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Autor Beitrag
000
27.12.2000, 19:05
KillaBee



Also. Ich compile in WC mit ZHLT. Er macht das alles schön brav und dann wenn er fertig is macht er halt nix mehr. Dann nehme ich halt an das er fertig is. So, ich will nun die BSP DAtei ins CS Verzeichniss kopieren und siehe da es ist keine da. Ich hab meinen computer sogar schon mit der Suchfunktion nach der BSP DAtei abgesucht und nichts gefunden. Kann mir einer sagen ob ich was falsch gemacht habe oder so was.

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001
28.12.2000, 00:47
micro



poste mal den kompletten auszug, dann wissen wir ob er wirklich fertig war (der compiler)

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002
28.12.2000, 13:31
KillaBee




** Executing...
** Command: C:\games\half\WorldCraft\hlcsg.exe
** Parameters: -texdata 2048 -high

No mapfile specified
hlcsg v2.4.2 rel (Nov 9 2000)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)

-= hlcsg Options =-

-nowadtextures : include all used textures into bsp
-wadinclude file : place textures used from wad specified into bsp
-noclip : don't create clipping hull
-onlyents : do an entity update from .map to .bsp
-noskyclip : disable automatic clipping of SKY brushes
-tiny # : minmum brush face surface area before it is discarded
-brushunion # : threshold to warn about overlapping brushes

-hullfile file : Reads in custom collision hull dimensions
-texdata # : Alter maximum texture memory limit (in kb)
-chart : display bsp statitics
-low | -high : run program an altered priority level
-nolog : don't generate the compile logfiles
-threads # : manually specify the number of threads to run
-estimate : display estimated time during compile
-verbose : compile with verbose messages
-noinfo : Do not show tool configuration information
-dev # : compile with developer message

mapfile : The mapfile to compile

** Executing...
** Command: C:\games\half\WorldCraft\hlbsp.exe
** Parameters: -texdata 2048 -maxnodesize 64 -high

No mapfile specified
hlbsp v2.4.2 rel (Nov 9 2000)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)

-= hlbsp Options =-

-leakonly : Run BSP only enough to check for LEAKs
-subdivide # : Sets the face subdivide size
-maxnodesize # : Sets the maximum portal node size

-notjunc : Don't break edges on t-junctions (not for final runs)
-noclip : Don't process the clipping hull (not for final runs)
-nofill : Don't fill outside (will mask LEAKs) (not for final runs)

-texdata # : Alter maximum texture memory limit (in kb)
-chart : display bsp statitics
-low | -high : run program an altered priority level
-nolog : don't generate the compile logfiles
-threads # : manually specify the number of threads to run
-estimate : display estimated time during compile
-verbose : compile with verbose messages
-noinfo : Do not show tool configuration information
-dev # : compile with developer message

mapfile : The mapfile to compile

** Executing...
** Command: C:\games\half\WorldCraft\hlvis.exe
** Parameters: -texdata 2048 -full -high

No mapfile specified
hlvis v2.4.2 rel (Nov 9 2000)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)

-= hlvis Options =-

-full : Full vis
-fast : Fast vis

-texdata # : Alter maximum texture memory limit (in kb)
-chart : display bsp statitics
-low | -high : run program an altered priority level
-nolog : don't generate the compile logfiles
-threads # : manually specify the number of threads to run
-estimate : display estimated time during compile
-verbose : compile with verbose messages
-noinfo : Do not show tool configuration information
-dev # : compile with developer message

mapfile : The mapfile to compile

** Executing...
** Command: C:\games\half\WorldCraft\hlrad.exe
** Parameters: -texdata 2048 -extra -smooth 80 -dscale 1.0 -bounce 100 -chop 32 -texchop 32 -high

No mapname specified
hlrad v2.4.2 rel (Nov 9 2000)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)

-= hlrad Options =-

-sparse : Enable low memory vismatrix algorithm
-nomatrix : Disable usage of vismatrix entirely

-extra # : Set direct lighting oversampling (1, 3, 5, 7, etc)
-bounce # : Set number of radiosity bounces
-ambient r g b : Set ambient world light (0.0 to 1.0, r g b)
-maxlight # : Set maximum light intensity value
-circus : Enable 'circus' mode for locating unlit lightmaps

-smooth # : Set smoothing threshold for blending (in degrees)
-chop # : Set radiosity patch size for normal textures
-texchop # : Set radiosity patch size for texture light faces

-notexscale # : Do not scale radiosity patches with texture scale
-coring # : Set lighting threshold before blackness
-dlight # : Set direct lighting threshold
-nolerp : Disable radiosity interpolation, nearest point instead

-fade # : Set global fade (larger values = shorter lights)
-falloff # : Set global falloff mode (1 = inv linear, 2 = inv square)
-scale # : Set global light scaling value
-gamma # : Set global gamma value

-sky # : Set ambient sunlight contribution in the shade outside
-lights file : Manually specify a lights.rad file to use
-noskyfix : Disable light_environment being global
-incremental : Use or create an incremental transfer list file

-dump : Dumps light patches to a file for hlrad debugging info

-texdata # : Alter maximum texture memory limit (in kb)
-chart : display bsp statitics
-low | -high : run program an altered priority level
-nolog : Do not generate the compile logfiles
-threads # : manually specify the number of threads to run
-estimate : display estimated time during compile
-verbose : compile with verbose messages
-noinfo : Do not show tool configuration information
-dev # : compile with developer message

mapfile : The mapfile to compile

** Executing...
** Command: Copy File
** Parameters: "C:\games\half\WorldCraft\maps"

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003
29.12.2000, 13:45
Hessie J.



Steht im "Run Map" (Compile)-Dialog bei den *.EXE-Parametern außer dem -texdata und -high usw. auch jeweils $path\$file ??? Sieht so aus als wurde das rausgelöscht.

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004
29.12.2000, 16:29
KillaBee



ne muss man das überall noch dranmachen? Upps

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