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000
09.08.2011, 19:07
KarLi



hallo , ich habe angefangen mit VHE und BC arbeiten und hab paar probleme

wenn ich dass .map file kompiliere kriege ich verschiedene errors/warnings .

hier ist log
Quellcode: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:\Program Files\ZLHS\hlcsg.exe"-nowadtextures -wadconfig wad.cfg -wadcfgfile "C:\Program Files\cs 1.6 alles"-wadinclude timecounter.wad -wadinclude cs_assault.wad -wadinclude cstrike.WAD -wadinclude de_vegas.wad -wadinclude decals.wad -wadinclude halflife.wad -wadinclude liquids.wad -chart -estimate -texdata 8192 -lightdata 6144 "C:\Program Files\cs 1.6 alles\TestedMap"
Entering C:\Program Files\cs 1.6 alles\TestedMap.map

Current hlcsg Settings
Name                 |  Setting  |  Default
---------------------|-----------|-------------------------
threads               [       4 ] [  Varies ]
verbose               [     off ] [     off ]
log                   [      on ] [      on ]
developer             [       0 ] [       0 ]
chart                 [      on ] [     off ]
estimate              [      on ] [     off ]
max texture memory    [ 8388608 ] [ 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           [     off ] [      on ]
skyclip               [      on ] [      on ]
hullfile              [    None ] [    None ]
nullfile              [    None ] [    None ]
min surface area      [   0.500 ] [   0.500 ]
brush union threshold [   0.000 ] [   0.000 ]

Error parsing wad.cfg, line 2:
Expected start of wadfile configuration, '{', got 'liquids.wad'
If you need help on usage of the wad.cfg file, be sure to check http://www.zhlt.info/using-wad.cfg.html that came in the zip file with these tools.
Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]
[timecounter.wad]
[cs_assault.wad]
[cstrike.WAD]
[de_vegas.wad]
[decals.wad]
[halflife.wad]
[liquids.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(0.02 seconds)
SetModelCenters:
(0.01 seconds)
CSGBrush:
(0.05 seconds)



danke fur ihre hilfe

karli

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001
09.08.2011, 19:07
KarLi



Quellcode:Object names  Objects/Maxobjs  Memory / Maxmem  Fullness
------------  ---------------  ---------------  --------
models              0/400            0/25600    ( 0.0%)
planes           1096/32768      21920/655360   ( 3.3%)
vertexes            0/65535          0/786420   ( 0.0%)
nodes               0/32767          0/786408   ( 0.0%)
texinfos           47/32767       1880/1310680  ( 0.1%)
faces               0/65535          0/1310700  ( 0.0%)
clipnodes           0/32767          0/262136   ( 0.0%)
leaves              0/8192           0/229376   ( 0.0%)
marksurfaces        0/65535          0/131070   ( 0.0%)
surfedges           0/512000         0/2048000  ( 0.0%)
edges               0/256000         0/1024000  ( 0.0%)
texdata          [variable]          0/8388608  ( 0.0%)
lightdata        [variable]          0/6291456  ( 0.0%)
visdata          [variable]          0/2097152  ( 0.0%)
entdata          [variable]          0/524288   ( 0.0%)
0 textures referenced
=== Total BSP file data space used: 23800 bytes ===

Including Wadfile: \program files\valve hammer editor\wads\cs_assault.wad
- Contains 0 used textures, 0.00 percent of map (22 textures in wad)
Including Wadfile: \program files\valve hammer editor\wads\cstrike.wad
- Contains 0 used textures, 0.00 percent of map (123 textures in wad)
Including Wadfile: \program files\valve hammer editor\wads\de_vegas.wad
- Contains 3 used textures, 17.65 percent of map (101 textures in wad)
Including Wadfile: \program files\valve hammer editor\wads\decals.wad
- Contains 1 used texture, 5.88 percent of map (223 textures in wad)
Including Wadfile: \program files\valve hammer editor\wads\halflife.wad
- Contains 12 used textures, 70.59 percent of map (3116 textures in wad)
Including Wadfile: \program files\valve hammer editor\wads\liquids.wad
- Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Including Wadfile: \program files\cs 1.6 alles\wads\timecounter.wad
- Contains 1 used texture, 5.88 percent of map (17 textures in wad)

added 1 additional animating textures.
Texture usage is at 0.35 mb (of 8.00 mb MAX)
0.64 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:\Program Files\ZLHS\hlbsp.exe"-chart -estimate -texdata 8192 -lightdata 6144 "C:\Program Files\cs 1.6 alles\TestedMap"

