[GE:S Com] DF Ank1
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« on: December 24, 2009, 05:56:08 PM » |
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I decided to create Maps, end spending a lot of time in it. But i have many problems with the settings. For example there are no texture in Object viewer when i created a map and the other problem is, when i Configure the Valve Hammer Editor, and i choose the Game Data File goldeneye.fgd , Hammer Editor freez. What´s the reason ?
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Mangley
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« Reply #1 on: December 24, 2009, 06:09:04 PM » |
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[GE:S Com] DF Ank1
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« Reply #2 on: December 24, 2009, 10:12:27 PM » |
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OK i followed the tutorial "Setting up Hammer". I created a cube ( it´s completely closed i am sure ) and I inserte info_player_spectator info_player_janus info_player_mi6 info_player_start info_player_deathmatch
And when I choose : Create Server, and i choose my map, nothing happend. Really nothing. I klick on the name of it and nothing happend. OK the backgroundmusic is away....
Is there maybe a problem with the clipp ?, any weapon settings `? In editor I used "Check Error" but it say it´s everything Ok I used the CLA ( Compile Log Analyser ) and it´s say that everything is ok.
So how can i fix it ?
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Mangley
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« Reply #3 on: December 25, 2009, 02:01:55 AM » |
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We can't tell what is wrong with it without seeing a complile log or a screenshot of the map in hammer at the very least.
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[GE:S Com] DF Ank1
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« Reply #4 on: December 25, 2009, 09:57:25 AM » |
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Hear is the Logfile : materialPath: c:\program files\steam\SteamApps\SourceMods\gesource\materials Loading C:\Program Files\Steam\SteamApps\SourceMods\gesource\maps\Goldeneye source my test map.vmf fixing up env_cubemap materials on brush sides... 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0) Building Faces...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Program Files\Steam\SteamApps\SourceMods\gesource\maps\Goldeneye source my test map.prt...Building 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) (2294 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 6 texinfos to 5 Reduced 2 texdatas to 2 (52 bytes to 52) Writing C:\Program Files\Steam\SteamApps\SourceMods\gesource\maps\Goldeneye source my test map.bsp 0 seconds elapsed
2 threads reading c:\program files\steam\steamapps\sourcemods\gesource\maps\Goldeneye source my test map.bsp reading c:\program files\steam\steamapps\sourcemods\gesource\maps\Goldeneye source my test map.prt 2 portalclusters 1 numportals 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 0 visible clusters (0.00%) Total clusters visible: 4 Average clusters visible: 2 Building PAS... Average clusters audible: 2 visdatasize:24 compressed from 32 writing c:\program files\steam\steamapps\sourcemods\gesource\maps\Goldeneye source my test map.bsp 0 seconds elapsed
[Reading texlights from 'lights.rad'] [57 texlights parsed from 'lights.rad']
Loading c:\program files\steam\steamapps\sourcemods\gesource\maps\Goldeneye source my test map.bsp 10 faces 3697 square feet [532480.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 10 patches before subdivision 598 patches after subdivision 1 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 44316, max 180 transfer lists: 0.3 megs 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(1575, 1145, 856) 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(331, 191, 115) 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(72, 31, 15) 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(15, 5, 2) 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(3, 1, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0004 sec> 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done Ready to Finish
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 38/65536 760/1310720 ( 0.1%) vertexes 29/65536 348/786432 ( 0.0%) nodes 17/65536 544/2097152 ( 0.0%) texinfos 5/12288 360/884736 ( 0.0%) texdata 2/2048 64/65536 ( 0.1%) 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 10/65536 560/3670016 ( 0.0%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 6/65536 336/3670016 ( 0.0%) leaves 19/65536 608/2097152 ( 0.0%) leaffaces 10/65536 20/131072 ( 0.0%) leafbrushes 10/65536 20/131072 ( 0.0%) areas 2/256 16/2048 ( 0.8%) surfedges 64/512000 256/2048000 ( 0.0%) edges 45/256000 180/1024000 ( 0.0%) LDR worldlights 1/8192 88/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 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] 19136/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 24/16777216 ( 0.0%) entdata [variable] 986/393216 ( 0.3%) LDR ambient table 19/65536 76/262144 ( 0.0%) HDR ambient table 19/65536 76/262144 ( 0.0%) LDR leaf ambient 32/65536 896/1835008 ( 0.0%) HDR leaf ambient 19/65536 532/1835008 ( 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] 105743/0 ( 0.0%) physics [variable] 2294/4194304 ( 0.1%) physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 20 Writing c:\program files\steam\steamapps\sourcemods\gesource\maps\Goldeneye source my test map.bsp 2 seconds elapsed
