Great job Reve. I dont't really think it needs much more - simple and to the point.
One thing i need to qestion however is the suggestion that -maxnodesize 8192 be used in BSP if someone has sticky corners still. Granted, this does sometimes fix the problem but often a simple change in brushwork fixes it. Take your ramp and the floor it goes up to for example and make one brush - often errors that can occur on them are fixed that way. For me anyway.
My major problem with that suggestion, however, is that it can seriously affect VISsing of your level. Depending on the level sometimes you will save the extra polygons that are rendered by having less polygons to start with. Anyway... some food for thought...the maxnodesize switch should probably be an absolute last resort.
Very nice and a cool url, will definalty be usefull.
A few coments in the the code chang i made, it only says CSG instead of HLCSG and you should make it say the "same subdivision" in stad of always 240 so that ppl don't thing that the -subdivision dosent work any more <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
the code is removed in beta2, its part of why hlrad i making bugs, with peoples compiles
I also dont know NoBody, but i think that your csg code gets broken when useing some complex brushwork, though it might have just been my .map export was broken
Whats wrong with your website? When i go to it from yahoo, it goes right the front part. When i goto it from firefox, i get "redirection limit for this URL exceeded. Unable to load the requested page. This maybe caused by cookies that are blocked."
Can I have an opinion from a few people about changing the note about maxnodesize (e.g. mention that some brush changes may remove it, but could be used as last resort?).
Just while I had some spare time I roughed this up.. That's kinda the point I was trying to make. Using maxnodesize may fix the clipping problem but playing with the brush might too.
EDIT: And maxnodesize can affect vissing badly too. Not only in time but the result.
EDIT: <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Problems like this are usually caused by bad brushwork, and fixing this may cause the error<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Oops!
Xp-Cagey, is it possible for you to post links to zips of the p13 and p14 source code, so that we can work out what changed to find what the lighting problems are caused by?
If you don't mind, it would be nice to also have the source for the other builds (particularly p15 too), but the main thing is to get a diff of p13 and p14.
<!--QuoteBegin-Reve+Oct 20 2004, 06:23 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Reve @ Oct 20 2004, 06:23 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Xp-Cagey, is it possible for you to post links to zips of the p13 and p14 source code, so that we can work out what changed to find what the lighting problems are caused by?
If you don't mind, it would be nice to also have the source for the other builds (particularly p15 too), but the main thing is to get a diff of p13 and p14. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I'm going to be putting my site back online next week, at which point there will be links again.
I'm trying to track down the p13 source -- I don't have my complete archives anymore. Luckily, I know that the changes I made for HLRAD between p10 and p15 were primarily p13 and p14 changes, and I'm attaching the p10 copy of mathutil.cpp, which is the file containing the old opaque object face check. The old check is bugged, but doesn't have the speed issues of the new code.
<!--QuoteBegin-XP-Cagey+Oct 22 2004, 02:28 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (XP-Cagey @ Oct 22 2004, 02:28 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Reve+Oct 20 2004, 06:23 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Reve @ Oct 20 2004, 06:23 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Xp-Cagey, is it possible for you to post links to zips of the p13 and p14 source code, so that we can work out what changed to find what the lighting problems are caused by?
If you don't mind, it would be nice to also have the source for the other builds (particularly p15 too), but the main thing is to get a diff of p13 and p14. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I'm going to be putting my site back online next week, at which point there will be links again.
I'm trying to track down the p13 source -- I don't have my complete archives anymore. Luckily, I know that the changes I made for HLRAD between p10 and p15 were primarily p13 and p14 changes, and I'm attaching the p10 copy of mathutil.cpp, which is the file containing the old opaque object face check. The old check is bugged, but doesn't have the speed issues of the new code. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> omg youre still alive.!!!
Anyone who has come to the end of this thread, the ZHLT development thread continues <a href='http://www.unknownworlds.com/forums/index.php?showtopic=81213&st=0' target='_blank'>here</a>
Im getting a runtime error from hlrad at 84% of the FinalLightFace calculation. I cant find any errors and i think i have the most recent compile tools. I don't know if this is the right place to post but id be glad if you could help me...
