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Batch Compiler FAQ - NemPosted: May 26th, 2003 - 11:35:22 pm
Q.

When I launch Batch Compiler I get the following error message:
"The application failed to initialize properly (0xc0000135). Click ok to terminate the application."

A.

Batch Compiler is written in C# .NET and such as requires the .NET runtimes to run. See the downloads page for more information.

 
Q.

When I launch Batch Compiler I get the following error message:
"A required .DLL file, MSCOREE.DLL, was not found."

A.

Batch Compiler is written in C# .NET and such as requires the .NET runtimes to run. See the downloads page for more information.

 
Q.

When I open an old preset file I get the following error message:
"Error: The data at the root level is invalid. Line 1, position 1."

A.

Batch Compiler v3.X.X is not backwards compatible with Batch Compiler v2.X.X. This means that old preset files will not work and you will have to recreate them.

 
Q.

How can I convert a preset I've saved using one specification file to a preset of another specification file?

A.

This can be accomplished by importing the preset. To do this:

  1. From the 'Specifications' menu select the specification file you would like to convert the preset to.
  2. From the 'File' menu select 'Import Preset'.
  3. Browse to and open the preset you would like to convert from.

Ask a question...

Modified: Aug 5th, 2004 - 10:16:43 am[ 86718 Views ]

[ 1 2 ]

1. FirestormTerraXPosted: Jun 2nd, 2003 - 4:02:28 pm

I compiled my map and it works just fine, but when i get into counter-strike there isn't any text, like when you select your team, there are only boxes. Same with the weapons, there are only boxes, no pictures or descriptions. How can this be fixed?alarmed

2. NemPosted: Jun 4th, 2003 - 10:53:46 am

Hum, I haven't mapped for CS for so long it's hard to say. Are you sure your 1) in CS and 2) have all the required entities (info_player_start, info_player_deathmatch etc.)

sad

3. FirestormTerraXModified: Jun 4th, 2003 - 8:31:37 pm

I have those entities, i'm not sure why it does that, but the more i've compiled, i've noticed that sometimes it does have the text, so I don't know, o well, I don't need it because i have the things memorized anyway. Thanks anyway. While i'm asking questions, do you have any idea why suddenly in worldcraft it would stop allowing me to save as a .map file? Whenever i try to save as .map, it comes up with "worldcraft has encountered an error and must close... blah blah blah". This is making me a little angry, because it was working fine, and now all the sudden it starts this crap up, can you help? or is there another way to save my map as a .map file using a different program?

4. NemPosted: Jun 5th, 2003 - 2:24:10 pm

I'm not sure about that either (I'm a QuArK user myself); however, if you look in the Spec File section you will notice a spec file that contains HLFix. This is a utility designed to convert .rmf files to .map files and runs on the command line (it is also capable of fixing some problems with Hammer's exporting code). To use this you basically check the HLFix stage and select a .rmf file instead of a .map file (what could be easier).

You can find the program here.

5. ChaosMixedPosted: Jun 8th, 2003 - 10:25:10 pm

HI,
Everytime i hit the "Run" button in the Batch Compiler i getting the following error

"
Map change Failed; 'cs_militia' not found on server
execing config.cfg"
then nothing happen.. is my config.cfg messed up or do a have the wrong path or something

i run this though CS as i dont have HL



6. NemPosted: Jun 9th, 2003 - 11:01:37 am

This error comes when HL launches right? After your map has compiled.

I don't know much about starting Counter-Strike retail from the console, but if you have the correct 'File Destination Path' set in the Options -> Setup -> Paths section and you're telling BC to 'Copy .BSP After Compile' under the Batch tab and you have the correct options under the HL tab then everything should be fine.

shrug

Other then that my best guess is that there was an error in your map so the compiling process stopped and a .bsp file was never created to copy to you File Destination Path.

In BC (assuming you have the latest version) click 'View <mapname>.log' in the File menu and check it for error messages.

