Search

Search

Search for
By user

Posts written by cc_crazycowboy:



Truck
My map was working perfectly including the ZHLT compiling process. Then after I added just ONE room it gave me the old "too many .wads" error, so i reluctantly bundled all my .wads into just ONE .wad which took over 3 hours mind you. So then I re-ran ZHLT compilers with success. I was all happy that finally the map I had made was finished! UNTIL! When I tried to load up my map the game crashed (Counter-Strike 1.6) and gave me the message:

Missing frame 0 of -1CSTRIKE_ME2RI

I read somewhere something to do with animations in CS but the problem with that is the exact same map was working fine earlier, I've used all the same textures and its only NOW decided to give me this error... please halp!
but "machine.wav" is located in "cstrike/sound/ambience" :|
these are values:

Name
Path/filename.wav of WAV ambience/machine.wav
Volume (10 = loudest) 10
Dynamic Presets None
Start Volume 10
Fade in time (0-100) 0
Fade out time (0-100) 0
Pitch (> 100 = higher) 100
Start Pitch 100
Spin up time (0-100) 0
Spin down time (0-100) 0
LFO type 0)off 1)sqr 2)tri 3)rnd 0
LFO rate (0-1000) 0
LFO mod pitch (0-100) 0
LFO mod vol (0-100) 0
Incremental spinup count 0


yet for some unknown reason the darn thing still wont work, i have the ACTUAL machine.wav in the right folder and everything :( please HALP!
spam/spammable meaning to shoot through a wall
unspammable meaning to be unable to shoot through a wall
for some stupid reason i am completely unable to make ANY of my walls unspammable...yes i have tried putting empty space which is boxed in AND empty space which is blackness (the void of hammer) between 2 and even 3 and 4 walls, yet when myself and my friend load up the map (we are on LAN, and yes i AM recompiling the map and making sure its the newest version) we can STILL spam eachother through the goddamn wall. please halp! :D
Truck
It is possible to make a door that closes once the bomb is planted?
And is it possible to make a button for that SAME door that only OPENS it. (as in the button cant close the door, only open it)
I set the "Render Mode" to solid in the func_illusion properties, but now the whole thing is invisible. Also a slightly more detailed description of how to get a "clip brush" happening would be cool.
Ok firstly with the func_illusionary...the blue spots in the fence are black...which is wrong obviously, and what pray-tell is a "clip brush" ? :D
I'm having trouble with my func_illusionary, I'm trying to make a fence that you can see through, shoot through and grenade through...but that you CANT run through. Please help :D
cheers IIopn, I took out all the unused .wads and the map loads fine :D
There doesnt appear to be any error in the compiling process.
CS starts loading up the map, and then freezes.

But here is ZHLT's console anyway incase my eyes fail me:

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 testlol
Entering testlol.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:
50%... (0.00 seconds)
SetModelCenters:
20%...40%...60%...80%... (0.00 seconds)
CSGBrush:
(0.02 seconds)

Using Wadfile: \program files\valve hammer editor\wads\ajawad.wad
- Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: \program files\valve hammer editor\wads\chateau.wad
- Contains 3 used textures, 60.00 percent of map (136 textures in wad)
Using Wadfile: \program files\valve hammer editor\wads\cs_747.wad
- Contains 0 used textures, 0.00 percent of map (143 textures in wad)
Using Wadfile: \program files\valve hammer editor\wads\cs_assault.wad
- Contains 0 used textures, 0.00 percent of map (22 textures in wad)
Using Wadfile: \program files\valve hammer editor\wads\cs_bdog.wad
- Contains 2 used textures, 40.00 percent of map (132 textures in wad)
Using Wadfile: \program files\valve hammer editor\wads\cs_cbble.wad
- Contains 0 used textures, 0.00 percent of map (61 textures in wad)
Using Wadfile: \program files\valve hammer editor\wads\cs_dust.wad
- Contains 0 used textures, 0.00 percent of map (28 textures in wad)
Using Wadfile: \program files\valve hammer editor\wads\cs_havana.wad
- Contains 0 used textures, 0.00 percent of map (122 textures in wad)
Using Wadfile: \program files\valve hammer editor\wads\cs_office.wad
- Contains 0 used textures, 0.00 percent of map (102 textures in wad)
Using Wadfile: \program files\valve hammer editor\wads\cstraining.wad
- Contains 0 used textures, 0.00 percent of map (24 textures in wad)
Using Wadfile: \program files\valve hammer editor\wads\cstrike.wad
- Contains 0 used textures, 0.00 percent of map (123 textures in wad)
Using Wadfile: \program files\valve hammer editor\wads\de_airstrip.wad
- Contains 0 used textures, 0.00 percent of map (69 textures in wad)
Using Wadfile: \program files\valve hammer editor\wads\de_aztec.wad
- Warning: Larger than expected texture (348972 bytes): 'SPECIAL_THANKS'
- Warning: Larger than expected texture (348972 bytes): 'THANKS'
- Contains 0 used textures, 0.00 percent of map (24 textures in wad)
Using Wadfile: \program files\valve hammer editor\wads\de_piranesi.wad
- Contains 0 used textures, 0.00 percent of map (160 textures in wad)
Using Wadfile: \program files\valve hammer editor\wads\de_storm.wad
- Contains 0 used textures, 0.00 percent of map (74 textures in wad)
Using Wadfile: \program files\valve hammer editor\wads\de_vertigo.wad
- Contains 0 used textures, 0.00 percent of map (19 textures in wad)
Using Wadfile: \program files\valve hammer editor\wads\decals.wad
- Contains 0 used textures, 0.00 percent of map (225 textures in wad)
Using Wadfile: \program files\valve hammer editor\wads\itsitaly.wad
- Contains 0 used textures, 0.00 percent of map (99 textures in wad)
Using Wadfile: \program files\valve hammer editor\wads\n0th1ng.wad
- Contains 0 used textures, 0.00 percent of map (8 textures in wad)
Using Wadfile: \program files\valve hammer editor\wads\prodigy.wad
- Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Using Wadfile: \program files\valve hammer editor\wads\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 0 used textures, 0.00 percent of map (162 textures in wad)
Using Wadfile: \program files\valve hammer editor\wads\tswad.wad
- Contains 0 used textures, 0.00 percent of map (29 textures in wad)

