From b430c2dfd6247f4e16b97bcbed2abc2f1fc8c0a8 Mon Sep 17 00:00:00 2001 From: Maxxiii <30539708+Maxxiii@users.noreply.github.com> Date: Sun, 20 Sep 2020 15:41:37 +0300 Subject: Add comments for all FAQ pages, ... add remaining comments for tutorials for Batch Compiler and Terrain Generator --- subpages/Comments/Batch_Compiler_FAQ-page1.html | 1406 +++++++++++++++++++++++ 1 file changed, 1406 insertions(+) create mode 100644 subpages/Comments/Batch_Compiler_FAQ-page1.html (limited to 'subpages/Comments/Batch_Compiler_FAQ-page1.html') diff --git a/subpages/Comments/Batch_Compiler_FAQ-page1.html b/subpages/Comments/Batch_Compiler_FAQ-page1.html new file mode 100644 index 0000000..7b7f8b7 --- /dev/null +++ b/subpages/Comments/Batch_Compiler_FAQ-page1.html @@ -0,0 +1,1406 @@ + + + + + Nem's Tools [Batch Compiler - FAQ - Batch Compiler FAQ] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to this unofficial Github mirror. +
+
+
+
+ +
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+
+
+
Batch + Compiler FAQ - NemPosted: May 26th, 2003 - 11:35:22 pm +
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
Q.
+
+

When I launch Batch Compiler I get the following error message:
"The application + failed to initialize properly (0xc0000135). Click ok to terminate the application." +

+
+
A.
+
+

Batch Compiler is written in C# .NET and such as requires the .NET runtimes to run. See the + downloads + page for more information.

+
 
+
Q.
+
+

When I launch Batch Compiler I get the following error message:
"A required .DLL + file, MSCOREE.DLL, was not found."

+
+
A.
+
+

Batch Compiler is written in C# .NET and such as requires the .NET runtimes to run. See the + downloads + page for more information.

+
 
+
Q.
+
+

When I open an old preset file I get the following error message:
"Error: The data at + the root level is invalid. Line 1, position 1."

+
+
A.
+
+

Batch Compiler v3.X.X is not backwards compatible with Batch Compiler v2.X.X. This means + that old preset files will not work and you will have to recreate them.

+
 
+
Q.
+
+

How can I convert a preset I've saved using one specification file to a preset of another + specification file?

+
+
A.
+
+

This can be accomplished by importing the preset. To do this:

+
    +
  1. From the 'Specifications' menu select the specification file you would like to convert + the preset to.
  2. +
  3. From the 'File' menu select 'Import Preset'.
  4. +
  5. Browse to and open the preset you would like to convert from.
  6. +
+
+
+ +

Ask a question...

+
+
+
Modified: Aug 5th, 2004 - 10:16:43 am[ 86718 Views ] +
+
+

+ +
[ 1 + 2 + ]

+ +
+
+
1. FirestormTerraXPosted: Jun 2nd, 2003 - 4:02:28 + pm +
+
+

+ I compiled my map and it works just fine, but when i get into counter-strike there isn't any text, like + when you select your team, there are only boxes. Same with the weapons, there are only boxes, no + pictures or descriptions. How can this be fixed?alarmed
+
+

+
+
+
2. NemPosted: Jun 4th, 2003 - 10:53:46 am +
+
+

Hum, I haven't mapped for CS for so long it's hard to say. Are you sure + your 1) in CS and 2) have all the required entities (info_player_start, info_player_deathmatch + etc.)
+
+ sad
+
+

+
+
+
3. FirestormTerraXModified: Jun 4th, 2003 - + 8:31:37 pm +
+
+

+ I have those entities, i'm not sure why it does that, but the more i've compiled, i've noticed that + sometimes it does have the text, so I don't know, o well, I don't need it because i have the things + memorized anyway. Thanks anyway. While i'm asking questions, do you have any idea why suddenly in + worldcraft it would stop allowing me to save as a .map file? Whenever i try to save as .map, it comes up + with "worldcraft has encountered an error and must close... blah blah blah". This is making me + a little angry, because it was working fine, and now all the sudden it starts this crap up, can you + help? or is there another way to save my map as a .map file using a different program?
+
+

+
+
+
4. NemPosted: Jun 5th, 2003 - 2:24:10 pm +
+
+

I'm not sure about that either (I'm a QuArK user myself); however, if you look + in the Spec File section you will notice a spec file that contains HLFix. + This is a utility designed to convert .rmf files to .map files and runs on the command line (it is also + capable of fixing some problems with Hammer's exporting code). To use this you basically check the HLFix + stage and select a .rmf file instead of a .map file (what could be easier).

