000
13.11.2010, 13:45
Phantom
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Hey Volks
Ich hab folgendes Problem bei meiner HL2DM Map Und zwar startet sie seit den letzten Compiles nicht mehr sondern bleibt bei dem betitelten Ladevorgang im Spiel stehen. Ich meine das Problem bereits zu kennen, bin mir aber nicht sicher wodurch es ausgelöst wird. Soweit ich weiß könnte es sogar sein, dass die map nach ein paar Stunden doch startet ;) Einleuchtend ist natürlich die Tatsache, dass meine map fast 300mb groß ist ;), allerdings war sie das auch schon vorher.. Vielleicht hat ja jemand ne Ahnung, was hier der ausschlaggebende Faktor sein kann.
Werde sonst einfach mal testweise nur einen teil compilieren Danke fürs Lesen!
PS: Klar, Compile-Log gibts auch noch:
================== VBSP ==================
materialPath: c:************** Loading C:**************.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar Could not locate 'GameData' key in c:**************.txt Patching WVT material: maps/*****/nature/infblendgrassdirt001a_wvt_patch Patching WVT material: maps/*****/de_train/blendgraveldirt001a_wvt_patch Patching WVT material: maps/*****/nature/short_red_grass_wvt_patch Patching WVT material: maps/*****/3dm/3dm_blendgrassdirt001a_detail_wvt_patch fixing up env_cubemap materials on brush sides... 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 788 detail faces...done (0) Merging details...done (1) FixTjuncs... PruneNodes... WriteBSP... done (2) writing C:**************.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_07*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_07*.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 (5) (1223211 bytes) Placing detail props : 0...1...2...3...4...5...6...7.Material REDCLAW/BLENDS/BLENDROCKGRASS004A_CS uses unknown detail object type compound_gravelgrass! Material 3DM/3DM_BLENDGRASSDIRT001A_DETAIL uses unknown detail object type compound_gravelgrass! Material 3DM/3DM_BLENDGRASSDIRT001A_DETAIL uses unknown detail object type compound_gravelgrass! Material 3DM/3DM_BLENDGRASSDIRT001A_DETAIL uses unknown detail object type compound_gravelgrass! ..8...9...10 Compacting texture/material tables... Reduced 9054 texinfos to 4824 Reduced 468 texdatas to 380 (15370 bytes to 12012) Writing C:**************.bsp 43 seconds elapsed
================== VVIS ==================
1 threads reading c:**************.bsp reading c::**************.prt 1016 portalclusters 3045 numportals 0...1...2...3...4...5...6...7...8...9...10Optimized: 42271 visible clusters (0.00%) Total clusters visible: 829364 Average clusters visible: 816 Building PAS... Average clusters audible: 1003 visdatasize:260614 compressed from 260096 writing c:**************.bsp 8 seconds elapsed
================== VRAD ==================
[Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad']
Loading c:**************.bsp Error! Unable to load file "models/_outdoor/pflanzen/skybox_baum05 (2).dx80.vtx" Error! Unable to load file "models/_outdoor/pflanzen/skybox_baum01 (2).dx80.vtx" 13942 faces 13 degenerate faces 2589016 square feet [372818432.00 square inches] 6 Displacements 17127 Square Feet [2466356.50 Square Inches] 13929 patches before subdivision 63163 patches after subdivision light has _fifty_percent_distance of 153.000000 but _zero_percent_distance of 147.000000 WARNING: light_spot at (-10817 1048 630) has outer angle larger than 90 degrees! Clamping to 90... WARNING: light_spot at (-12431 512 745) has outer angle larger than 90 degrees! Clamping to 90... WARNING: light_spot at (-12208 116 746) has outer angle larger than 90 degrees! Clamping to 90... WARNING: light_spot at (-12208 837 743) has outer angle larger than 90 degrees! Clamping to 90... light has _fifty_percent_distance of 268.000000 but _zero_percent_distance of 161.000000 light has _fifty_percent_distance of 268.000000 but _zero_percent_distance of 227.000000 37 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 7781177, max 1829 transfer lists: 59.4 megs 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(548752, 288469, 90725) 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(72671, 37651, 12462) 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(18559, 9331, 3200) 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(6439, 3086, 1113) 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(3162, 1400, 511) 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(1815, 747, 271) 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(1147, 439, 156) 0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(753, 270, 93) 0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(506, 171, 57) 0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(344, 110, 36) 0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(236, 72, 23) 0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(163, 47, 15) 0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(113, 31, 9) 0...1...2...3...4...5...6...7...8...9...10 Bounce #14 added RGB(79, 21, 6) 0...1...2...3...4...5...6...7...8...9...10 Bounce #15 added RGB(55, 14, 4) 0...1...2...3...4...5...6...7...8...9...10 Bounce #16 added RGB(39, 9, 3) 0...1...2...3...4...5...6...7...8...9...10 Bounce #17 added RGB(27, 6, 2) 0...1...2...3...4...5...6...7...8...9...10 Bounce #18 added RGB(19, 4, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #19 added RGB(13, 3, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #20 added RGB(10, 2, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #21 added RGB(7, 1, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #22 added RGB(5, 1, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #23 added RGB(3, 1, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #24 added RGB(2, 0, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #25 added RGB(2, 0, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #26 added RGB(1, 0, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #27 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0635 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 399/1024 19152/49152 (39.0%) brushes 2996/8192 35952/98304 (36.6%) brushsides 24538/65536 196304/524288 (37.4%) planes 17720/65536 354400/1310720 (27.0%) vertexes 22381/65536 268572/786432 (34.2%) nodes 5899/65536 188768/2097152 ( 9.0%) texinfos 4824/12288 347328/884736 (39.3%) texdata 380/2048 12160/65536 (18.6%) dispinfos 6/0 1056/0 ( 0.0%) disp_verts 1110/0 22200/0 ( 0.0%) disp_tris 1920/0 3840/0 ( 0.0%) disp_lmsamples 45779/0 45779/0 ( 0.0%) faces 13942/65536 780752/3670016 (21.3%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 11231/65536 628936/3670016 (17.1%) leaves 6299/65536 201568/2097152 ( 9.6%) leaffaces 16741/65536 33482/131072 (25.5%) leafbrushes 5573/65536 11146/131072 ( 8.5%) areas 4/256 32/2048 ( 1.6%) surfedges 113666/512000 454664/2048000 (22.2%) edges 68060/256000 272240/1024000 (26.6%) LDR worldlights 36/8192 3168/720896 ( 0.4%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 1431/32768 14310/327680 ( 4.4%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 29262/65536 58524/131072 (44.7%) cubemapsamples 91/1024 1456/16384 ( 8.9%) overlays 20/512 7040/180224 ( 3.9%) LDR lightdata [variable] 3374724/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 260614/16777216 ( 1.6%) entdata [variable] 400001/393216 (101.7%) VERY FULL! LDR ambient table 6299/65536 25196/262144 ( 9.6%) HDR ambient table 6299/65536 25196/262144 ( 9.6%) LDR leaf ambient 12827/65536 359156/1835008 (19.6%) HDR leaf ambient 6299/65536 176372/1835008 ( 9.6%) 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] 1/47766 ( 0.0%) pakfile [variable] 8026377/0 ( 0.0%) physics [variable] 1223211/4194304 (29.2%) physics terrain [variable] 2309/1048576 ( 0.2%)
Level flags = 0
Total triangle count: 40438 Writing c:**************.bsp 10 minutes, 33 seconds elapsed
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Man sollte seine Map nur auf Tageslicht einstellen, wenn der Spieler sie auch ertragen kann
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