Wadinclude problems Created 15 years ago2008-08-16 05:05:52 UTC by ATDestroy ATDestroy

Created 15 years ago2008-08-16 05:05:52 UTC by ATDestroy ATDestroy

Posted 15 years ago2008-08-16 05:10:05 UTC Post #253853
Ok, heres the problem

Im trying to use wadinclude to put my custom textures into my .bsp

in the parameters box for csg.exe i have
$path$file -wadinclude barney
In the compile log, i get the following
*************error************
usage: qcsg [-nowadtextures] [-wadinclude <name>] [-draw] [glview] [-noclip] [-onlyents] [-proj <name>] [-threads #] [-v] [-hullfile <name>] mapfile
From what i understand, its telling me i got the usage wrong, like i typed it in wrong. But i checked it over, and even went to the custom texture tutorial, I'm typing it exactly the way i should, it just wont accept it. And it happens with every command it lists in the usage above. Even when i copy it directly from the usage list

It would appear that the compile process isn't accepting its own commands, that it itself is listing, but that makes no sense, right? I need some help on this problem, because it has me stumped.
Posted 15 years ago2008-08-16 05:24:19 UTC Post #253856
barney is usually a model

and you are missing ".wad" only ".wad" can be included
Posted 15 years ago2008-08-16 05:27:35 UTC Post #253857
The barney I'm talking about is the barney.wad with blue shift.

I tried adding the .wad to the end. Same result.

That also wouldn't explain why -nowadtextures wont work. Because you don't put .wad on the end of that :P

Thanks for trying to help me out though
Posted 15 years ago2008-08-16 07:24:36 UTC Post #253861
I would highly suggest using a compiler that is a bit more advanced, and helps you with the options.

I prefer Batch Compiler. It has a great, easy to use UI, and lots of options to tweak.

I have seen some other user created ones on these forums too, but Batch compiler / Nem's Tools are the best in my opinion.
Posted 15 years ago2008-08-16 11:53:33 UTC Post #253885
Use the Compilator.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2008-08-16 13:39:33 UTC Post #253888
edit again: What are .prt files and how do i make sure they are created so the compilator can compile my .map?
Posted 15 years ago2008-08-16 14:07:25 UTC Post #253891
they are the portal files that tell the compiler where your nodes and leaves are.

I have seen this problem befor if I understand you right.

Are you compiling a map, then it stops and says

--- BEGIN hlvis ---
Command line: "D:\Program Files\zhlt34x86final\hlvis.exe"-full -chart "C:\Users\Swiftfox\Documents\Sven Coop maps\Swift ent Map"
Error: Portal file 'C:\Users\Swiftfox\Documents\Sven Coop maps\Swift ent Map.prt' does not exist, cannot vis the map

?

this was a question I got from someone on my site.

Most likely there is either a space in the map name, instead use a _ to connect words.

or

you have gone outside the acceptable range of the compiling tools
(ie. your map extends past the grid)
Posted 15 years ago2008-08-16 14:57:41 UTC Post #253895
Yeah thats the line i get in the compilator's log. I thought of the spaces, but i changed the map name to one word, same result. I checked the map itself, nothings outside the grid, i compiled it in hammer, no warnings or errors.

I don't want to use the hammer compile tool though, I want to use the compilator. When i use hammer, it doesn't have this problem, but I have to use the compilator to solve the problem in my first post.

Thanks for trying to help out though.
Posted 15 years ago2008-08-16 15:18:27 UTC Post #253896
Thank you for choosing The Compilator for all your compiling needs.

Can you post the full log?
The Mad Carrot The Mad CarrotMad Carrot
Posted 15 years ago2008-08-16 15:33:15 UTC Post #253897
Ok. In hammer, i save my map, export to .map, and then go to the compilator. Perhaps I'm doing something wrong in the order of things?

