There was a problem compiling the map. & Created 15 years ago2008-06-15 09:31:42 UTC by alex_m99 alex_m99

Created 15 years ago2008-06-15 09:31:42 UTC by alex_m99 alex_m99

Posted 15 years ago2008-06-15 09:31:42 UTC Post #251266
Hey guys, love your tutorials :)
I've been working on a single player map for oposing force this week and its all been fine, but suddenly i'm getting these error's in my compile process and when I load my map through console, oposing force crashes almost immediately. i've checked for leaks the past couple of days and tried all sorts of things, but i cant figure it out!
here's my compile log:

** Executing...
** Command: Change Directory
** Parameters: C:\Program Files\Steam\steamapps\alex_m99\opposing force

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve Hammer Editor\maps\warehousebreak.map" "C:\Program Files\Steam\steamapps\alex_m99\opposing force\valve\maps\warehousebreak.map"

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\qcsg.exe
** Parameters: "C:\Program Files\Steam\steamapps\alex_m99\opposing force\valve\maps\warehousebreak"

qcsg.exe v2.8 (Jan 31 2000)
-- qcsg --
entering C:\Program Files\Steam\steamapps\alex_m99\opposing force\valve\maps\warehousebreak.map
CreateBrush: (0)
Using WAD File: \sierra\half-life\valve\halflife.wad
0 seconds elapsed
** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\qbsp2.exe
** Parameters: "C:\Program Files\Steam\steamapps\alex_m99\opposing force\valve\maps\warehousebreak"

qbsp2.exe v2.2 (Dec 28 1998)
-- qbsp2 --
0 seconds elapsed
** Executing...
** Command: C:\PROGRA~1\VALVEH~1\ZONERS~1\hlvis.exe
** Parameters: "C:\Program Files\Steam\steamapps\alex_m99\opposing force\valve\maps\warehousebreak"

hlvis v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
--- BEGIN hlvis ---
Command line: C:\PROGRA~1\VALVEH~1\ZONERS~1\hlvis.exe "C:\Program Files\Steam\steamapps\alex_m99\opposing force\valve\maps\warehousebreak"
There was a problem compiling the map.
Check the file C:\Program Files\Steam\steamapps\alex_m99\opposing force\valve\maps\warehousebreak.log for the cause.
--- END hlvis ---

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\ZONERS~1\hlrad.exe
** Parameters: "C:\Program Files\Steam\steamapps\alex_m99\opposing force\valve\maps\warehousebreak"

hlrad v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
--- BEGIN hlrad ---
Command line: C:\PROGRA~1\VALVEH~1\ZONERS~1\hlrad.exe "C:\Program Files\Steam\steamapps\alex_m99\opposing force\valve\maps\warehousebreak"
There was a problem compiling the map.
Check the file C:\Program Files\Steam\steamapps\alex_m99\opposing force\valve\maps\warehousebreak.log for the cause.
--- END hlrad ---

thanks guys, hope you can help! :)
  • Alex
Posted 15 years ago2008-06-15 09:42:51 UTC Post #251267
You need to upgrade your compile tools. The tools you're currently using, are known as the Q tools and were mainly used for Quake mapping. These tools were modified by Valve to compile their HL1 maps as well. This was way back in 199x when HL was still undergoing development.

Now, better compile tools were made as a replacement for the Q tools. They do a much better job at compiling your maps.

Get them here: Zoners Half-Life Tools 3.4

Depending on how you compile your map (with My Compilator, Nem's Batch Compiler or Hammer's built in compiler) you may need to re-setup, as ZHLT has different filenames.
The Mad Carrot The Mad CarrotMad Carrot
Posted 15 years ago2008-06-15 09:49:32 UTC Post #251269
actually it looks like he's using Zoners for everything except .bsp
Archie ArchieGoodbye Moonmen
Posted 15 years ago2008-06-15 10:06:20 UTC Post #251270
and csg
Penguinboy PenguinboyHaha, I died again!
Posted 15 years ago2008-06-15 11:23:18 UTC Post #251271
Yeah, thats strange.

