- Oct 19, 2008
- 878
Проблема с настройкой под Эпизод 1
Скинул папку episodic в SourceSDK. Скомпилил...
** Executing...
** Command: "D:\SourceSDK\bin\vbsp.exe"
** Parameters: -game "D:\SourceSDK\episodic" "D:\sourcesdk_content\hl2\mapsrc\mymaps\house2"
Valve Software - vbsp.exe (Dec 11 2006)
1 threads
materialPath: D:\SourceSDK\episodic\materials
Loading D:\sourcesdk_content\hl2\mapsrc\mymaps\house2.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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\sourcesdk_content\hl2\mapsrc\mymaps\house2.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) (20813 bytes)
Error! prop_static using model "models/props_interiors/furniture_desk01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_interiors/furniture_desk01a.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 66 texinfos to 52
Reduced 15 texdatas to 14 (330 bytes to 30
Writing D:\sourcesdk_content\hl2\mapsrc\mymaps\house2.bsp
0 seconds elapsed
** Executing...
** Command: "D:\SourceSDK\bin\vvis.exe"
** Parameters: -game "D:\SourceSDK\episodic" -fast "D:\sourcesdk_content\hl2\mapsrc\mymaps\house2"
Valve Software - vvis.exe (May 22 2006)
fastvis = true
1 threads
reading d:\sourcesdk_content\hl2\mapsrc\mymaps\house2.bsp
reading d:\sourcesdk_content\hl2\mapsrc\mymaps\house2.prt
37 portalclusters
59 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00
Total clusters visible: 1183
Average clusters visible: 31
Building PAS...
Average clusters audible: 35
visdatasize:671 compressed from 592
writing d:\sourcesdk_content\hl2\mapsrc\mymaps\house2.bsp
0 seconds elapsed
** Executing...
** Command: "D:\SourceSDK\bin\vrad.exe"
** Parameters: -game "D:\SourceSDK\episodic" -noextra "D:\sourcesdk_content\hl2\mapsrc\mymaps\house2"
Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']
Loading d:\sourcesdk_content\hl2\mapsrc\mymaps\house2.bsp
140 faces
14233 square feet [2049575.75 square inches]
0 displacements
0 square feet [0.00 square inches]
140 patches before subdivision
2446 patches after subdivision
9 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 201095, max 274
transfer lists: 1.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(23071, 18130, 12910)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(5974, 4375, 2409)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(1661, 1121, 487)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(486, 299, 102)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(149, 83, 22)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(47, 23, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(15, 7, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(5, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(2, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0029 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1
brushes 60/8192 720/98304 ( 0.7
brushsides 378/65536 3024/524288 ( 0.6
planes 208/65536 4160/1310720 ( 0.3
vertexes 278/65536 3336/786432 ( 0.4
nodes 96/65536 3072/2097152 ( 0.1
texinfos 52/12288 3744/884736 ( 0.4
texdata 14/2048 448/65536 ( 0.7
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 140/65536 7840/3670016 ( 0.2
hdr faces 0/65536 0/3670016 ( 0.0
origfaces 84/65536 4704/3670016 ( 0.1
leaves 98/65536 3136/2097152 ( 0.1
leaffaces 167/65536 334/131072 ( 0.3
leafbrushes 98/65536 196/131072 ( 0.1
areas 3/256 24/2048 ( 1.2
surfedges 1022/512000 4088/2048000 ( 0.2
edges 638/256000 2552/1024000 ( 0.2
LDR worldlights 9/8192 792/720896 ( 0.1
HDR worldlights 0/8192 0/720896 ( 0.0
waterstrips 19/32768 190/327680 ( 0.1
waterverts 0/65536 0/786432 ( 0.0
waterindices 261/65536 522/131072 ( 0.4
cubemapsamples 0/1024 0/16384 ( 0.0
overlays 7/512 2464/180224 ( 1.4
LDR lightdata [variable] 100680/0 ( 0.0
HDR lightdata [variable] 0/0 ( 0.0
visdata [variable] 671/16777216 ( 0.0
entdata [variable] 20177/393216 ( 5.1
LDR leaf ambient 98/65536 2352/1572864 ( 0.1
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] 1/1972 ( 0.1
pakfile [variable] 10006/0 ( 0.0
Level flags = 0
Win32 Specific Data:
physics [variable] 20813/4194304 ( 0.5
==== Total Win32 BSP file data space used: 200095 bytes ====
Total triangle count: 404
Writing d:\sourcesdk_content\hl2\mapsrc\mymaps\house2.bsp
0 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "D:\sourcesdk_content\hl2\mapsrc\mymaps\house2.bsp" "D:\SourceSDK\episodic\maps\house2.bsp"
The command failed. Windows reported the error:
"Системе не удается найти указанный путь."
