Thread: Creating a Sven Co-op map

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  1. #26
    Still learning wolf-3d's Avatar  
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    Re: Creating a Sven Co-op map

    Quote Originally Posted by 1lucia View Post
    My C: is sadly full, any way around?
    And, there was a ':' in "Place compiled maps in this directory before running the game."
    and the "D:\Programme x86:\Steam\SteamApps\common\Sven Co-op\svencoop_addon\maps instead of C:\Steam\SteamApps\common\Sven Co-op\svencoo\SectoreZ.map"
    i really can't explain, there is no C:\Programme x86 at all.
    Okay, if "C:\Programme x86" does not exist, we should be able to get it to work.
    So lets try again going into Hammer, Menu->Tools, Menu->Options, Pop-up Window -> "Configure Value Hammer" and then "Game Configurations" Tab and instead of using the "Browse Button", cut and paste (including the start " and end " ) into each Field:

    Game executable directory: "D:\Programme x86\Steam\SteamApps\common\Sven Co-op"
    MOD Directory: "D:\Programme x86\Steam\SteamApps\common\Sven Co-op\svencoop"
    Game Directoty: "D:\Programme x86\Steam\SteamApps\common\Sven Co-op\svencoop"
    RMF Directory: (Where every you store your maps, you could use "D:\myOwnSvenMaps" or could use
    "D:\Programme x86\Steam\SteamApps\common\Sven Co-op\svencoop\maps" )

    then Move to the "Build Programs" Tab.
    Game Executable: "D:\Programme x86\Steam\SteamApps\common\Sven Co-op\svencoop.exe"
    CSG executable: "D:\Programme x86\Steam\SteamApps\common\Sven Co-op SDK\mapping\compilers\SC-CSG.exe"
    BSP executable: "D:\Programme x86\Steam\SteamApps\common\Sven Co-op SDK\mapping\compilers\SC-BSP.exe"
    VIS executable: "D:\Programme x86\Steam\SteamApps\common\Sven Co-op SDK\mapping\compilers\SC-VIS.exe"
    RAD executable: "D:\Programme x86\Steam\SteamApps\common\Sven Co-op SDK\mapping\compilers\SC-RAD.exe"
    Place compiled maps in this directory before running the game: "D:\Programme x86\Steam\SteamApps\common\Sven Co-op\svencoop\maps"

    Make sure you press Okay to Save these changes.
    Then close Hammer and reopen Hammer to make sure it has loaded the new settings.

    Open your test map and press F9 and try and compile.
    (If I have not made any typing mistakes, then it should either work or you will get a different set of errors, which we can try to fix.)
    Regards
    Wolf-3D

  2. #27
    Advanced Leveldesigner SourceSkyBoxer's Avatar
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    Re: Creating a Sven Co-op map

    @Wolf-3D

    yes i have written suggestion to path problem..

    I just ask you why does it happen if i want arguments of sc_csg_x64.exe "-nowadtextures" than JackHammer or Valve Hammer stopped to compile progess than prt won't write. Has compiler csg bug?

    If i am creating room in -32.768 to coordinator than i play ingame if player rotates than map is black color. why does it happen?? Is itz bug? are you sure i should use compilers for x86 bett er than x64 compilers?

    Thanks for understanding. If you try room from - or + 32.768 than it is happened if you rotate and you see black color of outside look.

    EDIT: Check my youtube video
    Last edited by SourceSkyBoxer; 07-02-2016 at 10:48 AM. Reason: edit wrong number it is correct 32.768
    Hello guys, Svencoop. I am sorry Please respect me! I am deaf. Thanks, Sven-Coop Forum!

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  3. #28
    Still learning wolf-3d's Avatar  
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    Re: Creating a Sven Co-op map

    Quote Originally Posted by SourceSkyBoxer View Post
    @Wolf-3D

    I just ask you why does it happen if i want arguments of sc_csg_x64.exe "-nowadtextures" than JackHammer or Valve Hammer stopped to compile progess than prt won't write. Has compiler csg bug?
    IDK, try to compile same map with sc-csg.exe (32 bit) and see if it makes LEAK.prt for you ?

    If i am creating room in -32.768 to coordinator than i play ingame if player rotates than map is black color. why does it happen?? Is itz bug? are you sure i should use compilers for x86 bett er than x64 compilers?
    Yes, this is Bug in SC Code/HL Engine, (or maybe compilers IDK) but the programmers will look and find the cause.
    Regards
    Wolf-3D

  4. #29
    Advanced Leveldesigner SourceSkyBoxer's Avatar
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    Re: Creating a Sven Co-op map

    Quote Originally Posted by wolf-3d View Post
    IDK, try to compile same map with sc-csg.exe (32 bit) and see if it makes LEAK.prt for you ?



