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Thema: Map compilen

  1. #1

    Standard Map compilen

    Hallo ich habe ein proplem immer wenn ich meine pap die ich gebaut habe compilen will dann kommt wären die compilt wird ein fehler

    Code:
    Error windows report 
    Die angegebene datei konnte nicht gefunden werden
    ich frage mich welche datei
    ja ich habe alles in den setting überprüft überall der richtige pfad

  2. #2

    Standard AW: Map compilen

    Passiert leider VIEL zu oft.

    Manchmal ist ein Brush schuld, den man vor kurzen gebaut hat.

  3. #3

  4. #4

    Standard AW: Map compilen

    Zitat Zitat von Xasir Beitrag anzeigen
    Was kann ich nun dagegen tun
    Den ganzen Log posten.
    Klick here -> Bløg :D

  5. #5

    Standard AW: Map compilen

    Sry vergessen


    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\xasirx\sourcesdk\bin\ep1\bin \vbsp.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\xasirx\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\xasirx\sourcesdk_content\cst rike\mapsrc\fy_4th_v0.1"

    Valve Software - vbsp.exe (Dec 11 2006)
    4 threads
    materialPath: c:\program files (x86)\steam\steamapps\xasirx\counter-strike source\cstrike\materials
    Error opening C:\Program Files (x86)\Steam\steamapps\xasirx\sourcesdk_content\cst rike\mapsrc\fy_4th_v0.1: File C:\Program Files (x86)\Steam\steamapps\xasirx\sourcesdk_content\cst rike\mapsrc\fy_4th_v0.1, line 1: No such file or directory.


    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\xasirx\sourcesdk_content\cst rike\mapsrc\fy_4th_v0.1.bsp" "c:\program files (x86)\steam\steamapps\xasirx\counter-strike source\cstrike\maps\fy_4th_v0.1.bsp"

    The command f a i l e d (<-- sonst ein smily). Windows reported the error:
    "Das System kann die angegebene Datei nicht finden."

  6. #6

    Standard AW: Map compilen

    Zitat Zitat von Xasir Beitrag anzeigen
    Sry vergessen


    ** Executing...
    ** Command: "c:program files (x86)steamsteamappsxasirxsourcesdkbinep1binvbsp.ex e"
    ** Parameters: -game "c:program files (x86)steamsteamappsxasirxcounter-strike sourcecstrike" "Crogram Files (x86)Steamsteamappsxasirxsourcesdk_contentcstrikem apsrcfy_4th_v0.1"
    Mach den ".1" aus dem Namen weg, dann sollte es gehen.
    Klick here -> Bløg :D

  7. #7
    €r!k
    Avatar von €r!k

    Standard AW: Map compilen

    Niemals Punkt, Komma, Leerzeichen oder sowas in den Namen einer Map einfügen!

  8. #8

    Standard AW: Map compilen

    Zitat Zitat von €r!k Beitrag anzeigen
    Niemals Punkt, Komma, Leerzeichen oder sowas in den Namen einer Map einfügen!
    komma geht

  9. #9
    Andrey
    Avatar von Andrey

    Standard AW: Map compilen

    Bei mir gehts auch nicht. D:


    ** Executing...
    ** Command: "z:steamsteamappsandrem90sourcesdkbinorangeboxbinv bsp.exe"
    ** Parameters: -game "z:steamsteamappsandrem90garrysmodgarrysmod" "Z:Steamsteamappsandrem90garrysmodgarrysmodenergy_ test"

    Valve Software - vbsp.exe (Mar 11 2008)
    Command line: "z:steamsteamappsandrem90sourcesdkbinorangeboxbinv bsp.exe" "-game" "z:steamsteamappsandrem90garrysmodgarrysmod" Z:Steamsteamappsandrem90garrysmodgarrysmodenergy_t est"

    usage : vbsp [options...] mapfile
    example: vbsp -onlyents c:hl2hl2mapstest

    Common options (use -v to see all options):

    -v (or -verbose): Turn on verbose output (also shows more command
    line options).

    -onlyents : This option causes vbsp only import the entities from the .vmf
    file. -onlyents won't reimport brush models.
    -onlyprops : Only update the static props and detail props.
    -glview : Writes .gl files in the current directory that can be viewed
    with glview.exe. If you use -tmpout, it will write the files
    into the tmp folder.
    -nodetail : Get rid of all detail geometry. The geometry left over is
    what affects visibility.
    -nowater : Get rid of water brushes.
    -low : Run as an idle-priority process.

    -vproject <directory> : Override the VPROJECT environment variable.
    -game <directory> : Same as -vproject.


    ** Executing...
    ** Command: "z:steamsteamappsandrem90sourcesdkbinorangeboxbinv vis.exe"
    ** Parameters: -game "z:steamsteamappsandrem90garrysmodgarrysmod" "Z:Steamsteamappsandrem90garrysmodgarrysmodenergy_ test"

    Valve Software - vvis.exe (Mar 11 2008)
    Command line: "z:steamsteamappsandrem90sourcesdkbinorangeboxbinv vis.exe" "-game" "z:steamsteamappsandrem90garrysmodgarrysmod" Z:Steamsteamappsandrem90garrysmodgarrysmodenergy_t est"

    usage : vvis [options...] bspfile
    example: vvis -fast c:hl2hl2mapstest

    Common options:

    -v (or -verbose): Turn on verbose output (also shows more command
    -fast : Only do first quick pass on vis calculations.
    -mpi : Use VMPI to distribute computations.
    -low : Run as an idle-priority process.
    env_fog_controller specifies one.

