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Ich bin noch ein anfänger in sachen mappen, dennoch habe ich mir zahlreiche tutorials soweit durchgelesen das ich eig. meinen ersten raum selber machen könnte und noch kleine spilerein. Ich wollte mal wieder versuchen ob ichs schaff einen raum (damit mein ich 6 wände und fertig) zu machen. Nachdem ich die 6 wände mache gehe ich ingame und nach einiger zeit wird alles schwarz und ich muss über den task manager css schliesen. Naja der raum ist hell, dennoch habe ich aus verzweiflung ein paar lampen eingebaut ging trotzdem nicht. Dann habe ich hier gelesen das es gut wäre ausenrum nen würfel zu machen damit nichts vom nichts von hammer reinkommt. Hat nichts gebracht und wenn ich mir nen raum vom tut zieh geht natürlich alles.
E: Kann das was mit den texturen zu tun haben? Und öhmm... mist nun habe ich vergessen was ich sagen wollte. Schaut hier bitte öfter rein mir fällt das bestimmt wieder ein. E2: Kann es seind as es an der graka liegt? (gforce 4 4400Ti 128mb) Ey ne ich habe schonwieder vergessen was ich schreiben wollte.
** Executing... ** Command: "d:\steam\steamapps\blatt\sourcesdk\bin\vbsp.exe" ** Parameters: -game "d:\steam\steamapps\blatt\counter-strike source\cstrike" "D:\Steam\SteamApps\blatt\sourcesdk_content\cstrike\mapsrc\versuch"
Valve Software - vbsp.exe (Jan 2 2006) 1 threads materialPath: d:\steam\steamapps\blatt\counter-strike source\cstrike\materials Loading D:\Steam\SteamApps\blatt\sourcesdk_content\cstrike\mapsrc\versuch.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) FixTjuncs... PruneNodes... WriteBSP... done (0) writing D:\Steam\SteamApps\blatt\sourcesdk_content\cstrike\mapsrc\versuch.prt...done (0) 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... Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (0) (4421 bytes) Emitting linux collision data (use -nolinuxdata to disable). Building Physics collision data... done (0) (4421 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 6 texinfos to 3 Reduced 2 texdatas to 1 (41 bytes to 21) Writing D:\Steam\SteamApps\blatt\sourcesdk_content\cstrike\mapsrc\versuch.bsp 0 seconds elapsed Memory leak: mempool blocks left in memory: 1
** Executing... ** Command: "d:\steam\steamapps\blatt\sourcesdk\bin\vvis.exe" ** Parameters: -game "d:\steam\steamapps\blatt\counter-strike source\cstrike" "D:\Steam\SteamApps\blatt\sourcesdk_content\cstrike\mapsrc\versuch"
Valve Software - vvis.exe (Jan 2 2006) 1 threads reading d:\steam\steamapps\blatt\sourcesdk_content\cstrike\mapsrc\versuch.bsp reading d:\steam\steamapps\blatt\sourcesdk_content\cstrike\mapsrc\versuch.prt 2 portalclusters 1 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0) PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0) Optimized: 0 visible clusters (0.00%) Total clusters visible: 4 Average clusters visible: 2 Building PAS... Average clusters audible: 2 visdatasize:24 compressed from 32 writing d:\steam\steamapps\blatt\sourcesdk_content\cstrike\mapsrc\versuch.bsp 0 seconds elapsed
** Executing... ** Command: "d:\steam\steamapps\blatt\sourcesdk\bin\vrad.exe" ** Parameters: -game "d:\steam\steamapps\blatt\counter-strike source\cstrike" "D:\Steam\SteamApps\blatt\sourcesdk_content\cstrike\mapsrc\versuch"
Valve Software - vrad.exe SSE (Jan 16 2006) ----- Radiosity Simulator ---- 1 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad']
Loading d:\steam\steamapps\blatt\sourcesdk_content\cstrike\mapsrc\versuch.bsp 16 faces 9443 square feet [1359872.00 square inches] 0 displacements 0 square feet [0.00 square inches] 16 patches before subdivision 1808 patches after subdivision 3 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0) transfers 178262, max 236 transfer lists: 1.4 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(57513, 38385, 25928) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(13117, 5843, 2666) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(2957, 879, 271) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(669, 133, 28) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(152, 20, 3) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(34, 3, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #7 added RGB(8, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(2, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0011 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0) FinalLightFace Done Ready to Finish 0 of 0 (0% of) surface lights went in leaf ambient cubes. ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 12/8192 144/98304 ( 0.1%) brushsides 72/65536 576/524288 ( 0.1%) planes 66/65536 1320/1310720 ( 0.1%) vertexes 35/65536 420/786432 ( 0.1%) nodes 18/65536 576/2097152 ( 0.0%) texinfos 3/12288 216/884736 ( 0.0%) texdata 1/2048 32/65536 ( 0.0%) 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 16/65536 896/3670016 ( 0.0%) origfaces 6/65536 336/3670016 ( 0.0%) leaves 20/65536 640/2097152 ( 0.0%) leaffaces 16/65536 32/131072 ( 0.0%) leafbrushes 40/65536 80/131072 ( 0.1%) areas 2/256 16/2048 ( 0.8%) surfedges 88/512000 352/2048000 ( 0.0%) edges 57/256000 228/1024000 ( 0.0%) LDR worldlights 3/8192 264/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 0/32768 0/327680 ( 0.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 0/65536 0/131072 ( 0.0%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 24152/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 24/16777216 ( 0.0%) entdata [variable] 770/393216 ( 0.2%) LDR leaf ambient 20/65536 480/1572864 ( 0.0%) 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] 7346/0 ( 0.0%)
Win32 Specific Data: physics [variable] 4421/4194304 ( 0.1%) ==== Total Win32 BSP file data space used: 43371 bytes ====
Linux Specific Data: physicssurface [variable] 4421/6291456 ( 0.1%) ==== Total Linux BSP file data space used: 43371 bytes ====
Total triangle count: 32 Writing d:\steam\steamapps\blatt\sourcesdk_content\cstrike\mapsrc\versuch.bsp 2 seconds elapsed
** Executing... ** Command: Copy File ** Parameters: "D:\Steam\SteamApps\blatt\sourcesdk_content\cstrike\mapsrc\versuch.bsp" "d:\steam\steamapps\blatt\counter-strike source\cstrike\maps\versuch.bsp"
** Executing... ** Command: "d:\steam\steamapps\blatt\counter-strike source\hl2.exe"
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Dieser Beitrag wurde am 03.08.2006 um 18:08 von bLaTT bearbeitet.
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