Rad Not Compiling?
Lazer
Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
<div class="IPBDescription">hmm</div> I've been working on a map and everything was working great, then one time I compiled it without the rad so it would compile faster. Since then the map won't compile the rad when I select it. I've even tried using other compilation tools. Any idea what might be happening?
Comments
** Command: Change Directory
** Parameters: D:\games\Half-Life
** Executing...
** Command: Copy File
** Parameters: "D:\games\Half-Life\ns\maps\mine\ns_icarus.map" "D:\games\Half-Life\ns\maps\ns_icarus.map"
** Executing...
** Command: C:\PROGRA~1\VALVEH~1\merls\hlcsg.exe
** Parameters: "D:\games\Half-Life\ns\maps\ns_icarus"
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\VALVEH~1\merls\hlcsg.exe D:\games\Half-Life\ns\maps\ns_icarus
Entering D:\games\Half-Life\ns\maps\ns_icarus.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]
8 brushes (totalling 48 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.13 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.38 seconds)
Using Wadfile: \games\half-life\valve\liquids.wad
- Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: \games\half-life\valve\decals.wad
- Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: \games\half-life\ns\ns.wad
- Contains 40 used textures, 80.00 percent of map (578 textures in wad)
Using Wadfile: \games\half-life\valve\halflife.wad
- Contains 10 used textures, 20.00 percent of map (3116 textures in wad)
added 5 additional animating textures.
Texture usage is at 1.72 mb (of 4.00 mb MAX)
0.66 seconds elapsed
----- END hlcsg -----
** Executing...
** Command: C:\PROGRA~1\VALVEH~1\merls\hlbsp.exe
** Parameters: "D:\games\Half-Life\ns\maps\ns_icarus"
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\VALVEH~1\merls\hlbsp.exe D:\games\Half-Life\ns\maps\ns_icarus
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 light_spot @ (-3184, 816, 264)
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 team_command @ (-2016,-2112, 112)
Warning: === LEAK in hull 2 ===
Entity team_command @ (-2016,-2112, 112)
Warning: === LEAK in hull 3 ===
Entity team_command @ (-2016,-2112, 112)
0.64 seconds elapsed
----- END hlbsp -----
** Executing...
** Command: C:\PROGRA~1\VALVEH~1\merls\hlvis.exe
** Parameters: "D:\games\Half-Life\ns\maps\ns_icarus"
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\VALVEH~1\merls\hlvis.exe D:\games\Half-Life\ns\maps\ns_icarus
>> There was a problem compiling the map.
>> Check the file D:\games\Half-Life\ns\maps\ns_icarus.log for the cause.
----- END hlvis -----
** Executing...
** Command: C:\PROGRA~1\VALVEH~1\merls\hlrad.exe
** Parameters: "D:\games\Half-Life\ns\maps\ns_icarus"
hlrad 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 hlrad -----
Command line: C:\PROGRA~1\VALVEH~1\merls\hlrad.exe D:\games\Half-Life\ns\maps\ns_icarus
>> There was a problem compiling the map.
>> Check the file D:\games\Half-Life\ns\maps\ns_icarus.log for the cause.
----- END hlrad -----
** Executing...
** Command: D:\games\HALF-L~1\hl.exe
** Parameters: -console -game ns +map "ns_icarus"
<!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
There's your problem. Check for any gaps in walls that may have been created or for entities that have been accidentally placed or moved outside of the map. RAD won't run if there's a leak in your map.
** Executing...
** Command: Change Directory
** Parameters: D:\games\Half-Life
** Executing...
** Command: Copy File
** Parameters: "D:\games\Half-Life\ns\maps\mine\ns_icarus.map" "D:\games\Half-Life\ns\maps\ns_icarus.map"
** Executing...
** Command: Copy File
** Parameters: "D:\games\Half-Life\ns\maps\ns_icarus"
* Could not execute the command:
Copy File "D:\games\Half-Life\ns\maps\ns_icarus"
* Windows gave the error message:
"Access is denied."
** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\qbsp2.exe
** Parameters: "D:\games\Half-Life\ns\maps\ns_icarus"
qbsp2.exe v2.2 (Dec 28 1998)
---- qbsp2 ----
LEAK LEAK LEAK
LEAK LEAK LEAK
LEAK LEAK LEAK
LEAK LEAK LEAK
************ ERROR ************
RankForContents: bad contents -17
** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\qbsp2.exe
** Parameters: "D:\games\Half-Life\ns\maps\ns_icarus"
qbsp2.exe v2.2 (Dec 28 1998)
---- qbsp2 ----
LEAK LEAK LEAK
LEAK LEAK LEAK
LEAK LEAK LEAK
LEAK LEAK LEAK
************ ERROR ************
RankForContents: bad contents -17
** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\qbsp2.exe
** Parameters: "D:\games\Half-Life\ns\maps\ns_icarus"
qbsp2.exe v2.2 (Dec 28 1998)
---- qbsp2 ----
LEAK LEAK LEAK
LEAK LEAK LEAK
LEAK LEAK LEAK
LEAK LEAK LEAK
************ ERROR ************
RankForContents: bad contents -17
** Executing...
** Command: D:\games\HALF-L~1\hl.exe
** Parameters: -console -game ns +map "ns_icarus"
Don't have much to say, just supporting that opinion. It is the correct one! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
The old compiler programs let you make HUGE mistakes in level building (which isn't really good), like leaks. My first levels were FULL of holes, yet they were compiled.
Find the leak - a hole in level looking into the "void", the uncharted territory of space... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Seal it and try to compile, if it runs, OK. If it doesn't, light up your welder.
get a brain and make them solid.
Ceilings that are part of the worldspawn (not entities) will have their tops removed by the FillOutside step of BSP so that commanders can see into the rooms and place items into the rooms through the ceiling -- it's only "solid" when you're underneath it looking up. The same thing happens with walls, which have their outer surfaces removed, allowing the commander to see sideways into rooms.
And when the new tools say
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Warning: === LEAK in hull 0 ===<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
and the old tools say
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->qbsp2.exe v2.2 (Dec 28 1998)
---- qbsp2 ----
LEAK LEAK LEAK
LEAK LEAK LEAK
LEAK LEAK LEAK
LEAK LEAK LEAK<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
they're trying to more than subtly hint you have a leak. If you're going to ask for free advice and plan on using it, you shouldn't argue with the experts (which is what Relic25 is) who give it to you.
Brushes are made of faces, and faces can only be viewed from one side (the back is invisible).