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Autor Beitrag
000
27.11.2009, 13:01
BigsmokeF



hey leute....

bei meiner map hat alles funtioniert bis irgenwann ma...

ich hab da ganznormal komplimiert un dann binich im spiel
un wenn ich dann mein spieler auswähl hängt sich des spiel auf un abgestürtzt also nur css.....ich hab getestet obs am spiel lag.....aber es liegt ganz klar an der map...irgenwas macht die down...bloß was..

PLS help

MfG BigsmokeF

PS: ich hab aus trigger once trigger multiply gemacht bei vielen triggerfeldern....vielleicht hilft des weiter

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001
27.11.2009, 13:06
BigsmokeF



un :

wen des spiel abkackt kackt der hammer editor mit ab...also kann ich da nich die log file rauskopiern.....

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002
27.11.2009, 13:16
BigsmokeF



ah doch jet hab ichse.....lol...sieht ziemlich buggi aus

** 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_v4"

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_v4.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (4)

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4990.4, 1840.9, -1.2)
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 198005:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4990.6, 1840.9, -1.2)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
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 198005:

ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (4)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Users\Simon\Desktop\maps\fy_HAG_aula_v4.prt...done (1)
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) (474961 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2621 texinfos to 1800
Reduced 91 texdatas to 82 (2140 bytes to 1823)
Writing C:\Users\Simon\Desktop\maps\fy_HAG_aula_v4.bsp
13 seconds 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" -fast "C:\Users\Simon\Desktop\maps\fy_HAG_aula_v4"

Valve Software - vvis.exe (Nov 8 2007)
fastvis = true
4 threads
reading c:\users\simon\desktop\maps\fy_HAG_aula_v4.bsp
reading c:\users\simon\desktop\maps\fy_HAG_aula_v4.prt
4345 portalclusters
15473 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (19)
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
Optimized: 765324 visible clusters (0.00%)
Total clusters visible: 15157042
Average clusters visible: 3488
Building PAS...
Average clusters audible: 4176
visdatasize:4456564 compressed from 4727360
writing c:\users\simon\desktop\maps\fy_HAG_aula_v4.bsp
22 seconds elapsed

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003
27.11.2009, 13:16
BigsmokeF



UND HIER GEHTS WEITER(da die nachricht zulang sein würde^^)

** 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" -noextra "C:\Users\Simon\Desktop\maps\fy_HAG_aula_v4"

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_v4.bsp
11936 faces
84 degenerate faces
726372 square feet [104597584.00 square inches]
40 displacements
23882 square feet [3439145.25 square inches]
11852 patches before subdivision
69950 patches after subdivision
134 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (39)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (72)
transfers 11252814, max 3290
transfer lists: 85.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(1177782, 1046296, 899728)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(231261, 175191, 126197)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(53788, 36502, 23217)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(12368, 7625, 4401)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(3061, 1767, 956)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(783, 426, 222)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(208, 110, 56)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(60, 30, 15)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(17, 8, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(6, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(2, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #12 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0426 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 91/1024 4368/49152 ( 8.9%)
brushes 1167/8192 14004/98304 (14.2%)
brushsides 9678/65536 77424/524288 (14.8%)
planes 19750/65536 395000/1310720 (30.1%)
vertexes 26754/65536 321048/786432 (40.8%)
nodes 8572/65536 274304/2097152 (13.1%)
texinfos 1800/12288 129600/884736 (14.6%)
texdata 82/2048 2624/65536 ( 4.0%)
dispinfos 40/0 7040/0 ( 0.0%)
disp_verts 11560/0 231200/0 ( 0.0%)
disp_tris 20480/0 40960/0 ( 0.0%)
disp_lmsamples 68609/0 68609/0 ( 0.0%)
faces 11936/65536 668416/3670016 (18.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 5038/65536 282128/3670016 ( 7.7%)
leaves 8664/65536 277248/2097152 (13.2%)
leaffaces 13424/65536 26848/131072 (20.5%)
leafbrushes 5669/65536 11338/131072 ( 8.7%)
areas 3/256 24/2048 ( 1.2%)
surfedges 78436/512000 313744/2048000 (15.3%)
edges 44432/256000 177728/1024000 (17.4%)
LDR worldlights 134/8192 11792/720896 ( 1.6%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 1631/32768 16310/327680 ( 5.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 24522/65536 49044/131072 (37.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 9/512 3168/180224 ( 1.8%)
LDR lightdata [variable] 4753152/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 4456564/16777216 (26.6%)
entdata [variable] 267281/393216 (68.0%)
LDR leaf ambient 8664/65536 207936/1572864 (13.2%)
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] 1/12122 ( 0.0%)
pakfile [variable] 21889/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 474961/4194304 (11.3%)
==== Total Win32 BSP file data space used: 13585754 bytes ====