Heres the log.
[quote]
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: hlcsg.exe -wadinclude barney.wad -wadinclude xeno.wad -wadinclude liquids.wad -chart -estimate -texdata 8192 -dev Error C:\SIERRA\Half-Life\valve\maps\airtower_final.map
Entering C:\SIERRA\Half-Life\valve\maps\airtower_final.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 8388608 ] [ 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]
[barney.wad]
[xeno.wad]
[liquids.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(0.32 seconds)
SetModelCenters:
(0.01 seconds)
CSGBrush:
(0.87 seconds)

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 0/400 0/25600 ( 0.0%)
planes 3810/32768 76200/655360 (11.6%)
vertexes 0/65535 0/786420 ( 0.0%)
nodes 0/32767 0/786408 ( 0.0%)
texinfos 219/32767 8760/1310680 ( 0.7%)
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] 0/8388608 ( 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: 84960 bytes

Using Wadfile: \sierra\half-life\valve\halflife.wad
  • Contains 20 used textures, 83.33 percent of map (3116 textures in wad)
Including Wadfile: \sierra\half-life\valve\zhlt.wad
  • Contains 1 used texture, 4.17 percent of map (8 textures in wad)
Including Wadfile: \sierra\blue-shift\bshift\barney.wad
  • Contains 1 used texture, 4.17 percent of map (408 textures in wad)
Including Wadfile: \sierra\blue-shift\bshift\xeno.wad
  • Contains 2 used textures, 8.33 percent of map (264 textures in wad)
added 3 additional animating textures.
Texture usage is at 0.31 mb (of 8.00 mb MAX)
1.45 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: hlbsp.exe -chart -estimate -texdata 8192 -dev Error C:\SIERRA\Half-Life\valve\maps\airtower_final.map

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 8388608 ] [ 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]
--- 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: hlvis.exe -full -chart -estimate -texdata 8192 -dev Error C:\SIERRA\Half-Life\valve\maps\airtower_final.map
Error: Portal file 'C:\SIERRA\Half-Life\valve\maps\airtower_final.prt' does not exist, cannot vis the map

--- 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: hlrad.exe -extra -lights "C:\Valve Hammer Editor\tools\lights.rad"-chart -estimate -texdata 8192 -dev Error C:\SIERRA\Half-Life\valve\maps\airtower_final.map
There was a problem compiling the map.
Check the file C:\SIERRA\Half-Life\valve\maps\airtower_final.log for the cause.
--- END hlrad ---

[/quote]

Perhaps I'm just being an idiot in setting up the compile. It wouldn't be the first time =P
Posted 15 years ago2008-08-16 15:48:52 UTC Post #253899
what is this part of the command line doing there?

Command line: hlrad.exe -extra -lights "C:\Valve Hammer Editor\tools\lights.rad"-chart -estimate -texdata 8192 -dev Error C:\SIERRA\Half-Life\valve\maps\airtower_final.map
Posted 15 years ago2008-08-16 15:49:05 UTC Post #253900
Ok.

Try this:

Goto the directory where you keep your .rmf file.
Delete all the files but keep your .rmf file(s)!

Then go back to Hammer, Save the map and Export to MAP. Now recompile.

The compile tools will now generate the latest up-to-date files required for compiling, and hopefully that'll fix your error.
The Mad Carrot The Mad CarrotMad Carrot
Posted 15 years ago2008-08-16 15:53:59 UTC Post #253901
No, it had the same result. And the log was identical so i wont bother pasting it. Thanks for trying though muzz.

and don, that -dev error thing was something i was changing in options, it made no difference on or off.
Posted 15 years ago2008-08-16 15:58:17 UTC Post #253902
No im currious as to what could possibly cause that error.

Would you mind sending it to me so i can check?
The Mad Carrot The Mad CarrotMad Carrot
Posted 15 years ago2008-08-16 15:58:36 UTC Post #253903
Does it work if you compile it in Hammer?
Posted 15 years ago2008-08-16 16:02:12 UTC Post #253904
I think i have a little more experience with tracing down causes of errors like that one.

So yeah, i can compile it.
The Mad Carrot The Mad CarrotMad Carrot
Posted 15 years ago2008-08-16 16:07:50 UTC Post #253905
Ok, do you mean send the rmf? ill start packing one to send, but meanwhile, take a look at found i found below...

I just tried compiling it in hammer with just the bsp and csg programs (i didnt want to wait for the half hour vis/qrad). i got 3 warnings

[quote] WARNING: makenodeportal: new portal was clipped away from node (158, 835, 118)(461, 1273, -95)
writing c:\sierra\half-life\valve\maps\airtower_final.prt
WARNING canonicalvector: degenerate
WARNING canonicalvector: degenerate
2 seconds elapsed [/quote]
Ok! i saw that it wrote a .prt but i got an additional warning i didnt get before, the one with makenode portal.

