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Autor Beitrag
000
08.07.2007, 22:53
Tweaking



Hallo zusammen,ich habe volgendes Problem.. wie auf Bild eins zu sehen,fehlen an manchen Stellen meiner Tonnen Texturen(16Seiten-Tonne).Übrigens rot umrahmt.
Und auf Bild zwei,sind die Tonnen falsch compiliert(?).Im Game sieht es wie auf dem Bild aus,aber im hammer sind die Tonnen so,wie das rote zu sehen.Das sieht natürlich ein wenig bescheiden aus!Wisst ihr abhilfe zu den problemen?Achja,ich benutze die neusten ZHLT Compile Programme.

http://img230.imageshack.us/my.php?image=tonnetexfehlrd0.jpg
http://img469.imageshack.us/my.php?image=tonneschraegte5.jpg

PS:Das Öl,ist noch ein wenig hell,und läuft zu sehr rum,sieht bisschen unrealistisch aus.

Mit freundlichen Grüßen,Tweak.

--

Niveau ist keine Creme!...


Dieser Beitrag wurde am 08.07.2007 um 22:56 von Tweaking bearbeitet.
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001
08.07.2007, 23:04
Tweaking



EDIT: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: G:\PROGRA~1\VALVEH~1\tools\hlcsg.exe "C:\Dokumente und Einstellungen\Administrator\Desktop\Neuer Ordner\AFG"
Entering C:\Dokumente und Einstellungen\Administrator\Desktop\Neuer Ordner\AFG.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]

6 brushes (totalling 48 sides) discarded from clipping hulls
CreateBrush:
(2.36 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(3.09 seconds)

Using Wadfile: \programme\neuer ordner\itsitaly.wad
- Contains 2 used textures, 4.76 percent of map (99 textures in wad)
Using Wadfile: \programme\neuer ordner\cstraining.wad
- Contains 0 used textures, 0.00 percent of map (24 textures in wad)
Using Wadfile: \programme\neuer ordner\cstrike.wad
- Contains 1 used texture, 2.38 percent of map (123 textures in wad)
Using Wadfile: \programme\neuer ordner\decals.wad
- Contains 0 used textures, 0.00 percent of map (225 textures in wad)
Using Wadfile: \programme\neuer ordner\cs_dust.wad
- Contains 0 used textures, 0.00 percent of map (28 textures in wad)
Using Wadfile: \programme\neuer ordner\cs_cbble.wad
- Contains 0 used textures, 0.00 percent of map (61 textures in wad)
Using Wadfile: \programme\neuer ordner\cs_office.wad
- Contains 0 used textures, 0.00 percent of map (102 textures in wad)
Using Wadfile: \programme\neuer ordner\cs_assault.wad
- Contains 0 used textures, 0.00 percent of map (22 textures in wad)
Using Wadfile: \programme\neuer ordner\n0th1ng.wad
- Contains 0 used textures, 0.00 percent of map (8 textures in wad)
Using Wadfile: \programme\neuer ordner\chateau.wad
- Contains 9 used textures, 21.43 percent of map (136 textures in wad)
Using Wadfile: \programme\neuer ordner\torntextures.wad
- Warning: Larger than expected texture (240172 bytes): 'TK_STONEWALLHI'
- Warning: Larger than expected texture (306812 bytes): 'TK_CLAYROOF'
- Warning: Larger than expected texture (272812 bytes): '{TK_PLANTLG'
- Warning: Larger than expected texture (327212 bytes): '{TK_PLANTSM'
- Warning: Larger than expected texture (235412 bytes): 'TK_TORNMAP'
- Contains 2 used textures, 4.76 percent of map (162 textures in wad)
Using Wadfile: \programme\neuer ordner\de_airstrip.wad
- Contains 3 used textures, 7.14 percent of map (69 textures in wad)
Using Wadfile: \programme\neuer ordner\cs_bdog.wad
- Contains 1 used texture, 2.38 percent of map (132 textures in wad)
Using Wadfile: \programme\neuer ordner\cs_747.wad
- Contains 0 used textures, 0.00 percent of map (143 textures in wad)
Using Wadfile: \programme\neuer ordner\own.wad
- Contains 3 used textures, 7.14 percent of map (4 textures in wad)
Using Wadfile: \programme\neuer ordner\halflife.wad
- Contains 21 used textures, 50.00 percent of map (3116 textures in wad)

Warning: More than 8 wadfiles are in use. (16)
This may be harmless, and if no strange side effects are occurring, then
it can safely be ignored. However, if your map starts exhibiting strange
or obscure errors, consider this as suspect.

added 1 additional animating textures.
Texture usage is at 0.92 mb (of 4.00 mb MAX)
5.67 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: G:\PROGRA~1\VALVEH~1\tools\hlbsp.exe "C:\Dokumente und Einstellungen\Administrator\Desktop\Neuer Ordner\AFG"

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...1000...1500...1719 (1.06 seconds)
BSP generation successful, writing portal file 'C:\Dokumente und Einstellungen\Administrator\Desktop\Neuer Ordner\AFG.prt'
SolidBSP [hull 1] 500...1000...1445 (0.33 seconds)
SolidBSP [hull 2] 500...1000...1453 (0.31 seconds)
Warning: No entities exist in hull 2, no filling performed for this hull
SolidBSP [hull 3] 500...1000...1500...1828 (0.44 seconds)
4.72 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: G:\PROGRA~1\VALVEH~1\tools\hlvis.exe -fast "C:\Dokumente und Einstellungen\Administrator\Desktop\Neuer Ordner\AFG"
1107 portalleafs
4126 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 [ on ] [ off ]
full vis [ off ] [ off ]

BasePortalVis:
(15.95 seconds)
average leafs visible: 789
g_visdatasize:143389 compressed from 153873
16.09 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: G:\PROGRA~1\VALVEH~1\tools\hlrad.exe "C:\Dokumente und Einstellungen\Administrator\Desktop\Neuer Ordner\AFG"

-= 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 ]

[Reading texlights from 'G:\PROGRA~1\VALVEH~1\tools\lights.rad']
[59 texlights parsed from 'G:\PROGRA~1\VALVEH~1\tools\lights.rad']

4611 faces
Create Patches : 23394 base patches
0 opaque faces
168517 square feet [24266524.00 square inches]
1 direct lights

BuildFacelights:
(65.98 seconds)
visibility matrix : 32.6 megs
BuildVisLeafs:
(223.33 seconds)
MakeScales:
(81.75 seconds)
SwapTransfers:
(48.61 seconds)
Transfer Lists : 29148578 : 29.15M transfers
Indices : 19781020 : 18.86M bytes
Data : 116594312 : 111.19M bytes
GatherLight:
(6.22 seconds)
FinalLightFace:
(1.75 seconds)
428.98 seconds elapsed [7m 8s]

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

Sind sehr viele Wads,aber ich binde die Texturen eh in die BSP. ein,und hatte so auchnoch keine fehler bei so vielen Wads.Ich lasse mich aber auch gerne anderem belehren falls es zur Fehlerlösung beitragen kann!;o)

Musste neuen Post machen,Text war zu lang^^

--

Niveau ist keine Creme!...

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002
09.07.2007, 17:13
Richman
Moderator


Zitat:
Tweaking postete
Hoch damit,Fehler besteht noch :(
Threads pushen ist hier weder erlaubt noch gern gesehen. Kommt das noch mal vor, wirst du verwarnt!

Push-Post gelöscht.

--

Richman's Hazardous Course - Status: 100% !!!
www.richmans-maps.ch.vu - wieder online!

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