Ahojte, po siedmich rokoch som sa nostalgicky pozrel spat na toto forum a ono este stale existuje Nedokazal som si obnovit stary ucet, email uz je zruseny tak aspon takto sa hlasim
mám problém.. v kompilácii v hlrad.exe vyhadzuje error: max patches
celý log:
Spoiler:[ZobrazitSchovat]
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:\games\COUNTE~1.6ZC\hammer\hlcsg.exe "c:\games\counter-strike 1.6 zcp\cstrike\maps\jail_fiesta"-nowadtextures
Entering c:\games\counter-strike 1.6 zcp\cstrike\maps\jail_fiesta.map
Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 2 ] [ 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 [ off ] [ 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]
Including Wadfile: \games\counter-strike 1.6 zcp\cstrike\zhlt.wad
- Contains 4 used textures, 3.92 percent of map (8 textures in wad)
Using Wadfile: \games\counter-strike 1.6 zcp\cstrike\halflife.wad
- Contains 52 used textures, 50.98 percent of map (3116 textures in wad)
Using Wadfile: \games\counter-strike 1.6 zcp\cstrike\cs_ramassis.wad
- Warning: Larger than expected texture (348972 bytes): 'SPECIAL_THANKS'
- Warning: Larger than expected texture (348972 bytes): 'THANKS'
- Contains 10 used textures, 9.80 percent of map (738 textures in wad)
Using Wadfile: \games\counter-strike 1.6 zcp\cstrike\xeno.wad
- Contains 2 used textures, 1.96 percent of map (264 textures in wad)
Using Wadfile: \games\counter-strike 1.6 zcp\cstrike\ramassis.wad
- Warning: Larger than expected texture (235412 bytes): '{TREE010'
- Contains 12 used textures, 11.76 percent of map (901 textures in wad)
Using Wadfile: \games\counter-strike 1.6 zcp\cstrike\ramassis2.wad
- Contains 10 used textures, 9.80 percent of map (740 textures in wad)
Using Wadfile: \games\counter-strike 1.6 zcp\cstrike\vlv_ramassis.wad
- Warning: Larger than expected texture (261932 bytes): '{BIG_MAPLE'
- Contains 7 used textures, 6.86 percent of map (427 textures in wad)
Using Wadfile: \games\counter-strike 1.6 zcp\cstrike\decals.wad
- Contains 0 used textures, 0.00 percent of map (225 textures in wad)
Using Wadfile: \games\counter-strike 1.6 zcp\cstrike\dmc.wad
- Contains 1 used texture, 0.98 percent of map (93 textures in wad)
Using Wadfile: \games\counter-strike 1.6 zcp\cstrike\megamikedeus2.wad
- Contains 0 used textures, 0.00 percent of map (84 textures in wad)
Using Wadfile: \games\counter-strike 1.6 zcp\cstrike\mattc3.wad
- Contains 2 used textures, 1.96 percent of map (30 textures in wad)
Using Wadfile: \games\counter-strike 1.6 zcp\cstrike\joesmoe_cm.wad
- Contains 2 used textures, 1.96 percent of map (87 textures in wad)
Warning: More than 8 wadfiles are in use. (12)
This may be harmless, and if no strange side effects are occurring, then
it can safely be ignored. However, if your map starts exhibiting strange
or obscure errors, consider this as suspect.
added 6 additional animating textures.
Texture usage is at 2.35 mb (of 4.00 mb MAX)
3.03 seconds elapsed
----- END hlcsg -----
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:\games\COUNTE~1.6ZC\hammer\hlbsp.exe "c:\games\counter-strike 1.6 zcp\cstrike\maps\jail_fiesta"
Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ 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)
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:\games\COUNTE~1.6ZC\hammer\hlvis.exe "c:\games\counter-strike 1.6 zcp\cstrike\maps\jail_fiesta"-full
2296 portalleafs
7532 numportals
-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ 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:
(9.34 seconds)
LeafThread:
(605.55 seconds)
average leafs visible: 473
g_visdatasize:319283 compressed from 658952
615.11 seconds elapsed [10m 15s]
----- END hlvis -----
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:\games\COUNTE~1.6ZC\hammer\hlrad.exe "c:\games\counter-strike 1.6 zcp\cstrike\maps\jail_fiesta"
-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 2 ] [ 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 ]
custom shadows with bounce light
[ off ] [ off ]
rgb transfers [ off ] [ off ]
[Reading texlights from 'C:\games\COUNTE~1.6ZC\hammer\lights.rad']
[59 texlights parsed from 'C:\games\COUNTE~1.6ZC\hammer\lights.rad']
11883 faces
Create Patches : 70478 base patches
0 opaque faces
1022742 square feet [147274928.00 square inches]
Error: Exceeded MAX_PATCHES
Description: The map has a problem which must be fixed
Howto Fix: Check the file http://www.zhlt.info/common-mapping-problems.html for a detailed explanation of this problem
potom som tu na fore trošku hladal a došiel som k TOMUTO článku...
onulloval som všetky nepotrebné facy brushových entit... onulloval som aj asi polku, teda asi 600 brushov... a ak dám príkaz -sprase, tak to má asi taký efekt, ako kompilovať bez RAD-u... pls help...
Upravil/a Habax dne 12.11.2011 21:07
Z vlastní zkušenosti vím, že mě pomohlo onulování. Když jsem kompiloval ještě přes ZHLT, také jsem měl tento problém a příkaz -sprase mi také pomohl, jenže od doby, co mám VHLT mi tento příkaz nefunguje. Nevím, třeba tentokrát něco dělám blbě, ale prostě se mi to u VHLT nepodařilo zprovoznit. Pokud vím, tak se tohle dá ještě opravit příkazem -chop 256 nebo tak nějak to je. Ten jsem ale nezkoušel, jen jsem o tom někde něco zahlédl.
díky ale ja som onulloval dobru polovicu mapy a nešlo to... a ako som už písal, tak príkaz -sparse mi vytvoril taký efekt, ako keby som osškrtol rad.exe
mas nieco cez 70000, a nesmies sa dostat nad 65000. Onullovat zbytocne strany brushov pomaha, ale skus sa pohrat hlavne s texturami a "scalingom". To znamena pouzivaj scale pomer textur 1:1 alebo vyssie. Pretoze ak tam mas ponastavovane velke mnozstvo textur co ma scale x=0.25 y= 0.25, spravi ti to kopu "light patches" . Napr. Ak mas podlahu a mas na nej scale nastavene y,x = 1 a ma to napr. 400 light patches, a namiesto toho jej nastavis scale y,x = 2 , bude mat len 100 light patches. Ak toto nepomoze, skus este orezat zbytocne brushe, pripadne nejake obetovat a zmensit trochu mapu.