help me using zoners wadinclude Created 17 years ago2007-06-19 02:12:24 UTC by klobb klobb

Created 17 years ago2007-06-19 02:12:24 UTC by klobb klobb

Posted 17 years ago2007-06-19 02:12:24 UTC Post #225622
i need some direction on how to include custom textures using the -wadinclude function. i tried using hammer and following the direction but it i couldnt get that to work. i really want to compile with zoners tools.

when i say i need help i need an exact example. lets pretend the custom texture file is named cs_ivory.wad klobb_cz will be the example name of my map
thanks in advance
Posted 17 years ago2007-06-19 02:41:56 UTC Post #225625
thanks for fast reply, unfortunately i am pretty noob when it comes to compiling. i did the csg line in hammer. but i need to know how to do it with zoners.

this is what i have typed up. tell me if this is wrong please. and i know it is a pain but if this is wrong can u please type up the correct way using the names of the files. thanks

@echo off
hlcsg klobb_cz $csg_exe
hlbsp klobb_cz
hlvis klobb_cz
hlrad klobb_cz

$path$file -wadinclude cs_ivory
Posted 17 years ago2007-06-19 02:52:13 UTC Post #225626
That IS how you do it with Zoner's. You can't do it without Zoner's tools, actually.

I think maybe you're confused about what ZHLT is. It just replaces the original compile tools, which are a set of files, with newer ones that have more advanced features. All you have to do is go into hammer and load them in the same way you loaded the original compile tools in. Go to Tools > Options on the Hammer toolbar, and then go to the Build Programs tab. In there you load up Zoner's tools in the directory fields where the old tools were selected.

Now I have no idea what that thing you typed up is, but all you need to do to wadinclude is go to the advanced compile mode in the compile window and type "-wadinclude" and then the WAD name in the CSG parameter box, just like Espen said.

Easy as pie.
Posted 17 years ago2007-06-19 02:58:43 UTC Post #225627
ok so my issue is somewhat like u mentioned im confused. i have been compiling like i would writing a DOS .bat batch file. But you are saying that i actually can include zoners from hammer if i understand right. so that could save me lots of time. i guess i need to make sure hammer is setup right. ill try again. it might sound weird but i for some reason i find manually writing out the commands in a .bat file easier to understand.
Posted 17 years ago2007-06-19 03:08:18 UTC Post #225628
Yeah, you can load up ZHLT in Hammer just the same as the Q-tools. Some people prefer batch compiling, but honestly I didn't think anybody wrote their own batch scripts up like that any more, when there's Nem's Batch Compiler. It's the most straightforward compiling method out there, and I don't think there's any way you could mess that up.
Posted 17 years ago2007-06-19 03:20:32 UTC Post #225629
ok i think i may have it setup right now... thanks for your help.
Posted 17 years ago2007-06-19 04:45:54 UTC Post #225636
ok im really frustrated! lol this is my entire compile list. it compiled just fine. however, the custom wad file wasnt included in the bsp. can you tell what i did wrong from this compile history? :confused:

** Executing...
** Command: Change Directory
** Parameters: "C:ValveSteamSteamAppsgrishinkovcondition zero"

** Executing...
** Command: C:DOCUME~1BeeotchDesktopHALFLI~1hlcsg.exe
** Parameters: "c:documents and settingsbeeotchdesktophalf life compilerfy_klobbmap_include" -wadinclude cscz_ivory

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: C:DOCUME~1BeeotchDesktopHALFLI~1hlcsg.exe "c:documents and settingsbeeotchdesktophalf life compilerfy_klobbmap_include"-wadinclude cscz_ivory
Entering c:documents and settingsbeeotchdesktophalf life compilerfy_klobbmap_include.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]
[cscz_ivory]

2 brushes (totalling 12 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.19 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.78 seconds)

