Very strange problem when running map Created 15 years ago2009-03-16 18:55:15 UTC by pimpedz pimpedz

Created 15 years ago2009-03-16 18:55:15 UTC by pimpedz pimpedz

Posted 15 years ago2009-03-16 18:55:15 UTC Post #264179
My map compiles just fine, and continues to load until it gets the point where it says parsing sources, or something like that in the launch progress bar. When it gets to this point, the mod i'm playing in crashes and loops a sound. What can I do to fix this?
Posted 15 years ago2009-03-16 20:02:08 UTC Post #264180
Are you running the map from hammer, that is, does the game automatically launch after your compile is finished? If this is the case, make sure "don't run the game" is checked on your compile screen, and try loading the map manually from the console in Half-life.

If this is not the case, and your map is buggering when you try to run it, post your compile log because it's probably due to an error of some kind, or you could try to verify your game cache in steam(if you're running steam). To do this:

1. Right-click on the Half-life in the steam games list and click "properties".
2. Hit the "local files" tab and the click "verify integrity of game cache".

If the problem still occurs, there is an error with your map, in which case upload the .rmf/bsp and one of the fine members here may test it for you!

)

Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-17 00:00:36 UTC Post #264193
I know it's a map error. There aren't any actual errors in the compiler though, so I'm rather confused. I'm not compiling from hammer either, and yes I am running steam. The mod i'm running it in is The Specialists. The files can be found here:

http://tapsdomain.net/woot47.bsp
http://tapsdomain.net/woot.map
Posted 15 years ago2009-03-17 00:01:52 UTC Post #264194
Sorry, wrong url, it should be:
http://tapsdomain.net/woot47.map
Posted 15 years ago2009-03-17 00:04:30 UTC Post #264195
I don't have The Specialists installed, and i've never mapped for it, but if i get a chance later tonight i'll install TS and give it a whirl. Just for kicks, post your compile log with the -chart command (shows what map resources you've used)... maybe there's something you missed?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-17 00:36:57 UTC Post #264196
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:\Program Files\eddi's Tools\ZHLT Compile GUI\ZHLT\HLCSG.EXE"-chart -wadinclude \mappinh\hlfiles\halflife.wad -wadinclude \hlfiles\halflife.wad -wadinclude \mappinh\hlfiles\specialists.wad -wadinclude \mappinh\hlfiles\mecktex.wad -wadautodetect C:\mappinh\maps\Death_Valley\woot47.map
Entering C:\mappinh\maps\Death_Valley\woot47.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ 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
Wadfiles not in use by the map will be excluded
Wadinclude list :
[zhlt.wad]
[\mappinh\hlfiles\halflife.wad]
[\hlfiles\halflife.wad]
[\mappinh\hlfiles\specialists.wad]
[\mappinh\hlfiles\mecktex.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(3.48 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(3.64 seconds)

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 0/400 0/25600 ( 0.0%)
planes 10570/32768 211400/655360 (32.3%)
vertexes 0/65535 0/786420 ( 0.0%)
nodes 0/32767 0/786408 ( 0.0%)
texinfos 963/32767 38520/1310680 ( 2.9%)
faces 0/65535 0/1310700 ( 0.0%)
clipnodes 0/32767 0/262136 ( 0.0%)
leaves 0/8192 0/229376 ( 0.0%)
marksurfaces 0/65535 0/131070 ( 0.0%)
surfedges 0/512000 0/2048000 ( 0.0%)
edges 0/256000 0/1024000 ( 0.0%)
texdata [variable] 0/4194304 ( 0.0%)
lightdata [variable] 0/6291456 ( 0.0%)
visdata [variable] 0/2097152 ( 0.0%)
entdata [variable] 0/524288 ( 0.0%)
0 textures referenced

Total BSP file data space used: 249920 bytes

Including Wadfile: \mappinh\hlfiles\halflife.wad
  • Contains 57 used textures, 45.24 percent of map (3116 textures in wad)
Including Wadfile: \mappinh\hlfiles\specialists.wad
  • Contains 4 used textures, 3.17 percent of map (116 textures in wad)
Using Wadfile: \mappinh\wads\tehwadwang4.wad
  • Warning: Larger than expected texture (218412 bytes): 'GP_MENU'
  • Warning: Larger than expected texture (204812 bytes): 'GP_SOCRBOTLEFT'
  • Warning: Larger than expected texture (204812 bytes): 'GP_SOCRBOTRGHT'
  • Warning: Larger than expected texture (204812 bytes): 'GP_SOCRTOPLEFT'
  • Warning: Larger than expected texture (204812 bytes): 'GP_SOCRTOPRGHT'
  • Contains 65 used textures, 51.59 percent of map (1100 textures in wad)
added 11 additional animating textures.
Texture usage is at 3.70 mb (of 4.00 mb MAX)
7.69 seconds elapsed

