Xtreme-Coder

Xtreme-Coder

User name
Xtreme-Coder
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#ffaa33
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Registration date
2007 January 9
Post count
31
Score
12 ₧
Location
Las Vegas, Nevada
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(\__/) (+'.'+) Bunny is taking over the world!! (")_(")
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UTC
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Recent posts by Xtreme-Coder

Recent posts by Xtreme-Coder

2007 Feb 9 at 11:03 PST
1 stupid error in Hammer Mapping
"DickHead" said:
hmm when i run the map in CS its giving me error "cant find NAME.wad"
the NAME its the wad that i made...
how do i fix it?

i saw super jer says:
Quote:

...compile your wad files INTO your BSP file by changing your HLCSG line like this:

hlcsg -wadinclude NAME mapname
-OR-
hlcsg -nowadtextures mapname

but what line ... the name of the hlcsg.exe?


This is commonly caused because the game cannot find the wad file in your game directory, put the NAME.wad in your cstrike folder and try to run the map again, you can also edit the first command line "hlcsg mapname -nowadtextures" and recompile the map, this command compiles the .wad into the .bsp so you do not need to put any wad files into your cstrike folder.
2007 Feb 6 at 09:57 PST
"superjer" said:
Yup I'm out of ideas. The only thing left to do is binary recursive reduction on your map.

Compile half of it at a time and see if it still bombs. If it does, compile half of the half. Continue ad nauseum.


Ok ill try that, thanks
2007 Feb 5 at 11:25 PST
"Cammi Falls" said:


Intresting...lol
2007 Feb 5 at 10:53 PST
Happy Superbowl! in General
"aaronjer" said:
It's NOT a BEAR!!!!!


lol... the score was 29 (colts) 17 (bears)
2007 Feb 5 at 10:48 PST
"valveman" said:
no, i dont hear the hard drive making any noise

i have 1gig ram (2 x 512)

i close all running progs b4 i compile


Try not to run any programs before you compile your map, if you do happen to run any programs, restart your computer, thats what i do and it goes alot faster.
2007 Feb 5 at 09:23 PST
"superjer" said:
WELL THEN IT IS MYSTERY!


lol, thanks
2007 Feb 4 at 20:43 PST
"superjer" said:
How bout your hard drive? Is it full?

If it's a surf map you probably have a lot of open space. It could help to remove any you don't really need. HL isn't really good with big open spaces.


No actually i just got a brand new computer i only used 30 gigs of 180.
2007 Feb 4 at 10:37 PST
"superjer" said:
Don't worry about the "Leaf portal saw into leaf" warnings -- those are pretty harmless.

The real problem is your computer ran out of memory. How much RAM do you have? And is it possible that other programs were eating up a lot of memory during the compile? And is your map very large/complex?


I have 1 gig of ram, I did not have any other programs running at the time but i did have my screen turned off because i was out for a couple of hours, the map is just a basic surf map.
2007 Feb 3 at 20:45 PST
What is this, and how can i fix it?
My map seems to run ok but i would rather fix my promblems
[code:1]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 map_intechgaming -nowadtextures
Entering map_intechgaming.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 2 ] [ 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:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.14 seconds)
SetModelCenters:
10%...20%...30%...40%... (0.08 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.44 seconds)

Including Wadfile: \documents and settings\merry christmas\desktop\file's\maps\t
extures\zhlt.wad
- Contains 3 used textures, 25.00 percent of map (7 textures in wad)
Using Wadfile: \documents and settings\merry christmas\desktop\file's\surf_black
knight_btm.wad
- Contains 3 used textures, 25.00 percent of map (29 textures in wad)
Using Wadfile: \program files\steam\steamapps\coolguy525\counter-strike\cstrike\
wads\cstrike[1].wad
- Contains 6 used textures, 50.00 percent of map (123 textures in wad)

added 5 additional animating textures.
Texture usage is at 0.30 mb (of 4.00 mb MAX)
1.27 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 map_intechgaming

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ 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 'map_intechgaming.prt'
2.53 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 map_intechgaming
651 portalleafs
2681 numportals

