SearchSearchPosts written by macogoo:Truck
User
No way in hell i will redo the map xD I will try to make the sky good i guess :)!
Truck
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Haha, same as me :(.. Back to square one :(! Well thanks alot for your time and helpness man! Apreciated it :)
Truck
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A little bit better color combo breaker ;D..
Truck
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Haha :D
Truck
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I will let you do it, if you want to OFC!
Apreciate it mate! =) Truck
User
Ye i know, a big box is not good, but i find this map kinda hard to put a good sky around :P ..
Truck
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http://www.speedyshare.com/files/29855687/de_inferno.wad
there you go man:D going to bed after a rough night now. I'll be online tomorrow and check the thread! And i REALLY apreciate you're time and help man. +1 =) Truck
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de_inferno.wad
cs_havana.wad decals.wad Halflife.wad so just standard ones :) Truck
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haha ye my map is 4.91 mb xd
Truck
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i think it's RMF really:P That's the one i open to edit my map^^
Truck
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Sorry been away all day:D
Ive tried to find all with this texture, made it right scales and also tried to delete it, no change :(! Maybe a block i've not found yet..! RMX file: http://www.speedyshare.com/files/29855537/de_front.rmx sure you didn't mean RMF file:P? I don't know what the RMX file is tbh:P Truck
User
If you mean in the error log, it says (texture cutrmd)!
Truck
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hlrad: Error:
for Face 13516 (texture cutrmd) at hlrad: Error: Bad surface extents (3959 x 5) Check the file ZHLTProblems.html for a detailed explanation of this problem This is my de_front.err file. I got zhlt.wad in valve yes, or where shouldi more add it? Truck
User
I've added the zhlt.wad into VHE, put in all possible diretorys and got -nowadtextures in my -hlcsg line. Also triend to write -wadinclude zhlt instead, no difference. Anything more i should do to add the wad somehow?
Truck
User
Hey guys.. got an problem that came from nowhere when i complile..
The error is Allocblock:full I've checked the report log, and as i see it, it should be the texture mapcred that creates this problem, but not sure. But i've removed my sign from the map, and also removed the texture from valve, so please concider this for me! Thanks in advance. hlcsg v3.4 Final (Feb 25 2006) 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 (amckern@yahoo.com) ----- BEGIN hlcsg ----- Command line: hlcsg -nowadtextures de_front -texdata 8192 -chart Entering de_front.map Current hlcsg Settings Name | Setting | Default ---------------------|-----------|------------------------- threads [ 2 ] [ Varies ] verbose [ off ] [ off ] log [ on ] [ on ] developer [ 0 ] [ 0 ] chart [ on ] [ off ] estimate [ off ] [ off ] max texture memory [ 8388608 ] [ 4194304 ] max lighting memory [ 6291456 ] [ 6291456 ] priority [ Normal ] [ Normal ] noclip [ off ] [ off ] null texture stripping[ on ] [ on ] clipnode economy mode [ on ] [ on ] clip hull type [ legacy ] [ legacy ] onlyents [ off ] [ off ] wadtextures [ off ] [ on ] skyclip [ on ] [ on ] hullfile [ None ] [ None ] nullfile [ None ] [ None ] min surface area [ 0.500 ] [ 0.500 ] brush union threshold [ 0.000 ] [ 0.000 ] Using mapfile wad configuration Wadinclude list : [zhlt.wad] 38 brushes (totalling 228 sides) discarded from clipping hulls CreateBrush: (5.06 seconds) SetModelCenters: (0.00 seconds) CSGBrush: (4.61 seconds) Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 0/400 0/25600 ( 0.0%) planes 16528/32768 330560/655360 (50.4%) vertexes 0/65535 0/786420 ( 0.0%) nodes 0/32767 0/786408 ( 0.0%) texinfos 3548/32767 141920/1310680 (10.8%) faces 0/65535 0/1310700 ( 0.0%) clipnodes 0/32767 0/262136 ( 0.0%) leaves 0/8192 0/229376 ( 0.0%) marksurfaces 0/65535 0/131070 ( 0.0%) surfedges 0/512000 0/2048000 ( 0.0%) edges 0/256000 0/1024000 ( 0.0%) texdata [variable] 0/8388608 ( 0.0%) lightdata [variable] 0/6291456 ( 0.0%) visdata [variable] 0/2097152 ( 0.0%) entdata [variable] 0/524288 ( 0.0%) 0 textures referenced === Total BSP file data space used: 472480 bytes === Using Wadfile: \mapping\de_inferno.wad - Contains 67 used textures, 61.47 percent of map (97 textures in wad) Using Wadfile: \mapping\cs_havana.wad - Contains 29 used textures, 26.61 percent of map (122 textures in wad) Using Wadfile: \mapping\halflife.wad - Contains 11 used textures, 10.09 percent of map (3116 textures in wad) Using Wadfile: \mapping\decals.wad - Contains 0 used textures, 0.00 percent of map (225 textures in wad) Using Wadfile: \mapping\zhlt\mapcredits.wad - Warning: Larger than expected texture (323812 bytes): 'MAPCREDITS' - Contains 1 used texture, 0.92 percent of map (1 textures in wad) Warning: ::FindTexture() texture NULL not found! Are you sure you included zhlt.wad in your wadpath list? Warning: ::LoadLump() texture NULL not found! Texture usage is at 5.07 mb (of 8.00 mb MAX) 9.98 seconds elapsed ----- END hlcsg ----- hlbsp v3.4 Final (Feb 25 2006) 