Juhu, mal wieder ein Compilierproblem (und das beim final build meiner Map x.X)
Also, wie gesagt:
-Bis jetzt immer ohne Problem kompiliert (eigentlich immernoch) -Aber: die dann geladene Map ist alt (und ich habe mich NICHT in Namen geirrt^^)
Hier mal der Log:
-----------------------------
** Executing... ** Command: "e:\steam\steamapps\freakrules\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "e:\steam\steamapps\freakrules\half-life 2\hl2" "E:\Maps\mapsrc\gm_isles\gm_isles.vmf"
Valve Software - vbsp.exe (Jul 7 2010) 4 threads materialPath: e:\steam\steamapps\freakrules\half-life 2\hl2\materials Loading E:\Maps\mapsrc\gm_isles\gm_isles.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar Could not locate 'GameData' key in e:\steam\steamapps\freakrules\half-life 2\hl2\gameinfo.txt Patching WVT material: maps/gm_isles/nature/blendsandrock004c_wvt_patch Patching WVT material: maps/gm_isles/nature/blendsandgrass008a_wvt_patch Patching WVT material: maps/gm_isles/nature/blendgrassgrass001a_wvt_patch Patching WVT material: maps/gm_isles/nature/blendgrassgravel001a_wvt_patch Patching WVT material: maps/gm_isles/nature/blendsandrock004a_wvt_patch 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... Merged 5280 detail faces...done (1) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (2) writing E:\Maps\mapsrc\gm_isles\gm_isles.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_07*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_07*.vmt ! 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) (911425 bytes) Error! prop_static using model "models/props_c17/signpole001.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_c17/signpole001.mdl"! Placing detail props : 0...1...2...3...4...5...6...7...8...9...Error! Too many detail props emitted on this map! (64K max!)n
** Executing... ** Command: "e:\steam\steamapps\freakrules\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "e:\steam\steamapps\freakrules\half-life 2\hl2" -fast "E:\Maps\mapsrc\gm_isles\gm_isles"
Valve Software - vvis.exe (Jul 7 2010) fastvis = true 4 threads reading e:\maps\mapsrc\gm_isles\gm_isles.bsp reading e:\maps\mapsrc\gm_isles\gm_isles.prt 1446 portalclusters 4004 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1) Optimized: 2698 visible clusters (0.00%) Total clusters visible: 2082522 Average clusters visible: 1440 Building PAS... Average clusters audible: 1444 visdatasize:534685 compressed from 532128 writing e:\maps\mapsrc\gm_isles\gm_isles.bsp 1 second elapsed
** Executing... ** Command: "e:\steam\steamapps\freakrules\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "e:\steam\steamapps\freakrules\half-life 2\hl2" -noextra "E:\Maps\mapsrc\gm_isles\gm_isles"
Valve Software - vrad.exe SSE (Jul 7 2010)
Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad']
Loading e:\maps\mapsrc\gm_isles\gm_isles.bsp Setting up ray-trace acceleration structure... Done (0.49 seconds) 2445 faces 45521529 square feet [6555100160.00 square inches] 159 Displacements 310277 Square Feet [44679944.00 Square Inches] 2445 patches before subdivision 22707 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 (14) transfers 299094, max 139 transfer lists: 2.3 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<0.0252 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4) 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. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (94) Writing leaf ambient...done Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 6/8192 72/98304 ( 0.1%) brushsides 36/65536 288/524288 ( 0.1%) planes 340/65536 6800/1310720 ( 0.5%) vertexes 2516/65536 30192/786432 ( 3.8%) nodes 5405/65536 172960/2097152 ( 8.2%) texinfos 36/12288 2592/884736 ( 0.3%) texdata 5/2048 160/65536 ( 0.2%) dispinfos 159/0 27984/0 ( 0.0%) disp_verts 4255/0 85100/0 ( 0.0%) disp_tris 5568/0 11136/0 ( 0.0%) disp_lmsamples 779148/0 779148/0 ( 0.0%) faces 2445/65536 136920/3670016 ( 3.7%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 179/65536 10024/3670016 ( 0.3%) leaves 5407/65536 173024/2097152 ( 8.3%) leaffaces 2286/65536 4572/131072 ( 3.5%) leafbrushes 3106/65536 6212/131072 ( 4.7%) areas 1/256 8/2048 ( 0.4%) surfedges 10496/512000 41984/2048000 ( 2.0%) edges 5365/256000 21460/1024000 ( 2.1%) LDR worldlights 0/8192 0/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 0/32768 0/327680 ( 0.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 0/65536 0/131072 ( 0.0%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 1122216/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 534685/16777216 ( 3.2%) entdata [variable] 240/393216 ( 0.1%) LDR ambient table 5407/65536 21628/262144 ( 8.3%) HDR ambient table 5407/65536 21628/262144 ( 8.3%) LDR leaf ambient 2350/65536 65800/1835008 ( 3.6%) HDR leaf ambient 5407/65536 151396/1835008 ( 8.3%) 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] 1/645572 ( 0.0%) dtl prp lght [variable] 1/4 (25.0%) HDR dtl prp lght [variable] 1/4 (25.0%) static props [variable] 1/12 ( 8.3%) pakfile [variable] 88924/0 ( 0.0%) physics [variable] 2288/4194304 ( 0.1%) physics terrain [variable] 32005/1048576 ( 3.1%)
Level flags = 0
Total triangle count: 4890 Writing e:\maps\mapsrc\gm_isles\gm_isles.bsp 2 minutes, 1 second elapsed
** Executing... ** Command: Copy File ** Parameters: "E:\Maps\mapsrc\gm_isles\gm_isles.bsp" "e:\steam\steamapps\freakrules\half-life 2\hl2\maps\gm_isles.bsp"
** Executing... ** Command: e:\steam\steam.exe ** Parameters: -applaunch 220 -game "e:\steam\steamapps\freakrules\half-life 2\hl2" +map "gm_isles"
-----------------------------------
Zum Log: Placing detail props : 0...1...2...3...4...5...6...7...8...9.Error! Too many detail props emitted on this map! (64K max!)n kann eigentlich nicht sein, ich habe nachgezählt (ja, echt...) und es sind nur ca. 700 props auf der Map... Oder zählen da auch andere Entitys mit rein? Ich habe einige particle_trails verarbeitet ( ca. 100 Stück...)
--
maps.TimRichter.de gm_Floatingworlds_III | gm_Blackmesa_Sigma | gm_Lair | gm_Isles | gm_Bay | cp_Pony_Fortress | Meine Musik auf Youtube!
|