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000
09.05.2009, 09:47
dim



Hallo an alle.

Ich habe folgendes Problem schon einmal gepostet und damals fälschlicherweise angenommen, meine Compile-tools seien die Ursache. Nun bin ich jedoch weiterhin ratlos:
Sobald ich einem Light-entity eine Appearance-einstellung zuweise
(fluorescent-flicker, pulse, candle,......), läuft die map hakelig, AUCH dann, wenn das Light-entity räumlich völlig abgekapselt ist. Die r_speeds bleiben unauffällig,
die Hardware meines Computer langt locker, Kompiliert habe ich vollständig.
Maps von anderen Mods, welche ein solch eingestelltes Light-entity in sich haben,
laufen aber flüssig, nur bei von mir erstellten maps nicht. Habe auch schon die maps auf einem anderen Computer kompilieren lassen - es ändert nichts.

--

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001
09.05.2009, 16:03
Agamemnon-Hellmapper



Grafikeinstellungen von Halflife sowie das Compilelog posten!

--

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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002
10.05.2009, 10:56
dim



Danke für dein Interesse.

Ich poste gleich mal 3 Compile-Logs (verteilt auf drei Posts, damit es nicht zu voll wird)

LOG1 - Kompiliert mit den Tools v3.2.1 rel 3.2.1 Final (Apr 3 2005) auf dem anderen Rechner - daher die besseren KompilierZeiten
Light-Entities mit Appearance-Einstellungen sind hier vorhanden

(Ich weiß, ich hab nen LEAF PORTAL SAW INTO LEAF und er hat einige Texturen nicht, aber das hat KEINEN Einfluss)

hlcsg v3.2.1 rel 3.2.1 Final (Apr 3 2005)

Zoner's Half-Life Compilation Tools 3.2.1 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to amckern at amckern@yahoo.com

If you have a Compile error with this stage of compile, please check
http://www.zhlt.info or the Mods Mapping Forum 'Search Function'.

----- BEGIN hlcsg -----
Command line: C:\VALVEH~1\tools\hlcsg.exe c:\sierra\half-life\valve\maps\dam1new
Entering c:\sierra\half-life\valve\maps\dam1new.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]

613 brushes (totalling 4035 sides) discarded from clipping hulls
CreateBrush:
(23.45 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(3.91 seconds)

Using Wadfile: \sierra\half-life\valve\halflife.wad
- Contains 82 used textures, 73.87 percent of map (3116 textures in wad)
Using Wadfile: \sierra\half-life\valve\liquids.wad
- Contains 1 used texture, 0.90 percent of map (32 textures in wad)
Using Wadfile: \sierra\half-life\valve\chin.wad
- Warning: Larger than expected texture (278252 bytes): 'CHIN'
- Contains 1 used texture, 0.90 percent of map (16 textures in wad)
Using Wadfile: \sierra\half-life\valve\comp.wad
- Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: \sierra\half-life\valve\barney.wad
- Contains 12 used textures, 10.81 percent of map (408 textures in wad)
Using Wadfile: \sierra\half-life\valve\tfc.wad
- Contains 7 used textures, 6.31 percent of map (278 textures in wad)
Using Wadfile: \sierra\half-life\valve\xeno.wad
- Contains 3 used textures, 2.70 percent of map (264 textures in wad)
Using Wadfile: \sierra\half-life\valve\decals.wad
- Contains 0 used textures, 0.00 percent of map (222 textures in wad)

added 4 additional animating textures.
Warning: ::FindTexture() texture METAL_STRIPE not found!
Warning: ::FindTexture() texture SIGN_INTAKE not found!
Warning: ::FindTexture() texture WALL_GRN_MTL_01 not found!
Warning: ::FindTexture() texture TOOLS not found!
Warning: ::FindTexture() texture DOOR_RUSTY not found!
Warning: ::LoadLump() texture DOOR_RUSTY not found!
Warning: ::LoadLump() texture METAL_STRIPE not found!
Warning: ::LoadLump() texture SIGN_INTAKE not found!
Warning: ::LoadLump() texture TOOLS not found!
Warning: ::LoadLump() texture WALL_GRN_MTL_01 not found!
Texture usage is at 1.71 mb (of 4.00 mb MAX)
31.52 seconds elapsed

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

hlbsp v3.2.1 rel 3.2.1 Final (Apr 3 2005)

Zoner's Half-Life Compilation Tools 3.2.1 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to amckern at amckern@yahoo.com

If you have a Compile error with this stage of compile, please check
http://www.zhlt.info or the Mods Mapping Forum 'Search Function'.