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ 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:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (2.08 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (7280.61 seconds)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 16 and 34:
(2126.315 1468.860 -640.000)
(2122.606 1466.360 -635.334)
(1006.100 1147.371 769.075)
(432.483 3072.000 1490.606)
(1198.272 3072.000 527.349)
(1937.603 1912.410 -402.626)

Warning: Leaf portals saw into leaf
Problem at portal between leaves 34 and 28:
(1006.100 1147.371 769.075)
(1004.086 1154.129 771.608)
(11.845 1756.124 -185.000)
(11.897 1751.029 -189.043)
(48.267 1400.373 -419.613)

Warning: Leaf portals saw into leaf
Problem at portal between leaves 113 and 195:
(-113.000 2176.000 -1370.000)
(-113.923 2171.944 -1374.545)
(-135.986 2079.778 -1483.127)
(-135.986 2724.958 -1483.127)
(-113.000 2624.000 -1370.000)

Warning: Leaf portals saw into leaf
Problem at portal between leaves 145 and 158:
(1840.330 2176.001 -1101.737)
(1903.673 2060.184 -1221.034)
(1906.676 2054.598 -1226.689)
(2080.876 1473.953 -1554.767)
(1840.330 1381.903 -1101.737)

Warning: Leaf portals saw into leaf
Problem at portal between leaves 155 and 159:
(1906.612 2054.810 -1226.569)
(1903.673 2060.184 -1221.034)
(1841.000 2176.771 -1103.000)
(1841.000 2273.508 -1103.000)

Warning: Leaf portals saw into leaf
Problem at portal between leaves 183 and 186:
(388.445 2176.000 -1469.811)
(370.773 2100.336 -1556.785)
(367.573 2086.280 -1572.535)
(367.573 -120.963 -1572.535)
(388.445 -249.770 -1469.811)

Warning: Leaf portals saw into leaf
Problem at portal between leaves 395 and 401:
(-2249.683 -192.529 300.065)
(-2250.596 -193.139 299.000)
(-2348.623 -7.300 193.274)
(-2350.978 294.186 200.929)
(-2350.922 294.191 200.993)

Warning: Leaf portals saw into leaf
Problem at portal between leaves 494 and 487:
(-3008.000 507.555 -1725.811)
(-3008.000 528.427 -1828.535)
(-2777.720 528.427 -1828.535)
(-2763.366 525.159 -1812.451)
(-2688.000 507.555 -1725.811)

Warning: Leaf portals saw into leaf
Problem at portal between leaves 528 and 536:
(-1946.570 -2735.724 807.395)
(-2058.639 -2851.571 611.280)
(-2074.273 -2867.732 585.985)
(-2078.160 -2871.750 1020.304)

average leafs visible: 445
g_visdatasize:50596 compressed from 53382
7283.47 seconds elapsed [2h 1m 23s]

----- 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 map_intechgaming

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 2 ] [ 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 ]


4737 faces
Create Patches : 50089 base patches
0 opaque faces
864071 square feet [124426352.00 square inches]
1 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (111.22 seconds)
visibility matrix : 149.5 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (415.28 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...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 th
e swapfile is full; swapfile size is smaller than required; memory fragmentation
; heap corruption

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 th
e swapfile is full; swapfile size is smaller than required; memory fragmentation
; heap corruption


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



The system cannot find the path specified.
0 file(s) copied.
Press any key to continue . . .[/code:1]
2007 Jan 31 at 10:19 PST
MAX_LEAF FACES Exceeded? in Hammer Mapping
"superjer" said:
Looks like you have a leak. One major problem with leaks is they create way too many extra leafs.

Leafs are each tiny chunk of space where players can go in your map -- and the leak makes it so you can go all over the outside of the map where there's supposed to be nothing.

Looks like all those extra leafs put you over MAX_LEAF_FACES.

Fix the leak and it should go away.


Thanks Jer :)

--------------------------------------
and how could i find these points?
[code:1]Warning: === LEAK in hull 1 ===
Entity light_environment @ (-2240,-128,3392)
Warning: === LEAK in hull 2 ===
Entity light_environment @ (-2240,-128,3392)
Warning: === LEAK in hull 3 ===
Entity light_environment @ (-2240,-128,3392)
Error: Exceeded MAX_LEAF_FACES [/code:1]