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Stoned
13.12.2008, 13:25
Wie der Titel schon sagt zerlegt es bei jedem Compile vrad und ich habe somit kein Licht in der Map!

Das ganze passiert aber nur wenn ich HDR enabled habe ( was ich fuer meine map brauche ... )

Kennt irgendwer das Problem?

€r!k
13.12.2008, 13:28
Mach es mal folgendermaßen:

Nimm im Expertenmodus das Default, lasse es durchlaufen und danach machst den Compilevorgang noch mal im Expertenmodus, aber! ALLE AUS AUßER LIGHT! Dann schaust du mal beim Expertenmodus unter final + hdr oder so und merkst die, wo der HDR Befehl bei der lights.rad steht. Den fügst du in der Default auch ein an der selben stelle, somit hat der einmal LRD einzeln gemacht und HDR einzeln.

Wenn es dann immer noch nicht geht (und du es richtig gemacht hast) muss ich sagen: Pech für dich Vista zu nutzen.

Stoned
13.12.2008, 14:10
** Executing...
** Command: "c:\program files\steam\steamapps\<steamname>\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\<steamname>\garrysmod\garrysmod" "c:\program files\steam\steamapps\<steamname>\sourcesdk_content\gmod\mapsrc\bw_keller_v1"

Valve Software - vbsp.exe (Mar 11 2008)
2 threads
materialPath: c:\program files\steam\steamapps\<steamname>\garrysmod\garrysmod\materials
Loading c:\program files\steam\steamapps\<steamname>\sourcesdk_content\gmod\mapsrc\bw_keller_v1.vmf
material "lights/blue002" not found.
Material not found!: LIGHTS/BLUE002
material "models/map12a_hangar/metalwall030a" not found.
Material not found!: MODELS/MAP12A_HANGAR/METALWALL030A
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...
Merged 42 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing c:\program files\steam\steamapps\<steamname>\sourcesdk_content\gmod\mapsrc\bw_keller_v1.prt... Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.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) (120773 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 295 texinfos to 176
Reduced 52 texdatas to 45 (1388 bytes to 1153)
Writing c:\program files\steam\steamapps\<steamname>\sourcesdk_content\gmod\mapsrc\bw_keller_v1.bsp
2 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\<steamname>\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\<steamname>\garrysmod\garrysmod" "c:\program files\steam\steamapps\<steamname>\sourcesdk_content\gmod\mapsrc\bw_keller_v1"

Valve Software - vvis.exe (Mar 11 2008)
2 threads
reading c:\program files\steam\steamapps\<steamname>\sourcesdk_content\gmod\mapsrc\bw_keller_v1.bsp
reading c:\program files\steam\steamapps\<steamname>\sourcesdk_content\gmod\mapsrc\bw_keller_v1.prt
214 portalclusters
656 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 (7)
Optimized: 167 visible clusters (0.00%)
Total clusters visible: 22231
Average clusters visible: 103
Building PAS...
Average clusters audible: 207
visdatasize:12702 compressed from 13696
writing c:\program files\steam\steamapps\<steamname>\sourcesdk_content\gmod\mapsrc\bw_keller_v1.bsp
7 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\<steamname>\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\<steamname>\garrysmod\garrysmod" "c:\program files\steam\steamapps\<steamname>\sourcesdk_content\gmod\mapsrc\bw_keller_v1"

Valve Software - vrad.exe SSE (Mar 11 2008)

