Hi
Also wenn ich eine map compilen will dann stürzt die vvis.exe ab und zwar immer wenn er beim portal flow bei 3 ankommt.
er bricht aber nur den portal flow ab und compiled fertig.
die map funktionirt aber mine frage ist ob es beim spielen der map dan doch zu fehlern kommen kann
Code:** Executing... ** Command: "d:\spiele\steam\steamapps\xasirx\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "d:\spiele\steam\steamapps\xasirx\team fortress 2\tf" "D:\Spiele\Steam\steamapps\xasirx\sourcesdk_content\tf\mapsrc\ctf_Nightfire" Valve Software - vbsp.exe (May 19 2009) 4 threads materialPath: d:\spiele\steam\steamapps\xasirx\team fortress 2\tf\materials Loading D:\Spiele\Steam\steamapps\xasirx\sourcesdk_content\tf\mapsrc\ctf_Nightfire.vmf Patching WVT material: maps/ctf_nightfire/egypt/sand_floor_blend_03_wvt_patch 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...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing D:\Spiele\Steam\steamapps\xasirx\sourcesdk_content\tf\mapsrc\ctf_Nightfire.prt...Building visibility clusters... done (0) *** Error: Skybox vtf files for skybox/sky_night_01 weren't compiled with the same size texture and/or same flags! Can't load skybox file skybox/sky_night_01 to build the default cubemap! *** Error: Skybox vtf files for skybox/sky_night_01 weren't compiled with the same size texture and/or same flags! Can't load skybox file skybox/sky_night_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) (264064 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 467 texinfos to 213 Reduced 26 texdatas to 24 (614 bytes to 547) Writing D:\Spiele\Steam\steamapps\xasirx\sourcesdk_content\tf\mapsrc\ctf_Nightfire.bsp 3 seconds elapsed ** Executing... ** Command: "d:\spiele\steam\steamapps\xasirx\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "d:\spiele\steam\steamapps\xasirx\team fortress 2\tf" "D:\Spiele\Steam\steamapps\xasirx\sourcesdk_content\tf\mapsrc\ctf_Nightfire" Valve Software - vvis.exe (May 19 2009) 4 threads reading d:\spiele\steam\steamapps\xasirx\sourcesdk_content\tf\mapsrc\ctf_Nightfire.bsp reading d:\spiele\steam\steamapps\xasirx\sourcesdk_content\tf\mapsrc\ctf_Nightfire.prt 840 portalclusters 2220 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0) PortalFlow: 0...1...2... ** Executing... ** Command: "d:\spiele\steam\steamapps\xasirx\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "d:\spiele\steam\steamapps\xasirx\team fortress 2\tf" "D:\Spiele\Steam\steamapps\xasirx\sourcesdk_content\tf\mapsrc\ctf_Nightfire" Valve Software - vrad.exe SSE (May 19 2009) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [34 texlights parsed from 'lights.rad'] Loading d:\spiele\steam\steamapps\xasirx\sourcesdk_content\tf\mapsrc\ctf_Nightfire.bsp No vis information, direct lighting only. Setting up ray-trace acceleration structure... Done (1.10 seconds) 2789 faces 13 degenerate faces 217849 square feet [31370272.00 square inches] 1 Displacements 28634 Square Feet [4123424.00 Square Inches] 20 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (6) Build Patch/Sample Hash Table(s).....Done<0.0086 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3) 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 (3) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 18/1024 864/49152 ( 1.8%) brushes 379/8192 4548/98304 ( 4.6%) brushsides 4454/65536 35632/524288 ( 6.8%) planes 5064/65536 101280/1310720 ( 7.7%) vertexes 4989/65536 59868/786432 ( 7.6%) nodes 1527/65536 48864/2097152 ( 2.3%) texinfos 213/12288 15336/884736 ( 1.7%) texdata 24/2048 768/65536 ( 1.2%) dispinfos 1/0 176/0 ( 0.0%) disp_verts 289/0 5780/0 ( 0.0%) disp_tris 512/0 1024/0 ( 0.0%) disp_lmsamples 47647/0 47647/0 ( 0.0%) faces 2789/65536 156184/3670016 ( 4.3%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 1520/65536 85120/3670016 ( 2.3%) leaves 1546/65536 49472/2097152 ( 2.4%) leaffaces 3240/65536 6480/131072 ( 4.9%) leafbrushes 1348/65536 2696/131072 ( 2.1%) areas 3/256 24/2048 ( 1.2%) surfedges 20562/512000 82248/2048000 ( 4.0%) edges 11694/256000 46776/1024000 ( 4.6%) LDR worldlights 19/8192 1672/720896 ( 0.2%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 120/32768 1200/327680 ( 0.4%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 2175/65536 4350/131072 ( 3.3%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 723080/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 20309/393216 ( 5.2%) LDR ambient table 1546/65536 6184/262144 ( 2.4%) HDR ambient table 1546/65536 6184/262144 ( 2.4%) LDR leaf ambient 3790/65536 106120/1835008 ( 5.8%) HDR leaf ambient 1546/65536 43288/1835008 ( 2.4%) 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] 1/12 ( 8.3%) static props [variable] 1/1984 ( 0.1%) pakfile [variable] 694/0 ( 0.0%) physics [variable] 264064/4194304 ( 6.3%) physics terrain [variable] 508/1048576 ( 0.0%) Level flags = 0 Total triangle count: 7814 Writing d:\spiele\steam\steamapps\xasirx\sourcesdk_content\tf\mapsrc\ctf_Nightfire.bsp 13 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "D:\Spiele\Steam\steamapps\xasirx\sourcesdk_content\tf\mapsrc\ctf_Nightfire.bsp" "d:\spiele\steam\steamapps\xasirx\team fortress 2\tf\maps\ctf_Nightfire.bsp"


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