Forum posts

Posted 14 years ago2009-05-31 02:48:58 UTC
in Release: PSILO's KILLBOX (Redux Edition) Post #267682
ur in for a treat tetsuo.. my personal opinion.. this map is at least 80% better than its original.. (only lacking the last 20% because of the 5 testers.. 3 people can't hear the sound at all.. and 2 think it is 'obnoxiously loud')
Posted 14 years ago2009-05-28 10:13:37 UTC
in Release: PSILO's KILLBOX (Redux Edition) Post #267579
heh.. yes I see...

I attempted to direct link, though I suppose a link to the download page of a free hoster is not considered direct to the server..

@ World Crafter - Did you try shooting the play button on the 'myspace eske' looking sound player? The ambient_generic IS set on a toggle (without any extra boxes checked). You'll have to forgive me for it being 'obnoxiously loud' as I was torn between having it set at a 6-play everywhere, or a 9-larger radious (you can naturally assume what i went with at this point). Also I'm conserned, as to when I tested the map the ambient did not properly function, and i was ok with just releasing it silent.. @_@ ?!?!?!?!??!?!

Btw, the textures are all from realworld experiences i've had in my life-time.. and its suppose to be a spoof like, the map STARTED as a kill box, and then the ladder textures (my cs text spam) had been mutating it into what it resembles in the map.

Also, there are 4 rooms total.. A large main chamber, A side chamber, A semi-hidden thrown room reachable through the roof of the '999hit' connecting tunnel, and an outter 'space like' portion

again, sry the music is so obnoxious.. :/ im tempted to recompile it, but i've already moved on to another project
Posted 14 years ago2009-05-27 11:56:49 UTC
in PLEASE HELP! " Warning: Leaf por Post #267556
Ok, it's TOTALLY resolved now (and completed !)

"Thank You!" to everyone who offered a solution (and/or attempted to help)

for some reason I cannot get this site to accept a download link to a file.. so I just did something like this !
psilo's killbox redux edition, release thread:

http://twhl.co.za/forums.php?thread=16305&page=last
take a look if you please..

Thank you again, everyone!

pyoooon ~
Posted 14 years ago2009-05-27 11:52:46 UTC
in Release: PSILO's KILLBOX (Redux Edition) Post #267555
For some reason I get "Error: File Error" every time I attempt to submit a map.. so I just went ahead and naturally assumed, THIS was an acceptable form of releasing a finished project... :)
Psilo's Killbox (Redux Edition)
for Half-Life versions 1.04 and beyond

created through the hands of:
TheGreatAndTerribleDeviledKingPsilocybe
(a.k.a.) Psilous of Romainus

I'm and awesome lovely of belonging with this map! This map has the super fun time for always without denomination apon failing! There is nothing this map will not fluenciently succeed apon! The map Psilo's Killbox will always be there for those in a time of troubled suffering to brighten the dreary day's! You love the map Psilo's Killbox with a redux edition appendage! You love psilous of romainus! He is a wonderful person with a successful purpose of spreading love and tenderness!
User posted image
Download link:
http://www.megaupload.com/?d=F5PWIRA1

Alternate download link:
http://files.filefront.com/psilos+killbox+reduxeditinrar/;13811468;/fileinfo.html

Thank you for your on-going patrionage,
and as always..
Please, Enjoy.

@>,~'~,~~~
  • psilous
Posted 14 years ago2009-05-25 16:22:47 UTC
in PLEASE HELP! " Warning: Leaf por Post #267480
no light environment..

anyways, i've DEFINATELY pinpointed teh problem now.. and frankly.. IM STUMPED

it IS the sky texture.. for some reason the program just does not like it :/

which is weird to me because.. i've made sky textures befor for other maps and they work fine without any problems (dispite a few distictly looking boxed shape)

so.. i made the texture in photoshop (along with a few others)
  • .tga format // 24 bit
  • and compiled with the skyname being cl_psi
  • with the sky's actual names being psiup, psidn, psirt, ect..
any particular reason this is not working?

maybe the gods just hate me.. :/

I do not want to have to make another sky, but if that seems to be the only remedy i suppose I must.
Posted 14 years ago2009-05-25 15:34:35 UTC
in PLEASE HELP! " Warning: Leaf por Post #267476
This is the NEWEST most recent compile log, if it intrests you..
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 -wadinclude [psiwads]againanagain.wad -chart -estimate -texdata 8192 "C:\Program Files\CSXX\HALFLIFEmapsANDmodels\psilos_killbox_reduxedition\maps\psilos_killboxredux.map"
Entering C:\Program Files\CSXX\HALFLIFEmapsANDmodels\psilos_killbox_reduxedition\maps\psilos_killboxredux.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 8388608 ] [ 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]
[[psiwads]againanagain.wad]

34 brushes (totalling 204 sides) discarded from clipping hulls
CreateBrush:
(6.05 seconds)
SetModelCenters:
(0.05 seconds)
CSGBrush:
(2.69 seconds)

