Hab eine neue Karte angefangen, und wenn ich sie zum Testen compile (Einstellungen alle normal), hängt sich das Fenster eine ziemlich lange Zeit auf, was aber anscheinend normal ist.
Wenn ich dann jedoch versuche, Episode 2 mit der Karte zu starten, stürzt es ab und liefert mir die Fehlermeldung: HL2.exe hat ein Problem festgestellt und muss beendet werden.
Ich hab schon versucht, per Konsole zu starten udn auch mit dem VBCT zu exportieren, keine Änderung.
Hier ist das Log, ich hab jedoch keine Fehlermeldungen gefunden...
Zitat: ** Executing... ** Command: "d:programmeverschiedenesteamsteamappsNAMEsourcesdkbinsource2009binvbsp.exe" ** Parameters: -game "d:programmeverschiedenesteamsteamappsNAMEhalf-life 2 episode twoep2" "D:NAMEModdingHammerdazed_v22.vmf" Valve Software - vbsp.exe (Sep 15 2011) 4 threads materialPath: d:programmeverschiedenesteamsteamappsNAMEhalf-life 2 episode twoep2materials Loading D:NAMEModdingHammerdazed_v22.vmf Could not locate 'GameData' key in d:programmeverschiedenesteamsteamappsNAMEhalf-life 2 episode twoep2gameinfo.txt Patching WVT material: maps/dazed_v22/concrete/blendconcreterock001a_wvt_patch Patching WVT material: maps/dazed_v22/concrete/blendconcdirt004a_wvt_patch 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:NAMEModdingHammerdazed_v22.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_09*.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_09*.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 (0) (218260 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 1536 texinfos to 875 Reduced 378 texdatas to 273 (16058 bytes to 11667) Writing D:NAMEModdingHammerdazed_v22.bsp 4 seconds elapsed ** Executing... ** Command: "d:programmeverschiedenesteamsteamappsNAMEsourcesdkbinsource2009binvvis.exe" ** Parameters: -game "d:programmeverschiedenesteamsteamappsNAMEhalf-life 2 episode twoep2" "D:NAMEModdingHammerdazed_v22" Valve Software - vvis.exe (Sep 15 2011) 4 threads reading d:NAMEmoddinghammerdazed_v22.bsp reading d:NAMEmoddinghammerdazed_v22.prt 927 portalclusters 3123 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1) PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (2278) Optimized: 2291 visible clusters (0.00%) Total clusters visible: 400266 Average clusters visible: 431 Building PAS... Average clusters audible: 894 visdatasize:205985 compressed from 222480 writing d:fredis datenmoddinghammerdazed_v22.bsp 37 minutes, 59 seconds elapsed ** Executing... ** Command: "d:programmeverschiedenesteamsteamappsNAMEsourcesdkbinsource2009binvrad.exe" ** Parameters: -game "d:programmeverschiedenesteamsteamappsNAMEhalf-life 2 episode twoep2" "D:NAMEModdingHammerdazed_v22" Valve Software - vrad.exe SSE (Sep 15 2011) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading d:NAMEmoddinghammerdazed_v22.bsp Setting up ray-trace acceleration structure... Done (0.91 seconds) 2665 faces 621179 square feet [89449784.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 2665 patches before subdivision 30009 patches after subdivision 36 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (5) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (7) transfers 3892959, max 907 transfer lists: 29.7 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(96491, 84239, 49610) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(21568, 17351, 8949) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(5460, 4273, 2030) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(1504, 1157, 509) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(441, 333, 134) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(137, 101, 37) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #7 added RGB(44, 31, 10) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(15, 10, 3) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(5, 3, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #10 added RGB(2, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0105 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 (7) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 2/1024 96/49152 ( 0.2%) brushes 639/8192 7668/98304 ( 7.8%) brushsides 4077/65536 32616/524288 ( 6.2%) planes 1616/65536 32320/1310720 ( 2.5%) vertexes 4284/65536 51408/786432 ( 6.5%) nodes 1635/65536 52320/2097152 ( 2.5%) texinfos 875/12288 63000/884736 ( 7.1%) texdata 273/2048 8736/65536 (13.3%) 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 2665/65536 149240/3670016 ( 4.1%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 1531/65536 85736/3670016 ( 2.3%) leaves 1638/65536 52416/2097152 ( 2.5%) leaffaces 3198/65536 6396/131072 ( 4.9%) leafbrushes 1081/65536 2162/131072 ( 1.6%) areas 2/256 16/2048 ( 0.8%) surfedges 18969/512000 75876/2048000 ( 3.7%) edges 11413/256000 45652/1024000 ( 4.5%) LDR worldlights 36/8192 3168/720896 ( 0.4%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 273/32768 2730/327680 ( 0.8%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 4581/65536 9162/131072 ( 7.0%) cubemapsamples 48/1024 768/16384 ( 4.7%) overlays 2/512 704/180224 ( 0.4%) LDR lightdata [variable] 1138368/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 205985/16777216 ( 1.2%) entdata [variable] 33029/393216 ( 8.4%) LDR ambient table 1638/65536 6552/262144 ( 2.5%) HDR ambient table 1638/65536 6552/262144 ( 2.5%) LDR leaf ambient 8369/65536 234332/1835008 (12.8%) HDR leaf ambient 1638/65536 45864/1835008 ( 2.5%) 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] 1/6258 ( 0.0%) pakfile [variable] 5254896/0 ( 0.0%) physics [variable] 218260/4194304 ( 5.2%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 7530 Writing d:NAMEmoddinghammerdazed_v22.bsp 28 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "D:NAMEModdingHammerdazed_v22.bsp" "d:programmeverschiedenesteamsteamappsNAMEhalf-life 2 episode twoep2mapsdazed_v22.bsp" |
Wäre schön, wenn jemand eine Lösung weiß