Forum posts

Posted 17 years ago2006-10-08 03:42:48 UTC
in FAST downloads on .res FILES Post #198909
My .wad/.res file downloads so slow on my dedicated server... I'v tryed to put the .wad/.res file on my FTP site and it doesnt download fast like all my other maps/sounds. anyone know how to get my .wad to work with my FTP site? (summary: How do I get my .wad to download fast?)

P.S. I tryed searching for this answer on this website... couldnt find what I was looking for.
Posted 18 years ago2006-06-29 05:15:55 UTC
in compile-error(says theres no .bsp) Post #187422
thanks you all.... this time ALL of my problems were fixed! thanks to you rowleybob and srry for telling me how to "wadinclude"
Posted 18 years ago2006-06-28 04:05:05 UTC
in compile-error(says theres no .bsp) Post #187259
ill have to uhh... look into "Wadincluding"... another gay thing about HL1 hammer... just shows how much HL2 Hammer is superior.

oh... and does anyone know any places to get more .wad files?
Posted 18 years ago2006-06-28 03:16:49 UTC
in compile-error(says theres no .bsp) Post #187255
a other people that dont have my new .wad file can't join my map unless they have the .wad also (the .wad file I made by joining ALL of the .wad files on my computer) whats up with that?
Posted 18 years ago2006-06-28 03:10:28 UTC
in compile-error(says theres no .bsp) Post #187254
yeah I combined all .wad's on my computer

any hints on where to get more .wad's?
Posted 18 years ago2006-06-28 02:48:57 UTC
in compile-error(says theres no .bsp) Post #187252
Combining ALL the .wad files on my computer was only 50.7MB so its all good. Doing that made my map work for the first time! THANKS yo all! yeah, its hard getting over the first hurdle but I did it, and im making some priddy cool makes for TS too :P

P.S. you all rock for the fast respone times :)
Posted 18 years ago2006-06-28 01:08:52 UTC
in compile-error(says theres no .bsp) Post #187243
how do I use less wad files? no clue what your talking about... copy paste them into 1 wadfile? wtf? didnt have to do this shit for HL2, this is gay... HL2 is SOOO easy compared to this shit...

I got wally...
Posted 18 years ago2006-06-28 00:40:45 UTC
in compile-error(says theres no .bsp) Post #187234
that didnt really help...
Posted 18 years ago2006-06-28 00:19:38 UTC
in compile-error(says theres no .bsp) Post #187231
How do I find position 512,1152,480 on my map using the grid?
I think theres a tutorial on that here on this website... lookin...
Posted 18 years ago2006-06-28 00:18:42 UTC
in compile-error(says theres no .bsp) Post #187230
ok I dont know how to wadinclude it but I dont think I need to do that anymore, I think I compiled it correctly this time (its 1.75mbs)... but now it says
"Bad surface extents 880/0 at position (512,1152,480)
Posted 18 years ago2006-06-27 23:32:30 UTC
in compile-error(says theres no .bsp) Post #187222
but.... Im not using any custom .wad files... just one ones that come with my mod for half-life... (The Specialists) and I dont even have the file "prog.wad"
Posted 18 years ago2006-06-27 23:22:44 UTC
in compile-error(says theres no .bsp) Post #187217
oh and when I try to play the unsuccessful compiled map it says it can't find "prog.wad"
Posted 18 years ago2006-06-27 22:30:01 UTC
in compile-error(says theres no .bsp) Post #187213
you can allways message me on AIM at yoyo13131 or Xfire at yoyo13131
Posted 18 years ago2006-06-27 22:04:52 UTC
in compile-error(says theres no .bsp) Post #187207
wow... now im having another problem encoding my actual map... I tryed compiling it with BatchCompiler312 AND with the HL1 hammer editor... they both make a .bsp but its only 700K and right off the bat I know it wont work cause its only 700K it should be atleast 2MB's but I tryed it anyways it of course it doesnt work... says im missing some .wad which I shouldnt need. heres what the compiler says this time... :(

(P.S. I double checked for leaks, there are NONE! (my Orignal test map compiles fine... but not this time...)

