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Hi, gleich zum prob: ich bau ne map wobei viel mit Lichtern experimentire, nur krig ich einige models nich angezeigt. ich hab das toturial über Lichter erstellen mindestens ein dutzend mal durchgekaut und es hat auch geklappt, nur dass ich einige lampen-models, die z.b auch in prodigy und anderen costom maps auftauchen einfach nicht ingame zusehen sind, im hammer allerdings schon...
mein compile-log:
** Executing... ** Command: "c:\programme\valve\steam\steamapps\XXXXXXXXXXXXXXXX\sourcesdk\bin\vbsp.exe" ** Parameters: -game "c:\programme\valve\steam\steamapps\XXXXXXXXXXXXXXXX\counter-strike source\cstrike" "C:\Programme\Valve\Steam\SteamApps\XXXXXXXXXXXXXXXX\Costom Maps\residenz"
Valve Software - vbsp.exe (Jan 19 2005) 1 threads materialPath: c:\programme\valve\steam\steamapps\XXXXXXXXXXXXXXXX\counter-strike source\cstrike\materials Loading C:\Programme\Valve\Steam\SteamApps\XXXXXXXXXXXXXXXX\Costom Maps\residenz.vmf fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1) Processing areas...done (0) Building Faces...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Programme\Valve\Steam\SteamApps\XXXXXXXXXXXXXXXX\Costom Maps\residenz.prt...done (0) Creating default cubemaps for env_cubemap using skybox sky_wasteland02... Run buildcubemaps in the engine to get the correct cube maps. 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) (30004 bytes) Emitting linux collision data (use -nolinuxdata to disable). Building Physics collision data... done (0) (30004 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Writing C:\Programme\Valve\Steam\SteamApps\XXXXXXXXXXXXXXXX\Costom Maps\residenz.bsp 1 second elapsed Memory leak: mempool blocks left in memory: 48 Memory leak: mempool blocks left in memory: 2
** Executing... ** Command: "c:\programme\valve\steam\steamapps\XXXXXXXXXXXXXXXX\sourcesdk\bin\vvis.exe" ** Parameters: -game "c:\programme\valve\steam\steamapps\XXXXXXXXXXXXXXXX\counter-strike source\cstrike" -fast "C:\Programme\Valve\Steam\SteamApps\XXXXXXXXXXXXXXXX\Costom Maps\residenz"
Valve Software - vvis.exe (Dec 15 2004) fastvis = true 1 threads reading c:\programme\valve\steam\steamapps\XXXXXXXXXXXXXXXX\costom maps\residenz.bsp reading c:\programme\valve\steam\steamapps\XXXXXXXXXXXXXXXX\costom maps\residenz.prt 122 portalclusters 398 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0) Optimized: 416 visible clusters (0.00%) Total clusters visible: 13318 Average clusters visible: 109 Building PAS... Average clusters audible: 122 visdatasize:4898 compressed from 3904 writing c:\programme\valve\steam\steamapps\XXXXXXXXXXXXXXXX\costom maps\residenz.bsp 0 seconds elapsed
** Executing... ** Command: "c:\programme\valve\steam\steamapps\XXXXXXXXXXXXXXXX\sourcesdk\bin\vrad.exe" ** Parameters: -game "c:\programme\valve\steam\steamapps\XXXXXXXXXXXXXXXX\counter-strike source\cstrike" -noextra "C:\Programme\Valve\Steam\SteamApps\XXXXXXXXXXXXXXXX\Costom Maps\residenz"
Valve Software - vrad.exe (Mar 8 2005) ----- Radiosity Simulator ---- 1 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad']
