HELP PLZ
HIPHOPPOLICE
Join Date: 2007-09-30 Member: 62492Members, Constellation
<div class="IPBDescription">VERY VERY *^^(*'in IRRITATED</div>Sorry for the title but I want to throw this screen out the window. I have always been able to set up Valve Hammer Editor for NS and now magically I cant. Do I have to use 3.5 and batch compiler? I never had to before. When I compile the map using Hammer Editor it does not create a bsp file. It always has before. So I figured I try it the new way. Maybe there was some magic bug that crept into Hammer_3.4 that made it so it wouldn't compile maps to bsps. Half of the links on every step by step guide to correctly configuring Hammer Editor's settings (when I say links I mean downloads) are broken. excuse my French but this is really pissing me off. I can make maps and all but I can't seem to set up Hammer Editor correctly. Someone please give me a decent step by step method to set up H.E.!
Comments
I use these:
<a href="http://zhlt.info/download-zhlt.html" target="_blank">http://zhlt.info/download-zhlt.html</a>
But anything from P13 release or above are good for NS compiling.
Batch compiler is simply a tool to give you a gui for the compile parameters. It's not mandatory for Ns compiling.
Also could you copypaste your compile log here, since I have a suspicious feeling there might be something in there related to the map itself (leaks or other errors).
1. Download and install hammer 3.4
2. Game Configurations (GC) Edit: Natural Selection
3. GC: Game Data Files ns.fgd
4. GC: Game Executable: hl.exe
5. GC: Mod directory: halflife/ns
6. GC: Game Directory: <blank>
7. GC: RMF: E drive
8. Build Programs (BP): Natural Selection
9. BP: CSG, BSP, VIS, RAD: HLCSG, HLBSP, HLVIS, HLRAD
10. BP: Place compiled maps: ns/maps
11. Textures: zhlt.wad, ns.wad, ns2.wad
12. close
13. create a test map which is a simple block hollowed to 32 width with a single spawn point and a light
14. I use the default compiler and have the following checked: Run CSG:Normal/Run BSP: Normal/Run VIS: Normal/Run RAD: Normal
lmao and go figure...I get a window that pops up and says: {The command failed. Windows reported the error: "Invalid argument." Do you want to continue?} YES. FAIL
** Executing...
** Command: Change Directory
** Parameters: E:\steamapps\merlock73\half-life\hl.exe
The command failed. Windows reported the error:
"Invalid argument"
** Executing...
** Command: Copy File
** Parameters: "c:\documents and settings\techcon\desktop\test.map" "E:\steamapps\merlock73\half-life\ns\maps\test.map"
** Executing...
** Command: c:\DOCUME~1\techcon\desktop\NEWFOL~1\hlcsg.exe
** Parameters: "E:\steamapps\merlock73\half-life\ns\maps\test"
hlcsg v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlcsg -----
Command line: c:\DOCUME~1\techcon\desktop\NEWFOL~1\hlcsg.exe E:\steamapps\merlock73\half-life\ns\maps\test
Entering E:\steamapps\merlock73\half-life\ns\maps\test.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 ]
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:
50%... (0.00 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
50%... (0.02 seconds)
Warning: Wad file '\steamapps\merlock73\half-life\ns\ns.wad' not found
Warning: Wad file '\steamapps\merlock73\half-life\ns\ns2.wad' not found
Including Wadfile: \documents and settings\techcon\desktop\new folder\zhlt.wad
- Contains 0 used textures, 0.00 percent of map (8 textures in wad)
Error: Could not open wad file \steamapps\merlock73\half-life\ns\ns.wad
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
Error: Could not open wad file \steamapps\merlock73\half-life\ns\ns2.wad
----- END hlcsg -----
** Executing...
** Command: c:\DOCUME~1\techcon\desktop\NEWFOL~1\hlbsp.exe
** Parameters: "E:\steamapps\merlock73\half-life\ns\maps\test"
hlbsp v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlbsp -----
Command line: c:\DOCUME~1\techcon\desktop\NEWFOL~1\hlbsp.exe E:\steamapps\merlock73\half-life\ns\maps\test
>> There was a problem compiling the map.
>> Check the file E:\steamapps\merlock73\half-life\ns\maps\test.log for the cause.
----- END hlbsp -----
** Executing...
** Command: c:\DOCUME~1\techcon\desktop\NEWFOL~1\hlvis.exe
** Parameters: "E:\steamapps\merlock73\half-life\ns\maps\test"
hlvis v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlvis -----
Command line: c:\DOCUME~1\techcon\desktop\NEWFOL~1\hlvis.exe E:\steamapps\merlock73\half-life\ns\maps\test
>> There was a problem compiling the map.
>> Check the file E:\steamapps\merlock73\half-life\ns\maps\test.log for the cause.
----- END hlvis -----
** Executing...
** Command: c:\DOCUME~1\techcon\desktop\NEWFOL~1\hlrad.exe
** Parameters: "E:\steamapps\merlock73\half-life\ns\maps\test"
hlrad v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlrad -----
Command line: c:\DOCUME~1\techcon\desktop\NEWFOL~1\hlrad.exe E:\steamapps\merlock73\half-life\ns\maps\test
>> There was a problem compiling the map.
>> Check the file E:\steamapps\merlock73\half-life\ns\maps\test.log for the cause.
----- END hlrad -----
Shouldn't this be be in a map called steam?
E:\<i>steam</i>\steamapps\merlock73\half-life\ns\
The csg compiler can't find your wad files and as a result stops the compile process and windows can't copy the file to a directory that doesn't exit I guess. As a result: bsp, vis and rad can't continue without the csg part. Also make sure you use the hull file in the csg part, otherwise you're stuck with the Onos falling trough the floor or getting stuck in it when evolving and some other weird clipping errors.
