Batch Compiler FAQ - NemPosted: May 26th, 2003 - 11:35:22 pm
Q.

When I launch Batch Compiler I get the following error message:
"The application failed to initialize properly (0xc0000135). Click ok to terminate the application."

A.

Batch Compiler is written in C# .NET and such as requires the .NET runtimes to run. See the downloads page for more information.

 
Q.

When I launch Batch Compiler I get the following error message:
"A required .DLL file, MSCOREE.DLL, was not found."

A.

Batch Compiler is written in C# .NET and such as requires the .NET runtimes to run. See the downloads page for more information.

 
Q.

When I open an old preset file I get the following error message:
"Error: The data at the root level is invalid. Line 1, position 1."

A.

Batch Compiler v3.X.X is not backwards compatible with Batch Compiler v2.X.X. This means that old preset files will not work and you will have to recreate them.

 
Q.

How can I convert a preset I've saved using one specification file to a preset of another specification file?

A.

This can be accomplished by importing the preset. To do this:

  1. From the 'Specifications' menu select the specification file you would like to convert the preset to.
  2. From the 'File' menu select 'Import Preset'.
  3. Browse to and open the preset you would like to convert from.

Ask a question...

Modified: Aug 5th, 2004 - 10:16:43 am[ 140651 Views ]

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16. FirestormTerraXModified: Oct 24th, 2003 - 5:40:07 pm

I used Batch Compiler a few times to compile my counter-strike maps, and it worked fine at first. After 3 or 4 compiles, it stopped compiling the new .map file, and only runs the old one, like if i make changes, save it as a .map, and try to compile it, it compiles it as the last save, so none of my new additions show up in the game. Is there any way to fix this problem? I've tried reinstalling and different configurations, but nothing works. Any advice will be appreciated.

17. NemPosted: Oct 24th, 2003 - 6:24:39 pm

You don't, per chance, have any errors in the changes you made to your .map fille do you?

18. TorQueMoDModified: Jan 9th, 2004 - 1:01:54 pm

I'm getting a really weird error when I try to compile my map that says "no game dir" in mymapname.map

What the heck does this mean?

I'm trying to use the compiler to compile a Q2 map.

Also I noticed that when setting up the paths, you have a specific file name already entered into the browse category so you can't specify a different exe.
I got around this problem by clicking on the drop down list which happened to have my tools directory in it and I manually entered the proper .exe file name.

Is there a special way I'm supposed to set up the compiler for use with Q2 maps?

I also just realized that to make things worse, you also made a naming error for the bsp exe file. You've got the program set to look for qbps.exe instead of qbsp.exe

Thanks!

19. NemPosted: Jan 9th, 2004 - 9:11:29 pm

Never compiled for Quake 2 so I'm not sure how to (shouldn't be too much different then compiling for any other engine though.) Is the "no game dir" error from BC or QTools? As for the qbps.exe, my mistake; if you open the file named 'qtools.bcs' and search and replace 'qbps.exe' with 'qbsp.exe' you should be able to fix the problem.

Nem


20. moonshinePosted: Jan 12th, 2004 - 11:05:31 pm

ok i have been map making ever since my freshman year in college,4 years ago...and well i took some time off because of school...well now im back in the swing of things, but i seem to have one, and only one problem and i desperately need some advice...im using the BC, and when i hit "run" everything compiles fine..by that i mean no errors or anything and my compile window shows everything working fine...but the map never compiles..and all i get is a "press any button to continue" sentence...am i not waiting long enough, ive only made a simple box with all the requiried "cs"enities in it..please help..........

21. NemPosted: Jan 13th, 2004 - 6:08:54 pm

Have you selected the stages you want to run on the right?

Is 'Press any button to continue...' the only thing that shows up?

22. moonshineModified: Jan 14th, 2004 - 5:30:31 pm

Yes, i have the stages i want to run selected..and no, the ' press any button to continue' is not the only thing that shows up.....So i decided to send you my log...I for the life of me, cant figure out whats going on..maybe you have can spot this better than i can..hopefully so!..ill be waiting egarly for your next response!...P.S sorry for the long comment, but had to let you see




hlcsg v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
----- BEGIN hlcsg -----
Command line: D:\WorldCraft\hlcsg.exe -chart D:\WorldCraft\maps\work.map

-= Current hlcsg Settings =-
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Wadinclude list :
[zhlt.wad]


entering D:\WorldCraft\maps\work.map
CreateBrush:
50%... (0.00 seconds)
SetModelCenters:
50%... (0.00 seconds)
CSGBrush:
50%... (0.00 seconds)

