Common Errors And Problems
DarkATi
Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
<div class="IPBDescription">Index of Common Errors etc.</div><!--sizeo:7--><span style="font-size:36pt;line-height:100%"><!--/sizeo--><!--coloro:yellow--><span style="color:yellow"><!--/coloro-->Last Updated: 01/24/07<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc-->
<b><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->REFRESH THIS PAGE TO ENSURE UP-TO-DATE GRAPHICS & TEXT</b><!--sizec--></span><!--/sizec-->
<b><!--sizeo:7--><span style="font-size:36pt;line-height:100%"><!--/sizeo-->Table of Contents<!--sizec--></span><!--/sizec--></b>
[]Section 1: Naming Your Map
[]Section 2: Leaks
[]Section 3: Bad Surface Extents
[]Section 4: Allocblock: Full
[]Section 5: Entity/Brush Outside World
[]Section 6: Solid entity is empty
[]Section 7: Lightmap Error
[]Section 8: Exceeded Max Patches
[]Section 9: MAX_MAP_MIPTEX
[]Section 10: Line 2 (Any #) is too long
[]Section 11: Max_Leaf_Faces
[]Section 12: Black-Magenta Checkerboard Textures In-Game
[]Section 13: WARNING: Leaf portals saw into leaf
[]Section 14: Cannot find the file specified error.
[]Section 15: HLFix says "error at offset 00000007h: Invalid header"
[]Section 16: Newbie Links
[]Section 17: Changelog/Updates
<b><!--coloro:red--><span style="color:red"><!--/coloro-->Naming Your Map</b><!--colorc--></span><!--/colorc-->
Your map <b>WILL NOT RUN PROPERLY</b> if you have not named it properly. There are currently 2 game modes for Natural-Selection; Combat and Classic. If you are creating a classic NS map then you must name it <b>ns_mymap</b> where "mymap" equals whatever you want to name your map. If you are creating a Combat map then you must name it <b>co_mymap</b> where once again "mymap" is the name of your map.
For more information on each game mode please go to the corresponding link below:
NS Classic Mapping Guidelines:
<a href="http://www.natural-selection.org/Mapping_Guidelines.html#Introduction" target="_blank">http://www.natural-selection.org/Mapping_G...ml#Introduction</a>
NS Combat Mapping Guidelines:
<a href="http://www.natural-selection.org/Mapping_Guidelines.html#Combat_Map_Requirements" target="_blank">http://www.natural-selection.org/Mapping_G...ap_Requirements</a>
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<b><!--coloro:red--><span style="color:red"><!--/coloro-->LEAK LEAK LEAK LEAK
LEAK LEAK LEAK LEAK
LEAK LEAK LEAK LEAK
LEAK LEAK LEAK LEAK
or
Warning: === LEAK in hull 0 ===
Entity light @ (-1298,-1159, 124)
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<!--colorc--></span><!--/colorc--></b>
Explanation: Depending on what compiler you use you will get one of the two messages. They mean the same thing and are only dependent upon what toolset you are using. I recommend <a href="http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=21248" target="_blank">XP-Cagey's Compile Tools.</a> (EDIT: While I still highly recommend Cagey's tools. I currently use the latest build by amckern, modified with permission from Cagey's source code. <a href="http://www.zhlt.tk/" target="_blank">Download it here. (Scroll Down for "ZHLT 3.4 Final")</a>
Leaks can be very frustrating to find and fix but know this: LEAKS CANNOT BE OVERLOOKED OR TRICKED OUT OF EXISTENCE. For example: Some put a gigantic box around there level, it does resolve the leak temporarily but it is not a solution. The only real solution to a leak in your map is to find the hole and close it or cover it.
Let's look into the different flavors of leaks, because there are a few.
Hole in the Map: This is the most common and simply put means there is a hole in your map where the compiler can see into "the void". It can be as large or small as it wants to be and let me tell you a 1 unit leak is a punk to find.
Entity in the Void: Entity's must be within valid world space. They cannot be outside of the map. The first thing I do when I get a leak is check the entity it references and make sure it is in my level and not the void.
CSG Generated Leak: Half-Life was not intended to do too many careful cuts. Sometimes you will encounter this bad boy and it isn't fun to fix. What happens is a cut looks clean in VHE, but when you compile, CSG splits this bad cut open and boom your BSP has a leak when your RMF didn't. (Or rather did not appear to.)
<!--coloro:yellow--><span style="color:yellow"><!--/coloro--><b>UPDATED: This may be fixed by exporting using<!--colorc--></span><!--/colorc--></b> <a href="http://extension.ws/hlfix/" target="_blank">HLFix</a>
Elusive WAD Leak: Very rare. VERY RARE. However this confuses many. I know it confused me. Simply put you are using too many WADs in your level, OR you have the compiler set-up to include too many WADs. I encounter this leak when I am using about 15 WADs, So, this error should never occur.
Now that you know some extraneous information about what a leak is, let's go to the solutions.
The solutions vary greatly and it seems almost everyone has there own method. Let's cover some popular choices.
Solution(s):
The Pointfile: <b>NOTE: The Pointfile in the 3D View is only available in the hammer 3.5 Beta.</b> (Thanks Edgecrusher for reminding me to add this.) The Pointfile is what I personally use the most. It is accurate if not a bit overwhleming. Here's how it works. Compile your map. Now go to, Map > Load Pointfile and you should see something like this appear on screen:
<img src="http://img.photobucket.com/albums/v650/DarkATi/pointfileinhammer.png" border="0" alt="IPB Image" />
This is a pointfile. It obtains it's data from either a .PTS file or a .LIN file. Some say the LIN is more accurate and easier to read, I personally do not like one more than the other. I load the pointfile (and you will be asked if you want to load the default, click yes.) and I look around, the pointfile should be entering your level somewhere. Wherever it is entering your level, that is where your leak is.
If I find that I STILL cannot find the leak then I load the .LIN file by saying NO when asked to load the default and manually selecting ns_mymap.lin. Trust the pointfile. If it is going straight through geometry where there appears to be no leak, make sure you do not have a CSG Generated leak before calling the Pointfile a liar.
The Big Box: This is another tried and true method of correcting leaks. Usually you have a pretty good idea where the leak is. (Based on pointfile or what you changed / added last.) So draw a box around the area that you think contains the leak and compile. No need to run VIS or RAD just CSG and BSP.
Example: (Look for the giant blue box :-P )
<img src="http://img.photobucket.com/albums/v650/DarkATi/bigboxmethod.png" border="0" alt="IPB Image" />
If your leak vanishes then you know that your leak is within that big box area.
Now you need to narrow it down further. Cut that box in half, like so:
<img src="http://img.photobucket.com/albums/v650/DarkATi/bigboxmethod2.png" border="0" alt="IPB Image" />
Compile.
Leak back? Then add that half back and take half from the other side. Leak gone still? Good. Keep this up and you'll have your leak narrowed down soon enough. The big box method has been around for awhile and if I'm not mistalen the VALVe team said they used this method in some official HL maps. It works. But you've gotta work.
Follow the Light Method: If you still need help finding your leak then this should do it for you. Put a gigantic hollow box around your level. (Remember how I said not to do that? I still mean it. This is only for testing, NEVER release a map with a hollow box around it. It will do murder to even the most powerful systems.)
Now either cover the hollow box in a light emitting texture or add a bajillion lights into this hollow box. After you've done that, remove all light sources and light emitting textures from your main map. Compile.
[edit]<b> Compiling with "circus" mode on will do the lights outside for you without you having to make a box, so try that first.</b>[/edit]
...
...
...
...
...
...
Yes, you're still compiling. THIS TAKES A LONG TIME. But when you have a bad leak this can clear it up. Simply "Follow the Light." Wherever light is seeping in is a potential leak site. Notice that I say "Potential." Light seeps through walls in HL every now and then especially with a fast VIS.
If you're still having trouble then there are a few more methods to try.
One is QuArK. QuArK or Quake Army Knife, has a built-in leak finder that is I'd say 70% accurate. Grab a copy <a href="http://dynamic.gamespy.com/~quark/download.php3" target="_blank">here.</a>
Go to File Open and open your .MAP file. (QuArK does not accept .RMFs.) Now go to Search > Holes in map.
You will see something like this after it finishes:
<img src="http://mappers.riseofpower.net/CommonErrors/quarkfinder.jpg" border="0" alt="IPB Image" />
The red arrow should lead you to the leak. Though I've found that the Leak Finder built-in isn't always accurate, it usually will lead you to a leak or a potential leak site. Overall it's a good tool to have in your arsenal.