Here's the compile log:
hlcsg v3.1 rel 3.1 Beta (Mar 12 2005)
Zoner's Half-Life Compilation Tools 3.2.1 For Half Life 1 Based on code modifications by Sean `Zoner' Cavanaugh. Based on Valve's version, modified with permission. Submit detailed bug reports to amckern at amckern@yahoo.com
If you have a Compile error with this stage of compile, please check <a href='http://www.zhlt.info' target='_blank'>http://www.zhlt.info</a> or the Mods Mapping Forum 'Search Function'.
Using Wadfile: c:\spiele\cs\ns\ns.wad - Contains 65 used textures, 51.59 percent of map (578 textures in wad) Using Wadfile: c:\spiele\cs\ns\ns2.wad - Contains 49 used textures, 38.89 percent of map (296 textures in wad) Using Wadfile: c:\spiele\cs\valve\halflife.wad - Contains 8 used textures, 6.35 percent of map (3116 textures in wad) Including Wadfile: c:\robert\maps\disonberg.wad - Contains 4 used textures, 3.17 percent of map (4 textures in wad)
added 1 additional animating textures. Texture usage is at 3.97 mb (of 4.00 mb MAX) 103.55 seconds elapsed [1m 43s]
----- END hlcsg -----
hlbsp v3.1 rel 3.1 Beta (Mar 12 2005)
Zoner's Half-Life Compilation Tools 3.2.1 For Half Life 1 Based on code modifications by Sean `Zoner' Cavanaugh. Based on Valve's version, modified with permission. Submit detailed bug reports to amckern at amckern@yahoo.com
If you have a Compile error with this stage of compile, please check <a href='http://www.zhlt.info' target='_blank'>http://www.zhlt.info</a> or the Mods Mapping Forum 'Search Function'.
Zoner's Half-Life Compilation Tools 3.2.1 For Half Life 1 Based on code modifications by Sean `Zoner' Cavanaugh. Based on Valve's version, modified with permission. Submit detailed bug reports to amckern at amckern@yahoo.com
If you have a Compile error with this stage of compile, please check <a href='http://www.zhlt.info' target='_blank'>http://www.zhlt.info</a> or the Mods Mapping Forum 'Search Function'.
-= Current hlvis Settings =- Name | Setting | Default -------------------|-----------|------------------------- threads [ 2 ] [ Varies ] verbose [ off ] [ off ] log [ on ] [ on ] developer [ 0 ] [ 0 ] chart [ off ] [ off ] estimate [ on ] [ off ] max texture memory [ 4194304 ] [ 4194304 ] max vis distance [ 0 ] [ 0 ] priority [ Normal ] [ Normal ]
fast vis [ off ] [ off ] full vis [ on ] [ off ]
BasePortalVis: (39.75 seconds) LeafThread: (284.94 seconds) average leafs visible: 129 g_visdatasize:207013 compressed from 2965221 326.95 seconds elapsed [5m 26s]
----- END hlvis -----
hlrad v3.1 rel 3.1 Beta (Mar 12 2005)
Zoner's Half-Life Compilation Tools 3.2.1 For Half Life 1 Based on code modifications by Sean `Zoner' Cavanaugh. Based on Valve's version, modified with permission. Submit detailed bug reports to amckern at amckern@yahoo.com
If you have a Compile error with this stage of compile, please check <a href='http://www.zhlt.info' target='_blank'>http://www.zhlt.info</a> or the Mods Mapping Forum 'Search Function'.
