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Autor Beitrag
000
14.09.2005, 20:17
the_mask



Hey Leute!
Ich habversucht eine Pistolmap zu machen (mit sicherheit ohne Leek und .vis
benutze ich auch, funzt. ja sonst auch immer) nur beim kompilieren bekomme ich
folgendes:

_______________

** Executing...
** Command: Change Directory
** Parameters: E:\Programme\HL-eins

** Executing...
** Command: Copy File
** Parameters: "D:\Dokumente und Einstellungen\Schmitz\Desktop\sonst\allmymaps\a-maps\arv-knive-house.map" "E:\Programme\HL-eins\cstrike\maps\arv-knive-house.map"

** Executing...
** Command: E:\PROGRA~1\VALVEH~1\tools\hlcsg.exe
** Parameters: "E:\Programme\HL-eins\cstrike\maps\arv-knive-house"

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: E:\PROGRA~1\VALVEH~1\tools\hlcsg.exe E:\Programme\HL-eins\cstrike\maps\arv-knive-house
Entering E:\Programme\HL-eins\cstrike\maps\arv-knive-house.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]

1 brushes (totalling 6 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.15 seconds)
SetModelCenters:
30%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.60 seconds)

Using Wadfile: \programme\hl-eins\cstrike\ajawad.wad
- Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: \programme\hl-eins\cstrike\as_tundra.wad
...
...
...
Using Wadfile: \programme\hl-eins\cstrike\jos.wad
- Contains 0 used textures, 0.00 percent of map (24 textures in wad)
Using Wadfile: \programme\hl-eins\cstrike\tswad.wad
- Contains 0 used textures, 0.00 percent of map (29 textures in wad)
Using Wadfile: \programme\hl-eins\cstrike\pldecal.wad
- Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: \programme\hl-eins\cstrike\prodigy.wad
- Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Using Wadfile: \programme\hl-eins\cstrike\torntextures.wad
- Warning: Larger than expected texture (240172 bytes): 'TK_STONEWALLHI'
- Warning: Larger than expected texture (306812 bytes): 'TK_CLAYROOF'
- Warning: Larger than expected texture (272812 bytes): '{TK_PLANTLG'
- Warning: Larger than expected texture (327212 bytes): '{TK_PLANTSM'
- Warning: Larger than expected texture (235412 bytes): 'TK_TORNMAP'
- Contains 4 used textures, 13.33 percent of map (162 textures in wad)

Warning: More than 8 wadfiles are in use. (24)
This may be harmless, and if no strange side effects are occurring, then
it can safely be ignored. However, if your map starts exhibiting strange
or obscure errors, consider this as suspect.

added 1 additional animating textures.
Texture usage is at 0.98 mb (of 4.00 mb MAX)
0.96 seconds elapsed

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

** Executing...
** Command: E:\PROGRA~1\VALVEH~1\tools\hlbsp.exe
** Parameters: "E:\Programme\HL-eins\cstrike\maps\arv-knive-house"

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: E:\PROGRA~1\VALVEH~1\tools\hlbsp.exe E:\Programme\HL-eins\cstrike\maps\arv-knive-house

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] 485 (0.33 seconds)
BSP generation successful, writing portal file 'E:\Programme\HL-eins\cstrike\maps\arv-knive-house.prt'
SolidBSP [hull 1] 294 (0.17 seconds)
SolidBSP [hull 2] 176 (0.06 seconds)
SolidBSP [hull 3] 320 (0.21 seconds)
1.30 seconds elapsed

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

** Executing...
** Command: E:\PROGRA~1\VALVEH~1\tools\hlvis.exe
** Parameters: -fast "E:\Programme\HL-eins\cstrike\maps\arv-knive-house"

g_fastvis = true
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: E:\PROGRA~1\VALVEH~1\tools\hlvis.exe -fast E:\Programme\HL-eins\cstrike\maps\arv-knive-house
289 portalleafs
974 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 [ on ] [ off ]
full vis [ off ] [ off ]

BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.56 seconds)
average leafs visible: 212
g_visdatasize:9870 compressed from 10693
0.63 seconds elapsed

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

** Executing...
** Command: E:\PROGRA~1\VALVEH~1\tools\hlrad.exe
** Parameters: "E:\Programme\HL-eins\cstrike\maps\arv-knive-house"

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: E:\PROGRA~1\VALVEH~1\tools\hlrad.exe E:\Programme\HL-eins\cstrike\maps\arv-knive-house

-= 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 'E:\PROGRA~1\VALVEH~1\tools\lights.rad']
[59 texlights parsed from 'E:\PROGRA~1\VALVEH~1\tools\lights.rad']

