my biggest problem ever Created 16 years ago2007-06-22 18:02:22 UTC by aaron_da_killa aaron_da_killa

Created 16 years ago2007-06-22 18:02:22 UTC by aaron_da_killa aaron_da_killa

Posted 16 years ago2007-06-22 18:02:22 UTC Post #226181
This is my biggest problem ever. I have searches the fourms for a week, been trying to fix this problem for a week and nothing. Here is my problem:

When I try to compile one of my multiplayer maps either:

(zhtl 2.5.3) Vis stops responding on the last process, just a very few seconds before the compile is complete. And it does stop responding. When I searched the fourms people where saying that it just takes along time, well I get the send error message/dont send windoe and if I alt f4 out of it and looka at the compile window its just stuck there.

(zhlt 3.2.1) At the very start it completes hull0 (i think) but does not do the other hulls therefor no .prt file is created and I can't compile furthur.

Please I really need help. I really doubt that its the compile tools because they can compile or my other maps. Any help will be appreciated even if you dont have a answer to the problem. Thankyou :cry: .

By the way I compile by a bat program that I wrote with a tut and Nem's compiler to. They both failed.
Posted 16 years ago2007-06-22 18:06:45 UTC Post #226182
I really doubt that its the compile tools because they can compile or my other maps
The compile tools are the only thing we can have in common with you. With the information you have provided we know absolutely nothing about the map or why it might be giving you errors.
Posted 16 years ago2007-06-22 18:09:18 UTC Post #226183
Ok sorry:

Well its a multiplayer map... should I upload it?
Posted 16 years ago2007-06-22 18:15:03 UTC Post #226184
Ok I uploaded it http://twhl.co.za/mapvault_map.php?id=4671 . I'm sorry I have not included the custom textures or the custom models because the max file size it 2 mb.

Sorry for souble posting
Posted 16 years ago2007-06-22 18:22:13 UTC Post #226188
Maybe if you can post the compile log, it would easier for all of us to find the problem
Posted 16 years ago2007-06-22 18:27:47 UTC Post #226192
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:toolshlcsg.exe -estimate -texdata 17824 -high "C:Documents and SettingsAaronDesktopGame makeingCompile Centeroutskirts2"
Entering C:Documents and SettingsAaronDesktopGame makeingCompile Centeroutskirts2.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 18251776 ] [ 4194304 ]
priority [ High ] [ 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]

4 brushes (totalling 24 sides) discarded from clipping hulls
CreateBrush:
(1.05 seconds)
SetModelCenters:
(0.02 seconds)
CSGBrush:
(2.11 seconds)