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 0/400 0/25600 ( 0.0)
planes 132/32767 2640/655340 ( 0.4)
vertexes 0/65535 0/786420 ( 0.0)
nodes 0/32767 0/786408 ( 0.0)
texinfos 3/32767 120/1310680 ( 0.0)
faces 0/65535 0/1310700 ( 0.0)
clipnodes 0/32767 0/262136 ( 0.0)
leaves 0/8192 0/229376 ( 0.0)
marksurfaces 0/65535 0/131070 ( 0.0)
surfedges 0/512000 0/2048000 ( 0.0)
edges 0/256000 0/1024000 ( 0.0)
texdata [variable] 0/4194304 ( 0.0)
lightdata [variable] 0/4194304 ( 0.0)
visdata [variable] 0/2097152 ( 0.0)
entdata [variable] 0/524288 ( 0.0)
0 textures referenced
=== Total BSP file data space used: 2760 bytes ===
Using WAD File: \sierra\half-life\valve\liquids.wad
Embedding textures from WAD File [\worldcraft\zhlt.wad] into BSP
Using WAD File: \worldcraft\zeditor.wad
Texture usage is at 0.00 mb (of 4.00 mb MAX)
0.03 seconds elapsed

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



hlbsp v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
----- BEGIN hlbsp -----
Command line: D:\WorldCraft\hlbsp.exe -chart D:\WorldCraft\maps\work.map

-= Current hlbsp Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 240)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)


BSP generation successful, writing portal file 'D:\WorldCraft\maps\work.prt'

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 3/400 192/25600 ( 0.8)
planes 132/32767 2640/655340 ( 0.4)
vertexes 24/65535 288/786420 ( 0.0)
nodes 18/32767 432/786408 ( 0.1)
texinfos 3/32767 120/1310680 ( 0.0)
faces 18/65535 360/1310700 ( 0.0)
clipnodes 54/32767 432/262136 ( 0.2)
leaves 14/8192 392/229376 ( 0.2)
marksurfaces 18/65535 36/131070 ( 0.0)
surfedges 72/512000 288/2048000 ( 0.0)
edges 37/256000 148/1024000 ( 0.0)
texdata [variable] 48/4194304 ( 0.0)
lightdata [variable] 0/4194304 ( 0.0)
visdata [variable] 0/2097152 ( 0.0)
entdata [variable] 487/524288 ( 0.1)
1 textures referenced
=== Total BSP file data space used: 5863 bytes ===
0.14 seconds elapsed

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



g_fastvis = true
hlvis v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
----- BEGIN hlvis -----
Command line: D:\WorldCraft\hlvis.exe -fast -chart D:\WorldCraft\maps\work.map

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

fast vis [ on ] [ off ]
full vis [ off ] [ off ]


1 portalleafs
0 numportals
BasePortalVis:
(0.00 seconds)
average leafs visible: 1
g_visdatasize:3 compressed from 1

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 3/400 192/25600 ( 0.8)
planes 132/32767 2640/655340 ( 0.4)
vertexes 24/65535 288/786420 ( 0.0)
nodes 18/32767 432/786408 ( 0.1)
texinfos 3/32767 120/1310680 ( 0.0)
faces 18/65535 360/1310700 ( 0.0)
clipnodes 54/32767 432/262136 ( 0.2)
leaves 14/8192 392/229376 ( 0.2)
marksurfaces 18/65535 36/131070 ( 0.0)
surfedges 72/512000 288/2048000 ( 0.0)
edges 37/256000 148/1024000 ( 0.0)
texdata [variable] 48/4194304 ( 0.0)
lightdata [variable] 0/4194304 ( 0.0)
visdata [variable] 3/2097152 ( 0.0)
entdata [variable] 487/524288 ( 0.1)
1 textures referenced
=== Total BSP file data space used: 5866 bytes ===
0.00 seconds elapsed

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



hlrad v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
----- BEGIN hlrad -----
Command line: D:\wc\hlrad.exe -sparse -nopaque -bounce 8 -chart D:\WorldCraft\ma
ps\work.map

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Sparse ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 8 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 256.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 ] [ 1.000 ]
global gamma amount [ 0.500 ] [ 0.500 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ off ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]


18 faces
Create Patches : 0 base patches
0 opaque faces
0 square feet [0.00 square inches]
1 direct lights

BuildFacelights:
50%... (0.00 seconds)
Warning: Attempting to allocate 0 bytes
BuildVisLeafs:
30%... (0.00 seconds)
visibility matrix : 0.0 megs
MakeScales:
(0.00 seconds)
SwapTransfers:
(0.00 seconds)
Transfer Lists : 0 transfers
Indices : 0 bytes
Data : 0 bytes
Bounce 1 GatherLight:
(0.00 seconds)
Bounce 2 GatherLight:
(0.00 seconds)
Bounce 3 GatherLight:
(0.00 seconds)
Bounce 4 GatherLight:
(0.00 seconds)
Bounce 5 GatherLight:
(0.00 seconds)
Bounce 6 GatherLight:
(0.00 seconds)
Bounce 7 GatherLight:
(0.00 seconds)
Bounce 8 GatherLight:
(0.00 seconds)
FinalLightFace:
50%... (0.00 seconds)

