Compiling issue. asking for a file with the .p0 file type when it doesnt exist Created 6 years ago2018-07-11 22:32:19 UTC by guest3444307 guest3444307

Created 6 years ago2018-07-11 22:32:19 UTC by guest3444307 guest3444307

Posted 6 years ago2018-07-11 22:32:19 UTC Post #340125
I don't know how this issue happened since while compiling other maps I never had this issue, sorry if this has been asked already or the fix is obvious, here's the compile log

*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 (x86)/Steam/steamapps/common/Half-Life/valve/hlbsp.exe""C:\Program Files (x86)\Steam\steamapps\common\Half-Life\lostcoast\maps\hopefullythisworks"
Error: Can't open C:\Program Files (x86)\Steam\steamapps\common\Half-Life\lostcoast\maps\hopefullythisworks.p0

--- 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 (x86)/Steam/steamapps/common/Half-Life/valve/hlvis.exe"-fast "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\lostcoast\maps\hopefullythisworks"
There was a problem compiling the map.
Check the file C:\Program Files (x86)\Steam\steamapps\common\Half-Life\lostcoast\maps\hopefullythisworks.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:/Program Files (x86)/Steam/steamapps/common/Half-Life/valve/hlrad.exe""C:\Program Files (x86)\Steam\steamapps\common\Half-Life\lostcoast\maps\hopefullythisworks"
There was a problem compiling the map.
Check the file C:\Program Files (x86)\Steam\steamapps\common\Half-Life\lostcoast\maps\hopefullythisworks.log for the cause.

--- END hlrad -----*
Posted 6 years ago2018-07-12 00:39:40 UTC Post #340126
The p0 file doesn't exist because according to your log, HLCSG did not run. Make sure you have the paths to the compile tools correct in your editor of choice.
Posted 6 years ago2018-07-12 01:48:46 UTC Post #340127
I don't think its that since hlcsg is listed and when compiling other maps it worked before (this was in J.A.C.K. using its own inbuilt rendering tools but same result in J.A.C.K so that doesn't really matter) so i really don't think that it suddenly broke. and also with this im also experiencing another problem, when i export the RMF to MAP it freaks out by a bunch of brushes stretching out in a bunch of directions for some odd reason (i don't know what causes this because the RMF files work fine while the MAP files don't for some odd reason, here are some pictures of the situation
User posted image
User posted image
Posted 6 years ago2018-07-12 18:53:26 UTC Post #340128
Either way, as you can clearly see from the screenshots you've posted, HLCSG found a problem with a brush in your map:

hlcsg: Error: Entity 0, Brush 422: outside world

Find the damaged brush by using the "Go to brush number" or a similar named function in one the menu's and delete or recreate the brush.
Posted 6 years ago2018-07-12 23:25:50 UTC Post #340130
yes I realize the problem but I'm confused as WHY it happens, that's the confusing part, I came here to see why the RMF works fine while the MAP has this issue, I guess no one knows or its just a issue with how the conversion works and I cant fix that, guess ill do what you said (which I was planning to do if this came up empty) well I guess thanks anyways.
Posted 6 years ago2018-07-13 05:18:47 UTC Post #340131
RMF gets automatically exported to MAP during compile, then the MAP file is compiled into a BSP file. Whatever the problem is, it shouldn't be caused by the map source format.
Posted 6 years ago2018-07-13 08:28:46 UTC Post #340133
RMF stores brushes as floating point, MAP stores as integer. If you have brushes with strange face angles the result could become invalid when converted to MAP. If you're using an editor that has the option to export to MAP with floating point coordinates, enable it to see if it works.
Posted 6 years ago2018-07-13 10:42:40 UTC Post #340134
Alternatively, a program called HLFix can convert an RMF into MAP with floating point coordinates and a bit of extra rounding to avoid seams in your geometry.
Penguinboy PenguinboyHaha, I died again!
Posted 6 years ago2018-07-14 00:57:42 UTC Post #340136
Solokiller, can you please tell me which editors can do this so I can use them.

Penguinboy, can you please tell me how you can set up hlfix correctly, eve tried but it wont work for some reason, I tried searching on the internet for it but I don't really see this showing up anywhere. I'm getting error at offset 00102fa1h: NSTRING too long. I've found similar errors but none of their solutions worked, can you please help me on this.

P.S. with hlfix it also says I have -1 face, -1 vector, -1 path, -1 corner, and -1 visgroup
Posted 6 years ago2018-07-14 04:40:07 UTC Post #340137
I've not used HLFix in a long time so perhaps it's broken now? Sounds like an error with the app itself so maybe it's no good anymore. As for editors, try JACK/Jackhammer, Sledge, or Hammer with the floating point hack installed (download here).
Penguinboy PenguinboyHaha, I died again!
Posted 6 years ago2018-07-14 07:11:43 UTC Post #340138
Thanks but when I try it oh Sledge or Jackhammer it doesn't work, but it seems to work for hammer 3.4, I'm not sure if it does work really since when I tried it, it didn't work,ill continue this tomorrow since its as of writing 3:10 AM, ill continue this tomorrow (or today depending on how you look at it.

P.S. It might not be HLFix`s fault, it might be that I'm trying to port the background from HL2:Lost Coast, into HL1 so I can use it to better represent my ported textures (of course no displacements since this is already crazy, I'm not going to try to throw displacements into the mix to cause a whole mess of problems, so I clicked a button in Hammer to destroy displacements (turn them into normal blocks in turn losing a lot of what makes it special.) now this brings up the interesting question, if this works could this mean displacements could be possible in goldsource, I have heard on forums while trying to search for this solution on this working using some odd method (or a plugin) but the images were broken and when I tried going to the page it was on it led me to the front page of the image site (leading me to believe the website the image was hosted on led it to had a change to it causing the image to go down, maybe the website going from free to paid, I've heard that happen before) the best I've got this was a plugin which allowed you to make something like displacements but it was just 32 triangles that allows for depth, now also thinking about it, its probably possible to make displacements into models via sledge (since it allows you to port maps into obj but it removes textures so you would have to fix that by your modeling program of choice (mines is MS3D due to this cool tool it has to automatically lower the polycount of a model (don't go too low with it or bad things will happen to the model (wheels of props disappearing or it just goes crazy and looks nothing like a wheel) well I'm probably done talking since I've written a lot here I've spent like 30 minutes writing this section right here (maybe 24-26 possibly) well I should stop (I started writing in 2:46 AM)
Posted 6 years ago2018-07-14 09:20:19 UTC Post #340139
One of my old programs called Twister will convert displacements in a VMF into brushwork. I'm not sure how well it works because I made it a long time ago, but it's worth a try.
Penguinboy PenguinboyHaha, I died again!
Posted 6 years ago2018-07-15 01:31:06 UTC Post #340144
I went to use twister just incase I somehow still had displacements, causing issues somewhere and a error happened while trying, im going to restart my computer and try again to see if it works
Posted 6 years ago2018-07-15 04:38:04 UTC Post #340145
it seems as if twister`s convert option doesn't really work, maybe it does in smaller loads (cutting everything up) and not huge loads (like the new dust 2 in csgo) (that map is mostly displacements) (if you were wondering why I did that, it was because trying it on the background map didn't work) either nothing works at all or I'm just so bad at what I'm doing I'm doing things wrong while following the instructions carefully

P.S. but every other option in twister seems to work like a charm
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