--- END hlcsg ---

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:\Program Files\eddi's Tools\ZHLT Compile GUI\ZHLT\HLBSP.EXE"-chart C:\mappinh\maps\Death_Valley\woot47.map

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ 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] 500...1000...1500...2000...2500...3000...3500...4000...4500...4644 (0.63 seconds)
BSP generation successful, writing portal file 'C:\mappinh\maps\Death_Valley\woot47.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3500...3739 (0.61 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2500...3000...3389 (0.56 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...4000...4254 (0.98 seconds)

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 13/400 832/25600 ( 3.3%)
planes 3982/32768 79640/655360 (12.2%)
vertexes 14966/65535 179592/786420 (22.8%)
nodes 4758/32767 114192/786408 (14.5%)
texinfos 963/32767 38520/1310680 ( 2.9%)
faces 10838/65535 216760/1310700 (16.5%)
clipnodes 11238/32767 89904/262136 (34.3%)
leaves 2833/8192 79324/229376 (34.6%)
marksurfaces 13653/65535 27306/131070 (20.8%)
surfedges 52319/512000 209276/2048000 (10.2%)
edges 26411/256000 105644/1024000 (10.3%)
texdata [variable] 598924/4194304 (14.3%)
lightdata [variable] 0/6291456 ( 0.0%)
visdata [variable] 0/2097152 ( 0.0%)
entdata [variable] 21153/524288 ( 4.0%)
137 textures referenced

Total BSP file data space used: 1761067 bytes

6.61 seconds elapsed

--- END hlbsp ---
Posted 15 years ago2009-03-17 00:46:22 UTC Post #264197
Well, you are using ZHLT v2.5.3 instead of the newest 3.4.
Posted 15 years ago2009-03-17 00:59:42 UTC Post #264198
I thought that was the newest one, sorry. I just used the one that came with ZHLT Gui.
Posted 15 years ago2009-03-17 01:30:03 UTC Post #264200
[\mappinh\hlfiles\halflife.wad]
[\hlfiles\halflife.wad]
[\mappinh\hlfiles\specialists.wad]
[\mappinh\hlfiles\mecktex.wad]
#1, remove one of the halflife.wad locations from your wad.txt and/or wadinclude list (no reason to include it twice, tho i don't know if it will cause a problem or not).

And more importantly #2, all your wads--including zhlt.wad--should be referenced from the SAME LOCATION, and put them ALL wherever TS normally references it's wads (in hammer options, wadiclude, and if you use hlfix (wad.txt)).

See if that fixes your problem?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-17 01:54:30 UTC Post #264202
It references it from it's root folder, so should I just stick them in the same folder as the specialists?
Posted 15 years ago2009-03-17 01:59:06 UTC Post #264203
I mean the same folder as the map, not the specialists, during compiling, not playing.
Posted 15 years ago2009-03-17 02:04:36 UTC Post #264204
I removed the second half life.wad and it still did not work.
Posted 15 years ago2009-03-17 02:52:54 UTC Post #264205
Yes, copy all wads to the TS directory. In hammer options you should be referenceing them from there. also, copy your zhlt.wad there too just to be safe. If you've done this right, when you look at a new compile log, all the your wad paths should point to the TS root directory and should all be the SAME.

k i tried to test your map, but i includes lots of nonstandard TS content i don't have, so you'll have to include anything that didn't come with TS originally for me to be able to test your map. Here's what's in your map (made using resgen):

tehwadwang4.wad
models/mecklenburg/toilette.mdl
models/deathvalley/register.mdl
models/mecklenburg/refr2.mdl
sprites/flames.spr
sound/ambience/cg_rdmtrpsng.wav
models/couch1.mdl
models/deathvalley/fishingpond.mdl
models/mecklenburg/chef.mdl
models/mecklenburg/bench2.mdl
models/deathvalley/plants/xen_tree7_4.mdl
models/deathvalley/plants/xen_tree4_3.mdl
sound/mecklenburg/gasleak.wav
sprites/xsmoke2.spr
models/3dm_pc.mdl
models/eiffle/furniture/seat1.mdl
models/eiffle/furniture/couch1.mdl
sprites/glow01.spr
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-17 03:40:32 UTC Post #264210
Was that the whole compile log? Where's vis and rad?
Posted 15 years ago2009-03-17 06:06:31 UTC Post #264211
Yes, maps usually need a bit of a VIS run though them. I think RAD isn't nessessary...? (though not using it (unless intentionally) is still stupid)
Jessie JessieTrans Rights <3
Posted 15 years ago2009-03-17 06:26:05 UTC Post #264212
Yah DOH, i didn't even notice VIS and RAD weren't run, but they are by no means necessary to make a playable map (albeit a very ugly, dodgy, fullbright map)

