help with map Created 19 years ago2005-11-05 15:09:10 UTC by jo3 jo3

Created 19 years ago2005-11-05 15:09:10 UTC by jo3 jo3

Posted 19 years ago2005-11-05 15:09:10 UTC Post #145500
can someone please compile this map for me because for some reason. it doesnt work for me. thanks

http://www.twhl.co.za/mapvault_map.php?id=3500
Posted 19 years ago2005-11-05 15:12:21 UTC Post #145501
I can't dl it.. :confused:
Daubster DaubsterVault Dweller
Posted 19 years ago2005-11-05 15:22:03 UTC Post #145503
Nor can I. Sort out your compiling problems. You can't get somebody else to compile every single map for you.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-11-05 22:25:32 UTC Post #145623
how do i fix it?
Posted 19 years ago2005-11-05 23:14:26 UTC Post #145625
read the tutorials
Posted 19 years ago2005-11-06 12:51:39 UTC Post #145719
Tommy14 is always a good source for compiler error explanations.. :)
Daubster DaubsterVault Dweller
Posted 19 years ago2005-11-06 13:21:39 UTC Post #145724
Leak-free has replaced it...
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-11-09 20:27:29 UTC Post #146281
i found this in the grey box

** Executing...
** Command: C:PROGRA~1VALVEH~1toolsqbsp2.exe
** Parameters: "C:Documents and SettingsRichardDesktopsda_disco"

qbsp2.exe v2.2 (Dec 28 1998)
-- qbsp2 --

********** ERROR **********
nummarkfaces == MAX_LEAF_FACES
Posted 19 years ago2005-11-10 02:32:24 UTC Post #146309
You're using the Q tools. Get ZHLT.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-11-10 04:01:18 UTC Post #146316
Indeed. Links page.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-11-22 22:14:05 UTC Post #148510
always pro with map

hlbsp v3.3 rel 3.3 prerelease (Oct 9 2005)
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 (amckern@yahoo.com)
--- BEGIN hlbsp ---
Command line: C:PROGRA~1VALVEH~1toolshlbsp.exe "C:Documents and SettingsRichardDesktopsda_disco"
>> There was a problem compiling the map.
>> Check the file C:Documents and SettingsRichardDesktopsda_disco.log for the cause.

--- END hlbsp ---

hlvis v3.3 rel 3.3 prerelease (Oct 9 2005)
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 (amckern@yahoo.com)
--- BEGIN hlvis ---
Command line: C:PROGRA~1VALVEH~1toolshlvis.exe "C:Documents and SettingsRichardDesktopsda_disco"
>> There was a problem compiling the map.
>> Check the file C:Documents and SettingsRichardDesktopsda_disco.log for the cause.

--- END hlvis ---

hlrad v3.3 rel 3.3 prerelease (Oct 9 2005)
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 (amckern@yahoo.com)
--- BEGIN hlrad ---
Command line: C:PROGRA~1VALVEH~1toolshlrad.exe "C:Documents and SettingsRichardDesktopsda_disco"
>> There was a problem compiling the map.
>> Check the file C:Documents and SettingsRichardDesktopsda_disco.log for the cause.

--- END hlrad ---
Posted 19 years ago2005-11-23 03:11:20 UTC Post #148520
Is that really the complete log?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-11-23 08:13:27 UTC Post #148545
nummarkfaces == MAX_LEAF_FACES
The problem is called the same in both tools. You have to many leafs:
User posted image
This image is an example top-down view of a complex room.

The pink area is the room, the blue area are the walls.

The main big room is one leaf, each alcove is a leaf, but the big leaf joins all the little ones for a total of 32 portals.
New leafs are created when a face is splitted by vis so it wont render the parts that aren't seen cause they are hidden by a world brush.(regular soild that isn't an entity) Also each texture is in a specifaied size.(16x16 for example) If you use a 16x16 texture on a 512x512 wall(the size doesn't really metter it's just have to be bigger then 16x16) ,without aglaining it, the leafs will be broken to 16x16 leafs. To prevent this scale the texture a bit bigger(using the texture application). This maybe the cause of your error. ;)
Posted 18 years ago2005-11-23 12:13:23 UTC Post #148597
looks to me like you havn't set it up correctly. check the Setting up hammer Tutorial we have, then make sure your directorys are all right
Posted 18 years ago2005-11-23 12:35:23 UTC Post #148604
I forgot to tell you that to stop face splitting you can turn entities into func_walls or any other entity, entities are ignored by vis. You can also place the world brush away from the wall so there will be a little gap and the faces wont be splitted. You can also clip the parts that touch the wall(make sure they are kept) and turn them into func_wall. Entities don't cast shadows(only if you choose the 'concave' zhlt flag but it takes more time to compile and it's not as good as a regular shadow) so this is why it's good to leave a world brush sometimes.

Since vis ignores entities all they're sides are rendered. The 'null' texture (make one or take it from the ZHLT.wad) discards of a face so put it on faces you'll never even see. All to optimize your map. ;) Also they block leaks so you can put that texture on world brushs that are open to the void.(just remember it will be quite ugly if the player sees it, it looks like you noclip into the void, so never let him see that texture) :glad:
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