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 Post subject: [English]Reading a compile log
PostPosted: Wed Sep 01, 2004 3:25 pm 
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| Darkside Of The Moon |
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Joined: Thu Nov 06, 2003 5:32 pm
Posts: 1941
Location: Denmark
How to read a compile log
This is a very basic tutorial about how to read a compile log
Notoce this isnt supposed to be an advanced tutorial, therefor I
have simplyfied many details, also many common errors has not been
mentioned.

Many new mappers gets frustrated after spending several hours
on their map, and when they compile, it just don't work. Instead
they get a lot of info by the compiler, but where to start
when reading a compile log. Ofcause from the beginning. Below is a copy
of a random errorfree compile log
Notice I am using Zoners HL tools (in short ZHLT]
---

Code:
** Executing...
** Command: Change Directory
** Parameters: C:\SIERRA\Half-Life


** Executing...
** Command: Copy File
** Parameters: "C:\Documents and Settings\silver\Skrivebord\mapname.map" "C:\Documents and Settings\silver\Skrivebord\mapname.map"


** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\hlcsg.exe
** Parameters: "C:\Documents and Settings\silver\Skrivebord\mapname"

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:\PROGRA~1\VALVEH~1\tools\hlcsg.exe "C:\Documents and Settings\silver\Skrivebord\mapname"
Entering C:\Documents and Settings\silver\Skrivebord\mapname.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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
50%... (0.00 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
50%... (0.02 seconds)

Including Wadfile: \programmer\valve hammer editor\tools\zhlt.wad
- Contains 0 used textures, 0.00 percent of map (3 textures in wad)
Using Wadfile: \sierra\half-life\valve\halflife.wad
- Contains 1 used texture, 100.00 percent of map (3116 textures in wad)

added 2 additional animating textures.
Texture usage is at 0.06 mb (of 4.00 mb MAX)
0.03 seconds elapsed

-----   END   hlcsg -----




** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\hlbsp.exe
** Parameters: "C:\Documents and Settings\silver\Skrivebord\mapname"

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:\PROGRA~1\VALVEH~1\tools\hlbsp.exe "C:\Documents and Settings\silver\Skrivebord\mapname"

Current hlbsp Settings
Name               |  Setting  |  Default
-------------------|-----------|-------------------------
threads             [       1 ] [  Varies ]
verbose             [     off ] [     off ]
log                 [      on ] [      on ]
developer           [       0 ] [       0 ]
chart               [     off ] [     off ]
estimate            [     off ] [     off ]
max texture memory  [ 4194304 ] [ 4194304 ]
priority            [  Normal ] [  Normal ]

noclip              [     off ] [     off ]
nofill              [     off ] [     off ]
null tex. stripping [      on ] [      on ]
notjunc             [     off ] [     off ]
subdivide size      [     240 ] [     240 ] (Min 64) (Max 512)
max node size       [    1024 ] [    1024 ] (Min 64) (Max 4096)


BSP generation successful, writing portal file 'C:\Documents and Settings\silver\Skrivebord\mapname.prt'
0.06 seconds elapsed

-----   END   hlbsp -----




** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\hlvis.exe
** Parameters: "C:\Documents and Settings\silver\Skrivebord\mapname"

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:\PROGRA~1\VALVEH~1\tools\hlvis.exe "C:\Documents and Settings\silver\Skrivebord\mapname"
   1 portalleafs
   0 numportals

-= Current hlvis Settings =-
Name               |  Setting  |  Default
-------------------|-----------|-------------------------
threads             [       1 ] [  Varies ]
verbose             [     off ] [     off ]
log                 [      on ] [      on ]
developer           [       0 ] [       0 ]
chart               [     off ] [     off ]
estimate            [     off ] [     off ]
max texture memory  [ 4194304 ] [ 4194304 ]
max vis distance    [       0 ] [       0 ]
priority            [  Normal ] [  Normal ]

fast vis            [     off ] [     off ]
full vis            [     off ] [     off ]