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 0/400 0/25600 ( 0.0%)
planes 10790/32768 215800/655360 (32.9%)
vertexes 0/65535 0/786420 ( 0.0%)
nodes 0/32767 0/786408 ( 0.0%)
texinfos 1022/32767 40880/1310680 ( 3.1%)
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] 0/8388608 ( 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: 256680 bytes

Including Wadfile: \program files\csxx\halflifemapsandmodels\psilos_killbox_reduxedition\[psiwads]againanagain.wad
  • Contains 133 used textures, 100.00 percent of map (213 textures in wad)
added 62 additional animating textures.
Texture usage is at 2.08 mb (of 8.00 mb MAX)
9.95 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 -texdata 8192 "C:\Program Files\CSXX\HALFLIFEmapsANDmodels\psilos_killbox_reduxedition\maps\psilos_killboxredux.map"

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 8388608 ] [ 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...3224 (0.42 seconds)
BSP generation successful, writing portal file 'C:\Program Files\CSXX\HALFLIFEmapsANDmodels\psilos_killbox_reduxedition\maps\psilos_killboxredux.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3500...4000...4202 (0.67 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2500...3000...3500...4000...4065 (0.56 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...4000...4328 (0.75 seconds)

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 282/400 18048/25600 (70.5%)
planes 4622/32768 92440/655360 (14.1%)
vertexes 9554/65535 114648/786420 (14.6%)
nodes 4838/32767 116112/786408 (14.8%)
texinfos 1022/32767 40880/1310680 ( 3.1%)
faces 7142/65535 142840/1310700 (10.9%)
clipnodes 17423/32767 139384/262136 (53.2%)
leaves 3540/8192 99120/229376 (43.2%)
marksurfaces 8226/65535 16452/131070 (12.6%)
surfedges 31522/512000 126088/2048000 ( 6.2%)
edges 16634/256000 66536/1024000 ( 6.5%)
texdata [variable] 2178044/8388608 (26.0%)
lightdata [variable] 0/6291456 ( 0.0%)
visdata [variable] 0/2097152 ( 0.0%)
entdata [variable] 96959/524288 (18.5%)
195 textures referenced

Total BSP file data space used: 3247551 bytes

8.70 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 -full -chart -estimate -texdata 8192 "C:\Program Files\CSXX\HALFLIFEmapsANDmodels\psilos_killbox_reduxedition\maps\psilos_killboxredux.map"
1707 portalleafs
6444 numportals

= Current hlvis Settings =
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 8388608 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

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

BasePortalVis:
(101.39 seconds)
LeafThread:
(23304.05 seconds)
average leafs visible: 425
g_visdatasize:224551 compressed from 365298

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 282/400 18048/25600 (70.5%)
planes 4622/32768 92440/655360 (14.1%)
vertexes 9554/65535 114648/786420 (14.6%)
nodes 4838/32767 116112/786408 (14.8%)
texinfos 1022/32767 40880/1310680 ( 3.1%)
faces 7142/65535 142840/1310700 (10.9%)
clipnodes 17423/32767 139384/262136 (53.2%)
leaves 3540/8192 99120/229376 (43.2%)
marksurfaces 8226/65535 16452/131070 (12.6%)
surfedges 31522/512000 126088/2048000 ( 6.2%)
edges 16634/256000 66536/1024000 ( 6.5%)
texdata [variable] 2178044/8388608 (26.0%)
lightdata [variable] 0/6291456 ( 0.0%)
visdata [variable] 224551/2097152 (10.7%)
entdata [variable] 96959/524288 (18.5%)
195 textures referenced

Total BSP file data space used: 3472102 bytes

23406.47 seconds elapsed [6h 30m 6s]

--- 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 -chart -estimate -texdata 8192 "C:\Program Files\CSXX\HALFLIFEmapsANDmodels\psilos_killbox_reduxedition\maps\psilos_killboxredux.map"

= Current hlrad Settings =
Name | Setting | Default
-------------------|---------------------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 8388608 ] [ 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:\Program Files\VALVE HAMMER EDITOR\compiler\zhlt34x86final\lights.rad']
[59 texlights parsed from 'C:\Program Files\VALVE HAMMER EDITOR\compiler\zhlt34x86final\lights.rad']

7142 faces
Create Patches : 38029 base patches
0 opaque faces
2565254 square feet [369396608.00 square inches]
1107 direct lights

BuildFacelights:
(147.88 seconds)
visibility matrix : 86.2 megs
BuildVisLeafs:
(303.50 seconds)
MakeScales:
(248.17 seconds)
SwapTransfers:
(81.31 seconds)
Transfer Lists : 26612762 : 26.61M transfers
Indices :    18838072 :   17.97M bytes
   Data :   106451048 :  101.52M bytes
GatherLight:
(10.09 seconds)
FinalLightFace:
(11.02 seconds)

