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Autor Beitrag
000
24.05.2009, 21:06
Nebu



Ich hab die SuFu benuzt, aber nur Themen gefunden wie "Startpunkte ungültig da sie den Boden berühren" etc...

Ich wollte eben meine Map starten, aber wenn das Spiel an geht lädt es nicht weiter (normales 'Hauptmenü' des Spiels)... Dann hab ich mal "map" -> "Check for Problems" gemacht, und da kam dann raus, dass ich keinen info_player_start hatte :P

Als ich ihn dann erstellt habe und das Team einstellen wollte, war das Feld nicht (in dem man Red/Blu/Any einstellt).
Normalerweise war das bei meinen Karten immer da... und wenn ich versuche es trotzdem zu starten, kommt wieder der Startbildschirm des Spiels :(

Es ist eine CP-Karte (Hab die Punkte [auch die Starträume und die Dingerns in der Mitte ^^] aus der cp_game_entities rauskopiert...) und ein paar Startpunkte (waren info_player_teamspawn) gelöscht...
Bei meinen anderen Karten hat das so funktioniert :/ aber irgendwie gehts jetzt nimmer...

Bin übrigends ein totaler Anfänger was mappen angeht, also habt bitte Verständnis ^^

Hier ist das CompileLog (falls es denn benötigt wird):

-----------------

** Executing...
** Command: "c:\programme\steam\steamapps\n3buchadneza\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\programme\steam\steamapps\n3buchadneza\team fortress 2\tf" "C:\Programme\Steam\steamapps\n3buchadneza\sourcesdk_content\tf\mapsrc\test - Eroberung (3 Punkte)"

Valve Software - vbsp.exe (Mar 11 2008)
2 threads
materialPath: c:\programme\steam\steamapps\n3buchadneza\team fortress 2\tf\materials
Loading C:\Programme\Steam\steamapps\n3buchadneza\sourcesdk_content\tf\mapsrc\test - Eroberung (3 Punkte).vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity prop_dynamic (2240.00 1312.00 63.74) leaked!
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_day01_01*.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_01*.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) (55360 bytes)
Static prop models/props_gameplay/sign_gameplay01.mdl outside the map (1632.00, 1856.00, 144.00)
Static prop models/props_gameplay/sign_gameplay01.mdl outside the map (2240.00, 1344.00, 143.74)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 212 texinfos to 121
Reduced 10 texdatas to 10 (306 bytes to 306)
Writing C:\Programme\Steam\steamapps\n3buchadneza\sourcesdk_content\tf\mapsrc\test - Eroberung (3 Punkte).bsp
1 second elapsed

** Executing...
** Command: "c:\programme\steam\steamapps\n3buchadneza\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\programme\steam\steamapps\n3buchadneza\team fortress 2\tf" -fast "C:\Programme\Steam\steamapps\n3buchadneza\sourcesdk_content\tf\mapsrc\test - Eroberung (3 Punkte)"

Valve Software - vvis.exe (Mar 11 2008)
fastvis = true
2 threads
reading c:\programme\steam\steamapps\n3buchadneza\sourcesdk_content\tf\mapsrc\test - Eroberung (3 Punkte).bsp
reading c:\programme\steam\steamapps\n3buchadneza\sourcesdk_content\tf\mapsrc\test - Eroberung (3 Punkte).prt
LoadPortals: couldn't read c:\programme\steam\steamapps\n3buchadneza\sourcesdk_content\tf\mapsrc\test - Eroberung (3 Punkte).prt

** Executing...
** Command: "c:\programme\steam\steamapps\n3buchadneza\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -both -game "c:\programme\steam\steamapps\n3buchadneza\team fortress 2\tf" -noextra "C:\Programme\Steam\steamapps\n3buchadneza\sourcesdk_content\tf\mapsrc\test - Eroberung (3 Punkte)"

Valve Software - vrad.exe SSE (Mar 11 2008)

