Clod14
17 Jun 2008, 03:43am
Hammer Compiler
[What Do I Need For Requirements?!]
This Needs Steam On To Work.
You Need Microsoft Net.Framework 3.5 or higher (http://www.microsoft.com/downloads/details.aspx?FamilyId=333325FD-AE52-4E35-B531-508D977D32A6&displaylang=en).
Remember to +REP if u like.
Please Sticky, I will be continuing Production on it.
[Any Future Versioooooon For A-MC?!
Errors and How to fix them! (Errors are not from my compiler. But from your Map Overall.)
LEAK ERRORS (taken from Interlopers)
Leaks
With leaks vbsp.exe wont be able to divide your level into visleafs, so it wont create a portal file. Therefore, you can't use vvis or Glview. Leaks also make vbsp.exe not know which faces it can delete, making your map only laggier and bigger, and vrad.exe will not be able to light your map as good as without leaks.
In short: Leaks give you trouble. Leaks are holes in you map. Since the compilers will try to find out what the inside is of your level (so they dont have to create the outside of your level) they will not be able to do that if the inside of your level is in contact with the outside.
Think of your map as a spaceship: only when it's hull is completely air-tight, people (all the entities) will be able to live inside. If there's a hole leaking into space (the void) everybody will die. On our spaceship that is. Not in this game. And just like in a spaceship, entities (humans) can't plug holes in the hull. (displacements can't either btw) Vbsp.exe simply takes all entities and see if it can draw a line from the entity into the void. If it can draw such a line, your map has a leak somewhere. This also means that if your map doesn't have a single entity, no leakchecking can be done. However, in that case vbsp.exe will still report a leak!
How to find leaks?
First of all, vbsp.exe will write an error in the compile log. The leak error doesn't stand out, but if you look carefull you can see something like:
**** leaked ****
Entity info_player_deathmatch (22.94 -64.44 17.00) leaked!
It will report an entity (e.g. info_player_deathmatch) and some coordinates. Now, when you go to [map->load pointfile] and load your pointfile (usually Hammer can find it, if not, youll have to search manually for it (it's called "mapname.lin"). If it doesn't exist, make sure your map has entities in it) a red line will appear, starting at the stated entity (at the stated coordinates), and ending outside your level in the void. If you just follow that line, it will eventually pass through your leak.
If you cant find the entity the line starts, go to "tools-> go to coordinates" and fill in the coordinates mentioned in the log. Remember entities and displacements can't block leaks, therefore its easiest to hide all entities and displacements so you can spot the leak easier (you might have turned a wall into an entity which was supposed to seal your level for instance). In space you can't seal holes in a spaceship with humans, in maps you can't seal holes with entities. Simple as that. Better use vis-groups to hide the entities. Simply uncheck "auto" in the visgroup manager (to the right in Hammer), and all entities will be gone untill you check the box again. This is great for searching for leaks. Removing the mentioned entity will only help if the entity itself is outside the level, but the level itself is sealed (e.g. when a person from our sealed spaceship is going for a space-walk).
Also, leaks may be caused by invalid use of areaportal(window)s (in our spaceship, areaportal(window)s are airlocks). If you've fixed the leak, there may still be another one. Therefore, unload the pointfile (under "menu" )and recompile. If there's another leak, simply load the pointfile again. Keep doing that untill there are no more leaks.
Note that no pointfile can be made if your level has no entities, but your map will still leak. You need atleast one entity in your map to compile it succesfully.
Updates from APRIL 25 ~ MAY 1 of 2010
ADDED
Added Better Dir checkers (You will have to browse) to the Actual Folder.
Error Check (Link's) you to Interlopers Site, so you can check you Map Errors
If it contains any. of course.
Disable Clods Header and Finisher, (It Dis-ables the
//::::::::::::::::::::::::::::::::::::\\
Hammer Editor
Yadayadayada
Map compiled: Your Map
Time of Compile 2313133131234
\\:::::::::::::::::::::::::::::::::::://
So now you, you can compile at a faster Rate, Without the Pause
in the beginning or end.
BUG FIXES
It seems I did not code the "Execution" Of CSS + your map right...
I fixed this problem.
Log file did not open before due to Code not ending in ".log"
Fixed this aswell.
Added 3 'Additional Parameters' For Expert Users.
They can add Commands to the map compiler
To issue a Command Please seperate each command with a space.
ie, -command1 -command2 -command3 -command4
Take-OUTS (Removed things)
I took (HDR) Out of Rad, It seems it was not compiling the maps in
HDR Mode, I belive you can compile the map in Normal VVIS and RAD and
It will look in good detail.
