compile-error(says theres no .bsp) Created 17 years ago2006-06-27 04:52:35 UTC by yoyo13131 yoyo13131

Created 17 years ago2006-06-27 04:52:35 UTC by yoyo13131 yoyo13131

Posted 17 years ago2006-06-27 04:52:35 UTC Post #187088
yeah im just trying to get a map working first off... I made a simple cube with spawn points and It can't compile it... all im trying to do is get a .bsp file...WorldCraft can't save-as .bsp.... how lame...
(working with HL2 editor is SO much easier then this shit)
(going to be using map for HL1 mod called The Specalists)
** Executing...
** Command: Change Directory
** Parameters: C:Program FilesValveSteamSteamAppsloretta11half-life

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesSDKMap Toolstest.map" "C:\test.map"

** Executing...
** Command: C:Program FilesSDKMap Toolsqcsg.exe
** Parameters: "C:\test"

qcsg.exe v2.8 (Oct 25 2000)
-- qcsg --
entering C:\test.map

********** ERROR **********
Token too large on line 5

** Executing...
** Command: C:Program FilesSDKMap Toolsqbsp2.exe
** Parameters: "C:\test"

qbsp2.exe v2.2 (Dec 28 1998)
-- qbsp2 --

********** ERROR **********
Can't open C:\test.p0

** Executing...
** Command: C:Program FilesSDKMap Toolsvis.exe
** Parameters: "C:\test"

vis.exe v1.3 (Dec 30 1998)
-- vis --
1 thread(s)

********** ERROR **********
Error opening C:\test.bsp: No such file or directory

** Executing...
** Command: C:Program FilesSDKMap Toolsqrad.exe
** Parameters: "C:\test"

qrad.exe v 1.5 (Apr 6 2000)
--- Radiosity --
1 threads
[Reading texlights from 'C:Program FilesSDKMap Toolslights.rad']
[1 texlights parsed from 'C:Program FilesSDKMap Toolslights.rad']

********** ERROR **********
Error opening C:\test.bsp: No such file or directory
:thefinger: :thefinger: :thefinger: :thefinger: :thefinger: :thefinger:
Posted 17 years ago2006-06-27 05:27:13 UTC Post #187091
Don't use q tools. Use ZHLT
Posted 17 years ago2006-06-27 05:48:36 UTC Post #187093
1: You say you're using Worldcraft, which is outdated. You should get Hammer 3.4 or 3.5 beta.

2: Of course it can't save as a BSP, you have to compile to get a BSP, whether it's HL1 or HL2...

3: You have a space in your file path, it says "Map Tools". This can cause problems in older editors (WC 3.3 and below I think).

4: As Rednik said, don't use the old Q-Tools, get ZHLT 3.4.
Posted 17 years ago2006-06-27 14:04:06 UTC Post #187153
K I downloaded it... ill try ZHLT 3.4 this time
Posted 17 years ago2006-06-27 15:11:58 UTC Post #187156
It says the same damn thing for Hammer 3.4! my compile window is in one of the pictures... (in the complie settings window (F9) if I check all settings to "normal" then it says.. "Error opening C:\test.bsp: No such file or directory"

and if I put Run VIS and Run RAD to "No" it says...
"Can't open C:\test.p0"

(after I compile it, it makes a .map of my map... not a .bsp which I need. I found it making maps for HL1 is HELLA harder then for HL2 :furious: ...)

http://www.petrastech.com/simon/hl1maps/hl1.jpg
http://www.petrastech.com/simon/hl1maps/hl1settings.jpg
http://www.petrastech.com/simon/hl1maps/hl1settings2.jpg
http://www.petrastech.com/simon/hl1maps/complie-settings.jpg
http://www.petrastech.com/simon/hl1maps/testmap.rmf
(click the picture when loaded to get better quailty) :confused:

(p.s. this is just a test map... all im trying to do is get a .bsp file out of my test map. I even tryed compiling a trainer-map I downloaded off this site... (like a trainer map to help you out) and it said the same crap when I tryed to compile it...)
Posted 17 years ago2006-06-27 15:35:11 UTC Post #187159
It says the same damn thing for Hammer 3.4! my compile window is in one of the pictures... (in the complie settings window (F9) if I check all settings to "normal" then it says.. "Error opening C:\test.bsp: No such file or directory"

and if I put Run VIS and Run RAD to "No" it says...
"Can't open C:\test.p0"

(after I compile it, it makes a .map of my map... not a .bsp which I need. I found it making maps for HL1 is HELLA harder then for HL2:furious:...)

