compiling error
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Quote
Re: compiling error
Posted by Spazz on Sun Oct 19th at 8:49am 2003


I know that it says what this error is in one of the tutorials, but it is leading to some other wierd error

MY LOG FILE


** Executing...
** Command: Change Directory
** Parameters: C:SIERRAHalf-Life


** Executing...
** Command: Copy File
** Parameters: "C:WINDOWSDesktopvhezhlt253-17snipe.map" "C:SIERRAHalf-Lifedodmapssnipe.map"


** Executing...
** Command: C:WINDOWSDESKTOPVHEZHLT25~1HLCSG.EXE
** Parameters: "C:SIERRAHalf-Lifedodmapssnipe"

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:WINDOWSDESKTOPVHEZHLT25~1HLCSG.EXE C:SIERRAHalf-Lifedodmapssnipe
Entering C:SIERRAHalf-Lifedodmapssnipe.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]

13 brushes (totalling 78 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.22 seconds)
SetModelCenters:
20%...40%...60%...80%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.82 seconds)

Using Wadfile: sierrahalf-lifevalveliquids.wad
- Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: sierrahalf-lifevalvexeno.wad
- Contains 2 used textures, 25.00 percent of map (264 textures in wad)
Using Wadfile: sierrahalf-lifevalvehl.wad
- Contains 0 used textures, 0.00 percent of map (3116 textures in wad)
Using Wadfile: sierrahalf-lifevalvedod_anzio.wad
- Contains 0 used textures, 0.00 percent of map (133 textures in wad)
Using Wadfile: sierrahalf-lifevalvedod_avalanche.wad
- Contains 0 used textures, 0.00 percent of map (110 textures in wad)
Using Wadfile: sierrahalf-lifevalvedod_caen.wad
- Contains 0 used textures, 0.00 percent of map (100 textures in wad)
Using Wadfile: sierrahalf-lifevalvedod_charlie.wad
- Contains 1 used texture, 12.50 percent of map (50 textures in wad)
Using Wadfile: sierrahalf-lifevalvedod_donner.wad
- Contains 2 used textures, 25.00 percent of map (124 textures in wad)
Using Wadfile: sierrahalf-lifevalvedod_flash.wad
- Contains 1 used texture, 12.50 percent of map (71 textures in wad)
Using Wadfile: sierrahalf-lifevalvedod_forest.wad
- Contains 2 used textures, 25.00 percent of map (71 textures in wad)
Using Wadfile: sierrahalf-lifevalvedod_glider.wad
- Contains 0 used textures, 0.00 percent of map (362 textures in wad)
Using Wadfile: sierrahalf-lifevalvedod_jagd.wad
- Contains 0 used textures, 0.00 percent of map (111 textures in wad)
Using Wadfile: sierrahalf-lifevalvedod_kalt.wad
- Contains 0 used textures, 0.00 percent of map (85 textures in wad)
Using Wadfile: sierrahalf-lifevalvedod_kraftstoff.wad
- Contains 0 used textures, 0.00 percent of map (70 textures in wad)
Using Wadfile: sierrahalf-lifevalvedod_merderet.wad
- Contains 0 used textures, 0.00 percent of map (80 textures in wad)
Using Wadfile: sierrahalf-lifevalvedod_narby.wad
- Contains 0 used textures, 0.00 percent of map (76 textures in wad)
Using Wadfile: sierrahalf-lifevalvedod_zalec.wad
- Contains 0 used textures, 0.00 percent of map (75 textures in wad)

Warning: More than 8 wadfiles are in use. (17)
This may be harmless, and if no strange side effects are occurring, then
it can safely be ignored. However, if your map starts exhibiting strange
or obscure errors, consider this as suspect.


Texture usage is at 0.44 mb (of 4.00 mb MAX)
1.15 seconds elapsed

----- END hlcsg -----


** Executing...
** Command: C:WINDOWSDESKTOPVHEZHLT25~1HLBSP.EXE
** Parameters: "C:SIERRAHalf-Lifedodmapssnipe"

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:WINDOWSDESKTOPVHEZHLT25~1HLBSP.EXE C:SIERRAHalf-Lifedodmapssnipe

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-Lifedodmapssnipe.prt'
Warning: No entities exist in hull 1, no filling performed for this hull
Warning: No entities exist in hull 2, no filling performed for this hull
Warning: No entities exist in hull 3, no filling performed for this hull

