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Hybrid-Darstellung

  1. #1
    Yellow Piper
    Guest

    Question Hilfe Nach Compilern startet CSS aber nicht die map

    Hi ich bin noch neu beim mapping. Ich wollte gerade meine erste map testen doch ich habe ein problem beim Compilern.

    mein log lautet


    ** Executing...
    ** Command: "x:\steam\steamapps\yellow_piper\sourcesdk\bin\ep1 \bin\vbsp.exe"
    ** Parameters: -game "x:\steam\steamapps\yellow_piper\counter-strike source\cstrike" "X:\Steam\SteamApps\yellow_piper\sourcesdk_content \cstrike\mapsrc\de_Micha Test 1"

    Valve Software - vbsp.exe (Dec 11 2006)
    8 threads
    materialPath: x:\steam\steamapps\yellow_piper\counter-strike source\cstrike\materials
    Loading X:\Steam\SteamApps\yellow_piper\sourcesdk_content\ cstrike\mapsrc\de_Micha Test 1.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 X:\Steam\SteamApps\yellow_piper\sourcesdk_content\ cstrike\mapsrc\de_Micha Test 1.prt...done (0)
    Creating default cubemaps for env_cubemap using skybox materials:
    skybox/sky_day01_01*.vmt
    Run buildcubemaps in the engine to get the correct cube maps.

    No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
    Can't load skybox file skybox/sky_day01_01 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) (4253 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 24 texinfos to 12
    Reduced 3 texdatas to 3 (60 bytes to 60)
    Writing X:\Steam\SteamApps\yellow_piper\sourcesdk_content\ cstrike\mapsrc\de_Micha Test 1.bsp
    0 seconds elapsed

    ** Executing...
    ** Command: "x:\steam\steamapps\yellow_piper\sourcesdk\bin\ep1 \bin\vvis.exe"
    ** Parameters: -game "x:\steam\steamapps\yellow_piper\counter-strike source\cstrike" "X:\Steam\SteamApps\yellow_piper\sourcesdk_content \cstrike\mapsrc\de_Micha Test 1"

    Valve Software - vvis.exe (Nov 8 2007)
    8 threads
    reading x:\steam\steamapps\yellow_piper\sourcesdk_content\ cstrike\mapsrc\de_Micha Test 1.bsp
    reading x:\steam\steamapps\yellow_piper\sourcesdk_content\ cstrike\mapsrc\de_Micha Test 1.prt
    6 portalclusters
    6 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: 26
    Average clusters visible: 4
    Building PAS...
    Average clusters audible: 5
    visdatasize:64 compressed from 96
    writing x:\steam\steamapps\yellow_piper\sourcesdk_content\ cstrike\mapsrc\de_Micha Test 1.bsp
    1 second elapsed

    ** Executing...
    ** Command: "x:\steam\steamapps\yellow_piper\sourcesdk\bin\ep1 \bin\vrad.exe"
    ** Parameters: -game "x:\steam\steamapps\yellow_piper\counter-strike source\cstrike" "X:\Steam\SteamApps\yellow_piper\sourcesdk_content \cstrike\mapsrc\de_Micha Test 1"

    Valve Software - vrad.exe SSE (Nov 8 2007)
    ----- Radiosity Simulator ----
    8 threads
    [Reading texlights from 'lights.rad']
    [1 texlights parsed from 'lights.rad']

    Loading x:\steam\steamapps\yellow_piper\sourcesdk_content\ cstrike\mapsrc\de_Micha Test 1.bsp
    52 faces
    38869 square feet [5597184.00 square inches]
    0 displacements
    0 square feet [0.00 square inches]
    52 patches before subdivision
    3930 patches after subdivision
    1 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
    transfers 394000, max 264
    transfer lists: 3.0 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #1 added RGB(4441, 2919, 2070)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(823, 334, 157)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #3 added RGB(147, 37, 12)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #4 added RGB(29, 4, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #5 added RGB(6, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #6 added RGB(1, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0023 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.
    ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 3/1024 144/49152 ( 0.3%)
    brushes 10/8192 120/98304 ( 0.1%)
    brushsides 60/65536 480/524288 ( 0.1%)
    planes 58/65536 1160/1310720 ( 0.1%)
    vertexes 86/65536 1032/786432 ( 0.1%)
    nodes 43/65536 1376/2097152 ( 0.1%)
    texinfos 12/12288 864/884736 ( 0.1%)
    texdata 3/2048 96/65536 ( 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 52/65536 2912/3670016 ( 0.1%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 24/65536 1344/3670016 ( 0.0%)
    leaves 47/65536 1504/2097152 ( 0.1%)
    leaffaces 52/65536 104/131072 ( 0.1%)
    leafbrushes 21/65536 42/131072 ( 0.0%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 320/512000 1280/2048000 ( 0.1%)
    edges 181/256000 724/1024000 ( 0.1%)
    LDR worldlights 1/8192 88/720896 ( 0.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    waterstrips 1/32768 10/327680 ( 0.0%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 12/65536 24/131072 ( 0.0%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 70044/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 64/16777216 ( 0.0%)
    entdata [variable] 2224/393216 ( 0.6%)
    LDR leaf ambient 47/65536 1128/1572864 ( 0.1%)
    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] 10024/0 ( 0.0%)

    Level flags = 0

    Win32 Specific Data:
    physics [variable] 4253/4194304 ( 0.1%)
    ==== Total Win32 BSP file data space used: 101059 bytes ====

    Total triangle count: 120
    Writing x:\steam\steamapps\yellow_piper\sourcesdk_content\ cstrike\mapsrc\de_Micha Test 1.bsp
    7 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "X:\Steam\SteamApps\yellow_piper\sourcesdk_content \cstrike\mapsrc\de_Micha Test 1.bsp" "x:\steam\steamapps\yellow_piper\counter-strike source\cstrike\maps\de_Micha Test 1.bsp"



    allerdings läuft der forgang nur selten so gut durch meistens hängt er sich in dieser zeile auf
    transfer lists: 3.0 megs
    GatherLight: 0...1...2...3
    d.h. das Fenster hat keine Rückmeldung mehr allerdings nur 3-8sec lang danach startet er ein neues "protokoll" macht weiter wie es sich gehört aber egal welche beider fälle eintreten ich kann auch über neuen server die map nicht spielen
    bin schon total am verzweifeln
    Bitte helft mir

  2. #2
    Webmaster Benutzerbild von Anduriel
    Registriert seit
    Aug 2001
    Beiträge
    3.837

    Standard

    Hi, du solltest auch einen Blick in die Konsole werfen, was die für Fehler ausgibt. Und entfern mal die Leerzeichen im Mapnamen. Gut möglich, dass es daran liegt.
    Falls ich nicht wieder komme, rächt meinen Tod!

  3. #3
    Yellow Piper
    Guest

    Standard

    Jetz funszt es lag an den leerzeicen -.-
    hätte ich mir eigentlich denken können
    thx nochmal

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