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 282/400 18048/25600 (70.5%)
planes 4622/32768 92440/655360 (14.1%)
vertexes 9554/65535 114648/786420 (14.6%)
nodes 4838/32767 116112/786408 (14.8%)
texinfos 1022/32767 40880/1310680 ( 3.1%)
faces 7142/65535 142840/1310700 (10.9%)
clipnodes 17423/32767 139384/262136 (53.2%)
leaves 3540/8192 99120/229376 (43.2%)
marksurfaces 8226/65535 16452/131070 (12.6%)
surfedges 31522/512000 126088/2048000 ( 6.2%)
edges 16634/256000 66536/1024000 ( 6.5%)
texdata [variable] 2178044/8388608 (26.0%)
lightdata [variable] 1775340/6291456 (28.2%)
visdata [variable] 224551/2097152 (10.7%)
entdata [variable] 96959/524288 (18.5%)
195 textures referenced

Total BSP file data space used: 5247442 bytes

808.17 seconds elapsed [13m 28s]

--- END hlrad ---
Posted 14 years ago2009-05-25 15:33:47 UTC
in PLEASE HELP! " Warning: Leaf por Post #267475
ok ok..

THANKS FOR THE SUGGESTIONS TETSUO, it worked perfectly as far as compiling the lights and the to point i can run on it..

ONE PROBLEM...

and here it is.

EVERYTIME i get in game and witness the sky textures (or mour or less my theory is the null textures of the solids near the sky texture) the game crashes claiming:

"HalfLife.exe has incountered fatal error, blah blah blah, needs to shut down."

it does not seem to be any of the entities, where as i can test them all except veiwing the .spr (because, go figuer, they are all in view as well as skybox when player is perceiving them)

and i can even look outside to the outter box (even spawn there) and it runs fine UNTIL i become close to the null solids..

Am i looking at the right problem here? have any of you experienced this, what would cause something like this to occure?

:/
Posted 14 years ago2009-05-24 11:33:18 UTC
in PLEASE HELP! " Warning: Leaf por Post #267394
Ok SO.. its been awhile since i've mentioned this map.. and even longer since i've worked on it..

but i've had a recent revolution on creating a version that wont crash on minimum requirement machienes and went to it.. (changed a texture or 2.. removed some overlapping .spr, and ones placed within solids, nothing major)

HOWEVER, I'm still having problems getting passed the leaf thread portion of compiling..

It gets to 96% and then locks up, (and usually it only takes an hour after locking up for it to start running again on this comp) but i let it sit for 24 hours and it STILL remained locked up.. so i had to close the compiling window, and cease operation all together.

ANYWAYS.. checking the log i came across something i had not previously noticed with other releases of the map, and was hoping someone could explain it to me, if its not that much of an inconvienence..

So.. This is NOT the most recent log, but it is the most recent log where the lights compiled properly, and here it is.
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 D:\D2\vhe\maps\psilos_killredux.map -cliptype Simple -texdata 8192 -low -chart -estimate
Entering D:\D2\vhe\maps\psilos_killredux.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 8388608 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Low ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ simple ] [ 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]

34 brushes (totalling 204 sides) discarded from clipping hulls
CreateBrush:
Warning: Illegal Brush (edge without opposite face): Entity 0, Brush 119

Warning: Illegal Brush (edge without opposite face): Entity 0, Brush 355

Warning: Illegal Brush (edge without opposite face): Entity 0, Brush 443

(0.48 seconds)
SetModelCenters:
(0.03 seconds)
CSGBrush:
(0.51 seconds)

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 0/400 0/25600 ( 0.0%)
planes 12022/32768 240440/655360 (36.7%)
vertexes 0/65535 0/786420 ( 0.0%)
nodes 0/32767 0/786408 ( 0.0%)
texinfos 1004/32767 40160/1310680 ( 3.1%)
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] 0/8388608 ( 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: 280600 bytes

Using Wadfile: C:\Program Files (x86)\Steam\SteamApps\troutley\half-life\valve\decals.wad
  • Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: C:\Program Files (x86)\Steam\SteamApps\troutley\half-life\valve\halflife.wad
  • Contains 8 used textures, 5.93 percent of map (3116 textures in wad)
Using Wadfile: C:\Program Files (x86)\Steam\SteamApps\troutley\half-life\valve\rooms.wad
  • Warning: Larger than expected texture (348972 bytes): 'BLACK_GRANITE_W'
  • Contains 0 used textures, 0.00 percent of map (686 textures in wad)
Using Wadfile: C:\Program Files (x86)\Steam\SteamApps\troutley\half-life\valve\xeno.wad
  • Contains 0 used textures, 0.00 percent of map (264 textures in wad)
Including Wadfile: C:\Program Files (x86)\Steam\SteamApps\troutley\half-life\valve\zhlt.wad
  • Contains 1 used texture, 0.74 percent of map (8 textures in wad)
Using Wadfile: C:\Program Files (x86)\Steam\SteamApps\troutley\half-life\valve\[psiwads]againanagain.wad
  • Contains 126 used textures, 93.33 percent of map (213 textures in wad)
added 62 additional animating textures.
Texture usage is at 2.08 mb (of 8.00 mb MAX)
1.40 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 D:\D2\vhe\maps\psilos_killredux.map -texdata 8192 -low -chart -estimate

