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Autor Beitrag
000
11.04.2011, 09:19
Bungler pdm



hallo leute :)

ich bau mal wieder etwas größeres für meine community

nun hab ich folgenden fehler im log:

Zitat:
Error: Memory allocation failure
Description: The program failled to allocate a block of memory.
Howto Fix: Likely causes are (in order of likeliness) : the partition holding the swapfile is full; swapfile size is smaller than required; memory fragmentation; heap corruption
habe auch schon die suche benutz und alles probiert was man dort vorschlägt

- ich habe 4GB arbeitsspeicher.
- habe die auslagerungsdatei auf 10GB gesetzt, auf der partion sind auch noch 200GB so frei.
- die priorität des compeilers hoch gesetzt.
- alle programme aus gemacht also eig nur noch windows an.

das einzigste was ich zwischen den letzten beiden compeil vorgängen gemacht habe (wo es noch ging -> wo es nicht mehr geht)

- null texturen gesetzt
- 4 5 kisten noch dazu gestellt
- clip-walls gestellt

--


Dieser Beitrag wurde am 11.04.2011 um 09:26 von Bungler pdm bearbeitet.
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001
11.04.2011, 09:47
Bluthund



Zitat:
nun hab ich folgenden fehler im log:
Bei welchem Compiler (csg, bsp, vis, rad)? Welche Toolchain (Q-Tools, ZHLT, SHLT, …)? Warum postest du nicht einfach das gesamte Log und reduzierst so den Informationsgehalt nicht vorab unnoetig?

Zitat:
ich bau mal wieder etwas größeres (...)
Impliziert das eine unnoetige/schadhafte Komplexitaet der Map? Dann waere der Fehler da zu suchen.

--

The C language combines all the power of assembly language with all the ease-of-use of assembly language.
"humorig is n blödwort :>" by -CarniGGeLjumpR-

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002
11.04.2011, 12:11
Bungler pdm



ich sitze gerade auf arbeit, und hab hier nicht den gesamten log.
dachte die fehler meldung reicht und das wenn ich dann nacher zuhause bin schon ein paar antworten habe :/

sobald ich zuhause bin poste ich dann den ganzen log nochmal ;)

.....

große map? ja, eig sollte sie sonst fehler frei sein(zu mindestens in sachen kompeilen), ist nicht meine erste große map, da ich mapper für eine große community bin und schon 5maps mit ungefair gleicher größe öffendlich am laufen habe ;)

--

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003
11.04.2011, 16:15
Bungler pdm



http://www.file-upload.net/download-3351704/Map1.rar.html

hier der log :)

--

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004
11.04.2011, 16:34
Bluthund



Benutze doch bitte einen Pastebin oder dump das Log inline mittels [code]-Tags.

--

The C language combines all the power of assembly language with all the ease-of-use of assembly language.
"humorig is n blödwort :>" by -CarniGGeLjumpR-


Dieser Beitrag wurde am 11.04.2011 um 16:45 von Bluthund bearbeitet.
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005
11.04.2011, 22:51
Bungler pdm



wie bitte oO ... ich hab ebend nichts davon verstanden oO

--

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006
11.04.2011, 23:06
Skuldoon



log hier posten und nicht als zip auf irgendeiner seite hochladen

is doch eh nur text

--

Nur die, welche sich für ganz stark und extra erwachsen halten trinken Kaffee ohne Milch. Das sind meist auch die Leute, welche rassistisch und homophob sind. Da Rassismus von Minderwertigkeitsgefühlen und Homophobie von latenter Homosexualität stammt, trinken also nur ängstliche Schwule Kaffee ohne Milch. Das wurde wissenschaftlich durch Galileo auf Pro7 bewiesen.

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007
12.04.2011, 00:57
Bungler pdm



naja der meinte immer zu viel zeichen

aber hab das nun einafch gekürzt

=====================

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.exe -nowadtextures -chart -estimate -verbose -high D:\Spiele\CS-Progs\ValveHammerEditor\cs_assault_new\Map1
Entering D:\Spiele\CS-Progs\ValveHammerEditor\cs_assault_new\Map1.map
Load map:D:\Spiele\CS-Progs\ValveHammerEditor\cs_assault_new\Map1.map
1420 brushes
12 map entities
150 engine entities

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ on ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ High ] [ 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]

27 brushes (totalling 162 sides) discarded from clipping hulls
CreateBrush:
(1.90 seconds)
World bounds: (-3536 -2768 -232) to (568 992 912)
16000 map planes
SetModelCenters:
(0.02 seconds)
CSGBrush:
Entity 0, Brush 56: tiny penetration
...

