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Черные Непонятные Явления (ЧНЯ)

FiEctro

Ведущий
Jul 28, 2006
17,139
33
Без лога компиляции тут мало что можно посоветовать. Как предложили выше, возможно направление у солнца выставлено криво.
 

HAWK0044

New member
Jan 25, 2009
891
7
0
хаха! у меня такое-же было , только когда текстуру биндил..Это у тебя с лайт мапами проблемы
 

kn1fe

Я лучший :D
Dec 14, 2010
127
34
Code:
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 ([email protected])
-----  BEGIN  hlcsg -----
Command line: hlcsg.exe -estimate -nowadtextures 1.map 
Entering 1.map

Current hlcsg Settings
Name                 |  Setting  |  Default
---------------------|-----------|-------------------------
threads               [       1 ] [  Varies ]
verbose               [     off ] [     off ]
log                   [      on ] [      on ]
developer             [       0 ] [       0 ]
chart                 [     off ] [     off ]
estimate              [      on ] [     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           [     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]

1 brushes (totalling 6 sides) discarded from clipping hulls
CreateBrush:
 (0.05 seconds)
SetModelCenters:
 (0.00 seconds)
CSGBrush:
 (0.14 seconds)

Using Wadfile: \mapping\cs16\cstrike\cs_747.wad
 - Contains 0 used textures, 0.00 percent of map (143 textures in wad)
Using Wadfile: \mapping\cs16\cstrike\ajawad.wad
 - Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: \mapping\cs16\cstrike\cached.wad
 - Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Using Wadfile: \mapping\cs16\cstrike\chateau.wad
 - Contains 5 used textures, 33.33 percent of map (136 textures in wad)
Using Wadfile: \mapping\cs16\cstrike\cs_dust.wad
 - Contains 0 used textures, 0.00 percent of map (28 textures in wad)
Using Wadfile: \mapping\cs16\cstrike\cs_assault.wad
 - Contains 0 used textures, 0.00 percent of map (22 textures in wad)
Using Wadfile: \mapping\cs16\cstrike\cs_bdog.wad
 - Contains 0 used textures, 0.00 percent of map (132 textures in wad)
Using Wadfile: \mapping\cs16\cstrike\cs_cbble.wad
 - Contains 0 used textures, 0.00 percent of map (61 textures in wad)
Using Wadfile: \mapping\cs16\cstrike\cstrike.wad
 - Contains 0 used textures, 0.00 percent of map (123 textures in wad)
Using Wadfile: \mapping\cs16\cstrike\cs_havana.wad
 - Contains 0 used textures, 0.00 percent of map (122 textures in wad)
Using Wadfile: \mapping\cs16\cstrike\cs_office.wad
 - Contains 0 used textures, 0.00 percent of map (102 textures in wad)
Using Wadfile: \mapping\cs16\cstrike\cstraining.wad
 - Contains 0 used textures, 0.00 percent of map (24 textures in wad)
Using Wadfile: \mapping\cs16\cstrike\de_storm.wad
 - Contains 1 used texture, 6.67 percent of map (74 textures in wad)
Using Wadfile: \mapping\cs16\cstrike\de_airstrip.wad
 - Contains 0 used textures, 0.00 percent of map (69 textures in wad)
Using Wadfile: \mapping\cs16\cstrike\de_aztec.wad
 - Warning: Larger than expected texture (348972 bytes): 'SPECIAL_THANKS'
 - Warning: Larger than expected texture (348972 bytes): 'THANKS'
 - Contains 0 used textures, 0.00 percent of map (24 textures in wad)
Using Wadfile: \mapping\cs16\cstrike\de_piranesi.wad
 - Contains 0 used textures, 0.00 percent of map (160 textures in wad)
Using Wadfile: \mapping\cs16\cstrike\itsitaly.wad
 - Contains 1 used texture, 6.67 percent of map (99 textures in wad)
