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Autor Beitrag
000
03.01.2008, 15:12
Hightower



Hallo,

ich hätte da mal wieder ein Problem. Bin gerade eine neue Map am bauen. Habe diese mit den Developer Texturen zuerst gebaut und dabei festgestellt das so viel einfacher zu mappen ist als mit richtigen Texturen. Aber zurück zum Problem. Diese Version hat sich auch ohne Probleme kompilieren lassen und läuft. Nun habe ich richtige Texturen verwenden und beim Brushwork noch einige Änderungen vorgenommen. Die Map wird auch kompiliert. Nur merkwürdigerweise startet CSS dann nicht die Map wie sie zum letzten Stand vor Beginn des Kompiels aussah, sondern die alte mit den Developer Texturen.

Weis irgendjemand woran dies liegen könnte, oder hat Valve den Hammer mit einem Update mal wieder geschrottet? Im Compilelog konnte ich bisher keinen Fehler ausmachen.

Schon mal vielen Dank im vorraus.

Compilelog:

** Executing...
** Command: "c:\spiele\half-life 2\steamapps\bodobomber\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\spiele\half-life 2\steamapps\bodobomber\counter-strike source\cstrike" "C:\Spiele\Half-Life 2\SteamApps\bodobomber\sourcesdk_content\cstrike\mapsrc\Test"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: c:\spiele\half-life 2\steamapps\bodobomber\counter-strike source\cstrike\materials
Loading C:\Spiele\Half-Life 2\SteamApps\bodobomber\sourcesdk_content\cstrike\mapsrc\Test.vmf
Error: displacement found on a(n) func_detail entity - not supported

** Executing...
** Command: "c:\spiele\half-life 2\steamapps\bodobomber\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "c:\spiele\half-life 2\steamapps\bodobomber\counter-strike source\cstrike" "C:\Spiele\Half-Life 2\SteamApps\bodobomber\sourcesdk_content\cstrike\mapsrc\Test"

Valve Software - vvis.exe (Nov 8 2007)
2 threads
reading c:\spiele\half-life 2\steamapps\bodobomber\sourcesdk_content\cstrike\mapsrc\Test.bsp
reading c:\spiele\half-life 2\steamapps\bodobomber\sourcesdk_content\cstrike\mapsrc\Test.prt
LoadPortals: couldn't read c:\spiele\half-life 2\steamapps\bodobomber\sourcesdk_content\cstrike\mapsrc\Test.prt

** Executing...
** Command: "c:\spiele\half-life 2\steamapps\bodobomber\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters: -game "c:\spiele\half-life 2\steamapps\bodobomber\counter-strike source\cstrike" "C:\Spiele\Half-Life 2\SteamApps\bodobomber\sourcesdk_content\cstrike\mapsrc\Test"

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

Loading c:\spiele\half-life 2\steamapps\bodobomber\sourcesdk_content\cstrike\mapsrc\Test.bsp
8491 faces
331851 square feet [47786608.00 square inches]
0 displacements
0 square feet [0.00 square inches]
8491 patches before subdivision
46967 patches after subdivision
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (65)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (62)
transfers 5551919, max 1107
transfer lists: 42.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(42959, 16463, 6336)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(17014, 2228, 462)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(8748, 372, 97)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(5488, 72, 19)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(3474, 14, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(2316, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(1554, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(1064, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(733, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(510, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(357, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(252, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(178, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #14 added RGB(127, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(90, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(65, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #17 added RGB(46, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #18 added RGB(33, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #19 added RGB(24, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #20 added RGB(17, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #21 added RGB(13, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #22 added RGB(9, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #23 added RGB(7, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #24 added RGB(5, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #25 added RGB(4, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #26 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #27 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #28 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #29 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #30 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0329 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
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 28/1024 1344/49152 ( 2.7%)
brushes 2379/8192 28548/98304 (29.0%)
brushsides 14910/65536 119280/524288 (22.8%)
planes 2294/65536 45880/1310720 ( 3.5%)
vertexes 14920/65536 179040/786432 (22.8%)
nodes 2750/65536 88000/2097152 ( 4.2%)
texinfos 734/12288 52848/884736 ( 6.0%)
texdata 14/2048 448/65536 ( 0.7%)
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 8491/65536 475496/3670016 (13.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 6046/65536 338576/3670016 ( 9.2%)
leaves 2779/65536 88928/2097152 ( 4.2%)
leaffaces 9779/65536 19558/131072 (14.9%)
leafbrushes 3489/65536 6978/131072 ( 5.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 65285/512000 261140/2048000 (12.8%)
edges 41674/256000 166696/1024000 (16.3%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 850/32768 8500/327680 ( 2.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 17097/65536 34194/131072 (26.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1054696/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 279095/16777216 ( 1.7%)
entdata [variable] 43256/393216 (11.0%)
LDR leaf ambient 2779/65536 66696/1572864 ( 4.2%)
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] 1/17160 ( 0.0%)
pakfile [variable] 20606/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 855737/4194304 (20.4%)
==== Total Win32 BSP file data space used: 4235734 bytes ====

Total triangle count: 24065
Writing c:\spiele\half-life 2\steamapps\bodobomber\sourcesdk_content\cstrike\mapsrc\Test.bsp
2 minutes, 19 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Spiele\Half-Life 2\SteamApps\bodobomber\sourcesdk_content\cstrike\mapsrc\Test.bsp" "c:\spiele\half-life 2\steamapps\bodobomber\counter-strike source\cstrike\maps\Test.bsp"

** Executing...
** Command: "c:\spiele\half-life 2\steamapps\bodobomber\counter-strike source\hl2.exe"
** Parameters: -game "c:\spiele\half-life 2\steamapps\bodobomber\counter-strike source\cstrike" +map "Test"

--

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001
03.01.2008, 15:20
PotKinRot



Zitat:
Error: displacement found on a(n) func_detail entity - not supported
Aufgrund dieses Fehlers gehts schief.

--


Dieser Beitrag wurde am 03.01.2008 um 15:20 von PotKinRot bearbeitet.
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002
03.01.2008, 16:57
Hightower



Oh man, bin ich blind. Ja Danke. Habs gefunden. Hatte einen Brush zu einem func_detail gemacht und im laufe des mappens zu einem displacement ohne daran zu denken das es ja bereits ein func_detail ist. Jetzt klappt alles so wie es soll.

MFG

Hightower

:-)

--

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003
31.01.2008, 22:32
Waschbaer



Hi, ich hab in etwa das selbe Problem, allerdings hab ich keine Ahnung woran es liegen könnte, auf jedenfall funktionierts nichtmehr seit ich neue Modelle und Lichter eingefügt hab...
Das einzige Auffällige im Compilelog das ich gefunden ist das:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2652.0, 3072.0, 264.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
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:

und hier nochmal der ganze Compilelog...

materialPath: e:\spiele\steam\steamapps\xxxxxxxxx\counter-strike source\cstrike\materials
Loading E:\Spiele\Steam\SteamApps\xxxxxxxxx\sourcesdk_content\cstrike\mapsrc\xxxxx.vmf
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...10**** leaked ****
Entity prop_static (-1385.00 1282.00 332.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0, 4608.0, 264.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
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:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2560.0, 5120.0, 264.0)
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:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0, 4608.0, 264.0)
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:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0, 3584.0, -16.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
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:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0, 3086.0, 76.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
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:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0, 3598.0, 76.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
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:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0, 3584.0, 356.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
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:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2652.0, 3072.0, 264.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
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:

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 598 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
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 (1) (732620 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2010 texinfos to 1434
Reduced 35 texdatas to 33 (794 bytes to 706)
Writing E:\Spiele\Steam\SteamApps\13th_grave\sourcesdk_content\cstrike\mapsrc\skool lights.bsp
4 seconds elapsed

2 threads
reading e:\spiele\steam\steamapps\xxxxxxxxx\sourcesdk_content\cstrike\mapsrc\xxxxxxxxx.bsp
reading e:\spiele\steam\steamapps\xxxxxxxxx\sourcesdk_content\cstrike\mapsrc\xxxxxxxxx.prt
LoadPortals: couldn't read e:\spiele\steam\steamapps\xxxxxxxxx\sourcesdk_content\cstrike\mapsrc\xxxxxxxxx.prt

[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading e:\spiele\steam\steamapps\xxxxxxxxx\sourcesdk_content\cstrike\mapsrc\xxxxxxxxx.bsp
No vis information, direct lighting only.
11152 faces
103 degenerate faces
893825 square feet [128710816.00 square inches]
3 displacements
6129 square feet [882669.88 square inches]
27 direct lights
0...1...2...3...4...5...6...7...8...9...10Build Patch/Sample Hash Table(s).....Done<0.0347 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace 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 1836/8192 22032/98304 (22.4%)
brushsides 15015/65536 120120/524288 (22.9%)
planes 8282/65536 165640/1310720 (12.6%)
vertexes 17787/65536 213444/786432 (27.1%)
nodes 4986/65536 159552/2097152 ( 7.6%)
texinfos 1434/12288 103248/884736 (11.7%)
texdata 33/2048 1056/65536 ( 1.6%)
dispinfos 3/0 528/0 ( 0.0%)
disp_verts 243/0 4860/0 ( 0.0%)
disp_tris 384/0 768/0 ( 0.0%)
disp_lmsamples 14440/0 14440/0 ( 0.0%)
faces 11152/65536 624512/3670016 (17.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 6813/65536 381528/3670016 (10.4%)
leaves 4988/65536 159616/2097152 ( 7.6%)
leaffaces 13665/65536 27330/131072 (20.9%)
leafbrushes 3452/65536 6904/131072 ( 5.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 84105/512000 336420/2048000 (16.4%)
edges 51061/256000 204244/1024000 (19.9%)
LDR worldlights 27/8192 2376/720896 ( 0.3%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 1391/32768 13910/327680 ( 4.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 28704/65536 57408/131072 (43.8%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2913304/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 18868/393216 ( 4.8%)
LDR leaf ambient 4988/65536 119712/1572864 ( 7.6%)
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] 1/1758 ( 0.1%)
pakfile [variable] 20624/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 732620/4194304 (17.5%)
==== Total Win32 BSP file data space used: 6425130 bytes ====

Total triangle count: 34263
Writing e:\spiele\steam\steamapps\xxxxxxxxx\sourcesdk_content\cstrike\mapsrc\xxxxxxxxx.bsp
7 seconds elapsed

wäre toll wenn ihr mir helfen könntet... :)

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Dieser Beitrag wurde am 31.01.2008 um 22:33 von Waschbaer bearbeitet.
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004
31.01.2008, 23:50
McScore



Zitat:
**** leaked ****
mehr brauch ich nicht zu sagen

--

... und der große böse Wolf bootete und bootete und bootete ...
Optimiere deine Map, sieh dir alle Compile-Errors an, frage den Hersteller und beschwer dich über nichts!
http://www.mcscore.de.vu
13+3+7=23, 133/7+23=42


Dieser Beitrag wurde am 31.01.2008 um 23:51 von McScore bearbeitet.
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005
01.02.2008, 10:17
Waschbaer



...

--

This is Bunny.
(\__/)
(O.o )
(> < )
Copy Bunny into your signature to help him on his way to world domination.


Dieser Beitrag wurde am 01.02.2008 um 10:33 von Waschbaer bearbeitet.
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