7. ChaosMixedPosted: Jun 9th, 2003 - 1:17:41 pm

The error occur in the console of CS. The ms-dos window pops up fine. Here are my paths

HL Path:
C:\Sierra\Counter-Strike\cstrike.exe
Half-Life Path:
C:\Sierra\Counter-Strike
File Destination Path:
C:\Sierra\Counter-Strike\cstrike\maps


8. NemPosted: Jun 9th, 2003 - 2:20:24 pm

exhausted

What options are you using in the HL tab?

9. ChaosMixedModified: Jun 9th, 2003 - 3:30:32 pm

Run Half-Life with Map
Enable Console
Developer
Minuim Memory
game

Mostly Everything is set to the tutorial


10. NemModified: Jun 9th, 2003 - 5:58:26 pm

Hum, don't know what to say, assuming 'Game' is set to 'cstrike' it should work. Are you sure that the .bsp file is located in your cstrike\maps directory and that your map contains an info_player_start entity?

11. ChaosMixedPosted: Jun 9th, 2003 - 10:24:44 pm

i dont think my map cotain a info_player_start entity so what is that and how do i get one.. also i thing after i hit run i've been realizing that the map are getting deleted so i un check all the boxes That delete the files. And yet the map are still getting delete..i'll be happy to take a screen shot of anyhting you need

12. NemPosted: Jun 9th, 2003 - 10:36:54 pm

For Half-Life to recognize a level it needs to contain an info_player_start (which tells Half-Life where players should spawn). I'd recommend searching for a beginners mapping tutorial for whatever editor you use.

13. NaigelPosted: Jun 16th, 2003 - 10:34:27 am

I'm mapping for a mod called Natural Selection, everything is fine except that the compiler can't find the wad from that game... So, I did that wad-include thingy. That worked! But the huge minor thing is: my map has grown 1 mb of size because of the .wad! Now, I want to know... what to do if you don't want to add the .wad from the mod INTO the map but just use it to compile. If you don't understand this exactly mail me at nicky_pelupessy@hotmail.com for screenies and more explanation.

bleeh

14. NemPosted: Jun 16th, 2003 - 12:16:13 pm

If you have your 'Half-Life Path' setup correctly on the Options->Setup form under the 'Paths' tab then it should work. Zoners tries to find used .wad files by looking for .wad files specified in a location relative to this path.

It may also be a problem with your editor. If other .wad files are working fine, the string that holds the relative location of the .wad file may be too long and as a result the path may not be complete, try removing some .wad files from your editor’s setup.

15. pebePosted: Oct 17th, 2003 - 6:57:17 am

Hey, could you please write a tutorial on how to get the fastest possible compile?

16. FirestormTerraXModified: Oct 24th, 2003 - 5:40:07 pm

I used Batch Compiler a few times to compile my counter-strike maps, and it worked fine at first. After 3 or 4 compiles, it stopped compiling the new .map file, and only runs the old one, like if i make changes, save it as a .map, and try to compile it, it compiles it as the last save, so none of my new additions show up in the game. Is there any way to fix this problem? I've tried reinstalling and different configurations, but nothing works. Any advice will be appreciated.

17. NemPosted: Oct 24th, 2003 - 6:24:39 pm

You don't, per chance, have any errors in the changes you made to your .map fille do you?

18. TorQueMoDModified: Jan 9th, 2004 - 1:01:54 pm

I'm getting a really weird error when I try to compile my map that says "no game dir" in mymapname.map

What the heck does this mean?

I'm trying to use the compiler to compile a Q2 map.

Also I noticed that when setting up the paths, you have a specific file name already entered into the browse category so you can't specify a different exe.
I got around this problem by clicking on the drop down list which happened to have my tools directory in it and I manually entered the proper .exe file name.

Is there a special way I'm supposed to set up the compiler for use with Q2 maps?

I also just realized that to make things worse, you also made a naming error for the bsp exe file. You've got the program set to look for qbps.exe instead of qbsp.exe

Thanks!

