Another miserious compile problem...

NSSlayerNSSlayer Join Date: 2006-11-12 Member: 58554Members
Hi! I'm sorry for bothering you again but if i have some problem(fullbirhgt, or compilecrahs), the .log file helps me, but not this time... i copy the log and please help me if you can. Oh and the problem is : my map is totally fullbright, vis runs correctly, but rad takes only a few secs. Its just a small place, the readyroom of my map(i ve actually no prob with the other parts of my map, so i copied the readyroom into a new .map). csg:normal,bsp:normal,vis:normal,rad:normal, but ive also tried extra rad, fast vis, but there was no change.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->________________________________________________<!--colorc--></span><!--/colorc-->
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: C:\DOCUME~1\RENDSZ~1\Asztal\VALVEH~1\ZHLT\hlcsg.exe "C:\Program Files\Steam\steamapps\bibok.andras@freestart.hu\half-life\ns\maps\rr_test_02"
Entering C:\Program Files\Steam\steamapps\bibok.andras@freestart.hu\half-life\ns\maps\rr_test_02.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 [ 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]

20 brushes (totalling 127 sides) discarded from clipping hulls
CreateBrush:
(0.16 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(1.02 seconds)

Using Wadfile: \program files\steam\steamapps\bibok.andras@freestart.hu\half-life\ns\ns.wad
- Contains 26 used textures, 56.52 percent of map (578 textures in wad)
Using Wadfile: \program files\steam\steamapps\bibok.andras@freestart.hu\half-life\ns\ns2.wad
- Contains 1 used texture, 2.17 percent of map (296 textures in wad)
Using Wadfile: \program files\steam\steamapps\bibok.andras@freestart.hu\half-life\ns\ns_eclipse.wad
- Contains 6 used textures, 13.04 percent of map (61 textures in wad)
Using Wadfile: \program files\steam\steamapps\bibok.andras@freestart.hu\half-life\ns\nss.wad
- Contains 4 used textures, 8.70 percent of map (5 textures in wad)
Using Wadfile: \documents and settings\rendszergazda\asztal\valve hammer\wadok\hl\xeno.wad
- Contains 4 used textures, 8.70 percent of map (264 textures in wad)
Using Wadfile: \documents and settings\rendszergazda\asztal\valve hammer\wadok\hl\halflife.wad
- Contains 5 used textures, 10.87 percent of map (3116 textures in wad)

added 3 additional animating textures.
Texture usage is at 1.87 mb (of 4.00 mb MAX)
1.23 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: C:\DOCUME~1\RENDSZ~1\Asztal\VALVEH~1\ZHLT\hlbsp.exe "C:\Program Files\Steam\steamapps\bibok.andras@freestart.hu\half-life\ns\maps\rr_test_02"

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...713 (0.22 seconds)
BSP generation successful, writing portal file 'C:\Program Files\Steam\steamapps\bibok.andras@freestart.hu\half-life\ns\maps\rr_test_02.prt'
SolidBSP [hull 1] 500...1000...1291 (0.67 seconds)
SolidBSP [hull 2] 500...1000...1017 (0.17 seconds)
SolidBSP [hull 3] 500...1000...1329 (0.78 seconds)
2.69 seconds elapsed

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



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: C:\DOCUME~1\RENDSZ~1\Asztal\VALVEH~1\ZHLT\hlcsg.exe "C:\Program Files\Steam\steamapps\bibok.andras@freestart.hu\half-life\ns\maps\rr_test_02"
Entering C:\Program Files\Steam\steamapps\bibok.andras@freestart.hu\half-life\ns\maps\rr_test_02.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 [ 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]

20 brushes (totalling 127 sides) discarded from clipping hulls
CreateBrush:
(0.28 seconds)
SetModelCenters:
(0.06 seconds)
CSGBrush:
(1.81 seconds)

Using Wadfile: \program files\steam\steamapps\bibok.andras@freestart.hu\half-life\ns\ns.wad
- Contains 26 used textures, 56.52 percent of map (578 textures in wad)
Using Wadfile: \program files\steam\steamapps\bibok.andras@freestart.hu\half-life\ns\ns2.wad
- Contains 1 used texture, 2.17 percent of map (296 textures in wad)
Using Wadfile: \program files\steam\steamapps\bibok.andras@freestart.hu\half-life\ns\ns_eclipse.wad
- Contains 6 used textures, 13.04 percent of map (61 textures in wad)
Using Wadfile: \program files\steam\steamapps\bibok.andras@freestart.hu\half-life\ns\nss.wad
- Contains 4 used textures, 8.70 percent of map (5 textures in wad)
Using Wadfile: \documents and settings\rendszergazda\asztal\valve hammer\wadok\hl\xeno.wad
- Contains 4 used textures, 8.70 percent of map (264 textures in wad)
Using Wadfile: \documents and settings\rendszergazda\asztal\valve hammer\wadok\hl\halflife.wad
- Contains 5 used textures, 10.87 percent of map (3116 textures in wad)

added 3 additional animating textures.
Texture usage is at 1.87 mb (of 4.00 mb MAX)
2.63 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: C:\DOCUME~1\RENDSZ~1\Asztal\VALVEH~1\ZHLT\hlbsp.exe "C:\Program Files\Steam\steamapps\bibok.andras@freestart.hu\half-life\ns\maps\rr_test_02"

