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  1. #1
    raphu604 raphu604 ist offline
    Avatar von raphu604

    Unglücklich Source SDK Valve's Hammer Editor PROBLEM!!! HILFE!!!

    omg,
    also,
    bin an einer mod dran...
    und ging alles supi... bis ich dann schlafen ging... bin aufgewacht... dann habe ich die map compilet...getestet... und dann schock:
    ich hab zwar die map compilet und ge-saved... aber er lädt mir die map von gestern!!! keinen unterschied... dabei habe ich soo viele sachen hinzugefügt und so viele stunden investiert vielleich hilft der compile process jemandem der mir helfen könnte...
    ---

    ** Executing...
    ** Command: "d:\steam\steamapps\raphu604\sourcesdk\bin\orangebox\bin\vbs p.exe"
    ** Parameters: -game "d:\steam\steamapps\SourceMods\The Lost Cellar" "D:\Steam\steamapps\SourceMods\The Lost Cellar\maps\cellar_001"

    Valve Software - vbsp.exe (Mar 11 2008)
    2 threads
    materialPath: d:\steam\steamapps\SourceMods\The Lost Cellar\materials
    Loading D:\Steam\steamapps\SourceMods\The Lost Cellar\maps\cellar_001.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 D:\Steam\steamapps\SourceMods\The Lost Cellar\maps\cellar_001.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_day01_01*.vmt
    ! Run buildcubemaps in the engine to get the correct cube maps.
    Creating default HDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_day01_01*.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
    Overlay touching too many faces (touching 110, max 64)
    Overlay decals/decomp_puddle1 at 2092.3 -872.7 64.0

    ** Executing...
    ** Command: "d:\steam\steamapps\raphu604\sourcesdk\bin\orangebox\bin\vvi s.exe"
    ** Parameters: -game "d:\steam\steamapps\SourceMods\The Lost Cellar" "D:\Steam\steamapps\SourceMods\The Lost Cellar\maps\cellar_001"

    Valve Software - vvis.exe (Mar 11 2008)
    2 threads
    reading d:\steam\steamapps\sourcemods\the lost cellar\maps\cellar_001.bsp
    reading d:\steam\steamapps\sourcemods\the lost cellar\maps\cellar_001.prt
    178 portalclusters
    593 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 (1)
    Optimized: 27 visible clusters (0.00%)
    Total clusters visible: 12197
    Average clusters visible: 68
    Building PAS...
    Average clusters audible: 129
    visdatasize:9227 compressed from 8544
    writing d:\steam\steamapps\sourcemods\the lost cellar\maps\cellar_001.bsp
    2 seconds elapsed

    ** Executing...
    ** Command: "d:\steam\steamapps\raphu604\sourcesdk\bin\orangebox\bin\vra d.exe"
    ** Parameters: -both -game "d:\steam\steamapps\SourceMods\The Lost Cellar" "D:\Steam\steamapps\SourceMods\The Lost Cellar\maps\cellar_001"

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

    Valve Radiosity Simulator
    2 threads
    [Reading texlights from 'lights.rad']
    [45 texlights parsed from 'lights.rad']

    Loading d:\steam\steamapps\sourcemods\the lost cellar\maps\cellar_001.bsp
    Setting up ray-trace acceleration structure... Done (0.10 seconds)
    1185 faces
    1236985 square feet [178125888.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    1185 patches before subdivision
    57195 patches after subdivision
    12 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (10)
    transfers 16354091, max 834
    transfer lists: 124.8 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #1 added RGB(14161, 14550, 13830)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
    Bounce #2 added RGB(430, 451, 441)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #3 added RGB(13, 14, 14)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #4 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0670 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5)
    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 (1)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 2/1024 96/49152 ( 0.2%)
    brushes 95/8192 1140/98304 ( 1.2%)
    brushsides 591/65536 4728/524288 ( 0.9%)
    planes 480/65536 9600/1310720 ( 0.7%)
    vertexes 1604/65536 19248/786432 ( 2.4%)
    nodes 371/65536 11872/2097152 ( 0.6%)
    texinfos 113/12288 8136/884736 ( 0.9%)
    texdata 68/2048 2176/65536 ( 3.3%)
    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 1185/65536 66360/3670016 ( 1.8%)
    hdr faces 1185/65536 66360/3670016 ( 1.8%)
    origfaces 290/65536 16240/3670016 ( 0.4%)
    leaves 374/65536 11968/2097152 ( 0.6%)
    leaffaces 1411/65536 2822/131072 ( 2.2%)
    leafbrushes 378/65536 756/131072 ( 0.6%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 6622/512000 26488/2048000 ( 1.3%)
    edges 3486/256000 13944/1024000 ( 1.4%)
    LDR worldlights 12/8192 1056/720896 ( 0.1%)
    HDR worldlights 12/8192 1056/720896 ( 0.1%)
    leafwaterdata 1/32768 12/393216 ( 0.0%)
    waterstrips 81/32768 810/327680 ( 0.2%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 1146/65536 2292/131072 ( 1.7%)
    cubemapsamples 6/1024 96/16384 ( 0.6%)
    overlays 88/512 30976/180224 (17.2%)
    LDR lightdata [variable] 6423732/0 ( 0.0%)
    HDR lightdata [variable] 6423732/0 ( 0.0%)
    visdata [variable] 9227/16777216 ( 0.1%)
    entdata [variable] 73964/393216 (18.8%)
    LDR ambient table 374/65536 1496/262144 ( 0.6%)
    HDR ambient table 374/65536 1496/262144 ( 0.6%)
    LDR leaf ambient 615/65536 17220/1835008 ( 0.9%)
    HDR leaf ambient 615/65536 17220/1835008 ( 0.9%)
    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] 1/1700 ( 0.1%)
    pakfile [variable] 745311/0 ( 0.0%)
    physics [variable] 38819/4194304 ( 0.9%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 3079
    Writing d:\steam\steamapps\sourcemods\the lost cellar\maps\cellar_001.bsp
    24 seconds elapsed
    Valve Software - vrad.exe SSE (Mar 11 2008)