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 (amckern@yahoo.com) ----- BEGIN hlbsp ----- Command line: hlbsp de_front -texdata 8192 -chart Current hlbsp Settings Name | Setting | Default -------------------|-----------|------------------------- threads [ 2 ] [ Varies ] verbose [ off ] [ off ] log [ on ] [ on ] developer [ 0 ] [ 0 ] chart [ on ] [ off ] estimate [ off ] [ off ] max texture memory [ 8388608 ] [ 4194304 ] priority [ Normal ] [ Normal ] noclip [ off ] [ off ] nofill [ off ] [ off ] noopt [ 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 8192) SolidBSP [hull 0] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...5527 (0.86 seconds) BSP generation successful, writing portal file 'de_front.prt' SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...5569 (1.47 seconds) SolidBSP [hull 2] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5289 (1.58 seconds) SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...5690 (1.73 seconds) Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 51/400 3264/25600 (12.8%) planes 5713/32768 114260/655360 (17.4%) vertexes 19254/65535 231048/786420 (29.4%) nodes 6061/32767 145464/786408 (18.5%) texinfos 3548/32767 141920/1310680 (10.8%) faces 14181/65535 283620/1310700 (21.6%) clipnodes 16999/32767 135992/262136 (51.9%) leaves 3507/8192 98196/229376 (42.8%) marksurfaces 17334/65535 34668/131070 (26.4%) surfedges 68594/512000 274376/2048000 (13.4%) edges 35181/256000 140724/1024000 (13.7%) texdata [variable] 5321422/8388608 (63.4%) lightdata [variable] 0/6291456 ( 0.0%) visdata [variable] 0/2097152 ( 0.0%) entdata [variable] 15401/524288 ( 2.9%) 109 textures referenced === Total BSP file data space used: 6940355 bytes === 12.36 seconds elapsed ----- END hlbsp ----- hlvis v3.4 Final (Feb 25 2006) 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 (amckern@yahoo.com) ----- BEGIN hlvis ----- Command line: hlvis de_front -texdata 8192 -chart -full 3027 portalleafs 9375 numportals -= Current hlvis Settings =- Name | Setting | Default -------------------|-----------|------------------------- threads [ 2 ] [ Varies ] verbose [ off ] [ off ] log [ on ] [ on ] developer [ 0 ] [ 0 ] chart [ on ] [ off ] estimate [ off ] [ off ] max texture memory [ 8388608 ] [ 4194304 ] max vis distance [ 0 ] [ 0 ] priority [ Normal ] [ Normal ] fast vis [ off ] [ off ] full vis [ on ] [ off ] BasePortalVis: (19.06 seconds) LeafThread: (507.66 seconds) average leafs visible: 195 g_visdatasize:362612 compressed from 1147233 Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 51/400 3264/25600 (12.8%) planes 5713/32768 114260/655360 (17.4%) vertexes 19254/65535 231048/786420 (29.4%) nodes 6061/32767 145464/786408 (18.5%) texinfos 3548/32767 141920/1310680 (10.8%) faces 14181/65535 283620/1310700 (21.6%) clipnodes 16999/32767 135992/262136 (51.9%) leaves 3507/8192 98196/229376 (42.8%) marksurfaces 17334/65535 34668/131070 (26.4%) surfedges 68594/512000 274376/2048000 (13.4%) edges 35181/256000 140724/1024000 (13.7%) texdata [variable] 5321422/8388608 (63.4%) lightdata [variable] 0/6291456 ( 0.0%) visdata [variable] 362612/2097152 (17.3%) entdata [variable] 15401/524288 ( 2.9%) 109 textures referenced === Total BSP file data space used: 7302967 bytes === 527.16 seconds elapsed [8m 47s] ----- END hlvis ----- hlrad v3.4 Final (Feb 25 2006) 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 (amckern@yahoo.com) ----- BEGIN hlrad ----- Command line: hlrad -sparse de_front -texdata 8192 -chart -= Current hlrad Settings =- Name | Setting | Default --------------------|---------------------|------------------------- threads [ 2 ] [ Varies ] verbose [ off ] [ off ] log [ on ] [ on ] developer [ 0 ] [ 0 ] chart [ on ] [ off ] estimate [ off ] [ off ] max texture memory [ 8388608 ] [ 4194304 ] max lighting memory [ 6291456 ] [ 6291456 ] priority [ Normal ] [ Normal ] vismatrix algorithm [ Sparse ] [ Original ] oversampling (-extra)[ off ] [ off ] bounces [ 1 ] [ 1 ] bounce dynamic light [ on ] [ on ] 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'] [59 texlights parsed from 'lights.rad'] 14181 faces Create Patches : 88322 base patches 0 opaque faces 694386 square feet [99991680.00 square inches] 280 direct lights BuildFacelights: Error: for Face 4226 (texture mapcredits) at (1118.000 -676.160 34.000) (1118.000 -676.000 34.000) (1118.000 -676.000 58.210) (1118.000 -676.160 58.210) Error: Bad surface extents (27509 x 6) Check the file ZHLTProblems.html for a detailed explanation of this problem ----- END hlrad ----- Truck
User
Thanks alot for your answer mate! I solved this for like an hour and a half ago, so thread closed!
Thanks alot for your answer tho, apreciated it! =) Truck
User
Hey guys!
I got a problem with my map. I've just completed a plant and defuse map, tho i ran into a problem! I can compile and start the map at New Game with no problems (Using ZHLT compiler) Tho, when i want to start it 2my HLServer (Dedicated standalone serv) i get an message saying: Bad surface extents 14640/0 at position (-1995,-987,-7). My guess is that i gotta remove the block (at the positions -1995. -987, -7) and remake it! Tho i'm not fully sure, either i can't really find the position with 3 different numbers @ VHE! I would apreciate if anyone knew! Thanks in advance! Truck
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:/..
