Can't open map after compiling

Can't open map after compiling

Hammer Mapping — Page [1]
nasteey
2008 Oct 9 • 6
Hy! I just made a CS 1.6 map, but after compiling I can't play with it. It loads 6 bars and then it exit to the main menu. There is no error file, so I don't know what is the problem with it.
 
 
 
2008 Oct 9 at 05:26 PDT
Killer-Duck
Homicidal Anatidae

2008 Mar 5 • 1169
633 ₧
You always get a compile-log. It's a file with the same name as your map but ends with .log. (can be opened with Notepad)
QUACK! QUACK!
 
 
 
2008 Oct 9 at 06:54 PDT — Ed. 2008 Oct 9 at 06:54 PDT
nasteey
2008 Oct 9 • 6
hlcsg v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
----- BEGIN hlcsg -----
Command line: hlcsg aha

-= 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 ]
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 ]

Wadinclude list :
[zhlt.wad]


entering aha.map
CreateBrush:
(0.03 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.06 seconds)
Using WAD File: \gamez\counter strike\cstrike\torntextures.wad
Warning: ::: Larger than expected texture (240172 bytes) Wad:wad[\gamez\counter strike\cstrike\torntextures.wad] Texture[40:TK_STONEWALLHI]

Warning: ::: Larger than expected texture (306812 bytes) Wad:wad[\gamez\counter strike\cstrike\torntextures.wad] Texture[79:TK_CLAYROOF]

Warning: ::: Larger than expected texture (272812 bytes) Wad:wad[\gamez\counter strike\cstrike\torntextures.wad] Texture[107:{TK_PLANTLG]

Warning: ::: Larger than expected texture (327212 bytes) Wad:wad[\gamez\counter strike\cstrike\torntextures.wad] Texture[109:{TK_PLANTSM]

Warning: ::: Larger than expected texture (235412 bytes) Wad:wad[\gamez\counter strike\cstrike\torntextures.wad] Texture[161:TK_TORNMAP]

Texture usage is at 0.13 mb (of 4.00 mb MAX)
0.11 seconds elapsed

----- END hlcsg -----



hlbsp v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
----- BEGIN hlbsp -----
Command line: hlbsp aha

-= 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 ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 240)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)


BSP generation successful, writing portal file 'aha.prt'
0.16 seconds elapsed

----- END hlbsp -----



hlvis v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
----- BEGIN hlvis -----
Command line: hlvis aha

-= 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 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]


52 portalleafs
145 numportals
BasePortalVis:
(0.02 seconds)
LeafThread:
(0.11 seconds)
average leafs visible: 32
g_visdatasize:474 compressed from 364
0.17 seconds elapsed

----- END hlvis -----



hlrad v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
----- BEGIN hlrad -----
Command line: hlrad aha

-= 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 [ 256.000 ] [ 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 ]
global gamma amount [ 0.500 ] [ 0.500 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]


479 faces
Create Patches : 4876 base patches
0 opaque faces
89126 square feet [12834248.00 square inches]
4 direct lights

BuildFacelights:
(0.88 seconds)
visibility matrix : 1.4 megs
BuildVisLeafs:
(3.47 seconds)
MakeScales:
(2.72 seconds)
SwapTransfers:
(2.06 seconds)
Transfer Lists : 6132278 transfers
Indices : 1365292 bytes
Data : 24529112 bytes
GatherLight:
(0.58 seconds)
FinalLightFace:
(1.33 seconds)
11.16 seconds elapsed

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


That was in aha.log (aha is the name of the map)

Can anybody help me?
 
