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Hier mal der Compile Log villeicht findet jemand einen Fehler den ich und der Log Analysierer nicht finden können:
** Executing... ** Command: "c:\program files\steam\steamapps\*name*\sourcesdk\bin\ep1\bin\vbsp.exe" ** Parameters: -game "c:\program files\steam\steamapps\*name*\counter-strike source\cstrike" "C:\Users\Daniel\Desktop\L4D MAP\ff_house_css"
Valve Software - vbsp.exe (Dec 11 2006) 2 threads materialPath: c:\program files\steam\steamapps\*name*\counter-strike source\cstrike\materials Loading C:\Users\Daniel\Desktop\L4D MAP\ff_house_css.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...done (1) Chop Details...done (0) Find Visible Detail Sides... Merged 192 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Users\Daniel\Desktop\L4D MAP\ff_house_css.prt...done (0) Creating default cubemaps for env_cubemap using skybox materials: skybox/militia_hdr*.vmt Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/militia_hdr*.vmt 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) (259678 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 1119 texinfos to 649 Reduced 107 texdatas to 88 (3755 bytes to 3112) Writing C:\Users\Daniel\Desktop\L4D MAP\ff_house_css.bsp 16 seconds elapsed
** Executing... ** Command: "c:\program files\steam\steamapps\*name*\sourcesdk\bin\ep1\bin\vvis.exe" ** Parameters: -game "c:\program files\steam\steamapps\*name*\counter-strike source\cstrike" -fast "C:\Users\Daniel\Desktop\L4D MAP\ff_house_css"
Valve Software - vvis.exe (Nov 8 2007) fastvis = true 2 threads reading c:\users\Daniel\desktop\l4d map\ff_house_css.bsp reading c:\users\Daniel\desktop\l4d map\ff_house_css.prt 821 portalclusters 2773 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (2) Optimized: 30744 visible clusters (0.00%) Total clusters visible: 444733 Average clusters visible: 541 Building PAS... Average clusters audible: 820 visdatasize:162523 compressed from 170768 writing c:\users\Daniel\desktop\l4d map\ff_house_css.bsp 2 seconds elapsed
** Executing... ** Command: "c:\program files\steam\steamapps\*name*\sourcesdk\bin\ep1\bin\vrad.exe" ** Parameters: -game "c:\program files\steam\steamapps\*name*\counter-strike source\cstrike" -noextra "C:\Users\Daniel\Desktop\L4D MAP\ff_house_css"
Valve Software - vrad.exe SSE (Nov 8 2007) ----- Radiosity Simulator ---- 2 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad']
Loading c:\users\Daniel\desktop\l4d map\ff_house_css.bsp 3644 faces 2 degenerate faces 441305 square feet [63547948.00 square inches] 0 displacements 0 square feet [0.00 square inches] 3642 patches before subdivision 30108 patches after subdivision 21 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (123) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (91) transfers 2505612, max 658 transfer lists: 19.1 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(12381, 10644, 7704) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(2578, 1853, 997) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(579, 345, 139) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(135, 67, 22) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(33, 14, 4) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(8, 3, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(2, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #8 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0413 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 46/1024 2208/49152 ( 4.5%) brushes 716/8192 8592/98304 ( 8.7%) brushsides 5112/65536 40896/524288 ( 7.8%) planes 3406/65536 68120/1310720 ( 5.2%) vertexes 7142/65536 85704/786432 (10.9%) nodes 1993/65536 63776/2097152 ( 3.0%) texinfos 649/12288 46728/884736 ( 5.3%) texdata 88/2048 2816/65536 ( 4.3%) 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 3644/65536 204064/3670016 ( 5.6%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 2265/65536 126840/3670016 ( 3.5%) leaves 2040/65536 65280/2097152 ( 3.1%) leaffaces 4498/65536 8996/131072 ( 6.9%) leafbrushes 1766/65536 3532/131072 ( 2.7%) areas 2/256 16/2048 ( 0.8%) surfedges 26915/512000 107660/2048000 ( 5.3%) edges 15705/256000 62820/1024000 ( 6.1%) LDR worldlights 21/8192 1848/720896 ( 0.3%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 238/32768 2380/327680 ( 0.7%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 5310/65536 10620/131072 ( 8.1%) cubemapsamples 10/1024 160/16384 ( 1.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 1028724/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 162523/16777216 ( 1.0%) entdata [variable] 46294/393216 (11.8%) LDR leaf ambient 2040/65536 48960/1572864 ( 3.1%) 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] 1/4684 ( 0.0%) pakfile [variable] 967646/0 ( 0.0%)
Level flags = 0
Win32 Specific Data: physics [variable] 259678/4194304 ( 6.2%) ==== Total Win32 BSP file data space used: 3426883 bytes ====
Total triangle count: 10680 Writing c:\users\Daniel\desktop\l4d map\ff_house_css.bsp 3 minutes, 37 seconds elapsed
** Executing... ** Command: Copy File ** Parameters: "C:\Users\Daniel\Desktop\L4D MAP\ff_house_css.bsp" "c:\program files\steam\steamapps\*name*\counter-strike source\cstrike\maps\ff_house_css.bsp"
Ich schaffe es jedesmal auf's neue meine Map zu schrotten jedes VERDAMMTE mal :( habs echt satt.
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cs_Fortino
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