MncMncUser name
Mnc
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2009 February 19
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Vi0C ingame
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2009 Mar 13 at 12:50 UTC
Check for problems that dont fix themselves in Hammer Mapping
all my problems were found in prefab i downloaded, deleted them from my map and started working again, thanks (and waiting while compiling did work too)
2009 Mar 13 at 00:07 UTC
Check for problems that dont fix themselves in Hammer Mapping
the title could speak for itself, but i will explain;
useally you press "fix all" right? well most of time anyways, i myself try find the problem before resolving to it, this time i resolved to that option so.. when i press fix all, i check did they go away, no, still gives me the same errors. compiling the map crashes, got all vis,rad,csg,bsp ON while compiling, even when its "not responding" on taskmaster, i end hlrad and hlvis as i assume its not doing anything else than beeing dead, the compiling comes to end tho in hammer. Ingame it looks like this: so it didnt do .rad or .vis, but its somehow playable. and thats about how big the map is, as in no, its not big.. not @ all grr what can i do? had this nonable to fix all problems on another maps also.
2009 Mar 8 at 18:59 UTC
map lag in Hammer Mapping
map has sky as it should be.. i guess
Quote: A) ---------------- <- sky [][][][][][][][] H [][][][][][][][] o [][][][][][][][] u [][][][][][][][] s [][][][][][][][] e [][][][][][][][] s ----------------- ground B) ---------------- <- sky |---------------| <- sky walls "pillars" [][][][][][][][] H [][][][][][][][] o [][][][][][][][] u [][][][][][][][] s [][][][][][][][] e [][][][][][][][] s ----------------- ground AKA space between buildings and sky, or sky going over roofs. big difference? using A method atm. Gave up with the box over the map as sky ideal p.s: first time hear of this NULL, using typical halflife textures.
2009 Mar 8 at 17:47 UTC
map lag in Hammer Mapping
i would never play my map with bots with all the waypoints required to set em up and so on. I just would be happy to have my maps suitable any server. I read the "thingy" but who knows will it help me or not
2009 Mar 8 at 09:34 UTC
map lag in Hammer Mapping
SRAW said: your map isnt big, once i had a map compile over 1 hour xDDDDD thats y mapping sucks sometimes
i know, thats why im wondering what the hell is going on with these lags and max textures at compile log
2009 Mar 8 at 04:03 UTC
map lag in Hammer Mapping
Quote: ** Executing... ** Command: Change Directory ** Parameters: E:\Sierra\Half-Life ** Executing... ** Command: Copy File ** Parameters: "E:\Sierra\Half-Life\valve\aim_test.map" "C:\Program Files\Steam\SteamApps\mnc_365\counter-strike\cstrike\maps\aim_test.map" ** Executing... ** Command: C:\PROGRA~1\ZHTL\hlcsg.exe ** Parameters: "C:\Program Files\Steam\SteamApps\mnc_365\counter-strike\cstrike\maps\aim_test" 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\ZHTL\hlcsg.exe "C:\Program Files\Steam\SteamApps\mnc_365\counter-strike\cstrike\maps\aim_test" Entering C:\Program Files\Steam\SteamApps\mnc_365\counter-strike\cstrike\maps\aim_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 ] 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] 0 brushes (totalling 0 sides) discarded from clipping hulls CreateBrush: 10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.20 seconds) SetModelCenters: 50%...60%...70%...80%...90%... (0.00 seconds) CSGBrush: 10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.33 seconds) Using Wadfile: \sierra\half-life\valve\halflife.wad - Contains 48 used textures, 100.00 percent of map (3116 textures in wad) Using Wadfile: \sierra\half-life\valve\liquids.wad - Contains 0 used textures, 0.00 percent of map (32 textures in wad) Using Wadfile: \sierra\half-life\valve\xeno.wad - Contains 0 used textures, 0.00 percent of map (264 textures in wad) Using Wadfile: \sierra\half-life\valve\decals.wad - Contains 0 used textures, 0.00 percent of map (222 textures in wad) added 5 additional animating textures. Texture usage is at 0.79 mb (of 4.00 mb MAX) 0.66 seconds elapsed ----- END hlcsg ----- ** Executing... ** Command: C:\PROGRA~1\ZHTL\hlbsp.exe ** Parameters: "C:\Program Files\Steam\SteamApps\mnc_365\counter-strike\cstrike\maps\aim_test" 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\ZHTL\hlbsp.exe "C:\Program Files\Steam\SteamApps\mnc_365\counter-strike\cstrike\maps\aim_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 ] 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...761 (0.08 seconds) BSP generation successful, writing portal file 'C:\Program Files\Steam\SteamApps\mnc_365\counter-strike\cstrike\maps\aim_test.prt' SolidBSP [hull 1] 499 (0.05 seconds) SolidBSP [hull 2] 480 (0.03 seconds) SolidBSP [hull 3] 500...565 (0.05 seconds) 0.59 seconds elapsed ----- END hlbsp ----- ** Executing... ** Command: C:\PROGRA~1\ZHTL\hlvis.exe ** Parameters: "C:\Program Files\Steam\SteamApps\mnc_365\counter-strike\cstrike\maps\aim_test" 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\ZHTL\hlvis.exe "C:\Program Files\Steam\SteamApps\mnc_365\counter-strike\cstrike\maps\aim_test" 495 portalleafs 1665 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%... (0.72 seconds) LeafThread: 10%...20%...30%...40%...50%...60%...70%...80%...90%... (157.44 seconds) average leafs visible: 272 g_visdatasize:29741 compressed from 30690 158.22 seconds elapsed [2m 38s] ----- END hlvis ----- ** Executing... ** Command: C:\PROGRA~1\ZHTL\hlrad.exe ** Parameters: "C:\Program Files\Steam\SteamApps\mnc_365\counter-strike\cstrike\maps\aim_test" 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\ZHTL\hlrad.exe "C:\Program Files\Steam\SteamApps\mnc_365\counter-strike\cstrike\maps\aim_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 ] 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\ZHTL\lights.rad'] [59 texlights parsed from 'C:\PROGRA~1\ZHTL\lights.rad'] 1958 faces Create Patches : 11890 base patches 0 opaque faces 139188 square feet [20043090.00 square inches] 301 direct lights BuildFacelights: 10%...20%...30%...40%...50%...60%...70%...80%...90%... (49.80 seconds) visibility matrix : 8.4 megs BuildVisLeafs: 10%...20%...30%...40%...50%...60%...70%...80%...90%... (40.20 seconds) MakeScales: 10%...20%...30%...40%...50%...60%...70%...80%...90%... (11.84 seconds) SwapTransfers: 10%...20%...30%...40%...50%...60%...70%...80%...90%... (5.30 seconds) Transfer Lists : 11764674 : 11.76M transfers Indices : 6474400 : 6.17M bytes Data : 47058696 : 44.88M bytes Bounce 1 GatherLight: 10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.73 seconds) FinalLightFace: 10%...20%...30%...40%...50%...60%...70%...80%...90%... (2.86 seconds) 112.27 seconds elapsed [1m 52s] ----- END hlrad ----- cant understand tho if my map is big, how did those guys make maps like de_dust4ever and so on..
