The Command Failed VHLT Created 8 years ago2016-09-09 01:33:54 UTC by MistaX88 MistaX88

Created 8 years ago2016-09-09 01:33:54 UTC by MistaX88 MistaX88

Posted 8 years ago2016-09-09 01:33:54 UTC Post #331600
Just recently decided to upgrade from ZHLT to the latest version of VHLT (don't know why I didn't in the first place, but that's not for this topic).

I keep getting this message at the end of the compile process:

The command failed. Windows reported the error:
"The system cannot find the file specified."

It will first show up in a window and it will ask, "Do you want to continue? Yes or No" and I just click yes and the process finishes with the same error message at the end of the process window.

But here's the thing...I have no idea what command it's talking about. No log file is being produced which would normally happen when there is an error, and pouring through the compile process window, there are no listed errors. The map compiles fine, it runs fine, it looks good, everything seems ok. Weirdly, it does not show this error message when I intentionally compiled the map with a leak (had a tight spawn area so just compiled early on before I sealed it off to test the spawns with bots to ensure no insta-death or getting stuck before I worked on more geometry).

So, as far as I can tell, there's no actual issue. So why am I posting it here? Well, one, just in case someone else had this problem and can tell me if I might run into issues down the road with bigger/more advanced maps or something, and two, just in case there really is no problem but someone else has this seemingly phantom error message, at least a search should point them at this topic because I couldn't find this specific error (that wasn't tied to a real error in their log file) trying to search here or anywhere else online.
Posted 8 years ago2016-09-09 05:04:39 UTC Post #331601
Is your compiler located on Disk C:\ ?
If so, the compiler might not be able to generate a textual log file because it does not have system permisions to write one. Try runing the program as administrator.
Stojke StojkeUnreal
Posted 8 years ago2016-09-10 00:15:14 UTC Post #331620
You'll get that sometimes if the compile fails in CSG or BSP before entering VIS or RAD.
Check for compile errors and if that doesn't do anything, doublecheck your setups and make sure you're running the proper program at the proper stage in the compile..

The last thing i would say, is use the compilator! The Mighty Atom, AKA MuzzleFlash AKA Angry Carrot programmed it a while back and it's a mighty useful tool for compiling maps - especially if you want to tweak settings - Check it out HERE

You need to export your map to a .map file, and then run the compile separately however it's well worth the extra step!
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2016-09-10 11:33:05 UTC Post #331627
You need to export your map to a .map file, and then run the compile separately however it's well worth the extra step!
Isn't it almost the same as the integrated Jackhammer compiler, with which you don't need to install a separate software and do extra steps to compile?
Posted 8 years ago2016-09-10 14:28:13 UTC Post #331630
The thing is I can't discern if there is actually a problem or not. As far as I can tell the map is running just fine. I just don't want to find out there is some kind of underlying server-crashing issue with it later when I submit it to my clan's server (especially since recently a few popular maps have been pulled from the rotation due to suddenly crashing the server after a recent update).

I did get it to produce a log file now. The error message I'm getting in the process window doesn't even show up in the log. So as far as I can tell at this point, there is nothing wrong. If this really is just a phantom error message than all is good, but like I said in the original post, I just don't want this to come back to haunt me on some more complex map or something.

[quote]
hlcsg v3.4 VL34 64-bit (Aug 17 2015)
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:\PROGRA~1\VALVEH~1\VHLT\tools\HLCSG_~1.EXE "c:\program files\valve hammer editor\maps\de_cof_plaza" -wadinclude goo -wadinclude 88 -wadinclude mistameasures
Arguments: "c:\program files\valve hammer editor\maps\de_cof_plaza" -wadinclude goo -wadinclude 88 -wadinclude mistameasures -high -threads 4 -wadautodetect
Entering c:\program files\valve hammer editor\maps\de_cof_plaza.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 [ High ] [ 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 ]
convert game_text [ on ] [ on ]

Using mapfile wad configuration
Wadfiles not in use by the map will be excluded
Wadinclude list :
[zhlt.wad]
[goo]
[88]
[mistameasures]

CreateBrush:
(0.03 seconds)
CSGBrush:
(0.18 seconds)

Including Wadfile: \program files\valve hammer editor\zhlt\zhlt.wad
  • Contains 1 used texture, 2.13 percent of map (8 textures in wad)
Including Wadfile: \program files (x86)\steam\steamapps\common\half-life\cstrike\mistameasures.wad
  • Contains 1 used texture, 2.13 percent of map (10 textures in wad)
Including Wadfile: \program files (x86)\steam\steamapps\common\half-life\cstrike\all_standard_mistax88.wad
  • Contains 45 used textures, 95.74 percent of map (1740 textures in wad)
Wad files required to run the map: (None)
Texture usage is at 2.21 mb (of 32.00 mb MAX)
0.24 seconds elapsed

--- END hlcsg ---

hlbsp v3.4 VL34 64-bit (Aug 17 2015)
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:\PROGRA~1\VALVEH~1\VHLT\tools\HLBSP_~1.EXE "c:\program files\valve hammer editor\maps\de_cof_plaza"
Arguments: "c:\program files\valve hammer editor\maps\de_cof_plaza" -high -threads 4 -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 [ High ] [ 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...1031 (0.07 seconds)
BSP generation successful, writing portal file 'c:\program files\valve hammer editor\maps\de_cof_plaza.prt'
SolidBSP [hull 1] 500...1000...1172 (0.08 seconds)
SolidBSP [hull 2] 500...1000...1035 (0.07 seconds)
SolidBSP [hull 3] 500...1000...1254 (0.10 seconds)
Reduced 2603 clipnodes to 2418
Reduced 449 texinfos to 441
Reduced 47 texdatas to 47 (2322136 bytes to 2322136)
Reduced 2916 planes to 1040
FixBrinks:
Increased 2418 clipnodes to 2782.

