Hint brushes wont work Created 19 years ago2005-06-11 17:38:51 UTC by Kagae Kagae

Created 19 years ago2005-06-11 17:38:51 UTC by Kagae Kagae

Posted 19 years ago2005-06-11 17:38:51 UTC Post #113798
Okay I've read the tutorials on r_speeds and hint brushes I understand how they work, but they just dont. After messing around with them forever and only driving my wpoly count up, I decided to try to compile the example map in the tutorial so see if I'm just really screwing it up. I downloaded the example maps in the hint brush tutorial and compiled hint10.rmf <b>without</b> making any changes to the map at all. What I get is this: 58fps 15ms 642 wpoly 0 epoly. That's more than what Andy had to start with before he even applied any hint brush! (467 wpoly to start with and at the end of the tutorial he got it down to 343 wpoly) When I view the map in gl_wireframe 2 I can clearly see everything. Does anyone have an idea about why this is happening?
Posted 19 years ago2005-06-11 17:39:59 UTC Post #113799
have you loaded the zhlt.wad?
Posted 19 years ago2005-06-11 17:46:27 UTC Post #113800
I didnt have it listed to use. So I just added it in and it didnt have any effect.
Posted 19 years ago2005-06-11 17:57:13 UTC Post #113804
Hmmm... I would help, but I know nothing of HINT bruses because the tutorials don't say what hint brushes are FOR! They just say that it helps something and cuts down compile speeds. Whatever that means.
Posted 19 years ago2005-06-11 17:58:44 UTC Post #113805
Are you using Proper, Up to date Compile tools?
Posted 19 years ago2005-06-11 18:41:03 UTC Post #113812
I'm using ZHLT 253 custom build 1.7, I know its an older version but its the same that Andy used in the tutorial. I'll search for a more up to date version or if you'd guys be so kind as to provide a link to it, but still its the version Andy used so the problem shouldnt be that.
Posted 19 years ago2005-06-11 21:11:05 UTC Post #113823
compile log?
Posted 19 years ago2005-06-11 23:45:13 UTC Post #113842
** Executing...
** Command: Change Directory
** Parameters: C:Program FilesValveSteamSteamApps***half-life

** Executing...
** Command: Copy File
** Parameters: "C:***map-househouse.map" "C:***Hammer EditorNew Mapshouse.map"

** Executing...
** Command: C:***HAMMER~1ZHLThlcsg.exe
** Parameters: "C:***Hammer EditorNew Mapshouse"

hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
--- BEGIN hlcsg ---
Command line: C:***HAMMER~1ZHLThlcsg.exe "C:***Hammer EditorNew Mapshouse"
Entering C:***Hammer EditorNew Mapshouse.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 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ 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%... (0.28 seconds)
SetModelCenters:
50%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.02 seconds)

Using Wadfile: ***map-househouse.wad
  • Contains 10 used textures, 55.56 percent of map (13 textures in wad)
Including Wadfile: ***hammer editorzhltzhlt.wad
  • Contains 0 used textures, 0.00 percent of map (3 textures in wad)
Warning: ::FindTexture() texture BLACK not found!
Warning: ::FindTexture() texture FIFTIES_DR1 not found!
Warning: ::FindTexture() texture FIFTIES_DSK5B not found!
Warning: ::FindTexture() texture FIFTIES_DSK5DX not found!
Warning: ::FindTexture() texture ALIEN_ALPHA1 not found!
Warning: ::FindTexture() texture WPAPERLEAF128D not found!
Warning: ::FindTexture() texture GENERIC028 not found!
Warning: ::FindTexture() texture DRKMTLT_BORD11 not found!
Warning: ::LoadLump() texture ALIEN_ALPHA1 not found!
Warning: ::LoadLump() texture BLACK not found!
Warning: ::LoadLump() texture DRKMTLT_BORD11 not found!
Warning: ::LoadLump() texture FIFTIES_DR1 not found!
Warning: ::LoadLump() texture FIFTIES_DSK5B not found!
Warning: ::LoadLump() texture FIFTIES_DSK5DX not found!
Warning: ::LoadLump() texture GENERIC028 not found!
Warning: ::LoadLump() texture WPAPERLEAF128D not found!
Texture usage is at 0.06 mb (of 4.00 mb MAX)
1.45 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:***HAMMER~1ZHLThlbsp.exe
** Parameters: "C:***Hammer EditorNew Mapshouse"

hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
--- BEGIN hlbsp ---
Command line: C:***HAMMER~1ZHLThlbsp.exe "C:***Hammer EditorNew Mapshouse"

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 ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)

BSP generation successful, writing portal file 'C:***Hammer EditorNew Mapshouse.prt'
1.16 seconds elapsed

