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kk hier der log
** Executing... ** Command: "d:\steam\steamapps\thehaupt\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "d:\steam\steamapps\thehaupt\counter-strike source\cstrike" "D:\Csskram\Mapzz\dm_Sandbox2.vmf"
Valve Software - vbsp.exe (Jul 7 2010) 4 threads materialPath: d:\steam\steamapps\thehaupt\counter-strike source\cstrike\materials Loading D:\Csskram\Mapzz\dm_Sandbox2.vmf Could not locate 'GameData' key in d:\steam\steamapps\thehaupt\counter-strike source\cstrike\gameinfo.txt Patching WVT material: maps/dm_sandbox2/dev/dev_blendmeasure_wvt_patch 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 D:\Csskram\Mapzz\dm_Sandbox2.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 (0) (72865 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 356 texinfos to 187 Reduced 21 texdatas to 16 (755 bytes to 561) Writing D:\Csskram\Mapzz\dm_Sandbox2.bsp 1 second elapsed
** Executing... ** Command: "d:\steam\steamapps\thehaupt\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "d:\steam\steamapps\thehaupt\counter-strike source\cstrike" "D:\Csskram\Mapzz\dm_Sandbox2"
Valve Software - vvis.exe (Jul 7 2010) 4 threads reading d:\csskram\mapzz\dm_Sandbox2.bsp reading d:\csskram\mapzz\dm_Sandbox2.prt 335 portalclusters 1028 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0) PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (12) Optimized: 262 visible clusters (0.00%) Total clusters visible: 80945 Average clusters visible: 241 Building PAS... Average clusters audible: 328 visdatasize:30654 compressed from 32160 writing d:\csskram\mapzz\dm_Sandbox2.bsp 12 seconds elapsed
** Executing... ** Command: "d:\steam\steamapps\thehaupt\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "d:\steam\steamapps\thehaupt\counter-strike source\cstrike" "D:\Csskram\Mapzz\dm_Sandbox2"
Valve Software - vrad.exe SSE (Jul 7 2010)
Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad']
Loading d:\csskram\mapzz\dm_Sandbox2.bsp Setting up ray-trace acceleration structure... Done (0.33 seconds) 1235 faces 359804 square feet [51811792.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 1235 patches before subdivision 30569 patches after subdivision 7 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (4) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (4) transfers 5502478, max 691 transfer lists: 42.0 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(300268, 113396, 41422) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(49930, 15124, 4400) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(15803, 2084, 306) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(3498, 304, 35) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(1124, 45, 3) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #6 added RGB(295, 7, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(100, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(31, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #9 added RGB(12, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(5, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(2, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #12 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0150 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1) 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 11/1024 528/49152 ( 1.1%) brushes 194/8192 2328/98304 ( 2.4%) brushsides 1206/65536 9648/524288 ( 1.8%) planes 804/65536 16080/1310720 ( 1.2%) vertexes 1992/65536 23904/786432 ( 3.0%) nodes 744/65536 23808/2097152 ( 1.1%) texinfos 187/12288 13464/884736 ( 1.5%) 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 1235/65536 69160/3670016 ( 1.9%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 508/65536 28448/3670016 ( 0.8%) leaves 756/65536 24192/2097152 ( 1.2%) leaffaces 1447/65536 2894/131072 ( 2.2%) leafbrushes 441/65536 882/131072 ( 0.7%) areas 2/256 16/2048 ( 0.8%) surfedges 7822/512000 31288/2048000 ( 1.5%) edges 4473/256000 17892/1024000 ( 1.7%) LDR worldlights 7/8192 616/720896 ( 0.1%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 96/32768 960/327680 ( 0.3%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 1419/65536 2838/131072 ( 2.2%) cubemapsamples 5/1024 80/16384 ( 0.5%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 747208/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 30654/16777216 ( 0.2%) entdata [variable] 5604/393216 ( 1.4%) LDR ambient table 756/65536 3024/262144 ( 1.2%) HDR ambient table 756/65536 3024/262144 ( 1.2%) LDR leaf ambient 4037/65536 113036/1835008 ( 6.2%) HDR leaf ambient 756/65536 21168/1835008 ( 1.2%) 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] 1/1964 ( 0.1%) pakfile [variable] 522773/0 ( 0.0%) physics [variable] 72865/4194304 ( 1.7%) physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 3322 Writing d:\csskram\mapzz\dm_Sandbox2.bsp 16 seconds elapsed
** Executing... ** Command: Copy File ** Parameters: "D:\Csskram\Mapzz\dm_Sandbox2.bsp" "d:\steam\steamapps\thehaupt\counter-strike source\cstrike\maps\dm_Sandbox2.bsp"
** Executing... ** Command: d:\steam\steam.exe ** Parameters: -applaunch 240 -game "d:\steam\steamapps\thehaupt\counter-strike source\cstrike" +map "dm_Sandbox2"
die Map http://www.file-upload.net/download-2834674/dm_Sandbox2.bsp.html
Die Editor-datei http://www.file-upload.net/download-2834678/dm_Sandbox2.vmf.html
Achja PS: wie findet ihr die map (anfangsstadium)
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Dieser Beitrag wurde am 20.09.2010 um 22:20 von TheHaupt bearbeitet.
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