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Hallo erstmal Ich arbeite noch nicht so lange mit dem Hammer editor und habe jetzt ein problem mit meiner hl2dm map, das immer wieder auftritt und sich dadurch äußert, das es keine Schatten gibt : mat_fullbright 1
hier erstmal das Compile log: ---------------------------------- ** Executing... ** Command: "c:\programme\steam\steamapps\max\sourcesdk\bin\vbsp.exe" ** Parameters: -game "c:\programme\steam\steamapps\max\half-life 2 deathmatch\hl2mp" "C:\Programme\Steam\steamapps\max\sourcesdk_content\hl2mp\mapsrc\leo4"
Valve Software - vbsp.exe (Aug 4 2006) 2 threads materialPath: c:\programme\steam\steamapps\max\half-life 2 deathmatch\hl2mp\materials Loading C:\Programme\Steam\steamapps\max\sourcesdk_content\hl2mp\mapsrc\leo4.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\Steam\steamapps\max\sourcesdk_content\hl2mp\mapsrc\leo4.prt...done (0) Creating default cubemaps for env_cubemap using skybox materials: skybox/sky_day01_07*.vmt Run buildcubemaps in the engine to get the correct cube maps.
No such variable "$hdrbasetexture" for material "skybox/sky_day01_07rt" Can't load skybox file skybox/sky_day01_07 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) (104623 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 226 texinfos to 132 Reduced 12 texdatas to 11 (334 bytes to 294) Writing C:\Programme\Steam\steamapps\max\sourcesdk_content\hl2mp\mapsrc\leo4.bsp 0 seconds elapsed
** Executing... ** Command: "c:\programme\steam\steamapps\max\sourcesdk\bin\vvis.exe" ** Parameters: -game "c:\programme\steam\steamapps\max\half-life 2 deathmatch\hl2mp" "C:\Programme\Steam\steamapps\max\sourcesdk_content\hl2mp\mapsrc\leo4"
Valve Software - vvis.exe (May 22 2006) 2 threads reading c:\programme\steam\steamapps\max\sourcesdk_content\hl2mp\mapsrc\leo4.bsp reading c:\programme\steam\steamapps\max\sourcesdk_content\hl2mp\mapsrc\leo4.prt 557 portalclusters 1414 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 (3) Optimized: 249 visible clusters (0.00%) Total clusters visible: 57222 Average clusters visible: 102 Building PAS... Average clusters audible: 336 visdatasize:70648 compressed from 80208 writing c:\programme\steam\steamapps\max\sourcesdk_content\hl2mp\mapsrc\leo4.bsp 3 seconds elapsed
** Executing... ** Command: "c:\programme\steam\steamapps\max\sourcesdk\bin\vrad.exe" ** Parameters: -game "c:\programme\steam\steamapps\max\half-life 2 deathmatch\hl2mp" "C:\Programme\Steam\steamapps\max\sourcesdk_content\hl2mp\mapsrc\leo4"
Valve Software - vrad.exe SSE (May 22 2006) ----- Radiosity Simulator ---- 2 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad']
Loading c:\programme\steam\steamapps\max\sourcesdk_content\hl2mp\mapsrc\leo4.bsp 2254 faces 514559 square feet [74096552.00 square inches] 1 displacements 10249 square feet [1475863.25 square inches] 2254 patches before subdivision 49594 patches after subdivision 0 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (8) transfers 6986516, max 516 transfer lists: 53.3 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<0.0335 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 175/8192 2100/98304 ( 2.1%) brushsides 1676/65536 13408/524288 ( 2.6%) planes 1118/65536 22360/1310720 ( 1.7%) vertexes 3450/65536 41400/786432 ( 5.3%) nodes 836/65536 26752/2097152 ( 1.3%) texinfos 132/12288 9504/884736 ( 1.1%) texdata 11/2048 352/65536 ( 0.5%) 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 26578/0 26578/0 ( 0.0%) faces 2254/65536 126224/3670016 ( 3.4%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 1004/65536 56224/3670016 ( 1.5%) leaves 838/65536 26816/2097152 ( 1.3%) leaffaces 3347/65536 6694/131072 ( 5.1%) leafbrushes 378/65536 756/131072 ( 0.6%) areas 3/256 24/2048 ( 1.2%) surfedges 14512/512000 58048/2048000 ( 2.8%) edges 7875/256000 31500/1024000 ( 3.1%) LDR worldlights 0/8192 0/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 79/32768 790/327680 ( 0.2%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 1764/65536 3528/131072 ( 2.7%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 1859384/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 70648/16777216 ( 0.4%) entdata [variable] 5406/393216 ( 1.4%) LDR leaf ambient 838/65536 20112/1572864 ( 1.3%) 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] 1/2908 ( 0.0%) pakfile [variable] 20265/0 ( 0.0%)
Level flags = 0
Win32 Specific Data: physics [variable] 104623/4194304 ( 2.5%) ==== Total Win32 BSP file data space used: 2540526 bytes ====
Total triangle count: 5910 Writing c:\programme\steam\steamapps\max\sourcesdk_content\hl2mp\mapsrc\leo4.bsp 10 seconds elapsed
** Executing... ** Command: Copy File ** Parameters: "C:\Programme\Steam\steamapps\max\half-life 2 deathmatch\hl2mp\maps\leo4.bsp"
** Executing... ** Command: "c:\programme\steam\steamapps\max\half-life 2 deathmatch\hl2.exe" ** Parameters: -game "c:\programme\steam\steamapps\max\half-life 2 deathmatch\hl2mp" -console +map "leo4"
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wenn nach dem compilieren ( alles auf normal ohne hdr) das spiel startet dann kommt folgende meldung in der console:
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env_cubemap used on world geometry without rebuilding map. . ignoring: plaster/plasterwall034c env_cubemap used on world geometry without rebuilding map. . ignoring: plaster/plasterwall034c env_cubemap used on world geometry without rebuilding map. . ignoring: concrete/concretefloor028a_c17 env_cubemap used on world geometry without rebuilding map. . ignoring: concrete/concretefloor011a_c17 Begin loading faces (loads materials) End loading faces (loads materials) execing skill_manifest.cfg execing skill.cfg Executing listen server config file Precache of sprites/redglow1 ambigious (no extension specified) Error reading weapon data file for: weapon_bugbait Error reading weapon data file for: weapon_annabelle Section [Scenes]: 1096 resources total 17.54 KB, 0.84 % of limit (2.10 MB) 2 player server started couldn't exec listenserver.cfg Client "PrinzKarneval" connected (127.0.0.1:27005). Connected to 127.0.0.1:27015 Adding master server 72.165.61.189:27011 Adding master server 72.165.61.190:27011
Deathmatch Map: leo4 Players: 1 / 2 Build 2992 Server Number 1 Connection to Steam servers successful. Initializing renderer... Level unlit, setting 'mat_fullbright 1' VAC secure mode is activated. PrinzKarneval connected Disconnect: Response timed out Dropped PrinzKarneval from server (Server shutting down)
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ich hab echt keine ahnung was das sein könnte... leak glaub ich nich da ich am ende nochmal die ganze map dicht umschlossen hab ;)
mit alt+p kommt nur : "There is no player start in the map. To add one, select the Entity (axe) tool, drag the crosshairs to the position you want the player to start at, and press ENTER."
Hab aber mehrere spawnpunkte gesetzt.
EDIT: der loganalyser auf der seite hier hat auch keine fehler im log gefunden.
schonma vielen dank für die hilfe
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Dieser Beitrag wurde am 23.02.2007 um 00:38 von panschmansch bearbeitet.
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