Never-ending problems with Hammer. Created 18 years ago2006-03-29 14:36:54 UTC by naem naem

Created 18 years ago2006-03-29 14:36:54 UTC by naem naem

Posted 18 years ago2006-03-29 14:36:54 UTC Post #171475
Ug. Where to start?

Well, after many trials, I think I've got Hammer 3.4 decently set up. I've got Zoner's HL tools for compiling and I got GCFscape to extract all my wads. Everything seems setup in tip-top shape.

When I don't use ZHLT, I get compile errors: "the system could not find the file specified." When I do use ZLHT, I get the same error (but after the .bsp was created) except for the .pts file. Today that error magically went away, I'm not sure why. Looking at the .pts file that is generated though, it's totally empty at 0 bytes.

However, I now have a new problem. Any map I create - even really simple ones like a hollowed out box - makes my CS freeze upon "Starting Local Game Server." I am not sure what is doing it, but I do see a warning in compile about too many wads. I haven't seen any tutorials regarding the wads I should extract with GCFscape, so I just used all the wads I saw. There are 25 wads in total. I am only using one texture on a map though for testing purposes, so I don't think it would be using all those wads at once.. but then again I am new to this.

Here is my compile.

[quote]

** Executing...
** Command: Change Directory
** Parameters: "E:Program FilesSteamSteamAppsphrozen@bespin.orgcounter-strike"

** Executing...
** Command: E:ZHLThlcsg.exe
** Parameters: "e:mapsnewtest2"

hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
--- BEGIN hlcsg ---
Command line: E:ZHLThlcsg.exe e:mapsnewtest2
Entering e:mapsnewtest2.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ 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 ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ 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:
50%... (0.00 seconds)
SetModelCenters:
50%... (0.00 seconds)
CSGBrush:
50%... (0.00 seconds)

Using Wadfile: program filessteamsteamappsphrozen@bespin.orgcounter-strikecstrikede_vegas.wad
  • Contains 0 used textures, 0.00 percent of map (101 textures in wad)
Using Wadfile: program filesvalve hammer editorwadajawad.wad
  • Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: program filesvalve hammer editorwadcached.wad
  • Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Using Wadfile: program filesvalve hammer editorwadchateau.wad
  • Contains 0 used textures, 0.00 percent of map (136 textures in wad)
Using Wadfile: program filesvalve hammer editorwadcs_747.wad
  • Contains 0 used textures, 0.00 percent of map (143 textures in wad)
Using Wadfile: program filesvalve hammer editorwadcs_assault.wad
  • Contains 0 used textures, 0.00 percent of map (22 textures in wad)
Using Wadfile: program filesvalve hammer editorwadcs_bdog.wad
  • Contains 0 used textures, 0.00 percent of map (132 textures in wad)
Using Wadfile: program filesvalve hammer editorwadcs_cbble.wad
  • Contains 0 used textures, 0.00 percent of map (61 textures in wad)
Using Wadfile: program filesvalve hammer editorwadcs_dust.wad
  • Contains 0 used textures, 0.00 percent of map (28 textures in wad)
Using Wadfile: program filesvalve hammer editorwadcs_havana.wad
  • Contains 0 used textures, 0.00 percent of map (122 textures in wad)
Using Wadfile: program filesvalve hammer editorwadcs_office.wad
  • Contains 0 used textures, 0.00 percent of map (102 textures in wad)
Using Wadfile: program filesvalve hammer editorwadcstraining.wad
  • Contains 0 used textures, 0.00 percent of map (24 textures in wad)
Using Wadfile: program filesvalve hammer editorwadcstrike.wad
  • Contains 0 used textures, 0.00 percent of map (123 textures in wad)
Using Wadfile: program filesvalve hammer editorwadde_airstrip.wad
  • Contains 0 used textures, 0.00 percent of map (69 textures in wad)
Using Wadfile: program filesvalve hammer editorwadde_aztec.wad
  • Warning: Larger than expected texture (348972 bytes): 'SPECIAL_THANKS'
  • Warning: Larger than expected texture (348972 bytes): 'THANKS'
  • Contains 0 used textures, 0.00 percent of map (24 textures in wad)
Using Wadfile: program filesvalve hammer editorwadde_piranesi.wad
  • Contains 0 used textures, 0.00 percent of map (160 textures in wad)
Using Wadfile: program filesvalve hammer editorwadde_storm.wad
  • Contains 0 used textures, 0.00 percent of map (74 textures in wad)
Using Wadfile: program filesvalve hammer editorwadde_vertigo.wad
  • Contains 0 used textures, 0.00 percent of map (19 textures in wad)
Using Wadfile: program filesvalve hammer editorwaddecals.wad
  • Contains 0 used textures, 0.00 percent of map (225 textures in wad)
Using Wadfile: program filesvalve hammer editorwadhalflife.wad
  • Contains 1 used texture, 100.00 percent of map (3116 textures in wad)
Using Wadfile: program filesvalve hammer editorwaditsitaly.wad
  • Contains 0 used textures, 0.00 percent of map (99 textures in wad)
Using Wadfile: program filesvalve hammer editorwadn0th1ng.wad
  • Contains 0 used textures, 0.00 percent of map (8 textures in wad)
Using Wadfile: program filesvalve hammer editorwadprodigy.wad
  • Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Using Wadfile: program filesvalve hammer editorwadtorntextures.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 0 used textures, 0.00 percent of map (162 textures in wad)
Using Wadfile: program filesvalve hammer editorwadtswad.wad
  • Contains 0 used textures, 0.00 percent of map (29 textures in wad)
Warning: More than 8 wadfiles are in use. (25)
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.

