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Autor Beitrag
000
28.10.2006, 20:43
Deecen



Grüße,

also ich habe mir gestern das SDK runtergeladen, eine Map erstellt, wie früher schon, kompiliere und beim laden der Map stürzt dann Half Life 2 CS: Source ab.
Typische Windows Fehlermeldung mit "Senden oder nicht Senden" usw...

Ok, ich dachte mir vielleicht habe ich irgendwo nen Fehler gemacht oder so.
Habe jetzt einen Raum erstellt (2076x3040x192, Brush -> Make Hollow (32)), 2 Entities eingesetzt (info_player_terrorist und info_player_counterterrorist) dann F9 gedrückt (Kompiliervorgang siehe unten) und kurz nach dem Start von CS:S stürzt die hl2.exe und die hammer.exe ab.

Was könnte das sein? Ich habe die Standarteinstellungen von Valve übernommen, nichts geändert.

Quellcode:** Executing...
** Command: "c:\programme\valve\steam\steamapps\the_impact@web.de\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\programme\valve\steam\steamapps\the_impact@web.de\counter-strike source\cstrike" "C:\Programme\Valve\Steam\steamapps\the_impact@web.de\sourcesdk_content\cstrike\mapsrc\labyrinth"

Valve Software - vbsp.exe (Aug  4 2006)
1 threads
materialPath: c:\programme\valve\steam\steamapps\the_impact@web.de\counter-strike source\cstrike\materials
Loading C:\Programme\Valve\Steam\steamapps\the_impact@web.de\sourcesdk_content\cstrike\mapsrc\labyrinth.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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Programme\Valve\Steam\steamapps\the_impact@web.de\sourcesdk_content\cstrike\mapsrc\labyrinth.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) (2279 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3 texinfos to 3
Reduced 1 texdatas to 1 (21 bytes to 21)
Writing C:\Programme\Valve\Steam\steamapps\the_impact@web.de\sourcesdk_content\cstrike\mapsrc\labyrinth.bsp
0 seconds elapsed

** Executing...
** Command: "c:\programme\valve\steam\steamapps\the_impact@web.de\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\programme\valve\steam\steamapps\the_impact@web.de\counter-strike source\cstrike" "C:\Programme\Valve\Steam\steamapps\the_impact@web.de\sourcesdk_content\cstrike\mapsrc\labyrinth"

Valve Software - vvis.exe (May 22 2006)
1 threads
reading c:\programme\valve\steam\steamapps\the_impact@web.de\sourcesdk_content\cstrike\mapsrc\labyrinth.bsp
reading c:\programme\valve\steam\steamapps\the_impact@web.de\sourcesdk_content\cstrike\mapsrc\labyrinth.prt
  12 portalclusters
  17 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 144
Average clusters visible: 12
Building PAS...
Average clusters audible: 12
visdatasize:148  compressed from 192
writing c:\programme\valve\steam\steamapps\the_impact@web.de\sourcesdk_content\cstrike\mapsrc\labyrinth.bsp
0 seconds elapsed

** Executing...
** Command: "c:\programme\valve\steam\steamapps\the_impact@web.de\sourcesdk\bin\vrad.exe"
** Parameters:  -game "c:\programme\valve\steam\steamapps\the_impact@web.de\counter-strike source\cstrike" "C:\Programme\Valve\Steam\steamapps\the_impact@web.de\sourcesdk_content\cstrike\mapsrc\labyrinth"

Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\programme\valve\steam\steamapps\the_impact@web.de\sourcesdk_content\cstrike\mapsrc\labyrinth.bsp
138 faces
92030 square feet [13252351.00 square inches]
0 displacements
0 square feet [0.00 square inches]
138 patches before subdivision
8086 patches after subdivision
0 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 (1)
transfers 1269952, max 415
transfer lists:   9.7 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0128 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (1)
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                   1/1024           48/49152    ( 0.1%)
brushes                  6/8192           72/98304    ( 0.1%)
brushsides              36/65536         288/524288   ( 0.1%)
planes                  46/65536         920/1310720  ( 0.1%)
vertexes               177/65536        2124/786432   ( 0.3%)
nodes                   62/65536        1984/2097152  ( 0.1%)
faces                  138/65536        7728/3670016  ( 0.2%)
leaves                  64/65536        2048/2097152  ( 0.1%)
leaffaces              138/65536         276/131072   ( 0.2%)
leafbrushes             38/65536          76/131072   ( 0.1%)
areas                    2/256            16/2048     ( 0.8%)
surfedges              616/512000       2464/2048000  ( 0.1%)
edges                  321/256000       1284/1024000  ( 0.1%)
waterindices           120/65536         240/131072   ( 0.2%)
entdata               [variable]         379/393216   ( 0.1%)
LDR leaf ambient        64/65536        1536/1572864  ( 0.1%)
detail props          [variable]           1/12       ( 8.3%)
static props          [variable]           1/12       ( 8.3%)
- Text zu lang alle 0.0% Werte entfernt -

Level flags = 0

Win32 Specific Data:
physics               [variable]        2279/4194304  ( 0.1%)
==== Total Win32 BSP file data space used: 268528 bytes ====

Total triangle count: 316
Writing c:\programme\valve\steam\steamapps\the_impact@web.de\sourcesdk_content\cstrike\mapsrc\labyrinth.bsp
2 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Programme\Valve\Steam\steamapps\the_impact@web.de\sourcesdk_content\cstrike\mapsrc\labyrinth.bsp" "c:\programme\valve\steam\steamapps\the_impact@web.de\counter-strike source\cstrike\maps\labyrinth.bsp"

Vielen Dank im Voraus!
Deecen

--


Dieser Beitrag wurde am 28.10.2006 um 20:50 von Deecen bearbeitet.
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001
29.10.2006, 21:21
McScore



Is irgendwie so. Starte CS:S ganz normal und wähle inGame deine Map aus.

--

... und der große böse Wolf bootete und bootete und bootete ...
Optimiere deine Map, sieh dir alle Compile-Errors an, frage den Hersteller und beschwer dich über nichts!
http://www.mcscore.de.vu
13+3+7=23, 133/7+23=42

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