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Autor Beitrag
000
20.02.2008, 18:32
Errox



Hi Leutz,

mit folgender Fehlermeldung kann ich nichts anfangen:

ENIGNE ERROR
Too many verts for a dynamic vertex buffer (49271>49152) Tell a programmer to up VERTEX_BUFFER_SIZE.

Was soll das heißen und was kann ich dagegen tun bzw dafür tun, um den Fehler zu beseitigen? Hab gleich mal, taff wie ich bin, mein compilelog rangehängt und ein schicken, mit Glück aufschlussreichen Screen.

LG Errox

http://img139.imageshack.us/my.php?image=screen01ux4.png

** Executing...
** Command: "g:\steam\steamapps\doggy358\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "g:\steam\steamapps\doggy358\counter-strike source\cstrike" "G:\Steam\SteamApps\doggy358\sourcesdk_content\cstrike\mapsrc\aim_cathedral"

Valve Software - vbsp.exe (Dec 11 2006)
4 threads
materialPath: g:\steam\steamapps\doggy358\counter-strike source\cstrike\materials
Loading G:\Steam\SteamApps\doggy358\sourcesdk_content\cstrike\mapsrc\aim_cathedral.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (8)
**** leaked ****
Entity prop_physics (-1272.00 -832.00 -264.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (3)
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) (2094944 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 794 texinfos to 389
Reduced 26 texdatas to 22 (737 bytes to 577)
Writing G:\Steam\SteamApps\doggy358\sourcesdk_content\cstrike\mapsrc\aim_cathedral.bsp
15 seconds elapsed

** Executing...
** Command: "g:\steam\steamapps\doggy358\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "g:\steam\steamapps\doggy358\counter-strike source\cstrike" "G:\Steam\SteamApps\doggy358\sourcesdk_content\cstrike\mapsrc\aim_cathedral"

Valve Software - vvis.exe (Nov 8 2007)
4 threads
reading g:\steam\steamapps\doggy358\sourcesdk_content\cstrike\mapsrc\aim_cathedral.bsp
reading g:\steam\steamapps\doggy358\sourcesdk_content\cstrike\mapsrc\aim_cathedral.prt
LoadPortals: couldn't read g:\steam\steamapps\doggy358\sourcesdk_content\cstrike\mapsrc\aim_cathedral.prt

** Executing...
** Command: "g:\steam\steamapps\doggy358\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters: -game "g:\steam\steamapps\doggy358\counter-strike source\cstrike" "G:\Steam\SteamApps\doggy358\sourcesdk_content\cstrike\mapsrc\aim_cathedral"

Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
4 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading g:\steam\steamapps\doggy358\sourcesdk_content\cstrike\mapsrc\aim_cathedral.bsp
No vis information, direct lighting only.
24065 faces
330 degenerate faces
393839 square feet [56712896.00 square inches]
0 displacements
0 square feet [0.00 square inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (5)
Build Patch/Sample Hash Table(s).....Done<0.0320 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 17/1024 816/49152 ( 1.7%)
brushes 7374/8192 88488/98304 (90.0%) VERY FULL!
brushsides 63485/65536 507880/524288 (96.9%) VERY FULL!
planes 19848/65536 396960/1310720 (30.3%)
vertexes 34535/65536 414420/786432 (52.7%)
nodes 18791/65536 601312/2097152 (28.7%)
texinfos 389/12288 28008/884736 ( 3.2%)
texdata 22/2048 704/65536 ( 1.1%)
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 24065/65536 1347640/3670016 (36.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 14141/65536 791896/3670016 (21.6%)
leaves 18809/65536 601888/2097152 (28.7%)
leaffaces 30296/65536 60592/131072 (46.2%)
leafbrushes 15692/65536 31384/131072 (23.9%)
areas 2/256 16/2048 ( 0.8%)
surfedges 165047/512000 660188/2048000 (32.2%)
edges 89588/256000 358352/1024000 (35.0%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 1327/32768 13270/327680 ( 4.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 21030/65536 42060/131072 (32.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 7677152/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 27192/393216 ( 6.9%)
LDR leaf ambient 18809/65536 451416/1572864 (28.7%)
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] 1/12 ( 8.3%)
pakfile [variable] 20949/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 2094944/4194304 (49.9%)
==== Total Win32 BSP file data space used: 16217529 bytes ====

Total triangle count: 64621
Writing g:\steam\steamapps\doggy358\sourcesdk_content\cstrike\mapsrc\aim_cathedral.bsp
14 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "G:\Steam\SteamApps\doggy358\sourcesdk_content\cstrike\mapsrc\aim_cathedral.bsp" "g:\steam\steamapps\doggy358\counter-strike source\cstrike\maps\aim_cathedral.bsp"

--

(\_/)
(O.o)
(> < ) This is Bunny. Copy Bunny into your signature to help him on his way to world domination.
[b]Hiroshima 45 , Tschernobyl 86 , Windows 95…


Dieser Beitrag wurde am 20.02.2008 um 18:32 von Errox bearbeitet.
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001
20.02.2008, 18:40
Bluthund



Erstmal hast du ein Leak,
zweitens solltest du die Säulen und andere komplexen Brushes mal zu func_details machen falls sie es nicht sind,
drittens heißt es tough (taff kommt auf Pro7).

Ansonsten sagt
Too many verts for a dynamic vertex buffer (49271>49152) Tell a programmer to up VERTEX_BUFFER_SIZE.
Das du zu viele Eckpunkte hast um diese in den dynamische VertexBuffer zu übernehmen (max Größe VERTEX_BUFFER_SIZE = 49152; deine Anzahl 49271). Du sollst dich bitte mit einem Coder in Verbindung setzen :))
Ich glaube allerdings kaum, das Valve für deine Map VERTEX_BUFFER_SIZE in der Source-Engine erhöht ;)

--

The C language combines all the power of assembly language with all the ease-of-use of assembly language.
"humorig is n blödwort :>" by -CarniGGeLjumpR-


Dieser Beitrag wurde am 20.02.2008 um 18:47 von Bluthund bearbeitet.
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002
20.02.2008, 18:46
Errox



Ach Bluthund ... ^^ was wäre ich bloß ohne dich.

Gut - das Leak werde ich beseitigen, habe ihn eben auch entdeckt (wenn das Brett vor dem Kopf sehen würde, dann hätte man es nicht).

Danke LG Errox

--

(\_/)
(O.o)
(> < ) This is Bunny. Copy Bunny into your signature to help him on his way to world domination.
[b]Hiroshima 45 , Tschernobyl 86 , Windows 95…


Dieser Beitrag wurde am 20.02.2008 um 18:47 von Errox bearbeitet.
zum Seitenanfang zum Seitenende Profil || Suche