The canonicalvector warnings i got shortly after starting the map. I know they shouldnt be there, but they havent been causing problems, at least not yet
Posted 15 years ago2008-08-16 16:09:31 UTC Post #253906
I have no idea what that means, i've never seen that warning before.

If you used any custom wads, send those as well.
The Mad Carrot The Mad CarrotMad Carrot
Posted 15 years ago2008-08-16 16:34:45 UTC Post #253907
OK, the map is up muzzleflash

The only texture wad that deviated from the original HL wads was barney.wad
Its not really custom, and it made the file too big to upload so i didn't include it.

Read the text before the logs on the .txts, they explain the order i compiled things in.

http://www.twhl.co.za/vault.php?map=5138
Posted 15 years ago2008-08-16 16:49:31 UTC Post #253908
Posted 15 years ago2008-08-16 16:54:42 UTC Post #253910
Are you sure you're using ZHLT?
He is, so thats not the problem.

O man, the architecture. Don't feel offended, but you really did a bad job on the brushes as they don't touch eachother. This really makes LeafThread to run really slow, because it processes the space between brushes as well.
User posted image
User posted image
The compile just finished and guess what. It compiled fine here. No errors, no missing .prt file or anything else.

So there's nothing wrong with your map (apart from the bad brushwork (the gaps and spaces between brushes).

I still think there is some leftover file in your rmf directory that is stopping the compile tools from generating a new fresh .prt file.
Check again and see if every temporary file generated by the compile tools are removed. Everything, except your rmf file, obviously.
The Mad Carrot The Mad CarrotMad Carrot
Posted 15 years ago2008-08-16 16:58:59 UTC Post #253911
edit: agh, posted before i saw muzz's post
Thats...interesting, so those warnings aren't complaining about any of my brushes, if you compiled it fine. Ill double check the folder and get back to you. i didn't know my brushwork was that bad! lol. You cant see that stuff in game because of the lighting. I guess i should clean that up a bit

Absolutely positive

Interesting, My mapping technique isn't awesome, and an invalid solid seems plausible, ill have to track down that solid.

An invalid water brush for the vector error? i don't have any water on the map. I guess i could check my brush based entities through ent report and see if any are weird shaped, but that doesn't seem likely

One thing, i have my brush based triggers intersecting world brushed all over the place. i didn't think it would be a problem with brush entities intersecting, but could that be a problem?
Posted 15 years ago2008-08-16 17:01:58 UTC Post #253912
One thing, i have my brush based triggers intersecting world brushed all over the place. i didn't think it would be a problem with brush entities intersecting, but could that be a problem?
No, thats fine.
World brushes overlapping other world brushes is bad.
The Mad Carrot The Mad CarrotMad Carrot
Posted 15 years ago2008-08-16 17:12:44 UTC Post #253913
Dear god

I made sure every file was deleted ( i missed a few last time)
so now, i tried the compilator, and got this:

[quote]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: hlcsg.exe -wadinclude barney.wad -wadinclude xeno.wad -wadinclude liquids.wad -chart -estimate -texdata 8192 C:\SIERRA\Half-Life\valve\maps\airtower_final.map
Entering C:\SIERRA\Half-Life\valve\maps\airtower_final.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 8388608 ] [ 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]
[barney.wad]
[xeno.wad]
[liquids.wad]

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

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 0/400 0/25600 ( 0.0%)
planes 3810/32768 76200/655360 (11.6%)
vertexes 0/65535 0/786420 ( 0.0%)
nodes 0/32767 0/786408 ( 0.0%)
texinfos 219/32767 8760/1310680 ( 0.7%)
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] 0/8388608 ( 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: 84960 bytes