Warning: More than 8 wadfiles are in use. (22)
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.


Texture usage is at 0.11 mb (of 4.00 mb MAX)
0.02 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 testlol

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 'testlol.prt'
0.03 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 testlol
2 portalleafs
0 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:
(0.00 seconds)
LeafThread:
(0.00 seconds)
average leafs visible: 1
g_visdatasize:6 compressed from 2
0.00 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 testlol

-= 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 ]


43 faces
Create Patches : 328 base patches
0 opaque faces
5404 square feet [778240.00 square inches]
1 direct lights

BuildFacelights:
20%...30%...60%...90%... (0.20 seconds)
visibility matrix : 0.0 megs
BuildVisLeafs:
50%... (0.00 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.02 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
Transfer Lists : 46080 : 46.08k transfers
Indices : 2112 : 2.06k bytes
Data : 184320 : 180.00k bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
FinalLightFace:
20%...30%...60%...90%... (0.02 seconds)
0.30 seconds elapsed

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



1 file(s) copied.
Press any key to continue . . .
CS wont load my map when I make a New Game.
I just built a testmap to make sure the compiling process was going to work properly, for some reason it hasnt.
The map has 2 spawn points (one ct one t), bombtarget and a ligh_env.
So I really cant figure out why CS wont load it, because it loads the other maps fine eg. de_dust2, de_nuke etc.
Any help would be much obliged.
sup pplz, i need all those fantastic light textures located in (as far as i can remember) the half-life.wad or halflife.wad texture file. BUT my problem is...i dont have half-life installed! SO HOW / WHERE CAN I GET THE half-life.wad file to use in Hammer Editor! ty :D
===============================================

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 de_waste
Entering de_waste.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:
20%...40%...60%...80%... (0.03 seconds)
SetModelCenters:
20%...40%...60%...80%... (0.00 seconds)
CSGBrush:
20%...50%...70%... (0.19 seconds)

