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@Smeagol:
sky habe ich natürlich, ob lights da sind spielt keine rolle. die map ist nicht gleichmäßig hell, es gibt einzelne Schatten an den Innenwänden des Hauses, nur eben nicht auf dem Boden. Ich hab dir mal den zhlt log angehängt
** Executing... ** Command: Change Directory ** Parameters: G:\Games\Halflife
** Executing... ** Command: Copy File ** Parameters: "G:\Games\Halflife\hammer\source\dod_map1.map" "G:\Games\Halflife\dod\maps\dod_map1.map"
** Executing... ** Command: G:\Games\Halflife\hammer\compile\hlcsg.exe ** Parameters: "G:\Games\Halflife\dod\maps\dod_map1"
hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002) 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 (merlinis@bigpond.net.au) ----- BEGIN hlcsg ----- Command line: G:\Games\Halflife\hammer\compile\hlcsg.exe G:\Games\Halflife\dod\maps\dod_map1 Entering G:\Games\Halflife\dod\maps\dod_map1.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 ] 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: 40%...50%...90%... (0.02 seconds) SetModelCenters: 10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds) CSGBrush: 30%...50%...80%... (0.06 seconds)
Using Wadfile: \games\halflife\valve\decals.wad - Contains 0 used textures, 0.00 percent of map (222 textures in wad) Using Wadfile: \games\halflife\valve\halflife.wad - Contains 7 used textures, 87.50 percent of map (3116 textures in wad) Using Wadfile: \games\halflife\valve\liquids.wad - Contains 0 used textures, 0.00 percent of map (32 textures in wad) Using Wadfile: \games\halflife\dod\decals.wad - Contains 0 used textures, 0.00 percent of map (238 textures in wad) Using Wadfile: \games\halflife\dod\dod_caen.wad - Contains 1 used texture, 12.50 percent of map (100 textures in wad) Using Wadfile: \games\halflife\dod\dod_avalanche.wad - Contains 0 used textures, 0.00 percent of map (110 textures in wad) Using Wadfile: \games\halflife\dod\dod_jagd.wad - Contains 0 used textures, 0.00 percent of map (111 textures in wad) Using Wadfile: \games\halflife\dod\dod_kraftstoff.wad - Contains 0 used textures, 0.00 percent of map (70 textures in wad)
added 2 additional animating textures. Texture usage is at 0.12 mb (of 4.00 mb MAX) 0.13 seconds elapsed
----- END hlcsg -----
** Executing... ** Command: G:\Games\Halflife\hammer\compile\hlbsp.exe ** Parameters: "G:\Games\Halflife\dod\maps\dod_map1"
hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002) 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 (merlinis@bigpond.net.au) ----- BEGIN hlbsp ----- Command line: G:\Games\Halflife\hammer\compile\hlbsp.exe G:\Games\Halflife\dod\maps\dod_map1
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 ] null tex. stripping [ on ] [ on ] notjunc [ off ] [ off ] subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512) max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)
BSP generation successful, writing portal file 'G:\Games\Halflife\dod\maps\dod_map1.prt' 0.11 seconds elapsed
----- END hlbsp -----
** Executing... ** Command: G:\Games\Halflife\hammer\compile\hlvis.exe ** Parameters: "G:\Games\Halflife\dod\maps\dod_map1"
hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002) 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 (merlinis@bigpond.net.au) ----- BEGIN hlvis ----- Command line: G:\Games\Halflife\hammer\compile\hlvis.exe G:\Games\Halflife\dod\maps\dod_map1 17 portalleafs 21 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: 30%...40%...50%...80%...90%... (0.00 seconds) LeafThread: 30%...40%...50%...80%...90%... (0.00 seconds) average leafs visible: 5 g_visdatasize:77 compressed from 51 0.02 seconds elapsed
----- END hlvis -----
** Executing... ** Command: G:\Games\Halflife\hammer\compile\hlrad.exe ** Parameters: "G:\Games\Halflife\dod\maps\dod_map1"
hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002) 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 (merlinis@bigpond.net.au) ----- BEGIN hlrad ----- Command line: G:\Games\Halflife\hammer\compile\hlrad.exe G:\Games\Halflife\dod\maps\dod_map1
-= 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 ] priority [ Normal ] [ Normal ]
vismatrix algorithm [ Original ] [ Original ] oversampling (-extra)[ off ] [ off ] bounces [ 1 ] [ 1 ] 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 ]
278 faces Create Patches : 2262 base patches 0 opaque faces 36893 square feet [5312654.00 square inches] 1 direct lights
BuildFacelights: 10%...20%...30%...40%...50%...60%...70%...80%...90%... (2.67 seconds) visibility matrix : 0.3 megs BuildVisLeafs: 20%...30%...50%...60%...90%... (0.59 seconds) MakeScales: 10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.38 seconds) SwapTransfers: 10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.09 seconds) Transfer Lists : 1154466 : 1.15M transfers Indices : 228600 : 223.24k bytes Data : 4617864 : 4.40M bytes Bounce 1 GatherLight: 10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.09 seconds) FinalLightFace: 10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.31 seconds) 4.30 seconds elapsed
----- END hlrad -----
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