----- BEGIN hlbsp -----
Command line: C:\VALVEH~1\tools\hlbsp.exe c:\sierra\half-life\valve\maps\dam1new

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...1500...2000...2500...3000...3500...3703 (0.41 seconds)
BSP generation successful, writing portal file 'c:\sierra\half-life\valve\maps\dam1new.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3500...4000...4344 (0.47 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2500...3000...3500...4000...4144 (0.44 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...4000...4500...4716 (0.61 seconds)
14.02 seconds elapsed

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

hlvis v3.2.1 rel 3.2.1 Final (Apr 3 2005)

Zoner's Half-Life Compilation Tools 3.2.1 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to amckern at amckern@yahoo.com

If you have a Compile error with this stage of compile, please check
http://www.zhlt.info or the Mods Mapping Forum 'Search Function'.

----- BEGIN hlvis -----
Command line: C:\VALVEH~1\tools\hlvis.exe c:\sierra\half-life\valve\maps\dam1new
1454 portalleafs
4859 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:
(7.59 seconds)
LeafThread:
(1625.77 seconds)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 101 and 98:
(1556.000 -636.000 -622.000)
(1566.945 -633.484 -610.677)
(1676.000 -633.484 -610.677)
(1676.000 -640.000 -640.000)
(1676.000 -640.000 -640.000)
(1556.000 -640.000 -640.000)

average leafs visible: 324
g_visdatasize:135666 compressed from 264628
1633.53 seconds elapsed [27m 13s]

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

hlrad v3.2.1 rel 3.2.1 Final (Apr 3 2005)

Zoner's Half-Life Compilation Tools 3.2.1 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to amckern at amckern@yahoo.com

If you have a Compile error with this stage of compile, please check
http://www.zhlt.info or the Mods Mapping Forum 'Search Function'.

----- BEGIN hlrad -----
Command line: C:\VALVEH~1\tools\hlrad.exe c:\sierra\half-life\valve\maps\dam1new

-= 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 ]

[Reading texlights from 'C:\VALVEH~1\tools\lights.rad']
[59 texlights parsed from 'C:\VALVEH~1\tools\lights.rad']

14829 faces
Create Patches : 42453 base patches
12 opaque faces
349114 square feet [50272456.00 square inches]
92 direct lights

BuildFacelights:
(92.03 seconds)
visibility matrix : 107.4 megs
BuildVisLeafs:
(390.28 seconds)
MakeScales:
(135.48 seconds)
SwapTransfers:
(77.13 seconds)
Transfer Lists : 82947494 : 82.95M transfers
Indices : 46472992 : 44.32M bytes
Data : 331789976 : 316.42M bytes
GatherLight:
(10.95 seconds)
FinalLightFace:
(2.42 seconds)
710.28 seconds elapsed [11m 50s]

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

--

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003
10.05.2009, 11:00
dim



LOG2 - Kompiliert mit v2.5.3 rel Custom Build 1.7p15 (Jun 3 2004)

!!Habe die Light Entities mit den Appearance-Einstellungen diesmal aus der Map genommen - läuft flüssig!!

Kompiliert auf dem mapping-rechner:

hlcsg v2.5.3 rel Custom Build 1.7p15 (Jun 3 2004)
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 (webmaster@xp-cagey.com)
----- BEGIN hlcsg -----
Command line: C:\VALVEH~1\TOOLS\HLCSG.EXE c:\sierra\half-life\valve\maps\dam1new
Entering c:\sierra\half-life\valve\maps\dam1new.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]

613 brushes (totalling 4035 sides) discarded from clipping hulls
CreateBrush:
(19.39 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(6.70 seconds)