(for some reason when compiling with the HDR choice, It would give the map
Full bright, (THEREFORE) There was light everywhere.
Updates from APRIL 1 ~ APRIL 24 of 2010
It will have an "Option" System where u can choose if u want the Compiler
To Pause After Compiling VBSP or VVIS or VRAD. This way you can look,
at some of the things. Other than this update I do not know.
ADDED [Apr - 20 - 2010 (Tuesday)]
Added the Ability to Start CSS + The Map Compiled so you can Test.
ADDED [Apr - 20 - 2010 (Tuesday)]
Added the Ability to Edit all Directories on the Compiler.
Therefore you can all use it. =]
ADDED [Apr - 20 - 2010 (Tuesday)]
You can Now enhance the Compiling of the Map.
(It is no longer a simple Map compiler) Meaning
You can now Compile at a Normal or Fast VBSP / VVIS / or VRAD
You can Add HDR settings to VRAD. and futhermore. There are more
Settings for Each Tab.
ADDED [Apr - 20 - 2010 (Tuesday)]
Future Update will add the ability to do 1 stage if u wish.
For example just making the VBSP and skipping the VVIS or VRAD
or just doing the VVIS or VRAD. get it? good. Usually good when wanting to
update Light's. or Graphic's (HDR) and stuf.
ADDED [Apr - 23 - 2010 (Thursday)]
Enhanced GUI on the Hammer Compiler. Lets you Select out of
VBSP | VVIS | VRAD | COMPILER OPTIONS | USER OPTIONS | PROGRAM OPTIONS|
ADDED [Apr - 23 - 2010 (Thursday)]
A Few Things that the program lets you currently do.
VBSP Section
Lets you do nothing else Currently :D <3 Juu Bubblez Easteregg.
VVIS Section
Lets you Compile at a "Fast" or "Normal" Setting.
VRAD Section
Lets you Compile at a "Fast" or "Normal" Setting.
It also Lets you Select if you wish to Compile your Map with HDR in it.
Compiler Options
Lets you Choose if you wish to Pause the Compiling Session After
1 stage is complete. Basically so you can see what the Compiler did.
Lets you Choose if you wish to Run CSS + The Map you Compiled
As soon as it is finished Compiling.
It Lets you Choose if you Wish to Open the Log File of your Map
After the Compiling is Done.
Last but not least, Currently It also lets you select What of the 3 Stages
You wish to Run. Ie, VBSP VVIS or VRAD. you can choose to compile
with 1 of the 3, (Ive never done it but hey theres a First time for everything! =])
User Options
Should be the only update from this or any future event. The User
Options will be strictly to Set the Locations/Directories of all the
Needed Folders. In order to Compile and Move the Map With No Errors!.
Program Options
Nothing is Currently Put here. But it will be used to further en-hance the
Program/Compiling Output. =]
Much more updates to come!. =]
[What Can this Compiler Do?!]
Compile Maps At a Faster Rate than Hammer Does.
(without the Crashing and if u have a good computer
hell you can even Browse the web or even play games while
It compiles for you)
Color Coded. =]
Information is Saved for the Program
ie; Steam account name will be saved. as well as the last
Map you compiled will also be saved. and Loaded on Program Start~up.
Can do a Couple of Things now. As stated above, in the Update
from April 1 to may 1, (Read it and check it out!)
[What Are the Compiler Downfalls?!]
None, Since the update All users Should be able to use it. With no problems at all.
[OMG SSSCR EEEEE NIE SSSSS?!]
Image 1 - New GUI
http://www.steamgamers.com/forum/attachment.php?attachmentid=9322&stc=1&d=1272005510
Image 2 - Start of Compile and Compiling VBSP
http://www.steamgamers.com/forum/attachment.php?attachmentid=9318&stc=1&d=1272005510
Image 3 - Compiling VVIS
http://www.steamgamers.com/forum/attachment.php?attachmentid=9319&stc=1&d=1272005510
Image 4 - Compiling VRAD
http://img195.imageshack.us/img195/7312/hcgui3.png
Image 5 - Ending of Program
http://www.steamgamers.com/forum/attachment.php?attachmentid=9321&stc=1&d=1272005510
[Yea Get Your Personal DOWNLOAD!?!]
CLICK ME TO DOWNLOAD HC (http://www.steamgamers.com/forum/attachment.php?attachmentid=9335&stc=1&d=1272391202)
[This Be The Zip's Password?!]
hc
[What Do I Need For Requirements?!]