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 8388608 ] [ 4194304 ]
priority [ Low ] [ 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...3106 (0.09 seconds)
BSP generation successful, writing portal file 'D:\D2\vhe\maps\psilos_killredux.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3500...3579 (0.14 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2500...3000...3458 (0.12 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...3760 (0.14 seconds)

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 279/400 17856/25600 (69.8%)
planes 4765/32768 95300/655360 (14.5%)
vertexes 9210/65535 110520/786420 (14.1%)
nodes 4697/32767 112728/786408 (14.3%)
texinfos 1004/32767 40160/1310680 ( 3.1%)
faces 6888/65535 137760/1310700 (10.5%)
clipnodes 15655/32767 125240/262136 (47.8%)
leaves 3429/8192 96012/229376 (41.9%)
marksurfaces 7898/65535 15796/131070 (12.1%)
surfedges 30380/512000 121520/2048000 ( 5.9%)
edges 15964/256000 63856/1024000 ( 6.2%)
texdata [variable] 9784/8388608 ( 0.1%)
lightdata [variable] 0/6291456 ( 0.0%)
visdata [variable] 0/2097152 ( 0.0%)
entdata [variable] 113862/524288 (21.7%)
197 textures referenced

Total BSP file data space used: 1060394 bytes

1.45 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 D:\D2\vhe\maps\psilos_killredux.map -full -texdata 8192 -low -chart -estimate
1615 portalleafs
5857 numportals

= Current hlvis Settings =
Name | Setting | Default
------------------|-----------|------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 8388608 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Low ] [ Normal ]

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

BasePortalVis:
(2.61 seconds)
LeafThread:
(4436.62 seconds)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 78 and 81:
   (1999.776 2243.701 1153.073)
(2000.000 2243.484 1132.781)
(2000.000 2240.377 992.000)
(1819.230 2054.043 992.000)
(1964.026 2207.974 1204.000)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 806 and 811:
   (480.000 2304.000 537.043)
(767.849 2168.542 512.013)
(1024.000 2048.000 490.667)
(1024.000 2048.000 960.000)
(480.000 2304.000 896.000)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 1106 and 1107:
   (-217.999 -396.000 1942.400)
(-217.999 -396.000 1940.000)
(-218.000 -396.001 1940.000)
(-203.999 -384.000 1948.000)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 1185 and 1299:
   (-458.788 -136.894 2101.616)
(-458.788 -136.864 2101.616)
(-397.276 19.843 2147.366)
average leafs visible: 357
g_visdatasize:186212 compressed from 326230

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 279/400 17856/25600 (69.8%)
planes 4765/32768 95300/655360 (14.5%)
vertexes 9210/65535 110520/786420 (14.1%)
nodes 4697/32767 112728/786408 (14.3%)
texinfos 1004/32767 40160/1310680 ( 3.1%)
faces 6888/65535 137760/1310700 (10.5%)
clipnodes 15655/32767 125240/262136 (47.8%)
leaves 3429/8192 96012/229376 (41.9%)
marksurfaces 7898/65535 15796/131070 (12.1%)
surfedges 30380/512000 121520/2048000 ( 5.9%)
edges 15964/256000 63856/1024000 ( 6.2%)
texdata [variable] 9784/8388608 ( 0.1%)
lightdata [variable] 0/6291456 ( 0.0%)
visdata [variable] 186212/2097152 ( 8.9%)
entdata [variable] 113862/524288 (21.7%)
197 textures referenced

Total BSP file data space used: 1246606 bytes

4439.30 seconds elapsed [1h 13m 59s]

--- 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 D:\D2\vhe\maps\psilos_killredux.map -extra -bounce 1 -texdata 8192 -low -chart -estimate

= Current hlrad Settings =
Name | Setting | Default
-------------------|---------------------|------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 8388608 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Low ] [ 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 ]

6888 faces
Create Patches : 36845 base patches
0 opaque faces
2560469 square feet [368707648.00 square inches]
77 direct lights

BuildFacelights:
(34.99 seconds)
visibility matrix : 80.9 megs
BuildVisLeafs:
(48.60 seconds)
MakeScales:
(27.92 seconds)
SwapTransfers:
(2.84 seconds)
Transfer Lists : 24813016 : 24.81M transfers
Indices :    17252344 :   16.45M bytes
   Data :    99252064 :   94.65M bytes
GatherLight:
(1.22 seconds)
FinalLightFace:
(1.93 seconds)

