ERROR usage -wadinclude Created 7 years ago2017-03-19 08:54:40 UTC by rooling rooling

Created 7 years ago2017-03-19 08:54:40 UTC by rooling rooling

Posted 7 years ago2017-03-19 08:54:40 UTC Post #334047
Hello! I need help when i try to put the wadtexture in to bsp file i get error? I write -wadinclude in csg...

** Executing...
** Command: Change Directory
** Parameters: "C:\Program Files (x86)\Steam"

** Executing...
** Command: C:\PROGRA~1\Hammer\tools\qcsg.exe
** Parameters: "c:\users\christian\desktop\fy_spelzonen" -wadautodetect

qcsg.exe v2.8 (Jan 31 2000)
-- qcsg --

********** ERROR **********
usage: qcsg [-nowadtextures] [-wadinclude <name>] [-draw] [-glview] [-noclip] [-onlyents] [-proj <name>] [-threads #] [-v] [-hullfile <name>] mapfile

** Executing...
** Command: C:\PROGRA~1\Hammer\tools\qbsp2.exe
** Parameters: "c:\users\christian\desktop\fy_spelzonen"

qbsp2.exe v2.2 (Dec 28 1998)
-- qbsp2 --
writing c:\users\christian\desktop\fy_spelzonen.prt
2 seconds elapsed
** Executing...
** Command: C:\PROGRA~1\Hammer\tools\vis.exe
** Parameters: "c:\users\christian\desktop\fy_spelzonen"

vis.exe v1.3 (Dec 30 1998)
-- vis --
4 thread(s)
489 portalleafs
1439 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9... (0)
LeafThread: 0...1...2...3...4...5...6...7...8...9... (17)
average leafs visible: 230
visdatasize:28243 compressed from 30318
17.0 seconds elapsed

** Executing...
** Command: C:\PROGRA~1\Hammer\tools\qrad.exe
** Parameters: "c:\users\christian\desktop\fy_spelzonen"

qrad.exe v 1.5 (Apr 6 2000)
--- Radiosity --
4 threads
[Reading texlights from 'C:\PROGRA~1\Hammer\tools\lights.rad']
[1 texlights parsed from 'C:\PROGRA~1\Hammer\tools\lights.rad']

3205 faces
74632 square feet [10747035.00 square inches]
22442 patches after subdivision
5 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9... (2)
visibility matrix: 30.0 megs
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9... (11)
MakeScales: 0...1...2...3...4...5...6...7...8...9... (5)
transfer lists: 16.9 megs
SwapTransfersTask: 0...1...2...3...4...5...6...7...8...9... (0)
GatherLight: 0...1...2...3...4...5...6...7...8...9... (0)
Bounce #1 added RGB(240795, 240795, 120870)
FinalLightFace: 0...1...2...3...4...5...6...7...8...9... (5)

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 49/400 3136/25600 (12.3%)
planes 5400/32767 108000/655340 (16.5%)
vertexes 4530/65535 54360/786420 ( 6.9%)
nodes 1446/32767 34704/786408 ( 4.4%)
texinfos 444/8192 17760/327680 ( 5.4%)
faces 3205/65535 64100/1310700 ( 4.9%)
clipnodes 3855/32767 30840/262136 (11.8%)
leaves 962/8192 26936/229376 (11.7%)
marksurfaces 3882/65535 7764/131070 ( 5.9%)
surfedges 15185/512000 60740/2048000 ( 3.0%)
edges 7917/256000 31668/1024000 ( 3.1%)
texdata [variable] 884/2097152 ( 0.0%)
lightdata [variable] 504936/2097152 (24.1%)
visdata [variable] 28243/2097152 ( 1.3%)
entdata [variable] 9799/131072 ( 7.5%)

Total BSP file data space used: 983870 bytes

23 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "c:\users\christian\desktop\fy_spelzonen.bsp" "C:\Users\Christian\Desktop\maps\fy_spelzonen.bsp"

** Executing...
** Command: Copy File
** Parameters: "c:\users\christian\desktop\fy_spelzonen.pts" "C:\Users\Christian\Desktop\maps\fy_spelzonen.pts"
Posted 7 years ago2017-03-19 11:10:14 UTC Post #334048
You should use VHLT, you're currently using the original compile tools that came with Hammer.
Posted 7 years ago2017-03-19 14:24:19 UTC Post #334049
You should use VHLT
Incorrect.

You must use VHLT.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-03-19 17:01:48 UTC Post #334050
i think -wadinclude wadname should be written first in the parameters box, so it appears before the map name
Posted 7 years ago2017-03-19 18:53:14 UTC Post #334051
You must use VHLT.
This. Wadinclude was added by Zoner, so it's not a recognized parameter in the original compile tools.
Posted 7 years ago2017-03-19 19:56:47 UTC Post #334053
so this: is wrong?

"usage: qcsg [-nowadtextures] [-wadinclude <name>]..."

-nowadtextures should at least work with original tools then
Posted 7 years ago2017-03-20 16:03:30 UTC Post #334061
@Unq
I said it because VHLT is mainstream in GoldSrc mapping. ZHLT is fine too, lol, as long as you've got something that works with the command.
Now, if someone really wants to use those Quake compilers, then I'd say that person is hardcore. :)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-03-20 16:40:13 UTC Post #334062
Posted 7 years ago2017-03-20 20:04:47 UTC Post #334063
Fair enough. But... I don't think wadinclude worked back then.

http://zhlt.info/version-history.html#zhlt1.0
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