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AllockBlock Full : hatası alıyorum.

Konu

#1
Hata alıyorum arkadaşlar acill biri yardım edebilirmi? Haritayı ayrıntılı bir şekilde yapıyorum bu hatayı alıyorum.
Kod:
hlcsg v3.4 VL30 (Nov 23 2012)
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 ([email protected])
-----  BEGIN  hlcsg -----
Command line: C:\VALVEH~1\tools\VLUZAC~1\hlcsg.exe c:\users\samsung\desktop\unrea\unreal -wadinclude jail.wad
Arguments: c:\users\samsung\desktop\unrea\unreal -wadinclude jail.wad -low -wadautodetect
Entering c:\users\samsung\desktop\unrea\unreal.map

Current hlcsg Settings
Name                 |  Setting  |  Default
---------------------|-----------|-------------------------
threads               [       2 ] [  Varies ]
verbose               [     off ] [     off ]
log                   [      on ] [      on ]
reset logfile         [      on ] [      on ]
developer             [       0 ] [       0 ]
chart                 [     off ] [     off ]
estimate              [     off ] [     off ]
max texture memory    [ 33554432 ] [ 33554432 ]
max lighting memory   [ 33554432 ] [ 33554432 ]
priority              [     Low ] [  Normal ]

noclip                [     off ] [     off ]
null texture stripping[      on ] [      on ]
clipnode economy mode [     off ] [     off ]
clip hull type        [  simple ] [  simple ]
onlyents              [     off ] [     off ]
wadtextures           [      on ] [      on ]
skyclip               [      on ] [      on ]
hullfile              [    None ] [    None ]
wadcfg by file        [    None ] [    None ]
wadcfg by name        [    None ] [    None ]
nullfile              [    None ] [    None ]
nullify trigger       [      on ] [      on ]
min surface area      [   0.000 ] [   0.000 ]
brush union threshold [   0.000 ] [   0.000 ]
map scaling           [    None ] [    None ]
light name optimize   [      on ] [      on ]
UTF8 game_text        [      on ] [      on ]

Using mapfile wad configuration
Wadfiles not in use by the map will be excluded
Wadinclude list :
[zhlt.wad]
[jail.wad]

CreateBrush:
(0.65 seconds)
CSGBrush:
(1.10 seconds)

Using Wadfile: \program files (x86)\csduragics16\valve\halflife.wad
- Contains 22 used textures, 75.86 percent of map (3116 textures in wad)
Using Wadfile: \program files (x86)\csduragics16\cstrike\cstrike.wad
- Contains 1 used texture, 3.45 percent of map (123 textures in wad)
Using Wadfile: \unreal_map\untitled1.wad
- Contains 5 used textures, 17.24 percent of map (5 textures in wad)

Wad files required to run the map: "halflife.wad;cstrike.wad;untitled1.wad;"

added 17 additional animating textures.
Texture usage is at 0.98 mb (of 32.00 mb MAX)
2.04 seconds elapsed

-----   END   hlcsg -----



hlbsp v3.4 VL30 (Nov 23 2012)
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 ([email protected])
-----  BEGIN  hlbsp -----
Command line: C:\VALVEH~1\tools\VLUZAC~1\hlbsp.exe c:\users\samsung\desktop\unrea\unreal
Arguments: c:\users\samsung\desktop\unrea\unreal -low -chart

Current hlbsp Settings
Name               |  Setting  |  Default
-------------------|-----------|-------------------------
threads             [       2 ] [  Varies ]
verbose             [     off ] [     off ]
log                 [      on ] [      on ]
developer           [       0 ] [       0 ]
chart               [      on ] [     off ]
estimate            [     off ] [     off ]
max texture memory  [ 33554432 ] [ 33554432 ]
priority            [     Low ] [  Normal ]

noclip              [     off ] [     off ]
nofill              [     off ] [     off ]
noinsidefill        [     off ] [     off ]
noopt               [     off ] [     off ]
no clipnode merging [     off ] [     off ]
null tex. stripping [      on ] [      on ]
notjunc             [     off ] [     off ]
nobrink             [     off ] [     off ]
subdivide size      [     240 ] [     240 ] (Min 64) (Max 512)
max node size       [    1024 ] [    1024 ] (Min 64) (Max 65536)
remove hull 2       [     off ] [     off ]


SolidBSP [hull 0]
3500...4000...4500...5000...5500...5958 (0.54 seconds)
Reduced 16747 clipnodes to 14291
Reduced 91 texinfos to 88
Reduced 45 texdatas to 45 (1984 bytes to 1984)
Reduced 14632 planes to 4993
FixBrinks:
Increased 14291 clipnodes to 14403.

Object names  Objects/Maxobjs  Memory / Maxmem  Fullness
------------  ---------------  ---------------  --------
models             15/512          960/32768    ( 2.9%)
planes           4993/32768      99860/655360   (15.2%)
vertexes        16984/65535     203808/786420   (25.9%)
nodes            5149/32767     123576/786408   (15.7%)
texinfos           88/32767       3520/1310680  ( 0.3%)
faces           12216/65535     244320/1310700  (18.6%)
* worldfaces    12204/32768          0/0        (37.2%)
clipnodes       14403/32767     115224/262136   (44.0%)
leaves           2917/32760      81676/917280   ( 8.9%)
* visleafs       2832/8192           0/0        (34.6%)
marksurfaces    14454/65535      28908/131070   (22.1%)
surfedges       58912/512000    235648/2048000  (11.5%)
edges           29586/256000    118344/1024000  (11.6%)
texdata          [variable]       1984/33554432  ( 0.0%)
lightdata        [variable]          0/33554432  ( 0.0%)
visdata          [variable]          0/8388608  ( 0.0%)
entdata          [variable]      21586/2097152  ( 1.0%)
* AllocBlock       68/64             0/0        (106.3%)
45 textures referenced
=== Total BSP file data space used: 1279414 bytes ===
Wad files required to run the map: "halflife.wad;cstrike.wad;untitled1.wad;"
5.28 seconds elapsed

