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Autor Beitrag
000
18.04.2008, 19:26
ginfizz



Nachdem ich heute so einige Änderungen an meiner Map machte (light_*,s setzen und/oder umfunktionieren) und nach dem compilieren die map in CS:S startete, ploppte ein Fenster mit dem im Titel beschriebenen Error :

Engine Error "CUtlLinkedList overflow"

Nach dem "Ok"-Button kommt dann noch ein "HL2 hat ein Fehler festgestellt und muss geschlossen"-Error.

Aus dem Compile-Log kann ich leider nicht entnehmen, wo der Fehler liegen könnte...
(außer der veränderten SkyBox in >militia_hdr<(, könnte es daran liegen?))
EDIT: Skybox hat damit nichts zu tun.

Zitat:
Compile-Log 08-04-18

materialPath: C:\Programme\Steam\steamapps\ginfizz1\counter-strike source\cstrike\materials
Loading C:\Programme\Steam\steamapps\ginfizz1\sourcesdk_content\cstrike\mapsrc\fy_serbia50b.vmf
Can't find surfaceprop stone for material STONE/INFFLRA, using default
fixing up env_cubemap materials on brush sides...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
0...1...2...3...4...5...6...7...8...9...10

0...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1932 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (11)
writing C:\Programme\Steam\steamapps\ginfizz1\sourcesdk_content\cstrike\mapsrc\fy_serbia50b.prt...done (2)
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 (2) (1824064 bytes)
Error! prop_static using model "models/foliage_pack/woods/models/props/de_inferno/wall_lamp2.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/foliage_pack/woods/models/props/de_inferno/wall_lamp2.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3175 texinfos to 1986
Reduced 410 texdatas to 313 (16589 bytes to 12744)
Writing C:\Programme\Steam\steamapps\ginfizz1\sourcesdk_content\cstrike\mapsrc\fy_serbia50b.bsp
46 seconds elapsed

1 threads
reading c:\programme\steam\steamapps\ginfizz1\sourcesdk_content\cstrike\mapsrc\fy_serbia50b.bsp
reading c:\programme\steam\steamapps\ginfizz1\sourcesdk_content\cstrike\mapsrc\fy_serbia50b.prt
5086 portalclusters
14981 numportals
0...1...2...3...4...5...6...7...8...9...10Optimized: 2267341 visible clusters (0.00%)
Total clusters visible: 17364083
Average clusters visible: 3414
Building PAS...
Average clusters audible: 5066
visdatasize:6026207 compressed from 6510080
writing c:\programme\steam\steamapps\ginfizz1\sourcesdk_content\cstrike\mapsrc\fy_serbia50b.bsp
4 minutes, 45 seconds elapsed

[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\programme\steam\steamapps\ginfizz1\sourcesdk_content\cstrike\mapsrc\fy_serbia50b.bsp
23532 faces
14 degenerate faces
2403258 square feet [346069248.00 square inches]
45 displacements
12151 square feet [1749783.75 square inches]
23518 patches before subdivision
23518 patches after subdivision
82 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 7610601, max 5170
transfer lists: 58.1 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(210718, 154969, 100119)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(43031, 29927, 17821)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(11030, 7061, 3872)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(3401, 2068, 1056)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(1147, 634, 303)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(416, 208, 92)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(158, 70, 29)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(63, 24, 9)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(26, 8, 3)
0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(11, 3, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(5, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(2, 0, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.2691 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace 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 10/1024 480/49152 ( 1.0%)
brushes 5092/8192 61104/98304 (62.2%)
brushsides 38792/65536 310336/524288 (59.2%)
planes 19838/65536 396760/1310720 (30.3%)
vertexes 42292/65536 507504/786432 (64.5%)
nodes 10418/65536 333376/2097152 (15.9%)
texinfos 1986/12288 142992/884736 (16.2%)
texdata 313/2048 10016/65536 (15.3%)
dispinfos 45/0 7920/0 ( 0.0%)
disp_verts 5045/0 100900/0 ( 0.0%)
disp_tris 8352/0 16704/0 ( 0.0%)
disp_lmsamples 25258/0 25258/0 ( 0.0%)
faces 23532/65536 1317792/3670016 (35.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 15368/65536 860608/3670016 (23.4%)
leaves 10429/65536 333728/2097152 (15.9%)
leaffaces 28191/65536 56382/131072 (43.0%)
leafbrushes 11122/65536 22244/131072 (17.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 175186/512000 700744/2048000 (34.2%)
edges 101902/256000 407608/1024000 (39.8%)
LDR worldlights 82/8192 7216/720896 ( 1.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 2087/32768 20870/327680 ( 6.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 38274/65536 76548/131072 (58.4%)
cubemapsamples 27/1024 432/16384 ( 2.6%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 10719520/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 6026207/16777216 (35.9%)
entdata [variable] 61224/393216 (15.6%)
LDR leaf ambient 10429/65536 250296/1572864 (15.9%)
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] 1/11050 ( 0.0%)
pakfile [variable] 2508901/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 1824064/4194304 (43.5%)
==== Total Win32 BSP file data space used: 27107752 bytes ====