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

Loading c:\programme\steam\steamapps\n3buchadneza\sourcesdk_content\tf\mapsrc\test - Eroberung (3 Punkte).bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.19 seconds)
910 faces
315170 square feet [45384528.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
Build Patch/Sample Hash Table(s).....Done<0.0361 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 (9)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 30/1024 1440/49152 ( 2.9%)
brushes 141/8192 1692/98304 ( 1.7%)
brushsides 872/65536 6976/524288 ( 1.3%)
planes 516/65536 10320/1310720 ( 0.8%)
vertexes 1555/65536 18660/786432 ( 2.4%)
nodes 710/65536 22720/2097152 ( 1.1%)
texinfos 121/12288 8712/884736 ( 1.0%)
texdata 10/2048 320/65536 ( 0.5%)
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 910/65536 50960/3670016 ( 1.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 506/65536 28336/3670016 ( 0.8%)
leaves 741/65536 23712/2097152 ( 1.1%)
leaffaces 1005/65536 2010/131072 ( 1.5%)
leafbrushes 350/65536 700/131072 ( 0.5%)
areas 3/256 24/2048 ( 1.2%)
surfedges 6344/512000 25376/2048000 ( 1.2%)
edges 3473/256000 13892/1024000 ( 1.4%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 85/32768 850/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1293/65536 2586/131072 ( 2.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 456788/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 43734/393216 (11.1%)
LDR ambient table 741/65536 2964/262144 ( 1.1%)
HDR ambient table 741/65536 2964/262144 ( 1.1%)
LDR leaf ambient 461/65536 12908/1835008 ( 0.7%)
HDR leaf ambient 741/65536 20748/1835008 ( 1.1%)
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] 1/404 ( 0.2%)
pakfile [variable] 105739/0 ( 0.0%)
physics [variable] 55360/4194304 ( 1.3%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 2488
Writing c:\programme\steam\steamapps\n3buchadneza\sourcesdk_content\tf\mapsrc\test - Eroberung (3 Punkte).bsp
12 seconds elapsed
Valve Software - vrad.exe SSE (Mar 11 2008)

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

Loading c:\programme\steam\steamapps\n3buchadneza\sourcesdk_content\tf\mapsrc\test - Eroberung (3 Punkte).bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.19 seconds)
910 faces
315170 square feet [45384528.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
Build Patch/Sample Hash Table(s).....Done<0.0357 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
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 (9)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 30/1024 1440/49152 ( 2.9%)
brushes 141/8192 1692/98304 ( 1.7%)
brushsides 872/65536 6976/524288 ( 1.3%)
planes 516/65536 10320/1310720 ( 0.8%)
vertexes 1555/65536 18660/786432 ( 2.4%)
nodes 710/65536 22720/2097152 ( 1.1%)
texinfos 121/12288 8712/884736 ( 1.0%)
texdata 10/2048 320/65536 ( 0.5%)
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 910/65536 50960/3670016 ( 1.4%)
hdr faces 910/65536 50960/3670016 ( 1.4%)
origfaces 506/65536 28336/3670016 ( 0.8%)
leaves 741/65536 23712/2097152 ( 1.1%)
leaffaces 1005/65536 2010/131072 ( 1.5%)
leafbrushes 350/65536 700/131072 ( 0.5%)
areas 3/256 24/2048 ( 1.2%)
surfedges 6344/512000 25376/2048000 ( 1.2%)
edges 3473/256000 13892/1024000 ( 1.4%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 85/32768 850/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1293/65536 2586/131072 ( 2.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 456788/0 ( 0.0%)
HDR lightdata [variable] 456788/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 43734/393216 (11.1%)
LDR ambient table 741/65536 2964/262144 ( 1.1%)
HDR ambient table 741/65536 2964/262144 ( 1.1%)
LDR leaf ambient 461/65536 12908/1835008 ( 0.7%)
HDR leaf ambient 461/65536 12908/1835008 ( 0.7%)
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] 1/404 ( 0.2%)
pakfile [variable] 105739/0 ( 0.0%)
physics [variable] 55360/4194304 ( 1.3%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 2488
Writing c:\programme\steam\steamapps\n3buchadneza\sourcesdk_content\tf\mapsrc\test - Eroberung (3 Punkte).bsp
12 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Programme\Steam\steamapps\n3buchadneza\sourcesdk_content\tf\mapsrc\test - Eroberung (3 Punkte).bsp" "c:\programme\steam\steamapps\n3buchadneza\team fortress 2\tf\maps\test - Eroberung (3 Punkte).bsp"

-----------------

So... hoffe ihr könnt mir helfen
Hier ist mal ein Bild, wie das Properties-Fenster von den info_player_start bei mir aussieht:

http://img504.imageshack.us/img504/6466/fehlertf2.png

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001
03.06.2009, 14:31
Blitzmerker



**** leaked ****

Also zuerst mal, such dein Leak.
Map->Load Pointfile->Yes

Dann:
Hast du ein control_point_round +control_point_master in der Karte?
Wenn ja, dann musst du die info_player_teamspawns mit der runde identifizieren.

Noch was:
Du brauchst keine info_player_start.
Du brauchst nur ein info_player_teamspawn.
Die Warnung bei ALT+P kann man ignorieren.

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