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 279/400 17856/25600 (69.8%)
planes 4765/32768 95300/655360 (14.5%)
vertexes 9210/65535 110520/786420 (14.1%)
nodes 4697/32767 112728/786408 (14.3%)
texinfos 1004/32767 40160/1310680 ( 3.1%)
faces 6888/65535 137760/1310700 (10.5%)
clipnodes 15655/32767 125240/262136 (47.8%)
leaves 3429/8192 96012/229376 (41.9%)
marksurfaces 7898/65535 15796/131070 (12.1%)
surfedges 30380/512000 121520/2048000 ( 5.9%)
edges 15964/256000 63856/1024000 ( 6.2%)
texdata [variable] 9784/8388608 ( 0.1%)
lightdata [variable] 1752591/6291456 (27.9%)
visdata [variable] 186212/2097152 ( 8.9%)
entdata [variable] 113862/524288 (21.7%)
197 textures referenced

Total BSP file data space used: 2999197 bytes

118.42 seconds elapsed [1m 58s]

--- END hlrad ---

Copied D:\D2\vhe\maps\psilos_killredux.bsp to:

C:\Program Files (x86)\Steam\SteamApps\troutley\half-life\valve\maps\
So my question was.. i was concerend at to what the leafthread vis was doing to get an error like that? and what the error means in the first place / ways to resolve it :)

heres a download link to most recent version if anyone would rather get to the grit on it for themselves:

http://www.megaupload.com/?d=4KZ6TX2V

Thank you, in advanced.

Your always so informative at this site.

ur buddy,
  • psilous of romainus
Posted 15 years ago2009-03-24 03:52:29 UTC
in In game Crashing Error, and Max Faces Post #264495
lol.. no my friend, stealing is the ONLY option.

btw, on like a totally not so related note that probably wont become of anything down the road that im certain will not bite me in the ass for any alleged discussed or undicussed underlined obscured refrences..

..but where do the writters of family guy happen to reside? do you know?

.... HA!
Posted 15 years ago2009-03-23 23:22:20 UTC
in In game Crashing Error, and Max Faces Post #264492
lemme check..

ehh.. heh, uhm, something happen to my pent 2? omg! fucking computer theft! that may be why in the first place.. HAHAHAHA.. i feel so betrayed

anyways, specs are:
Intel(R) Celeron(TM) CPU
1400MHz
1.40GHz
256MB Ram

no vid (runs in software 450 x 500, whatever 2nd to lowest rees is)
on board sound
ALSO, I let my friend try to run it (the .bsp you hosted at file front)
and he got a ' ED_Alloc: No free Edicts '

which i am to understand means too many entities in the map?!?

i did not recieve that error when i went to run it.. and the portion it crashes on, does not have that many entites in it (*GASP.. i just thought, it does have a rather high number of light entites in specific spot i crash in the thrown room, maybe that IS the problem?)

It looks really good for me to start removing lights though.. GEEJ this is wrechid

maybe just drop a few of the middle lights at 255 255 255 200 (i believe there are 4 of them) that will still leave the ones highlighting hte pictures looking nice, fuck center room visibility

your thoughts?
Posted 15 years ago2009-03-23 21:11:40 UTC
in In game Crashing Error, and Max Faces Post #264485
new compo?!?

DOOOD.. i got a problem with the map..

you say you dont have any problems running it at all? Did you test it thuroughly?! (sry, spelling is above me)

I can't get it to run on 1.6 (steam version) it locks up my comp everytime i try.. and when i run it in 1.04, the inside of hte map works perfectly (aside from 1 trigger_once break trigger, but thats acutally manageable to play with, so not incredibly disappointing). however, when you get into the room with the thrown, it will crash if i move/turn in any direction, or the camera changes for any apparent reason (i.e. going into 3rd person for death sequence or in console)

It won't crash immediately if i spawn in the thrown room, but any step beyond that and it just closes giving me a 'half life recieved an error'

as for the outside of the map, i havent gotten to test it, i havent received a spawn on the outside portion of it (cloesest to sky texture) in my 50 some attempts

do you have ANY idea as to why that would happen? do you think it could have something to do with the sprites? cause the sprites werent even visible (nor were the func_walls that are transparent to see to the sky)

it only crashes for me in that room (and theres really not that much crazy arcutecture apart from the thrown itself, which was visible at one spawn, but was not for the other crashes)

im at a complete loss homie... can you enlighten me? taking out the fire sprites wouldnt cause a difference would it?

i dunno.. its traumatizing
Posted 15 years ago2009-03-23 09:44:57 UTC
in In game Crashing Error, and Max Faces Post #264455
lol, its a uterus!

mostly... mostly.
Posted 15 years ago2009-03-22 21:34:52 UTC
in In game Crashing Error, and Max Faces Post #264451
hahaha.. could have told you that one the moment i ever attempted anything concerning such a device

..hey, did you happen to get a .bsp together that only uses the wad i sent wit hte .rfm ?!

hrmmmm... ?!?! ^-^
Posted 15 years ago2009-03-22 18:28:43 UTC
in In game Crashing Error, and Max Faces Post #264444
Heh, sounds good.

but hey, while i have your attention..