materialPath: c:\program files\steam\SteamApps\SourceMods\gesource\materials Loading C:\Program Files\Steam\SteamApps\SourceMods\gesource\maps\Goldeneye source my test map.vmf fixing up env_cubemap materials on brush sides... 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0) Building Faces...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Program Files\Steam\SteamApps\SourceMods\gesource\maps\Goldeneye source my test map.prt...Building 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) (2294 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 6 texinfos to 5 Reduced 2 texdatas to 2 (52 bytes to 52) Writing C:\Program Files\Steam\SteamApps\SourceMods\gesource\maps\Goldeneye source my test map.bsp 0 seconds elapsed
2 threads reading c:\program files\steam\steamapps\sourcemods\gesource\maps\Goldeneye source my test map.bsp reading c:\program files\steam\steamapps\sourcemods\gesource\maps\Goldeneye source my test map.prt 2 portalclusters 1 numportals 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 0 visible clusters (0.00%) Total clusters visible: 4 Average clusters visible: 2 Building PAS... Average clusters audible: 2 visdatasize:24 compressed from 32 writing c:\program files\steam\steamapps\sourcemods\gesource\maps\Goldeneye source my test map.bsp 0 seconds elapsed
[Reading texlights from 'lights.rad'] [57 texlights parsed from 'lights.rad']
Loading c:\program files\steam\steamapps\sourcemods\gesource\maps\Goldeneye source my test map.bsp 10 faces 3697 square feet [532480.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 10 patches before subdivision 598 patches after subdivision 1 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 44316, max 180 transfer lists: 0.3 megs 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(1575, 1145, 856) 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(331, 191, 115) 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(72, 31, 15) 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(15, 5, 2) 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(3, 1, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0004 sec> 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done Ready to Finish
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 38/65536 760/1310720 ( 0.1%) vertexes 29/65536 348/786432 ( 0.0%) nodes 17/65536 544/2097152 ( 0.0%) texinfos 5/12288 360/884736 ( 0.0%) texdata 2/2048 64/65536 ( 0.1%) 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 10/65536 560/3670016 ( 0.0%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 6/65536 336/3670016 ( 0.0%) leaves 19/65536 608/2097152 ( 0.0%) leaffaces 10/65536 20/131072 ( 0.0%) leafbrushes 10/65536 20/131072 ( 0.0%) areas 2/256 16/2048 ( 0.8%) surfedges 64/512000 256/2048000 ( 0.0%) edges 45/256000 180/1024000 ( 0.0%) LDR worldlights 1/8192 88/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 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] 19136/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 24/16777216 ( 0.0%) entdata [variable] 868/393216 ( 0.2%) LDR ambient table 19/65536 76/262144 ( 0.0%) HDR ambient table 19/65536 76/262144 ( 0.0%) LDR leaf ambient 32/65536 896/1835008 ( 0.0%) HDR leaf ambient 19/65536 532/1835008 ( 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] 105743/0 ( 0.0%) physics [variable] 2294/4194304 ( 0.1%) physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 20 Writing c:\program files\steam\steamapps\sourcemods\gesource\maps\Goldeneye source my test map.bsp 2 seconds elapsed
materialPath: c:\program files\steam\SteamApps\SourceMods\gesource\materials Loading C:\Program Files\Steam\SteamApps\SourceMods\gesource\maps\Goldeneye source my test map.vmf fixing up env_cubemap materials on brush sides... 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0) Building Faces...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Program Files\Steam\SteamApps\SourceMods\gesource\maps\Goldeneye source my test map.prt...Building 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) (2294 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 6 texinfos to 5 Reduced 2 texdatas to 2 (52 bytes to 52) Writing C:\Program Files\Steam\SteamApps\SourceMods\gesource\maps\Goldeneye source my test map.bsp 0 seconds elapsed