Loading c:\programme\valve\steam\steamapps\XXXXXXXXXXXXXXXX\costom maps\residenz.bsp 327 faces 71392 square feet [10280564.00 square inches] 0 displacements 0 square feet [0.00 square inches] 327 patches before subdivision 3429 patches after subdivision 8 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0) transfers 49615, max 98 transfer lists: 0.4 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(9068, 7579, 5332) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(1400, 1136, 718) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(362, 271, 147) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(90, 66, 32) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(25, 18, 8) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(7, 5, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(2, 2, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(1, 1, 0) Build Patch/Sample Hash Table(s).....Done<0.0060 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0) FinalLightFace Done Ready to Finish 0 of 0 (0% of) surface lights went in leaf ambient cubes. ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 7/1024 336/49152 ( 0.7%) brushes 74/8192 888/98304 ( 0.9%) brushsides 504/65536 4032/524288 ( 0.8%) planes 348/65536 6960/1310720 ( 0.5%) vertexes 776/65536 9312/786432 ( 1.2%) nodes 286/65536 9152/2097152 ( 0.4%) texinfos 89/12288 6408/884736 ( 0.7%) texdata 10/2048 320/65536 ( 0.5%) 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 327/65536 18312/3670016 ( 0.5%) origfaces 200/65536 11200/3670016 ( 0.3%) leaves 294/65536 16464/3670016 ( 0.4%) leaffaces 384/65536 768/131072 ( 0.6%) leafbrushes 174/65536 348/131072 ( 0.3%) surfedges 2340/512000 9360/2048000 ( 0.5%) edges 1285/256000 5140/1024000 ( 0.5%) worldlights 8/8192 704/720896 ( 0.1%) waterstrips 11/32768 110/327680 ( 0.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 180/65536 360/131072 ( 0.3%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) lightdata [variable] 308788/0 ( 0.0%) visdata [variable] 4898/16777216 ( 0.0%) entdata [variable] 13980/393216 ( 3.6%) 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] 1/832 ( 0.1%) pakfile [variable] 9906/0 ( 0.0%)
Win32 Specific Data: physics [variable] 30004/4194304 ( 0.7%) ==== Total Win32 BSP file data space used: 467752 bytes ====
Linux Specific Data: physicssurface [variable] 30004/6291456 ( 0.5%) ==== Total Linux BSP file data space used: 467752 bytes ====
Total triangle count: 855 Writing c:\programme\valve\steam\steamapps\XXXXXXXXXXXXXXXX\costom maps\residenz.bsp 2 seconds elapsed
** Executing... ** Command: Copy File ** Parameters: "C:\Programme\Valve\Steam\SteamApps\XXXXXXXXXXXXXXXX\Costom Maps\residenz.bsp" "c:\programme\valve\steam\steamapps\XXXXXXXXXXXXXXXX\counter-strike source\cstrike\maps\residenz.bsp"
** Executing... ** Command: "c:\programme\valve\steam\steamapps\XXXXXXXXXXXXXXXX\counter-strike source\hl2.exe" ** Parameters: -game "c:\programme\valve\steam\steamapps\XXXXXXXXXXXXXXXX\counter-strike source\cstrike" -sv_lan -console -sv_cheats 1 -dev +map "residenz"
einige pics vom prob:
 So siehts im hammer aus
 die 4 lampen ingame aber so, man sieht sie nich...
 ...aber "da" sind sie ja.
 innen drinne genauso...
 ...aber kein model...
 ...trotzdem is dat scheissteil "da".
 in prodigy funktioniert aber das model !?
 ich hab zwar ne hängende lampe, aber kein Seil....
 nur diese verfickten halogen-scheinwerfer funktionukeln
 Auch die staubige Luft wird angezeigt, aber wieso nicht diese models ?
könnte mir auch jemand bei der hängenden lampe helfen ?
das wäre sehr freundlich
Mein System:
meine Graka: ati radeon 9250 ViVo, volle directX 8.1 unterstützung, 128mb ram Arbeitsspeicher: 1280mb DDR ram (pc3200) Prozessor: amd athlon xp 3000+ (barton kern)
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Kill for Candy ;)
Dieser Beitrag wurde am 29.06.2005 um 05:16 von THE PUNISHER bearbeitet.
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