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Autor Beitrag
000
19.11.2007, 21:52
halid



ich hab da ein problem!
beim kompiliren kommt ein fehler----

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)
----- BEGIN hlcsg -----
Command line: C:\PROGRA~1\VALVEH~1\hlcsg.exe "C:\Programme\Valve Hammer Editor\true_map\chechen_007"
Entering C:\Programme\Valve Hammer Editor\true_map\chechen_007.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 ]
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:
(1.31 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.30 seconds)

Using Wadfile: \programme\valve\valve\halflife.wad
- Contains 33 used textures, 100.00 percent of map (3116 textures in wad)
Using Wadfile: \programme\valve\valve\liquids.wad
- Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: \programme\valve\valve\xeno.wad
- Contains 0 used textures, 0.00 percent of map (264 textures in wad)
Using Wadfile: \programme\valve\valve\cached.wad
- Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Using Wadfile: \programme\valve\valve\decals.wad
- Contains 0 used textures, 0.00 percent of map (222 textures in wad)

added 19 additional animating textures.
Texture usage is at 0.52 mb (of 4.00 mb MAX)
2.38 seconds elapsed

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

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)
----- BEGIN hlbsp -----
Command line: C:\PROGRA~1\VALVEH~1\hlbsp.exe "C:\Programme\Valve Hammer Editor\true_map\chechen_007"

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 ]
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] 500...924 (0.09 seconds)
BSP generation successful, writing portal file 'C:\Programme\Valve Hammer Editor\true_map\chechen_007.prt'
SolidBSP [hull 1] 500...864 (0.06 seconds)
SolidBSP [hull 2] 500...861 (0.06 seconds)
SolidBSP [hull 3] 500...913 (0.06 seconds)
1.88 seconds elapsed

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

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)
----- BEGIN hlvis -----
Command line: C:\PROGRA~1\VALVEH~1\hlvis.exe "C:\Programme\Valve Hammer Editor\true_map\chechen_007"
507 portalleafs
1781 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 [ off ] [ off ]

BasePortalVis:
(2.36 seconds)
LeafThread:
(36.13 seconds)
average leafs visible: 139
g_visdatasize:19552 compressed from 32448
38.53 seconds elapsed

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

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)
----- BEGIN hlrad -----
Command line: C:\PROGRA~1\VALVEH~1\hlrad.exe "C:\Programme\Valve Hammer Editor\true_map\chechen_007"

-= 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 ]
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 ]

4751 faces
Create Patches : 37284 base patches
0 opaque faces
476518 square feet [68618696.00 square inches]
7 direct lights

BuildFacelights:
Error:
for Face 3709 (texture ammo01) at
(899.018 1280.109 -166.000) (869.000 1275.000 -166.000) (869.000 1275.636 -166.000) (869.000 1276.000 -166.000) (898.847 1281.080 -166.000)
Error: Bad surface extents (15 x 6109)
Check the file ZHLTProblems.html for a detailed explanation of this problem

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

und jezt wollte ich fragen gibt es irgend eine methode wie man diese textur in map findet

--

www.thewall.de-is the best

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001
19.11.2007, 23:20
The Emperor



Insgesamt gibt dir der Compiler 5 Exakte Koordinaten an:
___x______y________z
(899.018 1280.109 -166.000)
(869.000 1275.000 -166.000)
(869.000 1275.636 -166.000)
(869.000 1276.000 -166.000)
(898.847 1281.080 -166.000)
Innerhalb dieses Rahmens sollte es möglich sein, die Stelle herrauszufinden. Evntl gibts aber noch ne effektivere Methode.

--

(aka MDK_Woronesh)
Übertreibungen sind als Stilmittel anzusehen :)

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002
20.11.2007, 14:39
halid



danke man!

es klapt

--

www.thewall.de-is the best

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