Виснет карта

Помогаем новичкам в создании своего мира
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karpovmak
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Сообщения: 31
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#1 Сообщение 22.08.2009, 11:02

Помогите, плз. Началось с того, когда я поставил пару энить. После этого карта начала виснуть на trigger_teleport'е. Причем виснуть намертво, спасает только диспетчер задач. Что это может быть?
Лог компила
** Executing...
** Command: "d:\program files\steam\steamapps\luka711\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "d:\program files\steam\steamapps\luka711\half-life 2 episode two\ep2" "D:\half-life2\my_level\level01"

Valve Software - vbsp.exe (May 19 2009)
1 threads
materialPath: d:\program files\steam\steamapps\luka711\half-life 2 episode two\ep2\materials
Loading D:\half-life2\my_level\level01.vmf
Patching WVT material: maps/level01/nature/blendrocksand08c_wvt_patch
Patching WVT material: maps/level01/nature/blendsandsand008a_wvt_patch
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...
Merged 52 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\half-life2\my_level\level01.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 (1) (155623 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1243 texinfos to 499
Reduced 37 texdatas to 33 (933 bytes to 840)
Writing D:\half-life2\my_level\level01.bsp
4 seconds elapsed
0.370777 -0.025400 0.000000
0.370777 -0.203200 0.000000
0.266710 -0.203200 0.000000
0.370777 -0.152400 0.000000
make_triangles:calc_triangle_representation: Cannot convert
0.370777 -0.025400 0.000000
0.370777 -0.203200 0.000000
0.266710 -0.203200 0.000000
0.370777 -0.152400 0.000000
make_triangles:calc_triangle_representation: Cannot convert

** Executing...
** Command: "d:\program files\steam\steamapps\luka711\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "d:\program files\steam\steamapps\luka711\half-life 2 episode two\ep2" "D:\half-life2\my_level\level01"

Valve Software - vvis.exe (May 19 2009)
1 threads
reading d:\half-life2\my_level\level01.bsp
reading d:\half-life2\my_level\level01.prt
259 portalclusters
553 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 (1)
Optimized: 40 visible clusters (0.00%)
Total clusters visible: 11239
Average clusters visible: 43
Building PAS...
Average clusters audible: 97
visdatasize:12706 compressed from 20720
writing d:\half-life2\my_level\level01.bsp
1 second elapsed

** Executing...
** Command: "d:\program files\steam\steamapps\luka711\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "d:\program files\steam\steamapps\luka711\half-life 2 episode two\ep2" "D:\half-life2\my_level\level01"

Valve Software - vrad.exe SSE (May 19 2009)

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

Loading d:\half-life2\my_level\level01.bsp
Setting up ray-trace acceleration structure... Done (1.41 seconds)
1846 faces
217085 square feet [31260362.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1846 patches before subdivision
21966 patches after subdivision
69 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (15)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (9)
transfers 1475235, max 264
transfer lists: 11.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(91005, 72195, 63997)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(12024, 7108, 5650)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(1742, 740, 513)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(262, 78, 47)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(41, 8, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(6, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0270 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (9)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (11)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 92/1024 4416/49152 ( 9.0%)
brushes 347/8192 4164/98304 ( 4.2%)
brushsides 2346/65536 18768/524288 ( 3.6%)
planes 2660/65536 53200/1310720 ( 4.1%)
vertexes 3261/65536 39132/786432 ( 5.0%)
nodes 1438/65536 46016/2097152 ( 2.2%)
texinfos 499/12288 35928/884736 ( 4.1%)
texdata 33/2048 1056/65536 ( 1.6%)
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 1846/65536 103376/3670016 ( 2.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1133/65536 63448/3670016 ( 1.7%)
leaves 1531/65536 48992/2097152 ( 2.3%)
leaffaces 2174/65536 4348/131072 ( 3.3%)
leafbrushes 651/65536 1302/131072 ( 1.0%)
areas 4/256 32/2048 ( 1.6%)
surfedges 13416/512000 53664/2048000 ( 2.6%)
edges 7579/256000 30316/1024000 ( 3.0%)
LDR worldlights 68/8192 5984/720896 ( 0.8%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 126/32768 1260/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2100/65536 4200/131072 ( 3.2%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 3/512 1056/180224 ( 0.6%)
LDR lightdata [variable] 977892/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 12706/16777216 ( 0.1%)
entdata [variable] 176544/393216 (44.9%)
LDR ambient table 1531/65536 6124/262144 ( 2.3%)
HDR ambient table 1531/65536 6124/262144 ( 2.3%)
LDR leaf ambient 5470/65536 153160/1835008 ( 8.3%)
HDR leaf ambient 1531/65536 42868/1835008 ( 2.3%)
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] 1/10184 ( 0.0%)
pakfile [variable] 106647/0 ( 0.0%)
physics [variable] 155623/4194304 ( 3.7%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 5102
Writing d:\half-life2\my_level\level01.bsp
46 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "D:\half-life2\my_level\level01.bsp" "d:\program files\steam\steamapps\luka711\half-life 2 episode two\ep2\maps\level01.bsp"


** Executing...
** Command: d:\program files\steam\steam.exe
** Parameters: -applaunch 420 -game "d:\program files\steam\steamapps\luka711\half-life 2 episode two\ep2" +map "level01"
Лог консоли получить не удалось.
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Backbreaker
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#2 Сообщение 22.08.2009, 13:23

Твой лог показывает, что карта вообще не скомпилировалась
make_triangles:calc_triangle_representation: Cannot convert
Description:
Usually preceded by some coordinates, the best explanation I can give at the moment is that this is caused by certain models (a b0rked subpart). In particular the "/wasteland/InteriorFence002d.mdl"-model. I've also heard small panes of glass and some other (even self-made) models can cause this error to occur, as do some freaky regular brushes. This error can also be caused by bad displacements.
If it is displacements they may fail to collide with vehicles and physics objects on the triangles that are causing a problem. Parts of the displacement may still work others may not.

Solution:
You can look for ages to find the model causing the problem, after hiding all your models first and see if that is causing your problem. Once found, you can decide to reconstruct that model, there doesn't seem to be a real error in the model itself though. In other words, leave it be, it won't hurt you. Unless you bite first! It may be the case that the game will not load the map because of this error. It would present you with a pup-up with the beloved memory error.
The displacement problem as of right now has only 1 solution and it is to delete the displacement. If its a brush, find it with Cordon Tools and delete it.
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