Archiv verlassen und diese Seite im Standarddesign anzeigen : model precache
Skullschildi
13. Mai 2006, 18:42
ich hab ein problem: beim laden meiner map in css erscheint folgendes in der console:
Game.dll loaded for "Counter-Strike: Source" maxplayers set to 32 Heap: 256.00 Mb Parsed 352 text messages execing config.cfg 2 CPUs (1 physical), Frequency: 2.8 Ghz, Features: GenuineIntel SSE SSE2 MMX RDTSC CMOV FCMOV execing valve.rc --- Missing Vgui material vgui/servers/icon_secure_deny execing game.cfg Network: IP 192.168.0.2, mode MP, dedicated No, ports 27015 SV / 27005 CL Spawn Server fy_simplekohnen_b3 Begin loading faces (loads materials) End loading faces (loads materials) else execing skill1.cfg Executing listen server config file Warning: Table modelprecache is full, can't add models/weapons/w_pist_usp.mdl couldn't exec listenserver.cfg Host_Error: CVEngineServer::PrecacheModel: 'models/weapons/w_pist_usp.mdl' overflow, too many models
was ist das problem und wie kann ichs beheben?
Zockereule
13. Mai 2006, 18:59
Das problem ist das er die USP nicht laden kann, warum, WO her soll ich das wissen!? schreib mal KOMPLETTEN kompile vorgang hier hin!
Skullschildi
13. Mai 2006, 19:08
** Executing...
** Command: "c:\programme\steam\steamapps\skullschildi\sourcesd k\bin\vbsp.exe"
** Parameters: -game "C:\Programme\Steam\SteamApps\skullschildi\counter-strike source\cstrike" "C:\Programme\Steam\SteamApps\skullschildi\sourcesd k_content\cstrike\mapsrc\fy_simplekohnen_b3"
Valve Software - vbsp.exe (Jan 2 2006)
2 threads
materialPath: C:\Programme\Steam\SteamApps\skullschildi\counter-strike source\cstrike\materials
Loading C:\Programme\Steam\SteamApps\skullschildi\sourcesd k_content\cstrike\mapsrc\fy_simplekohnen_b3.vmf
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:\Programme\Steam\SteamApps\skullschildi\sourcesd k_content\cstrike\mapsrc\fy_simplekohnen_b3.prt... done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/hav*.vmt
Run buildcubemaps in the engine to get the correct cube maps.
No such variable "$hdrbasetexture" for material "skybox/havrt"
Can't load skybox file skybox/hav to build the default cubemap!
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) (539060 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (1) (539060 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 403 texinfos to 403
Reduced 2 texdatas to 2 (39 bytes to 39)
Writing C:\Programme\Steam\SteamApps\skullschildi\sourcesd k_content\cstrike\mapsrc\fy_simplekohnen_b3.bsp
5 seconds elapsed
Memory leak: mempool blocks left in memory: 2
** Executing...
** Command: "c:\programme\steam\steamapps\skullschildi\sourcesd k\bin\vvis.exe"
** Parameters: -game "C:\Programme\Steam\SteamApps\skullschildi\counter-strike source\cstrike" "C:\Programme\Steam\SteamApps\skullschildi\sourcesd k_content\cstrike\mapsrc\fy_simplekohnen_b3"
Valve Software - vvis.exe (Jan 2 2006)
2 threads
reading c:\programme\steam\steamapps\skullschildi\sourcesd k_content\cstrike\mapsrc\fy_simplekohnen_b3.bsp
reading c:\programme\steam\steamapps\skullschildi\sourcesd k_content\cstrike\mapsrc\fy_simplekohnen_b3.prt
4 portalclusters
4 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 (1)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 16
Average clusters visible: 4
Building PAS...