Truck
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Haha, well don't come up with like "An ferrari, a new computer" or something like that:P
Truck
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Anything!
Truck
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I don't know whats wrong :( Please help me! Ill do anything!
Truck
User
hlcsg v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com) ----- BEGIN hlcsg ----- Command line: hlcsg -nowadtextures de_projekt Entering de_projekt.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 ] max lighting memory [ 6291456 ] [ 6291456 ] priority [ Normal ] [ Normal ] noclip [ off ] [ off ] null texture stripping[ on ] [ on ] clipnode economy mode [ on ] [ on ] clip hull type [ legacy ] [ legacy ] onlyents [ off ] [ off ] wadtextures [ off ] [ on ] skyclip [ on ] [ on ] hullfile [ None ] [ None ] nullfile [ None ] [ None ] min surface area [ 0.500 ] [ 0.500 ] brush union threshold [ 0.000 ] [ 0.000 ] Using mapfile wad configuration Wadinclude list : [zhlt.wad] 21 brushes (totalling 126 sides) discarded from clipping hulls CreateBrush: (1.58 seconds) SetModelCenters: (0.00 seconds) CSGBrush: (1.70 seconds) Using Wadfile: \mapping\cs_havana.wad - Contains 43 used textures, 46.24 percent of map (122 textures in wad) Using Wadfile: \mapping\de_inferno.wad - Contains 41 used textures, 44.09 percent of map (97 textures in wad) Using Wadfile: \mapping\halflife.wad - Contains 9 used textures, 9.68 percent of map (3116 textures in wad) Error: File read failure ----- END hlcsg ----- hlbsp v3.4 Final (Feb 25 2006) 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 (amckern@yahoo.com) ----- BEGIN hlbsp ----- Command line: hlbsp de_projekt >> There was a problem compiling the map. >> Check the file de_projekt.log for the cause. ----- END hlbsp ----- hlvis v3.4 Final (Feb 25 2006) 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 (amckern@yahoo.com) ----- BEGIN hlvis ----- Command line: hlvis de_projekt >> There was a problem compiling the map. >> Check the file de_projekt.log for the cause. ----- END hlvis ----- hlrad v3.4 Final (Feb 25 2006) 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 (amckern@yahoo.com) ----- BEGIN hlrad ----- Command line: hlrad de_projekt >> There was a problem compiling the map. >> Check the file de_projekt.log for the cause. ----- END hlrad ----- If anyone can spend some time and help me with this error i would appreciate it alot! All the pathes should be right. But all suggestions are welcome! If you help me find the solution, i can do whatever you ask me, please realy need this help, i'm in an mapping contest and the time begins to be short! Truck
User
hlcsg v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com) ----- BEGIN hlcsg ----- Command line: hlcsg -nowadtextures de_projekt Entering de_projekt.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 ] max lighting memory [ 6291456 ] [ 6291456 ] priority [ Normal ] [ Normal ] noclip [ off ] [ off ] null texture stripping[ on ] [ on ] clipnode economy mode [ on ] [ on ] clip hull type [ legacy ] [ legacy ] onlyents [ off ] [ off ] wadtextures [ off ] [ on ] skyclip [ on ] [ on ] hullfile [ None ] [ None ] nullfile [ None ] [ None ] min surface area [ 0.500 ] [ 0.500 ] brush union threshold [ 0.000 ] [ 0.000 ] Using mapfile wad configuration Wadinclude list : [zhlt.wad] 21 brushes (totalling 126 sides) discarded from clipping hulls CreateBrush: (1.52 seconds) SetModelCenters: (0.00 seconds) CSGBrush: (1.64 seconds) Using Wadfile: \zhlt\cs_havana.wad - Contains 43 used textures, 46.24 percent of map (122 textures in wad) Using Wadfile: \zhlt\de_inferno.wad - Contains 41 used textures, 44.09 percent of map (97 textures in wad) Using Wadfile: \zhlt\halflife.wad - Contains 9 used textures, 9.68 percent of map (3116 textures in wad) Error: File read failure ----- END hlcsg ----- hlbsp v3.4 Final (Feb 25 2006) 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 (amckern@yahoo.com) ----- BEGIN hlbsp ----- Command line: hlbsp de_projekt >> There was a problem compiling the map. >> Check the file de_projekt.log for the cause. ----- END hlbsp ----- hlvis v3.4 Final (Feb 25 2006) 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 (amckern@yahoo.com) ----- BEGIN hlvis ----- Command line: hlvis de_projekt >> There was a problem compiling the map. >> Check the file de_projekt.log for the cause. ----- END hlvis ----- hlrad v3.4 Final (Feb 25 2006) 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 (amckern@yahoo.com) ----- BEGIN hlrad ----- Command line: hlrad de_projekt >> There was a problem compiling the map. >> Check the file de_projekt.log for the cause. ----- END hlrad ----- hlbsp v3.4 Final (Feb 25 2006) 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 (amckern@yahoo.com) ----- BEGIN hlbsp ----- Command line: hlbsp de_projekt >> There was a problem compiling the map. >> Check the file de_projekt.log for the cause. ----- END hlbsp ----- hlvis v3.4 Final (Feb 25 2006) 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 (amckern@yahoo.com) ----- BEGIN hlvis ----- Command line: hlvis de_projekt >> There was a problem compiling the map. >> Check the file de_projekt.log for the cause. ----- END hlvis ----- hlrad v3.4 Final (Feb 25 2006) 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 (amckern@yahoo.com) ----- BEGIN hlrad ----- Command line: hlrad de_projekt >> There was a problem compiling the map. >> Check the file de_projekt.log for the cause. ----- END hlrad ----- Truck
User
I get this error when i check the .err file.
