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Autor Beitrag
000
27.08.2009, 19:53
Citrien



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



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



Ja ich habe mehrere normale Lichter noch
Quellcode:** 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



Quellcode:** 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



Quellcode: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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