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После компиляции темным-темно :-(

St.Snoop

New member
Feb 10, 2012
1,933
76
0
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:
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 -----
Батник:
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%"
Прошу вас мне помочь.
Внизу скрин и карта (исходник и готовая)
 

Attachments

Mpak

Мрак поглотит всех!
Jun 19, 2008
3,811
2 St.Snoop:
У тебя скай-браши есть? А то либо ты за пределами карты, либо у тебя небо покрыто нуллом, а не скаем.
 

KorteZZ

Возрождение...
Oct 18, 2009
527
36
Помогите тоже со светом.
У меня перестали светиться +0 текстуры. Одна лампа, которую я раньше делал - светится, а другие, которые я делаю - нет. А то тупо, что от не светящейся лампы исходит свет. Как это исправить?
 

Mr.Jeff

New member
Mar 12, 2011
2,135
60
0
St.Snoop:

Возможно, респаун находится внутри браша. По крайней мере, именно в таком случае HUD выглядит таким ярким.
 

St.Snoop

New member
Feb 10, 2012
1,933
76
0
2 bzzik:
Забыл %)
2 Skaarj:
Я на базе кт (это у меня не большой домик)
2 Шеот:
У меня небо-коробка. Но у меня в некоторых местах нулл видно (попробую его убрать).

[ADDED=St.Snoop]1331374461[/ADDED]
У меня даже небо из брашей по контуру карты не помогло...
Помогите, очень надо....
 
Last edited:

bzzik

New member
Nov 10, 2011
107
28
St.Snoop said:
2 bzzik:
Забыл %)
2 Skaarj:
Я на базе кт (это у меня не большой домик)
2 Шеот:
У меня небо-коробка. Но у меня в некоторых местах нулл видно (попробую его убрать).

[ADDED=St.Snoop]1331374461[/ADDED]
У меня даже небо из брашей по контуру карты не помогло...
Помогите, очень надо....

так че забыл, запихни хотябы сейчас.

[ADDED=bzzik]1331375698[/ADDED]
2 St.Snoop:
мой тебе совет:
пока карта небольшая, сделай все заново там всего то пару брашей.
 
Last edited:

St.Snoop

New member
Feb 10, 2012
1,933
76
0
bzzik said:
2 St.Snoop:
мой тебе совет:
пока карта небольшая, сделай все заново там всего то пару брашей.
Думаю ты прав - лучше сделать заново. :)
У меня все равно все равно были ошибки (Invalid structure)
Я лучше типа deathrun_dust2011 сделаю (но с другими текстурами) :)
 

Monyak

Всэх зарэжу-пэрэрэжу
Apr 22, 2007
1,174
5
0
Ukraine
St.Snoop said:
deathrun_dust2011
:facepalm: Лучше сразу deathrun_dust2012_v100500_fixed_final_super_puper
Неужели свое нельзя придумать? Нужно обязательно делать 100500ый даст...
 

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