(I use ZHTL) hlcsg: Error: File read failure Anyone knows how to fix? Truck
User
That's the wierd thing... All the pathes are right! :s :(
Truck
User
I think i fixed the problem.. but now an new showed up.
** Executing... ** Command: Change Directory ** Parameters: D:\Program\Steam\steamapps\mrweezle\counter-strike ** Executing... ** Command: Copy File ** Parameters: "C:\Documents and Settings\Ägaren\Skrivbord\allt skit\mappfiler\de_projekt.map" "D:\Program\Steam\steamapps\mrweezle\counter-strike\cstrike_swedish\maps\de_projekt.map" ** Executing... ** Command: D:\Program\VALVEH~1\tools\zhlt\hlcsg.exe ** Parameters: "D:\Program\Steam\steamapps\mrweezle\counter-strike\cstrike_swedish\maps\de_projekt" hlcsg v3.4 Final (Feb 25 2006) 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 (amckern@yahoo.com) ----- BEGIN hlcsg ----- Command line: D:\Program\VALVEH~1\tools\zhlt\hlcsg.exe D:\Program\Steam\steamapps\mrweezle\counter-strike\cstrike_swedish\maps\de_projekt Entering D:\Program\Steam\steamapps\mrweezle\counter-strike\cstrike_swedish\maps\de_projekt.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 ] max lighting memory [ 6291456 ] [ 6291456 ] priority [ Normal ] [ Normal ] noclip [ off ] [ off ] null texture stripping[ on ] [ on ] clipnode economy mode [ on ] [ on ] clip hull type [ legacy ] [ legacy ] onlyents [ off ] [ off ] wadtextures [ on ] [ on ] skyclip [ on ] [ on ] hullfile [ None ] [ None ] nullfile [ None ] [ None ] min surface area [ 0.500 ] [ 0.500 ] brush union threshold [ 0.000 ] [ 0.000 ] Using mapfile wad configuration Wadinclude list : [zhlt.wad] 21 brushes (totalling 126 sides) discarded from clipping hulls CreateBrush: 10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.56 seconds) SetModelCenters: 10%...20%...30%...50%...60%...70%...80%... (0.00 seconds) CSGBrush: 10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.63 seconds) Using Wadfile: \program\valve hammer editor\tools\zhlt\cs_havana.wad - Contains 43 used textures, 46.24 percent of map (122 textures in wad) Using Wadfile: \program\valve hammer editor\tools\zhlt\de_inferno.wad - Contains 41 used textures, 44.09 percent of map (97 textures in wad) Using Wadfile: \program\valve hammer editor\tools\zhlt\halflife.wad - Contains 9 used textures, 9.68 percent of map (3116 textures in wad) Error: Exceeded MAX_MAP_MIPTEX Description: Texture memory usage on the map has exceeded the limit Howto Fix: Merge similar textures, remove unused textures from the map ----- END hlcsg ----- ** Executing... ** Command: D:\Program\VALVEH~1\tools\zhlt\hlbsp.exe ** Parameters: "D:\Program\Steam\steamapps\mrweezle\counter-strike\cstrike_swedish\maps\de_projekt" hlbsp v3.4 Final (Feb 25 2006) 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 (amckern@yahoo.com) ----- BEGIN hlbsp ----- Command line: D:\Program\VALVEH~1\tools\zhlt\hlbsp.exe D:\Program\Steam\steamapps\mrweezle\counter-strike\cstrike_swedish\maps\de_projekt >> There was a problem compiling the map. >> Check the file D:\Program\Steam\steamapps\mrweezle\counter-strike\cstrike_swedish\maps\de_projekt.log for the cause. ----- END hlbsp ----- ** Executing... ** Command: D:\Program\VALVEH~1\tools\zhlt\hlvis.exe ** Parameters: "D:\Program\Steam\steamapps\mrweezle\counter-strike\cstrike_swedish\maps\de_projekt" hlvis v3.4 Final (Feb 25 2006) 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 (amckern@yahoo.com) ----- BEGIN hlvis ----- Command line: D:\Program\VALVEH~1\tools\zhlt\hlvis.exe D:\Program\Steam\steamapps\mrweezle\counter-strike\cstrike_swedish\maps\de_projekt >> There was a problem compiling the map. >> Check the file D:\Program\Steam\steamapps\mrweezle\counter-strike\cstrike_swedish\maps\de_projekt.log for the cause. ----- END hlvis ----- ** Executing... ** Command: D:\Program\VALVEH~1\tools\zhlt\hlrad.exe ** Parameters: "D:\Program\Steam\steamapps\mrweezle\counter-strike\cstrike_swedish\maps\de_projekt" hlrad v3.4 Final (Feb 25 2006) 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 (amckern@yahoo.com) ----- BEGIN hlrad ----- Command line: D:\Program\VALVEH~1\tools\zhlt\hlrad.exe D:\Program\Steam\steamapps\mrweezle\counter-strike\cstrike_swedish\maps\de_projekt >> There was a problem compiling the map. >> Check the file D:\Program\Steam\steamapps\mrweezle\counter-strike\cstrike_swedish\maps\de_projekt.log for the cause. ----- END hlrad ----- Anyone knows the error cause? User
Fuck.. Worked really hard on this map! it's for Arbalet map contest :(
User
I've read that a few times Sprinkles.. but i can't find out the problem.. :/
User
Superjer... The strange part is that it's not about the .wad file, when i open the map i get Bad surface error.
