problem with hlrad

problem with hlrad

Re: problem with hlrad Posted by tnkqwe on Tue Apr 1st 2008 at 8:42am
tnkqwe
560 posts
Posted 2008-04-01 8:42am
tnkqwe
member
560 posts 684 snarkmarks Registered: Mar 31st 2007 Occupation: High school student Location: Bulgaria
The hlrad.exe stops the compiling.I have to stop it from the Task manager,but than the map is not with the lights I want and there are every where white lights :mad: How can I fix this
Re: problem with hlrad Posted by Le Chief on Tue Apr 1st 2008 at 9:09am
Le Chief
2605 posts
Posted 2008-04-01 9:09am
Le Chief
member
2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
What version of the zhlt tools do you have?
Aaron's Stuff
Re: problem with hlrad Posted by tnkqwe on Wed Apr 2nd 2008 at 3:56pm
tnkqwe
560 posts
Posted 2008-04-02 3:56pm
tnkqwe
member
560 posts 684 snarkmarks Registered: Mar 31st 2007 Occupation: High school student Location: Bulgaria
The last version.But it had hapened with the qrad.exe too.
Hmmmm
The map is(I think)big.
Re: problem with hlrad Posted by omegaslayer on Wed Apr 2nd 2008 at 6:01pm
omegaslayer
2481 posts
Posted 2008-04-02 6:01pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Post your compile log.
Posting And You
Re: problem with hlrad Posted by Le Chief on Thu Apr 3rd 2008 at 4:04am
Le Chief
2605 posts
Posted 2008-04-03 4:04am
Le Chief
member
2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
Yeah, post your compile log here.
Aaron's Stuff
Re: problem with hlrad Posted by tnkqwe on Thu Apr 3rd 2008 at 11:47am
tnkqwe
560 posts
Posted 2008-04-03 11:47am
tnkqwe
member
560 posts 684 snarkmarks Registered: Mar 31st 2007 Occupation: High school student Location: Bulgaria
** Executing...
** Command: Change Directory
** Parameters: "E:\Valve"

** Executing...
** Command: E:\NEEZAI~1\PROGRA~1\tools\hlcsg.exe
** Parameters: "e:\ne e za iztriwane\program files\valve hammer editor\maps\rideer"

hlcsg 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 hlcsg -----
Command line: E:\NEEZAI~1\PROGRA~1\tools\hlcsg.exe "e:\ne e za iztriwane\program files\valve hammer editor\maps\rideer"
Entering e:\ne e za iztriwane\program files\valve hammer editor\maps\rideer.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:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.20 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.69 seconds)

Using Wadfile: \valve\valve\halflife.wad
- Contains 20 used textures, 86.96 percent of map (3116 textures in wad)
Using Wadfile: \valve\valve\xeno.wad
- Contains 1 used texture, 4.35 percent of map (264 textures in wad)
Using Wadfile: \valve\valve\decals.wad
- Contains 0 used textures, 0.00 percent of map (225 textures in wad)
Using Wadfile: \valve\valve\liquids.wad
- Contains 2 used textures, 8.70 percent of map (32 textures in wad)

added 17 additional animating textures.
Texture usage is at 0.70 mb (of 4.00 mb MAX)
0.98 seconds elapsed

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

** Executing...
** Command: E:\NEEZAI~1\PROGRA~1\tools\hlbsp.exe
** Parameters: "e:\ne e za iztriwane\program files\valve hammer editor\maps\rideer"

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: E:\NEEZAI~1\PROGRA~1\tools\hlbsp.exe "e:\ne e za iztriwane\program files\valve hammer editor\maps\rideer"

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...654 (0.09 seconds)
Warning: === LEAK in hull 0 ===
Entity light_spot @ ( 552,1152,1088)
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...651 (0.09 seconds)
Warning: === LEAK in hull 1 ===
Entity light_spot @ ( 552,1152,1088)
SolidBSP [hull 2] 500...608 (0.08 seconds)
Warning: === LEAK in hull 2 ===
Entity light_spot @ ( 552,1152,1088)
SolidBSP [hull 3] 500...655 (0.09 seconds)
Warning: === LEAK in hull 3 ===
Entity light_spot @ ( 552,1152,1088)
1.31 seconds elapsed

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

** Executing...
** Command: E:\NEEZAI~1\PROGRA~1\tools\hlvis.exe
** Parameters: "e:\ne e za iztriwane\program files\valve hammer editor\maps\rideer"

