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Hallo, beim kompilieren einer map für Ep.1 ist bei mir ein Fehler aufgetreten.
Er kompiliert die mapfehlerfrei, das beweist der Log analyser für HL2. Der kompile verläuft schnell und sauber, doch wenn er anfängt, die map in Ep1 selbst zu laden, kommt ein windows error: der speicher in anwendung ox35412blablabla bezieht sich auf die anwendung ox4851blablabla. Fehler: der befehl "read" kann nicht ausgeführt werden. Ok klicken um anwendung zu beenden.... das komische daran ist, das es erst nicht mehr geht, seit ich die zu testzwecken eingesetzten lights gegen spotlights und prop statics mit lampen.mdl ausgetauscht hatte, und weitere details, wie die hev, den dazugehörigen ständer, die gravgun und ein env_global für die blaue gravgun eingesetzt hatte, ansonsten nur noch ein glasbrush und ein func_brush für eine barriere. Vorher war die map fehlerfrei, nun funktioniert der kompile nicht mehr. Hier ist auch noch der log. Vielen Dank im vorraus, sp
edit1: vorher hatte ich die map auf dem desktop kompiliert ( aus zufall und einer panne...) da ging sie noch.. Jetzt habe ich sie im richtigen ordner und nichts geht mehr.
** Executing... ** Command: "h:\steam\steamapps\bongera\sourcesdk\bin\vbsp.exe" ** Parameters: -game "h:\steam\steamapps\bongera\half-life 2 episode one\episodic" "H:\Steam\steamapps\bongera\sourcesdk_content\hl2mp\mapsrc\bunker"
Valve Software - vbsp.exe (Dec 11 2006) 1 threads materialPath: h:\steam\steamapps\bongera\half-life 2 episode one\episodic\materials Loading H:\Steam\steamapps\bongera\sourcesdk_content\hl2mp\mapsrc\bunker.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 H:\Steam\steamapps\bongera\sourcesdk_content\hl2mp\mapsrc\bunker.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) (18818 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 65 texinfos to 35 Reduced 14 texdatas to 13 (310 bytes to 279) Writing H:\Steam\steamapps\bongera\sourcesdk_content\hl2mp\mapsrc\bunker.bsp 0 seconds elapsed
** Executing... ** Command: "h:\steam\steamapps\bongera\sourcesdk\bin\vvis.exe" ** Parameters: -game "h:\steam\steamapps\bongera\half-life 2 episode one\episodic" "H:\Steam\steamapps\bongera\sourcesdk_content\hl2mp\mapsrc\bunker"
Valve Software - vvis.exe (May 22 2006) 1 threads reading h:\steam\steamapps\bongera\sourcesdk_content\hl2mp\mapsrc\bunker.bsp reading h:\steam\steamapps\bongera\sourcesdk_content\hl2mp\mapsrc\bunker.prt 45 portalclusters 99 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: 2 visible clusters (0.00%) Total clusters visible: 1865 Average clusters visible: 41 Building PAS... Average clusters audible: 45 visdatasize:907 compressed from 720 writing h:\steam\steamapps\bongera\sourcesdk_content\hl2mp\mapsrc\bunker.bsp 0 seconds elapsed
** Executing... ** Command: "h:\steam\steamapps\bongera\sourcesdk\bin\vrad.exe" ** Parameters: -game "h:\steam\steamapps\bongera\half-life 2 episode one\episodic" "H:\Steam\steamapps\bongera\sourcesdk_content\hl2mp\mapsrc\bunker"
Valve Software - vrad.exe SSE (May 22 2006) ----- Radiosity Simulator ---- 1 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad']
Loading h:\steam\steamapps\bongera\sourcesdk_content\hl2mp\mapsrc\bunker.bsp 195 faces 25752 square feet [3708350.00 square inches] 0 displacements 0 square feet [0.00 square inches] 195 patches before subdivision 4407 patches after subdivision 13 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 427042, max 308 transfer lists: 3.3 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(17540, 15044, 12368) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(2733, 2052, 1395) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(428, 278, 157) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(68, 38, 18) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(11, 5, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(2, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(0, 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 5/1024 240/49152 ( 0.5%) brushes 44/8192 528/98304 ( 0.5%) brushsides 304/65536 2432/524288 ( 0.5%) planes 228/65536 4560/1310720 ( 0.3%) vertexes 311/65536 3732/786432 ( 0.5%) nodes 130/65536 4160/2097152 ( 0.2%) texinfos 35/12288 2520/884736 ( 0.3%) texdata 13/2048 416/65536 ( 0.6%) 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 195/65536 10920/3670016 ( 0.3%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 107/65536 5992/3670016 ( 0.2%) leaves 136/65536 4352/2097152 ( 0.2%) leaffaces 228/65536 456/131072 ( 0.3%) leafbrushes 72/65536 144/131072 ( 0.1%) areas 2/256 16/2048 ( 0.8%) surfedges 1325/512000 5300/2048000 ( 0.3%) edges 734/256000 2936/1024000 ( 0.3%) LDR worldlights 13/8192 1144/720896 ( 0.2%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 11/32768 110/327680 ( 0.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 168/65536 336/131072 ( 0.3%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 157584/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 907/16777216 ( 0.0%) entdata [variable] 5539/393216 ( 1.4%) LDR leaf ambient 136/65536 3264/1572864 ( 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] 1/640 ( 0.2%) pakfile [variable] 10006/0 ( 0.0%)
Level flags = 0
Win32 Specific Data: physics [variable] 18818/4194304 ( 0.4%) ==== Total Win32 BSP file data space used: 246414 bytes ====
Total triangle count: 506 Writing h:\steam\steamapps\bongera\sourcesdk_content\hl2mp\mapsrc\bunker.bsp 2 seconds elapsed
** Executing... ** Command: Copy File ** Parameters: "H:\Steam\steamapps\bongera\sourcesdk_content\hl2mp\mapsrc\bunker.bsp" "h:\steam\steamapps\bongera\half-life 2 episode one\episodic\maps\bunker.bsp"
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Dieser Beitrag wurde am 21.08.2007 um 21:39 von superpilz bearbeitet.
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