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Autor Beitrag
000
17.11.2007, 21:24
Phil-M



Hi!
ich hab folgendes Prob, wenn ich meinen log in den loganalyzer schieb:

LoadPortals: couldn't read

Die Problembeschreibung hilft leider nicht weiter.

hättet ihr irgend eine idee an was des liegen könnte?

Vielen Dank
Phil

--

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001
17.11.2007, 21:33
messer



Post mal dein komplettes Log! Ich glaub du hast ein leak in der map und er kann deswegen die .prt nicht laden!!

--

-> Jage nicht was du nicht töten kannst!
-> m3ss3r der seinen Namen nicht behalten durfte.

Zitat:
... Man glaubt es kaum:
Gibt es ein programm mit dem ich ganz einfach und simpel eine css map erstellen kann? also nich wie beim valve hammer editor wo mann jeden gegenstand selbst machen muss, sondern wo es schon vorgefertigte sachen gibt.

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002
17.11.2007, 21:49
Phil-M



** Executing...
** Command: "d:\steam\steamapps\maerzler\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "d:\steam\steamapps\maerzler\counter-strike source\cstrike" "D:\Steam\SteamApps\maerzler\sourcesdk_content\cstrike\mapsrc\my_home"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: d:\steam\steamapps\maerzler\counter-strike source\cstrike\materials
Loading D:\Steam\SteamApps\maerzler\sourcesdk_content\cstrike\mapsrc\my_home.vmf
Can't find surfaceprop stone for material STONE/INFFLRA, using default
Error: displacement found on a(n) func_detail entity - not supported

** Executing...
** Command: "d:\steam\steamapps\maerzler\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "d:\steam\steamapps\maerzler\counter-strike source\cstrike" "D:\Steam\SteamApps\maerzler\sourcesdk_content\cstrike\mapsrc\my_home"

Valve Software - vvis.exe (Nov 8 2007)
2 threads
reading d:\steam\steamapps\maerzler\sourcesdk_content\cstrike\mapsrc\my_home.bsp
reading d:\steam\steamapps\maerzler\sourcesdk_content\cstrike\mapsrc\my_home.prt
LoadPortals: couldn't read d:\steam\steamapps\maerzler\sourcesdk_content\cstrike\mapsrc\my_home.prt

** Executing...
** Command: "d:\steam\steamapps\maerzler\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters: -both -game "d:\steam\steamapps\maerzler\counter-strike source\cstrike" "D:\Steam\SteamApps\maerzler\sourcesdk_content\cstrike\mapsrc\my_home"

Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading d:\steam\steamapps\maerzler\sourcesdk_content\cstrike\mapsrc\my_home.bsp
No vis information, direct lighting only.
16190 faces
27 degenerate faces
2815088 square feet [405372704.00 square inches]
6 displacements
1665 square feet [239868.25 square inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (4)
Build Patch/Sample Hash Table(s).....Done<0.2074 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
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 211/1024 10128/49152 (20.6%)
brushes 1505/8192 18060/98304 (18.4%)
brushsides 14425/65536 115400/524288 (22.0%)
planes 17042/65536 340840/1310720 (26.0%)
vertexes 27618/65536 331416/786432 (42.1%)
nodes 6109/65536 195488/2097152 ( 9.3%)
texinfos 3479/12288 250488/884736 (28.3%)
texdata 56/2048 1792/65536 ( 2.7%)
dispinfos 6/0 1056/0 ( 0.0%)
disp_verts 1734/0 34680/0 ( 0.0%)
disp_tris 3072/0 6144/0 ( 0.0%)
disp_lmsamples 5886/0 5886/0 ( 0.0%)
faces 16190/65536 906640/3670016 (24.7%)
hdr faces 16190/65536 906640/3670016 (24.7%)
origfaces 8504/65536 476224/3670016 (13.0%)
leaves 6321/65536 202272/2097152 ( 9.6%)
leaffaces 25342/65536 50684/131072 (38.7%)
leafbrushes 5495/65536 10990/131072 ( 8.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 113005/512000 452020/2048000 (22.1%)
edges 60330/256000 241320/1024000 (23.6%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 1013/32768 10130/327680 ( 3.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 19176/65536 38352/131072 (29.3%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 5763268/0 ( 0.0%)
HDR lightdata [variable] 5763268/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 246211/393216 (62.6%)
LDR leaf ambient 6321/65536 151704/1572864 ( 9.6%)
HDR leaf ambient 6321/65536 151704/1572864 ( 9.6%)
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] 1/3634 ( 0.0%)
pakfile [variable] 20877/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 719004/4194304 (17.1%)
==== Total Win32 BSP file data space used: 17422704 bytes ====

