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Autor Beitrag
000
04.11.2008, 12:28
djpahl



Moin Leute. Ich hab nen kleines Problem.
Ich würde bei meiner Map gerne HDR-Rendering hinzufügen, jedoch immer wenn ich das beim Compilier-Fenster einstelle, siehts so aus:

Ein Leak hab ich, glaub ich nicht. Auf jeden Fall keine Pointfile
Ich habe die Map auch schon mit verschiedenen Skys ausprobiert.
Auch die Objekte, die alle "Microbrushs" waren hab ich entfernt...
was kanns sein?

--


Dieser Beitrag wurde am 04.11.2008 um 12:40 von djpahl bearbeitet.
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001
04.11.2008, 12:34
djpahl



Mein Kompile-Log sieht so aus:

** Executing...
** Command: "e:\spiele\steam\steamapps\djpahl\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "e:\spiele\steam\steamapps\djpahl\half-life 2 deathmatch\hl2mp" "e:\spiele\steam\steamapps\djpahl\half-life 2 deathmatch\hl2mp\maps\sepp_advanced"

Valve Software - vbsp.exe (Dec 11 2006)
4 threads
materialPath: e:\spiele\steam\steamapps\djpahl\half-life 2 deathmatch\hl2mp\materials
Loading e:\spiele\steam\steamapps\djpahl\half-life 2 deathmatch\hl2mp\maps\sepp_advanced.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)

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2893.1, 1150.5, 1970.2)
Leaf 0 contents: CONTENTS_GRATE CONTENTS_TRANSLUCENT
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 75:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2865.1, 1224.1, 1970.2)
Leaf 0 contents: CONTENTS_GRATE CONTENTS_TRANSLUCENT
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 75:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2840.9, 1238.1, 1970.2)
Leaf 0 contents: CONTENTS_GRATE CONTENTS_TRANSLUCENT
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 75:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2889.8, 1151.0, 1970.2)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 75:

Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 48 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing e:\spiele\steam\steamapps\djpahl\half-life 2 deathmatch\hl2mp\maps\sepp_advanced.prt...done (0)
Brush 1396: WARNING, microbrush
Brush 1397: WARNING, microbrush
Brush 1398: WARNING, microbrush
Brush 1399: WARNING, microbrush
Brush 1400: WARNING, microbrush
Brush 1401: WARNING, microbrush
Brush 1402: WARNING, microbrush
Brush 1403: WARNING, microbrush
Brush 1404: WARNING, microbrush
Brush 1405: WARNING, microbrush
Brush 1406: WARNING, microbrush
Brush 1407: WARNING, microbrush
Brush 1408: WARNING, microbrush
Brush 1409: WARNING, microbrush
Brush 1410: WARNING, microbrush
Brush 1411: WARNING, microbrush
Brush 1412: WARNING, microbrush
Brush 1413: WARNING, microbrush
Brush 1414: WARNING, microbrush
Brush 1415: WARNING, microbrush
Brush 1416: WARNING, microbrush
Brush 1417: WARNING, microbrush
Brush 1418: WARNING, microbrush
Brush 1419: WARNING, microbrush
Brush 1420: WARNING, microbrush
Brush 1421: WARNING, microbrush
Brush 1422: WARNING, microbrush
Brush 1423: WARNING, microbrush
Brush 1424: WARNING, microbrush
Brush 1425: WARNING, microbrush
Brush 1426: WARNING, microbrush
Brush 1427: WARNING, microbrush
Brush 1428: WARNING, microbrush
Brush 1429: WARNING, microbrush
Brush 1430: WARNING, microbrush
Brush 1431: WARNING, microbrush
Brush 1432: WARNING, microbrush
Brush 1433: WARNING, microbrush
Brush 1434: WARNING, microbrush
Brush 1435: WARNING, microbrush
Brush 1436: WARNING, microbrush
Brush 1437: WARNING, microbrush
Brush 1438: WARNING, microbrush
Brush 1439: WARNING, microbrush
Brush 1440: WARNING, microbrush
Brush 1441: WARNING, microbrush
Brush 1442: WARNING, microbrush
Brush 1443: WARNING, microbrush
Brush 1444: WARNING, microbrush
Brush 1445: WARNING, microbrush
Brush 1535: WARNING, microbrush
Brush 1536: WARNING, microbrush
Brush 1537: WARNING, microbrush
Brush 1538: WARNING, microbrush
Brush 1539: WARNING, microbrush
Brush 1540: WARNING, microbrush
Brush 1541: WARNING, microbrush
Brush 1542: WARNING, microbrush
Brush 1543: WARNING, microbrush
Brush 1544: WARNING, microbrush
Brush 1545: WARNING, microbrush
Brush 1546: WARNING, microbrush
Brush 1547: WARNING, microbrush
Brush 1548: WARNING, microbrush
Brush 1549: WARNING, microbrush
Brush 1550: WARNING, microbrush
Brush 1551: WARNING, microbrush
Brush 1552: WARNING, microbrush
Brush 1553: WARNING, microbrush
Brush 1554: WARNING, microbrush
Brush 1555: WARNING, microbrush
Brush 1556: WARNING, microbrush
Brush 1557: WARNING, microbrush
Brush 1558: WARNING, microbrush
Brush 1559: WARNING, microbrush
Brush 1560: WARNING, microbrush
Brush 1561: WARNING, microbrush
Brush 1562: WARNING, microbrush
Brush 1563: WARNING, microbrush
Brush 1564: WARNING, microbrush
Brush 1565: WARNING, microbrush
Brush 1566: WARNING, microbrush
Brush 1567: WARNING, microbrush
Brush 1568: WARNING, microbrush
Brush 1569: WARNING, microbrush
Brush 1570: WARNING, microbrush
Brush 1571: WARNING, microbrush
Brush 1572: WARNING, microbrush
Brush 1573: WARNING, microbrush
Brush 1574: WARNING, microbrush
Brush 1575: WARNING, microbrush
Brush 1576: WARNING, microbrush
Brush 1577: WARNING, microbrush
Brush 1578: WARNING, microbrush
Brush 1579: WARNING, microbrush
Brush 1580: WARNING, microbrush
Brush 1581: WARNING, microbrush
Brush 1582: WARNING, microbrush
Brush 1583: WARNING, microbrush
Brush 1584: WARNING, microbrush
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day02_09*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