You can find the + program here.
+
+

+
+
+
5. ChaosMixedPosted: Jun 8th, 2003 - 10:25:10 + pm +
+
+

+ HI,
+ Everytime i hit the "Run" button in the Batch Compiler i getting the following error
+
+ "
+ Map change Failed; 'cs_militia' not found on server
+ execing config.cfg"
+ then nothing happen.. is my config.cfg messed up or do a have the wrong path or something
+
+ i run this though CS as i dont have HL
+
+
+
+

+
+
+
6. NemPosted: Jun 9th, 2003 - 11:01:37 am +
+
+

This error comes when HL launches right? After your map has + compiled.
+
+ I don't know much about starting Counter-Strike retail from the console, but if you have the correct + 'File Destination Path' set in the Options -> Setup -> Paths section and you're telling BC to + 'Copy .BSP After Compile' under the Batch tab and you have the correct options under the HL tab then + everything should be fine.
+
+ shrug
+
+ Other then that my best guess is that there was an error in your map so the compiling process stopped + and a .bsp file was never created to copy to you File Destination Path.
+
+ In BC (assuming you have the latest version) click 'View <mapname>.log' in the File menu and check + it for error messages.
+
+

+
+
+
7. ChaosMixedPosted: Jun 9th, 2003 - 1:17:41 + pm +
+
+

+ The error occur in the console of CS. The ms-dos window pops up fine. Here are my paths
+
+ HL Path:
+ C:\Sierra\Counter-Strike\cstrike.exe
+ Half-Life Path:
+ C:\Sierra\Counter-Strike
+ File Destination Path:
+ C:\Sierra\Counter-Strike\cstrike\maps
+
+
+

+
+
+
8. NemPosted: Jun 9th, 2003 - 2:20:24 pm +
+
+

+ exhausted
+
+ What options are you using in the HL tab?
+
+

+
+
+
9. ChaosMixedModified: Jun 9th, 2003 - 3:30:32 + pm +
+
+

+ Run Half-Life with Map
+ Enable Console
+ Developer
+ Minuim Memory
+ game
+
+ Mostly Everything is set to the tutorial
+
+
+

+
+
+
10. NemModified: Jun 9th, 2003 - 5:58:26 pm +
+
+

Hum, don't know what to say, assuming 'Game' is set to 'cstrike' it should + work. Are you sure that the .bsp file is located in your cstrike\maps directory and that your map + contains an info_player_start entity?
+
+

+
+
+
11. ChaosMixedPosted: Jun 9th, 2003 - 10:24:44 + pm +
+
+

+ i dont think my map cotain a info_player_start entity so what is that and how do i get one.. also i + thing after i hit run i've been realizing that the map are getting deleted so i un check all the boxes + That delete the files. And yet the map are still getting delete..i'll be happy to take a screen shot of + anyhting you need
+
+

+
+
+
12. NemPosted: Jun 9th, 2003 - 10:36:54 pm +
+
+

+ For Half-Life to recognize a level it needs to contain an info_player_start (which tells Half-Life where + players should spawn). I'd recommend searching for a beginners mapping tutorial for whatever editor you + use.
+
+

+
+
+
13. NaigelPosted: Jun 16th, 2003 - 10:34:27 + am +
+
+

+ I'm mapping for a mod called Natural Selection, everything is fine except that the compiler can't find + the wad from that game... So, I did that wad-include thingy. That worked! But the huge minor thing is: + my map has grown 1 mb of size because of the .wad! Now, I want to know... what to do if you don't want + to add the .wad from the mod INTO the map but just use it to compile. If you don't understand this + exactly mail me at nicky_pelupessy@hotmail.com for screenies and more explanation.
+
+ bleeh
+
+

+
+
+
14. NemPosted: Jun 16th, 2003 - 12:16:13 pm +
+
+

+ If you have your 'Half-Life Path' setup correctly on the Options->Setup form under the 'Paths' tab + then it should work. Zoners tries to find used .wad files by looking for .wad files specified in a + location relative to this path.
+
+ It may also be a problem with your editor. If other .wad files are working fine, the string that holds + the relative location of the .wad file may be too long and as a result the path may not be complete, try + removing some .wad files from your editor’s setup.
+
+

+
+
+
15. pebePosted: Oct 17th, 2003 - 6:57:17 am +
+
+

+ Hey, could you please write a tutorial on how to get the fastest possible compile?
+
+

+ +
+
+
16. FirestormTerraXModified: Oct 24th, 2003 - + 5:40:07 pm +
+
+

+ I used Batch Compiler a few times to compile my counter-strike maps, and it worked fine at first. After + 3 or 4 compiles, it stopped compiling the new .map file, and only runs the old one, like if i make + changes, save it as a .map, and try to compile it, it compiles it as the last save, so none of my new + additions show up in the game. Is there any way to fix this problem? I've tried reinstalling and + different configurations, but nothing works. Any advice will be appreciated.
+
+

+
+
+
17. NemPosted: Oct 24th, 2003 - 6:24:39 pm +
+
+

+ You don't, per chance, have any errors in the changes you made to your .map fille do you?
+
+

