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[HL1 MAP] RAD and VIS wont work.


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z45
Junior Member
Join Date: Mar 2020
Old 04-13-2020 , 09:57   [HL1 MAP] RAD and VIS wont work.
Reply With Quote #1

Hello! im trying to make a map called cfaf (a story game) and RAD, VIS wont work. Heres the code:
PHP Code:
hlcsg v3.4 VL33 (Feb  2 2014)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean '
Zoner' Cavanaugh
Based on Valve'
s versionmodified with permission.
Submit detailed bug reports to (vluzacn@163.com)
-----  
BEGIN  hlcsg -----
Command lineC:\PROGRA~1\VALVEH~1\tools\hlcsg.exe "C:\Program Files\Half-Life\valve\maps\cfaf" 
Arguments"C:\Program Files\Half-Life\valve\maps\cfaf" -low -wadautodetect 
Entering C
:\Program Files\Half-Life\valve\maps\cfaf.map

Current hlcsg Settings
Name                 
|  Setting  |  Default
---------------------|-----------|-------------------------
threads               [       ] [  Varies ]
verbose               [     off ] [     off ]
log                   [      on ] [      on ]
reset logfile         [      on ] [      on ]
developer             [       ] [       ]
chart                 [     off ] [     off ]
estimate              [     off ] [     off ]
max texture memory    33554432 ] [ 33554432 ]
max lighting memory   50331648 ] [ 50331648 ]
priority              [     Low ] [  Normal ]

noclip                [     off ] [     off ]
null texture stripping[      on ] [      on ]
clipnode economy mode [     off ] [     off ]
clip hull type        [  simple ] [  simple ]
onlyents              [     off ] [     off ]
wadtextures           [      on ] [      on ]
skyclip               [      on ] [      on ]
hullfile              [    None ] [    None ]
wad configuration file[    None ] [    None ]
wad.cfg group name    [    None ] [    None ]
nullfile              [    None ] [    None ]
nullify trigger       [      on ] [      on ]
min surface area      [   0.000 ] [   0.000 ]
brush union threshold [   0.000 ] [   0.000 ]
map scaling           [    None ] [    None ]
light name optimize   [      on ] [      on ]
UTF8 game_text        [      on ] [      on ]

Using mapfile wad configuration
Wadfiles not in 
use by the map will be excluded
Wadinclude 
list :
[
zhlt.wad]

CreateBrush:
 (
0.00 seconds)
CSGBrush:
 (
0.06 seconds)

Using Wadfile: \program files\half-life\valve\cs_havana.wad
 
Contains 1 used texture33.33 percent of map (122 textures in wad)
Using Wadfile: \program files\half-life\valve\halflife.wad
 
Contains 1 used texture33.33 percent of map (3119 textures in wad)
Using Wadfile: \program files\half-life\valve\package.wad
 
Contains 1 used texture33.33 percent of map (4 textures in wad)

Wad files required to run the map"cs_havana.wad;halflife.wad;package.wad;"
Texture usage is at 0.10 mb (of 32.00 mb MAX)
0.17 seconds elapsed

-----   END   hlcsg -----



hlbsp v3.4 VL33 (Feb  2 2014)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean '
Zoner' Cavanaugh
Based on Valve'
s versionmodified with permission.
Submit detailed bug reports to (vluzacn@163.com)
-----  
BEGIN  hlbsp -----
Command lineC:\PROGRA~1\VALVEH~1\tools\hlbsp.exe "C:\Program Files\Half-Life\valve\maps\cfaf" 
Arguments"C:\Program Files\Half-Life\valve\maps\cfaf" -low -chart 

Current hlbsp Settings
Name               
|  Setting  |  Default
-------------------|-----------|-------------------------
threads             [       ] [  Varies ]
verbose             [     off ] [     off ]
log                 [      on ] [      on ]
developer           [       ] [       ]
chart               [      on ] [     off ]
estimate            [     off ] [     off ]
max texture memory  33554432 ] [ 33554432 ]
priority            [     Low ] [  Normal ]

noclip              [     off ] [     off ]
nofill              [     off ] [     off ]
noinsidefill        [     off ] [     off ]
noopt               [     off ] [     off ]
no clipnode merging [     off ] [     off ]
null texstripping [      on ] [      on ]
notjunc             [     off ] [     off ]
nobrink             [     off ] [     off ]
subdivide size      [     240 ] [     240 ] (Min 64) (Max 512)
max node size       [    1024 ] [    1024 ] (Min 64) (Max 65536)
remove hull 2       [     off ] [     off ]