whats with this "bad cache size: 0 " error im getting (in this totally beta map i just threw together in an hour or two

its completely small and i dont even get the error everywhere...

just when i enter this certain spot on the map and i look up at the ceiling (about 6-7 char spaces away) or im in mid air in the same spot looking down a hallway (about 400m total down the hall, dunno how they meausre this.. about 30 char spaces)

i read up on this error here:
http://www.slackiller.com/tommy14/errors.htm

and they say its due to lack of memory or a perpendicular face, but hammer gives me no error on the face.. so im confused as to why such a small map would cause that kind of problem

heres some screenies --
User posted image
/editz

gawd, i'd totally get an A+ in female anatomy
Posted 15 years ago2009-03-22 08:01:20 UTC
in In game Crashing Error, and Max Faces Post #264416
err.. fatal error: could not open rooms.wad

did you compile this with mour than the [psiwads] .wad ?!?!

:/

or am i missing something?
Posted 15 years ago2009-03-22 07:54:59 UTC
in In game Crashing Error, and Max Faces Post #264415
oh sry.. heh.. i was posting on a pstriple earlier, it didnt display the link in the text

im testing the map/adding you to msn now

^-^
Posted 15 years ago2009-03-22 01:20:33 UTC
in In game Crashing Error, and Max Faces Post #264406
really?!? omg thats amazingly good news!!

maybe it is just my hardware thats always been the problem

hey!
can you send me a copy of the working compile to my email?

kichikubeihei@hotmail.com

thanks homie
your a great help

hmm, perhaps you would be willing to compile another map for me?
(when time permits me to get a finished beta together)

do you have msn?
Posted 15 years ago2009-03-21 15:11:31 UTC
in In game Crashing Error, and Max Faces Post #264387
The map im talking about with the compiling error (taking 3 days, crashing, ect) isnt the same map as the one with too many face count.

This one actually has a rather low amount of faces in it.. like about 1/3 of the max i believe.. last time i checked log.

So anyways, this map is COMPLETELY finished, except i cannot get it to compile for the f*ck of me.. im not really sure how to describe it.

Here's a download link (for those asking for it)to the
finished yet improperly compiled version of the map:

http://www.megaupload.com/?d=1LJL3NEZ

and heres the latest compile log i've received from said map:
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 -wadinclude [psiwads]againanagain.wad -chart -estimate -texdata 8192 "C:\Documents and Settings\psilous of romainus\Desktop\psilos_killbox_reduxedition\oldmap\psilos_killredux.map"
Entering C:\Documents and Settings\psilous of romainus\Desktop\psilos_killbox_reduxedition\oldmap\psilos_killredux.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 8388608 ] [ 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]
[[psiwads]againanagain.wad]

34 brushes (totalling 204 sides) discarded from clipping hulls
CreateBrush:
(4.94 seconds)
SetModelCenters:
(0.03 seconds)
CSGBrush:
(2.38 seconds)

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 0/400 0/25600 ( 0.0%)
planes 9892/32768 197840/655360 (30.2%)
vertexes 0/65535 0/786420 ( 0.0%)
nodes 0/32767 0/786408 ( 0.0%)
texinfos 1000/32767 40000/1310680 ( 3.1%)
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] 0/8388608 ( 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: 237840 bytes

Including Wadfile: \documents and settings\psilous of romainus\desktop\psilos_killbox_reduxedition\[psiwads]againanagain.wad
  • Contains 134 used textures, 100.00 percent of map (213 textures in wad)
added 62 additional animating textures.
Texture usage is at 2.09 mb (of 8.00 mb MAX)
8.64 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 -texdata 8192 "C:\Documents and Settings\psilous of romainus\Desktop\psilos_killbox_reduxedition\oldmap\psilos_killredux.map"

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 8388608 ] [ 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...3108 (0.41 seconds)
BSP generation successful, writing portal file 'C:\Documents and Settings\psilous of romainus\Desktop\psilos_killbox_reduxedition\oldmap\psilos_killredux.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3500...4000...4120 (0.64 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2500...3000...3500...4000...4063 (0.58 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...4000...4256 (0.70 seconds)

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 279/400 17856/25600 (69.8%)
planes 4433/32768 88660/655360 (13.5%)
vertexes 9249/65535 110988/786420 (14.1%)
nodes 4705/32767 112920/786408 (14.4%)
texinfos 1000/32767 40000/1310680 ( 3.1%)
faces 6934/65535 138680/1310700 (10.6%)
clipnodes 17215/32767 137720/262136 (52.5%)
leaves 3438/8192 96264/229376 (42.0%)
marksurfaces 7949/65535 15898/131070 (12.1%)
surfedges 30630/512000 122520/2048000 ( 6.0%)
edges 16047/256000 64188/1024000 ( 6.3%)
texdata [variable] 2193140/8388608 (26.1%)
lightdata [variable] 0/6291456 ( 0.0%)
visdata [variable] 0/2097152 ( 0.0%)
entdata [variable] 97438/524288 (18.6%)
196 textures referenced