Using Wadfile: \mapping\cs16\cstrike\de_vertigo.wad
 - Contains 0 used textures, 0.00 percent of map (19 textures in wad)
Using Wadfile: \mapping\cs16\cstrike\decals.wad
 - Contains 0 used textures, 0.00 percent of map (225 textures in wad)
Using Wadfile: \mapping\cs16\cstrike\f15.wad
 - Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Using Wadfile: \mapping\cs16\cstrike\prodigy.wad
 - Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Using Wadfile: \mapping\cs16\cstrike\jos.wad
 - Contains 0 used textures, 0.00 percent of map (24 textures in wad)
Using Wadfile: \mapping\cs16\cstrike\n0th1ng.wad
 - Contains 0 used textures, 0.00 percent of map (8 textures in wad)
Using Wadfile: \mapping\cs16\cstrike\pb_bluelight_btm.wad
 - Warning: Larger than expected texture (230652 bytes): 'BY_STAKEPOST1'
 - Contains 0 used textures, 0.00 percent of map (14 textures in wad)
Using Wadfile: \mapping\cs16\cstrike\tswad.wad
 - Contains 0 used textures, 0.00 percent of map (29 textures in wad)
Using Wadfile: \mapping\cs16\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 0 used textures, 0.00 percent of map (162 textures in wad)
Using Wadfile: \mapping\cs16\valve\halflife.wad
 - Contains 4 used textures, 26.67 percent of map (3116 textures in wad)
Including Wadfile: \mapping\vhe\tools\compiler\zhlt.wad
 - Contains 1 used texture, 6.67 percent of map (8 textures in wad)
Using Wadfile: \mapping\prefabs_pack_by_tes\исходники\compdesk\wood.wad
 - Warning: Larger than expected texture (316332 bytes): 'MTHBRD'
 - Contains 0 used textures, 0.00 percent of map (14 textures in wad)
Using Wadfile: \mapping\prefabs_pack_by_tes\исходники\de_railroadstar\rrstar.wad
 - Contains 0 used textures, 0.00 percent of map (171 textures in wad)
Using Wadfile: \mapping\prefabs_pack_by_tes\исходники\medhouse\medhouse.wad
 - Contains 0 used textures, 0.00 percent of map (20 textures in wad)
Using Wadfile: \mapping\cs16\cstrike\up-rise.wad
 - Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: \mapping\cs16\cstrike\kniferik.wad
 - Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: \mapping\vice-city\cars-cs_assault2k\cars-cs_assault2k.wad
 - Contains 0 used textures, 0.00 percent of map (19 textures in wad)
Using Wadfile: \mapping\decompilers\декомпиляторы\bsptwomap\hns_floppytown_btm.wad
 - Contains 2 used textures, 13.33 percent of map (26 textures in wad)
Using Wadfile: \mapping\cs16\cstrike\unkeel.wad
 - Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Using Wadfile: \mapping\cs16\cstrike\as_riverside.wad
 - Contains 0 used textures, 0.00 percent of map (27 textures in wad)
Using Wadfile: \mapping\cs16\cstrike\as_tundra.wad
 - Contains 0 used textures, 0.00 percent of map (18 textures in wad)
Using Wadfile: \mapping\cs16\cstrike\rush.wad
 - Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Using Wadfile: \mapping\decompilers\декомпиляторы\bsptwomap\bsptwomap\o2_sutake_btm.wad
 - Warning: Larger than expected texture (230652 bytes): 'O2_SUTAKE'
 - Contains 1 used texture, 6.67 percent of map (15 textures in wad)
Using Wadfile: \mapping\decompilers\декомпиляторы\bsptwomap\bsptwomap\o2_sutake_p2_btm.wad
 - Warning: Larger than expected texture (230652 bytes): 'SUTAKE_2'
 - Contains 0 used textures, 0.00 percent of map (16 textures in wad)

Warning: More than 8 wadfiles are in use. (41)
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.


