000
19.08.2009, 22:11
Schiggyyy
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Hallo, ich habe in meiner Map das Problem, dass sehr viele Sprites oder Particle unsichtbar sind, zB. sieht man kein Blut spritzen wenn ich Survivors anschieße, man sieht keine Flammen von Molotovs, wenn der Smoker stirbt kommen keine Raucheffekte und wenn ne Pipebomb explodiert fehlen auch alle Effekte. Es ist aber nich so, dass gar keine Effekte da sind, so kann ich zB Mündungsfeuer sehen.
Außerdem sind bei mir sämtliche Detailsprites unsichtbar solange die Taschenlampe an ist, aber ob das ein anderer Fehler ist weiß ich nicht. (Edit: Ich musste nur in der vmt-Datei der Detailsprites die Befehle "$receiveflashlight 1" und $singlepassflashlight 1 hinzufügen.)
Wenn ich eine Standartmap von L4D starte treten diese Bugs nicht auf.
Was ich versucht habe: L4D neuinstallation, Map auf anderen PCs getestet, mit und ohne HDR kompiliert, mit und ohne RAD/VIS... immer die selben Fehler.
Wie man an diesem Bild erkennen kann sieht man nur die blaue Flamme am boden aber der Rest fehlt:

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SCHÄGGYYYYYYYYY!!!!!!!!!!1111einseinself
Dieser Beitrag wurde am 20.08.2009 um 00:45 von Schiggyyy bearbeitet.
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Profil || Suche
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001
19.08.2009, 22:13
Schiggyyy
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** Executing... ** Command: "e:\program files (x86)\steam\steamapps\common\left 4 dead\bin\vbsp.exe" ** Parameters: -game "e:\program files (x86)\steam\steamapps\common\left 4 dead\left4dead" "E:\Users\Metin Celik\Desktop\wtf\de_hollandstr"
Valve Software - vbsp.exe (Jun 22 2009) 4 threads materialPath: e:\program files (x86)\steam\steamapps\common\left 4 dead\left4dead\materials Loading E:\Users\Metin Celik\Desktop\wtf\de_hollandstr.vmf Patching WVT material: maps/de_hollandstr/hollandstr/garten/blendhollandstr_kitemen_wvt_patch Patching WVT material: maps/de_hollandstr/hollandstr/garten/hd_grass_plants_wvt_patch Patching WVT material: maps/de_hollandstr/hollandstr/garten/blumenbeet_wvt_patch Patching WVT material: maps/de_hollandstr/concrete/blendconcrete38a12a_wvt_patch 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) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 212 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing E:\Users\Metin Celik\Desktop\wtf\de_hollandstr.prt...Building visibility clusters... done (0) 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) (642713 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 2098 texinfos to 1069 Reduced 343 texdatas to 265 (12511 bytes to 9404) Writing E:\Users\Metin Celik\Desktop\wtf\de_hollandstr.bsp 6 seconds elapsed
** Executing... ** Command: "e:\program files (x86)\steam\steamapps\common\left 4 dead\bin\vvis.exe" ** Parameters: -game "e:\program files (x86)\steam\steamapps\common\left 4 dead\left4dead" -fast "E:\Users\Metin Celik\Desktop\wtf\de_hollandstr"
Valve Software - vvis.exe (Jun 22 2009) fastvis = true 4 threads reading e:\users\metin celik\desktop\wtf\de_hollandstr.bsp reading e:\users\metin celik\desktop\wtf\de_hollandstr.prt 1440 portalclusters 4285 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0) Optimized: 109908 visible clusters (0.00%) Total clusters visible: 1572917 Average clusters visible: 1092 Building PAS... Average clusters audible: 1428 visdatasize:510225 compressed from 529920 writing e:\users\metin celik\desktop\wtf\de_hollandstr.bsp 1 second elapsed
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SCHÄGGYYYYYYYYY!!!!!!!!!!1111einseinself
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Profil || Suche
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002
19.08.2009, 22:16
Schiggyyy
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** Executing... ** Command: "e:\program files (x86)\steam\steamapps\common\left 4 dead\bin\vrad.exe" ** Parameters: -both -game "e:\program files (x86)\steam\steamapps\common\left 4 dead\left4dead" "E:\Users\Metin Celik\Desktop\wtf\de_hollandstr"
Valve Software - vrad.exe SSE (Jun 22 2009)
Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad']
Loading e:\users\metin celik\desktop\wtf\de_hollandstr.bsp Setting up ray-trace acceleration structure... Done (2.85 seconds) 6194 faces 2 degenerate faces 729188 square feet [105003104.00 square inches] 35 Displacements 169439 Square Feet [24399254.00 Square Inches] 6192 patches before subdivision 58758 patches after subdivision 77 direct lights BuildFacelights: 0...1... warning - face vectors parallel to face normal. bad lighting will be produced 2...3...4...5...6...7...8...9...10 (35) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (32) transfers 6729941, max 1135 transfer lists: 51.3 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(207032, 182361, 109357) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(46434, 39247, 20755) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(13242, 10832, 5132) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(4392, 3486, 1483) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(1603, 1239, 478) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(627, 