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Posts written by Ghaith1:



Truck
User
SuperJer said:
You can use the cycler_sprite I think.

This looks helpful:

http://www.slackiller.com/tutorials/tutorials/addingmodelsintocs.htm

For example I wanted to put a kitchen in my map, when compiling, the compile is done successfully, but when I want to play in my map, I cant enter to it and it says: Mod_NumForName:models/group_kitchen.mdl not found.
By the way, the model is in my cstrike/models folder, and I typed in
Sprite blank models/group_kitchen.mdl like in the turorial you gave me, maybe I need to put the model in the same folder the .map file of the map is ?


How to fix this?
Truck
User
Hello, in this topic I will post all the problems i face, Now im making a deathrun map.
1/ I want to put some plants in a place, I need to use a model or what? and How to do?
User
SuperJer said:
Hacking a game is not illegal.

Downloading it from piratebay probably is.

I think you have things a bit backwards.

Hmm, I downloaded many games from piratebay, and they always work, this one idk why, maybe a virus. But I didnt know that piratebay is a hacking website
User
SuperJer said:
Did you get the virus again? I'm saying you maybe downloaded a virus, and not the game.

This forum is also not for helping people steal games. You're on your own if you are doing something illegal.

Im not hacking a game or doing something "illegal", just wanted to download this game, so I went to www.kickass.to or piratebay and got its torrent, And downloaded it like any normal people.
By the way, I downloaded The trial version, and its installation works, So what do u say? the problem is in the file I downloaded?
User
SuperJer said:
Well, I would say there's a good chance you have a virus now. Maybe run some antivirus?

Yea I tryed with antivirus now, and I found 1virus, I fixed it but the same problem is happening. Solution pls
User
Hi, I have a game named "Age of Empire III", I downloaded it using utorrent, and then I wanted to install it on my computer, So I open it and press Install. I wait, and nothing appears; just like I didnt press Install.


Solution plz
Truck
User
I tryed making a very simple brush, and made it func_vehicle, and it works normally, So the problem is the shape of my vehicle?
Truck
User
I noticed that in console too:
TRAIN(Vehicle1): Blocked by player (dmg:1.00)
TRAIN(Vehicle1): Blocked by player (dmg:1.00)
TRAIN(Vehicle1): Blocked by player (dmg:1.00)
TRAIN(Vehicle1): Blocked by player (dmg:1.00)
TRAIN(Vehicle1): Blocked by player (dmg:1.00)
TRAIN(Vehicle1): Blocked by player (dmg:1.00)
TRAIN(Vehicle1): Blocked by player (dmg:1.00)
TRAIN(Vehicle1): Blocked by player (dmg:1.00)
TRAIN(Vehicle1): Blocked by player (dmg:1.00)
Particleman is out of memory, too many particlesParticleman is out of memory, too many particlesParticleman is out of memory, too many particlesParticleman is out of memory, too many particlesParticleman is out of memory, too many particlesParticleman is out of memory, too many particlesParticleman is out of memory, too many particlesParticleman is out of memory, too many particlesParticleman is out of memory, too many particlesParticleman is out of memory, too many particlesParticleman is out of memory, too many particlesParticleman is out of memory, too many particlesParticleman is out of memory, too many particlesParticleman is out of memory, too many particlesParticleman is out of memory, too many particlesParticleman is out of memory, too many particlesParticleman is out of memory, too many particlesParticleman is out of memory, too many particlesParticleman is out of memory, too many particlesParticleman is out of memory, too many particlesParticleman is out of memory, too many particlesParticleman is out of memory, too many particlesParticleman is out of memory, too many particlesParticleman is out of memory, too many particlesParticleman is out of memory, too many particlesParticleman is out of memory, too many particlesParticleman is out of memory, too many particlesParticleman is out of memory, too many particlesParticleman is out of memory, too many particlesTRAIN(Vehicle1): Blocked by player (dmg:1.00)
TRAIN(Vehicle1): Blocked by player (dmg:1.00)
Admin| Ghaith killed self










Help please
Truck
User
SuperJer said:
Do you have an origin brush in the func_vehicle? I think the origin brush will align with the path_track. So if you put the origin brush just above the ground, then you can put the path_track the same distance above the ground.

