Hallo, ich habe mal wieder ein Problem. =)
und zwar, wenn ich meine map compile, dann läuft der compile soweit komplett ohne fehler durch aber nach dem compilen hat die map auf einmal einen anderen namen. :/
Um genau zu sein heisst die map "co_grey_b6.map" bevor ich sie compile und "CO_GRE~1.bsp" nach dem compilen.
Habe schon versucht, einfach die map umzubenennen und neu zu compilen, lief aber auf das selbe hinaus, aus "co_grey_b7.map" wurde "CO_GRE~2.bsp"
Die Maps lassen sich aber beide starten (dachte eig mit sonem Dateinamen würde das nicht gehen)
Hat jemand eine Idee, woran das liegen könnte?
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:\PROGRA~1\VALVEH~1\zhlt\hlcsg.exe d:\CO_GRE~1 -hullfile C:\Programme\Steam\steamapps\skeleton91\half-life\ns\nshulls.txt
Loading hull definitions from 'C:\Programme\Steam\steamapps\skeleton91\half-life\ns\nshulls.txt'
Entering d:\CO_GRE~1.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 [ C:\Programme\Steam\steamapps\skeleton91\half-life\ns\nshulls.txt ] [ 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]
41 brushes (totalling 225 sides) discarded from clipping hulls
CreateBrush:
(0.80 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(2.11 seconds)
Including Wadfile: \programme\valve hammer editor\zhlt\zhlt.wad
- Contains 1 used texture, 0.90 percent of map (8 textures in wad)
Using Wadfile: \programme\steam\steamapps\skeleton91\half-life\ns\ns_bast.wad
- Contains 1 used texture, 0.90 percent of map (22 textures in wad)
Using Wadfile: \programme\steam\steamapps\skeleton91\half-life\ns\ns_eclipse.wad
- Contains 10 used textures, 9.01 percent of map (61 textures in wad)
Using Wadfile: \programme\steam\steamapps\skeleton91\half-life\ns\ns_shiva.wad
- Contains 1 used texture, 0.90 percent of map (18 textures in wad)
Using Wadfile: \programme\steam\steamapps\skeleton91\half-life\ns\ns2.wad
- Contains 46 used textures, 41.44 percent of map (296 textures in wad)
Using Wadfile: \programme\steam\steamapps\skeleton91\half-life\ns\ns.wad
- Contains 52 used textures, 46.85 percent of map (578 textures in wad)
added 8 additional animating textures.
Texture usage is at 3.86 mb (of 4.00 mb MAX)
3.06 seconds elapsed
----- END hlcsg -----
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:\PROGRA~1\VALVEH~1\zhlt\hlbsp.exe d:\CO_GRE~1
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...2944 (0.25 seconds)
BSP generation successful, writing portal file 'd:\CO_GRE~1.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3203 (0.33 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2500...2751 (0.28 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...3502 (0.38 seconds)
3.73 seconds elapsed
----- END hlbsp -----
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:\PROGRA~1\VALVEH~1\zhlt\hlrad.exe d:\CO_GRE~1 -extra
-= 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)[ 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 [ 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:\PROGRA~1\VALVEH~1\zhlt\lights.rad']
[59 texlights parsed from 'C:\PROGRA~1\VALVEH~1\zhlt\lights.rad']
[Reading texlights from info_texlights map entity]
[10 texlights parsed from info_texlights map entity]
[Reading texlights from info_texlights map entity]
[19 texlights parsed from info_texlights map entity]
Warning: No vis information, direct lighting only.
4636 faces
Create Patches : 28392 base patches
0 opaque faces
212879 square feet [30654610.00 square inches]
3378 direct lights
BuildFacelights:
(1954.45 seconds)
FinalLightFace:
(0.09 seconds)
1955.13 seconds elapsed [32m 35s]
----- END hlrad -----
Hoffe der Thread ist hier richtig, weil ein compile oder entity fehler ist es ja eigentlich nicht.