Forum posts

Posted 15 years ago2009-08-07 15:48:18 UTC
in vvis compile leaf/portals error Post #271680
** Executing...
** Command: "g:\games\steam\steamapps\ggd07\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "g:\games\steam\steamapps\ggd07\counter-strike source\cstrike" "G:\Ggd07\Sivago Entertainment\CounterStrike MAPS\Project Maps\Counter-Strike Maps\Zala Vestitel - Source\vestitel"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: g:\games\steam\steamapps\ggd07\counter-strike source\cstrike\materials
Loading G:\Ggd07\Sivago Entertainment\CounterStrike MAPS\Project Maps\Counter-Strike Maps\Zala Vestitel - Source\vestitel.vmf
Can't find surfaceprop stone for material DE_TIDES/TIDES_FLOOR_GRAINY_1, using default
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 844 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing G:\Ggd07\Sivago Entertainment\CounterStrike MAPS\Project Maps\Counter-Strike Maps\Zala Vestitel - Source\vestitel.prt...done (1)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_09*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_09rt"
Can't load skybox file skybox/sky_day01_09 to build the default cubemap!
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (1616620 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2524 texinfos to 1589
Reduced 180 texdatas to 164 (4231 bytes to 3583)
Writing G:\Ggd07\Sivago Entertainment\CounterStrike MAPS\Project Maps\Counter-Strike Maps\Zala Vestitel - Source\vestitel.bsp
12 seconds elapsed

** Executing...
** Command: "g:\games\steam\steamapps\ggd07\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "g:\games\steam\steamapps\ggd07\counter-strike source\cstrike" "G:\Ggd07\Sivago Entertainment\CounterStrike MAPS\Project Maps\Counter-Strike Maps\Zala Vestitel - Source\vestitel"

Valve Software - vvis.exe (Nov 8 2007)
2 threads
reading g:\ggd07\sivago entertainment\counterstrike maps\project maps\counter-strike maps\zala vestitel - source\vestitel.bsp
reading g:\ggd07\sivago entertainment\counterstrike maps\project maps\counter-strike maps\zala vestitel - source\vestitel.prt
5965 portalclusters
21020 numportals
Leaf 2866 (portal 9508) with too many portals. Use vbsp -glview to compile, then glview -portal -portalhighlight X or -leafhighlight L to view the problem."
Can anyone explain to me, why is vis halting and how can i find the brush that is causing this problem...?
Posted 15 years ago2009-07-28 04:50:24 UTC
in How do you make Custom Transparent Textu Post #271037
Thanks for the code:) that did it:)

)

Posted 15 years ago2009-07-24 21:18:41 UTC
in How do you make Custom Transparent Textu Post #270811
Can anyone tell me how do you make custom transparent textures with the Source Engine.. I tried with black or white color over the edges i want to be transparent but it didnt work!

Thanks in advance!
Posted 15 years ago2009-07-05 08:42:36 UTC
in Custom Textures Cubemaps problem Post #269450
Hm, half of the problem was that i didnt build the cubemaps properly.
I did it again, but they are still just too "shiny".. the other "original" textures arent like that way, just mine custom textures.. i know there is something you have to put in the *.vmt but i couldnt find any solution in google..

Well ill try looking=)

here is a screenshot:
User posted image
fullscreen: http://img142.imageshack.us/img142/3497/cubemaps2.jpg

EDIT: i think i fixed it now, you just have to block all the "reflecting" with a grayscale texture where the black isnt reflected and the white is.. and you put that as a mask to your custom texture...

if someone needs help with this here:
http://forum.interlopers.net/viewtopic.php?t=3234

Thanks anyways
Posted 15 years ago2009-07-03 18:24:00 UTC
in Custom Textures Cubemaps problem Post #269377
yes i have build the cubemaps... still
The textures work perfectly without cubemaps..

the textures are with:
LightmappedGeneric
{
$basetexture <nameoftexture>
$envmap env_cubemap
$surfaceprop <material>
}
If this is wrong or if i have to put something else, be my guest:)

Thanks for the comment!
Posted 15 years ago2009-07-03 17:39:53 UTC
in Custom Textures Cubemaps problem Post #269374
Hello there, ive been mapping for a long time on hl1, but now i've switched to source, im making a big map, trying to recreate a building from my town "a gym with the whole building "toilets,restrooms,halls..etc."

