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Autor Beitrag
000
26.09.2010, 17:51
Skolenking



Hallo Thewall.
Ich arbeite grade an einer Map mit sehr vielen dreiecken. Hatte schonmal ein Problem allerdings ist das hier ein neues.

Also wie der name schon sagt stürzt hlvis ständig ab. Hatte schon vorher viele leaf portal saw into leaf errors. Habe alle betreffenden brushes gelöscht und neu kompiliert. allerdings tritt der fehler weiterhin - sowohl bei den zhlt als auch shlt auf. Einziger angezeigter fehler ist "Warning: Larger than expected texture (261932 bytes): 'SKPLAK'" und die textur ist bloß in der wad und wird garnicht verwendet.

Hier der Compilelog:
hlcsg 3.8 x86 (32b) SSE2 ON (Apr 3 2010)
Super Half-Life Compilation Tools -- Custom Build.
Based on code modifications by Sean 'Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Further development done by Silencer and Protector.
Submit detailed bug reports to amckern@yahoo.com.
----- BEGIN hlcsg -----

Command line: D:ProgrammeZHLTSHLTx86-SSE2hlcsg.exe -nowadtextures -wadautodetect -wadinclude Sk_CheckpointCharlie.wad -wadinclude halflife.wad -wadinclude sk_2.wad -wadinclude de_piranesi.wad -wadinclude Woods.wad -wadinclude cs_cbble.wad -chart -estimate -texdata 8192 -lightdata 12000 -low "D:Eigene Dateiende_themepark"
Entering D:Eigene Dateiende_themepark.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-------------|-------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max lighting memory [ 33554432 ] [ 33554432 ]
priority [ Low ] [ 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
Wadfiles not in use by the map will be excluded
Wadinclude list :
[zhlt.wad]
[Sk_CheckpointCharlie.wad]
[halflife.wad]
[sk_2.wad]
[de_piranesi.wad]
[Woods.wad]
[cs_cbble.wad]

Brushes discarded from clipping hulls: 21 (totalling 128 sides)
CreateBrush:
(0.41 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(2.17 seconds)

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ ------------------- ------------------- --------
models 0/512 0/32768 ( 0.0%)
planes 11106/32767 222120/655340 (33.9%)
vertexes 0/65535 0/786420 ( 0.0%)
nodes 0/32767 0/786408 ( 0.0%)
texinfos 284/32767 11360/1310680 ( 0.9%)
faces 0/65535 0/1310700 ( 0.0%)
clipnodes 0/32767 0/262136 ( 0.0%)
leaves 0/32767 0/917476 ( 0.0%)
marksurfaces 0/65535 0/131070 ( 0.0%)
surfedges 0/1048575 0/4194300 ( 0.0%)
edges 0/524287 0/2097148 ( 0.0%)
texdata [variable] 0/33554432 ( 0.0%)
lightdata [variable] 0/33554432 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 0/16777216 ( 0.0%)
=> Total BSP file data space used: 233480 bytes.
Textures referenced: 0

Checking Wadfiles (max. expected texture size is 196608 bytes):

Including Wadfile: programmecounter-strike 1.6cstrikesk_checkpointcharlie.wad:
Warning: Larger than expected texture (261932 bytes): 'SKPLAK'
Contains 7 used textures, 35.00 percent of map. (243 textures in wad)

Including Wadfile: programmecounter-strike 1.6valvehalflife.wad:
Contains 8 used textures, 40.00 percent of map. (3116 textures in wad)

Including Wadfile: programmecounter-strike 1.6cstrikewoods.wad:
Contains 3 used textures, 15.00 percent of map. (66 textures in wad)

Including Wadfile: programmecounter-strike 1.6cstrikede_piranesi.wad:
Contains 2 used textures, 10.00 percent of map. (160 textures in wad)

Added 5 additional animating textures.

Texture usage is at 0.66 MB (of 32.00 MB max)
2.69 seconds elapsed

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

hlbsp 3.8 x86 (32b) SSE2 ON (Apr 3 2010)
Super Half-Life Compilation Tools -- Custom Build.
Based on code modifications by Sean 'Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Further development done by Silencer and Protector.
Submit detailed bug reports to amckern@yahoo.com.
----- BEGIN hlbsp -----

Command line: D:ProgrammeZHLTSHLTx86-SSE2hlbsp.exe -chart -estimate -texdata 8192 -lightdata 12000 -low "D:Eigene Dateiende_themepark"

