Abouth the option to export maps in 3ds file..well the 3ds file cand be imported in
+ millkshape and softimage/XSI mod tool...in 3dsmax nothing, dosen`t work for it. Could you fix so the
+ format of the 3ds can be of that, that 3dsmax imports it? It would mean the wolrd to me :D...pls
It's a problem with the lib3ds library BSPViewer uses. If you can import into other
+ 3D packages you could try exporting to a different format from them.
+
+
+
+ 18.TaliaPosted: Feb 5th, 2006 - 12:36:56
+ am
+
+
+
Uhm. I have a pre-steam version of HL (HL 1.1.1.0 to be exact) and I can't for the
+ life of me get this configured to read the wad files.
+ Can you tell me what paths it's trying to read the wad in?
It works like a charme and the lightmaps are aligned properly as well. ^^
+ I especially like the option to freeze the visibility algorithm.
+ There is one question I'd like to ask you: Why do you use .NET?
+ Because it's safer in terms of memory leaks?
+ Because it is future oriented and you like the latest wizbang?
+ Because it's 'platform independent'?
I use it because I prefer to write C++ code, and managed .NET code can interop
+ transparently with unmanaged C++ code. This means I can write "normal" C++ code and still take
+ advantage of the .NET framework which I use mainly for its ability to write complex user interfaces with
+ very little effort (as well as other services like cryptology and networking).
+
+ As for your points:
+ Unmanaged code C++ does not use the garbage collector.
+
+ Upgrading C++ code from v1.1 to v2.0 is a HUGE pain in the ass (hopefully this will not reoccur in
+ v3.0).
+
+ Managed C++ is not platform independent, only purely managed code is (C# and VB); unfortunately most my
+ code is locked to Windows, though my unmanaged C++ code (which makes up the core of most projects) can
+ be ported.
Ok, I see. I wondered why a good coder with lots of C++ code from Valve's SDK would
+ convert it all to C#. But honestly MFC is not too shiny when it comes to complex user interfaces. I made
+ friends with Delphi early, which both easy to use and fast and compact and ... the third language in the
+ list that supports managed .NET code. ;)
Ah yes, Delphi is a great development platform, I used it for Batch Compiler before I
+ converted it to C#, the only thing I don't really like about it is its syntax.
+
+
+
+ 25.joselitosnPosted: Mar 19th, 2006 - 11:52:32
+ am
+
+
+
Version 1.5.5 give this error:
+ Invalid Hllib.dll version number.
+
+ Made a fresh install for it, and i have winxp home sp1 with .net 2.0 installed
+
+
+
+ 26.NemModified: Mar 19th, 2006 - 12:35:53 pm
+
+
+
Sorry, fixed the installer, and you don't need .NET v2.0...
Could you add an entity search function to the bsp viewer, it doesn't need to be any
+ more advanced than Hammer's function (allows you to search by keys or values on their own or as KV
+ pairs, and supports partial matches). Would be nice (but not essential) it you could right click on keys
+ or values in the lower-left pane and it would give you the option to automatically search for say a
+ target field.
+
+ Also when you click on an entity in the list, its hard to find it in the 3d view. Because the thin
+ orange lines used to highlight an entity don't stand out too well. There should be a setting to control
+ the thickness and colour of these lines, should be pretty simple to do and it would solve the problem
+ nicely :)
+
+ And finally, the draw distance should be increased to at least 14200 so that you can see everything,
+ even when looking from one corner of the map to the other.
+
+ Nice work btw.
Any chance of getting this program to export into vmf format? Or at least map format
+ where you make the walls solid and not made out of numerous 1 unit thick faces?
+ This could be an excelant tool for converting half life 1 maps to source.
+
+ I have been working on a map to vmf converter, and I found your program. It made me a bit frustrated to
+ be able to walk around the map like I was in half life, all the blocks solid and not made of 1 unit
+ think walls, I hoped that you would export that kind of format into the map file. Unfortunetly you do
+ not. So I ask why you do not, and if there a chance for you to consider making them solid and save me a
+ great deal of work and grey hairs :)
+
+ Excelant program though, by far the best half life program I have ever used.
ert:
+ I'm not planning on updating BSP Viewer any more, instead Crafty will replace it. Currently Crafty
+ doesn't render Half-Life .bsp files as well as BSP Viewer or offer as many options, but this will be
+ corrected when it leaves Alpha. I will try to incorporate your suggestions into it.
+
+ redcomet:
+ As I said, I'm not planning to update BSP Viewer any more, but I'm not sure I see the point of exporting
+ .vmf files. There is no good conversion between mesh geometry (.bsp files) and additive geometry (.map
+ and .vmf files) which is why .map exportation sucks. Is there some reason you can't import the .map
+ files BSP Viewer into Hammer?
Well yes, I can import the map files into hammer. But it takes a bit of trickery.
+ When you export the map file you add a bunch of useless spaces, ie,
+
Code:
+
{ { (292902, 222, 3333) etc (etc) } }
+
+
+ Which hammer and MapFool cannot read, I have to go in and replace all double spaces with nothing to end
+ up with this:
+
+ {
+ }
+ (28238483 34342 2233) etc
+ (etc)
+ }
+ }
+
+ I use Map Fool to be able to process the textures into vmf's so I look at the map in hammer not grey
+ walls.
+
+ But the main problem is that when you export the map files you take all the solids and hollow them all
+ by 1 unit. So a simple block becomes a 6 faced cube with 1 unit thick walls...
+
+ I know that all decompilers do this, but I was using your program and I looks at the walls your BSP
+ class generates and they are solid, not made of numerous 1 unit thick walls. And I can not help thinking
+ that somewhere in your program, instead of making the map file solids off of the right, display size
+ solids, you are taking the real solids and making them 6 faces 1 unit hollowed blocks. Or you are read
+ straight from the bsp and not from the nice map you build in the program.
+ In either case, I find it extremly frustrating.
+
+ In hammer, it does not build map files created by decompilers such as bsp2map and this because of all
+ the solids that insect (tjuncs), which are created by the 1 unit thick walls. What we have to do to
+ convert maps is first get the map file, load it into hammer, and before we can even compile it to look
+ around we have resize all the walls to replace the 6 1 unit thick blocks with 1 solid block.
+
Ah, I see (I would have thought those tools could parse the white space,
+ weird).
Anyways, the reason BSP Viewer exports 1 unit thick brushes is because the CSG
+ process destroys the brushes you see in Hammer (or whatever editor you use) and converts them into a
+ polygon soup. This process is NOT reversible. A brush (in Hammer) is a convex collection of planes that,
+ when intersected, form polygons. When these planes are removed or split by the CSG process, the original
+ brush is gone forever. BSP Viewer's approach is to say to hell with the brushes and construct a new
+ brush for each face in the BSP (hence the 1 unit brushes). Other programs (such as WinBSPC)
+ construct one large brush that engulfs the entire world, then "hollow" it out subtracting the
+ BSP geometry and breaking up the brush into smaller convex brushes. This process creates more
+ "brush like" results, but is still nothing close to how one would actually map.
+
+ This is why there are no good BSP decompilers, it is a really hard problem to solve. Half-Life 2 has a
+ better BSP decompiler (VMEX) but only because the original brushes are stored in the BSP along with the
+ CSG polygon soup.
Yes I understand now, I read some of your comments on the Map file Format on VERC and
+ looked at the source.
+
+ I understand that what you are doing is reading the bsp, constructing the normals and distances, etc,
+ and building a brush. However, I do see an approach that can make good map files.
+
+ What I realized from looking at these map files you generate is that each section describes a face, not
+ a brush. So when hammer loads it I assume it screws with it and forces it to be atleast 1 unit thick and
+ then it interects with the other 'faces' you wrote to the map file. But why not do this instead of
+ writing faces as if they were brushes.
+
+ You have good solids inside your program, and I know that the map file format is to read three points
+ from the line, generate a normal and distance to get a plane, which it then used with the other 5 lines
+ to calculate a volumn for the total brush. Your program does this, but when saving the map file it saves
+ each face as a brush, with each face getting its own 6 line segment in the map file.
+ Why not instead, forget the original bsp, and make the map file off of your displayed map. For instance,
+ I am not 100% sure on the process yet, but take a face on one of the solids, define three points
+ somewhere on it, and write that line to the map file. Then move onto the next face, define three points
+ on it, then write the next line. And do that for all 6 lines on a segment. That way when hammer goes to
+ make the normals and planes, one brush is defined by 1 segment instead of 6, which causes the 1 unit
+ thick walls.
+
+ Now that I know whats up, I downloaded your map view source, and though I will have a much harder time
+ trying to convert a 6 segment solid into a 1 segment solid, I am going to start trying to write a
+ program that will do it. It might take some tinkering, but I a sure that when a program that actually
+ makes solids instead of faces will become imensly popular. I know me and my mod crew will use it a lot.
+
+
+ Which by the way, in your map view source, there is a typo.
+ In the MapViewer.rc file you incude resource2.h, and not resource.h which is what exsists, Resource2
+ doesnt. If doesnt compile right off the bat, but when I changed the MapViewer.rc file it worked.
I'm not sure if I fully understand you (or maybe you don't fully understand me).
+ Brushes, by nature, must be convex. But
+ BSPs contain a polygon soup which is anything but convex. The only logical grouping of faces in a BSP is
+ into leaf-nodes, which are collections of near by faces. However, these leaf-nodes are concave by nature
+ and so can't be used to construct a brush. It's not just a matter of taking a bunch of faces and
+ combining them into a brush, therein lies the problem!
+
+
+ BTW, MAP Viewer's source is old and quite poor.
I know that going from bsp to map is difficult, and most decompilers fail with their
+ 1 unit walls. I discovered that what they are doing is describing each face in the map file. The regular
+ map file format is supposed to start with a {, then go for 6 lines in which is describes 6 faces for a
+ solid. Then when it loads the map it finds the normal, dot product, etc, you know all
+ this.
