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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:
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** 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 -----
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so, was mach ich falsch??
Thx für eure Hilfe.
--
-nur tote Fische schwimmen mit dem Strom-
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