LittleSnipes
22.06.2007, 17:50
Immer wenn ich meine Map compile stürzt anscheinend die vvis.exe ab. Sie wird zwar noch beim Task Manager unter Prozesse angezeigt und verbraucht auch noch ordentlich Arbeitsspeicher aber arbeitet einfach nicht mehr weiter. Wenn ich den Prozess dann beende geht es weiter mit der nächsten exe und da läuft alles ganz normal.
Valve Software - vvis.exe (May 22 2006)
2 threads
reading f:\steam\steamapps\[email protected]\source sdk_content\hl2mp\mapsrc\gm_somethingfromLS.bsp
reading f:\steam\steamapps\[email protected]\source sdk_content\hl2mp\mapsrc\gm_somethingfromLS.prt
389 portalclusters
1440 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..
** Executing...
** Command: "f:\steam\steamapps\[email protected]\source sdk\bin\vrad.exe"
** Parameters: -game "f:\steam\steamapps\[email protected]\half-life 2 deathmatch\hl2mp" "F:\Steam\steamapps\[email protected]\source sdk_content\hl2mp\mapsrc\gm_somethingfromLS"
Ich denke mal das es irgendwas mit dem Wasser zu tun hat, weil !ein! Wasserbecken nicht angezeigt wird als wenn es ein Leak gäbe.
Also... wisst ihr wie man das beheben könnte?
EDIT : Hier noch die/der? ganze Compile Log
** Executing...
** Command: "f:\steam\steamapps\[email protected]\source sdk\bin\vbsp.exe"
** Parameters: -game "f:\steam\steamapps\[email protected]\half-life 2 deathmatch\hl2mp" "F:\Steam\steamapps\[email protected]\source sdk_content\hl2mp\mapsrc\gm_somethingfromLS"
Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: f:\steam\steamapps\[email protected]\half-life 2 deathmatch\hl2mp\materials
Loading F:\Steam\steamapps\[email protected]\source sdk_content\hl2mp\mapsrc\gm_somethingfromLS.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 536 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing F:\Steam\steamapps\[email protected]\source sdk_content\hl2mp\mapsrc\gm_somethingfromLS.prt... done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_wasteland02*.vmt
Run buildcubemaps in the engine to get the correct cube maps.
No such variable "$hdrbasetexture" for material "skybox/sky_wasteland02rt"
Can't load skybox file skybox/sky_wasteland02 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 (1) (297442 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1533 texinfos to 663
Reduced 97 texdatas to 74 (3826 bytes to 3064)
Writing F:\Steam\steamapps\[email protected]\source sdk_content\hl2mp\mapsrc\gm_somethingfromLS.bsp
9 seconds elapsed
** Executing...
** Command: "f:\steam\steamapps\[email protected]\source sdk\bin\vvis.exe"
** Parameters: -game "f:\steam\steamapps\[email protected]\half-life 2 deathmatch\hl2mp" "F:\Steam\steamapps\[email protected]\source sdk_content\hl2mp\mapsrc\gm_somethingfromLS"
Valve Software - vvis.exe (May 22 2006)
2 threads
reading f:\steam\steamapps\[email protected]\source sdk_content\hl2mp\mapsrc\gm_somethingfromLS.bsp
reading f:\steam\steamapps\[email protected]\source sdk_content\hl2mp\mapsrc\gm_somethingfromLS.prt
389 portalclusters
1440 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..
** Executing...
** Command: "f:\steam\steamapps\[email protected]\source sdk\bin\vrad.exe"
** Parameters: -game "f:\steam\steamapps\[email protected]\half-life 2 deathmatch\hl2mp" "F:\Steam\steamapps\[email protected]\source sdk_content\hl2mp\mapsrc\gm_somethingfromLS"
Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading f:\steam\steamapps\[email protected]\source sdk_content\hl2mp\mapsrc\gm_somethingfromLS.bsp
No vis information, direct lighting only.