Using Wadfile: \sierra\half-life\valve\halflife.wad
  • Contains 20 used textures, 83.33 percent of map (3116 textures in wad)
Including Wadfile: \sierra\half-life\valve\zhlt.wad
  • Contains 1 used texture, 4.17 percent of map (8 textures in wad)
Including Wadfile: \sierra\blue-shift\bshift\barney.wad
  • Contains 1 used texture, 4.17 percent of map (408 textures in wad)
Including Wadfile: \sierra\blue-shift\bshift\xeno.wad
  • Contains 2 used textures, 8.33 percent of map (264 textures in wad)
added 3 additional animating textures.
Texture usage is at 0.31 mb (of 8.00 mb MAX)
1.27 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: hlbsp.exe -chart -estimate -texdata 8192 C:\SIERRA\Half-Life\valve\maps\airtower_final.map

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 8388608 ] [ 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]
--- 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: hlvis.exe -full -chart -estimate -texdata 8192 C:\SIERRA\Half-Life\valve\maps\airtower_final.map
Error: Portal file 'C:\SIERRA\Half-Life\valve\maps\airtower_final.prt' does not exist, cannot vis the map

--- 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: hlrad.exe -extra -lights "C:\Valve Hammer Editor\tools\lights.rad"-chart -estimate -texdata 8192 C:\SIERRA\Half-Life\valve\maps\airtower_final.map
There was a problem compiling the map.
Check the file C:\SIERRA\Half-Life\valve\maps\airtower_final.log for the cause.
--- END hlrad ---

[/quote]

Didnt work.

This is where it gets messy. So then i tried hammer, got this:
** Executing...
** Command: Change Directory
** Parameters: "C:\SIERRA\Half-Life"

** Executing...
** Command: C:\VALVEH~1\tools\qcsg.exe
** Parameters: "c:\sierra\half-life\valve\maps\airtower_final" -nowadtextures

qcsg.exe v2.8 (Jan 31 2000)
-- qcsg --

********** ERROR **********
usage: qcsg [-nowadtextures] [-wadinclude <name>] [-draw] [-glview] [-noclip] [-onlyents] [-proj <name>] [-threads #] [-v] [-hullfile <name>] mapfile

** Executing...
** Command: C:\VALVEH~1\tools\qbsp2.exe
** Parameters: "c:\sierra\half-life\valve\maps\airtower_final"

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

********** ERROR **********
Can't open c:\sierra\half-life\valve\maps\airtower_final.p0

** Executing...
** Command: C:\VALVEH~1\tools\vis.exe
** Parameters: "c:\sierra\half-life\valve\maps\airtower_final"

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

********** ERROR **********
Error opening c:\sierra\half-life\valve\maps\airtower_final.bsp: No such file or directory

** Executing...
** Command: C:\VALVEH~1\tools\qrad.exe
** Parameters: "c:\sierra\half-life\valve\maps\airtower_final"

qrad.exe v 1.5 (Apr 6 2000)
--- Radiosity --
1 threads
[Reading texlights from 'C:\VALVEH~1\tools\lights.rad']
[14 texlights parsed from 'C:\VALVEH~1\tools\lights.rad']

********** ERROR **********
Error opening c:\sierra\half-life\valve\maps\airtower_final.bsp: No such file or directory

** Executing...
** Command: Copy File
** Parameters: "c:\sierra\half-life\valve\maps\airtower_final.bsp" "C:\SIERRA\Half-Life\valve\maps\airtower_final.bsp"

** Executing...
** Command: Copy File
** Parameters: "c:\sierra\half-life\valve\maps\airtower_final.pts" "C:\SIERRA\Half-Life\valve\maps\airtower_final.pts"
So, since that failed, i copied everything in the map, and pasted on a new one, and named it airtower_final2.
But! instead of even remotely working, it got the Same logs as above! just with the 2 on the end of the filename

I. Dont. Get. It.

Did i just break my map for all eternity?
Posted 15 years ago2008-08-16 17:28:35 UTC Post #253914
I would check your setup options, it is looking like your compiler is calling on mismatched directories.

I am not to sure how The compalator is setup, but Muzzle can help you I'm sure.

In Nem's tools there is a compile template file, that loads all the pre set options. If there is one for The compalator, then maybe MF can send you his, if you want to try Nem's ( after you try all options to get The Compalator to work, since you have access to the creator here ), but if you try Nem's Compiler, I will send you my template for full compile.

