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Autor Beitrag
000
05.06.2001, 14:13
Koempy



ICh hab folgendes Problem!
Ich hab meine map schon sehr vereinfacht, aber ich hab jetzt noch eine fehler beim kompilieren mit rad!

hlcsg v2.5.4 rel (May 30 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
----- BEGIN hlcsg -----
Command line: C:\AMG\ZONER\HLCSG.EXE -high -dev 1 C:\AMG\AMG.MAP
Developer messages enabled : [Error]

-= Current hlcsg Settings =-
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 1 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ High ] [ Normal ]

noclip [ off ] [ off ]
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 ]

Wadinclude list :
[zhlt.wad]

entering C:\AMG\AMG.MAP
CreateBrush:
(146.82 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(29.82 seconds)
Using WAD File: \spiele\half-life\valve\cs_747.wad
Using WAD File: \spiele\half-life\valve\halflife.wad
Using WAD File: \spiele\half-life\valve\decals.wad
Using WAD File: \spiele\half-life\valve\cstrike.wad
Using WAD File: \spiele\half-life\valve\spraypaint.wad
Using WAD File: \spiele\half-life\valve\xeno.wad
Using WAD File: \spiele\half-life\cstrike\itsitaly.wad
Using WAD File: \spiele\half-life\cstrike\as_riverside.wad
added 11 additional animating textures.
Texture usage is at 1.08 mb (of 4.00 mb MAX)
180.10 seconds elapsed [3m 0s]

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

hlbsp v2.5.4 rel (May 30 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
----- BEGIN hlbsp -----
Command line: C:\AMG\ZONER\HLBSP.EXE -high -dev 1 C:\AMG\AMG.MAP
Developer messages enabled : [Error]

-= Current hlbsp Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 1 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ High ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 240)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)

BSP generation successful, writing portal file 'C:\AMG\AMG.prt'
75.31 seconds elapsed [1m 15s]

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

hlvis v2.5.4 rel (May 30 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
----- BEGIN hlvis -----
Command line: C:\AMG\ZONER\HLVIS.EXE -high -dev 1 C:\AMG\AMG.MAP
Developer messages enabled : [Error]

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 1 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ High ] [ Normal ]

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

4432 portalleafs
13037 numportals
BasePortalVis:
(316.26 seconds)
LeafThread:
(9648.71 seconds)
average leafs visible: 550
g_visdatasize:883673 compressed from 2455328
9966.34 seconds elapsed [2h 46m 6s]

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

hlrad v2.5.4 rel (May 30 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
----- BEGIN hlrad -----
Command line: C:\AMG\ZONER\HLRAD.EXE -high -dev 1 C:\AMG\AMG.MAP
Developer messages enabled : [Error]

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 1 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ High ] [ 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 [ 256.000 ] [ 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 ]
global gamma amount [ 0.500 ] [ 0.500 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

22076 faces
Create Patches : 75038 base patches
0 opaque faces
816902 square feet [117633968.00 square inches]
Error: Exceeded MAX_PATCHES
Description: The map has a problem which must be fixed
Howto Fix: Check the file ZHLTProblems.html for a detailed explanation of this problem

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

kann da jemand helfen! wie viele pachtes darf man haben und was ist genau ein pachte?
bitte antwortet schnell

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001
05.06.2001, 14:19
AgentStinger



Also wenn du gut englisch kannst hilft dir das vielleicht weiter:
---------------------------------------------------------------------------
When hlrad runs, it takes all the visible faces in the game, and divides them into sections called patches. These patches are the textures used as the lightmaps for the world. There is a hard limit of 65535 patches that hlrad can deal with. By default, a 64x64 game unit chunk of space is the size of one patch. If the texture scaling (not texture size) is larger or smaller, it will directly affect the lightmap size as well. This means a texture with scale of 2, will have at best 1/4th as many patches as a texture with a scale of 1.

Putting a 'box' around the level to protect from leaks is the most commmon cause of this error, beyond excessively large maps. The box causes vis to keep the faces on the outside which would normally be thrown away. These faces are then required to have lightmaps. Worst case, is that putting a box around the level will usually cause an extra 40-80% more lightmaps to be created than necessary.

Barring having a box, the other cause is large maps. The fixes are varied but can only help so far. Using -chop values larger than the default 64 for hlrad will cause the lightmaps to be larger. However, for values larger than around 96 the lightmaps start looking bad, and will more prominently show the 'staircase' effect on shadows. Using a larger scale on large textures (dirt, rock walls, concrete) will help those large surfaces consume fewer lightmaps.
--------------------------------------------------------------------------
[Auszug aus ZHLTProblems.html ]

Zur Lösung deines Problems:
Vergrößere ein paar texturen (Felsen usw, da ist der Qualitätsverlust net soo schlimm), bis der Fehler verschwindet.
Evtl hast du auch eine/mehrere Texturen zu stark verkleinert, dann vergrößere diese.

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