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[Temporarily Dead] Custom Hammer Editor Map - Submarine
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GERage
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Joined: 18 Nov 2007
Posts: 471
Location: Facility vents

 PostPosted: Wed Jul 02, 2008 5:51 pm    Post subject: Reply with quote Back to top

I was thinking of a Facility-style Hammer level.

Anyways, any estimated release date for this level?
 
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flopperr999
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Joined: 11 Apr 2008
Posts: 337
Location: USA

 PostPosted: Wed Jul 02, 2008 6:03 pm    Post subject: Reply with quote Back to top

erm..... to tell you the truth, no, not at the moment. sorry Sad
 
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GERage
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Joined: 18 Nov 2007
Posts: 471
Location: Facility vents

 PostPosted: Fri Jul 04, 2008 8:16 am    Post subject: Reply with quote Back to top

I guess it was too soon to ask. Rolling Eyes

This level still looks great, though, considering you were new to Hammer.
 
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bmw
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Joined: 04 Jan 2006
Posts: 1366
Location: Michigan

 PostPosted: Mon Jul 21, 2008 7:49 am    Post subject: Reply with quote Back to top

I'm trying to help flopper compile this map, but with no luck. Here is the compile log.....


** Executing...
** Command: E:\Hammer\hlcsg.exe
** Parameters: "e:\hammer\submarine\submarine [flopperr999]" -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: E:\Hammer\hlcsg.exe "e:\hammer\submarine\submarine [flopperr999]"-wadinclude GE.wad
Entering e:\hammer\submarine\submarine [flopperr999].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%...20%...30%...40%...50%...60%...70%...80%...90%... (0.30 seconds)
SetModelCenters:
50%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.88 seconds)

Including Wadfile: \program files\valve hammer editor\tools\ge.wad
- Contains 25 used textures, 96.15 percent of map (2705 textures in wad)
Including Wadfile: \program files\valve hammer editor\tools\zhlt.wad
- Contains 1 used texture, 3.85 percent of map (8 textures in wad)

Texture usage is at 0.12 mb (of 4.00 mb MAX)
1.22 seconds elapsed

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




** Executing...
** Command: E:\Hammer\hlbsp.exe
** Parameters: "e:\hammer\submarine\submarine [flopperr999]"

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: E:\Hammer\hlbsp.exe "e:\hammer\submarine\submarine [flopperr999]"

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] 7 (0.00 seconds)
Warning: No entities exist in hull 0, no filling performed for this hull
SolidBSP [hull 1] 7 (0.02 seconds)
Warning: No entities exist in hull 1, no filling performed for this hull
SolidBSP [hull 2] 7 (0.00 seconds)
Warning: No entities exist in hull 2, no filling performed for this hull
SolidBSP [hull 3] 7 (0.00 seconds)
Warning: No entities exist in hull 3, no filling performed for this hull
0.03 seconds elapsed

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




** Executing...
** Command: E:\Hammer\hlvis.exe
** Parameters: "e:\hammer\submarine\submarine [flopperr999]"

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: E:\Hammer\hlvis.exe "e:\hammer\submarine\submarine [flopperr999]"
Error: Portal file 'e:\hammer\submarine\submarine [flopperr999].prt' does not exist, cannot vis the map


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



From what I Found looking online, this problem is typically caused by having no entities in the map, but there is definitely one there, in an open space. I'm stumped as to why the rest of the compile looks fine but no portal file is being created.
 
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flopperr999
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Joined: 11 Apr 2008
Posts: 337
Location: USA

 PostPosted: Mon Jul 21, 2008 8:47 am    Post subject: Reply with quote Back to top

Just to compare, here is my compile log...



** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\zhlt\hlcsg.exe
** Parameters: ""c:\program files\valve hammer editor\maps/submarine [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/submarine [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/submarine [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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flopperr999
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Joined: 11 Apr 2008
Posts: 337
Location: USA

 PostPosted: Tue Jul 22, 2008 8:09 am    Post subject: Reply with quote Back to top

This isn't dead yet, unless this map becomes impossible to compile. I do have another map all set, but I'm not going to give details until Submarine can't be done. I'll give you guys a sneek-peek though.....

 
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Kode-Z
Hacker
Hacker


Joined: 09 Nov 2007
Posts: 1142
Location: London, England

 PostPosted: Tue Jul 22, 2008 8:56 am    Post subject: Reply with quote Back to top

Not bad, flopperr!

You should apply to work for Rare! Wink
 
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flopperr999
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Secret Agent


Joined: 11 Apr 2008
Posts: 337
Location: USA

 PostPosted: Tue Jul 22, 2008 9:02 am    Post subject: Reply with quote Back to top

Kode-Z wrote:
Not bad, flopperr!

You should apply to work for Rare! Wink


Thanks! Very Happy

I'm telling you, we really need to get a brand new, fully customed ROM. Hammer levels, new levels, everything! A brand new ROM! I wish i could participate. I soon as i get my gosh-darn Hammer Editor Compiler working!!!!!!! Evil or Very Mad Evil or Very Mad Evil or Very Mad Crying or Very sad Mad Mad Mad Mad Crying or Very sad
 
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flopperr999
Secret Agent
Secret Agent


Joined: 11 Apr 2008
Posts: 337
Location: USA

 PostPosted: Fri Aug 08, 2008 6:55 am    Post subject: Reply with quote Back to top

This project isn't dead yet!!!!!!!! Very Happy Very Happy Very Happy Very Happy Very Happy


I FINALLY got my maps compiling!

 
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radorn
007
007


Joined: 23 Sep 2007
Posts: 1424

 PostPosted: Sun Aug 10, 2008 5:49 am    Post subject: Reply with quote Back to top

wow, that room is massive. Won't it overload the game a little?
 
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flopperr999
Secret Agent
Secret Agent


Joined: 11 Apr 2008
Posts: 337
Location: USA

 PostPosted: Sun Aug 10, 2008 6:44 am    Post subject: Reply with quote Back to top

radorn wrote:
wow, that room is massive. Won't it overload the game a little?


Oh, it definetly will. I just needed to see if I could compile a map, which now I apparently can. For about 3 months Myself, Wreck, Dragonsbrethren, and BMW were all stumped on why my map wouldn't compile. I finally figured out that i had portions of my commands in quotes.... Shocked

Now that I found out I can compile, this map is going back into Hammer to be divided into rooms. Then to Crafty, then to the editor. I'll keep you posted!
 
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flopperr999
Secret Agent
Secret Agent


Joined: 11 Apr 2008
Posts: 337
Location: USA

 PostPosted: Sun Aug 10, 2008 11:41 am    Post subject: Reply with quote Back to top

Actually, just re-re-reexamined this project for the millionth time, and I've come to a conclusion. It's not impossible to finish, but I think I'm going to forget aobut this level. It's honestly just built terribly. At the time it was the only skills I had, but now I know that clip this map would talk a few straight days. I'm not willing to do that. Maybe one day I will come back and reconstruct this level better, but until then, this project is "hibernating". I do have another project near completion though, its called Carnage. See other thread:

http://shootersforever.com/forums_message_boards/viewtopic.php?p=21978#21978
 
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