Using Wadfile: \programs\cs mapping\wads\ajawad.wad
- Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: \programs\cs mapping\wads\chateau.wad
- Contains 4 used textures, 30.77 percent of map (136 textures in wad)
Using Wadfile: \programs\cs mapping\wads\cs_747.wad
- Contains 0 used textures, 0.00 percent of map (143 textures in wad)
Using Wadfile: \programs\cs mapping\wads\cs_assault.wad
- Contains 0 used textures, 0.00 percent of map (22 textures in wad)
Using Wadfile: \programs\cs mapping\wads\cs_bdog.wad
- Contains 4 used textures, 30.77 percent of map (132 textures in wad)
Using Wadfile: \programs\cs mapping\wads\cs_cbble.wad
- Contains 0 used textures, 0.00 percent of map (61 textures in wad)
Using Wadfile: \programs\cs mapping\wads\cs_dust.wad
- Contains 0 used textures, 0.00 percent of map (28 textures in wad)
Using Wadfile: \programs\cs mapping\wads\cs_havana.wad
- Contains 1 used texture, 7.69 percent of map (122 textures in wad)
Using Wadfile: \programs\cs mapping\wads\cs_office.wad
- Contains 0 used textures, 0.00 percent of map (102 textures in wad)
Using Wadfile: \programs\cs mapping\wads\cstraining.wad
- Contains 0 used textures, 0.00 percent of map (24 textures in wad)
Using Wadfile: \programs\cs mapping\wads\cstrike.wad
- Contains 1 used texture, 7.69 percent of map (123 textures in wad)
Using Wadfile: \programs\cs mapping\wads\de_airstrip.wad
- Contains 0 used textures, 0.00 percent of map (69 textures in wad)
Using Wadfile: \programs\cs mapping\wads\de_aztec.wad
- Warning: Larger than expected texture (348972 bytes): 'SPECIAL_THANKS'
- Warning: Larger than expected texture (348972 bytes): 'THANKS'
- Contains 0 used textures, 0.00 percent of map (24 textures in wad)
Using Wadfile: \programs\cs mapping\wads\de_piranesi.wad
- Contains 1 used texture, 7.69 percent of map (160 textures in wad)
Using Wadfile: \programs\cs mapping\wads\de_storm.wad
- Contains 0 used textures, 0.00 percent of map (74 textures in wad)
Using Wadfile: \programs\cs mapping\wads\de_vertigo.wad
- Contains 0 used textures, 0.00 percent of map (19 textures in wad)
Using Wadfile: \programs\cs mapping\wads\itsitaly.wad
- Contains 2 used textures, 15.38 percent of map (99 textures in wad)
Using Wadfile: \programs\cs mapping\wads\n0th1ng.wad
- Contains 0 used textures, 0.00 percent of map (8 textures in wad)
Using Wadfile: \programs\cs mapping\wads\prodigy.wad
- Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Using Wadfile: \programs\cs mapping\wads\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 0 used textures, 0.00 percent of map (162 textures in wad)
Using Wadfile: \programs\cs mapping\wads\tswad.wad
- Contains 0 used textures, 0.00 percent of map (29 textures in wad)
Including Wadfile: \programs\zhlt\zhlt.wad
- Contains 0 used textures, 0.00 percent of map (3 textures in wad)

Warning: More than 8 wadfiles are in use. (22)
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.


Texture usage is at 0.37 mb (of 4.00 mb MAX)
0.27 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 de_waste

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 'de_waste.prt'
0.17 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 de_waste
31 portalleafs
60 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:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.02 seconds)
average leafs visible: 23
g_visdatasize:177 compressed from 124
0.03 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 de_waste

-= 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 ]


[Reading texlights from 'lights.rad']
[0 texlights parsed from 'lights.rad']

185 faces
Create Patches : 1364 base patches
0 opaque faces
20533 square feet [2956800.25 square inches]
1 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (3.09 seconds)
visibility matrix : 0.1 megs
BuildVisLeafs:
10%...40%...70%... (0.44 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.28 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.06 seconds)
Transfer Lists : 495732 : 495.73k transfers
Indices : 121148 : 118.31k bytes
Data : 1982928 : 1.89M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.11 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.41 seconds)
4.55 seconds elapsed

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



The system cannot find the file specified.
Press any key to continue . . .




===============================================


any1 know which file is missing ? :(
ROFL duuuuuuuuuuuude, u are still wrong. it hasnt occured 2 u yet that i put "mapname" because i was attempting to illustrate the fact IT DOESNT MATTER WHAT YOUR MAP NAME IS, becuz i get the same error with all my maps... get it now? :|
and once again superjer is the only 1 who actually realises ive TRIED ALREADY to fix the problem myself. im not some lazy guy who at the first sign of trouble runs like little girl to her dad (these forums) for help.
yes ive tried reinstalling ZHLT, yes i reinstalled hammer. i even formatted for f***s sake.
-------------------------
oh wow...

u need to replace "mapname" with the actual...name...of...your...map.
-------------------------
if u knew anything about ZHLT u would know your map name doesnt matter, u could name your map "zhlt_sucks_i_hope_it_gives_me_an_error" and it would have no bearing on the decompilation process.
also i apologise for being "rude", but people who take time out to help some1 and make a post should really use their brian before clicking that shiny and alluring submit button.
mellow yellow, dude...u...are...just....my god. go read your priv msg inbox and follow the intructions i left u it will do the world a favour :D
p.s. SUPERJER I NEED YOUR HELP OMG !!!! cuz these 2 clowns are so so so bad
dude...im not thick...can any1 help me on any SERIOUS level?
--------------------

BEGIN hlvis

command line: hlvis "mapname"
error: portal file "mapname.prt" does not exist, cannot vis the map

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

sigh, ive googled it and nothing. any1 have any clue as to what this is?

p.s. i love u superjer and with your help ive made a really awesom war map i hope to get accepted internationally as the next war map :D
yer how do i make lights like the light in CT spawn on d2 or the lights in carpet on Inferno? :P
worked a treat! thank u very much superjer u sexy mofo :D
the textures (like leaves hanging down or wire mesh gates) where there is a "blue" area turn out black in my actual map...how do i solve this? :)