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Hallo zusammen, wie gesagt ich brauch mal die Hilfe von euch Profis.
So wie ich es einschätze hab wohl ein vvis Problem beim Compilen. Laut Log-Analyzer habe ich keine Fehler und die Map habe ich Optimiert, habe alle nicht sichtbaren Texturen mit "tools/toolsnodraw" belegt und alle Brushes zu func_detail gemacht. (natürlich nur die Brushes die man zum func_detail machen soll sonst würde es ja ein Leak geben) Bei vvis bleibt das Colmpilen hängen, habs schon mal 9 std. laufen lassen hat auch kein Erfolg gebracht, wenn ich vvis auf Fast stelle fäuft er durch, dauert ca. 3 minuten.
Hier mal mein Log mit Fast vvis:
** Executing... ** Command: "d:\___s p i e l e___\steam\steamapps\feierwire@blutnacht.com\sourcesdk\bin\ep1\bin\vbsp.exe" ** Parameters: -game "d:\___s p i e l e___\steam\steamapps\feierwire@blutnacht.com\counter-strike source\cstrike" "D:\___S P I E L E___\Steam\SteamApps\feierwire@blutnacht.com\sourcesdk_content\cstrike\mapsrc\bn_vehiclepark0815"
Valve Software - vbsp.exe (Dec 11 2006) 4 threads materialPath: d:\___s p i e l e___\steam\steamapps\feierwire@blutnacht.com\counter-strike source\cstrike\materials Loading D:\___S P I E L E___\Steam\SteamApps\feierwire@blutnacht.com\sourcesdk_content\cstrike\mapsrc\bn_vehiclepark0815.vmf fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 278 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing D:\___S P I E L E___\Steam\SteamApps\feierwire@blutnacht.com\sourcesdk_content\cstrike\mapsrc\bn_vehiclepark0815.prt...done (0) Creating default cubemaps for env_cubemap using skybox materials: skybox/space*.vmt Run buildcubemaps in the engine to get the correct cube maps.
No such variable "$hdrbasetexture" for material "skybox/spacert" Can't load skybox file skybox/space to build the default cubemap! Finding displacement neighbors... Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (1) (354439 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 738 texinfos to 511 Reduced 58 texdatas to 53 (1447 bytes to 1264) Writing D:\___S P I E L E___\Steam\SteamApps\feierwire@blutnacht.com\sourcesdk_content\cstrike\mapsrc\bn_vehiclepark0815.bsp 17 seconds elapsed
** Executing... ** Command: "d:\___s p i e l e___\steam\steamapps\feierwire@blutnacht.com\sourcesdk\bin\ep1\bin\vvis.exe" ** Parameters: -game "d:\___s p i e l e___\steam\steamapps\feierwire@blutnacht.com\counter-strike source\cstrike" -fast "D:\___S P I E L E___\Steam\SteamApps\feierwire@blutnacht.com\sourcesdk_content\cstrike\mapsrc\bn_vehiclepark0815"
Valve Software - vvis.exe (Nov 8 2007) fastvis = true 4 threads reading d:\___s p i e l e___\steam\steamapps\feierwire@blutnacht.com\sourcesdk_content\cstrike\mapsrc\bn_vehiclepark0815.bsp reading d:\___s p i e l e___\steam\steamapps\feierwire@blutnacht.com\sourcesdk_content\cstrike\mapsrc\bn_vehiclepark0815.prt 568 portalclusters 1961 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0) Optimized: 5209 visible clusters (0.00%) Total clusters visible: 275151 Average clusters visible: 484 Building PAS... Average clusters audible: 563 visdatasize:83529 compressed from 81792 writing d:\___s p i e l e___\steam\steamapps\feierwire@blutnacht.com\sourcesdk_content\cstrike\mapsrc\bn_vehiclepark0815.bsp 0 seconds elapsed
** Executing... ** Command: "d:\___s p i e l e___\steam\steamapps\feierwire@blutnacht.com\sourcesdk\bin\ep1\bin\vrad.exe" ** Parameters: -game "d:\___s p i e l e___\steam\steamapps\feierwire@blutnacht.com\counter-strike source\cstrike" "D:\___S P I E L E___\Steam\SteamApps\feierwire@blutnacht.com\sourcesdk_content\cstrike\mapsrc\bn_vehiclepark0815"
Valve Software - vrad.exe SSE (Nov 8 2007) ----- Radiosity Simulator ---- 4 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad']
