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Autor Beitrag
000
07.02.2010, 15:33
Unfaire-sau



Ich habe ein Problem beim wasser in meiner Map und zwar ist alles verschwommen :( hier mal ein bild

http://apload.de/bild/41356/unbenanntOP36T.jpg

kann mir jemand helfen ist sehr wichtig muss heute noch fertig werden !

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001
07.02.2010, 16:16
kainstuk



wtf is das für eine map?
-> www.compile-log-posten.nützlich

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http://www.fpsbanana.com/maps/132911
http://www.fpsbanana.com/maps/134201
http://www.fpsbanana.com/maps/107942


Dieser Beitrag wurde am 07.02.2010 um 16:16 von kainstuk bearbeitet.
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002
07.02.2010, 16:35
Unfaire-sau



Hier ist der Compille log :

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\papahh270668\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\papahh270668\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\papahh270668\sourcesdk_content\cstrike\mapsrc\ba_jail_allemagne"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\papahh270668\counter-strike source\cstrike\materials
Loading C:\Program Files (x86)\Steam\steamapps\papahh270668\sourcesdk_content\cstrike\mapsrc\ba_jail_allemagne.vmf
fixing up env_cubemap materials on brush sides...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity trigger_teleport (856.00 -1472.00 512.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, 184.0, -168.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
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:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, 184.0, 184.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
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:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, 512.0, -168.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
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:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, 512.0, 184.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
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:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, 840.0, -16.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
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:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, 512.0, 688.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
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:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1096.0, 0.0, 336.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
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:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1608.0, 0.0, 336.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
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:

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_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 (0) (71449 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 365 texinfos to 267
Reduced 25 texdatas to 22 (706 bytes to 611)
Writing C:\Program Files (x86)\Steam\steamapps\papahh270668\sourcesdk_content\cstrike\mapsrc\ba_jail_allemagne.bsp
4 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\papahh270668\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\papahh270668\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\papahh270668\sourcesdk_content\cstrike\mapsrc\ba_jail_allemagne"

Valve Software - vvis.exe (Nov 8 2007)
2 threads
reading c:\program files (x86)\steam\steamapps\papahh270668\sourcesdk_content\cstrike\mapsrc\ba_jail_allemagne.bsp
reading c:\program files (x86)\steam\steamapps\papahh270668\sourcesdk_content\cstrike\mapsrc\ba_jail_allemagne.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\papahh270668\sourcesdk_content\cstrike\mapsrc\ba_jail_allemagne.prt

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\papahh270668\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\papahh270668\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\papahh270668\sourcesdk_content\cstrike\mapsrc\ba_jail_allemagne"

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

Loading c:\program files (x86)\steam\steamapps\papahh270668\sourcesdk_content\cstrike\mapsrc\ba_jail_allemagne.bsp
No vis information, direct lighting only.
1617 faces
450901 square feet [64929856.00 square inches]
0 displacements
0 square feet [0.00 square inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
Build Patch/Sample Hash Table(s).....Done<0.0227 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
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 28/1024 1344/49152 ( 2.7%)
brushes 185/8192 2220/98304 ( 2.3%)
brushsides 1112/65536 8896/524288 ( 1.7%)
planes 614/65536 12280/1310720 ( 0.9%)
vertexes 2307/65536 27684/786432 ( 3.5%)
nodes 953/65536 30496/2097152 ( 1.5%)
texinfos 267/12288 19224/884736 ( 2.2%)
texdata 22/2048 704/65536 ( 1.1%)
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 1617/65536 90552/3670016 ( 2.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 772/65536 43232/3670016 ( 1.2%)
leaves 982/65536 31424/2097152 ( 1.5%)
leaffaces 1821/65536 3642/131072 ( 2.8%)
leafbrushes 392/65536 784/131072 ( 0.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 10620/512000 42480/2048000 ( 2.1%)
edges 5777/256000 23108/1024000 ( 2.3%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 128/32768 1280/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1935/65536 3870/131072 ( 3.0%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1297144/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 40784/393216 (10.4%)
LDR leaf ambient 982/65536 23568/1572864 ( 1.5%)
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] 1/840 ( 0.1%)
pakfile [variable] 21490/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 71449/4194304 ( 1.7%)
==== Total Win32 BSP file data space used: 1797689 bytes ====

Total triangle count: 4298
Writing c:\program files (x86)\steam\steamapps\papahh270668\sourcesdk_content\cstrike\mapsrc\ba_jail_allemagne.bsp
1 second elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\papahh270668\sourcesdk_content\cstrike\mapsrc\ba_jail_allemagne.bsp" "c:\program files (x86)\steam\steamapps\papahh270668\counter-strike source\cstrike\maps\ba_jail_allemagne.bsp"

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003
07.02.2010, 16:39
Unfaire-sau



AHHH problem gelöst nur wenn ich jetzt ins wasser gucke sieht man das das wasser und die Carbon schicht im wasser also Die wände im wasser ineinnander sind also wenn man sich bewegt sieht man immer 2 Texturen : Wasser + Wand -.-

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004
07.02.2010, 17:17
m_iace



nur oberseite mit wassertextur belegen!

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005
07.02.2010, 17:33
Unfaire-sau



sry bin neu wie genau meinst du das ?

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006
07.02.2010, 18:13
Night Wolf



Hier ist eine Schritt für Schritt Erklärung: http://www.thewall.de/content/half-life_2:tutorials:wasser

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Muh sag ich da!
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