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Autor Beitrag
000
26.04.2003, 13:37
Dr.Zenz



Es gibt ja jetzt schon ne Zeit lang die Compiler, die den -subdivide 256 schaffen. Bis jetzt haben mir die auch immer treu Dienste geleisetet. Nur seid neuestem ärgern die mich mit einen "bad surface extents", wenn ich mit -subdivide 256 compile. Wenn ich ohne -subdivide 256 compile, also mit den klassischen 240, geht alles reibungslos. Weiß einer, woran dieser Fehler liegt?

€: hier noch das Log:

Zitat:
hlcsg v2.5.3 rel Custom Build 1.7p8 (Apr 17 2003)
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 (webmaster@xp-cagey.com)
----- BEGIN hlcsg -----
Command line: C:\SPIELE\HALF-L~1\HAMMER\HLCSG.EXE C:\Spiele\Half-Life\hammer\maps\frozen.map
Entering C:\Spiele\Half-Life\hammer\maps\frozen.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ 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 ]
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]

20 brushes (totalling 112 sides) discarded from clipping hulls
CreateBrush:
(1.43 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(4.34 seconds)

Including Wadfile: \spiele\half-life\hammer\zhlt.wad
- Contains 0 used textures, 0.00 percent of map (4 textures in wad)
Using Wadfile: \spiele\half-life\ns\frozen.wad
- Contains 25 used textures, 100.00 percent of map (38 textures in wad)

Texture usage is at 1.65 mb (of 4.00 mb MAX)
6.48 seconds elapsed

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

hlbsp v2.5.3 rel Custom Build 1.7p8 (Apr 17 2003)
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 (webmaster@xp-cagey.com)
----- BEGIN hlbsp -----
Command line: C:\SPIELE\HALF-L~1\HAMMER\HLBSP.EXE -subdivide 256 C:\Spiele\Half-Life\hammer\maps\frozen.map

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ 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 ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 256 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)

BSP generation successful, writing portal file 'C:\Spiele\Half-Life\hammer\maps\frozen.prt'
4.83 seconds elapsed

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

hlvis v2.5.3 rel Custom Build 1.7p8 (Apr 17 2003)
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 (webmaster@xp-cagey.com)
----- BEGIN hlvis -----
Command line: C:\SPIELE\HALF-L~1\HAMMER\HLVIS.EXE -full C:\Spiele\Half-Life\hammer\maps\frozen.map
730 portalleafs
2354 numportals

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ 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 [ on ] [ off ]

BasePortalVis:
(6.76 seconds)
LeafThread:
(880.13 seconds)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 470 and 472:
(149.333 -1632.000 -202.666)
(128.000 -1504.000 -352.000)
(32.000 -1407.999 -352.000)
(128.000 -1664.000 -128.000)
(128.000 -1664.000 -128.000)

average leafs visible: 227
g_visdatasize:47546 compressed from 67160
887.05 seconds elapsed [14m 47s]

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

hlrad v2.5.3 rel Custom Build 1.7p8 (Apr 17 2003)
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 (webmaster@xp-cagey.com)
----- BEGIN hlrad -----
Command line: C:\SPIELE\HALF-L~1\HAMMER\HLRAD.EXE -extra -bounce 10 -smooth 80 -dscale 1 C:\Spiele\Half-Life\hammer\maps\frozen.map

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

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ on ] [ off ]
bounces [ 10 ] [ 1 ]
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 [ 80.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 1.000 ] [ 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 ]
math functions [ new ] [ new ]

[Reading texlights from 'C:\SPIELE\HALF-LIFE\HAMMER\lights.rad']
[52 texlights parsed from 'C:\SPIELE\HALF-LIFE\HAMMER\lights.rad']

1960 faces
Create Patches : 16807 base patches
0 opaque faces
248190 square feet [35739360.00 square inches]
1 direct lights

BuildFacelights:
Error:
for Face 804 (texture fro_fine2) at
(0.000 320.000 256.000) (96.000 320.000 0.000) (0.000 64.000 256.000)
Error: Bad surface extents (16 x 17)
Check the file ZHLTProblems.html for a detailed explanation of this problem

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

--

[Dennis "Dr.Zenz" Jenz][Photon Audio Player]


Dieser Beitrag wurde am 26.04.2003 um 13:38 von Dr.Zenz bearbeitet.
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001
02.05.2003, 22:03
LSJ Master



mal ne Frage, auch wenn sie blöd klingt, was bedeutet das Subdivide?

Was ist zwischen 2 Werten der Unterschied?

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002
03.05.2003, 11:55
Tubgirl



Master lies die ZHLT-Readme
Zenz: http://www.thewall.de/forum/showtopic.php?threadid=35816&time=1051795198

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003
03.05.2003, 15:33
ich_hab_mal_frage



musste die bad surfaces beseitigen!

--

Hip.Hop Rulezzzz

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004
03.05.2003, 17:26
Tubgirl



falsch, lies den Thread den ich gepostet habe
Außerdem stinkt Hiphop >:p

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Dieser Beitrag wurde am 03.05.2003 um 17:27 von -Sir_Pepe- bearbeitet.
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005
03.05.2003, 17:57
Dr.Zenz



Heißt das, dass ich Flächen hab, die größer als 256² sind und die den Fehler verursachen?

--

[Dennis "Dr.Zenz" Jenz][Photon Audio Player]

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006
03.05.2003, 19:03
Tubgirl



Das heißt dass die HL-Engine nicht dafür gemacht ist mit 256² großen Leaves zu arbeiten und man sich nicht wundern sollte wenn das Probleme gibt.

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