Running Hammer with steam Created 16 years ago2008-11-22 17:10:58 UTC by trooperdx3117 trooperdx3117

Created 16 years ago2008-11-22 17:10:58 UTC by trooperdx3117 trooperdx3117

Posted 16 years ago2008-11-22 17:10:58 UTC Post #258906
Hi all I haven't been around in a while and i've decided I would try to get Hammer to run with Steam but im having a lot of problems. I know that seventh-monkey made a tutorial on this but I still can't seem to get it to work. In all the maps I compile the compile log always seems to be the same with an error message about lighting
** Executing...
** Command: Change Directory
** Parameters: C:\Program Files\Valve\Steam\SteamApps\trooperdx3117\half-life

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve Hammer Editor\maps\zombie_eat.map" "C:\Program Files\Valve\Steam\SteamApps\trooperdx3117\half-life\valve\maps\zombie_eat.map"

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\qcsg.exe
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\trooperdx3117\half-life\valve\maps\zombie_eat"

qcsg.exe v2.8 (Jan 31 2000)
-- qcsg --
entering C:\Program Files\Valve\Steam\SteamApps\trooperdx3117\half-life\valve\maps\zombie_eat.map
CreateBrush: 0...1...2...4...5...7...8... (0)
CSGBrush: 0...1...3...5...6...8... (0)
Using WAD File: \sierra\half-life\valve\halflife.wad
Using WAD File: \sierra\half-life\valve\xeno.wad
Using WAD File: \sierra\half-life\valve\opfor.wad
Using WAD File: \sierra\half-life\valve\zhlt.wad
Using WAD File: \sierra\half-life\valve\decals.wad
Using WAD File: \sierra\half-life\valve\rainbow6.wad
0 seconds elapsed
** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\qbsp2.exe
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\trooperdx3117\half-life\valve\maps\zombie_eat"

qbsp2.exe v2.2 (Dec 28 1998)
-- qbsp2 --
writing C:\Program Files\Valve\Steam\SteamApps\trooperdx3117\half-life\valve\maps\zombie_eat.prt
0 seconds elapsed
** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\vis.exe
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\trooperdx3117\half-life\valve\maps\zombie_eat"

vis.exe v1.3 (Dec 30 1998)
-- vis --
1 thread(s)
1 portalleafs
0 numportals
BasePortalVis: (0)
LeafThread: (0)
average leafs visible: 1
visdatasize:1 compressed from 1
0.0 seconds elapsed

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\qrad.exe
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\trooperdx3117\half-life\valve\maps\zombie_eat"

qrad.exe v 1.5 (Apr 6 2000)
--- Radiosity --
1 threads
[Reading texlights from 'C:\PROGRA~1\VALVEH~1\tools\lights.rad']
ignoring bad texlight '//lights.rad
' in C:\PROGRA~1\VALVEH~1\tools\lights.radignoring bad texlight '//Add any custom "Texture light" Values into the end of this file
' in C:\PROGRA~1\VALVEH~1\tools\lights.radignoring bad texlight '//Example -
' in C:\PROGRA~1\VALVEH~1\tools\lights.radignoring bad texlight '//This would make the texture "mycustomcomputerscreen" have a yellow light, and emit 1000 brightness
' in C:\PROGRA~1\VALVEH~1\tools\lights.radignoring bad texlight '//Texture light bright values also tend to be less powerful then there point light sisters, so keep this in mind
' in C:\PROGRA~1\VALVEH~1\tools\lights.radignoring bad texlight '//when you are complieing your map
' in C:\PROGRA~1\VALVEH~1\tools\lights.rad[60 texlights parsed from 'C:\PROGRA~1\VALVEH~1\tools\lights.rad']

66 faces
15815 square feet [2277376.00 square inches]
762 patches after subdivision
1 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9... (0)
visibility matrix: 0.0 megs
BuildVisLeafs: 0...1...2...4...5...7...8... (0)
MakeScales: 0...1...2...3...4...5...6...7...8...9... (0)
transfer lists: 1.7 megs
SwapTransfersTask: 0...1...2...3...4...5...6...7...8...9... (0)
GatherLight: 0...1...2...3...4...5...6...7...8...9... (0)
Bounce #1 added RGB(1656, 1656, 831)
FinalLightFace: 0...1...2...3...4...5...6...7...8...9... (0)

