Hola Amigos! Como va todo! Llevo unos meses dedicándole unas horas al mapa ahora que tengo tiempo. Voy a grabar un vídeo nuevo u os subo unas fotos para que veáis los cambios que he ido haciendo. Quería comentaros un problemilla que tengo: Cuando pruebo el mapa compilado jugando con robots se cuelga el CSS de manera repentina (carga, sale la pantalla para elegir terro o poli y se cierra), no se por que sucede esto, si tenéis alguna explicación lógica? Gracias. Un saludo.
Podría ser porque el mapa tiene tantos fallos que se cierra xD Pero mira a ver si has puesto info_player_terroris y info_player_counterterrorist. Además, recuerda que no pueden estar tocando el suelo, deben estar algunos cuadros por encima de él.
Un saludo!
hmm… obviamente he colocado los infos de los terro y poli. Voy a variar la posición. El mapa que estoy desarrollando es bastante gigante podría ser ese un inconveniente?
Has mirado si te salen entidades? por que es posible que al compilar por algún error se te jodan las entidades.
Como si me aparecen las entidades? No te entiendo. He utilizado el cordon y he compilado una pequeña parte del mapa con un edificio, he cambiado la posicion de los spawn y los elevado un poco por si acaso pero no resulta nada agradable. El error es algo asi como hl2.exe dejo de funcionar, dice que encontro errores en el modulo client.dll (ni P* idea de lo que significa esto).
Lo normal, si te va bien el juego en otros mapas, es que tengas algun error en el tuyo. Lo que podrias hacer es copiarnos la consola de compilación (lo que te sale cuando compilas) y así podriamos ver si tiene algun fallo el mapa.
Si aun así nosotros no encontramos nada, seria que fueras revisando el mapa por si tienes leaks (fallos del mapa) como dejar un espacio abierto a la nada o cosas similares.
Perfecto, voy a compilar mi mapa y os pego el reporte de la consola haber si apreciáis algo.
Os he marcado en colores las partes donde he tenido dudas o donde creo que hay problemas. Se que es mucho, me basta con que comentéis los errores importantes que afecten al funcionamiento, lo demás pasarlo por alto ya iré investigando por mi parte.
Este es el chorizo de la consola:
** Executing… ** Command: “c:\program files (x86)\steam\steamapps\carpox\sourcesdk\bin\orangebox\bin\vbsp.exe” ** Parameters: -game “c:\program files (x86)\steam\steamapps\carpox\counter-strike source\cstrike” “c:\users\usuario\desktop\nueva carpeta\por_trozos\cs_coches_v3_29_1”
Valve Software - vbsp.exe (Oct 25 2011) 8 threads materialPath: c:\program files (x86)\steam\steamapps\carpox\counter-strike source\cstrike\materials Loading c:\users\usuario\desktop\nueva carpeta\por_trozos\cs_coches_v3_29_1.vmf ConVarRef mat_reduceparticles doesn’t point to an existing ConVar //Esto me suena, puede ser un agujero o un error serio?//
KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in file materials/mistexturas/parking.vmt LightmappedGeneric, KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in file materials/mistexturas/parking.vmt LightmappedGeneric, //Esto no entiendo el problema, algo pasa con la textura.//
Can’t find surfaceprop wall for material MISTEXTURAS/PARKING, using default Can’t find surfaceprop decals for material MY_TEXTURES/SE_VENDE, using default Can’t find surfaceprop decals for material MY_TEXTURES/SE_ALQUILA, using default Can’t find surfaceprop wall for material MY_TEXTURES/PENE_CERDO, using default Can’t find surfaceprop textil for material MY_TEXTURES/ALFOMBRA2, using default Can’t find surfaceprop stone for material DE_TIDES/TIDES_FLOOR_COBBLE_1, using default //Esto podría ser el archivo .vmt de la textura, habria que escribir alguna linea mas o añadir info.//
Could not locate ‘GameData’ key in c:\program files (x86)\steam\steamapps\carpox\counter-strike source\cstrike\gameinfo.txt //Esta linea me aparece desde hace bastante tiempo y no encuentro explicacion.//
