BEYLER ONCE LOG DOSYAMIN BİR PARÇASINI ATAYIM;

-= 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 ]

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:\Users\ONURYL~1\Desktop\YENIKL~1\YENIKL~1\ayar\ lights.rad']
[59 texlights parsed from 'C:\Users\ONURYL~1\Desktop\YENIKL~1\YENIKL~1\ayar\ lights.rad']

8366 faces
Create Patches : 70306 base patches
0 opaque faces
700819 square feet [100917936.00 square inches]
Error: Exceeded MAX_PATCHES
Description: The map has a problem which must be fixed
Howto Fix: Check the file Common Half-Life mapping problems & compile errors - Zoner's Half-Life Tools reference (ZHLT) for a detailed explanation of this problem


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

EN ALTTAKİ ERROR TEK VAR LOG DOSYAMDA
FİXLEMEYE BAKTIM İNGİLİZCEM O KADAR İYİ DEĞİL
NASIL FİXLERİM BİLGİSİ OLAN CEVAP YAZSIN YA
OYUNA GİRMEM 10-15 DK SÜRÜYOR GİRİYORUM AMA KOYDUĞUM IŞIKLAR YOK ?
NAPABİLİRİM BİLENLER LÜTFEN YARDIMCI OLSUN.

- - - - - - - - - -

Exceeded MAX_PATCHES

When HLRAD runs, it takes all the visible faces in the game, and divides them into sections called patches. These patches are the textures used as the lightmaps for the world. There is a hard limit of 65535 patches that HLRAD can deal with. By default, a 64x64 game unit chunk of space is the size of one patch. If the texture scaling (not texture size) is larger or smaller, it will directly affect the lightmap size as well. This means a texture with scale of 2, will have at best 1/4th as many patches as a texture with a scale of 1.
Putting a 'box' around the level to protect from leaks is the most commmon cause of this error, beyond excessively large maps. The box causes vis to keep the faces on the outside which would normally be thrown away. These faces are then required to have lightmaps. Worst case, is that putting a box around the level will usually cause an extra 40-80% more lightmaps to be created than necessary.
Barring having a box, the other cause is large maps. The fixes are varied but can only help so far. Using -chop values larger than the default 64 for HLRAD will cause the lightmaps to be larger. However, for values larger than around 96 the lightmaps start looking bad, and will more prominently show the 'staircase' effect on shadows. Using a larger scale on large textures (dirt, rock walls, concrete) will help those large surfaces consume fewer lightmaps.



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