19. NemPosted: Jan 9th, 2004 - 9:11:29 pm

Never compiled for Quake 2 so I'm not sure how to (shouldn't be too much different then compiling for any other engine though.) Is the "no game dir" error from BC or QTools? As for the qbps.exe, my mistake; if you open the file named 'qtools.bcs' and search and replace 'qbps.exe' with 'qbsp.exe' you should be able to fix the problem.

Nem


20. moonshinePosted: Jan 12th, 2004 - 11:05:31 pm

ok i have been map making ever since my freshman year in college,4 years ago...and well i took some time off because of school...well now im back in the swing of things, but i seem to have one, and only one problem and i desperately need some advice...im using the BC, and when i hit "run" everything compiles fine..by that i mean no errors or anything and my compile window shows everything working fine...but the map never compiles..and all i get is a "press any button to continue" sentence...am i not waiting long enough, ive only made a simple box with all the requiried "cs"enities in it..please help..........

21. NemPosted: Jan 13th, 2004 - 6:08:54 pm

Have you selected the stages you want to run on the right?

Is 'Press any button to continue...' the only thing that shows up?

22. moonshineModified: Jan 14th, 2004 - 5:30:31 pm

Yes, i have the stages i want to run selected..and no, the ' press any button to continue' is not the only thing that shows up.....So i decided to send you my log...I for the life of me, cant figure out whats going on..maybe you have can spot this better than i can..hopefully so!..ill be waiting egarly for your next response!...P.S sorry for the long comment, but had to let you see




hlcsg v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
----- BEGIN hlcsg -----
Command line: D:\WorldCraft\hlcsg.exe -chart D:\WorldCraft\maps\work.map

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

noclip [ off ] [ off ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Wadinclude list :
[zhlt.wad]


entering D:\WorldCraft\maps\work.map
CreateBrush:
50%... (0.00 seconds)
SetModelCenters:
50%... (0.00 seconds)
CSGBrush:
50%... (0.00 seconds)

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 0/400 0/25600 ( 0.0)
planes 132/32767 2640/655340 ( 0.4)
vertexes 0/65535 0/786420 ( 0.0)
nodes 0/32767 0/786408 ( 0.0)
texinfos 3/32767 120/1310680 ( 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] 0/4194304 ( 0.0)
lightdata [variable] 0/4194304 ( 0.0)
visdata [variable] 0/2097152 ( 0.0)
entdata [variable] 0/524288 ( 0.0)
0 textures referenced
=== Total BSP file data space used: 2760 bytes ===
Using WAD File: \sierra\half-life\valve\liquids.wad
Embedding textures from WAD File [\worldcraft\zhlt.wad] into BSP
Using WAD File: \worldcraft\zeditor.wad
Texture usage is at 0.00 mb (of 4.00 mb MAX)
0.03 seconds elapsed

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



hlbsp v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
----- BEGIN hlbsp -----
Command line: D:\WorldCraft\hlbsp.exe -chart D:\WorldCraft\maps\work.map

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

noclip [ off ] [ off ]
nofill [ off ] [ off ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 240)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)


BSP generation successful, writing portal file 'D:\WorldCraft\maps\work.prt'

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 3/400 192/25600 ( 0.8)
planes 132/32767 2640/655340 ( 0.4)
vertexes 24/65535 288/786420 ( 0.0)
nodes 18/32767 432/786408 ( 0.1)
texinfos 3/32767 120/1310680 ( 0.0)
faces 18/65535 360/1310700 ( 0.0)
clipnodes 54/32767 432/262136 ( 0.2)
leaves 14/8192 392/229376 ( 0.2)
marksurfaces 18/65535 36/131070 ( 0.0)
surfedges 72/512000 288/2048000 ( 0.0)
edges 37/256000 148/1024000 ( 0.0)
texdata [variable] 48/4194304 ( 0.0)
lightdata [variable] 0/4194304 ( 0.0)
visdata [variable] 0/2097152 ( 0.0)
entdata [variable] 487/524288 ( 0.1)
1 textures referenced
=== Total BSP file data space used: 5863 bytes ===
0.14 seconds elapsed