Finally we end where we started. The pointfile. Load your compiled map. (With the leak) and type "Pointfile" in console. A line should appear in your map, not colored like in VHE but a bunch of greyscale dots. These dots will lead you to your leak.
Well, that's it for Leaks. And remmeber, the best step to combatting leaks is to never get them! So practice good brush-building habits! And may your leaks be few.
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Alright junior so a leak isn't your problem? Well, let's see if I can't help.
<!--coloro:red--><span style="color:red"><!--/coloro--><b>Bad Surface Extents ?? / ?? Error:<!--colorc--></span><!--/colorc--></b> This is a texture alignment issue. Either a texture is scaled too large or small or you selected your entire level and moved it around with texture lock enabled. The only way to fix this. (If you have no idea where it is.) Is it to select your entire level, go to the texture tool and make verything 1.00, 1.00 and 0, 0, 0. That may **** some people off, but at least you don't lose your architecture, eh? If you want to, be my guest, fly around your level and look for any mangled textures and correct them by hand. I hope you can find it without having to use the crude method above.
edit: [1/21/04]
I have been having a lot of trouble with this error lately so I'd like to quickly add a few things about this error.
1. Moving pieces of architecture far distances with texture lock on can cause this error.
2. I have found that the "Find Bad Tex Scale" Util in QuArK doesn't often pick this texture error up.
3. Using the clipping tool and creating a ever-so-slightly slanted face will give you this error. (Zoom in when you use the clip tool to ensure a clean cut)
4. The errors dialog in VHE *NEVER* picks this up.
5. I have no clue what the numbers mean when it says, "Bad Surface Extents", if someone could enlighten me I would very much appreciate it.
edit: [2/05/04]
I have discovered that BSE will also occur if HL can't find the textures listed in the editor. In my case I had my STEAM install on my G Drive and my Map File on my J Drive. The compiler/engine was looking in J:\Program Files\Sierra\Half-Life\ns\ instead of G:\Program Files\SteamApps\ghostsyphoid@zerodimention.com\half-life\ns. This is because (I believe) the compiler drops the drive letter and just grabs whatever letter the map file resides on, regardless of your specifications in VHE's texture selector dialog. Not sure on this but there should be a texture error reported from CSG in this case so make sure to check your compile log. It would read something like:
LoadLump()MissingTexture
or similar.
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<!--coloro:red--><span style="color:red"><!--/coloro--><b>AllocBlock: Full: <!--colorc--></span><!--/colorc--></b>You're out of memory bud. This is also a texture issue. You have most likely scaled a texture down way too low on a large face, thus, depleting all available memory. It is a MYTH that a large level creates this error. Though larger maps are more prone to this error due to it's nature of course.
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<!--coloro:red--><span style="color:red"><!--/coloro--><b>Error: Entity 0, Brush 478: outside world(+/-4096): (-1387,-540,-7835)-(-1203,-251,506)
Error: brush outside world
Description: The map has a problem which must be fixed
Howto Fix: Check the file ZHLTProblems.html for a detailed explanation of this problem
Error: Entity 0, Brush 478: outside world(+/-4096): (-1403,-556,-7871)-(-1187,-235,542)
Error: Entity 0, Brush 478: outside world(+/-4096): (-1419,-572,-7889)-(-1171,-219,560)
Error: Entity 0, Brush 478: outside world(+/-4096): (-1403,-556,-7853)-(-1187,-235,524)
(4.53 seconds)<!--colorc--></span><!--/colorc--></b>
A brush is indeed outside the world. This may be that you have stretched a brush outside the world, or that you have an invalid solid structure or possibly that your entire map is too close to the borders of the grid.. Whatever the case you can easily fix this error. Simply got Map > Go to brush number and input the number the compiler gives you. In this case 478. Either delete or have the Errors Dialog "Fix" this structure for you. Vertex Manipulation causes this as well.
<img src="http://img.photobucket.com/albums/v650/DarkATi/outsideworld.png" border="0" alt="IPB Image" />
It's good to note that sometimes you will NOT see what I pictured above and sometimes you will.
If you DO NOT see what is picture above then your map may be too close to the edge of the grid. The compile tools get really cranky about this. Save your map. Then save another copy titled, "mapname_move". Select your entire map. (Ctrl+A) and move it towards the center and away from the edges of the grid. See if this fixes your problem.
Also, when you move your map, make sure texture lock is on but be aware that moving your map a huge distance with texture lock activated may cause other errors, like, Bad Surface Extents.
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<!--coloro:red--><span style="color:red"><!--/coloro--><b>Solid Entity "blankety blank" is empty<!--colorc--></span><!--/colorc--></b>
You have deleted the brush associated with an entity without deleting the entity assigned to it. This can happen by selecting an existing brush based entity, and clicking on, "Tie to Entity". A dialog box will appear, asking if you wish to create a new entity or not. If you select "No" then you will create this error. You can very easily find and correct these through the error dialog in hammer, however.
Simply open it up, select the error, click on Go to, close the dialog and hit the delete key once. You have successfully deleted this empty entity. If the dialog error isn't helping / working / doesn't show it. Then go to Map > Entity Report... and painstakingly Go To all of your entities. If any of them go to the exact center of your map without highlighting a brush then hit delete once and voila! This annoying error becomes a bad dream. (And you just woke up!)
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<!--coloro:red--><span style="color:red"><!--/coloro--><b>Lightmap Error</b><!--colorc--></span><!--/colorc-->
Go to the texture tool and replace all instances of aaatrig with null. I forgot about this one. Had to edit it in. Lately I've been getting this, so it's fairly common, for me anyway. <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
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<!--coloro:red--><span style="color:red"><!--/coloro--><b>EXCEEDED MAX PATCHES<!--colorc--></span><!--/colorc--></b>
From <a href="http://www.slackiller.com/tommy14/errors.htm:" target="_blank">http://www.slackiller.com/tommy14/errors.htm:</a>
1. Remove any "box" from around your level and fight the leak leak leak war the right way.
2. If you have not boxed in your level, then the #1 fix is running HLRAD with the -sparse flag - but compile will be slower.
3. Using -chop values larger than the default 64 for hlrad will cause the light patches to be larger. However, for values larger than around 96 the map's lights start looking bad, and will more prominently show the 'staircase' effect on shadows.
4. Using a larger scale on large textures (dirt, rock walls, concrete) will help those large surfaces consume fewer patches for lighting.
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<!--coloro:red--><span style="color:red"><!--/coloro--><b>MAX_MAP_MIPTEX<!--colorc--></span><!--/colorc--></b>
You have exceeded the allocated amount of texture memory for your map. The default is 4 MB. Once you exceed 4 MBs, you get this error.
Solution: Replace unused textures. This is an easy one. Just look around. Are you using a 256 x 256 pixel texture only one time in your map? If so then replace it. I recommend you use the VHE Texture Replacement tool as this leaves no doubt that you have eradicated a particular texture from your map.
The texture replacement tool is simple to use. Simply open up the texture tool and go to Repace... Next, type in the name of the textiure you want to replace in the left-hand edit box and the name of the texture you want to replace it with in the right hand edit box. (In this case choose a texture you are already using.) You may want to select "Hidden bjects" as well. I never hide any objects nor have I ever found objects to hide themselves but it's good to cover your bases.
If you simply can not replace enough textures then you need to consider using lower quality textures. Some texture sets come in 512 x 512 and 256 x 256 format. If you are using the 512 x 512 then dumb it down to 256 x 256. Just make sure you use the texture replacement tool or you'll have the 512 x 512 and the 256 x 256 in your map! And that just can't be good.
And finally, if the textures you are using must stay, they have no lower quality counter-part(s) and you can see no solution in sight then do the following:
<!--coloro:yellow--><span style="color:yellow"><!--/coloro--><b>WARNING: NOT SO NEWBIE FRIENDLY SOLUTION<!--colorc--></span><!--/colorc--></b>
You will need a program called Wally. It is a texture editor and may be obtained <a href="http://www.telefragged.com/wally/downloads.shtml" target="_blank">here.</a>
Once you have installed Wally, open it up. You will need to take several large textures that you are using and lower their quality. Simply open up... let's say... ns.wad and open up a large texture that you are using. Now go to Image > Resize and choose Half-Size. Now go to Selection > Select All and then Ctrl + C (Or whatever copy is on your computer.)
Next, go to file new and then Half-Life Package (WAD3, .WAD)
Just paste that new smaller texture into your brand new WAD and save it as ns/co_yourmap. Now use the texture replacement tool to switch from the higher quality orginals to your new smaller textures. Do that enough and you will have your map all back to normal.
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<!--coloro:red--><span style="color:red"><!--/coloro--><b>Batch Compiler Says: "Line 2 (Or other number) is too long."<!--colorc--></span><!--/colorc--></b>
Are you trying to compile an RMF? BC only supports .MAP files. In VHE go to File > Export to MAP.