I have an origin brush, and I set the 2 path tracks exactly same distance between ground and path_track, but still vehicle doesnt work, it only works when I press E, then Z to move and drive it and Then I press Space button, so I die with 'damage Crush' (I set it 1000), and just after I die the vehicle starts to work ( PS: even If i put the damage crush=1 and then jump like I do when it is 1000 it doesnt work, it only starts to work after I die )... Solution please
Truck
User
SuperJer said:
I use Gimp. Most people already have a favorite image editor.

And while you're at it you should make sure your textures are one of these sizes:

64x64
128x128
256x256

Anything else is likely to cause problems.

Ok and what about this problem of the vehicle?: First of all i want someone to tell me with details how to create a vehicle(options of func_vehicle ). My problem is when i test the map i want ro drive my jeep , i press E then Z to drive and the vehicle dissappear and i cant drive it anymore And im woundering if i move the path_track from front or side a little bit to top to make it above ground, is that the prob? (If i let the path_track on ground when testing my vehicle 1/2 of it appears and the other half is under the ground and cant drive it..) Solution please
Truck
User
What s the program you advice me to use? Except wally
Truck
User
SuperJer said:
I don't know the answers. All I would do is guess and check until it works. But it's your map, so you do it!

There should be options in the entity for "reverse direction", "x axis" and "y axis". Try changing those to get it to do what you want.

Ok, Now I have another thing: In wally program, I want to create wad file that contains my texture:
1/ I have 2 photos. One of them, when I do 'paste as new' and write name of texture, the photo comes without colors or very ugly. Solution?
2/ the second photo it pastes normally, but when I add the wad file to hammer and add the texture and export and enter cs to play the map, the loading blocks at 'starting local game server'. Solution plz?













____________________________________________________________
EDIT:
How can I make my own sky to put it in my map? tell me plz
Truck
User
SuperJer said:
Nope. I don't even have Hammer installed. What is it doing? Rotating the wrong way?

Yes it rotates in a wrong way, If you want I give you bsp file to see? and then tell me what do I need to write in options of func_rotate plz.
Truck
User
SuperJer said:
You can use Ctrl+W to get undo the Ctrl+E. Make sure to turn the non-spinning part back into a func_wall. You don't want to leave little detailed things in the worldspawn.

I made it func_rotating but it doest rotate like i want it to rotate. If i give you the .rmf file you can do it for me plz?
Truck
User
SuperJer said:
LeafThread should not be effected by entities, so make sure to do like I said. It is normal for a complex map to take a long time, though. I used to have maps that took several hours to compile.

For the windmill, make it into a func_rotating, and make sure to include an ORIGIN brush in the middle. You should be able to target it with a func_button. I don't remember all the details off the top of my head, so try that and let me know how it goes.

The problem is that I did the windmill a func_wall entity, so I can not ungroup and choose the necessary element, How to ungroup them? tell me pls so I can try what SuperJer said
Truck
User
SuperJer said:
What is slow, exactly? The compiling process?

If haven't already, you should make an object like that into an entity.

Select the whole thing, Ctrl+T, and choose func_wall.

What do you want the button to do?

The exactly slow compiling process is LeafThread. And i want the button when i press it the windwall starts to turn in a circle way, like in real life. Plz tell me how with details
Truck
User
Hi, I have 2problems
1/ When I try to export to bsp file using .bat file and .map file It becomes very very slow when I add this : http://prntscr.com/45x8xk
And when I remove it it becomes normal when exporting
2/ http://prntscr.com/45x8xk Can I make this windmill working with a button?



please reply and help me..
User
Look my friend, I will show you all what I did with pics:
1st pic: http://prntscr.com/44o6jj
2nd pic: http://prntscr.com/44o6uw
3rd pic: http://prntscr.com/44o72q
4th pic: http://prntscsr.com/44o7ag
By the way, All the properties of the func_vehicle and path tracks and fucn_vehiclecontrols I followed this website and I followed what he did : http://www.countermap2.com/Tutorials/tutorial5255.html?id=9
This is a little demo to show you my problem That I wrote Below, If you want to see it download it first then put it in your cstrike folder, open cs and type in console: viewdemo demo_vehicle_bug and press enter and u start watching it
Link of demo to download >>: http://www.speedyshare.com/xuG68/demo-vehicle-bug.dem

P.s: I fixed the problem of the vehicle that disappears somehow and Now I m facing another problem: When I want to drive my vehicle, I press E then press Z to drive it forward, it blocks at its same place, then I want to not drive the vehicle, so I press Space button and I die: 1000dmg taken, and after I die the vehicle starts to work, I spawn again and same problem happens....
You can see in demo that the vehicle is not on the ground, even if I make it on the ground,it wont work..

