What's the problem? (Compile Log) Created 17 years ago2006-11-24 17:05:31 UTC by Rory Rory

Created 17 years ago2006-11-24 17:05:31 UTC by Rory Rory

Posted 17 years ago2006-11-24 17:05:31 UTC Post #203935
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~1VALVEH~1toolshlcsg.exe C:Half-Lifetfcmaps2fort_2mountain
Entering C:Half-Lifetfcmaps2fort_2mountain.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:
(0.22 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(1.11 seconds)

Using Wadfile: half-lifetfccached.wad
  • Warning: Larger than expected texture (307980 bytes): 'CONBACK640'
  • Warning: Larger than expected texture (307980 bytes): 'LOADING640'
  • Contains 0 used textures, 0.00 percent of map (4 textures in wad)
Using Wadfile: half-lifetfcdecals.wad
  • Contains 0 used textures, 0.00 percent of map (7 textures in wad)
Using Wadfile: half-lifetfcpldecal.wad
  • Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: half-lifetfctfc2.wad
  • Contains 8 used textures, 33.33 percent of map (395 textures in wad)
Using Wadfile: half-lifetfctfc.wad
  • Contains 7 used textures, 29.17 percent of map (279 textures in wad)
Using Wadfile: half-lifevalvecached.wad
  • Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Using Wadfile: half-lifevalvecopy of cached.wad
  • Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Using Wadfile: half-lifevalvecopy of decals.wad
  • Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: half-lifevalvecopy of fonts.wad
  • Contains 0 used textures, 0.00 percent of map (3 textures in wad)
Using Wadfile: half-lifevalvecopy of gfx.wad
  • Contains 0 used textures, 0.00 percent of map (7 textures in wad)
Using Wadfile: half-lifevalvecopy of tfc2.wad
  • Contains 0 used textures, 0.00 percent of map (395 textures in wad)
Using Wadfile: half-lifevalvedecals.wad
  • Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: half-lifevalvefonts.wad
  • Contains 0 used textures, 0.00 percent of map (3 textures in wad)
Using Wadfile: half-lifevalvegfx.wad
  • Contains 0 used textures, 0.00 percent of map (7 textures in wad)
Using Wadfile: half-lifevalvehalflife.wad
  • Contains 9 used textures, 37.50 percent of map (3116 textures in wad)
Using Wadfile: half-lifevalveliquids.wad
  • Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: half-lifevalvepldecal.wad
  • Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: half-lifevalvespraypaint.wad
  • Contains 0 used textures, 0.00 percent of map (14 textures in wad)
Using Wadfile: half-lifevalvetfc2.wad
  • Contains 0 used textures, 0.00 percent of map (395 textures in wad)
Using Wadfile: half-lifevalvetfc.wad
  • Contains 0 used textures, 0.00 percent of map (279 textures in wad)
Using Wadfile: half-lifevalvexeno.wad
  • Contains 0 used textures, 0.00 percent of map (264 textures in wad)
Warning: More than 8 wadfiles are in use. (21)
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 7 additional animating textures.
Texture usage is at 0.50 mb (of 4.00 mb MAX)
1.42 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~1VALVEH~1toolshlbsp.exe C:Half-Lifetfcmaps2fort_2mountain

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] 500...1000...1500...1951 (0.19 seconds)
Warning: === LEAK in hull 0 ===
Entity info_tfgoal @ (-328,-1736,-236)
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...1000...1500...2000...2150 (0.39 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2039 (0.55 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2033 (0.34 seconds)
3.53 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~1VALVEH~1toolshlvis.exe C:Half-Lifetfcmaps2fort_2mountain
>> There was a problem compiling the map.
>> Check the file C:Half-Lifetfcmaps2fort_2mountain.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~1VALVEH~1toolshlrad.exe C:Half-Lifetfcmaps2fort_2mountain
>> There was a problem compiling the map.
>> Check the file C:Half-Lifetfcmaps2fort_2mountain.log for the cause.

--- END hlrad ---
Posted 17 years ago2006-11-24 17:07:47 UTC Post #203936
1. Your using 21 different wads. Never, ever use more than 8 at once.

2. There's a leak in the map.
Warning: === LEAK in hull 0 ===
Entity info_tfgoal @ (-328,-1736,-236)
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.
Posted 17 years ago2006-11-24 17:10:31 UTC Post #203937
Yeah I took some of the WAD's out but now when I open the .map file it's empty like a new map, did I lose the map?
Posted 17 years ago2006-11-24 17:13:01 UTC Post #203938
You open the .rmf, not the .map file.
Posted 17 years ago2006-11-24 17:19:43 UTC Post #203939
I dont have an rmf for some reason.. Always used .map
Posted 17 years ago2006-11-24 17:21:15 UTC Post #203940
You fail as a mapper.

Always save your maps as rmf, and export them to .map when you want to compile it.

rmf for Hammer is what doc is for MS Word.
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