...
Entity 151, Brush 19: tiny fragment
22052 csg faces
6161 used faces
1062 tiny faces
1751 tiny clips

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 0/400 0/25600 ( 0.0%)
planes 16000/32768 320000/655360 (48.8%)
vertexes 0/65535 0/786420 ( 0.0%)
nodes 0/32767 0/786408 ( 0.0%)
texinfos 477/32767 19080/1310680 ( 1.5%)
faces 0/65535 0/1310700 ( 0.0%)
clipnodes 0/32767 0/262136 ( 0.0%)
leaves 0/8192 0/229376 ( 0.0%)
marksurfaces 0/65535 0/131070 ( 0.0%)
surfedges 0/512000 0/2048000 ( 0.0%)
edges 0/256000 0/1024000 ( 0.0%)
texdata [variable] 0/4194304 ( 0.0%)
lightdata [variable] 0/6291456 ( 0.0%)
visdata [variable] 0/2097152 ( 0.0%)
entdata [variable] 0/524288 ( 0.0%)
0 textures referenced
=== Total BSP file data space used: 339080 bytes ===

Using Wadfile: \spiele\cs-progs\valvehammereditor\von ihlow\texturen1\as_tundra.wad
- Contains 0 used textures, 0.00 percent of map (18 textures in wad)
Using Wadfile: \spiele\cs-progs\valvehammereditor\von ihlow\texturen1\cs_assault.wad
- Contains 0 used textures, 0.00 percent of map (22 textures in wad)
Using Wadfile: \spiele\cs-progs\valvehammereditor\von ihlow\texturen1\cs_cbble.wad
- Contains 6 used textures, 7.50 percent of map (53 textures in wad)
Using Wadfile: \spiele\cs-progs\valvehammereditor\von ihlow\texturen1\cs_dust.wad
- Contains 1 used texture, 1.25 percent of map (28 textures in wad)
Using Wadfile: \spiele\cs-progs\valvehammereditor\von ihlow\texturen1\cs_havana.wad
- Contains 1 used texture, 1.25 percent of map (122 textures in wad)
Using Wadfile: \spiele\cs-progs\valvehammereditor\von ihlow\texturen1\halflife.wad
- Contains 56 used textures, 70.00 percent of map (3116 textures in wad)
Using Wadfile: \spiele\cs-progs\cs_assault_sawu.wad
- Contains 15 used textures, 18.75 percent of map (16 textures in wad)
Including Wadfile: \spiele\cs-progs\compiler\zhlt\zhlt.wad
- Contains 1 used texture, 1.25 percent of map (8 textures in wad)

added 10 additional animating textures.
TEX_InitFromWad & AddAnimatingTextures elapsed time = 0ms
FindTextures elapsed time = 0ms
qsort(miptex) elapsed time = 0ms
Texture usage is at 2.43 mb (of 4.00 mb MAX)
LoadLump() elapsed time = 0ms
8.58 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.exe -chart -estimate -verbose -high D:\Spiele\CS-Progs\ValveHammerEditor\cs_assault_new\Map1

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ on ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ High ] [ 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)

---- MergeAll ----
5517 mergefaces
SolidBSP [hull 0] 500...1000...1500...2000...2309 (0.17 seconds)
----- FillOutside ----
928 outleafs
1316 freed faces
4982 keep faces
6 falsenodes
BSP generation successful, writing portal file 'D:\Spiele\CS-Progs\ValveHammerEditor\cs_assault_new\Map1.prt'
---- tjunc ----
5071 world edges 17428 edge points
3681 edges added by tjunctions
0 faces added by tjunctions
---- MergeAll ----
7180 mergefaces
SolidBSP [hull 1] 500...1000...1500...2000...2500...2689 (0.16 seconds)
----- FillOutside ----
980 outleafs
1711 freed faces
2732 keep faces
7 falsenodes
---- MergeAll ----
6992 mergefaces
SolidBSP [hull 2] 500...1000...1500...2000...2500...2631 (0.16 seconds)
----- FillOutside ----
978 outleafs
1716 freed faces
2624 keep faces
5 falsenodes
---- MergeAll ----
7574 mergefaces
SolidBSP [hull 3] 500...1000...1500...2000...2500...2868 (0.17 seconds)
----- FillOutside ----
1006 outleafs
1808 freed faces
2904 keep faces
8 falsenodes
---- MergeAll ----
12 mergefaces
----- SolidBSP -----
---- tjunc ----
14 world edges 32 edge points
4 edges added by tjunctions
0 faces added by tjunctions
...

