Hazard Liquid Problems

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WinstonSmith
940 Posts
Posted Nov 26, 2010
Replied 21 hours later

vinivite wrote:
What build-in utility? I already made the custom caption file.

C:\Program Files\Steam\steamapps\\sourcesdk\bin\orangebox\bin\captioncompiler.exe. It's a utility that converts a text file--presumably the captions file you've written--and turns it into the necessary DAT file. Package both with the mod during distribution. Oh, and for the record, the application's command-line.

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vinivite
49 Posts
Posted Nov 27, 2010
Replied 17 hours later
I used the application, and a DAT file appeared on the folder. Ok. Then I started up the game and no subtitles yet. ._.
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Mevious
205 Posts
Posted Nov 27, 2010
Replied 4 hours later

Did you rebuild scenes.image?

http://developer.valvesoftware.com/wiki/Scenes.image

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Omnicoder
299 Posts
Posted Nov 27, 2010
Replied 16 minutes later
Rebuilding scenes isn't necessary for captions, only for vcds.
Does the sound play but not the captions, or do neither work? If neither work than scenes need to be rebuilt, if it's just captions then you must have formatted the file wrong.
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Mevious
205 Posts
Posted Nov 27, 2010
Replied 18 minutes later
Is there a way to have custom captions without using vcds?
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Omnicoder
299 Posts
Posted Nov 27, 2010
Replied 8 minutes later

Mevious wrote:
Is there a way to have custom captions without using vcds?

Yeah you don't need a vcd to caption a SoundScript'd wav file.

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vinivite
49 Posts
Posted Nov 27, 2010
Replied 2 hours later

Sound is playing perfectly, just captions aren't showed.
Here's the caption file:

http://www.2shared.com/document/yvZfW-W ... glish.html
I just copied from original caption portal files, and modfied the texts. ._.

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Omnicoder
299 Posts
Posted Nov 27, 2010
Replied 1 hour later

vinivite wrote:
Sound is playing perfectly, just captions aren't showed.
Here's the caption file:
http://www.2shared.com/document/yvZfW-W ... glish.html
I just copied from original caption portal files, and modfied the texts. ._.

All you did was replace the close captions for Valve's files...

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vinivite
49 Posts
Posted Nov 28, 2010
Replied 23 hours later
So... as I can't find a way to correct this... is there any way to make "fake" subtitles? They must only be some texts on the bottom of the screen.
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WinstonSmith
940 Posts
Posted Nov 28, 2010
Replied 1 minutes later

vinivite wrote:
So... as I can't find a way to correct this... is there any way to make "fake" subtitles? They must only be some texts on the bottom of the screen.

Yep. Game_texts. Adjust the "Screen Position" or whatever values accordingly, use Display input to, well, display them.

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msleeper
4,136 Posts
Admin
Posted Nov 28, 2010
Replied 14 minutes later
Not everyone likes having subtitles on, though. :neutral:
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Pilchard123
334 Posts
Posted Nov 29, 2010
Replied 17 hours later
Two maps, one w/ texts, one w/out.

OR

A switch that turns them on or off.

OR

Both.

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Omnicoder
299 Posts
Posted Nov 29, 2010
Replied 5 hours later

Pilchard123 wrote:
Two maps, one w/ texts, one w/out.

OR

A switch that turns them on or off.

OR

Both.

Both would be a waste of time.

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vinivite
49 Posts
Posted Dec 02, 2010
Replied 2 days later

Okay... I just realized what I made wrong and now there's Subtitles correctly. Thanks.

EDIT ( :sad: )
Well, there's so many problems when I run the map. Hammer just crash when vvis or vrad is runned... and when I configure both to do not use the process window, my map only works with mat_fullbright 1. ?? Then the only solution I found to this was render the map in "Fast" mode on the expert configs. Almost everything's alright, but the glass texture of the observation hallways is completly buggy!
Checkout the screenshot:

http://d.imagehost.org/0448/wat_da_faaaaaaaaaaack.jpg

The last time I runned the map on full HDR compile final, the textures was normal. What can I do?

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p0rtalplayer
1,366 Posts
Posted Dec 02, 2010
Replied 5 hours later
the window can be fixed by ensuring the glass pane is a func_brush and has a cubemap mapped to it (and built!)

vvis and vrad are, of course buggy. the only thing I can tell you is run them with default options (unless you want HDR final or something) and step away from your computer for a while. I suspect the crashing may be in part by you, though I can't be sure.

and the mat_fullbright 1 is forced because lighting data is not compiled. so if you can't turn it off, it means the map has no lighting data.

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HMW
806 Posts
Posted Dec 02, 2010
Replied 54 minutes later
The process window inside Hammer will often stop showing output during a compile. (It shows "not responding" in the title area.) This doesn't mean that it has crashed, it will come back when compilation is finished. Just be patient. (Very patient, in case of vrad + large map.)
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vinivite
49 Posts
Posted Dec 02, 2010
Replied 24 minutes later
Well. What exactly you mean by being patient? Because I already waited 15-20 minutes and nothing happened... it's something like 1 hour?! O.O
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p0rtalplayer
1,366 Posts
Posted Dec 02, 2010
Replied 11 minutes later

vinivite wrote:
Well. What exactly you mean by being patient? Because I already waited 15-20 minutes and nothing happened... it's something like 1 hour?! O.O

I once had a map that compiled for 6 hours

although, it was a rather large map, and poorly optimized. and its a bit of an extreme example.

At max, you should wait around 45 minutes (depending on how good your computer is and what you are doing). At that point, kill vrad or vvis in task manager and optimize your map.

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Mevious
205 Posts
Posted Dec 02, 2010
Replied 1 hour later

You can compile outside of Hammer using VBCT, or if you want, make your own batch script. I would suggest VBCT since is very easy to use. In either case you can minimize the compile and check in on it whenever you want.

http://qsextreme.com/vbct/

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Mek
459 Posts
Posted Dec 03, 2010
Replied 6 hours later
[OT]In the screenshot subtitles it says "you was completely sane" and it should be "you were completely sane.[/OT]