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Autor Beitrag
000
17.07.2010, 21:32
BigsmokeF



hey leute,

also ich mach schon ne zeitlang ne map..

nach dem compilen sind keine fehler vom analyzer gefunden worden:

http://flow.computer-dc.de/analyzer.php

Zitat:
** Executing...
** Command: "c:\users\****\saved games\steam\steamapps\****\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\users\simon\saved games\steam\steamapps\*****\counter-strike source\cstrike" "C:\Users\*****\Desktop\Sonstiges\maps\fy_****.vmf"

Valve Software - vbsp.exe (Jul 7 2010)
4 threads
materialPath: c:\users\***\saved games\steam\steamapps\******\counter-strike source\cstrike\materials
Loading C:\Users\****\Desktop\Sonstiges\maps\fy_******.vmf
Can't find surfaceprop panel for material METAL/PRODVENTA, using default
Could not locate 'GameData' key in c:\users\****\saved games\steam\steamapps\*****\counter-strike source\cstrike\gameinfo.txt
Patching WVT material: maps/fy_****/dev/dev_blendmeasure_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 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Users\*****\Desktop\Sonstiges\maps\fy_*****.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_dust*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_dust*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
Displacement 29 has bad geometry near 2670.59 1724.94 -98.00
Can't compile displacement physics, exiting. Texture is DEV/VALUESAND60

** Executing...
** Command: "c:\users\****\saved games\steam\steamapps\*****\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\users\****\saved games\steam\steamapps\*****\counter-strike source\cstrike" -fast "C:\Users\********\Desktop\Sonstiges\maps\fy_***********+"

Valve Software - vvis.exe (Jul 7 2010)
fastvis = true
4 threads
reading c:\users\***\desktop\sonstiges\maps\fy_****.bsp
reading c:\users\*****\desktop\sonstiges\maps\fy_*****.prt
2910 portalclusters
9269 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (4)
Optimized: 596020 visible clusters (0.00%)
Total clusters visible: 6360660
Average clusters visible: 2185
Building PAS...
Average clusters audible: 2894
visdatasize:2032402 compressed from 2141760
writing c:\users\***\desktop\sonstiges\maps\fy_****.bsp
5 seconds elapsed

** Executing...
** Command: "c:\users\****\saved games\steam\steamapps\****\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\users\****saved games\steam\steamapps\****\counter-strike source\cstrike" -noextra "C:\Users\***\Desktop\Sonstiges\maps\fy_******"

Valve Software - vrad.exe SSE (Jul 7 2010)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\users\****\desktop\sonstiges\maps\fy_****.bsp
Cannot load the static props... encountered a stale map version. Re-vbsp the map.

** Executing...
** Command: Copy File
** Parameters: "C:\Users\****\Desktop\Sonstiges\maps\*****.bsp" "c:\users\****\saved games\steam\steamapps\*****\counter-strike source\cstrike\maps\fy_****.bsp"

dann wenn die map startet steht so nen komischer satzt als info...(ingame wenn die runde schon startet) und die halbe map ist durchsichtig und sieht so richtig buggi aus...obwohls nich so is..jau und in der console stürmts nur an fehlerberichten...nen bisschen konnte ich rauskopieren:

