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Problemas al compilar [Solucionado]


hulalaoo

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Hola chicos, comento el problema, al copilar no se crean bsp ni varios formatos solo .map .txt y otro mas. y aparte en la compilacion aparece

ndsrvb.png

 

 

 

seran los zhlt (ej hlcsg) ??. Si es asi alguien puede pasarme los suyos ?. lo puse en mi pendrive y lo pase a esta pc.

 

EDIT: aparece esto en cada diferente que usa (hlvis luego hlcsg ejemplo)

Unknown option "Editor"

hlbsp 3.6 x86 (32b) SSE2 ON (May 2 2009)

Super Half-Life Compilation Tools -- Custom Build.

Based on code modifications by Sean 'Zoner' Cavanaugh.

Based on Valve's version, modified with permission.

Raising of limits and improved format done by Silencer.

PHLT_Copy_Brush entity implemented by Protector.

Submit detailed bug reports to amckern@yahoo.com.

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no intalaste las zhlt.

 

y no te olvides de mandarle un saludo de mi parte a tu prima

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weno, a eso me refiero. "agregar"

 

y no te olvides de mandarle un saludo de mi parte a tu prima

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postea el log completo.

 

y no te olvides de mandarle un saludo de mi parte a tu prima

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** Executing...

** Command: Change Directory

** Parameters: C:\Program Files\Counter-Strike 1.6

 

 

** Executing...

** Command: Copy File

** Parameters: "C:\Users\user\Desktop\League of Legends\Asda\Edificio_lll.map" "C:\Users\user\Downloads\Valve Hammer Editor MZ 2.0\Edificio_lll.map"

 

 

** Executing...

** Command: C:\Users\user\Desktop\LEAGUE~1\Valve Hammer Editor - MZ\Zhlt\hlcsg.exe

** Parameters: "C:\Users\user\Downloads\Valve Hammer Editor MZ 2.0\Edificio_lll"

 

Unknown option "Editor"

hlcsg 3.6 x86 (32b) SSE2 ON (May 2 2009)

Super Half-Life Compilation Tools -- Custom Build.

Based on code modifications by Sean 'Zoner' Cavanaugh.

Based on Valve's version, modified with permission.

Raising of limits and improved format done by Silencer.

PHLT_Copy_Brush entity implemented by Protector.

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:\Users\user\Desktop\LEAGUE~1\Valve Hammer Editor - MZ\Zhlt\hlbsp.exe

** Parameters: "C:\Users\user\Downloads\Valve Hammer Editor MZ 2.0\Edificio_lll"

 

Unknown option "Editor"

hlbsp 3.6 x86 (32b) SSE2 ON (May 2 2009)

Super Half-Life Compilation Tools -- Custom Build.

Based on code modifications by Sean 'Zoner' Cavanaugh.

Based on Valve's version, modified with permission.

Raising of limits and improved format done by Silencer.

PHLT_Copy_Brush entity implemented by Protector.

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:\Users\user\Desktop\LEAGUE~1\Valve Hammer Editor - MZ\Zhlt\hlvis.exe

** Parameters: "C:\Users\user\Downloads\Valve Hammer Editor MZ 2.0\Edificio_lll"

 

Unknown option "Editor"

hlvis 3.6 x86 (32b) SSE2 ON (May 2 2009)

Super Half-Life Compilation Tools -- Custom Build.

Based on code modifications by Sean 'Zoner' Cavanaugh.

Based on Valve's version, modified with permission.

Raising of limits and improved format done by Silencer.

PHLT_Copy_Brush entity implemented by Protector.

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

 

 

** Executing...

** Command: C:\Users\user\Desktop\LEAGUE~1\Valve Hammer Editor - MZ\Zhlt\hlrad.exe

** Parameters: "C:\Users\user\Downloads\Valve Hammer Editor MZ 2.0\Edificio_lll"

 

Unknown option "Editor"

hlrad 3.6 x86 (32b) SSE2 ON (May 2 2009)

Super Half-Life Compilation Tools -- Custom Build.

Based on code modifications by Sean 'Zoner' Cavanaugh.

Based on Valve's version, modified with permission.

Raising of limits and improved format done by Silencer.

PHLT_Copy_Brush entity implemented by Protector.

Submit detailed bug reports to amckern@yahoo.com.

 

-= hlrad Options =-

 

-sparse : Enable low memory vismatrix algorithm

-nomatrix : Disable usage of vismatrix entirely

 

-extra : Improve lighting quality by doing 9 point oversampling

-bounce # : Set number of radiosity bounces

-ambient r g b : Set ambient world light (0.0 to 1.0, r g B)

-maxlight # : Set maximum light intensity value

-circus : Enable 'circus' mode for locating unlit lightmaps

-nopaque : Disable the opaque zhlt_lightflags for this compile

 

-smooth # : Set smoothing threshold for blending (in degrees)

-chop # : Set radiosity patch size for normal textures

-texchop # : Set radiosity patch size for texture light faces

 

-notexscale # : Do not scale radiosity patches with texture scale

-coring # : Set lighting threshold before blackness

-dlight # : Set direct lighting threshold

-nolerp : Disable radiosity interpolation, nearest point instead

 

-fade # : Set global fade (larger values = shorter lights)

-falloff # : Set global falloff mode (1 = inv linear, 2 = inv square)

-scale # : Set global light scaling value

-gamma # : Set global gamma value

 

