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Autor Beitrag
000
21.06.2012, 16:57
Nasenohrring



Hallo zusammen...

Mich hat wieder das Mappingfieber gepackt und seitdem arbeite ich schon 2 1/2 Wochen an dieser Map.
Alles sauber gearbeitet, bin ja kein Anfänger mehr, doch ich check grad garnix mehr und könnte heulen... Ich habe vor 30min noch die Map getestet und sie ging ohne Probleme, kein schwerwiegender Fehler im Log etc. Dann setzte ich NUR Soundscapes, schrieb parallel den Script... Wollte dann Testen und BÄMS nur noch Fehler beim compilen und am besagten Prop (Log) ist kein leak. Nur ein Raum, alles leakfrei. Hatte gedacht, Hammer spinnt oder so. Habe Hammer geschlossen und wollte Map neu laden > Hammer stüzt ab.

Ich hab euch mal den Log gepostet, wo es noch ging und danach der, wo nichts mehr geht...

--

Mein aktuelles Projekt: http://www.youtube.com/watch?v=RwW4XPwD_V0

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001
21.06.2012, 17:03
Nasenohrring



materialPath: d:\program files (x86)\steam\steamapps\haha\counter-strike source\cstrike\materials
Loading D:\Program Files (x86)\Steam\SteamApps\haha\garrysmod\garrysmod\maps\level1.vmf
Can't find surfaceprop panel for material METAL/PRODVENTA, using default
Could not locate 'GameData' key in d:\program files (x86)\steam\steamapps\haha\counter-strike source\cstrike\gameinfo.txt
Patching WVT material: maps/level1/nature/blendgraveldirt01_wvt_patch
Patching WVT material: maps/level1/nature/blendgrassdirt03_wvt_patch
fixing up env_cubemap materials on brush sides...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Multiple references for cubemap on texture maps/level1/glass/prodwndwa_-13528_32_72!!!
Multiple references for cubemap on texture maps/level1/glass/prodwndwa_-13528_32_72!!!
Multiple references for cubemap on texture maps/level1/glass/prodwndwa_-13528_32_72!!!
Multiple references for cubemap on texture maps/level1/glass/prodwndwa_-13528_32_72!!!
Multiple references for cubemap on texture maps/level1/glass/prodwndwa_-13528_32_72!!!
Multiple references for cubemap on texture maps/level1/glass/prodwndwa_-13528_32_72!!!
Multiple references for cubemap on texture maps/level1/glass/prodwndwa_-13528_32_72!!!
Multiple references for cubemap on texture maps/level1/glass/prodwndwa_-13528_-224_72!!!
Multiple references for cubemap on texture maps/level1/glass/prodwndwa_-13528_-224_72!!!
Multiple references for cubemap on texture maps/level1/glass/prodwndwa_-13528_-224_72!!!
Multiple references for cubemap on texture maps/level1/glass/prodwndwa_-13528_-224_72!!!
Multiple references for cubemap on texture maps/level1/glass/prodwndwa_-13528_-224_72!!!
Multiple references for cubemap on texture maps/level1/glass/prodwndwa_-13528_-224_72!!!
Multiple references for cubemap on texture maps/level1/glass/prodwndwa_-13528_-224_72!!!
Multiple references for cubemap on texture maps/level1/building_template/building_template010b_-13576_-480_72!!!
Multiple references for cubemap on texture maps/level1/building_template/building_template010b_-13576_-736_72!!!
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 268 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\Program Files (x86)\Steam\SteamApps\haha\garrysmod\garrysmod\maps\level1.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_dust*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_dust*.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) (561085 bytes)
Error! prop_static using model "models/props/cs_office/offcorkboarda.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/cs_office/offcorkboarda.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1884 texinfos to 1371
Reduced 382 texdatas to 318 (15194 bytes to 13202)
Writing D:\Program Files (x86)\Steam\SteamApps\haha\garrysmod\garrysmod\maps\level1.bsp
13 seconds elapsed

4 threads
reading d:\program files (x86)\steam\steamapps\haha\garrysmod\garrysmod\maps\level1.bsp
reading d:\program files (x86)\steam\steamapps\haha\garrysmod\garrysmod\maps\level1.prt
131 portalclusters
257 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 37 visible clusters (0.89%)
Total clusters visible: 4176
Average clusters visible: 31
Building PAS...
Average clusters audible: 70
visdatasize:4666 compressed from 6288
writing d:\program files (x86)\steam\steamapps\haha\garrysmod\garrysmod\maps\level1.bsp
0 seconds elapsed