Add the following parameter to csg (if this is your steam dir that is):
-hullfile E:\steam\steamapps\merlock73\half-life\ns\\nshulls.txt
It looks like you have the latest zhlt compile tools btw, so you're good to go with those ^^ I still would go out and use the batchcompiler though (not because it is better, it is the same. But it give you the ability to compile while still working on the map)
Before you replied to my compile post, I calmed myself down and read in detail the compile log. Of course, textures! there was the error.
It seems the only texture file it could find was the zhlt.wad, which was in the extracted zhlt file. I didnt know you had to use the same directory for the wad files, lol. But ya, I forgot to mention I use pub pcs at a university campus, and everything other than the e drive gets deleted upon logout. So things are a little bit more complicated. I would definitely use batch compiler over the standard compiler, its just that I have NO IDEA how it works, how to set it up, or how to use it. If u could tell em what to do in that area it would be great. Another thing, the hull file im supposed to use, what do I do with it? Again, TYVM for the help!
-hullfile E:\steam\steamapps\merlock73\half-life\ns\\nshulls.txt
or if you use the batch compiler it's a simple browse for file and your set to go. The batchcompiler setup is quite easy btw. All you have to do when you've installed it is go to the options menu --> setup --> tab paths. And setup the paths to the compile tools (very much like hammer). CSG, BSP, VIS, RAD and RIPENT will suffice (that is if you use ripent to modify entities without having to recompile the entire map <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> )
specification should be on zoner & mapster. And then you go an select the map file and the stages you want to compile (CSG,BSP,VIS,RAD for full compile of course)
on the CSG tab you can add the hull file by browsing for it @ Hull File. And perhaps add the parameter at additional parameters --> "-cliptype precise" without quotations. There are more cliptypes, but precise is the latest one however not mandatory. I use -cliptype simple for example due to precise giving me weird clipping problems.
Oh and don't forget that the batchcompiler needs *.map files. *.rmf files are only readable by Hammer, so simply export to map from hammer and select the *.map file to get your compilers going. After all this you might want to save your preset for you current map at menu file. This will save the compile paremeters like -hullfile for example
Batch compiler does the same thing as hammer, it simply runs a batch file to add parameters to the compile tools. But it is a little nicer with gui and all imho...
I tried using HLFix to do the rmf->map convert, but the only thing it gets me is unexplainable leaks popping up everywhere which seem untangible. Anyone else tried using this stage for NS maps? Cause the moment I skipped HLFix and just used hammer to export, magically all my untangible leaks disappeared.
If you get very weird things in your compiled map when running around in it have a look at the brushes in that area for glitches like these --> The usual are: light errors, texture weirdness, clipping errors like invisible walls or walls that don't clip at all and of course cracks on edges which let you see into the void (these are not leaks but engine glitches which can make an area likely to crash or lagg)
Most of the time these HL-fix issues are cause by complex vertex editing. You can either break up the complex brushes into more individual and less-complex brushes, but this could cause r_speeds to go up.
Well there ya have it, a possible explaination <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
If you get very weird things in your compiled map when running around in it have a look at the brushes in that area for glitches like these --> The usual are: light errors, texture weirdness, clipping errors like invisible walls or walls that don't clip at all and of course cracks on edges which let you see into the void (these are not leaks but engine glitches which can make an area likely to crash or lagg)
Most of the time these HL-fix issues are cause by complex vertex editing. You can either break up the complex brushes into more individual and less-complex brushes, but this could cause r_speeds to go up.
Well there ya have it, a possible explaination <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Well, after I clip something, I always check with vertex manipulation if all the cornerpoints are on grid. I rebuild the particular hallway crossing that caused the hlfix leaks, and could not find what I was doing wrong. If I compile it without hlfix, everything looks correct.
I did however have one compile in which the floor did not clip and I could fall through it. However I still have no clue how I solved it, or what caused that in the first place.
And what do you mean with:
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->of course cracks on edges which let you see into the void (these are not leaks but engine glitches which can make an area likely to crash or lagg)<!--QuoteEnd--></div><!--QuoteEEnd-->
When I build my rooms I try to take into account r_speeds and how a connecting brush will break the face into multiple parts. So I usually end up with walls that only connect on corner points. Like in the attached picture, all my walls connect like the upper half, and never like the bottom half. Is that what could be causing this?
Not sure why this happens, but the map will compile only you get these weird cracks trough the walls (not leaks but you can see into the void)
A nice tip on finding these is to turn on dev_overview (dev_overview 1 in console) and then turn it back off. Now you have a green background instead of the standard black one. This will light up these potential crash/lag areas.
There have been many "studies" about the edge effect of brushes as in your picture and none of them have shown a significant difference between any of them. Sometimes in areas there are more leafes while in other areas where the same technique has been used there are less (same goes for clip/r_speeds and all the other stuff)
So I'd say go with what works out the best for you, there isn't any real difference. These are the three different case studies on different edges in Hammer, but none of them have a significant con or pro:
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The last two have unbroken surfaces, but if you try to enlarge the brush with the pointer tool, you will also enlarge the bevelled area and thus create a crack between them. So if you want to change the dimensions without having to go into vertex manipulation, you would go for the last method.
Which method do you use? I myself always use the last two, often changing the 2nd into the third when a room is getting near final looks.
But then again the compile tools strip everything away that touches the void, so the first might have been an issue for older compile tools. But I guess the latest ones (P13 and up) don't have this calcuation problem ingame.