The Official HRAFD Progress/Troubleshoot Created 8 years ago2015-06-09 18:46:11 UTC by Half-Rats Half-Rats

Created 8 years ago2015-06-09 18:46:11 UTC by Half-Rats Half-Rats

Posted 8 years ago2015-06-24 13:30:11 UTC Post #326092
What does the crash say?

Also post the compile log, please.
Archie ArchieGoodbye Moonmen
Posted 8 years ago2015-06-24 16:43:01 UTC Post #326093
** Executing...
** Command: Change Directory
** Parameters: C:\Program Files (x86)\Steam\steamapps\common\Half-Life

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\Dream12.map" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\Dream12.map"

** Executing...
** Command: C:\PROGRA~2\Steam\STEAMA~1\common\HALF-L~1\HAMMER~1\tools\qcsg.exe
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\Dream12"

qcsg.exe v2.8 (Jan 31 2000)
-- qcsg --
entering C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\Dream12.map
CreateBrush: 0...1...2...3...4...5...6...7...8...9... (0)
CSGBrush: 0...1...2...3...4...5...6...7...8...9... (0)
Using WAD File: \program files (x86)\steam\steamapps\common\half-life sdk\texture wad files\decals.wad
Using WAD File: \program files (x86)\steam\steamapps\common\half-life sdk\texture wad files\halflife.wad
Using WAD File: \program files (x86)\steam\steamapps\common\half-life sdk\texture wad files\liquids.wad
Using WAD File: \program files (x86)\steam\steamapps\common\half-life sdk\texture wad files\xeno.wad
Using WAD File: \program files (x86)\steam\steamapps\common\half-life\hrafd\textures\halfrats.wad
added 8 additional animating textures.
0 seconds elapsed
** Executing...
** Command: C:\PROGRA~2\Steam\STEAMA~1\common\HALF-L~1\HAMMER~1\tools\qbsp2.exe
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\Dream12"

qbsp2.exe v2.2 (Dec 28 1998)
-- qbsp2 --
LEAK LEAK LEAK
LEAK LEAK LEAK
LEAK LEAK LEAK
0 seconds elapsed
** Executing...
** Command: C:\PROGRA~2\Steam\STEAMA~1\common\HALF-L~1\HAMMER~1\tools\vis.exe
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\Dream12"

vis.exe v1.3 (Dec 30 1998)
-- vis --
4 thread(s)
LoadPortals: couldn't read C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\Dream12.prt
No vising performed.

** Executing...
** Command: C:\PROGRA~2\Steam\STEAMA~1\common\HALF-L~1\HAMMER~1\tools\qrad.exe
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\Dream12"

qrad.exe v 1.5 (Apr 6 2000)
--- Radiosity --
4 threads
[Reading texlights from 'C:\PROGRA~2\Steam\STEAMA~1\common\HALF-L~1\HAMMER~1\tools\lights.rad']
[1 texlights parsed from 'C:\PROGRA~2\Steam\STEAMA~1\common\HALF-L~1\HAMMER~1\tools\lights.rad']

No vis information, direct lighting only.
1858 faces
124362 square feet [17908220.00 square inches]
7612 patches after subdivision
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9... (1)
FinalLightFace: 0...1...2...3...4...5...6...7...8...9... (0)

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 1/400 64/25600 ( 0.3%)
planes 1928/32767 38560/655340 ( 5.9%)
vertexes 2177/65535 26124/786420 ( 3.3%)
nodes 732/32767 17568/786408 ( 2.2%)
texinfos 298/8192 11920/327680 ( 3.6%)
faces 1858/65535 37160/1310700 ( 2.8%)
clipnodes 1610/32767 12880/262136 ( 4.9%)
leaves 472/8192 13216/229376 ( 5.8%)
marksurfaces 2161/65535 4322/131070 ( 3.3%)
surfedges 8557/512000 34228/2048000 ( 1.7%)
edges 4452/256000 17808/1024000 ( 1.7%)
texdata [variable] 1676/2097152 ( 0.1%)
lightdata [variable] 290952/2097152 (13.9%)
visdata [variable] 0/2097152 ( 0.0%)
entdata [variable] 830/131072 ( 0.6%)

Total BSP file data space used: 507308 bytes

1 seconds elapsed
CEEEERASH!

