Thread: CS:S > compilen lukt niet
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27-08-2006, 18:35 #1
CS:S > compilen lukt niet
ik heb nu mijn map af in hammer, maar als ik heb compile, blijft hij in het spel zelf net hetzelfde als in het begin, dus er veranderd niets in het spel, terwijl ik in hammer wel al vanalles veranderd heb...
Ik heb alle problemen opgelost en ik zie niet in waarom hij niet werkt, kan iemand mij helpen,
Alvast bedankt.i'm a noob
no votes
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27-08-2006, 18:42 #2Member
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map mapnaam
dat ingeven in console. bv m'n map heet sdk_test dan dit ingeven :
map sdk_test
Het spel gaat niet automatisch uw map laden hé :\no votes
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27-08-2006, 19:58 #3
:S
hoe bedoelt ge nu,
ik denk dat ge me verkeerd begrijpt,
lees ff bericht tegoei aub :S
in hammer heb ik de map al helemaal af, ik compile hem, maar in css is de map nog steeds niet zoals ik hem in hammer heb gemaakt.i'm a noob
no votes
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27-08-2006, 20:06 #4
hier is men compile log:
** Executing...
** Command: "c:\program files\valve\steam\steamapps\cybersolit\sourcesdk\b in\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\cybersolit\counter-strike source\cstrike" "C:\Program Files\Valve\Steam\SteamApps\cybersolit\sourcesdk_c ontent\cstrike\mapsrc\aim_vl4"
Valve Software - vbsp.exe (Aug 4 2006)
2 threads
materialPath: c:\program files\valve\steam\steamapps\cybersolit\counter-strike source\cstrike\materials
Loading C:\Program Files\Valve\Steam\SteamApps\cybersolit\sourcesdk_c ontent\cstrike\mapsrc\aim_vl4.vmf
Can't find surfaceprop antlionsand for material NATURE/BLENDSANDSAND008B, using default
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 (2)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Program Files\Valve\Steam\SteamApps\cybersolit\sourcesdk_c ontent\cstrike\mapsrc\aim_vl4.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_06*.vmt
Run buildcubemaps in the engine to get the correct cube maps.
No such variable "$hdrbasetexture" for material "skybox/sky_day01_06rt"
Can't load skybox file skybox/sky_day01_06 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
Face List Count >= OVERLAY_BSP_FACE_COUNT
** Executing...
** Command: "c:\program files\valve\steam\steamapps\cybersolit\sourcesdk\b in\vvis.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\cybersolit\counter-strike source\cstrike" "C:\Program Files\Valve\Steam\SteamApps\cybersolit\sourcesdk_c ontent\cstrike\mapsrc\aim_vl4"
Valve Software - vvis.exe (May 22 2006)
2 threads
reading c:\program files\valve\steam\steamapps\cybersolit\sourcesdk_c ontent\cstrike\mapsrc\aim_vl4.bsp
reading c:\program files\valve\steam\steamapps\cybersolit\sourcesdk_c ontent\cstrike\mapsrc\aim_vl4.prt
3888 portalclusters
12038 numportals
Leaf 2048 (portal 6690) with too many portals. Use vbsp -glview to compile, then glview -portal -portalhighlight X or -leafhighlight L to view the problem.
** Executing...
** Command: "c:\program files\valve\steam\steamapps\cybersolit\sourcesdk\b in\vrad.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\cybersolit\counter-strike source\cstrike" "C:\Program Files\Valve\Steam\SteamApps\cybersolit\sourcesdk_c ontent\cstrike\mapsrc\aim_vl4"
Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']
Loading c:\program files\valve\steam\steamapps\cybersolit\sourcesdk_c ontent\cstrike\mapsrc\aim_vl4.bsp
No vis information, direct lighting only.
