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Autor Beitrag
000
14.04.2009, 12:33
hozevi



hallo
ich habe jetzt seit anfang der ferien eine neue mapgebaut und will endlich die final raus bringen, aber ich habe ein problem. das Runnen funzt perfekt aber beim mapladen kakkt hl² immer ab. der Loganalyzer hat keinen fehler gefunden. Hier der log:

** Executing...
** Command: "e:\steam\steamapps\romioromantico\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "e:\steam\steamapps\romioromantico\half-life 2\hl2" "E:\Steam\steamapps\romioromantico\sourcesdk_content\hl2\mapsrc\meine\Combinekampf2_b1"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: e:\steam\steamapps\romioromantico\half-life 2\hl2\materials
Loading E:\Steam\steamapps\romioromantico\sourcesdk_content\hl2\mapsrc\meine\Combinekampf2_b1.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
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 (0)
writing E:\Steam\steamapps\romioromantico\sourcesdk_content\hl2\mapsrc\meine\Combinekampf2_b1.prt...done (0)
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 (0) (19030 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 79 texinfos to 25
Reduced 12 texdatas to 10 (471 bytes to 412)
Writing E:\Steam\steamapps\romioromantico\sourcesdk_content\hl2\mapsrc\meine\Combinekampf2_b1.bsp
0 seconds elapsed

** Executing...
** Command: "e:\steam\steamapps\romioromantico\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "e:\steam\steamapps\romioromantico\half-life 2\hl2" -fast "E:\Steam\steamapps\romioromantico\sourcesdk_content\hl2\mapsrc\meine\Combinekampf2_b1"

Valve Software - vvis.exe (Nov 8 2007)
fastvis = true
2 threads
reading e:\steam\steamapps\romioromantico\sourcesdk_content\hl2\mapsrc\meine\Combinekampf2_b1.bsp
reading e:\steam\steamapps\romioromantico\sourcesdk_content\hl2\mapsrc\meine\Combinekampf2_b1.prt
28 portalclusters
40 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 732
Average clusters visible: 26
Building PAS...
Average clusters audible: 28
visdatasize:452 compressed from 448
writing e:\steam\steamapps\romioromantico\sourcesdk_content\hl2\mapsrc\meine\Combinekampf2_b1.bsp
0 seconds elapsed

** Executing...
** Command: "e:\steam\steamapps\romioromantico\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters: -game "e:\steam\steamapps\romioromantico\half-life 2\hl2" -noextra "E:\Steam\steamapps\romioromantico\sourcesdk_content\hl2\mapsrc\meine\Combinekampf2_b1"

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

Loading e:\steam\steamapps\romioromantico\sourcesdk_content\hl2\mapsrc\meine\Combinekampf2_b1.bsp
139 faces
34150 square feet [4917648.00 square inches]
0 displacements
0 square feet [0.00 square inches]
139 patches before subdivision
6355 patches after subdivision
21 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 610823, max 265
transfer lists: 4.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(26607, 7308, 972)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(10366, 1188, 50)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(4242, 193, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(1831, 32, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(816, 5, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(380, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(184, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(92, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(48, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(26, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(14, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(8, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(4, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #16 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0028 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 6/1024 288/49152 ( 0.6%)
brushes 48/8192 576/98304 ( 0.6%)
brushsides 288/65536 2304/524288 ( 0.4%)
planes 150/65536 3000/1310720 ( 0.2%)
vertexes 264/65536 3168/786432 ( 0.4%)
nodes 120/65536 3840/2097152 ( 0.2%)
texinfos 25/12288 1800/884736 ( 0.2%)
texdata 10/2048 320/65536 ( 0.5%)
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 139/65536 7784/3670016 ( 0.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 88/65536 4928/3670016 ( 0.1%)
leaves 127/65536 4064/2097152 ( 0.2%)
leaffaces 147/65536 294/131072 ( 0.2%)
leafbrushes 60/65536 120/131072 ( 0.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 1000/512000 4000/2048000 ( 0.2%)
edges 634/256000 2536/1024000 ( 0.2%)
LDR worldlights 21/8192 1848/720896 ( 0.3%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 12/32768 120/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 162/65536 324/131072 ( 0.2%)
cubemapsamples 14/1024 224/16384 ( 1.4%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 83288/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 452/16777216 ( 0.0%)
entdata [variable] 12062/393216 ( 3.1%)
LDR leaf ambient 127/65536 3048/1572864 ( 0.2%)
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] 1/764 ( 0.1%)
pakfile [variable] 151623/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 19030/4194304 ( 0.5%)
==== Total Win32 BSP file data space used: 311059 bytes ====

Total triangle count: 370
Writing e:\steam\steamapps\romioromantico\sourcesdk_content\hl2\mapsrc\meine\Combinekampf2_b1.bsp
4 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "E:\Steam\steamapps\romioromantico\sourcesdk_content\hl2\mapsrc\meine\Combinekampf2_b1.bsp" "e:\steam\steamapps\romioromantico\half-life 2\hl2\maps\Combinekampf2_b1.bsp"

kann mir da jmd helfen??

hozevi23

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001
10.06.2009, 18:58
Killarulez



Mach mal map-> Check for Problems
=)

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Maps mit Fullbright sind wie Räume ohne etwas darin! Es ist zwar einfacher aber es fehlt immer was!
de_darkpipe 80% fertig
24h am Tag online auf 85.14.233.98:27015

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002
10.06.2009, 19:54
Lt_Eddie



ich konnte kein fehler entdecken, wie kackt das spiel den ab, hängt es sich auf ?

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003
12.06.2009, 11:32
Nic_b



evtl. 2 Entities die gegeneinander auf sich verweisen (z.B. beide von beiden Seiten aneinandergeparented)

MfG

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