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hier die compile log:
** Executing... ** Command: "E:\games\Steam\SteamApps\cn-neo@web.de\sourcesdk\bin\vbsp.exe" ** Parameters: -game "E:\games\Steam\SteamApps\cn-neo@web.de\sourcesdk\hl2mp_sample_content" "E:\games\Steam\SteamApps\cn-neo@web.de\sourcesdk\hl2mp_sample_content\maps\block1"
Valve Software - vbsp.exe (Jan 19 2005) 1 threads materialPath: E:\games\Steam\SteamApps\cn-neo@web.de\sourcesdk\hl2mp_sample_content\materials Loading E:\games\Steam\SteamApps\cn-neo@web.de\sourcesdk\hl2mp_sample_content\maps\block1.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 (0) Chop Details...done (0) Find Visible Detail Sides...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (1) writing E:\games\Steam\SteamApps\cn-neo@web.de\sourcesdk\hl2mp_sample_content\maps\block1.prt...done (0) Creating default cubemaps for env_cubemap using skybox sky_day01_07... 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 (1) (513936 bytes) Emitting linux collision data (use -nolinuxdata to disable). Building Physics collision data... done (1) (513936 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Writing E:\games\Steam\SteamApps\cn-neo@web.de\sourcesdk\hl2mp_sample_content\maps\block1.bsp 17 seconds elapsed Memory leak: mempool blocks left in memory: 49 Memory leak: mempool blocks left in memory: 9
** Executing... ** Command: "E:\games\Steam\SteamApps\cn-neo@web.de\sourcesdk\bin\vvis.exe" ** Parameters: -game "E:\games\Steam\SteamApps\cn-neo@web.de\sourcesdk\hl2mp_sample_content" "E:\games\Steam\SteamApps\cn-neo@web.de\sourcesdk\hl2mp_sample_content\maps\block1"
Valve Software - vvis.exe (Dec 15 2004) 1 threads reading e:\games\steam\steamapps\cn-neo@web.de\sourcesdk\hl2mp_sample_content\maps\block1.bsp reading e:\games\steam\steamapps\cn-neo@web.de\sourcesdk\hl2mp_sample_content\maps\block1.prt 702 portalclusters 2010 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (3) PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (437) Optimized: 706 visible clusters (0.00%) Total clusters visible: 154212 Average clusters visible: 219 Building PAS... Average clusters audible: 635 visdatasize:111964 compressed from 123552 writing e:\games\steam\steamapps\cn-neo@web.de\sourcesdk\hl2mp_sample_content\maps\block1.bsp 7 minutes, 22 seconds elapsed
** Executing... ** Command: "E:\games\Steam\SteamApps\cn-neo@web.de\sourcesdk\bin\vrad.exe" ** Parameters: -game "E:\games\Steam\SteamApps\cn-neo@web.de\sourcesdk\hl2mp_sample_content" "E:\games\Steam\SteamApps\cn-neo@web.de\sourcesdk\hl2mp_sample_content\maps\block1"
Valve Software - vrad.exe (Jan 18 2005) ----- Radiosity Simulator ---- 1 threads Could not find lights.rad in lights.rad. Trying VRAD BIN directory instead... [Reading texlights from 'E:\games\Steam\SteamApps\cn-neo@web.de\sourcesdk\bin\lights.rad'] [45 texlights parsed from 'E:\games\Steam\SteamApps\cn-neo@web.de\sourcesdk\bin\lights.rad']
Loading e:\games\steam\steamapps\cn-neo@web.de\sourcesdk\hl2mp_sample_content\maps\block1.bsp 3281 faces 964168 square feet [138840288.00 square inches] 0 displacements 0 square feet [0.00 square inches] 3281 patches before subdivision 38979 patches after subdivision 111 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (250) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (37) transfers 1039889, max 138 transfer lists: 7.9 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(49461, 44265, 31876) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(8392, 6613, 3675) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(2022, 1416, 634) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(512, 315, 110) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(147, 80, 23) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(42, 21, 5) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(13, 6, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(4, 2, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(1, 0, 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<0.0745 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2) 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 15/1024 720/49152 ( 1.5%) brushes 1584/8192 19008/98304 (19.3%) brushsides 9656/65536 77248/524288 (14.7%) planes 1860/65536 37200/1310720 ( 2.8%) vertexes 6189/65536 74268/786432 ( 9.4%) nodes 1718/65536 54976/2097152 ( 2.6%) texinfos 1159/12288 83448/884736 ( 9.4%) texdata 115/2048 3680/65536 ( 5.6%) 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 3281/65536 183736/3670016 ( 5.0%) origfaces 1691/65536 94696/3670016 ( 2.6%) leaves 1734/65536 97104/3670016 ( 2.6%) leaffaces 3643/65536 7286/131072 ( 5.6%) leafbrushes 2915/65536 5830/131072 ( 4.4%) surfedges 22575/512000 90300/2048000 ( 4.4%) edges 13059/256000 52236/1024000 ( 5.1%) worldlights 111/8192 9768/720896 ( 1.4%) waterstrips 361/32768 3610/327680 ( 1.1%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 5712/65536 11424/131072 ( 8.7%) cubemapsamples 8/1024 128/16384 ( 0.8%) overlays 0/512 0/180224 ( 0.0%) lightdata [variable] 1401828/0 ( 0.0%) visdata [variable] 111964/16777216 ( 0.7%) entdata [variable] 193755/393216 (49.3%) 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] 1/12002 ( 0.0%) pakfile [variable] 103186/0 ( 0.0%)
Win32 Specific Data: physics [variable] 513936/4194304 (12.3%) ==== Total Win32 BSP file data space used: 3231337 bytes ====
Linux Specific Data: physicssurface [variable] 513936/6291456 ( 8.2%) ==== Total Linux BSP file data space used: 3231337 bytes ====
Total triangle count: 9227 Writing e:\games\steam\steamapps\cn-neo@web.de\sourcesdk\hl2mp_sample_content\maps\block1.bsp 4 minutes, 57 seconds elapsed
** Executing... ** Command: Copy File ** Parameters: "E:\games\Steam\SteamApps\cn-neo@web.de\sourcesdk\hl2mp_sample_content\maps\block1.bsp" "E:\games\Steam\SteamApps\cn-neo@web.de\half-life 2 deathmatch\hl2mp\maps\block1.bsp"
das hier Object names Objects/Maxobjs Memory / Maxmem Fullness aus der compile log beunruhigt mich... fehler gibts in der console gar keine!
PS: ich hatte die map schonmal kompiliert und da ging alles. danach hab ich noch n paar lichter, prop_physic und static objekte reingepflanzt und erneut kompiliert. jetz hab ich den salat. irgendiwe unlogisch?
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Dieser Beitrag wurde am 26.02.2005 um 21:23 von cn-neo bearbeitet.
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