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Autor Beitrag
000
04.06.2007, 19:55
-cRUSHer-



wenn ich mit VHE oder mit einem aneren tool kompilen will kommt folgender fehler:

The command failed. Windows reproted the error: "no such file or directory"
do you want to continue?

Log:

** Executing...
** Command: Change Directory
** Parameters: E:\Programme\Steam\SteamApps\shrewed93\counter-strike

The command failed. Windows reported the error:
"No such file or directory"

** Executing...
** Command: Copy File
** Parameters: "F:\desktop\editor\aim_city.map" "F:\Programme\counter strike\cstrike\maps\aim_city.map"

** Executing...
** Command: F:\desktop\editor\ZHLT\hlcsg.exe
** Parameters: "F:\Programme\counter strike\cstrike\maps\aim_city"

hlcsg v2.5.3 rel Custom Build 1.7p15 (Jun 3 2004)
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 (webmaster@xp-cagey.com)
----- BEGIN hlcsg -----
Command line: F:\desktop\editor\ZHLT\hlcsg.exe "F:\Programme\counter strike\cstrike\maps\aim_city"
Entering F:\Programme\counter strike\cstrike\maps\aim_city.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]

12 brushes (totalling 72 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.09 seconds)
SetModelCenters:
40%...70%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.30 seconds)

Using Wadfile: \programme\counter strike\cstrike\halflife.wad
- Contains 15 used textures, 83.33 percent of map (3116 textures in wad)
Using Wadfile: \programme\counter strike\cstrike\cs_dust.wad
- Contains 2 used textures, 11.11 percent of map (28 textures in wad)
Using Wadfile: \programme\counter strike\cstrike\de_dust.wad
- Contains 0 used textures, 0.00 percent of map (36 textures in wad)

added 2 additional animating textures.
Warning: ::FindTexture() texture +0ARROW1 not found!
Warning: ::LoadLump() texture +0ARROW1 not found!
Texture usage is at 0.23 mb (of 4.00 mb MAX)
0.44 seconds elapsed

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

** Executing...
** Command: F:\desktop\editor\ZHLT\hlbsp.exe
** Parameters: "F:\Programme\counter strike\cstrike\maps\aim_city"

hlbsp v2.5.3 rel Custom Build 1.7p15 (Jun 3 2004)
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 (webmaster@xp-cagey.com)
----- BEGIN hlbsp -----
Command line: F:\desktop\editor\ZHLT\hlbsp.exe "F:\Programme\counter strike\cstrike\maps\aim_city"

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] 398 (0.05 seconds)
Warning: === LEAK in hull 0 ===
Entity info_player_deathmatch @ ( 704,-1664,-192)
Error:
A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region. The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted. Some complex rotating objects entities need
their origins outside the map. To deal with these, just enclose the origin
brush with a solid world brush

Leak pointfile generated

SolidBSP [hull 1] 382 (0.05 seconds)
Warning: === LEAK in hull 1 ===
Entity info_target @ ( 896,-320, 192)
SolidBSP [hull 2] 328 (0.03 seconds)
Warning: === LEAK in hull 2 ===
Entity info_target @ ( 896,-320, 192)
SolidBSP [hull 3] 461 (0.06 seconds)
Warning: === LEAK in hull 3 ===
Entity info_target @ ( 896,-320, 192)
0.50 seconds elapsed

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

** Executing...
** Command: F:\desktop\editor\ZHLT\hlvis.exe
** Parameters: "F:\Programme\counter strike\cstrike\maps\aim_city"

hlvis v2.5.3 rel Custom Build 1.7p15 (Jun 3 2004)
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 (webmaster@xp-cagey.com)
----- BEGIN hlvis -----
Command line: F:\desktop\editor\ZHLT\hlvis.exe "F:\Programme\counter strike\cstrike\maps\aim_city"
>> There was a problem compiling the map.
>> Check the file F:\Programme\counter strike\cstrike\maps\aim_city.log for the cause.