I'd say clear your tools directory, and put everything from the zip file in there instead.
The Mad Carrot The Mad CarrotMad Carrot
Posted 15 years ago2008-06-16 02:55:08 UTC Post #251313
yeah sorry guys its been weird i was just using the standard tools that came with hammer and it started giving me errors like MAX_LEAF_FACES or something and the ol' LEAK LEAK LEAK so i mucked around with it, eventually got rid of LEAK's but yeah still was being weird so yesterday i tried zoner's tools (which i tried when i first began mapping and had problems with) so yeah i don't know why its going half and half with the compile tools!! D:< litreally tearing my hair out! lol
i'll redownload zoners, and chuck them in to the build programs again
and report what happens
thanks heaps for the help guys :)
Posted 15 years ago2008-06-16 03:06:34 UTC Post #251315
nice! woops spoke a lil too soon! theres some pretty cool custom barneys and other high poly models! :D thanks heaps man :)
Posted 15 years ago2008-06-16 03:14:09 UTC Post #251316
[woops wrong thread (the post above)]
Posted 15 years ago2008-06-16 03:24:51 UTC Post #251319
ok i changed the tools, yeah i don't know how i screwed up with that in the first place! lol
and im still getting errors.
the first time i try to run the map it just closes the loading bar and nothing happens, but if i try a second time, oposing force crashes.
the console after the first attempt looks like this:

] map warehousebreak
Can't register variable mapcyclefile, already defined
Can't register variable servercfgfile, already defined
Can't register variable lservercfgfile, already defined
Host_Error: no precache

and my compile log looks like this now:

** Executing...
** Command: Change Directory
** Parameters: C:\Program Files\Steam\steamapps\alex_m99\opposing force

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve Hammer Editor\maps\warehousebreak.map" "C:\Program Files\Steam\steamapps\alex_m99\opposing force\valve\maps\warehousebreak.map"

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\ZONERS~1\hlcsg.exe
** Parameters: "C:\Program Files\Steam\steamapps\alex_m99\opposing force\valve\maps\warehousebreak"

hlcsg v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
--- BEGIN hlcsg ---
Command line: C:\PROGRA~1\VALVEH~1\ZONERS~1\hlcsg.exe "C:\Program Files\Steam\steamapps\alex_m99\opposing force\valve\maps\warehousebreak"
Entering C:\Program Files\Steam\steamapps\alex_m99\opposing force\valve\maps\warehousebreak.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ 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:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.14 seconds)
SetModelCenters:
10%...20%...30%...50%...60%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.17 seconds)

Using Wadfile: \sierra\half-life\valve\halflife.wad
  • Contains 47 used textures, 100.00 percent of map (3116 textures in wad)
added 7 additional animating textures.
Texture usage is at 0.49 mb (of 4.00 mb MAX)
0.89 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\ZONERS~1\hlbsp.exe
** Parameters: "C:\Program Files\Steam\steamapps\alex_m99\opposing force\valve\maps\warehousebreak"

hlbsp v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
--- BEGIN hlbsp ---
Command line: C:\PROGRA~1\VALVEH~1\ZONERS~1\hlbsp.exe "C:\Program Files\Steam\steamapps\alex_m99\opposing force\valve\maps\warehousebreak"

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 2 ] [ 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 ]
noopt [ 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 8192)

SolidBSP [hull 0] 242 (0.03 seconds)
Warning: === LEAK in hull 0 ===
Entity light @ ( 163, 153,-396)
Error:
A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region. The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted. Some complex rotating objects entities need
their origins outside the map. To deal with these, just enclose the origin
brush with a solid world brush

Leak pointfile generated

SolidBSP [hull 1] Error: Exceeded MAX_LEAF_FACES
Description: This error is almost always caused by an invalid brush, by having huge rooms, or scaling a texture down to extremely small values (between -1 and 1)
Howto Fix: Find the invalid brush. Any imported prefabs, carved brushes, or vertex manipulated brushes should be suspect