Otherwise I'm sure the developer that built your version of compile tools would like to hear about it. Drop them a line.
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<!--coloro:red--><span style="color:red"><!--/coloro--><b>Max_Leaf_Faces<!--colorc--></span><!--/colorc--></b>
"Error: Exceeded MAX_LEAF_FACES
Description: This error is almost always caused by an invalid brush, by having huge rooms, or scaling a texture down to extremely small values (between -1 and 1)
Howto Fix: Find the invalid brush. Any imported prefabs, carved brushes, or vertex manipulated brushes should be suspect"
This is what ZHLT tells us about Max_Leaf_Faces. The first thing to do is check the errors dialog in VHE for any problems. Correct any problems and recompile. If you are still getting this then try doing the following:
<!--coloro:yellow--><span style="color:yellow"><!--/coloro-->Taken from a post of mine.<!--colorc--></span><!--/colorc-->
Go to Edit > Select All and then open your texture editor. First make sure that all textures are aligned to world by checking the "World Alignment Checkbox". Next go to Scale and input 1.00 on X and 1.00 on Y. Do the same to the right setting it back to it's default of 0 x 0. Rotation should also be set to 0. Now hit apply. Your textures will remain but your scaling will all be lost. Save as ns_yourmapUNTEXD (Or something else, this is for diagnostic purposes, I don't want you to lose all your texture information so just make sure you don't save over your existing original) and recompile. If this solves your problem then you have a texture alignment or scaling problem and tracking that down could take awhile. If this does not resolve the problem then you may want to try googling an answer or PMing someone more knowledgeable like XP-Cagey.
<img src="http://www.unknownworlds.com/forums/uploads/post-34-1071173919.jpg" border="0" alt="IPB Image" />
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<b><!--coloro:red--><span style="color:red"><!--/coloro-->Black-Magenta Checkerboard Textures In-Game<!--colorc--></span><!--/colorc--></b>
This means the compiler cannot find the wads that the editor/map file is asking for. For me it has occured when I try to compile my map from a drive other then the one where my WADs reside. Also it may mean you need to place your WADs in the compile tools directory. (Wherever hlcsg, hlbsp, etc. resides.) Occassionaly your map won't even run and instead you'll get Bad Surface Extents (see above.) Make sure this line is not in your compile log under CSG before you heed any other advice for Bad Surface Extents:
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Warning: ::FindTexture() texture NULL not found!
Are you sure you included zhlt.wad in your wadpath list?
Warning: ::FindTexture() texture FLOOR_LAB1 not found!
Warning: ::FindTexture() texture WALLSTRIP not found!
Warning: ::FindTexture() texture WALL_GREYINFES3 not found!
Warning: ::FindTexture() texture WALL_LAB12 not found!
Warning: ::FindTexture() texture WALL_LAB7B not found!
Warning: ::FindTexture() texture VENT2 not found!
Warning: ::FindTexture() texture COMP_MONITORS not found!
Warning: ::FindTexture() texture WETWALL2-BIG not found!
Warning: ::FindTexture() texture NOS_GROOVED not found!
Warning: ::FindTexture() texture DOOR_YELLGREY02 not found!
Warning: ::FindTexture() texture R25_GRATE2 not found!
Warning: ::FindTexture() texture WALL_LAB8B not found!
Warning: ::FindTexture() texture DOOR_VERT4 not found!
Warning: ::FindTexture() texture +1~NOS_IND1 not found!
Warning: ::FindTexture() texture LIGHT_STRIP3 not found!
Warning: ::FindTexture() texture NEWCOMP_01 not found!
Warning: ::FindTexture() texture LIGHT_STRIPGRN not found!
Warning: ::FindTexture() texture NOS_DOOR1 not found!
Warning: ::FindTexture() texture NOS_CRATE not found!
Warning: ::FindTexture() texture BLACK not found!
Warning: ::FindTexture() texture METWALL not found!
Warning: ::FindTexture() texture NOS_GRATE2 not found!
Warning: ::FindTexture() texture CARDBOX2 not found!
Warning: ::FindTexture() texture NOS_DINGPIPE not found!
Warning: ::FindTexture() texture LIFT_TRACK not found!
Warning: ::FindTexture() texture FAN not found!
Warning: ::FindTexture() texture CLIP not found!
Warning: ::FindTexture() texture {CATWALK_RAIL2X not found!
Warning: ::FindTexture() texture CA_ALIEN_WALL1S not found!
Warning: ::FindTexture() texture CA_ALIENDOORVEN not found!
Warning: ::FindTexture() texture CA_ALIEN_DINGPI not found!
Warning: ::FindTexture() texture NOS_FAN2 not found!
Warning: ::FindTexture() texture {ALIEN_ALPHA2 not found!
Warning: ::FindTexture() texture R25_YELLOW1 not found!
Warning: ::FindTexture() texture {NOS_LADDER not found!
Warning: ::FindTexture() texture {WIRES_2 not found!
Warning: ::FindTexture() texture WALL_GREYINFES1 not found!
Warning: ::FindTexture() texture MISC_ELEVATOR3 not found!
Warning: ::FindTexture() texture TRIM_DARK not found!
Warning: ::FindTexture() texture JOINMARINES-B not found!
Warning: ::FindTexture() texture JOINALIENS-B not found!
Warning: ::FindTexture() texture JOINRANDOM-B not found!
Warning: ::FindTexture() texture SPECTATE not found!
Warning: ::LoadLump() texture +1~NOS_IND1 not found!
Warning: ::LoadLump() texture BLACK not found!
Warning: ::LoadLump() texture CARDBOX2 not found!
Warning: ::LoadLump() texture CA_ALIENDOORVEN not found!
Warning: ::LoadLump() texture CA_ALIEN_DINGPI not found!
Warning: ::LoadLump() texture CA_ALIEN_WALL1S not found!
Warning: ::LoadLump() texture CLIP not found!
Warning: ::LoadLump() texture COMP_MONITORS not found!
Warning: ::LoadLump() texture DOOR_VERT4 not found!
Warning: ::LoadLump() texture DOOR_YELLGREY02 not found!
Warning: ::LoadLump() texture FAN not found!
Warning: ::LoadLump() texture FLOOR_LAB1 not found!
Warning: ::LoadLump() texture JOINALIENS-B not found!
Warning: ::LoadLump() texture JOINMARINES-B not found!
Warning: ::LoadLump() texture JOINRANDOM-B not found!
Warning: ::LoadLump() texture LIFT_TRACK not found!
Warning: ::LoadLump() texture LIGHT_STRIP3 not found!
Warning: ::LoadLump() texture LIGHT_STRIPGRN not found!
Warning: ::LoadLump() texture METWALL not found!
Warning: ::LoadLump() texture MISC_ELEVATOR3 not found!
Warning: ::LoadLump() texture NEWCOMP_01 not found!
Warning: ::LoadLump() texture NOS_CRATE not found!
Warning: ::LoadLump() texture NOS_DINGPIPE not found!
Warning: ::LoadLump() texture NOS_DOOR1 not found!
Warning: ::LoadLump() texture NOS_FAN2 not found!
Warning: ::LoadLump() texture NOS_GRATE2 not found!
Warning: ::LoadLump() texture NOS_GROOVED not found!
Warning: ::LoadLump() texture NULL not found!
Warning: ::LoadLump() texture R25_GRATE2 not found!
Warning: ::LoadLump() texture R25_YELLOW1 not found!
Warning: ::LoadLump() texture SPECTATE not found!
Warning: ::LoadLump() texture TRIM_DARK not found!
Warning: ::LoadLump() texture VENT2 not found!
Warning: ::LoadLump() texture WALLSTRIP not found!
Warning: ::LoadLump() texture WALL_GREYINFES1 not found!
Warning: ::LoadLump() texture WALL_GREYINFES3 not found!
Warning: ::LoadLump() texture WALL_LAB12 not found!
Warning: ::LoadLump() texture WALL_LAB7B not found!
Warning: ::LoadLump() texture WALL_LAB8B not found!
Warning: ::LoadLump() texture WETWALL2-BIG not found!
Warning: ::LoadLump() texture {ALIEN_ALPHA2 not found!
Warning: ::LoadLump() texture {CATWALK_RAIL2X not found!
Warning: ::LoadLump() texture {NOS_LADDER not found!
Warning: ::LoadLump() texture {WIRES_2 not found!
