Powered by Invision Power Board [ Resend Validation Email ]
Welcome Guest [ Log In · Register ]
Forum Rules HelpSearchMembersCalendar


 
Reply to this topicStart new topicStart Poll
[ Track this topic · Email this topic · Print this topic ]
> The map won't compile
Ran
Posted: May 29, 2006 05:10 pm
Quote Post


Rotten Meat


Group: Members
Posts: 3

Joined: May 29, 2006



I've been mapping for HL before, i know how to do etc.
just one problem, the thing won't compile...

After pressing F9 and pressing OK, the compile window pops up, copies the map, but then it ends. Or rather, nothing happens.

This is exactly what's in the compile log:

** Executing...
** Command: Change Directory
** Parameters: C:\Program\Valve\Steam


** Executing...
** Command: Copy File
** Parameters: "C:\~~directories~~\BB-maps\bb_MYMAPNAME.map" "\bb_MYMAPNAME.map"


** Executing...
** Command: Copy File
** Parameters: +map "bb_MYMAPNAME_beta"



Anything special you need?
I just want a map that goes on forever untill you touch a certain trigger.

I got following triggers/entities in my map:

16x bb_spawn_zombie (only for zombie spawning, zombie player starts at same place)
4x trigger_once
8x func_door
1x func_water
12x bb_spawn_player
1x bb_escape_final
3x hb_equipment


Any idéas?

This post has been edited by Ran on May 29, 2006 05:10 pm
PMEmail Poster
Top
Neiko
Posted: May 29, 2006 06:47 pm
Quote Post


Uberzernichter
******

Group: BB:S Team
Posts: 905

Joined: January 17, 2006



Hold down Alt +P, to see if there are any broken objects that you made, or have some objects outisde your actual playing area (As in you extended something slanted to make it look nice, and it extends out some). Those are the most common problems I run into when making maps. Also, have you tried just openening BrainBread? Then looking for your map in the create server deal? It's alot better to not have it go to stright opening the map from the game when you first created it.

This post has been edited by Neiko on May 29, 2006 06:48 pm


--------------------
PMEmail PosterUsers WebsiteAOLYahoo
Top
Ran
Posted: May 29, 2006 08:09 pm
Quote Post


Rotten Meat


Group: Members
Posts: 3

Joined: May 29, 2006



ALT-P only gives that there should be a starter position - probably it doesnt understand the bb_spawn_player, but even after creating an info_player_start, no difference.

It just won't start the "conversion"...
Irritating huh.gif
PMEmail Poster
Top
hunter
Posted: May 29, 2006 09:36 pm
Quote Post


Fantasma Cazador
**********

Group: Old BB:S Betatesters
Posts: 3702

Joined: December 08, 2004



Oh compiling was so frustrating could never do it. I have no idea bud but i always got problems.


--------------------
User Posted Image
PMEmail Poster
Top
Neiko
Posted: May 29, 2006 09:37 pm
Quote Post


Uberzernichter
******

Group: BB:S Team
Posts: 905

Joined: January 17, 2006



Do you have hlzoners tools? And did you get hammer 3.4, THEN 3.5 beta? *cough*

Edit, Here, this is somewhat what a compile should look like. I used an older version of my bb_smc_city. (Since I'm working on bb_smc_city2)

Also, the lightning is probally the thing that will take the longest to compile.

CODE

** Executing...
** Command: Change Directory
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\games123456@aol.com\half-life"


** Executing...
** Command: C:\PROGRA~1\VALVEH~1\zhlt33\hlcsg.exe
** Parameters: "c:\documents and settings\scott\desktop\mapping\bb_smc_city_beta"

hlcsg v3.3 rel 3.3 prerelease (Oct  9 2005)
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:\PROGRA~1\VALVEH~1\zhlt33\hlcsg.exe "c:\documents and settings\scott\desktop\mapping\bb_smc_city_beta"
Entering c:\documents and settings\scott\desktop\mapping\bb_smc_city_beta.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:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.16 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.44 seconds)

Using Wadfile: \textures\halflife.wad
- Contains 2 used textures, 4.17 percent of map (3116 textures in wad)
Using Wadfile: \textures\decals.wad
- Contains 0 used textures, 0.00 percent of map (225 textures in wad)
Using Wadfile: \textures\bb\aba.wad
- Contains 1 used texture, 2.08 percent of map (65 textures in wad)
Using Wadfile: \textures\bb\brainbread.wad
- Contains 28 used textures, 58.33 percent of map (176 textures in wad)
Using Wadfile: \textures\customs\liquids.wad
- Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: \textures\cs\cstrike.wad
- Contains 17 used textures, 35.42 percent of map (123 textures in wad)

added 10 additional animating textures.
Texture usage is at 2.67 mb (of 4.00 mb MAX)
0.83 seconds elapsed

-----   END   hlcsg -----




** Executing...
** Command: C:\PROGRA~1\VALVEH~1\zhlt33\hlbsp.exe
** Parameters: "c:\documents and settings\scott\desktop\mapping\bb_smc_city_beta"

hlbsp v3.3 rel 3.3 prerelease (Oct  9 2005)
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:\PROGRA~1\VALVEH~1\zhlt33\hlbsp.exe "c:\documents and settings\scott\desktop\mapping\bb_smc_city_beta"

