Compile Work, Map fails to load

Compile Work, Map fails to load

Hammer Mapping — Page [1]
vick
2011 Sep 9 • 24
alright i have had a millions of problems and managed to correct most, except for this one so i need you guys to help me please.

the compiling process was a success, everything went well. no errors. The problem is when i test my map in New Game it loads for a split second and Counter Strike crashes [Not Responding] Please help
 
 
 
2011 Sep 9 at 21:26 PDT
sin
2011 Aug 15 • 74
Happens.. Try loading any other map works?
Make a test map compile and run it does it work?
Post compile log please.
 
 
 
2011 Sep 9 at 22:18 PDT
vick
2011 Sep 9 • 24
yeah other makes worked


heres 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 catpee
Entering catpee.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:
(0.32 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.49 seconds)

Using Wadfile: \users\student\downloads\wads\halflife.wad
- Contains 89 used textures, 98.89 percent of map (3116 textures in wad)
Including Wadfile: \hammer\fgd\counter-strike\zhlt.wad
- Contains 0 used textures, 0.00 percent of map (3 textures in wad)
Using Wadfile: \users\student\documents\cs\wizkid318\counter-strike\cstrike\tempdecal.wad
- Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: \users\student\documents\cs\wads\ndjail.wad
- Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: \users\student\documents\cs\wads\de_cratefield.wad
- Contains 0 used textures, 0.00 percent of map (21 textures in wad)
Using Wadfile: \users\student\documents\cs\wads\decals.wad
- Contains 0 used textures, 0.00 percent of map (223 textures in wad)
Using Wadfile: \users\student\documents\cs\wads\joesmoe_cm.wad
- Contains 0 used textures, 0.00 percent of map (87 textures in wad)
Using Wadfile: \users\student\documents\cs\hyped.wad
- Contains 1 used texture, 1.11 percent of map (1 textures in wad)

added 13 additional animating textures.
Texture usage is at 1.29 mb (of 4.00 mb MAX)
1.31 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 catpee

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 'catpee.prt'
1.63 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 catpee
1193 portalleafs
3538 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:
(0.80 seconds)
LeafThread:
(96.85 seconds)
average leafs visible: 295
g_visdatasize:121987 compressed from 178950
97.74 seconds elapsed [1m 37s]

----- 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 catpee

-= 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 ]


8725 faces
Create Patches : 58576 base patches
0 opaque faces
729969 square feet [105115600.00 square inches]
111 direct lights

BuildFacelights:
(34.81 seconds)
visibility matrix : 204.5 megs
BuildVisLeafs:
(97.72 seconds)
MakeScales:
(47.03 seconds)
SwapTransfers:
(20.99 seconds)
Transfer Lists : 129646194 : 129.65M transfers
Indices : 46690624 : 44.53M bytes
Data : 518584776 : 494.56M bytes
GatherLight:
(2.67 seconds)
FinalLightFace:
(2.07 seconds)
206.77 seconds elapsed [3m 26s]

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


 
 
 
2011 Sep 10 at 01:50 PDT
SuperJer
Websiteman

2005 Mar 20 • 6629
This is tough if there's no actual error message.

I'd recommend the divide-and-conquer method.

1) Backup your map.
2) Delete half of the map.
3) See if that works. Yes = switch to the other half.
3) Repeat from 2 until you find the cause.

If both halves work, try a random ~75% of what's left.

If anything less than some X% of your map works, you probably just have too much stuff in it.
 
 
 
2011 Sep 11 at 01:57 PDT
vick
2011 Sep 9 • 24
i re downloaded my compiler and it works so im assuming something went wrong with my compiler. i really appreciate the help. you guys are the best
 
 
 
2011 Sep 11 at 02:36 PDT
Page [1]