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#1 (permalink) |
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Member
Hostage
Join Date: Oct 2009
Posts: 2
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Hello,
Okay, I think I have a problem with my map from VHE but I can't figure it out. My map works perfectly if I open it in steam cs 1.6 newgame->start But when I upload the .bsp to my public server it FREEZES. ![]() Here's my compile log 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:\SIERRA\Half-Life Editing\HL-Compiled\HL1 Tools\ZHLT\hlcsg.exe"-wadautodetect C:\Users\admin\Desktop\cstrike-bsp-maps\fy_iceworld_funz Entering C:\Users\admin\Desktop\cstrike-bsp-maps\fy_iceworld_funz.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 Wadfiles not in use by the map will be excluded Wadinclude list : [zhlt.wad] 0 brushes (totalling 0 sides) discarded from clipping hulls CreateBrush: (0.02 seconds) SetModelCenters: (0.00 seconds) CSGBrush: (0.09 seconds) Using Wadfile: c:\program files (x86)\steam\steamapps\ainoskedu\counter-strike\cstrike\as_tundra.wad - Contains 2 used textures, 28.57 percent of map (18 textures in wad) Using Wadfile: c:\program files (x86)\steam\steamapps\ainoskedu\counter-strike\cstrike\halflife.wad - Contains 4 used textures, 57.14 percent of map (3116 textures in wad) Including Wadfile: c:\temp\zhlt\zhlt.wad - Contains 1 used texture, 14.29 percent of map (8 textures in wad) Texture usage is at 0.05 mb (of 4.00 mb MAX) 0.17 seconds elapsed ----- END hlcsg ----- 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:\SIERRA\Half-Life Editing\HL-Compiled\HL1 Tools\ZHLT\hlbsp.exe"C:\Users\admin\Desktop\cstrik e-bsp-maps\fy_iceworld_funz 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] 362 (0.02 seconds) BSP generation successful, writing portal file 'C:\Users\admin\Desktop\cstrike-bsp-maps\fy_iceworld_funz.prt' SolidBSP [hull 1] 452 (0.00 seconds) SolidBSP [hull 2] 442 (0.02 seconds) SolidBSP [hull 3] 452 (0.02 seconds) 0.16 seconds elapsed ----- END hlbsp ----- 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:\SIERRA\Half-Life Editing\HL-Compiled\HL1 Tools\ZHLT\hlvis.exe"-full C:\Users\admin\Desktop\cstrike-bsp-maps\fy_iceworld_funz 192 portalleafs 564 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 [ on ] [ off ] BasePortalVis: (0.02 seconds) LeafThread: (1.65 seconds) average leafs visible: 100 g_visdatasize:4322 compressed from 4608 1.68 seconds elapsed ----- END hlvis ----- 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:\SIERRA\Half-Life Editing\HL-Compiled\HL1 Tools\ZHLT\hlrad.exe"-extra -notexscale -dscale 1 -sparse C:\Users\admin\Desktop\cstrike-bsp-maps\fy_iceworld_funz -= 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 [ Sparse ] [ Original ] oversampling (-extra)[ on ] [ 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 [ 1.000 ] [ 2.000 ] coring threshold [ 1.000 ] [ 1.000 ] patch interpolation [ on ] [ on ] texscale [ off ] [ 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:\SIERRA\Half-Life Editing\HL-Compiled\HL1 Tools\ZHLT\lights.rad'] [59 texlights parsed from 'C:\SIERRA\Half-Life Editing\HL-Compiled\HL1 Tools\ZHLT\lights.rad'] 915 faces Create Patches : 6923 base patches 0 opaque faces 97081 square feet [13979790.00 square inches] 5 direct lights BuildFacelights: (11.39 seconds) BuildVisLeafs: (2.28 seconds) visibility matrix : 1.8 megs MakeScales: (1.25 seconds) SwapTransfers: (0.20 seconds) Transfer Lists : 4870970 : 4.87M transfers Indices : 2173596 : 2.07M bytes Data : 19483880 : 18.58M bytes GatherLight: (0.11 seconds) FinalLightFace: (0.19 seconds) 15.57 seconds elapsed ----- END hlrad ----- Last edited by neknutz; 10-07-2009 at 06:23 AM. Reason: making my text smaller again |
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#2 (permalink) |
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Member
THE ARCHITECT!
Join Date: Jun 2008
Location: USA
Posts: 3,974
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1: LEAK! you had a leak, this will make the compile fail every time.
2: bmodel [number] has no head node (class '[entity-type]', targetname '[entity-name]') Description: A [entity-type] should be brush-based, but doesn't have a brush tied to it. This can happen for instance when you tie the brushes of this entity to another entity in "Ignore groups"-mode. Solution: Find your entity (use entity report in Hammer to filter for the entities class and/or name) and delete it or tie it to a brush. 3:brush [brush-id] , side [brushside-id]: duplicate plane Description: This error means you have a brush with coplanar planes (a.k.a. an invalid brush). simply put, two sides of the same brush aren't allowed to be on the same plane. Solution: The fix is to repair the brush, by either merging the two brushsides or moving them so they aren't on the same plane anymore. You can find the brush using view->goto brush number ( [brush-id] ). 4:Brush [brush-id] : bounds out of range Description: Your map is too big (you have brush(es) too near to the edge of the grid) or you have invalid brushes. Solution: Find the brush by going to view->go to brush number ( [brush-id] ). This may not always give you the offending brush though. If the problem-checker in Hammer (alt+p) doesn't find any offending brush(es), and you can't see brushes near the edge of the grid, you should use the cordon tools or visgroups to find them. 5:Brush [brush-id]: areaportal brush doesn't touch two areas Description: One of your areaportals touches either too many, or to few areas. Possible causes are: -areaportals touching/intersecting each other (this causes them to touch more than two areas) -areaportals not sealing an area ( you can move from one side of the areaportal to the other side, without crossing world geometry or other areaportals). This is also regarded as a leak. Solution: The fix would be to move your areaportal(s) around so the above situations don't occur. You may need to read up on the usage of areaportals if you don't understand the problem. I suggest you find your areaportals using it's brushnumber (view->go to brush ( [brush-id] ) 6: There's a lot more. Go here and copy in your compile log and it will tell you the errors and how you can fix them. |
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