Current hlbsp Settings
Name | Setting | Default
-------------------|-------------|-------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
priority [ Low ] [ 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...2096 (0.27 seconds)
BSP generation successful, writing portal file 'D:Eigene Dateiende_themepark.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3096 (0.78 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2500...2906 (0.77 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...3896 (1.81 seconds)

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ ------------------- ------------------- --------
models 14/512 896/32768 ( 2.7%)
planes 3345/32767 66900/655340 (10.2%)
vertexes 5573/65535 66876/786420 ( 8.5%)
nodes 2222/32767 53328/786408 ( 6.8%)
texinfos 284/32767 11360/1310680 ( 0.9%)
faces 4036/65535 80720/1310700 ( 6.2%)
clipnodes 9729/32767 77832/262136 (29.7%)
leaves 1332/32767 37296/917476 ( 4.1%)
marksurfaces 5410/65535 10820/131070 ( 8.3%)
surfedges 19132/1048575 76528/4194300 ( 1.8%)
edges 10279/524287 41116/2097148 ( 2.0%)
texdata [variable] 691328/33554432 ( 2.1%)
lightdata [variable] 0/33554432 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 2067/16777216 ( 0.0%)
=> Total BSP file data space used: 1217067 bytes.
Textures referenced: 25

6.59 seconds elapsed

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

hlrad 3.8 x86 (32b) SSE2 ON (Apr 3 2010)
Super Half-Life Compilation Tools -- Custom Build.
Based on code modifications by Sean 'Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Further development done by Silencer and Protector.
Submit detailed bug reports to amckern@yahoo.com.
----- BEGIN hlrad -----

Command line: D:ProgrammeZHLTSHLTx86-SSE2hlrad.exe -extra -bounce 1 -chop 96 -sky 0.5 -smooth 50 -texchop 32.0 -chart -estimate -texdata 8192 -lightdata 12000 -low "D:Eigene Dateiende_themepark"

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max lighting memory [ 33554432 ] [ 33554432 ]
priority [ Low ] [ 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 [ 96.000 ] [ 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 [ 0.500 ] [ 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 ]

Warning: No vis information, direct lighting only.
Faces: 4036
Create Patches: 12000 base patches
Opaque faces: 0
Square feet: 91472 [13172080.00 square inches]
Base patches created: 12000 out of 65545 max. (18.3%)
Direct lights: 5

BuildFacelights:
(42.75 seconds)
Obsolete light entities removed: 4
FinalLightFace:
(0.80 seconds)

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ ------------------- ------------------- --------
models 14/512 896/32768 ( 2.7%)
planes 3345/32767 66900/655340 (10.2%)
vertexes 5573/65535 66876/786420 ( 8.5%)
nodes 2222/32767 53328/786408 ( 6.8%)
texinfos 284/32767 11360/1310680 ( 0.9%)
faces 4036/65535 80720/1310700 ( 6.2%)
clipnodes 9729/32767 77832/262136 (29.7%)
leaves 1332/32767 37296/917476 ( 4.1%)
marksurfaces 5410/65535 10820/131070 ( 8.3%)
surfedges 19132/1048575 76528/4194300 ( 1.8%)
edges 10279/524287 41116/2097148 ( 2.0%)
texdata [variable] 691328/33554432 ( 2.1%)
lightdata [variable] 583551/33554432 ( 1.7%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 1711/16777216 ( 0.0%)
=> Total BSP file data space used: 1800262 bytes.
Textures referenced: 25

43.67 seconds elapsed

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

PS: Ich habe mit Batchcompiler kompiliert

--

Gruß Skolenking

"Wenn alles was wir tun, was wir sagen und denken vorausbestimmt und vorgegeben ist, hoffe ich, dass der Autor meiner Geschichte viel Fantasie hatte"
as_sk_checkpointcharlie


Dieser Beitrag wurde am 26.09.2010 um 17:52 von Skolenking bearbeitet.
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001
26.09.2010, 18:23
Skolenking



Oh grade hats ohne Errormessage funktioniert, habe nochmal kompiliert und es gab wieder einen error. Habe zwischen den Kompilierläufen nichts verändert nur kurz map getestet.

