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hallo ich habe das gleiche Problem. Runnen funzt perfekt aber beim mapladen kakkt hl² immer ab. der Loganalyzer hab 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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