2751 faces
19 degenerate faces
2166626 square feet [311994144.00 square inches]
116 displacements
494758 square feet [71245288.00 square inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
Build Patch/Sample Hash Table(s).....Done<0.1153 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (8)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
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 94/1024 4512/49152 ( 9.2%)
brushes 787/8192 9444/98304 ( 9.6%)
brushsides 7560/65536 60480/524288 (11.5%)
planes 6616/65536 132320/1310720 (10.1%)
vertexes 5299/65536 63588/786432 ( 8.1%)
nodes 1468/65536 46976/2097152 ( 2.2%)
texinfos 663/12288 47736/884736 ( 5.4%)
texdata 74/2048 2368/65536 ( 3.6%)
dispinfos 116/0 20416/0 ( 0.0%)
disp_verts 33524/0 670480/0 ( 0.0%)
disp_tris 59392/0 118784/0 ( 0.0%)
disp_lmsamples 1197089/0 1197089/0 ( 0.0%)
faces 2751/65536 154056/3670016 ( 4.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2248/65536 125888/3670016 ( 3.4%)
leaves 1563/65536 50016/2097152 ( 2.4%)
leaffaces 3742/65536 7484/131072 ( 5.7%)
leafbrushes 1568/65536 3136/131072 ( 2.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 22829/512000 91316/2048000 ( 4.5%)
edges 13821/256000 55284/1024000 ( 5.4%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 515/32768 5150/327680 ( 1.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 9642/65536 19284/131072 (14.7%)
cubemapsamples 2/1024 32/16384 ( 0.2%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2456532/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 57769/393216 (14.7%)
LDR leaf ambient 1563/65536 37512/1572864 ( 2.4%)
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] 1/958740 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/3068 ( 0.0%)
pakfile [variable] 42654/0 ( 0.0%)
Level flags = 0
Win32 Specific Data:
physics [variable] 297442/4194304 ( 7.1%)
==== Total Win32 BSP file data space used: 5777768 bytes ====
Total triangle count: 8392
Writing f:\steam\steamapps\[email protected]\source sdk_content\hl2mp\mapsrc\gm_somethingfromLS.bsp
49 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "F:\Steam\steamapps\[email protected]\source sdk_content\hl2mp\mapsrc\gm_somethingfromLS.bsp" "f:\steam\steamapps\[email protected]\half-life 2 deathmatch\hl2mp\maps\gm_somethingfromLS.bsp"
** Executing...
** Command: "f:\steam\steamapps\[email protected]\half-life 2 deathmatch\hl2.exe"
** Parameters: -game "f:\steam\steamapps\[email protected]\half-life 2 deathmatch\hl2mp" -window -console +map "gm_somethingfromLS"
Valve Software - vvis.exe (May 22 2006)
2 threads
reading f:\steam\steamapps\[email protected]\source sdk_content\hl2mp\mapsrc\gm_somethingfromLS.bsp
reading f:\steam\steamapps\[email protected]\source sdk_content\hl2mp\mapsrc\gm_somethingfromLS.prt
389 portalclusters
1440 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..
** Executing...
** Command: "f:\steam\steamapps\[email protected]\source sdk\bin\vrad.exe"
** Parameters: -game "f:\steam\steamapps\[email protected]\half-life 2 deathmatch\hl2mp" "F:\Steam\steamapps\[email protected]\source sdk_content\hl2mp\mapsrc\gm_somethingfromLS"
Ich denke mal das es irgendwas mit dem Wasser zu tun hat, weil !ein! Wasserbecken nicht angezeigt wird als wenn es ein Leak gäbe.
Also... wisst ihr wie man das beheben könnte?
EDIT : Hier noch die/der? ganze Compile Log
** Executing...
** Command: "f:\steam\steamapps\[email protected]\source sdk\bin\vbsp.exe"
** Parameters: -game "f:\steam\steamapps\[email protected]\half-life 2 deathmatch\hl2mp" "F:\Steam\steamapps\[email protected]\source sdk_content\hl2mp\mapsrc\gm_somethingfromLS"
Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: f:\steam\steamapps\[email protected]\half-life 2 deathmatch\hl2mp\materials
Loading F:\Steam\steamapps\[email protected]\source sdk_content\hl2mp\mapsrc\gm_somethingfromLS.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 536 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing F:\Steam\steamapps\[email protected]\source sdk_content\hl2mp\mapsrc\gm_somethingfromLS.prt... done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_wasteland02*.vmt
Run buildcubemaps in the engine to get the correct cube maps.