In the de_projekt.err it says : hlrad: Error: Exceeded MAX_PATCHES Description: The map has a problem which must be fixed Howto Fix: Check the file http://www.zhlt.info/common-mapping-problems.html for a detailed explanation of this problem Maybe that helped some. User
hlcsg v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com) ----- BEGIN hlcsg ----- Command line: hlcsg -nowadtextures de_projekt Entering de_projekt.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 ] max lighting memory [ 6291456 ] [ 6291456 ] priority [ Normal ] [ Normal ] noclip [ off ] [ off ] null texture stripping[ on ] [ on ] clipnode economy mode [ on ] [ on ] clip hull type [ legacy ] [ legacy ] onlyents [ off ] [ off ] wadtextures [ off ] [ on ] skyclip [ on ] [ on ] hullfile [ None ] [ None ] nullfile [ None ] [ None ] min surface area [ 0.500 ] [ 0.500 ] brush union threshold [ 0.000 ] [ 0.000 ] Using mapfile wad configuration Wadinclude list : [zhlt.wad] 14 brushes (totalling 84 sides) discarded from clipping hulls CreateBrush: (1.55 seconds) SetModelCenters: (0.02 seconds) CSGBrush: (1.63 seconds) Using Wadfile: \hlserver\valve\decals.wad - Contains 0 used textures, 0.00 percent of map (222 textures in wad) Using Wadfile: \textract\de_inferno.wad - Contains 59 used textures, 67.82 percent of map (97 textures in wad) Using Wadfile: \hlserver\cstrike\cs_havana.wad - Contains 23 used textures, 26.44 percent of map (122 textures in wad) Using Wadfile: \documents and settings\ägaren\skrivbord\arbalet.wad - Contains 0 used textures, 0.00 percent of map (2 textures in wad) Using Wadfile: \hlserver\valve\halflife.wad - Contains 5 used textures, 5.75 percent of map (3116 textures in wad) Texture usage is at 3.85 mb (of 4.00 mb MAX) 3.70 seconds elapsed ----- END hlcsg ----- hlbsp v3.4 Final (Feb 25 2006) 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 (amckern@yahoo.com) ----- BEGIN hlbsp ----- Command line: hlbsp de_projekt 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 ] noopt [ 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 8192) SolidBSP [hull 0] 500...1000...1500...2000...2500...3000...3500...4000...4276 (0.25 seconds) BSP generation successful, writing portal file 'de_projekt.prt' SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3500...4000...4500...4596 (0.53 seconds) SolidBSP [hull 2] 500...1000...1500...2000...2500...3000...3500...4000...4342 (0.89 seconds) SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...4000...4500...4555 (0.88 seconds) 5.66 seconds elapsed ----- END hlbsp ----- hlvis v3.4 Final (Feb 25 2006) 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 (amckern@yahoo.com) ----- BEGIN hlvis ----- Command line: hlvis de_projekt 2317 portalleafs 7428 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: (9.44 seconds) LeafThread: (365.67 seconds) Warning: Leaf portals saw into leaf Problem at portal between leaves 1695 and 1698: (-1786.092 -1562.118 292.000) (-1763.043 -1538.045 253.072) (-1763.000 -1538.111 253.000) (-1763.000 -1941.000 253.000) (-1786.092 -1941.000 292.000) average leafs visible: 225 g_visdatasize:293665 compressed from 671930 375.30 seconds elapsed [6m 15s] ----- END hlvis ----- hlrad v3.4 Final (Feb 25 2006) 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 (amckern@yahoo.com) ----- BEGIN hlrad ----- Command line: hlrad de_projekt -= 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 ] max lighting memory [ 6291456 ] [ 6291456 ] priority [ Normal ] [ Normal ] vismatrix algorithm [ Original ] [ Original ] oversampling (-extra)[ off ] [ off ] bounces [ 1 ] [ 1 ] bounce dynamic light [ on ] [ on ] 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'] [59 texlights parsed from 'lights.rad'] 10495 faces Create Patches : 64480 base patches 0 opaque faces 636059 square feet [91592544.00 square inches] 262 direct lights BuildFacelights: (42.16 seconds) visibility matrix : 247.8 megs BuildVisLeafs: (64.27 seconds) MakeScales: (145.70 seconds) SwapTransfers: (4.89 seconds) Transfer Lists : 38626732 : 38.63M transfers Indices : 20412892 : 19.47M bytes Data : 154506928 : 147.35M bytes GatherLight: (1.89 seconds) FinalLightFace: (1.73 seconds) 261.58 seconds elapsed [4m 21s] ----- END hlrad ----- Thanks in advance /magocoo! Truck
User
Okay, ill try it later :) Thanks!
Truck
User
Hmm, okay. You don't know what the something should be :P?
Truck
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The download of de_inferno on the link you gave me, where also 1.5 :/
Truck
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Hey guys!
I assume you've played de_cpl_mill sometimes. Now my question is, how can make an "Scrolling Sign" As the one on mill? It's lovated in the Catwalk. If you know please help, or maybe there's an tutorial out there somewhere! Thanks in advance! Truck
User
mate de vista.. It's 1.5 :/
Truck
User
Hey guys! Someone don't have de_inferno rmf/map laying somewhere?
The 1.6 version! =) Thanks in advance! Truck
User
Hey guys! When i were going to try to comiple with the program ' The Comilator' an error occured for me.
I have all the settings right, that thoose pictures shows : http://www.themightyatom.nl/thecompilator.html But when i press COMPILE an error pops-up where it says "Logfile may not exist, or wrong folder specified. Check up your settings" Anyone know how to fix this problem? Thanks in advance. Truck
User
You allways "helps" alot sprinkles >.<
Truck
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Nope... not realy.
Edit: Prety centered. Truck
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Hello guys.
