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Thema: vrad.exe stürzt ab

  1. #1
    Mitglied Avatar von Dr.Hossa
    Registriert seit
    28.06.2010
    Ort
    Friedhofshafen
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    331
    Renommee-Modifikator
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    vrad.exe stürzt ab

    Hallo euch allen,

    ich bin nun im, man könnte sagen, Endstadium meiner Contestmap und wollte diese mit einer sehr niedrigen Lightmap scale kompilieren So zwischen 2-6 (fasst alles auf 6 nur so manch ein Boden auf kleiner 6). Als ich alle Texturen auf einer Lightmap scale von 6 hatte war noch alles in Ordnung. Nun läuft er so gut wie fehlerfrei durch langsam aber sicher bis der Speicherverbrauch von vrad im Task Manager auf etwa 1800MB hoch geht und dann hängt sich die vrad.exe auf. Ich habe gelesen das es daran liegen kann das man zu wenig RAM besitzt. Ich besitze 4GB RAM. Sollte das nicht reichen? Gibt es noch eine andere Möglichkeit die Map bei mir erfolgreich zu backen(ich gebe ungern meine Map und die passenden Texturen an andere mit mehr RAM ab).

    Hier die Log
    Spoiler:

    ** Executing...
    ** Command: "h:\steam\steamapps\,,,,,,,\sourcesdk\bin\orangebo x\bin\vbsp.exe"
    ** Parameters: -game "h:\steam\steamapps\,,,,,,,,\counter-strike source\cstrike" "C:\Users\DrHossa\Desktop\de_qLabs.vmf"

    Valve Software - vbsp.exe (Jul 7 2010)
    4 threads
    materialPath: h:\steam\steamapps\,,,,,,,,\counter-strike source\cstrike\materials
    Loading C:\Users\DrHossa\Desktop\de_qLabs.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Can't find surfaceprop stone for material DE_NUKE/NUKMETWALLO, using default
    Could not locate 'GameData' key in h:\steam\steamapps\,,,,,,,,\counter-strike source\cstrike\gameinfo.txt
    Patching WVT material: maps/de_qlabs/nature/blendgrassgrass001a_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...
    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...
    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...
    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...
    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...
    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...
    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...
    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...
    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...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 1720 detail faces...done (1)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (1)
    writing C:\Users\DrHossa\Desktop\de_qLabs.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
    skybox/hav*.vmt
    ! Run buildcubemaps in the engine to get the correct cube maps.
    Creating default HDR cubemaps for env_cubemap using skybox materials:
    skybox/hav*.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
    material "decals/shelldebris" not found.
    Building Physics collision data...
    done (1) (1291588 bytes)
    Error! prop_static using model "models/props_lab/reciever01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
    Error loading studio model "models/props_lab/reciever01a.mdl"!
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 8834 texinfos to 4871
    Reduced 958 texdatas to 757 (35238 bytes to 28371)
    Writing C:\Users\DrHossa\Desktop\de_qLabs.bsp
    23 seconds elapsed

    ** Executing...
    ** Command: "h:\steam\steamapps\,,,,\sourcesdk\bin\orangebox\b in\vvis.exe"
    ** Parameters: -game "h:\steam\steamapps\,,,,\counter-strike source\cstrike" "C:\Users\DrHossa\Desktop\de_qLabs"

    Valve Software - vvis.exe (Jul 7 2010)
    4 threads
    reading c:\users\drhossa\desktop\de_qLabs.bsp
    reading c:\users\drhossa\desktop\de_qLabs.prt
    1742 portalclusters
    5147 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
    PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (594)
    Optimized: 1849 visible clusters (0.00%)
    Total clusters visible: 423507
    Average clusters visible: 243
    Building PAS...
    Average clusters audible: 717
    visdatasize:536408 compressed from 780416
    writing c:\users\drhossa\desktop\de_qLabs.bsp
    9 minutes, 55 seconds elapsed

    ** Executing...
    ** Command: "h:\steam\steamapps\,,,,\sourcesdk\bin\orangebox\b in\vrad.exe"
    ** Parameters: -game "h:\steam\steamapps\,,,,,,\counter-strike source\cstrike" "C:\Users\DrHossa\Desktop\de_qLabs"

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

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

    Loading c:\users\drhossa\desktop\de_qLabs.bsp
    Setting up ray-trace acceleration structure... Done (7.48 seconds)
    20630 faces
    1938762 square feet [279181824.00 square inches]
    23 Displacements
    35005 Square Feet [5040732.00 Square Inches]
    20630 patches before subdivision
    956424 patches after subdivision
    sun extent from map=0.342020
    162 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (548)
    BuildVisLeafs: 0...1...2...3..
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Users\DrHossa\Desktop\de_qLabs.bsp" "h:\steam\steamapps\,,,,,,,\counter-strike source\cstrike\maps\de_qLabs.bsp"


    So das war alles jetzt seid ihr dran. :3
    Vorsicht, dieser Erdnussriegel kann Restspuren von Sarkasmus, Zynismus, Ironie und Erdnüssen enthalten

  2. #2
    Administrator Avatar von BaShoR
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    Code:
    BuildVisLeafs: 0...1...2...3..
    Das geht nicht zu Ende, zu viele Lichter evtl.? Schau mal in deiner Map nach ob du noch optimieren kannst, func_detail's, Area Portals usw.

