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Autor Beitrag
000
30.12.2009, 23:45
Pakado



Ich habe vor einigen Tagen angefangen eine Jail Map in Counter-Strike:Source zu erstellen.
Am Anfang hab ich mir ein paar Tutorials angeguckt und dann los ,,gemappt´´.
Jetz aber versteh ich erst ,dass ich so einiges falsch gemacht habe.
(Ich weiß ,dass sich jetzt hier wohl kaum einer die Mühe machen wird jeden Fehler zu erklären und dessen Lösung zu posten) ,aber ich will wissen ob ich die Map ohne Probleme so spielen kann. ( Mit Bots hat das ganz gut geklappt )
Außerdem werden bei mir die Models die ich auf die prop_physiks (z.B das Bett aus Inferno) mache nicht angezeigt.Hängt das mit den Problemen beim Complimieren zusammen ?

Hier der Prozess
** Executing...
** Command: "c:\programme\steam\steamapps\pakkado\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\programme\steam\steamapps\pakkado\counter-strike source\cstrike" "C:\Programme\Steam\steamapps\pakkado\sourcesdk_content\cstrike\mapsrc\ba_jail_pakado"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: c:\programme\steam\steamapps\pakkado\counter-strike source\cstrike\materials
Loading C:\Programme\Steam\steamapps\pakkado\sourcesdk_content\cstrike\mapsrc\ba_jail_pakado.vmf
fixing up env_cubemap materials on brush sides...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
**** leaked ****
Entity light (-1425.30 24.55 376.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0, 512.0, 821.5)
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 (2560.0, 1024.0, 821.5)
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 (1024.0, 128.0, -230.0)
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 (1024.0, 64.0, 20.0)
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 (1024.0, 64.0, -105.0)
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 (1024.0, 64.0, 196.0)
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 (1024.0, 128.5, 71.0)
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 (1024.0, 192.5, 71.0)
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:

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 10 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_dust*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_dustrt"
Can't load skybox file skybox/sky_dust 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) (382102 bytes)
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.
Compacting texture/material tables...
Reduced 716 texinfos to 595
Reduced 47 texdatas to 45 (1021 bytes to 917)
Writing C:\Programme\Steam\steamapps\pakkado\sourcesdk_content\cstrike\mapsrc\ba_jail_pakado.bsp
2 seconds elapsed

** Executing...
** Command: "c:\programme\steam\steamapps\pakkado\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "c:\programme\steam\steamapps\pakkado\counter-strike source\cstrike" "C:\Programme\Steam\steamapps\pakkado\sourcesdk_content\cstrike\mapsrc\ba_jail_pakado"

Valve Software - vvis.exe (Nov 8 2007)
2 threads
reading c:\programme\steam\steamapps\pakkado\sourcesdk_content\cstrike\mapsrc\ba_jail_pakado.bsp
reading c:\programme\steam\steamapps\pakkado\sourcesdk_content\cstrike\mapsrc\ba_jail_pakado.prt
LoadPortals: couldn't read c:\programme\steam\steamapps\pakkado\sourcesdk_content\cstrike\mapsrc\ba_jail_pakado.prt

** Executing...
** Command: "c:\programme\steam\steamapps\pakkado\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters: -game "c:\programme\steam\steamapps\pakkado\counter-strike source\cstrike" "C:\Programme\Steam\steamapps\pakkado\sourcesdk_content\cstrike\mapsrc\ba_jail_pakado"

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

Loading c:\programme\steam\steamapps\pakkado\sourcesdk_content\cstrike\mapsrc\ba_jail_pakado.bsp
No vis information, direct lighting only.
7031 faces
536858 square feet [77307552.00 square inches]
0 displacements
0 square feet [0.00 square inches]
50 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (44)
Build Patch/Sample Hash Table(s).....Done<0.0395 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 237/1024 11376/49152 (23.1%)
brushes 1282/8192 15384/98304 (15.6%)
brushsides 9769/65536 78152/524288 (14.9%)
planes 8588/65536 171760/1310720 (13.1%)
vertexes 11384/65536 136608/786432 (17.4%)
nodes 4895/65536 156640/2097152 ( 7.5%)
texinfos 595/12288 42840/884736 ( 4.8%)
texdata 45/2048 1440/65536 ( 2.2%)
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 7031/65536 393736/3670016 (10.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 4100/65536 229600/3670016 ( 6.3%)
leaves 5133/65536 164256/2097152 ( 7.8%)
leaffaces 8192/65536 16384/131072 (12.5%)
leafbrushes 2404/65536 4808/131072 ( 3.7%)
areas 2/256 16/2048 ( 0.8%)
surfedges 49001/512000 196004/2048000 ( 9.6%)
edges 26624/256000 106496/1024000 (10.4%)
LDR worldlights 50/8192 4400/720896 ( 0.6%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 560/32768 5600/327680 ( 1.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 8787/65536 17574/131072 (13.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1769564/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 148112/393216 (37.7%)
LDR leaf ambient 5133/65536 123192/1572864 ( 7.8%)
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] 1/12 ( 8.3%)
pakfile [variable] 21054/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 382102/4194304 ( 9.1%)
==== Total Win32 BSP file data space used: 4197100 bytes ====

Total triangle count: 18559
Writing c:\programme\steam\steamapps\pakkado\sourcesdk_content\cstrike\mapsrc\ba_jail_pakado.bsp
46 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Programme\Steam\steamapps\pakkado\sourcesdk_content\cstrike\mapsrc\ba_jail_pakado.bsp" "c:\programme\steam\steamapps\pakkado\counter-strike source\cstrike\maps\ba_jail_pakado.bsp"

Hoffe auf Unterstützung

Mfg Pakado

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Dieser Beitrag wurde am 30.12.2009 um 23:46 von Pakado bearbeitet.
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001
31.12.2009, 10:16
Sir_Killalot



Forensuche nach LEAK.
Forensuche nach Model wird nicht angezeigt.
(und bitte such jetzt nicht den genauen wortlaut und sag dann nachher du hast nix gefunden...)

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Dieser Beitrag wurde am 31.12.2009 um 10:16 von Sir_Killalot bearbeitet.
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002
31.12.2009, 11:14
Pakado



Danke =)

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003
31.12.2009, 11:49
Pakado



Mh.. Threads zum Thema Leaks hab ich genug gefunden .
Jedoch nciht zu dem Problem mit dem Models ( Hab jetzt durch eine neue Map herausgefunden ,dass es nicht an den Leaks liegt ) habe ich ncihts gefunden =/ Kennt jemand dazu einen passenden Thread

Mfg Pakado

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004
31.12.2009, 15:49
Sir_Killalot



Poste nochmal den Compile Log OHNE leaks.
Um welche Models handelt es sich? Alle? Oder nur ein paar? Manche Models müssen entweder physik oder static sein, das steht in der Info des jeweiligen models.
Ansonsten am einfachsten neu erstellen. Es gibt nämlich auch Werte mit denen du das Model ab Distanz X ausblenden kannst, um performance zu sparen.

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