Why does this happen and what fixes it? Created 17 years ago2006-05-28 01:07:05 UTC by [VDC] Rad Brad [VDC] Rad Brad

Created 17 years ago2006-05-28 01:07:05 UTC by [VDC] Rad Brad [VDC] Rad Brad

Posted 17 years ago2006-05-28 01:07:05 UTC Post #182344
Warning: ::FindTexture() texture LAB1_COMP3A not found!
Warning: ::FindTexture() texture +2~LAB1_CMP2 not found!
Warning: ::FindTexture() texture LAB1_COMP2 not found!
Warning: ::LoadLump() texture !C2A52 not found!
Warning: ::LoadLump() texture !FLUID2B not found!
Warning: ::LoadLump() texture !FLUID_YELLOW not found!
This is just a sample of what is in the log. There's a PILE of textures "not found. Looks like ALL of them are missing! When I run the map, I get another (yet again) BAD SURFACE EXTENTS error... It compiles all the way through, though, so WTF?

I do not use a wad.cfg file and I have only 6 wad files. I am using Nem's Batch Compiler. This map has worked before and I adjusted a few things, added some health and weapons just to one small area, and recompiled. And it seemed to compile fine. But running the map... no.

Any ideas what causes that???
Posted 17 years ago2006-05-28 01:20:16 UTC Post #182345
Are you compiling it with the right wads that are used in your map? Are you missing an wads when compiling? Are all of the wads in the proper folder?
Luke LukeLuke
Posted 17 years ago2006-05-28 01:23:51 UTC Post #182346
do you use HLFix?
Posted 17 years ago2006-05-28 01:25:04 UTC Post #182347
What mod? !FLUID_YELLOW isn't in HL wads.
Posted 17 years ago2006-05-28 01:34:50 UTC Post #182349
Oops sorry, did not read...

I am the clueless about the batch compiling, sorry :(
Posted 17 years ago2006-05-28 01:50:55 UTC Post #182350
!FLUID_YELLOW is a custom texture... yes, I have used it before; yes, it is not the problem.

Once you set up Nem's, it automatically adds the wads to the bsp... it acutally only adds the textures from the wads that you've acutally used, so if you set up Hammer with A.wad, B.wad, and C.wad, but never used any textures from C.wad, it won't add them.

Yes, I have zhlt installed, and and the batch compiler set up. It shows up twice on my compile record, but always has and hasn't been a problem in the past.
Posted 17 years ago2006-05-28 02:00:00 UTC Post #182351
If you can't get it to work, just come on over to the dark side of Hammer expert compiling...it's nicer on the dark side ;)

I searched for that error and came up with zippo, even on Tommy's. I will beat the dead horse once more to say I've only seen that when I fail to update my wad.txt file in VHE/maps folder, for HLFix. [/dead_horse]

Why not include it in your [maps folder for shits and giggles to see if it does anything? Just include the paths to your wads, like so:

s:half-lifevalvehalflife.wad
s:half-lifevalvexeno.wad
s:half-lifevalvedecals.wad
s:half-lifevalvezhlt.wad
s:counter-strikecstrikecs_alpine.wad
s:counter-strikecstrikecstrike.wad
Posted 17 years ago2006-05-28 02:18:35 UTC Post #182352
Not to be rude, but you are clueless to the batch compiler... The wad paths have to be spelled out before you can compile in the same way that you set Hammer up to find whichever wads you use.

This version of Nem's Batch Compiler doesn't include a tab for HLFix. I am assuming his latest version fixed whatever that problem was.

I've been to the "dark side" and the batch compiler is much faster. Really, it's just a wysiwig for the switches you use in in your expert compile. You see all the choices available with decent explanations onto which switches do what.
Posted 17 years ago2006-05-28 02:34:21 UTC Post #182353
I am the clueless about the batch compiling, sorry
Not to be rude, but you are clueless to the batch compiler...
...
Penguinboy PenguinboyHaha, I died again!
Posted 17 years ago2006-05-28 11:57:15 UTC Post #182404
Ahem... yes, penguinboy. It's hard to show the inflection I was intending in that sentence... Might be better like this:

"Not to be rude, but (yes) you ARE clueless to the batch compiler..."

As for the problem, I compiled it again and that error didn't show up. I didn't change a thing. The error, with the textures working, is "Exceeded Max Patches".

I have a few things to try to hopefully get the GOD DAMN MAP to compile.

:|
Posted 17 years ago2006-05-28 11:59:31 UTC Post #182405
(What a fricken soap opera this map has become!)
Posted 17 years ago2006-05-28 12:00:48 UTC Post #182406
wadincluding does not mean that .wads you used in hammer (even if you didnt choose any of the texture) will not be required.

the -wadinclude parameter simply includes textures from .wads that were used. If you had any .wads open in hammer they will have been compiled with the map. Remove un-used .wads and recompile

AND DONT DOUBLE POST!
Archie ArchieGoodbye Moonmen
Posted 17 years ago2006-05-28 12:20:33 UTC Post #182408
<rowleybob throws some flowers to penquinboy for defending the honor of his house>

Thanks penguinboy, but it's not necessary... Rad Brad is one of the good ones ;) !

@Rad Brad: If you run the -chart paramater, are you close to max for any of your mapping resources?

If you want, PM a link to the map, and I'll take a look if you want. We have to get this bitch to compile ^_^!
Posted 17 years ago2006-05-28 18:58:57 UTC Post #182448
No... the highest resource used is 71%.

I took your train of thought with the wads and re-associated them in the batch compiler. It is running the RAD right now, so it found the textures. In the batch compiler, you navigate to the wads, like you do in Hammer, so I don't know how they "broke" or why it is random.

It has compiled before, several times... without error. But I can compile it fine, look at it, then re-compile it, and BAM! - "Error!" I'm just looking for consistancy.

I think you would like the Batch Compiler, Bob, I really do. It isn't any easier than using the expert compile function in Hammer, but it is easier to be more precise with what you want to do. I set up a leakcheck compile preset, a fast vis/rad compile preset, and a final compile preset that I can easily select, depending on which stage of the game I'm at. Spend an hour and give it a try.

Nobody mentioned -wadinclude.
Posted 17 years ago2006-05-28 19:00:46 UTC Post #182450
AND DONT DOUBLE POST!
Technically, this isn't a double post. It's a continuation of thought... maybe it rides on a second, underlying thought brought up by someone else that is not exactly on the topic of the post.

You'll have to live with it.... :heart:
Posted 17 years ago2006-05-28 19:38:37 UTC Post #182454
It's a double-post. Use the edit button in future.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 17 years ago2006-05-28 23:53:58 UTC Post #182478
Nit picky nowadays?
Posted 17 years ago2006-05-29 08:21:17 UTC Post #182540
Doesn't seem "nit picky" to me. And, technically, it's exactly a double post.
Posted 17 years ago2006-05-29 17:07:14 UTC Post #182621
This is a double post...
Posted 17 years ago2006-05-29 17:09:04 UTC Post #182622
This is a double post...
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