.bsp file does not render

A Forum Thread for Goldsource Engine

.bsp file does not render, nor with this map and this hammer nor with the other ones. Before everything worked fine, I haven't change anything. There is noe errors, only this "Unknown option".

** Executing... 
** Command: Change Directory 
** Parameters: D:\SteamLibrary\steamapps\common\Half-Life 


** Executing... 
** Command: Copy File 
** Parameters: "D:\Gamemaking\GldSource\horror001\maps\Padik001.map" "D:\SteamLibrary\steamapps\common\Half-Life\horror001\maps\Padik001.map" 


** Executing... 
** Command: D:\Gamemaking\GldSource\Useful stuff\zhlt34x64final\hlcsg.exe 
** Parameters: "D:\SteamLibrary\steamapps\common\Half-Life\horror001\maps\Padik001" 

Unknown option "D:\SteamLibrary\steamapps\common\Half-Life\horror001\maps\Padik001" 
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: D:\Gamemaking\GldSource\Useful stuff\zhlt34x64final\hlbsp.exe 
** Parameters: "D:\SteamLibrary\steamapps\common\Half-Life\horror001\maps\Padik001" 

Unknown option "D:\SteamLibrary\steamapps\common\Half-Life\horror001\maps\Padik001" 
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
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  • James Luke avatar
    James Luke Joined 4y ago
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    776 points Ranked 6778th
    2y
    I used to have that odd error too but in JACK, I don't know what you used but it was an odd bug I was experiencing. I just reinstalled and got new tools and it started working again.

    Looks like it can't find your map file or something similar.
    Unknown option "D:\SteamLibrary\steamapps\common\Half-Life\horror001\maps\Padik001"
    GoldSource Programmer
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  • LiveWire avatar
    LiveWire Joined 9y ago
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    2y
    I have a feeling its the quotation marks around the map name that's stopping it. Have a look in the advaced run map settings.

    ** Parameters: "D:\SteamLibrary\steamapps\common\Half-Life\horror001\maps\Padik001"

    You could try using a batch compiler like this

    http://nemesis.thewavelength.net/index.php?p=2
    Tinkerer
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