File Read Failure. Created 20 years ago2004-09-07 20:05:23 UTC by norton norton

Created 20 years ago2004-09-07 20:05:23 UTC by norton norton

Posted 20 years ago2004-09-07 20:05:23 UTC Post #57340
I needed a grass texture for my map, but I was only using the halflife.wad, so I decided to make my own grass texture. I read the "Custom Textures" tutorial, and used wally to make a .wad out of a picture of grass. I only needed one texture, so the .wad was small and simple to make.

The .wad opened fine in hammer, and I put the grass texture on the floor, and then used the "Including the Textures: Method 1" to put all the textures I used into my .bsp. I recieved no errors compiling, and the size of the .bsp was noticably larger (but not that much larger because the map is small, and I only used a few textures.), so I figured the texture inclusion worked. I opened up Steam and Counter-Strike, started a new game with my map, and watched as my Counter-Strike crashed. I did not get an error.

I went back into hammer, and used the "Including the Textures: Method 2" to see if that would fix my problem. I compiled the map, and went back into Counter-Strike. The map did the same thing, and crashed.

I decided that maybe the problem was the inclusion of the textures, so I decided to not include the textures, and just run the map using my .wad. This time, Counter-Strike crashed, but I got an Error that read, File Read Failure. I did not know what this was, so I thought I might have a problem with my .wad. I remade the .wad in wally, and did all the previous steps again, with the same results. I looked at the tommy14 error page, and the description of "File Read Failure" did not help me much.

If I change the floor texture to anything other than the grass texture, my map works fine. There must be a problem with my wad, but I have no idea what it could be.

I am using Zoners Compile tools, Valve Hammer Editor 3.4, Steam, and Counter-Strike 1.6.
Posted 20 years ago2004-09-07 20:12:30 UTC Post #57342
Your problem may be that the texture is actually too large or too small. Half-Life will choke on large textures above 256x256 for the most part, though 512x512 ones can function sometimes as well. Also note your textures' dimensions must be divisible by 16.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-09-07 20:35:29 UTC Post #57343
Awesome :D. It worked perfectly. My texture was 752x512. Divisible by 16, but much too big. Thank you for responding so quickly.
Posted 20 years ago2004-09-07 20:47:19 UTC Post #57345
No problem :) .
RabidMonkey RabidMonkeymapmapmapfapmap
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