Using Wadfile: \sierra\half-life\valve\halflife.wad
- Contains 82 used textures, 73.87 percent of map (3116 textures in wad)
Using Wadfile: \sierra\half-life\valve\barney.wad
- Contains 12 used textures, 10.81 percent of map (408 textures in wad)
Using Wadfile: \sierra\half-life\valve\opfor.wad
- Contains 5 used textures, 4.50 percent of map (332 textures in wad)
Using Wadfile: \sierra\half-life\valve\tfc.wad
- Contains 7 used textures, 6.31 percent of map (278 textures in wad)
Using Wadfile: \sierra\half-life\valve\xeno.wad
- Contains 3 used textures, 2.70 percent of map (264 textures in wad)
Using Wadfile: \sierra\half-life\valve\decals.wad
- Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: \sierra\half-life\valve\liquids.wad
- Contains 1 used texture, 0.90 percent of map (32 textures in wad)
Using Wadfile: \sierra\half-life\valve\chin.wad
- Warning: Larger than expected texture (278252 bytes): 'CHIN'
- Contains 1 used texture, 0.90 percent of map (16 textures in wad)

added 4 additional animating textures.
Texture usage is at 1.84 mb (of 4.00 mb MAX)
33.72 seconds elapsed

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

hlbsp v2.5.3 rel Custom Build 1.7p15 (Jun 3 2004)
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 (webmaster@xp-cagey.com)
----- BEGIN hlbsp -----
Command line: C:\VALVEH~1\TOOLS\HLBSP.EXE c:\sierra\half-life\valve\maps\dam1new

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...1500...2000...2500...3000...3500...3703 (0.71 seconds)
BSP generation successful, writing portal file 'c:\sierra\half-life\valve\maps\dam1new.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3500...4000...4344 (0.83 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2500...3000...3500...4000...4144 (0.83 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...4000...4500...4716 (1.15 seconds)
14.72 seconds elapsed

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

hlvis v2.5.3 rel Custom Build 1.7p15 (Jun 3 2004)
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 (webmaster@xp-cagey.com)
----- BEGIN hlvis -----
Command line: C:\VALVEH~1\TOOLS\HLVIS.EXE c:\sierra\half-life\valve\maps\dam1new
1454 portalleafs
4859 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:
(7.36 seconds)
LeafThread:
(1900.86 seconds)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 101 and 98:
(1556.000 -636.000 -622.000)
(1566.945 -633.484 -610.677)
(1676.000 -633.484 -610.677)
(1676.000 -640.000 -640.000)
(1676.000 -640.000 -640.000)
(1556.000 -640.000 -640.000)

average leafs visible: 325
g_visdatasize:135666 compressed from 264628
1908.44 seconds elapsed [31m 48s]

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

hlrad v2.5.3 rel Custom Build 1.7p15 (Jun 3 2004)
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 (webmaster@xp-cagey.com)
----- BEGIN hlrad -----
Command line: C:\VALVEH~1\TOOLS\HLRAD.EXE c:\sierra\half-life\valve\maps\dam1new

-= 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)[ off ] [ 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:\VALVE HAMMER EDITOR\TOOLS\lights.rad']
[59 texlights parsed from 'C:\VALVE HAMMER EDITOR\TOOLS\lights.rad']

14892 faces
Create Patches : 43249 base patches
12 opaque faces
349111 square feet [50272064.00 square inches]
88 direct lights

BuildFacelights:
(85.52 seconds)
visibility matrix : 111.5 megs
BuildVisLeafs:
(756.71 seconds)
MakeScales:
(169.23 seconds)
SwapTransfers:
(344.06 seconds)
Transfer Lists : 85745106 : 85.75M transfers
Indices : 47307452 : 45.12M bytes
Data : 342980424 : 327.09M bytes
GatherLight:
(17.96 seconds)
FinalLightFace:
(10.21 seconds)
1389.56 seconds elapsed [23m 9s]

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

--

zum Seitenanfang zum Seitenende Profil || Suche
004
10.05.2009, 11:09
dim



LOG3 - Kompiliert wieder mit v2.5.3 rel Custom Build 1.7p15 (Jun 3 2004)
Diesmal MIT Light-Entities und Appearance-Einstellungen, welche ich zusätzlich nochmal durch zwei Wände "lichtdicht" abgekapselt habe - es läuft trotzdem hakelig:

Kompiliert auf dem mapping-Rechner:

hlcsg v2.5.3 rel Custom Build 1.7p15 (Jun 3 2004)
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 (webmaster@xp-cagey.com)
----- BEGIN hlcsg -----
Command line: C:\VALVEH~1\TOOLS\HLCSG.EXE c:\sierra\half-life\valve\maps\dam1new2
Entering c:\sierra\half-life\valve\maps\dam1new2.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]

