Compile Error

MidoMido Join Date: 2004-04-05 Member: 27742Members
edited November 2009 in Mapping Forum
<div class="IPBDescription">"File Could Not Be Read"</div>[deleted]
----- END hlcsg -----




What the duce.
Someone help please. =/ I need this working.

Comments

  • ZyndromeZyndrome Join Date: 2003-03-28 Member: 14974Members
    TBFHIRLBBQ : <a href='http://www.unknownworlds.com/forums/index.php?showforum=34' target='_blank'>http://www.unknownworlds.com/forums/in...hp?showforum=34</a>
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    ergh.

    My experience has been that erros such asthis one are usually cause by windows and not by the tools, though i have never had one which simply stated "file read error". i suggest making a back up of teh file and trying to read from it. The fact that the file is unable to be read would give me the screaming heebiejeebies. particularly if i had been, say, having hardware problems.

    the only other advice i can give it to copy the content oif teh fiel to a new one and go from there, i know that sounds really stupid but sometimes it works.

    sorry, i can be more helpfull.
  • KesterKester Join Date: 2004-02-21 Member: 26770Members, Constellation
    edited August 2004
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><span style='font-size:11pt;line-height:100%'><b>"file read failure"</b></span>

    <i><b>There is a problem reading the file. The possible causes and possible solutions vary so much I cannot list them ALL here, but for a HL/mod game a few are:</b>
    - corrupt bsp, needs replacing
    - corrupt MOD or HL program needs replacing - a virus?
    - corrupt sprite/wav/model/wad
    - a bad HardDrive sector that is not reading well or at all
    - a program is interfering with the game program
    - and many others are possible. </i><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    also post ur full log, not just the part that showed ur error
  • MidoMido Join Date: 2004-04-05 Member: 27742Members
    Oh my god, I posted in the wrong forum! I'M SORRY!



    Thanks for the help.
  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members
    Woah... god that error message scares me just LOOKING at it... that's an odd one allright...

    All I can say is, did you re-install VHE and BC lately? If so, did you remember to put in the required .dll file (or whatever that one is you need to stick in your windows system folder)
  • MidoMido Join Date: 2004-04-05 Member: 27742Members
    edited November 2009
    <!--QuoteBegin-BulletHead+Aug 25 2004, 03:51 PM--><div class='quotetop'>QUOTE (BulletHead @ Aug 25 2004, 03:51 PM)</div><div class='quotemain'><!--QuoteEBegin-->Woah... god that error message scares me just LOOKING at it... that's an odd one allright...

    All I can say is, did you re-install VHE and BC lately? If so, did you remember to put in the required .dll file (or whatever that one is you need to stick in your windows system folder)<!--QuoteEnd--></div><!--QuoteEEnd-->
    Eh... I don't think I did.
    Which DLL is that?

    FULL LOG HERE


    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:\Program Files\Valve Hammer Editor\tools\hlcsg.exe"-wadinclude ns2.wad -wadinclude ns.wad -wadinclude halflife.wad "C:\Documents and Settings\Desktop\MAPS\co_dockingbay_b1.map"
    Entering C:\Documents and Settings\Administrator\Desktop\MAPS\co_dockingbay_b1.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]
    [ns2.wad]
    [ns.wad]
    [halflife.wad]

    12 brushes (totalling 72 sides) discarded from clipping hulls
    CreateBrush:
    (1.95 seconds)
    SetModelCenters:
    (0.00 seconds)
    CSGBrush:
    (2.27 seconds)

    Including Wadfile: \program files\steam\steamapps\thonk@netscape.net\half-life\nsp\ns.wad
    - Contains 42 used textures, 32.06 percent of map (578 textures in wad)
    Including Wadfile: \program files\steam\steamapps\thonk@netscape.net\half-life\nsp\ns2.wad
    - Contains 49 used textures, 37.40 percent of map (296 textures in wad)
    Including Wadfile: \sierra\half-life\valve\halflife.wad
    - Contains 40 used textures, 30.53 percent of map (3116 textures in wad)

    added 13 additional animating textures.
    Error: File read failure

    ----- END hlcsg -----



    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:\Program Files\Valve Hammer Editor\tools\hlbsp.exe""C:\Documents and Settings\Administrator\Desktop\MAPS\co_dockingbay_b1.map"
    >> There was a problem compiling the map.
    >> Check the file C:\Documents and Settings\Administrator\Desktop\MAPS\co_dockingbay_b1.log for the cause.

    ----- END hlbsp -----



    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:\Program Files\Valve Hammer Editor\tools\hlvis.exe"-full "C:\Documents and Settings\Administrator\Desktop\MAPS\co_dockingbay_b1.map"
    >> There was a problem compiling the map.
    >> Check the file C:\Documents and Settings\Administrator\Desktop\MAPS\co_dockingbay_b1.log for the cause.

    ----- END hlvis -----



    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:\Program Files\Valve Hammer Editor\tools\hlrad.exe"-extra -bounce 4 -lights "C:\Documents and Settings\Administrator\Desktop\MAPS\custom_light.rad.txt""C:\Documents and Settings\Administrator\Desktop\MAPS\co_dockingbay_b1.map"
    >> There was a problem compiling the map.
    >> Check the file C:\Documents and Settings\Administrator\Desktop\MAPS\co_dockingbay_b1.log for the cause.