No such variable "$hdrbasetexture" for material "skybox/sky_wasteland02rt"
Can't load skybox file skybox/sky_wasteland02 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 (1) (297442 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1533 texinfos to 663
Reduced 97 texdatas to 74 (3826 bytes to 3064)
Writing F:\Steam\steamapps\[email protected]\source sdk_content\hl2mp\mapsrc\gm_somethingfromLS.bsp
9 seconds elapsed
** Executing...
** Command: "f:\steam\steamapps\[email protected]\source sdk\bin\vvis.exe"
** Parameters: -game "f:\steam\steamapps\[email protected]\half-life 2 deathmatch\hl2mp" "F:\Steam\steamapps\[email protected]\source sdk_content\hl2mp\mapsrc\gm_somethingfromLS"
Valve Software - vvis.exe (May 22 2006)
2 threads
reading f:\steam\steamapps\[email protected]\source sdk_content\hl2mp\mapsrc\gm_somethingfromLS.bsp
reading f:\steam\steamapps\[email protected]\source sdk_content\hl2mp\mapsrc\gm_somethingfromLS.prt
389 portalclusters
1440 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..
** Executing...
** Command: "f:\steam\steamapps\[email protected]\source sdk\bin\vrad.exe"
** Parameters: -game "f:\steam\steamapps\[email protected]\half-life 2 deathmatch\hl2mp" "F:\Steam\steamapps\[email protected]\source sdk_content\hl2mp\mapsrc\gm_somethingfromLS"
Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading f:\steam\steamapps\[email protected]\source sdk_content\hl2mp\mapsrc\gm_somethingfromLS.bsp
No vis information, direct lighting only.
2751 faces
19 degenerate faces
2166626 square feet [311994144.00 square inches]
116 displacements
494758 square feet [71245288.00 square inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
Build Patch/Sample Hash Table(s).....Done<0.1153 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (8)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
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 94/1024 4512/49152 ( 9.2%)
brushes 787/8192 9444/98304 ( 9.6%)
brushsides 7560/65536 60480/524288 (11.5%)
planes 6616/65536 132320/1310720 (10.1%)
vertexes 5299/65536 63588/786432 ( 8.1%)
nodes 1468/65536 46976/2097152 ( 2.2%)
texinfos 663/12288 47736/884736 ( 5.4%)
texdata 74/2048 2368/65536 ( 3.6%)
dispinfos 116/0 20416/0 ( 0.0%)
disp_verts 33524/0 670480/0 ( 0.0%)
disp_tris 59392/0 118784/0 ( 0.0%)
disp_lmsamples 1197089/0 1197089/0 ( 0.0%)
faces 2751/65536 154056/3670016 ( 4.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2248/65536 125888/3670016 ( 3.4%)
leaves 1563/65536 50016/2097152 ( 2.4%)
leaffaces 3742/65536 7484/131072 ( 5.7%)
leafbrushes 1568/65536 3136/131072 ( 2.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 22829/512000 91316/2048000 ( 4.5%)
edges 13821/256000 55284/1024000 ( 5.4%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 515/32768 5150/327680 ( 1.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 9642/65536 19284/131072 (14.7%)
cubemapsamples 2/1024 32/16384 ( 0.2%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2456532/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 57769/393216 (14.7%)
LDR leaf ambient 1563/65536 37512/1572864 ( 2.4%)
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] 1/958740 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/3068 ( 0.0%)
pakfile [variable] 42654/0 ( 0.0%)
Level flags = 0
Win32 Specific Data:
physics [variable] 297442/4194304 ( 7.1%)
==== Total Win32 BSP file data space used: 5777768 bytes ====
Total triangle count: 8392
Writing f:\steam\steamapps\[email protected]\source sdk_content\hl2mp\mapsrc\gm_somethingfromLS.bsp
49 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "F:\Steam\steamapps\[email protected]\source sdk_content\hl2mp\mapsrc\gm_somethingfromLS.bsp" "f:\steam\steamapps\[email protected]\half-life 2 deathmatch\hl2mp\maps\gm_somethingfromLS.bsp"
** Executing...
** Command: "f:\steam\steamapps\[email protected]\half-life 2 deathmatch\hl2.exe"
** Parameters: -game "f:\steam\steamapps\[email protected]\half-life 2 deathmatch\hl2mp" -window -console +map "gm_somethingfromLS"