2 threads reading c:\program files\steam\steamapps\sourcemods\gesource\maps\Goldeneye source my test map.bsp reading c:\program files\steam\steamapps\sourcemods\gesource\maps\Goldeneye source my test map.prt 2 portalclusters 1 numportals 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 0 visible clusters (0.00%) Total clusters visible: 4 Average clusters visible: 2 Building PAS... Average clusters audible: 2 visdatasize:24 compressed from 32 writing c:\program files\steam\steamapps\sourcemods\gesource\maps\Goldeneye source my test map.bsp 0 seconds elapsed
[Reading texlights from 'lights.rad'] [57 texlights parsed from 'lights.rad']
Loading c:\program files\steam\steamapps\sourcemods\gesource\maps\Goldeneye source my test map.bsp 10 faces 3697 square feet [532480.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 10 patches before subdivision 598 patches after subdivision 1 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 44316, max 180 transfer lists: 0.3 megs 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(1575, 1145, 856) 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(331, 191, 115) 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(72, 31, 15) 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(15, 5, 2) 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(3, 1, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0003 sec> 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done Ready to Finish
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 38/65536 760/1310720 ( 0.1%) vertexes 29/65536 348/786432 ( 0.0%) nodes 17/65536 544/2097152 ( 0.0%) texinfos 5/12288 360/884736 ( 0.0%) texdata 2/2048 64/65536 ( 0.1%) 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 10/65536 560/3670016 ( 0.0%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 6/65536 336/3670016 ( 0.0%) leaves 19/65536 608/2097152 ( 0.0%) leaffaces 10/65536 20/131072 ( 0.0%) leafbrushes 10/65536 20/131072 ( 0.0%) areas 2/256 16/2048 ( 0.8%) surfedges 64/512000 256/2048000 ( 0.0%) edges 45/256000 180/1024000 ( 0.0%) LDR worldlights 1/8192 88/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 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] 19136/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 24/16777216 ( 0.0%) entdata [variable] 1091/393216 ( 0.3%) LDR ambient table 19/65536 76/262144 ( 0.0%) HDR ambient table 19/65536 76/262144 ( 0.0%) LDR leaf ambient 32/65536 896/1835008 ( 0.0%) HDR leaf ambient 19/65536 532/1835008 ( 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] 105743/0 ( 0.0%) physics [variable] 2294/4194304 ( 0.1%) physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 20 Writing c:\program files\steam\steamapps\sourcemods\gesource\maps\Goldeneye source my test map.bsp 1 second elapsed
materialPath: c:\program files\steam\SteamApps\SourceMods\gesource\materials Loading C:\Program Files\Steam\SteamApps\SourceMods\gesource\maps\Goldeneye source my test map.vmf fixing up env_cubemap materials on brush sides... 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0) Building Faces...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Program Files\Steam\SteamApps\SourceMods\gesource\maps\Goldeneye source my test map.prt...Building 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) (2294 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 6 texinfos to 5 Reduced 2 texdatas to 2 (52 bytes to 52) Writing C:\Program Files\Steam\SteamApps\SourceMods\gesource\maps\Goldeneye source my test map.bsp 0 seconds elapsed
2 threads reading c:\program files\steam\steamapps\sourcemods\gesource\maps\Goldeneye source my test map.bsp reading c:\program files\steam\steamapps\sourcemods\gesource\maps\Goldeneye source my test map.prt 2 portalclusters 1 numportals 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 0 visible clusters (0.00%) Total clusters visible: 4 Average clusters visible: 2 Building PAS... Average clusters audible: 2 visdatasize:24 compressed from 32 writing c:\program files\steam\steamapps\sourcemods\gesource\maps\Goldeneye source my test map.bsp 0 seconds elapsed
[Reading texlights from 'lights.rad'] [57 texlights parsed from 'lights.rad']
Loading c:\program files\steam\steamapps\sourcemods\gesource\maps\Goldeneye source my test map.bsp 10 faces 3697 square feet [532480.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 10 patches before subdivision 598 patches after subdivision 1 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 44316, max 180 transfer lists: 0.3 megs 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(1575, 1145, 856) 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(331, 191, 115) 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(72, 31, 15) 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(15, 5, 2) 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(3, 1, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0004 sec> 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done Ready to Finish
