hlbsp problem
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Quote
Re: hlbsp problem
Posted by AchillesRawr on Thu Oct 2nd at 3:57am 2008


I've googled and searched everywhere I can think of searching for what this problem is, but I can't find anything on it. I'm hoping there's someone here that can tell me why this won't work.



It will sit right here until my computer runs out of virtual memory. I've left it running at my computer for 20 minutes. From what I understand, It should only take a few seconds?

Halp? I've made maps far larger than this with way more detail, so I have no idea whats going on. Can someone explain what the problem is? Or what hlbsp is supposed to do so that it might lead me to a solution? Or what SolidBSP [hull 0] Is?

Heres my log.


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: hlcsg.exe -nowadtextures "C:\Documents and Settings\Desktop\bladefutexts\duel_bladefu_208"
Entering C:\Documents and Settings\Desktop\bladefutexts\duel_bladefu_208.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 [ off ] [ 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:
(0.83 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(1.59 seconds)

Using Wadfile: \program files\valve\steam\steamapps\zeon\half-life\ts\japanese.wad
- Contains 50 used textures, 98.04 percent of map (226 textures in wad)

Warning: ::FindTexture() texture CLIP not found!
Warning: ::LoadLump() texture CLIP not found!
Texture usage is at 2.83 mb (of 4.00 mb MAX)
3.16 seconds elapsed

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



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: hlbsp.exe "C:\Documents and Settings\Desktop\bladefutexts\duel_bladefu_208"

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]
----- END hlbsp -----




I closed it after the SolidBSP sat there for a long time, and this is what it gave me. Help is appreciated.




Quote
Re: hlbsp problem
Posted by Le Chief on Thu Oct 2nd at 4:11am 2008


First thing is first, upgrade your ZHLT tools here. 3.4 is the latest and best version and for memory (its been a while since I worked with Half-life 1), 3.2.1 has serious issues.

If you upgrade and still have the error, just let us know and we can assist you further.






Quote
Re: hlbsp problem
Posted by AchillesRawr on Thu Oct 2nd at 6:18pm 2008


I found the problem by making a huge ass brush and covering each area of the map to see where the problem was when compiling, and i narrowed it down to a single small square beam about half the size of a playerspawn entity. If i moved the brush over or deleted it, the map worked fine, but in the exact spot that I had put it, it caused the SolidBSP to stall. I turned it into a func_wall though and it works fine now. Silly problem though, in my opinion haha.

Thanks for the help anyways though smiley




Quote
Re: hlbsp problem
Posted by Le Chief on Fri Oct 3rd at 1:56am 2008


Ah, the good old big brush method. Its good for finding all sorts of weird errors including leaks.






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