compiling
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Re: compiling
Posted by radnad72 on Sat Nov 20th at 3:16pm 2004


I have mapped for years with unrealed, but with hammer, i have made a simple cube and when i try to compile, it does about 3 things, and after them it just stops. Nothing happens, it just sits in the compile screen doing nothing. So i can close it and continue mapping, but i don't get to play the map. Any idea what's going on, and what can be done to fix it?

Thanks





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Re: compiling
Posted by ReNo on Sat Nov 20th at 3:32pm 2004


By default, hammer doesn't run the map after compiling. This is a temporary thing apparently, and will be fixed when the full SDK is released. For the time being, you will need to set the expert compile mode manually in order to get it to compile your map AND run it. I talked about how to get hammer to copy the BSP (compiled map) into the correct CS:S folder and run it in this thread...

http://www.snarkpit.com/forums.php?forum=6&topic=2363&6

Note that for that to work, you need to have set hammer up correctly with all the tools folders, game folders, etc... set in options.
[addsig]




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Re: compiling
Posted by radnad72 on Sat Nov 20th at 3:55pm 2004


K thanks alot, i have all of it set up properly - i used the guide on here. I got cs:s maps working now, although i had to open cs:s and create a 1 man server running my map.

Is there any way at the moment to open them in half-life 2? I wanna play with the grav gun etc...





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Re: compiling
Posted by Leperous on Sat Nov 20th at 4:13pm 2004


Just set up Hammer to map for HL2 (see the guide here) and you'll be able to. I don't think you can simply copy across the CS:Source maps you make into HL2 because of the textures, but I might be wrong.





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Re: compiling
Posted by radnad72 on Sat Nov 20th at 4:17pm 2004


Yeah okay, so i set it up for half-life 2 using your guide (putting the thing to 220 in the gameinfo.txt) and i just made a cube with a brick texture, an info_player_start and a light, and when i compile it does the same thing as before. I can't open half-life 2 to create a server as it is not multiplayer, and the thing about advanced compiling that ReNo suggested didn't work for me. Im confuzed..?



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Re: compiling
Posted by radnad72 on Sat Nov 20th at 4:51pm 2004


Okay so i have an idea, going into half-life 2's properties in steam and adding +map map_name, but i think the map has to be in .bsp first. So....how do you make a .vmf (or whatever) into a .bsp file?





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Re: compiling
Posted by ReNo on Sat Nov 20th at 5:17pm 2004


Thats what compiling does, it turns a VMF into a BSP that the game can run. The advanced compile options are called advanced because they can be a bit confusing for newbies. You may want to just keep HL2 running in the background and use the basic compile options. Ensure you run all the tools on "normal" for the time being. Once it has compiled, you may need to copy the BSP from wherever you are saving your map, into your HL2/maps folder.

To run a map in HL2, ensure you have the console enabled (go to options -> keyboard settings -> advanced, and enable it), then bring it up by pressing the tilde key (the one under escape) and type "map <mapname>" to load your level.
[addsig]




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Re: compiling
Posted by radnad72 on Sat Nov 20th at 5:25pm 2004


Yeah well compiling really doesn't make any .bsps. I've checked all the places where it could have saved them, to no avail. If i could get it into .bsp i'd be away.



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Re: compiling
Posted by ReNo on Sat Nov 20th at 5:33pm 2004


If compiling isn't creating a BSP at all, then you either have a critical problem with your map, or you haven't got hammer set up properly. Post your compile log here (<mapname>.log in the same folder as you saved your map, or copy the contents of the compile window) and we can probably help.
[addsig]




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Re: compiling
Posted by radnad72 on Sat Nov 20th at 5:36pm 2004


My map is a simple cube as i said earlier, so i don't think i can get any errors with that...(you never know how bad i can be at this though )

Hammer is set up exactly as it is in the guide, but anyway ill get some screenshots of my option thingy in a bit.

Here's the log:

** Executing...
** Command: Change Directory
** Parameters: "C:Program FilesValveSteamSteamAppsradnad72half-life 2hl2"


** Executing...
** Command: Copy File
** Parameters: "C:Program FilesValveSteamSteamAppsradnad72half-life 2hl2mapscube.vmf" "cube.vmf"


** Executing...
** Command: ""
** Parameters: +map "cube"

And that's all it comes up with. I used worldcraft for hl1, and the compiling process was much longer than this. I dunno what's wrong with it.





