help on meh map

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well sorry for wasting some of ur time, but ive made this map a while back ago, and since then ive been asking some of my friends how to make it to a bsp to a real map, i seen all the tuts and everything about the hulls text, put mostly everthing that u guys been talking about, but now i have become impatience and im seeking help from one of u more experience mappers. so if anyone can please help me by taking my hammer version .rmf map, and convert it, because i have tried so many times and asked so many people like Mr. Satan, but for some reason he got mad at me and never helped me out




if anyone can help me my aim sn is:hlrobodbz
btw i added my own textures, i will also send who ever IMs me the wads
o_O o_O
 
The Viking
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Heh, try adding a skybox. Use the sky texture, create a box that fits perfectly around your map, except height wise, for more fighting space.
 
The Viking
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What compiler are you using ? And do you have a .log file of that ?
 
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ive tried every complier =_=.


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: hlcsg.exe -nowadtextures -threads 1 -estimate -high -wadinclude dirt3.wad -wadinclude esf.wad -wadinclude halflife.wad -wadinclude stone2.wad "C:\Documents and Settings\Angel M.ANGEL\Desktop\bardock2"
Entering C:\Documents and Settings\Angel M.ANGEL\Desktop\bardock2.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ High ] [ 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]
[dirt3.wad]
[esf.wad]
[halflife.wad]
[stone2.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(5.91 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(1.83 seconds)

Including Wadfile: \wads\dirt3.wad
- Contains 1 used texture, 20.00 percent of map (1 textures in wad)
Including Wadfile: \wads\esf.wad
- Warning: Larger than expected texture (348972 bytes): 'CHAOS-01'
- Warning: Larger than expected texture (348972 bytes): 'CHAOS-02'
- Contains 1 used texture, 20.00 percent of map (73 textures in wad)
Including Wadfile: \wads\halflife.wad
- Contains 2 used textures, 40.00 percent of map (3116 textures in wad)
Including Wadfile: \wads\stone2.wad
- Contains 1 used texture, 20.00 percent of map (1 textures in wad)

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

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



hlbsp 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 hlbsp -----
Command line: hlbsp.exe -threads 1 -estimate -high "C:\Documents and Settings\Angel M.ANGEL\Desktop\bardock2"

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ High ] [ Normal ]

noclip [ off ] [ off ]
nofill [ 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 4096)


Warning: === LEAK in hull 0 ===
Entity info_good_start @ (-3277,-2323,-1483)
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


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


btw yeah i know the hulls.txt thing isnt there, donno wat happen to it, i put it in my esf folder, and put the link to my complier but it still doesnt pick it up.
 
The Viking
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You have a leak in your map, wich means, there is a hole in the skybox. Or on of your point entities is outside the skybox
 
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Yeah you have a leak on your good team start point by the looks of things make sure that that entitie is inside the skybox. also a tip for the map the texture you used for the beam crater is good for that point but for the mountains it does not look right try picking a different texture for that! :) good luck
 

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