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 10/512 640/32768 ( 2.0%)
planes 1040/32768 20800/655360 ( 3.2%)
vertexes 2533/65535 30396/786420 ( 3.9%)
nodes 880/32767 21120/786408 ( 2.7%)
texinfos 441/32767 17640/1310680 ( 1.3%)
faces 1830/65535 36600/1310700 ( 2.8%)
  • worldfaces 1814/32768 0/0 ( 5.5%)
clipnodes 2782/32767 22256/262136 ( 8.5%)
leaves 458/32760 12824/917280 ( 1.4%)
  • worldleaves 398/8192 0/0 ( 4.9%)
marksurfaces 2301/65535 4602/131070 ( 3.5%)
surfedges 8857/512000 35428/2048000 ( 1.7%)
edges 4624/256000 18496/1024000 ( 1.8%)
texdata [variable] 2322136/33554432 ( 6.9%)
lightdata [variable] 0/50331648 ( 0.0%)
visdata [variable] 0/8388608 ( 0.0%)
entdata [variable] 6415/2097152 ( 0.3%)
  • AllocBlock 7/64 0/0 (10.9%)
47 textures referenced

Total BSP file data space used: 2549353 bytes

Wad files required to run the map: (None)
0.65 seconds elapsed

--- END hlbsp ---

hlvis v3.4 VL34 64-bit (Aug 17 2015)
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:\PROGRA~1\VALVEH~1\VHLT\tools\HLVIS_~1.EXE "c:\program files\valve hammer editor\maps\de_cof_plaza"
Arguments: "c:\program files\valve hammer editor\maps\de_cof_plaza" -high -threads 4
360 portalleafs
1063 numportals

= Current hlvis Settings =
Name | Setting | Default
------------------|-----------|------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max vis distance [ 0 ] [ 0 ]
priority [ High ] [ Normal ]

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

BasePortalVis:
(0.03 seconds)
LeafThread:
(6.39 seconds)
average leafs visible: 145
g_visdatasize:13775 compressed from 16200
6.44 seconds elapsed

--- END hlvis ---

hlrad v3.4 VL34 64-bit (Aug 17 2015)
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:\PROGRA~1\VALVEH~1\VHLT\tools\HLRAD_~1.EXE "c:\program files\valve hammer editor\maps\de_cof_plaza" -extra
Arguments: "c:\program files\valve hammer editor\maps\de_cof_plaza" -extra -high -threads 4

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

fast rad [ off ] [ off ]
vismatrix algorithm [ Sparse ] [ Sparse ]
oversampling (-extra)[ on ] [ off ]
bounces [ 8 ] [ 8 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
light limit threshold[ 188.000 ] [ 188.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
smoothing threshold 2[ no change ] [ no change ]
direct threshold [ 10.000 ] [ 10.000 ]
direct light scale [ 1.000 ] [ 1.000 ]
coring threshold [ 0.010 ] [ 0.010 ]
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 texlight gap [ 0.000 ] [ 0.000 ]
global light scale [ 2.000 2.000 2.000 ] [ 2.000 2.000 2.000 ]
global gamma [ 0.550 0.550 0.550 ] [ 0.550 0.550 0.550 ]
global light scale [ 2.000 ] [ 2.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

spread angles [ on ] [ on ]
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 ]

custom shadows with bounce light
[               off ] [               off ]
rgb transfers [ off ] [ off ]
minimum final light [ 0 ] [ 0 ]
size of transfer [ 1 (16bit) ] [ 1 (16bit) ]
size of rgbtransfer [ 2 (32bit) ] [ 2 (32bit) ]
soft sky [ on ] [ on ]
translucent depth [ 2.000 ] [ 2.000 ]
block opaque [ on ] [ on ]
ignore textures [ off ] [ off ]
reflectivity gamma [ 1.760 ] [ 1.760 ]
reflectivity scale [ 0.700 ] [ 0.700 ]
blur size [ 1.500 ] [ 1.500 ]
no emitter range [ off ] [ off ]
wall bleeding fix [ on ] [ on ]

Load Textures:
47 textures referenced
Reading texlights from 'C:\PROGRA~1\VALVEH~1\VHLT\tools\lights.rad'
0 opaque models
0 opaque faces
1830 faces
Create Patches : 6864 base patches
105848 square feet [15242216.00 square inches]
1 direct lights and 16386 fast direct lights
1 light styles

FindFacePositions:
(0.30 seconds)
BuildFacelights:
(5.17 seconds)
BuildVisLeafs:
(0.48 seconds)
visibility matrix : 1.4 megs
MakeScales:
(0.54 seconds)
Transfer Lists : 2720275 : 2.72M transfers
Indices :     2207824 :     2.11M bytes
   Data :     5460965 :     5.21M bytes
Bounce 1 GatherLight:
(0.02 seconds)
Bounce 2 GatherLight:
(0.02 seconds)
Bounce 3 GatherLight:
(0.02 seconds)
Bounce 4 GatherLight:
(0.03 seconds)
Bounce 5 GatherLight:
(0.02 seconds)
Bounce 6 GatherLight:
(0.02 seconds)
Bounce 7 GatherLight:
(0.02 seconds)
Bounce 8 GatherLight:
(0.03 seconds)
CreateTriangulations:
(0.02 seconds)
AddPatchLights:
(0.42 seconds)
FinalLightFace:
(0.00 seconds)
8.34 seconds elapsed

--- END hlrad ---

[/quote]
Posted 8 years ago2016-09-11 00:40:19 UTC Post #331632
Seems fine
Tetsu0 Tetsu0Positive Chaos
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