After Turorial....Server Start up.

After Turorial....Server Start up.

Hammer Mapping — Page [1]
Sicksicsix
2008 Mar 17 • 2
Ok....I did the tutorioal...

Did EVERYTHING!

So when I made the batch files a made a few errors but they are fixed and the bad goes through with no errors.

But when it goes to launch the game with the map, it just sits at the main menu.

Is there something else im supposed to do or how do I even save my map as a ".bsp"

Any help would be great!

THanks
Each Breath You Take Is A Sinn!
 
 
2008 Mar 17 at 19:29 PDT
duecebigallo
2008 Mar 10 • 99
well umm.....did you export the file to where your zhlt compilers are. if not then do it, well before you do that check for errors, go to map>checkforerrors, and if is sais any FIX THEM. make sure you save your map in valve hammer maps too. after that press f9 and wait for the compiler to finish, if it opens up steam automatically then something went wrong because theres supposed to be some text that says the status, like build vis etc.... here ill post one of my correctly compile maps and one on my non correctly compiled maps

____________________________INCORRECT_____________________________

** Executing...
** Command: Change Directory
** Parameters: "C:\Program Files\Steam\steamapps\adrenalin_rising\counter-strike"


** Executing...
** Command: C:\DOCUME~1\VARTKA~1\Desktop\ZHLT25~1\hlcsg.exe
** Parameters: "c:\program files\valve hammer editor\boostkill"

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: C:\DOCUME~1\VARTKA~1\Desktop\ZHLT25~1\hlcsg.exe "c:\program files\valve hammer editor\boostkill"
Entering c:\program files\valve hammer editor\boostkill.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]

3 brushes (totalling 18 sides) discarded from clipping hulls
CreateBrush:
10%...20%...50%...60%...70%... (0.03 seconds)
SetModelCenters:
30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%... (0.19 seconds)

Using Wadfile: \program files\steam\steamapps\adrenalin_rising\counter-strike\cstrike\cstrike.wad
- Contains 0 used textures, 0.00 percent of map (123 textures in wad)
Including Wadfile: \documents and settings\vart kaze\desktop\zhlt253-17\zhlt.wad
- Contains 0 used textures, 0.00 percent of map (3 textures in wad)
Using Wadfile: \documents and settings\vart kaze\desktop\files\wads\halflife.wad
- Contains 8 used textures, 100.00 percent of map (3116 textures in wad)

added 5 additional animating textures.
Texture usage is at 0.14 mb (of 4.00 mb MAX)
0.30 seconds elapsed

----- END hlcsg -----




** Executing...
** Command: C:\DOCUME~1\VARTKA~1\Desktop\ZHLT25~1\hlbsp.exe
** Parameters: "c:\program files\valve hammer editor\boostkill"

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: C:\DOCUME~1\VARTKA~1\Desktop\ZHLT25~1\hlbsp.exe "c:\program files\valve hammer editor\boostkill"

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)


Warning: === LEAK in hull 0 ===
Entity light_spot @ (-237, 160,-369)
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

Leak pointfile generated

0.39 seconds elapsed

----- END hlbsp -----




** Executing...
** Command: C:\DOCUME~1\VARTKA~1\Desktop\ZHLT25~1\hlvis.exe
** Parameters: "c:\program files\valve hammer editor\boostkill"

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: C:\DOCUME~1\VARTKA~1\Desktop\ZHLT25~1\hlvis.exe "c:\program files\valve hammer editor\boostkill"
>> There was a problem compiling the map.
>> Check the file c:\program files\valve hammer editor\boostkill.log for the cause.

----- END hlvis -----




** Executing...
** Command: C:\DOCUME~1\VARTKA~1\Desktop\ZHLT25~1\hlrad.exe
** Parameters: "c:\program files\valve hammer editor\boostkill"

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: C:\DOCUME~1\VARTKA~1\Desktop\ZHLT25~1\hlrad.exe "c:\program files\valve hammer editor\boostkill"
>> There was a problem compiling the map.
>> Check the file c:\program files\valve hammer editor\boostkill.log for the cause.