    Yes, this is Bug in SC Code/HL Engine, (or maybe compilers IDK) but the programmers will look and find the cause.
    Haha i have tried compiler x32 has black color too

    I found Half-Life Engine ( original goldsource engine has not problem but problem with flash light can not show after -/+32768 ( trick with delta.lst up to -/+65356 since i try to Valve Hammer Editor upto 64k from SVen Co-Op Forum. Trinidy and Half-Life Engine has not problem but maybe flashlight doesn't see nafter -/+32768

    But Half-Life works fine without black color. Since i hack delta file outside of -/+32768
    And Sven Co-Op can not show after -/+32768. That is why bad issus

    my dear coders do not forget to write -/+32768 from HL-SDK
    If your find bspfile.c / h than max_range and fulllight must be same upto -/+130712

    If you try flashlight works upto -/+130712 than you need check than SC5.0 released if it is completed.

    That is status is not "final" just "beta"
    Last edited by SourceSkyBoxer; 07-02-2016 at 12:45 PM. Reason: forget to write flashlight
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  5. #30
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    Re: Creating a Sven Co-op map

    When I press f9 to compile the game says the map does not exist... shouldn't the output be a bsp file? I followed the instructions exactly...

  6. #31
    Banned Solokiller's Avatar
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    Re: Creating a Sven Co-op map

    Can you post the map compilation output?

  7. #32
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    Re: Creating a Sven Co-op map

    I'll try to get a map compilation output later.
    Last edited by svenhelp; 17-05-2016 at 06:06 AM.

  8. #33
    Banned Solokiller's Avatar
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    Re: Creating a Sven Co-op map

    I've sent you a PM.

  9. #34
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    Re: Creating a Sven Co-op map

    Ok, I followed the basic tutorial as linked in the article and got as far as finishing a basic hollowed out cube with a player spawn and a light in it. I proceeded to attempt to run the application and Sven Coop opens. I am then brought to a black screen, despite the light that was inserted. When I hit escape the standard menu appears and the option of resume game is present, leading me to believe that the map is running. also present in the menu is the developer console, I did my best to attempt to make sense of it but cant seem to pull out anything useful besides a single error: (Error: server failed to transmit file 'maps/soundcache/Map'). Any Ideas? I do have the ability to copy/paste the entire console if it helps.

  10. #35
    Soundguy DrRhubarb's Avatar
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    Re: Creating a Sven Co-op map

    Quote Originally Posted by necrocakes View Post
    Ok, I followed the basic tutorial as linked in the article and got as far as finishing a basic hollowed out cube with a player spawn and a light in it. I proceeded to attempt to run the application and Sven Coop opens. I am then brought to a black screen, despite the light that was inserted.
    Can you upload the RMF so I can look at it? Maybe see through that what you maybe did wrong.

  11. #36
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    Re: Creating a Sven Co-op map

    Quote Originally Posted by DrRhubarb View Post
    Can you upload the RMF so I can look at it? Maybe see through that what you maybe did wrong.
    Not quite sure how, If I attempt to send it as an attachment it says its an invalid file type

  12. #37
    trigger_delay & func_lazy TrEmPlEr's Avatar  
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    Re: Creating a Sven Co-op map

    Use Gdrive to upload stuff than free and easy to use

    here
    Modstatus: Unknown

  13. #38
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    Re: Creating a Sven Co-op map


  14. #39
    Soundguy DrRhubarb's Avatar
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    Re: Creating a Sven Co-op map

    What you did is you used the AAATRIGGER texture for the walls. This texture is used for Trigger-Brush Entities and does not get shown ingame (it's invisible).

    Use a different texture like plain walls and floors from the texture browser and you are good.
    For more infos and help on texturing and everything you can do with it, head over to this guide: http://www.the303.org/tutorials/gold_texture.htm

  15. #40
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    Re: Creating a Sven Co-op map

    Thanks, I appreciate it

  16. #41
    Prototype Researcher! Dark The Prototype's Avatar
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    Re: Creating a Sven Co-op map

    Got a problem related to the compilation.

    when i compile the map the game says change map failed "SC_testmap" (my map's name)not found on server.

    Can someome help me please? this happend to me in HL1's hammer too.


    Here you have the compile process Window:


    ** Executing...
    ** Command: Change Directory
    ** Parameters: D:\SteamLibraryHDD\steamapps\common\Sven Co-op


    ** Executing...
    ** Command: Copy File
    ** Parameters: "D:\GOLDSRC_MAPS\SC_testmap.map" "D:\SteamLibraryHDD\steamapps\common\Sven Co-op\svencoop_addon\maps\SC_testmap.map"


    ** Executing...
    ** Command: D:\SteamLibraryHDD\steamapps\common\Sven Co-op SDK\mapping\compilers\SC-CSG_x64.exe
    ** Parameters: "D:\SteamLibraryHDD\steamapps\common\Sven Co-op\svencoop_addon\maps\SC_testmap"

    Unknown option "SDK\mapping\compilers\SC-CSG_x64.exe"
    hlcsg v3.4-VL34-SC5.0 64-bit (Mar 2 2016)
    Zoner's Half-Life Compilation Tools -- Custom build for Sven Co-op 5.0
    Based on code modifications by Vluzacn (VL34)
    Based on code modifications by Sean 'Zoner' Cavanaugh (3.4)
    Based on Valve's version, modified with permission.
    Submit detailed bug reports to http://forums.svencoop.com