I've just finished my de_map.. I can open it on LAN, and such, and no .err file occures. But when i shall start it on my dedicated i get an error that says: Bad surface extents 48/432 at position (420,1538,1568) How can i fix this problem :/? Heres my compile log btw: hlcsg v3.4 Final (Feb 25 2006) 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 (amckern@yahoo.com) ----- BEGIN hlcsg ----- Command line: hlcsg -nowadtextures catpee Entering catpee.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 ] max lighting memory [ 6291456 ] [ 6291456 ] priority [ Normal ] [ Normal ] noclip [ off ] [ off ] null texture stripping[ on ] [ on ] clipnode economy mode [ on ] [ on ] clip hull type [ legacy ] [ legacy ] onlyents [ off ] [ off ] wadtextures [ off ] [ on ] skyclip [ on ] [ on ] hullfile [ None ] [ None ] nullfile [ None ] [ None ] min surface area [ 0.500 ] [ 0.500 ] brush union threshold [ 0.000 ] [ 0.000 ] Using mapfile wad configuration Wadinclude list : [zhlt.wad] 64 brushes (totalling 384 sides) discarded from clipping hulls CreateBrush: (0.94 seconds) SetModelCenters: (0.00 seconds) CSGBrush: (1.17 seconds) Using Wadfile: \program\steam\steamapps\ex3emealle\counter-strike\cstrike\wads\de_inferno.wad - Contains 30 used textures, 33.33 percent of map (97 textures in wad) Using Wadfile: \program\steam\steamapps\ex3emealle\counter-strike\cstrike\wads\halflife.wad - Contains 24 used textures, 26.67 percent of map (3116 textures in wad) Using Wadfile: \program\steam\steamapps\ex3emealle\counter-strike\cstrike\wads\cs_bdog.wad - Contains 3 used textures, 3.33 percent of map (132 textures in wad) Using Wadfile: \program\steam\steamapps\ex3emealle\counter-strike\cstrike\wads\de_cpl_mill.wad - Warning: Larger than expected texture (348972 bytes): 'CAL_2' - Contains 31 used textures, 34.44 percent of map (75 textures in wad) Using Wadfile: \program\steam\steamapps\ex3emealle\counter-strike\cstrike\wads\decals.wad - Contains 0 used textures, 0.00 percent of map (225 textures in wad) added 6 additional animating textures. Warning: ::FindTexture() texture I_ROUGH1 not found! Warning: ::FindTexture() texture NULL not found! Are you sure you included zhlt.wad in your wadpath list? Warning: ::LoadLump() texture I_ROUGH1 not found! Warning: ::LoadLump() texture NULL not found! Texture usage is at 2.46 mb (of 4.00 mb MAX) 2.55 seconds elapsed ----- END hlcsg ----- hlbsp v3.4 Final (Feb 25 2006) 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 (amckern@yahoo.com) ----- BEGIN hlbsp ----- Command line: hlbsp catpee 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 ] noopt [ 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 8192) SolidBSP [hull 0] 500...1000...1500...2000...2500...2664 (0.16 seconds) BSP generation successful, writing portal file 'catpee.prt' SolidBSP [hull 1] 500...1000...1500...2000...2362 (0.13 seconds) SolidBSP [hull 2] 500...1000...1500...2000...2297 (0.11 seconds) SolidBSP [hull 3] 500...1000...1500...2000...2500...2563 (0.14 seconds) 3.06 seconds elapsed ----- END hlbsp ----- hlvis v3.4 Final (Feb 25 2006) 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 (amckern@yahoo.com) ----- BEGIN hlvis ----- Command line: hlvis catpee 1442 portalleafs 4427 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: (3.27 seconds) LeafThread: (90.75 seconds) average leafs visible: 207 g_visdatasize:135205 compressed from 261002 94.45 seconds elapsed [1m 34s] ----- END hlvis ----- hlrad v3.4 Final (Feb 25 2006) 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 (amckern@yahoo.com) ----- BEGIN hlrad ----- Command line: hlrad catpee -= 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 ] max lighting memory [ 6291456 ] [ 6291456 ] priority [ Normal ] [ Normal ] vismatrix algorithm [ Original ] [ Original ] oversampling (-extra)[ off ] [ off ] bounces [ 1 ] [ 1 ] bounce dynamic light [ on ] [ on ] 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'] [59 texlights parsed from 'lights.rad'] 9038 faces Create Patches : 61855 base patches 0 opaque faces 572413 square feet [82427552.00 square inches] 149 direct lights BuildFacelights: (35.16 seconds) visibility matrix : 228.1 megs BuildVisLeafs: (118.95 seconds) MakeScales: (143.80 seconds) SwapTransfers: (13.52 seconds) Transfer Lists : 71636606 : 71.64M transfers Indices : 26758848 : 25.52M bytes Data : 286546424 : 273.27M bytes GatherLight: (3.84 seconds) FinalLightFace: (2.09 seconds) 319.83 seconds elapsed [5m 19s] ----- END hlrad ----- Truck
User
my defuse map is finaly done after a week of work... but then this shows up:/... how to fix it?
I've read on the common problems ,but i dont realy get it:/ please help fast, gonna play it agaisnt my friends. hlrad: Error: Exceeded MAX_PATCHES Truck
User
Np guys, i'm soon done with my de_map after 3 days of work so far, ill post my map in 2 days or something;)
Truck
User
hlrad: Error:
for Face 3767 (texture {gate) at hlrad: Error: Bad surface extents (2647 x 13) Check the file ZHLTProblems.html for a detailed explanation of this problem What's the problem? Please explain , and don't say google it or something stupid. Truck
User
Thanks dude, it worked:)
Truck
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Down Rodeo said: As sprinkles says, that means your batch file is wrong. Or at least that's what he means. If you post it here we can tell you the problem (but if you copy Superer's tutorial it *will* work).