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



g_fastvis = true
hlvis v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
----- BEGIN hlvis -----
Command line: D:\WorldCraft\hlvis.exe -fast -chart D:\WorldCraft\maps\work.map

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

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


1 portalleafs
0 numportals
BasePortalVis:
(0.00 seconds)
average leafs visible: 1
g_visdatasize:3 compressed from 1

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 3/400 192/25600 ( 0.8)
planes 132/32767 2640/655340 ( 0.4)
vertexes 24/65535 288/786420 ( 0.0)
nodes 18/32767 432/786408 ( 0.1)
texinfos 3/32767 120/1310680 ( 0.0)
faces 18/65535 360/1310700 ( 0.0)
clipnodes 54/32767 432/262136 ( 0.2)
leaves 14/8192 392/229376 ( 0.2)
marksurfaces 18/65535 36/131070 ( 0.0)
surfedges 72/512000 288/2048000 ( 0.0)
edges 37/256000 148/1024000 ( 0.0)
texdata [variable] 48/4194304 ( 0.0)
lightdata [variable] 0/4194304 ( 0.0)
visdata [variable] 3/2097152 ( 0.0)
entdata [variable] 487/524288 ( 0.1)
1 textures referenced
=== Total BSP file data space used: 5866 bytes ===
0.00 seconds elapsed

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



hlrad v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
----- BEGIN hlrad -----
Command line: D:\wc\hlrad.exe -sparse -nopaque -bounce 8 -chart D:\WorldCraft\ma
ps\work.map

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

vismatrix algorithm [ Sparse ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 8 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 256.000 ] [ 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 ]
global gamma amount [ 0.500 ] [ 0.500 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ off ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]


18 faces
Create Patches : 0 base patches
0 opaque faces
0 square feet [0.00 square inches]
1 direct lights

BuildFacelights:
50%... (0.00 seconds)
Warning: Attempting to allocate 0 bytes
BuildVisLeafs:
30%... (0.00 seconds)
visibility matrix : 0.0 megs
MakeScales:
(0.00 seconds)
SwapTransfers:
(0.00 seconds)
Transfer Lists : 0 transfers
Indices : 0 bytes
Data : 0 bytes
Bounce 1 GatherLight:
(0.00 seconds)
Bounce 2 GatherLight:
(0.00 seconds)
Bounce 3 GatherLight:
(0.00 seconds)
Bounce 4 GatherLight:
(0.00 seconds)
Bounce 5 GatherLight:
(0.00 seconds)
Bounce 6 GatherLight:
(0.00 seconds)
Bounce 7 GatherLight:
(0.00 seconds)
Bounce 8 GatherLight:
(0.00 seconds)
FinalLightFace:
50%... (0.00 seconds)

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 3/400 192/25600 ( 0.8)
planes 132/32767 2640/655340 ( 0.4)
vertexes 24/65535 288/786420 ( 0.0)
nodes 18/32767 432/786408 ( 0.1)
texinfos 3/32767 120/1310680 ( 0.0)
faces 18/65535 360/1310700 ( 0.0)
clipnodes 54/32767 432/262136 ( 0.2)
leaves 14/8192 392/229376 ( 0.2)
marksurfaces 18/65535 36/131070 ( 0.0)
surfedges 72/512000 288/2048000 ( 0.0)
edges 37/256000 148/1024000 ( 0.0)
texdata [variable] 48/4194304 ( 0.0)
lightdata [variable] 0/4194304 ( 0.0)
visdata [variable] 3/2097152 ( 0.0)
entdata [variable] 487/524288 ( 0.1)
1 textures referenced
=== Total BSP file data space used: 5866 bytes ===
0.11 seconds elapsed

----- END hlrad -----



D:\WorldCraft\maps\work.wic deleted.
D:\WorldCraft\maps\work.lin deleted.
D:\WorldCraft\maps\work.p0 deleted.
D:\WorldCraft\maps\work.p1 deleted.
D:\WorldCraft\maps\work.p2 deleted.
D:\WorldCraft\maps\work.p3 deleted.
D:\WorldCraft\maps\work.prt deleted.
1 file(s) copied.
work.bsp copied to D:\SIERRA\Half-Life\cstrike\maps
1 file(s) copied.
work.pts copied to D:\SIERRA\Half-Life\cstrike\maps

Press any key to continue . . .

