Journal #8819

Posted 3 years ago2017-06-14 17:17:13 UTC
Hi,
The moment is came again where I need to play with the Hammer.
I downloaded all the assessment and set Valve Hammer Options as usual with right pathes to the building tools, textures and game exec (Half Life/hl.exe)
User posted image
User posted image
User posted image
I run one of the tutorials about doors type (doors) but once in the game nothing happen.
The console says map change failed: 'doors' not found on server.
I checked the valve/maps folder but there's only doors.map and no .bsp.
Do you know a way to solve this issue?
I use Steam HalfLife, Hammer is under Windows 10
Help me !

14 Comments

Commented 3 years ago2017-06-14 17:35:55 UTC Comment #67649
Can we get the LOG of your compilation?
Commented 3 years ago2017-06-14 19:14:44 UTC Comment #67650
Copy to clipboard ?
I know how to do it!
Will do tomorrow when I'´ll be in front of my laptop.
Thanks in advance.
Commented 3 years ago2017-06-14 19:19:07 UTC Comment #67658
Can you please drop the LOG into the thread you created?
Commented 3 years ago2017-06-14 19:37:47 UTC Comment #67655
Why does everyone write "LOG"? That's the universe where my mod takes place (L.O.G. - Land of Gamers), come on... just say log.

In my opinion, you either set up the configuration improperly (so the BSP ends up elsewhere) or the compiling tools don't get access to that folder because of Windows' security system. Though, I think it's the first one.

Paste the log here tomorrow, and we'll decypher what's going on. :)
Commented 3 years ago2017-06-14 19:54:20 UTC Comment #67659
"the compiling tools don't get access to that folder because of Windows' security system."

I think that may be the problem. Who knows.
Commented 3 years ago2017-06-14 20:38:52 UTC Comment #67647
Fixed your image tags. Also, consider upgrading to Sledge or Jackhammer. They make the original setup a lot easier, among other things.
Commented 3 years ago2017-06-15 07:00:05 UTC Comment #67651
** Executing...
** Command: Change Directory
** Parameters: D:\Steam\steamapps\common\Half-Life

** Executing...
** Command: Copy File
** Parameters: "D:\Valve Hammer Editor\maps\doors\doors.map" "D:\Steam\steamapps\common\Half-Life\valve\maps\doors.map"

** Executing...
** Command: D:\Valve Hammer Editor\zhlt\hlcsg.exe
** Parameters: "D:\Steam\steamapps\common\Half-Life\valve\maps\doors"

Unknown option "Editor\zhlt\hlcsg.exe"
hlcsg v3.4 Final (Feb 25 2006)
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)

= hlcsg Options =
-nowadtextures   : include all used textures into bsp
-wadinclude file : place textures used from wad specified into bsp
-noclip          : don't create clipping hull
-noclipeconomy   : turn clipnode economy mode off
-cliptype value  : set to smallest, normalized, simple, precise, or legacy (default)
-nullfile file   : specify list of entities to retexture with NULL
-onlyents        : do an entity update from .map to .bsp
-noskyclip       : disable automatic clipping of SKY brushes
-tiny #          : minmum brush face surface area before it is discarded
-brushunion #    : threshold to warn about overlapping brushes
-hullfile file   : Reads in custom collision hull dimensions
-texdata #       : Alter maximum texture memory limit (in kb)
-lightdata #     : Alter maximum lighting memory limit (in kb)
-chart           : display bsp statitics
-low | -high     : run program an altered priority level
-nolog           : don't generate the compile logfiles
-threads #       : manually specify the number of threads to run
-estimate        : display estimated time during compile
-verbose         : compile with verbose messages
-noinfo          : Do not show tool configuration information
-nonulltex       : Turns off null texture stripping
-dev #           : compile with developer message
-wadconfig name  : Specify a configuration to use from wad.cfg
-wadcfgfile path : Manually specify a path to the wad.cfg file
-wadautodetect   : Force auto-detection of wadfiles
mapfile          : The mapfile to compile
** Executing...
** Command: D:\Valve Hammer Editor\zhlt\hlbsp.exe
** Parameters: "D:\Steam\steamapps\common\Half-Life\valve\maps\doors"

