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Компилятор не видит bsp

Flisk

ГурбангулыГундагдыев
Feb 21, 2009
157
34
Компилятор не видит bsp

Помогите с этим , пжалсто, во лог:

** Executing...
** Command: "D:\soft\SDK\bin\vbsp.exe" -novirtualmesh
** Parameters: -game "D:\soft\SDK\hl2" "d:\sourcesdk_content\hl2\mapsrc\mod\vil_sand01"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: D:\soft\SDK\hl2\materials
Loading d:\sourcesdk_content\hl2\mapsrc\mod\vil_sand01.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity sky_camera (3126.50 -2767.50 1584.63) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (5632.0, 3072.0, 70.6)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (6144.0, 2560.0, 70.6)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4608.0, 3072.0, 70.6)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3584.0, 3072.0, 70.6)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (6144.0, 1536.0, 70.6)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (5632.0, 0.0, 70.6)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (6144.0, 512.0, 70.6)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4608.0, 0.0, 70.6)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
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
Face List Count >= OVERLAY_BSP_FACE_COUNT
 

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Last edited:

Flisk

ГурбангулыГундагдыев
Feb 21, 2009
157
34
Лик исправлен, но всеравно говорит что нету bsp файла, вот исходник:


** Executing...
** Command: "D:\soft\SDK\bin\vbsp.exe" -novirtualmesh
** Parameters: -game "D:\soft\SDK\hl2" "d:\sourcesdk_content\hl2\mapsrc\mod\vil_sand01"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: D:\soft\SDK\hl2\materials
Loading d:\sourcesdk_content\hl2\mapsrc\mod\vil_sand01.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 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing d:\sourcesdk_content\hl2\mapsrc\mod\vil_sand01.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
Face List Count >= OVERLAY_BSP_FACE_COUNT
 

Flisk

ГурбангулыГундагдыев
Feb 21, 2009
157
34
Да, все нормально. Ни ставо-ниссего перестало компилить
 

Flisk

ГурбангулыГундагдыев
Feb 21, 2009
157
34
Убрал поратые оверлеи и вроде начало компилить, но вот только долговато че-то, ждал около часа, недождался, прервал когда "не отвечал" hammer. Дополнительный вопрос: вообще сколько оно должно компилить карту к примеру объемом как эта моя?
 

Attachments

Гега

Папаша!!!
Oct 29, 2007
2,466
39
2 Flisk:
С оптимизацией у тебя явно проблема, все места которые не видит игрок надо красить текстурой NODRAW, некоторые детали надо переводить в ентити-браш - func_detail, и если тестовый режим то на какой ты её сделал 13000х5000х2000 сделай в размер карты, а уже по мере детализации продлевай мапу...
У тебя там земля из 2 слоёв, зачем тебе они??
 
Last edited:

Flisk

ГурбангулыГундагдыев
Feb 21, 2009
157
34
Func_detailом делать типо мелкие браши? И тут вроде бы все места видит игрок. Мне наверно походу нужно постепенно увеличивать игровое поле заполняя его деталями?
 

Flisk

ГурбангулыГундагдыев
Feb 21, 2009
157
34
Все ясно, спсибо за помощь. Еще хотел спросить хинты для чего? они облегчают работу компила или производительность уже в самой игре?
 

Xelious

выр выр выр
Feb 1, 2007
4,779
34
Face List Count >= OVERLAY_BSP_FACE_COUNT
У тебя большой оверлей нанесен на поверхность с низким лайтмап скейлом. ОВерлей не может быть больше чем на 64 фэйсах (декаль может). Из за этого рвало компиляторы, они не докомпиливали карту и пытались копировать бсп (который не скомпилили) в папку maps.
 

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