If anyone has a problem using the hullfile

YolmerYolmer Join Date: 2002-01-25 Member: 84Members
<div class="IPBDescription">Then read this.</div>When I compiled my map for the first time with NSTR2, using the nshulls.txt file, the compiler reported that it couldn't find the file even though it was in the same directory as the compilers. I used the parameter -hullfile nshulls.txt. After trying a lot of other things, I thought about typing the full path to the hullfile, and that worked. The parameter I used was -hullfile d:\sierra\half-life\worldcraft\zoners\nshulls.txt. In the guideline it says that you only have to type -hullfile nshulls.txt, but if that don't work, try doing as I did.

I am sure that doing as it said in the guidelines work for most people, but it didn't work for me. Anyone have any clue why?

Comments

  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Hey, thanks Yolmer! I couldn't get it to work before either... this works fine. Thanks <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    hehe.  that's funny.  I used the shotgun approach to get around this.  I just plopped a copy of the nshulls.txt file in every folder (valve, nstr, worldcraft, maps, etc.) and it worked with just -hullfile nshulls.txt.  Your approach is much more sane. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
  • CrematorCremator Join Date: 2002-01-24 Member: 27Members
  • YolmerYolmer Join Date: 2002-01-25 Member: 84Members
    So everyone has this problem? Maybe the guidelines should be updated.
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    Thanks, I've updated the guidelines to reflect this.
  • the_stalkerthe_stalker Join Date: 2002-01-25 Member: 49Members
    hey, nummarkfaces == MAX_LEAF_FACES, how do you fixe that?!?!? its making me sick!!!!  <!--emo&:angry:--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/mad.gif" border="0" valign="absmiddle" alt=':angry:'><!--endemo-->
  • YolmerYolmer Join Date: 2002-01-25 Member: 84Members
    From info.gamedesign.net:
    a) Your geometry is too complex. Look for brushes that are very complex, reduce their complexity or turn them into func_wall entities.
    b) You have an invalid brush (This should show up in CSG).
    c)  Your map is too big.

    From the Handy Vandal's

    MAX_LEAF_FACES results from an over complex brush so you'll need to find this brush (start by checking very complex brushes you made) and you either delete it, simplify it or turn it into a func_wall. If it is cyclindrical delete the brush and remake it yourself (one brush at a time).
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