)

Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-17 23:58:25 UTC Post #264232
Okay, sorry for the delay, if I left out anything let me know.
http://tapsdomain.net/deathvalley.zip
Posted 15 years ago2009-03-18 01:50:37 UTC Post #264235
Your map uses stuff from Mecklenburg too, but i already dowloaded that one. (Mecklenburg wasn't a standard map on the version of TS i have downloaded, but maybe it is in newer ones?)

Trying it now... = )

edit: says it's missing "models/deathvalley/plants/xen_tree7_4.mdl". I did a search and found that model is in the ts directory, but the path is different from where you have your map "looking" for the model:

ts\models\simivalley\xen_treey4.mdl

Get your paths straightened out for your cyclers, env_sprites, whatever, to make sure they point to the standard place for everybody else's TS directory, or, you'll have to include them with the proper directory structure along with your map, so people can play it and don't have to hunt for files (the first way is better =>).
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-18 02:21:55 UTC Post #264239
My apologies, I know I need to fix the directories. Anyway though, is everything straightened out now?
Posted 15 years ago2009-03-18 03:01:16 UTC Post #264241
I started to move mdls to there proper locations your map points to, but alas, there are still models missing, like: xen_tree4_3.mdl.

Inculde all the content and/or straighten all the paths, recompile, and re-link in here. I'm not wasting any more time hunting for content to test your map, sorry.

|

Use this list generated from resgen to help you make sure you've got everything before releasing again:

tehwadwang4.wad
models/mecklenburg/toilette.mdl
models/deathvalley/register.mdl
models/mecklenburg/refr2.mdl
sprites/flames.spr
sound/ambience/cg_rdmtrpsng.wav
models/couch1.mdl
models/deathvalley/fishingpond.mdl
models/mecklenburg/chef.mdl
models/mecklenburg/bench2.mdl
models/deathvalley/plants/xen_tree7_4.mdl
models/deathvalley/plants/xen_tree4_3.mdl
sound/mecklenburg/gasleak.wav
sprites/xsmoke2.spr
models/3dm_pc.mdl
models/eiffle/furniture/seat1.mdl
models/eiffle/furniture/couch1.mdl
sprites/glow01.spr
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-18 03:09:37 UTC Post #264242
Oh, I'm so sorry! I left out the plants. Here's the correct link:
http://tapsdomain.net/dv2.zip
Posted 15 years ago2009-03-18 06:08:43 UTC Post #264243
oh phew! glad you remembed the plants!
(flippen hippies...)
Posted 15 years ago2009-03-18 09:53:38 UTC Post #264245
If I were you I would delete that map and start over again. The map is really shabby. And are players supposed to be able to go under the map? If not, you should try to make a better sky:
User posted image
That will improve performance and shorten compile time.

And why did you make the ground 1 unit thick!? I see no reason for doing that, it just makes aligning brushes a nightmare having to zoom in/out all the time.

