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Liebe Mapper,
Ich habe seit heute das Problem mit Bedauern feststellen zu müssen, dass wenn ich versuche meine MAP zu kompilieren keine Änderungen vorgenommen werden... ich habe meinen LOG schon analysiert... es hat mir jedoch nicht geholfen. Desweiteren dauert das Kompilieren 10 Minuten. Ihr müsst wissen, dass meine MAP sehr aufwendig ist. Und als das Kompilieren noch funktioniert hat, hat mich das einige Stunden gedauert.
Zudem wäre vll. noch interessant:
- Ich habe ein paar Displacements erstellt welche bei den ersten Kompilierversuchen richtig geladen wurden, dann habe Ich jedoch noch einige hinzugefügt, für meinen Adminraum, da Ich wenn ich quasi hinter dem Displacement stehe sowohl durchsehen, als auch durchschießen kann
- Ich habe einen Fahrstuhl gebaut ( ungefähr ab dem Zeitpunkt hat es nicht mehr funktioniert, war aber zeitgleich zu den Displacements )
Also hier ist mein LOG [auf Expert]:
** Executing... ** Command: "c:\programme\steam\steamapps\lionbreaker\sourcesdk\bin\ep1\bin\vbsp.exe" ** Parameters: -game "c:\programme\steam\steamapps\lionbreaker\counter-strike source\cstrike" "c:\programme\steam\steamapps\lionbreaker\sourcesdk_content\cstrike\mapsrc\fear"
Valve Software - vbsp.exe (Dec 11 2006) 2 threads materialPath: c:\programme\steam\steamapps\lionbreaker\counter-strike source\cstrike\materials Loading c:\programme\steam\steamapps\lionbreaker\sourcesdk_content\cstrike\mapsrc\fear.vmf "materials/models/gibs/glass/glass.vtf": cached version doesn't exist "materials/shadertest/glassbrick.vtf": cached version doesn't exist "materials/nature/water002a.vtf": cached version doesn't exist Can't find surfaceprop stone for material STONE/TIDSTAIRSAFRNT, using default 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..."materials/nature/water002a.vtf": cached version doesn't exist done (0) FixTjuncs... PruneNodes... WriteBSP... "materials/nature/water002a.vtf": cached version doesn't exist "materials/nature/water002a.vtf": cached version doesn't exist done (0) writing c:\programme\steam\steamapps\lionbreaker\sourcesdk_content\cstrike\mapsrc\fear.prt...done (1) Creating default cubemaps for env_cubemap using skybox materials: skybox/sky_dust*.vmt Run buildcubemaps in the engine to get the correct cube maps.
No such variable "$hdrbasetexture" for material "skybox/sky_dustrt" Can't load skybox file skybox/sky_dust to build the default cubemap! Finding displacement neighbors... Found a displacement edge abutting multiple other edges. Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (0) (255424 bytes) Error! prop_static using model "models/props/cs_office/chair_office.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props/cs_office/chair_office.mdl"! Error loading studio model ""! Error loading studio model "models/nauz/dead_tree.mdl"! Unable to load vertex data "models/Nauz/weeping_willow.vvd"
** Executing... ** Command: "c:\programme\steam\steamapps\lionbreaker\sourcesdk\bin\ep1\bin\vvis.exe" ** Parameters: -game "c:\programme\steam\steamapps\lionbreaker\counter-strike source\cstrike" "c:\programme\steam\steamapps\lionbreaker\sourcesdk_content\cstrike\mapsrc\fear"
Valve Software - vvis.exe (Nov 8 2007) 2 threads reading c:\programme\steam\steamapps\lionbreaker\sourcesdk_content\cstrike\mapsrc\fear.bsp reading c:\programme\steam\steamapps\lionbreaker\sourcesdk_content\cstrike\mapsrc\fear.prt 1203 portalclusters 4138 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (2) PortalFlow: 0...1...2...3...4...5...6...7...8...9.. ** Executing... ** Command: "c:\programme\steam\steamapps\lionbreaker\sourcesdk\bin\ep1\bin\vrad.exe" ** Parameters: -game "c:\programme\steam\steamapps\lionbreaker\counter-strike source\cstrike" "c:\programme\steam\steamapps\lionbreaker\sourcesdk_content\cstrike\mapsrc\fear"
