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tach leute ich hab ein klitzekleines problemchen mit n paar models.. also ich bastel mir gerade ne map und vorhin hab ich ma eben n zwischencompile mit dem hammer standardcompiler gemacht...die cubegemappten sachen (chrom, glänzender boden) glänzen auch artig vor sich hin aber ich hab zwei models (die tf2 vault door von well), die glänzen obwohl sie das normalerweise nich tun...hat jemand von euch n tip wie ich das abstelln kann? sieht de facto ziemlich gay aus und die atmosphäre geht hopps^^ hier ma compile log:
** Executing... ** Command: "c:\program files (x86)\steam\steamapps\donkartofflo\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\donkartofflo\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\donkartofflo\sourcesdk_content\tf\mapsrc\spytech"
Valve Software - vbsp.exe (May 19 2009) 3 threads materialPath: c:\program files (x86)\steam\steamapps\donkartofflo\team fortress 2\tf\materials Loading C:\Program Files (x86)\Steam\steamapps\donkartofflo\sourcesdk_content\tf\mapsrc\spytech.vmf Patching WVT material: maps/spytech/nature/blendgroundtograss003_wvt_patch Patching WVT material: maps/spytech/dev/dev_blendmeasure_wvt_patch fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5..Brush 25999: WARNING, microbrush .6...7...8...9...10 (1) ProcessBlock_Thread: 0...1...2...3...4...5..Brush 25999: WARNING, microbrush .6...7...8...9...10 (1) 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 (0) writing C:\Program Files (x86)\Steam\steamapps\donkartofflo\sourcesdk_content\tf\mapsrc\spytech.prt...Building visibility clusters... done (1) *** Error: Skybox vtf files for skybox/sky_night_01 weren't compiled with the same size texture and/or same flags! Can't load skybox file skybox/sky_night_01 to build the default cubemap! *** Error: Skybox vtf files for skybox/sky_night_01 weren't compiled with the same size texture and/or same flags! Can't load skybox file skybox/sky_night_01 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 (1) (420597 bytes) Static prop models/props_spytech/vent002.mdl outside the map (-71.00, -392.00, -8.00) Error! To use model "models/weapons/w_models/w_toolbox.mdl" with prop_static, it must be compiled with $staticprop! Error loading studio model "models/weapons/w_models/w_toolbox.mdl"! Static prop models/props_spytech/binder001.mdl outside the map (-106.00, -344.00, 8.00) Error! prop_static using model "models/props_lab/desklamp01.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_lab/desklamp01.mdl"! Error! To use model "models/weapons/w_models/w_wrench.mdl" with prop_static, it must be compiled with $staticprop! Error loading studio model "models/weapons/w_models/w_wrench.mdl"! Error! To use model "models/weapons/c_models/c_pistol.mdl" with prop_static, it must be compiled with $staticprop! Error loading studio model "models/weapons/c_models/c_pistol.mdl"! Static prop models/props_2fort/groundlight001.mdl outside the map (876.00, -1008.00, -199.00) Error loading studio model ""! Placing detail props : 0...1...2...3...4...5...6...7...8...9...Error loading studio model ""! 10 Compacting texture/material tables... Reduced 1406 texinfos to 905 Reduced 234 texdatas to 187 (9405 bytes to 7377) Writing C:\Program Files (x86)\Steam\steamapps\donkartofflo\sourcesdk_content\tf\mapsrc\spytech.bsp 8 seconds elapsed -0.279400 -2.044524 0.000000 0.355600 -1.986289 0.000000 0.355600 -2.044524 0.000000 -0.355600 -2.044524 0.000000 make_triangles:calc_triangle_representation: Cannot convert -0.279400 -2.044524 0.000000 0.355600 -1.986289 0.000000 0.355600 -2.044524 0.000000 -0.355600 -2.044524 0.000000 make_triangles:calc_triangle_representation: Cannot convert
** Executing... ** Command: "c:\program files (x86)\steam\steamapps\donkartofflo\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\donkartofflo\team fortress 2\tf" -fast "C:\Program Files (x86)\Steam\steamapps\donkartofflo\sourcesdk_content\tf\mapsrc\spytech"
Valve Software - vvis.exe (May 19 2009) fastvis = true 3 threads reading c:\program files (x86)\steam\steamapps\donkartofflo\sourcesdk_content\tf\mapsrc\spytech.bsp reading c:\program files (x86)\steam\steamapps\donkartofflo\sourcesdk_content\tf\mapsrc\spytech.prt 2701 portalclusters 8511 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (5) Optimized: 570097 visible clusters (0.00%) Total clusters visible: 5573559 Average clusters visible: 2063 Building PAS... Average clusters audible: 2700 visdatasize:1781274 compressed from 1858288 writing c:\program files (x86)\steam\steamapps\donkartofflo\sourcesdk_content\tf\mapsrc\spytech.bsp 6 seconds elapsed
