ja klar dann gehts aber vorher ging es auch nur seitdem ich da andere wände gemacht habe suckt es
habs ma angehängt
Spoiler:
LOG
** Executing...
** Command: "f:\programme\steam\steamapps\dark_skream\sourcesd k\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "f:\programme\steam\steamapps\dark_skream\half-life 2 episode two\ep2" "F:\Programme\Steam\steamapps\dark_skream\sourcesd k_content\hl2\mapsrc\core3"
Valve Software - vbsp.exe (Sep 21 2007)
1 threads
materialPath: f:\programme\steam\steamapps\dark_skream\half-life 2 episode two\ep2\materials
Loading F:\Programme\Steam\steamapps\dark_skream\sourcesdk _content\hl2\mapsrc\core3.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)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing F:\Programme\Steam\steamapps\dark_skream\sourcesdk _content\hl2\mapsrc\core3.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day02_02*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day02_02*.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) (18469 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 234 texinfos to 55
Reduced 5 texdatas to 4 (132 bytes to 84)
Writing F:\Programme\Steam\steamapps\dark_skream\sourcesdk _content\hl2\mapsrc\core3.bsp
0 seconds elapsed
** Executing...
** Command: "f:\programme\steam\steamapps\dark_skream\sourcesd k\bin\orangebox\bin\vvis.exe"
** Parameters: -game "f:\programme\steam\steamapps\dark_skream\half-life 2 episode two\ep2" "F:\Programme\Steam\steamapps\dark_skream\sourcesd k_content\hl2\mapsrc\core3"
Valve Software - vvis.exe (Nov 8 2007)
1 threads
reading f:\programme\steam\steamapps\dark_skream\sourcesdk _content\hl2\mapsrc\core3.bsp
reading f:\programme\steam\steamapps\dark_skream\sourcesdk _content\hl2\mapsrc\core3.prt
6 portalclusters
6 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: 36
Average clusters visible: 6
Building PAS...
Average clusters audible: 6
visdatasize:64 compressed from 96
writing f:\programme\steam\steamapps\dark_skream\sourcesdk _content\hl2\mapsrc\core3.bsp
0 seconds elapsed
** Executing...
** Command: "f:\programme\steam\steamapps\dark_skream\sourcesd k\bin\orangebox\bin\vrad.exe"
** Parameters: -game "f:\programme\steam\steamapps\dark_skream\half-life 2 episode two\ep2" "F:\Programme\Steam\steamapps\dark_skream\sourcesd k_content\hl2\mapsrc\core3"
Valve Software - vrad.exe SSE (Nov 8 2007)
Valve Radiosity Simulator
1 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']
Loading f:\programme\steam\steamapps\dark_skream\sourcesdk _content\hl2\mapsrc\core3.bsp
Setting up ray-trace acceleration structure... Done (0.27 seconds)
334 faces
132944 square feet [19144060.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
334 patches before subdivision
15124 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (6)
transfers 1990013, max 452
transfer lists: 15.2 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0144 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
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 2/1024 96/49152 ( 0.2%)
brushes 51/8192 612/98304 ( 0.6%)
brushsides 455/65536 3640/524288 ( 0.7%)
planes 408/65536 8160/1310720 ( 0.6%)
vertexes 442/65536 5304/786432 ( 0.7%)
nodes 52/65536 1664/2097152 ( 0.1%)
texinfos 55/12288 3960/884736 ( 0.4%)
texdata 4/2048 128/65536 ( 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 334/65536 18704/3670016 ( 0.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 86/65536 4816/3670016 ( 0.1%)
leaves 55/65536 1760/2097152 ( 0.1%)
leaffaces 334/65536 668/131072 ( 0.5%)
leafbrushes 98/65536 196/131072 ( 0.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 1838/512000 7352/2048000 ( 0.4%)
edges 1010/256000 4040/1024000 ( 0.4%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 3/32768 30/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 57/65536 114/131072 ( 0.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1262672/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 64/16777216 ( 0.0%)
entdata [variable] 6301/393216 ( 1.6%)
LDR ambient table 55/65536 220/262144 ( 0.1%)
HDR ambient table 55/65536 220/262144 ( 0.1%)
LDR leaf ambient 12/65536 336/1835008 ( 0.0%)
HDR leaf ambient 55/65536 1540/1835008 ( 0.1%)
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] 1/12 ( 8.3%)
pakfile [variable] 211543/0 ( 0.0%)
physics [variable] 18469/4194304 ( 0.4%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 824
Writing f:\programme\steam\steamapps\dark_skream\sourcesdk _content\hl2\mapsrc\core3.bsp
9 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "F:\Programme\Steam\steamapps\dark_skream\sourcesd k_content\hl2\mapsrc\core3.bsp" "f:\programme\steam\steamapps\dark_skream\half-life 2 episode two\ep2\maps\core3.bsp"
OKAY nun wundere ich mich aber denn selbst die aus der orginal map gehen nicht, also die aus dem ep1 core_room
Und mit ep1-engine gehts auch net
OKAY der core fäng an zu nerven der verträgt sich mit nichts was func_... is
Doppelpost-Edit:
Mhh weiß nicht obs dazu gehört aber in der console steht was von
Code:
ShaderAPIDx8::CreateDepthStencilSurface: D3DERR_OUTOFVIDEOMEMORY
Doppelpost-Edit:
GELÖST--PLS CLOSE--