Compiled map doesn't show up in HL L Created 20 years ago2004-07-18 13:55:19 UTC by [VDC] Rad Brad [VDC] Rad Brad

Created 20 years ago2004-07-18 13:55:19 UTC by [VDC] Rad Brad [VDC] Rad Brad

Posted 20 years ago2004-07-18 13:55:19 UTC Post #42562
When I compile the map, it has had problems. Leaf portal saw into leaf errors. Got those fixed up by deleting the offending AREA of the map and reconstrucing it. I thought that was the problem and reconstructing would help this. But here's what's happening...

I export the rmf to MAP. From there, I batch compile with Nem's, it creates a BSP in my Hammer/maps folder and also in my Sierra/Halflife/Valve/maps folder. The sounds and models are in their respective folders properly. When I enter the game, I create a LAN and Choose Game. The map is not in the list.

Possible causes:
A little while ago, SeventhMonkey linked me up some .dlls that handle transparancies as STEAM would. The game seemed to function fine with them at the time.

**There is a Buildfacelight warning about the transfer file. I'll post the log below.**
(Also, you will see a warning about the light faces in the LIGHTS.RAD. That is just poor commenting in the RAD file)

hlcsg v2.5.3 rel Custom Build 1.7p13 (Feb 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: D:PROGRA~1ZHLT_1~1.7P1HLCSG.EXE -brushunion 95 -wadinclude FONTS.WAD -wadinclude DECALS.WAD -wadinclude DMC.WAD -wadinclude spraypaint.wad -wadinclude HALFLIFE.WAD -wadinclude LIQUIDS.WAD -wadinclude XENO.WAD -chart -estimate -texdata 16384 -high "D:Program FilesValve Hammer Editormapstournament.map"
Entering D:Program FilesValve Hammer Editormapstournament.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 16777216 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ High ] [ 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 [ 95.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]
[FONTS.WAD]
[DECALS.WAD]
[DMC.WAD]
[spraypaint.wad]
[HALFLIFE.WAD]
[LIQUIDS.WAD]
[XENO.WAD]

5 brushes (totalling 50 sides) discarded from clipping hulls
CreateBrush:
(67.67 seconds)
SetModelCenters:
(0.05 seconds)
CalculateBrushUnions:
(24.06 seconds)
CSGBrush:
(10.54 seconds)

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 0/400 0/25600 ( 0.0%)
planes 27954/65535 559080/1310700 (42.7%)
vertexes 0/65535 0/786420 ( 0.0%)
nodes 0/32767 0/786408 ( 0.0%)
texinfos 6116/32767 244640/1310680 (18.7%)
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] 0/16777216 ( 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: 803720 bytes

Including Wadfile: sierrahalf-lifevalvedmc.wad
  • Contains 0 used textures, 0.00 percent of map (93 textures in wad)
Including Wadfile: sierrahalf-lifevalvehalflife.wad
  • Contains 192 used textures, 95.52 percent of map (3116 textures in wad)
Including Wadfile: sierrahalf-lifevalvefonts.wad
  • Contains 0 used textures, 0.00 percent of map (3 textures in wad)
Including Wadfile: sierrahalf-lifevalveliquids.wad
  • Contains 2 used textures, 1.00 percent of map (32 textures in wad)
Including Wadfile: sierrahalf-lifevalvespraypaint.wad
  • Contains 1 used texture, 0.50 percent of map (14 textures in wad)
Including Wadfile: sierrahalf-lifevalvexeno.wad
  • Contains 3 used textures, 1.49 percent of map (264 textures in wad)
Including Wadfile: sierrahalf-lifevalvezhlt.wad
  • Contains 3 used textures, 1.49 percent of map (4 textures in wad)
added 37 additional animating textures.
Texture usage is at 2.53 mb (of 16.00 mb MAX)
110.79 seconds elapsed [1m 50s]

--- END hlcsg ---

hlbsp v2.5.3 rel Custom Build 1.7p13 (Feb 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: D:PROGRA~1ZHLT_1~1.7P1HLBSP.EXE -maxnodesize 1024 -chart -estimate -texdata 16384 -high "D:Program FilesValve Hammer Editormapstournament.map"

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 16777216 ] [ 4194304 ]
priority [ High ] [ 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)

BSP generation successful, writing portal file 'D:Program FilesValve Hammer Editormapstournament.prt'

