Mapname error

Mapname error

Hammer Mapping — Page [1]
Xtreme The Drunk
2006 Aug 14 • 4
17 ₧
I just completed a map and when I compiled it I got this mapname.err

hlcsg: Error: Error opening mapname.map: No such file or directory

Not really sure what other info you need.


Also, I want this to work in Condition Zero. I noticed when it finished compiling it opened the earlier version.


I reeeaaaallllyy need some help. It's prolly somethin stupid.
 
 
 
2006 Aug 14 at 20:01 UTC
SuperJer
Websiteman

2005 Mar 21 • 6673
Is your map called mapname.map?

If not, edit your batch file and change all the mapname.map's to the correct file name.

If yes then your map must not be in the same folder as the compilers.
 
 
 
2006 Aug 14 at 22:35 UTC
Xtreme The Drunk
2006 Aug 14 • 4
17 ₧
I'm in class right now so I have to check it when I get done. That's probably all it is. I spent four hours learning this program and my brain was hurting too much to try and figure it out for myself.

I do have the files in the in the ZHLT folder.


*EDIT* Another thing, will this work in Condition Zero?
 
 
 
2006 Aug 14 at 23:54 UTC
Xtreme The Drunk
2006 Aug 14 • 4
17 ₧
I just forgot to add the map name to these files. Oops...lol

But now I'm getting the leak error.

I've got the top, the bottom, and the sides covered. It says theres a leak in hull 0, 1, 2, and 3. It shows the cordinates and I dont see anything at those cordinates.

Here's the Error 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 ArtOfWar
Entering ArtOfWar.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 [ on ] [ 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:
(0.08 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.00 seconds)

Using Wadfile: \program files\steam\steamapps\verastage wad.wad
- Contains 2 used textures, 20.00 percent of map (114 textures in wad)
Using Wadfile: \program files\steam\steamapps\mexican.wad
- Contains 4 used textures, 40.00 percent of map (58 textures in wad)
Using Wadfile: \program files\steam\steamapps\shorehouse.wad
- Contains 4 used textures, 40.00 percent of map (31 textures in wad)
Using Wadfile: \program files\steam\steamapps\stealth.wad
- Contains 0 used textures, 0.00 percent of map (72 textures in wad)

Texture usage is at 0.25 mb (of 4.00 mb MAX)
0.23 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 ArtOfWar

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)


Warning: === LEAK in hull 0 ===
Entity light @ (-1120, -64,-2320)
Error:
A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region. The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted. Some complex rotating objects entities need
their origins outside the map. To deal with these, just enclose the origin
brush with a solid world brush

Leak pointfile generated

Warning: === LEAK in hull 1 ===
Entity light @ (-1120, -64,-2320)
Warning: === LEAK in hull 2 ===
Entity light @ (-1120, -64,-2320)
Warning: === LEAK in hull 3 ===
Entity light @ (-1120, -64,-2320)
0.27 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 ArtOfWar
>> There was a problem compiling the map.
>> Check the file ArtOfWar.log for the cause.

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

It looks like it has something to do with the light. If you could guide me in the right direction it would be much appreciated.

Thanks.
 
 
 
2006 Aug 15 at 02:49 UTC
ShadowRayz00
2006 Aug 12 • 6
17 ₧
i hed this error too today...


try make the map totaly closed like a ractangle
at lest thats what fixed mine
 
 
 
2006 Aug 15 at 23:40 UTC
SuperJer
Websiteman

2005 Mar 21 • 6673
When BSP leaked, it created a file called ArtOfWar.pts

This is called the point file and it contains the path that BSP followed when inspecting your map.

In Hammer, use Map -> Load Pointfile ... to view the path in 3D.

Sometimes this will help you find the leak.

The worst leaks are SUPER-TINY and result from moving LARGE objects while using a VERY SMALL grid size. Be careful to always use the largest grid-size that makes sense for what you are building.
 
 
 
2006 Aug 16 at 00:33 UTC
Xtreme The Drunk
2006 Aug 14 • 4
17 ₧
I found out why I had the leaks. The light was intersecting with the ceiling.

Now my problem is this. I get an error when I try to load the game in CS saying it could not open the WAD's. I put all my .wad files in my steamapps folder.
 
 
 
2006 Aug 16 at 03:11 UTC
SuperJer
Websiteman

2005 Mar 21 • 6673
Your wads need to be in the ...\SteamApps\USERNAME\Counter-Strike\cstrike folder.

---------------------------------------------------------------

But a better option is to compile your wads INTO your BSP file.

Use the -nowadtextures option with HLCSG, in your bat file:
Quote:
hlcsg -nowadtextures mapname

instead of the basic hlcsg line.
 
 
 
2006 Aug 17 at 07:23 UTC
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