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Autor Beitrag
000
12.12.2004, 17:18
FatherMcKenzie



Hoi!

Ich weiß nicht genau ob mein Problem mit dem Kompilieren zu tun hat oder nicht, weiß also nicht genau ob ich im richtig Forum poste ..

Ich habe in meiner Karte einen Turm gebaut. Mein Turm ist jetzt mehr oder weniger fertig und lässt sich auch kompilieren und in HL2MP starten. Allerdings ist der Turm nicht richtig ausgerichtet, und muß noch um 30° gedreht werden. Wenn ich ihn allerdings drehe, lässt sich die Karte nach dem Kompilieren nicht mehr starten!? Es kommt beim Laden der Karte plötzlich der Fehler: "Host_EndGame: Map coordinate extents are too large!! Check for errors!"

Compile Process vor dem Drehen des Turms:

** Executing...
** Command: Change Directory
** Parameters: "d:\games\steam\steamapps\wilkyway@gmx.de\sourcesdk"

** Executing...
** Command: Copy File
** Parameters: "D:\games\STEAM\SteamApps\wilkyway@gmx.de\sourcesdk\sdkcontent\maps\own maps\orakeltowers5.vmf" "D:\games\STEAM\SteamApps\wilkyway@gmx.de\half-life 2 deathmatch\hl2mp\maps\orakeltowers5.vmf"

** Executing...
** Command: "d:\games\steam\steamapps\wilkyway@gmx.de\sourcesdk\bin\vbsp.exe"
** Parameters: -game "d:\games\steam\steamapps\wilkyway@gmx.de\sourcesdk\hl2mp_sample_content" "D:\games\STEAM\SteamApps\wilkyway@gmx.de\half-life 2 deathmatch\hl2mp\maps\orakeltowers5"

Valve Software - vbsp.exe (Nov 22 2004)
2 threads
materialPath: d:\games\steam\steamapps\wilkyway@gmx.de\sourcesdk\hl2mp_sample_content\materials
Loading D:\games\STEAM\SteamApps\wilkyway@gmx.de\half-life 2 deathmatch\hl2mp\maps\orakeltowers5.vmf
Detected multiplayer map, building linux dedicated server data
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 D:\games\STEAM\SteamApps\wilkyway@gmx.de\half-life 2 deathmatch\hl2mp\maps\orakeltowers5.prt...done (0)
Creating default cubemaps for env_cubemap using skybox sky_borealis01...
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) (169687 bytes)
Building Physics collision data...
done (1) (169687 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing D:\games\STEAM\SteamApps\wilkyway@gmx.de\half-life 2 deathmatch\hl2mp\maps\orakeltowers5.bsp
4 seconds elapsed
Memory leak: mempool blocks left in memory: 49
Memory leak: mempool blocks left in memory: 4

** Executing...
** Command: "d:\games\steam\steamapps\wilkyway@gmx.de\sourcesdk\bin\vrad.exe"
** Parameters: -game "d:\games\steam\steamapps\wilkyway@gmx.de\sourcesdk\hl2mp_sample_content" "D:\games\STEAM\SteamApps\wilkyway@gmx.de\half-life 2 deathmatch\hl2mp\maps\orakeltowers5"

Valve Software - vrad.exe (Dec 1 2004)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading d:\games\steam\steamapps\wilkyway@gmx.de\half-life 2 deathmatch\hl2mp\maps\orakeltowers5.bsp
No vis information, direct lighting only.
3112 faces
10 degenerate faces
416815 square feet [60021412.00 square inches]
0 displacements
0 square feet [0.00 square inches]
27 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (8)
Build Patch/Sample Hash Table(s).....Done<0.0158 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
Ready to Finish
15 of 15 (100% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 19/1024 912/49152 ( 1.9%)
brushes 456/8192 5472/98304 ( 5.6%)
brushsides 4908/65536 39264/524288 ( 7.5%)
planes 3194/65536 63880/1310720 ( 4.9%)
vertexes 6655/65536 79860/786432 (10.2%)
nodes 2369/65536 75808/2097152 ( 3.6%)
texinfos 141/12288 10152/884736 ( 1.1%)
texdata 18/2048 576/65536 ( 0.9%)
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 3112/65536 174272/3670016 ( 4.7%)
origfaces 1450/65536 81200/3670016 ( 2.2%)
leaves 2389/65536 133784/3670016 ( 3.6%)
leaffaces 3711/65536 7422/131072 ( 5.7%)
leafbrushes 1655/65536 3310/131072 ( 2.5%)
surfedges 21453/512000 85812/2048000 ( 4.2%)
edges 12348/256000 49392/1024000 ( 4.8%)
worldlights 27/8192 2376/720896 ( 0.3%)
waterstrips 381/32768 3810/327680 ( 1.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 6378/65536 12756/131072 ( 9.7%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 1498616/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 10245/393216 ( 2.6%)
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] 20936/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 169687/4194304 ( 4.0%)
==== Total Win32 BSP file data space used: 2529544 bytes ====