** Executing...
** Command: Change Directory
** Parameters: C:Program FilesValveSteamSteamAppsloretta11half-life

** Executing...
** Command: Copy File
** Parameters: "C:Documents and SettingsBrianDesktopMyMap.map" "C:Documents and SettingsBrianDesktopMyMap.map"

** Executing...
** Command: C:PROGRA~1VALVEH~1MAPPIN~1ZONERS~1.7P1hlcsg.exe
** Parameters: "C:Documents and SettingsBrianDesktopMyMap"

hlcsg v2.5.3 rel Custom Build 1.7p15 (Jun 3 2004)
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 (webmaster@xp-cagey.com)
--- BEGIN hlcsg ---
Command line: C:PROGRA~1VALVEH~1MAPPIN~1ZONERS~1.7P1hlcsg.exe "C:Documents and SettingsBrianDesktopMyMap"
Entering C:Documents and SettingsBrianDesktopMyMap.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ 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%... (0.13 seconds)
SetModelCenters:
10%...40%...70%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.36 seconds)

Using Wadfile: program filesvalvesteamsteamappsloretta11half-lifetspldecal.wad
  • Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11half-lifetsspecialists.wad
  • Contains 3 used textures, 13.04 percent of map (116 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11half-lifevalvetempdecal.wad
  • Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11half-lifetscs_cbble.wad
  • Contains 0 used textures, 0.00 percent of map (61 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11half-lifetsde_aztec.wad
  • Warning: Larger than expected texture (348972 bytes): 'SPECIAL_THANKS'
  • Warning: Larger than expected texture (348972 bytes): 'THANKS'
  • Contains 0 used textures, 0.00 percent of map (24 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11half-lifetsde_vegas.wad
  • Contains 0 used textures, 0.00 percent of map (101 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11half-lifetsdecals.wad
  • Contains 0 used textures, 0.00 percent of map (239 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11half-lifetsshb.wad
  • Contains 1 used texture, 4.35 percent of map (17 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11half-lifetsts_ph.wad
  • Contains 4 used textures, 17.39 percent of map (126 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11half-lifetscached.wad
  • Warning: Larger than expected texture (307980 bytes): 'CONBACK'
  • Warning: Larger than expected texture (307980 bytes): 'LOADING'
  • Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11half-lifetscs_assault.wad
  • Contains 0 used textures, 0.00 percent of map (22 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11half-lifetscs_dust.wad
  • Contains 1 used texture, 4.35 percent of map (28 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11half-lifetscs_office.wad
  • Contains 1 used texture, 4.35 percent of map (102 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11half-lifetscstrike.wad
  • Contains 1 used texture, 4.35 percent of map (123 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11half-lifetsfonts.wad
  • Contains 0 used textures, 0.00 percent of map (3 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11half-lifetshh3_broken.wad
  • Contains 2 used textures, 8.70 percent of map (67 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11half-lifetsitsitaly.wad
  • Contains 0 used textures, 0.00 percent of map (99 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11half-lifetstempdecal.wad
  • Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11half-lifetstm_harbor.wad
  • Contains 5 used textures, 21.74 percent of map (125 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11half-lifetsts_paintball.wad
  • Contains 1 used texture, 4.35 percent of map (8 textures in wad)
Warning: More than 8 wadfiles are in use. (20)
This may be harmless, and if no strange side effects are occurring, then
it can safely be ignored. However, if your map starts exhibiting strange
or obscure errors, consider this as suspect.

