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Autor Beitrag
000
29.01.2005, 17:11
Timo Netz



Hab mir jetzt eine einfache map erstellt nut zum testen , und da ich so newbie bin, geht mein CS immer beim aufmachen einfach zu ohne fehler nix...was hab ich falsch gemacht ? Und wie mach ichs richtig ?
Ich hab cs 1.6

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001
30.01.2005, 02:33
Tubgirl



Du hast vielleicht einen Kompilierfehler. Poste mal dein Log.

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002
30.01.2005, 09:17
Timo Netz



** Executing...
** Command: Change Directory
** Parameters: "D:\steam\SteamApps\timo_netz\counter-strike"

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\qcsg.exe
** Parameters: "c:\dokumente und einstellungen\xin\desktop\cs_test"

qcsg.exe v2.8 (Jan 31 2000)
---- qcsg ----
entering c:\dokumente und einstellungen\xin\desktop\cs_test.map
CreateBrush: 0...1...3...5...6...8... (0)
CSGBrush: 0...1...3...5...6...8... (0)
Using WAD File: \steam\steamapps\timo_netz\counter-strike\cstrike\tempdecal.wad
Using WAD File: \steam\steamapps\timo_netz\counter-strike\cstrike\cs_italy_b2k.wad
0 seconds elapsed

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\qbsp.exe
** Parameters: "c:\dokumente und einstellungen\xin\desktop\cs_test"

qbsp2.exe v2.2 (Dec 28 1998)
---- qbsp2 ----
LEAK LEAK LEAK
Hullnum 1: No entities in empty space -- no filling performed
Hullnum 2: No entities in empty space -- no filling performed
Hullnum 3: No entities in empty space -- no filling performed
0 seconds elapsed

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\vis.exe
** Parameters: "c:\dokumente und einstellungen\xin\desktop\cs_test"

vis.exe v1.3 (Dec 30 1998)
---- vis ----
2 thread(s)
LoadPortals: couldn't read c:\dokumente und einstellungen\xin\desktop\cs_test.prt
No vising performed.

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\qrad.exe
** Parameters: "c:\dokumente und einstellungen\xin\desktop\cs_test"

qrad.exe v 1.5 (Apr 6 2000)
----- Radiosity ----
2 threads
[Reading texlights from 'C:\PROGRA~1\VALVEH~1\tools\lights.rad']
[1 texlights parsed from 'C:\PROGRA~1\VALVEH~1\tools\lights.rad']

No vis information, direct lighting only.
236 faces
50289 square feet [7241728.00 square inches]
2328 patches after subdivision
1 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9... (0)
FinalLightFace: 0...1...2...3...4...5...6...7...8...9... (0)

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/400 64/25600 ( 0.3%)
planes 96/32767 1920/655340 ( 0.3%)
vertexes 268/65535 3216/786420 ( 0.4%)
nodes 24/32767 576/786408 ( 0.1%)
texinfos 6/8192 240/327680 ( 0.1%)
faces 236/65535 4720/1310700 ( 0.4%)
clipnodes 72/32767 576/262136 ( 0.2%)
leaves 20/8192 560/229376 ( 0.2%)
marksurfaces 236/65535 472/131070 ( 0.4%)
surfedges 1000/512000 4000/2048000 ( 0.2%)
edges 501/256000 2004/1024000 ( 0.2%)
texdata [variable] 92/2097152 ( 0.0%)
lightdata [variable] 101316/2097152 ( 4.8%)
visdata [variable] 0/2097152 ( 0.0%)
entdata [variable] 571/131072 ( 0.4%)
=== Total BSP file data space used: 120327 bytes ===
0 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "c:\dokumente und einstellungen\xin\desktop\cs_test.bsp" "C:\Programme\Valve Hammer Editor\maps\cs_test.bsp"