613 brushes (totalling 4035 sides) discarded from clipping hulls
CreateBrush:
(19.77 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(6.81 seconds)

Using Wadfile: \sierra\half-life\valve\halflife.wad
- Contains 82 used textures, 73.87 percent of map (3116 textures in wad)
Using Wadfile: \sierra\half-life\valve\barney.wad
- Contains 12 used textures, 10.81 percent of map (408 textures in wad)
Using Wadfile: \sierra\half-life\valve\opfor.wad
- Contains 5 used textures, 4.50 percent of map (332 textures in wad)
Using Wadfile: \sierra\half-life\valve\tfc.wad
- Contains 7 used textures, 6.31 percent of map (278 textures in wad)
Using Wadfile: \sierra\half-life\valve\xeno.wad
- Contains 3 used textures, 2.70 percent of map (264 textures in wad)
Using Wadfile: \sierra\half-life\valve\decals.wad
- Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: \sierra\half-life\valve\liquids.wad
- Contains 1 used texture, 0.90 percent of map (32 textures in wad)
Using Wadfile: \sierra\half-life\valve\chin.wad
- Warning: Larger than expected texture (278252 bytes): 'CHIN'
- Contains 1 used texture, 0.90 percent of map (16 textures in wad)

added 4 additional animating textures.
Texture usage is at 1.84 mb (of 4.00 mb MAX)
34.22 seconds elapsed

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

hlbsp v2.5.3 rel Custom Build 1.7p15 (Jun 3 2004)
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 (webmaster@xp-cagey.com)
----- BEGIN hlbsp -----
Command line: C:\VALVEH~1\TOOLS\HLBSP.EXE c:\sierra\half-life\valve\maps\dam1new2

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...1500...2000...2500...3000...3500...3748 (0.66 seconds)
BSP generation successful, writing portal file 'c:\sierra\half-life\valve\maps\dam1new2.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3500...4000...4392 (0.88 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2500...3000...3500...4000...4160 (0.82 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...4000...4500...4751 (1.21 seconds)
15.16 seconds elapsed

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

hlvis v2.5.3 rel Custom Build 1.7p15 (Jun 3 2004)
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 (webmaster@xp-cagey.com)
----- BEGIN hlvis -----
Command line: C:\VALVEH~1\TOOLS\HLVIS.EXE c:\sierra\half-life\valve\maps\dam1new2
1459 portalleafs
4848 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:
(7.47 seconds)
LeafThread:
(1849.89 seconds)
average leafs visible: 323
g_visdatasize:133287 compressed from 266997
1857.53 seconds elapsed [30m 57s]

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

hlrad v2.5.3 rel Custom Build 1.7p15 (Jun 3 2004)
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 (webmaster@xp-cagey.com)
----- BEGIN hlrad -----
Command line: C:\VALVEH~1\TOOLS\HLRAD.EXE c:\sierra\half-life\valve\maps\dam1new2

-= 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)[ off ] [ 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:\VALVE HAMMER EDITOR\TOOLS\lights.rad']
[59 texlights parsed from 'C:\VALVE HAMMER EDITOR\TOOLS\lights.rad']

14920 faces
Create Patches : 43310 base patches
12 opaque faces
349331 square feet [50303792.00 square inches]
92 direct lights

BuildFacelights:
(85.96 seconds)
visibility matrix : 111.8 megs
BuildVisLeafs:
(756.49 seconds)
MakeScales:
(170.43 seconds)
SwapTransfers:
(551.56 seconds)
Transfer Lists : 84562910 : 84.56M transfers
Indices : 46917640 : 44.74M bytes
Data : 338251640 : 322.58M bytes
GatherLight:
(16.25 seconds)
FinalLightFace:
(10.55 seconds)
1598.50 seconds elapsed [26m 38s]

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

ZU DEN GRAFIK-EINSTELLUNGEN:

Auflösung: 1024 x 768
Videomode: Direct 3D bzw. OpenGL - macht keinen Unterschied, was das Haken angeht.
D3D Device bzw. OpenGL Driver: Default

Monitoreinstellungen: 1024 x 768

Danke schonmal im Vorraus

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005
10.05.2009, 12:38
Instinkt



Kompilier mal mit vis -full und rad -extra.

