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000
08.03.2006, 14:15
pendejo



Hi leute, erstam stell ich mich vor:

Mein Nick seht ihr ja, ich komme aus Stuttgart und habe gerade erst mit dem level designen begonnen bzw. mich damit versucht.

So.

Also ich habe streng nach den Leitsätzen der Tut´s gearbeitet und habe eine TOTAL einfache map gebaut (für counterstrike). Zuerst kam dann immer ein Fehler beim kompilieren, diesen habe ich behoben indem ich einfach n neuen runtergeladen hab. Die Map funzt aber immer noch nicht. Dann habe ich den kompletten k.-Log in den Analyzer gehauen, der aber auch kein Fehler findet. Ich habe Entities drinne und zwar folgende:
- info_player_start
- info_player_deathmatch
- 2x light
- info_bomb_target

Ich verteh des nicht, das spiel haut mich genau beim ende vom "precaching ressorces" raus.

Ich poste mal die Log:

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: D:\MODELL~1\PROGRA~1\hammer\tools\hlcsg.exe D:\Spiele\Valve\Steam\SteamApps\katzenpeter187@web.de\counter-strike\cstrike\maps\idille
Entering D:\Spiele\Valve\Steam\SteamApps\katzenpeter187@web.de\counter-strike\cstrike\maps\idille.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:
(0.01 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.03 seconds)

Using Wadfile: \spiele\valve\steam\steamapps\katzenpeter187@web.de\half-life\valve\halflife.wad
- Contains 3 used textures, 100.00 percent of map (3116 textures in wad)
Using Wadfile: \spiele\valve\steam\steamapps\katzenpeter187@web.de\half-life\valve\liquids.wad
- Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: \spiele\valve\steam\steamapps\katzenpeter187@web.de\half-life\valve\decals.wad
- Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: \spiele\valve\steam\steamapps\katzenpeter187@web.de\counter-strike\cstrike\cstrike.wad
- Contains 0 used textures, 0.00 percent of map (123 textures in wad)

Texture usage is at 0.04 mb (of 4.00 mb MAX)
0.07 seconds elapsed

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

hlvis 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 hlvis -----
Command line: D:\MODELL~1\PROGRA~1\hammer\tools\hlvis.exe D:\Spiele\Valve\Steam\SteamApps\katzenpeter187@web.de\counter-strike\cstrike\maps\idille
Error: Portal file 'D:\Spiele\Valve\Steam\SteamApps\katzenpeter187@web.de\counter-strike\cstrike\maps\idille.prt' does not exist, cannot vis the map

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

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: D:\MODELL~1\PROGRA~1\hammer\tools\hlrad.exe -extra D:\Spiele\Valve\Steam\SteamApps\katzenpeter187@web.de\counter-strike\cstrike\maps\idille
>> There was a problem compiling the map.
>> Check the file D:\Spiele\Valve\Steam\SteamApps\katzenpeter187@web.de\counter-strike\cstrike\maps\idille.log for the cause.

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

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001
08.03.2006, 14:18
Richman
Moderator


Du hast den BSP Compiler vergessen.

Damit du die HL/CS laden kannst, muss sie mindestens mit CSG und BSP kompiliert sein. Damit sie spielbar wird, müssen alle vier Compiler CSG, BSP, VIS und RAD komplett und fehlerfrei durchlaufen.

--

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www.richmans-maps.ch.vu - wieder online!

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002
08.03.2006, 14:18
pendejo



hi, sry das war der falsche log

der is der richtige und die map funzt trotzdem nicht

** Executing...
** Command: Change Directory
** Parameters: D:\Spiele\Valve\Steam\SteamApps\katzenpeter187@web.de\counter-strike

** Executing...
** Command: Copy File
** Parameters: "D:\Modelling-Skinning\counterstrike\nicht-fertig-maps\idille.map" "D:\Spiele\Valve\Steam\SteamApps\katzenpeter187@web.de\counter-strike\cstrike\maps\idille.map"

** Executing...
** Command: D:\MODELL~1\PROGRA~1\hammer\tools\hlcsg.exe
** Parameters: "D:\Spiele\Valve\Steam\SteamApps\katzenpeter187@web.de\counter-strike\cstrike\maps\idille"

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: D:\MODELL~1\PROGRA~1\hammer\tools\hlcsg.exe D:\Spiele\Valve\Steam\SteamApps\katzenpeter187@web.de\counter-strike\cstrike\maps\idille
Entering D:\Spiele\Valve\Steam\SteamApps\katzenpeter187@web.de\counter-strike\cstrike\maps\idille.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 ]
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:
90%... (0.00 seconds)
SetModelCenters:
50%... (0.00 seconds)
CSGBrush:
90%... (0.03 seconds)