    -= hlcsg Options =-

    -console # : Set to 0 to turn off the pop-up console (default is 1)
    -lang file : localization file
    -nowadtextures : include all used textures into bsp
    -wadinclude file : place textures used from wad specified into bsp
    -noclip : don't create clipping hull
    -clipeconomy : turn clipnode economy mode on
    -cliptype value : set to smallest, normalized, simple, precise, or legacy (default)
    -nullfile file : specify list of entities to retexture with NULL
    -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
    -wadcfgfile file : wad configuration file
    -wadconfig name : use the old wad configuration approach (select a group from wad.cfg)
    -texdata # : Alter maximum texture memory limit (in kb)
    -lightdata # : Alter maximum lighting memory limit (in kb)
    -chart : display bsp statitics
    -low | -high : run program an altered priority level
    -nolog : don't generate the compile logfiles
    -noresetlog : Do not delete log file
    -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
    -nolightopt : don't optimize engine light entities
    -notextconvert : don't convert game_text message from Windows ANSI to UTF8 format
    -dev # : compile with developer message

    -wadautodetect : Force auto-detection of wadfiles
    -scale # : Scale the world. Use at your own risk.
    mapfile : The mapfile to compile


    ** Executing...
    ** Command: D:\SteamLibraryHDD\steamapps\common\Sven Co-op SDK\mapping\compilers\SC-BSP_x64.exe
    ** Parameters: "D:\SteamLibraryHDD\steamapps\common\Sven Co-op\svencoop_addon\maps\SC_testmap"

    Unknown option "SDK\mapping\compilers\SC-BSP_x64.exe"
    hlbsp v3.4-VL34-SC5.0 64-bit (Mar 2 2016)
    Zoner's Half-Life Compilation Tools -- Custom build for Sven Co-op 5.0
    Based on code modifications by Vluzacn (VL34)
    Based on code modifications by Sean 'Zoner' Cavanaugh (3.4)
    Based on Valve's version, modified with permission.
    Submit detailed bug reports to http://forums.svencoop.com

    -= hlbsp Options =-

    -console # : Set to 0 to turn off the pop-up console (default is 1)
    -lang file : localization file
    -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)
    -nobrink : Don't smooth brinks (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)
    -noinsidefill : Don't fill empty spaces
    -noopt : Don't optimize planes on BSP write (not for final runs)
    -noclipnodemerge: Don't optimize clipnodes
    -texdata # : Alter maximum texture memory limit (in kb)
    -lightdata # : Alter maximum lighting 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
    -nohull2 : Don't generate hull 2 (the clipping hull for large monsters and pushables)
    -viewportal : Show portal boundaries in 'mapname_portal.pts' file
    -verbose : compile with verbose messages
    -noinfo : Do not show tool configuration information
    -dev # : compile with developer message

    mapfile : The mapfile to compile


    ** Executing...
    ** Command: D:\SteamLibraryHDD\steamapps\common\Sven Co-op SDK\mapping\compilers\SC-VIS_x64.exe
    ** Parameters: "D:\SteamLibraryHDD\steamapps\common\Sven Co-op\svencoop_addon\maps\SC_testmap"

    Unknown option "SDK\mapping\compilers\SC-VIS_x64.exe"
    hlvis v3.4-VL34-SC5.0 64-bit (Mar 2 2016)
    Zoner's Half-Life Compilation Tools -- Custom build for Sven Co-op 5.0
    Based on code modifications by Vluzacn (VL34)
    Based on code modifications by Sean 'Zoner' Cavanaugh (3.4)
    Based on Valve's version, modified with permission.
    Submit detailed bug reports to http://forums.svencoop.com

    -= hlvis Options =-

    -console # : Set to 0 to turn off the pop-up console (default is 1)
    -lang file : localization file
    -full : Full vis
    -fast : Fast vis

    -texdata # : Alter maximum texture memory limit (in kb)
    -lightdata # : Alter maximum lighting 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: D:\SteamLibraryHDD\steamapps\common\Sven Co-op SDK\mapping\compilers\SC-RAD_x64.exe
    ** Parameters: "D:\SteamLibraryHDD\steamapps\common\Sven Co-op\svencoop_addon\maps\SC_testmap"

    Unknown option "SDK\mapping\compilers\SC-RAD_x64.exe"
    hlrad v3.4-VL34-SC5.0 64-bit (Mar 2 2016)
    Zoner's Half-Life Compilation Tools -- Custom build for Sven Co-op 5.0
    Based on code modifications by Vluzacn (VL34)
    Based on code modifications by Sean 'Zoner' Cavanaugh (3.4)
    Based on Valve's version, modified with permission.
    Submit detailed bug reports to http://forums.svencoop.com