+
+
+
18. TorQueMoDModified: Jan 9th, 2004 - 1:01:54 + pm +
+
+

+ I'm getting a really weird error when I try to compile my map that says "no game dir" in + mymapname.map
+
+ What the heck does this mean?
+
+ I'm trying to use the compiler to compile a Q2 map.
+
+ Also I noticed that when setting up the paths, you have a specific file name already entered into the + browse category so you can't specify a different exe.
+ I got around this problem by clicking on the drop down list which happened to have my tools directory in + it and I manually entered the proper .exe file name.
+
+ Is there a special way I'm supposed to set up the compiler for use with Q2 maps?
+
+ I also just realized that to make things worse, you also made a naming error for the bsp exe file. + You've got the program set to look for qbps.exe instead of qbsp.exe
+
+ Thanks!
+
+

+
+
+
19. NemPosted: Jan 9th, 2004 - 9:11:29 pm +
+
+

+ Never compiled for Quake 2 so I'm not sure how to (shouldn't be too much different then compiling for + any other engine though.) Is the "no game dir" error from BC or QTools? As for the qbps.exe, + my mistake; if you open the file named 'qtools.bcs' and search and replace 'qbps.exe' with 'qbsp.exe' + you should be able to fix the problem.
+
+ Nem
+
+
+

+
+
+
20. moonshinePosted: Jan 12th, 2004 - 11:05:31 + pm +
+
+

+ ok i have been map making ever since my freshman year in college,4 years ago...and well i took some time + off because of school...well now im back in the swing of things, but i seem to have one, and only one + problem and i desperately need some advice...im using the BC, and when i hit "run" everything + compiles fine..by that i mean no errors or anything and my compile window shows everything working + fine...but the map never compiles..and all i get is a "press any button to continue" + sentence...am i not waiting long enough, ive only made a simple box with all the requiried + "cs"enities in it..please help..........
+
+

+
+
+
21. NemPosted: Jan 13th, 2004 - 6:08:54 pm +
+
+

Have you selected the stages you want to run on the right?

Is 'Press + any button to continue...' the only thing that shows up?
+
+

+
+
+
22. moonshineModified: Jan 14th, 2004 - 5:30:31 + pm +
+
+

Yes, i have the stages i want to run selected..and no, the ' press any button + to continue' is not the only thing that shows up.....So i decided to send you my log...I for the life of + me, cant figure out whats going on..maybe you have can spot this better than i can..hopefully so!..ill + be waiting egarly for your next response!...P.S sorry for the long comment, but had to let you + see




hlcsg v2.5.3 rel (May 2 2001)
Based on Valve's version, modified + with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
----- BEGIN hlcsg + -----
Command line: D:\WorldCraft\hlcsg.exe -chart D:\WorldCraft\maps\work.map

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

noclip [ off ] [ off ]
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 ]

Wadinclude list + :
[zhlt.wad]


entering D:\WorldCraft\maps\work.map
CreateBrush:
50%... + (0.00 seconds)
SetModelCenters:
50%... (0.00 seconds)
CSGBrush:
50%... (0.00 + seconds)

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ + --------------- --------------- --------
models 0/400 0/25600 ( 0.0)
planes 132/32767 + 2640/655340 ( 0.4)
vertexes 0/65535 0/786420 ( 0.0)
nodes 0/32767 0/786408 ( + 0.0)
texinfos 3/32767 120/1310680 ( 0.0)
faces 0/65535 0/1310700 ( 0.0)
clipnodes 0/32767 + 0/262136 ( 0.0)
leaves 0/8192 0/229376 ( 0.0)
marksurfaces 0/65535 0/131070 ( + 0.0)
surfedges 0/512000 0/2048000 ( 0.0)
edges 0/256000 0/1024000 ( 0.0)
texdata + [variable] 0/4194304 ( 0.0)
lightdata [variable] 0/4194304 ( 0.0)
visdata [variable] 0/2097152 + ( 0.0)
entdata [variable] 0/524288 ( 0.0)
0 textures referenced
=== Total BSP file data + space used: 2760 bytes ===
Using WAD File: \sierra\half-life\valve\liquids.wad
Embedding + textures from WAD File [\worldcraft\zhlt.wad] into BSP
Using WAD File: + \worldcraft\zeditor.wad
Texture usage is at 0.00 mb (of 4.00 mb MAX)
0.03 seconds + elapsed

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



hlbsp v2.5.3 rel (May 2 2001)
Based + on Valve's version, modified with permission.
Submit detailed bug reports to + (zoner@gearboxsoftware.com)
----- BEGIN hlbsp -----
Command line: D:\WorldCraft\hlbsp.exe + -chart D:\WorldCraft\maps\work.map

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

noclip [ off ] [ off ]
nofill [ off ] [ off ]
notjunc [ off ] [ off + ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 240)
max node size [ 1024 ] [ 1024 ] (Min 64) + (Max 4096)