Unknown option "Editor\zhlt\hlbsp.exe"
hlbsp v3.4 Final (Feb 25 2006)
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)

= hlbsp Options =
-leakonly      : Run BSP only enough to check for LEAKs
-subdivide #   : Sets the face subdivide size
-maxnodesize # : Sets the maximum portal node size
-notjunc       : Don't break edges on t-junctions     (not for final runs)
-noclip        : Don't process the clipping hull      (not for final runs)
-nofill        : Don't fill outside (will mask LEAKs) (not for final runs)
 -noopt         : Don't optimize planes on BSP write   (not for final runs)
-texdata #     : Alter maximum texture memory limit (in kb)
-lightdata #   : Alter maximum lighting memory limit (in kb)
-chart         : display bsp statitics
-low | -high   : run program an altered priority level
-nolog         : don't generate the compile logfiles
-threads #     : manually specify the number of threads to run
-estimate      : display estimated time during compile
-nonulltex     : Don't strip NULL faces
-verbose       : compile with verbose messages
-noinfo        : Do not show tool configuration information
-dev #         : compile with developer message
mapfile        : The mapfile to compile
** Executing...
** Command: D:\Valve Hammer Editor\zhlt\hlvis.exe
** Parameters: "D:\Steam\steamapps\common\Half-Life\valve\maps\doors"

Unknown option "Editor\zhlt\hlvis.exe"
hlvis v3.4 Final (Feb 25 2006)
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)

= hlvis Options =
-full           : Full vis
-fast           : Fast vis
-texdata #      : Alter maximum texture memory limit (in kb)
-lightdata #      : Alter maximum texture memory limit (in kb)
-chart          : display bsp statitics
-low | -high    : run program an altered priority level
-nolog          : don't generate the compile logfiles
-threads #      : manually specify the number of threads to run
-estimate       : display estimated time during compile
-maxdistance #  : Alter the maximum distance for visibility
-verbose        : compile with verbose messages
-noinfo         : Do not show tool configuration information
-dev #          : compile with developer message
mapfile         : The mapfile to compile
** Executing...
** Command: D:\Valve Hammer Editor\zhlt\hlrad.exe
** Parameters: "D:\Steam\steamapps\common\Half-Life\valve\maps\doors"

Unknown option "Editor\zhlt\hlrad.exe"
hlrad v3.4 Final (Feb 25 2006)
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)

= hlrad Options =
-sparse         : Enable low memory vismatrix algorithm
-nomatrix       : Disable usage of vismatrix entirely
-extra          : Improve lighting quality by doing 9 point oversampling
-bounce #       : Set number of radiosity bounces
-ambient r g b  : Set ambient world light (0.0 to 1.0, r g b)
-maxlight #     : Set maximum light intensity value
-circus         : Enable 'circus' mode for locating unlit lightmaps
-nopaque        : Disable the opaque zhlt_lightflags for this compile
-smooth #       : Set smoothing threshold for blending (in degrees)
-chop #         : Set radiosity patch size for normal textures
-texchop #      : Set radiosity patch size for texture light faces
-notexscale #   : Do not scale radiosity patches with texture scale
-coring #       : Set lighting threshold before blackness
-dlight #       : Set direct lighting threshold
-nolerp         : Disable radiosity interpolation, nearest point instead
-fade #         : Set global fade (larger values = shorter lights)
-falloff #      : Set global falloff mode (1 = inv linear, 2 = inv square)
-scale #        : Set global light scaling value
-gamma #        : Set global gamma value
-sky #          : Set ambient sunlight contribution in the shade outside
-lights file    : Manually specify a lights.rad file to use
-noskyfix       : Disable light_environment being global
-incremental    : Use or create an incremental transfer list file
-dump           : Dumps light patches to a file for hlrad debugging info
-texdata #      : Alter maximum texture memory limit (in kb)
-lightdata #    : Alter maximum lighting memory limit (in kb)
-chart          : display bsp statitics
-low | -high    : run program an altered priority level
-nolog          : Do not generate the compile logfiles
-threads #      : manually specify the number of threads to run
-estimate       : display estimated time during compile
-verbose        : compile with verbose messages
-noinfo         : Do not show tool configuration information
-dev #          : compile with developer message
-colourgamma r g b : Sets different gamma values for r, g, b
-colourscale r g b : Sets different lightscale values for r, g ,b
-colourjitter r g b : Adds noise, independent colours, for dithering
-jitter r g b : Adds noise, monochromatic, for dithering
-nodiffuse : Disables light_environment diffuse hack
-nospotpoints : Disables light_spot spherical point sources
-softlight r g b d : Scaling values for backwards-light hack

