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Posts written by sleepy:



User
thanks superjer, worked well i can now compile my map.
User
honestly i'm not sure, but it is probably the cylinders then because thoses are the only ones with more then 20 vertices. my map is a kz map so most of my brushs are custom cut, i will try changing the cylinders because i don't really need them but i figured it would look better.
User
can anyone help with telling me how i find out which brush has to many vertices, i don't see a location, maybe there is one but i don't reconize it. i'm not really a new mapper just never got this problem before, i tried like i said making most of my stuff func_walls. but apparently it didn't work. so if any of you know, if you could please comment or help me.


also the smiley faces are not the problem : )

-thanks.
Truck
User
you should take into consideration like everyone else has said, tutorials.
User
how do i know which one it is aha, thats my question which one has it, it doesn't give me a location?
User
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 kz_cz_dungeon
Entering kz_cz_dungeon.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:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.07 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.18 seconds)

Using Wadfile: \users\nick\desktop\wads\halflife.wad
- Contains 5 used textures, 20.83 percent of map (3116 textures in wad)
Using Wadfile: \program files (x86)\steam\steamapps\\counter-s
trike\cstrike\c21_map_textures.wad
- Contains 0 used textures, 0.00 percent of map (18 textures in wad)
Using Wadfile: \program files (x86)\steam\steamapps\\counter-s
trike\cstrike\c21_map_textures2.wad
- Contains 0 used textures, 0.00 percent of map (30 textures in wad)
Using Wadfile: \program files (x86)\steam\steamapps\\counter-s
trike\cstrike\czde_aztec.wad
- Contains 19 used textures, 79.17 percent of map (87 textures in wad)

Texture usage is at 1.06 mb (of 4.00 mb MAX)
0.49 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 kz_cz_dungeon

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 'kz_cz_dungeon.prt'
Error: ReadSurfs (line 319): 32 > MAXPOINTS
This is caused by a face with too many verticies (typically found on end-caps of
high-poly cylinders)


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

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



The system cannot find the path specified.
0 file(s) copied.
Press any key to continue . . .



anyone mind helping i tried everything, i put everything that was a custom cut as a func_wall and still no results to work, i also put cylinders as func_wall but didnt work either.
i am using 3.4 vhe.

thanks.
User
yeah, like he has the purple death hammer over 2D boxes but it only creates a light it doesnt let him choose what ever he wants. And the top right corner i have no clue what your talking about, the top right corner is for textures not entities i believe.
User
okay i have a question, my friend set up his hammer right, and he doesnt have the entities box in the bottom right corner. I had him un install and re-install and still no luck i set it up the 2nd time and i still had the same problem every time i use the entites it only lets me create a light, i put on on the map but i cant get to any other entites. the box doesnt let me choose what entity to use it just automatically makes me put a light on.

-sleepy
User
okay thanks ill add them in again i guess i want to finish it up before though so i dont have a bad crash again. thanks for all the help.
User
oh i dont believe i ran out of ram and i had 8 faces on all of them so idk if that makes it do something different.
User
i have made 1 full map before and 3 not finished cuz of bad entities. my latest map i found out that if you have to many cylinders floating or to many period it will make the compiler take forever. If someone has a reasoning on why it does this please let me know.

-thanks, sleepy.
User
okay i just realize since i created to many cylinders it will crash it. im not sure why but it does. if anyone has any reasoning on it please let me know.
User
try to make each one about 96 to 128 units away from each other
and keep them about 4 units above ground. should fix the problem. i had the same problem with my first map
User
sorry no my map is decent size maybe smaller then most maps its just basically a square 36 by 36 (64 units) it has like 10 things in it as of right now. my memory is not to little i have 37.5 and only use about 20 as of right now. if helps ill post the 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 -nowadtextures jnr_bluebox
Entering jnr_bluebox.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 [ 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:
(0.06 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.28 seconds)

Using Wadfile: \sierra\counter-strike\valve\halflife.wad
- Contains 2 used textures, 50.00 percent of map (3116 textures in wad)
Using Wadfile: \documents and settings\nick\desktop\wads\c21_map_textures.wad
- Contains 2 used textures, 50.00 percent of map (18 textures in wad)
Using Wadfile: \documents and settings\nick\desktop\wads\hns_textures_c21.wad
- Contains 0 used textures, 0.00 percent of map (11 textures in wad)
Using Wadfile: \documents and settings\nick\desktop\wads\jnr_bumblebee_thanks.wad
- Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: \documents and settings\nick\desktop\wads\jukenrun.wad
- Contains 0 used textures, 0.00 percent of map (2 textures in wad)

Texture usage is at 0.05 mb (of 4.00 mb MAX)
0.83 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 jnr_bluebox

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 'jnr_bluebox.prt'
0.89 seconds elapsed

----- END hlbsp -----"
my black box that pops up while compiling will get past the baseportalvis then move on to the leafthread and stop at about 70% i have left it run all night and during school and that part on a normal map takes about 3 seconds for my size map and it took more then 16 hours so im confused i reinstalled the compiler but it seems to work when i make the basic outline of the map. im not sure if it has anything to do with it but to many floating objects or to many cylinders. im not sure because i have like 30 cylinders used for stairs floating in the air.

-sleepy
User
I personly don't believe i have room to talk but my opinion is to take peoples advice in remaking the map resizing everything and custom making it the way it should be. I have not taken a look at the map but from what i hear is everything is too big. When i first started mapping i didnt see the scales and now i do. Even though my maps are simpiler then like a normal de_dust2 etc.. if your computer desk are taller then 64 units then there is a problem. you would want your desks to be either 36-44 that is a good size then again its not going to be a nice brush but it will be about the size of a normal schools desk. and if this helps you if you are going to rebuild it players are 64 units tall. use [ to make scale smaller and ] to make scale bigger. scale is in the bottom right corner.

ps. good luck and i hope you finish it.
Truck
User
"Warning: === LEAK in hull 1 ===
Entity info_player_deathmatch @ (-560,-223,-544)"

make sure all your compiler stuff matches up to your .map name. so say your .map name is 'imakemaps.map' then your .bat file should be 'imakemaps.bat'. also check to make sure the entity that it is having a problem with is either fixed or taken out. cords for this entity is -560,-233,-544 which means x,y,z. x and y are your top right x,z is your bottom left and y,z should be your bottom right. hope this helps.
User
so i have made i want to say 2 maps previous to the one i am making now. previously i completed the map i am on currently and i had some erros with the entities which i had fixed so no problems are left. after i fixed them i run the compiler and something must of went wrong but i left it on all night cuz it was going really really slow. i come back from school after letting it sit for about 16 hours running and its still on the same part i left it off at just 30% farther. can anyone help me with this i tryed reinstalling it and had to redo this map but i got the compiler to work when i started it up again. and now as i try to compile part of the map it won't go anyfaster then last time i left it for 16 hours. I'm not sure if it has to do with how many objects in the map or what not. please help.
User
Hello I'm a mental retard who lives in a mental institution and I've broken out of my cell to play CS on the doctors computer, after a while i got bored with the maps so i wanted to make my own map to play with so i found SuperJer.com but after making my map and following all the instructions and all that i keep getting a error that the .BAT can open the WAD files I'm using