Texture usage is at 0.29 mb (of 4.00 mb MAX)
0.36 seconds elapsed

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



hlbsp 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 ([email protected])
-----  BEGIN  hlbsp -----
Command line: hlbsp.exe -estimate 1.map 

Current hlbsp Settings
Name               |  Setting  |  Default
-------------------|-----------|-------------------------
threads             [       1 ] [  Varies ]
verbose             [     off ] [     off ]
log                 [      on ] [      on ]
developer           [       0 ] [       0 ]
chart               [     off ] [     off ]
estimate            [      on ] [     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] 152 (0.02 seconds)
BSP generation successful, writing portal file '1.prt'
SolidBSP [hull 1] 141 (0.02 seconds)
SolidBSP [hull 2] 144 (0.02 seconds)
SolidBSP [hull 3] 134 (0.02 seconds)
0.17 seconds elapsed

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



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 ([email protected])
-----  BEGIN  hlvis -----
Command line: hlvis.exe -estimate -full 1.map 
  68 portalleafs
 227 numportals

-= Current hlvis Settings =-
Name               |  Setting  |  Default
-------------------|-----------|-------------------------
threads             [       1 ] [  Varies ]
verbose             [     off ] [     off ]
log                 [      on ] [      on ]
developer           [       0 ] [       0 ]
chart               [     off ] [     off ]
estimate            [      on ] [     off ]
max texture memory  [ 4194304 ] [ 4194304 ]
max vis distance    [       0 ] [       0 ]
priority            [  Normal ] [  Normal ]

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


BasePortalVis:
 (0.05 seconds)
LeafThread:
 (1.50 seconds)
average leafs visible: 54
g_visdatasize:732  compressed from 612
1.58 seconds elapsed

-----   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 ([email protected])
-----  BEGIN  hlrad -----
Command line: hlrad.exe -estimate -lights 1.rad -chart -extra -dscale 1 -bounce 4 -smooth 100 1.map 

-= Current hlrad Settings =-
Name                | Setting             | Default
--------------------|---------------------|-------------------------
threads              [                 1 ] [            Varies ]
verbose              [               off ] [               off ]
log                  [                on ] [                on ]
developer            [                 0 ] [                 0 ]
chart                [                on ] [               off ]
estimate             [                on ] [               off ]
max texture memory   [           4194304 ] [           4194304 ]
max lighting memory  [           6291456 ] [           6291456 ]
priority             [            Normal ] [            Normal ]

vismatrix algorithm  [          Original ] [          Original ]
oversampling (-extra)[                on ] [               off ]
bounces              [                 4 ] [                 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  [           100.000 ] [            50.000 ]
direct threshold     [            25.000 ] [            25.000 ]
direct light scale   [             1.000 ] [             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 'lights.rad']
[61 texlights parsed from 'lights.rad']

632 faces
Create Patches : 4927 base patches
0 opaque faces
65193 square feet [9387869.00 square inches]
8 direct lights

BuildFacelights:
[B]Warning: Too many direct light styles on a face(-1271.500000,1712.000000,138.666672)
Warning: Too many direct light styles on a face(-1271.500000,1717.333374,138.666672)
Warning: Too many direct light styles on a face(-1271.500000,1722.666626,138.666672)
Warning: Too many direct light styles on a face(-1271.500000,1728.000000,138.666672)
Warning: Too many direct light styles on a face(-1271.500000,1733.333374,138.666672)
Warning: Too many direct light styles on a face(-1271.500000,1738.666626,138.666672)
Warning: Too many direct light styles on a face(-1271.500000,1744.000000,138.666672)
Warning: Too many direct light styles on a face(-1271.500000,1749.333374,138.666672)
Warning: Too many direct light styles on a face(-1271.500000,1754.666626,138.666672)
Warning: Too many direct light styles on a face(-1271.500000,1760.000000,138.666672)
Warning: Too many direct light styles on a face(-1271.500000,1765.333374,138.666672)
Warning: Too many direct light styles on a face(-1271.500000,1770.666626,138.666672)
Warning: Too many direct light styles on a face(-1271.500000,1776.000000,138.666672)
Warning: Too many direct light styles on a face(-1271.500000,1648.000000,128.000000)
Warning: Too many direct light styles on a face(-1271.500000,1653.333374,128.000000)[/B]

