"hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
--- BEGIN hlcsg ---
Command line: C:DOCUME~1HorseyMYDOCU~1zonerhlcsg.exe "c:sierrahalf lifevalvemapsplant"
Entering c:sierrahalf lifevalvemapsplant.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 ]
priority [ Normal ] [ Normal ]
noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
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 ]
Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]
0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(0.00 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.03 seconds)
Using Wadfile: sierrahalf lifevalvegfx.wad
- Contains 0 used textures, 0.00 percent of map (7 textures in wad)
- Contains 0 used textures, 0.00 percent of map (32 textures in wad)
- Contains 0 used textures, 0.00 percent of map (14 textures in wad)
- Contains 4 used textures, 80.00 percent of map (3117 textures in wad)
- Contains 1 used texture, 20.00 percent of map (4 textures in wad)
0.06 seconds elapsed
--- END hlcsg ---
hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
--- BEGIN hlbsp ---
Command line: C:DOCUME~1HorseyMYDOCU~1zonerhlbsp.exe "c:sierrahalf lifevalvemapsplant"
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 ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)
BSP generation successful, writing portal file 'c:sierrahalf lifevalvemapsplant.prt'
Error: Exceeded MAX_LEAF_FACES
Description: This error is almost always caused by an invalid brush, by having huge rooms, or scaling a texture down to extremely small values (between -1 and 1)
Howto Fix: Find the invalid brush. Any imported prefabs, carved brushes, or vertex manipulated brushes should be suspect
--- END hlbsp ---
hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
--- BEGIN hlvis ---
Command line: C:DOCUME~1HorseyMYDOCU~1zonerhlvis.exe "c:sierrahalf lifevalvemapsplant"
>> There was a problem compiling the map.
>> Check the file c:sierrahalf lifevalvemapsplant.log for the cause.
--- END hlvis ---
hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
--- BEGIN hlrad ---
Command line: C:DOCUME~1HorseyMYDOCU~1zonerhlrad.exe "c:sierrahalf lifevalvemapsplant"
>> There was a problem compiling the map.
>> Check the file c:sierrahalf lifevalvemapsplant.log for the cause.
--- END hlrad ---
"
I don't know If I am asking for help in the right way or providing the right information but can you guys help me?
The map is a large map, I had a smaller version of the map then I mad it WAY bigger by extending the walls and such, there are no leaks to my knowledge either.