000
13.05.2008, 12:01
Herr Freimann
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Guten morgen, thewall. Ich habe viel Wasser in meiner Map, nun ist sie 60 MB groß. Lasse ich die Skybox weg (auch nur Wasser drin), schrumpft die Größe auf 15 MB und Vis braucht nur 1 Statt 12 Minuten, trotzdem würde ich doch gerne diesen Wasserbrush in der Skybox benutzen (das Ding ist auf 1:32 gestellt).
Wie kann ich umgehen, dass die Größe so immens zunimmt? Es muss an Vis liegen, also müsste ich dem compiler irgendwie befehlen, dass die skybox nur ein leaf darstellen soll, wie geht das?
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001
13.05.2008, 12:38
gabbberjool
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Wen ich mich nicht irre musst du tools hint benützen
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http://www.hardbase.fm/ Ihr braucht ne map...---> http://soulbreaker.kilu.de/braucheinemap.html
AmX Mod X 1.8 Fertig pack's http://amxbans.kilu.de/Index.html
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002
13.05.2008, 13:22
Herr Freimann
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Stimmt, hab ich schon versucht. Kommt nichts bei raus. Es wird ja sowieso nichts zerschnitten, weil Wasser auf die leafsetzung nicht einwirkt.
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003
13.05.2008, 13:32
Agamemnon-Hellmapper
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Log her.
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Es gibt 2 Möglichkeiten, eine Kristallkugel zu benutzen: a) um damit Spekulationen über ein Problem eines Users zu machen und b) um sie einem besonders unkooperativen User über den Schädel zu ziehen. - bloggt jetzt auch selbst auf Sclavia.de
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004
13.05.2008, 13:44
Herr Freimann
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materialPath: c:\valve\steamapps\half-life 2 deathmatch\hl2mp\materials Loading C:\Valve\steamapps\sourcesdk_content\hl2mp\mapsrc\dm_flat.vmf fixing up env_cubemap materials on brush sides... 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 56 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Valve\steamapps\sourcesdk_content\hl2mp\mapsrc\dm_flat.prt...done (0) Creating default cubemaps for env_cubemap using skybox materials: skybox/sky_day03_06*.vmt Run buildcubemaps in the engine to get the correct cube maps.
No such variable "$hdrbasetexture" for material "skybox/sky_day03_06rt" Can't load skybox file skybox/sky_day03_06 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) (188410 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Water found with no water_lod_control entity, creating a default one. Compacting texture/material tables... Reduced 1316 texinfos to 436 Reduced 42 texdatas to 28 (1284 bytes to 738) Writing C:\Valve\steamapps\sourcesdk_content\hl2mp\mapsrc\dm_flat.bsp 2 seconds elapsed
2 threads reading c:\valve\steamapps\sourcesdk_content\hl2mp\mapsrc\dm_flat.bsp reading c:\valve\steamapps\sourcesdk_content\hl2mp\mapsrc\dm_flat.prt 1193 portalclusters 3813 numportals 0...1...2...3...4...5...6...7...8...9...10Optimized: 5880 visible clusters (0.00%) Total clusters visible: 962127 Average clusters visible: 806 Building PAS... Average clusters audible: 824 visdatasize:323591 compressed from 362672 writing c:\valve\steamapps\sourcesdk_content\hl2mp\mapsrc\dm_flat.bsp 2 seconds elapsed
[Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad']
Loading c:\valve\steamapps\sourcesdk_content\hl2mp\mapsrc\dm_flat.bsp 4511 faces 13186803 square feet [1898899712.00 square inches] 0 displacements 0 square feet [0.00 square inches] 4511 patches before subdivision 316149 patches after subdivision 56 direct lights 0...1... WARNING: Too many light styles on a face (8,424,-1)
WARNING: Too many light styles on a face (8,328,-1) 2...3. WARNING: Too many light styles on a face (-120,424,-1)
WARNING: Too many light styles on a face (-56,232,-1)
WARNING: Too many light styles on a face (-72,360,-1)
WARNING: Too many light styles on a face (-952,696,127)