    -= hlrad Options =-

    -console # : Set to 0 to turn off the pop-up console (default is 1)
    -lang file : localization file
    -waddir folder : Search this folder for wad files.
    -fast : Fast rad
    -vismatrix value: Set vismatrix method to normal, sparse or off .
    -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)
    -limiter # : Set light clipping threshold (-1=None)
    -circus : Enable 'circus' mode for locating unlit lightmaps
    -nospread : Disable sunlight spread angles for this compile
    -nopaque : Disable the opaque zhlt_lightflags for this compile

    -smooth # : Set smoothing threshold for blending (in degrees)
    -smooth2 # : Set smoothing threshold between different textures
    -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)
    -texlightgap # : Set global gap distance for texlights
    -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)
    -lightdata # : Alter maximum lighting 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
    -customshadowwithbounce : Enables custom shadows with bounce light
    -rgbtransfers : Enables RGB Transfers (for custom shadows)

    -minlight # : Minimum final light (integer from 0 to 255)
    -compress # : compress tranfer ( 0=32bit 1=16bit 2=8bit )
    -rgbcompress # : compress rgbtranfer ( 0=96bit 1=48bit 2=32bit 3=24bit )
    -softsky # : Smooth skylight.(0=off 1=on)
    -depth # : Thickness of translucent objects.
    -blockopaque # : Remove the black areas around opaque entities.(0=off 1=on)
    -notextures : Don't load textures.
    -texreflectgamma # : Gamma that relates reflectivity to texture color bits.
    -texreflectscale # : Reflectivity for 255-white texture.
    -blur # : Enlarge lightmap sample to blur the lightmap.
    -noemitterrange: Don't fix pointy texlights.
    -nobleedfix : Don't fix wall bleeding problem for large blur value.
    -drawpatch : Export light patch positions to file 'mapname_patch.pts'.
    -drawsample x y z r : Export light sample positions in an area to file 'mapname_sample.pts'.
    -drawedge : Export smooth edge positions to file 'mapname_edge.pts'.
    -drawlerp : Show bounce light triangulation status.
    -drawnudge : Show nudged samples.
    -drawoverload : Highlight fullbright spots
    mapfile : The mapfile to compile


    map change failed: 'SC_testmap' not found on server.

    If you need the directories here you go:


    Game executable directory
    D:\SteamLibraryHDD\steamapps\common\Sven Co-op

    Mod directory
    D:\SteamLibraryHDD\steamapps\common\Sven Co-op\svencoop

    Game directory
    D:\SteamLibraryHDD\steamapps\common\Sven Co-op\svencoop

    RMF directory
    D:\SteamLibraryHDD\steamapps\common\Sven Co-op SDK\mapping\hammer\maps












    Game executable
    D:\SteamLibraryHDD\steamapps\common\Sven Co-op\svencoop.exe


    CSG executable
    D:\SteamLibraryHDD\steamapps\common\Sven Co-op SDK\mapping\compilers\SC-CSG_x64.exe

    BSP executable
    D:\SteamLibraryHDD\steamapps\common\Sven Co-op SDK\mapping\compilers\SC-BSP_x64.exe

    VIS executable
    D:\SteamLibraryHDD\steamapps\common\Sven Co-op SDK\mapping\compilers\SC-VIS_x64.exe

    RAD executable
    D:\SteamLibraryHDD\steamapps\common\Sven Co-op SDK\mapping\compilers\SC-RAD_x64.exe

    Place compiled maps in this directory before running the game:

    D:\SteamLibraryHDD\steamapps\common\Sven Co-op\svencoop_addon\maps.



    and if you need to know this i saved the map in D:/GOLDSRC_MAPS (its a folder i made)
    Last edited by Dark The Prototype; 30-08-2016 at 04:46 AM. Reason: cause i forgot some things.

  17. #42
    Super moderator Hezus's Avatar
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    Re: Creating a Sven Co-op map

    The compilers are showing you the parameters, so that means there is something wrong in the way the parameters are set up. As you can see it mentions "Unknown option "SDK\mapping\compilers\SC-CSG_x64.exe".

    Try following the info from this tutorial to set it up right:
    https://sites.google.com/site/svenma.../advancedlight

  18. #43
    Prototype Researcher! Dark The Prototype's Avatar
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    Re: Creating a Sven Co-op map

    Quote Originally Posted by Hezus View Post
    The compilers are showing you the parameters, so that means there is something wrong in the way the parameters are set up. As you can see it mentions "Unknown option "SDK\mapping\compilers\SC-CSG_x64.exe".

    Try following the info from this tutorial to set it up right:
    https://sites.google.com/site/svenma.../advancedlight

    Thing is i'm using normal mode not expert.

  19. #44
    Super moderator Hezus's Avatar
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    Re: Creating a Sven Co-op map

    I think I see what it's doing wrong. This is your folder:
    D:\SteamLibraryHDD\steamapps\common\Sven Co-op SDK\mapping\compilers\SC-CSG_x64.exe

    And this is the error:
    Unknown option "SDK\mapping\compilers\SC-CSG_x64.exe"

    I think it has trouble with the space between 'Sven Co-op' and 'SDK' in that folder name. It probably thinks 'Sven Co-op' is the executable and 'SDK\mapping\compilers\SC-CSG_x64.exe' is the parameter for that executable.