Texture usage is at 0.00 mb (of 4.00 mb MAX)
1.98 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: E:ZHLThlbsp.exe
** Parameters: "e:mapsnewtest2"

hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
--- BEGIN hlbsp ---
Command line: E:ZHLThlbsp.exe e:mapsnewtest2

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ 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 'e:mapsnewtest2.prt'
0.02 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: E:ZHLThlvis.exe
** Parameters: "e:mapsnewtest2"

hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
--- BEGIN hlvis ---
Command line: E:ZHLThlvis.exe e:mapsnewtest2
1 portalleafs
0 numportals

= Current hlvis Settings =
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ 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:
(0.00 seconds)
LeafThread:
(0.00 seconds)
average leafs visible: 1
g_visdatasize:3 compressed from 1
0.00 seconds elapsed

--- END hlvis ---

** Executing...
** Command: E:ZHLThlrad.exe
** Parameters: "e:mapsnewtest2"

hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
--- BEGIN hlrad ---
Command line: E:ZHLThlrad.exe e:mapsnewtest2

= Current hlrad Settings =
Name | Setting | Default
-------------------|---------------------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
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 ]

[Reading texlights from 'E:ZHLTlights.rad']
[54 texlights parsed from 'E:ZHLTlights.rad']

42 faces
Create Patches : 514 base patches
0 opaque faces
8746 square feet [1259520.00 square inches]
1 direct lights

BuildFacelights:
30%...40%...50%...80%...90%... (0.03 seconds)
visibility matrix : 0.0 megs
BuildVisLeafs:
(0.03 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.05 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
Transfer Lists : 219778 : 219.78k transfers
Indices :        3404 :    3.32k bytes
   Data :      879112 :  858.51k bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.02 seconds)
FinalLightFace:
30%...40%...50%...80%...90%... (0.06 seconds)
1.22 seconds elapsed

--- END hlrad ---

** Executing...
** Command: Copy File
** Parameters: "e:mapsnewtest2.bsp" "E:Program FilesSteamSteamAppsphrozen@bespin.orgcounter-strikecstrikemapsnewtest2.bsp"

