Compiling problems

Roghan

New Adventurer
Joined
Nov 7, 2006
Messages
81
Reaction score
0
Age
34
I can't compile my maps right... if I try to compile I get an error saying "Token too large on line 6" the error page said it means the pathname is too long the only problem is my pathname is "C:/castle"(The maps name is castle) in other words i need help compiling maps!!!
 

WeissberV

New Adventurer
Crusaders
Joined
Jan 21, 2007
Messages
1,053
Reaction score
0
Age
32
Location
England
PM me the map and i'll try and compile it (i won;t steal it promise cause i'm working on my own map atm)
 

Roghan

New Adventurer
Joined
Nov 7, 2006
Messages
81
Reaction score
0
Age
34
I'll PM it when I get home, also Its not worth stealing anyway seeing as its only a rough outline of the landscape I just need to test it and check for problems with size of walls, view distance, etc.
 

Dridmar

Old Skool Apostle
MSC Developer
Socialist Guild
Alpha Tester
Joined
Feb 2, 2007
Messages
2,252
Reaction score
73
AmIAnnoyingNow said:
I did a quick search on this, it apparently can be caused by the compile tools your using (Especially if it's the default ones).

If it is true ^^ what compiling tools are you using for Hammer? Just incase you are using the old tools, I would suggest you get Zoner's Half-Life tools. They work great for me.

http://www.vlatitude.com/files.php

The name is
"Zoner's Half Life Tools 2.5.3 custom build 1.7" (Without the quotes)
 

WeissberV

New Adventurer
Crusaders
Joined
Jan 21, 2007
Messages
1,053
Reaction score
0
Age
32
Location
England
zoners tools r EVIL.... EVIL I TELL YE!!!!

they made my Hammer broke :(

but i am used to the old ones they r fine as they are... they also need pro skills to use and i have them :p
 

Dridmar

Old Skool Apostle
MSC Developer
Socialist Guild
Alpha Tester
Joined
Feb 2, 2007
Messages
2,252
Reaction score
73
WeissberV said:
zoners tools r EVIL.... EVIL I TELL YE!!!!

they made my Hammer broke :(

but i am used to the old ones they r fine as they are... they also need pro skills to use and i have them :p

Well thats weird I guess....
I've never had problems with em and I heard that you should compile Half-Life maps using the quake compile tools.
 

Roghan

New Adventurer
Joined
Nov 7, 2006
Messages
81
Reaction score
0
Age
34
Dridje said:
AmIAnnoyingNow said:
I did a quick search on this, it apparently can be caused by the compile tools your using (Especially if it's the default ones).

If it is true ^^ what compiling tools are you using for Hammer? Just incase you are using the old tools, I would suggest you get Zoner's Half-Life tools. They work great for me.

http://www.vlatitude.com/files.php

The name is
"Zoner's Half Life Tools 2.5.3 custom build 1.7" (Without the quotes)
Tried both ways
 

Dridmar

Old Skool Apostle
MSC Developer
Socialist Guild
Alpha Tester
Joined
Feb 2, 2007
Messages
2,252
Reaction score
73
If weis doesn't look at it fast enough, you could send it to me and I could try compiling for you if you want.
 

WeissberV

New Adventurer
Crusaders
Joined
Jan 21, 2007
Messages
1,053
Reaction score
0
Age
32
Location
England
:S i have no new messages so i can't

u sure u sent it to me?
 

replica

New Adventurer
Joined
Dec 20, 2006
Messages
152
Reaction score
0
use zoners half-life tools. do not use the default. im pretty sure you need zhlt to use NULL/CLIP textures and the are other optimizations zhlt has to map compiling. download the latest version HERE.

about the compile issue "token too large." if you didnt know you should look at this site when you get a compile error you dont know how to fix. according to the site you could have too many wads. i think its more likely that youre using really long path names "example:C:\Valve\Steam\SteamApps\youremail\half-life\msc" to fix this use a batch file that substitutes the folder and allows you to use a smaller path name. this tutorial tells you how to do this at the bottom of the page. gl
 

WeissberV

New Adventurer
Crusaders
Joined
Jan 21, 2007
Messages
1,053
Reaction score
0
Age
32
Location
England
replica said:
use zoners half-life tools. do not use the default. im pretty sure you need zhlt to use NULL/CLIP textures and the are other optimizations zhlt has to map compiling. download the latest version HERE.

about the compile issue "token too large." if you didnt know you should look at this site when you get a compile error you dont know how to fix. according to the site you could have too many wads. i think its more likely that youre using really long path names "example:C:\Valve\Steam\SteamApps\youremail\half-life\msc" to fix this use a batch file that substitutes the folder and allows you to use a smaller path name. this tutorial tells you how to do this at the bottom of the page. gl

LIES!!!! u don't need Zoners poo tools to use clip or null textures u r tellign him to get a gay tools :evil:

Default tools r best!!!!
 

Oedipus

New Adventurer
Crusaders
Joined
Feb 1, 2006
Messages
94
Reaction score
0
Location
UK
null is zhlt explusive forget which incarnation they added it but its only in them, you also get lots of nice speed enhancements to the compile [process and erors taht actually make sence (most of the time) you also get those nice little light flag options on entities so you can make it opaque and stop light going through your doors and whatnot , well worth getting!
 