Note I just saw this in the compile report. Are you making sure to put .rmf in the command string? It looks like you just have the map name and not the extension, and after the 1st one, it starts up with the errors

** Parameters: "c:\sierra\half-life\valve\maps\airtower_fi
nal"
Posted 15 years ago2008-08-16 17:35:49 UTC Post #253915
Im not sure what you mean, theres no place where you put your filename or extension

I cant change the command, but in parameters, there is $path$file which i think takes place of putting in the path and filename yourself

i checked over the directories in setup, and it appears everything is fine
Posted 15 years ago2008-08-16 17:45:56 UTC Post #253916
I am cashed out of idea's then, not being familar with The Compalator, I think MuzzleFlash is gonna have to solve this one for ya.
Posted 15 years ago2008-08-16 17:47:02 UTC Post #253917
Yeah, i think so, thanks for trying to help though. :)
Posted 15 years ago2008-08-16 18:04:08 UTC Post #253919
One other thing: don't compile with the Q tools. These tools are outdated and should never be used.
The Mad Carrot The Mad CarrotMad Carrot
Posted 15 years ago2008-08-16 18:16:39 UTC Post #253921
wait, do you mean im using the original compile tools? or outdated zhlt?

O_o i am using the original tools, i just tried with zhlt though, didnt solve the problem =P
Posted 15 years ago2008-08-16 18:21:55 UTC Post #253922
I never said it would solve the problem.

The Q tools are tools that were originally made for Quake. They also work with HL, but its pretty buggy (remember that weird error you posted?). Better tools have been released over time, which is ZHLT (Zoners Half-Life Tools). The latest version is 3.4, you already have that installed so never use anything else.

And check your PM.
The Mad Carrot The Mad CarrotMad Carrot
Posted 15 years ago2008-08-16 22:11:52 UTC Post #253951
Another Advertising win for the compilator! :)
The compilator also has support for programs such as HLFIX.
As long as the geometry you're trying to build is on-grid, and valid in hammer (after alt+p'ing in editor) HLFIX will guarantee valid in-game geometry after compilation.
I know it's a mouthful, but it works.
And it definitely helps seal leaks with complicated stuffs
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2008-08-17 03:27:33 UTC Post #253961
eh you don't use -nowadtextures with -wadinclude xxxx.wad, it's either/or

-nowadtextures includes all textures used in the .bsp. -wadinclude is for people that actually use default textures and don't want to waste filesize including textures already in Half-Life.

The default HL textures are crap for the most part. I avoid them at all costs. And even if you are using a few, it's way easier to use nowadtextures and not have to worry about specifying or sorting wads. So someone downloads a couple textures they already have, who really cares? HL maps are relatively tiny, it's not worth your bother to screw with reducing the filesize .01mb for the .01% of gamers using 56k. I probably have like 12 wads loaded in Hammer at any given time like I want to deal with sorting that out when -nowadtextures will just snag whatever is needed for me? x_x
Posted 15 years ago2008-08-17 04:52:29 UTC Post #253962
Are you sure you're using ZHLT?
He is, so thats not the problem.
No, he was using Q-tools in Hammer.
Posted 15 years ago2008-08-17 05:02:53 UTC Post #253963
yeah, but that wasnt the problem either
Posted 15 years ago2008-08-17 08:30:12 UTC Post #253968
The Compilator also has support for programs such as HLFIX.
Yeah, the new version, which hasn't been released yet, has HLFIX support.

Also, whats with the namechange?

Air Tower Destroy?
The Mad Carrot The Mad CarrotMad Carrot
Posted 15 years ago2008-08-17 10:45:03 UTC Post #253971
How does the compile-log from Hammer look like?
Posted 15 years ago2008-08-17 13:46:08 UTC Post #253974
Haha muzzleflash

No, ATDestroy is my usual profile name for most stuff. When i joined TWHL, i was expecting a snarkpit-like site. In other words, i thought i was going to leave after a week, so i made a generic profile name (HLMapper) but after being here for a bit, i realized twhl wasnt anything like snarkpit. So i got my name changed to ATDestroy, which is what everyone usually knows me as. Think of it as me becoming a permanent involved member of twhl. :D

Plus i felt related to HLGenius :/

Besides, if you read my profile page you'd know i was named ATDestroy in steam/xfire/games :P

Off topic stuff out of the way.

@killerduck: It doesnt matter anymore, im going to redo that level.
You must be logged in to post a response.