 
 
2008 Oct 9 at 09:19 PDT — Ed. 2008 Oct 9 at 09:50 PDT
Killer-Duck
Homicidal Anatidae

2008 Mar 5 • 1169
633 ₧
Make sure your map(.bsp) is copied to your maps-folder(cstrike/maps).
QUACK! QUACK!
 
 
 
2008 Oct 9 at 09:28 PDT — Ed. 2008 Oct 9 at 09:28 PDT
nasteey
2008 Oct 9 • 6
Of course, I copied it. But it still doesn't work
 
 
 
2008 Oct 9 at 09:50 PDT
Down Rodeo
Cap'n Moth of the Firehouse

Find the Hole II Participation Medal
2007 Oct 19 • 5486
57,583 ₧
 
 
 
2008 Oct 9 at 10:29 PDT
nasteey
2008 Oct 9 • 6
Host_Error: PF_precache_model_I: Bad string ''
exec listip: not a .cfg or .rc fi


WTF?
 
 
 
2008 Oct 9 at 10:45 PDT
Killer-Duck
Homicidal Anatidae

2008 Mar 5 • 1169
633 ₧
http://www.slackiller.com/tommy14/errors.htm#badstring

Have you given some strange name to an entity? Only use standard american characters and numbers (a-z, 0-9) and don't use any spaces.
QUACK! QUACK!
 
 
 
2008 Oct 9 at 11:44 PDT
zephyr

2008 Aug 20 • 44
ive had that problem before. its most likely a problem with yor textures like it says in the compile log.
 
 
 
2008 Oct 9 at 17:43 PDT
SRAW
Rocket Man

2007 Nov 6 • 2525
601 ₧
and y did u put exec listip?

it should be exec listip.cfg or bannednoobs.rc
Free Steam Games
 
 
 
2008 Oct 10 at 00:57 PDT
nasteey
2008 Oct 9 • 6
I have another problem now. I made a new map, but the ZHLT says:
Error: Exceeded MAX_LEAF_FACES
Description: This error is almost always caused by an invalid brush, by having huge rooms, or scaling a texture down to extremely small values (between -1 and 1)
Howto Fix: Find the invalid brush. Any imported prefabs, carved brushes, or vertex manipulated brushes should be suspect


If I upload my map, can anybody find it to me?
 
 
 
2008 Oct 30 at 12:52 PDT
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
nasteey said:
I have another problem now. I made a new map, but the ZHLT says:
Error: Exceeded MAX_LEAF_FACES
Description: This error is almost always caused by an invalid brush, by having huge rooms, or scaling a texture down to extremely small values (between -1 and 1)
Howto Fix: Find the invalid brush. Any imported prefabs, carved brushes, or vertex manipulated brushes should be suspect


If I upload my map, can anybody find it to me?

did you use vertex manipulation? If so, double-check the brush that you vertex-manipulated for any faults (though I still don't see what's so hard about using vertex manipulation. I mean, I'm a complete noob, but I haven't had one single problem using it and I've used it on a lot of different brushes).
...and that's the bottom line because Mate de Vita said so.
 
 
 
2008 Oct 30 at 14:23 PDT
Down Rodeo
Cap'n Moth of the Firehouse

Find the Hole II Participation Medal
2007 Oct 19 • 5486
57,583 ₧
 
 
 
2008 Oct 30 at 16:32 PDT
nasteey
2008 Oct 9 • 6
http://data.hu/get/799272/kdk1.rmf.html


I uploaded it, rmf format, so, if anybody can help me, try to find that error and fix it to me. It is very important for me, and for my clan.

Thanks

(P.S.: just click on: Let
 
 
 
2008 Oct 31 at 11:55 PDT — Ed. 2008 Oct 31 at 11:55 PDT
Killer-Duck
Homicidal Anatidae

2008 Mar 5 • 1169
633 ₧
Make a correct sky, not sure if it will fix the problem(possibly), but will at least give a shorter compile time plus better performance in-game.

Imagine this picture is showing two different maps from the side:




Also, use the NULL-texture on unseen faces.
QUACK! QUACK!
 
 
 
2008 Nov 1 at 01:37 PDT — Ed. 2008 Nov 1 at 01:41 PDT
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