Hull problems... Created 20 years ago2004-07-11 06:51:32 UTC by EboLa EboLa

Created 20 years ago2004-07-11 06:51:32 UTC by EboLa EboLa

Posted 20 years ago2004-07-11 06:51:32 UTC Post #40385
Hi! im kinda new to this program and was wondering if someone of you mappers could look at this log for me...:

** Executing...
** Command: Change Directory
** Parameters: D:Counter-Strikecstrike

** Executing...
** Command: Copy File
** Parameters: "E:MappingIkke ferdige mapsdeserted_village.map" "E:mappingferdige maps\deserted_village.map"

** Executing...
** Command: E:ZHLT25~1hlcsg.exe
** Parameters: "E:mappingferdige maps\deserted_village"

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: E:ZHLT25~1hlcsg.exe "E:mappingferdige maps\deserted_village"
Entering E:mappingferdige maps\deserted_village.map

Current hlcsg 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 ]
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%... (0.08 seconds)
SetModelCenters:
50%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.52 seconds)

Using Wadfile: counter-strikecstrikecstrike.wad
  • Contains 3 used textures, 15.79 percent of map (123 textures in wad)
Using Wadfile: counter-strikevalvedecals.wad
  • Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: counter-strikevalvespraypaint.wad
  • Contains 1 used texture, 5.26 percent of map (14 textures in wad)
Using Wadfile: counter-strikevalveliquids.wad
  • Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: counter-strikevalvehalflife.wad
  • Contains 14 used textures, 73.68 percent of map (3116 textures in wad)
Using Wadfile: sierrahalf-lifevalvehalflife.wad
  • Contains 0 used textures, 0.00 percent of map (3116 textures in wad)
Using Wadfile: counter-strikewarning signs.wad
  • Warning: Larger than expected texture (211952 bytes): 'WARNINGFAN'
  • Contains 1 used texture, 5.26 percent of map (1 textures in wad)
added 5 additional animating textures.
Texture usage is at 0.60 mb (of 4.00 mb MAX)
0.64 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: E:ZHLT25~1hlbsp.exe
** Parameters: "E:mappingferdige maps\deserted_village"

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: E:ZHLT25~1hlbsp.exe "E:mappingferdige maps\deserted_village"

Current hlbsp 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 ]
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)

Warning: No entities exist in hull 0, no filling performed for this hull
Warning: No entities exist in hull 1, no filling performed for this hull
Warning: No entities exist in hull 2, no filling performed for this hull
Warning: No entities exist in hull 3, no filling performed for this hull
0.67 seconds elapsed

--- END hlbsp ---
As you i cant find the hull's and was wondering if you could explaint to me how i fix this problem...?
Posted 20 years ago2004-07-11 07:41:21 UTC Post #40392
Um... put some entities in the map maybe?

If you have, and compiling with the cordon bound -check that it has come entities in there.
Posted 20 years ago2004-07-11 07:50:31 UTC Post #40397
Read the "In The Beginning" tutorials.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-07-11 19:50:38 UTC Post #40521
Thx for the fast answers, but i don't know how to fix this f***ing problem...
I have compiled a lot of maps before and this has never happened to me before...
Just suddenly the problem was there and i have no clue how to fix it...!

Can just some of you tell how the hell i can fix those hulls that keeps popping up middle of nowhere.

So far the only thing that has made this problem is the info_player_start entinity...
So I keep trying to delete it. but when i build a new one the same problem pops up...? :zonked:
Posted 20 years ago2004-07-11 20:03:26 UTC Post #40522
Here is a fantastic site for nearly every error that Hammer and Half-Life can throw at you. Use it in the future.
Fairly obvious, you made the map without putting point entitys, like player starts. However, often this error will come up because an entity is outside the map; and other times this error will be bogus and something else lies behind it like: the "too many wads" or other odd errors, or you forgetting to export into .map format in WC, or a leak, or even a corruption of your level files! This error seems to get pulled up often for the wrong problem.
AJ AJGlorious Overlord
Posted 20 years ago2004-07-11 20:42:01 UTC Post #40525
You don't need the halflife.wad from both Counter-Strike and Half-Life. Remove one.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-07-11 21:10:04 UTC Post #40530
Have you tried tracing the pointline ingame?
That's easier.
Posted 20 years ago2004-07-11 21:12:42 UTC Post #40531
cant finish compiling it so theres no bsp after the compiling...!
Posted 20 years ago2004-07-11 21:22:49 UTC Post #40532
First use the 'Check for problems' tool and see if there's anything there. Then compile with VIS and RAD off.
AJ AJGlorious Overlord
Posted 20 years ago2004-07-12 07:37:59 UTC Post #40637
there may be a gap between your sky brushes.
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