I'm new to mapping Created 16 years ago2007-07-13 11:42:55 UTC by Bravo -1- Bravo -1-

Created 16 years ago2007-07-13 11:42:55 UTC by Bravo -1- Bravo -1-

Posted 16 years ago2007-07-13 11:42:55 UTC Post #228797
I just started reading the tutorials and setting up hammer yesterday. I got how to make brushes, and texture, and make a few rooms and corridors, and I'm even mostly okay on lighting, but I have no clue why I cannot compile my maps.

I go into the batch compiler I have, load my preset, and hit the "run" button that initiates the compile process. Then the DOS text box opens up and in the middle of compiling, an error line shows up that sais there was a problem when compiling and I have to check my log file. Well, I can't find where that log file is, so I was wondering if any of you had any idea why it isn't compiling?

thank you :)
Posted 16 years ago2007-07-13 12:04:24 UTC Post #228801
the log file should be in the directory your map compiles into. i personaly dont know a reason why a compiling should stop. maybe you didnt set hammer up corectly?
Skals SkalsLevel Designer
Posted 16 years ago2007-07-13 12:14:07 UTC Post #228804
The log file will give you a good idea of what the problem is. I'm gonna guess that you have a leak.
AJ AJGlorious Overlord
Posted 16 years ago2007-07-13 13:35:27 UTC Post #228821
so when you say the directory it compiles into, do you mean the notepad document?
Posted 16 years ago2007-07-13 13:39:45 UTC Post #228822
Yes.
mapname.log
Daubster DaubsterVault Dweller
Posted 16 years ago2007-07-13 13:44:03 UTC Post #228824
If you post the log here, someone here will probably be able to tell you what's wrong.
Posted 16 years ago2007-07-13 13:55:35 UTC Post #228825
this is the log I recieved:

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:Documents and SettingsOwnerMy Documentshlcsg.exe"-wadautodetect -cliptype Precise -chart C:\de_dust2_40cal_v2
Entering C:\de_dust2_40cal_v2.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ 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 [ precise ] [ 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
Wadfiles not in use by the map will be excluded
Wadinclude list :
[zhlt.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(0.00 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.02 seconds)

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 0/400 0/25600 ( 0.0%)
planes 92/32768 1840/655360 ( 0.3%)
vertexes 0/65535 0/786420 ( 0.0%)
nodes 0/32767 0/786408 ( 0.0%)
texinfos 3/32767 120/1310680 ( 0.0%)
faces 0/65535 0/1310700 ( 0.0%)
clipnodes 0/32767 0/262136 ( 0.0%)
leaves 0/8192 0/229376 ( 0.0%)
marksurfaces 0/65535 0/131070 ( 0.0%)
surfedges 0/512000 0/2048000 ( 0.0%)
edges 0/256000 0/1024000 ( 0.0%)
texdata [variable] 0/4194304 ( 0.0%)
lightdata [variable] 0/6291456 ( 0.0%)
visdata [variable] 0/2097152 ( 0.0%)
entdata [variable] 0/524288 ( 0.0%)
0 textures referenced

Total BSP file data space used: 1960 bytes

Using Wadfile: program filessteamsteamappsdurkajihadcounter-strikecstrikede_dust2_css_beta3.wad
  • Contains 1 used texture, 100.00 percent of map (49 textures in wad)
Texture usage is at 0.08 mb (of 4.00 mb MAX)
0.22 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:Documents and SettingsOwnerMy Documentshlbsp.exe"-chart C:\de_dust2_40cal_v2

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ 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] 13 (0.00 seconds)
Warning: === LEAK in hull 0 ===
Entity infodecal @ ( 31, 64,-1172)
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] 13 (0.00 seconds)
Warning: === LEAK in hull 1 ===
Entity infodecal @ ( 224,-53841,-19967)
SolidBSP [hull 2] 13 (0.00 seconds)
Warning: === LEAK in hull 2 ===
Entity infodecal @ ( 224,-53841,-19967)
SolidBSP [hull 3] 13 (0.00 seconds)
Warning: === LEAK in hull 3 ===
Entity infodecal @ ( 224,-53841,-19967)

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 1/400 64/25600 ( 0.3%)
planes 40/32768 800/655360 ( 0.1%)
vertexes 38/65535 456/786420 ( 0.1%)
nodes 12/32767 288/786408 ( 0.0%)
texinfos 3/32767 120/1310680 ( 0.0%)
faces 30/65535 600/1310700 ( 0.0%)
clipnodes 36/32767 288/262136 ( 0.1%)
leaves 8/8192 224/229376 ( 0.1%)
marksurfaces 30/65535 60/131070 ( 0.0%)
surfedges 128/512000 512/2048000 ( 0.0%)
edges 65/256000 260/1024000 ( 0.0%)
texdata [variable] 48/4194304 ( 0.0%)
lightdata [variable] 0/6291456 ( 0.0%)
visdata [variable] 0/2097152 ( 0.0%)
entdata [variable] 577/524288 ( 0.1%)
1 textures referenced

Total BSP file data space used: 4297 bytes

0.03 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:Documents and SettingsOwnerMy Documentshlvis.exe"-full -chart C:\de_dust2_40cal_v2
>> There was a problem compiling the map.
>> Check the file C:\de_dust2_40cal_v2.log for the cause.

