New computer, nothing compiles, pls help Created 3 weeks ago2020-03-10 22:46:07 UTC by KingDaniel KingDaniel

Created 3 weeks ago2020-03-10 22:46:07 UTC by KingDaniel KingDaniel

Posted 3 weeks ago2020-03-10 22:46:07 UTC Post #343880
I have a new computer and am set up with all my Half-Life stuff but nothing compiles. It's been 10 years since I've had any kind of issue like this, I feel like it's 2001 and I'm trying Worldcraft for the very first time. Please help. Because of the 10,000 character limit I can't post the entire compile dialogue at once so here it is, awkwardly split up. I'm thinking maybe it's the file paths?

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

** Executing...
** Command: Copy File
** Parameters: "D:\Program Files (x86)\Steam\steamapps\common\Half-Life\TimesEnd\maps_src\d_portal_hack2.map" "D:\Program Files (x86)\Steam\steamapps\common\Half-Life\TimesEnd\maps\d_portal_hack2.map"

** Executing...
** Command: D:\Program Files (x86)\Steam\steamapps\common\Half-Life SDK\Map Tools\hlcsg.exe
** Parameters: "D:\Program Files (x86)\Steam\steamapps\common\Half-Life\TimesEnd\maps\d_portal_hack2"

Unknown option "(x86)\Steam\steamapps\common\Half-Life"
hlcsg v3.4 VL34 (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)

-= hlcsg Options =-

-console # : Set to 0 to turn off the pop-up console (default is 1)
-lang file : localization file
-nowadtextures : include all used textures into bsp
-wadinclude file : place textures used from wad specified into bsp
-noclip : don't create clipping hull
-clipeconomy : turn clipnode economy mode on
-cliptype value : set to smallest, normalized, simple, precise, or legacy (default)
-nullfile file : specify list of entities to retexture with NULL
-onlyents : do an entity update from .map to .bsp
-noskyclip : disable automatic clipping of SKY brushes
-tiny # : minmum brush face surface area before it is discarded
-brushunion # : threshold to warn about overlapping brushes

-hullfile file : Reads in custom collision hull dimensions
-wadcfgfile file : wad configuration file
-wadconfig name : use the old wad configuration approach (select a group from wad.cfg)
-texdata # : Alter maximum texture memory limit (in kb)
-lightdata # : Alter maximum lighting memory limit (in kb)
-chart : display bsp statitics
-low | -high : run program an altered priority level
-nolog : don't generate the compile logfiles
-noresetlog : Do not delete log file
-threads # : manually specify the number of threads to run
-estimate : display estimated time during compile
-verbose : compile with verbose messages
-noinfo : Do not show tool configuration information
-nonulltex : Turns off null texture stripping
-nonullifytrigger: don't remove 'aaatrigger' texture
-nolightopt : don't optimize engine light entities
-notextconvert : don't convert game_text message from Windows ANSI to UTF8 format
-dev # : compile with developer message

-wadautodetect : Force auto-detection of wadfiles
-scale # : Scale the world. Use at your own risk.
mapfile : The mapfile to compile

** Executing...
** Command: D:\Program Files (x86)\Steam\steamapps\common\Half-Life SDK\Map Tools\hlbsp.exe
** Parameters: "D:\Program Files (x86)\Steam\steamapps\common\Half-Life\TimesEnd\maps\d_portal_hack2"

Unknown option "(x86)\Steam\steamapps\common\Half-Life"
hlbsp v3.4 VL34 (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)

-= hlbsp Options =-

-console # : Set to 0 to turn off the pop-up console (default is 1)
-lang file : localization file
-leakonly : Run BSP only enough to check for LEAKs
-subdivide # : Sets the face subdivide size
-maxnodesize # : Sets the maximum portal node size

