compiling error

compiling error

Re: compiling error Posted by Spazz on Sun Oct 19th 2003 at 8:49am
Spazz
54 posts
Posted 2003-10-19 8:49am
Spazz
member
54 posts 45 snarkmarks Registered: Aug 31st 2003 Occupation: full time student Location: north carolina
I know that it says what this error is in one of the tutorials, but it is leading to some other wierd error

MY LOG FILE

** Executing...
** Command: Change Directory
** Parameters: C:\SIERRA\Half-Life

** Executing...
** Command: Copy File
** Parameters: "C:\WINDOWS\Desktop\vhe\zhlt253-17\snipe.map" "C:\SIERRA\Half-Life\dod\maps\snipe.map"

** Executing...
** Command: C:\WINDOWS\DESKTOP\VHE\ZHLT25~1\HLCSG.EXE
** Parameters: "C:\SIERRA\Half-Life\dod\maps\snipe"

hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
----- BEGIN hlcsg -----
Command line: C:\WINDOWS\DESKTOP\VHE\ZHLT25~1\HLCSG.EXE C:\SIERRA\Half-Life\dod\maps\snipe
Entering C:\SIERRA\Half-Life\dod\maps\snipe.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 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

13 brushes (totalling 78 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.22 seconds)
SetModelCenters:
20%...40%...60%...80%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.82 seconds)

Using Wadfile: \sierra\half-life\valve\liquids.wad
  • Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: \sierra\half-life\valve\xeno.wad
  • Contains 2 used textures, 25.00 percent of map (264 textures in wad)
Using Wadfile: \sierra\half-life\valve\hl.wad
  • Contains 0 used textures, 0.00 percent of map (3116 textures in wad)
Using Wadfile: \sierra\half-life\valve\dod_anzio.wad
  • Contains 0 used textures, 0.00 percent of map (133 textures in wad)
Using Wadfile: \sierra\half-life\valve\dod_avalanche.wad
  • Contains 0 used textures, 0.00 percent of map (110 textures in wad)
Using Wadfile: \sierra\half-life\valve\dod_caen.wad
  • Contains 0 used textures, 0.00 percent of map (100 textures in wad)
Using Wadfile: \sierra\half-life\valve\dod_charlie.wad
  • Contains 1 used texture, 12.50 percent of map (50 textures in wad)
Using Wadfile: \sierra\half-life\valve\dod_donner.wad
  • Contains 2 used textures, 25.00 percent of map (124 textures in wad)
Using Wadfile: \sierra\half-life\valve\dod_flash.wad
  • Contains 1 used texture, 12.50 percent of map (71 textures in wad)
Using Wadfile: \sierra\half-life\valve\dod_forest.wad
  • Contains 2 used textures, 25.00 percent of map (71 textures in wad)
Using Wadfile: \sierra\half-life\valve\dod_glider.wad
  • Contains 0 used textures, 0.00 percent of map (362 textures in wad)
Using Wadfile: \sierra\half-life\valve\dod_jagd.wad
  • Contains 0 used textures, 0.00 percent of map (111 textures in wad)
Using Wadfile: \sierra\half-life\valve\dod_kalt.wad
  • Contains 0 used textures, 0.00 percent of map (85 textures in wad)
Using Wadfile: \sierra\half-life\valve\dod_kraftstoff.wad
  • Contains 0 used textures, 0.00 percent of map (70 textures in wad)
Using Wadfile: \sierra\half-life\valve\dod_merderet.wad
  • Contains 0 used textures, 0.00 percent of map (80 textures in wad)
Using Wadfile: \sierra\half-life\valve\dod_narby.wad
  • Contains 0 used textures, 0.00 percent of map (76 textures in wad)
Using Wadfile: \sierra\half-life\valve\dod_zalec.wad
  • Contains 0 used textures, 0.00 percent of map (75 textures in wad)
Warning: More than 8 wadfiles are in use. (17)
This may be harmless, and if no strange side effects are occurring, then
it can safely be ignored. However, if your map starts exhibiting strange
or obscure errors, consider this as suspect.

