Compiling Created 17 years ago2007-02-11 22:13:52 UTC by Kman8675 Kman8675

Created 17 years ago2007-02-11 22:13:52 UTC by Kman8675 Kman8675

Posted 17 years ago2007-02-11 22:13:52 UTC Post #212202
I looked on the forums and tutorials and nothing seems to be helping. When I compile nothing happens. Here's my process window. I went into expert and switched to halflife: Counterstrike (full). Tell me if you need any other iinfo.

** Executing...
** Command: Change Directory
** Parameters: "C:Program FilesSteamsteamappspass_teh_hyrupcounter-strike"

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlcsg.exe
** Parameters: "c:program filessteamsteamappspass_teh_hyrupcounter-strikecstriketest"

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:program filessteamsteamappspass_teh_hyrupcounter-strikecstriketest"
Entering c:program filessteamsteamappspass_teh_hyrupcounter-strikecstriketest.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:
50%... (0.02 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
50%... (0.00 seconds)

Using Wadfile: program filessteamsteamappspass_teh_hyrupcounter-strikecstrikeliquids.wad
  • Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Including Wadfile: program filessteamsteamappspass_teh_hyrupcounter-strikecstrikezhlt.wad
  • Contains 1 used texture, 100.00 percent of map (8 textures in wad)
Using Wadfile: program filessteamsteamappspass_teh_hyrupcounter-strikecstrikedecals.wad
  • Contains 0 used textures, 0.00 percent of map (223 textures in wad)
Using Wadfile: program filessteamsteamappspass_teh_hyrupcounter-strikecstrikehalflife.wad
  • Contains 0 used textures, 0.00 percent of map (3116 textures in wad)
Texture usage is at 0.00 mb (of 4.00 mb MAX)
0.03 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlbsp.exe
** Parameters: "c:program filessteamsteamappspass_teh_hyrupcounter-strikecstriketest"

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:program filessteamsteamappspass_teh_hyrupcounter-strikecstriketest"

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] 13 (0.00 seconds)
BSP generation successful, writing portal file 'c:program filessteamsteamappspass_teh_hyrupcounter-strikecstriketest.prt'
SolidBSP [hull 1] 13 (0.00 seconds)
SolidBSP [hull 2] 13 (0.00 seconds)
SolidBSP [hull 3] 13 (0.00 seconds)
0.02 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlvis.exe
** Parameters: "c:program filessteamsteamappspass_teh_hyrupcounter-strikecstriketest"

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:program filessteamsteamappspass_teh_hyrupcounter-strikecstriketest"
1 portalleafs
0 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:
(0.00 seconds)
LeafThread:
(0.00 seconds)
average leafs visible: 0
g_visdatasize:3 compressed from 1
0.00 seconds elapsed

--- END hlvis ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlrad.exe
** Parameters: "c:program filessteamsteamappspass_teh_hyrupcounter-strikecstriketest"

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:program filessteamsteamappspass_teh_hyrupcounter-strikecstriketest"

= 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 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
bounce dynamic light [ on ] [ on ]
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:PROGRA~1VALVEH~1toolslights.rad']
[1 texlights parsed from 'C:PROGRA~1VALVEH~1toolslights.rad']

6 faces
Create Patches : 0 base patches
0 opaque faces
0 square feet [0.00 square inches]
1 direct lights

BuildFacelights:
50%... (0.00 seconds)
visibility matrix : 0.0 megs
Warning: Attempting to allocate 0 bytes
BuildVisLeafs:
(0.00 seconds)
MakeScales:
(0.00 seconds)
SwapTransfers:
(0.00 seconds)
Transfer Lists : 0 transfers
Indices :           0 bytes
Indices :           0 bytes
Bounce 1 GatherLight:
(0.00 seconds)
FinalLightFace:
50%... (0.00 seconds)
0.02 seconds elapsed

--- END hlrad ---

** Executing...
** Command: Copy File
** Parameters: "c:program filessteamsteamappspass_teh_hyrupcounter-strikecstriketest.bsp" "C:Program FilesSteamsteamappspass_teh_hyrupcounter-strikecstrikemapstest.bsp"

** Executing...
** Command: Copy File
** Parameters: "c:program filessteamsteamappspass_teh_hyrupcounter-strikecstriketest.pts" "C:Program FilesSteamsteamappspass_teh_hyrupcounter-strikecstrikemapstest.pts"

** Executing...
** Command: Copy File
** Parameters: +map "test" -game cstrike -dev -console +deathmatch 1
Posted 17 years ago2007-02-11 22:54:56 UTC Post #212204
When you say "nothing happens," do you mean that the .BSP is not being created when you look in-game, or that the game doesn't start up automatically and load up the map?

If it's the later one, then can't you just open the game and load the map manually?
Posted 17 years ago2007-02-12 06:39:52 UTC Post #212225
[quote]steamappspass_teh_hyrupcoun
ter-strikecstrikezhlt.wad
  • Contains 1 used texture, 100.00 percent of map (8 textures in wad)[/quote]
Looks like your map is made with one texture from the zhlt.wad file. The textures in this wad files should not be used to make architecture, use normal textures from halflife.wad or the default CS wads.
Textures in zhlt.wad are mostly used to increase map performace.
The Mad Carrot The Mad CarrotMad Carrot
Posted 17 years ago2007-02-12 18:58:23 UTC Post #212312
I removed zhlt.wad texture, but still nothing happens. What I mean is I press f9 to compile and click go/ok, but all that shows up is the process window, the game doesn't start or compile either.
Posted 17 years ago2007-02-13 17:02:50 UTC Post #212388
Any help?
Posted 17 years ago2007-02-13 18:38:41 UTC Post #212394
If that compile log you posted is what you got when you hit f9, then it did compile. Maybe you have your game configurations set up wrong or something, and it isn't launching the game automatically like it should. Have you tried running the map from the console?

Also, when you say you removed the texture in zhlt.wad, what did you replace it with?
Posted 17 years ago2007-02-13 22:01:51 UTC Post #212403
I didn't replace it with anything, I used it in the textures tab.

EDIT: Actually the map works it just doesn't start from VHE.
You must be logged in to post a response.