Total triangle count: 34543
Writing c:\users\simon\desktop\maps\fy_HAG_aula_v4.bsp
2 minutes, 4 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Simon\Desktop\maps\fy_HAG_aula_v4.bsp" "c:\users\simon\saved games\steam\steamapps\simcard54\counter-strike source\cstrike\maps\fy_HAG_aula_v4.bsp"

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004
27.11.2009, 13:53
m_iace



ich würde den log analyzer für die source engine verwenden:
http://flow.computer-dc.de/analyzer.php

edit: es gibt eine editierfunktion!

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Dieser Beitrag wurde am 27.11.2009 um 13:53 von m_iace bearbeitet.
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005
27.11.2009, 13:58
BigsmokeF



1 . Was meinst du mit editir funktion
2. ich versteh net was ich hier machen soll.....
ich bräucht ne konkretere lösung :D

WARNING: Cluster portals saw into cluster

Gefunden in:
Zeile 70, Zeile 71, Zeile 72, Zeile 73, Zeile 74, Zeile 75, Zeile 76, Zeile 77, Zeile 78, Zeile 79, Zeile 80, Zeile 81, Zeile 82, Zeile 83, Zeile 84, Zeile 85, Zeile 86, Zeile 87, Zeile 88, Zeile 89, Zeile 90, Zeile 91, Zeile 92, Zeile 93, Zeile 94, Zeile 95, Zeile 96, Zeile 97, Zeile 98, Zeile 99, Zeile 100, Zeile 101, Zeile 102, Zeile 103, Zeile 104, Zeile 105, Zeile 106, Zeile 107, Zeile 108, Zeile 109, Zeile 110, Zeile 111, Zeile 112, Zeile 113, Zeile 114, Zeile 115, Zeile 116, Zeile 117, Zeile 118, Zeile 119, Zeile 120, Zeile 121, Zeile 122, Zeile 123, Zeile 124, Zeile 125, Zeile 126, Zeile 127, Zeile 128, Zeile 129, Zeile 130, Zeile 131, Zeile 132, Zeile 133, Zeile 134, Zeile 135, Zeile 136, Zeile 137, Zeile 138, Zeile 139, Zeile 140, Zeile 141, Zeile 142, Zeile 143, Zeile 144, Zeile 145, Zeile 146, Zeile 147, Zeile 148, Zeile 149, Zeile 150, Zeile 151, Zeile 152, Zeile 153, Zeile 154, Zeile 155, Zeile 156, Zeile 157, Zeile 158, Zeile 159, Zeile 160, Zeile 161, Zeile 162, Zeile 163, Zeile 164, Zeile 165, Zeile 166, Zeile 167, Zeile 168, Zeile 169, Zeile 170, Zeile 171, Zeile 172, Zeile 173, Zeile 174, Zeile 175, Zeile 176, Zeile 177, Zeile 178, Zeile 179, Zeile 180, Zeile 181, Zeile 182, Zeile 183, Zeile 184, Zeile 185, Zeile 186, Zeile 187, Zeile 188, Zeile 189, Zeile 190, Zeile 191, Zeile 192, Zeile 193, Zeile 194, Zeile 195, Zeile 196, Zeile 197, Zeile 198, Zeile 199, Zeile 200, Zeile 201, Zeile 202, Zeile 203, Zeile 204, Zeile 205, Zeile 206, Zeile 207, Zeile 208, Zeile 209, Zeile 210
Problem:
Es ist unklar was genau diesen Fehler auslöst. Eine Ursache könnte sein, das VBSP ein konkaves Leaf erstellt hat. Die Map wurde nicht ausreichend optimiert. Möglicherweise wurden durch mangelnde Benutzung von func_detail oder func_brush zuviele leaves erstellt.
Lösung:
Normalerweise sollte dieser Fehler keine unangenehmen Nebenwirkungen hervorrufen, treten trotzdem Probleme auf, versuche das Leaf zu vereinfachen, mit func_details zum Beispiel. Arbeite den Mapping Optimierungs-Guide durch.