Valve Radiosity Simulator
2 threads
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
Warning: Couldn't open texlight file c:\program files\steam\steamapps\<steamname>\sourcesdk\bin\orangebox\bin\lights.rad.
Loading c:\program files\steam\steamapps\<steamname>\sourcesdk_content\gmod\mapsrc\bw_keller_v1.bsp
Setting up ray-trace acceleration structure... Done (0.38 seconds)
841 faces
165437 square feet [23823070.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
841 patches before subdivision
10867 patches after subdivision
3 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (5)
transfers 941173, max 499
transfer lists: 7.2 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(2230, 1910, 1405)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(239, 192, 98)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(29, 22, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(4, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0117 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
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 (2)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 10/1024 480/49152 ( 1.0%)
brushes 322/8192 3864/98304 ( 3.9%)
brushsides 2579/65536 20632/524288 ( 3.9%)
planes 1706/65536 34120/1310720 ( 2.6%)
vertexes 1528/65536 18336/786432 ( 2.3%)
nodes 523/65536 16736/2097152 ( 0.8%)
texinfos 176/12288 12672/884736 ( 1.4%)
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 841/65536 47096/3670016 ( 1.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 505/65536 28280/3670016 ( 0.8%)
leaves 534/65536 17088/2097152 ( 0.8%)
leaffaces 1105/65536 2210/131072 ( 1.7%)
leafbrushes 566/65536 1132/131072 ( 0.9%)
areas 2/256 16/2048 ( 0.8%)
surfedges 6124/512000 24496/2048000 ( 1.2%)
edges 3656/256000 14624/1024000 ( 1.4%)
LDR worldlights 3/8192 264/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 89/32768 890/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1380/65536 2760/131072 ( 2.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 1/512 352/180224 ( 0.2%)
LDR lightdata [variable] 691080/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 12702/16777216 ( 0.1%)
entdata [variable] 6467/393216 ( 1.6%)
LDR ambient table 534/65536 2136/262144 ( 0.8%)
HDR ambient table 534/65536 2136/262144 ( 0.8%)
LDR leaf ambient 1188/65536 33264/1835008 ( 1.8%)
HDR leaf ambient 534/65536 14952/1835008 ( 0.8%)
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] 1/468 ( 0.2%)
pakfile [variable] 212244/0 ( 0.0%)
physics [variable] 120773/4194304 ( 2.9%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 2357
Writing c:\program files\steam\steamapps\<steamname>\sourcesdk_content\gmod\mapsrc\bw_keller_v1.bsp
15 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "c:\program files\steam\steamapps\<steamname>\sourcesdk_content\gmod\mapsrc\bw_keller_v1.bsp" "c:\program files\steam\steamapps\<steamname>\garrysmod\garrysmod\maps\bw_keller_v1.bsp"


** Executing...
** Command: "c:\program files\steam\steamapps\<steamname>\garrysmod\hl2.exe"
** Parameters: -dev -console -allowdebug -game "c:\program files\steam\steamapps\<steamname>\garrysmod\garrysmod" +map "bw_keller_v1"



** Executing...
** Command: "c:\program files\steam\steamapps\<steamname>\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\<steamname>\garrysmod\garrysmod" "c:\program files\steam\steamapps\<steamname>\sourcesdk_content\gmod\mapsrc\bw_keller_v1"

Valve Software - vbsp.exe (Mar 11 2008)
2 threads
materialPath: c:\program files\steam\steamapps\<steamname>\garrysmod\garrysmod\materials
Loading c:\program files\steam\steamapps\<steamname>\sourcesdk_content\gmod\mapsrc\bw_keller_v1.vmf
material "lights/blue002" not found.
Material not found!: LIGHTS/BLUE002
material "models/map12a_hangar/metalwall030a" not found.
Material not found!: MODELS/MAP12A_HANGAR/METALWALL030A
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 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 42 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing c:\program files\steam\steamapps\<steamname>\sourcesdk_content\gmod\mapsrc\bw_keller_v1.prt... Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.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) (120413 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 296 texinfos to 175
Reduced 52 texdatas to 45 (1388 bytes to 1153)
Writing c:\program files\steam\steamapps\<steamname>\sourcesdk_content\gmod\mapsrc\bw_keller_v1.bsp
1 second elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\<steamname>\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\<steamname>\garrysmod\garrysmod" "c:\program files\steam\steamapps\<steamname>\sourcesdk_content\gmod\mapsrc\bw_keller_v1"