Total triangle count: 67145
Writing c:\programme\steam\steamapps\ginfizz1\sourcesdk_content\cstrike\mapsrc\fy_serbia50b.bsp
20 minutes, 45 seconds elapsed

--

Ich will doch nur helfen,... Q('.' )Q

Hier klicken um die pure Erleuchtung zu erlangen.


Dieser Beitrag wurde am 18.04.2008 um 21:32 von ginfizz bearbeitet.
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001
19.04.2008, 13:24
PotKinRot



Zitat:
Optimized: 2267341 visible clusters (0.00%)
Total clusters visible: 17364083
Average clusters visible: 3414
Building PAS...
Average clusters audible: 5066
visdatasize:6026207 compressed from 6510080
Ist wahrscheinlich dafür verantwortlich. Lösung: Optimiere.

Da in der Fehlermeldung was von "linkedlist" und "overflow" steht, nehm ich mal an, dass manche Visleafs einfach zu viele andere Leafs sehen können. Bei 17 MILLIONEN (!) Leafs wär das aber nicht überraschend.

--


Dieser Beitrag wurde am 19.04.2008 um 13:25 von PotKinRot bearbeitet.
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002
19.04.2008, 21:46
ginfizz



Zitat:
Compile-Log 08-04-16

materialPath: C:\Programme\Steam\steamapps\ginfizz1\counter-strike source\cstrike\materials
Loading C:\Programme\Steam\steamapps\ginfizz1\sourcesdk_content\cstrike\mapsrc\fy_serbia49tst.vmf
fixing up env_cubemap materials on brush sides...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
0...1...2...3...4...5...6...7...8...9...10
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (890.0, 3080.0, 192.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 34234:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (890.0, 3098.0, 192.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 34234:

0...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (1)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1896 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (10)
writing C:\Programme\Steam\steamapps\ginfizz1\sourcesdk_content\cstrike\mapsrc\fy_serbia49tst.prt...done (1)
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 (2) (1748435 bytes)
Error! prop_static using model "models/props_c17/furnituretable003a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/furnituretable003a.mdl"!
Error! prop_static using model "models/props_interiors/furniture_lamp01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_interiors/furniture_lamp01a.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3085 texinfos to 1969
Reduced 492 texdatas to 379 (22032 bytes to 17101)
Writing C:\Programme\Steam\steamapps\ginfizz1\sourcesdk_content\cstrike\mapsrc\fy_serbia49tst.bsp
38 seconds elapsed