BSP generation successful, writing portal file + 'D:\WorldCraft\maps\work.prt'

Object names Objects/Maxobjs Memory / Maxmem + Fullness
------------ --------------- --------------- --------
models 3/400 192/25600 ( + 0.8)
planes 132/32767 2640/655340 ( 0.4)
vertexes 24/65535 288/786420 ( 0.0)
nodes + 18/32767 432/786408 ( 0.1)
texinfos 3/32767 120/1310680 ( 0.0)
faces 18/65535 360/1310700 ( + 0.0)
clipnodes 54/32767 432/262136 ( 0.2)
leaves 14/8192 392/229376 ( 0.2)
marksurfaces + 18/65535 36/131070 ( 0.0)
surfedges 72/512000 288/2048000 ( 0.0)
edges 37/256000 148/1024000 ( + 0.0)
texdata [variable] 48/4194304 ( 0.0)
lightdata [variable] 0/4194304 ( 0.0)
visdata + [variable] 0/2097152 ( 0.0)
entdata [variable] 487/524288 ( 0.1)
1 textures + referenced
=== Total BSP file data space used: 5863 bytes ===
0.14 seconds + elapsed

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



g_fastvis = true
hlvis v2.5.3 rel + (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports + to (zoner@gearboxsoftware.com)
----- BEGIN hlvis -----
Command line: D:\WorldCraft\hlvis.exe + -fast -chart D:\WorldCraft\maps\work.map

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

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


1 + portalleafs
0 numportals
BasePortalVis:
(0.00 seconds)
average leafs visible: + 1
g_visdatasize:3 compressed from 1

Object names Objects/Maxobjs Memory / Maxmem + Fullness
------------ --------------- --------------- --------
models 3/400 192/25600 ( + 0.8)
planes 132/32767 2640/655340 ( 0.4)
vertexes 24/65535 288/786420 ( 0.0)
nodes + 18/32767 432/786408 ( 0.1)
texinfos 3/32767 120/1310680 ( 0.0)
faces 18/65535 360/1310700 ( + 0.0)
clipnodes 54/32767 432/262136 ( 0.2)
leaves 14/8192 392/229376 ( 0.2)
marksurfaces + 18/65535 36/131070 ( 0.0)
surfedges 72/512000 288/2048000 ( 0.0)
edges 37/256000 148/1024000 ( + 0.0)
texdata [variable] 48/4194304 ( 0.0)
lightdata [variable] 0/4194304 ( 0.0)
visdata + [variable] 3/2097152 ( 0.0)
entdata [variable] 487/524288 ( 0.1)
1 textures + referenced
=== Total BSP file data space used: 5866 bytes ===
0.00 seconds + elapsed

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



hlrad v2.5.3 rel (May 2 2001)
Based + on Valve's version, modified with permission.
Submit detailed bug reports to + (zoner@gearboxsoftware.com)
----- BEGIN hlrad -----
Command line: D:\wc\hlrad.exe -sparse + -nopaque -bounce 8 -chart D:\WorldCraft\ma
ps\work.map

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

vismatrix algorithm [ Sparse ] [ Original ]
oversampling (-extra)[ + off ] [ off ]
bounces [ 8 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 + ]
maximum light [ 256.000 ] [ 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 ]
global gamma amount [ 0.500 ] [ + 0.500 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

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


18 faces
Create Patches : 0 base patches
0 opaque faces
0 square feet + [0.00 square inches]
1 direct lights

BuildFacelights:
50%... (0.00 + seconds)
Warning: Attempting to allocate 0 bytes
BuildVisLeafs:
30%... (0.00 + seconds)
visibility matrix : 0.0 megs
MakeScales:
(0.00 + seconds)
SwapTransfers:
(0.00 seconds)
Transfer Lists : 0 transfers
Indices : 0 + bytes
Data : 0 bytes
Bounce 1 GatherLight:
(0.00 seconds)
Bounce 2 + GatherLight:
(0.00 seconds)
Bounce 3 GatherLight:
(0.00 seconds)
Bounce 4 + GatherLight:
(0.00 seconds)
Bounce 5 GatherLight:
(0.00 seconds)
Bounce 6 + GatherLight:
(0.00 seconds)
Bounce 7 GatherLight:
(0.00 seconds)
Bounce 8 + GatherLight:
(0.00 seconds)
FinalLightFace:
50%... (0.00 seconds)