Well, i can't find superjer's guide anymore :/ ANd also, how am i able to post the comile log , when i don't even can get the compile to work? Truck
User
I've tried zhlt , and Batch Compiler, but when i shall compile the map the window just shows up for a sec :/ Then nothing happens.
Truck
User
Hello guys! Anyone got any idea what de_cpl_mill uses as .wad?
Truck
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Down Rodeo said: I reckon he'll be trying to compile in C:\Program Files\. Dammit, Vista.
I'm not using vista :/ Truck
User
Mate de Vita said: Truck
User
It's the VHE's f9 compile... Because when i shall use zhlt, the .bat don't work.. The cmd window just shows in 0.5 sec:s Why?
Truck
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i did post it above?
Truck
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** Executing... ** Command: Change Directory ** Parameters: C:\Program\Steam\steamapps\luvrianne\counter-strike ** Executing... ** Command: Copy File ** Parameters: "C:\Program\Steam\steamapps\ex3emealle\counter-strike\cstrike\wads\de_testas.map" "C:\Program\Steam\steamapps\luvrianne\counter-strike\cstrike_swedish\maps\de_testas.map" ** Executing... ** Command: Copy File ** Parameters: "C:\Program\Steam\steamapps\luvrianne\counter-strike\cstrike_swedish\maps\de_testas" * Could not execute the command: Copy File "C:\Program\Steam\steamapps\luvrianne\counter-strike\cstrike_swedish\maps\de_testas" * Windows gave the error message: " Truck
User
anyone have any nice guide on the basics of an plant / defuse map?
I've made an truck before, but it got kinda unactive. Truck
User
Now im usin BC and ZHLT:P But when im going to run the map, the cmd window shows up for 1 sec:/
Truck
User
Hahaha :p
Truck
User
Hahaha, okay:P
Truck
User
Okay, thanks guys... but is there anyway to embed the .wad file if you do not run the .BAT compiler from superjer? I just configure calce , build my map and pressing f9, and it works excellent!
Truck
User
That i know:D.. I'm kind of semi-elite on cs 1.6, so that would i know:P, but if you find an guide again, plz link me it!
Truck
User
Hello guys, i also wonder if there any nice guide for the basics on de_ maps, like how to start, tips and tricks and so on?
Thanks. Truck
User
Hello there guys.
I wonder some questions. I've made an aim_map.. but there are several files like .p1 .p2 .p3 .wic and so on.. but if i want anyone to test the map, can they test it if i just send the .bsp and .res file? And also, how do i imbead (spelling?) an .wad file into the .bsp file so they don't need to get, couln't open aim_skanska.wad, except if i send it to them. Thanks! Truck
User
tard
haha, just kidding:D !<3 Truck
User
Hmm , maybe actualy:) just need some more suggestions also:)!
Truck
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I dunno realy, that's why i need suggestions
Truck
User
Tell me some names of nice .wad files when your about to build a de_map (bomb/defuse map)
I'm on to make one, now when my fy_map and aim_map is done! Thanks ;) Truck
User
well... i opened aim_map_usp to make the map in nice size... and now have i built all so, any ideas how to do?
Truck
User
Not the terrorists.. and the Counter-Terrorists not with an glock, so t's with glock and ct's with usp!
Truck
User
Anyone that can help me with the pistol problem?
See thread CT and T pistols! Truck
User
Okay, i wil try:D
Edit: it worked:D Thanks alot dude<3 Truck
User
ye.. i ment equip, not start :P
Truck
User
fit don't works atleast:/
Truck
User
Hey there guys... I've made an own texture , that i shall use as i sign on my map, got it into a .wad and into hammer... but when i but it on the wall, it gets like in an mirrow:/
so everything is turned backswards or how to say. Any tip? Truck
User
Okay, i will try:D<3
Edit: I've made an trigger_multiple with target ts (name of my info_player_start) but they still get usp Truck
User
Hello guys... I'm soon done with my map, an aim_map...
But i have a question! How to i make t start with glock and ct with usp? Both teams starts with usp.. Please hel me Truck
User
hey dudes, do you know what .wad's that used for de_cpl_bomb2?
Truck
User
when i make a ladder acording to the guide i dont get the "ladder" visible... all configuration is properly, when i make anything func_wall etc and make it solid it gets invisible!
how can i fix this?? thank you , Macogoo Truck
User
Ya, okay. Thanks guys! I guess it's up to me to get the b site mark right=)! Because you've probably explained it all allready.
Truck
User
But the B site mark gets upside down then ,and same with the arrow
Truck
User
Hey guys, sorry, was off for 2 days from the computer . I see heres alot answeres:), Thank you! But how to you do the mirror thing in paint that you talked about
Truck
User
Hello there boys and girls!:).
I need help with an thing. IT's like this, when i apply an sign or something, all gets upsidedown or wrong faced, anyone knoe how to fix this if it's even possible? Happy for answers Truck
User
eDan Co. said: Huh, it does...
How about this? This time I downloaded the file in case the server crashes again. It it does, I'll email it to you. Same text ... Veuillez nous exuser le site est en maintenance. Aucun fichier ! all there is for me, well please email it:) as you said. <Email removed by eDan Co The Great> Truck
User
Link to download plz, can't find on search on thie forums and not on google..
Truck
User
Hey guys! Any one might got the .wad file de_clan1_mill.wad ?