...
---- MergeAll ----
66 mergefaces
----- SolidBSP -----
--- FinishBSPFile ---

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 112/400 7168/25600 (28.0%)
planes 6227/32768 124540/655360 (19.0%)
vertexes 18397/65535 220764/786420 (28.1%)
nodes 6068/32767 145632/786408 (18.5%)
texinfos 477/32767 19080/1310680 ( 1.5%)
faces 13075/65535 261500/1310700 (20.0%)
clipnodes 18113/32767 144904/262136 (55.3%)
leaves 4106/8192 114968/229376 (50.1%)
marksurfaces 15493/65535 30986/131070 (23.6%)
surfedges 61868/512000 247472/2048000 (12.1%)
edges 33719/256000 134876/1024000 (13.2%)
texdata [variable] 2547624/4194304 (60.7%)
lightdata [variable] 0/6291456 ( 0.0%)
visdata [variable] 0/2097152 ( 0.0%)
entdata [variable] 14893/524288 ( 2.8%)
90 textures referenced
=== Total BSP file data space used: 4014407 bytes ===
6.68 seconds elapsed

--


Dieser Beitrag wurde am 12.04.2011 um 00:58 von Bungler pdm bearbeitet.
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008
12.04.2011, 00:58
Bungler pdm



----- 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.exe -chart -estimate -verbose -high D:\Spiele\CS-Progs\ValveHammerEditor\cs_assault_new\Map1
957 portalleafs
3252 numportals

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ on ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ High ] [ Normal ]

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

BasePortalVis:
portal: 0 nummightsee: 81
...

...
portal:6291 mightsee: 822 cansee: 577
(101.24 seconds)
leaf 0 : 112 visible
...

...
leaf 661 : 296 visible
Warning: Leaf portals saw into leaf
Problem at portal between leaves 662 and 669:
(-2464.000 -224.000 16.000)
(-2464.000 -224.000 16.000)
(-2463.714 -224.000 17.836)
(-2459.129 -217.581 23.729)
(-2459.521 -217.319 20.251)

leaf 662 : 247 visible
...

....
leaf 956 : 13 visible
average leafs visible: 270
g_visdatasize:81355 compressed from 114840

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 112/400 7168/25600 (28.0%)
planes 6227/32768 124540/655360 (19.0%)
vertexes 18397/65535 220764/786420 (28.1%)
nodes 6068/32767 145632/786408 (18.5%)
texinfos 477/32767 19080/1310680 ( 1.5%)
faces 13075/65535 261500/1310700 (20.0%)
clipnodes 18113/32767 144904/262136 (55.3%)
leaves 4106/8192 114968/229376 (50.1%)
marksurfaces 15493/65535 30986/131070 (23.6%)
surfedges 61868/512000 247472/2048000 (12.1%)
edges 33719/256000 134876/1024000 (13.2%)
texdata [variable] 2547624/4194304 (60.7%)
lightdata [variable] 0/6291456 ( 0.0%)
visdata [variable] 81355/2097152 ( 3.9%)
entdata [variable] 14893/524288 ( 2.8%)
90 textures referenced
=== Total BSP file data space used: 4095762 bytes ===
104.58 seconds elapsed [1m 44s]

----- 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.exe -extra -verbose -chart -estimate -verbose -high D:\Spiele\CS-Progs\ValveHammerEditor\cs_assault_new\Map1

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ on ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ High ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ on ] [ 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 'D:\Spiele\CS-Progs\Compiler\ZHLT\lights.rad']
[59 texlights parsed from 'D:\Spiele\CS-Progs\Compiler\ZHLT\lights.rad']

13075 faces
Create Patches : 65190 base patches
0 opaque faces
256679 square feet [36961896.00 square inches]
181 direct lights

BuildFacelights:
(296.04 seconds)
visibility matrix : 253.3 megs
BuildVisLeafs:
(445.49 seconds)
MakeScales:
Error: Memory allocation failure
Description: The program failled to allocate a block of memory.
Howto Fix: Likely causes are (in order of likeliness) : the partition holding the swapfile is full; swapfile size is smaller than required; memory fragmentation; heap corruption

Error: Memory allocation failure
Description: The program failled to allocate a block of memory.
Howto Fix: Likely causes are (in order of likeliness) : the partition holding the swapfile is full; swapfile size is smaller than required; memory fragmentation; heap corruption

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

--

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009
12.04.2011, 09:41
Bluthund



Starte die Compiler ohne -verbose und ohne -chart, dann ist da a) nicht so viel Rauschen drin und b) passt das Log auch in einen Post. Jetzt hast du naemlich wieder rumgekuerzt und das ist wenig hilfreich in so einem Log nach Fehlern zu suchen, da man nicht weiss ob du nicht vielleicht irgendwo wichtige Infos mit gekuerzt hast.
Und nutze das naechste Mal bitte [code]- oder [quote]-Tags zum Formatieren der Logs.