--

Gruß Skolenking

"Wenn alles was wir tun, was wir sagen und denken vorausbestimmt und vorgegeben ist, hoffe ich, dass der Autor meiner Geschichte viel Fantasie hatte"
as_sk_checkpointcharlie

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002
27.09.2010, 13:17
Bluthund



Zitat:
Ich arbeite grade an einer Map mit sehr vielen dreiecken.
Wenn "sehr viel" wirklich sehr viel ist, dann ist das nicht sonderlich verwunderlich. Ab einer gewissen Komplexitaet machen die Implementierungen der Algorithmen von BSP und VIS einfach die Graetsche.
Der Trick ist wie beim Source-Mapping einfach die komplexen Sachen zu Entities zu machen (das haelt den BSP-Tree und damit auch die VIS-Matrix schlank). Leider gibt es ja kein func_detail wie in der Source-Engine und so waere das naechste verwendbare Entity func_wall. Das bekommt leider beim Kompilieren ein Brush-Model zugeordnet (Es gab mal Bestrebungen die ZHLT mit einem info_detail auszuruesten bei dem die Geometrie beim Kompilieren nach der BSP-Tree-Erstellung wieder in World-Geometry umgewandelt wird. Allerdings ist diese Funktion in keinem der offiziellen Builds enthalten). Entsprechend muesstest du bei "sehr vielen dreiecken" aufpassen, dass du nicht MAX_MAP_MODELS sprengst, und deine Konstrukte entsprechend grosszuegig gruppieren (aber auch nicht zu grosszuegig um Clipping-Fehler zu vermeiden).
Dahinter die Map dann falls notwendig mit einem NULL-Brush versiegeln (analog zu Displacements und nodraw in Source).

edit: Warum fehlen bei dir alle Backslashes (Test: \)? [code]- bzw. [quote]-Tags helfen btw ungemein Logs vom Rest des Posts abzuheben.

--

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 27.09.2010 um 13:32 von Bluthund bearbeitet.
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003
28.09.2010, 17:18
Skolenking



Oh jo seh ich auch grade
Danke. Werde mal die Dreiecke zu func_wall machen. Mal schauen was dann passiert^^
Hat funktioniert. Musste zwar einiges zu func_walls machen aber nun hat es keinen error mehr gegeben: Teil 1
Quellcode:hlcsg 3.8 x86 (32b) SSE2 ON (Apr  3 2010)          
   Super Half-Life Compilation Tools -- Custom Build.        
   Based on code modifications by Sean 'Zoner' Cavanaugh.    
   Based on Valve's version, modified with permission.      
   Further development done by Silencer and Protector.      
   Submit detailed bug reports to amckern@yahoo.com.        
                  -----  BEGIN  hlcsg -----                  

Command line: D:\Programme\ZHLT\SHLT\x86-SSE2\hlcsg.exe -nowadtextures -wadautodetect -wadinclude Sk_CheckpointCharlie.wad -wadinclude halflife.wad -wadinclude sk_2.wad -wadinclude de_piranesi.wad -wadinclude Woods.wad -wadinclude cs_cbble.wad -chart -estimate -texdata 8192 -lightdata 12000 -low "D:\Eigene Dateien\de_themepark"
Entering D:\Eigene Dateien\de_themepark.map

Current hlcsg Settings
Name                 |   Setting   |  Default
---------------------|-------------|-------------------------
threads               [         4 ] [    Varies ]
verbose               [       off ] [       off ]
log                   [        on ] [        on ]
developer             [         0 ] [         0 ]
chart                 [        on ] [       off ]
estimate              [        on ] [       off ]
max texture memory    [  33554432 ] [  33554432 ]
max lighting memory   [  33554432 ] [  33554432 ]
priority              [       Low ] [    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
Wadfiles not in use by the map will be excluded
Wadinclude list :
[zhlt.wad]
[Sk_CheckpointCharlie.wad]
[halflife.wad]
[sk_2.wad]
[de_piranesi.wad]
[Woods.wad]
[cs_cbble.wad]

Brushes discarded from clipping hulls: 21 (totalling 128 sides)
CreateBrush:
(0.48 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.44 seconds)

Object names    Objects/Maxobjs      Memory / Maxmem    Fullness
------------  -------------------  -------------------  --------
models                0/512                0/32768      ( 0.0%)
planes            11728/32767         234560/655340     (35.8%)
vertexes              0/65535              0/786420     ( 0.0%)
nodes                 0/32767              0/786408     ( 0.0%)
texinfos            292/32767          11680/1310680    ( 0.9%)
faces                 0/65535              0/1310700    ( 0.0%)
clipnodes             0/32767              0/262136     ( 0.0%)
leaves                0/32767              0/917476     ( 0.0%)
marksurfaces          0/65535              0/131070     ( 0.0%)
surfedges             0/1048575            0/4194300    ( 0.0%)
edges                 0/524287             0/2097148    ( 0.0%)
texdata            [variable]              0/33554432   ( 0.0%)
lightdata          [variable]              0/33554432   ( 0.0%)
visdata            [variable]              0/16777216   ( 0.0%)
entdata            [variable]              0/16777216   ( 0.0%)
=> Total BSP file data space used: 246240 bytes.
Textures referenced: 0



