000
27.08.2009, 19:53
Citrien
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Hallo Leute
Ich habe ein light_dynamic, aber egal was ich dran einstelle es leuchtet nicht, man nimmt seine presenz nicht mal wahr.
Wie kriege ich ein light_dynamic hin das leuchtet
Sagt am besten mal werte die für einen normale raum lampe anständig wären. Vielleicht geht es dann mal^^
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001
28.08.2009, 14:14
m_iace
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hast du noch andere normale lichter in der map und poste mal deinen compile log
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002
28.08.2009, 16:25
Citrien
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Ja ich habe mehrere normale Lichter noch
** Executing... ** Command: "c:\program files\steam\steamapps\hunter32123\sourcesdk\bin\ep1\bin\vbsp.exe" ** Parameters: -game "c:\program files\steam\steamapps\SourceMods\zombie_master" "C:\Users\Citrien\Desktop\zm_bloodystreet"
Valve Software - vbsp.exe (Dec 11 2006) 2 threads materialPath: c:\program files\steam\steamapps\SourceMods\zombie_master\materials Loading C:\Users\Citrien\Desktop\zm_bloodystreet.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 (0) Processing areas...done (0) Building Faces...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Users\Citrien\Desktop\zm_bloodystreet.prt...done (0) Creating default cubemaps for env_cubemap using skybox materials: skybox/sky_day01_09*.vmt Run buildcubemaps in the engine to get the correct cube maps.
No such variable "$hdrbasetexture" for material "skybox/sky_day01_09rt" Can't load skybox file skybox/sky_day01_09 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) (43878 bytes) Error! prop_static using model "models/props_c17/furnitureradiator001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_c17/furnitureradiator001a.mdl"! Placing detail props : 0...1...2...3...4...5...6...7...8...9...Error! detail_prop using model "models/props_junk/trashdumpster01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_junk/trashdumpster01a.mdl"! 10 Compacting texture/material tables... Reduced 91 texinfos to 62 Reduced 16 texdatas to 14 (427 bytes to 364) Writing C:\Users\Citrien\Desktop\zm_bloodystreet.bsp 0 seconds elapsed
** Executing... ** Command: "c:\program files\steam\steamapps\hunter32123\sourcesdk\bin\ep1\bin\vvis.exe" ** Parameters: -game "c:\program files\steam\steamapps\SourceMods\zombie_master" "C:\Users\Citrien\Desktop\zm_bloodystreet"
Valve Software - vvis.exe (Nov 8 2007) 2 threads reading c:\users\citrien\desktop\zm_bloodystreet.bsp reading c:\users\citrien\desktop\zm_bloodystreet.prt 228 portalclusters 659 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0) PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (2) Optimized: 40 visible clusters (0.00%) Total clusters visible: 26842 Average clusters visible: 117 Building PAS... Average clusters audible: 225 visdatasize:15355 compressed from 14592 writing c:\users\citrien\desktop\zm_bloodystreet.bsp 2 seconds elapsed
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003
28.08.2009, 16:26
Citrien
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** Executing... ** Command: "c:\program files\steam\steamapps\hunter32123\sourcesdk\bin\ep1\bin\vrad.exe" ** Parameters: -game "c:\program files\steam\steamapps\SourceMods\zombie_master" "C:\Users\Citrien\Desktop\zm_bloodystreet"
Valve Software - vrad.exe SSE (Nov 8 2007) ----- Radiosity Simulator ---- 2 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad']
Loading c:\users\citrien\desktop\zm_bloodystreet.bsp 556 faces 941257 square feet [135541040.00 square inches] 0 displacements 0 square feet [0.00 square inches] 556 patches before subdivision 13428 patches after subdivision 8 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0) transfers 521096, max 307 transfer lists: 4.0 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(2274, 1806, 1557) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(160, 92, 59) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(14, 6, 3) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(1, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0110 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 7/1024 336/49152 ( 0.7%) brushes 131/8192 1572/98304 ( 1.6%) brushsides 788/65536 6304/524288 ( 1.2%) planes 224/65536 4480/1310720 ( 0.3%) vertexes 1002/65536 12024/786432 ( 1.5%) nodes 474/65536 15168/2097152 ( 0.7%) texinfos 62/12288 4464/884736 ( 0.5%) texdata 14/2048 448/65536 ( 0.7%) 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 556/65536 31136/3670016 ( 0.8%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 207/65536 11592/3670016 ( 0.3%) leaves 482/65536 15424/2097152 ( 0.7%) leaffaces 668/65536 1336/131072 ( 1.0%) leafbrushes 289/65536 578/131072 ( 0.4%) areas 2/256 16/2048 ( 0.8%) surfedges 3402/512000 13608/2048000 ( 0.7%) edges 1883/256000 7532/1024000 ( 0.7%) LDR worldlights 8/8192 704/720896 ( 0.1%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 48/32768 480/327680 ( 0.1%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 753/65536 1506/131072 ( 1.1%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 788712/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 15355/16777216 ( 0.1%) entdata [variable] 25174/393216 ( 6.4%) LDR leaf ambient 482/65536 11568/1572864 ( 0.7%) 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] 1/2478 ( 0.0%) pakfile [variable] 20324/0 ( 0.0%)
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004
28.08.2009, 16:27
Citrien
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Level flags = 0
Win32 Specific Data: physics [variable] 43878/4194304 ( 1.0%) ==== Total Win32 BSP file data space used: 1033721 bytes ====
Total triangle count: 1464 Writing c:\users\citrien\desktop\zm_bloodystreet.bsp 4 seconds elapsed
** Executing... ** Command: Copy File ** Parameters: "C:\Users\Citrien\Desktop\zm_bloodystreet.bsp" "c:\program files\steam\steamapps\SourceMods\zombie_master\maps\zm_bloodystreet.bsp"
** Executing... ** Command: "c:\program files\steam\Steam.exe" ** Parameters: -game "c:\program files\steam\steamapps\SourceMods\zombie_master" +map "zm_bloodystreet"
sorry das ich 3 antworten benötigte aber das is einfach zu viel text und ich weiß nicht wo das steht was du brauchst
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