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28.10.2006, 20:43
Deecen
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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.
** 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
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Dieser Beitrag wurde am 28.10.2006 um 20:50 von Deecen bearbeitet.
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Profil || Suche
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001
29.10.2006, 21:21
McScore
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Is irgendwie so. Starte CS:S ganz normal und wähle inGame deine Map aus.
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... 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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