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




** Executing...
** Command: Copy File
** Parameters: "c:\program files\valve hammer editor\boostkill.bsp" "C:\Program Files\Steam\steamapps\adrenalin_rising\counter-strike\cstrike\maps\boostkill.bsp"


** Executing...
** Command: Copy File
** Parameters: "c:\program files\valve hammer editor\boostkill.pts" "C:\Program Files\Steam\steamapps\adrenalin_rising\counter-strike\cstrike\maps\boostkill.pts"


** Executing...
** Command: C:\PROGRA~1\Steam\Steam.exe
** Parameters: +map "boostkill" -dev -console














________________________CORRECT_________________________________

** Executing...
** Command: Change Directory
** Parameters: "C:\Program Files\Steam\steamapps\adrenalin_rising\counter-strike"


** Executing...
** Command: C:\DOCUME~1\VARTKA~1\Desktop\ZHLT25~1\hlcsg.exe
** Parameters: "c:\program files\valve hammer editor\maps\test"

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: C:\DOCUME~1\VARTKA~1\Desktop\ZHLT25~1\hlcsg.exe "c:\program files\valve hammer editor\maps\test"
Entering c:\program files\valve hammer editor\maps\test.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]

4 brushes (totalling 24 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%... (0.03 seconds)
SetModelCenters:
10%...50%...60%... (0.00 seconds)
CSGBrush:
30%...60%... (0.06 seconds)

Using Wadfile: \program files\steam\steamapps\adrenalin_rising\counter-strike\cstrike\cstrike.wad
- Contains 0 used textures, 0.00 percent of map (123 textures in wad)
Including Wadfile: \documents and settings\vart kaze\desktop\zhlt253-17\zhlt.wad
- Contains 0 used textures, 0.00 percent of map (3 textures in wad)
Using Wadfile: \documents and settings\vart kaze\desktop\files\wads\halflife.wad
- Contains 16 used textures, 100.00 percent of map (3116 textures in wad)

added 4 additional animating textures.
Texture usage is at 0.26 mb (of 4.00 mb MAX)
0.22 seconds elapsed

----- END hlcsg -----




** Executing...
** Command: C:\DOCUME~1\VARTKA~1\Desktop\ZHLT25~1\hlbsp.exe
** Parameters: "c:\program files\valve hammer editor\maps\test"

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: C:\DOCUME~1\VARTKA~1\Desktop\ZHLT25~1\hlbsp.exe "c:\program files\valve hammer editor\maps\test"

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 'c:\program files\valve hammer editor\maps\test.prt'
0.22 seconds elapsed

----- END hlbsp -----




** Executing...
** Command: C:\DOCUME~1\VARTKA~1\Desktop\ZHLT25~1\hlvis.exe
** Parameters: "c:\program files\valve hammer editor\maps\test"

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: C:\DOCUME~1\VARTKA~1\Desktop\ZHLT25~1\hlvis.exe "c:\program files\valve hammer editor\maps\test"
57 portalleafs
185 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%... (0.22 seconds)
average leafs visible: 50
g_visdatasize:456 compressed from 456
0.23 seconds elapsed

----- END hlvis -----




** Executing...
** Command: C:\DOCUME~1\VARTKA~1\Desktop\ZHLT25~1\hlrad.exe
** Parameters: "c:\program files\valve hammer editor\maps\test"

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: C:\DOCUME~1\VARTKA~1\Desktop\ZHLT25~1\hlrad.exe "c:\program files\valve hammer editor\maps\test"

-= 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 ]


791 faces
Create Patches : 7040 base patches
0 opaque faces
103516 square feet [14906439.00 square inches]
5 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (9.45 seconds)
visibility matrix : 3.0 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (15.89 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (9.50 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (10.80 seconds)
Transfer Lists : 21428144 : 21.43M transfers
Indices : 3237856 : 3.09M bytes
Data : 85712576 : 81.74M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (7.44 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (5.53 seconds)
58.81 seconds elapsed

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




** Executing...
** Command: Copy File
** Parameters: "c:\program files\valve hammer editor\maps\test.bsp" "C:\Program Files\Steam\steamapps\adrenalin_rising\counter-strike\cstrike\maps\test.bsp"


** Executing...
** Command: Copy File
** Parameters: "c:\program files\valve hammer editor\maps\test.pts" "C:\Program Files\Steam\steamapps\adrenalin_rising\counter-strike\cstrike\maps\test.pts"


** Executing...
** Command: C:\PROGRA~1\Steam\Steam.exe
** Parameters: +map "test" -dev -console

Notice how there were texts saying BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.22 seconds)
average leafs visible: 50
g_visdatasize:456 compressed from 456
0.23 seconds elapsed

and so on, this is because the hlvis DID function are compile the map Corectly. so if you dont see anything in the compiling window that says buildportalvis or anything else that looks similar then YOU HAVE A LEAK....so go fix that leak
 
 
2008 Mar 17 at 20:25 PDT — Ed. 2008 Mar 17 at 20:30 PDT
duecebigallo
2008 Mar 10 • 99
and when you export its supposed to BE a .map when you save the file in your Valve hammer maps its should be .rmf
 
