Compile issues Created 20 years ago2004-09-15 04:20:23 UTC by elix elix

Created 20 years ago2004-09-15 04:20:23 UTC by elix elix

Posted 20 years ago2004-09-15 04:20:23 UTC Post #59504
Hi,
My first time here hope to get some help because i'm really stuck.

About 3 years ago I build up a map, 4.4MB size. Since then I formatted my PC alot of times, and I got a copy of the map only on one 1.44 disk and the disc is ruined, so I got only the rmf file and now I need to compile it again.

Today I own an AMD 2500 512ddram radeon9700 computer, and back then I compiled with 1000mhz computer and the compile took about 45 min.. yesterday I tried to compile and it just made the program (Worldcraft) to make no response and in the procceses it ran hlvis.exe on 99% CPU Usage, oh well I tought it is still running so I left it open for the night, in the morning it was at the same place..

Previous time when I compiled my map it was smooth and clear with no problems, and it took a very short time to finish it aswell!

Maybe the additional commands on the Run menu are wrong or I just didn't wrote all the thing I need? (I remember back then I had about 5 words in this box).

I thank anyone who answers in advance for trying to help me, thanks! :P
Posted 20 years ago2004-09-15 04:25:25 UTC Post #59505
Post your compile log.
Posted 20 years ago2004-09-15 04:31:06 UTC Post #59507
Hi, I just did with NO vis and the compile took about 3 min and the map looks the same like back then.. thats the log USING vis: hlcsg v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
--- BEGIN hlcsg ---
Command line: "C:Program FilesZHLThlcsg.exe""C:Documents and SettingsArielMy Documentsgf_castro"

= 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 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
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 ]

Wadinclude list :
[zhlt.wad]

entering C:Documents and SettingsArielMy Documentsgf_castro.map
CreateBrush:
(22.59 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(4.97 seconds)
Using WAD File: documents and settingsarieldesktopfloors.wad
Using WAD File: documents and settingsarieldesktopfloors1.wad
Using WAD File: program filessteamsteamappsvillain_gf@hotmail.comcounter-strikecstrikedk.wad
Using WAD File: program filessteamsteamappsvillain_gf@hotmail.comcounter-strikecstriketempdecal.wad
Using WAD File: program filessteamsteamappsvillain_gf@hotmail.comcounter-strikecstrikezeditor.wad
Using WAD File: program filessteamsteamappsvillain_gf@hotmail.comcounter-strikecstrikecached.wad
Using WAD File: program filessteamsteamappsvillain_gf@hotmail.comcounter-strikecstrikeda3.wad
Using WAD File: documents and settingsarieldesktopcastro.wad
Using WAD File: program filessteamsteamappsvillain_gf@hotmail.comhalf-lifevalvehalflife.wad
added 1 additional animating textures.
Warning: ::FindTexture() texture CASTROLOG not found!
Warning: ::LoadLump() texture CASTROLOG not found!
Texture usage is at 0.25 mb (of 4.00 mb MAX)
28.09 seconds elapsed

--- END hlcsg ---

hlbsp v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
--- BEGIN hlbsp ---
Command line: "C:Program FilesZHLThlbsp.exe""C:Documents and SettingsArielMy Documentsgf_castro"

= Current hlbsp 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 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 240)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)

BSP generation successful, writing portal file 'C:Documents and SettingsArielMy Documentsgf_castro.prt'
16.14 seconds elapsed

--- END hlbsp ---

hlvis v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
--- BEGIN hlvis ---
Command line: "C:Program FilesZHLThlvis.exe""C:Documents and SettingsArielMy Documentsgf_castro"

= Current hlvis 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 ]
priority [ Normal ] [ Normal ]

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

3487 portalleafs
13539 numportals
BasePortalVis:
(118.48 seconds)
LeafThread:
Posted 20 years ago2004-09-15 05:58:39 UTC Post #59513
For bigger compiles it is advisefull to batch compile with -estimate.
This will show you the current process with an estimated time for finishing.
Posted 20 years ago2004-09-15 13:44:55 UTC Post #59600
Wheel... just be patient. VIS is very time-consuming, especially on not-too-well-laid-out maps.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-09-16 01:07:29 UTC Post #59737
it just made the program (Worldcraft)
Get Valve Hammer Editor, not Worldcraft.

It could also be your insane amount of wads.
Warning: ::FindTexture() texture CASTROLOG not found!
Warning: ::LoadLump() texture CASTROLOG not found!
It could also be this. You are missing the wad file with the texture CASTROLOG in it. Either change the texture of the brushes with it, or load the wad into hammer.

Try running VIS on fast, and if that works, run it again on full.
Trapt Traptlegend
Posted 20 years ago2004-09-16 03:35:56 UTC Post #59749
Always remove unnesicary (damn that word) wads. You really don't all those wads, trust me.
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