После компиляции темным-темно :-(
Добрый день!
Сегодня делаю я свою deathrun_base_in_wood и решил откомпилировать, дабы посмотреть на кусты в игре.
Все откомпилилось, все нормально, но тут тебе БАЦ!!!!
Захожу в игру -> все темно, оружие не видно, хоть глаза выколи.
Вот вся проблема!
Использую:
-> Hammer 3.5
-> ZHLT 2.5.3. (CB 1.7)
Вот лог:
Батник:
Прошу вас мне помочь.
Внизу скрин и карта (исходник и готовая)
Добрый день!
Сегодня делаю я свою deathrun_base_in_wood и решил откомпилировать, дабы посмотреть на кусты в игре.
Все откомпилилось, все нормально, но тут тебе БАЦ!!!!
Захожу в игру -> все темно, оружие не видно, хоть глаза выколи.
Вот вся проблема!
Использую:
-> Hammer 3.5
-> ZHLT 2.5.3. (CB 1.7)
Вот лог:
Code:
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 ([email protected])
----- BEGIN hlcsg -----
Command line: hlcsg.exe -texdata 100000 -estimate deathrun_base_in_wood.map
Entering deathrun_base_in_wood.map
Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 102400000 ] [ 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:
(0.03 seconds)
SetModelCenters:
(0.02 seconds)
CSGBrush:
(0.08 seconds)
Using Wadfile: \games\cs v.1.6\valve\halflife.wad
- Contains 9 used textures, 31.03 percent of map (3116 textures in wad)
Using Wadfile: \games\cs v.1.6\cstrike\chateau.wad
- Contains 11 used textures, 37.93 percent of map (136 textures in wad)
Using Wadfile: \games\cs v.1.6\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 2 used textures, 6.90 percent of map (162 textures in wad)
Using Wadfile: \games\cs v.1.6\cstrike\cs_bdog.wad
- Contains 5 used textures, 17.24 percent of map (132 textures in wad)
Including Wadfile: \games\cs v.1.6\cstrike\zhlt.wad
- Contains 1 used texture, 3.45 percent of map (3 textures in wad)
Using Wadfile: \games\cs v.1.6\cstrike\zeditor.wad
- Contains 0 used textures, 0.00 percent of map (5 textures in wad)
Using Wadfile: \games\cs v.1.6\cstrike\cstrike.wad
- Contains 1 used texture, 3.45 percent of map (123 textures in wad)
added 2 additional animating textures.
Texture usage is at 1.36 mb (of 97.66 mb MAX)
0.20 seconds elapsed
----- END hlcsg -----
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 ([email protected])
----- BEGIN hlbsp -----
Command line: hlbsp.exe -texdata 100000 -estimate deathrun_base_in_wood.map
Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 102400000 ] [ 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 'deathrun_base_in_wood.prt'
0.20 seconds elapsed
----- END hlbsp -----
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 ([email protected])
----- BEGIN hlvis -----
Command line: hlvis.exe -full -texdata 100000 -chart -estimate deathrun_base_in_wood.map
173 portalleafs
500 numportals
-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 102400000 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]
fast vis [ off ] [ off ]
full vis [ on ] [ off ]
BasePortalVis:
(0.09 seconds)
LeafThread:
(0.56 seconds)
average leafs visible: 57
g_visdatasize:4178 compressed from 3806
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 12/400 768/25600 ( 3.0%)
planes 1062/32767 21240/655340 ( 3.2%)
vertexes 2265/65535 27180/786420 ( 3.5%)
nodes 498/32767 11952/786408 ( 1.5%)
texinfos 156/32767 6240/1310680 ( 0.5%)
faces 1776/65535 35520/1310700 ( 2.7%)
clipnodes 1070/32767 8560/262136 ( 3.3%)
leaves 333/8192 9324/229376 ( 4.1%)
marksurfaces 1961/65535 3922/131070 ( 3.0%)
surfedges 8166/512000 32664/2048000 ( 1.6%)
edges 4221/256000 16884/1024000 ( 1.6%)
texdata [variable] 2480/102400000 ( 0.0%)
lightdata [variable] 0/4194304 ( 0.0%)
visdata [variable] 4178/2097152 ( 0.2%)
entdata [variable] 7009/524288 ( 1.3%)
31 textures referenced
=== Total BSP file data space used: 187921 bytes ===
0.69 seconds elapsed
----- END hlvis -----
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 ([email protected])
----- BEGIN hlrad -----
Command line: hlrad.exe -extra -bounce 4 -smooth 100 -chop 64 -dscale 1 -scale 4 -texdata 100000 -chart -estimate deathrun_base_in_wood.map
-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 102400000 ] [ 4194304 ]
priority [ Normal ] [ 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 [ 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 [ 4.000 4.000 4.000 ] [ 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 info_texlights map entity]
[2 texlights parsed from info_texlights map entity]
1776 faces
Create Patches : 16746 base patches
36 opaque faces
76174 square feet [10969161.00 square inches]
471 direct lights
BuildFacelights:
(336.69 seconds)
visibility matrix : 16.7 megs
BuildVisLeafs:
(94.25 seconds)
MakeScales:
(16.61 seconds)
SwapTransfers:
(12.73 seconds)
Transfer Lists : 58757916 : 58.76M transfers
Indices : 7791620 : 7.43M bytes
Data : 235031664 : 224.14M bytes
GatherLight:
(5.88 seconds)
GatherLight:
(6.03 seconds)
GatherLight:
(6.25 seconds)
GatherLight:
(6.47 seconds)
FinalLightFace:
(1.36 seconds)
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 12/400 768/25600 ( 3.0%)
planes 1062/32767 21240/655340 ( 3.2%)
vertexes 2265/65535 27180/786420 ( 3.5%)
nodes 498/32767 11952/786408 ( 1.5%)
texinfos 156/32767 6240/1310680 ( 0.5%)
faces 1776/65535 35520/1310700 ( 2.7%)
clipnodes 1070/32767 8560/262136 ( 3.3%)
leaves 333/8192 9324/229376 ( 4.1%)
marksurfaces 1961/65535 3922/131070 ( 3.0%)
surfedges 8166/512000 32664/2048000 ( 1.6%)
edges 4221/256000 16884/1024000 ( 1.6%)
texdata [variable] 2480/102400000 ( 0.0%)
lightdata [variable] 661125/4194304 (15.8%)
visdata [variable] 4178/2097152 ( 0.2%)
entdata [variable] 7009/524288 ( 1.3%)
31 textures referenced
=== Total BSP file data space used: 849046 bytes ===
486.58 seconds elapsed [8m 6s]
----- END hlrad -----
Code:
@echo off
set WADROOT=d:\Games\CS v.1.6
set mapname=deathrun_base_in_wood.map
hlcsg.exe -texdata 100000 -estimate "%mapname%"
hlbsp.exe -texdata 100000 -estimate "%mapname%"
hlvis.exe -full -texdata 100000 -chart -estimate "%mapname%"
hlrad.exe -extra -bounce 4 -smooth 100 -chop 64 -dscale 1 -scale 4 -texdata 100000 -chart -estimate "%mapname%"
Внизу скрин и карта (исходник и готовая)
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