 
2008 Mar 17 at 20:27 PDT
duecebigallo
2008 Mar 10 • 99
also and EASIER way of making a box is just make it the size of the room you were goin to make(with correct hight and width) and then makeing it a hallow, to do that just simply highlight it right click it on one of 2d veiws and click on the selection that says make hallow. or easier is go to tools<makehallow and there you go no leaks
 
 
2008 Mar 17 at 20:29 PDT
begginer

2007 Oct 24 • 990
13 ₧
thats not what he asked ...

is your map in your maps-list in game ? if not then copy your map manually to your cstrike/maps folder

and then check the red part in your .bat file and see if yours is pointing to your ACTUAL maps folder

@echo off
hlcsg mapname
hlbsp mapname
hlvis mapname
hlrad mapname
copy mapname.bsp "D:\CS.NS\cstrike\maps"
cd D:\CS.NS

pause
hl -dev -console -game cstrike +sv_cheats 1 +map mapname

make sure that the red part in your .bat file is the path to your actual maps folder

also when you make a map in hammer you can save it as an . rmf file ... this is read by hammer
when your done you MUST export it to a .map file
and put it in your zhtl folder ( so its simple if there all in 1 spot )

now after that you make your .bat file as you learned
and the complier should make a .bsp file of your map and should automatically copy it to your folder if everything is correct
Wtf is that ? its a bird ! no its a plane ! amm maybe its a plastic bag . NO ! its SUPERJER ! the greatest super hero ever!
 
 
2008 Mar 18 at 00:34 PDT — Ed. 2008 Mar 18 at 00:37 PDT
Down Rodeo
Cap'n Moth of the Firehouse

Find the Hole II Participation Medal
2007 Oct 19 • 5486
57,583 ₧
I think he said that the bat had no errors in it in the end... The easiest way to proceed would be to look for "youmapname.bsp" where (obviously) "yourmapname" is the name of, surprise surprise, your map. Then cut-and-paste it to cstrike/maps as someone said and it should be around in the game menu for launching.

PS The batch file is the bit wot makes the bsp file. It should copy it to cstrike/maps so check there first ;)
 
 
2008 Mar 18 at 06:32 PDT
Sicksicsix
2008 Mar 17 • 2
Ttook everyone's advice and sure enough some errors where corrected, however I am at a stand still again.

Now the I get the message that 1 fire was copied and transfered to the MAPS forlder in...it will now AUTO boot my CS and attempt to connect the map I just made.

That sound all great and dandy untill the loading process begins.

For some reason now that all errors and compiling is set and corrected, my map will not load. It just sits there at
"Starting ocal game server..."

Is there something else wrong?
Each Breath You Take Is A Sinn!
 
 
2008 Mar 19 at 15:12 PDT
Killer-Duck
Homicidal Anatidae

2008 Mar 5 • 1169
633 ₧
Try to manually start the map instead: Start up CS, press "New Game" and choose your map in the map-list.
QUACK! QUACK!
 
 
2008 Mar 19 at 15:19 PDT
Combineownage
2008 Mar 19 • 6
Killer-Duck said:
Try to manually start the map instead: Start up CS, press "New Game" and choose your map in the map-list.

That's what I did, I have the same problem like him. I am stuck at starting Local Game Server. It does not work too, I started it manually and clicked on new game. Still same stand still.
 
 
2008 Mar 19 at 22:52 PDT
SRAW
Rocket Man

2007 Nov 6 • 2525
601 ₧
press the console button ~ and look for any stuff like
"wrong bsp version"
Free Steam Games
 
 
2008 Mar 20 at 00:55 PDT
FootBallBat
2008 Mar 16 • 175
Hey I have a question. I'm making a map with hammer and I was wondering is it possible to put mirrors on the walls? If not thats ok but if you can, can you send me the Link please. Thanks.
God I Suck At This.
 
 
2008 Mar 20 at 02:02 PDT
Killer-Duck
Homicidal Anatidae

2008 Mar 5 • 1169
633 ₧
Ughhh... stop hijacking other peoples threads!

Do a check for problems in Hammer(Alt+P) and see if your map has any problems if not look for errors in the compile-log.

QUACK! QUACK!
 
 
2008 Mar 20 at 06:24 PDT
Combineownage
2008 Mar 19 • 6
Killer-Duck said:
Ughhh... stop hijacking other peoples threads!

Do a check for problems in Hammer(Alt+P) and see if your map has any problems if not look for errors in the compile-log.


I did that, I got, "No errors found" This is really frustrating.
 
 
2008 Mar 20 at 07:12 PDT
Killer-Duck
Homicidal Anatidae

2008 Mar 5 • 1169
633 ₧
Post your compile-log
QUACK! QUACK!
 
 
2008 Mar 20 at 11:57 PDT
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