Help with Compiling Created 18 years ago2005-08-06 12:16:18 UTC by bluntdoctor bluntdoctor

Created 18 years ago2005-08-06 12:16:18 UTC by bluntdoctor bluntdoctor

Posted 18 years ago2005-08-06 12:16:18 UTC Post #126326
Hello,
I am new to mapping.I set up a basic room and went to compile.Seems to compile fine,but won't launch game.Here's what I get.Any ideas?

MakeScales: 0...1...2...3...4...5...6...7...8...9... (0)
transfer lists: 0.0 megs
SwapTransfersTask: 0...1...2...3...4...5...6...7...8...9... (0)
GatherLight: 0...1...2...3...4...5...6...7...8...9... (0)
Bounce #1 added RGB(0, 0, 0)
FinalLightFace: 0...1...3...5...6...8... (0)

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 1/400 64/25600 ( 0.3%)
planes 92/32767 1840/655340 ( 0.3%)
vertexes 8/65535 96/786420 ( 0.0%)
nodes 6/32767 144/786408 ( 0.0%)
texinfos 3/8192 120/327680 ( 0.0%)
faces 6/65535 120/1310700 ( 0.0%)
clipnodes 18/32767 144/262136 ( 0.1%)
leaves 2/8192 56/229376 ( 0.0%)
marksurfaces 6/65535 12/131070 ( 0.0%)
surfedges 24/512000 96/2048000 ( 0.0%)
edges 13/256000 52/1024000 ( 0.0%)
texdata [variable] 48/2097152 ( 0.0%)
lightdata [variable] 0/2097152 ( 0.0%)
visdata [variable] 1/2097152 ( 0.0%)
entdata [variable] 343/131072 ( 0.3%)

Total BSP file data space used: 3136 bytes

0 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "c:sierrahalf-lifetest.bsp" "C:SierraHalf-Lifetfcmapstest.bsp"

** Executing...
** Command: Copy File
** Parameters: "c:sierrahalf-lifetest.pts" "C:SierraHalf-Lifetfcmapstest.pts"

** Executing...
** Command: C:SierraHALF-L~1hl.exe
** Parameters: +map "test" -game tfc -dev -console -toconsole +sv_lan 1
Posted 18 years ago2005-08-06 12:26:13 UTC Post #126327
First get ZHLT compiling tools for they are better! ;) Please post your whole compiling log then! : And also read the tutorials if you haven't done that! :)
Posted 18 years ago2005-08-06 14:48:13 UTC Post #126354
now I'm getting this

** Executing...
** Command: Change Directory
** Parameters: "C:SierraHalf-Life"

** Executing...
** Command: C:PROGRA~1VALVEH~1hlcsg.exe
** Parameters: "c:program filesvalve hammer editortest"

hlcsg v3.2.1 rel 3.2.1 Final (Apr 3 2005)

Zoner's Half-Life Compilation Tools 3.2.1 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to amckern at amckern@yahoo.com

If you have a Compile error with this stage of compile, please check
http://www.zhlt.info or the Mods Mapping Forum 'Search Function'.

--- BEGIN hlcsg ---
Command line: C:PROGRA~1VALVEH~1hlcsg.exe "c:program filesvalve hammer editortest"
Entering c:program filesvalve hammer editortest.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 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ 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:
(0.00 seconds)

Using Wadfile: sierrahalf-lifetfctfc.wad
  • Contains 0 used textures, 0.00 percent of map (279 textures in wad)
Using Wadfile: sierrahalf-lifetfctfc2.wad
  • Contains 1 used texture, 100.00 percent of map (395 textures in wad)
Using Wadfile: sierrahalf-lifevalvehalflife.wad
  • Contains 0 used textures, 0.00 percent of map (3116 textures in wad)
Texture usage is at 0.02 mb (of 4.00 mb MAX)
0.03 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:PROGRA~1VALVEH~1hlbsp.exe
** Parameters: "c:program filesvalve hammer editortest"

hlbsp v3.2.1 rel 3.2.1 Final (Apr 3 2005)

Zoner's Half-Life Compilation Tools 3.2.1 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to amckern at amckern@yahoo.com

If you have a Compile error with this stage of compile, please check
http://www.zhlt.info or the Mods Mapping Forum 'Search Function'.

--- BEGIN hlbsp ---
Command line: C:PROGRA~1VALVEH~1hlbsp.exe "c:program filesvalve hammer editortest"

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 ]
noopt [ 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 8192)

SolidBSP [hull 0] 7 (0.00 seconds)
Warning: No entities exist in hull 0, no filling performed for this hull
SolidBSP [hull 1] 7 (0.00 seconds)
Warning: No entities exist in hull 1, no filling performed for this hull
SolidBSP [hull 2] 7 (0.01 seconds)
Warning: No entities exist in hull 2, no filling performed for this hull
SolidBSP [hull 3] 7 (0.00 seconds)
Warning: No entities exist in hull 3, no filling performed for this hull
0.02 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:PROGRA~1VALVEH~1hlvis.exe
** Parameters: "c:program filesvalve hammer editortest"

hlvis v3.2.1 rel 3.2.1 Final (Apr 3 2005)

Zoner's Half-Life Compilation Tools 3.2.1 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to amckern at amckern@yahoo.com

If you have a Compile error with this stage of compile, please check
http://www.zhlt.info or the Mods Mapping Forum 'Search Function'.

