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Posts written by headtanner:



User
same prob here but i think its because my other computer's graphic card sucks cause when i put it on hlds it works fine with my friends computer. plus LAN ping is 5 -10
User
Is there a quick way to finding these brushes, i don't have the brush number
User
I pressed alt p to check for errors then i fixed them up and checked again and there were no errors found but i still get thr same error
User
when i was compiling one of my maps this error occured i don't know how to fix it please help

hlrad: Error: Malformed face normal
Description: The texture alignment of a visible face is unusable
Howto Fix: If using Worldcraft, do a check for problems and fix any occurences of 'Texture axis perpindicular to face'


here is the log


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 da_remix3
Entering da_remix3.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 4 ] [ 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]

4 brushes (totalling 24 sides) discarded from clipping hulls
CreateBrush:
(0.08 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.69 seconds)

Using Wadfile: \counter strike\counter strike cz\czero\all.wad
- Warning: Larger than expected texture (348972 bytes): 'TL_GRY_CLEAN03'
- Warning: Larger than expected texture (348972 bytes): '{BAM_TREES03'
- Warning: Larger than expected texture (272812 bytes): '{TK_PLANTLG'
- Contains 38 used textures, 92.68 percent of map (1631 textures in wad)
Including Wadfile: \counter strike\zhlt.wad
- Contains 0 used textures, 0.00 percent of map (7 textures in wad)

Warning: ::FindTexture() texture PFAB_DSKDRWR not found!
Warning: ::FindTexture() texture LAB1_STAIR2B not found!
Warning: ::FindTexture() texture FIFTIES_DSK5DX not found!
Warning: ::LoadLump() texture FIFTIES_DSK5DX not found!
Warning: ::LoadLump() texture LAB1_STAIR2B not found!
Warning: ::LoadLump() texture PFAB_DSKDRWR not found!
Texture usage is at 1.43 mb (of 4.00 mb MAX)
0.87 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 da_remix3

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 4 ] [ 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 'da_remix3.prt'
1.06 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 da_remix3
733 portalleafs
2235 numportals

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 4 ] [ 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:
(0.17 seconds)
LeafThread:
(5.70 seconds)
average leafs visible: 149
g_visdatasize:44078 compressed from 67436
5.95 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 da_remix3

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 4 ] [ 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 ]


5125 faces
Create Patches : 46112 base patches
0 opaque faces
640726 square feet [92264656.00 square inches]
22 direct lights

BuildFacelights:
Malformed face (1115) normal @
(1188.00, -444.00, 219.00)
(1188.00, -444.00, 56.00)
(1187.00, -444.00, 56.00)
(1187.00, -444.00, 219.00)
Error: Malformed face normal
Description: The texture alignment of a visible face is unusable
Howto Fix: If using Worldcraft, do a check for problems and fix any occurences of 'Texture axis perpindicular to face'


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



User
heres a link to a tut video i made on ladder in valve hammer edidtor
http://www.youtube.com/watch?v=MAT3e1nReC0 if its not processed yet then wait for 10 min and try again
User
i don't think it has anything to do with the cyclinder cause some of my maps have ladders in mid air
Truck
User
Mate de Vita said:
try the item_healthkit then. Though it may be halflife only.
As for the pistols, I have no idea. You can equip them at the beginning of the round using game_player_equip but I don't think you can lay them on the ground...



this didn't work. i used the map for condition zero
Truck
User
nope it didn't work
Truck
User
nope don't have health pack but now i have another question how do you add pistols in its not in the amoury entity
Truck
User
i was wondering is there a way to add health packs in the game that heals your health
User
thank you
tut work fine
User
i need help on how to use the teleport entities
User
what do i make it out of? so that its see through
User
tyvm but do you have any suggestion on how to make a see through bullet proff wall?
Truck
User
fixed by reloading an old save XD
User
hi as you know i got a few question

1)what is the hint, sky, null and skip texture used for

2) how do i make a cylender

3) how to i resize images when in hammer

4) how do u decide which wep to give in the armoury entity
Truck
User
o tyvm but now theres another prob i've fixed the ladder but its the doors turn, after i've made my first door whichs works fine i went to make another door and after i've compiled it and start it up most of the light sources are gone (about 11 light source gone) and now i'm left with a very dark map with about 2 light source
Truck
User
hi i'm working on a ladder in my map but the ladder doesn't seems to work as i can clearly see the layers AAAtrigger, Clip and the cstrike ladder also i can still see the blue part of the ladder pic but instead of blue it turned black

any idea how to fix this?
User
Another problem

Its taking an extremely long time to compile the map ten munites and still only 10% done
User
Mate de Vita said:
oops, that was my mistake. Instead of putting walls around the map (to prevent leak error) I turned the entire map into one giant brush

Which texture do I use for the sky?


oh and how do I make it so that each round the spawn points of Ts and CTs switch like in the l337sk337 map?