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 38/65536 760/1310720 ( 0.1%) vertexes 29/65536 348/786432 ( 0.0%) nodes 17/65536 544/2097152 ( 0.0%) texinfos 5/12288 360/884736 ( 0.0%) texdata 2/2048 64/65536 ( 0.1%) 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 10/65536 560/3670016 ( 0.0%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 6/65536 336/3670016 ( 0.0%) leaves 19/65536 608/2097152 ( 0.0%) leaffaces 10/65536 20/131072 ( 0.0%) leafbrushes 10/65536 20/131072 ( 0.0%) areas 2/256 16/2048 ( 0.8%) surfedges 64/512000 256/2048000 ( 0.0%) edges 45/256000 180/1024000 ( 0.0%) LDR worldlights 1/8192 88/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 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] 19136/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 24/16777216 ( 0.0%) entdata [variable] 1197/393216 ( 0.3%) LDR ambient table 19/65536 76/262144 ( 0.0%) HDR ambient table 19/65536 76/262144 ( 0.0%) LDR leaf ambient 32/65536 896/1835008 ( 0.0%) HDR leaf ambient 19/65536 532/1835008 ( 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] 105743/0 ( 0.0%) physics [variable] 2294/4194304 ( 0.1%) physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 20 Writing c:\program files\steam\steamapps\sourcemods\gesource\maps\Goldeneye source my test map.bsp 1 second elapsed
materialPath: c:\program files\steam\SteamApps\SourceMods\gesource\materials Loading C:\Program Files\Steam\SteamApps\SourceMods\gesource\maps\Goldeneye source my test map.vmf fixing up env_cubemap materials on brush sides... 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0) Building Faces...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Program Files\Steam\SteamApps\SourceMods\gesource\maps\Goldeneye source my test map.prt...Building 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) (2358 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 6 texinfos to 4 Reduced 2 texdatas to 2 (52 bytes to 52) Writing C:\Program Files\Steam\SteamApps\SourceMods\gesource\maps\Goldeneye source my test map.bsp 0 seconds elapsed
2 threads reading c:\program files\steam\steamapps\sourcemods\gesource\maps\Goldeneye source my test map.bsp reading c:\program files\steam\steamapps\sourcemods\gesource\maps\Goldeneye source my test map.prt 2 portalclusters 1 numportals 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 0 visible clusters (0.00%) Total clusters visible: 4 Average clusters visible: 2 Building PAS... Average clusters audible: 2 visdatasize:24 compressed from 32 writing c:\program files\steam\steamapps\sourcemods\gesource\maps\Goldeneye source my test map.bsp 0 seconds elapsed
[Reading texlights from 'lights.rad'] [57 texlights parsed from 'lights.rad']
Loading c:\program files\steam\steamapps\sourcemods\gesource\maps\Goldeneye source my test map.bsp 10 faces 3619 square feet [521216.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 10 patches before subdivision 598 patches after subdivision 1 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 44440, max 179 transfer lists: 0.3 megs 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(3474, 2376, 1655) 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(763, 362, 178) 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(169, 56, 19) 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(37, 9, 2) 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(8, 1, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(2, 0, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0004 sec> 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done Ready to Finish
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 40/65536 800/1310720 ( 0.1%) vertexes 33/65536 396/786432 ( 0.1%) nodes 17/65536 544/2097152 ( 0.0%) texinfos 4/12288 288/884736 ( 0.0%) texdata 2/2048 64/65536 ( 0.1%) 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 10/65536 560/3670016 ( 0.0%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 6/65536 336/3670016 ( 0.0%) leaves 19/65536 608/2097152 ( 0.0%) leaffaces 10/65536 20/131072 ( 0.0%) leafbrushes 10/65536 20/131072 ( 0.0%) areas 2/256 16/2048 ( 0.8%) surfedges 64/512000 256/2048000 ( 0.0%) edges 45/256000 180/1024000 ( 0.0%) LDR worldlights 1/8192 88/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 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] 12752/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 24/16777216 ( 0.0%) entdata [variable] 1095/393216 ( 0.3%) LDR ambient table 19/65536 76/262144 ( 0.0%) HDR ambient table 19/65536 76/262144 ( 0.0%) LDR leaf ambient 32/65536 896/1835008 ( 0.0%) HDR leaf ambient 19/65536 532/1835008 ( 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] 105743/0 ( 0.0%) physics [variable] 2358/4194304 ( 0.1%) physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 20 Writing c:\program files\steam\steamapps\sourcemods\gesource\maps\Goldeneye source my test map.bsp 2 seconds elapsed
A image from Editor :
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major
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« Reply #5 on: December 25, 2009, 12:39:22 PM » |
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I still no no idea whats even wrong in the first place....
