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Autor Beitrag
000
04.11.2006, 20:49
Gunny Deadeye



Ich habe folgendes Problem:
Mitten im Level steht eine unsichtbare Wand die da nicht sein sollte. Im Hammer ist die Wand nicht eingezeichnet. Jedenfalls blockt sie von einer Seite die Strasse ab, von der anderen, kann man schräg drüber laufen.

Zwar hat die Map einen Fehler (funk_wall ist empty), aber wenn ich zum Fehler gehen will, ist da nichts, auch befindet sich der Fehler an einer ganz anderen Stelle auf der Map, und scheint nichts zu bewirken.

Hat wer eine Lösung?

Hier mal das Compilelog, ist aber fehlerfrei:
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: H:\DODMAP~1\Hammer\tools\hlcsg.exe "h:\dod mapping\hammer\maps\neu1"-nowadtextures
Entering h:\dod mapping\hammer\maps\neu1.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 [ 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 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

5 brushes (totalling 30 sides) discarded from clipping hulls
CreateBrush:
(2.64 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(4.78 seconds)

Using Wadfile: \wad\dod_avalanche.wad
- Contains 14 used textures, 20.00 percent of map (109 textures in wad)
Using Wadfile: \wad\decals.wad
- Contains 0 used textures, 0.00 percent of map (238 textures in wad)
Using Wadfile: \wad\dod_dayofdays.wad
- Contains 5 used textures, 7.14 percent of map (39 textures in wad)
Using Wadfile: \wad\nbb.wad
- Contains 7 used textures, 10.00 percent of map (179 textures in wad)
Using Wadfile: \wad\lederhose.wad
- Contains 1 used texture, 1.43 percent of map (2 textures in wad)
Using Wadfile: \wad\hlbasics.wad
- Contains 4 used textures, 5.71 percent of map (21 textures in wad)
Using Wadfile: \wad\liquids.wad
- Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: \wad\dod_advance.wad
- Contains 13 used textures, 18.57 percent of map (76 textures in wad)
Using Wadfile: \wad\dod_kraftstoff.wad
- Contains 22 used textures, 31.43 percent of map (70 textures in wad)
Using Wadfile: \wad\dod_northbound.wad
- Contains 4 used textures, 5.71 percent of map (73 textures in wad)
Using Wadfile: \valve\steam\steamapps\gunnydeadeye\day of defeat\dod_german\dod_advance.wad
- Contains 0 used textures, 0.00 percent of map (76 textures in wad)

Warning: More than 8 wadfiles are in use. (11)
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.

Texture usage is at 3.44 mb (of 4.00 mb MAX)
7.86 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: H:\DODMAP~1\Hammer\tools\hlbsp.exe "h:\dod mapping\hammer\maps\neu1"

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...2000...2500...3000...3175 (0.64 seconds)
BSP generation successful, writing portal file 'h:\dod mapping\hammer\maps\neu1.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3262 (1.06 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2500...2673 (0.80 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3312 (1.23 seconds)
8.28 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: H:\DODMAP~1\Hammer\tools\hlvis.exe "h:\dod mapping\hammer\maps\neu1"-full
1596 portalleafs
5055 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:
(8.38 seconds)
LeafThread:
(1605.36 seconds)
average leafs visible: 261
g_visdatasize:154786 compressed from 319200
1613.97 seconds elapsed [26m 53s]

----- 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: H:\DODMAP~1\Hammer\tools\hlrad.exe "h:\dod mapping\hammer\maps\neu1"-extra

-= 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)[ on ] [ 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 'H:\DODMAP~1\Hammer\tools\lights.rad']
[59 texlights parsed from 'H:\DODMAP~1\Hammer\tools\lights.rad']

6454 faces
Create Patches : 29582 base patches
0 opaque faces
250810 square feet [36116704.00 square inches]
5 direct lights

BuildFacelights:
(231.34 seconds)
visibility matrix : 52.2 megs
BuildVisLeafs:
(110.36 seconds)
MakeScales:
(63.94 seconds)
SwapTransfers:
(9.70 seconds)
Transfer Lists : 20115466 : 20.12M transfers
Indices : 13624616 : 12.99M bytes
Data : 80461864 : 76.73M bytes
GatherLight:
(3.97 seconds)
FinalLightFace:
(2.41 seconds)
423.06 seconds elapsed [7m 3s]

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

--

Wie poste ich falsch?
Nachdem ich GOOGLE, die FAQs und die BOARDSUCHE erfolgreich ignoriert habe, erstelle ich ZWEI BIS FÜNF neu Themen, in den FALSCHEN UNTERFOREN, mit KREATIVEN TITELN und undeutlichem TEXT, unterdem sich jeder etwas anderes vorstellen kann.

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001
05.11.2006, 11:27
Richman
Moderator


So wie du deinen Fehler beschreibst, klingt es ganz nach einem invaliden Brush. Dieser wird von den Compilern während des Kompilierens irgendwie korrigiert und wird dann noch invalider als er bereits ist, wodurch dann dieser merkwürdige Clipping-Fehler auftritt.

Und was dein leeres Entity betrifft. Wenn du mit GoTo zum Fehler gehst, siehst du zwar nichts, aber wenn du unten in der Statusleiste auf die grösse des makrierten Objekts siehst, wirst du erkennen, das etwas markiert ist, was eigentlich gar nicht existieren dürfe. Also lösch es einfach, und du bist dein Problem los.

--

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

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002
05.11.2006, 13:42
Gunny Deadeye



Super. Habs noch 2 mal compiled, nu ist er weg. Ich schätze mal, das war eine Art "Echo" von irgend einem Brush...
Danke für die rasche Hilfe!:)

--

Wie poste ich falsch?
Nachdem ich GOOGLE, die FAQs und die BOARDSUCHE erfolgreich ignoriert habe, erstelle ich ZWEI BIS FÜNF neu Themen, in den FALSCHEN UNTERFOREN, mit KREATIVEN TITELN und undeutlichem TEXT, unterdem sich jeder etwas anderes vorstellen kann.

zum Seitenanfang zum Seitenende Profil || Suche