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Thema: Map stürzt ab sobald es nach dem Compilen in CS:S gestartet wird

  1. #1
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    06.04.2011
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    Map stürzt ab sobald es nach dem Compilen in CS:S gestartet wird

    Hallöchen,
    ich habe seid heute ein Problem.
    Meine Map stürzt in CS:S ab bzw. hl2.exe stürzt ab, sobald ich meine Map starte.
    Ich habe bereits versucht die letzten Veränderungen rückgängig zu machen und erneut zu compilen aber keine veränderung.
    Nichts will helfen.

    Nun stellt sich bei mir die Frage, wieso ich keinen Pointfile erstellt bekomme.
    Wenn ich auf "load pointfile.." klicke, findet er in meinem Maps-Ordner keine .pts oder .lin datei. Weiss einer wie man so einen Pointfile erstellen kann ?

    Und eventuell könnte der ein oder andere sagen, wieso diese hl2.exe crash passiert, sobald ich meine Map starte. Dies passiert auch nur bei meiner compilierten Map.
    Auf anderen Servern oder Maps läuft alles normal ab.

    Weiter unten poste ich mal meinen Compile-Log.
    Allerdings muss ich anmerken, dass ich die Schnell-Compilierung gewählt habe erstmal, also unter VPS und RAD fast gewählt habe.



    Log:

    Spoiler:

    ** Executing...
    ** Command: "e:\valve\steam\steamapps\<name>\sourcesdk\bin\ora ngebox\bin\vbsp.exe"
    ** Parameters: -game "e:\valve\steam\steamapps\<name>\counter-strike source\cstrike" "E:\Valve\Steam\steamapps\<name>\counter-strike source\cstrike\ba_jail_electric_ext-fix_v4.vmf"

    Valve Software - vbsp.exe (Jul 7 2010)
    8 threads
    materialPath: e:\valve\steam\steamapps\<name>\counter-strike source\cstrike\materials
    Loading E:\Valve\Steam\steamapps\<name>\counter-strike source\cstrike\ba_jail_electric_ext-fix_v4.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Could not locate 'GameData' key in e:\valve\steam\steamapps\<name>\counter-strike source\cstrike\gameinfo.txt
    Patching WVT material: maps/ba_jail_electric_ext-fix_v4/nature/blenddirtgrass001a_wvt_patch
    fixing up env_cubemap materials on brush sides...
    Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
    Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
    Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
    Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
    Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
    Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
    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...error: material CONCRETE/CONCRETEWALL019A doesn't have a $bottommaterial
    error: material CONCRETE/CONCRETEWALL019A doesn't have a $bottommaterial
    done (0)
    Chop Details...done (1)
    Find Visible Detail Sides...
    Merged 2464 detail faces...done (1)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing E:\Valve\Steam\steamapps\<name>\counter-strike source\cstrike\ba_jail_electric_ext-fix_v4.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_dust*.vmt
    ! Run buildcubemaps in the engine to get the correct cube maps.
    Creating default HDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_dust*.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 (2) (1057580 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 4974 texinfos to 2747
    Reduced 462 texdatas to 382 (25175 bytes to 21250)
    Writing E:\Valve\Steam\steamapps\<name>\counter-strike source\cstrike\ba_jail_electric_ext-fix_v4.bsp
    8 seconds elapsed

    ** Executing...
    ** Command: "e:\valve\steam\steamapps\<name>\sourcesdk\bin\ora ngebox\bin\vvis.exe"
    ** Parameters: -game "e:\valve\steam\steamapps\<name>\counter-strike source\cstrike" -fast "E:\Valve\Steam\steamapps\<name>\counter-strike source\cstrike\ba_jail_electric_ext-fix_v4"

    Valve Software - vvis.exe (Jul 7 2010)
    fastvis = true
    8 threads
    reading e:\valve\steam\steamapps\<name>\counter-strike source\cstrike\ba_jail_electric_ext-fix_v4.bsp
    reading e:\valve\steam\steamapps\<name>\counter-strike source\cstrike\ba_jail_electric_ext-fix_v4.prt
    2277 portalclusters
    7886 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (2)
    Optimized: 289125 visible clusters (0.00%)
    Total clusters visible: 3221598
    Average clusters visible: 1414
    Building PAS...
    Average clusters audible: 2133
    visdatasize:1205916 compressed from 1311552
    writing e:\valve\steam\steamapps\<name>\counter-strike source\cstrike\ba_jail_electric_ext-fix_v4.bsp
    3 seconds elapsed