Current hlbsp 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 ]
priority            [  Normal ] [  Normal ]

noclip              [     off ] [     off ]
nofill              [     off ] [     off ]
noopt               [     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 8192)


SolidBSP [hull 0] 500...765 (0.05 seconds)
BSP generation successful, writing portal file 'c:\documents and settings\scott\desktop\mapping\bb_smc_city_beta.prt'
SolidBSP [hull 1] 500...730 (0.03 seconds)
SolidBSP [hull 2] 500...690 (0.03 seconds)
SolidBSP [hull 3] 500...717 (0.05 seconds)
0.61 seconds elapsed

-----   END   hlbsp -----




** Executing...
** Command: C:\PROGRA~1\VALVEH~1\zhlt33\hlvis.exe
** Parameters: "c:\documents and settings\scott\desktop\mapping\bb_smc_city_beta"

hlvis v3.3 rel 3.3 prerelease (Oct  9 2005)
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:\PROGRA~1\VALVEH~1\zhlt33\hlvis.exe "c:\documents and settings\scott\desktop\mapping\bb_smc_city_beta"
401 portalleafs
1289 numportals

-= Current hlvis 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 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%... (0.25 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (8.58 seconds)
average leafs visible: 124
g_visdatasize:17838  compressed from 20451
8.91 seconds elapsed

-----   END   hlvis -----




** Executing...
** Command: C:\PROGRA~1\VALVEH~1\zhlt33\hlrad.exe
** Parameters: "c:\documents and settings\scott\desktop\mapping\bb_smc_city_beta"

hlrad v3.3 rel 3.3 prerelease (Oct  9 2005)
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:\PROGRA~1\VALVEH~1\zhlt33\hlrad.exe "c:\documents and settings\scott\desktop\mapping\bb_smc_city_beta"

-= Current hlrad 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 ]

vismatrix algorithm  [          Original ] [          Original ]
oversampling (-extra)[               off ] [               off ]
bounces              [                 1 ] [                 1 ]
bounce dynamic light [                on ] [                on ]
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 ]


[Reading texlights from 'C:\PROGRA~1\VALVEH~1\zhlt33\lights.rad']
[59 texlights parsed from 'C:\PROGRA~1\VALVEH~1\zhlt33\lights.rad']

2333 faces
Create Patches : 17525 base patches
0 opaque faces
200582 square feet [28883812.00 square inches]
8 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (23.45 seconds)
visibility matrix   :  18.3 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (18.69 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (18.70 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (3.55 seconds)
Transfer Lists :    17090388 :   17.09M transfers
      Indices :     5856768 :    5.59M bytes
         Data :    68361552 :   65.19M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.89 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.66 seconds)
68.63 seconds elapsed [1m 8s]

-----   END   hlrad -----




** Executing...
** Command: Copy File
** Parameters: "c:\documents and settings\scott\desktop\mapping\bb_smc_city_beta.bsp" "C:\Program Files\Valve\Steam\SteamApps\games123456@aol.com\half-life\brainbread\maps\bb_smc_city_beta.bsp"


** Executing...
** Command: Copy File
** Parameters: "c:\documents and settings\scott\desktop\mapping\bb_smc_city_beta.pts" "C:\Program Files\Valve\Steam\SteamApps\games123456@aol.com\half-life\brainbread\maps\bb_smc_city_beta.pts"

And here is a pic
user posted image

This post has been edited by Neiko on May 29, 2006 09:48 pm


--------------------
PMEmail PosterUsers WebsiteAOLYahoo
Top
Neiko
Posted: May 30, 2006 07:38 am
Quote Post


Uberzernichter
******

Group: BB:S Team
Posts: 905

Joined: January 17, 2006



Also, you do know that if you don't make bb_zombie_player (Or whatever it is called, to spawn human zombies, not ai ones), then when they turn into zombies, they will get stuck in the ground. So I advise, just making one, then shift move it to copy it around 12 times so they don't get stuck in the ground.


--------------------
PMEmail PosterUsers WebsiteAOLYahoo
Top
Ran
Posted: May 30, 2006 04:50 pm
Quote Post


Rotten Meat


Group: Members
Posts: 3

Joined: May 29, 2006



Okay, but... as i said, the problem is, NOTHING HAPPENS except i starts to copy one file. Then it all dies.

Is there any chance i could get a RMF with just the needed entities on it?
I'm not begging for a whole map RMF.
It might be some problem with settings of the entities i think.
PMEmail Poster
Top
Neiko
Posted: May 30, 2006 05:18 pm
Quote Post


Uberzernichter
******

Group: BB:S Team
Posts: 905

Joined: January 17, 2006



What I see the problem is, I think you didn't set the compiling options. From what I see is that nothing is compiling, because it calls upon nothing. Here take a look at this... http://www.marks-servers.com/viewtopic.php?t=4090


--------------------
PMEmail PosterUsers WebsiteAOLYahoo
Top
Topic Options Reply to this topicStart new topicStart Poll