476, 168) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(258, 194, 63) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(111, 83, 25) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(49, 37, 11) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(23, 17, 5) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(11, 8, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #12 added RGB(5, 4, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #13 added RGB(3, 2, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #14 added RGB(1, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #15 added RGB(1, 1, 0) Build Patch/Sample Hash Table(s).....Done<0.0442 sec> FinalLightFace: 0...1... warning - face vectors parallel to face normal. bad lighting will be produced warning - face vectors parallel to face normal. bad lighting will be produced SampleRadial: Punting, Waiting for fix 2...3...4...5...6...7...8...9...10 (10) 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. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (11) Writing leaf ambient...done Ready to Finish
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SCHÄGGYYYYYYYYY!!!!!!!!!!1111einseinself
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Profil || Suche
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003
19.08.2009, 22:17
Schiggyyy
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Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 150/1024 7200/49152 (14.6%) brushes 1693/8192 20316/98304 (20.7%) brushsides 11567/65536 92536/524288 (17.6%) planes 5198/65536 103960/1310720 ( 7.9%) vertexes 11847/65536 142164/786432 (18.1%) nodes 3960/65536 126720/2097152 ( 6.0%) texinfos 1069/12288 76968/884736 ( 8.7%) texdata 265/2048 8480/65536 (12.9%) dispinfos 35/0 6160/0 ( 0.0%) disp_verts 1307/0 26140/0 ( 0.0%) disp_tris 1888/0 3776/0 ( 0.0%) disp_lmsamples 368288/0 368288/0 ( 0.0%) faces 6194/65536 346864/3670016 ( 9.5%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 4302/65536 240912/3670016 ( 6.6%) leaves 4111/65536 131552/2097152 ( 6.3%) leaffaces 7700/65536 15400/131072 (11.7%) leafbrushes 3294/65536 6588/131072 ( 5.0%) areas 3/256 24/2048 ( 1.2%) surfedges 47803/512000 191212/2048000 ( 9.3%) edges 29918/256000 119672/1024000 (11.7%) LDR worldlights 77/8192 7700/819200 ( 0.9%) HDR worldlights 0/8192 0/819200 ( 0.0%) leafwaterdata 2/32768 24/393216 ( 0.0%) waterstrips 716/32768 7160/327680 ( 2.2%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 13359/65536 26718/131072 (20.4%) cubemapsamples 11/1024 176/16384 ( 1.1%) overlays 85/512 29920/180224 (16.6%) LDR lightdata [variable] 3202284/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 510225/16777216 ( 3.0%) entdata [variable] 307778/393216 (78.3%) LDR ambient table 4111/65536 16444/262144 ( 6.3%) HDR ambient table 4111/65536 16444/262144 ( 6.3%) LDR leaf ambient 14123/65536 395444/1835008 (21.5%) HDR leaf ambient 4111/65536 115108/1835008 ( 6.3%) 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] 1/16208 ( 0.0%) dtl prp lght [variable] 1/599 ( 0.2%) HDR dtl prp lght [variable] 1/4 (25.0%) static props [variable] 1/58542 ( 0.0%) pakfile [variable] 1553097/0 ( 0.0%) physics [variable] 642713/4194304 (15.3%) physics terrain [variable] 6776/1048576 ( 0.6%)
Level flags = 0
Total triangle count: 18190 Writing e:\users\metin celik\desktop\wtf\de_hollandstr.bsp 1 minute, 33 seconds elapsed ***VPK: FastFindFile Attempting to use full path with VPK file! File: e:\users\metin celik\desktop\wtf\de_hollandstr.rad Valve Software - vrad.exe SSE (Jun 22 2009)
Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad']
Loading e:\users\metin celik\desktop\wtf\de_hollandstr.bsp Setting up ray-trace acceleration structure... Done (2.84 seconds) 6194 faces 2 degenerate faces 729188 square feet [105003104.00 square inches] 35 Displacements 169439 Square Feet [24399254.00 Square Inches] 6192 patches before subdivision 58758 patches after subdivision 77 direct lights BuildFacelights: 0...1... warning - face vectors parallel to face normal. bad lighting will be produced 2...3...4...5...6...7...8...9...10 (34) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (33)
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SCHÄGGYYYYYYYYY!!!!!!!!!!1111einseinself
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Profil || Suche
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004
19.08.2009, 22:18
Schiggyyy
