What is causing this problem with HLRAD Created 15 years ago2009-06-23 09:54:30 UTC by Ggd07 Ggd07

Created 15 years ago2009-06-23 09:54:30 UTC by Ggd07 Ggd07

Posted 15 years ago2009-06-23 09:54:30 UTC Post #268716
Hello there!
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)
Using Wadfile: \games\valve\valve\gfx.wad
  • Contains 0 used textures, 0.00 percent of map (7 textures in wad)
Using Wadfile: \games\valve\valve\halflife.wad
  • Contains 39 used textures, 56.52 percent of map (3116 textures in wad)
Using Wadfile: \games\valve\valve\liquids.wad
  • Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: \games\valve\cstrike\cstrike.wad
  • Contains 9 used textures, 13.04 percent of map (123 textures in wad)
Using Wadfile: \games\valve\cstrike\torntextures.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)
Using Wadfile: \games\valve\cstrike\tswad.wad
  • Contains 0 used textures, 0.00 percent of map (29 textures in wad)
Using Wadfile: \ggd07\sivago entertainment\counterstrike maps\project textures\ggd07v.wad
  • Contains 17 used textures, 24.64 percent of map (18 textures in wad)
Using Wadfile: \games\valve\cstrike\cstraining.wad
  • Contains 1 used texture, 1.45 percent of map (24 textures in wad)
Warning: More than 8 wadfiles are in use. (9)
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
There was a problem compiling the map.
Check the file G:\Games\Valve\cstrike\maps\fy_vestitel.log for the cause.
--- 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:\PROGRA~1\VALVEH~1\tools\Zoner\hlrad.exe G:\Games\Valve\cstrike\maps\fy_vestitel
There was a problem compiling the map.
Check the file G:\Games\Valve\cstrike\maps\fy_vestitel.log for the cause.
--- END hlrad ---

[/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!!
Posted 15 years ago2009-06-23 10:02:17 UTC Post #268717
Well from what i see you have 2 problems.
1) you're using large textures :
[quote]Using Wadfile: \games\valve\cstrike\torntextures.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' [/quote]
But that usually doesnt harm anything too much
2) You have a leak, and thats why you're lagging.
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
Notice 2 things: info_player_start - That's the entity that's closest to the leak (usually...)

And "Leak pointfile generated" - Read below:

when you have a leak, everything is lit up (fullbright) and the engine renders EVERYTHING!
Inside your map AND outside.

So open up the .lin file from the compile, and fly around in hammer to see where the leak occurs.
(map > load pointfile) [or something similar. i can't check right now i'm at work being a bad employee]
you can also try opening the map in-game using the pointfile command
but in order to do that, add this to your compile options :
+particles 50000
So fix the leak, and maybe take care of those textures and you should be in business.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-06-23 10:36:19 UTC Post #268720
I dont see anywhere a *.lin or *.pts file generated in my map directories..
only *.map , *.err , *.map , *.p0 , *.p1 etc...

:\ ive looked everywhere for a leak but couldnt find, everything is sealed..

Strange i havent encountered a problem like this and ive been modding since years...
Posted 15 years ago2009-06-23 10:49:40 UTC Post #268722
Leaks can sometimes happen with models that have odd origins. I once had the flag from blueshift in a map, and the origin was causing a leak.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-06-23 11:01:19 UTC Post #268723
I dont have any models imported, or prefabs, olny a trashcan and a desk deleted them but the problem persists..

Why doesnt it generate me a pointfile so i can see where this leak is.. :\
Posted 15 years ago2009-06-23 11:28:05 UTC Post #268724
Warning: More than 8 wadfiles are in use. (9)
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.


Remove one wad to fix this.

Are you using a front end to compile? If not, i suggest you get one.

As for the leak, there must be a lin or a pts file, you should open the lin file in Hammer to trace the leak (MAP ---> Load Pointfile...)
Posted 15 years ago2009-06-23 17:20:21 UTC Post #268739
I usually use HL to scan the pointfile myself.
Jessie JessieTrans Rights <3
Posted 15 years ago2009-06-23 17:40:03 UTC Post #268740
I cant get these front end compilers, cant configure them... always some errors..

Darkie, how do you scan pointfile in HL, will be really usefull if you could help me, i dont know why valve hammer isnt generating one...
Posted 15 years ago2009-06-23 17:58:52 UTC Post #268744
Use the compilator, you only need to tell it where your ZHLT are and then you get every option easily.
http://www.twhl.co.za/forums.php?thread=14161
Perfect tool for final compiles!
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-06-23 20:13:22 UTC Post #268750
I get this when i try to compile:
[quote]
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************ Exception Text ************
System.UnauthorizedAccessException: Access to the path 'C:\Program Files\Valve Hammer Editor\tools\Zoner\thecompilator.bat' is denied.
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy)
at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options)
at System.IO.StreamWriter.CreateFile(String path, Boolean append)
at System.IO.StreamWriter..ctor(String path, Boolean append, Encoding encoding, Int32 bufferSize)
at System.IO.StreamWriter..ctor(String path, Boolean append, Encoding encoding)
at The_Compilator.frmMain.btnSaveBatchAs_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

************ Loaded Assemblies ************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4926 (NetFXspW7.050727-4900)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll

The Compilator
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Program%20Files/Valve%20Hammer%20Editor/tools/TheCompilator102_ZHLT34/The%20Compilator.exe

Microsoft.VisualBasic
Assembly Version: 8.0.0.0
Win32 Version: 8.0.50727.4926 (NetFXspW7.050727-4900)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll

System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4926 (NetFXspW7.050727-4900)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll

System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4926 (NetFXspW7.050727-4900)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll

System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4926 (NetFXspW7.050727-4900)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll

System.Runtime.Remoting
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4926 (NetFXspW7.050727-4900)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll

Accessibility
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4918 (NetFXspW7.050727-4900)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Accessibility/2.0.0.0__b03f5f7f11d50a3a/Accessibility.dll

System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4926 (NetFXspW7.050727-4900)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll

************ JIT Debugging ************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
[/quote]

i have .net frameworks 3.5 on win7

Thanks anyways, i am still trying to fix the leak,

Thanks for the replies and the help! if someone have another idea, i am open;) Thanks again!
Posted 15 years ago2009-06-23 21:25:23 UTC Post #268753
Yeah. I don't think the compilator has been written for windows 7.
It was designed by our very own "The mighty Atom" using visual basic.
I'm sure he hasnt gotten around to Win 7 yet.

And to load the pointfile...
User posted image
That's what you do. Browse to your mapname and load it.After each compile it should make a new pointfile. If you're unsure if it exists, delete all your pointfiles (.pts and .lin) and compile, go back to hammer and try to load it.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-06-23 22:54:20 UTC Post #268757
Try running The Compilator in admin mode.
Penguinboy PenguinboyHaha, I died again!
Posted 15 years ago2009-06-24 08:03:23 UTC Post #268783
Or somehow set the program accessibility?
Idk if that's even possible but it's a thought.
And i never knew the compilator had an Admin mode.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-06-25 11:32:45 UTC Post #268852
And i never knew the compilator had an Admin mode.
It does'nt. Vista and Win7 does. :)

The reason why the Compilator crashes is because i didn't added a simple Try Catch statement to catch the actual crash, the other reason is that UAC prevents the creation/generation of files, because it needs the user permission to do so. It doesn't prompt the user because the file creation/generation is done by the application, not by the user itself.

Sorry for the inconvenience.

You could try disabling the UAC (User Account Control).

Here's how: http://www.mydigitallife.info/2008/12/30/how-to-disable-and-turn-off-uac-in-windows-7/
Posted 15 years ago2009-06-29 08:09:46 UTC Post #269115
Thanks The Mighty Atom for the help, and all you for taking your time to help.

I wanted to recreate a part of my town here on a map, i was very exited in the beggining, but now, i get so many errors from valve hammer editor, and i am a bit dissapointed to continue. I spend 1 month working on this map, where 70% of the time is wondering how to fix stupid errors.

First the RAD thing with the leaks, fixed the leaks, rad runs but its full light again. Then imported my own textures, the textures were to detailed for the stupid engine to control, and i got "allocbloc:full" error.. I resized the Textures to be much more smaller, now i get an "Bad Surface Extents", because the textures are too streched, but they are not.. Well, detailed textures dont work, small textures dont work, i dont know why the hell i am trying when i spend 70% of the time wondering about stupid errors..

Maybe i should've started this project on the Source SDK instead of the stupid old engine which doesnt handle neither small/big/detailed/not-detailed textures.. I am so dissapointed..
Posted 15 years ago2009-06-29 08:13:12 UTC Post #269116
. I spend 1 month working on this map, where 70% of the time is wondering how to fix stupid errors.
Not to kill your spirit, But welcome to Game Development

As for the engine switch, you can import your current map into source quite easily.

you'll have to re-do a lot of the entitys, and ALL the texturing, but at least you wont have to do all the brushwork over again.

Just save the map in hammer 3.x and open the VMF in 4.0
Should direclty import.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-06-29 08:41:35 UTC Post #269118
Not to kill your spirit, But welcome to Game Development
Yeah, i understood that years ago, but this is just wierd.. my plan was to import detailed textures, and scale them down to look more "detailed" and they did, because i wanted to make "1:1" with the real "structures".. and it did look quite good, but these problems are just wierd, ill try some more "resizing" to see if it will do the trick, then im going to switch to source.
As for the engine switch, you can import your current map into source quite easily.

you'll have to re-do a lot of the entitys, and ALL the texturing, but at least you wont have to do all the brushwork over again.

Just save the map in hammer 3.x and open the VMF in 4.0
Should direclty import.
Thanks, quite easy, the re-texturing and re-working on the entities is not a problem at all :)
Posted 15 years ago2009-07-02 13:32:09 UTC Post #269128
No problem.
If you have any questions you can't find in the search bar, the source thread is just a click away.

and...
i wanted to make "1:1" with the real "structures"
you couldn't just make a 256 x 256 tiling texture and then add other trim elements? Decals etc..

Making a life-size building texture is immenent death for the engine.
Expecially if used more than once. (Which i'm assuming you did.)

EDIT------------------

While doing some research, here's something for you if you wanted to port the level to the new engine: http://developer.valvesoftware.com/wiki/Goldsource_to_Source_texture_porting
Tetsu0 Tetsu0Positive Chaos
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