SolidBSP [hull 0100 (0.03 seconds)
Warning: === LEAK in hull 0 ===
Entity light_environment @ ( 120,-352176)
Error
  
A LEAK is a hole in the mapwhere the inside of it is exposed to the
(unwantedoutside 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 mapit
probably should not be deleted
.  Some complex rotating objects entities need
their origins outside the map
.  To deal with thesejust enclose the origin
brush with a solid world brush

Leak pointfile generated

SolidBSP 
[hull 1118 (0.03 seconds)
SolidBSP [hull 2118 (0.02 seconds)
SolidBSP [hull 3118 (0.02 seconds)
Reduced 105 clipnodes to 87
Reduced 10 texinfos to 10
Reduced 3 texdatas to 3 
(136 bytes to 136)
Reduced 354 planes to 93
FixBrinks
:
Increased 87 clipnodes to 87.

Object names  Objects
/Maxobjs  Memory Maxmem  Fullness
------------  ---------------  ---------------  --------
models              1/512           64/32768    0.2%)
planes             93/32768       1860/655360   0.3%)
vertexes          568/65535       6816/786420   0.9%)
nodes              99/32767       2376/786408   0.3%)
texinfos           10/32767        400/1310680  0.0%)
faces             403/65535       8060/1310700  0.6%)
worldfaces      403/32768          0/0        1.2%)
clipnodes          87/32767        696/262136   0.3%)
leaves             58/32760       1624/917280   0.2%)
worldleaves      57/8192           0/0        0.7%)
marksurfaces      452/65535        904/131070   0.7%)
surfedges        1976/512000      7904/2048000  0.4%)
edges             989/256000      3956/1024000  0.4%)
texdata          [variable]        136/33554432 0.0%)
lightdata        [variable]          0/50331648 0.0%)
visdata          [variable]          0/8388608  0.0%)
entdata          [variable]        365/2097152  0.0%)
AllocBlock        4/64             0/0        6.3%)
3 textures referenced
=== Total BSP file data space used35161 bytes ===
Wad files required to run the map"cs_havana.wad;halflife.wad;package.wad;"
0.30 seconds elapsed

-----   END   hlbsp -----



hlvis v3.4 VL33 (Feb  2 2014)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean '
Zoner' Cavanaugh
Based on Valve'
s versionmodified with permission.
Submit detailed bug reports to (vluzacn@163.com)
-----  
BEGIN  hlvis -----
Command lineC:\PROGRA~1\VALVEH~1\tools\hlvis.exe "C:\Program Files\Half-Life\valve\maps\cfaf" 
Arguments"C:\Program Files\Half-Life\valve\maps\cfaf" -low 
>> There was a problem compiling the map.
>> 
Check the file C:\Program Files\Half-Life\valve\maps\cfaf.log for the cause.

-----   
END   hlvis -----



hlrad v3.4 VL33 (Feb  2 2014)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean '
Zoner' Cavanaugh
Based on Valve'
s versionmodified with permission.
Submit detailed bug reports to (vluzacn@163.com)
-----  
BEGIN  hlrad -----
Command lineC:\PROGRA~1\VALVEH~1\tools\hlrad.exe "C:\Program Files\Half-Life\valve\maps\cfaf" 
Arguments"C:\Program Files\Half-Life\valve\maps\cfaf" -low 
>> There was a problem compiling the map.
>> 
Check the file C:\Program Files\Half-Life\valve\maps\cfaf.log for the cause.

-----   
END   hlrad ----- 
z45 is offline
klippy
AlliedModders Donor
Join Date: May 2013
Location: Serbia
Old 04-15-2020 , 18:34   Re: [HL1 MAP] RAD and VIS wont work.
Reply With Quote #2

Code:
>> There was a problem compiling the map.
>> Check the file C:\Program Files\Half-Life\valve\maps\cfaf.log for the cause.
Did you check the file? You should post it as well.
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+ARUKARI-
AlliedModders Donor
Join Date: Jul 2004
Location: Japan
Old 04-15-2020 , 19:40   Re: [HL1 MAP] RAD and VIS wont work.
Reply With Quote #3

Most of the way RAD and VIS don't work is due to a gap somewhere in the map.
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