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Autor Beitrag
000
23.10.2011, 18:36
cadus



Hallo Leute.
Nachdem ich meine Map compilen wollte, stellte ich fest, dass der Editor (laut Log Analyzer) die Props nicht finden kann, aber woran liegt das?
Hier der Compile Log:

** Executing...
** Command: "c:\program files\steam\steamapps\cadus833\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\cadus833\counter-strike source\cstrike" "C:\Users\Phill\Desktop\Valve Maps\labyrinth.vmf"

Valve Software - vbsp.exe (Oct 17 2011)
4 threads
materialPath: c:\program files\steam\steamapps\cadus833\counter-strike source\cstrike\materials
Loading C:\Users\Phill\Desktop\Valve Maps\labyrinth.vmf
Brush 3128: bounds out of range
Brush 3130: bounds out of range
Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/sky_day03_05_hdrft)
Could not locate 'GameData' key in c:\program files\steam\steamapps\cadus833\counter-strike source\cstrike\gameinfo.txt
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:\Users\Phill\Desktop\Valve Maps\labyrinth.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day02_09*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day02_09*.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) (96092 bytes)
Error! prop_static using model "models/props_junk/metalbucket01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_junk/metalbucket01a.mdl"!
Error! prop_static using model "models/props_wasteland/prison_toiletchunk01l.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_wasteland/prison_toiletchunk01l.mdl"!
Error! To use model "models/items/ammocrate_ar2.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/items/ammocrate_ar2.mdl"!
Error! To use model "models/items/357ammobox.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/items/357ammobox.mdl"!
Error! To use model "models/props_vehicles/van001a_physics.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_vehicles/van001a_physics.mdl"!
Error! prop_static using model "models/props_vehicles/carparts_wheel01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_vehicles/carparts_wheel01a.mdl"!
Error! prop_static using model "models/props_c17/streetsign002b.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/streetsign002b.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 354 texinfos to 341
Reduced 16 texdatas to 16 (385 bytes to 385)
Writing C:\Users\Phill\Desktop\Valve Maps\labyrinth.bsp
3 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\cadus833\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\cadus833\counter-strike source\cstrike" -fast "C:\Users\Phill\Desktop\Valve Maps\labyrinth"

Valve Software - vvis.exe (Oct 17 2011)
fastvis = true
4 threads
reading c:\users\phill\desktop\valve maps\labyrinth.bsp
reading c:\users\phill\desktop\valve maps\labyrinth.prt
1 portalclusters
0 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 1
Average clusters visible: 1
Building PAS...
Average clusters audible: 1
visdatasize:14 compressed from 16
writing c:\users\phill\desktop\valve maps\labyrinth.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\cadus833\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\cadus833\counter-strike source\cstrike" -noextra "C:\Users\Phill\Desktop\Valve Maps\labyrinth"

Valve Software - vrad.exe SSE (Oct 17 2011)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']

