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HLRAD не хочет компилить карту =(

St.Snoop

New member
Feb 10, 2012
1,932
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HLRAD не хочет компилить карту =(

Всем привет! Опять я с проблемами.... :(
Вообщем, делаю я карту и решил откомпилить. ксг, бсп и виз все прошли, а рад начал что-то выпендриватся. Мол ему некоторые вады для загрузки не нравятся. Надеюсь на вашу помощь.
Юзаю:
китайские компиляторы (hl* VL 25)
VHE 3.5
 

St.Snoop

New member
Feb 10, 2012
1,932
77
0
Компилил через хаммер, по этому он такой корявый.
Code:
hlcsg v3.4 VL25 (Oct 23 2011)
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: D:\Games\CS\mapping\zhlt\hlcsg.exe d:\games\cs\mapping\sources\FY_STR~1 
Arguments: d:\games\cs\mapping\sources\FY_STR~1 -low -wadautodetect 
Entering d:\games\cs\mapping\sources\FY_STR~1.map

Current hlcsg Settings
Name                 |  Setting  |  Default
---------------------|-----------|-------------------------
threads               [       2 ] [  Varies ]
verbose               [     off ] [     off ]
log                   [      on ] [      on ]
reset logfile         [      on ] [      on ]
developer             [       0 ] [       0 ]
chart                 [     off ] [     off ]
estimate              [     off ] [     off ]
max texture memory    [ 33554432 ] [ 33554432 ]
max lighting memory   [ 33554432 ] [ 33554432 ]
priority              [     Low ] [  Normal ]

noclip                [     off ] [     off ]
null texture stripping[      on ] [      on ]
clipnode economy mode [     off ] [     off ]
clip hull type        [  simple ] [  simple ]
onlyents              [     off ] [     off ]
wadtextures           [      on ] [      on ]
skyclip               [      on ] [      on ]
hullfile              [    None ] [    None ]
wadcfgfile            [    None ] [    None ]
nullfile              [    None ] [    None ]
nullify trigger       [      on ] [      on ]
min surface area      [   0.000 ] [   0.000 ]
brush union threshold [   0.000 ] [   0.000 ]
map scaling           [    None ] [    None ]
light name optimize   [      on ] [      on ]
UTF8 game_text        [      on ] [      on ]

Using mapfile wad configuration
Wadfiles not in use by the map will be excluded
Wadinclude list :
[zhlt.wad]

CreateBrush:
 (0.09 seconds)
CSGBrush:
 (0.32 seconds)

Using Wadfile: \games\cs\mapping\textures\12.wad
 - Contains 2 used textures, 13.33 percent of map (26 textures in wad)
Using Wadfile: \games\cs\mapping\textures\cs_mydvor.wad
 - Contains 2 used textures, 13.33 percent of map (175 textures in wad)
Using Wadfile: \games\cs\mapping\textures\de_chernobyl.wad
 - Contains 4 used textures, 26.67 percent of map (191 textures in wad)
Using Wadfile: \games\cs\mapping\textures\de_sash.wad
 - Warning: Larger than expected texture (67616534 bytes): ''
 - Contains 1 used texture, 6.67 percent of map (60 textures in wad)
Using Wadfile: \games\cs\mapping\textures\de_grozniy_b1.wad
 - Contains 6 used textures, 40.00 percent of map (20 textures in wad)

"wad" is "12.wad;cs_mydvor.wad;de_chernobyl.wad;de_sash.wad;de_grozniy_b1.wad;"

Texture usage is at 0.74 mb (of 32.00 mb MAX)
0.49 seconds elapsed

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



hlbsp v3.4 VL25 (Oct 23 2011)
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: D:\Games\CS\mapping\zhlt\hlbsp.exe d:\games\cs\mapping\sources\FY_STR~1 
Arguments: d:\games\cs\mapping\sources\FY_STR~1 -low -chart 