http://www.petrastech.com/simon/hl1maps/hl1.jpg
http://www.petrastech.com/simon/hl1maps/hl1settings.jpg
http://www.petrastech.com/simon/hl1maps/hl1settings2.jpg
http://www.petrastech.com/simon/hl1maps/complie-settings.jpg
http://www.petrastech.com/simon/hl1maps/testmap.rmf
(click the picture when loaded to get better quailty) :confused:

(p.s. this is just a test map... all im trying to do is get a .bsp file out of my test map. I even tryed compiling a trainer-map I downloaded off this site... (like a trainer map to help you out) and it said the same crap when I tryed to compile it...)
Posted 17 years ago2006-06-27 15:46:41 UTC Post #187161
Woah, that's a lot of wrong settings there. No wonder compiling gives you headaches. :)

Those settings still refer to the old compile tools. Instead of qcsg, refer to your freshly downloaded hlcsg - do so for the other 3 compile programs as well. Also, you should fill in the game executable option in that panel - in this case, that's Steam. And place the compiled maps in your Half-Lifetsmaps folder, because that's where TS looks for it's .bsp files.

Then, in the Game Configurations tab, fill in the mod directory where you've filled in the game directory (valve). It's not officially correct of course, but makes sure the right folder is used.

Now see what happens. :)
Posted 17 years ago2006-06-27 16:44:57 UTC Post #187162
(after I compile it, it makes a .map of my map... not a .bsp
It will always make a map file anyway, because that's actually what it uses to compile from, not the rmf.

And to clear things up, HL2 mapping is a hella lot harder than HL1, but for HL1 you have to set up Hammer yourself, which can be very confusing. :)
Posted 17 years ago2006-06-27 18:07:35 UTC Post #187167
ok, I know how to make a .bsp file from the .map file now using a little program called batchcompiler312.exe works like a charm. Iv noticed theres not alot of entity's compaired to HL2 hammer... there not even any ladders in my hammer editor for hl1...
Posted 17 years ago2006-06-27 18:14:37 UTC Post #187169
HL ladders are brush-based entities: select a brush, press Ctrl + T (or the Tie to Entity button in the left panel) and select your entity of choice. Triggers, doors... generally any entity that needs a volume is a brush-based entities.
Posted 17 years ago2006-06-27 18:20:26 UTC Post #187170
K thanks...thats similar to HL2 hammer but not the same... thats why I couldnt find it... thanks you all!
Posted 17 years ago2006-06-27 22:04:52 UTC Post #187207
wow... now im having another problem encoding my actual map... I tryed compiling it with BatchCompiler312 AND with the HL1 hammer editor... they both make a .bsp but its only 700K and right off the bat I know it wont work cause its only 700K it should be atleast 2MB's but I tryed it anyways it of course it doesnt work... says im missing some .wad which I shouldnt need. heres what the compiler says this time... :(

(P.S. I double checked for leaks, there are NONE! (my Orignal test map compiles fine... but not this time...)

** Executing...
** Command: Change Directory
** Parameters: C:Program FilesValveSteamSteamAppsloretta11half-life

** Executing...
** Command: Copy File
** Parameters: "C:Documents and SettingsBrianDesktopMyMap.map" "C:Documents and SettingsBrianDesktopMyMap.map"

** Executing...
** Command: C:PROGRA~1VALVEH~1MAPPIN~1ZONERS~1.7P1hlcsg.exe
** Parameters: "C:Documents and SettingsBrianDesktopMyMap"

hlcsg v2.5.3 rel Custom Build 1.7p15 (Jun 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~1MAPPIN~1ZONERS~1.7P1hlcsg.exe "C:Documents and SettingsBrianDesktopMyMap"
Entering C:Documents and SettingsBrianDesktopMyMap.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 ]
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%... (0.13 seconds)
SetModelCenters:
10%...40%...70%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.36 seconds)