Texture usage is at 0.44 mb (of 4.00 mb MAX)
1.15 seconds elapsed

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

** Executing...
** Command: C:\WINDOWS\DESKTOP\VHE\ZHLT25~1\HLBSP.EXE
** Parameters: "C:\SIERRA\Half-Life\dod\maps\snipe"

hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
----- BEGIN hlbsp -----
Command line: C:\WINDOWS\DESKTOP\VHE\ZHLT25~1\HLBSP.EXE C:\SIERRA\Half-Life\dod\maps\snipe

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 ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)

BSP generation successful, writing portal file 'C:\SIERRA\Half-Life\dod\maps\snipe.prt'
Warning: No entities exist in hull 1, no filling performed for this hull
Warning: No entities exist in hull 2, no filling performed for this hull
Warning: No entities exist in hull 3, no filling performed for this hull

1.04 seconds elapsed

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

** Executing...
** Command: C:\WINDOWS\DESKTOP\VHE\ZHLT25~1\HLVIS.EXE
** Parameters: "C:\SIERRA\Half-Life\dod\maps\snipe"

hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
----- BEGIN hlvis -----
Command line: C:\WINDOWS\DESKTOP\VHE\ZHLT25~1\HLVIS.EXE C:\SIERRA\Half-Life\dod\maps\snipe
210 portalleafs
639 numportals

-= Current hlvis 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 vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]

BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.17 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (2.03 seconds)
average leafs visible: 69
g_visdatasize:5627 compressed from 5670
2.25 seconds elapsed

----- END hlvis -----

** Executing...
** Command: C:\WINDOWS\DESKTOP\VHE\ZHLT25~1\HLRAD.EXE
** Parameters: -extra "C:\SIERRA\Half-Life\dod\maps\snipe"

hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
----- BEGIN hlrad -----
Command line: C:\WINDOWS\DESKTOP\VHE\ZHLT25~1\HLRAD.EXE -extra C:\SIERRA\Half-Life\dod\maps\snipe

-= Current hlrad 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 ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ on ] [ off ]
bounces [ 1 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[ off ] [ off ]
rgb transfers [ off ] [ off ]

1232 faces
Create Patches : 8821 base patches
0 opaque faces
132872 square feet [19133576.00 square inches]
Error: No Lights!
Description: lighting of map halted (I assume you do not want a pitch black map!)
Howto Fix: Put some lights in the map.

----- END hlrad -----

and then when i run my map....

User posted image

This happens after the game switches to the console, then after about 2 sec, it jumps back to the start screne with this thing in front.
Re: compiling error Posted by Loco on Sun Oct 19th 2003 at 9:50am
Loco
615 posts
Posted 2003-10-19 9:50am
Loco
member
615 posts 121 snarkmarks Registered: Aug 29th 2003 Occupation: Student Location: UK
First things first, get rid of the wad files that "contain 0 used textures", as that's probably the reason the surfaces are messed up. Restart hammer. I can't tell whether this map is just architecture and relies on fullbright and the origin, but if that's the case then shove some entities in. Mkae sure nothings going out of the boundaries of the map as well, as this could be what it means by "surface extents".
Re: compiling error Posted by Sim on Sun Oct 19th 2003 at 10:51am
Sim
257 posts
Posted 2003-10-19 10:51am
Sim
member
257 posts 96 snarkmarks Registered: Sep 30th 2002 Occupation: Student Location: UK
You get problems if you build within about 64 units from the edge of the grid. I think it's something to do with brushes expanding for a while during the compile, and then it would moan because your map is out of the boundary.
Re: compiling error Posted by Spazz on Sun Oct 19th 2003 at 12:39pm
Spazz
54 posts
Posted 2003-10-19 12:39pm
Spazz
member
54 posts 45 snarkmarks Registered: Aug 31st 2003 Occupation: full time student Location: north carolina
The only thing i have found to make that error stop is i removed a tree i was making. Is it the fact that i made one part as the func_illusionary. And after it was done, i just coppied and rotated it?