** Executing...
** Command: Copy File
** Parameters: "c:\dokumente und einstellungen\xin\desktop\cs_test.pts" "C:\Programme\Valve Hammer Editor\maps\cs_test.pts"

** Executing...
** Command: D:\steam\STEAMA~1\TIMO_N~1\COUNTE~1\hl.exe
** Parameters: +map "cs_test" -game cstrike -dev -console +deathmatch 1

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003
30.01.2005, 10:21
devilforce



Hullnum 1: No entities in empty space -- no filling performed
und nen Leak, ausserdem kein Vis ... okay das vis is ja nich so notwendig... aber dann noch aufm desktop kompiliert... Leck mich fett, das würd ich erst mal ändern..
Funktioniert dein Hl denn auch nich wenn de ne andere map startest, oder nur bei deiner ?

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004
30.01.2005, 10:54
Timo Netz



Also mein HL funkt immer nicht, wenn ich ne selbstgemacht map aufmach , sonst gehts- also maps von meinem kumpel gehn auch net...

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005
30.01.2005, 12:56
Bastler



Durch suche das Forum wenn dir das nicht weiter hilft:

** Executing...
** Command: Change Directory
** Parameters: "f:\Counter-Strike\"

** Executing...
** Command: f:\COUNTE~1\dod\hammer\zoner\hlcsg.exe
** Parameters: "f:\wartburg2" -texdata 16384

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:\COUNTE~1\dod\hammer\zoner\hlcsg.exe f:\wartburg2 -texdata 16384
Entering f:\wartburg2.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 [ 16777216 ] [ 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:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.11 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.44 seconds)

Using Wadfile: \counter-strike\dod\universal.wad
- Warning: Larger than expected texture (348972 bytes): 'GRASSBRDR_SET4D'
- Warning: Larger than expected texture (348972 bytes): 'GRASSBRDR_SET3_'
- Warning: Larger than expected texture (348972 bytes): 'GRASSBRDRA12'
- Warning: Larger than expected texture (348972 bytes): 'BRSTWSET_1B'
- Warning: Larger than expected texture (348972 bytes): 'BRSTWSET_1FLT'
- Warning: Larger than expected texture (348972 bytes): 'RUBBLEMUD'
- Warning: Larger than expected texture (348972 bytes): 'BRIK_NORMANDY1D'
- Warning: Larger than expected texture (348972 bytes): 'BRIK_NORMANDY1L'
- Warning: Larger than expected texture (348972 bytes): 'EARTH'
- Warning: Larger than expected texture (348972 bytes): 'EARTH2'
- Warning: Larger than expected texture (348972 bytes): 'RAILROADBRDR_RA'
- Warning: Larger than expected texture (348972 bytes): 'RAILROADBRDR1'
- Warning: Larger than expected texture (348972 bytes): 'TOWNHALLDOOR'
- Warning: Larger than expected texture (348972 bytes): 'M3L3GRASS_1'
- Warning: Larger than expected texture (348972 bytes): 'M3L3GRASS_1BLAS'
- Warning: Larger than expected texture (348972 bytes): 'M3L3GRASS_1ROUG'
- Warning: Larger than expected texture (348972 bytes): 'M3L3GRASS_1TRAN'
- Warning: Larger than expected texture (348972 bytes): 'M3L3GRASS2'
- Warning: Larger than expected texture (348972 bytes): 'M3L3GRASS'
- Warning: Larger than expected texture (218412 bytes): '{TREERECONWSOME'
- Warning: Larger than expected texture (348972 bytes): 'FACH1'
- Contains 30 used textures, 85.71 percent of map (2227 textures in wad)
Using Wadfile: \counter-strike\dod\decals.wad
- Contains 0 used textures, 0.00 percent of map (238 textures in wad)
Using Wadfile: \counter-strike\valve\liquids.wad
- Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Including Wadfile: \counter-strike\dod\hammer\zoner\zhlt.wad
- Contains 0 used textures, 0.00 percent of map (3 textures in wad)
Using Wadfile: \counter-strike\dod\wartburg.wad
- Warning: Larger than expected texture (348972 bytes): 'FACH1'
- Contains 5 used textures, 14.29 percent of map (23 textures in wad)

added 2 additional animating textures.
Texture usage is at 1.74 mb (of 16.00 mb MAX)
0.70 seconds elapsed