-customshadowwithbounce : Enables custom shadows with bounce light
-rgbtransfers : Enables RGB Transfers (for custom shadows)
mapfile         : The mapfile to compile
** Executing...
** Command: D:\Steam\steamapps\common\Half-Life\hl.exe
** Parameters: +map "doors"
Commented 3 years ago2017-06-15 07:03:39 UTC Comment #67652
Windawz, should I disable any Windows §ecurity ??
Why the .map files are copied to the maps folder but not bsp's?
Commented 3 years ago2017-06-15 07:47:18 UTC Comment #67656
The .map files get exported to the folder by Hammer. But, the compiling tools don't even start working. They don't even produce the BSP file. If you were using J.A.C.K., it would have alerted you that the BSP file was not made.

"Unknown option "Editor\zhlt\hlcsg.exe"

Are you using expert mode in the compile menu?
Because your tools think that you are telling them to use some parameters like -extra -texdata 8192 and things like that, but you're telling them a folder or something. That's just wrong.

Instead, clean up your parameters (if using expert compile mode), or go to your game configuration and check the build tool paths.
Commented 3 years ago2017-06-15 08:04:25 UTC Comment #67653
Sorry I still don't know how to insert a picture in the forum.

Can you tell me which line to alter please ?
User posted image
By the way I tried J.A.C.K and it R.O.C.Ks.
Commented 3 years ago2017-06-15 10:20:20 UTC Comment #67660
To insert a picture, use the BB-Code. But it only works in threads, but that's a journal so we better go into the thread instead.

You should use imgur for pictures. It's far more convenient. Try it, you don't even need to register there (I didn't register on imgur and still can upload images)
Commented 3 years ago2017-06-15 11:50:53 UTC Comment #67657
Inserting pictures is easy:

Write [img][/img].
[img] tells the beginning of the image link and [/img] ends it.
In between those 2, paste the link of the image (which ends with .png or .jpg or .gif or whatever your format is).
User posted image
Apparently... the parameters aren't a problem. You should go to options/preferences and find your game configuration. You know, "Base Game Directory" etc.
Commented 3 years ago2017-06-15 12:17:54 UTC Comment #67654
J.A.C.K.S seems to be mostly identical to Hammer although eaqier to use. I made my choice quickly. I'll have to donate.
Well, I would cast away money every day if I gave a fee everytime I use those shareware with donation.

It would be helpful to copy/paste some vectorized shape in JACK. Is there a way to do this with , say, Inkscape or Blender ?
Thank you!
Commented 3 years ago2017-06-17 11:34:39 UTC Comment #67648
I know that sledge has an option where you can import .obj files - i'm not sure about J.A.C.K..

Try creating basic brushwork first though because sometimes the import process can leave you with loads of brushes that probably won't play nicely with the engine - it might leave a sour taste in your mouth if you're a beginner.

Also check out the forums; journals aren't meant for help questions really.

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