What you and other decompilers do is instead of using those 6 lines to describe a full
+ solid (like a wall) you use these sections, denoted by the {}'s to describe each face. So instead of
+ this:
+
Code:
+
{ (a face) (a face) (a face) (a face) (a
+ face) (a face) }
you generate this:
+
Code:
+
{ (a face of a face) (a face of a face) (a face of a
+ face) (a face of a face) (a face of a face) (a face of a face) } { (a
+ face of a face) (a face of a face) (a face of a face) (a face of a face) (a face
+ of a face) (a face of a face) } { (a face of a face) (a face of a
+ face) (a face of a face) (a face of a face) (a face of a face) (a face of a
+ face) } { (a face of a face) (a face of a face) (a face of a face) (a
+ face of a face) (a face of a face) (a face of a face) } etc..
+
+ And together these 6 sections you create actually represent one solid. So in hammer's eyes it seems like
+ you are creating numerous solids to build a solid. Instead of numerous faces to make a face.
+
+ I do not know if I can explain it better :( But thats sort of not important.
+
+ What I get, is that going from bsp to map is very hard.
+ But what I see is you creating a 3d world with the bsp.
+ A 3d world with vertices and planes and solid walls
+
+ So what I am saying is that instead of going bsp to map, go bsp to 3d world to map.
+
+ Use the coords you can pick up off of the display to go backwards through the vector normalize/dot
+ product loop you described in VERC
+ http://collective.valve-erc.com/index.php?go=map_format
+
+ to build a good map file.
+
Well you clearly understand the problem, but the solution is a lot harder that simply
+ combining the faces.
+
+ Consider a single brush crate. If this brush was made an entity then yes, all six faces of the bush
+ would be present in the BSP and you could easily construct one brush for the decompiled faces. However,
+ if the crate is on the ground and a world brush, it would only have five faces, and it if was also
+ against a wall, it would only have four, and if it was also in a corner, it would only have three, and
+ if it also had another crate on top of it, it would only have two. Ignoring the fact that it is hard to
+ know which faces make up the crate, in each case where there is a face missing, there are infinitely
+ many ways to add faces to create a brush, and adding these faces must be done in such a way that doesn't
+ protrude into the BSP (and makes sense). A lot of the time brushes are reduced to just one face in the
+ BSP.
+
+ This brings us to the other problem. How do you know which faces should be part of a brush if they exist
+ in a polygon soup? There is no way to know. You can estimate by checking proximity and whether or not
+ combining faces results in a convex solid, but it is still a tricky problem.
+
+ Furthermore, the faces in a BSP are even more mangled by because they are split by other geometry and to
+ produce smaller concave nodes (think of how a staircase splits up). These faces must be reunited in a
+ convex manor, but again there are many ways of doing this.
+
+ I'm not trying to deter you from trying, I'm just trying to make sure you understand the problem and why
+ I have never spent a lot of time trying to get BSP Viewer to export usable MAP files. Good luck!
+
Well I did not know about the face deletion problem.
+
+ I really wish I could sit down and write a good converter, unfortunetly I am getting swamped with
+ different projects and other garbage I thought was done a long time ago..
+
+ I will continue thinking about it and maybe contributing tio a program little by little. I hate having
+ my mappers go through and move all the walls from being 6 faces 1 unit hollow brushes to full walls.
+ Thats why I asked. Your program seemed to do a very good job of constructing the solids.
+
+ I am still debating, I am not sure which is easier, a program that will read bad map files and convert
+ them, or a program that will read 3d vertices from your 3d view and construct brushes off of that..
+
+
+ I really like that hollowing idea that you told me about, I decompiled a few maps with that program and
+ got considerably better results. Its just to bad it doesn't work for most maps.
+
+
+
+ 37.edman747Posted: Nov 1st, 2007 - 10:21:16
+ am
+
+
+
hi, thanks Nem.
+ I really like bsb viewer. sometimes when loading one of the half-life single player maps(HLSP). using a
+ pak0 everything is gray. so i just use the half-life.gcf then the map looks normal.
+
+ things like func_monsterclip, trigger_once and trigger_changelevel often have some weird texture applied
+ to them? I have to fly through them to see the rest of the map.
+
+ now to the question: do you have a spawn point tool? Kinda like bsb viewer where I could fly to the spot
+ where I want to put a spawn point and have a player model show up where each spawn point is.
+
+ if no, do you know of one? have used spawnpointeditor 1.3 by Michael.A.C.Pink
+ It has some utility but the wire frame display of the map. makes it hard to add multiple spawn points.
+ very difficult on the HLSP maps where things can be kind of tight.
Kinda. In the entities tab, you can add and duplicate info_player_start entities
+ using the context menu. Once you have added your new spawns, you can export a .ent file from the File
+ menu, then import you entities back into your .bsp using ripent.
I have a question to this program...
+ can i edit a map with it??? i have loded a bsp and now, i wanna edit and save. is this possible???
+
+
+ thx the-dead
+
+
+
+ 40.EanModified: Jun 16th, 2008 - 9:24:09
+ am
+
+
+
how do you export lightmaps? milkshape wont import the meshes and ac3d wont import
+ lightmaps. Also, I noticed the poly count is much higher in ac3d than bsp viewer (even with no culling)
+
Everytime i try to open a .bsp i get the following error message, :
+ "Error loading BSP file: Invalid Half-Life BSP file format."
+ i have done everything correct and it still says that. Please help!
+
+ but everything else is perfect!
i decompile a map but none of the func_walls show up
+
+
+
+
+ 46.adarhymePosted: Jan 7th, 2012 - 4:22:35
+ am
+
+
+
Dont download link!!!!
+
+
+
+
+ 47.INsaneModified: Feb 21st, 2012 - 4:49:07
+ am
+
+
+
Found another use for this old tool, getting a old HL1 .bsp to VMF in the latest
+ hammer.
Some old maps decompile with decompilers and some don't, some have a lot of invalid
+ structures and hammer will not open them, some do.
If you find nothing else works to get the
+ old structure of a .bsp, try this....
The BSPViewer and Crafty .bsp to .map then to .vmf
+ Method:
1. With BSPViewer. Open the .bsp file, go to "File" and Export select
+ "MAP File", un-tick "Bevel Brushes" and "Use Null textures" OK and give it
+ a name, save as a .map.
2. Now open that saved file with Crafty, select "File" and
+ "Export", drop down the "Save as Type" select VMF, give it a name.
Open
+ the VMF with Hammer, it may give an error about could not load some solids, just continue without them,
+ (press "Yes") it will look nuts, all orange and heaps of 1 unit walls.
If you now
+ go to the "VisGroups" and un-tick World Geometry what you may end up with are some structures
+ like trees, tables, chairs, arches without a heap of walls in the way. These are Brush entities, that
+ may be enough to start to build a source map from the old structure and have it very close to the same
+ layout.
I know there are easy ways, this is only for HL1 maps that you keep getting
+ crashes when trying to open a decompliled .map or .vmf, seems to get rid of a few bad eggs in the
+ file.
+
+ More here:
+ http://www.dodbits.com/dods/index.php/hl2-mapping/61-porting-old-half-life-1-maps
Hi everyone, i'm tryng to convert "zs_Castle_keep.bsp" (workshop of source
+ filmaker) in OBJ, it opens but the viewer doesn't load any texture.
+ I tried to open the bps with the material browser and in it there all all the texture, so how can I load
+ them with object viewer?
+
+
+
+ 49.Gennaro-HLPosted: Feb 23rd, 2015 - 5:00:33
+ am
+
+
+
Hi, I have a problem with the "BSPViewer" I do not load the map textutas
+ (Crossfire.bsp)
ERROR: Failed to load gfx \ env \ 2desertft.tga. Failed to load
+ sky.
+ I remember someone with the same problem only with MAPViewer. In that instance I came to the conclusion
+ that based on where the program hung it had to be a problem with the .NET framework. One solution is to
+ shell execute your BSP files (double click them and tell windows to use BSPViewer to open them).
+
+ Nice, it works with shell execution now :)
+ But still one problems persists with it then, due to the problem with opening something from the BSP
+ viewer itself, I also can't set the root directory in the program. I had to do that manually by editing
+ the cfg.
+ Oh and a suggestion, make it possible to set more than one root directory for textures, would be quite
+ handy if you work with old won hl and steam hl, not having to switch directories.
+ Anyway, nice job with the viewer. :)
+
+
+
+
+ 18.pappacaloPosted: Oct 14th, 2004 - 6:42:50
+ am
+
+
+
+ I would very much get my hands on a editor for gcf-files that allows deleting files from the gcf, anyone
+ who knows of such a tool ??
+
+ 20.liberal.nyulismPosted: Feb 8th, 2005 -
+ 7:49:49 am
+
+
+
Love for some help....
+ Crashes on Open with unhandled exception. Log is below. System is xppro, sp1,1gigRAM,NV6800GT
+
+ ************** Exception Text **************
+ System.Runtime.InteropServices.SEHException: External component has thrown an exception.
+ at _CxxThrowException(Void* , _s__ThrowInfo* )
+ at ?Load@CBSP@Engine@BSPViewer@@$$FQAE_NPBDW4ETextureFilter@@@Z(CBSP* , SByte* cBSPFile, Int32
+ TextureFilter)
+ at BSPViewer.Engine.CBSPEngine.Load(CBSPEngine* , SByte* cBSPFile)
+ at BSPViewer.CBSPViewer.Open(String sFileName, Boolean bAddToRecentFiles)
+ at BSPViewer.CBSPViewer.Open(String sFileName)
+ at BSPViewer.CBSPViewer.btnOpen_Click(Object sender, EventArgs e)
+ at System.Windows.Forms.MenuItem.OnClick(EventArgs e)
+ at System.Windows.Forms.MenuItemData.Execute()
+ at System.Windows.Forms.Command.Invoke()
+ at System.Windows.Forms.Control.WmCommand(Message& m)
+ at System.Windows.Forms.Control.WndProc(Message& m)
+ at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
+ at System.Windows.Forms.ContainerControl.WndProc(Message& m)
+ at System.Windows.Forms.Form.WndProc(Message& m)
+ at System.Windows.Forms.ControlNativeWindow.OnMessage(Message& m)
+ at System.Windows.Forms.ControlNativeWindow.WndProc(Message& m)
+ at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr
+ lparam)
+
Woops, commented out the CBSP::Load() try catch block by mistake.
