Cant Load Pointfile

Cant Load Pointfile

Re: Cant Load Pointfile Posted by KrEeChUrE on Thu Aug 10th 2006 at 1:54am
KrEeChUrE
2 posts
Posted 2006-08-10 1:54am
2 posts 0 snarkmarks Registered: Aug 10th 2006
Ive never needed a pointfile before, so I didnt expect any problems when I tried to load one. When I try to load the pointfile with the game console, it says " couldn't open maps\mapname.pts" I know that the *.pts file is in there. It was created when I tried to compile the map. Its in the right location and it is not corrupt. Ive opened it a few times in the editor but doesnt do any good in the editor. Any ideas? Thanks
Re: Cant Load Pointfile Posted by omegaslayer on Thu Aug 10th 2006 at 4:24am
omegaslayer
2481 posts
Posted 2006-08-10 4:24am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Post your compile log. You only need to load a point file if you have a leak.
Posting And You
Re: Cant Load Pointfile Posted by KrEeChUrE on Thu Aug 10th 2006 at 4:47am
KrEeChUrE
2 posts
Posted 2006-08-10 4:47am
2 posts 0 snarkmarks Registered: Aug 10th 2006
First I'd like to say thanks for helping. This is the only forum I have even gotten a response from. Anyway, heres the log. The entity its referring to is well within the level. I have even tried, just to experiment, deleting the entity all together. I get the same result, just with a different light. Before I had this problem, I used some carving in a couple rooms. That caused some problems so I rebuilt the rooms, learning the hard way that carve is the devil's command. This log is copied directly from the txt file the compiler created.

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 (amckern@yahoo.com)
----- BEGIN hlcsg -----
Command line: c:\test\hlcsg -wadinclude cstrike.wad c:\test\maps\de_doom_cz.map
Entering c:\test\maps\de_doom_cz.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]
[cstrike.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(4.56 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(5.91 seconds)

Including Wadfile: \valve\condition zero\cstrike\cstrike.wad
- Contains 5 used textures, 6.85 percent of map (123 textures in wad)
Using Wadfile: \valve\condition zero\valve\halflife.wad
- Contains 61 used textures, 83.56 percent of map (3116 textures in wad)
Using Wadfile: \valve\condition zero\valve\liquids.wad
- Contains 2 used textures, 2.74 percent of map (32 textures in wad)
Using Wadfile: \valve\condition zero\valve\xeno.wad
- Contains 5 used textures, 6.85 percent of map (264 textures in wad)
Using Wadfile: \valve\condition zero\valve\decals.wad
- Contains 0 used textures, 0.00 percent of map (222 textures in wad)

added 31 additional animating textures.
Texture usage is at 1.15 mb (of 4.00 mb MAX)
11.61 seconds elapsed

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

hlbsp v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlbsp -----
Command line: c:\test\hlbsp c:\test\maps\de_doom_cz.map

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] 500...1000...1500...2000...2500...3000...3400 (1.28 seconds)
Warning: === LEAK in hull 0 ===
Entity light @ (-576, -80, -63)
Error:
A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region. The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted. Some complex rotating objects entities need
their origins outside the map. To deal with these, just enclose the origin
brush with a solid world brush

Leak pointfile generated

SolidBSP [hull 1] 500...1000...1500...2000...2141 (0.48 seconds)
SolidBSP [hull 2] 500...1000...1500...1911 (0.34 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2350 (0.55 seconds)
7.88 seconds elapsed

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

hlvis v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlvis -----
Command line: c:\test\hlvis -full c:\test\maps\de_doom_cz.map
There was a problem compiling the map.
Check the file c:\test\maps\de_doom_cz.log for the cause.
----- END hlvis -----
Re: Cant Load Pointfile Posted by Dark_Kilauea on Thu Aug 10th 2006 at 6:28am
Dark_Kilauea
629 posts
Posted 2006-08-10 6:28am
629 posts 123 snarkmarks Registered: Apr 15th 2005 Occupation: Fast Food Location: USA
This should have been posted in the half-life editing forums, not the half-life 2 ones.