Checking Wadfiles (max. expected texture size is 196608 bytes):

  Including Wadfile: \programme\counter-strike 1.6\cstrike\sk_checkpointcharlie.wad:
    Warning: Larger than expected texture (261932 bytes): 'SKPLAK'
    Contains 7 used textures, 35.00 percent of map. (243 textures in wad)

  Including Wadfile: \programme\counter-strike 1.6\valve\halflife.wad:
    Contains 8 used textures, 40.00 percent of map. (3116 textures in wad)

  Including Wadfile: \programme\counter-strike 1.6\cstrike\woods.wad:
    Contains 3 used textures, 15.00 percent of map. (66 textures in wad)

  Including Wadfile: \programme\counter-strike 1.6\cstrike\de_piranesi.wad:
    Contains 2 used textures, 10.00 percent of map. (160 textures in wad)


Added 5 additional animating textures.

Texture usage is at 0.66 MB (of 32.00 MB max)
2.73 seconds elapsed

-----   END   hlcsg -----

--

Gruß Skolenking

"Wenn alles was wir tun, was wir sagen und denken vorausbestimmt und vorgegeben ist, hoffe ich, dass der Autor meiner Geschichte viel Fantasie hatte"
as_sk_checkpointcharlie

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004
28.09.2010, 17:19
Skolenking



Teil 2
Quellcode:hlbsp 3.8 x86 (32b) SSE2 ON (Apr  3 2010)          
   Super Half-Life Compilation Tools -- Custom Build.        
   Based on code modifications by Sean 'Zoner' Cavanaugh.    
   Based on Valve's version, modified with permission.      
   Further development done by Silencer and Protector.      
   Submit detailed bug reports to amckern@yahoo.com.        
                  -----  BEGIN  hlbsp -----                  

Command line: D:\Programme\ZHLT\SHLT\x86-SSE2\hlbsp.exe -chart -estimate -texdata 8192 -lightdata 12000 -low "D:\Eigene Dateien\de_themepark"

Current hlbsp Settings
Name               |   Setting   |  Default
-------------------|-------------|-------------------------
threads             [         4 ] [    Varies ]
verbose             [       off ] [       off ]
log                 [        on ] [        on ]
developer           [         0 ] [         0 ]
chart               [        on ] [       off ]
estimate            [        on ] [       off ]
max texture memory  [  33554432 ] [  33554432 ]
priority            [       Low ] [    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...801 (0.09 seconds)
BSP generation successful, writing portal file 'D:\Eigene Dateien\de_themepark.prt'
SolidBSP [hull 1] 500...691 (0.09 seconds)
SolidBSP [hull 2] 500...635 (0.08 seconds)
SolidBSP [hull 3] 500...961 (0.17 seconds)

Object names    Objects/Maxobjs      Memory / Maxmem    Fullness
------------  -------------------  -------------------  --------
models               20/512             1280/32768      ( 3.9%)
planes             3797/32767          75940/655340     (11.6%)
vertexes           5402/65535          64824/786420     ( 8.2%)
nodes              2155/32767          51720/786408     ( 6.6%)
texinfos            292/32767          11680/1310680    ( 0.9%)
faces              3880/65535          77600/1310700    ( 5.9%)
clipnodes         10948/32767          87584/262136     (33.4%)
leaves             1415/32767          39620/917476     ( 4.3%)
marksurfaces       5127/65535          10254/131070     ( 7.8%)
surfedges         18147/1048575        72588/4194300    ( 1.7%)
edges              9753/524287         39012/2097148    ( 1.9%)
texdata            [variable]         691328/33554432   ( 2.1%)
lightdata          [variable]              0/33554432   ( 0.0%)
visdata            [variable]              0/16777216   ( 0.0%)
entdata            [variable]           2451/16777216   ( 0.0%)
=> Total BSP file data space used: 1225881 bytes.
Textures referenced: 25

3.77 seconds elapsed

-----   END   hlbsp -----


--

Gruß Skolenking

"Wenn alles was wir tun, was wir sagen und denken vorausbestimmt und vorgegeben ist, hoffe ich, dass der Autor meiner Geschichte viel Fantasie hatte"
as_sk_checkpointcharlie