As I said before, compile the map with VIS and RAD on. Without VIS the game will render the whole map at once, which in your case, probably causes the game to choke.
Posted 15 years ago2009-03-18 10:15:05 UTC Post #264246
stick to the 16 or 8 unit grid for basic architecture.
Then fill in the details ;)
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-03-18 16:35:23 UTC Post #264250
Hey, that's that picture from the mapping tips thread.
Jessie JessieTrans Rights <3
Posted 15 years ago2009-03-18 17:52:33 UTC Post #264251
This was just a quick compile, that's why the skybox is a total fail. I haven't filled in everything yet, if there's a blank space, something is most likely going to go there.
Posted 15 years ago2009-03-18 19:33:30 UTC Post #264253
You guys were right, how odd. The map works just fine now. There is a catch though, I'm getting an error in the compiler that says I have run out of light memory data. How can I fix this?
Posted 15 years ago2009-03-19 01:28:44 UTC Post #264265
where's your latest rmf/bsp? (i'll actually look at the .rmf this time =>)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-19 02:12:09 UTC Post #264272
Well, actually, I have come across a new problem. I completely rebuilt the skybox, and now I have a leak in the map, I just can't seem to fix it.
Posted 15 years ago2009-03-19 02:13:39 UTC Post #264273
The latest .map can be found here:
http://tapsdomain.net/woot49.map
Posted 15 years ago2009-03-19 02:34:57 UTC Post #264276
about the sky - i got most, if not all my tuts from here and the silly peeps who wrote the ones about skys and stuff SAID to use a hollow box as the sky. go figure
Posted 15 years ago2009-03-19 02:45:05 UTC Post #264278
That's what part of my problem was. D: Hollow boxes=bad.
Posted 15 years ago2009-03-19 03:14:00 UTC Post #264280
Use the point-file to find leaks, "Map" ---> "Load Pointfile" and load the .lin-file with the same name as your map. Follow the line and see where it goes outside the map.
Posted 15 years ago2009-03-19 03:52:51 UTC Post #264281
yup what the killer-duck says is correct, load the .lin file instead of the pts file, and pay attention where the line changes from red to blue to find your leak source. (you will have to repeat this process multiple times if you have multiple leaks)

If you can't find where the line intersects your map, you may have an entity, or part of an entity-based brush touching outside the world, which is another way to cause a leak.

If you need help to narrow down where the leak is, you can also use the "big box method" or make a giant world brush(s) to cover up 3/4 of your map, compile, and see if you still get the leak. repeat to localize where the leak is coming from. (this becomes more problematic if you have multiple leaks)

Also, you're still missing: sprites/xsmoke2.spr... GOD! = )
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-19 03:56:19 UTC Post #264282
Thanks, I fixed the leak!!! If all goes well with this compile (which I doubt) I may be error free. I'll post again when I know the answer.
Posted 15 years ago2009-03-19 03:57:14 UTC Post #264283
Posted 15 years ago2009-03-19 04:20:47 UTC Post #264284
Okay, again, i'm back to the max_map_lighting error.
Posted 15 years ago2009-03-19 04:28:36 UTC Post #264285
LOL finally got it to load:
User posted image
Initial thoughts:
-turn up your maxviewabledisstance in hammer under map\map properties. (Some things disappear in your map because your distance is set too low). turn it up to 10,000 or somethin, or you can experiment to see exactly where the threshold is..

-many "hole" still where you can fall through the floor, underneath the map, and see through the ground to the skybox. (i'm running woot47, so i'm guessing some of these problems are already fixed)

-no vis or rad run, but i'm guessing too you'll have some lights in your next compile.

-your walls are unusually thin. make them 8 unints thick at the very least, at least anywhere players can "see" the edge of the wall. But really, vary the thickness of walls to whatever looks realistic (interior walls will be thinner thatn exterior walls, the scale of commercial buildings should be bigger in proportion--thicknesses and ceiling heights). Also noticed your scale in much of the interior spaces seems cramped. Scale them up a bit to again, whatever is realistic.

-you have trigger brushes visible in front of doors, so i'm guessing they are trigger multiples that you accidentally changed to a world brush.

-texture application is dodgy in places, well, pretty much everywhere! = )

-initial layout looks pretty cool. i like the urban settings and all the buildings. (will you be able to enter most/all of them?)

-good use of model placement with the trees, benches, cash register, etc.

-i found none of your doors work, and with some open doorways they are either too small to enter, or there is some invisible brush blockin the players way. (i tried to get noclip to work for testing purposes, but couldn't: is it possible in TS?)

Anyway, looks pretty standard, quality-wise for a beginner map. No better or worse than most beginner's maps i've seen. The more familiar you get with hammer and the compiling process, the better you'll get. it's not hard but it will take a while before you can build something worth downloading. (some people get the hang of this faster than others, but it took me a LONG time to manage anything decent). It depends how hard you work i guesss.

)

Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-19 04:33:45 UTC Post #264286
Okay, so as of right now, I still get the looping noise at parsing server info, and I get an error when compiling in hlrad saying, exceeded max_map_lighting.
The .map can be found here:
http://tapsdomain.net/woot49.map
Edit:
the .bsp is here:
http://tapsdomain.net/woot49.bsp
Posted 15 years ago2009-03-19 05:02:46 UTC Post #264287
The map--woot49--loads fine for me, i don't get the parsing error or "looping sound" error. Maybe try deleting/reinstalling TS and possibly also HL?