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006
27.11.2009, 15:02
Sir_Killalot



Erstmal LEAK beseitigen, dann map optimieren (sieht tutorials)
Und wie kann man davon ausgehen das die Map funktinoiert wenn man SO viele fehler hat?! Selbst wenn man keine Ahnung hat, sollte man das doch sehen da da was nicht stimmt

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007
27.11.2009, 15:05
BigsmokeF



jetzt hab ich die ganzen leaks rausgeholt un jetzt start ich die map es funktioniert aber is hal nich der zustand den ich haben wollt......un in der console steht das hier(sehr viel rot^^)un manchmal kakt die map auch ab....wenn ich ne tür öffne....iwie komisch...i glaub die kakt immer ab wenn die map bisschen arbeiten muss...kp^^

maxplayers set to 32
Heap: 256.00 Mb
Parsed 359 text messages
Couldn't find custom font file 'resource/HL2EP2.ttf'
Couldn't find custom font file 'materials/vgui/fonts/buttons_32.vbf'
execing config.cfg
Can't use cheat cvar cl_upspeed in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar cl_forwardspeed in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar cl_backspeed in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar dsp_dist_max in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar dsp_dist_min in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar r_ambientfraction in multiplayer, unless the server has sv_cheats set to 1.
4 CPUs, Frequency: 2.4 Ghz, Features: GenuineIntel SSE SSE2 MMX RDTSC CMOV FCMOV
execing valve.rc
maxplayers set to 32
Adding master server 72.165.61.189:27011
Adding master server 69.28.151.162:27011
maxplayers set to 32
execing game.cfg
Network: IP 192.168.2.101, mode MP, dedicated No, ports 27015 SV / 27005 CL
Spawn Server fy_hag_aula_v4_buggitest
env_cubemap used on world geometry without rebuilding map. . ignoring: tile/tilefloor012b
env_cubemap used on world geometry without rebuilding map. . ignoring: tile/tilefloor012b
env_cubemap used on world geometry without rebuilding map. . ignoring: plaster/offwllc
env_cubemap used on world geometry without rebuilding map. . ignoring: plaster/offwllc
env_cubemap used on world geometry without rebuilding map. . ignoring: wood/offdesktop
env_cubemap used on world geometry without rebuilding map. . ignoring: wood/offdesktop
env_cubemap used on world geometry without rebuilding map. . ignoring: de_chateau/floor02
env_cubemap used on world geometry without rebuilding map. . ignoring: de_chateau/floor02
env_cubemap used on world geometry without rebuilding map. . ignoring: wood/woodfloor007a
env_cubemap used on world geometry without rebuilding map. . ignoring: wood/woodfloor007a
env_cubemap used on world geometry without rebuilding map. . ignoring: glass/glasswindow017a
env_cubemap used on world geometry without rebuilding map. . ignoring: glass/glasswindow017a
env_cubemap used on world geometry without rebuilding map. . ignoring: glass/glasswindow037a
env_cubemap used on world geometry without rebuilding map. . ignoring: glass/glasswindow037a
env_cubemap used on world geometry without rebuilding map. . ignoring: glass/glasswindow018a
env_cubemap used on world geometry without rebuilding map. . ignoring: glass/glasswindow018a
env_cubemap used on world geometry without rebuilding map. . ignoring: plaster/offwllb
env_cubemap used on world geometry without rebuilding map. . ignoring: plaster/offwllb
env_cubemap used on world geometry without rebuilding map. . ignoring: de_chateau/wall04pnl
env_cubemap used on world geometry without rebuilding map. . ignoring: de_chateau/wall04pnl
env_cubemap used on world geometry without rebuilding map. . ignoring: metal/metalwall032e_cheap
env_cubemap used on world geometry without rebuilding map. . ignoring: de_piranesi/woodfloor02
env_cubemap used on world geometry without rebuilding map. . ignoring: de_piranesi/woodfloor02
