Compiling Errors!!!

merc

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** Executing...
** Command: Change Directory
** Parameters: C:\Program Files\Steam\SteamApps\[email protected]\counter-strike


** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve Hammer Editor\putmapshere\maps\map1.map" "C:\Program Files\Steam\SteamApps\[email protected]\half-life\valve\maps\map1.map"

The command failed. Windows reported the error:
"The system cannot find the path specified."

** Executing...
** Command: C:\PROGRA~1\Valve Hammer Editor\Zoner's Compiler\hlcsg.exe
** Parameters: "C:\Program Files\Steam\SteamApps\[email protected]\half-life\valve\maps\map1"

Unknown option "Editor\Zoner's"
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 ([email protected])

-= hlcsg Options =-

-nowadtextures : include all used textures into bsp
-wadinclude file : place textures used from wad specified into bsp
-noclip : don't create clipping hull
-noclipeconomy : turn clipnode economy mode off
-onlyents : do an entity update from .map to .bsp
-noskyclip : disable automatic clipping of SKY brushes
-tiny # : minmum brush face surface area before it is discarded
-brushunion # : threshold to warn about overlapping brushes

-hullfile file : Reads in custom collision hull dimensions
-texdata # : Alter maximum texture memory limit (in kb)
-chart : display bsp statitics
-low | -high : run program an altered priority level
-nolog : don't generate the compile logfiles
-threads # : manually specify the number of threads to run
-estimate : display estimated time during compile
-verbose : compile with verbose messages
-noinfo : Do not show tool configuration information
-nonulltex : Turns off null texture stripping
-dev # : compile with developer message

-wadconfig name : Specify a configuration to use from wad.cfg
-wadcfgfile path : Manually specify a path to the wad.cfg file
-wadautodetect : Force auto-detection of wadfiles
mapfile : The mapfile to compile


** Executing...
** Command: C:\PROGRA~1\Valve Hammer Editor\Zoner's Compiler\hlbsp.exe
** Parameters: "C:\Program Files\Steam\SteamApps\[email protected]\half-life\valve\maps\map1"

Unknown option "Editor\Zoner's"
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 ([email protected])

-= hlbsp Options =-

-leakonly : Run BSP only enough to check for LEAKs
-subdivide # : Sets the face subdivide size
-maxnodesize # : Sets the maximum portal node size

-notjunc : Don't break edges on t-junctions (not for final runs)
-noclip : Don't process the clipping hull (not for final runs)
-nofill : Don't fill outside (will mask LEAKs) (not for final runs)

-texdata # : Alter maximum texture memory limit (in kb)
-chart : display bsp statitics
-low | -high : run program an altered priority level
-nolog : don't generate the compile logfiles
-threads # : manually specify the number of threads to run
-estimate : display estimated time during compile
-nonulltex : Don't strip NULL faces
-verbose : compile with verbose messages
-noinfo : Do not show tool configuration information
-dev # : compile with developer message

mapfile : The mapfile to compile


** Executing...
** Command: C:\PROGRA~1\Valve Hammer Editor\Zoner's Compiler\hlvis.exe
** Parameters: "C:\Program Files\Steam\SteamApps\[email protected]\half-life\valve\maps\map1"

Unknown option "Editor\Zoner's"
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 ([email protected])

-= hlvis Options =-

-full : Full vis
-fast : Fast vis

-texdata # : Alter maximum texture memory limit (in kb)
-chart : display bsp statitics
-low | -high : run program an altered priority level
-nolog : don't generate the compile logfiles
-threads # : manually specify the number of threads to run
-estimate : display estimated time during compile
-maxdistance # : Alter the maximum distance for visibility
-verbose : compile with verbose messages
-noinfo : Do not show tool configuration information
-dev # : compile with developer message

mapfile : The mapfile to compile


** Executing...
** Command: C:\PROGRA~1\Valve Hammer Editor\Zoner's Compiler\hlrad.exe
** Parameters: "C:\Program Files\Steam\SteamApps\[email protected]\half-life\valve\maps\map1"

Unknown option "Editor\Zoner's"
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 ([email protected])

-= hlrad Options =-

-sparse : Enable low memory vismatrix algorithm
-nomatrix : Disable usage of vismatrix entirely