BasePortalVis:
(0.00 seconds)
LeafThread:
(0.00 seconds)
average leafs visible: 1
g_visdatasize:3  compressed from 1
0.00 seconds elapsed

-----   END   hlvis -----




** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\hlrad.exe
** Parameters: "C:\Documents and Settings\silver\Skrivebord\mapname"

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:\PROGRA~1\VALVEH~1\tools\hlrad.exe "C:\Documents and Settings\silver\Skrivebord\mapname"

-= Current hlrad Settings =-
Name                | Setting             | Default
--------------------|---------------------|-------------------------
threads              [                 1 ] [            Varies ]
verbose              [               off ] [               off ]
log                  [                on ] [                on ]
developer            [                 0 ] [                 0 ]
chart                [               off ] [               off ]
estimate             [               off ] [               off ]
max texture memory   [           4194304 ] [           4194304 ]
priority             [            Normal ] [            Normal ]

vismatrix algorithm  [          Original ] [          Original ]
oversampling (-extra)[               off ] [               off ]
bounces              [                 1 ] [                 1 ]
ambient light        [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light        [           255.000 ] [           256.000 ]
circus mode          [               off ] [               off ]

smoothing threshold  [            50.000 ] [            50.000 ]
direct threshold     [            25.000 ] [            25.000 ]
direct light scale   [             2.000 ] [             2.000 ]
coring threshold     [             1.000 ] [             1.000 ]
patch interpolation  [                on ] [                on ]

texscale             [                on ] [                on ]
patch subdividing    [                on ] [                on ]
chop value           [            64.000 ] [            64.000 ]
texchop value        [            32.000 ] [            32.000 ]

global fade          [             1.000 ] [             1.000 ]
global falloff       [                 2 ] [                 2 ]
global light scale   [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma         [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale   [             1.000 ] [             1.000 ]
global sky diffusion [             1.000 ] [             1.000 ]

opaque entities      [                on ] [                on ]
sky lighting fix     [                on ] [                on ]
incremental          [               off ] [               off ]
dump                 [               off ] [               off ]

colour jitter        [       0.0 0.0 0.0 ] [       0.0 0.0 0.0 ]
monochromatic jitter [       0.0 0.0 0.0 ] [       0.0 0.0 0.0 ]
softlight hack       [   0.0 0.0 0.0 0.0 ] [   0.0 0.0 0.0 0.0 ]
diffuse hack         [                on ] [                on ]
spotlight points     [                on ] [                on ]

custom shadows with bounce light
                     [               off ] [               off ]
rgb transfers        [               off ] [               off ]


[Reading texlights from 'C:\PROGRA~1\VALVEH~1\tools\lights.rad']
[48 texlights parsed from 'C:\PROGRA~1\VALVEH~1\tools\lights.rad']

24 faces
Create Patches : 264 base patches
0 opaque faces
4721 square feet [679936.00 square inches]
1 direct lights

BuildFacelights:
20%...50%...70%... (0.02 seconds)
visibility matrix   :   0.0 megs
BuildVisLeafs:
(0.02 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.02 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
Transfer Lists :       57888 :   57.89k transfers
       Indices :        1728 :    1.69k bytes
          Data :      231552 :  226.13k bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.02 seconds)
FinalLightFace:
20%...50%...70%... (0.05 seconds)
0.16 seconds elapsed

-----   END   hlrad -----


---

Now let's strip it down bits by bits. First notice the procedure of the
compile tools. If they are not run in the correct order, they will generate
and error.