"Could not open "halfrats.wad"
Posted 8 years ago2015-06-24 18:12:05 UTC Post #326094
LEAK LEAK LEAK
LEAK LEAK LEAK
LEAK LEAK LEAK
I'm guessing you have a leak. You should probably look into that.

Also, you're using the q tools? Didn't people stop using those in like 1997? I never got them to even properly compile a map. Follow Kachito's link and get the latest vhlt.
Posted 8 years ago2015-06-24 18:24:07 UTC Post #326095
Yeah man. Get the latest tools and then you can literally trace a path to the leak with a "pointfile".
TIEM FOR UPGRAYEDZ
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2015-06-24 21:07:48 UTC Post #326096
V tools it is!
Posted 8 years ago2015-06-24 21:29:53 UTC Post #326097
Ha, holy shit are they seriously shipping the official 'HL1 SDK' with qtools? Yikes.
Archie ArchieGoodbye Moonmen
Posted 8 years ago2015-06-25 00:29:59 UTC Post #326100
Valve gives absolutely no fucks about the goldsource modding community. Even though us modders have kept the Half-Life franchise relevant during the countless years in between releases.
Posted 8 years ago2015-06-25 01:56:16 UTC Post #326101
Okay, got the tools installed, got rid of those bad surface extents, but somehow the map loads fullbright still. And my textures still won't load and crash the game with the same message of "WARNING: Could not load halfrats.wad!". Do I have to do an $includewad (Whatever the hell) in the compile options? I didn't think I would have had to...Is it that I have too many wad files for the project? I have more than 5 now.
Posted 8 years ago2015-06-25 02:43:22 UTC Post #326102
Just make sure that wad is in your Valve folder or mod folder- you should be fine.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2015-06-25 03:28:30 UTC Post #326103
Yeah, loading the wads shouldn't require any more than having the wad in the right folder. I suppose, in theory, a broken wad might put that up, but I've not heard of that ever happening.

Now you've got the new tools in, another copy of the compile log would probably help.
Jessie JessieTrans Rights <3
Posted 8 years ago2015-06-25 04:46:52 UTC Post #326104
Okay, just looking it over, I have leaks amongst some other very nasty problems...But here is the log. Still not sure why my .wad isn't working.

** Executing...
** Command: Change Directory
** Parameters: C:\Program Files (x86)\Steam\steamapps\common\Half-Life

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\dream2.map" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\dream2.map"

** Executing...
** Command: C:\Users\KNELSO~1.NEL\DOWNLO~1\VLUZAC~1\tools\hlcsg.exe
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\dream2"

hlcsg v3.4 VL33 (Feb 2 2014)
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 (vluzacn@163.com)
--- BEGIN hlcsg ---
Command line: C:\Users\KNELSO~1.NEL\DOWNLO~1\VLUZAC~1\tools\hlcsg.exe "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\dream2"
Arguments: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\dream2" -low -wadautodetect
Entering C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\dream2.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
reset logfile [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max lighting memory [ 50331648 ] [ 50331648 ]
priority [ Low ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ off ] [ off ]
clip hull type [ simple ] [ simple ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
wad configuration file[ None ] [ None ]
wad.cfg group name [ None ] [ None ]
nullfile [ None ] [ None ]
nullify trigger [ on ] [ on ]
min surface area [ 0.000 ] [ 0.000 ]
brush union threshold [ 0.000 ] [ 0.000 ]
map scaling [ None ] [ None ]
light name optimize [ on ] [ on ]
UTF8 game_text [ on ] [ on ]

Using mapfile wad configuration
Wadfiles not in use by the map will be excluded
Wadinclude list :
[zhlt.wad]

CreateBrush:
(0.09 seconds)
CSGBrush:
(0.34 seconds)

added 14 additional animating textures.
Including Wadfile: \users\knelson.nelsys\downloads\vluzacn's zhlt v33\tools\zhlt.wad
  • Contains 1 used texture, 1.64 percent of map (19 textures in wad)
Using Wadfile: \program files (x86)\steam\steamapps\common\half-life sdk\texture wad files\halflife.wad
  • Contains 60 used textures, 98.36 percent of map (3116 textures in wad)
Wad files required to run the map: "halflife.wad;"
Texture usage is at 0.74 mb (of 32.00 mb MAX)
0.58 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:\Users\KNELSO~1.NEL\DOWNLO~1\VLUZAC~1\tools\hlbsp.exe
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\dream2"

hlbsp v3.4 VL33 (Feb 2 2014)
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 (vluzacn@163.com)
--- BEGIN hlbsp ---
Command line: C:\Users\KNELSO~1.NEL\DOWNLO~1\VLUZAC~1\tools\hlbsp.exe "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\dream2"
Arguments: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\dream2" -low -chart