2009 Mar 7 at 12:51 UTC
map lag in Hammer Mapping
i made few maps so far and they all lag when tryed out. They are compiled with .vis .rad .bsp .csg . I noticed it happens useally when there is large area infront of me ingame. Could this be maybe fixed at valve hammer > map properties > max viewable distance, or could there be more into it, my friend came to my server and tested these recent maps. All normal maps (de_dust2 etc.)works like dream on my server, its just my own maps. Friend said i fixed this lag problem once, but it must had been years ago
Or maybe all this could be because im compiling a map and its taking forever and sometimes it crashed also.
2009 Mar 5 at 22:08 UTC
Lights in Hammer Mapping
omg , i must try rendering it with those , i feel stupid now, but must had been again that bad finish mapping guide i read about skipping those never gonna read it again lol , thanks guys, i will give it a go
2009 Mar 5 at 21:59 UTC
Lights in Hammer Mapping
it most likely is is there resolve to this?
2009 Mar 5 at 20:29 UTC
Lights in Hammer Mapping
Compile log:
Quote: ** Executing...
** Command: Change Directory ** Parameters: E:\Sierra\Half-Life ** Executing... ** Command: Copy File ** Parameters: "E:\Sierra\Half-Life\valve\de_dust_city_final4.map" "C:\Program Files\Steam\SteamApps\mnc_365\counter-strike\cstrike\maps\de_dust_city_final4.map" ** Executing... ** Command: C:\PROGRA~1\ZHTL\hlcsg.exe ** Parameters: "C:\Program Files\Steam\SteamApps\mnc_365\counter-strike\cstrike\maps\de_dust_city_final4" 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\ZHTL\hlcsg.exe "C:\Program Files\Steam\SteamApps\mnc_365\counter-strike\cstrike\maps\de_dust_city_final4" Entering C:\Program Files\Steam\SteamApps\mnc_365\counter-strike\cstrike\maps\de_dust_city_final4.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] 0 brushes (totalling 0 sides) discarded from clipping hulls CreateBrush: 10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.08 seconds) SetModelCenters: 10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.02 seconds) CSGBrush: 10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.27 seconds) Using Wadfile: \sierra\half-life\valve\halflife.wad - Contains 21 used textures, 60.00 percent of map (3116 textures in wad) Using Wadfile: \sierra\half-life\valve\liquids.wad - Contains 0 used textures, 0.00 percent of map (32 textures in wad) Using Wadfile: \sierra\half-life\valve\xeno.wad - Contains 0 used textures, 0.00 percent of map (264 textures in wad) Using Wadfile: \sierra\half-life\valve\decals.wad - Contains 0 used textures, 0.00 percent of map (222 textures in wad) Using Wadfile: \sierra\half-life\valve\de_dust.wad - Contains 14 used textures, 40.00 percent of map (36 textures in wad) Using Wadfile: \sierra\half-life\valve\deaglepark.wad - Contains 0 used textures, 0.00 percent of map (5 textures in wad) added 3 additional animating textures. Texture usage is at 0.81 mb (of 4.00 mb MAX) 0.47 seconds elapsed ----- END hlcsg ----- ** Executing... ** Command: C:\PROGRA~1\ZHTL\hlbsp.exe ** Parameters: "C:\Program Files\Steam\SteamApps\mnc_365\counter-strike\cstrike\maps\de_dust_city_final4" 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\ZHTL\hlbsp.exe "C:\Program Files\Steam\SteamApps\mnc_365\counter-strike\cstrike\maps\de_dust_city_final4" 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] 477 (0.03 seconds) BSP generation successful, writing portal file 'C:\Program Files\Steam\SteamApps\mnc_365\counter-strike\cstrike\maps\de_dust_city_final4.prt' SolidBSP [hull 1] 381 (0.02 seconds) SolidBSP [hull 2] 366 (0.03 seconds) SolidBSP [hull 3] 435 (0.03 seconds) 0.39 seconds elapsed ----- END hlbsp ----- it seems fine to me. it should be normal, when u go inside somewhere "tunnel" its dark, but its not, just as bright everywhere, and i should had known Night was night its always the most obvious one SRAW said: name u want and type it in map environment without the cl_ that i knew already
its just this full brightness that annoys me now. |