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Ich hab jetzt, wie in den erklärten Tutorials, eine Map gemacht. Nun wollte ich diese spielen. Doch das was ich gespeichert war keine ".bsp" Datei sondern eine ".map" Datei. Ich hab versucht mit dieser zu spielen, ohne Erfolg Dann habe ich mir ZHLT gesaugt und alles, mit hilfe eines bekannten, konfiguriert. Ich habe es erneut versucht. Dann kam eine Fehlermeldung "Fatal Error: could not find filesystem dll to load!"
Ich poste mal den Text den er im Fenster geschrieben hat. Vielleicht kann man ja dort den Fehler erkennen!
** Executing... ** Command: C:\Programme\Valve Hammer Editor\hlcsg.exe ** Parameters: -high -texdata 8192 -nowadtextures "c:\dokumente und einstellungen\jan\desktop\maps\moep1"
Unknown option "Editor\hlcsg.exe" hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002) 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 (merlinis@bigpond.net.au)
-= 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 -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) -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:\Programme\Valve Hammer Editor\hlbsp.exe ** Parameters: -high -texdata 8192 "c:\dokumente und einstellungen\jan\desktop\maps\moep1"
Unknown option "Editor\hlbsp.exe" hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002) 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 (merlinis@bigpond.net.au)
-= 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)
-texdata # : 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 -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:\Programme\Valve Hammer Editor\hlvis.exe ** Parameters: -high -texdata 8192 -full "c:\dokumente und einstellungen\jan\desktop\maps\moep1"
Unknown option "Editor\hlvis.exe" hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002) 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 (merlinis@bigpond.net.au)
-= hlvis Options =-
-full : Full vis -fast : Fast vis
-texdata # : 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:\Programme\Valve Hammer Editor\hlrad.exe ** Parameters: -high -texdata 8192 -extra -bounce 4 "c:\dokumente und einstellungen\jan\desktop\maps\moep1"
Unknown option "Editor\hlrad.exe" hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002) 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 (merlinis@bigpond.net.au)
-= 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) -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
** Executing... ** Command: Copy File ** Parameters: "c:\dokumente und einstellungen\jan\desktop\maps\moep1.bsp" "C:\Steam+CS\SteamApps\dora.bund@web.de\counter-strike\cstrike\maps\moep1.bsp"
** Executing... ** Command: Change Directory ** Parameters: "C:\Steam+CS\SteamApps\dora.bund@web.de\counter-strike\valve"
The command failed. Windows reported the error: "Invalid argument"
** Executing... ** Command: C:\Steam+CS\SteamApps\dora.bund@web.de\counter-strike\hl.exe ** Parameters: -dev -console +map "moep1"
Ich hoffe jemand weiss was ich machen kann.
Ich benutze den Hammer Editor.
MfG colther
edit: Ich kann keine Perfabs Runterladen :/ Kennt jemand noch eine andere Seite wo es welche gibt?
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Bitte nicht, wegen dummen Fragen, hauen. Ich bin noch Totaler noob im Mapping :)
Dieser Beitrag wurde am 31.12.2003 um 00:02 von colther bearbeitet.
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