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000
04.09.2007, 19:33
Hammernoobs



Hallo Leute,
ich und mein kumpel wollen eine map für cs 1.6 zu erstellen. Anfags hat alles relativ gut funktioniert aber jetzt geht das packen nciht mehr.Wir haben natürlich den Hammer editor und verwenden zum kompilieren den ZHLT Compile Gui. Wir haben auch in wahnsinnig vielen Foren nachgelesen aber bisher konnte uns noch niemand wirklich helfen.Wir können unsere Map plötzlich nicht mehr packen da viele Fehler mit der Vertex vorkommen,obwohl wir das Vertexmanipulation Tool nicht verwenden.Als wir den fehler log ansahen und im Hammereditor den Fehler suchten waren alle Fehler bei Zylindern die wir mit dem Block Tool erstellt haben. Auch ein neu erstellen der Cylinder bringt rein garnichts.Wir schreiben grad sau viel aber wir würden uns nicht an euch wenden wenn wir nicht schon endlos das Internet durchwühlt hätten.

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001
04.09.2007, 19:37
Raziel



kommen beim drücken von alt+p im editor irgendwelche fehler?
ansonsten bitte noch das log posten

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002
04.09.2007, 19:43
Hammernoobs



nein leider nicht hab ich scho vesucht
LOG:

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 2 ] [ 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 ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
Error: Entity 0, Brush 1422, Side 5: has a coplanar plane at (90, 1176, -1208), texture CUWOODM
Error: Entity 0, Brush 1423, Side 5: has a coplanar plane at (-86, 1176, -1208), texture CUWOODM
Error: brush with coplanar faces
Description: The map has a problem which must be fixed
Howto Fix: Check the file ZHLTProblems.html for a detailed explanation of this problem

Error: Entity 0, Brush 1422, Side 8: has a coplanar plane at (88, 1174, -1208), texture CUWOODM
Error: Entity 0, Brush 1423, Side 8: has a coplanar plane at (-88, 1174, -1208), texture CUWOODM
Error: Entity 0, Brush 1422, Side 11: has a coplanar plane at (86, 1176, -1208), texture CUWOODM
Error: Entity 0, Brush 1423, Side 11: has a coplanar plane at (-90, 1176, -1208), texture CUWOODM
Error: Entity 0, Brush 1422, Side 13: has a coplanar plane at (87, 1178, -1208), texture CUWOODM
Error: Entity 0, Brush 1423, Side 13: has a coplanar plane at (-89, 1178, -1208), texture CUWOODM
Error: Entity 0, Brush 1425, Side 5: has a coplanar plane at (-86, 1234, -1007), texture TK_CEILING
Error: Entity 0, Brush 1426, Side 5: has a coplanar plane at (-86, 1118, -1007), texture TK_CEILING
Error: Entity 0, Brush 1425, Side 8: has a coplanar plane at (-88, 1232, -1007), texture TK_CEILING
Error: Entity 0, Brush 1426, Side 8: has a coplanar plane at (-88, 1116, -1007), texture TK_CEILING
Error: Entity 0, Brush 1425, Side 11: has a coplanar plane at (-90, 1234, -1007), texture TK_CEILING
Error: Entity 0, Brush 1426, Side 11: has a coplanar plane at (-90, 1118, -1007), texture TK_CEILING
Error: Entity 0, Brush 1425, Side 13: has a coplanar plane at (-89, 1236, -1007), texture TK_CEILING
Error: Entity 0, Brush 1426, Side 13: has a coplanar plane at (-89, 1120, -1007), texture TK_CEILING
Error: Entity 0, Brush 1427, Side 5: has a coplanar plane at (-28, 1176, -1007), texture TK_CEILING
Error: Entity 0, Brush 1428, Side 5: has a coplanar plane at (-144, 1176, -1007), texture TK_CEILING
Error: Entity 0, Brush 1427, Side 8: has a coplanar plane at (-30, 1174, -1007), texture TK_CEILING
Error: Entity 0, Brush 1428, Side 8: has a coplanar plane at (-146, 1174, -1007), texture TK_CEILING
Error: Entity 0, Brush 1427, Side 11: has a coplanar plane at (-32, 1176, -1007), texture TK_CEILING
Error: Entity 0, Brush 1428, Side 11: has a coplanar plane at (-148, 1176, -1007), texture TK_CEILING
Error: Entity 0, Brush 1427, Side 13: has a coplanar plane at (-31, 1178, -1007), texture TK_CEILING
Error: Entity 0, Brush 1428, Side 13: has a coplanar plane at (-147, 1178, -1007), texture TK_CEILING
Error: Entity 0, Brush 1429, Side 8: has a coplanar plane at (-128, 1134, -1007), texture TK_CEILING