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 2/400 128/25600 ( 0.5%)
planes 112/32767 2240/655340 ( 0.3%)
vertexes 82/65535 984/786420 ( 0.1%)
nodes 12/32767 288/786408 ( 0.0%)
texinfos 9/8192 360/327680 ( 0.1%)
faces 66/65535 1320/1310700 ( 0.1%)
clipnodes 36/32767 288/262136 ( 0.1%)
leaves 8/8192 224/229376 ( 0.1%)
marksurfaces 66/65535 132/131070 ( 0.1%)
surfedges 288/512000 1152/2048000 ( 0.1%)
edges 145/256000 580/1024000 ( 0.1%)
texdata [variable] 136/2097152 ( 0.0%)
lightdata [variable] 31494/2097152 ( 1.5%)
visdata [variable] 1/2097152 ( 0.0%)
entdata [variable] 1003/131072 ( 0.8%)

Total BSP file data space used: 40330 bytes

0 seconds elapsed
** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\qrad.exe
** Parameters: +map "zombie_eat"

Any help would be greatly appreciated
Posted 16 years ago2008-11-22 17:34:23 UTC Post #258907
You need new compile tools.
Here they are: http://www.themightyatom.nl/hldownloads/zhlt34x86final.zip

You should've known, as you mapped for HL1 before...
Posted 16 years ago2008-11-22 18:00:28 UTC Post #258908
Edit: I just downloaded the compile tools and Im already using zhlt to compile my game
Posted 16 years ago2008-11-22 19:54:13 UTC Post #258915
:\
should we, like, put up a huge picture on the main page of TWHL with "FOR CHRIST SAKE, USE ZHLT AND NOT THE COMPILE TOOLS THAT COME WITH HAMMER!!!" in huge letters so people will stop using them and stop bothering us with compile problems based on this?

(sorry, its just that we've said it a few hundred times by now)

EDIT: also, "zombie_eat"...?
Jessie JessieTrans Rights <3
Posted 16 years ago2008-11-23 00:53:17 UTC Post #258926
Compilator is your friend.
General discussion >> Utility - Compilator
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-11-23 00:55:24 UTC Post #258927
Compilator is your friend.
General discussion >> Utility - Compilator
So... Is Muzzleflash paying you for all this free advertising or what? ;)
Posted 16 years ago2008-11-23 01:26:39 UTC Post #258933
Nope.
It just solves so many compiling problems.
Setting up hammer is just terrible.
It's so much easier to use the compilator.
You don't need to know code to use the expert functions, it highlights errors in red and yellow, wads are easy as hell to wadinclude.
It's just superior to the hammer compile.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-11-23 01:30:27 UTC Post #258934
true that, I still think you could get some monetary compensation out of Muzz :P

All that stuff is nice, but what I like the most about the compilator is, while compiling, I can still use my computer to map, or browse the internet, whereas if I compile with hammer, my computer is completely frozen until the compile is through.

I also like the progress % indicators with the compilator.
Posted 16 years ago2008-11-23 01:31:49 UTC Post #258935
Precisely.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-11-23 01:51:38 UTC Post #258936
A screenshot of your Build Programs and Game Configurations menues would be a lot more helpful than reading through a frickin' compile log like that.

I personally prefer Hammer's internal compiler to any external ones, for some bizarre reason. I've used both, front ends just never caught on for me.
Posted 16 years ago2008-11-23 01:55:34 UTC Post #258938
Might be the fact that its another program you have to start up other than hammer, its yet another program to set up to work with your map, and its yet another program that can mess something up.

Its a pain in the butt sometimes (hence why I sometimes use hammer instead of the compilator sometimes, I mean, it is easy just to hit F9 and go, am I right?) But as far as quality of compile, front end compilers are better.
Posted 16 years ago2008-11-23 02:03:31 UTC Post #258940
Well, needless to say you can compile with both and get the exact same results, the difference is on the mapper's end.
Posted 16 years ago2008-11-23 02:08:14 UTC Post #258941
By quality of compile I meant ease of use, and ease of error-finding, and troubleshooting.