Total triangle count: 44442
Writing d:\steam\steamapps\maerzler\sourcesdk_content\cstrike\mapsrc\my_home.bsp
11 seconds elapsed
Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading d:\steam\steamapps\maerzler\sourcesdk_content\cstrike\mapsrc\my_home.bsp
No vis information, direct lighting only.
16190 faces
27 degenerate faces
2815088 square feet [405372704.00 square inches]
6 displacements
1665 square feet [239868.25 square inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (4)
Build Patch/Sample Hash Table(s).....Done<0.2208 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
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 211/1024 10128/49152 (20.6%)
brushes 1505/8192 18060/98304 (18.4%)
brushsides 14425/65536 115400/524288 (22.0%)
planes 17042/65536 340840/1310720 (26.0%)
vertexes 27618/65536 331416/786432 (42.1%)
nodes 6109/65536 195488/2097152 ( 9.3%)
texinfos 3479/12288 250488/884736 (28.3%)
texdata 56/2048 1792/65536 ( 2.7%)
dispinfos 6/0 1056/0 ( 0.0%)
disp_verts 1734/0 34680/0 ( 0.0%)
disp_tris 3072/0 6144/0 ( 0.0%)
disp_lmsamples 5886/0 5886/0 ( 0.0%)
faces 16190/65536 906640/3670016 (24.7%)
hdr faces 16190/65536 906640/3670016 (24.7%)
origfaces 8504/65536 476224/3670016 (13.0%)
leaves 6321/65536 202272/2097152 ( 9.6%)
leaffaces 25342/65536 50684/131072 (38.7%)
leafbrushes 5495/65536 10990/131072 ( 8.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 113005/512000 452020/2048000 (22.1%)
edges 60330/256000 241320/1024000 (23.6%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 1013/32768 10130/327680 ( 3.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 19176/65536 38352/131072 (29.3%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 5763268/0 ( 0.0%)
HDR lightdata [variable] 5763268/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 246211/393216 (62.6%)
LDR leaf ambient 6321/65536 151704/1572864 ( 9.6%)
HDR leaf ambient 6321/65536 151704/1572864 ( 9.6%)
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] 1/3634 ( 0.0%)
pakfile [variable] 20877/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 719004/4194304 (17.1%)
==== Total Win32 BSP file data space used: 17422704 bytes ====

Total triangle count: 44442
Writing d:\steam\steamapps\maerzler\sourcesdk_content\cstrike\mapsrc\my_home.bsp
11 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "D:\Steam\SteamApps\maerzler\sourcesdk_content\cstrike\mapsrc\my_home.bsp" "d:\steam\steamapps\maerzler\counter-strike source\cstrike\maps\my_home.bsp"

--

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003
17.11.2007, 21:59
messer



Da ist dein Fehler!!

Error: displacement found on a(n) func_detail entity - not supported

Displacements kann man nicht auf func_details machen. Wenn der Fehler beseitigt ist ist der andere bestimmt auch weg!

--

-> Jage nicht was du nicht töten kannst!
-> m3ss3r der seinen Namen nicht behalten durfte.

Zitat:
... Man glaubt es kaum:
Gibt es ein programm mit dem ich ganz einfach und simpel eine css map erstellen kann? also nich wie beim valve hammer editor wo mann jeden gegenstand selbst machen muss, sondern wo es schon vorgefertigte sachen gibt.

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004
17.11.2007, 22:08
Phil-M



also..ich schau ez dass ich alle displacements deaktivier...weil die meldung hatt ich scho mal wegen dem displacements...

danach schick ich nochmal LOG mit.

vielen dank
Phil

--

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005
17.11.2007, 22:13
Phil-M



** Executing...
** Command: "d:\steam\steamapps\maerzler\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "d:\steam\steamapps\maerzler\counter-strike source\cstrike" "D:\Steam\SteamApps\maerzler\sourcesdk_content\cstrike\mapsrc\my_home#2"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: d:\steam\steamapps\maerzler\counter-strike source\cstrike\materials
Loading D:\Steam\SteamApps\maerzler\sourcesdk_content\cstrike\mapsrc\my_home#2.vmf
Can't find surfaceprop stone for material STONE/INFFLRA, using default
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 (2)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 120 detail faces...done (0)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing D:\Steam\SteamApps\maerzler\sourcesdk_content\cstrike\mapsrc\my_home#2.prt...done (1)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 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 (1) (718807 bytes)
Error! prop_static using model "models/props/de_inferno/flower_barrel.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/de_inferno/flower_barrel.mdl"!
Error! prop_static using model "models/props/cs_office/table_coffee.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/cs_office/table_coffee.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 4266 texinfos to 3467
Reduced 60 texdatas to 56 (1362 bytes to 1215)
Writing D:\Steam\SteamApps\maerzler\sourcesdk_content\cstrike\mapsrc\my_home#2.bsp
15 seconds elapsed

** Executing...
** Command: "d:\steam\steamapps\maerzler\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "d:\steam\steamapps\maerzler\counter-strike source\cstrike" "D:\Steam\SteamApps\maerzler\sourcesdk_content\cstrike\mapsrc\my_home#2"

Valve Software - vvis.exe (Nov 8 2007)
2 threads
reading d:\steam\steamapps\maerzler\sourcesdk_content\cstrike\mapsrc\my_home#2.bsp
reading d:\steam\steamapps\maerzler\sourcesdk_content\cstrike\mapsrc\my_home#2.prt
2348 portalclusters
7489 numportals
Leaf 1584 (portal 4952) with too many portals. Use vbsp -glview to compile, then glview -portal -portalhighlight X or -leafhighlight L to view the problem.