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
priority [ Low ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noinsidefill [ off ] [ off ]
noopt [ off ] [ off ]
no clipnode merging [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
nobrink [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 65536)
remove hull 2 [ off ] [ off ]

SolidBSP [hull 0] 500...1000...1269 (0.14 seconds)
Warning: === LEAK in hull 0 ===
Entity light @ (-2278,3378,-450)
Error:
A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region. The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted. Some complex rotating objects entities need
their origins outside the map. To deal with these, just enclose the origin
brush with a solid world brush

Leak pointfile generated

SolidBSP [hull 1] 500...1000...1111 (0.15 seconds)
Warning: === LEAK in hull 1 ===
Entity info_landmark @ (-1969,3360,-344)
SolidBSP [hull 2] 500...765 (0.10 seconds)
Warning: === LEAK in hull 2 ===
Entity info_landmark @ (-1969,3360,-344)
SolidBSP [hull 3] 500...1000...1182 (0.17 seconds)
Warning: === LEAK in hull 3 ===
Entity info_landmark @ (-1969,3360,-344)
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2770,2437,134)(-2764,2443,206) in hull 1 of model 20 (entity: classname "func_wall", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2768,2437,132)(-2764,2441,134) in hull 1 of model 20 (entity: classname "func_wall", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2770,2437,125)(-2764,2443,134) in hull 1 of model 20 (entity: classname "func_wall", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2876,2544,125)(-2871,2549,206) in hull 1 of model 20 (entity: classname "func_wall", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2893,2528,145)(-2887,2534,202) in hull 2 of model 20 (entity: classname "func_wall", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2893,2528,138)(-2887,2534,148) in hull 2 of model 20 (entity: classname "func_wall", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2786,2421,138)(-2780,2427,202) in hull 2 of model 20 (entity: classname "func_wall", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2893,2528,-14)(-2887,2534,50) in hull 2 of model 20 (entity: classname "func_wall", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2786,2421,-14)(-2780,2427,50) in hull 2 of model 20 (entity: classname "func_wall", origin "", targetname "")
Reduced 4158 clipnodes to 3682
Reduced 763 texinfos to 587
Reduced 61 texdatas to 59 (3800 bytes to 3712)
Reduced 4108 planes to 1642
FixBrinks:
Increased 3682 clipnodes to 3802.

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 21/512 1344/32768 ( 4.1%)
planes 1642/32768 32840/655360 ( 5.0%)
vertexes 4879/65535 58548/786420 ( 7.4%)
nodes 1535/32767 36840/786408 ( 4.7%)
texinfos 587/32767 23480/1310680 ( 1.8%)
faces 3656/65535 73120/1310700 ( 5.6%)
  • worldfaces 3256/32768 0/0 ( 9.9%)
clipnodes 3802/32767 30416/262136 (11.6%)
leaves 1009/32760 28252/917280 ( 3.1%)
  • worldleaves 794/8192 0/0 ( 9.7%)
marksurfaces 4568/65535 9136/131070 ( 7.0%)
surfedges 17544/512000 70176/2048000 ( 3.4%)
edges 8832/256000 35328/1024000 ( 3.5%)
texdata [variable] 3712/33554432 ( 0.0%)
lightdata [variable] 0/50331648 ( 0.0%)
visdata [variable] 0/8388608 ( 0.0%)
entdata [variable] 4227/2097152 ( 0.2%)
  • AllocBlock 10/64 0/0 (15.6%)
59 textures referenced

Total BSP file data space used: 407419 bytes

Wad files required to run the map: "halflife.wad;"
1.47 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:\Users\KNELSO~1.NEL\DOWNLO~1\VLUZAC~1\tools\hlvis.exe
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\dream2"

hlvis v3.4 VL33 (Feb 2 2014)
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 (vluzacn@163.com)
--- BEGIN hlvis ---
Command line: C:\Users\KNELSO~1.NEL\DOWNLO~1\VLUZAC~1\tools\hlvis.exe "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\dream2"
Arguments: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\dream2" -low
There was a problem compiling the map.
Check the file C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\dream2.log for the cause.
--- END hlvis ---