--- END hlbsp ---

Yes I know that I'm missing some textures. But I wouldnt think that to cause it since its not the hint or skip texture, but you guys tell me...
Posted 19 years ago2005-06-12 04:28:56 UTC Post #113849
Do you have the halflife.wad cause you are missing textures from there! ;)
Posted 19 years ago2005-06-12 04:43:00 UTC Post #113855
Erm, could you un-asterisk the paths so we can actually see them? C'mon, what're we gunna do. Problems like this are often caused by having things on seperate drives, you see.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-06-12 06:22:40 UTC Post #113873
Reinstall Hl1 or what ever game you map for into the existing game folder, that may fix the problem!!! ;)
Posted 19 years ago2005-06-12 11:24:41 UTC Post #113912
You aren't running VIS! I'll point everything out:
When I view the map in gl_wireframe 2 I can clearly see everything.
That's the side effects of not running VIS.
BSP generation successful, writing portal file 'C:***Hammer EditorNew Mapshouse.prt'...1.16 seconds elapsed...END hlbsp
Note how BSP ends the log and VIS hasn't run.
Posted 19 years ago2005-06-12 14:27:38 UTC Post #113969
I love that texture! "FIFTIES_DR1" Best wooden one out there!!! YAY! Em em... sorry about that,

Prehaps if you copy all of your .wads and put them all in one folder to and then pointed hammer to those ones insted, it might work. Also, when stuff like this happens to me I put -wadautodetect in that thingy before you press ok to compile and it seems to work fine.
Posted 19 years ago2005-06-12 14:37:39 UTC Post #113976
Aaaah... "FIFTIES_DR1"
Makes me feel all warm just 2 think bout it :P
Daubster DaubsterVault Dweller
Posted 19 years ago2005-06-12 15:03:19 UTC Post #113988
It's a nice texture but it's turning into a spam! :x
Posted 19 years ago2005-06-12 15:34:50 UTC Post #113991
you're using old compile tools too... use v3.2*
Posted 19 years ago2005-06-13 01:58:20 UTC Post #114038
Elon: Nope sure dont. I dont have it for some reason.... I didnt start mapping til after I got Steam so I dont know if I never had it at all (I'm assuming unlinkely) or not. But I deffinitely dont have any of the standard wads for half-life. But I would doubt that missing textures would cause the problem. As for reinstalling...you know how a pain in the ass that is. I'd save that as a last resort.

Seventh-Monkey: Uh if you look at what I did give you, you can clearly see its on the C drive. I've installed Steam the default way it should. I've installed Half-Life the correct way it should be. All my folder paths are correct. The only difference is I dont have Hammer Editor installed where it normally wants to go I have it installed in an easier to access folder along with my map. Are you trying to tell me that because I've installed Hammer in a different location than normal that that is the problem?

dandyli0n`: Yeah I know I normally dont run VIS. But are you telling me that I have to run VIS for hint/skip textures to work? Not as in I will be able to see things properly, but that it would have the correct effects of hint/skip textures if used properly?

Zat_AJ: I've had all my textures in one place. Normally I just run a custom wad file and thats it. I find it annoying to have multiple wad files required for one map.

SpaG: I know I'm using old compile tools. I've said that, but if you notice they are the same as the ones Andy uses in his tutorial, so theoretically it should still work. But I will probably get a new version.

Note - Just for more information
This map is not made specifically for any particular game. Normally I test the game in Natural-Selection but recently have started to run it in Half-Life cause I need something with single player mode so I can run wireframe mode. The textures I'm missing are standard half-life textures (they are for two standard chairs in one of the hammer libraries by the way). I'll probably end up removing the objects from the map anyway. They are just place markers and I am planning to make my own chairs.

So any more suggestions?
Posted 19 years ago2005-06-13 03:51:45 UTC Post #114045
Wow, that was incredibly organised. Well done :).

No reason to use old versions of the tools, though.

As for the path thing, you can't see that it's definitely on C:, as it merely shows the root of the presently-active drive (just "" instead of "C:").

I'm pretty sure you have to run VIS, though, for HINTs to work, as they assist the VIS process and are then, I imagine, discarded.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-06-13 09:58:31 UTC Post #114124
Agrees with Seventh; using hints without running VIS is preposterous, since the whole point is to achieve more accurate VIS Calculations. :zonked:
Posted 19 years ago2005-06-13 10:33:33 UTC Post #114133
But I deffinitely dont have any of the standard wads for half-life.
Steam started using GCF files, which are like WON's PAK files. The game's WADs, models, sprites, and etc. will be in GCFs. You can find the GCFs at "C:<Steam directory>SteamApps<email>half-life.gcf", and you can find the GCF extractor here. (Make sure you download the .NET framework!)
Posted 19 years ago2005-06-13 17:32:13 UTC Post #114220
Seventh-Monkey: Well most of them do show the C: I forgot about the wad locations. I'll definitely try to run with VIS and see if that helps.

dandyli0n`: Thanks for the link.
Posted 19 years ago2005-06-13 18:05:32 UTC Post #114230
Well I think this is out of my leage... I shal leave this topic. Sorry I couldn't help more.
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