error compiling map >< Created 17 years ago2007-09-05 23:02:41 UTC by nakarah nakarah

Created 17 years ago2007-09-05 23:02:41 UTC by nakarah nakarah

Posted 17 years ago2007-09-05 23:02:41 UTC Post #233564
okay. well a while ago i made maps just fine. no errors. just peachy goodness of maps... i stopped a while. come back and try my hand at it again (i got into modeling) and now i get errors constantly. with the SAME SETUPS I HAD WEN IT WORKED.

the wads were in a different location. a spot where it worked. got the error.. someone said move the wads. so i did.. same error.... heres the compiling report.

** Executing...
** Command: Change Directory
** Parameters: C:Program FilesSteamsteamapps*************half-life

** Executing...
** Command: Copy File
** Parameters: "E:ProgramsValve HammerValve Hammer EditorCubists.map" "C:Program FilesSteamsteamapps************half-lifevalvemapsCubists.map"

** Executing...
** Command: E:ProgramsVALVEH~1VALVEH~1toolshlcsg.exe
** Parameters: "C:Program FilesSteamsteamapps************half-lifevalvemapsCubists"

hlcsg v3.3 rel 3.3 prerelease (Oct 9 2005)
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: E:ProgramsVALVEH~1VALVEH~1toolshlcsg.exe "C:Program FilesSteamsteamapps***********half-lifevalvemapsCubists"
Entering C:Program FilesSteamsteamapps************half-lifevalvemapsCubists.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:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.61 seconds)
SetModelCenters:
50%... (0.02 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.48 seconds)

Warning: Wad file 'program filessteamsteamapps**************half-lifevalvehalflife.wad' not found
Warning: Wad file 'program filessteamsteamapps**************half-lifevalveliquids.wad' not found
Error: Could not open wad file program filessteamsteamapps**************half-lifevalvehalflife.wad
Error: Could not find WAD file
Description: The compile tools could not locate a wad file that the map was referencing.
Howto Fix: Make sure the wad's listed in the level editor actually all exist

Error: Could not open wad file program filessteamsteamapps*************half-lifevalveliquids.wad

--- END hlcsg ---

** Executing...
** Command: E:ProgramsVALVEH~1VALVEH~1toolshlbsp.exe
** Parameters: "C:Program FilesSteamsteamapps**************half-lifevalvemapsCubists"

hlbsp v3.3 rel 3.3 prerelease (Oct 9 2005)
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: E:ProgramsVALVEH~1VALVEH~1toolshlbsp.exe "C:Program FilesSteamsteamapps**************half-lifevalvemapsCubists"
&gt;&gt; There was a problem compiling the map.
&gt;&gt; Check the file C:Program FilesSteamsteamapps**************half-lifevalvemapsCubists.log for the cause.

--- END hlbsp ---

** Executing...
** Command: E:ProgramsVALVEH~1VALVEH~1toolshlvis.exe
** Parameters: "C:Program FilesSteamsteamapps**************half-lifevalvemapsCubists"

hlvis v3.3 rel 3.3 prerelease (Oct 9 2005)
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: E:ProgramsVALVEH~1VALVEH~1toolshlvis.exe "C:Program FilesSteamsteamapps*****************half-lifevalvemapsCubists"
&gt;&gt; There was a problem compiling the map.
&gt;&gt; Check the file C:Program FilesSteamsteamapps*****************half-lifevalvemapsCubists.log for the cause.

--- END hlvis ---

** Executing...
** Command: E:ProgramsVALVEH~1VALVEH~1toolshlrad.exe
** Parameters: "C:Program FilesSteamsteamapps***************half-lifevalvemapsCubists"

hlrad v3.3 rel 3.3 prerelease (Oct 9 2005)
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: E:ProgramsVALVEH~1VALVEH~1toolshlrad.exe "C:Program FilesSteamsteamapps****************half-lifevalvemapsCubists"
&gt;&gt; There was a problem compiling the map.
&gt;&gt; Check the file C:Program FilesSteamsteamapps****************half-lifevalvemapsCubists.log for the cause.

--- END hlrad ---

the ******'s are there to screen my email, for privacy reasons.
Posted 17 years ago2007-09-06 02:10:27 UTC Post #233569
Yeah, you should contain all your mapping/Half-Life related files onto one drive... Hammer just isn't set up to work across them.

Also, don't bother upgrading your version of ZHLT. 3.3 is the same thing as 3.4 apparently, they just relabeled it to signify that it was the final version that would be produced. Actually, for me 3.4 doesn't work, but 3.3 does. Whatever. :
Posted 17 years ago2007-09-06 12:31:27 UTC Post #233584
but see. i had it like this before, and it worked just fine.. &gt;&lt;.. guess not now :/ if i moved the wads to the same directory as hammer (its on a usb hd), and used em from there, would that affect anything for how others wud see the map? like... still see the right textures? (havnt had time to test it yet. got class). and this maps.. gunna be filled with individual cubes... thinking im gunna have to make them all entities of walls to not blow up vis. XD.
Posted 17 years ago2007-09-10 01:22:41 UTC Post #233791
Create and specify a new cfg file in the compile tools that links to the exact location of the wad files, This is how I do it. Use -wadconfig yourcfgfilenamethathastobelocatedwiththecompiletools on the CSG compile parameter. Or modify a premade cfg file and add the directory to the new wads.
Posted 17 years ago2007-09-11 21:48:06 UTC Post #233926
Okay...

Located with the compile tools is a cfg file called valve.cfg
Open this and in it you'll see paths to the default half-life wad files.
NOTE! This directory may not be correct! It is only a default.
Add new lines that link to the directory of your new wad file eg:

Original:
C:/Sierra/half-life/valve/halflife.wad
New:
D:/myfiles/newwad.wad

Then, when you go to compile the map, select expert compile and add the parameter: -wadconfig valve
To the CSG compile line.
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