23. NemPosted: Jan 15th, 2004 - 3:41:06 pm

I don't know what to say. You must have a BSP somewhere because HLVIS and HLRAD wouldn't run if you didn't.

24. moonshinePosted: Jan 15th, 2004 - 9:28:02 pm

so, a question, is this the normal or correct compile log that one would normaly see if they did everything right?..like one would see right before they would actually "compile" the map??..and if so, would having steam on my system have anything to do with it?..or the fact that i used "worldcraft" have anything to do with anything at all???...it just doesnt make sense to me..oh and by the way, i waited 3 hours for my simple "cs" map to load so i know that im giving it enough time, given the fact that im running it on a 2.6 gf200

25. moonshinePosted: Jan 16th, 2004 - 11:05:38 am

So if i have my .bsp "somewhere" then shouldnt it be compiling?...and as far as the stages on the right, i have the ones you have selected in your bc tutorial, i am kinda curious about one of the stages that i dont have checked...the"hl" one...im not thinking this should be selected, should it be>?...and isnt there someway to narrow this problem down?..i mean half the people on here are having problems becuase they didnt set up the bc right..Well ive done that , and i think my compile log shows that ive done it right...what do i do to solve this..nem you are my last hope!!!!!..i do have my drive partishend but i made sure all my "half-life" junk was all in the same directory, including all my subfolders needed ....

26. NemPosted: Jan 17th, 2004 - 10:01:35 am

As far as I can tell the compiler is set up right and your map is compiling fine. I'm a little confused as to what the problem is though. Is it that you can't find the map in the maps list when you start a game? Is it that you can find the map but it won't load?

27. moonshinePosted: Jan 18th, 2004 - 11:39:59 am

ok wait sec, once my map is done compiling wont it automatically load?..i thought that was the way it worked...do i i actaully have to find the ".bsp" and load it manually?..if so i feel pretty dumb..ill go check just in case

28. NemPosted: Jan 18th, 2004 - 2:07:35 pm

If you want the level to automatically load you have to tell it to with the Half-Life tab. The is for regular versions of Half-Life though, not Steam.

29. bryce_boiPosted: Jan 31st, 2004 - 4:49:29 am

hi, i've only just started using zoners tools and i've encounted a problem i cant seem to explain...

when ever i place any kind of brush entity near a flickering light the whole brush mimics the light along with every other brush entity with the same attributes no matter were they are placed in the map, the result is flashing doors and func_walls throughout the map.

is there a parameter im over looking or maybe just somthing i can do with the map to prevent this, i never had this problem with valves QRAD but it doesn't create as nice lighting so i dont want to have to go back.

30. NemPosted: Feb 1st, 2004 - 9:52:13 am

This is not a problem with Batch Compiler. Please ask questions concerning Zoners in an appropriate forum.

watermelon

Nem

31. RaGePosted: Apr 18th, 2004 - 10:58:20 am

I have a problem, is there any special setting for steam applications??::

I browse all the CSG, BSP, VIS, RAD (Zoner Tools)
then i browse HL path:
C:\Program Files\Steam\SteamApps\myemail@myemail.com\half-life\hl.exe

then half-life path:
C:\Program Files\Steam\SteamApps\myemail@myemail.com\half-life

and file path:
c:\maps

so i open my map (Test.map) and i run then there is a problem:
---------------------------
Fatal Error
Could not find filesystem dll to lead

32. link1991Posted: May 8th, 2004 - 7:03:01 pm

I think u shouldnt run the game when u compile, just compile and make sure u have a bsp file in ur map folder. Then after u compiled start game and chose the map u compiled when u create game.cool

33. HellCLericPosted: Jun 28th, 2004 - 12:48:37 pm

i was wondering how to get the batch compiler to work. when i open the program there is no way for me to import a .map file. how do i do this?

