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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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Dragonsbrethren Hacker
Joined: 23 Mar 2007 Posts: 3058
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Posted: Wed Mar 19, 2008 7:26 am Post subject: Hammer Information Roundup |
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This thread contains information about creating a Goldeneye map using Hammer. I thought it would be good to get all the information in one place. Consider this a fill-in for my tutorial until it is finished.
Programs and files you'll need:
Valve Hammer Editor v3.4 - LINK UPDATED 7/22/08
Zoner's Half-Life Tools v3.4
GE.wad
Crafty v1.0.1
Wally v1.55b - LINK UPDATED 11/5/08
Configuring Hammer:
Install Hammer to the default directory (C:\Program Files\Valve Hammer Editor), when it's done installing don't run it, instead unzip Zoner's Half-Life Tools to their own directory inside Hammer's /tools directory (C:\Program Files\Valve Hammer Editor\tools\zhlt). Also unzip GE.WAD somewhere. Now you can run Hammer, the configuration window should pop up:
Add a configuration called GoldenEye 007.
Set its Game Data files to C:\Program Files\Valve Hammer Editor\fgd\half-life\halflife.fgd; you really only need this for the start point entity, which is required to compile your map properly.
Set the Default PointEntity Class to info_playerstart.
Set the RMF directory to Hammer's /maps directory, RMF's are uncompiled maps in Hammer's format.
Ignore the rest of the fields, they're not needed for Goldeneye.
Now click the build programs tab:
Select GoldenEye 007 as your configuration.
Ignore the game executable field, that's used for Half-Life.
Set the CSG executable to hlcsg.exe in the /tools/zhlt directory.
Set the other three compiling programs the same way.
Set your compiled maps directory to Hammer's /maps directory.
Lastly click the textures tab:
Add GE.WAD and zhlt.wad. GE.WAD is where ever you unzipped it, I suggested the root, and zhlt.wad is in the same directory as the tools.
Beginner's Tutorials:
Hellbringer's tutorials are the best beginner's tutorials and what I'm trying to emulate in my own tutorial. Read them but ignore anything related to entities, they aren't needed when mapping for Goldeneye except for info_playerstart.
Tutorial 1
Tutorial 2
Tutorial 3
Tutorial 4
Tutorial 5
Compiling for Goldeneye:
When you're ready to compile do the following:
Click Run, then click on Expert from the menu that pops up, make three new commands:
1. Command: $csg_exe, Parameter: "$bspdir\$file" -wadinclude GE.wad
2. Command: $bsp_exe, Parameter: "$bspdir\$file"
Click Go and it should compile.
Importing to Goldeneye:
Install and run Crafty, open your compiled (.bsp) map, if everything went good you should see the map in the viewer. Move around your map (right click on the viewer to look and turn, use the arrow keys for movement) and check it for errors, make sure all the useless geometry was removed, you should be able to see through walls from the outside, etc. If it wasn't removed open your uncompiled map in Hammer and look for leaks, places you can see outside of the map, if any exist fill them with the null texture. Compile again and see if that fixed it. Once your map is good go to file -> export and save the .obj somewhere. This will also export the textures, use an image editing program to convert these to 256 color bitmaps for use with the setup editor.
Now simply follow SubDrag's tutorial here to import it to Goldeneye.
Multiple room maps:
Making a map with more than one room is the same as making a single room map except you need to compile and import each room separately. I find it easiest to model each room in one "master" map file, it lets me see how everything will fit together without having to import all my rooms to GE. When you start splitting the map up make sure all the holes, windows and door frames, are filled with the null texture so they compile properly. Each room will also need a start point entity in it before compiling.
After compiling import one of your rooms following the same tutorial you used for a single room, then convert the other rooms to GE format, make sure you name the vertices and indices files differently for each room. Once you're done edit your room positions file so it has an entry for each room, like the following:
Code: | 00000000 00000000 00000000 null.bin null.bin null.bin
00000000 00000000 00000000 RoomVertices.bin RoomIndices.bin null.bin
00000000 00000000 00000000 Room2Vertices.bin Room2Indices.bin null.bin
00000000 00000000 00000000 Room3Vertices.bin Room3Indices.bin null.bin
00000000 00000000 00000000 Room4Vertices.bin Room4Indices.bin null.bin
00000000 00000000 00000000 Room5Vertices.bin Room5Indices.bin null.bin
00000000 00000000 00000000 Room6Vertices.bin Room6Indices.bin null.bin
00000000 00000000 00000000 Room7Vertices.bin Room7Indices.bin null.bin
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ |
And export the full background file again, you should see all your rooms in the setup editor when you open your project now.
