
Zitat von
Spike101
Entweder hast du ein Leak
Oder ein brush ist Beschädigt.
kannst du denn compile log hier posten?
Berichtigt mich wenn ich falsch liege.
hier (hat 20 sek. compiled)
Code:
** Executing...
** Command: "d:\programme\steam\steamapps\gamerpaddy\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "d:\programme\steam\steamapps\gamerpaddy\half-life 2 deathmatch\hl2mp" "D:\Programme\Steam\steamapps\gamerpaddy\sourcesdk_content\hl2mp\mapsrc\LOl"
Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: d:\programme\steam\steamapps\gamerpaddy\half-life 2 deathmatch\hl2mp\materials
Loading D:\Programme\Steam\steamapps\gamerpaddy\sourcesdk_content\hl2mp\mapsrc\LOl.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10
** Executing...
** Command: "d:\programme\steam\steamapps\gamerpaddy\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "d:\programme\steam\steamapps\gamerpaddy\half-life 2 deathmatch\hl2mp" "D:\Programme\Steam\steamapps\gamerpaddy\sourcesdk_content\hl2mp\mapsrc\LOl"
Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: d:\programme\steam\steamapps\gamerpaddy\half-life 2 deathmatch\hl2mp\materials
Loading D:\Programme\Steam\steamapps\gamerpaddy\sourcesdk_content\hl2mp\mapsrc\LOl.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity cycler (-6118.55 4682.75 -5239.00) leaked!
Processing areas...done (0)
done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.
No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 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 (0) (6203 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 76 texinfos to 39
Reduced 10 texdatas to 8 (306 bytes to 217)
Writing D:\Programme\Steam\steamapps\gamerpaddy\sourcesdk_content\hl2mp\mapsrc\LOl.bsp
0 seconds elapsed
** Executing...
** Command: "d:\programme\steam\steamapps\gamerpaddy\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "d:\programme\steam\steamapps\gamerpaddy\half-life 2 deathmatch\hl2mp" "D:\Programme\Steam\steamapps\gamerpaddy\sourcesdk_content\hl2mp\mapsrc\LOl"
Valve Software - vvis.exe (Nov 8 2007)
2 threads
reading d:\programme\steam\steamapps\gamerpaddy\sourcesdk_content\hl2mp\mapsrc\LOl.bsp
reading d:\programme\steam\steamapps\gamerpaddy\sourcesdk_content\hl2mp\mapsrc\LOl.prt
LoadPortals: couldn't read d:\programme\steam\steamapps\gamerpaddy\sourcesdk_content\hl2mp\mapsrc\LOl.prt
** Executing...
** Command: "d:\programme\steam\steamapps\gamerpaddy\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters: -both -game "d:\programme\steam\steamapps\gamerpaddy\half-life 2 deathmatch\hl2mp" -noextra "D:\Programme\Steam\steamapps\gamerpaddy\sourcesdk_content\hl2mp\mapsrc\LOl"
Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading d:\programme\steam\steamapps\gamerpaddy\sourcesdk_content\hl2mp\mapsrc\LOl.bsp
No vis information, direct lighting only.