--

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002
04.11.2008, 12:36
djpahl



No such variable "$hdrbasetexture" for material "skybox/sky_day02_09rt"
Can't load skybox file skybox/sky_day02_09 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) (356199 bytes)
Placing detail props : 0...Error loading studio model "models/props_foliage/detail_rocks01a.mdl"!
1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2958 texinfos to 1242
Reduced 123 texdatas to 106 (3258 bytes to 2789)
Writing e:\spiele\steam\steamapps\djpahl\half-life 2 deathmatch\hl2mp\maps\sepp_advanced.bsp
5 seconds elapsed

** Executing...
** Command: "e:\spiele\steam\steamapps\djpahl\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "e:\spiele\steam\steamapps\djpahl\half-life 2 deathmatch\hl2mp" "e:\spiele\steam\steamapps\djpahl\half-life 2 deathmatch\hl2mp\maps\sepp_advanced"

Valve Software - vvis.exe (Nov 8 2007)
4 threads
reading e:\spiele\steam\steamapps\djpahl\half-life 2 deathmatch\hl2mp\maps\sepp_advanced.bsp
reading e:\spiele\steam\steamapps\djpahl\half-life 2 deathmatch\hl2mp\maps\sepp_advanced.prt
1472 portalclusters
5254 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 (11071)
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
Optimized: 2128 visible clusters (0.00%)
Total clusters visible: 437078
Average clusters visible: 296
Building PAS...
Average clusters audible: 734
visdatasize:314520 compressed from 541696
writing e:\spiele\steam\steamapps\djpahl\half-life 2 deathmatch\hl2mp\maps\sepp_advanced.bsp
3 hours, 4 minutes, 32 seconds elapsed

** Executing...
** Command: "e:\spiele\steam\steamapps\djpahl\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters: -both -final -game "e:\spiele\steam\steamapps\djpahl\half-life 2 deathmatch\hl2mp" "e:\spiele\steam\steamapps\djpahl\half-life 2 deathmatch\hl2mp\maps\sepp_advanced"

Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
4 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading e:\spiele\steam\steamapps\djpahl\half-life 2 deathmatch\hl2mp\maps\sepp_advanced.bsp
5251 faces
3 degenerate faces
985825 square feet [141958848.00 square inches]
4 displacements
15893 square feet [2288637.50 square inches]
5248 patches before subdivision
zero area child patch
34030 patches after subdivision
28 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (588)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (10)
transfers 1881677, max 940
transfer lists: 14.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(18329, 18738, 43162)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(3927, 3191, 6133)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(1171, 740, 1288)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(431, 213, 319)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(183, 69, 93)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(83, 25, 29)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(40, 9, 10)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(20, 4, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(11, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(6, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #12 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #14 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0343 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 18/1024 864/49152 ( 1.8%)
brushes 1002/8192 12024/98304 (12.2%)
brushsides 8453/65536 67624/524288 (12.9%)
planes 8464/65536 169280/1310720 (12.9%)
vertexes 10453/65536 125436/786432 (16.0%)
nodes 3397/65536 108704/2097152 ( 5.2%)
texinfos 1242/12288 89424/884736 (10.1%)
texdata 106/2048 3392/65536 ( 5.2%)
dispinfos 4/0 704/0 ( 0.0%)
disp_verts 1156/0 23120/0 ( 0.0%)
disp_tris 2048/0 4096/0 ( 0.0%)
disp_lmsamples 34854/0 34854/0 ( 0.0%)
faces 5251/65536 294056/3670016 ( 8.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2963/65536 165928/3670016 ( 4.5%)
leaves 3416/65536 109312/2097152 ( 5.2%)
leaffaces 6143/65536 12286/131072 ( 9.4%)
leafbrushes 2116/65536 4232/131072 ( 3.2%)
areas 4/256 32/2048 ( 1.6%)
surfedges 36365/512000 145460/2048000 ( 7.1%)
edges 20341/256000 81364/1024000 ( 7.9%)
LDR worldlights 28/8192 2464/720896 ( 0.3%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 388/32768 3880/327680 ( 1.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 6426/65536 12852/131072 ( 9.8%)
cubemapsamples 2/1024 32/16384 ( 0.2%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1563756/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 314520/16777216 ( 1.9%)
entdata [variable] 72445/393216 (18.4%)
LDR leaf ambient 3416/65536 81984/1572864 ( 5.2%)
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] 1/375208 ( 0.0%)
dtl prp lght [variable] 1/57749 ( 0.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/30580 ( 0.0%)
pakfile [variable] 35798/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 356199/4194304 ( 8.5%)
==== Total Win32 BSP file data space used: 3896126 bytes ====

Total triangle count: 14201
Writing e:\spiele\steam\steamapps\djpahl\half-life 2 deathmatch\hl2mp\maps\sepp_advanced.bsp
10 minutes, 9 seconds elapsed
Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
4 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading e:\spiele\steam\steamapps\djpahl\half-life 2 deathmatch\hl2mp\maps\sepp_advanced.bsp
5251 faces
3 degenerate faces
985825 square feet [141958848.00 square inches]
4 displacements
15893 square feet [2288637.50 square inches]
5248 patches before subdivision
zero area child patch
34030 patches after subdivision
28 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (651)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (11)
transfers 1881677, max 940
transfer lists: 14.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #14 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #15 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #16 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #17 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #18 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #19 added RGB(-1, -1, -1)

