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@echo off
hlcsg -nowadtextures mapname
hlbsp mapname
hlvis mapname
hlrad mapname
copy mapname.bsp "C:\Programfiler\Steam\steamapps\iskateremz\counter-strike\cstrike\maps"
pause
"C:\Programfiler\Steam\Steam.exe" -applaunch 10 -dev +sv_cheats 1 +map mapname
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2009 Feb 12 at 15:07 UTC
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eDan Co.
Mighty Typist
2007 Sep 24 • 2921
252 ₧
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Is your map's name actually "mapname"?
Also, is there a folder named "programfiler" on your C: drive?
May contain traces of invisible text.
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2009 Feb 12 at 16:44 UTC
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eDan Co. said: Is your map's name actually "mapname"?
Also, is there a folder named "programfiler" on your C: drive?
Yes, it's called mapname.
And yes, there is a folder called programfiler.
This bat-file worked when I my first map which was a box.
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2009 Feb 12 at 16:52 UTC
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What if you start up CS manually and choose "New Game" and choose your map in the list, does it work then?
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2009 Feb 12 at 19:10 UTC
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I need to compile the .map into a .bsp file i think, before you can play. And the batch file doesn't make the bsp file, it stops in the middle of the compiling.
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2009 Feb 12 at 20:01 UTC
— Ed. 2009 Feb 13 at 06:36 UTC
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Help me please
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2009 Feb 13 at 06:36 UTC
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SRAW
Rocket Man
2007 Nov 6 • 2525
601 ₧
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try dragging and dropping ur map over the compile tools then copy it manually to ur map folder
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2009 Feb 13 at 10:52 UTC
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I somehow figured it out.. thanks for help anyway.
But how do i add items? cause I need stuffs like stairs, tables, trees and such.
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2009 Feb 13 at 15:15 UTC
— Ed. 2009 Feb 13 at 15:15 UTC
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Mate de Vita said: Select the brush tool and then look at the right-bottom side of the screen. There should be two small bars, one saying Categories and the other Objects.
Or you can make them out of brushes yourself.
Or you can also download them as models and then use an I think cycler entity to import your model into the map.
If you don't know what the brush tool is, read this.
Also I screwed up. If they're implemented, they're in the 'random objects' category.
You could still make them out of brushes yourself though.
...and that's the bottom line because Mate de Vita said so.
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2009 Feb 13 at 16:44 UTC
— Ed. 2009 Feb 13 at 20:53 UTC
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This was exactly was I read the first time. I've managed to make stairs with the brush but I have difficulties making chairs and tables :S
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2009 Feb 13 at 21:19 UTC
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AntonFifty said: This was exactly was I read the first time.
No, it wasn't. I changed it a bit.
Anyway, it's a bit hard to explain how to do something if I don't even know which part you can't do.
1. Select the brush tool (block tool) or select tool.
2. Look at the right side of the Hammer window and find where it says 'Categories' and 'Objects'.
3. Under Categories select random objects.
4. Under Objects select one of the desks/chairs/tables/whatevers.
5. Press 'insert original prefab'.
Which part can't you do?
For trees check out this tutorial.
For stairs try this tutorial, or for a spiral staircase this one.
...and that's the bottom line because Mate de Vita said so.
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2009 Feb 13 at 22:10 UTC
— Ed. 2009 Feb 13 at 22:17 UTC
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Wow, thanks this post helped :)
But now I've got another error trying to compile. I have no idea why I get alot of errors all the time :/
this one goes like this:
The program failled to allocate a block of memory.
Howto Fix: Likely causes are (in order of likeliness) : the partition holding the swapfile is full; swapfile size is smaller than required; memory fragmentation; heap corruption
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 mapname
Entering mapname.map
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 ]
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:
(0.03 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.20 seconds)
Using Wadfile: \documents and settings\anton\skrivebord\cstrike.wad
- Contains 9 used textures, 100.00 percent of map (123 textures in wad)
added 5 additional animating textures.
Texture usage is at 0.24 mb (of 4.00 mb MAX)
0.30 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 mapname
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 ]
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 'mapname.prt'
0.56 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 mapname
104 portalleafs
257 numportals
-= 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 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]
fast vis [ off ] [ off ]
full vis [ off ] [ off ]
BasePortalVis:
(0.02 seconds)
LeafThread:
(0.13 seconds)
average leafs visible: 43
g_visdatasize:1581 compressed from 1352
0.28 seconds elapsed
----- 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 mapname
-= 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 [ 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 ]
3048 faces
Create Patches : 37563 base patches
0 opaque faces
726300 square feet [104587264.00 square inches]
3 direct lights
BuildFacelights:
(16.70 seconds)
visibility matrix : 84.1 megs
BuildVisLeafs:
(224.25 seconds)
MakeScales:
Error: Memory allocation failure
Description: The program failled to allocate a block of memory.
Howto Fix: Likely causes are (in order of likeliness) : the partition holding the swapfile is full; swapfile size is smaller than required; memory fragmentation; heap corruption
----- END hlrad -----
What does that mean exactly? :S
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2009 Feb 13 at 23:08 UTC
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Down Rodeo
Cap'n Moth of the Firehouse
2007 Oct 19 • 5486
57,583 ₧
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It ran out of memory. How much RAM does your computer have?
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2009 Feb 13 at 23:15 UTC
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2009 Feb 13 at 23:31 UTC
— Ed. 2009 Feb 13 at 23:35 UTC
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Down Rodeo
Cap'n Moth of the Firehouse
2007 Oct 19 • 5486
57,583 ₧
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I don't run Windows, sorry.
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2009 Feb 14 at 00:01 UTC
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Ahh..:/
Could anyone else help me please?
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2009 Feb 14 at 00:11 UTC
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SRAW
Rocket Man
2007 Nov 6 • 2525
601 ₧
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defragment ur harddisk and increase the swap file size thingy, dont run any programs in the background and it should compile ok
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2009 Feb 14 at 08:39 UTC
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how do i increase the swap file size?
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2009 Feb 14 at 10:37 UTC
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Down Rodeo
Cap'n Moth of the Firehouse
2007 Oct 19 • 5486
57,583 ₧
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There will be a Microsoft KB article on it. Thing is more RAM will make it compile quicker; if it's running out of swap then there is going to be a massive overhead from the disk access.
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2009 Feb 14 at 13:20 UTC
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2009 Feb 14 at 18:13 UTC
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