Current hlbsp Settings
Name               |  Setting  |  Default
-------------------|-----------|-------------------------
threads             [       4 ] [  Varies ]
verbose             [     off ] [     off ]
log                 [      on ] [      on ]
developer           [       0 ] [       0 ]
chart               [      on ] [     off ]
estimate            [      on ] [     off ]
max texture memory  [ 8388608 ] [ 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] 211 (0.01 seconds)
BSP generation successful, writing portal file 'C:\Program Files\cs 1.6 alles\TestedMap.prt'
SolidBSP [hull 1] 240 (0.01 seconds)
SolidBSP [hull 2] 215 (0.01 seconds)
SolidBSP [hull 3] 234 (0.01 seconds)

Object names  Objects/Maxobjs  Memory / Maxmem  Fullness
------------  ---------------  ---------------  --------
models              3/400          192/25600    ( 0.8%)
planes            374/32768       7480/655360   ( 1.1%)
vertexes          797/65535       9564/786420   ( 1.2%)
nodes             180/32767       4320/786408   ( 0.5%)
texinfos           47/32767       1880/1310680  ( 0.1%)
faces             646/65535      12920/1310700  ( 1.0%)
clipnodes         613/32767       4904/262136   ( 1.9%)
leaves            110/8192        3080/229376   ( 1.3%)
marksurfaces      810/65535       1620/131070   ( 1.2%)
surfedges        2822/512000     11288/2048000  ( 0.6%)
edges            1428/256000      5712/1024000  ( 0.6%)
texdata          [variable]     370332/8388608  ( 4.4%)
lightdata        [variable]          0/6291456  ( 0.0%)
visdata          [variable]          0/2097152  ( 0.0%)
entdata          [variable]       3871/524288   ( 0.7%)
18 textures referenced
=== Total BSP file data space used: 437163 bytes ===
0.12 seconds elapsed

--

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002
09.08.2011, 19:10
KarLi



Quellcode:-----   END   hlbsp ----

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:\Program Files\ZLHS\hlrad.exe"-extra -sparse -bounce 15 -dscale 1.0 -smooth 180.0 -falloff 2 -chart -estimate -texdata 8192 -lightdata 6144 -lights "D:\Users\spartak\Desktop\FILES Unknown\cs cs#\Zoner's Half-Life Tools 3.4 Final 32 bit (ZHLT)\lights.rad""C:\Program Files\cs 1.6 alles\TestedMap"

-= Current hlrad Settings =-
Name                | Setting             | Default
--------------------|---------------------|-------------------------
threads              [                 4 ] [            Varies ]
verbose              [               off ] [               off ]
log                  [                on ] [                on ]
developer            [                 0 ] [                 0 ]
chart                [                on ] [               off ]
estimate             [                on ] [               off ]
max texture memory   [           8388608 ] [           4194304 ]
max lighting memory  [           6291456 ] [           6291456 ]
priority             [            Normal ] [            Normal ]

vismatrix algorithm  [            Sparse ] [          Original ]
oversampling (-extra)[                on ] [               off ]
bounces              [                15 ] [                 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  [           180.000 ] [            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 ]

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003
09.08.2011, 19:10
KarLi



Quellcode:[Reading texlights from 'C:\Program Files\ZLHS\lights.rad']
[59 texlights parsed from 'C:\Program Files\ZLHS\lights.rad']

[Reading texlights from 'D:\Users\spartak\Desktop\FILES Unknown\cs cs#\Zoner's Half-Life Tools 3.4 Final 32 bit (ZHLT)\lights.rad']
Warning: Redundant '+0~WHITE' def in 'C:\Program Files\ZLHS\lights.rad' AND 'D:\Users\spartak\Desktop\FILES Unknown\cs cs#\Zoner's Half-Life Tools 3.4 Final 32 bit (ZHLT)\lights.rad'!'D:\Users\spartak\Desktop\FILES Unknown\cs cs#\Zoner's Half-Life Tools 3.4 Final 32 bit (ZHLT)\lights.rad'!
[59 texlights parsed from 'D:\Users\spartak\Desktop\FILES Unknown\cs cs#\Zoner's Half-Life Tools 3.4 Final 32 bit (ZHLT)\lights.rad']

Warning: No vis information, direct lighting only.
646 faces
Create Patches : 6689 base patches
0 opaque faces
111884 square feet [16111337.00 square inches]
6 direct lights

