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SolidMob
30. August 2006, 19:00
Hallo erstmal,
also ich hab nach eurem mapping tutorial angefangen mal das mappen zu lernen. So weit so gut.
Bis guide #8 hab ich jetz gemacht. zwischendurch natürlich immer ausprobiert. Jetz am ende von guide 8 wollt ichs wieder ausprobieren aber css startet die map net.
Der ladebalken ging ungefähr bis zum 3/4 dann bin ich wieder im windows :mad2:
ich weiß net woran es liegt und was ich machen soll
bitte helft mir !

:blue: :sonot:

hier noch der compile Log:
____________________________________

** Executing...
** Command: "c:\spiele\steam\steamapps\bigboss15\sourcesdk\bin\ vbsp.exe"
** Parameters: -game "c:\spiele\steam\steamapps\bigboss15\counter-strike source\cstrike" "C:\spiele\Steam\SteamApps\bigboss15\sourcesdk_cont ent\cstrike\mapsrc\maptest1"

Valve Software - vbsp.exe (Aug 4 2006)
1 threads
materialPath: c:\spiele\steam\steamapps\bigboss15\counter-strike source\cstrike\materials
Loading C:\spiele\Steam\SteamApps\bigboss15\sourcesdk_cont ent\cstrike\mapsrc\maptest1.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:\spiele\Steam\SteamApps\bigboss15\sourcesdk_cont ent\cstrike\mapsrc\maptest1.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_dust*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_dustrt"
Can't load skybox file skybox/sky_dust 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 (0) (16162 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 48 texinfos to 27
Reduced 13 texdatas to 11 (308 bytes to 217)
Writing C:\spiele\Steam\SteamApps\bigboss15\sourcesdk_cont ent\cstrike\mapsrc\maptest1.bsp
1 second elapsed

** Executing...
** Command: "c:\spiele\steam\steamapps\bigboss15\sourcesdk\bin\ vvis.exe"
** Parameters: -game "c:\spiele\steam\steamapps\bigboss15\counter-strike source\cstrike" "C:\spiele\Steam\SteamApps\bigboss15\sourcesdk_cont ent\cstrike\mapsrc\maptest1"

Valve Software - vvis.exe (May 22 2006)
1 threads
reading c:\spiele\steam\steamapps\bigboss15\sourcesdk_cont ent\cstrike\mapsrc\maptest1.bsp
reading c:\spiele\steam\steamapps\bigboss15\sourcesdk_cont ent\cstrike\mapsrc\maptest1.prt
96 portalclusters
299 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: 7206
Average clusters visible: 75
Building PAS...
Average clusters audible: 96
visdatasize:3060 compressed from 3072
writing c:\spiele\steam\steamapps\bigboss15\sourcesdk_cont ent\cstrike\mapsrc\maptest1.bsp
1 second elapsed

** Executing...
** Command: "c:\spiele\steam\steamapps\bigboss15\sourcesdk\bin\ vrad.exe"
** Parameters: -game "c:\spiele\steam\steamapps\bigboss15\counter-strike source\cstrike" "C:\spiele\Steam\SteamApps\bigboss15\sourcesdk_cont ent\cstrike\mapsrc\maptest1"

Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\spiele\steam\steamapps\bigboss15\sourcesdk_cont ent\cstrike\mapsrc\maptest1.bsp
260 faces
53455 square feet [7697534.50 square inches]
0 displacements
0 square feet [0.00 square inches]
260 patches before subdivision
4076 patches after subdivision
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (10)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 426788, max 358
transfer lists: 3.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(25400, 24679, 19580)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(4508, 4277, 2732)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(841, 776, 394)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(162, 146, 59)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(32, 28, 9)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(6, 5, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(1, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0034 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 5/1024 240/49152 ( 0.5%)
brushes 40/8192 480/98304 ( 0.5%)
brushsides 244/65536 1952/524288 ( 0.4%)
planes 198/65536 3960/1310720 ( 0.3%)
vertexes 465/65536 5580/786432 ( 0.7%)
nodes 187/65536 5984/2097152 ( 0.3%)
texinfos 27/12288 1944/884736 ( 0.2%)
texdata 11/2048 352/65536 ( 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 260/65536 14560/3670016 ( 0.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 132/65536 7392/3670016 ( 0.2%)
leaves 193/65536 6176/2097152 ( 0.3%)
leaffaces 319/65536 638/131072 ( 0.5%)
leafbrushes 104/65536 208/131072 ( 0.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 1731/512000 6924/2048000 ( 0.3%)
edges 1034/256000 4136/1024000 ( 0.4%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 17/32768 170/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 291/65536 582/131072 ( 0.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 215656/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 3060/16777216 ( 0.0%)
entdata [variable] 2095/393216 ( 0.5%)
LDR leaf ambient 193/65536 4632/1572864 ( 0.3%)
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] 1/408 ( 0.2%)
pakfile [variable] 20599/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 16162/4194304 ( 0.4%)
==== Total Win32 BSP file data space used: 323676 bytes ====

Total triangle count: 683
Writing c:\spiele\steam\steamapps\bigboss15\sourcesdk_cont ent\cstrike\mapsrc\maptest1.bsp
12 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\spiele\Steam\SteamApps\bigboss15\sourcesdk_cont ent\cstrike\mapsrc\maptest1.bsp" "c:\spiele\steam\steamapps\bigboss15\counter-strike source\cstrike\maps\maptest1.bsp"
_________________________________________________

EDIT: So hab jetz noch die map mal hochgeladen bei rapidshare: maptest1 (http://rapidshare.de/files/31341219/maptest1.zip.html)

bitte probiert es aus und sagt mir was los ist

SolidMob
31. August 2006, 14:51
hat keiner ne ahnung ?

Stard00d
02. September 2006, 13:50
ist eigentlich nix ungewöhnliches im compile log. bist du sicher, daß es der aktuelle compile log ist (der aktuellste steht immer unten).

ansonsten mal die nav-datei löschen, sofern vorhanden.

SolidMob
03. September 2006, 20:14
ja es lag am .nav
danke für den tipp