Anyways,
+ If you are loading a Half-Life .bsp make sure you have v1.5.1 (v1.5.0 had a bug). If you are loading a
+ Source .bsp then know that BSP Viewer does not support Source .bsp files. It should generate a
+ error message but I commented out the try catch block (will fix this).
+
+ If it is a Half-Life .bsp file and you have v1.5.1 then please send me the .bsp file (it could be
+ something specific).
This tool is very promising
+ I try to open a hl2 bsp file but i get the following error message:
+ Loading BSP...
+ Loading lumps...
+ Error loading BSP file: Invalid Half-Life BSP file format.
+
+ The file is a map i played in hl2
+ Any ideas
+ Maybe a link to a map that will work so i can see
+ thx
+ soon
+
+ tekk
Nem hey it's silencer again..
+ how's work on your bsp source going?
+ i got a new pc to handle constant loading between CS and hammer but you know how easy it is with a
+ viewer :P
It's going, albeit rather slow. I'm working on a few other projects at the same time
+ (such as VTFLib and TG v4), and with contract work and full time university, I just don't have the spare
+ time I used to have.
+
+ Hopefully I'll get something out soon.
+
+
+
+ 29.SilencerPosted: Oct 20th, 2005 - 12:33:21
+ am
+
+
+
heh no rush i too know college and it's not easy
+
+
+
+ 30.MichaelPosted: Oct 25th, 2005 - 6:08:39
+ am
+
+
+
I keep getting "Error loading BSP file: Unknown error" when I try to open
+ one of the Half-Life:Blue Shift levels.
Michael:
+ I never tested BSP Viewer with Blue Shift maps (because I don't own Blue Shift) so it is possible that
+ the format is slightly different and may be causing loading errors.
+
+ The-Copy:
+ No, that is not possible. It would also require a fair bit of work so I have no plans to add that
+ feature.
+
+
+
+ 33.MichaelPosted: Oct 27th, 2005 - 6:57:30
+ am
+
+
+
Nem, If you did have a Blue Shift BSP file, would it be easy for you to adjust BSP
+ Viewer to open it?
Michael:
+ That wont help because he wants to edit the textures compiled into a map (BSP file). Wally can't do that
+ AFAIK.
+
+
+
+ 37.NoBodyPosted: Nov 4th, 2005 - 4:48:31
+ am
+
+
+
The differenc betwean hl and bs bsp's is that the first two sets of 8 byte chunks in
+ the .bsp are switched, so it should be very easy to alow bspviewer to open bs maps.
+
+
+
+ 38.oblivionPosted: Dec 27th, 2005 - 5:59:48
+ am
+
+
+
Need help....
+ nem I know u like ns and u use this program for ns so u can help me :P........
+
+ ok with this.... it cant see any of the ns entities like the hive or cc...... and u cant see the spawn
+ points either..... if u can help me with this that wud b great!
+
+ i think its coz u need to add the entities from ns but it doesnt ahve a .gfc
+
+ please email answer to jacob_wassup99@hotmail.com
+
+ thank u
+
+
+
+ 39.JipiiPosted: Dec 27th, 2005 - 7:15:44
+ am
+
+
+
It seems nice. But when I import/export it to .3ds file and try to import/export it
+ to 3dsmax it whines something that the file ain't valid or something like that
oblivion:
+
+ BSP Viewer doesn't do anything MOD specific, such as rendering the hives. You can see the hives
+ locations if you select them in the entity list, an orange box will appear where they are located.
+
+ Jipii:
+
+ BSP Viewer uses a 3rd party library for .3ds support, the actual .3ds format has never officially been
+ released so there may be problems with the library. You might try importing it into another program or
+ disabling the materials.
+
+ I plan to add HL .bsp support to the Object Viewer I've been working on as well as basic export support
+ for all supported formats (probably to .obj because it is a well documented format).
+
+
+
+ 41.the-copyPosted: Jan 8th, 2006 - 6:58:00
+ am
+
+
+
Nem:
+
+ okay. but is it possible? i mean not possible with bspviewer but possible, as in.. possible? :p
//
+ Loop through each lump in the BSP file. iSubTexturesLoaded = 0; for(INT i = 0; i <
+ lpMipTextureLump->MipTextureCount; i++) { // If the lump doesn't exist don't process
+ it. if(lpMipTextureLump->Offsets[i] == -1) { continue; }
sprintf(cMessage, " %d textures loaded.", iSubTexturesLoaded);
+ this->Log->Push(cMessage, Types::CColor::Gray); } [/code]
+ Where this->lpTextureData is the texture data lump (lump 2) loaded into memory. All you would have to
+ do is alter the palette to convert it to greyscale. The lighting data is also RGB so you might want to
+ convert it to greyscale. I'm not sure if the lighting data lump (lump 8) is tightly packed, but I
+ suspect it is.
+
+
+
+ 43.adyarcPosted: Feb 27th, 2006 - 2:09:41
+ am
+
+
+
I get this error:
+
+ "halflife.wad not found"
+ "Failed to load gfx\env\snowft.tga."
+ "Failed to load sky."
+
+ How to setup the path for ".wad" textures and ".tga" enviroment.
+
+
+ Thanks!
+
hello,
+ thanks for all the cool tools. I use gcfscape to yank stuff out of pak & gcf files. use crafty very
+ little. it does not do so well with the half-life single player maps, converted for svencoop. get the
+ most use from bspviewer. it allows me to click on a door or whatever then i can see the model number.
+ some bsp have been ripented and there are lines commented out with "//" at the begining.
+ bspviewer has some problems with these comments and will not read the rest of the entity info.
+
+ 1. would there be any updates planned to handle "//" comment lines?
+
+ have an old monitor can only adjust gamma and brightness for normal desktop. 3d graphics like games are
+ to dark to see.
+ setup my ATI 9000 color properties to tweak gamma automatically when in 3d graphics mode like a game.
+ works well.
+
+ 2. bspviewer and crafty are very dark. do they set the graphics mode to 3d like a game?
+
+ tia
+
+
1. would there be any updates planned to handle "//" comment lines?
+ I didn't know you could do this, I'll try to release a fix soon (though I'm quite busy at the
+ moment so it might not be for a week or two).
+
edman747:
+
2. bspviewer and crafty are very dark. do they set the graphics mode to 3d like a
+ game?
You can change the BSP gamma in Crafty's options, and BSPViewer's
+ BSPViewer.cfg file.
+
+
+
+
+ 49.NoMoreErrorsPosted: Aug 30th, 2008 - 6:49:44
+ am
+
+
+
adyarc:
+ --------------------------------------------------------------
+ I get this error:
+
+ "halflife.wad not found"
+ "Failed to load gfx\env\snowft.tga."
+ "Failed to load sky."
+
+ How to setup the path for ".wad" textures and ".tga" enviroment.
+
+
+ Thanks!
+ --------------------------------------------------------------
+ Nem:
+ --------------------------------------------------------------
+ The setup instructions are located in the readme.txt file.
+ --------------------------------------------------------------
+ But you said how to set ".GCF & .PAK" up on readme.txt...
+ 1st part:
+ --------------------------------------------------------------
+ I have same problem always. If I open a bsp, it says "Failed to load sky." with red color. ALL
+ MAPS! I'm playing Sven Co-Op and I want to play some multiplayer maps on lan mode.
+ --------------------------------------------------------------
+ 2nd part:
+ --------------------------------------------------------------
+ OK, OK... Skip 1st part. I exported .map file. And I tried to open that .map file. But now hammer editor
+ says:
+
+ 1st map:
+ -------
+ "For your information, 79 solids were not loaded deu to errors in the file."
+ -------
+ 2nd map:
+ -------
+ "For your information, 1634038899 solids were not loaded deu to errors in the file."
+ -------
+ ...
+ 1st map can be load with hammer editor,
+ 2nd map can't be load with hammer editor: Because, it had 1634038899 error
+
+
+
+ 50.NoMoreErrorsModified: Aug 30th, 2008 -
+ 6:55:33 am
+
+
+
And, ".WAD" files can't be load but program doesn't says any errors of .wad
+ errors...
Well, it says it couldn't find halflife.wad. Try setting the WADRoot variable
+ (Options->Setup) to the folder that your halflife.wad file is located in.
+
+
+
+ 52.zangetsuPosted: Mar 24th, 2009 - 4:49:55
+ am
+
+
+
it works but wouldnt it be nice to be able to view the maps from half-life 2 and
+ wolfenstein enemy territory ?
+
+
+
+ 53.vAAnPosted: May 22nd, 2009 - 7:27:48
+ am
+
+
+ Ok, thank you.
+
+
+ - Will Batch Compiler be executable without Microsft.Net Framework in the future?
+
+ - Is Batch Compiler faster than a bat?
+
+
+ thx again.
1. Most likely not. Older versions used to run independantly, but it was converted to
+ C# .NET because the code was easier to write and manage (or so I assume).
+
+ 2. Yes and No. Nem's Batch Compiler atcually just generates a .BAT file and then runs it like a normal
+ batch script. However, unlike writing the scripts by hand (and needing to know all the command switches
+ and how they work), Nem's Batch Compiler provides an easy to use user interface allowing the user to
+ easilychoose the settings they want.
+
+ So basically, in the end you get the same result (a .bat script gets run), but Nem's batch compiler
+ makes setting up the script a lot easier.
