Swap file...? Created 20 years ago2004-03-14 02:37:56 UTC by Wrath_strike Wrath_strike

Created 20 years ago2004-03-14 02:37:56 UTC by Wrath_strike Wrath_strike

Posted 20 years ago2004-03-14 02:37:56 UTC Post #19287
** Executing...
** Command: Change Directory
** Parameters: C:sierrahalf-life

** Executing...
** Command: Copy File
** Parameters: "C:Documents and SettingsWrathMy DocumentsGamesmappingmymapsalpha-betabeachparty.map" "C:sierrahalf-lifevalvemapsbeachparty.map"

** Executing...
** Command: C:DOCUME~1WrathMYDOCU~1GamesmappingZHLT25~1hlcsg.exe
** Parameters: "C:sierrahalf-lifevalvemapsbeachparty"

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: C:DOCUME~1WrathMYDOCU~1GamesmappingZHLT25~1hlcsg.exe C:sierrahalf-lifevalvemapsbeachparty
Entering C:sierrahalf-lifevalvemapsbeachparty.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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.17 seconds)
SetModelCenters:
40%...50%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.59 seconds)

Using Wadfile: sierrahalf-lifevalvehalflife.wad
  • Contains 26 used textures, 89.66 percent of map (3116 textures in wad)
Using Wadfile: sierrahalf-lifevalveliquids.wad
  • Contains 2 used textures, 6.90 percent of map (32 textures in wad)
Using Wadfile: sierrahalf-lifevalvexeno.wad
  • Contains 0 used textures, 0.00 percent of map (264 textures in wad)
Using Wadfile: sierrahalf-lifevalvedecals.wad
  • Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: documents and settingswrathmy documentsgamesmyspraysmelody.wad
  • Contains 1 used texture, 3.45 percent of map (1 textures in wad)
added 7 additional animating textures.
Texture usage is at 0.46 mb (of 4.00 mb MAX)
0.88 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:DOCUME~1WrathMYDOCU~1GamesmappingZHLT25~1hlbsp.exe
** Parameters: "C:sierrahalf-lifevalvemapsbeachparty"

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: C:DOCUME~1WrathMYDOCU~1GamesmappingZHLT25~1hlbsp.exe C:sierrahalf-lifevalvemapsbeachparty

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 'C:sierrahalf-lifevalvemapsbeachparty.prt'
1.56 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:DOCUME~1WrathMYDOCU~1GamesmappingZHLT25~1hlvis.exe
** Parameters: "C:sierrahalf-lifevalvemapsbeachparty"

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: C:DOCUME~1WrathMYDOCU~1GamesmappingZHLT25~1hlvis.exe C:sierrahalf-lifevalvemapsbeachparty
381 portalleafs
1214 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%... (1.02 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (30.83 seconds)
average leafs visible: 94
g_visdatasize:14707 compressed from 18288
31.94 seconds elapsed

--- END hlvis ---

** Executing...
** Command: C:DOCUME~1WrathMYDOCU~1GamesmappingZHLT25~1hlrad.exe
** Parameters: "C:sierrahalf-lifevalvemapsbeachparty"

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: C:DOCUME~1WrathMYDOCU~1GamesmappingZHLT25~1hlrad.exe C:sierrahalf-lifevalvemapsbeachparty

= 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)[ 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 ]

4955 faces
Create Patches : 59287 base patches
0 opaque faces
1128899 square feet [162561472.00 square inches]
2 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (175.59 seconds)
visibility matrix : 209.5 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (566.89 seconds)
MakeScales:
10%...20%...30%...Error: Memory allocation failure
Description: The program failled to allocate a block of memory.
Howto Fix: Likely causes are (in order of likeliness) : the partition holding the swapfile is full; swapfile size is smaller than required; memory fragmentation; heap corruption

--- END hlrad ---

what does it all mean? :zonked:
Posted 20 years ago2004-03-14 02:56:01 UTC Post #19289
sigh I understand now, i made it to big, I'm apologize for wasted your time, I'll do more research before i post next time. =/
Posted 20 years ago2004-03-14 04:21:54 UTC Post #19297
1128899 square feet = very big indeed.
And only two direct lights...
Would have been black anyway.

100000 square feet is large. But very workable.
Make sure your map fit's in the 2D grid.
A good quick guide to max size is to make your map fit in 1/4 of the grid, and center it.
Always start mapping from the center.
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