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 Thema: hl2.exe "Funktioniert nicht mehr"
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PsychoBlondie87

Arctic
Hallo Liebe Community.,

Wäre Euch dankbar wenn ihr mir schnell könntet helfen. Habe folgendes Problem.

Habe an meiner Map gemappt, dann wollte ich sie hochladen, dann kam nen Fehler von wegen "line 55596: error 7", denn habe ich dann behoben. Nun kann ich sie wieder hochladen. Dann Startet ja CSS und will die Hochgeladene Map starten, und dann ladet er ganz kurz und dann machts "schwuup"

Habe die VMF-Datei mal Hochgeladen. Es passiert nur bei der Map die anderen gehen.
https://rapidshare.com/files/2337309297/fy_Timesplitter.vmf

hl2.exe funktioniert nicht mehr / Programm schliessen

"Was kann ich da nun tuen".?

P.s.: Habe schon in anderen Beiträge gelesen, die waren mir aber nicht von Hilfe

Besten Dank bereits im Vorraus
[Dieser Beitrag wurde 1 mal editiert; zum letzten Mal von PsychoBlondie87 am 30.05.2011 10:18]
29.05.2011 10:16:57  Zum letzten Beitrag
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PsychoBlondie87

Arctic
Habe es nach der anweisung gemacht, ging aber nicht..
grml

http://www.youtube.com/watch?v=4ufVNDndhVw

LG
[Dieser Beitrag wurde 1 mal editiert; zum letzten Mal von PsychoBlondie87 am 29.05.2011 19:21]
29.05.2011 19:01:27  Zum letzten Beitrag
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Joggl²

AUP Joggl² 22.07.2016
poste mal das log des compilers.
31.05.2011 0:01:22  Zum letzten Beitrag
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PsychoBlondie87

Arctic
** Executing...
** Command: "c:\program files\steam\steamapps\psychoblondie\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\psychoblondie\counter-strike source\cstrike" "E:\Patrick\05.03.2011 Formatierung\psychoblondie\sourcesdk_content\cstrike\mapsrc\fy_Timesplitter.vmf"

Valve Software - vbsp.exe (Jul 7 2010)
2 threads
materialPath: c:\program files\steam\steamapps\psychoblondie\counter-strike source\cstrike\materials
Loading E:\Patrick\05.03.2011 Formatierung\psychoblondie\sourcesdk_content\cstrike\mapsrc\fy_Timesplitter.vmf
Could not locate 'GameData' key in c:\program files\steam\steamapps\psychoblondie\counter-strike source\cstrike\gameinfo.txt
Patching WVT material: maps/fy_timesplitter/perftest/blendrockdirt001a_wvt_patch
Patching WVT material: maps/fy_timesplitter/nature/short_red_grass_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
**** leaked ****
Entity prop_physics (-3729.56 3969.17 -745.67) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0 5408.0 -1032.0)
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 (3072.0 5408.0 3144.0)
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 (3072.0 5920.0 1056.0)
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 (3584.0 6144.0 1056.0)
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 (4096.0 5632.0 1056.0)
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 (3072.0 4608.0 -1032.0)
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 (3072.0 4608.0 3144.0)
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 (4096.0 4608.0 1056.0)
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:

*** 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 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 (2) (477477 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3982 texinfos to 2147
Reduced 36 texdatas to 30 (889 bytes to 738)
Writing E:\Patrick\05.03.2011 Formatierung\psychoblondie\sourcesdk_content\cstrike\mapsrc\fy_Timesplitter.bsp
8 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\psychoblondie\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\psychoblondie\counter-strike source\cstrike" "E:\Patrick\05.03.2011 Formatierung\psychoblondie\sourcesdk_content\cstrike\mapsrc\fy_Timesplitter"

Valve Software - vvis.exe (Jul 7 2010)
2 threads
reading e:\patrick\05.03.2011 formatierung\psychoblondie\sourcesdk_content\cstrike\mapsrc\fy_Timesplitter.bsp
reading e:\patrick\05.03.2011 formatierung\psychoblondie\sourcesdk_content\cstrike\mapsrc\fy_Timesplitter.prt
LoadPortals: couldn't read e:\patrick\05.03.2011 formatierung\psychoblondie\sourcesdk_content\cstrike\mapsrc\fy_Timesplitter.prt


** Executing...
** Command: "c:\program files\steam\steamapps\psychoblondie\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\psychoblondie\counter-strike source\cstrike" "E:\Patrick\05.03.2011 Formatierung\psychoblondie\sourcesdk_content\cstrike\mapsrc\fy_Timesplitter"

Valve Software - vrad.exe SSE (Jul 7 2010)

