Willkommen ~Gast!
Registrieren || Einloggen || Hilfe/FAQ || Staff
Probleme mit der Registrierung im Forum? Melde dich unter registerEin Bild.
Autor Beitrag
000
22.05.2005, 01:42
SteelWolf



Der Log: ich weis sind noch ne menge bugs drin aber der leak der drin is is einfach nicht vorhanden!! ich find den nicht

Ich weis ja das vvis.exe nicht läuft wenn es nen leak gibt
aber es gibt keinen leak!
wenn ich das pointfile lade dann zeigt er mir eine rote linie irgendwo au0erhalb des levels
mein level hat jetzt mal zu testzweckeneine boden platte gekriegt (ich weis..noobig)
und die skybox wurde über den level gestülpt (offenes gelände)
hat halt keinen boden schließt aber "sealed" mit der bodenplatte ab
kein entity geht über die skybox oder die bodenplatte ?
Was mache ich falsch :(?

//Anhang: ich dachte nur walls können keine bottom textur haben? (@compile-log)
** Executing...
** Command: "c:\programme\steam\steamapps\peter.metznik@gmx.net\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\programme\steam\steamapps\peter.metznik@gmx.net\counter-strike source\cstrike" "C:\Programme\Steam\SteamApps\peter.metznik@gmx.net\sourcesdk_content\cstrike\mapsrc\de_industrial6"

Valve Software - vbsp.exe (Jan 19 2005)
1 threads
materialPath: c:\programme\steam\steamapps\peter.metznik@gmx.net\counter-strike source\cstrike\materials
Loading C:\Programme\Steam\SteamApps\peter.metznik@gmx.net\sourcesdk_content\cstrike\mapsrc\de_industrial6.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (6)
**** leaked ****
Entity func_monitor (2566.50 12815.10 303.29) leaked!
Processing areas...done (0)
Building Faces...error: material CONCRETE/CONCRETEWALL020A doesn't have a $bottommaterial
error: material CONCRETE/CONCRETEWALL020A doesn't have a $bottommaterial
error: material CONCRETE/CONCRETEWALL020A doesn't have a $bottommaterial
error: material CONCRETE/CONCRETEWALL020A doesn't have a $bottommaterial
error: material CONCRETE/CONCRETEWALL020A doesn't have a $bottommaterial
error: material CONCRETE/CONCRETEWALL020A doesn't have a $bottommaterial
error: material CONCRETE/CONCRETEWALL020A doesn't have a $bottommaterial
error: material CONCRETE/CONCRETEWALL020A doesn't have a $bottommaterial
error: material CONCRETE/CONCRETEWALL020A doesn't have a $bottommaterial
error: material CONCRETE/CONCRETEWALL020A doesn't have a $bottommaterial
done (1)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 132 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
Creating default cubemaps for env_cubemap using skybox sky_borealis01...
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...
Degenerate Triangle
(-656.40, -2059.48, 83.27), (-656.40, -2059.48, 83.27), (-656.40, -2012.53, 83.29)
Degenerate Triangle
(-656.40, -2059.48, 83.27), (-656.40, -2059.48, 83.27), (-656.40, -2012.53, 83.29)
----------------------Wären ca. 3 A4 seiten voll von der meldung mit anderen koords
(-231.38, -2435.00, 183.18), (-231.38, -2435.00, 183.18), (-160.54, -2435.00, 170.85)
done (23) (626793 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
Degenerate Triangle
(-656.40, -2059.48, 83.27), (-656.40, -2059.48, 83.27), (-656.40, -2012.53, 83.29)
Degenerate Triangle
(-656.40, -2059.48, 83.27), (-656.40, -2059.48, 83.27), (-656.40, -2012.53, 83.29)
Degenerate Triangle
--------------------wieder viel degenerate triangle...
Degenerate Triangle
(-302.21, -2435.00, 205.97), (-231.38, -2435.00, 183.18), (-302.21, -2435.00, 205.97)
Degenerate Triangle
(-231.38, -2435.00, 183.18), (-231.38, -2435.00, 183.18), (-302.21, -2435.00, 205.97)
Degenerate Triangle
(-231.38, -2435.00, 183.18), (-231.38, -2435.00, 183.18), (-160.54, -2435.00, 170.85)
done (9) (1062746 bytes)
Error! prop_static using model "models/props_debris/metal_panelchunk02e.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_debris/metal_panelchunk02e.mdl"!
Error! prop_static using model "models/props_c17/lamp_standard_off01.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/lamp_standard_off01.mdl"!
Error! prop_static using model "models/props_wasteland/barricade001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_wasteland/barricade001a.mdl"!
Error! prop_static using model "models/props_interiors/Furniture_chair03a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_interiors/Furniture_chair03a.mdl"!
Error loading studio model ""!
Error! prop_static using model "models/props/de_train/Barrel.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/de_train/Barrel.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Writing C:\Programme\Steam\SteamApps\peter.metznik@gmx.net\sourcesdk_content\cstrike\mapsrc\de_industrial6.bsp
2 minutes, 43 seconds elapsed
0.351219 0.813041 0.000000
-0.351219 -0.813940 0.000000
-0.403459 0.813041 0.000000
0.403459 0.813041 0.000000
make_triangles:calc_triangle_representation: Cannot convert
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 11

** Executing...
** Command: "c:\programme\steam\steamapps\peter.metznik@gmx.net\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\programme\steam\steamapps\peter.metznik@gmx.net\counter-strike source\cstrike" "C:\Programme\Steam\SteamApps\peter.metznik@gmx.net\sourcesdk_content\cstrike\mapsrc\de_industrial6"