Texture usage is at 0.00 mb (of 4.00 mb MAX)
2.89 seconds elapsed
----- END hlcsg -----<!--QuoteEnd--></div><!--QuoteEEnd-->
or this line:
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Error: Could not open wad file \program files\steamapps\ghostsyphoid@zerodimention.com\half-life\nsp\ns.wad
Error: Could not find WAD file
Description: The compile tools could not locate a wad file that the map was referencing.
Howto Fix: Make sure the wad's listed in the level editor actually all exist
Error: Could not open wad file \program files\steamapps\ghostsyphoid@zerodimention.com\half-life\nsp\ns_ca_infested.wad
Error: Could not open wad file \program files\steamapps\ghostsyphoid@zerodimention.com\half-life\nsp\halflife.wad
Error: Could not open wad file \program files\steamapps\ghostsyphoid@zerodimention.com\half-life\nsp\ns2.wad
----- END hlcsg -----<!--QuoteEnd--></div><!--QuoteEEnd-->
If these all check out then check the paths in your map file. Just open it up in Notepad (or any other basic text editor.)
The first few lines specify things like Max_View_Distance and a little further below... the WADs.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->{
"classname" "worldspawn"
"classname" "worldspawn"
"skyname" "alien2"
"sounds" "1"
"MaxRange" "4096"
"mapversion" "220"
"wad" "\program files\sierra\half-life\valve\xeno.wad;\program files\sierra\half-life\valve\halflife.wad;\program files\sierra\half-life\valve\liquids.wad;\program files\sierra\half-life\ns\hallwall_1.wad;\program files\sierra\half-life\ns\ns.wad;\program files\sierra\half-life\ns\ns_bast.wad;\program files\sierra\half-life\ns\ns_eclipse.wad;\program files\sierra\half-life\ns\ns_hera.wad;\program files\sierra\half-life\ns\ns_lost.wad;\program files\sierra\half-life\ns\ns_nothing.wad;\program files\sierra\half-life\ns\ns_tanith.wad;\program files\sierra\half-life\ns\sandman.wad;\program files\sierra\half-life\ns\wall_lab.wad"<!--QuoteEnd--></div><!--QuoteEEnd-->
Make sure these are pointing to the right WADs and that these WADs do infact exist.
(Thanks <!--coloro:yellow--><span style="color:yellow"><!--/coloro--><b>SuperTeflon</b><!--colorc--></span><!--/colorc--> for bringing this common error to my attention. <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />)
************************************************************
<!--coloro:red--><span style="color:red"><!--/coloro--><b>WARNING: Leaf portals saw into leaf</b><!--colorc--></span><!--/colorc-->
From <a href="http://www.slackiller.com/tommy14/errors.htm:" target="_blank">http://www.slackiller.com/tommy14/errors.htm:</a>
There are fine tutorials here : <a href="http://members.lycos.co.uk/EditHalfLife/tutorials/leafs.htm" target="_blank">http://members.lycos.co.uk/EditHalfLife/tutorials/leafs.htm</a> and at DeWan's Old Tutorial on BSP and VIS.
Basicly this comes from an area whose floor is not square enough, square floor areas never give this problem. Note: often if there is only one leaf saw leaf in a map level, it can be ignored. So before getting busy, see how your map plays!
Solutions to try when you have a lot of leaf saws, or problems from leaf saws:
1. VIS -full compiles were designed to help with this problem, so the FIRST thing to try is recompile with VIS -full and see if it goes away.
2. func wall any brushes within the coordinates given for the problem, this will simplify VIS in the area because func wall brushes are invisible for VIS.
3. Move walls in the area to make the floors more square.
4. Put a HINT brush across the trouble area. HINT brushes cut VIS leafnodes, so they will reshape the area and may fix the problem.
5. Finally just start ripping brushes out of the area.
Fixing Leaf saw error has also been known to fix other errors in later RAD, like
FindTransferOffsetPatchnum returned -1 looking for patch 1570 in patch 199's transfer lists and other problems.
************************************************************
<b><!--coloro:red--><span style="color:red"><!--/coloro-->Cannot find the file specified error</b><!--colorc--></span><!--/colorc-->
This usually means you have not properly set-up Hammer. Check the entire log for any errors prior to this error as they may give you a clue as to the real problem, here. Otherwise, multiple HDD's with different letters (partitioned or seperate physical drives) can confuse Hammer, the compiler or both.
************************************************************
<b><!--coloro:red--><span style="color:red"><!--/coloro-->HLFix says "error at offset 00000007h: Invalid header"</b><!--colorc--></span><!--/colorc-->
This is probably an issue with HLFix's setup or parameters and not your map. This is an error that HLFix spits out when you have something setup improperly via Batch Compiler / the Parameter-Command line.
This is probably NOT an error with your map.
- Make sure you specify "mapname.rmf or mapname.map" as your Output file.
- If you are trying to run an RMF, make the Output file an RMF as well.
- Make sure you are using the "RMF File" option (-r) if you are trying to use an RMF.
If that doesn't seem to work, open your map up in Hammer. Does it open?
If your RMF file is invalid or corrupt you may recieve this error message, but know this, if your RMF file opens up in Hammer, you are safe and the problem is with HLFix's setup.
Play around with various settings. This is not a problem with your map. (Assuming your map opens up in Hammer.)
************************************************************
<b><!--coloro:red--><span style="color:red"><!--/coloro-->Newbie Links</b><!--colorc--></span><!--/colorc-->
Official Mapping Guidelines:
<a href="http://www.natural-selection.org/Mapping_Guidelines.html" target="_blank">http://www.natural-selection.org/Mapping_Guidelines.html</a>
ChromeAngel's Quick n' Dirty NS Mapping Guide (All Newbie's Should Read):
<a href="http://nsworld.ns-central.co.uk/mappingguide/MappingGuide.php" target="_blank">http://nsworld.ns-central.co.uk/mappinggui...appingGuide.php</a>
69th Vlatitude (Mapping Tutorials, Non-NS Specific)
<a href="http://www.vlatitude.com" target="_blank">http://www.vlatitude.com</a>
The Official "Read Before You Post" Thread (Have you posted yet?):
<a href="http://www.unknownworlds.com/forums/index.php?showtopic=100" target="_blank">http://www.unknownworlds.com/forums/in...p?showtopic=100</a>
Setting up Hammer w/ STEAM:
<a href="http://www.unknownworlds.com/forums/index.php?showtopic=60745" target="_blank">http://www.unknownworlds.com/forums/in...showtopic=60745</a>
Changelog/Updates
[02/05/04]
- Added a Table of Contents
- More information on Bad Surface Extents/Solution
[02/06/04]
- Added a "Naming Your Map" Section
- Added a "Newbie Links" Section
- Updated ToC
[02/09/04]
- Added "Black-Magenta Checkerboard Textures In-Game" Section
- Added "Leaf Portals Saw Into Leaf" Section
- Updated ToC
[02/11/04]
- Updated "Brush Outside World" Section w/ Another Cause
[02/26/04]
- Updated Newbie Links Section
[07/20/04]
- Minor Spelling Corrections & Revisions
- Removed the Funny Random Leak Pic
- Reduced Image Sizes to Benefit Lower Resolution Users
[09/24/04]
- Added the "Cannot find file specified" error & Solution
[01/23/07]
- Added the HLFix says "error at offset 00000007h: Invalid header" problem
- Added a link to the ZHLT Build 3.4 Final Compile Toolset
- Removed the non-existent picture and reference for the CSG Leak
[01/24/07]
- Added new pictures
- Removed non-working pictures
- Minor revisions
~ DarkATi
<b><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->REFRESH THIS PAGE TO ENSURE UP-TO-DATE GRAPHICS & TEXT</b><!--sizec--></span><!--/sizec-->
<b><!--sizeo:7--><span style="font-size:36pt;line-height:100%"><!--/sizeo-->Table of Contents<!--sizec--></span><!--/sizec--></b>
[]Section 1: Naming Your Map
[]Section 2: Leaks
[]Section 3: Bad Surface Extents
[]Section 4: Allocblock: Full
[]Section 5: Entity/Brush Outside World
[]Section 6: Solid entity is empty
[]Section 7: Lightmap Error
[]Section 8: Exceeded Max Patches
[]Section 9: MAX_MAP_MIPTEX
[]Section 10: Line 2 (Any #) is too long
[]Section 11: Max_Leaf_Faces
[]Section 12: Black-Magenta Checkerboard Textures In-Game
[]Section 13: WARNING: Leaf portals saw into leaf
[]Section 14: Cannot find the file specified error.