lol i made the same mistake as Mate de Vita first made along time ago XD
User
i do have a few light source a view ct and t and bomb site a VIP and some hostages. i have merged a few of my .wad and imported it to hammer during the making of the map
User
hi again i've been making a map and i've tried to compile it but then this error message showed up
hlvis: Error: Portal file 'da_hotel.prt' does not exist, cannot vis the map


i don't know what it means could any1 plz help

here is the log
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 da_hotel
Entering da_hotel.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 4 ] [ 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:
(0.55 seconds)
SetModelCenters:
(0.02 seconds)
CSGBrush:
(1.19 seconds)

Using Wadfile: \counter strike\counter strike cz\cstrike\cstrike.wad
- Contains 2 used textures, 50.00 percent of map (123 textures in wad)
Using Wadfile: \counter strike\counter strike cz\czero\czde_fastline.wad
- Warning: Larger than expected texture (348972 bytes): 'TL_GRY_CLEAN03'
- Contains 1 used texture, 25.00 percent of map (158 textures in wad)
Using Wadfile: \counter strike\counter strike cz\czero\czcs_italy.wad
- Contains 1 used texture, 25.00 percent of map (199 textures in wad)

Texture usage is at 0.21 mb (of 4.00 mb MAX)
1.94 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 da_hotel

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 4 ] [ 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)


Warning: No entities exist in hull 0, no filling performed for this hull
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
0.05 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 da_hotel
Error: Portal file 'da_hotel.prt' does not exist, cannot vis the map


----- 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 da_hotel
>> There was a problem compiling the map.
>> Check the file da_hotel.log for the cause.

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



User
Hi er i'm new here but ur idea of uploading ur cscz got me intrested because im getting tired of geting unused wad out so can u please post the link to the file or if u changed your ming about uploading it please tell me

Many thanks
Truck
User
Thankyou for replying and it was very usfull

But for number two do you have any recomended sites for maby downloading the .map or the .rmf file? Also by shorten the lifespan mean takes a long time and anyoing?

And for number three is there a easier way to stright draw onto the wall but not read from a .wad file or do i have to read from the wad file

Thanks man u make life alot easier for me
Truck
User
here is three questions to hammer mapping that i could not figure out

1)how to roughly work out the size of a ct or t so its easier to size the map
2)is there a way to edit existing maps?
3)is there a way to directly draw things in the map (add graffiti using hammer)

thank you very much for reading
looking forward to see the answers
User
omg so happy i fixed the problem

heres how i did it i went to the maps filder under czero and i deleted the .nav file for my map and restarted the game and the game reanalyzed my map and what do u know! its done!

anyway thank you guys so much for helping me out


User
my map doesn't contain any teleport. its just a plain map with a hostage situation because i'm still a starter at map making
User
Yes it did analyse the map the first time i played
User
here is the log for the map and yes i do have a map folder in my cz



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 da_storage
Entering da_storage.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 4 ] [ 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:
(0.02 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.03 seconds)

Using Wadfile: \counter strike\counter strike cz\cstrike\cstrike.wad
- Contains 5 used textures, 100.00 percent of map (123 textures in wad)

added 1 additional animating textures.
Texture usage is at 0.13 mb (of 4.00 mb MAX)
0.06 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 da_storage

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 4 ] [ 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 'da_storage.prt'
0.06 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 da_storage
18 portalleafs
36 numportals

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 4 ] [ 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: 16
g_visdatasize:88 compressed from 54
0.02 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 da_storage

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 4 ] [ 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 ]


380 faces
Create Patches : 4552 base patches
0 opaque faces
79671 square feet [11472645.00 square inches]
4 direct lights

BuildFacelights:
(0.17 seconds)
visibility matrix : 1.2 megs
BuildVisLeafs:
(0.72 seconds)
MakeScales:
(0.30 seconds)
SwapTransfers:
(0.17 seconds)
Transfer Lists : 6873856 : 6.87M transfers
Indices : 831444 : 811.96k bytes
Data : 27495424 : 26.22M bytes
GatherLight:
(0.13 seconds)
FinalLightFace:
(0.16 seconds)
1.69 seconds elapsed

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



User
hi i've made a map for condition zero and it work fine but when i added the bots in the bots wourldn't move and the terrist stays and t spawn and counter terrist stays in the ct spawn anyone knows how to fix this?


plz help!
User
dude thankyou so much for your answer it worked

User
please help i had error compiling my test map here is the error message

hlcsg: Error: Could not open wad file \counter strike\counter strike cz\cstrike\cstrike.wad

hlcsg: Error: Could not find WAD file
Description: The compile tools could not locate a wad file that the map was referencing.
Howto Fix: Make sure the wad's listed in the level editor actually all exist

heres wat i typed for the bat file (non steam)

@echo off
hlcsg -nowadtextures de_box
hlbsp de_box
hlvis de_box
hlrad de_box
copy de_box.bsp "C:\counter strike\Counter Strike CZ\cstrike\maps"
cd C:\counter strike\Counter Strike CZ\cstrike
pause
hl -dev -console -game cstrike +sv_cheats 1 +map de_box

please help me!