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Hi,
Beim mappen kompiliere ich in der regel ab und zu meine map um zu schauen ob laufwege, usw. alles passt und wie es denn aussieht. wie immer mach ich eben um die ganze map rum nen kasten mit der standard skybox textur vom hammer editor (weiß dass das nich optimal is, die map is aber eh noch nich fertig), dann noch light_environment mit helligkeit 500 rein und fertig. ging auch immer... bis jetzt. irgendwie ist die map aber falsch belichtet. ich hab es aber immer auf die selbe weise gemacht (einstellungen alles auf fast beim kompilieren) nur jetzt geht gibts eben diesen fehler. die map ist komplett dunkel, nur props_... sind hell (sieht zumindest normal aus) belichtet. alle anderen texturen sind sehr dunkel. nur wenn man die taschenlampe anschaltet birngt das n bisschen licht rein ^^
kann mir da jemand sagen was ich falsch machen? ich hab vor dem kompilieren ziemlich viele props_static auf enen haufen gepflanzt (zur verkleidung). könnte das eventuell der fehler sein?
hier noch der compilelog:
** Executing... ** Command: "d:\spiele\counterstrike source\steamapps\derkorbi\sourcesdk\bin\vbsp.exe" ** Parameters: -game "d:\spiele\counterstrike source\steamapps\derkorbi\counter-strike source\cstrike" "D:\Spiele\CounterStrike Source\SteamApps\derkorbi\sourcesdk_content\cstrike\mapsrc\de_analousia45_test2"
Valve Software - vbsp.exe (Aug 4 2006) 1 threads materialPath: d:\spiele\counterstrike source\steamapps\derkorbi\counter-strike source\cstrike\materials Loading D:\Spiele\CounterStrike Source\SteamApps\derkorbi\sourcesdk_content\cstrike\mapsrc\de_analousia45_test2.vmf 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 (0) Processing areas...done (0) Building Faces...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing D:\Spiele\CounterStrike Source\SteamApps\derkorbi\sourcesdk_content\cstrike\mapsrc\de_analousia45_test2.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... Found a displacement edge abutting multiple other edges. Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (0) (181587 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 475 texinfos to 303 Reduced 46 texdatas to 30 (2333 bytes to 1337) Writing D:\Spiele\CounterStrike Source\SteamApps\derkorbi\sourcesdk_content\cstrike\mapsrc\de_analousia45_test2.bsp 5 seconds elapsed
** Executing... ** Command: "d:\spiele\counterstrike source\steamapps\derkorbi\sourcesdk\bin\vvis.exe" ** Parameters: -game "d:\spiele\counterstrike source\steamapps\derkorbi\counter-strike source\cstrike" -fast "D:\Spiele\CounterStrike Source\SteamApps\derkorbi\sourcesdk_content\cstrike\mapsrc\de_analousia45_test2"
Valve Software - vvis.exe (May 22 2006) fastvis = true 1 threads reading d:\spiele\counterstrike source\steamapps\derkorbi\sourcesdk_content\cstrike\mapsrc\de_analousia45_test2.bsp reading d:\spiele\counterstrike source\steamapps\derkorbi\sourcesdk_content\cstrike\mapsrc\de_analousia45_test2.prt 1002 portalclusters 3445 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (5) WARNING: Cluster portals saw into cluster Optimized: 10332 visible clusters (0.00%) Total clusters visible: 862339 Average clusters visible: 860 Building PAS... Average clusters audible: 1002 visdatasize:256220 compressed from 256512 writing d:\spiele\counterstrike source\steamapps\derkorbi\sourcesdk_content\cstrike\mapsrc\de_analousia45_test2.bsp 5 seconds elapsed
** Executing... ** Command: "d:\spiele\counterstrike source\steamapps\derkorbi\sourcesdk\bin\vrad.exe" ** Parameters: -game "d:\spiele\counterstrike source\steamapps\derkorbi\counter-strike source\cstrike" -noextra "D:\Spiele\CounterStrike Source\SteamApps\derkorbi\sourcesdk_content\cstrike\mapsrc\de_analousia45_test2"
Valve Software - vrad.exe SSE (May 22 2006) ----- Radiosity Simulator ---- 1 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad']
Loading d:\spiele\counterstrike source\steamapps\derkorbi\sourcesdk_content\cstrike\mapsrc\de_analousia45_test2.bsp 2918 faces 7 degenerate faces 645811 square feet [92996784.00 square inches] 237 displacements 154317 square feet [22221746.00 square inches] 2911 patches before subdivision 60212 patches after subdivision 9 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (98) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (161) transfers 3680139, max 944 transfer lists: 28.1 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(-1, -1, -1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(-1, -1, -1 )
...(habe das rausgeschnitten, da der text zu lange wäre)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #100 added RGB(-1, -1, -1) Build Patch/Sample Hash Table(s).....Done<0.0321 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5) FinalLightFace Done Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10 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 1/1024 48/49152 ( 0.1%) brushes 523/8192 6276/98304 ( 6.4%) brushsides 3801/65536 30408/524288 ( 5.8%) planes 2276/65536 45520/1310720 ( 3.5%) vertexes 6155/65536 73860/786432 ( 9.4%) nodes 1844/65536 59008/2097152 ( 2.8%) texinfos 303/12288 21816/884736 ( 2.5%) texdata 30/2048 960/65536 ( 1.5%) dispinfos 237/0 41712/0 ( 0.0%) disp_verts 68077/0 1361540/0 ( 0.0%) disp_tris 120576/0 241152/0 ( 0.0%) disp_lmsamples 386956/0 386956/0 ( 0.0%) faces 2918/65536 163408/3670016 ( 4.5%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 1695/65536 94920/3670016 ( 2.6%) leaves 1846/65536 59072/2097152 ( 2.8%) leaffaces 3089/65536 6178/131072 ( 4.7%) leafbrushes 1175/65536 2350/131072 ( 1.8%) areas 2/256 16/2048 ( 0.8%) surfedges 20543/512000 82172/2048000 ( 4.0%) edges 11671/256000 46684/1024000 ( 4.6%) LDR worldlights 9/8192 792/720896 ( 0.1%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 233/32768 2330/327680 ( 0.7%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 3738/65536 7476/131072 ( 5.7%) cubemapsamples 6/1024 96/16384 ( 0.6%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 1720856/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 256220/16777216 ( 1.5%) entdata [variable] 37668/393216 ( 9.6%) LDR leaf ambient 1846/65536 44304/1572864 ( 2.8%) 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] 1/2008 ( 0.0%) dtl prp lght [variable] 1/4 (25.0%) HDR dtl prp lght [variable] 1/4 (25.0%) static props [variable] 1/3560 ( 0.0%) pakfile [variable] 80517/0 ( 0.0%)
Level flags = 0
Win32 Specific Data: physics [variable] 181587/4194304 ( 4.3%) ==== Total Win32 BSP file data space used: 5055906 bytes ====
Total triangle count: 7887 Writing d:\spiele\counterstrike source\steamapps\derkorbi\sourcesdk_content\cstrike\mapsrc\de_analousia45_test2.bsp 4 minutes, 53 seconds elapsed
** Executing... ** Command: Copy File ** Parameters: "D:\Spiele\CounterStrike Source\SteamApps\derkorbi\sourcesdk_content\cstrike\mapsrc\de_analousia45_test2.bsp" "d:\spiele\counterstrike source\steamapps\derkorbi\counter-strike source\cstrike\maps\de_analousia45_test2.bsp"
thx schon mal
mfg
sneakpeek
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