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Hi! Jo, ich vermute sowas in der Art. Vielleicht sehe ich auch den Wald vor lauter Bäumen nicht :D
Build Progs C:\games\Counter-Strike\cstrike.exe
(Rest: Pfade zu den compilern)
Game Configur.: GDF C:\Programme\Worldcraft\halflife-DOD2-expert.fgd
GAME EXE C:\games\Counter-Strike
MOD-DIR C:\games\Counter-Strike\dod
GAME DIR C:\games\Counter-Strike\valve
RMF DIR C:\Programme\WorldCraft\maps
Wie gesagt, die Map ist fehlerlos kompiliert.
Aber, schaut selber:)
hlcsg v2.5.3 rel (May 2 2001) Based on Valve's version, modified with permission. Submit detailed bug reports to (zoner@gearboxsoftware.com) ----- BEGIN hlcsg ----- Command line: c:\Programme\WorldCraft\hlcsg.exe -high -texdata 8192 -nowadtextures c:\programme\worldcraft\maps\aaa
-= 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 [ 8388608 ] [ 4194304 ] priority [ High ] [ Normal ]
noclip [ off ] [ off ] onlyents [ off ] [ off ] wadtextures [ off ] [ on ] skyclip [ on ] [ on ] hullfile [ None ] [ None ] min surface area [ 0.500 ] [ 0.500 ] brush union threshold [ 0.000 ] [ 0.000 ]
Wadinclude list : [zhlt.wad]
entering c:\programme\worldcraft\maps\aaa.map CreateBrush: (0.00 seconds) SetModelCenters: (0.00 seconds) CSGBrush: (0.05 seconds) Using WAD File: \games\counter-strike\dod\decals.wad Using WAD File: \games\counter-strike\dod\dod_avalanche.wad Using WAD File: \games\counter-strike\dod\zaf.wad Using WAD File: \games\counter-strike\dod\rame.wad Using WAD File: \games\counter-strike\dod\over.wad Texture usage is at 0.17 mb (of 8.00 mb MAX) 0.17 seconds elapsed
----- END hlcsg -----
hlbsp v2.5.3 rel (May 2 2001) Based on Valve's version, modified with permission. Submit detailed bug reports to (zoner@gearboxsoftware.com) ----- BEGIN hlbsp ----- Command line: c:\Programme\WorldCraft\hlbsp.exe -high -texdata 8192 c:\programme\worldcraft\maps\aaa
-= 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 [ 8388608 ] [ 4194304 ] priority [ High ] [ Normal ]
noclip [ off ] [ off ] nofill [ off ] [ off ] notjunc [ off ] [ off ] subdivide size [ 240 ] [ 240 ] (Min 64) (Max 240) max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)
BSP generation successful, writing portal file 'c:\programme\worldcraft\maps\aaa.prt' 0.11 seconds elapsed
----- END hlbsp -----
hlvis v2.5.3 rel (May 2 2001) Based on Valve's version, modified with permission. Submit detailed bug reports to (zoner@gearboxsoftware.com) ----- BEGIN hlvis ----- Command line: c:\Programme\WorldCraft\hlvis.exe -high -texdata 8192 -full c:\programme\worldcraft\maps\aaa
-= 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 [ 8388608 ] [ 4194304 ] priority [ High ] [ Normal ]
fast vis [ off ] [ off ] full vis [ on ] [ off ]
12 portalleafs 23 numportals BasePortalVis: (0.00 seconds) LeafThread: (0.00 seconds) average leafs visible: 6 g_visdatasize:48 compressed from 24 0.00 seconds elapsed
----- END hlvis -----
hlrad v2.5.3 rel (May 2 2001) Based on Valve's version, modified with permission. Submit detailed bug reports to (zoner@gearboxsoftware.com) ----- BEGIN hlrad ----- Command line: "c:\Programme\WorldCraft\hlrad.exe "-high -texdata 8192 -extra -bounce 4 c:\programme\worldcraft\maps\aaa
-= 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 [ 8388608 ] [ 4194304 ] priority [ High ] [ Normal ]
vismatrix algorithm [ Original ] [ Original ] oversampling (-extra)[ on ] [ off ] bounces [ 4 ] [ 1 ] ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ] maximum light [ 256.000 ] [ 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 ] global gamma amount [ 0.500 ] [ 0.500 ] global sky diffusion [ 1.000 ] [ 1.000 ]
opaque entities [ on ] [ on ] sky lighting fix [ on ] [ on ] incremental [ off ] [ off ] dump [ off ] [ off ]
[Reading texlights from 'C:\PROGRAMME\WORLDCRAFT\lights.rad'] [6 texlights parsed from 'C:\PROGRAMME\WORLDCRAFT\lights.rad']
78 faces Create Patches : 526 base patches 0 opaque faces 8074 square feet [1162656.00 square inches] 1 direct lights
BuildFacelights: (5.87 seconds) visibility matrix : 0.0 megs BuildVisLeafs: (0.11 seconds) MakeScales: (0.06 seconds) SwapTransfers: (0.00 seconds) Transfer Lists : 112034 transfers Indices : 12020 bytes Data : 448136 bytes GatherLight: (0.00 seconds) GatherLight: (0.05 seconds) GatherLight: (0.00 seconds) GatherLight: (0.00 seconds) FinalLightFace: (0.16 seconds) 7.36 seconds elapsed
----- END hlrad -----
MfG Pokefox
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