Im using alot of custom textures.
When i put an env_cubemap in one of my rooms, my custom textures begin to reflect the "sky" but as a very blurry mirror, and when there isnt any light i cant see the textures at all.. they look like a, very shiny smelted iron object... I dont know why is this happening, and i would be happy if i find a solution here.. thanks.. here is a screenshot

http://img269.imageshack.us/img269/2462/cubemaps.jpg
User posted image
Posted 15 years ago2009-06-29 08:41:35 UTC
in What is causing this problem with HLRAD Post #269118
Not to kill your spirit, But welcome to Game Development
Yeah, i understood that years ago, but this is just wierd.. my plan was to import detailed textures, and scale them down to look more "detailed" and they did, because i wanted to make "1:1" with the real "structures".. and it did look quite good, but these problems are just wierd, ill try some more "resizing" to see if it will do the trick, then im going to switch to source.
As for the engine switch, you can import your current map into source quite easily.

you'll have to re-do a lot of the entitys, and ALL the texturing, but at least you wont have to do all the brushwork over again.

Just save the map in hammer 3.x and open the VMF in 4.0
Should direclty import.
Thanks, quite easy, the re-texturing and re-working on the entities is not a problem at all :)
Posted 15 years ago2009-06-29 08:09:46 UTC
in What is causing this problem with HLRAD Post #269115
Thanks The Mighty Atom for the help, and all you for taking your time to help.

I wanted to recreate a part of my town here on a map, i was very exited in the beggining, but now, i get so many errors from valve hammer editor, and i am a bit dissapointed to continue. I spend 1 month working on this map, where 70% of the time is wondering how to fix stupid errors.

First the RAD thing with the leaks, fixed the leaks, rad runs but its full light again. Then imported my own textures, the textures were to detailed for the stupid engine to control, and i got "allocbloc:full" error.. I resized the Textures to be much more smaller, now i get an "Bad Surface Extents", because the textures are too streched, but they are not.. Well, detailed textures dont work, small textures dont work, i dont know why the hell i am trying when i spend 70% of the time wondering about stupid errors..

Maybe i should've started this project on the Source SDK instead of the stupid old engine which doesnt handle neither small/big/detailed/not-detailed textures.. I am so dissapointed..
Posted 15 years ago2009-06-23 20:13:22 UTC
in What is causing this problem with HLRAD Post #268750
I get this when i try to compile:
[quote]
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************ Exception Text ************
System.UnauthorizedAccessException: Access to the path 'C:\Program Files\Valve Hammer Editor\tools\Zoner\thecompilator.bat' is denied.
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy)
at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options)
at System.IO.StreamWriter.CreateFile(String path, Boolean append)
at System.IO.StreamWriter..ctor(String path, Boolean append, Encoding encoding, Int32 bufferSize)
at System.IO.StreamWriter..ctor(String path, Boolean append, Encoding encoding)
at The_Compilator.frmMain.btnSaveBatchAs_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

************ Loaded Assemblies ************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4926 (NetFXspW7.050727-4900)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll

The Compilator
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Program%20Files/Valve%20Hammer%20Editor/tools/TheCompilator102_ZHLT34/The%20Compilator.exe

Microsoft.VisualBasic
Assembly Version: 8.0.0.0
Win32 Version: 8.0.50727.4926 (NetFXspW7.050727-4900)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll

System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4926 (NetFXspW7.050727-4900)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll

System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4926 (NetFXspW7.050727-4900)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll

System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4926 (NetFXspW7.050727-4900)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll

System.Runtime.Remoting
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4926 (NetFXspW7.050727-4900)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll

Accessibility
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4918 (NetFXspW7.050727-4900)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Accessibility/2.0.0.0__b03f5f7f11d50a3a/Accessibility.dll

System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4926 (NetFXspW7.050727-4900)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll

************ JIT Debugging ************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
[/quote]

i have .net frameworks 3.5 on win7

Thanks anyways, i am still trying to fix the leak,

Thanks for the replies and the help! if someone have another idea, i am open;) Thanks again!
Posted 15 years ago2009-06-23 17:40:03 UTC
in What is causing this problem with HLRAD Post #268740
I cant get these front end compilers, cant configure them... always some errors..

Darkie, how do you scan pointfile in HL, will be really usefull if you could help me, i dont know why valve hammer isnt generating one...
Posted 15 years ago2009-06-23 11:01:19 UTC
in What is causing this problem with HLRAD Post #268723
I dont have any models imported, or prefabs, olny a trashcan and a desk deleted them but the problem persists..

Why doesnt it generate me a pointfile so i can see where this leak is.. :\
Posted 15 years ago2009-06-23 10:36:19 UTC
in What is causing this problem with HLRAD Post #268720
I dont see anywhere a *.lin or *.pts file generated in my map directories..
only *.map , *.err , *.map , *.p0 , *.p1 etc...

:\ ive looked everywhere for a leak but couldnt find, everything is sealed..

