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(editado) Valve hammer editor 3.5 Spanish no compila [SOLUCIONADO]


xPec

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[SOLUCIONADO ] LEER ABAJO CUAL ERA EL PROBLEMA .
 

Cuando queria compilar un mapa el log me daba este error que van a ver abajo. De lo cual causaba que los programas ZHLT no compilen el mapa.



LOG
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

** Executing...
** Command: Change Directory
** Parameters: D:\JUEGOS\PIRATEADO\CS 1.6\Counter-Strike 1.6


** Executing...
** Command: Copy File
** Parameters: "D:\COSAS\Valve hammer editor mapas\escuelita_beta.map" "D:\COSAS\Valve hammer editor mapas\escuelita_beta.map"


** Executing...
** Command: D:\COSAS\vhe 3.5\Zhlt\SC-CSG_x64.exe
** Parameters: "D:\COSAS\Valve hammer editor mapas\escuelita_beta"

Unknown option "D:\COSAS\Valve hammer editor mapas\escuelita_beta"
hlcsg v4.0-VL-SC 64-bit (Oct 30 2020)
Zoner's Half-Life Compilation Tools -- Custom build for Sven Co-op
Based on code modifications by Vluzacn (VL)
Based on code modifications by Sean "Zoner" Cavanaugh (4.0)
Based on Valve's version, modified with permission.
Submit detailed bug reports to http://forums.svencoop.com

-= hlcsg Options =-

    -console #       : Set to 0 to turn off the pop-up console (default is 1)
    -lang file       : localization file
    -nowadtextures   : include all used textures into bsp
    -wadinclude file : place textures used from wad specified into bsp
    -noclip          : don't create clipping hull
    -clipeconomy     : turn clipnode economy mode on
    -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 #          : minimum brush face surface area before it is discarded
    -brushunion #    : threshold to warn about overlapping brushes

    -hullfile file   : Reads in custom collision hull dimensions
    -wadcfgfile file : wad configuration file
    -wadconfig name  : use the old wad configuration approach (select a group from wad.cfg)
    -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
    -noresetlog      : Do not delete log file
    -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
    -nonullifytrigger: don't remove 'aaatrigger' texture
    -nolightopt      : don't optimize engine light entities
    -notextconvert   : don't convert game_text message from Windows ANSI to UTF8 format
    -dev #           : compile with developer message

    -wadautodetect   : Force auto-detection of wadfiles
    -scale #         : Scale the world. Use at your own risk.
    mapfile          : The mapfile to compile


** Executing...
** Command: D:\COSAS\vhe 3.5\Zhlt\SC-BSP_x64.exe
** Parameters: "D:\COSAS\Valve hammer editor mapas\escuelita_beta"

Unknown option "D:\COSAS\Valve hammer editor mapas\escuelita_beta"
hlbsp v4.0-VL-SC 64-bit (Oct 30 2020)
Zoner's Half-Life Compilation Tools -- Custom build for Sven Co-op
Based on code modifications by Vluzacn (VL)
Based on code modifications by Sean "Zoner" Cavanaugh (4.0)
Based on Valve's version, modified with permission.
Submit detailed bug reports to http://forums.svencoop.com

-= hlbsp Options =-

    -console #     : Set to 0 to turn off the pop-up console (default is 1)
    -lang file     : localization file
    -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)
    -nobrink       : Don't smooth brinks                  (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)
    -noinsidefill  : Don't fill empty spaces
    -noopt         : Don't optimize planes on BSP write   (not for final runs)
    -noclipnodemerge: Don't optimize clipnodes
    -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
    -nohull2       : Don't generate hull 2 (the clipping hull for large monsters and pushables)
    -viewportal    : Show portal boundaries in 'mapname_portal.pts' file
    -verbose       : compile with verbose messages
    -noinfo        : Do not show tool configuration information
    -dev #         : compile with developer message

    mapfile        : The mapfile to compile


** Executing...
** Command: D:\COSAS\vhe 3.5\Zhlt\SC-VIS_x64.exe
** Parameters: -fast "D:\COSAS\Valve hammer editor mapas\escuelita_beta"

g_fastvis = true
Unknown option "D:\COSAS\Valve hammer editor mapas\escuelita_beta"
hlvis v4.0-VL-SC 64-bit (Oct 30 2020)
Zoner's Half-Life Compilation Tools -- Custom build for Sven Co-op
Based on code modifications by Vluzacn (VL)
Based on code modifications by Sean "Zoner" Cavanaugh (4.0)
Based on Valve's version, modified with permission.
Submit detailed bug reports to http://forums.svencoop.com