env_cubemap used on world geometry without rebuilding map. . ignoring: metal/metalwall001a
env_cubemap used on world geometry without rebuilding map. . ignoring: metal/metalwall001a
env_cubemap used on world geometry without rebuilding map. . ignoring: glass/combineglass001a
env_cubemap used on world geometry without rebuilding map. . ignoring: glass/combineglass001a
env_cubemap used on world geometry without rebuilding map. . ignoring: de_piranesi/woodfloor01
env_cubemap used on world geometry without rebuilding map. . ignoring: de_piranesi/woodfloor01
env_cubemap used on world geometry without rebuilding map. . ignoring: metal/metalwall001d
env_cubemap used on world geometry without rebuilding map. . ignoring: metal/metalwall001d
env_cubemap used on world geometry without rebuilding map. . ignoring: cs_assault/pavement001a
env_cubemap used on world geometry without rebuilding map. . ignoring: cs_assault/pavement001a
env_cubemap used on world geometry without rebuilding map. . ignoring: cs_assault/pavement001
env_cubemap used on world geometry without rebuilding map. . ignoring: cs_assault/pavement001
env_cubemap used on world geometry without rebuilding map. . ignoring: plaster/infwndwa_off
env_cubemap used on world geometry without rebuilding map. . ignoring: plaster/infwndwa_off
env_cubemap used on world geometry without rebuilding map. . ignoring: glass/glasswindow031b
env_cubemap used on world geometry without rebuilding map. . ignoring: glass/glasswindow031b
env_cubemap used on world geometry without rebuilding map. . ignoring: plaster/offwlle
env_cubemap used on world geometry without rebuilding map. . ignoring: plaster/offwlle
env_cubemap used on world geometry without rebuilding map. . ignoring: glass/offwndwb
env_cubemap used on world geometry without rebuilding map. . ignoring: glass/offwndwb
env_cubemap used on world geometry without rebuilding map. . ignoring: effects/offelevdrsa
env_cubemap used on world geometry without rebuilding map. . ignoring: effects/offelevdrsa
Begin loading faces (loads materials)
End loading faces (loads materials)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_buildings/row_corner_1.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_buildings/row_industrial_cluster.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_buildings/row_corner_2.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_buildings/row_hill_cluster.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_buildings/long_building001a.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_buildings/long_building001a.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_buildings/row_upscale.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_buildings/row_upscale.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_buildings/row_upscale.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_buildings/row_hill_cluster.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_buildings/row_corner_1.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_buildings/row_corner_1.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_deciduous_card_01_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_deciduous_card_01_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_buildings/row_upscale.mdl)
execing skill1.cfg
Executing listen server config file
Incorrect price blob version! Update your server!
ERROR: mp_dynamicpricing set to 1 but couldn't download the price list!
prop at 2711 2932 180 missing modelname
Precache of sprites/tp_beam001 ambigious (no extension specified)
Section [Scenes]: 0 resources total 0 bytes, 0.00 % of limit (2.10 MB)
32 player server started
couldn't exec listenserver.cfg
prop at 2711 2932 180 missing modelname
Precache of sprites/tp_beam001 ambigious (no extension specified)
Client "unnamed" connected (127.0.0.1:27005).
Connected to 127.0.0.1:27015