Strange i havent encountered a problem like this and ive been modding since years...
Posted 15 years ago2009-06-23 09:54:30 UTC
in What is causing this problem with HLRAD Post #268716
Hello there!
I've searched on how to fix this for days now, and couldnt find any solution, and i am confused what is causing this in zoners tools super or 3.4, and why is it working with some warnings on the original compile tools.

errorlog:
[quote]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)
--- BEGIN hlcsg ---
Command line: C:\PROGRA~1\VALVEH~1\tools\Zoner\hlcsg.exe G:\Games\Valve\cstrike\maps\fy_vestitel
Entering G:\Games\Valve\cstrike\maps\fy_vestitel.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(0.14 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.31 seconds)

Using Wadfile: \games\valve\valve\decals.wad
  • Contains 1 used texture, 1.45 percent of map (222 textures in wad)
Using Wadfile: \games\valve\valve\gfx.wad
  • Contains 0 used textures, 0.00 percent of map (7 textures in wad)
Using Wadfile: \games\valve\valve\halflife.wad
  • Contains 39 used textures, 56.52 percent of map (3116 textures in wad)
Using Wadfile: \games\valve\valve\liquids.wad
  • Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: \games\valve\cstrike\cstrike.wad
  • Contains 9 used textures, 13.04 percent of map (123 textures in wad)
Using Wadfile: \games\valve\cstrike\torntextures.wad
  • Warning: Larger than expected texture (240172 bytes): 'TK_STONEWALLHI'
  • Warning: Larger than expected texture (306812 bytes): 'TK_CLAYROOF'
  • Warning: Larger than expected texture (272812 bytes): '{TK_PLANTLG'
  • Warning: Larger than expected texture (327212 bytes): '{TK_PLANTSM'
  • Warning: Larger than expected texture (235412 bytes): 'TK_TORNMAP'
  • Contains 2 used textures, 2.90 percent of map (162 textures in wad)
Using Wadfile: \games\valve\cstrike\tswad.wad
  • Contains 0 used textures, 0.00 percent of map (29 textures in wad)
Using Wadfile: \ggd07\sivago entertainment\counterstrike maps\project textures\ggd07v.wad
  • Contains 17 used textures, 24.64 percent of map (18 textures in wad)
Using Wadfile: \games\valve\cstrike\cstraining.wad
  • Contains 1 used texture, 1.45 percent of map (24 textures in wad)
Warning: More than 8 wadfiles are in use. (9)
This may be harmless, and if no strange side effects are occurring, then
it can safely be ignored. However, if your map starts exhibiting strange
or obscure errors, consider this as suspect.

added 15 additional animating textures.
Texture usage is at 3.33 mb (of 4.00 mb MAX)
0.51 seconds elapsed

--- END hlcsg ---

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)
--- BEGIN hlbsp ---
Command line: C:\PROGRA~1\VALVEH~1\tools\Zoner\hlbsp.exe G:\Games\Valve\cstrike\maps\fy_vestitel

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 2 ] [ 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 ]
nofill [ off ] [ off ]
noopt [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 8192)

SolidBSP [hull 0] 500...1000...1500...1518 (0.17 seconds)
Warning: === LEAK in hull 0 ===
Entity info_player_deathmatch @ ( 605, 414, 72)
Error:
A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region. The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted. Some complex rotating objects entities need
their origins outside the map. To deal with these, just enclose the origin
brush with a solid world brush

Leak pointfile generated

SolidBSP [hull 1] 500...781 (0.03 seconds)
SolidBSP [hull 2] 500...664 (0.03 seconds)
SolidBSP [hull 3] 500...950 (0.05 seconds)
0.70 seconds elapsed

--- END hlbsp ---

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)
--- BEGIN hlvis ---
Command line: C:\PROGRA~1\VALVEH~1\tools\Zoner\hlvis.exe G:\Games\Valve\cstrike\maps\fy_vestitel
There was a problem compiling the map.
Check the file G:\Games\Valve\cstrike\maps\fy_vestitel.log for the cause.
--- END hlvis ---

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)
--- BEGIN hlrad ---
Command line: C:\PROGRA~1\VALVEH~1\tools\Zoner\hlrad.exe G:\Games\Valve\cstrike\maps\fy_vestitel
There was a problem compiling the map.
Check the file G:\Games\Valve\cstrike\maps\fy_vestitel.log for the cause.
--- END hlrad ---

[/quote]

why is HLRAD giving me - >> There was a problem compiling the map., and then my map is all lighted up and laggy and ugly.
If i compile my map with the original tools, i dont get this, i get max_map_midtex, but qrad works and gives my map my lights..

I am very sorry if i havent searched more, but i spend countless hours on this ...

Will be very greatfull if you give me a solution!
Thank you very much in advance!!