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Autor Beitrag
000
19.12.2008, 23:26
Eistee



Hallo ^^

Hab mal 2 Fragen weiß villeicht jemand wie mann Degenerate Face effectiv finden kann?

Und kann ein Degenerate Face der auslöser für nicht funktionirende Light_Spots sein? Den sonst gehen alle Lichter und andere Fehler hab ich in meiner map nicht ! (Hab Log Analysierer benutzt und selbst durchgeschaut ^^
nur zwei Degenerate Face's)

MfG Eistee

Edit: Habe KEINE Displacements

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_______________________________________

cs_Fortino


Dieser Beitrag wurde am 19.12.2008 um 23:28 von Eistee bearbeitet.
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001
19.12.2008, 23:28
Herr Freimann



1. -
2. Ja, wahrscheinlich.

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Dieser Beitrag wurde am 19.12.2008 um 23:29 von Herr Freimann bearbeitet.
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002
19.12.2008, 23:30
Eistee



Sch***e :(
Ich weiß einfach nicht wo ich suchen soll und ich glaub ich würd es sowieso nicht sehen da es nur eine Linie ist O.o

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cs_Fortino

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003
20.12.2008, 14:59
Eistee



Hier mal der Compile Log villeicht findet jemand einen Fehler den ich und der Log Analysierer nicht finden können:

** Executing...
** Command: "c:\program files\steam\steamapps\*name*\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\*name*\counter-strike source\cstrike" "C:\Users\Daniel\Desktop\L4D MAP\ff_house_css"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: c:\program files\steam\steamapps\*name*\counter-strike source\cstrike\materials
Loading C:\Users\Daniel\Desktop\L4D MAP\ff_house_css.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...
Merged 192 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Daniel\Desktop\L4D MAP\ff_house_css.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.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 (0) (259678 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1119 texinfos to 649
Reduced 107 texdatas to 88 (3755 bytes to 3112)
Writing C:\Users\Daniel\Desktop\L4D MAP\ff_house_css.bsp
16 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\*name*\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\*name*\counter-strike source\cstrike" -fast "C:\Users\Daniel\Desktop\L4D MAP\ff_house_css"

Valve Software - vvis.exe (Nov 8 2007)
fastvis = true
2 threads
reading c:\users\Daniel\desktop\l4d map\ff_house_css.bsp
reading c:\users\Daniel\desktop\l4d map\ff_house_css.prt
821 portalclusters
2773 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (2)
Optimized: 30744 visible clusters (0.00%)
Total clusters visible: 444733
Average clusters visible: 541
Building PAS...
Average clusters audible: 820
visdatasize:162523 compressed from 170768
writing c:\users\Daniel\desktop\l4d map\ff_house_css.bsp
2 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\*name*\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\*name*\counter-strike source\cstrike" -noextra "C:\Users\Daniel\Desktop\L4D MAP\ff_house_css"

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:\users\Daniel\desktop\l4d map\ff_house_css.bsp
3644 faces
2 degenerate faces
441305 square feet [63547948.00 square inches]
0 displacements
0 square feet [0.00 square inches]
3642 patches before subdivision
30108 patches after subdivision
21 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (123)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (91)
transfers 2505612, max 658
transfer lists: 19.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(12381, 10644, 7704)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(2578, 1853, 997)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(579, 345, 139)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(135, 67, 22)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(33, 14, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(8, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(2, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0413 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
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 46/1024 2208/49152 ( 4.5%)
brushes 716/8192 8592/98304 ( 8.7%)
brushsides 5112/65536 40896/524288 ( 7.8%)
planes 3406/65536 68120/1310720 ( 5.2%)
vertexes 7142/65536 85704/786432 (10.9%)
nodes 1993/65536 63776/2097152 ( 3.0%)
texinfos 649/12288 46728/884736 ( 5.3%)
texdata 88/2048 2816/65536 ( 4.3%)
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 3644/65536 204064/3670016 ( 5.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2265/65536 126840/3670016 ( 3.5%)
leaves 2040/65536 65280/2097152 ( 3.1%)
leaffaces 4498/65536 8996/131072 ( 6.9%)
leafbrushes 1766/65536 3532/131072 ( 2.7%)
areas 2/256 16/2048 ( 0.8%)
surfedges 26915/512000 107660/2048000 ( 5.3%)
edges 15705/256000 62820/1024000 ( 6.1%)
LDR worldlights 21/8192 1848/720896 ( 0.3%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 238/32768 2380/327680 ( 0.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 5310/65536 10620/131072 ( 8.1%)
cubemapsamples 10/1024 160/16384 ( 1.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1028724/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 162523/16777216 ( 1.0%)
entdata [variable] 46294/393216 (11.8%)
LDR leaf ambient 2040/65536 48960/1572864 ( 3.1%)
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] 1/4684 ( 0.0%)
pakfile [variable] 967646/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 259678/4194304 ( 6.2%)
==== Total Win32 BSP file data space used: 3426883 bytes ====

Total triangle count: 10680
Writing c:\users\Daniel\desktop\l4d map\ff_house_css.bsp
3 minutes, 37 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Daniel\Desktop\L4D MAP\ff_house_css.bsp" "c:\program files\steam\steamapps\*name*\counter-strike source\cstrike\maps\ff_house_css.bsp"

Ich schaffe es jedesmal auf's neue meine Map zu schrotten jedes VERDAMMTE mal :( habs echt satt.

--

_______________________________________

cs_Fortino

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