Map wird nicht richtig compiled
Hallo wenn ich meine Map compile dann hört er immer bei vis leafs auf. hier der LOG
Spoiler:
Compile Log
** Executing...
** Command: "d:\programme\steam\steamapps\acc\sourcesdk\bin\or angebox\bin\vbsp.exe"
** Parameters: -game "d:\programme\steam\steamapps\acc\half-life 2 episode two\ep2" "D:\my maps\gm_flatgrass2009"
Valve Software - vbsp.exe (Mar 11 2008)
2 threads
materialPath: d:\programme\steam\steamapps\acc\half-life 2 episode two\ep2\materials
Loading D:\my maps\gm_flatgrass2009.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 (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\my maps\gm_flatgrass2009.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.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) (6336 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 30 texinfos to 18
Reduced 14 texdatas to 11 (615 bytes to 470)
Writing D:\my maps\gm_flatgrass2009.bsp
1 second elapsed
** Executing...
** Command: "d:\programme\steam\steamapps\acc\sourcesdk\bin\or angebox\bin\vvis.exe"
** Parameters: -game "d:\programme\steam\steamapps\acc\half-life 2 episode two\ep2" -fast "D:\my maps\gm_flatgrass2009"
Valve Software - vvis.exe (Mar 11 2008)
fastvis = true
2 threads
reading d:\my maps\gm_flatgrass2009.bsp
reading d:\my maps\gm_flatgrass2009.prt
888 portalclusters
1995 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 220 visible clusters (0.00%)
Total clusters visible: 786402
Average clusters visible: 885
Building PAS...
Average clusters audible: 888
visdatasize:204244 compressed from 198912
writing d:\my maps\gm_flatgrass2009.bsp
1 second elapsed
** Executing...
** Command: "d:\programme\steam\steamapps\acc\sourcesdk\bin\or angebox\bin\vrad.exe"
** Parameters: -both -game "d:\programme\steam\steamapps\acc\half-life 2 episode two\ep2" -noextra "D:\my maps\gm_flatgrass2009"
Valve Software - vrad.exe SSE (Mar 11 2008)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']
Loading d:\my maps\gm_flatgrass2009.bsp
Setting up ray-trace acceleration structure... Done (0.05 seconds)
9368 faces
23804012 square feet [3427777792.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
9368 patches before subdivision
600876 patches after subdivision
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (132)
BuildVisLeafs: 0..
** Executing...
** Command: Copy File
** Parameters: "D:\my maps\gm_flatgrass2009.bsp" "d:\programme\steam\steamapps\acc\half-life 2 episode two\ep2\maps\gm_flatgrass2009.bsp"
AW: Map wird nicht richtig compiled
Bitte achte doch auf deine Rechtschreibung!
Es heißt compilen, englisch ist heut zu tage keine Schwierigkeit
und desweiteren siehst du auch schon im Programm wie das Wort geschrieben wird :roll:
Benutze doch bitte die [SPOILER=_NAME_]*text*[/SPOILER] Funktion für Compile-Logs/Lange Textblöcke.
Zu deinem Problem:
Wahrscheinlich hast du irgendwo in deiner Map ein Leak
AW: Map wird nicht richtig compiled
Nein Pac, er hat kein Leak. Das hättest du gemerkt, wenn du den Log überhaupt mal angefangen hättest zu lesen, da das gleich ganz oben stehen würde.
Also, du hast VIS auf Fast. Versuche VIS mal auf normal.
AW: Map wird nicht richtig compiled
AW: Map wird nicht richtig compiled
Mal ne Frage:
Wie groß ist die Map? (kannst ja ein screenshot vom Hammer-Grid machen)
AW: Map wird nicht richtig compiled
ok mache ich das bild mach.
Liste der Anhänge anzeigen (Anzahl: 1)
AW: Map wird nicht richtig compiled
ok habs die map ist sehr gross.Anhang 1701 und ich versuch das mit norml du machen.
AW: Map wird nicht richtig compiled
Äh, was denkst du was ich gerade im Hintergrund compile? eine Map die etwa die gesamte Breite von Hammer einnimmt. Also rund 30.000x30.000 Units. Die Skybox 15.000. Und wenn du einfach mal einen RIESEN func_viscluster in die Map zimmern würdest währe Vis in 15 Sekunden durchgerattert.
AW: Map wird nicht richtig compiled
Geht imer noch net.
Code:
** Executing...
** Command: "d:\programme\steam\steamapps\acc\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "d:\programme\steam\steamapps\acc\half-life 2 episode two\ep2" "D:\my maps\gm_flatgrass2009"
Valve Software - vbsp.exe (Mar 11 2008)
2 threads
materialPath: d:\programme\steam\steamapps\acc\half-life 2 episode two\ep2\materials
Loading D:\my maps\gm_flatgrass2009.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 (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\my maps\gm_flatgrass2009.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.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) (6336 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 30 texinfos to 18
Reduced 14 texdatas to 11 (615 bytes to 470)
Writing D:\my maps\gm_flatgrass2009.bsp
1 second elapsed
** Executing...
** Command: "d:\programme\steam\steamapps\acc\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "d:\programme\steam\steamapps\acc\half-life 2 episode two\ep2" "D:\my maps\gm_flatgrass2009"
Valve Software - vvis.exe (Mar 11 2008)
2 threads
reading d:\my maps\gm_flatgrass2009.bsp
reading d:\my maps\gm_flatgrass2009.prt
888 portalclusters
1995 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 (602)
Optimized: 179 visible clusters (0.00%)
Total clusters visible: 766087
Average clusters visible: 862
Building PAS...
Average clusters audible: 888
visdatasize:204244 compressed from 198912
writing d:\my maps\gm_flatgrass2009.bsp
10 minutes, 2 seconds elapsed
** Executing...
** Command: "d:\programme\steam\steamapps\acc\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -both -game "d:\programme\steam\steamapps\acc\half-life 2 episode two\ep2" -noextra "D:\my maps\gm_flatgrass2009"
Valve Software - vrad.exe SSE (Mar 11 2008)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']
Loading d:\my maps\gm_flatgrass2009.bsp
Setting up ray-trace acceleration structure... Done (0.05 seconds)
9368 faces
23804012 square feet [3427777792.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
9368 patches before subdivision
600876 patches after subdivision
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (135)
BuildVisLeafs: 0..
** Executing...
** Command: Copy File
** Parameters: "D:\my maps\gm_flatgrass2009.bsp" "d:\programme\steam\steamapps\acc\half-life 2 episode two\ep2\maps\gm_flatgrass2009.bsp"
AW: Map wird nicht richtig compiled
Na eigentlich ist die Map ja da und spielbar.
Hmm...
Zitat:
Water found with no water_lod_control entity, creating a default one.
Hast du wohl vergessen, oder?