    Valve Radiosity Simulator
    2 threads
    [Reading texlights from 'lights.rad']
    [45 texlights parsed from 'lights.rad']

    Loading d:\steam\steamapps\sourcemods\the lost cellar\maps\cellar_001.bsp
    Setting up ray-trace acceleration structure... Done (0.10 seconds)
    1185 faces
    1236985 square feet [178125888.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    1185 patches before subdivision
    57195 patches after subdivision
    12 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (10)
    transfers 16354091, max 834
    transfer lists: 124.8 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #1 added RGB(14161, 14550, 13830)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #2 added RGB(430, 451, 441)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #3 added RGB(13, 14, 14)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #4 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0673 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5)
    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 (2)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 2/1024 96/49152 ( 0.2%)
    brushes 95/8192 1140/98304 ( 1.2%)
    brushsides 591/65536 4728/524288 ( 0.9%)
    planes 480/65536 9600/1310720 ( 0.7%)
    vertexes 1604/65536 19248/786432 ( 2.4%)
    nodes 371/65536 11872/2097152 ( 0.6%)
    texinfos 113/12288 8136/884736 ( 0.9%)
    texdata 68/2048 2176/65536 ( 3.3%)
    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 1185/65536 66360/3670016 ( 1.8%)
    hdr faces 1185/65536 66360/3670016 ( 1.8%)
    origfaces 290/65536 16240/3670016 ( 0.4%)
    leaves 374/65536 11968/2097152 ( 0.6%)
    leaffaces 1411/65536 2822/131072 ( 2.2%)
    leafbrushes 378/65536 756/131072 ( 0.6%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 6622/512000 26488/2048000 ( 1.3%)
    edges 3486/256000 13944/1024000 ( 1.4%)
    LDR worldlights 12/8192 1056/720896 ( 0.1%)
    HDR worldlights 12/8192 1056/720896 ( 0.1%)
    leafwaterdata 1/32768 12/393216 ( 0.0%)
    waterstrips 81/32768 810/327680 ( 0.2%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 1146/65536 2292/131072 ( 1.7%)
    cubemapsamples 6/1024 96/16384 ( 0.6%)
    overlays 88/512 30976/180224 (17.2%)
    LDR lightdata [variable] 6423732/0 ( 0.0%)
    HDR lightdata [variable] 6423732/0 ( 0.0%)
    visdata [variable] 9227/16777216 ( 0.1%)
    entdata [variable] 73964/393216 (18.8%)
    LDR ambient table 374/65536 1496/262144 ( 0.6%)
    HDR ambient table 374/65536 1496/262144 ( 0.6%)
    LDR leaf ambient 615/65536 17220/1835008 ( 0.9%)
    HDR leaf ambient 615/65536 17220/1835008 ( 0.9%)
    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] 1/1700 ( 0.1%)
    pakfile [variable] 745311/0 ( 0.0%)
    physics [variable] 38819/4194304 ( 0.9%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 3079
    Writing d:\steam\steamapps\sourcemods\the lost cellar\maps\cellar_001.bsp
    23 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "D:\Steam\steamapps\SourceMods\The Lost Cellar\maps\cellar_001.bsp" "d:\steam\steamapps\SourceMods\The Lost Cellar\maps\cellar_001.bsp"

    ---
    Ich raffs einfach net !!! habe nicht umbenennt... habe vieles geändert !!! aber er haat genau so lange gebraucht um zu compilen wie normal.. alles ging wie butter... aber es ist so als ob er einfach nicht compilen will!!! Bitte um hilfe!!! Einfach... wie wenn ich die map nie geändert/compilet hätte

  2. Anzeige

    Unglücklich Source SDK Valve's Hammer Editor PROBLEM!!! HILFE!!!

    Schau dir mal diesen Bereich an. Dort ist für jeden was dabei!
  3. #2
    raphu604 raphu604 ist offline
    Avatar von raphu604

    AW: Source SDK Valve's Hammer Editor PROBLEM!!! HILFE!!!

    EDIT: Problem "gelöst"... es ging... ich habe probiert probiert probiert... und auf einmal ging es ohne nix zu machen

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