custom shadows with bounce light [ off ] [ off ] rgb transfers [ off ] [ off ]
[Reading texlights from 'C:\Programme\eddi's Tools\ZHLT Compile GUI\ZHLT\lights.rad'] [59 texlights parsed from 'C:\Programme\eddi's Tools\ZHLT Compile GUI\ZHLT\lights.rad']
[Reading texlights from 'C:\Robert\Maps\Disonberg\lights.rad'] Warning: Overriding 'light_newblue' from 'C:\Programme\eddi's Tools\ZHLT Compile GUI\ZHLT\lights.rad' with 'C:\Robert\Maps\Disonberg\lights.rad'! [24 texlights parsed from 'C:\Robert\Maps\Disonberg\lights.rad']
21598 faces Create Patches : 112877 base patches 158 opaque faces 579428 square feet [83437768.00 square inches] 13484 direct lights
<!--QuoteBegin-bERt0r+Mar 28 2005, 02:19 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (bERt0r @ Mar 28 2005, 02:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Im getting a runtime error from hlrad at 84% of the FinalLightFace calculation. I cant find any errors and i think i have the most recent compile tools. I don't know if this is the right place to post but id be glad if you could help me...<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> <!--QuoteBegin-Your log+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Your log)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->If you have a Compile error with this stage of compile, please check <a href='http://www.zhlt.info' target='_blank'>http://www.zhlt.info</a> or the Mods Mapping Forum 'Search Function'.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
My personal involvement with the tools stopped a while back and I'm not supporting versions created after my work (and I can't, since I don't know what's been done internally), so that link and the link two posts up are your best points of contact.
There's a link from <a href='http://www.zhlt.info' target='_blank'>http://www.zhlt.info</a> to <a href='http://www.zhlt.tk' target='_blank'>http://www.zhlt.tk</a>, which appears to have a newer version than the one you have above.
Cagey's p15 tools rool. Cagey you should just carry on with brushing up your tools from p15, You know you want to.
These new tool's from zhlt.tk (Im sorry to say, I know you/you guy's try) are very very bad so far, They dont work.
I compiled same map with 3.2.1 tools and then with p15 tools. The p15 tools first of all finnish the map with no problems at all and light the map's correctly, 3.2.1 tools light the map badly, even wrong color's, Example, i got a red sklight and when you walk into the red light or put something init, You or it is PURPLE!!!??. p15 does not do this. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
in fact im already using the latest tools from zhlt.tk.. should i mail this to amckern@yahoo.com?? my problem is no compile error, hlrad.exe crashes (red sign, runtimerror at 0X358314798+allthefunnyaxbxcx). Since my map shows no compile errors the tool must have a problem. I'm a bit confused where to ask for help..
Is there anywhere I can get the latest compile tools from? I tried the link on the first page of the topic, and I was told that the page doesn't exist.
The official download site is <a href='http://www.zhlt.tk' target='_blank'>www.zhlt.tk</a>
The official documentation site (which I maintain) is <a href='http://www.zhlt.info' target='_blank'>www.zhlt.info</a> - there are also links to older versions of the tools on this site.
<!--QuoteBegin-Electric Gerbil+Jun 1 2005, 08:49 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Electric Gerbil @ Jun 1 2005, 08:49 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Is there anywhere I can get the latest compile tools from? I tried the link on the first page of the topic, and I was told that the page doesn't exist.
Cheers.
-EG <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I just fixed the download links on page 1, so if you want to get p13 or p15 again (or the 15.5 source) you can.
zhlt.tk / zhlt.info is still the official source for the latest versions.
I'm having a problem with Nem's Batch Compiler - the dos window disappears almost immediately <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->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:\Program Files\hammer\tools\hlbsp.exe"-chart "C:\Program Files\hammer\co_jaguars_b3" Error: Can't open C:\Program Files\hammer\co_jaguars_b3.p0
----- END hlbsp -----<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I installed the dll mentioned in the thread - same issue. I had to delete net.framework as a user (winxp) but the proggy's still installed - could <b>THIS</b> be an issue?
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
Even though they are powerfull, I used to compile with them. But in a quest to try and fix some clip hull problems in the more complex areas of my map I used zhlt3.4 as well.
The problems in the complex areas are fixed now, due to actually fixing the areas in the editor <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> But somehow in two very simple hallways, which were working perfectly before the complex areas were fixed. p13/14 and 15 all fail to create working clip hulls there. zhlt3.4 doesn't have problems in this simple area :/
Comments
One thing i need to qestion however is the suggestion that -maxnodesize 8192 be used in BSP if someone has sticky corners still. Granted, this does sometimes fix the problem but often a simple change in brushwork fixes it. Take your ramp and the floor it goes up to for example and make one brush - often errors that can occur on them are fixed that way. For me anyway.
