PROSPEKT 1 Created 17 years ago2006-09-07 15:48:56 UTC by Ag3nt-X Ag3nt-X

Created 17 years ago2006-09-07 15:48:56 UTC by Ag3nt-X Ag3nt-X

Posted 17 years ago2006-09-07 15:48:56 UTC Post #195893
Here's the compile log

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:SierraHALF-L~2HL-COM~1HL1TOO~1ZHLThlcsg.exe C:SierraHalf-LifeValvemapsprospekt_1
Entering C:SierraHalf-LifeValvemapsprospekt_1.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 [ 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]

59 brushes (totalling 354 sides) discarded from clipping hulls
CreateBrush:
(68.45 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(20.80 seconds)

Using Wadfile: sierrahalf-lifevalvehalflife.wad
  • Contains 38 used textures, 40.43 percent of map (3116 textures in wad)
Using Wadfile: sierrahalf-lifevalveliquids.wad
  • Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: sierrahalf-lifevalvedecals.wad
  • Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: sierrahalf-lifevalveinvasion106.wad
  • Contains 56 used textures, 59.57 percent of map (143 textures in wad)
added 4 additional animating textures.
Texture usage is at 3.68 mb (of 4.00 mb MAX)
98.23 seconds elapsed [1m 38s]

--- 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:SierraHALF-L~2HL-COM~1HL1TOO~1ZHLThlbsp.exe C:SierraHalf-LifeValvemapsprospekt_1

Current hlbsp 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 ]
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...4500...5000...5500...5797 (1.68 seconds)
Warning: === LEAK in hull 0 ===
Entity light @ (-992,-1528, 56)
Error:
A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region. The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted. Some complex rotating objects entities need
their origins outside the map. To deal with these, just enclose the origin
brush with a solid world brush

Leak pointfile generated

SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...6519 (3.09 seconds)
Warning: === LEAK in hull 1 ===
Entity path_corner @ (1536,-2976, 64)
SolidBSP [hull 2] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5398 (1.28 seconds)
Warning: === LEAK in hull 2 ===
Entity player_loadsaved @ ( 448,-1600, -32)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...7113 (3.53 seconds)
Warning: === LEAK in hull 3 ===
Entity path_corner @ (1536,-2976, 64)
Error: Exceeded MAX_MAP_CLIPNODES
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

--- 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:SierraHALF-L~2HL-COM~1HL1TOO~1ZHLThlvis.exe C:SierraHalf-LifeValvemapsprospekt_1
>> There was a problem compiling the map.
>> Check the file C:SierraHalf-LifeValvemapsprospekt_1.log for the cause.

--- 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)
Posted 17 years ago2006-09-07 15:51:11 UTC Post #195895
"Error: Exceeded MAX_MAP_CLIPNODES"
I don't know what is this error.
Posted 17 years ago2006-09-07 16:00:08 UTC Post #195897
You maxed your solid state.
Another words, start tieing unreachable brushes to func_illusionary's.
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 17 years ago2006-09-07 16:06:06 UTC Post #195898
If I do that the map will compile correct????
Posted 17 years ago2006-09-07 16:14:03 UTC Post #195899
1) close the map to prevent leaks
2)fix the brushes with mixed contents if you still have any
3)Place clip brushes covering the areas where players will not interact with the brushwork
Posted 17 years ago2006-09-07 16:21:19 UTC Post #195900
Thanks Kasperg and Unbreakable, I will do those instructions and soon this map will be at the Map Vault (At Completed Maps Section). I will be much glad because of this help.
You must be logged in to post a response.