Is there a work around for yesterday's update on the sdk? Its not compiling hl2 maps
+ correctly. Keeps telling me that it can't find the sky. When i compile from within hammer, that same
+ line is using an * to do the different views (sky_day02_10*.vmt is an example).
+
+ In bc, its trying to do sky_day02_10rt.vmt, which causes it to fail.
+
+ Any solutions?
can you post that portion of the compile log? I'm not sure what you are talking about
+ because the sky setting is a map setting, not a compile setting. It should have nothing to do with the
+ batch compiler.
+
+ What compile tools are you using? (the ones that come with the SDK or amckern's CST tools)
+
+
+
+ 21.rowleybobPosted: Mar 9th, 2007 - 6:18:38
+ am
+
+
+
I've been having some buggy problems with the the hammer compiler--inexplicably,
+ hammer won't compile certain filenames for me, even if they're identical maps. Example:
+
+ I start a map called "vanillasky.rmf" and try to compile it. I get a compile error saying
+ "no such file or directory".
+
+ Then all I do is "save as" the map as "vs.rmf", and it compiles without a
+ hitch.
+
+ This type of thing is happening increasinly more often, despite reinstalling hammer and trying other
+ things.
+
+ SO, that's why I started using Batch Compiler. It works great! Thanks for a great/easy utility!
+
+
+
+ 22.HammahPosted: Mar 12th, 2007 - 5:55:51
+ am
+
+
+
hi,
+
+ i am getting the following error when compiling:
+
+ SteamStartup() failed: SteamStartup(0xf,0x0012E938) failed with error 1: The registry is in use by
+ another process, timeout expired
+
+ any help please ?
I also have this problem, but it is specifically when I try to use the "Custom
+ Source Tools". I can compile with them fine through hammer just not using Batch Compiler.
+
+
+
+ 25.mediModified: Jun 26th, 2007 - 6:31:06
+ am
+
+
+
Small bug with the recent version of batch compiler using Zoner's Tools (HL1):
+
+ For the RAD parameter -maxlight you seem to have forced that the user must specify a value in the range
+ 1-255 . However by experimenting with this parameter it seems to actually require a value between 0 and
+ 1.
+
+ I did several compiles of a map with maxlight '196' '128' '64' and finally '1' and found these values
+ did NOTHING to cap the level brightness. Then on trying the value 0.5 I get the effect I want, implying
+ the values should be between 0 and 1.
+
+ I know you'll probably never get anyone else complaining about this problem, but thought I'd point it
+ out anyway!
+
+ Cheers for a great tool!
Source tools bugs: -nolinuxdata no longer works, and there is no RAD option for -both
+ (which calculates both HDR and LDR lightmaps).
+
+
+
+ 28.yamtariPosted: Aug 15th, 2007 - 5:01:20
+ am
+
+
+
how do i set an output i just see addittional parameters and options but in neither
+ of the categorys there are output path only output and thats not the deal it seems
Is there a tutorial or information somewhere that will explain to me how to use the
+ Incremental option? I checked it off because I just wanted to change the lighting, but it gave me this
+ after buildfacelights:
BuildFacelights: (3298.45 seconds) Warning: Failed to
+ open transfers file [C:\Program Files\Valve Hammer Editor\maps\Meckwinter_rsg_v2a8.inc]
+
+ BuildVisLeafs:
+
+
+
+ It stayed like that until I closed the window.
Apologies if this is not where people are supposed to post bugs.
+
+ In the batch compile when i check a check box for WAD File under the csg tab. I select two different
+ wads. One is on my 2nd hard drive, another is on my hard drive with the OS and where the program is
+ installed. When I compile i get warnings like the following: Warning: Wad file '\documents and
+ settings\raz\desktop\ka_b2\ka_b2.wad' not found, also tried 'D:\\ka_b2\ka_b2.wad'
+
+ My wads folder is D:\wads and the 2nd wad file im using is on my desktop. I don't know if this is a bug
+ or just me screwing something up. Any help would be appreciated.
+
+
+
+ 34.VarsityPosted: Nov 10th, 2007 - 6:26:32
+ am
+
+
+
Could you add an option to delete .LMP files from mapsrc please. (In fact, why not
+ give us the option to add our own operations?)
+
+
+
+ 35.VarsityPosted: Nov 10th, 2007 - 6:29:15
+ am
+
+
I'll add .lmp to the next update, and you can add it
+ yourself.
+
+
+
+ 37.JophishPosted: Jan 5th, 2008 - 6:37:51
+ am
+
+
+
hi, Is there going to be support for the episode two compile tools, I have not been
+ able to get these to work. I get an error about entry points in a dll file.
+ also, I am unable to get cst to work.
+
+ Are there any 64 bit compilers out there also?
+
+
+
+ 38.WhakharrooPosted: Jan 23rd, 2008 - 3:56:16
+ am
+
+
+
Simply amazing job, thanks Nem!
+
+
+
+
+
+ 39.richeiPosted: Mar 9th, 2008 - 10:30:15
+ am
+
+
+
+
Jophish:
+
hi, Is there going to be support for the episode two compile tools, I have not been
+ able to get these to work. I get an error about entry points in a dll file. also, I am unable to
+ get cst to work.
Are there any 64 bit compilers out there also?
+
+ Need an anwser for this, as i keep getting MaterialSystem.dll errors when i try to compile outside of
+ hammer.
+
+
+
+
+ 40.captain terrorModified: Mar 21st, 2008 -
+ 4:08:20 am
+
+
+
I just bought a new computer and installed the latest batch compiler and latest
+ tools. I used the BC on my old machine and never had a trouble... until now.
+
+ If I try to compile the .rmf file, It gives me errors saying it can't find the wads.
+
+ If, however, I either compile the .map file or if there is a preexisting .map file in the directory, it
+ compiles flawlessly.
+
+ It's a small annoyance, but it took me damn hours to figure that out. I was just about to give up and go
+ to the Hammer compiler, but i really would rather die. afaik on my old machine, the Batch Compiler
+ compiled .rmf files just fine, but I can't test it because it doesn't work anymore, lawl. = >
+
+ Does anyone know what's the matter?
+
+ edit: I can't get HLFix to work either, says it can't open the input file (might be a hint?)
+
+
+
+ 41.BluefangPosted: Mar 22nd, 2008 - 4:05:38
+ am
+
+
+
Most likely you need a wad.txt file for HLFix. This can be generated by the
+ "makewad.exe" tool that comes with HLFix. This will use the WAD files in your VHE
+ configuration to generate the WAD list. Then you just need to update the WAD file setting in the HLFix
+ tab in the Batch Compiler.
Whenever I try to compile using this utility for Source, I receive an error reading,
+ "Loading c:\sierra\steam\steamapps\zebrajch\garrysmod\garrysmod\maps\testmap.bsp
+ Cannot load the static props... encountered a stale map version. Re-vbsp the map."
+
+ When I compile with the usual Hammer compiler, it compiles all the way through. I have been using this
+ Batch Compiler ever since it was released for HL1, I would love to be able to use it for Source as well.
+ I hope someone knows how to resolve this problem.
+
+ Watch it be some simple thing.
I've got a bit of a problem. After I set up everything, and select the .vmf file and
+ hit run..it hangs for a second and gives me this error:
+
+ "Error executing batch file."
+
+ Anyone know of a fix?
That's most likely caused by a compile error. Check the console output (when you're
+ running the compile) or in the compile log (should be in the same folder as your map file that you're
+ compiling). Then head over to the official SDK forums at steampowered.com
+ (for HL2) or the forums at VERC-Collective
+ (for HL1)
That's most likely caused by a compile error. Check the console output (when you're
+ running the compile) or in the compile log (should be in the same folder as your map file that you're
+ compiling). Then head over to the official SDK forums at steampowered.com
+ (for HL2) or the forums at VERC-Collective
+ (for HL1)
+
+ There's no console window opening though, it doesn't even get that far.
+
I assume you're running Vista? Crafty isn't exactly Vista friendly (it makes a few
+ assumptions). Try giving Crafty administrative privileges by editing
+ it's shortcut.
+
+
+
+ 47.captain terrorModified: Dec 6th, 2008 -
+ 2:19:22 am
+
+
+
+
Quote:
+
..."Error executing batch file."...
Yup Nem was right, i had
+ the same problem as MG-Zero, except i'm using Vista x64 with Goldsource...
Checking the
+ "Run this program as administrator" checkbox in the BC shortcut options makes it work
+ fine...
+
+ Thanks again Nem!
+
+ = )
+
Hi Nem
+
+ Is there any chance that the next version of batch compiler adds the Options -> Setup -> stage
+ paths and variables tabs settings to the presets?
+
+ My problem is that Im compiling betwen various source platforms - hl2dm, ep1 and now orangebox. I was
+ hoping the presets did this already :(
+
+
i have a huge problem:
+ when i compile with batch compiler it gives me "brush out of world error"
+ but when i use zhlt by pressing f9 in hammer it compiles fine.
+ I cannot make final compile in hammer, because it takes too much of my ram to have hammer open at same
+ time as compile, and then it either stops on rad part or vis part.
+ ive tried everything, i even tried to make batch compiler use same version as hammer, but it still
+ doesnt work
+ plz answer fast, my map should have been released like 1 week ago, but this problem holds me back alot
+
it broke on me
+
+ 1)says a world brush is leaked
+ 2)cant find good brush to use as portal??? i dont want my map divided >:(
+ <--me|the program-->
+
+
+
+ 51.damnedgePosted: Mar 16th, 2009 - 11:16:03
+ am
+
+
+
Hello Nem, ok i have set the batch to compiler to the correct settings(as far as i
+ know) , but when i compile, it makes a long list of materials not found and many error loading studio
+ model's , when i load the map almost everything is there, stranger thou some of the props that are
+ missing are normal tf2 props, is there something i may have missed? could the fact that some of the
+ materials could be from hl2 , could that be a problem, i mean it should be in the sdk dir. plez i have
+ had such problems with hammer and i want this map compiled already! damnedge
How I can run cstrike (parameter) in Direct 3D using the shorcut???