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

Loading e:\patrick\05.03.2011 formatierung\psychoblondie\sourcesdk_content\cstrike\mapsrc\fy_Timesplitter.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.72 seconds)
10700 faces
4357085 square feet [627420352.00 square inches]
1 Displacements
148 Square Feet [21312.00 Square Inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (4)
Build Patch/Sample Hash Table(s).....Done<0.4108 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (16)
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 (24)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 394/1024 18912/49152 (38.5%)
brushes 1127/8192 13524/98304 (13.8%)
brushsides 9253/65536 74024/524288 (14.1%)
planes 10586/65536 211720/1310720 (16.2%)
vertexes 14412/65536 172944/786432 (22.0%)
nodes 6201/65536 198432/2097152 ( 9.5%)
texinfos 2147/12288 154584/884736 (17.5%)
texdata 30/2048 960/65536 ( 1.5%)
dispinfos 1/0 176/0 ( 0.0%)
disp_verts 25/0 500/0 ( 0.0%)
disp_tris 32/0 64/0 ( 0.0%)
disp_lmsamples 480/0 480/0 ( 0.0%)
faces 10700/65536 599200/3670016 (16.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 4553/65536 254968/3670016 ( 6.9%)
leaves 6596/65536 211072/2097152 (10.1%)
leaffaces 11900/65536 23800/131072 (18.2%)
leafbrushes 2825/65536 5650/131072 ( 4.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 65406/512000 261624/2048000 (12.8%)
edges 34842/256000 139368/1024000 (13.6%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 633/32768 6330/327680 ( 1.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 9801/65536 19602/131072 (15.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 11643016/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 402720/393216 (102.4%) VERY FULL!
LDR ambient table 6596/65536 26384/262144 (10.1%)
HDR ambient table 6596/65536 26384/262144 (10.1%)
LDR leaf ambient 4332/65536 121296/1835008 ( 6.6%)
HDR leaf ambient 6596/65536 184688/1835008 (10.1%)
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] 212527/0 ( 0.0%)
physics [variable] 477477/4194304 (11.4%)
physics terrain [variable] 69/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 25815
Writing e:\patrick\05.03.2011 formatierung\psychoblondie\sourcesdk_content\cstrike\mapsrc\fy_Timesplitter.bsp
45 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "E:\Patrick\05.03.2011 Formatierung\psychoblondie\sourcesdk_content\cstrike\mapsrc\fy_Timesplitter.bsp" "c:\program files\steam\steamapps\psychoblondie\counter-strike source\cstrike\maps\fy_Timesplitter.bsp"


** Executing...
** Command: c:\program files\steam\steam.exe
** Parameters: -applaunch 240 -game "c:\program files\steam\steamapps\psychoblondie\counter-strike source\cstrike" +map "fy_Timesplitter"
31.05.2011 9:47:23  Zum letzten Beitrag
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Joggl²

AUP Joggl² 22.07.2016
...
klare Sache: du hast ein Leak, welches dann ein paar andere Fehler provoziert.

Du musst eigentlich nur das Leak finden und verschlißen, dann sollte das wieder funktionieren.

Wenn du nicht weißt, was ein Leak ist, dann gibts hier die Kurzform:
Du musst deine Map vom Void (der schwarze Raum, in dem du deine Map hast) abgrenzen. Dies macht man ganz klassisch mit Brushs. Wahrscheinlich hast du irgendwo eine Lücke zwischen in deiner Skybox, die deine Map nicht ganz umgibt. Oder halt wo anders.
31.05.2011 16:11:46  Zum letzten Beitrag
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PsychoBlondie87

Arctic
hmm habe lange gesucht aber nichts gefunden nun habe ich wie du gesagt hast die ganze map nochmals eingepackt. Nun sollte kein leak mehr vorhanden sein.

Aber irgentwie passt es immer noch nicht. Ev. würds ja auch bischen helfen wenn ich bischen besser Englscih könnte


** Executing...
** Command: "c:\program files\steam\steamapps\psychoblondie\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\psychoblondie\counter-strike source\cstrike" "E:\Patrick\05.03.2011 Formatierung\psychoblondie\sourcesdk_content\cstrike\mapsrc\fy_Timesplitter.vmf"

Valve Software - vbsp.exe (Jul 7 2010)
2 threads
materialPath: c:\program files\steam\steamapps\psychoblondie\counter-strike source\cstrike\materials
Loading E:\Patrick\05.03.2011 Formatierung\psychoblondie\sourcesdk_content\cstrike\mapsrc\fy_Timesplitter.vmf
Could not locate 'GameData' key in c:\program files\steam\steamapps\psychoblondie\counter-strike source\cstrike\gameinfo.txt
Patching WVT material: maps/fy_timesplitter/perftest/blendrockdirt001a_wvt_patch
Patching WVT material: maps/fy_timesplitter/nature/short_red_grass_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 (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 (0)
writing E:\Patrick\05.03.2011 Formatierung\psychoblondie\sourcesdk_content\cstrike\mapsrc\fy_Timesplitter.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 (2) (479813 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3990 texinfos to 2136
Reduced 36 texdatas to 30 (889 bytes to 738)
Writing E:\Patrick\05.03.2011 Formatierung\psychoblondie\sourcesdk_content\cstrike\mapsrc\fy_Timesplitter.bsp
8 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\psychoblondie\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\psychoblondie\counter-strike source\cstrike" "E:\Patrick\05.03.2011 Formatierung\psychoblondie\sourcesdk_content\cstrike\mapsrc\fy_Timesplitter"