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

Loading d:\program files (x86)\steam\steamapps\haha\garrysmod\garrysmod\maps\level1.bsp
5222 faces
4 degenerate faces
2445524 square feet [352155520.00 square inches]
10 Displacements
651522 Square Feet [93819296.00 Square Inches]
5218 patches before subdivision
139322 patches after subdivision
37 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 14789392, max 771
transfer lists: 112.8 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(163931, 143613, 99576)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(25502, 20213, 12506)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(4915, 3588, 1994)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(1082, 733, 366)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(253, 161, 74)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(65, 39, 16)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(17, 10, 4)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(5, 3, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(1, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0622 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.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 32/1024 1536/49152 ( 3.1%)
brushes 1629/8192 19548/98304 (19.9%)
brushsides 10827/65536 86616/524288 (16.5%)
planes 4070/65536 81400/1310720 ( 6.2%)
vertexes 8927/65536 107124/786432 (13.6%)
nodes 1756/65536 56192/2097152 ( 2.7%)
texinfos 1371/12288 98712/884736 (11.2%)
texdata 318/2048 10176/65536 (15.5%)
dispinfos 10/0 1760/0 ( 0.0%)
disp_verts 754/0 15080/0 ( 0.0%)
disp_tris 1184/0 2368/0 ( 0.0%)
disp_lmsamples 212936/0 212936/0 ( 0.0%)
faces 5222/65536 292432/3670016 ( 8.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 3533/65536 197848/3670016 ( 5.4%)
leaves 1789/65536 57248/2097152 ( 2.7%)
leaffaces 5870/65536 11740/131072 ( 9.0%)
leafbrushes 2643/65536 5286/131072 ( 4.0%)
areas 4/256 32/2048 ( 1.6%)
surfedges 39846/512000 159384/2048000 ( 7.8%)
edges 25078/256000 100312/1024000 ( 9.8%)
LDR worldlights 37/8192 3256/720896 ( 0.5%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 491/32768 4910/327680 ( 1.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 12264/65536 24528/131072 (18.7%)
cubemapsamples 127/1024 2032/16384 (12.4%)
overlays 58/512 20416/180224 (11.3%)
LDR lightdata [variable] 5842240/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 4666/16777216 ( 0.0%)
entdata [variable] 231666/393216 (58.9%)
LDR ambient table 1789/65536 7156/262144 ( 2.7%)
HDR ambient table 1789/65536 7156/262144 ( 2.7%)
LDR leaf ambient 4398/65536 123144/1835008 ( 6.7%)
HDR leaf ambient 1789/65536 50092/1835008 ( 2.7%)
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] 1/12 ( 8.3%)
static props [variable] 1/43456 ( 0.0%)
pakfile [variable] 11159848/0 ( 0.0%)
physics [variable] 561085/4194304 (13.4%)
physics terrain [variable] 3290/1048576 ( 0.3%)

Level flags = 0

Total triangle count: 15282
Writing d:\program files (x86)\steam\steamapps\haha\garrysmod\garrysmod\maps\level1.bsp
51 seconds elapsed

--

Mein aktuelles Projekt: http://www.youtube.com/watch?v=RwW4XPwD_V0

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002
21.06.2012, 17:07
Nasenohrring