Patching WVT material: maps/cs_coches_v3_29_1/nature/blendmilground008_2_plants_wvt_patch fixing up env_cubemap materials on brush sides… KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in file materials/MISTEXTURAS/PARKING.vmt LightmappedGeneric, KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in file materials/MISTEXTURAS/PARKING.vmt LightmappedGeneric, KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in file materials/MISTEXTURAS/PARKING.vmt LightmappedGeneric, KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in file materials/MISTEXTURAS/PARKING.vmt LightmappedGeneric, Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring… Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring… //No entiendo $crackmaterial?//
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 (1) 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 (1) writing c:\users\usuario\desktop\nueva carpeta\por_trozos\cs_coches_v3_29_1.prt…Building visibility clusters… done (1) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_09*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. //Esta admiracion indica algo, si podeis explicar…//
Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_09*.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) (1183473 bytes) Error! prop_static using model “models/props_wasteland/barricade002a.mdl”, which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model “models/props_wasteland/barricade002a.mdl”! Error! prop_static using model “models/props/cs_office/paper_towels.mdl”, which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model “models/props/cs_office/paper_towels.mdl”! Error! prop_static using model “models/props_lab/reciever_cart.mdl”, which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model “models/props_lab/reciever_cart.mdl”! Error! prop_static using model “models/props/cs_militia/paintbucket01.mdl”, which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model “models/props/cs_militia/paintbucket01.mdl”! Error! prop_static using model “models/props/cs_office/radio.mdl”, which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model “models/props/cs_office/radio.mdl”! Error! prop_static using model “models/props/de_inferno/potted_plant2.mdl”, which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model “models/props/de_inferno/potted_plant2.mdl”! //Estos errores creo que puedo arreglarlos cambiando el tipo de prop (static, dynamic, etc.)//
Placing detail props : 0…1…2…3…4…5…6…7…8…9…10 Compacting texture/material tables… Reduced 3360 texinfos to 1745 Reduced 305 texdatas to 249 (10669 bytes to 9013) Writing c:\users\usuario\desktop\nueva carpeta\por_trozos\cs_coches_v3_29_1.bsp 20 seconds elapsed
** Executing… ** Command: “c:\program files (x86)\steam\steamapps\carpox\sourcesdk\bin\orangebox\bin\vvis.exe” ** Parameters: -fast -game “c:\program files (x86)\steam\steamapps\carpox\counter-strike source\cstrike” “c:\users\usuario\desktop\nueva carpeta\por_trozos\cs_coches_v3_29_1”
Valve Software - vvis.exe (Oct 25 2011) fastvis = true 8 threads reading c:\users\usuario\desktop\nueva carpeta\por_trozos\cs_coches_v3_29_1.bsp reading c:\users\usuario\desktop\nueva carpeta\por_trozos\cs_coches_v3_29_1.prt 4392 portalclusters 13705 numportals BasePortalVis: 0…1…2…3…4…5…6…7…8…9…10 (12) Optimized: 1002922 visible clusters (0.00%) Total clusters visible: 14892511 Average clusters visible: 3390 Building PAS… Average clusters audible: 4380 visdatasize:4670991 compressed from 4848768 writing c:\users\usuario\desktop\nueva carpeta\por_trozos\cs_coches_v3_29_1.bsp 17 seconds elapsed
** Executing… ** Command: “c:\program files (x86)\steam\steamapps\carpox\sourcesdk\bin\orangebox\bin\vrad.exe” ** Parameters: -bounce 2 -noextra -game “c:\program files (x86)\steam\steamapps\carpox\counter-strike source\cstrike” “c:\users\usuario\desktop\nueva carpeta\por_trozos\cs_coches_v3_29_1”
Valve Software - vrad.exe SSE (Oct 25 2011)
Valve Radiosity Simulator 8 threads [Reading texlights from ‘lights.rad’] [1 texlights parsed from ‘lights.rad’]
Loading c:\users\usuario\desktop\nueva carpeta\por_trozos\cs_coches_v3_29_1.bsp Setting up ray-trace acceleration structure… Done (4.72 seconds) 13923 faces 40 degenerate faces 1677111 square feet [241504000.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 13883 patches before subdivision zero area child patch 123175 patches after subdivision sun extent from map=0.000000 can’t solve quadratic for light 30.000000 30.000000 can’t solve quadratic for light 15.000000 15.000000 //No entiendo este fragmento, supone problemas?//
