I've searched on how to fix this for days now, and couldnt find any solution, and i am confused what is causing this in zoners tools super or 3.4, and why is it working with some warnings on the original compile tools.
errorlog:
[quote]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~1\VALVEH~1\tools\Zoner\hlcsg.exe G:\Games\Valve\cstrike\maps\fy_vestitel
Entering G:\Games\Valve\cstrike\maps\fy_vestitel.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 ]
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:
(0.14 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.31 seconds)
Using Wadfile: \games\valve\valve\decals.wad
- Contains 1 used texture, 1.45 percent of map (222 textures in wad)
- Contains 0 used textures, 0.00 percent of map (7 textures in wad)
- Contains 39 used textures, 56.52 percent of map (3116 textures in wad)
- Contains 0 used textures, 0.00 percent of map (32 textures in wad)
- Contains 9 used textures, 13.04 percent of map (123 textures in wad)
- Warning: Larger than expected texture (240172 bytes): 'TK_STONEWALLHI'
- Warning: Larger than expected texture (306812 bytes): 'TK_CLAYROOF'
- Warning: Larger than expected texture (272812 bytes): '{TK_PLANTLG'
- Warning: Larger than expected texture (327212 bytes): '{TK_PLANTSM'
- Warning: Larger than expected texture (235412 bytes): 'TK_TORNMAP'
- Contains 2 used textures, 2.90 percent of map (162 textures in wad)
- Contains 0 used textures, 0.00 percent of map (29 textures in wad)
- Contains 17 used textures, 24.64 percent of map (18 textures in wad)
- Contains 1 used texture, 1.45 percent of map (24 textures in wad)
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 15 additional animating textures.
Texture usage is at 3.33 mb (of 4.00 mb MAX)
0.51 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:\PROGRA~1\VALVEH~1\tools\Zoner\hlbsp.exe G:\Games\Valve\cstrike\maps\fy_vestitel
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 ]
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...1518 (0.17 seconds)
Warning: === LEAK in hull 0 ===
Entity info_player_deathmatch @ ( 605, 414, 72)
Error:
A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region. The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted. Some complex rotating objects entities need
their origins outside the map. To deal with these, just enclose the origin
brush with a solid world brush
Leak pointfile generated
SolidBSP [hull 1] 500...781 (0.03 seconds)
SolidBSP [hull 2] 500...664 (0.03 seconds)
SolidBSP [hull 3] 500...950 (0.05 seconds)
0.70 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:\PROGRA~1\VALVEH~1\tools\Zoner\hlvis.exe G:\Games\Valve\cstrike\maps\fy_vestitel
--- END hlvis ---There was a problem compiling the map.
Check the file G:\Games\Valve\cstrike\maps\fy_vestitel.log for the cause.
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~1\VALVEH~1\tools\Zoner\hlrad.exe G:\Games\Valve\cstrike\maps\fy_vestitel
--- END hlrad ---There was a problem compiling the map.
Check the file G:\Games\Valve\cstrike\maps\fy_vestitel.log for the cause.
[/quote]
why is HLRAD giving me - >> There was a problem compiling the map., and then my map is all lighted up and laggy and ugly.
If i compile my map with the original tools, i dont get this, i get max_map_midtex, but qrad works and gives my map my lights..
I am very sorry if i havent searched more, but i spend countless hours on this ...
Will be very greatfull if you give me a solution!
Thank you very much in advance!!