Total BSP file data space used: 3236272 bytes

7.61 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 -chart -estimate -texdata 8192 "C:\Documents and Settings\psilous of romainus\Desktop\psilos_killbox_reduxedition\oldmap\psilos_killredux.map"
1622 portalleafs
6085 numportals

= Current hlvis Settings =
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 8388608 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

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

BasePortalVis:
(89.20 seconds)
LeafThread:

--- END hlvis ---
note that it always locks up for me around the time it prepares the leaf thread. (this was when i closed the program after waiting 3 days, 2 of which were the very slow moving leaf portion, until the final 8 hours when it did not move a single digit)

If you can help, PLEASE by all means do what you will (and feel free to add props for yourself into the map or .txt where ever you see fit)

thanks again
  • psi
Posted 15 years ago2009-03-20 20:14:34 UTC
in In game Crashing Error, and Max Faces Post #264360
AAAUAGGHGHGH~~!!~!~!

I'm losing my damn mind !

This compilator garbages is SUCK extrodinair.

I started compiling the psilos_killredux (final name of map)
everything was going FINE again until i get to the leafthread portion..
it ran along fine until about 60% then apparently froze, so i waited a moment and after about 4-6 hours it started moving again (slowly) but moving.. until it got to 96% (11779 of 12170, where it is now) and just stopped as far as i can assume. its been 24 hours AN ENTIRE DAY since its moved a point.. im afraid to close the compiler just because this 1 point has taken so long

any suggestions, because 3 days just seems a little long for a compile ?!?!(and this is a relatively small map, as far as most maps generally run)
Posted 15 years ago2009-03-18 01:22:11 UTC
in In game Crashing Error, and Max Faces Post #264233
cool cool..

im a bit of a veteran myself with worldcraft (hammer editor) so i've got the scaleing thing down pretty decently.. I've actually found my problem with the lesbia map.. it froze during compiling the leafthread WITH compiolator.. so i forced closing/shut down on prog and copyed the log..

this is what i got from it
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 -wadinclude [psiwads]leszo.wad -chart -estimate -texdata 8192 "C:\Documents and Settings\psilous of romainus\Desktop\psilos_lesbia\maps\pltest5.map"
Entering C:\Documents and Settings\psilous of romainus\Desktop\psilos_lesbia\maps\pltest5.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 8388608 ] [ 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]
[[psiwads]leszo.wad]

172 brushes (totalling 1251 sides) discarded from clipping hulls
CreateBrush:
(72.11 seconds)
SetModelCenters:
(0.05 seconds)
CSGBrush:
(16.50 seconds)

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 0/400 0/25600 ( 0.0%)
planes 36670/32768 733400/655360 (111.9%)
vertexes 0/65535 0/786420 ( 0.0%)
nodes 0/32767 0/786408 ( 0.0%)
texinfos 3448/32767 137920/1310680 (10.5%)
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] 0/8388608 ( 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: 871320 bytes

Including Wadfile: \documents and settings\psilous of romainus\desktop\psilos_lesbia\[psiwads]leszo.wad
  • Contains 199 used textures, 100.00 percent of map (247 textures in wad)
added 11 additional animating textures.
Texture usage is at 2.25 mb (of 8.00 mb MAX)
92.91 seconds elapsed [1m 32s]

--- END hlcsg ---

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 -texdata 8192 "C:\Documents and Settings\psilous of romainus\Desktop\psilos_lesbia\maps\pltest5.map"
7384 portalleafs
28331 numportals

= Current hlvis Settings =
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 8388608 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

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

BasePortalVis:
(1919.95 seconds)
LeafThread:

--- END hlvis ---

in the bsp section you can notice i had recieved the line:

planes 36670/32768 733400/655360 (111.9%)

so i believe that is my problem right there.. as long as i can manage to drop the places faces by about 4000 it should work out just fine as i assume..

which im planning on useing your suggestion about turning afew of the complexed faces into illusionary (should bring me down to about 2000 left) the rest i can just re construct without using a complicated carved shape

i believe.

unless you have other suggestions?
Posted 15 years ago2009-03-17 20:06:48 UTC
in In game Crashing Error, and Max Faces Post #264228
When you get the compilator running--doesn't take long
ok so.. i started this compilator thing on a map i knew wouldnt work (the one with too many faces) about 6pm yesterday (its 8pm) and it has gotten to 50% on the leafthread portion (although it IS still running.. im certain it will take another day to compile it complete)

so.. far as any actual input.. guess i just felt like contridiciting you on the 'doesnt take long' aspect you mentioned

:rly:

i do however appreciate that it shows me to the number on what part of the compile its on.. looking forward to using it to complete other maps

also! is it wise (or for that matter even possible) to run multiple instances of compiloater?
Posted 15 years ago2009-03-15 21:14:33 UTC
in In game Crashing Error, and Max Faces Post #264149
Hlvis always crashes on my computer..

So i ran the rad first so the lights would compile.

maybe theres some means of preventing this?!

