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Ich denke, dass diese Problem schon häufiger vorkam, habe auch ich der Forensuche einige Themen dazu gefunden. doch keines davon hatte eine Lösung für men Problem Parat.
JO Problem ist, Map ist fetig compiliert und nach dem Starten in CS beendet sich CS automatisch ohne eine Fehlermeldung.
Ich habe zwar eine Textur drinn, die 256x256 übersteigt, jedoch hatte die map schonmal funktioniert und da war auch diese Textur drinn.
Log Analizer sagt "keine Fehler" und ich finde im Log auch keine.
LOG:
hlcsg v3.3 rel 3.3 prerelease (Oct 9 2005) 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\PROGRA~1\VALVEH~1\tools\hlcsg.exe C:\Programme\Games\Valve\cstrike\maps\aim_Nuclearzone Entering C:\Programme\Games\Valve\cstrike\maps\aim_Nuclearzone.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: (0.30 seconds) SetModelCenters: (0.00 seconds) CSGBrush: (0.75 seconds)
Using Wadfile: \programme\games\valve\valve\decals.wad - Contains 0 used textures, 0.00 percent of map (222 textures in wad) Using Wadfile: \programme\games\valve\valve\halflife.wad - Contains 144 used textures, 99.31 percent of map (3116 textures in wad) Using Wadfile: \programme\games\valve\valve\liquids.wad - Contains 0 used textures, 0.00 percent of map (32 textures in wad) Including Wadfile: \programme\games\valve\valve\zhlt.wad - Contains 1 used texture, 0.69 percent of map (1 textures in wad)
added 24 additional animating textures. Texture usage is at 2.67 mb (of 4.00 mb MAX) 1.27 seconds elapsed
----- END hlcsg -----
hlbsp v3.3 rel 3.3 prerelease (Oct 9 2005) 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\PROGRA~1\VALVEH~1\tools\hlbsp.exe C:\Programme\Games\Valve\cstrike\maps\aim_Nuclearzone
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] 500...1000...1152 (0.13 seconds) BSP generation successful, writing portal file 'C:\Programme\Games\Valve\cstrike\maps\aim_Nuclearzone.prt' SolidBSP [hull 1] 500...992 (0.09 seconds) SolidBSP [hull 2] 500...897 (0.08 seconds) SolidBSP [hull 3] 500...1000...1118 (0.11 seconds) 1.31 seconds elapsed
----- END hlbsp -----
hlvis v3.3 rel 3.3 prerelease (Oct 9 2005) 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: C:\PROGRA~1\PROGRA~1\VALVEH~1\tools\hlvis.exe C:\Programme\Games\Valve\cstrike\maps\aim_Nuclearzone 613 portalleafs 1911 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: (2.58 seconds) LeafThread: (37.39 seconds) average leafs visible: 158 g_visdatasize:27075 compressed from 47201 40.03 seconds elapsed
----- END hlvis -----
hlrad v3.3 rel 3.3 prerelease (Oct 9 2005) 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\PROGRA~1\VALVEH~1\tools\hlrad.exe -extra C:\Programme\Games\Valve\cstrike\maps\aim_Nuclearzone
-= 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)[ 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\PROGRA~1\VALVEH~1\tools\lights.rad'] [59 texlights parsed from 'C:\PROGRA~1\PROGRA~1\VALVEH~1\tools\lights.rad']
3057 faces Create Patches : 20787 base patches 0 opaque faces 208925 square feet [30085248.00 square inches] 56 direct lights
BuildFacelights: (33.64 seconds) visibility matrix : 25.8 megs BuildVisLeafs: (90.22 seconds) MakeScales: (55.95 seconds) SwapTransfers: (47.98 seconds) Transfer Lists : 39240008 : 39.24M transfers Indices : 18091484 : 17.25M bytes Data : 156960032 : 149.69M bytes GatherLight: (7.67 seconds) FinalLightFace: (2.05 seconds) 238.03 seconds elapsed [3m 58s]
----- END hlrad -----
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Wer mit künstlicher Intelligenz arbeitet, muß auch mit natürlicher Dummheit rechnen.
Dieser Beitrag wurde am 31.01.2006 um 15:11 von Marley bearbeitet.
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