappy wrote:
seniormeatbox wrote:
FRiiZYDuDE wrote:
seniormeatbox wrote:
FRiiZYDuDE wrote:
seniormeatbox wrote:as you know im making TheFacility2.0, and ive figured outt he lights, only problem=

only 1 thing will compile
either the transparent walls or the red lights

altogether the compiling freezes on Load_Textures

if there is no solution can anyone compile this map for me?
Compiler log required, what entities are you using for lights? You know all you need to do is use normal light entitie but use codes for the colors.

thats the problem.

the NZP FGD doesnt have coloured lights, but it has transparent walls
HL.FGD has coloured lights, but not trans walls

it used to allow me to run both of the FGD's at once but now for some reason it only compiles with one of the FGD's

OMG all you need to do is use the default light entity and give it color codes, I don't them exact but use light_environment, select a color from its brightness, copy it, make a light entite and paste it in there, last one is how bright it is, you don't need to use the HL FGD......

Also you call other ppl idiots who need help mapping.....

can i have the color codes?[/quote


usually the colors on anything are rgb or red green blue.

the first 3 numbers - red the next 3 - green - and the last 3 are blue. You may notice a last set of numbers. That is the brightness of the light.

Your welcome.

Very good pl0xy.

9messed up compile Empty Re: messed up compile Sun Jul 14, 2013 8:53 pm

seniormeatbox


Member
Member

OK, the lights are figured out, and i remember the problem!


the compiler stops at
Load_texture


it doesnt show up in the .log so i cant really show it to you besides doing this


messed up compile Untitl10

10messed up compile Empty Re: messed up compile Mon Jul 15, 2013 8:07 am

Guest


Guest

That's weird, send me the map and the textures from the map. (Use GFScape to get the textures out of the map and put them into a new wad in Wally.) It shouldn't just crash, it should just give an error in the compiler... You're using the new compilers right?

11messed up compile Empty Re: messed up compile Tue Jul 16, 2013 5:46 pm

seniormeatbox


Member
Member

we got a new error

Didn't split the polygon near (1872 824 -309), stripewall

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