J-M v2.5.5

BANNED
BANNED
Joined
Feb 26, 2005
Messages
5,675
Reaction score
1
Age
35
Location
Nijmegen, the Netherlands.
WeissberV said:
replica said:
use zoners half-life tools. do not use the default. im pretty sure you need zhlt to use NULL/CLIP textures and the are other optimizations zhlt has to map compiling. download the latest version HERE.

about the compile issue "token too large." if you didnt know you should look at this site when you get a compile error you dont know how to fix. according to the site you could have too many wads. i think its more likely that youre using really long path names "example:C:\Valve\Steam\SteamApps\youremail\half-life\msc" to fix this use a batch file that substitutes the folder and allows you to use a smaller path name. this tutorial tells you how to do this at the bottom of the page. gl

LIES!!!! u don't need Zoners poo tools to use clip or null textures u r tellign him to get a gay tools :evil:

Default tools r best!!!!
Wow, you really have no ****ing idea what you are talking about, and I'm concluding this from reading multiple of your brain-breaking posts (they're that stupid).

The Zoner's Half-Life Tools are WAY better than the standard compile tools. They're faster, more accurate, have lots of tweaks and are better optimized. Secondly, the NULL texture doesn't work with the standard compile tools. It's a ZHLT-only function. Get your facts straight before you start typing stupid crap like this.

As a matter of fact, ZHLT v3.4 are the best compile tools for Goldsource on the entire planet. Seriously. Have you ever mapped?
 

WeissberV

New Adventurer
Crusaders
Joined
Jan 21, 2007
Messages
1,053
Reaction score
0
Age
32
Location
England
:? yes rememebr it screwed up my hammer last time and i read the readme a this time
 

J-M v2.5.5

BANNED
BANNED
Joined
Feb 26, 2005
Messages
5,675
Reaction score
1
Age
35
Location
Nijmegen, the Netherlands.
Ah, so the second time it messed up, you thought it would be a good thing to read the readme.

The ZHLT I have installed work fine and have always worked fine.
 

WeissberV

New Adventurer
Crusaders
Joined
Jan 21, 2007
Messages
1,053
Reaction score
0
Age
32
Location
England
i fixed ur map Roghan.

laggs like hell i've PMed it ya

also theres 1 thing it can't be run with rad.exe i dunno y but it just says it can't run so its fullbright atm
:S
 

Oedipus

New Adventurer
Crusaders
Joined
Feb 1, 2006
Messages
94
Reaction score
0
Location
UK
Max_patchs if i'm not mistaken is a rad related error so it would work with no rad :p .
 

Thothie

Administrator
Staff member
Administrator
Moderator
MSC Archivist
Joined
Apr 8, 2005
Messages
16,342
Reaction score
326
Location
lost
You can change the chop/texchop options on ZHLT's HLRAD to reduce the number of patches. Removing the dynamic bounce also helps with less aesthetic impact.

Typical hlrad line:

Code:
hlrad "%1.map" -chop 64 -texchop 64 -low -estimate -incremental -lights "lights.rad" -extra -nolog -nodynbounce %2 %3 %4 %5

At chop/textchop above 96, it gets to be real noticable - although I used to use 256 for quick compiles on the old comp, and it was passable.
 

evilsquirrel

New Adventurer
MSC Developer
RiP
Joined
Jan 2, 2006
Messages
2,905
Reaction score
0
Age
36
Location
middle of nowhere
also i believe you can scale up textures...such as the AAA and other invisible textures to just fit to the brush they're on..that should help
 

Thothie

Administrator
Staff member
Administrator
Moderator
MSC Archivist
Joined
Apr 8, 2005
Messages
16,342
Reaction score
326
Location
lost
aa textures don't make patches unless they're visible, and a lighted aa texture often crashes. ;) Using chop/texchop allows you to scale the lightning texture as if the texture were scaled, without sacrificing the texture's quality (ie. it's the same thing, but yer just scaling the light and not the texture).
 

evilsquirrel

New Adventurer
MSC Developer
RiP
Joined
Jan 2, 2006
Messages
2,905
Reaction score
0
Age
36
Location
middle of nowhere
so says you...

bloodrose had this error, making the aaa textures and other non-visibles fit to the brush fixed it. :p
 

Thothie

Administrator
Staff member
Administrator
Moderator
MSC Archivist
Joined
Apr 8, 2005
Messages
16,342
Reaction score
326
Location
lost
Hmmm... I suppose it is *possible* - I'd have to play with it to be sure. It is true those objects do not normally render - but I notice when they *do* render (ie. are placed as solids) they do get shaded. If a dynamic light hits them it usually crashes - but not so much so with a regular static light.
 

Thothie

Administrator
Staff member
Administrator
Moderator
MSC Archivist
Joined
Apr 8, 2005
Messages
16,342
Reaction score
326
Location
lost
Darn, was hoping you were on to something, but nah.

Tried it in a room with a HUGE msarea_music, and two lights.

Tried with the AA texture scaled to 0.1, and with it set to fit (about 800%) - either way, 135 patches.

Still, it maybe true with standard rad - or older ZHLT. But it is not true of ZHLT 3.4
 

evilsquirrel

New Adventurer
MSC Developer
RiP
Joined
Jan 2, 2006
Messages
2,905
Reaction score
0
Age
36
Location
middle of nowhere
well, i got the max_patches error once, and all i changed was those textures - then it didn't happen...

happened again later after i added more, i fit all the AAA, skybrush, null, playerclip, and other non-visibles...fixed again...seems mighty fishy ;)
 
Top