** Executing...
** Command: C:\Users\KNELSO~1.NEL\DOWNLO~1\VLUZAC~1\tools\hlrad.exe
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\dream2"

hlrad v3.4 VL33 (Feb 2 2014)
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 (vluzacn@163.com)
--- BEGIN hlrad ---
Command line: C:\Users\KNELSO~1.NEL\DOWNLO~1\VLUZAC~1\tools\hlrad.exe "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\dream2"
Arguments: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\dream2" -low
There was a problem compiling the map.
Check the file C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\dream2.log for the cause.
--- END hlrad ---
Posted 8 years ago2015-06-25 04:55:01 UTC Post #326105
New compile tools won't stop the leak, that's why you're fullbright. Fix your leak. Also, 5 wads is fine, I think there used to be a limit of 8 wad files, but that mightn't be the case anymore.

In Hammer, use wads from the game files, not from anywhere else.

Instead of this:
C:\program files (x86)\steam\steamapps\common\half-life sdk\texture wad files\halflife.wad

Use this:
C:\program files (x86)\steam\steamapps\common\half-life\valve\halflife.wad

@Archie: Why would you expect Valve distribute non-official tools? Of course they're going to distribute the Valve tools that were created and approved by Valve employees. I assume there's legal implications as well.

@Half-Rats: If Valve didn't give any fucks about the Goldsource community, why did they release the SDK on Steam in the first place? Why did they switch GS engine games to the improved SteamPipe system? Why did they give the Sven-Coop team access to the engine and editor source code so they could mod the engine for SC5? The HL1 SDK is on Github and they're responding to issues and pull requests. Do you honestly expect a company to do more than that to support their games from two generations ago? Can you name any other company that has done more?
Penguinboy PenguinboyHaha, I died again!
Posted 8 years ago2015-06-25 05:03:14 UTC Post #326106
Here's the OTHER map which can't find the Wad when I play it.

** Executing...
** Command: Change Directory
** Parameters: C:\Program Files (x86)\Steam\steamapps\common\Half-Life

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\Dream12.map" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\Dream12.map"

** Executing...
** Command: C:\Users\KNELSO~1.NEL\DOWNLO~1\VLUZAC~1\tools\hlcsg.exe
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\Dream12"

hlcsg v3.4 VL33 (Feb 2 2014)
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 (vluzacn@163.com)
--- BEGIN hlcsg ---
Command line: C:\Users\KNELSO~1.NEL\DOWNLO~1\VLUZAC~1\tools\hlcsg.exe "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\Dream12"
Arguments: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\Dream12" -low -wadautodetect
Entering C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\Dream12.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
reset logfile [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max lighting memory [ 50331648 ] [ 50331648 ]
priority [ Low ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ off ] [ off ]
clip hull type [ simple ] [ simple ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
wad configuration file[ None ] [ None ]
wad.cfg group name [ None ] [ None ]
nullfile [ None ] [ None ]
nullify trigger [ on ] [ on ]
min surface area [ 0.000 ] [ 0.000 ]
brush union threshold [ 0.000 ] [ 0.000 ]
map scaling [ None ] [ None ]
light name optimize [ on ] [ on ]
UTF8 game_text [ on ] [ on ]

Using mapfile wad configuration
Wadfiles not in use by the map will be excluded
Wadinclude list :
[zhlt.wad]

CreateBrush:
(0.03 seconds)
CSGBrush:
(0.11 seconds)

added 8 additional animating textures.
Including Wadfile: \users\knelson.nelsys\downloads\vluzacn's zhlt v33\tools\zhlt.wad
  • Contains 1 used texture, 2.63 percent of map (19 textures in wad)
Using Wadfile: \program files (x86)\steam\steamapps\common\half-life sdk\texture wad files\halflife.wad
  • Contains 29 used textures, 76.32 percent of map (3116 textures in wad)
Using Wadfile: \program files (x86)\steam\steamapps\common\half-life sdk\texture wad files\liquids.wad
  • Contains 5 used textures, 13.16 percent of map (32 textures in wad)
Using Wadfile: \program files (x86)\steam\steamapps\common\half-life\hrafd\textures\halfrats.wad
  • Contains 3 used textures, 7.89 percent of map (84 textures in wad)
Wad files required to run the map: "halflife.wad;liquids.wad;halfrats.wad;"
Texture usage is at 0.43 mb (of 32.00 mb MAX)
0.32 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:\Users\KNELSO~1.NEL\DOWNLO~1\VLUZAC~1\tools\hlbsp.exe
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\Dream12"

hlbsp v3.4 VL33 (Feb 2 2014)
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 (vluzacn@163.com)
--- BEGIN hlbsp ---
Command line: C:\Users\KNELSO~1.NEL\DOWNLO~1\VLUZAC~1\tools\hlbsp.exe "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\Dream12"
Arguments: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\Dream12" -low -chart

