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Autor Beitrag
000
02.05.2006, 20:14
haschi



ich hab ne map gebaut und wollte sie complieren, geht aber net. sobald hl gestartet wird sagt mir die console das er die map net findet. der log analyzer spuckt keine fehler aus:

** Executing...
** Command: Change Directory
** Parameters: F:\Programme\Valve

** Executing...
** Command: Copy File
** Parameters: "F:\Programme\Valve\valve\maps\hausx.map" "F:\Programme\Valve\cstrike\maps\hausx.map"

** Executing...
** Command: F:\PROGRA~1\VALVEH~1\zhlt\hlcsg.exe
** Parameters: "F:\Programme\Valve\cstrike\maps\hausx"

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: F:\PROGRA~1\VALVEH~1\zhlt\hlcsg.exe F:\Programme\Valve\cstrike\maps\hausx
Entering F:\Programme\Valve\cstrike\maps\hausx.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:
20%...50%...70%... (0.02 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
20%...50%...70%... (0.06 seconds)

Including Wadfile: \programme\valve hammer editor\zhlt\zhlt.wad
- Contains 0 used textures, 0.00 percent of map (3 textures in wad)
Using Wadfile: \programme\valve\valve\halflife.wad
- Contains 3 used textures, 50.00 percent of map (3116 textures in wad)
Using Wadfile: \programme\valve\valve\liquids.wad
- Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: \programme\valve\valve\xeno.wad
- Contains 0 used textures, 0.00 percent of map (264 textures in wad)
Using Wadfile: \programme\valve\valve\decals.wad
- Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: \programme\valve\valve\camouflage.wad
- Contains 3 used textures, 50.00 percent of map (12 textures in wad)

Texture usage is at 0.26 mb (of 4.00 mb MAX)
0.08 seconds elapsed

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

** Executing...
** Command: F:\PROGRA~1\VALVEH~1\zhlt\hlbsp.exe
** Parameters: "F:\Programme\Valve\cstrike\maps\hausx"

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: F:\PROGRA~1\VALVEH~1\zhlt\hlbsp.exe F:\Programme\Valve\cstrike\maps\hausx

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 'F:\Programme\Valve\cstrike\maps\hausx.prt'
0.34 seconds elapsed

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

** Executing...
** Command: F:\PROGRA~1\VALVEH~1\zhlt\hlvis.exe
** Parameters: "F:\Programme\Valve\cstrike\maps\hausx"

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: F:\PROGRA~1\VALVEH~1\zhlt\hlvis.exe F:\Programme\Valve\cstrike\maps\hausx
82 portalleafs
203 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%... (0.00 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.05 seconds)
average leafs visible: 27
g_visdatasize:1026 compressed from 902
0.06 seconds elapsed

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

** Executing...
** Command: F:\PROGRA~1\VALVEH~1\zhlt\hlrad.exe
** Parameters: "F:\Programme\Valve\cstrike\maps\hausx"

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: F:\PROGRA~1\VALVEH~1\zhlt\hlrad.exe F:\Programme\Valve\cstrike\maps\hausx

-= 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 ]

3283 faces
Create Patches : 7120 base patches
0 opaque faces
56141 square feet [8084409.50 square inches]
1 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (32.75 seconds)
visibility matrix : 3.0 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.30 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (2.00 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.14 seconds)
Transfer Lists : 2902034 : 2.90M transfers
Indices : 134028 : 130.89k bytes
Data : 11608136 : 11.07M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.27 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.59 seconds)
38.20 seconds elapsed

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

** Executing...
** Command: F:\PROGRA~1\Valve\hl.exe
** Parameters: -dev -console +map "hausx"

--

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001
02.05.2006, 20:19
Protector



Vielleicht findet Half-Life die Map ja, wenn du sie vor dem Testen in den Mapordner von Half-Life kopierst?

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002
02.05.2006, 20:24
haschi



nene, die map habe ich vorher auch schon kompiliert, da ging sie, nur dann hatte ich nen fehler mit ner textur und dann hab ich den beseitigt und dann ging sie net mehr

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003
02.05.2006, 20:53
Agamemnon-Hellmapper



für welchen mod solls denn sein?

--

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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004
03.05.2006, 00:42
haschi



ah, so hat sich erledigt, hatte falsche einstellungen in VHE. keine ahung wie und wann ich die geändert habe, aber es ist passiert

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