Average clusters audible: 4
visdatasize:44 compressed from 64
writing c:\programme\steam\steamapps\skullschildi\sourcesd k_content\cstrike\mapsrc\fy_simplekohnen_b3.bsp
1 second elapsed
** Executing...
** Command: "c:\programme\steam\steamapps\skullschildi\sourcesd k\bin\vrad.exe"
** Parameters: -game "C:\Programme\Steam\SteamApps\skullschildi\counter-strike source\cstrike" "C:\Programme\Steam\SteamApps\skullschildi\sourcesd k_content\cstrike\mapsrc\fy_simplekohnen_b3"
Valve Software - vrad.exe SSE (Jan 16 2006)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']
Loading c:\programme\steam\steamapps\skullschildi\sourcesd k_content\cstrike\mapsrc\fy_simplekohnen_b3.bsp
5898 faces
132142 square feet [19028544.00 square inches]
0 displacements
0 square feet [0.00 square inches]
5898 patches before subdivision
7682 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 1194073, max 232
transfer lists: 9.1 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<0.0190 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 977/1024 46896/49152 (95.4%) VERY FULL!
brushes 982/8192 11784/98304 (12.0%)
brushsides 5892/65536 47136/524288 ( 9.0%)
planes 122/65536 2440/1310720 ( 0.2%)
vertexes 7873/65536 94476/786432 (12.0%)
nodes 5883/65536 188256/2097152 ( 9.0%)
texinfos 403/12288 29016/884736 ( 3.3%)
texdata 2/2048 64/65536 ( 0.1%)
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 5898/65536 330288/3670016 ( 9.0%)
origfaces 5862/65536 328272/3670016 ( 8.9%)
leaves 6861/65536 219552/2097152 (10.5%)
leaffaces 5898/65536 11796/131072 ( 9.0%)
leafbrushes 992/65536 1984/131072 ( 1.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 47048/512000 188192/2048000 ( 9.2%)
edges 23537/256000 94148/1024000 ( 9.2%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 691736/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 44/16777216 ( 0.0%)
entdata [variable] 472622/393216 (120.2%) VERY FULL!
LDR leaf ambient 6861/65536 164664/1572864 (10.5%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
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] 9922/0 ( 0.0%)
Win32 Specific Data:
physics [variable] 539060/4194304 (12.9%)
==== Total Win32 BSP file data space used: 3472366 bytes ====
Linux Specific Data:
physicssurface [variable] 539060/6291456 ( 8.6%)
==== Total Linux BSP file data space used: 3472366 bytes ====
Total triangle count: 11804
Writing c:\programme\steam\steamapps\skullschildi\sourcesd k_content\cstrike\mapsrc\fy_simplekohnen_b3.bsp
6 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Programme\Steam\SteamApps\skullschildi\sourcesd k_content\cstrike\mapsrc\fy_simplekohnen_b3.bsp" "c:\programme\steam\steamapps\skullschildi\counter-strike source\cstrike\maps\fy_simplekohnen_b3.bsp"
** Executing...
** Command: "c:\programme\steam\steamapps\skullschildi\counter-strike source\hl2.exe"
** Parameters: -game "C:\Programme\Steam\SteamApps\skullschildi\counter-strike source\cstrike" -console +map "fy_simplekohnen_b3"
Dr.Kleiner
13. Mai 2006, 20:42
No such variable "$hdrbasetexture" for material "skybox/havrt"
Can't load skybox file skybox/hav to build the default cubemap!
das macht mich etwas stutzig aber das hat nix damit zu tun wolte hinweisen
overflow, too many models
Darf ich mal fragen wieviele Models Du so in der Map hast?
Irgendwann ist auch mal Schluss und die Source Engine kann auch nicht alles.
Skullschildi
14. Mai 2006, 11:33
9³ brush entities vom typ func_breakable. das is ein riesenklotz aus kisten, die man zerschiessen kann und sich somit sein eignes lanyrinth bauen. nebenbei soll man auch noch die Gegner finden und mit den schrotflinten, dies am anfang gibt erschiessen. mann kann auch massenzerstörung mit den he's machen. aber insgesamt schätz ich , dass es nicht mehr als 1000 objekte sind.
Tja, und das sind definitiv zuviele....
Du bist nicht der erste der auf so ein Problem stösst ;)
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