--- END hlvis ---
Posted 16 years ago2007-07-13 14:18:38 UTC Post #228831
Warning: === LEAK in hull 0 ===
Entity infodecal @ ( 31, 64,-1172)
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
You've got a leak.

Load the pointfile (check Hammer's menus) and it'll draw a line in hammer showing you where it is.
Posted 16 years ago2007-07-13 14:37:53 UTC Post #228835
hmmmm

when I tried to open up the pointfile it said the pointfile could not be found, I checked both hammer and steam and It still sais it doesen't exist. Any ideas?
Posted 16 years ago2007-07-13 14:57:01 UTC Post #228836
Re-compile the map and see if it's still missing.
Daubster DaubsterVault Dweller
Posted 16 years ago2007-07-13 15:35:41 UTC Post #228843
no it still didn't show up :(
Posted 16 years ago2007-07-13 16:38:52 UTC Post #228855
He's already using ZHLT, Highlander... :nuts:
The Mad Carrot The Mad CarrotMad Carrot
Posted 16 years ago2007-07-13 17:57:45 UTC Post #228861
I usually find leaks most easily by simply cruising around in the 3D view and looking at brushes at different angles where they meet. Unless you've got a map with extremely complex triangle terrain or something, your leak should produce itself in a few minutes.
Posted 16 years ago2007-07-13 18:22:01 UTC Post #228862
You should open the .lin file in Hammer, not the .prt file. The .lin file will take you to the leak. All you gotta do is follow the line from blue to red.
The Mad Carrot The Mad CarrotMad Carrot
Posted 16 years ago2007-07-13 18:31:38 UTC Post #228863
By the looks of the log, it shouldn't be too hard to find. Unless your infodecal is completely blank. At least the compile log says it's an infodecal... =/

Edit: Of course, you may have a lot of rooms with infodecals in them...
Posted 16 years ago2007-07-13 18:36:23 UTC Post #228864
That doesn't mean that the info_decal is the cause of the leak, the compiler just tells you that this entity is the closest to the leak.
The Mad Carrot The Mad CarrotMad Carrot
Posted 16 years ago2007-07-13 18:53:47 UTC Post #228865
what is an info_decal?

is that like an enitity? All I have are 2 rooms connected by a corridor. Both rooms have a light, and one room has an info_player_start

Oh, and 1 more question. How can I open up the original dust2 to edit it?
Posted 16 years ago2007-07-13 19:36:26 UTC Post #228866
An info_decal is like Blood on walls floor or cieling, Cracks in wall. Thier found in the textures as {.
Posted 16 years ago2007-07-13 19:49:52 UTC Post #228867
ah ok thanks
Posted 16 years ago2007-07-13 21:03:43 UTC Post #228868
Oh, and 1 more question. How can I open up the original dust2 to edit it?
Simple answer, you can't.
Posted 16 years ago2007-07-13 21:20:38 UTC Post #228869
Complicated answer, you can't, because of three reasons:
1. Plagarism;
2. Nobody wants yet another dust map; and:
3. You just can't.
Penguinboy PenguinboyHaha, I died again!
Posted 16 years ago2007-07-13 22:00:19 UTC Post #228872
4. Decompiling doesn't really work.
Posted 16 years ago2007-07-13 22:57:36 UTC Post #228873
5. Decompiling is a VERY bad idea. Maps decompiled have all the faces split because of the compile process. And whatever you do DON'T use the program bsp2map! It hollows EVERY SINGLE BRUSH therefore multiplying the brush count by a minimum of 6x or more! And hammer will usually crash.
Posted 16 years ago2007-07-13 23:31:00 UTC Post #228874
Never crashed my Hammer. Actually, I find it a lot better than WinBSP, since you can actually navigate your way around maps easily, and tell where you are. The only use for decompiling is to look at entity setups, since they aren't altered in the process of decompiling.
Posted 16 years ago2007-07-14 05:37:01 UTC Post #228898
Convert it back to dust2.map, you can do this with BspTwoMap. But the credit part always has to contain the real author name. It is like steeling when you didn't do that, as I think...xD
Posted 16 years ago2007-07-14 07:32:04 UTC Post #228902
For starters - try at least learning the basics before you rush off remaking a fairly complex map like dust2.

Make sure you finish all the In the beginning tutorials first, since they teach you the very basics, that're needed for any mod.
Also, finishing tuts on ambience, lighting, texture aplication, texture lighting, atmosphere and clipping will help you a lot.
Daubster DaubsterVault Dweller
Posted 16 years ago2007-07-15 22:47:36 UTC Post #229075
ah, i remember when i made my first hollow box........seems like yesterday
Posted 16 years ago2007-07-16 13:40:20 UTC Post #229146
ok cool. and what about loading de_dust2?
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