Compilation: Zero Polygons rendered Created 20 years ago2004-04-23 16:02:25 UTC by Elemmire Elemmire

Created 20 years ago2004-04-23 16:02:25 UTC by Elemmire Elemmire

Posted 20 years ago2004-04-23 16:02:25 UTC Post #23611
Hi,

Trying to make my first map - would appreciate any help with the following, thanks:

I'm trying to compile the example map from http://cariad.co.za/twhl/tutorial.php?id=23 rather than my own dubious workings.

I have two main problems

The first occurs when I press F9 - I expected Half-Life to launch so I could see the map but it doesn't, nothing happens at all except the text that is output in the Process Window as follows (most of which I don't understand)

** Executing...
** Command: Change Directory
** Parameters: "C:SIERRAHalf-Life"

** Executing...
** Command: C:TCDUBI~1Hammertoolsqcsg.exe
** Parameters: "c:tcdubisimhammermapsbeginning"

qcsg.exe v2.8 (Jan 31 2000)
-- qcsg --
entering c:tcdubisimhammermapsbeginning.map
CreateBrush: 0...1...3...5...6...8... (0)
CSGBrush: 0...1...3...5...6...8... (0)
Using WAD File: sierrahalf-lifevalveliquids.wad
Using WAD File: sierrahalf-lifevalvexeno.wad
Using WAD File: sierrahalf-lifevalvedecals.wad
Using WAD File: sierrahalf-lifevalvehalflife.wad
0 seconds elapsed
** Executing...
** Command: C:TCDUBI~1Hammertoolsqbsp2.exe
** Parameters: "c:tcdubisimhammermapsbeginning"

qbsp2.exe v2.2 (Dec 28 1998)
-- qbsp2 --
writing c:tcdubisimhammermapsbeginning.prt
0 seconds elapsed
** Executing...
** Command: C:TCDUBI~1Hammertoolsvis.exe
** Parameters: "c:tcdubisimhammermapsbeginning"

vis.exe v1.3 (Dec 30 1998)
-- vis --
1 thread(s)
1 portalleafs
0 numportals
BasePortalVis: (0)
LeafThread: (0)
average leafs visible: 1
visdatasize:1 compressed from 1
0.0 seconds elapsed

** Executing...
** Command: C:TCDUBI~1Hammertoolsqrad.exe
** Parameters: "c:tcdubisimhammermapsbeginning"

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

6 faces
1536 square feet [221184.00 square inches]
96 patches after subdivision
1 direct lights
BuildFacelights: 0...1...3...5...6...8... (0)
visibility matrix: 0.0 megs
BuildVisLeafs: 0... (0)
MakeScales: 0...1...2...3...4...5...6...7...8...9... (0)
transfer lists: 0.0 megs
SwapTransfersTask: 0...1...2...3...4...5...6...7...8...9... (0)
GatherLight: 0...1...2...3...4...5...6...7...8...9... (0)
Bounce #1 added RGB(0, 0, 0)
FinalLightFace: 0...1...3...5...6...8... (0)

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 1/400 64/25600 ( 0.3%)
planes 92/32767 1840/655340 ( 0.3%)
vertexes 8/65535 96/786420 ( 0.0%)
nodes 6/32767 144/786408 ( 0.0%)
texinfos 6/8192 240/327680 ( 0.1%)
faces 6/65535 120/1310700 ( 0.0%)
clipnodes 18/32767 144/262136 ( 0.1%)
leaves 2/8192 56/229376 ( 0.0%)
marksurfaces 6/65535 12/131070 ( 0.0%)
surfedges 24/512000 96/2048000 ( 0.0%)
edges 13/256000 52/1024000 ( 0.0%)
texdata [variable] 48/2097152 ( 0.0%)
lightdata [variable] 0/2097152 ( 0.0%)
visdata [variable] 1/2097152 ( 0.0%)
entdata [variable] 418/131072 ( 0.3%)

Total BSP file data space used: 3331 bytes

0 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "c:tcdubisimhammermapsbeginning.bsp" "C:SIERRAHalf-Lifevalvemapsbeginning.bsp"

** Executing...
** Command: Copy File
** Parameters: "c:tcdubisimhammermapsbeginning.pts" "C:SIERRAHalf-Lifevalvemapsbeginning.pts"

** Executing...
** Command: Copy File
** Parameters: +map "beginning" -dev -console

Following this I saw that the .bsp file was created so I tried to view it with a BSP tool that I think I found on Botman's site - this results in a message saying that zero polygons were rendered. It does however show me Gordon in the player start position. This BSP tool does work for the standard maps supplied with the HL game, I have used it with crossfile.bsp

Any insight would be greatly appreciated otherwise I will continue to muddle along and possibly get there eventually :o)

Thanks

P.S. I have read and re-read many of the set-up tutorials including those from this site and the ones that accompany Hammer - I'm still confused :zonked:
Posted 20 years ago2004-04-23 16:32:11 UTC Post #23616
Have you tried running the map in HL itself? Also, get Zoner's Half-Life Tools for compiling to replace the old q*.exe tools here.

Also:
6 faces
1536 square feet [221184.00 square inches]
Six faces? How's that possible? Is the cube you've presumably put the info_player_start hollow? Or is it solid? If it's still solid, select it (in Hammer), and press Ctrl+H.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-04-23 17:32:13 UTC Post #23636
I hate it when people post the whole compile process. Can't you just post where the problem is?

They should post the whole compile... One of the Admins will reducve the size of it once we find the problem, but until then, the whole compile log is the only way to see ALL the problems ed:(Andy)
Posted 20 years ago2004-04-23 17:36:29 UTC Post #23641
7th. maby he dindt use a info player start and he would be placed in the centner of the map
Posted 20 years ago2004-04-23 17:36:52 UTC Post #23642
People often don't know; I don't have a problem with it. There can be multiple problems, too, which would be overlooked otherwise.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-04-25 09:33:41 UTC Post #23902
Hi,

Thanks for all the responses - I'm still struggling but I've just downloaded a copy of the Zoner tool as suggested so hopefully it will help me out.

With regards to the other suggestions:

Yes my map is simply a cube that I made hollow, it also contains two entities (info_player_start, light). So when I view the map in Hammer I can navigate inside the cube and see a green box for the start point and a purple box for my light.

I'm not terribly sure how to view a map in HL itself - as I said before I really am in the earliest stages of learning this stuff - hence why I posted the entire compile process, apologies for that :)
Posted 20 years ago2004-04-25 10:17:27 UTC Post #23916
no problemo. dindt we all post some compile logs at the time :D
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