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ERROR usage -wadinclude

[1]

Forums > HL Engine Discussion

19 Mar 17, 09:54
By rooling
avatar
Member
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.bs
p" "C:\Users\Christian\Desktop\maps\fy_spelzon
en.bsp"

** Executing...
** Command: Copy File
** Parameters: "c:\users\christian\desktop\fy_spelzonen.pt
s" "C:\Users\Christian\Desktop\maps\fy_spelzon
en.pts"
19 Mar 17, 12:10
By Solokiller
avatar
Member
You should use VHLT, you're currently using the original compile tools that came with Hammer.
19 Mar 17, 15:24
By Admer456
avatar
Member
Quote:
You should use VHLT

Incorrect.

You must use VHLT.
19 Mar 17, 18:01
By Bruce
avatar
Member
i think -wadinclude wadname should be written first in the parameters box, so it appears before the map name
19 Mar 17, 19:53
By Unq
avatar
Member
Quote:
You must use VHLT.

This. Wadinclude was added by Zoner, so it's not a recognized parameter in the original compile tools.
19 Mar 17, 20:56
By Bruce
avatar
Member
so this: is wrong?

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

-nowadtextures should at least work with original tools then
20 Mar 17, 17:03
By Admer456
avatar
Member
@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. smile - :)
20 Mar 17, 17:40
By Shepard62700FR
avatar
Member
Sorry Unq, I had to fix your answer ^^
20 Mar 17, 21:04
By Unq
avatar
Member
Fair enough. But... I don't think wadinclude worked back then.

http://zhlt.info/version-history.html#zhlt1
.0
[1]

Forums > HL Engine Discussion

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