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SourceSDK Map Großes Problem

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Registriert seit: Jan 2012
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Beitrag: #1
SourceSDK Map Großes Problem

Hallo leute ich habe ba_jail_electric_vip bearbeitet neue models etc

und wenn ich rendern will also run bsp sind die einstelleungen auf defaul spricht normal normal normal wenn er fertig ist will er css startet und map laden aber wenn er die map ladet kommt eine fehler meldung wenn ich die map auf mein server mache css server crasht der server dann bitte um hilfe

sourcesdk startet map: [Link: Registrierung erforderlich]

und hier das von source sdk bei run map



** Executing...
** Command: "c:\programme\steam\steamapps\ACCNAME\sourcesd k\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\programme\steam\steamapps\ACCNAME\coun ter-strike source\cstrike" "C:\Dokumente und Einstellungen\TD2012\Eigene Dateien\ba_jail_electric_vip_d.vmf"

Valve Software - vbsp.exe (Oct 25 2011)
2 threads
materialPath: c:\programme\steam\steamapps\ACCNAME\counter-strike source\cstrike\materials
Loading C:\Dokumente und Einstellungen\TD2012\Eigene Dateien\ba_jail_electric_vip_d.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
material "customs/rot" not found.
Material not found!: CUSTOMS/ROT
Could not locate 'GameData' key in c:\programme\steam\steamapps\ACCNAME\counter-strike source\cstrike\gameinfo.txt
Patching WVT material: maps/ba_jail_electric_vip_d/de_dust/rockwall_blend_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...
Merged 138 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Dokumente und Einstellungen\TD2012\Eigene Dateien\ba_jail_electric_vip_d.prt...Building visibility clusters...
done (1)
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
Building Physics collision data...
done (3) (668276 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3346 texinfos to 1989
Reduced 220 texdatas to 182 (10424 bytes to 8633)
Writing C:\Dokumente und Einstellungen\TD2012\Eigene Dateien\ba_jail_electric_vip_d.bsp
13 seconds elapsed

** Executing...
** Command: "c:\programme\steam\steamapps\ACCNAME\sourcesd k\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\programme\steam\steamapps\ACCNAME\coun ter-strike source\cstrike" -fast "C:\Dokumente und Einstellungen\TD2012\Eigene Dateien\ba_jail_electric_vip_d"

Valve Software - vvis.exe (Oct 25 2011)
fastvis = true
2 threads
reading c:\dokumente und einstellungen\TD2012\eigene dateien\ba_jail_electric_vip_d.bsp
reading c:\dokumente und einstellungen\TD2012\eigene dateien\ba_jail_electric_vip_d.prt
2609 portalclusters
8468 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (25)
Optimized: 432748 visible clusters (0.00%)
Total clusters visible: 2811303
Average clusters visible: 1077
Building PAS...
Average clusters audible: 2277
visdatasize:1474356 compressed from 1711504
writing c:\dokumente und einstellungen\TD2012\eigene dateien\ba_jail_electric_vip_d.bsp
26 seconds elapsed

** Executing...
** Command: "c:\programme\steam\steamapps\ACCNAME\sourcesd k\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\programme\steam\steamapps\ACCNAME\coun ter-strike source\cstrike" -noextra "C:\Dokumente und Einstellungen\TD2012\Eigene Dateien\ba_jail_electric_vip_d"

Valve Software - vrad.exe SSE (Oct 25 2011)

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

Loading c:\dokumente und einstellungen\TD2012\eigene dateien\ba_jail_electric_vip_d.bsp
Setting up ray-trace acceleration structure... Done (2.39 seconds)
9760 faces
27 degenerate faces
1470365 square feet [211732640.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
9733 patches before subdivision
105305 patches after subdivision
4 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 (130)
transfers 15520537, max 762
transfer lists: 118.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(719, 352, 43)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(67, 29, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(8, 3, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0859 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (56)
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 (42)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 219/1024 10512/49152 (21.4%)
brushes 1602/8192 19224/98304 (19.6%)
brushsides 13528/65536 108224/524288 (20.6%)
planes 15702/65536 314040/1310720 (24.0%)
vertexes 15390/65536 184680/786432 (23.5%)
nodes 6926/65536 221632/2097152 (10.6%)
texinfos 1989/12288 143208/884736 (16.2%)
texdata 182/2048 5824/65536 ( 8.9%)
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 9760/65536 546560/3670016 (14.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 5856/65536 327936/3670016 ( 8.9%)
leaves 7146/65536 228672/2097152 (10.9%)
leaffaces 11631/65536 23262/131072 (17.7%)
leafbrushes 3445/65536 6890/131072 ( 5.3%)
areas 3/256 24/2048 ( 1.2%)
surfedges 70017/512000 280068/2048000 (13.7%)
edges 40227/256000 160908/1024000 (15.7%)
LDR worldlights 4/8192 352/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 10/32768 120/393216 ( 0.0%)
waterstrips 816/32768 8160/327680 ( 2.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 12690/65536 25380/131072 (19.4%)
cubemapsamples 17/1024 272/16384 ( 1.7%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 4061860/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1474356/16777216 ( 8.8%)
entdata [variable] 150644/393216 (38.3%)
LDR ambient table 7146/65536 28584/262144 (10.9%)
HDR ambient table 7146/65536 28584/262144 (10.9%)
LDR leaf ambient 5068/65536 141904/1835008 ( 7.7%)
HDR leaf ambient 7146/65536 200088/1835008 (10.9%)
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] 1/6278 ( 0.0%)
pakfile [variable] 1950062/0 ( 0.0%)
physics [variable] 668276/4194304 (15.9%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 26559
Writing c:\dokumente und einstellungen\TD2012\eigene dateien\ba_jail_electric_vip_d.bsp
3 minutes, 56 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Dokumente und Einstellungen\TD2012\Eigene Dateien\ba_jail_electric_vip_d.bsp" "c:\programme\steam\steamapps\ACCNAME\coun ter-strike source\cstrike\maps\ba_jail_electric_vip_d.bsp"


** Executing...
** Command: c:\programme\steam\steam.exe
** Parameters: -applaunch 240 -game "c:\programme\steam\steamapps\ACCNAME\coun ter-strike source\cstrike" +map "ba_jail_electric_vip_d"


http://www.dynamix-team.de/images/features/3.png(!https)
[Link: Registrierung erforderlich]

Dieser Beitrag wurde zuletzt bearbeitet: 29.04.2012 14:52 von team-dynamix.

29.04.2012 14:51
 
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Beitrag: #2
RE: SourceSDK Map Großes Problem

Valve Forum, Google ...

29.04.2012 15:18
 
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