Zitat:
env_cubemap used on world geometry without rebuilding map. . ignoring: glass/glasswindow017a
env_cubemap used on world geometry without rebuilding map. . ignoring: glass/glasswindow037a
env_cubemap used on world geometry without rebuilding map. . ignoring: de_chateau/wall04pnl
env_cubemap used on world geometry without rebuilding map. . ignoring: metal/citadel_tilewall005a
env_cubemap used on world geometry without rebuilding map. . ignoring: de_piranesi/woodfloor02
env_cubemap used on world geometry without rebuilding map. . ignoring: metal/metalwall001a
env_cubemap used on world geometry without rebuilding map. . ignoring: glass/combineglass001a
env_cubemap used on world geometry without rebuilding map. . ignoring: de_piranesi/woodfloor01
env_cubemap used on world geometry without rebuilding map. . ignoring: metal/metalwall001d
env_cubemap used on world geometry without rebuilding map. . ignoring: cs_assault/pavement001a
env_cubemap used on world geometry without rebuilding map. . ignoring: cs_assault/pavement001
env_cubemap used on world geometry without rebuilding map. . ignoring: metal/metalwall032e_cheap
env_cubemap used on world geometry without rebuilding map. . ignoring: metal/prodventa
env_cubemap used on world geometry without rebuilding map. . ignoring: glass/glasswindow018a
env_cubemap used on world geometry without rebuilding map. . ignoring: plaster/infwndwa_off
env_cubemap used on world geometry without rebuilding map. . ignoring: glass/glasswindow031b
env_cubemap used on world geometry without rebuilding map. . ignoring: plaster/offwlle
env_cubemap used on world geometry without rebuilding map. . ignoring: glass/offwndwb
env_cubemap used on world geometry without rebuilding map. . ignoring: effects/offelevdrsa
SOLID_VPHYSICS static prop with no vphysics model! (models/props_buildings/row_corner_1.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_buildings/row_industrial_cluster.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_buildings/row_corner_2.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_buildings/row_hill_cluster.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_buildings/long_building001a.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_buildings/long_building001a.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_buildings/row_upscale.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_buildings/row_upscale.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_buildings/row_upscale.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_buildings/row_hill_cluster.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_buildings/row_corner_1.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_buildings/row_corner_1.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_deciduous_card_01_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_deciduous_card_01_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_buildings/row_upscale.mdl)
Executing listen server config file
Attempted to create unknown entity type info_ladder!
Can't init info_ladder
Attempted to create unknown entity type info_ladder!
Can't init info_ladder
Attempted to create unknown entity type info_ladder!
Can't init info_ladder
Attempted to create unknown entity type info_ladder!
Can't init info_ladder
prop at 2711 2932 180 missing modelname
material models/props_junk/glassbottle01a has a normal map and $basealphaenvmapmask. Must use $normalmapalphaenvmapmask to get specular.

material models/props_junk/glassbottle01b has a normal map and $basealphaenvmapmask. Must use $normalmapalphaenvmapmask to get specular.

exec: couldn't exec listenserver.cfg
prop at 2711 2932 180 missing modelname

Counter-Strike: Source
Map: fy_*****
Players: 1 / 32
Build: 4260
Server Number: 1

No pure server whitelist. sv_pure = 0
Warning: using WorldTwoTextureBlend on a non-displacement surface.
Support for this will go away soon.
- Material : dev/dev_blendmeasure
- Surface center : 5188 3207 55
Warning: WorldTwoTextureBlend found on a non-displacement surface (material: dev/dev_blendmeasure). This wastes perf for no benefit.
Connection to Steam servers successful.

warning: Vis decompression overrun
warning: Vis decompression overrun
warning: Vis decompression overrun
warning: Vis decompression overrun
warning: Vis decompression overrun
warning: Vis decompression overrun
warning: Vis decompression overrun
warning: Vis decompression overrun
warning: Vis decompression overrun
warning: Vis decompression overrun
warning: Vis decompression overrun
warning: Vis decompression overrun
warning: Vis decompression overrun
warning: Vis decompression overrun
warning: Vis decompression overrun
warning: Vis decompression overrun
warning: Vis decompression overrun
warning: Vis decompression overrun
warning: Vis decompression overrun
warning: Vis decompression overrun
warning: Vis decompression overrun
warning: Vis decompression overrun
warning: Vis decompression overrun
warning: Vis decompression overrun
warning: Vis decompression overrun
warning: Vis decompression overrun
warning: Vis decompression overrun
warning: Vis decompression overrun
warning: Vis decompression overrun
warning: Vis decompression overrun
warning: Vis decompression overrun
warning: Vis decompression overrun
warning: Vis decompression overrun
warning: Vis decompression overrun
warning:.....

des mit dem : "SOLID_VPHYSICS" problem is iwie komisch weil es gehört zu der skycam also zu der mineatur und dort sind alle prop_static...so wie sichs gehört...warum macht des ding dann stress?

wat is mein problem?^^

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Dieser Beitrag wurde am 17.07.2010 um 21:42 von BigsmokeF bearbeitet.
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001
20.07.2010, 10:05
Sir_Killalot



Wie paranoid muss man eigtl. sein um den Map-Namen aus dem Log zu löschen?!

Ein Bild würde mehr sagen wie tausend worte.

Aber such und lösch das mal:
Displacement 29 has bad geometry near 2670.59 1724.94 -98.00
Can't compile displacement physics, exiting. Texture is DEV/VALUESAND60

und mal Alt+P drücken, nach obskuren Brush's ausschau halten (durch carven oder unsachgemäßem gebrauch des Clipping-Tools)

Ich denke die Fehler kommen vom unsauberen mappen.

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002
21.07.2010, 20:43
BigsmokeF



ja habs hinbekommen die fehler zu beheben..und ja ich hab anfangs sehr unsauber gearbeitet..naja..jetzt sind nur noch 2 fehler drin(paar degenerated faces und zero child iwas...) aber es funktioniert alles wie ichs gern hätte;)

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