My major problem with that suggestion, however, is that it can seriously affect VISsing of your level. Depending on the level sometimes you will save the extra polygons that are rendered by having less polygons to start with. Anyway... some food for thought...the maxnodesize switch should probably be an absolute last resort.
A few coments in the the code chang i made, it only says CSG instead of HLCSG and you should make it say the "same subdivision" in stad of always 240 so that ppl don't thing that the -subdivision dosent work any more <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
how do you make env_sprites cast shadows?
I also dont know NoBody, but i think that your csg code gets broken when useing some complex brushwork, though it might have just been my .map export was broken
BTW> Nice models on your site
yes i need to work abit more on that part of the code.
it seams like the incremental file is broken (has been that way for some time), it is deleted every time i try to use it, can any one confim this!
Thanks!
<a href='http://downloads.ammahls.com/zhlt/beta' target='_blank'>http://downloads.ammahls.com/zhlt/beta</a> < lattest beta (beta 2)
Check pm for source
he is also working for ea, so the site might be going against his contract with them, i dont know
if you want the tools, grab em from the above post, if u want his site www.archive.org < use the way back machine
thanks for the help though.
Just while I had some spare time I roughed this up..
That's kinda the point I was trying to make. Using maxnodesize may fix the clipping problem but playing with the brush might too.
EDIT: And maxnodesize can affect vissing badly too. Not only in time but the result.
EDIT:
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Problems like this are usually caused by bad brushwork, and fixing this may cause the error<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Oops!
If you don't mind, it would be nice to also have the source for the other builds (particularly p15 too), but the main thing is to get a diff of p13 and p14.
If you don't mind, it would be nice to also have the source for the other builds (particularly p15 too), but the main thing is to get a diff of p13 and p14. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I'm going to be putting my site back online next week, at which point there will be links again.
I'm trying to track down the p13 source -- I don't have my complete archives anymore. Luckily, I know that the changes I made for HLRAD between p10 and p15 were primarily p13 and p14 changes, and I'm attaching the p10 copy of mathutil.cpp, which is the file containing the old opaque object face check. The old check is bugged, but doesn't have the speed issues of the new code.
If you don't mind, it would be nice to also have the source for the other builds (particularly p15 too), but the main thing is to get a diff of p13 and p14. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I'm going to be putting my site back online next week, at which point there will be links again.
I'm trying to track down the p13 source -- I don't have my complete archives anymore. Luckily, I know that the changes I made for HLRAD between p10 and p15 were primarily p13 and p14 changes, and I'm attaching the p10 copy of mathutil.cpp, which is the file containing the old opaque object face check. The old check is bugged, but doesn't have the speed issues of the new code. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
omg youre still alive.!!!
wheres the bus already.
Here's the compile log:
hlcsg v3.1 rel 3.1 Beta (Mar 12 2005)
Zoner's Half-Life Compilation Tools 3.2.1 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to amckern at amckern@yahoo.com
If you have a Compile error with this stage of compile, please check
<a href='http://www.zhlt.info' target='_blank'>http://www.zhlt.info</a> or the Mods Mapping Forum 'Search Function'.