** Executing... ** Command: "c:\program files (x86)\steam\steamapps\donkartofflo\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\donkartofflo\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\donkartofflo\sourcesdk_content\tf\mapsrc\spytech"
Valve Software - vrad.exe SSE (May 19 2009)
Valve Radiosity Simulator 3 threads [Reading texlights from 'lights.rad'] [34 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\donkartofflo\sourcesdk_content\tf\mapsrc\spytech.bsp Setting up ray-trace acceleration structure... Done (3.33 seconds) 8500 faces 5 degenerate faces 658627 square feet [94842400.00 square inches] 2 Displacements 347 Square Feet [49975.99 Square Inches] 8495 patches before subdivision zero area child patch 69999 patches after subdivision light has _fifty_percent_distance of 13.000000 but _zero_percent_distance of 0.000000 129 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (29) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (43) transfers 9014264, max 993 transfer lists: 68.8 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(116745, 118697, 112876) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(16253, 15505, 13557) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(3238, 2385, 1773) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(919, 440, 248) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(320, 97, 37) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(130, 25, 6) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(61, 8, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #8 added RGB(29, 3, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(16, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #10 added RGB(8, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(5, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #12 added RGB(2, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #13 added RGB(1, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #14 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0433 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (15) FinalLightFace Done Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10 0 of 0 (0% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (12) Writing leaf ambient...done Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 19/1024 912/49152 ( 1.9%) brushes 1127/8192 13524/98304 (13.8%) brushsides 7693/65536 61544/524288 (11.7%) planes 4720/65536 94400/1310720 ( 7.2%) vertexes 13717/65536 164604/786432 (20.9%) nodes 5409/65536 173088/2097152 ( 8.3%) texinfos 905/12288 65160/884736 ( 7.4%) texdata 187/2048 5984/65536 ( 9.1%) dispinfos 2/0 352/0 ( 0.0%) disp_verts 162/0 3240/0 ( 0.0%) disp_tris 256/0 512/0 ( 0.0%) disp_lmsamples 1080/0 1080/0 ( 0.0%) faces 8500/65536 476000/3670016 (13.0%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 3879/65536 217224/3670016 ( 5.9%) leaves 5429/65536 173728/2097152 ( 8.3%) leaffaces 9975/65536 19950/131072 (15.2%) leafbrushes 3888/65536 7776/131072 ( 5.9%) areas 2/256 16/2048 ( 0.8%) surfedges 56989/512000 227956/2048000 (11.1%) edges 31826/256000 127304/1024000 (12.4%) LDR worldlights 129/8192 11352/720896 ( 1.6%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 908/32768 9080/327680 ( 2.8%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 14280/65536 28560/131072 (21.8%) cubemapsamples 66/1024 1056/16384 ( 6.4%) overlays 11/512 3872/180224 ( 2.1%) LDR lightdata [variable] 2259040/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 1781274/16777216 (10.6%) entdata [variable] 59828/393216 (15.2%) LDR ambient table 5429/65536 21716/262144 ( 8.3%) HDR ambient table 5429/65536 21716/262144 ( 8.3%) LDR leaf ambient 18745/65536 524860/1835008 (28.6%) HDR leaf ambient 5429/65536 152012/1835008 ( 8.3%) occluders 1/0 40/0 ( 0.0%) occluder polygons 6/0 72/0 ( 0.0%) occluder vert ind 24/0 96/0 ( 0.0%) detail props [variable] 1/1324 ( 0.1%) dtl prp lght [variable] 1/4 (25.0%) HDR dtl prp lght [variable] 1/4 (25.0%) static props [variable] 1/37478 ( 0.0%) pakfile [variable] 54590/0 ( 0.0%) physics [variable] 420597/4194304 (10.0%) physics terrain [variable] 500/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 24369 Writing c:\program files (x86)\steam\steamapps\donkartofflo\sourcesdk_content\tf\mapsrc\spytech.bsp 1 minute, 50 seconds elapsed
** Executing... ** Command: Copy File ** Parameters: "C:\Program Files (x86)\Steam\steamapps\donkartofflo\so
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Die Konzeptzeichnungen sehen bei mir immer toll aus... nur mit dem Umsetzen tu ich mich schwer :D
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