1250 faces
2951511 square feet [425017664.00 square inches]
6 displacements
1632546 square feet [235086656.00 square inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2)
Build Patch/Sample Hash Table(s).....Done<-0.2921 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 5/1024 240/49152 ( 0.5%)
brushes 12/8192 144/98304 ( 0.1%)
brushsides 93/65536 744/524288 ( 0.1%)
planes 262/65536 5240/1310720 ( 0.4%)
vertexes 1657/65536 19884/786432 ( 2.5%)
nodes 912/65536 29184/2097152 ( 1.4%)
texinfos 39/12288 2808/884736 ( 0.3%)
texdata 8/2048 256/65536 ( 0.4%)
dispinfos 6/0 1056/0 ( 0.0%)
disp_verts 486/0 9720/0 ( 0.0%)
disp_tris 768/0 1536/0 ( 0.0%)
disp_lmsamples 115044/0 115044/0 ( 0.0%)
faces 1250/65536 70000/3670016 ( 1.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 67/65536 3752/3670016 ( 0.1%)
leaves 918/65536 29376/2097152 ( 1.4%)
leaffaces 1267/65536 2534/131072 ( 1.9%)
leafbrushes 396/65536 792/131072 ( 0.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 5632/512000 22528/2048000 ( 1.1%)
edges 3063/256000 12252/1024000 ( 1.2%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 21/32768 210/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 342/65536 684/131072 ( 0.5%)
cubemapsamples 2/1024 32/16384 ( 0.2%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1341928/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 4612/393216 ( 1.2%)
LDR leaf ambient 918/65536 22032/1572864 ( 1.4%)
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] 1/113844 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 30681/0 ( 0.0%)
Level flags = 0
Win32 Specific Data:
physics [variable] 6203/4194304 ( 0.1%)
==== Total Win32 BSP file data space used: 1733492 bytes ====
Total triangle count: 2856
Writing d:\programme\steam\steamapps\gamerpaddy\sourcesdk_content\hl2mp\mapsrc\LOl.bsp
5 seconds elapsed
Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading d:\programme\steam\steamapps\gamerpaddy\sourcesdk_content\hl2mp\mapsrc\LOl.bsp
No vis information, direct lighting only.
1250 faces
2951511 square feet [425017664.00 square inches]
6 displacements
1632546 square feet [235086656.00 square inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2)
Build Patch/Sample Hash Table(s).....Done<0.0464 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
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 5/1024 240/49152 ( 0.5%)
brushes 12/8192 144/98304 ( 0.1%)
brushsides 93/65536 744/524288 ( 0.1%)
planes 262/65536 5240/1310720 ( 0.4%)
vertexes 1657/65536 19884/786432 ( 2.5%)
nodes 912/65536 29184/2097152 ( 1.4%)
texinfos 39/12288 2808/884736 ( 0.3%)
texdata 8/2048 256/65536 ( 0.4%)
dispinfos 6/0 1056/0 ( 0.0%)
disp_verts 486/0 9720/0 ( 0.0%)
disp_tris 768/0 1536/0 ( 0.0%)
disp_lmsamples 115044/0 115044/0 ( 0.0%)
faces 1250/65536 70000/3670016 ( 1.9%)
hdr faces 1250/65536 70000/3670016 ( 1.9%)
origfaces 67/65536 3752/3670016 ( 0.1%)
leaves 918/65536 29376/2097152 ( 1.4%)
leaffaces 1267/65536 2534/131072 ( 1.9%)
leafbrushes 396/65536 792/131072 ( 0.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 5632/512000 22528/2048000 ( 1.1%)
edges 3063/256000 12252/1024000 ( 1.2%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 21/32768 210/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 342/65536 684/131072 ( 0.5%)
cubemapsamples 2/1024 32/16384 ( 0.2%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1341928/0 ( 0.0%)
HDR lightdata [variable] 1341928/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 4612/393216 ( 1.2%)
LDR leaf ambient 918/65536 22032/1572864 ( 1.4%)
HDR leaf ambient 918/65536 22032/1572864 ( 1.4%)
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] 1/113844 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 30681/0 ( 0.0%)
Level flags = 0
Win32 Specific Data:
physics [variable] 6203/4194304 ( 0.1%)
==== Total Win32 BSP file data space used: 3167452 bytes ====
Total triangle count: 2856
Writing d:\programme\steam\steamapps\gamerpaddy\sourcesdk_content\hl2mp\mapsrc\LOl.bsp
5 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "D:\Programme\Steam\steamapps\gamerpaddy\sourcesdk_content\hl2mp\mapsrc\LOl.bsp" "d:\programme\steam\steamapps\gamerpaddy\half-life 2 deathmatch\hl2mp\maps\LOl.bsp"
@€rik
hab ich so wie in dem tutorial in der gmod.de wiki
ich habe die map mit VIS berechnet (so wie im tutorial)
und ich habe eine wasser textur genommen die in Dem tread im anhang ist.
water_lod_controll habe ich auchnicht vergessen
//edit oops Oo wie kann der eine map compien die ein leak hat