34. NemPosted: Jun 28th, 2004 - 2:09:38 pm

35. jab391Posted: Aug 23rd, 2004 - 2:07:31 pm

ok i downloaded batch compiler and got everything set. i got the map i wanted and when i clicked run there was this error:
Error writing batch file:
C:\PROGRAM FILES\BATCH COMPILER\compiler.bat
Error: OutputPATH path is not set or invalid.

36. BluefangModified: Aug 23rd, 2004 - 2:26:23 pm

jab391:
In the Paths tab in the settings, make sure that your 'output' path is correct. this is your game map folder (i.e. half-life/valve/maps).

RaGe:
don't use the Half-Life tab. just completely ignor that. that is for backwords compatibility.

Because you are using Steam, you should be using the Steam tab (huh? I wonder why?).
make sure that you set up the Steam path.

Naigel:
make sure that your WAD file is in the Half-Life/nsp folder.

37. KimballPosted: Oct 3rd, 2004 - 1:58:55 pm

I have been mapping for dod succesfully, am making on for my unit and got Nem's tools because I want better ones the zhlt or hammer. I followed tutorial to the word and when i load the . map file and press run a MS-DOS window blincks for a millisecond but doesn't launch game. I check in the New Game tab in DoD and search for my map but nothing.....I am confused by the specifications tab and am unsure if i have the right zoner's tools.... P.S. i have all of my directorys set properly. so if ne one has any idea......!!!!!

38. NemPosted: Oct 3rd, 2004 - 9:53:40 pm

Sounds like something is wrong with the batch file BC is generating, to confirm this you could run the compile.bat file BC generates from your command prompt (this way it won't disappear). BTW, what version of Zoners are you using?

39. KimballPosted: Oct 4th, 2004 - 4:01:49 pm

Zoner's Half-Life Compilation Tools 2.5.3, CUSTOM BUILD 1.7

copied from zhlt readme...i am following tutorial settings on Normal. P.S. i ran the compile.bat in the batch compiler folder and it runs and comes up with a notepad window, i read it and see no errors, however in .bat window it says "there was an error compiling, check 'mapname.log' i check it and see nothing, bsp complete all of that.

40. NoBodyPosted: Oct 4th, 2004 - 4:20:11 pm

what is the 10 last lines befor it telles you that thers a error. (go to the cornor logo and then eidt->mark to copy the text)

the spec file is ment for zhlt253 c17 p15 so you might be giving it a comand that is only in the p15

41. NemPosted: Oct 4th, 2004 - 6:26:08 pm

The Clip Type switch is part of ZHLT v2.5.3 c1.7 p15 but not ZHLT v2.5.3 c1.7, you should remove it.

42. NoBodyPosted: Oct 4th, 2004 - 11:13:32 pm

or you could get a install that sets it self up and includes the latest stabil compiler here.
http://rollinit.com/sparky/half-life/packages/HL-Compile.html



43. KimballPosted: Oct 5th, 2004 - 1:29:42 pm

###################################################
# Batch Compiler #
###################################################
###################################################
# Please report bugs to: ryansgregg@hotmail.com #
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Written At: 10/5/2004 1:27 PM
BC Version: 3.0.0.0

hlfix v0.81b by Jedediah Smith - http://extension.ws/hlfix/
Using epsilon 0.004
Reading input file C:\mapping\rmf\dod_grass.rmf... done
Reading wad list file C:\mapping\compiler\HL-Compiled\Tools\HLFix\wad.
done
Snapping vertices
Tesselating non-planar faces
Decomposing non-convex solids
Uniting coplanar faces
Writing output file C:\mapping\rmf\dod_grass.map... done
hlcsg v2.5.3 rel Custom Build 1.7p15 (Jun 3 2004)
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 (webmaster@xp-cagey.com)
----- BEGIN hlcsg -----
Command line: C:\mapping\compiler\HL-Compiled\Tools\CHLT\hlcsg.exe -wa
t C:\mapping\rmf\dod_grass
Entering C:\mapping\rmf\dod_grass.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
Wadfiles not in use by the map will be excluded
Wadinclude list :
[zhlt.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.14 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.95 seconds)

