compile problems


travis
08-25-2003, 06:43 AM
################################################## #
# Batch Compiler Zoners Spec #
################################################## #
################################################## #
# Please report bugs to: ryansgregg@hotmail.com #
################################################## #

Written At: 25/08/2003 10:38:35 PM
BC Version: 2.0.3.1

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:\Program Files\Day of Defeat\map utilities\hlcsg.exe"-wadinclud
e dod_avalanche.wad -wadinclude dod_vicenza.wad -wadinclude dod_anzio.wad -wadin
clude dod_donner.wad -wadinclude hlbasics.wad -wadinclude dod_narby.wad -wadincl
ude dod_caen.wad -wadinclude "C:\Program Files\Day of Defeat\dod\dod_jagd.wad"-w
adinclude "C:\Program Files\Day of Defeat\dod\dod_flash.wad"-texdata 6000 "C:\Pr
ogram Files\Day of Defeat\ggg2.map"
Entering C:\Program Files\Day of Defeat\ggg2.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 [ 6144000 ] [ 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]
[dod_avalanche.wad]
[dod_vicenza.wad]
[dod_anzio.wad]
[dod_donner.wad]
[hlbasics.wad]
[dod_narby.wad]
[dod_caen.wad]
[C:\Program Files\Day of Defeat\dod\dod_jagd.wad]
[C:\Program Files\Day of Defeat\dod\dod_flash.wad]

2 brushes (totalling 12 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90 %... (1.16 seconds)
SetModelCenters:
50%... (0.09 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90 %... (2.55 seconds)

Including Wadfile: \program files\day of defeat\dod\dod_anzio.wad
- Contains 15 used textures, 25.00 percent of map (133 textures in wad)
Including Wadfile: \program files\day of defeat\dod\dod_vicenza.wad
- Contains 5 used textures, 8.33 percent of map (110 textures in wad)
Including Wadfile: \program files\day of defeat\dod\dod_donner.wad
- Contains 5 used textures, 8.33 percent of map (124 textures in wad)
Including Wadfile: \program files\day of defeat\dod\hlbasics.wad
- Contains 1 used texture, 1.67 percent of map (21 textures in wad)
Including Wadfile: \program files\day of defeat\dod\dod_narby.wad
- Contains 3 used textures, 5.00 percent of map (76 textures in wad)
Using Wadfile: \program files\day of defeat\dod\dod_flash.wad
- Contains 6 used textures, 10.00 percent of map (71 textures in wad)
Using Wadfile: \program files\day of defeat\dod\dod_jagd.wad
- Contains 10 used textures, 16.67 percent of map (111 textures in wad)
Including Wadfile: \program files\day of defeat\dod\dod_caen.wad
- Contains 15 used textures, 25.00 percent of map (100 textures in wad)

added 2 additional animating textures.
Texture usage is at 3.44 mb (of 5.86 mb MAX)
5.95 seconds elapsed

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



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\Day of Defeat\map utilities\hlbsp.exe"-texdata 6
000 "C:\Program Files\Day of Defeat\ggg2.map"

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 [ 6144000 ] [ 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\Day of Defeat\g
gg2.prt'
4.70 seconds elapsed

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



g_fastvis = true
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:\Program Files\Day of Defeat\map utilities\hlvis.exe"-fast -tex
data 6000 "C:\Program Files\Day of Defeat\ggg2.map"
613 portalleafs
2068 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 [ 6144000 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ on ] [ off ]
full vis [ off ] [ off ]


BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90 %... (2.45 seconds)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 420 and 423:
(-2923.330 871.889 -345.706)
(-2925.693 870.391 -383.000)
(-2926.000 871.000 -383.000)
(-2991.700 1017.000 -288.100)
(-2989.863 1017.000 -266.129)

average leafs visible: 408
g_visdatasize:45319 compressed from 47201
4.44 seconds elapsed

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



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:\Program Files\Day of Defeat\map utilities\hlrad.exe"-texdata 6
000 "C:\Program Files\Day of Defeat\ggg2.map"

-= 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 [ 6144000 ] [ 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 ]


2517 faces
Create Patches : 14191 base patches
0 opaque faces
138719 square feet [19975560.00 square inches]
1 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90 %... (51.89 seconds)
visibility matrix : 12.0 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90 %... (75.86 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90 %... (30.81 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90 %... (9.56 seconds)
Transfer Lists : 8157770 : 8.16M transfers
Indices : 4925724 : 4.70M bytes
Data : 32631080 : 31.12M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90 %... (2.23 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90 %... (3.56 seconds)
174.92 seconds elapsed [2m 54s]

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




Press any key to continue . . .

travis
08-25-2003, 06:45 AM
okay so thats my log file, i dont know a hell of a lot about the compile process and i can see the obvious error but have no idea how to fix it, plz help me if you can.

Kehldon
08-25-2003, 07:30 AM
LeafSawIntoLeaf can nomaly be ignored...

But its quiet easy to find the cordinates, just write down the cordinates ( In your case (-2923.330 871.889 -345.706) ) then you select the vertex tool and select a corner. Once you have selected in you will se it's cordinate in the status line bellow your windows. The easiest way, for me atleast, is finding the correct height ( last cordinate ) and then moving around "forking" your way through the map....

08-25-2003, 01:20 PM
your using over 8 wads, try to aovid that, use wally to merge a few. also you have brush over lapping, that cut each other. it can be ignored, but its usually best to find them. look at the co-ordinates

travis
08-25-2003, 04:21 PM
would this be the cause of no lights working in my map?

08-25-2003, 05:11 PM
its not likely but leaf sawing into leaf can screw with your RAD. RAD needs VIS to judge everything properly, when the leaf saws into leaf an error is happening within the VIS matrix. this will cuase RAD to go a bit off. it shouldn't stop lighitng. but try fixing and comming back. is it all black, or all bright?

travis
08-25-2003, 06:35 PM
its all bright, i was compiling with batch compiler. i then compiled using hammer and it went okay and the lighting turned out - still not quite right but im having trouble locating the brush i have no idea what im doing :(

Day of Defeat Forum Archive created by Neil Jedrzejewski.

This in an partial archive of the old Day of Defeat forums orignally hosted by Valve Software LLC.
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.