-sky # : Set ambient sunlight contribution in the shade outside

-lights file : Manually specify a lights.rad file to use

-noskyfix : Disable light_environment being global

-incremental : Use or create an incremental transfer list file

 

-dump : Dumps light patches to a file for hlrad debugging info

 

-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 : Do not 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

-dev # : compile with developer message

 

-colourgamma r g b : Sets different gamma values for r, g, b

-colourscale r g b : Sets different lightscale values for r, g ,b

-colourjitter r g b : Adds noise, independent colours, for dithering

-jitter r g b : Adds noise, monochromatic, for dithering

-nodiffuse : Disables light_environment diffuse hack

-nospotpoints : Disables light_spot spherical point sources

-softlight r g b d : Scaling values for backwards-light hack

 

-customshadowwithbounce : Enables custom shadows with bounce light

-rgbtransfers : Enables RGB Transfers (for custom shadows)

 

mapfile : The mapfile to compile

 

 

esto.

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man tienes que tener mal la configuracion :(nuu):

rebisa bien

76561198044957471.png

 

Padre Counter Que Estas En El Server,

Santificado Sea Tu Frag,

Venga A Nosotros Tus FPS,

Hagase Tu HeadShot Tanto De Counter Como De Terro,

Danos Hoy La AK-47 De Cada Dia

Y Perdona A Los Noobs Como Tambien Nosotros

Perdonamos A Los Laggers,

No Nos Dejes Caer En Time Out Y Libranos De

Todo Cheat . AMEN :(=$(L)):

 

 

husQ2.png

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es verdad, tendras que bajarte el vhe en español y fijarte q opcion esta mal.

 

 

Mas rapido seria que compiles con batch compiler.

 

y no te olvides de mandarle un saludo de mi parte a tu prima

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lo tengo en espaniol e hice todo lo indicado, aviso que estan en carpetas diferentes las cosas. aunque dudo que influya, pero la configuracion esta todo bien,

 

NUNCA USE BATCH COMPILER.

bdsec9.png

 

 

9qurnd.png

 

al usar F9 lo compilo todo a NORMAL.

Edited by hulalaoo
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man El VAlve Hammer editor es recomendablemente tenerlo instaldor en el disco local C, no adentro de achivos de programas

 

y porque dices que cuando presionas f9 lo compilas normal ¬¬

normal seria que te produsca los archivos del mapa (los .bsp,los .map ,etc)

76561198044957471.png

 

Padre Counter Que Estas En El Server,

Santificado Sea Tu Frag,

Venga A Nosotros Tus FPS,

Hagase Tu HeadShot Tanto De Counter Como De Terro,

Danos Hoy La AK-47 De Cada Dia

Y Perdona A Los Noobs Como Tambien Nosotros

Perdonamos A Los Laggers,

No Nos Dejes Caer En Time Out Y Libranos De

Todo Cheat . AMEN :(=$(L)):

 

 

husQ2.png

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seria normal me refiero a que las 4 opciones "ejemplo que hay No, o Rapid) les pongo a todos Normal.a las 4. No lo tengo adentro de archivos de programa, ese es el coutner strike
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haci debes de colocar en el cuadro de la compilacion final

guardarcmo.png

76561198044957471.png

 

Padre Counter Que Estas En El Server,

Santificado Sea Tu Frag,

Venga A Nosotros Tus FPS,

Hagase Tu HeadShot Tanto De Counter Como De Terro,

Danos Hoy La AK-47 De Cada Dia

Y Perdona A Los Noobs Como Tambien Nosotros

Perdonamos A Los Laggers,

No Nos Dejes Caer En Time Out Y Libranos De

Todo Cheat . AMEN :(=$(L)):

 

 

husQ2.png

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sale igualito, alguien puede pasarme sus zhlt ?

 

te aviso antes cree muchisimos mapas. aca era firewood, pero en otra pc. pero aca nose que onda la cosa. sino decime cuales son los archivos para que se borre totalmente el vhe y lo instalo todo de nuevo...

 

EDIT: Lo volvi a hacer TODO de nuevo y el mismo problema, bajando el 3.5 y con sus zhit.

Si pongo en compilar avanzado aparece todo sin nada

123wk01.png

 

 

D: recuerdo que nates aparecia un cuadradito menos chiquito y con varios comandos.

 

IGUAL, alguien EXPLICA SOBRE BATCH COMPILER

Edited by hulalaoo
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Guarda todas las herramientas del vhe (zhlt, vhe, wads, light.rad) en una sola carpeta, ponela en mis documentos o en c\:

 

aca tenes un tutorial del batch compiler:

http://www.mundomapper.net/foro/showthread.php?t=42

 

Edit:

que windows usas? tenes una placa de video ati?

Edited by Martinssj4

 

y no te olvides de mandarle un saludo de mi parte a tu prima

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0 problema con eso, aparte puedo jugar al crysis 2 en high 60 fps.

 

una pregunta: donde esta el batch compiler ?. no esta en archivo

Edited by hulalaoo
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Esta en la carpeta donde lo guardaste, sino descargalo de aca:

http://www.mundomapper.net/foro/showthread.php?t=1954

 

y no te olvides de mandarle un saludo de mi parte a tu prima

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Si empezas a usar el batch no creo que vuelvas a compilar con el VHE xD

 

 

Tema Cerrado

cerradoi.png

 

Tenes mucho tiempo libre, no? jkajaja

 

 

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