** Executing...
** Command: Copy File
** Parameters: "e:mapsnewtest2.pts" "E:Program FilesSteamSteamAppsphrozen@bespin.orgcounter-strikecstrikemapsnewtest2.pts"

** Executing...
** Command: E:PROGRA~1SteamSteam.exe
** Parameters: +map "newtest2" -game cstrike -dev -console +deathmatch 1
[/quote]

I've taken the liberty of uploading the map. (The compile references "newtest2" but I've uploaded "newtest," they are practically the same except newtest2 has no spawnpoint. Newtest2 still freezes.)

The map (.map, .rmf, .bsp, etc) is uploaded here: http://bespin.org/~phrozen/newtest.zip

Thanks in advance.
Posted 18 years ago2006-03-29 16:22:21 UTC Post #171483
I noticed countless errors in your compile log... such as the fact that you used WAY too many .WAD files. Go into the options of hammer, and take out all the wads you are not using. You can have a max of 8, but try and create your Box map with one, the halflife.wad.

I also see specific errors inside of the .wads, that with your level of understanding, I can't see how and why you should start to solve them...

Use this site for any errors in your compile log, so you can figure out what they are.

http://www.slackiller.com/tommy14/errors.htm

Try to follow the begining tutorials on this site before trying to make a map. Make sure you read them all through and through, starting at the begining. Notice the link "Where to start" on the side of this site. Click it and continue from there.
Posted 18 years ago2006-03-29 16:47:43 UTC Post #171489
Yes, I looked through the tutorials, but couldn't really find anything specific about the WADs I needed or what exactly I needed to extract with GCFScape. So I all I really need is the halflife.wad from half-life.gcf (counter-strike.gcf doesn't have it)?
Posted 18 years ago2006-03-29 16:59:40 UTC Post #171492
Using more than 8 wads should be harmless, but in case of trouble is very suspicious. On top of that, from a designers point of view, a map doesn't need that many anyway - it would certainly become very inconsistent if you'd use all of these wads.

Don't use cached.wad in any case, it's a worthless .wad for textures. Look at the ones you think are usefull for your map (not necessarily halflife.wad, depends on if you like these textures or not). It's best to keep the amount of .wads as minimal as possible as any .wad loaded into Hammer at the time of saving the map will be seen as necessary by the map. You don't want your map to be unplayable because you forgot to exclude a .wad file nobody else has (I couldn't play it for example, because the cstraining.wad file isn't in my valve folder but in my cstrike folder). ;)

The .pts file is not important, it's the .bsp file that it's all about.

The map itself looks fine - there's little to go wrong in such a map. If removing the unnecessary .wads doesn't work, could you post your Hammer config?
Posted 18 years ago2006-03-29 17:08:47 UTC Post #171496
I just removed all unnecessary .wads and it works great, no errors. Thanks guys. :)

I was under the impression that Hammer would only use the wads in the map from which I had selected textures. I guess we all know what happens when you make an assumption, though: you make an ass out of you and umption. Err.. wait a minute..
Posted 18 years ago2006-03-30 11:50:32 UTC Post #171600
if they show in the compile log. it`s useing them.
Posted 18 years ago2006-03-30 15:30:38 UTC Post #171631
Nope, if you use to much wads, the compiler might add wads that you haven't selected and might not exist at all.

Don't think you can use more then 8 wads because sometimes it may not affect anything, many errors might eccure because you used even 1 more wad then the maximum. I know what I'm talking about!
Posted 18 years ago2006-03-30 16:46:51 UTC Post #171639
traitor
Posted 18 years ago2006-03-30 17:08:53 UTC Post #171644
@bratty: Limited one.

;)
Posted 18 years ago2006-03-31 04:33:04 UTC Post #171689
What the hell snarkpit? snarkpit :o Evil Snarkpit killed my creative mapping abilitys. So many evil people there Evil I tell you
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