i give it up with tree, i put brush instead of it...
btw here's the compile log, in case u find the solution it might be useful for someone in future:
** Executing...
** Command: Change Directory
** Parameters: C:\Program Files\Valve
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve Hammer Editor\maps\industrial1.map" "C:\Program Files\Valve Hammer Editor\TERMINATE\industrial1.map"
** Executing...
** Command: C:\PROGRA~1\ZHLT34~1\hlcsg.exe
** Parameters: "C:\Program Files\Valve Hammer Editor\TERMINATE\industrial1"
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\ZHLT34~1\hlcsg.exe "C:\Program Files\Valve Hammer Editor\TERMINATE\industrial1"
Entering C:\Program Files\Valve Hammer Editor\TERMINATE\industrial1.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]
35 brushes (totalling 210 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.23 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (3.22 seconds)
Using Wadfile: \program files\valve\valve\halflife.wad
- Contains 44 used textures, 61.11 percent of map (3117 textures in wad)
Using Wadfile: \program files\valve\cstrike\de_titan.wad
- Warning: Larger than expected texture (251052 bytes): 'MASONRY.UNITMAJ'
- Warning: Larger than expected texture (251052 bytes): 'CONCRETE.CASTAL'
- Contains 28 used textures, 38.89 percent of map (87 textures in wad)
added 9 additional animating textures.
Texture usage is at 2.47 mb (of 4.00 mb MAX)
4.67 seconds elapsed
--- END hlcsg
---** Executing...
** Command: C:\PROGRA~1\ZHLT34~1\hlbsp.exe
** Parameters: "C:\Program Files\Valve Hammer Editor\TERMINATE\industrial1"
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\ZHLT34~1\hlbsp.exe "C:\Program Files\Valve Hammer Editor\TERMINATE\industrial1"
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...2615 (0.34 seconds)
BSP generation successful, writing portal file 'C:\Program Files\Valve Hammer Editor\TERMINATE\industrial1.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...2879 (0.31 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2500...2805 (0.30 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...2919 (0.31 seconds)
4.78 seconds elapsed
--- END hlbsp
---** Executing...
** Command: C:\PROGRA~1\ZHLT34~1\hlvis.exe
** Parameters: "C:\Program Files\Valve Hammer Editor\TERMINATE\industrial1"
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:\PROGRA~1\ZHLT34~1\hlvis.exe "C:\Program Files\Valve Hammer Editor\TERMINATE\industrial1"
1232 portalleafs
3536 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%... (4.14 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (102.80 seconds)
average leafs visible: 122
g_visdatasize:70569 compressed from 189728
107.05 seconds elapsed [1m 47s]
--- END hlvis
---** Executing...
** Command: C:\PROGRA~1\ZHLT34~1\hlrad.exe
** Parameters: "C:\Program Files\Valve Hammer Editor\TERMINATE\industrial1"
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\ZHLT34~1\hlrad.exe "C:\Program Files\Valve Hammer Editor\TERMINATE\industrial1"
= 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\ZHLT34~1\lights.rad']
[59 texlights parsed from 'C:\PROGRA~1\ZHLT34~1\lights.rad']
5183 faces
Create Patches : 29712 base patches
0 opaque faces
289822 square feet [41734432.00 square inches]
152 direct lights
BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (51.38 seconds)
visibility matrix : 52.6 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (153.03 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (110.81 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (11.66 seconds)
Transfer Lists : 27447798 : 27.45M transfers
Indices : 13140700 : 12.53M bytes
Data : 109791192 : 104.71M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (3.13 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (2.80 seconds)
333.48 seconds elapsed [5m 33s]
--- END hlrad
---