Valve Software - vvis.exe (Jul 7 2010)
2 threads
reading e:\patrick\05.03.2011 formatierung\psychoblondie\sourcesdk_content\cstrike\mapsrc\fy_Timesplitter.bsp
reading e:\patrick\05.03.2011 formatierung\psychoblondie\sourcesdk_content\cstrike\mapsrc\fy_Timesplitter.prt
1429 portalclusters
4695 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (2)
PortalFlow: 0...1...
** Executing...
** Command: "c:\program files\steam\steamapps\psychoblondie\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\psychoblondie\counter-strike source\cstrike" "E:\Patrick\05.03.2011 Formatierung\psychoblondie\sourcesdk_content\cstrike\mapsrc\fy_Timesplitter"

Valve Software - vrad.exe SSE (Jul 7 2010)

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

Loading e:\patrick\05.03.2011 formatierung\psychoblondie\sourcesdk_content\cstrike\mapsrc\fy_Timesplitter.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.67 seconds)
12496 faces
7038518 square feet [1013546624.00 square inches]
1 Displacements
148 Square Feet [21312.00 Square Inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (6)
Build Patch/Sample Hash Table(s).....Done<0.6679 sec>
FinalLightFace: 0...1...2.
** Executing...
** Command: Copy File
** Parameters: "E:\Patrick\05.03.2011 Formatierung\psychoblondie\sourcesdk_content\cstrike\mapsrc\fy_Timesplitter.bsp" "c:\program files\steam\steamapps\psychoblondie\counter-strike source\cstrike\maps\fy_Timesplitter.bsp"


** Executing...
** Command: c:\program files\steam\steam.exe
** Parameters: -applaunch 240 -game "c:\program files\steam\steamapps\psychoblondie\counter-strike source\cstrike" +map "fy_Timesplitter"
01.06.2011 0:26:09  Zum letzten Beitrag
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Killermonk

X-Mas Arctic
Also vrad und vvis hast du absichtlich abgebrochen, oder?
Ich sehe auf Anhieb nichts falsches, hatte jedoch nach einem CSS Patch den selben Fehler ohne auch nur irgendwas an meiner Map zu ändern.
Gib auch mal deinem Dateiordner einen Namen ohne Punkt. Also:
05.03.2011 -> 05_03_2011
Werde nachher nochmal versuchen mich des Problemes anzunehmen.
HF
06.06.2011 7:59:00  Zum letzten Beitrag
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PsychoBlondie87

Arctic
Ja vrad und vvis habe ich extra abgebrochen weil ich keine Rückmeldung mehr bekamm..
Hier denn abschnitt ab wann ich keine Rückmeldung bekamm und ich vrad und vvis abgebrochen habe.

_________________________________________________________

** Executing...
** Command: "c:\program files\steam\steamapps\psychoblondie\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\psychoblondie\counter-strike source\cstrike" "C:\Program Files\Steam\SteamApps\psychoblondie\sourcesdk_content\cstrike\mapsrc\fy_Polarstation.vmf"

Valve Software - vbsp.exe (Jul 7 2010)
2 threads
materialPath: c:\program files\steam\steamapps\psychoblondie\counter-strike source\cstrike\materials
Loading C:\Program Files\Steam\SteamApps\psychoblondie\sourcesdk_content\cstrike\mapsrc\fy_Polarstation.vmf
Could not locate 'GameData' key in c:\program files\steam\steamapps\psychoblondie\counter-strike source\cstrike\gameinfo.txt
Patching WVT material: maps/fy_polarstation/perftest/blendrockdirt001a_wvt_patch
Patching WVT material: maps/fy_polarstation/nature/short_red_grass_wvt_patch
fixing up env_cubemap materials on brush sides...
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 (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 C:\Program Files\Steam\SteamApps\psychoblondie\sourcesdk_content\cstrike\mapsrc\fy_Polarstation.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... --> Keine Rückmeldung
06.06.2011 15:46:00  Zum letzten Beitrag
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PsychoBlondie87

Arctic
Ihr könnt mir auch nicht mehr helfen., oder.? traurig Was ich noch machen könnte was aber obermühsam ist die ganze map schritt für schritt zu kopieren und dann immer zu Testen ob sie funktioniert. grml

Lg und nochmals Danke
19.06.2011 10:11:54  Zum letzten Beitrag
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Killermonk

X-Mas Arctic
Ich habe mir die Map angeschaut und gemerkt das noch jede Menge Anfängerfehler gemacht worden sind und habe keine Lust alle Fehler zu beheben um herauszufinden an welchem es nun liegt. Des weiteren habe ich wegen Studium/Arbeit keine Zeit und ich denke den anderen wird es genausogehen. Schau dir ein paar Guides an und bastle die Map mal systematisch nach den Tutorials um Fehler zu vermeiden.

Schau mal nach "Building Physics collision data...". Ob du alle Physics korrekt gesetzt hast, die keinen Boden schneiden oder andere Probleme aufrufen.

Naja muss Zur Vorlesung Augenzwinkern
BB
20.06.2011 8:43:26  Zum letzten Beitrag
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 Thema: hl2.exe "Funktioniert nicht mehr"


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