Linux Specific Data:
physicssurface [variable] 169687/6291456 ( 2.7%)
==== Total Linux BSP file data space used: 2529544 bytes ====

Total triangle count: 9451
Writing d:\games\steam\steamapps\wilkyway@gmx.de\half-life 2 deathmatch\hl2mp\maps\orakeltowers5.bsp
10 seconds elapsed

--

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001
12.12.2004, 17:18
FatherMcKenzie



Compile Process nach dem Drehen des Turms:

** Executing...
** Command: Change Directory
** Parameters: "d:\games\steam\steamapps\wilkyway@gmx.de\sourcesdk"

** Executing...
** Command: Copy File
** Parameters: "D:\games\STEAM\SteamApps\wilkyway@gmx.de\sourcesdk\sdkcontent\maps\own maps\orakeltowers5b.vmf" "D:\games\STEAM\SteamApps\wilkyway@gmx.de\half-life 2 deathmatch\hl2mp\maps\orakeltowers5b.vmf"

** Executing...
** Command: "d:\games\steam\steamapps\wilkyway@gmx.de\sourcesdk\bin\vbsp.exe"
** Parameters: -game "d:\games\steam\steamapps\wilkyway@gmx.de\sourcesdk\hl2mp_sample_content" "D:\games\STEAM\SteamApps\wilkyway@gmx.de\half-life 2 deathmatch\hl2mp\maps\orakeltowers5b"

Valve Software - vbsp.exe (Nov 22 2004)
2 threads
materialPath: d:\games\steam\steamapps\wilkyway@gmx.de\sourcesdk\hl2mp_sample_content\materials
Loading D:\games\STEAM\SteamApps\wilkyway@gmx.de\half-life 2 deathmatch\hl2mp\maps\orakeltowers5b.vmf
Brush 3351: no visible sides on brush
Brush 3351: no visible sides on brush
Brush 3351: no visible sides on brush
Brush 3637: no visible sides on brush
Brush 3637: no visible sides on brush
Brush 3637: no visible sides on brush
Brush 6787: no visible sides on brush
Brush 6787: no visible sides on brush
Brush 6787: no visible sides on brush
Brush 8586: no visible sides on brush
Brush 8586: no visible sides on brush
Brush 8586: no visible sides on brush
Brush 8618: no visible sides on brush
Brush 8618: no visible sides on brush
Brush 8618: no visible sides on brush
Brush 8721: no visible sides on brush
Brush 8721: no visible sides on brush
Brush 8721: no visible sides on brush
Detected multiplayer map, building linux dedicated server data
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (112.2, -100.9, 1280.0)
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: Brush 8824:

ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (112.2, -100.9, 480.0)
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: Brush 7736:

Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\games\STEAM\SteamApps\wilkyway@gmx.de\half-life 2 deathmatch\hl2mp\maps\orakeltowers5b.prt...done (0)
Creating default cubemaps for env_cubemap using skybox sky_borealis01...
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 (1) (172887 bytes)
Building Physics collision data...
done (0) (172887 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing D:\games\STEAM\SteamApps\wilkyway@gmx.de\half-life 2 deathmatch\hl2mp\maps\orakeltowers5b.bsp
4 seconds elapsed
Memory leak: mempool blocks left in memory: 49
Memory leak: mempool blocks left in memory: 4

