SearchSearchPosts written by cc_crazycowboy:Truck
User
My map was working perfectly including the ZHLT compiling process. Then after I added just ONE room it gave me the old "too many .wads" error, so i reluctantly bundled all my .wads into just ONE .wad which took over 3 hours mind you. So then I re-ran ZHLT compilers with success. I was all happy that finally the map I had made was finished! UNTIL! When I tried to load up my map the game crashed (Counter-Strike 1.6) and gave me the message:
Missing frame 0 of -1CSTRIKE_ME2RI I read somewhere something to do with animations in CS but the problem with that is the exact same map was working fine earlier, I've used all the same textures and its only NOW decided to give me this error... please halp! User
but "machine.wav" is located in "cstrike/sound/ambience" :|
User
these are values:
Name Path/filename.wav of WAV ambience/machine.wav Volume (10 = loudest) 10 Dynamic Presets None Start Volume 10 Fade in time (0-100) 0 Fade out time (0-100) 0 Pitch (> 100 = higher) 100 Start Pitch 100 Spin up time (0-100) 0 Spin down time (0-100) 0 LFO type 0)off 1)sqr 2)tri 3)rnd 0 LFO rate (0-1000) 0 LFO mod pitch (0-100) 0 LFO mod vol (0-100) 0 Incremental spinup count 0 yet for some unknown reason the darn thing still wont work, i have the ACTUAL machine.wav in the right folder and everything :( please HALP! Truck
User
spam/spammable meaning to shoot through a wall
unspammable meaning to be unable to shoot through a wall Truck
User
for some stupid reason i am completely unable to make ANY of my walls unspammable...yes i have tried putting empty space which is boxed in AND empty space which is blackness (the void of hammer) between 2 and even 3 and 4 walls, yet when myself and my friend load up the map (we are on LAN, and yes i AM recompiling the map and making sure its the newest version) we can STILL spam eachother through the goddamn wall. please halp! :D
Truck
User
It is possible to make a door that closes once the bomb is planted?
And is it possible to make a button for that SAME door that only OPENS it. (as in the button cant close the door, only open it) Truck
User
I set the "Render Mode" to solid in the func_illusion properties, but now the whole thing is invisible. Also a slightly more detailed description of how to get a "clip brush" happening would be cool.
Truck
User
Ok firstly with the func_illusionary...the blue spots in the fence are black...which is wrong obviously, and what pray-tell is a "clip brush" ? :D
Truck
User
I'm having trouble with my func_illusionary, I'm trying to make a fence that you can see through, shoot through and grenade through...but that you CANT run through. Please help :D
User
cheers IIopn, I took out all the unused .wads and the map loads fine :D
User
There doesnt appear to be any error in the compiling process.
CS starts loading up the map, and then freezes. But here is ZHLT's console anyway incase my eyes fail me: 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: hlcsg -nowadtextures testlol Entering testlol.map Current hlcsg Settings Name | Setting | Default ---------------------|-----------|------------------------- threads [ 2 ] [ 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 [ off ] [ 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] 0 brushes (totalling 0 sides) discarded from clipping hulls CreateBrush: 50%... (0.00 seconds) SetModelCenters: 20%...40%...60%...80%... (0.00 seconds) CSGBrush: (0.02 seconds) Using Wadfile: \program files\valve hammer editor\wads\ajawad.wad - Contains 0 used textures, 0.00 percent of map (1 textures in wad) Using Wadfile: \program files\valve hammer editor\wads\chateau.wad - Contains 3 used textures, 60.00 percent of map (136 textures in wad) Using Wadfile: \program files\valve hammer editor\wads\cs_747.wad - Contains 0 used textures, 0.00 percent of map (143 textures in wad) Using Wadfile: \program files\valve hammer editor\wads\cs_assault.wad - Contains 0 used textures, 0.00 percent of map (22 textures in wad) Using Wadfile: \program files\valve hammer editor\wads\cs_bdog.wad - Contains 2 used textures, 40.00 percent of map (132 textures in wad) Using Wadfile: \program files\valve hammer editor\wads\cs_cbble.wad - Contains 0 used textures, 0.00 percent of map (61 textures in wad) Using Wadfile: \program files\valve hammer editor\wads\cs_dust.wad - Contains 0 used textures, 0.00 percent of map (28 textures in wad) Using Wadfile: \program files\valve hammer editor\wads\cs_havana.wad - Contains 0 used textures, 0.00 percent of map (122 textures in wad) Using Wadfile: \program files\valve hammer editor\wads\cs_office.wad - Contains 0 used textures, 0.00 percent of map (102 textures in wad) Using Wadfile: \program files\valve hammer editor\wads\cstraining.wad - Contains 0 used textures, 0.00 percent of map (24 textures in wad) Using Wadfile: \program files\valve hammer editor\wads\cstrike.wad - Contains 0 used textures, 0.00 percent of map (123 textures in wad) Using Wadfile: \program files\valve hammer editor\wads\de_airstrip.wad - Contains 0 used textures, 0.00 percent of map (69 textures in wad) Using Wadfile: \program files\valve hammer editor\wads\de_aztec.wad - Warning: Larger than expected texture (348972 bytes): 'SPECIAL_THANKS' - Warning: Larger than expected texture (348972 bytes): 'THANKS' - Contains 0 used textures, 0.00 percent of map (24 textures in wad) Using Wadfile: \program files\valve hammer editor\wads\de_piranesi.wad - Contains 0 used textures, 0.00 percent of map (160 textures in wad) Using Wadfile: \program files\valve hammer editor\wads\de_storm.wad - Contains 0 used textures, 0.00 percent of map (74 textures in wad) Using Wadfile: \program files\valve hammer editor\wads\de_vertigo.wad - Contains 0 used textures, 0.00 percent of map (19 textures in wad) Using Wadfile: \program files\valve hammer editor\wads\decals.wad - Contains 0 used textures, 0.00 percent of map (225 textures in wad) Using Wadfile: \program files\valve hammer editor\wads\itsitaly.wad - Contains 0 used textures, 0.00 percent of map (99 textures in wad) Using Wadfile: \program files\valve hammer editor\wads\n0th1ng.wad - Contains 0 used textures, 0.00 percent of map (8 textures in wad) Using Wadfile: \program files\valve hammer editor\wads\prodigy.wad - Contains 0 used textures, 0.00 percent of map (2 textures in wad) Using Wadfile: \program files\valve hammer editor\wads\torntextures.wad - Warning: Larger than expected texture (240172 bytes): 'TK_STONEWALLHI' - Warning: Larger than expected texture (306812 bytes): 'TK_CLAYROOF' - Warning: Larger than expected texture (272812 bytes): '{TK_PLANTLG' - Warning: Larger than expected texture (327212 bytes): '{TK_PLANTSM' - Warning: Larger than expected texture (235412 bytes): 'TK_TORNMAP' - Contains 0 used textures, 0.00 percent of map (162 textures in wad) Using Wadfile: \program files\valve hammer editor\wads\tswad.wad - Contains 0 used textures, 0.00 percent of map (29 textures in wad) Warning: More than 8 wadfiles are in use. (22) 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 0.11 mb (of 4.00 mb MAX) 0.02 seconds elapsed ----- END hlcsg ----- 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: hlbsp testlol Current hlbsp Settings Name | Setting | Default -------------------|-----------|------------------------- threads [ 2 ] [ 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 'testlol.prt' 0.03 seconds elapsed ----- END hlbsp ----- 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: hlvis testlol 2 portalleafs 0 numportals -= Current hlvis Settings =- Name | Setting | Default -------------------|-----------|------------------------- threads [ 2 ] [ 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: (0.00 seconds) LeafThread: (0.00 seconds) average leafs visible: 1 g_visdatasize:6 compressed from 2 0.00 seconds elapsed ----- END hlvis ----- 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: hlrad testlol -= Current hlrad Settings =- Name | Setting | Default --------------------|---------------------|------------------------- threads [ 2 ] [ 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)[ off ] [ 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 ] 43 faces Create Patches : 328 base patches 0 opaque faces 5404 square feet [778240.00 square inches] 1 direct lights BuildFacelights: 20%...30%...60%...90%... (0.20 seconds) visibility matrix : 0.0 megs BuildVisLeafs: 50%... (0.00 seconds) MakeScales: 10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.02 seconds) SwapTransfers: 10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds) Transfer Lists : 46080 : 46.08k transfers Indices : 2112 : 2.06k bytes Data : 184320 : 180.00k bytes Bounce 1 GatherLight: 10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds) FinalLightFace: 20%...30%...60%...90%... (0.02 seconds) 0.30 seconds elapsed ----- END hlrad ----- 1 file(s) copied. Press any key to continue . . . User
CS wont load my map when I make a New Game.
