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Autor Beitrag
000
08.03.2011, 12:41
xplozN



Hallo Leute!Ich brauche Hilfe!Ich möchte HL1:Source maps mit HL2(SMOD)kompatibel machen und habe sie decompiled(Nur zum privaten zweck!).Jedenfalls arbeite ich gerade an dem Kapitel "Weve got Hostiles!" und es klappt am anfang auch alles!Nur wenn ich etwa weiter gehe(um eine Ecke) stürtzt HL2 ab "hl2.exe fun...bla...bla"!
Compile Log:

materialPath: c:\program files\steam\steamapps\Dasistmeinaccount\half-life 2\hl2\materials
Loading C:\Users\Giacomo\Desktop\Desktop Sachen\lool\maps\HL1 Weve got Hostiles!\c1a3.vmf
Can't find surfaceprop metal_barrel_hl for material HALFLIFE/BARREL3, using default
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...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 86 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Giacomo\Desktop\Desktop Sachen\lool\maps\HL1 Weve got Hostiles!\c1a3.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_dawn01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_dawn01rt"
Can't load skybox file skybox/sky_dawn01 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) (446985 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1719 texinfos to 1098
Reduced 166 texdatas to 156 (3409 bytes to 3159)
Writing C:\Users\Giacomo\Desktop\Desktop Sachen\lool\maps\HL1 Weve got Hostiles!\c1a3.bsp
4 seconds elapsed

2 threads
reading c:\users\giacomo\desktop\desktop sachen\lool\maps\hl1 weve got hostiles!\c1a3.bsp
reading c:\users\giacomo\desktop\desktop sachen\lool\maps\hl1 weve got hostiles!\c1a3.prt
899 portalclusters
2641 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 248 visible clusters (0.00%)
Total clusters visible: 76627
Average clusters visible: 85
Building PAS...
Average clusters audible: 212
visdatasize:73564 compressed from 215760
writing c:\users\giacomo\desktop\desktop sachen\lool\maps\hl1 weve got hostiles!\c1a3.bsp
13 seconds elapsed

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

Loading c:\users\giacomo\desktop\desktop sachen\lool\maps\hl1 weve got hostiles!\c1a3.bsp
4680 faces
4 degenerate faces
158932 square feet [22886208.00 square inches]
2 displacements
716 square feet [103116.00 square inches]
4676 patches before subdivision
29022 patches after subdivision
331 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 2681113, max 385
transfer lists: 20.5 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(221741, 224699, 279676)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(45503, 44806, 41849)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(10257, 10123, 7369)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(2972, 2928, 1640)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(833, 847, 414)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(253, 268, 123)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(75, 86, 41)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(23, 29, 15)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(7, 10, 6)
0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(2, 4, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(1, 1, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0156 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
165 of 283 (58% 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 143/1024 6864/49152 (14.0%)
brushes 1116/8192 13392/98304 (13.6%)
brushsides 7367/65536 58936/524288 (11.2%)
planes 4146/65536 82920/1310720 ( 6.3%)
vertexes 9073/65536 108876/786432 (13.8%)
nodes 2943/65536 94176/2097152 ( 4.5%)
texinfos 1098/12288 79056/884736 ( 8.9%)
texdata 156/2048 4992/65536 ( 7.6%)
dispinfos 2/0 352/0 ( 0.0%)
disp_verts 106/0 2120/0 ( 0.0%)
disp_tris 160/0 320/0 ( 0.0%)
disp_lmsamples 1888/0 1888/0 ( 0.0%)
faces 4680/65536 262080/3670016 ( 7.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 3561/65536 199416/3670016 ( 5.4%)
leaves 3087/65536 98784/2097152 ( 4.7%)
leaffaces 5856/65536 11712/131072 ( 8.9%)
leafbrushes 2050/65536 4100/131072 ( 3.1%)
areas 4/256 32/2048 ( 1.6%)
surfedges 35982/512000 143928/2048000 ( 7.0%)
edges 20247/256000 80988/1024000 ( 7.9%)
LDR worldlights 331/8192 29128/720896 ( 4.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 269/32768 2690/327680 ( 0.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 4647/65536 9294/131072 ( 7.1%)
cubemapsamples 3/1024 48/16384 ( 0.3%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1028280/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 73564/16777216 ( 0.4%)
entdata [variable] 104156/393216 (26.5%)
LDR leaf ambient 3087/65536 74088/1572864 ( 4.7%)
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] 154887/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 446985/4194304 (10.7%)
==== Total Win32 BSP file data space used: 3178054 bytes ====

Total triangle count: 12269
Writing c:\users\giacomo\desktop\desktop sachen\lool\maps\hl1 weve got hostiles!\c1a3.bsp
26 seconds elapsed

Danke im vorraus!:)

--

HAAAAAX!

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