Compile results are exactly the same, I suppose I worded that sentence wrong.

Exceptions exist though, there are times when hammer hits an error, and it wont compile, or compiles a map that wont load, and then I compile through the compilator, and it has no errors and creates a perfectly working map.
Posted 16 years ago2008-11-23 06:20:37 UTC Post #258960
Edit: I just downloaded the compile tools and Im already using zhlt to compile my game
Should we take this as you've fixed your problems?

Also, ZHLT compiles your map, not your game.
Posted 16 years ago2008-11-23 06:22:30 UTC Post #258961
Also, ZHLT compiles your map, not your game.
Lol Particulars.

I haz compiled internets
Edit: I just downloaded the compile tools and Im already using zhlt to compile my game
Indeed, did that mean that your problem is fixed? Or that you were already using ZHLT before? (That wouldn't make sense though, considering the log)

I'm going to assume your problem is fixed until you post back.
Posted 16 years ago2008-11-23 09:33:16 UTC Post #258972
It means im already using zhlt and I still have my problem, i'll try to post some pictures of my build configurations and build programmes
Posted 16 years ago2008-11-23 12:57:42 UTC Post #258976
i agree with others use compilator or nem's or at least try them. use of the struct command described in Seventh-Monkey is also helpful in setting up your configurations.

after reading the compile log it looks like everything compiled correctly tho besides the weird "lights.rad" error maybe a quirk with the qtools or post a link to your radfile for fun...
Captain Terror Captain Terrorwhen a man loves a woman
Posted 16 years ago2008-11-23 14:59:47 UTC Post #258981
It means im already using zhlt and I still have my problem, i'll try to post some pictures of my build configurations and build programmes
Post your compile log instead.
Posted 16 years ago2008-11-23 15:03:30 UTC Post #258982
Well, that compile log above looks like its a problem with your lights .rad, like Captain Terror said.

Delete everything in your lights.rad file, and then put in everything you need, and pay careful attention to the syntax.

I can't remember precisley, but I think I got that compile error when I messed up some names of textures. let us know.

Also, using the compilator would be a good idea, try posting the compile log for that one too.
Posted 16 years ago2008-11-23 16:34:47 UTC Post #258986
Okay i've replaced the light.rad file with the original but im still getting the same problem i'll try out the new compiler and see if that works.
Posted 16 years ago2008-11-23 16:37:54 UTC Post #258988
Post your zhlt-compile log...
Posted 16 years ago2008-11-24 18:45:04 UTC Post #259011
Okay i've compiled using Muzzleflash's compiler and there doesn't seem to be any error message coming up but im not sure is there anyway to copy and paste the compile log from the compiler.
Also I have no way of testing whether or not the map will work now, how do you play compiled maps in steam
Posted 16 years ago2008-11-25 16:18:39 UTC Post #259049
I think the only real problem you'll encounter with not having the correct lights.rad file would be your textures not emmiting light.

But on the subject of lights.rad, make sure your pathnames are correct. I found it easiest to go into texture replace mode, and copy + paste the texture into your rad file. After the name of the texture, hit TAB twice, then enter in your light values. R G B then brightness.

Example

LIGHT_5a ---[2 Tabs Here]--- 255 255 255 1000

This will have texture "LIGHT_5a" emit a white light with brightness = 1000
The values follow the same values as a point light, but texture lights will not be as bright, so boost the brightness number a bit.

Try moving the lights.rad file into the same directory as your maps, or the compilator. It saves a lot of time if you have all your mapping resources in one place.

Now to run the game:

In steam, just run the game, open up the console ( ~ ) and type in "map mapname" ..... without the quotes of course.

You might have to activate the developer button first. To do that, go to options, keyboard, advanced, enable developer console.

that should work perfectly considering you have your compiled map directory correct.
(steamapps - your account name - half life - valve - maps)
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-11-25 16:31:07 UTC Post #259053
Oh, and for future reference, just highlight the contents of the compilator log and hit Ctrl+C, or go to edit and hit "copy contents to clipboard" Then press Ctrl+V to paste it.
Posted 16 years ago2008-11-26 15:35:11 UTC Post #259092
Okay cool i'll try that and see if it works thanks.
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