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Autor Beitrag
000
25.08.2006, 18:13
m4p m4st3r



ich habe einen teil einer map (css) erstellt, und es gab bisher keinerlei probleme. wenn ich aber nun weitermappen will (blöcke hinzufügen ect) dann sind diese neu hinzugefügten blöcke danach im spiel, wenn ich die map komplimiere nicht vorhanden. woran könnte das liegen??

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001
25.08.2006, 18:25
Night Wolf



Ich tippe mal auf einen Fehler in deiner Map durch welchen der erfolgreiche compile inklusive die überschreibung der alten Map verhindert wird. Oder ein Zielverzeichnis hat sich auf wundersame Weise verändert. Poste einmal deinen Compile Log (die Masse Text die nach dem compile kommt).

--

Muh sag ich da!
----------------------
All das ist thewall: 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 |

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002
25.08.2006, 18:41
m4p m4st3r



Mein Compile log:

** Executing...
** Command: "c:\programme\valve\steam\steamapps\fleischer91\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\programme\valve\steam\steamapps\fleischer91\counter-strike source\cstrike" "c:\programme\valve\steam\steamapps\fleischer91\sourcesdk_content\cstrike\mapsrc\testmap"

Valve Software - vbsp.exe (Aug 4 2006)
2 threads
materialPath: c:\programme\valve\steam\steamapps\fleischer91\counter-strike source\cstrike\materials
Loading c:\programme\valve\steam\steamapps\fleischer91\sourcesdk_content\cstrike\mapsrc\testmap.vmf
Brush 8024: origin brushes not allowed in world

** Executing...
** Command: "c:\programme\valve\steam\steamapps\fleischer91\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\programme\valve\steam\steamapps\fleischer91\counter-strike source\cstrike" "c:\programme\valve\steam\steamapps\fleischer91\sourcesdk_content\cstrike\mapsrc\testmap"

Valve Software - vvis.exe (May 22 2006)
2 threads
reading c:\programme\valve\steam\steamapps\fleischer91\sourcesdk_content\cstrike\mapsrc\testmap.bsp
reading c:\programme\valve\steam\steamapps\fleischer91\sourcesdk_content\cstrike\mapsrc\testmap.prt
LoadPortals: couldn't read c:\programme\valve\steam\steamapps\fleischer91\sourcesdk_content\cstrike\mapsrc\testmap.prt

** Executing...
** Command: "c:\programme\valve\steam\steamapps\fleischer91\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\programme\valve\steam\steamapps\fleischer91\counter-strike source\cstrike" "c:\programme\valve\steam\steamapps\fleischer91\sourcesdk_content\cstrike\mapsrc\testmap"

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

Loading c:\programme\valve\steam\steamapps\fleischer91\sourcesdk_content\cstrike\mapsrc\testmap.bsp
No vis information, direct lighting only.
1065 faces
21219 square feet [3055551.50 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<0.0032 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 4/1024 192/49152 ( 0.4%)
brushes 131/8192 1572/98304 ( 1.6%)
brushsides 806/65536 6448/524288 ( 1.2%)
planes 614/65536 12280/1310720 ( 0.9%)
vertexes 1703/65536 20436/786432 ( 2.6%)
nodes 705/65536 22560/2097152 ( 1.1%)
texinfos 105/12288 7560/884736 ( 0.9%)
texdata 6/2048 192/65536 ( 0.3%)
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 1065/65536 59640/3670016 ( 1.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 562/65536 31472/3670016 ( 0.9%)
leaves 710/65536 22720/2097152 ( 1.1%)
leaffaces 1222/65536 2444/131072 ( 1.9%)
leafbrushes 401/65536 802/131072 ( 0.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 7384/512000 29536/2048000 ( 1.4%)
edges 4000/256000 16000/1024000 ( 1.6%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 87/32768 870/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1365/65536 2730/131072 ( 2.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 124836/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 8834/393216 ( 2.2%)
LDR leaf ambient 710/65536 17040/1572864 ( 1.1%)
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] 20262/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 50345/4194304 ( 1.2%)
==== Total Win32 BSP file data space used: 458789 bytes ====

Total triangle count: 3006
Writing c:\programme\valve\steam\steamapps\fleischer91\sourcesdk_content\cstrike\mapsrc\testmap.bsp
0 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "c:\programme\valve\steam\steamapps\fleischer91\sourcesdk_content\cstrike\mapsrc\testmap.bsp" "c:\programme\valve\steam\steamapps\fleischer91\counter-strike source\cstrike\maps\testmap.bsp"

** Executing...
** Command: "c:\programme\valve\steam\steamapps\fleischer91\counter-strike source\hl2.exe"
** Parameters: -dev -console -allowdebug -game "c:\programme\valve\steam\steamapps\fleischer91\counter-strike source\cstrike" +map "testmap"

--

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003
25.08.2006, 19:30
Agamemnon-Hellmapper



Brush 8024: origin brushes not allowed in world

Du hast einen Originbrush, der zu keinem Entity gehört.
Lösung: Brush suchen und löschen.

