WTF! Running the map problem.
Hm...I have no idea what is goin on. I compile the map, nothing is wrong everything seems to be correct. But when I try to test the map in the actual cs game, this little message pops up:
File Read Failure.
Help?
You should post your log anyways even though it compiled. Might find something in there that could be causing the problem.
btw have u looked in the console for more informations?
btw have u looked in the console for more informations?
Thats the thing, CS totally shuts down when I try to run the map. Here is my config:
** Executing...
** Command: Change Directory
** Parameters: C:\Program Files\Steam\steamapps\volsfootball\counter-strike
** Executing...
** Command: Copy File
** Parameters: "C:\CsMaps\kz_kzus_texasblock.map" "C:\Program Files\Valve Hammer Editor\maps\kz_kzus_texasblock.map"
** Executing...
** Command: C:\PROGRA~1\ZHLT\hlcsg.exe
** Parameters: "C:\Program Files\Valve Hammer Editor\maps\kz_kzus_texasblock"
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 ([email protected])
----- BEGIN hlcsg -----
Command line: C:\PROGRA~1\ZHLT\hlcsg.exe "C:\Program Files\Valve Hammer Editor\maps\kz_kzus_texasblock"
Entering C:\Program Files\Valve Hammer Editor\maps\kz_kzus_texasblock.map
Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]
noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]
Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]
40 brushes (totalling 244 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.33 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.60 seconds)
Using Wadfile: \amx timer\timecounter.wad
- Contains 15 used textures, 48.39 percent of map (17 textures in wad)
Using Wadfile: \cstextures\texas.wad
- Warning: Larger than expected texture (1913312 bytes): 'TEXAS'
- Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: \cstextures\blue.wad
- Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: \cstextures\flag.wad
- Warning: Larger than expected texture (408812 bytes): 'FLAG'
- Contains 1 used texture, 3.23 percent of map (1 textures in wad)
Using Wadfile: \cstextures\red.wad
- Contains 1 used texture, 3.23 percent of map (1 textures in wad)
Using Wadfile: \cstextures\halflife.wad
- Contains 12 used textures, 38.71 percent of map (3116 textures in wad)
Using Wadfile: \cstextures\texas_flag.wad
- Contains 1 used texture, 3.23 percent of map (1 textures in wad)
Using Wadfile: \cstextures\border.wad
- Warning: Larger than expected texture (717872 bytes): 'BORDER'
- Contains 1 used texture, 3.23 percent of map (1 textures in wad)
added 4 additional animating textures.
Texture usage is at 1.58 mb (of 4.00 mb MAX)
1.05 seconds elapsed
----- END hlcsg -----
** Executing...
** Command: C:\PROGRA~1\ZHLT\hlbsp.exe
** Parameters: "C:\Program Files\Valve Hammer Editor\maps\kz_kzus_texasblock"
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 ([email protected])
----- BEGIN hlbsp -----
Command line: C:\PROGRA~1\ZHLT\hlbsp.exe "C:\Program Files\Valve Hammer Editor\maps\kz_kzus_texasblock"
Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]
noclip [ off ] [ off ]
nofill [ off ] [ off ]
noopt [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 8192)
SolidBSP [hull 0] 500...1000...1044 (0.13 seconds)
BSP generation successful, writing portal file 'C:\Program Files\Valve Hammer Editor\maps\kz_kzus_texasblock.prt'
SolidBSP [hull 1] 500...1000...1155 (0.14 seconds)
SolidBSP [hull 2] 500...1000...1189 (0.15 seconds)
SolidBSP [hull 3] 500...1000...1123 (0.13 seconds)
1.49 seconds elapsed
----- END hlbsp -----
** Executing...
** Command: C:\PROGRA~1\ZHLT\hlvis.exe
** Parameters: "C:\Program Files\Valve Hammer Editor\maps\kz_kzus_texasblock"
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 ([email protected])
----- BEGIN hlvis -----
Command line: C:\PROGRA~1\ZHLT\hlvis.exe "C:\Program Files\Valve Hammer Editor\maps\kz_kzus_texasblock"
678 portalleafs
2047 numportals
-= Current hlvis 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 vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]
fast vis [ off ] [ off ]
full vis [ off ] [ off ]
BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (3.80 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (298.57 seconds)
average leafs visible: 117
g_visdatasize:37871 compressed from 57630
302.43 seconds elapsed [5m 2s]
----- END hlvis -----
** Executing...
** Command: C:\PROGRA~1\ZHLT\hlrad.exe
** Parameters: "C:\Program Files\Valve Hammer Editor\maps\kz_kzus_texasblock"
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 ([email protected])
----- BEGIN hlrad -----
Command line: C:\PROGRA~1\ZHLT\hlrad.exe "C:\Program Files\Valve Hammer Editor\maps\kz_kzus_texasblock"
-= Current hlrad 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 ]
vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
bounce dynamic light [ on ] [ on ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]
smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]
texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]
global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]
opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]
colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]
custom shadows with bounce light
[ off ] [ off ]
rgb transfers [ off ] [ off ]
[Reading texlights from 'C:\PROGRA~1\ZHLT\lights.rad']
[59 texlights parsed from 'C:\PROGRA~1\ZHLT\lights.rad']
3307 faces
Create Patches : 21386 base patches
0 opaque faces
208625 square feet [30042006.00 square inches]
12 direct lights
BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (36.89 seconds)
visibility matrix : 27.3 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (42.32 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (79.89 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (9.94 seconds)
Transfer Lists : 25689808 : 25.69M transfers
Indices : 1761316 : 1.68M bytes
Data : 102759232 : 98.00M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (8.57 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (3.99 seconds)
182.58 seconds elapsed [3m 2s]
----- END hlrad -----
k so i think i know your problem:
can u tell me please the pixel from this pictures:
'BORDER' 'FLAG' 'TEXAS'
Border: 912 x 592
Texas: 1200 x 1200
Flag: 640 x 480
Seems like they are too large.
Maximum is 512 x 512 and number have to be divisible by 16.
[ Edited Thu Oct 19 2006, 02:57AM ]
https://www.youtube.com/watch?v=QwrbyVaC6EU
ill bring those texts down thx peops
sorry plane and rinkon the large texture size isn't 512 its 7** all above crashed cs.
Oh 768. Nice i was unaware. I dont see any reason to have a texture of that size however.
maybe a looong credits list? ^_^
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