Using Wadfile: sierrahalf-lifevalveliquids.wad
  • Contains 2 used textures, 1.72 percent of map (32 textures in wad)
Using Wadfile: sierrahalf-lifevalvehalflife.wad
  • Contains 38 used textures, 32.76 percent of map (3116 textures in wad)
Using Wadfile: sierrahalf-lifevalvedecals.wad
  • Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: sierrahalf-lifevalvexeno.wad
  • Contains 1 used texture, 0.86 percent of map (264 textures in wad)
Using Wadfile: sierrahalf-lifereddawnaaron_reddawn.wad
  • Warning: Larger than expected texture (348972 bytes): 'CITY_BUILDING1'
  • Warning: Larger than expected texture (348972 bytes): 'HD_BUILDING_WAL'
  • Warning: Larger than expected texture (348972 bytes): 'HD_CEILING_CORR'
  • Warning: Larger than expected texture (348972 bytes): 'HD_BUILDIN2_WAL'
  • Warning: Larger than expected texture (348972 bytes): 'HD_FLOOR_CEMENT'
  • Warning: Larger than expected texture (697132 bytes): 'HD_SIGN_SCROLL_'
  • Warning: Larger than expected texture (348972 bytes): 'HD_STNE_01'
  • Warning: Larger than expected texture (348972 bytes): 'HD_WD_DECK_01'
  • Warning: Larger than expected texture (348972 bytes): 'HD_WD_DECK'
  • Warning: Larger than expected texture (348972 bytes): 'HD_SUP'
  • Warning: Larger than expected texture (348972 bytes): 'HDHOTEL_WALL'
  • Warning: Larger than expected texture (348972 bytes): 'HD_STNE_02'
  • Warning: Larger than expected texture (348972 bytes): 'HDHOSWALL_3_TEM'
  • Warning: Larger than expected texture (348972 bytes): 'HD_HL_COMBMTLWA'
  • Warning: Larger than expected texture (348972 bytes): 'HDTILEWALL009E'
  • Warning: Larger than expected texture (348972 bytes): 'HDPLASTERWALL00'
  • Warning: Larger than expected texture (348972 bytes): 'HDPLASTERCEILIN'
  • Warning: Larger than expected texture (348972 bytes): 'HDCONCRETEWALL0'
  • Warning: Larger than expected texture (348972 bytes): 'HDPLASTERWALL01'
  • Warning: Larger than expected texture (348972 bytes): 'HDPLASTERCEILI2'
  • Warning: Larger than expected texture (348972 bytes): 'HDBUILDING_TRAI'
  • Warning: Larger than expected texture (348972 bytes): 'HDBUILDING_TEMP'
  • Warning: Larger than expected texture (348972 bytes): 'HDCONCRETEFLOO2'
  • Warning: Larger than expected texture (348972 bytes): 'HDCONCRETEFLOO3'
  • Warning: Larger than expected texture (348972 bytes): 'HDBRICKWALL001A'
  • Warning: Larger than expected texture (348972 bytes): 'HDCONCRETEWALL1'
  • Warning: Larger than expected texture (348972 bytes): 'HDCONCRETEWALL2'
  • Warning: Larger than expected texture (348972 bytes): 'HDCONCRETEWALL3'
  • Warning: Larger than expected texture (348972 bytes): 'HDCONCRETEWALL4'
  • Warning: Larger than expected texture (348972 bytes): 'HDMETALWALL047A'
  • Warning: Larger than expected texture (348972 bytes): 'HD_CONFLR3'
  • Warning: Larger than expected texture (348972 bytes): 'HD_CONWALL'
  • Warning: Larger than expected texture (348972 bytes): 'HDCONWAL122WSBI'
  • Warning: Larger than expected texture (348972 bytes): 'HDCONWAL98D'
  • Warning: Larger than expected texture (348972 bytes): 'HDMETALFLOOR007'
  • Warning: Larger than expected texture (348972 bytes): 'HDMETALFLOOR010'
  • Warning: Larger than expected texture (348972 bytes): 'HD_CITY_BRICK1'
  • Warning: Larger than expected texture (348972 bytes): 'HD_ORANGEWAL1'
  • Warning: Larger than expected texture (348972 bytes): 'HD_CONFLR_1_65S'
  • Warning: Larger than expected texture (348972 bytes): 'CONFLR_2_HHDGD'
  • Warning: Larger than expected texture (348972 bytes): 'HD_BRICKWALL04'
  • Warning: Larger than expected texture (348972 bytes): 'HD_BRICKWALL05'
  • Warning: Larger than expected texture (348972 bytes): 'HD_BRICKWALL01'
  • Warning: Larger than expected texture (348972 bytes): 'HD_BRICKWALL02'
  • Warning: Larger than expected texture (348972 bytes): 'HD_BRICKWALL03'
  • Warning: Larger than expected texture (327212 bytes): '{CITY_PLANT1'
  • Warning: Larger than expected texture (272812 bytes): '{CITY_PLANT2'
  • Contains 73 used textures, 62.93 percent of map (310 textures in wad)
Including Wadfile: sierrahalf-lifereddawnzhlt.wad
  • Contains 1 used texture, 0.86 percent of map (3 textures in wad)
Using Wadfile: sierrahalf-lifereddawnaaron_reddawn2.wad
  • Contains 1 used texture, 0.86 percent of map (1 textures in wad)
added 4 additional animating textures.
Texture usage is at 9.07 mb (of 17.41 mb MAX)
4.20 seconds elapsed

--- END hlcsg ---

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:toolshlbsp.exe -estimate -texdata 17824 -high "C:Documents and SettingsAaronDesktopGame makeingCompile Centeroutskirts2"

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 18251776 ] [ 4194304 ]
priority [ High ] [ 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 SettingsAaronDesktopGame makeingCompile Centeroutskirts2.prt'
4.06 seconds elapsed

--- END hlbsp ---

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:toolshlvis.exe -estimate -texdata 17824 -high "C:Documents and SettingsAaronDesktopGame makeingCompile Centeroutskirts2"
1231 portalleafs
3698 numportals

