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I believe this has something to do with the hull file (considering thats what the error says). Anyways, let me explain the problem.

Basically when I compile my map, I get a hull error, and when you join the map, its like everywhere is water. When I look up, the entire sky is one big leak, but I cant figure out why. I have the basic ground/mountains for my map. Then I surround the entire thing with a clip box (big box with the clip texture so they cant go into the void) and I surround THAT with a skybox.

When you start (where you are supposed to be floating in the air), the character will be swimming. They cant move, but can teleport up on top of the clipbox, and then walk around normally. Any ideas anyone, I'll post the compile log.

By the way, I'm using XP-Cagey's build of Merl's Custom Zoner tools (check the natural selection forums, lots of optimizations) and I'm also using Batch Compiler to compile the map.

hlcsg v2.5.3 rel Custom Build 1.7p4 (Mar 13 2003)
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:\Program Files\ZHLT\hlcsg.exe"-hullfile c:\Sierra\Counter-Strike\esf\hulls.txt -chart -estimate -texdata 8192 "C:\Documents and Settings\Tom\My Documents\Maps\ESF\esf_finalnamek.map"
Loading hull definitions from 'c:\Sierra\Counter-Strike\esf\hulls.txt'
Entering C:\Documents and Settings\Tom\My Documents\Maps\ESF\esf_finalnamek.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 8388608 ] [ 4194304 ]
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 [ c:\Sierra\Counter-Strike\esf\hulls.txt ] [ 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:
(0.03 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.04 seconds)

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 0/400 0/25600 ( 0.0%)
planes 724/65535 14480/1310700 ( 1.1%)
vertexes 0/65535 0/786420 ( 0.0%)
nodes 0/32767 0/786408 ( 0.0%)
texinfos 16/32767 640/1310680 ( 0.0%)
faces 0/65535 0/1310700 ( 0.0%)
clipnodes 0/32767 0/262136 ( 0.0%)
leaves 0/8192 0/229376 ( 0.0%)
marksurfaces 0/65535 0/131070 ( 0.0%)
surfedges 0/512000 0/2048000 ( 0.0%)
edges 0/256000 0/1024000 ( 0.0%)
texdata [variable] 0/8388608 ( 0.0%)
lightdata [variable] 0/6291456 ( 0.0%)
visdata [variable] 0/2097152 ( 0.0%)
entdata [variable] 0/524288 ( 0.0%)
0 textures referenced
=== Total BSP file data space used: 15120 bytes ===

Using Wadfile: \sierra\counter-strike\esf\namek.wad
- Contains 0 used textures, 0.00 percent of map (37 textures in wad)
Using Wadfile: \sierra\counter-strike\esf\esf.wad
- Contains 2 used textures, 33.33 percent of map (70 textures in wad)
Using Wadfile: \sierra\counter-strike\valve\halflife.wad
- Contains 4 used textures, 66.67 percent of map (3116 textures in wad)
Including Wadfile: \program files\zhlt\zhlt.wad
- Contains 0 used textures, 0.00 percent of map (3 textures in wad)

added 2 additional animating textures.
Texture usage is at 0.15 mb (of 8.00 mb MAX)
0.10 seconds elapsed

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



hlbsp v2.5.3 rel Custom Build 1.7p4 (Mar 13 2003)
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:\Program Files\ZHLT\hlbsp.exe"-chart -estimate -texdata 8192 "C:\Documents and Settings\Tom\My Documents\Maps\ESF\esf_finalnamek.map"

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 8388608 ] [ 4194304 ]
priority [ Normal ] [ 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: No entities exist in hull 0, no filling performed for this hull
Warning: No entities exist in hull 1, no filling performed for this hull
Warning: No entities exist in hull 2, no filling performed for this hull
Warning: No entities exist in hull 3, no filling performed for this hull

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/400 64/25600 ( 0.3%)
planes 724/65535 14480/1310700 ( 1.1%)
vertexes 610/65535 7320/786420 ( 0.9%)
nodes 24/32767 576/786408 ( 0.1%)
texinfos 16/32767 640/1310680 ( 0.0%)
faces 584/65535 11680/1310700 ( 0.9%)
clipnodes 18/32767 144/262136 ( 0.1%)
leaves 25/8192 700/229376 ( 0.3%)
marksurfaces 584/65535 1168/131070 ( 0.9%)
surfedges 2424/512000 9696/2048000 ( 0.5%)
edges 1213/256000 4852/1024000 ( 0.5%)
texdata [variable] 356/8388608 ( 0.0%)
lightdata [variable] 0/6291456 ( 0.0%)
visdata [variable] 0/2097152 ( 0.0%)
entdata [variable] 3574/524288 ( 0.7%)
8 textures referenced
=== Total BSP file data space used: 55250 bytes ===
0.05 seconds elapsed

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



hlvis v2.5.3 rel Custom Build 1.7p4 (Mar 13 2003)
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:\Program Files\ZHLT\hlvis.exe"-fast -chart -estimate -texdata 8192 "C:\Documents and Settings\Tom\My Documents\Maps\ESF\esf_finalnamek.map"
Error: Portal file 'C:\Documents and Settings\Tom\My Documents\Maps\ESF\esf_finalnamek.prt' does not exist, cannot vis the map


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



hlrad v2.5.3 rel Custom Build 1.7p4 (Mar 13 2003)
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:\Program Files\ZHLT\hlrad.exe"-sparse -nopaque -bounce 8 -chart -estimate -texdata 8192 "C:\Documents and Settings\Tom\My Documents\Maps\ESF\esf_finalnamek.map"
>> There was a problem compiling the map.
>> Check the file C:\Documents and Settings\Tom\My Documents\Maps\ESF\esf_finalnamek.log for the cause.

----- END hlrad -----
 
The Viking
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Could b ethe cause of vertex manipulation. Check your map problems and if you find "unvalid solid structure" in the list, there will could some errors in the map.
 
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There is no vertex manipulation in this map yet. This is my first esf map, I used to map for counter-strike a while ago, but the difference is esf is mainly outdoor environments, while cs was indoors. In cs, I could make a solid concrete ceiling, and be done with it. With esf, I have the sky showing, and I guess I'm not enclosing the level correctly for an outdoor environment. I have the entire map surrounded with a skybox, what else do I need (in the sky) to close the void. Clip brush didn't do it, I also tried making it a func_wall. Any ideas?
 
The Viking
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How about checking you're cordon state/bounds if the the cordon is bigger then your skybox there might be some sort of leak in the level. The area within the cordon is the area you compile.
 
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My guess to your problem could be that you created 1 giant func_water out of many solids... When making water each individual solid needs to be a seperate func_water entity.
i.e. if you have 10 solids that are water you need to make each a func_water... so you'll have 10 func_water enitites in the map.
If it is all 1 giant water entity then you'll get that kind of problem.
 
The Viking
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Well i have the same problem right now. I created a map and tried it ingame. I didn't include any water and i don't know how to fix it, anyone?
 
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I figured it out, you prolly did the same thing coldsteel. Stupid mapping mistake O_O

Anyways, I realized that for my skybox, instead of making an actual box using 6 sides, I just drew a giant cube over the entire map. The reason it seems like water is because the character is stuck inside the solid cube. Just delete your skybox, and make it again, but only make one side at a time. Worked for me.
 
The Viking
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Hey thanks man! Do you also know a solution for the darkness. I haven't found a way to configure the light in a map.
 
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Sorry, I dont know what darkness problem you mean, you'll have to better explain it.
 

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