|
Compiled my map for the 6th time so far still nothing i tried fixed this.
Other maps compile perfectly, I compile the same map without vis didn't show any errors, Compiled VIS normally with -full it crashed at FinalFaceLight 60% and gave me the error "HLRAD.EXE Has stopped working"
Doesn't show the whole compile log in .log file just this:
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: hlcsg -nowadtextures jb_slaughter_b2
Entering jb_slaughter_b2.map
Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 4 ] [ 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 [ off ] [ 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]
8 brushes (totalling 52 sides) discarded from clipping hulls
CreateBrush:
(0.96 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(1.18 seconds)
Using Wadfile: big wad file.wad
- Warning: Larger than expected texture (348972 bytes): 'CYF_CLIFFS3'
- Warning: Larger than expected texture (348972 bytes): 'CYF_CLIFFS6'
- Contains 32 used textures, 23.88 percent of map (771 textures in wad)
Using Wadfile: cstrike.wad
- Contains 0 used textures, 0.00 percent of map (123 textures in wad)
Using Wadfile: halflife.wad
- Contains 68 used textures, 50.75 percent of map (3116 textures in wad)
Using Wadfile: jb_mountains_btm.wad
- Contains 19 used textures, 14.18 percent of map (106 textures in wad)
Using Wadfile: jb_newbie_btm.wad
- Warning: Larger than expected texture (240172 bytes): 'EF'
- Contains 2 used textures, 1.49 percent of map (51 textures in wad)
Using Wadfile: jb_slaughter_b2_btm.wad
- Contains 12 used textures, 8.96 percent of map (154 textures in wad)
Using Wadfile: sin.wad
- Contains 1 used texture, 0.75 percent of map (7 textures in wad)
added 19 additional animating textures.
Texture usage is at 2.98 mb (of 4.00 mb MAX)
2.84 seconds elapsed
----- END hlcsg -----
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: hlbsp jb_slaughter_b2
Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 4 ] [ 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 'jb_slaughter_b2.prt'
3.46 seconds elapsed
----- END hlbsp -----
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: hlvis -full jb_slaughter_b2
3884 portalleafs
14249 numportals
-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 4 ] [ 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 [ on ] [ off ]
BasePortalVis:
(7.06 seconds)
LeafThread:
(2477.87 seconds)
average leafs visible: 587
g_visdatasize:773033 compressed from 1887624
2485.15 seconds elapsed [41m 25s]
----- END hlvis -----
|
|
|
|
≡
|
2011 Sep 5 at 16:34 UTC
|
|
|
Rockbomb
Dog fucker (but in a good way now)
2009 Nov 14 • 2045
|
Why don't you just Google it? That's what a mature person would do.
|
|
|
|
≡
|
2011 Sep 5 at 17:14 UTC
|
|
|
|
~
|
|
|
|
≡
|
2011 Sep 6 at 02:15 UTC
— Ed. 2011 Sep 6 at 14:06 UTC
|
|
|
|
alt+p
see what comes up.
and look and see if there is a light out in the void or penetrating the wall into the void.
I drink to forget but I always remember.
|
|
|
|
≡
|
2011 Sep 6 at 03:12 UTC
|
|
|
|
Did it run out of memory? If it was taking that long it was probably swapping. You can try again and watch the memory usage.
Or, you can always go easy on hlrad by cranking up the patch size (and reducing the lighting detail). So try adding:
-chop 256 -texchop 128
|
|
|
|
≡
|
2011 Sep 8 at 07:30 UTC
|
|
|
|
It just crashed, Gives me the error "HLRAD.EXE has stopped working" and always at 60%, doesn't take long my pc is pretty amazing it shouldn't be out of memory my RAM is 4gb
|
|
|
|
≡
|
2011 Sep 8 at 09:57 UTC
|
|
|
Down Rodeo
Cap'n Moth of the Firehouse
2007 Oct 19 • 5486
57,583 ₧
|
Do you have a 32-bit or 64-bit version of Windows? Actually, that question is irrelevant, because the tools are compiled for 32-bit, and thusly will crash at 2 GiB. Is that right?
|
|
|
|
≡
|
2011 Sep 8 at 12:20 UTC
|
|
|
|
Yup 32-bit, And I guess it would crash at 2gb, but I compiled the map it went fine, compiled it after I removed few stuff and added few stuff it didn't work, I removed more than I added tho
|
|
|
|
≡
|
2011 Sep 8 at 16:21 UTC
|
|
|
|
I can probably devise a map in a few minutes that hlrad will need 20GB to compile. Did you try the -chop thing yet?
There's also a -sparse option which causes it to use a lot less memory but it takes more time.
|
|
|
|
≡
|
2011 Sep 9 at 09:43 UTC
|
|
|
|
I Always do Sparse, Didn't Compile anything lately, sick and bored, will try tho, I just hate that it misses up the light, cuz my map could be based on lights
|
|
|
|
≡
|
2011 Sep 9 at 11:30 UTC
|
|
|
|
Well you might want to try it without -sparse then too. I wouldn't be surprised if it is less stable with that on.
|
|
|
|
≡
|
2011 Sep 10 at 01:42 UTC
|
|
|
Page [1]
|