[]Section 15: HLFix says "error at offset 00000007h: Invalid header"
[]Section 16: Newbie Links
[]Section 17: Changelog/Updates
<b><!--coloro:red--><span style="color:red"><!--/coloro-->Naming Your Map</b><!--colorc--></span><!--/colorc-->
Your map <b>WILL NOT RUN PROPERLY</b> if you have not named it properly. There are currently 2 game modes for Natural-Selection; Combat and Classic. If you are creating a classic NS map then you must name it <b>ns_mymap</b> where "mymap" equals whatever you want to name your map. If you are creating a Combat map then you must name it <b>co_mymap</b> where once again "mymap" is the name of your map.
For more information on each game mode please go to the corresponding link below:
NS Classic Mapping Guidelines:
<a href="http://www.natural-selection.org/Mapping_Guidelines.html#Introduction" target="_blank">http://www.natural-selection.org/Mapping_G...ml#Introduction</a>
NS Combat Mapping Guidelines:
<a href="http://www.natural-selection.org/Mapping_Guidelines.html#Combat_Map_Requirements" target="_blank">http://www.natural-selection.org/Mapping_G...ap_Requirements</a>
************************************************************
<b><!--coloro:red--><span style="color:red"><!--/coloro-->LEAK LEAK LEAK LEAK
LEAK LEAK LEAK LEAK
LEAK LEAK LEAK LEAK
LEAK LEAK LEAK LEAK
or
Warning: === LEAK in hull 0 ===
Entity light @ (-1298,-1159, 124)
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<!--colorc--></span><!--/colorc--></b>
Explanation: Depending on what compiler you use you will get one of the two messages. They mean the same thing and are only dependent upon what toolset you are using. I recommend <a href="http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=21248" target="_blank">XP-Cagey's Compile Tools.</a> (EDIT: While I still highly recommend Cagey's tools. I currently use the latest build by amckern, modified with permission from Cagey's source code. <a href="http://www.zhlt.tk/" target="_blank">Download it here. (Scroll Down for "ZHLT 3.4 Final")</a>
Leaks can be very frustrating to find and fix but know this: LEAKS CANNOT BE OVERLOOKED OR TRICKED OUT OF EXISTENCE. For example: Some put a gigantic box around there level, it does resolve the leak temporarily but it is not a solution. The only real solution to a leak in your map is to find the hole and close it or cover it.
Let's look into the different flavors of leaks, because there are a few.
Hole in the Map: This is the most common and simply put means there is a hole in your map where the compiler can see into "the void". It can be as large or small as it wants to be and let me tell you a 1 unit leak is a punk to find.
Entity in the Void: Entity's must be within valid world space. They cannot be outside of the map. The first thing I do when I get a leak is check the entity it references and make sure it is in my level and not the void.
CSG Generated Leak: Half-Life was not intended to do too many careful cuts. Sometimes you will encounter this bad boy and it isn't fun to fix. What happens is a cut looks clean in VHE, but when you compile, CSG splits this bad cut open and boom your BSP has a leak when your RMF didn't. (Or rather did not appear to.)
<!--coloro:yellow--><span style="color:yellow"><!--/coloro--><b>UPDATED: This may be fixed by exporting using<!--colorc--></span><!--/colorc--></b> <a href="http://extension.ws/hlfix/" target="_blank">HLFix</a>
Elusive WAD Leak: Very rare. VERY RARE. However this confuses many. I know it confused me. Simply put you are using too many WADs in your level, OR you have the compiler set-up to include too many WADs. I encounter this leak when I am using about 15 WADs, So, this error should never occur.
Now that you know some extraneous information about what a leak is, let's go to the solutions.
The solutions vary greatly and it seems almost everyone has there own method. Let's cover some popular choices.
Solution(s):
The Pointfile: <b>NOTE: The Pointfile in the 3D View is only available in the hammer 3.5 Beta.</b> (Thanks Edgecrusher for reminding me to add this.) The Pointfile is what I personally use the most. It is accurate if not a bit overwhleming. Here's how it works. Compile your map. Now go to, Map > Load Pointfile and you should see something like this appear on screen:
<img src="http://img.photobucket.com/albums/v650/DarkATi/pointfileinhammer.png" border="0" alt="IPB Image" />
This is a pointfile. It obtains it's data from either a .PTS file or a .LIN file. Some say the LIN is more accurate and easier to read, I personally do not like one more than the other. I load the pointfile (and you will be asked if you want to load the default, click yes.) and I look around, the pointfile should be entering your level somewhere. Wherever it is entering your level, that is where your leak is.
If I find that I STILL cannot find the leak then I load the .LIN file by saying NO when asked to load the default and manually selecting ns_mymap.lin. Trust the pointfile. If it is going straight through geometry where there appears to be no leak, make sure you do not have a CSG Generated leak before calling the Pointfile a liar.
The Big Box: This is another tried and true method of correcting leaks. Usually you have a pretty good idea where the leak is. (Based on pointfile or what you changed / added last.) So draw a box around the area that you think contains the leak and compile. No need to run VIS or RAD just CSG and BSP.
Example: (Look for the giant blue box :-P )
<img src="http://img.photobucket.com/albums/v650/DarkATi/bigboxmethod.png" border="0" alt="IPB Image" />
If your leak vanishes then you know that your leak is within that big box area.
Now you need to narrow it down further. Cut that box in half, like so:
<img src="http://img.photobucket.com/albums/v650/DarkATi/bigboxmethod2.png" border="0" alt="IPB Image" />
Compile.
Leak back? Then add that half back and take half from the other side. Leak gone still? Good. Keep this up and you'll have your leak narrowed down soon enough. The big box method has been around for awhile and if I'm not mistalen the VALVe team said they used this method in some official HL maps. It works. But you've gotta work.
Follow the Light Method: If you still need help finding your leak then this should do it for you. Put a gigantic hollow box around your level. (Remember how I said not to do that? I still mean it. This is only for testing, NEVER release a map with a hollow box around it. It will do murder to even the most powerful systems.)
Now either cover the hollow box in a light emitting texture or add a bajillion lights into this hollow box. After you've done that, remove all light sources and light emitting textures from your main map. Compile.
[edit]<b> Compiling with "circus" mode on will do the lights outside for you without you having to make a box, so try that first.</b>[/edit]
...
...
...
...
...
...
Yes, you're still compiling. THIS TAKES A LONG TIME. But when you have a bad leak this can clear it up. Simply "Follow the Light." Wherever light is seeping in is a potential leak site. Notice that I say "Potential." Light seeps through walls in HL every now and then especially with a fast VIS.
If you're still having trouble then there are a few more methods to try.
One is QuArK. QuArK or Quake Army Knife, has a built-in leak finder that is I'd say 70% accurate. Grab a copy <a href="http://dynamic.gamespy.com/~quark/download.php3" target="_blank">here.</a>
Go to File Open and open your .MAP file. (QuArK does not accept .RMFs.) Now go to Search > Holes in map.
You will see something like this after it finishes:
<img src="http://mappers.riseofpower.net/CommonErrors/quarkfinder.jpg" border="0" alt="IPB Image" />
The red arrow should lead you to the leak. Though I've found that the Leak Finder built-in isn't always accurate, it usually will lead you to a leak or a potential leak site. Overall it's a good tool to have in your arsenal.
Finally we end where we started. The pointfile. Load your compiled map. (With the leak) and type "Pointfile" in console. A line should appear in your map, not colored like in VHE but a bunch of greyscale dots. These dots will lead you to your leak.
Well, that's it for Leaks. And remmeber, the best step to combatting leaks is to never get them! So practice good brush-building habits! And may your leaks be few.
************************************************************
Alright junior so a leak isn't your problem? Well, let's see if I can't help.
<!--coloro:red--><span style="color:red"><!--/coloro--><b>Bad Surface Extents ?? / ?? Error:<!--colorc--></span><!--/colorc--></b> This is a texture alignment issue. Either a texture is scaled too large or small or you selected your entire level and moved it around with texture lock enabled. The only way to fix this. (If you have no idea where it is.) Is it to select your entire level, go to the texture tool and make verything 1.00, 1.00 and 0, 0, 0. That may **** some people off, but at least you don't lose your architecture, eh? If you want to, be my guest, fly around your level and look for any mangled textures and correct them by hand. I hope you can find it without having to use the crude method above.
edit: [1/21/04]
I have been having a lot of trouble with this error lately so I'd like to quickly add a few things about this error.