Using Wadfile: c:\mapping\dod\dod_anzio.wad
- Contains 4 used textures, 57.14 percent of map (133 textures in wad
Using Wadfile: c:\mapping\dod\dod_forest.wad
- Contains 2 used textures, 28.57 percent of map (71 textures in wad)
Using Wadfile: c:\mapping\dod\dod_sturm.wad
- Contains 1 used texture, 14.29 percent of map (60 textures in wad)

Texture usage is at 0.26 mb (of 4.00 mb MAX)
1.53 seconds elapsed

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



hlbsp v2.5.3 rel c1.7p16 prerelease (Aug 26 2004)
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 (fuck@os.dk)
----- BEGIN hlbsp -----
Command line: C:\mapping\compiler\HL-Compiled\Tools\CHLT\hlbsp.exe C:\
f\dod_grass

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] 499 (0.05 seconds)
Warning: No entities exist in hull 0, no filling performed for this hu
SolidBSP [hull 1] 500...874 (0.11 seconds)
Warning: No entities exist in hull 1, no filling performed for this hu
SolidBSP [hull 2] 500...879 (0.11 seconds)
Warning: No entities exist in hull 2, no filling performed for this hu
SolidBSP [hull 3] 500...886 (0.11 seconds)
Warning: No entities exist in hull 3, no filling performed for this hu
0.97 seconds elapsed

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



hlvis v2.5.3 rel Custom Build 1.7p15 (Jun 3 2004)
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 (webmaster@xp-cagey.com)
----- BEGIN hlvis -----
Command line: C:\mapping\compiler\HL-Compiled\Tools\CHLT\hlvis.exe -fu
ing\rmf\dod_grass
Error: Portal file 'C:\mapping\rmf\dod_grass.prt' does not exist, cann
map


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




There was a problem compiling your map, check your dod_grass.log file
.

Press any key to continue . . .

I installed it and it gave me this...



44. NemPosted: Oct 5th, 2004 - 1:33:00 pm

Maybe something to do with:

Warning: No entities exist in hull 0, no filling performed for this hull.

You need an entity in your map, please don't post mapping related errors here, only BC related errors.

45. KimballPosted: Oct 5th, 2004 - 3:53:57 pm

THANK YOU! NEM AND NOBODY PROBLEMO SOLVED, NOW MY UNIT MAP WILL GO ON UNABIDED! USING TERRAIN GENERATOR FOR OTHER MAPS AS WELL>...TY TY TYexplodingtheforcefree

46. Mr.KilljoyPosted: Mar 28th, 2005 - 6:27:02 pm
Hey, very useful tool :D
Just one suggestion though, in the HL2 BSP config panel, the "Light If Missing"
option, when checked, causes the map to crash right after it's loaded (in most cases, or i'm jinxed?)... I got hard time figuring it out after 2 days tweaking&compiling my map thinking the cause was in it :(

So, here is the suggestion:
In the tips text case at the bottom, add a line that says "Beware, it can f*ck up your map!" ... FYI, it took 8hours to compile VIS each time and 1 hour for RAD, and it's a small map :p

Thx, now I know where it came from but if it can help anyone else, you might just add such a tip ;)

47. DimitriPosted: Apr 27th, 2005 - 11:19:29 am
Hey Nem, I am havin a problem with compiling, where when i try to compile in reg valve hammer editor the whole program just disappears. When i try to compile any map it does the same thing. When i tried it in batch compiler, the ms-dos window was not up long enough for me to even read an error. Can u help me out man? I'm stumped...what

48. NemPosted: Apr 27th, 2005 - 11:35:06 am
Open a command prompt, browse to your BC folder, and run the compile.bat file. This should allow you to read the error.