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
priority [ Low ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noinsidefill [ off ] [ off ]
noopt [ off ] [ off ]
no clipnode merging [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
nobrink [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 65536)
remove hull 2 [ off ] [ off ]

SolidBSP [hull 0] 500...573 (0.10 seconds)
Warning: === LEAK in hull 0 ===
Entity light @ (-1772,-922, 112)
Error:
A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region. The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted. Some complex rotating objects entities need
their origins outside the map. To deal with these, just enclose the origin
brush with a solid world brush

Leak pointfile generated

SolidBSP [hull 1] 287 (0.05 seconds)
Warning: === LEAK in hull 1 ===
Entity light @ (-1772,-922, 112)
SolidBSP [hull 2] 288 (0.05 seconds)
SolidBSP [hull 3] 379 (0.08 seconds)
Warning: === LEAK in hull 3 ===
Entity light @ (-1772,-922, 112)
Reduced 918 clipnodes to 813
Reduced 298 texinfos to 237
Reduced 38 texdatas to 37 (2788 bytes to 2744)
Reduced 1904 planes to 486
FixBrinks:
Increased 813 clipnodes to 821.

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 1/512 64/32768 ( 0.2%)
planes 486/32768 9720/655360 ( 1.5%)
vertexes 1927/65535 23124/786420 ( 2.9%)
nodes 572/32767 13728/786408 ( 1.7%)
texinfos 237/32767 9480/1310680 ( 0.7%)
faces 1562/65535 31240/1310700 ( 2.4%)
  • worldfaces 1562/32768 0/0 ( 4.8%)
clipnodes 821/32767 6568/262136 ( 2.5%)
leaves 366/32760 10248/917280 ( 1.1%)
  • worldleaves 365/8192 0/0 ( 4.5%)
marksurfaces 1902/65535 3804/131070 ( 2.9%)
surfedges 7502/512000 30008/2048000 ( 1.5%)
edges 3799/256000 15196/1024000 ( 1.5%)
texdata [variable] 2744/33554432 ( 0.0%)
lightdata [variable] 0/50331648 ( 0.0%)
visdata [variable] 0/8388608 ( 0.0%)
entdata [variable] 455/2097152 ( 0.0%)
  • AllocBlock 7/64 0/0 (10.9%)
37 textures referenced

Total BSP file data space used: 156379 bytes

Wad files required to run the map: "halflife.wad;liquids.wad;halfrats.wad;"
0.56 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:\Users\KNELSO~1.NEL\DOWNLO~1\VLUZAC~1\tools\hlvis.exe
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\Dream12"

hlvis v3.4 VL33 (Feb 2 2014)
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 (vluzacn@163.com)
--- BEGIN hlvis ---
Command line: C:\Users\KNELSO~1.NEL\DOWNLO~1\VLUZAC~1\tools\hlvis.exe "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\Dream12"
Arguments: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\Dream12" -low
There was a problem compiling the map.
Check the file C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\Dream12.log for the cause.
--- END hlvis ---

** Executing...
** Command: C:\Users\KNELSO~1.NEL\DOWNLO~1\VLUZAC~1\tools\hlrad.exe
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\Dream12"

hlrad v3.4 VL33 (Feb 2 2014)
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 (vluzacn@163.com)
--- BEGIN hlrad ---
Command line: C:\Users\KNELSO~1.NEL\DOWNLO~1\VLUZAC~1\tools\hlrad.exe "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\Dream12"
Arguments: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\Dream12" -low
There was a problem compiling the map.
Check the file C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\Dream12.log for the cause.
--- END hlrad ---
Posted 8 years ago2015-06-25 05:13:22 UTC Post #326107
Penguinboy, you're right about a lot, I guess I let dev frustrations get the better of me and my judgement. I just got that gist from the fact that Valve has very little in the way of help for GS modders. At least from what I saw.

