Compiling not functioning

Compiling not functioning

Re: Compiling not functioning Posted by FurnicK on Sun Oct 4th 2015 at 12:06pm
FurnicK
8 posts
Posted 2015-10-04 12:06pm
FurnicK
member
8 posts 1 snarkmarks Registered: Aug 16th 2015
Hello all,

I'm having problems with compiling my Goldsource-made Counter-Strike 1.6 map, when i try to compile it, I get the errors show beneath.

This error only shows on the new PC I have, where I've transferred all the map files:

[spoiler]** Executing...
** Command: Change Directory
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\cstrike"

** Executing...
** Command: C:\PROGRA~2\VALVEH~1\tools\VLUZAC~1\hlcsg.exe
** Parameters: p:\valve hammer editor\maps\fy_complea\map filer\fy_complea_tst2

Unknown option "hammer"
hlcsg v3.4 VL33 (Feb 2 2014)
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 (vluzacn@163.com)

-= hlcsg Options =-

-console # : Set to 0 to turn off the pop-up console (default is 1)
-lang file : localization file
-nowadtextures : include all used textures into bsp
-wadinclude file : place textures used from wad specified into bsp
-noclip : don't create clipping hull
-clipeconomy : turn clipnode economy mode on
-cliptype value : set to smallest, normalized, simple, precise, or legacy (default)
-nullfile file : specify list of entities to retexture with NULL
-onlyents : do an entity update from .map to .bsp
-noskyclip : disable automatic clipping of SKY brushes
-tiny # : minmum brush face surface area before it is discarded
-brushunion # : threshold to warn about overlapping brushes

-hullfile file : Reads in custom collision hull dimensions
-wadcfgfile file : wad configuration file
-wadconfig name : use the old wad configuration approach (select a group from wad.cfg)
-texdata # : Alter maximum texture memory limit (in kb)
-lightdata # : Alter maximum lighting memory limit (in kb)
-chart : display bsp statitics
-low | -high : run program an altered priority level
-nolog : don't generate the compile logfiles
-noresetlog : Do not delete log file
-threads # : manually specify the number of threads to run
-estimate : display estimated time during compile
-verbose : compile with verbose messages
-noinfo : Do not show tool configuration information
-nonulltex : Turns off null texture stripping
-nonullifytrigger: don't remove 'aaatrigger' texture
-nolightopt : don't optimize engine light entities
-notextconvert : don't convert game_text message to UTF8 format
-dev # : compile with developer message

-wadautodetect : Force auto-detection of wadfiles
-scale # : Scale the world. Use at your own risk.
mapfile : The mapfile to compile

** Executing...
** Command: C:\PROGRA~2\VALVEH~1\tools\VLUZAC~1\hlbsp.exe
** Parameters: p:\valve hammer editor\maps\fy_complea\map filer\fy_complea_tst2

Unknown option "hammer"
hlbsp v3.4 VL33 (Feb 2 2014)
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 (vluzacn@163.com)

-= hlbsp Options =-

-console # : Set to 0 to turn off the pop-up console (default is 1)
-lang file : localization file
-leakonly : Run BSP only enough to check for LEAKs
-subdivide # : Sets the face subdivide size
-maxnodesize # : Sets the maximum portal node size

-notjunc : Don't break edges on t-junctions (not for final runs)
-nobrink : Don't smooth brinks (not for final runs)
-noclip : Don't process the clipping hull (not for final runs)
-nofill : Don't fill outside (will mask LEAKs) (not for final runs)
-noinsidefill : Don't fill empty spaces
-noopt : Don't optimize planes on BSP write (not for final runs)
-noclipnodemerge: Don't optimize clipnodes
-texdata # : Alter maximum texture memory limit (in kb)
-lightdata # : Alter maximum lighting memory limit (in kb)
-chart : display bsp statitics
-low | -high : run program an altered priority level
-nolog : don't generate the compile logfiles
-threads # : manually specify the number of threads to run
-estimate : display estimated time during compile
-nonulltex : Don't strip NULL faces
-nohull2 : Don't generate hull 2 (the clipping hull for large monsters and pushables)
-viewportal : Show portal boundaries in 'mapname_portal.pts' file
-verbose : compile with verbose messages
-noinfo : Do not show tool configuration information
-dev # : compile with developer message

mapfile : The mapfile to compile

** Executing...
** Command: C:\PROGRA~2\VALVEH~1\tools\VLUZAC~1\hlvis.exe
** Parameters: p:\valve hammer editor\maps\fy_complea\map filer\fy_complea_tst2

Unknown option "hammer"
hlvis v3.4 VL33 (Feb 2 2014)
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 (vluzacn@163.com)

-= hlvis Options =-

-console # : Set to 0 to turn off the pop-up console (default is 1)
-lang file : localization file
-full : Full vis
-fast : Fast vis