= Current hlvis Settings =
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 18251776 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ High ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]

BasePortalVis:
(3.59 seconds)
LeafThread:
(164.27 seconds)
average leafs visible: 219
g_visdatasize:97986 compressed from 189574
168.11 seconds elapsed [2m 48s]

--- END hlvis ---

As you can see there is no sign of hlrad because it stopped and therefor wasn't included.
Posted 16 years ago2007-06-22 18:29:34 UTC Post #226193
Maybe RAD freaked out when it saw all the "larger than expected textures" which are pointed out in the compile log.
Posted 16 years ago2007-06-22 18:31:22 UTC Post #226195
My geuss is that HLVIS/HLRAD has a very difficult time calculating the light on those faces with any of those "Larger than expected" textures. You probably scaled them down to make them look good ingame, but scaling down big textures icreases compile time a lot. So that might be the cause of your problems.
The Mad Carrot The Mad CarrotMad Carrot
Posted 16 years ago2007-06-22 18:33:57 UTC Post #226196
Well from what I have read and heard about that, is that its just a warning and not an error, anyways my other maps using the same wad have no problem, but thanks. I'll investigate furthur.
Posted 16 years ago2007-06-22 18:36:44 UTC Post #226197
Hmmm muzzleflash. Thats intresting. I have scaled down a few but most of them have been preserved. Mabye I should make a map with heaps of the large textures and scale some down and see it it has the same problem. Thanks muzzleflash thats very interseting.
Posted 16 years ago2007-06-22 18:37:21 UTC Post #226198
I'd say try it out and learn. :)
The Mad Carrot The Mad CarrotMad Carrot
Posted 16 years ago2007-06-22 18:38:07 UTC Post #226199
No its not just a warning its also an error sort of. I had the same problem some weeks ago. You have to atleast delete some of those larger than expected texture to increase your compile effectiveness or something. Or else, your hbsp or your hvis would probably get stuck or crash. Even though it compiles, your map may crash at start.
Posted 16 years ago2007-06-22 18:42:55 UTC Post #226201
I have a better Idea, what do you think? I 'm gonna replace all the large textures in the map (larger than 256X256) with any old original hl texture than compile. Thanks guys I feel alot better and sorta happy now :) .

by the way I just downloaded the zhlt 3.2.1 tools from the same place again and this time the size was 750kb instaed of 1.08mb. I tested them out and to my suprise it got past the hull 0 prosess. But I'm assuming that it will stop responding, but I'm not gonna try right now, that answer is about 3-4 hours down the track.

@ sajo: I have never encounted a crashing problem because of the large textures but he is the major suspect now!!! The only sad thing is i am so close to the max_patches limit and reducing the textures will increase the patches by heaps. Oh well mabye I'm gonna have to try out -sparse after all.
Posted 16 years ago2007-06-22 21:34:03 UTC Post #226203
ZHLT 3.2.1 isn't the newest version of ZHLT you know?
Posted 16 years ago2007-06-23 12:32:01 UTC Post #226286
Good news people, I downloaded the zhlt 3.4 tools and it didn't screw up. no modifications where made to the level and it compiled. However I will still replace all textures over 256x256 just to find out if that was the cause.

But I got a diffrent question now. This -sparse command, does that in anyway reduce the quality of the map?

And thanks to all who replyed in this thread :D
Posted 16 years ago2007-06-23 13:00:15 UTC Post #226290
Good news people, I downloaded the zhlt 3.4 tools and it didn't screw up. no modifications where made to the level and it compiled. However I will still replace all textures over 256x256 just to find out if that was the cause.

But I got a diffrent question now. This -sparse command, does that in anyway reduce the quality of the map?

And thanks to all who replyed in this thread :D
Posted 16 years ago2007-06-23 16:16:57 UTC Post #226319
You're welcome.

You can read about what the -sparse command does here.
Posted 16 years ago2007-06-23 19:27:31 UTC Post #226330
Thankyou srry. I see you have changed your avatar since last time I saw it.

Before I look at the link, I just wanna say that I used the -sparse command and I though "Yeah I can go crazy with brushes". The map is now just far enough away from the edges of the three 2d veiws not to get an out of world error so its very big, but now I get an "Memory allacation error" :(. I really should have more than 448mb's of ram but laptop ram is so expansive.
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