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Help with good ol hammer

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1 Help with good ol hammer on Mon Sep 03, 2012 9:26 pm

Guest


Guest
So I decided to try hammer
But it hasent been working out so good
I tried Mabuses hammer settings but it won't compile

Here is the log of the compile process


Spoiler:



** Executing...
** Command: C:\DOCUME~1\CALLME~1\Desktop\vhe\Zhlt\hlcsg.exe
** Parameters: c:\DOCUME~1\CALLME~1\desktop\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:\DOCUME~1\CALLME~1\Desktop\vhe\Zhlt\hlcsg.exe c:\DOCUME~1\CALLME~1\desktop\test -nowadtextures
Entering c:\DOCUME~1\CALLME~1\desktop\test.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 2 ] [ 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]

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

Using Wadfile: \documents and settings\callmefriizy\desktop\asp lasd.wad
- Contains 1 used texture, 100.00 percent of map (6628 textures in wad)
Using Wadfile: \documents and settings\callmefriizy\desktop\wadwaw.wad
- Warning: Larger than expected texture (348972 bytes): 'GROUP935'
- Warning: Larger than expected texture (348972 bytes): 'HELP_CHALK'
- Warning: Larger than expected texture (348972 bytes): 'LIGHTNINGBOX_CH'
- Warning: Larger than expected texture (348972 bytes): 'QUENCH_CHALK'
- Warning: Larger than expected texture (348972 bytes): 'REUNITE_CHALK'
- Warning: Larger than expected texture (348972 bytes): 'SALVATION_CHALK'
- Warning: Larger than expected texture (348972 bytes): 'SUMPF_GUIDE_115'
- Warning: Larger than expected texture (348972 bytes): 'TELEPORTER_CHAL'
- Warning: Larger than expected texture (348972 bytes): 'UNKNOWN_CHALK'
- Warning: Larger than expected texture (348972 bytes): 'WISHING_CHALK'
- Warning: Larger than expected texture (348972 bytes): 'ZOMBIE_FACTORY_'
- Warning: Larger than expected texture (348972 bytes): 'ZOMBIE_SIGNS'
- Contains 0 used textures, 0.00 percent of map (37 textures in wad)
Using Wadfile: \documents and settings\callmefriizy\desktop\wc3x\textures\untitled1.wad
- Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: \documents and settings\callmefriizy\desktop\ndu.wad
- Contains 0 used textures, 0.00 percent of map (21 textures in wad)

Texture usage is at 0.02 mb (of 4.00 mb MAX)
0.05 seconds elapsed

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




** Executing...
** Command: C:\DOCUME~1\CALLME~1\Desktop\vhe\Zhlt\hlbsp.exe
** Parameters: c:\DOCUME~1\CALLME~1\desktop\test

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: C:\DOCUME~1\CALLME~1\Desktop\vhe\Zhlt\hlbsp.exe c:\DOCUME~1\CALLME~1\desktop\test

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noopt [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 8192)


SolidBSP [hull 0] 13 (0.00 seconds)
BSP generation successful, writing portal file 'c:\DOCUME~1\CALLME~1\desktop\test.prt'
SolidBSP [hull 1] 13 (0.00 seconds)
SolidBSP [hull 2] 13 (0.00 seconds)
SolidBSP [hull 3] 13 (0.00 seconds)
0.02 seconds elapsed

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




** Executing...
** Command: C:\DOCUME~1\CALLME~1\Desktop\vhe\Zhlt\hlvis.exe
** Parameters: c:\DOCUME~1\CALLME~1\desktop\test -full

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: C:\DOCUME~1\CALLME~1\Desktop\vhe\Zhlt\hlvis.exe c:\DOCUME~1\CALLME~1\desktop\test -full
1 portalleafs
0 numportals

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

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


BasePortalVis:
(0.02 seconds)
LeafThread:
(0.00 seconds)
average leafs visible: 0
g_visdatasize:3 compressed from 1
0.02 seconds elapsed

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




** Executing...
** Command: C:\DOCUME~1\CALLME~1\Desktop\vhe\Zhlt\hlrad.exe
** Parameters: -ambient 0.009 0.009 0.009 -extra

No mapname specified
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)

-= hlrad Options =-

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

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

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

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

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

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

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

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

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

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

mapfile : The mapfile to compile



Here are my settings


2 Re: Help with good ol hammer on Tue Sep 04, 2012 12:11 pm

dr_mabuse

avatar
Administrator
Administrator
send me your rmf file, i will try to check it out.


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3 Re: Help with good ol hammer on Tue Sep 04, 2012 2:46 pm

Guest


Guest
Got is sorted thnx mabuse.Just reinstaled my OS and BAM
It worked also textures and everything
Finally got VHE working fully ^^ so my maps will be in HLBSP from now on :yay:
Here is mabuse's compiler set up if anyone wants it (Credit to mabuse for pic)

Add -nowadtextures to csg_exe paraments to include textures in the BSP
Also make sure the WAD,VHE and the game(NZP) are on the same HDD(to make sure there are no problems I recommend you keep everything on C: Drive 😉 )



Last edited by FRiiZYDuDE on Tue Sep 04, 2012 2:49 pm; edited 1 time in total (Reason for editing : Typos and stuff)

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