1. Moving pieces of architecture far distances with texture lock on can cause this error.
2. I have found that the "Find Bad Tex Scale" Util in QuArK doesn't often pick this texture error up.
3. Using the clipping tool and creating a ever-so-slightly slanted face will give you this error. (Zoom in when you use the clip tool to ensure a clean cut)
4. The errors dialog in VHE *NEVER* picks this up.
5. I have no clue what the numbers mean when it says, "Bad Surface Extents", if someone could enlighten me I would very much appreciate it.
edit: [2/05/04]
I have discovered that BSE will also occur if HL can't find the textures listed in the editor. In my case I had my STEAM install on my G Drive and my Map File on my J Drive. The compiler/engine was looking in J:\Program Files\Sierra\Half-Life\ns\ instead of G:\Program Files\SteamApps\ghostsyphoid@zerodimention.com\half-life\ns. This is because (I believe) the compiler drops the drive letter and just grabs whatever letter the map file resides on, regardless of your specifications in VHE's texture selector dialog. Not sure on this but there should be a texture error reported from CSG in this case so make sure to check your compile log. It would read something like:
LoadLump()MissingTexture
or similar.
************************************************************
<!--coloro:red--><span style="color:red"><!--/coloro--><b>AllocBlock: Full: <!--colorc--></span><!--/colorc--></b>You're out of memory bud. This is also a texture issue. You have most likely scaled a texture down way too low on a large face, thus, depleting all available memory. It is a MYTH that a large level creates this error. Though larger maps are more prone to this error due to it's nature of course.
************************************************************
<!--coloro:red--><span style="color:red"><!--/coloro--><b>Error: Entity 0, Brush 478: outside world(+/-4096): (-1387,-540,-7835)-(-1203,-251,506)
Error: brush outside world
Description: The map has a problem which must be fixed
Howto Fix: Check the file ZHLTProblems.html for a detailed explanation of this problem
Error: Entity 0, Brush 478: outside world(+/-4096): (-1403,-556,-7871)-(-1187,-235,542)
Error: Entity 0, Brush 478: outside world(+/-4096): (-1419,-572,-7889)-(-1171,-219,560)
Error: Entity 0, Brush 478: outside world(+/-4096): (-1403,-556,-7853)-(-1187,-235,524)
(4.53 seconds)<!--colorc--></span><!--/colorc--></b>
A brush is indeed outside the world. This may be that you have stretched a brush outside the world, or that you have an invalid solid structure or possibly that your entire map is too close to the borders of the grid.. Whatever the case you can easily fix this error. Simply got Map > Go to brush number and input the number the compiler gives you. In this case 478. Either delete or have the Errors Dialog "Fix" this structure for you. Vertex Manipulation causes this as well.
<img src="http://img.photobucket.com/albums/v650/DarkATi/outsideworld.png" border="0" alt="IPB Image" />
It's good to note that sometimes you will NOT see what I pictured above and sometimes you will.
If you DO NOT see what is picture above then your map may be too close to the edge of the grid. The compile tools get really cranky about this. Save your map. Then save another copy titled, "mapname_move". Select your entire map. (Ctrl+A) and move it towards the center and away from the edges of the grid. See if this fixes your problem.
Also, when you move your map, make sure texture lock is on but be aware that moving your map a huge distance with texture lock activated may cause other errors, like, Bad Surface Extents.
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<!--coloro:red--><span style="color:red"><!--/coloro--><b>Solid Entity "blankety blank" is empty<!--colorc--></span><!--/colorc--></b>
You have deleted the brush associated with an entity without deleting the entity assigned to it. This can happen by selecting an existing brush based entity, and clicking on, "Tie to Entity". A dialog box will appear, asking if you wish to create a new entity or not. If you select "No" then you will create this error. You can very easily find and correct these through the error dialog in hammer, however.
Simply open it up, select the error, click on Go to, close the dialog and hit the delete key once. You have successfully deleted this empty entity. If the dialog error isn't helping / working / doesn't show it. Then go to Map > Entity Report... and painstakingly Go To all of your entities. If any of them go to the exact center of your map without highlighting a brush then hit delete once and voila! This annoying error becomes a bad dream. (And you just woke up!)
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<!--coloro:red--><span style="color:red"><!--/coloro--><b>Lightmap Error</b><!--colorc--></span><!--/colorc-->
Go to the texture tool and replace all instances of aaatrig with null. I forgot about this one. Had to edit it in. Lately I've been getting this, so it's fairly common, for me anyway. <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
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<!--coloro:red--><span style="color:red"><!--/coloro--><b>EXCEEDED MAX PATCHES<!--colorc--></span><!--/colorc--></b>
From <a href="http://www.slackiller.com/tommy14/errors.htm:" target="_blank">http://www.slackiller.com/tommy14/errors.htm:</a>
1. Remove any "box" from around your level and fight the leak leak leak war the right way.
2. If you have not boxed in your level, then the #1 fix is running HLRAD with the -sparse flag - but compile will be slower.
3. Using -chop values larger than the default 64 for hlrad will cause the light patches to be larger. However, for values larger than around 96 the map's lights start looking bad, and will more prominently show the 'staircase' effect on shadows.
4. Using a larger scale on large textures (dirt, rock walls, concrete) will help those large surfaces consume fewer patches for lighting.
************************************************************
<!--coloro:red--><span style="color:red"><!--/coloro--><b>MAX_MAP_MIPTEX<!--colorc--></span><!--/colorc--></b>
You have exceeded the allocated amount of texture memory for your map. The default is 4 MB. Once you exceed 4 MBs, you get this error.
Solution: Replace unused textures. This is an easy one. Just look around. Are you using a 256 x 256 pixel texture only one time in your map? If so then replace it. I recommend you use the VHE Texture Replacement tool as this leaves no doubt that you have eradicated a particular texture from your map.
The texture replacement tool is simple to use. Simply open up the texture tool and go to Repace... Next, type in the name of the textiure you want to replace in the left-hand edit box and the name of the texture you want to replace it with in the right hand edit box. (In this case choose a texture you are already using.) You may want to select "Hidden bjects" as well. I never hide any objects nor have I ever found objects to hide themselves but it's good to cover your bases.
If you simply can not replace enough textures then you need to consider using lower quality textures. Some texture sets come in 512 x 512 and 256 x 256 format. If you are using the 512 x 512 then dumb it down to 256 x 256. Just make sure you use the texture replacement tool or you'll have the 512 x 512 and the 256 x 256 in your map! And that just can't be good.
And finally, if the textures you are using must stay, they have no lower quality counter-part(s) and you can see no solution in sight then do the following:
<!--coloro:yellow--><span style="color:yellow"><!--/coloro--><b>WARNING: NOT SO NEWBIE FRIENDLY SOLUTION<!--colorc--></span><!--/colorc--></b>
You will need a program called Wally. It is a texture editor and may be obtained <a href="http://www.telefragged.com/wally/downloads.shtml" target="_blank">here.</a>
Once you have installed Wally, open it up. You will need to take several large textures that you are using and lower their quality. Simply open up... let's say... ns.wad and open up a large texture that you are using. Now go to Image > Resize and choose Half-Size. Now go to Selection > Select All and then Ctrl + C (Or whatever copy is on your computer.)
Next, go to file new and then Half-Life Package (WAD3, .WAD)
Just paste that new smaller texture into your brand new WAD and save it as ns/co_yourmap. Now use the texture replacement tool to switch from the higher quality orginals to your new smaller textures. Do that enough and you will have your map all back to normal.
************************************************************
<!--coloro:red--><span style="color:red"><!--/coloro--><b>Batch Compiler Says: "Line 2 (Or other number) is too long."<!--colorc--></span><!--/colorc--></b>
Are you trying to compile an RMF? BC only supports .MAP files. In VHE go to File > Export to MAP.
Otherwise I'm sure the developer that built your version of compile tools would like to hear about it. Drop them a line.
************************************************************
<!--coloro:red--><span style="color:red"><!--/coloro--><b>Max_Leaf_Faces<!--colorc--></span><!--/colorc--></b>
"Error: Exceeded MAX_LEAF_FACES
Description: This error is almost always caused by an invalid brush, by having huge rooms, or scaling a texture down to extremely small values (between -1 and 1)
Howto Fix: Find the invalid brush. Any imported prefabs, carved brushes, or vertex manipulated brushes should be suspect"
This is what ZHLT tells us about Max_Leaf_Faces. The first thing to do is check the errors dialog in VHE for any problems. Correct any problems and recompile. If you are still getting this then try doing the following:
<!--coloro:yellow--><span style="color:yellow"><!--/coloro-->Taken from a post of mine.<!--colorc--></span><!--/colorc-->
Go to Edit > Select All and then open your texture editor. First make sure that all textures are aligned to world by checking the "World Alignment Checkbox". Next go to Scale and input 1.00 on X and 1.00 on Y. Do the same to the right setting it back to it's default of 0 x 0. Rotation should also be set to 0. Now hit apply. Your textures will remain but your scaling will all be lost. Save as ns_yourmapUNTEXD (Or something else, this is for diagnostic purposes, I don't want you to lose all your texture information so just make sure you don't save over your existing original) and recompile. If this solves your problem then you have a texture alignment or scaling problem and tracking that down could take awhile. If this does not resolve the problem then you may want to try googling an answer or PMing someone more knowledgeable like XP-Cagey.
