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Issue compiling WADs

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1NZP Demo Issue compiling WADs on Sat Aug 29, 2015 10:25 am

Hello everyone!

I actually have been supporting nzp since 1.0 in 2011. I've gone back to it time and time again. I recently realized they actually finally released a demo and was hoping to start mapping for it again.

I've been using Jackhammer with the hl compilers told to be used in the kit.
I followed the tutorial by FRiiZY_DuDE but no matter what I do it wont compile my wads. It gives an error saying that they can't be found even though there clearly right there in the folder. I even have admin permissions so the problem isn't there. It wont compile the bsp until it finds the wads. Frown

Also I had a question of what wads should I actually use since there are many in the nzp folder.

Thanks for any help!

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2NZP Demo Re: Issue compiling WADs on Sat Aug 29, 2015 11:09 am

SilverFox

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Add one of the .wads from the nzp texture folder or the devtexture.wad given in frizz dudes tutorial, and create a new map and only use those textures and try too compile.
- if this works then your .wads need to be made with wally.

Also the problem could be your compiler settings, go to advanced and make sure " -nowadtextures " is on the csg_exe parameters, if you touch anything else in the compiler settings other than adding the -nowadtextures i suggest making a new game profile to reset the compiler settings.

And one more thing, make sure your running jackhammer as administrator just in case.


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3NZP Demo Re: Issue compiling WADs on Sat Aug 29, 2015 11:10 am

Naievil

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Copy/paste your compiling mesage into a Spoiler here, please Smilez

I'm going to assume that there are spaces in the names of the directories as well. Check for that.


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@dr_mabuse wrote:good job Smilez

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4NZP Demo Re: Issue compiling WADs on Sat Aug 29, 2015 12:18 pm

@Naievil wrote:Copy/paste your compiling mesage into a Spoiler here, please Smilez

I'm going to assume that there are spaces in the names of the directories as well. Check for that.

Warning: Wad file '\NZP_Kit\textures\Example_01.wad' not found
Warning: Wad file '\NZP_Kit\textures\jp_dev.wad' not found
Warning: Wad file '\NZP_Kit\textures\waw_HLBSP.wad' not found
Error: Could not open wad file \NZP_Kit\textures\Example_01.wad
Error: Could not find WAD file
Description: The compile tools could not locate a wad file that the map was referencing.
Howto Fix: Make sure the wad's listed in the level editor actually all exist

Error: Could not open wad file \NZP_Kit\textures\jp_dev.wad
Error: Could not open wad file \NZP_Kit\textures\waw_HLBSP.wad


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




* WARNING: File was not built!
"D:\ppsspp\ISOs\NZP\nzp\maps\test.bsp"


All is fine until here. I didn't paste the begining. I've been trying just to compile the example map to make sure my compiler is working before I actually start mapping. If this is not a good idea I guess I can make a real test map and then compile it. But my understanding was that the Example map only used the Example_01.wad. Either way I can't seem to get it recognize that any of the wads I tell it even exist as seen above. This is very weird because they still load in the editor fine too.

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5NZP Demo Re: Issue compiling WADs on Sat Aug 29, 2015 3:07 pm

Naievil

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Remove and re-add all of the textures thay you currently have added in Jackhammer


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@dr_mabuse wrote:good job Smilez

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6NZP Demo Re: Issue compiling WADs on Sat Aug 29, 2015 3:22 pm

@Naievil wrote:Remove and re-add all of the textures thay you currently have added in Jackhammer

I've done that many times with no change. I really don't understand what could be causing this issue.

I have all my compilers set up just as in FRiiZY_DuDE's tutorial. All are marked to run as admin including Jackhammer as well.

