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Autor Beitrag
000
03.03.2010, 22:56
countertorte Oo



Hallo leute,
ich arbeite immoment an einer Map welche einen größeren Teil an Wasser enthält.
Mein Problem ist, dass wenn ich auf einen WasserBrush schaue ändert sich die Textur von der normalen auf die cheap. Dachte es liegt am lod_control und hab damit mal ein bisschen gepsielt...ohne Veränderung.
Nach leaks in der Map hab ich schon gesucht und sonst läuft auch alles, nur dieser eine Brush nicht (die anderen Wasserbrushes funktionieren perfekt)

Hier sind zwei Ausschnitte der Map (sagen warsch nicht so viel)

http://img230.imageshack.us/i/texturedd1.jpg/
http://img704.imageshack.us/i/texturedd.jpg/

Hat jemand selber mal dieses Problem gehabt oder weiß vll wie man es lösen kann. Wär echt cool :)
Danke schonmal im Vorraus ;)

Torte

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001
03.03.2010, 22:56
countertorte Oo



** Executing...
** Command: "i:\steam\steamapps\-\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "i:\steam\steamapps\-\counter-strike source\cstrike" "i:\steam\steamapps\-\sourcesdk_content\cstrike\mapsrc\textured_d"

Valve Software - vbsp.exe (Dec 11 2006)
4 threads
materialPath: i:\steam\steamapps\-\counter-strike source\cstrike\materials
Loading i:\steam\steamapps\-\sourcesdk_content\cstrike\mapsrc\textured_d.vmf
Can't find surfaceprop stone for material STONE/INFFLRA, using default
Can't find surfaceprop stone for material STONE/INFWLLFTOP, using default
Can't find surfaceprop stone for material STONE/INFWLLC, using default
Can't find surfaceprop stone for material DE_TIDES/TIDES_FLOOR_STONE_2, using default
Can't find surfaceprop stone for material STONE/TIDSTAIRSATP, using default
Can't find surfaceprop stone for material DE_TIDES/TIDES_FLOOR_STONE_1, using default
Can't find surfaceprop stone for material DE_TIDES/TIDES_FLOOR_COBBLE_1, using default
Can't find surfaceprop door for material DE_TIDES/TIDES_STORAGEDOOR, using default
fixing up env_cubemap materials on brush sides...
env_cubemap pointing at deleted brushside near (608, 439, 0)
env_cubemap pointing at deleted brushside near (608, 439, 0)
env_cubemap pointing at deleted brushside near (608, 439, 0)
env_cubemap pointing at deleted brushside near (608, 439, 0)
env_cubemap pointing at deleted brushside near (608, 439, 0)
env_cubemap pointing at deleted brushside near (607, 438, 19)
env_cubemap pointing at deleted brushside near (607, 438, 19)
env_cubemap pointing at deleted brushside near (607, 438, 19)
ProcessBlock_Thread: 0...1...2...3...4Brush 38692: WARNING, microbrush
...5...6...7...8...9...10 (0)

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-39.2, 488.0, -68.9)
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: Brush 38692:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-27.0, 478.5, -74.7)
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: Brush 38692:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-57.8, 467.9, -75.7)
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: Brush 38692:

ProcessBlock_Thread: 0...1...2...3...4Brush 38692: WARNING, microbrush
...5...6...7...8...9...10 (0)

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-39.2, 488.0, -68.9)
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: Brush 38692:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-57.8, 467.9, -75.7)
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: Brush 38692:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-27.0, 478.5, -74.7)
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: Brush 38692:

Processing areas...done (0)
Building Faces...error: material maps/textured_d/de_piranesi/marblefloor03_1267_409_100 doesn't have a $bottommaterial
error: material maps/textured_d/de_piranesi/marblefloor03_608_439_0 doesn't have a $bottommaterial
error: material maps/textured_d/de_piranesi/marblefloor03_-186_-66_-104 doesn't have a $bottommaterial
error: material maps/textured_d/de_piranesi/marblefloor03_608_439_0 doesn't have a $bottommaterial
done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1114 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
done (1)
writing i:\steam\steamapps\-\sourcesdk_content\cstrike\mapsrc\textured_d.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) (372018 bytes)
Error! prop_static using model "models/props_junk/garbage_newspaper001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_junk/garbage_newspaper001a.mdl"!
Error! prop_static using model "models/props/cs_italy/bananna_bunch.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/cs_italy/bananna_bunch.mdl"!
Error! prop_static using model "models/props_wasteland/kitchen_shelf001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_wasteland/kitchen_shelf001a.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...Material NATURE/BLENDMILGROUND008_2_PLANTS uses unknown detail object type militia_leaves_grass!
Material NATURE/BLENDMILGROUND008_2_PLANTS uses unknown detail object type militia_leaves_grass!
10
Compacting texture/material tables...
Reduced 955 texinfos to 574
Reduced 202 texdatas to 169 (6274 bytes to 5121)
Writing i:\steam\steamapps\-\sourcesdk_content\cstrike\mapsrc\textured_d.bsp
3 seconds elapsed

** Executing...
** Command: "i:\steam\steamapps\-\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -fast -game "i:\steam\steamapps\-\counter-strike source\cstrike" "i:\steam\steamapps\-\sourcesdk_content\cstrike\mapsrc\textured_d"

Valve Software - vvis.exe (Nov 8 2007)
fastvis = true
4 threads
reading i:\steam\steamapps\-\sourcesdk_content\cstrike\mapsrc\textured_d.bsp
reading i:\steam\steamapps\-\sourcesdk_content\cstrike\mapsrc\textured_d.prt
984 portalclusters
3903 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
Optimized: 17188 visible clusters (0.00%)
Total clusters visible: 873140
Average clusters visible: 887
Building PAS...
Average clusters audible: 983
visdatasize:247327 compressed from 251904
writing i:\steam\steamapps\-\sourcesdk_content\cstrike\mapsrc\textured_d.bsp
1 second elapsed

** Executing...
** Command: "i:\steam\steamapps\-\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters: -bounce 2 -noextra -game "i:\steam\steamapps\-\counter-strike source\cstrike" "i:\steam\steamapps\-\sourcesdk_content\cstrike\mapsrc\textured_d"

Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
4 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading i:\steam\steamapps\-\sourcesdk_content\cstrike\mapsrc\textured_d.bsp
3682 faces
1 degenerate faces
240274 square feet [34599480.00 square inches]
13 displacements
6690 square feet [963496.88 square inches]
3681 patches before subdivision
22476 patches after subdivision
62 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (20)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (23)
transfers 1606268, max 911
transfer lists: 12.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(154107, 123588, 65496)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(22237, 15989, 7559)
Build Patch/Sample Hash Table(s).....Done<0.0093 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 8/1024 384/49152 ( 0.8%)
brushes 1030/8192 12360/98304 (12.6%)
brushsides 7295/65536 58360/524288 (11.1%)
planes 4048/65536 80960/1310720 ( 6.2%)
vertexes 9244/65536 110928/786432 (14.1%)
nodes 1694/65536 54208/2097152 ( 2.6%)
texinfos 574/12288 41328/884736 ( 4.7%)
texdata 169/2048 5408/65536 ( 8.3%)
dispinfos 13/0 2288/0 ( 0.0%)
disp_verts 2509/0 50180/0 ( 0.0%)
disp_tris 4352/0 8704/0 ( 0.0%)
disp_lmsamples 19927/0 19927/0 ( 0.0%)
faces 3682/65536 206192/3670016 ( 5.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2334/65536 130704/3670016 ( 3.6%)
leaves 1703/65536 54496/2097152 ( 2.6%)
leaffaces 7096/65536 14192/131072 (10.8%)
leafbrushes 3792/65536 7584/131072 ( 5.8%)
areas 2/256 16/2048 ( 0.8%)
surfedges 27794/512000 111176/2048000 ( 5.4%)
edges 17753/256000 71012/1024000 ( 6.9%)
LDR worldlights 62/8192 5456/720896 ( 0.8%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 716/32768 7160/327680 ( 2.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 13986/65536 27972/131072 (21.3%)
cubemapsamples 7/1024 112/16384 ( 0.7%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1070360/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 247327/16777216 ( 1.5%)
entdata [variable] 40910/393216 (10.4%)
LDR leaf ambient 1703/65536 40872/1572864 ( 2.6%)
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] 1/22840 ( 0.0%)
pakfile [variable] 101023/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 372018/4194304 ( 8.9%)
==== Total Win32 BSP file data space used: 2953619 bytes ====