I set out to fix my leak and am slowly getting somewhere on that front. The entire map seems to be airtight, though...The pointer is going willy-nilly and I can't seem to make much sense. I'll keep jingling with it, but if I start wanting to bang my head into the wall, I'll upload a screenshot.
Posted 8 years ago2015-06-25 05:17:08 UTC Post #326108
You're not wrong, but that's likely because there's not much advantage in writing loads of documentation for modders. Modding has always been a trial-and-error process, for pretty much any game. As for lack of help and resources, a lot of that is because so many HL1 modding sites are dead and their content has been lost or forgotten.

Anyway:
Using Wadfile: \program files (x86)\steam\steamapps\common\half-life\hrafd\textures\halfrats.wad
Move this file to (remove the "textures" subfolder):
C:\program files (x86)\steam\steamapps\common\half-life\hrafd\halfrats.wad

Wad files have to be in the mod root folder for the game to load them.

Investigate the "big box" method to try and nail down your leak. That is: cover half your map in a big solid block and compile (or use the cordon tool). If you're still leaking, you know that the leak is in the half you didn't cover. If the leak is gone, it's the other half. Now that you know which half is leaking, you can repeat this process with the leaky half until you have the location of the leak nailed down to a small area. Then the pointfile will probably be more helpful.
Penguinboy PenguinboyHaha, I died again!
Posted 8 years ago2015-06-25 05:20:07 UTC Post #326109
... a lot of that is because so many HL1 modding sites are dead and their content has been lost or forgotten.
I remember 69th Vlatitude. That place got me started shortly before I found this place, IIRC. It had some quality tutorials.
Jessie JessieTrans Rights <3
Posted 8 years ago2015-06-25 05:22:05 UTC Post #326110
I'm guessing the big box method is where you have a hollowed cube?

And all of this help makes me very grateful for TWHL and crew!

As an aside, does anyone here remember Silver Sorrow? He wrote reviews on Hangar 16.
Posted 8 years ago2015-06-25 05:24:09 UTC Post #326111
I put a bit more info on the big box method in my last post. It doesn't have to be hollow, you can just throw a regular block in there. The cordon tool might make it a bit quicker, it will do a similar thing for you.
Penguinboy PenguinboyHaha, I died again!
Posted 8 years ago2015-06-25 06:09:33 UTC Post #326112
Thank you for the tip! And the textures now load properly...except now my railroad tracks are going in the wrong direction. I don't know how to properly rotate in Wally. Tried it, but it didn't seem to carry over.
Posted 8 years ago2015-06-25 08:39:58 UTC Post #326113
The scroll direction is mostly defined by the how the textures are applied in the map, not the texture itself. The texture will always scroll from the... right, I think? Make your brush with the scrolling texture a func_conveyor and use the texture tool to rotate (or whatever) the texture to make it go in the correct direction in the map.
Jessie JessieTrans Rights <3
Posted 8 years ago2015-06-25 09:26:46 UTC Post #326114
Make sure all the wads you are using are in your mod folder or the valve folder
Using Wadfile: \program files (x86)\steam\steamapps\common\half-life\hrafd\textures\halfrats.wad
:tired:

:walter:
Archie ArchieGoodbye Moonmen
Posted 8 years ago2015-06-25 12:35:13 UTC Post #326115
I say get rid of the half-life sdk, you don't need it.

Default wad files that came with the original game can be found in the half-life/valve folder. These wads should never be touched, edited or moved in any way, you only reference these in Hammer/Sledge so you can use the texture that they contain.

When you're mapping for your own mod and you want to use custom textures, place your wad file in the root directory of your mod, like so:
BAD:
..\common\half-life\hrafd\[b]textures\[/b]halfrats.wad
(Only if you wadinclude your custom wad, placing wads in a folder inside your mod root folder will work just fine)

GOOD:
..\common\half-life\[b]hrafd[/b]\halfrats.wad
hrafd is your mod root folder, so that's where your custom wad should go.

Finally make sure that all the wads you're using, both custom and default wads, are correctly referenced in Hammer/Sledge. If you're moving wads around and not update the paths to those wads in Hammer/Sledge, you're potentially going to have problems with textures showing up as purple/black checkerboard textures.
Also note that when you update the paths to the wads in Hammer, Hammer requires a full restart for those changes to take effect.