--- BEGIN hlvis ---
Command line: C:PROGRA~1VALVEH~1hlvis.exe "c:program filesvalve hammer editortest"
Error: Portal file 'c:program filesvalve hammer editortest.prt' does not exist, cannot vis the map

--- END hlvis ---

** Executing...
** Command: C:PROGRA~1VALVEH~1hlrad.exe
** Parameters: "c:program filesvalve hammer editortest"

hlrad v3.2.1 rel 3.2.1 Final (Apr 3 2005)

Zoner's Half-Life Compilation Tools 3.2.1 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to amckern at amckern@yahoo.com

If you have a Compile error with this stage of compile, please check
http://www.zhlt.info or the Mods Mapping Forum 'Search Function'.

--- BEGIN hlrad ---
Command line: C:PROGRA~1VALVEH~1hlrad.exe "c:program filesvalve hammer editortest"
>> There was a problem compiling the map.
>> Check the file c:program filesvalve hammer editortest.log for the cause.

--- END hlrad ---

** Executing...
** Command: Copy File
** Parameters: "c:program filesvalve hammer editortest.bsp" "C:SierraHalf-Lifetfcmapstest.bsp"

** Executing...
** Command: Copy File
** Parameters: "c:program filesvalve hammer editortest.pts" "C:SierraHalf-Lifetfcmapstest.pts"

The command failed. Windows reported the error:
"The system cannot find the file specified."
Posted 18 years ago2005-08-06 14:50:53 UTC Post #126355
Warning: No entities exist in hull 0, no filling performed for this hull
You need to have a spawn point!
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2005-08-06 14:55:04 UTC Post #126357
It seems you don't have any entities in your map. You need atleast a start posistion. As far as i can tell you making a TFC map, but i don't know what a start position/spawn point for a TFC map is called. Probably the same as in normal HL: info_player_deathmatch. Somebody correct me on this if im wrong.

Second, you need at least 1 light source in your map. There are two ways of getting light in your map:

1. Place a light entity. This looks like a lighbulb Go into its properties to set color, brightness, angle etc.
2. Make a brush, and attach a light texture on one or more sides. Light textures usally start with a ~ in the texture name.

Once you have a start position/spawn point and a light source in your map, it'll compile fine. Unless you have any leaks...
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2005-08-06 14:55:50 UTC Post #126359
Sorry, beat you to it ;).
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2005-08-07 07:55:19 UTC Post #126514
:P
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2005-08-08 04:56:01 UTC Post #126676
Sorry to be a nuisance but....now it compiles fine,but game launches wierd.I am now starting a CS map.I have the CS that came with the Platinum Pack.Now I followed the tutorial on the forum thread for CS setup.Compiles,game starts to launch,then it kicks me back to Hammer Editor,with Halflife window still open,but won't let me go to game.This is what I get.Any help I'd appreciate.I just wanna get this thing running right.I got a map all drawn out on paper and wanna make it.Btw...hammer crashes whenever I click on browse button for textures.

** Executing...
** Command: Change Directory
** Parameters: C:SierraHalf-Lifecstrike

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesValve Hammer Editorcompiletest.map" "C:SierraHalf-Lifecstrikecstrikemapstest.map"

** Executing...
** Command: C:PROGRA~1VALVEH~1compilehlcsg.exe
** Parameters: "C:SierraHalf-Lifecstrikecstrikemapstest"

hlcsg v3.2.1 rel 3.2.1 Final (Apr 3 2005)

Zoner's Half-Life Compilation Tools 3.2.1 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to amckern at amckern@yahoo.com

If you have a Compile error with this stage of compile, please check
http://www.zhlt.info or the Mods Mapping Forum 'Search Function'.

--- BEGIN hlcsg ---
Command line: C:PROGRA~1VALVEH~1compilehlcsg.exe C:SierraHalf-Lifecstrikecstrikemapstest
Entering C:SierraHalf-Lifecstrikecstrikemapstest.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 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ 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:
50%... (0.01 seconds)
SetModelCenters:
50%... (0.00 seconds)
CSGBrush:
50%... (0.01 seconds)

Using Wadfile: sierrahalf-lifevalvehalflife.wad
  • Contains 1 used texture, 100.00 percent of map (3116 textures in wad)
Using Wadfile: sierrahalf-lifecstrikecstrikecstrike.wad
  • Contains 0 used textures, 0.00 percent of map (123 textures in wad)
Texture usage is at 0.00 mb (of 4.00 mb MAX)
0.05 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:PROGRA~1VALVEH~1compilehlbsp.exe
** Parameters: "C:SierraHalf-Lifecstrikecstrikemapstest"

hlbsp v3.2.1 rel 3.2.1 Final (Apr 3 2005)

Zoner's Half-Life Compilation Tools 3.2.1 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to amckern at amckern@yahoo.com

If you have a Compile error with this stage of compile, please check
http://www.zhlt.info or the Mods Mapping Forum 'Search Function'.