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003
04.09.2007, 20:05
Hammernoobs



hoff des is des wichtigste hat ned mehr nei gepasst da hab ichs gekürzt^^

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004
04.09.2007, 20:22
Hammernoobs



soll ich noch mehr hinschreib oder erst morgen mit ner antwort rechnen sorry aber ich bin ungeduldig

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005
04.09.2007, 20:32
Wallproo



du bist ja frech...threadpushing...

naja, du kannst ja mal nach den Brushes suchen.
Die Nummern stehen ja im error dabei.
Ausserdem kannst du noch anhand der Koordinaten zum Brush kommen.
Irgendwas muss da vermurkst sein. ich habe kA mehr was der Fehler bedeutet, da ich schon lange nicht mehr für hl1 mappe und schon laaange nicht mehr einen Error hatte :P

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Zitat:
Agamemnon-Hellmapper postete:
Unsere Leute arbeiten nur dann, wenn Vollmond ist und der Jupiter in enger Konstellation zum Venus steht.

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006
04.09.2007, 20:35
Hammernoobs



naja ich hab ja schon des obkakt gesucht und es ist eig in odnung naja vielleicht kennt sich ja einer noch in hl1 aus und würde mir gerne helfen^^

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007
04.09.2007, 20:46
WareWolf



wieviele Seitenflächen haben denn diese Zylinder? Vielleicht sind es einfach nur zuviele und die Faces werden zu klein. Wenn ihr r_speeds faceschonend mappt, sollten 8 Flächen oder weniger sowieso genügen um gut auszusehen. Ansonsten fällt mir auch nicht mehr dazu ein..

--

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WW

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008
04.09.2007, 21:06
Hammernoobs



ja ka ich gleb acht ja denk scho jo sin ach hab nomma nachgeguckt

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Warum vermuten (fast) alle hinter meinen Fehlern immer Dummheit?

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009
04.09.2007, 22:26
Agamemnon-Hellmapper



Ich frag mich immer, wie man das da:

Description: The map has a problem which must be fixed
Howto Fix: Check the file ZHLTProblems.html for a detailed explanation of this problem

überlesen kann.

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010
05.09.2007, 13:32
Hammernoobs



ganz doof bin ich ach ned aber das fixen geht nur wenn der hammer editor fehler findet und diese dann automatisch durch fixen behebt. leider findet der hammer editor keine fehler

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011
05.09.2007, 13:34
Hammernoobs



vielleicht ja doch wo is die datei ich such se halt ma

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012
05.09.2007, 13:41
Hammernoobs



was hessten des ich kann englisch noch ned so gut^^
Common Mapping Problems & Compile Errors
plane with no normal
Example:
Entity 10, Brush 0, Side 4: plane with no normal
Entity 10, Brush 0, Side 5: plane with no normal

This error is always caused by vertex manipulation. A plane is defined by 3 unique coordinates. If any of the three coordinates are the same, then you don't really have a plane (its either a line or a point). There is no way to fix this error other than to delete the brush and recreate it completely.

This is most commonly caused by dragging a vertex ontop of another to destroy it for several vertexes of the same face. The resulting brush can even look correct, but the side which you have destroyed can still have a point or two defined for it. The proper way to remove a face is to use a clipper. If the object is simple (say converting a square to a wedge), then dragging an edge via the yellow control points to merge multiple vertexes at once will probably be safe.

brush with coplanar faces
Example:
Entity 10, Brush 0, Side 5: has a coplanar plane at (-753, -9, 251), texture CA1X_CON1B
Entity 10, Brush 0, Side 6: has a coplanar plane at (-753, -32, 251), texture CA1X_CON1B

This is always caused by vertex manipulation. Say you have a five sided object like the following diagram:

Moving the top point down to make the object into a square, will cause this error, as now 2 faces are on the same plane, which is not allowed:

To fix this problem, either move the vertex causing the coplanar warning to make the brush convex again, or move the rogue vertex onto one of its neighbors to destroy it.

brush 'outside world'
Example:
Entity 10, Brush 0: outside world(+/-4096): (-9000, -64, 216)-(9000,23,283)

There are a few cases that create the 'outside world' error. The first is an damaged brush, almost always created by a vertex manipulation gone wrong. The coordinates listed in the error are very important in diagnosing the error. If any of the coordinates are -9000 or 9000, then the brush is damaged, and most likely needs replacing completely. The second most common case is actually having a brush near or outside the edge of the allowable region for the world. The brushes are expanded slightly for some of the calculations during a compile, so brushes near the edge within 64 units will cause the error too. The cordon tool creates brushes automatically to box in the cordon region, and their brushes can sometimes be quite large, and also extend outside the world. This can be verified by opening up the .map created by an export with cordon enabled, and looking to see what brushes it made.

mixed face contents
Example:
Entity 0, Brush 12: mixed face contents
Texture ROCK_X1 and SKY
Entity 0, Brush 37: mixed face contents
Texture STEEL_9 and WATER7

In Halflife, brushes are required to have all faces be of the same type (solid, water, slime, sky, origin). Fortunately almost all textures are solid. If you put a water texture on one side of a brush which has dirt or steel textures for example, that would generate the error. The engine needs to know what is inside the brush, and it would be real confusing if different types could be put onto the same brush.

The fix is relatively simple. Simlpy find the offending brush, and then the faces with the inappropriate texture and change it. If a brush uses SKY, all sides must be sky. The same is true for CLIP, and ORIGIN textures as well. If you are careful it is possible to mix water textures (provided you don't accidently use a slime texture on the brush)

=== LEAK in hull 0 ===
Check out these tutorials:
http://halflife.gamedesign.net/resources/leaks.shtml
http://info.gamedesign.net/designtuts/Leak/Leak-1.htm
The leak messages starting with 2.4 were updated to replace the old 'LEAK LEAK LEAK' messages. The entity listed along with the error is just where the beginning of where the pointfile is created, and can be used to help find the start of the line. It always goes from inside towards the outside, from this position. Deleting this entity will usually just cause the leak to start somewhere else, without actually fixing it . . .

=== LEAK in hull 1 ===
=== LEAK in hull 2 ===
=== LEAK in hull 3 ===

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013
05.09.2007, 13:42
Hammernoobs



You can generally ignore these, but there is a possibility that part of the world somewhere will either be solid where it shouldn't, or vice versa.

Leaf portal saw into leaf
There is another fine tutorial here : http://www.gamedesign.net/quake2/tutorials/dewan_hint
Exceeded MAX_PATCHES
When hlrad runs, it takes all the visible faces in the game, and divides them into sections called patches. These patches are the textures used as the lightmaps for the world. There is a hard limit of 65535 patches that hlrad can deal with. By default, a 64x64 game unit chunk of space is the size of one patch. If the texture scaling (not texture size) is larger or smaller, it will directly affect the lightmap size as well. This means a texture with scale of 2, will have at best 1/4th as many patches as a texture with a scale of 1.

Putting a 'box' around the level to protect from leaks is the most commmon cause of this error, beyond excessively large maps. The box causes vis to keep the faces on the outside which would normally be thrown away. These faces are then required to have lightmaps. Worst case, is that putting a box around the level will usually cause an extra 40-80% more lightmaps to be created than necessary.

Barring having a box, the other cause is large maps. The fixes are varied but can only help so far. Using -chop values larger than the default 64 for hlrad will cause the lightmaps to be larger. However, for values larger than around 96 the lightmaps start looking bad, and will more prominently show the 'staircase' effect on shadows. Using a larger scale on large textures (dirt, rock walls, concrete) will help those large surfaces consume fewer lightmaps.

HLVIS is SLOW
For most well designed maps, vis should have a worst case run time of about 45 minutes on a single p2-300 class computer. If it is taking longer, then the map probably needs work to add vis blockers. Several things can make vis take way longer than usual:

First, if the world has been 'boxed in' to prevent leaks, vis has to spend large amounts of time on the exterior gaps which would normally not exist on a map without a box.

