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Tag leute!
Ich habe ein problem beim Kompilieren meiner map. Wenn ich sie Kompiliert habe und sie im Spiel (CSS) starten will, läd sie einfach nicht. Könnt ihr mir sagen warum das so ist ->
** Executing... ** Command: "d:\spiele\half-life 2\steamapps\noco\sourcesdk\bin\vbsp.exe" ** Parameters: -game "d:\spiele\half-life 2\steamapps\noco\counter-strike source\cstrike" "D:\Spiele\Half-Life 2\SteamApps\noco\sourcesdk_content\hl2\mapsrc\Untitled - Textured"
Valve Software - vbsp.exe (Jan 19 2005) 1 threads materialPath: d:\spiele\half-life 2\steamapps\noco\counter-strike source\cstrike\materials Loading D:\Spiele\Half-Life 2\SteamApps\noco\sourcesdk_content\hl2\mapsrc\Untitled - Textured.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 (1) Processing areas...done (0) Building Faces...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing D:\Spiele\Half-Life 2\SteamApps\noco\sourcesdk_content\hl2\mapsrc\Untitled - Textured.prt...done (0) Creating default cubemaps for env_cubemap using skybox sky_wasteland02... Run buildcubemaps in the engine to get the correct cube maps. 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 (0) (115694 bytes) Emitting linux collision data (use -nolinuxdata to disable). Building Physics collision data... done (0) (348745 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. Writing D:\Spiele\Half-Life 2\SteamApps\noco\sourcesdk_content\hl2\mapsrc\Untitled - Textured.bsp 1 second elapsed Memory leak: mempool blocks left in memory: 48 Memory leak: mempool blocks left in memory: 3
** Executing... ** Command: "d:\spiele\half-life 2\steamapps\noco\sourcesdk\bin\vvis.exe" ** Parameters: -game "d:\spiele\half-life 2\steamapps\noco\counter-strike source\cstrike" "D:\Spiele\Half-Life 2\SteamApps\noco\sourcesdk_content\hl2\mapsrc\Untitled - Textured"
Valve Software - vvis.exe (Dec 15 2004) 1 threads reading d:\spiele\half-life 2\steamapps\noco\sourcesdk_content\hl2\mapsrc\Untitled - Textured.bsp reading d:\spiele\half-life 2\steamapps\noco\sourcesdk_content\hl2\mapsrc\Untitled - Textured.prt 118 portalclusters 376 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0) PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (4) Optimized: 5 visible clusters (0.00%) Total clusters visible: 11937 Average clusters visible: 101 Building PAS... Average clusters audible: 118 visdatasize:4496 compressed from 3776 writing d:\spiele\half-life 2\steamapps\noco\sourcesdk_content\hl2\mapsrc\Untitled - Textured.bsp 4 seconds elapsed
** Executing... ** Command: "d:\spiele\half-life 2\steamapps\noco\sourcesdk\bin\vrad.exe" ** Parameters: -game "d:\spiele\half-life 2\steamapps\noco\counter-strike source\cstrike" "D:\Spiele\Half-Life 2\SteamApps\noco\sourcesdk_content\hl2\mapsrc\Untitled - Textured"
Valve Software - vrad.exe (Mar 8 2005) ----- Radiosity Simulator ---- 1 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad']
Loading d:\spiele\half-life 2\steamapps\noco\sourcesdk_content\hl2\mapsrc\Untitled - Textured.bsp 521 faces 499871 square feet [71981504.00 square inches] 3 displacements 10036 square feet [1445220.75 square inches] 521 patches before subdivision 22651 patches after subdivision 2 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (32) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (7) transfers 1004981, max 227 transfer lists: 7.7 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(26360, 25368, 22627) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(6625, 6272, 5251) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(1824, 1644, 1204) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(493, 434, 295) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(145, 121, 71) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(40, 33, 18) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(12, 9, 4) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(3, 3, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #9 added RGB(1, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0262 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0) FinalLightFace Done Ready to Finish 0 of 0 (0% of) surface lights went in leaf ambient cubes. ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 3/1024 144/49152 ( 0.3%) brushes 39/8192 468/98304 ( 0.5%) brushsides 264/65536 2112/524288 ( 0.4%) planes 206/65536 4120/1310720 ( 0.3%) vertexes 747/65536 8964/786432 ( 1.1%) nodes 258/65536 8256/2097152 ( 0.4%) texinfos 84/12288 6048/884736 ( 0.7%) texdata 11/2048 352/65536 ( 0.5%) dispinfos 3/0 528/0 ( 0.0%) disp_verts 867/0 17340/0 ( 0.0%) disp_tris 1536/0 3072/0 ( 0.0%) disp_lmsamples 25480/0 25480/0 ( 0.0%) faces 521/65536 29176/3670016 ( 0.8%) origfaces 151/65536 8456/3670016 ( 0.2%) leaves 262/65536 14672/3670016 ( 0.4%) leaffaces 670/65536 1340/131072 ( 1.0%) leafbrushes 170/65536 340/131072 ( 0.3%) surfedges 3046/512000 12184/2048000 ( 0.6%) edges 1687/256000 6748/1024000 ( 0.7%) worldlights 2/8192 176/720896 ( 0.0%) waterstrips 69/32768 690/327680 ( 0.2%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 927/65536 1854/131072 ( 1.4%) cubemapsamples 4/1024 64/16384 ( 0.4%) overlays 0/512 0/180224 ( 0.0%) lightdata [variable] 574392/0 ( 0.0%) visdata [variable] 4496/16777216 ( 0.0%) entdata [variable] 695/393216 ( 0.2%) 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] 1/12 ( 8.3%) pakfile [variable] 10099/0 ( 0.0%)
Win32 Specific Data: physics [variable] 115694/4194304 ( 2.8%) ==== Total Win32 BSP file data space used: 857962 bytes ====
Linux Specific Data: physicssurface [variable] 348745/6291456 ( 5.5%) ==== Total Linux BSP file data space used: 1091013 bytes ====
Total triangle count: 1400 Writing d:\spiele\half-life 2\steamapps\noco\sourcesdk_content\hl2\mapsrc\Untitled - Textured.bsp 42 seconds elapsed
** Executing... ** Command: Copy File ** Parameters: "D:\Spiele\Half-Life 2\SteamApps\noco\sourcesdk_content\hl2\mapsrc\Untitled - Textured.bsp" "d:\spiele\half-life 2\steamapps\noco\counter-strike source\cstrike\maps\Untitled - Textured.bsp"
Wäre echt net wenn ihr mir helfen könntet.
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Wer unsterblich ist, hat nichts wofür er Leben sollte.
Dieser Beitrag wurde am 11.01.2006 um 17:17 von Adrian_Broher bearbeitet.
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