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Es gibt 2 Möglichkeiten, eine Kristallkugel zu benutzen:
a) um damit Spekulationen über ein Problem eines Users zu machen und
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- bloggt jetzt auch selbst auf Sclavia.de

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004
25.08.2006, 23:30
wiha



hi leude ich habe jetzt schon eine ziemlich grosse map gemacht 7000x7000 units grundfläsche
und jetzt will ich noch ein fluss dazu machen und beim hochladen ohen oder mit rad oder vis oder nur bsp werden die neuerungen nicht angezeigt die alte map bleibt nach dem hochladne bestehen wenn ich dan diee neuerung lösche wird wieder jede kleine änderung übernommen wenn ifh dann mal wieder die dieversen leaks stopfen will und paar dicke brushes baue wird die map wieder nicht richtig hochgeladen er kompiliert ganz normal aber in source ist die veränderung nicht übernommen wurden

** Executing...
** Command: "d:\valve\steamapps\basecamp\sourcesdk\bin\vbsp.exe"
** Parameters: -game "d:\valve\steamapps\basecamp\counter-strike source\cstrike" "D:\maps\siedlung"

Valve Software - vbsp.exe (Aug 4 2006)
1 threads
materialPath: d:\valve\steamapps\basecamp\counter-strike source\cstrike\materials
Loading D:\maps\siedlung.vmf
Can't find surfaceprop woodpanel for material PETER/TÜR, using default
fixing up env_cubemap materials on brush sides...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
ProcessBlock_Thread: 0...1..Brush 4773: WARNING, microbrush
.2...Brush 4049: WARNING, microbrush
3...4...5...6...7...8...9...10 (8)
**** leaked ****
Entity prop_static (-1825.51 -1908.26 -220.93) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1235.0, 506.0, -247.2)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents: CONTENTS_SOLID CONTENTS_WINDOW CONTENTS_TRANSLUCENT
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW
Candidate brush IDs: Brush 522:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1380.0, 431.6, -247.5)
Leaf 0 contents: CONTENTS_SOLID CONTENTS_GRATE CONTENTS_TRANSLUCENT CONTENTS_LADDER
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_GRATE
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_GRATE
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_GRATE
Candidate brush IDs: Brush 5110:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1312.0, 506.0, -247.5)
Leaf 0 contents: CONTENTS_SOLID CONTENTS_WINDOW CONTENTS_TRANSLUCENT
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW
Candidate brush IDs: Brush 522:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (774.7, -607.6, -85.4)
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 2786:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-221.2, -388.7, -228.0)
Leaf 0 contents: CONTENTS_SOLID CONTENTS_WINDOW CONTENTS_TRANSLUCENT
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW
Candidate brush IDs: Brush 471:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1330.3, -424.0, 56.5)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents: CONTENTS_SOLID CONTENTS_WINDOW CONTENTS_TRANSLUCENT
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW
Candidate brush IDs: Brush 2756:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1329.4, -312.0, -237.5)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents: CONTENTS_SOLID CONTENTS_WINDOW CONTENTS_TRANSLUCENT
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW
Candidate brush IDs: Brush 516:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1329.0, -338.5, -247.1)
Leaf 0 contents: CONTENTS_SOLID CONTENTS_WINDOW CONTENTS_TRANSLUCENT
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW
Candidate brush IDs: Brush 516:

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (1)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 8 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
Too many t-junctions to fix up!

** Executing...
** Command: Copy File
** Parameters: "D:\maps\siedlung.bsp" "d:\valve\steamapps\basecamp\counter-strike source\cstrike\maps\siedlung.bsp"

--

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005
25.08.2006, 23:37
Agamemnon-Hellmapper



Threadhijacking ist nicht erwünscht. Mach gefälligst einen eigenen auf, denn du hast völlig andere Fehler. Oder noch besser, benutz den Log Analyzer und verschon uns mit diesem wirklich Grausamen! Log.