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7NZP Demo Re: Issue compiling WADs on Sat Aug 29, 2015 3:26 pm

Naievil

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For now just try to use Batch Compiler to export the map. That's all I can say without a hand-on diagnosis


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@dr_mabuse wrote:good job Smilez

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8NZP Demo Update on Thu Sep 03, 2015 7:56 pm

Ok, I have had some progress in fixing the problem as you can see from the compilers console below. Unfortunately when I try to run the map it say it cannot load Example_01.wad in the NZP console. Also it seems to be practicality skipping all the vis and rad compilers all together. Also when I compile there are a lot more files made then just a .bsp. I have no idea if this is normal or not since when I compiled for NZP 1.1 with worldcraft I ran into non of these problems.

I was wondering if someone could give me there exact compiler setup in a screen shot or something because it seems to me that it is very unclear what are the best compiler commands and perimeters.
I'm not particularly a veteran in compilers either so I'm really just looking for someone to point me in the right direction here and I really want to map for the new version of NZP but I'm getting really close to giving up and just mapping for the old version since this version just seems like a nightmare.

Spoiler:

** Executing...
** Command: C:\NZP_Kit\compiler\hlcsg.exe
** Parameters: D:\ppsspp\ISOs\NZP\nzp\maps\test -nowadtextures

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: C:\NZP_Kit\compiler\hlcsg.exe D:\ppsspp\ISOs\NZP\nzp\maps\test -nowadtextures
Entering D:\ppsspp\ISOs\NZP\nzp\maps\test.map

Current hlcsg Settings
Name                 |  Setting  |  Default
---------------------|-----------|-------------------------
threads               [       4 ] [  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           [     off ] [      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]

2 brushes (totalling 12 sides) discarded from clipping hulls
CreateBrush:
40%...50%...60%...70%...80%...90%... (0.00 seconds)
SetModelCenters:
20%...30%...60%...90%... (0.00 seconds)
CSGBrush:
10%...30%...50%...60%...80%... (0.03 seconds)

Using Wadfile: \NZP_Kit\textures\Example_01.wad
- Contains 13 used textures, 100.00 percent of map (15 textures in wad)
Using Wadfile: \NZP_Kit\textures\jp_dev.wad
- Warning: Larger than expected texture (348972 bytes): 'DEV_512_OR_000X'
- Warning: Larger than expected texture (348972 bytes): 'DEV_512_GR_000X'
- Warning: Larger than expected texture (348972 bytes): 'DEV_512_OR_512X'
- Warning: Larger than expected texture (348972 bytes): 'DEV_512_GR_256X'
- Warning: Larger than expected texture (348972 bytes): 'DEV_512_OR_128X'
- Warning: Larger than expected texture (348972 bytes): 'DEV_512_GR_128X'
- Warning: Larger than expected texture (348972 bytes): 'DEV_512_OR_064X'
- Warning: Larger than expected texture (348972 bytes): 'DEV_512_GR_064X'
- Warning: Larger than expected texture (348972 bytes): 'DEV_512_OR_032X'
- Warning: Larger than expected texture (348972 bytes): 'DEV_512_GR_032X'
- Warning: Larger than expected texture (348972 bytes): 'DEV_512_GR_512X'
- Warning: Larger than expected texture (348972 bytes): 'DEV_512_OR_256X'
- Warning: Larger than expected texture (348972 bytes): '!DEV_L_WATER3'
- Warning: Larger than expected texture (348972 bytes): '!DEV_L_LAVA3'
- Warning: Larger than expected texture (348972 bytes): '!DEV_L_SLIME3'
- Warning: Larger than expected texture (348972 bytes): '!DEV_L_SLUDGE3'
- Warning: Larger than expected texture (348972 bytes): 'DEV_L_LAVA3'
- Warning: Larger than expected texture (348972 bytes): 'DEV_L_SLIME3'
- Warning: Larger than expected texture (348972 bytes): 'DEV_L_SLUDGE3'
- Warning: Larger than expected texture (348972 bytes): 'DEV_L_WATER3'
- Contains 0 used textures, 0.00 percent of map (113 textures in wad)
Using Wadfile: \NZP_Kit\textures\kurok.wad
- Contains 0 used textures, 0.00 percent of map (112 textures in wad)
Using Wadfile: \NZP_Kit\textures\waw_HLBSP.wad
- Contains 0 used textures, 0.00 percent of map (157 textures in wad)