WARNING: Too many light styles on a face (-952,744,127)
WARNING: Too many light styles on a face (-744,703,184) ..4...5. WARNING: Too many light styles on a face (776,-568,127)
WARNING: Too many light styles on a face (824,-712,127)
WARNING: Too many light styles on a face (776,-520,127)
WARNING: Too many light styles on a face (56,-376,-1)
WARNING: Too many light styles on a face (104,-376,-1) . WARNING: Too many light styles on a face (8,-392,-1) .6...7 WARNING: Too many light styles on a face (-8,-376,-1)
WARNING: Too many light styles on a face (-56,-392,-1)
WARNING: Too many light styles on a face (-952,-568,127)
WARNING: Too many light styles on a face (-952,-712,127)
WARNING: Too many light styles on a face (-952,-520,127) ...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 104475130, max 2118 transfer lists: 797.1 megs
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005
13.05.2008, 13:48
Herr Freimann
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0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(80714, 38364, 25152) 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(103650, 32703, 11340) 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(1005, 611, 334) 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(620, 229, 79) 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(20, 17, 8) 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(6, 4, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(1, 1, 0) Build Patch/Sample Hash Table(s).....Done<0.1287 sec> 0...1...2...3...4...5...6...7...8...9...10FinalLightFace 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 31/1024 1488/49152 ( 3.0%) brushes 535/8192 6420/98304 ( 6.5%) brushsides 3871/65536 30968/524288 ( 5.9%) planes 1684/65536 33680/1310720 ( 2.6%) vertexes 8195/65536 98340/786432 (12.5%) nodes 2564/65536 82048/2097152 ( 3.9%) texinfos 436/12288 31392/884736 ( 3.5%) texdata 28/2048 896/65536 ( 1.4%) 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 4511/65536 252616/3670016 ( 6.9%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 1191/65536 66696/3670016 ( 1.8%) leaves 2596/65536 83072/2097152 ( 4.0%) leaffaces 5206/65536 10412/131072 ( 7.9%) leafbrushes 2440/65536 4880/131072 ( 3.7%) areas 4/256 32/2048 ( 1.6%) surfedges 26741/512000 106964/2048000 ( 5.2%) edges 14465/256000 57860/1024000 ( 5.7%) LDR worldlights 56/8192 4928/720896 ( 0.7%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 1082/32768 10820/327680 ( 3.3%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 13458/65536 26916/131072 (20.5%) cubemapsamples 57/1024 912/16384 ( 5.6%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 59831876/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 323591/16777216 ( 1.9%) entdata [variable] 69139/393216 (17.6%) LDR leaf ambient 2596/65536 62304/1572864 ( 4.0%) 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] 1/12 ( 8.3%) pakfile [variable] 582988/0 ( 0.0%)
Level flags = 0
Win32 Specific Data: physics [variable] 188410/4194304 ( 4.5%) ==== Total Win32 BSP file data space used: 61969650 bytes ====
Total triangle count: 12957 Writing c:\valve\steamapps\sourcesdk_content\hl2mp\mapsrc\dm_flat.bsp 12 minutes, 54 seconds elapsed
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006
13.05.2008, 14:03
Apoq-ramses
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WARNING: Too many light styles on a face (x,y,z) du hast zu viele verschiedene lichtarten auf einem face...vl gerade in deiner skybox
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007
13.05.2008, 14:11
Agamemnon-Hellmapper
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Jepp... jedes named/Custom Appearance Light bläst außerdem die Lightmap um mehrere MB auf...
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Es gibt 2 Möglichkeiten, eine Kristallkugel zu benutzen: a) um damit Spekulationen über ein Problem eines Users zu machen und b) um sie einem besonders unkooperativen User über den Schädel zu ziehen. - bloggt jetzt auch selbst auf Sclavia.de
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