Also, raise your spawns up a little, make em a couple units off the ground.
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[GE:S Com] DF Ank1
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« Reply #6 on: December 25, 2009, 12:50:22 PM » |
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Yeah i know this option is it often use in CS:S when teams are full. But that´s not the reason why it don´t work.
Do i have something other ? I reale only created the cube, insert the intys, saved, pressed F9 and open it manuel. Mhm.....
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kraid
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« Reply #7 on: December 25, 2009, 01:22:41 PM » |
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Your build programms setup seems to be wrong. I cannot see vbsp.exe vvis.exe and even vrad.exe beeing exectuted.
Do the GES setup for hammer again and this time pay attention to setup everything correctly.
If you just copied the text into the gameinfo.txt, make sure it was the one under sourcesdk/bin/orangbox/bin and that you fixed up the paths and drive correctly also that you replaced the [steam login] with your original steam logon name. Another problem might be the gap in test map.bsp? Don't use anything like this for mapnames, write test_map.bsp.
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[GE:S Com] DF Ank1
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« Reply #8 on: December 25, 2009, 01:45:32 PM » |
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HA I HAVE IT. I saved my map. It was called : my first goldeneye test map. After i post it in a german forum, the moderator said, that space are not good, so i renamed it into ge_testmap, and that worked. Also thanks you : Another problem might be the gap in test map.bsp? Don't use anything like this for mapnames, write test_map.bsp.
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[GE:S Com] DF Ank1
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« Reply #9 on: December 25, 2009, 02:15:47 PM » |
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So next question is : how can choose start weapons and ammo. i only have slappers, how can i insert a ammo box ( probs ).
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killermonkey
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« Reply #10 on: December 25, 2009, 03:47:18 PM » |
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You don't need any info_player_start's those are for single player.
You can't directly choose start weapons/ammo, that is handled with ge_startarmed [0,1,2,3] and the weapon set currently activated.
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kraid
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« Reply #11 on: December 25, 2009, 03:49:40 PM » |
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Start armed is a server command ge_startarmed with the options 0, 1, 2 and 3 i think. Edit: KM allready confirmed it. Ofc. you could also enter sv_cheats 1 (Enter) and impulse 101, which will give you all weapons, a full armorvest and some ammo. To enable console, you'll have to enter it in the console, right click on the GES icon in steam, choose launch options and enter -console . An ammocrate is created by adding an point entity and change it to ge_ammospawner.
A few more usefull entities: ge_weaponspawner item_armorvest info_player_mi6 info_player_janus
BTW: Wenn du noch mehr fragen hast, du kannst mich auch direkt über Steam erreichen. Steam-name: meta_kraid .
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[GE:S Com] DF Ank1
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« Reply #12 on: December 25, 2009, 05:17:33 PM » |
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Sicher Danke  So where can i set thoose settings ? There is a special txt. file i think. How is it called or where can i find it ?
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[GE:S Com] DF Ank1
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« Reply #13 on: December 26, 2009, 05:29:38 PM » |
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I can´t find ge_weaponspawner PS : Is there a way to inser NPC´s
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kraid
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« Reply #14 on: December 27, 2009, 12:14:39 AM » |
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You can spawn default HL2 npc's, but they won't do much more then standing there and waiting to be killed. Enter npc_create npc_... in console. Replace ... with alyx, antlion, zombie, w/e. sv_cheats has to be activated ofc.
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