BuildFacelights:
(0.47 seconds)
FinalLightFace:
(0.10 seconds)

Object names  Objects/Maxobjs  Memory / Maxmem  Fullness
------------  ---------------  ---------------  --------
models              3/400          192/25600    ( 0.8%)
planes            374/32768       7480/655360   ( 1.1%)
vertexes          797/65535       9564/786420   ( 1.2%)
nodes             180/32767       4320/786408   ( 0.5%)
texinfos           47/32767       1880/1310680  ( 0.1%)
faces             646/65535      12920/1310700  ( 1.0%)
clipnodes         613/32767       4904/262136   ( 1.9%)
leaves            110/8192        3080/229376   ( 1.3%)
marksurfaces      810/65535       1620/131070   ( 1.2%)
surfedges        2822/512000     11288/2048000  ( 0.6%)
edges            1428/256000      5712/1024000  ( 0.6%)
texdata          [variable]     370332/8388608  ( 4.4%)
lightdata        [variable]     242553/6291456  ( 3.9%)
visdata          [variable]          0/2097152  ( 0.0%)
entdata          [variable]       3871/524288   ( 0.7%)
18 textures referenced
=== Total BSP file data space used: 679716 bytes ===
0.68 seconds elapsed
-----   END   hlrad -----

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004
09.08.2011, 23:40
manionsen



Zitat:
Warning: No vis information, direct lighting only.
Führe zunächst alle Compieltools aus. Wie es scheint hast du VIS vergessen.
Die Compilerreihenfolge lautet:
hlcsg
hlbsp
hlvis
hlrad

bei dir folgt rad direkt nach bsp

____
Der fehler mit den Wads ist der, dass du die wadcfgfile falsch erstellt hast.
Wie du den Fehler behebst, wird sogar im log verraten, nämlich so:
http://zhlt.info/using-wad.cfg.html

Zitat:
-wadcfgfile "C:\Program Files\cs 1.6 alles"-wadinclude timecounter.wad -wadinclude cs_assault.wad -wadinclude cstrike.WAD -wadinclude de_vegas.wad -wadinclude decals.wad -wadinclude halflife.wad -wadinclude liquids.wad
das ist eh doppelt gemoppelt. du includest die wad's einmal per wadcfg und einmal per wadinclude? oder sind da unterschiedliche drinne? wenn es die gleichen sind, lasse entweder die wadcfgfile oder die wadincludes weg.

____

Zitat:
Warning: Redundant '+0~WHITE' def in 'C:\Program Files\ZLHS\lights.rad' AND 'D:\Users\spartak\Desktop\FILES Unknown\cs cs#\Zoner's Half-Life Tools 3.4 Final 32 bit (ZHLT)\lights.rad'!
Du benutzt anscheinend 2 verschiedene angaben für das texlight in den beiden rad-dateien. überprüfe das bitte, passe beide an oder lösche den falschen eintrag.

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Dieser Beitrag wurde am 09.08.2011 um 23:48 von manionsen bearbeitet.
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005
10.08.2011, 00:44
KarLi



ich benutze kein VIS zurzeit weil ich den map will ich nur probieren.

also wenn ich VIS benutze dann krieg ich durch compiler hlvis.exe crash stopped working.

und mit wad.. ich krieg es garn nichts.. ich verstehe nicht
ich habe geschrieben im wad.cfg
Quellcode:cs_Assault.wad
cstrike.WAD
de_vegas.wad
decals.wad
halflife.wad
liquids.wad
timecounter.wad
zhlt.wad
was brauch ich noch;/

immer krieg ich
Quellcode:Error parsing wad.cfg, line 2:
Expected start of wadfile configuration, '{', got 'cstrike.WAD'
If you need help on usage of the wad.cfg file, be sure to check http://www.zhlt.info/using-wad.cfg.html that came in the zip file with these tools.
Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]
[timecounter.wad]
[cs_assault.wad]
[cstrike.WAD]
[de_vegas.wad]
[decals.wad]
[halflife.wad]
[liquids.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(0.02 seconds)
SetModelCenters:
(0.01 seconds)
CSGBrush:
(0.06 seconds)