Using Wadfile: program filesvalvesteamsteamappsloretta11half-lifetspldecal.wad
  • Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11half-lifetsspecialists.wad
  • Contains 3 used textures, 13.04 percent of map (116 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11half-lifevalvetempdecal.wad
  • Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11half-lifetscs_cbble.wad
  • Contains 0 used textures, 0.00 percent of map (61 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11half-lifetsde_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 filesvalvesteamsteamappsloretta11half-lifetsde_vegas.wad
  • Contains 0 used textures, 0.00 percent of map (101 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11half-lifetsdecals.wad
  • Contains 0 used textures, 0.00 percent of map (239 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11half-lifetsshb.wad
  • Contains 1 used texture, 4.35 percent of map (17 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11half-lifetsts_ph.wad
  • Contains 4 used textures, 17.39 percent of map (126 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11half-lifetscached.wad
  • Warning: Larger than expected texture (307980 bytes): 'CONBACK'
  • Warning: Larger than expected texture (307980 bytes): 'LOADING'
  • Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11half-lifetscs_assault.wad
  • Contains 0 used textures, 0.00 percent of map (22 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11half-lifetscs_dust.wad
  • Contains 1 used texture, 4.35 percent of map (28 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11half-lifetscs_office.wad
  • Contains 1 used texture, 4.35 percent of map (102 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11half-lifetscstrike.wad
  • Contains 1 used texture, 4.35 percent of map (123 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11half-lifetsfonts.wad
  • Contains 0 used textures, 0.00 percent of map (3 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11half-lifetshh3_broken.wad
  • Contains 2 used textures, 8.70 percent of map (67 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11half-lifetsitsitaly.wad
  • Contains 0 used textures, 0.00 percent of map (99 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11half-lifetstempdecal.wad
  • Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11half-lifetstm_harbor.wad
  • Contains 5 used textures, 21.74 percent of map (125 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11half-lifetsts_paintball.wad
  • Contains 1 used texture, 4.35 percent of map (8 textures in wad)
Warning: More than 8 wadfiles are in use. (20)
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 2 additional animating textures.
Warning: ::FindTexture() texture SKY not found!
Warning: ::FindTexture() texture MINO_ROCK06B not found!
Warning: ::FindTexture() texture MINO_WALL38 not found!
Warning: ::FindTexture() texture NULL not found!
Are you sure you included zhlt.wad in your wadpath list?
Warning: ::LoadLump() texture MINO_ROCK06B not found!
Warning: ::LoadLump() texture MINO_WALL38 not found!
Warning: ::LoadLump() texture NULL not found!
Warning: ::LoadLump() texture SKY not found!
Texture usage is at 0.97 mb (of 4.00 mb MAX)
0.98 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:PROGRA~1VALVEH~1MAPPIN~1ZONERS~1.7P1hlbsp.exe
** Parameters: "C:Documents and SettingsBrianDesktopMyMap"

hlbsp v2.5.3 rel Custom Build 1.7p15 (Jun 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~1MAPPIN~1ZONERS~1.7P1hlbsp.exe "C:Documents and SettingsBrianDesktopMyMap"

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 ]
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] 387 (0.02 seconds)
BSP generation successful, writing portal file 'C:Documents and SettingsBrianDesktopMyMap.prt'
SolidBSP [hull 1] 500...727 (0.05 seconds)
SolidBSP [hull 2] 500...698 (0.05 seconds)
SolidBSP [hull 3] 500...742 (0.05 seconds)
0.64 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:PROGRA~1VALVEH~1MAPPIN~1ZONERS~1.7P1hlvis.exe
** Parameters: "C:Documents and SettingsBrianDesktopMyMap"

hlvis v2.5.3 rel Custom Build 1.7p15 (Jun 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~1MAPPIN~1ZONERS~1.7P1hlvis.exe "C:Documents and SettingsBrianDesktopMyMap"
152 portalleafs
408 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:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.03 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.42 seconds)
average leafs visible: 52
g_visdatasize:2862 compressed from 2888
0.47 seconds elapsed

--- END hlvis ---

** Executing...
** Command: C:PROGRA~1VALVEH~1MAPPIN~1ZONERS~1.7P1hlrad.exe
** Parameters: "C:Documents and SettingsBrianDesktopMyMap"

hlrad v2.5.3 rel Custom Build 1.7p15 (Jun 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~1MAPPIN~1ZONERS~1.7P1hlrad.exe "C:Documents and SettingsBrianDesktopMyMap"

= 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 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
bounce dynamic light [ on ] [ on ]
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 ]

1707 faces
Create Patches : 15330 base patches
0 opaque faces
260321 square feet [37486244.00 square inches]
17 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (22.55 seconds)
visibility matrix : 14.0 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (38.38 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (21.03 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (21.05 seconds)
Transfer Lists : 62823132 : 62.82M transfers
Indices :     9259368 :    8.83M bytes
   Data :   251292528 :  239.65M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (5.58 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.92 seconds)
110.80 seconds elapsed [1m 50s]