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 157/400 10048/25600 (39.3%)
planes 27954/65535 559080/1310700 (42.7%)
vertexes 14715/65535 176580/786420 (22.5%)
nodes 6492/32767 155808/786408 (19.8%)
texinfos 6116/32767 244640/1310680 (18.7%)
faces 10718/65535 214360/1310700 (16.4%)
clipnodes 22169/32767 177352/262136 (67.7%)
leaves 4715/8192 132020/229376 (57.6%)
marksurfaces 13605/65535 27210/131070 (20.8%)
surfedges 49642/512000 198568/2048000 ( 9.7%)
edges 25884/256000 103536/1024000 (10.1%)
texdata [variable] 2656492/16777216 (15.8%)
lightdata [variable] 0/6291456 ( 0.0%)
visdata [variable] 0/2097152 ( 0.0%)
entdata [variable] 43438/524288 ( 8.3%)
238 textures referenced

Total BSP file data space used: 4699132 bytes

22.13 seconds elapsed

--- END hlbsp ---

hlvis v2.5.3 rel Custom Build 1.7p13 (Feb 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 hlvis ---
Command line: D:PROGRA~1ZHLT_1~1.7P1HLVIS.EXE -full -chart -estimate -texdata 16384 -high "D:Program FilesValve Hammer Editormapstournament.map"
2595 portalleafs
10060 numportals

= Current hlvis Settings =
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 16777216 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ High ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ on ] [ off ]

BasePortalVis:
(149.89 seconds)
LeafThread:
(6970.16 seconds)
average leafs visible: 336
g_visdatasize:206850 compressed from 843375

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 157/400 10048/25600 (39.3%)
planes 27954/65535 559080/1310700 (42.7%)
vertexes 14715/65535 176580/786420 (22.5%)
nodes 6492/32767 155808/786408 (19.8%)
texinfos 6116/32767 244640/1310680 (18.7%)
faces 10718/65535 214360/1310700 (16.4%)
clipnodes 22169/32767 177352/262136 (67.7%)
leaves 4715/8192 132020/229376 (57.6%)
marksurfaces 13605/65535 27210/131070 (20.8%)
surfedges 49642/512000 198568/2048000 ( 9.7%)
edges 25884/256000 103536/1024000 (10.1%)
texdata [variable] 2656492/16777216 (15.8%)
lightdata [variable] 0/6291456 ( 0.0%)
visdata [variable] 206850/2097152 ( 9.9%)
entdata [variable] 43438/524288 ( 8.3%)
238 textures referenced

Total BSP file data space used: 4905982 bytes

7120.87 seconds elapsed [1h 58m 40s]

--- END hlvis ---

hlrad v2.5.3 rel Custom Build 1.7p13 (Feb 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 hlrad ---
Command line: D:PROGRA~1ZHLT_1~1.7P1HLRAD.EXE -extra -incremental -bounce 3 -smooth 50 -dlight 25 -dscale 1 -chart -estimate -texdata 16384 -high "D:Program FilesValve Hammer Editormapstournament.map"

= Current hlrad Settings =
Name | Setting | Default
-------------------|---------------------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 16777216 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ High ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ on ] [ off ]
bounces [ 3 ] [ 1 ]
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 [ 1.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 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 [ on ] [ 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 'D:PROGRAM FILESZHLT_1.7P13lights.rad']
Warning: ignoring bad texlight '-------------------------------------------- ' in D:PROGRAM FILESZHLT_1.7P13lights.rad
[53 texlights parsed from 'D:PROGRAM FILESZHLT_1.7P13lights.rad']

10718 faces
Create Patches : 58945 base patches
98 opaque faces
483939 square feet [69687264.00 square inches]
9602 direct lights

BuildFacelights:
(10207.02 seconds)
Warning: Failed to open transfers file [D:Program FilesValve Hammer Editormapstournament.inc]

visibility matrix : 207.1 megs
BuildVisLeafs:
(1111.37 seconds)
MakeScales:
(690.19 seconds)
SwapTransfers:
(185.21 seconds)
Writing transfers file [D:Program FilesValve Hammer Editormapstournament.inc]
Transfer Lists : 55593332 : 55.59M transfers
Indices :    30816880 :   29.39M bytes
   Data :   222373328 :  212.07M bytes
GatherLight:
(40.92 seconds)
GatherLight:
(20.66 seconds)
GatherLight:
(21.26 seconds)
FinalLightFace:
(29.00 seconds)