Object + names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- + --------
models 3/400 192/25600 ( 0.8)
planes 132/32767 2640/655340 ( 0.4)
vertexes + 24/65535 288/786420 ( 0.0)
nodes 18/32767 432/786408 ( 0.1)
texinfos 3/32767 120/1310680 ( + 0.0)
faces 18/65535 360/1310700 ( 0.0)
clipnodes 54/32767 432/262136 ( 0.2)
leaves + 14/8192 392/229376 ( 0.2)
marksurfaces 18/65535 36/131070 ( 0.0)
surfedges 72/512000 + 288/2048000 ( 0.0)
edges 37/256000 148/1024000 ( 0.0)
texdata [variable] 48/4194304 ( + 0.0)
lightdata [variable] 0/4194304 ( 0.0)
visdata [variable] 3/2097152 ( 0.0)
entdata + [variable] 487/524288 ( 0.1)
+ 1 textures referenced
+ === Total BSP file data space used: 5866 bytes ===
+ 0.11 seconds elapsed
+
+ ----- END hlrad -----
+
+
+
+ D:\WorldCraft\maps\work.wic deleted.
+ D:\WorldCraft\maps\work.lin deleted.
+ D:\WorldCraft\maps\work.p0 deleted.
+ D:\WorldCraft\maps\work.p1 deleted.
+ D:\WorldCraft\maps\work.p2 deleted.
+ D:\WorldCraft\maps\work.p3 deleted.
+ D:\WorldCraft\maps\work.prt deleted.
+ 1 file(s) copied.
+ work.bsp copied to D:\SIERRA\Half-Life\cstrike\maps
+ 1 file(s) copied.
+ work.pts copied to D:\SIERRA\Half-Life\cstrike\maps
+
+ Press any key to continue . . .
+
+

+
+
+
23. NemPosted: Jan 15th, 2004 - 3:41:06 pm +
+
+

I don't know what to say. You must have a BSP somewhere because HLVIS + and HLRAD wouldn't run if you didn't.
+
+

+
+
+
24. moonshinePosted: Jan 15th, 2004 - 9:28:02 + pm +
+
+

+ so, a question, is this the normal or correct compile log that one would normaly see if they did + everything right?..like one would see right before they would actually "compile" the + map??..and if so, would having steam on my system have anything to do with it?..or the fact that i used + "worldcraft" have anything to do with anything at all???...it just doesnt make sense to me..oh + and by the way, i waited 3 hours for my simple "cs" map to load so i know that im giving it + enough time, given the fact that im running it on a 2.6 gf200
+
+

+
+
+
25. moonshinePosted: Jan 16th, 2004 - 11:05:38 + am +
+
+

+ So if i have my .bsp "somewhere" then shouldnt it be compiling?...and as far as the stages on + the right, i have the ones you have selected in your bc tutorial, i am kinda curious about one of the + stages that i dont have checked...the"hl" one...im not thinking this should be selected, + should it be>?...and isnt there someway to narrow this problem down?..i mean half the people on here + are having problems becuase they didnt set up the bc right..Well ive done that , and i think my compile + log shows that ive done it right...what do i do to solve this..nem you are my last hope!!!!!..i do have + my drive partishend but i made sure all my "half-life" junk was all in the same directory, + including all my subfolders needed ....
+
+

+
+
+
26. NemPosted: Jan 17th, 2004 - 10:01:35 am +
+
+

+ As far as I can tell the compiler is set up right and your map is compiling fine. I'm a little confused + as to what the problem is though. Is it that you can't find the map in the maps list when you start a + game? Is it that you can find the map but it won't load?
+
+

+
+
+
27. moonshinePosted: Jan 18th, 2004 - 11:39:59 + am +
+
+

+ ok wait sec, once my map is done compiling wont it automatically load?..i thought that was the way it + worked...do i i actaully have to find the ".bsp" and load it manually?..if so i feel pretty + dumb..ill go check just in case
+
+

+
+
+
28. NemPosted: Jan 18th, 2004 - 2:07:35 pm +
+
+

+ If you want the level to automatically load you have to tell it to with the Half-Life tab. The is for + regular versions of Half-Life though, not Steam.
+
+

+
+
+
29. bryce_boiPosted: Jan 31st, 2004 - 4:49:29 + am +
+
+

+ hi, i've only just started using zoners tools and i've encounted a problem i cant seem to + explain...
+
+ when ever i place any kind of brush entity near a flickering light the whole brush mimics the light + along with every other brush entity with the same attributes no matter were they are placed in the map, + the result is flashing doors and func_walls throughout the map.
+
+ is there a parameter im over looking or maybe just somthing i can do with the map to prevent this, i + never had this problem with valves QRAD but it doesn't create as nice lighting so i dont want to have to + go back.
+
+

+
+
+
30. NemPosted: Feb 1st, 2004 - 9:52:13 am +
+
+

+ This is not a problem with Batch Compiler. Please ask questions concerning Zoners in an appropriate + forum.
+
+ watermelon
+
+ Nem
+
+

+ +
+
+
31. RaGePosted: Apr 18th, 2004 - 10:58:20 + am +
+
+

+ I have a problem, is there any special setting for steam applications??::
+
+ I browse all the CSG, BSP, VIS, RAD (Zoner Tools)
+ then i browse HL path:
+ C:\Program Files\Steam\SteamApps\myemail@myemail.com\half-life\hl.exe
+
+ then half-life path:
+ C:\Program Files\Steam\SteamApps\myemail@myemail.com\half-life
+
+ and file path:
+ c:\maps
+
+ so i open my map (Test.map) and i run then there is a problem:
+ ---------------------------
+ Fatal Error
+ Could not find filesystem dll to lead
+
+