Second, The architecture which connects 'areas' together might be a bit confusing for vis to figure out. It is somewhat difficult to explain, but a few examples would be: halls lacking a wall somewhere which is not directly on the XZ or YZ plane; halls that intersect rooms on a plane other than XZ or YZ, large rooms with walls that are not vertical; halls that connect two areas but the areas can see each other through the hall; Lots of little tiny brushwork in an area (especially large areas) that is not an entity.

Third, vis is quickly brought to a crawl by large outdoor areas that are not extremely carefully constructed to not too see much 'indoors'..

And finally, using an older version of gensurf that does not support ZHLT's HINT brushes.

It is highly advised experiment heavily with test maps with sample architecture, using software mode, r_drawflat 1, and r_draworder 1 in order to see how vis works. Also, read the HINT brush tutorials described in the section on HINTs.

HLRAD is SLOW/stuck on makescales
HLRAD requires large amounts of memory to run efficiently for all but the most trivial of maps.

The vismatrix hlrad needs to run takes exponentially more RAM as the vismatrix grows. The formula is 'number of patches' squared, then divided by 16. This number is how many bytes it will consume. The maximum is 65535 patches, so the maximum vismatrix is 256Mb of RAM.

Furthermore, the amount of memory the vismatrix uses is not all the memory hlrad needs to run. Depending on the visibility of the map, the 'scales' cache consumes large amounts of memory at once as well. For most maps, this amount of memory is close to 1/2 the size of the vismatrix. This generally equates to a maximum of 128Mb, or a system total of 384Mb to run the worst case (65535 patches) map.

The makescales phase has a tendency to run fast right up until it runs out of physical memory and has to start relying on the swapfile. This is frequently noticeable as makescales running quickly (say 20 minutes) up until the 90% mark, then taking several hours to finish the last 10%. This is always caused by running out of physical memory, and the last 10% work requiring heavy use of the swapfile. If more architecture is added to the map, one can see that it will start taking exponentially longer to compile, until the RAM is upgraded.

Besides simply adding large quantities of RAM to the computer, the fix for this problem is identical to fixing a MAX_PATCHES error. Applying those fixes will reduce the number of patches, and cause HLRAD to need less memory, often speeding up the compile dramatically. If all has been done, there is also the option of using -bounce 0 with HLRAD, and using just direct lighting for test compiles of the map. Ideally one would then using a non-zero -bounce for the final compile.

Bad Surface Extents
This is typically caused by having extremely large scales on faces, (typically far above 10, usually 100+). Otherwise it almost always shows up on a 'check for problems' in Worldcraft as a 'texture axis perpendicular to face' error.

missing [ in texturedef
The 'missing [ in texturedef' message can be caused several ways:

One or more faces has no texture, or the texturename is just made up of spaces. Check for problems in WC 3.3 should detect them as 'invalid texture' messages.
The texture name on one or more faces has a space in the middle of the name somehow (Textures are not allowed to have spaces in their names)
You are using Worldcraft 2.0 or 2.1, and the worldspawn has a key/value of "mapversion" "220" If so, remove it.
A Worldcraft 3.3 map was imported into WC 2.1 or 2.2, same problem as above.
A Worldcraft 3.3 map was imported into Quark, also the same problem :)
The map is in Worldcraft 3.3's .map format, but the "mapversion" "220" is MISSING from the worldspawn (this is really rare).
MAX_PORTALS_ON_LEAF
This is normally caused by having large rooms which connect to a lot of other hallways, alcoves, or other similar shapes. Alternatively it is caused by an invalid brush, of which each one is usually unique and you would have to find on your own (though Worldcraft is pretty good about finding them in its 'check for problems' feature).


This image is an example top-down view of a complex room. The pink area is the room, the blue area are the walls. The main big room is one leaf, each alcove is a leaf, but the big leaf joins all the little ones for a total of 32 portals. MAX_PORTALS_ON_LEAF is 256 in Halflife, so this problem is quite rare and usually a side effect of having a damaged brush in the map.