I run a super old Pentium 2, 258 mb, 40 gig, (no vid)
hammer 3.5 with zoners 256-b (or something i believe)

any particular compiler you can suggest?

also, a rough estimate about how many faces a map can have would be nice.. i heard it was somewhere between 50,000 and 100,000 or less? still can't lay any debate to rest on this though, the map in question (psilos_lesbia) had/has 19647 faces
Posted 15 years ago2009-03-15 07:31:11 UTC
in In game Crashing Error, and Max Faces Post #264142
This is the compile log for psilos kill box, as im getting it

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:\PROGRA~1\VALVEH~1\hlcsg.exe c:\DOCUME~1\PSILOU~1\desktop\PSILOS~2\oldmap\pkbbravo
Entering c:\DOCUME~1\PSILOU~1\desktop\PSILOS~2\oldmap\pkbbravo.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]

34 brushes (totalling 204 sides) discarded from clipping hulls
CreateBrush:
(4.95 seconds)
SetModelCenters:
(0.05 seconds)
CSGBrush:
(2.25 seconds)

Using Wadfile: \documents and settings\psilous of romainus\desktop\psilos_killbox_reduxedition\[psiwads]againanagain.wad
  • Contains 134 used textures, 100.00 percent of map (213 textures in wad)
added 62 additional animating textures.
Texture usage is at 2.09 mb (of 4.00 mb MAX)
8.11 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:\PROGRA~1\VALVEH~1\hlbsp.exe c:\DOCUME~1\PSILOU~1\desktop\PSILOS~2\oldmap\pkbbravo

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...3108 (0.41 seconds)
BSP generation successful, writing portal file 'c:\DOCUME~1\PSILOU~1\desktop\PSILOS~2\oldmap\pkbbravo.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3500...4000...4120 (0.66 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2500...3000...3500...4000...4063 (0.56 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...4000...4256 (0.70 seconds)
7.28 seconds elapsed

--- END hlbsp ---

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:\PROGRA~1\VALVEH~1\hlrad.exe c:\DOCUME~1\PSILOU~1\desktop\PSILOS~2\oldmap\pkbbravo

= 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 ]
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:\PROGRA~1\VALVEH~1\lights.rad']
[59 texlights parsed from 'C:\PROGRA~1\VALVEH~1\lights.rad']

Warning: No vis information, direct lighting only.
6934 faces
Create Patches : 37630 base patches
0 opaque faces
2561599 square feet [368870336.00 square inches]
1109 direct lights

BuildFacelights:
(229.11 seconds)
FinalLightFace:
(0.31 seconds)
231.92 seconds elapsed [3m 51s]

--- END hlrad ---
Posted 15 years ago2009-03-15 06:56:15 UTC
in In game Crashing Error, and Max Faces Post #264141
That did not help..

I dont have any faults within the path_corner 's (and i've roughed it out to about 70 in counting.. lol)

damn me and my showmanship.

so anyways.. any other advice?

(mour specifically the max number of faces a map can have, for a totally unrelated map, but still important)
Posted 15 years ago2009-03-11 16:52:40 UTC
in In game Crashing Error, and Max Faces Post #264076
Hi, This is my first post to the forums, and unfortunately its a request for advice. :aggrieved:

So I've been working on a few maps over the past week or so, and they look pretty nice (imo) I've even managed to test the gameplay value on the killbox edit (an earlier rendition) and all and all they seem like decent picks to me.

However,

I'm getting a rather disturbing error in BOTH of the maps that i've NEVER experienced befor..

A working bsp compiles, and I am able to host a game and spawn on the map.. everything APPEARS seemingly fine (except for a horrific rendering of walls/entities due to the vis crashing) until about 20-30 seconds gametime when the program just crashes (no matter where on the map I happen to be, or activating) and windows gives me an error "Half-Life has suffered an unexpected error and must shut down"

I've compiled them a few different ways, and I've found that The killbox remake WON'T crash if the skybox is not visible in any situation, although when I run it where the sky can be seen (through a func_wall) it will indefinately crash eventually.

At first I had thought that maybe being that it is a custom sky texture, perhaps that was causing the problem.. But the usmcc (2nd map with same error) uses normal cl_desert sky and still has the same problem when sky is visible (also, thats the map where large chunks of the map become transparent when compiling crashes.. and on this pent 2, is FAR mour occasional than not)

Anyways, I was just hoping someone could assist me in this situation?

You would remain forever in my graditude.

here are download links for the files..
  • psilos_killbox_reduxedition
http://www.megaupload.com/?d=QOPBE3GM
  • umscc official clan map "dimple"
http://www.megaupload.com/?d=GBH2ZWMC

Also, on a totally unrelated side note (as far as i can tell)..

I had run into a MAX_FACES error on another map I had been making (thinking of finishing), Can anyone tell me the maximum number of aloted faces a map can contain?

(sry if my spelling sux)

Thanks Again,
psilous of romainus

<3