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 3/400 192/25600 ( 0.8)
planes 132/32767 2640/655340 ( 0.4)
vertexes 24/65535 288/786420 ( 0.0)
nodes 18/32767 432/786408 ( 0.1)
texinfos 3/32767 120/1310680 ( 0.0)
faces 18/65535 360/1310700 ( 0.0)
clipnodes 54/32767 432/262136 ( 0.2)
leaves 14/8192 392/229376 ( 0.2)
marksurfaces 18/65535 36/131070 ( 0.0)
surfedges 72/512000 288/2048000 ( 0.0)
edges 37/256000 148/1024000 ( 0.0)
texdata [variable] 48/4194304 ( 0.0)
lightdata [variable] 0/4194304 ( 0.0)
visdata [variable] 3/2097152 ( 0.0)
entdata [variable] 487/524288 ( 0.1)
1 textures referenced
=== Total BSP file data space used: 5866 bytes ===
0.11 seconds elapsed

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



D:\WorldCraft\maps\work.wic deleted.
D:\WorldCraft\maps\work.lin deleted.
D:\WorldCraft\maps\work.p0 deleted.
D:\WorldCraft\maps\work.p1 deleted.
D:\WorldCraft\maps\work.p2 deleted.
D:\WorldCraft\maps\work.p3 deleted.
D:\WorldCraft\maps\work.prt deleted.
1 file(s) copied.
work.bsp copied to D:\SIERRA\Half-Life\cstrike\maps
1 file(s) copied.
work.pts copied to D:\SIERRA\Half-Life\cstrike\maps

Press any key to continue . . .

23. NemPosted: Jan 15th, 2004 - 3:41:06 pm

I don't know what to say. You must have a BSP somewhere because HLVIS and HLRAD wouldn't run if you didn't.

24. moonshinePosted: Jan 15th, 2004 - 9:28:02 pm

so, a question, is this the normal or correct compile log that one would normaly see if they did everything right?..like one would see right before they would actually "compile" the map??..and if so, would having steam on my system have anything to do with it?..or the fact that i used "worldcraft" have anything to do with anything at all???...it just doesnt make sense to me..oh and by the way, i waited 3 hours for my simple "cs" map to load so i know that im giving it enough time, given the fact that im running it on a 2.6 gf200

25. moonshinePosted: Jan 16th, 2004 - 11:05:38 am

So if i have my .bsp "somewhere" then shouldnt it be compiling?...and as far as the stages on the right, i have the ones you have selected in your bc tutorial, i am kinda curious about one of the stages that i dont have checked...the"hl" one...im not thinking this should be selected, should it be>?...and isnt there someway to narrow this problem down?..i mean half the people on here are having problems becuase they didnt set up the bc right..Well ive done that , and i think my compile log shows that ive done it right...what do i do to solve this..nem you are my last hope!!!!!..i do have my drive partishend but i made sure all my "half-life" junk was all in the same directory, including all my subfolders needed ....

26. NemPosted: Jan 17th, 2004 - 10:01:35 am

As far as I can tell the compiler is set up right and your map is compiling fine. I'm a little confused as to what the problem is though. Is it that you can't find the map in the maps list when you start a game? Is it that you can find the map but it won't load?

27. moonshinePosted: Jan 18th, 2004 - 11:39:59 am

ok wait sec, once my map is done compiling wont it automatically load?..i thought that was the way it worked...do i i actaully have to find the ".bsp" and load it manually?..if so i feel pretty dumb..ill go check just in case

28. NemPosted: Jan 18th, 2004 - 2:07:35 pm

If you want the level to automatically load you have to tell it to with the Half-Life tab. The is for regular versions of Half-Life though, not Steam.

29. bryce_boiPosted: Jan 31st, 2004 - 4:49:29 am

hi, i've only just started using zoners tools and i've encounted a problem i cant seem to explain...

when ever i place any kind of brush entity near a flickering light the whole brush mimics the light along with every other brush entity with the same attributes no matter were they are placed in the map, the result is flashing doors and func_walls throughout the map.

is there a parameter im over looking or maybe just somthing i can do with the map to prevent this, i never had this problem with valves QRAD but it doesn't create as nice lighting so i dont want to have to go back.

30. NemPosted: Feb 1st, 2004 - 9:52:13 am

This is not a problem with Batch Compiler. Please ask questions concerning Zoners in an appropriate forum.

watermelon

Nem

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