-notjunc : Don't break edges on t-junctions (not for final runs)
-nobrink : Don't smooth brinks (not for final runs)
-noclip : Don't process the clipping hull (not for final runs)
-nofill : Don't fill outside (will mask LEAKs) (not for final runs)
-noinsidefill : Don't fill empty spaces
-noopt : Don't optimize planes on BSP write (not for final runs)
-noclipnodemerge: Don't optimize clipnodes
-texdata # : Alter maximum texture memory limit (in kb)
-lightdata # : Alter maximum lighting memory limit (in kb)
-chart : display bsp statitics
-low | -high : run program an altered priority level
-nolog : don't generate the compile logfiles
-threads # : manually specify the number of threads to run
-estimate : display estimated time during compile
-nonulltex : Don't strip NULL faces
-nohull2 : Don't generate hull 2 (the clipping hull for large monsters and pushables)
-viewportal : Show portal boundaries in 'mapname_portal.pts' file
-verbose : compile with verbose messages
-noinfo : Do not show tool configuration information
-dev # : compile with developer message

mapfile : The mapfile to compile

** Executing...
** Command: D:\Program Files (x86)\Steam\steamapps\common\Half-Life SDK\Map Tools\hlvis.exe
** Parameters: "D:\Program Files (x86)\Steam\steamapps\common\Half-Life\TimesEnd\maps\d_portal_hack2"

Unknown option "(x86)\Steam\steamapps\common\Half-Life"
hlvis v3.4 VL34 (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)
Posted 3 weeks ago2020-03-10 22:46:13 UTC Post #343881
-= hlvis Options =-

-console # : Set to 0 to turn off the pop-up console (default is 1)
-lang file : localization file
-full : Full vis
-fast : Fast vis

-texdata # : Alter maximum texture memory limit (in kb)
-lightdata # : Alter maximum lighting memory limit (in kb)
-chart : display bsp statitics
-low | -high : run program an altered priority level
-nolog : don't generate the compile logfiles
-threads # : manually specify the number of threads to run
-estimate : display estimated time during compile
-maxdistance # : Alter the maximum distance for visibility
-verbose : compile with verbose messages
-noinfo : Do not show tool configuration information
-dev # : compile with developer message

mapfile : The mapfile to compile

** Executing...
** Command: D:\Program Files (x86)\Steam\steamapps\common\Half-Life SDK\Map Tools\hlrad.exe
** Parameters: "D:\Program Files (x86)\Steam\steamapps\common\Half-Life\TimesEnd\maps\d_portal_hack2"

Unknown option "(x86)\Steam\steamapps\common\Half-Life"
hlrad v3.4 VL34 (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)

-= hlrad Options =-

-console # : Set to 0 to turn off the pop-up console (default is 1)
-lang file : localization file
-waddir folder : Search this folder for wad files.
-fast : Fast rad
-vismatrix value: Set vismatrix method to normal, sparse or off .
-extra : Improve lighting quality by doing 9 point oversampling
-bounce # : Set number of radiosity bounces
-ambient r g b : Set ambient world light (0.0 to 1.0, r g b)
-limiter # : Set light clipping threshold (-1=None)
-circus : Enable 'circus' mode for locating unlit lightmaps
-nospread : Disable sunlight spread angles for this compile
-nopaque : Disable the opaque zhlt_lightflags for this compile

-smooth # : Set smoothing threshold for blending (in degrees)
-smooth2 # : Set smoothing threshold between different textures
-chop # : Set radiosity patch size for normal textures
-texchop # : Set radiosity patch size for texture light faces

-notexscale : Do not scale radiosity patches with texture scale
-coring # : Set lighting threshold before blackness
-dlight # : Set direct lighting threshold
-nolerp : Disable radiosity interpolation, nearest point instead

-fade # : Set global fade (larger values = shorter lights)
-texlightgap # : Set global gap distance for texlights
-scale # : Set global light scaling value
-gamma # : Set global gamma value

-sky # : Set ambient sunlight contribution in the shade outside
-lights file : Manually specify a lights.rad file to use
-noskyfix : Disable light_environment being global
-incremental : Use or create an incremental transfer list file

-dump : Dumps light patches to a file for hlrad debugging info

-texdata # : Alter maximum texture memory limit (in kb)
-lightdata # : Alter maximum lighting memory limit (in kb)
-chart : display bsp statitics
-low | -high : run program an altered priority level
-nolog : Do not generate the compile logfiles
-threads # : manually specify the number of threads to run
-estimate : display estimated time during compile
-verbose : compile with verbose messages
-noinfo : Do not show tool configuration information
-dev # : compile with developer message

