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Ich hab hier ein problem mit meiner map. wenn ich durch n gang renne wird der komplette boden auf einmal dunkel oder sogar komplett schwarz. es sind immer nur die selben sachen betroffen.
http://img105.imageshack.us/img105/9546/deunnamedbeta0100291op.jpg http://img82.imageshack.us/img82/8713/deunnamedbeta0100308vl.jpg
--------------------------------------------------------------------------------------------- ** Executing... ** Command: "f:\games\steam\steamapps\bla\sourcesdk\bin\vbsp.exe" ** Parameters: -game "f:\games\steam\steamapps\bla\counter-strike source\cstrike" "F:\Games\cs maps\de_unnamed_beta_01"
Valve Software - vbsp.exe (Jan 2 2006) 1 threads materialPath: f:\games\steam\steamapps\bla\counter-strike source\cstrike\materials Loading F:\Games\cs maps\de_unnamed_beta_01.vmf 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 (1) Chop Details...done (0) Find Visible Detail Sides...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing F:\Games\cs maps\de_unnamed_beta_01.prt...done (1) Creating default cubemaps for env_cubemap using skybox materials: skybox/sky_wasteland02*.vmt Run buildcubemaps in the engine to get the correct cube maps.
No such variable "$hdrbasetexture" for material "skybox/sky_wasteland02rt" Can't load skybox file skybox/sky_wasteland02 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) (370094 bytes) Emitting linux collision data (use -nolinuxdata to disable). Building Physics collision data... done (0) (722755 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 761 texinfos to 515 Reduced 27 texdatas to 23 (957 bytes to 614) Writing F:\Games\cs maps\de_unnamed_beta_01.bsp 12 seconds elapsed -0.700922 -0.341757 0.000000 -0.645139 0.393352 0.000000 -0.700922 0.393352 0.000000 -0.700922 -0.392557 0.000000 make_triangles:calc_triangle_representation: Cannot convert Memory leak: mempool blocks left in memory: 4
** Executing... ** Command: "f:\games\steam\steamapps\bla\sourcesdk\bin\vvis.exe" ** Parameters: -game "f:\games\steam\steamapps\bla\counter-strike source\cstrike" "F:\Games\cs maps\de_unnamed_beta_01"
Valve Software - vvis.exe (Jan 2 2006) 1 threads reading f:\games\cs maps\de_unnamed_beta_01.bsp reading f:\games\cs maps\de_unnamed_beta_01.prt 1504 portalclusters 4617 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (13) PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (421) Optimized: 2389 visible clusters (0.00%) Total clusters visible: 285199 Average clusters visible: 189 Building PAS... Average clusters audible: 547 visdatasize:390858 compressed from 577536 writing f:\games\cs maps\de_unnamed_beta_01.bsp 7 minutes, 15 seconds elapsed
** Executing... ** Command: "f:\games\steam\steamapps\bla\sourcesdk\bin\vrad.exe" ** Parameters: -game "f:\games\steam\steamapps\bla\counter-strike source\cstrike" "F:\Games\cs maps\de_unnamed_beta_01"
Valve Software - vrad.exe SSE (Jan 16 2006) ----- Radiosity Simulator ---- 1 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad']
Loading f:\games\cs maps\de_unnamed_beta_01.bsp 5024 faces 1 degenerate faces 1063657 square feet [153166672.00 square inches] 18 displacements 6577 square feet [947105.75 square inches] 5023 patches before subdivision 96669 patches after subdivision 147 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (320) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (77) transfers 10281657, max 632 transfer lists: 78.4 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(358627, 327591, 326751) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(48989, 40848, 35171) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(7663, 5664, 4250) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(1214, 796, 527) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(211, 117, 69) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #6 added RGB(38, 17, 9) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(8, 3, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(2, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #9 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.1103 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2) 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 8/1024 384/49152 ( 0.8%) brushes 588/8192 7056/98304 ( 7.2%) brushsides 3755/65536 30040/524288 ( 5.7%) planes 1472/65536 29440/1310720 ( 2.2%) vertexes 8460/65536 101520/786432 (12.9%) nodes 2813/65536 90016/2097152 ( 4.3%) texinfos 515/12288 37080/884736 ( 4.2%) texdata 23/2048 736/65536 ( 1.1%) dispinfos 18/0 3168/0 ( 0.0%) disp_verts 1458/0 29160/0 ( 0.0%) disp_tris 2304/0 4608/0 ( 0.0%) disp_lmsamples 12652/0 12652/0 ( 0.0%) faces 5024/65536 281344/3670016 ( 7.7%) origfaces 1967/65536 110152/3670016 ( 3.0%) leaves 2822/65536 90304/2097152 ( 4.3%) leaffaces 6227/65536 12454/131072 ( 9.5%) leafbrushes 2106/65536 4212/131072 ( 3.2%) areas 3/256 24/2048 ( 1.2%) surfedges 31957/512000 127828/2048000 ( 6.2%) edges 18024/256000 72096/1024000 ( 7.0%) LDR worldlights 147/8192 12936/720896 ( 1.8%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 483/32768 4830/327680 ( 1.5%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 7926/65536 15852/131072 (12.1%) cubemapsamples 1/1024 16/16384 ( 0.1%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 2610556/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 390858/16777216 ( 2.3%) entdata [variable] 63840/393216 (16.2%) LDR leaf ambient 2822/65536 67728/1572864 ( 4.3%) 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] 1/10396 ( 0.0%) pakfile [variable] 15764/0 ( 0.0%)
Win32 Specific Data: physics [variable] 370094/4194304 ( 8.8%) ==== Total Win32 BSP file data space used: 4596750 bytes ====
Linux Specific Data: physicssurface [variable] 722755/6291456 (11.5%) ==== Total Linux BSP file data space used: 4949411 bytes ====
Total triangle count: 14015 Writing f:\games\cs maps\de_unnamed_beta_01.bsp 6 minutes, 45 seconds elapsed
** Executing... ** Command: Copy File ** Parameters: "F:\Games\cs maps\de_unnamed_beta_01.bsp" "f:\games\steam\steamapps\bla\counter-strike source\cstrike\maps\de_unnamed_beta_01.bsp"
** Executing... ** Command: "f:\games\steam\steamapps\bla\counter-strike source\hl2.exe" ** Parameters: -game "f:\games\steam\steamapps\bla\counter-strike source\cstrike" +map "de_unnamed_beta_01"
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ka obs wirklich n Kompile error ist, denk aber mal schon ist evtl "Memory leak: mempool blocks left in memory: 4" die ursache?
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bin immer auf der suche nach 3dfx Grafikkarten und merchandise.
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