    ** Executing...
    ** Command: "e:\valve\steam\steamapps\<name>\sourcesdk\bin\ora ngebox\bin\vrad.exe"
    ** Parameters: -game "e:\valve\steam\steamapps\<name>\counter-strike source\cstrike" -noextra "E:\Valve\Steam\steamapps\<name>\counter-strike source\cstrike\ba_jail_electric_ext-fix_v4"

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

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

    Loading e:\valve\steam\steamapps\<name>\counter-strike source\cstrike\ba_jail_electric_ext-fix_v4.bsp
    Setting up ray-trace acceleration structure... Done (3.65 seconds)
    11769 faces
    15 degenerate faces
    1921889 square feet [276752064.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    11754 patches before subdivision
    zero area child patch
    zero area child patch
    zero area child patch
    zero area child patch
    zero area child patch
    zero area child patch
    zero area child patch
    134526 patches after subdivision
    sun extent from map=0.000000
    511 direct lights
    BuildFacelights: 0...1.
    WARNING: Too many light styles on a face at (-2458.133301, -257.000000, -205.333328)
    .
    WARNING: Too many light styles on a face at (-1063.936157, 1640.500000, -55.263947)

    WARNING: Too many light styles on a face at (-1065.550049, 1640.500000, -41.939209)

    WARNING: Too many light styles on a face at (-1060.390991, 1663.500122, -67.156174)
    .2...3..
    WARNING: Too many light styles on a face at (-1464.000000, 2863.000000, -276.000000)

    WARNING: Too many light styles on a face at (-1336.000000, 2863.000000, -368.000000)
    .
    WARNING: Too many light styles on a face at (-568.000000, 2360.000000, -269.000000)
    4
    WARNING: Too many light styles on a face at (-1464.000000, 2856.000000, -269.000000)

    WARNING: Too many light styles on a face at (-1160.000000, 2360.000000, -269.000000)

    WARNING: Too many light styles on a face at (-1288.001221, 2600.000000, -269.000000)

    WARNING: Too many light styles on a face at (-1972.000000, 2052.000000, 535.000000)

    WARNING: Too many light styles on a face at (-1972.000000, 2548.000000, 535.000000)

    WARNING: Too many light styles on a face at (-1972.000000, 3047.000000, 528.000000)

    WARNING: Too many light styles on a face at (-1972.000000, 3047.000000, 264.500000)

    WARNING: Too many light styles on a face at (-1975.000000, 2616.000000, 264.500000)

    WARNING: Too many light styles on a face at (-1975.000000, 2052.000000, 528.000000)

    WARNING: Too many light styles on a face at (-1975.000000, 2548.000000, 528.000000)

    WARNING: Too many light styles on a face at (-1592.000000, 3040.000000, -263.000000)

    WARNING: Too many light styles on a face at (-1972.000000, 3047.000000, 168.500000)

    WARNING: Too many light styles on a face at (-1975.000000, 2800.000000, 168.500000)

    WARNING: Too many light styles on a face at (-1464.000000, 2863.000000, -267.000000)

    WARNING: Too many light styles on a face at (-1464.000000, 2863.000000, -271.000000)

    WARNING: Too many light styles on a face at (-1016.000000, 2040.000000, -269.000000)

    WARNING: Too many light styles on a face at (-1016.000000, 1361.000000, 168.500000)

    WARNING: Too many light styles on a face at (-536.000488, 1361.000000, 240.000000)
    .
    WARNING: Too many light styles on a face at (-1270.000000, 1356.000000, 264.000000)

    WARNING: Too many light styles on a face at (-1972.000000, 1984.000000, 535.000000)

    WARNING: Too many light styles on a face at (-1864.000000, 1808.000000, 535.000000)

    WARNING: Too many light styles on a face at (-1592.000000, 1361.000000, 528.000000)

    WARNING: Too many light styles on a face at (-1032.000000, 1361.000000, 464.000000)

    WARNING: Too many light styles on a face at (-1112.000000, 1361.000000, 264.500000)

    WARNING: Too many light styles on a face at (-1144.000000, 1361.000000, 264.500000)

    WARNING: Too many light styles on a face at (-1269.500000, 1348.000000, 264.000000)

    WARNING: Too many light styles on a face at (-1270.000000, 1340.000000, 264.000000)

    WARNING: Too many light styles on a face at (-1112.000000, 1361.000000, 169.531006)

    WARNING: Too many light styles on a face at (-1144.000000, 1361.000000, 169.531006)

    WARNING: Too many light styles on a face at (-1160.000000, 1361.000000, 168.500000)
    .
    WARNING: Too many light styles on a face at (-1096.000000, 2040.000000, -269.000000)
    .5...6...7...
    WARNING: Too many light styles on a face at (-1270.000000, 1361.000000, 264.500000)
    8.
    WARNING: Too many light styles on a face at (-1480.000000, 2868.000000, -262.000000)