----- BEGIN hlcsg -----
Command line: "C:\Programme\eddi's Tools\ZHLT Compile GUI\ZHLT\HLCSG.EXE"-estimate -wadinclude \Robert\Maps\disonberg.wad -wadinclude "\Programme\Valve Hammer Editor\zhlt.wad"-hullfile C:\Spiele\SteamApps\mail\half-life\nsp\nshulls.hul -cliptype precise C:\Robert\Maps\Disonberg\Alpha1i\ns_disonberg_alpha1i.map
Loading hull definitions from 'C:\Spiele\SteamApps\bla\half-life\nsp\nshulls.hul'
Entering C:\Robert\Maps\Disonberg\Alpha1i\ns_disonberg_alpha1i.map
Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ on ] [ 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 [ precise ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ C:\Spiele\SteamApps\myemail\half-life\nsp\nshulls.hul ] [ 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]
[\Robert\Maps\disonberg.wad]
[\Programme\Valve Hammer Editor\zhlt.wad]
156 brushes (totalling 961 sides) discarded from clipping hulls
CreateBrush:
(61.25 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(30.77 seconds)
Using Wadfile: c:\spiele\cs\ns\ns.wad
- Contains 65 used textures, 51.59 percent of map (578 textures in wad)
Using Wadfile: c:\spiele\cs\ns\ns2.wad
- Contains 49 used textures, 38.89 percent of map (296 textures in wad)
Using Wadfile: c:\spiele\cs\valve\halflife.wad
- Contains 8 used textures, 6.35 percent of map (3116 textures in wad)
Including Wadfile: c:\robert\maps\disonberg.wad
- Contains 4 used textures, 3.17 percent of map (4 textures in wad)
added 1 additional animating textures.
Texture usage is at 3.97 mb (of 4.00 mb MAX)
103.55 seconds elapsed [1m 43s]
----- END hlcsg -----
hlbsp v3.1 rel 3.1 Beta (Mar 12 2005)
Zoner's Half-Life Compilation Tools 3.2.1 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to amckern at amckern@yahoo.com
If you have a Compile error with this stage of compile, please check
<a href='http://www.zhlt.info' target='_blank'>http://www.zhlt.info</a> or the Mods Mapping Forum 'Search Function'.
----- BEGIN hlbsp -----
Command line: "C:\Programme\eddi's Tools\ZHLT Compile GUI\ZHLT\HLBSP.EXE"-estimate C:\Robert\Maps\Disonberg\Alpha1i\ns_disonberg_alpha1i.map
Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ on ] [ 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...3000...3500...4000...4500...5000...5500...6000...
6500...7000...7500...8000...8500...9000...9500...10000...10500...11000...11500...
12000...12500...13000...13500...14000...14500...15000...15500...16000...16500...
16746 (4.27 seconds)
BSP generation successful, writing portal file 'C:\Robert\Maps\Disonberg\Alpha1i\ns_disonberg_alpha1i.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...
6500...7000...7500...8000...8500...9000...9500...10000...10500...11000...11500...
12000...12500...13000...13500...14000...14500...15000...15351 (4.50 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...
6500...7000...7500...8000...8500...9000...9500...10000...10500...11000...11500...
12000...12500...12606 (2.88 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...
6500...7000...7500...8000...8500...9000...9500...10000...10500...11000...11500...
12000...12500...13000...13500...14000...14500...15000...15500...16000...16358 (5.73 seconds)
100.88 seconds elapsed [1m 40s]
----- END hlbsp -----
hlvis v3.1 rel 3.1 Beta (Mar 12 2005)
Zoner's Half-Life Compilation Tools 3.2.1 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to amckern at amckern@yahoo.com
If you have a Compile error with this stage of compile, please check
<a href='http://www.zhlt.info' target='_blank'>http://www.zhlt.info</a> or the Mods Mapping Forum 'Search Function'.
----- BEGIN hlvis -----
Command line: "C:\Programme\eddi's Tools\ZHLT Compile GUI\ZHLT\HLVIS.EXE"-estimate -full C:\Robert\Maps\Disonberg\Alpha1i\ns_disonberg_alpha1i.map
4869 portalleafs
14117 numportals
-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]
fast vis [ off ] [ off ]
full vis [ on ] [ off ]
BasePortalVis:
(39.75 seconds)
LeafThread:
(284.94 seconds)
average leafs visible: 129
g_visdatasize:207013 compressed from 2965221
326.95 seconds elapsed [5m 26s]
----- END hlvis -----
hlrad v3.1 rel 3.1 Beta (Mar 12 2005)
Zoner's Half-Life Compilation Tools 3.2.1 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to amckern at amckern@yahoo.com
If you have a Compile error with this stage of compile, please check
<a href='http://www.zhlt.info' target='_blank'>http://www.zhlt.info</a> or the Mods Mapping Forum 'Search Function'.
