HELP! Hammer crashes after few mins.. Created 19 years ago2005-03-17 01:34:55 UTC by linkz0r linkz0r

Created 19 years ago2005-03-17 01:34:55 UTC by linkz0r linkz0r

Posted 19 years ago2005-03-17 01:34:55 UTC Post #97428
Hammer crashes after few mins of compiling --

Heres log, I just dont get how the texture thing affects it.

hlcsg v2.4.2 rel (Nov 9 2000)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
--- BEGIN hlcsg ---
Command line: D:MappingHLCChlcsg.exe d:mappingclimbclimb_final_1 -nowadtextures

= 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 ]
onlyents [ off ] [ off ]
wadtextures [ off ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Wadinclude list :
[zhlt.wad]

entering d:mappingclimbclimb_final_1.map
CreateBrush:
(0.75 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.70 seconds)
Using WAD File: softwaressteamsteamappsskyline_lz1@yahoo.comcounter-strikecstrikecstrike.wad
Using WAD File: softwaressteamsteamappsskyline_lz1@yahoo.comcounter-strikecstrikecs_cbble.wad
Using WAD File: softwaressteamsteamappsskyline_lz1@yahoo.comcounter-strikecstriketorntextures.wad
Warning: ::: Larger than expected texture (240172 bytes) Wad:wad[softwaressteamsteamappsskyline_lz1@yahoo.comcounter-strikecstriketorntextures.wad] Texture[224:TK_STONEWALLHI]

Warning: ::: Larger than expected texture (306812 bytes) Wad:wad[softwaressteamsteamappsskyline_lz1@yahoo.comcounter-strikecstriketorntextures.wad] Texture[263:TK_CLAYROOF]

Warning: ::: Larger than expected texture (272812 bytes) Wad:wad[softwaressteamsteamappsskyline_lz1@yahoo.comcounter-strikecstriketorntextures.wad] Texture[291:{TK_PLANTLG]

Warning: ::: Larger than expected texture (327212 bytes) Wad:wad[softwaressteamsteamappsskyline_lz1@yahoo.comcounter-strikecstriketorntextures.wad] Texture[293:{TK_PLANTSM]

Warning: ::: Larger than expected texture (235412 bytes) Wad:wad[softwaressteamsteamappsskyline_lz1@yahoo.comcounter-strikecstriketorntextures.wad] Texture[345:TK_TORNMAP]

Using WAD File: softwaressteamsteamappsskyline_lz1@yahoo.comcounter-strikecstrikechateau.wad
Using WAD File: softwaressteamsteamappsskyline_lz1@yahoo.comcounter-strikecstrikede_vegas.wad
added 1 additional animating textures.
Texture usage is at 0.29 mb (of 4.00 mb MAX)
1.48 seconds elapsed

--- END hlcsg ---

hlbsp v2.4.2 rel (Nov 9 2000)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
--- BEGIN hlbsp ---
Command line: D:MappingHLCChlbsp.exe d:mappingclimbclimb_final_1

= 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 ]

leakonly [ off ] [ off ]
noclip [ off ] [ off ]
nofill [ off ] [ off ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 240)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)

BSP generation successful, writing portal file 'd:mappingclimbclimb_final_1.prt'
2.41 seconds elapsed

--- END hlbsp ---

hlvis v2.4.2 rel (Nov 9 2000)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
--- BEGIN hlvis ---
Command line: D:MappingHLCChlvis.exe d:mappingclimbclimb_final_1

= Current hlvis 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 ]

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

855 portalleafs
2884 numportals
BasePortalVis:
(2.75 seconds)
LeafThread:
Posted 19 years ago2005-03-17 03:37:59 UTC Post #97439
It doesn't crash, you're just being impatient. Read the tutorials while it's compiling :P.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-03-17 10:41:22 UTC Post #97501
Or, in other words, it's just working, but you don't see it working. You see it as crashing (it's working too hard to respond), so you decide to exit. And texturing doesn't affect it. If you want, you could get a batch compiler so it will actually show you what's going on. Using a batch compiler using -estimate will actually show exactly how much is done.
Read the tutorials while it's compiling :P .
Nice advice Seventh :P .

By the way, you might want to use the -noinfo command line next time you post a compile log. It lessens the amount of useless stuff put in the log and display.
Posted 19 years ago2005-03-17 11:30:46 UTC Post #97506
You used some textures which are to large. 256X256 is the highest texture size Half-Life can handle. 512*512 is also possible, but not with old videocards.

Either remove those texture, or resize them to a lower resolution.
Posted 19 years ago2005-03-17 12:36:07 UTC Post #97508
lol impatient? i was waiting for 3 hours.
Posted 19 years ago2005-03-17 12:36:59 UTC Post #97509
my bad it was not mins* -.-"
Posted 19 years ago2005-03-17 13:13:04 UTC Post #97515
Those textures aren't very big, I doubt they'd be causing compile errors. They're less than 256x256 by my maths.

linkz0r: are you saying you waited for longer than three mins and it worked?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-03-17 13:21:21 UTC Post #97521
no i waited for 3 hours
Posted 19 years ago2005-03-17 13:22:04 UTC Post #97522
Posted 19 years ago2005-03-17 14:14:34 UTC Post #97528
Well, you are using a fairly old version of the compile tools. I suggest you get 3.2 from, at the moment, the News page.

Is the map large, complex, or, ahem, poorly designed?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-03-17 14:16:24 UTC Post #97529
It's pretty large and complex =/
Posted 19 years ago2005-03-17 15:39:41 UTC Post #97547
Then it could well take hours ? you haven't even started the lighting yet. At that rate it could well take a day or two. What spec is your PC?
Seventh-Monkey Seventh-MonkeyPretty nifty
You must be logged in to post a response.