13253 faces
3693934 square feet [531926528.00 square inches]
0 displacements
0 square feet [0.00 square inches]
490 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3098)
Build Patch/Sample Hash Table(s).....Done<0.2530 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.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 37/1024 1776/49152 ( 3.6%)
brushes 1404/8192 16848/98304 (17.1%)
brushsides 8988/65536 71904/524288 (13.7%)
planes 3748/65536 74960/1310720 ( 5.7%)
vertexes 18416/65536 220992/786432 (28.1%)
nodes 6835/65536 218720/2097152 (10.4%)
texinfos 961/12288 69192/884736 ( 7.8%)
texdata 26/2048 832/65536 ( 1.3%)
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 13253/65536 742168/3670016 (20.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 5183/65536 290248/3670016 ( 7.9%)
leaves 6873/65536 219936/2097152 (10.5%)
leaffaces 14396/65536 28792/131072 (22.0%)
leafbrushes 3547/65536 7094/131072 ( 5.4%)
areas 4/256 32/2048 ( 1.6%)
surfedges 83405/512000 333620/2048000 (16.3%)
edges 45531/256000 182124/1024000 (17.8%)
LDR worldlights 490/8192 43120/720896 ( 6.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 1109/32768 11090/327680 ( 3.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 19581/65536 39162/131072 (29.9%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 6834616/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 103716/393216 (26.4%)
LDR leaf ambient 6873/65536 164952/1572864 (10.5%)
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] 1/12 ( 8.3%)
static props [variable] 1/27404 ( 0.0%)
pakfile [variable] 20867/0 ( 0.0%)
Level flags = 0
Win32 Specific Data:
physics [variable] 510151/4194304 (12.2%)
==== Total Win32 BSP file data space used: 10206914 bytes ====
Total triangle count: 36191
Writing c:\program files\valve\steam\steamapps\cybersolit\sourcesdk_c ontent\cstrike\mapsrc\aim_vl4.bsp
51 minutes, 44 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\cybersolit\sourcesdk_c ontent\cstrike\mapsrc\aim_vl4.bsp" "c:\program files\valve\steam\steamapps\cybersolit\counter-strike source\cstrike\maps\aim_vl4.bsp"
hopelijk vinden jullie wat, want ik weet het niet meer
i'm a noob
no votes
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27-08-2006, 20:37 #5
http://www.cdg.net/forums/index.php?c=3
Vraag et daar anders es, die mannen hebben er verstand van, wel in juiste sectie eh
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28-08-2006, 10:29 #6
Leaf 2048 (portal 6690) with too many portals. Use vbsp -glview to compile, then glview -portal -portalhighlight X or -leafhighlight L to view the problem.
wa wil dit zeggen?
misschien kunt ge fout hier zien?i'm a noob
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28-08-2006, 12:04 #7Member
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Je moet het spel niet open hebben terwijl je hammer't (ik weet het, is geen werkwoord ;D ), dan opent hammer de game + map automatisch
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28-08-2006, 15:50 #8
doe ik ook niet, ik start zelfs steam helemaal opnieuw op, want meestal lukt het toch niet van de 1e keer...
i'm a noob
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28-08-2006, 19:20 #9Member
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28-08-2006, 21:06 #10
heb ik allemaal al geprobeerd ^^
maar het wil gwn niet werken
en op die site die corrupt mij doorgegeven heeft, antwoord er niemand
i'm a noob
no votes
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28-08-2006, 21:19 #11
hmm ik heb het ooit eens voorgehad en ik weet de preciese omstandigheden niet meer.
Ik dacht dat in VBSP iets foutging waardoor vrad en vvis bestanden van eerdere compiles gebruikten en ik maar niet de veranderingen zag ik ik aanbracht.
Rename de map, compile en normaal krijg je dan errors die je kunnen helpen de fout te vinden.no votes
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28-08-2006, 21:45 #12Banned
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28-08-2006, 22:53 #13
ok, een error is dat er overlays maar 64 faces mogen hebben,
maar bij mij hebben ze standaard allemaal al boven de 1000 faces :Si'm a noob
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29-08-2006, 10:55 #14Member
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Plus, ne compiletijd van 51 minuten voorspelt ni veel goeds. Probeer eens een fast VIS te doen.
.: Forceflow.be :.no votes
