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GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community
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Entropy Soldier Secret Agent

Joined: 13 Feb 2009 Posts: 263 Location: GE:S  |
Posted: Mon Sep 28, 2009 1:50 pm Post subject: |
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well, after cross referencing it with mine, it seems like you don't have the proper configuration settings, which are set under tools > options.
I think the "hammer information roundup" thread covers this, if not I'm in the chat all day, so feel free to stop by (I'm E-S there, not Entropy Soldier) |
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Captin.Frosty Agent


Joined: 24 Feb 2007 Posts: 108 Location: A cold dark basmenet..  |
Posted: Mon Sep 28, 2009 2:04 pm Post subject: |
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Ok; I got something new here. I copied what Dragonsbrethen had in the "Hammer Information Round Up" thread and got this compile log.
Code: |
** Executing...
** Command: Ðê
** Parameters: \GOLDEN~1 -wadinclude GE.wad
* Could not execute the command:
Ðê \GOLDEN~1 -wadinclude GE.wad
* Windows gave the error message:
"Access is denied."
** Executing...
** Command: Ðê
** Parameters: c:\PROGRA~1\VALVEH~1\maps\GOLDEN~1
* Could not execute the command:
Ðê c:\PROGRA~1\VALVEH~1\maps\GOLDEN~1
* Windows gave the error message:
"Access is denied."
** Executing...
** Command: Ðê
** Parameters: c:\PROGRA~1\VALVEH~1\maps\GOLDEN~1
* Could not execute the command:
Ðê c:\PROGRA~1\VALVEH~1\maps\GOLDEN~1
* Windows gave the error message:
"Access is denied." |
Ok; so I guess something else went wrong. Do I need to delete my current user file or something? Because I have a computer_administrator user on my computer. However I cannot access it or log on to it for some odd reason; I never had a password set for it.. so.. idk _________________
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Camaro Secret Agent

Joined: 10 Aug 2009 Posts: 308 Location: Indiana  |
Posted: Mon Sep 28, 2009 2:19 pm Post subject: |
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If you never set a password try the password "admin". There is also a way to change it using command prompt that I can tell you if you like. PM me if you need to change the password of the admin account. _________________ 304 HP |
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Captin.Frosty Agent


Joined: 24 Feb 2007 Posts: 108 Location: A cold dark basmenet..  |
Posted: Mon Sep 28, 2009 2:57 pm Post subject: |
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Code: |
** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\zhlt\hlcsg.exe
** Parameters: "C:\Program Files\Valve Hammer Editor\maps\GOLDEN~1" -wadinclude GE.wad
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 (amckern@yahoo.com)
----- BEGIN hlcsg -----
Command line: C:\PROGRA~1\VALVEH~1\tools\zhlt\hlcsg.exe "C:\Program Files\Valve Hammer Editor\maps\GOLDEN~1"-wadinclude GE.wad
Entering C:\Program Files\Valve Hammer Editor\maps\GOLDEN~1.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]
[GE.wad]
0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
10%...50%...60%... (0.00 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
10%...50%...60%... (0.06 seconds)
Including Wadfile: \documents and settings\owner\desktop\downloads\ge.wad
- Contains 9 used textures, 100.00 percent of map (2705 textures in wad)
Texture usage is at 0.03 mb (of 4.00 mb MAX)
0.16 seconds elapsed
----- END hlcsg -----
** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\zhlt\hlbsp.exe
** Parameters: "c:\PROGRA~1\VALVEH~1\maps\GOLDEN~1"
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 (amckern@yahoo.com)
----- BEGIN hlbsp -----
Command line: C:\PROGRA~1\VALVEH~1\tools\zhlt\hlbsp.exe c:\PROGRA~1\VALVEH~1\maps\GOLDEN~1
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] 128 (0.02 seconds)
Warning: No entities exist in hull 0, no filling performed for this hull
SolidBSP [hull 1] 134 (0.00 seconds)
Warning: No entities exist in hull 1, no filling performed for this hull
SolidBSP [hull 2] 134 (0.02 seconds)
Warning: No entities exist in hull 2, no filling performed for this hull
SolidBSP [hull 3] 132 (0.02 seconds)
Warning: No entities exist in hull 3, no filling performed for this hull
0.13 seconds elapsed
----- END hlbsp -----
** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\zhlt\hlvis.exe
** Parameters: "c:\PROGRA~1\VALVEH~1\maps\GOLDEN~1"
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 (amckern@yahoo.com)
----- BEGIN hlvis -----
Command line: C:\PROGRA~1\VALVEH~1\tools\zhlt\hlvis.exe c:\PROGRA~1\VALVEH~1\maps\GOLDEN~1
Error: Portal file 'c:\PROGRA~1\VALVEH~1\maps\GOLDEN~1.prt' does not exist, cannot vis the map
----- END hlvis ----- |
Compile Log for E-S _________________
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Captin.Frosty Agent