That should be everything needed, if anyone has any questions post them in this thread.
Last edited by Dragonsbrethren on Sat Nov 21, 2009 4:59 pm; edited 6 times in total |
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bmw Hacker
Joined: 04 Jan 2006 Posts: 1366 Location: Michigan |
Posted: Wed Mar 19, 2008 8:52 am Post subject: |
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I will add that the Hammer help file itself has a pretty good explanation on how to find and fix leaks (holes). This is a fairly common problem and is often caused by a solid being off by just 1 unit in placement and can often be a pain to track down. |
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r.e.l. 237 Secret Agent
Joined: 12 Mar 2008 Posts: 270
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Posted: Wed Mar 19, 2008 11:23 am Post subject: |
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nice, thanks for the info |
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flopperr999 Secret Agent
Joined: 11 Apr 2008 Posts: 337 Location: USA |
Posted: Tue Jul 22, 2008 2:13 pm Post subject: |
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Just to let anyone new know, the Hammer Editor link above is dead...and I can't seem to find another download location at the moment... |
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GERage 00 Agent
Joined: 18 Nov 2007 Posts: 471 Location: Facility vents |
Posted: Tue Jul 22, 2008 3:43 pm Post subject: |
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I'm having that same issue. |
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bmw Hacker
Joined: 04 Jan 2006 Posts: 1366 Location: Michigan |
Posted: Tue Jul 22, 2008 3:50 pm Post subject: |
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I updated the link with my own copy of the setup file. |
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flopperr999 Secret Agent
Joined: 11 Apr 2008 Posts: 337 Location: USA |
Posted: Wed Jul 23, 2008 4:50 am Post subject: |
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Alright.... I must be doing something wrong here.... I redownloaded everything (but I still kept my old stuff) into a new directory, to see if i could redo it again. Turns out, I can't. When i try to compile a simple map, here is my compile log....
** Executing...
** Command: C:\PROGRA~1\VALVEH~1.08\tools\zhlt\hlcsg.exe
** Parameters: ""C:\Program Files\Valve Hammer Editor 7.22.08\maps\submarine [flopperr999]"" -wadinclude GE.wad
* Could not execute the command:
C:\PROGRA~1\VALVEH~1.08\tools\zhlt\hlcsg.exe ""C:\Program Files\Valve Hammer Editor 7.22.08\maps\submarine [flopperr999]"" -wadinclude GE.wad
* Windows gave the error message:
"Access is denied."
** Executing...
** Command: C:\PROGRA~1\VALVEH~1.08\tools\zhlt\hlbsp.exe
** Parameters: ""C:\Program Files\Valve Hammer Editor 7.22.08\maps\submarine [flopperr999]""
* Could not execute the command:
C:\PROGRA~1\VALVEH~1.08\tools\zhlt\hlbsp.exe ""C:\Program Files\Valve Hammer Editor 7.22.08\maps\submarine [flopperr999]""
* Windows gave the error message:
"Access is denied."
** Executing...
** Command: C:\PROGRA~1\VALVEH~1.08\tools\zhlt\hlvis.exe
** Parameters: ""C:\Program Files\Valve Hammer Editor 7.22.08\maps\submarine [flopperr999]""
* Could not execute the command:
C:\PROGRA~1\VALVEH~1.08\tools\zhlt\hlvis.exe ""C:\Program Files\Valve Hammer Editor 7.22.08\maps\submarine [flopperr999]""
* Windows gave the error message:
"Access is denied."
And just for reference....
I know its a total longshot, but if bmw or dragonsbrethren would be OH SO kind enough to send me their hammer directory in a PM, I could build a small, quick map, and then try to compile it using their settings. If it still wont compile, i think i'll be able to isolate the problem down to something wrong with my computer. |
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bmw Hacker
Joined: 04 Jan 2006 Posts: 1366 Location: Michigan |
Posted: Wed Jul 23, 2008 7:17 am Post subject: |
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That "Access denied" error came from windows, not the program. Not sure why you'd be getting that. What version of windows are you running and are you administrator?
