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Autor Beitrag
000
20.11.2011, 19:21
Sprudelwasser



Hallo,

seitdem ich das Licht in meiner Map verwende, sind an 3-4 Stellen die Textur Schwarz.[Screen http://img3.fotos-hochladen.net/uploads/unbenanntefk6pvqwdm.png [Ältere Version]
Egal wie hell ich es mache an den Stellen ändert sich nichts, auch wenn ich die Textur ändern würde was kann ich dagegen tun? Oder wo liegt das Problem?
Hatte leider solche probleme noch nicht.

Mfg

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001
20.11.2011, 19:30
eMo



Compilest du auf -fast?

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bla.. ich hab sowieso keine Ahnung ^^

de_italienvillage -> Beta-Phase.. bis jetzt nicht darüber hinausgekommen.

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002
20.11.2011, 20:09
Sprudelwasser



Nein ich compile alles immer nur mit Normal

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003
20.11.2011, 20:29
eatthefish



Compilelog pls

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Compilelog posten nicht vergessen!
Log Analyzer für Source.

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004
20.11.2011, 21:11
Sprudelwasser



Hier :

** Executing...
** Command: "
** Parameters: -game "

Valve Software - vbsp.exe (Oct 25 2011)
2 threads
materialPath: \cstrike\materials
Loading
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity env_sprite (-4016.00 2.00 -190.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-970.5 0.0 -171.5)
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 (-914.5 0.0 -171.5)
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 (-970.5 0.0 -47.5)
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 (-914.5 0.0 -47.5)
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 (-904.0 0.0 -124.0)
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 (-448.0 0.0 -124.0)
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 (-960.0 0.0 14.5)
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 (-448.0 0.0 14.5)
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:

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 8 detail faces...done (0)
Merging details...done (1)
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 (1) (735922 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1875 texinfos to 1157
Reduced 126 texdatas to 106 (4246 bytes to 3580)
Writing
4 seconds elapsed

** Executing...
** Command:
** Parameters: -game ""

Valve Software - vvis.exe (Oct 25 2011)
2 threads
reading
reading
LoadPortals: couldn't read

** Executing...
** Command:
** Parameters: -game

Valve Software - vrad.exe SSE (Oct 25 2011)

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

Loading
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (2.16 seconds)
8470 faces
179 degenerate faces
339238 square feet [48850360.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
36 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (8)
Build Patch/Sample Hash Table(s).....Done<0.0151 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (8)
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 (16)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 87/1024 4176/49152 ( 8.5%)
brushes 1915/8192 22980/98304 (23.4%)
brushsides 14221/65536 113768/524288 (21.7%)
planes 4748/65536 94960/1310720 ( 7.2%)
vertexes 12370/65536 148440/786432 (18.9%)
nodes 3424/65536 109568/2097152 ( 5.2%)
texinfos 1157/12288 83304/884736 ( 9.4%)
texdata 106/2048 3392/65536 ( 5.2%)
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 8470/65536 474320/3670016 (12.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 6656/65536 372736/3670016 (10.2%)
leaves 3512/65536 112384/2097152 ( 5.4%)
leaffaces 9639/65536 19278/131072 (14.7%)
leafbrushes 2532/65536 5064/131072 ( 3.9%)
areas 3/256 24/2048 ( 1.2%)
surfedges 73261/512000 293044/2048000 (14.3%)
edges 44461/256000 177844/1024000 (17.4%)
LDR worldlights 36/8192 3168/720896 ( 0.4%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 4/32768 48/393216 ( 0.0%)
waterstrips 437/32768 4370/327680 ( 1.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 32829/65536 65658/131072 (50.1%)
cubemapsamples 21/1024 336/16384 ( 2.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2295664/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 149579/393216 (38.0%)
LDR ambient table 3512/65536 14048/262144 ( 5.4%)
HDR ambient table 3512/65536 14048/262144 ( 5.4%)
LDR leaf ambient 8077/65536 226156/1835008 (12.3%)
HDR leaf ambient 3512/65536 98336/1835008 ( 5.4%)
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] 1/16030 ( 0.0%)
pakfile [variable] 2341565/0 ( 0.0%)
physics [variable] 735922/4194304 (17.5%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 29592
Writing xxx
34 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "xxx

** Executing...
** Command:
** Parameters: -applaunch 240 -game

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005
20.11.2011, 21:35
m_iace



Zitat:
Sprudelwasser postete
Nein ich compile alles immer nur mit Normal
Aber mit so vielen Fehlern, das das auch nichts bringt....

Verwende den Log Analyzer: http://www.thewall.de/analyzer.php

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