compiling

compiling

Re: compiling Posted by radnad72 on Sat Nov 20th 2004 at 3:16pm
radnad72
14 posts
Posted 2004-11-20 3:16pm
radnad72
member
14 posts 1 snarkmarks Registered: Nov 20th 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
Re: compiling Posted by ReNo on Sat Nov 20th 2004 at 3:32pm
ReNo
5457 posts
Posted 2004-11-20 3:32pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
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.
Re: compiling Posted by radnad72 on Sat Nov 20th 2004 at 3:55pm
radnad72
14 posts
Posted 2004-11-20 3:55pm
radnad72
member
14 posts 1 snarkmarks Registered: Nov 20th 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...
Re: compiling Posted by Leperous on Sat Nov 20th 2004 at 4:13pm
Leperous
3382 posts
Posted 2004-11-20 4:13pm
Leperous
Creator of SnarkPit!
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3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
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.
Re: compiling Posted by radnad72 on Sat Nov 20th 2004 at 4:17pm
radnad72
14 posts
Posted 2004-11-20 4:17pm
radnad72
member
14 posts 1 snarkmarks Registered: Nov 20th 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..?
Re: compiling Posted by radnad72 on Sat Nov 20th 2004 at 4:51pm
radnad72
14 posts
Posted 2004-11-20 4:51pm
radnad72
member
14 posts 1 snarkmarks Registered: Nov 20th 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?
Re: compiling Posted by ReNo on Sat Nov 20th 2004 at 5:17pm
ReNo
5457 posts
Posted 2004-11-20 5:17pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
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.
Re: compiling Posted by radnad72 on Sat Nov 20th 2004 at 5:25pm
radnad72
14 posts
Posted 2004-11-20 5:25pm
radnad72
member
14 posts 1 snarkmarks Registered: Nov 20th 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.
Re: compiling Posted by ReNo on Sat Nov 20th 2004 at 5:33pm
ReNo
5457 posts
Posted 2004-11-20 5:33pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
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.
Re: compiling Posted by radnad72 on Sat Nov 20th 2004 at 5:36pm
radnad72
14 posts
Posted 2004-11-20 5:36pm
radnad72
member
14 posts 1 snarkmarks Registered: Nov 20th 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 :razz: )

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 Files\Valve\Steam\SteamApps\radnad72\half-life 2\hl2"

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\radnad72\half-life 2\hl2\maps\cube.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.
Re: compiling Posted by ReNo on Sat Nov 20th 2004 at 5:46pm
ReNo
5457 posts
Posted 2004-11-20 5:46pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
It isn't actually doing anything at all there :sad: 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.
Re: compiling Posted by radnad72 on Sat Nov 20th 2004 at 5:47pm
radnad72
14 posts
Posted 2004-11-20 5:47pm
radnad72
member
14 posts 1 snarkmarks Registered: Nov 20th 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)
Re: compiling Posted by radnad72 on Sat Nov 20th 2004 at 5:48pm
radnad72
14 posts
Posted 2004-11-20 5:48pm
radnad72
member
14 posts 1 snarkmarks Registered: Nov 20th 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!
Re: compiling Posted by radnad72 on Sat Nov 20th 2004 at 5:50pm
radnad72
14 posts
Posted 2004-11-20 5:50pm
radnad72
member
14 posts 1 snarkmarks Registered: Nov 20th 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.
Re: compiling Posted by radnad72 on Sat Nov 20th 2004 at 5:59pm
radnad72
14 posts
Posted 2004-11-20 5:59pm
radnad72
member
14 posts 1 snarkmarks Registered: Nov 20th 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 Files\Valve\Steam\SteamApps\radnad72\half-life 2\hl2"

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\radnad72\half-life 2\hl2\maps\cube.vmf" "\cube.vmf"

** Executing...
** Command: "C:\Program Files\Valve\Steam\SteamApps\radnad72\sourcesdk\bin\vbsp.exe"
** Parameters: "\cube"

Valve Software - vbsp.exe (Nov 4 2004)
1 threads
materialPath: C:\Program Files\Valve\Steam\SteamApps\radnad72\half-life 2\hl2\materials
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 Files\Valve\Steam\SteamApps\radnad72\sourcesdk\bin\vvis.exe"
** Parameters: "\cube"

Valve Software - vvis.exe (Nov 4 2004)
1 threads
reading C:\Program Files\Valve\Steam\SteamApps\radnad72\half-life 2\hl2\cube.bsp
Error opening C:\Program Files\Valve\Steam\SteamApps\radnad72\half-life 2\hl2\cube.bsp

** Executing...
** Command: "C:\Program Files\Valve\Steam\SteamApps\radnad72\sourcesdk\bin\vrad.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 Files\Valve\Steam\SteamApps\radnad72\half-life 2\hl2\cube.bsp
Error opening C:\Program Files\Valve\Steam\SteamApps\radnad72\half-life 2\hl2\cube.bsp
Re: compiling Posted by Orpheus on Sat Nov 20th 2004 at 6:05pm
Orpheus
13860 posts
Posted 2004-11-20 6:05pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
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.
Re: compiling Posted by radnad72 on Sat Nov 20th 2004 at 6:06pm
radnad72
14 posts
Posted 2004-11-20 6:06pm
radnad72
member
14 posts 1 snarkmarks Registered: Nov 20th 2004
Aha, thanks so much, i finally got it going. Is it me, or is this editor so much more confuzing than unrealed?
Re: compiling Posted by ReNo on Sat Nov 20th 2004 at 6:18pm
ReNo
5457 posts
Posted 2004-11-20 6:18pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
I don't think you'll get many snarkpit folks agreeing on that :biggrin: 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
Re: compiling Posted by Orpheus on Sat Nov 20th 2004 at 6:36pm
Orpheus
13860 posts
Posted 2004-11-20 6:36pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
so? what fixed it?
Re: compiling Posted by radnad72 on Sat Nov 20th 2004 at 9:37pm
radnad72
14 posts
Posted 2004-11-20 9:37pm
radnad72
member
14 posts 1 snarkmarks Registered: Nov 20th 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!