ummm....compiling a small box but takin a rlly long time....

ummm....compiling a small box but takin a rlly long time....

General — Page [1]
duecebigallo
2008 Mar 10 • 99
im tryin to compile a small box i made to test if my hammer still works cus i reformatted my comp, but it takes rlly, rlly, rlly,RLLLY long. I have rlly fast internet i think pretty good ram, i set up all the configurations "correctly" and i put spawnpoints and 1 "light".......this is wat it says tell me if i need to wait longer of if something is wrong.HELP ME SUPERJER IM LOST!!!I kno ur a genious when it comes to this kind of andvanced stuff


** Executing...
** Command: Change Directory
** Parameters: "C:\Program Files\Steam\steamapps\adrenalin_rising\counter-strike"


** Executing...
** Command: C:\DOCUME~1\VARTKA~1\Desktop\ZHLT25~1\hlcsg.exe
** Parameters: "c:\program files\valve hammer editor\maps\test"

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~1\VARTKA~1\Desktop\ZHLT25~1\hlcsg.exe "c:\program files\valve hammer editor\maps\test"
Entering c:\program files\valve hammer editor\maps\test.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:
50%... (0.00 seconds)
SetModelCenters:
50%... (0.00 seconds)
CSGBrush:
50%... (0.02 seconds)

Using Wadfile: \program files\steam\steamapps\adrenalin_rising\counter-strike\cstrike\cstrike.wad
- Contains 1 used texture, 100.00 percent of map (123 textures in wad)

added 1 additional animating textures.
Texture usage is at 0.04 mb (of 4.00 mb MAX)
0.02 seconds elapsed

----- END hlcsg -----




** Executing...
** Command: C:\DOCUME~1\VARTKA~1\Desktop\ZHLT25~1\hlbsp.exe
** Parameters: "c:\program files\valve hammer editor\maps\test"

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~1\VARTKA~1\Desktop\ZHLT25~1\hlbsp.exe "c:\program files\valve hammer editor\maps\test"

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:\program files\valve hammer editor\maps\test.prt'
0.02 seconds elapsed

----- END hlbsp -----




** Executing...
** Command: C:\DOCUME~1\VARTKA~1\Desktop\ZHLT25~1\hlvis.exe
** Parameters: "c:\program files\valve hammer editor\maps\test"

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~1\VARTKA~1\Desktop\ZHLT25~1\hlvis.exe "c:\program files\valve hammer editor\maps\test"
1 portalleafs
0 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:
(0.00 seconds)
LeafThread:
(0.00 seconds)
average leafs visible: 1
g_visdatasize:3 compressed from 1
0.02 seconds elapsed

----- END hlvis -----




** Executing...
** Command: C:\DOCUME~1\VARTKA~1\Desktop\ZHLT25~1\hlrad.exe
** Parameters: "c:\program files\valve hammer editor\maps\test"

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~1\VARTKA~1\Desktop\ZHLT25~1\hlrad.exe "c:\program files\valve hammer editor\maps\test"

-= 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 ]


54 faces
Create Patches : 600 base patches
0 opaque faces
10752 square feet [1548384.00 square inches]
1 direct lights

BuildFacelights:
20%...40%...50%...70%...90%... (0.13 seconds)
visibility matrix : 0.0 megs
BuildVisLeafs:
(0.03 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.08 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.03 seconds)
Transfer Lists : 300000 : 300.00k transfers
Indices : 4000 : 3.91k bytes
Data : 1200000 : 1.14M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.03 seconds)
FinalLightFace:
20%...40%...50%...70%...90%... (0.16 seconds)
0.47 seconds elapsed

----- END hlrad -----




** Executing...
** Command: Copy File
** Parameters: "c:\program files\valve hammer editor\maps\test.bsp" "C:\Documents and Settings\Vart kaze\Desktop\files\test.bsp"


** Executing...
** Command: Copy File
** Parameters: "c:\program files\valve hammer editor\maps\test.pts" "C:\Documents and Settings\Vart kaze\Desktop\files\test.pts"


** Executing...
** Command: C:\PROGRA~1\Steam\Steam.exe
** Parameters: +map "test" -dev -console
 
 
 
2008 Mar 10 at 21:32 PDT — Ed. 2008 Mar 10 at 21:39 PDT
SRAW
Rocket Man

2007 Nov 6 • 2525
601 ₧
1 second for rad is long...
plz one map it took 2 minutes to do vis, and i waited for 30 minutes but rad didnt finish!!

And it seems to have compiled well, so this post has no revelance
Free Steam Games
 
 
 
2008 Mar 11 at 00:29 PDT — Ed. 2008 Mar 11 at 00:30 PDT
Down Rodeo
Cap'n Moth of the Firehouse

Find the Hole II Participation Medal
2007 Oct 19 • 5486
57,583 ₧
Yeah looking at how long it all took that seemed to be quite short a time to wait. How long did you actually wait? Cause this looks maybe five minutes tops. Also this post should be in Hammer Mapping.
 
 
 
2008 Mar 11 at 04:28 PDT
begginer

2007 Oct 24 • 990
13 ₧
i usually wait more than 50 minutes before it complies ..

it takes long .. you gotta be ready to wait sometimes several hours ( in a large complex map ) before it complies
Wtf is that ? its a bird ! no its a plane ! amm maybe its a plastic bag . NO ! its SUPERJER ! the greatest super hero ever!
 
 
 
2008 Mar 11 at 12:27 PDT
eDan Co.
Mighty Typist

Real Live Hands-On Rabbi Medal
Consolation Medal
2007 Sep 24 • 2921
252 ₧
I make loser maps... 13 minutes and it's done.
May contain traces of invisible text.
 
 
 
2008 Mar 11 at 13:04 PDT
duecebigallo
2008 Mar 10 • 99
well actually beginner, my map i made like the one in the tutorial....i just placed 2 spawn points(ct,t) and an entity(light)and thats all there was.also whats the difference between those 3 different lights, light, light_spot, and light_environment.
 
 
 
2008 Mar 11 at 17:53 PDT
Down Rodeo
Cap'n Moth of the Firehouse

Find the Hole II Participation Medal
2007 Oct 19 • 5486
57,583 ₧
Spotlights are like the ones you get in theatres. Lights are kinda like candles, or naked lightbulbs. You get to guess the third one. Also, as I asked before, exactly how long did it take to compile? And how much other stuff did you have going on at the same time?
 
 
 
2008 Mar 11 at 18:36 PDT
begginer

2007 Oct 24 • 990
13 ₧
complying takes up a lot of CUP so don't run other programs besides complying,

and about 5-10 min ( depending on how fast your pc is ) is normal for a simple map like that , textures also count to comply time

oh and lights

light = just a simple light-bulb that spreads light all around its self ( like rodeo said )

light_spot = is a spotlight so it concentrates its light on a small area

light_environment is a very useful entity you just need to place 1

light_environment makes your sky emit light , you just place one anywhere in your map and your sky/skys will emit light
Wtf is that ? its a bird ! no its a plane ! amm maybe its a plastic bag . NO ! its SUPERJER ! the greatest super hero ever!
 
 
 
2008 Mar 12 at 01:42 PDT — Ed. 2008 Mar 12 at 01:43 PDT
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