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Once_OnlyOnce_Only Join Date: 2004-05-15 Member: 28700Members
<div class="IPBDescription">some problems</div> Im finding that my lights arent compiled when I use HLRAD and HLVIS, but if I use vis and qrad, my lights compile fine and everything works good. All my parameters are set up properly and im virus free. I've tried reinstalling the programs twice. I'd use batch compiler but i dont know how to mkae it work with steam.

Comments

  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin-A|IEN+May 22 2004, 09:17 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (A|IEN @ May 22 2004, 09:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Im finding that my lights arent compiled when I use HLRAD and HLVIS, but if I use vis and qrad, my lights compile fine and everything works good. All my parameters are set up properly and im virus free. I've tried reinstalling the programs twice. I'd use batch compiler but i dont know how to mkae it work with steam. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    If you want help with the problem, we'll need to see the logs.
  • Once_OnlyOnce_Only Join Date: 2004-05-15 Member: 28700Members
    happy birthday cagey! (this is your present)

    <i>** Executing...
    ** Command: D:\PROGRA~1\VALVEH~1\NSTOOL~1\HLCSG.EXE
    ** Parameters: "d:\program files\valve hammer editor\rmf\ns_control"

    hlcsg v2.5.3 rel Custom Build 1.7p13 (Feb 3 2004)
    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 (webmaster@xp-cagey.com)
    ----- BEGIN hlcsg -----
    Command line: D:\PROGRA~1\VALVEH~1\NSTOOL~1\HLCSG.EXE "d:\program files\valve hammer editor\rmf\ns_control"
    Entering d:\program files\valve hammer editor\rmf\ns_control.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 ]
    max lighting memory [ 6291456 ] [ 6291456 ]
    priority [ Normal ] [ Normal ]

    noclip [ off ] [ off ]
    null texture stripping[ on ] [ on ]
    clipnode economy mode [ on ] [ on ]
    clip hull type [ legacy ] [ legacy ]
    onlyents [ off ] [ off ]
    wadtextures [ on ] [ on ]
    skyclip [ on ] [ on ]
    hullfile [ None ] [ None ]
    nullfile [ 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%... (0.33 seconds)
    SetModelCenters:
    50%... (0.00 seconds)
    CSGBrush:
    10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.93 seconds)

    Using Wadfile: \steam\steamapps\fat_cam6@hotmail.com\half-life\nsp\ns.wad
    - Contains 12 used textures, 40.00 percent of map (578 textures in wad)
    Using Wadfile: \steam\steamapps\fat_cam6@hotmail.com\half-life\nsp\ns_nothing.wad
    - Contains 0 used textures, 0.00 percent of map (5 textures in wad)
    Using Wadfile: \steam\steamapps\fat_cam6@hotmail.com\half-life\nsp\ns_hera.wad
    - Contains 0 used textures, 0.00 percent of map (65 textures in wad)
    Using Wadfile: \steam\steamapps\fat_cam6@hotmail.com\half-life\nsp\ns2.wad
    - Contains 15 used textures, 50.00 percent of map (296 textures in wad)
    Using Wadfile: \half life\valve\halflife.wad
    - Contains 3 used textures, 10.00 percent of map (3116 textures in wad)

    added 1 additional animating textures.
    Texture usage is at 0.91 mb (of 4.00 mb MAX)
    1.43 seconds elapsed

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




    ** Executing...
    ** Command: D:\PROGRA~1\VALVEH~1\NSTOOL~1\HLBSP.EXE
    ** Parameters: "d:\program files\valve hammer editor\rmf\ns_control"

    hlbsp v2.5.3 rel Custom Build 1.7p13 (Feb 3 2004)
    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 (webmaster@xp-cagey.com)
    ----- BEGIN hlbsp -----
    Command line: D:\PROGRA~1\VALVEH~1\NSTOOL~1\HLBSP.EXE "d:\program files\valve hammer editor\rmf\ns_control"

    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 info_player_start @ (2344,-2240, 208)
    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

    Warning: === LEAK in hull 1 ===
    Entity info_gameplay @ (2280,-2632,-752)
    Warning: === LEAK in hull 2 ===
    Entity info_team_start @ (2360,-2560, 208)
    Warning: === LEAK in hull 3 ===
    Entity info_team_start @ (2360,-2560, 208)
    2.20 seconds elapsed

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




    ** Executing...
    ** Command: D:\PROGRA~1\VALVEH~1\NSTOOL~1\HLVIS.EXE
    ** Parameters: "d:\program files\valve hammer editor\rmf\ns_control"

    hlvis v2.5.3 rel Custom Build 1.7p13 (Feb 3 2004)
    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 (webmaster@xp-cagey.com)
    ----- BEGIN hlvis -----
    Command line: D:\PROGRA~1\VALVEH~1\NSTOOL~1\HLVIS.EXE "d:\program files\valve hammer editor\rmf\ns_control"
    >> There was a problem compiling the map.
    >> Check the file d:\program files\valve hammer editor\rmf\ns_control.log for the cause.

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




    ** Executing...
    ** Command: D:\PROGRA~1\VALVEH~1\NSTOOL~1\HLRAD.EXE
    ** Parameters: "d:\program files\valve hammer editor\rmf\ns_control"

    hlrad v2.5.3 rel Custom Build 1.7p13 (Feb 3 2004)
    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 (webmaster@xp-cagey.com)
    ----- BEGIN hlrad -----
    Command line: D:\PROGRA~1\VALVEH~1\NSTOOL~1\HLRAD.EXE "d:\program files\valve hammer editor\rmf\ns_control"
    >> There was a problem compiling the map.
    >> Check the file d:\program files\valve hammer editor\rmf\ns_control.log for the cause.

    ----- END hlrad -----</i>

    I have a very strong feeling its got something to do with the leaks...

    How the hell am I meant to fix these anyway?
  • PaladinPaladin Join Date: 2002-10-06 Member: 1455Members, Constellation
    Yup , its the leak.
    As far as i know rad wont even compile the light data if the bsp process has detected a leak.
    <a href='http://www.unknownworlds.com/forums/index.php?showtopic=55406' target='_blank'>This thread</a> describes the problem and offers a few solutions.
    If you can't find it, just send it to me via e-mail. Seems to be a pretty small map and i have far to much time on my hands.
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