1. 384 mb оперативки
2. Видюха NVIDIA GeForce3 Ti 200
3. На карте одно солнце(поставил думал что компил. будет меньше)
4.log файл
hlcsg v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (
[email protected])
----- BEGIN hlcsg -----
Command line: hlcsg.exe -estimate -nowadtextures dzr_vokzal.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 ]
priority [ Normal ] [ Normal ]
noclip [ off ] [ off ]
onlyents [ off ] [ off ]
wadtextures [ off ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]
Wadinclude list :
[zhlt.wad]
entering dzr_vokzal.map
CreateBrush:
(0.94 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(1.28 seconds)
Using WAD File: \games\cs\valve\halflife.wad
Using WAD File: \games\cs\valve\decals.wad
Using WAD File: \games\cs\valve\liquids.wad
Using WAD File: \games\cs\cstrike\cstrike.wad
Using WAD File: \games\cs\cstrike\ok.wad
Embedding textures from WAD File [\games\cs\cstrike\zhlt.wad] into BSP
Texture usage is at 0.50 mb (of 4.00 mb MAX)
2.46 seconds elapsed
----- END hlcsg -----
hlbsp v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (
[email protected])
----- BEGIN hlbsp -----
Command line: hlbsp.exe -estimate dzr_vokzal.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 ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 240)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)
BSP generation successful, writing portal file 'dzr_vokzal.prt'
1.87 seconds elapsed
----- END hlbsp -----
hlvis v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (
[email protected])
----- BEGIN hlvis -----
Command line: hlvis.exe -estimate -full dzr_vokzal.map
-= 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 ]
priority [ Normal ] [ Normal ]
fast vis [ off ] [ off ]
full vis [ on ] [ off ]
277 portalleafs
875 numportals
BasePortalVis:
(0.29 seconds)
LeafThread:
(12.06 seconds)
average leafs visible: 91
g_visdatasize:8210 compressed from 9695
12.44 seconds elapsed
----- END hlvis -----
hlrad v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (
[email protected])
----- BEGIN hlrad -----
Command line: hlrad.exe -estimate -chart -extra -dscale 1 -bounce 4 -smooth 100 dzr_vokzal.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 ]
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 [ 256.000 ] [ 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 ]
global gamma amount [ 0.500 ] [ 0.500 ]
global sky diffusion [ 1.000 ] [ 1.000 ]
opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]
3519 faces
Create Patches : 33982 base patches
0 opaque faces
167928 square feet [24181684.00 square inches]
1 direct lights
BuildFacelights:
(327.18 seconds)
visibility matrix : 68.8 megs
BuildVisLeafs:
(138.36 seconds)
MakeScales:
(187.31 seconds)
SwapTransfers:
(1392.07 seconds)
Transfer Lists : 129506652 transfers
Indices : 22450436 bytes
Data : 518026608 bytes
GatherLight:
(1443.34 seconds)
GatherLight:
(967.39 seconds)
GatherLight:
(1096.65 seconds)
GatherLight:
(1611.45 seconds)
FinalLightFace:
(21.07 seconds)
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 2/400 128/25600 ( 0.5)
planes 1998/32767 39960/655340 ( 6.1)
vertexes 4956/65535 59472/786420 ( 7.6)
nodes 586/32767 14064/786408 ( 1.

texinfos 282/32767 11280/1310680 ( 0.9)
faces 3519/65535 70380/1310700 ( 5.4)
clipnodes 2473/32767 19784/262136 ( 7.5)
leaves 308/8192 8624/229376 ( 3.

marksurfaces 3832/65535 7664/131070 ( 5.

surfedges 16600/512000 66400/2048000 ( 3.2)
edges 8577/256000 34308/1024000 ( 3.4)
texdata [variable] 521836/4194304 (12.4)
lightdata [variable] 1356720/4194304 (32.3)
visdata [variable] 8210/2097152 ( 0.4)
entdata [variable] 630/524288 ( 0.1)
12 textures referenced
=== Total BSP file data space used: 2219460 bytes ===
7441.17 seconds elapsed [2h 4m 1s]
----- END hlrad -----
5. Компилирую батом. А так думаю разницы не какой. В хаммере тоже самое)
6. А вот патчи и геометрии чё такое?