file read failure Created 18 years ago2006-02-16 03:01:28 UTC by rvpps2rocks rvpps2rocks

Created 18 years ago2006-02-16 03:01:28 UTC by rvpps2rocks rvpps2rocks

Posted 18 years ago2006-02-16 03:01:28 UTC Post #163541
first of all i have custome textures and the biggest is 208X256 and tehre are 2 like that but heres the compile log and when its starts running CS it crashes and says file read failure

** Executing...
** Command: Change Directory
** Parameters: "C:Program FilesValveSteamSteamAppsrvpps2rocks@yahoo.comcounter-strike"

** Executing...
** Command: C:PROGRA~1VALVEH~1toolsZHLT_1~1.7P1hlcsg.exe
** Parameters: "c:documents and settingsryandesktopregalmymapsregal2"

hlcsg v2.5.3 rel Custom Build 1.7p13 (Feb 3 2004)
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 (webmaster@xp-cagey.com)
--- BEGIN hlcsg ---
Command line: C:PROGRA~1VALVEH~1toolsZHLT_1~1.7P1hlcsg.exe "c:documents and settingsryandesktopregalmymapsregal2"
Entering c:documents and settingsryandesktopregalmymapsregal2.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:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (2.13 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (2.94 seconds)

Including Wadfile: program filesvalve hammer editortoolszhlt_1.7p13zhlt.wad
  • Contains 1 used texture, 2.70 percent of map (4 textures in wad)
Using Wadfile: wadscstrike.wad
  • Contains 2 used textures, 5.41 percent of map (123 textures in wad)
Using Wadfile: wadsde_vegas.wad
  • Contains 2 used textures, 5.41 percent of map (101 textures in wad)
Using Wadfile: wadshalflife.wad
  • Contains 25 used textures, 67.57 percent of map (3116 textures in wad)
Using Wadfile: wadsliquids.wad
  • Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: wadssada.wad
  • Contains 7 used textures, 18.92 percent of map (13 textures in wad)
Texture usage is at 0.51 mb (of 4.00 mb MAX)
5.94 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolsZHLT_1~1.7P1hlbsp.exe
** Parameters: "c:documents and settingsryandesktopregalmymapsregal2"

hlbsp v2.5.3 rel Custom Build 1.7p13 (Feb 3 2004)
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 (webmaster@xp-cagey.com)
--- BEGIN hlbsp ---
Command line: C:PROGRA~1VALVEH~1toolsZHLT_1~1.7P1hlbsp.exe "c:documents and settingsryandesktopregalmymapsregal2"

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 ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)

BSP generation successful, writing portal file 'c:documents and settingsryandesktopregalmymapsregal2.prt'
5.33 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolsZHLT_1~1.7P1hlvis.exe
** Parameters: "c:documents and settingsryandesktopregalmymapsregal2"

hlvis v2.5.3 rel Custom Build 1.7p13 (Feb 3 2004)
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 (webmaster@xp-cagey.com)
--- BEGIN hlvis ---
Command line: C:PROGRA~1VALVEH~1toolsZHLT_1~1.7P1hlvis.exe "c:documents and settingsryandesktopregalmymapsregal2"
1434 portalleafs
3976 numportals

= Current hlvis 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 vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]

BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (3.39 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (301.55 seconds)
average leafs visible: 177
g_visdatasize:88079 compressed from 258120
305.08 seconds elapsed [5m 5s]

--- END hlvis ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolsZHLT_1~1.7P1hlrad.exe
** Parameters: "c:documents and settingsryandesktopregalmymapsregal2"

hlrad v2.5.3 rel Custom Build 1.7p13 (Feb 3 2004)
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 (webmaster@xp-cagey.com)
--- BEGIN hlrad ---
Command line: C:PROGRA~1VALVEH~1toolsZHLT_1~1.7P1hlrad.exe "c:documents and settingsryandesktopregalmymapsregal2"

= Current hlrad 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 ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[               off ] [               off ]
rgb transfers [ off ] [ off ]

8328 faces
Create Patches : 48069 base patches
0 opaque faces
1006388 square feet [144919936.00 square inches]
14 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (31.56 seconds)
visibility matrix : 137.7 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (133.25 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (188.17 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (23.37 seconds)
Transfer Lists : 52513246 : 52.51M transfers
Indices :    25220456 :   24.05M bytes
   Data :   210052984 :  200.32M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (7.81 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (3.83 seconds)
389.41 seconds elapsed [6m 29s]

--- END hlrad ---

** Executing...
** Command: Copy File
** Parameters: "c:documents and settingsryandesktopregalmymapsregal2.bsp" "C:Program FilesValveSteamSteamAppsrvpps2rocks@yahoo.comcounter-strikecstrikemapsregal2.bsp"

** Executing...
** Command: Copy File
** Parameters: "c:documents and settingsryandesktopregalmymapsregal2.pts" "C:Program FilesValveSteamSteamAppsrvpps2rocks@yahoo.comcounter-strikecstrikemapsregal2.pts"

** Executing...
** Command: C:PROGRA~1ValveSteamSTEAMA~1RVPPS2~1.COMCOUNTE~1hl.exe
** Parameters: +map "regal2" -game cstrike -dev -console +deathmatch 1
Posted 18 years ago2006-02-16 04:31:07 UTC Post #163547
Probably an invalid texture.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2006-02-16 05:35:48 UTC Post #163553
what do u mean invalid texture ..what do i have to look for to find this schmuck texture
Posted 18 years ago2006-02-16 11:15:11 UTC Post #163579
You probably made some mistake when making your custom textures: invalid dimensions, wrong format, etc. Have a check.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2006-02-16 11:27:13 UTC Post #163585
there are a lot of spaces in the file paths. perhaps something to do with it. hammer doesnt like spaces
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-02-16 11:30:58 UTC Post #163588
All tex in the HL engine needs to be multiple of 16... and the max size is 256x256 (except the 512x512)... what means that one of your custom tex can have wrong size like 97x43 or something...

To avoid problems, keep the size of your textures in a square pattern... like:
16x16, 32x32, 64x64, 128x128, 256x256 and 512x512...

To do retangular tex, try to avoid the random multiples like 208... The engine of the HL wasn't created for this type of use, but, for small textures that can be repeated...

It's not a law or rule that needs to be followed, but it makes your work more easy... :glad:

[edit] And tell us, what is the exact error mensage???
Posted 18 years ago2006-02-19 05:37:09 UTC Post #163921
k well sorry took so long for me to reply..have school. Anyways i made the texture 256X256...and the map compiles fine still but it closes CS and says file read error...idk im going to go through everything again b4 i might just give up
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