    WARNING: Too many light styles on a face at (-1464.000000, 2863.000000, -263.500000)
    ..9...
    WARNING: Too many light styles on a face at (-1481.000000, 2869.500000, -263.000000)

    WARNING: Too many light styles on a face at (-1177.000000, 2373.500000, -263.000000)

    WARNING: Too many light styles on a face at (-1301.000244, 2616.000000, -263.000000)
    10 (19)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (25)
    transfers 24748472, max 856
    transfer lists: 188.8 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #1 added RGB(595352, 552134, 508594)
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    Bounce #2 added RGB(137620, 123372, 104659)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(42483, 36203, 29179)
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    Bounce #6 added RGB(6159, 5391, 4750)
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    Bounce #7 added RGB(4454, 4012, 3613)
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    Bounce #8 added RGB(3384, 3110, 2831)
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    Bounce #25 added RGB(76, 70, 59)
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    Bounce #28 added RGB(39, 36, 30)
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    Bounce #29 added RGB(32, 29, 24)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #30 added RGB(25, 23, 19)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #31 added RGB(20, 18, 15)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #32 added RGB(16, 15, 12)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #33 added RGB(13, 12, 10)
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    Bounce #34 added RGB(11, 10, 8)
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    Bounce #35 added RGB(9, 8, 6)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #36 added RGB(7, 6, 5)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #37 added RGB(6, 5, 4)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #38 added RGB(4, 4, 3)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #39 added RGB(4, 3, 2)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #40 added RGB(3, 3, 2)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #41 added RGB(2, 2, 2)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #42 added RGB(2, 2, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #43 added RGB(1, 1, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #44 added RGB(1, 1, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #45 added RGB(1, 1, 1)
    Build Patch/Sample Hash Table(s).....Done<0.0462 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (10)
    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 (10)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 346/1024 16608/49152 (33.8%)
    brushes 2468/8192 29616/98304 (30.1%)
    brushsides 22283/65536 178264/524288 (34.0%)
    planes 24688/65536 493760/1310720 (37.7%)
    vertexes 21739/65536 260868/786432 (33.2%)
    nodes 7194/65536 230208/2097152 (11.0%)
    texinfos 2747/12288 197784/884736 (22.4%)
    texdata 382/2048 12224/65536 (18.7%)
    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 11769/65536 659064/3670016 (18.0%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 8234/65536 461104/3670016 (12.6%)
    leaves 7541/65536 241312/2097152 (11.5%)
    leaffaces 15573/65536 31146/131072 (23.8%)
    leafbrushes 4841/65536 9682/131072 ( 7.4%)
    areas 5/256 40/2048 ( 2.0%)
    surfedges 90218/512000 360872/2048000 (17.6%)
    edges 54727/256000 218908/1024000 (21.4%)
    LDR worldlights 511/8192 44968/720896 ( 6.2%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 18/32768 216/393216 ( 0.1%)
    waterstrips 1365/32768 13650/327680 ( 4.2%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 22134/65536 44268/131072 (33.8%)
    cubemapsamples 28/1024 448/16384 ( 2.7%)
    overlays 9/512 3168/180224 ( 1.8%)
    LDR lightdata [variable] 8059024/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 1205916/16777216 ( 7.2%)
    entdata [variable] 666378/393216 (169.5%) VERY FULL!
    LDR ambient table 7541/65536 30164/262144 (11.5%)
    HDR ambient table 7541/65536 30164/262144 (11.5%)
    LDR leaf ambient 26180/65536 733040/1835008 (39.9%)
    HDR leaf ambient 7541/65536 211148/1835008 (11.5%)
    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] 1/20658 ( 0.0%)
    pakfile [variable] 2632238/0 ( 0.0%)
    physics [variable] 1057580/4194304 (25.2%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 32611
    Writing e:\valve\steam\steamapps\<name>\counter-strike source\cstrike\ba_jail_electric_ext-fix_v4.bsp
    1 minute, 25 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "E:\Valve\Steam\steamapps\<name>\counter-strike source\cstrike\ba_jail_electric_ext-fix_v4.bsp" "e:\valve\steam\steamapps\<name>\counter-strike source\cstrike\maps\ba_jail_electric_ext-fix_v4.bsp"




    Ich würde mich um hilfreiche Antworten sehr freuen, danke im voraus.


    LG
    T-Flash

  2. #2
    Moderator Avatar von Campeòn
    Registriert seit
    20.06.2010
    Ort
    Bielefeld
    Beiträge
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    Blog-Einträge
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    Renommee-Modifikator
    19
    Willkommen im Forum!

    Also das
    WARNING: Too many light styles on a face at (-2458.133301, -257.000000, -205.333328)
    .
    Sollte dir doch schon zu denken geben. Meines Wissens nach kommt dieser Fehler, wenn du zu viele Lichter hast, die an/ausgeschaltet werden können. Die Engine muss so jede Licht/Schatten Variante berechnen, die mit den ganzen Lichtern möglich ist. Deshalb gibt es dafür eine Grenze, damit nicht zu viele solcher Lichter auf Oberfläche scheinen, daher das "Too many light styles on a face at". Ich würde also erstmal alle light_entities überprüfen. Falls du außerdem sehr viele light_dynamics verwendet würde ich die auch durch normale lights ersetzen, das könnte vielleicht auch die Ursache sein.
    Because we do not know when we will die, we get to think of life as an inexhaustible well, and yet everything happens only a certain number of times ... And a very small number really. How many more times will you remember a certain afternoon of your childhood ... an afternoon that is so deeply a part of your being that you can't even conceive of your life without it? Perhaps four or five times more. Perhaps not even that. How many more times will you watch the full moon rise? Perhaps 20. And yet it all seems limitless.

  3. #3
    Neues Mitglied
    Registriert seit
    06.04.2011
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    Renommee-Modifikator
    0
    Naja aber diese Fehlermeldung kam schon bevor dieser Problem mit der hl2.exe kam und so.
    Also glaube ich eher weniger das es daran liegt.
    Und woher kann ich jetzt rausfinden wo ich nach den überschüssigen Lichtern suchen muss ? Gibt es koordinaten ?
    Oder kann man diese iwie suchen ?.
    Außerdem was bedeutet es genau ?? Wieviel Lichter dürfen überhaupt eingebaut sein in der Map?
    Und was heißt dieses "on a face" ? Was ist ein Face und wieviel lichter dürfen auf diesen sogenannten Face's sein ?

  4. #4
    Moderator Avatar von Campeòn
    Registriert seit
    20.06.2010
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    Renommee-Modifikator
    19
    Vielleicht ist das Problem ja schlimmer geworden? Ob es daran liegt oder nicht, Fehler ist Fehler und sollte beseitigt werden.

    Ein Face ist eine Seite eines Brushes. Wie viele Lichter es sein dürfen weiß ich leider nicht mehr, ich glaube 5 oder 6. Wie viele light_entities hast du denn in deiner Map? 10? 100? 1000? Es sind nur die relevant, die per IN/OUT Putsystem ein/ausstellen kannst oder die Lichter, deren Appearance Einstellung du geändert hast, also nicht mehr auf "Normal" ist. Und suchen musst du dann schon selber, aber sofern du nicht hunderte lights hast sollte das nicht das Problem sein.

    Außerdem hast du den Fehler:
    zero_area_child_patch
    Da könntest du mal hier nachschauen wie man das beheben könnte:

    http://www.thewall.de/content/half-l...ea_child_patch
    Because we do not know when we will die, we get to think of life as an inexhaustible well, and yet everything happens only a certain number of times ... And a very small number really. How many more times will you remember a certain afternoon of your childhood ... an afternoon that is so deeply a part of your being that you can't even conceive of your life without it? Perhaps four or five times more. Perhaps not even that. How many more times will you watch the full moon rise? Perhaps 20. And yet it all seems limitless.

  5. #5
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    Zitat Zitat von Campeòn Beitrag anzeigen
    Da könntest du mal hier nachschauen wie man das beheben könnte:
    Oder hier im Forum suchen
    http://mappingbase.de/threads/604-De...ull=1#post7524
    Geändert von Jacky (07.04.2011 um 14:24:42 Uhr)

  6. #6
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    Hallo erstmal an alle,
    habe jetzt wie Jacky geschrieben hat den Cordon-Mod in diesem Topic verwendet wie es da erklärt wurde.
    Allerdings habe ich was verdammt komisches festgestellt.
    Ich habe meine Map mit dem Cordon-Plugin überzogen und diese dann compilieren lassen indem ich den Cordon Modus aktiv hatte.
    Nach erfolgreichem Kompilieren ging die Map in cs:s ganz normal an ohne eine einzige Fehlermeldung.
    Beim Kompilieren ohne den Cordon Modus kam erneut der erzählte Fehler zustande.

    Nun wunder ich mich aber verdammt wieso, die map funktioniert, wenn ich den Cordon Modus an habe aber es nicht geht wenn ich ganz normal kompiliere.
    Was macht das Cordon ding das die Fehlermeldung einfach so weg ist ?

    Ist das normal oder bei mir gerade ein Bug ?


    LG

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