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Сбой компиляции на VIS

Roler

New member
24.05.08
18
0
0
Сбой компиляции на VIS

Делаю карту помаленьку, доделал небо и решил посмотреть. Использую CSM Source SDK, включаю его компилятор(не тот что в Хаммер встроен),
Консолька открывается и почти сразу вылетает.

Код:
*** Valve software ***
===== ===== ===== ===== ===== ===== ===== ===== =====
Start compiling: 24.05.2008 - 16:00:38

====== BSP-Compiling - 16:00:38 ======



materialPath: F:\Games\CSSource\cstrike\materials
Loading D:\Documents and Settings\Roler\Рабочий стол\cs_bank.vmf
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...10**** leaked ****
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 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
Building Physics collision data...
done (0) (4410 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 9 texinfos to 7
Reduced 3 texdatas to 3 (59 bytes to 59)
Writing D:\Documents and Settings\Roler\Рабочий стол\cs_bank.bsp
0 seconds elapsed

====== VIS-Compiling - 16:00:38 ======

===== ===== ===== ===== ===== ===== ===== =====
Compiler error or break compiling 24.05.2008 - 16:00:38
И непонятно, в чём собственно дело.
 

Lantrat

Hancock
VIP
10.09.06
5 581
41
9
38
  • Золотая медаль 221
2 S@SHK@:
дырка она и есть дырка, так что не имеет значения как компилить, в Хаммере или батником.
 

Heroin

Чайку?
19.08.07
2 935
33
2 S@SHK@:
да компилятор один (вернее их 3 :) )
пофигу через что ты из запускаешь =/
 

Backbreaker

графодрочер ксм
27.12.07
3 130
38
48
  • Золотая медаль 111
Правильнее было сказать сбой компиляции на bsp.
Оффтоп

Post automatically merged:

Что могу сказать... сильно не размахивайся, посмотри как сделаны оффиц. карты, компилятор не может разрезать карту на блоки изза нереального размера коробки ская (это имхо) игровая зона все равно же не будет такой огромной.
 
Останнє редагування:

Roler

New member
24.05.08
18
0
0
Ясно, спасибо. Попробую.

Хотя, некоторые карты ведь намного больше, а работают.
 
Останнє редагування:

Backbreaker

графодрочер ксм
27.12.07
3 130
38
48
  • Золотая медаль 111
Roler сказав(ла):
Ясно, спасибо. Попробую.

Хотя, некоторые карты ведь намного больше, а работают.
Сделай хотябы высоту ская пониже. Высокий потолок не оправдывает себя, игроки же не будут летать на самолетах. А небоскреб делай в 3д скайбоксе.
 

Heroin

Чайку?
19.08.07
2 935
33
дырка в карте - тоесть где-то есть выход в "пустоту" за пределами карты =)
или (в твоем случае) ентитя за пределами карты (координаты прилагаются)
 

Roler

New member
24.05.08
18
0
0
Изменил размеры, нашёл дырку в скайбоксе, всё равно не компилит

Код:
Start compiling: 25.05.2008 - 19:54:52

====== BSP-Compiling - 19:54:52 ======

===== ===== ===== ===== ===== ===== ===== =====
Compiler error or break compiling 25.05.2008 - 19:54:53
Карта - http://www.zshare.net/download/125610614c929f85/
 
Останнє редагування:

Backbreaker

графодрочер ксм
27.12.07
3 130
38
48
  • Золотая медаль 111
Кривой брашворк :agy: . Поставь размер сетки побольше (клавиша "]") например на 64 и выравнивай все браши по этой сетке.
Почитай внимательно эти две статьи, не только должен знать их на зубок, но и хорошо вникнуть в саму суть.
http://source-inside.ru/index.php?id=103
http://source-inside.ru/index.php?id=102
 

Roler

New member
24.05.08
18
0
0
Мда, ну и заморочный редактор, даже имхо у Crysis легче :)

Я читал те статьи. Но там ведь про оптимизацию, и ни слова нет, что при несоблюдение правил проект нескомпилится. Да, может всё стать не таким, но работать то должно.
 

FiEctro

Супер Модератор
Команда форуму
Супер Модератор
28.07.06
17 167
33
  • Золотая медаль 213
  • Neh
2 Roler:
У крайзиса помоему другая структура карт . А тут кушный БСП .

D:\Documents and Settings\Roler\Рабочий стол\
Кстати пробелы в путях тоже не желательны .
 

Roler

New member
24.05.08
18
0
0
О том и речь) Там хоть и сложно, зато ограничения исключительно на мощность компа.
 

Roler

New member
24.05.08
18
0
0
Блин, начал делать другую карту :) Так снова тот баг, пробовал компилировать, снеся практически всё, всё равно

Код:
*** Valve software ***
===== ===== ===== ===== ===== ===== ===== ===== =====
Start compiling: 30.05.2008 - 19:21:17

