OK I decreased quality (change a few textures, larger some blocks to block other ways in map, erased a few func_breakables) a bit, placed info_player start to entrance. the bad thing is that after this it worked well. but when I start at the start of the map, it still ain't working. so I didnt submit that map.
here's the compile log when I included rad and vis
[quote]
** Executing...
** Command: Change Directory
** Parameters: D:GamesHalf-Life
** Executing...
** Command: Copy File
** Parameters: "D:GamesHalf-LifeHammermapssp1d2.map" "D:GamesHalf-Lifevalvemapssp1d2.map"
** Executing...
** Command: D:GamesHALF-L~1Hammerzhlthlcsg.exe
** Parameters: "D:GamesHalf-Lifevalvemapssp1d2"
hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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
(merlinis@bigpond.net.au)--- BEGIN hlcsg
---Command line: D:GamesHALF-L~1Hammerzhlthlcsg.exe D:GamesHalf-Lifevalvemapssp1d2
Entering D:GamesHalf-Lifevalvemapssp1d2.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 ]
priority [ Normal ] [ Normal ]
noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]
Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]
3 brushes (totalling 18 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.08 seconds)
SetModelCenters:
10%...20%...30%...50%...60%...70%...80%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (2.16 seconds)
Including Wadfile: gameshalf-lifehammerzhltzhlt.wad
- Contains 0 used textures, 0.00 percent of map (3 textures in wad)
Using Wadfile: gameshalf-lifevalvedecals.wad
- Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: gameshalf-lifevalvehalflife.wad
- Contains 33 used textures, 100.00 percent of map (3116 textures in wad)
Using Wadfile: gameshalf-lifevalveliquids.wad
- Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: gameshalf-lifevalvexeno.wad
- Contains 0 used textures, 0.00 percent of map (264 textures in wad)
added 15 additional animating textures.
Texture usage is at 0.58 mb (of 4.00 mb MAX)
3.58 seconds elapsed
--- END hlcsg
---** Executing...
** Command: D:GamesHALF-L~1Hammerzhlthlbsp.exe
** Parameters: "D:GamesHalf-Lifevalvemapssp1d2"
hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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
(merlinis@bigpond.net.au)--- BEGIN hlbsp
---Command line: D:GamesHALF-L~1Hammerzhlthlbsp.exe D:GamesHalf-Lifevalvemapssp1d2
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 ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)
BSP generation successful, writing portal file 'D:GamesHalf-Lifevalvemapssp1d2.prt'
4.47 seconds elapsed
--- END hlbsp
---** Executing...
** Command: D:GamesHALF-L~1Hammerzhlthlvis.exe
** Parameters: "D:GamesHalf-Lifevalvemapssp1d2"
hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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
(merlinis@bigpond.net.au)--- BEGIN hlvis
---Command line: D:GamesHALF-L~1Hammerzhlthlvis.exe D:GamesHalf-Lifevalvemapssp1d2
300 portalleafs
913 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 [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]
fast vis [ off ] [ off ]
full vis [ off ] [ off ]
BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.30 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (3.39 seconds)
average leafs visible: 59
g_visdatasize:5622 compressed from 11400
3.73 seconds elapsed
--- END hlvis
---** Executing...
** Command: D:GamesHALF-L~1Hammerzhlthlrad.exe
** Parameters: -extra "D:GamesHalf-Lifevalvemapssp1d2"
hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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
(merlinis@bigpond.net.au)--- BEGIN hlrad
---Command line: D:GamesHALF-L~1Hammerzhlthlrad.exe -extra D:GamesHalf-Lifevalvemapssp1d2
= 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 ]
priority [ Normal ] [ Normal ]
vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ on ] [ off ]
bounces [ 1 ] [ 1 ]
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:GamesHALF-L~1Hammerzhltlights.rad']
[50 texlights parsed from 'D:GamesHALF-L~1Hammerzhltlights.rad']
1819 faces
Create Patches : 7529 base patches
0 opaque faces
49051 square feet [7063412.50 square inches]
225 direct lights
BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (45.41 seconds)
visibility matrix : 3.4 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (11.34 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (5.70 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.95 seconds)
Transfer Lists : 2849794 : 2.85M transfers
Indices : 1470136 : 1.40M bytes
Data : 11399176 : 10.87M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.52 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.53 seconds)
65.33 seconds elapsed [1m 5s]
--- END hlrad
---[/quote]