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: E:\NEEZAI~1\PROGRA~1\tools\hlvis.exe "e:\ne e za iztriwane\program files\valve hammer editor\maps\rideer"
There was a problem compiling the map.
Check the file e:\ne e za iztriwane\program files\valve hammer editor\maps\rideer.log for the cause.
----- END hlvis -----

** Executing...
** Command: E:\NEEZAI~1\PROGRA~1\tools\hlrad.exe
** Parameters: "e:\ne e za iztriwane\program files\valve hammer editor\maps\rideer"

hlrad 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 hlrad -----
Command line: E:\NEEZAI~1\PROGRA~1\tools\hlrad.exe "e:\ne e za iztriwane\program files\valve hammer editor\maps\rideer"
There was a problem compiling the map.
Check the file e:\ne e za iztriwane\program files\valve hammer editor\maps\rideer.log for the cause.
----- END hlrad -----

** Executing...
** Command: Copy File
** Parameters: "e:\ne e za iztriwane\program files\valve hammer editor\maps\rideer.bsp" "E:\Valve\333\maps\rideer.bsp"

** Executing...
** Command: Copy File
** Parameters: "e:\ne e za iztriwane\program files\valve hammer editor\maps\rideer.pts" "E:\Valve\333\maps\rideer.pts"

** Executing...
** Command: E:\Valve\hl.exe
** Parameters: +map "rideer" -game 333 -dev -console
Re: problem with hlrad Posted by fishy on Thu Apr 3rd 2008 at 2:35pm
fishy
2623 posts
Posted 2008-04-03 2:35pm
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
SolidBSP [hull 0] 500...654 (0.09 seconds)
Warning: === LEAK in hull 0 ===
Entity light_spot @ ( 552,1152,1088)
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
you need to fix the leak first, then the lights will work.
i eat paint
Re: problem with hlrad Posted by tnkqwe on Tue Apr 8th 2008 at 5:42am
tnkqwe
560 posts
Posted 2008-04-08 5:42am
tnkqwe
member
560 posts 684 snarkmarks Registered: Mar 31st 2007 Occupation: High school student Location: Bulgaria
I've noticed :lol: .But I cant find it. :confused:
Re: problem with hlrad Posted by Le Chief on Tue Apr 8th 2008 at 6:26am
Le Chief
2605 posts
Posted 2008-04-08 6:26am
Le Chief
member
2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
Easy, email the map/vmf file to aarondakilla[at]gmail[dot]com
Aaron's Stuff
Re: problem with hlrad Posted by G.Ballblue on Wed Apr 9th 2008 at 12:52am
G.Ballblue
1511 posts
Posted 2008-04-09 12:52am
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
Or, try the the big block method for finding leaks. I pretty much swear by this technique; it's pulled me out of impossible-to-find leaks countless times.
Breaking the laws of mapping since 2003 and doing a damn fine job at it
Re: problem with hlrad Posted by omegaslayer on Wed Apr 9th 2008 at 1:29am
omegaslayer
2481 posts
Posted 2008-04-09 1:29am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
its best to let people try and help themselves arron. Its nice that your offering, but its best to let people figure it out in their own. You can show them the way, just don't lead them. Its like the saying goes: give a man a fish - feed him for the day, teach a man to fish - feed him for a lifetime.

And yes I too swear by the big block method. It works wonders!
Posting And You
Re: problem with hlrad Posted by Le Chief on Wed Apr 9th 2008 at 6:24am
Le Chief
2605 posts
Posted 2008-04-09 6:24am
Le Chief
member
2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
Yeah, your right omegaslayer.

Yeah, the big block method (covering the map in a block and makeing it smaller and smaller) is awesome. I even discovered this method myself to only find that it was already named and used widely on the interwebs.
Aaron's Stuff
Re: problem with hlrad Posted by tnkqwe on Sat Apr 12th 2008 at 8:15am
tnkqwe
560 posts
Posted 2008-04-12 8:15am
tnkqwe
member
560 posts 684 snarkmarks Registered: Mar 31st 2007 Occupation: High school student Location: Bulgaria

GOOD IDEA

And if you want to se the evil side of the HL1 engine look at this mod
http://planethalflife.gamespy.com/View.php?view=HLMotw.Detail&id=17