Texture usage is at 0.10 mb (of 4.00 mb MAX)
0.05 seconds elapsed

-----   END   hlcsg -----





** Executing...
** Command: C:\NZP_Kit\compiler\hlbsp.exe
** Parameters: D:\ppsspp\ISOs\NZP\nzp\maps\test


** Executing...
** Command: C:\NZP_Kit\compiler\hlvis.exe
** Parameters: D:\ppsspp\ISOs\NZP\nzp\maps\test -fast


** Executing...
** Command: C:\NZP_Kit\compiler\hlrad.exe
** Parameters: D:\ppsspp\ISOs\NZP\nzp\maps\test -fast

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9NZP Demo Re: Issue compiling WADs on Thu Sep 03, 2015 8:02 pm

Naievil

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@Zombie Slayur wrote:Unfortunately when I try to run the map it say it cannot load Example_01.wad in the NZP console.

You do not have the wads in your "textures" folder in whatever directory your NZ:P directory is in.

When you are finished with your map completely, use Batch Compiler to compile the bsp along with the wads.


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@dr_mabuse wrote:good job Smilez

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10NZP Demo Re: Issue compiling WADs on Thu Sep 03, 2015 8:19 pm

I may be misunderstanding you but if you are trying to refer to the the "textures" folder in the NZP directory itself then that doesn't make any sense because all the texture are given in there by default that I am trying to compile. Anyways I've never used Batch Compiler. I've only every used compilers for NZP and Call of Duty: World at War and for other small programming projects.

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11NZP Demo Re: Issue compiling WADs on Thu Sep 03, 2015 8:27 pm

Naievil

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I may as well be misunderstanding your answer as well, but the way NZP reads a compiled .bsp file is that it will read the texture name and lightmap setting (or whatnot) FROM the .bsp. Most of the bulk of the .bsp is just the size and number of brushes. Your hlbsp is being written. I don't know why your vis and rad settings are not loading but that shouldn't stop the map from loading in NZP from my experience.

Put the .wad files that you used in your "textures" directory that is found in the base nzp directory which is accompanied by the progs.lno/nzp.rc (if I remember correctly).

Your .bsp will not load if you do not have the textures in there unless you use batch compiler to compile the map and include the wad files.


(I also may be wrong regarding the info in the first paragraph, though I am sure that I'm right)


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@dr_mabuse wrote:good job Smilez

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12NZP Demo Re: Issue compiling WADs on Thu Sep 03, 2015 9:02 pm

@Naievil wrote:

Put the .wad files that you used in your "textures" directory that is found in the base nzp directory which is accompanied by the progs.lno/nzp.rc (if I remember correctly).


Actually I feel like an idiot now because I just realized I was running the wrong version of NZP... (Don't tell anyone I was stupid) WinkeyWink (I was using 1.03)

Now the map will load now but... however I still have the problem that I can't get the light to compile.

Also thank you for all your help so far!

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13NZP Demo Re: Issue compiling WADs on Thu Sep 03, 2015 9:05 pm

Naievil

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@Zombie Slayur wrote:Actually I feel like an idiot now because I just realized I was running the wrong version of NZP... (Don't tell anyone I was stupid) WinkeyWink (I was using 1.03)

Now the map will load now but... however I still have the problem that I can't get the light to compile.

Also thank you for all your help so far!

Using 1.03 is fine...

As for your compiler settings, just try and switch from Jackhammer to VHE to test that your compilers still work there.


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@dr_mabuse wrote:good job Smilez

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14NZP Demo Re: Issue compiling WADs on Thu Sep 03, 2015 9:20 pm

@Naievil wrote:

Using 1.03 is fine...

