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17.07.2010, 21:32
BigsmokeF
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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
** 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:
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
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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
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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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