Need fast help with this error !

Need fast help with this error !

Hammer Mapping — Page [1]
macogoo
2008 Dec 25 • 94
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 (amckern@yahoo.com)
----- BEGIN hlcsg -----
Command line: hlcsg -nowadtextures de_projekt
Entering de_projekt.map

Current hlcsg 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 [ 4194304 ] [ 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 [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ off ] [ 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]

14 brushes (totalling 84 sides) discarded from clipping hulls
CreateBrush:
(1.55 seconds)
SetModelCenters:
(0.02 seconds)
CSGBrush:
(1.63 seconds)

Using Wadfile: \hlserver\valve\decals.wad
- Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: \textract\de_inferno.wad
- Contains 59 used textures, 67.82 percent of map (97 textures in wad)
Using Wadfile: \hlserver\cstrike\cs_havana.wad
- Contains 23 used textures, 26.44 percent of map (122 textures in wad)
Using Wadfile: \documents and settings\ägaren\skrivbord\arbalet.wad
- Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Using Wadfile: \hlserver\valve\halflife.wad
- Contains 5 used textures, 5.75 percent of map (3116 textures in wad)

Texture usage is at 3.85 mb (of 4.00 mb MAX)
3.70 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 (amckern@yahoo.com)
----- BEGIN hlbsp -----
Command line: hlbsp de_projekt

Current hlbsp 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 [ 4194304 ] [ 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...4276 (0.25 seconds)
BSP generation successful, writing portal file 'de_projekt.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3500...4000...4500...4596 (0.53 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2500...3000...3500...4000...4342 (0.89 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...4000...4500...4555 (0.88 seconds)
5.66 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 (amckern@yahoo.com)
----- BEGIN hlvis -----
Command line: hlvis de_projekt
2317 portalleafs
7428 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 [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

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


BasePortalVis:
(9.44 seconds)
LeafThread:
(365.67 seconds)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 1695 and 1698:
(-1786.092 -1562.118 292.000)
(-1763.043 -1538.045 253.072)
(-1763.000 -1538.111 253.000)
(-1763.000 -1941.000 253.000)
(-1786.092 -1941.000 292.000)

average leafs visible: 225
g_visdatasize:293665 compressed from 671930
375.30 seconds elapsed [6m 15s]

----- 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 (amckern@yahoo.com)
----- BEGIN hlrad -----
Command line: hlrad de_projekt

-= Current hlrad 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 [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
bounce dynamic light [ on ] [ 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 [ 2.000 ] [ 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 'lights.rad']
[59 texlights parsed from 'lights.rad']

10495 faces
Create Patches : 64480 base patches
0 opaque faces
636059 square feet [91592544.00 square inches]
262 direct lights

BuildFacelights:
(42.16 seconds)
visibility matrix : 247.8 megs
BuildVisLeafs:
(64.27 seconds)
MakeScales:
(145.70 seconds)
SwapTransfers:
(4.89 seconds)
Transfer Lists : 38626732 : 38.63M transfers
Indices : 20412892 : 19.47M bytes
Data : 154506928 : 147.35M bytes
GatherLight:
(1.89 seconds)
FinalLightFace:
(1.73 seconds)
261.58 seconds elapsed [4m 21s]

----- END hlrad -----








Thanks in advance /magocoo!
 
 
2010 Jun 15 at 13:53 PDT
Killer-Duck
Homicidal Anatidae

2008 Mar 5 • 1169
633 ₧
 
 
2010 Jun 15 at 14:02 PDT
SuperJer
Websiteman

2005 Mar 20 • 6232
That's not really an error, just a warning. Is there an actual problem when you play the map?

You can try reducing the complexity of the map but if you dont have unnecessary. Complexity Just ignore it
 
 
2010 Jun 15 at 15:01 PDT
sprinkles

Chrome Whore
2009 Sep 6 • 2547
10 ₧
Your ink jet printer broke?
 
 
2010 Jun 15 at 16:29 PDT
macogoo
2008 Dec 25 • 94
Superjer... The strange part is that it's not about the .wad file, when i open the map i get Bad surface error.

In the de_projekt.err it says : hlrad: Error: Exceeded MAX_PATCHES
Description: The map has a problem which must be fixed
Howto Fix: Check the file http://www.zhlt.info/common-mapping-problems.html for a detailed explanation of this problem

Maybe that helped some.
 
 
2010 Jun 15 at 21:39 PDT
sprinkles

Chrome Whore
2009 Sep 6 • 2547
10 ₧
If you went to that site and read a thing or two...

Exceeded MAX_PATCHES

When HLRAD runs, it takes all the visible faces in the game, and divides them into sections called patches. These patches are the textures used as the lightmaps for the world. There is a hard limit of 65535 patches that HLRAD can deal with. By default, a 64x64 game unit chunk of space is the size of one patch. If the texture scaling (not texture size) is larger or smaller, it will directly affect the lightmap size as well. This means a texture with scale of 2, will have at best 1/4th as many patches as a texture with a scale of 1.

Putting a 'box' around the level to protect from leaks is the most commmon cause of this error, beyond excessively large maps. The box causes vis to keep the faces on the outside which would normally be thrown away. These faces are then required to have lightmaps. Worst case, is that putting a box around the level will usually cause an extra 40-80% more lightmaps to be created than necessary.

Barring having a box, the other cause is large maps. The fixes are varied but can only help so far. Using -chop values larger than the default 64 for HLRAD will cause the lightmaps to be larger. However, for values larger than around 96 the lightmaps start looking bad, and will more prominently show the 'staircase' effect on shadows. Using a larger scale on large textures (dirt, rock walls, concrete) will help those large surfaces consume fewer lightmaps.

 
 
2010 Jun 15 at 21:50 PDT
macogoo
2008 Dec 25 • 94
I've read that a few times Sprinkles.. but i can't find out the problem.. :/
 
 
2010 Jun 17 at 05:40 PDT
Down Rodeo
Cap'n Moth of the Firehouse

Find the Hole II Participation Medal
2007 Oct 19 • 5486
57,583 ₧
 
 
2010 Jun 17 at 08:43 PDT
macogoo
2008 Dec 25 • 94
Fuck.. Worked really hard on this map! it's for Arbalet map contest :(
 
 
2010 Jun 18 at 06:15 PDT
Moosh

2010 Jun 6 • 6
Dude I know this problem. I've had it before. It has something to do with aaatrigger. Like if you're using zhlt.wad and some other wad,they both include aaatrigger. So you gotta replace one trigger with another and it will compile properly.
 
 
2010 Jun 19 at 13:37 PDT
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