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Autor Beitrag
# 1
Nachricht offline
Headcrab
0 Punkte
Dabei seit: 22.03.2009
55 Beiträge
Vis decompression overrun
Map läuft nichtmehr, hälfte wird nicht compiled, ein ganzes Gebäude fehlt, überall portal/ textur fehler.. (Half-Life 2)
Die Console wird vollgespamt mit:
"warning: Vis decompression overrun"
Hab schon versucht mit skip und hint die portal files neu zu zeichnen (Kasten um das gebäude), hat aber nichts gebracht und was genau das bringen soll hat sich mir auch nochnicht erschlossen..
Bin echt verzweifelt, da läuft nichts mehr, und die map ist noch komplett leer (gerade mal 2 gebäude sind da, und das eine ist nur "deko" O.o

Hab schon gelesen: brushes minimieren, zu func_detail umwandeln, aber das führt wieder nur zu problemen, und eine gute map, besteht halt nicht nur aus einem klotz mit 3 fenster-overlays und ner overlay door.. so wies selbst valve macht (HL2)

Bild im Anhang..

Wahrscheinlich kann mir keiner helfen, dann kann ich die .vmf rausrücken.. weil die komplette map sonst eh für die Tonne wäre.

Ich hoffe jemand nimmt sich meiner an, zur not auch mit der vmf. :S Danke schonmal im Voraus
MfG Nobi-Knobi

Compile Log:

** Executing...
** Command: "c:program filessteamsteamappsjig_saw1sourcesdkbinorangeboxbinvbsp.exe"
** Parameters: -game "c:program filessteamsteamappsjig_saw1half-life 2hl2" "C:Program FilesSteamSteamAppsjig_saw1sourcesdk_contenthl2mapsrcLostCity.vmf"

Valve Software - vbsp.exe (Jul 7 2010)
2 threads
materialPath: c:program filessteamsteamappsjig_saw1half-life 2hl2materials
Loading C:Program FilesSteamSteamAppsjig_saw1sourcesdk_contenthl2mapsrcLostCity.vmf
Could not locate 'GameData' key in c:program filessteamsteamappsjig_saw1half-life 2hl2gameinfo.txt
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...
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
done (0)
writing C:Program FilesSteamSteamAppsjig_saw1sourcesdk_contenthl2mapsrcLostCity.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day03_06*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day03_06*.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 300, max 64)
Overlay decals/trashdecal04a at -952.0 2888.0 0.0

** Executing...
** Command: "c:program filessteamsteamappsjig_saw1sourcesdkbinorangeboxbinvvis.exe"
** Parameters: -game "c:program filessteamsteamappsjig_saw1half-life 2hl2" "C:Program FilesSteamSteamAppsjig_saw1sourcesdk_contenthl2mapsrcLostCity"

Valve Software - vvis.exe (Jul 7 2010)
2 threads
reading c:program filessteamsteamappsjig_saw1sourcesdk_contenthl2mapsrcLostCity.bsp
reading c:program filessteamsteamappsjig_saw1sourcesdk_contenthl2mapsrcLostCity.prt
658 portalclusters
1677 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 (19)
Optimized: 424 visible clusters (0.00%)
Total clusters visible: 113831
Average clusters visible: 172
Building PAS...
Average clusters audible: 584
visdatasize:94196 compressed from 115808
writing c:program filessteamsteamappsjig_saw1sourcesdk_contenthl2mapsrcLostCity.bsp
19 seconds elapsed

** Executing...
** Command: "c:program filessteamsteamappsjig_saw1sourcesdkbinorangeboxbinvrad.exe"
** Parameters: -game "c:program filessteamsteamappsjig_saw1half-life 2hl2" "C:Program FilesSteamSteamAppsjig_saw1sourcesdk_contenthl2mapsrcLostCity"

Valve Software - vrad.exe SSE (Jul 7 2010)

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

Loading c:program filessteamsteamappsjig_saw1sourcesdk_contenthl2mapsrcLostCity.bsp
Setting up ray-trace acceleration structure... Done (1.64 seconds)
2441 faces
772664 square feet [111263680.00 square inches]
14 Displacements
13247 Square Feet [1907617.50 Square Inches]
2441 patches before subdivision
34755 patches after subdivision
44 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7.
WARNING: Too many light styles on a face at (-600.000000, 3256.000000, 1.000000)