Counter-Strike: Source
Map: fy_hag_aula_v4_buggitest
Players: 1 / 32
Build 3945
Server Number 1
No pure server whitelist. sv_pure = 0
CAsyncWavDataCache: 2 .wavs total 0 bytes, 0.00 % of capacity
Initializing renderer...
Warning: using WorldTwoTextureBlend on a non-displacement surface.
Support for this will go away soon.
- Material : dev/dev_blendmeasure
- Surface center : 3829 1837 141
Warning: using WorldTwoTextureBlend on a non-displacement surface (material: dev/dev_blendmeasure). Support for this will go away soon.
Verbindung zu unnamed steht.
Game will not start until both teams have players.
Scoring will not start until both teams have players

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008
27.11.2009, 15:10
BigsmokeF



un jetzt ......is nur noch ein degenerated faces problem.. mehr net.....goil so wenig fehler hat ich noch nie drin.....aber komisch is dass es vorher auch immer funktioniert hat.....auch mit allen leaks etc...

Quellcode:Degenerate Faces
Gefunden in:
    Zeile 73
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”
** 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_v4_buggitest"

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_v4_buggitest.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 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Simon\Desktop\maps\fy_HAG_aula_v4_buggitest.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) (421617 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2328 texinfos to 1508
Reduced 86 texdatas to 77 (2078 bytes to 1701)
Writing C:\Users\Simon\Desktop\maps\fy_HAG_aula_v4_buggitest.bsp
5 seconds 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_v4_buggitest"

Valve Software - vvis.exe (Nov 8 2007)
4 threads
reading c:\users\simon\desktop\maps\fy_HAG_aula_v4_buggitest.bsp
reading c:\users\simon\desktop\maps\fy_HAG_aula_v4_buggitest.prt
2716 portalclusters
8812 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (4)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (2328)
Optimized: 45949 visible clusters (0.00%)
Total clusters visible: 1320301
Average clusters visible: 486
Building PAS...
Average clusters audible: 2235
visdatasize:1318225 compressed from 1868608
writing c:\users\simon\desktop\maps\fy_HAG_aula_v4_buggitest.bsp
38 minutes, 52 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_v4_buggitest"

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_v4_buggitest.bsp
8117 faces
5 degenerate faces
719047 square feet [103542816.00 square inches]
40 displacements
23882 square feet [3439145.25 square inches]
8112 patches before subdivision
65538 patches after subdivision
131 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (76)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (16)
transfers 8802940, max 1160
transfer lists: 67.2 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(1052106, 928722, 798684)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(208951, 158685, 115760)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(49338, 33798, 21871)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(11445, 7173, 4225)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(2855, 1683, 929)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(732, 410, 218)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(195, 107, 55)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(56, 29, 15)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(16, 8, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(5, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(2, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #12 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0392 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 88/1024 4224/49152 ( 8.6%)
brushes 1067/8192 12804/98304 (13.0%)
brushsides 6901/65536 55208/524288 (10.5%)
planes 6638/65536 132760/1310720 (10.1%)
vertexes 18826/65536 225912/786432 (28.7%)
nodes 6200/65536 198400/2097152 ( 9.5%)
texinfos 1508/12288 108576/884736 (12.3%)
texdata 77/2048 2464/65536 ( 3.8%)
dispinfos 40/0 7040/0 ( 0.0%)
disp_verts 11560/0 231200/0 ( 0.0%)
disp_tris 20480/0 40960/0 ( 0.0%)
disp_lmsamples 68609/0 68609/0 ( 0.0%)
faces 8117/65536 454552/3670016 (12.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 3932/65536 220192/3670016 ( 6.0%)
leaves 6289/65536 201248/2097152 ( 9.6%)
leaffaces 9188/65536 18376/131072 (14.0%)
leafbrushes 4574/65536 9148/131072 ( 7.0%)
areas 3/256 24/2048 ( 1.2%)
surfedges 55200/512000 220800/2048000 (10.8%)
edges 31257/256000 125028/1024000 (12.2%)
LDR worldlights 131/8192 11528/720896 ( 1.6%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 951/32768 9510/327680 ( 2.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 15015/65536 30030/131072 (22.9%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 9/512 3168/180224 ( 1.8%)
LDR lightdata [variable] 4671144/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1318225/16777216 ( 7.9%)
entdata [variable] 265703/393216 (67.6%)
LDR leaf ambient 6289/65536 150936/1572864 ( 9.6%)
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] 1/12098 ( 0.0%)
pakfile [variable] 22109/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 421617/4194304 (10.1%)
==== Total Win32 BSP file data space used: 9241497 bytes ====