Any help pls?
User
Hi, I Created a vehicle in my map using func_vehicle entity, But when exporting to bsp file and testing my map, I go to my vehicle to see if it works, and when I press E then I want to drive it using Z or D or A or S, just I click one of theses buttons, and My vehicle goes outside the word I think and dissappears. Any help?
User
How to do it :/ ?
User
Hi, I have some little questions about mapping:
1/ https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcSOx-XtboCrnBaj9PRoMGjqU4r-lp-0BVdJqOYPSBU-EgTak5z-
is it possible to add this face in the basement of the house, and after every 30seconds this face appears ? ( the map i m making is like a house in real life )
2/ https://encrypted-tbn1.gstatic.com/images?q=tbn:ANd9GcT67QvIKCBDnINNPiAkJ-_7mBj-Vrr622t2_r5kapIb767VK_ps
I want to make someone like this guy outside the house, I make it for scaring players, And I want this guy to move his hands, is it possible to make this?


Thanks
User
Hey, Im just asking if I can make my own weapon for cs 1.6 ? and if im able can anyone tell me how to do ?
User
Another thing; I want to make an island surrounded of water that hurts players when he swims in this water, I use trigger_hurt but when testing my map I dont find the water, Like i didnt even create it. Help pls, How to fix?
User
Hi,
So, As the title goes: need some plugins.
1/ I want to make an escape map, means people run till they reach a helicopter and they go with this helicopter to an island, and the players who stays out of this island will die
a/ How Do I make a helicopter that moves and fly to the island?
b/ How to make a boatscape, and I mean by that the boat that players take to reach the helicopter?.
2/ How to make people die when the helicopter reaches the Island??

Help please. Ty
User
Down Rodeo said:
Isn't it in the same folder?

I have 'instructions.html'and ' errortable.html' and ' read me first.html' and 'argvhandling.html' only. But there s no ZHLTProblems.html



And by the way I found this in a website:
Exceeded MAX_PATCHES

When HLRAD runs, it takes all the visible faces in the game, and divides them into sections called patches. These patches are the textures used as the lightmaps for the world. There is a hard limit of 65535 patches that HLRAD can deal with. By default, a 64x64 game unit chunk of space is the size of one patch. If the texture scaling (not texture size) is larger or smaller, it will directly affect the lightmap size as well. This means a texture with scale of 2, will have at best 1/4th as many patches as a texture with a scale of 1.

Putting a 'box' around the level to protect from leaks is the most commmon cause of this error, beyond excessively large maps. The box causes vis to keep the faces on the outside which would normally be thrown away. These faces are then required to have lightmaps. Worst case, is that putting a box around the level will usually cause an extra 40-80% more lightmaps to be created than necessary.

Barring having a box, the other cause is large maps. The fixes are varied but can only help so far. Using -chop values larger than the default 64 for HLRAD will cause the lightmaps to be larger. However, for values larger than around 96 the lightmaps start looking bad, and will more prominently show the 'staircase' effect on shadows. Using a larger scale on large textures (dirt, rock walls, concrete) will help those large surfaces consume fewer lightmaps.


I dont understand what Do I need to do exactly ??
User
Down Rodeo said:
Ghaith1 said:
Howto Fix: ZHLTProblems.html

Where can i find it ????



And How can I create a bomb target where Terrorist plant bomb? Explain me with details pls :)
User
Down Rodeo said:
Well, it says the file isn't there. So, probably you need to put it in that location, or you need to change the path that is there (it looks like it's missing a C:\ to me).

ok and what about this ?


hlrad: Error: Exceeded MAX_PATCHES
Description: The map has a problem which must be fixed
Howto Fix: Check the file ZHLTProblems.html for a detailed explanation of this problem


User
hlcsg: Error: Could not open wad file \games\counter-strike\cstrike\cs_dust.wad

hlcsg: Error: Could not find WAD file
Description: The compile tools could not locate a wad file that the map was referencing.
Howto Fix: Make sure the wad's listed in the level editor actually all exist


hlcsg: Error: Could not open wad file \games\counter-strike\cstrike\cs_bdog.wad

hlcsg: Error: Could not open wad file \games\counter-strike\cstrike\de_aztec.wad

hlcsg: Error: Could not open wad file \games\counter-strike\cstrike\de_storm.wad

hlcsg: Error: Could not open wad file \games\counter-strike\cstrike\chateau.wad

hlcsg: Error: Could not open wad file \games\counter-strike\cstrike\de_airstrip.wad

hlcsg: Error: Could not open wad file \games\counter-strike\cstrike\tempdecal.wad

hlcsg: Error: Could not open wad file \games\counter-strike\cstrike\torntextures.wad