When you have all these issues sorted out, you can focus on the problems with your map such as the leak and leafnode contents messages.
The Mad Carrot The Mad CarrotMad Carrot
Posted 8 years ago2015-06-25 17:00:49 UTC Post #326117
Everything is slowly getting fixed! Except the texture. No matter which way I turn it...it wants to scroll in the wrong direction. I noticed the conveyor from halflife.wad is situated from right to left, my railroad tracks are up and down. Tried changing this in wally, like I said, but to no avail. The texture was vertical again when hammer was booted up.
Posted 8 years ago2015-06-25 17:11:15 UTC Post #326118
are you sure you're not opening a copy of the .wad in Wally? Make sure it's the one Hammer is referencing
Archie ArchieGoodbye Moonmen
Posted 8 years ago2015-06-25 17:34:07 UTC Post #326119
Okay, that fixed it. BUT, when I rotated it in wally...the image got horribly distorted.

Also, is it possible to make a scrolling texture that can be transparent? Or at least fake that effect? I have a nice forest texture that is a masked one that I'd like to see moving.
Posted 8 years ago2015-06-25 19:11:06 UTC Post #326120
I'd just flip the texture in Hammer if i were you, faster than messing around in Wally with it.
If it's vertical and what you want is horizontal scrolling, rotate the texture in Hammer 90%, obviously; to flip it left-right, add a negative value in the scale box, at it's proper axis.
P.S: Imho, use Photoshop, if you have it, or Gimp for your image editing needs. Wally to convert your images into textures.
Posted 8 years ago2015-06-25 19:45:36 UTC Post #326121
Yeah, I tried flipping it all over the place...still just wanted to scroll in a goofy direction. And, once I get CC back, I'll be opening it up in PS. Fixed my leak problems, now, just building everything up and mapping the environments. I have a lot of scripting to do with the NPCs eventually. I also plan on faking a dialogue between the player and the NPCs.
Posted 8 years ago2015-06-26 17:27:45 UTC Post #326122
Try this map: http://www.themightyatom.nl/stuff/conveyorbelt_test.bsp

Do the conveyor belts in this map work for you?
The Mad Carrot The Mad CarrotMad Carrot
Posted 8 years ago2015-06-26 18:05:21 UTC Post #326123
I got it all situated! No more leaks, the lighting looks WAY better thanks to the tools, and all the new textures I have really bring the mod to life. Yeah, in order for a texture to scroll properly, it has to be positioned running horizontally from left to right. I just copied the tracks from the wad as a jpeg, opened it up in paint.net, flipped it 90 degrees and exported as an 8-bit bmp. My tracks, ballast and ground are moving like a bat out of hell and it really simulates endless movement for the train. And if you fall off, you get swept by the conveyors. Going to put a trigger_hurt surrounding the train. All-in-all, it's a realistic simulation for my final boss fight.
Posted 8 years ago2015-06-30 17:15:08 UTC Post #326144
Anyone have any pointers on creating smoother curves or bends in roads/hallways/etc.
Posted 8 years ago2015-06-30 18:19:23 UTC Post #326145
Use arches? Using the arch primitive, specify the width/thickness of each segment and the number of segments for your curves. More segments mean smoother curves, but also more brushes that you need to texture individually.
The Mad Carrot The Mad CarrotMad Carrot
Posted 8 years ago2015-07-01 13:16:37 UTC Post #326149
Arch tool for the win! If you're doing a curved hallway, 4 or 6 segments will produce a nice looking curve with a minimal performance impact.
So to do a 90 degree turn with 4 segments, make a circular arch with 16 or 24 sides. Specify the wall thickness to be the "hallway width", and you're all set! Split everything into 4 pieces and you can use the other pieces as legos.

As for texturing, there's a neat trick to auto-align adjacent surfaces:
Enter the texturing tool and select a face. Hold ALT then Right-Click an adjacent face to apply the texture and perfectly align it.
If you align all the inside edges, then individually wrap them around, it makes the minor tweaks super easy.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2015-07-01 13:34:25 UTC Post #326150
These men do not lie. Arches are the shit.
Jessie JessieTrans Rights <3
Posted 8 years ago2015-07-05 19:59:54 UTC Post #326188
Alright, everything's going swimmingly for now. How do I go about using a Game_player_Equip entity properly?
Posted 8 years ago2015-07-05 23:18:16 UTC Post #326194
Aaaaaannnnd...I've begun getting the dialogue together. Now, there have been many, many instances of NPCs "talking" to each other in HL and its expansions. I intend to do that between the NPCs and the player character. Is there any good tutorial on how to set up a dialogue between the NPCs? I was going to use ambient_generics set to "Play everywhere". The ambient generics will play sound files of my recorded voice to simulate the player character "talking to and with" the NPCs in the game.
Posted 8 years ago2015-07-06 17:19:01 UTC Post #326206
Use scripted_sentences for the scientists
http://twhl.info/tutorial.php?id=85