--- END hlrad ---
Posted 17 years ago2006-06-27 22:30:01 UTC Post #187213
you can allways message me on AIM at yoyo13131 or Xfire at yoyo13131
Posted 17 years ago2006-06-27 23:22:44 UTC Post #187217
oh and when I try to play the unsuccessful compiled map it says it can't find "prog.wad"
Posted 17 years ago2006-06-27 23:27:46 UTC Post #187218
Oh, you aren't wadincluding your custom WADs. For some good info on this, go here:

http://collective.valve-erc.com/index.php?doc=1015283010-58181000

You don't have to wadinclude your custom wads, but it makes it easier to keep some of the maps files together. If you don't want to wadinclude you should just put the custom wad you used in the mod directory (like for CS, it would be cstrike).
Posted 17 years ago2006-06-27 23:32:30 UTC Post #187222
but.... Im not using any custom .wad files... just one ones that come with my mod for half-life... (The Specialists) and I dont even have the file "prog.wad"
Posted 17 years ago2006-06-27 23:36:00 UTC Post #187224
You must have used it somehow, otherwise it wouldn't be saying that. You map is relying on that wad, so just try to wadinclude it, and see what happens.
Posted 17 years ago2006-06-28 00:18:42 UTC Post #187230
ok I dont know how to wadinclude it but I dont think I need to do that anymore, I think I compiled it correctly this time (its 1.75mbs)... but now it says
"Bad surface extents 880/0 at position (512,1152,480)
Posted 17 years ago2006-06-28 00:19:38 UTC Post #187231
How do I find position 512,1152,480 on my map using the grid?
I think theres a tutorial on that here on this website... lookin...
Posted 17 years ago2006-06-28 00:22:06 UTC Post #187232
Posted 17 years ago2006-06-28 00:40:45 UTC Post #187234
that didnt really help...
Posted 17 years ago2006-06-28 00:52:43 UTC Post #187238
Why not? Didn't it explain the "bad surface extents" error?
Posted 17 years ago2006-06-28 00:58:44 UTC Post #187241
[quote]Using Wadfile: program filesvalvesteamsteamappsloretta11hal
f-lifetspldecal.wad
  • Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11hal
f-lifetsspecialists.wad
  • Contains 3 used textures, 13.04 percent of map (116 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11hal
f-lifevalvetempdecal.wad
  • Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11hal
f-lifetscs_cbble.wad
  • Contains 0 used textures, 0.00 percent of map (61 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11hal
f-lifetsde_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 filesvalvesteamsteamappsloretta11hal
f-lifetsde_vegas.wad
  • Contains 0 used textures, 0.00 percent of map (101 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11hal
f-lifetsdecals.wad
  • Contains 0 used textures, 0.00 percent of map (239 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11hal
f-lifetsshb.wad
  • Contains 1 used texture, 4.35 percent of map (17 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11hal
f-lifetsts_ph.wad
  • Contains 4 used textures, 17.39 percent of map (126 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11hal
f-lifetscached.wad
  • Warning: Larger than expected texture (307980 bytes): 'CONBACK'
  • Warning: Larger than expected texture (307980 bytes): 'LOADING'
  • Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11hal
f-lifetscs_assault.wad
  • Contains 0 used textures, 0.00 percent of map (22 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11hal
f-lifetscs_dust.wad
  • Contains 1 used texture, 4.35 percent of map (28 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11hal
f-lifetscs_office.wad
  • Contains 1 used texture, 4.35 percent of map (102 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11hal
f-lifetscstrike.wad
  • Contains 1 used texture, 4.35 percent of map (123 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11hal
f-lifetsfonts.wad
  • Contains 0 used textures, 0.00 percent of map (3 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11hal
f-lifetshh3_broken.wad
  • Contains 2 used textures, 8.70 percent of map (67 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11hal
f-lifetsitsitaly.wad
  • Contains 0 used textures, 0.00 percent of map (99 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11hal
f-lifetstempdecal.wad
  • Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11hal
f-lifetstm_harbor.wad
  • Contains 5 used textures, 21.74 percent of map (125 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsloretta11hal
f-lifetsts_paintball.wad
  • Contains 1 used texture, 4.35 percent of map (8 textures in wad)
Warning: More than 8 wadfiles are in use. (20)[/quote]

Yikes! Under no circumstances do you ever use more than 8 wad files... I barley ever use more than 4 or 5!

You can use textures from all those wads if you absolutely have to, but just copy/paste them into one wadfile using wally.
Posted 17 years ago2006-06-28 01:08:52 UTC Post #187243
how do I use less wad files? no clue what your talking about... copy paste them into 1 wadfile? wtf? didnt have to do this shit for HL2, this is gay... HL2 is SOOO easy compared to this shit...