1.04 seconds elapsed

----- END hlbsp -----


** Executing...
** Command: C:WINDOWSDESKTOPVHEZHLT25~1HLVIS.EXE
** Parameters: "C:SIERRAHalf-Lifedodmapssnipe"

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:WINDOWSDESKTOPVHEZHLT25~1HLVIS.EXE C:SIERRAHalf-Lifedodmapssnipe
210 portalleafs
639 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:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.17 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (2.03 seconds)
average leafs visible: 69
g_visdatasize:5627 compressed from 5670
2.25 seconds elapsed

----- END hlvis -----


** Executing...
** Command: C:WINDOWSDESKTOPVHEZHLT25~1HLRAD.EXE
** Parameters: -extra "C:SIERRAHalf-Lifedodmapssnipe"

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:WINDOWSDESKTOPVHEZHLT25~1HLRAD.EXE -extra C:SIERRAHalf-Lifedodmapssnipe

-= 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)[ on ] [ 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 ]


1232 faces
Create Patches : 8821 base patches
0 opaque faces
132872 square feet [19133576.00 square inches]
Error: No Lights!
Description: lighting of map halted (I assume you do not want a pitch black map!)
Howto Fix: Put some lights in the map.


----- END hlrad -----

and then when i run my map....

This happens after the game switches to the console, then after about 2 sec, it jumps back to the start screne with this thing in front.

[addsig]




Quote
Re: compiling error
Posted by Loco on Sun Oct 19th at 9:50am 2003


First things first, get rid of the wad files that "contain 0 used textures", as that's probably the reason the surfaces are messed up. Restart hammer. I can't tell whether this map is just architecture and relies on fullbright and the origin, but if that's the case then shove some entities in. Mkae sure nothings going out of the boundaries of the map as well, as this could be what it means by "surface extents". [addsig]



Quote
Re: compiling error
Posted by Sim on Sun Oct 19th at 10:51am 2003


You get problems if you build within about 64 units from the edge of the grid. I think it's something to do with brushes expanding for a while during the compile, and then it would moan because your map is out of the boundary.

[addsig]




Quote
Re: compiling error
Posted by Spazz on Sun Oct 19th at 12:39pm 2003


The only thing i have found to make that error stop is i removed a tree i was making. Is it the fact that i made one part as the func_illusionary. And after it was done, i just coppied and rotated it?

Does coppying and rotating a brush tied to an entity cause this kinda error?

I am nowhere near the bounds of the map, and i havent created the light env yet due to siplicity of compiling an outdoor map with out any lights untill it is all set.

[addsig]




Quote
Re: compiling error
Posted by Orpheus on Sun Oct 19th at 12:48pm 2003


ok, correct what you are able to 1st.

for all the error's it actually succeeded in making it all the way to rad.

put some lights in it.

secondly, a surface extent error, means you have a texture stretched to much, it doesn't have to be one you did either, it could be one you clipped the edge off of and you damned sure don't have to see it to have this error.

make sure you have no stretches over say???? 5-ish, i try to never exceed 2.

do these 2 first, then lets look at the compile log once more.

[addsig]




Quote
Re: compiling error
Posted by MIJIMBIO on Mon Oct 20th at 1:49am 2003


.





Quote
Re: compiling error
Posted by Rumple on Mon Oct 20th at 5:12am 2003


once again MIJIMBIO:

[addsig]




Quote
Re: compiling error
Posted by Adam Hawkins on Mon Oct 20th at 11:50am 2003


I've come across that error before. In order to get a map to compile, you'll need an entity such as a player start, otherwise it won't work. Don't ask why, it just doesn't

And some versions of ZHLT won't compile with RAD unless you have at least 1 light in there somewhere (not texture based either, 1 proper light entity will do the trick).

And yeah, wut Orpheus said for the bad surface extents

[addsig]




Quote
Re: compiling error
Posted by Hornpipe2 on Mon Oct 20th at 1:04pm 2003


Who would try to compile a map without a player start? [addsig]



Quote
Re: compiling error
Posted by Adam Hawkins on Mon Oct 20th at 1:07pm 2003


Me...on many occasions [addsig]



Quote
Re: compiling error
Posted by Gollum on Mon Oct 20th at 2:40pm 2003


Me too, quite deliberately. But not without ANY entities. [addsig]



Quote
Re: compiling error
Posted by Sinner_D on Tue Oct 21st at 3:33am 2003


? posted by Spazz

Warning: More than 8 wadfiles are in use. (17)
This may be harmless, and if no strange side effects are occurring, then
it can safely be ignored. However, if your map starts exhibiting strange
or obscure errors, consider this as suspect.

hmm...could this be a problem?

[addsig]





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