I've never seen that "max_map_lighting" error, and can't find any info about it on the forum or tommy14's site.. Maybe you should try making a smaller, simpler map, and try compiling it without errors, before tacking a big project like this?

Also, as a rule, i would recommend compiling often, like say every hour of editing time. I would also recommend archiving these compiled versions of your map. Doing these things are important because:

1. You'll catch and debug errors more quickly, before they become too hard to find.

2. you'll be able to revert to an earlier version of the map, if you come across an error you can't easily debug/identify.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-19 09:29:49 UTC Post #264292
Are you using latest version of Zoner? (3.4)

Also, post compile log.
Posted 15 years ago2009-03-19 12:03:18 UTC Post #264295
Yes, I am. Here is my log:

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:\Program Files\eddi's Tools\ZHLT Compile GUI\ZHLT\HLCSG.EXE"-chart -wadinclude \mappinh\hlfiles\halflife.wad -wadinclude \mappinh\hlfiles\specialists.wad -wadinclude \mappinh\hlfiles\mecktex.wad -wadautodetect C:\mappinh\maps\Death_Valley\woot49.map
Entering C:\mappinh\maps\Death_Valley\woot49.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ 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
Wadfiles not in use by the map will be excluded
Wadinclude list :
[zhlt.wad]
[\mappinh\hlfiles\halflife.wad]
[\mappinh\hlfiles\specialists.wad]
[\mappinh\hlfiles\mecktex.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(3.38 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(3.58 seconds)

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 0/400 0/25600 ( 0.0%)
planes 11212/32768 224240/655360 (34.2%)
vertexes 0/65535 0/786420 ( 0.0%)
nodes 0/32767 0/786408 ( 0.0%)
texinfos 1127/32767 45080/1310680 ( 3.4%)
faces 0/65535 0/1310700 ( 0.0%)
clipnodes 0/32767 0/262136 ( 0.0%)
leaves 0/8192 0/229376 ( 0.0%)
marksurfaces 0/65535 0/131070 ( 0.0%)
surfedges 0/512000 0/2048000 ( 0.0%)
edges 0/256000 0/1024000 ( 0.0%)
texdata [variable] 0/4194304 ( 0.0%)
lightdata [variable] 0/6291456 ( 0.0%)
visdata [variable] 0/2097152 ( 0.0%)
entdata [variable] 0/524288 ( 0.0%)
0 textures referenced

Total BSP file data space used: 269320 bytes

Including Wadfile: \mappinh\hlfiles\halflife.wad
  • Contains 61 used textures, 46.21 percent of map (3116 textures in wad)
Including Wadfile: \mappinh\hlfiles\specialists.wad
  • Contains 4 used textures, 3.03 percent of map (116 textures in wad)
Using Wadfile: \mappinh\wads\tehwadwang4.wad
  • Warning: Larger than expected texture (218412 bytes): 'GP_MENU'
  • Warning: Larger than expected texture (204812 bytes): 'GP_SOCRBOTLEFT'
  • Warning: Larger than expected texture (204812 bytes): 'GP_SOCRBOTRGHT'
  • Warning: Larger than expected texture (204812 bytes): 'GP_SOCRTOPLEFT'
  • Warning: Larger than expected texture (204812 bytes): 'GP_SOCRTOPRGHT'
  • Contains 67 used textures, 50.76 percent of map (1100 textures in wad)
added 12 additional animating textures.
Texture usage is at 3.98 mb (of 4.00 mb MAX)
7.22 seconds elapsed

--- END hlcsg ---

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:\Program Files\eddi's Tools\ZHLT Compile GUI\ZHLT\HLBSP.EXE"-chart C:\mappinh\maps\Death_Valley\woot49.map

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ 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] 500...1000...1500...2000...2500...3000...3500...4000...4500...4534 (0.78 seconds)
BSP generation successful, writing portal file 'C:\mappinh\maps\Death_Valley\woot49.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3500...3753 (0.73 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2500...3000...3342 (0.94 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...4000...4197 (0.97 seconds)

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 17/400 1088/25600 ( 4.3%)
planes 4130/32768 82600/655360 (12.6%)
vertexes 14994/65535 179928/786420 (22.9%)
nodes 4494/32767 107856/786408 (13.7%)
texinfos 1127/32767 45080/1310680 ( 3.4%)
faces 10826/65535 216520/1310700 (16.5%)
clipnodes 10633/32767 85064/262136 (32.5%)
leaves 2636/8192 73808/229376 (32.2%)
marksurfaces 14091/65535 28182/131070 (21.5%)
surfedges 52373/512000 209492/2048000 (10.2%)
edges 26493/256000 105972/1024000 (10.3%)
texdata [variable] 792132/4194304 (18.9%)
lightdata [variable] 0/6291456 ( 0.0%)
visdata [variable] 0/2097152 ( 0.0%)
entdata [variable] 21294/524288 ( 4.1%)
144 textures referenced