** Executing...
** Command: "d:\steam\steamapps\maerzler\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters: -both -game "d:\steam\steamapps\maerzler\counter-strike source\cstrike" "D:\Steam\SteamApps\maerzler\sourcesdk_content\cstrike\mapsrc\my_home#2"

Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading d:\steam\steamapps\maerzler\sourcesdk_content\cstrike\mapsrc\my_home#2.bsp
No vis information, direct lighting only.
16126 faces
27 degenerate faces
2812025 square feet [404931616.00 square inches]
0 displacements
0 square feet [0.00 square inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (4)
Build Patch/Sample Hash Table(s).....Done<0.2653 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
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 212/1024 10176/49152 (20.7%)
brushes 1504/8192 18048/98304 (18.4%)
brushsides 14413/65536 115304/524288 (22.0%)
planes 17028/65536 340560/1310720 (26.0%)
vertexes 27493/65536 329916/786432 (42.0%)
nodes 6107/65536 195424/2097152 ( 9.3%)
texinfos 3467/12288 249624/884736 (28.2%)
texdata 56/2048 1792/65536 ( 2.7%)
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 16126/65536 903056/3670016 (24.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 8479/65536 474824/3670016 (12.9%)
leaves 6320/65536 202240/2097152 ( 9.6%)
leaffaces 25233/65536 50466/131072 (38.5%)
leafbrushes 5501/65536 11002/131072 ( 8.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 112645/512000 450580/2048000 (22.0%)
edges 60146/256000 240584/1024000 (23.5%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 999/32768 9990/327680 ( 3.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 19017/65536 38034/131072 (29.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 5655216/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 248405/393216 (63.2%)
LDR leaf ambient 6320/65536 151680/1572864 ( 9.6%)
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] 1/3644 ( 0.0%)
pakfile [variable] 20903/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 718807/4194304 (17.1%)
==== Total Win32 BSP file data space used: 10436649 bytes ====

Total triangle count: 44310
Writing d:\steam\steamapps\maerzler\sourcesdk_content\cstrike\mapsrc\my_home#2.bsp
11 seconds elapsed
Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading d:\steam\steamapps\maerzler\sourcesdk_content\cstrike\mapsrc\my_home#2.bsp
No vis information, direct lighting only.
16126 faces
27 degenerate faces
2812025 square feet [404931616.00 square inches]
0 displacements
0 square feet [0.00 square inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (4)
Build Patch/Sample Hash Table(s).....Done<0.2996 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
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 212/1024 10176/49152 (20.7%)
brushes 1504/8192 18048/98304 (18.4%)
brushsides 14413/65536 115304/524288 (22.0%)
planes 17028/65536 340560/1310720 (26.0%)
vertexes 27493/65536 329916/786432 (42.0%)
nodes 6107/65536 195424/2097152 ( 9.3%)
texinfos 3467/12288 249624/884736 (28.2%)
texdata 56/2048 1792/65536 ( 2.7%)
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 16126/65536 903056/3670016 (24.6%)
hdr faces 16126/65536 903056/3670016 (24.6%)
origfaces 8479/65536 474824/3670016 (12.9%)
leaves 6320/65536 202240/2097152 ( 9.6%)
leaffaces 25233/65536 50466/131072 (38.5%)
leafbrushes 5501/65536 11002/131072 ( 8.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 112645/512000 450580/2048000 (22.0%)
edges 60146/256000 240584/1024000 (23.5%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 999/32768 9990/327680 ( 3.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 19017/65536 38034/131072 (29.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 5655216/0 ( 0.0%)
HDR lightdata [variable] 5655216/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 248405/393216 (63.2%)
LDR leaf ambient 6320/65536 151680/1572864 ( 9.6%)
HDR leaf ambient 6320/65536 151680/1572864 ( 9.6%)
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] 1/3644 ( 0.0%)
pakfile [variable] 20903/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 718807/4194304 (17.1%)
==== Total Win32 BSP file data space used: 17146601 bytes ====

Total triangle count: 44310
Writing d:\steam\steamapps\maerzler\sourcesdk_content\cstrike\mapsrc\my_home#2.bsp
11 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "D:\Steam\SteamApps\maerzler\sourcesdk_content\cstrike\mapsrc\my_home#2.bsp" "d:\steam\steamapps\maerzler\counter-strike source\cstrike\maps\my_home#2.bsp"

--

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006
17.11.2007, 22:14
Phil-M



lol
..jetzt sagt der analyzer dass es keine fehler mehr gibt.
...aber ich will ned einfach falche ebenen...
was kann ich da dagegen machen?

vielen dank
Phil

--

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007
17.11.2007, 22:36
Sven Monhof



displacements lassen, aber nicht zum func_detail machen...
bei der vis-berechnung werden die sowieso nicht berechnet ;)

--

Starwars: The New Era
Lead-Leveldesigner

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