-----   END   hlbsp -----



hlvis v3.4 VL30 (Nov 23 2012)
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 ([email protected])
-----  BEGIN  hlvis -----
Command line: C:\VALVEH~1\tools\VLUZAC~1\hlvis.exe c:\users\samsung\desktop\unrea\unreal
Arguments: c:\users\samsung\desktop\unrea\unreal -low
2832 portalleafs
9608 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  [ 33554432 ] [ 33554432 ]
max vis distance    [       0 ] [       0 ]
priority            [     Low ] [  Normal ]

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


BasePortalVis:
(4.48 seconds)
LeafThread:
(1121.18 seconds)
average leafs visible: 330
g_visdatasize:397858  compressed from 1002528
1125.85 seconds elapsed [18m 45s]

-----   END   hlvis -----



hlrad v3.4 VL30 (Nov 23 2012)
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 ([email protected])
-----  BEGIN  hlrad -----
Command line: C:\VALVEH~1\tools\VLUZAC~1\hlrad.exe c:\users\samsung\desktop\unrea\unreal
Arguments: c:\users\samsung\desktop\unrea\unreal -low

-= 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   [          33554432 ] [          33554432 ]
max lighting memory  [          33554432 ] [          33554432 ]
priority             [               Low ] [            Normal ]

fast rad             [               off ] [               off ]
vismatrix algorithm  [            Sparse ] [            Sparse ]
oversampling (-extra)[               off ] [               off ]
bounces              [                 8 ] [                 8 ]
ambient light        [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
circus mode          [               off ] [               off ]

smoothing threshold  [            50.000 ] [            50.000 ]
smoothing threshold 2[         no change ] [         no change ]
direct threshold     [            10.000 ] [            10.000 ]
direct light scale   [             1.000 ] [             1.000 ]
coring threshold     [             0.001 ] [             0.001 ]
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 light scale   [ 2.000 2.000 2.000 ] [ 2.000 2.000 2.000 ]
global gamma         [ 0.550 0.550 0.550 ] [ 0.550 0.550 0.550 ]
global light scale   [             2.000 ] [             2.000 ]
global sky diffusion [             1.000 ] [             1.000 ]

spread angles        [                on ] [                on ]
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 ]

custom shadows with bounce light
                    [               off ] [               off ]
rgb transfers        [               off ] [               off ]
minimum final light  [                 0 ] [                 0 ]
size of transfer     [         1 (16bit) ] [         1 (16bit) ]
size of rgbtransfer  [         2 (32bit) ] [         2 (32bit) ]
soft sky             [                on ] [                on ]
translucent depth    [             2.000 ] [             2.000 ]
block opaque         [                on ] [                on ]
ignore textures      [               off ] [               off ]
reflectivity gamma   [             1.760 ] [             1.760 ]
reflectivity scale   [             0.700 ] [             0.700 ]
blur size            [             1.000 ] [             1.000 ]
no emitter range     [               off ] [               off ]


Load Textures:
Using Wadfile: c:\users\samsung\desktop\unrea\unreal.wa_
45 textures referenced
Reading texlights from 'C:\VALVEH~1\tools\VLUZAC~1\lights.rad'
0 opaque models
0 opaque faces
12216 faces
Create Patches : 65143 base patches
1096245 square feet [157859296.00 square inches]
51 direct lights and 16386 fast direct lights
1 light styles

BuildFacelights:
(161.80 seconds)
BuildVisLeafs:
(76.99 seconds)
visibility matrix   :  32.1 megs
MakeScales:
(145.95 seconds)
Transfer Lists :    77243519 :   77.24M transfers
      Indices :    36655688 :   34.96M bytes
         Data :   154669906 :  147.50M bytes
Bounce 1 GatherLight:
(1.89 seconds)
Bounce 2 GatherLight:
(1.91 seconds)
Bounce 3 GatherLight:
(1.84 seconds)
Bounce 4 GatherLight:
(1.83 seconds)
Bounce 5 GatherLight:
(1.85 seconds)
Bounce 6 GatherLight:
(1.85 seconds)
Bounce 7 GatherLight:
(1.85 seconds)
Bounce 8 GatherLight:
(1.86 seconds)
FinalLightFace:
(6.05 seconds)
407.35 seconds elapsed [6m 47s]

-----   END   hlrad -----




Cevapla
#3
Son Düzenleme: 25-08-2017, Saat: 21:39, Düzenleyen: Nefesim.
@TheFlash Dediğinle Alakası yok Gülücük
AllocBlock'un Çözümünü anlatıcam. Hatda birazdan çekerim videoyu

* AllocBlock 68/64 0/0 (106.3%)

Detaylı Surface Yaptığın 1 Yer'i seç orayı 0.50'ise 0.80'e çıkart
Texture Scale Bölmünden bahsediyorum anlamışsındır zaten.

AATrigger - Null - Clip Mapta Gözükmeyecek olan bu texturelerin scale'ini 5.00 5.00 Yap Gülücük


Cevapla
#5
İlginç , okudum ama .d


Cevapla


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