+
+
+
+ 53.Fourty-SevenModified: Jun 29th, 2010 -
+ 12:58:59 am
+
+
+
Hey Nem.,
+
+ Any chance you'll be doing an update on the batch compiler for the 2009 Source Engine? I don't know if
+ it makes much of a difference.
+
+ Counter-Strike Source just released their "2010 update" which changed the engine... so as far
+ as I know, using Batch Compiler you are limited to the old engine's compiling capability?.. :(
+
+ I'd love to use 2048x2048 custom tex's :P. I'd love you man! definately donate like 40-50 bux
+ worthy.
+
+ Holy crap. I just opened the compiler in editor, and... theres no csg stage?! lol weird.
+
+ ***edit***
+
+ Almost forgot, there IS no CSG stage in Source Engine hahaha duhhhh... so used to hl1, bah I'm still
+ used to quake 2 for half the things with bsp mapping ;).
+
+ Also, I realized that Batch Compiler is using the vXXX.exe's (like vbsp etc) from steam directly so it
+ shouldn't be an issue, again, used to HL1 and ZHLT's vXXX's lol.
+
+
+
+ 54.eg_jonnyPosted: Jun 30th, 2010 - 11:55:18
+ am
+
+
+
Hi, i can't use this program :( it says i need to open a bcp. WTF is a BCP?????!!!!!!
+ i have never seen a damn bcp on my entire life... Can you fix this? if not i won't use your programs...
+ if they are the same shit bug..
I have the latest super zhlt 3.8 from the natural selection site but the zhlt.wad
+ seems virtually identical to old stuff. Anyhow, when I compile using batch compiler, my sky in the bsp
+ is all messed up and shows the zhlt.wad NNULL texture instead. I tried compiling with a different tool
+ and the sky rendered correctly. I am sure I did something wrong somewhere along the line.
i have a question is it posible to force tjunc to fix all tjuncs with this
+ programm?
+ i dont care if it takes 100% of my computer resources aslong as it fixes it
Ok, I've got a temporary adress because the domain name hasn't transfored yet.
+
+ http://72.29.68.184/~rollini/bluefang/half-life/packages/HL-Compiled.html
+
+
+ once the domain transfers, it should be
+ http://bluefang.rollinit.com/half-life/packages/HL-Compiled.html
+
+ I'll let you know when that happenes.
+
+
Ok, the official URL is up and running. :)
+
+ http://bluefang.rollinit.com/half-life/packages/HL-Compiled.html
+
+ New version will be released by the end of the week.
Hokay, I've beem working on this for almost all day, and I think it's finally
+ finished.
+
+ Changes:
+ -Most recent HL and Source compile tools (3.2.1 and 1.0b4 respectively)
+
+ -New configuration untility. I striped it out of the installer and amd it into a seperate application.
+ This will allow you to change the Batch Compiler setup whenever you want with out the mess of dealing
+ with all of the options.
+
+ -Rewrote setup scripts. It should be a lot faster
+
+ The version number is still 0.9 (atcually 0.9.9.15, but you can't tell when you download it). The
+ changes to the code are big enough that I'm butting the 'beta' tag on this. If you manage to break it,
+ tell me and I'll fix it.
+
+ NoBody, I'm assuming you are going to have the most exposure with this, assuming you still tell people
+ to use it over at VERC. If you get any problems/complaints, you know my E-Mail adress or you can post it
+ here.
Well I did now. *another* new version up. Agian.
+ Online spec files also updated.
+
+ As a side note, my 'customized set of the official Batch Compiler specifications' aren't quite so
+ customized. There are only 3 changes:
+
+ -Added the HLFix to ZHLT Normal
+ -Removed the RipEnt in ZHLT Normal
+ -I created a set of 'bcsh' files (batch compiler specification hidden) for the ZHLT specs. The only
+ difrence is they only have the Steam or the HL stage. This was insted of having the %rungame% variable
+ to set the stage. The specs listed in the specs menu are the default ones.
Cool i'll not you on any thing i find. Yea im still pimping the tools big style over
+ at VERC
+
+ Oh, one thing you could add would be a shortcut for makewad.exe in the start menu.
FYI, the HL-Compiled link has changed. It is now located at
+
+ http://halflife.bluefang-logic.com/files/batchcompiler/download.html
+
+ I also set up a .htaccess file to redirect the old update folder to the new one, so the old update URL
+ will still work. At least it will untill my friend removes folders from his server.
+
+
+
+ 26.NoBodyPosted: Aug 18th, 2005 - 7:36:32
+ am
+
+
+
Bad timing I just started pimping the pack on a nother forum ^^
+
+
+
+ 27.BluefangPosted: Aug 18th, 2005 - 8:25:50
+ am
+
+
+
Heh, cool.
+
+ But then again there is an upside. When I changed the URLs, I also uploaded a new versions which
+ hopefully fixed a few bugs in the setup tool, fixed a few problems with the uninstaller, and upgraded
+ CST to 1.0.1.1
+
+ And I also added another redirect so the old download links will be redirected to the new one, so all
+ should be good.
+
+
+
+ 28.NoBodyPosted: Aug 19th, 2005 - 4:05:35
+ am
+
+
+
This one is 404'ed
+ http://72.29.68.184/~rollini/bluefang/half-life/packages/HL-Compiled.html
+
+ Yay for new verions
+
+
+
+ 29.BluefangPosted: Aug 19th, 2005 - 9:11:17
+ am
+
+
+
LOL
+
+ How did you get that address? And it's a good thing it 404'ed because you're not suposed to be using the
+ IP addresses.
You gave it to me a long long time ago on VERC, i have been using that in my sig ever
+ since as you just made a pointer when ever you moved the file :)
Just letting you all know that the DL link for HL-Compiled has changed. It is
+ now:
+
+ http://halflife.bluefang-logic.com/dlinfo.htm?id=1 (for an info page)
+ http://halflife.bluefang-logic.com/download.htm?id=1 (skip the info page and go right to the
+ download)
+
+ This should be the last change I make to the URL, unless I deside to change the subdomain from halflife
+ to hlerc (but that's not very likely).
+
+ Also, I updated HL-Compiled with the new version of ZHLT (v3.3) and updated/fixed the included
+ documentation.
+
+ Hooray!
+
+
+
+ 32.NoBodyPosted: Nov 2nd, 2005 - 7:09:56
+ am
+
+
+
Thanks, haden't seen that there was a new version of zhlt either.
+
+ Oh grate he left out the the lightdata flag again :)
Another new Version up
+
+ --Updated Opt_EntData from v1.1 to v1.1.1 (wow that was a really really long time ago)
+ --Updated RESGen from v2.0.Z1 to v2.0rc2
+ --Updated Documentation
+ --Added retail install support
+ --Bugfix: problem with ZHLT Advanced Retail preset not loading properly
+ --Bugfix: possible problem with Opt_EntData path to ripent.exe
+
+ If anyone has peoblems with the config utility not working correctly, send me an email. You can find
+ that in my profile.
+
+
+ EDIT:
+ damnit! the minuit I uploaded it, RESGen updated!
+
+
+ --Updated RESGen from v2.0rc2 to v2.0.1
HL-Compiled has been updated with the new versions og ZHLT and CST.
+
+ If you get any errors when trying to use the tools (missing runtime files such as msvcp80.dll OR
+ problems initilizeing the tools), please tell me because that means I left something out.
+
+ Also, I'm sure most of you know this already, but when compiling a Source map, if you get an "Extra
+ App ID set to 211, but no SteamAppId.", comment out the ToolsAppId line in your GameInfo.txt to fix
+ it.
Just letting people know that, in writing the next revision of my site software, I
+ decided to change the name and function of the download script.
So, this should be the
+ last time the address changes.... Assumin I don't lose my sanity again ;)
http://halflife.bluefang-logic.com/file.htm?act=view&id=1
+
+ Nem, I'll let you update the link. Even though it seems that you've given me admin rights here (I have
+ no idea when that happened), I don't know really how to use your site software and I don't want to mess
+ any thing up.
Admin rights? Wha? You can create and edit articles?
+
+ I've been rewriting my site to be more accessible/less cluttered (I find people have a hard time
+ navigating it) but I don't think I've changed anything on this site...
+
+ Good thing I keep local backups of everything.
Yeah, I suspected it wasn't something you ment to do. I sent you
+ an email about it not too long ago when I first noticed it, but it must have been to one you don't check
+ (your hotmail account I think).
Anyways, I like how the new site is shaping up. Looks very
+ cool!
I've also been rewriting my site code (best example is here, because it has
+ content). I hope you don't mind but I borrowed a couple ideas from your site (along with numerous other
+ sites as well. I'm so unorigional). At 5400 lines of PHP (and not even 1/2 done), it's the biggest
+ coding project I've ever worked on.
So I keep trying to compile my map, but I don't see the BSP file. It says I need a
+ BSP file path when I check BSP, but it keeps asking for a VBSP.exe when I try to add one. I'm no
+ computer expert, so where would that be?
Hi, I am also trying write a program to render HL2 bsp. I read the page "The
Source Engine BSP File Format", and succeed to extract geometry, textures, and lightmaps for
- rendering.
Here is a shot
+
However it is abviously darker than the render result of Crafty and Source engine for the same bsp map
(Crafty and Source engien are almost the same).
@@ -743,7 +742,7 @@
exponent...
Anyway...my lightmap are worse, just with RGB color...it's seems there is a
problem somewhere...