Also, you should be compiling with the box checked for "run with visible objects only"
Might also want to try changing each instance of "$bspdir" to "$path" |
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DK25 00 Agent
Joined: 08 Dec 2007 Posts: 455 Location: Denver, CO |
Posted: Wed Jul 23, 2008 10:01 am Post subject: |
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I can't compile mine.
this is what i'm getting
** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\zhit\hlcsg.exe
** Parameters: "C:\Program Files\Valve Hammer Editor\maps\OFFICE~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\zhit\hlcsg.exe "C:\Program Files\Valve Hammer Editor\maps\OFFICE~1"-wadinclude GE.wad
Entering C:\Program Files\Valve Hammer Editor\maps\OFFICE~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:
Error: Entity 0, Brush 0: outside world(+/-4096): (-4112,-4112,4028)-(4112,4112,4132)
Error: brush outside world
Description: The map has a problem which must be fixed
Howto Fix: Check the file http://www.zhlt.info/common-mapping-problems.html for a detailed explanation of this problem
Error: Entity 0, Brush 0: outside world(+/-4096): (-4112,-4112,4028)-(4112,4112,4132)
Error: Entity 0, Brush 0: outside world(+/-4096): (-4112,-4112,4028)-(4112,4112,4132)
Error: Entity 0, Brush 0: outside world(+/-4096): (-4128,-4128,4032)-(4128,4128,4128)
Error: Entity 0, Brush 0: outside world(+/-4096): (-4128,-4128,4032)-(4128,4128,4128)
Error: Entity 0, Brush 0: outside world(+/-4096): (-4128,-4128,4032)-(4128,4128,4128)
Error: Entity 0, Brush 0: outside world(+/-4096): (-4112,-4112,4046)-(4112,4112,4114)
Error: Entity 0, Brush 0: outside world(+/-4096): (-4112,-4112,4046)-(4112,4112,4114)
Error: Entity 0, Brush 0: outside world(+/-4096): (-4112,-4112,4046)-(4112,4112,4114)
Error: Entity 0, Brush 1: outside world(+/-4096): (-4112,-4112,-4132)-(4112,4112,-4028)
Error: Entity 0, Brush 1: outside world(+/-4096): (-4112,-4112,-4132)-(4112,4112,-4028)
Error: Entity 0, Brush 1: outside world(+/-4096): (-4112,-4112,-4132)-(4112,4112,-4028)
Error: Entity 0, Brush 1: outside world(+/-4096): (-4128,-4128,-4128)-(4128,4128,-4032)
Error: Entity 0, Brush 1: outside world(+/-4096): (-4128,-4128,-4128)-(4128,4128,-4032)
Error: Entity 0, Brush 1: outside world(+/-4096): (-4128,-4128,-4128)-(4128,4128,-4032)
Error: Entity 0, Brush 1: outside world(+/-4096): (-4112,-4112,-4114)-(4112,4112,-4046)
Error: Entity 0, Brush 1: outside world(+/-4096): (-4112,-4112,-4114)-(4112,4112,-4046)
Error: Entity 0, Brush 1: outside world(+/-4096): (-4112,-4112,-4114)-(4112,4112,-4046)
Error: Entity 0, Brush 2: outside world(+/-4096): (-4112,-4112,-4100)-(-4048,4112,4100)
Error: Entity 0, Brush 2: outside world(+/-4096): (-4112,-4112,-4100)-(-4048,4112,4100)
Error: Entity 0, Brush 2: outside world(+/-4096): (-4112,-4112,-4100)-(-4048,4112,4100)
Error: Entity 0, Brush 2: outside world(+/-4096): (-4128,-4128,-4096)-(-4032,4128,4096)
Error: Entity 0, Brush 2: outside world(+/-4096): (-4128,-4128,-4096)-(-4032,4128,4096)
Error: Entity 0, Brush 2: outside world(+/-4096): (-4112,-4112,-4082)-(-4048,4112,4082)
Error: Entity 0, Brush 2: outside world(+/-4096): (-4112,-4112,-4082)-(-4048,4112,4082)
Error: Entity 0, Brush 3: outside world(+/-4096): (4048,-4112,-4100)-(4112,4112,4100)
Error: Entity 0, Brush 3: outside world(+/-4096): (4048,-4112,-4100)-(4112,4112,4100)
Error: Entity 0, Brush 3: outside world(+/-4096): (4048,-4112,-4100)-(4112,4112,4100)
Error: Entity 0, Brush 3: outside world(+/-4096): (4032,-4128,-4096)-(4128,4128,4096)
Error: Entity 0, Brush 3: outside world(+/-4096): (4032,-4128,-4096)-(4128,4128,4096)
Error: Entity 0, Brush 3: outside world(+/-4096): (4048,-4112,-4082)-(4112,4112,4082)
Error: Entity 0, Brush 3: outside world(+/-4096): (4048,-4112,-4082)-(4112,4112,4082)
Error: Entity 0, Brush 4: outside world(+/-4096): (-4080,4048,-4100)-(4080,4112,4100)
Error: Entity 0, Brush 4: outside world(+/-4096): (-4080,4048,-4100)-(4080,4112,4100)
