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Autor Beitrag
000
28.06.2008, 19:05
Pompes



Wenn ich meine map comlipe hört er nach 30 sekunden auf! (normal dauert das 20 minuten !)

Compiling Process Window sieht dabei so aus:

** Executing...
** Command: "c:\programme\steam\steamapps\pezhokat\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\programme\steam\steamapps\pezhokat\counter-strike source\cstrike" "C:\Programme\Steam\SteamApps\pezhokat\sourcesdk_content\cstrike\mapsrc\Surf_Goupyy"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: c:\programme\steam\steamapps\pezhokat\counter-strike source\cstrike\materials
Loading C:\Programme\Steam\SteamApps\pezhokat\sourcesdk_content\cstrike\mapsrc\Surf_Goupyy.vmf
Brush 7949: bounds out of range
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
**** leaked ****
Entity info_teleport_destination (-323.53 -294.69 -5600.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (15872.0, 3072.0, -4096.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (16384.0, 2560.0, -4096.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (16384.0, 1536.0, -4096.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (14848.0, 3072.0, -4096.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (13824.0, 3072.0, -4096.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (12800.0, 3072.0, -4096.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (16384.0, 512.0, -4096.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (16384.0, -512.0, -4096.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
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) (95432 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 850 texinfos to 626
Reduced 16 texdatas to 13 (451 bytes to 303)
Writing C:\Programme\Steam\SteamApps\pezhokat\sourcesdk_content\cstrike\mapsrc\Surf_Goupyy.bsp
2 seconds elapsed

** Executing...
** Command: "c:\programme\steam\steamapps\pezhokat\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "c:\programme\steam\steamapps\pezhokat\counter-strike source\cstrike" "C:\Programme\Steam\SteamApps\pezhokat\sourcesdk_content\cstrike\mapsrc\Surf_Goupyy"

Valve Software - vvis.exe (Nov 8 2007)
2 threads
reading c:\programme\steam\steamapps\pezhokat\sourcesdk_content\cstrike\mapsrc\Surf_Goupyy.bsp
reading c:\programme\steam\steamapps\pezhokat\sourcesdk_content\cstrike\mapsrc\Surf_Goupyy.prt
LoadPortals: couldn't read c:\programme\steam\steamapps\pezhokat\sourcesdk_content\cstrike\mapsrc\Surf_Goupyy.prt

** Executing...
** Command: "c:\programme\steam\steamapps\pezhokat\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters: -game "c:\programme\steam\steamapps\pezhokat\counter-strike source\cstrike" "C:\Programme\Steam\SteamApps\pezhokat\sourcesdk_content\cstrike\mapsrc\Surf_Goupyy"

Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\programme\steam\steamapps\pezhokat\sourcesdk_content\cstrike\mapsrc\Surf_Goupyy.bsp
No vis information, direct lighting only.
10246 faces
9 degenerate faces
5651188 square feet [813771200.00 square inches]
0 displacements
0 square feet [0.00 square inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (15)
Build Patch/Sample Hash Table(s).....Done<0.9153 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (10)
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 295/8192 3540/98304 ( 3.6%)
brushsides 4327/65536 34616/524288 ( 6.6%)
planes 6660/65536 133200/1310720 (10.2%)
vertexes 12541/65536 150492/786432 (19.1%)
nodes 3780/65536 120960/2097152 ( 5.8%)
texinfos 626/12288 45072/884736 ( 5.1%)
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 10246/65536 573776/3670016 (15.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1243/65536 69608/3670016 ( 1.9%)
leaves 3787/65536 121184/2097152 ( 5.8%)
leaffaces 14663/65536 29326/131072 (22.4%)
leafbrushes 2125/65536 4250/131072 ( 3.2%)
areas 3/256 24/2048 ( 1.2%)
surfedges 51318/512000 205272/2048000 (10.0%)
edges 26302/256000 105208/1024000 (10.3%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 1091/32768 10910/327680 ( 3.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 15441/65536 30882/131072 (23.6%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 58777748/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 4693/393216 ( 1.2%)
LDR leaf ambient 3787/65536 90888/1572864 ( 5.8%)
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] 1/12 ( 8.3%)
pakfile [variable] 20962/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 95432/4194304 ( 2.3%)
==== Total Win32 BSP file data space used: 60628749 bytes ====

Total triangle count: 26120
Writing c:\programme\steam\steamapps\pezhokat\sourcesdk_content\cstrike\mapsrc\Surf_Goupyy.bsp
30 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Programme\Steam\SteamApps\pezhokat\sourcesdk_content\cstrike\mapsrc\Surf_Goupyy.bsp" "c:\programme\steam\steamapps\pezhokat\counter-strike source\cstrike\maps\Surf_Goupyy.bsp"

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001
28.06.2008, 19:10
Schiggyyy



Du hast nen leak

--

SCHÄGGYYYYYYYYY!!!!!!!!!!1111einseinself

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002
28.06.2008, 19:10
Pompes



was bedeuted das ?

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003
28.06.2008, 19:31
Schiggyyy



Dass sich irgendwo in deiner Map ein ein Loch ins Nichts befindet. Klick mal auf "Map"->"Load Pointfile". Dann such in deiner 3D-Ansicht nach einem roten Strich, der sollte dich zur Fehlerquelle führen.

--

SCHÄGGYYYYYYYYY!!!!!!!!!!1111einseinself

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004
28.06.2008, 19:36
Pompes



jetzt compiled er zwar aber bei portal clusters oda flow oda so steht jetzt glaub ich irgendwas mit 6000, und so weit ich das verstanden habe bedeuted das, er bruacht 6000 sekunden dafür um es zu compilen...

Stimmt das ?
Wenn ja ist das normal ?
Woran liegt das ?

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005
28.06.2008, 20:13
PotKinRot



Brush 7949: bounds out of range
SuFu.

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006
28.06.2008, 20:22
Pompes



ähm also ich hab was gefunden wo stand das irgendein brush auserhalb vom grid in hammer sein muss.
Ist aber nicht der fall wenn ich das richtig sehe...
Er Compiled jetzt ja aber halt 6000 sekunden für ne map in einem sehr frühem stadium ist das ja ziehmlich übertriebens viel.

Wodurch steigt denn die compiele zeit ?

Sehr große objekte, besondere Texturen...

???

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007
28.06.2008, 20:34
PotKinRot



Wenns bei vvis hängt, dann isses komplexes Brushwork und/oder hohe Größe der Map. Wenn die Map klein ist, nutz mal GLView. Hilft, komplexe Stellen zu finden.

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008
28.06.2008, 20:41
Pompes



was ist vvis ?

Erklär nochmal bitte für noobs...

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009
28.06.2008, 20:47
DarkKyp



Wie faul kann man eigentlich sein?
Schau dir dein Compile Log an, dann findest du auch vvis.

--

"Wasser gibts wie Sand am Meer."

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010
28.06.2008, 21:10
Pompes



yo hab ich gefunden und nuh ?

Ich weis nicht was mit komplexes brushwork gemeint ist und GLview weis ich auch nicht was das ist...

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011
28.06.2008, 21:28
PotKinRot



Generelle Tipps etc. gibts hier.

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012
28.06.2008, 21:59
Pompes



kann das vllt daran liegen dass man keine brushes ineinander stecken darf ?

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Dieser Beitrag wurde am 28.06.2008 um 21:59 von Pompes bearbeitet.
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