This Needs Steam On To Work.
You Need Microsoft Net.Framework 3.5 or higher (http://www.microsoft.com/downloads/details.aspx?FamilyId=333325FD-AE52-4E35-B531-508D977D32A6&displaylang=en).
Remember to +REP if u like.
Please Sticky, I will be continuing Production on it.
[Any Future Versioooooon For A-MC?!
Errors and How to fix them! (Errors are not from my compiler. But from your Map Overall.)
LEAK ERRORS (taken from Interlopers)
Leaks
With leaks vbsp.exe wont be able to divide your level into visleafs, so it wont create a portal file. Therefore, you can't use vvis or Glview. Leaks also make vbsp.exe not know which faces it can delete, making your map only laggier and bigger, and vrad.exe will not be able to light your map as good as without leaks.
In short: Leaks give you trouble. Leaks are holes in you map. Since the compilers will try to find out what the inside is of your level (so they dont have to create the outside of your level) they will not be able to do that if the inside of your level is in contact with the outside.
Think of your map as a spaceship: only when it's hull is completely air-tight, people (all the entities) will be able to live inside. If there's a hole leaking into space (the void) everybody will die. On our spaceship that is. Not in this game. And just like in a spaceship, entities (humans) can't plug holes in the hull. (displacements can't either btw) Vbsp.exe simply takes all entities and see if it can draw a line from the entity into the void. If it can draw such a line, your map has a leak somewhere. This also means that if your map doesn't have a single entity, no leakchecking can be done. However, in that case vbsp.exe will still report a leak!
How to find leaks?
First of all, vbsp.exe will write an error in the compile log. The leak error doesn't stand out, but if you look carefull you can see something like:
**** leaked ****
Entity info_player_deathmatch (22.94 -64.44 17.00) leaked!
It will report an entity (e.g. info_player_deathmatch) and some coordinates. Now, when you go to [map->load pointfile] and load your pointfile (usually Hammer can find it, if not, youll have to search manually for it (it's called "mapname.lin"). If it doesn't exist, make sure your map has entities in it) a red line will appear, starting at the stated entity (at the stated coordinates), and ending outside your level in the void. If you just follow that line, it will eventually pass through your leak.
If you cant find the entity the line starts, go to "tools-> go to coordinates" and fill in the coordinates mentioned in the log. Remember entities and displacements can't block leaks, therefore its easiest to hide all entities and displacements so you can spot the leak easier (you might have turned a wall into an entity which was supposed to seal your level for instance). In space you can't seal holes in a spaceship with humans, in maps you can't seal holes with entities. Simple as that. Better use vis-groups to hide the entities. Simply uncheck "auto" in the visgroup manager (to the right in Hammer), and all entities will be gone untill you check the box again. This is great for searching for leaks. Removing the mentioned entity will only help if the entity itself is outside the level, but the level itself is sealed (e.g. when a person from our sealed spaceship is going for a space-walk).
Also, leaks may be caused by invalid use of areaportal(window)s (in our spaceship, areaportal(window)s are airlocks). If you've fixed the leak, there may still be another one. Therefore, unload the pointfile (under "menu" )and recompile. If there's another leak, simply load the pointfile again. Keep doing that untill there are no more leaks.
Note that no pointfile can be made if your level has no entities, but your map will still leak. You need atleast one entity in your map to compile it succesfully.
Updates from APRIL 25 ~ MAY 1 of 2010
ADDED
Added Better Dir checkers (You will have to browse) to the Actual Folder.
Error Check (Link's) you to Interlopers Site, so you can check you Map Errors
If it contains any. of course.
Disable Clods Header and Finisher, (It Dis-ables the
//::::::::::::::::::::::::::::::::::::\\
Hammer Editor
Yadayadayada
Map compiled: Your Map
Time of Compile 2313133131234
\\:::::::::::::::::::::::::::::::::::://
So now you, you can compile at a faster Rate, Without the Pause
in the beginning or end.
BUG FIXES
It seems I did not code the "Execution" Of CSS + your map right...
I fixed this problem.
Log file did not open before due to Code not ending in ".log"
Fixed this aswell.
Added 3 'Additional Parameters' For Expert Users.
They can add Commands to the map compiler
To issue a Command Please seperate each command with a space.
ie, -command1 -command2 -command3 -command4
Take-OUTS (Removed things)
I took (HDR) Out of Rad, It seems it was not compiling the maps in
HDR Mode, I belive you can compile the map in Normal VVIS and RAD and
It will look in good detail.
