computer crashes when compiling Created 18 years ago2006-02-12 23:17:00 UTC by rvpps2rocks rvpps2rocks

Created 18 years ago2006-02-12 23:17:00 UTC by rvpps2rocks rvpps2rocks

Posted 18 years ago2006-02-12 23:17:00 UTC Post #162941
yea title says it all...if you guys want me to post the map or send it to you i will be happy to...im making a movie theater..or my job cuz we decided it would be a fun map. But yea if u guys want me to post the map or send it to you. It has 3 "lights" but everything is one texture cuz i have to do custom textures if someone could help
Posted 18 years ago2006-02-12 23:56:54 UTC Post #162943
** Executing...
** Command: Change Directory
** Parameters: C:Program FilesValveSteamSteamAppsrvpps2rocks@yahoo.comcounter-strike

** Executing...
** Command: Copy File
** Parameters: "C:Documents and SettingsRyanDesktopregalmymapsregal.map" "C:Program FilesValveSteamSteamAppsrvpps2rocks@yahoo.comcounter-strikecstrikemapsregal.map"

** Executing...
** Command: C:PROGRA~1VALVEH~1toolsZHLT_1~1.7P1hlcsg.exe
** Parameters: "C:Program FilesValveSteamSteamAppsrvpps2rocks@yahoo.comcounter-strikecstrikemapsregal"

hlcsg v2.5.3 rel Custom Build 1.7p13 (Feb 3 2004)
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 (webmaster@xp-cagey.com)
--- BEGIN hlcsg ---
Command line: C:PROGRA~1VALVEH~1toolsZHLT_1~1.7P1hlcsg.exe "C:Program FilesValveSteamSteamAppsrvpps2rocks@yahoo.comcounter-strikecstrikemapsregal"
Entering C:Program FilesValveSteamSteamAppsrvpps2rocks@yahoo.comcounter-strikecstrikemapsregal.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]

76 brushes (totalling 520 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (5.89 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (5.77 seconds)

Including Wadfile: program filesvalve hammer editortoolszhlt_1.7p13zhlt.wad
  • Contains 0 used textures, 0.00 percent of map (4 textures in wad)
Using Wadfile: wadscstrike.wad
  • Contains 0 used textures, 0.00 percent of map (123 textures in wad)
Using Wadfile: wadsde_vegas.wad
  • Contains 1 used texture, 3.70 percent of map (101 textures in wad)
Using Wadfile: wadshalflife.wad
  • Contains 25 used textures, 92.59 percent of map (3116 textures in wad)
Using Wadfile: wadsliquids.wad
  • Contains 1 used texture, 3.70 percent of map (32 textures in wad)
Texture usage is at 0.26 mb (of 4.00 mb MAX)
12.64 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolsZHLT_1~1.7P1hlbsp.exe
** Parameters: "C:Program FilesValveSteamSteamAppsrvpps2rocks@yahoo.comcounter-strikecstrikemapsregal"

hlbsp v2.5.3 rel Custom Build 1.7p13 (Feb 3 2004)
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 (webmaster@xp-cagey.com)
--- BEGIN hlbsp ---
Command line: C:PROGRA~1VALVEH~1toolsZHLT_1~1.7P1hlbsp.exe "C:Program FilesValveSteamSteamAppsrvpps2rocks@yahoo.comcounter-strikecstrikemapsregal"

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 ]
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 'C:Program FilesValveSteamSteamAppsrvpps2rocks@yahoo.prt'
12.22 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolsZHLT_1~1.7P1hlvis.exe
** Parameters: -fast "C:Program FilesValveSteamSteamAppsrvpps2rocks@yahoo.comcounter-strikecstrikemapsregal"

g_fastvis = true
hlvis v2.5.3 rel Custom Build 1.7p13 (Feb 3 2004)
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 (webmaster@xp-cagey.com)
--- BEGIN hlvis ---
Command line: C:PROGRA~1VALVEH~1toolsZHLT_1~1.7P1hlvis.exe -fast "C:Program FilesValveSteamSteamAppsrvpps2rocks@yahoo.comcounter-strikecstrikemapsregal"
4222 portalleafs
14250 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 [ on ] [ off ]
full vis [ off ] [ off ]

BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (40.16 seconds)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 369 and 370:
   (1722.500 3.500 -438.000)
(1720.000 5.000 -440.000)
(1720.000 5.000 -440.000)
(1724.000 5.000 -440.000)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 911 and 908:
   (1446.500 2.500 -438.000)
(1444.000 4.000 -440.000)
(1444.000 4.000 -440.000)
(1448.000 4.000 -440.000)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 2946 and 2945:
   (-1589.500 50.500 -439.000)
(-1592.000 52.000 -441.000)
(-1592.000 52.000 -441.000)
(-1588.000 52.000 -441.000)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 3039 and 3042:
   (-1472.000 -26.000 -441.000)
(-1468.000 -26.000 -441.000)
(-1468.000 -26.000 -441.000)
(-1470.500 -24.500 -439.000)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 4147 and 4148:
   (-1890.500 -26.500 -439.000)
(-1888.000 -28.000 -441.000)
(-1888.000 -28.000 -441.000)
(-1892.000 -28.000 -441.000)
average leafs visible: 993
g_visdatasize:758440 compressed from 2229216
40.75 seconds elapsed

--- END hlvis ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolsZHLT_1~1.7P1hlrad.exe
** Parameters: "C:Program FilesValveSteamSteamAppsrvpps2rocks@yahoo.comcounter-strikecstrikemapsregal"

hlrad v2.5.3 rel Custom Build 1.7p13 (Feb 3 2004)
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 (webmaster@xp-cagey.com)
--- BEGIN hlrad ---
Command line: C:PROGRA~1VALVEH~1toolsZHLT_1~1.7P1hlrad.exe "C:Program FilesValveSteamSteamAppsrvpps2rocks@yahoo.comcounter-strikecstrikemapsregal"

= 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 ]
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 ]

17190 faces
Create Patches : 70525 base patches
0 opaque faces
769546 square feet [110814632.00 square inches]
Error: Exceeded MAX_PATCHES
Description: The map has a problem which must be fixed
Howto Fix: Check the file ZHLTProblems.html for a detailed explanation of this problem

this is the compile log when i tried it again any one know what this means..i will look into now but i want to hear what u guys have to say
Posted 18 years ago2006-02-13 00:31:55 UTC Post #162944
anyways from what i have read i need to stretch out textures and use the null texture to walls that arent going to ever be visible to the player...but i think im getter the exceeded max patches error becaues everything is basically one texture am i right?
Posted 18 years ago2006-02-13 04:40:18 UTC Post #162953
Not necessarily. Have you used a load of carving and cylinders?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2006-02-13 13:26:19 UTC Post #163023
no i havent used the carving tool at all ive only used the clipping tool...but not to make funny shapes though
Posted 18 years ago2006-02-13 13:42:52 UTC Post #163030
Neat idea for a map!

When you say it crashes, what do you mean exactly?

Sometimes vis takes a long time, and it appears your system is not responding... Especially if you have tons of complex architecture, big skybox maps, etc.
Posted 18 years ago2006-02-13 14:07:25 UTC Post #163041
Little about MAX_PATCHES
http://www.slackiller.com/tommy14/errors.htm#maxpatch
can it be to help?
Tlax
Posted 18 years ago2006-02-14 03:55:43 UTC Post #163142
yea i fixed the problem..the map i think is neat its just that i have to find the right textures for it to look good which is going to be a PITA if anyone wants to help me find a shade of like dark purple for a wall and a lighter purple close to white but still noticeable purple for walls. The sky box had to be stretched out yea skybox..blah blah its just temporary
Posted 18 years ago2006-02-15 14:46:35 UTC Post #163430
I dont know if u know this or not, but always line brushes up exactly with one another, and NEVER inside eachother. This causes leaf errors, and LONNNNNNNNNNNG compile times. USe the magic tool Vertex manipulation to fuze verticies, and line up shapes with others...Clipping is inferior to VM
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