-= hlvis Options =-

    -console #      : Set to 0 to turn off the pop-up console (default is 1)
    -lang file      : localization file
    -full           : Full vis
    -fast           : Fast vis

    -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
    -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: D:\COSAS\vhe 3.5\Zhlt\SC-RAD_x64.exe
** Parameters: "D:\COSAS\Valve hammer editor mapas\escuelita_beta"

Unknown option "D:\COSAS\Valve hammer editor mapas\escuelita_beta"
hlrad v4.0-VL-SC 64-bit (Oct 30 2020)
Zoner's Half-Life Compilation Tools -- Custom build for Sven Co-op
Based on code modifications by Vluzacn (VL)
Based on code modifications by Sean "Zoner" Cavanaugh (4.0)
Based on Valve's version, modified with permission.
Submit detailed bug reports to http://forums.svencoop.com

-= hlrad Options =-

    -console #      : Set to 0 to turn off the pop-up console (default is 1)
    -lang file      : localization file
    -waddir folder  : Search this folder for wad files.
    -fast           : Fast rad
    -vismatrix value: Set vismatrix method to normal, sparse or off .
    -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)
    -limiter #      : Set light clipping threshold (-1=None)
    -circus         : Enable 'circus' mode for locating unlit lightmaps
    -nospread       : Disable sunlight spread angles for this compile
    -nopaque        : Disable the opaque zhlt_lightflags for this compile

    -smooth #       : Set smoothing threshold for blending (in degrees)
    -smooth2 #      : Set smoothing threshold between different textures
    -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
    -dscale #       : Set direct lighting scale
    -nolerp         : Disable radiosity interpolation, nearest point instead

    -fade #         : Set global fade (larger values = shorter lights)
    -texlightgap #  : Set global gap distance for texlights
    -scale #        : Set global light scaling
    -gamma #        : Set global gamma

    -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
   -customshadowwithbounce : Enables custom shadows with bounce light
   -rgbtransfers           : Enables RGB Transfers (for custom shadows)

   -minlight #    : Minimum final light (integer from 0 to 255)
   -compress #    : compress transfer ( 0=32bit 1=16bit 2=8bit )
   -rgbcompress # : compress RGB transfer ( 0=96bit 1=48bit 2=32bit 3=24bit )
   -softsky #     : Smooth skylight. (0=off 1=on)
   -depth #       : Thickness of translucent objects.
   -blockopaque # : Remove the black areas around opaque entities.(0=off 1=on)
   -notextures    : Don't load textures.
   -texreflectgamma # : Gamma that relates reflectivity to texture color bits.
   -texreflectscale # : Reflectivity for 255-white texture.
   -blur #        : Enlarge lightmap sample to blur the lightmap.
   -noemitterrange: Don't fix pointy texlights.
   -nobleedfix    : Don't fix wall bleeding problem for large blur value.
   -drawpatch     : Export light patch positions to file 'mapname_patch.pts'.
   -drawsample x y z r    : Export light sample positions in an area to file 'mapname_sample.pts'.
   -drawedge      : Export smooth edge positions to file 'mapname_edge.pts'.
   -drawlerp      : Show bounce light triangulation status.
   -drawnudge     : Show nudged samples.
   -drawoverload  : Highlight fullbright spots
    mapfile       : The mapfile to compile

--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------


EL problema estaba en el directorio de la carpeta donde tenia el "hammer" y a donde iban los "mapas compilados".
El problema es que habian espacios vacios en el nombre de la carpeta : EJ "VALVE HAMMER EDITOR" la solución para mi fue ponerlo así "VALVE_HAMMER_EDITOR"
y con la carpeta donde iban los mapas también fue corregida EJ: "VALVE HAMMER EDITOR MAPAS" fue cambiado su nombre a "VALVE_HAMMER_EDITOR_MAPAS"
de ahí en adelante configurar de vuelta de cero el programa y el directorio a donde iban los mapas compilados.
Espero que esto le puede servir a gente que tenga este error similar al que yo tuve.
Gracias

Edited by xPec
Encontré la solución al problema causado.
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