added 2 additional animating textures.
Warning: ::FindTexture() texture SKY not found!
Warning: ::FindTexture() texture MINO_ROCK06B not found!
Warning: ::FindTexture() texture MINO_WALL38 not found!
Warning: ::FindTexture() texture NULL not found!
Are you sure you included zhlt.wad in your wadpath list?
Warning: ::LoadLump() texture MINO_ROCK06B not found!
Warning: ::LoadLump() texture MINO_WALL38 not found!
Warning: ::LoadLump() texture NULL not found!
Warning: ::LoadLump() texture SKY not found!
Texture usage is at 0.97 mb (of 4.00 mb MAX)
0.98 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:PROGRA~1VALVEH~1MAPPIN~1ZONERS~1.7P1hlbsp.exe
** Parameters: "C:Documents and SettingsBrianDesktopMyMap"

hlbsp v2.5.3 rel Custom Build 1.7p15 (Jun 3 2004)
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 (webmaster@xp-cagey.com)
--- BEGIN hlbsp ---
Command line: C:PROGRA~1VALVEH~1MAPPIN~1ZONERS~1.7P1hlbsp.exe "C:Documents and SettingsBrianDesktopMyMap"

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ 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] 387 (0.02 seconds)
BSP generation successful, writing portal file 'C:Documents and SettingsBrianDesktopMyMap.prt'
SolidBSP [hull 1] 500...727 (0.05 seconds)
SolidBSP [hull 2] 500...698 (0.05 seconds)
SolidBSP [hull 3] 500...742 (0.05 seconds)
0.64 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:PROGRA~1VALVEH~1MAPPIN~1ZONERS~1.7P1hlvis.exe
** Parameters: "C:Documents and SettingsBrianDesktopMyMap"

hlvis v2.5.3 rel Custom Build 1.7p15 (Jun 3 2004)
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 (webmaster@xp-cagey.com)
--- BEGIN hlvis ---
Command line: C:PROGRA~1VALVEH~1MAPPIN~1ZONERS~1.7P1hlvis.exe "C:Documents and SettingsBrianDesktopMyMap"
152 portalleafs
408 numportals

= Current hlvis Settings =
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]

BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.03 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.42 seconds)
average leafs visible: 52
g_visdatasize:2862 compressed from 2888
0.47 seconds elapsed

--- END hlvis ---

** Executing...
** Command: C:PROGRA~1VALVEH~1MAPPIN~1ZONERS~1.7P1hlrad.exe
** Parameters: "C:Documents and SettingsBrianDesktopMyMap"

hlrad v2.5.3 rel Custom Build 1.7p15 (Jun 3 2004)
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 (webmaster@xp-cagey.com)
--- BEGIN hlrad ---
Command line: C:PROGRA~1VALVEH~1MAPPIN~1ZONERS~1.7P1hlrad.exe "C:Documents and SettingsBrianDesktopMyMap"

= Current hlrad Settings =
Name | Setting | Default
-------------------|---------------------|------------------------
threads [ 1 ] [ 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 ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
bounce dynamic light [ on ] [ on ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[               off ] [               off ]
rgb transfers [ off ] [ off ]

1707 faces
Create Patches : 15330 base patches
0 opaque faces
260321 square feet [37486244.00 square inches]
17 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (22.55 seconds)
visibility matrix : 14.0 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (38.38 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (21.03 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (21.05 seconds)
Transfer Lists : 62823132 : 62.82M transfers
Indices :     9259368 :    8.83M bytes
   Data :   251292528 :  239.65M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (5.58 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.92 seconds)
110.80 seconds elapsed [1m 50s]

--- END hlrad ---
Posted 18 years ago2006-06-27 18:20:26 UTC
in compile-error(says theres no .bsp) Post #187170
K thanks...thats similar to HL2 hammer but not the same... thats why I couldnt find it... thanks you all!
Posted 18 years ago2006-06-27 18:07:35 UTC
in compile-error(says theres no .bsp) Post #187167
ok, I know how to make a .bsp file from the .map file now using a little program called batchcompiler312.exe works like a charm. Iv noticed theres not alot of entity's compaired to HL2 hammer... there not even any ladders in my hammer editor for hl1...
Posted 18 years ago2006-06-27 15:35:11 UTC
in compile-error(says theres no .bsp) Post #187159
It says the same damn thing for Hammer 3.4! my compile window is in one of the pictures... (in the complie settings window (F9) if I check all settings to "normal" then it says.. "Error opening C:\test.bsp: No such file or directory"

and if I put Run VIS and Run RAD to "No" it says...
"Can't open C:\test.p0"

