Willkommen ~Gast!
Registrieren || Einloggen || Hilfe/FAQ || Staff
Probleme mit der Registrierung im Forum? Melde dich unter registerEin Bild.
Autor Beitrag
000
24.09.2007, 21:26
Pussemuckelpeter



Hallo zusammen

Ich habe ne Map gebaut, und dafür einige Häuser Prefabs benuzt

Einge davon hatten env_cubemap drin, die ich jedoch alle gelsöcht habe.

Nun bekomme ich beim compilieren immer folgende Meldung ( ich makiere den entsprechenden Bereich mal mit +++) selbst wenn ich alle Hauser wieder lösche.

** Executing...
** Command: "d:\programme\steam\steamapps\t18\sourcesdk\bin\vbsp.exe"
** Parameters: -game "d:\programme\steam\steamapps\t18\counter-strike source\cstrike" "D:\Programme\Steam\SteamApps\t18\sourcesdk_content\cstrike\mapsrc\hide_n_seek"

Valve Software - vbsp.exe (Dec 11 2006)
1 threads
materialPath: d:\programme\steam\steamapps\t18\counter-strike source\cstrike\materials
Loading D:\Programme\Steam\SteamApps\t18\sourcesdk_content\cstrike\mapsrc\hide_n_seek.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 6 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
done (1)

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

writing D:\Programme\Steam\SteamApps\t18\sourcesdk_content\cstrike\mapsrc\hide_n_seek.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_dust*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_dustrt"
Can't load skybox file skybox/sky_dust to build the default cubemap!

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Warning: overflowed 64 displacement corner-neighbor lists.Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (210400 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 500 texinfos to 397
Reduced 26 texdatas to 26 (597 bytes to 597)
Writing D:\Programme\Steam\SteamApps\t18\sourcesdk_content\cstrike\mapsrc\hide_n_seek.bsp
27 seconds elapsed

** Executing...
** Command: "d:\programme\steam\steamapps\t18\sourcesdk\bin\vvis.exe"
** Parameters: -game "d:\programme\steam\steamapps\t18\counter-strike source\cstrike" -fast "D:\Programme\Steam\SteamApps\t18\sourcesdk_content\cstrike\mapsrc\hide_n_seek"

Valve Software - vvis.exe (May 22 2006)
fastvis = true
1 threads
reading d:\programme\steam\steamapps\t18\sourcesdk_content\cstrike\mapsrc\hide_n_seek.bsp
reading d:\programme\steam\steamapps\t18\sourcesdk_content\cstrike\mapsrc\hide_n_seek.prt
939 portalclusters
3471 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (5)
Optimized: 5609 visible clusters (0.00%)
Total clusters visible: 867154
Average clusters visible: 923
Building PAS...
Average clusters audible: 939
visdatasize:228878 compressed from 225360
writing d:\programme\steam\steamapps\t18\sourcesdk_content\cstrike\mapsrc\hide_n_seek.bsp
5 seconds elapsed

** Executing...
** Command: "d:\programme\steam\steamapps\t18\sourcesdk\bin\vrad.exe"
** Parameters: -game "d:\programme\steam\steamapps\t18\counter-strike source\cstrike" -noextra "D:\Programme\Steam\SteamApps\t18\sourcesdk_content\cstrike\mapsrc\hide_n_seek"

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:\programme\steam\steamapps\t18\sourcesdk_content\cstrike\mapsrc\hide_n_seek.bsp
4092 faces
1815192 square feet [261387648.00 square inches]
195 displacements
867960 square feet [124986280.00 square inches]
4092 patches before subdivision
zero area child patch
92048 patches after subdivision
59 direct lights
BuildFacelights: 0...1...2...3...4...
** Executing...
** Command: Copy File
** Parameters: "D:\Programme\Steam\SteamApps\t18\sourcesdk_content\cstrike\mapsrc\hide_n_seek.bsp" "d:\programme\steam\steamapps\t18\counter-strike source\cstrike\maps\hide_n_seek.bsp"

Die Map sieht auch dann compiliert total scheisse aus, vor allem die Waffen und PKW Texturen, total stumpf und irgendwie grau...

Ich habe nicht die blasseste Ahnung was ich hier falsch mache. Kann man diesen "Befehl" nicht irgendwo löschen ?

Danke im voraus für Eure Hilfe

--

zum Seitenanfang zum Seitenende Profil || Suche
001
24.09.2007, 21:42
brother



Dein Problem sind nicht die Cubemaps.
Dieser Spruch denn du eingezeichnet hast ist normal.

Du musst im Spiel in die console (sv_cheats 1 an) "buildcubemaps" eingeben.
Dann kommen da ein paar Bilder wo du die Cubemaps gesetzt hast.

und dann gibst du in die Console "map hinde_n_seek" ein.
Dann dauert es etwas länger die map zu laden, und dann ist alles okay.

Dein richtiges Problem ist, dass bei dir die vrad.exe abbricht, und somit nur Statische Beleuchtung da ist.

Sorry, weiß jetzt auch keine Lösung, weil du keine üblichen Fehler hast (glaub ich)

--

zum Seitenanfang zum Seitenende Profil || Suche
002
24.09.2007, 21:51
limlug



könnte daran liegen das du nen displacement mit nodraw textur hast. Nimm das mal raus und kompile dann noch mal

--

Mors certa; Hora incerta
-----------------------
Haribo macht Kinder froh, KCN tuts ebenso

zum Seitenanfang zum Seitenende Profil || Suche
003
25.09.2007, 16:33
Wallproo



Da du einpaar seiten der displacement-brushes mit der nodraw-textur belegt hast, denke ich, dass die Seiten im Spiel nicht gesehen werden, oder?
Damit deine Map nicht unnötig ressourcen frisst, makier mit dem Texture-Application-Tool nur die Seiten, die später ingame gesehen werden, und verwandle sie in displacements.

--

International Defense Force
www.idf-mod.de sponsored by www.get-bounced.de

Zitat:
Agamemnon-Hellmapper postete:
Unsere Leute arbeiten nur dann, wenn Vollmond ist und der Jupiter in enger Konstellation zum Venus steht.

zum Seitenanfang zum Seitenende Profil || Suche
004
25.09.2007, 18:22
the_Crow



Was auch ein klassischer Fehler bei Displacements ist, ist dass die Leute oft vergessen, dass Displacements keine Levelbegrenzung sind. Soll heißen, dass man noch ein paar zusätzliche Brushes braucht um die Map abzudichten. Wenn man das vergisst gibt es natürlich rießige Leaks.

--

www.the-crow.at - meine persönliche Website | TibiaGerman | Twitter | Wiaschtlsiada

zum Seitenanfang zum Seitenende Profil || Suche
005
25.09.2007, 19:00
brother



bei einem Leak wäre nichtmal die vvis.exe richtig gestartet.
Außerdem stände das dick und fett drin

--

zum Seitenanfang zum Seitenende Profil || Suche