Unable to load/save .map file ! :@
Hello guys. i have BIG problem. system can't load my .map file, so now i can't compile it via batch compiler, and this is really, really annoying. Before it worked normal, but now i don't know where is error.
The .rmf file has about 6 Mb, when i save it as .map, the .map file has about 1,5 Mb.
When i opened .map, it showed me only empty mapping net without any blocks and objects in map! so i made some edits in my rmf, i deleted some objects (because there were func_wall - empty solid errors in ALT+P), but now when i want to open .map file, system shows me this:
http://img245.imageshack.us/img245/2153/omgg.jpg
when i click ok, it close.
Thanks for help, i really need it!
Why you are trying to open the .map file with VHE, when you want to compile it with batch? o_O I don't think there's solution for this "problem". It's just what it says "xxxxxx solids were not loaded due to errors in file". And I don't think you're trying to compile something. More like steal brushes from other map. :)
New error:
added 1 additional animating textures.
Error: File read failure
----- END hlcsg -----
after this batch stops the compilation process and close the system window.
Can we see the whole log? :)
hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to ([email protected])
----- BEGIN hlcsg -----
Command line: "D:\Mapping\Valve Hammer Editor\tools\hlcsg.exe"-nowadtextures "D:\Mapping\Valve Hammer Editor\maps\kz_desperados"
Entering D:\Mapping\Valve Hammer Editor\maps\kz_desperados.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 ]
priority [ Normal ] [ Normal ]
noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ off ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]
Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]
50 brushes (totalling 300 sides) discarded from clipping hulls
CreateBrush:
(13.23 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(8.42 seconds)
Using Wadfile: \mapping\valve hammer editor\wads\deserted.wad
- Warning: Larger than expected texture (345918 bytes): 'ROCK_BROWN1'
- Warning: Larger than expected texture (345918 bytes): 'SAND_STYLE2'
- Contains 11 used textures, 9.65 percent of map (41 textures in wad)
Using Wadfile: \mapping\valve hammer editor\wads\desperados_titles.wad
- Contains 6 used textures, 5.26 percent of map (10 textures in wad)
Using Wadfile: \mapping\valve hammer editor\wads\explo.wad
- Warning: Larger than expected texture (345918 bytes): 'B0NG0-P1-66'
- Warning: Larger than expected texture (345918 bytes): 'RAD_ICEWALL2'
- Warning: Larger than expected texture (345918 bytes): 'RAD_MARBLEZEN'
- Warning: Larger than expected texture (345918 bytes): 'RAD_MEGAFADE1'
- Warning: Larger than expected texture (345918 bytes): 'RAD_MEGAROCK1'
- Warning: Larger than expected texture (345918 bytes): 'FLOOR_OUTDOOR-C'
- Warning: Larger than expected texture (345918 bytes): 'FLOOR_TILE-MEDI'
- Warning: Larger than expected texture (345918 bytes): 'FLOOR_TILE-MEDO'
- Warning: Larger than expected texture (345918 bytes): 'FLOOR_TILE-RAMP'
- Warning: Larger than expected texture (345918 bytes): 'FLOOR_TILE-SMAL'
- Warning: Larger than expected texture (345918 bytes): 'LAB1_FLR4'
- Warning: Larger than expected texture (345918 bytes): 'MEGAROCK2'
- Contains 6 used textures, 5.26 percent of map (130 textures in wad)
Using Wadfile: \mapping\valve hammer editor\wads\rockkkkk.wad
- Warning: Larger than expected texture (348972 bytes): 'STEP6_RESULT512'
- Contains 1 used texture, 0.88 percent of map (1 textures in wad)
Using Wadfile: \mapping\valve hammer editor\wads\cs_desperados.wad
- Warning: Larger than expected texture (261932 bytes): 'EGYPT13'
- Contains 80 used textures, 70.18 percent of map (157 textures in wad)
Using Wadfile: \mapping\valve hammer editor\wads\bronx.wad
- Warning: Larger than expected texture (295854 bytes): 'AD_RAVERSOLID'
- Contains 3 used textures, 2.63 percent of map (121 textures in wad)
Using Wadfile: \mapping\valve hammer editor\wads\kz_tomorrow.wad