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 157/400 10048/25600 (39.3%)
planes 27954/65535 559080/1310700 (42.7%)
vertexes 14715/65535 176580/786420 (22.5%)
nodes 6492/32767 155808/786408 (19.8%)
texinfos 6116/32767 244640/1310680 (18.7%)
faces 10718/65535 214360/1310700 (16.4%)
clipnodes 22169/32767 177352/262136 (67.7%)
leaves 4715/8192 132020/229376 (57.6%)
marksurfaces 13605/65535 27210/131070 (20.8%)
surfedges 49642/512000 198568/2048000 ( 9.7%)
edges 25884/256000 103536/1024000 (10.1%)
texdata [variable] 2656492/16777216 (15.8%)
lightdata [variable] 1240296/6291456 (19.7%)
visdata [variable] 206850/2097152 ( 9.9%)
entdata [variable] 43438/524288 ( 8.3%)
238 textures referenced

Total BSP file data space used: 6146278 bytes

12411.30 seconds elapsed [3h 26m 51s]

--- END hlrad ---
Posted 20 years ago2004-07-18 14:20:26 UTC Post #42566
3h? 3 hours? maybe that has something to do with it? how big is this map!? must be huge if your compiling with nems batch compiler and it takes 3 hours.
Posted 20 years ago2004-07-18 15:05:15 UTC Post #42569
It's a big map... covers almost an entire plane and four tall levels deep, give or take. And my comp is a piece of crap right now. 1100mhz of processing power at my fingertips. With 512mb RAM. Plus, I started the compile and went surfing on the net. Even though it was set to high priority, it still lags it out a bunch. Without the "extra cirricular" stuff, it'd probably take 1hr, 1.5 hr... something like that. That's a full compile, extra rad, three bounces. It's long, but time-wise, I think it's o.k... for my mapping skills.

I have a new MOBO, 2.5ghz processor, and ram sitting on the floor behind me... just need a powersupply or case and, obviously, more RAM!!!!

If peeps think it should be uploaded, I will do that. Gotta go! Any help is appreciated!
Posted 20 years ago2004-07-18 15:09:24 UTC Post #42571
2 words. engine limitations. hl cant handle big maps like that.
Posted 20 years ago2004-07-18 21:33:40 UTC Post #42667
It doesn't seem to me to be THAT big of a map... It doesn't seem any larger than, say, boot_camp or frenzy. And it was compiling at one time. I haven't added any square footage since then. Just working up the lights and textures.... adding "eye candy". Things like that.
Posted 20 years ago2004-07-18 21:39:46 UTC Post #42668
try it in singleplayer, like through the console or sumthin...
Posted 20 years ago2004-07-18 21:50:34 UTC Post #42669
It's a multiplayer map, but I create a LAN for my computer to use to run the map. Through console isn't a bad idea... if it doesn't show to the game engine to make a LAN, would it show on STEAM servers?

I have updated all the files in map's link. Here it is: http://vdcprivate.recongamer.com/Brad/Tournament.zip

or read about it here:

http://cariad.co.za/twhl/mapvault_map.php?id=1445
Posted 20 years ago2004-07-18 21:52:40 UTC Post #42670
Has null, skip, and hint textures in it, so you'll need ZHLT 1.7p13 to compile it.
Posted 20 years ago2004-07-18 21:54:49 UTC Post #42671
Why do you have fonts.wad in the list? It contains no useful textures, remove it.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-07-18 22:07:20 UTC Post #42673
I will eventually... there is also the DMC wad, which doesn't need to be there right now, but I'm not done texturing the map. Whatever I end up using will be either stripped and combined into a new wad or just compiled with it... until then, it stays.

I did get it to run with a "map tournament" command in console. It would appear that some of the null texture spilled inside. That must be part of the problem. At least it would run. Some floors and walls were missing.....
Posted 20 years ago2004-07-18 22:45:05 UTC Post #42683
It's a multiplayer map,...
Posted 20 years ago2004-07-18 23:01:38 UTC Post #42685
You can have NULL on a visible face, it just gives you the HOM effect. Good to know if you want to make motion blur in a map.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-07-19 00:17:16 UTC Post #42701
I don't know what the HOM effect is... must be that twisty, "twilight zone", "I've-built-the-map-too-big" look. What it appears to do for me, is that I can see through a floor, but, from underneath, it looks like a ceiling. Subtracts the planes from a six sided object that has "NULL" on it.

The map starts when I call for it in console. I don't know why it doesn't show up in the "Create Games" window. Unless those .dlls have something to do with it.
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