(red line is not the pb^^) =>image
+ href="">image
oh and this just popped right now while defragmenting 'sourcesdk.gcf':
+ src="../../images/subpages/Comments/fxqa6h.png" alt="" border="0" />
just at 99%
@@ -804,7 +803,7 @@
]
-
+
GCFScape
» About
diff --git a/subpages/Comments/GCFScape_v1.8.6_Full-page2.html b/subpages/Comments/GCFScape_v1.8.6_Full-page2.html
index d4645fe..501f2e2 100644
--- a/subpages/Comments/GCFScape_v1.8.6_Full-page2.html
+++ b/subpages/Comments/GCFScape_v1.8.6_Full-page2.html
@@ -565,9 +565,8 @@
Hi GCFScape v1.8.5 not open vpk file
GCF file
opens
windows seven 64bit Microsoft Visual C++ 2008 SP1 Runtime (x86)
instaled Microsoft Visual C++ 2008 SP1 Runtime (x64) instaled Microsoft .NET Framework Version
- 3.5 instaled
I turned this into a homebrew package for Mac OS X
http://github.com/mxcl/homebrew/blob/master/Library/Formula/hllib.rb
+
+ It only required a few minor tweaks to the Makefile and HLExtract source, mainly to replace the .so
+ extensions with .dylib and fixing the limits.h include. Would be good if these changes could make it
+ back to your package via some IFDEFS.
+
+ Cheers, hlextract is a great tool.
Do you have a diff for your code changes? I'd be happy to integrate them in.
+
+
+
+ 18.Crowley22gModified: Jun 14th, 2010 - 4:10:32
+ am
+
+
+
Great tools been using for years
+
+ Wrote a script a while back to extract all the required files to build a Synergy Server :-)
+
+ This worked great until Valve did the updates for Apple Mac
+
+ Now Hlextract will not extract the NEW updated files some of which are maps :-(
+
+ d1_eli_01.bsp
+ d1_town_05.bsp
+ d2_coast_01.bsp
+
+ Thats only a few from Half-life 2
+
+ Hope it's something simple. I'm sure there are other Synergy server admins saying OMG what have they
+ done LOL
+
+ Thanks in advance
+
+ Crowley
+
+ PS file will extract using GCFScape 1.8.0 (On Win 7 x64)
+ The server is Win2003 R2
+
+
+
+ 19.Crowley22gPosted: Jun 20th, 2010 - 5:52:35
+ am
+
+
+
Done a bit more digging.
+
+ d1_eli_01.bsp is grey and will not extract on Server 2003 R2
+
+ d1_eli_01.bsp is fine and will extract OK on my Win 7 x64 PC
+
+ Also tried the HLExtract and the .net version on 2003 R2 and they get the same error message about the
+ file not being complete
+
+ Hope you can help. If not I'll have to upload all the files from my Win 7 PC
+
+ Cheers
+
+ Crowley
could you consider to include the .pdb files for the HLLib.dll and the hlextract.exe
+ in the next release? it would help people that don't build them and just use what comes with the
+ download ;)
+
+ and to the thing about the new bsp files etc. I think I've come across the same problem, I guess the lib
+ needs a little update for those... (using the Lib together with wxWidgets to write an GUI based
+ extractor for just extracting content that doesn't come with hldsupdatetool but is required for mods
+ like Synergy or Obsidian Conflict)
+
+ It also seems that CDirectoryFolder->FindFirst and FindNext don't work as they should when using only
+ HL_FIND_FOLDER, it doesn't search all folders, only those inside that folder, it only works if I also
+ add the flag HL_FIND_FILES
The files extracted on Win7 x64 when placed on the Synergy server still give a
+ message "Server version differs". Whatever they did in the Mac update has broken some but not
+ all files from being extracted correctly.
+
+ For the time being i've had to remove 15 maps from the mapcycle to prevent getting an empty server
+ because no one can join.
+
+ Thanks in advance
Problem solved thanks to a reply on GCFScape
+
+ Missing file with the NEW updated maps etc... are now located in :
+
+ half-life 2 2007 base content.gcf
+
+ Now loaded on our server an working again :-)
+
+
+
+ 23.ArimanPosted: May 2nd, 2011 - 5:34:18
+ am
+
+
+
Hi. I've encountered a small issues with HLLib.
+ In lpPackageTests array (which is used for hlGetPackageTypeFromMemory function) signature for VPK files
+ defined as { 0x34, 0x12, 0x55, 0xaa }, but in Portal 2 pak01_dir.vpk has signature { 0x34, 0x12, 0xaa,
+ 0x55 }.
+ And it can be opened with no problems. Is it an error in signature definition or both versions are
+ valid?
Hello Nem,
+
+ With Version 2.4.1 of HLLib I have the problem that I get a crash when mounting a AlienSwarm or Portal 2
+ BSP and calling GetRoot()
+
+ Same problem (similar error) applies to GCFScape in latest version.
+
+
+
+ 28.neicoModified: Aug 5th, 2011 - 3:03:31
+ am
+
+
+
Just wanted to say that it would a good thing to add GetExtractable() to the Extract
+ function since it's pretty obvious that the lib shouldn't try to extract if it's not
+ extractable...
+
+ Also, could you provide a way to give out only the file / folder count that's been downloaded (and in
+ fact is extractable), a simple GetFileCount( hlBool OnlyCompleted = false ) should be enough I
+ guess~
+ else I really would need to add some extra looping just to archive that :S
+
+ I've also got an report from an tester that when I use Extract on an entire folder that it extracts
+ files which show up in GCFScape as gray ( not downloaded ) too, but those are then 0 byte big, maybe
+ this is related to the extract function not checking if it's extractable D:
+
+ I've also noticed that the Callbacks are only available in C Code, so I can't really use them to call
+ Class Members (hlSetVoid would need an extra parameter to allow passing this for static functions at
+ least~).
+ So making C Code features ( like the Callbacks ) usable with C++ Code would be cool :D
+
+ I would suggest making a class HLLib that has members like: RegisterCallback( hlOption Callback,
+ hlCallback, hlVoid* EventHandler );
+ and the same for Unregister and stuff like that, you know what I mean~
+
+
+
+ 29.kevincoxPosted: Jan 30th, 2013 - 3:21:19
+ am
+
+
+
Hi. I am trying to build these packages on linux (I'm actually trying to get them
+ into the AUR (Arch User Repository) but I am running into problems building HLExtract.
+
+ HLLib appears to build and install fine using the Makefile but when I try to compile HLExtract using the
+ following command I get the following error.
+
+ cc -o 'hlextract' -I "$headerdir" -L "$libdir" 'Main.c' -lhl
+ /data/Desktop/dassault-systemes-draftsight/pkg/usr/lib//libhl.so: undefined reference to
+ `HLLib::CSGAFile::CSGAFile()'
+ collect2: error: ld returned 1 exit status
+
+ I might be doing something silly and would appreciate any help.
Don't really maintain the Linux support, but it shouldn't be hard to get going
+ again.
+
+ Add SGAFile.cpp to the makefile?
+
+ If you get it working send me your changes and I'll make sure they get in to the next release.
Thanks, all that was missing was that file. I'm not too familiar with make but there
+ is a way to pattern match all of your source files so you don't forget to add any in the
+ future.
Here are my results: - Here is my final Makefile (just added that file) http://pastebin.com/bFQcbMaj
+ - Here is a patch for the Makefile http://pastebin.com/Fb6RAzzs
+ - Here is the AUR package, it's PKGBUILD is essentially a shell script that can be used as a reference
+ on how to build it. https://aur.archlinux.org/packages/hllib/
+
+ Thanks again for the help. HLExtract worked perfectly.
+ 33.sl1pkn07Posted: Nov 4th, 2013 - 12:48:50
+ am
+
+
+
hi
+
+ Nem, can you update the linux makefililes?
+
+ missing SGAFile.cpp into hllib/Makefile
+
+ but with add the make fail:
+
+ http://sl1pkn07.no-ip.com/paste/view/b620763b
+
+ and still have this warnings:
+
+ http://sl1pkn07.no-ip.com/paste/view/456cd2af
+
+ greetings
Try going to SGAfile.h and adding typename to the template parameter typedefs.
+ E.g.:
+
+ Change:
+ typedef TSGAHeader SGAHeader;
+ To:
+ typedef typename TSGAHeader SGAHeader;
+
+ Except for the SGAFile typedefs that don't use a template parameter.
Hi
+
+ what change need exactly? im not coder :S
+
+ greetings
+
+
+
+ 36.Ravu al HemioPosted: Nov 22nd, 2013 -
+ 1:09:46 am
+
+
+
Hi,
I have a HLLib version that successfully compiles under Linux on Github. I
+ try to keep it in sync with HLLib releases. (If I miss a release, open an issue there!)
+
+ Cheers.
I've created a Python binding for HLLib, available at https://github.com/tgnottingham/hllib.py.
+
+ Features:
+ - The Python binding as a module, hllib.py.
+ - A Python version of HLExtract, hlextract.py.
+ - A modest amount of documentation.
+ - Works under Linux and Windows.
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.
+
Nem's Mega 3D Terrain Generator is a relatively new terrain generator that takes a step in a
+ completely different direction. Unlike traditional generators where the user must depend solely on the
+ generators generation abilities, this generator gives its users complete 3D control over what their
+ terrain looks like. Users start off with a flat piece of landscape, then add to it with one, or a
+ combination of many powerful generation options. They then have several tools at their disposal to
+ literally grab the terrain and pull it as they want it. The terrain can be saved as a .tgm file for
+ latter use and exported to a .map file for use in any map editing programs for Quake engine based
+ games such as Half-Life. Additionally terrain can be exported as a .t3d for use in UnrealEd or a .rmf
+ or .vmf file for use in Hammer or any number of other supported formats.
+
+ Screenshots:
+
+
+
+
+
+
+
+
+
+
+ Features:
+
+
Full 3D control over the appearance of your terrain.
+
Nine tools to help you shape your terrain.
+
Fractal terrain generation via eleven unique configurable algorithms.
+
Heightmap terrain generation.
+
Multi level Undo, Redo and Revert.
+
Four render modes: Textured, Solid, Wireframe, and Points.
+
Several different styles of lightmaps.
+
Lots of additional display options.
