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Old 07-02-2009, 07:22 AM   #1 (permalink)
wils23
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Default Valve hAMMER EDITOR HELP PLZZ

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


** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve\cstrike\pirmamapa.map" "C:\Program Files\Valve\cstrike\maps\pirmamapa.map"


** Executing...
** Command: C:\PROGRA~1\Hammer\zhlt\hlcsg.exe
** Parameters: "C:\Program Files\Valve\cstrike\maps\pirmamapa"

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:\PROGRA~1\Hammer\zhlt\hlcsg.exe "C:\Program Files\Valve\cstrike\maps\pirmamapa"
Entering C:\Program Files\Valve\cstrike\maps\pirmamapa.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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
30%...50%...80%... (0.02 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90 %... (0.01 seconds)
CSGBrush:
20%...50%...70%... (0.15 seconds)

Using Wadfile: \program files\valve\cstrike\ajawad.wad
- Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: \program files\valve\cstrike\cached.wad
- Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Using Wadfile: \program files\valve\cstrike\chateau.wad
- Contains 1 used texture, 14.29 percent of map (136 textures in wad)
Using Wadfile: \program files\valve\cstrike\cs_747.wad
- Contains 1 used texture, 14.29 percent of map (143 textures in wad)
Using Wadfile: \program files\valve\cstrike\cs_assault.wad
- Contains 0 used textures, 0.00 percent of map (22 textures in wad)
Using Wadfile: \program files\valve\cstrike\cs_bdog.wad
- Contains 1 used texture, 14.29 percent of map (132 textures in wad)
Using Wadfile: \program files\valve\cstrike\cs_cbble.wad
- Contains 0 used textures, 0.00 percent of map (61 textures in wad)
Using Wadfile: \program files\valve\cstrike\cs_dust.wad
- Contains 0 used textures, 0.00 percent of map (28 textures in wad)
Using Wadfile: \program files\valve\cstrike\cs_office.wad
- Contains 0 used textures, 0.00 percent of map (102 textures in wad)
Using Wadfile: \program files\valve\cstrike\cs_havana.wad
- Contains 0 used textures, 0.00 percent of map (122 textures in wad)
Using Wadfile: \program files\valve\cstrike\cstrike.wad
- Contains 0 used textures, 0.00 percent of map (123 textures in wad)
Using Wadfile: \program files\valve\cstrike\cstraining.wad
- Contains 0 used textures, 0.00 percent of map (24 textures in wad)
Using Wadfile: \program files\valve\cstrike\de_piranesi.wad
- Contains 0 used textures, 0.00 percent of map (160 textures in wad)
Using Wadfile: \program files\valve\cstrike\de_airstrip.wad
- Contains 0 used textures, 0.00 percent of map (69 textures in wad)
Using Wadfile: \program files\valve\cstrike\de_aztec.wad
- Warning: Larger than expected texture (348972 bytes): 'SPECIAL_THANKS'
- Warning: Larger than expected texture (348972 bytes): 'THANKS'
- Contains 1 used texture, 14.29 percent of map (24 textures in wad)
Using Wadfile: \program files\valve\cstrike\de_vertigo.wad
- Contains 0 used textures, 0.00 percent of map (19 textures in wad)
Using Wadfile: \program files\valve\cstrike\decals.wad
- Contains 0 used textures, 0.00 percent of map (225 textures in wad)
Using Wadfile: \program files\valve\cstrike\de_storm.wad
- Contains 0 used textures, 0.00 percent of map (74 textures in wad)
Using Wadfile: \program files\valve\cstrike\de_vegas.wad
- Contains 2 used textures, 28.57 percent of map (101 textures in wad)
Using Wadfile: \program files\valve\cstrike\itsitaly.wad
- Contains 0 used textures, 0.00 percent of map (99 textures in wad)
Using Wadfile: \program files\valve\cstrike\n0th1ng.wad
- Contains 0 used textures, 0.00 percent of map (8 textures in wad)
Using Wadfile: \program files\valve\cstrike\jos.wad
- Contains 0 used textures, 0.00 percent of map (24 textures in wad)
Using Wadfile: \program files\valve\cstrike\tempdecal.wad
- Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: \program files\valve\cstrike\prodigy.wad
- Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Using Wadfile: \program files\valve\cstrike\tswad.wad
- Contains 0 used textures, 0.00 percent of map (29 textures in wad)
Using Wadfile: \program files\valve\cstrike\torntextures.wad
- Warning: Larger than expected texture (240172 bytes): 'TK_STONEWALLHI'
- Warning: Larger than expected texture (306812 bytes): 'TK_CLAYROOF'
- Warning: Larger than expected texture (272812 bytes): '{TK_PLANTLG'
- Warning: Larger than expected texture (327212 bytes): '{TK_PLANTSM'
- Warning: Larger than expected texture (235412 bytes): 'TK_TORNMAP'
- Contains 1 used texture, 14.29 percent of map (162 textures in wad)