-CSG (Gives the map textures, and gives a rought idea about the map)
-BSP (turns the map from a rmf file into a playable bsp map)
-VIS (Calculates the faces of the map and reduces the r_speed)
-RAD (lights)

This above is only a short description of what the compile tools are doing
Now below are the informations the compiler gave us

---

Code:
** Executing...
** Command: Copy File
** Parameters: "C:\Documents and Settings\silver\Skrivebord\mapname.map" "C:\Documents and Settings\silver\Skrivebord\mapname.map"


** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\hlcsg.exe
** Parameters: "C:\Documents and Settings\silver\Skrivebord\mapname"

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:\PROGRA~1\VALVEH~1\tools\hlcsg.exe "C:\Documents and Settings\silver\Skrivebord\mapname"
Entering C:\Documents and Settings\silver\Skrivebord\mapname.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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
50%... (0.00 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
50%... (0.02 seconds)

Including Wadfile: \programmer\valve hammer editor\tools\zhlt.wad
- Contains 0 used textures, 0.00 percent of map (3 textures in wad)
Using Wadfile: \sierra\half-life\valve\halflife.wad
- Contains 1 used texture, 100.00 percent of map (3116 textures in wad)

added 2 additional animating textures.
Texture usage is at 0.06 mb (of 4.00 mb MAX)
0.03 seconds elapsed

-----   END   hlcsg -----


--
As you see it shows wich textures you have been using, along the textures you
manually compiled with the map (-wadinclude). Having an error here is either texture
related, or brushrelated. If maipulating with a brush, and you have created a
invaled structure, it shows up here. An example of of an invalid brush is shown below

Code:
Error: Entity 0, Brush 6: outside world(+/-4096): (-320,-10000,-10000)-(4344,10000,320)
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


Even though it says that its a brush that is outside world, we can see on the coordinates
that the problem is the invalid brush. The compiler is simply streching the brush as far as possible
to get a normal brush. Depending on the streucture of the brush, it will either overceed the limit of
the "world" or it will look very strange ingame.
Having this error will result into the other compilers not working, and you will get the error
"windows could not find the file specified" or "could not find mapname on server", the last one is
in the console in HL.
another error is using too many wad (5-7 should be limit).
The compiler will often give you a strange error, so you are very often guessing what
has gone wrong.
advanced map errors are often also located here. Such as "Bad Surface Extents" and others.
Getting through the csg means that you dont have any cruzial errors in your map.
The next part is about the bsp
--

Code:
** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\hlbsp.exe
** Parameters: "C:\Documents and Settings\silver\Skrivebord\mapname"

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:\PROGRA~1\VALVEH~1\tools\hlbsp.exe "C:\Documents and Settings\silver\Skrivebord\mapname"

Current hlbsp Settings
Name               |  Setting  |  Default
-------------------|-----------|-------------------------
threads             [       1 ] [  Varies ]
verbose             [     off ] [     off ]
log                 [      on ] [      on ]
developer           [       0 ] [       0 ]
chart               [     off ] [     off ]
estimate            [     off ] [     off ]
max texture memory  [ 4194304 ] [ 4194304 ]
priority            [  Normal ] [  Normal ]

noclip              [     off ] [     off ]
nofill              [     off ] [     off ]
null tex. stripping [      on ] [      on ]
notjunc             [     off ] [     off ]
subdivide size      [     240 ] [     240 ] (Min 64) (Max 512)
max node size       [    1024 ] [    1024 ] (Min 64) (Max 4096)


BSP generation successful, writing portal file 'C:\Documents and Settings\silver\Skrivebord\mapname.prt'
0.06 seconds elapsed

-----   END   hlbsp -----

--
Its here you get the most common error. A leak! it is very easy to see if you got a leak. The compiler says

Code:
Warning: === LEAK in hull 0 ===
Entity light @ (-256, -64, 256)
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


If you got a leak. Many peole just deleteds the listed entity, and hopes that the
map will run fine again afterwards. But the listed entity is the entity closest to
the leak. THere are several ways to fix leaks. With the new hammer beta 3.5 you are
able to use pointfile inside valvehammer. Leaks will result in neither VIs or RAD to
run proberbly, and that could be the reason for your map not to run smoothly, or have
a fullbright room. Remember that you can have several leaks. Therefor in the beginning,
compile often to make sure your map doesnt contain a leak.

