Willkommen ~Gast!
Registrieren || Einloggen || Hilfe/FAQ || Staff
Probleme mit der Registrierung im Forum? Melde dich unter registerEin Bild.
Autor Beitrag
000
05.01.2010, 13:35
nsateam



Hi,
ich bekomme meine Map einfach nicht hin, es wird immer die alte Version davon angezeigt... Folgendes steht in der Log:

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\nsateam195\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\nsateam195\half-life 2 deathmatch\hl2mp" "C:\Program Files (x86)\Steam\SteamApps\nsateam195\sourcesdk_content\hl2mp\mapsrc\Marlien Summer"

Valve Software - vbsp.exe (Dec 11 2006)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\nsateam195\half-life 2 deathmatch\hl2mp\materials
Loading C:\Program Files (x86)\Steam\SteamApps\nsateam195\sourcesdk_content\hl2mp\mapsrc\Marlien Summer.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:\Program Files (x86)\Steam\SteamApps\nsateam195\sourcesdk_content\hl2mp\mapsrc\Marlien Summer.prt...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) (41252 bytes)
Error! prop_static using model "models/props_borealis/bluebarrel001.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_borealis/bluebarrel001.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 311 texinfos to 187
Reduced 29 texdatas to 22 (871 bytes to 674)
Writing C:\Program Files (x86)\Steam\SteamApps\nsateam195\sourcesdk_content\hl2mp\mapsrc\Marlien Summer.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\nsateam195\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\nsateam195\half-life 2 deathmatch\hl2mp" "C:\Program Files (x86)\Steam\SteamApps\nsateam195\sourcesdk_content\hl2mp\mapsrc\Marlien Summer"

Valve Software - vvis.exe (Nov 8 2007)
4 threads
reading c:\program files (x86)\steam\steamapps\nsateam195\sourcesdk_content\hl2mp\mapsrc\Marlien Summer.bsp
reading c:\program files (x86)\steam\steamapps\nsateam195\sourcesdk_content\hl2mp\mapsrc\Marlien Summer.prt
273 portalclusters
866 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 (1)
Optimized: 13 visible clusters (0.00%)
Total clusters visible: 20180
Average clusters visible: 73
Building PAS...
Average clusters audible: 83
visdatasize:11411 compressed from 21840
writing c:\program files (x86)\steam\steamapps\nsateam195\sourcesdk_content\hl2mp\mapsrc\Marlien Summer.bsp
1 second elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\nsateam195\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\nsateam195\half-life 2 deathmatch\hl2mp" "C:\Program Files (x86)\Steam\SteamApps\nsateam195\sourcesdk_content\hl2mp\mapsrc\Marlien Summer"

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

Loading c:\program files (x86)\steam\steamapps\nsateam195\sourcesdk_content\hl2mp\mapsrc\Marlien Summer.bsp
827 faces
256159 square feet [36886916.00 square inches]
0 displacements
0 square feet [0.00 square inches]
827 patches before subdivision
19951 patches after subdivision
50 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (6)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 2265102, max 329
transfer lists: 17.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(74580, 55971, 42765)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(13962, 8393, 5248)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(2812, 1415, 756)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(613, 267, 125)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(141, 55, 23)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(34, 12, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(9, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(2, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0151 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 16/1024 768/49152 ( 1.6%)
brushes 102/8192 1224/98304 ( 1.2%)
brushsides 650/65536 5200/524288 ( 1.0%)
planes 746/65536 14920/1310720 ( 1.1%)
vertexes 1618/65536 19416/786432 ( 2.5%)
nodes 521/65536 16672/2097152 ( 0.8%)
texinfos 187/12288 13464/884736 ( 1.5%)
texdata 22/2048 704/65536 ( 1.1%)
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 827/65536 46312/3670016 ( 1.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 348/65536 19488/3670016 ( 0.5%)
leaves 538/65536 17216/2097152 ( 0.8%)
leaffaces 1005/65536 2010/131072 ( 1.5%)
leafbrushes 422/65536 844/131072 ( 0.6%)
areas 5/256 40/2048 ( 2.0%)
surfedges 5380/512000 21520/2048000 ( 1.1%)
edges 2936/256000 11744/1024000 ( 1.1%)
LDR worldlights 50/8192 4400/720896 ( 0.6%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 106/32768 1060/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1551/65536 3102/131072 ( 2.4%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 868848/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 11411/16777216 ( 0.1%)
entdata [variable] 37271/393216 ( 9.5%)
LDR leaf ambient 538/65536 12912/1572864 ( 0.8%)
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] 1/396 ( 0.3%)
pakfile [variable] 22172/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 41252/4194304 ( 1.0%)
==== Total Win32 BSP file data space used: 1193988 bytes ====

Total triangle count: 2334
Writing c:\program files (x86)\steam\steamapps\nsateam195\sourcesdk_content\hl2mp\mapsrc\Marlien Summer.bsp
11 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\SteamApps\nsateam195\sourcesdk_content\hl2mp\mapsrc\Marlien Summer.bsp" "c:\program files (x86)\steam\steamapps\nsateam195\half-life 2 deathmatch\hl2mp\maps\Marlien Summer.bsp"

--

zum Seitenanfang zum Seitenende Profil || Suche
001
05.01.2010, 13:41
tolio



1. Suchfunktion wurde schon 1000 mal hier gefragt

2. lösch einfachmal die alte map
3. der einzige fehler im log ist "Error loading studio model '..'" das heist du hast einmodel mit fehlerhaften modelpfad oder ein prop_static ganz ohne angabe
beheb das mal vllt leigts daran

--

zum Seitenanfang zum Seitenende Profil || Suche
002
05.01.2010, 20:37
nsateam



Diesen Scanner hab ich schon getestet nur da stand nur was mit einem Fehler welcher behoben werden muss damit die anderen wieder gehen O.o und die alte Map ist schon gelöscht.... Ich meine es ist eine Fehlerhafte Textur die irgendein Bild hatte, jedoch weiss ich nicht wo ich die verwendet habe... wie kann ich die finden?

--

zum Seitenanfang zum Seitenende Profil || Suche