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Autor Beitrag
000
03.03.2010, 08:35
Blackalike



Zuerst mal hallo, ich bin neu hier, und beschäftige mich grade mit meiner 2ten bzw. ersten größeren Map. Mein Problem ist dass während dem compilen eine windows fehlermeldung kommt die mir sagt "hlbsp.exe wurde beendet...fehlerbericht,blabla" danach startet HL läd die map bis zu 2 Ladebalken und beendet sich dann mit der selben Fehlermeldung.
Ich hatte vor kurzem noch ein "Max Protals on Leaf" Problem dass ich zwar gelöst habe, aber nun bin ich mit meinem Anfänger Latein doch am Ende.Falls es ein lächerlicher Anfängerfehler sein sollte, tuts mir leid^^ ich hab mir echt einiges durchgelesn,aber mir fällt so mal nix sehr ungewöhnliches auf. Wär toll wenn mir da wer helfen könnte!

** Executing...
** Command: Change Directory
** Parameters: C:\Cs 1.6

** Executing...
** Command: Copy File
** Parameters: "C:\mymap113testit.map" "C:\Cs 1.6\valve\maps\mymap113testit.map"

** Executing...
** Command: C:\CS1~1.6\tools\hlcsg.exe
** Parameters: "C:\Cs 1.6\valve\maps\mymap113testit"

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: C:\CS1~1.6\tools\hlcsg.exe "C:\Cs 1.6\valve\maps\mymap113testit"
Entering C:\Cs 1.6\valve\maps\mymap113testit.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 ]
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:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (2.52 seconds)
SetModelCenters:
10%...20%...40%...50%...60%...70%...90%... (0.02 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (3.83 seconds)

Using Wadfile: \cs 1.6\valve\halflife.wad
- Contains 17 used textures, 100.00 percent of map (3116 textures in wad)
Using Wadfile: \cs 1.6\valve\liquids.wad
- Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: \cs 1.6\valve\decals.wad
- Contains 0 used textures, 0.00 percent of map (222 textures in wad)

added 2 additional animating textures.
Texture usage is at 0.19 mb (of 4.00 mb MAX)
12.28 seconds elapsed

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

** Executing...
** Command: C:\CS1~1.6\tools\hlbsp.exe
** Parameters: "C:\Cs 1.6\valve\maps\mymap113testit"

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: C:\CS1~1.6\tools\hlbsp.exe "C:\Cs 1.6\valve\maps\mymap113testit"

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 ]
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...3500...4000...4500...5000...5500...6000...6339 (0.42 seconds)
BSP generation successful, writing portal file 'C:\Cs 1.6\valve\maps\mymap113testit.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2177 (0.14 seconds)
SolidBSP [hull 2] 500...1000...1500...1542 (0.08 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...4000...4412 (0.28 seconds)

[AN DIESER STELLE KOMMT DIE FEHLERMELDUNG VON "hlbsp.exe"!]

** Executing...
** Command: C:\CS1~1.6\tools\hlvis.exe
** Parameters: "C:\Cs 1.6\valve\maps\mymap113testit"

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: C:\CS1~1.6\tools\hlvis.exe "C:\Cs 1.6\valve\maps\mymap113testit"
2315 portalleafs
6073 numportals

-= Current hlvis 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 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]

BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (2.11 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (30.09 seconds)
average leafs visible: 147
g_visdatasize:117602 compressed from 671350
32.48 seconds elapsed

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

** Executing...
** Command: C:\CS1~1.6\tools\hlrad.exe
** Parameters: "C:\Cs 1.6\valve\maps\mymap113testit"

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: C:\CS1~1.6\tools\hlrad.exe "C:\Cs 1.6\valve\maps\mymap113testit"

-= Current hlrad 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 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ 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:\CS1~1.6\tools\lights.rad']
[59 texlights parsed from 'C:\CS1~1.6\tools\lights.rad']

** Executing...
** Command: C:\CS1~1.6\hl.exe
** Parameters: +map "mymap113testit"

--

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001
03.03.2010, 16:14
Bluthund



Das passiert ganz gern mal wenn man den BSP-Compiler über seine Grenzen hinaus beansprucht. Was ein bisschen eigenartig erscheint ist, dass hlbsp bei dir anscheinend beim Finalisieren und nicht beim Berechnen abstürzt (und anscheinend ja sogar VIS und RAD arbeiten ohne abzustürzen).

Ein paar Screenshots der Map wären gut, um die Komplexität etwas besser einschätzen zu können.

--

The C language combines all the power of assembly language with all the ease-of-use of assembly language.
"humorig is n blödwort :>" by -CarniGGeLjumpR-

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002
04.03.2010, 14:45
Blackalike



[URL=http://img42.imageshack.us/i/bildschirmfoto20100304u.png/][/URL]

[URL=http://img36.imageshack.us/i/bildschirmfoto20100304ua.png/][/URL]

tja, so sieht sie aus im moment, wollt sie mal zudeckeln und anspieln, aber naja , wie schon gesagt! Könnte es trotzdem das "max portal on leaf" problem sein? wenn ich nämlich einen teil der map mit einem brush komplett "fülle" dann kommt die fehlermeldung nicht. (Compilen funzt trotzdem nicht richtig -.-)

--

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003
04.03.2010, 15:08
Bluthund



Ja, der Fehler ist damit verwandt.
Das Problem sind höchstwahrscheinlich(!) deine Fensterreihen. Da das alles Worldbrushes sind, teilt der BSP-Compiler dort jedes Mal die anliegenden Leaves.
Probier mal testweise jede Fensterreihe jeweils im Ganzen zu einem func_wall zu machen und deckel die Map dahinter mit einem Worldbrush gegen das Void ab.

--

The C language combines all the power of assembly language with all the ease-of-use of assembly language.
"humorig is n blödwort :>" by -CarniGGeLjumpR-


Dieser Beitrag wurde am 04.03.2010 um 16:42 von Bluthund bearbeitet.
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