    -vproject <directory> : Override the VPROJECT environment variable.
    -game <directory> : Same as -vproject.

    Other options:
    -novconfig : Don't bring up graphical UI on vproject errors.
    -radius_override: Force a vis radius, regardless of whether an
    -mpi_pw <pw> : Use a password to choose a specific set of VMPI workers.
    -threads : Control the number of threads vbsp uses (defaults to the #
    or processors on your machine).
    -nosort : Don't sort portals (sorting is an optimization).
    -tmpin : Make portals come from tmp<mapname>.
    -tmpout : Make portals come from tmp<mapname>.
    -trace <start cluster> <end cluster> : Writes a linefile that traces the vis from one cluster to another for debugging map vis.
    -FullMinidumps : Write large minidumps on crash.
    -x360 : Generate Xbox360 version of vsp
    -nox360 : Disable generation Xbox360 version of vsp (default)


    ** Executing...
    ** Command: "z:steamsteamappsandrem90sourcesdkbinorangeboxbinv rad.exe"
    ** Parameters: -game "z:steamsteamappsandrem90garrysmodgarrysmod" "Z:Steamsteamappsandrem90garrysmodgarrysmodenergy_ test"

    Valve Software - vrad.exe SSE (Mar 11 2008)

    Valve Radiosity Simulator
    Command line: "z:steamsteamappsandrem90sourcesdkbinorangeboxbinv rad.exe" "-game" "z:steamsteamappsandrem90garrysmodgarrysmod" Z:Steamsteamappsandrem90garrysmodgarrysmodenergy_t est"

    usage : vrad [options...] bspfile
    example: vrad c:hl2hl2mapstest

    Common options:

    -v (or -verbose): Turn on verbose output (also shows more command
    -bounce # : Set max number of bounces (default: 100).
    -fast : Quick and dirty lighting.
    -fastambient : Per-leaf ambient sampling is lower quality to save compute time.
    -final : High quality processing. equivalent to -extrasky 16.
    -extrasky n : trace N times as many rays for indirect light and sky ambient.
    -low : Run as an idle-priority process.
    -mpi : Use VMPI to distribute computations.
    -rederror : Show errors in red.

    -vproject <directory> : Override the VPROJECT environment variable.
    -game <directory> : Same as -vproject.

    Other options:
    -novconfig : Don't bring up graphical UI on vproject errors.
    -dump : Write debugging .txt files.
    -dumpnormals : Write normals to debug files.
    -dumptrace : Write ray-tracing environment to debug files.
    -threads : Control the number of threads vbsp uses (defaults to the #
    or processors on your machine).
    -lights <file> : Load a lights file in addition to lights.rad and the
    level lights file.
    -noextra : Disable supersampling.
    -debugextra : Places debugging data in lightmaps to visualize
    supersampling.
    -smooth # : Set the threshold for smoothing groups, in degrees
    (default 45).
    -dlightmap : Force direct lighting into different lightmap than
    radiosity.
    -stoponexit : Wait for a keypress on exit.
    -mpi_pw <pw> : Use a password to choose a specific set of VMPI workers.
    -nodetaillight : Don't light detail props.
    -centersamples : Move sample centers.
    -luxeldensity # : Rescale all luxels by the specified amount (default: 1.0).
    The number specified must be less than 1.0 or it will be
    ignored.
    -loghash : Log the sample hash table to samplehash.txt.
    -onlydetail : Only light detail props and per-leaf lighting.
    -maxdispsamplesize #: Set max displacement sample size (default: 512).
    -softsun <n> : Treat the sun as an area light source of size <n> degrees. Produces soft shadows.
    Recommended values are between 0 and 5. Default is 0.
    -FullMinidumps : Write large minidumps on crash.
    -chop : Smallest number of luxel widths for a bounce patch, used on edges
    -maxchop : Coarsest allowed number of luxel widths for a patch, used in face interiors

    -LargeDispSampleRadius: This can be used if there are splotches of bounced light
    on terrain. The compile will take longer, but it will gather
    light across a wider area.
    -StaticPropLighting : generate backed static prop vertex lighting
    -StaticPropPolys : Perform shadow tests of static props at polygon precision
    -OnlyStaticProps : Only perform direct static prop lighting (vrad debug option)
    -StaticPropNormals : when lighting static props, just show their normal vector
    -textureshadows : Allows texture alpha channels to block light - rays intersecting alpha surfaces will sample the texture
    -noskyboxrecurse : Turn off recursion into 3d skybox (skybox shadows on world)
    -nossprops : Globally disable self-shadowing on static props


    ** Executing...
    ** Command: Copy File
    ** Parameters: "Z:Steamsteamappsandrem90garrysmodgarrysmodenergy_ test.bsp" "z:steamsteamappsandrem90garrysmodgarrysmodmaps\en ergy_test.bsp"

    The command failed. Windows reported the error:
    "Das System kann die angegebene Datei nicht finden."
    Was soll das. D:

  10. #10

    Standard AW: Map compilen

    SDK hat versagt.

    "Reset Game Configurations" im SDK-Fenster klicken (Hammer vorher beenden).
    Wenns dann auch nicht geht, sdk-Ordner löschen.
    Klick here -> Bløg :D

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