What do I need to do to overcome this problem ?
User
SRAW said:
Well if you're talking about a vehicle you can drive, then you need to use func_vehicle, and there are lot of tutorials on the internet for it... as for a wall that can fall and block off, you should just use func_door and make it be able to be triggered by a button_entity or func_button

Please give me a detailled explanation about the tracktrain and what do I need to set in the options of func_tracktrain ( not func_vehicle because i knew how to do it :) ), explain to me how to make the func_door come down with button. please im not experienced enough like you ..
User
Ok ty. One quedtion: How Can I make Something it is like the vehicule or a helicopter.. that when u press E it moves to other place?
And how can i make a button that when u press a wall come down and this wall dont let a zombie for example to go to the Human (when he is DUCK position )???
User
SRAW said:
are you using the custom .wad? You should also post your compile log too, because it could be anything...

ah i understood but, i ve made my own texture and I want to put it in my map but i cant because this problem.
I tryed to merge wads files together but it is the same problem too help
User
aw i have a prob here again:
I made another map and when i tryed to test it, my cs 1.6 game blocks at ' Starting Local Game Server ' then the game leaves alone I mean without i did nothing

PS: im not using more than 8wad files and there is no .err file in the folder
help please
User
SuperJer said:
There's a program called Wally that you can use to make a wad file.

http://cs.gamebanana.com/tools/4774

Make a new Half-Life .WAD and then copy your image into it. I think you can just drag n drop.

I didnt understand you please explain me and make some screenshots
explain to me how can i make teleport places too pls
User
SuperJer said:
info_player_start is the CT spawn entity. info_player_deathmatch is for Ts.

Oh Thank you!
I have another question XD I want to make an image with Photoshop and use it in my map to make it in the wall. Can I? and how ?
User
I have a little prob with gameplay: When I put Players ( when creating maps) I use Info_player_start and when I want to play vs BOTs they all Spawn CTs.
How can I make the other players Ts ?
User
SRAW said:
If you want them on the floor, use armory_entity , otherwise you can also use game_player_equip

I did it ( armory_entity ) but I got another weap not awp :/ how do i make it awp weap ?
And how to add Grenades,kelvars in map and how to add a glass or a wall that when u hit it it will be broken, and how to add teleport places?
P.S: I dont have that game_player_equip option. How I get it ?
User
Ok thanks the ladder works.
one question: If i want to create awp map how can i add awp for players when they spawn ?
User
one thing more xD, how can i create a ladder ? ^^
User
Thanks guys, it finally worked, i don t know how to thank you, i really appreciate all your help.
But I have one question: when i test my map it blocks at 'Analyzing hiding spots' is it normal ? or it will need much time to complete ?
User
SRAW said:
You have a hole somewhere in your map that is leaking your world to the outside, so you have to found that gap and close it... also post the whole compile log again please


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 zm_karakouz
Entering zm_karakouz.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:
(0.05 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.16 seconds)

