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Also ich versuche schon seit einiger zeit einen fliegenden Helicopter in die mapp zu bauen. er soll begehbar aber nicht steuerbar sein also wie nen aufzug nur seitlich. Aber egal was ich mache er wir in css nicht mehr angezeigt. Die sounds sind noch da und der brush irgendwie auch aber halt nicht sichbar. Ich habe schon sämtliche flags und eigenschaften mehrfach überprüft. Ich auch schon nen prefab mit trackpath von fpsbanan heruntergeladen aber es wir nicht nicht angezeigt. Könnt ihr mir irgendwie helfen? Hier noch der compilelog (auf der map sind nur trackpaths tracktrain boden und ein spawn:
** Executing... ** Command: "i:\programme\steam\steamapps\thehennyy\sourcesdk\bin\ep1\bin\vbsp.exe" ** Parameters: -game "i:\programme\steam\steamapps\thehennyy\counter-strike source\cstrike" "N:\mapping\heli_test2"
Valve Software - vbsp.exe (Dec 11 2006) 1 threads materialPath: i:\programme\steam\steamapps\thehennyy\counter-strike source\cstrike\materials Loading N:\mapping\heli_test2.vmf 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) FixTjuncs... PruneNodes... WriteBSP... done (0) writing N:\mapping\heli_test2.prt...done (0) WARNING: node without a volume Creating default cubemaps for env_cubemap using skybox materials: skybox/italy*.vmt Run buildcubemaps in the engine to get the correct cube maps.
No such variable "$hdrbasetexture" for material "skybox/italyrt" Can't load skybox file skybox/italy 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) (148200 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 1084 texinfos to 467 Reduced 14 texdatas to 13 (304 bytes to 281) Writing N:\mapping\heli_test2.bsp 9 seconds elapsed
** Executing... ** Command: "i:\programme\steam\steamapps\thehennyy\sourcesdk\bin\ep1\bin\vvis.exe" ** Parameters: -game "i:\programme\steam\steamapps\thehennyy\counter-strike source\cstrike" -fast "N:\mapping\heli_test2"
Valve Software - vvis.exe (Nov 8 2007) fastvis = true 1 threads reading n:\mapping\heli_test2.bsp reading n:\mapping\heli_test2.prt 35 portalclusters 58 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0) Optimized: 0 visible clusters (0.00%) Total clusters visible: 1225 Average clusters visible: 35 Building PAS... Average clusters audible: 35 visdatasize:634 compressed from 560 writing n:\mapping\heli_test2.bsp 0 seconds elapsed
** Executing... ** Command: "i:\programme\steam\steamapps\thehennyy\sourcesdk\bin\ep1\bin\vrad.exe" ** Parameters: -game "i:\programme\steam\steamapps\thehennyy\counter-strike source\cstrike" -noextra "N:\mapping\heli_test2"
Valve Software - vrad.exe SSE (Nov 8 2007) ----- Radiosity Simulator ---- 1 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad']
Loading n:\mapping\heli_test2.bsp 4695 faces 74 degenerate faces 618412 square feet [89051424.00 square inches] 0 displacements 0 square feet [0.00 square inches] 4621 patches before subdivision 52781 patches after subdivision 0 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (34) transfers 16950464, max 815 transfer lists: 129.3 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.1374 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2) 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 6/1024 288/49152 ( 0.6%) brushes 421/8192 5052/98304 ( 5.1%) brushsides 9893/65536 79144/524288 (15.1%) planes 28568/65536 571360/1310720 (43.6%) vertexes 4967/65536 59604/786432 ( 7.6%) nodes 4629/65536 148128/2097152 ( 7.1%) texinfos 467/12288 33624/884736 ( 3.8%) texdata 13/2048 416/65536 ( 0.6%) 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 4695/65536 262920/3670016 ( 7.2%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 1399/65536 78344/3670016 ( 2.1%) leaves 4636/65536 148352/2097152 ( 7.1%) leaffaces 4855/65536 9710/131072 ( 7.4%) leafbrushes 2765/65536 5530/131072 ( 4.2%) areas 2/256 16/2048 ( 0.8%) surfedges 26987/512000 107948/2048000 ( 5.3%) edges 14687/256000 58748/1024000 ( 5.7%) LDR worldlights 0/8192 0/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 0/32768 0/327680 ( 0.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 0/65536 0/131072 ( 0.0%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 1704868/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 634/16777216 ( 0.0%) entdata [variable] 5039/393216 ( 1.3%) LDR leaf ambient 4636/65536 111264/1572864 ( 7.1%) 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] 1/12 ( 8.3%) pakfile [variable] 10014/0 ( 0.0%)
Level flags = 0
Win32 Specific Data: physics [variable] 148200/4194304 ( 3.5%) ==== Total Win32 BSP file data space used: 3549205 bytes ====
Total triangle count: 12546 Writing n:\mapping\heli_test2.bsp 39 seconds elapsed
** Executing... ** Command: Copy File ** Parameters: "N:\mapping\heli_test2.bsp" "i:\programme\steam\steamapps\thehennyy\counter-strike source\cstrike\maps\heli_test2.bsp"
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