+
Save your terrain as a .tgm file for latter editing.
+
Exports to .vmf, .map, .rmf, .t3d, .dxf, .obj, .smf, .txt, .bmp and .jpg file formats.
+
Ability to export hint brushes along with your terrain for polygon reduction in Quake engine based
+ games.
+ thank you so much for a wonderul yet powerfull tool
+
+
+
+
+ 5.LeJeanModified: Oct 29th, 2003 - 6:06:16 am
+
+
+
Error 404 at FilePlanet where else can I get that ?
+ sorry, just working. had a problem with my connection...
+
+
+
+
+ 6.pepparoniPosted: Apr 13th, 2004 - 10:24:22 am
+
+
+
+ A wonderful tool! Nice work!
+
+
+
+
+ 7.cdundePosted: Apr 23rd, 2004 - 10:17:43 am
+
+
+
+
+
+ I was wondering Nem % since TM can export to a map file would it be possible to convert it to a tgm file
+ and bring it back into TM?
+
+ That would be very helpful as sometimes it's nice to adjust the terrain around things you have built
+ rather than just around the terrain generated.
+
+ Since map files are jest a type of txt format and things built in a map editor are the same type of
+ polyhedron-brush output as the terrain I would think that it would be a simple reversal of the converter
+ you have in TG now.
+ Maybe that's over simplifying it, I hope not.
+
+
+ I understand it would not convert entities which could be eliminated prior to conversion or left out of
+ the map file when exported out of a game editor by the creator to get around that problem.
+
+ Anyway, it's just a suggestion but I sure hope you would add that feature.
+
+ Thank you and take care,
+
+ cdunde
+
+ The problem is a fairly complex one so I dont think I'll be writing a .map importer, just to much
+ work.
+
+
+
+
+
+
+ 9.NapivoModified: Apr 30th, 2004 - 6:08:56 am
+
+
+
+ In reply to Xenocide in GCFScape v1.1.0 Beta thread who asked about the size of terrain you can use
+
+ I have been messing arround with TG since a few days now and found the max you can go without other
+ buildings is 60*60 that is on my P4 2 Gh. that's without any kind of optimisation and it kills your
+ r_speeds and FPS in Halflife.
+
+
+
+
+ 10.TeHOmnIHaXoRPosted: Aug 26th, 2004 - 5:50:33 pm
+
+
+
+ where can i get a map converter that will do bsp to rmf.. anyone know?
+
+ Since upgrading to the latest version, the Flatten tool takes ages to drag the selection up to the
+ required height. In addition, the pop-up description when you hover the mouse pointer over a tool icon
+ flickers rapidly so you cannot see what it says.
+
+ In the old version, the Flatten tool worked virtually instantaneously.
+
+ Is there an adjustment?
+
+ Sorry for the double post: I did not realise that the forums were interlinked.
+
+ Flatten now works as before. Thanks very much for that.
+
+ Any ideas about the flickering icon description - I have recently upgraded to WindowsXP SP2, and I know
+ that this was not a good thing as far as some other programs are concerned.
+
+ Flickering icons seems to be related to which video card drivers you have installed. I know my Matrox
+ card doesn't cause flickering icons but my ATI card does.
+
+
+
+
+ 15.BluefangPosted: Oct 21st, 2004 - 6:04:46 am
+
+
+
+ I think it could also have somthing to do with drivers. I know that sime applications used to flicker,
+ but they no longer do for some reason.
+
+
+
+
+
+ 16.billPosted: Feb 8th, 2005 - 12:58:23
+ am
+
+
+
when i try to find textures there are no .wads anywhere and its all it will allow me
+ to search for, im probably the only one having this problem, so how do i get textures to work?
oh and wads didnt come with it, there are none in any half life 2 folders that i can
+ find, sorry about the double i just realized i didnt clarfiy to well
Anyways, Terrain Generator does not support
+ Source materials. I will probably add support for .vtf files latter but no more. To find out how to view
+ Source materials in the current Terrain Generator see http://www.chatbear.com/board.plm?a=viewthread&t=424,1102888916,7007&id=752365&b=4989&v=flatold&s=0]this
+ thread (scroll down to my big post).
+
+ In reality Terrain Generator needs a rewrite because it just wasn't designed to handle the Source
+ engine. The Source engine was but a dream when Terrain Generator was programmed.
ok, it was late so i wasnt thinking clearly, thanks pal
+
+
+
+ 20.Stu L TissimusPosted: Feb 8th, 2005 - 1:15:18
+ pm
+
+
+
Hi there,
+
+ First of all, this is an extremely nice program, I love it. Before I tried out Source modding, I did
+ quite a lot of stuff for Battlefield 1942.
+
+ I was playing around with your program, and noticed that the terrain generator has a heightmap option.
+ Being a BF42 modder, I wanted to see if this worked - If so, then it would be pretty easy to port maps I
+ did over to Source.
+
+ However, the heightmap option doesn't seem to work for me, even with a heightmap generated from the map
+ in Terrain Generator itself. ;_; Is there something special I need to do or is it just broken for now?
+
Can you describe to me what you are doing to import the heightmap?
+
+
+
+ 22.Stu L TissimusPosted: Feb 9th, 2005 - 1:55:30
+ pm
+
+
+
Okay, lemme go through the entire process.
+
+ 1) Start new 48x48 map, triangles are at size 160.
+ 2) Edit -> Push Revert
+ 3) Make one or two changes to the map likeraising up one square (Purely for debugging!)
+ 4) File -> Export -> Heightmap (Saved as a bmp)
+ 5) Ctrl-Z back to the original.
+ 6) Terrain -> Generate
+ 7) Get rid of any checked off things excluding heightmap in the heightmap tab
+ 8) Select the bitmap
+ 9) Press generate
+
+ And then nothing. ;_;
+
+
+
+ 23.Stu L TissimusPosted: Feb 9th, 2005 - 1:56:32
+ pm
+
+
+
Yay, I figured it out. When the scale is set to 1, it doesn't do anything. :D
It could have been that your grid was so coarse the terrain was getting knocked to 0.
+ If this is a Source map you might want to turn the grid off. (Terrain->Snap To Grid->None). Most
+ height maps need to be scaled because a greyscale heightmap can only represent 256 height levels.
Hi Nem; cool tool, and it does most of one I was planning to write (and a whole bunch
+ i hadn't considered). What's the chances of you releasing the source for Terrain Generator, under the
+ GPL or BSD licences or something?
TG v3? No chance, it's code is to embarrassing (this was my very first C#
+ application). I am considering open sourcing TG v4 though. It is currently sitting at a 40% completion
+ mark.
Hi Nem,
+ the terrain generator is great.
+ I have a terrain in the .dxf format and i want to convert it into the .vmf(valve map format).I couldnt
+ find any documentation on the .vmf format.I have some help on the dxf format.Can you pls help me with
+ the conversion of the .dxf to .vmf.
+ Thanks.
Nem.. I read that this wasn't originally made for source, maybe thats why I'm having
+ this problem.
I used the generator to make dune terrain for my 3D skybox.. my map takes
+ advantage of fog (not enough do). The fog in my skybox seems to clash with the terrain anywhere the
+ terrain is flat.. kinda looks like when you have two objects with-in each other.. ie see this screenshot
+ taken from the compile:
http://i59.photobucket.com/albums/g283/goodfelladeal/badscreenshot.jpg
+
+ All advice I've gotten is to scrap that terrain and rebuild from scratch.. Is this somethin that is
+ caused by how the terrain is generated and is it something I should be able to fix in the
+ generator?
+
+ Thank you,
+ Deal
Not sure what the problem is. TG doesn't do anything special to the terrain it
+ exports, it shouldn't be all that different than if you had made it in Hammer. Maybe try altering the
+ height a little bit in the flat areas?
+
+
+
+ 34.Goodfella_DealPosted: Oct 21st, 2006 -
+ 10:51:00 am
+
+
+
I found the problem nem. The nodraw blocks placed under the terrain was at the exact
+ same level as the terrain that I kept flat. Thats what caused the texture clashing. It probably just
+ showed much more with the fog due to the contrast in colors. I moved the nodraw bloacks down .1 unit and
+ the problem was gone.
+
+ Great tool btw.. makes it a lot easier to do.
How can I set map size ? Please if you know and what to help me send me a email.
+ Regards
+ ( you have made a great app to bad that Im to newbie to estimate it :D )
+
+
+
+ 36.StinoModified: Dec 30th, 2006 - 7:15:51
+ am
+
+
+
why do i get my terrain in different height layers and not smooth? like its flat,
+ then height difference of 10 units and again flat, back a height difference of 10 units (thats the same
+ heightmap scale)
like you are working with integers for height and not floating point values
+ :s
left side is my original height map, right side is the heightmap being exported by Terrain
+ Generator
+
+ if i use the smooth feature in generate i get it flatter and flatter but not smooth
ok, this might be a stupid question,but im new to this whole mapping
+ thing.
The terrain generator is awsome! but after exporting it so I can view it in hammer,
+ and add like 2 small buildings I get a stupid error when I compile.
This is the
+ error: ERROR:MAX_MAP_CLIPNODES
Is it possible that the terrain I created with TG has too
+ many clipnodes? If so how can I fix this?
I know this a hammer/compiling error, but when I
+ compile maps without TG it seems fine.