How the heck do I use HINTs/How does VIS work
There are two decent tutorials. First, there is Geoffrey DeWan's tutorial on the subject. Although for Q2, the concepts are identical. It is worth reading the whole article, and it is also worth noting that the SKIP support in Halflife that was added to ZHLT is not as robust. Another tutorial, also for quake2, is on rust, here.

MAX_MAP_CLIPNODES
There isn't any way to add more nodes or clipnodes to the bsp's (its already maxed out). However, at least clipnodes can be reduced with a bit of work.

When the maps are compiled all the 3d 'space' a player can get to is broken up into convex regions just like brushes are required to be, alot of them are extremely small or too small for a player, and if you put a CLIP brush over them they don't become clipnodes at all (well really there are still a few intersecting the brush on its surfaces, but the brush can be excluding dozens or hundreds of them at a time).

If the world has had a 'box' placed around it to prevent leaks, its probably causing several thousand (if not 10000+) extraneous nodes and clipnodes to be caused, not only wasting resources but will cause vis to work a lot harder than it needs to. An example map is available, demonstrating how it is possible to reduce the clipnodes in a map. Without the clip brush in place, the map requires over a hundred more clipnodes to define the player-accessable space.

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014
05.09.2007, 15:24
Agamemnon-Hellmapper



brush with coplanar faces
Example:
Entity 10, Brush 0, Side 5: has a coplanar plane at (-753, -9, 251), texture CA1X_CON1B
Entity 10, Brush 0, Side 6: has a coplanar plane at (-753, -32, 251), texture CA1X_CON1B

This is always caused by vertex manipulation. Say you have a five sided object like the following diagram:

Moving the top point down to make the object into a square, will cause this error, as now 2 faces are on the same plane, which is not allowed:

Nur mal zur info! Diese Hilfedatei... Da IST SOGAR EIN BILD DABEI! Gehts denn noch klarer? Hmpf... und jetzt benutz einmal dein eigenes Hirn!

Übersetzung: 2 Flächen eines Brushes liegen in derselben Ebene, was verboten ist.

--

Es gibt 2 Möglichkeiten, eine Kristallkugel zu benutzen:
a) um damit Spekulationen über ein Problem eines Users zu machen und
b) um sie einem besonders unkooperativen User über den Schädel zu ziehen.
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015
05.09.2007, 16:14
Hammernoobs



die bilder gehn leider ned da ist oben im eck ein kleines rotes kreuz^^aber wenn du meinst dass ich doof bin ich hab scho öfter erwähnt dass ich kei ahnung von hammer hab und deswegen euch frag^^
ZITAT:
2 Flächen eines Brushes liegen in derselben Ebene, was verboten ist.
was is damit gemeint ?

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016
05.09.2007, 18:53
Agamemnon-Hellmapper



http://zhlt.info/common-mapping-problems.html

Da sollten die Bilder gehen. Und dann ist hoffentlich endlich klar, was du falsch machst.

--

Es gibt 2 Möglichkeiten, eine Kristallkugel zu benutzen:
a) um damit Spekulationen über ein Problem eines Users zu machen und
b) um sie einem besonders unkooperativen User über den Schädel zu ziehen.
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017
05.09.2007, 22:18
Hammernoobs



ok wir schauen mal wie wir die zwei flächen der brushes weg bekommen
nur wusste ich von diesen fehler nichts da wir dachten da die objekte die der hammer editor erstellen kann sin fehlerfrei^^

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018
06.09.2007, 00:18
Hammernoobs



ok jetz sind die fehler mit den brushes auf einer ebene weg aber es tritt ein neuer fehler mit einem offenen raum oder einem kaputten brush hier der log:

hlcsg v2.5.3 rel Custom Build 1.6.1 (Jul 15 2002)
Zoner's Half-Life Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlcsg -----
Command line: "c:\Programme\eddi's Help Tools\ZHLT Compile GUI\ZHLT\HLCSG.EXE""f:\Spiele\map klein\test2.map"
Entering f:\Spiele\map klein\test2.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 2 ] [ 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 ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ 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:
(1.08 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(3.14 seconds)