(for some reason when compiling with the HDR choice, It would give the map
Full bright, (THEREFORE) There was light everywhere.
Updates from APRIL 1 ~ APRIL 24 of 2010
It will have an "Option" System where u can choose if u want the Compiler
To Pause After Compiling VBSP or VVIS or VRAD. This way you can look,
at some of the things. Other than this update I do not know.
ADDED [Apr - 20 - 2010 (Tuesday)]
Added the Ability to Start CSS + The Map Compiled so you can Test.
ADDED [Apr - 20 - 2010 (Tuesday)]
Added the Ability to Edit all Directories on the Compiler.
Therefore you can all use it. =]
ADDED [Apr - 20 - 2010 (Tuesday)]
You can Now enhance the Compiling of the Map.
(It is no longer a simple Map compiler) Meaning
You can now Compile at a Normal or Fast VBSP / VVIS / or VRAD
You can Add HDR settings to VRAD. and futhermore. There are more
Settings for Each Tab.
ADDED [Apr - 20 - 2010 (Tuesday)]
Future Update will add the ability to do 1 stage if u wish.
For example just making the VBSP and skipping the VVIS or VRAD
or just doing the VVIS or VRAD. get it? good. Usually good when wanting to
update Light's. or Graphic's (HDR) and stuf.
ADDED [Apr - 23 - 2010 (Thursday)]
Enhanced GUI on the Hammer Compiler. Lets you Select out of
VBSP | VVIS | VRAD | COMPILER OPTIONS | USER OPTIONS | PROGRAM OPTIONS|
ADDED [Apr - 23 - 2010 (Thursday)]
A Few Things that the program lets you currently do.
VBSP Section
Lets you do nothing else Currently :D <3 Juu Bubblez Easteregg.
VVIS Section
Lets you Compile at a "Fast" or "Normal" Setting.
VRAD Section
Lets you Compile at a "Fast" or "Normal" Setting.
It also Lets you Select if you wish to Compile your Map with HDR in it.
Compiler Options
Lets you Choose if you wish to Pause the Compiling Session After
1 stage is complete. Basically so you can see what the Compiler did.
Lets you Choose if you wish to Run CSS + The Map you Compiled
As soon as it is finished Compiling.
It Lets you Choose if you Wish to Open the Log File of your Map
After the Compiling is Done.
Last but not least, Currently It also lets you select What of the 3 Stages
You wish to Run. Ie, VBSP VVIS or VRAD. you can choose to compile
with 1 of the 3, (Ive never done it but hey theres a First time for everything! =])
User Options
Should be the only update from this or any future event. The User
Options will be strictly to Set the Locations/Directories of all the
Needed Folders. In order to Compile and Move the Map With No Errors!.
Program Options
Nothing is Currently Put here. But it will be used to further en-hance the
Program/Compiling Output. =]
Much more updates to come!. =]
[What Can this Compiler Do?!]
Compile Maps At a Faster Rate than Hammer Does.
(without the Crashing and if u have a good computer
hell you can even Browse the web or even play games while
It compiles for you)
Color Coded. =]
Information is Saved for the Program
ie; Steam account name will be saved. as well as the last
Map you compiled will also be saved. and Loaded on Program Start~up.
Can do a Couple of Things now. As stated above, in the Update
from April 1 to may 1, (Read it and check it out!)
[What Are the Compiler Downfalls?!]
None, Since the update All users Should be able to use it. With no problems at all.
[OMG SSSCR EEEEE NIE SSSSS?!]
Image 1 - New GUI
http://www.steamgamers.com/forum/attachment.php?attachmentid=9322&stc=1&d=1272005510
Image 2 - Start of Compile and Compiling VBSP
http://www.steamgamers.com/forum/attachment.php?attachmentid=9318&stc=1&d=1272005510
Image 3 - Compiling VVIS
http://www.steamgamers.com/forum/attachment.php?attachmentid=9319&stc=1&d=1272005510
Image 4 - Compiling VRAD
http://img195.imageshack.us/img195/7312/hcgui3.png
Image 5 - Ending of Program
http://www.steamgamers.com/forum/attachment.php?attachmentid=9321&stc=1&d=1272005510
[Yea Get Your Personal DOWNLOAD!?!]
CLICK ME TO DOWNLOAD HC (http://www.steamgamers.com/forum/attachment.php?attachmentid=9335&stc=1&d=1272391202)
[This Be The Zip's Password?!]
hc