I just built a testmap to make sure the compiling process was going to work properly, for some reason it hasnt. The map has 2 spawn points (one ct one t), bombtarget and a ligh_env. So I really cant figure out why CS wont load it, because it loads the other maps fine eg. de_dust2, de_nuke etc. Any help would be much obliged. User
sup pplz, i need all those fantastic light textures located in (as far as i can remember) the half-life.wad or halflife.wad texture file. BUT my problem is...i dont have half-life installed! SO HOW / WHERE CAN I GET THE half-life.wad file to use in Hammer Editor! ty :D
Truck
User
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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: hlcsg de_waste Entering de_waste.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] 0 brushes (totalling 0 sides) discarded from clipping hulls CreateBrush: 20%...40%...60%...80%... (0.03 seconds) SetModelCenters: 20%...40%...60%...80%... (0.00 seconds) CSGBrush: 20%...50%...70%... (0.19 seconds) Using Wadfile: \programs\cs mapping\wads\ajawad.wad - Contains 0 used textures, 0.00 percent of map (1 textures in wad) Using Wadfile: \programs\cs mapping\wads\chateau.wad - Contains 4 used textures, 30.77 percent of map (136 textures in wad) Using Wadfile: \programs\cs mapping\wads\cs_747.wad - Contains 0 used textures, 0.00 percent of map (143 textures in wad) Using Wadfile: \programs\cs mapping\wads\cs_assault.wad - Contains 0 used textures, 0.00 percent of map (22 textures in wad) Using Wadfile: \programs\cs mapping\wads\cs_bdog.wad - Contains 4 used textures, 30.77 percent of map (132 textures in wad) Using Wadfile: \programs\cs mapping\wads\cs_cbble.wad - Contains 0 used textures, 0.00 percent of map (61 textures in wad) Using Wadfile: \programs\cs mapping\wads\cs_dust.wad - Contains 0 used textures, 0.00 percent of map (28 textures in wad) Using Wadfile: \programs\cs mapping\wads\cs_havana.wad - Contains 1 used texture, 7.69 percent of map (122 textures in wad) Using Wadfile: \programs\cs mapping\wads\cs_office.wad - Contains 0 used textures, 0.00 percent of map (102 textures in wad) Using Wadfile: \programs\cs mapping\wads\cstraining.wad - Contains 0 used textures, 0.00 percent of map (24 textures in wad) Using Wadfile: \programs\cs mapping\wads\cstrike.wad - Contains 1 used texture, 7.69 percent of map (123 textures in wad) Using Wadfile: \programs\cs mapping\wads\de_airstrip.wad - Contains 0 used textures, 0.00 percent of map (69 textures in wad) Using Wadfile: \programs\cs mapping\wads\de_aztec.wad - Warning: Larger than expected texture (348972 bytes): 'SPECIAL_THANKS' - Warning: Larger than expected texture (348972 bytes): 'THANKS' - Contains 0 used textures, 0.00 percent of map (24 textures in wad) Using Wadfile: \programs\cs mapping\wads\de_piranesi.wad - Contains 1 used texture, 7.69 percent of map (160 textures in wad) Using Wadfile: \programs\cs mapping\wads\de_storm.wad - Contains 0 used textures, 0.00 percent of map (74 textures in wad) Using Wadfile: \programs\cs mapping\wads\de_vertigo.wad - Contains 0 used textures, 0.00 percent of map (19 textures in wad) Using Wadfile: \programs\cs mapping\wads\itsitaly.wad - Contains 2 used textures, 15.38 percent of map (99 textures in wad) Using Wadfile: \programs\cs mapping\wads\n0th1ng.wad - Contains 0 used textures, 0.00 percent of map (8 textures in wad) Using Wadfile: \programs\cs mapping\wads\prodigy.wad - Contains 0 used textures, 0.00 percent of map (2 textures in wad) Using Wadfile: \programs\cs mapping\wads\torntextures.wad - Warning: Larger than expected texture (240172 bytes): 'TK_STONEWALLHI' - Warning: Larger than expected texture (306812 bytes): 'TK_CLAYROOF' - Warning: Larger than expected texture (272812 bytes): '{TK_PLANTLG' - Warning: Larger than expected texture (327212 bytes): '{TK_PLANTSM' - Warning: Larger than expected texture (235412 bytes): 'TK_TORNMAP' - Contains 0 used textures, 0.00 percent of map (162 textures in wad) Using Wadfile: \programs\cs mapping\wads\tswad.wad - Contains 0 used textures, 0.00 percent of map (29 textures in wad) Including Wadfile: \programs\zhlt\zhlt.wad - Contains 0 used textures, 0.00 percent of map (3 textures in wad) Warning: More than 8 wadfiles are in use. (22) 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 0.37 mb (of 4.00 mb MAX) 0.27 seconds elapsed ----- END hlcsg ----- 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: hlbsp de_waste 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 'de_waste.prt' 0.17 seconds elapsed ----- END hlbsp ----- 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: hlvis de_waste 31 portalleafs 60 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%... (0.00 seconds) LeafThread: 10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.02 seconds) average leafs visible: 23 g_visdatasize:177 compressed from 124 0.03 seconds elapsed ----- END hlvis ----- 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: hlrad de_waste -= 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)[ off ] [ 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 ] [Reading texlights from 'lights.rad'] [0 texlights parsed from 'lights.rad'] 185 faces Create Patches : 1364 base patches 0 opaque faces 20533 square feet [2956800.25 square inches] 1 direct lights BuildFacelights: 10%...20%...30%...40%...50%...60%...70%...80%...90%... (3.09 seconds) visibility matrix : 0.1 megs BuildVisLeafs: 10%...40%...70%... (0.44 seconds) MakeScales: 10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.28 seconds) SwapTransfers: 10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.06 seconds) Transfer Lists : 495732 : 495.73k transfers Indices : 121148 : 118.31k bytes Data : 1982928 : 1.89M bytes Bounce 1 GatherLight: 10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.11 seconds) FinalLightFace: 10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.41 seconds) 4.55 seconds elapsed ----- END hlrad ----- The system cannot find the file specified. Press any key to continue . . . =============================================== any1 know which file is missing ? :( Truck
User
ROFL duuuuuuuuuuuude, u are still wrong. it hasnt occured 2 u yet that i put "mapname" because i was attempting to illustrate the fact IT DOESNT MATTER WHAT YOUR MAP NAME IS, becuz i get the same error with all my maps... get it now? :|
Truck
User
and once again superjer is the only 1 who actually realises ive TRIED ALREADY to fix the problem myself. im not some lazy guy who at the first sign of trouble runs like little girl to her dad (these forums) for help.
yes ive tried reinstalling ZHLT, yes i reinstalled hammer. i even formatted for f***s sake. ------------------------- oh wow... u need to replace "mapname" with the actual...name...of...your...map. ------------------------- if u knew anything about ZHLT u would know your map name doesnt matter, u could name your map "zhlt_sucks_i_hope_it_gives_me_an_error" and it would have no bearing on the decompilation process. also i apologise for being "rude", but people who take time out to help some1 and make a post should really use their brian before clicking that shiny and alluring submit button. Truck
User
mellow yellow, dude...u...are...just....my god. go read your priv msg inbox and follow the intructions i left u it will do the world a favour :D
p.s. SUPERJER I NEED YOUR HELP OMG !!!! cuz these 2 clowns are so so so bad Truck
User
dude...im not thick...can any1 help me on any SERIOUS level?
Truck
User
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BEGIN hlvis command line: hlvis "mapname" error: portal file "mapname.prt" does not exist, cannot vis the map -------------------- sigh, ive googled it and nothing. any1 have any clue as to what this is? p.s. i love u superjer and with your help ive made a really awesom war map i hope to get accepted internationally as the next war map :D Truck
User
yer how do i make lights like the light in CT spawn on d2 or the lights in carpet on Inferno? :P
Truck
User
worked a treat! thank u very much superjer u sexy mofo :D
Truck
User
the textures (like leaves hanging down or wire mesh gates) where there is a "blue" area turn out black in my actual map...how do i solve this? :)
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