** Executing...
** Command: "d:\games\steam\steamapps\wilkyway@gmx.de\sourcesdk\bin\vrad.exe"
** Parameters: -game "d:\games\steam\steamapps\wilkyway@gmx.de\sourcesdk\hl2mp_sample_content" "D:\games\STEAM\SteamApps\wilkyway@gmx.de\half-life 2 deathmatch\hl2mp\maps\orakeltowers5b"

Valve Software - vrad.exe (Dec 1 2004)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading d:\games\steam\steamapps\wilkyway@gmx.de\half-life 2 deathmatch\hl2mp\maps\orakeltowers5b.bsp
No vis information, direct lighting only.
3393 faces
416919 square feet [60036368.00 square inches]
0 displacements
0 square feet [0.00 square inches]
27 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (9)
Build Patch/Sample Hash Table(s).....Done<0.0163 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
Ready to Finish
15 of 15 (100% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 19/1024 912/49152 ( 1.9%)
brushes 456/8192 5472/98304 ( 5.6%)
brushsides 5203/65536 41624/524288 ( 7.9%)
planes 3918/65536 78360/1310720 ( 6.0%)
vertexes 7159/65536 85908/786432 (10.9%)
nodes 2652/65536 84864/2097152 ( 4.0%)
texinfos 143/12288 10296/884736 ( 1.2%)
texdata 18/2048 576/65536 ( 0.9%)
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 3393/65536 190008/3670016 ( 5.2%)
origfaces 1478/65536 82768/3670016 ( 2.3%)
leaves 2672/65536 149632/3670016 ( 4.1%)
leaffaces 3978/65536 7956/131072 ( 6.1%)
leafbrushes 1744/65536 3488/131072 ( 2.7%)
surfedges 23057/512000 92228/2048000 ( 4.5%)
edges 13190/256000 52760/1024000 ( 5.2%)
worldlights 27/8192 2376/720896 ( 0.3%)
waterstrips 409/32768 4090/327680 ( 1.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 7020/65536 14040/131072 (10.7%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 1724724/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 10463/393216 ( 2.7%)
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] 20942/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 172887/4194304 ( 4.1%)
==== Total Win32 BSP file data space used: 2836376 bytes ====

Linux Specific Data:
physicssurface [variable] 172887/6291456 ( 2.7%)
==== Total Linux BSP file data space used: 2836376 bytes ====

Total triangle count: 10378
Writing d:\games\steam\steamapps\wilkyway@gmx.de\half-life 2 deathmatch\hl2mp\maps\orakeltowers5b.bsp
11 seconds elapsed

Ich habe jetzt nicht die geringste Ahnung was ich tun soll und wieso das Problem auftritt. Der einzigste Unterschied zwischen zwischen den beiden Compile Process Texten ist eine Drehung des kompletten Turms um 30°.

Ich hoffe für mein Problem gibts eine Lösung. Hat jemand eine Idee?

--

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002
12.12.2004, 19:25
Ray_J.sus



Mal ne frage: wie drehst du das objekt?
ich denke du verzehrst es blos. Also versuch mal check 4 problems.
Wenn da dann einige fehler auftreten dann mach folgendes.

Als makieren (also jedes Detail deines Turmes)
rechtsklick ---> group/gruppieren

dann klick woanders drauf :D
dann wieder auf den Turm der muesste dann komplett rot sein :D

rechtsklick ---> paste spezial
beim rechten x 30 eingeben bzw ausprobieren was am besten aussieht

--

Zitat:
-Sir_Pepe- postete
Ah, Gaylight :D
fuer ein interessantes Lightning, braucht man manchmal nur ein env_leak einfuegen


Dieser Beitrag wurde am 12.12.2004 um 19:28 von Ray_J.sus bearbeitet.
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003
12.12.2004, 20:03
WareWolf



komplexe Objekte zu drehen ist Unsinn. Das war bereits in HL1 so, und wird in HL2 nicht anders sein. Die Eckpunkte der einzelnen Faces kommen nie und nimmer vernünftig aufs Grid zu liegen. Ich hab mir angewöhnt allenfalls kleineren Stuff wie Kisten und Fässer zu drehen, aber niemals Levelgeometrie. Schon gar nicht gegroupte Sachen.

--

Sig as a brick ┴┬┴┬┴┬┴┬┴┬┴┬┴
WW

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