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Re: compiling
Posted by ReNo on Sat Nov 20th at 5:46pm 2004


It isn't actually doing anything at all there You should open up your hammer properties (tools -> options) and go to the "build programs" tab. In that, set all the tools up by browsing for them in your "bin" folder of the SDK.
[addsig]




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Re: compiling
Posted by radnad72 on Sat Nov 20th at 5:47pm 2004


Here's my configuration from Hammer:

http://www.iownjoo.com/freeimghost/radnad72/Hammer config.JPG

(The game data is the base one, as you can't see it there.)

And a screen of my map:

http://www.iownjoo.com/freeimghost/radnad72/hammer screen.GIF

(Sorry its in .gif but the site wouldn't accept a screen above 120kb)





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Re: compiling
Posted by radnad72 on Sat Nov 20th at 5:48pm 2004


Okay just read your other post. Lol i can't believe i missed that out. Hehe oops. Thanks alot for you help anyways, i'll get it working now!



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Re: compiling
Posted by radnad72 on Sat Nov 20th at 5:50pm 2004


Woah wait, it didn't compile. It's cause of the first box in build programs. What do i put in that one? It wants the .exe of hl2, which i thought was hl2.exe in half-life 2 folder.





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Re: compiling
Posted by radnad72 on Sat Nov 20th at 5:59pm 2004


Okay no idea what's going on now. Lol sorry for all my moaning but i wanna get it working! Here's the log:


** Executing...
** Command: Change Directory
** Parameters: "C:Program FilesValveSteamSteamAppsradnad72half-life 2hl2"


** Executing...
** Command: Copy File
** Parameters: "C:Program FilesValveSteamSteamAppsradnad72half-life 2hl2mapscube.vmf" "cube.vmf"


** Executing...
** Command: "C:Program FilesValveSteamSteamAppsradnad72sourcesdkbinvbsp.exe"
** Parameters: "cube"

Valve Software - vbsp.exe (Nov 4 2004)
1 threads
materialPath: C:Program FilesValveSteamSteamAppsradnad72half-life 2hl2materials
Loading cube.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing cube.prt...done (0)
Creating default cubemaps for env_cubemap using skybox sky_wasteland02...
Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (2293 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing cube.bsp
0 seconds elapsed
Memory leak: mempool blocks left in memory: 49

** Executing...
** Command: "C:Program FilesValveSteamSteamAppsradnad72sourcesdkbinvvis.exe"
** Parameters: "cube"

Valve Software - vvis.exe (Nov 4 2004)
1 threads
reading C:Program FilesValveSteamSteamAppsradnad72half-life 2hl2cube.bsp
Error opening C:Program FilesValveSteamSteamAppsradnad72half-life 2hl2cube.bsp

** Executing...
** Command: "C:Program FilesValveSteamSteamAppsradnad72sourcesdkbinvrad.exe"
** Parameters: "cube"

Valve Software - vrad.exe (Nov 4 2004)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading C:Program FilesValveSteamSteamAppsradnad72half-life 2hl2cube.bsp
Error opening C:Program FilesValveSteamSteamAppsradnad72half-life 2hl2cube.bsp





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Re: compiling
Posted by Orpheus on Sat Nov 20th at 6:05pm 2004


destination needs to be your "maps" folder.

it cannot find it, cause its outside the proper location.

[edit]

i guess sometimes it is the easy answer.

i reset it for yellow.

[addsig]




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Re: compiling
Posted by radnad72 on Sat Nov 20th at 6:06pm 2004


Aha, thanks so much, i finally got it going. Is it me, or is this editor so much more confuzing than unrealed?



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Re: compiling
Posted by ReNo on Sat Nov 20th at 6:18pm 2004


I don't think you'll get many snarkpit folks agreeing on that But I do see your point, a lot of the setup process is far from straightforward, particularly with this new fangled gameinfo.txt and what have you :S
[addsig]




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Re: compiling
Posted by Orpheus on Sat Nov 20th at 6:36pm 2004


so? what fixed it? [addsig]



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Re: compiling
Posted by radnad72 on Sat Nov 20th at 9:37pm 2004


Hehe yeah i see what you mean, but i suppose whatever you become used to you will find easier. And orpheus, it was you that fixed it, i had my maps thing set to the wrong place and i hadn't double-checked it. Thanks again guys!




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