<img src="http://www.unknownworlds.com/forums/uploads/post-34-1071173919.jpg" border="0" alt="IPB Image" />
************************************************************
<b><!--coloro:red--><span style="color:red"><!--/coloro-->Black-Magenta Checkerboard Textures In-Game<!--colorc--></span><!--/colorc--></b>
This means the compiler cannot find the wads that the editor/map file is asking for. For me it has occured when I try to compile my map from a drive other then the one where my WADs reside. Also it may mean you need to place your WADs in the compile tools directory. (Wherever hlcsg, hlbsp, etc. resides.) Occassionaly your map won't even run and instead you'll get Bad Surface Extents (see above.) Make sure this line is not in your compile log under CSG before you heed any other advice for Bad Surface Extents:
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Warning: ::FindTexture() texture NULL not found!
Are you sure you included zhlt.wad in your wadpath list?
Warning: ::FindTexture() texture FLOOR_LAB1 not found!
Warning: ::FindTexture() texture WALLSTRIP not found!
Warning: ::FindTexture() texture WALL_GREYINFES3 not found!
Warning: ::FindTexture() texture WALL_LAB12 not found!
Warning: ::FindTexture() texture WALL_LAB7B not found!
Warning: ::FindTexture() texture VENT2 not found!
Warning: ::FindTexture() texture COMP_MONITORS not found!
Warning: ::FindTexture() texture WETWALL2-BIG not found!
Warning: ::FindTexture() texture NOS_GROOVED not found!
Warning: ::FindTexture() texture DOOR_YELLGREY02 not found!
Warning: ::FindTexture() texture R25_GRATE2 not found!
Warning: ::FindTexture() texture WALL_LAB8B not found!
Warning: ::FindTexture() texture DOOR_VERT4 not found!
Warning: ::FindTexture() texture +1~NOS_IND1 not found!
Warning: ::FindTexture() texture LIGHT_STRIP3 not found!
Warning: ::FindTexture() texture NEWCOMP_01 not found!
Warning: ::FindTexture() texture LIGHT_STRIPGRN not found!
Warning: ::FindTexture() texture NOS_DOOR1 not found!
Warning: ::FindTexture() texture NOS_CRATE not found!
Warning: ::FindTexture() texture BLACK not found!
Warning: ::FindTexture() texture METWALL not found!
Warning: ::FindTexture() texture NOS_GRATE2 not found!
Warning: ::FindTexture() texture CARDBOX2 not found!
Warning: ::FindTexture() texture NOS_DINGPIPE not found!
Warning: ::FindTexture() texture LIFT_TRACK not found!
Warning: ::FindTexture() texture FAN not found!
Warning: ::FindTexture() texture CLIP not found!
Warning: ::FindTexture() texture {CATWALK_RAIL2X not found!
Warning: ::FindTexture() texture CA_ALIEN_WALL1S not found!
Warning: ::FindTexture() texture CA_ALIENDOORVEN not found!
Warning: ::FindTexture() texture CA_ALIEN_DINGPI not found!
Warning: ::FindTexture() texture NOS_FAN2 not found!
Warning: ::FindTexture() texture {ALIEN_ALPHA2 not found!
Warning: ::FindTexture() texture R25_YELLOW1 not found!
Warning: ::FindTexture() texture {NOS_LADDER not found!
Warning: ::FindTexture() texture {WIRES_2 not found!
Warning: ::FindTexture() texture WALL_GREYINFES1 not found!
Warning: ::FindTexture() texture MISC_ELEVATOR3 not found!
Warning: ::FindTexture() texture TRIM_DARK not found!
Warning: ::FindTexture() texture JOINMARINES-B not found!
Warning: ::FindTexture() texture JOINALIENS-B not found!
Warning: ::FindTexture() texture JOINRANDOM-B not found!
Warning: ::FindTexture() texture SPECTATE not found!
Warning: ::LoadLump() texture +1~NOS_IND1 not found!
Warning: ::LoadLump() texture BLACK not found!
Warning: ::LoadLump() texture CARDBOX2 not found!
Warning: ::LoadLump() texture CA_ALIENDOORVEN not found!
Warning: ::LoadLump() texture CA_ALIEN_DINGPI not found!
Warning: ::LoadLump() texture CA_ALIEN_WALL1S not found!
Warning: ::LoadLump() texture CLIP not found!
Warning: ::LoadLump() texture COMP_MONITORS not found!
Warning: ::LoadLump() texture DOOR_VERT4 not found!
Warning: ::LoadLump() texture DOOR_YELLGREY02 not found!
Warning: ::LoadLump() texture FAN not found!
Warning: ::LoadLump() texture FLOOR_LAB1 not found!
Warning: ::LoadLump() texture JOINALIENS-B not found!
Warning: ::LoadLump() texture JOINMARINES-B not found!
Warning: ::LoadLump() texture JOINRANDOM-B not found!
Warning: ::LoadLump() texture LIFT_TRACK not found!
Warning: ::LoadLump() texture LIGHT_STRIP3 not found!
Warning: ::LoadLump() texture LIGHT_STRIPGRN not found!
Warning: ::LoadLump() texture METWALL not found!
Warning: ::LoadLump() texture MISC_ELEVATOR3 not found!
Warning: ::LoadLump() texture NEWCOMP_01 not found!
Warning: ::LoadLump() texture NOS_CRATE not found!
Warning: ::LoadLump() texture NOS_DINGPIPE not found!
Warning: ::LoadLump() texture NOS_DOOR1 not found!
Warning: ::LoadLump() texture NOS_FAN2 not found!
Warning: ::LoadLump() texture NOS_GRATE2 not found!
Warning: ::LoadLump() texture NOS_GROOVED not found!
Warning: ::LoadLump() texture NULL not found!
Warning: ::LoadLump() texture R25_GRATE2 not found!
Warning: ::LoadLump() texture R25_YELLOW1 not found!
Warning: ::LoadLump() texture SPECTATE not found!
Warning: ::LoadLump() texture TRIM_DARK not found!
Warning: ::LoadLump() texture VENT2 not found!
Warning: ::LoadLump() texture WALLSTRIP not found!
Warning: ::LoadLump() texture WALL_GREYINFES1 not found!
Warning: ::LoadLump() texture WALL_GREYINFES3 not found!
Warning: ::LoadLump() texture WALL_LAB12 not found!
Warning: ::LoadLump() texture WALL_LAB7B not found!
Warning: ::LoadLump() texture WALL_LAB8B not found!
Warning: ::LoadLump() texture WETWALL2-BIG not found!
Warning: ::LoadLump() texture {ALIEN_ALPHA2 not found!
Warning: ::LoadLump() texture {CATWALK_RAIL2X not found!
Warning: ::LoadLump() texture {NOS_LADDER not found!
Warning: ::LoadLump() texture {WIRES_2 not found!
Texture usage is at 0.00 mb (of 4.00 mb MAX)
2.89 seconds elapsed
----- END hlcsg -----<!--QuoteEnd--></div><!--QuoteEEnd-->
or this line:
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Error: Could not open wad file \program files\steamapps\ghostsyphoid@zerodimention.com\half-life\nsp\ns.wad
Error: Could not find WAD file
Description: The compile tools could not locate a wad file that the map was referencing.
Howto Fix: Make sure the wad's listed in the level editor actually all exist
Error: Could not open wad file \program files\steamapps\ghostsyphoid@zerodimention.com\half-life\nsp\ns_ca_infested.wad
Error: Could not open wad file \program files\steamapps\ghostsyphoid@zerodimention.com\half-life\nsp\halflife.wad
Error: Could not open wad file \program files\steamapps\ghostsyphoid@zerodimention.com\half-life\nsp\ns2.wad
----- END hlcsg -----<!--QuoteEnd--></div><!--QuoteEEnd-->
If these all check out then check the paths in your map file. Just open it up in Notepad (or any other basic text editor.)
The first few lines specify things like Max_View_Distance and a little further below... the WADs.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->{
"classname" "worldspawn"
"classname" "worldspawn"
"skyname" "alien2"
"sounds" "1"
"MaxRange" "4096"
"mapversion" "220"
"wad" "\program files\sierra\half-life\valve\xeno.wad;\program files\sierra\half-life\valve\halflife.wad;\program files\sierra\half-life\valve\liquids.wad;\program files\sierra\half-life\ns\hallwall_1.wad;\program files\sierra\half-life\ns\ns.wad;\program files\sierra\half-life\ns\ns_bast.wad;\program files\sierra\half-life\ns\ns_eclipse.wad;\program files\sierra\half-life\ns\ns_hera.wad;\program files\sierra\half-life\ns\ns_lost.wad;\program files\sierra\half-life\ns\ns_nothing.wad;\program files\sierra\half-life\ns\ns_tanith.wad;\program files\sierra\half-life\ns\sandman.wad;\program files\sierra\half-life\ns\wall_lab.wad"<!--QuoteEnd--></div><!--QuoteEEnd-->
Make sure these are pointing to the right WADs and that these WADs do infact exist.