Loading c:\users\phill\desktop\valve maps\labyrinth.bsp
Setting up ray-trace acceleration structure... Done (0.88 seconds)
1767 faces
440400 square feet [63417652.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1767 patches before subdivision
23129 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (7)
transfers 1039656, max 819
transfer lists: 7.9 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<0.0294 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (2)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 5/1024 240/49152 ( 0.5%)
brushes 263/8192 3156/98304 ( 3.2%)
brushsides 1958/65536 15664/524288 ( 3.0%)
planes 1536/65536 30720/1310720 ( 2.3%)
vertexes 2541/65536 30492/786432 ( 3.9%)
nodes 956/65536 30592/2097152 ( 1.5%)
texinfos 341/12288 24552/884736 ( 2.8%)
texdata 16/2048 512/65536 ( 0.8%)
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 1767/65536 98952/3670016 ( 2.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 916/65536 51296/3670016 ( 1.4%)
leaves 962/65536 30784/2097152 ( 1.5%)
leaffaces 2003/65536 4006/131072 ( 3.1%)
leafbrushes 520/65536 1040/131072 ( 0.8%)
areas 2/256 16/2048 ( 0.8%)
surfedges 11930/512000 47720/2048000 ( 2.3%)
edges 6572/256000 26288/1024000 ( 2.6%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 141/32768 1410/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2280/65536 4560/131072 ( 3.5%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 481652/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 14/16777216 ( 0.0%)
entdata [variable] 2756/393216 ( 0.7%)
LDR ambient table 962/65536 3848/262144 ( 1.5%)
HDR ambient table 962/65536 3848/262144 ( 1.5%)
LDR leaf ambient 598/65536 16744/1835008 ( 0.9%)
HDR leaf ambient 962/65536 26936/1835008 ( 1.5%)
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] 1/10544 ( 0.0%)
pakfile [variable] 86746/0 ( 0.0%)
physics [variable] 96092/4194304 ( 2.3%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 4701
Writing c:\users\phill\desktop\valve maps\labyrinth.bsp
13 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Phill\Desktop\Valve Maps\labyrinth.bsp" "c:\program files\steam\steamapps\cadus833\counter-strike source\cstrike\maps\labyrinth.bsp"

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001
23.10.2011, 18:46
eatthefish



Zitat:
cadus postete
Error! prop_static using model "models/props_junk/metalbucket01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_junk/metalbucket01a.mdl"!
Error! prop_static using model "models/props_wasteland/prison_toiletchunk01l.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_wasteland/prison_toiletchunk01l.mdl"!
Error! To use model "models/items/ammocrate_ar2.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/items/ammocrate_ar2.mdl"!
Error! To use model "models/items/357ammobox.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/items/357ammobox.mdl"!
Error! To use model "models/props_vehicles/van001a_physics.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_vehicles/van001a_physics.mdl"!
Error! prop_static using model "models/props_vehicles/carparts_wheel01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_vehicles/carparts_wheel01a.mdl"!
Error! prop_static using model "models/props_c17/streetsign002b.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/streetsign002b.mdl"!
Er sagt dir doch eh wo das Problem liegt, du hast ein Model dem falschen prop Typ zugeordnet, was dazu führt, das es gelöscht wird.
Im Model Browser kannst du nachsehen welchen prop Typ das Model benötigt.

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Compilelog posten nicht vergessen!
Log Analyzer für Source.

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002
23.10.2011, 19:23
cadus



Da steht bei einigen: "must be compiled with staticprop"...?
Und beim ersten steh gar nix...

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003
23.10.2011, 21:14
eatthefish



Öhm, kannst du ein bisschen Englisch?

Genau beim ersten sagt er ja: Er kann das Model nicht laden, da es mit einem dynamischen entity, also einem prop_physics und keinem prop_static verwendet werden muss.

Und wenn ein Model schon "physics" im Namen hat (van001a_physics.mdl), glaubst du nicht es wäre vielleicht besser es mit einem prop_physics oder vl dynamic zu verwenden?

Wenn er sagt: "it must be compiled with $staticprop!" heißt das auch nur, dass das Model nicht mit einem prop_static funktioniert.

Wie ich in meinem oberen Post schon gesagt habe, schau im Model Browser nach, welches prop Entity das Model benötigt und ändere es in das richtige!

PS: Du hast es zwar sicher schon ein paar mal gehört, aber arbeite doch wirklich mal die Tutorial Sektion von Thewall durch, dann hättest du auch gleich was über prop Entitys gelernt: http://www.thewall.de/content/half-life_2:tutorials:die_prop_entities

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Compilelog posten nicht vergessen!
Log Analyzer für Source.


Dieser Beitrag wurde am 23.10.2011 um 21:17 von eatthefish bearbeitet.
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004
24.10.2011, 11:21
cadus



Ja war eigentlich gar nicht so schwer...danke ;)

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