--

zum Seitenanfang zum Seitenende Profil || Suche
003
04.11.2008, 12:39
djpahl



GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #20 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #21 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #22 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #23 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #24 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #25 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #26 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #27 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #28 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #29 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #30 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #31 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #32 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #33 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #34 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #35 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #36 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #37 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #38 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #39 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #40 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #41 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #42 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #43 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #44 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #45 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #46 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #47 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #48 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #49 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #50 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #51 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #52 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #53 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #54 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #55 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #56 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #57 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #58 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #59 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #60 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #61 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #62 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #63 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #64 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #65 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #66 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #67 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #68 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #69 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #70 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #71 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #72 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #73 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #74 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #75 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #76 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #77 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #78 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #79 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #80 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #81 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #82 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #83 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #84 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #85 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #86 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #87 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #88 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #89 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #90 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #91 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #92 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #93 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #94 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #95 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #96 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #97 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #98 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #99 added RGB(-1, -1, -1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #100 added RGB(-1, -1, -1)
Build Patch/Sample Hash Table(s).....Done<0.0242 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 18/1024 864/49152 ( 1.8%)
brushes 1002/8192 12024/98304 (12.2%)
brushsides 8453/65536 67624/524288 (12.9%)
planes 8464/65536 169280/1310720 (12.9%)
vertexes 10453/65536 125436/786432 (16.0%)
nodes 3397/65536 108704/2097152 ( 5.2%)
texinfos 1242/12288 89424/884736 (10.1%)
texdata 106/2048 3392/65536 ( 5.2%)
dispinfos 4/0 704/0 ( 0.0%)
disp_verts 1156/0 23120/0 ( 0.0%)
disp_tris 2048/0 4096/0 ( 0.0%)
disp_lmsamples 34854/0 34854/0 ( 0.0%)
faces 5251/65536 294056/3670016 ( 8.0%)
hdr faces 5251/65536 294056/3670016 ( 8.0%)
origfaces 2963/65536 165928/3670016 ( 4.5%)
leaves 3416/65536 109312/2097152 ( 5.2%)
leaffaces 6143/65536 12286/131072 ( 9.4%)
leafbrushes 2116/65536 4232/131072 ( 3.2%)
areas 4/256 32/2048 ( 1.6%)
surfedges 36365/512000 145460/2048000 ( 7.1%)
edges 20341/256000 81364/1024000 ( 7.9%)
LDR worldlights 28/8192 2464/720896 ( 0.3%)
HDR worldlights 28/8192 2464/720896 ( 0.3%)
waterstrips 388/32768 3880/327680 ( 1.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 6426/65536 12852/131072 ( 9.8%)
cubemapsamples 2/1024 32/16384 ( 0.2%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1563756/0 ( 0.0%)
HDR lightdata [variable] 1563756/0 ( 0.0%)
visdata [variable] 314520/16777216 ( 1.9%)
entdata [variable] 72445/393216 (18.4%)
LDR leaf ambient 3416/65536 81984/1572864 ( 5.2%)
HDR leaf ambient 3416/65536 81984/1572864 ( 5.2%)
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] 1/375208 ( 0.0%)
dtl prp lght [variable] 1/57749 ( 0.0%)
HDR dtl prp lght [variable] 1/57749 ( 0.0%)
static props [variable] 1/30580 ( 0.0%)
pakfile [variable] 35798/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 356199/4194304 ( 8.5%)
==== Total Win32 BSP file data space used: 5838386 bytes ====

Total triangle count: 14201
Writing e:\spiele\steam\steamapps\djpahl\half-life 2 deathmatch\hl2mp\maps\sepp_advanced.bsp
12 minutes, 10 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "e:\spiele\steam\steamapps\djpahl\half-life 2 deathmatch\hl2mp\maps\sepp_advanced.bsp" "e:\spiele\steam\steamapps\djpahl\half-life 2 deathmatch\hl2mp\maps\sepp_advanced.bsp"

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004
04.11.2008, 13:06
Herr Freimann



Leak & Microbrushes.

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005
04.11.2008, 13:54
Konsti



buildcubemaps ???

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AHHHHHHHHHHHHHHHHHH

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006
04.11.2008, 14:41
Nasenohrring



Grottenschlechtes Log. Da haste viel zu überarbeiten!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2893.1, 1150.5, 1970.2)
Leaf 0 contents: CONTENTS_GRATE CONTENTS_TRANSLUCENT
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 75:

(da kannste mal bei der hammer sufu "bruch 75" bei suche ID eingeben.)

Brush 1396: WARNING, microbrush
&
WARNING: Cluster portals saw into cluster

davon abgesehen kannste nen "bisschen" mehr dinge in func_detail machen.

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Mein aktuelles Projekt: http://www.youtube.com/watch?v=RwW4XPwD_V0

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007
05.11.2008, 01:52
Nic_b



ich kann Nasenohrring nur zustimmen, also wg. den Fehlern die im Log auftauchen:
http://www.thewall.de/content/half-life_2:fehler_probleme
(selber alle nacheinander suchen!)

ansonsten:
1. http://www.thewall.de/content/half-life_2:tutorials:map-optimierungen
2. http://www.student.ru.nl/rvanhoorn/optimization.php
3. http://developer.valvesoftware.com/wiki/Optimizing_and_Checking_Your_Map

MfG

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008
05.11.2008, 04:43
djpahl



Vielen Dank für die bisherigen Antworten!
Ich werd mich hintersetzen!

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