I got wally...
Posted 17 years ago2006-06-28 01:17:02 UTC Post #187245
If you don't even know how to add/remove wadfiles, then I would recommend reading the Mapping With Steam Tutorial, and then all the "In the Beginning" tutorials.
Posted 17 years ago2006-06-28 01:18:26 UTC Post #187246
I'm getting kind of tired of you complaining about how hard you think HL1 is to map for. Most of the stuff you're talking about has to be done in HL2 just as much as HL1. /rant

Anyway, you just have to open Wally up, and you can go to Wizard>WAD Merge and combine WADs using that. Otherwise, you could use the harder method of just copying and pasting, as rowleybob said.
Posted 17 years ago2006-06-28 01:20:39 UTC Post #187247
Holy crap don't "WAD merge" them, only add the textures you're using in the map...unless you want a wadfile that is going to be 50MB!!

Wally is pretty self-explanatory. You should really try some of this stuff on your own before asking for help.

We're more than willing to help you, but you have to do some work too ;)
Posted 17 years ago2006-06-28 01:28:03 UTC Post #187249
Maybe you (yoyo13131) could do a recap on what point you're at now, and what kind of problems you're still having? I'm starting to get a little confused about what you're having problems with now. :nuts: :zonked:
Posted 17 years ago2006-06-28 01:32:19 UTC Post #187250
<edit blocked again, srry you BITCH :P >

In Wally, you literally "copy" the textures you want and paste them into one wad. Here's what I would du:

1. Open any wad file, and "save as" a name of your choosing--"mapname.wad".
2. Delete all the textures out of that wad, except ones you need.
3. Open up additional wadfiles, and copy/paste additional textures to your mapname.wad, but only the ones you need ;)
Posted 17 years ago2006-06-28 02:48:57 UTC Post #187252
Combining ALL the .wad files on my computer was only 50.7MB so its all good. Doing that made my map work for the first time! THANKS yo all! yeah, its hard getting over the first hurdle but I did it, and im making some priddy cool makes for TS too :P

P.S. you all rock for the fast respone times :)
Posted 17 years ago2006-06-28 03:00:28 UTC Post #187253
I better be getting something for this, I worked my ass off finding all that stuff for you! :P Kidding.

But really, there was no need to combine ALL of them, was there? I mean, at least tell me you didn't combine the halflife.wad too...
Posted 17 years ago2006-06-28 03:10:28 UTC Post #187254
yeah I combined all .wad's on my computer

any hints on where to get more .wad's?
Posted 17 years ago2006-06-28 03:16:49 UTC Post #187255
a other people that dont have my new .wad file can't join my map unless they have the .wad also (the .wad file I made by joining ALL of the .wad files on my computer) whats up with that?
Posted 17 years ago2006-06-28 03:25:10 UTC Post #187256
That's because all your textures are in that WAD, they need those textures to play the map! You should just wadinclude that WAD into your map, then they won't need it.

Even if all the textures in that WAD are included with the mod already, the game doesn't care, it just cares what the WAD name is. So when you compile the map, it makes a list of WADs that were used, and then refers to them when you play it.

On a side note, there's no need to combine halflife.wad, xen.wad, and liquids.wad into that big WAD, everybody has them.

Note: Wadincluding doesn't imbed all the textures in the WAD, only the ones used, so it won't raise the file size by 50-something MB's.
Posted 17 years ago2006-06-28 04:05:05 UTC Post #187259
ill have to uhh... look into "Wadincluding"... another gay thing about HL1 hammer... just shows how much HL2 Hammer is superior.

oh... and does anyone know any places to get more .wad files?
Posted 17 years ago2006-06-28 08:46:50 UTC Post #187300
Without trying at all to sound condecending, WAD Merging all your wads is idiotic, at best. (you will look back at this post someday and laugh your ass off!)

Merging an entire wad for a couple, or even one texture is ridiculous, let alone merging all your wads, jeez!

I would recommend doing as I said in the previous post, and copy only the textures you need into one wad. Then, wadinclude the one custom wad only to your map.

This does not include the standard ones like: half-life, decals, liquids, xen--everybody already has these stock with the game.
Posted 17 years ago2006-06-29 05:15:55 UTC Post #187422
thanks you all.... this time ALL of my problems were fixed! thanks to you rowleybob and srry for telling me how to "wadinclude"
Posted 17 years ago2006-06-29 05:40:07 UTC Post #187426
oh... and does anyone know any places to get more .wad files?
For some more WADs, look no further than The Wadfather:

http://wadfather.planethalflife.gamespy.com/new/
Posted 17 years ago2006-06-29 08:58:54 UTC Post #187456
If anything hl1 is better, because you actually have to know what you're doing. You get more satisfaction from making a great hl1 map because it requires a ton of skill, while hl2 maps are easy to make impressive.
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