Valve Software - vrad.exe SSE (Nov 8 2007) ----- Radiosity Simulator ---- 2 threads Could not find lights.rad in lights.rad. Trying VRAD BIN directory instead... Warning: Couldn't open texlight file c:\programme\steam\steamapps\lionbreaker\sourcesdk\bin\ep1\bin\lights.rad. Loading c:\programme\steam\steamapps\lionbreaker\sourcesdk_content\cstrike\mapsrc\fear.bsp Error! Unable to load model "models/nauz/dead_tree.mdl" No vis information, direct lighting only. 4321 faces 931142 square feet [134084528.00 square inches] 39 displacements 43142 square feet [6212512.50 square inches] 5 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (131) Build Patch/Sample Hash Table(s).....Done<0.0587 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1) FinalLightFace Done Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10 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 24/1024 1152/49152 ( 2.3%) brushes 665/8192 7980/98304 ( 8.1%) brushsides 4554/65536 36432/524288 ( 6.9%) planes 1936/65536 38720/1310720 ( 3.0%) vertexes 7696/65536 92352/786432 (11.7%) nodes 2157/65536 69024/2097152 ( 3.3%) texinfos 476/12288 34272/884736 ( 3.9%) texdata 122/2048 3904/65536 ( 6.0%) dispinfos 39/0 6864/0 ( 0.0%) disp_verts 11271/0 225420/0 ( 0.0%) disp_tris 19968/0 39936/0 ( 0.0%) disp_lmsamples 102943/0 102943/0 ( 0.0%) faces 4321/65536 241976/3670016 ( 6.6%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 2176/65536 121856/3670016 ( 3.3%) leaves 2182/65536 69824/2097152 ( 3.3%) leaffaces 4825/65536 9650/131072 ( 7.4%) leafbrushes 1313/65536 2626/131072 ( 2.0%) areas 2/256 16/2048 ( 0.8%) surfedges 29481/512000 117924/2048000 ( 5.8%) edges 16434/256000 65736/1024000 ( 6.4%) LDR worldlights 5/8192 440/720896 ( 0.1%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 380/32768 3800/327680 ( 1.2%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 6552/65536 13104/131072 (10.0%) cubemapsamples 9/1024 144/16384 ( 0.9%) overlays 282/512 99264/180224 (55.1%) LDR lightdata [variable] 8524924/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 34138/393216 ( 8.7%) LDR leaf ambient 2182/65536 52368/1572864 ( 3.3%) 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] 1/3044 ( 0.0%) dtl prp lght [variable] 1/4 (25.0%) HDR dtl prp lght [variable] 1/4 (25.0%) static props [variable] 1/18066 ( 0.0%) pakfile [variable] 21481/0 ( 0.0%)
Level flags = 0
Win32 Specific Data: physics [variable] 233591/4194304 ( 5.6%) ==== Total Win32 BSP file data space used: 10271865 bytes ====
Total triangle count: 12039 Writing c:\programme\steam\steamapps\lionbreaker\sourcesdk_content\cstrike\mapsrc\fear.bsp 2 minutes, 13 seconds elapsed
** Executing... ** Command: Copy File ** Parameters: "c:\programme\steam\steamapps\lionbreaker\sourcesdk_content\cstrike\mapsrc\fear.bsp" "c:\programme\steam\steamapps\lionbreaker\counter-strike source\cstrike\maps\fear.bsp"
** Executing... ** Command: "c:\programme\steam\steamapps\lionbreaker\counter-strike source\hl2.exe" ** Parameters: -dev -console -allowdebug -game "c:\programme\steam\steamapps\lionbreaker\counter-strike source\cstrike" +map "fear"
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Würde mich sehr über eine baldige Antwort freuen =)
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