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Autor Beitrag
000
29.04.2010, 12:04
olegR



Bei einer Map die Ich erstellt habe bekomme Ich seit neuestem eine Fehlermeldung die sich auf den Speicher bezieht. Irgendwas mit auf die adresse 0x235ß3468 die sich auf Speicher 0x235253 bezieht (Beispielwert) kann nicht zugegriffen werden..
Als früher solche Fehler aufgetreten sind könnte ich sie mit einer Namensänderung der Map beheben, was jetzt nicht mehr geht..
Sitze an der Map jetzt schon ein paar Wochen und hoffe Ihr könnt mir helfen!

Mein zweites Proble ist das als die Map gestartet wurde, die Models nicht angezeigt wurden.
Ich hab diese als prop_physics erstellt und später auf prop_physics_multiplayer geändert, also Fahrzeuge, Panzersperren Sandsäcke...

Beim Compile bekomm Ich fogende Fehlermeldungen im log:

WARNING: node without a volume

Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.

make_triangles:calc_triangle_representation: Cannot convert

The map overflows the max portal count (34561 of max 32768)!

light has _fifty_percent_distance of 40.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 30.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 71.000000 but _zero_percent_distance of 0.000000

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001
29.04.2010, 14:10
olegR



noch eine andere Frage:
Habe in einer Map das Fürstentum Seeland nachgebaut, also die Küstenfestung vor England aus dem 2.Weltkrieg..
Jetzt ist mein Problem wie ich das Meer rundherum machen soll
Kennt jemand ein Tutorial dazu?

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002
29.04.2010, 17:58
Sir_Killalot



Ganze Log-Datei posten

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003
01.05.2010, 13:14
tolio



3d skybox

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004
01.05.2010, 14:33
olegR



** Executing...
** Command: "d:\programme\valve\steam\steamapps\killaznarf\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "d:\programme\valve\steam\steamapps\killaznarf\day of defeat source\dod" "G:\hammer editor\hammer E maps\dod_mp_dawnville"

Valve Software - vbsp.exe (May 19 2009)
1 threads
materialPath: d:\programme\valve\steam\steamapps\killaznarf\day of defeat source\dod\materials
Loading G:\hammer editor\hammer E maps\dod_mp_dawnville.vmf
Patching WVT material: maps/dod_mp_dawnville/wood/blend_shingles004_snow_wvt_patch
Patching WVT material: maps/dod_mp_dawnville/wood/blend_shingles006_snow_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (5)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (4)
WARNING: node without a volume
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 130 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (5)
writing G:\hammer editor\hammer E maps\dod_mp_dawnville.prt...Building visibility clusters...
done (1)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_dod_09_hdr*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_dod_09_hdr*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
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 (3) (1044396 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3966 texinfos to 3165
Reduced 159 texdatas to 144 (3937 bytes to 3300)
Writing G:\hammer editor\hammer E maps\dod_mp_dawnville.bsp
22 seconds elapsed
4.383496 74.066406 0.000000
4.506145 73.087234 0.000000
1.843964 73.087234 0.000000
4.294119 73.087234 0.000000
make_triangles:calc_triangle_representation: Cannot convert
4.383496 74.066406 0.000000
4.506145 73.087234 0.000000
1.843964 73.087234 0.000000
4.294119 73.087234 0.000000
make_triangles:calc_triangle_representation: Cannot convert

** Executing...
** Command: "d:\programme\valve\steam\steamapps\killaznarf\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "d:\programme\valve\steam\steamapps\killaznarf\day of defeat source\dod" "G:\hammer editor\hammer E maps\dod_mp_dawnville"

Valve Software - vvis.exe (May 19 2009)
1 threads
reading g:\hammer editor\hammer e maps\dod_mp_dawnville.bsp
reading g:\hammer editor\hammer e maps\dod_mp_dawnville.prt
8938 portalclusters
34561 numportals
The map overflows the max portal count (34561 of max 32768)!

** Executing...
** Command: "d:\programme\valve\steam\steamapps\killaznarf\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -both -game "d:\programme\valve\steam\steamapps\killaznarf\day of defeat source\dod" "G:\hammer editor\hammer E maps\dod_mp_dawnville"

Valve Software - vrad.exe SSE (May 19 2009)

Valve Radiosity Simulator
1 threads
[Reading texlights from 'lights.rad']
[39 texlights parsed from 'lights.rad']

Loading g:\hammer editor\hammer e maps\dod_mp_dawnville.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (14.43 seconds)
24442 faces
91 degenerate faces
3521192 square feet [507051712.00 square inches]
288 Displacements
360599 Square Feet [51926320.00 Square Inches]
light has _fifty_percent_distance of 125.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 92.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 114.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 75.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 115.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 40.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 30.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 71.000000 but _zero_percent_distance of 0.000000
60 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (238)
Build Patch/Sample Hash Table(s).....Done<0.0928 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (46)
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 (215)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 39/1024 1872/49152 ( 3.8%)
brushes 2625/8192 31500/98304 (32.0%)
brushsides 27916/65536 223328/524288 (42.6%)
planes 33654/65536 673080/1310720 (51.4%)
vertexes 40544/65536 486528/786432 (61.9%)
nodes 16805/65536 537760/2097152 (25.6%)
texinfos 3165/12288 227880/884736 (25.8%)
texdata 144/2048 4608/65536 ( 7.0%)
dispinfos 288/0 50688/0 ( 0.0%)
disp_verts 37056/0 741120/0 ( 0.0%)
disp_tris 62208/0 124416/0 ( 0.0%)
disp_lmsamples 799252/0 799252/0 ( 0.0%)
faces 24442/65536 1368752/3670016 (37.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 10632/65536 595392/3670016 (16.2%)
leaves 16845/65536 539040/2097152 (25.7%)
leaffaces 27193/65536 54386/131072 (41.5%)
leafbrushes 11351/65536 22702/131072 (17.3%)
areas 3/256 24/2048 ( 1.2%)
surfedges 164471/512000 657884/2048000 (32.1%)
edges 88752/256000 355008/1024000 (34.7%)
LDR worldlights 60/8192 5280/720896 ( 0.7%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 2791/32768 27910/327680 ( 8.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 46917/65536 93834/131072 (71.6%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 5872964/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 60549/393216 (15.4%)
LDR ambient table 16845/65536 67380/262144 (25.7%)
HDR ambient table 16845/65536 67380/262144 (25.7%)
LDR leaf ambient 46341/65536 1297548/1835008 (70.7%)
HDR leaf ambient 16845/65536 471660/1835008 (25.7%)
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] 1/34224 ( 0.0%)
dtl prp lght [variable] 1/64 ( 1.6%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 177443/0 ( 0.0%)
physics [variable] 1044396/4194304 (24.9%)
physics terrain [variable] 66388/1048576 ( 6.3%)