    Copy the compile tools to your D:/GOLDSRC_MAPS/ folder (make a folder called TOOLS) and load those into Hammer. I think that might fix the problem.

    These tools date back to the late 90's where folder names with spaces and long file names could lead to problems, so maybe this is a remnant of that time.

  20. #45
    Prototype Researcher! Dark The Prototype's Avatar
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    Re: Creating a Sven Co-op map

    Quote Originally Posted by Hezus View Post
    I think I see what it's doing wrong. This is your folder:
    D:\SteamLibraryHDD\steamapps\common\Sven Co-op SDK\mapping\compilers\SC-CSG_x64.exe

    And this is the error:
    Unknown option "SDK\mapping\compilers\SC-CSG_x64.exe"

    I think it has trouble with the space between 'Sven Co-op' and 'SDK' in that folder name. It probably thinks 'Sven Co-op' is the executable and 'SDK\mapping\compilers\SC-CSG_x64.exe' is the parameter for that executable.

    Copy the compile tools to your D:/GOLDSRC_MAPS/ folder (make a folder called TOOLS) and load those into Hammer. I think that might fix the problem.

    These tools date back to the late 90's where folder names with spaces and long file names could lead to problems, so maybe this is a remnant of that time.
    it detected the map but i get this other error


    No detail texture mapping file: maps/SC_testmap_detail.txt
    Missing bitmap font: gfx\vgui\fonts\1920_Primary Button Text.tga
    Missing bitmap font: gfx\vgui\fonts\1920_CommandMenu Text.tga
    Missing bitmap font: gfx\vgui\fonts\1920_Scoreboard Text.tga
    Missing bitmap font: gfx\vgui\fonts\1920_Scoreboard Title Text.tga
    Missing bitmap font: gfx\vgui\fonts\1920_Scoreboard Small Text.tga
    Missing bitmap font: gfx\vgui\fonts\1920_Title Font.tga
    Warning: Unable to open maps/soundcache/SC_testmap.txt for transfer
    Error: server failed to transmit file 'maps/soundcache/SC_testmap.txt'


    and the map gets stuck in the loading screen.

    tell me if ya need the compile process window.
    Last edited by Dark The Prototype; 30-08-2016 at 07:01 AM.

  21. #46
    Super moderator Hezus's Avatar
    Join Date
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    Re: Creating a Sven Co-op map

    The detail textures are optional. More on that here: http://twhl.info/tutorial.php?id=159

    The missing bitmap font is not a mapping problem. I guess there are no fonts specificaly for the 1920px resolution. Maybe it then uses 1280px or 1600px fonts. You should have that error in regular SC too. It will do no harm to your game experience.

    Code:
    'Warning: Unable to open maps/soundcache/SC_testmap.txt for transfer
    Error: server failed to transmit file 'maps/soundcache/SC_testmap.txt'
    This happens because you load the map straight from Hammer. It then starts SC in singleplayer mode, which leads to problems. Before compiling, tick the box 'Don't run the game'. Compile and wait till it's done, then manually open SC, start a new LAN server with your map and it should all work.

    Ultimatly, I'd recommend you to learn how to use Expert compiling mode, so you can use useful parameters to make your maps look better or compile better.

  22. #47
    Prototype Researcher! Dark The Prototype's Avatar
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    Thumbs up Re: Creating a Sven Co-op map

    Quote Originally Posted by Hezus View Post
    The detail textures are optional. More on that here: http://twhl.info/tutorial.php?id=159

    The missing bitmap font is not a mapping problem. I guess there are no fonts specificaly for the 1920px resolution. Maybe it then uses 1280px or 1600px fonts. You should have that error in regular SC too. It will do no harm to your game experience.

    Code:
    'Warning: Unable to open maps/soundcache/SC_testmap.txt for transfer
    Error: server failed to transmit file 'maps/soundcache/SC_testmap.txt'
    This happens because you load the map straight from Hammer. It then starts SC in singleplayer mode, which leads to problems. Before compiling, tick the box 'Don't run the game'. Compile and wait till it's done, then manually open SC, start a new LAN server with your map and it should all work.

    Ultimatly, I'd recommend you to learn how to use Expert compiling mode, so you can use useful parameters to make your maps look better or compile better.
    Thanks! the map loads but its all dark. I have 2 lights on the map but i think i can fix it on my own.

    Thank you once again!

  23. #48
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    Re: Creating a Sven Co-op map

    Quote Originally Posted by AsG_Alligator View Post
    I'm having a similar problem: map compiles, Sven Co-Op launches, then it gets stuck on "Estabilishing network connection to server" and i get "Failed to contact game server" after a moment.

    EDIT: Seems I fixed it (sort of) by changing the editor from Hammer 3.4 to Jackhammer 1.1.
    I am also having the same problem and using the standard Hammer Editor. I am not online however so why would it be trying to connect to a server? All I did was follow what was in this thread and then The Whole Half Life tutorial of making a box with a player start point and a light. I have used both "info_player_start" and "info_player_deathmatch" just in case the tutorial was strictly for owning a copy of HL while this is being used through SC. Is there an easy fix for this or do I need to post a log?

