I have roughly 18 models in my map, and all are appearing in-game except for 1 tree. Yes the path name is correct (and inlcudes the .mdl, it even appears in Hammer). I thought maybe I'm overriding a model limit of some sort by including so many but, I'm not quite sure. Here's my compile log if I'm missing something...
** Executing...
** Command: Change Directory
** Parameters: "C:Program FilesSteamSteamAppsx4xaaronx4xcounter-strike"
** Executing...
** Command: C:PROGRA~1ZHLThlcsg.exe
** Parameters: -high "c:program filesvalve hammer editormapsaim_riverbank_update2" -wadinclude aim_riverbank
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~1ZHLThlcsg.exe -high "c:program filesvalve hammer editormapsaim_riverbank_update2"-wadinclude aim_riverbank
Entering c:program filesvalve hammer editormapsaim_riverbank_update2.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 [ High ] [ 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]
[aim_riverbank]
39 brushes (totalling 236 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.77 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.52 seconds)
Including Wadfile: program filesvalve hammer editorwadsaim_riverbank.wad
- Warning: Larger than expected texture (272812 bytes): '{TK_PLANTLG'
- Warning: Larger than expected texture (327212 bytes): '{TK_PLANTSM'
- Contains 27 used textures, 100.00 percent of map (63 textures in wad)
added 2 additional animating textures.
Texture usage is at 0.94 mb (of 4.00 mb MAX)
2.73 seconds elapsed
--- END hlcsg
---** Executing...
** Command: C:PROGRA~1ZHLThlbsp.exe
** Parameters: -high "c:program filesvalve hammer editormapsaim_riverbank_update2"
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~1ZHLThlbsp.exe -high "c:program filesvalve hammer editormapsaim_riverbank_update2"
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 [ High ] [ 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] 500...1000...1500...1612 (0.19 seconds)
BSP generation successful, writing portal file 'c:program filesvalve hammer editormapsaim_riverbank_update2.prt'
SolidBSP [hull 1] 500...1000...1491 (0.23 seconds)
SolidBSP [hull 2] 500...1000...1333 (0.17 seconds)
SolidBSP [hull 3] 500...1000...1500...1552 (0.25 seconds)
2.53 seconds elapsed
--- END hlbsp
---** Executing...
** Command: C:PROGRA~1ZHLThlvis.exe
** Parameters: -high -full "c:program filesvalve hammer editormapsaim_riverbank_update2"
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~1ZHLThlvis.exe -high -full "c:program filesvalve hammer editormapsaim_riverbank_update2"
900 portalleafs
3016 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 [ High ] [ Normal ]
fast vis [ off ] [ off ]
full vis [ on ] [ off ]
BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (3.64 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (791.59 seconds)
average leafs visible: 391
g_visdatasize:85778 compressed from 101700
795.48 seconds elapsed [13m 15s]
--- END hlvis
---** Executing...
** Command: C:PROGRA~1ZHLThlrad.exe
** Parameters: -bounce 10 -extra -high "c:program filesvalve hammer editormapsaim_riverbank_update2"
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~1ZHLThlrad.exe -bounce 10 -extra -high "c:program filesvalve hammer editormapsaim_riverbank_update2"
= 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 [ High ] [ Normal ]
vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ on ] [ off ]
bounces [ 10 ] [ 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 ]
[Reading texlights from 'C:PROGRA~1ZHLTlights.rad']
[59 texlights parsed from 'C:PROGRA~1ZHLTlights.rad']
4182 faces
Create Patches : 24379 base patches
0 opaque faces
219868 square feet [31661020.00 square inches]
1 direct lights
BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (238.22 seconds)
visibility matrix : 35.4 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (126.47 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (48.08 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (13.42 seconds)
Transfer Lists : 18325206 : 18.33M transfers
Indices : 14328668 : 13.66M bytes
Data : 73300824 : 69.91M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (4.13 seconds)
Bounce 2 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (4.13 seconds)
Bounce 3 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (4.13 seconds)
Bounce 4 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (4.11 seconds)
Bounce 5 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (4.11 seconds)
Bounce 6 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (4.09 seconds)
Bounce 7 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (4.11 seconds)
Bounce 8 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (4.11 seconds)
Bounce 9 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (4.13 seconds)
Bounce 10 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (4.11 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (2.09 seconds)
471.86 seconds elapsed [7m 51s]
--- END hlrad
---** Executing...
** Command: Copy File
** Parameters: "c:program filesvalve hammer editormapsaim_riverbank_update2.bsp" "C:Program FilesSteamSteamAppsx4xaaronx4xcounter-strikecstrikemapsaim_riverbank_update2.bsp"
** Executing...
** Command: Copy File
** Parameters: "c:program filesvalve hammer editormapsaim_riverbank_update2.pts" "C:Program FilesSteamSteamAppsx4xaaronx4xcounter-strikecstrikemapsaim_riverbank_update2.pts"
** Executing...
** Command: C:PROGRA~1SteamSTEAMA~1X4XAAR~1COUNTE~2hl.exe
** Parameters: +map "aim_riverbank_update2" -game cstrike -dev -console
Any help? :
EDIT: Oh and also, I have another exact tree which shows up fine...