- Contains 7 used textures, 6.14 percent of map (154 textures in wad)
Using Wadfile: \mapping\valve hammer editor\wads\adventure2.wad
- Warning: Larger than expected texture (345918 bytes): 'B0NG0-P1-17'
- Warning: Larger than expected texture (345918 bytes): 'B0NG0-P1-18'
- Warning: Larger than expected texture (345918 bytes): 'B0NG0-P1-71'
- Warning: Larger than expected texture (345918 bytes): 'RAD_ICEWALL2'
- Warning: Larger than expected texture (345918 bytes): 'CRAZYHYTEXACID'
- Warning: Larger than expected texture (345918 bytes): 'CRETE_DARK2'
- Warning: Larger than expected texture (345918 bytes): 'FLOOR_TILE-RAMP'
- Warning: Larger than expected texture (345918 bytes): 'FLOOR_TILE-SMAL'
- Warning: Larger than expected texture (345918 bytes): 'WALL_CRETE-GRAY'
- Contains 0 used textures, 0.00 percent of map (120 textures in wad)
added 1 additional animating textures.
Error: File read failure
----- END hlcsg -----
I used some wood, rock and other textures from other kz maps :D
try with a new -texdata value ! or less textures.
and if u have disc partitions put al the mapping thingies in the same disc.
I Hope this works GL =)
relevant thread http://xtreme-jumps.eu/e107_plugins/forum/forum_viewtopic.php?39370.post
get a SHLT compiling tools http://www.snarkpit.net/index.php?s=downloads&game=15&cat=6 and U will compile Your map !
Originally posted by citizenxget a SHLT compiling tools http://www.snarkpit.net/index.php?s=downloads&game=15&cat=6 and U will compile Your map !
HMM very interesting... are they better than ZHLT, and if yes then what improvements/fixes are included there?
I was trying to find documentation but google didn't help :\
Originally posted by opaOriginally posted by citizenxget a SHLT compiling tools http://www.snarkpit.net/index.php?s=downloads&game=15&cat=6 and U will compile Your map !
HMM very interesting... are they better than ZHLT, and if yes then what improvements/fixes are included there?
I was trying to find documentation but google didn't help :\
Yeah its better, and last release was 1-2 months ago, so its fresh, there bigger entity limits, code optimizations, so compiler works faster, and much more xD
Originally posted by xPawOriginally posted by opaOriginally posted by citizenxget a SHLT compiling tools http://www.snarkpit.net/index.php?s=downloads&game=15&cat=6 and U will compile Your map !
HMM very interesting... are they better than ZHLT, and if yes then what improvements/fixes are included there?
I was trying to find documentation but google didn't help :\
Yeah its better, and last release was 1-2 months ago, so its fresh, there bigger entity limits, code optimizations, so compiler works faster, and much more xD
is there any official site for lastest version of those tools and documentation?
Originally posted by opais there any official site for lastest version of those tools and documentation?
http://www.svencoop.com/forums/showthread.php?p=434713
I made a little test on a map I was working on, and it was not faster at all. :/
puppets when u use more textlight then possible with zhlt u can compile it with shlt and it is much faster at the light
depending on what version u have used. SSE2 is supposed to be faster.
compiling isn't faster, at least I think so. But it's much better because You can use up to 32mb, instead of 4.xx mb with ZHLT...
example: Map that I working on can't be compiled with standard ZHLT, because of texture usage (have a lot of bigger custom textures)...but SHLT compiles map.
only problem is because I can't use -nowadinclude command, error shows up. My .bsp is too large (9mb) with -wadinclude...but I'll find solution somehow.
you can also compile maps with zhlt which have a larger texture cache with -texdata which is actually set on 32mb in SHLT.
Like the svencoop posts RAD is faster than in ZHLT i noticed it in my svencoop project and on my new kzproject, too. And if you guys want i can make a benchmark test later when i got time.
Please log in to post replies.