Using Wadfile: \spiele\cs1.6\cstrike\chateau.wad
- Contains 6 used textures, 16.67 percent of map (136 textures in wad)
Using Wadfile: \spiele\cs1.6\cstrike\ajawad.wad
- Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: \spiele\cs1.6\cstrike\cached.wad
- Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Using Wadfile: \spiele\cs1.6\cstrike\cs_havana.wad
- Contains 2 used textures, 5.56 percent of map (122 textures in wad)
Using Wadfile: \spiele\cs1.6\cstrike\cs_747.wad
- Contains 2 used textures, 5.56 percent of map (143 textures in wad)
Using Wadfile: \spiele\cs1.6\cstrike\cs_assault.wad
- Contains 2 used textures, 5.56 percent of map (22 textures in wad)
Using Wadfile: \spiele\cs1.6\cstrike\cs_bdog.wad
- Contains 1 used texture, 2.78 percent of map (132 textures in wad)
Using Wadfile: \spiele\cs1.6\cstrike\cs_cbble.wad
- Contains 3 used textures, 8.33 percent of map (61 textures in wad)
Using Wadfile: \spiele\cs1.6\cstrike\cs_dust.wad
- Contains 1 used texture, 2.78 percent of map (28 textures in wad)
Using Wadfile: \spiele\cs1.6\cstrike\cs_office.wad
- Contains 3 used textures, 8.33 percent of map (102 textures in wad)
Using Wadfile: \spiele\cs1.6\cstrike\cstraining.wad
- Contains 0 used textures, 0.00 percent of map (24 textures in wad)
Using Wadfile: \spiele\cs1.6\cstrike\cstrike.wad
- Contains 1 used texture, 2.78 percent of map (123 textures in wad)
Using Wadfile: \spiele\cs1.6\cstrike\de_airstrip.wad
- Contains 1 used texture, 2.78 percent of map (69 textures in wad)
Using Wadfile: \spiele\cs1.6\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: \spiele\cs1.6\cstrike\de_piranesi.wad
- Contains 4 used textures, 11.11 percent of map (160 textures in wad)
Using Wadfile: \spiele\cs1.6\cstrike\de_storm.wad
- Contains 1 used texture, 2.78 percent of map (74 textures in wad)
Using Wadfile: \spiele\cs1.6\cstrike\decals.wad
- Contains 0 used textures, 0.00 percent of map (225 textures in wad)
Using Wadfile: \spiele\cs1.6\cstrike\gruen.wad
- Warning: Larger than expected texture (235412 bytes): 'GRUEN'
- Contains 1 used texture, 2.78 percent of map (1 textures in wad)
Using Wadfile: \spiele\cs1.6\cstrike\itsitaly.wad
- Contains 3 used textures, 8.33 percent of map (99 textures in wad)
Using Wadfile: \spiele\cs1.6\cstrike\jos.wad
- Contains 0 used textures, 0.00 percent of map (24 textures in wad)
Using Wadfile: \spiele\cs1.6\cstrike\logokleinrichtig.wad
- Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: \spiele\cs1.6\cstrike\n0th1ng.wad
- Contains 0 used textures, 0.00 percent of map (8 textures in wad)
Using Wadfile: \spiele\cs1.6\cstrike\pldecal.wad
- Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: \spiele\cs1.6\cstrike\prodigy.wad
- Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Using Wadfile: \spiele\cs1.6\cstrike\schule ohne.wad
- Contains 1 used texture, 2.78 percent of map (2 textures in wad)
Using Wadfile: \spiele\cs1.6\cstrike\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 3 used textures, 8.33 percent of map (162 textures in wad)
Using Wadfile: \spiele\cs1.6\cstrike\tswad.wad
- Contains 0 used textures, 0.00 percent of map (29 textures in wad)
Using Wadfile: \spiele\cs1.6\cstrike\tuergruen.wad
- Contains 1 used texture, 2.78 percent of map (1 textures in wad)
Using Wadfile: \spiele\cs1.6\cstrike\wand.wad
- Warning: Larger than expected texture (348972 bytes): 'WAND'
- Contains 0 used textures, 0.00 percent of map (1 textures in wad)

Warning: More than 8 wadfiles are in use. (29)
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 2 additional animating textures.
Texture usage is at 1.74 mb (of 4.00 mb MAX)
4.88 seconds elapsed