--- END hlbsp ---

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\ZONERS~1\hlvis.exe
** Parameters: "C:\Program Files\Steam\steamapps\alex_m99\opposing force\valve\maps\warehousebreak"

hlvis v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
--- BEGIN hlvis ---
Command line: C:\PROGRA~1\VALVEH~1\ZONERS~1\hlvis.exe "C:\Program Files\Steam\steamapps\alex_m99\opposing force\valve\maps\warehousebreak"
There was a problem compiling the map.
Check the file C:\Program Files\Steam\steamapps\alex_m99\opposing force\valve\maps\warehousebreak.log for the cause.
--- END hlvis ---

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\ZONERS~1\hlrad.exe
** Parameters: "C:\Program Files\Steam\steamapps\alex_m99\opposing force\valve\maps\warehousebreak"

hlrad v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
--- BEGIN hlrad ---
Command line: C:\PROGRA~1\VALVEH~1\ZONERS~1\hlrad.exe "C:\Program Files\Steam\steamapps\alex_m99\opposing force\valve\maps\warehousebreak"
There was a problem compiling the map.
Check the file C:\Program Files\Steam\steamapps\alex_m99\opposing force\valve\maps\warehousebreak.log for the cause.
--- END hlrad ---

ergh thanks guys, hope u can help!:)
Posted 15 years ago2008-06-16 03:37:17 UTC Post #251320
We don't like it when people double post, let alone quadruple post in threads here.

You should notice a little edit button next to your name if the last post in the thread is yours, just use that next time to amend your post. ;>

Editing will also bump your post so you know people will see it.
Strider StriderTuned to a dead channel.
Posted 15 years ago2008-06-16 03:44:31 UTC Post #251321
oo sorry man my bad i won't do it anymore :)
Posted 15 years ago2008-06-16 05:12:38 UTC Post #251323
Not a problem.
Strider StriderTuned to a dead channel.
Posted 15 years ago2008-06-16 08:22:00 UTC Post #251325
You've got a leak...
Posted 15 years ago2008-06-16 08:34:59 UTC Post #251326
i can't even open the map in oposing force,
therefore i cant use the pointfile
and i've tried making a whole box around the map and also the blocking out parts technique but it still crashes when i try to play it!! ARGHH
Posted 15 years ago2008-06-16 09:12:53 UTC Post #251327
Well in my experience, and i'm sure many others' experiences, the best way to fix a leak is to prevent it.

Start your world geometry using a 16 or 8 unit grid.
Once you have everything set up, you you make the grid smaller and start going into details. But if you stay in one grid size, and take your time editing, you should not have a problem creating a sealed in map.

But since you already have a leak, just fly around hammer and look for it.

And the map might not be compiling otherwise because of your MAX_LEAF_FACES error.

Tommy14 says :
Max_leaf_faces
You have gone over a limit similar to max patches error, but by BSP creating too many leaf faces for VIS to handle - probably due to "shattering" of a brush. Did you carve a complex brush (like a cylinder) or intersect it with another brush?
Check out if you have carved into a cylinder, which is very, VERY bad to do. There is a very well-written tutorial on Carving which will explain why.

Hopefully, if you can fix the MAX_LEAF_FACES error, the map will compile and you will be able to load the pointfile in game. Just be sure to include the extra parameter while compiling. I believe it's -particles 50000 or something.

And i highly recommend using the compilator. It's very easy to use, and any compilation error you get will be highlighted in red when the log shows up.

All else fails, post your map in the problems map vault
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2008-06-16 13:15:03 UTC Post #251334
i can't even open the map in oposing force,
therefore i cant use the pointfile
and i've tried making a whole box around the map and also the blocking out parts technique but it still crashes when i try to play it!! ARGHH
You can use the pointfile from inside of Hammer. "Map"-->"Load pointfile" (make sure you're using latest version (Hammer 3.5) or you won't be able to see the pointfile in the 3D-window)
Posted 15 years ago2008-06-16 13:18:08 UTC Post #251335
And make sure you open the .lin file as your pointfile. Its less messy than the .pts file.
The Mad Carrot The Mad CarrotMad Carrot
Posted 15 years ago2008-06-16 14:01:01 UTC Post #251336
heh why are you mapping for opposing force? seriously, stuff like sven coop is better because it has all the monsters and alot of people play it
Skals SkalsLevel Designer
Posted 15 years ago2008-06-16 16:17:34 UTC Post #251340
It's not your place to say what's better than what. Let him map for what he wants to map for.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2008-06-16 18:24:40 UTC Post #251351
Leak don't cause crashes, anyway. You're going to have to hold off on fixing that leak until you can find what else is wrong.