Truck
User
** Executing... ** Command: Change Directory ** Parameters: C:\Program Files\Valve\Steam\SteamApps\ex3emealle\counter-strike ** Executing... ** Command: Copy File ** Parameters: "C:\Users\ex3emealle\Desktop\de_confused.map" "C:\Program Files\Valve\Steam\SteamApps\ex3emealle\counter-strike\cstrike\maps\de_confused.map" ** Executing... ** Command: C:\PROGRA~1\VALVEH~1\tools\qcsg.exe ** Parameters: "C:\Program Files\Valve\Steam\SteamApps\ex3emealle\counter-strike\cstrike\maps\de_confused" qcsg.exe v2.8 (Jan 31 2000) ---- qcsg ---- entering C:\Program Files\Valve\Steam\SteamApps\ex3emealle\counter-strike\cstrike\maps\de_confused.map CreateBrush: 0...1...2...3...4...5...6...7...8...9... (0) CSGBrush: 0...1...2...3...4...5...6...7...8...9... (1) Using WAD File: \users\ex3emealle\desktop\de_inferno.wad Using WAD File: \program files\valve\steam\steamapps\ex3emealle\counter-strike\cstrike\wads\cs_bdog.wad WARNING: texture GENERIC039 not found in BSP's wad file list! WARNING: texture PREFAB_POT1 not found in BSP's wad file list! WARNING: texture {SHRUB1B not found in BSP's wad file list! WARNING: texture {RAIL2 not found in BSP's wad file list! WARNING: texture GENERIC039 not found in BSP's wad file list! ************ ERROR ************ Textures exceeded MAX_MAP_MIPTEX ** Executing... ** Command: C:\PROGRA~1\VALVEH~1\tools\qbsp2.exe ** Parameters: "C:\Program Files\Valve\Steam\SteamApps\ex3emealle\counter-strike\cstrike\maps\de_confused" qbsp2.exe v2.2 (Dec 28 1998) ---- qbsp2 ---- ************ ERROR ************ ReadSurfs: 2586 > numplanes ** Executing... ** Command: C:\PROGRA~1\VALVEH~1\tools\vis.exe ** Parameters: "C:\Program Files\Valve\Steam\SteamApps\ex3emealle\counter-strike\cstrike\maps\de_confused" vis.exe v1.3 (Dec 30 1998) ---- vis ---- 2 thread(s) LoadPortals: couldn't read C:\Program Files\Valve\Steam\SteamApps\ex3emealle\counter-strike\cstrike\maps\de_confused.prt No vising performed. ** Executing... ** Command: C:\PROGRA~1\VALVEH~1\tools\qrad.exe ** Parameters: "C:\Program Files\Valve\Steam\SteamApps\ex3emealle\counter-strike\cstrike\maps\de_confused" qrad.exe v 1.5 (Apr 6 2000) ----- Radiosity ---- 2 threads [Reading texlights from 'C:\PROGRA~1\VALVEH~1\tools\lights.rad'] [1 texlights parsed from 'C:\PROGRA~1\VALVEH~1\tools\lights.rad'] 737 faces 49659 square feet [7150928.00 square inches] 3449 patches after subdivision 1 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9... (2) visibility matrix: 0.7 megs BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9... (1) MakeScales: 0...1...2...3...4...5...6...7...8...9... (0) transfer lists: 4.2 megs SwapTransfersTask: 0...1...2...3...4...5...6...7...8...9... (0) GatherLight: 0...1...2...3...4...5...6...7...8...9... (0) Bounce #1 added RGB(58452, 58452, 58452) FinalLightFace: 0...1...2...3...4...5...6...7...8...9... (0) Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/400 64/25600 ( 0.3%) planes 277/32767 5540/655340 ( 0.8%) vertexes 989/65535 11868/786420 ( 1.5%) nodes 243/32767 5832/786408 ( 0.7%) texinfos 117/8192 4680/327680 ( 1.4%) faces 737/65535 14740/1310700 ( 1.1%) clipnodes 685/32767 5480/262136 ( 2.1%) leaves 145/8192 4060/229376 ( 1.8%) marksurfaces 941/65535 1882/131070 ( 1.4%) surfedges 3534/512000 14136/2048000 ( 0.7%) edges 1775/256000 7100/1024000 ( 0.7%) texdata [variable] 532/2097152 ( 0.0%) lightdata [variable] 113280/2097152 ( 5.4%) visdata [variable] 2668/2097152 ( 0.1%) entdata [variable] 7167/131072 ( 5.5%) === Total BSP file data space used: 199029 bytes === 3 seconds elapsed What shall i do to be able to open the map=? Truck
User
You closed down Hammer before trying to put the .dll in the root folder, right?
Ye... i did. Truck
User
But the thing is that when i put that file in my VHE root folder, vista says: Windows trying to get the program to work... Program don't worked, please close the program.
Truck
User
to put that file in the VHE root?.... Then ye!
Truck
User
So, is there ANYTHING i can do to solve this problem, because i can't live with it!.... I could live with it if it only would be the mark problem, but also, i cant just select one face of a brush and just paint that with an texture and another side of the block another texture.... That sucks, please help me! Thanks!
Truck
User
haha
Truck
User
Okay, will try it laters. Thanks in advice!
Truck
User
Haha... I'm Nubbcake so you know, didn't remember account name, so made a new account... and for christmas, i got an laptop from my mother, and all new computers got vista.... and i got both.... vista and ATI! , tought it was that too, but didn't really know , YOu know any solution?
Truck
User
I can't:(!
Truck
User
Rensalled it , about 4 times or so allready...
Truck
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Yes, 100 % sure..
Truck
User
Hello mates... i just installed valve hammer editor. But when i made an block, and shall mark it... i can't mark it from the camera view, just to press the block in the top/side/front windows.... how come ?
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