    Edit: There is the log, I assume it is the correct one. I just have trouble sending it due to no internet at home. If any thing else is required or if there is an easy fix, please let me know. This is completely stopping me from mapping and it is the very first thing one is suppose to do...



    ** Executing...
    ** Command: Change Directory
    ** Parameters: C:\Program Files (x86)\Steam\steamapps\common\Sven Co-op


    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Sven Co-op SDK\mapping\compilers\tester.map" "C:\Program Files (x86)\Steam\steamapps\common\Sven Co-op\svencoop_addon\maps\tester.map"


    ** Executing...
    ** Command: C:\PROGRA~2\Steam\STEAMA~1\common\SVENCO~2\mapping\COMPIL~1\ SC-CSG~1.EXE
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Sven Co-op\svencoop_addon\maps\tester"

    hlcsg v3.4-VL34-SC5.0 64-bit (Mar 2 2016)
    Zoner's Half-Life Compilation Tools -- Custom build for Sven Co-op 5.0
    Based on code modifications by Vluzacn (VL34)
    Based on code modifications by Sean 'Zoner' Cavanaugh (3.4)
    Based on Valve's version, modified with permission.
    Submit detailed bug reports to http://forums.svencoop.com
    ----- BEGIN hlcsg -----
    Command line: C:\PROGRA~2\Steam\STEAMA~1\common\SVENCO~2\mapping\COMPIL~1\ SC-CSG~1.EXE "C:\Program Files (x86)\Steam\steamapps\common\Sven Co-op\svencoop_addon\maps\tester"
    Arguments: "C:\Program Files (x86)\Steam\steamapps\common\Sven Co-op\svencoop_addon\maps\tester"
    Entering C:\Program Files (x86)\Steam\steamapps\common\Sven Co-op\svencoop_addon\maps\tester.map

    Current hlcsg Settings
    Name | Setting | Default
    ---------------------|-----------|-------------------------
    threads [ 4 ] [ Varies ]
    verbose [ off ] [ off ]
    log [ on ] [ on ]
    reset logfile [ on ] [ on ]
    developer [ 0 ] [ 0 ]
    chart [ off ] [ off ]
    estimate [ off ] [ off ]
    max texture memory [ 67108864 ] [ 67108864 ]
    max lighting memory [ 67108864 ] [ 67108864 ]
    priority [ Normal ] [ Normal ]

    noclip [ off ] [ off ]
    null texture stripping[ on ] [ on ]
    clipnode economy mode [ off ] [ off ]
    clip hull type [ simple ] [ simple ]
    onlyents [ off ] [ off ]
    wadtextures [ on ] [ on ]
    skyclip [ on ] [ on ]
    hullfile [ None ] [ None ]
    wad configuration file[ None ] [ None ]
    wad.cfg group name [ None ] [ None ]
    nullfile [ None ] [ None ]
    min surface area [ 0.000 ] [ 0.000 ]
    brush union threshold [ 0.000 ] [ 0.000 ]
    map scaling [ None ] [ None ]
    light name optimize [ on ] [ on ]
    convert game_text [ on ] [ on ]

    Using mapfile wad configuration
    Wadinclude list :
    [zhlt.wad]

    CreateBrush:
    (0.00 seconds)
    CSGBrush:
    (0.00 seconds)

    Including Wadfile: \program files (x86)\steam\steamapps\common\sven co-op sdk\mapping\compilers\zhlt.wad
    - Contains 0 used textures, -1.#J percent of map (19 textures in wad)

    Wad files required to run the map: (None)
    Texture usage is at 0.00 mb (of 64.00 mb MAX)
    0.08 seconds elapsed

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




    ** Executing...
    ** Command: C:\PROGRA~2\Steam\STEAMA~1\common\SVENCO~2\mapping\COMPIL~1\ SC-BSP~1.EXE
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Sven Co-op\svencoop_addon\maps\tester"

    hlbsp v3.4-VL34-SC5.0 64-bit (Mar 2 2016)
    Zoner's Half-Life Compilation Tools -- Custom build for Sven Co-op 5.0
    Based on code modifications by Vluzacn (VL34)
    Based on code modifications by Sean 'Zoner' Cavanaugh (3.4)
    Based on Valve's version, modified with permission.
    Submit detailed bug reports to http://forums.svencoop.com
    ----- BEGIN hlbsp -----
    Command line: C:\PROGRA~2\Steam\STEAMA~1\common\SVENCO~2\mapping\COMPIL~1\ SC-BSP~1.EXE "C:\Program Files (x86)\Steam\steamapps\common\Sven Co-op\svencoop_addon\maps\tester"
    Arguments: "C:\Program Files (x86)\Steam\steamapps\common\Sven Co-op\svencoop_addon\maps\tester"