And in all likelyhood this is it:
SolidBSP [hull 1] Error: Exceeded MAX_LEAF_FACES
Description: This error is almost always caused by an invalid brush, by having huge rooms, or scaling a texture down to extremely small values (between -1 and 1)
Howto Fix: Find the invalid brush. Any imported prefabs, carved brushes, or vertex manipulated brushes should be suspect
If you used the problem finder to fix an invalid brush, then you probably have a brush stretching out into infinity due to some calculation problem when Hammer tried to correct your brush. So now the game will try to render a brush of infnite size, resulting in a nice engine paradox. Hence, why the game crahses.

It could also happen after doing something stupid like carving. Tetsuo was probably onto something in his reply. If you have vertices that don't line up with the 1-unit grid, the compiler will line them up automatically, which is why you end up with all those tiny cracks. But again, sometimes the calculations can go haywire and result in a vertex stretching into infinity. Cue engine paradox.

If either of these is the case, you need to delete the brush[es].
Posted 15 years ago2008-06-17 04:09:24 UTC Post #251381
yeahhh i was trying to make a not too complicated for u, but really complicated for me ceiling lol it was like slanted to a point and i think i screwed it up maybe with trying to carve windows in it and maybe through vertex manipulation argh this is so bad, but i've deleted it, i even restarted the whole warehouse section.
the map is pretty small, theres a pretty big room with only a few crates atm it (warehouse kinda thing) and goes into a small ajoining security area with a couple of offices, with a vent leading into the next map (still to come)
i've zoomed fully out and i cant see anything that shoodnt be ther, but i'l have anthoer look
should i just upload the map to the problems vault so you can see for yourselves. sory bout the trouble this is causing u :(
thanks heaps guys :))))
Posted 15 years ago2008-06-17 05:28:23 UTC Post #251386
omg! i finally got it working!
i made the warehouse area a lil smaller, and i retextured it, it was only 1 texture at the time, so that could have been the problem
thanks heaps guys for your help, its coz of u that i fixed it! :D
Posted 15 years ago2008-06-17 11:16:58 UTC Post #251391
oo sorry man my bad i won't do it anymore smile - :)
Lies! Use the EDIT button next time.
The Mad Carrot The Mad CarrotMad Carrot
Posted 15 years ago2008-06-17 12:46:38 UTC Post #251396
please use the edit button next time, it gets a little annoying seeing all those posts made by the same user.

and also try to use paragraphs, it makes you seem... more professional or something.
but it's definitely better then seeing all those sentences bunched together.

converted to paragraphs and spelling corrected:

yeah, i was trying to make a "-not too complicated for you", but "really complicated for me" ceiling lol.

it was like slanted to a point and i think i screwed it up, maybe when i tried to carve windows in it and maybe through vertex manipulation...

argh this is so bad, but i deleted it, i even restarted the whole warehouse section.

the map is pretty small, theres a pretty big room with only a few crates atm (warehouse kinda thing) and goes into a small adjoining security area with a couple of offices, with a vent leading into the next map (still to come).

I've zoomed fully out and i cant see anything that shouldn't be there, but I'll have another look.

should i just upload the map to the problems vault so you can see for yourselves?

sorry bout the trouble this is causing frustration - :(
thanks heaps guys smile
Posted 15 years ago2008-06-18 05:33:00 UTC Post #251454
lol wow i suck

i shall try to not be so.. unintelligent in your forums XD
Posted 15 years ago2008-06-19 15:11:08 UTC Post #251573
Lmao.
Just proofread a bit. Make it so we can understand the point you're trying to get across.
Tetsu0 Tetsu0Positive Chaos
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