GoldSrc Hammer Error

I used to do Half-Life mapping a while ago and thought I’d start doing it again. I ran into an issue with Hammer that I cannot seem to find a fix for. I’m not sure if anyone here is familiar with GoldSrc mapping, but it’s very similar to source mapping so please help if you can. I tested out Hammer to see if it would work by creating a simple platform for the player to stand on. I ran the map and it launched half-life. In the console it said “map change failed: ‘test’ not found on server.”

Here is my Hammer log:




** Executing...
** Command: Change Directory
** Parameters: E:\Steam\steamapps\common\Half-Life


** Executing...
** Command: Copy File
** Parameters: "E:\GoldSrc Package\Hammer\maps\ass.map" "E:\Steam\steamapps\common\Half-Life\valve\maps\ass.map"


** Executing...
** Command: E:\GoldSrc Package\Hammer\zhlt\hlcsg.exe
** Parameters: "E:\Steam\steamapps\common\Half-Life\valve\maps\ass"

Unknown option "E:\Steam\steamapps\common\Half-Life\valve\maps\ass"
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 (amckern@yahoo.com)

-= 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: E:\GoldSrc Package\Hammer\zhlt\hlbsp.exe
** Parameters: "E:\Steam\steamapps\common\Half-Life\valve\maps\ass"

Unknown option "E:\Steam\steamapps\common\Half-Life\valve\maps\ass"
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 (amckern@yahoo.com)

-= 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: E:\GoldSrc Package\Hammer\zhlt\hlvis.exe
** Parameters: "E:\Steam\steamapps\common\Half-Life\valve\maps\ass"

Unknown option "E:\Steam\steamapps\common\Half-Life\valve\maps\ass"
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 (amckern@yahoo.com)

-= 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: E:\GoldSrc Package\Hammer\zhlt\hlrad.exe
** Parameters: "E:\Steam\steamapps\common\Half-Life\valve\maps\ass"

Unknown option "E:\Steam\steamapps\common\Half-Life\valve\maps\ass"
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 (amckern@yahoo.com)

-= 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: E:\Steam\steamapps\common\HALF-L~1\hl.exe
** Parameters:  +map "ass"




I also have two screenshots of my hammer setup.

I am using hammer that I downloaded from http://www.flat2d.com/hammer_en.aspx and I am using the latest version of ZHLT with the 64 bit versions of hlbsp, hlcsg, hlrad, and hlvis. Other people use these tools and have no problems with them at all. I’m thinking it’s a problem with the versions of hlbsp, hlcsg, hlrad, and hlvis that I have, so I installed a previous version of them and I still got the same error. The .BSP is nowhere to be found.

One thing I noticed is that the line “Unknown option “E:\Steam\steamapps\common\Half-Life\valve\maps\ass”” appears a lot. I’m thinking that hlbsp.exe is trying to look for a directory called “ass” but cannot find it. There should not be a directory for ass. ass is my .MAP file. So why is it looking for ass as a directory and how can I change it so it will look for ass.map or ass.rmf?

If you have any suggestions please let me know.

Looks like it’s definitely a directory issue. This sounds really, really stupid, but have you tried saving the map and compiling it as a .rmf instead of a .map? If not that, it may be a case that hlcsg doesn’t like the E:\ directory. Might also be an issue that the map file might not be present in “E:\Steam\steamapps\common\Half-Life\valve\maps”. Try manually copying the map?

I can’t really think of anything else I’m afraid.

Yeah, looks like your directories are borked.

Never heard of this unofficaI editor, use jackhammer, comes with ZHLTs latest, it’s much better for Goldsrc mapping as I started mapping for Sven 5.0 and I haven’t had and issues with it. Though I needed a 20k grid so I kinda had to use jackhammer anyway.

Thanks man! This is amazing. Everything is all built-in and ready to go. As a token of my thanks, here is a picture of a naked cat and a chiwawa.