Makescales Problem
Verdi
Join Date: 2005-03-23 Member: 46217Members
hi
i have just updated zhlt to Version 2.5.3 and now there seems to be a problem with makescales. it is eternally slow! memory is still over 40% free, cpuload very high, it needed nearly 2hrs for 10%. maybe someone can help?
maybe noticeable is that it jumps at makevisleafs from about 50% directly all the rest and then to makescales.
the compile log:
<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->hlcsg v3.2.1 rel 3.2.1 Final (Apr 3 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
http://www.zhlt.info or the Mods Mapping Forum 'Search Function'.
----- BEGIN hlcsg -----
Command line: "E:\Programme\Valve Hammer Editor\tools\hlcsg.exe""E:\Programme\Valve Hammer Editor\ns_hangar2"
Entering E:\Programme\Valve Hammer Editor\ns_hangar2.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:
(0.19 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.70 seconds)
Using Wadfile: \programme\steam\steamapps\nievi-adi@gmx.ch\half-life\ns\ns.wad
- Contains 19 used textures, 63.33 percent of map (578 textures in wad)
Using Wadfile: \programme\steam\steamapps\nievi-adi@gmx.ch\half-life\ns\ns2.wad
- Contains 9 used textures, 30.00 percent of map (296 textures in wad)
Including Wadfile: \programme\valve hammer editor\tools\zhlt.wad
- Contains 2 used textures, 6.67 percent of map (8 textures in wad)
Texture usage is at 1.09 mb (of 4.00 mb MAX)
1.02 seconds elapsed
----- END hlcsg -----
hlbsp v3.2.1 rel 3.2.1 Final (Apr 3 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
http://www.zhlt.info or the Mods Mapping Forum 'Search Function'.
----- BEGIN hlbsp -----
Command line: "E:\Programme\Valve Hammer Editor\tools\hlbsp.exe"-maxnodesize 1024.0 "E:\Programme\Valve Hammer Editor\ns_hangar2"
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...896 (0.05 seconds)
BSP generation successful, writing portal file 'E:\Programme\Valve Hammer Editor\ns_hangar2.prt'
SolidBSP [hull 1] 500...754 (0.03 seconds)
SolidBSP [hull 2] 500...744 (0.05 seconds)
SolidBSP [hull 3] 500...800 (0.05 seconds)
0.70 seconds elapsed
----- END hlbsp -----
hlvis v3.2.1 rel 3.2.1 Final (Apr 3 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
http://www.zhlt.info or the Mods Mapping Forum 'Search Function'.
----- BEGIN hlvis -----
Command line: "E:\Programme\Valve Hammer Editor\tools\hlvis.exe"-maxdistance 0 -full "E:\Programme\Valve Hammer Editor\ns_hangar2"
231 portalleafs
469 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 [ on ] [ off ]
BasePortalVis:
(0.03 seconds)
LeafThread:
(0.33 seconds)
average leafs visible: 42
g_visdatasize:3861 compressed from 6699
0.39 seconds elapsed
----- END hlvis -----
hlrad v3.2.1 rel 3.2.1 Final (Apr 3 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
http://www.zhlt.info or the Mods Mapping Forum 'Search Function'.
----- BEGIN hlrad -----
Command line: "E:\Programme\Valve Hammer Editor\tools\hlrad.exe"-customshadowwithbounce -extra -nopaque -bounce 1 -chop 92 -dscale 1 -smooth 50.0 -sparse "E:\Programme\Valve Hammer Editor\ns_hangar2"
-= 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 [ Sparse ] [ Original ]
oversampling (-extra)[ on ] [ 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 [ 1.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]
texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 92.000 ] [ 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 [ off ] [ 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
[ on ] [ off ]
rgb transfers [ off ] [ off ]
[Reading texlights from 'E:\Programme\Valve Hammer Editor\tools\lights.rad']
[59 texlights parsed from 'E:\Programme\Valve Hammer Editor\tools\lights.rad']
[Reading texlights from info_texlights map entity]
[5 texlights parsed from info_texlights map entity]
1384 faces
Create Patches : 9159 base patches
0 opaque faces
97454 square feet [14033514.00 square inches]
2507 direct lights
BuildFacelights:
(80.86 seconds)
BuildVisLeafs:
(301.98 seconds)
visibility matrix : 1.3 megs
custom shadow array : 37.6 megs
MakeScales:
----- END hlrad -----<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
thankful for help
verdi
i have just updated zhlt to Version 2.5.3 and now there seems to be a problem with makescales. it is eternally slow! memory is still over 40% free, cpuload very high, it needed nearly 2hrs for 10%. maybe someone can help?
maybe noticeable is that it jumps at makevisleafs from about 50% directly all the rest and then to makescales.
the compile log:
<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->hlcsg v3.2.1 rel 3.2.1 Final (Apr 3 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
http://www.zhlt.info or the Mods Mapping Forum 'Search Function'.