Object names  Objects/Maxobjs  Memory / Maxmem  Fullness
------------  ---------------  ---------------  --------
models              0/400            0/25600    ( 0.0%)
planes           1096/32768      21920/655360   ( 3.3%)
vertexes            0/65535          0/786420   ( 0.0%)
nodes               0/32767          0/786408   ( 0.0%)
texinfos           47/32767       1880/1310680  ( 0.1%)
faces               0/65535          0/1310700  ( 0.0%)
clipnodes           0/32767          0/262136   ( 0.0%)
leaves              0/8192           0/229376   ( 0.0%)
marksurfaces        0/65535          0/131070   ( 0.0%)
surfedges           0/512000         0/2048000  ( 0.0%)
edges               0/256000         0/1024000  ( 0.0%)
texdata          [variable]          0/8388608  ( 0.0%)
lightdata        [variable]          0/6291456  ( 0.0%)
visdata          [variable]          0/2097152  ( 0.0%)
entdata          [variable]          0/524288   ( 0.0%)
0 textures referenced
=== Total BSP file data space used: 23800 bytes ===

Including Wadfile: \program files\valve hammer editor\wads\cs_assault.wad
- Contains 0 used textures, 0.00 percent of map (22 textures in wad)
Including Wadfile: \program files\valve hammer editor\wads\cstrike.wad
- Contains 0 used textures, 0.00 percent of map (123 textures in wad)
Including Wadfile: \program files\valve hammer editor\wads\de_vegas.wad
- Contains 3 used textures, 17.65 percent of map (101 textures in wad)
Including Wadfile: \program files\valve hammer editor\wads\decals.wad
- Contains 1 used texture, 5.88 percent of map (223 textures in wad)
Including Wadfile: \program files\valve hammer editor\wads\halflife.wad
- Contains 12 used textures, 70.59 percent of map (3116 textures in wad)
Including Wadfile: \program files\valve hammer editor\wads\liquids.wad
- Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Including Wadfile: \program files\cs 1.6 alles\wads\timecounter.wad
- Contains 1 used texture, 5.88 percent of map (17 textures in wad)
also mit warning redundant error habe ich geloscht und geht es gut jetzt danke.

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006
10.08.2011, 03:17
manionsen



Zitat:
ich benutze kein VIS zurzeit weil ich den map will ich nur probieren.
Das macht überhaupt keinen Sinn. Kompiliere mit vis -fast, nimm bei rad -extra raus. Und -sparse bringt dir ohne vising auch gar nichts.

wegen des Fehlers der wadconfog:
deswegen hab ich dir den link dazugeschrieben, der auch schon im log steht. du hälst die syntax der wadcfgfile nicht ein.

Quellcode:NAME_DER_KONFIGURATION
{
cs_Assault.wad
cstrike.WAD
de_vegas.wad
decals.wad
halflife.wad
liquids.wad
timecounter.wad
zhlt.wad
}
so wäre es richtig mit der wadcfgfile.

und dein csg-befehl lautet dann nicht:
Quellcode:-wadconfig wad.cfg -wadcfgfile "C:\Program Files\cs 1.6 alles" csg nimmt NUR wad.cfg, also brauchst du keinen Pfad zu spezifizieren.
du bestimmst, welche config er nehmen soll, also in dem Beispiel von oben
Quellcode:-wadconfig NAME_DER_KONFIGURATION

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Dieser Beitrag wurde am 10.08.2011 um 03:24 von manionsen bearbeitet.
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007
10.08.2011, 05:13
KarLi



Hallo,
endlich habe ich den problem mit .wads repariert ich denke..
bitte schau auf die SS
Hier:
http://i25.lulzimg.com/56332f.png

Log:
http://i25.lulzimg.com/2e85e6.png

danke...
also hier krieg ich naechste 2 probleme :

1e error wenn kompiliere
http://i25.lulzimg.com/c52904.png

2e error wenn kompiliere
http://i25.lulzimg.com/5421eb.png

viele viele danke , und ich hoffe dass du ne idea hast auf die reste probleme.

karli

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008
10.08.2011, 14:15
manionsen



Dass VIS manchmal anzeigt, es würde nicht funktionieren, kann schonmal vorkommen. einfach mal kurz warten, das geht in 99% der fälle nach wenigen minuten weg.

Das zweite scheint ein Fehler des Batchcompiler zu sein und nicht der Compiler. Führst du ihn als Admin aus? hast du vllt bei den kopiervorgängen die im compilefenster angezeigt werden keine berechtigungen? hast du gesagt, er solle die map direkt nach dem compilen starten und du hast den falschen pfad angegeben?

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009
22.12.2011, 20:31
KarLi



hey hab alle meine problem gefixt .. danke manionsen :D

hier ist meine 1e map

http://cosy-climbing.net/maps.php?id.2480

danke anyway war alles einfach .

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