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Autor Beitrag
000
27.01.2006, 15:48
Marley



Tio,

Die map die ich nochmal überarbeiten wollte, war eigentlich fertig nur, dass ich ein anderes Banner reinbauen wollte. Ich habe das alte gelöscht aber da ich es vergessen hatte noch kein neues rein und einfach compiliert. Was raus kam, ist, dass er jetzt sagt, dass ich eine Textur verbaut habe, die über 256x256 groß ist. Ich habe aber jetzt keine Spielfremden texturen in der map wenn überhaut habe ich durch das löschen meines banners die einzige zu große textur entfernt. Jetzt stürzt CS ab, sobalt er die map fertig geladen hat.

Log:

hlcsg v3.3 rel 3.3 prerelease (Oct 9 2005)
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\PROGRA~1\VALVEH~1\tools\hlcsg.exe C:\Programme\Games\Valve\cstrike\maps\aim_Nuclearzone
Entering C:\Programme\Games\Valve\cstrike\maps\aim_Nuclearzone.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:
(0.39 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.95 seconds)

Using Wadfile: \programme\games\valve\cstrike\cstraining.wad
- Contains 0 used textures, 0.00 percent of map (24 textures in wad)
Using Wadfile: \programme\games\valve\valve\allesineinem.wad
- Contains 141 used textures, 100.00 percent of map (3370 textures in wad)
Including Wadfile: \programme\games\valve\valve\zhlt.wad
- Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: \programme\games\valve\cstrike\cs_747.wad
- Contains 0 used textures, 0.00 percent of map (143 textures in wad)
Using Wadfile: \programme\games\valve\cstrike\de_aztec.wad
- Warning: Larger than expected texture (348972 bytes): 'SPECIAL_THANKS'
- Warning: Larger than expected texture (348972 bytes): 'THANKS'
- Contains 0 used textures, 0.00 percent of map (24 textures in wad)
Using Wadfile: \programme\games\valve\cstrike\tswad.wad
- Contains 0 used textures, 0.00 percent of map (29 textures in wad)
Using Wadfile: \programme\games\valve\cstrike\cs_cbble.wad
- Contains 0 used textures, 0.00 percent of map (61 textures in wad)

added 22 additional animating textures.
Texture usage is at 2.49 mb (of 4.00 mb MAX)
3.03 seconds elapsed

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

hlbsp v3.3 rel 3.3 prerelease (Oct 9 2005)
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\PROGRA~1\VALVEH~1\tools\hlbsp.exe C:\Programme\Games\Valve\cstrike\maps\aim_Nuclearzone

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...1121 (0.17 seconds)
BSP generation successful, writing portal file 'C:\Programme\Games\Valve\cstrike\maps\aim_Nuclearzone.prt'
SolidBSP [hull 1] 500...978 (0.16 seconds)
SolidBSP [hull 2] 500...881 (0.08 seconds)
SolidBSP [hull 3] 500...1000...1066 (0.16 seconds)
1.70 seconds elapsed

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

hlvis v3.3 rel 3.3 prerelease (Oct 9 2005)
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\PROGRA~1\VALVEH~1\tools\hlvis.exe C:\Programme\Games\Valve\cstrike\maps\aim_Nuclearzone
582 portalleafs
1820 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:
(2.73 seconds)
LeafThread:
(48.63 seconds)
average leafs visible: 149
g_visdatasize:24082 compressed from 42486
51.45 seconds elapsed

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

hlrad v3.3 rel 3.3 prerelease (Oct 9 2005)
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\PROGRA~1\VALVEH~1\tools\hlrad.exe -extra C:\Programme\Games\Valve\cstrike\maps\aim_Nuclearzone

-= 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 'C:\PROGRA~1\PROGRA~1\VALVEH~1\tools\lights.rad']
[59 texlights parsed from 'C:\PROGRA~1\PROGRA~1\VALVEH~1\tools\lights.rad']

2890 faces
Create Patches : 20038 base patches
0 opaque faces
208135 square feet [29971552.00 square inches]
56 direct lights

BuildFacelights:
(42.06 seconds)
visibility matrix : 23.9 megs
BuildVisLeafs:
(109.16 seconds)
MakeScales:
(74.80 seconds)
SwapTransfers:
(55.77 seconds)
Transfer Lists : 36549752 : 36.55M transfers
Indices : 16398656 : 15.64M bytes
Data : 146199008 : 139.43M bytes
GatherLight:
(9.28 seconds)
FinalLightFace:
(2.50 seconds)
294.55 seconds elapsed [4m 54s]

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

wenn mir jemand sagen könnte, warum dem so ist wärs nett.

--

Wer mit künstlicher Intelligenz arbeitet, muß auch mit natürlicher Dummheit rechnen.

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001
27.01.2006, 17:52
Andy



Hast du eine ganze Wad entfernt? Wen ja solltest du nach dem du die Texturen/Wad´s entfernt hasst die Map speichern und wieder öffnen.
Ich weis nicht ob das was hilft aber ich hatte ein änliches Problem.

--

[ThW-Code] [es gibt eine editierfunktion!(dp)][Eisregen]
zensieren kann uebrigens nur ein staat, wir haben da noch probleme mit der anerkennung "dp"
Fr?her war alles nur gut heute ist alles besser doch manchmal w?re es besser wenn wieder alles nur gut w?re.

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