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problem after the compiling in the game

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Fawkes

Private 2
Private 2

Posts: 10

Joined: Fri Mar 23, 2012 6:45 am

Post Mon Mar 26, 2012 12:42 pm

problem after the compiling in the game

i have a problem nowe that i dont know what it is .. it only show when i am in spawning spot ...

here is 2 photo that is howe it shul luck and what i luke ..

1:
Image

2:
Image

so i dont know i have luke if its any leeks but there is noting ...

so plzz help if some one know what the prolbem can be

here is the compiling if you need it

  Code:
** Executing...
** Command: "e:\spel\steam\steamapps\\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "e:\spel\steam\steamapps\\counter-strike source\cstrike" "G:\-=Hammer=-\mapsrc\oldhangar3.vmf"

Valve Software - vbsp.exe (Oct 25 2011)
8 threads
materialPath: e:\spel\steam\steamapps\\counter-strike source\cstrike\materials
Loading G:\-=Hammer=-\mapsrc\oldhangar3.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in e:\spel\steam\steamapps\\counter-strike source\cstrike\gameinfo.txt
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 1008 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing G:\-=Hammer=-\mapsrc\oldhangar3.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
Building Physics collision data...
done (0) (1130284 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2137 texinfos to 1189
Reduced 47 texdatas to 43 (1047 bytes to 911)
Writing G:\-=Hammer=-\mapsrc\oldhangar3.bsp
4 seconds elapsed

** Executing...
** Command: "e:\spel\steam\steamapps\\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "e:\spel\steam\steamapps\\counter-strike source\cstrike" -fast "G:\-=Hammer=-\mapsrc\oldhangar3"

Valve Software - vvis.exe (Oct 25 2011)
fastvis = true
8 threads
reading g:\-=hammer=-\mapsrc\oldhangar3.bsp
reading g:\-=hammer=-\mapsrc\oldhangar3.prt
2236 portalclusters
7858 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (2)
Optimized: 143612 visible clusters (0.00%)
Total clusters visible: 4264981
Average clusters visible: 1907
Building PAS...
Average clusters audible: 2227
visdatasize:1246383  compressed from 1252160
writing g:\-=hammer=-\mapsrc\oldhangar3.bsp
3 seconds elapsed

** Executing...
** Command: "e:\spel\steam\steamapps\\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "e:\spel\steam\steamapps\\counter-strike source\cstrike" "G:\-=Hammer=-\mapsrc\oldhangar3"

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

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

Loading g:\-=hammer=-\mapsrc\oldhangar3.bsp
Setting up ray-trace acceleration structure... Done (2.24 seconds)
12276 faces
12 degenerate faces
363347 square feet [52322020.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
12264 patches before subdivision
76696 patches after subdivision
sun extent from map=0.000000
40 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (10)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (73)
transfers 41871602, max 2778
transfer lists: 319.5 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
   Bounce #1 added RGB(32616, 25441, 11208)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
   Bounce #2 added RGB(3495, 2556, 929)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
   Bounce #3 added RGB(402, 270, 82)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
   Bounce #4 added RGB(47, 30, 7)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
   Bounce #5 added RGB(6, 3, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
   Bounce #6 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0187 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (9)
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 (12)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                  41/1024         1968/49152    ( 4.0%)
brushes               3036/8192        36432/98304    (37.1%)
brushsides           22719/65536      181752/524288   (34.7%)
planes                4068/65536       81360/1310720  ( 6.2%)
vertexes             25389/65536      304668/786432   (38.7%)
nodes                 4372/65536      139904/2097152  ( 6.7%)
texinfos              1189/12288       85608/884736   ( 9.7%)
texdata                 43/2048         1376/65536    ( 2.1%)
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                12276/65536      687456/3670016  (18.7%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces             9568/65536      535808/3670016  (14.6%)
leaves                4414/65536      141248/2097152  ( 6.7%)
leaffaces            17912/65536       35824/131072   (27.3%)
leafbrushes           6987/65536       13974/131072   (10.7%)
areas                    2/256            16/2048     ( 0.8%)
surfedges           108556/512000     434224/2048000  (21.2%)
edges                72002/256000     288008/1024000  (28.1%)
LDR worldlights         40/8192         3520/720896   ( 0.5%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
leafwaterdata            0/32768           0/393216   ( 0.0%)
waterstrips           2422/32768       24220/327680   ( 7.4%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices         64860/65536      129720/131072   (99.0%) VERY FULL!
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]     4016116/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]     1246383/16777216 ( 7.4%)
entdata               [variable]       35676/393216   ( 9.1%)
LDR ambient table     4414/65536       17656/262144   ( 6.7%)
HDR ambient table     4414/65536       17656/262144   ( 6.7%)
LDR leaf ambient     15895/65536      445060/1835008  (24.3%)
HDR leaf ambient      4414/65536      123592/1835008  ( 6.7%)
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]           1/12722    ( 0.0%)
pakfile               [variable]      211892/0        ( 0.0%)
physics               [variable]     1130284/4194304  (26.9%)
physics terrain       [variable]           2/1048576  ( 0.0%)

Level flags = 0

Total triangle count: 45794
Writing g:\-=hammer=-\mapsrc\oldhangar3.bsp
1 minute, 53 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "G:\-=Hammer=-\mapsrc\oldhangar3.bsp" "e:\spel\steam\steamapps\\counter-strike source\cstrike\maps\oldhangar3.bsp"


** Executing...
** Command: e:\spel\steam\steam.exe
** Parameters: -applaunch 240 -game "e:\spel\steam\steamapps\\counter-strike source\cstrike"  +map "oldhangar3"
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daz_rich

Sergeant
Sergeant

Posts: 332

Joined: Thu Feb 07, 2008 11:53 am

Post Mon Mar 26, 2012 6:29 pm

Re: problem after the compiling in the game

fastvis = true

Description:
You seem to be running vvis in -fast mode. This is okay for testing purposes, but mind that this will cause:

Strange compile errors, like 'cluster saw into cluster' errors
Strange errors ingame (including unexpected crashes)
Hitting limits ingame, by skipping essential optimization processses
Lower performance ingame


also check that you aint turned anything into an entitily what shouldn't be but putting money on the above.

is this the entire map? or is there more to it?
▲<Please ignore the above text since it lacks anything to do with English>▲

Image
<<

Fawkes

Private 2
Private 2

Posts: 10

Joined: Fri Mar 23, 2012 6:45 am

Post Mon Mar 26, 2012 8:17 pm

Re: problem after the compiling in the game

yes that is the map ... it going to be a zombie map ... but its not done yet ... i run the map normal:fast:normal ... and this the furst time it hapen lake that so i dont whant to do any thing more if it is somting i need to delite ore so ..

im going to run tonight normal:normal:normal .. if it is the fast that **** it up ..

i dont know if its my eng byt i have hard to under stand what you mean whit

entitily what shouldn't be but putting money on the above.
<<

daz_rich

Sergeant
Sergeant

Posts: 332

Joined: Thu Feb 07, 2008 11:53 am

Post Wed Mar 28, 2012 6:58 am

Re: problem after the compiling in the game

forgot to use gramma
also check that you aint turned anything into an entitily what shouldn't be. But putting money on the above.
But putting money on the above. means i think thats the problem (which it aint now we know that)

so an entitily is when you place a prop, create a wall. double click your floor and tell me if its a nothing brush or if its got properties
https://developer.valvesoftware.com/wik ... 2_entities
spelt it wrong

then again its everything.
I can only speculate without seeing the map file
▲<Please ignore the above text since it lacks anything to do with English>▲

Image

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