Willkommen ~Gast!
Registrieren || Einloggen || Hilfe/FAQ || Staff
Probleme mit der Registrierung im Forum? Melde dich unter registerEin Bild.
Autor Beitrag
000
14.10.2009, 21:13
BigsmokeF



jo

weis jemand mir zu helfen meine ganzen tisch models sin weg..un ich will mal meine ganzen bugs weg ham das alles so is wie ichs will

thx invoraus BigsmokeF

** Executing...
** Command: "c:\users\simon\saved games\steam\steamapps\simcard54\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\users\simon\saved games\steam\steamapps\simcard54\counter-strike source\cstrike" "C:\Users\Simon\Desktop\maps\fy_HAG_aula_v3"

Valve Software - vbsp.exe (Dec 11 2006)
4 threads
materialPath: c:\users\simon\saved games\steam\steamapps\simcard54\counter-strike source\cstrike\materials
Loading C:\Users\Simon\Desktop\maps\fy_HAG_aula_v3.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1835.8, 1930.7, 95.5)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 3211:

ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1835.8, 1930.7, 95.5)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 3211:

Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Simon\Desktop\maps\fy_HAG_aula_v3.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...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (165471 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1134 texinfos to 719
Reduced 33 texdatas to 30 (718 bytes to 616)
Writing C:\Users\Simon\Desktop\maps\fy_HAG_aula_v3.bsp
1 second elapsed

** Executing...
** Command: "c:\users\simon\saved games\steam\steamapps\simcard54\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "c:\users\simon\saved games\steam\steamapps\simcard54\counter-strike source\cstrike" "C:\Users\Simon\Desktop\maps\fy_HAG_aula_v3"

Valve Software - vvis.exe (Nov 8 2007)
4 threads
reading c:\users\simon\desktop\maps\fy_HAG_aula_v3.bsp
reading c:\users\simon\desktop\maps\fy_HAG_aula_v3.prt
1132 portalclusters
3541 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (263)
Optimized: 9782 visible clusters (0.00%)
Total clusters visible: 441330
Average clusters visible: 389
Building PAS...
Average clusters audible: 1051
visdatasize:285960 compressed from 326016
writing c:\users\simon\desktop\maps\fy_HAG_aula_v3.bsp
4 minutes, 24 seconds elapsed

** Executing...
** Command: "c:\users\simon\saved games\steam\steamapps\simcard54\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters: -game "c:\users\simon\saved games\steam\steamapps\simcard54\counter-strike source\cstrike" "C:\Users\Simon\Desktop\maps\fy_HAG_aula_v3"

Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
4 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\users\simon\desktop\maps\fy_HAG_aula_v3.bsp
3819 faces
4 degenerate faces
588063 square feet [84681136.00 square inches]
0 displacements
0 square feet [0.00 square inches]
3815 patches before subdivision
47557 patches after subdivision
31 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (24)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (6)
transfers 7271380, max 1026
transfer lists: 55.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(322931, 283148, 248600)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(53672, 38168, 26780)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(12527, 7678, 4637)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(2647, 1314, 645)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(685, 265, 110)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(198, 51, 17)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(74, 11, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(36, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(20, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(13, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(9, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #12 added RGB(6, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(4, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #14 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #16 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #17 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #18 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0332 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace 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 25/1024 1200/49152 ( 2.4%)
brushes 434/8192 5208/98304 ( 5.3%)
brushsides 2647/65536 21176/524288 ( 4.0%)
planes 1874/65536 37480/1310720 ( 2.9%)
vertexes 8131/65536 97572/786432 (12.4%)
nodes 2675/65536 85600/2097152 ( 4.1%)
texinfos 719/12288 51768/884736 ( 5.9%)
texdata 30/2048 960/65536 ( 1.5%)
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 3819/65536 213864/3670016 ( 5.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1488/65536 83328/3670016 ( 2.3%)
leaves 2701/65536 86432/2097152 ( 4.1%)
leaffaces 4125/65536 8250/131072 ( 6.3%)
leafbrushes 2196/65536 4392/131072 ( 3.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 24185/512000 96740/2048000 ( 4.7%)
edges 13384/256000 53536/1024000 ( 5.2%)
LDR worldlights 31/8192 2728/720896 ( 0.4%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 478/32768 4780/327680 ( 1.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 6825/65536 13650/131072 (10.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 11/512 3872/180224 ( 2.1%)
LDR lightdata [variable] 3692668/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 285960/16777216 ( 1.7%)
entdata [variable] 126898/393216 (32.3%)
LDR leaf ambient 2701/65536 64824/1572864 ( 4.1%)
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] 1/204 ( 0.5%)
pakfile [variable] 20620/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 165471/4194304 ( 3.9%)
==== Total Win32 BSP file data space used: 5228995 bytes ====

Total triangle count: 10553
Writing c:\users\simon\desktop\maps\fy_HAG_aula_v3.bsp
42 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Simon\Desktop\maps\fy_HAG_aula_v3.bsp" "c:\users\simon\saved games\steam\steamapps\simcard54\counter-strike source\cstrike\maps\fy_HAG_aula_v3.bsp"

** Executing...
** Command: "c:\users\simon\saved games\steam\steamapps\simcard54\counter-strike source\hl2.exe"
** Parameters: -game "c:\users\simon\saved games\steam\steamapps\simcard54\counter-strike source\cstrike" +map "fy_HAG_aula_v3"

--

zum Seitenanfang zum Seitenende Profil || Suche
001
14.10.2009, 21:32
tolio



Zitat:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (X,Y,Z)

Gefunden in:
Zeile 11, Zeile 21
Problem:
Der Fehler ist unter anderem mit "Contents_Solid" eine häufige Begleiterscheinung eines Leaks.
Lösung:
Das Leak beheben. Falls es kein Leak ist, dann sollte der betreffende Brush neu und am besten vereinfacht gesetzt werden, damit der Fehler nicht mehr auftritt.

Degenerate Faces

Gefunden in:
Zeile 87
Problem:
Du hast eine Fläche die keine Oberfläche (Face) besitzt, sprich du hast ein Dreieck und alle 3 Eckpunkte (Vertex) liegen aufeinander. Es reicht schon wenn 2 Eckpunkte von einem Dreieck aufeinander liegen. Geometrisch gesehen kann das nur zu einer Linie führen (2 Eckpunkte), wie wir Wissen hat eine Linie keine Fläche und so kommt dieser Fehler zustande. VRAD versucht dann anhand der Lightmap dieser nichtvorhandenen Fläche das Licht zu berechnen und gibt dann diese Fehlermeldung aus
Lösung:
Dieser Fehler könnte durch fehlerhafte Displacementmaps zustande gekommen sein, prüfe deine Displacements auf “Degenerate Faces”

das mit den tischen geht aus dem log nicht hervor...
bist du sicher das du sie zu props gemacht hast du im model browser als funktionieren angekreutz sind?

--

zum Seitenanfang zum Seitenende Profil || Suche