Joined: 24 Feb 2007 Posts: 108 Location: A cold dark basmenet..  |
Posted: Mon Sep 28, 2009 4:38 pm Post subject: |
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Due to problems with my internet browser and Java support; I kind of lagged out of the IRC Chat a few minutes ago; sorry about that E-S.
But; for some odd reason the set up editor couldn't read my textures, I think I may come back to this when I my head is a bit cleared; everything is way to cluttered right now. _________________
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TimEh Agent

Joined: 08 May 2009 Posts: 187 Location: oakville. ONT, Canada  |
Posted: Mon Sep 28, 2009 4:49 pm Post subject: |
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now im not sure exactly what the problem might be. it seems your past the stage of 'program file' privilages. Hittin myself now why i didnt think of that since that seems to be a problem with everything i do with vista
Quote: | SolidBSP [hull 0] 128 (0.02 seconds)
Warning: No entities exist in hull 0, no filling performed for this hull
SolidBSP [hull 1] 134 (0.00 seconds)
Warning: No entities exist in hull 1, no filling performed for this hull
SolidBSP [hull 2] 134 (0.02 seconds)
Warning: No entities exist in hull 2, no filling performed for this hull
SolidBSP [hull 3] 132 (0.02 seconds)
Warning: No entities exist in hull 3, no filling performed for this hull
0.13 seconds elapsed |
During the compile process it needs to figure out what is the inside of the map and what is the outside to do the bsp calculations. This is usualy done with entities. So just try placing any entity in your map, on the inside of gaming space. Thats why if you make a level that has no leaks but an entity is outside the level, it will look as if the level has a leak cause the entity it checks is outside.
and because it doesnt no what is inside or out, it will not generate a portal file which is why you get this error
Quote: | Error: Portal file 'c:\PROGRA~1\VALVEH~1\maps\GOLDEN~1.prt' does not exist, cannot vis the map |
try placing an entity in the map, that might solve your problem |
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Camaro Secret Agent

Joined: 10 Aug 2009 Posts: 308 Location: Indiana  |
Posted: Mon Sep 28, 2009 5:23 pm Post subject: |
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I've had problems with placing an entity in maps and all maps without one always compiled flawlessly. I don't think the program knowing what is inside and outside is too big of an issue, is it? _________________ 304 HP |
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Entropy Soldier Secret Agent

Joined: 13 Feb 2009 Posts: 263 Location: GE:S  |
Posted: Mon Sep 28, 2009 6:28 pm Post subject: |
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well, i don't usually do it myself, but it basically gets rid of all the tri's out side of the map.
So, if your map is built with a lot of textured areas outside of the viewed area, it would be wise to do it. |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Tue Sep 29, 2009 2:11 am Post subject: |
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Camaro wrote: | I've had problems with placing an entity in maps and all maps without one always compiled flawlessly. I don't think the program knowing what is inside and outside is too big of an issue, is it? |
Chances are your geometry isn't being optimized at all in that case. It needs the entity to know where the inside is, so that anything outside of that space can be removed. You should be getting an error message if you have entirely enclosed space(s) and no entity in it. |
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