768 faces
Create Patches : 2128 base patches
0 opaque faces
5705 square feet [821663.50 square inches]
9 direct lights

BuildFacelights:
10%...Warning: Too many direct light styles on a face(-32.000000,-32.000000,-79.500000)
Warning: Too many direct light styles on a face(-64.000000,-48.000000,-79.500000)
Warning: Too many direct light styles on a face(-48.000000,-48.000000,-79.500000)
Warning: Too many direct light styles on a face(-32.000000,-48.000000,-79.500000)
Warning: Too many direct light styles on a face(-80.000000,-64.000000,-79.500000)
Warning: Too many direct light styles on a face(-64.000000,-64.000000,-79.500000)
Warning: Too many direct light styles on a face(-48.000000,-64.000000,-79.500000)
Warning: Too many direct light styles on a face(-32.000000,-64.000000,-79.500000)
Warning: Too many direct light styles on a face(-80.000000,-80.000000,-79.500000)
...
...
...
(das geht erst mal ewig so weiter, dann kommt:)
...
...
...
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
...
...
...
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
60%...Warning: Too many direct light styles on a face(?,?,?)
...
(nach c.a. 100.000 Bildschirmseiten =)
...
...
...
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
Warning: Too many direct light styles on a face(?,?,?)
(45.11 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.05 seconds)
53.16 seconds elapsed

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

_____________________

so, was mach ich falsch??

Thx für eure Hilfe.

--

-nur tote Fische schwimmen mit dem Strom-

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001
15.09.2005, 08:57
Richman
Moderator


*hust*
http://www.thewall.de/analyzer.php

Zitat:
Too Many Direct Light Styles
Gefunden in:
Zeile 284, Zeile 285, Zeile 286, Zeile 287, Zeile 288, Zeile 289, Zeile 290, Zeile 291, Zeile 292, Zeile 300, Zeile 301, Zeile 302, Zeile 303, Zeile 304, Zeile 305, Zeile 306, Zeile 307, Zeile 308, Zeile 309, Zeile 310, Zeile 311, Zeile 315, Zeile 316, Zeile 317, Zeile 323, Zeile 324, Zeile 325, Zeile 326, Zeile 327
Problem:
Dies bedeutet, daß zu viele (mehr als 3) verschiedenartige Lichtquellen ("light styles") auf eine Fläche scheinen. Alle Lichtquellen, die in irgend einer Weise unterschiedliche Eigenschaften haben (Helligkeit, Farbe, Namen, dynamisch (blinkend, flackernd, schaltbar, etc.)) stellen jeweils ein "light style" dar. Zwei oder mehr Lichter, die exakt die gleichen Eigenschaften haben werden von HalfLife als EIN "light style" angesehen.
Lösung:
Entweder Lichter löschen, ode die zuvielen Lights den anderen solange anpassen, bis nur noch 3 verschiedene Light-arten auf eine Fläche scheinen.
edit:
Warum wird hier eigentlich immer blind drauf los gepostet, ohne mal die festen Threads zu beachten? :(
http://www.thewall.de/forum/showtopic.php?threadid=41636

--

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


Dieser Beitrag wurde am 15.09.2005 um 09:02 von Richman bearbeitet.
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002
15.09.2005, 13:34
the_mask



Also Richman, tausend dank...
ich prokel mal ein bischel drann rum, wenns net klapt, meld ich mich wieder
und das mit dem analyzer is cool =) wusst ich nur nich net... (wo steht wann es wo was neues gibt?)

--

-nur tote Fische schwimmen mit dem Strom-

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003
15.09.2005, 14:49
Richman
Moderator


Normalerweise erwarten wir von einem User, dass dieser wenn er ein Problem hat, einfach auf der Page rumstöbert, sich die Wiki anschaut, die Suchfunktion nutzt, und die festen Threads in den einzelnen Unterboards liest.

So hättest du dein Problem bestimmt selber auf die Reihe gekriegt.

--

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

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004
15.09.2005, 22:30
the_mask



schmollmops. meine güte ich versuch auch perfektionist aus leidenschaft
zu sein aber du bist auch kein halbgott.
trotzdem danke.

--

-nur tote Fische schwimmen mit dem Strom-

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005
16.09.2005, 16:37
Flow
Moderator


the_mask: Das hat rein garnichts mit Perfektion oder sonstwas zu tun, das ist einfach die von thewall verlangte Routine, die du vor der Eröffnung eines Threads zu beachten hast.

Trotzdem danke.

--

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