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Full Version: Now I almost got it working, but textures is still needed to fix, but how?
Unknown Worlds Forums > Natural Selection > Natural Selection Creation > Mapping Forum
tju2an
** Executing...
** Command: Change Directory
** Parameters: C:\Program\Steam\steamapps\pangpinne\condition zero


** Executing...
** Command: Copy File
** Parameters: "C:\Program\Valve Hammer Editor\maps\Testbana.map" "C:\Program\Valve Hammer Editor\maps\Testbana.map"


** Executing...
** Command: C:\Program\VALVEH~1\hlcsg.exe
** Parameters: "C:\Program\Valve Hammer Editor\maps\Testbana"

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:\Program\VALVEH~1\hlcsg.exe "C:\Program\Valve Hammer Editor\maps\Testbana"
Entering C:\Program\Valve Hammer Editor\maps\Testbana.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:
70%... (0.00 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
70%... (0.05 seconds)

Including Wadfile: \program\valve hammer editor\zhlt.wad
- Contains 0 used textures, 0.00 percent of map (8 textures in wad)
Using Wadfile: \program\steam\steamapps\pangpinne\condition zero\czero_swedish\de_plaka.wad
- Warning: Larger than expected texture (348972 bytes): 'PI_GROUND1'
- Warning: Larger than expected texture (348972 bytes): 'ROTSGROND'
- Warning: Larger than expected texture (348972 bytes): '{GATE'
- Contains 2 used textures, 100.00 percent of map (83 textures in wad)

Texture usage is at 0.09 mb (of 4.00 mb MAX)
0.06 seconds elapsed

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




** Executing...
** Command: C:\Program\VALVEH~1\hlbsp.exe
** Parameters: "C:\Program\Valve Hammer Editor\maps\Testbana"

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:\Program\VALVEH~1\hlbsp.exe "C:\Program\Valve Hammer Editor\maps\Testbana"

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] 83 (0.05 seconds)
BSP generation successful, writing portal file 'C:\Program\Valve Hammer Editor\maps\Testbana.prt'
SolidBSP [hull 1] 83 (0.00 seconds)
SolidBSP [hull 2] 82 (0.02 seconds)
SolidBSP [hull 3] 83 (0.02 seconds)
0.11 seconds elapsed

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




** Executing...
** Command: C:\Program\VALVEH~1\hlvis.exe
** Parameters: "C:\Program\Valve Hammer Editor\maps\Testbana"

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:\Program\VALVEH~1\hlvis.exe "C:\Program\Valve Hammer Editor\maps\Testbana"
4 portalleafs
3 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:
50%... (0.00 seconds)
LeafThread:
50%... (0.00 seconds)
average leafs visible: 0
g_visdatasize:12 compressed from 4
0.02 seconds elapsed

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




** Executing...
** Command: C:\Program\VALVEH~1\hlrad.exe
** Parameters: "C:\Program\Valve Hammer Editor\maps\Testbana"

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:\Program\VALVEH~1\hlrad.exe "C:\Program\Valve Hammer Editor\maps\Testbana"

-= 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:\Program\VALVEH~1\lights.rad']
[59 texlights parsed from 'C:\Program\VALVEH~1\lights.rad']

132 faces
Create Patches : 1532 base patches
0 opaque faces
30378 square feet [4374528.00 square inches]
1 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.14 seconds)
visibility matrix : 0.1 megs
BuildVisLeafs:
50%... (0.36 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.34 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.06 seconds)
Transfer Lists : 1484132 : 1.48M transfers
Indices : 106116 : 103.63k bytes
Data : 5936528 : 5.66M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.17 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.28 seconds)
1.39 seconds elapsed

----- END hlrad -----




** Executing...
** Command: C:\Program\Steam\STEAMA~1\PANGPI~1\CONDIT~1\hl.exe
** Parameters: +map "Testbana"







________________________________________________________________________









As you see, the problem is that my wads is too large, how can I change all of them so they can be anything smaller. I dont know whats wrong when compiling window pops up and a little error message pops up - Couldn't find filesystem dll to load - Maybe thats just because textures too large? I have posted another topic, and I followed that tips, now I almost got it work but can't solve the textures problem.

Whats best? Create new map and try to make it with good textures - or - try to replace?


Thanks / tju2an asrifle.gif nerd-fix.gif
StixNStonz
See this?
QUOTE
Using Wadfile: \program\steam\steamapps\pangpinne\condition zero\czero_swedish\de_plaka.wad


Looks like thats the problem. I havn't mapped for Condition Zero, but it might have made changes to the engine. That de_plaka wad simply has textures that can't be used. If you really want that wad, download Wally to open the WAD, take out those problematic textures, and re-pack it as something else.
tju2an
QUOTE(StixNStonz @ Jan 31 2008, 09:49 PM) *
See this?
Looks like thats the problem. I havn't mapped for Condition Zero, but it might have made changes to the engine. That de_plaka wad simply has textures that can't be used. If you really want that wad, download Wally to open the WAD, take out those problematic textures, and re-pack it as something else.





It really doesn't matter of what textures, I can find new ones. But I just want to make it work. Maybe the problem is under options? I'll just try to make a little map and have it work once.
StixNStonz
Well, since this is in the NS forums, i'm assuming you want to map for NS. So try loading the NS wad's instead of a CZ wad.
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