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Autor Beitrag
000
14.01.2007, 13:10
Platzpatrone



Hier mein Log:

** Executing...
** Command: Change Directory
** Parameters: D:\Programme\Steam\SteamApps\jennyjen\counter-strike

** Executing...
** Command: Copy File
** Parameters: "D:\Programme\VHE\maps\aim_mwh.map" "D:\Programme\Steam\SteamApps\jennyjen\counter-strike\cstrike\maps\aim_mwh.map"

** Executing...
** Command: D:\PROGRA~1\VHE\tools\hlcsg.exe
** Parameters: "D:\Programme\Steam\SteamApps\jennyjen\counter-strike\cstrike\maps\aim_mwh"

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: D:\PROGRA~1\VHE\tools\hlcsg.exe D:\Programme\Steam\SteamApps\jennyjen\counter-strike\cstrike\maps\aim_mwh
Entering D:\Programme\Steam\SteamApps\jennyjen\counter-strike\cstrike\maps\aim_mwh.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 ]
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%... (0.08 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.35 seconds)

Using Wadfile: \programme\steam\steamapps\jennyjen\counter-strike\cstrike\halflife.wad
- Contains 11 used textures, 100.00 percent of map (3116 textures in wad)

Texture usage is at 0.17 mb (of 4.00 mb MAX)
0.49 seconds elapsed

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

** Executing...
** Command: D:\PROGRA~1\VHE\tools\hlbsp.exe
** Parameters: "D:\Programme\Steam\SteamApps\jennyjen\counter-strike\cstrike\maps\aim_mwh"

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: D:\PROGRA~1\VHE\tools\hlbsp.exe D:\Programme\Steam\SteamApps\jennyjen\counter-strike\cstrike\maps\aim_mwh

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 ]
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] 266 (0.07 seconds)
BSP generation successful, writing portal file 'D:\Programme\Steam\SteamApps\jennyjen\counter-strike\cstrike\maps\aim_mwh.prt'
SolidBSP [hull 1] 298 (0.09 seconds)
SolidBSP [hull 2] 351 (0.06 seconds)
SolidBSP [hull 3] 298 (0.09 seconds)
0.69 seconds elapsed

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

** Executing...
** Command: D:\PROGRA~1\VHE\tools\hlvis.exe
** Parameters: "D:\Programme\Steam\SteamApps\jennyjen\counter-strike\cstrike\maps\aim_mwh"

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: D:\PROGRA~1\VHE\tools\hlvis.exe D:\Programme\Steam\SteamApps\jennyjen\counter-strike\cstrike\maps\aim_mwh
108 portalleafs
306 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:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.06 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (2.34 seconds)
average leafs visible: 61
g_visdatasize:1642 compressed from 1512
2.42 seconds elapsed

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

** Executing...
** Command: D:\PROGRA~1\VHE\tools\hlrad.exe
** Parameters: "D:\Programme\Steam\SteamApps\jennyjen\counter-strike\cstrike\maps\aim_mwh"

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: D:\PROGRA~1\VHE\tools\hlrad.exe D:\Programme\Steam\SteamApps\jennyjen\counter-strike\cstrike\maps\aim_mwh

-= 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 ]
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 'D:\PROGRA~1\VHE\tools\lights.rad']
[59 texlights parsed from 'D:\PROGRA~1\VHE\tools\lights.rad']

867 faces
Create Patches : 14374 base patches
0 opaque faces
109458 square feet [15762056.00 square inches]
1 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...Error:
for Face 493 (texture c3a1_crate1) at
(512.000 -1279.125 -448.000) (512.000 -1279.000 -448.000) (512.000 -1279.000 -289.000) (512.000 -1279.000 -288.000) (512.000 -1279.125 -288.000)
Error: Bad surface extents (14201 x 8)
Check the file ZHLTProblems.html for a detailed explanation of this problem

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

und jetzt die Frage was daran Falsch ist und was ich ändern muss!?

MfG Platze

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001
14.01.2007, 13:17
Schmogel



also ich würd das so interpretieren, dass du eine seite von einem brush(face 493) mit den maßen 14201 x 8 gemacht hast, das kann der kompilierer wohl nicht verarbeiten. wenn du den block findest teil den mal in mehrere kleine auf

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002
14.01.2007, 13:21
Platzpatrone



also ich hab jetzt mal mehrere Blöcke geteilt.aber der selbe Fehler kommt nochmal!

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003
14.01.2007, 13:29
Schmogel



hm, öffne mal die .map und nicht die .rmf, da könnte man den fehler sehen, sonst weiß ich auch nich, was das prob sein könnt

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004
14.01.2007, 13:32
Schmogel



ich hab jetzt mal nachgeguckt, was die textur c3a1_crate1 ist, das is ein container, hast du vielleicht einen container mit dem vertex tool oder dem clip-tool bearbeitet? dadurch könnte sich eine seite verzogen haben, was man in der rmf nicht sieht

e: upps doppelpost, sorry

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Dieser Beitrag wurde am 14.01.2007 um 13:32 von Schmogel bearbeitet.
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005
14.01.2007, 13:32
Platzpatrone



ich hab jetzt die .map geöffnet und was jetzt?da is genau alles so wie es in der .rmf ist!

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006
14.01.2007, 13:34
Schmogel



also, kp wo das prob is, lad mal die rmf bei www.kram-hochladen.de hoch, wenn du willst, vielleicht finden andere da was

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007
14.01.2007, 13:36
Platzpatrone



genau,denn wenn ich alle container aus der map hole und dann wieder kompiliere,dann gehts!

THX Platze

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008
15.01.2007, 10:12
Agamemnon-Hellmapper



Das sind vermurkste Textur-Skalierungen.

extreme Streckungen oder Stauchungen verträgt Rad nicht.

--

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.
- bloggt jetzt auch selbst auf Sclavia.de

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