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Не могу компилировать карту

Edik92

New member
Sep 20, 2009
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Не могу компилировать карту

Во время компиляции выдаёт ошибку "Обьект занят другим процесом"
хотя я непонимаю каким вобще!Всё отключено!Помогите пожалуста.
И пишет пишет продолжить или нет,если да то потом вылазиет ещё такой же вопрос и если ответить опять да,запускается игра,в консоли идёт загрузка,потом во время загрузки игры выдаёт ошибку.
Вот сам процес компиции:
Code:
** Executing...
** Command: Change Directory
** Parameters: "D:\Games\Игры\Super Hero Mod Counter-Strike\1Counter-Strike"


** Executing...
** Command: D:\Games\Игры\Карты\zhlt34x86final\hlcsg.exe
** Parameters: "d:\games\игры\карты\det_iceblock"

hlcsg v3.4 Final (Feb 25 2006)
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 ([email protected])
-----  BEGIN  hlcsg -----
Command line: D:\Games\Игры\Карты\zhlt34x86final\hlcsg.exe d:\games\игры\карты\det_iceblock 
Entering d:\games\игры\карты\det_iceblock.map

Current hlcsg Settings
Name                 |  Setting  |  Default
---------------------|-----------|-------------------------
threads               [       2 ] [  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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
50%... (0.02 seconds)
SetModelCenters:
50%... (0.00 seconds)
CSGBrush:
50%... (0.02 seconds)

Using Wadfile: \games\игры\super hero mod counter-strike\1counter-strike\cstrike\cs_office.wad
 - Contains 2 used textures, 50.00 percent of map (102 textures in wad)
Using Wadfile: \games\игры\super hero mod counter-strike\1counter-strike\cstrike\cstrike.wad
 - Contains 0 used textures, 0.00 percent of map (123 textures in wad)
Using Wadfile: \games\игры\super hero mod counter-strike\1counter-strike\cstrike\cs_dust.wad
 - Contains 0 used textures, 0.00 percent of map (28 textures in wad)
Using Wadfile: \games\игры\super hero mod counter-strike\1counter-strike\cstrike\decals.wad
 - Contains 0 used textures, 0.00 percent of map (225 textures in wad)
Using Wadfile: \games\игры\super hero mod counter-strike\1counter-strike\valve\liquids.wad
 - Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: \games\игры\super hero mod counter-strike\1counter-strike\valve\decals.wad
 - Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: \games\игры\super hero mod counter-strike\1counter-strike\valve\halflife.wad
 - Contains 2 used textures, 50.00 percent of map (3116 textures in wad)

Texture usage is at 0.17 mb (of 4.00 mb MAX)
0.05 seconds elapsed

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




** Executing...
** Command: D:\Games\Игры\Карты\zhlt34x86final\hlbsp.exe
** Parameters: "d:\games\игры\карты\det_iceblock"

hlbsp v3.4 Final (Feb 25 2006)
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 ([email protected])
-----  BEGIN  hlbsp -----
Command line: D:\Games\Игры\Карты\zhlt34x86final\hlbsp.exe d:\games\игры\карты\det_iceblock 

Current hlbsp Settings
Name               |  Setting  |  Default
-------------------|-----------|-------------------------
threads             [       2 ] [  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] 114 (0.02 seconds)
BSP generation successful, writing portal file 'd:\games\игры\карты\det_iceblock.prt'
SolidBSP [hull 1] 97 (0.00 seconds)
SolidBSP [hull 2] 84 (0.00 seconds)
SolidBSP [hull 3] 104 (0.02 seconds)
0.05 seconds elapsed

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




** Executing...
** Command: D:\Games\Игры\Карты\zhlt34x86final\hlvis.exe
** Parameters: "d:\games\игры\карты\det_iceblock"

hlvis v3.4 Final (Feb 25 2006)
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 ([email protected])
-----  BEGIN  hlvis -----
Command line: D:\Games\Игры\Карты\zhlt34x86final\hlvis.exe d:\games\игры\карты\det_iceblock 
  45 portalleafs
 118 numportals