    Code:
    Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
    Was hast du mit dem Brush da gemacht?

    Code:
    material "decals/shelldebris" not found.
    Das wird zwar nicht der Grund sein wieso vvis.exe abstürzt, aber Material fehlt.


    Alles in allem sieht der Fehler aus wie ihn die meisten seit neuestem machen (neuer Trend?), zu viele Lichter, nicht optimiert, Map zu groß.

  3. #3
    Mitglied Avatar von Dr.Hossa
    Registriert seit
    28.06.2010
    Ort
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    Das der Prozess BuildVisLeafs nicht zu ende arbeitend hab ich ja selbst schon bemerkt ^^ nur habe ich in den letzten Tagen kaum Lichter hinzugefügte(eher welche gelöscht) func_detail's, Area Portals sind schon überall wo es meiner Meinung nach sinnvoll ist angebracht. Zum Beweis
    (ohne areaportals und hide skip Texturen die ich aber auch angewendet hab)


    Code:
    Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
    Was hast du mit dem Brush da gemacht?
    Den Fehler habe ich seit dem ich Fenster die zerbrechen wie in cs_office (func_breakable_surf) in meine Map gebaut habe. Die Fenster funktionieren wunderbar und auf www.interlopers.net sagen sie das der Fehler harmlos sei.

    Code:
    material "decals/shelldebris" not found.
    Das wird zwar nicht der Grund sein wieso vvis.exe abstürzt, aber Material fehlt.
    Ich glaub da habe ich beim herum moden von CSS mal was zerstört.. (habe mir vorgenommen CSS in der nächsten Woche neu drauf zu machen ^^)

    Alles in allem sieht der Fehler aus wie ihn die meisten seit neuestem machen (neuer Trend?), zu viele Lichter, nicht optimiert, Map zu groß.
    Wie gesagt ich glaube es ist die Lightmap scale die eine Berechnung für das Licht die zu viel RAM frisst bis mein Physical Memory voll ist und Windows dann den vorgang einfach beendet. Die Lightmap scale würde ich aber gerne schön niedrig halten um ein schöneres Ergebnis zu erzielen. Würde es vielleicht funktionieren wenn man die Map über zwei PCs berechnen lässt (da gab es doch ein Program?) oder hat noch jemand eine andere Idee?
    Vorsicht, dieser Erdnussriegel kann Restspuren von Sarkasmus, Zynismus, Ironie und Erdnüssen enthalten

  4. #4
    Administrator Avatar von BaShoR
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    Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...

    Ist egal, das ist bei der Textur immer, hat keine Auswirkungen und man kanns nicht beheben^^

  5. #5
    Administrator Avatar von BaShoR
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    Zitat Zitat von BaShoR Beitrag anzeigen
    Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...

    Ist egal, das ist bei der Textur immer, hat keine Auswirkungen und man kanns nicht beheben^^
    Das hat Hossa schon gesagt. Ich wollte auch nur wissen was das für ein Fehler ist, hatte den bisher noch nicht. Dass das das vvis Problem nicht behebt weiß ich BaShoR...

    @Dr.Hossa: Was macht dieses riesige nodraw da? Ist da ein Displacement drüber? Wenn nein, schliesse deine Map mal richtig ab, nicht nur eine Box drumherum mit nodraw...

  6. #6
    Mitglied Avatar von Dr.Hossa
    Registriert seit
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    @wirehack7: Ist alles Displacement oder wird von Models verdeckt!

    1E: Teste meine Map nun noch einmal mit einer Lightmap scale von 6 und wenn die vrad.exe dann geht wissen wir das ich zu wenig RAM besitze ^^

    2E:und Tada!! mit einer Lightmap scale von 6 geht alles.
    Spoiler:

    ** Executing...
    ** Command: "h:\steam\steamapps\\sourcesdk\bin\orangebox\bin\v bsp.exe"
    ** Parameters: -game "h:\steam\steamapps\\counter-strike source\cstrike" "C:\Users\DrHossa\Desktop\de_qLabss.vmf"

    Valve Software - vbsp.exe (Jul 7 2010)
    4 threads
    materialPath: h:\steam\steamapps\\counter-strike source\cstrike\materials
    Loading C:\Users\DrHossa\Desktop\de_qLabss.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Can't find surfaceprop stone for material DE_NUKE/NUKMETWALLO, using default
    Could not locate 'GameData' key in h:\steam\steamapps\\counter-strike source\cstrike\gameinfo.txt
    Patching WVT material: maps/de_qlabss/nature/blendgrassgrass001a_wvt_patch
    fixing up env_cubemap materials on brush sides...
    env_cubemap pointing at deleted brushside near (-199, -2014, 217)
    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...
    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...
    env_cubemap pointing at deleted brushside near (-1723, -2281, -5)
    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...
    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...
    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...
    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...
    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...
    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...
    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...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 1750 detail faces...done (1)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (1)
    writing C:\Users\DrHossa\Desktop\de_qLabss.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
    skybox/hav*.vmt
    ! Run buildcubemaps in the engine to get the correct cube maps.
    Creating default HDR cubemaps for env_cubemap using skybox materials:
    skybox/hav*.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
    material "decals/shelldebris" not found.
    Building Physics collision data...
    done (2) (1293116 bytes)
    Error! prop_static using model "models/props_lab/reciever01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
    Error loading studio model "models/props_lab/reciever01a.mdl"!
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 8766 texinfos to 4830
    Reduced 958 texdatas to 755 (35775 bytes to 28688)
    Writing C:\Users\DrHossa\Desktop\de_qLabss.bsp
    21 seconds elapsed

    ** Executing...
    ** Command: "h:\steam\steamapps\\sourcesdk\bin\orangebox\bin\v vis.exe"
    ** Parameters: -game "h:\steam\steamapps\\counter-strike source\cstrike" "C:\Users\DrHossa\Desktop\de_qLabss"

    Valve Software - vvis.exe (Jul 7 2010)
    4 threads
    reading c:\users\drhossa\desktop\de_qLabss.bsp
    reading c:\users\drhossa\desktop\de_qLabss.prt
    1659 portalclusters
    4850 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
    PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (1225)
    Optimized: 1686 visible clusters (0.00%)
    Total clusters visible: 392577
    Average clusters visible: 236
    Building PAS...
    Average clusters audible: 684
    visdatasize:500557 compressed from 690144
    writing c:\users\drhossa\desktop\de_qLabss.bsp
    20 minutes, 26 seconds elapsed

    ** Executing...
    ** Command: "h:\steam\steamapps\\sourcesdk\bin\orangebox\bin\v rad.exe"
    ** Parameters: -game "h:\steam\steamapps\\counter-strike source\cstrike" "C:\Users\DrHossa\Desktop\de_qLabss"

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

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

    Loading c:\users\drhossa\desktop\de_qLabss.bsp
    Setting up ray-trace acceleration structure... Done (6.94 seconds)
    15923 faces
    1940304 square feet [279403904.00 square inches]
    23 Displacements
    35005 Square Feet [5040732.00 Square Inches]
    15923 patches before subdivision
    421953 patches after subdivision
    sun extent from map=0.342020
    162 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (228)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (277)
    transfers 66080565, max 1642
    transfer lists: 504.2 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
    Bounce #1 added RGB(1897680, 1813647, 1197908)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #2 added RGB(437456, 416857, 256172)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
    Bounce #3 added RGB(127601, 124229, 72828)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #4 added RGB(43311, 43707, 24735)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #5 added RGB(16046, 17007, 9299)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
    Bounce #6 added RGB(6405, 7148, 3755)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #7 added RGB(2661, 3123, 1567)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #8 added RGB(1148, 1414, 673)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #9 added RGB(505, 649, 292)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #10 added RGB(226, 304, 129)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #11 added RGB(102, 143, 57)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #12 added RGB(47, 68, 25)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #13 added RGB(22, 32, 11)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #14 added RGB(10, 16, 5)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #15 added RGB(5, 7, 2)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #16 added RGB(2, 4, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
    Bounce #17 added RGB(1, 2, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #18 added RGB(0, 1, 0)
    Build Patch/Sample Hash Table(s).....Done<0.2888 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (37)
    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 (38)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 142/1024 6816/49152 (13.9%)
    brushes 3553/8192 42636/98304 (43.4%)
    brushsides 25462/65536 203696/524288 (38.9%)
    planes 14856/65536 297120/1310720 (22.7%)
    vertexes 32402/65536 388824/786432 (49.4%)
    nodes 4009/65536 128288/2097152 ( 6.1%)
    texinfos 4830/12288 347760/884736 (39.3%)
    texdata 755/2048 24160/65536 (36.9%)
    dispinfos 23/0 4048/0 ( 0.0%)
    disp_verts 3415/0 68300/0 ( 0.0%)
    disp_tris 5824/0 11648/0 ( 0.0%)
    disp_lmsamples 367881/0 367881/0 ( 0.0%)
    faces 15923/65536 891688/3670016 (24.3%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 9721/65536 544376/3670016 (14.8%)
    leaves 4152/65536 132864/2097152 ( 6.3%)
    leaffaces 21817/65536 43634/131072 (33.3%)
    leafbrushes 7369/65536 14738/131072 (11.2%)
    areas 17/256 136/2048 ( 6.6%)
    surfedges 118690/512000 474760/2048000 (23.2%)
    edges 79566/256000 318264/1024000 (31.1%)
    LDR worldlights 162/8192 14256/720896 ( 2.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 2/32768 24/393216 ( 0.0%)
    waterstrips 2613/32768 26130/327680 ( 8.0%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 48219/65536 96438/131072 (73.6%)
    cubemapsamples 118/1024 1888/16384 (11.5%)
    overlays 219/512 77088/180224 (42.8%)
    LDR lightdata [variable] 20800184/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 500557/16777216 ( 3.0%)
    entdata [variable] 446459/393216 (113.5%) VERY FULL!
    LDR ambient table 4152/65536 16608/262144 ( 6.3%)
    HDR ambient table 4152/65536 16608/262144 ( 6.3%)
    LDR leaf ambient 18574/65536 520072/1835008 (28.3%)
    HDR leaf ambient 4152/65536 116256/1835008 ( 6.3%)
    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] 1/39072 ( 0.0%)
    pakfile [variable] 10513751/0 ( 0.0%)
    physics [variable] 1293116/4194304 (30.8%)
    physics terrain [variable] 8205/1048576 ( 0.8%)

    Level flags = 0

    Total triangle count: 48002
    Writing c:\users\drhossa\desktop\de_qLabss.bsp
    10 minutes, 13 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Users\DrHossa\Desktop\de_qLabss.bsp" "h:\steam\steamapps\\counter-strike source\cstrike\maps\de_qLabss.bsp"



    Warum das PortalFlow: berechnen so lange gedauert hat versteh ich nicht.. Es hat vielleicht 2min gedauert bis es bei 9 und 2 Punkten war und für den letzten punkt musste ich dann 13min warten ?? die Prozessor Auslastung ging von 99% auf 25% zurück ohne das ich was gemacht habe!

    Hat noch Jemand eine Idee?
    Geändert von Dr.Hossa (19.08.2011 um 13:00:42 Uhr)
    Vorsicht, dieser Erdnussriegel kann Restspuren von Sarkasmus, Zynismus, Ironie und Erdnüssen enthalten

  7. #7
    Mitglied Avatar von damagefilter
    Registriert seit
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    Probem: Dein System arbeitet (offensichtlich) mit 64bit.
    Die Compiler sind aber meines Wissens nach keine 64bit "Anwendungen".
    Dh. allzu viel mehr als vlt 2.5 GB (wenn überhaupt) schlucken die nicht.
    So eine Lightmap Datei ist nicht gerade klein und jeh nach scale wird die auch expotentiell größer werden.

    Letztlich ist das auch nichts anderes als eine riesige Textur.
    Und wenn die zu groß wird, dann wird die wohl zu groß ^^

    Das heißt im Umkehrschluss: Da hilft, wie du schon festgestellt hast, nur Lightmap Scales wieder vergrößern.
    Im Übrigen: Lightmap Scales auf Flächen die unwichtig sind oder die man eher nicht sieht zu vergrößern ist eine prima Methode,
    um die Zeit die VRAD zum rendern braucht ganz drastisch zu verkürzen
    Geändert von damagefilter (24.08.2011 um 14:06:50 Uhr)
    Logic is an amazing thing ...
    for people that have it.

  8. #8
    Mitglied Avatar von Dr.Hossa
    Registriert seit
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    Hab mich mit der Tatsache abgefunden Hab es auch geschafft meine cubemap Berechnung zu groß werden zu lassen, da musste ich dann auch etwas herunter schrauben. Meine HDR Cubemap macht meine Map 200 MB größer
    Geändert von Dr.Hossa (25.08.2011 um 15:18:06 Uhr)
    Vorsicht, dieser Erdnussriegel kann Restspuren von Sarkasmus, Zynismus, Ironie und Erdnüssen enthalten

  9. #9
    Mitglied Avatar von damagefilter
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    Da kann ich nur eines zu sagen: Herzlichen Glühstrumpf!
    Da merkt man dann, dass einige Methoden die in der guten alten Source Engine verwendet werden wirklich veraltet sind.
    So richtig tolles Hi-Res kannste da nicht bekommen ... so ohne weiteres.
    Logic is an amazing thing ...
    for people that have it.

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