Compile Gone Wrong?

KaihatoKaihato Join Date: 2004-01-29 Member: 25702Members
I am currently making a NS map.. and when i try to compile it in Valve Hammer... i get this in the Compile Process Window

<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
** Executing...
** Command: Change Directory
** Parameters: C:\Valve\Steam\SteamApps\zzcorey@hotmail.com\half-life


** Executing...
** Command: Copy File
** Parameters: "C:\Documents and Settings\Corey Golumski\Desktop\RMF\Coldfusion.map" "C:\Documents and Settings\Corey Golumski\Desktop\RMF\Coldfusion.map"


** Executing...
** Command: C:\Valve\ValveHammer\tools\qcsg.exe
** Parameters: "C:\Documents and Settings\Corey Golumski\Desktop\RMF\Coldfusion"

qcsg.exe v2.8 (Jan 31 2000)
---- qcsg ----
entering C:\Documents and Settings\Corey Golumski\Desktop\RMF\Coldfusion.map
CreateBrush:         0...1...2...3...4...5...6...7...8...9... (0)
CSGBrush:            0...1...2...3...4...5...6...7...8...9... (0)
Using WAD File: \valve\steam\steamapps\zzcorey@hotmail.com\half-life\nsp\decals.wad
Using WAD File: \valve\steam\steamapps\zzcorey@hotmail.com\half-life\nsp\ns.wad
Using WAD File: \valve\steam\steamapps\zzcorey@hotmail.com\half-life\nsp\ns2.wad
   0 seconds elapsed

** Executing...
** Command: C:\Valve\ValveHammer\tools\qcsg.exe
** Parameters: "C:\Documents and Settings\Corey Golumski\Desktop\RMF\Coldfusion"

qcsg.exe v2.8 (Jan 31 2000)
---- qcsg ----
entering C:\Documents and Settings\Corey Golumski\Desktop\RMF\Coldfusion.map
CreateBrush:         0...1...2...3...4...5...6...7...8...9... (0)
CSGBrush:            0...1...2...3...4...5...6...7...8...9... (0)
Using WAD File: \valve\steam\steamapps\zzcorey@hotmail.com\half-life\nsp\decals.wad
Using WAD File: \valve\steam\steamapps\zzcorey@hotmail.com\half-life\nsp\ns.wad
Using WAD File: \valve\steam\steamapps\zzcorey@hotmail.com\half-life\nsp\ns2.wad
   0 seconds elapsed

** Executing...
** Command: C:\Valve\ValveHammer\tools\vis.exe
** Parameters: "C:\Documents and Settings\Corey Golumski\Desktop\RMF\Coldfusion"

vis.exe v1.3 (Dec 30 1998)
---- vis ----
1 thread(s)
LoadPortals: couldn't read C:\Documents and Settings\Corey Golumski\Desktop\RMF\Coldfusion.prt
No vising performed.

** Executing...
** Command: C:\Valve\ValveHammer\tools\qrad.exe
** Parameters: "C:\Documents and Settings\Corey Golumski\Desktop\RMF\Coldfusion"

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I was thinking it was OK.... and would not mess up.. so i put the BSP into my nsp map folder, try to load the map on my server.. but when it trys to load it crashes... Help!

Comments

  • ReebdoogReebdoog Join Date: 2003-09-20 Member: 21035Members
    edited July 2004
    The compile tools have issues with the period character in the filename. Try using Nem's batch compiler, with HLFix, and Cageys latest compile tools (located in a sticked thread in the main forum).
    This will fix your problems.

    Edit: Might want to null out your email for spam's sake.
  • KaihatoKaihato Join Date: 2004-01-29 Member: 25702Members
    edited July 2004
    <!--QuoteBegin-Reebdoog+Jul 15 2004, 07:55 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Reebdoog @ Jul 15 2004, 07:55 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The compile tools have issues with the period character in the filename. Try using Nem's batch compiler, with HLFix, and Cageys latest compile tools (located in a sticked thread in the main forum).
    This will fix your problems.

    Edit: Might want to null out your email for spam's sake. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Well... my friend used the Valve hammer to compile his map and it works fine :/...

    And i don't care if anyone spams my e-mail. i only use it for my steam acc and for signing onto website <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->.

    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html//emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif' /><!--endemo-->
  • ReebdoogReebdoog Join Date: 2003-09-20 Member: 21035Members
    Ok, i'd still try it with cagey's tools though...
    You should have : csg,bsp,vis,rad. It looks like for one your calling csg twice and then vis. Not that this matters atm as csg isn't even running.

    Oh yeh, make sure the wad files are in the same drive as the compile tools.
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    i would use zoners compile tools (no offence cagey) but when i run a map with cageys compile tools, it never wants to do the lighting so its like fullbright is on. and when i use zoners compile tools everything is kosher.
  • ReebdoogReebdoog Join Date: 2003-09-20 Member: 21035Members
    Have you checked for errors if the map to see if the compile tools aren't running properly. The only reason it would be full bright is if:
    a) you have a billion lights all maxed out on brightness
    b) the compile didn't work properly (often a leak, but can be lots of things)
    Maybe zoners doesn't catch the error, so the map won't really run smoothly when your done.
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    well i get the error from it

    "lighting was not performed because no lights were found in your level, i assume you dont want to run around in pitch blackness!"

    yea um, lol

    i have tons of texlights in the map (look at the ns_fenris remake team cargo hive c on page 11 or so)

    it wants a point entity of light, apparently it dont like texlights even if they are defined. im no n00b to mapping, have mapped since ns 1.0. i think its just code related.
  • teh_fattsteh_fatts Join Date: 2004-06-21 Member: 29442Members
    so... put a point entity in and turn the intensity down to 1...?
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Yup <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    The minimum requirements for a map to do a full compile are:

    - at least one light entity
    - at least one info_player_start
    - no leak <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    <!--QuoteBegin-Kouji San+Jul 20 2004, 09:25 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kouji San @ Jul 20 2004, 09:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yup <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    The minimum requirements for a map to do a full compile are:

    - at least one light entity
    - at least one info_player_start
    - no leak <!--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-->
    Ahem, it will still compile without an info_player_start, except you'll spawn at the origin of the map. But yeah, it will still compile fully. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
  • HibameHibame Join Date: 2003-11-16 Member: 22974Members, Reinforced - Shadow
    Just add a light enviroment and it will be happy most of the time (well for me atleast)
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    well i dont know what compiler you use, but you dont need a light to make the level compile right (or at least i have never had to)
  • ReebdoogReebdoog Join Date: 2003-09-20 Member: 21035Members
    edited July 2004
    <!--QuoteBegin-GiGaBiTe+Jul 21 2004, 07:17 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GiGaBiTe @ Jul 21 2004, 07:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> well i dont know what compiler you use, but you dont need a light to make the level compile right (or at least i have never had to) <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Did you read the thread? We were talking about Cagey's mod of the tools that need 1 light entity to work.
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