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000
27.03.2007, 21:37
cue



Hallo,
wenn ich meine map compiliert habe habe ich total beschissene Graphikbugs:
http://www.directupload.net/file/d/1014/qCZEEmFj_jpg.htm
Hat jemand ne Ahnung woran das liegt?

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001
27.03.2007, 22:21
Eistee



Mh ist das nur diese eine textur oder mehr ?
Mann sieht da leider nicht viel.

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cs_Fortino

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002
27.03.2007, 22:32
PotKinRot



Kompilelog wäre hilfreich...
Ach, und dat gehört ins HL2-Kompilierprobleme-Board.

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003
28.03.2007, 17:03
cue



also hier das log-file:
Is aber glaub ich alles OK habs auch schon durch den Log Analyzer laufen lassen. Mir ist jetzt aufgefallen dass es wohl so is das die entsprechenden brushs nicht auf meine auf der map herschenden Lichtverhältnisse eingehen:
** Executing...
** Command: "G:\steamapps\SBReV\SourceSDK\bin\vbsp.exe"
** Parameters: -game "G:\steamapps\SBReV\counter-strike source\cstrike" "G:\steamapps\SBReV\sourcesdk_content\cstrike\mapsrc\ddd"

Valve Software - vbsp.exe (Aug 4 2006)
1 threads
materialPath: G:\steamapps\SBReV\counter-strike source\cstrike\materials
Loading G:\steamapps\SBReV\sourcesdk_content\cstrike\mapsrc\ddd.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 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 72 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing G:\steamapps\SBReV\sourcesdk_content\cstrike\mapsrc\ddd.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day03_06*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day03_06rt"
Can't load skybox file skybox/sky_day03_06 to build the default cubemap!
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Warning: overflowed 4 displacement corner-neighbor lists.Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (351898 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 337 texinfos to 240
Reduced 36 texdatas to 27 (1127 bytes to 758)
Writing G:\steamapps\SBReV\sourcesdk_content\cstrike\mapsrc\ddd.bsp
7 seconds elapsed

** Executing...
** Command: "G:\steamapps\SBReV\SourceSDK\bin\vvis.exe"
** Parameters: -game "G:\steamapps\SBReV\counter-strike source\cstrike" -fast "G:\steamapps\SBReV\sourcesdk_content\cstrike\mapsrc\ddd"

Valve Software - vvis.exe (May 22 2006)
fastvis = true
1 threads
reading g:\steamapps\sbrev\sourcesdk_content\cstrike\mapsrc\ddd.bsp
reading g:\steamapps\sbrev\sourcesdk_content\cstrike\mapsrc\ddd.prt
1771 portalclusters
6246 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (41)
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
Optimized: 149007 visible clusters (0.00%)
Total clusters visible: 2628707
Average clusters visible: 1484
Building PAS...
Average clusters audible: 1768
visdatasize:787588 compressed from 793408
writing g:\steamapps\sbrev\sourcesdk_content\cstrike\mapsrc\ddd.bsp
42 seconds elapsed

** Executing...
** Command: "G:\steamapps\SBReV\SourceSDK\bin\vrad.exe"
** Parameters: -game "G:\steamapps\SBReV\counter-strike source\cstrike" -noextra "G:\steamapps\SBReV\sourcesdk_content\cstrike\mapsrc\ddd"

Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading g:\steamapps\sbrev\sourcesdk_content\cstrike\mapsrc\ddd.bsp
4605 faces
22 degenerate faces
461303 square feet [66427720.00 square inches]
112 displacements
14994 square feet [2159145.75 square inches]
4583 patches before subdivision
25258 patches after subdivision
6 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (80)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (175)
transfers 3433673, max 2136
transfer lists: 26.2 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(5947, 521, 15)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(702, 33, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(288, 3, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(93, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(46, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(18, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(8, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0271 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 2/1024 96/49152 ( 0.2%)
brushes 876/8192 10512/98304 (10.7%)
brushsides 9057/65536 72456/524288 (13.8%)
planes 6706/65536 134120/1310720 (10.2%)
vertexes 9456/65536 113472/786432 (14.4%)
nodes 2324/65536 74368/2097152 ( 3.5%)
texinfos 240/12288 17280/884736 ( 2.0%)
texdata 27/2048 864/65536 ( 1.3%)
dispinfos 112/0 19712/0 ( 0.0%)
disp_verts 2800/0 56000/0 ( 0.0%)
disp_tris 3584/0 7168/0 ( 0.0%)
disp_lmsamples 55024/0 55024/0 ( 0.0%)
faces 4605/65536 257880/3670016 ( 7.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2614/65536 146384/3670016 ( 4.0%)
leaves 2327/65536 74464/2097152 ( 3.6%)
leaffaces 5124/65536 10248/131072 ( 7.8%)
leafbrushes 1574/65536 3148/131072 ( 2.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 33722/512000 134888/2048000 ( 6.6%)
edges 18435/256000 73740/1024000 ( 7.2%)
LDR worldlights 6/8192 528/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 302/32768 3020/327680 ( 0.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 4863/65536 9726/131072 ( 7.4%)
cubemapsamples 4/1024 64/16384 ( 0.4%)
overlays 58/512 20416/180224 (11.3%)
LDR lightdata [variable] 674368/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 787588/16777216 ( 4.7%)
entdata [variable] 26528/393216 ( 6.7%)
LDR leaf ambient 2327/65536 55848/1572864 ( 3.6%)
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] 1/13978 ( 0.0%)
pakfile [variable] 53291/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 351898/4194304 ( 8.4%)
==== Total Win32 BSP file data space used: 3245117 bytes ====

Total triangle count: 12945
Writing g:\steamapps\sbrev\sourcesdk_content\cstrike\mapsrc\ddd.bsp
4 minutes, 20 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "G:\steamapps\SBReV\sourcesdk_content\cstrike\mapsrc\ddd.bsp" "G:\steamapps\SBReV\counter-strike source\cstrike\maps\ddd.bsp"

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004
28.03.2007, 19:52
Sven Monhof



ich hab mir das compile log nicht durchgelesen, aber folgendes solltest du ändern:
"fastvis = true"
damit könnte der fehler zusammen hängen...

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Starwars: The New Era
Lead-Leveldesigner

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005
28.03.2007, 20:28
McScore



Durchlesen wär aber besser:

--> WARNING: Cluster portals saw into cluster

-->
Description:
(I think) vbsp.exe has made a concave leaf (or in other ways invalid) that can see into itself. I've also heard about this being caused by overlapping brushes or brushes that are off-grid (thuss causing offgrid visleafs). Allthough i find this unlikely, I am not sure if it isn't, so keep those possibilities open too.

Solution:
The solution is to simplify your leafs (func_detail) as much as possible to avoid this error, but usually (or sometimes) you will find no bad things come from it and your map runs as it should. If you got unexpected low FPS somewhere, this may be the cause. Finding it may be hard, and usually ends up in using cordon tools or just not doing it at all. First look at complicated parts of your map, try to use glview glview to find it.

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... und der große böse Wolf bootete und bootete und bootete ...
Optimiere deine Map, sieh dir alle Compile-Errors an, frage den Hersteller und beschwer dich über nichts!
http://www.mcscore.de.vu
13+3+7=23, 133/7+23=42

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006
29.03.2007, 18:04
cue



Zitat:
McScore postete
Durchlesen wär aber besser:

--> WARNING: Cluster portals saw into cluster

-->
Description:
(I think) vbsp.exe has made a concave leaf (or in other ways invalid) that can see into itself. I've also heard about this being caused by overlapping brushes or brushes that are off-grid (thuss causing offgrid visleafs). Allthough i find this unlikely, I am not sure if it isn't, so keep those possibilities open too.

Solution:
The solution is to simplify your leafs (func_detail) as much as possible to avoid this error, but usually (or sometimes) you will find no bad things come from it and your map runs as it should. If you got unexpected low FPS somewhere, this may be the cause. Finding it may be hard, and usually ends up in using cordon tools or just not doing it at all. First look at complicated parts of your map, try to use glview glview to find it.

wenn du das ganze aber durch den log analyzer schickst kommt bei mir keine fehlermeldung

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007
29.03.2007, 18:13
McScore



Der LogAnalyzer kennt aber nicht alle Fehler.

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... und der große böse Wolf bootete und bootete und bootete ...
Optimiere deine Map, sieh dir alle Compile-Errors an, frage den Hersteller und beschwer dich über nichts!
http://www.mcscore.de.vu
13+3+7=23, 133/7+23=42

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