176 direct lights BuildFacelights: 0…1…2…3…4…5…6…7…8. WARNING: Too many light styles on a face at (-4266.700195, 132.320007, 65.000000) //Esto lo entiendo, las luces de los coches de policía hay varias juntas. Se compila bien en el juego, creo que no da problems.//
…9…10 (19) BuildVisLeafs: 0…1…2…3…4…5…6…7…8…9…10 (83) transfers 34236131, max 3480 transfer lists: 261.2 megs GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1) Bounce #1 added RGB(851780, 784824, 616665) GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1) Bounce #2 added RGB(323363, 269371, 174097) Build Patch/Sample Hash Table(s)…Done<0.0738 sec> FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (13) 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 (17) Writing leaf ambient…done Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
models 199/1024 9552/49152 (19.4%) brushes 3237/8192 38844/98304 (39.5%) brushsides 22141/65536 177128/524288 (33.8%) planes 10328/65536 206560/1310720 (15.8%) vertexes 24019/65536 288228/786432 (36.7%) nodes 9760/65536 312320/2097152 (14.9%) texinfos 1745/12288 125640/884736 (14.2%) texdata 249/2048 7968/65536 (12.2%) 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 13923/65536 779688/3670016 (21.2%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 8680/65536 486080/3670016 (13.2%) leaves 9960/65536 318720/2097152 (15.2%) leaffaces 16045/65536 32090/131072 (24.5%) leafbrushes 6073/65536 12146/131072 ( 9.3%) areas 2/256 16/2048 ( 0.8%) surfedges 102356/512000 409424/2048000 (20.0%) edges 62801/256000 251204/1024000 (24.5%) LDR worldlights 176/8192 15488/720896 ( 2.1%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 1571/32768 15710/327680 ( 4.8%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 25737/65536 51474/131072 (39.3%) cubemapsamples 2/1024 32/16384 ( 0.2%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 6619368/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 4670991/16777216 (27.8%) entdata [variable] 306750/393216 (78.0%) LDR ambient table 9960/65536 39840/262144 (15.2%) HDR ambient table 9960/65536 39840/262144 (15.2%) LDR leaf ambient 32710/65536 915880/1835008 (49.9%) HDR leaf ambient 9960/65536 278880/1835008 (15.2%) 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] 1/22296 ( 0.0%) pakfile [variable] 347088/0 ( 0.0%) physics [variable] 1183473/4194304 (28.2%) physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 39793 Writing c:\users\usuario\desktop\nueva carpeta\por_trozos\cs_coches_v3_29_1.bsp 2 minutes, 20 seconds elapsed
** Executing… ** Command: Copy File ** Parameters: “c:\users\usuario\desktop\nueva carpeta\por_trozos\cs_coches_v3_29_1.bsp” “c:\program files (x86)\steam\steamapps\carpox\counter-strike source\cstrike\maps\cs_coches_v3_29_1.bsp”
** Executing… ** Command: “c:\program files (x86)\steam\steamapps\carpox\counter-strike source\hl2.exe” ** Parameters: -allowdebug -game “c:\program files (x86)\steam\steamapps\carpox\counter-strike source\cstrike” +map “cs_coches_v3_29_1”
Vale, aquí tienes los fallos:
[code]keyvalues error: recursiveloadfrombuffer: got eof instead of keyname in file materials/mistexturas/parking.vmt
Description: There was a problem parsing this texture ( materials/mistexturas/parking.vmt ). Looks like you forgot to close a (couple of) brackets in this file? Or perhaps a string not closed with a "?
Solution: Find the file, open it, and fix it. If you don’t know how, see below.
See also: Valve wiki: Materials[/code]
[code]warning: too many light styles on a face at (-4266.700195, 132.320007, 65.000000)
Description: There’s a face with too many different light styles of light shining on it. (more than six). For every switchable light (that is: any light that is named or has a custom appearance) shining on a face, vrad.exe makes a new lightstyle. Basically, it calculates how the face looks like when: -light 1 is on and light 2 is off -light 1 is on and light 2 is on -light 1 is off and light 2 is off -light 1 is off and light 2 is on I’m sure you understand how 6 switchable lights make 2 ^ 6 lightstyles, and how this enormous amount of memory has to be saved somehow. and limited.