Что делать????
"Half-Life 2: Episode One"
{
"GameDir" "D:\SourceSDK\episodic"
"hammer"
{
"GameData0" "D:\SourceSDK\bin\halflife2.fgd"
"TextureFormat" "5"
"MapFormat" "4"
"DefaultTextureScale" "0.250000"
"DefaultLightmapScale" "16"
"GameExe" "D:\SourceSDK\Launcher_EP1.exe"
"DefaultSolidEntity" "func_detail"
"DefaultPointEntity" "info_player_start"
"BSP" "D:\SourceSDK\bin\vbsp.exe"
"Vis" "D:\SourceSDK\bin\vvis.exe"
"Light" "D:\SourceSDK\bin\vrad.exe"
"GameExeDir" "D:\SourceSDK"
"MapDir" "\sourcesdk_content\episodic\mapsrc"
"BSPDir" "D:\SourceSDK\episodic\maps"
"CordonTexture" "tools\toolsskybox"
"MaterialExcludeCount" "0"
}
}
Может, проблема в halflife2.fgd? А где взять fqd для Эпизода 1?
Скинул папку episodic в SourceSDK. Скомпилил...
** Executing...
** Command: "D:\SourceSDK\bin\vbsp.exe"
** Parameters: -game "D:\SourceSDK\episodic" "D:\sourcesdk_content\hl2\mapsrc\mymaps\house2"
Valve Software - vbsp.exe (Dec 11 2006)
1 threads
materialPath: D:\SourceSDK\episodic\materials
Loading D:\sourcesdk_content\hl2\mapsrc\mymaps\house2.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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\sourcesdk_content\hl2\mapsrc\mymaps\house2.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) (20813 bytes)
Error! prop_static using model "models/props_interiors/furniture_desk01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_interiors/furniture_desk01a.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 66 texinfos to 52
Reduced 15 texdatas to 14 (330 bytes to 30

Writing D:\sourcesdk_content\hl2\mapsrc\mymaps\house2.bsp
0 seconds elapsed
** Executing...
** Command: "D:\SourceSDK\bin\vvis.exe"
** Parameters: -game "D:\SourceSDK\episodic" -fast "D:\sourcesdk_content\hl2\mapsrc\mymaps\house2"
Valve Software - vvis.exe (May 22 2006)
fastvis = true
1 threads
reading d:\sourcesdk_content\hl2\mapsrc\mymaps\house2.bsp
reading d:\sourcesdk_content\hl2\mapsrc\mymaps\house2.prt
37 portalclusters
59 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00

Total clusters visible: 1183
Average clusters visible: 31
Building PAS...