Ambient_generic should work if you're the player. It might sound odd depending on where the entity is in relation to the player.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2015-07-06 17:20:24 UTC Post #326207
I was going to recomend them too, but then I realized he actually meant making it sound as if the player spoke (I think he meant that, anyway). I don't think you can set the player to be the speaker of a scripted_sentence. So an ambient_generic is probably good anyway as it would act identical to a scripted_sentence if it's the player that shall speak. Though for monsters (npcs), yes go with scripted_sentence.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-07-06 19:34:26 UTC Post #326213
How would I go about timing the lines of speech? And making them react to the environment. Say, I want my NPC to say something ONLY after a certain number of monsters have been killed and he has run to a corner of the room, and then have my player character speak, then have the NPC reply? I plan to have somewhat complex scripting going on in this mod to give it a slightly more cinematic feel.
Posted 8 years ago2015-07-06 22:50:13 UTC Post #326214
Alrighty... A trigger_once in the "corner of the room". It triggers a multi_manager which times whatever scripted_sentences or ambient_generics you require for the dialogue.
The trigger_once has a master — namely, a multisource. This multisource is triggered solely by a game_counter, which is, in turn, triggered by each monster that is killed.

... Does that sound right?
Jessie JessieTrans Rights <3
Posted 8 years ago2015-07-06 23:51:37 UTC Post #326220
Alrighty! That sounds good!

Now, for the demo, I was going to introduce Barnaby for the first time.

Basically, you go upstairs, you hit a trigger that causes a shot to ring out from behind the door. The player character yells, "Whoa, bear back!", then you open the door and have a lengthy exchange of words with Barnaby. Thinking of having two triggers, one to trigger the shot that goes through the door, and one to initiate the dialogue once you go in.
Posted 8 years ago2015-07-07 01:30:51 UTC Post #326222
FUCK...the dreaded NPC and stairs problem has occurred.
Posted 8 years ago2015-07-07 08:14:22 UTC Post #326225
You can have a single trigger, and a multi_manager entity for multiple targets.
As for the stair problem... -_- Are you sure you've placed an info_node at the edge of the top of the stair, and the edge of the bottom of the stair? If that doesn't work, try placing one above the middle of the stair too. If that doesn't work, try to clip the stair as a ramp (using clip brushes, not the cipping (cutting) tool). And if none of that works: You did remember to place info_nodes in your map, right?
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-07-07 13:59:58 UTC Post #326235
There are many info nodes...so many, in fact, that some enemies run away to one end of the map and then come back to ambush the player later. Making for some fun gameplay. Okay, I put info_nodes on every step, BUT, they werent at the EDGE.
Posted 8 years ago2015-07-07 14:06:29 UTC Post #326236
It might be easier on you AND your entity count to replace the stairs with a ramp, and have the stair edges themselves be a giant func_illusionary.
Then you'll only need a few info nodes along the ramp path
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2015-07-07 18:20:04 UTC Post #326246
Still seems to be putting up a fight.
Even tried widening the stairway. It's only one man width.
Posted 8 years ago2015-07-07 19:02:11 UTC Post #326247
Maybe it's entry / exit angles?
Try lowering the angle?

Can you post a screenshot of hammer
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2015-07-07 19:13:49 UTC Post #326248
It's a MESS, but okay!
Posted 8 years ago2015-07-07 19:18:25 UTC Post #326249
http://www.moddb.com/mods/half-rats-a-fever-dream/images/stairing-problems#imagebox

Is it possible for me to just make barnaby follow a scripted path?
Posted 8 years ago2015-07-08 10:29:41 UTC Post #326252
There's too many info_nodes on those stairs. There should only be one at the top, one above the midle, and one at the bottom. 3 info_nodes in total. More if the stair is longer then the node connection range, but this stair shouldn't be too long.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-07-08 10:57:44 UTC Post #326253
It could be too tight a passageway too.. try doing a test map with the same stairs minus the second floor.
If that works you'll have widen the passageway
Tetsu0 Tetsu0Positive Chaos
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