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MelonenPlaya
23.04.2009, 19:34
Meine selbstgemachte l4d map will einfach nicht starten!
Sobald ich sie compile und left4dead die map läd , kommt eine fehlermeldung:
http://img113.imageshack.us/img113/2405/unbenanntd.png
Hab auch schon versucht sie über die console zu starten....
map l4d_doorway
und habe sv_lan 1 versucht.
Hast du denn auch die richtigen Compiler verwendet?
MelonenPlaya
23.04.2009, 19:41
$SteamDir\steamapps\common\left 4 dead\left4dead.exe
$SteamUserDir\sourcesdk\bin\orangebox\bin\vbsp.exe
$SteamUserDir\sourcesdk\bin\orangebox\bin\vvis.exe
$SteamUserDir\sourcesdk\bin\orangebox\bin\vrad.exe
$SteamDir\steamapps\common\left 4 dead\left4dead\maps
stimmt doch oder?
Ist Left4Dead nicht eine Engine weiter als Obox oder so?
MelonenPlaya
23.04.2009, 19:57
Weiß nicht aber so klappt es halt:
http://garrysmod.de/forum/showthread.php?t=18599
Die build programme werden jetzt nicht gezeigt, aber was anderes gibt es atm nicht ausser ep1 engine S:
Sasha41857
23.04.2009, 20:11
Es kommt eh bald das offizelle SDK raus für L4D.Dann spätestens wird gehen ^^.
Rück doch mal bitte dein Compile Log raus
MelonenPlaya
23.04.2009, 22:08
Ich sehe nichts besonderes am compile-log und fehler habe ich eigentlich nicht gemacht^^
** Executing...
** Command: "c:\program files\steam\steamapps\vip08140495\sourcesdk\bin\or angebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\SourceMods\L4D" "C:\Program Files\Steam\steamapps\common\left 4 dead\left4dead\maps\l4d_doorway1"
Valve Software - vbsp.exe (Mar 11 2008)
2 threads
materialPath: c:\program files\steam\steamapps\SourceMods\L4D\materials
Loading C:\Program Files\Steam\steamapps\common\left 4 dead\left4dead\maps\l4d_doorway1.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 C:\Program Files\Steam\steamapps\common\left 4 dead\left4dead\maps\l4d_doorway1.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) (9135 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 72 texinfos to 21
Reduced 8 texdatas to 5 (249 bytes to 169)
Writing C:\Program Files\Steam\steamapps\common\left 4 dead\left4dead\maps\l4d_doorway1.bsp
0 seconds elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\vip08140495\sourcesdk\bin\or angebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\SourceMods\L4D" "C:\Program Files\Steam\steamapps\common\left 4 dead\left4dead\maps\l4d_doorway1"
Valve Software - vvis.exe (Mar 11 2008)
2 threads
reading c:\program files\steam\steamapps\common\left 4 dead\left4dead\maps\l4d_doorway1.bsp
reading c:\program files\steam\steamapps\common\left 4 dead\left4dead\maps\l4d_doorway1.prt
51 portalclusters
105 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: 1439
Average clusters visible: 28
Building PAS...
Average clusters audible: 29
visdatasize:1284 compressed from 816
writing c:\program files\steam\steamapps\common\left 4 dead\left4dead\maps\l4d_doorway1.bsp
0 seconds elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\vip08140495\sourcesdk\bin\or angebox\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\SourceMods\L4D" "C:\Program Files\Steam\steamapps\common\left 4 dead\left4dead\maps\l4d_doorway1"
Valve Software - vrad.exe SSE (Mar 11 2008)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\program files\steam\steamapps\common\left 4 dead\left4dead\maps\l4d_doorway1.bsp
Setting up ray-trace acceleration structure... Done (0.05 seconds)
58 faces
5197 square feet [748439.69 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
58 patches before subdivision
810 patches after subdivision
12 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 53071, max 176
transfer lists: 0.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(36320, 37065, 34954)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(8053, 8482, 7697)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(1892, 2038, 1755)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(425, 471, 388)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(97, 110, 86)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(22, 26, 19)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(5, 6, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0014 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.
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 1/1024 48/49152 ( 0.1%)
brushes 25/8192 300/98304 ( 0.3%)
brushsides 150/65536 1200/524288 ( 0.2%)
planes 102/65536 2040/1310720 ( 0.2%)
vertexes 203/65536 2436/786432 ( 0.3%)
nodes 116/65536 3712/2097152 ( 0.2%)
texinfos 21/12288 1512/884736 ( 0.2%)
texdata 5/2048 160/65536 ( 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 58/65536 3248/3670016 ( 0.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 34/65536 1904/3670016 ( 0.1%)
leaves 118/65536 3776/2097152 ( 0.2%)
leaffaces 82/65536 164/131072 ( 0.1%)
leafbrushes 60/65536 120/131072 ( 0.1%)
areas 3/256 24/2048 ( 1.2%)
surfedges 420/512000 1680/2048000 ( 0.1%)
edges 260/256000 1040/1024000 ( 0.1%)
LDR worldlights 12/8192 1056/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 15/32768 150/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 204/65536 408/131072 ( 0.3%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 47344/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1284/16777216 ( 0.0%)
entdata [variable] 2602/393216 ( 0.7%)
LDR ambient table 118/65536 472/262144 ( 0.2%)
HDR ambient table 118/65536 472/262144 ( 0.2%)
LDR leaf ambient 629/65536 17612/1835008 ( 1.0%)
HDR leaf ambient 118/65536 3304/1835008 ( 0.2%)
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] 1/612 ( 0.2%)
pakfile [variable] 212015/0 ( 0.0%)
physics [variable] 9135/4194304 ( 0.2%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 168
Writing c:\program files\steam\steamapps\common\left 4 dead\left4dead\maps\l4d_doorway1.bsp
4 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\common\left 4 dead\left4dead\maps\l4d_doorway1.bsp" "c:\program files\steam\steamapps\common\left 4 dead\left4dead\maps\l4d_doorway1.bsp"
Naja fehler sind darin nicht zu finden
Der Log ist korrekt, aber ich vermute, dass es an den "alten" Compilern liegt. Die Source Engine ist zwar sehr gut abwärtskompatibel, aber ob das noch bei L4D klappt kann ich nicht aus eigener Erfahrung bestätigen.
MelonenPlaya
24.04.2009, 22:31
Der Log ist korrekt, aber ich vermute, dass es an den "alten" Compilern liegt. Die Source Engine ist zwar sehr gut abwärtskompatibel, aber ob das noch bei L4D klappt kann ich nicht aus eigener Erfahrung bestätigen.
Tja, das lustige ist , dass es bereits custom maps gibts S:
Welchen compiler haben sie sonst benutzt ?
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