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

** Executing...
** Command: F:\desktop\editor\ZHLT\hlrad.exe
** Parameters: "F:\Programme\counter strike\cstrike\maps\aim_city"

hlrad v2.5.3 rel Custom Build 1.7p15 (Jun 3 2004)
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 (webmaster@xp-cagey.com)
----- BEGIN hlrad -----
Command line: F:\desktop\editor\ZHLT\hlrad.exe "F:\Programme\counter strike\cstrike\maps\aim_city"
>> There was a problem compiling the map.
>> Check the file F:\Programme\counter strike\cstrike\maps\aim_city.log for the cause.

----- END hlrad -----

Und:
hlcsg v2.5.3 rel Custom Build 1.7p15 (Jun 3 2004)
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 (webmaster@xp-cagey.com)
----- BEGIN hlcsg -----
Command line: F:\desktop\editor\ZHLT\hlcsg.exe "F:\Programme\counter strike\cstrike\maps\aim_city"
Entering F:\Programme\counter strike\cstrike\maps\aim_city.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]

12 brushes (totalling 72 sides) discarded from clipping hulls
CreateBrush:
(0.09 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.30 seconds)

Using Wadfile: \programme\counter strike\cstrike\halflife.wad
- Contains 15 used textures, 83.33 percent of map (3116 textures in wad)
Using Wadfile: \programme\counter strike\cstrike\cs_dust.wad
- Contains 2 used textures, 11.11 percent of map (28 textures in wad)
Using Wadfile: \programme\counter strike\cstrike\de_dust.wad
- Contains 0 used textures, 0.00 percent of map (36 textures in wad)

added 2 additional animating textures.
Warning: ::FindTexture() texture +0ARROW1 not found!
Warning: ::LoadLump() texture +0ARROW1 not found!
Texture usage is at 0.23 mb (of 4.00 mb MAX)
0.44 seconds elapsed

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

hlbsp v2.5.3 rel Custom Build 1.7p15 (Jun 3 2004)
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 (webmaster@xp-cagey.com)
----- BEGIN hlbsp -----
Command line: F:\desktop\editor\ZHLT\hlbsp.exe "F:\Programme\counter strike\cstrike\maps\aim_city"

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] 398 (0.05 seconds)
Warning: === LEAK in hull 0 ===
Entity info_player_deathmatch @ ( 704,-1664,-192)
Error:
A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region. The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted. Some complex rotating objects entities need
their origins outside the map. To deal with these, just enclose the origin
brush with a solid world brush

Leak pointfile generated

SolidBSP [hull 1] 382 (0.05 seconds)
Warning: === LEAK in hull 1 ===
Entity info_target @ ( 896,-320, 192)
SolidBSP [hull 2] 328 (0.03 seconds)
Warning: === LEAK in hull 2 ===
Entity info_target @ ( 896,-320, 192)
SolidBSP [hull 3] 461 (0.06 seconds)
Warning: === LEAK in hull 3 ===
Entity info_target @ ( 896,-320, 192)
0.50 seconds elapsed

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

hlvis v2.5.3 rel Custom Build 1.7p15 (Jun 3 2004)
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 (webmaster@xp-cagey.com)
----- BEGIN hlvis -----
Command line: F:\desktop\editor\ZHLT\hlvis.exe "F:\Programme\counter strike\cstrike\maps\aim_city"
>> There was a problem compiling the map.
>> Check the file F:\Programme\counter strike\cstrike\maps\aim_city.log for the cause.

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

hlrad v2.5.3 rel Custom Build 1.7p15 (Jun 3 2004)
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 (webmaster@xp-cagey.com)
----- BEGIN hlrad -----
Command line: F:\desktop\editor\ZHLT\hlrad.exe "F:\Programme\counter strike\cstrike\maps\aim_city"
>> There was a problem compiling the map.
>> Check the file F:\Programme\counter strike\cstrike\maps\aim_city.log for the cause.