(Thanks <!--coloro:yellow--><span style="color:yellow"><!--/coloro--><b>SuperTeflon</b><!--colorc--></span><!--/colorc--> for bringing this common error to my attention. <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />)
************************************************************
<!--coloro:red--><span style="color:red"><!--/coloro--><b>WARNING: Leaf portals saw into leaf</b><!--colorc--></span><!--/colorc-->
From <a href="http://www.slackiller.com/tommy14/errors.htm:" target="_blank">http://www.slackiller.com/tommy14/errors.htm:</a>
There are fine tutorials here : <a href="http://members.lycos.co.uk/EditHalfLife/tutorials/leafs.htm" target="_blank">http://members.lycos.co.uk/EditHalfLife/tutorials/leafs.htm</a> and at DeWan's Old Tutorial on BSP and VIS.
Basicly this comes from an area whose floor is not square enough, square floor areas never give this problem. Note: often if there is only one leaf saw leaf in a map level, it can be ignored. So before getting busy, see how your map plays!
Solutions to try when you have a lot of leaf saws, or problems from leaf saws:
1. VIS -full compiles were designed to help with this problem, so the FIRST thing to try is recompile with VIS -full and see if it goes away.
2. func wall any brushes within the coordinates given for the problem, this will simplify VIS in the area because func wall brushes are invisible for VIS.
3. Move walls in the area to make the floors more square.
4. Put a HINT brush across the trouble area. HINT brushes cut VIS leafnodes, so they will reshape the area and may fix the problem.
5. Finally just start ripping brushes out of the area.
Fixing Leaf saw error has also been known to fix other errors in later RAD, like
FindTransferOffsetPatchnum returned -1 looking for patch 1570 in patch 199's transfer lists and other problems.
************************************************************
<b><!--coloro:red--><span style="color:red"><!--/coloro-->Cannot find the file specified error</b><!--colorc--></span><!--/colorc-->
This usually means you have not properly set-up Hammer. Check the entire log for any errors prior to this error as they may give you a clue as to the real problem, here. Otherwise, multiple HDD's with different letters (partitioned or seperate physical drives) can confuse Hammer, the compiler or both.
************************************************************
<b><!--coloro:red--><span style="color:red"><!--/coloro-->HLFix says "error at offset 00000007h: Invalid header"</b><!--colorc--></span><!--/colorc-->
This is probably an issue with HLFix's setup or parameters and not your map. This is an error that HLFix spits out when you have something setup improperly via Batch Compiler / the Parameter-Command line.
This is probably NOT an error with your map.
- Make sure you specify "mapname.rmf or mapname.map" as your Output file.
- If you are trying to run an RMF, make the Output file an RMF as well.
- Make sure you are using the "RMF File" option (-r) if you are trying to use an RMF.
If that doesn't seem to work, open your map up in Hammer. Does it open?
If your RMF file is invalid or corrupt you may recieve this error message, but know this, if your RMF file opens up in Hammer, you are safe and the problem is with HLFix's setup.
Play around with various settings. This is not a problem with your map. (Assuming your map opens up in Hammer.)
************************************************************
<b><!--coloro:red--><span style="color:red"><!--/coloro-->Newbie Links</b><!--colorc--></span><!--/colorc-->
Official Mapping Guidelines:
<a href="http://www.natural-selection.org/Mapping_Guidelines.html" target="_blank">http://www.natural-selection.org/Mapping_Guidelines.html</a>
ChromeAngel's Quick n' Dirty NS Mapping Guide (All Newbie's Should Read):
<a href="http://nsworld.ns-central.co.uk/mappingguide/MappingGuide.php" target="_blank">http://nsworld.ns-central.co.uk/mappinggui...appingGuide.php</a>
69th Vlatitude (Mapping Tutorials, Non-NS Specific)
<a href="http://www.vlatitude.com" target="_blank">http://www.vlatitude.com</a>
The Official "Read Before You Post" Thread (Have you posted yet?):
<a href="http://www.unknownworlds.com/forums/index.php?showtopic=100" target="_blank">http://www.unknownworlds.com/forums/in...p?showtopic=100</a>
Setting up Hammer w/ STEAM:
<a href="http://www.unknownworlds.com/forums/index.php?showtopic=60745" target="_blank">http://www.unknownworlds.com/forums/in...showtopic=60745</a>
Changelog/Updates
[02/05/04]
- Added a Table of Contents
- More information on Bad Surface Extents/Solution
[02/06/04]
- Added a "Naming Your Map" Section
- Added a "Newbie Links" Section
- Updated ToC
[02/09/04]
- Added "Black-Magenta Checkerboard Textures In-Game" Section
- Added "Leaf Portals Saw Into Leaf" Section
- Updated ToC
[02/11/04]
- Updated "Brush Outside World" Section w/ Another Cause
[02/26/04]
- Updated Newbie Links Section
[07/20/04]
- Minor Spelling Corrections & Revisions
- Removed the Funny Random Leak Pic
- Reduced Image Sizes to Benefit Lower Resolution Users
[09/24/04]
- Added the "Cannot find file specified" error & Solution
[01/23/07]
- Added the HLFix says "error at offset 00000007h: Invalid header" problem
- Added a link to the ZHLT Build 3.4 Final Compile Toolset
- Removed the non-existent picture and reference for the CSG Leak
[01/24/07]
- Added new pictures
- Removed non-working pictures
- Minor revisions
~ DarkATi
Comments
~ DarkATi
Could this be stickied please?
~ DarkATi
~ DarkATi
~ DarkATi
~ DarkATi <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
No disrespect but, I feel TommyD's mapping URL covers all areas of mapping errors. I think thats why a mod probably hasn't stickied the thread.
<a href='http://www.slackiller.com/tommy14/errors.htm' target='_blank'>http://www.slackiller.com/tommy14/errors.htm</a>
~ DarkATi <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
No disrespect but, I feel TommyD's mapping URL covers all areas of mapping errors. I think thats why a mod probably hasn't stickied the thread.
<a href='http://www.slackiller.com/tommy14/errors.htm' target='_blank'>http://www.slackiller.com/tommy14/errors.htm</a> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
But there is no resource on this board that covers common errors. All an admin has to do is say, "Stop bumping it." and I will, until then, I actually typed this all out by hand and I'd like it to get some use.
~ DarkATi
~ DarkATi
C'mon. Sticky this...
~ DarkATi
~ DarkATi
may get better success if you ask them in a different room...
eith that or they just dont like you... <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif' /><!--endemo-->
Make sure you prefix your maps with ns_ or co_. Otherwise the spawning is extremely messed up =)
Oh. And *bump*.
Make sure you prefix your maps with ns_ or co_. Otherwise the spawning is extremely messed up =)
Oh. And *bump*. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
That's covered by the FAQs and Mapping Guidelines, anyway this is a common compiling errors thread. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
~ DarkATi
Make sure you prefix your maps with ns_ or co_. Otherwise the spawning is extremely messed up =)
Oh. And *bump*. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
That's covered by the FAQs and Mapping Guidelines, anyway this is a common compiling errors thread. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
~ DarkATi <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Unfortunately quite alot of people do not read the mapping guidlines or FAQ. Add it DarkATi to stop people posting ridiculous forum posts. Also, it makes your guide more complete and wholesome <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
Make sure you prefix your maps with ns_ or co_. Otherwise the spawning is extremely messed up =)
Oh. And *bump*. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
That's covered by the FAQs and Mapping Guidelines, anyway this is a common compiling errors thread. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
~ DarkATi <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Unfortunately quite alot of people do not read the mapping guidlines or FAQ. Add it DarkATi to stop people posting ridiculous forum posts. Also, it makes your guide more complete and wholesome <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
-Added.
~ DarkATi
~ DarkATi
S
T
I
C
K
Y
M
O
U
S
E
i know... i'm on crack.
I reported your post, lol... got it stickied <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> hehehe
I reported your post, lol... got it stickied <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> hehehe <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
No, it can't be! THIS post stickied!! Ahhh! Miraculous.
Seriously, thanks Shentrax.
~ DarkATi
Thanks KFDM! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
~ DarkATi