-= Current hlvis Settings =-
Name               |  Setting  |  Default
-------------------|-----------|-------------------------
threads             [       2 ] [  Varies ]
verbose             [     off ] [     off ]
log                 [      on ] [      on ]
developer           [       0 ] [       0 ]
chart               [     off ] [     off ]
estimate            [     off ] [     off ]
max texture memory  [ 4194304 ] [ 4194304 ]
max vis distance    [       0 ] [       0 ]
priority            [  Normal ] [  Normal ]

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


BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
average leafs visible: 20
g_visdatasize:343  compressed from 270
0.00 seconds elapsed

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




** Executing...
** Command: D:\Games\Игры\Карты\zhlt34x86final\hlrad.exe
** Parameters: "d:\games\игры\карты\det_iceblock"

hlrad v3.4 Final (Feb 25 2006)
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 ([email protected])
-----  BEGIN  hlrad -----
Command line: D:\Games\Игры\Карты\zhlt34x86final\hlrad.exe d:\games\игры\карты\det_iceblock 

-= Current hlrad Settings =-
Name                | Setting             | Default
--------------------|---------------------|-------------------------
threads              [                 2 ] [            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 ]

vismatrix algorithm  [          Original ] [          Original ]
oversampling (-extra)[               off ] [               off ]
bounces              [                 1 ] [                 1 ]
bounce dynamic light [                on ] [                on ]
ambient light        [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light        [           255.000 ] [           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 1.000 ] [ 1.000 1.000 1.000 ]
global gamma         [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale   [             1.000 ] [             1.000 ]
global sky diffusion [             1.000 ] [             1.000 ]

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 ]
softlight hack       [   0.0 0.0 0.0 0.0 ] [   0.0 0.0 0.0 0.0 ]
diffuse hack         [                on ] [                on ]
spotlight points     [                on ] [                on ]

custom shadows with bounce light
                     [               off ] [               off ]
rgb transfers        [               off ] [               off ]


[Reading texlights from 'D:\Games\Игры\Карты\zhlt34x86final\lights.rad']
[59 texlights parsed from 'D:\Games\Игры\Карты\zhlt34x86final\lights.rad']

259 faces
Create Patches : 1870 base patches
0 opaque faces
22577 square feet [3251214.25 square inches]
1 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.53 seconds)
visibility matrix   :   0.2 megs
BuildVisLeafs:
20%...40%...60%...80%... (0.16 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.06 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
Transfer Lists :      387292 :  387.29k transfers
       Indices :      182480 :  178.20k bytes
          Data :     1549168 :    1.48M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.02 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.05 seconds)
1.06 seconds elapsed

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




** Executing...
** Command: Copy File
** Parameters: "d:\games\игры\карты\det_iceblock.bsp" "D:\Games\Игры\Карты\det_iceblock.bsp"

The command failed. Windows reported the error:
  "Процесс не может получить доступ к файлу, так как этот файл занят другим процессом."

** Executing...
** Command: Copy File
** Parameters: "d:\games\игры\карты\det_iceblock.pts" "D:\Games\Игры\Карты\det_iceblock.pts"

The command failed. Windows reported the error:
  "Процесс не может получить доступ к файлу, так как этот файл занят другим процессом."

** Executing...
** Command: D:\Games\Игры\Super Hero Mod Counter-Strike\1Counter-Strike\hl.exe
** Parameters: +map "det_iceblock" -game cstrike -dev -console +deathmatch 1
 
Last edited by a moderator:

PHombie

Зерги не перелетают
Aug 21, 2006
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Киев
Смени названия папок с кирилицы на латиницу, убери пробелы. Компиляция проходит нормально, а вот копирования результата не хочит. Скорее всего из-за вышеперечисленного
 

sqwosh

уныл-унылыч
Apr 21, 2006
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логи засунь в тег
Code:
убери кириллицу из путей
выкинь свой "Super Hero Mod Counter-Strike" и поставь нормальную CS
если винда "Zver" — выкинь и поставь нормальную "Volume license"

выполнишь все пункты — будем разбираться

ЗЫ: опередили блин  %)
ЗЗЫ: че это за режим такой, DET_ ?
 