Does coppying and rotating a brush tied to an entity cause this kinda error?

I am nowhere near the bounds of the map, and i havent created the light env yet due to siplicity of compiling an outdoor map with out any lights untill it is all set.
Re: compiling error Posted by Orpheus on Sun Oct 19th 2003 at 12:48pm
Orpheus
13860 posts
Posted 2003-10-19 12:48pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
ok, correct what you are able to 1st.

for all the error's it actually succeeded in making it all the way to rad.

put some lights in it.

secondly, a surface extent error, means you have a texture stretched to much, it doesn't have to be one you did either, it could be one you clipped the edge off of and you damned sure don't have to see it to have this error.

make sure you have no stretches over say???? 5-ish, i try to never exceed 2.

do these 2 first, then lets look at the compile log once more.
Re: compiling error Posted by MIJIMBIO on Mon Oct 20th 2003 at 1:49am
MIJIMBIO
3 posts
Posted 2003-10-20 1:49am
MIJIMBIO
super banned
3 posts 0 snarkmarks Registered: Oct 19th 2003
.
Re: compiling error Posted by Rumple on Mon Oct 20th 2003 at 5:12am
Rumple
518 posts
Posted 2003-10-20 5:12am
Rumple
member
518 posts 72 snarkmarks Registered: Aug 22nd 2001 Occupation: Web Dev Location: NSW, Australia
once again MIJIMBIO:

User posted image
Re: compiling error Posted by Adam Hawkins on Mon Oct 20th 2003 at 11:50am
Adam Hawkins
858 posts
Posted 2003-10-20 11:50am
858 posts 333 snarkmarks Registered: Aug 25th 2002 Occupation: Specialty Systems Manager Location: Chesterfield, UK
I've come across that error before. In order to get a map to compile, you'll need an entity such as a player start, otherwise it won't work. Don't ask why, it just doesn't :smile:

And some versions of ZHLT won't compile with RAD unless you have at least 1 light in there somewhere (not texture based either, 1 proper light entity will do the trick).

And yeah, wut Orpheus said for the bad surface extents :smile:
Re: compiling error Posted by Hornpipe2 on Mon Oct 20th 2003 at 1:04pm
Hornpipe2
636 posts
Posted 2003-10-20 1:04pm
636 posts 123 snarkmarks Registered: Sep 7th 2003 Occupation: Programmer Location: Conway, AR, USA
Who would try to compile a map without a player start?
Re: compiling error Posted by Adam Hawkins on Mon Oct 20th 2003 at 1:07pm
Adam Hawkins
858 posts
Posted 2003-10-20 1:07pm
858 posts 333 snarkmarks Registered: Aug 25th 2002 Occupation: Specialty Systems Manager Location: Chesterfield, UK
Me...on many occasions :biggrin:
Re: compiling error Posted by Gollum on Mon Oct 20th 2003 at 2:40pm
Gollum
1268 posts
Posted 2003-10-20 2:40pm
Gollum
member
1268 posts 525 snarkmarks Registered: Oct 26th 2001 Occupation: Student Location: Oxford, England
Me too, quite deliberately. But not without ANY entities.
Re: compiling error Posted by Sinner_D on Tue Oct 21st 2003 at 3:33am
Sinner_D
376 posts
Posted 2003-10-21 3:33am
Sinner_D
member
376 posts 115 snarkmarks Registered: Oct 11th 2002 Occupation: Freelance mapper Location: Sandiego, CA
Spazz said:
Warning: More than 8 wadfiles are in use. (17)
This may be harmless, and if no strange side effects are occurring, then
it can safely be ignored. However, if your map starts exhibiting strange
or obscure errors, consider this as suspect.
hmm...could this be a problem?