----- BEGIN hlcsg -----
Command line: "E:\Programme\Valve Hammer Editor\tools\hlcsg.exe""E:\Programme\Valve Hammer Editor\ns_hangar2"
Entering E:\Programme\Valve Hammer Editor\ns_hangar2.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:
(0.19 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.70 seconds)
Using Wadfile: \programme\steam\steamapps\nievi-adi@gmx.ch\half-life\ns\ns.wad
- Contains 19 used textures, 63.33 percent of map (578 textures in wad)
Using Wadfile: \programme\steam\steamapps\nievi-adi@gmx.ch\half-life\ns\ns2.wad
- Contains 9 used textures, 30.00 percent of map (296 textures in wad)
Including Wadfile: \programme\valve hammer editor\tools\zhlt.wad
- Contains 2 used textures, 6.67 percent of map (8 textures in wad)
Texture usage is at 1.09 mb (of 4.00 mb MAX)
1.02 seconds elapsed
----- END hlcsg -----
hlbsp v3.2.1 rel 3.2.1 Final (Apr 3 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
http://www.zhlt.info or the Mods Mapping Forum 'Search Function'.
----- BEGIN hlbsp -----
Command line: "E:\Programme\Valve Hammer Editor\tools\hlbsp.exe"-maxnodesize 1024.0 "E:\Programme\Valve Hammer Editor\ns_hangar2"
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...896 (0.05 seconds)
BSP generation successful, writing portal file 'E:\Programme\Valve Hammer Editor\ns_hangar2.prt'
SolidBSP [hull 1] 500...754 (0.03 seconds)
SolidBSP [hull 2] 500...744 (0.05 seconds)
SolidBSP [hull 3] 500...800 (0.05 seconds)
0.70 seconds elapsed
----- END hlbsp -----
hlvis v3.2.1 rel 3.2.1 Final (Apr 3 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
http://www.zhlt.info or the Mods Mapping Forum 'Search Function'.
----- BEGIN hlvis -----
Command line: "E:\Programme\Valve Hammer Editor\tools\hlvis.exe"-maxdistance 0 -full "E:\Programme\Valve Hammer Editor\ns_hangar2"
231 portalleafs
469 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 [ on ] [ off ]
BasePortalVis:
(0.03 seconds)
LeafThread:
(0.33 seconds)
average leafs visible: 42
g_visdatasize:3861 compressed from 6699
0.39 seconds elapsed
----- END hlvis -----
hlrad v3.2.1 rel 3.2.1 Final (Apr 3 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
http://www.zhlt.info or the Mods Mapping Forum 'Search Function'.
----- BEGIN hlrad -----
Command line: "E:\Programme\Valve Hammer Editor\tools\hlrad.exe"-customshadowwithbounce -extra -nopaque -bounce 1 -chop 92 -dscale 1 -smooth 50.0 -sparse "E:\Programme\Valve Hammer Editor\ns_hangar2"
-= 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 [ Sparse ] [ Original ]
oversampling (-extra)[ on ] [ 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 [ 1.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]
texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 92.000 ] [ 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 [ off ] [ 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
[ on ] [ off ]
rgb transfers [ off ] [ off ]
[Reading texlights from 'E:\Programme\Valve Hammer Editor\tools\lights.rad']
[59 texlights parsed from 'E:\Programme\Valve Hammer Editor\tools\lights.rad']
[Reading texlights from info_texlights map entity]
[5 texlights parsed from info_texlights map entity]
1384 faces
Create Patches : 9159 base patches
0 opaque faces
97454 square feet [14033514.00 square inches]
2507 direct lights
BuildFacelights:
(80.86 seconds)
BuildVisLeafs:
(301.98 seconds)
visibility matrix : 1.3 megs
custom shadow array : 37.6 megs
MakeScales:
----- END hlrad -----<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
thankful for help
verdi
Comments
you could release you source for someone else help.
complex and too much light source do this increase at compile time, i tak like half hour at my combat map some times 1 hour when i make something too much complex and bright up and big crossing half of the level.
also another reason it could be running so slowly is because the compiler ran out of system ram, and is using windows swapfile. if thats the case, theres the reason its taking 2 hours to get to 10%
if its using alot of swapfile, i would suggest that you get more ram if you only have 128 or 256 MB. at least get 512 or 768.
1gig ram is plenty, no need to upgrade to compile.
----- BEGIN hlrad -----
Command line: "E:\Programme\Valve Hammer Editor\tools\hlrad.exe"-customshadowwithbounce -extra -nopaque -bounce 1 -chop 92 -dscale 1 -smooth 50.0 -sparse "E:\Programme\Valve Hammer Editor\ns_hangar2"
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
cough
you are making extra rad and they will make perfect light level every time compiling just remove that -extra from your map test since you will release put again the -extra.