Using Wadfile: wadscstrike.wad
  • Contains 2 used textures, 13.33 percent of map (123 textures in wad)
Using Wadfile: wadsdecals.wad
  • Contains 0 used textures, 0.00 percent of map (237 textures in wad)
Using Wadfile: wadshlbasics.wad
  • Contains 1 used texture, 6.67 percent of map (25 textures in wad)
Using Wadfile: wadshalflife.wad
  • Contains 2 used textures, 13.33 percent of map (3116 textures in wad)
Using Wadfile: wadsczcs_office.wad
  • Contains 0 used textures, 0.00 percent of map (305 textures in wad)
Including Wadfile: wadscscz_ivory.wad
  • Contains 10 used textures, 66.67 percent of map (67 textures in wad)
Texture usage is at 0.53 mb (of 4.00 mb MAX)
1.12 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:DOCUME~1BeeotchDesktopHALFLI~1hlbsp.exe
** Parameters: "c:documents and settingsbeeotchdesktophalf life compilerfy_klobbmap_include"

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: C:DOCUME~1BeeotchDesktopHALFLI~1hlbsp.exe "c:documents and settingsbeeotchdesktophalf life compilerfy_klobbmap_include"

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 'c:documents and settingsbeeotchdesktophalf life compilerfy_klobbmap_include.prt'
0.98 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:DOCUME~1BeeotchDesktopHALFLI~1hlvis.exe
** Parameters: "c:documents and settingsbeeotchdesktophalf life compilerfy_klobbmap_include"

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: C:DOCUME~1BeeotchDesktopHALFLI~1hlvis.exe "c:documents and settingsbeeotchdesktophalf life compilerfy_klobbmap_include"
313 portalleafs
801 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%... (0.16 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (4.06 seconds)
average leafs visible: 109
g_visdatasize:9445 compressed from 12520
4.27 seconds elapsed

--- END hlvis ---

** Executing...
** Command: C:DOCUME~1BeeotchDesktopHALFLI~1hlrad.exe
** Parameters: "c:documents and settingsbeeotchdesktophalf life compilerfy_klobbmap_include"

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: C:DOCUME~1BeeotchDesktopHALFLI~1hlrad.exe "c:documents and settingsbeeotchdesktophalf life compilerfy_klobbmap_include"

= 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 'c:documents and settingsbeeotchdesktophalf life compilerlights.rad']
[9 texlights parsed from 'c:documents and settingsbeeotchdesktophalf life compilerlights.rad']

1864 faces
Create Patches : 27881 base patches
0 opaque faces
105854 square feet [15243109.00 square inches]
6172 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (156.03 seconds)
visibility matrix : 46.3 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (124.81 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (69.78 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (36.09 seconds)
Transfer Lists : 57854192 : 57.85M transfers
Indices :    15936704 :   15.20M bytes
   Data :   231416768 :  220.70M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (15.59 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (7.92 seconds)
411.22 seconds elapsed [6m 51s]

--- END hlrad ---

** Executing...
** Command: Copy File
** Parameters: "c:documents and settingsbeeotchdesktophalf life compilerfy_klobbmap_include.bsp" "C:Documents and SettingsBeeotchDesktophalf life compilerfy_klobbmap_include.bsp"

** Executing...
** Command: Copy File
** Parameters: "c:documents and settingsbeeotchdesktophalf life compilerfy_klobbmap_include.pts" "C:Documents and SettingsBeeotchDesktophalf life compilerfy_klobbmap_include.pts"

** Executing...
** Command: C:ValveSteamSTEAMA~1GRISHI~1CONDIT~1hl.exe
** Parameters: +map "fy_klobbmap_include" -game cstrike -dev -console
Posted 17 years ago2007-06-19 07:21:03 UTC Post #225640
I don't get it, why are people still downloading these old versions of ZHLT? Get the new one, version 3.5! If you're using Nem's batch compiler, than it's probably an incompatibility you were having with the dated tools (read: December 9, 2002.)
Posted 17 years ago2007-06-19 14:39:16 UTC Post #225667
i heard 3.5 had some bugs or whatever so i just never used it. ill load it and see if it makes a difference.
Posted 17 years ago2007-06-19 15:05:09 UTC Post #225678
well thats it. i think i might have to just give up. i loaded the new tools and get an error Error: ReadSurfs (line 3091): 502 > g_numplanes i didnt change anything in the map. and it still wont wadinclude. thanks for your help guys but im just not cut out for it.
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