Total triangle count: 11130
Writing i:\steam\steamapps\-\sourcesdk_content\cstrike\mapsrc\textured_d.bsp
45 seconds elapsed

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002
03.03.2010, 23:00
tolio



vllt solltest du das hier erstma beseitigen:

Brush ##: WARNING, microbrush

Gefunden in:
Zeile 25, Zeile 54
Problem:
Einer der Brushes ist kleiner als die kleinste, noch erlaubte Brushgröße. Diese Größe wird in den Compilern festgelegt, kann aber durch einen Befehl geändert werden (VBSP: -micro #). Standard dabei ist 1.0.
Lösung:
Der Brush sollte verändert werden, das geht über die Brush Number (View &#8594; Go to brush number.. Strg+Shift+G).

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (X,Y,Z)

Gefunden in:
Zeile 28, Zeile 37, Zeile 46, Zeile 57, Zeile 66, Zeile 75
Problem:
Der Fehler ist unter anderem mit "Contents_Solid" eine häufige Begleiterscheinung eines Leaks.
Lösung:
Das Leak beheben. Falls es kein Leak ist, dann sollte der betreffende Brush neu und am besten vereinfacht gesetzt werden, damit der Fehler nicht mehr auftritt.

NODRAW on terrain surface!

Gefunden in:
Zeile 96
Problem:
Du hast die “tools/nodraw” Textur auf einer Displacement Map angewendet, dies ist unzuläßig!
Lösung:
Überprüfe jede Displacement Map nach der “tools/nodraw” Textur und tausche sie gegebenenfalls aus. Siehe auch http://thewall.de/content/half-life_2:tutorials:displacement_map

Error loading studio model '..'

Gefunden in:
Zeile 111, Zeile 113, Zeile 115
Problem:
In der Map befindet sich ein prop_ ohne Angabe eines Models oder das angegebene Model konnte nicht gefunden werden.
Lösung:
Das prop_ löschen oder den Pfad anpassen.

Material ".." uses unknown detail object type ".."!

Gefunden in:
Zeile 116, Zeile 117
Problem:
Die angegebene Textur soll detail_props verwenden, die aber im Mod nicht vorher definiert und daher nicht gefunden wurden
Lösung:
Die detail_props-Datei zur Angabe der detail_props fehlt.

Degenerate Faces

Gefunden in:
Zeile 158
Problem:
Du hast eine Fläche die keine Oberfläche (Face) besitzt, sprich du hast ein Dreieck und alle 3 Eckpunkte (Vertex) liegen aufeinander. Es reicht schon wenn 2 Eckpunkte von einem Dreieck aufeinander liegen. Geometrisch gesehen kann das nur zu einer Linie führen (2 Eckpunkte), wie wir Wissen hat eine Linie keine Fläche und so kommt dieser Fehler zustande. VRAD versucht dann anhand der Lightmap dieser nichtvorhandenen Fläche das Licht zu berechnen und gibt dann diese Fehlermeldung aus
Lösung:
Dieser Fehler könnte durch fehlerhafte Displacementmaps zustande gekommen sein, prüfe deine Displacements auf “Degenerate Faces”