====== BSP-Compiling - 19:21:17 ======



materialPath: F:\Games\CSSource\cstrike\materials
Loading D:\Documents and Settings\Roler\Рабочий стол\as_dash.vmf
"materials/dev/water_normal.vtf": cached version doesn't exist
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...10**** leaked ****
Entity prop_static (-6490.00 -10326.00 -2884.81) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4608.0, -6144.0, -1741.0)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (5120.0, -6656.0, -1741.0)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (5120.0, -7680.0, -1741.0)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3584.0, -6144.0, -1741.0)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2560.0, -6144.0, -1741.0)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (5120.0, -8704.0, -1741.0)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (5120.0, -9728.0, -1741.0)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4608.0, -11264.0, -1741.0)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
material "dev/dev_waterbeneath2" not found
"materials/dev/water_normal.vtf": cached version doesn't exist
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 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
Building Physics collision data...
done (0) (42615 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 273 texinfos to 261
Reduced 17 texdatas to 16 (417 bytes to 368)
Writing D:\Documents and Settings\Roler\Рабочий стол\as_dash.bsp
3 seconds elapsed

====== VIS-Compiling - 19:21:21 ======

===== ===== ===== ===== ===== ===== ===== =====
Compiler error or break compiling 30.05.2008 - 19:21:21

А попробовал стандартным компилятором
Код:
** Executing...
** Command: "D:\Program Files\SourceSDK\bin\vbsp.exe"
** Parameters: -game "F:\Games\CSSource\cstrike" "d:\documents and settings\roler\рабочий стол\as_dash"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: F:\Games\CSSource\cstrike\materials
Loading d:\documents and settings\roler\рабочий стол\as_dash.vmf
"materials/dev/water_normal.vtf": cached version doesn't exist
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity prop_static (-6490.00 -10326.00 -2884.81) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4608.0, -6144.0, -1741.0)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (5120.0, -6656.0, -1741.0)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (5120.0, -7680.0, -1741.0)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3584.0, -6144.0, -1741.0)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2560.0, -6144.0, -1741.0)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (5120.0, -8704.0, -1741.0)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (5120.0, -9728.0, -1741.0)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4608.0, -11264.0, -1741.0)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
material "dev/dev_waterbeneath2" not found
"materials/dev/water_normal.vtf": cached version doesn't exist
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 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
Building Physics collision data...
done (0) (42615 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 273 texinfos to 261
Reduced 17 texdatas to 16 (417 bytes to 368)
Writing d:\documents and settings\roler\рабочий стол\as_dash.bsp
3 seconds elapsed

** Executing...
** Command: "D:\Program Files\SourceSDK\bin\vvis.exe"
** Parameters: -game "F:\Games\CSSource\cstrike" "d:\documents and settings\roler\рабочий стол\as_dash"

Valve Software - vvis.exe (May 22 2006)
2 threads
reading d:\documents and settings\roler\рабочий стол\as_dash.bsp
reading d:\documents and settings\roler\рабочий стол\as_dash.prt
LoadPortals: couldn't read d:\documents and settings\roler\рабочий стол\as_dash.prt


** Executing...
** Command: "D:\Program Files\SourceSDK\bin\vrad.exe"
** Parameters: -game "F:\Games\CSSource\cstrike" "d:\documents and settings\roler\рабочий стол\as_dash"

Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading d:\documents and settings\roler\рабочий стол\as_dash.bsp
No vis information, direct lighting only.
2673 faces
3247048 square feet [467574976.00 square inches]
0 displacements
0 square feet [0.00 square inches]
2 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (164)
Build Patch/Sample Hash Table(s).....Done<0.0910 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (1)
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                   2/1024           96/49152    ( 0.2%) 
brushes                109/8192         1308/98304    ( 1.3%) 
brushsides             686/65536        5488/524288   ( 1.0%) 
planes                 974/65536       19480/1310720  ( 1.5%) 
vertexes              3442/65536       41304/786432   ( 5.3%) 
nodes                 1571/65536       50272/2097152  ( 2.4%) 
texinfos               261/12288       18792/884736   ( 2.1%) 
texdata                 16/2048          512/65536    ( 0.8%) 
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                 2673/65536      149688/3670016  ( 4.1%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              568/65536       31808/3670016  ( 0.9%) 
leaves                1574/65536       50368/2097152  ( 2.4%) 
leaffaces             3242/65536        6484/131072   ( 4.9%) 
leafbrushes            603/65536        1206/131072   ( 0.9%) 
areas                    4/256            32/2048     ( 1.6%) 
surfedges            14064/512000      56256/2048000  ( 2.7%) 
edges                 7210/256000      28840/1024000  ( 2.8%) 
LDR worldlights          2/8192          176/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
waterstrips            131/32768        1310/327680   ( 0.4%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          1806/65536        3612/131072   ( 2.8%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     9223172/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]         983/393216   ( 0.2%) 
LDR leaf ambient      1574/65536       37776/1572864  ( 2.4%) 
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]           1/4732     ( 0.0%) 
pakfile               [variable]       10321/0        ( 0.0%) 

Level flags = 0

Win32 Specific Data:
physics               [variable]       42615/4194304  ( 1.0%) 
==== Total Win32 BSP file data space used: 9781901 bytes ====

Total triangle count: 6446
Writing d:\documents and settings\roler\рабочий стол\as_dash.bsp
2 minutes, 46 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "d:\documents and settings\roler\рабочий стол\as_dash.bsp" "D:\Program Files\SourceSDK\cstrike\maps\as_dash.bsp"

The command failed. Windows reported the error:
  "Системе не удается найти указанный путь."

** Executing...
** Command: "D:\Program Files\SourceSDK\hl2.exe"
** Parameters: -dev -console -allowdebug -game "F:\Games\CSSource\cstrike" +map "as_dash"
Вообщем, всё работал, работал, а сохранить не смог.
 
Останнє редагування:

Game Server

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