Current hlbsp Settings
Name               |  Setting  |  Default
-------------------|-----------|-------------------------
threads             [       2 ] [  Varies ]
verbose             [     off ] [     off ]
log                 [      on ] [      on ]
developer           [       0 ] [       0 ]
chart               [      on ] [     off ]
estimate            [     off ] [     off ]
max texture memory  [ 33554432 ] [ 33554432 ]
priority            [     Low ] [  Normal ]

noclip              [     off ] [     off ]
nofill              [     off ] [     off ]
noinsidefill        [     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 65536)
remove hull 2       [     off ] [     off ]


SolidBSP [hull 0] 500...563 (0.16 seconds)
BSP generation successful, writing portal file 'd:\games\cs\mapping\sources\FY_STR~1.prt'
SolidBSP [hull 1] 473 (0.12 seconds)
SolidBSP [hull 2] 472 (0.09 seconds)
SolidBSP [hull 3] 500...583 (0.16 seconds)
Reduced 217 texinfos to 197
Reduced 14 texdatas to 13 (620 bytes to 576)
Reduced 1722 planes to 657

Object names  Objects/Maxobjs  Memory / Maxmem  Fullness
------------  ---------------  ---------------  --------
models              2/512          128/32768    ( 0.4%)
planes            657/32768      13140/655360   ( 2.0%)
vertexes         1816/65535      21792/786420   ( 2.8%)
nodes             575/32767      13800/786408   ( 1.8%)
texinfos          197/32767       7880/1310680  ( 0.6%)
faces            1115/65535      22300/1310700  ( 1.7%)
clipnodes        1495/32767      11960/262136   ( 4.6%)
leaves            302/32760       8456/917280   ( 0.9%)
* visleafs        291/8192           0/0        ( 3.6%)
marksurfaces     1441/65535       2882/131070   ( 2.2%)
surfedges        5591/512000     22364/2048000  ( 1.1%)
edges            3105/256000     12420/1024000  ( 1.2%)
texdata          [variable]        576/33554432  ( 0.0%)
lightdata        [variable]          0/33554432  ( 0.0%)
visdata          [variable]          0/8388608  ( 0.0%)
entdata          [variable]        499/524288   ( 0.1%)
* AllocBlock        4/64             0/0        ( 6.3%)
13 textures referenced
=== Total BSP file data space used: 138197 bytes ===
0.95 seconds elapsed

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



hlvis v3.4 VL25 (Oct 23 2011)
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: D:\Games\CS\mapping\zhlt\hlvis.exe d:\games\cs\mapping\sources\FY_STR~1 
Arguments: d:\games\cs\mapping\sources\FY_STR~1 -low 
 291 portalleafs
 753 numportals

-= Current hlvis Settings =-
Name               |  Setting  |  Default
-------------------|-----------|-------------------------
threads             [       2 ] [  Varies ]
verbose             [     off ] [     off ]
log                 [      on ] [      on ]
developer           [       0 ] [       0 ]
chart               [     off ] [     off ]
estimate            [     off ] [     off ]
max texture memory  [ 33554432 ] [ 33554432 ]
max vis distance    [       0 ] [       0 ]
priority            [     Low ] [  Normal ]

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


BasePortalVis:
 (0.07 seconds)
LeafThread:
 (1.32 seconds)
average leafs visible: 121
g_visdatasize:10538  compressed from 10767
1.42 seconds elapsed

-----   END   hlvis -----
 

KPE030T

Герой Советского Союза
Nov 9, 2010
3,829
112
63
St.Snoop said:
Компилил через хаммер, по этому он такой корявый.
И ты еще нубов парафинил, мол они сволочи через хаммер компилят, да?
 

St.Snoop

New member
Feb 10, 2012
1,932
77
0
2 KPE030T:
Угу)). Оказывается хаммер не так уж и плох, если иметь прямые руки.
 

KPE030T

Герой Советского Союза
Nov 9, 2010
3,829
112
63
Так у тебя рад и не начинал :spy:

Post automatically merged:

Откомпиль батником
 

St.Snoop

New member
Feb 10, 2012
1,932
77
0
2 KPE030T:
Я про это и говорю. Он начинает, но потом его отрубает автоматом. Я уже все чем можно перекомпилил.

Post automatically merged:

Все тему можете закрыть. Это просто рад не хороший был и я другие компиляторы поставил
 
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