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003
03.03.2010, 23:04
countertorte Oo



danke für die schneller und ausführlich antwort ;)
werd jetzt mal alles prüfen und dann meld ich mich wieder

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004
04.03.2010, 20:08
countertorte Oo



soo,
ich hab jetzt eigentlich alle Fehler behoben, aber mein Wasserproblem besteht immer noch x(

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005
04.03.2010, 20:22
tolio



dann nochmal den compile log pls

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006
04.03.2010, 22:36
countertorte Oo



** Executing...
** Command: "i:\steam\steamapps\-\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "i:\steam\steamapps\-\counter-strike source\cstrike" "i:\steam\steamapps\-\sourcesdk_content\cstrike\mapsrc\textured_d"

Valve Software - vbsp.exe (Dec 11 2006)
4 threads
materialPath: i:\steam\steamapps\-\counter-strike source\cstrike\materials
Loading i:\steam\steamapps\-\sourcesdk_content\cstrike\mapsrc\textured_d.vmf
Can't find surfaceprop stone for material STONE/INFFLRA, using default
Can't find surfaceprop stone for material STONE/INFWLLFTOP, using default
Can't find surfaceprop stone for material STONE/INFWLLC, using default
Can't find surfaceprop stone for material DE_TIDES/TIDES_FLOOR_STONE_2, using default
Can't find surfaceprop stone for material STONE/TIDSTAIRSATP, using default
Can't find surfaceprop stone for material DE_TIDES/TIDES_FLOOR_STONE_1, using default
Can't find surfaceprop stone for material DE_TIDES/TIDES_FLOOR_COBBLE_1, using default
Can't find surfaceprop door for material DE_TIDES/TIDES_STORAGEDOOR, using default
fixing up env_cubemap materials on brush sides...
env_cubemap pointing at deleted brushside near (607, 438, 19)
env_cubemap pointing at deleted brushside near (607, 438, 19)
env_cubemap pointing at deleted brushside near (607, 438, 19)
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...error: material maps/textured_d/de_piranesi/marblefloor03_1267_409_100 doesn't have a $bottommaterial
error: material maps/textured_d/de_piranesi/marblefloor03_608_439_0 doesn't have a $bottommaterial
error: material maps/textured_d/de_piranesi/marblefloor03_-186_-66_-104 doesn't have a $bottommaterial
error: material maps/textured_d/de_piranesi/marblefloor03_608_439_0 doesn't have a $bottommaterial
done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1116 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing i:\steam\steamapps\-\sourcesdk_content\cstrike\mapsrc\textured_d.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) (371834 bytes)
Error! prop_static using model "models/props_junk/garbage_newspaper001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_junk/garbage_newspaper001a.mdl"!
Error! prop_static using model "models/props/cs_italy/bananna_bunch.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/cs_italy/bananna_bunch.mdl"!
Error! prop_static using model "models/props_wasteland/kitchen_shelf001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_wasteland/kitchen_shelf001a.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 954 texinfos to 573
Reduced 202 texdatas to 169 (6267 bytes to 5114)
Writing i:\steam\steamapps\-\sourcesdk_content\cstrike\mapsrc\textured_d.bsp
3 seconds elapsed

** Executing...
** Command: "i:\steam\steamapps\-\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -fast -game "i:\steam\steamapps\-\counter-strike source\cstrike" "i:\steam\steamapps\-\sourcesdk_content\cstrike\mapsrc\textured_d"

Valve Software - vvis.exe (Nov 8 2007)
fastvis = true
4 threads
reading i:\steam\steamapps\-\sourcesdk_content\cstrike\mapsrc\textured_d.bsp
reading i:\steam\steamapps\-\sourcesdk_content\cstrike\mapsrc\textured_d.prt
983 portalclusters
3889 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
Optimized: 17171 visible clusters (0.00%)
Total clusters visible: 871236
Average clusters visible: 886
Building PAS...
Average clusters audible: 982
visdatasize:247137 compressed from 251648
writing i:\steam\steamapps\-\sourcesdk_content\cstrike\mapsrc\textured_d.bsp
1 second elapsed