Total triangle count: 23156
Writing c:\users\simon\desktop\maps\fy_HAG_aula_v4_buggitest.bsp
1 minute, 41 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Simon\Desktop\maps\fy_HAG_aula_v4_buggitest.bsp" "c:\users\simon\saved games\steam\steamapps\simcard54\counter-strike source\cstrike\maps\fy_HAG_aula_v4_buggitest.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_v4_buggitest"

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009
27.11.2009, 16:36
tolio



was soll man dir mehr geben als eine lösung? du hast sie selber gerade gepostet...
wenn du es nicht findest können wir dir auch nicht helfen da musst du suchen

ps: so krass viele doppelpost hab ihc noch nicht gesehen...
pps: wie wärs mit satzbau und deutscher sprache...

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010
27.11.2009, 16:54
m_iace



degenerated faces finden ist extrem schwer, sollte man immer sofort nachdem erkennen das was man zuletzt bearbeitet hat gründlich durchsuchen. in einer complexen map findet man den niemals. der fehler kann auch durch alsche verwendung von vertex tool entstehen.

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011
28.11.2009, 16:30
BigsmokeF



ja ich hab mir immer gedacht : joa..solang die map komplimiert un läuft interessieren mich die fehler net......is so nen fehler schlimm?..also des mit den degenerated faces?

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012
01.12.2009, 18:53
BigsmokeF



So ich hab jetzt keine fehler mehr in meiner map...aber des is jetzt immer noch....die map startet ich wähl mein player dann hängt sich des spiel auf ...reagiert nimmer hammer editor kackt dann auch ab......

WAS TUN?

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013
01.12.2009, 19:00
tolio



dann ist irgendwas in die map eingebaut was nicht funktioniert/einen absturz verursacht, das kann theoretisch alles sein

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014
02.12.2009, 20:10
BigsmokeF



Ich hab mein Fehler gefunden es war am Teleporter da hab ichen falschen skin ausgesucht.......ich reg mich so darüber auf gell ich hab die map so verbaut hab gesuct wo der fehler is....un haben dann gefunden......hab zum gluck mehrere speicherungnsstellen gemat.....muss hal jetzt in die nicht buggi version alles einfügen......da sieht man mal was für kleine scheis teile die map unfähig machen kann.....un des stand net im compileer log des mim teleporter......egal hauptache is dasses jetzt wieder geht...thx an alle

MfG BigsmokeF

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015
03.12.2009, 00:36
Nic_b



Eine Mapoptimierung wäre aber schon angebracht (vor allem bei Multiplayermaps!).

Wenn vvis fast 40 Minuten braucht und vrad nur knappe 2, dann ist da was faul. (andersrum würd ichs verstehen)

MfG

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