materialPath: d:\program files (x86)\steam\steamapps\haha\counter-strike source\cstrike\materials
Loading D:\Program Files (x86)\Steam\SteamApps\haha\garrysmod\garrysmod\maps\level1.vmf
Can't find surfaceprop panel for material METAL/PRODVENTA, using default
Patching WVT material: maps/level1/nature/blendgraveldirt01_wvt_patch
Patching WVT material: maps/level1/nature/blendgrassdirt03_wvt_patch
fixing up env_cubemap materials on brush sides...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Multiple references for cubemap on texture maps/level1/glass/prodwndwa_-13528_32_72!!!
Multiple references for cubemap on texture maps/level1/glass/prodwndwa_-13528_32_72!!!
Multiple references for cubemap on texture maps/level1/glass/prodwndwa_-13528_32_72!!!
Multiple references for cubemap on texture maps/level1/glass/prodwndwa_-13528_32_72!!!
Multiple references for cubemap on texture maps/level1/glass/prodwndwa_-13528_32_72!!!
Multiple references for cubemap on texture maps/level1/glass/prodwndwa_-13528_32_72!!!
Multiple references for cubemap on texture maps/level1/glass/prodwndwa_-13528_32_72!!!
Multiple references for cubemap on texture maps/level1/glass/prodwndwa_-13528_-224_72!!!
Multiple references for cubemap on texture maps/level1/glass/prodwndwa_-13528_-224_72!!!
Multiple references for cubemap on texture maps/level1/glass/prodwndwa_-13528_-224_72!!!
Multiple references for cubemap on texture maps/level1/glass/prodwndwa_-13528_-224_72!!!
Multiple references for cubemap on texture maps/level1/glass/prodwndwa_-13528_-224_72!!!
Multiple references for cubemap on texture maps/level1/glass/prodwndwa_-13528_-224_72!!!
Multiple references for cubemap on texture maps/level1/glass/prodwndwa_-13528_-224_72!!!
Multiple references for cubemap on texture maps/level1/building_template/building_template010b_-13576_-480_72!!!
Multiple references for cubemap on texture maps/level1/building_template/building_template010b_-13576_-736_72!!!
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
0...1...2...3...4...5...6...7...8...9...10**** leaked ****
Entity prop_physics (-13084.00 -100.00 41.87) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (512.0 0.0 0.0)
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 (1024.0 512.0 0.0)
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 (512.0 1024.0 0.0)
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 (0.0 512.0 0.0)
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:

Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_dust*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_dust*.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 (0) (31522 bytes)
Static prop models/props/de_inferno/furniturecouch001a.mdl outside the map (-15592.00, 408.00, 56.89)
Static prop models/props/cs_militia/furniture_shelf01a.mdl outside the map (-15436.00, 564.00, 83.60)
Static prop models/props_c17/furnitureboiler001a.mdl outside the map [alle staticprop quasi outside]

Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1875 texinfos to 131
Reduced 381 texdatas to 64 (15128 bytes to 1654)
Writing D:\Program Files (x86)\Steam\SteamApps\haha\garrysmod\garrysmod\maps\level1.bsp
14 seconds elapsed

4 threads
reading d:\program files (x86)\steam\steamapps\haha\garrysmod\garrysmod\maps\level1.bsp
reading d:\program files (x86)\steam\steamapps\haha\garrysmod\garrysmod\maps\level1.prt
LoadPortals: couldn't read d:\program files (x86)\steam\steamapps\haha\garrysmod\garrysmod\maps\level1.prt

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

Loading d:\program files (x86)\steam\steamapps\haha\garrysmod\garrysmod\maps\level1.bsp
No vis information, direct lighting only.
322 faces
150545 square feet [21678486.00 square inches]
10 Displacements
651522 Square Feet [93819296.00 Square Inches]
37 direct lights
0
WARNING: Too many light styles on a face at (-16306.861328, -936.161621, 310.927124)
[ganz viel too many light blabla]
10Build Patch/Sample Hash Table(s).....Done<0.0061 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.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 32/1024 1536/49152 ( 3.1%)
brushes 1626/8192 19512/98304 (19.8%)
brushsides 10805/65536 86440/524288 (16.5%)
planes 4038/65536 80760/1310720 ( 6.2%)
vertexes 538/65536 6456/786432 ( 0.8%)
nodes 319/65536 10208/2097152 ( 0.5%)
texinfos 131/12288 9432/884736 ( 1.1%)
texdata 64/2048 2048/65536 ( 3.1%)
dispinfos 10/0 1760/0 ( 0.0%)
disp_verts 754/0 15080/0 ( 0.0%)
disp_tris 1184/0 2368/0 ( 0.0%)
disp_lmsamples 212936/0 212936/0 ( 0.0%)
faces 322/65536 18032/3670016 ( 0.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 260/65536 14560/3670016 ( 0.4%)
leaves 352/65536 11264/2097152 ( 0.5%)
leaffaces 312/65536 624/131072 ( 0.5%)
leafbrushes 80/65536 160/131072 ( 0.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 2511/512000 10044/2048000 ( 0.5%)
edges 1492/256000 5968/1024000 ( 0.6%)
LDR worldlights 37/8192 3256/720896 ( 0.5%)
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 125/1024 2000/16384 (12.2%)
overlays 58/512 20416/180224 (11.3%)
LDR lightdata [variable] 472208/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 227522/393216 (57.9%)
LDR ambient table 352/65536 1408/262144 ( 0.5%)
HDR ambient table 352/65536 1408/262144 ( 0.5%)
LDR leaf ambient 519/65536 14532/1835008 ( 0.8%)
HDR leaf ambient 352/65536 9856/1835008 ( 0.5%)
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] 1/12 ( 8.3%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 10986107/0 ( 0.0%)
physics [variable] 31522/4194304 ( 0.8%)
physics terrain [variable] 3290/1048576 ( 0.3%)