+
+
+
32. link1991Posted: May 8th, 2004 - 7:03:01 + pm +
+
+

+ I think u shouldnt run the game when u compile, just compile and make sure u have a bsp file in ur map + folder. Then after u compiled start game and chose the map u compiled when u create game.cool
+
+

+
+
+
33. HellCLericPosted: Jun 28th, 2004 - 12:48:37 + pm +
+
+

+ i was wondering how to get the batch compiler to work. when i open the program there is no way for me to + import a .map file. how do i do this?
+
+

+
+
+
34. NemPosted: Jun 28th, 2004 - 2:09:38 pm +
+
+ +

+
+
+
35. jab391Posted: Aug 23rd, 2004 - 2:07:31 + pm +
+
+

+ ok i downloaded batch compiler and got everything set. i got the map i wanted and when i clicked run + there was this error:
+ Error writing batch file:
+ C:\PROGRAM FILES\BATCH COMPILER\compiler.bat
+ Error: OutputPATH path is not set or invalid.
+
+

+
+
+
36. BluefangModified: Aug 23rd, 2004 - 2:26:23 + pm +
+
+

jab391:
In the Paths tab in the settings, make sure that your 'output' + path is correct. this is your game map folder (i.e. half-life/valve/maps).

RaGe:
don't + use the Half-Life tab. just completely ignor that. that is for backwords + compatibility.

Because you are using Steam, you should be using the Steam tab (huh? I + wonder why?).
+ make sure that you set up the Steam path.
+
+ Naigel:
+ make sure that your WAD file is in the Half-Life/nsp folder.
+
+

+
+
+
37. KimballPosted: Oct 3rd, 2004 - 1:58:55 + pm +
+
+

+ I have been mapping for dod succesfully, am making on for my unit and got Nem's tools because I want + better ones the zhlt or hammer. I followed tutorial to the word and when i load the . map file and press + run a MS-DOS window blincks for a millisecond but doesn't launch game. I check in the New Game tab in + DoD and search for my map but nothing.....I am confused by the specifications tab and am unsure if i + have the right zoner's tools.... P.S. i have all of my directorys set properly. so if ne one has any + idea......!!!!!
+
+

+
+
+
38. NemPosted: Oct 3rd, 2004 - 9:53:40 pm +
+
+

+ Sounds like something is wrong with the batch file BC is generating, to confirm this you could run the + compile.bat file BC generates from your command prompt (this way it won't disappear). BTW, what version + of Zoners are you using?
+
+

+
+
+
39. KimballPosted: Oct 4th, 2004 - 4:01:49 + pm +
+
+

+ Zoner's Half-Life Compilation Tools 2.5.3, CUSTOM BUILD 1.7
+
+ copied from zhlt readme...i am following tutorial settings on Normal. P.S. i ran the compile.bat in the + batch compiler folder and it runs and comes up with a notepad window, i read it and see no errors, + however in .bat window it says "there was an error compiling, check 'mapname.log' i check it and + see nothing, bsp complete all of that.
+
+

+
+
+
40. NoBodyPosted: Oct 4th, 2004 - 4:20:11 + pm +
+
+

+ what is the 10 last lines befor it telles you that thers a error. (go to the cornor logo and then + eidt->mark to copy the text)
+
+ the spec file is ment for zhlt253 c17 p15 so you might be giving it a comand that is only in the + p15
+
+

+
+
+
41. NemPosted: Oct 4th, 2004 - 6:26:08 pm +
+
+

+ The Clip Type switch is part of ZHLT v2.5.3 c1.7 p15 but not ZHLT v2.5.3 c1.7, you should remove + it.
+
+

+
+
+
42. NoBodyPosted: Oct 4th, 2004 - 11:13:32 + pm +
+
+

+ or you could get a install that sets it self up and includes the latest stabil compiler here.
+ http://rollinit.com/sparky/half-life/packages/HL-Compile.html
+
+
+
+

+
+
+
43. KimballPosted: Oct 5th, 2004 - 1:29:42 + pm +
+
+

###################################################
# Batch Compiler + #
###################################################
###################################################
# + Please report bugs to: ryansgregg@hotmail.com + #
###################################################