--- BEGIN hlbsp ---
Command line: C:PROGRA~1VALVEH~1compilehlbsp.exe C:SierraHalf-Lifecstrikecstrikemapstest

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 ]
noopt [ 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 8192)

SolidBSP [hull 0] 13 (0.01 seconds)
BSP generation successful, writing portal file 'C:SierraHalf-Lifecstrikecstrikemapstest.prt'
SolidBSP [hull 1] 13 (0.00 seconds)
SolidBSP [hull 2] 13 (0.00 seconds)
SolidBSP [hull 3] 13 (0.00 seconds)
0.05 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:PROGRA~1VALVEH~1compilehlvis.exe
** Parameters: "C:SierraHalf-Lifecstrikecstrikemapstest"

hlvis v3.2.1 rel 3.2.1 Final (Apr 3 2005)

Zoner's Half-Life Compilation Tools 3.2.1 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to amckern at amckern@yahoo.com

If you have a Compile error with this stage of compile, please check
http://www.zhlt.info or the Mods Mapping Forum 'Search Function'.

--- BEGIN hlvis ---
Command line: C:PROGRA~1VALVEH~1compilehlvis.exe C:SierraHalf-Lifecstrikecstrikemapstest
1 portalleafs
0 numportals

= 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 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

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

BasePortalVis:
(0.00 seconds)
LeafThread:
(0.00 seconds)
average leafs visible: 0
g_visdatasize:3 compressed from 1
0.00 seconds elapsed

--- END hlvis ---

** Executing...
** Command: C:PROGRA~1VALVEH~1compilehlrad.exe
** Parameters: "C:SierraHalf-Lifecstrikecstrikemapstest"

hlrad v3.2.1 rel 3.2.1 Final (Apr 3 2005)

Zoner's Half-Life Compilation Tools 3.2.1 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to amckern at amckern@yahoo.com

If you have a Compile error with this stage of compile, please check
http://www.zhlt.info or the Mods Mapping Forum 'Search Function'.

--- BEGIN hlrad ---
Command line: C:PROGRA~1VALVEH~1compilehlrad.exe C:SierraHalf-Lifecstrikecstrikemapstest

= Current hlrad 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 ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
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 falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

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 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[               off ] [               off ]
rgb transfers [ off ] [ off ]

[Reading texlights from 'C:PROGRA~1VALVEH~1compilelights.rad']
[59 texlights parsed from 'C:PROGRA~1VALVEH~1compilelights.rad']

6 faces
Create Patches : 0 base patches
0 opaque faces
0 square feet [0.00 square inches]
1 direct lights

BuildFacelights:
50%... (0.00 seconds)
visibility matrix : 0.0 megs
Warning: Attempting to allocate 0 bytes
BuildVisLeafs:
(0.00 seconds)
MakeScales:
(0.00 seconds)
SwapTransfers:
(0.00 seconds)
Transfer Lists : 0 transfers
Indices :           0 bytes
Indices :           0 bytes
Bounce 1 GatherLight:
(0.00 seconds)
FinalLightFace:
50%... (0.00 seconds)
1.04 seconds elapsed

--- END hlrad ---

** Executing...
** Command: C:SierraHALF-L~1cstrikecstrike.exe
** Parameters: -game cstrike +map "test"
Posted 18 years ago2005-08-08 05:01:04 UTC Post #126679
What computer you got? If the map compiles upload the bsp here i can try to load it.
Posted 18 years ago2005-08-08 05:09:39 UTC Post #126685
What do you mean by crashes? :quizzical: Sometimes when I search for textures the screen turns white for a minute of so and then returns!! :tired: It was because my computer at that time didn't have enough memory,cpu and all these stuff. :nervous: Maybe it's because of the same reason! :|
Posted 18 years ago2005-08-08 06:51:18 UTC Post #126707
I got an AMD Duron 1.6G with 256M RAM with onboard SiS Video.When I enter CS,I goto console and change to the map I made and it loads up fine.I can do it that way,it's no big deal.As far as crash,i click browse and it freezes.I can't exit or anything.If I try to exit,I get an error and program must exit.Maybe it is a RAM thing.I'll try and delete some fgd's maybe?
Posted 18 years ago2005-08-08 07:03:25 UTC Post #126709
That wont help a thing for they don't do any harm! :lol:
Posted 18 years ago2005-08-08 08:05:53 UTC Post #126715
It looks like you have a big solid cube with no inside.

Make sure you have an open area in the map somewhere.
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