    Current hlbsp Settings
    Name | Setting | Default
    -------------------|-----------|-------------------------
    threads [ 4 ] [ Varies ]
    verbose [ off ] [ off ]
    log [ on ] [ on ]
    developer [ 0 ] [ 0 ]
    chart [ off ] [ off ]
    estimate [ off ] [ off ]
    max texture memory [ 67108864 ] [ 67108864 ]
    priority [ Normal ] [ Normal ]

    noclip [ off ] [ off ]
    nofill [ off ] [ off ]
    noinsidefill [ off ] [ off ]
    noopt [ off ] [ off ]
    no clipnode merging [ off ] [ off ]
    null tex. stripping [ on ] [ on ]
    notjunc [ off ] [ off ]
    nobrink [ off ] [ off ]
    subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
    max node size [ 1024 ] [ 1024 ] (Min 64) (Max 65536)
    remove hull 2 [ off ] [ off ]


    SolidBSP [hull 0] 13 (0.00 seconds)
    BSP generation successful, writing portal file 'C:\Program Files (x86)\Steam\steamapps\common\Sven Co-op\svencoop_addon\maps\tester.prt'
    SolidBSP [hull 1] 13 (0.00 seconds)
    SolidBSP [hull 2] 13 (0.00 seconds)
    SolidBSP [hull 3] 13 (0.00 seconds)
    Reduced 18 clipnodes to 18
    Reduced 0 texinfos to 0
    Reduced 0 texdatas to 0 (4 bytes to 4)
    Reduced 92 planes to 20
    FixBrinks:
    Increased 18 clipnodes to 18.
    0.08 seconds elapsed

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




    ** Executing...
    ** Command: C:\PROGRA~2\Steam\STEAMA~1\common\SVENCO~2\mapping\COMPIL~1\ SC-VIS~1.EXE
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Sven Co-op\svencoop_addon\maps\tester"

    hlvis v3.4-VL34-SC5.0 64-bit (Mar 2 2016)
    Zoner's Half-Life Compilation Tools -- Custom build for Sven Co-op 5.0
    Based on code modifications by Vluzacn (VL34)
    Based on code modifications by Sean 'Zoner' Cavanaugh (3.4)
    Based on Valve's version, modified with permission.
    Submit detailed bug reports to http://forums.svencoop.com
    ----- BEGIN hlvis -----
    Command line: C:\PROGRA~2\Steam\STEAMA~1\common\SVENCO~2\mapping\COMPIL~1\ SC-VIS~1.EXE "C:\Program Files (x86)\Steam\steamapps\common\Sven Co-op\svencoop_addon\maps\tester"
    Arguments: "C:\Program Files (x86)\Steam\steamapps\common\Sven Co-op\svencoop_addon\maps\tester"
    1 portalleafs
    0 numportals

    -= Current hlvis Settings =-
    Name | Setting | Default
    -------------------|-----------|-------------------------
    threads [ 4 ] [ Varies ]
    verbose [ off ] [ off ]
    log [ on ] [ on ]
    developer [ 0 ] [ 0 ]
    chart [ off ] [ off ]
    estimate [ off ] [ off ]
    max texture memory [ 67108864 ] [ 67108864 ]
    max vis distance [ 0 ] [ 0 ]
    priority [ Normal ] [ Normal ]

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


    BasePortalVis:
    (0.00 seconds)
    LeafThread:
    (0.00 seconds)
    average leafs visible: 1
    g_visdatasize:1 compressed from 1
    0.02 seconds elapsed

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




    ** Executing...
    ** Command: C:\PROGRA~2\Steam\STEAMA~1\common\SVENCO~2\mapping\COMPIL~1\ SC-RAD~1.EXE
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Sven Co-op\svencoop_addon\maps\tester"

    hlrad v3.4-VL34-SC5.0 64-bit (Mar 2 2016)
    Zoner's Half-Life Compilation Tools -- Custom build for Sven Co-op 5.0
    Based on code modifications by Vluzacn (VL34)
    Based on code modifications by Sean 'Zoner' Cavanaugh (3.4)
    Based on Valve's version, modified with permission.
    Submit detailed bug reports to http://forums.svencoop.com
    ----- BEGIN hlrad -----
    Command line: C:\PROGRA~2\Steam\STEAMA~1\common\SVENCO~2\mapping\COMPIL~1\ SC-RAD~1.EXE "C:\Program Files (x86)\Steam\steamapps\common\Sven Co-op\svencoop_addon\maps\tester"
    Arguments: "C:\Program Files (x86)\Steam\steamapps\common\Sven Co-op\svencoop_addon\maps\tester"