-extra : Improve lighting quality by doing 9 point oversampling
-bounce # : Set number of radiosity bounces
-ambient r g b : Set ambient world light (0.0 to 1.0, r g b)
-maxlight # : Set maximum light intensity value
-circus : Enable 'circus' mode for locating unlit lightmaps
-nopaque : Disable the opaque zhlt_lightflags for this compile

-smooth # : Set smoothing threshold for blending (in degrees)
-chop # : Set radiosity patch size for normal textures
-texchop # : Set radiosity patch size for texture light faces

-notexscale # : Do not scale radiosity patches with texture scale
-coring # : Set lighting threshold before blackness
-dlight # : Set direct lighting threshold
-nolerp : Disable radiosity interpolation, nearest point instead

-fade # : Set global fade (larger values = shorter lights)
-falloff # : Set global falloff mode (1 = inv linear, 2 = inv square)
-scale # : Set global light scaling value
-gamma # : Set global gamma value

-sky # : Set ambient sunlight contribution in the shade outside
-lights file : Manually specify a lights.rad file to use
-noskyfix : Disable light_environment being global
-incremental : Use or create an incremental transfer list file

-dump : Dumps light patches to a file for hlrad debugging info

-texdata # : Alter maximum texture memory limit (in kb)
-chart : display bsp statitics
-low | -high : run program an altered priority level
-nolog : Do not generate the compile logfiles
-threads # : manually specify the number of threads to run
-estimate : display estimated time during compile
-verbose : compile with verbose messages
-noinfo : Do not show tool configuration information
-dev # : compile with developer message

-colourgamma r g b : Sets different gamma values for r, g, b
-colourscale r g b : Sets different lightscale values for r, g ,b
-colourjitter r g b : Adds noise, independent colours, for dithering
-jitter r g b : Adds noise, monochromatic, for dithering
-nodiffuse : Disables light_environment diffuse hack
-nospotpoints : Disables light_spot spherical point sources
-softlight r g b d : Scaling values for backwards-light hack

-customshadowwithbounce : Enables custom shadows with bounce light
-rgbtransfers : Enables RGB Transfers (for custom shadows)

mapfile : The mapfile to compile


** Executing...
** Command: C:\PROGRA~1\Valve Hammer Editor\Zoner's Compiler\hlrad.exe
** Parameters: +map "map1"

I can't load my map into Half Life... It Is just a simple box room with a light! I just want to learn how to start mapping....

-merc
 
yet another error after following another tutorial...


** Executing...
** Command: Change Directory
** Parameters: "C:\Program Files\Steam\SteamApps\[email protected]\counter-strike"


** Executing...
** Command: C:\PROGRA~1\Valve Hammer Editor\Zoner's Compiler\hlcsg.exe
** Parameters: "c:\program files\valve hammer editor\twobox"

Unknown option "Editor\Zoner's"
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 ([email protected])

-= hlcsg Options =-

-nowadtextures : include all used textures into bsp
-wadinclude file : place textures used from wad specified into bsp
-noclip : don't create clipping hull
-noclipeconomy : turn clipnode economy mode off
-onlyents : do an entity update from .map to .bsp
-noskyclip : disable automatic clipping of SKY brushes
-tiny # : minmum brush face surface area before it is discarded
-brushunion # : threshold to warn about overlapping brushes

-hullfile file : Reads in custom collision hull dimensions
-texdata # : Alter maximum texture memory limit (in kb)
-chart : display bsp statitics
-low | -high : run program an altered priority level
-nolog : don't generate the compile logfiles
-threads # : manually specify the number of threads to run
-estimate : display estimated time during compile
-verbose : compile with verbose messages
-noinfo : Do not show tool configuration information
-nonulltex : Turns off null texture stripping
-dev # : compile with developer message

-wadconfig name : Specify a configuration to use from wad.cfg
-wadcfgfile path : Manually specify a path to the wad.cfg file
-wadautodetect : Force auto-detection of wadfiles
mapfile : The mapfile to compile


** Executing...
** Command: C:\PROGRA~1\Valve Hammer Editor\Zoner's Compiler\hlbsp.exe
** Parameters: "c:\program files\valve hammer editor\twobox"

Unknown option "Editor\Zoner's"
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 ([email protected])