Using Wadfile: \games\counter-strike\cstrike\prodigy.wad
- Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Using Wadfile: \games\counter-strike\cstrike\tempdecal.wad
- Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: \games\counter-strike\cstrike\torntextures.wad
- Warning: Larger than expected texture (240172 bytes): 'TK_STONEWALLHI'
- Warning: Larger than expected texture (306812 bytes): 'TK_CLAYROOF'
- Warning: Larger than expected texture (272812 bytes): '{TK_PLANTLG'
- Warning: Larger than expected texture (327212 bytes): '{TK_PLANTSM'
- Warning: Larger than expected texture (235412 bytes): 'TK_TORNMAP'
- Contains 5 used textures, 23.81 percent of map (162 textures in wad)
Using Wadfile: \games\counter-strike\cstrike\tswad.wad
- Contains 0 used textures, 0.00 percent of map (29 textures in wad)
Using Wadfile: \games\counter-strike\cstrike\zm_boatescape.wad
- Contains 0 used textures, 0.00 percent of map (7 textures in wad)
Using Wadfile: \games\counter-strike\cstrike\de_vertigo.wad
- Contains 0 used textures, 0.00 percent of map (19 textures in wad)
Using Wadfile: \games\counter-strike\cstrike\decals.wad
- Contains 0 used textures, 0.00 percent of map (225 textures in wad)
Using Wadfile: \games\counter-strike\cstrike\itsitaly.wad
- Contains 1 used texture, 4.76 percent of map (99 textures in wad)
Using Wadfile: \games\counter-strike\cstrike\mietek.wad
- Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Using Wadfile: \games\counter-strike\cstrike\n0th1ng.wad
- Contains 0 used textures, 0.00 percent of map (8 textures in wad)
Using Wadfile: \games\counter-strike\cstrike\cstrike.wad
- Contains 1 used texture, 4.76 percent of map (123 textures in wad)
Using Wadfile: \games\counter-strike\cstrike\de_airstrip.wad
- Contains 2 used textures, 9.52 percent of map (69 textures in wad)
Using Wadfile: \games\counter-strike\cstrike\de_aztec.wad
- Warning: Larger than expected texture (348972 bytes): 'SPECIAL_THANKS'
- Warning: Larger than expected texture (348972 bytes): 'THANKS'
- Contains 1 used texture, 4.76 percent of map (24 textures in wad)
Using Wadfile: \games\counter-strike\cstrike\de_piranesi.wad
- Contains 1 used texture, 4.76 percent of map (160 textures in wad)
Using Wadfile: \games\counter-strike\cstrike\de_storm.wad
- Contains 0 used textures, 0.00 percent of map (74 textures in wad)
Using Wadfile: \games\counter-strike\cstrike\cs_cbble.wad
- Contains 1 used texture, 4.76 percent of map (61 textures in wad)
Using Wadfile: \games\counter-strike\cstrike\cs_dust.wad
- Contains 0 used textures, 0.00 percent of map (28 textures in wad)
Using Wadfile: \games\counter-strike\cstrike\cs_havana.wad
- Contains 0 used textures, 0.00 percent of map (122 textures in wad)
Using Wadfile: \games\counter-strike\cstrike\cs_office.wad
- Contains 3 used textures, 14.29 percent of map (102 textures in wad)
Using Wadfile: \games\counter-strike\cstrike\cstraining.wad
- Contains 0 used textures, 0.00 percent of map (24 textures in wad)
Using Wadfile: \games\counter-strike\cstrike\ajawad.wad
- Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: \games\counter-strike\cstrike\cached.wad
- Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Using Wadfile: \games\counter-strike\cstrike\chateau.wad
- Contains 2 used textures, 9.52 percent of map (136 textures in wad)
Using Wadfile: \games\counter-strike\cstrike\cs_747.wad
- Contains 0 used textures, 0.00 percent of map (143 textures in wad)
Using Wadfile: \games\counter-strike\cstrike\cs_assault.wad
- Contains 3 used textures, 14.29 percent of map (22 textures in wad)
Using Wadfile: \games\counter-strike\cstrike\cs_bdog.wad
- Contains 0 used textures, 0.00 percent of map (132 textures in wad)
Using Wadfile: \games\counter-strike\cstrike\zm_darkview.wad
- Contains 1 used texture, 4.76 percent of map (1 textures in wad)
Using Wadfile: \games\counter-strike\cstrike\zm_deko2.wad
- Contains 0 used textures, 0.00 percent of map (14 textures in wad)
Using Wadfile: \games\counter-strike\cstrike\mille_n_night.wad
- Contains 0 used textures, 0.00 percent of map (101 textures in wad)

Warning: More than 8 wadfiles are in use. (29)
This may be harmless, and if no strange side effects are occurring, then
it can safely be ignored. However, if your map starts exhibiting strange
or obscure errors, consider this as suspect.


added 3 additional animating textures.
Texture usage is at 1.10 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 zm_karakouz

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)


BSP generation successful, writing portal file 'zm_karakouz.prt'
0.55 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 zm_karakouz
792 portalleafs
2573 numportals

-= Current hlvis 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 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]


BasePortalVis:
(0.28 seconds)
LeafThread:
(15.87 seconds)
average leafs visible: 174
g_visdatasize:52058 compressed from 78408
16.22 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 zm_karakouz

-= Current hlrad 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 ]

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 ]