Using Wadfile: \spiele\valve\steam\steamapps\katzenpeter187@web.de\counter-strike\cstrike\cstrike.wad
- Contains 3 used textures, 100.00 percent of map (123 textures in wad)

added 1 additional animating textures.
Texture usage is at 0.09 mb (of 4.00 mb MAX)
0.05 seconds elapsed

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

** Executing...
** Command: D:\MODELL~1\PROGRA~1\hammer\tools\hlbsp.exe
** Parameters: "D:\Spiele\Valve\Steam\SteamApps\katzenpeter187@web.de\counter-strike\cstrike\maps\idille"

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: D:\MODELL~1\PROGRA~1\hammer\tools\hlbsp.exe D:\Spiele\Valve\Steam\SteamApps\katzenpeter187@web.de\counter-strike\cstrike\maps\idille

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 ]
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 'D:\Spiele\Valve\Steam\SteamApps\katzenpeter187@web.prt'
0.04 seconds elapsed

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

** Executing...
** Command: D:\MODELL~1\PROGRA~1\hammer\tools\hlvis.exe
** Parameters: "D:\Spiele\Valve\Steam\SteamApps\katzenpeter187@web.de\counter-strike\cstrike\maps\idille"

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: D:\MODELL~1\PROGRA~1\hammer\tools\hlvis.exe D:\Spiele\Valve\Steam\SteamApps\katzenpeter187@web.de\counter-strike\cstrike\maps\idille
4 portalleafs
3 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:
50%... (0.00 seconds)
LeafThread:
50%... (0.00 seconds)
average leafs visible: 4
g_visdatasize:12 compressed from 4
0.00 seconds elapsed

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

** Executing...
** Command: D:\MODELL~1\PROGRA~1\hammer\tools\hlrad.exe
** Parameters: -extra "D:\Spiele\Valve\Steam\SteamApps\katzenpeter187@web.de\counter-strike\cstrike\maps\idille"

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: D:\MODELL~1\PROGRA~1\hammer\tools\hlrad.exe -extra D:\Spiele\Valve\Steam\SteamApps\katzenpeter187@web.de\counter-strike\cstrike\maps\idille

-= 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)[ on ] [ 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 'D:\MODELL~1\PROGRA~1\hammer\tools\lights.rad']
[71 texlights parsed from 'D:\MODELL~1\PROGRA~1\hammer\tools\lights.rad']

38 faces
Create Patches : 448 base patches
0 opaque faces
6656 square feet [958464.00 square inches]
2 direct lights

BuildFacelights:
10%...50%...60%... (0.11 seconds)
visibility matrix : 0.0 megs
BuildVisLeafs:
50%... (0.03 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.05 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.01 seconds)
Transfer Lists : 91624 : 91.62k transfers
Indices : 26496 : 25.88k bytes
Data : 366496 : 357.91k bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.02 seconds)
FinalLightFace:
10%...50%...60%... (0.05 seconds)
1.05 seconds elapsed

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

--

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003
08.03.2006, 14:19
Agamemnon-Hellmapper



Wie wäre es, wenn du MIT hlbsp kompilieren würdest statt ohne? hlbsp ist enorm wichtig für den Kompilierprozess.

Edit: Sinnlos geworden...

--

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


Dieser Beitrag wurde am 08.03.2006 um 14:52 von Agamemnon-Hellmapper bearbeitet.
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004
08.03.2006, 14:25
pendejo



hmm, wie meinst du des bzw. wie geht des, weil in der log steht doch drinn das alle 4 abgeschlossen worden sind!?

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005
08.03.2006, 14:45
Richman
Moderator


Ich fürchte er bezieht sich noch auf deine alte Log. Du hättest deine Post wohl eher editieren sollen.

--

Richman's Hazardous Course - Status: 100% !!!
www.richmans-maps.ch.vu - wieder online!

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006
08.03.2006, 15:01
pendejo



Jo, hätt ich machen sollen, ich merks mir fürs nexte mal :)

So, keine Ahnung warum, aber ich hab die Map zum laufen gebracht und zwar hab ich einfach über den Expert_modus kompiliert.
Ich hab da aber auch keine besonderen Eigenschaften eingestellt, sonder da konnte man eine Option einstellen und zwar auf den Punkt counterstrike_full!

Mehr war es auch nicht.

An die Leute die Plan haben, ihr könnt ja wenn ihr lust habt eine Möglichkeit nennen warum es jetz plötzlich funzt! :)

Ich werd auf jeden ersma weiter mappen :D

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