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Autor Beitrag
000
09.07.2008, 22:43
NoAim



** Executing...
** Command: C:\CS\hlcsg.exe
** Parameters: -low -texdata 8192 -nowadtextures "c:\cs\mapping\versuchnr1"

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:\CS\hlcsg.exe -low -texdata 8192 -nowadtextures c:\cs\mapping\versuchnr1
Entering c:\cs\mapping\versuchnr1.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 [ 8388608 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Low ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ off ] [ 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]

3 brushes (totalling 28 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.34 seconds)
SetModelCenters:
10%...20%...30%...40%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.89 seconds)

Using Wadfile: \cs\wad\halflife.wad
- Contains 27 used textures, 96.43 percent of map (3116 textures in wad)
Using Wadfile: \cs\wad\industry_west.wad
- Contains 1 used texture, 3.57 percent of map (195 textures in wad)
Using Wadfile: \cs\wad\mad_fascade1.wad
- Contains 0 used textures, 0.00 percent of map (9 textures in wad)
Using Wadfile: \cs\wad\mad_italy2.wad
- Contains 0 used textures, 0.00 percent of map (44 textures in wad)
Using Wadfile: \cs\wad\mad_metro.wad
- Contains 0 used textures, 0.00 percent of map (18 textures in wad)
Using Wadfile: \cs\wad\mad_police.wad
- Contains 0 used textures, 0.00 percent of map (8 textures in wad)
Using Wadfile: \cs\wad\del_this.wad
- Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: \cs\wad\jotree.wad
- Warning: Larger than expected texture (261932 bytes): '{BIG_MAPLE'
- Contains 0 used textures, 0.00 percent of map (23 textures in wad)

added 14 additional animating textures.
Texture usage is at 0.35 mb (of 8.00 mb MAX)
1.47 seconds elapsed

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

** Executing...
** Command: C:\CS\hlbsp.exe
** Parameters: -low -texdata 8192 "c:\cs\mapping\versuchnr1"

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:\CS\hlbsp.exe -low -texdata 8192 c:\cs\mapping\versuchnr1

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 [ 8388608 ] [ 4194304 ]
priority [ Low ] [ 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...984 (0.33 seconds)
BSP generation successful, writing portal file 'c:\cs\mapping\versuchnr1.prt'
SolidBSP [hull 1] 500...1000...1309 (0.53 seconds)
SolidBSP [hull 2] 500...1000...1187 (0.41 seconds)
SolidBSP [hull 3] 500...1000...1500...1650 (1.06 seconds)
3.52 seconds elapsed

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

** Executing...
** Command: C:\CS\hlvis.exe
** Parameters: -low -texdata 8192 -full "c:\cs\mapping\versuchnr1"

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:\CS\hlvis.exe -low -texdata 8192 -full c:\cs\mapping\versuchnr1
586 portalleafs
1882 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 [ 8388608 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Low ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ on ] [ off ]

BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.73 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (305.98 seconds)
average leafs visible: 326
g_visdatasize:39297 compressed from 43364
306.77 seconds elapsed [5m 6s]

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

** Executing...
** Command: C:\CS\hlrad.exe
** Parameters: -low -texdata 8192 -extra -bounce 4 "c:\cs\mapping\versuchnr1"

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:\CS\hlrad.exe -low -texdata 8192 -extra -bounce 4 c:\cs\mapping\versuchnr1

-= 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 [ 8388608 ] [ 4194304 ]
priority [ Low ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ on ] [ off ]
bounces [ 4 ] [ 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:\CS\lights.rad']
[59 texlights parsed from 'C:\CS\lights.rad']

3199 faces
Create Patches : 16970 base patches
0 opaque faces
144581 square feet [20819762.00 square inches]
7 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (48.14 seconds)
visibility matrix : 17.2 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (95.03 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (32.27 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (21.44 seconds)
Transfer Lists : 21499620 : 21.50M transfers
Indices : 17025924 : 16.24M bytes
Data : 85998480 : 82.01M bytes
Bounce 1 GatherLight:
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(?,?,?)
...

diese warnung kommt noch 10.000 mal.

hab forensuche betätigt, aber nix gescheites gefunden, da bei den anderen mit dem problem die textur angegeben war/ist. Und der Log Analyser hat ewig gearbeitet und es is nix passiert (habs dann abgebrochen)

--

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001
09.07.2008, 23:15
Kondosofias



Zitat:
Entnommen aus: http://www.thewall.de/analyzer.php
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.
Das geht schneller als extra nen Beitrag zu öffnen... Und bei mir gings Ruckzuck und ich hab noch (!) nicht mal DSL!?

--

alias d!R7sL!de

>>K:wasdwadswadwdawdwich kann nicht laufen


Dieser Beitrag wurde am 09.07.2008 um 23:19 von Kondosofias bearbeitet.
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002
10.07.2008, 00:25
NoAim



okay, thanks ... ich hab ne dls 1000 leitung, aber mein bruder zockt im internet... soll heissen da bleibt nicht viel von der leitung übrig

--

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003
10.07.2008, 01:29
Kriz



Das ist ja mitunter die dümmste Ausrede, die ich heute vernommen habe... Jung, benutzt bei Compilerfehlern in Zukunft den Analyzer, sonst wirst du hier recht schnell wenig Freunde finden!

--

K:R-I)Z++
"CSS ist cascading style sheets. Und nicht so'n Ranzspiel." - dp
In memory of Voice († 2005/03/30)

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004
10.07.2008, 21:41
Kondosofias



Ja ich weiß,

aber ich würd eher sagen, hä? Wenn ich bei nem Kumpel mit DSL 1000 im inet bin und der will zocken, dann kann er das vergessen, dann lagts bei dem rumm wie scheiße aus dem After bröckelt.
Ich tendiere auf gayness...

--

alias d!R7sL!de

>>K:wasdwadswadwdawdwich kann nicht laufen

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