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Autor Beitrag
000
19.08.2009, 22:11
Schiggyyy



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:

--

SCHÄGGYYYYYYYYY!!!!!!!!!!1111einseinself


Dieser Beitrag wurde am 20.08.2009 um 00:45 von Schiggyyy bearbeitet.
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001
19.08.2009, 22:13
Schiggyyy



Quellcode:** 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

--

SCHÄGGYYYYYYYYY!!!!!!!!!!1111einseinself

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002
19.08.2009, 22:16
Schiggyyy



Quellcode:** 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

--

SCHÄGGYYYYYYYYY!!!!!!!!!!1111einseinself

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003
19.08.2009, 22:17
Schiggyyy



Quellcode: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)

--

SCHÄGGYYYYYYYYY!!!!!!!!!!1111einseinself

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004
19.08.2009, 22:18
Schiggyyy



Quellcode: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

--

SCHÄGGYYYYYYYYY!!!!!!!!!!1111einseinself

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005
19.08.2009, 22:19
Schiggyyy



Quellcode: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"

--

SCHÄGGYYYYYYYYY!!!!!!!!!!1111einseinself

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006
24.08.2009, 13:24
Agamemnon-Hellmapper



Nur so aus neugier... Wieso läuft Rad zweimal?

--

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



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



Ja richtig, ich habe da mit HDR kompiliert.

--

SCHÄGGYYYYYYYYY!!!!!!!!!!1111einseinself

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009
23.12.2009, 21:12
detommy



ich habe das selbe problem...hat jemand eine lösung ?
gruß

--

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010
23.12.2009, 22:31
Herr Freimann



Du brauchst ein env_fog_control in der Map, sonst geht's nicht.

--


Dieser Beitrag wurde am 23.12.2009 um 22:32 von Herr Freimann bearbeitet.
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