As for your compiler settings, just try and switch from Jackhammer to VHE to test that your compilers still work there.

Yes except the textures folder is different. The Demo has no backupwads folder which is what I thought you meant since it already has all the wads in it.

Anyways I will continue to fiddle with the compiler to see what the issue is with the light.

I still feel like just going back to worldcraft if I have to. Have you heard of that being compatible with the demo?

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15NZP Demo Re: Issue compiling WADs on Thu Sep 03, 2015 9:23 pm

Naievil

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All development suites work fine. The only reason we recommended that you use Jackhammer is that it is better to position .mdls as well as other functions. Worldcraft is very very outdated but it still works.

Do not use qbsp, as NZP only supports hlbsp


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@dr_mabuse wrote:good job Smilez

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16NZP Demo Re: Issue compiling WADs on Fri Sep 04, 2015 3:42 am

SilverFox

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First off you need to use Jackhammer, after I switched the texture quality and lighting was 10x better; plus i could never get Worldcraft to work.

What i would suggest first is too create a new Jackhammer game profile

Here is mine:


Use the HL compilers and fgd from friizy's tutorial.




For textures I would suggest making a folder called "textures" in the C: drive, just like in friizy's tutorial.

Also only add the dev textures from frizzy tutorial devwad since i know for certain they work.



I would also suggest starting a new map and texturing the example room with the dev textures.


Now for compiling there are two things you can try.

The first one is follow my settings:


And if that doesn't work I am guessing your compiler settings are still messed up, since I don't believe creating a new profile resets the compiler settings.

In that case I need you to find your compiler settings in the files.

If you ran Jackhammer as an administrator then there should be a file called "VDKRunCfg.ini" in the main jackhammer folder C:/program files/jackhammer

If you didn't run Jackhammer as an administrator then it should be located in "My Documents/jackhammer"

Just in case check both locations and if both locations have "VDKRUNCfg.ini"
do this next step for both.


Make a backup, and then open it and delete only config0, then replace it with mine:
'Spoiler':


[Config0]
Title=Default
Commands\1\Type=2
Commands\1\Flags=1
Commands\1\Args=$gamedir
Commands\2\Type=3
Commands\2\Flags=1
Commands\2\Prog=$path/$file.$ext
Commands\2\Args=$bspdir/$file.$ext
Commands\3\Type=1
Commands\3\Flags=3
Commands\3\Prog=$csg_exe
Commands\3\Args=\"$bspdir/$file\" -nowadtextures
Commands\3\FileCheck=$bspdir/$file.$bspext
Commands\4\Type=1
Commands\4\Flags=3
Commands\4\Prog=$bsp_exe
Commands\4\Args=\"$bspdir/$file\"
Commands\4\FileCheck=$bspdir/$file.prt
Commands\5\Type=1
Commands\5\Flags=1
Commands\5\Prog=$vis_exe
Commands\5\Args=\"$bspdir/$file\" -full
Commands\6\Type=1
Commands\6\Flags=1
Commands\6\Prog=$light_exe
Commands\6\Args=\"$bspdir/$file\" -extra
Commands\7\Type=2
Commands\7\Flags=1
Commands\7\Args=$exedir
Commands\8\Type=0
Commands\8\Flags=1
Commands\8\Prog=$game_exe
Commands\8\Args=-console -dev +map $file
Commands\size=8


Hope this helps


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17NZP Demo Re: Issue compiling WADs on Fri Sep 04, 2015 8:28 am

Thank you both for your help. I have gotten my compilers working now. It now is compiling light properly too. Thank you for the correct setup on the compilers Silver Fox.
I was only thinking about using Worldcraft because I'm familiar with it where as Jackhammer I am not. It shouldn't take too long for me to figure out how to work the interface in Jackhammer though as it still seem similar to Worldcraft. With my compilers fully working it shouldn't take too long for me to understand mapping for the new version.
Thank you both again! VeryHappy

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