Loading d:\___s p i e l e___\steam\steamapps\feierwire@blutnacht.com\sourcesdk_content\cstrike\mapsrc\bn_vehiclepark0815.bsp 4047 faces 630385 square feet [90775552.00 square inches] 0 displacements 0 square feet [0.00 square inches] 4047 patches before subdivision 53067 patches after subdivision light has _fifty_percent_distance of 110.000000 but no zero_percent_distance 91 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (38) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (52) transfers 6112034, max 1029 transfer lists: 46.6 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(111432, 107713, 95260) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(28159, 26673, 21845) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(7693, 7130, 5374) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(2227, 2020, 1408) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(669, 594, 381) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(205, 178, 105) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #7 added RGB(64, 54, 30) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(20, 17, 8) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #9 added RGB(7, 5, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(2, 2, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #11 added RGB(1, 1, 0) Build Patch/Sample Hash Table(s).....Done<0.0341 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0) FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10 Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 38/1024 1824/49152 ( 3.7%) brushes 932/8192 11184/98304 (11.4%) brushsides 7492/65536 59936/524288 (11.4%) planes 5240/65536 104800/1310720 ( 8.0%) vertexes 7297/65536 87564/786432 (11.1%) nodes 1320/65536 42240/2097152 ( 2.0%) texinfos 511/12288 36792/884736 ( 4.2%) texdata 53/2048 1696/65536 ( 2.6%) dispinfos 0/0 0/0 ( 0.0%) disp_verts 0/0 0/0 ( 0.0%) disp_tris 0/0 0/0 ( 0.0%) disp_lmsamples 0/0 0/0 ( 0.0%) faces 4047/65536 226632/3670016 ( 6.2%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 3085/65536 172760/3670016 ( 4.7%) leaves 1359/65536 43488/2097152 ( 2.1%) leaffaces 5142/65536 10284/131072 ( 7.8%) leafbrushes 1682/65536 3364/131072 ( 2.6%) areas 2/256 16/2048 ( 0.8%) surfedges 32016/512000 128064/2048000 ( 6.3%) edges 19610/256000 78440/1024000 ( 7.7%) LDR worldlights 91/8192 8008/720896 ( 1.1%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 389/32768 3890/327680 ( 1.2%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 7728/65536 15456/131072 (11.8%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 2477084/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 83529/16777216 ( 0.5%) entdata [variable] 83695/393216 (21.3%) LDR leaf ambient 1359/65536 32616/1572864 ( 2.1%) HDR leaf ambient 0/65536 0/1572864 ( 0.0%) occluders 0/0 0/0 ( 0.0%) occluder polygons 0/0 0/0 ( 0.0%) occluder vert ind 0/0 0/0 ( 0.0%) detail props [variable] 1/12 ( 8.3%) static props [variable] 1/20224 ( 0.0%) pakfile [variable] 10967/0 ( 0.0%)
Level flags = 0
Win32 Specific Data: physics [variable] 354439/4194304 ( 8.5%) ==== Total Win32 BSP file data space used: 4078770 bytes ====
Total triangle count: 11550 Writing d:\___s p i e l e___\steam\steamapps\feierwire@blutnacht.com\sourcesdk_content\cstrike\mapsrc\bn_vehiclepark0815.bsp 1 minute, 37 seconds elapsed
** Executing... ** Command: Copy File ** Parameters: "D:\___S P I E L E___\Steam\SteamApps\feierwire@blutnacht.com\sourcesdk_content\cstrike\mapsrc\bn_vehiclepark0815.bsp" "d:\___s p i e l e___\steam\steamapps\feierwire@blutnacht.com\counter-strike source\cstrike\maps\bn_vehiclepark0815.bsp"
Was kann ich tun damit ich mit vvis Normal Compilieren kann um die Map auf einen Server zu laden? Würde sich jemand bereit erklären sich meine Map mal anzugucken? ich würde ihm dann die vmf datei zukommen lassen. Vielleicht ist ja etwas ganz einfaches, so einfach das ich mir mit der Flachen Hand auf die Stirn Klatsch und mich selber Ärger ohne ende. Ich hoffe auf eure Hilfe mit eurer Erfahrung.
^^
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Dieser Beitrag wurde am 11.06.2009 um 22:24 von OneTwo bearbeitet.
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