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Archiv verlassen und diese Seite im Standarddesign anzeigen : CSS stürzt beim laden meiner ab ?



[=]Barney[=]
03. September 2006, 23:48
wieso stürzt mein css beim laden meiner map ab (er stürzt beim resorucen laden ab )er geht zurück zu windows ohne fehlermeldung

dass passierte schon bei 2 selbst erstellten maps ?:mad2:

spikedscorpion
04. September 2006, 01:01
sry leider kenn ich mich mit dem Hammer Editor nicht aus aber eins ist klar es liegt an deiner MAP

achja ähm ihm Thread titel hast du das wort "map" vergessen

so und nun ich schätze mal es leigt an irgend einer grafik oder sound datei die du in die map rein gebaut hast oder so aber wie gesagt ich kenn mich damit net so aus versuch mal ein paar mehr Information zu geben

[=]Barney[=]
04. September 2006, 15:48
also ich könnt ja die beispiel map hier einfügen

CSS stürzt ohne fehlermeldung ab (er ladet nur bis resourcen)dass passierte schon bei 2 meiner selbst erstellten maps alle anderen maps funzen nur diese beiden nicht ? :confused: :confused:



** Executing...
** Command: "d:\programme\valve\steam\steamapps\sohaib\sourcesd k\bin\vbsp.exe"
** Parameters: -game "d:\programme\valve\steam\steamapps\sohaib\counter-strike source\cstrike" "D:\Programme\Valve\Steam\SteamApps\sohaib\sourcesd k_content\cstrike\mapsrc\cs_warehouse"

Valve Software - vbsp.exe (Aug 4 2006)
1 threads
materialPath: d:\programme\valve\steam\steamapps\sohaib\counter-strike source\cstrike\materials
Loading D:\Programme\Valve\Steam\SteamApps\sohaib\sourcesd k_content\cstrike\mapsrc\cs_warehouse.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 64 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\Programme\Valve\Steam\SteamApps\sohaib\sourcesd k_content\cstrike\mapsrc\cs_warehouse.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 (2) (402373 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1358 texinfos to 656
Reduced 46 texdatas to 45 (1066 bytes to 1044)
Writing D:\Programme\Valve\Steam\SteamApps\sohaib\sourcesd k_content\cstrike\mapsrc\cs_warehouse.bsp
11 seconds elapsed

** Executing...
** Command: "d:\programme\valve\steam\steamapps\sohaib\sourcesd k\bin\vvis.exe"
** Parameters: -game "d:\programme\valve\steam\steamapps\sohaib\counter-strike source\cstrike" -fast "D:\Programme\Valve\Steam\SteamApps\sohaib\sourcesd k_content\cstrike\mapsrc\cs_warehouse"

Valve Software - vvis.exe (May 22 2006)
fastvis = true
1 threads
reading d:\programme\valve\steam\steamapps\sohaib\sourcesd k_content\cstrike\mapsrc\cs_warehouse.bsp
reading d:\programme\valve\steam\steamapps\sohaib\sourcesd k_content\cstrike\mapsrc\cs_warehouse.prt
646 portalclusters
2356 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (8)
Optimized: 10632 visible clusters (0.00%)
Total clusters visible: 362766
Average clusters visible: 561
Building PAS...
Average clusters audible: 634
visdatasize:108131 compressed from 113696
writing d:\programme\valve\steam\steamapps\sohaib\sourcesd k_content\cstrike\mapsrc\cs_warehouse.bsp
9 seconds elapsed

** Executing...
** Command: "d:\programme\valve\steam\steamapps\sohaib\sourcesd k\bin\vrad.exe"
** Parameters: -game "d:\programme\valve\steam\steamapps\sohaib\counter-strike source\cstrike" -noextra "D:\Programme\Valve\Steam\SteamApps\sohaib\sourcesd k_content\cstrike\mapsrc\cs_warehouse"

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

Loading d:\programme\valve\steam\steamapps\sohaib\sourcesd k_content\cstrike\mapsrc\cs_warehouse.bsp
6936 faces
995282 square feet [143320736.00 square inches]
0 displacements
0 square feet [0.00 square inches]
6936 patches before subdivision
40794 patches after subdivision
20 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (6)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (74)
transfers 3129379, max 727
transfer lists: 23.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(2915, 2707, 2218)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(250, 220, 173)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(47, 43, 33)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(11, 9, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(3, 3, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0956 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.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 22/1024 1056/49152 ( 2.1%)
brushes 961/8192 11532/98304 (11.7%)
brushsides 7429/65536 59432/524288 (11.3%)
planes 8662/65536 173240/1310720 (13.2%)
vertexes 11167/65536 134004/786432 (17.0%)
nodes 3826/65536 122432/2097152 ( 5.8%)
texinfos 656/12288 47232/884736 ( 5.3%)
texdata 45/2048 1440/65536 ( 2.2%)
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 6936/65536 388416/3670016 (10.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 4001/65536 224056/3670016 ( 6.1%)
leaves 3849/65536 123168/2097152 ( 5.9%)
leaffaces 8474/65536 16948/131072 (12.9%)
leafbrushes 1904/65536 3808/131072 ( 2.9%)
areas 3/256 24/2048 ( 1.2%)
surfedges 49546/512000 198184/2048000 ( 9.7%)
edges 28118/256000 112472/1024000 (11.0%)
LDR worldlights 20/8192 1760/720896 ( 0.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 112/32768 1120/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1572/65536 3144/131072 ( 2.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1412048/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 108131/16777216 ( 0.6%)
entdata [variable] 20774/393216 ( 5.3%)
LDR leaf ambient 3849/65536 92376/1572864 ( 5.9%)
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] 1/1062 ( 0.1%)
pakfile [variable] 10018/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 402373/4194304 ( 9.6%)
==== Total Win32 BSP file data space used: 3669190 bytes ====

Total triangle count: 19202
Writing d:\programme\valve\steam\steamapps\sohaib\sourcesd k_content\cstrike\mapsrc\cs_warehouse.bsp
1 minute, 30 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "D:\Programme\Valve\Steam\SteamApps\sohaib\sourcesd k_content\cstrike\mapsrc\cs_warehouse.bsp" "d:\programme\valve\steam\steamapps\sohaib\counter-strike source\cstrike\maps\cs_warehouse.bsp"

SolidMob
04. September 2006, 20:41
ich hatte das problem auch, versuch mal im map ordner von css die .nav datei zu löschen! bei mir gings dann wieder ;)

[=]Barney[=]
04. September 2006, 22:18
hmmmm ich find nur eine cache datei im css maps ordner ;)

jetzt stürzt er schon bei spielerdaten werden gesendet ab(nachdem ich den nodraw brush [für regen]entfernt hab):mad2: :mad2: :mad2: :mad2: