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Versión Completa: Ayuda con mi mapa porfa
Half-Life2 Spain - Foros > General > Mapping, Creación de Grupos y Programación
RT_Soldat
buenas

miren tengo un problema cuando comienso a cargar el mapa
lo unico se cierra y me dice que a fallado hl2 (el mapa es de counter strike source)

aqui esta el compile process



-----



** Executing...
** Command: "d:\rt\steam\steamapps\rt_soldat_rt\sourcesdk\bin\ep1\bin\vbsp-"
** Parameters: -game "d:\rt\steam\steamapps\rt_soldat_rt\counter-strike source\cstrike" "D:\RT\Steam\steamapps\rt_soldat_rt\sourcesdk_content\cstrike\mapsrc\de_Bullshit_v4,65"

Valve Software - vbsp- (Dec 11 2006)
2 threads
materialPath: d:\rt\steam\steamapps\rt_soldat_rt\counter-strike source\cstrike\materials
Loading D:\RT\Steam\steamapps\rt_soldat_rt\sourcesdk_content\cstrike\mapsrc\de_Bullshit_v4,65.vmf
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...
Merged 4 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\RT\Steam\steamapps\rt_soldat_rt\sourcesdk_content\cstrike\mapsrc\de_Bullshit_v4,65.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/hav*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/havrt"
Can't load skybox file skybox/hav 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) (107304 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 613 texinfos to 251
Reduced 41 texdatas to 35 (1670 bytes to 1463)
Writing D:\RT\Steam\steamapps\rt_soldat_rt\sourcesdk_content\cstrike\mapsrc\de_Bullshit_v4,65.bsp
1 second elapsed

** Executing...
** Command: "d:\rt\steam\steamapps\rt_soldat_rt\sourcesdk\bin\ep1\bin\vvis-"
** Parameters: -game "d:\rt\steam\steamapps\rt_soldat_rt\counter-strike source\cstrike" "D:\RT\Steam\steamapps\rt_soldat_rt\sourcesdk_content\cstrike\mapsrc\de_Bullshit_v4,65"

Valve Software - vvis- (Nov 8 2007)
2 threads
reading d:\rt\steam\steamapps\rt_soldat_rt\sourcesdk_content\cstrike\mapsrc\de_Bullshit_v4,65.bsp
reading d:\rt\steam\steamapps\rt_soldat_rt\sourcesdk_content\cstrike\mapsrc\de_Bullshit_v4,65.prt
256 portalclusters
626 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 (0)
Optimized: 69 visible clusters (0.00%)
Total clusters visible: 16385
Average clusters visible: 64
Building PAS...
Average clusters audible: 208
visdatasize:15591 compressed from 16384
writing d:\rt\steam\steamapps\rt_soldat_rt\sourcesdk_content\cstrike\mapsrc\de_Bullshit_v4,65.bsp
1 second elapsed

** Executing...
** Command: "d:\rt\steam\steamapps\rt_soldat_rt\sourcesdk\bin\ep1\bin\vrad-"
** Parameters: -both -game "d:\rt\steam\steamapps\rt_soldat_rt\counter-strike source\cstrike" "D:\RT\Steam\steamapps\rt_soldat_rt\sourcesdk_content\cstrike\mapsrc\de_Bullshit_v4,65"

Valve Software - vrad- SSE (Nov 8 2007)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading d:\rt\steam\steamapps\rt_soldat_rt\sourcesdk_content\cstrike\mapsrc\de_Bullshit_v4,65.bsp
1496 faces
7 degenerate faces
128656 square feet [18526488.00 square inches]
0 displacements
0 square feet [0.00 square inches]
1489 patches before subdivision
10309 patches after subdivision
14 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (16)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 568044, max 298
transfer lists: 4.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(11415, 10555, 3752)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(2213, 1839, 499)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(500, 372, 78)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(123, 82, 13)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(31, 18, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(8, 4, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(2, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1527 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
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 45/1024 2160/49152 ( 4.4%)
brushes 219/8192 2628/98304 ( 2.7%)
brushsides 2323/65536 18584/524288 ( 3.5%)
planes 4042/65536 80840/1310720 ( 6.2%)
vertexes 3086/65536 37032/786432 ( 4.7%)
nodes 1096/65536 35072/2097152 ( 1.7%)
texinfos 251/12288 18072/884736 ( 2.0%)
texdata 35/2048 1120/65536 ( 1.7%)
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 1496/65536 83776/3670016 ( 2.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 815/65536 45640/3670016 ( 1.2%)
leaves 1142/65536 36544/2097152 ( 1.7%)
leaffaces 1705/65536 3410/131072 ( 2.6%)
leafbrushes 437/65536 874/131072 ( 0.7%)
areas 3/256 24/2048 ( 1.2%)
surfedges 10610/512000 42440/2048000 ( 2.1%)
edges 5955/256000 23820/1024000 ( 2.3%)
LDR worldlights 14/8192 1232/720896 ( 0.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 97/32768 970/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1548/65536 3096/131072 ( 2.4%)
cubemapsamples 17/1024 272/16384 ( 1.7%)
overlays 1/512 352/180224 ( 0.2%)
LDR lightdata [variable] 310280/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 15591/16777216 ( 0.1%)
entdata [variable] 102247/393216 (26.0%)
LDR leaf ambient 1142/65536 27408/1572864 ( 1.7%)
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] 1/1824 ( 0.1%)
pakfile [variable] 187661/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 107304/4194304 ( 2.6%)
==== Total Win32 BSP file data space used: 1188451 bytes ====

Total triangle count: 4324
Writing d:\rt\steam\steamapps\rt_soldat_rt\sourcesdk_content\cstrike\mapsrc\de_Bullshit_v4,65.bsp
20 seconds elapsed
Valve Software - vrad- SSE (Nov 8 2007)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading d:\rt\steam\steamapps\rt_soldat_rt\sourcesdk_content\cstrike\mapsrc\de_Bullshit_v4,65.bsp
1496 faces
7 degenerate faces
128656 square feet [18526488.00 square inches]
0 displacements
0 square feet [0.00 square inches]
1489 patches before subdivision
10309 patches after subdivision
14 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (17)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 568044, max 298
transfer lists: 4.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(11415, 10555, 3752)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(2213, 1839, 499)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(500, 372, 78)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(123, 82, 13)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(31, 18, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(8, 4, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(2, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1421 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
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 45/1024 2160/49152 ( 4.4%)
brushes 219/8192 2628/98304 ( 2.7%)
brushsides 2323/65536 18584/524288 ( 3.5%)
planes 4042/65536 80840/1310720 ( 6.2%)
vertexes 3086/65536 37032/786432 ( 4.7%)
nodes 1096/65536 35072/2097152 ( 1.7%)
texinfos 251/12288 18072/884736 ( 2.0%)
texdata 35/2048 1120/65536 ( 1.7%)
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 1496/65536 83776/3670016 ( 2.3%)
hdr faces 1496/65536 83776/3670016 ( 2.3%)
origfaces 815/65536 45640/3670016 ( 1.2%)
leaves 1142/65536 36544/2097152 ( 1.7%)
leaffaces 1705/65536 3410/131072 ( 2.6%)
leafbrushes 437/65536 874/131072 ( 0.7%)
areas 3/256 24/2048 ( 1.2%)
surfedges 10610/512000 42440/2048000 ( 2.1%)
edges 5955/256000 23820/1024000 ( 2.3%)
LDR worldlights 14/8192 1232/720896 ( 0.2%)
HDR worldlights 14/8192 1232/720896 ( 0.2%)
waterstrips 97/32768 970/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1548/65536 3096/131072 ( 2.4%)
cubemapsamples 17/1024 272/16384 ( 1.7%)
overlays 1/512 352/180224 ( 0.2%)
LDR lightdata [variable] 310280/0 ( 0.0%)
HDR lightdata [variable] 310280/0 ( 0.0%)
visdata [variable] 15591/16777216 ( 0.1%)
entdata [variable] 102247/393216 (26.0%)
LDR leaf ambient 1142/65536 27408/1572864 ( 1.7%)
HDR leaf ambient 1142/65536 27408/1572864 ( 1.7%)
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] 1/1824 ( 0.1%)
pakfile [variable] 187661/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 107304/4194304 ( 2.6%)
==== Total Win32 BSP file data space used: 1611147 bytes ====

Total triangle count: 4324
Writing d:\rt\steam\steamapps\rt_soldat_rt\sourcesdk_content\cstrike\mapsrc\de_Bullshit_v4,65.bsp
20 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "D:\RT\Steam\steamapps\rt_soldat_rt\sourcesdk_content\cstrike\mapsrc\de_Bullshit_v4,65.bsp" "d:\rt\steam\steamapps\rt_soldat_rt\counter-strike source\cstrike\maps\de_Bullshit_v4,65.bsp"




me podrian responder lo mas rapido posible =)

gracias...



PD: cuando edite el mapa anterior a este (la base) me salio que 2 solidos no se pudieron cargar los cuales no note antes ni despues
Theck
Por el log de compilación no veo nada, parece todo correcto.

Ahora, si te dijo que hubo 2 sólidos que no pudo cargar es posible que tengas una parte del BSP (los sólidos) mal formada y sea lo que lo hace petar. ¿Usaste la herramienta carve o la edición de vértices en alguna parte?
Si es así busca por esa zona ya que es probable que el problema esté allí. Quizá es buena idea incluso rehacer esa parte del mapa.
Jpg
te pasa solo en ese mapa? por lo que te tarda en compilar pienso que no será muy grande el mapa.
wikiti
Con la flechita de selección, selecciona todo el mapa y pegalo en un nuevo archivo (con otro nombre). Así esos 2 sólido que no aparecen no "aparecerán" más definitivamente.
RT_Soldat
GRACIAS =D
habia usado mal el carve y me eche algunos solidos los cual borre y no se arreglo, luego copie todo y lo pege en un nuevo bsp y funciono =D
a y el mapa era mediano y con artos props por eso tardaba
gracias
gracias
gracias
gracias
gracias
gracias
gracias
y chau
PD: gracias
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