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

** Executing...
** Command: f:\COUNTE~1\dod\hammer\zoner\hlbsp.exe
** Parameters: "f:\wartburg2" -texdata 16384

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:\COUNTE~1\dod\hammer\zoner\hlbsp.exe f:\wartburg2 -texdata 16384

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 [ 16777216 ] [ 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:\wartburg2.prt'
1.02 seconds elapsed

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

** Executing...
** Command: f:\COUNTE~1\dod\hammer\zoner\hlvis.exe
** Parameters: "f:\wartburg2" -texdata 16384

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:\COUNTE~1\dod\hammer\zoner\hlvis.exe f:\wartburg2 -texdata 16384
326 portalleafs
984 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 [ 16777216 ] [ 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%... (0.19 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (6.57 seconds)
average leafs visible: 112
g_visdatasize:13327 compressed from 13366
6.80 seconds elapsed

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

** Executing...
** Command: f:\COUNTE~1\dod\hammer\zoner\hlrad.exe
** Parameters: "f:\wartburg2" -texdata 16384

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:\COUNTE~1\dod\hammer\zoner\hlrad.exe f:\wartburg2 -texdata 16384

-= 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 [ 16777216 ] [ 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 ]

[Reading texlights from 'f:\COUNTE~1\dod\hammer\zoner\lights.rad']
[8 texlights parsed from 'f:\COUNTE~1\dod\hammer\zoner\lights.rad']

1570 faces
Create Patches : 13365 base patches
0 opaque faces
347276 square feet [50007752.00 square inches]
1 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (20.55 seconds)
visibility matrix : 10.6 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (16.02 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (18.48 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (4.49 seconds)
Transfer Lists : 12079540 : 12.08M transfers
Indices : 3302740 : 3.15M bytes
Data : 48318160 : 46.08M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.05 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.48 seconds)
62.24 seconds elapsed [1m 2s]

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

** Executing...
** Command: Copy File
** Parameters: "f:\wartburg2.bsp" "f:\Counter-Strike\dod\maps\wartburg2.bsp"

** Executing...
** Command: Copy File
** Parameters: "f:\wartburg2.pts" "f:\Counter-Strike\dod\maps\wartburg2.pts"

--

*******www.lifecentral.de.vu*******
*Mein Spiegelbild hat sich.....~~...auf...*
*dem Monitor...............,,,,..°Ö;Ö°..,,,,....*
*eingebrand..............°°°°..."@"...°°°°.*
********www.mymap.de.vu*******

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006
30.01.2005, 12:57
Tubgirl



CSG dauert satte 0 Sekunden... kann es sein, dass die Map ganz einfach leer ist?

*edit*
Bastler, was soll das denn werden? o_O

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Dieser Beitrag wurde am 30.01.2005 um 12:58 von -Sir_Pepe- bearbeitet.
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007
30.01.2005, 13:00
Bastler



wie? meine neue map soll das werden..*g*

--

*******www.lifecentral.de.vu*******
*Mein Spiegelbild hat sich.....~~...auf...*
*dem Monitor...............,,,,..°Ö;Ö°..,,,,....*
*eingebrand..............°°°°..."@"...°°°°.*
********www.mymap.de.vu*******

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008
30.01.2005, 22:06
Timo Netz



Naja, die MAP ist so gut wie leer, kleiner raum mit den start plätzen, kann mir dann mal jemand ne richtige fertige map schicken ? Vielleicht gehts dann , das ich fehler beim mapping gemacht hab -> Timo@Timo-Netz.de

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