WARNING: Too many light styles on a face at (-145.600082, 3240.000000, 1.000000)

WARNING: Too many light styles on a face at (-11.199982, 3224.000000, 1.000000)

WARNING: Too many light styles on a face at (-1048.002441, 3256.000000, 1.000000)

WARNING: Too many light styles on a face at (-1096.000000, 3288.000000, 1.000000)

WARNING: Too many light styles on a face at (-2040.000000, 3288.000000, 1.000000)
.
WARNING: Too many light styles on a face at (-2520.000000, 3320.000000, 1.000000)

WARNING: Too many light styles on a face at (-2527.000000, 3528.000000, 24.000000)

WARNING: Too many light styles on a face at (-1016.000000, 3064.000000, 1.000000)

WARNING: Too many light styles on a face at (-1048.002441, 3064.000000, 1.000000)

WARNING: Too many light styles on a face at (-1544.001465, 3064.000000, 1.000000)

WARNING: Too many light styles on a face at (-2040.000000, 3064.000000, 1.000000)
.
WARNING: Too many light styles on a face at (-2520.000000, 3064.000000, 1.000000)

WARNING: Too many light styles on a face at (-2527.000000, 2824.000000, 8.000000)
8...9...
WARNING: Too many light styles on a face at (-569.553589, 3004.083008, 7.598774)
10 (10)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (7)
transfers 1146345, max 587
transfer lists: 8.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(1640, 2118, 1792)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(110, 95, 66)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(12, 7, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(2, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0261 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6)
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 (4)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 30/1024 1440/49152 ( 2.9%)
brushes 442/8192 5304/98304 ( 5.4%)
brushsides 2989/65536 23912/524288 ( 4.6%)
planes 1816/65536 36320/1310720 ( 2.8%)
vertexes 3557/65536 42684/786432 ( 5.4%)
nodes 1436/65536 45952/2097152 ( 2.2%)
texinfos 437/12288 31464/884736 ( 3.6%)
texdata 74/2048 2368/65536 ( 3.6%)
dispinfos 14/0 2464/0 ( 0.0%)
disp_verts 2518/0 50360/0 ( 0.0%)
disp_tris 4384/0 8768/0 ( 0.0%)
disp_lmsamples 38136/0 38136/0 ( 0.0%)
faces 2441/65536 136696/3670016 ( 3.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1221/65536 68376/3670016 ( 1.9%)
leaves 1467/65536 46944/2097152 ( 2.2%)
leaffaces 2811/65536 5622/131072 ( 4.3%)
leafbrushes 919/65536 1838/131072 ( 1.4%)
areas 5/256 40/2048 ( 2.0%)
surfedges 15967/512000 63868/2048000 ( 3.1%)
edges 9335/256000 37340/1024000 ( 3.6%)
LDR worldlights 44/8192 3872/720896 ( 0.5%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 133/32768 1330/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2271/65536 4542/131072 ( 3.5%)
cubemapsamples 10/1024 160/16384 ( 1.0%)
overlays 23/512 8096/180224 ( 4.5%)
LDR lightdata [variable] 1508724/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 94196/16777216 ( 0.6%)
entdata [variable] 91892/393216 (23.4%)
LDR ambient table 1467/65536 5868/262144 ( 2.2%)
HDR ambient table 1467/65536 5868/262144 ( 2.2%)
LDR leaf ambient 3602/65536 100856/1835008 ( 5.5%)
HDR leaf ambient 1467/65536 41076/1835008 ( 2.2%)
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] 1/16070 ( 0.0%)
pakfile [variable] 968260/0 ( 0.0%)
physics [variable] 164173/4194304 ( 3.9%)
physics terrain [variable] 6622/1048576 ( 0.6%)

Level flags = 0

Total triangle count: 6199
Writing c:program filessteamsteamappsjig_saw1sourcesdk_contenthl2mapsrcLostCity.bsp
29 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesSteamSteamAppsjig_saw1sourcesdk_contenthl2mapsrcLostCity.bsp" "c:program filessteamsteamappsjig_saw1half-life 2hl2mapsLostCity.bsp"

Anhang: leaf3.jpg (162 KB, 3x heruntergeladen)
16.08.2011, 19:14 Uhr Anzeigen

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