----- END hlrad -----

Ich hoffe ihr könnt mir helfen!

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001
04.06.2007, 20:01
Raziel



Compile Log Analyzer - Auswertung

Gefunden: Insgesamt 15 Fehler, davon 2 unterschiedliche(r).

===

The command failed. Windows reported the error:

Gefunden in:
Zeile 4

Problem:
Falls dies der erste Fehler ist, wird es mit grösster Wahrscheinlichkeit ein Konfigurationsfehler sein. Andernfalls sind vorhergehende Fehler schuld.
Lösung:
Behebe alle vorhergehende Fehler oder überprüfe ggf. deine Worldcraft-Konfigurationseinstellungen.

===

LEAK

Gefunden in:
Zeile 114, Zeile 117, Zeile 119, Zeile 126, Zeile 129, Zeile 132, Zeile 135, Zeile 276, Zeile 279, Zeile 281, Zeile 288, Zeile 291, Zeile 294, Zeile 297

Problem:
Ein LEAK (Leck) ist im Prinzip ein Loch im Level. Wenn man sich vorstellt, man würde seine Map mit Wasser füllen und irgendwo könnte etwas austreten, dann hat man ein LEAK. Die gleiche Meldung erhält man übrigens, wenn sich ein Point-Entity (z.B. light oder info_player_start etc.) außerhalb des umschlossenen Raumes der Map befindet.

Lösung:
Leck finden und schließen, bzw. das den Fehler verursachende Entity in den Innenraum der Map verschieben oder löschen. Bei Problemen, das Leck zu finden, gibt's die "Pointfile-Methode": Dazu muß neben dem mapname.bsp auch das mapname.pts-file (wird während des Kompile-Prozesses erzeugt) im Maps-Ordner von HalfLife sein. Man startet dann HL mit der Befehlszeile hl.exe -dev -console +map mapname.bsp ...und gibt in der Konsole (^-Taste) "pointfile" ein (ohne die Anführungszeichen). Wenn man nun innerhalb oder außerhalb der Map sucht (Konsolenbefehl: noclip 1), findet man eine schwarz-weiß gestrichelte Linie. Diese Linie führt irgendwann aus dem die Map umgebenden "Nichts" durch das Leck in den Innenraum der Map --> Leck gefunden. Falls die Strichellinie zu kurz sein sollte, startet man HL mit folgender Befehlszeile: hl.exe -dev -console -particles 10000 +map mapname.bsp Dadurch wird die Strichellinie länger. Der Maximalwert für "particles" liegt zwischen 15000 und 16000, man kann aber ohne Probleme 20000 angeben, dann wird automatisch das Maximum verwendet. "Pointfile" funktioniert nur im Software-Modus! Weitere Anmerkung: Die Koordinaten die hinter Entity capture_point @ (x, y,z) stehen, sind NICHT die Koordinaten des LEAK! Sie geben nur die Position des Entities an, von dem aus das Leck entdeckt wurde (die Kompiler lokalisieren Lecks von Entities aus).

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Dieser Beitrag wurde am 04.06.2007 um 20:02 von _raziel_ bearbeitet.
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002
07.06.2007, 19:17
-cRUSHer-



ja und? was soll ich machen?

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003
07.06.2007, 19:56
Schmogel



das machen, was die lösung des problems sagt. und wenn du das nicht verstehst dann erklär uns, was du dadran nicht verstehst, dann helfen wir dir an der stelle weiter. aber zu sagen "was soll ich machen" hilft uns nicht viel

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004
09.06.2007, 20:52
-cRUSHer-



in der map ist KEIN LEAK sonst würde ich nicht so schreiben ich hatte die schon kompiled dann mit neuen Windows ging es nicht mehr obwohl ich nichts geändert hab (JA , ich habe auch die .NET Frameworks installiert)

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