Just for your info.
Dark_Kilauea
DVS Administration
http://www.dvstudio-production.com/
Re: Cant Load Pointfile Posted by Addicted to Morphine on Thu Aug 10th 2006 at 6:33am
Posted 2006-08-10 6:33am
3012 posts 529 snarkmarks Registered: Feb 15th 2005
I took the liberty of moving it.

As for the problem at hand, I'm not sure why the pointfile is corrupt. The best bet would just be to find the leak yourself using other means. Block method, red light method etc.
Re: Cant Load Pointfile Posted by Elon Yariv on Thu Aug 10th 2006 at 2:56pm
Elon Yariv
130 posts
Posted 2006-08-10 2:56pm
130 posts 63 snarkmarks Registered: Mar 4th 2006
You can also use the .lin file that cis created in the rmf directory during the compile, try it. Leakmarker is a nice program that uses the .lin file to mark the leak in the .map file. The mark will not always be exectly on the leak but near it.
Elon Yariv
Re: Cant Load Pointfile Posted by Orpheus on Thu Aug 17th 2006 at 11:11am
Orpheus
13860 posts
Posted 2006-08-17 11:11am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
<DIV class=quote>
<DIV class=quotetitle>? quoting Addicted to Morphine</DIV>
<DIV class=quotetext>I took the liberty of moving it.</DIV></DIV>

@ the admin present. You should suggest that the person resubmit the question into the correct forum. Moving a topic renders the solution marking process inactive. :cry:
KrEeChUrE said:
I know that the *.pts file is in there. It was created when I tried to compile the map. Its in the right location and it is not corrupt. Ive opened it a few times in the editor but doesnt do any good in the editor. Any ideas? Thanks
You've confirmed that the pts file is in the maps folder?

Another thought would be to ask, have you set the game to recognize developmental mode by adding "-dev" into the command line?

Can you use noclip and any of the other codes from console?

I suggest for testing purposes that you use my tutorial on HLCC. It might help solve your leak issue cause it will simplify the process of compiling a bit.

The best things in life, aren't things.
Re: Cant Load Pointfile Posted by Juim on Thu Aug 17th 2006 at 2:16pm
Juim
726 posts
Posted 2006-08-17 2:16pm
Juim
member
726 posts 386 snarkmarks Registered: Feb 14th 2003 Occupation: Motion Picture Grip Location: Los Angeles
From my experience, the leak notice you are recieving is telling you that the leak is somewhere near the entity in question, and not a problem with the entity at all. I don't know why, but hammer uses the nearest entity to the leak to define its placement.
Re: Cant Load Pointfile Posted by NeCrom-X on Tue Apr 3rd 2007 at 2:16pm
NeCrom-X
2 posts
Posted 2007-04-03 2:16pm
NeCrom-X
member
2 posts 0 snarkmarks Registered: Apr 3rd 2007 Occupation: Tech Location: US
If you want to remake my map you can just ask me for the map files for the hammer editor. You decompiled my map and decompiling doesn't always produce a workable map file. If you are remaking my map then you better credit me. Unless its just a coincidence that it has the samename
Re: Cant Load Pointfile Posted by omegaslayer on Tue Apr 3rd 2007 at 7:14pm
omegaslayer
2481 posts
Posted 2007-04-03 7:14pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
posted on 17th Aug 2006
I commend you for trying, but I think this guy is long gone.
Posting And You
Re: Cant Load Pointfile Posted by NeCrom-X on Wed Apr 4th 2007 at 1:08pm
NeCrom-X
2 posts
Posted 2007-04-04 1:08pm
NeCrom-X
member
2 posts 0 snarkmarks Registered: Apr 3rd 2007 Occupation: Tech Location: US
Yeah I posted that then noticed the date. It's just funny where your maps show up once put on FPSbanana.