Valve Software - vvis.exe (Mar 11 2008)
2 threads
reading c:\program files\steam\steamapps\<steamname>\sourcesdk_content\gmod\mapsrc\bw_keller_v1.bsp
reading c:\program files\steam\steamapps\<steamname>\sourcesdk_content\gmod\mapsrc\bw_keller_v1.prt
208 portalclusters
642 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 (7)
Optimized: 171 visible clusters (0.00%)
Total clusters visible: 21665
Average clusters visible: 104
Building PAS...
Average clusters audible: 203
visdatasize:11987 compressed from 13312
writing c:\program files\steam\steamapps\<steamname>\sourcesdk_content\gmod\mapsrc\bw_keller_v1.bsp
7 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\<steamname>\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -both -final -game "c:\program files\steam\steamapps\<steamname>\garrysmod\garrysmod" "c:\program files\steam\steamapps\<steamname>\sourcesdk_content\gmod\mapsrc\bw_keller_v1"

Valve Software - vrad.exe SSE (Mar 11 2008)

Valve Radiosity Simulator
2 threads
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
Warning: Couldn't open texlight file c:\program files\steam\steamapps\<steamname>\sourcesdk\bin\orangebox\bin\lights.rad.
Loading c:\program files\steam\steamapps\<steamname>\sourcesdk_content\gmod\mapsrc\bw_keller_v1.bsp
Setting up ray-trace acceleration structure... Done (0.37 seconds)
835 faces
165432 square feet [23822350.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
835 patches before subdivision
10861 patches after subdivision
3 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (43)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (5)
transfers 945672, max 504
transfer lists: 7.2 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(2230, 1910, 1405)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(239, 192, 98)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(29, 22, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(4, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0086 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
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 (3)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 10/1024 480/49152 ( 1.0%)
brushes 322/8192 3864/98304 ( 3.9%)
brushsides 2579/65536 20632/524288 ( 3.9%)
planes 1706/65536 34120/1310720 ( 2.6%)
vertexes 1515/65536 18180/786432 ( 2.3%)
nodes 516/65536 16512/2097152 ( 0.8%)
texinfos 175/12288 12600/884736 ( 1.4%)
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 835/65536 46760/3670016 ( 1.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 502/65536 28112/3670016 ( 0.8%)
leaves 527/65536 16864/2097152 ( 0.8%)
leaffaces 1093/65536 2186/131072 ( 1.7%)
leafbrushes 565/65536 1130/131072 ( 0.9%)
areas 2/256 16/2048 ( 0.8%)
surfedges 6074/512000 24296/2048000 ( 1.2%)
edges 3625/256000 14500/1024000 ( 1.4%)
LDR worldlights 3/8192 264/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 87/32768 870/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1338/65536 2676/131072 ( 2.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 1/512 352/180224 ( 0.2%)
LDR lightdata [variable] 690848/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 11987/16777216 ( 0.1%)
entdata [variable] 6467/393216 ( 1.6%)
LDR ambient table 527/65536 2108/262144 ( 0.8%)
HDR ambient table 527/65536 2108/262144 ( 0.8%)
LDR leaf ambient 1176/65536 32928/1835008 ( 1.8%)
HDR leaf ambient 527/65536 14756/1835008 ( 0.8%)
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] 1/468 ( 0.2%)
pakfile [variable] 212244/0 ( 0.0%)
physics [variable] 120413/4194304 ( 2.9%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 2331
Writing c:\program files\steam\steamapps\<steamname>\sourcesdk_content\gmod\mapsrc\bw_keller_v1.bsp
56 seconds elapsed
Valve Software - vrad.exe SSE (Mar 11 2008)