Error: Entity 0, Brush 4: outside world(+/-4096): (-4096,4032,-4096)-(4096,4128,4096)
Error: Entity 0, Brush 4: outside world(+/-4096): (-4080,4048,-4082)-(4080,4112,4082)
Error: Entity 0, Brush 5: outside world(+/-4096): (-4080,-4112,-4100)-(4080,-4048,4100)
Error: Entity 0, Brush 5: outside world(+/-4096): (-4080,-4112,-4100)-(4080,-4048,4100)
Error: Entity 0, Brush 5: outside world(+/-4096): (-4096,-4128,-4096)-(4096,-4032,4096)
Error: Entity 0, Brush 5: outside world(+/-4096): (-4080,-4112,-4082)-(4080,-4048,4082)
10%...20%...30%...40%...50%...60%...70%...Error: Entity 0, Brush 80: outside world(+/-4096): (-940,1691,-4100)-(1260,3312,-1244)
Error: Entity 0, Brush 81: outside world(+/-4096): (-2664,1374,-4100)-(-368,3472,-1340)
Error: Entity 0, Brush 82: outside world(+/-4096): (816,1136,-4100)-(2826,2948,-860)
Error: Entity 0, Brush 83: outside world(+/-4096): (1299,-324,-4100)-(3277,1424,-1852)
80%...Error: Entity 0, Brush 87: outside world(+/-4096): (-2640,-3013,-4100)-(-790,-1328,-2652)
Error: Entity 0, Brush 88: outside world(+/-4096): (-3596,-1887,-4100)-(-1268,624,-2364)
Error: Entity 0, Brush 89: outside world(+/-4096): (-3341,62,-4100)-(-1395,2064,-2204)
Error: Entity 0, Brush 90: outside world(+/-4096): (-3728,-3760,-4100)-(3568,3792,-3996)
Error: Entity 0, Brush 97: outside world(+/-4096): (-1551,-2828,-4100)-(-337,-1776,-3228)
90%... (1.28 seconds)
----- END hlcsg -----
** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\zhit\hlbsp.exe
** Parameters: "C:\Program Files\Valve Hammer Editor\maps\OFFICE~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\zhit\hlbsp.exe "C:\Program Files\Valve Hammer Editor\maps\OFFICE~1"
>> There was a problem compiling the map.
>> Check the file C:\Program Files\Valve Hammer Editor\maps\OFFICE~1.log for the cause.
----- END hlbsp -----
** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\zhit\hlvis.exe
** Parameters: ""C:\Program Files\Valve Hammer Editor\maps\office tower""
Unknown option "Files\Valve"
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)
-= hlvis Options =-
-full : Full vis
-fast : Fast vis
-texdata # : Alter maximum texture memory limit (in kb)
-lightdata # : Alter maximum texture memory limit (in kb)
-chart : display bsp statitics
-low | -high : run program an altered priority level
-nolog : don't generate the compile logfiles
-threads # : manually specify the number of threads to run
-estimate : display estimated time during compile
-maxdistance # : Alter the maximum distance for visibility
-verbose : compile with verbose messages
-noinfo : Do not show tool configuration information
-dev # : compile with developer message
mapfile : The mapfile to compile |
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GERage 00 Agent
Joined: 18 Nov 2007 Posts: 471 Location: Facility vents |
Posted: Wed Jul 23, 2008 6:12 pm Post subject: |
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When I follow SubDrag's tutorial I get the error "couldn't find texture". What should I do? |
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flopperr999 Secret Agent
Joined: 11 Apr 2008 Posts: 337 Location: USA |
Posted: Wed Jul 23, 2008 6:20 pm Post subject: |
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bmw wrote: | That "Access denied" error came from windows, not the program. Not sure why you'd be getting that. What version of windows are you running and are you administrator?
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Microsoft Windows XP, Service Pack 3
I'm a Computer Administrator
Going to try it again in a bit...
EDIT:
Just tried it, here's the compile log. Also, I forgot to mention a long time ago....when i compile, a .bsp is never even created... This is with a start point....
Once again, if nobody has any idea on how to help, I think the only other way of trying to get this straight is for either bmw or dragonsbrethren to just send me their whole hammer directory, wad, etc... all in a zipped folder. If it still doesn't work after that, its my computer thats the problem...
** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\zhlt\hlcsg.exe
** Parameters: ""c:\program files\valve hammer editor\maps\carnage[flopperr999]"" -wadinclude GE.wad
Unknown option "files\valve"
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)
-= hlcsg Options =-
-nowadtextures : include all used textures into bsp
-wadinclude file : place textures used from wad specified into bsp
-noclip : don't create clipping hull
-noclipeconomy : turn clipnode economy mode off
-cliptype value : set to smallest, normalized, simple, precise, or legacy (default)
-nullfile file : specify list of entities to retexture with NULL
-onlyents : do an entity update from .map to .bsp
-noskyclip : disable automatic clipping of SKY brushes
-tiny # : minmum brush face surface area before it is discarded
-brushunion # : threshold to warn about overlapping brushes
-hullfile file : Reads in custom collision hull dimensions
-texdata # : Alter maximum texture memory limit (in kb)
-lightdata # : Alter maximum lighting memory limit (in kb)
-chart : display bsp statitics
-low | -high : run program an altered priority level
-nolog : don't generate the compile logfiles
-threads # : manually specify the number of threads to run
-estimate : display estimated time during compile
-verbose : compile with verbose messages
-noinfo : Do not show tool configuration information
-nonulltex : Turns off null texture stripping
-dev # : compile with developer message
-wadconfig name : Specify a configuration to use from wad.cfg
-wadcfgfile path : Manually specify a path to the wad.cfg file
-wadautodetect : Force auto-detection of wadfiles
mapfile : The mapfile to compile
** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\zhlt\hlbsp.exe
** Parameters: ""c:\program files\valve hammer editor\maps\carnage[flopperr999]""
Unknown option "files\valve"
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)
-= hlbsp Options =-
-leakonly : Run BSP only enough to check for LEAKs
-subdivide # : Sets the face subdivide size
-maxnodesize # : Sets the maximum portal node size
-notjunc : Don't break edges on t-junctions (not for final runs)
-noclip : Don't process the clipping hull (not for final runs)
-nofill : Don't fill outside (will mask LEAKs) (not for final runs)
-noopt : Don't optimize planes on BSP write (not for final runs)
-texdata # : Alter maximum texture memory limit (in kb)
-lightdata # : Alter maximum lighting memory limit (in kb)
-chart : display bsp statitics
-low | -high : run program an altered priority level
-nolog : don't generate the compile logfiles
-threads # : manually specify the number of threads to run
-estimate : display estimated time during compile
-nonulltex : Don't strip NULL faces
-verbose : compile with verbose messages
-noinfo : Do not show tool configuration information
-dev # : compile with developer message
mapfile : The mapfile to compile
** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\zhlt\hlvis.exe
** Parameters: ""c:\program files\valve hammer editor\maps\carnage[flopperr999]""
Unknown option "files\valve"
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)
-= hlvis Options =-
-full : Full vis
-fast : Fast vis
-texdata # : Alter maximum texture memory limit (in kb)
-lightdata # : Alter maximum texture memory limit (in kb)
-chart : display bsp statitics
-low | -high : run program an altered priority level
-nolog : don't generate the compile logfiles
-threads # : manually specify the number of threads to run
-estimate : display estimated time during compile
-maxdistance # : Alter the maximum distance for visibility
-verbose : compile with verbose messages
-noinfo : Do not show tool configuration information
-dev # : compile with developer message
mapfile : The mapfile to compile
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fantsu 007
Joined: 30 Apr 2007 Posts: 1003
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Posted: Thu Jul 24, 2008 3:11 am Post subject: |
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PD anyone?
Is it possible with Hammer? |
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GunStarX Agent
Joined: 12 Nov 2008 Posts: 6 Location: Boston |
Posted: Wed Nov 12, 2008 6:48 pm Post subject: |
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Sorry if this is bringing up a dead topic..but
are the Zoner tools needed? _________________ - What Would Gordon Freeman Do? |
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Dragonsbrethren Hacker
Joined: 23 Mar 2007 Posts: 3058
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Posted: Wed Nov 12, 2008 7:23 pm Post subject: |
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You could probably just use the ones included with Hammer, but you wouldn't have access to the null texture, plus all of the other optimizations Zoner's tools have. |
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00Dark 007
Joined: 21 Nov 2006 Posts: 637
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Posted: Mon Dec 22, 2008 4:51 pm Post subject: |
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I changed each instance of "$bspdir" to "$path" like BMW said and it still did not work. Why does compiling never work even when I know that I'm doing everything? I absolutely hate it when this occurs. |
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You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum
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