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005
28.09.2010, 17:20
Skolenking



Quellcode:hlvis 3.8 x86 (32b) SSE2 ON (Apr  3 2010)          
   Super Half-Life Compilation Tools -- Custom Build.        
   Based on code modifications by Sean 'Zoner' Cavanaugh.    
   Based on Valve's version, modified with permission.      
   Further development done by Silencer and Protector.      
   Submit detailed bug reports to amckern@yahoo.com.        
                  -----  BEGIN  hlvis -----                  

Command line: D:\Programme\ZHLT\SHLT\x86-SSE2\hlvis.exe -maxdistance 8192 -fast -chart -estimate -texdata 8192 -lightdata 12000 -low "D:\Eigene Dateien\de_themepark"
Portalleafs:  510
Numportals:  1970

-= Current hlvis Settings =-
Name               |   Setting   |  Default
-------------------|-------------|-------------------------
threads             [         4 ] [    Varies ]
verbose             [       off ] [       off ]
log                 [        on ] [        on ]
developer           [         0 ] [         0 ]
chart               [        on ] [       off ]
estimate            [        on ] [       off ]
max texture memory  [  33554432 ] [  33554432 ]
max vis distance    [      8192 ] [         0 ]
priority            [       Low ] [    Normal ]

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


BasePortalVis:
(0.52 seconds)
Average leafs visible: 403
Saving visdata to D:\Eigene Dateien\de_themepark.vdt...
MaxDistVis:
(16.77 seconds)
Average maxdistance leafs visible: 403
g_visdatasize: 30757 compressed from 32640

Object names    Objects/Maxobjs      Memory / Maxmem    Fullness
------------  -------------------  -------------------  --------
models               20/512             1280/32768      ( 3.9%)
planes             3797/32767          75940/655340     (11.6%)
vertexes           5402/65535          64824/786420     ( 8.2%)
nodes              2155/32767          51720/786408     ( 6.6%)
texinfos            292/32767          11680/1310680    ( 0.9%)
faces              3880/65535          77600/1310700    ( 5.9%)
clipnodes         10948/32767          87584/262136     (33.4%)
leaves             1415/32767          39620/917476     ( 4.3%)
marksurfaces       5127/65535          10254/131070     ( 7.8%)
surfedges         18147/1048575        72588/4194300    ( 1.7%)
edges              9753/524287         39012/2097148    ( 1.9%)
texdata            [variable]         691328/33554432   ( 2.1%)
lightdata          [variable]              0/33554432   ( 0.0%)
visdata            [variable]          30757/16777216   ( 0.2%)
entdata            [variable]           2451/16777216   ( 0.0%)
=> Total BSP file data space used: 1256638 bytes.
Textures referenced: 25

17.31 seconds elapsed

-----   END   hlvis -----

--

Gruß Skolenking

"Wenn alles was wir tun, was wir sagen und denken vorausbestimmt und vorgegeben ist, hoffe ich, dass der Autor meiner Geschichte viel Fantasie hatte"
as_sk_checkpointcharlie

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006
28.09.2010, 17:21
Skolenking



Teil 3
Quellcode:hlrad 3.8 x86 (32b) SSE2 ON (Apr  3 2010)          
   Super Half-Life Compilation Tools -- Custom Build.        
   Based on code modifications by Sean 'Zoner' Cavanaugh.    
   Based on Valve's version, modified with permission.      
   Further development done by Silencer and Protector.      
   Submit detailed bug reports to amckern@yahoo.com.        
                  -----  BEGIN  hlrad -----                  

Command line: D:\Programme\ZHLT\SHLT\x86-SSE2\hlrad.exe -extra -bounce 1 -chop 96 -sky 0.5 -smooth 50 -texchop 32.0 -chart -estimate -texdata 8192 -lightdata 12000 -low "D:\Eigene Dateien\de_themepark"

-= Current hlrad Settings =-
Name                | Setting             | Default
--------------------|---------------------|-------------------------
threads              [                 4 ] [            Varies ]
verbose              [               off ] [               off ]
log                  [                on ] [                on ]
developer            [                 0 ] [                 0 ]
chart                [                on ] [               off ]
estimate             [                on ] [               off ]
max texture memory   [          33554432 ] [          33554432 ]
max lighting memory  [          33554432 ] [          33554432 ]
priority             [               Low ] [            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           [            96.000 ] [            64.000 ]
texchop value        [            32.000 ] [            32.000 ]