Level flags = 0

Total triangle count: 827
Writing d:\program files (x86)\steam\steamapps\haha\garrysmod\garrysmod\maps\level1.bsp
3 seconds elapsed

--

Mein aktuelles Projekt: http://www.youtube.com/watch?v=RwW4XPwD_V0

zum Seitenanfang zum Seitenende Profil || Suche
003
21.06.2012, 22:03
Dunedin



Entity prop_physics (-13084.00 -100.00 41.87) leaked!

--

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004
21.06.2012, 22:49
Nasenohrring



Wie gesagt:
- Bei diesem Entitie ist nirgends ein leak.
- Ich habe nichts an der Geometrie geändert außer Soundscapes gesetzt.
- Vor dem einfügen der Soundscapes ging es problemlos.
- Soundscapes gelöscht > immernoch leak.
- Alle Point Entities ausgeschaltet > leak.
- Hammer neu gestartet > .vmf kann nicht geöffnet werden > Hammer Editor kackt nach 5% loading ab.
- Check for problems > keine unsolide Struktur, fehlerfrei.

Wie kann das sein, dass ich nichts an der Geometrie ändere, aber aufeinmal alles so fehlerhaft ist, dass es sich nichtmal mehr als VMF laden lässt?
Kann ich da was mit dem Editor retten?

--

Mein aktuelles Projekt: http://www.youtube.com/watch?v=RwW4XPwD_V0

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005
21.06.2012, 23:57
Dunedin



öhm, ich verstehe nicht, wie erst hammer die karte nicht öffnen kann, du aber immer noch check for problems machen kannst.

Ich denke, dass du irgendwas außerhalb der map gebaut hast, es kommen verdammt viele fehler in koordinatenbereichen um 13.000+ ... dass da was nicht mit rechten dingen zu geht, merkste sicher selber.

versuche, ne ältere version der datei, bzw ein autosave zu öffnen. Genereller hinweis: Jeden Tag und mindestens alle 2 Stunden das Projekt neu speichern, mit hochlaufenden versionsnummern.

ich glaube c:\hammerautosave\ ist der standart ordner für autosaves (sofern aktiviert), oder sieh in deinen hammer options nach.

--

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006
22.06.2012, 00:11
Nasenohrring



Ich hatte das Projekt ja offen, habs 3 mal Compiled in verschiedenen methoden, check for problems gemacht etc. alles nix gebracht und DANN geschlossen. Seitdem gehts nimmer. Ja ich hab nochn backup von vorgestern leider, ich versuchs mal mit der autosave, aber sie dürfte ebenso wenig funktionieren. Die VMF im text editor zu ändern damit es funktioniert ist wohl unmöglich denke ich.

Kann nichts außerhalb der map gebaut haben, habe nachdem es ja nichtmehr ging alles soweit mit strg+z rückgängig gemacht, bis alles so war wie es noch funktioniert hatte!

--

Mein aktuelles Projekt: http://www.youtube.com/watch?v=RwW4XPwD_V0

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007
22.06.2012, 02:19
Nasenohrring



OK also die 5 Autosaves sind alle nur etwa 300kb groß und vom Anfang. Nur eins ist 3,3mb groß. Und das was 3,3mb groß ist geht natürlich nicht...
Hat noch jemand ne Idee oder hatte auch mal so ein Problem?

--

Mein aktuelles Projekt: http://www.youtube.com/watch?v=RwW4XPwD_V0

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008
22.06.2012, 10:40
Snut



Hast vielleicht diese Radiussichtbegrenzung in Hammer aktiviert? Die sorgt für Probleme beim kompilieren.

--

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