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Freak1
20.01.2009, 16:04
Ich habe die map nicht wirklich verändert, seitdem ich sie das letzte mal Kompilliert habe, dennoch friert vrad.exe beim Kompilierprozess ein. Ich habe lediglich ein env_cubemap gesetzt und in Half Life 2 Episode 2 den consolenbefehl "buildcubemaps" genutzt (falls das irgendwelche auswirkungen auf dei vmf oder den Kompileprozess haben sollte)

Compile log:

materialPath: c:\programme\steam\steamapps\freak_01\half-life 2 episode two\ep2\materials
Loading D:\Daten\Games\dev kram\generator2.vmf
Patching WVT material: maps/generator2/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/generator2/concrete/blendconcretedebris001a_wvt_patch
Patching WVT material: maps/generator2/nature/blendsandrock004c_wvt_patch
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1... 2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 424 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing D:\Daten\Games\dev kram\generator2.prt...Building visibility clusters...
done (1)
material "skybox/uwrt" not found.
Can't load skybox file skybox/uw to build the default cubemap!
Can't load skybox file skybox/uw 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 (4) (1413849 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8.Material NATURE/BLENDSANDROCK004C uses unknown detail object type canal_reeds!
..9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 4748 texinfos to 2396
Reduced 367 texdatas to 308 (14179 bytes to 12338)
Writing D:\Daten\Games\dev kram\generator2.bsp
28 seconds elapsed



2 threads
reading d:\daten\games\dev kram\generator2.bsp
reading d:\daten\games\dev kram\generator2.prt
4881 portalclusters
15084 numportals
0...1...2...3...4...5...6...7...8...9...10Optimize d: 363595 visible clusters (0.00%)
Total clusters visible: 4453956
Average clusters visible: 912
Building PAS...
Average clusters audible: 1951
visdatasize:3031048 compressed from 6013392
writing d:\daten\games\dev kram\generator2.bsp
38 seconds elapsed



[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']

Loading d:\daten\games\dev kram\generator2.bsp
15097 faces
3 degenerate faces
2692373 square feet [387701760.00 square inches]
4 Displacements
867 Square Feet [124878.90 Square Inches]
15094 patches before subdivision
155590 patches after subdivision
1003 direct lights
0...1...2...3...4...5...6...7...8...9...100...1... 2...3...4...5...6...7...8...9...10transfers 13586057, max 915
transfer lists: 103.7 megs
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0.

Kennt irgendjemand das Problem oder hat eine Vermutung? Ich brauch hilfe... :(

Tockra
20.01.2009, 16:10
Ich habe lediglich ein env_cubemap gesetzt und in Half Life 2 Episode 2 den consolenbefehl "buildcubemaps" genutzt (falls das irgendwelche auswirkungen auf dei vmf oder den Kompileprozess haben sollte)

Also soweit ICH weiß, hat das keine Auswirkung, auf die vmf. Höchstens auf die bsp (eigentlich wird ja eine 2 Datei erstellt (glaube ich))...

Hasse schon den Pc neu gestartet oder einfach mal 5 min. beim Compilen gewartet?
Hast du vieleicht noch frühere Versionen der vmf?

Ps: Falls möglich versuch das compilen mal auf nem anderem Pc...

burhan36
20.01.2009, 16:13
Wie viele Lichter haste in der Vmf?

Freak1
20.01.2009, 16:14
511 Lichter

Edit:
Problem scheint sich durch einen Systemneustart behoben zu haben.