Average clusters audible: 35
visdatasize:671 compressed from 592
writing d:\sourcesdk_content\hl2\mapsrc\mymaps\house2.bsp
0 seconds elapsed
** Executing...
** Command: "D:\SourceSDK\bin\vrad.exe"
** Parameters: -game "D:\SourceSDK\episodic" -noextra "D:\sourcesdk_content\hl2\mapsrc\mymaps\house2"
Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']
Loading d:\sourcesdk_content\hl2\mapsrc\mymaps\house2.bsp
140 faces
14233 square feet [2049575.75 square inches]
0 displacements
0 square feet [0.00 square inches]
140 patches before subdivision
2446 patches after subdivision
9 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 201095, max 274
transfer lists: 1.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(23071, 18130, 12910)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(5974, 4375, 2409)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(1661, 1121, 487)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(486, 299, 102)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(149, 83, 22)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(47, 23, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(15, 7, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(5, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(2, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0029 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1
brushes 60/8192 720/98304 ( 0.7
brushsides 378/65536 3024/524288 ( 0.6
planes 208/65536 4160/1310720 ( 0.3
vertexes 278/65536 3336/786432 ( 0.4
nodes 96/65536 3072/2097152 ( 0.1
texinfos 52/12288 3744/884736 ( 0.4
texdata 14/2048 448/65536 ( 0.7
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 140/65536 7840/3670016 ( 0.2
hdr faces 0/65536 0/3670016 ( 0.0
origfaces 84/65536 4704/3670016 ( 0.1
leaves 98/65536 3136/2097152 ( 0.1
leaffaces 167/65536 334/131072 ( 0.3
leafbrushes 98/65536 196/131072 ( 0.1
areas 3/256 24/2048 ( 1.2
surfedges 1022/512000 4088/2048000 ( 0.2
edges 638/256000 2552/1024000 ( 0.2
LDR worldlights 9/8192 792/720896 ( 0.1
HDR worldlights 0/8192 0/720896 ( 0.0
waterstrips 19/32768 190/327680 ( 0.1
waterverts 0/65536 0/786432 ( 0.0
waterindices 261/65536 522/131072 ( 0.4
cubemapsamples 0/1024 0/16384 ( 0.0
overlays 7/512 2464/180224 ( 1.4
LDR lightdata [variable] 100680/0 ( 0.0
HDR lightdata [variable] 0/0 ( 0.0
visdata [variable] 671/16777216 ( 0.0
entdata [variable] 20177/393216 ( 5.1
LDR leaf ambient 98/65536 2352/1572864 ( 0.1
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] 1/1972 ( 0.1
pakfile [variable] 10006/0 ( 0.0
Level flags = 0
Win32 Specific Data:
physics [variable] 20813/4194304 ( 0.5
==== Total Win32 BSP file data space used: 200095 bytes ====
Total triangle count: 404
Writing d:\sourcesdk_content\hl2\mapsrc\mymaps\house2.bsp
0 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "D:\sourcesdk_content\hl2\mapsrc\mymaps\house2.bsp" "D:\SourceSDK\episodic\maps\house2.bsp"
The command failed. Windows reported the error:
"Системе не удается найти указанный путь."
Что делать????
"Half-Life 2: Episode One"
{
"GameDir" "D:\SourceSDK\episodic"
"hammer"
{
"GameData0" "D:\SourceSDK\bin\halflife2.fgd"
"TextureFormat" "5"
"MapFormat" "4"
"DefaultTextureScale" "0.250000"
"DefaultLightmapScale" "16"
"GameExe" "D:\SourceSDK\Launcher_EP1.exe"
"DefaultSolidEntity" "func_detail"
"DefaultPointEntity" "info_player_start"
"BSP" "D:\SourceSDK\bin\vbsp.exe"
"Vis" "D:\SourceSDK\bin\vvis.exe"
"Light" "D:\SourceSDK\bin\vrad.exe"
"GameExeDir" "D:\SourceSDK"
"MapDir" "\sourcesdk_content\episodic\mapsrc"
"BSPDir" "D:\SourceSDK\episodic\maps"
"CordonTexture" "tools\toolsskybox"
"MaterialExcludeCount" "0"
}
}
Может, проблема в halflife2.fgd? А где взять fqd для Эпизода 1?