[B]Вверху точто я сократил в 100 раз !!![/B]

 (29.42 seconds)
visibility matrix   :   1.4 megs
BuildVisLeafs:
 (18.81 seconds)
MakeScales:
 (11.45 seconds)
SwapTransfers:
 (17.52 seconds)
Transfer Lists :    10845498 :   10.85M transfers
       Indices :     2290484 :    2.18M bytes
          Data :    43381992 :   41.37M bytes
GatherLight:
Warning: Too many light styles on a face(-354.000000,1126.989990,-373.000000)
 (12.61 seconds)
GatherLight:
 (18.13 seconds)
GatherLight:
 (15.78 seconds)
GatherLight:
 (13.22 seconds)
FinalLightFace:
 (14.23 seconds)

Object names  Objects/Maxobjs  Memory / Maxmem  Fullness
------------  ---------------  ---------------  --------
models             16/400         1024/25600    ( 4.0%)
planes            377/32768       7540/655360   ( 1.2%)
vertexes          843/65535      10116/786420   ( 1.3%)
nodes             224/32767       5376/786408   ( 0.7%)
texinfos          110/32767       4400/1310680  ( 0.3%)
faces             632/65535      12640/1310700  ( 1.0%)
clipnodes         593/32767       4744/262136   ( 1.8%)
leaves            159/8192        4452/229376   ( 1.9%)
marksurfaces      725/65535       1450/131070   ( 1.1%)
surfedges        2910/512000     11640/2048000  ( 0.6%)
edges            1456/256000      5824/1024000  ( 0.6%)
texdata          [variable]     300224/4194304  ( 7.2%)
lightdata        [variable]     668007/6291456  (10.6%)
visdata          [variable]        732/2097152  ( 0.0%)
entdata          [variable]       6963/524288   ( 1.3%)
15 textures referenced
=== Total BSP file data space used: 1045132 bytes ===
151.58 seconds elapsed [2m 31s]

-----   END   hlrad -----
 

Scream

aw
Oct 29, 2005
6,857
38
Warning: Too many direct light styles on a face
Эта хрень, конечно, может вызывать теневые артефакты, но чтобы настолько как у тебя - я не видел. Решается просто - убери лишние лайты. Вообще освещение лучше делать исключительно через светящиеся текстуры - выглядит лучше и глюков не даёт как правило.
Ещё убери из Хаммера неиспользуемые вадники. Это тоже не хорошо, когда их подключено более 8-ми. Допустимо, но не хорошо.

Насчёт карты - выложи исходник (только глючные браши и источники света интересуют, остальное можешь выкинуть). Тогда однозначно скажу, в чём проблема.
 

kn1fe

Я лучший :D
Dec 14, 2010
127
34
Да light у меня многовато. Половино сначало выключены а потом включены через button посмотрю сам исправить попробую
 

Scream

aw
Oct 29, 2005
6,857
38
2 kn1fe:
А ну так когда ты лайты включаешь/выключаешь всегда эти баги и прут. Чем больше лайтов - тем больше багов. Там, где свет от 2-х источников пересекается получается такая вот черная лажа. Попробуй, конечно, сократить число лайтов, расставить их подельше и сделать поярче, но лучше либо оставить вообще один на помещение (чтобы не пересекались), либо отказаться от этого вовсе.
 

Aynekko

Маппер
Jun 7, 2010
3,367
32
Очень много лайтов, да. Да и вадов 41 штука - куда столько?! О_О Убери ненужные.

Scream, я вполне адекватно и без лулзов задал вопрос об ошибках в посте #3 :)
 

Scream

aw
Oct 29, 2005
6,857
38
2 AGRESSOR:
Лан проехали. Может я и что-то не то ляпнул.. Весна всётаки, ЧСВ, наверно, взбурлилось :agy:
 

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