Läuft die Map auf anderen Pcs auch "hackelig"?
Du hast nur erwähnt das du sie auf anderen Pcs kompiliert hast.

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006
10.05.2009, 15:00
dim



Hallo Instinkt.

Danke - probiere es mal mit -full und -extra.

Zur Frage:
Meinen mappingrechner habe ich zwischenzeitlich mit nem "neuen" board und nem Prozessor versehen, außerdem einer anderen Grafikkarte. kein völlig anderer Pc.
Das Problem besteht dennoch. Auf meinem Zweitrechner scheint es nicht zu haken, wobei mir vorhin beim akribischen Hingucken aufgefallen ist, dass der Bildaufbau hier unsauberer, stockiger ist, als beim Mapping-Pc.(->WinXP??)
Dies jedoch auf jeder Karte, auch denen von Halflife. Was das Haken durchs Appearance-Entity angeht, kann man schlecht sagen ob das Gameplay durch die bessere Hardware gegenüber des Mapping-PCs kompensiert wird.

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007
10.05.2009, 19:34
dim



Also:

Habe es mit Vis-full und rad - extra kompiliert. Wenn ich mich nicht täusche, hakt es etwas weniger, dennoch ist es ein merklicher Unterschied zur Variante OHNE
Appearance-einstellungen.

Wie kann man das interpretieren?

Grundlegend wundert mich die Tatsache, dass die GESAMTE MAP hakt, obwohl nur ein Teil der Map durch ein Flackerlicht beleuchtet wird. Genauer: Im Outdoorbereich stockt es, wenn irgendwo im kleinen Indoorbereich, abgekapselt vom Rest, ein Licht flackert!?!?!?!

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008
10.05.2009, 21:24
Instinkt



Naja viel mehr als ruminterpretieren können wir dann auch nicht.
Ist HL1. Ist halt einfach nicht so grafisch-klasse.

Kannst vll mal ein paar Screens hochladen, oder die BSP-Datei, vll auch dir RMF, wenn es dir nichts ausmacht, vielleicht guckt ja mal jemand.

Bei derlei komplexen Sachen muss man immer warten bis Leute wie Agamemnon-Hellmapper, Richman, ..., also Leute die wirklich Ahnung von den Hintergründen usw. haben, sich zu Wort melden.

Es können wahrscheinlich auch noch ganz andere Gründe sein, vielleicht irgendwas mit deiner Spielconfig, den Spieleinstellungen oder den allgemeinen Einstellungen der Map (wie zB Max. viewable Distance...).
Vielleicht ist die Map auch ultrakomplex, viele Entitys ..., ziemlich groß ... .
Weiß ich nicht.

Aber halt dich daran jetzt erstmal nicht auf, du weißt ja woran es liegt. Ich bin sicher das man das Licht auch weglassen könnte wenn es garnicht anders geht.

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009
10.05.2009, 22:52
dim



Hallo Instinkt.

Danke erst mal für deine Tips.
Das Problem tritt ja nicht nur bei der EINEN Karte auf. Ich habe mehrere Karten, in denen ich flackernde Lampen eingebaut habe. Es ist überall das Gleiche.
Auch bei Testkarten, die nur aus einem Raum bestanden, trat das Problem auf.

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010
11.05.2009, 00:55
Smeagol



auch bei maps von anderen leuten mit flackernden lichtern?

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011
11.05.2009, 03:56
dim



Hallo Smeagol.

Nein, bei anderen Mods tritt dies nicht auf (siehe ersten Post)

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012
13.05.2009, 23:46
Silencer Einundneunzig



Ich würds erstmal auf die uralten Tools schieben, die du da benuzt.
Schau dir mal die hier an:
http://www.svencoop.com/forums/showthread.php?t=36733

Es ist bekannt, das ältere Tools größere lightmaps als nötig generieren.

Mein nächster Verdacht sind fullbright faces. Die Compiler machen da noch
was spezielles, um die *.bsp zu verkleinern, was aber enorme FPS-Einbußen
zur Folge haben kann. Versuch mal alles etwas dunkler zu machen.
Die wpoly verraten darüber rein gar nichts. Ich habe Maps gebaut, die bis 5000 wpoly
auf 100 FPS laufen, aber nur auf 3 FPS, wenn ich einfach alles zu hell gemacht
habe.

--

666 BPM

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