    ----- END hlrad -----
  • BlackPlagueBlackPlague Join Date: 2004-02-02 Member: 25990Banned
    wow this is weird.. all i can think of is you might have a brush that exceeds outside your mapping area, or you might have too many textures being used in ur map.... :/ unless im wrong lol
  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members
    the netfix thinger... erm...


    I can't remember what it's called... ><'
  • MidoMido Join Date: 2004-04-05 Member: 27742Members
    edited August 2004
    Okay, ITS BACK AGAIN.
    THIS STUPID ERROR.
    >.< Son of a...



    I got rid of it earlier by deleting a hallway, the one I added last. I compiled with no errors.
    I re-made the hallway, and then made the alien spawn (big room, NO STRETCHED TEXTURES, but it is rather big... But there was no big room before the error originally occured, so whatever)

    Again, it starts doing CSG, adds 13 animated textures, and then fails.
    I really want this map working, for I have spent a lot of time on it.
    Can anyone help. Does ANYONE know how to deal with this issue?


    <100 textures being used
    3 WADs total
  • EnceladusEnceladus Join Date: 2004-01-18 Member: 25442Members
    if it's not a physical error, it might be a problem with the ram while processing the wadinclude. Try to compile without any -wadinclude switch. Since all three wad's you use are official ones, there's no need to include them anyway <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
  • MidoMido Join Date: 2004-04-05 Member: 27742Members
    edited August 2004
    K, testing now.
    (result will be shown in EDIT)

    EDIT: Didn't work =/
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--QuoteBegin-Mido+Aug 26 2004, 07:31 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mido @ Aug 26 2004, 07:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> K, testing now.
    (result will be shown in EDIT)

    EDIT: Didn't work =/ <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->- corrupt MOD or HL program needs replacing - a virus?
    - corrupt sprite/wav/model/wad <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    I'd look in to the corrupt mod one more seriously, but I'm better its one or the other, or both. You could always get someone else to compile for you.
  • MidoMido Join Date: 2004-04-05 Member: 27742Members
    Other people have tried compiling.
    Same error.
    D:


    512 RAM
    1.8 GHz (AMD Athlon 2200+)


    Is what I'm compiling with.
  • EnceladusEnceladus Join Date: 2004-01-18 Member: 25442Members
    The only thing I else could think of would be that you a) try it to compile with the hammer created .map file, and if that fails, b) try if creating the .map file with hlfix helps anything.
    other then that.. I'm clueless <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->

    oh wait.. maybe updating your compilers helps.
    from your logfile you are compiling with v2.5.3 rel Custom Build 1.7 (Dec 9 2002)

    get xp-cageys v2.5.3 rel Custom Build 1.7p15 (Jun 3 2004). Maybe that fixes your problem.
  • MidoMido Join Date: 2004-04-05 Member: 27742Members
    I got the latest Cagey tools. Tried again, and I got the same error.
    GOD DAMNIT.
    I spend a good week on a #$!@ing map, and have to scrap the whole thing just because of some stupid error (I didn't have much spare time, so what little I did get done was important to me)
  • Lerk_The_JerkLerk_The_Jerk Join Date: 2004-08-25 Member: 30902Members
    I had this error recently myself and i think it is somehow associated with the max miptex error. I think I read somewhere that the maximum amount of textures permissable in a map is something like 100 and if you exceed that...which you have...and i had as well....then you get that max miptex error. Now, if you decided to use either wadinclude or nowadtextures or one of those commands i think VHE encounters errors because you exceeded the texture allowance. I tried compiling without using wadinclude or any other csg parameter aside from the essentials, and i got the max miptex error. when i did it with the nowadtexture or wadinclude i got that read error. Anyway i think you just need to cut down on the amount of textures you are using.
  • BlackPlagueBlackPlague Join Date: 2004-02-02 Member: 25990Banned
    i think i know what the problem is. your running a map file with out any p1-p3 files. and you're prolly compiling too many textures. see if you can cut out some parts of the map you DONT need, compile again, and keep doing this until you can find out which brush is creating this error. i found out today that i had 1 brush that was water, and it had rock texture underneath it, so it created an error. it might be that, your using TWO type of textures on one brush. like rock on water, etc etc etc.
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
    edited August 2004
    Never got that before, but the error is in the same order as the max texdata error(MAX_MAP_MIPTEX).

    You can try adding texdata to CSG and see if it helps. If not than don't include that command with CSG unless you actually have the need for more texture memory

    -texdata XXXX
    XXXX holds a value equal to megabytes. Try a value of 8192 mb for 8mb( still keeping capatibility for voodoo 8mb cards)
  • Mkk_BitestuffMkk_Bitestuff Join Date: 2003-01-17 Member: 12407Members
    Are u using Batch Compilier, if so, that error can be caused by a fault in the programing, everytime u compile the map u gotta click on the little button in the bottom right and reselect the map. If not, then i dont have a clue
  • EnceladusEnceladus Join Date: 2004-01-18 Member: 25442Members
    <!--QuoteBegin-Lerk The Jerk+Aug 27 2004, 02:07 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lerk The Jerk @ Aug 27 2004, 02:07 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I think I read somewhere that the maximum amount of textures permissable in a map is something like 100 and if you exceed that...which you have...and i had as well....then you get that max miptex error.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    My current map is using 147 different textures and I don't have any compile problems. What counts is not the number of textures, what counts is always the size of them and the therefore resulting overall amount of texture usage in MB.
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