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Es gibt 2 Möglichkeiten, eine Kristallkugel zu benutzen:
a) um damit Spekulationen über ein Problem eines Users zu machen und
b) um sie einem besonders unkooperativen User über den Schädel zu ziehen.
- bloggt jetzt auch selbst auf Sclavia.de

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006
26.08.2006, 13:29
m4p m4st3r



wieso geht des jetzt schon wieder nicht alles was ich wieder gebaut habe kommt nach dme komplimieren nicht

coplit text

** Executing...
** Command: "c:\programme\valve\steam\steamapps\fleischer91\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\programme\valve\steam\steamapps\fleischer91\counter-strike source\cstrike" "c:\programme\valve\steam\steamapps\fleischer91\sourcesdk_content\cstrike\mapsrc\testmap"

Valve Software - vbsp.exe (Aug 4 2006)
2 threads
materialPath: c:\programme\valve\steam\steamapps\fleischer91\counter-strike source\cstrike\materials
Loading c:\programme\valve\steam\steamapps\fleischer91\sourcesdk_content\cstrike\mapsrc\testmap.vmf
Brush 14191: origin brushes not allowed in world

** Executing...
** Command: "c:\programme\valve\steam\steamapps\fleischer91\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\programme\valve\steam\steamapps\fleischer91\counter-strike source\cstrike" "c:\programme\valve\steam\steamapps\fleischer91\sourcesdk_content\cstrike\mapsrc\testmap"

Valve Software - vvis.exe (May 22 2006)
2 threads
reading c:\programme\valve\steam\steamapps\fleischer91\sourcesdk_content\cstrike\mapsrc\testmap.bsp
reading c:\programme\valve\steam\steamapps\fleischer91\sourcesdk_content\cstrike\mapsrc\testmap.prt
LoadPortals: couldn't read c:\programme\valve\steam\steamapps\fleischer91\sourcesdk_content\cstrike\mapsrc\testmap.prt

** Executing...
** Command: "c:\programme\valve\steam\steamapps\fleischer91\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\programme\valve\steam\steamapps\fleischer91\counter-strike source\cstrike" "c:\programme\valve\steam\steamapps\fleischer91\sourcesdk_content\cstrike\mapsrc\testmap"

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

Loading c:\programme\valve\steam\steamapps\fleischer91\sourcesdk_content\cstrike\mapsrc\testmap.bsp
No vis information, direct lighting only.
2104 faces
37445 square feet [5392110.50 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<0.0082 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 18/1024 864/49152 ( 1.8%)
brushes 247/8192 2964/98304 ( 3.0%)
brushsides 1502/65536 12016/524288 ( 2.3%)
planes 1302/65536 26040/1310720 ( 2.0%)
vertexes 3511/65536 42132/786432 ( 5.4%)
nodes 1399/65536 44768/2097152 ( 2.1%)
texinfos 367/12288 26424/884736 ( 3.0%)
texdata 8/2048 256/65536 ( 0.4%)
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 2104/65536 117824/3670016 ( 3.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1131/65536 63336/3670016 ( 1.7%)
leaves 1418/65536 45376/2097152 ( 2.2%)
leaffaces 2416/65536 4832/131072 ( 3.7%)
leafbrushes 782/65536 1564/131072 ( 1.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 14790/512000 59160/2048000 ( 2.9%)
edges 7983/256000 31932/1024000 ( 3.1%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 203/32768 2030/327680 ( 0.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3240/65536 6480/131072 ( 4.9%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 279820/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 16212/393216 ( 4.1%)
LDR leaf ambient 1418/65536 34032/1572864 ( 2.2%)
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] 1/12 ( 8.3%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 20262/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 97962/4194304 ( 2.3%)
==== Total Win32 BSP file data space used: 936304 bytes ====

Total triangle count: 6058
Writing c:\programme\valve\steam\steamapps\fleischer91\sourcesdk_content\cstrike\mapsrc\testmap.bsp
1 second elapsed

** Executing...
** Command: Copy File
** Parameters: "c:\programme\valve\steam\steamapps\fleischer91\sourcesdk_content\cstrike\mapsrc\testmap.bsp" "c:\programme\valve\steam\steamapps\fleischer91\counter-strike source\cstrike\maps\testmap.bsp"

** Executing...
** Command: "c:\programme\valve\steam\steamapps\fleischer91\counter-strike source\hl2.exe"
** Parameters: -dev -console -allowdebug -game "c:\programme\valve\steam\steamapps\fleischer91\counter-strike source\cstrike" +map "testmap"

--

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007
26.08.2006, 14:20
Agamemnon-Hellmapper



Zitat:
Agamemnon-Hellmapper postete
Brush 8024: origin brushes not allowed in world

Du hast einen Originbrush, der zu keinem Entity gehört.
Lösung: Brush suchen und löschen.

Du hast immernoch den Fehler, du Nase! Nur jetzt ist es #14191.

--

Es gibt 2 Möglichkeiten, eine Kristallkugel zu benutzen:
a) um damit Spekulationen über ein Problem eines Users zu machen und
b) um sie einem besonders unkooperativen User über den Schädel zu ziehen.
- bloggt jetzt auch selbst auf Sclavia.de

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