This is my log:
+
Code:
+
hlcsg v3.4 Final (Feb 25 2006) 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 (amckern@yahoo.com) ----- BEGIN
+ hlcsg ----- Command line: F:\PROGRA~1\VALVEH~1\tools\COMPIL~1\hlcsg.exe "f:\program
+ files\valve hammer editor\maps\truthterrain_beta1"-cliptype smallest -noclipeconomy
+ Entering f:\program files\valve hammer editor\maps\truthterrain_beta1.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 [ off
+ ] [ on ] clip hull type [ smallest ] [ 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 Wadinclude list : [zhlt.wad]
Using Wadfile: \sierra\half-life\valve\halflife.wad - Contains 4 used
+ textures, 17.39 percent of map (3116 textures in wad) Using Wadfile: \program
+ files\valve\steam\steamapps\fuzzy_maiden@yahoo.com\counter-strike\cstrike\de_copan.wad -
+ Contains 2 used textures, 8.70 percent of map (39 textures in wad) Using Wadfile: \program
+ files\valve\steam\steamapps\fuzzy_maiden@yahoo.com\counter-strike\cstrike\de_raoni.wad -
+ Warning: Larger than expected texture (348972 bytes): 'GRAVELGRASS01' - Warning: Larger than
+ expected texture (348972 bytes): 'GRAVELGRASS02' - Warning: Larger than expected texture (348972
+ bytes): 'GRAVELGRASS03' - Warning: Larger than expected texture (348972 bytes):
+ 'GRAVELGRASS04' - Warning: Larger than expected texture (348972 bytes): 'TRACKS01' -
+ Warning: Larger than expected texture (348972 bytes): 'TRACKS02' - Warning: Larger than expected
+ texture (348972 bytes): '{PALMS' - Warning: Larger than expected texture (348972 bytes):
+ '{PALMS3' - Warning: Larger than expected texture (348972 bytes): '{PALMS2' - Contains 0
+ used textures, 0.00 percent of map (55 textures in wad) Using Wadfile: \program
+ files\valve\steam\steamapps\fuzzy_maiden@yahoo.com\counter-strike\cstrike\czde_truth.wad -
+ Warning: Larger than expected texture (348972 bytes): '{BAM_TREES03' - Warning: Larger than
+ expected texture (272812 bytes): '{TK_PLANTLG' - Contains 17 used textures, 73.91 percent of map
+ (72 textures in wad) Using Wadfile: \program
+ files\valve\steam\steamapps\fuzzy_maiden@yahoo.com\counter-strike\cstrike\de_maya_beta4.wad -
+ Contains 0 used textures, 0.00 percent of map (35 textures in wad)
Texture usage is at 1.03
+ mb (of 4.00 mb MAX) 123.27 seconds elapsed [2m 3s]
----- END hlcsg
+ -----
hlbsp v3.4 Final (Feb 25 2006) 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 (amckern@yahoo.com) -----
+ BEGIN hlbsp ----- Command line: F:\PROGRA~1\VALVEH~1\tools\COMPIL~1\hlbsp.exe "f:\program
+ files\valve hammer editor\maps\truthterrain_beta1"-maxnodesize 8192
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 [ 8192 ] [ 1024 ] (Min 64)
+ (Max 8192)
SolidBSP [hull 0]
+ 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...6586 (11.74
+ seconds) Warning: === LEAK in hull 0 === Entity light @ (-2274,-1918, 186) 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
Leak pointfile generated
SolidBSP [hull 1]
+ 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...7500...8000...8500...9000...9500...10000...10500...11000...11500...12000...12500...12912
+ (269.54 seconds) SolidBSP [hull 2]
+ 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...7500...8000...8500...9000...9500...10000...10500...11000...11500...12000...12500...12722
+ (300.91 seconds) SolidBSP [hull 3]
+ 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...7500...8000...8500...9000...9500...10000...10500...11000...11500...12000...12500...13000...13500...13659
+ (243.76 seconds) Error: Exceeded MAX_MAP_CLIPNODES Description:
+ The map has a problem which must be fixed Howto Fix: Check the file
+ http://www.zhlt.info/common-mapping-problems.html for a detailed explanation of this
+ problem
----- END hlbsp -----
hlvis v3.4 Final (Feb
+ 25 2006) 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 (amckern@yahoo.com) ----- BEGIN hlvis ----- Command line:
+ F:\PROGRA~1\VALVEH~1\tools\COMPIL~1\hlvis.exe "f:\program files\valve hammer
+ editor\maps\truthterrain_beta1" >> There was a problem compiling the
+ map. >> Check the file f:\program files\valve hammer editor\maps\truthterrain_beta1.log for
+ the cause.
----- END hlvis -----
hlrad v3.4 Final (Feb 25
+ 2006) 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 (amckern@yahoo.com) ----- BEGIN hlrad ----- Command line:
+ F:\PROGRA~1\VALVEH~1\tools\COMPIL~1\hlrad.exe "f:\program files\valve hammer
+ editor\maps\truthterrain_beta1" >> There was a problem compiling the
+ map. >> Check the file f:\program files\valve hammer editor\maps\truthterrain_beta1.log for
+ the cause.
----- END hlrad -----
+
+ as you can see above, I have tried all the little tricks and I even added clipbrushes in areas where
+ players shouldnt go, I was told this should work... still no luck,
+
+ Please help a little chick out :(
+ -fuzzy-
+
Nem, This is a great tool. I have been struggling with how to make realistic terrain
+ since I began mapping. It never occurred to me to use separate applications for terrain editing and
+ everything else. My only question is how would I go about creating a terrain model for a set map
+ architecture? By this I mean that I have already established the architecture for the map and one of the
+ last things I need to do are to input the terrain. The problem is that I cannot figure out how to get
+ the terrain editor to match the buildings I already have constructed in Hammer.
+
+ Is there a simple way to do this so it fits my work precisely or is it simply shots in the dark?
+
+
+
+ 43.cluelessdolphinPosted: Jun 7th, 2007 -
+ 10:55:04 am
+
+
+
I am a newbie and downloaded the program with no issues. When I go to tools / options
+ / packages it asks for .wad terrain file. Do you know where I can file these textures?
Is there a simple way to do this so it fits my work precisely or is it simply shots
+ in the dark?
Right now, there is no way to import your map as a reference.
+ Generally I start with the terrain then add other geometry.
+
cluelessdolphin:
+
I am a newbie and downloaded the program with no issues. When I go to tools /
+ options / packages it asks for .wad terrain file. Do you know where I can file these textures?
+ TG was originally built for TG1. While it can export HL2 terrain it doesn't really support the HL2
+ material system. See this
+ thread for more info.
+
+
+
+
+ 45.jm3dPosted: Jun 22nd, 2008 - 8:19:14
+ am
+
+
+
Hi there. I've just installed Terrain Generator for the first time. Looks easy to
+ use, fast processing and very flexible.
+
+ Anyway, I can't access the texture palettes. When I try to select TOOLS/TEXTURES/etc... the menu is
+ light grey and cannot be selected. Is this because I have no textures? Where can I get some? How can I
+ convert JPG to texture maps? What do I need to do to get past this barrier?
+
+ At present, I just want to load up a texture to see that everything works.
+
+ Cheers,
+
+ JM.
Brilliant tool, I was looking for a long time for a program like this
+
+ Anyway, I would kinda like the ability to tunnel into the landscape to make some caves and stuff :P.
+ (Other programs don't seem to export to .vmf so...)
+
I can't find any HL2/Source games WADs,can anyone help me about this? Thanks
+ -MaximosaPortal
+
+
+
+ 53.StojkePosted: May 7th, 2009 - 4:29:31
+ am
+
+
+
Hi nem you probably heard this but your tool rocks, everything works fine and wads
+ work(i have seen that some people had that problem) but when i save the map in .rmf and open it in
+ hammer it looks exactly like i made it, but when i tweak it a little( like player start and lights) and
+ compile it to .bsp the map turns to sh*t. The entire map gets filled with blocks.
If you can
+ please take a look here:
+
+ The first image was the opened file in hammer after it was generated by terrain editor, and the other
+ two are .bsp files.
+ The first one is textured and the other is wireframed.
+
+ Im a experienced noob at hammer and please help if you can.
I've been playing with many Terrain Generators, and this one is the most user
+ friendly by a large margin. I would love to use it, but I have a couple of issues.
+
+ First, is there a good way to optimize a terrain mesh? When I export it I get a very static mesh, other
+ terrain generators like L3DT seem to be able to optimize the output so that curved sections receive more
+ geometry and flat sections receive less.
+
+ I'm using this in a flash environment, so optimization is quite important to me.
+
+ Second, I have been able to export and OBJ file and import it into other tools, but I haven't been able
+ to get the texture map out as well, so far just the mesh. I probably missed something simple, but I've
+ been through most of the site with no luck on figuring it out.
When i tweak it a little( like player start and lights) and compile it to .bsp the
+ map turns to sh*t. The entire map gets filled with blocks.
The first image was the opened
+ file in hammer after it was generated by terrain editor, and the other two are .bsp files. The
+ first one is textured and the other is wireframed.
Im a experienced noob at hammer and please help
+ if you can.
+
+ I don't know for sure, because personally I've never used this program, but this is my guess of an
+ answer to your question.
+
+ In the Half-Life 1 / Gold Source engine the best way to get terrain that looks semi decent is to make it
+ with a grid of triangles / wedges (Triangles showing up on top view). To refrain from accidental concave
+ brushes, every triangle is it's own brush. If you were to do this manually, without a generator, then
+ you could for example; simply make the grid of all 16unit high wedges/triangles, select them all, and
+ use the vertex tool to move all the meeting vertexes to the heights you want (Takes time :P).
+
+ However, when you use this generator to do it, it looks like the triangles have a set coordinate for one
+ of the axis (IE they will all go down to the bottom / same depth). This will give the effect in
+ wireframe view that there are "Boxes" going down to the bottom of the sky (Or however far they
+ go down). If you look closely they're actually triangles not squares ;).
+
+ The best thing to do, if you haven't already, is to select all your terrain and click shift+a, then
+ CAREFULLY deselect all the faces people will see, then assign the texture "NULL" to the
+ selected faces (The ones that arent visible). Null texture is in ZHLT.wad which you should have :P if
+ not look up zoners half life tools.
+
+ heh I just realized your post was a year ago, I doubt you'll get the reply!.. Hope this was the right
+ answer though (PS no way to get rid of it either then manually change height of bottom 3 vertexes).
+