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Arch-Nemesis
Join Date: 2003-02-09 Member: 13324Members
<div class="IPBDescription">help doodz</div> ok.. i have NO clue about what to do or where to look anymore as i have scoured everything to find answers and have found none yet. Is there some special setup that needs to be done with NS in hammer??
i cant compile an ns map without hammer screwing up and shutting down, tho the map compiles afterward... am i suppsed ot use some special compile profile or something?? im damn lost and hae asked in many places to no avail. any help is accepted and i even have the clean compile log.. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
i cant compile an ns map without hammer screwing up and shutting down, tho the map compiles afterward... am i suppsed ot use some special compile profile or something?? im damn lost and hae asked in many places to no avail. any help is accepted and i even have the clean compile log.. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
Comments
i suggest that you get <a href='http://countermap.counter-strike.net/Nemesis/index.php?p=2' target='_blank'>nems batch compiler</a>. this will allow you to run hammer and compile your map simultaneously. it is a bit tricky to master teh first time, set up especially. also does your map compile properly? if not please post <your map>.log here
Did you set up the game configuration correctly (Tools>Options>Game Configurations)?
(sorry, mad space taken)
hlcsg v2.5.3 rel Custom Build 1.7p12 (Oct 7 2003)
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 (webmaster@xp-cagey.com)
----- BEGIN hlcsg -----
Command line: C:\Games\Hammer\tools\hlcsg.exe c:\games\hammer\maps\ns_yo
Entering c:\games\hammer\maps\ns_yo.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 ]
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:
(0.00 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.02 seconds)
Using Wadfile: \games\half-life\valve\halflife.wad
- Contains 0 used textures, 0.00 percent of map (3116 textures in wad)
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\ns\ns.wad
- Contains 1 used texture, 33.33 percent of map (578 textures in wad)
Using Wadfile: \games\half-life\ns\ns2.wad
- Contains 2 used textures, 66.67 percent of map (296 textures in wad)
Including Wadfile: \games\hammer\tools\zhlt.wad
- Contains 0 used textures, 0.00 percent of map (4 textures in wad)
Texture usage is at 0.19 mb (of 4.00 mb MAX)
0.05 seconds elapsed
----- END hlcsg -----
hlbsp v2.5.3 rel Custom Build 1.7p12 (Oct 7 2003)
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 (webmaster@xp-cagey.com)
----- BEGIN hlbsp -----
Command line: C:\Games\Hammer\tools\hlbsp.exe c:\games\hammer\maps\ns_yo
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)
BSP generation successful, writing portal file 'c:\games\hammer\maps\ns_yo.prt'
0.03 seconds elapsed
----- END hlbsp -----
hlvis v2.5.3 rel Custom Build 1.7p12 (Oct 7 2003)
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 (webmaster@xp-cagey.com)
----- BEGIN hlvis -----
Command line: C:\Games\Hammer\tools\hlvis.exe c:\games\hammer\maps\ns_yo
1 portalleafs
0 numportals
-= Current hlvis 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 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]
fast vis [ off ] [ off ]
full vis [ off ] [ off ]
BasePortalVis:
(0.00 seconds)
LeafThread:
(0.00 seconds)
average leafs visible: 1
g_visdatasize:3 compressed from 1
0.00 seconds elapsed
----- END hlvis -----
hlrad v2.5.3 rel Custom Build 1.7p12 (Oct 7 2003)
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 (webmaster@xp-cagey.com)
----- BEGIN hlrad -----
Command line: C:\Games\Hammer\tools\hlrad.exe c:\games\hammer\maps\ns_yo
-= Current hlrad 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 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]
vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
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:\Games\Hammer\tools\lights.rad']
[1 texlights parsed from 'C:\Games\Hammer\tools\lights.rad']
42 faces
Create Patches : 344 base patches
0 opaque faces
4636 square feet [667648.00 square inches]
1 direct lights
BuildFacelights:
(0.27 seconds)
visibility matrix : 0.0 megs
BuildVisLeafs:
(0.02 seconds)
MakeScales:
(0.02 seconds)
SwapTransfers:
(0.00 seconds)
Transfer Lists : 56064 : 56.06k transfers
Indices : 7720 : 7.54k bytes
Data : 224256 : 219.00k bytes
GatherLight:
(0.00 seconds)
FinalLightFace:
(0.02 seconds)
1.02 seconds elapsed
----- END hlrad -----
funny thing is hammer crashes when compiling and the log ends short i think. THEN hl runs with the map (but no sound due to the jump back to windows to let hammer crash)
i beleive i may have to use nems.... thanks fer the suggestion. im just hoping i might get this problem solved. i actually think it may have something to do with the compile screen, on expert. i followed the hammer help in reating a compile profile, but i dunno if its exact.. maybe for NS theres something else required. oi.... <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
The compiled map seems like it simply hasn't been copied to your ns directory.... Open up your hammer editor folder in windows explorer and check your maps folder. You'll probably find all your compiled maps sitting their patiently waiting to be tested!
Would we be able to write up some tutorials on installing hammer/compiling with BC, &c. and have them stickied at the top of this forum?