Mapping problems

Right_Behind_YouRight_Behind_You Join Date: 2002-04-23 Member: 501Members
<div class="IPBDescription">Need experties</div>When i compile and test mah map, the blue back should be clear but its black, and my lighting dont work either. Heres the log.


hlcsg v2.5.3 rel (May  2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
-----  BEGIN  hlcsg -----
Command line: "C:\Program Files\ZHLT\hlcsg.exe"C:\SIERRA\Half-Life\nstr\maps\ns_scithi3

-= 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 ]
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 ]

Wadinclude list :
[zhlt.wad]


entering C:\SIERRA\Half-Life\nstr\maps\ns_scithi3.map
CreateBrush:
(1.43 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(2.63 seconds)
Using WAD File: \sierra\half-life\nstr\ns.wad
Using WAD File: \sierra\half-life\nstr\wall_tech.wad
Texture usage is at 0.94 mb (of 4.00 mb MAX)
4.62 seconds elapsed

-----   END   hlcsg -----



hlbsp v2.5.3 rel (May  2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
-----  BEGIN  hlbsp -----
Command line: "C:\Program Files\ZHLT\hlbsp.exe"C:\SIERRA\Half-Life\nstr\maps\ns_scithi3

-= 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 ]
notjunc             [     off ] [     off ]
subdivide size      [     240 ] [     240 ] (Min 64) (Max 240)
max node size       [    1024 ] [    1024 ] (Min 64) (Max 4096)


Warning: === LEAK in hull 0 ===
Entity info_player_start @ (  96,-3168, 976)
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

5.28 seconds elapsed

-----   END   hlbsp -----



hlvis v2.5.3 rel (May  2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
-----  BEGIN  hlvis -----
Command line: "C:\Program Files\ZHLT\hlvis.exe"C:\SIERRA\Half-Life\nstr\maps\ns_scithi3
>> There was a problem compiling the map.
>> Check the file C:\SIERRA\Half-Life\nstr\maps\ns_scithi3.log for the cause.

-----   END   hlvis -----



hlrad v2.5.3 rel (May  2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
-----  BEGIN  hlrad -----
Command line: "C:\Program Files\ZHLT\hlrad.exe"C:\SIERRA\Half-Life\nstr\maps\ns_scithi3
>> There was a problem compiling the map.
>> Check the file C:\SIERRA\Half-Life\nstr\maps\ns_scithi3.log for the cause.

-----   END   hlrad -----

Comments

  • SupremacySupremacy Join Date: 2002-07-01 Member: 859Members
    You havn't set the FX Amount to 255 and the Render Mode to SOLID.  <!--emo&:turret:--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/turret.gif" border="0" valign="absmiddle" alt=':turret:'><!--endemo-->  <!--emo&:asrifle:--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/asrifle.gif" border="0" valign="absmiddle" alt=':asrifle:'><!--endemo-->  <!--emo&:tiny:--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tiny.gif" border="0" valign="absmiddle" alt=':tiny:'><!--endemo-->
  • CDawgCDawg Join Date: 2002-01-29 Member: 131Members
    Your lights don't work because you have a leak in your level.  This means that part of your level it open to the black "void," or that an entity is outside your level.  You probably just didnt close off one of your rooms completly.  
    If you using the Valve Hammer Editor, you can track down the leak by clicking the MAP button on the toolbar at the top and choose LOAD POINTFILE, then find the pointfile with your maps name on it.  A big red line should now be zig zagging across you map.  Follow it and eventually you will come to your leak.

    EDIT
    This should help: <a href="http://www.karljones.com/halflife/leaks.asp" target="_blank">http://www.karljones.com/halflife/leaks.asp</a>
  • CyonProCyonPro Join Date: 2002-02-02 Member: 154Members
    On a similar note, are there some kind of special color settings I have to use when making textures that have the blue transparent background color in them? Every time i make textures with transparent areas, using this color, it never comes out right when view it in game (and yes, I set it to solid 255).
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    It's not the blue that matters so much as the location in the palette: location 255. Merk's fix of the {alien_alpha2 texture replaced the blue with black, thereby getting rid of the nasty blue tinge that plagued us when using it. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo--> Pure blue isn't a color you're going to use too often normally, though, hence its original use.
  • CyonProCyonPro Join Date: 2002-02-02 Member: 154Members
    AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
    HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH!

    I'm pretty certain that this will solve my problems... thanks, KFS.
  • Right_Behind_YouRight_Behind_You Join Date: 2002-04-23 Member: 501Members
    Thank you everyone. I didnt see the leak, but i got it workin!
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