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Hi, habe da ein Problem mit meinen entities...und zwar werden insbesondere func_walls und func_breakables bei mir nicht belichtet, sie sind im spiel total dunkel, während aber die normalen brushes auch normal beleuchtet werden. Was mir an der Sache auch komisch vorkommt, ist die compilierdauer bei Rad, der ist immer superschnell fertig, wisst ihr, wo hier das Problem liegen könnte? Habe die Logfile mal beigefügt:
C:\Programme\Valve\Steam\SteamApps\real_andigator\sourcesdk\bin>vbsp.exe -game " C:\Programme\Valve\Steam\SteamApps\real_andigator\counter-strike source\cstrike" "C:\Programme\Valve\Steam\SteamApps\real_andigator\sourcesdk_content\cstrike\ma psrc\testmap" Valve Software - vbsp.exe (Dec 15 2004) 2 threads materialPath: C:\Programme\Valve\Steam\SteamApps\real_andigator\counter-strike s ource\cstrike\materials Loading C:\Programme\Valve\Steam\SteamApps\real_andigator\sourcesdk_content\cstr ike\mapsrc\testmap.vmf Detected multiplayer map, building linux dedicated server data fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (1) writing C:\Programme\Valve\Steam\SteamApps\real_andigator\sourcesdk_content\cstr ike\mapsrc\testmap.prt...done (0) Creating default cubemaps for env_cubemap using skybox hav... 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) (219199 bytes) Building Physics collision data... done (1) (219199 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Writing C:\Programme\Valve\Steam\SteamApps\real_andigator\sourcesdk_content\cstr ike\mapsrc\testmap.bsp 6 seconds elapsed Memory leak: mempool blocks left in memory: 48 Memory leak: mempool blocks left in memory: 4
C:\Programme\Valve\Steam\SteamApps\real_andigator\sourcesdk\bin>vvis.exe -game " C:\Programme\Valve\Steam\SteamApps\real_andigator\counter-strike source\cstrike" "C:\Programme\Valve\Steam\SteamApps\real_andigator\sourcesdk_content\cstrike\ma psrc\testmap" Valve Software - vvis.exe (Dec 15 2004) 2 threads reading c:\programme\valve\steam\steamapps\real_andigator\sourcesdk_content\cstr ike\mapsrc\testmap.bsp reading c:\programme\valve\steam\steamapps\real_andigator\sourcesdk_content\cstr ike\mapsrc\testmap.prt 527 portalclusters 1870 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1) PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (480) Optimized: 582 visible clusters (0.00%) Total clusters visible: 108287 Average clusters visible: 205 Building PAS... Average clusters audible: 366 visdatasize:57034 compressed from 75888 writing c:\programme\valve\steam\steamapps\real_andigator\sourcesdk_content\cstr ike\mapsrc\testmap.bsp 8 minutes, 1 second elapsed
C:\Programme\Valve\Steam\SteamApps\real_andigator\sourcesdk\bin>vrad.exe -game " C:\Programme\Valve\Steam\SteamApps\real_andigator\counter-strike source\cstrike" "C:\Programme\Valve\Steam\SteamApps\real_andigator\sourcesdk_content\cstrike\ma psrc\testmap" Valve Software - vrad.exe (Dec 15 2004) ----- Radiosity Simulator ---- 2 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad']
Loading c:\programme\valve\steam\steamapps\real_andigator\sourcesdk_content\cstr ike\mapsrc\testmap.bsp 2227 faces 2 degenerate faces 122176 square feet [17593410.00 square inches] 0 displacements 0 square feet [0.00 square inches] 2225 patches before subdivision 16799 patches after subdivision 25 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (8) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (6) transfers 755029, max 435 transfer lists: 5.8 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(36250, 33997, 29728) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(3506, 2470, 1790) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(533, 208, 127) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(122, 18, 9) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(36, 2, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(12, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #7 added RGB(4, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(1, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0203 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1) 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 76/1024 3648/49152 ( 7.4%) brushes 531/8192 6372/98304 ( 6.5%) brushsides 4121/65536 32968/524288 ( 6.3%) planes 4430/65536 88600/1310720 ( 6.8%) vertexes 4666/65536 55992/786432 ( 7.1%) nodes 1912/65536 61184/2097152 ( 2.9%) texinfos 1610/12288 115920/884736 (13.1%) texdata 126/2048 4032/65536 ( 6.2%) 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 2227/65536 124712/3670016 ( 3.4%) origfaces 1584/65536 88704/3670016 ( 2.4%) leaves 1989/65536 111384/3670016 ( 3.0%) leaffaces 2651/65536 5302/131072 ( 4.0%) leafbrushes 1199/65536 2398/131072 ( 1.8%) surfedges 16497/512000 65988/2048000 ( 3.2%) edges 9863/256000 39452/1024000 ( 3.9%) worldlights 25/8192 2200/720896 ( 0.3%) waterstrips 115/32768 1150/327680 ( 0.4%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 1752/65536 3504/131072 ( 2.7%) cubemapsamples 8/1024 128/16384 ( 0.8%) overlays 0/512 0/180224 ( 0.0%) lightdata [variable] 712880/0 ( 0.0%) visdata [variable] 57034/16777216 ( 0.3%) entdata [variable] 22480/393216 ( 5.7%) 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] 1/3766 ( 0.0%) pakfile [variable] 96559/0 ( 0.0%)
Win32 Specific Data: physics [variable] 219199/4194304 ( 5.2%) ==== Total Win32 BSP file data space used: 1921792 bytes ====
Linux Specific Data: physicssurface [variable] 219199/6291456 ( 3.5%) ==== Total Linux BSP file data space used: 1921792 bytes ====
Total triangle count: 5687 Writing c:\programme\valve\steam\steamapps\real_andigator\sourcesdk_content\cstr ike\mapsrc\testmap.bsp 17 seconds elapsed
Es ist ja schon merkwürdig genug, dass Vis so relativ lange dauert und Rad So schnell fertig ist...ist da vielleicht was falsch eingestellt?
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Wissen ist Macht - Nichts wissen macht nichts
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