-colourgamma r g b : Sets different gamma values for r, g, b
-colourscale r g b : Sets different lightscale values for r, g ,b
-colourjitter r g b : Adds noise, independent colours, for dithering
-jitter r g b : Adds noise, monochromatic, for dithering
-customshadowwithbounce : Enables custom shadows with bounce light
-rgbtransfers : Enables RGB Transfers (for custom shadows)

-minlight # : Minimum final light (integer from 0 to 255)
-compress # : compress tranfer ( 0=32bit 1=16bit 2=8bit )
-rgbcompress # : compress rgbtranfer ( 0=96bit 1=48bit 2=32bit 3=24bit )
-softsky # : Smooth skylight.(0=off 1=on)
-depth # : Thickness of translucent objects.
-blockopaque # : Remove the black areas around opaque entities.(0=off 1=on)
-notextures : Don't load textures.
-texreflectgamma # : Gamma that relates reflectivity to texture color bits.
-texreflectscale # : Reflectivity for 255-white texture.
-blur # : Enlarge lightmap sample to blur the lightmap.
-noemitterrange: Don't fix pointy texlights.
-nobleedfix : Don't fix wall bleeding problem for large blur value.
-drawpatch : Export light patch positions to file 'mapname_patch.pts'.
-drawsample x y z r : Export light sample positions in an area to file 'mapname_sample.pts'.
-drawedge : Export smooth edge positions to file 'mapname_edge.pts'.
-drawlerp : Show bounce light triangulation status.
-drawnudge : Show nudged samples.
-drawoverload : Highlight fullbright spots
mapfile : The mapfile to compile

** Executing...
** Command: D:\Program Files (x86)\Steam\steamapps\common\Half-Life\hl.exe
** Parameters: -game TimesEnd +skill 3 +sv_cheats 1 +map "d_portal_hack2"
Posted 3 weeks ago2020-03-11 04:03:44 UTC Post #343882
I think the problem might be the spaces in the path, you can see it in this part:
** Executing...
** Command: D:\Program Files (x86)\Steam\steamapps\common\Half-Life SDK\Map Tools\hlcsg.exe
** Parameters: "D:\Program Files (x86)\Steam\steamapps\common\Half-Life\TimesEnd\maps\d_portal_hack2"

Unknown option "(x86)\Steam\steamapps\common\Half-Life"
Try putting the VHLT tools in a directory without spaces in the path (e.g. D:\VHLT\hlcsg.exe), and then set up Hammer to use those new locations. I'm not 100% sure if it'll fix it, but it should help narrow down the cause a bit more at the very least.
Penguinboy PenguinboyHaha, I died again!
Posted 3 weeks ago2020-03-11 10:09:31 UTC Post #343883
Yes! The map compiles and runs now, thank you.

BUT the level has no texlights. I vaguely remember having this issue a decade ago too and had to do something with lights.rad. Just gotta figure that out then I'm good
Posted 3 weeks ago2020-03-11 13:19:32 UTC Post #343884
Posted 3 weeks ago2020-03-11 13:29:45 UTC Post #343885
The lack of lighting to me says that you might be using the default lights.rad file which for some reason is either blank or commented so that the values are ignored. Check that.

Otherwise, hit us with another compile log. :D
UrbaNebula UrbaNebulaGoldSourcerer
Posted 3 weeks ago2020-03-11 16:17:27 UTC Post #343887
Sorted! I remembered I had to rename the default lights.rad to something else and then rename valve.rad to lights.rad.

Thank you all so much for your help! Back to mapping...
Posted 3 weeks ago2020-03-12 12:41:32 UTC Post #343891
hlrad also has a parameter allowing you to specify your own rad file if you want. It's nice to keep separate rad files for separate maps.
Posted 3 weeks ago2020-03-12 16:54:24 UTC Post #343892
the level has no texlights.
The texlight files that come with the steam SDK haven't even half of the light textures in the game.

I'm working on a compilation of texlight presets covering all the possible lights in Half-Life and their mods as well. I'll be uploading it when I have some time for it.
MrMystery MrMysteryBanned
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