Ansonsten schonmal vorab:

Zitat:
Warning: Leaf portals saw into leaf
Problem at portal between leaves 662 and 669:
(...)

--

The C language combines all the power of assembly language with all the ease-of-use of assembly language.
"humorig is n blödwort :>" by -CarniGGeLjumpR-


Dieser Beitrag wurde am 12.04.2011 um 09:43 von Bluthund bearbeitet.
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010
13.04.2011, 07:53
Bungler pdm



ah ok wieder was gelernt :D

=============================

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.exe -nowadtextures -estimate -high D:\Spiele\CS-Progs\ValveHammerEditor\cs_assault_new\Map1
Entering D:\Spiele\CS-Progs\ValveHammerEditor\cs_assault_new\Map1.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 [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ High ] [ 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]

27 brushes (totalling 162 sides) discarded from clipping hulls
CreateBrush:
(2.29 seconds)
SetModelCenters:
(0.03 seconds)
CSGBrush:
(1.61 seconds)

Using Wadfile: \spiele\cs-progs\valvehammereditor\von ihlow\texturen1\as_tundra.wad
- Contains 0 used textures, 0.00 percent of map (18 textures in wad)
Using Wadfile: \spiele\cs-progs\valvehammereditor\von ihlow\texturen1\cs_assault.wad
- Contains 0 used textures, 0.00 percent of map (22 textures in wad)
Using Wadfile: \spiele\cs-progs\valvehammereditor\von ihlow\texturen1\cs_cbble.wad
- Contains 6 used textures, 7.50 percent of map (53 textures in wad)
Using Wadfile: \spiele\cs-progs\valvehammereditor\von ihlow\texturen1\cs_dust.wad
- Contains 1 used texture, 1.25 percent of map (28 textures in wad)
Using Wadfile: \spiele\cs-progs\valvehammereditor\von ihlow\texturen1\cs_havana.wad
- Contains 1 used texture, 1.25 percent of map (122 textures in wad)
Using Wadfile: \spiele\cs-progs\valvehammereditor\von ihlow\texturen1\halflife.wad
- Contains 56 used textures, 70.00 percent of map (3116 textures in wad)
Using Wadfile: \spiele\cs-progs\cs_assault_sawu.wad
- Contains 15 used textures, 18.75 percent of map (16 textures in wad)
Including Wadfile: \spiele\cs-progs\compiler\zhlt\zhlt.wad
- Contains 1 used texture, 1.25 percent of map (8 textures in wad)

added 10 additional animating textures.
Texture usage is at 2.43 mb (of 4.00 mb MAX)
6.15 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.exe -estimate -high D:\Spiele\CS-Progs\ValveHammerEditor\cs_assault_new\Map1

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 [ 4194304 ] [ 4194304 ]
priority [ High ] [ 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...2311 (0.14 seconds)
BSP generation successful, writing portal file 'D:\Spiele\CS-Progs\ValveHammerEditor\cs_assault_new\Map1.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...2684 (0.16 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2500...2638 (0.15 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...2854 (0.18 seconds)
5.53 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.exe -estimate -high D:\Spiele\CS-Progs\ValveHammerEditor\cs_assault_new\Map1
959 portalleafs
3262 numportals

-= Current hlvis 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 [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ High ] [ Normal ]

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

BasePortalVis:
(2.57 seconds)
LeafThread:
(121.50 seconds)
average leafs visible: 268
g_visdatasize:81688 compressed from 115080
124.17 seconds elapsed [2m 4s]

----- 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.exe -extra -estimate -high D:\Spiele\CS-Progs\ValveHammerEditor\cs_assault_new\Map1

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

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ on ] [ 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 'D:\Spiele\CS-Progs\Compiler\ZHLT\lights.rad']
[59 texlights parsed from 'D:\Spiele\CS-Progs\Compiler\ZHLT\lights.rad']

13077 faces
Create Patches : 65182 base patches
0 opaque faces
256679 square feet [36961896.00 square inches]
181 direct lights

BuildFacelights:
(320.23 seconds)
visibility matrix : 253.2 megs
BuildVisLeafs:
(489.20 seconds)
MakeScales:
Error: Memory allocation failure
Description: The program failled to allocate a block of memory.
Howto Fix: Likely causes are (in order of likeliness) : the partition holding the swapfile is full; swapfile size is smaller than required; memory fragmentation; heap corruption

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

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