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I keep getting this error after im done compiling and trying to test my map. here is compile log
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_snowdust2
Entering de_snowdust2.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]
28 brushes (totalling 168 sides) discarded from clipping hulls
CreateBrush:
(0.80 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(2.59 seconds)
Using Wadfile: \program files\valve\steam\steamapps\cstrike.wad
- Contains 0 used textures, 0.00 percent of map (123 textures in wad)
Using Wadfile: \halflife\halflife.wad
- Contains 6 used textures, 35.29 percent of map (3116 textures in wad)
Including Wadfile: \zhlt\zhlt.wad
- Contains 0 used textures, 0.00 percent of map (8 textures in wad)
Using Wadfile: \textures\tatu_eugen1.wad
- Contains 1 used texture, 5.88 percent of map (34 textures in wad)
Using Wadfile: \textures\blazsnow.wad
- Contains 2 used textures, 11.76 percent of map (40 textures in wad)
Using Wadfile: \textures\arctic.wad
- Contains 0 used textures, 0.00 percent of map (36 textures in wad)
Using Wadfile: \textures\3dmsnowy.wad
- Warning: Larger than expected texture (218412 bytes): '3DMTRAILL'
- Contains 2 used textures, 11.76 percent of map (95 textures in wad)
Using Wadfile: \textures\fy_winter_map.wad
- Contains 2 used textures, 11.76 percent of map (14 textures in wad)
Using Wadfile: \textures\ka_snowy.wad
- Contains 1 used texture, 5.88 percent of map (42 textures in wad)
Using Wadfile: \textures\iceland.wad
- Contains 0 used textures, 0.00 percent of map (67 textures in wad)
Using Wadfile: \textures\cs_snowbase.wad
- Contains 2 used textures, 11.76 percent of map (33 textures in wad)
Using Wadfile: \textures\cs_prostudio.wad
- Contains 1 used texture, 5.88 percent of map (79 textures in wad)
Warning: More than 8 wadfiles are in use. (12)
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.
added 1 additional animating textures.
Texture usage is at 0.45 mb (of 4.00 mb MAX)
3.56 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_snowdust2
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...3740 (0.33 seconds)
BSP generation successful, writing portal file 'de_snowdust2.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3500...3942 (0.22 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2500...3000...3500...3685 (0.20 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...4000...4500...4557 (0.28 seconds)
4.86 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_snowdust2
1517 portalleafs
4163 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:
(2.52 seconds)
LeafThread:
(29.33 seconds)
average leafs visible: 155
g_visdatasize:109986 compressed from 288230
31.92 seconds elapsed
----- 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_snowdust2
-= 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']
6929 faces
Create Patches : 32431 base patches
24 opaque faces
286878 square feet [41310508.00 square inches]
115 direct lights
BuildFacelights:
(44.80 seconds)
visibility matrix : 62.7 megs
BuildVisLeafs:
(96.88 seconds)
MakeScales:
(34.13 seconds)
SwapTransfers:
(2.45 seconds)
Transfer Lists : 21815306 : 21.82M transfers
Indices : 11271244 : 10.75M bytes
Data : 87261224 : 83.22M bytes
GatherLight:
(1.13 seconds)
FinalLightFace:
(0.86 seconds)
182.16 seconds elapsed [3m 2s]
----- END hlrad -----
Can anyone please help me figure this out :]
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2009 Apr 20 at 21:48 UTC
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Down Rodeo
Cap'n Moth of the Firehouse
2007 Oct 19 • 5486
57,583 ₧
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Argh, check your log then the FAQ.
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2009 Apr 20 at 22:08 UTC
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Ok i merged wads so now i only have 7 and i am still getting the same error bad animating texture? Need some more help :D
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2009 Apr 21 at 02:00 UTC
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Rename that texture. Textures with the prefixes +0 to +9 are regarded as animated textures, rename your texture so it doesn't start with that prefix.
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2009 Apr 21 at 06:13 UTC
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I do not understand what you mean?
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2009 Apr 21 at 19:40 UTC
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In your wad file you have a texture with a + prefix that's not an animated texture. You have to delete that + in the texture name.
...and that's the bottom line because Mate de Vita said so.
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2009 Apr 21 at 21:01 UTC
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I just looked in my wad file none of the wads have a + in them...
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2009 Apr 21 at 23:45 UTC
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Does it give you the name of the texture in the error-message?
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2009 Apr 22 at 08:00 UTC
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liquid said: I just looked in my wad file none of the wads have a + in them...
Not the wads, the textures.
...and that's the bottom line because Mate de Vita said so.
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2009 Apr 22 at 14:39 UTC
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Ok so i went through every single texture and deleted the + that was infront of all. And i am still getting the same error.
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2009 May 2 at 16:32 UTC
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Doesn't it mention the name of the texture in the error-message?
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2009 May 2 at 16:56 UTC
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No all it says is "Bad Animating Texture" in the little error box when i try to test my map.
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2009 May 2 at 18:41 UTC
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First of all, if you merged your .wad files, why didn't you merge it in a one single .wad?
Second, try this. While in Hammer, press ALT+P to see if you have an error and remake thet brush if it's shown.
Third, if your brush-entity is func_water, maybe your texture is bad. Choose another one or just make your map without water..
Fourth... Try making your .bat file different(instead of using -wadinclude use -nowadtextures).
Fifth thing. If none of this worked, find the part that you edited or made with an animated brush and remake it. If it still doesn't work, contact your operator... Just kidding. Upload your map and we'll see what's the problem.
But hey, look on the bright side, if you deleted all of your + signs in front of all textures, you'll never use the animating brush again because you'll never know if it's really animated or not... Haha... Clever, huh?
GEWD LUCK!
And I have no more to say.
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2009 May 2 at 22:04 UTC
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ok when i did alt p i got 3 diffrent error msgs one was
Solid Entity "func_illusionary is empty"
Solid Entity "func_ladder is empty"
Solid Entity "button_target is empty"
I cannot find the error when i click go to error and it keeps coming back when i hit fix. :(
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2009 May 3 at 02:55 UTC
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Again with the empty entities? Grrr... Anyways:
Several thousand times I've already said: You mean you have an empty entity error or 'solid entity has no brushes' error or something similar? If so:
Press alt+p and see which entities are listed as empty (let's say you have 'the entity func_buyzone is empty').
Go to map->entity report and filter brush entities only. Then select the first of the entities that were listed in the alt+p (in this case func_buyzone). Now press Go to. If it selects something in the map, move on to the next func_buyzone. If it doesn't select anything press delete.
...and that's the bottom line because Mate de Vita said so.
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2009 May 3 at 08:59 UTC
— Ed. 2009 May 3 at 08:59 UTC
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Alright thanks, i fixed those but i am still getting that same damn error "Bad Animating Texture"
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2009 May 4 at 03:49 UTC
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2009 May 4 at 05:56 UTC
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2009 May 4 at 14:22 UTC
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soo you guys get the file ?
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2009 May 10 at 07:44 UTC
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Well could you maybe include the wad(s) you used?
...and that's the bottom line because Mate de Vita said so.
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2009 May 10 at 08:32 UTC
— Ed. 2009 May 10 at 08:32 UTC
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2009 May 12 at 21:28 UTC
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tatusnowy.wad, in there you have a texture named "-", rename it.
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2009 May 13 at 06:05 UTC
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