--

Gruß Skolenking

"Wenn alles was wir tun, was wir sagen und denken vorausbestimmt und vorgegeben ist, hoffe ich, dass der Autor meiner Geschichte viel Fantasie hatte"
as_sk_checkpointcharlie

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007
28.09.2010, 17:22
Skolenking



Teil 4
Quellcode: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 [             0.500 ] [             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 ]


Faces: 3880
Create Patches: 11978 base patches
Opaque faces: 0
Square feet: 97110 [13983858.00 square inches]
Base patches created: 11978 out of 65545 max. (18.3%)
Direct lights: 5

BuildFacelights:
(31.33 seconds)
Obsolete light entities removed: 4
visibility matrix   :   8.6 megs
BuildVisLeafs:
(6.19 seconds)
MakeScales:
(2.58 seconds)
SwapTransfers:
(1.59 seconds)
Transfer Lists :     8231524 :    8.23M transfers
       Indices :     6164308 :    5.88M bytes
          Data :    32926096 :   31.40M bytes
GatherLight:
(1.03 seconds)
FinalLightFace:
(0.44 seconds)

Object names    Objects/Maxobjs      Memory / Maxmem    Fullness
------------  -------------------  -------------------  --------
models               20/512             1280/32768      ( 3.9%)
planes             3797/32767          75940/655340     (11.6%)
vertexes           5402/65535          64824/786420     ( 8.2%)
nodes              2155/32767          51720/786408     ( 6.6%)
texinfos            292/32767          11680/1310680    ( 0.9%)
faces              3880/65535          77600/1310700    ( 5.9%)
clipnodes         10948/32767          87584/262136     (33.4%)
leaves             1415/32767          39620/917476     ( 4.3%)
marksurfaces       5127/65535          10254/131070     ( 7.8%)
surfedges         18147/1048575        72588/4194300    ( 1.7%)
edges              9753/524287         39012/2097148    ( 1.9%)
texdata            [variable]         691328/33554432   ( 2.1%)
lightdata          [variable]         605673/33554432   ( 1.8%)
visdata            [variable]          30757/16777216   ( 0.2%)
entdata            [variable]           2095/16777216   ( 0.0%)
=> Total BSP file data space used: 1861955 bytes.
Textures referenced: 25

43.31 seconds elapsed

-----   END   hlrad -----



--

Gruß Skolenking

"Wenn alles was wir tun, was wir sagen und denken vorausbestimmt und vorgegeben ist, hoffe ich, dass der Autor meiner Geschichte viel Fantasie hatte"
as_sk_checkpointcharlie

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008
28.09.2010, 17:35
Skolenking



Sorry wegen den ganzen Doppel und Dreifachposts aber durch den Log sind die postings einfach voll.

Die Methode hat ganz gut geklpappt allerdings möchte ich von einer brücke welche ich auch zu einem entity gemacht habe einen schatten auf den 3ecken sehen. hab also bei lightflags opaque eingestellt. jetzt kommt der error aber wieder... was kann ich tun?

--

Gruß Skolenking

"Wenn alles was wir tun, was wir sagen und denken vorausbestimmt und vorgegeben ist, hoffe ich, dass der Autor meiner Geschichte viel Fantasie hatte"
as_sk_checkpointcharlie

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009
28.09.2010, 18:05
Bluthund



Warum postest du ein Log wenn der Kompiliervorgang funktioniert hat?
Desweiteren blaeht der -chart-Parameter die Ausgabe der Compiler unnoetig auf fuer nen Forenpost. Normalerweise passt ein Compile-Log selbst mit einem ganzen Sack voll Fehler plus kurzem Vorwort in einen Post.

Opaque Entities (selbst mit den infix und embedded fixes) sind imo bitter buggy. Ich hab zwar noch keine Compiler-Abstuerze dadurch erlebt aber bisher gabs immer irgendwelche unschoenen Lighting-Fehler in der Map bei deren Einsatz.
Du solltest
a) nochmal genau pruefen ob es sinnvoll war das betreffende Konstrukt zu einem Entity zu machen (die Aussage war "Mach komplexe Geometrie zu Entities", wobei komplex alles das ist was unguenstige Leaves zur Folge hat) oder
b) das Entity im Inneren einfach grob mit einem bzw mehreren simplen NULL-Brushes nachbauen, die dann Schatten werfen und aber auch den BSP-Tree an der Stelle aufspalten (es bringt also nichts da zu genau zu sein, da du dann auch gleich das Konstrukt als World-Geometry belassen kannst).

--

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 28.09.2010 um 18:08 von Bluthund bearbeitet.
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