Solution: To stop this error, remove lights, dont give the light names unless you need to, make sure certain lights dont shine on the face (max_shining distance or by blocking it with brushes) or simply dont use that much switchable lights. Dynamic lights are not used by vrad.exe thus dont count. Lights with the same names are counted as the same lights. Find the location of the error using the coordinates.
See also: Reference: Finding the cause of errors[/code]
[code]error loading studio model “models/props_wasteland/barricade002a.mdl”!
Description: You have used the wrong model with the wrong entity, or there is another reason the model couldn’t be loaded, like an invalid location, errors in the file etc.
Solution: Either change the model, or the entity (eg. like it says in the error, use a prop_physics, prop_dynamic or prop_physics_multiplayer) or whatever the compiler tells you you should use). Just as a thumb rule: -anything that can be picked up is prop_dynamic or prop_physics(_multiplayer) -anything thats completely static is prop_static (you may alsop recognise these with invisible backsides) -anything with dynamic shapes (eg. bodies, matrasses) is prop_ragdoll. There are exceptions offcourse, as allways. The GUI model browser shows you exactly what types of entity a model is suited for.
You can find the entity with the offending model using entity report. Enter for key ‘model’ and for value ‘models/props_wasteland/barricade002a.mdl’.
See also: WIKI: Prop types[/code]
[code]error! prop_static using model “models/props_wasteland/barricade002a.mdl”, which must be used on a dynamic entity (i.e. prop_physics). deleted.
Description: You have used the wrong model with the wrong entity.
Solution: Either change the model, or the entity (eg. like it says in the error, use a prop_physics, prop_dynamic or prop_physics_multiplayer or whatever the compiler tells you you should use). Just as a thumb rule: -anything that can be picked up is prop_dynamic or prop_physics(_multiplayer) -anything thats completely static is prop_static (you may alsop recognise these with invisible backsides) -anything with dynamic shapes (eg. bodies, matrasses) is prop_ragdoll There are exceptions offcourse, as allways. The GUI model browser lists all entity types compatible with a certain model
See also: WIKI: Prop types[/code]
[code]fastvis = true
Description: You seem to be running vvis in -fast mode. This is okay for testing purposes, but mind that this will cause:
Strange compile errors, like ‘cluster saw into cluster’ errors Strange errors ingame (including unexpected crashes) Hitting limits ingame, by skipping essential optimization processses Lower performance ingame
Solution: If you experience any of these problems, and don’t have any specific clues for the cause, please try to compile without the -fast option, see if that helps. If compiling without -fast is taking too long /seems to crash vvis, you may need to optimize your map using func_detail[/code]
[code]zero area child patch
Description: A solid in your level has a face with no area. My guess is that vrad.exe is trying to create a lightmap for a face that doesn’t exist. Maybe you have an invalid brush?
Solution: First check Hammers problemchecker (alt+p). If that doesn’t solve your problems, you can either ignore the error, or try to find it anyway using cordon tools. You would be looking for brushes which might be too complex. I wouldn’t recommend the second option.
See also: Reference: Finding the cause of unknown errors[/code]
Hala, te toca corregirlos xDDDDDDDD Si necesitas ayuda con alguno porque no sabes qué es avisa.
Un saludo!
Muchisimas gracias! Me voy a poner ahora con ello. Iré posteando mis progresos y te comento si tengo alguna duda.
Hola amigos! Después de tanto tiempo sin aparecer por aquí y a punto de tirar la toalla he conseguido solucionar el problema que os planteaba al principio de este post. He arreglado todos los defectos que tenía el escenario y he simplificado más los edificios. De momento ya puedo jugar con o sin bots, lo único que sin entidades, solo con los sólidos. He hecho distintas compilaciones con todas las entidades del mapa, pero al probar el juego con bots se vuelve a caer. Creo que puede ser debido al rendimiento, estoy empezando a optimizar el nivel asi que de momento me conformo con lo que tengo. Alguna sugerencia de los expertos…
Creo que podemos cerrar este tema… Si es posible podría continuarlo (para las sugerencias) en el post que tengo en la sección de mapas “Mapa de los coches”… para unificarlo todo pero bueno el admin es el que manda… si es posible…