    -= Current hlrad Settings =-
    Name | Setting | Default
    --------------------|---------------------|-------------------------
    threads [ 4 ] [ Varies ]
    verbose [ off ] [ off ]
    log [ on ] [ on ]
    developer [ 0 ] [ 0 ]
    chart [ off ] [ off ]
    estimate [ off ] [ off ]
    max texture memory [ 67108864 ] [ 67108864 ]
    max lighting memory [ 67108864 ] [ 67108864 ]
    priority [ Normal ] [ Normal ]

    fast rad [ off ] [ off ]
    vismatrix algorithm [ Sparse ] [ Sparse ]
    oversampling (-extra)[ off ] [ off ]
    bounces [ 8 ] [ 8 ]
    ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
    light limit threshold[ 188.000 ] [ 188.000 ]
    circus mode [ off ] [ off ]

    smoothing threshold [ 50.000 ] [ 50.000 ]
    smoothing threshold 2[ no change ] [ no change ]
    direct threshold [ 10.000 ] [ 10.000 ]
    direct light scale [ 1.000 ] [ 1.000 ]
    coring threshold [ 0.010 ] [ 0.010 ]
    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 texlight gap [ 0.000 ] [ 0.000 ]
    global light scale [ 2.000 2.000 2.000 ] [ 2.000 2.000 2.000 ]
    global gamma [ 0.550 0.550 0.550 ] [ 0.550 0.550 0.550 ]
    global light scale [ 2.000 ] [ 2.000 ]
    global sky diffusion [ 1.000 ] [ 1.000 ]

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

    colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
    monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]

    custom shadows with bounce light
    [ off ] [ off ]
    rgb transfers [ off ] [ off ]
    minimum final light [ 0 ] [ 0 ]
    size of transfer [ 1 (16bit) ] [ 1 (16bit) ]
    size of rgbtransfer [ 2 (32bit) ] [ 2 (32bit) ]
    soft sky [ on ] [ on ]
    translucent depth [ 2.000 ] [ 2.000 ]
    block opaque [ on ] [ on ]
    ignore textures [ off ] [ off ]
    reflectivity gamma [ 1.760 ] [ 1.760 ]
    reflectivity scale [ 0.700 ] [ 0.700 ]
    blur size [ 1.500 ] [ 1.500 ]
    no emitter range [ off ] [ off ]
    wall bleeding fix [ on ] [ on ]


    Load Textures:
    0 textures referenced
    Reading texlights from 'C:\PROGRA~2\Steam\STEAMA~1\common\SVENCO~2\mapping\COMPIL~1 \lights.rad'
    0 opaque models
    0 opaque faces
    0 faces
    Create Patches : 0 base patches
    0 square feet [0.00 square inches]
    1 direct lights and 0 fast direct lights
    1 light styles

    FindFacePositions:
    (0.00 seconds)
    BuildFacelights:
    (0.00 seconds)
    Warning: Attempting to allocate 0 bytes
    BuildVisLeafs:
    (0.00 seconds)
    visibility matrix : 0.0 megs
    MakeScales:
    (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:
    (0.02 seconds)
    Bounce 8 GatherLight:
    (0.00 seconds)
    CreateTriangulations:
    (0.00 seconds)
    AddPatchLights:
    (0.00 seconds)
    FinalLightFace:
    (0.00 seconds)
    1.11 seconds elapsed

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




    ** Executing...
    ** Command: C:\PROGRA~2\Steam\STEAMA~1\common\SVENCO~1\svencoop.exe
    ** Parameters: -dev -console +map "tester"
    Last edited by Lamar; 31-10-2016 at 03:15 PM.

  24. #49
    Super moderator Hezus's Avatar
    Join Date
    Aug 2001
    Location
    The Netherlands
    Posts
    8,821

    Re: Creating a Sven Co-op map

    Quote Originally Posted by Lamar View Post
    ** Executing...
    ** Command: C:\PROGRA~2\Steam\STEAMA~1\common\SVENCO~1\svencoop.exe
    ** Parameters: -dev -console +map "tester"
    As I mentioned earlier in this thread: make sure you tick the 'Don't run the game' box in the compile window. If you don't, Hammer will load up the map with the '+map 'name' parameter. This will put SvenCo-op into singleplayer mode, which can lead to problems.

    If you want to test your map, just compile it, then load up SC manually and start a LAN server with your map. If you want to use developer options and cheats you can set the amount of players to 1 or 2 and developer mode will be available.

  25. #50
    Registered User
    Join Date
    Oct 2016
    Posts
    107

    Re: Creating a Sven Co-op map

    Ahhh... Thank you. But now I am in a black box. For a while I thought I had no light, but I can see my hands and weapons, just not the walls and the flashlight does not seem to shine on anything, but I can hear when my crowbar hits the walls and see the smoke close to my face when I shoot the wall. I just can not see the wall themselves.

    For some odd reason I can not get that texture or any other to stick to my box. I also do not see the concrete skin like the teacher in TWHL was talking about and have very few textures to start with. I assume it is a compiling issue but I will have to try at another time to properly reconfigure it and get what was posted done correctly this time if indeed that was the problem. (I have multiple test maps and not sure exactly which one had what when I posted my log, but I am for sure my light source is above my head now, if it was not properly before. I am more worried if I simply compiled something wrong and made a left turn as it were, rather than a right...)

    Just to be certain, are steps 2 and 2b to go into Game Data files in the Configure Valve Hammer Editor? Also it says to add what ever wads I want, but besides zhlt.wad in compilers folder, I am not seeing much of anything.

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