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transfers 6729941, max 1135 transfer lists: 51.3 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(207032, 182360, 109356) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(46434, 39247, 20755) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(13242, 10831, 5132) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(4392, 3486, 1483) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(1603, 1239, 478) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(627, 476, 168) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(258, 194, 63) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(111, 83, 25) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(49, 37, 11) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(23, 17, 5) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(11, 8, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #12 added RGB(5, 4, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #13 added RGB(3, 2, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #14 added RGB(1, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #15 added RGB(1, 1, 0) Build Patch/Sample Hash Table(s).....Done<0.0448 sec> FinalLightFace: 0...1... warning - face vectors parallel to face normal. bad lighting will be produced warning - face vectors parallel to face normal. bad lighting will be produced SampleRadial: Punting, Waiting for fix 2...3...4...5...6...7...8...9...10 (10) 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. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (10) Writing leaf ambient...done Ready to Finish
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SCHÄGGYYYYYYYYY!!!!!!!!!!1111einseinself
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Profil || Suche
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005
19.08.2009, 22:19
Schiggyyy
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Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 150/1024 7200/49152 (14.6%) brushes 1693/8192 20316/98304 (20.7%) brushsides 11567/65536 92536/524288 (17.6%) planes 5198/65536 103960/1310720 ( 7.9%) vertexes 11847/65536 142164/786432 (18.1%) nodes 3960/65536 126720/2097152 ( 6.0%) texinfos 1069/12288 76968/884736 ( 8.7%) texdata 265/2048 8480/65536 (12.9%) dispinfos 35/0 6160/0 ( 0.0%) disp_verts 1307/0 26140/0 ( 0.0%) disp_tris 1888/0 3776/0 ( 0.0%) disp_lmsamples 368288/0 368288/0 ( 0.0%) faces 6194/65536 346864/3670016 ( 9.5%) hdr faces 6194/65536 346864/3670016 ( 9.5%) origfaces 4302/65536 240912/3670016 ( 6.6%) leaves 4111/65536 131552/2097152 ( 6.3%) leaffaces 7700/65536 15400/131072 (11.7%) leafbrushes 3294/65536 6588/131072 ( 5.0%) areas 3/256 24/2048 ( 1.2%) surfedges 47803/512000 191212/2048000 ( 9.3%) edges 29918/256000 119672/1024000 (11.7%) LDR worldlights 77/8192 7700/819200 ( 0.9%) HDR worldlights 77/8192 7700/819200 ( 0.9%) leafwaterdata 2/32768 24/393216 ( 0.0%) waterstrips 716/32768 7160/327680 ( 2.2%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 13359/65536 26718/131072 (20.4%) cubemapsamples 11/1024 176/16384 ( 1.1%) overlays 85/512 29920/180224 (16.6%) LDR lightdata [variable] 3202284/0 ( 0.0%) HDR lightdata [variable] 3202284/0 ( 0.0%) visdata [variable] 510225/16777216 ( 3.0%) entdata [variable] 307778/393216 (78.3%) LDR ambient table 4111/65536 16444/262144 ( 6.3%) HDR ambient table 4111/65536 16444/262144 ( 6.3%) LDR leaf ambient 14123/65536 395444/1835008 (21.5%) HDR leaf ambient 14122/65536 395416/1835008 (21.5%) 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] 1/16208 ( 0.0%) dtl prp lght [variable] 1/599 ( 0.2%) HDR dtl prp lght [variable] 1/599 ( 0.2%) static props [variable] 1/58542 ( 0.0%) pakfile [variable] 1553097/0 ( 0.0%) physics [variable] 642713/4194304 (15.3%) physics terrain [variable] 6776/1048576 ( 0.6%)
Level flags = 0
Total triangle count: 18190 Writing e:\users\metin celik\desktop\wtf\de_hollandstr.bsp 1 minute, 33 seconds elapsed ***VPK: FastFindFile Attempting to use full path with VPK file! File: e:\users\metin celik\desktop\wtf\de_hollandstr.rad
** Executing... ** Command: Copy File ** Parameters: "E:\Users\Metin Celik\Desktop\wtf\de_hollandstr.bsp" "e:\program files (x86)\steam\steamapps\common\left 4 dead\left4dead\maps\de_hollandstr.bsp"
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SCHÄGGYYYYYYYYY!!!!!!!!!!1111einseinself
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Profil || Suche
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006
24.08.2009, 13:24
Agamemnon-Hellmapper
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Nur so aus neugier... Wieso läuft Rad zweimal?
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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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007
24.08.2009, 16:24
tolio
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Läuft RAD nicht zweimal wenn man hdr drinne hat? Das war bei mir auch so...
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008
24.08.2009, 19:47
Schiggyyy
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Ja richtig, ich habe da mit HDR kompiliert.
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SCHÄGGYYYYYYYYY!!!!!!!!!!1111einseinself
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Profil || Suche
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009
23.12.2009, 21:12
detommy
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ich habe das selbe problem...hat jemand eine lösung ? gruß
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Profil || Suche
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010
23.12.2009, 22:31
Herr Freimann
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Du brauchst ein env_fog_control in der Map, sonst geht's nicht.
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Dieser Beitrag wurde am 23.12.2009 um 22:32 von Herr Freimann bearbeitet.
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