Written At: 10/5/2004 1:27 + PM
BC Version: 3.0.0.0

hlfix v0.81b by Jedediah Smith - + http://extension.ws/hlfix/
Using epsilon 0.004
Reading input file + C:\mapping\rmf\dod_grass.rmf... done
Reading wad list file + C:\mapping\compiler\HL-Compiled\Tools\HLFix\wad.
done
Snapping vertices
Tesselating + non-planar faces
Decomposing non-convex solids
Uniting coplanar faces
Writing output file + C:\mapping\rmf\dod_grass.map... done
hlcsg v2.5.3 rel Custom Build 1.7p15 (Jun 3 2004)
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 + (webmaster@xp-cagey.com)
----- BEGIN hlcsg -----
Command line: + C:\mapping\compiler\HL-Compiled\Tools\CHLT\hlcsg.exe -wa
t C:\mapping\rmf\dod_grass
Entering + C:\mapping\rmf\dod_grass.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 ]
max lighting + memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off + ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type + [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ + on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ + 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad + configuration
Wadfiles not in use by the map will be excluded
Wadinclude list + :
[zhlt.wad]

0 brushes (totalling 0 sides) discarded from clipping + hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.14 + seconds)
SetModelCenters:
(0.00 + seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.95 + seconds)

Using Wadfile: c:\mapping\dod\dod_anzio.wad
- Contains 4 used textures, 57.14 + percent of map (133 textures in wad
Using Wadfile: c:\mapping\dod\dod_forest.wad
- Contains 2 + used textures, 28.57 percent of map (71 textures in wad)
Using Wadfile: + c:\mapping\dod\dod_sturm.wad
- Contains 1 used texture, 14.29 percent of map (60 textures in + wad)

Texture usage is at 0.26 mb (of 4.00 mb MAX)
1.53 seconds elapsed

----- + END hlcsg -----



hlbsp v2.5.3 rel c1.7p16 prerelease (Aug 26 2004)
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 + (fuck@os.dk)
----- BEGIN hlbsp -----
Command line: + C:\mapping\compiler\HL-Compiled\Tools\CHLT\hlbsp.exe C:\
f\dod_grass

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 ]
noopt [ 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 + 8192)


SolidBSP [hull 0] 499 (0.05 seconds)
Warning: No entities exist in hull 0, + no filling performed for this hu
SolidBSP [hull 1] 500...874 (0.11 seconds)
Warning: No + entities exist in hull 1, no filling performed for this hu
SolidBSP [hull 2] 500...879 (0.11 + seconds)
Warning: No entities exist in hull 2, no filling performed for this hu
SolidBSP [hull + 3] 500...886 (0.11 seconds)
+ Warning: No entities exist in hull 3, no filling performed for this hu
+ 0.97 seconds elapsed
+
+ ----- END hlbsp -----
+
+
+
+ hlvis v2.5.3 rel Custom Build 1.7p15 (Jun 3 2004)
+ 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 (webmaster@xp-cagey.com)
+ ----- BEGIN hlvis -----
+ Command line: C:\mapping\compiler\HL-Compiled\Tools\CHLT\hlvis.exe -fu
+ ing\rmf\dod_grass
+ Error: Portal file 'C:\mapping\rmf\dod_grass.prt' does not exist, cann
+ map
+
+
+ ----- END hlvis -----
+
+
+
+
+ There was a problem compiling your map, check your dod_grass.log file
+ .
+
+ Press any key to continue . . .
+
+ I installed it and it gave me this...
+
+
+
+

+
+
+
44. NemPosted: Oct 5th, 2004 - 1:33:00 pm +
+
+

+ Maybe something to do with:
+
+ Warning: No entities exist in hull 0, no filling performed for this hull.
+
+ You need an entity in your map, please don't post mapping related errors here, only BC related + errors.
+
+

+
+
+
45. KimballPosted: Oct 5th, 2004 - 3:53:57 + pm +
+
+

+ THANK YOU! NEM AND NOBODY PROBLEMO SOLVED, NOW MY UNIT MAP WILL GO ON UNABIDED! USING TERRAIN GENERATOR + FOR OTHER MAPS AS WELL>...TY TY TYexplodingtheforcefree
+
+

+ +
+
+
46. Mr.KilljoyPosted: Mar 28th, 2005 - 6:27:02 + pm +
+
+
Hey, very useful tool :D
+ Just one suggestion though, in the HL2 BSP config panel, the "Light If Missing"
+ option, when checked, causes the map to crash right after it's loaded (in most cases, or i'm jinxed?)... + I got hard time figuring it out after 2 days tweaking&compiling my map thinking the cause was in it + :(
+
+ So, here is the suggestion:
+ In the tips text case at the bottom, add a line that says "Beware, it can f*ck up your map!" + ... FYI, it took 8hours to compile VIS each time and 1 hour for RAD, and it's a small map :p
+
+ Thx, now I know where it came from but if it can help anyone else, you might just add such a tip ;) +
+

+
+
+
47. DimitriPosted: Apr 27th, 2005 - 11:19:29 + am +
+
+
Hey Nem, I am havin a problem with compiling, where when i try to compile in reg + valve hammer editor the whole program just disappears. When i try to compile any map it does the same + thing. When i tried it in batch compiler, the ms-dos window was not up long enough for me to even read + an error. Can u help me out man? I'm stumped...what
+