And now to VIS
--
Code:
** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\hlvis.exe
** Parameters: "C:\Documents and Settings\silver\Skrivebord\mapname"

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:\PROGRA~1\VALVEH~1\tools\hlvis.exe "C:\Documents and Settings\silver\Skrivebord\mapname"
   1 portalleafs
   0 numportals

-= Current hlvis Settings =-
Name               |  Setting  |  Default
-------------------|-----------|-------------------------
threads             [       1 ] [  Varies ]
verbose             [     off ] [     off ]
log                 [      on ] [      on ]
developer           [       0 ] [       0 ]
chart               [     off ] [     off ]
estimate            [     off ] [     off ]
max texture memory  [ 4194304 ] [ 4194304 ]
max vis distance    [       0 ] [       0 ]
priority            [  Normal ] [  Normal ]

fast vis            [     off ] [     off ]
full vis            [     off ] [     off ]


BasePortalVis:
(0.00 seconds)
LeafThread:
(0.00 seconds)
average leafs visible: 1
g_visdatasize:3  compressed from 1
0.02 seconds elapsed

-----   END   hlvis -----

--
Vis is the hardest part to get through, especially when creating larger maps due to time issue.
The larger map you have, the longer time it takes to compile. It is very normal to wait several hours
for vis to finish if you are working on a regular sized dustlike map. But remember the longer it takes
for vis, the lower r_speed you get, so it is very importaint not to turn off vis to save time.
Having an error in vis is often related to overceeding the limits of the compiler (too large maps)

finally the RAD
--
Code:
** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\hlrad.exe
** Parameters: "C:\Documents and Settings\silver\Skrivebord\mapname"

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:\PROGRA~1\VALVEH~1\tools\hlrad.exe "C:\Documents and Settings\silver\Skrivebord\mapname"

-= Current hlrad Settings =-
Name                | Setting             | Default
--------------------|---------------------|-------------------------
threads              [                 1 ] [            Varies ]
verbose              [               off ] [               off ]
log                  [                on ] [                on ]
developer            [                 0 ] [                 0 ]
chart                [               off ] [               off ]
estimate             [               off ] [               off ]
max texture memory   [           4194304 ] [           4194304 ]
priority             [            Normal ] [            Normal ]

vismatrix algorithm  [          Original ] [          Original ]
oversampling (-extra)[               off ] [               off ]
bounces              [                 1 ] [                 1 ]
ambient light        [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light        [           255.000 ] [           256.000 ]
circus mode          [               off ] [               off ]

smoothing threshold  [            50.000 ] [            50.000 ]
direct threshold     [            25.000 ] [            25.000 ]
direct light scale   [             2.000 ] [             2.000 ]
coring threshold     [             1.000 ] [             1.000 ]
patch interpolation  [                on ] [                on ]

texscale             [                on ] [                on ]
patch subdividing    [                on ] [                on ]
chop value           [            64.000 ] [            64.000 ]
texchop value        [            32.000 ] [            32.000 ]

global fade          [             1.000 ] [             1.000 ]
global falloff       [                 2 ] [                 2 ]
global light scale   [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma         [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale   [             1.000 ] [             1.000 ]
global sky diffusion [             1.000 ] [             1.000 ]

opaque entities      [                on ] [                on ]
sky lighting fix     [                on ] [                on ]
incremental          [               off ] [               off ]
dump                 [               off ] [               off ]

colour jitter        [       0.0 0.0 0.0 ] [       0.0 0.0 0.0 ]
monochromatic jitter [       0.0 0.0 0.0 ] [       0.0 0.0 0.0 ]
softlight hack       [   0.0 0.0 0.0 0.0 ] [   0.0 0.0 0.0 0.0 ]
diffuse hack         [                on ] [                on ]
spotlight points     [                on ] [                on ]

custom shadows with bounce light
                     [               off ] [               off ]
rgb transfers        [               off ] [               off ]


[Reading texlights from 'C:\PROGRA~1\VALVEH~1\tools\lights.rad']
[48 texlights parsed from 'C:\PROGRA~1\VALVEH~1\tools\lights.rad']

24 faces
Create Patches : 264 base patches
0 opaque faces
4721 square feet [679936.00 square inches]
1 direct lights

BuildFacelights:
20%...50%...70%... (0.02 seconds)
visibility matrix   :   0.0 megs
BuildVisLeafs:
(0.00 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.03 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
Transfer Lists :       57888 :   57.89k transfers
       Indices :        1728 :    1.69k bytes
          Data :      231552 :  226.13k bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
FinalLightFace:
20%...50%...70%... (0.05 seconds)
0.14 seconds elapsed

-----   END   hlrad -----


--
Rad compiles light as the last thing into your map. The error most people
get is when they forget to put in a light in the map.

