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Hallo,
ich bin leider noch nicht sehr erfahren im umgang mit dem Hammer Editor. Nun habe ich an einer recht einfachen Map mit Haus und Garten gebastelt. Diese hat vorher auch ohne probleme funktioniert. Doch nun stürzt,sobald ich die map in Hl2 lade, das ganze Spiel mit der Windowsmeldung, "HL2.exe Funktioniert nicht mehr", ab.
Im Compile-log kann ich nichts mehr finden. Vielleicht kann jemand von euch etwas finden oder weiss wie ich dieses Proplem sonst lösen kann.
** Executing... ** Command: "d:\spiele\steam\steamapps\******\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "d:\spiele\steam\steamapps\*****\half-life 2 episode two\ep2" "C:\Users\*****\Desktop\myhouseTEST.vmf"
Valve Software - vbsp.exe (Jul 7 2010) 4 threads materialPath: d:\spiele\steam\steamapps\*****\half-life 2 episode two\ep2\materials Loading C:\Users\*****\Desktop\myhouseTEST.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar Could not locate 'GameData' key in d:\spiele\steam\steamapps\*****\half-life 2 episode two\ep2\gameinfo.txt Patching WVT material: maps/myhousetest/nature/blenddirtmud03_wvt_patch Patching WVT material: maps/myhousetest/nature/blendgrassgravel01_wvt_patch Patching WVT material: maps/myhousetest/nature/rocks_red_grass_wvt_patch 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 (1) Processing areas...done (0) Building Faces...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Users\******\Desktop\myhouseTEST.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_07*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_07*.vmt ! 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 (0) (146028 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9.Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01! ..10 Compacting texture/material tables... Reduced 731 texinfos to 444 Reduced 46 texdatas to 41 (1079 bytes to 948) Writing C:\Users\******\Desktop\myhouseTEST.bsp 2 seconds elapsed
** Executing... ** Command: "d:\spiele\steam\steamapps\******\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "d:\spiele\steam\steamapps\******\half-life 2 episode two\ep2" "C:\Users\*****\Desktop\myhouseTEST"
Valve Software - vvis.exe (Jul 7 2010) 4 threads reading c:\users\*****\desktop\myhouseTEST.bsp reading c:\users\*****\desktop\myhouseTEST.prt 668 portalclusters 2057 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 (121) Optimized: 1822 visible clusters (0.00%) Total clusters visible: 187454 Average clusters visible: 280 Building PAS... Average clusters audible: 661 visdatasize:110283 compressed from 117568 writing c:\users\*****\desktop\myhouseTEST.bsp 2 minutes, 1 second elapsed
** Executing... ** Command: "d:\spiele\steam\steamapps\******\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "d:\spiele\steam\steamapps\******\half-life 2 episode two\ep2" "C:\Users\******\Desktop\myhouseTEST"
Valve Software - vrad.exe SSE (Jul 7 2010)
Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad']
Loading c:\users\*****\desktop\myhouseTEST.bsp Setting up ray-trace acceleration structure... Done (0.64 seconds) 2276 faces 385283 square feet [55480800.00 square inches] 1 Displacements 3750 Square Feet [540061.19 Square Inches] 2276 patches before subdivision 7582 patches after subdivision sun extent from map=0.001745 2 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (5) transfers 736251, max 546 transfer lists: 5.6 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(15349, 9081, 4387) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(1595, 834, 382) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(389, 191, 78) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(159, 73, 27) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(66, 27, 9) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(29, 11, 3) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(13, 4, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #8 added RGB(6, 2, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(2, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #10 added RGB(1, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0056 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4) FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (4) Writing leaf ambient...done Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 28/1024 1344/49152 ( 2.7%) brushes 357/8192 4284/98304 ( 4.4%) brushsides 2556/65536 20448/524288 ( 3.9%) planes 1858/65536 37160/1310720 ( 2.8%) vertexes 3395/65536 40740/786432 ( 5.2%) nodes 1426/65536 45632/2097152 ( 2.2%) texinfos 444/12288 31968/884736 ( 3.6%) texdata 41/2048 1312/65536 ( 2.0%) dispinfos 1/0 176/0 ( 0.0%) disp_verts 289/0 5780/0 ( 0.0%) disp_tris 512/0 1024/0 ( 0.0%) disp_lmsamples 10131/0 10131/0 ( 0.0%) faces 2276/65536 127456/3670016 ( 3.5%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 1302/65536 72912/3670016 ( 2.0%) leaves 1455/65536 46560/2097152 ( 2.2%) leaffaces 2560/65536 5120/131072 ( 3.9%) leafbrushes 843/65536 1686/131072 ( 1.3%) areas 3/256 24/2048 ( 1.2%) surfedges 16181/512000 64724/2048000 ( 3.2%) edges 9336/256000 37344/1024000 ( 3.6%) LDR worldlights 2/8192 176/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 122/32768 1220/327680 ( 0.4%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 2238/65536 4476/131072 ( 3.4%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 4/512 1408/180224 ( 0.8%) LDR lightdata [variable] 438768/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 110283/16777216 ( 0.7%) entdata [variable] 138055/393216 (35.1%) LDR ambient table 1455/65536 5820/262144 ( 2.2%) HDR ambient table 1455/65536 5820/262144 ( 2.2%) LDR leaf ambient 4163/65536 116564/1835008 ( 6.4%) HDR leaf ambient 1455/65536 40740/1835008 ( 2.2%) 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] 1/2814 ( 0.0%) pakfile [variable] 174918/0 ( 0.0%) physics [variable] 146028/4194304 ( 3.5%) physics terrain [variable] 1222/1048576 ( 0.1%)
Level flags = 0
Total triangle count: 6346 Writing c:\users\*****\desktop\myhouseTEST.bsp 20 seconds elapsed
** Executing... ** Command: Copy File ** Parameters: "C:\Users\****\Desktop\myhouseTEST.bsp" "d:\spiele\steam\steamapps\****\half-life 2 episode two\ep2\maps\myhouseTEST.bsp"
Compiliert mit Source Engine 2009 Half-Life 2 Ep.2 Windows 7 64Bit
Grüße Xicee
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