-= hlbsp Options =-

-leakonly : Run BSP only enough to check for LEAKs
-subdivide # : Sets the face subdivide size
-maxnodesize # : Sets the maximum portal node size

-notjunc : Don't break edges on t-junctions (not for final runs)
-noclip : Don't process the clipping hull (not for final runs)
-nofill : Don't fill outside (will mask LEAKs) (not for final runs)

-texdata # : Alter maximum texture memory limit (in kb)
-chart : display bsp statitics
-low | -high : run program an altered priority level
-nolog : don't generate the compile logfiles
-threads # : manually specify the number of threads to run
-estimate : display estimated time during compile
-nonulltex : Don't strip NULL faces
-verbose : compile with verbose messages
-noinfo : Do not show tool configuration information
-dev # : compile with developer message

mapfile : The mapfile to compile


** Executing...
** Command: C:\PROGRA~1\Valve Hammer Editor\Zoner's Compiler\hlvis.exe
** Parameters: "c:\program files\valve hammer editor\twobox"

Unknown option "Editor\Zoner's"
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 ([email protected])

-= hlvis Options =-

-full : Full vis
-fast : Fast vis

-texdata # : Alter maximum texture memory limit (in kb)
-chart : display bsp statitics
-low | -high : run program an altered priority level
-nolog : don't generate the compile logfiles
-threads # : manually specify the number of threads to run
-estimate : display estimated time during compile
-maxdistance # : Alter the maximum distance for visibility
-verbose : compile with verbose messages
-noinfo : Do not show tool configuration information
-dev # : compile with developer message

mapfile : The mapfile to compile


** Executing...
** Command: C:\PROGRA~1\Valve Hammer Editor\Zoner's Compiler\hlrad.exe
** Parameters: "c:\program files\valve hammer editor\twobox"

Unknown option "Editor\Zoner's"
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 ([email protected])

-= hlrad Options =-

-sparse : Enable low memory vismatrix algorithm
-nomatrix : Disable usage of vismatrix entirely

-extra : Improve lighting quality by doing 9 point oversampling
-bounce # : Set number of radiosity bounces
-ambient r g b : Set ambient world light (0.0 to 1.0, r g b)
-maxlight # : Set maximum light intensity value
-circus : Enable 'circus' mode for locating unlit lightmaps
-nopaque : Disable the opaque zhlt_lightflags for this compile

-smooth # : Set smoothing threshold for blending (in degrees)
-chop # : Set radiosity patch size for normal textures
-texchop # : Set radiosity patch size for texture light faces

-notexscale # : Do not scale radiosity patches with texture scale
-coring # : Set lighting threshold before blackness
-dlight # : Set direct lighting threshold
-nolerp : Disable radiosity interpolation, nearest point instead

-fade # : Set global fade (larger values = shorter lights)
-falloff # : Set global falloff mode (1 = inv linear, 2 = inv square)
-scale # : Set global light scaling value
-gamma # : Set global gamma value

-sky # : Set ambient sunlight contribution in the shade outside
-lights file : Manually specify a lights.rad file to use
-noskyfix : Disable light_environment being global
-incremental : Use or create an incremental transfer list file

-dump : Dumps light patches to a file for hlrad debugging info

-texdata # : Alter maximum texture memory limit (in kb)
-chart : display bsp statitics
-low | -high : run program an altered priority level
-nolog : Do not generate the compile logfiles
-threads # : manually specify the number of threads to run
-estimate : display estimated time during compile
-verbose : compile with verbose messages
-noinfo : Do not show tool configuration information
-dev # : compile with developer message

-colourgamma r g b : Sets different gamma values for r, g, b
-colourscale r g b : Sets different lightscale values for r, g ,b
-colourjitter r g b : Adds noise, independent colours, for dithering
-jitter r g b : Adds noise, monochromatic, for dithering
-nodiffuse : Disables light_environment diffuse hack
-nospotpoints : Disables light_spot spherical point sources
-softlight r g b d : Scaling values for backwards-light hack

-customshadowwithbounce : Enables custom shadows with bounce light
-rgbtransfers : Enables RGB Transfers (for custom shadows)

mapfile : The mapfile to compile


** Executing...
** Command: Copy File
** Parameters: "c:\program files\valve hammer editor\twobox.bsp" "C:\Program Files\Steam\SteamApps\[email protected]\half-life\valve\maps\twobox.bsp"

The command failed. Windows reported the error:
"The system cannot find the file specified."