Valve Software - vvis.exe (Dec 15 2004)
1 threads
reading c:\programme\steam\steamapps\peter.metznik@gmx.net\sourcesdk_content\cstrike\mapsrc\de_industrial6.bsp
reading c:\programme\steam\steamapps\peter.metznik@gmx.net\sourcesdk_content\cstrike\mapsrc\de_industrial6.prt
LoadPortals: couldn't read c:\programme\steam\steamapps\peter.metznik@gmx.net\sourcesdk_content\cstrike\mapsrc\de_industrial6.prt

** Executing...
** Command: "c:\programme\steam\steamapps\peter.metznik@gmx.net\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\programme\steam\steamapps\peter.metznik@gmx.net\counter-strike source\cstrike" "C:\Programme\Steam\SteamApps\peter.metznik@gmx.net\sourcesdk_content\cstrike\mapsrc\de_industrial6"

Valve Software - vrad.exe (Mar 8 2005)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\programme\steam\steamapps\peter.metznik@gmx.net\sourcesdk_content\cstrike\mapsrc\de_industrial6.bsp
No vis information, direct lighting only.
7247 faces
7 degenerate faces
863277 square feet [124311904.00 square inches]
6 displacements
13689 square feet [1971349.75 square inches]
28 direct lights
BuildFacelights: 0...1...2...3
WARNING: Too many light styles on a face (834,533,-190)

WARNING: Too many light styles on a face (626,533,-190)

WARNING: Too many light styles on a face (725,453,-190)
...
WARNING: Too many light styles on a face (809,540,-99)

WARNING: Too many light styles on a face (569,540,-115)

WARNING: Too many light styles on a face (736,460,-103)
4...5...6...7...8...9...10 (303)
Build Patch/Sample Hash Table(s).....Done<0.0991 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 41/1024 1968/49152 ( 4.0%)
brushes 1198/8192 14376/98304 (14.6%)
brushsides 7672/65536 61376/524288 (11.7%)
planes 4478/65536 89560/1310720 ( 6.8%)
vertexes 11669/65536 140028/786432 (17.8%)
nodes 3742/65536 119744/2097152 ( 5.7%)
texinfos 2388/12288 171936/884736 (19.4%)
texdata 155/2048 4960/65536 ( 7.6%)
dispinfos 6/0 1056/0 ( 0.0%)
disp_verts 1734/0 34680/0 ( 0.0%)
disp_tris 3072/0 6144/0 ( 0.0%)
disp_lmsamples 35148/0 35148/0 ( 0.0%)
faces 7247/65536 405832/3670016 (11.1%)
origfaces 4463/65536 249928/3670016 ( 6.8%)
leaves 3784/65536 211904/3670016 ( 5.8%)
leaffaces 9104/65536 18208/131072 (13.9%)
leafbrushes 2764/65536 5528/131072 ( 4.2%)
surfedges 52816/512000 211264/2048000 (10.3%)
edges 29924/256000 119696/1024000 (11.7%)
worldlights 28/8192 2464/720896 ( 0.3%)
waterstrips 641/32768 6410/327680 ( 2.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 12303/65536 24606/131072 (18.8%)
cubemapsamples 6/1024 96/16384 ( 0.6%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 3125468/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 60545/393216 (15.4%)
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] 1/22854 ( 0.0%)
pakfile [variable] 84723/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 626793/4194304 (14.9%)
==== Total Win32 BSP file data space used: 5834443 bytes ====

Linux Specific Data:
physicssurface [variable] 1062746/6291456 (16.9%)
==== Total Linux BSP file data space used: 6270396 bytes ====

Total triangle count: 20459
Writing c:\programme\steam\steamapps\peter.metznik@gmx.net\sourcesdk_content\cstrike\mapsrc\de_industrial6.bsp
5 minutes, 14 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Programme\Steam\SteamApps\peter.metznik@gmx.net\sourcesdk_content\cstrike\mapsrc\de_industrial6.bsp" "c:\programme\steam\steamapps\peter.metznik@gmx.net\counter-strike source\cstrike\maps\de_industrial6.bsp"

--

zum Seitenanfang zum Seitenende Profil || Suche
001
22.05.2005, 04:24
SteelWolf



....
oh mann
ok jetzt hab ich mie die koords von dem "leaked netity" angeguckt
hui..
Entity func_monitor (2566.50 12815.10 303.29) leaked!
sehr witzig... A) ich hab nur 2 monitore..und die sind mitten in der map
B) der entity report..sowie ein gründlicher chek des gebiets ergeben kein entity

kurz gesagt: Das entity das leaked, exisitert nicht(!)
Was tun?

--

zum Seitenanfang zum Seitenende Profil || Suche
002
22.05.2005, 15:12
C-Striker



speicher mal die map unter nem andern namen und compile mal neu. vielleicht ist das pointfile ja schon älter.

--

"Gott ist im Regen!"

zum Seitenanfang zum Seitenende Profil || Suche
003
22.05.2005, 16:16
Primzahl



Das ist der tolle Glitch mit den Select Optionen (Group, Solids, Objects).

Man kann alle Solids eines Entities löschen, aber es ist dann u.U. immer noch da.
Entities immer im Object Modus löschen.

--

Trollpolizei!!! °_o
"War is God's way of teaching geography to Americans."
"RTFM du beschissener Kack-B00n..."
Forenregeln | TheWall Wiki | Source SDK Dokumentation


Dieser Beitrag wurde am 22.05.2005 um 16:16 von Pr1mz4hl bearbeitet.
zum Seitenanfang zum Seitenende Profil || Suche