? quoting Orpheus
I am no longer sleepy but am still as confused. Why can you not begin your own thread, but can post in this one?
When I press the button 'New Topic' it tells me that firstly I have to search for my problem before I begin a new Topic. Or maybe I'm just stupid.... sorry.
Thanks Dr Brasso. I'll try that
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Source Engine SDK Update Released
January 17, 2006, 4:23 pm ? Alfred Reynolds
A major update to the Source SDK has been released on Steam. Included in this update are several features and fixes for the tools in the Source SDK.
I installed the game last week, so I believe that I installed this new update with it. So I am updated.
I do as you say Dr Brasso,
Map: 1 big cube, 1 info_player_deathmatch and 1 light entity
Compile: Vis and Rad set on Fast.
Compile log
---------------------------------------------
** Executing...
** Command: "e:gamesvalvehalf life 2steamappsjonkerhsourcesdkbinvbsp.exe"
** Parameters: -game "e:gamesvalvehalf life 2steamappsjonkerhhalf-life 2 deathmatchhl2mp" "E:GamesValveHalf Life 2SteamAppsjonkerhsourcesdk_contenthl2mpmapsrcmap2"
Valve Software - vbsp.exe (Jan 2 2006)
2 threads
materialPath: e:gamesvalvehalf life 2steamappsjonkerhhalf-life 2 deathmatchhl2mpmaterials
Loading E:GamesValveHalf Life 2SteamAppsjonkerhsourcesdk_contenthl2mpmapsrcmap2.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 (1)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing E:GamesValveHalf Life 2SteamAppsjonkerhsourcesdk_contenthl2mpmapsrcmap2.prt...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) (2261 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (2261 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3 texinfos to 3
Reduced 1 texdatas to 1 (21 bytes to 21)
Writing E:GamesValveHalf Life 2SteamAppsjonkerhsourcesdk_contenthl2mpmapsrcmap2.bsp
1 second elapsed
Memory leak: mempool blocks left in memory: 1
** Executing...
** Command: "e:gamesvalvehalf life 2steamappsjonkerhsourcesdkbinvvis.exe"
** Parameters: -game "e:gamesvalvehalf life 2steamappsjonkerhhalf-life 2 deathmatchhl2mp" -fast "E:GamesValveHalf Life 2SteamAppsjonkerhsourcesdk_contenthl2mpmapsrcmap2"
Valve Software - vvis.exe (Jan 2 2006)
fastvis = true
2 threads
reading e:gamesvalvehalf life 2steamappsjonkerhsourcesdk_contenthl2mpmapsrcmap2.bsp
reading e:gamesvalvehalf life 2steamappsjonkerhsourcesdk_contenthl2mpmapsrcmap2.prt
1 portalclusters
0 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 1
Average clusters visible: 1
Building PAS...
Average clusters audible: 1
visdatasize:14 compressed from 16
writing e:gamesvalvehalf life 2steamappsjonkerhsourcesdk_contenthl2mpmapsrcmap2.bsp
0 seconds elapsed
** Executing...
** Command: "e:gamesvalvehalf life 2steamappsjonkerhsourcesdkbinvrad.exe"
** Parameters: -game "e:gamesvalvehalf life 2steamappsjonkerhhalf-life 2 deathmatchhl2mp" -noextra "E:GamesValveHalf Life 2SteamAppsjonkerhsourcesdk_contenthl2mpmapsrcmap2"
Valve Software - vrad.exe SSE (Jan 16 2006)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading e:gamesvalvehalf life 2steamappsjonkerhsourcesdk_contenthl2mpmapsrcmap2.bsp
6 faces
8362 square feet [1204224.00 square inches]
0 displacements
0 square feet [0.00 square inches]
6 patches before subdivision
762 patches after subdivision
1 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 60552, max 182
transfer lists: 0.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(6471, 3936, 1126)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(1459, 592, 114)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(330, 89, 12)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(75, 14, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(17, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(4, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0017 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 6/8192 72/98304 ( 0.1%)
brushsides 36/65536 288/524288 ( 0.1%)
planes 36/65536 720/1310720 ( 0.1%)
vertexes 25/65536 300/786432 ( 0.0%)
nodes 10/65536 320/2097152 ( 0.0%)
texinfos 3/12288 216/884736 ( 0.0%)
texdata 1/2048 32/65536 ( 0.0%)
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 6/65536 336/3670016 ( 0.0%)
origfaces 6/65536 336/3670016 ( 0.0%)
leaves 12/65536 384/2097152 ( 0.0%)
leaffaces 6/65536 12/131072 ( 0.0%)
leafbrushes 6/65536 12/131072 ( 0.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 48/512000 192/2048000 ( 0.0%)
edges 37/256000 148/1024000 ( 0.0%)
LDR worldlights 1/8192 88/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 20208/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 14/16777216 ( 0.0%)
entdata [variable] 420/393216 ( 0.1%)
LDR leaf ambient 12/65536 288/1572864 ( 0.0%)
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] 1/12 ( 8.3%)
pakfile [variable] 7346/0 ( 0.0%)
Win32 Specific Data:
physics [variable] 2261/4194304 ( 0.1%)
==== Total Win32 BSP file data space used: 34059 bytes ====
Linux Specific Data:
physicssurface [variable] 2261/6291456 ( 0.0%)
==== Total Linux BSP file data space used: 34059 bytes ====
Total triangle count: 12
Writing e:gamesvalvehalf life 2steamappsjonkerhsourcesdk_contenthl2mpmapsrcmap2.bsp
2 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "E:GamesValveHalf Life 2SteamAppsjonkerhsourcesdk_contenthl2mpmapsrcmap2.bsp" "e:gamesvalvehalf life 2steamappsjonkerhhalf-life 2 deathmatchhl2mpmapsmap2.bsp"
The command failed. Windows reported the error:
"Het systeem kan het opgegeven pad niet vinden."