Vis вылетает при компиляции
Вот лог Оффтоп
Как видите, ошибок Leaf portal saw into leaf нет, однако vis пытается сохранить файл .vdt О_О первый раз если честно его вижу, и после короткого промедления вылетает. Ну после этого на карте естественно нет теней от opaque ентить, да и притом часть ентить вообще не отображается, не пойму в чем проблема. Поиск использовал, приписал к bsp.exe -chart, исправил все кривые браши, ошибки leaf portal saw into leaf, но всеравно vis вылетает.
А то что рад заканчивается на BuildFacelights дак я не стал до конца компилить, ибо там нет ничего интересного. Вобщем я в тупике
PS фулл висом компилил, то же самое
Вот лог Оффтоп
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: C:\VHE\tools\hlcsg.exe -texdata 90000 -cliptype Normalized C:\\krishi
Entering C:\\krishi.map
Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 92160000 ] [ 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 [ normalized ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ 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]
42 brushes (totalling 252 sides) discarded from clipping hulls
CreateBrush:
(14.30 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(4.22 seconds)
Using Wadfile: \games\valve\cstrike\chateau.wad
- Contains 15 used textures, 9.62 percent of map (136 textures in wad)
Using Wadfile: \games\valve\cstrike\cs_assault.wad
- Contains 0 used textures, 0.00 percent of map (22 textures in wad)
Using Wadfile: \games\valve\cstrike\cs_cbble.wad
- Contains 1 used texture, 0.64 percent of map (61 textures in wad)
Using Wadfile: \games\valve\cstrike\cs_havana.wad
- Contains 9 used textures, 5.77 percent of map (122 textures in wad)
Using Wadfile: \games\valve\cstrike\cs_office.wad
- Contains 12 used textures, 7.69 percent of map (102 textures in wad)
Using Wadfile: \games\valve\cstrike\cstrike.wad
- Contains 17 used textures, 10.90 percent of map (124 textures in wad)
Using Wadfile: \games\valve\cstrike\de_airstrip.wad
- Contains 3 used textures, 1.92 percent of map (69 textures in wad)
Using Wadfile: \games\valve\cstrike\de_piranesi.wad
- Contains 2 used textures, 1.28 percent of map (160 textures in wad)
Using Wadfile: \games\valve\cstrike\decals.wad
- Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: \games\valve\cstrike\prodigy.wad
- Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Using Wadfile: \games\valve\cstrike\tswad.wad
- Contains 1 used texture, 0.64 percent of map (29 textures in wad)
Using Wadfile: \games\valve\cstrike\fonts.wad
- Contains 0 used textures, 0.00 percent of map (3 textures in wad)
Using Wadfile: \games\valve\cstrike\halflife.wad
- Contains 27 used textures, 17.31 percent of map (3116 textures in wad)
Using Wadfile: \games\valve\cstrike\liquids.wad
- Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: \games\valve\cstrike\blazurban 2.wad
- Contains 18 used textures, 11.54 percent of map (236 textures in wad)
Using Wadfile: \games\valve\cstrike\cs_apartement.wad
- Contains 7 used textures, 4.49 percent of map (57 textures in wad)
Using Wadfile: \games\valve\cstrike\cs_newjork.wad
- Contains 1 used texture, 0.64 percent of map (122 textures in wad)
Using Wadfile: \games\valve\cstrike\door.wad
- Contains 5 used textures, 3.21 percent of map (78 textures in wad)
Using Wadfile: \games\valve\cstrike\industry_west.wad
- Contains 28 used textures, 17.95 percent of map (195 textures in wad)
Using Wadfile: \games\valve\cstrike\morningstarwad.wad
- Contains 8 used textures, 5.13 percent of map (198 textures in wad)
Using Wadfile: \games\valve\cstrike\roofs.wad
- Contains 2 used textures, 1.28 percent of map (85 textures in wad)
Warning: More than 8 wadfiles are in use. (21)
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.
added 5 additional animating textures.
Texture usage is at 6.54 mb (of 87.89 mb MAX)
19.50 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: C:\VHE\tools\hlbsp.exe -maxnodesize 1024.0 -texdata 90000 -chart C:\\krishi
Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 92160000 ] [ 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] 500...1000...1500...2000...2500...3000...3500...4000...4477 (1.19 seconds)
BSP generation successful, writing portal file 'C:\\krishi.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3500...4000...4500...4732 (1.75 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2500...3000...3500...4000...4318 (0.86 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5174 (2.52 seconds)
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 279/400 17856/25600 (69.8%
planes 5183/32768 103660/655360 (15.8%
vertexes 16432/65535 197184/786420 (25.1%
nodes 6264/32767 150336/786408 (19.1%
texinfos 3488/32767 139520/1310680 (10.6%
faces 11953/65535 239060/1310700 (18.2%
clipnodes 18802/32767 150416/262136 (57.4%
leaves 4314/8192 120792/229376 (52.7%
marksurfaces 14973/65535 29946/131070 (22.8%
surfedges 54976/512000 219904/2048000 (10.7%
edges 28750/256000 115000/1024000 (11.2%
texdata [variable] 7088/92160000 ( 0.0%
lightdata [variable] 0/6291456 ( 0.0%
visdata [variable] 0/2097152 ( 0.0%
entdata [variable] 37043/524288 ( 7.1%
161 textures referenced
=== Total BSP file data space used: 1527805 bytes ===
17.17 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: C:\VHE\tools\hlvis.exe -maxdistance 4096 -fast C:\\krishi
2560 portalleafs
8567 numportals
-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 4096 ] [ 0 ]
priority [ Normal ] [ Normal ]
fast vis [ on ] [ off ]
full vis [ off ] [ off ]
BasePortalVis:
(94.83 seconds)
average leafs visible: 1623
saving visdata to C:\\krishi.vdt...
MaxDistVis:
----- 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: C:\VHE\tools\hlrad.exe -nodynbounce -sparse -bounce 1 -dscale 1.0 -smooth 50.0 C:\\krishi
-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]
vismatrix algorithm [ Sparse ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
bounce dynamic light [ off ] [ 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 [ 50.000 ] [ 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 'C:\VHE\tools\lights.rad']
[1 texlights parsed from 'C:\VHE\tools\lights.rad']
Warning: No vis information, direct lighting only.
11953 faces
Create Patches : 69959 base patches
431 opaque faces
788000 square feet [113472040.00 square inches]
16 direct lights
BuildFacelights:
----- END hlrad -----
Как видите, ошибок Leaf portal saw into leaf нет, однако vis пытается сохранить файл .vdt О_О первый раз если честно его вижу, и после короткого промедления вылетает. Ну после этого на карте естественно нет теней от opaque ентить, да и притом часть ентить вообще не отображается, не пойму в чем проблема. Поиск использовал, приписал к bsp.exe -chart, исправил все кривые браши, ошибки leaf portal saw into leaf, но всеравно vis вылетает.
А то что рад заканчивается на BuildFacelights дак я не стал до конца компилить, ибо там нет ничего интересного. Вобщем я в тупике
PS фулл висом компилил, то же самое
Последнее редактирование:
да и я через батник компилю