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Hallo Leute. Ich hab zwei kleine Fehler in meiner fast fertigen Map drin, die ich mir nicht erklären kann. Also erstens ist meine Map nochmal über der eigentlichen Map zu sehn. Besser seht ihrs im Screenshot. Ich nehme an das hat was mit dem sky_camera Entity zu tun. http://tinypic.com/view.php?pic=33axg8n&s=5
Als zweites sind am Rand der Karte so eine Art Löcher oder Krater, obwohl im Editor alles sauber aneinander liegt. http://tinypic.com/view.php?pic=wrl211&s=5
Der Compiler meldet auch einen Displacementfehler, obwohl ich gar kein Displacement verwendet habe:
** Executing... ** Command: "c:\program files\steam\steamapps\cadus833\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "c:\program files\steam\steamapps\cadus833\counter-strike source\cstrike" "C:\Users\Phill\Desktop\Valve Maps\cs_scenery.vmf"
Valve Software - vbsp.exe (Oct 25 2011) 4 threads materialPath: c:\program files\steam\steamapps\cadus833\counter-strike source\cstrike\materials Loading C:\Users\Phill\Desktop\Valve Maps\cs_scenery.vmf Could not locate 'GameData' key in c:\program files\steam\steamapps\cadus833\counter-strike source\cstrike\gameinfo.txt 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) FixTjuncs... PruneNodes... WriteBSP... done (1) writing C:\Users\Phill\Desktop\Valve Maps\cs_scenery.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) (481348 bytes) Error loading studio model ""! Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 452 texinfos to 375 Reduced 22 texdatas to 20 (397 bytes to 352) Writing C:\Users\Phill\Desktop\Valve Maps\cs_scenery.bsp 5 seconds elapsed
** Executing... ** Command: "c:\program files\steam\steamapps\cadus833\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "c:\program files\steam\steamapps\cadus833\counter-strike source\cstrike" "C:\Users\Phill\Desktop\Valve Maps\cs_scenery"
Valve Software - vvis.exe (Oct 25 2011) 4 threads reading c:\users\phill\desktop\valve maps\cs_scenery.bsp reading c:\users\phill\desktop\valve maps\cs_scenery.prt 1 portalclusters 0 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 (0) Optimized: 0 visible clusters (0.00%) Total clusters visible: 1 Average clusters visible: 1 Building PAS... Average clusters audible: 1 visdatasize:14 compressed from 16 writing c:\users\phill\desktop\valve maps\cs_scenery.bsp 0 seconds elapsed
** Executing... ** Command: "c:\program files\steam\steamapps\cadus833\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "c:\program files\steam\steamapps\cadus833\counter-strike source\cstrike" "C:\Users\Phill\Desktop\Valve Maps\cs_scenery"
Valve Software - vrad.exe SSE (Oct 25 2011)
Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad']
Loading c:\users\phill\desktop\valve maps\cs_scenery.bsp Setting up ray-trace acceleration structure... Done (3.22 seconds) 11707 faces 43 degenerate faces 1353684 square feet [194930608.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 11664 patches before subdivision 51826 patches after subdivision sun extent from map=0.000000 19 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (12) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (125) transfers 11820243, max 3492 transfer lists: 90.2 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(466168, 451838, 460317) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(46685, 38586, 37337) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(13619, 10282, 9236) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(4548, 3952, 4004) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(1064, 836, 832) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(544, 500, 527) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #7 added RGB(122, 103, 109) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(68, 66, 71) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #9 added RGB(15, 14, 15) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(9, 9, 10) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #11 added RGB(2, 2, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #12 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #13 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0269 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (19) 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 75/1024 3600/49152 ( 7.3%) brushes 1199/8192 14388/98304 (14.6%) brushsides 7989/65536 63912/524288 (12.2%) planes 4446/65536 88920/1310720 ( 6.8%) vertexes 21424/65536 257088/786432 (32.7%) nodes 4671/65536 149472/2097152 ( 7.1%) texinfos 375/12288 27000/884736 ( 3.1%) texdata 20/2048 640/65536 ( 1.0%) 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 11707/65536 655592/3670016 (17.9%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 5944/65536 332864/3670016 ( 9.1%) leaves 4747/65536 151904/2097152 ( 7.2%) leaffaces 13307/65536 26614/131072 (20.3%) leafbrushes 1931/65536 3862/131072 ( 2.9%) areas 2/256 16/2048 ( 0.8%) surfedges 88660/512000 354640/2048000 (17.3%) edges 46563/256000 186252/1024000 (18.2%) LDR worldlights 19/8192 1672/720896 ( 0.2%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 105/32768 1050/327680 ( 0.3%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 3366/65536 6732/131072 ( 5.1%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 3559452/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 14/16777216 ( 0.0%) entdata [variable] 72485/393216 (18.4%) LDR ambient table 4747/65536 18988/262144 ( 7.2%) HDR ambient table 4747/65536 18988/262144 ( 7.2%) LDR leaf ambient 9672/65536 270816/1835008 (14.8%) HDR leaf ambient 4747/65536 132916/1835008 ( 7.2%) 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] 1/18868 ( 0.0%) pakfile [variable] 105671/0 ( 0.0%) physics [variable] 481348/4194304 (11.5%) physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 41440 Writing c:\users\phill\desktop\valve maps\cs_scenery.bsp 2 minutes, 57 seconds elapsed
** Executing... ** Command: Copy File ** Parameters: "C:\Users\Phill\Desktop\Valve Maps\cs_scenery.bsp" "c:\program files\steam\steamapps\cadus833\counter-strike source\cstrike\maps\cs_scenery.bsp"
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