Code:
Error: No Lights!
Description: lighting of map halted (I assume you do not want a pitch black map!)
Howto Fix: Put some lights in the map.


this error is the easiest to fix, simply put in some light !

So if you got an error with your map, start looking through the compilelog bit by bit.
If necesarry, compare the errorfree compilelog with your own. With ZHLT you can even
see a description of the error, and often a howto fix. So do this little check list
if you got an error

[ ] Screen the compilelogs for anything that says "error"
[ ] Try think of what type of error you got, and start there
[ ] Read the description of the error, and also the "howtofix"
[ ] Once located the error, then goto this page, it is exstremly usefull http://www.slackiller.com/tommy14/errors.htm
[ ] Do a search on the forum you are posting on, before starting a new thread
[ ] Once creating a new thread, DO remember to post the whole compile log to

- Also remember not all errors are shown in the compilelog, therefor dont get all too upset if you got an error, and the
compile log looks either normal, or totally diffrend than mine above.

During time you will learn to read a compile log fast, and locate the error very fast. Untill that, just stick to this tut :wink:

-Silver

----------
EDIT:
............
I have posted the tut here to get some feedback and some other good tips for reading a compilelog. Hopes Egir will put this on the frontpage once he finds it good enough 8)

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Last edited by silver on Tue Jan 04, 2005 8:39 pm, edited 2 times in total.

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PostPosted: Wed Sep 01, 2004 3:31 pm 
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And if I may add, its important to screen the compilelog for errors from top down. The first error in a compilelog may be the cause to later errors. Forexample is the error "Warning! Windows gave the following error: File not found." likely to be caused by an earlier error that may have made it impossible for one of the compiletools to make their respective outputfile.

and by the way, the tutorial is good B)

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PostPosted: Wed Sep 01, 2004 4:10 pm 
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Nice .. :) Very noob friendly

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PostPosted: Wed Sep 01, 2004 8:27 pm 
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Common VIS error = Leaf saw leaf into portal = Too complex of brush
Common RAD error = Texture misalignment = Texture axis perpendicular to face (See the problems window within Hammer)

To fix leaks the Easier way

In normal compile mode: Make sure your parametres include this: -dev -particles 50000
In expert compile mode: Make your game_exe checkbox have the following amongst its parametres: -dev -particles 50000

In either case, once ingame, bring down the console and type in pointfile 1 and look for the dotted line in the map (Use noclip aswell). It much easier to follow ingame than in 2d or 3d view

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PostPosted: Thu Sep 02, 2004 5:19 am 
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wouldnt it be easyer to use the pointfile inside valvehammer, instead of inside HL

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PostPosted: Thu Sep 02, 2004 6:34 am 
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Exept I've never seen it work inside hammer. It also appears that it doesn't work in steam, so you need an older version of halflife to use the pointfile method.

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PostPosted: Thu Sep 02, 2004 7:00 am 
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Icemans tut on how to use pointfile inside hammer requires hammer 3.5 beta, but is VERY usefull instead of loading op HL each time to locate a leak[/url]

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PostPosted: Thu Sep 02, 2004 9:38 pm 
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I find it hard to do it inside of Hammer. You have to compile the map to get it anyways, might as well run it in Half-Life.

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PostPosted: Fri Sep 03, 2004 10:29 pm 
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doesn't take long to compile a leaky map anyway. I newer got pointfiles to work in neither steam nor hammer, so thats a good reason to have an old version of halflife.

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