Not ended run?

Not ended run?

Hammer Mapping — Page [1]
miguel157
2009 Jul 21 • 3
hey ppl,
i am trying to make a map but ive got some bad leaks and so i placed a box around the map since i couldnt find it on hammer
but i had the max patch error so i placed on the build programs
....Valve Hammer Editor\tools\qrad.exe -sparce

** Executing...
** Command: Change Directory
** Parameters: B:\Jogos\Valve\Steam\SteamApps\miguel15751\condition zero


** Executing...
** Command: Copy File
** Parameters: "B:\Jogos\Valve\Valve Hammer Editor\UC\6 mini lab.map" "B:\Jogos\Valve\Valve Hammer Editor\F\6 mini lab.map"


** Executing...
** Command: B:\Jogos\Valve\Valve Hammer Editor\tools\qcsg.exe
** Parameters: "B:\Jogos\Valve\Valve Hammer Editor\F\6 mini lab"

qcsg.exe v2.8 (Jan 31 2000)
---- qcsg ----
entering B:\Jogos\Valve\Valve Hammer Editor\F\6 mini lab.map
CreateBrush: 0...1...2...3...4...5...6...7...8...9... (0)
CSGBrush: 0...1...2...3...4...5...6...7...8...9... (0)
Using WAD File: \jogos\valve\valve hammer editor\wad\cs_assault.wad
Using WAD File: \jogos\valve\valve hammer editor\wad\cs_hangar.wad
Using WAD File: \jogos\valve\valve hammer editor\wad\cs_office.wad
Using WAD File: \jogos\valve\steam\steamapps\miguel15751valve hammer editor\wad\liquids.wad
Using WAD File: \jogos\valve\valve hammer editor\wad\halflife.wad
0 seconds elapsed

** Executing...
** Command: B:\Jogos\Valve\Valve Hammer Editor\tools\qbsp2.exe
** Parameters: "B:\Jogos\Valve\Valve Hammer Editor\F\6 mini lab"

qbsp2.exe v2.2 (Dec 28 1998)
---- qbsp2 ----
writing B:\Jogos\Valve\Valve Hammer Editor\F\6 mini lab.prt
1 seconds elapsed

** Executing...
** Command: B:\Jogos\Valve\Valve Hammer Editor\tools\vis.exe
** Parameters: "B:\Jogos\Valve\Valve Hammer Editor\F\6 mini lab"

vis.exe v1.3 (Dec 30 1998)
---- vis ----
2 thread(s)
179 portalleafs
567 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9... (0)
LeafThread: 0...1...2...3...4...5...6...7...8...9... (2)
average leafs visible: 91
visdatasize:4248 compressed from 4117
2.0 seconds elapsed

** Executing...
** Command: B:\Jogos\Valve\Valve Hammer Editor\tools\vis.exe
** Parameters: "B:\Jogos\Valve\Valve Hammer Editor\F\6 mini lab"

vis.exe v1.3 (Dec 30 1998)
---- vis ----
2 thread(s)
179 portalleafs
567 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9... (0)
LeafThread: 0...1...2...3...4...5...6...7...8...9... (2)
average leafs visible: 91
visdatasize:4248 compressed from 4117
2.0 seconds elapsed

and so i get a not fully compiled map :\
any ideias?
 
 
 
2009 Jul 21 at 15:49 UTC
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
miguel157 said:
i placed a box around the map

No. No no NO. Never, NEVER EVER do that. Fight the leaks properly.

The flag is -sparse I think.
...and that's the bottom line because Mate de Vita said so.
 
 
 
2009 Jul 21 at 15:53 UTC — Ed. 2009 Jul 21 at 15:54 UTC
miguel157
2009 Jul 21 • 3
yes i shouldnt have made that but that was only to try to compile so i could find the leak,

without box i get this error (edited to add the error)


************ ERROR ************
nummarkfaces == MAX_LEAF_FACES

** Executing...
** Command: B:\Jogos\Valve\Valve Hammer Editor\tools\vis.exe
** Parameters: "B:\Jogos\Valve\Valve Hammer Editor\F\6 mini lab"

vis.exe v1.3 (Dec 30 1998)
---- vis ----
2 thread(s)
LoadPortals: couldn't read B:\Jogos\Valve\Valve Hammer Editor\F\6 mini lab.prt
No vising performed.

** Executing...
** Command: B:\Jogos\Valve\Valve Hammer Editor\tools\vis.exe
** Parameters: "B:\Jogos\Valve\Valve Hammer Editor\F\6 mini lab"

vis.exe v1.3 (Dec 30 1998)
---- vis ----
2 thread(s)
LoadPortals: couldn't read B:\Jogos\Valve\Valve Hammer Editor\F\6 mini lab.prt
No vising performed.



after doing a bit or research i deleted a spike that i had but i still have the same problem compiling
 
 
 
2009 Jul 21 at 15:56 UTC — Ed. 2009 Jul 21 at 16:05 UTC
miguel157
2009 Jul 21 • 3
closed and reopened the map, got a error on a object and it was deleted, now i have the leak again

if i have
LEAK LEAK LEAK
LEAK LEAK LEAK
LEAK LEAK LEAK
LEAK LEAK LEAK

does it mean that i have a leak(s) or in this case 12 or 4?

4 leaks on different spots,

can anyone tell me how does a spawn point create a leak plz? thx

cause i just isolated the leaks to both CT & T spawn points
 
 
 
2009 Jul 21 at 16:24 UTC — Ed. 2009 Jul 21 at 16:40 UTC
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
The only way a spawn can make a leak is if the info_player_start (or info_player_deathmatch) is (partially) outside the map.

Down Rodeo said:
Q: How do I plug a leak?

First of all, make sure you did not create any entities outside your map. An entity outside your map is just like a leak, if not worse.

If you can not find any entities outside your map:
Load the pointfile generated by the compile tools by selecting the "load pointfile" option in the Hammer menus. Then follow the red line in the viewport to the hole. DON'T delete entities quoted as causing the leak, as they are just mentioned as a reference point. DO use the grid to help avoid leaks in the first instance.

...and that's the bottom line because Mate de Vita said so.
 
 
 
2009 Jul 21 at 20:34 UTC
Killer-Duck
Homicidal Anatidae

2008 Mar 5 • 1169
633 ₧
Don't use the old q-tools, compile with ZHLT instead.
QUACK! QUACK!
 
 
 
2009 Jul 22 at 05:55 UTC
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