** Executing...
** Command: "i:\steam\steamapps\-\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters: -bounce 2 -noextra -game "i:\steam\steamapps\-\counter-strike source\cstrike" "i:\steam\steamapps\-\sourcesdk_content\cstrike\mapsrc\textured_d"

Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
4 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading i:\steam\steamapps\-\sourcesdk_content\cstrike\mapsrc\textured_d.bsp
3673 faces
1 degenerate faces
240234 square feet [34593764.00 square inches]
13 displacements
6690 square feet [963496.88 square inches]
3672 patches before subdivision
22485 patches after subdivision
62 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (20)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (22)
transfers 1605599, max 910
transfer lists: 12.2 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(154042, 123543, 65494)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(22224, 15980, 7558)
Build Patch/Sample Hash Table(s).....Done<0.0093 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 8/1024 384/49152 ( 0.8%)
brushes 1029/8192 12348/98304 (12.6%)
brushsides 7285/65536 58280/524288 (11.1%)
planes 4032/65536 80640/1310720 ( 6.2%)
vertexes 9226/65536 110712/786432 (14.1%)
nodes 1692/65536 54144/2097152 ( 2.6%)
texinfos 573/12288 41256/884736 ( 4.7%)
texdata 169/2048 5408/65536 ( 8.3%)
dispinfos 13/0 2288/0 ( 0.0%)
disp_verts 2509/0 50180/0 ( 0.0%)
disp_tris 4352/0 8704/0 ( 0.0%)
disp_lmsamples 20187/0 20187/0 ( 0.0%)
faces 3673/65536 205688/3670016 ( 5.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2330/65536 130480/3670016 ( 3.6%)
leaves 1701/65536 54432/2097152 ( 2.6%)
leaffaces 7061/65536 14122/131072 (10.8%)
leafbrushes 3786/65536 7572/131072 ( 5.8%)
areas 2/256 16/2048 ( 0.8%)
surfedges 27714/512000 110856/2048000 ( 5.4%)
edges 17709/256000 70836/1024000 ( 6.9%)
LDR worldlights 62/8192 5456/720896 ( 0.8%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 713/32768 7130/327680 ( 2.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 13917/65536 27834/131072 (21.2%)
cubemapsamples 7/1024 112/16384 ( 0.7%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1069628/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 247137/16777216 ( 1.5%)
entdata [variable] 40778/393216 (10.4%)
LDR leaf ambient 1701/65536 40824/1572864 ( 2.6%)
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] 1/22842 ( 0.0%)
pakfile [variable] 101023/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 371834/4194304 ( 8.9%)
==== Total Win32 BSP file data space used: 2950291 bytes ====

Total triangle count: 11081
Writing i:\steam\steamapps\-\sourcesdk_content\cstrike\mapsrc\textured_d.bsp
44 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "i:\steam\steamapps\-\sourcesdk_content\cstrike\mapsrc\textured_d.bsp" "i:\steam\steamapps\-\counter-strike source\cstrike\maps\textured_d.bsp"

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007
06.03.2010, 21:38
countertorte Oo



Okay,
hab jetzt per Zufall die Quelle meines Problems gefunden.

Für alle die vielleicht das selbe Problem haben:

Ich hatte eine große Wasserfläche und zwei kleinere welche man in einem Bestimmten Winkel sehen konnte. Und irgendwie haben sich die nicht wirklich verstanden.
Auf jeden Fall besteht das Problem nicht mehr seit dem ich die kleineren Flächen gelöscht habe.
#

Gruß Torte

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Dieser Beitrag wurde am 06.03.2010 um 21:38 von countertorte Oo bearbeitet.
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008
08.03.2010, 19:22
countertorte Oo



-closed-

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