+
+
+
48. NemPosted: Apr 27th, 2005 - 11:35:06 am +
+
+
Open a command prompt, browse to your BC folder, and run the compile.bat file. This + should allow you to read the error.
+

+
+
+
49. DimitriModified: Apr 27th, 2005 - 12:32:38 + pm +
+
+
Got it, thnx Nem, but now it says that the error is "Error: Portal file + 'C:\Program Files\Valve\Steam\SteamApps\wolfman5891\condition zero\aim_houses.prt' does not exist, + cannot vis the map" What can i do to create a prt file since my valve hammer editor program keeps + screwin up?sad
+

+
+
+
50. NemPosted: Apr 27th, 2005 - 1:42:39 pm +
+
+
You probably have a leak. Look in your log for an error message. Also, please direct + mapping questions to the appropriate forums. +
+

+
+
+
51. meazumPosted: Jul 6th, 2005 - 7:29:07 + pm +
+
+
i dont get it .. the name of my rad and such is the ones from hamer and they are NOT + hlrad hlvis and such.. they have the names qrad qbsp and so on
+

+
+
+
52. NoBodyPosted: Jul 7th, 2005 - 9:05:22 + am +
+
+
delete them download the latest form http://zhlt.tk
+

+
+
+
53. DieselPosted: Nov 1st, 2005 - 12:33:08 + pm +
+
+
Hi...Im having bit of a problem. When I compile my map it does it just fine. But when + it goes to load through Steam it says Warning: couldn't open xxxxwad.wad. What do I do to fix + this?
+ Thanks
+ -Diesel
+

+
+
+
54. BluefangPosted: Nov 1st, 2005 - 3:10:34 + pm +
+
+
MAke sure that your WADs are atcually located in the game content folder.
+
+ Steam/SteamApps/<uername>/<game name>/<mod name>/
+
+ For example, Half-Life is:
+
+ Steam/SteamApps/<uername>/half-life/valve/
+

+
+
+
55. DieselPosted: Nov 1st, 2005 - 3:36:23 + pm +
+
+
Thanks a lot...that did it.
+

+
+
+
56. over_scorePosted: Jan 9th, 2006 - 6:23:07 + am +
+
+
----- BEGIN hlvis -----
+ Command line: "H:\Program Files\Zoners Compile Tools\2.5.3\hlvis.exe"-full "H:\\basic + room"
+ Error: Portal file 'H:\\basic room.prt' does not exist, cannot vis the map
+
+
+ ----- END hlvis -----
+
+ Definately no leaks, it is a basic room. I do not know if it is actually a problem with Zoners or the + Batch Compiler. Any help or a redirection appreciated, thanks for all your hard work Nem,
+
+ over_score
+

+
+
+
57. NemPosted: Jan 9th, 2006 - 3:15:34 pm +
+
+
Perhaps you didn't have any entities in your map?

A beter place to ask + would be the wavelength + forums.
+

+
+
+
58. BossmanPosted: Jan 24th, 2006 - 5:58:24 + pm +
+
+
I am a NEW user to batch compiler and so far think its great. I have custom wads + included in my map as well as using the original half life.
+
+ Is it possible to have the wad include ONLY include that particular wad when compiling rather than + incude both?
+
+ Also does wad incude imbed EVERYTING tht is inside the particular wad, or does it only use what has been + used for the map itself?
+
+ I have looked for these answers but probably missed them. If so, my appologies.
+
+ Thank You
+ Bossman
+

+
+
+
59. BossmanPosted: Jan 24th, 2006 - 10:19:47 + pm +
+
+
over_score
+
+ ----- BEGIN hlvis -----
+ Command line: "H:\Program Files\Zoners Compile Tools\2.5.3\hlvis.exe"-full "H:\\basic + room"
+ Error: Portal file 'H:\\basic room.prt' does not exist, cannot vis the map
+
+ I Hope i am not over stepping any bounds. my appologies if i am.
+
+ over-score
+
+ I had exact same problem when i first tried to compile my latest map, I went back and tried a compile + with hammer and still same error.
+
+ After 4.5 hours i found 1 custom .wad that was named PoolTtable_1a.
+
+ I ernamed that wad to poolTable_1, replaced the old texture with new named texture and quala, it + compiled with BC.
+

+
+
+
60. NemModified: Jan 25th, 2006 - 3:08:12 pm +
+
+
To answer your first question, -wadinclude only includes the used textures in the + specified .wad file into the .bsp (it even says that in the description). If you have any problems, you + really should refer to this + site. You'll get faster more complete answers.
+

+ + +
[ 1 + 2 + ]

+ +
+
+
+
Batch Compiler
+ +

+
+
Login
+
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+
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+
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+
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+
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+
+
+
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+ +
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+
+

+
+
Elite Spammers
+ +
+
+ + + +
+
+
+
+
+
Nem's Tools v2.0 © 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file -- cgit v1.2.3