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...713 (0.64 seconds)
BSP generation successful, writing portal file 'C:\Program Files\Steam\steamapps\bibok.andras@freestart.hu\half-life\ns\maps\rr_test_02.prt'
SolidBSP [hull 1] 500...1000...1295 (2.06 seconds)
SolidBSP [hull 2] 500...1000...1017 (0.61 seconds)
SolidBSP [hull 3] 500...1000...1354 (2.28 seconds)
8.20 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: C:\DOCUME~1\RENDSZ~1\Asztal\VALVEH~1\ZHLT\hlvis.exe "C:\Program Files\Steam\steamapps\bibok.andras@freestart.hu\half-life\ns\maps\rr_test_02"
342 portalleafs
1390 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:
(0.42 seconds)
LeafThread:
(697.89 seconds)
average leafs visible: 247
g_visdatasize:15537 compressed from 14706
698.41 seconds elapsed [11m 38s]

----- END hlvis -----



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: C:\DOCUME~1\RENDSZ~1\Asztal\VALVEH~1\ZHLT\hlvis.exe "C:\Program Files\Steam\steamapps\bibok.andras@freestart.hu\half-life\ns\maps\rr_test_02"
342 portalleafs
1407 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:
(0.91 seconds)
LeafThread:
(704.91 seconds)
average leafs visible: 248
g_visdatasize:15520 compressed from 14706
705.89 seconds elapsed [11m 45s]

----- 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: C:\DOCUME~1\RENDSZ~1\Asztal\VALVEH~1\ZHLT\hlrad.exe "C:\Program Files\Steam\steamapps\bibok.andras@freestart.hu\half-life\ns\maps\rr_test_02"

-= 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 'C:\DOCUME~1\RENDSZ~1\Asztal\VALVEH~1\ZHLT\lights.rad']
[63 texlights parsed from 'C:\DOCUME~1\RENDSZ~1\Asztal\VALVEH~1\ZHLT\lights.rad']

1199 faces
Create Patches : 4945 base patches
0 opaque faces
38753 square feet [5580450.50 square inches]
598 direct lights

BuildFacelights:
(24.00 seconds)
visibility matrix : 1.5 megs
BuildVisLeafs:
(6.41 seconds)
MakeScales:
(1.78 seconds)
SwapTransfers:
(0.38 seconds)
Transfer Lists : 2107284 : 2.11M transfers
Indices : 1825172 : 1.74M bytes
Data : 8429136 : 8.04M bytes
GatherLight:
(0.25 seconds)
FinalLightFace:
(0.14 seconds)
33.33 seconds elapsed

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

Comments

  • BarathrumBarathrum Join Date: 2003-11-08 Member: 22383Members
    edited April 2008
    Why do you run csg, bsp and vis twice (I don't know if this may cause a problem though, since they are run in the correct order)? Did you set up the compile tools in the right order? From this log, it looks like the sequence is:

    csg
    bsp
    csg
    bsp
    vis
    vis
    rad

    Instead of just:

    csg
    bsp
    vis
    rad

    Also, are you sure your lights.rad file is correct, with no duplicates? And have you set up the copy part in the right way, so the map really gets copied to your NS folder I mean, I can see that you can play the map, but maybe you only keep playing an old version because maybe you haven't told the compiler to copy the new one? Just a guess.
  • NSSlayerNSSlayer Join Date: 2006-11-12 Member: 58554Members
    edited April 2008
    well, about the order, just before this compilation, ive run an only csg, bsp compile to see if it's leaked or not. i rename it, and check it again, and we'll see whats happen. lights.rad is probably right, there are absolutely no duplicates, cuz it 'd be in the log. But i'll try without lights.rad(rename it). Well, im absolutely sure about that, my bsp is in the right folder, cuz i opened the log from ns/maps and i could see the "brand new"(i mean the name, rr_test_02) bsp. 20 mins and i ll find out if your guesses were right(i hope so) or not.

    EDIT: Oh, and another thing: i couldnt join any team, i had info_team_start(s), team_hive, team_command, info_player_start, and func_resourses too when i thought maybe that was the problem. This "clue" may help you.
  • NSSlayerNSSlayer Join Date: 2006-11-12 Member: 58554Members
    Man, you re damned right, bsp and csg still run two times, but i really dunno why. Now i try batch compiler too. btw, its still fullbright, so theres no problem with lights.rad.
  • SekerSeker Join Date: 2007-03-06 Member: 60259Members
    to fix fullbright , put a light entity in your map




    and to fix double-tool-run go into advanced compiling and look is everything set up correct
  • NSSlayerNSSlayer Join Date: 2006-11-12 Member: 58554Members
    <!--quoteo(post=1676166:date=Apr 18 2008, 02:57 PM:name=Seker)--><div class='quotetop'>QUOTE(Seker @ Apr 18 2008, 02:57 PM) <a href="index.php?act=findpost&pid=1676166"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->to fix fullbright , put a light entity in your map
    and to fix double-tool-run go into advanced compiling and look is everything set up correct<!--QuoteEnd--></div><!--QuoteEEnd-->

    i had a light_env and i thought it might cause the problem, so i had put two light entities too, and this log belongs to that version, so there is something elso...:S
  • SekerSeker Join Date: 2007-03-06 Member: 60259Members
    well try a "usual" compile now <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />

    i mean without running things double


    and then post the log
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