49. DimitriModified: Apr 27th, 2005 - 12:32:38 pm
Got it, thnx Nem, but now it says that the error is "Error: Portal file 'C:\Program Files\Valve\Steam\SteamApps\wolfman5891\condition zero\aim_houses.prt' does not exist, cannot vis the map" What can i do to create a prt file since my valve hammer editor program keeps screwin up?sad

50. NemPosted: Apr 27th, 2005 - 1:42:39 pm
You probably have a leak. Look in your log for an error message. Also, please direct mapping questions to the appropriate forums.

51. meazumPosted: Jul 6th, 2005 - 7:29:07 pm
i dont get it .. the name of my rad and such is the ones from hamer and they are NOT hlrad hlvis and such.. they have the names qrad qbsp and so on

52. NoBodyPosted: Jul 7th, 2005 - 9:05:22 am
delete them download the latest form http://zhlt.tk

53. DieselPosted: Nov 1st, 2005 - 12:33:08 pm
Hi...Im having bit of a problem. When I compile my map it does it just fine. But when it goes to load through Steam it says Warning: couldn't open xxxxwad.wad. What do I do to fix this?
Thanks
-Diesel

54. BluefangPosted: Nov 1st, 2005 - 3:10:34 pm
MAke sure that your WADs are atcually located in the game content folder.

Steam/SteamApps/<uername>/<game name>/<mod name>/

For example, Half-Life is:

Steam/SteamApps/<uername>/half-life/valve/

55. DieselPosted: Nov 1st, 2005 - 3:36:23 pm
Thanks a lot...that did it.

56. over_scorePosted: Jan 9th, 2006 - 6:23:07 am
----- BEGIN hlvis -----
Command line: "H:\Program Files\Zoners Compile Tools\2.5.3\hlvis.exe"-full "H:\\basic room"
Error: Portal file 'H:\\basic room.prt' does not exist, cannot vis the map


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

Definately no leaks, it is a basic room. I do not know if it is actually a problem with Zoners or the Batch Compiler. Any help or a redirection appreciated, thanks for all your hard work Nem,

over_score

57. NemPosted: Jan 9th, 2006 - 3:15:34 pm
Perhaps you didn't have any entities in your map?

A beter place to ask would be the wavelength forums.

58. BossmanPosted: Jan 24th, 2006 - 5:58:24 pm
I am a NEW user to batch compiler and so far think its great. I have custom wads included in my map as well as using the original half life.

Is it possible to have the wad include ONLY include that particular wad when compiling rather than incude both?

Also does wad incude imbed EVERYTING tht is inside the particular wad, or does it only use what has been used for the map itself?

I have looked for these answers but probably missed them. If so, my appologies.

Thank You
Bossman

59. BossmanPosted: Jan 24th, 2006 - 10:19:47 pm
over_score

----- BEGIN hlvis -----
Command line: "H:\Program Files\Zoners Compile Tools\2.5.3\hlvis.exe"-full "H:\\basic room"
Error: Portal file 'H:\\basic room.prt' does not exist, cannot vis the map

I Hope i am not over stepping any bounds. my appologies if i am.

over-score

I had exact same problem when i first tried to compile my latest map, I went back and tried a compile with hammer and still same error.

After 4.5 hours i found 1 custom .wad that was named PoolTtable_1a.

I ernamed that wad to poolTable_1, replaced the old texture with new named texture and quala, it compiled with BC.

60. NemModified: Jan 25th, 2006 - 3:08:12 pm
To answer your first question, -wadinclude only includes the used textures in the specified .wad file into the .bsp (it even says that in the description). If you have any problems, you really should refer to this site. You'll get faster more complete answers.

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Nem's Tools v2.0 © 2006 Ryan Gregg.
Execution time: 0.07963s; Queries: 14.