Edik92

New member
Sep 20, 2009
28
0
0
Я переименовал папки во время компиляции ошибок небыло но всеровно когда игра запускается выдаёт туже ошибку
вот процес:
Code:
** Executing...
** Command: Change Directory
** Parameters: "D:\Games\Igri\CounterStrike"


** Executing...
** Command: D:\Games\Valve Hammer Editor 3.5\_zhlt_1.7\hlcsg.exe
** Parameters: "d:\games\igri\karti\det_iceblock"

Unknown option "Editor"
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 ([email protected])

-= 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
    -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
    -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
    -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: D:\Games\Valve Hammer Editor 3.5\_zhlt_1.7\hlbsp.exe
** Parameters: "d:\games\igri\karti\det_iceblock"

Unknown option "Editor"
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 ([email protected])

-= 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)
	 -noopt         : Don't optimize planes on BSP write   (not for final runs)

    -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
    -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:\Games\Valve Hammer Editor 3.5\_zhlt_1.7\hlvis.exe
** Parameters: "d:\games\igri\karti\det_iceblock"

Unknown option "Editor"
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 ([email protected])

-= hlvis Options =-

    -full           : Full vis
    -fast           : Fast vis

    -texdata #      : Alter maximum texture memory limit (in kb)
    -lightdata #      : 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: D:\Games\Valve Hammer Editor 3.5\_zhlt_1.7\hlrad.exe
** Parameters: "d:\games\igri\karti\det_iceblock"

Unknown option "Editor"
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 ([email protected])

-= 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)
    -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
   -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: "d:\games\igri\karti\det_iceblock.bsp" "D:\Games\Igri\Karti\det_iceblock.bsp"


** Executing...
** Command: Copy File
** Parameters: "d:\games\igri\karti\det_iceblock.pts" "D:\Games\Igri\Karti\det_iceblock.pts"


** Executing...
** Command: D:\Games\Igri\CounterStrike\hl.exe
** Parameters: +map "det_iceblock" -game cstrike -dev -console +deathmatch 1

Всем спасибо за внимание
 
Last edited by a moderator:

PHombie

Зерги не перелетают
Aug 21, 2006
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ну и какую ошибку игра выдает? Или мы экстрасенсы ?
 

Edik92

New member
Sep 20, 2009
28
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сори =)

det это во первых я первый рас создал а во вторых я хотел написать режим свой
 

PHombie

Зерги не перелетают
Aug 21, 2006
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2 Edik92
Идешь сюда d:\games\igri\karti\ копируешь свою мапу. Затем идешь D:\Games\Igri\CounterStrike\cstrike\maps\ вставляешь туда свою мапу, запускаешь игру, в консоле map det_iceblock
 

sqwosh

уныл-унылыч
Apr 21, 2006
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Edik92 said:
сори =)

det это во первых я первый рас создал а во вторых я хотел написать режим свой
cstrike.exe , да? -_-

что за КС такая?

ЗЫ: да и засунь логи в тег
Code:
 или модер отпинает
 
Last edited:

Edik92

New member
Sep 20, 2009
28
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0
ну я непонял вопроса если честно таквы поможете с ошибкой пожалуста
 

sqwosh

уныл-унылыч
Apr 21, 2006
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глянул второй лог — ЖЕСТЬ...
убери пробелы из путей, говорили же
и переделай пути к компиляторам в настройках в редакторе\батнике
 
Last edited:

Edik92

New member
Sep 20, 2009
28
0
0
Это exe который запускает не халфлайф а сразу контру

[ADDED=Edik92]1253527028[/ADDED]
В папке с игрой нет пробелов но всеровно игра выдаёт ошибку,помогите пожалуста
 
Last edited:

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