Total BSP file data space used: 1949016 bytes

7.19 seconds elapsed

--- END hlbsp ---

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:\Program Files\eddi's Tools\ZHLT Compile GUI\ZHLT\HLVIS.EXE"C:\mappinh\maps\Death_Valley\woot49.map
2503 portalleafs
7799 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:
(15.63 seconds)
LeafThread:
(416.53 seconds)
average leafs visible: 159
g_visdatasize:161229 compressed from 783439
432.42 seconds elapsed [7m 12s]

--- END hlvis ---

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:\Program Files\eddi's Tools\ZHLT Compile GUI\ZHLT\HLRAD.EXE"-chop 256 -lightdata 99999999999999 C:\mappinh\maps\Death_Valley\woot49.map

= 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 [ 256.000 ] [ 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:\Program Files\eddi's Tools\ZHLT Compile GUI\ZHLT\lights.rad']
[59 texlights parsed from 'C:\Program Files\eddi's Tools\ZHLT Compile GUI\ZHLT\lights.rad']

10826 faces
Create Patches : 15951 base patches
0 opaque faces
882469 square feet [127075536.00 square inches]
119 direct lights

BuildFacelights:
(67.16 seconds)
visibility matrix : 15.2 megs
BuildVisLeafs:
(13.50 seconds)
MakeScales:
(18.00 seconds)
SwapTransfers:
(1.14 seconds)
Transfer Lists : 4871358 : 4.87M transfers
Indices :     3834464 :    3.66M bytes
   Data :    19485432 :   18.58M bytes
GatherLight:
Warning: Too many light styles on a face(-667.000000,3465.989990,290.250000)
(1.19 seconds)
FinalLightFace:
Error: Exceeded MAX_MAP_LIGHTING
Description: You have run out of light data memory
Howto Fix: Use the -lightdata <#> command line option to increase your maximum light memory. The default is 6144 (KB).

--- END hlrad ---
Posted 15 years ago2009-03-19 12:17:48 UTC Post #264297
Warning: Too many light styles on a face(-667.000000,3465.989990,290.250000)
Check out Tommy14's entry for this. It might also be causing the next error maybe?
Error: Exceeded MAX_MAP_LIGHTING
Description: You have run out of light data memory
Howto Fix: Use the -lightdata <#> command line option to increase your maximum light memory. The default is 6144 (KB).
Using compilator:
1. go to the "shared" tab
2. checkmark the "light data" tab, and try setting the number higher.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-19 12:29:07 UTC Post #264298
Also:

Try to use texture lights (textures that emit light by themselves) instead of point light entities. Only use light entities for strobe/flicker/toggable lights.

If you have light entites that don't have a strobe/flicker effect or lights that can't be toggled on/off either delete them and replace them with texture lights or make sure you don't name your light entites. Named light entities are considered dynamic

Dynamic lights are lights that have strobe/flicker effects or can be toggled on or off. If you have a light that don't have any of those, but still have a name, its still considered a dynamic light.

Hope it makes sense.
Posted 15 years ago2009-03-19 13:41:15 UTC Post #264302
How can I change the default light level, so that I don't necessarily need to place lights everywhere?
Posted 15 years ago2009-03-19 14:08:10 UTC Post #264306
You could use a light_environment
Or a light_spot and set "Sky emits light" to yes.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-03-19 16:52:10 UTC Post #264320
I'm still not quite sure on how to get rid of this error :/
Posted 15 years ago2009-03-19 17:13:13 UTC Post #264322
like muzz said, as a test, delete all your point lights, and add ONE light_environment, or ONE Light_spot set to "sky emits light" (like Tetsu0 said), and see if that eliminates the error...

If this works, do also as Muzz said, and replace all those troublesome pointlights with texture lighting.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-19 23:56:26 UTC Post #264333
Okay, sounds good. I'm sorry to seem like such a newbie, but what exactly is texture lighting? Is that just getting the texture light and making it an ent?
Posted 15 years ago2009-03-20 01:33:33 UTC Post #264336
"lights.rad" is all i shall say.
Jessie JessieTrans Rights <3
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