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

hlbsp v2.5.3 rel Custom Build 1.6.1 (Jul 15 2002)
Zoner's Half-Life Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlbsp -----
Command line: "c:\Programme\eddi's Help Tools\ZHLT Compile GUI\ZHLT\HLBSP.EXE""f:\Spiele\map klein\test2.map"

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ 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 ]
null tex. stripping [ on ] [ on ]
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 'f:\Spiele\map klein\test2.prt'
10.19 seconds elapsed

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

hlvis v2.5.3 rel Custom Build 1.6 (Jun 3 2002)
Zoner's Half-Life Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlvis -----
Command line: "c:\Programme\eddi's Help Tools\ZHLT Compile GUI\ZHLT\HLVIS.EXE""f:\Spiele\map klein\test2.map"
2440 portalleafs
8036 numportals
Error: Exceeded MAX_PORTALS_ON_LEAF
Description: The map has a problem which must be fixed
Howto Fix: Check the file ZHLTProblems.html for a detailed explanation of this problem

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

hlrad v2.5.3 rel Custom Build 1.6 (Jun 3 2002)
Zoner's Half-Life Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlrad -----
Command line: "c:\Programme\eddi's Help Tools\ZHLT Compile GUI\ZHLT\HLRAD.EXE"-bounce 10 -smooth 80 "f:\Spiele\map klein\test2.map"
>> There was a problem compiling the map.
>> Check the file f:\Spiele\map klein\test2.log for the cause.

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

--

Warum vermuten (fast) alle hinter meinen Fehlern immer Dummheit?

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019
06.09.2007, 00:19
Hammernoobs



da steht was von larger than expectet texture kann des sein ddass unsre wand zu groß ist oder so

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Warum vermuten (fast) alle hinter meinen Fehlern immer Dummheit?

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020
06.09.2007, 00:36
Skuldoon



1. nich alles auf einer partition, schonmal verdammt schlecht
2. Howto Fix: Check the file ZHLTProblems.html for a detailed explanation of this problem
3. das larger than expectet texture kannst du ignoriern, das is nur ein warning, und hat jeder iwann^^ woher das jetz genau kommt, weiß ich leider auch nich :/

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Nur die, welche sich für ganz stark und extra erwachsen halten trinken Kaffee ohne Milch. Das sind meist auch die Leute, welche rassistisch und homophob sind. Da Rassismus von Minderwertigkeitsgefühlen und Homophobie von latenter Homosexualität stammt, trinken also nur ängstliche Schwule Kaffee ohne Milch. Das wurde wissenschaftlich durch Galileo auf Pro7 bewiesen.

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021
06.09.2007, 00:52
Hammernoobs



ahja ok danke ich pfusch ma weiter rum^^

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Warum vermuten (fast) alle hinter meinen Fehlern immer Dummheit?

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022
06.09.2007, 03:10
Hammernoobs



jaaaaaaaa unsre map geht jetz erst ma aber sind noch en paar bugs da:
einige fenster sind einfach komlett verschwunden aber wir können sie kaputtschießen und noch en paar kleinigkeiten aber was geht mit den türen die verschwinden wie die fenster wenn ich versuch sie beweglich zu machen da find ich jetz echt nirgens hilfe!!

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Warum vermuten (fast) alle hinter meinen Fehlern immer Dummheit?


Dieser Beitrag wurde am 06.09.2007 um 03:11 von Hammernoobs bearbeitet.
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023
06.09.2007, 10:03
rawe



änder den fx-amount Wert der Fenster damit sie nich 100% durchsichtig sind. Das mi den Türen könnte daran liegen das der origin-brush nicht mit zum entity hinzugefügt wurde.

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O o
/¯¯/_o___o___o___o____o__
\__\¯¯o¯¯¯o¯¯¯¯¯¯o¯¯¯¯¯¯o
i'm doctoroctogonnafuckinggonnapus blaaaaaaaaaaargggggg-

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024
06.09.2007, 13:00
Hammernoobs



das is klar mit dem fx amount aber mir ham die auf 60 und die verschwinden aber nur einige weil der größte teil zu sehen ist^^
ncoh ne frage wie kanmer die reichweite vom bomb target verkleinern die bombe kann man ach im erdgeschoss und dem stock drüber platzieren

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Warum vermuten (fast) alle hinter meinen Fehlern immer Dummheit?

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