4390 faces
Create Patches : 38036 base patches
0 opaque faces
553815 square feet [79749488.00 square inches]
4 direct lights

BuildFacelights:
(21.93 seconds)
visibility matrix : 86.2 megs
BuildVisLeafs:
(14.85 seconds)
MakeScales:
(13.19 seconds)
SwapTransfers:
(4.66 seconds)
Transfer Lists : 63321656 : 63.32M transfers
Indices : 15951652 : 15.21M bytes
Data : 253286624 : 241.55M bytes
GatherLight:
(1.00 seconds)
FinalLightFace:
(1.30 seconds)
58.11 seconds elapsed

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



User
I fixed the hole and after i create the bsp and press the command to enter to cs the game blocks at starting local game server .
User
I got the bsp file and other files and err file and when i opened it it says: hlbsp: 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

P.S: When I tried to test my map is blocks at : Starting local game server
User
SuperJer said:
Your BSP won't work unless you get the compile to succeed. Please post your newest compile log.

This is my zm_karakouz log file:
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 zm_karakouz
Entering zm_karakouz.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:
Error: Entity 0, Brush 214, Side 0: plane with no normal
Error: plane with no normal
Description: The map has a problem which must be fixed
Howto Fix: Check the file ZHLTProblems.html for a detailed explanation of this problem

Error: Entity 0, Brush 214, Side 1: plane with no normal
Error: Entity 0, Brush 214, Side 1: has a coplanar plane at (200, 696, 316), texture CASTFLT
Error: Entity 0, Brush 214, Side 2: plane with no normal
Error: Entity 0, Brush 214, Side 2: has a coplanar plane at (200, 696, 316), texture CASTFLT
Error: Entity 0, Brush 214, Side 2: has a coplanar plane at (200, 696, 316), texture CASTFLT
Error: Entity 0, Brush 214, Side 3: plane with no normal
Error: Entity 0, Brush 214, Side 3: has a coplanar plane at (200, 696, 316), texture CASTFLT
Error: Entity 0, Brush 214, Side 3: has a coplanar plane at (200, 696, 316), texture CASTFLT
Error: Entity 0, Brush 214, Side 3: has a coplanar plane at (200, 696, 316), texture CASTFLT
Error: Entity 0, Brush 214, Side 4: plane with no normal
Error: Entity 0, Brush 214, Side 4: has a coplanar plane at (200, 696, 316), texture CASTFLT
Error: Entity 0, Brush 214, Side 4: has a coplanar plane at (200, 696, 316), texture CASTFLT
Error: Entity 0, Brush 214, Side 4: has a coplanar plane at (200, 696, 316), texture CASTFLT
Error: Entity 0, Brush 214, Side 4: has a coplanar plane at (200, 696, 316), texture CASTFLT
(0.06 seconds)

----- 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 zm_karakouz
>> There was a problem compiling the map.
>> Check the file zm_karakouz.log for the cause.

----- 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 zm_karakouz
>> There was a problem compiling the map.
>> Check the file zm_karakouz.log for the cause.

----- 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 zm_karakouz
>> There was a problem compiling the map.
>> Check the file zm_karakouz.log for the cause.

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



User
I forgot to tell u something guys:
When i want to play in my map the game closes and it says :
Mod_LoadBrushModel: maps/zm_karakouz.bsp was wrong version number 1074580685 should be 30.
Please guys help me
buq25 or SuperJer or SRAW help me via teamviwer and check my problem pls... :'(
User
I ve done what u said but it failed and when I opened the Notepad it says:

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 zm_karakouz
Error: Can't open zm_karakouz.p0

----- 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 zm_karakouz
>> There was a problem compiling the map.
>> Check the file zm_karakouz.log for the cause.

----- 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 zm_karakouz
>> There was a problem compiling the map.
>> Check the file zm_karakouz.log for the cause.

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


Please help me I m not professional in these things ..
I Prefer to help me via Teamviwer.Send me a request skype: koussay11
User
Hi
I created a new map of cs1.6 with valve hammer editor 3.4 but i am missing the .bsp file
I tryed to follow this website file:///C:/zhlt/read%20me%20first.htm and http://www.superjer.com/failcompile.php
When I failed to get bsp file i read this: Other errors may be obvious enough for you to figure out, like a missing file.
Yes I missed a file because when i opened the Notepad it says: hlcsg: Error: Error opening catpee.map: No such file or directory

Please admin or support help me As soon as possible...