** Executing...
** Command: Copy File
** Parameters: "c:\program files\valve hammer editor\twobox.pts" "C:\Program Files\Steam\SteamApps\[email protected]\half-life\valve\maps\twobox.pts"

The command failed. Windows reported the error:
"The system cannot find the file specified."

** Executing...
** Command: hl.exe
** Parameters: +map "twobox" -dev -console
 
First off, are you using normal compile mode, or expert? From the look of your compile log you appear to be using Expert. Switch to normal seeing your new to editing. Second, you're using steam, don't use steam to edit with - it's terrible.

Use your old non steam version of half-life to map with. You can still compile under the old version and still play the maps in steam. If you don't have an old install of pre steam half-life then using steam to edit with is going to make you're job a lot more difficult.

If you are using expert mode its the path you've specified to your compile tools that it's disagreeing to. I had similar problems when using steam to edit with. The problem may also be with your Zoner's folder name. Try renaming it to Zoners without the '.

Also what tutorial are you following?
 
I notice two different paths one for cs and one for hl. Right near the top. I'll make one easy suggestion for compiling. Do not use the hammer editor to compile. Use HLCC. Do a google on it. Also i would look at a sight called The snarkpit, im using my wifes comp (a Mac) at this time and dont know how to copy/paste links.
 
ive tried all these programs and i really am just stuck right now... i need someone to show me what i am doing wrong because i am following all the tutorials and readmes and nothing seems to be working?! ARG! also, who is the main leveler on valve that i can contact and ask some questions about this?

-merc
 
Make a vid of how you are doing it and we will tell you what is wrong :)
 
I have Zoners tools in a folder on their own called 'compile' and use a couple of batch files to compile the map (in .map format) to the bsp, with -wadincludes etc. via the ms-dos console. It's the fastest and easiest way to compile, I have the -estimate tags on too so I know how long the compile will take and what % it's at.

I also have a batch file that tells me the number of basepatches used on a particular map so I know where the limit is, instead of having to do a 1-hour-compile before being told the base patches have exceeded maximum.

If you want to try this method out I have zipped the folder and hosted the files here - just be sure to read the readme... it's all simple stuff, and I reccommend this compile method to everyone.
 
thanks ill try it out later today and let you know if it works!

-merc
 
*sigh* still stuck at not being able to compile..

-merc
 
Sounds like you have a bad Hammer setup then as most of the wad location information comes straight from the .map which is placed there by hammer.
 
drag the .map file into notepad and make sure the wads match up with your valve directory.

I use HL 1.1.1.0/CS 1.5 for making maps (as it's non-steam) so the problem could lie in steam compatibility.

I'd recommend installing Half-Life 1.1.1.0 on your drive seperately from Steam, and installing CS 1.5 onto it (for cs maps) - then use this to create/edit your maps.
 
i think im going to have to do that, because steam really mixes it up... well next time i go to valve to playtest im going to see if i can get a quick training session from one of their hammer level editors.. :) thanks a bunch for the help guys!

-merc
 
I sent you a PM in responce to yours on the Batch Compiler. I strongly recommend that you use that, it makes things so much simpler (especially if you know nothing about programming languages). You just have to get the hang of it, I think. Hammer works fine... but I've had many problems with it.
 
Yea, you don't have to use steam in your configs! You compile, copy the bsp to your maps folder and then, run steam and test it. I think i'll make a video tutorial for this :-)
 
you still use Steam to access the WADs though, and if the compiler can't find the WAD it'll screw up... so you could try copying the wads to the compile folder and leaving them there (halflife.wad / decals.wad / cstrike.wad)
 
You can open the .map file with notepad and check if the path for the WADs is correct. Compile with the -nowadtextures option so you won't have to bother with the WADs after your map is compiled.
 
dont worry guys, i got everything working now... :)

-merc
 
All you had to do was put quotes around the path. Because of the spaces in it, Hammer was interpreting C:\PROGRA~1\Valve as the location and the rest as parameters. :upstare:
 
The Post Is A Year Old, Man! *supposed to be all caps for emphasis*
 
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