Valve Radiosity Simulator
2 threads
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
Warning: Couldn't open texlight file c:\program files\steam\steamapps\<steamname>\sourcesdk\bin\orangebox\bin\lights.rad.
Loading c:\program files\steam\steamapps\<steamname>\sourcesdk_content\gmod\mapsrc\bw_keller_v1.bsp
Setting up ray-trace acceleration structure... Done (0.39 seconds)
835 faces
165432 square feet [23822350.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
835 patches before subdivision
10861 patches after subdivision
3 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (40)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (5)
transfers 945672, max 504
transfer lists: 7.2 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(2230, 1910, 1405)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(239, 192, 98)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(29, 22, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(4, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0088 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
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 (3)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 10/1024 480/49152 ( 1.0%)
brushes 322/8192 3864/98304 ( 3.9%)
brushsides 2579/65536 20632/524288 ( 3.9%)
planes 1706/65536 34120/1310720 ( 2.6%)
vertexes 1515/65536 18180/786432 ( 2.3%)
nodes 516/65536 16512/2097152 ( 0.8%)
texinfos 175/12288 12600/884736 ( 1.4%)
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 835/65536 46760/3670016 ( 1.3%)
hdr faces 835/65536 46760/3670016 ( 1.3%)
origfaces 502/65536 28112/3670016 ( 0.8%)
leaves 527/65536 16864/2097152 ( 0.8%)
leaffaces 1093/65536 2186/131072 ( 1.7%)
leafbrushes 565/65536 1130/131072 ( 0.9%)
areas 2/256 16/2048 ( 0.8%)
surfedges 6074/512000 24296/2048000 ( 1.2%)
edges 3625/256000 14500/1024000 ( 1.4%)
LDR worldlights 3/8192 264/720896 ( 0.0%)
HDR worldlights 3/8192 264/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 87/32768 870/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1338/65536 2676/131072 ( 2.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 1/512 352/180224 ( 0.2%)
LDR lightdata [variable] 690848/0 ( 0.0%)
HDR lightdata [variable] 690848/0 ( 0.0%)
visdata [variable] 11987/16777216 ( 0.1%)
entdata [variable] 6467/393216 ( 1.6%)
LDR ambient table 527/65536 2108/262144 ( 0.8%)
HDR ambient table 527/65536 2108/262144 ( 0.8%)
LDR leaf ambient 1176/65536 32928/1835008 ( 1.8%)
HDR leaf ambient 1176/65536 32928/1835008 ( 1.8%)
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] 1/468 ( 0.2%)
pakfile [variable] 212244/0 ( 0.0%)
physics [variable] 120413/4194304 ( 2.9%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 2331
Writing c:\program files\steam\steamapps\<steamname>\sourcesdk_content\gmod\mapsrc\bw_keller_v1.bsp
53 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "c:\program files\steam\steamapps\<steamname>\sourcesdk_content\gmod\mapsrc\bw_keller_v1.bsp" "c:\program files\steam\steamapps\<steamname>\garrysmod\garrysmod\maps\bw_keller_v1.bsp"



Hmm aus irgendeinem Grund hat das HDR Full Final mit Licht nun auch funktioniert :-D

BastetFurry
13.12.2008, 15:05
Jaja, das liebe Fenster Begegnung von Kleinweich...

Ich darf mich damit auch rumärgern weil XP auf der Kiste hier rumspinnt, zumindest mag Oblivion und ein paar andere Spiele die Kombination XP+AMD X2 nicht.

Aber andersrum, es müsste Hammer und HL2, also damit auch GMod, mal endlich als native Linux-Binary geben, dann hätt zumindest ich keine Probleme mehr.
Benutz ja normalerweise nur Linux, nur zum zocken, für HL2 Kartenbasteln und Quartus II (FPGA Software... ich spiel ab und an mit dem DE-1 rum und da ist ein Altera FPGA drauf) muss Wintendo ran.

Achja, das währ doch mal ein geiles VHDL/Verilog Projekt, (V)RAD in Hardware gießen und dann 10 FPGAs stapeln. :gmod: :D