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Hallo!
Ich habe eine umfangreiche Surf Map für CSS gebaut, jetzt bei der Lichtkompilierung(RAD) habe ich folgendes Problem:
Der Compile_Log:
-------------------------------------------------------------------- ** Executing... ** Command: "e:\steam\steamapps\smonkgo\sourcesdk\bin\vbsp.exe" ** Parameters: -game "e:\steam\steamapps\smonkgo\counter-strike source\cstrike" "E:\Steam\SteamApps\smonkgosourcesdk_content\cstrike\mapsrc\surf_map"
Valve Software - vbsp.exe (Dec 11 2006) 2 threads materialPath: e:\steam\steamapps\smonkgo\counter-strike source\cstrike\materials Loading E:\Steam\SteamApps\smonkgo\sourcesdk_content\cstrike\mapsrc\surf_map.vmf fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) Processing areas...done (0) Building Faces...error: material METAL/METALFLOOR006A doesn't have a $bottommaterial error: material METAL/METALFLOOR006A doesn't have a $bottommaterial done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 846 detail faces...done (0) Merging details...done (1) FixTjuncs... PruneNodes... WriteBSP... done (0) writing E:\Steam\SteamApps\smonkgo\sourcesdk_content\cstrike\mapsrc\surf_map.prt...done (0) Creating default cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.vmt Run buildcubemaps in the engine to get the correct cube maps.
No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt" Can't load skybox file skybox/sky_day01_01 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) (279803 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Water found with no water_lod_control entity, creating a default one. Compacting texture/material tables... Reduced 2536 texinfos to 1184 Reduced 85 texdatas to 63 (3195 bytes to 2156) Writing E:\Steam\SteamApps\smonkgo\sourcesdk_content\cstrike\mapsrc\surf_map.bsp 7 seconds elapsed
** Executing... ** Command: "e:\steam\steamapps\villadss\sourcesdk\bin\vvis.exe" ** Parameters: -game "e:\steam\steamapps\villadss\counter-strike source\cstrike" -fast "E:\Steam\SteamApps\smonkgo\sourcesdk_content\cstrike\mapsrc\surf_map"
Valve Software - vvis.exe (May 22 2006) fastvis = true 2 threads reading e:\steam\steamapps\smonkgo\sourcesdk_content\cstrike\mapsrc\surf_map.bsp reading e:\steam\steamapps\smonkgo\sourcesdk_content\cstrike\mapsrc\surf_map.prt 794 portalclusters 2274 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1) Optimized: 1014 visible clusters (0.00%) Total clusters visible: 553058 Average clusters visible: 696 Building PAS... Average clusters audible: 705 visdatasize:157318 compressed from 165152 writing e:\steam\steamapps\smonkgo\sourcesdk_content\cstrike\mapsrc\surf_map.bsp 1 second elapsed
** Executing... ** Command: "e:\steam\steamapps\smonkgo\sourcesdk\bin\vrad.exe" ** Parameters: -game "e:\steam\steamapps\smonkgo\counter-strike source\cstrike" "E:\Steam\SteamApps\smonkgo\sourcesdk_content\cstrike\mapsrc\surf_map"
Valve Software - vrad.exe SSE (May 22 2006) ----- Radiosity Simulator ---- 2 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad']
Loading e:\steam\steamapps\smonkgo\sourcesdk_content\cstrike\mapsrc\surf_map.bsp 11831 faces 16 degenerate faces 26465761 square feet [3811069696.00 square inches] 0 displacements 0 square feet [0.00 square inches] 11815 patches before subdivision zero area child patch zero area child patch zero area child patch zero area child patch zero area child patch zero area child patch zero area child patch zero area child patch zero area child patch zero area child patch zero area child patch 780415 patches after subdivision 47 direct lights BuildFacelights: 0 WARNING: Too many light styles on a face (7060,-559,385)
WARNING: Too many light styles on a face (7060,-560,385)
WARNING: Too many light styles on a face (7060,-562,385)
WARNING: Too many light styles on a face (7055,-569,385)
WARNING: Too many light styles on a face (7053,-569,385)
WARNING: Too many light styles on a face (7051,-569,385)
WARNING: Too many light styles on a face (7047,-571,385)
WARNING: Too many light styles on a face (7044,-570,385)
WARNING: Too many light styles on a face (7042,-568,385)
WARNING: Too many light styles on a face (7041,-565,385)
WARNING: Too many light styles on a face (7040,-562,385)
WARNING: Too many light styles on a face (7039,-559,385)
WARNING: Too many light styles on a face (7039,-557,385)
...DIESE WARNUNG KOMMT JETZT NOCH EIN PAAR HUNDERTMAL(KEIN WITZ!)...
WARNING: Too many light styles on a face (6861,162,435)
WARNING: Too many light styles on a face (6976,68,435)
WARNING: Too many light styles on a face (6861,68,435)
WARNING: Too many light styles on a face (6976,-267,435)
WARNING: Too many light styles on a face (6861,-267,435)
WARNING: Too many light styles on a face (6976,-173,435)
WARNING: Too many light styles on a face (6861,-173,435) 10 (4137) BuildVisLeafs: 0...1...2...3...4...5...6..Error trying to allocate 4816 bytes.
** Executing... ** Command: Copy File ** Parameters: "E:\Steam\SteamApps\smonkgo\sourcesdk_content\cstrike\mapsrc\surf_map.bsp" "e:\steam\steamapps\smonkgo\counter-strike source\cstrike\maps\surf_map.bsp"
** Executing... ** Command: "e:\steam\steamapps\smonkgo\counter-strike source\hl2.exe" ** Parameters: -game "e:\steam\steamapps\smonkgo\counter-strike source\cstrike" -console +map "surf_map"
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Ich hatte RunBSP auf "Normal, RunVIS auf "Fast" und RunRAD auf "Normal" gesetzt.
EDIT: Ich hatte den Log auch schon mit dem Compile Log Analyzer analysiert, da kam folgende Meldung: ________________________________________________________________ Too many light styles on a face
Problem: Es wurden zuviele Licht-Entities auf einem Face angewandt. Lösung: Einige dieser Lichter müssen gelöscht werden. Das Maximum ist 3 Lichter auf einem Face mit unterschiedlichen Stilen. Der Fehler kann dadurch verhindert werden, indem man den Lichtern gleiche Namen gibt.
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Komischerweise hat die Map fast keine light-Entities außer dem light_environment und einigen kleinen lights!
Anmerkung: In dieser Map gibt es viele "Arches"-Brushes, die eine Glass Textur haben, vielleicht hat es damit etwas zu tun?!
Bitte um Antworten!
VersuS
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Meine neue Map: de_dust21 endlich zum DL bereit:
http://www.fpsbanana.com/maps/33070
Dieser Beitrag wurde am 20.09.2007 um 20:31 von VersuS bearbeitet.
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