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Dark
24.03.2008, 13:51
Ich habe das problem das, wenn ich eins von den beiden in der map habe die map abschmiert, mit dem berühmten read fehler..

Ich weiß nicht ob es bei nem func_door oder anderen brush entities das gleiche ist.


Lösungsvorschläge?

Danke

Es lag an der beta vom skd tool

€r!k
24.03.2008, 13:54
prop_core macht oft Probleme.
Mach das Ding einfach mal raus.

Dark
24.03.2008, 13:57
ja klar dann gehts aber vorher ging es auch nur seitdem ich da andere wände gemacht habe suckt es

habs ma angehängt


** Executing...
** Command: "f:\programme\steam\steamapps\dark_skream\sourcesdk \bin\orangebox\bin\vbsp.exe"
** Parameters: -game "f:\programme\steam\steamapps\dark_skream\half-life 2 episode two\ep2" "F:\Programme\Steam\steamapps\dark_skream\sourcesdk _content\hl2\mapsrc\core3"

Valve Software - vbsp.exe (Sep 21 2007)
1 threads
materialPath: f:\programme\steam\steamapps\dark_skream\half-life 2 episode two\ep2\materials
Loading F:\Programme\Steam\steamapps\dark_skream\sourcesdk _content\hl2\mapsrc\core3.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)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing F:\Programme\Steam\steamapps\dark_skream\sourcesdk _content\hl2\mapsrc\core3.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day02_02*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day02_02*.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) (18469 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 234 texinfos to 55
Reduced 5 texdatas to 4 (132 bytes to 84)
Writing F:\Programme\Steam\steamapps\dark_skream\sourcesdk _content\hl2\mapsrc\core3.bsp
0 seconds elapsed

** Executing...
** Command: "f:\programme\steam\steamapps\dark_skream\sourcesdk \bin\orangebox\bin\vvis.exe"
** Parameters: -game "f:\programme\steam\steamapps\dark_skream\half-life 2 episode two\ep2" "F:\Programme\Steam\steamapps\dark_skream\sourcesdk _content\hl2\mapsrc\core3"

Valve Software - vvis.exe (Nov 8 2007)
1 threads
reading f:\programme\steam\steamapps\dark_skream\sourcesdk _content\hl2\mapsrc\core3.bsp
reading f:\programme\steam\steamapps\dark_skream\sourcesdk _content\hl2\mapsrc\core3.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 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 36
Average clusters visible: 6
Building PAS...
Average clusters audible: 6
visdatasize:64 compressed from 96
writing f:\programme\steam\steamapps\dark_skream\sourcesdk _content\hl2\mapsrc\core3.bsp
0 seconds elapsed

** Executing...
** Command: "f:\programme\steam\steamapps\dark_skream\sourcesdk \bin\orangebox\bin\vrad.exe"
** Parameters: -game "f:\programme\steam\steamapps\dark_skream\half-life 2 episode two\ep2" "F:\Programme\Steam\steamapps\dark_skream\sourcesdk _content\hl2\mapsrc\core3"

Valve Software - vrad.exe SSE (Nov 8 2007)

Valve Radiosity Simulator
1 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']

Loading f:\programme\steam\steamapps\dark_skream\sourcesdk _content\hl2\mapsrc\core3.bsp
Setting up ray-trace acceleration structure... Done (0.27 seconds)
334 faces
132944 square feet [19144060.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
334 patches before subdivision
15124 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 (6)
transfers 1990013, max 452
transfer lists: 15.2 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<0.0144 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.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 2/1024 96/49152 ( 0.2%)
brushes 51/8192 612/98304 ( 0.6%)
brushsides 455/65536 3640/524288 ( 0.7%)
planes 408/65536 8160/1310720 ( 0.6%)
vertexes 442/65536 5304/786432 ( 0.7%)
nodes 52/65536 1664/2097152 ( 0.1%)
texinfos 55/12288 3960/884736 ( 0.4%)
texdata 4/2048 128/65536 ( 0.2%)
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 334/65536 18704/3670016 ( 0.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 86/65536 4816/3670016 ( 0.1%)
leaves 55/65536 1760/2097152 ( 0.1%)
leaffaces 334/65536 668/131072 ( 0.5%)
leafbrushes 98/65536 196/131072 ( 0.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 1838/512000 7352/2048000 ( 0.4%)
edges 1010/256000 4040/1024000 ( 0.4%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 3/32768 30/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 57/65536 114/131072 ( 0.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1262672/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 64/16777216 ( 0.0%)
entdata [variable] 6301/393216 ( 1.6%)
LDR ambient table 55/65536 220/262144 ( 0.1%)
HDR ambient table 55/65536 220/262144 ( 0.1%)
LDR leaf ambient 12/65536 336/1835008 ( 0.0%)
HDR leaf ambient 55/65536 1540/1835008 ( 0.1%)
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] 211543/0 ( 0.0%)
physics [variable] 18469/4194304 ( 0.4%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 824
Writing f:\programme\steam\steamapps\dark_skream\sourcesdk _content\hl2\mapsrc\core3.bsp
9 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "F:\Programme\Steam\steamapps\dark_skream\sourcesdk _content\hl2\mapsrc\core3.bsp" "f:\programme\steam\steamapps\dark_skream\half-life 2 episode two\ep2\maps\core3.bsp"



OKAY nun wundere ich mich aber denn selbst die aus der orginal map gehen nicht, also die aus dem ep1 core_room


Und mit ep1-engine gehts auch net


OKAY der core fäng an zu nerven der verträgt sich mit nichts was func_... is
Doppelpost-Edit:
Mhh weiß nicht obs dazu gehört aber in der console steht was von


ShaderAPIDx8::CreateDepthStencilSurface: D3DERR_OUTOFVIDEOMEMORY
Doppelpost-Edit:
GELÖST--PLS CLOSE--