Level flags = 0

Total triangle count: 71879
Writing g:\hammer editor\hammer e maps\dod_mp_dawnville.bsp
8 minutes, 35 seconds elapsed
Valve Software - vrad.exe SSE (May 19 2009)

Valve Radiosity Simulator
1 threads
[Reading texlights from 'lights.rad']
[39 texlights parsed from 'lights.rad']

Loading g:\hammer editor\hammer e maps\dod_mp_dawnville.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (14.37 seconds)
24442 faces
91 degenerate faces
3521192 square feet [507051712.00 square inches]
288 Displacements
360599 Square Feet [51926320.00 Square Inches]
light has _fifty_percent_distance of 125.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 92.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 114.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 75.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 115.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 40.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 30.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 71.000000 but _zero_percent_distance of 0.000000
60 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (229)
Build Patch/Sample Hash Table(s).....Done<0.0866 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (44)
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 (214)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 39/1024 1872/49152 ( 3.8%)
brushes 2625/8192 31500/98304 (32.0%)
brushsides 27916/65536 223328/524288 (42.6%)
planes 33654/65536 673080/1310720 (51.4%)
vertexes 40544/65536 486528/786432 (61.9%)
nodes 16805/65536 537760/2097152 (25.6%)
texinfos 3165/12288 227880/884736 (25.8%)
texdata 144/2048 4608/65536 ( 7.0%)
dispinfos 288/0 50688/0 ( 0.0%)
disp_verts 37056/0 741120/0 ( 0.0%)
disp_tris 62208/0 124416/0 ( 0.0%)
disp_lmsamples 799252/0 799252/0 ( 0.0%)
faces 24442/65536 1368752/3670016 (37.3%)
hdr faces 24442/65536 1368752/3670016 (37.3%)
origfaces 10632/65536 595392/3670016 (16.2%)
leaves 16845/65536 539040/2097152 (25.7%)
leaffaces 27193/65536 54386/131072 (41.5%)
leafbrushes 11351/65536 22702/131072 (17.3%)
areas 3/256 24/2048 ( 1.2%)
surfedges 164471/512000 657884/2048000 (32.1%)
edges 88752/256000 355008/1024000 (34.7%)
LDR worldlights 60/8192 5280/720896 ( 0.7%)
HDR worldlights 60/8192 5280/720896 ( 0.7%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 2791/32768 27910/327680 ( 8.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 46917/65536 93834/131072 (71.6%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 5872964/0 ( 0.0%)
HDR lightdata [variable] 5872964/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 60549/393216 (15.4%)
LDR ambient table 16845/65536 67380/262144 (25.7%)
HDR ambient table 16845/65536 67380/262144 (25.7%)
LDR leaf ambient 46341/65536 1297548/1835008 (70.7%)
HDR leaf ambient 44889/65536 1256892/1835008 (68.5%)
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] 1/34224 ( 0.0%)
dtl prp lght [variable] 1/64 ( 1.6%)
HDR dtl prp lght [variable] 1/64 ( 1.6%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 177443/0 ( 0.0%)
physics [variable] 1044396/4194304 (24.9%)
physics terrain [variable] 66388/1048576 ( 6.3%)

Level flags = 0

Total triangle count: 71879
Writing g:\hammer editor\hammer e maps\dod_mp_dawnville.bsp
8 minutes, 24 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "G:\hammer editor\hammer E maps\dod_mp_dawnville.bsp" "d:\programme\valve\steam\steamapps\killaznarf\day of defeat source\dod\maps\dod_mp_dawnville.bsp"

** Executing...
** Command: d:\programme\valve\steam\steam.exe
** Parameters: -applaunch 300 -game "d:\programme\valve\steam\steamapps\killaznarf\day of defeat source\dod" +map "dod_mp_dawnville"

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005
01.05.2010, 15:30
Sir_Killalot



Zum
"The map overflows the max portal count (34561 of max 32768)!" Fehler:
Du musst func_details setzen, um die zerschneidung der Portals zu minimieren. Ließ dir das Tutorial dazu durch.
Wenn du func_details gesetzt hast, musst du im schlimmsten fall die Map kleiner machen.

Der "make_triangles:calc_triangle_representation: Cannot convert" fehler kann zum besagten Memory Problem führen. Es kann ein Model sein, ein Displacement oder nen verkorkster Brush.
Fehler finden? Fast unmöglich. Stück für stück löschen, bzw ausblenden.

"warning: node without a volume" Ist meist ein Brush den du durch das vertex tool "zerstört" hast. Im prinzip können das alles drei folgefehler sein. Also den kaputten Brush finden (drück mal STRG+P, Check for Errors) und löschen.

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