----- BEGIN hlrad -----
Command line: "C:\Programme\eddi's Tools\ZHLT Compile GUI\ZHLT\HLRAD.EXE"-estimate -sparse -bounce 3 -lights C:\Robert\Maps\Disonberg\lights.rad C:\Robert\Maps\Disonberg\Alpha1i\ns_disonberg_alpha1i.map
-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]
vismatrix algorithm [ Sparse ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 3 ] [ 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 ]
[Reading texlights from 'C:\Programme\eddi's Tools\ZHLT Compile GUI\ZHLT\lights.rad']
[59 texlights parsed from 'C:\Programme\eddi's Tools\ZHLT Compile GUI\ZHLT\lights.rad']
[Reading texlights from 'C:\Robert\Maps\Disonberg\lights.rad']
Warning: Overriding 'light_newblue' from 'C:\Programme\eddi's Tools\ZHLT Compile GUI\ZHLT\lights.rad' with 'C:\Robert\Maps\Disonberg\lights.rad'!
[24 texlights parsed from 'C:\Robert\Maps\Disonberg\lights.rad']
21598 faces
Create Patches : 112877 base patches
158 opaque faces
579428 square feet [83437768.00 square inches]
13484 direct lights
BuildFacelights:
(763.53 seconds)
BuildVisLeafs:
(654.92 seconds)
visibility matrix : 34.4 megs
MakeScales:
(1128.11 seconds)
SwapTransfers:
(80.48 seconds)
Transfer Lists : 89313168 : 89.31M transfers
Indices : 49660708 : 47.36M bytes
Data : 357252672 : 340.70M bytes
GatherLight:
(15.08 seconds)
GatherLight:
(19.56 seconds)
GatherLight:
(24.77 seconds)
FinalLightFace:
----- END hlrad -----
<!--QuoteBegin-Your log+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Your log)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->If you have a Compile error with this stage of compile, please check
<a href='http://www.zhlt.info' target='_blank'>http://www.zhlt.info</a> or the Mods Mapping Forum 'Search Function'.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
My personal involvement with the tools stopped a while back and I'm not supporting versions created after my work (and I can't, since I don't know what's been done internally), so that link and the link two posts up are your best points of contact.
There's a link from <a href='http://www.zhlt.info' target='_blank'>http://www.zhlt.info</a> to <a href='http://www.zhlt.tk' target='_blank'>http://www.zhlt.tk</a>, which appears to have a newer version than the one you have above.
These new tool's from zhlt.tk (Im sorry to say, I know you/you guy's try) are very very bad so far, They dont work.
I compiled same map with 3.2.1 tools and then with p15 tools.
The p15 tools first of all finnish the map with no problems at all and light the map's correctly, 3.2.1 tools light the map badly, even wrong color's, Example, i got a red sklight and when you walk into the red light or put something init, You or it is PURPLE!!!??. p15 does not do this. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
btw, im gonna try cageys p15 tools now...
Cheers.
-EG
The official documentation site (which I maintain) is <a href='http://www.zhlt.info' target='_blank'>www.zhlt.info</a> - there are also links to older versions of the tools on this site.
Cheers.
-EG <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I just fixed the download links on page 1, so if you want to get p13 or p15 again (or the 15.5 source) you can.
zhlt.tk / zhlt.info is still the official source for the latest versions.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->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:\Program Files\hammer\tools\hlbsp.exe"-chart "C:\Program Files\hammer\co_jaguars_b3"
Error: Can't open C:\Program Files\hammer\co_jaguars_b3.p0
----- END hlbsp -----<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I installed the dll mentioned in the thread - same issue.
I had to delete net.framework as a user (winxp) but the proggy's still installed - could <b>THIS</b> be an issue?
<a href="http://www.shentrax.net/forum/" target="_blank">ShenTraX.Net Forum Downloads</a>
The problems in the complex areas are fixed now, due to actually fixing the areas in the editor <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> But somehow in two very simple hallways, which were working perfectly before the complex areas were fixed. p13/14 and 15 all fail to create working clip hulls there. zhlt3.4 doesn't have problems in this simple area :/