(after I compile it, it makes a .map of my map... not a .bsp which I need. I found it making maps for HL1 is HELLA harder then for HL2:furious:...)

http://www.petrastech.com/simon/hl1maps/hl1.jpg
http://www.petrastech.com/simon/hl1maps/hl1settings.jpg
http://www.petrastech.com/simon/hl1maps/hl1settings2.jpg
http://www.petrastech.com/simon/hl1maps/complie-settings.jpg
http://www.petrastech.com/simon/hl1maps/testmap.rmf
(click the picture when loaded to get better quailty) :confused:

(p.s. this is just a test map... all im trying to do is get a .bsp file out of my test map. I even tryed compiling a trainer-map I downloaded off this site... (like a trainer map to help you out) and it said the same crap when I tryed to compile it...)
Posted 18 years ago2006-06-27 15:11:58 UTC
in compile-error(says theres no .bsp) Post #187156
It says the same damn thing for Hammer 3.4! my compile window is in one of the pictures... (in the complie settings window (F9) if I check all settings to "normal" then it says.. "Error opening C:\test.bsp: No such file or directory"

and if I put Run VIS and Run RAD to "No" it says...
"Can't open C:\test.p0"

(after I compile it, it makes a .map of my map... not a .bsp which I need. I found it making maps for HL1 is HELLA harder then for HL2 :furious: ...)

http://www.petrastech.com/simon/hl1maps/hl1.jpg
http://www.petrastech.com/simon/hl1maps/hl1settings.jpg
http://www.petrastech.com/simon/hl1maps/hl1settings2.jpg
http://www.petrastech.com/simon/hl1maps/complie-settings.jpg
http://www.petrastech.com/simon/hl1maps/testmap.rmf
(click the picture when loaded to get better quailty) :confused:

(p.s. this is just a test map... all im trying to do is get a .bsp file out of my test map. I even tryed compiling a trainer-map I downloaded off this site... (like a trainer map to help you out) and it said the same crap when I tryed to compile it...)
Posted 18 years ago2006-06-27 14:04:06 UTC
in compile-error(says theres no .bsp) Post #187153
K I downloaded it... ill try ZHLT 3.4 this time
Posted 18 years ago2006-06-27 04:52:35 UTC
in compile-error(says theres no .bsp) Post #187088
yeah im just trying to get a map working first off... I made a simple cube with spawn points and It can't compile it... all im trying to do is get a .bsp file...WorldCraft can't save-as .bsp.... how lame...
(working with HL2 editor is SO much easier then this shit)
(going to be using map for HL1 mod called The Specalists)
** Executing...
** Command: Change Directory
** Parameters: C:Program FilesValveSteamSteamAppsloretta11half-life

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesSDKMap Toolstest.map" "C:\test.map"

** Executing...
** Command: C:Program FilesSDKMap Toolsqcsg.exe
** Parameters: "C:\test"

qcsg.exe v2.8 (Oct 25 2000)
-- qcsg --
entering C:\test.map

********** ERROR **********
Token too large on line 5

** Executing...
** Command: C:Program FilesSDKMap Toolsqbsp2.exe
** Parameters: "C:\test"

qbsp2.exe v2.2 (Dec 28 1998)
-- qbsp2 --

********** ERROR **********
Can't open C:\test.p0

** Executing...
** Command: C:Program FilesSDKMap Toolsvis.exe
** Parameters: "C:\test"

vis.exe v1.3 (Dec 30 1998)
-- vis --
1 thread(s)

********** ERROR **********
Error opening C:\test.bsp: No such file or directory

** Executing...
** Command: C:Program FilesSDKMap Toolsqrad.exe
** Parameters: "C:\test"

qrad.exe v 1.5 (Apr 6 2000)
--- Radiosity --
1 threads
[Reading texlights from 'C:Program FilesSDKMap Toolslights.rad']
[1 texlights parsed from 'C:Program FilesSDKMap Toolslights.rad']

********** ERROR **********
Error opening C:\test.bsp: No such file or directory
:thefinger: :thefinger: :thefinger: :thefinger: :thefinger: :thefinger: