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Hammer editor problem fullbright

Postat av blombotten den 15 Maj 2011, 14:37
2 kommentarer · 261 träffar
Hej jag har ett problem med en bana jag gör till css, när jag ska compile den så blir det fullbright in-game vad ska jag göra?




** Executing...
** Command: "c:\\\\\&# 92;\\program files (x86)\\\\\ \\\steam\\ \\\\\\ steamapps\\\\& #92;\\\******\ \\\\\\ \sourcesdk\\\& #92;\\\\bin 2;\\\\\ 2;\orangebox\\\ ;\\\\\bin& #92;\\\\\& #92;\vbsp.exe"
** Parameters: -game "C:\\\\\&# 92;\\Program Files (x86)\\\\\ \\\Steam\\ \\\\\\ steamapps\\\\& #92;\\\******\ \\\\\\ \counter-strike source\\\\\ ;\\\cstrike" "C:\\\\\&# 92;\\Program Files (x86)\\\\\ \\\Steam\\ \\\\\\ steamapps\\\\& #92;\\\******\ \\\\\\ \sourcesdk_content\ 2;\\\\\ 2;cstrike\\\\& #92;\\\mapsrc\ \\\\\\ \de_hospital.vmf"


Valve Software - vbsp.exe (Jul 7 2010)
2 threads
materialPath: C:\\\\\ 2;\\Program Files (x86)\\\\\ \\\Steam\\ \\\\\\ steamapps\\\\& #92;\\\******\ \\\\\\ \counter-strike source\\\\\ ;\\\cstrike\&# 92;\\\\\&# 92;materials
Loading C:\\\\\ 2;\\Program Files (x86)\\\\\ \\\Steam\\ \\\\\\ steamapps\\\\& #92;\\\******\ \\\\\\ \sourcesdk_content\ 2;\\\\\ 2;cstrike\\\\& #92;\\\mapsrc\ \\\\\\ \de_hospital.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in c:\\\\\ 2;\\program files (x86)\\\\\ \\\steam\\ \\\\\\ steamapps\\\\& #92;\\\******\ \\\\\\ \counter-strike source\\\\\ ;\\\cstrike\&# 92;\\\\\&# 92;gameinfo.txt
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7. ..8...9...10 (1)
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 16 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\\\\\ 2;\\Program Files (x86)\\\\\ \\\Steam\\ \\\\\\ steamapps\\\\& #92;\\\******\ \\\\\\ \sourcesdk_content\ 2;\\\\\ 2;cstrike\\\\& #92;\\\mapsrc\ \\\\\\ \de_hospital.prt...Buildin g visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01 *.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01 *.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 (0) (259774 bytes)
Placing detail props : 0...1...2...3...4...5...6...7. ..8...9...10
Compacting texture/material tables...
Reduced 456 texinfos to 276
Reduced 88 texdatas to 76 (2284 bytes to 1970)
Writing C:\\\\\ 2;\\Program Files (x86)\\\\\ \\\Steam\\ \\\\\\ steamapps\\\\& #92;\\\******\ \\\\\\ \sourcesdk_content\ 2;\\\\\ 2;cstrike\\\\& #92;\\\mapsrc\ \\\\\\ \de_hospital.bsp
2 seconds elapsed


** Executing...
** Command: "c:\\\\\&# 92;\\program files (x86)\\\\\ \\\steam\\ \\\\\\ steamapps\\\\& #92;\\\******\ \\\\\\ \sourcesdk\\\& #92;\\\\bin 2;\\\\\ 2;\orangebox\\\ ;\\\\\bin& #92;\\\\\& #92;\vvis.exe"
** Parameters: -game "C:\\\\\&# 92;\\Program Files (x86)\\\\\ \\\Steam\\ \\\\\\ steamapps\\\\& #92;\\\******\ \\\\\\ \counter-strike source\\\\\ ;\\\cstrike" "C:\\\\\&# 92;\\Program Files (x86)\\\\\ \\\Steam\\ \\\\\\ steamapps\\\\& #92;\\\******\ \\\\\\ \sourcesdk_content\ 2;\\\\\ 2;cstrike\\\\& #92;\\\mapsrc\ \\\\\\ \de_hospital"


Valve Software - vvis.exe (Jul 7 2010)
2 threads
reading c:\\\\\ 2;\\program files (x86)\\\\\ \\\steam\\ \\\\\\ steamapps\\\\& #92;\\\******\ \\\\\\ \sourcesdk_content\ 2;\\\\\ 2;cstrike\\\\& #92;\\\mapsrc\ \\\\\\ \de_hospital.bsp
reading c:\\\\\ 2;\\program files (x86)\\\\\ \\\steam\\ \\\\\\ steamapps\\\\& #92;\\\******\ \\\\\\ \sourcesdk_content\ 2;\\\\\ 2;cstrike\\\\& #92;\\\mapsrc\ \\\\\\ \de_hospital.prt
524 portalclusters
1427 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 (2)
Optimized: 101 visible clusters (0.00%)
Total clusters visible: 40082
Average clusters visible: 76
Building PAS...
Average clusters audible: 229
visdatasize:45194 compressed from 75456
writing c:\\\\\ 2;\\program files (x86)\\\\\ \\\steam\\ \\\\\\ steamapps\\\\& #92;\\\******\ \\\\\\ \sourcesdk_content\ 2;\\\\\ 2;cstrike\\\\& #92;\\\mapsrc\ \\\\\\ \de_hospital.bsp
2 seconds elapsed


** Executing...
** Command: "c:\\\\\&# 92;\\program files (x86)\\\\\ \\\steam\\ \\\\\\ steamapps\\\\& #92;\\\******\ \\\\\\ \sourcesdk\\\& #92;\\\\bin 2;\\\\\ 2;\orangebox\\\ ;\\\\\bin& #92;\\\\\& #92;\vrad.exe"
** Parameters: -game "C:\\\\\&# 92;\\Program Files (x86)\\\\\ \\\Steam\\ \\\\\\ steamapps\\\\& #92;\\\******\ \\\\\\ \counter-strike source\\\\\ ;\\\cstrike" "C:\\\\\&# 92;\\Program Files (x86)\\\\\ \\\Steam\\ \\\\\\ steamapps\\\\& #92;\\\******\ \\\\\\ \sourcesdk_content\ 2;\\\\\ 2;cstrike\\\\& #92;\\\mapsrc\ \\\\\\ \de_hospital"


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


Valve Radiosity Simulator 2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']


Loading c:\\\\\ 2;\\program files (x86)\\\\\ \\\steam\\ \\\\\\ steamapps\\\\& #92;\\\******\ \\\\\\ \sourcesdk_content\ 2;\\\\\ 2;cstrike\\\\& #92;\\\mapsrc\ \\\\\\ \de_hospital.bsp
Setting up ray-trace acceleration structure... Done (0.62 seconds)
1958 faces
1 degenerate faces
65618 square feet [9449029.00 square inches]
11 Displacements
3035 Square Feet [437086.81 Square Inches]
Stack overflow in neighbors




** Executing...
** Command: Copy File
** Parameters: "C:\\\\\&# 92;\\Program Files (x86)\\\\\ \\\Steam\\ \\\\\\ steamapps\\\\& #92;\\\******\ \\\\\\ \sourcesdk_content\ 2;\\\\\ 2;cstrike\\\\& #92;\\\mapsrc\ \\\\\\ \de_hospital.bsp" "c:\\\\\&# 92;\\program files (x86)\\\\\ \\\steam\\ \\\\\\ steamapps\\\\& #92;\\\******\ \\\\\\ \counter-strike source\\\\\ ;\\\cstrike\&# 92;\\\\\&# 92;maps\\\\ 2;\\\de_hospital.b sp"

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