1 threads
reading c:\programme\steam\steamapps\ginfizz1\sourcesdk_content\cstrike\mapsrc\fy_serbia49tst.bsp
reading c:\programme\steam\steamapps\ginfizz1\sourcesdk_content\cstrike\mapsrc\fy_serbia49tst.prt
4880 portalclusters
14486 numportals
0...1...2...3...4...5...6...7...8...9...10Optimized: 1959099 visible clusters (0.00%)
Total clusters visible: 16441507
Average clusters visible: 3369
Building PAS...
Average clusters audible: 4865
visdatasize:5605381 compressed from 6012160
writing c:\programme\steam\steamapps\ginfizz1\sourcesdk_content\cstrike\mapsrc\fy_serbia49tst.bsp
4 minutes, 12 seconds elapsed

[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\programme\steam\steamapps\ginfizz1\sourcesdk_content\cstrike\mapsrc\fy_serbia49tst.bsp
22757 faces
14 degenerate faces
2400454 square feet [345665408.00 square inches]
48 displacements
12313 square feet [1773132.38 square inches]
22743 patches before subdivision
22743 patches after subdivision
51 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 7609522, max 5204
transfer lists: 58.1 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(137081, 113708, 87409)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(19569, 14270, 9339)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(3924, 2408, 1339)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(859, 470, 231)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(246, 115, 52)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(69, 30, 13)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(23, 9, 4)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(7, 3, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(3, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.2386 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace 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 10/1024 480/49152 ( 1.0%)
brushes 4869/8192 58428/98304 (59.4%)
brushsides 37388/65536 299104/524288 (57.0%)
planes 19662/65536 393240/1310720 (30.0%)
vertexes 40888/65536 490656/786432 (62.4%)
nodes 9998/65536 319936/2097152 (15.3%)
texinfos 1969/12288 141768/884736 (16.0%)
texdata 379/2048 12128/65536 (18.5%)
dispinfos 48/0 8448/0 ( 0.0%)
disp_verts 5288/0 105760/0 ( 0.0%)
disp_tris 8736/0 17472/0 ( 0.0%)
disp_lmsamples 25090/0 25090/0 ( 0.0%)
faces 22757/65536 1274392/3670016 (34.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 14919/65536 835464/3670016 (22.8%)
leaves 10009/65536 320288/2097152 (15.3%)
leaffaces 27290/65536 54580/131072 (41.6%)
leafbrushes 10614/65536 21228/131072 (16.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 169825/512000 679300/2048000 (33.2%)
edges 98488/256000 393952/1024000 (38.5%)
LDR worldlights 51/8192 4488/720896 ( 0.6%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 1982/32768 19820/327680 ( 6.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 36573/65536 73146/131072 (55.8%)
cubemapsamples 82/1024 1312/16384 ( 8.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 10906524/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 5605381/16777216 (33.4%)
entdata [variable] 31183/393216 ( 7.9%)
LDR leaf ambient 10009/65536 240216/1572864 (15.3%)
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] 1/7664 ( 0.0%)
pakfile [variable] 944609/0 ( 0.0%)

Da bei den 16Mio hat er aber noch nicht gemeckert gehabt getan gemacht ._.
Da meine Map ziemlich offen ist, und es jetzt für mich sehr problematisch ist VisBlocker zu setzen. Meine Frage lautet nun ob es invisible VisBlocker gibt, welche aber visible für die Engine sind? Habe was von Skip/ und Hint-Brushes gelesen.
So sieht meine Map aus:

Könnt ja auch gleich kritisieren was euch nicht gefällt
(btw: es wird eine cs_* map || Status 52% ready)

--

Ich will doch nur helfen,... Q('.' )Q

Hier klicken um die pure Erleuchtung zu erlangen.


Dieser Beitrag wurde am 19.04.2008 um 21:47 von ginfizz bearbeitet.
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003
20.04.2008, 01:02
ginfizz



So,... bin dem Rat des PotKinRot gefolgt und habe meine map optimiert //
von 17mio. auf 12mio. visible clusters //
und es hat geklappt.

Ty PotKinRot

--

Ich will doch nur helfen,... Q('.' )Q

Hier klicken um die pure Erleuchtung zu erlangen.

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