compiling error

compiling error

Hammer Mapping — Page [1]
headtanner
2009 Jan 25 • 32
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 -----



Learn From Yesterday, Live for Today, Hope for Tomorrow
 
 
 
2009 Jan 28 at 06:30 UTC
Killer-Duck
Homicidal Anatidae

2008 Mar 5 • 1169
633 ₧
Quote:

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


Did you forget to put entities inside the map? You need at least an info_player_start, an info_player_deathmatch and a light.
QUACK! QUACK!
 
 
 
2009 Jan 28 at 07:58 UTC
headtanner
2009 Jan 25 • 32
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
Learn From Yesterday, Live for Today, Hope for Tomorrow
 
 
 
2009 Jan 28 at 08:10 UTC
headtanner
2009 Jan 25 • 32
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
Learn From Yesterday, Live for Today, Hope for Tomorrow
 
 
 
2009 Jan 28 at 08:44 UTC
headtanner
2009 Jan 25 • 32
Another problem

Its taking an extremely long time to compile the map ten munites and still only 10% done
Learn From Yesterday, Live for Today, Hope for Tomorrow
 
 
 
2009 Jan 28 at 10:05 UTC
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
headtanner said:
Another problem

Its taking an extremely long time to compile the map ten munites and still only 10% done

some maps take several hours or even more to compile, depending on their size and your computer.
Try a problem check in hammer though (alt+p).
Also which part is taking so long (What does it say above the 10%...20%...30%... line?)

btw LOL I was just going to tell you to make sure you didn't turn the whole map into one brush since that's what I'd done one time and then I saw you'd already found it.
...and that's the bottom line because Mate de Vita said so.
 
 
 
2009 Jan 28 at 13:27 UTC — Ed. 2009 Jan 28 at 17:49 UTC
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