Warning: More than 8 wadfiles are in use. (26)
This may be harmless, and if no strange side effects are occurring, then
it can safely be ignored. However, if your map starts exhibiting strange
or obscure errors, consider this as suspect.


Texture usage is at 0.34 mb (of 4.00 mb MAX)
1.00 seconds elapsed

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




** Executing...
** Command: C:\PROGRA~1\Hammer\zhlt\hlbsp.exe
** Parameters: "C:\Program Files\Valve\cstrike\maps\pirmamapa"

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:\PROGRA~1\Hammer\zhlt\hlbsp.exe "C:\Program Files\Valve\cstrike\maps\pirmamapa"

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 @ (-128, 512,-210)
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 light @ ( -64,-128, 128)
Warning: === LEAK in hull 2 ===
Entity info_player_deathmatch @ ( -64,-128,-210)
Warning: === LEAK in hull 3 ===
Entity light @ ( -64,-128, 128)
0.27 seconds elapsed

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




** Executing...
** Command: C:\PROGRA~1\Hammer\zhlt\hlvis.exe
** Parameters: "C:\Program Files\Valve\cstrike\maps\pirmamapa"

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:\PROGRA~1\Hammer\zhlt\hlvis.exe "C:\Program Files\Valve\cstrike\maps\pirmamapa"
>> There was a problem compiling the map.
>> Check the file C:\Program Files\Valve\cstrike\maps\pirmamapa.log for the cause.

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




** Executing...
** Command: C:\PROGRA~1\Hammer\zhlt\hlvis.exe
** Parameters: +map "pirmamapa"



WHATS WRON??? What should i do?
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Old 07-03-2009, 12:35 AM   #2 (permalink)
Mr.Bob
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Default Re: Valve hAMMER EDITOR HELP PLZZ

Quote:
Originally Posted by wils23 View Post
...
Warning: === LEAK in hull 0 ===
Entity info_player_start @ (-128, 512,-210)
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 light @ ( -64,-128, 128)
Warning: === LEAK in hull 2 ===
Entity info_player_deathmatch @ ( -64,-128,-210)
Warning: === LEAK in hull 3 ===
Entity light @ ( -64,-128, 128)
0.27 seconds elapsed
...
You leaked. There is a "hole" in your skybox or an entity out side of it. You can either find the leak and repair it or put a hollow box around your map.

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Old 07-16-2009, 04:31 AM   #3 (permalink)
Luxasz
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Default Re: Valve hAMMER EDITOR HELP PLZZ

u can find a leak by helping with the leakpoint file or u can make a block in 1/2 map then compile if no leak found then make a cube of 1/4 map then 1/8 and search until u find the hole
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Old 07-17-2009, 05:06 AM   #4 (permalink)
Mr.Bob
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Default Re: Valve hAMMER EDITOR HELP PLZZ

Or do what I do and make a hollow cube around the entire map. Well that kinda works, as long as the leak isn't the skybox. Silly things happen then.
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