-texdata # : Alter maximum texture memory limit (in kb)
-lightdata # : Alter maximum lighting memory limit (in kb)
-chart : display bsp statitics
-low | -high : run program an altered priority level
-nolog : don't generate the compile logfiles
-threads # : manually specify the number of threads to run
-estimate : display estimated time during compile
-maxdistance # : Alter the maximum distance for visibility
-verbose : compile with verbose messages
-noinfo : Do not show tool configuration information
-dev # : compile with developer message

mapfile : The mapfile to compile

** Executing...
** Command: C:\PROGRA~2\VALVEH~1\tools\VLUZAC~1\hlrad.exe
** Parameters: p:\valve hammer editor\maps\fy_complea\map filer\fy_complea_tst2

Unknown option "hammer"
hlrad v3.4 VL33 (Feb 2 2014)
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 (vluzacn@163.com)

-= hlrad Options =-

-console # : Set to 0 to turn off the pop-up console (default is 1)
-lang file : localization file
-waddir folder : Search this folder for wad files.
-fast : Fast rad
-vismatrix value: Set vismatrix method to normal, sparse or off .
-extra : Improve lighting quality by doing 9 point oversampling
-bounce # : Set number of radiosity bounces
-ambient r g b : Set ambient world light (0.0 to 1.0, r g b)
-limiter # : Set light clipping threshold (-1=None)
-circus : Enable 'circus' mode for locating unlit lightmaps
-nospread : Disable sunlight spread angles for this compile
-nopaque : Disable the opaque zhlt_lightflags for this compile

-smooth # : Set smoothing threshold for blending (in degrees)
-smooth2 # : Set smoothing threshold between different textures
-chop # : Set radiosity patch size for normal textures
-texchop # : Set radiosity patch size for texture light faces

-notexscale : Do not scale radiosity patches with texture scale
-coring # : Set lighting threshold before blackness
-dlight # : Set direct lighting threshold
-nolerp : Disable radiosity interpolation, nearest point instead

-fade # : Set global fade (larger values = shorter lights)
-scale # : Set global light scaling value
-gamma # : Set global gamma value

-sky # : Set ambient sunlight contribution in the shade outside
-lights file : Manually specify a lights.rad file to use
-noskyfix : Disable light_environment being global
-incremental : Use or create an incremental transfer list file

-dump : Dumps light patches to a file for hlrad debugging info

-texdata # : Alter maximum texture memory limit (in kb)
-lightdata # : Alter maximum lighting memory limit (in kb)
-chart : display bsp statitics
-low | -high : run program an altered priority level
-nolog : Do not generate the compile logfiles
-threads # : manually specify the number of threads to run
-estimate : display estimated time during compile
-verbose : compile with verbose messages
-noinfo : Do not show tool configuration information
-dev # : compile with developer message

-colourgamma r g b : Sets different gamma values for r, g, b
-colourscale r g b : Sets different lightscale values for r, g ,b
-colourjitter r g b : Adds noise, independent colours, for dithering
-jitter r g b : Adds noise, monochromatic, for dithering
-customshadowwithbounce : Enables custom shadows with bounce light
-rgbtransfers : Enables RGB Transfers (for custom shadows)

-minlight # : Minimum final light (integer from 0 to 255)
-compress # : compress tranfer ( 0=32bit 1=16bit 2=8bit )
-rgbcompress # : compress rgbtranfer ( 0=96bit 1=48bit 2=32bit 3=24bit )
-softsky # : Smooth skylight.(0=off 1=on)
-depth # : Thickness of translucent objects.
-blockopaque # : Remove the black areas around opaque entities.(0=off 1=on)
-notextures : Don't load textures.
-texreflectgamma # : Gamma that relates reflectivity to texture color bits.
-texrefl
Re: Compiling not functioning Posted by No.2 on Mon Oct 5th 2015 at 10:58am
No.2
67 posts
Posted 2015-10-05 10:58am
No.2
member
67 posts 17 snarkmarks Registered: Aug 7th 2013 Location: Czech Republic
Oh shit this is beyond me. :uncertain:
Let's Rock'n'Roll
Re: Compiling not functioning Posted by No.2 on Mon Oct 5th 2015 at 11:05am
No.2
67 posts
Posted 2015-10-05 11:05am
No.2
member
67 posts 17 snarkmarks Registered: Aug 7th 2013 Location: Czech Republic
Look at this mate it should help..

http://twhl.info/forums.php?thread=17104
Let's Rock'n'Roll
Re: Compiling not functioning Posted by FurnicK on Mon Oct 5th 2015 at 11:06am
FurnicK
8 posts
Posted 2015-10-05 11:06am
FurnicK
member
8 posts 1 snarkmarks Registered: Aug 16th 2015
No.2 said:
Oh shit this is beyond me. :uncertain:
Well fuck :rolling2:

Is there any way i can export and import the map, or is the only way to do it, simply copy and paste all files? I might be able to use my former PC, so I want to transfer it the right way :)
Re: Compiling not functioning Posted by No.2 on Mon Oct 5th 2015 at 8:52pm
No.2
67 posts
Posted 2015-10-05 8:52pm
No.2
member
67 posts 17 snarkmarks Registered: Aug 7th 2013 Location: Czech Republic
Look at the link i posted previously ..

and this one too http://www.valvetime.net/threads/cant-compile.19097/

Im sure you can make it work
Let's Rock'n'Roll